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Go along thestone wall/fencing and gate to the end of thewalkway. On the wall, you will see a faint linebetween darkness and lightness. Go to the otherside of this line and walk forward. You will passthrough the wall into a small area in between twolarger walls. From here, you might be able to doa split jump.


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Despite being Third Echelon's right hand, Sam Fisher is on a need-to-know basis and is largely kept in the dark about the exact nature of his objectives. Fortunately, he's extremely resourceful, armed or unarmed. A preliminary training scenario will familiarize you with the basics of being Sam Fisher, but you'll nevertheless need a lot of practice to become truly proficient in the role. Throughout the game, the right analog stick lets you freely move the camera, which generally works well to give you a good situational awareness but sometimes gets cramped up in tight spaces. The other controls also take getting used to but work effectively, enabling you to perform an array of maneuvers that collectively make Splinter Cell feel like a pretty believable super-spy simulation.

Locate another door on the far side of the room and enter the medical room. Approach the gurneys to receive word from Lambert -those bodies on the gurneys are Blaustein and Madison. Search the wall across from the bodies to locate a medical kit.


When you must infiltrate the CIA complex to finda mole, an alternate entry route into thebuilding is to sneak around to the ventilationsystems as usual. However, instead of climbingthe fence and entering through the disabled fan,sneak by the two guards near the van talking tothe civilian by following the darkened front wallarea near them. You will soon reach a drainagepipe going up the wall.

As with most segments of Splinter Cell, there are many ways to complete this area

Shooting a wall mine also detonates the explosive. This is another fantastic way to set up a trap. Place a wall mine on a surface and hide at long range. Use the SC-20K's sniper scope to focus in on the mine. Wait until guards are nearby, then shoot the wall mine to create the explosion.


If there are no guards nearby, go into the silent drop, and when youtouch the ground, quickly hold Jump. If done correctly, you will only get about25% of the damage that you would normally receive by such a drop. You can alsoland quieter by pressing B (Crouch) immediately before you hit the ground.

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After you have disabled the antenna and pickedthe lock to enter the building, open the doordirectly in front of you, Pick up all three WallMines downstairs. You will also need all the FragGrenades to kill Grinko easily.


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Shoot a sticky camera near the guard closest toyou. When he approaches, use the gas to knock himout.


You'll spot an opening on the right; it leads into a stable. Wait for the guard to pass from left to right. Sneak up on the guard and disable him.

Drop down and search the bodies for a data stick and a medical kit. Shoot out the hallway's lights to create the darkness needed to hide the bodies. Turn toward the mist -it's the entrance to a freezer. Enter and save your game at the checkpoint.


If you are closeto an enemy and want to knock him out, shoot himin the head with a Sticky Camera. It will knockout your enemy, and you can then pick the cameraup off of the ground.

Pull yourself up. A brief animation reveals that the technician and his soldier escorts have arrived. You must trail the technician closely but without alerting your presence to the technician or his close escorts. It's a challenging task so be prepared to move quickly.


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Move to the roof edge that's adjacent to the stovepipe. Save your game at the checkpoint then interact with the stovepipe -time for some more rappelling. As you rappel, don't move down quickly -no leaps! You just want to move to the first large window below the roof. There's a guard inside this room -Nikoladze's office -with his back turned. Pull out your pistol and aim for the soldier's head. Fire two to three shots to break the window and terminate the soldier. Search the soldier's body for a frag grenade.


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The training area includes more than meets the eye. In fact, there are a few hidden rooms to explore.

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The other guard poses a trickier problem. There are plenty of cans and bottles around to cause a distraction. You could use a sticky shocker, but it's best to save these for the tougher parts of the mission. Distract the guard with a bottle, and as he stops to investigate, sneak up behind him and grab him. Make sure you deposit his body in the darkness.

Taking out these upper guards helps, should you trigger the alarm. From the two mines, turn to the left and wait for the spotlight to comb the area and move on. Cross and take the first left. Move toward the upper left corner of the courtyard. Turn right, hug the left wall, and advance to the box in front of you. You can safely hide here from the spotlight. Both spotlights converge on this area. Wait until both comb the area at the same time and move on.


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Return to the bathroom and leap into the open vent. Crawl quickly to the next open vent on the left. It's Ivan, and a Russian has a gun to Ivan's head! Shoot the Russian quickly to save Ivan. Drop down inside this bathroom to search the guard's satchel for a data stick.


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Enter through the server room entrance and face the keypad on the right. Enter the code 2021 to gain access. Once inside, move forward then down the staircase on the right. Hide in the right-hand corner of the room and wait for a worker to patrol the room. Grab him, knock him out, and deposit him in the dark corner.

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Jump and crawlonto the cabinet on the left. Jump onto thebalcony and slowly walk in. There will be fourguards (two on both sides of the room). Veryquietly walk to the other side. Jump onto therail (while crouched) and hang on. Quietly fallto the ground and open the door to complete themission.


Toggle your night vision or thermal vision to spot the lasers in the next room. The lasers near the floor appear and disappear at a regular interval. Wait until they've disappeared, and scurry quickly past while crouched. Turn to the right and spot more lasers. Jump through the middle while the lasers disappear.

Equip your lock pick and unlock the door. Remain crouched and maneuver out onto the balcony. You're over the courtyard now -the laser grid still protects the courtyard, so be very careful when maneuvering around the balcony! Note the animation of the opening window across the courtyard.


When you want to shoot out a light and need makeit accurate, turn on your heat vision. You shouldbe able to knock out the light faster and easier.

You can sneak through the dark (avoiding the spotlight) along the left side of the courtyard to bypass the second guard and dog. Your destination is the hedge maze across the courtyard. Its entrance is on the left side.


Exit the balcony seats and go right. Use the keypad by the door and enter the code 1250. Enter this lobby and stick to the right (you can see a couple of guards on the upper floor).

