Tom Clancy's ###### ###### # # ### # ####### # #### ###### # # # # # # # # # # # # # # # # # # # # # # # # # ###### ###### # # # # # # ##### ###### # # # # # # # # # # # # # # # # # # # # # # ##### # ####### # # ### # ###### # # ######## ## ##### ## ## ## ## ## ## ## ####### ## ## ## ## ## ## ######## ######## ######## ######## ****************************************************************** * * * *** ** * * *** * *** * ** *** ** * ***** * * * * * * * * * * * * * * * * * * * * * * * * * * * * *** * *** * * * ** *** * * * * * * * * * * * * * * * ***** * * * * * ** * * * *** ** ** *** *** *** * * ** *** * ** * * * * ****************************************************************** Platform: Playstation 2 Ubisoft Author: The Genius of the Hole Version: 1.0 E-mail: kayko_2(at)t-online(dot)de =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- Table of contents =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- INTRO HOW TO USE THIS GUIDE HINTS, TIPS AND A PIECE OF ADVICE HACKING WALKTHROUGH UNLOCKABLES PERSONAL REVIEW COPYRIGHT AND SPECIAL THANKS =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- INTRO =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- Here we go again. Welcome to my third guide to the Splinter cell series which will accompany Sam Fisher on his newest adventure. Not only has this been his most exciting one so far, it has also been the most work-intense guide for me. Last but not least due to its length but also because two slightly different versions had to be covered. (Speaking of different versions: note that the version for the PS2 contains huge differences compared to other consoles and the PC version of the game.) Anyway, it is finally complete and I hope it will help you to get through the game without any difficulties. As usually my guide is designed to help beginners and medium players. However, if you really are a beginner when it comes to the splinter cell series you might want to consider playing one of the previous games first in order to get a certain feel for the game. Splinter cell Double Agent has not been designed for beginners and it would be a shame if you missed out on a joyful gaming experience due to a lack of general experience with the game. I hope you will enjoy this guide and appreciate my work. Have fun, and: Remember to stick to the shadows... P.S.: English is not my first language, but I have done my best and I am sure you will get what I am talking about even though you might spot a mistake in grammar or spelling now or then. Ignore those, or at least try to imagine how difficult it must be to write to such length in a foreign language. =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- HOW TO USE THIS GUIDE =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- One of the most difficult decisions which had to be made when I approached this guide had been how to deal with the issue of choice in the game and the fact that basically two versions of the game existed. While the differences in the basic storyline turned out to be minor, the consequences of certain decisions not only lead to changes in the equipment they sometimes also require different approaches to different situations as well as the completion of different objectives. One example of such changes are the additional objectives which are triggered by the distrust of a particular party. Since it is impossible to foresee all the decisions taken on part of the player I have decided to cover both extremes of the scale, meaning siding either completely with the NSA or completely with the JBA. Nevertheless all objectives will be covered and differences in the approaches or events which will only be triggered if you have previously been siding with a particular party are clearly marked with 'NSA' and 'JBA' respectively. It is possible that decisions taken in a previous mission will influence future developments and, most certainly, the available equipment. An attempt has been made to give alternative solutions to different problems which will allow you to get through the game no matter which equipment you have available. In order to have to complete as few additional objectives as possible and to have the most well-balanced equipment available it is advisable to keep the level of trust and distrust as even as possible. However, it is quite likely that now or then you will hit either side of the trust meter. Since it is impossible to know when this is going to happen to you I tried to work out the most likely moments by 'assuming the worst' (meaning that you are completely unable to counter the movements of your trust meter). If, for one reason or the other, you should have to complete an additional objective during a different stage of the game than described in this guide take a look at the additional objective described in the appropriate mission anyway (make sure you check out the one for the appropriate party) since the objective will remain the same throughout the mission. That's about all the important stuff about using this guide I can think of right now. If you should have difficulties using this guide or do have any questions regarding the structure feel free to e-mail me. =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- HINTS, TIPS, and A PIECE OF ADVICE =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- This section will contain some useful hints, things that should be kept in mind and one or two obvious, but relevant, reminders. You might want to browse through them and see if you spot anything useful for you. (Those of you who are familiar with my previous guides to the Splinter cell series might recognize some of the hints from previous guides. However changes have been made to some of them so you might still want to reread them.) # what no-one saw did not happen - make sure it is dark around you before you take out enemies, this will also prevent you from being seen by a camera you could have overlooked; once you managed to take out an enemy without being spotted no-one will miss him or get suspicious about his absence. # who switched off the lights - disable lights with your OCP and you won't be heard. If you shoot them straight away an enemy will realize he's being shot at and raise an alarm. # conversation is important - feel free to interrogate enemies even if other guards are around - you won't be heard and neither will he... # take it easy - don't rush into unknown territory unless a timer has started (and even then it is advisable to check out the situation first); enemies usually walk on a given route over and over again - unless you did disturb their routine. Try to figure out the pattern first, then act on the situation. # there is more to it than meets the eye - You are well equipped with thermal and night vision. Use them both before entering a new area or proceeding down an unknown corridor. You might get alarmed to some nasty surprises you couldn't see before (laser beams are a good example). The EMF is useful too. It will tell you about the locations of switches, cameras and sometimes provide you with information about your objectives. # violence is no solution - sometimes it is easier to sneak past guards than to take them on. Check the location for dark areas and try to figure out the patterns of movement of the guards, you might find a way through. # I wonder where it leads to - always keep an eye open for vents, crawl spaces and gaps in walls. They usually lead you somewhere useful and will help you to avoid difficult situations. # silence - always remember that guns cause noise. So unless you are intending to start a shoot-out, take a specific shot in sniper mode or are sure you are alone, leave the SC-20K where it is. The pistol is silenced and will less likely result in you being shot at. # I'm in - don't rush the hack, you have more time than you think you have. If you should realize that you won't be able to complete the hack before the timer runs out abandon it straight away. As long as you do this before half the time given has passed you won't raise an alarm. # CrashBoomBang - having a hard time disabling wall mines? Shoot them from a distance, but make sure no enemy is around (unless you intend to kill him this way) and you are far enough away (some do have a hell of a range!) # To shoot or not to shoot. - Unless you are not explicitly ordered not to, it is often easier to kill an enemy than just to knock them out or to use non-lethal projectiles. The reason being: they sometimes turn around when it doesn’t suit you at all, they can be revived and you will have to deal with them again, AND non-lethal projectiles, except for sticky shockers, require a hit to the head and you cannot use the sniper mode. HOWEVER you should note that in SPLINTER CELL DOUBLE AGENT the decision to kill or not to kill will also influence future missions (i.e. in form of your equipment). You might want to keep that in mind (and possibly consider retrying a certain part) before you pull the trigger. # Darkness is good. - Though not always a guarantee for cover. Since this is a stealth game darkness is your best friend. But if you should be discovered for any reason (for example a shot gave you away), don’t think the darkness will protect you any longer. Almost in a miraculous way enemies who did walk past you like they were blind before, suddenly will be able to almost smell you and it does hardly change anything if you change your position. (There are one or two exceptions to this, but don’t count on it). So if you are discovered forget any secrecy and just blast away or hit them as hard as you can. It is also impossible to raise a second alarm in the same situation, so if you have already been seen and a second guard reaches the scene a second later you can deal with him without running any risks, just be quick. Here a couple of points which are specifically relevant to SPLINTER CELL DOUBLE AGENT: # It is experience that makes a good splinter cell - so if you do not have any experience with previous splinter cell games you should consider playing one of these first. While Splinter cell Double Agent can be really entertaining it is not designed for beginners. And nothing ruins the gaming experience more than constant mission failure... # Keep in mind that not only which objective you complete will be decisive but that also the order in which you complete them can make the difference between trust and distrust (and therefore an additional objective) on part of one of your bosses. # Note that your equipment will change depending on previously taken decisions. Therefore you might wish to base the decision who to side with not only on the feeling in your stomach, but also on your preferred style. If you prefer to be equipped with more rounds for your SC-20K and your pistol you might want to consider siding with the JBA rather than the NSA. If however, you are particular fond of sticky shockers and airfoil rounds you might want to stay on the side of the good guys. # Killing people during particular missions will move your trust meter to either side. While as a general rule any dead body will move your trust meter towards the side of the JBA (while none won't change its position towards the side of the NSA (they expect you not to kill)), there are particular missions during which any killings on your part will move the trust meter towards the side of the NSA. An example of this happening is when Emile has explicitly stated that you are not supposed to kill anyone. # In order to have to complete as few additional objectives as possible and to have the most well-balanced equipment available try to keep the trust meter as close to the middle as possible. This might imply taking decisions which go against your personal conviction, your preferences or the feeling in your stomach. Well, that appears to be it for now. In case I have forgotten something I will update this section as soon as possible. =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- HACKING =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- Splinter cell Double Agent will introduce you to a completely new hacking system. Unlike in the last game hacking this time will not require you to figure out the correct numbers. This new system requires a completely different skill: Align the green line with the red one and confirm your action when you think you have found the precise match. Repeat until all lights which previously have been red have turned green and then be quick to either press the x button (you might need to press it twice before the game accepts it) or the triangle button (quicker option). Note that if you abandon the hack (triangle button) before half of the time has run out you will NOT trigger an alarm! Here is what gets me through the hacks quite easily: First of all: Don't rush. You do have plenty of time AND, if you do it before half the time has past, HAVE ALWAYS THE OPTION TO ABANDON THE HACK. Then focus on either adjusting the height or the width of the curve first, THEN turn your attention to the second factor. If you try to align both factors at the same time you might end up aligning none at all or it might take you too long because you are distracted by trying to do two things at a time. =-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>-==-<<>>- <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> WALKTHROUGH <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- ICELAND - FROZEN WILDERNESS --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: Echelon - INFILTRATE THE FACTORY Opposing: - Opportunity: Echelon - NEUTRALIZE GUARDS Echelon - PROTECT THE CRATES Once the opening movie is over make sure you try and remember the controls since this is the only real help you will get with these during the game. Then you and your comrade can get to work. Just turn around and enter the hole you see in the ice. Ignore the 'training videos' unless you haven't taken a look at them before you started the game. They are not of much use and are distracting you rather than providing any help whatsoever. You should however follow the 'training' advice in the left corner of your screen. It usually tells you the most 'professional' way of dealing with the situation in question. As soon as you see the red light inside the tunnel make sure you slow down and begin to sneak. Your first hostile encounter will be right ahead - though it will be over before you will really get a chance to know each other... Grab your enemy through the ice and interrogate him if you wish to, then either use the L1 (yes, Sam, you are one of the good guys, remember?) or the R1 button. Since the tunnel is blocked (pick up the ammo) approach the hole to the left of it which is too high above the ground to reach it. Time to 'initiate a dynamic hoist'. PROTECT THE CRATES Once you are both up on the higher level you will have to proceed further down the tunnel just to be called back to the entrance. Run back the way you came and slow down near the opening to the outside. -OBJECTIVE CANCELLED. NEUTRALIZE THE GUARDS The crates will be gone but the 'two