Walkthrough of Tom Clancys Splinter Cell: Double Agent. Walkthrough of the game Tom Clancy's Splinter Cell Double Agent Splinter cell double agent walkthrough


This detailed walkthrough of Splinter Cell Double Agent is designed for inexperienced players - experienced players are unlikely to need such help. But the player must have some basic skills - for example, he must know that every body of a stunned or killed enemy must be hidden so that no one finds it and raises the alarm. It is also worth making Splinter Cell Double Agent saves as often as possible - this will significantly save your time. In the game, after each mission, the rating of its completion is calculated - every corpse, every stunned person, every broken light bulb reduces this rating. Simply put, only a few will be able to play with a 100% result, while the rest of the passage of Splinter Cell Double Agent is strongly recommended to play for fun, not paying attention to the rating. He will still give absolutely nothing. Therefore, feel free to remove from your path everyone who interferes. Also, this walkthrough of Double Agent will tell you about the key moments of this non-linear game, where Sam will have to make a choice between the government and terrorists, and we will describe the possible consequences of certain actions.

First, Splinter Cell Double Agent will ask you to select a difficulty level. Unlike the previous parts, there will be three of them (previously there were only two).

  • Easily- this level is intended for those who are seeing the Splinter Cell game for the first time. The consequences of your actions will be more than forgivable. If you are at least more or less familiar with the game, do not choose this difficulty level - it will simply not be interesting.
  • Ordinary- and this level is already for experienced Splinter Cell players. Every action you take will cause significant responses. From small ones - if you forget to close the door, enemies will start looking for you, and to large ones - failure to complete one or another task will lead to a noticeable decrease in the employer’s trust in you.
  • Difficult- intended for Splinter Cell game experts who crave a special challenge. Your resources are limited, and all the consequences of your actions will be cruel.

Based on the above, for the average player, choosing the normal difficulty level will be optimal. Also, the passage of Splinter Cell will immediately tell you what the names of Sam’s employers mean - NSA and ADB.

NSA- National Security Agency. This is our good old employer, for whom we worked during all the previous parts of the Splinter Cell games. In tasks from different structures that are directly opposite to each other, it is better to give priority to NSA tasks. Although, the player himself decides what to do. In addition, if the terrorists' trust level reaches zero, the game will end in failure.

ADB- John Brown's Army. A terrorist organization into which Sam was inserted to destroy it from the inside. The organization is very powerful and dangerous, it has technical innovations, serious personnel and excellent weapons. By the way, John Brown is a real historical figure, he was a fighter for the rights of slaves. He became famous for carrying out a daring raid on the army arsenal to arm his army of associates, but was caught and hanged in 1859.

Now let's begin the description of the passage of Splinter Cell Double Agent.

First mission - Iceland, 20 km from Akurey, September 3, 2007

Assignments (all from the National Security Agency)

  • Explore a geothermal station;
  • Infiltrate the base without raising the alarm;
  • Enter the station without raising the alarm;
  • Prevent a rocket from launching;
  • Get to the helicopter to escape.

Start of the task

This Splinter Cell Double Agent mission begins in a National Security Agency (NSA) aircraft. We have to jump out of it into the water - don’t worry, Sam’s suit is reliably insulated, and the kit also includes a technical novelty, a kind of filter that extracts oxygen from the water - you won’t suffocate under it. Before you parachute down, you can go to the computer located in the cabin and read the response letter to Sam from his beloved daughter, Sarah. As it turns out later, this is her last letter. But Fischer doesn’t know about this yet.

Infiltration of a geothermal plant

Approach the hatch and jump down into the water. Sam’s young partner on this mission, John, shown earlier in the video, will be waiting for us there. The young man strives to impress the most experienced warrior Fischer with his skills, constantly running ahead, rushing, etc. As we will see later, it is very in vain. But let's not get ahead of ourselves. Underwater, swim to the red light, you can use acceleration - the “use” key. To the left of the landing site there will be a high dam, but there is a small hole-tunnel in it for water intake - follow John into it. When you swim through the tunnel, you will see how your partner, deftly emerging into the hole to the surface, grabbed his opponent, twisted his neck, threw him into the water and went into the shadows. Sam was not offended either - he will get the second guard. To prevent him from getting under your feet in the future, the passage of Double Agent recommends following John's example - emerge from the ice hole (the water is dark, you will not be visible until you go out on the ice!), lure the enemy with a whistle (X button) when he approaches - press the "use" button to pull the victim under water. By the way, the trick looks very impressive! After eliminating the second guard, get out of the hole to the surface. You will see a small courtyard in which the passage to the neighboring territory of interest to us is blocked by a fence made of metal mesh. But not just any fence, but an electric fence. Therefore, the passage of Splinter Cell Double Agent is advised not to try to jump over it, but to immediately go to the one-room building nearby - there is a generator there. In addition to the generator, you will also see in the room a sleeping guard, his laptop (there is nothing particularly useful in it, but you can dig around) and a sound grenade. Upon entering, Lambert will tell you some interesting news - several more terrorists have arrived at the geothermal station. Fisher's proposal to remove his young partner from the mission was ignored by his superiors (John is not trained to act in such cases). The passage of Double Agent recommends that it is better not to kill the guard, it still does not interfere, although you know better. It’s probably easier to just quietly sneak past - our goal, the generator, is located in the corner of the room opposite from the entrance. There, approaching the wires, an action window will appear - click “use” so that Sam will cut the cables, turning off the generator and by this very action turning off the electricity supplied to the fence. If you did not kill the very first guard, whom the passage of the Double Agent game recommended to pull under the water from the ice hole, he will now head towards this building, be careful. If you eliminated him, feel free to leave here to the very fence that was electrified. John, eager for action, is already waiting for us there - he will ask you to help him get over the fence (how dependent!). To help, just go to the fence, Sam will do everything without your participation - he will sit down, put his hands up for his partner, and lift him onto the dais behind the fence. Now jump over the fence yourself, fortunately, Sam doesn’t need help with this. There, climb a small staircase to a similar elevation next to John, you will see a rope stretched between this same elevation and the terrorist base. Jump up to grab this rope and enjoy the overhead view of the station as Sam slides down.

Path to the ventilation shaft

After a few seconds of this exciting journey, Sam will jump from the rope onto the roof. There will be a guard patrolling the area ahead - you will have several options on what to do. You can eliminate him with a well-aimed shot to the head. Splinter Cell Double Agent walkthrough recommends simply jumping from the roof onto him to stun him in this way. Or you can just slide by. One way or another, a little to the right you will see a staircase down. Without making any noise (the goal is to penetrate unnoticed!), go down it. There are several more guards below. One will be in the video surveillance room, two more will be near the gate through which we need to get further. One of these two security guards stands by an open container (which contains a wall mine, but it is virtually useless in this mission), the other patrols the area in circles. The one at the container knows the access code to the lock on the gate - you can interrogate him. But getting through these very gates is not so difficult - the Splinter Cell Double Agent game will provide a solid choice of methods. Therefore, you can simply jump from the stairs onto the container, from the container onto your opponent’s head to stun. Walkthrough Double Agent recommends dragging the body into the shadows. Also, be wary of CCTV cameras. John, meanwhile, is given the task of turning off the ventilation so that Sam can go through it to the station. Another way to open the gate is the computer in the video surveillance room (don’t forget that there is another guard there!), or go to the generator (a little to the left of the gate), cut the wires on it to turn off the power supply to the gate - this way you can jump over without even opening the gate Through them. One way or another, once you find yourself in the next courtyard behind the fence, you will see two more guards in this area. Moreover, with flashlights, so the passage of Double Agent recommends either quickly eliminating them, or simply not getting noticed. We need to go in a straight line, where there is a small staircase to an elevation. Having risen, you will see another one leading to the top of some tank. Look directly at the target building - a guard will come out onto the dais. The passage of Splinter Cell Double Agent recommends taking it off right from here, so that you can then get to your destination without any problems. Now Sam must grab hold of the pipe with his hands, which runs from here directly to the geothermal station. To avoid getting your feet caught on a small fence, also grab the pipe with them and crawl forward in this way. Don't forget to make Splinter Cell Double Agent saves. Below you will see an inexperienced partner who is about to make his last mistake in life - he again rushes forward without waiting for Sam. Don't be distracted by it, crawl to the end of the pipe, lower your legs down and grab the railing with your hands. Now all that remains is to get over them and run to the knowledge ahead. There is only one entrance - a ventilation shaft. Crawl into it. Now you are already at the base.

Warhead launch cancellation and evacuation

As soon as you enter the building through the ventilation shaft, you will see John to the left of the “entrance”. A young partner stands at gunpoint from an enemy machine gun, with his hands up. Since he does not answer the terrorists' questions, they shoot him. That's it, he didn't turn Sam in, but he himself died. But they warned him not to rush to enter ahead of you... By the way, there will be no chance to save him. At all. This is a script, you can't do anything with it, John will die whether you like it or not. Walkthrough of Double Agent recommends not to waste time finding a workaround - it does not exist. Soon after shooting John, the terrorists will become nervous and begin launching a missile with a warhead. The timer will start counting down - seven minutes until launch. Exactly how much time you have to prevent it! There will be quite a lot of enemies for such a small area - seven people. Walkthrough of the game Double Agent recommends killing them all at once, so as not to be distracted later - then you will have an impressive reserve of time, and no one will interfere with your free evacuation. After you deal with the terrorists, take on the direct task - preventing the launch. There are two ways. In the first case, you need to climb onto the upper platform, go down one level from it, turn the crane, then cling to the beam from above with your crampons. From it you can first go down to the lower level, where you need to open the rocket control panel, then, again climbing the rope, go up to a higher level to cancel the launch itself. This method is not the easiest for novice players, so the walkthrough of Splinter Cell Double Agent will describe the second, simpler method in more detail. First you need to open the warhead control panel. Getting there won't be a problem if you've cleared the area of ​​enemies - turn the valve to activate the bridge leading to the warhead. Now turn around and stand on the platform nearby - it's like an elevator. Press the activation button and go up to the level where the bridge you pulled out is located. Now you can open the actual warhead control panel. And the remote control is located in the change house on the left. Now get to it, press the “use” button - a small window of Sam’s device will appear, which will be divided into four sectors, and different numbers will flash in each. As time passes, some numbers stop in each of the sectors - to fix them, you need to hover the cursor over them and click the mouse. During this entire time, time will be limited; the passage of Splinter Cell Double Agent advises you to hurry up. Although you can easily do it in time, in the future similar hacks will have to be carried out in a much faster time. When you successfully record the numbers in all four sectors, the missile launch will be canceled, but a new timer will start - 60 seconds, this is the time until the warhead self-destructs. Get ready for evacuation - a rope will be dropped from a helicopter through the opened missile silo, to which we must not only have time to reach, but also have time to climb up. To get to the rope, look to the side a little to the right of the rocket control panel - there you will see a small staircase leading up. Climb it and turn left - that’s where the rope will be. Climb up it. Now the first mission is completed!

Walkthrough of Splinter Cell: Double Agent:

Walkthrough of Splinter Cell: Double Agent:

The passage is focused, first of all, on a one hundred percent result in the “stealth” column and on the lowest possible number of points in other positions: the number of corpses, alarms raised, bodies found, and so on. Separately, the moments where you have to make a choice between bad and good guys are discussed, and detailed guidance on solving some puzzles is also given. Designed for an experienced stealth player.

Before jumping out of the plane, go to the computer in the cabin and read the letter from Sarah. You don’t know yet that this is a farewell letter to Sam’s daughter, but let’s not get ahead of ourselves.

We penetrate the station

Run and jump into the chilly waters of the Atlantic Ocean. Dive and swim to the red light on the left (key "E" acceleration). Here John will be waiting for you, who will swim into the tunnel when you appear. Swim after him and watch how the young man deals with one of the guards. Let's hope this is the first and last victim of this mission.

When John gets ashore, swim up and down. You will find yourself in an ice hole. Since we are not going to kill anyone, wait until the second guard turns his back to you and get out of the hole (Control key). Hide in the shadows near the pipes so that no one notices you. Lambert will report that plans have changed, and terrorists have appeared at the station. It's Monday anyway.

Sneak up to the house with the light bulb above the entrance. Turn off the light and go into the house. Close the door behind you! In the house you will find a sleeping guard and a sound grenade. Take the grenade, rummage through the guard's laptop, and also cut the generator cable to cut off the power to the station fence. As soon as you do this, the guard on the street will be interested in the house, so select a smoke bomb from your inventory and carefully open the front door. That's right - the guard is standing right in front of the entrance. Throw the checker to the left, away from the fence, and when the guard goes to check what’s going on, quickly run to the right, where John is waiting for you.

Help John jump over the fence, and then climb over the net yourself. Once on the other side of the station, climb the stairs onto the platform, jump and, grabbing the cord pulled by someone with your hands, go into enemy territory.

Road to the ventilation shaft

Sneak up along the roof behind the guard, but let him calmly go to the right. Jump onto the platform and follow the guard to the stairs. Go down one level. Two guards will come out of the gate behind you and start talking. While they are busy, jump over the railing and jump to the ground. Go around the open container (you can get a mine in it, but we have no use for it) and make your way to the left to the generator hanging on the wall next to the fence. Cut the cable to turn off the power to the fence and climb over the fence right there, without leaving the cash register.

Quickly jump to the ground and hug the left wall of the fence. Follow it to the very end until you see a guard with a flashlight. Take your time, let him play tracker to his heart's content, and when he turns his back to you, quickly go right and climb up the ladder. Then, along another ladder, get to the top of some tank, where you must jump and grab onto the pipe with your hands. Now grab the pipe with your legs and crawl towards the building on the left.

