Walkthrough of the game splinter cell. Tom Clancy's Splinter Cell Walkthrough

  • 05.08.2019

Walkthrough of Mission No. 1: Training

Walkthrough of mission No. 2: Police station

Walkthrough of Mission No. 3: Defense Ministry

Walkthrough of Mission No. 4: Oil Refinery

Walkthrough of Mission No. 5: CIA HQ

Walkthrough of Mission No. 6: Kalinatek

Walkthrough of Mission No. 7: People's Republic of China

Walkthrough of Mission No. 8: Abattoir

Walkthrough of Mission No. 9: People's Republic of China

Mission #1. Training

The equipment needs to be checked. Look at the red lamp on the left, then on the right, then up at the ceiling and finally at the ground. After that, go to the wall and jump up. You will hang. Crawl a little to the right and climb onto the wall. Jump off. You will see a staircase on the front right. Climb on it. Stand under the rope and jump. Go down the pipe. Then walk in a crouching position under the logs. In a narrow passage you need to jump and do the splits. Stand under the pipe and jump up. Crawl forward along it. Near the hole in the wall, press "C" and crawl into the hole. After that, jump down and climb over the grate. Next, go to the wall next to the narrow passage and press "Q". Go through the narrow passage. Climb up the pipe, then go down the stairs. Go to the yellow arrow on the wall and turn to face the gate. Jump and push off the wall. Climb over the gate and approach the rising door. Congratulations! You have just completed the first stage of training.

Training spy skills

Open the door to the next training area.

Everything is simple here. We approach the door and open it. I advise you to press “2” in advance, otherwise it’s a little dark.

Pick the lock on the door.

We approach the locked door, press "Ctrl" and select the master key. Press the left mouse button and then select the key using the “W”, “S”, “A”, “D” buttons. When the lock is broken, open the door.

Interrogate your opponent for the keypad code.

First of all, let's sit down. Now let's slowly approach the guard from behind and grab him. Now we'll interrogate him and find out the code to the door (28469). We approach the door and enter the code, stunning the guard.

Force your opponent to use the retinal scanner.

The same actions, only instead of interrogating, we bring the agent to the scanner and expose his head to it (if you kill the agent, you will not be able to scan his eye).

Shoot the lights to sneakpast the camera to the exit.

It's even simpler here. We take out a pistol and shoot at the lamps. Then we go to the door.

Shoot the camera to disable it.

And then you need to shoot at the camera.

Pass by the camera without shooting anything.

Here you need to sit down and run across the dark areas of the floor to the door.

Knock out and hide your opponent's body from the guard.
Remain undetected until the guard completes his patrol.

I think you've already learned how to take your enemies hostage. Now grab the guard and take him to a dark corner. Then stun him and crouch. The guard will come out now. After the guard has left, go after him and stun him (if you want). Return to the place where the hidden guard stood. Follow the trail. room.

Make your way to the exit without making noise.

Sit down and slowly, without touching anything, walk to the exit.

Now you've completed the training. Watch the video.

Mission #2. Police station.

Touching the street will result in Mission Failure.
Killing civilians will result in Mission Failure.
Rendezvous with local NSA informant Thomas Gurgenidze for information on Blaustein's area of ​​operation.

Review the data included in your OPSAT

Remember!: If you touch the street in the first stage, the mission will fail. The same thing will happen if you kill a civilian.

Now go up the stairs to the roof. Find the grate there and open it. Walk along the corridor and climb up the pipe. Jump onto the rope. In a burning building, open the door and carefully begin to walk into the passage. The beam will collapse here. Move away and go left along the corridor. Enter the door and go through the room. Go out onto the stairs and jump over the railing. Enter the corridor. Jump onto the pipe and crawl to the other end of the corridor. Then enter the room and talk to Gurgenidze.

Find the black box hidden in Blaustein's apartment.

You need to find the black box in Blaustein's apartment. The apartment is located east of Morevi square. Open the door and approach the smoky room. Shoot at the window on the roof. When the smoke clears, go to the door. Let's move on to the next stage.

We are looking for a way to get into the police station

We walk along the balcony. Where there is no fence, we jump over to another house with a running start. Let's go right. Turning left, we crouch. When the bandit stops talking and goes into a corner, we grab him, hit him on the head and quickly take him to a dark corner to the left window. Now the second bandit will come out. We kill him with a pistol to the head. We go into the house. We approach the computer. Reading the message. Let's go to the bathroom. We take the first aid kit and go to the bedroom. We pick up the picture and turn on the computer.

Find Gurgenidze's dead drop in Morevi square to figure out how to get into the Police Precinct.

We find out from the computer that the code for the door to the balcony is 091772. Open the door and jump onto the rope on the left. On the roof we open the door and in the attic we jump onto the cable with a running start. We go down it. We open the elevator lid and go down inside. We go out into the courtyard and go down the stairs. Crouching, we approach the cops who are interrogating the drunkard. We go down the stairs from behind and jump up in such a way as to grab the railing. We climb to the other end of the railing. We climb up and squat. We wait for the right moment and walk down the street past the security guard. We go up to the square. We find ventilation in the bushes near the gate. We climb in there and take cartridges and first aid kits. Turn on the computer.

Use the info in Gurgenidze's computer to gain access to the Police Precinct.

Now we have the code to the police station door (5929). We get back out and kill the nearest security guard with a pistol. We pass through the gate. We walk along the street, periodically hiding from the guards. In the corridor we kill the guard and go to the gates of the police station. We jump onto the trash heap, and then push off from the wall and climb over the gate. Next stage.

We are looking for Blaustein at the police station

We go downstairs and enter the code - 5929.

Locate Agent Blaustein in the Police Precinct.

We choose a moment and follow the guard (Givi) into the office, climb between the shelves. When he leaves, we'll turn on his computer. We leave the office and go to the morgue. We'll sit down near the next turn. There's a window there. You might be seen. We go to the computer. We find out that there is a camera in the morgue. We break it and approach the corpses, having previously taken a first aid kit from one of the walls.

Access the Police Precinct's security surveillance system.

We need to gain access to the security system. It is located on the top floor. We leave the morgue and go left. We go up the stairs. We kill the guard and take the first aid kit. We pass into the corridor on the left and go up to the second floor. At the top you need to stun two officers. After that, go into the leftmost door and take the cartridges. After that, we enter the third door on the left and sneak up and grab the guard. We turn on the computer and find out the necessary information.

Meet Junior Wilkes in front of the Police Precinct for extraction.

Everything is simple here. We go downstairs and go out through the double door. Mission Complete.

Mission #3. Defense Ministry.

Tripping an alarm will result in mission failure.
Discover Vyacheslav Grinko's whereabouts by interrogating his driver.
Infiltrate the East Wing of the Georgian Defense Ministry.

Remember!: If you raise the alarm, the mission will fail.

So, we need to interrogate Grinko's driver. Greenko's car is in the garage. We hook the cable to the pipe and go down it out the window. We jam the guard and break the camera. We go out into the corridor and go through the door opposite. We go down the stairs, dodging the cameras. In the garage we also dodge. The driver went to urinate. We grab him during this lesson and interrogate him.

Laser-mic the Grinko and Masse conversation in the glass elevator leading to Nikoladze's office.
Deactivate the Courtyard security laser grid.
-Infiltrate the South Wing of the Georgian Defense Ministry.

We return the same way we came here. At the door to the stairs we silence the guard. There's another one at the top. We go through the door on the left. As soon as we open the door, we need to break the camera from above. Inspect the computers. Now go to the balcony. Let's watch the video. After listening to a conversation between two guards, we learn that only officers can use the scanners. We climb onto the railing and then cling to the pipe on the left. We climb to the open window. We climb into the window. When the guard leaves, we follow him and jam him. Then we silence everyone in the hall and hide them. We approach the computer and turn off the lasers. The officer will come down now. Let's wait until he sits down at the computer and grab him. Now we go to the scanner and place the officer next to it. We turn it off and go into the room. There's a camera there. We go around it and go out into the yard. Let's watch the video. Now we quickly pull out the microphone and point it at the glass elevator. We eavesdrop on the conversation between Grinko and Mass.

Access Nikoladze's personal computer in his office.
Infiltrate the North Wing of the Georgian Defense Ministry.

We quickly move left. The guards will come out now. We go around them and break the lamp above the door opposite. Now open the lock and enter the room. We switch the switch and take the first aid kit. We go out and climb up the wall into the window. Move to the next stage.

Nikoladze's office

The evidence we need is on Nikoladze's computer. Run right to the elevator. The security will arrive now. We need to hide. When they leave, we get into the elevator and go up. We leave, having previously broken the camera on the right. When we approach the door with the code, another guard will come out. Let's wait for him to pass and jump after him. We walk along the corridor. We break the camera (you can also break the lamp on the wall. That’s even better). We go through the door to the right. We take the first aid kit and climb up. On the roof we do a trick with a rope and go down the wall. When you are level with the window, save and shoot the soldier in the head. It usually doesn’t work out the first time (I did it :)). We take a grenade from the corpse and approach the computer. Here the guards become aware of our presence. We slowly jump out the window and wait for them to run away.

Complete the data transfer from Nikoladze's computer.

We climb back and again rummage through the computer data. Having found what we need, we leave the office.

Rendezvous with Jr. Wilkes in the basement parking.

We go out onto the stairs on the left. We get down and, going out into the street, quickly jump from the roof. When the soldiers stop running, we get out and jump into the elevator shaft, clinging to the pipe. We go down and wait for the end of the firefight. After that, we go to where the driver urinated. Mission completed

Mission #4. Oil Refinery.

Infiltrate the oil refinery by the main pipeline.
Trail the mercenary technician.

So, first of all, we should avoid direct contact with the technician. There's a staircase on the right. We climb up and crawl along the pipe. We crawl into the narrow hole and jump off. We get off the pipeline and cling to the edge. So we crawl under the container. We climb to the surface and pass under the barrier in a crouching position. We jump onto the rope. There's an explosion here. We go up the pipe on the left and climb into the pipeline. Having passed forward, we move on to the next stage.

We follow the technician

We go up the stairs and climb out through the hatch. We go up the stairs on the right, jump onto the pipe and crawl forward. We jump off at the moment when there is a guard below us. We go left and go up the stairs. Then we go straight, killing everyone on our way (except for those guards who accompany the technician). We pick up a first aid kit from the first corpse. Let's go get the technician. He will go into a booth guarded by two soldiers. When one leaves, we kill the other and hide the corpse. The technician returns. We hide and let him pass. He will enter the room and the door will slam.

Retrieve the laptop from the mercenary technician's briefcase.

We can't get through it. We leave, stunning the other guard and go left through the burning corridor. We climb onto the pipe immediately after passing through the fire and crawl into the room. Let's watch the video. We grab the guard before he destroys everything. We take two first aid kits, cartridges and go to the stairs. We kill everyone except the technician. We go to the right and enter the room into which the technician entered. We enter the right door and go to the ship on which the technician sailed. We take the technician hostage and interrogate him. After that, we turn off the equipment and take the suitcase. Mission completed.

Mission #5. CIA HQ

Access the CIA central server to identify and locate information leak.
Any agency fatalities will result in mission failure.

We are now equipped with a thermal imager. We need to infiltrate the CIA supercomputer. You can't kill anyone in this mission. We quickly run to the fan to the left of the entrance. We climb over the fence and climb onto the transformer. From there we jump onto a small platform between the fans. Now all that's left is to jump to the left fan. We jump and open the right grate, climb inside and climb between the blades. We get out of the ventilation and jump to the ground. We find a place where we can climb over the fence, and, naturally, we climb over. Now we again drive onto the fence near the entrance. When the guard comes in, we get off and go into the passage. We quickly pass through it. There will be a camera there. On the stairs we push off and cling to the wall. The guard will hear the noise and go down, and at this time we will climb up and jump on the other side. We go to the right door and take a first aid kit, a circle and a shocker. We go through the door opposite and go straight. We go through the door to the right (there is still a detector there). After passing along the corridor, we go out into the hall with an elevator. Let's wait until the guard talks on the phone and leaves. Now you can take the can from the bench and throw it. Another guard will come here. We turn it off and get into the elevator. Let's go down. Next stage.

We steal weapons

Retrieve the SC-20K from the storage room behind the battery generator backup.

We exit the elevator. A clerk will come out of the room on the right. Let's go there. We go into the room and from the computer we find out the code to the door of the room with the supercomputer - 2019. We leave the room and go to the fork. From there we go left. We enter the room and, taking advantage of the moment when the guard is talking, we go into the storage room on the left, picking the lock. There we take two shockers and a first aid kit. We go back to the fork, but this time to the right. In the room on the left we jam the guard and pick up the note. From it we learn that the code for the technical service door is 7687. In the next room on the left there is a master key. Now go to the door on the right and enter the code. We immediately go behind the boxes on the left. Having chosen the moment, we climb on them and get down onto the table. We go along the wall and go into the room on the left. We approach the computer. From it we find out that the code for the generator room door is 110598. We enter the code and go there. We pass by the workers and go up the stairs. We grab the SC-20K and the surveillance camera from the shelf. We go out the door on the left. We walk along the corridor. When the guard goes on patrol, we take the first aid kit from the table. Let's move on. We choose a moment and quickly go left to the supercomputer. We enter the left door, not forgetting to enter the code - 2019. In the room, we shoot with shockers at the workers so that they do not set off the alarm. Now we climb down and turn on the computer.

Tap Dougherty's computer to trace the intelligence leak to the Georgians.

From the supercomputer we learn that the code to the door of the weapons testing room is 110700. We go to the next room and go up the stairs. Now we have the opposite task - to leave the room with the supercomputer. When we leave, go along the corridor to the left. Let's go into the second toilet and take the first aid kit. Go ahead. We carefully walk past the window and quickly pass through the detectors. The alarm will be raised, so we go along the right wall and go into another corridor. There's also a window there. Be careful. We go to the very end and carefully go down. There is a camera hanging on the wall to the left. Break the lamp on the ceiling. Now you can enter the code 110700. We go to the far door and turn off the cannon inside. To do this, you need to go to her remote control. We take two flashes from the table and one from the floor. We open the door and go to the elevator. Let's go upstairs. Next stage.

Dougherty kidnapping

Dougherty's office number is 508. Let's go there. There is no need to silence anyone. We just go through the tables. In Dougherty's office we turn on the computer.

Kidnap Mitchell Dougherty.

The Georgians were monitoring Dougherty's computer from Kalinatek. We need to kidnap Dougherty. He went to smoke. Let's go after him. We pass to the double door on the left. We go inside and wait for the guard to move away from the other entrance. Then we go there. We go out into the corridor and follow Dougherty. When we get to the smoking area, grab it and shut it down.

Take Mitchell Dougherty to the rendezvous point near the document disposal loading dock.

Now pick it up. Let's go to the exit. As soon as we go out into the street, we go towards the fence onto the iron walkways. There we turn left and go down.

Incapacitate the CIA Security Officer speaking with Wilkes and Baxter.

We pass through the generator room onto the stairs, there we shoot the guard with a shocker and go down further. We go to the van, hiding from the guards. We remove the latter using a shocker. We approach Wilkes. Mission Complete.

Mission No. 6. Kalinatek.

