Turn the corner and pick the lock on the door. Wait until all of the lasers disappear, then run through the field to move on. Either head up the ladder around the corner and rappel down to the platform, or take the down ladder and climb up to the platform. Drop down and head right to squeeze between the wall and the fence. Drop down, turn left, and climb the rope to the top. Rappel down from the top, being especially careful of the lower tripwire.
Time your descent so that you start moving down when it moves away from you, and you should make it. Turn the corner. Wait for the lower laserbeam to move away from you, then follow it to the gap between the two small enclosures. By the time you reach it, the laser up top will be behind you, so jump up and climb over the second enclosure to move on. Three small enclosures lie in front of you.
Wait until the laser is moving away from you, then drop down in the first or second gap and duck. When it goes behind you, jump up and climb over the remaining enclosures to move on. Keep spinning it and the others will begin spinning as well, until the one in front is spinning.
When the one in front is spinning, move it around slowly until the small gap in it is lined up with the rod at the top of the window. Stop spinning. At this point, when the cylinder has turned green, start spinning the stick in the opposite direction. Line that one up, then start rotating the other way for the final cylinder. All told, this entire run should take you around five minutes, unless you made plenty of mistakes through the laser tripwires.
Next up is the antenna on the roof. Wait for them to finish their conversation, then slowly walk up behind them, tapping your crouch button as you go. When you finally manage to get close enough to get into crouch mode, sneak around them into the small hallway nearby and climb up the ladder.
If you get spotted up here, you'll have to exit the area and start over. There are two soldiers on the rooftops. The server room is well-protected, with a keypadded door, a camera above the inner door, and a few people walking about.
Just be sure to turn off the light directly next to it to give yourself some shadow before doing so. After hacking the keypad, the door will slide open. Keep going until you can go no further, and until you hear Jamie berate the people inside and leave. If you can shut off the lights, then you should be able to rifle through this cabinet and get the profile objective done.
Inside the room, you have to creep across the floor, go up the steps, take a left heading away from the two figures here , then open the hatch near you and drop down. Wait for him to leave the room, then creep around underneath the walkway until you reach another hatch. Popping it, standing up, and getting up onto the walkway will put you right near the JBA server, which you can then hack into and upload your trojan.
To get out, either get back into the crawlspace and crawl back that way, or simply crawl back slowly over the walkway, being sure not to make too much noise. When you reach the room with the camera, head across to the far wall and slink by the camera by hiding between the desk and the wall, then jump up to the upper platform and open the door to escape.
Nothing too difficult about the firing range. This is the least critical objective, so save it for very last if you think you may run out of time. You can find the firing range in the same room as the obstacle course, with a sniper rifle mounted across from an array of moving targets. You have 30 rounds to fire, with the objective being to earn 75 points in one go. You can reload if you like, but you have to reach 75 points within 30 rounds, with five points coming from a bullseye, three points coming from the circle around it, and one point for hitting a target on the exterior portion of the disc.
And zero points for missing, obviously. Your best bet here is to anticipate when a target will stop moving sometimes they simply glide continuously to the left or right , hold your breath to target it left trigger , then quickly snap a shot off at the bullseye. Getting a few five-point shots will make it much easier to get to 75 points. In order to get in there, walk into the infirmary until Enrica starts talking to you.
You may want to save before approaching it. If you can pick the lock, though, you can open the door and crouch inside The professional background info for Stanley Dayton is tucked away in the file cabinet next to the workstation in the server room.
The only way to get it is to turn off the lights, which are located by the door leading into the server room. The best time to do this is when you first enter the room, after hanging from the pipe and watching Jamie leave. After entering the room, immediately turn the lights off, then move as quickly as possible up the steps, into the crawlspace, and around the corner towards the other hatch.
While the unnamed tech starts growsing about the diagnostics and starts to leave, pop the hatch open and hop up to the walkway above you. You can guess what he wants you to do with it.
Why does Emile want it? Who knows. During your skydive in, you can press forward on the analog stick to get a burst of speed.