Below you will see madman John, but do not try to save him. To Caesar - what is Caesar's. Crawl to the end of the pipe, lower your legs down and grab the railing with your hands. Climb over them and run towards the building ahead. Crawl into the ventilation shaft. Here you are at the base. John?!

Warhead launch sabotage

I repeat, but you are not able to help John, you should not waste time looking for a workaround.

Crawl to the platform on the left and jump over the railing. You have ten minutes to stop the rocket launch and get away. Lambert has already sent cavalry after you, so I advise you to hurry up.

The surest way of sabotage is the following. Follow the platform to the end and find the stairs. Go down one level. There is also a ladder here, but don't rush down it. Wait for a guard with a flashlight to approach you. Let him explore the platform and, placing yourself behind him, follow him down the stairs. As soon as you find yourself at the bottom, immediately turn right and temporarily turn off the light above the warhead. Then turn the valve to extend the bridge leading to the warhead. Now turn around and stand on the platform nearby - this is a kind of elevator. Press the button and go up to the level where the bridge you pulled out is located.

Now you need to open the warhead control panel. The remote control is located in the hut on the left, where the worker sits all the time. I'll have to smoke it out. So, turn off the lights in the cabin for a while and, when the worker leaves it, quickly jump inside and press the button that opens the control panel on the rocket body.

Leave the cabin and turn off the light above the warhead. Make sure the worker is not near the warhead and run towards it. Find the correct code for the control panel and sabotage the launch. Great, now quickly turn your head to the right, where there is a ladder located a step away from the rocket body. Climb up it and raise your head to the ceiling on the left. Soon you will see Lambert's helicopter, from which they will drop a rope to you. Grasp at straws and run away. Mission accomplished!

Alternative ways:

The gate leading to the ventilation shaft can be opened in two ways: either by picking up the code on the lock next to the gate, or using the computer in the guard's lodge, but then you will have to deal with him and his partner, which is undesirable.

The missile can be neutralized in a faster way. From the highest platform, go down one level and climb into the crane cabin. Turn the lever and move the faucet. Get out onto the platform and run to the end, where you will see a pipe. Climb it to the ceiling and crawl to the left. Soon you will be able to hook the crampons and climb down headfirst to the control panel. To avoid being noticed, along the way, turn off the light of the guard on the platform to the left. Below you have to neutralize the worker stubbornly standing near the panel. The problem is that the worker is an extremely nervous type, and you are unlikely to succeed the first time.

After Jamie Washington gives you the knife, go to the poster on the wall and tear it off with a slight movement of your hand. Behind the poster you will see a hole in the wall. Climb into the tunnel and crawl into the mine. Climb the pipe to the upper level and crawl into the next ventilation shaft. Soon you will find yourself under the ceiling on a ventilation duct. There are already riots going on below the cells, but they shouldn't worry you. Go along the box to the left and use a knife to open the damper of the next ventilation shaft.

When you crawl along the shaft, you will see the head of one of the guards below through the grating, so try not to make any noise. At the end of the tunnel, open the hatch and silently jump into the security room.

The guard's room and the path to the hall where the shootout is taking place

The guard will notice the open hatch, but won’t risk checking what’s going on. While you are in the shadows, the guard will not notice you, so take advantage of the situation and rummage through the computer on the table. Find out the code (1403) for the doors, which matches the code on the weapons cabinet located on the right wall of the room.

Sneak up to the locker and enter the code. True, you won’t find any weapons, but you can get hold of three smoke bombs. Now the hardest part is to leave the room unnoticed. You must act extremely quickly. First, hide in the shadows next to the cabinet where the weapons are stored. When the guard passes by you and goes to the table to rummage around, quickly rush to the door and, using the master key, unlock the lock. On the other side of the door you will see a second guard, but he will move away from you, so don’t waste a second, jump out onto the stairs and roll down head over heels.

Once downstairs, walk along the corridor and find a panel with a combination lock. Enter the code, quickly enter the room and hide behind the table on the left. The next moment a guard will enter the room and notice the open door, but this will not particularly alert him.

Let the guard leave, then quickly turn off the metal detector and cut the generator cable on the wall to the right. Then hide in the niche to the left of the metal detector and wait for the guard to return to the room. As soon as he turns his back to you, slip through the metal detector into the corridor. In the corridor, turn off the lights and, as quickly as possible, break the lock on the door leading to the hall where there is a fight between prisoners and guards.

Tower and roof

Since you find yourself in the thick of things, no one will pay much attention to you, although this does not mean that you will not be shot. Keep to the right wall and get to the opposite end of the hall, where there are prisoners armed to the teeth. Climb over the serving table and carefully make your way to the right. You will see a staircase ahead, but we won’t go along it - it’s too risky. Your goal is the door in the upper right corner of the screen. To get there and at the same time not get caught by the warring parties, take out a smoke bomb and throw it in the center of your intended path to the door. Under the cover of smoke, get to the door and enter.

You find yourself on the lower level of sector A. Your task is to climb to the very top of the tower ahead.

As soon as you enter the room from which the door leads to the tower, hide under the stairs, as a guard with a flashlight will move towards you. Let him pass you by, and then jump out of cover, climb the ladder and run up to the door to the tower. Break the lock and enter.

Inside the tower, do not rush up the stairs; wait in the shadows until a guard with a flashlight comes down to you. When he goes back, position yourself behind him and go up to the level where there are computers, and on the left wall there is a rifle that shoots rubber bullets. Take the weapon and ammo, then quickly hide under the table with the computer.

When the guard returns, he will shine a light in your direction, but will pretend that he didn't notice anything. Let the guard leave, and climb the stairs to the next level, where the computer responsible for controlling the cell doors is located.

Pick up the code and open all the cameras in sector A. Great, now go up one more level and call the elevator. Go up to the top floor. There are two guards waiting for you here, so don't yawn and watch where you're going so as not to run into them.

From the elevator, go left and look for a hole in the broken window on the right. Climb through the hole and climb up the drainpipe to the roof.

Saving Jamie

About halfway through the journey, Jamie will report that he is in trouble, and you will have a new task: “Save Jamie from the guard.” To complete this task, you must climb onto the roof as quickly as possible and run to the makeshift bridge thrown from the top of the tower to the roof of a neighboring building. Ahead, through the hole in the broken window, you will see Jamie, who is being held at gunpoint by a guard. Running and saving him is a thankless task, so take out a rifle with rubber bullets and, when the guard is right in front of the hole in the window, shoot!

As soon as the guard falls, run across the bridge and join Jamie. Then, as quickly as possible, jump down to the lower level of the roof, and, trying not to get under the spotlights of the helicopter hovering above your head, run to the building on the right. Run along the narrow passage between the buildings, enter the house on the right, and climb the stairs to the roof. That's it, you are free! Mission accomplished!

Alternative ways:

From the hall where the shootout is taking place, you can also climb the stairs. To do this, throw one smoke bomb on the landing in front of the entrance to the second flight, and the second on the third flight. Under the cover of smoke, you can climb the stairs undetected. One problem, at the end of the stairs there will be a door waiting for you, which can only be opened with the help of a chip sewn into the guards’ clothes. Therefore, either you will have to stun the guard patrolling the third flight, or drag the body of the guard lying at the entrance to the stairs, and this is much more difficult than it seems.

The rules of behavior in the enemy's lair are as follows: complete all the tasks that the terrorists gave you, then all the tasks for Lambert, and in the remaining time try to complete additional assignments and not be caught in places where you should not be.

After arriving at the terrorists' headquarters, follow Jamie (don't lag behind, but don't overtake him, so as not to lose trust). After they show you where you sleep, the big guy Moss will take charge of you. Follow him and he will lead you to the training room. Your task is to go through an obstacle course, then open the safe and wait for Moss to arrive, who promises to show up in twenty-five minutes.

Obstacle course, safe hacking and shooting gallery

Go through the obstacle course (I think you can do it without any hints) and run up to the safe. The principle of breaking a safe is as follows: select one of the directions - “right” or “left”, in which you will rotate the master key. Follow the selected direction until you hear a click and the leftmost wheel turns green, indicating that it is in the correct position. Now change the direction of rotation and set the central wheel to the correct position. Change the direction of rotation again and install the last wheel. If everything is correct, the safe will be open.

Leave the room with the safe and through the hatch, get out to the beginning of the obstacle course. Next in line is the shooting gallery. Come in and pick up a rifle. Your task is to score 75 points in 30 shots. This is not difficult to do, since the center of the target is 5 points, the edge is 1 point, and what is between them is 3 points. As soon as you get the required number of points, proceed to Lambert’s tasks.

Roof antenna and bug installation

Exit the shooting range and go left. Soon you will see the infirmary where the only female terrorist, Enrica, works. Talk to her and go past the infirmary to the stairs against the wall. Climb up, where two people are busy fixing the blades of a huge fan.

Don't make any noise, carefully walk behind them and dive into the ventilation shaft, from where you can climb the stairs to the roof. But do not rush to climb out onto the roof, as you may be noticed by a guard standing at the parapet. Let the guard move a little to the left and, when he turns his back to you, climb out onto the roof and quickly make your way to the right, where another terrorist is serving.

Follow the terrorist's back, but leave him alone halfway and hide behind the crates on the left. When the terrorist reaches the end of the roof and stops against the wall, with his back to you, quickly go forward and turn left into the open door in the fence.

Here you will find a shield with a transmitter for the antenna. Install a bug on the transmitter and go back the same way you came.

Trojan horse and server room

Go down the stairs into a room where there is a huge TV screen hanging on the wall. Walk straight down the corridor and turn right. Here you will see Jamie, who will open the door using the combination lock and go to the server room.

Make sure there are no witnesses nearby, turn off the lights in the room and select the code to the combination lock. Enter and immediately turn left. Climb over the railing and press yourself against the left wall. Follow it to the end and pay attention to the camera above the entrance to the server room.

Wait until an irritated Jamie comes out of the server room and, after waiting for the moment when the camera is not looking in your direction, make your way to the doors. Enter the server room and get to the stairs leading to the elevation where two terrorists are working.

Search the space to the left of the ladder and find a hatch. Open it and go downstairs. You find yourself under an elevated position. Wait until one of the terrorists leaves the server room, and the other goes about his business on the computer. Go to the end of the tunnel and, opening the second hatch, get out onto the hill. Go to the nearest terminal and download the virus into the system. Go back the same way you came.

Terrorist Medical Files - Optional Mission

To get the terrorists' medical files, go to the infirmary and make sure that Enrica is looking at something through a microscope in her office. Go to the office doors and break the lock. Carefully crawl into the office and close the door behind you. Tiptoe around behind the girl's back. First, hack her computer, and then scan the medical files lying in the nightstand on the right. Then leave the office as quietly as possible and close the door behind you. That's it, now you can return to the obstacle course, where Moss is already waiting for you.

Helicopter pilot - to execute or pardon?

After meeting with Moss, he will take you to the torture room, where Emile Dufrasne will order you to kill the helicopter pilot, and Lambert will insist on pardon. If you want to gain the trust of terrorists, then kill the pilot; if you don’t want to get your hands dirty, then just shoot at the wall. Mission accomplished!

Mission four - Russia, Sea of ​​Okhotsk, 200 km from the coast of Siberia, February 5, 2008 - Death under sail

The only mission where in order to complete it you must knock out the ship's crew, otherwise it will not be counted towards you. But we still need to get to the ship, so we’ll talk about it later.

Skydiving and collecting belongings

After Sam jumps out of the plane, you will float for a bit, and then a parachute icon will appear. Pull the ring, but... the parachute will not open! But don't panic, we still have a spare. As soon as the icon appears for the second time, pull the ring and land.

After landing, you must pick up your things as quickly as possible, since your jump did not go unnoticed, and two people with machine guns are already landing from the helicopter onto the iceberg.

To pick up your things without raising the alarm, you must act extremely quickly. So, as soon as control passes to you, run forward, jump, somersault and go around the second icy hillock on the right as quickly as possible. Crawl to the edge and hang by your hands over the cliff. Don't move or you'll be noticed.

Listen to the conversation between the two soldiers, and then, when they disperse to look for you, get out onto the iceberg and run to your things. Collect the scattered detonators and swallow jump into the water on the right. The first part of the journey is over.

Enemy camp and mountain detonation

Swim under the ice and, when Sam notices a hole, emerge, break through the ice and drag the soldier to the bottom. Don't come up. Swim further until you see another hole with a soldier. Drag him to the bottom too (since you can’t play stealth, we’ll get maximum pleasure). This time also stay underwater and swim to the right and to the end of the pond. There, carefully emerge and see where the guard is, walking near the snowmobiles. If he turns his back to you, then quickly get ashore and run to the tent on the left. Go around it on the left side and hide behind the boxes to find yourself behind the soldier warming his hands by the fire.

After waiting for the right moment, sneak up to the soldier and grab him. Drag it to the water and simply enter the water so that it sinks to the bottom.

Swim a little to the left and get ashore. Return to where the soldier was warming up and use his computer to blow up a piece of the ice mountain near the snowmobiles.

Jump into the water and swim under the ice to the hole on the left. Break through the ice and get ashore. Hide behind the snowmobile and watch the soldier walking near the ice hole on the left. When the soldier moves to the right and leans towards the snowmobile, get out of the cover and gently slide into the water. Dive and swim further through the tunnel.

Two ice holes and the lower deck of a ship

Above you there will be two ice holes covered with ice. There is a soldier standing above one, but no one is standing above the other yet. It’s not for nothing that I say “for now,” because if you wait a little, a soldier will also appear above her. I advise you to deal with him first, because if you take on his comrade, he will be able to notice you.

Deal with both soldiers and jump into the water. Don't touch the guy in the boat, he didn't do anything bad to you. Swim to the right and get ashore. Grab the cord with your hands and climb aboard the ship.

