-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Splinter Cell:Chaos Theory -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Hello there, my name is Norgor. Welcome to my very first FAQ. I'll be guiding you through the beautiful and deadly world of Splinter Cell:Chaos Theory. This walkthrough covers the Playstation 2 version of the game and will be referencing the PS2 controller. This walkthrough will NOT be covering the coop or online aspects of the game. Also, this game and all of its characters are copyrights of Ubisoft and Tom Clancy. This FAQ is hosted on multiple sites but the latest version will always be on GameFAQs. If any other sites want permission to host it, email me and I'll let you as long as you don't change the FAQ in any way. Contributed by: Tyler McGrew a.k.a. Norgor Email for questions, comments or suggestions: shyty02@hotmail.com Version History: ------------------------------------------------------------------------------- Version 1.30 - Bank and Bathhouse mission updates and new cheat section Version 1.20 - Many updates on multiple missions Version 1.10 - Updated bathhouse mission and laser area on Displace mission Version 1.01 - Removed north, south, east and west to prevent confusion Version 1.00 - Completed the walkthrough and all of the sections =============================================================================== -------------------------------Table of Contents------------------------------- =============================================================================== SC1 Getting Started SC1.1 Equipment SC1.2 Controls SC1.3 Moves List SC2 Mini-games SC2.1 Lock-picking SC2.2 Hacking SC3 Statistics Overview SC4 Walkthrough SC4.1 Lighthouse SC4.2 Cargo Ship SC4.3 Bank SC4.4 Penthouse SC4.5 Displace SC4.6 Hokkaido SC4.7 Battery SC4.8 Seoul SC4.9 Bathhouse SC4.10 Kokubo Sosho SC5 Cheats SC6 Conclusion To search quickly between sections, press Ctrl+f then type in the SC# next to the section you are looking for and press enter. =============================================================================== SC1-----------------------------Getting Started-------------------------------- =============================================================================== For those just starting the series, Splinter Cell is a stealth combat game where you control one of the US government's secret operatives. His name is Sam Fisher and he is the best at what he does; covert, secret government operations. Equipped with an arsenal of gadgets and information, Fisher is sent into hostile situations that require a pair of unseen eyes and ears. However, Fisher can't do his job alone. He is given his orders by Colonel Irving Lambert who will often stay in contact with Fisher to update mission objectives. For computer prowess, look no further than Anna Grimsdottir or Grim for short. She is a computer genius and will often require Fisher to hack various computers for information. The last man on your team is William Redding, your information expert. He will provide background information on your objectives and will help Fisher by providing any relevant data to his current situation. =============================================================================== SC1.1------------------------------Equipment----------------------------------- =============================================================================== In addition to his team, Fisher has a lot of gadgets to help him complete the objectives. Fisher's goggles are equipped with thermal, night and electro- magnetic frequency (EMF) vision modes. Thermal shows all heat traces including an enemy's body heat. Night vision allows Fisher to see in dark places with ease but can wash-out in brightly lit areas. EMF shows all active electronics in the area such as computers, cameras or booby-traps. Fisher's main weapon is the SC-20K rifle which can be customized for any given situation using various attachments. The first (default) attachment is the launcher. Using the launcher allows Fisher to load one of four different kinds of ammo: sticky shockers, sticky cameras, gas grenades or ring airfoils. Sticky shockers and ring airfoils are relatively silent, non-lethal ammo that can bring enemies down quickly. Shockers can be shot anywhere on the opponent's body to be effective while airfoils are best if shot at the head. Gas grenades are used to knock out multiple targets in an area who aren't wearing protective gasmasks. Sticky cameras are used like a second pair of eyes. Shoot the camera at the wall and Fisher can see from the camera's point of view. While in this view, Fisher can move the field of vision, change the vision mode, make a distracting noise or release a poisonous gas to knock out foes. If the camera hasn't released its gas, Fisher can also pick up the camera for reuse. The other SC-20K attachments include the foregrip, the shotgun and the sniper attachments. The foregrip attachment allows for precision aiming of the NATO rounds, even during full automatic firing. Using the shotgun attachment allows Fisher to shoot a highly concentrated shotgun blast for close combat but makes a lot of noise. The sniper attachment allows for greater zoom capabilities as well as armor piercing. These shots are loud but can penetrate almost any kind of cover. Fisher's backup weapon is the 5-7 Pistol with Optically Channeled Potentiator (OCP). This pistol is a single shot weapon but is silenced. The OCP is a handy addition to this gun because it has the capability to disrupt electronics from a distance. Unprotected lights, cameras, computers or anything else that shows up while in EMF vision can be disrupted but each use of the OCP requires it to recharge for a short period of time. A variety of explosive devices are also at Fisher's disposal. Frag grenades are used as a lethal explosive that is thrown into an area. Flash grenades create a blinding flash of light to anyone who sees the explosion temporarily disabling their sight and hearing. Smoke grenades provide a non-lethal cloud of smoke that provides cover from being spotted. Finally, wall mines are available to Fisher once he disables them during a mission. The