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Tom Clancy's Splinter Cell: Double Agent (Xbox, PS2, GCN) (2006)
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Tom Clancy's Splinter Cell: Double Agent Copyright 2006 Ubisoft
This document is created by Faididi and Co. (faididi@yahoo.com)
Copying or distributing this, in whole or in part, for profit
without the explicit permission of the author is prohibited.
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[-] Document Version History
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Version 2006 (2006-11-18 Saturday)
- Initial release.
Version 2008 (2008-07-19 Saturday)
- Corrections made.
Version 2010 (2010-07-19 Monday)
- Corrections made.
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[0] Contents
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[1] Overview
[1.0] Game Version Differences
[1.1] Story
[1.2] Characters
[1.3] Controls
[1.4] Equipment
[1.5] Coop Moves
[1.6] General Tips
[2] Strategies - Solo Mode
[2.0] General Hints
[2.1] Mission 1: Iceland
[2.2] Mission 2: Ellsworth Penitentiary, Kansas
[2.3] Mission 3: JBA Headquarters, New Orleans - Double Agent, Part 1
[2.4] Mission 4: New York Underground
[2.5] Mission 5: Cozumel, Mexico
[2.6] Mission 6: Sea of Okhotsk, Russia
[2.7] Mission 7: Kinshasa, Congo
[2.8] Mission 8: JBA Headquarters, New Orleans - Double Agent, Part 2
[2.9] Mission 9: New York City
[2.A] Bonus Mission A: Harbor, Washington DC - Cargo Ship
[2.B] Bonus Mission B: Location Unknown - Underground Bunker
[3] Strategies - Coop Mode
[3.0] General Hints
[3.1] Mission 1: Iceland
[3.2] Mission 2: Ellsworth Pen.
[3.3] Mission 3: Kinshasa
[3.4] Mission 4: Tanker on the Way
[4] Miscellaneous Information
[4.1] Bonuses
[4.2] Document Credits
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[1] Overview
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Developed by Ubisoft, Tom Clancy's Splinter Cell: Double Agent is a stealth
action game, like the previous installments. There are two versions, the
Montreal version (Xbox, PS2, GCN) and the Shanghai version (X360, PC, PS3).
They are further differentiated among the platforms on which they run,
in terms of exclusive features and other details.
This document covers the Montreal version, not the Shanghai version.
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[1.0] Game Version Differences
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- The plot details and some of the supporting characters are slightly
different, although the story is generally the same across all versions.
- Ubisoft Montreal's version (Xbox, PS2, GCN) has gameplay that is very
similar to that of Chaos Theory, including the 2-Player Coop Mode, but the
Versus Mode now uses a spies-against-spies format with a more arcade-like
power-up system. The PS2 and GCN versions are more or less the same as the
original Xbox version, except for a few more differences. Their level design
is made more compact in a few spots (due to technical reasons), where some
areas are condensed or removed. A few parts are further divided into smaller
sections. However, the PS2 and GCN versions include two bonus missions (the
events of which take place before those of the standard missions). Also,
in these versions' Coop Mode, only one character can enter a crawl space
at a time.
- Ubisoft Shanghai's version (X360, PC, PS3) has several major gameplay
differences, including a simplified detection system, regenerating health,
new moves (like corner-grabbing and swimming), and an infiltration mode
for certain scenes, where Fisher can mingle with enemies at their base's
non-restricted areas. There is no 2-Player Coop Mode. The Versus Mode retains
the spies-against-guards format and adds cooperative challenges, but its
item system is greatly simplified and removes several of the old items.
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[1.1] Story
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Sam Fisher's personal life becomes an even greater mess when his daughter
is killed in an accident. To help him get back on track, Lambert offers
Fisher the dangerous but crucial mission of infiltrating an American
terrorist organization that is called John Brown's Army (JBA).
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[1.2] Characters
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Sam Fisher (Full Name: Samuel Fisher)
The first and the baddest-ass of Third Echelon's special field agents, who
are known as Splinter Cells. Fisher owes his long career to his experience,
his luck, and his knack for pulling off crazy-ass shit in really hectic
situations. Unfortunately, none of that can save his precious daughter,
Sarah, from getting creamed by a speeding car while taking a walk one night.
Colonel Irving Lambert
Fisher's boss and possibly only true friend. Lambert is the director of
Third Echelon, an ultra-secret group within the National Security Agency
(NSA) whose mission is to protect the States from threats that require
precise and highly covert remedies. For this mission, Lambert works as
an arms dealer for the JBA, so he can supply Fisher with his usual equipment.
Assistant Director Williams
The new "second-in-command" of Third Echelon, and the only other person who
knows about the JBA-infiltration plan. Unfortunately, Williams is an upstart
pussy who doesn't like Lambert and, by extension, Fisher.
Emile Dufraisne
The leader of the JBA. Dufraisne seeks to overthrow the current US government
and then rebuild the nation under his own vision. Everyone knows he is evil,
because he likes to hit women and he speaks with a bad southern accent.
Enrica Villablanca
A member of the JBA who provides technical skills on everything from
computer systems to chemical weapons. Despite having a doctorate herself,
Villablanca used to be a tree-hugging sort who liked to blow up animal
testing laboratories. Damn hippie.
Carson Moss (Original Name: Gary Carson)
Dufraisne's right-hand man, and the head of JBA's security forces. Carson
has changed his name to its current form after Washington's arrest for one
of the many crimes that they have committed in the past.
Jamie Washington
Moss' friend. Washington is a psychopathic murderer. Due to a faulty heart,
he uses a pacemaker. He is deliberately befriended by Fisher, so he will
help Fisher join the JBA.
Billy Jo Sykes
A tech expert. In addition to handling electronics, Sykes does research work
for Dufraisne.
Cole Yeagher
A suspicious JBA member. Yeagher is associated with Massoud, whom he is
also blackmailing. He is the one who has secretly helped the authorities
in catching Washington by the beginning of the story. (In the Shanghai
version, Yeagher isn't a JBA member but is an innocent helicopter pilot
whom Sam captures along the way to joining the JBA.)
Raheem Kadir
An arms supplier. He is the one who has initially obtained the Red Mercury
from Russia. He has a factory in Iceland.
Takfir
A terrorist leader. He has bought the Red Mercury from Kadir before it could
be sold to Dufraisne. He later sells it back to Dufraisne (at the meeting in
Kinshasa).
Massoud
A terrorist leader who wants to blow up the United States. He doesn't like
Dufraisne, but he agrees to work with the JBA to achieve his larger goals.
He is the one who handles the tanker that is stolen by Fisher (at Okhotsk),
the same ship that will later be boarded by Agents One and Two.
Hisham Hamza
A CIA agent who also works with the NSA. Like Fisher, Hamza is a
field operative who goes on covert missions.
Red Mercury
A chemical that magnifies the blasts of nuclear bombs, allowing smaller
ones to create much larger and far deadlier explosions. Red Mercury
sublimes into toxic fumes when exposed to air, but it can be rendered
inert by simply being mixed with water.
Agents One and Two
Two new Splinter Cells, who have originally appeared in the previous
installment, Chaos Theory. Agent One (blue goggles) wonders if some
guy named Fisher is an older Splinter Cell, but Agent Two (red goggles)
still believes that he and his partner are the first ones. In this game,
Agent Two has the same voice as Agent One, for some weird reason.
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[1.3] Controls
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Movement Stick (Left Stick) - Move (relative to the screen).
The farther this is pressed, the faster the movement. On the hacking screen,
press Up and Down to adjust the wave's amplitude, and press Left and Right
to adjust its frequency.
Camera Stick (Right Stick) - Look and aim.
Primary Fire Button (R) - Perform the primary attack, like lethal
attacks (knife blows and spine-breakers) or firing main ammunition.
Also press this to drop temporary items like cans and bottles.
Secondary Fire Button (L) - Perform the secondary attack, like knockout
attacks (karate chops and strangulation) or using secondary gun functions
(OCP and SC-20K attachments). Hold this to steady the aim while aiming in
the first-person view with the SC-20K.