Notice the grating on the floor. Hop onto the desk and look up to spot the exposed vent shaft. Leap up and pull yourself into the vent shaft. Crawl to the left and through the vent. Drop down at the first hole you come to.


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You can also throw bottles to knockout guards. You must aim and hit them in the head.


Head to the right after exiting the doors and spot the staircase along the right wall. Crouch and descend the stairs quietly -there's a guard standing between two columns on the floor below. Sneak up behind the guard and grab him. Knock him out and deposit his body in the dark (the area to the left of the columns is a good spot).

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That would not be an issue with a brand new sport, as Ironside’s most cancers is in remission and he has offered Sam’s voice in a number of special-event missions within the Ghost Recon sequence since then. He even, and you’ll’t present your ardour for a job far more than that.

Quietly enter the room and save your game at the checkpoint. Search the room for ammunition and a medical kit. The guard is to the left and stands with his back away from you. Grab the guard and drag him into the room. Knock him out and switch out the lights.


Head down the hallway and ascend the staircase on the left at the end. You're in the storage room with the SC-20K. Pick it up from the shelf against the far wall just as you enter the storage room. Make sure you get the sticky shocker and ring airfoil rounds also. Turn left toward the exit and save your game at the checkpoint.

To knock out an enemy without killing him, equip the sticky camera and shoot itat his head. Aim slightly above the head to compensate for gravity. After he isdown, pick up the sticky camera and use it again. You can also throw bottles toknock out guards. You must aim and hit them in the head.


This will be quiet and youprobally will slip right past the guard withouthim ever knowing that you exist. Also remember totake out lights for extra darkness.

Cross the room to the closed door on the other side. Use the optic cable on the door; there are several guards posted in this lobby so it's important to see where they are and which way they're facing. When the guards are on the left side of the room and facing left, open the door in a crouched position and maneuver along the right side of the room. Pass through the metal detector on the right side and save your game at the checkpoint.


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There may be a guard or two patrolling the area as well. Rid of them, and destroy the lights with your gun. Equip your heat vision goggles, blasting every light and enemy you come across (remember to hide the bodies). At the end of this long ally, take a right onto a wooden deck. Slowly walk down, and check to see if the coast is clear. Take a left and run all the way down to find a dumpster. Jump onto it, and the wall above it too. Once on top of it, jump down into this next area. Walk forward, and walk down the steps. Enter the key code you got from the computer with the health kits and ammo (If you forgot it, check your OPSAT).

Hide in the shadows and fire a ring airfoil round or sticky shocker at the guard. A headshot with the ring airfoil round is an instant knockout. Hit him anywhere else and you must grab the guard before he recovers from the blow. A direct hit on any body part with the sticky shocker is a knockout. These gadgets knock out dogs as well.


Move past their bodies and down the tunnel. Take the first right and locate the ladder. Climb it but don't ascend all the way. Look up and wait until the nearby guard is facing away from you.

Follow the wall along the left turn and spot the guard standing at his post next to the elevator. The easiest way to get by the guard is with a distraction. Move carefully to the bench next to the guard and grab the soda can. Toss the soda can in the room's center. When the guard investigates, move slowly to the elevator. Activate the call button and step inside. Use the controls inside the elevator to go down. Save your game at the checkpoint on the next floor.


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Proceed down into the auditorium and along the left side of the stage. Descend a staircase there until a cutscene interrupts the action (see here). Guards are on their way up the stairs. Terminate them or knock them out with your weaponry or avoid them completely by running to the right of the stage. You can observe the stairs from that position and spot the two guards ascending the stairs and leaving. Drop down onto the stairs and complete your descent.


The first room contains a guard patrolling its right side. Take cover behind the small wall then eliminate the guard. The noise should alert a second guard in an adjacent room. Wait until he comes into view and eliminate him.

On the bunk on the far left is amed kit. On a table between the two middle bunksis pistol ammunition and a frag granade. Go up tothe door to the room next to you, but not into itso you do not trigger an event. Us the thermalgoggles and shoot out the light. Then, go backout the same way you entered and shoot out allthe lights in the hall. Switch to night vision,open the second door, and two guards will startdown the hall. Move back into the hall directlyacross from the double doors. Wait for the guardto open the keypad door. Once he moves justinside the doors, shoot the guard with themachine gun in the head (with the pistol if youhave enough ammunition). Go just inside thedoorway until the first guard goes upstairs.


Here's the shortcut to the Easter egg: At the very beginning of Sam's training, turn to his left and perform a double jump to reach the ledge (it's near the light Sam's instructed to look at). Pull yourself up onto the ledge and move left to the observation room. Use the keypad next to the door and enter the code 5656. Go inside and meet Anne Grimsdottir, a key player throughout the missions. Although we don't encourage such things, after you conclude the conversation with Grim, knock her out -but be prepared to reload your game because Lambert doesn't look too kindly on such acts. Lambert ends Sam's mission before it even starts.

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Terminate (Kill)-ABSOLUTE LAST RESORT! This isn't something like Halo where you can kill everyone in a level and still have bullets. Don't waste bullets on people they should be used for lights so you can hide yourself. Getting in a gun fight early on is stupid because you won't have your SC-20K untill the CIA level so using a pistol against automatic weapons is stupid.

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Try to shot Sticky cams in the guards head. Theywill be KO at once and you can pick up the camsafter using them!

There are turrets hidden within the freezer. Disable them using their controls.


To do this, find a can or glass bottle to pick up. Once obtained, move to alocation, preferably dark. While hidden, throw the can or bottle to an open areawith an enemy nearby. When thrown, the enemy will wonder what happened and walktowards that location. After you have drawn him out, you can take him out for aneasy kill.

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Proceed through the doorway beyond the guards. Leap onto the drywall and bricks then onto the girder. Drop down near the scaffolding and pick up the medical kit on the wall. Head left and hide behind the drywall. Lure the guards at the far doorway into an ambush with a distraction (there are some soda cans in the area). Grab the ammunition off the bricks to the right of the path and snag the medical kit off the wall. Save your game at the checkpoint.