goons' will still need your attention. It is better to tell your partner to stay where he is but if you want to take him with you here is my advice: USE YOUR STICKY SHOCKERS AND BE QUICK!! Not because I don't think you would be good enough to grab those guys, NO. Because your stupid comrade will screw things up for you by shooting everyone. By the way, he will do this more often, so if you are aiming for a perfect statistic: be quicker than him, (easier said than done...). You will take the blame for his mistakes! Note that he will also shoot those men if one of them gets the chance to shoot back at you because you have been too slow with the sticky shockers. A single sticky shocker fired into the puddle right underneath their feet should do the trick. -OBJECTIVE COMPLETE. Once you are back up on the higher level (dynamic hoist) proceed down the tunnel. Drop down onto the lower level and tell your friend to stay where he is unless you don't mind him ruining your statistics (he will shoot anyone in sight). In order to stay out of the light just stay on the planks and you will reach the factory yard without being spotted. INFILTRATE THE FACTORY Two guards will be protecting this area ..but not for long. You should see one of them between some piles of crates, unless he is currently somewhere underneath you inside the corridor. If your 'helpful' colleague spots him first he is as good as dead, if however you get the chance to wait until he passes your position and drop onto his head. For the second guy - in case he is still alive (this Hashim-guy is rather annoying, he is supposed to be working WITH you, not against you...) a sticky camera and a bit of gas are a nice choice, apart from the good old 'whistle and sneak technique', of course. If all else fails, there will still be your good old SC-K20 or your SC-Pistol. Once both of them are out approach the ladder (if you did tell your backup to wait somewhere don't forget to tell him to follow you again) and climb up. Open the door and go inside. Use the medikit if you have to, then use the door switch. Climb back down to your colleague and go up the pipes in order to enter the factory. Once inside invite a boost over and say good-bye to your friend. (I won't shed any tears over him... .) Once on the other side be sure not to make any noise. There is a guard straight ahead and you don't want to alarm him to your presence, do you? This is a clear 'head first' situation. There is a pipe right above you. Jump up, pull your feet up and wait for the guard to return. Whistle to lure him to your location. Time to do one of my favourite moves. Grab him and either use the L1 or R1 button to get rid of him. Don't drop back down, just follow the pipe and let go with your legs. Sam will pull himself up once you reach the vertical bent in the pipe. Just keep going up until you cannot go any further. Now move to the right and keep shuffling all the way to the other side. Now press the triangle button once and you will be hanging from the ledge. Wait for the guard to take up position and make your move (grab). Smoothly done! If you want to go for the perfect result climb back down and hide the body. If you are a bit more careless just climb up and get into a dark corner as quickly as possible because there is a camera at the opposite end of the corridor. Stay close to the right side of the corridor while moving towards the camera and you should be fine. Once you have reached the other side you might want to use your OCP (Pistol and L1) to disable the camera while you are crossing over to the yellow ladder you see further to the left. -INFILTRATION COMPLETE. --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- Iceland - Munitions factory --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: Echelon - ACQUIRE BUYERS LIST Opposing: - Opportunity: Echelon - RETRIEVE WEAPON SCHEMATICS Echelon - PLANT EXPLOSIVE CHARGES PLANT EXPLOSIVE CHARGES Memorize the controls and watch the short cutscene. Now use the valve right in front of you and then climb down the ladder. Wade through the liquid (I sure hope it is water) and go through the door you just opened. Once inside the other basin use the pipe on its farend (slightly to the left from where you came in through) to go up. Just make some noise before you do so and you will be able to grab your victim while you are still hanging from the ledge. Climb up and cross the room. Use your OCP to disable the laser beam blocking your way on the other side. Proceed carefully forward until you can see the camera on the wall around the corner. (Note that there is a medikit on the wall in case you need it.) Use your OCP again to disable the camera. If you did not trigger any alarms the corridor ahead will be free from any laser beams, if you did trigger an alarm you will have to deal with two beams using your OCP. Follow the advice on the screen and sneak past those guards just stay close to the railing and move steadily and quietly forward in order to get away from those guys before they finish talking because this is when one of them will take up his patrol. On the other side of the catwalk place the first of the charges Lambert has asked you to plant. Time to leave the room. Make sure the now patrolling guard is not around and open the door behind the console you just sabotaged. As soon as you peek around the corner you will see a camera on the left wall further down the corridor. Use your OCP to disable it and rush down the hall in order to pass it on time. Go upstairs and watch the cutscene. RETRIEVE WEAPON SCHEMATICS Seems our mission is going down the drain. Let's deal with what is left of it. Open the door stealth and quietly sneak towards the sleeping guard. Watch it! There is glass scattered all over the floor! Make your way around the counter to the right in order to get into his back. In case you are a lousy sneaker you might as well could use the pipe above you I guess. Now grab him and have a little chat with him. Then send him to sleep. Use his computer if you like then turn you attention to the sealed room to the left and therefore to your very first hack. NOTE: check out the Hacking section in case you are facing difficulties with this task. Use your EEV and choose the Security Access option. Align the green line with the red one and confirm your action when you think you have found the precise match. Repeat until all lights which previously have been red have turned green and then be quick to either press the x button (you might need to press it twice before the game accepts it) or the triangle button (quicker option). Note that if you abandon the hack before half of the time has run out you will NOT trigger an alarm. -RETRIEVE SCHEMATICS COMPLETE. Use the medikit if you need to, then leave the room through the next door. Follow the advice on the screen when it comes to disabling the next camera ahead and pick the ridiculously easy lock you will find on the next door. Careful now. There are two guards in this next area. You are supposed to learn something about your split jump ability. BUT if you do not wait for long enough before you open the door you will run straight into the guards before you even reach the appropriate position. If this happens just punch them hard into their faces. It is dark on the first part of the catwalk, they won't even see what hit them. If you manage to reach the yellow pillars do the split jump thing and then deal with the second guard who will come in soon after you landed back on the catwalk (wait and punch). Time to move on. Pick the lock on the door ahead and approach the corner on the corridor outside. Use your OCP on the camera and head down the stairs. There is a guard on the catwalk ahead, but he is difficult to see because of the light. Lure him to your position where it is dark and cozy. An alternative would be a split jump inside the narrow passage. Time to switch off his lights. When you proceed you will have to deal with a couple of laser beams. If you stay crouched it is unnecessary to switch off all four of them, just take care of the lower ones, or simply use the pipe above you to get past. When you reach the next dark area, wait for a guard to enter the corridor. Sneak up on him and grab him. How about a little chat? Running start? Ha-ha, that's a good one. Send him to sleep. Open the door stealth and you will see a worker near some machine. You might as well just leave him alone, but if you feel like grabbing him sneak around the large tank to your right by pressing against the wall (if you proceed past the second one you can just ignore the worker) and get behind his back. Grab him and take him out somewhere dark. Go up the small flight of stairs and use the ladder to your left. Up there it is time to place the second explosive on the console at the farend of the catwalk. -PLANT EXPLOSIVES COMPLETE. Now use the door switch and climb down the ladder next to it. Leave the room through the door to your left and follow the corridor until you reach a ladder to your left. Note: there is a medikit in the bathroom to the right. Go down the ladder. CHECKPOINT --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- Iceland - Munitions factory --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: Echelon - ACQUIRE BUYERS LIST Opposing: - Opportunity: Echelon - PLANT EXPLOSIVE CHARGES PLANT EXPLOSIVE CHARGES Ok, more charges to place. But first squeeze yourself through the gap next to the pipes ahead until you reach a crawl space. Crawl through and exit on the other side. Turn left and start sneaking. Quietly let yourself down into the water behind the worker. Move slowly in order not to make any noise and get right behind him. Grab him and send him to a wet grave. Now exit the room through the door ahead and immediately get your SC-Pistol out. Camera and a lot of light to the right. Once you disabled it go down the stairs (there will be laser beams if you triggered an alarm somehow) and enter the crawl space in the corridor to the right. On the other side follow the fence until you cannot go any further. This will be the darkest spot in the room. Climb over the fence and whistle to alarm the guards in the room. When they come for you grab the first one (wait until the other one is far enough away) and take him out. The second one is likely to go upstairs and guard the area from up there. Squeeze yourself past the shelves where it is dark in order not to be spotted and approach the bottom of the stairwell. Instead of taking the risk of going upstairs using brightly lit stairs make enough noise near the bottom of the stairs to alarm the guard. He will come for you. Just grab him or punch him straight into the face. Now go upstairs. Take the pistol ammo from one of the shelves and proceed along the catwalk. Turn left and jump over the railing. Now use your OCP to disable the laser beams which prevent you from proceeding forward. Use the medikit if you need to and follow the corridor. Don't worry, the sound you hear has nothing to do with you. Nevertheless you should be quiet because there is a guard right next to you. He is patrolling the catwalk on the other side of the locked door. Turn right, you cannot reach him anyway, unless you shoot him thereby triggering an alarm (he's got a friend nearby). Climb up the ladder and wait for the bridge with the melting pot to return. If it is of any use for you (depends on your style) pick up the object and get onto the bridge. While it is moving to the other side cross it and exit on the other side. Follow the catwalk and sneak through the opening to the left. The guard who has been patrolling the catwalk is likely to be down there somewhere while you will be right on top of the booth his comrade is in. Be aware that the light coming from the booth will make you visible while you cross over to the other side. On the other end drop down (make sure not to drop all the way at once or Fisher will hurt himself) and wait for the patrolling guard either to come out of the booth or to return to it. Either way grab him, but make sure it happens out of sight of his friends who is awfully quick to trigger an alarm. He is best grabbed while returning to the booth just before he opens the door. Then get the attention of his colleague and hit him hard the moment he opens the door. Once you are inside place a charge and pick the lock of the door on the other side. Exit the room through the door you just opened and either climb up the ladder to get some ammo for the SC-K20 or climb down to proceed. Open the next door stealth and make sure you are quick to withdraw and get your pistol out. There is a camera inside this corridor facing the door. Disable it and proceed to the left. Quiet now! There is a man in the locker room to the right. If you are patient enough you can wait for him to take up position in front of the door. This way you can just bash in the door and take him out in one go. Or you could just try and sneak past the room, but in case something goes wrong upstairs he will be in your back, remember this. Don't forget to hide his body. Anyway, once you are upstairs get your pistol out before you approach the corner. There is a camera on the left wall which you should disable before you enter the corridor and open the door to the right. Follow the catwalk to the right and jump over the railing onto the platform to the left. If you have any sticky shockers left this is the ideal position to shoot the guy hammering away underneath your position. Do not use a sticky camera here, a coughing comrade will alarm the second worker. Alternatively you could get close up and personal with these guys, of course. Do whatever fits your style. Just let yourself down onto the piles of metal underneath the roof you are on and approach the guy with the hammer for an interview. Once you are done with him, turn your attention to his former colleague. Time to plant the last explosive on the console in the corner to the left and then climb back up to the upper level. - PLANT EXPLOSIVE CHARGES COMPLETE. ACQUIRE BUYERS LIST If you have not triggered any alarms no laser beams will bother you. Otherwise use your OCP. Use your OCP also to disable the camera at the end of the corridor. Open the door at the end of the corridor and use the computer. Time to leave. -OBJECTIVE COMPLETE. Lambert appears to have his reasons so you should make your way back to the area you took the two last workers out in. Make sure you disable the camera first in order not to trigger any alarms by mistake. Climb down the ladder and use the keypad next to the garage door. You will have the code now. Climb over the obstacles to your right and quietly observe the entrance to the next area. There are a couple of guards in here. If you still have sticky shockers left use them to take them out. This will make things a lot easier. Otherwise it is time for a game of hide-and-seek. When you drop down from the last obstacle the guards are likely to come to the opening. Wait for them to walk away again and make your way to the piles of metal which are stored in this