Specific descriptions and strategies for these gadgets are discussed later in this section. The 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. Also, don't hesitate to use a frag grenade near the end of a mission, even if it's only against a single guard.
You can't keep grenades across missions, so if you don't use it, you waste it. Remember that grenades aren't entirely accurate. The grenade will bounce around before detonation. Aim the grenade just before the target and hope it stops at your desired location. You could even bounce one around a corner, though it's quite difficult to be accurate or consistent. The wall mine is a motion-sensitive explosive. You can attach the mine to most surfaces within the game.
It's most useful in setting traps for enemy guards. Place a wall mine in a concealed area of a hallway or doorway and lure an enemy guard or hopefully a group of guards near the explosive.
It's certainly best saved for opportunities against multiple foes. It's a limited device and one that must be gathered from guards' satchels or found on a wall hoping to trap intruders such as Sam Fisher. One mission requires Sam to disable several wall mines. To do so, crouch and slowly approach the mine. Move scant inches at a time as you close in on the device. As soon as the interaction window pops up, remain still. Note the alternating red and green light on the mine. You can disable the mine only when the green light is active.
When the green light appears, interact with the mine, and Sam disables the explosive and puts it in his inventory. 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 SCK's sniper scope to focus in on the mine. Wait until guards are nearby, then shoot the wall mine to create the explosion. The ring airfoil round is a viable option when killing is not. The ring airfoil round is part of the SCK's multipurpose launcher system. With the SCK equipped, select the ring airfoil round and use the secondary fire button to launch the rubber projectile.
You can't fire the ring airfoil while in sniper mode. Shoot the round at an enemy's torso to temporarily disable him he remains standing or in the head to immediately knock him out. You can also shoot two rounds into the torso to knock the enemy out, but that wouldn't be a recommended use for these limited gadgets. When the guard remains disabled and standing, approach him quickly and grab him before he can retaliate and fire.
Shoot the enemy at as close a range as possible so you don't have to run far to grab him. If you need to interrogate a guard or use him for a retinal scanner, shoot him in the torso and not in the head. These devices are extremely limited and should be used sparingly. The sticky shocker is similar to the ring airfoil round in that it's a means of incapacitating a foe without killing him. Again, the sticky shocker is part of the SCK's multipurpose launcher system.
Equip the SCK and a sticky shocker, then use the secondary fire button to launch the projectile it doesn't work in sniper mode. It doesn't matter where you strike the enemy; a successful hit with the sticky shocker has the same effect. Also, there is an opportunity to use a sticky shocker while a couple of guards stand in a puddle.
The combination of sticky shocker and water is a potent one--a single shocker can incapacitate multiple guards. 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 diversion camera, part of the SCK'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 SCK'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. The diversion camera has three abilities after it's fired. First, it acts like a standard camera and can be used to survey a hallway or other location. Second, the diversion camera can create a whistling noise as often as you'd like. The sound attracts guards, including dogs. Finally, when a guard or dog is investigating the camera up close, activate its third ability--knockout gas.
The diversion camera doesn't kill the guards but knocks them out. The sticky camera is a small portable surveillance camera that's launched from the SCK. It's an optimal way to peer around corners and hallways that are too dangerous to enter. The camera possesses the same night-vision and thermal views as Sam's goggles and even has the ability to zoom. You can even pick up the sticky camera after it's launched at a surface and reuse it later in the mission.
And perhaps its most unique use: Fire the sticky camera at the middle of an enemy's forehead to deliver a knockout blow. It's an option if you can't use lethal force and are out of ring airfoil rounds, sticky shockers, and diversion cameras. Also referred to as a smoke grenade on the inventory screen, the gas grenade is launched from the SCK and releases a knockout gas that can incapacitate any enemy within its cloud.
Sam can also suffer damage from the gas, so steer clear of the smoke if you're near. There are very few gas grenades available in the game, so use the weapon wisely. It's best used in a tight hallway or room and against a group of enemies. Like the frag grenade, the gas grenade will bounce around upon impact with the ground. Target slightly in front of the intended destination. Sam Fisher has two means of entering a locked door if there isn't a keypad available. The lock pick is more time consuming but can be used multiple times.