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Quietly traverse the pole until you're behind the guard. Drop down from the pole and press the crouch button as you land so it's nice and quiet.

There are two more guards on the other side of the van. Distract them with a bottle (in the room on the left) or terminate them with your SC-20K using the room or yellow car as cover. Cross the parking garage until you spot the crates on the right. Leap onto the crates then jump out onto the suspended bricks. Save your game at the checkpoint while doing so.


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If you have someone chasing you, run out a door, and when it closes, stand infront of the door for awhile. The guard will sometimes try to open it before hegives up. Note: The door must open towards you, and not towards the enemy. Thegame can crash sometimes when you do this. If the guard starts shooting at thedoor, you must open it quickly. Otherwise, the game will glitch and you will beinvisible to the enemy and no event triggers will start.


Create some darkness by shooting out the lights. Hug the right wall and turn the corner to the right. Traverse the stream to the right side of the bridge. Enter the door at the far right end of the path.

Ascend the staircase quietly and take out the SC-20K. Use the sniper scope to search for the room's guards. If you get into a heated firefight, use the ample cover, and use the sniper scope to take out the guards with headshots. Watch out for the guard in the high window at the far end of the room. Cross the area to the left and go up the stairs.


Cross the parking garage around the white van and hide behind the yellow car. Two guards emerge in the area ahead of you. One leaves and the other turns his back to you. Grab him, knock him out, and deposit him around the car. Alternatively, you can just shoot both guards. There are also plenty of soda cans in the garage to cause a distraction (great for distracting the second guard if you were quiet in disabling the first).

These two are truly the best games in the series. They offer the best stealth operative insight on missions and lives. Even though this is a video game, the NSA truly exists and someone has to get rid of the dirty work. The 1st splinter cell has very classic missions and the best roots of stealth in the series. The 3rd splinter cell is the best one in the series of 6 splinter cells. Its got amazing stealth, gunplay, missions, and immersion out of all of them. Its sad that Pandora Tomorrow (2nd one) isnt on steam but the best ones are on steam.


Climb slowly to the ledge because there's a guard and a dog near your position, and you'll trigger the dog if you're too quick. As with most segments of Splinter Cell, there are many ways to complete this area. Pull yourself up when no one is looking and move into the darkness of the far right away from the tower. Use your SC-20K to take out the sniper with a headshot.

Use the computer, which provides a data stick that reveals a code for a keypad across the room. Lambert chimes in with new information on Blaustein -he's dead and his last known position was a local police precinct.


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Fire a Diversion Camera atthe first guard. Make sure you hit him in thehead. Then, all the other guards will approach toinvestigate.

Disable the turrets' IFF, which is their enemy-recognition software. With it off, the turrets fire at anything, including your enemies. But don't expect the turrets to be your savior. This room is about to become a war zone, so it's wise to prepare beforehand. Instead of seeking out the hostages that are in the area, use your wall mines (you should have three if you collected them all) to set a trap.


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Approach the keypad next to the door. Decipher the code with your thermal goggles. Enter the code 7921 to unlock the door. Enter the room and save your game at the checkpoint.


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In the game, Sam Fisher works for Third Echelon. The real world ECHELON is a global intelligence initiative run by the US, UK, Canada, Australia and New Zealand. While ECHELON's full capabilities (and intentions) are unknown, the ACLU reports estimates that the network intercepts up to 3 billion messages (phone, e-mail, Internet) daily.

When you enter the basement where the hostagesare held, notice that there are two or threedoors. Equip your Wall Mine and place them infront of the entrances. Do not place the WallMines near the entrance to which the turrets areplaced. Instead, place them near the mainentrance to the basement. Sections of partitionof the animal pens will be exposed or seen whenthe guards enter, and they will through themiddle and left entrances. Place the Wall Mineson the partitions enough to be in the middle ofthe entrance (in length) or in the close range ofthe door. Once they are set, get ready to cutdown three guards. This is the best way toconserve ammunition if you are low. You only needto place two, because the guards will not enterthrough the third door. This will take out thefirst wave of guards, leaving you to kill onlythree of them.


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When you see a civilian, sneak up behind him thenpress X when it says "Grab Character". Then, ifthere are guards in front of you, he will notshoot you. Note :If there are guards in front andbehind, left, or right of you, the person notfacing the civilian will shoot you.

Force him to use the retinal scanner then knock him out. Enter the room and quietly grab the guard at the computer.



Exit the sewer and quietly cross the alley to the scaffolding. You don't need to deal with the guards. Ascend the ladder on the scaffolding. Spot the bright billboard above you -your contact stands behind that billboard. After reaching the top of the ladder, turn right and grab onto the horizontal pipe. Cross the pipe hand-over-hand to the far side of the scaffolding. Hop through the open window into the dark room. Save your game at the checkpoint.

Face the way thesoldiers appear from. A soldier crouching will begoing directly for that room. Take him out, andthen move back to the center. As a colonel (theman with the red hat) throws a grenade, snipe himin the head. Then, move back into the doorwaywhere the Americans are located. You will hearGrinko saying that he is coming and that he isordering a man to come with him. Stand in thedoorway and shoot the soldier that comes thatway. Pick up the medkit and go back in the middlein between the sentry guns. Then, move forwardtowards the short concrete wall. Kill Grinko witheither a snipe to the head of a Frag Grenade.


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Blast out the light with your pistol. Open the door into the kitchen area. There's a chef on the right side. Turn out the lights using the switch just to the right of the doorway. Quietly move across the kitchen then to the right. There are bottles outside near the doorway if you wish to create a distraction.

Enter the apartment -apparently others are looking for that black box. Move straight ahead, then take a left through some curtains. Continue down this hallway (it takes a left turn) and enter the last room on the right. Spot the painting on the left side of the room. Approach the painting and interact with it -Sam slides the painting, exposing a hidden computer.


