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jonin

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togo! molto furtivo io sono forte

Splinter Cell:
CITAZIONE
Keypad codes:
and Nemnoch.

Mission 1 - Police Station
Keypad 1: 091772
Keypad 2: 5929

Mission 4 - CIA HQ
Keypad 1: 7687
Keypad 2: 110598
Keypad 3: 2019
Keypad 4: 110700
Keypad 5: 0614 (if Dougherty gets through the door before you can)

Mission 5 - Kalinatek
Keypad 1: 97531
Keypad 2: 33575
Keypad 3: 1250

Mission 8 - Chinese Embassy, Part II
Keypad 1: 1436
Keypad 2: 9753
Keypad 3: 1456
Keypad 4: 1834
Keypad 5: 7921

Mission 9 - Presidential Palace
Keypad 1: 2126
Keypad 2: 70021
Keypad 3: 66768

Level select:
Enter !LAMAUDITE! as a name.
oached, vgr.

Throw further:
When you are throwing a can or a bottle, hold L to throw it harder and further.
Sam_Fisher Jnr.

Hint: Abbatoir: Easy kills:
Before dropping into the freezer, while in the ceiling use your thermal goggles and take out the three guards.
Rich Jones.

Hint: Abbatoir: Ammunition:
When you are in the room with a guard sitting at the desk that must be interrogated, behind the laptop is a machine gun. Near that there is a lot of 5.56mm ammunition for your SC-20K.
Ben Wrangles.

Hint: Abbatoir: Kill Grinko easily:
Equip a sticky shocker to your SC20K and shoot Grinko with it. The sticky shocker will kill Grinko with one hit.
Michael W.

Hint: Abbatoir: Protecting hostages:
When you enter the basement where the hostages are held, notice that there are two or three doors. Equip your Wall Mine and place them in front of the entrances. Do not place the Wall Mines near the entrance to which the turrets are placed. Instead, place them near the main entrance to the basement. Sections of partition of the animal pens will be exposed or seen when the guards enter, and they will through the middle and left entrances. Place the Wall Mines on the partitions enough to be in the middle of the entrance (in length) or in the close range of the door. Once they are set, get ready to cut down three guards. This is the best way to conserve ammunition if you are low. You only need to place two, because the guards will not enter through the third door. This will take out the first wave of guards, leaving you to kill only three of them. You have to do this before you talk to the Chinese hostage, otherwise you will be killed. Note: It is possible to kill Grinko with a well-timed Gas Grenade if you are out of or are low on ammunition.
Kelvin Lam.

When you shut down the guns in the room, also turn the IFF off. This was what prevented "friendly fire" from the turrets. Also, place a mine on the wall at the end of the middle lane opposite to where the guns are placed. After this, talk to the hostages. As soon as you hear the enemies coming in, go back between the turrets and reactivate the guns, but do not enable the IFF again. The Wall Mine in the middle lane should take out any immediate threat to your position. The guns will kill anyone going down the side with better accuracy than the mines. It also helps to hurl a grenade over the wall that the mine was placed on to increase the carnage inflicted on the oncoming enemies. After all his men are killed, Grinko will hide in the corner. Use your stealth to creep up behind him, for a well placed head shot or a sticky shocker.
Gabriel Gray.

Hint: Abbatoir: Less enemies:
When you are on the roof with the windows in it after the minefield, instead of crawling along the beams when the search light goes out you can sprint across the roof, jumping over obstacles. If done correctly without stopping, the man in the room below will only say "What's that on the roof", instead of "That's no rat, lets go". When this happens, several men will not appear through the door and start shooting. It may not be in true stealth style, but it is quick.

Hint: Abattoir: Endgame:
After you have disabled the antenna and picked the lock to enter the building, open the door directly in front of you, Pick up all three Wall Mines downstairs. You will also need all the Frag Grenades to kill Grinko easily. Collect and save them carefully. At the endgame, you are in the barn just before you meet the hostages. Set up booby traps with the three Wall Mines: Put one on the wall behind the left entrance, another one on the left white separator wall facing the hostages (in the middle of the barn), and the last one on the separator wall first half through the aisle that leads to the door to the American hostages. Set up the Wall Mines in the reverse order just described, since you still have to move back to the middle isle to disable the turrets. After you talk to the Chinese, you can take a nice comfortable sniper position in front of the middle aisle; everyone trying to kill the Americans on your right will be blown up.
Sam Fisher.

Hint: Abbattoir: Items:
When you start the mission and kill the first three men, go through the door or over the wall. The room above your head where the first spotlight is located has the following items: Flare, Frag Grenade, Sticky Shocker, 5.56 ammo, 5.57ammo, and perhaps a med kit. To get them, kill all four guards in this area. The only way up there is your intelligence and training skills -- stack the eight drums on top of each other in front of room. Note: Remember use your heat-vision goggles to see the mines.
ItalianLover000.

After the first save point, you are in a place where you have to watch out for snipers and land mines. Take out the man on the ground. Then, take out the man on the sniping post to your right with your SC20K. Then, look at the far end of the area. You should see a long balcony. There is another sniper walking back and forth over there. Take him out with a headshot. Next, make your way over to the dumpster. Do not let the spotlight shine on you. There is another sniper inside the first sniping post. He will not appear unless he hears you or the spotlight is on you. There will be a stack of barrels. Get on top of them. Face the sniping post and jump towards it. You should grab on to the edge. Shimmy to your left until you turn the corner. Get up there. Quietly sneak through the doorway with the curtains over it. Sneak up behind the guard and knock him out. In that room should be some ammo for your pistol and SC20K, a flare, a computer (data stick), and a medkit.
Michael W..

Hint. Abattoir: Land mines:
All land mines can be seen in the dark with your thermal imaging. They will flash about every other second. Use thermal imaging when going through the cold misty areas where the meat is kept. This helps you to see guards before they can see you.
James.

Hint: Abattoir: Hiding bodies:
Knock out the first set of guards and go to the water tanks. Switch an object on. The gates outside will be open and you can hide the three bodies in there.
joost.

Hint: Chinese Embassy: Part one:
Sneak past the first few guards. Do not waste time on them: When you start the level, you have to jump a fence to get inside an alley. Run until just before the lights at the end of the alley, then continue crouched. Even if the guards spot you, there is no need to stop. Continue behind the fire to the ladder in the dark corner of the room. Once you are up, you can easily knock out the guard below by jumping on top of him. Then, continue and sneak past the two guards ahead. You have to time your sneak carefully. Once you get past them, use the same principle; move through the courtyard in the shadow up to the fence, then continue next to it to get inside the little yard in front of you. Once inside, leap down the manhole. Do everything previously described without stopping, except when you sneak past the two guards in the alley. If you are not in a particular hurry, you can also pick up the medkit after you knocked out the guard. It is located on the balcony on your right.
Sam Fisher.

Hint: Chinese Embassy: Trailing enemies in the sewers:
When you first enter the sewers, equip your smoke grenade and walk down the path that you are supposed to take. When the three enemies appear, position yourself close by and shoot the smoke grenade in the middle of all of them. Wait until the smoke clears and continue on. This is easier than trailing them one by one.
Untoucable001.

Make sure that the three soldiers are walking on water, then shoot a Sticky Shocker on the water. The soldiers will get electrocuted. Make sure Sam is on a platform before doing this.
kj_philies.

Hint: Chinese Embassy: Finding the CIA contact:
After you have finished through the sewers and are hanging on a ladder after a checkpoint, there are two guards. One is close to you, but standing in one place facing away from you. The other one is moving back and forth away, and towards you. The easiest way is when the moving guard turns around and goes behind the curtains for it to be dark, instead of waiting for the moving guard to walk away. Climb the ladder you are on, crouch down, and slowly walk to the ladder. Once you have finished climbing that ladder, those guards will not see you as long as you are still up there. However, when you are climbing the ladder, the moving guard may or may not see you. If you did the "go behind the curtain" plan, when the moving guard turns around and walks, immediately walk slowly while crouched to the ladder and climb it. The moving guard should not be able to see you while you are climbing it, because he is turned around and far away from you. Once you are at the top, you will be on wood. Try not to make any noise while up there. While you are up there, you will find a pipe to climb across. Note: You do not need to put your legs up there while you are climbing. When you get across, there is more wood that you will land on. While you are on that wood, there will be a dead end and an open window for you to climb in. Go through the open window. If you need too see better in there, turn on your night vision goggles. From this room, do not worry about silence. Just climb the pole up, and while you are climbing you might hear a squeaky sound. Do not worry about it and just keep climbing. Once you are up there, you will find your CIA contact standing behind a large red sign in front of an open door. Talk to him, and he will explain everything there.
plweaver.

Hint: Chinese Embassy: Code numbers:
In part two, after the checkpoint you will come down the trap door to a tunnel with the guard. You must to enter three code numbers following a guard using your thermal goggles. The codes are: "1456", "1834", and "7921".
tony.

Hint: Chinese Embassy: Big room:
Go through the doors and kill the soldier to the right by shooting a Sticky Camera at the white woman statue that you see once you open the door. When you are in the view of it, press B to make a whistling noise. When the guard gets directly in front of the camera, press Y knock him unconscious. Then, press R to leave that view and shoot the unconscious guard, so he will not be woken up by another soldier. If you shoot him, a commander will come down the stairs to the left to investigate the noise. He is armed with a Czech. Shoot him, and there will not be anymore enemies for the time being. Next, jump onto the ledge directly to right of you, where the vases are located. Once on there, shoot the vases with your pistol. You have to do this twice before they are gone. Disable the turret and jump onto the ledge of the upper floor. Once there, shoot the light above you, and then turn off the IFF mode of the turret, so that when the two soldiers appear, they will be killed. Shoot out all the lights except the ones on the bottom floor, then jump onto the pipe that hangs above you by the turret. Shoot out all the lights that shine on the flags and wait for the commander and the other soldier to go over to the retina eye scanner. The commander will open the door for him, then will stand there alone facing the turret by the stairs. Shoot your pistol around where the turret is located, and he will investigate. When he leaves, get off the pipe then disable the turret. Slowly go to the corner of where the turret is by the door. Wait for the commander to return. When he is over the retina eye scanner, slowly go down the first flight of stairs and shoot a Sticky Camera in the corner where you were just at. Make a noise, and he will go to that corner. He will wait there and look at it, but will not stay there for long. Sneak up behind him and grab him. Force cooperate him to use the retina eye scanner, which will open the door. Then, take him to a corner and knock him out. If desired, you can shoot him. Next, go to the door which will automatically open and shoot the soldier at the computer. Use the computer and retrieve the data stick. Go over the far window, go up onto the table, crouch down, and press A to slide open the window. Then, walk outside of the window and drop down to the overhang. Drop down to the ground to finish.
Jason Tuckwell.

Hint: Chinese Embassy: Man on the moon:
After you have knocked out the first two guards, look up at the moon as you continue. From a certain angle, you can see a face on the moon. You can also use a Sticker Camera to see it from the correct angle if needed.

Hint: Chinese Embassy: Shortcut:
After you climb the ladder, instead of jumping down wait until the man starts to go away and towards the wood bridge. Climb the ladder quickly before the guard sees you, then jump on to the pole and hand-over-hand to the other side. It may help to crouch. There is an bonus med-kit on the other side.
AsianAssassin11.

After the third save point, you must follow a truck and laser mic a person in the window and a car. When you are in the shadows when you first start after the save point, there are some walls that are close enough for you to do a split jump. Note: If you laser mic the car or person too soon when he is talking, Sam will have failed the mission. After you laser mic the person in the window, climb the pipe, jump down, talk to Coen, and you have completed the mission.
plweaver.

Hint: Chinese Embassy: Hidden ammunition:
After you zip line, instead of going to the path with the ladder, go the other way. You can knock out the guard or just bypass him. There will be some ammunition for your pistol on the garbage can.
AsianAssassin11.

Hint: Chinese Embassy, Part 2:
Once you get to the hallway with the lockers, look into the closet for a med kit. Then, go through the door into the stairwell and silently go up the steps. There will be a guard with his back to you and another one pacing in front of a desk. There is also a camera on the wall across from the first guard. First, turn out the light in the stairwell. Then, sneak up behind the guard and grab him. Time this so that the other guard is going away from you and will not see what you are doing. Then, walk him while he is conscious into the dark corner of the room on the left. If you go all the way into the corner, you will not be seen by the camera at anytime. Knock out this guard. Next, shoot a distraction camera toward the wall directly under the camera or toward the darkness. Use the camera to make noise and when the guard is close enough, knock him out. Then, go down the hall and through the first door. Quietly go to the doorway. Use your night vision to see two guards in the beds. Shoot a distraction camera under the bed toward the head of the guard on the left and trigger the gas. Then, as the second guard gets out of bed, snipe him in the head. On the bunk on the far left is a med kit. On a table between the two middle bunks is pistol ammunition and a frag granade. Go up to the door to the room next to you, but not into it so you do not trigger an event. Us the thermal goggles and shoot out the light. Then, go back out the same way you entered and shoot out all the lights in the hall. Switch to night vision, open the second door, and two guards will start down the hall. Move back into the hall directly across from the double doors. Wait for the guard to open the keypad door. Once he moves just inside the doors, shoot the guard with the machine gun in the head (with the pistol if you have enough ammunition). Go just inside the doorway until the first guard goes upstairs. This will get you into the room without using the thermal goggle trick.
PCMrFixIt.

When you return to the Chinese Embassy, at the beginning of the level go toward the Chinese restaurant entrance. When you go through the door, stop at the wall. Shoot out the nearest light. A guard will hear you. Go back out the door and hide when he leaves to go back inside. Do the same thing to the other light. When you return, go all the way inside and run across through the gap in the walls. Hide behind a table, take out a diversion camera, and fire it at the picture. Press Y to release the gas. Both of the guards eating should be knocked out in their chairs. The cook in the other room does not notice. To take him out, shoot another diversion camera at a wall near him. Press B to make the camera whistle. When he goes toward the camera, press Y to release the gas and take him out. Then, continue with your mission.
BaDNeWz7.

Hint: Chinese Embassy, Part 2: Main hall:
The main hall is a lot easier than you may think. Open the keypad locked door using your thermals, then move to the side. Wait until the door closes, then jump up onto the small shelter behind the door. Be careful at this point -- you must walk around the vase on the top so you do not attract the attention of the guard hiding behind the automated turret. When you have done this, you are directly above him. Do a drop attack on him to knock him out, then hide him underneath the shelter behind the gun, as he will be well-hidden there. Turn off the IFF on the turret, then jump back up onto the top of the shelter. Next, jump through the gap in the railings to get behind the automated turret on the landing. Also turn off the IFF on that turret then turn around and jump onto the pipe hanging above. Move behind the Burmese flag to hide. Do all this before the guard appears. By doing this, you will be hidden and the guard can be disposed of quickly by the turret. However, do not go any further. If you do, the game will continue and you will not have a chance to hide the body. Go back, deactivate the turret, then hide the body in a darkened room behind a door to the left, slightly further along the landing. Once he is hidden, go back to the pipe that hangs behind the smaller Burmese and the larger Chinese flags. Jump up onto it and go along it. Do not crouch -- you are in fact better hidden from the two guards that walk along the other landing if you do not crouch. Once the colonel has let the guard in the retinal scanner-locked door, wait a moment while the guard enters and the colonel positions himself in front of the door. Then, continue along the pipe, bring your legs up when you need to get over the railings, then get ready. Bring your legs down first. Quickly press Y followed by B, otherwise the colonel will hear you drop and you will die unless you knock him out. Grab him and use him to open the retinal scanner. Take him inside and use him as cover to shoot the other guard already in the room. Knock the colonel out and hide his and the guard's bodies between the plant and the file cabinet in the small corridor.
DavidEdwards32.

Hint: Chinese Embassy, Part 2: Kill sleeping guards:
Use the following trick to easily kill the sleeping guards and get more time for the keypad. First, creep into the sleeping quarters with night vision on. Go along the first bed, which should have a medi-pak on it. After picking it up, move right until you are as far as you can go, next to the sleeping guard's bed. Then, place a wall mine on the wall, creep back as silently as possible, and go through the door until you can just see the wall mine through the scope of the SC-20K. Shoot the mine to instantly kill the guards. Do not worry if you do not hear a scream -- they are defiantly dead. Next, go back the way you came until you are at the double doors with the keypad. Shoot out the end two lights. Note: If you miss, use the thermal vision to get an easier target. Then, go back around past the bonfire and through the door at the other end. Wait until the two guards go through the door and quickly do the thermal vision trick.
Rave.