By corpses

Going through this mission for the first time, I reached the last stage without removing a single crew member, which I later had to seriously regret, since the task was not counted towards me. Don't repeat my mistakes. They said to sort it out with the team, so you sort it out. No amateur performances!

First, let's clean the lower deck. Take advantage of a sudden blizzard to sneak up on your chosen victims. The tactics here are simple: they chose a victim, snuck up from behind, grabbed you, dragged you to the place where you climbed onto the ship, stunned you, lifted you onto your shoulders and threw you down from the ship - this way, at least, no one will be able to find the corpses.

When it becomes clearer below, run along the stern to the mast with the ladder. Climb to the very top. Make sure that there is no one on the deck where you are going to slide down the line. Slide down and climb up the pipe to the upper deck.

Here, grab the railing with your hands and hang under the soldier talking on the walkie-talkie. His name is Andrey, or rather his name was. As soon as he finishes talking, grab him and throw him over the railing. Climb onto the roof of the tanker and find the antenna.

Open the control panel, select the code and contact Lambert. Then transmit the tanker's frequency to the terrorists. Both hares are killed.

Gas attack and the way to the engine room

On the roof of the tanker, find a ladder leading to a ventilation duct. Open the hatch at the top and use the cable to get down. Try to convince the terrorists, but they are adamant and will demand that you release gas through the ventilation system.

There is nothing to do, throw a gas grenade into the ventilation shaft. Now go to the wall and jump up so Sam can grab the edge of the ledge. Pull yourself up on your hands and crawl along the narrow tunnel to the deck.

At this time you will be informed that the captain is completely mad with fear and plans to blow up the ship. You need to stop him.

Return to the upper deck of the ship and, jumping over the railing, make your way to the lower deck. Finish clearing the lower deck. I don’t think this will be a problem for you, but I’ll still focus on a couple of individuals.

One of the soldiers has taken a strategically advantageous position at the top of the stairs and does not leave his post for a second. It's almost impossible to get close to him unnoticed, killing him from a distance is not our way of working, so leave him alone. I'm not kidding, the fact is that you need to remove ten crew members, and there are at least fifteen people on the ship, so you have enough cannon fodder even without this paranoid man.

The captain fled along the passage on the port side, where the crane had previously blocked the way. Three people are wandering around the opened area: one is sitting on the mast, two are wandering below. You'll first encounter a lone soldier who can be easily stunned and hidden in an open container on the right. The main thing is to make sure that the fighter at the match does not notice you.

Now you need to somehow climb the stairs without running into soldiers. I suggest temporarily turning off the spotlight on the mast that illuminates the stairs and going upstairs under the cover of darkness. First, deal with the guy on the deck, and then climb up the mast and stun the sentry. Now calmly return down to the deck and go down into the open hatch of the engine room.

Engine room and ship captain

Go through the first doors and move along the bridge to the left. Hide at the end of the bridge and wait until the sailor in a white uniform moves away from the console where he is working. Go behind him and stun him. Go down one level and go through the next doors into the next compartment.

As soon as you enter, go right and hide in the darkness, as a sailor with a flashlight will soon appear. When he turns his back to you, stun him and hide him in the dark. Go to the doors at the end of the compartment, but don't rush out. First turn off the light on the left, and then go through the doors, otherwise the sailor on the upper level will notice you.

You find yourself in a compartment with a working propeller. Stop the propeller using the remote control against the wall and jump into the water. Swim through the tunnel into the next compartment and get out onto the raised platform in the center.

A captain walks above your head with a lit flare, and in the compartment itself there is an unbearable smell of gas. The captain is definitely crazy, so you must neutralize him before he blows up the ship.

Hang by your hands under the bridge where the captain is wandering, and when he passes by you, jump over the railing and grab the madman. Stun the captain and climb up the long ladder. Open the hatch to get to the landing site, where a helicopter is already waiting for you. Mission accomplished!

Don't worry if you don't get a 100% result, because for some unknown reason, even if you hid all the bodies, the post-mission report will show two or three bodies found. As they say, it is impossible to understand this, you just need to keep it in mind.

Alternative ways:

There are many of them, since you can remove enemies in a variety of ways.

You can also climb onto the tanker using a lift located on the left side of the raft at the side of the tanker, but there are two problems. Firstly, you will have to remove the soldier in a rubber boat, and secondly, there are two people waiting for you at the top, so the rope route is preferable and safer.

Unlike the previous mission, everything will be much more interesting in China. So, after the pilot is hit, control of the helicopter will pass to you. Don’t be scared, no one will force you to fly, this is not a simulator. All you have to do is level the helicopter and bring it to the skyscraper ahead. After a successful landing, you will be left on the helipad in the pouring rain.

The path to the hotel and recording of the terrorist meeting

Once Moss and Emil leave, the good guys will ask you to tape the terrorists' conversation. To do this, you must cross a well-guarded roof, which is what we will do now.

The shortest way. Approach the boxes on the left. Stand on them and jump up to grab the railing with your hands. When the guards start talking, quickly jump over the railing. Run around the house on the roof and climb the ladder to the roof. Staying in the shadows, sneak up to the cord, grab it and slide down.

On the roof, jump onto the ventilation duct. Then move along the boards to the roof of one of the trailers. Take a running start from it and jump onto the pipe running along the wall of the building on the left. Climb to the top of the pipe and, grabbing the ledge with your hands, crawl to the right. Jump down and approach the crane control panel. Select the code and turn the tap. Then climb onto the crane and go to the end of the boom. Strengthen the cable and start going down.

When you get to the first cradle, squat down and hang from the ledge. Crawl to the left until you see a neon tube mounted vertically on the very edge of the building. Go down it to a lower level and stand with your feet on the ledge. Your task is to walk past the restaurant windows without being noticed. This is quite easy to do, since most visitors are already resting in the salad. Walk past a window when no one is looking at it. At the end of the cornice, strengthen the cable and prepare the microphone.

Start going down and when you reach the room where the negotiations are taking place, point the microphone at the talking terrorists to start recording. Alas, even if you, like me, manage to record the conversation to the end, you still won’t receive credit for the task, because that’s how it was planned in the script.

The recording will fail, and all because someone noticed the crane boom and suspected something was wrong, and you urgently need to get your claws out. Go down to the cradle as quickly as possible and immediately start moving to the left. As soon as possible, sit down and hang from the ledge. Crawl to the very end of the cornice and freeze, merging with the wall. If you remain standing on the ledge, you will not be able to get past the closed laundry shutters, and you will be spotted by people from a helicopter.

Hacking the safe in Emil's room

Soon a window will open above you, but you must overcome the desire to throw the guard out through it, since then you will not see a 100% result like your ears. Therefore, we wait until the guy leaves, and only then we climb into the window. Staying in the shadows, go left and open the hatch in the floor. Jump into the hatch and go through the tunnel to the next hatch. Get to the surface. You find yourself in a laundry room.

To get past the guard, turn off the light above the door on the left. When the laundry room gets noticeably darker, quickly run up to the generator on the wall to the left and cut the wire. That's it, night has definitely come now. While the guard is figuring out what's going on, run to the left, turn behind some cars and find the entrance to the mine with a ladder leading up. Climb to the very top and jump into the ventilation shaft.

Soon you will find yourself in a closet. Jump down and turn off the light. Get out of the closet, which will be in Emil's room! What a success!

Stay in the shadows behind the screen and wait for the employee in the white suit to leave the meeting room. As soon as he passes you, quickly go to the meeting room and press yourself against the left wall.

In the hallway on the left you will see Emil, but don't worry, he will turn off the light (thanks, dear) and go into the next room. Run into the hallway and turn right, where Emil went. You will see a safe on the left wall!

Attention! If for some reason the buttons responsible for turning the lockpick in the safe do not work, then either restart the game, or try simultaneously holding down the “right” and “down”, “left” and “down” keys. Sometimes, the problem can be solved by simply clicking on everything, including the mouse buttons.

Once you've cleared the safe, take the red mercury sample and close the safe. Exit the room through the main doors and turn right.

The way to the good doctor's room

You need to get into Dr. Atwan's room, which is located a couple of floors below. Make your way to the right past the patrolman and find a door leaning against the wall. There is another friend wandering nearby, so don’t make any noise. If the guard has his back to you, then simply go into the room with the computer and climb the stairs to the very top of the hotel. If the guard is in the room, then let him leave, but do not stay too long, as his partner can return at any second.

Once on the roof of the elevator shaft, attach the cable and go down to the metal bridge. At this time, the Chinese New Year will come and the hotel will be illuminated by floodlights. It’s very bad timing, but don’t be upset, we haven’t overcome anything like that.

From the metal bridge, jump onto the roof of the elevator going down. From the roof, move to another bridge and wait for the elevator again. Ride it even lower and go out onto the bridge. Do not rush, as at this moment a guard will approach the window overlooking the bridge.

Let him finish his smoke and when he turns to leave, jump through the window and take out your gun. Disarm the camera above the elevators and run to the right. Staying in the shadows so as not to be seen by the guard with a flashlight, make your way to the doctor's room and enter.

There are four people in the room. I admit that you can go through this place without knocking out any of the guys, but problems with controlling the master key leave no choice but to give the children a quiet hour.

First, knock out the guy who is staggering between the room with the safe and the computer. Grab him and drag him into the shower. Stun and deal with the guy gutting the safe. Drag him into the same shower. Now lure one of the two guys out of the next room, and maybe he will come out himself. Stun him and hide him in the shower. Do the same with the rest.

Go to the safe and open it (you need to do this the first time so that there is time for the doctor). Take the papers and save the game. Now we will kill the good doctor.

Killing the Good Doctor

You can kill him any way you want, but through trial and error, I came to the conclusion that the most effective thing is a mine on the wall. So, leave the room and turn left. Staying in the shadows, reach the next dark section of the wall and plant a mine (if a guard with a flashlight passes you, let him return so that he does not become a victim of the explosion). Return to the doctor's room, where a helicopter has already arrived with an impatient Moss on board. At the moment when you are near the lifeline leading to the helicopter, an explosion should sound. The good doctor will go to his forefathers, and you will receive a one hundred percent rating. Mission accomplished!

Alternative ways:

Other methods of killing the doctor result in you losing your 100% rating as you waste precious time. For example, you can shoot at the wall next to the elevator with a sticky camera and gas the doctor, but this will not kill him and you will have to go and finish him off, which will take too much time. You can also shoot the doctor with a rifle, to do this, stay right in the doorway of the room, aim the optical sight at the elevator car and shoot the victim, who will not even have time to understand what happened.

After talking with Lambert, return to the headquarters courtyard. You must return to the building unnoticed, otherwise goodbye 100% result.

Climb under the truck and wait for the moment when the people in the yard on the left go to the right and go about their business. Roll out from under the truck and, keeping in the shadows, go to the entrance to the headquarters, where Enrica will meet you.

Follow Enrica and listen to her requests: take the pilot’s body to the stove, make ten mines for Kinshasa, and so on. Eventually, Enrica will lead you to the lower level of the headquarters, where the mechanism for making mines is located. Leaving you alone, Enrica will approach the door on the left and open the lock with her voice. Lambert wants you to record the voices of the most important terrorists and use the recordings to open previously closed doors.

When Enrica leaves, hide in the shadows and take out the microphone. Point the microphone at the glass wall where Enrica and Emil are talking and record their voices. Now go to the mechanism on the left and make ten mines. This is not too difficult to do, especially since you have 15 charges, which means that you have the right to five mistakes.

After the mines are ready, go to the doors and use the recording with Emil's voice to open the lock. Come in and climb the stairs to the very top.

Turn off the light and look through the glass in the door into the next corridor. Wait until the patrolman in the corridor turns his back to you and quickly slip into the room.

Walk past the sleeping guard and turn into the corridor on the right. Turn off the lights and break the lock on the door as quickly as possible. Go ahead and pick up the code to Emil's office door. Go inside and immediately go to the doors on the right to find yourself in a corridor with two doors. Find Emil's bedroom and scan his personal file. Then return to the office doors and carefully look into the room. If Emil and Jamie are still there, then wait until the bespectacled man leaves and the terrorist boss sits on the sofa with his back to the door.

Enter the office and quickly go out to the balcony on the right, as Emil will decide to stretch his legs. Wait on the balcony until he goes to his room and goes to bed. Then go into the office and search it thoroughly. Open the safe, scan the drawings for Lambert and take the personal file from the cabinet against the wall. Hack the computer and find out the access code to Enrica's laboratory.

Leave the office and return to the corridor where the guard is walking. This time there will be two people waiting for you in the corridor, as the sleeping guard will wake up.

Staying in the shadows, sneak into the corridor on the right and turn off the lights. Break the lock on the door to the left and enter the room where Dayton is sleeping. Pull out the microphone and record Dayton's voice when he starts talking in his sleep. Finally, take the personal files from the two nightstands next to the beds. Leave the room and return to the stairs leading to the room where you made the mines.

Return to the main headquarters hall. Go to the top level and find a secluded corner. Take out the microphone and record the voice of Moss (the monkey-like guy Sam calls "Moose") when he starts grumbling under his breath.

When Moss's voice is recorded, go to the infirmary and find the body of the unfortunate pilot. Put him on your shoulders and return to the main hall. Go down and take the first corridor on the right. Walk past the room where the pilot was tortured and turn right. Go down the metal stairs and go through the passage on the right to get into the stoking room. Place the pilot's corpse on a raised platform next to the stove. Return to the room where you made the mines and wait for Enrica to arrive. Mission accomplished!

Alternative ways:

After you scan the blueprints in Emil's office, you can go out onto the balcony and go down to the headquarters courtyard. If you cross the courtyard and climb onto the green boxes under the window of the neighboring building, you can climb through the window into Enrica's bedroom. As soon as you do this, the girl will enter the room and Sam will have no choice but to seduce her. Poor Sammy...