Snag more ammo off the wooden boards. Spot the guards at the end of the long hall. Toss them a frag grenade or use your sniper scope to eliminate them. You can also use the rooms on the right to maneuver around and get up-close and personal with the group of guards. Round the corner at the end of the hall and peer into the bathroom area -don't go in! Spot the wall mine on the pillar.

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Enter the adjacent office (it's the one with the red light) and use the computer to complete the first objective. Lambert and Grim contact you with further information. There's a nuclear device on the embassy grounds, and it must be neutralized.


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Go into wall mode, pull out your gun, and destroy the camera when it's facing to your right. Now enter the door to the right of the camera. We find ourselves in a dark, dark room with a bulletproof camera, behind a fence patrolling the area. Go into crouch mode, and when the camera is all the way to your left, run behind the big box. Wait for the camera to turn all the way to the right, and run all the way to the door. Open it and walk in. Don't worry, we're almost done this. Look to your right, there's a guard! Let's sneak up on him in crouch mode and press A to grab him. We don't want to knock him out just yet. There should be a dark hallway, just next to the hallway the guard was in. Drag him in there, and knock him out.

You'll spot a couple of guards at their post just outside the room. Pick up the bottle behind you (search near the pipes). You can use the bottle to lure the soldiers into an ambush. On the other hand, you can simply terminate them from your position at the corner. Search the bodies to grab a data stick. Remain crouched to the left of the doorway. Don't go in or the technician will spot you. Listen to the conversation and wait for it to end.


One of the easiest ways to cross through the rooms is to lure the guards into an ambush. Don't think they can't see you, however; they can see through the mist with their own aids. Take cover behind obstructions and lure the guards around corners and into your SC-20K's line of fire.

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The truck is checking in just ahead. Enter through the gate and hug the right side of the truck. Move into the darkness by the trailer to steer clear of the plentiful guards. This is a difficult area of the game -there are so many guards patrolling this area. To make matters more difficult, a guard dog also patrols. The dog can pick up your scent and seek you out even in a hiding spot.

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There is a trio of guards down the hall to the left. Create darkness by shooting out the light. Quietly move down the hall to the left. Shoot out the two lights at the end of the hall without disturbing the guards (shoot the light when they're facing away).

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First, go to the security office and flick thelights off. Then, crouch down and go in thecorner near the door. When the guard enters toturn the lights on, knock him out. Move his bodyaway, then flick the lights on and off.

The guards in Splinter Cell are believable enough, but they all move in predictable fashions and don't exhibit any complex behavior. They'll investigate noises and shoot on sight, but in hostile situations, they'll blunder headlong into kill zones and will sometimes see you even when the onscreen stealth (https://yacsssdm.ru/hack/?patch=2451) meter is telling you you're completely invisible. Yet though the guards aren't smart and aren't particularly difficult to dispose of, Splinter Cell is still a hard game, since sneaking past enemies (rather than taking them out) is usually the order of the day, and that's a tall order to fill. Fortunately, most missions take place in the dark, where your night vision gives you a huge advantage. But just as you'll start getting comfortable in your sneakiness, you'll find yourself up against guards with flashlights, which don't just reveal you lurking about but can temporarily blind you if your night vision is enabled.


A tougher guard (wearing a red beret) enters after the others die. He emerges from the left entrance. He stops long enough to become an easy target for your SC-20K. After he dies, quickly move to the right side of the room. Another enemy enters from the right side and makes a beeline to the hostages. He's equipped with grenades and will toss one at the hostages if left alone. If you try to guard one hostage room, he'll attack the other. When he enters, shoot him with your SC-20K. Stop him in his tracks and force him to fire back. Nail him with a headshot to take him out.

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The dining room is on your right. Hide in the corner; there are three guards on the way, and it's easier to avoid most of them.


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Objectives: Rendezvous with the agency contact. Collect intelligence from the embassy with the laser mic. Any embassy fatalities will result in mission failure.

Carefully move to the right side of the room (along the wall next to the turrets) and locate the Chinese dignitaries. Speak with them to complete the objective.


Turn around and take out the guard that investigates your sniper's roost. Enter the door on the right and save your game at the checkpoint.

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From his start at id Software to co-founding Ion Storm, Gathering of Developers, Gamecock Media, Devolver Digital and Good Shepherd, Mike has consistently done one thing: worked to tilt the scales in favor of independent developers. He and his longtime partners have done it like no others, on their own terms, without compromise, thusly enabling a great many independent artists to do the same and to become financially independent. As Mike reflects on his 25th year of active duty, he has a few choice things to say about where the industry has come from, is now, and where it needs to change.


Drop down and incapacitate the guard. Pick up his body and place him in the shadows. Turn left and proceed to the dumpster adjacent to the giant star symbol on the brick wall. Pull up onto the dumpster and face the wall to the left of the star. Perform a wall jump on this wall and to the right to leap over the wall with the star.

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To read the heat signature on a keypad, you can either walk up to the keypad andlook at it with the heat goggles on, use sniper mode at a distance with the heatgoggles on, or activate the keypad and turn on your heat goggles there. The orderof the buttons will be as follows, based on color: Deep Blue, Blue, Light Blue,Green, Light Green, Yellow, Orange, Red. For example, if you had a Deep Bluebutton at 1, a Light Green button at 3, a Light Blue button at 4, and a Orange-Ish Red button at 6, the code would be 1-4-3-6. This trick where you use yourthermal goggles to read the code punched in by a guard is extremely useful, butonly available in the second Chinese Embassy mission as the current temperaturein the Embassy is low enough for you to notice a difference on the buttons thatwere pressed by the guard. The buttons go from a deep red color to a deep bluecolor. Look for the button that is slightly different from most of the otherbuttons. Then, look for a lighter blue button and so on. following green, yellow,orange and finally red.