Hint: Chinese Embassy, Part 2: Gundam Wing references:
When you are in the warehouses, you can find a Gundam toy box. After you go through the second of the thermal goggle keypads, you will be in a small supply room. If you look at the blue box standing up on the table with the 5.72mm bullets, you will see a picture of Gundam Epyon from the anime Gundam Wing
Information in this section was contributed by FratleyLionhart.

Hint: CIA Headquarters: Final four checkpoints:
Non-lethal ammunition is very important in the CIA HQ. You need to conserve it as best you can. The following steps start at the first place you should use it: After you enter the weapons room and disable the turret gun, take the elevator up and save at the checkpoint. Enter the room directly ahead of you. Once you are inside the room, stick to the right wall and sneak around back of the guard sitting at the computer. Behind the desk is a walkway which will allow you to sneak quietly around the room without confrontation. When you get towards the back door, wait for a guard to leave and then creep into the next room towards Daugherty's office. Once the area is clear, begin your walk towards the security camera at the end of the hall, then save the game. Wait until the camera turns away from you and use the first of your non-lethal ammunition (either the sticky shocker or foil ring) and knock out the guard sitting underneath the camera. When the camera turns away again, run underneath it and take aim at Daugherty, who is working with the soda machine. Shoot him with your second non-lethal weapon. Your headset will tell you it is a mistake, but it is easier this way. Drag the guard from the chair back to Daugherty's office --beware of the camera. Once you have hidden him. go back to Daugherty's body, again mindful of the camera. Grab his body and make your way for the door at the end of the hallway. Keep to the right side, crouched so that you can sneak past the break room window and then down to the keypad door. The code is "0614". This will bring you out to the smoking area, where there is still one guard out on the terrace. Again, use non-lethal weapon to knock him out and then hide his body. Then, pickup Daugherty again and bring him down to the next door and your final checkpoint. At this point you should have more than enough ammunition to shoot the four guards and the engineer non-lethally and easily escape the level.
baorao.

Hint: CIA Headquarters: No power in the elevator:
If after entering the weapons room and disabling the turret gun you find that the elevator up to the top floor (Daugherty's office) has no power, you need to go back to the main server room and complete your objective by accessing the main server computer twice. This will create a new objective of breaking into to Daugherty's office and also restore the power to the elevator in the weapons room.
baorao.

Hint: CIA Headquarters: Bypass first guard:
At the start of the level you will be outside. Turn left and follow the fence. Eventually, you will reach a wall, and a fence will be on your left side. Climb the fence and go around until you find an opening. Go into the ventilation system. You will reach a checkpoint. When you drop, try to make a little noise so that the guard will start looking for you, then hide. When he stops looking for you, he will remain in one location. Go over to the fence behind him very quietly. Climb the fence and get to the other side. If done correctly, he will not notice you. Do not climb down. Instead, climb directly above him and jump by pressing Y.
Aaron.

Hint: CIA Headquarters: Knock out guard:
if you get seen by the guard with a gun, do the following. First knock out a person and put them near the door inside the room. Then, run flat out but be sure you see him following you. Open the door and turn out the lights. Wait in the corner on the right (to him). Wait and he will call in that he found a body and turn around. This is the best time to grab him. If you are found near the soda machines, grab a man with a security jacket. They are generally unarmed and just run away. You will then face the man with the gun. Note: Make sure the hostage is facing the gunman; he will not take any chance of hitting that man.
Medyed.

You are not armed with a gun, and you must therefore knock out guards. Instead of sneaking up on them, run up to them with any weapon holstered and press R. You will hit them with your elbow. Do it again and they will fall to the ground, knocked out.
JangoFett.

Hint: CIA Headquarters: Get rid of three guards at once:
First, go to the security office and flick the lights off. Then, crouch down and go in the corner near the door. When the guard enters to turn the lights on, knock him out. Move his body away, then flick the lights on and off. Hide in the same place. Wait for awhile and another guard will appear to turn on the lights. Do the same to him as done to the previous guard. Flick the lights a third time and the last guard will appear. You have to be careful with him, as he can see you in the corner. Knock him out quickly.
jawing27.

Hint: CIA Headquarters: Shortcut:
After you have came through the fan and reach the first checkpoint, an engineer will walk past. After he has left, run and jump over the fence. Knock him out, then hide him in the dark. Do not run round the corner, as there is a camera at the other end. Carefully sneak past it and you will reach a set of stairs. Go up the stairs, but be cautious as there are two guards up there. Go into the first room on your right. Pick up the items and go through the opposite door to bypass half the level.
gavin.

Hint: CIA Headquarters: Items:
Get to the first floor, at the intersection with the sign that reads "Server Room >, and Security Station 1 <". After you get the Data Stick from the room that the man appears from, go down the hallway until you get to the intersection. Turn left and go down that hall until you turn right and get to the door. Enter the door and you will be in the security station. The guard should be talking to a passing guard. Wait until he is done. As soon as he finishes, sneak up behind him and grab him. Make sure no one sees this. After this is done, drag him into the dark corner near the door and knock him out. Go through the door in the far corner and you will be in a closet. In there, there is a Med Kit, Sticky Shockers, and some other items. When you are done, go through the door you came in, then go back down the hall to the intersection again, being mindful of security patrols. If you see a security guard by himself, grab him, knock him out, and hide him in the shadows. Down the hall, there is a closet with some gadgets in it. When you are done with this hallway, go through the door with the keypad on it.
Robert.

Use the following trick to get more Stick Shockers and Cameras. After the door you follow Dougherty through, go to your left. There is a door marked "UFO Sightings Office". Pick the lock and go in. To your right is a keypad door. Directly ahead is a computer. Use the computer to get the code for the door. On the inside are three Sticky Shockers and three Sticky Cameras.
Robert Gibson.

Hint: CIA Headquarters: Alternate entry route:
When you must infiltrate the CIA complex to find a mole, an alternate entry route into the building is to sneak around to the ventilation systems as usual. However, instead of climbing the fence and entering through the disabled fan, sneak by the two guards near the van talking to the civilian by following the darkened front wall area near them. You will soon reach a drainage pipe going up the wall. Quietly scale this pipe and get onto the large outcropping above the van. In the crouched position, walk to an open vent in the front of the building and enter. You will need to open a trap door and drop down on the inside of the CIA building on the other side of the front doors. Stay up on top of the doors and wait for the guard to appear. Then, drop down on him and knock him out. Drag his body to the darkened area off to your left then follow that wall to the small counter where a guard stands. Stand up at the left edge of the counter near the wall and pick up the pop can. He should not notice you if you are quiet and still in the dark. Throw the can backward into the general area from where you started off. The guard will walk towards the sound and you may sneak by him. Go through the metal detectors. Enter the room on the right for some health and Sticky Shockers, or go directly into the other set of metal detectors to get a checkpoint. This will put you past two guards, a maintenance man, and a camera, which you would have had to pass if you had chosen to go through the ventilation.
Samarium67.

Use the following route instead of going through the ventilation system. When you first start this level, go to the cage the has the fan in it. Do not jump the fence. Go to the right of it and turn on your night vision goggles. You should see a pole walk to it. Be extra quiet, as there are three guards outside a van talking. Climb the pole, and you should see a vent open. Go through it, turn left, and open the trap hole. Go through this. It will take you straight to the main hall. You will land on a bookcase. Go straight (or to the left side of the hall). Go straight to the main counter. Quietly jump the counter and knock out the guard. Go through the door and knock out the guard in this room. Go out the door to the right. Take a quick left and go through the inactive metal detector.
anastaciajh.

Hint: CIA Headquarters: Entering UFO office:
Towards the end of the mission is a locked office with a "UFO Sightings" sign on the side. Inside the office is a keypad locked door. To gain access to this room, read the data stick file found in the computer in the office. There are several Sticky Cams and Sticky Shockers inside.
DB.

When you are about to kidnap Mitchell Dougherty in the smoking area, just past the door with the key code "0614" is a locked UFO department door. Use the lock pick to open it. Inside is another locked door and a computer. Access the computer to get a coded file. It has a number at the end of the data stick. Use it to unlock the door. Unside are three Sticky Cams and three Sticky Shocker. After you do that and return to the hall, the alarm always sounds.
Buck Buchanan.

Hint: Defense Ministry: Getting to the South Hall/Wing:
After interrogating the driver and heading back upstairs, save at the checkpoint and view the intermission sequence of the window in the courtyard opening. Walk out on the balcony and turn left. Jump on the rain gutter on the wall. Move along the gutter towards the open window. If an alarm goes off, you have not properly hidden your dead bodies. Move back through the level and throw all your dead bodies into dark corners.
baorao.

Hint: Defense Ministry: Alternate way to enter building:
Instead of falling on the balcony and sliding down the pipe when the level first begins, turn to the left. You will find one of those things you can rappel down. You can repel down and into the building.
Kyur4thich00.

Hint: Defense Ministry: Nikoladze's Office:
Once you rappel through the glass window and kill the guard, access the computer in the far right corner of the level first. Then, access the main (Nikoladze's) computer closest to the window. Immediately run back to the window and drop out, but stay near to the ledge so that you will grab hold of it and hang out with the window. Guards will enter and search the office. They will not see you if you remain hanging out the window. They will clear the room, then leave. You can now access the computer again (as instructed by HQ). Then, proceed with caution when reaching your extraction point.
baorao.

Hint: Defense Ministry: Listening to Grinko and Masse:
When you are listening to Grinko and Masse talk in the elevator, go straight near the middle of the statue. When they are done talking, run to the open window on the right side.
Oitzdareal.

Hint: Defense Ministry: Hack into computer:
Use the following trick to hack into a computer without getting detected. Start by rappelling down the building as usual, until you see a guard. Then, take a clear shot at his head. Once this is done, break into the window, grab his grenade, and shoot out all the lights in the room. Then, check the computer. When the guards come running in, fall out the window that you came in through. Hang until they all are gone. When the shocking music stops, get up and check the computer again. Finally, go out the door and turn left. Go through the door that was previously jammed. Run to the bottom and grab the medikit; then go through the door. Quickly turn around to face the door. Throw the grenade to kill the guard pursuing you. Make sure you are far enough away to avoid injury. Hop on the pipe and slide down to the bottom. If you are quick enough, you can see how the guard was killed by your partner.
Untoucable001.

Hint: Defense Ministry: Rooftop:
After you access Nikoladze's computer, you must go out and hang from the window. After they all leave, if you only knocked out the guard when you came in, you must either kill him or knock him out again. Quickly go back to the computer to gain the information. Then, you must leave the room. Go out the door and go to your left. At this point you do not need to be silent. Go to the door that you could not open previously to find a flight of stairs. Go down them. Pick up the medical kit and use it if needed. Open the door, then jump over the railing to your left. Immediately run to the elevator shaft at the far end of the roof as fast as you can. Do the same thing as you did with Nikoladze's window -- hang down. A guard will appear and investigate. Do not worry -- just keep hanging. He will leave in a moment. After he leaves, wait a second to make sure he is far enough. Climb back up, then turn around. On the opposite side is a pole which you can go down. Jump across and grab it. When you go down, your van will be towards your left. Your van help will kill a guard. Go up and talk to him.
pmgoldberg.

When at the top of the roof at the Defense Ministry -- while hanging from the elevator shaft, you do not need to wait for him to leave to shimmy down the pole. You can drop from beam to beam until you reach the bottom of the shaft. While hanging from the top, press Y to drop, then Y again to catch the next ledge/beam. This will take you to the garage where your extraction point is located.
Adam Hawkes.

Hint: Defense Ministry: Get rid of guards:
When you are in the south wing, before you go down the stairs go directly to the railing. Hang of the edge and press Y to knock him out. Then, do the same for the man below that.
LoriS24672.

When you are in the courtyard, instead of using the laser mic on the elevator, quickly run over to the double doors on the other side. Use a disposable pick on it. Go inside, and the three guards will not do anything to you. Quickly get a head shot on all of them, then run outside and use the laser mic as usual. If done correctly and quickly enough, the doors will open and the guards will be dead, allowing you to continue without avoiding them.
Thomas Cullum.

After you have climbed to the roof above Nikolade's office, start to repel down the wall but stop just above the windows. There is a guard patrolling the inside of this office. You can kick through the window and enter, but you will then have to deal with the guard. Instead, stay above the windows and shoot the far right window out. The guard will go to each window. When he comes to the far right window, you can shoot him in the head with your pistol, resulting in a one shot kill. As long as you stay above the window, he will not see you. Make sure to grab his satchel and equip the frag grenade before you tap Nikoladze's computer. When the three guards come to investigate, hide behind the desk to the right and throw the grenade at the doorway, quickly taking care of them.
Marsbar988.

Hint: Defense Ministry: Clean head shots:
After you Laser-Mic the conversation between Masse and Grinko in the glass elevator, kill the three guards in the courtyard and climb the skirting into the South Wing. You will reach the room with the elevator. Hide on the left side of it, aiming your pistol at head level towards the elevator. Two guards will run out. Kill them, but do not waste your time hiding their bodies. Get into the elevator that they came from and go to the seventh floor. There will be a glass door with a keypad on either side of the hall. Go to the one on the right and move back and forth in front of the door. The soldier in there will see you and run to the door. Back up so you will not block the door. Let him unlock the door, and as he is opening it, get your sights on his head. It will not move after the door is opened. The second the door is open all the way -- fire. Do the same on the other glass door. This is a good strategy to get clean head shots.
Chance Whidby.

Hint: Defense Ministry: Get access to Retinal Scanner:
After you get into the room with the cooks and are hiding in a crouched position, do not use the "throw the bottle into the freezer technique". You will need both of them later. After the soldier leaves the room with the cooks, stay in a crouched position and slowly move along the left side of the table that you were hiding behind. Come up behind the first cook you encounter, in the white shirt. From there, grab him and go into the human shield position with your pistol extended. The other cook may or may not notice that you are there. Shoot the cook that is washing the dishes (or running scared for the alarm). Knock out the cook that you are holding and carry them both into the freezer, as far back as you can go. Turn out the freezer light, then put on your night vision goggles. Turn off the kitchen light and open the door. As quickly as possible, run across the room and hide behind the open door. The guard will enter to turn on the light. As he stops to turn on the light, shoot him in the head. Hide him behind the counter. Next, run out of the open doors and over to the stairwell until you hear the music that indicates that someone saw or heard you. Run back into the room and hide behind the same door as before. The guard will come to turn the light on as before. Do the same thing as you did previously; shoot him in the head. Hide him behind the counter and go back into the kitchen. Get one of the glass bottles by the open window, on the table, and run back through the kitchen, through the adjacent room, and through the open doors. It is now safe to turn off your night vision. Note the guard by the locked door across this huge room. Walk over to the balcony and hum the bottle at him. Sometimes you will knock him out, sometimes you do not. If you do not, you will hear him say either "that's unusual" or "what the Hell...?". Either way, go once more into the room in which you killed the two guards. Hide once more behind the open door by the light switch. It may take him awhile to get up there, but he will also meet the same fate as his two comrades. Shoot him in the head as he turns on the light. That eliminates the guard by the door, thus decreasing the chance of an alarm going off while you take out the second guard in that room. This will be a little trickier. Go out of the room and down the stairs onto the second level. After you get to the bottom of the stairs, go straight into the corner that you are facing. Go to the railing and run back and forth across it until you hear the music that indicates you have been sighted again. Hide back in the corner and wait for him to climb up the stairs. Once he gets up there, you have two choices. Either sneak up behind him and knock him out, or shoot him in the head. Now that you have cleared the room of the two guards, go back up the stairs and into the kitchen. Get the last bottle, exit the kitchen, go back into the room, and down the stairs. Use the computer until you hear Lambert talking. He will tell you that a Colonel is coming and some other things. Hide under the stairs to the left of the computer desk, in the dark by the wall. Wait for the Colonel to get down the stairs and sit in his desk. Throw your bottle at the wall in front and to the left of the Colonel. He will go to see what happened. Sneak up and grab him, thus giving you access to the Retinal Scanner.
Chance Whidby.