mines are motion sensitive but can be deactivated by sneaking slowly up on them and disabling. Another important piece of hardware is the Electronically Enhanced Vision(EEV). This binocular-type device allows Fisher to scan various objects as well as hack into computers or other electronics from a distance. The EEV is also equipped with a laser microphone to listen in on conversations from far away. =============================================================================== SC1.2------------------------------Controls------------------------------------ =============================================================================== Here is a list of basic controls for the game taken from the manual Square: Equip Item, Draw Weapon X: Interact (Pickup, Open, Grab, etc) Triangle: Jump O: Crouch/stand Up on D-pad: EMF Down on D-pad: Sticky Camera Right on D-pad: Thermal vision Left on D-pad: Night vision Select: OPSAT menu (Objectives, Notes, Maps) Start: Pause menu (Save, Load, Restart, Quit) L1: KO attack (Non-lethal) L2: Whistle L3: Back against wall R1: Lethal attack R2: Quick Inventory (Hold for inventory selection) R3: EEV Left Analog: Movement Right Analog: Camera =============================================================================== SC1.3-----------------------------Moves List----------------------------------- =============================================================================== This is a list of some basic moves Fisher can do that will help along the way Mantling - Climb onto ledges or objects by pushing towards them and pressing triangle Close Attack - When in close to an enemy, use L1 for a non-lethal attack or R1 for a more lethal solution Ledge Hanging - To hang from a ledge, carefully drop off the ledge. From there Fisher can shimmy left and right, climb back up or drop down by pushing O Hanging Throw - While on a ledge below an opponent, push X to grab him and throw him off the ledge. If he falls a sufficient distance, he will die Bar Hanging - Under a horizontal bar, jump up to grab onto the bar. Push X to tuck in Fisher's feet. Push O to drop down/untuck. Can draw a weapon while hanging tucked or untucked Inverted Neck Snap - While bar hanging from a tucked position over an enemy, push L1 to choke the victim unconscious or R1 to snap his neck Water Kill - When in water close to an enemy, use the interaction menu to kill the enemy by drowning him Zip Line - Under a sloped wire, jump to grab hold and slide down. X tucks in Fisher's feet and O drops off the line Rolling - While standing and running, hold O to engage in a roll Split Jump - In a narrow corridor, face the wall and push triangle. While split jumped, Fisher can draw a weapon or drop down on unsuspecting foes Rappelling - While near a hook point, use the interaction menu to start rappelling down the wall. Press triangle to kick off the wall or down to climb down slowly. Fisher can draw a weapon while rappelling Switch Shoulder - When aiming a weapon, use L3 to switch shoulders for better coverage around corners Grabbing - Get behind an opponent and use the interaction menu. Some enemies can be interrogated by pressing X. Fisher can draw a weapon while grabbing to use the enemy as a human shield. Push L1 for a silent knockout or R1 for a lethal takedown. Using R1 near ledges will throw the body off the ledge Force Cooperation - While grabbing, move an enemy near a retinal scanner to make them open the door Move Body - Near a downed body, push X to pick up the body. Pressing O while carrying a body will cause Fisher to stand up but remain silent. Press X to silently put someone down or triangle to drop them in a hurry =============================================================================== SC2-------------------------------Mini-Games----------------------------------- =============================================================================== Splinter Cell has two mini-games: lock-picking and hacking. Here I will explain how to play both mini-games as well as some general tips for success. =============================================================================== SC2.1----------------------------Lock-Picking---------------------------------- =============================================================================== Encountering locked doors forces Fisher to play this mini-game if he wants to enter silently. There is always a choice to by-pass lock-picking by breaking the lock but lock-picking is really easy and isn't as loud as breaking in. When lock-picking, a close up of the lock mechanism is shown on the screen. This view shows the pins that Fisher has to set into place to pick the lock successfully. To do so, move the left analog stick in a circular motion until the pin begins to move. You will know this is happening by the movement of the pin onscreen and a small clicking sound. As soon as this happens, continue moving the analog stick in the general direction that caused the clicking. If you are in the right area for long enough the pin will lock into place and Fisher will move onto the next pin. Repeat this process for each pin until the lock is picked! There is a special lock-picking occasion that requires some extra explanation but I will explain that fully in the walkthrough so I don't spoil any plot. =============================================================================== SC2.2-------------------------------Hacking------------------------------------ =============================================================================== Hacking occurs when trying to open a computer's secure access area, using a retinal scanner without forced cooperation from a guard or trying to open a keypad door without knowledge of the code. Hacking a computer can also be done from a distance by looking at it through EEV but is much harder than hacking up close. Much like lock-picking, hacking shows a special interface over the current layout. The interface shows a list of possible port combinations on the top, a countdown bar below that and four fragment squares that are scanning the ports. To the right of the fragments are the number of locks available. Up and down