Sam Fisher is an elite Black-Ops agent called the Splinter Cell. When two government operatives undercover in Georgia go missing, Sam is sent in by the Third Echelon to investigate. He discovers that the Georgian president is conspiring with mercenaries and computer experts for some kind of master plan, and despite Sam interrogating various involved members, he has a hard time getting further information, until its too late. What follows is a maelstrom of conspiracies, political backstabs, and complete pandemonium.

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The double doors to the right swing open. A guard enters the hall but doesn't see you. Sneak behind him and through the open doors.

Mission walk-throughs: Complete solutions for all nine missions. Walk-throughs include specific strategies for completing objectives, sneaking past guards, disabling enemies, and locating important items, such as medical kits, equipment, and ammunition.


Keep the laser mic interface open but remain in the bushes. Kong exits the embassy and enters a limo. Wait until the limo reaches the gate, then focus the mic on the limo's back door to listen to the rest of the conversation.

Walk over to the ledge on the left during thetraining mission. Do a double jump to get up ontothe ledge, then turn left. Go to the keypad andenter "5656" to enter the second room.


Explore the area behind the billboard and grab the medical kit and ammunition. Climb the ledge to the right of the billboard. Approach the stovepipe and use it to rappel. Descend to the ground floor and save your game at the checkpoint.

More interestingly, the SC-20K can be used to fire remote camera probes, nauseating smoke bombs, or a distraction camera that can be used to lure guards away from their posts and then give them a mouthful of knockout gas. Such funky devices aren't always strictly necessary for finishing a mission, but they're fun to use and can help you avoid getting into a tight spot. Besides his guns, Fisher can also get his hands on frag grenades, though high explosives aren't really his style. Throwing cans or bottles to distract foes is more up his alley.


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Enter the room and follow it around on its left side. Drop down into the hole in the floor. Move through the shaft (save your game at the checkpoint) until you reach the opening above you.


There's a guard in the building to the right. Create darkness by shooting out the light above the dumpster. Sneak around the building to the other side. The guard eventually exits the building and stands guard at the end of the alley. Grab him at this point, knock him out, and deposit his body in the shadows. Recover a data stick from the guard's satchel.

Wait until the camera turns awayfrom you and use the first of your non-lethalammunition (either the sticky shocker or foilring) and knock out the guard sitting underneaththe camera. When the camera turns away again, rununderneath it and take aim at Daugherty, who isworking with the soda machine. Shoot him withyour second non-lethal weapon. Your headset willtell you it is a mistake, but it is easier thisway. Drag the guard from the chair back toDaugherty's office -beware of the camera.

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After the dumpster, turn right down another well-lit alley (there's also an alcove on the left if you need to hide). Shoot out the light along the right wall. A guard comes down to investigate. Avoid detection, remain crouched and in the shadows, and proceed down the alley. Take a right and ascend a pipe onto the top of an overhang.


While the guards face the opposite direction, cross the street through the opening in the fence. Turn left and spot the opening into the sewers. You may want to take out some lights to remain hidden and in the dark. Descend the ladder into the sewers and save your game at the checkpoint.

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Grab him and knock him out if he does. If he's moving away from you, pass through the gate and proceed to the left. Descend the stairs toward the illuminated door.

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After you have disposed of enemies in an area, make sure that you still hidethem, even though no one is nearby. Before going to another checkpoint, the alarmmay ring, and it will say that a body was found. Try to hide all bodies in hiddenareas for best results.


Quietly drop down and approach the standing guard. Use the dumpsters on either side of the alley as cover. When the patrolling guard is facing away, grab the standing guard and pull him into the dark.

When the two guards return, follow them while hugging the left wall. The guard on the left side stops to check a hallway. Hide behind the artwork while he does. When he resumes the patrol, duck into the hallway.


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Grab the disposable pick off the table. There are now guards outside patrolling the art room. Shoot out the light in this room to avoid detection. Open the door and wait for the guards to walk away from you or stare at the art on the walls. Quietly move across the room and enter the double doors on the left.


Leap straight up and grab the pole that holds the giant flags in the room. Pull your legs up and start toward the far walkway. Keep your eye on the left side of the walkway; two guards enter from the double doors on the left side. Remain concealed behind a flag while they head to the right. One guard uses a retinal scanner to let the other inside a room.

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Since then, we have seen two new Ghost Recon video games. Rainbow Six Siege launched and have become an esports staple. Each The Division and The Division 2 joined the live-game scene. And almost each summer season, followers hoping for a brand new Splinter Cell sport announcement are met with disappointment together with a imprecise assertion from Guillemot on how Ubisoft has not forgotten the franchise.


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Exit the basement and return to the stairs to the auditorium. Those guards are patrolling the auditorium in search of you. There's another up in the balcony seats. Take out these guards with your SC-20K. Toggle sniper mode to pinpoint the guard in the balcony seats. Get up to the balcony seats and search the guard's body for a data stick containing a keypad code.

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Is Ubisoft panicked of Splinter Cell? Based mostly entirely on Ubisoft CEO Yves Guillemot, that in actual fact might possibly possibly be the case. Again in 2021, he said the firm’s trend groups had been anxious to work on Splinter (https://yacsssdm.ru/hack/?patch=2027) Cell on account of of how passionate–and incessantly enraged and annoying–the fans can even be. How can you invent a game that appears to be like recent when players are adamant about what they don’t desire to alternate?


Grimsdottir provides an important update -the contact is in this room. You'll find him under some debris to the right of the room's raging fire. Approach the contact and speak with him. After providing some useful information and a new objective, the informant succumbs to his injuries.

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Can't find that keypad code anywhere? This section reveals all the keypad codes in order by mission.


Feirong sits drunk and suicidal at his desk. After his rant, Feirong stands up and attacks. Fire a ring airfoil round to disable him (make sure you hit him in the chest and not the head). Don't knock him out, because you need him. While he's disabled, run behind him and grab him. You can accomplish the task without a ring airfoil round. Feirong's fairly slow in this state and easily grabbed. Interrogate him then force him to use the computer.