area. Between these there is enough cover and darkness for you to be able to proceed without being spotted. Just make your way to the door on the other side of the room and exit quickly but quietly. Approach the next door in order to extract. - MISSION COMPLETE - <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- Ellsworth Prison Kansas - General Population --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: Echelon - ESCAPE ELLSWORTH PRISON WITH JAMIE WASHINGTON JBA - GET WALKIE-TALKIE FROM SECURITY BOOTH Opposing: ECHELON - DO NOT LET BARNHAM DIE JBA - KILL BARNHAM Opportunity: Echelon - FIND HIDDEN INFORMATION DISC ESCAPE ELLSWORTH PRISON WITH JAMIE WASHINGTON Sarah's death sure could be considered a reason to abandon the mission, but why the panic in Lambert's voice? Anyway, this is going to be your first mission as a double agent. This means you will have decisions to make - and live with the consequences. When the mission starts you and Jamie will already be pals so cooperate with him. Take a look under the bed and enter the crawl space. A crawl space in a prison cell?? How handy is that! And how unrealistic... Anyway, exit at its other end and jump up underneath the hole above you in order to get to the other side. Meet Jamie. GET WALKIE-TALKIE FROM SECURITY BOOTH Follow Jamie and he will give you a boost over. Climb up the ladder, open the trap and go to the yellow pipe you see on one of the walls. Climb up and make your way through the gap in the fencing. Now squeeze yourself through the gap next to the pipes until you cannot go any further. Jump over the railing but make sure you turn around in mid-air in order to grab onto the pipes. Drop down from level to level and squeeze yourself through some pipes. Now pick the lock of the trap. Drop down and take note of a guard in the room you just landed in. Quietly drop down from the table you are on and look up. See that pipe? Grab it and pull your legs up. Make sure you are as close to the wall as possible or else the guard will be able to see you. Now whistle and wait for the guard to run into his doom (grab character). Time to get the walkie-talkie and get out of here. As soon as you have it climb back onto the table and jump up in order to leave through the trapdoor. Reason: A timer will start any moment and you will have to get back to your cell on time. If timers do make you nervous you might want to save your game the moment the timer starts. -OBJECTIVE COMPLETE. Squeeze yourself past the pipes and use the yellow pipes to get back up to the upper level. More squeezing through gaps. You will hear a guard whistling on the lower level. If you don't mind taking some damage ignore the trapdoor which leads to the ladder and rush past it. At the other end of the platform you will have the opportunity to land directly on the guards head saving you time and hassle. The damage you will take is minor. Climb through the hole in the wall and use the crawl space on the other side to get back into your cell. After the cutscene you will have been given a PDA as well as your first opposing objectives. This guide will assume that you are siding either mainly with the NSA or with the JBA, which means the descriptions will cover both extremes. However, it is advisable to try and remain trustworthy to both parties in order to have full access to your equipment and to avoid having to complete too many additional objectives. Differences between the approaches to objectives will be marked with 'NSA' or 'JBA' respectively. Leave the room and follow the yellow line until it leads to a cell, then just keep following the corridor and keep going through open doors until you see another prisoner on the corridor. Run past him and enter the gym area to the right. OPPOSING OBJECTIVES: ############################################################################### NSA - DO NOT LET BARNHAM DIE Ok, decision time. Press the circle button as soon as you get the opportunity to do so. The trust meter will move slightly to the right towards the position of the NSA. Despite your effort to end this situation in a peaceful way you will be punished along with the others. -OBJECTIVE COMPLETE. ############################################################################### JBA - KILL BARHHAM Press the x-button as soon as you get the opportunity to do so. Your trust meter will move towards the side of the JBA. You will be punished along with the others. -OBJECTIVE COMPLETE. ############################################################################### --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- Ellsworth Prison Kansas - General Population --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: Echelon - ESCAPE ELLSWORTH PRISON WITH JAMIE WASHINGTON JBA - FIND ADRENALINE SYRINGE Opposing: - Opportunity: Echelon - FIND HIDDEN INFORMATION DISC NOTE: If you have previously been siding with the JBA you will soon acquire a weapon. However, you should keep in mind that using it will move your trust meter towards the left and could have consequences for later missions. CHECKPOINT Once you are back to normal it is time for your breakout. The riot Lambert has promised you is already in full swing. Wait for a guard to come in and Jamie will take him out. IF YOU HAVE BEEN SIDING WITH THE NSA and did not kill Barnham: Unfortunately his trust in you has taken damage so he won't give you the gun he has just acquired. Instead you can search the body for the lock pick (great...). Use it straight away and open your cell. IF YOU HAVE BEEN SIDING WITH THE JBA and did kill Barnham: Jamie will be pleased to let you have the gun. Feel free to use it if you wish to gain the trust of the JBA more quickly. FIND ADRENALINE SYRINGE Since a bit of adrenaline does not hurt anyone you might as well do Jamie the favour and grab the adrenaline syringe from the cupboard to the right. Now it is time to check out the party. -OBJECTIVE COMPLETE. The other splinter cells have done a hell of a job. Leave the room and grab the smoke grenade from the dead guard to the right if you want to use it. Now go to the door which is blocked by burning pile of rubble and invite a boost over. Complete it and try to drop down into the shadows on the other side. This might alarm a guard so be quick to hit him hard. The second guard in the room is likely to approach you now. Take him out with a good beating. If you have acquired a gun shooting these guards is always an option. Walk down the corridor and 'initiate a hoist split' when you get the option to do so. Now go back to where you took out the guards and go through the door Jamie just open. Follow him upstairs and along the catwalk and jump down when you reach the gap in the railing. Go through the open door and follow the corridor until you see a guard apprehending a prisoner. If you don't want anybody to be shot be quick to grab him (don't make too much noise while rushing up to him) and take him out the non-lethal way. Alternatively, and if you have decided to side with the JBA earlier on, simply shoot the guard. Now turn right and approach the pipe near the fire. Invite a climb on and complete it. Now use the valve to get rid of the fire. You can abort the action once the fire as been extinguished. Sneak around the corner and take a quick look into the room to your left. Two guards in here. Stay in the shadows of the corridor and whistle. Both guards are likely to come to your position but they will not leave the room. Make sure you grab the one closer to your position as soon as both of them have turned around again. Interrogate him in order to get some interesting information. If this doesn't work for you you will have to use the shadows inside the room to take out the guards one by one. But watch it! The second guard does have a torch and Jamie is likely to screw it up for you. If he does, be quick to run up to the shooting guard and knock him out as quickly as possible. Take note that there are objects around you can use for the purpose of distraction, and near one of the dead guards you will even find a flash bang grenade. If everything else fails and you are the proud owner of a gun you can simply engage in a shoot-out. Jamie will leave through the door to the right. Follow him for a short chat, then go back inside the cafeteria where you can jump up underneath the catwalk in order to grab it. Just pull yourself up and follow the catwalk to the right. Enter the crawl space to the left and exit at its other end. Quietly drop down to the ground and sneak up on the guard. Grab him and send him to sleep. Now use the computer to the right. In order to leave the security booth without having to go back all the way just read the e-mail which you will find on the computer and use the keypad next to the door. Jamie will be gone so just follow the corridor to the right and enter the next door. Cross the burning room but make sure not to get too close to the fire. Enter the Old Cell Block. --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- Ellsworth Prison Kansas - Old Cell Block --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: Echelon - ESCAPE ELLSWORTH PRISON WITH JAMIE WASHINGTON JBA - REGROUP WITH JAMIE WASHINGTON JBA - RELEASE LOCK TO GAS CHAMBER Opposing: - Opportunity: Echelon - FIND HIDDEN INFORMATION DISC CHECKPOINT REGROUP WITH JAMIE WASHINGTON You've already guessed it. The fact that Jamie has disappeared means trouble. In particular for you. Follow the corridor and open the door stealth. Now wait for the guard with the torch to get real close to your position and make some noise. Sometimes if you remain far enough outside on the corridor the door will close all by itself. If you should get that lucky and the guard is still on his way to check out the noise just bash the door open and knock him out this way. If the door does not close make sure you avoid the light of his torch and knock him out any other way. Alternatively you could just wait for him to disappear into the distance and just sneak up the stairs to the left but leaving guards conscious is always the riskier option. If you do have a gun feel free to use it. Once you are half way up the stairs check your map to check the position of the second guard. If he is not on the opposite catwalk it will be safe to proceed upstairs. If he is, either wait for him to make his way to the same side you are on (you will have to cross a well lit area on your way up and will be fully visible). Once you are on the same level as the guard is be quick to turn left onto the catwalk and grab the pipe above you. Pull up your legs and proceed along the pipe. Even if the guard has spotted something he will not have realized what it was he just saw. Grab him once he is underneath you and switch off his lights. Alternatively, in case you are armed, shoot him while he is on the opposite catwalk in order to eliminate the threat. On your way to the opposite side of the catwalk make sure that, if you left the guard on the lower level conscious, he won't get alarmed to your presence. A grating on the catwalk should direct your attention towards a crawl space above you. Use it to get to the other side. Slide down the ladder and enter the crawl space. You might want to save now. This part can be tough depending on how good you are at sneaking past multiple patrolling guards. I would not advise you to take them both out. Their patrol pattern and the light around you make this a rather difficult enterprise. It is in fact easier to try and sneak past them. Take the time and check out their patrol pattern on your map. Once you feel you've gotten to grips with it follow the patrolling guard to the left just in time not to be seen by the second guard. The moment I usually exit the crawl space is when the guard to the right is facing the wall to the right and the other guard facing to the left has just walked past on the height of the crawl space. Use the shadow to cross over to the same wall he is patrolling along and stay right behind him. Stay as close as possible. He must almost feel your breath in his neck (the quick ones among you could use this opportunity to grab him, but it is not necessary to do so). Take note of a medikit on the wall to the right in case you need it, but it is risky to use it if you have not taken out the guard in front of you. When he walks past an open door it is time for you to part. Quickly, but quietly!, leave through that door. On the corridor turn left and enter the door to the left. RELEASE LOCK TO GAS CHAMBER There is a crawl space to the right. Use it and you will end up right in the back of two talking guards. Listen in on their conversation and get out of the crawl space the moment they stop talking. Be quick to grab or knock out the first guard. If this did alarm the second one be quick to punch him as well before is gets a chance to spot you in the light of his torch. If you do have a gun feel free to use it. If it did not alarm him, rush up to him and send him to sleep. If you let him walk away you will have to deal with him later so you might as well take him out now. Done with these two go back to the room with the crawl space and release the lock of the gas chamber. - OBJECTIVE COMPLETE. FIND HIDDEN INFORMATION DISC Now open the door the second guard had been wanting to (or did) walk out of (the one to the right) and follow the corridor straight ahead. Go past the security booth and go through the door at the end of the corridor. Head down the stairs to the basement. Enter. Go past the room with the mirrors and follow the corridor. Follow the word 'morgue' to the right, but watch out for potentially patrolling guards. The best way to get rid of the guard (apart from shooting him) is to lure him to the narrow passage right after the room with the mirrors. Here, do a split jump and whistle again once the guard has been following you. Drop down and take him out. Then go back to the corridor leading to the morgue. Ignore the cells to the left and turn left into the next corridor (it says 'morgue' on the wall). Enter the room and grab the disc from the open compartment. -FIND DISC COMPLETE. Leave the room and go back to where you saw the word 'morgue' for the very first time (if you pass the room with the mirrors you have gone too far). There is a locked door right next to it. Pick the lock and enter the room quietly. Use the computer if you like and then sneak upstairs. Stay as close to the wall to the left as possible and you will be able to get into the back of the teasing guard. Grab him and send him to sleep. If you do have a weapon and a couple of bullets left you might as well shoot him. Now it is time to release Jamie from his unpleasant imprisonment. -REGROUPING COMPLETE. Time to leave the prison for good. Go through the door the guard you just took out had been standing next to and go upstairs. Pick the lock and you will be in the room with booth containing the magnetic lock. Go left through the door and follow the corridor the same way you did when you where heading for the basement. Go past the security booth and you will