I don’t argue that getting one hundred percent on this mission is not an easy task, but with a certain skill and perseverance it is possible.

After Lambert's call, go out onto the balcony and jump over the railing. While hanging by your hands, reach the pipe on the right and climb onto the next ledge. Follow it to get to the balcony on which there is a guard.

Casino, gas in ventilation and lock on doors

Listen to the dialogue between the two guards and, when they leave, climb over the railing and run into the casino. Wear your night vision device. Staying in the shadows, make your way to the room with the "Counter" sign and take out the pistol. Wait for a moment (the radar is very useful here, by default - double pressing the "Z" key) when there are no guards nearby, and turn off the sign so that the entrance to the room is plunged into darkness. Run into the room as quickly as possible and turn off the lights. Then run up to the wall on the right and throw a gas canister into the ventilation. Lambert's task is completed, but several guards are already moving towards you, and the sign above the room begins to blink treacherously, threatening to illuminate everything around.

Run out of the room and hide, either under the rotating table in the center of the casino, or jump onto the parapet nearby and hide in the dark. While you are sitting on the parapet, no one will accidentally bump into you, and you will be able to look around.

The only exit from the casino is through the closed doors under the "Casino" sign, which illuminates anyone who tries to approach. If you turn off the sign, security guards with flashlights will immediately come running to the doors, which is not part of our plans. Where can one find the time to break a lock without raising a general alarm?

Through trial and error, I came to the following solution. There are four guards in the hall. Your task is to distract them from the doors so that they do not notice that the sign has gone out. This can be done in different ways, but for example, I climbed onto the parapet not far from the doors and, using a pistol, began to turn on the slot machines (you need to aim at the drum of the machine) in the hall. The sound of coins falling attracts the attention of the guards (they become red dots on the radar) and they turn their backs to the doors. When all four become red dots on the radar, turn off the sign, rush to the doors, break the lock, enter the next room, slam the door and hide in the shadows under the stairs.

Hall with an aquarium and the path to the elevator

If the man in white is nearby, let him go up the stairs, if he is not there, then press yourself against the right wall and go up the stairs to the second floor. Hide in the shadows opposite the doors, behind which you can see the silhouette of a guard. Soon the guard will go to the right, and you can sneak into the room with an aquarium instead of a wall.

Those who carefully read letters on computers are aware that there is a crack in the aquarium and the slightest carelessness can lead to tragedy. If you're interested in seeing the tragedy, shoot three times at the crack in the glass, which is located in the lower right corner of the left section of the aquarium.

But... we won’t break anything, why do we need unnecessary fuss. Therefore, stay in the shadows and go around the room along the left wall. You will soon see a camera. Disarm it for a while and run into the dark corridor. At the end of the corridor, hide against the right wall and listen to the conversation between two soldiers. Soon the soldiers will leave, and you can get into the elevator and go up to the second floor.

Pool deck and thermal baths

On the way up, Enrica will inform you that soldiers may meet you, so find the hatch in the ceiling of the elevator car, jump up and climb out onto the roof.

When the elevator stops, a soldier will enter the cabin. Let him talk on the radio and jump down to knock the poor fellow off his feet. Get out of the elevator and close the doors so that no one sees the body.

Hide behind the desk to the right of the elevator and wait for the guard on the left to head back. Run out of cover and go left, remaining under the cover of the boxes. At this time, Enrica will appear and launch a fountain running along the edge of the pool in the center of the deck. There's still cover, but the fountain will distract the guards for a while.

Don't waste time, disarm the camera hanging on the wall on the left, and run past the table to the sun loungers standing on the left side. Hide behind the back of the lounge chair and wait for the guard to walk past you. Then quickly run to the locker room at the edge of the pool, go through it and jump into the water.

Swim underwater to the left and get out onto the deck. Nearby you will see a building and a pipe you can climb up. Do this and hang by your hands under the bridge along which the guard is wandering. When the guard passes by you, jump over the railing, disarm the camera above the doors on the right and enter through them into the next room.

Walk along the corridor on the right and sneak into the room on the right. Hide in the shadows away from the passage and door. Wait for the guard in the room to walk past you and into the hallway you just came from. Run through the room, into the next room and wait for Enrica to fill the bathhouse with steam.

Under the cover of steam, go to the fountain near the right wall. Climb into the fountain and jump up so that Sam can grab the ledge with his hands. Unscrew the cover from the ventilation and climb inside. You will see legs ahead, so don't climb out anywhere yet.

The captain's cabin, planting the bomb and escaping from the ship

When your feet leave the cabin, get out of the ventilation and carefully look out the door. The sailor will stand by the map for a while and then go to bed. Exit the cabin and rummage through the nightstand on the left wall to find the door code.

Enter the code and go down the metal stairs to the control room. At the bottom, quickly turn right, go around the back of the stairs and hide in the shadows. Listen to the conversation between the two crew members, who will then head upstairs to their cabins.

Stick your head out of cover and see where the remaining crew member is. If his back is to you, then crawl under the nearest table. When the navigator moves to the left and turns his back to you, get out from under the table and run to the right, where there is some equipment against the wall. Squeeze into the narrow passage between the equipment and the wall of the adjacent room. Walk to the end of the passage and you will find yourself directly opposite the doors leading to the bridge.

Wait until the navigator goes deeper into the wheelhouse and turns his back to the doors. Jump out of cover, open the door, run out onto the bridge and find a cord along which you can slide onto the bow of the ship. Do this and as soon as your feet touch the deck, jump over the railing, slide down and run to the right. Hide behind the wall of the guardhouse where two people are talking. Nearby you will see a ladder leading to the roof of the guardhouse, but you don't need to go there.

When the conversation ends, lean around the corner a little and get ready to act as quickly as possible. Let the man in white leave quietly, but as soon as the gatehouse doors open for the second time, quickly run to the doors. A soldier will come out of the guardhouse, and since his back will be to you, you can manage to slip into the room before the doors close again. By doing this, you will save yourself from the problem of breaking doors.

Inside the gatehouse, go to the dark corner behind the pipes and plant a bomb. Then pick up the code and transmit the frequency to Lambert. That's it, now you can run away.

Go to the gatehouse doors and find out where the soldier is. Don’t be lazy, wait until the soldier passes you to the left, open the door and run to the right to the doors with a combination lock. You need to first break the lock on the panel and then figure out the code to open the door. Then go out onto the walkway and jump into the ocean. Mission accomplished!

Follow Emil and he will lead you to a room with two computers.

Japanese cube

Your task: to break the code in writing. To do this, you must solve the Japanese cube puzzle. In a nutshell, the meaning is as follows: there is a cube with six sides. There are four cells on each face. In each cell you can enter one of eight numbers. That is, you have 6x4=24 cells into which you can enter 24 numbers. Simple arithmetic, divide 24 by 8 and it turns out that each digit must appear three times. If you consider that the cube has three dimensions, then everything becomes even simpler. For the lazy, here is a solution. So, the four faces should have the following sets of numbers:

000 001 010 011 100 101 110 111

110 111 000 001 010 011 100 101

On the top plane:

On the bottom plane

If everything is correct, then you will break the code and be able to read the letter.

Fingerprint search and Enrica code

Lambert wants you to take fingerprints of terrorists and use them to penetrate previously closed doors. You don't have to run far to get prints. Take out the scanner and move it across the table on which there is a computer with a decrypted letter. You will find Emil's fingerprints on the table. Scan them and go to the door next to the mine making machine.

Open the voice lock and go up the stairs. On the left you will see a camera. It's stationary, so you can't go under it. Look at the ceiling and find the pipe. Jump, grab the pipe with your feet and crawl to the end. Jump down and open the door to Enrica's laboratory (code 1269). Come in, sneak behind the girl and find the computer on the table. Don't touch it for now, but crawl under the table. For what? Now you will understand everything yourself.

As soon as you crawl under the table, Enrique will call Jamie, and she will come right to the place where you were just standing. When Enrica returns to her workplace, get out from under the table and select the code to the computer. Read the letter with the code that stops the explosion on the ship. Climb under the table, as Enrica will get up to walk around the laboratory again. When she returns to her place, scan the personal file in the nightstand by the desk and leave the laboratory.

Security room, second task

Follow the pipe back to the stairs, open the doors and go through the dark corridor to the next doors. Turn off the lights and look through the glass in the door at the patrolman. When the guard turns his back to you, go out into the corridor and make your way to the dark corner not far from the place where the two terrorists are talking. When they finish the conversation and wander off in all directions, go into the corridor, and from there to the door closed with a fingerprint lock.

Open the lock, enter and hide in the shadows on the left. Listen to the conversation between Jamie and Moss and record Jamie's voice (he is standing in the elevator car). When Moss leaves, come out of hiding and break the lock on the room nearby. Enter, but immediately hide in the closet on the left, as Moss will come into the room.

When Moss has worn out the punching bag to his heart's content and goes home, leave the closet and scan the personal file in the nightstand. Go out into the corridor and, keeping to the right wall, make your way to the room where two terrorists are discussing something, standing at the slate board.

Do not disturb them, but simply sneak quietly behind them and approach the exit from the room. Raise your head and make sure that the camera above the entrance is not looking in your direction. Go straight into the corridor and turn left. Go to the door with a combination lock. Select the code and enter. This is the security room and Moss, as always, is giving out the final orders.

Let Moss go to his office, and then sneak to the distant computer. Pick the code and watch the bomb on the ship. Great, you can go back.

Leave the security room and press yourself against the left wall. When a guard comes towards you, walk past him and open the cage doors in the center of the room. Go through the cage and open the same doors on the right. Leave and return to the room where Emil gave you the task. Wait for Emil and go with him to watch a film about a ship explosion. When Emil starts the countdown, choose one of three scenarios for the development of events: the ship will explode, the ship will not explode due to your fault, the ship will not explode due to Enrica’s fault. I think the third option is the most acceptable, although it will cost Enrica his life. Mission accomplished!

A very long mission full of dangers, but a 100% result is quite achievable here too.

After the mission starts, run left to the metal grate. Cut the grate or simply climb over it. Hide under the car on the right and wait until the two soldiers at the elevator move a fair distance away from him. Roll out from under the car, run to the elevator and go up to the upper floors of the building.

Path to the meeting room

Get out of the elevator and look into the next room - this is the kitchen in which two soldiers are talking. One of the soldiers will walk in your direction, so quickly return to the elevator and hide behind the shelf on the left wall.

The soldier will rummage through the shelf and return to the kitchen. Follow him, and the soldier will soon go into a large room, where two of his comrades are firing back from the helicopter.

Wait for the moment when all three are busy shooting, sneak into the room and along the right wall get to the huge window. Cut a hole with a glass cutter and climb out onto the ledge. Hang by your hands and climb onto the next building. Climb up the pipe and hang by your hands under the balcony. Don't move, as a guard will appear from the doors on the left. This is a very nervous guy who, having passed by you, will even decide to look back.

After the soldier moves a decent distance away, climb out onto the balcony and jump into the open window. Go out into the corridor and find a room with two soldiers. Go into the room and hide in the hallway. When one of the soldiers approaches the table and the second goes into the bedroom, leave the shelter and go right. Hide at the entrance to the bedroom. Wait for the moment when the soldier in the bedroom goes to the toilet on the left, quickly go through the bedroom, run out to the balcony and jump over the balustrade on the left (if you stay hanging under the balcony, the soldier in the bedroom will notice you). Walk along the ledge and climb the sign onto the roof of the building.

Here you must act very quickly. Get on the roof. At this time, one of the soldiers will climb the ladder to the dais on the right. Run after him and go up the stairs. Turn left and hide behind the guardhouse. Soon the soldier will return to the stairs and go down to the level below.

Come out of the shelter and go around the guardhouse counterclockwise. Be careful, as two soldiers on the roof may notice you. Climb the stairs to the gatehouse and look for the switchboard on the wall. Break the lock and find the code. A hatch in the floor will open to your right. Climb into the hatch and you will find yourself next to the meeting room.

Go down the stairs. Squeeze into the narrow passage and crawl under the pipes on your stomach. On the opposite side of the room, look for a pipe on the wall. Climb up it and crawl to the center of the room. Jump onto the glass dome that frames the meeting room.

Find the hatch and pick the code. Hang by your hands and jump onto the pipe that runs along the perimeter of the room. The lasers in the room turn off and on in turns, so just be careful and they won't hit you.

Crawl along the pipe to the left and go down the pipe onto the stand. You must not step on the floor, otherwise you will raise the alarm. When there are no lasers nearby, press yourself against the glass wall on the left and move to the next stand. From here, climb up the pipe and crawl to the left. Finally you will find a pipe running down the center of the room. Crawl along it and when the opportunity arises to hook the cable, do so. Go down and secure the bug. At this moment you will be informed that Emil and company are approaching the room, and you no longer have time to escape.

Crawl away from the chandelier in the center of the room and eavesdrop on the negotiations between Emil and the company. When the negotiations are over, Emil will inform you that he is coming down to your parking lot. It's time to get out of here.

Wait for Emil to leave the room. Go downstairs and run through the open doors. Go to the edge of the house on the left and attach the cable. Get down to the ground and run as quickly as possible to the doors on the left. Come in, climb through the narrow passage into the next room. Here, drop down the open hatch in the floor to find yourself in the parking lot restroom. Run out of the toilet and talk to Emil.

A tour of Kinshasa, a burning bus and the shooting of innocent residents.

The next part of the mission will take place in a battle-torn city, so don’t yawn, otherwise you’ll get shot by a random bullet.