Do the samething as you did with Nikoladze's window - hangdown. A guard will appear and investigate. Do notworry - just keep hanging.


In a desperate act of defiance against the US, Nikoladze arranges the immediate, live webcast executions of the captured US soldiers. Vyacheslav Grinko will direct the soldiers' deaths. The executions must be prevented to preserve any hope of stabilizing political relations with the Chinese.

Hug the right wall and move quietly and slowly. There's a worker in the break room on the left side of the hall up ahead. Listen to him complete his conversation and leave. Scurry into the break room and grab the medical kit and a soda can for an upcoming distraction maneuver.


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The diversion camera, part of the SC-20K's multipurpose launcher system, is part surveillance camera and part incapacitating device. It's an excellent way to knock out an enemy that's around a corner or otherwise out of your line of fire -and certainly if you're currently out of ring airfoil rounds or sticky shockers. To operate the diversion camera, fire it (using the SC-20K's secondary fire button) at a wall that the enemy can reach and approach. However, make sure to fire the diversion camera at a place where the enemy won't see you.


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After you access Nikoladze's computer, you mustgo out and hang from the window. After they allleave, if you only knocked out the guard when youcame in, you must either kill him or knock himout again. Quickly go back to the computer togain the information.

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Duck behind the turret just in case a guard manages to get off a round. Once all three guards are eliminated, use the turret controls to deactivate the turret. Scurry to the guards, search their bodies, and deposit them in the dark.

Do notrun round the corner, as there is a camera at theother end. Carefully sneak past it and you willreach a set of stairs. Go up the stairs, but becautious as there are two guards up there. Gointo the first room on your right. Pick up theitems and go through the opposite door to bypasshalf the level.


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Hithim with your shoulder and pick him up. It isimportant not to kill him yet. Go to the edge anddrop him into the water.

The Xbox version is the original one, with a closely adapted version for the PC, and separate ports for PS2 and GameCube. The latter have slight changes in levels generally to make it a little easier. Each version also contains some exclusive features. The Xbox and PC versions include three additional downloadable missions (Tom Clancy's Splinter Cell: Mission-Pack). The PS2 version has an exclusive level, and the GameCube version can be connected with a Game Boy Advance through a link cable to view an overhead map. The PS2 and GameCube versions include additional binocular items, and the latter also has an extra sticky bomb weapon. The PS2 release also has an exclusive 5min pre-rendered intro cinematic with full orchestrated score, showing how the two agents you are sent to look for at the beginning of the game were captured.


There are two guards patrolling the front of the embassy. Wait until both face to the right, then move across the front of the embassy to the darkness on the far side.

The entire “do not change it” fear that Guillemot expressed just a few years in the past appears particularly legitimate now, as we have seen Ubisoft make some selections for different Clancy franchises that simply do not make a lot sense. Ghost Recon Wildlands’ large open world and chaotic method to cooperative motion made it an enormous, if unpolished, hit, however when Ghost Recon Breakpoint launched, it appeared like the corporate had discovered all of the mistaken classes. It felt even buggier, and the gear degree system felt misplaced, making it far too just like The Division. In the end, it took months of post-launch updates so as to add (and take away) options earlier than Breakpoint would really feel like Ghost Recon once more.


Pick up some SC-20K ammo from the desk. There are also several soda cans scattered around the room that can be used for future distractions. Open the door on the opposite side of the office. The next room is extremely dark, and there's glass on the floor. The guards nearby can hear you move over the glass. Avoid the glass by climbing onto the equipment on the room's edge. Traverse the equipment and enter the open vent. You can also shoot the guard; be sure to deposit his body in the dark.

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Go out the door and go to your left. Atthis point you do not need to be silent. Go tothe door that you could not open previously tofind a flight of stairs.


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The camera jammer's name tells it all -use the gadget to temporarily jam enemy security cameras, which permits you to pass by undetected. Your pistol can destroy some cameras in the game, but other cameras are armored and invulnerable to your weapons. Use the camera jammer to bypass armored cameras (though you can simply move by the camera once it pans away from your view). The camera jammer runs on a short-lived battery that recharges over time.


Remember you can't kill anyone in this mission! You could use a combination of supplies, including diversion cameras and sticky shockers, or you could toss a smoke grenade at their feet (the smoke isn't for cover, it's to knock them out). You could even take them out earlier. Follow them down the sewer and fire a sticky shocker when all three are moving through a puddle. The combination of shocker and water incapacitates all three.

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It has some of the best composed levels. One of my favorite is that of the train. Could you pump more action into a single level?


Join an elite team of highly trained soldiers. Armed to the teeth with unrivaled combat technology and cutting-edge military hardware, Ghost Recon takes you to the globe's most deadly war zones to hunt down the highest value targets.

We have no glitches for Splinter Cell yet. If you have any unlockables please submit them.


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Approach him and speak with him. Sam automatically provides the code phrase. The contact provides information on sneaking into the Chinese Embassy.


Exit the office through the door on the right side. Move forward to save your game at the checkpoint. Enter a janitor's closet on the left side to snag two medical kits. Approach the other door in the hall and open it. Quietly advance to the staircase. There's a guard above and he's easily disturbed. Crouch and ascend the staircase. The guard at the top has his back to you. A second guard patrols the room. You could sneak up on the standing guard or simply take him out with a headshot. The other guard will investigate and be an easy target for a second round from your SC-20K.

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You begin on the side of a mountain with the presidential palace high above. Watch your step because it's a long way down. To reach the high ledge in front of you, perform a double jump off the mountain wall.

These barrels can be shot, which causes a black liquid to be released. Shoot the liquid to cause an explosion.


Towards the end of the mission is a locked officewith a "UFO Sightings" sign on the side. Insidethe office is a keypad locked door. To gainaccess to this room, read the data stick filefound in the computer in the office. There areseveral Sticky Cams and Sticky Shockers inside.