reach the stairwell again. This time however, go up in order to reach the chapel. Open the door and initiate a boost over. --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- Ellsworth Prison Kansas - Chapel --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: Echelon - ESCAPE ELLSWORTH PRISON WITH JAMIE WASHINGTON Opposing: - Opportunity: JBA - ALTER DEATH RECORDS CHECKPOINT ALTER DEATH RECORDS Just a thought, eh? Oh well, while we are still here we might as well do Jamie this favour. It will be on our way anyway. Follow the corridor and open the door to the right. Two guards in here, lots of dark areas and a couple of candles. The only catch here are the torches these guards are carrying. You can blow out the candles in order to make moving around easier for you, but take note that you will be visible for the time it takes you to blow it out. This situation is basically one of sneak, avoid and grab. I found it most useful to lure the guard on the ground to the entrance door of the chapel and knock him out when he enters the corridor. Make sure his buddy does not see you. For the second guard I usually wait until he goes back upstairs and then I go into the room to the left. (A word of warning: Jamie sometimes follows that closely that he traps you in the doorway and you cannot enter the room - make sure he is far enough behind or out of the way before you try and open the door.) Here I wait in the doorway until the guard comes back downstairs. It will be easy as pie to get into his back and take him out. In case you managed to get hold of the gun make sure you wait for the guards to split up before you shoot any one of them (unless you want to start a shoot- out). Once you have gotten rid of the guards go into the room I just mentioned and use the computer to alter the death records. Read the e-mail if you like and use the medikit if you need to. -ALTER DEATH RECORDS COMPLETE. Then leave the room and go upstairs. Turn right and use the pipe to cross over to the balcony on the other side of the chapel. Detach the rope and go back the way you came. Go back downstairs and use the rope to climb up. Watch out, there is a guard right next to you once you reach the roof. Unless you are armed and willing to shoot him use the object nearby to get him to a position where you can grab him. Alternatively run up to him and hit him before he knows what is going on. If you manage to grab him interrogate him. Then it is bedtime for him. Go to the door he just mentioned, pick the lock and go downstairs. Open the first door you see in order to allow Jamie to join up with you again. Now go all the way down and go through the door at the bottom of the stairs. Follow the corridor until you get to the yard. Initiate a dynamic hoist near the gap in the wall and carefully drop all the way down to the ground (not at once!). - ESCAPE COMPLETE. - MISSION COMPLETE - <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- JBA Headquarters - Part One --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: Echelon - ADJUST FOUR FUSE BOXES Echelon - ESTABLISH CONNECTION TO ECHELON JBA - REPORT BACK TO EMILE (additional objective) Opposing: Echelon - SEND INFO TO LAMBERT ABOUT COLE YEAGHER JBA - SEND INFO TO EMILE ABOUT COLE YEAGHER Opportunity: Echelon - SCAN ENRICA'S FINGERPRINTS JBA - PLANT FALSE INFORMATION ON CARSON MOSS' COMPUTER CHECKPOINT In order to gain good statistics for this level it is vital to knock out as few enemies as possible since this is counted negatively towards your end result. If possible in any way sneak past or find an alternative route. For those of you who do not care about figures, however, there is always the option of making full use of your non-lethal equipment or of knocking an enemy out. NOTE: If you have killed Barnham during your stay in Ellsworth prison you will not be given your full equipment. Note also that if you have been killing guards during your escape your trust meter will have already moved to the left. NOTE ALSO: In some instances (if you are spotted) guards will try and apprehend you. If this happens you will get the option to prevent your arrest in either a lethal or non-lethal way. Press the appropriate buttons (shown at the top of your screen) in time in order to break free and either knock the guard out or kill him. It is, however, more likely that the guard will try and shoot you and that a second guard will be alarmed to your presence and therefore open fire. ADJUST FOUR FUSE BOXES Once you gain control go to the door to the right and enter it. The fist fuse box is to your right in this corridor. -FIRST FUSE BOX ADJUSTED. Leave through the door you came in through and climb up the ladder to the left of the door (seen from Sam's position while exiting). Once up turn left and enter the crawl space which is in the left corner of the well lit hut. Follow the narrow path until you can exit at the other end. Quiet now. One guard and two cameras are to be avoided here. Drop down from the hole you came out of, but remain on the shelf. It is dark here and neither the guard nor the cameras will see you. If you want to you can use your EEV to read some e-mails on the computers near the shelves in the middle of the room. Use the EMF to make them visible for you, then you can scan them with the EEV. Now to the second fuse box. Drop down to the ground but make sure you don't drop all the way at once. When you are sure that the guard will not cross your path any time soon cross over to the shelves in the middle of the room using the shadows. The fuse box is on a shelf to the left (when you are facing the shelves in the middle). In order to get there sneak along the shelves and use the shadow to cross over to the boxes next to the shelf in question. Make sure you don't bump into the guard while you do so. Climb onto the crates and make your way up to the top of the shelf. Adjust the fuse box and go back the way you came. -SECOND FUSE BOX ADJUSTED. There are multiple ways to proceed now, but I will tell you the one I consider the most useful one. However, if you want to proceed back to the roof, here is how to get back: In order to get back onto the shelf and to the hole in the wall use the crates next to the shelf. You will have to run and jump in order to make it to the upper level of the shelf, so make sure that the guard is not anywhere nearby or else he will hear you. Note that taking this route might (depending on who you are going to side with) lead to a distrust level that will require the completion of an extra objective in a short amount of time in order to prove your loyalty. See below for advice on how to complete this additional objective. My advice is to leave the room through the door next to the crates instead. Follow the corridor and go through the open door to the left. Note that if you should have triggered an alarm somehow a laser beam will have to be disabled. Stay to the left of the corridor you entered and take cover behind the pile of boxes. There is a camera right behind this pile on the wall to the left. Since in my experience the laser beams do remain disabled for longer use your OCP on the beam first and then carefully move around the pile of boxes in order to take care of the camera. Once it is disabled rush to the door ahead. Open it stealth and be careful not to alarm the guard nearby. Wait until he picks up his patrol again, then cross over to the opposite wall. Watch out for the second guard! Once near the opposite wall climb onto the container and proceed to its other end. Take note of a camera on the wall to your left! Drop down and approach the third fuse box. There is obviously too much light around. Once you have made sure that no guards are nearby use the SC-303 Compact Launcher on the light bulb. This will disable the light only temporarily and you should also be aware that the dying light will alarm the guards and that they will come to your position. So be quick to adjust the fuse box and rush back into the shadows. - THIRD FUSE BOX ADJUSTED. Go back to the door you came in through using the container and the shadows as cover. Open the door stealth and immediately disable the laser beam and the camera. Rush past and turn right through the open door. You could go back to the room with the shelves by turning right and complete the objectives in a different order by climbing back up and going back to the roof (see above if you are facing difficulties getting back onto the shelf). However, with the trust meter in mind I advise you to turn left into the corridor instead and to take the 'indoor route' instead. If you ignore my advice and want to take the other route prepare for an extra objective with a timer to beat in order to prove your loyalty. (This depends partly on how you handled yourself in Ellsworth prison, on how many guards you have killed AND who you are going to side with.) See below on advice how to complete the additional objectives. PLANT FALSE INFORMATION ON CARSON MOSS' COMPUTER Following the corridor to your left take out your OCP and disable the camera ahead while you are still in the shadows. You might need to use your EMF in order to see it. Rush past and open the next door stealth. Three guards and a (I believe it to be) nightvision camera (round object with red beams on the ceiling). Sneak up the stairs right next to the door you just opened and stop near the railing next to the catwalk. A guard should be coming your way on this very catwalk. Let him walk past you and then be quick to enter it yourself. Move quickly but quietly! along the catwalk and turn left. Stop near the open door at the top of the stairwell to your left. Now use your EEV to plant the false information about your identity. Hack the security access (see hacking section for advice on how to do this) and read the e-mail if you like. Time to leave. Make sure you don't bump into the guard on the catwalk. Follow him closely and get off the catwalk the moment you do have the opportunity to do so. -OBJECTIVE COMPLETE. There are two ways to proceed from here. If you are going to side with the NSA all the objectives left will move your trust meter to right so it does not really matter which way you go. If you have been siding with the JBA so far and are thinking about siding with it on the information question you might want to complete all NSA objectives first which could prevent you from having to beat a timer (choose the first of the two possible routes). Here the two possibilities: You could go back down the stairs and go back to the room with the shelves in order to get to the roof where you will find the next fuse box and proceed from there, or, and this is the route I will describe here jump over the railing next to the catwalk and carefully drop down to a door underneath you in order to proceed straight through the building. The approach to the different objectives will remain almost the same, it is mainly the order in which you complete them which changes. SCAN ENRICA'S FINGERPRINTS Make sure the patrolling guard on the ground is not right underneath you while you drop down to the door. Also take care to smile for the camera you will be passing on your way to the ground. Open the door stealth and close it just to make sure the guard does not spot you on his way to the door. Follow the corridor. If you have done everything correctly you should not have triggered an alarm so far, but if you did (and depending on how many you did trigger) there might be some laser beams and a camera (one of the ceiling hanging type) online by now. Your OCP will help you with the beams, but I am not sure about the camera since I never triggered it off so far. Keep going through doors and follow the corridor until you reach some stairs. Go all the way up and check your map for any guards nearby on the corridor. Open the door stealth and sneak into the room to the left with the door signed 'Enrica'. Use the computer if you want to to find some interesting information on Sam's private affairs and then use the fingerprint scanner on the computer to get the information on Enrica you came here for. Done with the scanning you can leave the room, but don't forget to check for the guard first. -OBJECTIVE COMPLETE. Ok, this next part can be rather tough, but if you follow these next steps closely it should get you through. Leave the room and sneak to the left. If you see a guard walking away don't worry about it. Just use your OCP on the laser beam and sneak past. Stay as close to the left wall as possible, this is the only dark spot around here. Once you are past the beam knee down where it is completely dark. Now use your OCP on the camera. The guard will realize that something isn't quite right but blame the camera for its malfunction. Nevertheless he is going to check out what happened. Immediately after your battery has recharged use the OCP on the lights on the ceiling in front of you. While the guard is standing in front of the camera there will be a narrow gap for you to sneak past in his back. Be quick to reach the glass door to the left and open it. Get inside as quickly as possible before the lights will come back on. Now use your OCP on the two laser beams in here and make your way to the other side of the server in order to get to a computer terminal. Use it and hack the security access. OPPOSING OBJECTIVES: Decision time. It beats me why you cannot send the information on Yeagher to both parties, but, the fact of the matter is you cannot. ############################################################################### NSA - SEND INFO TO LAMBERT ABOUT COLE YEAGHER Press the circle button to side with the NSA. While no immediate consequences will be apparent, if you have been siding mainly with the NSA so far you will have to do an additional timed objective later on. (See below for further information.) ############################################################################### JBA - SEND INFO TO EMILE ABOUT COLE YEAGHER Press the x-button to gain Emile's trust. Even if you have been siding mainly with the JBA so far the Echelon objectives should have compensated for any movement to the left of your trust meter. ############################################################################### While the approach to the objectives remains the same it is the consequences which vary depending on your previous actions and decisions. Since this guide will cover both extremes (siding with NSA/ JBA only) it will also cover the additional timed objectives which will be triggered respectively at different points in the game. Again differences will be marked with 'NSA' or 'JBA' respectively. The following part will require a lot of good timing. Make your way back past the laser beams using your OCP and open the door stealth once the guard has passed the door on his way to the camera. Be quick to turn left and get into the dark area. Open the next door stealth and you will be back on the roof. There is a camera to your left on the wall, but the patrolling guard is what you should really worry about. Once you have located him step outside