When you start on the balcony, look left then step on the railing. Then, jump up onto the gutter. Keep sliding along until you reach the window. Stay behind the table until the guard that enters leaves. The easiest way to do this is to run up right at the door (not crouched); a cook will run at you to switch on the alarm. Press R to knock him out. The other guard ran into the freezer and will be crouched down. Do the same to him. Place their bodies in a good dark location. Next, move into the next room and stay in the shadows. When the guard is not standing at the door and looking in your room, run to the door. The next time you see him looking into the room, turn the lights on then off. He will probably say something similar to "What the hell?" You can either use your gun when he enters the room with a headshot or press R. Note: Stay behind the door and press R and he usually will not see you. Next, throw a bottle near the stairs and the next guard will come up. Do the same thing to him. After that, go to the stairs that lead to the second floor. Then, on the next floor, there are two sets of stairs. Take the left set. Go very slowly. As soon as you reach the bottom, go behind the same stairs that you came down. It is very dark here. Then, line up your headshot on the guard near the computer. As long as you get a headshot, the other guard will not notice. Hide his body in the shadows. The next guard can be shot (if you have enough ammunition) or just use R. Hide his body as well. When the colonel comes down, just approach him as slowly as possible. Go into crouch mode and grab him from behind. Drag him to the retinal scanner and press A.
Jordan Reyna.

When you get into the kitchen through the window, let the cooks and the officer see you as you go into the freezer. Shoot out the lights before they come in there and crouch behind the last shelf. Aim your gun at the officer and shoot him in the head. The cooks will crouch and cover their heads. Grab them and knock them out. Then, leave the kitchen through the door and sneak up behind the man on the staircase. Knock him out, pick him up, and hide him in the room before the staircase. Go back out and let the men see you. Hide in the dark by the room you were at. When he gets close enough, shoot him. Hide his body in the room you were hiding by. Then, crouch and sneak down the stairs very slowly with your gun drawn. Kill the man by the stairs by grabbing him from behind and knock him out. Hide his body somewhere. Sneak up behind the guard by the elevator and shoot him in the head, then hide his body. Type on the computer here then hide behind a pillar before the captain arrives. When the captain sits behind the computer, sneak up and grab him. Bring him over to the Retinal Scanner, and then follow the instructions that appear on screen. When done, knock him out, then shoot him in the head. Go through the door, but do not get seen by the camera or you will have to start all over again.
Ashley Piatt.

Hint: Defense Ministry: Hang on gutter without alarm:
After interrogating the driver, you are supposed to go out to the balcony in the courtyard and hang on the gutter. To do this without setting off the alarm, take the two guards that you killed or knocked out in the hallway into the room. Hide them, then turn off the light. You should now be able to make it to the other window without setting off the alarm.
David Repollet.

Hint: Defense Ministry: East wing:
Once you have rappelled down the wall and into the east wing, sneak up behind the guard and knock him out. Put him on the balcony. Take out the camera, take the data stick, then proceed to the door. Open the door and crouch behind it. You should see one guard patrolling and another standing still. Wait until the patrolling guard is walking away, then sneak into the shadowed part of the hallway. Wait until he is walking away again and open the door to your left. Run up the stairs to the medkit. The guards should not notice you. Proceed down the stairwell by crouching under cameras and shooting lights out. Save your checkpoint at the bottom. Sneak past the first camera and stick to the wall on your left. Take out the other camera near the car and watch from the shadows as the driver inspects the camera, then walks off. Go around the corner to the pillar at the back right and hide on its right side. The guard will return and, after awhile, start smoking. Sneak up behind him, drag him into the dark, and interrogate him. Go back the way you came, in the shadows. Near the door where you entered should be a guard. Stay in the shadows, sneak up behind him, knock him out, and hide his body in the elevator shaft. Sneak past the camera and go back up the stairwell. there should only be one guard in the hall. Knock him out and then hide his body in the darkness near where you acquired the medkit.
commando558.

Hint: Defense Ministry: Secret area:
In the beginning of the Defense Ministry mission, after you have gone through the first room and are in the hallway with the two guards (one patrolling, the other on the left side of the hall facing away from you), crouch and sneak into the shadows on the left side of the wall. Go into the room on the left, behind the stationary guard. Walk straight through the door, then up the wooden planks. There will be a medkit on the wall -- take it. Turn back towards the wooden planks and look up. You should see a metal girder. Get close to the wall on the left and do a double jump to get on that girder. Once standing on it, there should be another girder in front of you. Jump and get on it. Then, turn around and you should see yet another girder. Jump on it. Directly in front of you should be a medkit and a disposable pick on a well lit platform. Jump to it, pick up the items, and turn around again. Run to the girder (you do not have to jump). If done correctly, you should grab onto it. Press Y to release the girder and immediately hold Left Analog-stick Up to grab the next girder down. Then, press Y (then B very quickly if you left the guards in the hall alive).
Christopher Mitchell.

Hint: Defense Ministry: Body disposal location:
The following is a perfect place to dispose of a single body. The reason you can only do this with one person is because there is only one person in the room. Make your way to the point where you have to hack into a computer. After you repel down the window and kill the guard, pick him up and walk towards the window. When you barely start to fall off, press X to quickly drop the guard and pull out your weapon. This is an easier and quicker way to drop a body. If done correctly, the guard will fall out the window onto the ground, where no one can find him.
Kyur4thich00.

Hint: Defense Ministry: Make Irving Lambert mad:
When you go down to the car parking for the first time, your object is to interrogate Grinko's Driver. Grab him, and after you have interrogated him knock him out. Lambert will tell you a new objective. After he has finished talking take out your SC pistol and shoot Grinko's driver in the head. Then, start going back upstairs. Lambert will contact you and say, "Fisher what was that?" and Sam will reply, "He was a bad guy". Then Lambert will say, "Don't do that anymore, it's sloppy work"

Hint: GFO Oil Rig: Body disposal location:
When you are supposed to get the briefcase, wait until the man runs all the way back where the boat was located. He will be crouched down. Hit him with your shoulder and pick him up. It is important not to kill him yet. Go to the edge and drop him into the water. You can hear him drowning.
Kyur4thich00.

Hint: GFO Oil Rig: Get briefcase more easily:
When you reach the end of the level, shoot the mercenary once, instead of grabbing him and interrogating him. Get the briefcase to complete the mission.
plweaver.

Hint: Kalinatek: Bypassing guards:
In the Kalinatek building, when you overhear two guards talk about gun turrets and wall mines in a hallway, open the door next to the glass wall. Use your SC-20K in sniper mode and shoot the wall mine on the transparent wall. This should take out the two guards that are talking. Switch off the hallway lights and a third guard should come around to inspect the flames. Snipe him down, pick up any satchels, and make your way to the elevator.
Kelvin Lam.

Hint: Kalinatek: Taking out guards:
After you have gone down the elevator without electricity, Lambert will chime in with some intel about programmers behind wall mines. While he is talking, quickly duck out of the elevator, crouch, and run towards the tree to your left. If done correctly, you will be there before the two guards who turn on the lights and shoot the computers enter. Stay in that corner and use your SC-20K's sniper scope to aim close to the edge of the hallway, so that when the guard comes around that corner you can shoot him easily. The second guard will appear long after that; do not move until he arrives. When you are through with them, take the fragmentation grenades off the coffee table in the waiting area directly in front of you. Continue down the hallway, but do not exit it. You will see two guards approaching you from in front and slightly to your right down a hall. Also, notice the wall mine right by the doorway. When they get close to it, shoot a round with your sniper scope at the mine. If it hits, it will kill both guards.
Marsbar988.

Hint: Kalinatek: Shortcut:
About one fifth of the way through the level, after jumping from the crane, you will reach a pair of double glass automatic doors. A guard approaches as you get near the door. Kill him. Get his satchel. It has a Datastick with the code 97531. Go through the double doors, and on your right is a keypad locked door. Enter the 97531 code and go through the door. It leads to an office. Go through the next door in that room. The lights are off. Crouch down, put on your night vision, and go as slow as possible. There is glass on the floor. Look across the room and you will see a open ventilation shaft. Cross the room as slowly as possible, or you will alert a guard. Enter the ventilation shaft and go along it. You will enter the room on the other side of the locked door that you can see through the metal detectors from the double automatic doors. By using this shortcut you will bypass four guards, saving valuable ammunition and health. [Screenshot 1] [Screenshot 2] [Screenshot 3] [Screenshot 4] [Screenshot 5] [Screenshot 6]
Pete F.

Hint: Kalinatek: Extra ammunition:
Once you have finished with the bomb and go to the stage room, there will be two men. One of them has bullets for your SC-20K gun.
AsianAssassin11.

Hint: Nuclear Power Plant: Ammunition and frag grenades:
Once you go past the lock pick door, climb the pipe next to the door. Only climb the first pipe, then fall from pipe to pipe until you go to the other side of the fence on the right part of the fence. Note: If you climb the fence, there is no way to go to the other part. You will find some pistol ammunition and frag grenades.
AsianAssassin11.

Hint: Kola Cell: Defeating the three guards:
After you go to the control room and use the computer, three guards will come down after you. While the guard is talking, quickly jump back up into the vent area. When you get in there, equip your machine gun and the sticky shockers. When the guards come down, do not shoot them. Instead, get one's attention. If you can, try to get all three's attention. When they are standing there shooting at you, simply shoot a sticky shocker at the ground. Because of the water leak and the flood, it will shock all three guards at once. Afterwards, you can shoot them all in the head, but below the armored helmets they are wearing.
RauL8604.

Hint: The Police Station:
Sneak over to the right side to find something to climb to get on a shed. There is a trap door on top. Open it and go down it. Work your way around to find some pipes. Climb them as far as you can go, until you see a burning building. There is a slide wire here. Jump on it by pressing Y. Once inside the building, a woman will guide you .Do not go in the room in front of you . Go left down the hallway, then in a room, then back into the hallway. Go up the staircase. When there is a gap of fire, climb on a pipe above to get across. Once you get to a big room, the woman will tell you to go to some stairs in the opposite corner. Go up there in a room to find a man. He will talk. After that, leave through the only exit to find a room with smoke pouring out of it. Use your night vision in the room to find a door to go through. Save the game at this point. Then, go out the door and you will find a gap. Jump across it, then wait for the guard to get off the radio. Knock him out by grabbing him. Shoot out the two lights and go by the window on the right side. You can slide it open and press Y to jump in. Wait for the guard to open the door, then sneak up behind him and kill him. Go to the room with the keypad-locked door. As you enter the room, the first picture on the left can move. Move it and access the computer. The key to the door is 091772. Go on the balcony find the slide rope on the left. Use it to get to the roof. Work your way to find to the crooked cops. Wait for them to call for an ambulance, then grab the first man and shoot the other man. A civilian will report seeing you. Keep your hostage and kill the man around the corner. Then, dispose of your hostage. Go up the stairs. You should be in the courtyard area. Instead of shooting the lights, run to the far right corner. Stay ducked during all of this. In the bushes is a hidden area. Use the computer and get the med kits. Wait for the guard to come by, then shoot him in the head to conserve ammunition. .Proceed to the open gate. There is a drunk on the right. He will not attack, but try to grab him. If you let him see you, and he will run off. Grab him when you get close enough. Continue through the street. There is one guard around the corner and perhaps one more up ahead. Kill them and move on to find a lit area. Go to the far left and do a wall jump over the wall. Once inside, go down the stairs. The keypad on the door requires 5929 to be entered to gain access. Go inside and wait to kill the guard. Move all bodies you kill to somewhere dark where they will not be seen. Use the lock pick to open any locked doors and access all computers. There is a guard in the lab. Kill him. Carefully take out the camera in the morgue, then grab and interrogate the scared man. Do no knock him out yet. When he tells you nothing new, then knock him out. Walk up to the bodies on the tables. Lambert talks and you will keep going. Carefully walk through the door and kill the guard on the left. Let the other man go . Go into the room, use the computer, and get the med kit. Do not go out the double doors -- it is a waste of time. Go to the automatic door and walk up the stairs. Then, be quiet and sneak up on the first man and grab him. Take him to the dark area where you came from, then knock him out. Do the same to other man at the computer. Next, go to the door across from where the second computer man was located. Once inside you will see a silhouette. Go past the drapes, grab him, and knock him out. Access the computer to learn that you have completed the mission. Go out those double door that you passed earlier for extraction. Note: Always duck when you try grab someone because it is quieter.
Jamul123.

Hint: The Police Station: Taking out guards:
With the first guard, do not bother time split jumping, etc. When you open the door, quickly aim at his head and shoot him. For the guard that receives a client, when he finished talking do not go in his desk. No matter how silent you are, he will see you. Go through the little window to your left. When you enter the room, there will be a wall that is part of the cabinet and a small window on top if you crouch and turn with your back to the wall. Silently shoot him in the head through the window. The civilian will run outside, so do not bother. With the guards at the computers, take the first one as a hostage and very silently approach the back of the second guard at the computer. Shoot him in his head and knock out the other guard. If you do not have ammunition, then take the first one, go in the office of the one you shot through the window, and knock him out. Do the same for the second one. For the guard in the camera room, hit him with your elbow. Do not bother hiding him.
Max Payne.

When you first go into the police station, you will be facing a prison hallway with a guard walking away from you. In order to defeat this guard easily, wait until he is in the guardhouse at the end of the hall and at his computer. Then, shoot out the light closest to you. If done correctly, he will get up and come down the hall to investigate. While he is getting up, walk to the edge of the darkness, making sure that you are up against the right wall and still in total darkness. Take out your pistol and aim for a head shot. The guard should walk up to the edge of the darkness, then start making whimpering sounds and say that he will let someone else take care of it. This is your chance to either take him out with a head shot or grab him when he turns around. Hide his body in the hallway or in the guardhouse (turn off the lights). Then, remaining crouched, move down the hall to the right and find the door to the left. Using your fiber optic cable, you will see a guard watching TV. There is no way to surprise him. Unlock the door with you lockpicks and open it. Make sure that your pistol is equipped before you opening the door. If you are quick enough, you can kill him before he can get his pistol out. By doing this you will not have to worry about guards coming when you set off the alarm in the morgue.
Marsbar988.

For the guard with the night vision goggles, follow the light to a door across the courtyard that will lead you up some stairs. You will end up behind the guard as opposed to climbing the pipe and timing your movements with the light.
Aziel Moreno.

Hint: Presidential Palace:
When you are on the run from the guards after sniping Nicoladze, in the dining hall climb on a cabinet. Then, jump to the balcony that you see. Go through the door in this room. You will find four guards. Do not shoot them yet. Instead, sneak upstairs and turn off the light. Crouch in that corner and snipe them after they come up to the level that you are on. You will be able to shoot all the guards because of their curiosity to find out what is going on upstairs.
Kyle.

After you take the elevator down to the library and have to fight all the guards, instead of going against the guards and using up ammunition, use the following trick. When the elevator opens, run to your right and towards the flight of stairs. Run to the left of the stairs into a flight of stairs that will lead down There will be a guard there. Do not shoot him. Instead, just pass him and he will not shoot or follow you. Do not run to the door to the right of the stairs, as there are two guards coming up there.
Kyle and Keith.

Hint: Presidential Palace: Hidden area:
After you put in the code to open the gate by the waterfall (2126), make sure that the guard is dead. Go right from the open gate. Go along the stone wall/fencing and gate to the end of the walkway. On the wall, you will see a faint line between darkness and lightness. Go to the other side of this line and walk forward. You will pass through the wall into a small area in between two larger walls. From here, you might be able to do a split jump.
Information in this section was contributed by David.

Hint: Presidential Palace: Taking out the Georgian Elites:
When you first encounter the Elites, there will be two men on the bottom level, one on your level, and one more on the top level. Hide just inside the door, to the right. Equip your Smoke Grenade first, then snipe the man on the top level. Then, immediately turn to the left and launch the grenade at the wall, aiming to the right so it will stop at the top of the stairs. Use Thermal Vision to kill them if the gas does not. They will run just around the corner sometimes -- just take them out with your pistol. On the part where you just get off the elevator, immediately run to your left, shoot out the light in the dark corner, then stand between the small pillar and the wall (to protect you from the guard standing at the top of the stairs), opposite the stairway. Equip your other Smoke Grenade then wait a few seconds. Launch the grenade at the bookcase that is opposite the elevator. Gun down the guards that come around while they are choking. Move to the right side of the bookcase closest to you. While crouching slowly back up until you see the guard's head that just appears over the books. Kill him with a head shot. Follow the wall to the right and do the same with the guard that was standing on the balcony directly over you. After you use Nicolatze and the lights go out, run to your left and hide between the pillar and the box. Throw a Frag Grenade between the two boxes by the guards. Snipe the other three men while taking cover. After you snipe Nicolatze, kill the guard, then run down the stairs and immediately shoot out the two lights in the kitchen. Wait for all three guards to walk in one at a time and knock them out. Go to the other side of the dining room, then go through the double doors. Choose any door to open. As soon as you do, run back to the dark kitchen. Equip a Frag Grenade and throw it at the guards that are searching for you. Knock them out as they enter, but make sure they are alone. After you kill all four, you have completed the game.
Chuck-Ultimate Gamer.