Our main target is a man from the Kalinatek company named Ivan

Part 1 of the task: Infiltrate the company building

We appear in a large garage building, namely on level 5. We go forward and immediately hide behind passenger car. 2 bandits come out of the door opposite. As soon as 1 approaches the car and his back is to you, sneak up to him and grab him. Turn to face 2. You can cover 1 and shoot back. Or immediately stun him and shoot the second one. We approach the booth and take a first aid kit from it. We go through the door and go up to level 6. There are 3 more bandits there. We jam 1, since he has his back to us. The rest are standing behind the van. Take the bottle and throw it away. As soon as they follow the noise, we jump out and shoot them in the back. Let's run forward. To the right of the van are boxes and an open window. We climb into it and jump onto the hanging load. From there we use a cable to get to the crane, and from it we jump onto the roof of the company. We hook the cable to the pipe and go down. We jump onto the roof and run through the double doors. There you will have to lay down 6 people. To your right is a locked room. One of the bandits must have the code to the door. In the room you will take rifle cartridges. We return to the hall and go through the door opposite, there we shoot 2 more. There is a mine on the wall. They must be neutralized very carefully. We approach them slowly, you can sit down. As soon as you approach it, you need to wait until the flashing indicator calms down. After this, we safely remove the mine. We run past the destroyed offices and jump into the broken elevator.

Part 2.

1 - Rescue 2 booby-trapped hackers
2 - Open the fire door
3 - Find Ivan

We jump out of the elevator and run past the windows of the dark office. As soon as the light comes on, we run in and kill two. We leave and move on. Two more will stand in the way. We go into the 1st office on the left. There are 2 mined hackers sitting there. Disarm the 2 wall mines and talk to them. They will tell you the access code to the Archives area. They will also tell you some good news: there is a powerful bomb planted in the archive. We run to the far door and enter code 33575. We run through the burning offices and find the door to the Archives. We have 2:30 minutes allotted for everything, so hurry up. It takes a very long time to open the lock. We enter the door and go through the fire like this: we climb onto the iron cabinet. Then we deactivate the bomb. Ugh! We go down the stairs from the Archive to the conference room. There we kill 2 bandits and go down the stairs behind the stage to the basement. Three more are waiting for us there. We turn off the generator and leave. Wait a little and a man will come out of the Back Door. After killing him, we take the access code. We open the back door. Next you need to get to the room with the Server. There we kill another mafioso and use the computer. The fire door opens. Half the job done. We go up the stairs. We go into the toilet and through the ventilation we get to the next toilet. Ivan is standing there. He is threatened by a Russian mafioso. We take it off and talk to Ivan. He will give you the key. We run out of the restroom and get into the elevator.

Part 3.

Our friend was pinned down by bandits at a construction site. All we need to do is get to it. Along the way, don’t forget about first aid kits and ammo. There shouldn't be any difficulties, just hide from enemy bullets behind bricks and blocks of slabs. Having reached our friend, we see that he was mortally wounded. We climb up to him through the forests, shooting the killers along the way. A helicopter flies up - mission accomplished.

Mission No. 7. People's Republic of China.

Part 1: Find a contact

REMEMBER! You can't kill anyone, just silence them.

We go from the van to the right and climb onto the container with garbage and climb over the wall. Hide behind the left niche. As soon as a soldier passes by you, sneak up and stun him. We also quietly take out the next opponent. Distract him by throwing a bottle, sneak up and hit him. We go down the street. We go into the destroyed building and climb onto the scaffolding. We follow them to the next street. There are 3 soldiers there. From the scaffolding, jump onto the canopy roof, and from it onto 1 soldier. Pull his body aside and deal with the others. Then go to the fork. On the right will be police car with the soldiers. From the fork we run straight towards the barriers and go down into the sewer. Have a nice voyage! In the tunnels you will come across a patrol. They will make two stops, just wait for the end of their conversation. At the final point, deal with them and CAREFULLY climb out of the hatch. There are 2 on duty upstairs. Stun them both. Climb the scaffolding. Follow them to reach an abandoned room. There, turn on night vision, climb onto the pipe on the left. A messenger will be waiting for us at the top. He will give us a laser listening device. After the conversation, go to the opposite side of the roof and attach yourself to the pipe with a cable. Let's jump down.

Part 2: Eavesdrop on the general's conversation

Immediately hide behind the right niche. After some time, a soldier will come out of the building. There are three of them in this area. Stun each one individually (or with stun guns, if there are any left). Go ahead. Walk along the long street carefully. There are soldiers everywhere. When you reach almost the end of it, turn left. Climb the scaffolding. There will be one soldier on the other side. Deal with him and go down. We leave the nook, in front of us is the gate of the general’s base. Hide behind the van on the right, there is a patrolman walking around. Having neutralized him, we run to the far wall. Stun the soldier at the corner. Neutralize the camera above the gate. We approach the entrance, the soldier in the booth is talking to the driver. We sneak inside unnoticed. When the car leaves, we climb into the booth and silence the soldier. Another one is walking near the trailer. Having finished with them, we move on. This section is quite difficult, there is a soldier and a dog. First, we quietly shoot the dog, and then silence the soldier. We run to the Chinese gazebo. From there through the bushes to the general's house. After the video, we point the Laser Mic at the window and eavesdrop on the conversation. Afterwards the general comes down and goes to the car. There we eavesdrop on him again. He left. We need to get to the opposite wall, there is a pipe there. We climb out along it, where a van is already waiting for us - mission accomplished.

Mission No. 8. Abattoir

Part 1: Deactivate transmission antenna

After the start of the mission, we immediately climb over the fence on the right and shoot 3 military men. You can enter the door ahead, but I preferred to climb over the fence and wait until the soldier entered the room. We go inside and attack from behind. We go back. The field is mined, and there are also searchlights and 3 snipers. Anxiety will most likely not be avoided. First, determine the location of the mines around you. Turn on thermal vision. The mines "blink" periodically. Then we shoot the snipers. Afterwards we carefully cross the field and run to the far right corner. We go into a niche in the wall. Using the container we climb into the building. We leave the broken window and find ourselves on the roof. We run to the antenna and turn it off. Two people with AK-47s will come out of the right door towards us. After the reprisal we run inside. We go down the stairs and enter the door. We go along the corridor to the door where the guard is sitting at the computer. All other doors are locked. We sneak up on the soldier from behind, grab him and interrogate him about where the American prisoners are being kept. Then we turn it off and leave. To the right of the door is a grated floor. There is a passage in it, we jump into it. We follow the ventilation to a dead end. We turn on night vision and see a pipe in front of us. We climb along it to the ceiling. We go further, in front of us is a hole in the ceiling. There are 3 soldiers below. When you're done dealing with them, go through the far right door. We find ourselves in the freezer compartment. Be careful, there are soldiers around. And besides, poor visibility - evaporation. Use thermal vision to see enemies and avoid getting lost in the freezer corridors. Finally you will reach a hall with a meat crusher. There will be no way out from there. There is only an entrance, so you won't confuse the room with another. In the far left corner there is a hatch in the floor. Let's jump there. We pass to the next corridor. We get out, go straight and go down the stairs. We find ourselves in a room with a trench in the center. One soldier is waiting for us. Having finished with it, we turn on the switch on the wall. The hatch in the trench will open. We jump into it and move on.

Part 2: Save American soldiers and diplomats

We find ourselves in a cowshed. The task is simple: reach the prisoners alive. There are only dead bulls in the stalls, but also beware of automatic turrets. In total, 8-9 soldiers are waiting for us here. When you reach a hall with many overlaps, consider that you have already completed the mission. The hall has two rooms on the sides where prisoners sit, but the entrances are guarded by turrets. Therefore, first neutralize them, and then run to the right room. There we talk to the Chinese and receive an order to protect the prisoners from the soldiers. We go back to the hall. We are attacked by 3 elite soldiers, 2 colonels. In the end, Grinko himself will come running. We receive an order to kill him. Having done this, we hear the shrill cry of an enemy soldier that Vyacheslav Grinko has been killed. We listen to the boss’s parting words - the mission is completed.

Mission No. 9. People's Republic of China

Part 1: infiltrate the general's house

We run forward from the van. There will be a small restaurant on the left. We go inside and kill 2 soldiers. We go to the kitchen, the cook is there. He won't resist. We turn it off and climb up the stairs to the second floor, and from there to the roof. The ladder is located behind the cabinet on which the microwave sits. We move along the boards to the next building. There is only 1 soldier there. We kill him and go to the balcony. To the right of the entrance is a small pipe. We climb along it and climb onto the cable. We ride it all the way to the general’s house, or rather, to the cornice. We climb along the cornice to the left until we reach the pipe. We climb along it into the ventilation and stand on the glass hatch. It will open under the weight of our body.

Part 2: catch and interrogate the general

Defuse trucks with chemical weapons.
We're in the building. Already good. We run straight and to the right, to a room with a broken wall. We go into the broken wall and lean our backs against it. We move further, we reach the pipe. We go down it and press ourselves against the wall again. They start shooting, don't worry. These are soldiers shooting computers. When you get to the room, stun the soldier standing with his back to you. We shoot the other two. We go into a small room with a computer. We use the computer, exit and move on. We reach the next door and go up the stairs. There are two people on duty at the top, let's eliminate them. Go ahead. We go out into the hall. We go to the right along a small corridor. In front of us are two doors to the soldiers' bedrooms and one with a code, it is still locked. We enter the bedrooms and kill two sleeping soldiers. The boss says that the colonel is coming to open the door with a code. Wait a little and go out of the bedroom into the corridor. We approach the door with the code and turn on thermal vision. We use the input panel. Using fingerprints and their heat, we must guess the code (1436). Then we slowly open the door. To the right of the entrance is a soldier and a turret. Immediately to the right of the door is a shelf, directly above us. We carefully jump onto it. We lean against the wall to get around the vases standing on it. We go to the end of the shelf and jump onto the soldier. Disable the turret. We climb onto the shelf again and climb from it to the next floor of the hall. There is a turret right in front of us and a colonel is standing in the distance. Shall we play a game? Do not disable the turret, but remove the value of the Disable iff line. The machine gun will shoot the colonel. Wait a little longer and 2 more soldiers will come running. The same thing will happen to them. There is a pipe to the right of the turret, grab it and move to the other end of the hall. When we practically “come out of zero gravity”, a colonel and a soldier will come out of the left door. Just hang up and wait for the colonel to open the door with the scanner for the soldier. The soldier will come through the door, and the colonel will stand with his back to you. Let's crawl to him. When you find yourself behind him, quickly jump off the pipe and hit the enemy in the face with your elbow. While he is shell-shocked, you need to have time to grab him from the back. We bring him to the scanner and open the door. We silence the colonel and enter the room. There is a soldier with his back to us, it is better to stun him so as not to waste ammo. We approach the far window, open it and jump out into the yard. We run right into the garden. There we deal with 3 soldiers and one dog. Hide the corpses under the bridge. Go to the far end of the hall, in the upper right corner there will be a door to a small tunnel. We pass along it to the warehouse building. There is a camera hanging at the entrance. There is a soldier standing under her. It’s easier to first neutralize the soldier with a gas chamber, and then shoot at the security camera. We go into the warehouse and go through the next door. Bend over and walk under the cover of boxes and shelves. The colonel standing at the opposite door will enter the code and enter the room. Run to the door. Always use thermal vision to open. All codes are guessed like this: first press the dark green button, then green, then yellow and finally red. Let's go inside. The Colonel stands with his back to us in the doorway. We grab him and move a little further from the door, there are still soldiers there. We suppress the enemy, and then in the next room deal with 3 soldiers and 2 cameras. We go to the far end of the room. There is a suspended platform above us. We climb onto it using boxes. Then we continuously run forward. We see a video that cars with weapons are already refueled and ready to leave. When you reach them, throw 1 grenade over the fence so that it ends up between two trucks. So, there are no more weapons. We go down the stairs and open the hatch on the left. Let's jump into it. There is one soldier walking below, shoot him and run to the end of the far corridor. When you almost reach the end of it, take a step. The colonel will come to the meeting. Don't kill him, but run back and hide in one of the niches in the corridor as you go. After this, we will hear that Goa (Colonel's name) is calling another soldier. The fact is that the general decided to commit suicide. So the colonel will turn around and run towards reverse side. We need to constantly follow him. Don't kill him! He will open doors with codes. Using thermal vision, you can easily open the doors behind it. Eventually we will reach the general's office. He has already killed 2 of his soldiers and is ready to finish us off, but he is completely drunk. Run back for some cover from his bullets. He will shoot and start drinking from a bottle. At this moment we run up and grab him. We interrogate and force him to show his computer password. After this, he dies of an alcohol overdose. As soon as we leave the office, the door will explode. We run in the opposite direction. Everything will catch fire there too. We go down the stairs to a large window, open it and jump out. A helicopter flies up - mission accomplished.

I would like to immediately note that the method of passing described below is not the only one, since the game supports completely different strategies for completing the assigned tasks, which depend both on luck and on the player’s bloodthirstiness. I decided that it would be interesting to play through the game secretly, with a minimum number of casualties, because, as it turned out, you can get much more pleasure not from the banal stuffing of lead into the carcasses of enemies grazing within sight, but from secretly moving, performing an extremely difficult task while completely alive the enemy's defensive power.
In addition, it is assumed that you have fairly well mastered the technique of using all kinds of technical means, such as a master key and alternative firing modes of weapons, and also cope well with Sam himself, and the very first pipe that you have to climb will not put you in a dead end situation. In short, we don’t consider completing the very first mission at the NSA training center, because there they comment in detail on your every step. Let's start right away with combat missions. We will perform them at the HARD difficulty level, because this is the only way to get the enemies to overcome their lot as meat carcasses and react to the situation adequately.
So, for the sake of brevity, we will henceforth use the word “jam” to refer to punches that leave the enemy in a state of wonderful unconsciousness. We will call the corresponding devices for the SC-20K rifle Ring and Shock, namely Ring Airfoil Projectile and Sticky Shocker. The game is full of dark places, so where exactly to turn on and off the infrared vision device is up to you, again, we won’t pay attention to such little things either. And one last thing. When we say “sneak quietly,” we mean Sam’s minimum movement speed.
Preparations are completed - let's go to battle!

Agent Alison Madison worked undercover in the political arena of Georgia for about two years, monitoring the actions of the entourage of the country's President Nikoladze. On October 3 she disappeared. Agent Robert Blaustein, who disappeared on October 11, was sent to search for her.
So, the sun has set, and Sam is ready for exploits on the glorious Georgian land. Our first task will be to locate the Informant who will report something about the fate of Agent Blaustein. We will find the informant using the signal from the laptop computer with which we were carefully equipped at the base. Ordinary domestic people of Caucasian nationality are walking along the streets, who have nothing to do with what is happening, but due to their natural vigilance, they will raise the alarm just in case if they see us, and even more so if you inadvertently shoot them. In this case, the mission will be kaput. In addition, you should be wary of local law enforcement forces, who are capable of not only checking a passport, but also simply shooting them, because no one bothered to warn them that an American spy would be walking the streets at night. So, at this point the base cuts radio contact and allows us to act. We look into Palm, where we find a map of the area, a dossier on agents and, in fact, the goals of the mission.
We make our way in shadow to the right to the iron steps on the porch of the building. There is a metal ladder hanging on the wall, we jump up to it and climb onto the roof. There, straight ahead, is a hatch. Open the hatch and dive down.

Along a small wooden corridor, bending down, we reach a dead end. From there we climb up the pipe near the wall. We're on the roof again. Before us is a beautiful view of the burning building where the Informant had the imprudence to live. We grab the rope on the left and slide down on our hands towards the building. From the back room where we landed, we run out into the corridor and, at the direction of the analytical center, we poke ourselves straight into the door opposite. An explosion collapses a flight of stairs, so you have to take a detour.