and close the door. Wait for him to pass your position next to the door and then use the shadows (and your OCP on the camera if it makes you feel more secure) to cross over to the pile of boxes slightly to the left. You should find a path which is dark enough for you to remain invisible. While the guard is patrolling on the other side of the roof make your way to the fuse box and adjust it. Go down the stairs next to it in order not to be discovered by the guard who should be returning any time. -ADJUST FOUR FUSE BOXES COMPLETE. ESTABLISH CONNECTION TO ECHELON ############################################################################### NSA - Ok, it seems the game is trying to force you into having to do the additional timed objective, because if you have managed to keep your trust level just from hitting the side of the NSA by choosing the appropriate order when completing your objectives you will be given an additional objective which will move the trust meter fully to the right. If, however, you did hit the distrust level earlier on, you will not have to complete this objective. ############################################################################### JBA - No harm will be done by going back inside and completing this objective for the NSA provided that you have been siding mainly with the JBA. ############################################################################### Anyway, sigh, time to go back inside. Use the same way through the shadows to get back to the door that you used to get to the fuse box. Use the optic cable to ensure that there are no surprises on the other side of the door. You might want to wait for the patrolling guard to pass the door before you open it stealth. This way you will get into his back and will be able to follow him safely along the corridor. As soon as possible open the door the server and sneak in. Use the OCP to disable the laser beams and use the computer terminal for the second time. ############################################################################### NSA - Don't wait for the timer to start. Immediately go back the way you came because any second now you will have to prove your loyalty by completing an ADDITIONAL OBJECTIVE - REPORT TO EMILE As soon as the trust meter has reached either side you will have to complete an objective within a certain amount of time. What kind of an objective will depend on the mission you are currently on. In this particular case you will have four minutes to get back to the place you started this mission from. You might want to save your game the moment the timer starts. This will take the pressure out of the situation. If you have followed this guide you will hit this point while you are in the server room so use the same method as before to leave it. Open the door once the guard has passed your position on his way to the right and hurry to get into the dark part of the corridor and onto the roof. Use the shadows to cross the roof and go down the stairs near the fuse box. Climb down the ladder to get back to the alley and approach the door to your the left to report to Emile. If for any reason (for example you have completed the objectives in a different order) the timer will start elsewhere in the HQ I can only advise you to follow either of the routes described above (either the 'indoor route' or the route through the room with the shelves) in order to get back to the starting point as quickly as possible. +/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+ If necessary and everything else fails always remember that YOU CAN KNOCK ENEMIES OUT, it will just screw up your statistics. +/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+/////+ Approach the door for a second time to end the mission. ############################################################################### If no additional objective has been triggered by your second visit in the server room simply leave the same way you did before. (Open door once guard has passed on way to the right, hurry to get into dark part of the corridor and onto the roof, use shadows to cross roof, go down stairs near fuse box...) Climb down the ladder to get back to the alley and approach the door to your left in order to end the mission. - MISSION COMPLETE - <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- New York Underground - Bank station --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: JBA - GET THE VAULT'S CODE Opposing: - Opportunity: - CHECKPOINT NOTE: If you have been siding with the JBA so far and have killed Barnham and given the information about Yeagher to Emile instead of Lambert you won't be given your full non-lethal equipment (what has Lambert been thinking? Trying to prevent you from killing by not giving you non-lethal equipment??) Anyway, Emile will compensate for this by giving you additional ammunition for your SC-20K and your pistol. Turn right and initiate a dynamic hoist. Now that's what I call a hell of a woman! Or how many women do you know who could have pulled Sam up like this?.. Anyway drop down on the other side (not all the way at once) and go to the door to the left. Open it and initiate a boost over to help Enrica to get to the other side. You won't have to wait for long and the fan will stop. Enter the crawl space (you will get the option to do so as soon as you approach the vent) and exit at the other side. Enter the next crawl space as well and proceed to its end. You heard Lambert's order, so wait for the civilian to leave the room and then drop down. Alternatively, if you are going to follow Emile's orders rather than Lambert's drop down from the vent and either sneak up on the worker in front of you or simply shoot him from a distance. Now climb onto the object right in front of you and jump up in order to grab onto the catwalk. Pull yourself up and open the door to the right stealth. Follow the corridor and go through the next door. There is a large hole in the ground. ############################################################################### NSA - non-lethal approach Use the wooden planks to get to the more distant one of the two scaffoldings. Now drop down onto the lower level. Time to check out the routine of the workers(?) down here. Your aim will be the door in the corner to the left, so you will have to take the route along the walls which will allow you to stay in the shadows. Drop down to the ground and wait for the guard to walk past the scaffolding to the left. Now quickly sneak to the corner with the open door to the right. Wait here until the guy with the welding torch will stop for a moment (this is when it will get dark) and cross over to the other door as quickly as possible in order not to get caught up in the flashlight of the patrolling guard. Open the door and exit quickly. If for some reason both men have taken up a patrol (for example because you alarmed them) it is still possible to take the same route to the door, but your timing will have to be a lot better. Close the door. ############################################################################### JBA - lethal approach Use the wooden planks to get to the first of the two scaffoldings. Get your pistol out and wait for the patrolling guard to stop right underneath you. Shoot him from above and switch to your SC-20K in order to snipe the worker down. Now go to the second scaffolding and drop down to the lower level. Once on the ground pick up the body of the dead guard and hide it somewhere dark. Leave the room through the door to the left. ############################################################################### There will be a patrolling guard around the next corner. If you want to you could just lure him into your fist, however, there is a smooth and smart way to cross this area without even having to touch the ground. Check it out: Make sure the guard at the bottom of the stairs is facing away from you, then use the pipe to the right to climb up. Move forward without pulling up your feet and Fisher will slide down to the next level. Remain on the pipe! If you have been siding with the JBA it is possible that the guard is talking to someone. In this case wait for him to stop and to return upstairs. Now get your pistol out and shoot him (unless you want to keep him alive) while he is underneath you. (If this did alarm the other guard you might want to drop down and shoot him as well. If it did not you might as well stay up there and proceed the stealth way.) NOTE: for all I know the second guard in this area will not be there if you have been previously siding with the NSA. Instead you will encounter another worker in the room ahead. If you want to obey Lambert's order and proceed without harming any civilians or did not alarm the second guard when shooting the first one proceed from your position on the pipe as follows: make sure the guard is not watching and lower yourself down. Pull up your feet and make your way across the room along the pipe. You will end up on a shelf eventually, but at its end you will have the opportunity to hold on to another pipe. Do so, pull up your feet and make your way to the platform on the other side. Drop down onto it (you have to release your feet first, move forward a bit and then press the circle button). Make sure the guard has left the room. Now drop down to the ground and open the door. Close the door behind you and use your optic cable on the next door. If you are lucky a guard will just be walking past (if not I am sure he will come back). Be quick to bash the door open. Hide his body and check out the room. There is a worker with a welding torch in this room (NOTE: He will only be there if you have been previously siding with the NSA). He will soon give up his position at the farend of the waggon and begin to work on top of the stairs to the side of the waggon instead. No need to knock him out. Just wait until he turns his back to your position and then sneak to the farend he had been previously working on (Climb onto the table instead of stepping completely into the light.) There is a crawl space high above the ground to the left of the door, but while it is indeed possible to use it, it is completely unnecessary, and in this particular instance not much of a gain anyway. You are only running the risk of taking damage while dropping down on the other side, but you will neither save yourself trouble nor time. It is a lot easier to pick the lock of the door to the right and enter the corridor this way. Go through the next door and rappel down where the railing has broken away. --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- New York Underground - Bank station --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: JBA - GET THE VAULT'S CODE JBA - GET TO THE FRONT OF THE TRAIN Opposing: Echelon - LEAVE STATION CHIEF ALIVE JBA - KILL STATION CHIEF Opportunity: - GET THE VAULT'S CODE After the short cutscene enter the crawl space. Exit at its front and use the pipe to climb up. Now squeeze yourself through the gap in the wall. Turn right and enter the crawl space. Wait for the two guards to finish their conversation and grab the remaining guard as soon as the second one has left the room. Drag him to the dark corner to the left and take him out. Open the door and either simply shoot the second guard from a distance or whistle in order to lure him into his doom. Grab him and take him out. Leave the room. No need to worry about the camera, since Enrica has fed it a loop. Proceed forward until you hear Enrica's warning. Go around the corner to the left and be quick to do a split jump as soon as you are one third down the corridor (do it earlier and the guard will not appear!). The door will open this very moment and a guard will be coming towards you. Time it correctly and you will land on his head. Pick up the keycard, hide his body and use the card on the card reader to the right of the door. Use the optic cable to make sure the station chief is as far away from you as possible, then open the door stealth. If you manage to get into his back on time before he turns around (and possibly sees you) or cause some noise while moving towards him but immediately avoid making any noise the moment you reach complete darkness. This way he should go and check out the area near the door providing you with the time necessary to grab him without any hassle. OPPOSING OBJECTIVES: ############################################################################### NSA - LEAVE STATION CHIEF ALIVE Interrogate him and then knock him out. ############################################################################### JBA - KILL STATION CHIEF Kill the station chief after the interrogation. Note that this will move your trust meter to the side of the JBA. ############################################################################### That should have done the trick and gotten you the code for the vault, shouldn't it? Or maybe not. This idiot has given you the wrong code. Check out the computer in order to find the correct one. -GET VAULT'S CODE COMPLETE. Use it on the door behind you and sneak down the corridor. Stay away from the doorway the two guards are talking in. Wait until the second guard leaves and the first one takes up position next to a cell. You will hear a camera, but don't worry about it. It is not disabled by the loop, but as long as you don't alarm the guard thereby causing him to light a flare it won't be able to see you. Don't bother taking out the guard, disabling the laser beams, too much hassle and due to the camera a dirty job. Instead sneak into the cell and check the wall for a crawl space. Yep, you heard me, another crawl space in a cell.... ... Anyway, use it to your advantage and you will end up in a stairwell. PROCEEDING STEALTH (NSA) Don't even try sneaking up the brightly lit area! There is a really handy pipe in the corner to the right. Climb all the way up and make your way along the pipe until you can see the feet of some guard. Whistle while hanging from the pipe and withdraw a bit. This will cause the guard to leave his position. Be quick to make your way around the bends and climb all the way up. Don't panic because of the camera. If you are doing it correctly it won't see you. Turn around so that you are facing the door and pull your feet up. Now quickly cross over to the door. Drop down and quickly exit through the door. Close it as soon as you are through. KILLING THE GUARDS (JBA) Make a noise after you left the crawl space to cause the guard at the top of the stairs to snoop around. Once he is half way down the stairs (almost in the shadows (camera!)) shoot him with your pistol. If this did alarm the second guard wait for him to enter through the door to the left and then neutralize him before he discovers what happened to his buddy. If the body of the first guard is lying somewhere within the well-lit area you should use the OCP on the camera and rush upstairs to get it. Use either the pipe to the right or simply the stairs (use OCP on the camera) in order to get to the door at the top of the stairs. Enter. Quiet