Look through the door with the thermal vision headset. Shoot at the door and run to the corner. The guard closest to the door will investigate what happened. As soon as he is standing still, snipe him in the head. The other guard will not notice. When the door shuts, get the body and hide it in the other room. Then, go to the door, open it, and run back to the corner. The other guard will see you, but will not know what it is and will investigate. When he opens the door and stands still, shoot him in the head. You do not need to hide his body. Go into the next room and look over the stairs to the other side of the room. Snipe the guard standing up in the head, then run to the dark corner next to the stairs. Switch the gun to rapid fire. When the other guard runs around the corner, shoot him.
Ncivcer.

If you see one of the Elite soldiers and aim for the head, hit him in the face because they have helmets. If you do not do this, he will have time to turn around and put you out of action.
Steff.

Hint: Presidential Palace: Ignored by guards:
After you snipe Nickoladze from the balcony near the end of the mission, go through the door behind you (save checkpoint). Stop and snipe the glass door at the end of the dining room. This will put the two guards in a zombie state and will prevent them from coming through that door, therefore making it easier to finish the game.
Troy Blackburn.

After you bypass the alarm system on the "first" flight of steps, you will see a grandfather clock. The next room you enter has two elite guards pacing the floor. As you enter the room, turn around to find a ledge. As the two guards walk toward the steps on the other side of the room, jump to the ledge and cross. This will save you from being seen by the guards downstairs. The elite guards will not see you.
green jejunum.

Hint: Presidential Palace: Last save point:
Run down the stairs and enter the door opposite of the diner. Shoot out both lights then jump and crawl onto the metal cabinet on the right. Take out your SC-20K and wait for a guard to enter the room. Quickly shoot him in the head. Another guard should enter. Also shoot him in the head. If another guard enter, do the same thing to him. Then, run into the dining room. Jump and crawl onto the cabinet on the left. Jump onto the balcony and slowly walk in. There will be four guards (two on both sides of the room). Very quietly walk to the other side. Jump onto the rail (while crouched) and hang on. Quietly fall to the ground and open the door to complete the mission.
JETTR88.

Hint: Presidential Palace: Shoot through bushes:
After the first checkpoint and you kill the sniper, all the guards, and the dogs, go towards the bushes. Sneak behind the first guard that is in the bushes and knock him out. Then, turn on your thermal vision goggles, aim towards the palace, find the guard, and take him out with a head shot. The bullet will go through the bushes and hit the guard.
Michael W.

Hint: Presidential Palace: Bypassing stairs sensors:
After you have come in through the trapdoor from the grounds to the basement, gone into the next room, killed the four guards there, dodged the sensors there by seeing them with thermal or night vision, and gone into the next room with the stairs, use your thermal vision to note that there are sensors at the bottom and top of the stairs. It is possible to bypass the first three by doing a wall jump over the first two then jumping over the third, but the following trick is much easier. Go to the bottom of the stairs. Face the stairs, then turn around. A kind of metal box is here. Jump onto it, then jump up and catch onto the ledge. Make your way to the left and jump down in the middle of the stairs to bypass the first three sensors. Near the top of the stairs, you can dodge the other sensors by jumping to the right, landing on the stairway rail, and falling down on the other side.
bluesea.

Hint: Return To The Chinese Embassy: Sentry guns:
Once you use the thermal goggles to open the door, you will enter a large open room. Note: Under the normal difficulty setting the keycode is "1436" or "1463". To the right will be a sentry gun. Run straight forward and out of its range, then face the gun. To the left of it will be the computer. Go to it and "Disable IFF" (the circle will be empty), or just disable it. Then, jump up on the shelf you see to your upper right. Pull yourself up, jump on a jar, then climb up where the banister is broken. Go to the sentry gun's computer and make the circle next to "Disable IFF" empty. Duck behind the gun then watch as two guards walk out and get shot. The last sentry gun at the top of the steps on the opposite side of the room is not a problem. Look behind you (when you are behind the sentry gun that just shot the two guards) to find a pipe. Jump up on it and shimmy across. You will see a guard and a colonel. Get back to where you are not visible by the colonel. He will let the guard through the door. When he has his back to you, slowly creep up behind him. Make sure you do not knock him out when you jump off the pipe. Force him to let you through the retinal scanner door and continue on with the mission.
Christopher Mitchell.

Hint: Slaughter House:
After talking to the Chinese diplomats, go towards the center aisle, between the sentry guns. Use the sniper view to see a man coming from the hallway and take him out. Then, immediately look to the left to see a soldier awaiting a Frag Grenade explosion. Shoot him in the head. Note: It is essential that you take out this soldier to succeed in the mission. Then, go to the room where the American soldiers are crouching. Stand in the doorway. Face the way the soldiers appear from. A soldier crouching will be going directly for that room. Take him out, and then move back to the center. As a colonel (the man with the red hat) throws a grenade, snipe him in the head. Then, move back into the doorway where the Americans are located. You will hear Grinko saying that he is coming and that he is ordering a man to come with him. Stand in the doorway and shoot the soldier that comes that way. Pick up the medkit and go back in the middle in between the sentry guns. Then, move forward towards the short concrete wall. Kill Grinko with either a snipe to the head of a Frag Grenade. As soon as you kill him, the mission will be completed.
Zach Sheinman.

Hint: Slaughter House: Sentry guns:
In the Slaughter House level (the level about the web-broadcast), there are many pesky sentry guns. To keep from getting annihilated by them, use flares. You can find five of them close together. Rolling seems to work best in avoiding the guns. Roll just outside of the gun's quarter-turn area so you are close enough to reach the computer control. Light a flare and throw it in a way that will allow you safe passage to the computer, then disable the gun. Be careful -- the flare only distracts it just enough to give you a small time frame to get to the computer.
Christopher Mitchell.

When you make it to the end of the level and are near the three soldiers and the three Chinese diplomats, you will see two sentry guns protecting the entrances. Set up wall mines (if available) on the side of the room opposite the doors. This is a trap for the soldiers that appear later. Turn back to the two sentry guns. The one on the left is guarding the soldiers. You want to leave the gun on, but make sure the circle next to "Disable IFF" is not filled in. This will set the gun to attack anyone (namely the enemies that try to kill your fellow soldiers). Disable the gun on the right and also make sure the IFF circle is not filled in. Once you enter and talk to the Chinese diplomat, you will be alerted that Grinko is coming. Exit out of the room, turn on the gun you just disabled, and start aiming across the room. You will see multiple soldiers approaching. A lot of them will be blown up, or catch fire and die. Watch for ones with frag grenades. Once the other soldiers are dead, Grinko can be easily dealt with. Keep some cover and start looking for a little head popping up above the wooden partitions then shoot him in the face (or use a frag grenade if available). Once Grinko is dead, disable the gun on the left and you will have completed the mission.
Christopher Mitchell.

Hint: Training: Hidden area:
Walk over to the ledge on the left during the training mission. Do a double jump to get up onto the ledge, then turn left. Go to the keypad and enter "5656" to enter the second room. Talk to the NPC. When done, you can knock her out and fail training.
Nolan Price.

Start in the training area. You have to wait until the intermission scenes are over and they "calibrate" your equipment by looking in the four directions. When you can move, run to the right and do a double jump off of the wall on your right to climb onto the ledge. Once you are on the ledge, turn to your right and you will see a door. Open it. Inside you should find a lock pick. Exit the room and go through the obstacle course. at the end. Lambert will tell you to find a way over the gate. Do the usual (a double jump over the wall and to the other side) but do not open the "garage door". Instead, go to the locked door and use your newly acquired lock pick. Inside, you should find a computer. Use it and you will retrieve a Data Stick. On it will be a keypad code for another secret area in the training room. Return to the beginning of the training level where you first started. This time, do a double jump on the other side. Here, you will find the door that requires the keypad code. Once inside, talk to the NPC. Note: if you knock her out after completing all of the conversations, Lambert will fail you.
Iluth1130.

Walk over to the ledge on the right during the training mission. Do a double jump to get up onto the ledge, then turn left. Go to the door and open it. Inside, you will find a set of lock picks.
Shoguns.

When the training level first begins, you are asked to look at four red lights. Lambert then asks you to go up to the wall in front of you and go over it. Do not follow those instructions; instead, look to your right. Note an upper level there. Double jump it and get onto the second level. Go to the right to find an unlocked door. Open it, and to the left is a lock pick. Pick it up and go over the wall that Lambert originally wanted you to go over. Finish the mobility course, and at the end double jump over a wall with a fence in the middle of it. Do that, but do not go through the door in front of you. There is a door to the right. Go there and use your lock pick on it. There is a computer inside with a data stick. This gives you the code 5656, for a door all the way back at the start of the course. Make your way back to where you started, only this time you will be going up to the second level on the left side of where you started. Use the code from the data stick to access the door. You can speak to a secret character who also worked on 3rd Echelon.
Preyer15.

When you first enter the training level, you will be asked to look at the lights. On your right, you should be able to climb up when you see a door. Open it and you will find a lock pick. Collect it and continue to the end of the assault course until you reach a big wall that you must climb over. Do so, and you will see a garage-type door and a wooden door. Lock pick the wooden door to find a computer. Use it and there will be a code. Go back to the start of the course and go to the door on the left. You will find a keypad lock. Use the code from the computer to open it and look around.
yvonne.

Hint: Training: Get lockpick:
To get the lockpick in training, first complete the "light test", then, run up to the wall to your right. Make sure you are on the far right of it, like in a corner, and face it. Next, jump, kick off the wall (press Y, Y) while holding the Left Analog-stick Up, and Sam will climb up. After that, turn right, walk down the hall, and open the door. Turn to your left. Go up to the shelves, and there should be a "lockpick" interaction. Press A. Sam will pick it up, and you will have it for the rest of training. Note: There is also a door with a keypad on it on the other side of the building.
Jssngiconi.

Hint: Training: Kill guard:
After you access the retinal scanner and receive the pistol, go back to the guard and use your pistol on him. You will be fired if you take this action.
Jeremy Wiggins.

Hint: Training: Killing team members:
In the training level you can kill the people hired to train you. First, get to the part where you get the gun. By this time you should have already knocked out some people. Just go backwards until you see someone knocked out. Then, shoot them in the head.
Viperboy0726.

Hint: Save ammunition:
If you find a room being patrolled by a guard or worker, wait until he leaves, then turn off the light switch. When he returns, he will immediately move to the light switch to turn it on. At this point, his back should be turned to you. Quietly sneak up and either grab or punch him without firing your weapon.
baorao.

Hint: Useful objects:
You can sometimes find glass bottles on the ground. If you find one, there are some things that you can do with it to save ammunition. Throw a bottle at a guard's head, to knock them out. You can also throw them at lights, which can sometimes break them. Throw a bottle (or a can) into an area where a guard is located. This will cause the guard to looking around, which allows you to sneak into places without being seen. To throw a bottle or a can, pick one up and press X. Once you do that, aim with the dots and press R to throw it. You can throw farther and harder by holding L while doing all of this.
JBKenney28.

You can use objects such as a pop can or beer bottle to distract guards, lure them, or knock them out. Simply go over to it and press A to pick it up. To throw it, hold X to get an aimer (hold L if you want a stronger, longer shot), then press R to shoot. To hit someone with it, walk up or sneak up to them (either from the front or rear) and press R to smash it at them. To lure a guard, just throw it somewhere and they should come looking for whoever threw it.
Scott Hepinstall.

Hint: Avoiding detection:
Always try to stay in shadows or bushes; crouch when walking around; try to take someone hostage before shooting them; always try to use your night vision/thermo goggles just to check to see if there is anything to get around you; and drag bodies into dark corners.
Scott Hepinstall.

When you pass short, light areas (for example, crossing a street at night), each wall will most likely be dark (because it is night.) Run forward in the crouched position until you get to about a step past the edge of the dark. As you are running, press (and preferably hold) B for about two to three seconds. Sam should roll. Guards will only look for a moment, and give up if you are detected. Note: Holding B usually puts you back into the crouched position.
Brandon Vasks.

Hint: Retrieving Sticky Camera:
To retrieve a Sticky Camera that is too high to reach, shoot it with the sniper rifle or the handgun. It will fall to the ground.
Ilya1284.

Hint: Knockouts with Sticky Cameras:
Use the following trick to have essentially unlimited ammunition for knocking out enemies. This does not work until after you have found the SC-20K and have Sticky Cameras. If you are close to an enemy and want to knock him out, shoot him in the head with a Sticky Camera. It will knock out your enemy, and you can then pick the camera up off of the ground.
Michael.

For a convenient attack on a guard or character without being noticed, fire a Sticky Camera (not a Diversion Camera) at your targets' head. Due to gravity, aim slightly higher, near the top of the head or above it. This saves bullets, eliminates the risk of being seen, and you can pick up the cameras and use them again.
Jonathan Mason.

Hint: Knockouts with Ring Airfoil Projectiles:
When you shoot the Ring Airfoil Projectile at someone and you do not hit the head, when his head is spinning and he is almost knocked out, it is a good idea to try to run up to him then either whack him or put him in a headlock, rather than just shooting another at him.
Dcdbb58.

Hint: Use Diversion Cameras to take out large groups:
In the levels in the game after you gain the SC-20K, you can easily take out large groups of enemies using the Diversion Cameras. First, find a good hiding place. Fire a Diversion Camera at the first guard. Make sure you hit him in the head. Then, all the other guards will approach to investigate. You can now easily gas them.
FratleyLionhart.

Hint: Flares:
If you are pinned down by a turret, throw a flare across it. The turret will be distracted for a moment, which may be long enough for you to sneak behind it and disable it.
Untoucable001.

Hint: Hiding:
You cannot be seen when hiding in dark places. Shoot the lights to make it dark, but make sure that there are no guards around. Do not stay in the light too long.
hamtaro598.

Hint: Faster manual lockpick:
When using the manual lockpick, instead of rotating it slowly as the game suggests, press the Analog-stick in one of the four diagonal corners, as the "rumble" will always be in one of those directions. This is much quicker.
Amaclean666.

Hint: Thermal goggle keypad readings:
To read the heat signature on a keypad, you can either walk up to the keypad and look at it with the heat goggles on, use sniper mode at a distance with the heat goggles on, or activate the keypad and turn on your heat goggles there. The order of the buttons will be as follows, based on color: Deep Blue, Blue, Light Blue, Green, Light Green, Yellow, Orange, Red. For example, if you had a Deep Blue button at 1, a Light Green button at 3, a Light Blue button at 4, and a Orange-Ish Red button at 6, the code would be 1-4-3-6.
Christopher Mitchell.

This trick where you use your thermal goggles to read the code punched in by a guard is extremely useful, but only available in the second Chinese Embassy mission as the current temperature in the Embassy is low enough for you to notice a difference on the buttons that were pressed by the guard. The buttons go from a deep red color to a deep blue color. Look for the button that is slightly different from most of the other buttons. Then, look for a lighter blue button and so on. following green, yellow, orange and finally red.
KinetiX.

Hint: Doors:
Opening doors often triggers events that just waiting for a certain amount of time will not. For example, at the beginning of the Defense Ministry level, the first door you reach leads to a room with a security camera. When you use the optical cable, no other dangers are present. However, upon opening the door a guard opens the door across the room, which may make you panic and do something foolish. To prevent such events from occurring, use the Open Door Stealth feature. When you walk up to the door, hold A, press Left Analog-stick Down, and release A. You will open the door slightly. Next, press Left Analog-stick Down again to close the door. This will cause the scripted event (if any are set for that door) to go off. In the Defense Ministry example, doing this will get the guard to come in. Use the optical cable to see where he is. He walks behind a bookcase, then walks back to his desk. Once he sits down, open the door, crouch, walk slowly behind him, then whack or shoot him. Either leave him there or pick him up and drop him behind the bookcases. You can also grab him and knock him out behind the bookcase.
Christopher Mitchell.