We run straight down the corridor. The fire is in front, we go around through the office space, to the left as we go. We run to the stairs and go down one floor, not paying attention to the explosions. What used to be the floor is now a fire trail. There is a pipe running parallel to the ceiling on the ceiling. We cling to it and crawl across the “hot” area. Further to the left and we run through the blazing rooms straight to the stairs. There was only one way, all the others were wisely blocked by fire. We go up the stairs again to the second floor. Forward along the corridor and to the left. There in the room, in the middle fire element, the Informant himself is sunbathing, covering himself with a table for decency. We talk to him. He reports that Agent Blaustein's "black box" is in his room, in a hiding place. After which the Informant politely refuses medical care and quickly dies.

Let's escape from this catastrophe. The former Informant looks with his deathly tanned face directly at the desired door. Let's go in. The next room is filled with smoke. Bending down so as not to be poisoned by carbon monoxide, we get to the door in the center of the wall on the right. Let's go in.
Our goal is a computer with Agent Blaustein's data, which is hidden behind a secret panel in his room. We go out onto the balcony and quietly sneak forward and to the left so that the people below do not suspect anything. Where there is no railing, we jump onto the opposite balcony. From there to the right, and around the corner. We listen to the guard in the courtyard reporting on the phone that he found nothing in Blaustein’s room. This is our first victim in the entire game. As soon as he has finished talking and turns away, we quietly sneak up behind him and festively drown out the first-born. We leave the body lying there as it fell, and we quickly run up to the wall of the house. Sitting near the door, we wait for the second guard to come out into the yard and run to stare at the body. We catch up with him and jam him.
We go into the house. We run forward and to the left, through the rubble. Along the way, you can look into the toilet for a purely medical purpose: take a first aid kit. The room next to the toilet is Blaustein's room. We move the picture on the wall to the left of the entrance and climb into his computer. We find out that Blaustein stopped consuming oxygen about 24 hours ago and last time tried to pretend to be alive within the walls of the police station.

A prudent Informant left us a legacy of a plan to infiltrate a police station somewhere in the Morevi Square area. We approach the balcony door and dial the code 091772.
We go out onto the balcony and go left. Having climbed onto the railing, we grab the rope and move along it to the roof. There is an entrance to the elevator shaft. We jump to the elevator cable and go down it straight to the cabin. We open the hatch and jump into the elevator. From there we go to the door. We break it open with a master key and go outside. There we quietly go down the stairs and see two cops looting near the unconscious body of a local drunk. We quietly sneak up to the stairs behind them and, having gone down a few steps, we jump up, grabbing the ledge. We make our way along it past the cops into the portable thickets of bushes. We turn left. There's another cop walking down the alley, and one civilian is watching from the window. We wait until the second one turns away and jam the first one, jumping out of the shadows like a devil. To be convincing, you will need to turn off all the lights in the alleys with a pistol.
Next, we move to the end of the alley and turn off the lantern there and the light bulb that is on the stairs opposite. In pitch darkness we climb the stairs. We go out into the courtyard with a fountain and make our way through the shadows to its far right corner. We move quietly, because someone from the second floor will closely monitor our every step.

Having reached the corner, we crawl into the passage in the wall. There is a small room inside where you can profit from 2 first aid kits and pistol cartridges. We immediately use the laptop and find out how to get into the station. Door code: 5929. We leave the room the same way we entered. Now there's a cop walking around in the courtyard with the fountain. Two light bulbs are burning right in front of us. We knock them out with a pistol, and when the yard cop comes into the shadows, we silence him. We turn left through the opened gate. At the end of the alley there will be a civilian who can be stunned literally at point-blank range. Next we go left along the street past the trash cans. We turn onto the next street. Another cop is walking up it. While he goes up, we sneakily reach a small doorway in the wall on the right. From there we break 2 lanterns and wait for the cop to return. In the dark we attack him and silence him. Then we run up the street and at the corner we literally fly head-on into the next cop. He did not expect such impudence, so he will lose consciousness quite easily.

We turn left and approach a covered canopy overgrown with spitting. There is a pipe sticking out to his right. With its help we climb onto the visor.

There we turn off all the lighting, only carefully, waiting until the civilian in the next window stops being nervous because the light suddenly dims. Then we get to the edge of the canopy and also systematically turn off the lights on the entire street on the left. When it gets dark, we go down and make our way in the shadows to the end of the street. There, using the trash can in the right corner, we jump over the wall.
Now we are near the police station. We go down the stairs to the door and dial code 5929. A guard walks along the corridor past the cameras. We wait for him to enter the office at the end of the corridor, and we follow him. We go into the office as quietly as possible, sneak up on him from behind and jam him. We hide the body in the shadow between the cabinets. We dig around on the computer. We go out into the corridor and go forward. We quietly sneak past the door on the left, where the guard is watching TV and will be nervous if we disturb him. We go straight to the laboratory. We quietly crawl into it and silence the laboratory assistant. We delve into the second computer and find out that there is a hidden camera in the morgue. We go into the morgue, having previously shot off the hidden camera in the upper left corner of all the desire to stare at secret American agents. Agents have been found. They don’t feel very well, because they are lying with holes in their chests and, in my opinion, they have died a little.

It's clear that this is a dark matter. You need to leave the morgue, but first you need to pick up the material captured by the camera, just in case. We leave the morgue and turn left, moving towards the stairs. We go up to the second floor. To the left is the guard's room. A civilian will approach him and will burden him with his problems for a long time, which we will take advantage of, press ourselves against the left wall and walk around the perimeter of the room with a shadow. Having reached the door, we go in and go up to the second floor. The brave cops are hard at work, snoring on their keyboards. We turn them off quietly so as not to wake them up. The door in the right corner is what we need. We go there quietly and jam the guard near the computer, after which, with a clear conscience, we climb to get the necessary information. The camera captured first-class material. It’s clear who was hanging around the corpses of our agents. The recording even clearly shows his card number. All. Let's leave.

We go down to the first floor the same way we came and sneak to the door on the left. Little Wilkes is already waiting for us on the streets in a minibus.

Training

Mission No. 1

Goals: Meet with Thomas Gurgenidze

Fischer's starting point is the courtyard. Head right and go up the stairs. Then, go up another ladder and you will get to the roof. Look for a hatch nearby and jump into it. Turn on your night vision goggles and crawl along the small passage. When you reach the pipe, go up it. Then, climb down the rope.

Turn left and open the first door. Look for a way out of the room and go down the stairs. Then, run to the right and grab onto the pipe. Crawl along it through the burning debris. After that, run to the left and open the right door. Get to the opposite door and go up another ladder. Here he is: Thomas Gurgenidze. Talk to him and go through the door to the right.

Mmmm...what do we have here. Ammunition! Take everything and turn left. Climb out through the window and make your way to the door.

Objectives: Find the black box in Blaustein's house.

Open the door and run to the right along the balcony. When you reach the end, grab onto the pipe and crawl along the pipe to the opposite end. A house with security guards will appear in front of you. I think you won't have any problems with it. You can put down two “bugs” yourself. As soon as you deal with the guards, go into the house. Go to the last room and interact with the big painting. This is a hiding place behind which there is a laptop. Rummage through it and you will receive a code for a closed door located not far from you: 091772.

Go through the door and turn left. Climb down the rope and land on the roof. Search the elevator shaft and climb down the cable to the elevator roof. Open the lid of the top wall of the elevator and jump down. Save your game.

Open the door with the master key and turn left onto the stairs. You will find yourself in a courtyard. Kill the two cops, then go around the corner and up the stairs. There should be a bush not far from you. Carefully move towards it and climb through the hole. Crawl along it until you reach the laptop, ammunition and medicine. Then, open the nearest door. Turn right. In this sector you will again have to suffer with security. One of the guards has a packet of data; don't forget to grab them. Walk until you reach high wall. Here you will need to use the ability to bounce off the adjacent wall. I hope you completed the training in good faith. Jump to the other side.

Objectives: Find Agent Blaustein at the police station.

And here is the cop station! The site is divided into three zones: a department with cameras, two offices for police officers and a morgue. All your attention should be directed to the morgue. You can deal with the security in the other two zones yourself, but in the room in front of the morgue, don’t kill the guy who is fussing around. Capture him and interrogate him. After that, hit him on the head and go directly to the morgue. Stand between two bunks with two bodies on them. That's all.

Objectives: Gain access to the security surveillance system at the precinct.

First you need to get to the place where the guard is talking to the man. Quickly walk past them and get to the place where the door will automatically open. It is located near the benches. Go up the stairs. You will find yourself in a room with guards sitting near computers. Go through the second door to the right, rummage through the computer and reel the fishing rods back. Get to the place where the guard and the man were chatting. Go through the double doors. The mission is over. Congratulations.

Mission No. 2

Objectives: Get into the eastern wing of the Ministry of Security. Interrogate personal driver Vyacheslav Grinko.

You start the mission on the roof of a building. Go down the pipe until you reach an open window. Climb into the room and quickly hide behind the bookshelves, because in a matter of seconds security will visit the room. Give them a surprise. Don't forget to shoot the security camera. After that, rummage through a nearby computer. Leave the room and go through the door to the right. Now you need to get into the car park. After evading the guards, open the door and go down the stairs. Don't forget to shoot at surveillance cameras if you come across any on your way. Now all you have to do is find the driver nearby and interrogate him.

Objectives: Get to the southern wing of the Ministry of Security. Disable laser safety grid. Eavesdrop, using a laser microphone, on the conversation between Grinko and Messe in the glass lift leading to Nikoladze’s office.

Go back where you came from and go into the room where there are two computers. Get the data you need from them and make your way through the exit in the wall above. Save.

Crawl along the shaft until you get to the kitchen. Deal with all the staff and find the stairs to go down. Turn right and go down another set of stairs.

You will find yourself in a sector where there will be two guards. Kill them and hide them in a safe (meaning dark) place. Soon the colonel will arrive, who will need to be carefully grabbed and dragged to the door, which can only be opened after scanning the eye. The colonel's eye is perfect for this. Open the door and put the colonel out of his misery. Shoot the security camera and move to the other door. Now you have reached the glass lift. Pick up the laser microphone and bring it to the lift. After listening to the conversation between Grinko and Messe, you will be given the following task...

Objectives: Get to the northern wing of the Ministry of Security. Gain access to Nikoladze's computer.

Evade the guards and climb the wall unnoticed. Done? OK. Now, please save the game.

Stop. Do you see how the numbers flash on the elevator display? This means that someone is approaching. Hide somewhere and wait until no one passes by you. Sneak into the elevator and click on the panel. After leaving the elevator, you will find yourself in a room where there will be two doors that can be opened through a panel on which you need to enter the correct code. Before you even have time to blink an eye, one of the guards will open one of the doors and head to the second one to open it too. I entered in the following way: waited until this degenerate opened the second door. Then, I grabbed him, hit him on the head and calmly walked on. Around the first corner there will be a room with three guards. Kill them and find the door where there is a ladder. Climb up and open the hatch. You will end up on the roof. Find a rappel rope on the roof and carefully climb down it. There will be a guard in the first window. Pull out your gun and try to kill him with one shot. Then, break the window itself. A horde of guards will soon enter the room. Personally, I clung to the window and waited until this bunch went back. Then, calmly search all computers. Exit the room and go through the first door on the left. Now you need to reach the lift, or rather its shaft. Get to the lift itself and go down. All that remains is to find a contact person. Congratulations: the second mission has been successfully completed.

Mission No. 3

Objectives: Follow the technician.

At the start of the mission, go up the stairs opposite you. Then, turn right and make your way further until you reach a pipe that you need to grab onto. When you reach the red pipe, you need to find a hole to jump into. Crawl all the way until you reach the ladder, which you will need to climb up and open the hatch. Grab the pipe and there will be a guard walking below. Jump on top of him.

After this, you will hear an explosion and three soldiers. Don't kill them. Instead, wait for two of them to leave. After that, kill the third one. Follow the technician and two other soldiers. Once in a room where there is a pipe that you can grab onto, grab onto this pipe and move to another sector. After that, look for a door with a red light on top. The timer clicks: you need 1 minute and 15 seconds to find the technician. Just run after him until he squats down. Interrogate him. Then, hit him on the head. Grab the backpack.

Mission No. 4

Objectives: Gain access to the central CIA server.

You will begin the mission at the CIA headquarters. Here, as everywhere else, there will be guards hanging around, so be extremely careful. When you reach the door with the code, dial 7687 on the panel to open it. Enter the room slowly and quietly. Get to the computer and get a folder with data. After that, head to another door with a code. Dial 110598. Feel free to turn right and go down the stairs. Here, you will meet two workers who will need to be carefully destroyed. After walking a few more meters, you will see one of the guards chattering around cell phone. Sneak up and hit him on the head. In the next sector there will also be several guards, with whom you can deal with at your discretion. Now you need to get to the blue beams, through which you need to go and open one of the doors with a code by typing 2019. There will be two more workers and one computer from which you need to steal data.

Objectives: Find Dorothy's computer.

First you need to get into the sector where there are two security cameras and guards. The sector is quite large, so you can easily find it. You will need to get to the door with the code panel. Dial code 110700 to go inside. Get to the place where the person will be talking on the phone. Hit him and rummage through the computer. Then, open the door with a master key and get into the elevator.

Open the door closest to you. Deal with the two workers. Then, you will need to find office number 508 - this will be Dorothy's office. Collect all data from the computer in the office.

Objectives: Find and kidnap Dorothy Mitchell.

You will immediately recognize Mitchell as Dorothy. The most difficult thing in this part of the mission will be that you will have to simultaneously avoid getting noticed by the guards and follow Mitchell. You need to go with him to the smoking room, where you grab him and put a gun to his head. Personally, I didn’t bother with it for a long time - I immediately hit it on the head and carried the rest of the mission on myself. Afterwards I didn’t notice anything complicated. You just need to get to the van, near which the guard and two “friends” will talk. The guard needs to be captured and neutralized, and Mitchell Dorothy needs to be carried to the van and put him there.

Mission No. 5

Objectives: Open the fire doors surrounding Ivan. Find Ivan before the Russian mafia kills him.

Run left until you reach a white van, near which two mafia men are talking. Give them a hard time. Then, go up the stairs and enter the door. Now you will need to quietly make your way through the security and climb out through the window. When you reach the door with the code pad, dial 97531 to enter the next room. If you hear security approaching you, hide in another room until things calm down. Continue forward until you reach a room with a fish tank. Then, go to the room where you will meet the programmers. They will say that there is a bomb in the building. From this point on, the timer will tick until you disarm the bomb or the bomb itself explodes. It's not difficult to disarm a bomb. The only problem may arise when opening a door with a code panel. Just dial 33575 and you're done. After defusing the bomb, go back. At one point there will be a scripted scene on the stairs with guards wandering around. You need to get through them, you can use violent methods. There shouldn't be any further difficulties. Bluntly disarming the enemy - that's all. When you reach a locked door, dial code 1250 to unlock it. Now you need to open the fire door. To do this, you need to get to a certain computer and open this door through it. The computer is not difficult to find, but getting through security is more difficult. Once you open the door, move forward until you reach a ventilation duct. Make your way through it until you reach the next sector. Here the guard will talk to Ivan. Kill the guards and talk to Ivan.

In this part of the mission there is nothing but massacre and shooting. The most important thing is not to die yourself. You need to get to the top point to board the helicopter.

Mission No. 8

Objectives: Enter the embassy through the top floor. Find Feirong.