now. You have entered a well lit area with a guard and a camera, but if you have stopped right behind the door you will be in the shadows. Either use your OCP on the camera, shoot the guard and be quick to hide him or, and this is the less risky approach, whistle for the guard and take him out. You could also simply observe his patrol pattern in order to avoid him while proceeding and use your OCP to disable the camera. Ignore the stairs to the right. Your destination lies straight ahead. Make sure you stay close to the wall to the left while proceeding downstairs. Wait until the two guards at the bottom of the stairs have finished talking. Then, shortly after the left guard has taken up his patrol follow him. No need to take him out unless you really want to. Just wait until he has passed the rear of the train, then sneak onto the platform at the end of the waggon. Note that if you want to take care of the second guard as well there is a camera on the wall above the train where it disappears into the tunnel. <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- Money train --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: JBA - GET TO THE FRONT OF THE TRAIN JBA - DISCONNECT COMMUNICATIONS SYSTEM ECHELON - GAIN ACCESS TO A COMPUTER (additional objective) Opposing: - Opportunity: Echelon - ISOLATE REAR TRAIN CARS CHECKPOINT GET TO THE FRONT OF THE TRAIN Climb up the ladder and proceed forward. No need to worry about any pipes hanging from the ceiling. Sam will take care of that. Once you reach the end of the train car drop down and a timer will start. Get used to it. This part of the mission will consist mainly of a timed objective. You might want to consider saving every time a timer starts to take the pressure out of the situation. DISCONNECT COMMUNICATIONS SYSTEM Slide the door open and immediately go to the right wall in order to become invisible again. It is tricky to take out both guards unnoticed in a confined space like this, so here is what I do and what gets me through unnoticed: Use your OCP on the first light and move forward as far as possible without running into a guard. There is a narrow gap to the right, use the OCP on the second light as soon as the battery has recharged and squeeze yourself through the gap. All this has to happen real quick or else the lights will come on again revealing you in mid-action. Sometimes a guard is blocking the way, then you will have to wait and pray that the lights will be disabled for long enough for him to leave his position. Now squeeze yourself past the small vaults and through the gap near the left wall. This is usually the moment when the lights do come on so be quick to leave through the door ahead. ############################################################################### Here a rather sophisticated approach to the matter, maybe it works for you...: - If you can get inside the car without spooking the guards you can take them both out in one fell swoop. First OCP the light fixture then quickly aim for the fire extinguisher on the wall near where the guard are standing. This will have the same effect as a well place sticky camera and the gas will knock them both out at once. When I did it the light came back on shortly after this but the camera didn't trigger an alert but if you are quick you can shoot the light out completely and the camera will not be a problem. - Thanks, kryptangel. ############################################################################### IF YOU CONSIDER KILLING THESE GUARDS (JBA): it is likely to get messy. First of all disabling lights usually causes both guards to snoop around. And secondly, shooting any one of them will usually lead to your detection. However, if you do get lucky only one of the guards will come and check out the open door shortly after you entered the car. In this case use your pistol and shoot him with a single headshot. Now turn your attention towards the second guard. Note that it is advisable to disable the lights before you kill him (if you have the time to do so) because there is a camera in here which will notice any dead guards. ############################################################################### - If you are doing the JBA route and leaving no survivors simply shoot the unconcious guards in the head on yer way out :) - Thanks again, kryptangel. ############################################################################### ISOLATE REAR TRAIN CARS Open the next door and proceed forward. If you remain crouched there is no need to disable the first laser beam, the second one, however, might require your attention. Create a clear path to the doorway and slide the door open. Now keep disabling laser beams until you reach a real net of beams. No need to disable all of them, just the horizontal one on the ground and the left vertical one, for example. Now you can make your way through the crawl space and exit at its front. Open the door and go outside. Time to save some lives, so detach the cars before you climb up the ladder. (FUNNY, even if you have killed every single guard on your way here, detaching the cars will move your trust meter towards the side of the NSA.) -OBJECTIVE COMPLETE. Your next goal is to get to the end of the next cars, so proceed forward on the roof. However, unlike last time you won't be alone up here. Soon guards will be swarming the roof and they will have torches. If you get lucky and proceed quickly enough you will reach the end of the car before they climb up, just keep going and they might not notice you. However, it is more likely that you will have to deal with the situation. This means either shooting them straight away or getting off the roof on time by hanging down from either side. You can proceed forward while hanging from the roof, but you won't be able to go all the way to the end of the car. My advice if you are not certain whether the guards have already past your position is to use thermal vision. This way the heads of the guards will be more clearly visible. There won't be any guards on the next two roofs (yes, the next two!) so keep going as fast as you can. Drop down at the end of the third car and enter the crawl space to the right in the shelf. Exit at its front and you will end up right in the back of a guard. Grab him and knock him out/ stab him. Time to use the OCP again. This can provoke two reactions on part of the guards: either none at all, or they will start sneaking around trying to figure out what is going on. Either way, you have to get to the middle of the car and use your OCP on the second light. Now take out the guards one by one. It is easier to do that while they are sneaking around since they will notice a knocked out comrade otherwise. A deadly alternative would be a rather nasty shoot-out. You might also want to make use of this option if you are short of time. Anyway, get rid of them in time and then immediately bypass the circuit to the left. Phew. That's done with the timer. - DISCONNECT COMMUNICATIONS SYSTEM COMPLETE. ############################################################################### JBA - Or maybe not. If you have been siding with the JBA from the start your trust meter is likely to hit the left side the very moment you bypass the circuit. This means an ADDITIONAL OBJECTIVE - GAIN ACCESS TO A COMPUTER will have to be completed. But don't panic. This one is going to be easy as pie. Just go back through the crawl space and you will see the computer to the right. Use it to link up with Echelon and you will all be a big happy family again. Leave the car. ############################################################################### If you manage to avoid the additional objective somehow: Go back through the crawl space and leave the car. Approach the next door and a cutscene will play. Now enter the next car (be careful not to be seen) and close the door behind you. Use your OCP on the light and move forward to the area behind the box to the left where it has been dark even with the lights on. It is up to you how you deal with these two guards. Since you don't have a sticky camera with knock-out gas (at least when you have been following this guide) you won't be able to take out more then one guard at a time. Sticky shockers are then next quick option, but you have to aim well (and thanks to Lambert two of those might be all you have got (JBA). Alternatively you could just run up to there position and knock them out one by one taking a couple of shots in the process, but that would be a rather rough and unprofessional approach, wouldn't it? (But, hey, as long as it gets the job done...shrug.) I advise you to use your OCP on the light first which ever method you go for. I haven't found an easy way of taking them out unnoticed. Note that it is impossible to kill the conductor (I guess they needed him for the cutscene :)). Approach the door to the conductor and slide it open. That's your train robbery done. -GET TO THE FRONT OF THE TRAIN COMPLETE. - MISSION COMPLETE - <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- Cozumel Mexico - Honeymoon cruise --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: JBA - HELP ENRICA INSTALL COMM RELAY JBA - HELP ENRICA REACH THE COMM ROOM JBA - RECOVER THE BOMB Opposing: Echelon - DISABLE ENRICA'S CELLPHONE JBA - PROTECT ENRICA'S CELLPHONE Opportunity: Echelon - OBTAIN PASSENGER MANIFEST CHECKPOINT NOTE: Depending on who you have been siding with so far your equipment will vary. If Lambert/ Williams had reason to distrust you earlier on you are unlikely to possess much of your non-lethal equipment. Make either use of the more deadly alternatives (which make this mission a lot easier) or try the stealth approach instead. Sneak inside and enter the cabin to the right. Then go into the bathroom and shoot the light. Wait here for a guard who soon will be coming into the cabin in order to check the rooms. If you don't mind using your non-lethal ammo in not absolutely necessary situations wait near the doorway of the bathroom until he turns around again and grab him. Interrogate him if you like, then send him to sleep (or somewhere else). Go back onto the corridor and use the optic cable on the door ahead. The guard outside has not taken up his patrol since he is waiting for his friend to return. You will have to use a airfoil round or a sticky shocker (or a bullet if you are short of non-lethal ammo) on him to make sure he won't notice you while exiting onto the corridor. ALTERNATIVELY: You are as cheap with your equipment as I am? - Then this is your way to go: allow the first guard to leave the bathroom unharmed. He will return onto the corridor and take up his patrol as will his colleague. Approach the door and use your optic cable to make sure they are both facing away from the door. Now enter the corridor they are on and get immediately into the corner to the right. Squeeze yourself behind the cart the room service has left behind and wait here until you have worked out the pattern of the guards. Your aim is to get into the corridor to the right. It is save to proceed forward as long as you stick close to the wall. Once you reach the corner make sure no guard will see you and turn right. OBTAIN PASSENGER MANIFEST Follow the corridor and open the door stealth. Stay close to the doorway there is a camera right in front of you. In addition this nasty situation will also entail two guards who are currently not visible. Leave the door open and sneak into the dark corner to the right of the door. This is a great opportunity to test your EMP ammunition, so use it on the camera. This will cause the guards to snoop around. Remain in the corner and do not move. Wait for one of the guards to discover the open door and grab him the moment he and his comrade are both turning away again. Interrogate him for some information on your opportunity objective: the passenger manifest. Make sure you withdraw far enough into the dark corner while you do so, since his friend will be looking for his disappeared colleague. Deal with him after you are done with the first guard. Hide the body and turn around the corner to the right there will be some ammunition for your SC-20K on the table to the right and a computer to the left. Use it and hack the security access. -OBTAIN PASSENGER MANIFEST COMPLETE. HELP ENRICA INSTALL COMM RELAY Now follow the corridor into the opposite direction, but ignore the door to the left. Instead follow the counter of the bar to an open doorway. This is going to be one of the toughest rooms (well, it is not really a room..) of the whole ship. At least if you try to make it through without any equipment. But it is possible and some people (such as myself) actually prefer this method. (Drop down where it is dark instead of using the stairs and cross the deck following the shadows.) However, I will try and give you some advice on how to approach your enemies. But first of all: Get away from the doorway! A guard will approach it and he will be holding a torch. Now (unless you want to engage in a shoot-out) shoot a sticky camera to a location near the stairs right in front of you (make sure you are covered by darkness before you do so). Now use the noise option to alarm the closest guard to its position. (You might have to wait for him to return.) He is likely to call his comrades. Attack him with the gas by pressing the x button - if he remains standing he will start to shoot the camera. If you are lucky his colleagues, too, will take up position around the camera. This is when you should quickly switch to your gas grenades and fire one right between them. This should knock all three of them out at once. Hide their bodies. If you are less lucky then you will have to use sticky shockers or sticky cameras (or something a bit more lethal) instead. Make sure you shoot them or release the gas while they are somewhere dark so that their comrades won't see them when they hit the ground. Proceed through the door on the opposite side. Use the stairs to the left, they are in my opinion the better option. Start sneaking while going upstairs. Keep going forward until you cannot go any further without becoming visible. Now use your OCP to disable the light nearby and then shoot the lightbulb. Repeat the method on the other light, but don't forget to withdraw in between since the guards will start snooping around. The rest is a matter of getting into the guards back or the good old 'whistle and grab', but take note of the camera to the left and keep away from the area near the entrance since there is enough light coming from the outside to give you away. Once you have dealt with those guards it is time to use your OCP on the camera and to get outside. Your lady will already be calling for you, so do as she says and hurry up. Go all the way to the opposite side and use the ladder to climb up onto the deck Enrica is on. Now approach the comm tower and initiate a 'climb shoulder'. -OBJECTIVE COMPLETE. HELP ENRICA REACH COMM ROOM Done here climb back down and go through the door (not the one you came out of, the opposite