Your backup chute will work, though; move your left analog stick over to the left side and rub it up and down while tapping the A button rapidly. You land safely, but your equipment chest will burst open when it hits the ground a hundred yards or so from where you land.
A gas grenade will hopefully let you dispose of these gentlemen before they spot you. To do so, quickly move away from your initial position and head towards the sharp little spire near the fallen equipment.
Getting there without being seen will require you to stand up and run and keep the spire between you and your foes. If you scootch to your right just as one says "Maybe they belong to the scientists?
If you can get them far enough apart, the airfoil will be a good way to knock them out. Just hit them once, run up and knock them down, then quickly grab the airfoil before it disappears. Of course, you can also try making a noise with your sonic emitter and getting them far enough away from the equipment to pick it up and dive into the water nearby before they manage to see you.
Somehow this detachment of soldiers from the tanker and since when does everyone on an oil tanker carry automatic weapons? Not too smart. Begin by dragging the guy near the first weak spot in the ice to his death.
Hop up from there, but instead of heading towards the buildings in the distance, head right to find another body of water and dive in. From there, head back underneath the ice and go towardss the closest weak spot you can see. There should be another soldier milling about on top of this spot.
Lure him over by beating on the ice if need be and pull him under as well. You have to surface from one of these holes, preferably one near the shed or tents, in order to complete your objective.
If you check your map, it should denote the position of the detonator you need to use. Disabling the lights here will give you slightly more shadow to work with. There will still be a couple of enemies roaming the area around the detonator, including one who will initially be sleeping in one of the tents. One of them is in the tent with the table, on the table itself, and the other one is on a box in the shed, right near the generator there.
If you want to finish the mission on Hard difficulty, pick up both of them. With any luck, this will kill the two soldiers over there, although if you pulled them from their position earlier by being seen, they probably will remain alive. No big deal; just avoid them and run towards the hole in the ground where the explosives went up, then dive in to move on. Don't forget about the guy on the skiff here. With the first soldier down, head to the other weak spot in the ice and bang on it until the second soldier comes around, then kill him in the same manner before surfacing.
With everyone out of the way, head to the nearby dock, use the winch to bring down a Zodiac, then jump onto it and lift it up to reach the Rublev proper. This means killing around 15 or 16 crew members, again according to Moss.
The latter will be difficult, to say the least, since there are so many soldiers on board the ship. Equip the SCK. The thermal imaging will make it much easier for you to spot the enemies as they walk around in the blizzard, especially their deliciously unexposed heads.
There are a lot of enemies to take on, too. This is going to be an excellent early challenge for any nonlethal players, as sneaking up on the soldiers that roam the catwalks will be especially taxing. Be sure to stop every few seconds to let your radar update. Tip: One way to get the attention of the guards is to sneak up onto the first small observation post. After moving around to the far side of the ship, start climbing up the catwalks. You can find more SCK ammo on one of the dead-end platforms up here, if you look around carefully.
Chucking gas in the vents will take out the bridge crew. All of these can be done fairly easily. The bridge crew will be really difficult to take out without resorting heavily to your bag of tricks, such as gas grenades and sticky cameras. Head up the ladder by the bridge and take a left to disable Andrei there. From his body, head up the antenna, hack it to call Lambert, then go back into the menu to shut the power down to prevent the distress signal from going out.
Stand next to one of the fans here and chuck the knockout gas into the ventilation system. If you're attempting the mission in a non-lethal fashion, this will let you avoid the bridge crew altogether. As the captain escapes past the moving crate, hop down to the ground floor and get ready for some magic. Magical detection, that is.
Of your foes. Despite the snow, the soldiers here are going to be great at spotting you from their elevated positions. After disabling the deck walker ideally after first luring him back out of sight of the other two , crawl around the large fuel tank on the deck and sneak behind it. Doing so will let you access an open shipping container where more 5.
The highest soldier here is going to be a hell of a problem. He can spot you from a long ways away, as mentioned, and is more than capable of causing an alarm to ring out when he sees you. If possible, you may want to use a sticky camera fired from a good distance away to take him down ideally before you kill the soldier below him. Otherwise you may have to try for a long-distance headshot. Check your 3D map if you need to. Your goal now is to kill the captain of the ship before he can sink the tanker.