Interact Button (A) - Perform a context-sensitive action, like grabbing
a character, taking an item, opening a door, using a switch, or initiating
certain coop moves.
Jump Button (Y) - Perform an upward movement, like jumping or climbing ledges.
In certain narrow corridors (when the hero is looking up in a funny way),
press this while facing the wall to perform a split jump. Also press this
while carrying a body to quickly dump it.
Crouch Button (B) - Perform a downward movement, like crouching or dropping
from ledges. Press and hold this while running to roll.
Equip Item Button (X) - Equip the currently selected weapon.
Quick Inventory Button (White) - Switch to the previously selected weapon.
Hold this to access the Inventory.
Whistle / Coop Button (Black) - In Solo Mode, hold this to access the
Whistle Command and the Follow/Stop Command. In Coop Mode, press this
to initiate or complete certain coop moves.
Miscellaneous Action Button (L-Click) - Perform a miscellaneous action,
like hugging a wall (for additional stealth), switching hands while aiming
a weapon in the third-person view, and zooming while in the first-person
view. In online Coop Mode without headsets, hold this while pressing the
Movement Stick to make movement requests to the other Agent.
EEV Button (R-Click) - Use the EEV (electronically enhanced vision). Besides
offering a first-person view and a zoom function, this allows computers to
be remotely accessed.
Night Vision Button (D-Pad Left) - Switch to night vision. This is useful
for seeing in dark areas, but bright lights will appear washed out in it.
Thermal Vision Button (D-Pad Right) - Switch to thermal vision. This is useful
for seeing objects that emit heat (like living bodies), but it has problems
picking up heat signals that are at great distances or that are on the other
side of hard barriers (such as walls).
EMF Vision Button (D-Pad Up) - Switch to EMF (electromagnetic field) vision,
also known as blue screen. This is useful for seeing objects that emit
strong electromagnetic fields (like cameras and turrets), but it won't
show anything else clearly.
Sticky Camera Button (D-Pad Down) - Switch to any sticky cameras that have
been launched and aren't destroyed yet. In Solo Mode, press L and R to cycle
through all active sticky cameras. Press X to use the current sticky camera's
noise maker, and press A to cause it to explode and release knockout gas.
OPSAT / PDA Menu Button (Back) - Access the PDA Menu. Note that in the
Montreal version, the game won't be paused while the PDA Menu is open.
Pause Button (Start) - Pause, and access the Pause Screen.
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[1.4] Equipment
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[1.4.1] Basic Weapons:
SC Protector
A combat knife that can be used to kill people and to break locks.
The Protector has a dark finish to better prevent the bad guys from
noticing the big, menacing shadow looming up in front of them while
brandishing its big, sharp blade.
SC Pistol
A semi-automatic pistol with 20-round magazines, an integral silencer,
and an OCP (optically channeled potentiator), which can temporarily disable
electronic devices. The SC Pistol's bullets deal as much damage as the
SC-20K's, but they are quieter. The OCP is completely silent.
[1.4.2] SC-20K:
SC-20K Modular Assault Weapon
An automatic assault rifle with 30-round magazines, an integral silencer,
a scope (1.5x zoom), and the option to equip a variety of attachments.
The SC-20K's rounds can penetrate doors and kill enemies who are on the
other side.
SC-20K Sniper Attachment
A sniper rifle component with 6-round magazines and a scope (1.5x, 2.5x,
and 3.5x zoom). To fire sniper rounds, use the primary attack while aiming
in the first-person view. The sniper rounds have tremendous penetrating
power and can break cameras and turrets, but they are extremely loud.
SC-20K Shotgun Attachment
A shotgun component with 7-round magazines. To fire shotgun rounds, use the
secondary attack while aiming in the third-person view. The shotgun rounds
can easily kill enemies even at moderate ranges, but they are extremely loud.
SC-20K Launcher Attachment
A gas-operated launcher component designed to shoot a variety of devices,
including sticky cameras, sticky shockers, airfoil rounds, EMP ammunition,
and gas grenades. To fire the launcher, use the secondary attack while
aiming in the third-person view.
Sticky Camera
A device for use with the SC-20K launcher. Sticky cameras have a scope
(11x zoom), night vision, thermal vision, a noise maker for luring enemies,
and the ability to explode and release knockout gas.
Sticky Shocker
A device for use with the SC-20K launcher. Sticky shockers can instantly
knock out enemies, and they can also spread their charge through pools
of water to knock out multiple enemies at once.
Airfoil Round
A device for use with the SC-20K launcher. Airfoils can temporarily stun
enemies, making them easier to grab or knock out (by hitting the enemies
again with a second airfoil). An airfoil to the head results in an instant
knockout.
EMP Ammunition (SC-20K)
A device for use with the SC-20K launcher. EMP (electromagnetic pulse)
shots create a permanent OCP effect on their targets, but unlike the OCP,
they aren't completely silent, and they are limited in amount.
SC-40 Gas Grenade
A device for use with the SC-20K launcher. Gas grenades create a cloud
of knockout gas. If the heroes touch this gas, they will lose health.
[1.4.3] SC-303:
SC-303 Compact Launcher
A pistol-like launcher with an OCP. Derived from the SC-20K launcher
attachment, the SC-303 fires a variety of devices, including rubber
ammunition, tranquilizer ammunition, and EMP ammunition.
Rubber Ammunition
A device for use with the SC-303. Rubber shots are non-lethal projectiles
that behave like a cross between airfoils and regular bullets. They can
knock out enemies, but they can also break lights.
Tranquilizer Ammunition
A device for use with the SC-303. Tranquilizers are non-lethal darts that
can knock out enemies after a few moments, during which they can still
alert others.
EMP Ammunition (SC-303)
This functions the same as its SC-20K counterpart.
[1.4.4] Explosives:
SC-60 Frag Grenade
Guarantees lots of death, destruction, and noise when it goes off
next to its intended targets.
SC-82 Flash Grenade
Creates a blinding flash and a loud bang that can temporarily stun
enemies, making them easier to grab, knock out, or kill.
SC-81 Smoke Grenade
Creates a cloud of harmless smoke that hampers normal vision, but not
thermal vision. This smoke can provide decent (if very noticeable) cover
for the heroes in emergency situations.
Wall Mine
A proximity mine that can be placed on walls and doors. Rapid motion from
characters causes them to immediately explode, while moderate motion causes
them to beep in warning and then blow up a short moment later. To recover
wall mines, move very slowly toward them (so they won't be triggered),
and then begin deactivating them when their lights are flashing green.
[1.4.5] Miscellaneous Support:
SC Goggles
Provides EEV, night vision, thermal vision, EMF vision, and other helpful
visual functions.
SC PDA
A wrist-mounted computer that displays various data, working with the
other devices. Very handy.
Tracker Device
Shows the map with the locations of objectives and characters, using RFID
(radio frequency identification) tags.
Universal Hacking Device
Used to hack into various electronic security devices, including keypads,
retinal scanners, and card readers.
Lockpicks
Used to bypass standard key locks.
Adrenaline Syringe
Restores health (by 50 percent) to partners who have slumped over because
they sucked up too many bullets to the head, accidentally tripped a laser
mine, or even suffered a bone-crunching, kidney-splattering fall after
getting chopped up by a ventilation fan. Filled with adrenaline boosters,
coagulants, and tons of other wacky chemicals, these syringes are the
next best thing to owning Ubisoft.
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[1.5] Coop Moves
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Boost
Coop Button while kneeling. Boosts let an Agent reach high ledges or leap
over high barriers.
Human Ladder
Coop Button while hanging. Human ladders let the other Agent climb the
hanging Agent, so both can reach the same high spot (usually after doing
a boost). Human ladders can also be used while hanging from pipes.
Throw (Tomoe Nage)
Coop Button while standing. These long jump-like throws let an Agent
cross large gaps or slip through narrow openings (like those between
laser sensors). An Agent who is being thrown can also knock out any
enemies who get in his way.
Shoulder Climb
Interact Button in front of a suitable target. Shoulder climbs let
an Agent reach and perform special actions on high objects, including
setting charges on things and cutting the wires of extended cameras.