Wait until the two soldiers finish attacking the truck. When one of the soldiers goes to the left, quickly climb over the fence and run to the right into the alley behind the houses. You will have a new task - “Stop the execution of three city residents.” Turn the corner of the house and, staying hidden, look into the yard. There you will see three civilians and two soldiers. Load the rifle with shock charges and neutralize the soldiers.

Run into the house on the right and, after going through it, climb out the window. Ignore the soldier standing on the roof ahead, as he is clearly nearsighted. Go into the house on the right, where the woman just ran in. Walk past it and climb out the window. Hide next to the window, as soon the shooting will begin on the street. The soldier you saw on the roof will come down and you can take his place.

Run along the balcony of the house and turn right. Emil will appear on the radio with a demand to move, followed by Lambert with a new task - “Pull a woman out of a burning bus.” Just some Super Sam.

Go to the edge of the balcony, grab the cord with your hands and cross the street along it. Jump down behind the soldier and, when he starts shooting at an enemy you cannot see, run across the street and jump into the broken drainage pipe. Run along the pipe to the end, get out to the right side and go into the bus lying on its side.

Free the woman and get off the bus to the left. If you follow the woman, you can get into a house full of grenades, ammunition, and so on, but the entrance to these hot spots is guarded by a very accurate sniper, so I recommend refraining from visiting him.

Hide behind the overturned yellow car and let the truck ahead drive away. Then run forward and go into the gap in the wall on the left. Walk forward a little and turn right to witness the absurd death of one of the soldiers who was blown up by a mine.

The road to the rebel camp is mined and you must be extremely careful. In principle, mines lie on the surface of the earth and are visible. The only thing that is not visible, but explodes, is the embankment in the center of the road. It's better to jump over it.

Rebel camp, secret plans and sniper tower

Soon you will find yourself in a rebel camp. Here you must act quickly and without mistakes. As soon as you enter the camp, run left and cut through the entrance to the tent. Come in and hide in the shadows by the beds. When the soldier at the computer leaves the tent, rush to the computer and pick up the code for it. Download your plans and get out of the tent through the cut passage as quickly as possible.

Run to the second tent, cut through the entrance and hide at the exit on the left. Wait until one of the soldiers on the left moves far to the right, and the second one turns his back to you. Leave the tent and run left. Find the generator on the wall and cut the wire. Now quickly run to the right and hide behind the frame of the truck. The soldier will go check the generator and at the same time search the area around. Give him the opportunity to look around and head back. As soon as he turns his back to you, quickly climb over the fence and run to the tower ahead. Climb the stairs to the very top and find the optical rifle left by Emil's people.

To kill or not?

If you shoot the CIA agent, as Emil wants, then the mission will be completed, however, Lambert will tear and throw, if you do not shoot, but kill his enemy, then read on.

The path to the palace and the release of the agent

After a charge hits the tower, Sam will lose consciousness for several minutes. When he wakes up, go to the cord and slide down it into the burning building ahead. Jump down. On the street where the battle is going on, run into the bus on the left. Wait until the soldier hiding under the bus dies. Jump through the hatch onto the ground and run right to the pipe. Run inside and make your way to the burning plane/helicopter. Jump into the salon. Save your game.

Now we have reached the most difficult part of the mission. So, as soon as you get out of the plane, jump down and hide behind the box on the left. Wait until the captured soldier decides to escape and the guard will rush after him. While the guard is busy with the prisoner, run past them to the stairs leading to the scaffolding.

Climb to the very top. Do not touch the soldier who is shooting at enemies you cannot see. Climb onto the green boxes and jump from them to the roof of the palace. There are many paths you can take here, but the easiest one is to arm yourself with a rifle with shock charges and, before anyone knows anything, take out all the guards below. Then find the yellow pipe running under the ceiling of the building, grab onto it and crawl to the middle. Here, hook the cable and go down. Do not rush to free the agent, but go a little further, where you can see the exit to the alley. Disarm the guard patrolling the street so you don't have any problems later.

Now free the agent and go out into the alley with him. Get to the fence and help the agent climb over the fence. After the palace explodes, the mission will be completed!

Can you shoot a friend, even in the leg? If you can, then the first part of the mission will be a walk in the park for you, if not, then read about the alternative path. In any case, you must kill someone, if you don’t shoot, then Jamie will kill you, and the mission is over.

So, let's say that you do shoot your friend. Leave the room and run to the stove where the corpses are burned. There you should find Enrica's corpse. Scan her retina.

Run to the shooting range and pick up the night vision device, as well as the rifle. Now go to the doors marked "Exit", go up the stairs and open the voice lock that the worker was repairing earlier. You will find yourself in a familiar corridor with two guards.

Turn off the light in the corridor and, when no one is nearby, make your way into the corridor on the right, where Enrica's bedroom is located. Another guard hangs out in the corridor. Let him go and then open the fingerprint lock. Enter and go to the elevator where Jamie once left. Open the elevator doors using Enrica's retina. Go downstairs.

In front of you there will be a corridor with a guard. Follow him and turn off the light in the corridor. When it gets dark, jump over the railing on the right and run up to the door with a combination lock. Choose the code, enter and close the door behind you. Turn off the lights and climb under the table with the computer, as a guard will enter the room to check that everything is in order.

When the guard leaves, select the code to the computer and find out the code from the laboratory. Go out into the next room and jump down the hatch in the floor. Locate a vent near the ceiling. Climb inside and watch the guard wandering through the flooded tunnel.

When the guard passes you to the left, jump into the water and quickly go straight along the tunnel and to the left. Go up the stairs and turn off the lights. Hide to the right of the door, as at this time one of the workers will come out of it to get some air.

When he returns inside, follow him. Stun the guard and hide his body so as not to interfere. Then get to the door where Jamie is wandering. Wait for the moment when Jamie turns his back to the door, go in and grab him. Interrogate Jamie and stun him (you can drag him along the tunnel).

Go through the sliding doors on the right, which will take you to the last part of the mission. You have ten minutes to save the world.

Ten minutes, showdown with Emil and defuse the bomb

As soon as Emil leaves, one of the soldiers will come to you. Stun him and move on.

Shoot the lamp to make the passage dark. Two people in the laboratory will go to check what's going on. When they leave the laboratory and move further away, enter the code (2112) to get into the laboratory and enter.

Go up the stairs on the right. Then one more. Don't shoot Emil, as he is behind bulletproof glass. Leave the room, jump over the railing and hide in the darkness.

Well, what can I say... There are four people in the room, plus Emil, and you need to neutralize all of them. It takes you three or four minutes to defuse the bomb, so you can spend the rest of the time having fun with the terrorists. In principle, all four can be caught and knocked out, but usually such a joke takes place with two, and the other two freeze tightly at the entrance to the room where Emil is sitting.

It doesn’t matter how you deal with the soldiers, but it’s better to take a couple of them by surprise before you start firing right and left.

When you kill or neutralize Emil and the soldiers, run to the bomb. No revelations here. First, open the safe-style lock. Save your game. Then select the code. Save your game. Now the bomb. First, lower the probe so that it is exactly in the center and can pick up the core. Now look at the image of lasers on the right. Your task is to pull out the bomb and not let the probe on the right (not in the bomb, but on the screen on the right) touch the roundels located around it. The right mouse button causes Sam to hold his breath, but do not overdo it, as the indicator below will show the temperature of the bomb, which is increasing all the time. If the temperature rises to critical, you will lose, so hurry carefully.

When the bomb is defused, you will be able to watch the end credits, after which the mission will be counted!

Alternative ways:

If you shoot at Jamie and not at your friend, then be prepared for the fact that all the terrorists will be on their ears. Therefore, quickly jump out of the room and run to the stove. Scan Enrica's retina (you can also scan Jamie's retina, but you probably won't have time for that). Then find the ladder on the wall and climb out through it into the garage. Run to the shooting range and pick up the weapon. Further, everything is as described above.

A very simple mission. Hide behind the mast and wait for the soldiers to scatter around the boat. Soon a guard will come out of the wheelhouse and go down to the deck to go on business. Get out of cover and go up to the wheelhouse. Look where Moss is and when he turns his back to the door, go in and grab him by the neck.

After Moss is dealt with, approach the bomb. You'll probably have about seven minutes left. So calmly break the lock and find the code. Go out onto the deck and jump overboard over the railing on the right. The mission, and with it the game, is completed!

Additional information: What? Where? When?

Information for those who want to complete all additional tasks for Lambert at the terrorist headquarters.

Medical files - located in the infirmary, in Enrica's office. Break the lock and check the bedside table next to the computer.

Personal files of terrorists (5 pieces) - two files are in the bedside tables, in the room where Dayton sleeps and has nightmares. There is one file in the nightstand in Enrica's bedroom and one in Emil's bedroom next to his office. The last case is in the nightstand in Moss's room (where the punching bag hangs).

Professional documentation (5 items) - in Enrica's laboratory in the nightstand next to the desk. In the server room next to the computer. In Emil's office against the wall. In Moss's office, in the nightstand next to the computer. In Jamie's office near Moss's room.

Voices (5 pieces) - Enrica and Emil, when they talk near the place where you should make mines. Moss - during his fits of rage, when he grumbles under his breath. Dayton is in his dreams when he has a nightmare. Jamie - when he argues with Moss while standing in the elevator.

Fingerprints (5, there are many of them throughout the headquarters, but let's name a few places) - Emil - on the table near the computer where Sam deciphered the letter, as well as in his office in the same place. Moss - near the switch in the obstacle course room. Enrica - on a mine production machine. Dayton - next to the server room combination lock. Jamie is on the refrigerator in the kitchen.

Retina (5 eyes) - Enrica - from her dead body by the stove. Emil - after his death next to the bomb. Jamie - either in the room where you shoot him, or in the laboratory where you capture him. Dayton - go to the server room, stun him and scan his retina. Moss - after you break his neck on the boat.

The passage is focused, first of all, on a one hundred percent result in the “stealth” column and on the lowest possible number of points in other positions: the number of corpses, alarms raised, bodies found, and so on. Separately, the moments where you have to make a choice between bad and good guys are discussed, and detailed guidance on solving some puzzles is also given. Designed for an experienced stealth player.

Before jumping out of the plane, go to the computer in the cabin and read the letter from Sarah. You don’t know yet that this is a farewell letter to Sam’s daughter, but let’s not get ahead of ourselves.

We penetrate the station

Run and jump into the chilly waters of the Atlantic Ocean. Dive and swim to the red light on the left (key "E" acceleration). Here John will be waiting for you, who will swim into the tunnel when you appear. Swim after him and watch how the young man deals with one of the guards. Let's hope this is the first and last victim of this mission.
When John gets ashore, swim up and down. You will find yourself in an ice hole. Since we are not going to kill anyone, wait until the second guard turns his back to you and get out of the hole (Control key). Hide in the shadows near the pipes so that no one notices you. Lambert will report that plans have changed, and terrorists have appeared at the station. It's Monday anyway.
Sneak up to the house with the light bulb above the entrance. Turn off the light and go into the house. Close the door behind you! In the house you will find a sleeping guard and a sound grenade. Take the grenade, rummage through the guard's laptop, and also cut the generator cable to cut off the power to the station fence. As soon as you do this, the guard on the street will be interested in the house, so select a smoke bomb from your inventory and carefully open the front door. That's right - the guard is standing right in front of the entrance. Throw the checker to the left, away from the fence, and when the guard goes to check what’s going on, quickly run to the right, where John is waiting for you.
Help John jump over the fence, and then climb over the net yourself. Once on the other side of the station, climb the stairs onto the platform, jump and, grabbing the cord pulled by someone with your hands, go into enemy territory.

Road to the ventilation shaft

Sneak up along the roof behind the guard, but let him calmly go to the right. Jump onto the platform and follow the guard to the stairs. Go down one level. Two guards will come out of the gate behind you and start talking. While they are busy, jump over the railing and jump to the ground. Go around the open container (you can get a mine in it, but we have no use for it) and make your way to the left to the generator hanging on the wall next to the fence. Cut the cable to turn off the power to the fence and climb over the fence right there, without leaving the cash register.
Quickly jump to the ground and hug the left wall of the fence. Follow it to the very end until you see a guard with a flashlight. Take your time, let him play tracker to his heart's content, and when he turns his back to you, quickly go right and climb up the ladder. Then, along another ladder, get to the top of some tank, where you must jump and grab onto the pipe with your hands. Now grab the pipe with your legs and crawl towards the building on the left.
Below you will see madman John, but do not try to save him. To Caesar - what is Caesar's. Crawl to the end of the pipe, lower your legs down and grab the railing with your hands. Climb over them and run towards the building ahead. Crawl into the ventilation shaft. Here you are at the base. John?!

Warhead launch sabotage

I repeat, but you are not able to help John, you should not waste time looking for a workaround.
Crawl to the platform on the left and jump over the railing. You have ten minutes to stop the rocket launch and get away. Lambert has already sent cavalry after you, so I advise you to hurry up.
The surest way of sabotage is the following. Follow the platform to the end and find the stairs. Go down one level. There is also a ladder here, but don't rush down it. Wait for a guard with a flashlight to approach you. Let him explore the platform and, placing yourself behind him, follow him down the stairs. As soon as you find yourself at the bottom, immediately turn right and temporarily turn off the light above the warhead. Then turn the valve to extend the bridge leading to the warhead. Now turn around and stand on the platform nearby - this is a kind of elevator. Press the button and go up to the level where the bridge you pulled out is located.
Now you need to open the warhead control panel. The remote control is located in the hut on the left, where the worker sits all the time. I'll have to smoke it out. So, turn off the lights in the cabin for a while and, when the worker leaves it, quickly jump inside and press the button that opens the control panel on the rocket body.
Leave the cabin and turn off the light above the warhead. Make sure the worker is not near the warhead and run towards it. Find the correct code for the control panel and sabotage the launch. Great, now quickly turn your head to the right, where there is a ladder located a step away from the rocket body. Climb up it and raise your head to the ceiling on the left. Soon you will see Lambert's helicopter, from which they will drop a rope to you. Grasp at straws and run away. Mission accomplished!