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To get them,kill all four guards in this area. The only wayup there is your intelligence and trainingskills - stack the eight drums on top of eachother in front of room. Note: Remember use yourheat-vision goggles to see the mines.


The 14-ounce M67 fragmentation grenade is easy to use. Equip the grenade and toss it where you want to create a rather painful explosion. Frag grenades are extremely limited; you won't find very many throughout the missions. Take advantage of their power and save the frag grenades for optimum situations. Wait until you come across a group of enemies and toss the grenade at their feet.

If the area is illuminated, shoot out the lights with your pistol. Use the pistol because it's quieter than the SC-20K. If the light is at long range, consider using the SC-20K in sniper mode, but do so when guards are far away or facing the other direction. If you ever have trouble pinpointing a light, switch your goggles to thermal mode; the heat from the light source should enhance your accuracy.


It's a whole lot easier not to get discoveredif you stay in the dark. If there's a guard orofficer looking for you. Staying in a dark cornerwill not get you found so easily.

To get rid of the dogs, you can either snipe them (hit them in the head) or even fool one into following a phony scent. Run around near the fenced-in staircase in this right corner. When the guard and dog approach, the dog thinks someone went over there. This makes one guard and dog leave the area.


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When you are in the courtyard, instead of usingthe laser mic on the elevator, quickly run overto the double doors on the other side. Use adisposable pick on it. Go inside, and the threeguards will not do anything to you. Quickly get ahead shot on all of them, then run outside anduse the laser mic as usual. If done correctly andquickly enough, the doors will open and theguards will be dead, allowing you to continuewithout avoiding them.


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Scurry into the dining room and keep along the left wall. When you reach the cabinet, leap up on top. Turn right and leap onto the railing.


The room all the way to the left is locked but contains a data stick, and some ammo. The room right of it is locked as well, but contains a knocked out suspect which we don't need. The room all the way to the right contains a data stick, and the room to the left of that contains a baddy with the security tapes. Grab the ammo, and data sticks and enter the room with the guard. Equip your firearm, crouch down, and make your move. If you're lucky, the guard won't hear you, but for some mysterious reason the guard always heard me. If that is the case, the first time he peeks his head out, you kill him. If you miss the chance, he will sound the alarm. After you've killed the guard, grab security tapes, and wait for Lombard to call you. That's it, we've aced this mission, and all we have to do is leave. Simply head back down to the 'waiting room' and open the double doors.

This is another difficult portion of the game -the minefield. On the other side of the door is a courtyard littered with mines. To make matters more difficult, two spotlights sweep the courtyard. You can detect the mines only with the thermal view, but you can't see the spotlights with the thermal view. There are also several guards in the area. If the spotlights detect you, the guards open fire -and they're accurate and powerful. You can survive one mine with full health but not two. You must memorize the location of the mines and observe the pattern of the spotlights to survive.


Lambert offers final instructions, including the name and location of your contact and important mission parameters: If you kill anybody, the mission's over. Speak with your new handler, Coen, standing next to the van. Turn left down the alley and approach the dumpster. Quietly climb on top of the dumpster then on top of the wall. You'll spot two guards in the distance; one patrols from left to right, and the other stands guard at the end of the alley (you'll see this guard patrolling this alley if you speed through the conversation with Coen).

You are Sam Fisher, a Splinter Cell. You must leave no trace on the physical or political map.


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Take him to the dark area where youcame from, then knock him out. Do the same toother man at the computer. Next, go to the dooracross from where the second computer man waslocated.


After interrogating the driver and heading backupstairs, save at the checkpoint and view theintermission sequence of the window in thecourtyard opening. Walk out on the balcony andturn left.

Equip your other SmokeGrenade then wait a few seconds. Launch thegrenade at the bookcase that is opposite theelevator. Gun down the guards that come aroundwhile they are choking. Move to the right side ofthe bookcase closest to you. While crouchingslowly back up until you see the guard's headthat just appears over the books.


Menu is supposed to look like that, there's no other way to fix stretching. However, I'm working on update and maybe will be able to add pillarboxes at screen edges.

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Weapons and equipment: This section covers Sam Fisher's weapons and equipment. You'll find specific tactics for engaging in combat and utilizing special gadgets such as sticky shockers, diversion cameras, and optic cables.


Instead, quietly move to the left and around to the staircase. Look at the floor below to see the two guards facing the other way. Drop down from the railing to this floor. You must make a quiet landing; press the crouch button as you land. Exit through the front door to complete the mission and the game!

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To get around and reach his objectives, Fisher has a variety of moves at his disposal. He can walk, run, crouch, jump, rappel, shimmy, cross horizontal wires, zip using a zip cord, and do a split jump. There are different approaches to taking out enemies. He can use weapons, but the noise might alert guards and that generally makes it more difficult to complete missions. Opponents can be stunned, killed, or subdued. Fisher can for instance jump down from the ceiling and knock an opponent unconscious. Some enemies are needed to activate a door or passcode. Therefore enemies can be taken hostage by holding a gun to their head. They can also be interrogated or be used as human shields.

Hide until the guard ceases his patrol and sits at the desk. Once he's at the desk, exit the shadows and approach the guard from behind. Move between the table and the bookcase to remain concealed. Grab the guard once you reach his chair. Pull the guard back behind the bookcases into the dark corner. Knock him out and leave his body there.


Take him out in the safety of darkness. Approach the structure's door and open it. Save your game at the checkpoint.

You could also snipe the dogs and the guards (make sure to hit the sniper too). Try to take the bodies out of the spotlight's view or the alarm will be set off when the light discovers the corpses. If you set off the alarm here, don't worry. It's possible to complete the mission while setting off the alarm several times. If you do trigger an alarm, other guards will enter the area, particularly from the hedge maze. Take cover and shoot them at long range with your sniper scope. Be sure to search every guard, because one holds a code you need for a keypad.