Team Rappelling
Interact Button a few steps away from a suitable ledge. Team rappelling
lets an Agent rappel along a wall while using the other Agent as an anchor.
Unlike in normal rappelling, the hanging Agent here can't jump down quickly,
but the team can move sideways along the wall. (For the anchoring Agent,
press the Fire Buttons to move sideways.)
Hang Over
Interact Button close to a suitable ledge. Hang overs let an Agent descend
into areas where rappelling isn't possible or convenient. The hanging
Agent can take items and use computers. (For the anchoring Agent, press
the Fire Buttons to lower and raise the cable.)
Back-to-Back Climb (New Move)
Interact Button in a suitable shaft. Back-to-back climbs let both Agents
scale vertical shafts. At the top, they will automatically pull themselves
up onto the same ledge.
Persuasion (New Move)
Interact Button in front of a grabbed character. In Coop Mode, successfully
interrogating guards now requires both Agents. While one Agent is grabbing
a guard, the other Agent has to stand in front of the guard and persuade him
into talking.
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[1.6] General Tips
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- Medkits hold medicine that can restore health completely. Medkits can
each be used only three times, as represented by the bottles inside them:
an ear medicine bottle, an iodine bottle, and an ink bottle. If the heroes
are down to the ink bottle, things may be getting pretty bad.
- To hack an electronic security device, press the Movement Stick to adjust
the red wave (for Fisher and Agent One) or the blue wave (for Agent Two)
until it matches the green wave, and then press the Interact Button to
confirm. (The waves don't have to match exactly 100 percent, but the error
of margin is very small.) Repeat this for the necessary number of waves
before the timer hits zero. If the heroes screw up a match, the waves
will just reset, and they can try again. Watch the timer, though, because
quitting when the timer is red will raise the alert level.
- To pick a lock, rotate the Movement Stick and hold it when the lockpicks
are bumping against a tumbler. When the tumbler is completely lifted and the
lockpicks automatically move to the next tumbler, repeat the process, until
all the tumblers are lifted.
- Breaking locks is faster and easier than picking them, but doing so creates
a very loud noise and always causes the doors to immediately swing open.
- Bashing doors can knock out characters, but doing so is fairly noisy.
- Making loud noises is also a great way to lure guards out into the shadows.
- To defuse a bomb, use EMF vision to see which of the wires is active.
Back in normal vision, press the Movement Stick to highlight that wire,
and press the Interact Button to cut it. The bomb's timer will begin at
this point, so quickly repeat the process, until all four wires are cut.
Letting the timer hit zero or cutting the wrong wire is not healthy.
- Guards will cause laser beams to automatically turn off when they
approach, because of their RFID tags. Moving the bodies of guards into
the paths of laser beams is an effective way to keep them turned off.
- Save up EMP ammunition for indestructible light sources and for cameras
that are a real pain in the ass to disable. Regular light sources, like
exposed light bulbs and display screens, can be destroyed by bullets.
Cameras and turrets can also be broken by sniper shots.
- Guards who discover the presence of the heroes will try to raise the alert
level. Level 1 is only a warning. Level 2 makes them wear armor (meaning
they take more shots in the chest to die). Level 3 makes them wear helmets
(meaning head shots with normal ammunition won't instantly kill them).
Level 4 makes them reinforce their positions by bringing in extra guards.
- If the alert level is raised, the guards will eventually lower it
(although it still counts on the rating screen at the end of the mission).
To lower the alert level more quickly, grab a guard, and force him to
talk into the small white intercoms, if there are any.
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[2] Strategies - Solo Mode
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[2.0] General Hints
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- The main challenge of Solo Mode, in addition to completing the primary and
opposing objectives, is to balance the trust level with the NSA (Williams)
and with the JBA (Dufraisne). If the trust level hits either end of the
meter, the leader of the opposite side will give Fisher an additional
objective (like using a computer) that must be completed within a short
time limit. Completing these "warning" objectives will restore some balance
to the trust level, but failing will result in a big fat Game Over.
- Opposing objectives are basically pairs of primary objectives that are
mutually exclusive. For each pair, one must be completed, and the choice
will slightly affect the next movie, but the stages will remain the same.
- In this game, opportunity objectives are merely chances to balance the
trust level. Seeing how only the trust level matters, there is no real
need to complete opportunity objectives if Fisher is fine with both sides.
(Unless, of course, he wants to do them all just for the hell of it.)
- The trust level affects the starting equipment for the next mission.
Generally, more trust with the NSA results in additional non-lethal devices
(flash grenades, etc.), while more trust with the JBA results in additional
lethal equipment (frag grenades, etc.).
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[2.1] Mission 1: Iceland
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In the first mission, Fisher has to sneak into a factory to find evidence
of a new terrorist weapon.
Part 1: Frozen Wilderness
Opportunity - Neutralize guards.
Frozen Lake (starting point). Knock out the 2 guards by the crates.
Opportunity - Protect the crates.
Frozen Lake. Kill or knock out the 2 guards by the crates.
Primary - Infiltrate the factory.
Pump Room. Just get there, by finding and using the switch in the booth
that opens the door into the factory, getting boosted over the fence
(with Hamza's help), and then climbing up through the corridors.
Part 2: Munitions Factory
Opportunity - Plant explosive charges.
Set a charge on the computer cabinets at the following locations:
1 - Turbine Room, on the mid-level walkway with many computers.
2 - Generator Room, high walkways, near the switch that opens the door ahead.
3 - Foundry, in the control booth.
4 - Machine Shop, ground level, near the door to the Warehouse.
Opportunity - Retrieve weapon schematics.
Laboratory. Use the computer (via the EEV) in the adjacent room, past the
reinforced window.
Primary - Acquire buyers list.
Communications Room. From the Machine Shop's high walkways, go through the
upper corridors to reach this place, and use the computer.
Primary - Extract through the loading bay.
Extraction Zone. After the buyers list is acquired, return to the
Machine Shop, and then go through the Warehouse to reach this place.
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[2.2] Mission 2: Ellsworth Penitentiary, Kansas
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In the second mission, Fisher has to escape from prison with his new
"friend," Washington, who will help him join the JBA. The trust system
kicks in at this point.
Killing guards here will increase trust with the JBA.
Part 1: General Population
Primary (JBA) - Get walkie-talkie from security booth.
Security Booth A. From Fisher's cell (starting point), crawl below the
bed and through the concealed hole in the wall. Climb through the rear
passageways, taking note of the path (because Fisher will need to hurry
back later). After the ladder, a pipe, and more narrow passageways,
drop down into Security Booth A, and take the walkie-talkie on the desk.
Tip: After the walkie-talkie is obtained, the guards will be checking up
on the inmates, so hurry back to the cell before time runs out. Watch out
for a new guard who will appear past the spot with the ladder.
Opposing (Echelon) - Do not let Barnham die.
Opposing (JBA) - Help Jamie kill Barnham.
Exercise Yard. If Fisher kills Barnham, Washington will let him take the
9mm Handgun (7-round magazines) in the next scene.
Primary (JBA) - Find an adrenaline syringe.
Infirmary. After breaking out from the cell with Washington, take the
syringe on the tables.
Part 2: Old Cell Block
Tip: Climbing fences is one way to get around obstructions.
Tip: At the Workshop, take the Wood Carving Knife near the duct.
It can be used like the usual SC Protector.
Primary (JBA) - Regroup with Jamie Washington.
Gas Chamber. At the observation area overlooking the chamber, use the
switch in the booth to unlock the door leading there.
Opportunity (Echelon) - Find hidden information disk.
Morgue. Before going up the stairwell that leads to the Chapel, find the
corridors to the Morgue. Take the disk on one of the open trays.
Opportunity (JBA) - Alter death records.
Office. This place is right next to the Chapel. Use the computer on the desk.
Primary (Echelon) - Escape Ellsworth Prison with Jamie Washington.
Extraction Zone. At the Chapel, find and climb a pipe leading to a balcony.
Detach the rope from there, and climb it up to the roof. Taking the stairs
back down, unlock a door from the other side, so Washington can catch up.
Continue through the Garage, and climb through the hole in the wall.