Alternative ways:

The gate leading to the ventilation shaft can be opened in two ways: either by picking up the code on the lock next to the gate, or using the computer in the guard's lodge, but then you will have to deal with him and his partner, which is undesirable.

The missile can be neutralized in a faster way. From the highest platform, go down one level and climb into the crane cabin. Turn the lever and move the faucet. Get out onto the platform and run to the end, where you will see a pipe. Climb it to the ceiling and crawl to the left. Soon you will be able to hook the crampons and climb down headfirst to the control panel. To avoid being noticed, along the way, turn off the light of the guard on the platform to the left. Below you have to neutralize the worker stubbornly standing near the panel. The problem is that the worker is an extremely nervous type, and you are unlikely to succeed the first time.

Mission two - USA, Kansas, Ellsworth Federal Prison, February 1, 2008 - Prison riot

After Jamie Washington gives you the knife, go to the poster on the wall and tear it off with a slight movement of your hand. Behind the poster you will see a hole in the wall. Climb into the tunnel and crawl into the mine. Climb the pipe to the upper level and crawl into the next ventilation shaft. Soon you will find yourself under the ceiling on a ventilation duct. There are already riots going on below the cells, but they shouldn't worry you. Go along the box to the left and use a knife to open the damper of the next ventilation shaft.
When you crawl along the shaft, you will see the head of one of the guards below through the grating, so try not to make any noise. At the end of the tunnel, open the hatch and silently jump into the security room.

The guard's room and the path to the hall where the shootout is taking place

The guard will notice the open hatch, but won’t risk checking what’s going on. While you are in the shadows, the guard will not notice you, so take advantage of the situation and rummage through the computer on the table. Find out the code (1403) for the doors, which matches the code on the weapons cabinet located on the right wall of the room.
Sneak up to the locker and enter the code. True, you won’t find any weapons, but you can get hold of three smoke bombs. Now the hardest part is to leave the room unnoticed. You must act extremely quickly. First, hide in the shadows next to the cabinet where the weapons are stored. When the guard passes by you and goes to the table to rummage around, quickly rush to the door and, using the master key, unlock the lock. On the other side of the door you will see a second guard, but he will move away from you, so don’t waste a second, jump out onto the stairs and roll down head over heels.
Once downstairs, walk along the corridor and find a panel with a combination lock. Enter the code, quickly enter the room and hide behind the table on the left. The next moment a guard will enter the room and notice the open door, but this will not particularly alert him.
Let the guard leave, then quickly turn off the metal detector and cut the generator cable on the wall to the right. Then hide in the niche to the left of the metal detector and wait for the guard to return to the room. As soon as he turns his back to you, slip through the metal detector into the corridor. In the corridor, turn off the lights and, as quickly as possible, break the lock on the door leading to the hall where there is a fight between prisoners and guards.

Tower and roof

Since you find yourself in the thick of things, no one will pay much attention to you, although this does not mean that you will not be shot. Keep to the right wall and get to the opposite end of the hall, where there are prisoners armed to the teeth. Climb over the serving table and carefully make your way to the right. You will see a staircase ahead, but we won’t go along it - it’s too risky. Your goal is the door in the upper right corner of the screen. To get there and at the same time not get caught by the warring parties, take out a smoke bomb and throw it in the center of your intended path to the door. Under the cover of smoke, get to the door and enter.
You find yourself on the lower level of sector A. Your task is to climb to the very top of the tower ahead.
As soon as you enter the room from which the door leads to the tower, hide under the stairs, as a guard with a flashlight will move towards you. Let him pass you by, and then jump out of cover, climb the ladder and run up to the door to the tower. Break the lock and enter.
Inside the tower, do not rush up the stairs; wait in the shadows until a guard with a flashlight comes down to you. When he goes back, position yourself behind him and go up to the level where there are computers, and on the left wall there is a rifle that shoots rubber bullets. Take the weapon and ammo, then quickly hide under the table with the computer.
When the guard returns, he will shine a light in your direction, but will pretend that he didn't notice anything. Let the guard leave, and climb the stairs to the next level, where the computer responsible for controlling the cell doors is located.
Pick up the code and open all the cameras in sector A. Great, now go up one more level and call the elevator. Go up to the top floor. There are two guards waiting for you here, so don't yawn and watch where you're going so as not to run into them.
From the elevator, go left and look for a hole in the broken window on the right. Climb through the hole and climb up the drainpipe to the roof.

Saving Jamie

About halfway through the journey, Jamie will report that he is in trouble, and you will have a new task: “Save Jamie from the guard.” To complete this task, you must climb onto the roof as quickly as possible and run to the makeshift bridge thrown from the top of the tower to the roof of a neighboring building. Ahead, through the hole in the broken window, you will see Jamie, who is being held at gunpoint by a guard. Running and saving him is a thankless task, so take out a rifle with rubber bullets and, when the guard is right in front of the hole in the window, shoot!
As soon as the guard falls, run across the bridge and join Jamie. Then, as quickly as possible, jump down to the lower level of the roof, and, trying not to get under the spotlights of the helicopter hovering above your head, run to the building on the right. Run along the narrow passage between the buildings, enter the house on the right, and climb the stairs to the roof. That's it, you are free! Mission accomplished!

Alternative ways:

From the hall where the shootout is taking place, you can also climb the stairs. To do this, throw one smoke bomb on the landing in front of the entrance to the second flight, and the second on the third flight. Under the cover of smoke, you can climb the stairs undetected. One problem, at the end of the stairs there will be a door waiting for you, which can only be opened with the help of a chip sewn into the guards’ clothes. Therefore, either you will have to stun the guard patrolling the third flight, or drag the body of the guard lying at the entrance to the stairs, and this is much more difficult than it seems.

The rules of behavior in the enemy's lair are as follows: complete all the tasks that the terrorists gave you, then all the tasks for Lambert, and in the remaining time try to complete additional assignments and not be caught in places where you should not be.
After arriving at the terrorists' headquarters, follow Jamie (don't lag behind, but don't overtake him, so as not to lose trust). After they show you where you sleep, the big guy Moss will take charge of you. Follow him and he will lead you to the training room. Your task is to go through an obstacle course, then open the safe and wait for Moss to arrive, who promises to show up in twenty-five minutes.

Obstacle course, safe hacking and shooting gallery

Go through the obstacle course (I think you can do it without any hints) and run up to the safe. The principle of breaking a safe is as follows: select one of the directions - “right” or “left”, in which you will rotate the master key. Follow the selected direction until you hear a click and the leftmost wheel turns green, indicating that it is in the correct position. Now change the direction of rotation and set the central wheel to the correct position. Change the direction of rotation again and install the last wheel. If everything is correct, the safe will be open.
Leave the room with the safe and through the hatch, get out to the beginning of the obstacle course. Next in line is the shooting gallery. Come in and pick up a rifle. Your task is to score 75 points in 30 shots. This is not difficult to do, since the center of the target is 5 points, the edge is 1 point, and what is between them is 3 points. As soon as you get the required number of points, proceed to Lambert’s tasks.

Roof antenna and bug installation

Exit the shooting range and go left. Soon you will see the infirmary where the only female terrorist, Enrica, works. Talk to her and go past the infirmary to the stairs against the wall. Climb up, where two people are busy fixing the blades of a huge fan.
Don't make any noise, carefully walk behind them and dive into the ventilation shaft, from where you can climb the stairs to the roof. But do not rush to climb out onto the roof, as you may be noticed by a guard standing at the parapet. Let the guard move a little to the left and, when he turns his back to you, climb out onto the roof and quickly make your way to the right, where another terrorist is serving.
Follow the terrorist's back, but leave him alone halfway and hide behind the crates on the left. When the terrorist reaches the end of the roof and stops against the wall, with his back to you, quickly go forward and turn left into the open door in the fence.
Here you will find a shield with a transmitter for the antenna. Install a bug on the transmitter and go back the same way you came.

Trojan horse and server room

Go down the stairs into a room where there is a huge TV screen hanging on the wall. Walk straight down the corridor and turn right. Here you will see Jamie, who will open the door using the combination lock and go to the server room.
Make sure there are no witnesses nearby, turn off the lights in the room and select the code to the combination lock. Enter and immediately turn left. Climb over the railing and press yourself against the left wall. Follow it to the end and pay attention to the camera above the entrance to the server room.
Wait until an irritated Jamie comes out of the server room and, after waiting for the moment when the camera is not looking in your direction, make your way to the doors. Enter the server room and get to the stairs leading to the elevation where two terrorists are working.
Search the space to the left of the ladder and find a hatch. Open it and go downstairs. You find yourself under an elevated position. Wait until one of the terrorists leaves the server room, and the other goes about his business on the computer. Go to the end of the tunnel and, opening the second hatch, get out onto the hill. Go to the nearest terminal and download the virus into the system. Go back the same way you came.

Terrorist Medical Files - Optional Mission

To get the terrorists' medical files, go to the infirmary and make sure that Enrica is looking at something through a microscope in her office. Go to the office doors and break the lock. Carefully crawl into the office and close the door behind you. Tiptoe around behind the girl's back. First, hack her computer, and then scan the medical files lying in the nightstand on the right. Then leave the office as quietly as possible and close the door behind you. That's it, now you can return to the obstacle course, where Moss is already waiting for you.

Helicopter pilot - to execute or pardon?

After meeting with Moss, he will take you to the torture room, where Emile Dufrasne will order you to kill the helicopter pilot, and Lambert will insist on pardon. If you want to gain the trust of terrorists, then kill the pilot; if you don’t want to get your hands dirty, then just shoot at the wall. Mission accomplished!

Mission four - Russia, Sea of ​​Okhotsk, 200 km from the coast of Siberia, February 5, 2008 - Death under sail

The only mission where in order to complete it you must knock out the ship's crew, otherwise it will not be counted towards you. But we still need to get to the ship, so we’ll talk about it later.

Skydiving and collecting belongings

After Sam jumps out of the plane, you will float for a bit, and then a parachute icon will appear. Pull the ring, but... the parachute will not open! But don't panic, we still have a spare. As soon as the icon appears for the second time, pull the ring and land.
After landing, you must pick up your things as quickly as possible, since your jump did not go unnoticed, and two people with machine guns are already landing from the helicopter onto the iceberg.
To pick up your things without raising the alarm, you must act extremely quickly. So, as soon as control passes to you, run forward, jump, somersault and go around the second icy hillock on the right as quickly as possible. Crawl to the edge and hang by your hands over the cliff. Don't move or you'll be noticed.
Listen to the conversation between the two soldiers, and then, when they disperse to look for you, get out onto the iceberg and run to your things. Collect the scattered detonators and swallow jump into the water on the right. The first part of the journey is over.

Enemy camp and mountain detonation

Swim under the ice and, when Sam notices a hole, emerge, break through the ice and drag the soldier to the bottom. Don't come up. Swim further until you see another hole with a soldier. Drag him to the bottom too (since you can’t play stealth, we’ll get maximum pleasure). This time also stay underwater and swim to the right and to the end of the pond. There, carefully emerge and see where the guard is, walking near the snowmobiles. If he turns his back to you, then quickly get ashore and run to the tent on the left. Go around it on the left side and hide behind the boxes to find yourself behind the soldier warming his hands by the fire.
After waiting for the right moment, sneak up to the soldier and grab him. Drag it to the water and simply enter the water so that it sinks to the bottom.
Swim a little to the left and get ashore. Return to where the soldier was warming up and use his computer to blow up a piece of the ice mountain near the snowmobiles.
Jump into the water and swim under the ice to the hole on the left. Break through the ice and get ashore. Hide behind the snowmobile and watch the soldier walking near the ice hole on the left. When the soldier moves to the right and leans towards the snowmobile, get out of the cover and gently slide into the water. Dive and swim further through the tunnel.

Two ice holes and the lower deck of a ship

Above you there will be two ice holes covered with ice. There is a soldier standing above one, but no one is standing above the other yet. It’s not for nothing that I say “for now,” because if you wait a little, a soldier will also appear above her. I advise you to deal with him first, because if you take on his comrade, he will be able to notice you.
Deal with both soldiers and jump into the water. Don't touch the guy in the boat, he didn't do anything bad to you. Swim to the right and get ashore. Grab the cord with your hands and climb aboard the ship.

By corpses

Going through this mission for the first time, I reached the last stage without removing a single crew member, which I later had to seriously regret, since the task was not counted towards me. Don't repeat my mistakes. They said to sort it out with the team, so you sort it out. No amateur performances!
First, let's clean the lower deck. Take advantage of a sudden blizzard to sneak up on your chosen victims. The tactics here are simple: they chose a victim, snuck up from behind, grabbed you, dragged you to the place where you climbed onto the ship, stunned you, lifted you onto your shoulders and threw you down from the ship - this way, at least, no one will be able to find the corpses.
When it becomes clearer below, run along the stern to the mast with the ladder. Climb to the very top. Make sure that there is no one on the deck where you are going to slide down the line. Slide down and climb up the pipe to the upper deck.
Here, grab the railing with your hands and hang under the soldier talking on the walkie-talkie. His name is Andrey, or rather his name was. As soon as he finishes talking, grab him and throw him over the railing. Climb onto the roof of the tanker and find the antenna.
Open the control panel, select the code and contact Lambert. Then transmit the tanker's frequency to the terrorists. Both hares are killed.