one). Initiate a boost over and you are done here. -OBJECTIVE COMPLETE. Rush back outside and into the shadows near the ladder. Now turn right and sneak past the deckchairs. Wait here for a clueless guard to pass by. Be quick to grab him and drag him to a location next to the deckchair. You don't have much time to do that. Get rid of him and immediately prepare to take care of a second clueless guard who will be coming your way. Like stealing candy from a baby.... The third guard has taken the other way around the comm tower deck. Go and check on him. Make sure he hits his head on something hard. Note that you will have to deal with him before he goes back inside or else he might find a body and trigger an alarm. Now go back through the door that will lead you back downstairs and into the area where you knocked out (or have chosen not to) the three patrolling guards. Unfortunately there will be another team of three guards in this room. Deal with them using sticky shockers or sticky cameras or simply sneak past by dropping down into the dark areas and moving across the deck. Alternatively (if everything else fails) a shoot-out will always do the trick. Go back to the room with the bar behind the counter. Go through the door on the right and Enrica should contact you. Go left through the door and drop down (carefully) onto the elevator. Go down. --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- Cozumel Mexico - Bomb drill --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: JBA - RECOVER THE BOMB JBA - DELIVER THE BOMB AND HELP ENRICA REACH THE FUEL TANK JBA - GAIN ACCESS TO A COMPUTER (additional objective) JBA - EXTRACT VIA THE SERVICE BOAT Echelon - GAIN ACCESS TO A COMPUTER (additional objective) Opposing: Echelon - DISABLE ENRICA'S CELLPHONE JBA - PROTECT ENRICA'S CELLPHONE Opportunity: Echelon - DISABLE SHIP'S ENGINES Echelon - DELETE CAMERA RECORDS CHECKPOINT RECOVER THE BOMB Move forward until you reach the next dark area (do not go around the corner) and jump up in order to get a hold of the pipe above you. Now pull your feet up. Either wait for the guard who will be coming from the left, or, if he does not show up, whistle to lure him to a position underneath you. Grab him and take him out. Now drop down and use your OCP on the camera to the left around the corner. However, your destination lies to the right. Move quickly but quietly until you reach the next corner. There will be a guard sleeping on his chair. Approach him from behind, grab him and drag him somewhere dark before you render him unconscious. Now pick up the keycard he should have dropped near the chair. Return to the part of the corridor which is under surveillance by the camera. Use your OCP and this time follow the corridor to the opposite side. Lambert will contact you. DISABLE SHIP'S ENGINES Great. Another objective that will move your trust meter further to the right.. Depending on whether you have been completing all possible JBA objectives so far you might get pretty close to having to do an additional objective by now. (But don't worry, it is not a tough one.) However, if you have been siding mainly with the JBA so far you might actually be glad to hear about such an objective. There will be three guards in the engine room. Each of them on a different level. Nevertheless, they will usually notice when something is wrong on the level above them. Here is a method that works rather well, provided you do have some sticky cameras left (which you probably will not if your equipment has been reduced for siding with the JBA): First of all open the door to the engine room. Now choose the cameras from your equipment and shoot one onto the middle of the catwalk right in front of you. Now wait for the patrolling guard to pass by and use the gas to knock him out. Usually the second guard from the level below will notice this and he will come upstairs to check on his friend. Shoot a second sticky camera to a location he has to pass in order to reach his comrade (such as the farend of the catwalk his colleague is having a nap on). It is important that the distance between the unconscious guard and the camera is big enough so that the second guard cannot really see his comrade. Now wait until the second guard passes the camera and trigger the gas. In case you are out of sticky cameras, try sticky shockers instead (unless you want to save them for trickier occasions). An alternative option entails a lot of careful sneaking and the risk of discovery (follow the guards on their patrols and take them out) or a shoot-out if a nearby guard hears a shot. It is also possible to drop down from level to level without harassing any guards at all, but it is too much hassle since you will have to avoid them again and again on your way back and even more so if you have managed to trigger the additional objective and therefore a timer. Don't forget to hide the bodies. Done with the first two enter the engine room (unless you used a method which already required you to do so, then make sure you find a safe way down that does not lead you straight into the arms of the third guard) and turn right onto the catwalk. Drop down to the next level and turn left into the corner underneath your starting position. Now drop down and you should be covered by complete darkness. Check out the path to the right and you should see a lone guard standing around with his back to your position. Bad mistake... Take him out and hide his body. Now check out the engines to the right of the position the guard had been standing in and disable the engines of the ship. -ENGINES DISABLED. Go back to the location where you dropped down to the ground and go through the door. Open the next door stealth and turn left. Sneak into the corridor and jump up in order to grab the pipe above you. Lift your feet off the ground and whistle to lure a guard into your grip. DELETE CAMERA RECORDS Lambert will have given you another objective by now. Delete the camera records... Anybody ever seen a ghost on a camera? Who does he think you are? Anyway, we will do him the favour I guess. But that will come later, first let's go and get a bomb, shall we? Use the medikit if you need to and proceed down the corridor. Enter the door to the left at the end of the corridor. If you have been following this guide you should have picked up a keycard, so the card reader should not be a problem. If you haven't...hack it. Enter and go to a location near the crates to the left. Oh, and while you are there, grab the guard that should pass by any second, will you? Knock him out and hide him right there. Now to the rest of the merry bunch. If you have saved some sticky shockers feel free to use them (unless you are intending to side with the JBA when it comes to detonating the bomb), you are almost done here and it will turn this part of the mission into child's play. If you have no sticky shockers left, well, use what you have got, ring airfoil ammo, sticky cameras...what ever pleases you. Or: make use of the good old school of sneaking and play it close up and personal. In this case you might want to ignore the guy right in front of the boat since you will be taking a route high above him anyway. Instead climb up onto the crates until you cannot go any higher, then step to the edge of the side facing the guard, turn around and run towards the railing. Jump and (hopefully) grab onto it. Pull yourself up and drop down onto the catwalk at the bottom of the stairs. Wait for the guard to pass by upstairs and follow him. Grab him and knock him out. Now go to the end of the catwalk and climb over the railing onto the broad beam above the boat. Use the rope to get down and pick the lock of the trapdoor. Pick up the 'object', then climb back up and follow the catwalk back to the stairs. -RECOVER THE BOMB COMPLETE. ############################################################################### JBA - ADDITIONAL OBJECTIVE - GAIN ACCESS TO A COMPUTER If you have been siding with the JBA so far Lambert and Williams will have enough of your escapades. A timer will start which means you will have to get to a computer as quickly as possible. You could of course get back to the computer you passed earlier on during this mission, but why not use one which is not only a lot closer by but also a lot more useful for your next objective? Instead of going down exit through the door next to the window. Use the computer to the left to link up with Echelon and then, while you are there, hack the security access. Delete the camera records and go back into the room with the boat. -DELETE CAMERA RECORDS COMPLETE. ############################################################################### If you have managed to avoid an additional objective: Instead of going down exit through the door next to the window. Use the computer to the left and hack the security access. Delete the camera records and go back into the room with the boat. -DELETE CAMERA RECORDS COMPLETE. It is possible that if you left him alone the guard who had been standing in front of the boat has seen 'something' and has left his location. In this case he might already be somewhere on the stairs and on his way up. Wait for him to come upstairs, get into his back and take him out. Now feel free to leave the room by going back downstairs or dropping down from the stairs into the entrance area. Go back to the engine room. DELIVER THE BOMB AND HELP ENRICA REACH THE FUEL TANK Remember where you disabled the engine? Go there and turn right. There will be a narrow passage to the left. Go in there and you will meet up with your lover. Give her the bomb and initiate a boost over near the pipes. - OBJECTIVES COMPLETE. ...Her mobile phone...how handy is that? Decision time. OPPOSING OBJECTIVES: ############################################################################### NSA - DISABLE ENRICA'S CELLPHONE Choose to press the circle button in order to save thousands of lives and risk your own by uploading the virus. ############################################################################### JBA - PROTECT ENRICA'S CELLPHONE If you have turned into a baddy, or simply are worried about your (or Enrica's) safety choose the x-button in order to cancel the upload of the virus. ############################################################################### ############################################################################### NSA - ADDITIONAL OBJECTIVE - GAIN ACCESS TO A COMPUTER Ok, this is it. If you had not managed to trigger the additional objective so far your trust meter will move fully to the right the moment the cutscene has ended (no matter how far it has been to the left). A timer will start and Emile will ask you to use a computer to confirm your loyalty. (How could he possibly know that the phone was not going to work??) Anyway, you will have 90 seconds to find a computer and upload your PDA (and somehow get rid of your Echelon files?) You took out a guard near a computer just before you reached the room with the boat. Leave the narrow passage and run past the engines. Turn left and head through the doors. Turn left and run to the computer in order to use it. Phew. EXTRACT VIA THE SERVICE BOAT Time to get off the ship. Go to the room with the boat and go to the left side of the room. Exfiltrate by approaching the stairs leading onto the boat. ############################################################################### JBA - ADDITIONAL OBJECTIVE - GAIN ACCESS TO A COMPUTER Ok, this is it. If you had not managed to trigger the additional objective so far your trust meter will move fully to the left the moment the cutscene has ended (no matter how far it has been to the right). A timer will start and Lambert will ask you to use a computer to confirm your loyalty. You will have about 2 minutes to find a computer and link up with Echelon. Your destination: the corridor where you took out the guard near a computer just before you reached the room with the boat. But before you run into your doom now: check your map to see three new guards who have taken up patrol in the engine room (that's the punishment for deciding to kill 2000 people...). Leave the narrow passage and carefully proceed to the corner to the right. If you see a guard going upstairs quickly sneak past the engines. Turn left and start running. Head through the doors. (If you can't get the timing right you might have to use a sticky shocker or something more lethal in order to deal with the guards (at least the one closest by). But note that any encounter with one of these guards could mean risking a shoot-out, and depending on how good you are at these you might run out of time or lifebar.) Turn left and run to the computer in order to use it. Phew. EXTRACT VIA THE SERVICE BOAT Time to get off the ship. Go to the room with the boat. Since you have decided to go bad you will have to deal with three more guards before you can leave. It is basically the same situation you previously encountered when entering this room for the first time. If you use the pistol you can simply shoot the guards on the ground. The third one either requires you to sneak up on him or to lure him to your position. Either way get rid of these guards and go to the left side of the room in order to exfiltrate by approaching the stairs leading onto the boat. ############################################################################### -EXFILTRATION COMPLETE. - MISSION COMPLETE - <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> <<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=>>==><<=>==><<=> --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- Sea of Okhotsk Russia - mercenary camp --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: JBA - NEUTRALIZE ALL MERCENARIES JBA - DISABLE ALL FIVE COMMUNICATIONS RADARS JBA - BOARD THE SHIP AND NEUTRALIZE THE CAPTAIN Echelon - GAIN ACCESS TO A COMPUTER (additional objective) Opposing: - Opportunity: Echelon - LOCATE ENCRYPTION KEY Echelon - DISABLE BOMBS AROUND SHIP CHECKPOINT Note: It is highly advisable to save at least 3 sticky shockers for a difficult situation on board of the ship. You might want to keep this in mind when deciding how to approach a guard. If you have been siding and are going to side with the JBA during this mission you neither will have these three sticky shockers nor are you going to need it. Note also: If you have been siding mainly with the JBA you won't have all the equipment mentioned in this guide. If you do not wish to kill anyone use the alternatives given or improvise using the sneak and grab method. HOWEVER, if you have been siding with the JBA so far it is likely that you want to comply with Emile's order and kill all the guards you encounter, which will make this mission child's play. (Apart from timed bomb disposal objectives.) NEUTRALIZE ALL MERCENARIES ((one way or the other!)) ((Siding with the NSA will require you to leave the mercenaries alive!)) DISABLE ALL FIVE COMMUNICATIONS RADARS Ouch! If you have uploaded the virus earlier on you will have realized by now that Emile is not