Hint: Blocking doors:
If you have someone chasing you, run out a door, and when it closes, stand in front of the door for awhile. The guard will sometimes try to open it before he gives up. Note: The door must open towards you, and not towards the enemy. The game can crash sometimes when you do this. If the guard starts shooting at the door, you must open it quickly. Otherwise, the game will glitch and you will be invisible to the enemy and no event triggers will start.
mr.X XXXXXXX.

Hint: Dropping down from high locations silently:
If jumping at a place that is a long way down, you will probably die or get hurt. If there is a guard nearby, try to jump down on him so that he takes the damage. Note: You can go into the silent drop while hitting him, so nobody will hear him scream. If there are no guards nearby, go into the silent drop, and when you touch the ground, quickly hold Y (jump). If done correctly, you will only get about 25% of the damage that you would normally receive by such a drop.
mr.X XXXXXXX.

You can land quieter by pressing B (Crouch) immediately before you hit the ground.
Untoucable001.

Hint: Flip off wall:
In order to flip off a wall, move toward the wall and press Y. You will backflip off the wall.
dacaro.

Hint: Shooting lights accurately:
When you want to shoot out a light and need make it accurate, turn on your heat vision. You should be able to knock out the light faster and easier.
HaloSoldier2006.

You can zoom up with the SC-20K after you have drawn it out by pressing Y. After that, you can also center the screen by holding L. You only have a limited time before it runs out. However, this is useful when you want to shoot lights very accurately.
IiamjayI.

Hint: Shooting the SC pistol accurately:
Use the following trick to make a perfect headshots and other hits with the SC Pistol or any other non lethal ammunition of the SC-20K. Equip the SC-20K, enter sniper mode, hold your breath (L) and aim for a headshot or anything else. Then, without moving either Analog-stick (movement or camera), change your weapon to the SC Pistol or use the SC-20K in normal mode (for any other non lethal ammunition) and fire. Alternately, you can set the aim with the normal binoculars at full zoom (easier).
George Tabone.

Hint: Disabling Wall Mines:
Slowly go up to a Wall Mine. It will flash red and green at an even pace. To disable this, you have to press Action when it flashes green. If it becomes red the instant before you press Action, it will explode. The way to always do this safely is to hold Action button when the "Disable Wall Mine" selection appears. Then, if it is green, release the button. If it is red on the screen, move the selection up to "Back To Game" and try again.
M.

Hint: Sniping with the SC-20K:
When using the sniper mode of the SC-20K (press Y when it is equipped), you can hold L to make Sam hold his breath and aim more accurately. You can use this to clear out rooms or open areas from afar without letting anyone spot you. The safest way is to wait for a guard to stop in his tracks. Then, hold L, set the target on his head and take the shot. This is extremely helpful in the first few levels from when you pickup the SC-20K. However, when you get to the Abbatoir mission, you must be extremely careful as the guards can see you from a lot further, can see you in the shadows, and also have more powerful weapons. You must exercise extreme caution. From Abbatoir onwards, if there are multiple guards in the one room, your best choice of action is to use a smoke grenade, if they are bunched up. If not. then do not go in commando-style because the guards from here on out are much more powerful than in previous levels.
KinetiX.

Hint: Rifle rapid-fire:
Equip the rifle and click the Left Analog-stick. The bullets on the screen will be a bit darker. This indicates that you have switched to rapid-fire mode. Be careful, as you cannot simply hold the trigger as you could before; the gun will shoot as much until you release.
Kyur4thich00.

Hint: Better sniper mode accuracy:
For better accuracy on sniper mode, hold L. Note: This may take a few seconds to start.
trfa64.

Hint: Escaping a room full of soldiers:
Take a sticky camera or smoke grenades and throw it near where the most guards are located. For the sticky camera, a control bar that tells you how to make a noise or use smoke will appear at the bottom of the screen. Throw the smoke grenade and the smoke should knock out some guards. When the smoke appears from the grenade(s), it is your chance to run for it .
hamtaro598.

Hint: Knock out an enemy:
To knock out an enemy without killing him, equip the sticky camera and shoot it at his head. Aim slightly above the head to compensate for gravity. After he is down, pick up the sticky camera and use it again.
Ilya1284.

You can throw bottles to knock out guards. You must aim and hit them in the head.
Rob.

Hint: Taking out two guards:
Shoot a sticky camera near the guard closest to you. When he approaches, use the gas to knock him out. The other guard will approach to investigate. You must either shoot him with a non lethal round if you cannot have casualties, or take him out with a head shot if killing is sanctioned. This has to be done correctly or he will revive the guard that you knocked out.
Rob.

Hint: Eliminating guard threat without ammunition:
If you do not have ammunition and you find two guards, sneak up to one and take him hostage. Make sure that your hostage is facing the other guard or he will shoot you.
Scott Hepinstall.

If you do not have ammunition, hide in the shadows and wait for a guard to come up to you (or slowly creep up to him) then press R. This will punch him. Use two punches to knock out someone.
Scott Hepinstall.

If you need to knock out many guards without killing them, look around for a water puddle. Try to lure them into it, then shoot a Sticky Shocker into the water. This will knock many of them out. This works with any body of water, including the sewers in the Chinese Embassy level.
Christian Filion.

When carrying a guard near a ledge or hole, it is possible to drop them flat on their back or face. In the nuclear power plant mission, after you ride down on top of the elevator you will climb under a walkway and out a hole. Shoot the camera to the right, then shoot or knock out the guard. Pick up the guard then fall into the hole. The guard drops down behind you, falling on the walkway and making a sound. Rotate the camera to see the guard hit the grate.
Chris Hilvers.

Hint: Spying and hiding:
The first step in successfully hiding is to check your stealth meter. It is located directly above the weapon select box. When the bar on this meter is all the way to the left, you are in the darkest possible state. The opposite is true if the bar is on the right. You will however (in some cases) get caught if the guard is within about three feet away from you. When you are in this position, the best possible thing to do is to stun hit him or shoot him, if you have the authorization. Note that in certain levels guards will have night vision (indicated with a light next to their head), in which case you will be caught. If you are having difficulty knocking out guards, take a loose object found on the ground (such as a can or glass bottle) and throw it away from you about ten feet so that the guard will hear it. Make sure the guard's back is towards you when he goes to investigate the sound. Quickly but carefully sneak up behind him in the crouched position. If you are close enough to him, an interaction box with the option of "Grab Character" will appear. Select it and Sam will immediately grab him into a hostage position. This is helpful if you are in a tight spot. Guards that value life will not shoot as long as you have him, until you turn your back. Other guards will just want to get the job done and fire without reaon. General spying tools are the scope on your rifle, Sticky Cameras, Worm Cam, Distraction Cameras, and your goggles. The scope on your rifle is very helpful if you need to see or shoot long distances. While zoomed in you can hold L for a cleared shot and enter both your night or thermal visions. Your rifle can also fire alternate spying tools or stunners. To select it, hold Black and scroll to the first column, where it reads "SC-20". It should open a menu of the items you have. Just highlight one to equip it. Then, press L to fire it. The Sticky and Distraction cameras are useful tools if you need to check around corners or distract someone so you can escape. The Sticky Camera has useful tools such as zoom and both visions. The Distraction Camera uses a microphone which Sam can whistle into and a canister of knockout gas. Try whistling until the guard approaches, then release the knock out gas. Your Worm Cam is very useful. It has a small enough cable to allow Sam to slip it under doors to see what is on the other side with night vision. First, equip it from your inventory, then get directly in front of a door. Press R to use it.
Mechmoron.

Hint: Airfoil efficiency:
To knock someone out with one airfoil, shoot the airfoil at the head. If you need to use someone for a retinal scanner or to interrogate someone, but they spot you, shoot them once in their chest. The will appear as if they are drunk for a couple of seconds. This is your chance to run behind and grab them. Note: Shooting a guard in the head that is wearing a helmet will not have any effect.
Selryam.

Hint: Luring your enemy:
To do this, find a can or glass bottle to pick up. Once obtained, move to a location, preferably dark. While hidden, throw the can or bottle to an open area with an enemy nearby. When thrown, the enemy will wonder what happened and walk towards that location. After you have drawn him out, you can take him out for an easy kill.
I i am jay I.

When throwing objects, you can use the can as many times as desired, but a bottle is more noticeable.
AdvantagePromote.

Hint: Hiding bodies:
After you have disposed of enemies in an area, make sure that you still hide them, even though no one is nearby. Before going to another checkpoint, the alarm may ring, and it will say that a body was found. Try to hide all bodies in hidden areas for best results.
I i am jay I.

Hint: Quickly drop body:
When moving a body press X to equip your weapon. This will automatically drop the body.
Roland Ferreras.

Hint: Scare hostage:
Go behind an enemy on any of the levels and capture him. Take out your silenced 9mm pistol and keep pressing X. Sam will put the gun to the enemy's head, then point the gun out. If you listen carefully to the enemy, he makes noises and gets scared.
kkonz2.

Hint: Hide face:
Have the diversionary camera equipped with the SC-10. Press L button before you zoom in and fire it at a wall. If Sam is close to the wall, he will put his hand in front of the camera to hide his face. You can try this with any sticky camera, but you need to be close to the wall you shoot it on for him to cover it.
MagusJK.

Hint: Go through fire without getting hurt:
To go through fire, walk up to it and quickly press Circle. You should roll through it without a scratch. Note: This may take a few attempts.
Kylerox55.

Glitch: Hiding bodies:
While playing any level in which hiding the bodies of the guards that you have knocked out is critical, pick up the body and walk to a nearby wall. Turn so your back is to the wall, then press B to toss the body against the wall. Most of his midsection will go through the wall and become invisible.

Glitch: Damage through door:
This can happen wherever there are doors with windows that you can see through. Do something bad and you hide in a room or closet with a door that has a window. The guard will usually try opening the door. If you shoot at the door or if you try opening the door while a guard is in front of it, he will try to shoot you. Not only will his gun go through the door, but it will also make a bullet hole in the window. Also, if you stand directly next to the door, he may shoot you and you will eventually take damage. This does not always work.
kamil wota.

Glitch: Abattoir: Grinko message:
If you can manage to knock out Grinko, the message "Grinko is dead" still occurs.
sam fisher jnr.

Glitch: Defense Ministry: Floating bottle:
After disposing of all of the guards near the computer, go back up to the kitchen and get a bottle from near the window. Run back down to the computer and stand behind the office chair. Press R to drop the bottle. Instead of hitting the floor, it stops in mid-air, creating a floating bottle.
Bret McQuater.

Glitch: GFO Oil Rig: Invisible technician:
After the last save point in the level, you have to chase the technician. Grab him and bring him back to the room where you had to pick the lock. It is located just after the final save point. When you go around the corner, the man disappears from your arms. Go back the way you came from and you will see the technician still standing there, as if you were grabbing him (if you are still holding the invisible man). If you shoot the technician using the human shield, he dies normally. You can also knock out the invisible man, and it knocks out the technician no matter how far away he is. Note: Go to the boat docks after chasing the technician and grab him. Drag him up the first flight of stairs, and on the second, go to the right of the stairs .Push up against the side of the stairs. You will start going up and eventually fall. When you do, you will release the technician but he will just stand there -- no running, crouching, etc.
nuvakaita.

Glitch: GFO Oil Rig: Invisible briefcase guard:
When the guard with the briefcase you need is running back to his boat, grab him. Bring him back to the top of the first stairs you reach (when you first have to follow him). Continue without knocking him out, and ahead is fire. Continue and on your left should be a small alley. Walk down there and suddenly he will disappear. It will be appear as if Sam is holding an invisible person. Go back to the stairs and you will see the briefcase guard floating, but Sam will be invisible. If you stop, so will the invisible Sam. Knock him out and you will notice that the guard the invisible Sam was holding will disappear, and the one you had will appear. Pick him up and go back down the alley.
Jack Wyatt.

Glitch: Kola Cell: No enemy:
Note: The Kola Cell level is downloaded with Xbox Live. Immediately after you go down into the flooding server room, use the computer. After doing this, you will get a checkpoint. After the checkpoint, the colonel will have the troops go down into the room to get you. While he is talking, hold Black. Once he is finished talking, release Black. The lights will go off, and the door to get out will open, but no enemy troops will appear.
brian s.

Glitch: Kola Cell: Walk through walls:
Note: The Kola Cell level is downloaded with Xbox Live. In some areas of the level you can walk through walls and into rooms without opening doors. However, if you do not move quickly you will get stuck and have to restart your Xbox. If done correctly, you will end up in a room where you can pick up more ammunition.
JOHN MADSEN.

Glitch: Presidential Palace: Ignored by guards and Nikoladze:
After the last save checkpoint and before entering the last room, instead of killing the four guards and finishing the game, go back past the courtyard and up the elevator. There should be two guards that do nothing to you, no matter what you do to them. If you continue going back the way that you came, you will enter a hallway where Nikoladze is standing, doing nothing.

Glitch: Presidential Palace: Strange guard behavior:
After the part where you have to put your hands up, the lights go out, and you have killed all the men there, go out back out into the library-like room. You are supposed to go out through the double doors. Instead, go towards the elevator (that you have already been down). Use the button several times (walking away for a bit after each attempt). Eventually the doors will open and you can go back up the elevator to find one man walking into a wall, and another standing still.
sam fisher jnr.

Glitch: Presidential Palace: Guards rise up from floor:
After the fight with the four guards in the main library, (do not go to the basement area with Nikoladze) pick up one body at a time and lay them down in front of the elevator switch. Then, press the switch and immediately pick up the body. Enter the elevator and stand in the doorway for it. Face the right side of the doorway (the support bars) and press X to drop the body behind you. You should now have a body halfway in the elevator and library floor. Get in the elevator and go back up to the first floor. Pick up a body on the first floor, and this time bring it inside the elevator with you. Go back down to the library floor and place the body at the same part of the doorway. The four guards you placed in the doorway should rise up as a group. If not, keep placing more bodies or go from floor to floor a few more times. If you accidentally went into the lower part of the library where Nikoladze is, you can defeat the guards with the night vision goggles and access the computer (you might have to destroy it). Then, place the bodies in the elevator doorway.
DeeZ85.

Glitch: Presidential Palace: Holographic wall:
Travel through the garden until the point where you enter the code to continue through the gate. There is a door in front of you. Go right, towards the very end. There is an oddly colored wall section right on the sloping stairs. It is a bit brighter then the others. Go to the lower one and push. You travel through, into a weird tunnel that leads to a cliff.
James Kruk.

Glitch: Training: Suicide:
At the very start of the level, look at all the lights. When you are done, to the left of you will be a ledge. Split jump onto it until you get up to it. Then, jump off onto the top of the garage door's ledge and keep split jumping from there. Keep this repeatedly, then suddenly Sam Fisher will lose life and die.
kkonz2.



Splinter Cell: Chaos Theory
CITAZIONE
All co-op missions:
Change your profile name to COOPA22COOL.
WolfDirtbike and Porterman.

Elite mode:
Complete the game in Co-Op Mission mode to unlock Elite mode, which starts the game with only the knife and unloaded guns.

Movie trailer:
Successfully complete the Lighthouse mission in Solo mode.

Elite difficulty:
Successfully complete Story mode.
oached, vgr.

Hint: Keypad codes:
BiG_FaT_SpErM and Brian Simonette.

Mission 1: Lighthouse
No keypad locked doors

Mission 2: Cargo Ship
No keypad locked doors

Mission 3: Bank
Keypad to left security booth on first floor: 3624
Keypad to right security booth on first floor: 3624
Keypad to main security room: 2306
Keypad to treasurer's office: 8645
Keypad to bank's back door: 3901
Keypad before president's office: 3490
Keypad to safe in president's office: Code unknown, must be hacked

Mission 4: Penthouse
Keypad to Dvorak room: 0280

Mission 5: Displace
Keypad to door between meeting room and lobby on second floor: 8136
Keypad to door between meeting room and lobby on first floor: 8136
Keypad to CEO's meeting room: 2346
Keypad to CEO's office: 2609
Keypad to fire escape: 3485
Keypad to central server room: Code 2109
Keypad to R&D server room: 9205

Mission 6: Hokkaido
No keypad locked doors

Mission 7: Battery
Keypad to shipping area: 1879
Keypad to elevator: Code unknown, must be hacked

Mission 8: Seoul
No keypad locked doors

Mission 9: Bathhouse
Keypad to owner's office: 3650

Mission 10: Kokubo Sosho
Keypad To Server Room: 1945

Hint: Aquarius: Killer area:
Go to the pirate room, then go to the left. Go to the little hallway to the Techroom. When you are on your way (if you are still in the hallway) look to one of the sides to find a little box area. Crouch into it. If someone presses the button on the outside, the area will be closed and you will not be able to get out. If you stay there too long, the area will fill up with water and you will die. The only way to stay alive is if someone presses the button again and the water drains out.
BamSk8rkid.