Equip the lock pick and use it on the door. When the lock pick interface appears, move the left thumbstick along its four corners upper left, lower left, upper right, lower right until you feel a vibration. Wiggle the stick in that area until the lock pick releases the pin in that part of the lock. Continue until all pins are released to unlock the door. The disposable pick is much faster, but, as its name suggests, it's a one-time-use gadget. Use the disposable pick on a locked door to unlock the door within seconds.
It's a better option than the lock pick when there are guards in the area or if you're pressed for time. Once again, however, as soon as you use the disposable pick to unlock a door, it can't be used again. The optic cable is a small camera attached to a flexible cable; the gadget is slid under doors to investigate a hallway or room without creating the noise or light caused by opening the door.
The optic camera provides a night-vision image. It's certainly wise to use the optic cable when approaching each new closed door.
It could be the difference between alerting a guard walking toward the door and avoiding that same guard as he walks away from the door. 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. You'll discover a few flares throughout the game; they're used to distract guards and automated turrets. Naturally there are many other ways to bypass guards.
Automated turrets will fire if panning in your direction if you're visible to the turret. You can avoid the turret without a flare by waiting until the turret pans completely away from your position then moving in the direction away from the turret's line of fire. Sam Fisher's goggles provide two alternate views: night vision and thermal.
Night vision is self-explanatory. Switch to night vision in dark areas. You'll shoot out lights often in the game to create the darkness required to hide within, and night vision will help you navigate the dark hallways and rooms. Thermal view detects heat, particularly that of guards.
You can use thermal view in darkness, but it's best used in other conditions, such as a misty freezer late in the game. On some occasions you can use thermal view to see enemies through thin walls or flooring. You'll also use the thermal view in the single-player game to detect land mines and heat left on keypads. Agent Alison Madison worked covertly in the Georgian political arena for two years, securing a role in President Nikoladze's cabinet after his coup d'etat.
She vanished on October 3. He vanished on October Killing civilians will result in mission failure. Touching the street will result in mission failure. Sam Fisher begins at the insertion point just outside the Hotel Bergurebi. As soon as the mission opens, Lambert contacts Sam with further instructions. Agent Blaustein is the mission's top priority--locate him through a local NSA informant.
Lambert also warns about the local streets. There's heavy cop presence in the area, and reaching the streets results in an instant mission failure. Crouch and hug the right wall, making a right turn just around the corner. There's a staircase just ahead of your position. Remain in the shadows by sticking close to the right edge of the deck area. Remain crouched and ascend the staircase. At the top of the stairs, spot the ladder attached to the wall just in front of you.
Stand below the ladder and jump straight up. Sam grabs onto the ladder. Ascend the ladder all the way to its top and leap onto the section of roof. Walk straight toward the wall directly away from the ladder and spot a pipe running down adjacent to a hatch on the roof's surface. Crouch and open the hatch. Fall down into the crawl space. 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. Approach the pipe and press the jump button. Sam grabs hold of the pipe. Ascend the pipe to its peak and leap onto the ledge.
Spot the burning warehouse in the distance. You're headed that way. There's a wire just to the left of your current position--it's a perfect zip line that can take you straight to the burning building.
Lambert offers some encouragement you'll have help in navigating the burning building. Stand below the wire and leap straight up; Sam grabs hold of it and slides into an open warehouse window. Sam must find a way to reach the burning building in the distance. Grimsdottir contacts you as soon as you've reached the window ledge and basically reiterates that Sam must follow instructions to survive.
She says to move into the room across the hall. Move forward and drop from the window's ledge into the room. There's a door in the far left corner of the room. Scurry in its direction. Save your game at the checkpoint on the way to the door. Open the door and move slowly toward the room across the hall.
If you peer left, you'll notice the hallway blocked by a tremendous blaze. As stated, move slowly into the room because as soon as you step inside, the floor gives way. Grimsdottir apologizes for your predicament and suggests a detour to a nearby stairwell. Exit the room quickly stand up and run if you're currently crouching and head toward the blaze at the end of the hall. You'll spot an open doorway on the left. Run inside. Move to the far end of the room and notice another open doorway, this time on the right.