exactly fun to be with (and a bit ungrateful). But already we are back on a mission. So let's do as our bosses tell us to. First of all use your EEV on the computer to the right. That's the first of the five communications radars dealt with. Now go to the left and sneak up the hill and wait in a dark area for the guard to pass you on his way to the left. Follow him silently and take him out. Now follow the path, but instead of using the main route underneath the bridge-like stone formation climb onto the ledge to the right and keep climbing up until you are on the bridge yourself. Now wait for the guard to return and drop down onto him. Make sure you choose the side closer to your first neutralized guard to drop down from or you might jump directly into the arms of a third mercenary. Speaking of which: get back up onto the ledge but instead of turning left onto the bridge keep going forward. You will have to drop onto a lower level eventually, but make sure you remain off the ground. From here all you have to do is drop onto the third guard. (Hey, that's a method I could get used to...). Remember to shoot these guards afterwards if you want to side fully with the JBA. Enter the crawl space you'll find further down the path. A mercenary will be guarding the other end of the crawl space. Wait for him to turn away from the exit, then get out of this freezing cold hole. If you stay close to the wall to the right and move quickly into the same direction he did, you'll end up behind a thin layer of ice and right behind him. Grab him through the ice and interrogate him. Then take the tough guy out. Ok, time to take care of the next radar. Switch to your sniper attachment and zoom in on the radar you will see in a distance below the rock you are currently on. Shoot the green light and the whole thing will explode. If you managed to interrogate the mercenary on this rock you will have knowledge of a cave nearby. Let's go there, it is the easiest route anyway. But first, let's deal with another mercenary: Approach the edge to the right where you will be able to rappel down. Do so, but only until you get the option to 'jump in'. Confirm this option and you will end up in a tunnel. Get your launcher attachment out and load an airfoil round. Now climb back up onto the edge of the hole you just made and aim over the edge as vertical as possible. Wait for a guard to pass by that particular location and shoot a round directly onto his head. If done correctly this will take him out in one shot. Note that if this is not the right method for you you can deal with him later and ignore him for now. Or use a gas grenade instead. Do not use your sticky shockers! You'll might need them later on. Ignore the second guard for now - unless you are siding with the JBA. In this case you might want to shoot him straight away (don't drop down to hide any bodies, we will return to the camp later on). For those of you following the non-lethal path: he'll get what he deserves later on. Instead go into the tunnel and follow it until you reach some laser beams. There is a wall mine on the other end of the tunnel. Take note of it, and, if you don't mind alarming a guard to your presence shoot it. It is safer to destroy it than to deal with two laser beams, a mine and a guard at once. Now choose the airfoil rounds from your equipment (unless you want to get rid of him for good) and shoot the guard who will come running any second. Done with him you can take all the time in the world to disable the laser beams with your OCP. Drop out of the hole and take a good look around you. Yep, another mine to your right. If you choose to shoot it (make sure to be far enough away from it) note that it will kill the unconscious mercenary and that this will change your statistics. But if you don't care about these things... go ahead. Otherwise approach it carefully and take it. Get your SC-K20 out and sneak down the path. If you haven't alarmed anyone just use your EEV on the computer and shoot the lightbulb. Proceed forward and you could encounter two guards who have come to check out the situation. If you manage to shoot the one on the catwalk with an airfoil round the other one will be an easy victim to a second one of these rounds. Or, just play the good old hide-and-seek with them. Shooting them will work nicely, too, of course. Then proceed to the end of the cave where you will find a turret. Hacking it is of no use since you have already taken out the guards it could have killed. Instead switch it off for your own sake. Are you now glad you took the route through the cave? Don't you just hate facing turret out of the blue? Anyway, use your OCP on the laser beams and go forward until you see a red light. Now equip the gas grenades (you won't have these if you have been siding with the bad guys so far) and wait for two guards to arrive. This requires a bit of timing, but if done correctly it provides you with two neutralized mercenaries for the price of one. As soon as the second guard starts walking up the hill shoot a grenade right between the two of them. (The red light and the ice appear to form a 'v' at the perfect spot.) If you want (or have to) shoot them make sure that they have separated or you might get caught up in a shoot-out. Ok, that should be this area cleared. Hide their bodies. LOCATE ENCRYPTION KEY Turn right and you will find a computer. Use it to hack the fourth of the five communications radars. Now go into the opposite direction and you should see another good reason for taking the route through the cave. Disable the turret if necessary and use your OCP on the laser beams. Careful when heading down this small path. Sooner or later you will find a wall mine in the snow. Pick it up and climb up to the upper level. If you have only dealt with one guard before jumping into the cave you will have one remaining mercenary to take care of. He might be hidden behind some smoke, but as you will remember he was guarding the door of the tent. Lure him to your position and take him out or distract him somehow so that you can get behind the tent without being seen (- it has a backdoor so that you can get in without being seen). Now pick up the codes and use the medikit if you need to. Using the computer is of no use if you have destroyed the radar earlier on. -OBJECTIVE COMPLETE. Leave the way you came and go back down to the bottom of the hill. Use the OCP to get past the laser beams. Turn left past the turret and proceed slowly. See that wall mine? My advice is to shoot it. The reason being: another wall mine on the opposite wall. A well aimed shot will destroy both mines at once. Don't worry about guards. They won't come for you. Now go down the tunnel and switch to your launcher attachment. There is a beautiful gas grenade situation ahead provided you do have one left. Shoot it right between the two talking guards. This should knock them both out in one go. (If you don't have a grenade a session of hide-and-seek or a quick shoot-out should solve your problem.) But don't rush out there just yet. There is a third guard to the right. Sneak to the entrance of the tunnel and shoot a airfoil round against his head before he discovers his comrades. If that's not possible (or too difficult) use a sticky shocker, but remember to save at least three of those for later on. Now pick up all the bodies and hide them. DISABLE BOMBS AROUND SHIP If you go to the left (seen from the entrance) you will find a detonator which can be bypassed. Do so to please your JBA friends. Now go to the right, use the computer and pick up the ammo. Proceed to the area with the red light. -RADARS DISABLED. Enter the crawl space and, if you have used up all your gas grenades, wait for the two guards to walk away. Now exit the crawl space and climb onto the nearby crates. That's a good, dark location from where to take out enemies. If you have an airfoil round left shoot it against the head of one of the two nearby guards as soon as he entered a dark area. One down two more to go. Remember to save at least three sticky shockers, but if you have plenty left feel free to use one of them on the remaining guard with the torch. Time to take care of the third and final guard here. Drop down from the crates and approach his position while using the darkness as cover. Then get into his back and grab him. Done. If you are out of non-lethal ammo the grab-and-knock (/ grab-and-stab) method will be the one for you for all three guards. Just make sure they are separated far enough and are not pointing a torch in your direction. -MERCENARIES NEUTRALIZED. ############################################################################### JBA - If you have been obeying Emile's order and killed all the mercenaries in all the different areas (AND you have been previously siding with the JBA) your trust meter will hit the left. This means ADDITIONAL OBJECTIVE - GAIN ACCESS TO A COMPUTER Get to a computer to confirm your loyalty to the NSA. Remember where you passed the last computer? Right, at the other end of the crawl space. So get back to it and enter it as quickly as possible. Exit at the other end and rush to the computer. Use it and everything will be back to normal. Go back to the ship. ############################################################################### There will be a second detonator to the right where the third mercenary had been patrolling. Bypass it and gain some trust as a reward. Now climb onto the crates and grab the rope to get on board of the ship. -BOMBS DISABLED. --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- Sea of Okhotsk Russia - Icebound tanker --<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><--<->><-- OBJECTIVES: ----------- Primary: JBA - BOARD THE SHIP AND NEUTRALIZE THE CAPTAIN JBA - DEFUSE THE BOMBS JBA - SECURE THE BRIDGE Opposing: - Opportunity: Echelon - IDENTIFY THE SHIP'S CARGO Echelon - INSTALL TRACKER IN COMMUNICATIONS ROOM BOARD THE SHIP AND NEUTRALIZE THE CAPTAIN Listen to your bosses' order while you wait. For what? For a guard to come from the left. Wait until he turns around, then grab him and interrogate him. Oh yes, this captain sure is a maniac as you are soon going to see... Get rid of the guard and hide his body but be careful not to be seen by the patrolling guard coming from the opposite direction. Check your map to see which way he is facing, then jump up and grab the pipe above you. Pull your legs up and get a move on it in order to get into a dark spot. Now all you have to do is wait for your victim to come to your position. Grab him and take him out. Hide his body. There is a third guard around the corner to the right who can be taken out by using exactly the same trick. Do so if you want to, but it is not really necessary for the route described in this guide. Return to your starting position and turn left around the corner. Shoot the lights (same level and the one down the stairs (can be done through the steps)). Now go through the door ahead and slide the next one open. Sneak through and prepare for a hostile encounter. Sometimes whistling will do the trick and you can lure him into the darkness, but more often you will have to follow him on his patrol and grab him from behind. Take him out, hide him and turn left at the first opportunity. Go left again and you will end up at the captain's cabin. -OBJECTIVE CANCELLED. DEFUSE THE BOMBS It does not matter how careful you have been. He will claim to have seen you on his cameras. So what the heck, let's do what we have to do. Save your game the moment the timer starts, this will make it a lot easier and depending on how well you work under pressure you might need a couple of attempts for this one. What is about to come is (in my opinion at least) one of the toughest parts of the whole game: Immediately turn around. Forget about sneaking or staying low, RUN! There are two ways of proceeding to the engine room. I will describe the second and in my opinion easier way in full length. But for those of you interested in the first route here a quick hint: In order to take the first route run back to the corridor you eliminated the last guard in and check the wall for a crawl space. Enter and go down the ladder you will find on the other end. Before you deal with any guards in here take care of a cameras to your left (ignore the one almost directly above you once you have dropped down from the ladder) by firing a round of EMP ammunition at it (IMPORTANT: save at least one round of your EMP ammunition OR one round for your sniper attachment in order to be able to complete the mission! Depending on who you have been siding with you might not have enough EMP ammunition to disable all the cameras). For the SECOND (and easier) ROUTE: Exit the way you came and run through the two doors until you are outside again. Now rush down the stairs where I advised you to shoot the light. Go down until you cannot go any further and keep going through any doors in your way. Shoot the light at the end of the corridor and slide the door to the right open. I know you might feel under pressure to rush things right now, but don't! First of all switch to your EMF and check out the wall to the right. Cameras! Use your EMP ammunition to disable the one closer by (provided you still got some left) before you do anything else. (IMPORTANT: save at least one round of your EMP ammunition OR one round for your sniper attachment in order to be able to complete the mission! Depending on who you have been siding with you might not have enough EMP ammunition to disable all the cameras.) Ignore the guard to the left for now, he is the least of your problems. Ignore the bombs as well, you should have more than 8 minutes left (unless you have touched one of them...) and it is advisable to deal with the human problems first. Take note of the camera opposite the door you came in through and approach the ladder to the right (but don't go down) just yet. Switch to the sticky shockers you hopefully do have left (otherwise you might have to (or want to) use lethal force on these guards, depending on how good you are at avoiding guards in confined spaces). There is a patrolling guard in the second row between the engines seen from the ladder. Shoot him with a shocker and then drop down to the ground. Go to the right and sneak to the third corridor. The second guard will be standing in a brightly lit area. Shoot him with a sticky shocker, but leave the hiding of his body for later when the timer has stopped. Now go back to the ladder you dropped down from and climb back up. Grab the pipe above you and pull up your feet. Move along the pipe until you are right above the remaining guard. Grab him and send him to sleep. That's the human factor dealt with. FOR THE PROS AMONG YOU: There are crawl spaces in the engines which will take you right to two of the bombs. Use them wisely and you can avoid detection without having to shoot the guards. The remaining two bombs on the catwalks above the ground can be reached via a pipe. (Note that you have to disable the cameras in order not to b