navigate among the list of possible combos while left and right move the cursor among the fragments. Square tries to lock a fragment while X chooses the currently selected combo. Triangle exits the hacking sequence. The object of hacking is to find the correct sequence of ports that will hack the computer, scanner or keypad before time runs out. To do so successfully, you have to eliminate the choices of possible combos until you can safely pick the correct one. Getting rid of the wrong answers involves using the fragments. Sometimes a number will light up in one of the fragments signifying a correct number in the sequence. This number can be locked into place by moving left or right onto it and pushing square before it dims. If you locked it, the list of possible combos will automatically get rid of any that don't have that number in them. By locking as many fragments as possible, Fisher can narrow down his combo choices down to the correct one. Sounds okay, right? Well there are some twists thrown in to make it harder. First on the list of worries is that countdown bar. Slowly but surely the bar will drain until it turns red signifying the point of no return(I believe it starts when the bar is 3/4 empty). Once you reach this point, you cannot cancel out of the hack without setting off an alarm but you can still keep trying to hack the system. If the bar empties completely, the hack will exit and an alarm will sound. To keep from setting off any alarms, just press triangle when the bar gets close to the point of no return and start the hack over. Another worry is the number of locks available. Sometimes the hack won't let you lock all four fragments so you can't always narrow the choices down to the one correct combo. Though you can't lock them down, the lit up numbers are still correct so use that brain of yours and remember the number. Next, look over the list of possible combos still left and mentally eliminate the ones that don't have the number you remembered. Perhaps a sample run through will help explain better. I go to hack a keypad and notice I have three locks and five possible combos (selected)-->123|45|79|22 122|45|27|10 123|45|79|19 122|55|34|10 122|45|34|22 The first fragment I lock down is 45 in the second slot so now I'm left with -->123|45|79|22 122|45|27|10 123|45|79|19 122|45|34|22 The next fragment is 123 in the first slot leaving me with -->123|45|79|22 123|45|79|19 I'm down to 1 lock and I wait a long time for the third slot to lock 79 -->123|45|79|22 123|45|79|19 Drat, both have all 3 fragments, I'm out of locks and I'm past the no-return point. Thankfully, the final fragment lights up as 19. But since I can't lock it down, I have to manually select that combo 123|45|79|22 -->123|45|79|19 I press X and proceed through the hacked door. Though it may sound really hard, hacking isn't so bad once you get the hang of it so keep trying and eventually you'll get it. In the mean time, here are a few quick tips for success: --Lock-down as many fragments as fast as possible --Don't try to lock down a fragment that isn't lit or you'll waste a lock --Sometimes the list will leave only the correct answer after 2 or 3 locks --Random guessing is bad because incorrect guesses will cause alarms --Don't be afraid to quit before the point of no return to start over =============================================================================== SC3---------------------------Statistics Overview------------------------------ =============================================================================== New to the Splinter Cell series is the Statistics received after each mission. Though the statistics don't seem to unlock anything to my knowledge, they do serve as a small bragging right so going for 100% is mostly for personal satisfaction. Each mission is graded on several factors including objectives accomplished, alarms triggered, intruder identifications, etc. Objectives are the first things to take away from your score if any of the objectives are left incomplete. That means primary, secondary and even opportunity objectives will count against you if you leave them unfinished. However, certain missions will cancel an objective but this does not affect you negatively. Also, there are bonus objectives that can be achieved but I think these add to your final score if completed but don't take away from it if they aren't. Another thing that takes away from your score is the number of people you kill. That's right, even when you have the fifth freedom to kill the enemies, you will lose percentage points for all those really great looking kills. However, knocked out enemies or civilians don't negatively affect your score nor does killing an enemy that an objective specifically tells you to kill. Other things that take away from your score are being identified as an intruder (meaning the enemy starts shooting at you), bodies being found and alarms being triggered. This means that getting 100% for each level requires complete stealth as well as compassion to not kill everyone who crosses your path. Think you can handle it? =============================================================================== SC4-------------------------------Walkthrough---------------------------------- =============================================================================== Finally, I get to what you really came for, the walkthrough. But first, some important things to note. I will be assuming you know basic controls and moves since I told you them in a previous section. I'm also not going to tell you when and where to save. It is entirely up to you whether you want to try an entire level without saving or whether you want to save every few steps. This walkthrough will not ensure a 100% on every mission since I don't know everything and it is up to you not to get caught. This guide was written while playing on Normal so playing on Hard or Expert will probably be different. When choosing equipment, pick whatever suits your playing style the best. And finally, I'll try to layout the easiest solution as possible but I can't think up everything so improvising is okay. Without further