Gas attack and the way to the engine room

On the roof of the tanker, find a ladder leading to a ventilation duct. Open the hatch at the top and use the cable to get down. Try to convince the terrorists, but they are adamant and will demand that you release gas through the ventilation system.
There is nothing to do, throw a gas grenade into the ventilation shaft. Now go to the wall and jump up so Sam can grab the edge of the ledge. Pull yourself up on your hands and crawl along the narrow tunnel to the deck.
At this time you will be informed that the captain is completely mad with fear and plans to blow up the ship. You need to stop him.
Return to the upper deck of the ship and, jumping over the railing, make your way to the lower deck. Finish clearing the lower deck. I don’t think this will be a problem for you, but I’ll still focus on a couple of individuals.
One of the soldiers has taken a strategically advantageous position at the top of the stairs and does not leave his post for a second. It's almost impossible to get close to him unnoticed, killing him from a distance is not our way of working, so leave him alone. I'm not kidding, the fact is that you need to remove ten crew members, and there are at least fifteen people on the ship, so you have enough cannon fodder even without this paranoid man.
The captain fled along the passage on the port side, where the crane had previously blocked the way. Three people are wandering around the opened area: one is sitting on the mast, two are wandering below. You'll first encounter a lone soldier who can be easily stunned and hidden in an open container on the right. The main thing is to make sure that the fighter at the match does not notice you.
Now you need to somehow climb the stairs without running into soldiers. I suggest temporarily turning off the spotlight on the mast that illuminates the stairs and going upstairs under the cover of darkness. First, deal with the guy on the deck, and then climb up the mast and stun the sentry. Now calmly return down to the deck and go down into the open hatch of the engine room.

Engine room and ship captain

Go through the first doors and move along the bridge to the left. Hide at the end of the bridge and wait until the sailor in a white uniform moves away from the console where he is working. Go behind him and stun him. Go down one level and go through the next doors into the next compartment.
As soon as you enter, go right and hide in the darkness, as a sailor with a flashlight will soon appear. When he turns his back to you, stun him and hide him in the dark. Go to the doors at the end of the compartment, but don't rush out. First turn off the light on the left, and then go through the doors, otherwise the sailor on the upper level will notice you.
You find yourself in a compartment with a working propeller. Stop the propeller using the remote control against the wall and jump into the water. Swim through the tunnel into the next compartment and get out onto the raised platform in the center.
A captain walks above your head with a lit flare, and in the compartment itself there is an unbearable smell of gas. The captain is definitely crazy, so you must neutralize him before he blows up the ship.
Hang by your hands under the bridge where the captain is wandering, and when he passes by you, jump over the railing and grab the madman. Stun the captain and climb up the long ladder. Open the hatch to get to the landing site, where a helicopter is already waiting for you. Mission accomplished!
Don't worry if you don't get a 100% result, because for some unknown reason, even if you hid all the bodies, the post-mission report will show two or three bodies found. As they say, it is impossible to understand this, you just need to keep it in mind.

Alternative ways:

There are many of them, since you can remove enemies in a variety of ways.

You can also climb onto the tanker using a lift located on the left side of the raft at the side of the tanker, but there are two problems. Firstly, you will have to remove the soldier in a rubber boat, and secondly, there are two people waiting for you at the top, so the rope route is preferable and safer.

Unlike the previous mission, everything will be much more interesting in China. So, after the pilot is hit, control of the helicopter will pass to you. Don’t be scared, no one will force you to fly, this is not a simulator. All you have to do is level the helicopter and bring it to the skyscraper ahead. After a successful landing, you will be left on the helipad in the pouring rain.

The path to the hotel and recording of the terrorist meeting

Once Moss and Emil leave, the good guys will ask you to tape the terrorists' conversation. To do this, you must cross a well-guarded roof, which is what we will do now.
The shortest way. Approach the boxes on the left. Stand on them and jump up to grab the railing with your hands. When the guards start talking, quickly jump over the railing. Run around the house on the roof and climb the ladder to the roof. Staying in the shadows, sneak up to the cord, grab it and slide down.
On the roof, jump onto the ventilation duct. Then move along the boards to the roof of one of the trailers. Take a running start from it and jump onto the pipe running along the wall of the building on the left. Climb to the top of the pipe and, grabbing the ledge with your hands, crawl to the right. Jump down and approach the crane control panel. Select the code and turn the tap. Then climb onto the crane and go to the end of the boom. Strengthen the cable and start going down.
When you get to the first cradle, squat down and hang from the ledge. Crawl to the left until you see a neon tube mounted vertically on the very edge of the building. Go down it to a lower level and stand with your feet on the ledge. Your task is to walk past the restaurant windows without being noticed. This is quite easy to do, since most visitors are already resting in the salad. Walk past a window when no one is looking at it. At the end of the cornice, strengthen the cable and prepare the microphone.
Start going down and when you reach the room where the negotiations are taking place, point the microphone at the talking terrorists to start recording. Alas, even if you, like me, manage to record the conversation to the end, you still won’t receive credit for the task, because that’s how it was planned in the script.
The recording will fail, and all because someone noticed the crane boom and suspected something was wrong, and you urgently need to get your claws out. Go down to the cradle as quickly as possible and immediately start moving to the left. As soon as possible, sit down and hang from the ledge. Crawl to the very end of the cornice and freeze, merging with the wall. If you remain standing on the ledge, you will not be able to get past the closed laundry shutters, and you will be spotted by people from a helicopter.

Hacking the safe in Emil's room

Soon a window will open above you, but you must overcome the desire to throw the guard out through it, since then you will not see a 100% result like your ears. Therefore, we wait until the guy leaves, and only then we climb into the window. Staying in the shadows, go left and open the hatch in the floor. Jump into the hatch and go through the tunnel to the next hatch. Get to the surface. You find yourself in a laundry room.
To get past the guard, turn off the light above the door on the left. When the laundry room gets noticeably darker, quickly run up to the generator on the wall to the left and cut the wire. That's it, night has definitely come now. While the guard is figuring out what's going on, run to the left, turn behind some cars and find the entrance to the mine with a ladder leading up. Climb to the very top and jump into the ventilation shaft.
Soon you will find yourself in a closet. Jump down and turn off the light. Get out of the closet, which will be in Emil's room! What a success!
Stay in the shadows behind the screen and wait for the employee in the white suit to leave the meeting room. As soon as he passes you, quickly go to the meeting room and press yourself against the left wall.
In the hallway on the left you will see Emil, but don't worry, he will turn off the light (thanks, dear) and go into the next room. Run into the hallway and turn right, where Emil went. You will see a safe on the left wall!
Attention! If for some reason the buttons responsible for turning the lockpick in the safe do not work, then either restart the game, or try simultaneously holding down the “right” and “down”, “left” and “down” keys. Sometimes, the problem can be solved by simply clicking on everything, including the mouse buttons.
Once you've cleared the safe, take the red mercury sample and close the safe. Exit the room through the main doors and turn right.

The way to the good doctor's room

You need to get into Dr. Atwan's room, which is located a couple of floors below. Make your way to the right past the patrolman and find a door leaning against the wall. There is another friend wandering nearby, so don’t make any noise. If the guard has his back to you, then simply go into the room with the computer and climb the stairs to the very top of the hotel. If the guard is in the room, then let him leave, but do not stay too long, as his partner can return at any second.
Once on the roof of the elevator shaft, attach the cable and go down to the metal bridge. At this time, the Chinese New Year will come and the hotel will be illuminated by floodlights. It’s very bad timing, but don’t be upset, we haven’t overcome anything like that.
From the metal bridge, jump onto the roof of the elevator going down. From the roof, move to another bridge and wait for the elevator again. Ride it even lower and go out onto the bridge. Do not rush, as at this moment a guard will approach the window overlooking the bridge.
Let him finish his smoke and when he turns to leave, jump through the window and take out your gun. Disarm the camera above the elevators and run to the right. Staying in the shadows so as not to be seen by the guard with a flashlight, make your way to the doctor's room and enter.
There are four people in the room. I admit that you can go through this place without knocking out any of the guys, but problems with controlling the master key leave no choice but to give the children a quiet hour.
First, knock out the guy who is staggering between the room with the safe and the computer. Grab him and drag him into the shower. Stun and deal with the guy gutting the safe. Drag him into the same shower. Now lure one of the two guys out of the next room, and maybe he will come out himself. Stun him and hide him in the shower. Do the same with the rest.
Go to the safe and open it (you need to do this the first time so that there is time for the doctor). Take the papers and save the game. Now we will kill the good doctor.

Killing the Good Doctor

You can kill him any way you want, but through trial and error, I came to the conclusion that the most effective thing is a mine on the wall. So, leave the room and turn left. Staying in the shadows, reach the next dark section of the wall and plant a mine (if a guard with a flashlight passes you, let him return so that he does not become a victim of the explosion). Return to the doctor's room, where a helicopter has already arrived with an impatient Moss on board. At the moment when you are near the lifeline leading to the helicopter, an explosion should sound. The good doctor will go to his forefathers, and you will receive a one hundred percent rating. Mission accomplished!

Alternative ways:

Other methods of killing the doctor result in you losing your 100% rating as you waste precious time. For example, you can shoot at the wall next to the elevator with a sticky camera and gas the doctor, but this will not kill him and you will have to go and finish him off, which will take too much time. You can also shoot the doctor with a rifle, to do this, stay right in the doorway of the room, aim the optical sight at the elevator car and shoot the victim, who will not even have time to understand what happened.

After talking with Lambert, return to the headquarters courtyard. You must return to the building unnoticed, otherwise goodbye 100% result.
Climb under the truck and wait for the moment when the people in the yard on the left go to the right and go about their business. Roll out from under the truck and, keeping in the shadows, go to the entrance to the headquarters, where Enrica will meet you.
Follow Enrica and listen to her requests: take the pilot’s body to the stove, make ten mines for Kinshasa, and so on. Eventually, Enrica will lead you to the lower level of the headquarters, where the mechanism for making mines is located. Leaving you alone, Enrica will approach the door on the left and open the lock with her voice. Lambert wants you to record the voices of the most important terrorists and use the recordings to open previously closed doors.

When Enrica leaves, hide in the shadows and take out the microphone. Point the microphone at the glass wall where Enrica and Emil are talking and record their voices. Now go to the mechanism on the left and make ten mines. This is not too difficult to do, especially since you have 15 charges, which means that you have the right to five mistakes.
After the mines are ready, go to the doors and use the recording with Emil's voice to open the lock. Come in and climb the stairs to the very top.
Turn off the light and look through the glass in the door into the next corridor. Wait until the patrolman in the corridor turns his back to you and quickly slip into the room.
Walk past the sleeping guard and turn into the corridor on the right. Turn off the lights and break the lock on the door as quickly as possible. Go ahead and pick up the code to Emil's office door. Go inside and immediately go to the doors on the right to find yourself in a corridor with two doors. Find Emil's bedroom and scan his personal file. Then return to the office doors and carefully look into the room. If Emil and Jamie are still there, then wait until the bespectacled man leaves and the terrorist boss sits on the sofa with his back to the door.
Enter the office and quickly go out to the balcony on the right, as Emil will decide to stretch his legs. Wait on the balcony until he goes to his room and goes to bed. Then go into the office and search it thoroughly. Open the safe, scan the drawings for Lambert and take the personal file from the cabinet against the wall. Hack the computer and find out the access code to Enrica's laboratory.
Leave the office and return to the corridor where the guard is walking. This time there will be two people waiting for you in the corridor, as the sleeping guard will wake up.
Staying in the shadows, sneak into the corridor on the right and turn off the lights. Break the lock on the door to the left and enter the room where Dayton is sleeping. Pull out the microphone and record Dayton's voice when he starts talking in his sleep. Finally, take the personal files from the two nightstands next to the beds. Leave the room and return to the stairs leading to the room where you made the mines.

Return to the main headquarters hall. Go to the top level and find a secluded corner. Take out the microphone and record the voice of Moss (the monkey-like guy Sam calls "Moose") when he starts grumbling under his breath.
When Moss's voice is recorded, go to the infirmary and find the body of the unfortunate pilot. Put him on your shoulders and return to the main hall. Go down and take the first corridor on the right. Walk past the room where the pilot was tortured and turn right. Go down the metal stairs and go through the passage on the right to get into the stoking room. Place the pilot's corpse on a raised platform next to the stove. Return to the room where you made the mines and wait for Enrica to arrive. Mission accomplished!

Alternative ways:

After you scan the blueprints in Emil's office, you can go out onto the balcony and go down to the headquarters courtyard. If you cross the courtyard and climb onto the green boxes under the window of the neighboring building, you can climb through the window into Enrica's bedroom. As soon as you do this, the girl will enter the room and Sam will have no choice but to seduce her. Poor Sammy...

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Game description

Splinter Cell Double Agent is the fourth game in the series and continues the story of the previous ones. The plot itself begins with the infiltration of Sam Fisher (the main character of the series) into an Icelandic geothermal station for the purpose of reconnaissance and preventing terrorists from launching a rocket. During the mission, Sam's partner is killed, and he himself manages to get out of the station a few seconds before it explodes. But this was only the beginning; in the evacuation helicopter, Sam learns that his daughter was killed. This news breaks Sam, and to distract himself, he asks his boss, Irving Lambert, to give him the most difficult and almost impossible task. So Sam becomes a double agent.

The gameplay of the game repeats the previous games in the series, with the exception of several innovations, namely: the appearance of missions taking place during the day, confrontation with moral choices, walks through the terrorist base. There was also a change in the interface: the life bar disappeared (health is now regenerated), the visibility and audibility indicators degraded to the state of a small light bulb on Sam’s radio and weapon. If the indicator is green, you are a shadow, if yellow, you can be noticed, red, you are a Christmas tree at a matinee, and all the opponents will come running to dance around you. The alarm counter and weapon indicator also disappeared. The weapons and equipment themselves are subject to modernization if certain conditions are met. Thus, the game swung towards action, although missions where you can never catch the enemy’s eye remained.