You've bypassed the blaze by taking the route through this open room. Run to the stairwell at the end of the hall. Note the ceiling caving in behind you--but you're safe in the stairwell, as long as you don't step into the fire.
Start down the stairwell. Hug the left railing so you avoid the patch of fire raging on the stairwell's right side. Proceed down one flight of stairs and spot the open hallway to the right. The floor has given way to the blaze, but there's a well-placed pipe just overhead. Stand under the pipe and leap straight up; Sam grabs hold.
Maneuver down the hall by going hand-over-hand along the pipe. You can pull Sam's legs up if you wish. Grimsdottir provides some further instructions as you cross the pipe.
Drop down on the other side of the crumbling floor. Move forward and take the first left and then the first right into a burning office room. Cross the room along its left side and proceed through the only open doorway. Exit into the hallway and turn right. It's a stairwell. Head up the staircase, taking care to avoid stepping on the fire. When you reach the top, exit into another hallway and maneuver into the room on the left. 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.
Grimsdottir alerts you to the room's exit on the western side. Locate the closed door left from the entrance you used. Open the door. You exit into a hall, but there's fire on either side. Even though it's difficult to see, there's a room just ahead of you, but it's filled with smoke.
You can make it through the room, but it's easier to get rid of the smoke before attempting to maneuver through. Activate your night-vision goggles and take out your pistol. Crouch and slowly enter the room.
Aim toward the ceiling and spot the windows. Fire your pistol at the windows. Smoke rises and dissipates out of the opening you've just created. Wait a few moments for the smoke to leave the room. Enter and turn right to locate the closed door.
Open it and enter. Save your game at the checkpoint then move forward and open the door. Lambert offers a clue to the whereabouts of Blaustein's black box--search behind a fake bookshelf or wall panel. Approach the door ahead of you, open it, and proceed out onto the balcony.
Turn right, crouch, and hug the right wall. Stick to the shadows and follow the balcony to the left. Just beyond the corner you'll spot an opening in the railing. Face the opening and note a second opening on the far side. Stand up and leap to the far balcony. Crouch again and turn right. Follow this balcony to the left turn ahead.
Move very slowly and keep in the shadows--there's a guard ahead, and his voice is a cue for you to use extreme caution. Slowly move behind the lattice wall so you can see the talking guard. You'll make your move after he stops talking and heads in the other direction.
When he's headed the other way, drop down into the planter. Turn right and maneuver across the planter toward the apartment entrance. There's a soda can on the deck that can be used to distract the guards, or you can simply remain stealthy and accomplish the same task without the can.
Hide in this corner and wait for the guard to exit the apartment and begin his patrol. Move onto the deck and into the dark corner adjacent to the window on the door's left side. You can slide this window open or just remain in the dark corner and wait until a second guard--he's about to exit through the front entrance--passes by and unknowingly permits easy access through the double doors.
Watch the guard march by. When he's off the deck, slowly move through the apartment entrance. 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. 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. Objective: Find Gurgenidze's dead drop in Morevi Square to figure out how to get into the police precinct.
Check your inventory notes to discover the code for the keypad in this room. Approach the door on the far side of the room and use the keypad. Enter the code: The door unlocks. Open it and walk onto another balcony. Turn left and spot the wire running from the ceiling to an adjacent building. It's time to take another zip ride. Leap onto the railing then up to the wire.
Sam slides down and lands on another roof. Walk up the roof and to the door on the left. It's an elevator shaft--but there's no elevator. Face the shaft and leap onto the cables. Slide down the cables to the top of the elevator below. Drop down into the elevator. Lambert radios and lifts the street restriction. Exit the elevator into the room. Approach the door on the left. It's locked. Cycle through Sam's inventory and select the lock pick. Use the lock pick interface and unlock the door.