ado... =============================================================================== SC4.1-----------------------------Lighthouse----------------------------------- =============================================================================== PRIMARY OBJECTIVES: Recover or destroy information about the Masse Kernels, Rescue Morgenholt SECONDARY OBJECTIVES: Eliminate Hugo Lacerda _______________________________________________________________________________ AREA: The Dungeons Pull out your night vision and proceed to the cave on the far left end of the beach. Short bursts of gunfire will be heard while heading through the cave and you'll receive a new objective. NEW PRIMARY: Discover where the guerillas got their arms and equipment. Continue in the cave and enter the crawl space. Exit out the other side and climb up the ledges. Stop short of climbing the last one and duck down. Let the two men talk it out until one of them decides to "head back". Climb up the last ledge and slowly move around the bend to the left. Grab the guard, interrogate (for a Metal Gear Solid 3 reference) and dispose of him as you see fit. Sometimes there is a little bug where you can't grab him directly in the back, just back up slowly and try again. Afterwards, walk across the bridge and go through the hallway to the next room. Here is the source of all that gunfire. Proceed into the room and stay in the dark areas. Sometimes the guard with the gun will look back your way but you won't get caught if you are in the shadows. After he turns his back to you and starts shooting his gun again, move through the light and grab him. The generator nearby will allow you to make some noise and the man in the chair won't notice that you grabbed his buddy. Interrogate but hide his body in the dark by the room entrance you came in. Ignore the man in the chair. While you were doing all this, Lambert gave you a new mission objective. NEW OPPORTUNITY: Scan the SSCC bar code of the delivered crates The first crate(1) is in that room. Along the left wall there are many crates but only one is painted in camo. Use your EEV (R3 button) to scan the crate. One down, four more to go. Proceed down the hallway on the right. As soon as you get to the bend, check the corner for another crate(2). Proceed left and meet your first door and lock-picking. Pick the lock and enter the room. (NOTE: I always make it a point to close doors. Not because it has anything to do with being born in a barn but because enemies will notice open doors and become alerted). Once in the room, use the med kit if needed. Next, go down the stairs and wait by the large crate until one of the men goes for a walk. By now the Morgenholt primary objective will be cancelled. Wait for the guard to pass you and grab him. Interrogate and hide him behind the crate. Go around the bend and towards the torture chamber. Move quietly into the room and ignore the body and the man in the corner. The exit is near the spotlight in a little alcove. _______________________________________________________________________________ AREA: The Fortress Fisher starts with a tent on his left. Using your thermal, you can see that the tent has an occupant. Move to the near side of the tent and cut the fabric by using the interact menu. Sneak up behind the man and grab. Interrogate to find out information that cancels the Lacerda secondary objective. Dispose of him, head out of the tent the way you came in and go towards the lighted area on the right. Use your OCP to knock out that light and cautiously enter the room below it. A guard may be patrolling the room so sneak behind and grab him or wait for him to come then surprise him. Proceed to the next open area and head right. Don't worry, no guards are here if you dispatched the one in the previous room. Head to the tent on the right and look in the back left corner for another crate(3). Now head outside of the tent and towards the spotlight. There is a semi-hidden crawl space around here that will help you bypass two unnecessary guards. Enter and exit a total of three crawlspaces in a counter-clockwise fashion and head up the stairs to the left. Pick the lock and enter the room. Against the left wall is a med kit; use if needed. Ignore the sleeping man and the man in the chair and stay in the shadows near the fire. There is some ammo on the crate next to the fireplace if you want it but be careful not to let the man in the chair spot you. Proceed to the left and down the stairs. Go through the long corridor and don't worry about the music popping up, you didn't get caught by anyone. Climb the stairs at the end and enter the room. Sneak behind the man at the computer and grab him. Interrogate and dispose. Use the computer to complete the Kernels primary objective. Check the wall by the "door" you came in to find another crate(4). Exit this room and continue along until you pick another lock. Enter the room and go around the crates to leave this area behind. _______________________________________________________________________________ AREA: The Lighthouse Look straight ahead and notice the last crate(5). Scan it to successfully complete the crate opportunity mission. However if you wait, you can hear the whole story told by the guards. Wait for the story to finish and one of the guards to approach the door. After he turns his back, walk behind the crates on the left side. Wait behind the crates until the soldier stops at the top of the stairs on the left. Grab him and hide him behind the crates. Ignore the other guard unless you want to interrogate him for a moderately funny conversation. Either way, head down the stairs on the left. Open the gate, climb down the ladder and approach the next gate. You will notice that it is broken and won't open. Just approach it and jump, Fisher will climb right over it. If you move fast, but silently enough you can catch the next guard. If not, just wait in the shadows for him to make another pass then grab him. Proceed around the cliff to the lighthouse proper. There is a guard who patrols the outside perimeter so be careful. Wait for the guard to patrol past the light then go across the bridge. Sneak around behind