The first room features a single guard and a couple of layers of catwalks. The second room will have two soldiers inside. Head through the door, then immediately turn right to squeeze behind the large cylinders here. If you manage to make some distractions, such as by dimming the lights with your pistol, you should be able to get the lower of the two soldiers into search mode, allowing you to either gas grenade him or sneak up and knock him out. The uppermost soldier can be handled in a similar fashion if you lure him down with whistles.
You've got to sneak up on the captain; if he sees you, he'll blow the ship. Last up is the captain. There are two ways into his little abattoir. The second is by heading through the lower door in the two-man room, disabling the fans, then jumping over the railings and dropping down into the fuel supply there.
Shooting him or attacking him will cause his flare to fly into the fuel, thus bringing your mission to a quick end. The only way to take him out is to sneak up behind him and grab him physically, which will cause his flare to fall to the ground instead of going into the fuel. Finish him off afterwards to unlock the end of the mission.
Climb the ladder and open the hatch to the helipad to ship out directly to Shanghai. At the beginning of this level, you'll have to take on the controls of the helicopter you're flying in, after the pilot suffers an acute case of CIA poisoning.
Simply move the ship back on course by pressing your left analog stick to the right until the ground levels out. If you want to put the chopper into a maniacal death-spin, that's your right as well.
Time to get busy. When you can start moving Fisher around, move him to one of the small stacked set of pallets in order to boost yourself up to the railings above, where the guard was standing a few moments ago. He'll eventually move away a bit and start talking to the other guard on the small structure. When you're on the upper level, sneak around to the opposite side of the antenna building and climb up the pipe there to reach the roof.
Uh, I'm the cable installer? The two guards should still be busy talking when you hit the roof. If you're quiet and careful, you can stay in the green on your light meter while you sneak around and get underneath the zipwire and jump up to it, or you can zap the light on the antenna with your EMP device on your pistol if you want to be extra sure you're not spotted.
Either way, get underneath the zipwire and jump up to slide across. You go across bare-handed, which would shred the flesh of most mere mortals, but hey - this is Sam Fisher we're talking about. You'll land on another roof nearby, free of guards. Hop over the air duct near you and immediately drop down to reach another section of the same roof. A small set of wooden planks will lead you across to the top of a large container. If you head towards the lighted area nearby, you'll probably spot a couple of guards and a pair of floodlights.
Your goal is to drop down and head up the set of steps leading to the crane nearby. If you zap both of the lights and monitor the guard's reactions, you should be able to find a path to the steps. It's not very far. Just remember to edge off the container so that you turn around and grab hold before you drop; otherwise you'll make a crunching sound when you hit the ground and get the attention of the guards.
When you hit the top of the steps, move over to the small control panel near the crane. If you can't spot it right away, use your wave vision to see it. No guards patrol up here, so take your time and hack the box so that you can extend the crane with its lights off. Immediately after you do so, though, a soldier will come up the steps and investigate, so hide behind the control box until he goes away you can EMP the light across the way to move him more quickly , then climb up onto the crane and start rappeling down.
The climbing section of the level begins in earnest now. When you start rappeling, go straight down until you hit the window washing platform, then move off to the left. When you hit an obstacle in the corner, drop down to hang on with your hands, then continue to the left until you can slide down the pole nearby. From there, slide to the right while hanging on until you hit an obstacle in your path.
Moss can't see you through the window, as bizarre as it may seem. Record the meeting from anywhere you like. A party appears to be ongoing inside the windows here, so you'll have to be careful about your movement. Each of the two obstacles here will require you to pull yourself up to the top of the walkway and move on your feet, but each of them will also be "guarded" by a drunken civilian inside.
The first obstacle is near a man who rotates his head to look inside and then look out the windows. Wait for him to look out the windows, then, when he turns back inside, quickly pull yourself up and sidle along to the right and drop back down when you can.