Proceed through and save your game at the checkpoint. You're about to come close to some of those cops Lambert talked about. Crouch and slowly move along this deck until you reach the staircase. Spot a couple of cops ahead of you; they're in conversation. You don't want to alert them. Thankfully the area is fairly dark--perfect for stealth concealment.
Slowly move down the staircase in a crouched position and descend the second staircase on the right. You're now just below the cops.
At the middle of this second staircase, turn and face the wall that's closest to the cops. Leap straight up and Sam grabs hold of the ledge. Shimmy to the right. When Sam reaches the corner, he adjusts his position. Continue to the right until you're below the planter. Pull yourself up and drop into the planter and out of sight of those cops. The dangers aren't over, however. Crouch and slowly move forward, being sure to remain concealed in the planter.
Interrogate any of the guards in the basement about their zapping toy for some amusing comments regarding ammunition. Take that Snake! It is the small cafe next to a laser filled hallway, past a keypad locked door. A second way to access the room is through a vent, but about half the conversation is muffled due to Fisher being stuck inside a vent. Game of the year indeed! Last Edited: 8 Mar am. Was this guide helpful? Joshhhuaaa [author] 20 Dec, pm. Yeah I agree personally, some did like it.
I ended up using the original videos when I played, however if anyone is willing to supply better 4K upscales, I wouldn't mind posting them here either, can't be bothered to do all that right now. Habanero 20 Dec, pm. Yeah, the videos look pretty bad unfortunately. Joshhhuaaa [author] 19 Dec, pm. I'm sure one may be able to find a better combo of settings and maybe correct that cartoony look but AI upscaling can always has its cons.
I personally ain't gonna bother, it took many hours to render that on my graphics card and uploading 12 GB's of it on multiple google accounts was pretty shit. Feel free to try and experiment and upload alternatives here, doesn't hurt. As for people asking tor Splinter Cell 1, we need to find someone to modify the executable to run BIK files at a higher resolution because I don't think anyone figured that out.
Thank you guys for all the amazing improvement guides! The 4K videos are just a little heavy for my computer, so I re-batched them to p so, if you want them as an alternative, I can sent it to you. They also are just 4. Don't know if you have the time or wish to splent the time to probably convert them, edit them, re convert them and update them again, but it would be an improvement, I think.
Valeran 12 Dec, am. Rampage 23 Nov, am. Ohh ok I see now, thanks for the information. Joshhhuaaa [author] 22 Nov, pm. Rampage 22 Nov, pm. The Steam version added DRM, I forgot they even bothered which is causing the application load error.
Another set of steps leads up from the walkways to a doorway, leading to deck S Another crate of weapons can be found here, although some subterfuge will be required. If you're quick, you'll notice a soldier heading through a doorway down the corridor to the right of where you exited from the engine room.
He'll be difficult to sneak up on, but his patrol route will bring him all the way back to the stairs, so wait in the shadows underneath it until you can grab him.
With him out of the way, head down the hallway he was patrolling to reach the soldier's bunks, and another crate of weapons. You can actually search the cabinet here without alerting the guard at the computer, if you're attempting to avoid as many of them as possible.
Taking the stairs here will lead you to the ship's office, where you'll find the ledger you're looking for. There'll also be a couple of soldiers talking. The one sitting at the computer won't move unless you rouse him, but after the conversation, the standing one will walk towards the stairs you came up via and stand there. You can avoid him entirely by crawling into the crawlspace near the first computer, if you wish, but you'll want to be careful when approaching the soldier at the computer, as he'll be alerted to your presence if he sees your shadow on the wall.
Stick to the left and you can search the cabinet to retrieve the ledger without him even being aware of it. If you take him out, then the computer will reveal the same information. Your new goal is to find and eliminate Lacerda. In order to figure out where he is, though, you'll need to reach the ship's bridge and question the captain. The door on the lefthand side of the corridor beyond the office is the medical bay.
There isn't anything in here besides a medkit and another soldier, so unless you're looking to get healed or kill everything aboard, ignore it.