Search the room for some ammunition, which you'll need shortly. Use the elevator's call button and ride the elevator down. Save your game at the checkpoint and prepare for battle!

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Unlike with the ring airfoil round, there's no way to grab an enemy struck with the shocker. He's incapacitated seconds after being hit. Don't use the gadget on any enemy you need to speak with or need for a retinal scanner.

The elite guard on the upper floor has his back turned, but you don't have too much time. Fire a sticky shocker or ring airfoil round into his back. If you use the airfoil, grab him and knock him out.


When you are in the room with a guard sitting atthe desk that must be interrogated, behind thelaptop is a machine gun. Near that there is a lotof 5/56mm ammunition for your SC-20K.

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Move to the front of the room and place a wall mine near the center path on the short walls. Place another on the second row. Spread them out to cover both the left and right sides of the room -the enemies enter from those doors. The enemies will trigger the wall mines.

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You need him to open several keypad doors on the way to Feirong. As he nears you, the guard receives a message to get to Feirong's office.

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Jump through the window and scamper up behind the guard. Grab him, knock him out, and drop his body just out the door and to the left. It's quite dark at the edge of the stairs.


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All of Fisher's missions may be different, but all are pretty similar in how you must proceed in them: Stay out of sight, stay out of harm's way, and engage hostiles only when necessary. This is easier said than done, and despite Fisher's impressive list of moves and exceptional skill, you'll invariably draw your enemies' attention in every mission you attempt. If caught in a firefight, Fisher can be killed with just a few shots, though his foes tend to go down much more quickly. Nevertheless, ammunition is limited, and Fisher's aim strays wildly if he tries to shoot while moving or tries to shoot in rapid succession. More importantly, being discovered will often cause a guard to raise the general alarm, which in several missions makes for automatic failure.

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All keypad codes and a hidden training Easter egg: If you just need a keypad code, this section includes all codes sorted by mission. Plus, thorough exploration of the training area reveals a hidden room. Look here for instructions on how to get there.

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Open the door and hide in the dark alcove to the right. This multilevel room is teeming with guards. There are two elite guards on your current level and the next-highest level. These guards patrol the walkway. Two more guards are on a lower level. Wait until both of the elite guards head to the right, and then start following the elite guard that's on your floor. Crouch and move quietly against the left wall to stay out of view of the guards on the lower level.

When youdrop, try to make a little noise so that theguard will start looking for you, then hide. Whenhe stops looking for you, he will remain in onelocation. Go over to the fence behind him veryquietly. Climb the fence and get to the otherside.


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The dangers aren't over, however. Crouch and slowly move forward, being sure to remain concealed in the planter. Face the alley and spot the guard patrolling the area. Wait for the guard to move away from you. Crouch and slowly move until you reach a small alcove on the left. It's dark enough to keep you hidden from the guard. Remain in the alcove until the guard heads back toward the planter.

You have two minutes and 30 seconds to disarm the bomb. You can get a head start by moving before Lambert finishes his instructions. Exit the room with the two programmers and run to the left straight through the flames ahead of you (if they remain). A janitor's closet on the left contains a medical kit if you think you have time to pick it up. Go to the end of the hall and interact with the keypad.


If after entering the weapons room and disablingthe turret gun you find that the elevator up tothe top floor (Daugherty's office) has no power,you need to go back to the main server room andcomplete your objective by accessing the mainserver computer twice. This will create a newobjective of breaking into to Daugherty's officeand also restore the power to the elevator in theweapons room.

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Turn to the right of the pipes in this hole and locate a narrow passageway. Remain crouched and crawl through the tight corridor. The small passageway eventually opens into a wider clearing. Turn to the left and spot the vertical pipe -prime for climbing.


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Ifan alarm goes off, you have not properly hiddenyour dead bodies. Move back through the level andthrow all your dead bodies into dark corners.

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There's one more turret on the left. Avoid it by using a flare or by waiting until it pans to the right, then move either all the way through the curtain or to the small wall in front of the turret. Move into the hall and save your game at the checkpoint. Go right and duck into the small archlike alcove on the left (the one with the cobwebs). Wait for the two guards to pass. Continue down the hall and into the large stable on the right. Go down the middle path and spot the two turrets at the end. Be sure to grab the medical kit next to the turrets.

Perform the back-to-wall maneuver and slide to the opening. Move quietly, as there are three armed guards in the adjacent room. They're destroying evidence, and Feirong's computer is next. The best way to tackle the guards is to wait until they're done in this room and move as a trio toward Feirong's office. Toss a frag grenade at their feet to eliminate all three in one shot. Search their bodies for a wall mine and data stick.


Hug the left wall until you reach a tall obstruction (listen for the whine of the nearby turret). Climb over the obstruction and drop next to the turret. Use the controls and disable the turret.

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Toggle your night vision to see in this dark area. Grab the medical kit and disposable pick on the right of the stairs. Ascend the staircase and snag another medical kit off the desk. Approach the next door into the art room. Lasers protect the sides of the room so stick to the middle (use thermal view to spot them).


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That might possibly possibly no longer be a local with a recent game, as Ironside’s cancer is in remission and he has equipped Sam’s direct in numerous special-match missions within the Ghost Recon series since then. He even asserted that he is Sam Fisher in an interview, and to boot you would’t level to your ardour for a characteristic noteworthy extra than that.

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Proceed down the alley and to the right. Save your game at the checkpoint. Hide behind the van until the guard passes and stops to the left. While the guard looks away, you can scurry across the street to the dark corner or knock him out and dump him in the shadows. A second guard patrols to the right. Use a distraction to nab him or fire a sticky shocker to immobilize him.


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Run up the stairs and along the catwalk. Go beyond the door on the right. Hide to the left of the door with your SC-20K armed. The guards emerge from the door. Take them out as they emerge (there are two total). Drag their bodies into the dark to prevent pesky alarms.

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