At the second obstacle, simply wait for the gentleman in the chair on the left to get up and fall over in a stupor, then repeat the process and move off to the right. The fireworks here will occasionally light up your light meter, but that doesn't matter; if people can't see you, then it doesn't matter how lit up they are.
After the checkpoint marker, hook yourself up to rappel again and quickly go down the building; you can use your jump button to make one large leap if you like. When you reach the window into the meeting room, quickly equip your laser microphone and point it at the glass; you'll need to get there before the conversation proceeds too far if you want to have a chance to record enough to appease your NSA masters. If you jump down, though, you should be there in plenty of time.
With the meeting recorded, immediately stow the microphone and start hitting your jump button to rappel down as far as you can. The helicopter that you're hearing about will be coming down the building in an attempt to spot you, but if you're quick, you can completely avoid it.
Just jump down the building until you're forced to disengage, then quickly move off to your left until you hit a couple of gray panels. Drop down to your hands at this point and move over to your left. Real smooth, Sam. If you didn't beat the helicopter down to the bottom level here, you'll have to avoid its spotlight. It's a pretty regular rotation, where it'll move left when it's on the bottom of the ridge and right while it's on top. It's easy to avoid; just stand and move to the left when it's pacing on the bottom, then drop down when the light comes up top and move with your hands while it's on the top.
When you reach the gray air conditioning casings, again, move over to the left. You won't be able to go far, but no matter; a soldier will eventually come up to one of the casings and open up to peek outside. He can't see you, but you can pull him out if you wish, then climb up yourself.
If you're going nonlethal, then whistle to alert him, then wait for him to walk away and quickly tap the jump button to climb on up. He'll move around to the side, allowing you to sneak around to the right and disable him.
Now that you're inside the hotel, you have to find some way to get upstairs without causing a ruckus. You're in the laundry room, and Emile and friends are one level up.
Guess where you're going? Anyway, laundry room first. There are a few guards on this floor, but only one of them should currently be inhabiting the laundry room, although one more may join him soon. There are a few ways to proceed from here, but the simplest one will let you sneak through without getting any attention at all. To begin with, zap the light in the air conditioning room, then open the door and peek off to your right.
The soldier there shouldn't be able to see you, so creep off beyond the tables towards the red switch on the wall. With that done, watch the soldier until he moves off a bit, then sneak behind the left row of washers to find a small gap leading to an open access port.
This port has a ladder, which leads you up to a closet in Emile's hotel room. If you want to make things more interesting, you can fool around in the laundry room the valves on the walls cause bursts of steam to shoot out, which either disables or kills anyone it gets in contact with or attempt to move out the other exit from the room to find the stairs. It's a far more complicated path and will probably force you to disable more enemies, so if you're looking to stay stealthy, the behind-the-washers path is definitely the best bet.
When you scale the ladder behind the washers, you'll find yourself in a walk-in closet. Dim the lights here before opening the door; when you do, you'll hear a radio request for more guards in the hallways. That'll clear up most of the guards in the rooms beyond this area for you, making it easier for you to get to the safe. When you head out the door, you can check your 3D map to note that the safe is off to your left.
If you head through the door to your right, though, you'll be able to sneak behind and knock out the hacker in the chair, then use his computer to disable the security cameras on this floor. This probably isn't necessary, but it'll be helpful if only because there are two Sticky Cameras on the desk here for you to grab. Wait until all the guards have moved off before moving behind Emile and cracking the safe.
With that done, return to the larger room outside, with the dressing screen set up. One guard will be patrolling here; note his pattern and disable him.
From there, the tension mounts, as you have to stick to the left wall and get behind Emile as he waits while the money is counted. Sneak through the doorway to your left avoiding the one that Moss is planted in , and be sure not to flip any light switches. That only serves to get Moss's attention, and that's the last thing you really need right now.
Anyway, stick to the left, follow Emile through the doorways when he passes through, and keep your eyes open for a safe. When Emile goes past the safe and into the waiting room, crack the safe as quickly as possible if you've been having trouble with the minigame, save your game just before the attempt.