The door at the end of the hallway, however, will lead you back to the exterior of the ship. The third weapons crate has been stowed underneath the steps here, so plant your tracker before you start climbing up. The first landing has a door that leads to the mess, on Deck 2. There are going to be two soldiers within the first room here, with a difficult patrol route and lighting to deal with. We found the best way to take them on was to close the door leading to the landing, shoot out the light in the hallway, then find a way to lure them both back to you the broken light alone will probably do the trick before using either your lethal or nonlethal melee attacks to drop them.
If they're more than a few feet away from each other, you should be able to drop one without the other knowing about it. In the hallway near the fire extinguisher in the cafeteria, you'll find the fourth weapons crate, so tag it, then move back out to the other hallway and round the corner. You'll start to hear a couple of soldiers talking about coffee at this point.
If you want to take them down, you'll need to shoot out the light in the hallway, then creep down along the right wall here until you get the Switch Object interaction, which will shut off the light above the two soldiers, rousting them and forcing them down the hall to look for you.
You can probably kill or disable them both with your melee attacks. After heading up the nearby stairs to Deck 3, look around for the fifth weapons crate near the railing at the top of the steps. Deck 3 doesn't contain much of interest to you at the moment.
The captain's quarters are near the crate his private bathroom has a medkit , with a hallway of more private berths nearby. Only one of them is occupied, by a soldier listening to the radio, but none of them have anything useful, so don't bother looking around. Now, in order to find out where Lacerda is, you'll need to make it to the bridge on Deck 4 and interrogate the captain.
The easiest way to get there is to walk down the hallway with the private berths and use the stairs at the end of it; this will lead you straight up to the bridge. Don't go all the way up the steps right away, though. Instead, wait for the captain and the sailor to finish their conversation, then wait for the captain to walk over to the windows before sneaking up behind him and grabbing him.
With a little prompting, he'll tell you that Lacerda is stowing away in the captain's quarters. Although he wasn't there before, he'll magically appear there when you learn this little tidbit. If you can't manage to interrogate the captain, then you'll probably have to kill him. This will make your task a bit more difficult, as you'll then have to head up to the radio tower on the ship's deck, one level above the bridge, to hack into the computer there to find where Lacerda is.
There are three or four soldiers roaming around up there, but there's plenty of shadows to hide in, so wait for their conversations to die down before analyzing their movement patterns and striking. Don't forget that you can usually throw them overboard if you grab them and press up against the railing before using your attack button.
Interrogating the captain will let you discover where Lacerda is without having to go up on deck. With Lacerda's whereabouts confirmed, it's time to go down and finish him off.
As mentioned, he's in the captain's quarters on deck three, along with a couple of mercenary bodyguards with some pretty nice weaponry. When you locate the captain's quarters near the fifth weapons crate , head in through the door, then shoot out the light in the bathroom with your pistol; this shouldn't create enough noise to cause Lacerda and his men to react. All you have to do then is wait.
Eventually Lacerda will stop haranguing his guards and announce that he needs another drink. When he enters the small kitchen, he'll either stoop into the minifridge, allowing you to grab him, or notice the busted light and enter the hallway, also allowing you to grab him. Interrogate him if you wish - he yields no useful information - before killing him to complete the objective.
Now that Lacerda's dead, you can leave the boat via the emergency launch at the rear of the ship. The easiest way to get there is to get back to the bridge and leave via the southern door there - that will take you to the top of the exterior ladder you were climbing before. If you make your way along the southern rail of the ship to the east being careful to avoid the guard on patrol around there , you can eventually walk up to the northern edge and wrap around to the ladder leading to the stern of the ship, where the launch is kept.
Now that you know where Lacerda was getting the funds for his kidnapping of Morganholt, you're going to have to crack the bank where the funds came from and figure out specifically who put down the cash for the operation.
To ensure that you don't spook the financiers, you're going to be covering your tracks by stealing fifty million dollars in bearer bonds that the French government is storing here, for some reason.
You'll begin the mission in the courtyard of the bank, which has three guards on circular patrols. In order to access the bank's interior, you're going to have to get past them and around to the right side of the bank.