There are still two missions left, two difficult missions. Get ready for this...

You will start the mission near a restaurant, at one of the tables of which two opponents will have dinner. There's a cook in the next room, so don't make too much noise. In the room where the cook operates, there is a ladder that you need to climb up. Then, you will need to go around the guard, go down the rope, and carefully cling to the ledge of the window. Move your hands to the left until you see a support below you and then jump onto this support. Now you will find yourself in a building where you will have to use your wits. First you need to lean against one of the walls to get through the narrow passage. You will watch as three guards shoot at the computers. Better kill them right away. Then, go through the next door, go up the stairs, kill two more guards and go into the room where two soldiers are sleeping. Walk past them quietly so as not to wake them up and exit through the other door. You will see two people heading towards the double doors. One of them will dial the code and go inside. Put on your thermal vision goggles and approach the panel. Fingerprints will be visible on the panel. All you need to do is see where the prints are weaker (the first digits of the code) and where they are clear (the last digits of the code). In general, the door code is 1436. Go through the door, shoot everyone and go up the stairs on the left. There will be an automatic machine gun there. Go around to the other room and turn it off. Kill the two guards that appear. After that, grab onto the pipe and crawl to the opposite side. A soldier and a colonel will come out of the door. The Colonel will put his eye on the scanner of the closed door. The door will open, the soldier will go inside, the door will close, and the colonel will remain waiting outside. Sneak up to the colonel, grab him and drag him to this door. Place his eye on the scanner and the door will open. Kill the soldier, kill the colonel and get out through the window.

Next it will be a little difficult. You will need to destroy two trucks. Before you can get to them, you will need to safely get past the guards. When you get close to the trucks, throw a grenade at the gas station next to the trucks, then the trucks will explode. Do it as quickly as possible because the trucks may drive away. After that, go down the hatch and follow the stupid guard, who will alternately open the doors with code panels. Use thermal vision goggles to enter the correct code. And now you are very close to Feirong’s office. You must hear shots before entering the office. Afterwards, you will talk to Feirong. He's terribly drunk, so it won't be difficult for you to grab him, even though he'll shoot at you. Drag it to your computer, it will find all the data you need. Kill him. After this, explosions will be heard. Everything will start to burn. Your task: get out of there as quickly as possible. We need to get to the helicopter. This completes your mission. Get ready for the final task!

Mission No. 9

Goals: Find Nikoladze.

This is the last mission! I won’t say that it is the most difficult, but it is not easy either. There will be more action here.

First you will find yourself on a cliff. We need to find a way out. The exit is close. Just jump from cliff to cliff where necessary, and in other cases just use your skills to cling to the edges of cliffs and pipes. When you get to the ground, shoot all the guards and snipers. You won’t be able to neutralize everyone beautifully, but you will be able to shoot them. Now you need to find a gate with a code panel. The code for this gate is 2126.

There shouldn't be any further difficulties. It's not easy to bypass security, but it's not difficult either. The point is that instead of security, the residence will be guarded by highly qualified special forces, so show all your skills in fighting him. Turn on your thermal vision goggles more often: sometimes you can see rays that are not recommended to pass through. On the remaining path to Nikoladze, you need to open only one of the doors belonging to the doors with the code panel Code - 70021.

When you get to Nikoladze (it's in the basement of the library), capture and interrogate him. Place his impudent muzzle against the eye scanner and open the vault. This is where the moment in the game begins, which personally stuck out to me in such a way that I still have impressions to this day.

The thing is that as soon as you open the vault, five special forces will come out, interrogate Nikoladze, and then a conversation with you will begin. Lambert will tell you on the radio not to say anything and to wait 5 seconds. Well, wait. After five seconds, the lights in the basement will turn off and you need to destroy all the special forces. Naturally, you will need to use night vision goggles. Leave the basement. You have only one goal left:

Main goal: Kill Nikoladze.

This is the moment of truth. Killing Nikoladze is not as easy as you think. While you were playing with the special forces, Nikoladze reeled in his fishing rods, but he is somewhere nearby. Let's find the villain! And the scoundrel is very close. First you will need to kill all the special forces in the library itself, and then outside. Then climb up the pipe to the balcony. Find a comfortable position so you can see Nikoladze in the window. Take aim with your scoped rifle and kill him. All that remains is to get out of this hell. I hope you haven't run out of ammo yet? Good luck then!

After the helicopter crash, you will go with your friend Vic. Go straight, then you will meet enemies on your way - you can remove them silently, or quietly. Your task is to disable the enemy jamming station. When you reach it, a cutscene will play where a dying terrorist explodes a grenade, causing Vic to be severely injured.

The third one left - the fourth one came

Sam heads the Fourth Echelon, which replaced the Third, and has enlisted the support of the President himself. The entire composition of your new team is on board the plane, where you can customize Sam: improve your suit and buy new equipment.

Talk to the crew, find out some details and get new equipment. Go on the first mission to Benghazi, Libya, in which Sam will need to take out Andrei Kobin. Go through the residential areas and enter the building. There you will meet enemies, kill them using the Mark and Execute system. This will be followed by numerous rooms with opponents - act at your discretion, but remember that for clean and quiet kills, you will receive an increased bonus.

After the building, go out into the yard and immediately kill the dog - otherwise, it will start barking and attract the guards. This way you will reach the neighborhoods and the action will move to the roofs of low buildings. Carefully eliminate the enemies and enter the building where Kobin is being tortured. Having freed it, you will carry it on your shoulder, shooting back from the approaching enemies. Next, Sam and Kobin will go down the cable, get into the van and leave.

On the spot, Sam will interrogate Kobin, and he will tell you that he sold a shipment of weapons to an unknown source who is located in Iraq.

Iraq

Before starting the next mission, don't forget to buy upgrades. Before landing, Sam will have to shoot the guards from sniper rifle. Shoot at targets so that the corpses of your victims are not visible. After a successful hunt, you go down to the ground. Go forward to the bridge, eliminate the enemies and go to the building where Sam will launch the drone. After wiretapping, enter the building, kill enemies, interrogate the terrorist. At the end of the dialogue you will have a choice: kill or spare.

Follow the marker, which will lead you to a ledge where you will climb up the mountain heights. Climbing up, there will be a small camp in front of you. Try not to make any noise, as there are many enemies in this area, and there is also a heavily armored guard there - he is especially dangerous.

Next there will be two more camps with enemies, after which Sei will discover a deceased US soldier and a video recording. After watching the video, the building will begin to collapse: run forward, jumping over the barriers to run out of the room.

Dallas

The mission starts on the roof, go down and you will find yourself in the toy pavilion, where bandits are walking around. There are quite a lot of enemies - try to avoid shootouts with them. A little later, Sam will find himself in the sewer; there are many loopholes in it - look carefully around in search of workarounds. After getting out of the sewer, you will meet with a terrorist - you can spare him or kill him.

Enemies will release drones that can be used for their own purposes. If you shoot the drone once, it will turn off, but if you shoot it twice, it will explode. The explosion can kill your enemies. At the end of the mission, Sam must disable two pumps that pump chemicals into the city's water supply in order to poison the local population. Sam will have nine minutes to turn off the chemical supply to the water utility. But there is no need to rush - there is plenty of time to carefully consider your action plan. After successfully completing the mission, you will need to turn off the main generator, which is located in the left wing inside a small booth. This completes Sam's mission in Dallas.

London UK

The mission will start at the docks, go a little forward, kill the guard and the dog. Climb the pipe onto the roof of the building where the sniper will stand - remove him. Further, on the roof, there will be many enemies. Think carefully about your actions, because, in addition to regular enemies, the area is controlled by two snipers who can see Sam even in the shadows. After passing this difficult section, follow the marker, eliminating enemies along the way. You will find yourself near a truck; you will need to climb into it silently - without raising the alarm or touching enemies. Next, after getting out of the truck, follow to its front, and there you will see a hatch that will take you to the desired point and allow you to sneak past unsuspecting enemies. In the next room, there will be a valuable enemy who it is advisable to capture and tie up - have time to take him before he lights a fire in the barrel. For his capture you will receive a tidy sum. Next, Sam will go down into the sewer, there will be three dogs there - kill them. You will be taken prisoner, but Briggs will come to your aid. In skirmishes with enemies, go around the enemies from the side while they are distracted by Briggs.

Tehran Iran

The general will help Sam in this mission. He'll distract the guards so Sam can sneak in unnoticed. to the right place. Carefully follow the colonel's radio instructions and remain undetected, otherwise the mission will fail. When you arrive at the right place, it turns out that the general has led you into a trap. Sam will give the signal, Grim will turn off the lights in the entire room - disappear into the shadows while the enemies are confused. After eliminating the enemies, go to the room with the data you need, go to the server, and download the necessary information. Even more enemies will enter the room, eliminate them and go down the cable.

Then follow the marker and you will be taken to the control room. In the next room there will be many enemies and it will be difficult to deal with them. At the end of the mission, Sam will get into the car, and you will cover him with a remote weapon.

Philadelphia

The mission will start as Briggs, in first person view. There will be nothing complicated, quietly and carefully, sneak through, eliminating enemies. Then, go to the van in which you need to defuse the bomb. After the cutscene, the action will return to Sam. The mission takes place in winter, during the day, so it will be very difficult to hide in the shadows. The action takes place at a train stop. In this mission, it is advisable to purchase a flying drone that can neutralize enemies with electricity. There are snipers on the towers - use the carriages and crawl over them so that they do not notice you. Get to the bomb and defuse it, then control will return back to Briggs. You will start near a stationary carriage. Climb into it so that the sniper cannot see you, and then jump off it and kill first the first enemy, and then the guard who stands at the entrance to the building. There will be a staircase on the right, go along it and at the end you will jump off the railing on the left, sneak past the enemies and defuse the bomb.

Cuba

In this mission you are not allowed to raise the alarm or kill the guards. Sam has been stripped of his gear for a while, and walks around in a prisoner's robe.

Enter the building. There are two enemies there: one guards, the other repairs electricity. It won't be difficult to deal with them. Next is the protected area. Be careful not to get caught in the sight of two snipers. Go to the first tower, climb onto it, move a little to the left and follow the vertical pipe to the desired direction.

The next area is a little larger and more difficult. Sneak into the control booth, past the light, and grab your equipment from the booth. Look around carefully and you will find a cable at the top. Sam must follow it down to the fence. Climb over the fence and leave enemy territory. Run to the rocks and climb them to the right. Briggs will be waiting for you on the shore on his boat. Mission complete.

Mexico

This mission continues the events of the previous mission. Your plane is attacked by terrorists. Your task is to protect the ship at all costs. The mission is quite short, the only thing is, try to remain invisible and go around enemies from behind. Next, Sam and his team will board the plane, and on takeoff you must protect the plane from enemy equipment using remote weapons.

Plane

There is also nothing to tell about this mission. The paladin is out of control, and you need to stabilize it and return control to the pilots. Just follow the instructions of the team members. The task will take no more than 15 minutes.

USA

Go to the left building - there you will see a pipe running along the building. Climb onto it and sneak past enemies unnoticed. Go down into the ventilation, there will be many enemies there. Eliminate them and approach the firefighters. After the conversation, a difficult place awaits you, where there will be four guards in heavy armor in one room. It's best to find workarounds. They are on the left, there will be ventilation shafts. Next there will be a pursuit of one of the leaders of the terrorist group. Catch up with him, and at the end you will be given a choice - kill him or spare him.

Denver. USA

The mission takes place in winter. Go left, stick to the concrete barriers, kill the guard and don't let yourself be noticed by the snipers sitting on the roof of the building. Go around the back of the building, climb up, kill three snipers. Look around and you will see a mine. Climb into it, there will be enemies in the building. Turn off the lights and carefully eliminate the enemies. Go to the computer, turn off the ventilation shaft. Go down it and you will find yourself in a corridor. This is a very difficult part of the level. In the control room, there is an engineer who blocks your thermal imager and sends drones. Be extremely careful, as one mistake can be fatal. Use bypasses in ventilation and pipes hanging from the ceiling. Spread the virus to three computers, then a long cut-scene will begin.

After it, the last battle with the boss - Sadik - will begin. Sam doesn't have a weapon, but Sadiq shoots with a pistol. Your task is to get around him from behind. Stay in the shadows and don't let his laser sight target you. After defeating Sadik, the story campaign will end. End.

I would like to immediately note that the method of passing described below is not the only one, since the game supports completely different strategies for completing the assigned tasks, which depend both on luck and on the player’s bloodthirstiness. I decided that it would be interesting to play through the game secretly, with a minimum number of casualties, because, as it turned out, you can get much more pleasure not from the banal stuffing of lead into the carcasses of enemies grazing within sight, but from secretly moving, performing an extremely difficult task while completely alive the enemy's defensive power.
In addition, it is assumed that you have fairly well mastered the technique of using all kinds of technical means, such as a master key and alternative firing modes of weapons, and also cope well with Sam himself, and the very first pipe that you have to climb will not put you in a dead end situation. In short, we don’t consider completing the very first mission at the NSA training center, because there they comment in detail on your every step. Let's start right away with combat missions. We will perform them at the HARD difficulty level, because this is the only way to get the enemies to overcome their lot as meat carcasses and react to the situation adequately.
So, for the sake of brevity, we will henceforth use the word “jam” to refer to punches that leave the enemy in a state of wonderful unconsciousness. We will call the corresponding devices for the SC-20K rifle Ring and Shock, namely Ring Airfoil Projectile and Sticky Shocker. The game is full of dark places, so where exactly to turn on and off the infrared vision device is up to you, again, we won’t pay attention to such little things either. And one last thing. When we say “sneak quietly,” we mean Sam’s minimum movement speed.
Preparations are completed - let's go to battle!

Agent Alison Madison worked undercover in the political arena of Georgia for about two years, monitoring the actions of the entourage of the country's President Nikoladze. On October 3 she disappeared. Agent Robert Blaustein, who disappeared on October 11, was sent to search for her.
So, the sun has set, and Sam is ready for exploits on the glorious Georgian land. Our first task will be to locate the Informant who will report something about the fate of Agent Blaustein. We will find the informant using the signal from the laptop computer with which we were carefully equipped at the base. Ordinary domestic people of Caucasian nationality are walking along the streets, who have nothing to do with what is happening, but due to their natural vigilance, they will raise the alarm just in case if they see us, and even more so if you inadvertently shoot them. In this case, the mission will be kaput. In addition, you should be wary of local law enforcement forces, who are capable of not only checking your passport, but also simply shooting you, because no one bothered to warn them that an American spy would be walking the streets at night. So, at this point the base cuts radio contact and allows us to act. We look into Palm, where we find a map of the area, a dossier on agents and, in fact, the goals of the mission.
We make our way in shadow to the right to the iron steps on the porch of the building. There is a metal ladder hanging on the wall, we jump up to it and climb onto the roof. There, straight ahead, is a hatch. Open the hatch and dive down.

Along a small wooden corridor, bending down, we reach a dead end. From there we climb up the pipe near the wall. We're on the roof again. Before us is a beautiful view of the burning building where the Informant had the imprudence to live. We grab the rope on the left and slide down on our hands towards the building. From the back room where we landed, we run out into the corridor and, at the direction of the analytical center, we poke ourselves straight into the door opposite. An explosion collapses a flight of stairs, so you have to take a detour.