him and take him out. Enter the lighthouse on the side opposite the bridge but do so quietly. Hide in the shadows by the ladder on the right side of the room and listen to the radio man. This will complete the arms primary objective and give you a new one. NEW PRIMARY: Exfiltrate to the primary extraction point Sneak behind the radio man and grab him. Interrogate him and knock him out or kill him. After he is down, shoot the radio to complete a bonus objective (Thanks to Chandler07 for this information). After that is done, climb the ladder. There is a med kit at the base of the stairs if you need it. Climb the long winding stairs (gotta love the upkeep on this lighthouse) and climb the ladder at the top. Start climbing the ladder in the next room but stop on the top rung. There is a guard patrolling the outside of the lighthouse that we have to deal with first. After you see the guard pass by the windows in front of your view, climb up but stay behind his position. Circle the room counter-clockwise following behind the guard until you get to the opening that leads outside. Grab the guard while he waits at the opening or wait until he passes by and sneak up on him. Take him out then return to the opening, flip the switch and complete your extraction primary objective and the mission. =============================================================================== SC4.2-----------------------------Cargo Ship----------------------------------- =============================================================================== PRIMARY OBJECTIVES: Recover the bill of lading for Lacerda's arms shipment, retrieve the ship's transit ledger for Lacerda's shipment, eliminate Hugo Lacerda SECONDARY OBJECTIVES: Find the name of Lacerda's Panamanian contact _______________________________________________________________________________ AREA: Lower Decks Wait at the starting location until two guards talk about Lacerda. Continue waiting until one of the guards walks around the left side of your cover. With his back turned, grab him and interrogate. Hide the body then look over the ledge to locate the other guard. If you see him, wait for him to duck into the room. If you don't see him or he just went into the room, climb down the right staircase. Wait on the right side of the door for him to come out then grab him. Dispose of him then enter the room and head down the long corridor. Head down the stair quietly. Approach the man in the chair and hit him with a close attack (L1 or R1). Open the door and climb into the cargo hold. You will receive a new objective. NEW OPPORTUNITY: Place tracking devices on any illegal weapons crates Make your way through the cargo hold by climbing over the boxes or between them. Squeeze your way into the next cargo hold and look at your feet. The first crate(1) is right here. Interact with the box to place the tracking device and move on. Continue climbing or squeezing your way until you reach a ladder. Climb up and use the med kit on the left if you are hurt. Open the door on your right. Move past the door outpouring water on the right until you get to another door. Slide open the door and sneak up on the man doing some saw work. Grab him and put him out cold. Go back to the door and hit the switch to turn off the lights if you want. (NOTE: I always shut off lights and electronics when I get the chance just so I can have more dark to sneak around in. Also helps hide bodies better). Go back into the room and enter the crawlspace in the corner. Exit the crawlspace and wait for the guards to finish talking. A guard on the catwalk will approach your position but stay calm. Hide against the wall opposite the crawlspace and grab the guard when he passes by. Dispose of the body and jump over the catwalk railing to the ground floor. Sneak up behind the guard fiddling with the pump and dispose of him. Activate the pump then enter the door on your right. Go through the hallway till you reach the first door on your right. Open it and look at the top of the pile of crates. See the bill of lading attached to that top crate? Climb up there and get it to complete the lading primary objective. Drop down and open the door you came from but don't go out into the hall. Two guards are now outside so stay in the room and on the right side of the door. Don't worry when one of the guards says he saw something, if you followed my instructions he won't be talking about you. After the guard passes by the door, go right down the hallway. Approach the lighted area on the right and drop down beneath the floor. Walk among the pipes underneath the guards and exit out the other side. Go right down the staircase and into the next area, don't worry if the guards became suspicious because you will leave them guessing. Enter the next room and heed Grim's warning: DO NOT FIRE ANYTHING IN THIS ROOM! That includes sticky shockers, sticky cams or airfoils. And don't get spotted either because the guards will shoot and blow the whole room to kingdom come. Go around the cover on the left and wait for a guard to come to you from the far side of the room. Dispose of him silently. Head to the far side of the room and hug the wall with the light on it. Wait for the man on the catwalks to move all the way across the walk above your position before proceeding across the room. Turn right and grab the guard holding position near you. Interrogate him to discover the intelligence of your enemy. Dispose of him and head straight towards the stairs. OCP the hanging light before going up the stairs. The guard may see the light go out but if you wait by the top of the stairs he won't see you. Wait until he calms down then sneak up behind him and dispatch him. Go across the catwalks and up the next set of stairs. Cross the room again and enter the hallway. Squeeze past the crates and enter the upper decks. _______________________________________________________________________________ AREA: Upper Decks Move up the stair on your left. Ignore the door on your right and enter the one on your left. Use the computer if you wish but hear out the conversation going on in the next room. Climb into the crawlspace near the entrance to