Hint: Bank: Invisible laser beam:
To avoid detection by the invisible laser trip wire in the entrance of the vault, closely examine the entrance with your thermal goggles on. Then, use your OCP to disable the laser emitter and walk out of the vault. By doing this, you can leave without sounding the alarm.
ODST29.

There is an invisible laser at the entrance to the bank vault. Before you go down, take a guard down with you and into the vault. When you leave, just pick him up and walk out and the alarm will not go off.
Cyril Peart.

Hint: Bank: Do not trigger the alarm:
Normally when you are on the last part of the bank level and take the $50,000,000 from the cell, when you walk out you will trigger the alarm. There are three ways to avoid this. The first is to eliminate every guard in the bank. When the alarm goes off, no one comes because they are either dead or knocked out. The second way is useful if your trying to get a good rating without sounding alarms. When you take the money, do not walk out. Turn on your heat vision and you can see the laser. Then, turn on your goggles to where you can see the electronics. The laser should be on your left. Use your secondary fire on your pistol and disable it. Quickly run out of the cell. For the third way, make sure there are guards remaining and before you take the money, there is a computer terminal. Open the door and turn on the sprinklers. Wait for them to turn off and the whole chamber and the path to get into the chamber will be wet all the way to the narrow hallway. Take the money and trigger the alarm. Take out your sticky shockers and wait for the group of men to stand in the puddle. Make sure you are not seen or the guards will run for cover. Then, shock them.
Mike Rechtin.

Hint: Bathhouse: Finding the bombs:
After going through the gate when chasing Shetland, the first bomb is directly to the left of the gate that you enter. Go left through a little crevice and you should see a red light flashing. Go to it and disarm it. When you do that, one of Shetland's gaurds will walk up the stairs. Kill him. To get to the second bomb, go up the stairs. Turn left then turn right and look straight ahead. You should see another red flashing light down below the walkway. Hop over the ledge of the railing and disarm the second bomb. When you are done disarming the bomb, jump on to the railing and pull yourself up. Two guards will be to your left, walking on the walkway. They will probably hear you; get ready to kill them. It is fairly difficult to kill them without losing a lot of life, or at least dying. After you kill them, go down the walkway to the back wall. About halfway you will see another red flashing light. Jump across the little gap and disarm it. A guard will come through the back door right when you disarm the bomb. Kill him, then go through the door and meet Shetland. You will then have to make a critical choice; note: pull the trigger. It would be a good idea to quicksave the game whenever you disarm and kill the guards.
Chris Tafoya.

Hint: Bathhouse: Alternate Shetland Death:
At the end of the level, Shetland and Sam will be on top of a roof with their guns pointed at each other. After a short conversation, Shetland will put his gun away and say "You wouldn't shoot an old friend". You are given a choice, shoot or put your gun away. If you shoot, Shetland will stumble backwards and the intermission sequence for the level's ending will play. However if you put your gun away, Shetland will quickly pull his gun out and point it at Sam. Sam will duck his weapon and stab Shetland in the stomach before throwing him. This will then start the same ending sequence.
helldemon47.

Hint: Bathhouse: Splinter Cell reference:
You must go through the warm baths at one point in the level. There are two guards here. Interrogate one of them and he will tell you that Shetland's elite guards have thermal goggles. He will also add that they will not do much good in steam, because steam is not fog, as in an abbatoir. This is a reference to the original Splinter Cell game, in which Abbatoir is a level.
weberkki.

Hint: Deftech Below: Online strategy:
When playing online as a Spy, go on the roof of the spawn location. This is the perfect place to tazer while your partner jumps and kills the mercs.
darkassassin44.

Hint: Displace: Prince Of Persia: Warrior Within reference:
While infiltrating Displace International, Sam will encounter two guards talking about Prince Of Persia: Warrior Within. It is in the small cafe next to a laser filled hallway, past a keypad locked door. A second way to access the room is through a vent. However because Sam is inside the vent, the conversation becomes difficult to hear.
tarek naboulsi.

Hint: Hokkaido: Splinter Cell reference:
After you scan Milon Nedich's liscence plate and enter the building, you will overhear some guards talking about ninjas. One will be telling the other that he was stationed on an oil rig and that it was attacked by a ninja. This is a reference to the first Splinter Cell in which Sam is the ninja.
Morgan Zearott.

Hint: Hokkaido: Bill Gates reference:
There are two guards talking about their new vehicle. During the conversation, one says that it has a 640 gig MP3 player, "standard." The other replies that no one will ever need 640 gigs. This is a jab at a comment made by Bill Gates back in 1981 about no one ever needing more than 640 K of RAM.
Matu.

Hint: I-SDF Base: Splinter Cell reference:
You can overhear a couple of guards talking in the main hall. One will say something about how guarding the place is just like guarding the CIA HQ; nobody would break in there. This is a reference to the original Splinter Cell, in which you must break into CIA headquarters.
weberkki.

Hint: I-SDF Base: Metal Gear Solid reference:
When you get to the lower floors in the I-SDF base, interrogate a guard. Sam will ask him about his LTL (less-than-lethal) weapon. The guard will tell Sam that the ammunition is some kind of electric round. Sam asks where he can find some. To this the guard replies: "It's not like you can shake me, and make my ammo drop on the floor". This is a reference to the Metal Gear Solid games, in which you can do just that.
weberkki.

Hint: Lighthouse: Alternate way to retrieve the radio data:
During the mission you will have to overhear some data being said on a radio transmission by a guard. If you fail to do this, you can just find the data in a filing cabinet next to the radio.
Matthew020192.

Hint: Lighthouse: Get rid of the enemy on the top:
To get rid of the enemy on the top of the lighthouse, hang along the edge of the lighthouse. Get underneath him and select the command "Grab NPC". Sam Fisher will grab and throw him off the edge. From here you can watch him scream and fall to his death.
Matthew020192.

Hint: North Korea: Half-Life reference:
In the missile battery stage, at some point Sam asks Grim if he could use a crowbar to open the console in the battery. She says "That's for geeky scientists". This is a reference at the Half-Life games where you play as a scientist with a crowbar.
Kevin Halacy.

Hint: North Korea: Ronald Reagan reference:
This game was developed at about the same time that Ronald Reagen died. In the missile battery stage, a missile is launched at the USS Ronald Reagen. Grim tells you this and Sam says "You want me to win one for the Gipper?"
Kevin Halacy.

Hint: Panama: Never set off alarms:
When you are close to the part with the lasers, go down there and set off one alarm. Kill all the people. When you cross the lasers, you will not set off another alarm. You can now finish the mission without setting the alarms off when crossing the lasers.
GlitchfinderX2.

Hint: Penthouse: Bouncing guard:
On the ground floor after you have knocked out two guards (the one who is repairing the elevator and the other one that is talking to him), put one or more of the guards in the elevator with Sam. Sam must turn on his night vision and press the button tob go to the top floor. Watch the guard's body bounce around like popcorn.
Matthew.

Hint: Penthouse: Merc:
Go to the part where the merc is sitting on a bed listening to rock and roll music. Kill him, then go to the glass door leading outside. Punch the glass out of the door. If you bash the door without the glass in it, you will be killed and thrown against the wall behind you.
RichiePops.

Hint: Penthouse: Ubisoft references:
In the introduction sequence for the mission, when you see a blimp, you can also see a Ubisoft logo on it.
Felipe Roriz.

When you ride the rope in the NYC sign near the helopad in the rooftop, you can see "Ubisoft" on the building you are riding to.
Felipe Roriz.

Hint: Seoul: Destroying the tank:
In the very last area of the second part of the mission, you can rescue the injured pilots as a bonus objective. However, instead of waiting for the lamp to flicker on and off to get past the tank safely, there is an easier way. Make sure you have a frag greanade (obtained elsewhere in the level). Go to the very top of the scaffolding and take out the frag grenade. Aim the grenade to go in the hatch of the tank. If done correctly, the grenade will explode in the tank, which will destroy it. You will no longer have to deal with tank gun.
chrismir2004.

Hint: Seoul: Original Splinter Cell music:
When you begin the level, you are in a child's room. Immediately exit the room and go to the right. When you reach the end of the hall, in which the walls are blown away, turn to the right and enter a half-destroyed room. There should be a radio inside. Turn it on, and it will play the same music from the cafe from where you started near the Chinese Embassy 2 level on the original Splinter Cell.

Hint: Seoul: Teddy bear:
After you exit the bedroom at the beginning of the level and go down the alley bypassing the wall mine, interrogate the two soldiers. Climb over the gate where the Mobile Command Center is located. There is a teddy bear in the far right corner next to the fire and the wall mine. They are behind a tall wooden box. You can pick the teddy bear up and throw it.
h4x0rw1z4rd.

Hint: Catching Shetland:
Have your sniper zoomed-in on the guard. When there is a fight, shoot, run, and catch Shetland. Then, end the mission.
thomas.

Hint: Ledge grab:
In order to do a better ledge grab, press A, then when the spy puts his legs up on the thing he is hanging from, press Forward while tapping A.
SM.

Hint: Defeating ISDF guards:
In any mission where you must deal with an ISDF guard, you cannot knock them out with gas. Try using a shotgun.
MarineGF2004.

Hint: Sneaking:
If you move around with your gun drawn, the noise meter will not move. This is very useful when sneaking up on someone quickly.
Cody May.

Hint: Moving faster in water:
In any mission when you are in water, take your gun out. You will move faster.
SylviaCo06.

Hint: Taking lights out silently:
To take out lights silently, first OCP the light, then shoot it instantly.
Balaji.

Hint: Destroying Wall Mines:
If you encounter a Wall Mine, do not use your OCP. Instead you must destroy it. Either throw a frag grenade at it, or shoot it with a gun (pistol recommended).
Andrew Sommers.

Hint: Alternate dialogue:
If you trigger alarms, the guards will be more alert and wear helmets. When you have four alarms all secondary and opportunity objectives are cut, and the funny long dialogue is simplified. This is what happens when Otomo tries to commit seppuku. Fisher says "I think someone is taking himself a bit too seriously." Lambert then says "We can't afford to let him die, Fisher. Get in there and stabilize him. Fast!" The following occurs when you have four alarms. Lambert says "Otomo tried to commit seppuku. Get in there and stabilize him, fast." When you have four alarms in a level all the funny conversations are replaced by one person giving a monologue.
Joey.

Hint: Recommended equipment:
The best equipment to have online in any level is the smoke grenade, sticky camera, optical camo, and alarm snare.
alex alex.

Hint: 100% rating:
In order to get a 100% rating on any mission, you must complete the level with the following statistics. It is unknown at this time if there is a reward for getting a 100% rating on every mission.
helldemon47.

Enemies killed: 0
Civilians killed: 0
Bodies Found: 0
Times Identified as intruder: 0
Alarms sounded: 0

Hint: Rating percentages:
The following actions will subtract from your total rating percentage each time they happen. In order to get 100%, you can knock out enemies and civilians, but you cannot be detected, bodies cannot be found and you cannot trigger alarms.
Joey.

Identified as intruder: -3%
Enemies knocked out: -0%
Enemies injured: -1%
Enemies killed: -2%
Civilians knocked out: -0%
Civilians injured: -5%
Civilians killed: -25%
Bodies found: -5%
Alarms triggered: -5%

Glitch: Aquarius: Stuck in a box:
In Aquarius, you can drop a box in the pirate room. The switch is atop the fish tank directly across from the stairs. Have your spy partner be ready at the switch. You must grab him and drag the merc under the box. Make sure you do not kill him. Once positioned directly under the box, have your partner release the box. This will almost always work. The spy holding him will die, but the merc will be trapped and not be able to shoot out, but will be able to see out. If the flashlight is on, you will see a light coming out of the box.
Rob Stauffer.

Glitch: Aquarius: Bubbles:
Go to the pirate room. When you go up the first set of stairs and go on the second layer (middle of top and bottom of the stairs), go to the right side next to the next set of stairs. You should be instructed to press the white button to go to the co-op. Push up. Get your partner to go where you are and push him up. Let him allow you to get up. You will glitch in the air and stand above his head. There should be bubble sounds and fish will appear.
BamSk8rkid.

Glitch: Club House: Go through glass:
Play the Club House level on Xbox Live. You must be a mercenary for this, and have a spy friend with tutor mode on. Then, do the following. Have the Spy use a bug, and go over to the corner from your spawn, where there are some vents and a wire fence blocking you from jumping onto them. Press Forward into the corner and jump into the corner of the fence a few times. Then, crouch. This will take many attempts, but there does not seem to be a more efficient way of doing this. After you have jumped standing up, crouch, and jump. Executed correctly, you will bypass the fence, and will be standing on the vent. Follow the vent down until you pass the fence below you. Walk almost to the end to be safe. Then, jump down onto the glass and walk to the edge that would be perpendicular with the vent you were on (the horizontal one). Walk slowly off that edge and you will fall down. Then, have the mercenary go into the waterfall room by entering the far elevator and taking a left immediately. Your spy friend will be against the glass. Have the mercenary press his back up against the glass, and let the spy get your neck. If done correctly the spy, will pull the mercenary through the glass. Then have the spy press R to knock the mercenary unconscious. Have the spy tell your mercenary friend to walk to a place there is no barrier on the corner. Have him get as close to the edge as possible and turn around. Walk up to him and press A to elbow hit him. He will fall down. Also, for the spy, if the mercery is bugging you, and knows the fake bug listed above, walk up behind him and get his neck. Bring him close to the edge, knock him out, and when he respawns, shock him. After that, quickly drop a flash and a smoke. He may panic after waking up and walk off the edge.
mrwink.

Glitch: Deftech Below: Ledge walking:
Go up on the top catwalks and go over to the left side (lighter side). There is an opening where there is no railing at the corner (at the other end from the stairs). Walk right next to the railing. You will be able to walk on the outer ledge, which is great for easy getaways.
Rob Stauffer.

Glitch: Museum: UFO:
In museum, if you are a spy go inside the building. Go into the room with the stairs and the posters. Go to your left when you are climbing the stairs. Go to the rail and stand perfectly. You should face the poster in front of you. If you jump at it and go over it, you will activate the UFO. Note: This may require a few attempts. Go to the roof and wait for a few seconds to the right. There should now be a floating figure in the sky with golden glass on it. Click Right Analog-stick(2) to zoom in on it. It will make a sound.
GlitchfinderX2.

Glitch: Panama: Elevator of the dead:
Play the Co-op mission "Panama" in Mission or Story mode. Go to the hallway that the Vice President's room is in. Kill a group of guards and have one player put them one by one, inside the elevator. Once the door is closed, have one player go over to the elevator's control panel and press the button at the bottom of the panel. This will send the elevator to the first floor. As the elevator is making its departure, the guards' bodies will flop around or float into the ceiling of the elevator, Place one of the guards' bodies so that when the elevator door closes, it rams his crotch. When the door closes, his legs will bend backwards and start twitching. You can then go down and watch that guard fly through the ceiling, then go back up. The guard's body will either hang from the ceiling or walls, or just float to the ground. There is also a way to slice a guard in half using the elevator. Have one player place a guard so that half of him is outside the elevator and the other half is inside. Have the other player go inside the elevator and go down, while the other player stays outside the elevator, still in the hallway with the Vice President. After much twitching, one half will be on the bottom floor on one player's screen, and the other half will be on the top floor on the other player's screen. Note: Do not perform any of these actions with the Vice President or the glitches will result in a mission failure.
MetroidGeek93.

Glitch: Penthouse: Technician having a seizure:
Enter the building and knock out the technician or the person trying to fix the elevator. Carry his body into the elevator and climb up the stairs. When you see the lights go out, slide all the way back down and climb back into the elevator. When the elevator goes up, you will see the technician moving crazy, as if having a seizure.
DJ Akuma.