We run straight down the corridor. The fire is in front, we go around through the office space, to the left as we go. We run to the stairs and go down one floor, not paying attention to the explosions. What used to be the floor is now a fire trail. There is a pipe running parallel to the ceiling on the ceiling. We cling to it and crawl across the “hot” area. Further to the left and we run through the blazing rooms straight to the stairs. There was only one way, all the others were wisely blocked by fire. We go up the stairs again to the second floor. Forward along the corridor and to the left. There, in the room, in the middle of the fiery element, the Informant himself is sunbathing, covering himself with a table for decency. We talk to him. He reports that Agent Blaustein's "black box" is in his room, in a hiding place. After which the Informant politely refuses medical assistance and quickly dies.

Let's escape from this catastrophe. The former Informant looks with his deathly tanned face directly at the desired door. Let's go in. The next room is filled with smoke. Bending down so as not to be poisoned by carbon monoxide, we get to the door in the center of the wall on the right. Let's go in.
Our goal is a computer with Agent Blaustein's data, which is hidden behind a secret panel in his room. We go out onto the balcony and quietly sneak forward and to the left so that the people below do not suspect anything. Where there is no railing, we jump onto the opposite balcony. From there to the right, and around the corner. We listen to the guard in the courtyard reporting on the phone that he found nothing in Blaustein’s room. This is our first victim in the entire game. As soon as he has finished talking and turns away, we quietly sneak up behind him and festively drown out the first-born. We leave the body lying there as it fell, and we quickly run up to the wall of the house. Sitting near the door, we wait for the second guard to come out into the yard and run to stare at the body. We catch up with him and jam him.
We go into the house. We run forward and to the left, through the rubble. Along the way, you can look into the toilet for a purely medical purpose: take a first aid kit. The room next to the toilet is Blaustein's room. We move the picture on the wall to the left of the entrance and climb into his computer. We find out that Blaustein stopped consuming oxygen about 24 hours ago and last time tried to pretend to be alive within the walls of the police station.

A prudent Informant left us a legacy of a plan to infiltrate a police station somewhere in the Morevi Square area. We approach the balcony door and dial the code 091772.
We go out onto the balcony and go left. Having climbed onto the railing, we grab the rope and move along it to the roof. There is an entrance to the elevator shaft. We jump to the elevator cable and go down it straight to the cabin. We open the hatch and jump into the elevator. From there we go to the door. We break it open with a master key and go outside. There we quietly go down the stairs and see two cops looting near the unconscious body of a local drunk. We quietly sneak up to the stairs behind them and, having gone down a few steps, we jump up, grabbing the ledge. We make our way along it past the cops into the portable thickets of bushes. We turn left. There's another cop walking down the alley, and one civilian is watching from the window. We wait until the second one turns away and jam the first one, jumping out of the shadows like a devil. To be convincing, you will need to turn off all the lights in the alleys with a pistol.
Next, we move to the end of the alley and turn off the lantern there and the light bulb that is on the stairs opposite. In pitch darkness we climb the stairs. We go out into the courtyard with a fountain and make our way through the shadows to its far right corner. We move quietly, because someone from the second floor will closely monitor our every step.

Having reached the corner, we crawl into the passage in the wall. There is a small room inside where you can profit from 2 first aid kits and pistol cartridges. We immediately use the laptop and find out how to get into the station. Door code: 5929. We leave the room the same way we entered. Now there's a cop walking around in the courtyard with the fountain. Two light bulbs are burning right in front of us. We knock them out with a pistol, and when the yard cop comes into the shadows, we silence him. We turn left through the opened gate. At the end of the alley there will be a civilian who can be stunned literally at point-blank range. Next we go left along the street past the trash cans. We turn onto the next street. Another cop is walking up it. While he goes up, we sneakily reach a small doorway in the wall on the right. From there we break 2 lanterns and wait for the cop to return. In the dark we attack him and silence him. Then we run up the street and at the corner we literally fly head-on into the next cop. He did not expect such impudence, so he will lose consciousness quite easily.

We turn left and approach a covered canopy overgrown with spitting. There is a pipe sticking out to his right. With its help we climb onto the visor.

There we turn off all the lighting, only carefully, waiting until the civilian in the next window stops being nervous because the light suddenly dims. Then we get to the edge of the canopy and also systematically turn off the lights on the entire street on the left. When it gets dark, we go down and make our way in the shadows to the end of the street. There, using the trash can in the right corner, we jump over the wall.
Now we are near the police station. We go down the stairs to the door and dial code 5929. A guard walks along the corridor past the cameras. We wait for him to enter the office at the end of the corridor, and we follow him. We go into the office as quietly as possible, sneak up on him from behind and jam him. We hide the body in the shadow between the cabinets. We dig around on the computer. We go out into the corridor and go forward. We quietly sneak past the door on the left, where the guard is watching TV and will be nervous if we disturb him. We go straight to the laboratory. We quietly crawl into it and silence the laboratory assistant. We delve into the second computer and find out that there is a hidden camera in the morgue. We go into the morgue, having previously shot off the hidden camera in the upper left corner of all the desire to stare at secret American agents. Agents have been found. They don’t feel very well, because they are lying with holes in their chests and, in my opinion, they have died a little.

It's clear that this is a dark matter. You need to leave the morgue, but first you need to pick up the material captured by the camera, just in case. We leave the morgue and turn left, moving towards the stairs. We go up to the second floor. To the left is the guard's room. A civilian will approach him and will burden him with his problems for a long time, which we will take advantage of, press ourselves against the left wall and walk around the perimeter of the room with a shadow. Having reached the door, we go in and go up to the second floor. The brave cops are hard at work, snoring on their keyboards. We turn them off quietly so as not to wake them up. The door in the right corner is what we need. We go there quietly and jam the guard near the computer, after which, with a clear conscience, we climb to get the necessary information. The camera captured first-class material. It’s clear who was hanging around the corpses of our agents. The recording even clearly shows his card number. All. Let's leave.

We go down to the first floor the same way we came and sneak to the door on the left. Little Wilkes is already waiting for us on the streets in a minibus. MISSION 2
Ministry of Defense of Georgia, Tbilisi, Georgia
October 16, 2004
23:01

Goal: Reveal secret information of President Nikoladze

Agents Blaustein and Madison were killed because they got too close to Nikoladze's secret information. Grinko, a Russian mercenary, was able to find no less compromising information on the agents themselves. Grinko arranged a meeting with Nikoladze at the Ministry of Defense building.

Goals:
1. Infiltrate the Eastern Wing of the Ministry of Defense
2. Find the driver Vyacheslav Grinko and interrogate him
3. Raising the alarm will mean mission failure

So, we find ourselves on the roof near the Ministry of Defense building, as always without support from the Georgian authorities and in an eternal search for the truth.

You will have to act extremely secretly, because there are continuous enemies all around. After breathing in the fresh mountain air and admiring the enchanting view of the cloudy sky through the barbed wire, we look at what they write to us from the base. Turn on Palm. We admire the photograph of Grinko himself and the description of his unprecedented adventures in Afghanistan, where he stuffed a fair number of people with lead. We remember that Grinko is a rare wretch and vow to ourselves that he will die for a long time and in pain. His card number 84 KP 214 matches what is seen on the video recording that we borrowed from our Georgian colleagues at the morgue. Grinko's car is in the garage, which means the driver is hanging around somewhere in the same area. Let's perform.
We jump onto the balcony under the roof. From there we slide down the pipe to the next balcony. We carefully open the door. We can congratulate ourselves; getting into the embassy was as difficult as stepping on an amoeba. (There is also option number 2 - having secured the cable on the roof, you can effectively go down it straight into the window of the room - Ed.) Meanwhile, we don’t go into the room right away. An inquisitive cop will make a trip through her space to get a book, and if we disturb such an intimate process, he will swear heavily with bullets. When a literature lover is lounging in a chair near the computer with the next volume, we carefully sneak up behind him and knock him out with a well-aimed blow. Next time I will read the serial number of our butt while looking at the reflection in the mirror. We hide the body among the bookcases, proving to the person that books will not lead to good. We turn off the curious camera above the door with a precise shot and climb into the computer. We find there a note about a certain laser grid in the yard and the need to calibrate it.
We leave the room into the corridor and go right. We make our way in shadow to two guards. We silence them and drag the bodies into the room where the first one is already lying, forming a real reading club there. Next, we come to two doors. We choose the one to the right. We cut out the camera above the door and climb into the computer. There is information that Grinko should be greeted as an important person. From the second computer in the room we learn that the grid in the courtyard can be turned off from the South wing of the building, reaching the main hall. In addition, as a reason for optimism, we are told that if someone raises the alarm by catching this laser grid, then cops from as many as 5 neighboring departments will arrive. Having assessed the modest supply of ammunition, we decide to turn off the grid out of harm’s way and head to the South Wing. We break open the door and go out onto the balcony. Downstairs, 2 soldiers are animatedly discussing the problem that only officers or colonels can open doors with scanning devices using their eyes. We remember this information, and from now on we will deal only with this part of the colonels’ body. We go out into the corridor and go to the first door. This time with the left. We go upstairs, take a first aid kit and climb along the beams to the very top, to the ceiling. There is another first aid kit and a device for quickly picking door locks. We get down from the ceiling and run down the stairs. One flight below, we turn off the camera and go even lower. We reduce the population of cameras by one more unit. Another floor below is underground parking.
The camera rotating to the left of the entrance hospitably dies. We go to the end of the parking lot and find a driver peeing on such an architectural monument as a dilapidated parking lot. We politely explain to the person, putting a gun to his temple, what to write in in public places uncivilized. We are interrogating. The driver replies that Grinko is now working for Nikoladze with some hacker Mace. They can be found near the latter's office. Now nothing will stop us from penetrating the South Wing and disabling the laser grid.
We go upstairs and through the far right door go out onto the balcony. The cook opens the window next door in no uncertain terms, inviting us to visit the kitchen and stun him. We reach the window along the cornice on our hands. We crawl into the kitchen and show the 2 chefs present the recipe for our signature blow. We carefully place the bodies in the freezer so that they do not spoil. In the next room, which is a cafe, we silence the guard who came in for a glass of tea. We leave the cafe, go down the stairs and silence another guard, dragging the body away from the light sources. We quietly go down to the main hall along the left staircase, because... the right one is clearly visible to the guard below. In the hall we silence two more guards, who prudently stood with their backs to us. We hide the bodies in the shadows. After rummaging through the computer, we hide in the shadows and wait for the officer to approach. We take him hostage and lead his eyes to the far right corner of the hall, closer to the scanner. Having used the officer for his intended purpose, we throw him out, having previously stunned him. We turn off the camera and go into the courtyard with the statue.

Greenko and Mays themselves take the elevator. You need to overhear what they are talking about before they reach the last floor. We select a microphone, run up to the elevator and do what is not good - eavesdrop. We learn that the necessary information on Nikoladze is in his office. As an end in itself, we set ourselves the task of infiltrating the Northern wing of the building, where we personally check the contents of the hard drive of Nikoladze’s computer. We quickly hide in the shadows not far from the elevator, because a patrol of three guards will come out into the courtyard. Each of them will walk along a specific route: two along the perimeter, one around the statue. We jam the first one when he passes by the elevator. We make our way through the bushes to the second one and repeat the operation. Use a pistol to worsen the lighting around the statue. The guard who was walking around her will rush into the bushes out of fear. To prevent the antisocial act that he was probably planning to commit in the bushes, we suppress it. We run to the door where the unconscious trio came out. We break it open and get inside. There we take the first aid kit and pull the switch on the wall. We go out, on the left there is a wall overgrown with plants. We climb along it to the windows. The window above the door is open. We brazenly climb through it into the room. This is the North Wing.
Once inside, we are horrified to discover that an elevator is descending towards us with an unknown surprise on board. At the tempo of a waltz we run into the room next to the elevator. 2 soldiers get out of the elevator and go to their posts. We shoot at the floor and attract the attention of one of them. A curious person comes into our room. Taking advantage of the pitch darkness, we mercilessly suppress it. We quietly approach the second one from behind, turn it off and, in an unconscious state, carry it to the first one. We crawl into the elevator and go to the 7th floor. We quickly run out of the elevator and break open the door to the left of it. Locked in the room, we watch as the guard walks along the corridor. We're digging into Greenko's computer. Having not found anything interesting, we climb onto his table, and from it we jump into the ventilation shaft. There we crawl to the right, wet the camera and enter the storage room with the stairs. We will go up the stairs to the roof.
There is a pipe sticking out at the edge of the roof. We hook the cable to it, and Sam begins to climb down like a spider.
Important point! Having gone down to the window level, we notice that the room is inhabited by a lone guard, who has turned to us with what he usually sits on.
http://site/cheats/images_games/splinter_sell_3.jpg

It costs nothing to take out a gun and teach him politeness with a direct hit to the head right through the glass. BUT! We are pacifists, so we will not kill anyone. Let's make everything much smarter. Without crawling all the way to the window, we take out the gun and calmly shoot at the glass. The alarmed guard begins to rush around the room, then, exhausted, stops, turning to the window again in the same way as usual. Now we fly into the room and turn it off. We drag the body into the shadows. We boldly climb into Nikoladze’s computer.
Begin serious problems. The data turned out to be damn important, and the transfer will take some time, because connection brakes are an international phenomenon. At this time, our presence in the building is discovered and a strike group of three soldiers with machine guns at the ready is sent to Nikoladze’s office. You can simply interrupt them by sitting at the table, or you can, as always, engage in perversion. To the left of the window through which we flew into the room, there is a closet. We hide behind it, after turning off the light, to create an intimate atmosphere. Soldiers run in. They can’t see you because it’s dark and the main thing is to stun the one who is reaching for the switch in order to disrupt all the intimacy. We jam the other two lightly, because they are helplessly wandering in the dark. We are finishing the transfer of files from Nikoladze’s computer. All. It's time to get out. Little Wilkes is already waiting for us in the parking lot. We delve into the second computer and find there information about sabotage groups dispersed throughout the border areas and about Nikoladze’s plans for world domination. What a routine!
We leave Nikoladze's office and turn to the right. There, in the next room around the bend, there are 2 guards sitting and if we retreat, they will certainly give chase. We lure them out with a shot at the floor and silence them one by one. We go into the room where they were standing and use their laptop. There is information that the Americans can send someone else to search for the missing agents and this someone needs to be escorted to the agents according to the good old lead tradition. Let's go out. Along the corridor to the right and again to the right. We run out through the door on the left onto the roof and run as fast as we can to the elevator shaft. They will shoot from behind. In the elevator shaft we slide down the pipe into the underground garage, where little Wilkes is waiting for us.
Files from Nikoladze's computer reveal a terrorist campaign against Azerbaijan. Specialist. units of Georgian militants have already been sent there. This opens the door for NATO peacekeeping forces to invade Azerbaijan. The situation is heating up... MISSION 3
GFO Oil region, Georgian territorial waters, Caspian Sea
October 27, 2004
09:38

Goal: Discover the Georgian communication line

NATO and US troops drove most of the militant forces back into Georgia. But the secret units escaped. They are hiding on oil platforms in the waters of the Caspian Sea, from where they transmit information via a secret internal communication line to the presidential palace in Georgia. Meanwhile, President Nikoladze disappeared...

Goals:
1. Infiltrate the oil platform through the main pipeline
2. Follow the militant technician. Making visual contact with him and detecting your presence is mission failure

We observe the majestic panorama of the sunrise in the waters of our native sea. We go up the stairs on the right. We crawl along the pipe, bending down, and move forward again.