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[2.3] Mission 3: JBA Headquarters, New Orleans - Double Agent, Part 1
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In the third mission, Fisher has to sneak into the JBA compound's restricted
zone to tamper with its security systems and to find information about
Yeagher. If Fisher gets held up by guards, he has a chance to counter-attack
(by passing either of the two button prompt challenges that are displayed).
If he screws up, it's Game Over.
Knocking out guards here will increase trust with Third Echelon.
Tip: There is no need to go to the Dock in this mission.
Primary (Echelon) - Adjust four fuse boxes.
Use the fuse boxes at the following locations:
1 - Loading Bay, just past the door down the Alley from the starting point.
2 - Warehouse, above the double doors leading to the connecting hallways.
3 - Loading Bay, in the high booth.
4 - Roof, roughly between the camera and the door leading to the server room.
PS2 and GCN Tip: The Warehouse fuse box is moved to a wall at the other end
of the area. The Loading Bay fuse box is moved to the end of the Dock, past
the forklift. The Roof fuse box is moved closer to the ladder.
Opportunity (JBA) - Plant false information on Carson Moss' computer.
Loading Bay. In the high booth, use the computer on the desk. (This is the
same place that has one of the fuse boxes.)
Opportunity (Echelon) - Scan Enrica's fingerprints.
Quarters. In Villablanca's room, use the Fingerprint Scanner on the matchbox
and on the hairbrush.
Opposing (Echelon) - Send info to Lambert about Cole Yeagher.
Opposing (JBA) - Send info to Emile about Cole Yeagher.
Quarters. In the server room, use the computer. Watch out for the camera
in the corridor outside and for the laser sensors inside. (For an easier
time, do this after the four fuse boxes are adjusted.)
Primary (Echelon) - Access JBA's server.
Quarters. After the four fuse boxes are adjusted and after the information
about Cole is sent, use the computer in the server room again.
Primary (Echelon) - Return to public area.
Alley. After the JBA's server is accessed, return to the starting point.
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[2.4] Mission 4: New York Underground
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In the fourth mission, Fisher has to hijack a train, so the JBA can steal
the gold aboard it.
Killing guards here will increase trust with the JBA.
Part 1: Bank Station
Tip: In the corridor leading to the Line Management Room, where the station
chief is, Fisher can do a split jump (wall straddle) to avoid the guard who
comes out from that room.
Primary (JBA) - Get the vault's code.
Line Management Room. Interrogate the station chief, or use the computer.
Opposing (Echelon) - Leave station chief alive.
Opposing (JBA) - Kill the station chief.
Line Management Room. If Fisher chooses to kill the station chief, he must
do so now, because the way back to this room will be closed when he leaves.
Tip: To reach the second part, board the rear of the train.
Part 2: Money Train
Tip: When Fisher goes through the other side of the rear car (starting point),
he will have about 8 minutes to disconnect the communications system.
Opportunity (Echelon) - Isolate rear train cars.
After the car with the first set of laser sensors, but before going up
the ladder of the locked cars, use the switch (somewhere on the connectors
between the doors).
Primary (JBA) - Disconnect communications system.
In the car with three guards, just before the front car, enter from the
front door (the side with the computer, a laser sensor, and the shelves).
Crawl through the shelves (preferably disabling the laser sensor first),
incapacitate the guards, and then use the switch on the panel along the wall.
Primary (JBA) - Get to front of train.
In the front car, incapacitate the two guards, and then open the door to
the operator's booth.
------------------------------------------------------------------------------
[2.5] Mission 5: Cozumel, Mexico
------------------------------------------------------------------------------
In the fifth mission, Fisher has to set a bomb (a sample of red mercury)
on an ocean liner.
Killing guards here will increase trust with the JBA.
Part 1: Honeymoon Cruise
Opportunity (Echelon) - Obtain passenger manifest.
Lounge. Use the computer on the table, in front of the guard who is normally
sleeping on a chair.
Tip: At the Pool, if Fisher chooses to incapacitate the guards, he should
hide their bodies carefully, because new guards will appear there later.
Primary (JBA) - Help Enrica install comm relay.
Comm Tower. Go all the way across the boat, to the exterior deck where the
tower is. Climb up there, meet Villablanca, and then boost her up so she
can install the relay on the tower.
Primary (JBA) - Help Enrica reach the comm room.
Comm Tower. After the relay is installed, go through the doorway at the
other side of the deck, and boost Villablanca over the gate in the corridor.
Tip: After helping Enrica reach the comm room, return toward the Lounge.
Watch out for new guards who will appear at the earlier side of the
Comm Tower and at the Pool.
Tip: To reach the second part, return to the Lounge, and go through the
side door leading to the stairwell. Work down to the service elevator.
Part 2: Bomb Drill
Tip: Take the keycard in the Upper Corridors, near a guard who is normally
sleeping on a chair. Later, use it to open the door to the Boat Dock.
Primary (JBA) - Recover the bomb.
Boat Dock. Go to the bottom level of the Engine Room, and go through a door
in the fences there to reach this place. On the boat, pick the lock on the
trap door, and then take the bomb.
Opportunity (Echelon) - Delete camera records.
Upper Corridors. Go through the doorway on the high walkways at the
Boat Dock to reach the fenced-off section of the Upper Corridors.
Use the computer there.
Opportunity (Echelon) - Disable ship's engines.
Engine Room. Use the computer panels at a corner, not far from the
narrow passageway on the bottom level that leads to the Fuel Tank area.
Primary (JBA) - Deliver the bomb and help Enrica reach the fuel tank.
Fuel Tank. After the bomb is recovered, return to the Engine Room, and go
through the narrow passageway on the bottom level that leads to this place.
Give the bomb to Villablanca, and then boost her over the pipes.
Opposing (Echelon) - Disable Enrica's cell phone.
Opposing (JBA) - Protect Enrica's cell phone.
Fuel Tank. After Villablanca is boosted over the pipes, she will discover
that she has dropped her phone, which is the trigger for the bomb. Fisher
will take the phone (to give back to her later).
Primary (JBA) - Extract via the service boat.
Boat Dock. After the scene with the cell phone, return to the boat where
the bomb has been obtained. Watch out for new guards who will appear at
the Engine Room and at the Boat Dock.
------------------------------------------------------------------------------
[2.6] Mission 6: Sea of Okhotsk, Russia
------------------------------------------------------------------------------
In the sixth mission, Fisher has to hijack a tanker for the JBA. Before
he can do so, he needs to defeat all the mercenaries on the icy wilderness
around the vessel.
Killing guards here will increase trust with the JBA.
Part 1: Mercenary Camp
Tip: The icy wall on the cliffs at Camp A can be shattered by a bullet.
Primary (JBA) - Disable mercenary communications.
Use the computers at the following locations:
1 - Camp A, inside the tent.
2 - Winding Path, past the turret.
3 - Port Ice Field, in front of the vehicle.
4 - Camp B, inside the middle tent.
5 - Grotto, near the pool of water, by the bottom of the wooden walkways.
PS2 and GCN Tip: The Camp B computer is moved to the Starting Location
(Hills), because Camp B is removed.
Primary (JBA) - Neutralize all mercenaries.
Kill or knock out all the guards at the following locations:
1 - Starting Location (Hills), three guards.
2 - Camp A, three guards.
3 - Winding Path (Ice Trenches), two guards.
4 - Port Ice Field, three guards.
5 - Starboard Ice Field, three guards.
6 - Camp B, three guards.
7 - Grotto, four guards.
Opportunity (JBA) - Disarm explosive charges.
Cut the wires of the detonators at the following locations:
1 - Port Ice Field, behind the vehicle.
2 - Starboard Ice Field, under a light, across from a flare.
Opportunity (Echelon) - Locate encryption key.
Camp B. Take the key from the table inside the tent near the vehicle's rear.
PS2 and GCN Tip: The encryption key is moved into the tent at Camp A (the
camp near the breakable icy wall), because Camp B is removed.
Tip: After disabling the communications and after all the guards are
neutralized in the first part, return to the Starboard Ice Field and
climb the rope up onto the ship.