When the safe is open, sample the Red Mercury, grab the 5. There's an open hatch in the ceiling here, so jump up to it and start crawling along to move on.
At the end of the shaft, you'll come out over a server room. The only way out is to drop down, and that seems to always cause a little noise, which will bring one or both of the nearby guards over. There's a computer and a sonic grenade beneath you, but if you want to avoid trouble, just leave them be and run over to the ladder beyond you and start climbing up before you get spotted.
The computer has nothing of interest on it, and the grenade is You don't need it. At the top of the ladder, head out into the hotel's central shaft and find the rappelling point and rappel down a bit until you hit a walkway. An elevator will come up right next to the end of the walkway. Jump onto it and ride it downwards to another walkway, then repeat the process one more time to reach the lowest walkway here.
This is the level of Aswat's room, which is located between the two metal walkways which extend out to the outer circle of the hotel. Check your 3D map if you need help spotting it. A single soldier is pacing around in front of the door to Aswat's room.
He can be easily avoided if necessary, but if you want to take him down ahead of time, shoot a sticky camera in front of him and gas him, preferably in a darkened section of the corridor. Taking him out now will help you fulfill an objective later on. When you reach Aswat's door, a checkpoint pops up, the last of the level. There are four guards in the room, two in the bedroom to the left and two in the bedroom to the right.
Over time, they'll start milling about, but you'll want to head into the room as soon as you get there if you want to take advantage of the positioning early on.
If you don't mind knocking out or killing all of the guards here and it makes completing your objectives much, much easier , you can use any sticky shockers or sticky cameras you have to take them down. If you want to proceed individually, then quickly move inside the door and sneak into the bedroom, hiding in the corner near the bathroom. After the guards finish their talk, one will walk out of the room, leaving the one by the safe.
Wait a few seconds, then sneak over and knife him or beat him in the head. From there, you can proceed through the rooms, using sticky shockers on anyone remaining, or luring them into the shadows such as those in the bathroom of the bedroom and knocking them down. If you're going to clean the rooms, do so before opening the safe. When you're in the clear, pop the safe open and grab the documents inside. Doing so will prompt another NSA objective to appear. They now want you to kill Dr.
Aswat, who's returning to the hotel room. The trick here is that the JBA soldiers are coming down from the meeting room in a helicopter, and intend to bust you out of the hotel room by smashing through the window with a zipline.
Real subtle, that. Anyway, they'll bust through the window well before Aswat returns to the hotel room, so if you just sit around and wait for him to arrive, you'll be forced to leech off around half of your JBA trust meter, assuming it's full as can be. The trick? Kill Aswat before he gets to the room. As soon as you crack open the safe and grab the documents, head to the door of the apartment and open it if it closed. Way across the central shaft of the hotel, you should see Aswat and a guard chatting.
Quickly attach sticky cameras to your SCK and fire one towards the elevator. When you take over the view, make some noise with the camera until you get Aswat's attention. When he gets close to the camera, blow it up to easily off him. You need to perform these steps fairly quickly, or he'll start walking towards the hotel room and be out of sight for a few seconds, forcing you to get close to him and take him out with other means. When Emile fires the grappling hook through the window, hop up to the zipwire and fly across to the helicopter to end your mission.
Time for another group of missions in JBA headquarters. As you might expect, these are going to be a bit more tricky than they were last time, but if you plan your movements as best you can, you should be able to complete your objectives in the allotted time. After you get done talking to Lambert, hop on top of the dumpster and jump over the wall. Crouch and speed your way forward until you can duck into the garage and return to a safe zone.
Enrica will find you soon afterwards and start telling you your objectives for this next round of 25 minutes. Your main objectives are to complete the construction of the mines for the forthcoming operation in Kinshasa, and to infiltrate Emile's office in the HQ and analyze his files.
In order to get inside, though, you'll need to record some voices. As soon as Enrica moves past the voice-coded door, move back a bit and wait in the shadows.
She and Emile will meet on the steps and talk. If you equip your microphone and point it at them, you'll get voice samples for both of them, which will then let you bypass the door.