this room. Exit out the other side and grab the man looking over the maps. Interrogate and dispose then do the same for the man at the computer. Use the computer to complete the ledger primary objective. Go through the door and down the short hallway. The room on the left has a non- essential computer and a med kit if needed. Proceed to the door at the end of the hall. Enter the area and notice the crate(2) underneath the stairs. Plant the tracking device then head up the stairs. On the next floor, open the door and proceed down the hallway. At the end, open the door quietly so you don't alarm the guard. Staying in the doorway will prevent even the patrolling guard from seeing you. Notice how the guard in the corner is impossible to sneak around? Your best bet is to just airfoil him in the head or sticky shock him. Once he is down for the count, head across the room and to the right. Be sure to stay out of the light as much as possible due to the patrolling guard. Once in the kitchen area, sneak up behind the man by the crate(3) and grab him. Bring him into the dark corner by the kitchen's entrance next to the large pipe and out of the light. Hide in that exact spot for the patrolling guard to come around. He will enter the kitchen where you can grab him. Hide the bodies and place the tracker on that crate. You've tagged half the crates now. Alternately, if you are worried about the patrolling guard, wait in the dining room for him and sneak up on him there with more room to maneuver. Head out the other door in the dining area and down the hall. At the end of the hall is a little lounge with two guards and a box of ammo. I would advise steering clear of that room because the guards don't provide any valuable information and they are more than likely going to spot you. Instead, head down the left hallway and slide open the door. Go up the stairs and into the next area. _______________________________________________________________________________ AREA: The Bridge Immediately turn towards the stairs and notice another arms crate(4). Do your tracking thing and head down the hall. Ignore the boxes on the left for now and wait at the beginning of the right hallway. A guard is patrolling around here so wait until he comes halfway down the hall and stops. Once he turns his back, head down the hall after him. Wait at the other end of the hall in complete shadow. He will enter a room on the left but will come out shortly. Grab him when he passes by and hide him in the room he entered (the one on the right). The other room has a sleeping guard whom we won't disturb. Go out of the room and to the end of the hall. Open the door and notice the med kit on the left. Climb to the top of the stairs and wait for the captain to finish talking. Once he passes by you, follow him and grab him. Interrogate to complete the cabin primary objective. Also sneak up behind the other man in the room and dispose of him as well. Now it's time for a little backtracking. Go back down the stairs you came up and through the door. Head down the hallway and to the left. Go to the right and squeeze past the boxes. Open the door quietly and go down the hall. Approach the door at the end of the hall but do not open it. Listen in on the conversation to complete the Panamanian secondary objective (Thanks to Plsch for this information) Wait for Lacerda to start raiding the fridge in the room on the right and for him to kneel down. Grab him and start interrogating. You will have to interrogate him multiple times in order to get information and to calm the guards down in the next room. During the interrogation, you will complete a bonus objective. While still holding him hostage, drag Lacerda back to the door you came in. Once Lacerda starts repeating himself, kill him to complete your Lacerda primary objective and to receive a new one. NEW PRIMARY: Exfiltrate to the extraction point Open the door and take his body into the dark hallway. Leave him by the boxes and close the door you came from. Squeeze past the boxes, go down the right hallway and up the stairs. Now that you are back in the bridge, go across the room and open the door in the left corner. Proceed down the hall and ignore the first door on the right. Approach the second door on the right. This is a tricky area because of a guard that is patrolling. Wolfjemidas suggests leaning out of the door and shooting a sticky camera high up on the wall to the left with the stairs next to it. You can overlook the ledge without being spotted by the guard. As soon as he's away, you can go up the ladder to the right. Climb up and head to the left. Hide around this area as it is the only one with the cover of darkness. Wait for the guard to patrol by you and grab him. Once the guard has been taken care of, return to the door you began this area at. If you look near the staircase by the door, you will notice another crate(5). That leaves one more left. Head up the stairs and to the left. Go all the way to the end and turn right around the corner. Stand at the top of the ladder leading down. This was another tricky spot for me since the patrolling guard below typically sees me climbing down the ladder. My best suggestion is to watch the guards below and take out the patrolling one with a sticky shocker when he is in the far right area. Climb down the ladder and head left away from the second ladder down. In the darker area, jump over the rail and drop down to the ground. Near the center of the area you will find the last crate(6). Place your tracking device to complete the crates opportunity objective. Take out the guard down here and climb up the ladder next to him. Go across the catwalk and to the far ladder. Climb it then extract to finish the extraction primary objective and the mission. =============================================================================== SC4.3--------------------------------Bank-------------------------------------- =============================================================================== PRIMARY OBJECTIVES: Enter the bank, determine who MCAS bank purchased the arms for, steal $50,000,000 in French government bearer bonds SECONDARY OBJECTIVES: Look for any suspicious transaction records OPPORTUNITY OBJECTIVES: Plant a series of false emails to make is look like an inside job _______________________________________________________________________________ AREA: North Wing First off, wait for the guards to finish their little talk. After they are through, sneak up on the patrolling guard while in the dark. Dispose of him and move towards the wall on the right side of the courtyard. Sneak behind the tree next to the guard to grab him. No interrogations yet so proceed to the door along the right-hand wall. Open the door, go through the hall and exit out the door on the other side. This new area will introduce your first camera. Move forward till you get to the archway and stop there. Put on your EMF vision and OCP the camera on the left wall. Run across the area to the ladder along the far wall. Climb up to the rooftop. On the roof, head to your left and follow the path to the windows. Go to the door on the right and pick the lock. Once inside, turn the magnetic locks on the windows off by using the switch in front of you. Leave the room and go towards the open window. Grab onto the rope conveniently placed there and climb down. Once at the bottom, don't move around a lot because of the lasers. Instead you should access the computer remotely using your EEV to turn off the lasers. You will also have passed the enter the bank primary objective and received a new one. NEW PRIMARY: Authorize the vault access from three officers' panels Now then, open the door in the corner quietly so you don't wake the sleeping guard. He is in the hall to the left sleeping in a chair. (NOTE: For some stupid reason, Sam will not grab enemies in chairs while in a crouched position on this level. Just get behind the seated guard and stand up to grab him. If you aren't close enough yet, be sure to duck back down before moving closer). Grab him from behind and interrogate him. Be sure not to knock him out yet since he can unlock a retinal scanner nearby. Force his cooperation on the retinal scanner next to the door in this area then take him out. Head back into the skylight room and go across to the other side. Go through the small hall and through the right door. You are in the lobby and you only have one job here. Turn the corner to the left and remotely access the computer by the sitting guard. Don't try accessing the monitor, point your EEV at the tower under his desk. Check the cameras if you want but be sure to read the emails and hack the security access area to plant the first false email(1). Retreat back to the area with the retinal scanner and enter the second door on the right. _______________________________________________________________________________ AREA: East Wing This room has a camera but you are probably better off just shooting out the light with your pistol. Move towards the windows ahead but don't stand in front of them. Two guards are in that room conversing so sneaking in there would be a bad move. Instead, use your EEV to access the computer on top of the lockers in that room. Read the emails and hack the computer to plant the second email(2). Nothing else in that room is important so continue down the hall. A med kit lies just before the stairwell so use it if needed then climb the first set of stairs. Stay in the dark because a guard in the room above will look down on your position. Stay in the shadows until he turns his back and make your way up the rest of the stairs. Wait just inside the room for the guard to return. Once he turns his back again, grab him and interrogate to find out the reason he doesn't set off the lasers. While holding him hostage or after you take care of him, drag him across the room through the lasers. Wouldn't it just be easier if Sam just took his clothes? Though he might have some explaining to do...Anyway, once on the other side of the room, go behind the desk and access the computer. Hack, plant another email(3) and leave the room via the dark hallway. Stop in the hall and wait for another guard to cross the new laser area. Once he turns around, grab him and proceed across the lasers. Hide his body in a dark corner and continue across the room. Enter the hallway to find another med kit. Just around the corner on the right is another camera. Use your OCP to knock it out and take the right path around the glass room. Guards are in there and one is discussing his fondness for one of the men on camera. Approach the door and enter the keycode you found in one of the emails (a little pop-up window appears in the bottom right corner of the screen to remind you). Wait for the men to stop talking before taking them both out. One of the men offers up information about the vent above you leading to the outside but I found that the vent isn't necessary so just ignore it. There are two computers in the room that need to be hacked. One will turn off all the cameras in the area while the other will plant another fake email(4). The camera computer will also delete the camera archives which will provide you your first successful bonus objective. Also, near the door is a switch to allow access into the main vault so use it and exit the room. Proceed down the hall you didn't enter from to find another keypad door. Unlike the previous one however, you don't have the code so you are going to have to hack it. Enter the secretary's room and pick the lock on the far door. Go into the new room and approach the computer on the desk. Hack it and plant another porn site bookmark...I mean fake email(5). Look in the back right corner of the room beside the bookshelf for another main vault access panel. Flip it and leave the room. Now backtrack to the last room that had the lasers in it. Don't worry about the camera this time since you turned them all off earlier. Grab the guard's body you hid in this room and cross the laser field. Hide the body in the hall and do the same guard-body trick in the next room. Continue down the stairs, past the room with the two untouched guards and back to the previous area. _______________________________________________________________________________ AREA: North Wing Turn left and