There are motion sensor lights on the walls here, so if you get too close to them, they'll flash on and alert the guards to the fact that something's wrong. They're unlikely to actually see you, though, especially if you stay near the curb between the grass and the paved part of the courtyard; this will be just outside the light of the motion sensor lamps.
If you head across the courtyard and walk around the left side of the bank, you'll find a junction box which you can use to shut down all of the courtyard lights, giving you plenty of cover with which to move around to the right side while the guards walk around in an attempt to figure out what's going on.
There aren't any more guards on the right side of the bank, but there is a security camera on the wall, so wait for it to pan away from you, then crawl underneath it and jump to the ladder on the side of the building - you can't get through the doorway here. On the roof, you'll need to locate a junction box in a shed to shut down the magnetically-sealed skylights.
The shed's locked, but since no one's in earshot, you can go ahead and break it. When you reach the skylight, you'll find that the bank apparently left a rope hanging from it which reaches all the way to the teller desks below - that's awfully kind of them! Slide down until you reach the floor, then use your EFF to hack one of the nearby computers and shut down the laser grid around you.
Creep along the wall here to reach this guard, if you're attempting to take him down without killing him. Now that you're safely inside, you can start working on your objectives. Most of these will fall into place as you scout around, but the opportunity objective - planting false emails - will require a lot of work, since you'll need to hack into eight different computers in the building.
To begin with, though, there's a sleeping security guard outside the tellers' island, so deal with him as you see fit. When he's safely out of the way, creep around to the main doors to the bank to the north.
There's a security desk there, so if you want to hack the computer, you'll need to deal with the security guard. He won't notice you so long as you don't get too close, so he's easy enough to take out with a headshot, shocker, or some such. With access to the main computer, you can read the emails, learning the security code for a couple of the doors here , as well as attempt to hack the computer to enable full security access.
This mini-game isn't all that difficult; just click on the numbers in the lower-right corner of the screen as they're highlighted.
If you can lock all four correct numbers of the IP address, then you'll gain full security access to the computer and will be able to upload the first fake email. Head back to the teller stations.
With the keycode in hand, you'll be able to enter the lighted room off to the left, subdue the guard who should be standing underneath the camera, facing the door - he's not a very good guard , then use the code to unlock the door. There is another guard in the camera room here, so if you don't want to enter and chance alerting him, head down to the door to the right of this one and shoot him through the small hole in the service window in the next corridor.
Regardless of how you proceed, you'll want to enter the camera room and hack the computer there, which will net you the keycode to the security room and let you upload the second fake email. Your mole has tipped you off to the process required to gain access to the main vault by now: you'll need to access security panels in the bank president's office, the treasurer's office, and in the main security room.
So let's begin! Leave the camera room and return to the teller stations. The door across the way from the camera room is the restroom, of little concern to you unless you need a medkit. You'll need to hack the optical sensor near the right door here to gain access to the rear offices of the bank, if you didn't use the guard to unlock it earlier.
It leads into a long, dark corridor with a security camera in the middle. The door to the right, underneath the exit sign, leads back to the exterior of the bank, while the door to the left leads to a utility closet connected to the restroom via a crawlspace.
Neither of them are very interesting, in other words. A guard is on patrol around the far corner. If you can manage to interrogate him, he'll let spill with one of the security codes to the door to the treasurer's office He's pretty easy to capture if you shoot out the exit sign and wait for him to come investigate. Around the corner from here is the aforementioned treasurer's office, on the right side of the hall. Enter the code and head on in.
If Paco the guard didn't manage to fix the code entry machine before you offed him, you'll have to head further down the hall to the backyard and enter through the crawlspace there.
There are three tasks for you to complete here: use the panel on the wall to enable access to the main vault; search the cabinet for suspicious transactions your secondary objective for the level ; and hack into the computer to plant another fake email.
With that done, head back to the hallway. You can grab this officer and get him out of the room without the two guards noticing anything. There's one last room to clear out on this floor, and you'll find it around the corner. It's a security office with two guards and some kind of overseer inside. If you can sneak up to the door and unlock it , you can probably sneak inside and grab the bossman and drag him back through the door without the guards even hearing you.