Glitch: Seoul: Motionless soldiers:
After you enter the building through the crawl space/vent and the two soldiers blow open the door after you retrieve the hard drives in the NDT, upstairs is the elevator (around the corner). Normally, the two soldiers will exit the elevator talking about the anti-aircraft fire and a "do-it-yourself constellation kit". However, if you go into the bathroom to the right of the elevator and turn off the lights (just when you hear the soldiers talking in the elevator) then sneak back around the corner, the soldiers will finish talking and stay in the elevator, just staring at each other. You can then throw a grenade in there or reload the level from your last save.
h4x0rw1z4rd.

Glitch: Seoul: Invisible and invincible:
Play in Coop mode on Xbox Live. When you get to the first keypad, give your teammate a sticky shocker. Then, equip your character with a sticky camera. Click on the keypad and tell your partner to shoot it at you. Just as you are knocked out, press X. You will be invisible and invincible. If you want your teammate to also be invisible, have him to equip a sticky camera. Then, have him go to the keypad and click it. Shoot your teammate then have him press X at the moment when he gets shocked.
Niles Finke.

Glitch: Seoul: Make enemies fall though into toilet:
Go to Seoul in Coop mode. Go to the area where you question the fake objective. Kill him and have a player take the body to the staircase. Have another player climb on to the stair cases ledge. Have player one drag the body to the stairs ledge. Press B until player two sees the "Action" button. Grab the dead body and have player one walk away. Go to the bathroom and face the toilet. Press A and the dead body will act like its being garbed by a Splinter Cell and fall into the toilet.
William Morris.

Glitch: Station: Get stuck in elevator:
In Station, right on the first floor, there is an elevator. You can get somebody completely stuck and they cannot move. First, grab a mercenary. Knock him out inside. Have somebody on a different floor. Then, stand in the way of the door of the elevator. There are two doors. Block the outer one if you do not want them to go. If done correctly, the door should keep trying to close on you. You can also lock yourself in by having somebody on a different floor call you, and block in the inner door. It should keep shutting on you. Do not move away or it will shut and go.
Rob Stauffer.

Glitch: Warehouse: Invisible mine:
Jump on the computer outside the Mercenaries spawn hall and walk on the rail. Go all the way to the corner rail and drop on the box. Then, jump to the box across from the box you dropped on. Place a mine on the bridge. The mine will go under the bridge if done correctly. Turn EMF on and look. If you see the mine under the bridge it was placed correctly. When a Spy goes across the bridge he will die.
Terry Youngs.

Glitch: Invincibility in co-op:
To make yourself invincible in co op mode (lasts just for the level), use the following trick. Have a friend to hack any door/computer etc. that is near a medkit. Then, shoot a a sticky shocker at your friend (friendly fire must be on). Your friend should fall on the ground. The person that is fainted must not get revived by his or her friend. The person who is dead, if close enough, should see an action that reads "Use Medkit". Select that option, and that person will be invincible and invisible. Note: This most likely will glitch if you do specific things, such as standing behind a door while someone kicks it down. Note: You also may want to reload your gun beforehand, as while invincible you cannot reload. However you can still use melee moves. Note: This is permanent for the level. Once you complete the level or start a new one, it will return to normal.
Filipek.

Glitch: Double pick up:
While playing in co-op mode, find a body to pick up. Have both players stand next to it on each side. Then, have both players press A to pick up the body at the same time. The result is one agent will have the body on his shoulder, but the other one is will act as if he would hold a person. The other agent will drop the body but still act like he has a body. Note: This may require more than one attempt.
Nick Ekström Glesiner.

Glitch: Dead bodies have seizures:
Shoot a body with the Sticky Shocker. It will have a seizure, just as if they were alive.
Acavina.

Glitch: Going mini:
When you are on any level (Aquarius in the Techroom recommended) and go on a rail upside down, shoot a sticky camera. Then. aim at that place where you shot the first sticky camera and shoot. It will automatically get you down. You will fall off, hit the ground, and glitch through it. You will soon appear small and walk straight through the ground. You can move through the glass in the Aquarium Hall where the fish are found. You must jump onto the edge of each side of the hall and crouch. You will go through the glass. The only way to get out is if your partner goes in there and kills you by jumping on your head. Note: Mercenaries cannot kill you through the glass. You can jump on the picnic table outside (if you are still mini after the jump). Try jumping into the ocean. The mercenary can shoot a grenade and kill you in there.
GlitchfinderX2.

Glitch: Piggy back ride:
When playing on Xbox Live on any level, have one Mercenary and two Spies. Get a Mercenary to go to a corner and take his tazer out. When one Spy goes up and melees the Mercenary, have the Mercenary instantly shock him with a tazer. This will get the Spy's health down, but get the Mercenary to turn his back into the Spy's position. When the Spy grabs the Mercenary, have the other Spy shock his teammate. The Spy who is holding the Mercernary will fall unconscious, then wake up with the Mercenary on him. Wherever the Spy goes, the Mercenary goes. The only way for the Mercenary to go back is for the Spy to die and to have his partner shock the Mercenary.
GlitchfinderX2.

Alternately, have one Spy and one mercenary. As the Spy, get a charged up sticky cam. Do this by shooting a sticky cam onto a wall. Then charge up a grenade of some sort (flash recommended). While holding L, hold open your inventory. Walk towards the wall holding your inventory and L. When it says to remove, press the button assigned to your sticky cam slot. For example, if your sticky cam was in slot A, you would press A. Then, release your inventory and back up. It should still have the charged grenade showing, but a sticky cam is selected. With the charged up sticky cam, keep holding L and press X ( if you were to press X again your charged up grenade should come return). When you go to grab the Mercenary's neck, quickly press X, A. While the Spy is grabbing the Mercenary, the Spy must release L. When you come back out of your sticky cam, the Mercenary should be attached to you. Note: This will not work if the Spy is the host.
Maze00000000001.

Glitch: Twist neck twice:
Play a level with a pole. Get on it. When a guard gets near break his neck or choke him. If you choked him, immediately when the body hits the ground press LT + B.
Niles Finke.

Glitch: Escaping a rail grab:
When you hear a bong sound, it indicates that you are being pulled over the rail. Press Start then press B(3). If you can, shoot the spy when he is coming up and you might get a kill. Make sure to move away from the rail because you might get pulled over anyway by nothing visible. Note: This may require one or more attempts. If you do this in the game, the host may boot you after he goes back to the lobby or if the game ends. Also, sometimes this glitch can have different button combinations.
Joe Palka.

When you are getting grabbed over the rail, press Start when you hear the "bong", then press B. Wait until you hit the ground then press A and walk forward. You should then be able to continue without being hurt or killed.
Nick Ownz.

Glitch: Pinned by a ghost mercenary:
In multi-player mode when you are the Mercenary, have flares and cam net. This trick shows the Spy when you pin him down without you actually holding him down. You can move around and have the Spy remain on the ground. Have a flare loaded with the bar and keep holding the trigger. Then, click and hold your inventory button. While holding it, go to an ammo crate and switch to your cam net. Do not press anything else. While still holding L, charge a Spy and pin him down. Wait at least three seconds, then release L. You can now move, but will be in a "drunk mode". Use berserk to get out of it and you can move around. The Spy will be there until you kill him.
Ken Atwell.

Glitch: Hacking:
In Solo mode, you will find yourself hacking a lot of keypads/computers. A good shortcut around this is to select "Hack keypad/computer" in your actions list. Once you have selected the hack action and the hacking code screen appears, wait about a half second, then press A to go back to the actions menu. After you do this a few times the game will make a sound that shows you that you have made a successful hack. Note: Doing this takes one fifth of your health
WolfDirtbike.

Glitch: Upside down:
When you play co-op mode, you will get a chance to initiate hangovers. When you initiate a hangover, do not complete it. Instead, press A to abort then quickly press X to pull out our your gun. You should be upside down.
Daniel Macias.

Glitch: Gadget refill:
Go to any level as a Mercenary. Find an ammo crate. Stand in front of it and press A many times. While doing that, back away from the ammo crate. If you done correctly, the message "Gadget refill done" will appear. Note: You can only do this for a limited amount of time.
Joe Palka.

Glitch: Strange trajectory attack:
Find a narrow hallway and position yourself with a "split-jump" between the walls. Make sure that an enemy approaches from behind and under you so that you can do the specified attack. You must calculate, coordinate, and determine your enemy's movement to the designated plan. Once he is under you, wait until he is in front of you then drop. If done correctly, Sam should do a front kick to the back of the enemy, sending him across the floor sliding at a fast rate. Note: You must either lure him, or just wait for him to arrive. If you lure him, walk a few feet towards him from the position that you lured him from, turn around, then "split-jump". This will let him walk a few feet ahead of you and into the luring spot, and give you just enough time to plan the specified attack. Also note that if he does any other attack, it will just make the opponent drop to the floor, showing no result. It also helps if no alarm has been raised.
HardcoreRacer27.

Splinter Cell Double Agent:
CITAZIONE
Elite mode:
Successfully complete Solo mode.

Hint: Alternate endings:
Complete the indicated task during the final mission to see the corresponding ending after the bomb is disarmed.
oached, vgr.

Ending A (Good): Disarm both bombs before they are shipped out.

Ending B (Normal): Disarm only one bomb. Note: depending on which bomb you defuse (on the roof or on the docks), there will be two different Normal endings.

Ending C (Bad): Do not disarm either bomb.

Hint: Bonus equipment:
Complete the following special objectives in single player mode to unlock the corresponding item.

Electric Lock Pick: Primary objectives in JBA HQ 1.

EMP Device - Enhanced: Primary objectives in JBA HQ 1.

EMP Grenade: Secondary objectives in the Iceland Assignment.

EMP Grenade - Attachment: Secondary objectives in the Cozumel Assignment.

Explosive Sticky Camera-Attachment: Secondary objectives in the Iceland Assignment.

Frag Grenade - Attachment: Primary objectives in JBA HQ 3.

Gas Grenade: Primary objectives in JBA HQ 1.

Gas Grenade - Attachment: Secondary objectives in the Cozumel Assignment.

Hacking Device - Force Hack Upgrade: Primary objectives in JBA HQ 2.

Hacking Device - Software Upgrade: Secondary objectives in the Shanghai Assignment.

Night Vision - Enhanced: Primary objectives in JBA HQ 3.

Shotgun Shell - Attachment: Secondary objectives in the Okhotsk Assignment.

Smoke Grenade - Attachment: Secondary objectives in the Shanghai Assignment.

Sonic Grenade - Attachment: Primary objectives in JBA HQ 2.

Ultrasonic emitter: Secondary objectives in the Ellsworth Assignment.

Wall Mine - Flash: Secondary objectives in the Okhotsk Assignment.

Wall Mine-stun: Secondary objectives in the Ellsworth Assignment.

Hint: Ellsworth Penitentiary: Get back to cell:
When you sneak out of your cell by crawling under the bed and getting the walkie-talkie, you must get back under the time limit. When you are up on the grating, instead of taking the pipe down drop off. You will knock out a guard. Then, go back to your cell and act normal. The grating is the only way down.

Hint: Okhotsk, Russia Part 2: Bomb defusing:
In Mission 6: Okhotsk, Russia Part 2, after the talk with the Captain he reveals that he has rigged the bombs to go off. Emile Dufraisne tells you that they are in the machine room. Look for a crawl space near you. Go through it and down the ladder. Once you are in the machine room, disrupt the light near to the ladder with your OPC and the camera that you will find nearby. Then, go to the first bomb (you will recognize them by a green light) on the same level as you are on. You can defuse them by cutting the wires in a particular order. The wire you have selected for cutting will be highlighted in green You will know which wire to cut by a short vibration in the controller. When you select the wire the Captain will tell you now have three minutes. The rest of the bombs are located on the machine towers (two of them) and one is upstairs roughly opposite the first bomb. Note: There are three guards in the room. It is recommended to quick save the game before attempting to defuse your first bomb so that you have an idea of how it is done.
The Godfather.

Hint: Disposing Hisham's body:
If you are going to kill Hisham, wait until he is down in the parking space. Kill him and pick up his body. Walk to the back of the red car and put him in the back. Press Place Charge and stand back. Detonate it and the "Opportunity Objective complete - Dispose of Hisham's body" will appear.

Hint: Defeating Emile:
Make sure you have a flash and a frag grenade and full life. There are a lifebox near the door outside of Emile on the right wall. Go outside to Emile and an intermission sequence begins. When it is done, on your left may be a laser beam. Wait for it to go off. When the laser goes off and Emile is done shooting (he will begin again), roll to the next chair or bench. Wait until he is finished shooting again. Continue doing this and go up for the fence/rail. Jump onto it. Go down from it and you now must take Emile out. Walk away for one or two seconds, and make sure you can drop the flash grenade near Emile. Shortly after it is dropped, put your frag grenade in the same place. Emile will not see you drop it and will be defeated. Then, read the computer and defuse the bomb. Note: Take your time.
Oliver Weber.

Hint: Bypassing lasers:
Whenever there are laser beams in your way and you have no EMP ammo or you do not want to use the OCP on your pistol, pick up a knocked out or dead guard. You can use him as an unlimited laser pass.
Achillies.

Glitch: Kill Moss on the JBA 1 mission:
When you start, you will not be able to use your night vision goggles very well. Go into the large garage area. If you are in the correct one, there will be some stairs leading to a camera above the doorway. Also, there is a turret by the stairs at the bottom. Disable the light with your gun by pressing L. Then, quickly hack the turret and disable the IFF icon so that it will shoot JBA members as well as yourself. Next, run back to the dark as the light comes on. Moss is patrolling upstairs. Grab him. Moss wears a green vest and strange trousers. He will say angry things to you if you interrogate him. Bring him downstairs without knocking him out then move him in front of the turret. It will kill Moss. Lambert will get mad and say that the mission is over. Note: Sam does not have any knives in this mission, and this may require a few attempts. Also, you can just smash the light.

Splinter Cell: Pandora Tomorrow:
CITAZIONE
Hint: Easier aiming with pistol:
To aim better with the pistol, press X to pull it out. The crosshair should appear normal. Then, press Up on the D-pad and the crosshair should become a laser sight. This makes it very easy to aim, since the laser sight is smaller and thinner than the normal crosshair. This allows fast kills and head shots. Note: If you are in dark corners and have the laser sight on, the enemies will notice and attack you.
oached, vgrand Lex Meek.

Hint: Easier aiming with SC-20K:
Click the Right Analog-stick to zoom in the sniper scope, then press L to hold your breath. You should be able to get a good shot while Sam remains still.

Hint: Capturing Suhadi Sadono:
After killing off all of Sadono's guards, lure him into a dark corner then shoot him with a Ring Airfoil. Then, run up behind him and grab him. You can now force him to use the retinal scanner and complete the mission.
kielmc.

Rather than picking off each one of the bodyguards, you can go to the right all the way around the room in the shadows. You should then reach the stage behind Sadono. Follow the curtain's shadow to Sadono. There will be a gap. Stand up and run until you see the "Grab Character" option appear. Grab him. You will be shot at and probably get hit, but once you grab him they will stop and you will hear someone say "Don't shoot, you might hurt Sadono". After that you are home free as they will not follow you.
DavidG509.

Instead of going around the room and knocking out or killing every guard in it, after you fall down from the ceiling run directly toward the gap (behind where Sodona makes his speech) before the curtains open. When the lights move away, walk out quietly through the right side of the gap and press A when the "Grab Character" icon appears in the options. You will grab Sodono and the guards will pull out their guns. They will not shoot you, since they think that they might hit Sodona. Use him for the retinal scan and exit to the helicopter.
ToaSona.

Hint: Sabotaging Sadono's plane:
Get to the part where DP Brunton tells you that you should be close to Sadono's plane, and Fisher replies, "Really?". Look to your left. You should see a fence. Climb over this fence to find a drain pipe. Climb up the drain pipe and shimmy along the edge. Pull yourself up onto the ledge above. Enter the door and go to the right. You should find a switch. Hit the switch to turn the lights off. You can now dispose of the two soldiers guarding the plane. An alternate way is to get up onto the previously described ledge and shoot a Div Cam in front of both the guards. Press Y to knock both of them out.
Matthew02019.