Something alerted the militants, so they blow up the pipeline that we were so eager to reach. We climb up the surviving pipe and still climb into the broken oil pipeline. We follow it in pitch darkness to the platform.
Having reached the platform, we climb up the stairs. Once on the platform a level higher, with the help of a cabinet we grab the pipe and crawl to the next platform, the dimensions of which are measured by the soldier, diligently walking. We dive at him from the height of bird droppings when he is below us. We go up the stairs, jamming the soldiers along the way with shoals. A joyful roar notifies the surrounding area of ​​the arrival of stealth bombers. The Stealth planes don't arrive, but some planes of clearly American appearance begin to fervently bomb the oil platform. We do not pay any attention to this local Armageddon and begin the pursuit of the enemy equipment that looms ahead. It is impossible to lose your way, since all the extra doors around are closed.
Next, the technician and two soldiers will enter the room that we absolutely need to get into. First, we will remove 2 more soldiers who stood guard at the entrance. We distract them by pulling the lever on the barrel of water. While they are approaching the barrel to look at the water, we quietly go around them behind the intricate network of pipes that starts right behind that very barrel. We go into the room and make our way to the second door, hiding in the area of ​​the table. Security and a technician march defiantly past us, to the next door on the left. The stupid technician has already downloaded all the information we need into his laptop, so the suitcase in which it is stored is now goal number 1 for us. We flash in the doorway in front of the noses of the guards, who have finished inspecting the water. They enter the room. We wait for them at the same table, sitting in the shade, and silence them as they arrive. In one of them you can find a disk with data that strike groups of militants have already infiltrated Ukraine. In a room with a burning wire hanging from the ceiling, you can profit from a first aid kit. We go back out into the street and, making our way through the consequences of the explosion of a napalm charge, we climb onto the iron cabinet. We jump from it onto the pipe and crawl along it through the broken windows into the next room. There, crazy soldiers shoot defenseless computers. One of them leaves with the technician, and the second gets so into the taste of this genocide that he won’t even notice how we go down and smash his head with the butt of a pistol.
We go out into the fresh air and watch the scene of an unequal battle of soldiers with machine guns against cruise missiles. We run up the stairs and to the right. We silence a soldier who seems to have gotten lost on his way to a comatose sleep. We go down below and help another soldier forget. We go through the door. There are 2 more doors ahead. We go to the left, but only quickly, because the pipes will burst from behind and the room will turn into some kind of blast furnace. Having shot through the pipes in the room, we put out the fire. We return and take the unburnt first aid kit. After which we walk down to the very bottom of the oil platform, where a lone technician stands in front of an exploded boat. We interrogate the runner. Like it, don't like it - sleep, my beauty. We turn it off and take the case.

The laptop contained intriguing information about impending terrorist attacks in the United States and a bunch of secret information from the intelligence services of the above-mentioned country. All this indicates that there is a “mole” working for the US intelligence services. MISSION 4
CIA Headquarters. Langley, Virginia, USA
October 31, 2004
22:19

Goal: Find out the "mole" in CIA

A few hours after the operation on an oil rig in the waters of the Caspian Sea, Georgian President Nikoladze launched a large-scale sabotage war on US territory. Using pervasive information technology, he paralyzed the media, caused transport disasters and launched targeted attacks on services social protection. It is clear that these actions were based on information obtained by a “mole” in the bowels of the CIA.

We run to the main entrance of the building as quickly as possible. There is simply no time to think! To his left is a pipe. We sneak up to her quietly, but as quickly as possible. The two agents near the minibus should not notice us. We climb up the pipe to the roof without attracting attention. On the roof through the ventilation we penetrate into the building itself. We have about 2 minutes to do everything about everything, because the people from the Third Echelon will no longer be able to keep the ventilation system turned off for us. Having caught our breath, we are glad that we finally got the thermal vision mode. We go down to the hall. We easily and naturally jam the security guard, who makes his rounds exclusively along the shadow side of the room. In the far left corner of the hall at the checkpoint, another future “deaf” is amorphously watching what is happening. We make the future present - we jam the guard by sneaking up from behind. We open the door to the room. From there to the noise to us in hands will do puzzled security guard. We puzzle him with a butt to the head for the next few hours.

Through this room, bypassing the metal detectors, we go into the briefing room. There is a first aid kit, a ring and a shocker on the table. We go out into the corridor and silence the guard who froze against the wall. We dump the body at the crime scene.

The security camera dangling at the other end of the corridor is powerless. It's too dark for evidence. We go up one flight of stairs. We jump up and attract the attention of the guard who stands at the very top of the stairs. We go down and run under the stairs, hiding there in the shadows. We jam the guard who came down. Let's go up and forward. In the window we see the hall into which it is vitally important for us to get. We return to the very first hall the same way we came and from there, ignoring all the metal detectors, we go into the hall that we observed from the window. Of the two guards present there, one will talk on his cell phone and leave on the elevator. We prove to those who remain that at least occasionally they need to be afraid of the dark, being completely alone in it. We turn off the sound and get into the elevator. Let's go up.
The authorities are generous and tell us where we can get the SC-20K rifle, immediately crushing all our dreams with a warning that at least one corpse will mean the end of the mission. After all, there are only fellow agents around us, not enemies. However, out of fear, even your colleagues are very willing to test their sniper skills on you. We go out into the corridor. A cleaner will pass from the first right door to the first left one. We follow him and quietly remove him in the left room. Naturally, not to death! We go to the room opposite. After digging through it, we find the code for the room with the main server of the building: 2019. Turn off the lights. Soon a security guard with telepathic capabilities will appear in the room, because it is absolutely not clear why the sight of a closed utility room could attract a normal person. We jam the telepath faster than he thinks to turn on the light. We leave and go right. We wait until the employee talks to the guard, and follow him through the shadows with average speed. We follow him into the utility room and put him to bed. On the table we take a device for quickly picking locks. We move to the next room. The agent is walking around nervously. When he turns his back, we calm him down with a blow to the back of the head. We remove the code for the service room from it: 7687. We go out and open the door opposite with the newly found code.
We enter and jam all visible technicians. In the next room we take the first aid kit and use the computer. We find out the code for the power supply room: 110598. We dial the code and enter. We quietly go downstairs and begin to monitor the technicians who are scurrying among the cabinets. As soon as they are nearby, we run out with wild screams and muffle them. The main thing is to prevent them from reaching the alarm button at the far end of the room. They can only defend themselves by force of will. In the next room we take the treasured SC-20K! We admire this miracle of technology. Hooray! Big gun! We go out into the corridor and wait, pressing against the corner of the left wall, until the guard leaves the room. We quietly sneak behind him and jam him. On the side where the guard was coming from, in addition to the vending machines with food, there is a first aid kit. Further along the way, another guard will loom in the office premises. Pressed against the wall, savoring it, we jam it out with the ring, hitting him right in the head. So, now there are 2 clerks left in the offices, who will certainly raise the alarm if they hear if a cockroach twists its leg. We suppress these with our bare hands.

The main thing is to make sure that they do not reach the panic button, which is in the far right corner of the office. We put the bodies back in the office, creating a composition on the theme “Another one burned at work.” Another guard cuts down the corridor. We sneak up on him in the shadows and jam him. We go down to the server's room, which is opposite the office space. We dial the code 2019. We boldly run down and, seeing the unfortunate technician, we literally go for a ram. Here he has no way to escape, so we act head-on. Hand to forehead. We go into the snow-white server room and jam another technician. We use a server computer. Our hacker instantly detects where exactly the information was leaked to the enemies. This is the car of a certain Dougherty. This computer is our next target.

We return to the office room and run along the corridor to the left. At the end of the corridor, a guard sits in the observation room. We jam in the head with the ring. We take the first aid kit and go out into the main hall of the agency. The computer you are looking for is in the test weapons room. We cross the main hall, keeping to the left wall, while the cameras on the ceiling are turned in the other direction. By the way, a guard will move parallel to us. Although the parallel lines do not intersect, we catch up with him in the corridor and cross him with a precise blow to the head. Further to the left and jammed in the company of a clerk in a small office. At the end of the corridor there is a staircase, and below is an immortal chamber, which is impossible to break with all types of small arms. There is also a door with a combination lock, which is what we need more than anything else in the world. We act in two stages. For the first time, while the camera is turned away, we dial the code 110700 and quickly return to the stairs. The second time we run up to the door and get inside, keeping to the right wall. When the door closes, we will be out of reach of the eyes of the evil camera.
Let's take care of security guard Charlie, who talks on the phone for a very long time. When he finishes and goes to the machine to drink some water, we run out of the shadows and jam him. Let's go to the next room. There we find a crazy turret that shoots everything that moves. We turn it off out of harm's way and pick the lock on the door behind the turret. We go into the room, get into the elevator and go down.

We find out that Dougherty’s computer is located in office No. 508. We go into the room where 2 agents are analyzing the audio recording. We quietly make our way to the exit behind the computers. When one agent leaves, we quietly jam the technician that is scurrying around near the exit, approach the remaining agent from behind and jam it. We pile the bodies in the shade. We leave the room and find ourselves in another office space. On the left you can see office No. 508. We go there and use the computer. We receive the task - to kidnap Dougherty himself while he is smoking. We leave the offices and silence the security guard sleeping on a chair under the camera at the end of the corridor with a ring. Dougherty stands at the machine around the corner and methodically beats the machine. Soon he will get tired of it and move forward. We follow him, diving from shadow to shadow and remembering the camera behind us. Eventually, he will reach the smoking room, where he will try to smoke. We fly up to him and declare that the Ministry of Health has finished croaking, after which we jam him. We put him on our shoulders and pull him out of here. We take it out into the yard and throw it into a puddle. There was no need to smoke! We knock out the guard with the ring, lift Dougherty and carry him to the stairs. We throw him down the stairs and let him come down on his own. We pick up the body and bring it into the room. The stairs again. Out of good old habit, we throw Dougherty from the very top and watch him ricochet off the steps. We receive a task - to knock out an officer who has become attached to Little Wilkes who has arrived in the yard. Attracted by the noise of Dougherty descending, an employee will enter the room. We are knocked out by jumping out from under the stairs, where it is terribly dark. We suppress the guard who came running with shock. By this time, two bodies of the guards, whom we suppressed at the beginning of the mission, will already be discovered, and the limit of bodies for the mission is 3 people, so we need to hurry up before the entire task is failed. We run out through the room into the street, not forgetting to grab a shock. From the top flight of stairs we knock out the guard with the shock we found. The employee who spoke to him will run away in panic. Well, okay. Let's go after him. We carefully descend and overtake him before the next descent. There, another guard will fall under the hot hand, whom we generously suppress with shock. We go down into the yard and knock out the annoying officer with our hands. All. The path is clear. We return for Dougherty's body at the stairs and drag him through 2 more stairs. We throw ourselves into the minibus head first and leave.

As a result of the interrogation, it turned out that Dougherty used a “hole” in the data protection system of one of the office computers. The Third Echelon hacker traced the path of the signal, which led to a certain organization called Kalinatek. But then the signal was interrupted by burglary protection specialists at Kalinatek itself. MISSION 5
Kalinatek Building, Langley, Virginia, USA
November 1, 2004
01:24

Goal: Get the activation key

Russian mercenaries began to destroy evidence against Georgian activists within the walls of Kalinatek. Before the Hacker's signal was detected, she managed to find out that a certain programmer named Ivan was hiding in the building. He has the key we need, which will ultimately help us find Nikoladze.

Goals:
1. Infiltrate Kalinatek
2. Turn off the fire alarm so that the doors isolating Ivan open.
3. Get to Ivan faster than the Russian mafiosi

So, let's go to save the simple Russian programmer Ivan, not only out of a sense of patriotism, but also out of a naive belief that this Ivan will not meet us in a characteristic earflap hat, riding a bear and with a balalaika at the ready. Let's run forward. The guard, attracted by the noise, will move in our direction. We hide behind one of the cars and jam it. The second guard is sitting in a booth directly ahead.

We creep up to her, pressing our backs against the wall. We pick up a jar from the floor and throw it to attract attention. Hiding behind the car, we wait for the right moment, take off and turn it off. In the room where he once sat, you can find a first aid kit. To the left of the room there is a staircase going up. We go up to the second floor of the parking lot. From the doors you can clearly see the guard standing between two cars. We quietly creep up to him and jam him. We drag the body to its fellow physical units on the first floor. We return to the two cars. We carefully lean out from behind the brown car and shock the left guard. His interlocutor, the one on the right, will frantically wonder for several seconds what suddenly happened. We use this time to run up and stun him. We hide the bodies in the shade. There is an open window behind the minibus. Using the boxes, we climb onto it and jump onto the boxes, which are helpfully held by the crane. We get to the crane tower using a pipe on our hands. The glass ceilings of the Kalinateka corridors float below.

Having reached the crane tower, we turn around and jump onto the roof of the Kalinatek. There is a chimney hidden at the edge of the roof. We hook the cable to it and go down it. Through the window you can clearly see how two mafiosi are trying to find out whether the programmer is alive or dead, lying on the floor in a puddle of his own brains. After discussing all the pros and cons, the mafiosi leave.

We break the glass under our feet and find ourselves in the Kalinateka corridor.
After a while, a mafioso will come out into the corridor and turn right from the door, literally exposing our back to a blow. We are mercilessly jamming. We leave the body to lie to the mercy of fate, not forgetting to remove the door code from it: 97531. We pass through the room into the next room. It's dark here, and the floor, amidst the general chaos, is full of broken glass. At the sound of our steps, 2 mafiosi will certainly rush in. Hiding behind the cabinets, we will jam them as they arrive. We go out into the corridor, at the end of which we find a door. We break into the lock and find ourselves in a room with an aquarium. You can admire the regular shadows of fish falling on the floor, and then go around the aquarium and admire the regular corpses of programmers that litter the floor in the next room. There are two mafiosi imposingly walking around there, shooting at those who still show signs of life.

When everyone is shot, the mafiosi will disperse to different ends of the corridor. One of them will head into our room, looking angrily at the moving fish. We quickly run behind the aquarium and look at the wall. There is an entrance to the ventilation shaft. We crawl in there and sit. Quiet. When the mafioso is inside the room and turns his back, we quietly go downstairs, sneak up and jam him. You can shoot the aquarium. The water will flow down in beautiful streams, and the fish will flutter for a while, like the mafiosi, in convulsions nearby. Sleep with the fishes, dear Russian comrade!
The Russian set up a sticky bomb in the corridor. We turn off the light and walk until we clearly hear the squeak of this mine. We immediately go back and hide in the shadows near the switch. The mafioso who set the blink will appear at the far end of the corridor and head to the switch to make the world around him a little brighter. As soon as he comes within striking distance, we hit him so that the world around him is covered with spots of light. On his body you can find instructions for using the mine. After a while, another mafioso will enter the corridor and head straight towards the mine. He will start pestering her. Mina has an explosive nature, so soon the mafioso will turn into a portable pile of ash. The scene clearly demonstrates the benefits of instructions. There is nothing interesting in the offices around, with the exception of the room on the wall of which a bomb exploded.