Part 2: Icebound Tanker
Tip: Some guards here can knock out and capture Fisher. If that happens,
he will be brought to the small locked room in the Hold, where he can
break free by picking the lock of his handcuffs. The lockpick controls
are the same, but the tumblers won't be displayed, so rely on the sounds.
PS2 and GCN Tip: The guards here won't knock out Fisher, and the small
locked room at the Hold is removed.
Primary (JBA) - Board the tanker and neutralize the captain.
Crew Quarters. Try to enter the captain's quarters.
Primary (JBA) - Defuse the bombs.
1st Floor Engine Room. After Fisher talks to the captain, the captain will
begin a countdown for four bombs in the Engine Room. The crafty bastard
will shorten the ten minutes down to three minutes after one bomb is defused,
so Fisher may as well take the time to incapacitate the guards there first.
Then, he should defuse the bombs (using EMF vision to see which wires to
cut) at the following locations:
1 - At the high walkway on the side with the entrance to this room.
2 - On one side of an engine block, in front of the camera.
3 - On the opposite side of the same engine block, near the flashlight.
4 - At the high walkway on the other side of the room, above the flashlight.
PS2 and GCN Tip: The flashlight is replaced by a ceiling light, but the
locations of the bombs remain more or less the same.
Opportunity (Echelon) - Identify the ship's cargo.
Hold. In the small locked room on the second level, check the partially open
container. This room is initially blocked by some drums, which are moved
aside either after the bombs are defused or if Fisher gets captured and then
breaks free.
PS2 and GCN Tip: The small locked room at the upper level is removed. Grab
and interrogate either of the guards in the Hold to learn about the cargo.
Tip: After the bombs are defused, go up the newly lowered stairs at the
exterior deck, near the starting point. Watch out for new guards who will
appear there.
Opportunity (Echelon) - Install tracker in communications room.
4th Floor Radar Room. Before continuing up to the Command Center, stop
by the Radar Room, and place the tracker in the large panel on the wall.
(A guard is normally working on this panel.)
PS2 and GCN Tip: The path to the Radar Room is moved to an earlier point.
Reach it before going outside to the Top Deck.
Primary (JBA) - Secure the bridge.
Command Center. Continue up through the Top Deck to reach this place.
Watch out for turrets and wall mines.
------------------------------------------------------------------------------
[2.7] Mission 7: Kinshasa, Congo
------------------------------------------------------------------------------
In the seventh mission, Fisher has to gather information about the JBA's
allies and then deal with a "traitor."
Killing guards here will increase trust with Third Echelon.
Part 1: Hotel Suites
Opportunity (Echelon) - Find additional information about Massoud's group.
10th Floor West. Enter the locked suite (Massoud's), and use the computer
in the kitchen. Watch out for two new guards who will appear outside and
then enter this suite.
Primary (JBA) - Confirm intentions of other 2 groups.
Check the files at the following locations:
1 - 10th Floor West, at the locked suite (Massoud's), in the bedroom,
inside the cabinet.
2 - 9th Floor East (actually the 10th floor), at the locked suite (Takfir's),
in the study outside the bedroom, inside the wall compartment.
Tip: Take the keycard in the unlocked suite north of the elevators of
10th Floor North. Use it to open the locks to Takfir's suite.
Opportunity (Echelon) - Find additional information about Takfir's group.
9th Floor East. Enter the locked suite (Takfir's), and use the computer
in the kitchen on the lower (9th) floor.
Primary (JBA) - Meet Emile in room 901.
9th Floor East. After the intentions of Massoud and Takfir are confirmed,
Dufraisne will ask Fisher to go meet him at Room 901. This place is almost
next to Takfir's suite.
Primary (JBA) - Find your equipment in main elevator and go to lobby.
Elevator Shaft. After meeting with Dufraisne, continue back through the
9th floor, enter the elevator, and use the bag there.
Part 2: Hotel Gardens
PS2 and GCN Tip: The searchlights at the garden areas are removed.
Opposing (Echelon) - Save Hisham.
Opposing (JBA) - Kill Hisham.
Pool Area. Hamza is hiding inside the locker room. He has been working as a
double agent as well, but now his cover is blown, and Dufraisne wants Fisher
to kill him. To save Hamza, help him fight through the East Gardens and then
boost him over the gate at the Parking Lot.
Opportunity (JBA) - Dispose of Hisham's body.
Parking Lot. Doing this is possible only if Hamza dies. Place his body
in the open back of the red vehicle (Hamza's SUV), and use a charge to
blow it up. (For an easier time, keep Hamza alive until reaching the
Parking Lot, so his body doesn't need to be carried there.)
Primary (JBA) - Clear extraction area.
West Gardens. Incapacitate all three enemies at the end of the West Gardens,
and use a charge to destroy the AA gun.
Primary (JBA) - Extract from hotel.
West Gardens. After the extraction area is cleared, radio for extraction.
------------------------------------------------------------------------------
[2.8] Mission 8: JBA Headquarters, New Orleans - Double Agent, Part 2
------------------------------------------------------------------------------
In the eighth mission, Fisher has to sneak into the JBA compound's restricted
zone again, this time to confirm the JBA's stash of red mercury and then
to deal with two bombs that are being prepared for delivery.
Knocking out guards here will increase trust with Third Echelon.
Tip: There is no need to go to the Quarters in this mission.
Primary (Echelon) - Access the underground bunker.
Bunker. Simply enter the corridors of this area, following the newly
revealed stairs near the starting point.
Tip: The Bunker runs around in a sort of loop, so Fisher will eventually
have to leave it by returning through the same stairs.
Opposing (Echelon) - Strengthen Lambert's false identity.
Opposing (JBA) - Reveal Lambert's true identity.
Security Zone. Use the computer in the security room. (This room is the
first in the bunker from the stairs near the starting point.)
Primary (Echelon) - Sample the red mercury.
Lab. Use the keypads to enter the central chamber and to bring out the
red mercury, and then scan it. Afterward, the red mercury will leak,
causing the chamber to be sealed and Fisher to lose health. To escape,
go through the air duct, opening the two panels in the way.
PS2 and GCN Tip: The airduct is moved higher up the wall, above the shelves,
and the two panels on it are removed.
Primary (Echelon) - Steal Emile's contact list.
Emile's Office. Go up the stairs from the Lab to reach this place, and
check the cabinet.
Tip: After the red mercury is sampled and after Dufraisne's contact list is
stolen, Fisher will have 12 minutes to stop two bombs that are being loaded
or to give the bad guys the alert to ship them out immediately.
Opposing (Echelon) - Disable the LA bomb.
Roof. Defuse the bomb, which is located near the helicopter. Afterward,
find and crawl through the duct on the lower level of the Roof to take a
shortcut to the Warehouse (assuming Fisher is trying to stop the bombs).
Opposing (Echelon) - Disable the Nashville bomb.
Dock. Go through the Warehouse and the connecting hallways to reach this
place. Defuse the bomb, which is located past the crates.
Opposing (JBA) - Prevent the bombs' defusal.
Security Zone. Use the computer in the communications room. (This room is
different from the one where evidence about Lambert's identity is planted.)
Primary (Echelon) - Return to public area.
Alley. After the situation with the bombs, return to the starting point.
------------------------------------------------------------------------------
[2.9] Mission 9: New York City
------------------------------------------------------------------------------
In the ninth mission, Fisher has to destroy the JBA and stop the bombs
on the upper floors of two separate high-rise buildings. His cover is
blown just after he makes his parachute dive at the beginning of the
JBA's operation, so it's finally back to traditional Splinter Cell
gameplay: Sam versus everybody else (except Villablanca, of course).
Part 1: Snowbound Rooftop
Opportunity - Neutralize Sykes' men.
Kill (not knock out) all the guards in this part.
Primary - Kill BJ Sykes and Jamie.
Primary - Defuse first bomb.
Billboard. Kill both Sykes and Washington, and then defuse the bomb. After
their conversation, Sykes will normally climb up to the billboard's walkway,
while Washington will remain on the lower level, near the bomb. Washington
can also be killed by using the OCP on his pacemaker.