Hint: Defeating Norman Soth:
After you have climbed up the elevator cables and have gotten on top of the other elevator, crawl through the hole in the wall. Norman Soth and two other mercenaries are on the top pathways. While in the hole, there will be one guard on the top path, slightly to the right. You should be able to shoot him in the head. Then, a timer will start and you will have one minute to kill Norman Soth and his other mercenary. When you shoot the first mercenary, drop out of the hole onto the first pathway. The second mercenary will go to exactly where the you shot the first mercenary. Shoot the second mercenary in the head. Note: The second guard will be aiming at the hole, so he will not see you if you drop out of the hole. The last person to kill is Normon Soth. Start running down the pathway and turn left on the second to last walkway on the left. Look up and turn on your thermal vision. You will see Normon Soth. Get a clear shot and shoot him in the head. After that you must retrieve the smallpox box from the top pathway. If you are on the second to last pathway on the left, go up the ladder. There will be another ladder; use it to climb up. Drop off the ledge onto the pathway. Run down the middle pathway to find the smallpox box.
ctafoya.

Use the following for an alternate way to defeat Norman Soth without being seen by the guards. After you climb the elevator cables there will be a crawl space. Go through the crawl space to drop down on a catwalk. If you look to the right, there will be a light looking out on a pathway facing straight. Shoot the light out with your pistol, then go past the first pathway. After you pass it, there will be a ladder. Climb the ladder and crouch down. Turn your thermal vision on and bring the scope up on your SC-20K. Zoom in and you should see Soth and his two mercenaries. Get a good shot on Soth and take it. The guards will not see you in the darkness. Shoot the last two guards, then go back down the ladder. You must run because there will not be that much time remaining and there are no alarms to pull. Go down the pathway that was passed before. There will be two pathways in front of you. Take the second one with the stairs, but go left. Go almost to the end and take a left. Keep going and there will be a ladder, and then another ladder. When you get to the top of the second ladder, go up the stairs there and slide down the pole. Run down the pathway that Soth was on to get the last ND133.
cheesypoof62.

Once you have broken out of the lift and climbed up to the hole in the wall, drop out onto the walkway and shoot the light to your right. Instead of waiting to render everyone unconscious, climb up the ladder on the other side of the light you just shot out. At the top of this ladder, use your infrared vision to find the three people you need to kill. Stand up, equip yourself with the SC-20K, use a diversion camera, and aim it where Soth stood. If done quick enough, you should take out all three at the same time with the gas released from the camera, giving you about 45 to 50 seconds to climb up to get the ND133. When you have killed everyone required, jump back down the ladder and take the first right, then the second left, and find the two sets of ladders to climb up. Then, drop down onto the right walkway and the ND133 will be directly in front of you.
Andrew Parkinson.

Throughout the level, make sure that you keep one of your Sticky Shockers. When you start in the hole in the wall, take out your pistol and shoot out the light to your right. Do this carefully so that you do not fall out. This should alert both the workers and one of Soth's terrorists. Wait until two of them have left and lure the third one into a corner by whistling and knock him out. Then, do the same thing with the other two. When all three are knocked out, shoot the terrorist in the head with your SC-20K to kill him. Then, climb up the ladder to your right. From this point, you can get a clear shot of the last terrorist on the catwalk above you. Shoot him with your last Sticky Shocker. Climb up the rest of the ladders to reach the top catwalk. Shoot Norman Soth in the head with your SC-20K. Then, kill the KOed terrorist. Then, simply run towards the ND133 to complete the game.
Matthew020192.

In the last level when trying to get Soth, shoot out the first spotlight shining down and the light on the wall. Climb the ladder. When Soth and his men are all together, shoot a gas grenade off the wall behind them so that it falls where they are standing. Climb down the ladder, go down main catwalk, take the second left, use the first adder, then take the next. Drop down off ledge to the left and you will be on the same catwalk. Shoot Soth and his men.
PURPLEPASSSION04.

Hint: Knocking out guards:
To knock out a guard without using a Sticky Shocker or a Air Foil, shoot a Sticky Cam at their head. Note: It must hit him directly in the head for the guard to get knocked out.
Shortsht123.

You can knockout an enemy with the liquor bottle if you throw it at their heads.
SHARKZBYTE.

To easily get rid of guards, press R in front of them to knock them out, and press A behind them to grab them and knock them out. Note: With non-lethal missions with civilians, pressing R once will knock them out. With non-lethal terrorists, press R(2) will knock them out. With lethal missions with terrorists, they will continue to shoot you after pressing R -- press R again quickly.
Jamal Almouslli.

Hint: Dili, Timor mission:
After locating the first prime target, and just after you get the PDA information, use your optic cable to see through the door almost directly in front of you. You will see the room of hostages that you had to pass by unseen. Go into the room, stay low, then knock out the guard. Pick him up, then take him to the room directly in front. Shoot out the lights and put the body on the side of the bed. Double back then take out the guard left on the second floor on the balcony behind the door you started out by. Shoot out the overhang light above the stairwell, then the light in the stairwell hallway. Take out the guards one by one downstairs. Put them in the small room in the corner. This will take you to the next checkpoint, after you walk though the small hallway.
KHSRogue.

Hint: Kundang: Avoid mines:
When you encounter the mine field you can jump over the wires. This is not easy and will take almost flawless timing.
Taylor Likens.

Hint: LAX: Extra supplies:
When you have reached the airport car park in the back of the truck, kill the two guards and the dog. Then, face the truck again and turn left. On the left hand wall should be a door. Open it, and inside are some Sticky Shockers, Ring Airofoils, Sticky Cameras and a Med Kit.
yvonne.

Hint: Paris, France: Ammunition:
After you have disabled the bomb and gone up the stairs to the second floor, it is easier to shoot out the lights even if there is a guard walking back and forth across the hall; when he turns around and has stopped at his little station away from you. You can shoot the first light out that you see. Repeat this process for the next two lights and he should not hear you or say something like "The light broke!" or something similar. Note: He will not even hear you when he is under the farthest light from you, and it is also easier when you are doing a "peek attack". Go at least half way down the hallway he was on and go into the room just beside the motion detector away from you. There will not be anybody in that room. While you are in there, there will be a desk with a little light over it. Shoot the light out if desired. If you need to see better, turn on your night vision goggles. In that room, you will find some ammunition for your pistol and two sticky shockers.
plweaver.

Hint: Paris, France: Save Francois Coldeboeuf:
In the part where you have to meet Francois, get to the room where you must jump on the cabinet into the crawl space. Below you, the guards should be shooting the door. They will stop and have a conversation. Before you go into the room, take out a frag grenade and drop it into the center of the group. Then, turn and go back into the previous room. You will hear a big explosion. Go back up and go into the chop shop. Talk to Francois. Get the phone then climb back into the shaft. The corridor below should look like a bomb exploded. Turn left at the intersection instead of right, then drop down where the cryo fluid was spraying out. Walk to the van and finish the mission. At the end, Francois will survive and you get the satisfaction of blowing someone up.
anarchistreaper.

Hint: Television Free: Drowning your victims:
In Television Free (mission 8), you will have a chance to go down into the sewer. When you knock out a guard, drag their unconscious body into the water then click into thermal view. You can watch the life slowly slip out of their bodies.
dyaballikl.

Hint: Stealth:
To move quieter, crouch down and walk slower. This will make your steps softer, and keep you undetected to a limit.
Shortsht123.

To decrease your chances of being seen, shoot out the lights with your gun. Be careful, as if there is an enemy is under that light they may see you shooting it out.
Shortsht123.

Hint: Shoot without fear:
When you are at a point that you can only use non-lethal attacks, make sure that you have the SC-20K and at least one Sticky Cam. Instead of waiting to sneak up on a person, shoot them in the head with the Sticky-Cam. This knocks them out without using "lethal methods". Aiming high is the key to knocking the person out because the Sticky Cams have a short range. After the attack you can pick your cam up and use it again.
Webbs.

Hint: Bypassing motion detectors:
Before passing by a motion detector, pick up the body of a dead or unconscious guard. Then, proceed to walk past the motion detector. The motion detector should not go off, due to it seeing the guard on your shoulders, thus making you invisible to it.
TenThousandWatts.

If you walk past a motion detector with your weapon drawn, you will be moving at a slow enough speed that the detector will not register your movements. You can safely walk past it.
Shaide.

Hint: Escaping elevator shaft:
In LAX, there is a part where the elevator stops. Blow out the top and jump to climb out. Then, climb on a pole that gets you to the catwalks. Jump until you reach a landing and use the "Climb Out" interaction. Climb up and over, then jump down to another pipe that leads to an opening and a checkpoint. Then with a running start, do a split jump over the two pipes and drop. Jump up on the ledge and pull yourself up. Shoot the vent and jump across. Go through it and come out the other side, then jump down and cling to the pole. Move over and climb up the ladders. You will reach a place where there are three poles to rappel from. Choose the middle one and crawl through the opening. This will take you to a save point and to Soth.
Kevin Hansen.

Hint: Find mines easily:
In order to find mines in the camp mission, turn on the thermal vision.
Fatguy200.

Hint: Ring Airfoil knock out:
When using a Ring Airfoil, if you shoot someone in the head it will knock them out. Make sure you hide the body well. If a guard finds it, they will wake them up.
Adam Shumaker.

Hint: Whistling:
To whistle, press Black. This will usually make a guard approach the sound. Note: Hide in a dark area and whistle, then jump the guard when he stops.
Shortsht123.

Hint: Multiplayer: Talking to teammate after losing:
When you are playing in an online match and lose all of your respawn lives, mute your teammate and then unmute him. Both of you can now communicate with each other.
DaGame87.

Hint: Prince Of Persia references:
On the mission when you are on the train, look in the second car where the guard is located. Knock him out then go behind the fenced door. Look down you will see a magazine featuring Prince Of Persia.
Nick Shrader.

On the third level when you are in Paris on the train, at the beginning there will be a room with an engineer. Knock him out. On the floor of the room is a Prince Of Persia strategy guide.
Keith Konze.

In Displace, when you get through the crawl space you will see the back of a guard. He and another guard will start talking, and you will hear that Prince of Persia 2 will be the game of the year.
Dsutt2330.

In the third level, Paris-Nice, France, get to the part when you must find Soth in one of the cabins. He is in the third cabin. If you go to the cabin before that one, the second one, and knock out the passenger, zoom into the object on the table using your binoculars. You can see that it is a copy of Prince Of Persia: The Sands Of Time for the PC. Also, if you wait for the captain to walk down the hall you can walk in on him using the bathroom in the last cabin (two after the cabin that Soth is in).
Ronald Gainda.

Hint: XIII reference:
In mission 3 (The Train With Soth), in the car with the cabins, go into the first cabin (with the open door). On the table there will be a comic book of XIII.
Dustin Cobb.

Hint: Various references:
On the first half of the Jerusalem level, there is a book store directly behind an alley with a swinging lamp. Next to it is another smaller alley with a swinging lamp. If you look inside the large window you can see many different picture references to The Punisher, Ubi Soft's XIII, an anime, and a picture of the infamous "Sniper Kitty" among many other things. Use the binoculars to get a much better look.
Silent Bob.

Hint: Level select:
When you complete the game under the normal or hard difficulty setting, when you go back into the game make sure you go over towards the level select instead of checkpoints. You could lose your data and have to do it over again if the wrong choice is made.
JnThaProduca.

Hint: Programmer credits:
In the Jerusalem mission, get to the part where you are following Dahlia Tal and can go up onto the roof and through an apartment to avoid being seen in the open area while she continues on. When you go through the apartment, you must sneak past two Israeli men watching television. If you zoom in on the television, you can see that it continuously scrolls a message in French from the development team thanking two people for their help with the game.

Hint: Ubisoft reference:
In the intermission sequence where you see two ShadowNets neutralize the ND133, when Lambert picks up his coffee cup, you can see it has the Ubisoft logo.

Glitch: Federal Bank: Get on the chandelier:
As a spy on the Federal Bank level, press Y and jump down the stairs. Go to the pole on the more open side of it. Climb up four paces and press Analog-stick Left + B. You will warp onto the big light in the middle of the glass room.
Texas Dude.

Glitch: Federal Bank: Gold reserve:
It is possible to get in to the gold reserve before you hack it. To do so, press Y and jump down from your spawn point. Run to your right until you see the vent that you can go down. Next to it to the right is a sign. Do a back flip into that little hole. Make sure you are back flipping in a little dark hole-type thing to the right of the vent. When this is done, run back to your spawn (do not roll). Get on the pole and climb up about four paces. Press Analog-stick Left +B. You should enter a very glitched area semi-over the Mercenary spawn point. There is a vent shaft going down. Take it to reach the gold reserve.
Texas Dude.

Glitch: Los Angeles: Persistent light:
When you are past the dog area, go in the room with the security guard and the half circle cut window and make some noise. When he comes out, hit him then put on your night vision goggles. Then, shoot out the light. The light will still be there.
JnThaProduca.

Glitch: Warehouse: Warp:
When as a spy on the Warehouse level, run to the normal pole directly in front of your spawn point. Climb about four paces upwards and press Analog-stick Left + B. This requires some practice. You will warp to the middle of the room. If you make a mistake, it will warp you to the other side of the pole.
Texas Dude.

Glitch: Play as 2 Spy 0 Merc, 3 Spy 0 Merc:
When you are in the lobby of any game online (and you are a mercenary), go to "Equipment", then go into the Spies equipment. When the game launch begins counting down, press B to go back. When you go back, you should be on the Spies team.
SWAT Master2009 and TwofacedJoker.

Glitch: 3 on 1, 3 on 0, etc.:
The following trick allows you to do something similar to a "Tag" game, and allows you to play 3 on 1, or 2 on 1, etc., however the CPU apparently randomly chooses a person to be the individual team and every time a new game starts the person is changed. To do this, first set the amount of games in a row to as many as desired, but it has to be at least three for the tag effect to work. Tell the people that you want in the game to enter it after you have launched it (or just wait until someone random joins the game after it is launched). You can now change whatever other setting desired for your game (does not work with ranked). Once you have launched the game and everyone has entered it, kill yourself until you have used up all of your lives, or neutralize/extract/sabotage all of the required ND133 so that the game ends. When the game reloads, the other players will be entered in the game and will automatically be entered onto your team (note: this definitely works with the Spies). If there are one or two other players, they will both be on your team. However, if there is a forth player, that person will be on the other team, thus creating a 3 on 1 game. You should now have entered at least three games; when this third, fourth, fifth, etc. game starts, a different person will be selected to be the single player on the other team. This way it gets split up randomly and is a fun new type of game.
RottenPunk.

Glitch: Talk to opposing team player:
This glitch allows you to do a 1 on 1 match (and may also work 1 on 2, 2 on 2, etc. ) and allow you to talk to the person on the opposing team. This can be really fun for a spy because you can get yourself a spot where you have a nice, good sniping position then taunt them over the headset while shooting Shockers and Spy Cameras at them. First, start a game with revenge on. Have a set number of lives for each team which is not incredibly high (as you will have to kill yourself and use all of your lives for glitch). Launch the game while on the team that you do not want to be for the actual glitch (spy recommended) without any other players in it. Then, tell the other player(s) to enter the game once it has started. When the other player has entered the game, tell that person to use the voice cheat (mute and un-mute you) so that he can talk to you. Then, kill yourself until all your lives have been used, or neutralize all of the ND133 required. When this is done, the revenge option will take effect and you will start a new game on the other team, and the other player will go to the team that you just were on. You can now talk to the other player. Unfortunately, because you have to have revenge on for this to work you will have to start the entire process over again to repeat the glitch each time.
RottenPunk.

Glitch: Shadow in truck:
In LAX after you get into the parking garage and take out the two guards and the dog, run to the cab of the truck that brought you in. Look at it with your thermal scope to see the shadow of a man standing in the truck cab.
xandal.

Glitch: Random fun:
When as a spy on any level, find a pole that you can revolve around (such as left and right) and do back flips in random places. Climb up that pole and press Analog-stick Left + B at the same time to find random small glitches that might be fun.
Texas Dude.

Glitch: Misspelling:
When watching the newscast after completing one of the missions (for the beginning of April), when the man is speaking, "April 3th" will appear at the bottom left of the screen, above the ticker.
Mighty Bob Barker.

Glitch: Wrong timer on the last ND133:
In the last intermission sequence, when you retrieve the last ND133, Fisher says that there are still eleven minutes on the timer. However, when the intermission sequence starts, the timer has just passed twelve minutes. Lambert and Grim did not mention anything about changing the timer, and Fisher does not have a gadget to change timers.
Matthew020192.


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