There's a first aid kit inside. We go along the corridor to the end and turn right. We jump into the elevator shaft.
We are informed that the group of programmers on the 3rd floor is still alive, but surrounded by a minefield. They probably have the key. We quietly crawl out of the elevator shaft. 2 mafiosi turn on the lights in the office and begin to selflessly destroy expensive office equipment. We crawl along the wall along the corridor towards the furniture and there we quietly settle in the shadows. Soon the mafiosi will leave the office and head in our direction. We suppress one with 2 rings, because from one the Russian mafiosi do not fall at all, the second - with his hand, at the moment when he runs to look at the fallen body of the first. On the table we find a set of grenades. We move along the corridor. On the right we see a room drowned in fire. There are 2 programmers sitting in her corner, sandwiched between two sticky mines. We neutralize the mine by pressing the activation button only when the light on the mine is green. Having secured the space, we talk to the programmers. Naturally, the only keys they have are those for the apartment. Where the money is, they don’t have any trace of the keys we need. In addition, the programmers are in a panic because the mafiosi have mined the archive room, installing a bunch of sticky bombs and one gas bomb there. If all this beauty explodes at the same time, then the building will have to forget about the existence of the 3rd floor as a phenomenon at all. Generous programmers give the code for the archive lock: 33575. A timer starts ticking angrily in the corner, counting down about 2.5 minutes until the meeting with the best of all worlds. We fly out of the room, drowning out two mafiosi who came to shoot the programmers.
This is the action plan. You need to get to the gas bomb, which is located in the archive room. The entire road to it will be strewn with sticky bombs. If the developers thought that we would discharge each of them, then they are simply naive lamers. We rush along the corridor to the first door. We dial code 33575 there and drop into the archive room, which is on fire. We immediately rush along the only possible route forward, without stopping for a second.

From behind, sticky bombs will explode evenly, which did not expect us to display sprinting qualities. We get to the archive room itself. The door to it must be broken down. We run inside and through the cabinets we get through the fire to the gas bomb. We neutralize it. Sighing calmly, we leave the archive room and go left. We quietly creep up to the mafioso who is standing in the glass room to the left of the passage to the hall. We're jamming. We do the same with what is located a little lower on the stairs. We go down into the hall and go down the stairs behind the stage.

On the radio it is publicly reported that a stranger has been found in the hall and 3 mafiosi are sent to deal with him. Okay, let's go back to the hall, climb onto the stage, hide in the shadow of its left corner and get ready for the performance. 3 mafiosi will run into the hall solo, at regular intervals. We suppress the first one with shock, and the other two, who became interested in the body near the stage, with our hands. That's it, the show is over. We go down to the basement again along the stairs behind the stage. There we collect 2 sets of cartridges, a set of grenades and a first aid kit. We pull the switch on the wall. We return to the hall. In the glass room, 3 mafiosi found bodies and were shaking their machine guns in extreme concern. We approach the glass room and sit under its windows from below, in the place where the stairs coming from both sides converge. Soon 2 mafiosi will come down here one by one. The third will remain in the room above, where he will be the last to be stunned.

We take the code for the door lock from one of the trio: 1250. We approach the door to the left of the glass room, dial the code and get inside. We enter the hall with a fountain. On the 2nd floor two mafiosi stand peacefully. We quietly rise to the second floor and crawl to the table, which stands near a pool of blood. We hide in the shadows and from there we shoot once at the glass behind which these same mafiosi are standing. One of them will go on reconnaissance. As soon as he is near us, and even with his back, we jam him. We drag the body into the shadows. We make our way along the wall towards the second mafia. Before reaching it, we turn into a small office on the left and hide behind the boxes there. Attracted by the noise, the second mafioso will not be able to stand it and will follow the path of the first. We jump out of the office and vilely jam it out from behind. We go further and in the next office on the left we find a programmer who looks like Ivan. He dies in our arms, saying that he is not Ivan. God bless! We calmly move on, entering the first aid station on the right. There we take as many as 2 first aid kits and sit quietly. Soon a mafioso will walk down the corridor. We wait until he examines the entire first-aid post from the doorway and heads back. We follow and jam.

Fire alarm disabled. Now our task is to get to Ivan faster than the Russians do. We follow Ivan towards the stairs into the opened passage. We go up the stairs and quietly open the door to the next room. There are two mafiosi, one of whom has the urge to go and pour out the results of stress with a characteristic yellow color. Left alone, the second mafioso will begin to walk around the room around the bar counter clockwise. We line up behind and, having caught up, turn off. Congratulations to the mafioso who returned lightly on his relief with an accurate ring shot to the head. We leave and go to the toilet, where we climb into the ventilation shaft. We crawl along it to the next toilet, probably the women's one. The women's toilet turns out to be a gathering place for Russian programmers in the form of Ivan and Russian mafiosi in the amount of one. The mafioso asks Ivan for the key, and in English. We turn off his boring speech with shock. We go down to the toilet and start whining at Ivan for the key. He breaks down for a long time, but gives him the key, after which we wave to him and run out into the corridor to the right. We move to the elevator. The FBI is already rushing to the building, so we need to get moving. They warn us on the radio that there are a lot of Russians below.
We run out of the elevator to attract the attention of one of the 3 Russians standing in front. Having done this, we run back to the elevator and sit there in the shade.

We silence the arriving guard as soon as he turns his back. The second Russian will stand near the loader. We silence it, as usual, quietly creeping up from behind. We run to the door and immediately run away from it. From there, the last Russian will come out at the noise and rush to the bodies. On the way we intercept him and jam him. In the next room, using the boxes, we climb over the wall and find ourselves in some storage rooms. We leave them and go to the table with paints. We hide and wait for 2 mafiosi to enter. We jam one as it passes by, and rush to ram the second, like a steam locomotive. He will have time to shoot, but there will be a first aid kit hanging on the wall behind him, so we won’t feel anything. On the table on the right we take the cartridges. In the next room, three Russians will want to ambush us, scattered among the boxes. You can simply kill them, or you can, as always, show miracles of pacifism. The main thing is to prevent them from entering the room, to the treasured hiding places. To do this, we run to the door, from where they will run out. We knock out the first one with shock. In the corridor near the room, two more will freeze in indecision. Under the cover of the boxes, we suppress another one with shock. We shoot the remaining Russian in the legs with two precise shots, after which we wait until he shoots all the ammunition and starts reloading. We run up and kill him with one single blow to the face. In the next room we find two more first aid kits.

All! Got the lamers! These Russians have absolutely no instinct of self-preservation, in addition, they will multiply at levels at such a speed that the unfortunate rabbits will feel like the last lop-eared impotents. Also, at the end of the mission, the Russians will kill Little Wilkes, whom we are just starting to get used to. We begin to take revenge in advance. From now on, we tear off the ax of war and we will kill. That's enough, we've already completed half the game without a single corpse! We run into the next room. There, three more potential corpses will ambush us. One of them will climb to the second floor and shoot from there, and the other two will sit behind the boxes on the right and left. From time to time, grenades will fly in our direction, so you can’t stay in place. We do this: we run into the room and turn left, jump onto the table, and from it onto the boxes that are under the ceiling, under a hail of bullets we run to the wall and climb over it into the next room. Here we take out a rifle and wait for the enemies to crawl into the room. We take out two of them right in the doorway, and we knock out the third from the stairs to the right of the doors. We go up the stairs and go left. We take the cartridges from the table and use the optical sight to kill the three guys at the end of the corridor. We run to the end of the corridor and turn left. Carefully! There are mines, one of which will blow up the mafioso himself. How stupid...

In the room on the right are cartridges and a first aid kit. Go ahead. There will be a mafioso standing alone around the corner. Despite the fact that it is quite possible to stun him, we kill him. Another one will run up to the corpse. We place his cold corpse next to the first one. We go up the red stairs and kill another Russian. We get down and walk past the barrels of fuel. Next we see how Malysh is shot from a Kalash gun on the roof. We run forward and catch up with the mafioso who is trying to climb the stairs ahead. Let's kill! Leaning out from behind the boxes on the right, using optics we remove the one who killed the Kid from the scaffolding. We climb to the roof using the stairs ahead. Transport is waiting for us there.

7.jpg MISSION 6

November 11, 2004
20:31

Goal: Find a connection between Georgia and China

Third Echelon discovered a connection between the Chinese Embassy and Nikoladze. Any suspicious connections between Nikoladze and people from the People's Republic of China must be proven before any active action is taken.

Goals:
1. Meet with a CIA agent
2. Collect the necessary data
3. Any murder is a failure of the mission

We run away from the car and turn right. Using a trash can we climb over the wall. As a shadow we approach a soldier standing near two garbage containers. We jam it according to the good old tradition. The second soldier, who had previously been serenely walking along the perpendicular street, will come to look at the body. We jam him too. We take the bodies into the shadows.

We turn left on the street and run to the burning barrel. We climb up the stairs. We walk quietly through the scaffolding surrounding the building. Having reached the rope, we grab it with our hands and crawl across the entire street to the neighboring house. We move straight along the cornices and reach the next staircase. We go downstairs and quietly silence the soldier at the trash can.

Another soldier is walking down the street. While he is not looking in our direction, we run out into the street and hide behind a police jeep. As soon as he returns, we go around the car in a circle, approach him from behind and turn it off. We go further down the street. We turn left and sneak along the wall like shadows to the end of the house. Then we cross through the shadow to the other side of the street. Now we go along this side to where we came from, clinging to the fence. Soon a passage will appear in it. We turn and find a sewer hatch. We go down into the sewer. We walk forward along the sewer until the silhouette of a soldier flashes ahead. We follow him, like a guiding star, through all the intricacies of the sewer tunnels.

Soon two more patrolmen will join him, and they will stop to talk under the bright light of the light bulb. We wait for them to talk in the shadows. As soon as they continue to walk around, we quietly position ourselves behind them. Soon the first soldier will turn right into the tunnel. We quietly splash after him in the water. Carefully! The soldiers have built-in flashlights in their helmets, and if they suspect something, they will certainly use these flashlights, and then, consider it the end of our conspiracy. Having caught up with the soldier, we jam him and return to the main tunnel, where two soldiers slowly walk away into the distance. We catch up with them and turn after the second one into another right branch. We catch up and jam him there. We silence the last soldier until he reaches the dead end at the end of the tunnel and turns around. We return to the place where the second soldier turned. There is a ladder leading to the surface. We rise, but not all the way. At the top, the hatch is guarded by two soldiers. From time to time they go in different directions. When this fateful moment comes, we get out and jam the soldier to the left of the hatch. We throw the body and rush towards the second soldier. Before reaching him, we dive into the shadow near the wall. As soon as it rushes towards the body, we jam it. Near the hatch there is an iron ladder to the top. Let's get up. We reach the window at the very top of the building along beams and pipes. A liaison from the CIA is waiting for us there. He gives us a map of the embassy and warns us that it will be possible to get inside only under the cover of a truck that will go there through the gate. Let's go ahead.

There is a chimney nestled at the edge of the roof. We hook the cable to it and go down.

We run forward along the street to the first door on the right side. In a dark room, we hide behind a barrel and wait for a soldier to pass by. As soon as his back is to us, you know what to do. We move forward along the street and knock out another soldier in the shadows. We move even further and the first left turn is ours. We sit patiently in the shadows and wait for the soldier to shine his flashlight into the alley. Then he will try to climb the stairs to the second floor of the building. In this state he is defenseless. We jam without a twinge of conscience. Once on the second floor, we run around the corner and go down the stairs into the next alley. At its end the truck we need flies by.

We run out and follow him in shadows along the city streets, ignoring the soldiers. It is vitally important to get through the gate while the driver’s documents are being checked. Once on the territory of the embassy, ​​the first thing we do is go into the guard’s booth at the checkpoint and deprive him of the opportunity to let anyone through in the next few hours. We turn off the lights. We also extinguish the soldier who came running to check what was going on. We go towards the left trailer. We climb under it very quietly and wait until a soldier with a dog appears on the horizon. The dog is just a beast! She can smell you by smell, and no amount of darkness will help. So, when the dog heads towards you, we send the ring straight to his forehead. The dog immediately passes out, and the wary soldier begins to fumble in the dark. We don’t even waste the ring on this animal, simply knocking it over with our hands. There is an alley in front of us.

We reach its end and turn left. We quietly sneak along the shadows along the left wall. Now you need to listen to a telephone conversation of a Chinese general. We point the microphone at the leftmost window on the second floor. Let's do our dirty work. Nikoladze has been talking for a long time about the possibility of a joint attack on a common enemy. Very interesting. After talking, the general goes downstairs and gets into his car.

Again it is necessary to listen to his conversation, again with Nikoladze, in which he seems to dote on the soul. We do this very carefully, without even attracting the attention of the guards, otherwise the mission will be ruined. The general leaves, and we can peacefully stun two soldiers patrolling the courtyard by sitting near the bushes to the right of the embassy building. Then we cross the courtyard in front of the embassy and climb over the wall using the pipe. Our own minibus is waiting for us there. We're leaving.
Data obtained as a result of wiretapping conversations between Nikoladze and General Feirong indicates that the second is ready to lead people from the Chinese army to war. In addition, the American prisoners held by the general will be executed on Nikoladze's orders in the next few hours. MISSION 7
Mouk Tsoe Bo, Yangon, Myanmar
November 11, 2004
22:52

Objective: Find a captured unit of American soldiers

Nikoladze is going to carry out the execution of American prisoners of war live on the WEB. Vyacheslav Grinko will take direct part in this action. This execution should completely destabilize US relations with China.

Target:
1. Destroy the antenna on the roof to prevent the execution from being broadcast.

We immediately climb over the net in front of us. The two soldiers patrolling the courtyard should soon move to the far end. At this time, we go around the third from the back and jam it. Next we go into the yard and hide behind the barrels. We jam the second soldier when he appears next to the barrels. We turn the valve on the tank next to the barrels and a hatch underground opens in the yard, which makes the last soldier change the trajectory of movement and move closer to already known barrels. Now he is ours! We're jamming. At the end of the courtyard there is a small house. We go inside and take the first aid kit. A laptop flickers welcomingly on the table. Let's use it. We read information about the upcoming execution. Now use the gun to turn off all light sources in the room and carefully open the door. We leave the house and move right to the trash can. A masked guard will follow us following the noise. We climb onto the tank and, when he appears nearby, we jump off, stunning him. Now is the time for a forced march across the entire yard. However, the yard is mined.

Mines emit heat evenly, so by turning on thermal vision mode, detecting them is easy. We go into the yard and use the shadows to make our way through those places where there are no mines. Our goal is the wall at the end of the courtyard. Where there is no way to bypass the mines on the ground, we climb over the boxes, taking into account that the yard is illuminated by wandering cones of light from powerful searchlights. Getting into this spot of light is deadly, because snipers hang around the searchlights. Having reached the wall, we go left into a dark nook, with a dirty lamp at the top. We take the first aid kit there and double jump from the trash can to reach the passage at the top of the wall on the left. Through the passage we get out onto the roof.
The roof is made of thin material, and in many places it is simply glass. Below, Nikoladze dictates further threats to the camera. Numerous militants stand silently around. Stepping onto the roof means instantly raising the alarm and being shot on the spot. The antenna stands temptingly at the other end of the roof. We will make our way to it along all sorts of beams generously scattered on the roof, pipes, cornices and other ropes, freezing in those rare moments when the roof is illuminated by the bright light of spotlights.