Primary - Make your way to side of tower.
Billboard. After Sykes and Washington are killed and after the first bomb is
defused, ride the zip line attached to the billboard.
Part 2: Darkened Offices
Opportunity - Neutralize Moss' men.
Kill all the guards in this part. The guards here are wearing night vision
goggles. While Fisher can't hide in the dark, he can avoid being seen by
standing in very bright lights.
Primary - Kill Moss.
Primary - Defuse second bomb.
Main Office. Kill Moss, and then defuse the bomb. For an easier time,
climb above the ceiling tiles near the beginning of the corridor leading
to the Main Office. Because Moss and the guards are looking down at the
floor level, Fisher won't be seen if he sneaks along the ceiling tiles.
Fisher can also remotely hack the bomb to begin its timer, causing Moss'
guards to leave.
PS2 and GCN Tip: The guard who is with Moss can now look along the ceiling
tiles. For an easier time, wait for him to turn away before moving into
the room.
Primary - Make your way to roof.
Ventilation Room. After Moss is killed and after the second bomb is defused,
use a charge to blow open the wall at the end of the Ventilation Room.
Part 3: The Fifth Freedom
Tip: After climbing up the pipes to reach the high walkways in the
Ventilation Shaft, find and cut a wire on a panel to open the locked
door leading to the greenhouses.
Opportunity - Neutralize Emile's men.
Kill all the guards in this part. The guards here return to using
normal vision.
Primary - Kill Emile.
Primary - Defuse third bomb.
Observation Deck. Kill Dufraisne, and then defuse the third bomb. Dufraisne,
who is very, very angry at this point, will keep firing his machinegun,
although he still needs to reload.
Fisher, who has lost his guns, must first get closer, preferably by moving
in when Dufraisne is reloading. While the metal benches make good cover,
the tall sculptures can be destroyed by Dufraisne's shots. If Fisher is
feeling really awesome, he can also make running jumps over the beams of
the laser mines.
To shut off the laser beams, use the computer near the frozen pool, but
doing so will also begin the bomb's timer.
Fisher's SC Pistol has been tossed onto the frozen pool in the middle
of this area. However, Fisher will still keep any grenades he hasn't used.
Throwing a frag grenade or a flash grenade at Dufraisne first can help.
After Dufraisne dies, Fisher will have two and a half minutes to defuse
the bomb.
PS2 and GCN Tip: Killing Dufraisne will not activate a time limit for the
bomb, but using the computer to turn off the laser beams will still begin
the bomb's timer.
------------------------------------------------------------------------------
[2.A] Bonus Mission A: Harbor, Washington DC - Cargo Ship
------------------------------------------------------------------------------
In the first bonus mission, Fisher has to rescue his daughter, Sarah, and
her friends from kidnappers aboard a ship.
To gain access to this mission, finish Mission 2: Ellsworth Penitentiary.
Primary - Neutralize all kidnappers on board ship.
Kill or knock out all 17 of the enemies.
Tip: Take the keycard on the box next to the crate with a map, and use
it to unlock the nearby door to the office room of the Crew's Quarters.
(Fisher doesn't have his usual hacking tools in this mission.)
Opportunity - Find out who ordered the kidnapping.
Crew's Quarters. In the office room, check the file cabinet at one of the
corners. (This is before the corridor with the bulkhead doors.)
Primary - Return and talk to Sarah.
Crew's Quarters. After all the kidnappers are neutralized, talk to Sarah
again to end this mission. (Interestingly enough, if Fisher doesn't talk
to her the first time, the dialoge here will automatically skip to the
second part.)
------------------------------------------------------------------------------
[2.B] Bonus Mission B: Location Unknown - Underground Bunker
------------------------------------------------------------------------------
In the second bonus mission, Fisher has to escape from a strange bunker.
Horror time.
To gain access to this mission, finish Mission 4: New York Underground.
Primary - Escape bunker.
Vehicle Entrance. Reach the door to this last area. As things soon appear,
this mission is very abnormal, and, for the first time in the series, it
explores the realm of psychological horror and insanity.
Tip: Fisher doesn't have a lot of his usual equipment, including his goggles,
and he won't perform any lethal moves. (Why this is so becomes apparent at
the end of this mission.)
Tip: The enemies use sticky shockers that can instantly down Fisher,
resulting in an immediate Game Over. Not being seen at all is vital.
Tip: At certain areas, Fisher will suffer from hallucinations, and some
of them are flash bang-like effects that won't go away until he proceeds
to the next area.
Tip: Check the Notes for interesting messages. (For the last one, before the
end of the mission, read it backward.)
==============================================================================
[3] Strategies - Coop Mode
==============================================================================
------------------------------------------------------------------------------
[3.0] General Hints
------------------------------------------------------------------------------
- Agents One and Two are just like Fisher, except they can't use the EEV,
they can't whistle, they can't view the map on the PDA Menu, and their OCPs
work only if they are continuously fired at their targets from a stationary
position. However, they can pull off several kinds of coop moves, including
boosts, human ladders, throws (tomoe nage), shoulder climbs, team rappelling,
hang overs, back-to-back climbs, and persuasions.
- Try to travel together whenever possible, because most obstacles must
be overcome with coop moves. Besides, a guard can aim at only one Agent
at a time.
- Coop Mode consists of traditional Splinter Cell gameplay (i.e. none of
that trust level crap).
- Compared to Chaos Theory's Coop Mode, Double Agent's Coop Mode is a lot
more forgiving in terms of the health system. The Agents die only if they
lie knocked out (after running out of health) for 30 seconds, if they fall
into a death pit, or if they get crushed by an automatic gate (except in
the PS2 and GCN versions). Getting shot or blown up again while they are
knocked out no longer kills them. To top off everything, the Agents also
now begin with 4 syringes (instead of 2).
- Defusing a laser mine requires both Agents to cut the wires at both ends
of the laser beam. This can be extremely difficult, because the Agents have
to make the cuts simultaneously. For an easier time, use the OCP or just
jump over the laser beam. (Don't forget to quick save.)
- If an Agent falls from an extreme height, he can actually survive by
landing on his pal. Other than losing a little health (if friendly fire
is enabled) and screaming like little girls, both Agents will be fine.
(The Agents can't die from landing on each other. They will only have
their health drop to the minimal amount at worst.)
- PS2 and GCN Tip: Coop Mode records progress for only Player 1's Profile.
Getting crushed by an automatic gate won't immediately mean it's Game Over.
There are more locks and switches that must be used by both Agents at the
same time.
------------------------------------------------------------------------------
[3.1] Mission 1: Iceland
------------------------------------------------------------------------------
In the first mission, Agents One and Two have to cause some serious damage
at a factory to help out other units (Fisher and Hamza) at the area.
Part 1: The Ruins
Primary - Restore power.
Storage area (starting point). Use the two switches on the two high
walkways. To reach the first walkway, boost an Agent up there (kneeling
near the crate). To reach the other walkway, the other Agent should find
and climb a pipe that leads above it.
Primary - Find a keycard.
Storage area. Take the two keycards on the box in front of the locked doors.
Tip: After the power is restored and after the keycards are found,
both Agents should use them to unlock the doors.
Tip: At the crevasse area, throw one Agent across the pit. He should climb
a pipe and then find a rappelling point so the other Agent can catch up.
Tip: At the first shaft, do a back-to-back climb.
Opportunity - Interrogate guard.
Large crumbling room. With the other Agent's help, interrogate the guard.
Opportunity - Retrieve inventory lists.
Large crumbling room. Take the files at the following locations:
1 - On the ground near where the guard begins, next to the wall.
2 - At the ledge where the guard begins, do a hang over and go down the pit.
3 - On the white shelves, at the other side of the pit.
Tip: At the large crumbling room, do a boost and a human ladder to climb onto
the white shelves.
Primary - Infiltrate warehouse.
Second shaft. After the large crumbling room, do a back-to-back climb again
in this shaft. Open the doors at the top.
Part 2: The Thermal Base
Opportunity - Interrogate security personnel.
With the other Agent's help, interrogate the first guard.
Primary - Acquire security cards.