If you drag him all the way back to the darkened corridor where you shot the exit sign, his body is unlikely to be found. From there, you can return to the office and either shoot the guards, or try to lure them out by either shooting the lights in the hallway or by flipping the lightswitch inside the office itself. With everyone out of the way, you'll be able to hack the computer in the office and upload the fourth email. Now that you've more or less cleared out the first floor, it's time to take your act upstairs.
You've got two ways to go here; you can either climb up to the balcony overlooking the rear courtyard of the bank and crawl through a bunch of crawlspaces to reach the security office, or you can take the stairs.
The former approach has its virtues, one of them being the opportunity to overhear a radio conversation of a security guard if you hang around in the back yard which can be accessed through the door at the end of the hall containing the treasurer's office. If you do listen in, you'll get what sounds like the security code to the president's office If you don't listen in If you do decide to crawl through the crawlspaces, you can find a pipe near the door to the backyard and climb up.
When you reach the fan overlooking the office space, you'll need to shoot out or use your pistol's alt-fire to EMP the computer on the desk below you to stop it from spinning and jump down. Only guards can get through these laser fields; grab one of their bodies to get past yourself. The longer and the safer way to the security office is via the stairs. If you return to the foyer between the camera room and the restroom and head south through the door there; you should find a set of stairs leading up.
You'll find another laser field at the top. These are triggered to turn off when a guard passes through them, based on sensors sewn into the guard's suit. Thus, in order to get past, you'll need to be standing next to a guard, or at least holding one of their bodies. This is easy enough to accomplish; just wait for the guard to get close to the door and turn around, then walk up and grab him.
You can off him if you wish, but be sure to use your alt-fire kill and hold it down to pick up the body. Wheel it around to behind the desk on the right and hack the computer to upload the fifth email before moving on.
Another set of laser grids is in the next room. If the guard here is walking away from you when you reach it, shoot out the light and wait for him to come and investigate before grabbing him and using his body to cross to the kitchen. Around the corner is the security office. Whether you approached the security office from the vents or from the stairs, you're going to have two soldiers to deal with.
They're going to be easier to take out if you approached from the stairs; just lure them out of the office with noises and shoot out the lights across from the security camera to give you some breathing room while you subdue them.
With the guards out of the way, you'll be able to access the security room, either via the door or by smashing one of the glass panes by standing next to it and hitting your primary attack button. In addition to the second vault access panel, there are three computers here.
One has nothing but an amusing email, but the others will let you upload the sixth fake email and shut down the security camera system when you hack them.
Do so, then move on. The door at the end of the room here leads to the president's office, so the keycode you might have overheard earlier will let you inside. The secretary's computer contains nothing of interest, so pick or break the lock to the president's office and hack his computer to upload the seventh fake email. The panel on the wall will net you access to the outer vault, at long last. When you've flipped it, you can take a shortcut to the entrance by jumping over the balcony and dropping down to the backyard.
If you didn't open the door here earlier, it'll be locked, but you can interrogate the guard for the keycode Now that the pod to the vault is open, you can of course head through to access it.
It's near the security room where you dispatched the three guards earlier. Proceed through, then take a right to pick up the equipment that your vaultcracking friend left for you; it includes some charges and a telemetric lockpick that will let you pick both of the locks on the main vault simultaneously.
Bring them down the steps and get picking, then; this works just like a normal lockpick, save that you need to wait around five seconds after each pin to let the telemetric pin across the room mimic your actions.
When the lock has been picked, you can feel free to place the charges, step back, and detonate them to open the main vault. Inside the vault, you'll gain access to a physically secure computer that holds the MCAS records you've been looking for. Use it to unlock the main storage unit in the middle of the room and grab the bearer bonds; you can also hack into it to upload the eighth and final false email.
With everything done, all that's left is to proceed to your extraction point. A nasty little surprise will be waiting for you as you exit the vault, however, in the form of a waist-high laser tripwire. It's difficult to spot until you're on top of it, but the emitters on either side of the vault's circular door should be visible.