This blinking is periodic, so you just need to remember the duration of the shadow period and act during it. We get to the antenna and turn it off. Nikoladze, sensing something was wrong, immediately hurriedly evacuated, and a modest army of militants was sent to the roof after us. We go from the antenna forward to the wooden platform. We sit down with a rifle at the ready and wait for guests. They run out in a group from the door ahead. We shoot them mercilessly, trying to save ammo. We break open the door from where they ran out and turn right behind it. We go out onto the balcony above the showers and shoot two militants from there. We wait for one latecomer to come running, and we stock him with lead. We return to where we turned the door to the right and go down the stairs. We replenish the supply of grenades and use the laptop. We return to the balcony above the shower and jump down from it. We grab the first aid kit and run out of the shower into the passage, after which we move to the left. On the radio we learn that the soldiers are about to be taken to the studio to be shot. Something needs to be done about this. Along the corridor, we run into a small room on the left and kill the guard at the computer. We use the latter immediately after this. After which we return to the corridor and run to its logical end. There's a hole in the floor. We make our way through the tunnel to the hollow wall. There we climb up the pipe and find ourselves between the roof of the building and the ceiling of some room. Below, the firing squad marches proudly. We lean out of the hatch in the ceiling and live up to their name: we shoot everyone. We jump down and run towards where the fog is spreading, turning on the thermal vision mode. These are freezers where the carcasses of brutally killed cows swing. We kill 2 militants as we move and jump into the room, under fire from the turret. We carefully go around it from behind and turn it off. We leave the room and go right to the next workshop.

There we are warmly greeted by 3 more militants, whom we immediately send to their forefathers. There will be another turret at the exit. It won’t be possible to get through without casualties, so we turn it off and go to the table opposite, for a first aid kit. Next to the table there is a passage to the next workshop. There, another victim will be standing in the doorway. We hand him a lead ticket to the best of worlds and wait for two more “tourists” in the same direction. We go in and move straight, past the iron cabinets. We leak into a hole in the floor near one of them. Having passed through the tunnel, we get out in a room where a first aid kit is waiting for us near the stairs.

We go down the stairs, kill the soldier and pull the lever on the right wall. We crawl into the opened passage.
Coming out of the passage, we quietly creep up to the entrance to the stall. We hit a soldier who came in on deadly important business in the head. We exit by turning left and go to the first passage on the left. We kill the soldier and go back, this time turning into the right room. We stop a soldier going to ram with the power of persuasion of our gun. In one stall, instead of a cow, there will be a turret. We turn off the turret and collect cartridges for the pistol and machine gun opposite it. We leave and run along the corridor to the end. There we take a first aid kit and go into the room. We kill two soldiers from the stall on the left, climb onto the ledge there and make our way past two turrets, which are again disguised as cows. Let's turn them off. Go ahead. Ahead in the stall is an already annoying turret. We run past it in 2 stages, hiding behind a plank in the middle from the hurricane fire.

Further, into the corridor and to the right. We run along the corridor and - when 2 soldiers appear - we dive into the niche in the wall on the left. From there we unleash a gunshot kaput on them. We turn right again. We run to the 2 turrets ahead and turn them off, take the first aid kit and go to the room on the right. There are Chinese hostages there who really want to communicate. Behind the wall, in the room next door, are their American brothers, who have been so tortured that they want to quietly glue their fins together. We communicate with the Chinese. Immediately after this, a large invasion begins. If the militants get to the rooms with the hostages, then the mission will fail, because the militants will mercilessly kill everyone in a split second. Our goal is to contain them on the approaches to the rooms. So. We press ourselves against the wall, between two turrets.

The soldiers run in and start throwing grenades at the stalls. This needs to be stopped at the very beginning, by shooting off the heads of the grenade launchers using optics. One soldier will trample on the right, trying to get around us from the rear, we fire a burst at him right at point-blank range. Then, the "red beret" will try to come in from where the grenade launchers attacked us. We stop him with precise single shots. Another one will again come from the rear and get his turn in the stomach. At the other end of the room Grinko himself will loom. We remember that we wanted to kill him properly, so we crawl to the corridor, where he will rush around like crazy, occasionally shooting from the passages. Using an underbarrel grenade launcher, we send a tear grenade into the corridor. While he is grief-stricken, we run out into the corridor and release all the remaining ammunition from all the widows of weapons along it. Grinko falls under the weight of lead. We fire a test clip into his head.
The rescue of American prisoners of war and Chinese hostages almost restored previous attitude between the USA and China. Feirong flees, demonstrating that he acted not on behalf of the state, but on behalf of the separatist army. Feirong is still able to start a war... MISSION 8
Chinese Embassy, ​​Yangon, Myanmar
November 12, 2004
00:11

Goal: Reveal the secret of President Nikoladze

Feirong wants to be taken out of the embassy nuclear weapon. The only chance to prevent the coming war between the United States and China is to prove that Feirong is acting alone, guided by Nikoladze's orders.

Goals:
1. Enter the embassy through the upper floors
2. Infiltrate Feirong's information archive from a server inside the building
3. Killing Feirong - mission failure

Time to get the annoying general! We go forward and turn left into a small Chinese restaurant. There, on the left wall, two soldiers are sitting at a table. We make our way in shadow to the right wall, where, under the cover of the partition, we reach the door to the kitchen. We open it and wait for the cook to go to the stove to cook. Pressing against the left wall, we reach the corner of the kitchen, where we go up the stairs to the utility room on the second floor. From there we climb up another ladder to the roof. We cross over shaky planks to the next roof. Having made our way into the shadows, we wait for the soldier and silence him. We go out onto the balcony and crawl up the pipe. There we climb onto a rope and slide down it to the embassy building. We cling to the cornice and walk around the perimeter of the entire building on our hands. Having reached the opening in the wall, we find a hole in the floor and make our way through it into the office. We are warned that there are many combination locks on the embassy premises. But for security reasons, the staff will not have any keys or information media with data about them. We leave the office and go to the storage room. From it you can see the wall riddled with bullets on the right. Standing, we press ourselves against her and move forward. We go down the pipe and walk again, clinging to the wall. There is a soldier at the end of the passage. We kill him.

Two more people enter the room, selflessly destroying computers. We stop the lamers with shots wherever necessary. In the next office we dig into the computer and receive a new task.
You need to blow up the convoy - destroy the trucks on which Feirong wants to transport nuclear weapons. Trucks are prepared for departure in an underground garage. Well, let's head there. We go out through the door, pass another one and go up the stairs to the 2nd floor. We take the soldier standing there hostage and, while his friend is thinking about whether to shoot or not, we shoot, hiding behind the soldier as human shields. Then we silence our hostage, and with a control shot to the head we silence him completely. We cut out the camera opposite the door and turn right in the corridor. We go into the barracks, where after a major party 2 soldiers are sleeping. The floor is full of broken glass, so we move very carefully. Having positioned ourselves between the beds, we take out a pistol and knock out the brains of first one, then the other.

We leave the barracks. Two soldiers in the corridor open the door with a combination lock. We wait until they go inside and the door closes, and we run up to the code device. Turn on the thermal vision mode. The keys on the device still retain the warmth of the fingers that entered the code. We just need to repeat them, pressing first the coldest keys, which have had time to cool down, since they were pressed earlier, and then the warmer keys. Thus, in the future we will open all combination locks at the embassy. Code for this: 1436
We open the door and lean out just a little, after which we dive back into the corridor. There, behind the door, is a soldier and a turret. The soldier, intrigued by our cunning jump out the door, will certainly run out to die. At the sound of shots, another one will come down the stairs and expose itself to the bullets. We run into the room, rushing past the turret. We turn it off and, using a double jump from the corner behind the turret, we get to the shelf on which there are Chinese vases. We break one vase and, having freed up space, go up to the second floor. There is a turret in front of us. We reprogram it to shoot at ANY moving target and again jump onto the shelf with the vase. Two soldiers will come out to the second floor. The turret will respond to their light walking step as a command to action. The soldiers will die with puzzled faces. We go up to the balcony and turn off our turret. We climb over the pipe near the wall behind the turret to the adjacent balcony. Without crawling to it, we hover in the area of ​​the flag and wait until a Red Beret and a soldier approach the door with a scanning device.

The red beret will open the door for the soldier and he will leave. The Red Beret will wisely provide his services to us if we jump onto him from the pipe and take him hostage. Having opened the door, we kill the “key” for the sake of world justice. Entering the room, we jam a familiar soldier. We delve into the computer, open the window on the left and jump out into the street.
In the courtyard we run towards the passage on the right. We find ourselves in a courtyard with a pond, wooden bridges, 3 guards and a dog. We make our way under the bridge, from where, settling down at one of the supports, we systematically shoot every living thing, including the goldfish under our feet. After total genocide, we make our way to the far right goal of the courtyard, where we open the door in the thickets of reeds. Without getting out of the water trench in the next courtyard, we wet the guard and the camera. In the room we take a first aid kit and immediately go to the warehouse.

There, the red beret opens another door with a combination lock. We turn on thermal vision and repeat the code (9763) in a proven way. Entering the room, we prove to the red beret that he is not the only one who knows the code with a precise shot to the back of the head. We go out to the warehouse and settle down in the shade. We cut down the camera above the door from which we came out, and then two curious soldiers. We go to the far end of the warehouse and climb the boxes onto the iron bridge under the ceiling. We cross the bridge to the parking lot, where the trucks have already refueled and the gates have been suspiciously opened. To keep our happiness from running away, we shoot at the gas pump right from the stairs.

Drivers in truck cabs begin to resemble a famous culinary dish - "Pot". Having fried the drivers, we go down and dive into the hatch near the stairs. We receive a new task - to get into Feirong's computer.

In the tunnel we silence the soldier and move forward. After a while, we hide in the shadows and wait for another patrolman to come out into the corridor. Let's not touch him! The radio will tell him that Feirong has decided to shoot himself. The soldier runs to save the distraught commander straight to his office. We rush in pursuit of the soldier, who will temporarily act as our compass. Along the way, we type codes on the doors, shining through the code devices with thermal vision. First door: 1463. Elevator. Next are two more doors: 1834 and 7921, respectively. We hear the sound of shots at the end of the corridor. We run into the general's room and see a dead compass. He killed our compass! In addition, the general got drunk and is attacking us, clutching a bottle in one hand and a pistol in the other, and in reality he can only hit us with fumes. We run straight at him, jump over the table, run up from behind and put the gun to his temple. We are interrogating. After which we take him to the computer and force him to transfer all the information to the Third Echelon servers.

The general obeys unquestioningly, after which he dies himself, saving us bullets. We say “thank you” for your hospitality and leave, especially since the entire embassy begins to explode. Soon, almost all the rooms are drowning in fire, and we reach the stairs, open the window and jump out into the courtyard, where a helicopter picks us up.
Relations with China were finally restored after the release of data obtained from Feirong’s computer. Nikoladze’s militants returned to Georgia, where they are going to use some kind of super-powerful weapon called “Ark”. MISSION 9
Presidential Palace in Georgia, Tbilisi, Georgia
November 13, 2004
00:04

Goal: Find Nikoladze and "Ark"

Nikoladze returned to Georgia and is ready to use the Ark. He must be stopped at any cost.

Goals:
1. Get information from Cristavi, President Nikoladze’s protege
2. Cristavi must not die

The first part of the mission involves endless jumping over ledges and rocks, climbing all kinds of pipes and other sleight-of-hand exercises. Having climbed onto the wall, we jam the dog with the ring, huddling in the nearest left corner in the yard. We also silence the guard behind her, if possible so that neither the second guard with the dog nor the sniper at the searchlight at the top of the observation tower sees this. We take the code for the garden gate from the security guard. We jam the other guard and his four-legged friend in the same way from the right corner of the yard. We cross the yard and run to the square bushes. The passage in the bushes in the middle is ours. We silence the cop standing there with his back turned. We open the gate with a code and silence another cop. Now we move left. There is a small hatch in the wall. We crawl into it. We take the first aid kit and go up the stairs. There is another first aid kit on the table. We enter a room with laser beams. We rush like a bullet to its opposite end and break open the door as quickly as possible. We enter a small office. The hall with the rays is flooded with guards. After some time, one cop will go to the top flight of stairs, one to the bottom, and two more will patrol the perimeter of the hall. We jam the patrols by hiding in the shadows.

We silence the staircase guards by sneaking up quietly from behind. We can kill everyone with control shots. We go through the door where the guards came out. There is a staircase, the entrance and exit of which are covered with a grid of laser beams. Using the bedside table, we cling to the cornice and climb the entire staircase along it. In the next room we meet with the elite of the Georgian special forces. We jam the first one in the shadows. The second one too. We take the door code: 70021.

We go to the third floor; we don’t have to touch the security below. Dial the code and go through the door. In front of us is a cross-shaped corridor, along which 2 guards walk left/right, and 2 special forces walk forward/back. The special forces move parallel to each other. We jam the guards one by one, and shoot the special forces in the head, sneaking up from behind. At the bottom of the stairs near the entrance there is another first aid kit. We run along the corridor until the first turn to the left, preparing the master keys. An immortal chamber hangs on the ceiling. As soon as she turns away, we run to the door, break it open and go in. Lasers again. We crawl under the first ones, jump over the second ones. Now we are in an office with an aquarium and bookshelves. An officer will enter the room - we will silence him. We take the curious letter from him and look into the laptop on the table. We learn that the Ark is a nuclear bomb. What a banality! Now this bomb is our main target. She is in a safe, which is in the basement of the palace, and the safe can only be opened with Nikoladze’s eye. You can go to the basement through the library, the code from which is: 66768. We return to the cross corridor through the lasers and the immortal chamber. We jam the soldier who appears. In the next room, avoiding the camera, we enter the room with corpses. From here we find ourselves in a T-shaped hall. There are 3 special forces soldiers walking in a circle. We silence everyone with the help of shadows and get into the elevator. Let's go down.

We were noticed. Nikoladze is taken to the basement, and we face an unequal battle with 4 special forces at the same time. The strategy is this: we jump out of the elevator and go left. We hide behind the closet, closer to its right corner. This is an excellent firing position from which we shoot two special forces soldiers, the one behind the closet opposite and the one who climbed up the stairs. One will try to shoot us from the side, with a well-aimed shot to the head we break off his hopes. Another one will sit directly above us on the second floor. Carefully leaning out, we kill the camper with the help of optics. We run into the opened underground passage, at the end of which we grab Nikoladze himself! Gotcha, animal! We interrogate him for a long time, but he doesn’t say anything. We take him to the safe, open it, and there... Nothing! There is no bomb!

Immediately a special squad of some soldiers burst into the basement and demanded that everyone raise their hands. We raise. Nikoladze is taken away, and they demand from us the key to activate the bomb, which has been in the USA for a long time and is waiting to be detonated.

They will give us five seconds, after which they promise to kill us. We don't move. Two seconds before the end of the countdown, the lights will turn off. We grab the machine gun and begin the massacre, killing the special forces soldier opposite, and hiding behind the boxes to the right of the rest. Having killed all living things, we go out to the library, and from there to the street. An order is received to kill Nikoladze. With pleasure! In the courtyard we silence 2 more special forces and, going up the pipe to the second floor, 2 more. Nikoladze is taken into the office and seated by the window. We can safely remove it by standing in front of the window. Nikoladze is a corpse! A soldier will jump out of the door next door. We kill and dive into the door. We go down to the dining room. We kill 2 more soldiers who enter the dining room from the other end of the table. Another one will approach us from the rear. We take turns mowing down the reptile. Let's go there. Where did the two come from? There are two doors: left and right. Behind each of them there are 2 soldiers. We open the right door and, dodging bullets, fly back to the dining room. We fall under the nearest chair and, as soon as the soldiers open the door to the dining room, we shoot there with a tear grenade. While the soldiers are coughing, we shoot them. We run out of the dining room, run through the hall and onto the street. Under a rain of lead we run to the helicopter. All. Saved. This is the end.
Of course, they found the bomb. The terrorists were caught. The world was saved in less than a month, and there was not a word about us on TV. Well, true heroes always remain in the shadows. And we are a shadow, and what a shadow!