Security station. Take the keycard on the table.
Primary - Access second floor.
Generator room and boiler room. Turn the two valves at the boiler room to
cause a guard to ride down on the elevator, arriving at the generator room.
Use the keycard to ride back up on this elevator.
PS2 and GCN Tip: The two valves are moved to the generator room, because the
boiler room is removed.
Primary - Turn off fan.
Server room (second floor). Use the computer. (If the Agents like, they can
cut the camera in this room, climb the pipe up to the ceiling crawl space,
and then do a hang over to avoid the laser sensors.)
Primary - Infiltrate geo-thermal base.
Ventilation fan (second floor). After the fan is turned off, return toward
the elevator. In the other corridor from the elevator, do a boost and a
human ladder to reach the fan.
Part 3: The Foundry
Primary - Steal the security card that gives access to the foundry.
First large square room. Take the two keycards on the desk and on
the shelves.
Primary - Retrieve information about the arsenal from the server.
Server room. Go through the office to reach this place, and use the computer.
Tip: After the arsenal information is retrieved, the locked double doors
in the earlier corridors will be opened. Head back there.
Opportunity - Recover the prototype plans.
Take the files at the following locations:
1 - First large square room, on the table.
2 - Server room, on the consoles.
3 - Security station (next to the ending point), on the table.
Tip: The ending point is the door next to the security station, past the
laser beams.
Part 4: Sabotage
Opportunity - Interrogate personnel.
Smelting area (starting point). With the other Agent's help, interrogate one
of the first two guards.
Tip: After the first elevator, take the two keycards on the table inside
the security station and on the lower walkway in front of this station.
Use them to activate the second elevator, which leads to the control room
on the bottom floor.
PS2 and GCN Tip: For the elevator with two keypads, both Agents must enter
the last digit of the code at the same time to get it moving.
Primary - Destroy cooling system.
Control room. Use the computers at the following locations:
1 - Lower level, below the entrance, on the left side.
2 - Lower level, below the entrance, on the right side.
3 - Upper level, next to the turret, on the left side.
4 - Upper level, next to the turret, on the right side.
Opportunity - Avoid raising alarm to level 4.
Control room. Don't let the alert level be raised to 4 before the cooling
system is stopped. (The alert level can rise afterward without problem.)
Primary - Get to extraction point.
Emergency exit. After the cooling system is stopped, return all the way
back to the smelting area. Watch out for new guards who will appear at
the smelting area. The Agents now have three minutes to escape via the
emergency exit on the lower level of this smelting area. The locked door
at the corner (below where the computer is) will be opened. The Agents have
to bypass several obstacles here:
1 - For the first steam barrier, throw one Agent over. He should turn the
valve on the other side to shut off this steam.
2 - At the gate, boost one Agent over. He should turn the valve in the
alcove, so the other Agent can crawl through the duct leading there.
3 - For the high steam barrier, crouch under it.
4 - For the tall steam barrier, boost one Agent up to the pipe above.
He should reach the other side and turn the valve there.
5 - For the final steam barrier, sidle through the narrow space between the
pipes and the wall. Watch out for the periodically leaking steam there.
------------------------------------------------------------------------------
[3.2] Mission 2: Ellsworth Pen.
------------------------------------------------------------------------------
In the second mission, Agents One and Two have to help another unit (Fisher)
escape from prison.
Part 1: The Insertion
Tip: From the roof (starting point), the Agents must stop the cold chamber's
freezer first, or else they will lose health when they go into the open duct.
Opportunity - Learn delivery time.
With the other Agent's help, interrogate the guards until they provide this
information. There are multiple guards here who can do so.
Primary - Reach cold chamber.
Cold chamber. After the freezer is shut off (by using the freezer control
panel or by piercing the generator near it), return to the roof, climb
down into the open duct, and use a charge to blow open the wall into
the cold chamber.
Tip: In the cold chamber, there are two conveyor switches next to each other
on the walls. Use the Conveyor B switch to move the hanging meat out of the
way, so the door can be reached.
Tip: Take the keycard in the loading dock office. (If the Agents like, they
can reach it by doing a hang over from an earlier room, on the floor above.)
Use it to open the loading dock door.
Primary - Reach truck.
Truck. After opening the loading dock door, enter the back of the truck.
Opportunity - Don't kill any guards.
Don't kill anyone in this part.
Part 2: The Break In
Tip: In the small office, take the keycard on the cabinet. Use it to unlock
the door after the next camera.
Tip: At the line-up area, use the switch in the office room to open the
air conditioning duct outside, in front of the camera.
Opportunity - Drop disk.
Air conditioning duct. Place the disk through the middle grill, before
climbing down the ladder. (This is the information disk that Fisher is
supposed to find at the morgue.)
Tip: After the locker room, shoulder climb to an electrical panel beside a
gate. Use a charge on it to cause this gate to be unlocked.
Tip: At the storeroom, use the switch to move the lift, do a back-to-back
climb to reach the top of the shelves, and then find a way up into the
ceiling passageway.
Primary - Cause blackout.
Circuit breaker room (ending point). Use the two switches on the large panel.
Part 3: The Blackout
Tip: On top of the elevator, shoulder climb up to the panel. Use a charge
on it to make the elevator drop down to the next floor.
Tip: At the large office room, take the keycard on a table. Use it to
unlock the door ahead.
Tip: At the cell block control area with the fences, do a boost and a
human ladder to reach the high walkway.
Primary - Cause riot.
Cell block control room. Use the two computers to open the cell blocks.
PS2 and GCN Tip: Use the two switches at the same time.
Primary - Extract from area.
Server room. After the cell blocks are opened, continue through the
cell block control area to a short hallway, and climb into the duct
to reach this place. Use the two retinal scanners. (If the Agents like,
they can grab the two guards here and force them to use the scanners.)
Opportunity - Avoid casualties.
Don't kill anyone in this part.
Part 4: The Riot
Tip: At the kitchen area, get on the table and throw one Agent through the
opening in the fence. He should find and crawl through a duct, run around
the corridors outside, find some double doors, and use a charge to blow
them open, letting the other Agent catch up. Now they can climb into the
ceiling hatch of the elevator found earlier in those corridors.
Tip: At the fenced-off area with the turret, do a boost and a human ladder
to reach the pipe, and then climb over the fence.
Tip: After the turret, first go toward the locked office room. Find an
open duct in the ceiling, do a boost to climb up there, and then drop
down inside the office room. Take the keycard on the desk.
PS2 and GCN Tip: For the locked office room, simply use the two switches
at the same time to unlock the door, because the open duct in the ceiling
is removed.
Primary - Reach workshop attic.
Workshop. After the keycard is obtained, return to the workshop, watching
out for two new inmates who will appear. Use the keycard to open the
locked door. Do a boost to reach the open duct in the closet.
Opportunity - Neutralize inmates.
Kill or knock out all the inmates in this part.
Part 5: The Breach
Primary - Keep moving.
Garage area. After the sewers, do a back-to-back climb to reach the
underground passageway that connects the pits below the carlifts.
Tip: The garage is divided into two sides by a fence, so use the underground
passageway to move between both sides. Follow the passageway to the right
first, climbing up at Carlift 1. In the booth, use the switches to raise
Carlift 2.
Primary - Plant C4.
Garage area. After Carlift 2 is raised, return to the underground passageway,
go to the left side, and climb up at Carlift 2. Use a charge to blow up the
fuel tank. Be sure to stand way back for this one.
Opportunity - Don't kill any guards.
Don't kill any guards in this part.
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[3.3] Mission 3: Kinshasa
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In the third mission, Agents One and Two have to sneak into a jungle base
to find evidence of new terrorist weapons.
Part 1: The Front
Tip: After blowing open the weak wall and entering the large empty room,
climb up the ladder, and throw one Agent across the broken walkway.
He should run around the corridors ahead and unlock the computer room's
door. Meanwhile, the other Agent should crawl through a duct to reach
this computer room, so he can catch up.
Opportunity - Sabotage camera system.
Computer room. Do a boost (kneeling by the middle of the fence) to jump
into the fenced-off section. Use the switch on the left side of the panels.