Suppress one of them with your pistol's EMP function to get past it, then head upstairs and leave via the door underneath the exit sign that you shot out earlier. Your only lead in this whole affair is a man who apparently worked with Morganholt in the past, who goes by the name of Zherkhesi.
He has a penthouse suite in New York that you'll need to access, to figure out just who he's working for. The caveat here is that you'll have to start on ground level and work your way up. Due to the blackout in Manhattan, the National Guard have been sent in to keep order, and since they don't need to know about covert government operatives, they ain't gonna be told. If they spot you, they won't know who you are, and like all good weekend warriors, they're going to shoot first and ask questions later.
Unfortunately, since they're nominally on your side of the whole balance-of-power equation, you can't just slaughter them like you would, say, innocent bank guards. You're going to need to avoid them as best you can, and if you do happen to need to bring them down, you'll need to use non-lethal techniques to do it. He's got a lightsaber! There are going to be a half-dozen or so Guardsmen outside Zherkhesi's building, to which you can gain access through a street-level door down the road.
In order to get there, you'll want to bypass as many Guardsmen as you can; although there are only a couple of lights here, they all pack flares or flashlights, and will use them to investigate any suspicious noises. You have a couple of options here: you can either attempt to stay on the street and damp the lights with your pistol's EMP alt-fire to sneak around, or you can walk over to the right side of the street, jump up to the fire escape, then crawl around to the pipe snaking down the side of the building and use that to get yourself into some shadows.
From there, you need to creep a bit further down the road until you see an open door with light coming through it.
That's where you need to be. After passing through the door which you'll probably want to close behind you , you'll find two more Guardsmen. One of them is hard at work at repairing the elevator, while the other one will patrol around the hallways. You can either disable the elevator worker who has an amusing interrogation if you grab him , or let him finish his work to take the elevator.
You'll know he's done when you see the elevator door close. If you happen to disable him before he's done working, you'll have to climb all the way up the elevator shaft to the uppermost level. As a note, you can find a flashbang grenade in one of the rooms on this floor, should you like to use those. Quickly lure this guard back to you by standing in the lights, then disable him. The elevator only goes to one floor, near the roof of the building. A single guard patrols the little storehouse here, so evade or disable him, then head up topside.
There are going to be three soldiers up here, but two of them will still be incoming on a helicopter when you open the door leading outside. If you're quick, you can open the door, head left, then take a right into the first pool of light to attract the attention of the guard standing on the walkway nearby. If you can do this before the guards on the chopper get off of it, then the guard there will come over by his lonesome to investigate, allowing you to bring him down without a problem.
With that out of the way, you can sneak around to the left behind the building the pipes are connected to. There's a switch here, and if you throw it, a good number of the lights around the chopper pad will be shut down, allowing you to grab and disable the remaining guards at your leisure. When they're down, you'll need to climb up the ladder near the neon sign here and slide across to the far building on the electrical lines.
Around the corner from the large billboard you land under, you'll find another guard, but this one's a merc, not a Guardsman, so you can feel free to take him down. First, though, you'll want to get around behind him and interrogate him; he'll tell you that he works for Displace, International, a security company apparently run by a friend of Sam's.
After he squeals, chuck him over the railing just to watch him die. Two more guards are inside, with one attempting to open the door to another elevator. You can wait for him to complete his task, if you wish, and it'll make your job easier, as he'll then lean against the wall by the plastic sheeting nearby, allowing you to sneak along it and grab him. Quickly hide the body, though, as the second guard runs a patrol that takes him across the elevator door.
The easiest way to deal with him is to shoot or EMP the light above the elevator, then grab him when he comes to investigate. Now, you have two ways of accessing the penthouse itself. You can either crawl into the half-open elevator and use that to access the ground floor, or you can stay on this level and take a right to reach the architect's computer and keep on going past it.
Since the architect's computer should be one of your secondary objectives, we'll assume you proceed along the latter route. Getting to the computer is easy. There's a soldier in the chair in front of it, but it's a simple matter to pop him in the head or grab him and take him out.
0コメント