enter the door by the retinal scanner. Shortest paragraph yet! _______________________________________________________________________________ AREA: West Wing Go down this long hallway and ignore the first door on the right. Keep going until you get to the corner going left. Peek around the corner but stay in the dark. A guard is here fixing the door on the right. Listen to him talk to himself to get the code for the door he is fixing. After he leaves, approach the door and use the code to get in. Search the file cabinet on the far side of the desk to complete the records secondary objective. Also, hack the computer on the desk for another phony email(6) plant and use the final main vault access panel along the far wall to complete the vault access primary objective. Exit the room and continue down the hall. Turn left down the side hall and look to the left for a room filled with guards. While I would normally discourage you from entering that room, there is a computer you need in there that can't be hacked remotely through the glass door. I suggest using the keypad to unlock the door then silently opening it. As soon as you open the door, move back into the hallway and, with some luck, the guards won't be alerted. Now hack the computer on the left side of the room remotely from the hallway and plant an email(7). Be sure to close the door from the hallway side once you are done to not arouse suspicion. Alternately, you can open the door silently and use an airfoil on the standing guard while in the hallway. Be sure to hit him in the head and he should go down without alerting his friends. Take these two out silently and hack the computer manually. Next up, move past the opened glass door in the hall and go around the right corner. Here is the safety deposit box room. Move along the boxes until the interact menu says you can open one. Do so then grab the equipment inside. Check the little room next to the entrance for a computer that will have a file showing Lacerda's Panamanian contacts if you failed to complete the objective during the last mission. Leave this room and head down the right hallway. You will go down some stairs and through a long hall to get to the main vault. See the two locks on either side of the vault? Pick one and place your telemetric lockpick on it (doesn't matter which one). Move over to the other lock and start picking. Now this telemetric lockpick needs to sync up with your movements every time you place a pin so as soon as you hear the pin fall into place, hold the analog stick in that position until the red light turns green. If you did it right, Fisher will move on to the next pin. If you failed to wait for the telemetric lockpick to catch up, Fisher will go back to the previous pin. Repeat the process for each pin using patience as your guide. After that ordeal, move up to the vault door and plant a charge on it. Move to the other end of the room and detonate the charge. Bingo! Now move to the back end of the vault and access the computer. Simply accessing the computer will complete the purchase primary objective. Be sure to open the cage to set up the theft part of the mission and also hack the computer to plant the last fake email(8). This will complete the email opportunity objective. You can also turn off the floor lights in the room but I don't recommend turning on the sprinkler system. Now that the cage is open, turn around and go down the right side of the vault a little ways to find the bonds you need to steal. Pick them up to complete the bonds primary objective and to get a new primary. NEW PRIMARY: Exfiltrate to the primary extraction point With money in hand, head towards the entrance of the vault. Many readers notified me of a laser that will sometimes activate near the vault entrance. J.Nguyen has this to offer: When you're near the vault exit, turn on your thermal to see the laser right at the vault opening. Switch to EMF to see the source of the laser (a small rectangle that is on the right side of the vault opening). Turn on your OCP to disable the source of the laser then exit the vault and head back through the hall you came in. Once up the stairs, proceed back through the hall on the right and keep going until you find a door on the left with an exit sign and a shut off camera above it. Enter this room and go across the room to the fire door on the other side. _______________________________________________________________________________ AREA: North Wing The fire door will place you back outside on the side of the bank where you climbed up to the rooftop. Go forward through the archway and back through the door. Exit out the door on the other side of the hallway and make your way back to the gate on the left side of the area. The extraction point is along the wall on the right side of the gate. This completes the extraction primary objective and the mission. =============================================================================== SC4.4------------------------------Penthouse----------------------------------- =============================================================================== PRIMARY OBJECTIVES: Get to Zherkezhi's penthouse in the adjacent building, access Zherkezhi's server to determine who Dvorak is _______________________________________________________________________________ AREA: Abandoned Building NOTE: DO NOT KILL ANYONE IN THIS MISSION. IF YOU DO, YOU WILL FAIL THE MISSION. The National Guard is sent to patrol this area so killing them is unacceptable. First things first, move to the other end of the fence in this alley. A guardsman will patrol into the alley and turn his back to you. Grab him and interrogate but be sure to only knock him out (L1) rather than kill him. Go to the end of the alley and head left towards the trashcans on the ground. Look up to find a fire escape ladder which you should climb up. Continue up the fire escape until you get to some boxes. Jump on the boxes and grab onto the building's ledging above. Shimmy to the left and around the corner. Continue shimmying left until you are directly above a zipline connected to the ledge below (it is between the last two windows). Since this