Doing this will turn off the laser camera in the corridor outside, but not
the normal cameras in the rest of this part. Use EMF vision to see if a
camera is active.
Tip: At the loading bay, take the keycard on the desk.
Tip: At the loading bay, grab the guard, and interrogate him (with both
Agents) to make him call out to open the locked door that leads to the
next hallway, the Sector 1 corridor.
Primary - Move deeper into complex.
Sector 1 corridor, or the hallway just after the loading bay. Reach it.
Opportunity - Get activity log.
Security station. Use the computer on the desk.
Tip: At the security station, take the keycard on the desk.
Tip: To reach the ending point, use the tall computer server at the security
station to unlock the elevator door at the end of the Sector 1 corridor.
Use the keycards to activate it.
Opportunity - Avoid detection.
Don't let the alert level be raised.
Part 2: The Chemical Depot
Tip: At the first floor entrance corridor (starting point), continuing
down the hallway is tough because of the many cameras. For an easier
time, do a boost and a human ladder to climb the computer panels near
the starting point. Go through the ducts leading to the second floor.
Tip: At the second floor small storeroom (which can be reached via the
ducts from the starting point), take the keycard on one of the shelves.
Primary - Scan every chemical element that could be a threat.
Check the biological and chemical containers at the following locations:
1 - Second floor small storeroom, use the keypad of the shelves at the
rear corner to unlock them and to reach the vials.
2 - First large storeroom, first floor, enter the security cage that has
a camera and a ceiling turret to reach the biohazard containers.
3 - Second large storeroom, use the forklift's controls to lower the
yellow canister.
4 - Second large storeroom, climb the pipe at the dark corner (beginning at
the lower level) to reach the lone biohazard container on top of a set
of shelves.
5 - Second large storeroom, use the pipes on the walls at the end of the
upper walkways to climb onto the high beams, and do a hang over to reach
the green canisters.
Tip: At the first large storeroom, open the first floor's double doors, and
take the keycard on the ground. (This is a much safer approach than going
in from the direction of the starting point.)
Tip: At the first large storeroom, on the second floor walkway, throw
one Agent over to the other walkway. He should find a rappelling point
(near the corner), so the other Agent can catch up. Afterward, go through
the open double doors.
Tip: At the security area with the mobile turret that is moving along the
rail, avoid the turret by hiding in the shadows. Afterward, throw one Agent
across the pit. He should use the computer in the security station to extend
the bridge across this pit. Use the keycards (from the second floor small
storeroom and from the first floor entrance corridor) to unlock the doors.
Primary - Sabotage chemicals by exposing them to humidity.
Second large storeroom. After all the chemical elements are scanned, Lambert
will tell the Agents to turn on the sprinklers in the second large storeroom,
so the water will ruin the weapons. To do that, either shoot the sprinklers
along the ceiling, or turn the valve located between the wall and a set of
shelves on the ground level, not far from the forklift.
Tip: The Agents actually don't need to scan all the chemical elements to
complete this part. If they turn on the sprinklers early, they will have
to exit immediately (skip to the next objective), and the previous objective
will be cancelled.
Primary - Extract from area.
Second large storeroom. After the sprinklers are turned on, hurry to the
small side room that contains another forklift, on the ground floor. Go in
there before the gate closes, and exit through the other end of that room.
PS2 and GCN Tip: The forklift in this small side room is removed, and it's
now Game Over when the new timer reaches zero (coinciding with the closing
gate), but the exit is otherwise the same.
Part 3: The Old Mine
Tip: At the upper walkway of the elevator shaft (starting point), if the
Agents like, they can snipe at the four guards in the distance, on the
walkways along the walls.
Tip: To climb down at the beginning, do a boost and a human ladder to climb
above the elevator shaft, and then rappel down along its sides. (Just for
the hell of it, one Agent can leap all the way down. It's nothing a syringe
can't fix, plus it's funny as hell.)
Tip: Watch out for wall mines. The first one is after the collapsing floor,
and the second one is after the turret above the medkit.
Tip: To climb down the large circular area, follow the path to the side. Go
down the ladder, climb along the pipe and the rock ledges, and then ride the
zip line. At the bottom, cut the plastic sheet to enter the last corridor.
Primary - Extract from jungle complex.
Exit. Reach the doors past the turret and wall mines in the last corridor.
Part 4: The Canyon
Tip: A river runs through the middle of this entire canyon. It's a death pit,
so don't fall into it.
Tip: After passing the first pit, the Agents will have to shimmy along the
sides of the canyon. (Later, they will have to do this again.)
Tip: At the outcropping over the river, throw one Agent across. He should
climb up the wall at the other side, run back across the rock bridge, and
find a rappelling point, so the other Agent can catch up.
Tip: At the broken bridge, do a boost and a human ladder to reach the vine.
Tip: After the broken bridge and the vine, find a rappelling point, get down
over to the cliff where the searchlight is, and shimmy along it.
Tip: After going across the thick branch, watch out for pits in the ground
while continuing to the end of the canyon. Using night vision can help.
Primary - Extract with your intel.
Helicopter (ending point). Go all the way to the top of the waterfall,
at the end of the canyon, and carefully jump into the helicopter. (Just
for the hell of it, one Agent can make a challenge of seeing if he can
jump off the last cliff and crash onto the ledge leading to the chopper,
breaking his legs without having his corpse tumble off into the water.)
Exhilarating, isn't it?
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[3.4] Mission 4: Tanker on the Way
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In the fourth mission, Agents One and Two have to stop the bombs on a tanker.
Tip: This mission is set across three holds: Hold 1, Hold 2 (starting point,
and the middle of the ship), and Hold 3. First, head to Hold 1 (it's on
the side where Agent Two begins), because it leads to the navigation room.
To reach the high side walkway, throw one Agent across. Then, he should
find a rappelling point.
Tip: At Hold 1, follow the U-shaped walkway to the other end, and climb the
ladder there to reach the upper level. Go through the open doorway to reach
the engine control room.
PS2 and GCN Tip: For the corridors between Hold 1 and the engine control
room, simultaneously turn the two valves to open and close the airlock-like
doors, gaining access to either the engine control room or Hold 1, but
not both at once.
Tip: If the alert level is raised, the Agents will have a time limit of
20 minutes to complete this mission.
PS2 and GCN Tip: The time limit will begin after a while, when the
port authorities call for the ship to stop and the enemies give the
command to prepare to attack.
Opportunity - Stop engine.
Engine control room. Use the six switches on the panels.
Primary - Find shipping container ID log.
Navigation room. Continue through the engine control room and up the stairs
to reach this place, and use the computer.
Primary - Place 3 EMP charges.
After the ID log is found, place the charges on the containers with
the red mercury (as indicated in EMF vision or thermal vision) at the
following locations:
1 - Hold 1, somewhere among the stacks of containers in the cargo pit.
2 - Hold 2, at a corner in the cargo pit.
3 - Hold 3, on top of a high stack of containers in the cargo pit.
Tip: Hold 3's layout mostly mirrors that of Hold 1.
Tip: Reaching the containers with the red mercury will require lots
of boosting and shoulder climbing. To get out of the cargo pits at
Hold 1 and Hold 3, do a boost and a human ladder to climb back onto
the middle sections of the U-shaped walkways.
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[4] Miscellaneous Information
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[4.1] Bonuses
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Solo Mode - Cinematics
The movies that appear here are supposedly the same as those in the previous
session of Solo Mode. Due to glitches, however, these movies may wind up
being the alternate versions.
Solo Mode - Bonus Map: Ship
Finish Mission 2: Ellsworth Penitentiary.
Solo Mode - Bonus Map: Bunker
Finish Mission 4: New York Underground.
Solo Mode - Elite Difficulty Setting
Finish Solo Mode. On the Elite Difficulty Setting, Fisher's guns don't begin
with any ammunition.
Coop Mode - Elite Mode
Finish Coop Story Mode. In Elite Mode, Agents One and Two's guns don't begin
with any ammunition.
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[4.2] Document Credits
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Ubisoft (www.ubisoft.com)
For creating Splinter Cell: Double Agent.
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