The moral choice that appears in this game is also an inseparable part of the plot and gameplay if the trust of terrorists or the NSA reaches zero, they will reveal you as an agent or consider that you are a traitor who has gone over to the side of the enemy, thereby the game will be GAME OVER. To prevent this from happening, you will have to make choices that will not always be the right ones. The end of the game will depend on what choice was made.

Conclusion: an excellent game that completes a quartet of games with purely stealth mechanics, designed for repeated playthroughs, and is especially recommended to all fans of the Die Hard films and Bruce Willis in particular.





In ancient times, on the MUZ-TV channel, in one of the programs about video games (F.A.Q. or ZOOM), they showed a cinematic walkthrough of this game. God, it seemed like a masterpiece almost on the level of the first Matrix. Atmospheric levels, cool plot, cool features like skydiving.

And so, ten years after the release of the game itself (and 8-9 since that playthrough), I decided to try it on my own. And... it's a complete disappointment.

Let's start with the fact that the port out of the box is simply terrible. You can’t change the graphic settings (except for the screen resolution, and then only to what is in the list), terribly quiet voices, frequent crashes, square shadows, and one day the game simply stopped launching altogether.

Inconvenient controls. The weapon selection menu may be good for a joypad, but the keyboard would have enough buttons for all this stuff.

A very turbulent development of events. Switching between video screens and game screens is just terrible.

Linearity. Fierce. Although this, as I understand it, is the sin of the entire series, and compared to the background of the first part, Double Agent is generally a sandbox with an open world.

A stupid, cliched plot, a little less than completely unimaginative. Wooden characters and their wooden problems. Perhaps the message from Sam’s daughter about how she loves her daddy and is waiting for him at home, and then her sudden death should evoke some feelings, but definitely not bewilderment due to the stupidity and cardboardness of this event (the same seams in the narrative).

But there were so many hopes for Srira for such a long time. But everything turned out to be a complete disappointment.

I played this part on PS2 as a pirate, like in 10. Even there on PS2 the graphics impressed me. And these interactions with a partner were new then. And the ice was awesome in the first mission. On the second mission (it seemed to be near a mansion at night) I abandoned the game. Playing with a joystick was fine. But there are a lot of all sorts of submenus and contextual icons. Somehow it was stressful. In general, of all the Splinters, I only like Pandora Tomorrow. This is truly a masterpiece. A mixture of Fleming and Kojima.

Pandora is considered the pinnacle of Splinter Cell. Next came the ramp. Just from this part. Brunestud says the point, but it is not justified everywhere. In fact, all the problems here are only due to the technical part of the game. Double Agent is still interesting to play through, there are 4 endings. And the game is different in different versions. Everyone wanted to make a walkthrough for each one, but Splinter Cell is still far away, even before the first one.

There was oak management in the first part too. And in the second. And in the Oscar-winning third. However, if you compare it with the “hurricane” in the fifth (Conviction), then I am with both paws and a rake for the profession of a carpenter) You just need to get used to it. Personally, I went through all parts of Sam's adventures in one gulp. From first to fifth in a row (they didn’t even mention sixth then). Therefore, here it seemed to me the same as in the three games before. Besides, no one bothers you to go into the options (no matter how terrible they may be) and reconfigure everything for yourself)

The plot was always clichéd, but not stupid. There are especially a lot of cranberries there. After all, the adventures of Syoma Rybak were based on the work of Tom “Russophobe” Clancy (of blessed memory), who loved the theme of the Cold War. He loved, tore in all places and exploited in black. Why we love it, because... He was a meticulous uncle, which is good. And it was on such stories that he made a name for himself, which even after his departure is written before the title of the series. Somehow people who read his books and watched film adaptations don’t complain. In a game about spies there is no plot at all without clichés (the Siphon Filter series, the Bourne game, the James “Our Everything” Bond series, etc.). Even the Genius Kojima, if we ignore the walking combat robots and Paz in his underwear, the plot is even more clichéd. It’s just that everything is veiled so that it doesn’t catch the eye. Unfortunately, in Splinter Cell, the European gaijin somehow didn’t think of throwing the pant Grímsdóttir (or Emperor forbid, Lambert) in the player’s face. They woke up only by the fifth part and still made her a sweetheart. However, Sam was also rejuvenated, although at the time of the fifth part he was already almost 70 years old. Therefore, all flaws are visible immediately. But here it’s also worth going through everything, from the first part. Because the plot of all games is closely intertwined. Therefore, it does not look so dark and uncouth. The bricks are stacked well.

Beware Sam Fisher! – warns the banner on the official Splinter Cell website. And it’s not in vain that he warns, because the secret super agent has become a threat to society, escaping from prison and joining a terrorist organization. Firefighters are looking, police are looking, photographers are looking in our capital, they have been looking for a long time, but they cannot find a bald guy of about thirty. Bald is not because he dyed himself into Hitman (there is another character in the game for this reason), but because the prison is very strict with hygiene.

In fact, all this is a top-secret operation by the National Security Agency to infiltrate its man into the deeply secret Army of John Brown. Sam Fisher, who suddenly lost his partner (even though he was an oak - it’s still a pity) and his daughter (a traffic accident, of course), decides to do something destructive. Seeing his suffering, Third Echelon chief Irving Lambert arranges for him an unusual business trip: to prison.

In a penitentiary very reminiscent of a stage set Prison Break, Sam meets Jamie Washington, a young but overly active member of a terrorist organization. Sam helps Jamie escape from prison, and for this the young Narodnaya Volya promotes Fisher to the JBA - John Brown Army. There is no trace of John Brown there (it is named after the first American abolitionist John Brown), but there are such colorful personalities as Emile Duffray, Carson Moss and Enrica Villablanca.

Emil heads this unusual institution and is engaged in the extraction of money and explosives. Carson is the local security chief, boatswain and Emil's right-hand man by compatibility. Enrica plays the role of Sam's love interest, and this role is carefully hidden, sparingly making do with the phrase “Be careful!” before the final task.

The entire time Sam spends at JBA, he is in contact with Emil and Lambert at the same time. Every action of a dubious nature is assessed by both leaders of deeply opposed organizations. He killed an innocent person - Emil doesn’t care, but Lambert can point it out. Killed too many innocent people or allowed a terrorist attack to be successfully completed - welcome from the NSA to the main menu of the game. On the other hand, sabotaging too much is also harmful. You can ignore frankly inhumane tasks like killing an NSA agent or blowing up a transatlantic airliner, but you won’t get a pat on the back for this, or even accuse you of double-dealing - and we already know how it ends, we’ve seen our fill of the Load Game option.

The assessment of innocence is interesting. The genocide of the crew of the tanker "Rublev", carried out on Emil's orders, is tolerated by Chief Lambert, and to Fischer's indignation: "Chief, they are forcing me to kill them!" — the upcoming massacre admonishes with the words: “I know, Sam. I know". But visitors to the Jin Mao skyscraper (Shanghai) celebrating the Chinese New Year fall under the “civilian” category, so it is not recommended to touch them. The Congolese military (both from the Republic of the Congo and from the Democratic Republic of the Congo) are pre-calculated victims, and you don’t feel sorry for the creepy blacks at all - especially since they easily open fire on Sam.

A limited license to commit illegal acts works as long as Sam doesn't kill too many of his own people or starts to ignore Emil's orders. The situation can be improved with neutral tasks - undergo training at the JBA base, set a new record in the shooting range there, clear a dozen mines, or crack a computer code that is a classic “Japanese square” in a hexagonal cube. The latter means that without spatial imagination, the survival of the Cozumel liner can be safely scored, since Sam does not have enough “JBA license” to cancel the explosion.

There are, however, three moments in the game that directly affect the ending. I don’t want to reveal all the details, but depending on which option the player chooses, he will be shown one of three endings. Of course, one is good, one is average and one is not good at all. It is believed that different endings are a reason to replay Splinter Cell, but it seems to me that it’s time for the developers to grow out of such frankly vulgar concepts. It's a pity that they themselves don't understand this yet.

In the time since Chaos Theory, Sam has learned some new tricks and abandoned the old ones forever. Alas, the triumphant return of the elegant “Van Damme stretch” did not take place. But social interaction has appeared: you can sneak up on a guard from behind, put him in a death grip and interrogate him, kill him, or simply stun him. The choice of action depends on the player’s immediate desire and the conditions of the game - not every enemy can be killed.

On the other hand, simple deprivation of consciousness does not guarantee complete blackout, since at any moment his partner can come up and “revive” the dead body. At such moments, you want to take out a machine gun and, spitting on the NSA Trust strip, shoot the scoundrels who have been preventing you from crossing from one end of the floating casino to the other for half an hour. Patience, friends, just patience. This is a spy action game, not a Doom 3 clone.

Composure and clear calculations allow you to complete the level without a single surprised cry or wailing alarm. Sit behind the box, wait until the patrol comes closer and then jump out from around the corner and hit him in the neck with the edge of your palm! Now you can turn on the mini-radar and see what’s next on the map.

In theory, you can beat SC: Double Agent without firing a single shot, but for a hothead this is too difficult an option, despite the deaf-blind AI. Even on Normal difficulty, with sufficient darkness, an enemy can stand close to Sam and, throwing the machine gun over his back, lean on the balcony and light a cigarette. You can squat around a monolithic enemy - he won’t notice anything if you don’t get in his line of sight. But in “daytime” missions such feints do not work; you have to look for workarounds and patiently study patrol routes.

Fischer’s arsenal has not increased one iota, but new “old” toys are given out only if you behave well and complete missions as carefully as possible. For completing a level without raising a single alarm, you are awarded a star, which unlocks a subsequent upgrade - be it an improved electronic master key, an under-barrel smoke grenade, or an advanced pistol with a silencer.

Alas, as already mentioned, you can complete Splinter Cell: Double Agent without using these toys even once, although in special cases, when you are already tired of loading your save because of a minor error, you start throwing in flashbang grenades - only because you accidentally switched between weapons, remembered its existence. Shock blanks are also in use for those who prefer to do without unnecessary blood (or simply do not want to lose their NSA rating).

Level design - my respects. Where you need to get lost, you literally get lost in three pines. Where it is necessary to make a railway route, the rails are carefully laid out. The most infuriating thing is the small but capacious headquarters of the John Brown Army - there are not many sections in it, but with each visit (and there will be four of them), new rooms open up, and not everyone will be able to take the shortest route from the shooting range to the medical bay.

All levels are densely dotted with computers, most of which contain interesting information that helps you move on, and at the same time introduces you to the opinions of various nationalities regarding the current world situation. For example, Leonid Vasiliev, from the Rublev tanker frozen in an ice pit, informs his recipient Vadim Yulevich that the Americans invented global warming, which means that in twenty years the ice around the tanker will melt and they will finally get out of there.

Of the eight levels, it is almost impossible to single out the ones that are repeated - each one has something unique and memorable. Shanghai surprises with the scale of a hundred-story skyscraper (no wonder - the level design was done by the Shanghai studio Ubisoft), the Rublev tanker compactly confuses the player, at the same time confusing the player with huge inscriptions “NO SMOKING”.

It is unlikely that many players have been to Kinshasa, but there is no reason not to trust the talent of the developers: permanent street battles, solid representatives of the Negroid race shooting at each other, burning buses and a downed helicopter - you believe in all this as if the game had changed its name to Delta Force: Double Agent. The loading of levels is accompanied by a video or a voiced briefing - it was high time to do this, after all, not everyone can stare at the Loading inscription for a whole minute.

A minute is not an exaggeration, by the way. The Unreal 3.0 engine is overloaded with a wild number of related functions, which include the Havok engine, numerous dynamic light sources, high-resolution textures, and everything that is succinctly called Next-Gen in the settings menu. If you, dear reader, have not yet acquired a decent video card, get ready for a control shot: the game will not run on a system without Shaders 3.0 support. Bang!

But don't worry: judging by the number of bugs and shortcomings, SCDA cannot avoid patches. What mistakes? Many. It’s a long list, but there’s no point in highlighting anything special. Except for the second and third Congolese missions, where Splinter Cell crashes into the system every time you try to load a saved game. A very original way to increase the difficulty level. Oh, and also the constant advertising of Nokia - perhaps this moment can also be attributed to the major mistakes of the game.

Thanks to all the bells and whistles and the work of as many as four game studios, the graphics are held to the highest standards. There is nothing more aesthetically pleasing in the world than watching Sam Fisher pull himself up onto the balcony and throw his body onto the landing with ease. The descent on climbing equipment along the Chinese skyscraper is simply mesmerizing, and for the animation of the move “Sam breaks through the ice from under the water with his hand, grabs the sentry’s legs and, together with the remnants of the ice, drags him into the hole, where he finishes off the poor fellow with a knife” should be awarded a separate Oscar.

The voice acting is not far behind. Icelanders chat in their own language, Congolese in their bird dialect, and the crew of the Rublev tanker speaks a mixture of French and Nizhny Novgorod, not shying away from the phrases “We have a dead man!” upon discovering a friendly corpse and “I hear you,” while being in a severe snowstorm. The music by Michael McCann is not impressive, although I would gladly listen to the “adrenaline” music from the Congolese missions separately - there is a lot of great guitar work there.

Despite the small number of levels (apart from crashes and glitches, the pure completion time varies from 9 to 12 hours on Normal), the game is captivating and does not want to let go until it is completely completed. As always, a varied but boring work based on Tom Clancy did not reveal the true character of Fisher, as well as the characters in this drama - that Enrica is in love with Sam can only be guessed at the end of the game. But it is known in advance whether there will be a continuation or addition to Splinter Cell: Double Agent. Of course it will be.