Record Emile's and Enrica's voices to complete one objective right off the bat. You only actually need to get one voice sample to open the door, but a profile objective in this mission is to obtain all five voice samples for the key JBA personnel.
If you wish to try this out, then get the voice samples for Emile and Enrica as they talk. When you have them, stow your microphone and leave the area, letting them finish their conversation in peace. Head back to the central shaft of the building. If you recall the staircase where you first entered the building under Jamie's guard in the last HQ mission, then head there.
There's a voice sampler on the fritz there, and Jamie will be heading that way to converse with the technician. Stand in the shadowed stairwell and use your mic to pick up the conversation. A minute or so after Jamie leaves, Moss will come to the same area himself looking for a guard at around on your timer.
Record his voice as well. Dayton is the last guy on your list, but he won't be available until later on. When you pass through the voice-activated doors and into the Low-Security Corridor, you'll be able to pick the lock leading to Jamie and Dayton's Quarters, where Dayton is laying asleep, having a nightmare.
Record his voice when he speaks to nab the last voice sample. Your main goal here is to assemble ten mines for the operation in Kinshasa. This isn't necessarily all that difficult, though. You can find the mine-assembly device near the door to Emile's security area. To use it, simply walk up to it and access the computer screen. There are only two controls involved here; on the , they'll be your right trigger and the left analog stick.
The right trigger will cause the detonators to descend into the mine itself, while the left analog stick will orient the detonator so that it heads into the core of the mine. If you descend too quickly, you'll likely have a hard time controlling the detonator's movement and crack it on the side of the mine.
If you descend too slowly, you'll have a hard time lining up the detonator with the center of the mine since the slower it moves, the less control you'll have over it. Back in my day, we had to assemble mines by hand The trick, if there can be said to be one, is to go not too fast but not too slow. This is more of a touch game than anything else. We found it best to adjust our aim using the diagram in the upper-right corner of the screen to guide us, but also keeping an eye on the height of the detonator on the right.
If you're in the green zone when you're just above the sweet spot, you can hit the plunger and send the detonator where it needs to be in one swift stroke. You have fifteen detonators to work with and need to construct ten mines, so you have some leeway here. It's best to save your game before you attempt this mini-game and give it some practice before trying it for real; doing so will save you time when you actually get good at it, and you'll probably need all the minutes you can get here.
Just be sure to finish them off before you head up into the restricted zone, since you might not get the chance to come back down here. The first two objectives here are exactly the same as you encountered earlier. Theoretically you can earn some more JBA trust if you repeat them, although you'll be cutting things close, time-wise.
The disposal of the pilot's body is pretty easy. Just pick him up from the cot in the infirmary and drag him down near the furnace room. You'll eventually get a popup command that lets you place him on the cinderblock near the furnace; the dirty work of disposing of the body is apparently left to someone else.
Don't bother doing this mission unless you need the trust, though, as it's mostly just busywork. Once you're done with four of the five voice samples and the mine assembly and maybe disposing of the pilot's body , you can start working on the other collection items here, as well as the main objective of scanning the blueprints in the safe.
First off is one of the professional background information files, for Dayton. His file is in the server room, next to the workstation there. You can enter the server room like you did before; hack the keypad, ride the pipe over the camera and drop down.
And apparently he isn't going to be unique in his posts he is just going copy and paste his rant into every thread that has a smidgen of negativety towards Double agent. Has something to do with how Vista 'secures' programs in the "Program Files" directory All SC's rock, just one rox more than the other. I thought it was a great game. CT changed it up.
I only wish the story was told better on the And the Money Train and Rooftop missions included. Contact Us Archive Top. The email address for your Ubisoft account is currently: Verify now. But only once every 10 hours or so. That would be normal. Here is a list of things you can do to fix the crashes.
It should be under Run this setup as admin for good meassure. Check our SCDA guide for instructions. You ll find a link in my profile page. The key file here is the Default. Again, check our guide. Good luck! Last edited by Illuminatus ; 7 Jan, am. Per page: 15 30 Date Posted: 31 Dec, am.
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