Tom clancy's splinter cell double agent walkthrough. Passage of the game Tom Clancy's Splinter Cell Double Agent. "Great story" mean? Give me two

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Game Description

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

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

The moral choice that appeared in this game is also an inseparable part of the plot and gameplay if the trust of terrorists or the NSA reaches zero, they will reveal you as an agent or consider that you are a traitor who has gone over to the side of the enemy, thus the game will be GAME OVER. In order for this not to happen, you will have to make a choice that will not always be the right one. It is from what choice was made that the end of the game will depend.

Conclusion: good game the final quartet of games with purely stealth mechanics, designed for repeated passage, and is also highly recommended to all fans of the films "Die Hard" and Bruce Willis in particular.





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

And now, ten years after the release of the game itself (and 8-9 since that passage), I decided to try it out on my own. And ... this is a complete disappointment.

It's worth starting with the fact that the port from the box is simply terrible. You can’t change the graphic settings (except for the screen resolution, and then only for what is on the list), terribly quiet voices, frequent crashes, square shadows, and once the game simply stopped running altogether.

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

Very sutural development of events. Switching between video and game screensavers is just awful.

Linearity. Fierce. Although, as I understand it, the whole series sins with this, and against the background of the first part of the Double Agent, it’s generally an open-world sandbox.

Stupid stamped plot, idealess a little less than completely. Wooden characters and their wooden problems. Perhaps a message from Sam's daughter about how she loves daddy and is waiting for him at home, and then her sudden death should cause some feelings, but definitely not bewilderment from the stupidity and cardboard nature of this event (still the same seamlessness of the story).

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

I played this part on ps2 as a pirate like in the 10th year. Even there on PS2, the graphics impressed me. And these interactions with a partner were new then. And the ice was awesome in the first mission. On the second mission (at night near the mansion like it was) I abandoned the game. It was fine to play with a joystick. But there are a lot of submenus and contextual icons. Somehow it was stressful. In general, of all the Splinters, I only like Pandora Tomorrow. This is truly a masterpiece. A mixture of Fleming and Kojima.

Pandora is considered the pinnacle of Splinter Cell. Next came the slope. That's just from this part. Brunestud speaks the case, but not everywhere justified. In fact, all the problems here are only due to the technical part of the game. Double Agent is still interesting to pass, there are 4 endings. Yes, and in different versions the game is different. Everyone wanted to make a walkthrough for each, but Splinter Cell is still far away, even the first one.

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

The plot has always been clichéd, but not stupid. Especially there are a lot of cranberries. After all, the adventures of Sema Rybak were based on the work of Tom "Russophobe" Clancy (bless his memory), who loved the theme of the Cold War. Loved, tore in all places and exploited in black. Why we love, because meticulous uncle was, and that's good. And on such plots, he made a name for himself, which even after his departure is written before the name of the series. Somehow, people who read his books and watched film adaptations do not complain. In a spy game, there is no plot at all without clichés (the Siphon Filter series, the Bourne game, the James "Our All" Bond series, etc.). Even the Genius Kojima, apart from walking combat robots and Paz in his underwear, the plot is even more clichéd. Everything is just veiled so that it does not catch the eye. Unfortunately, in Splinter Cell, European gaijins somehow didn’t think of throwing grimsdottir pants (or the Emperor forbid, Lambert) in the player’s face. We woke up only by the fifth part and still made her a nyash. However, after Sam was rejuvenated, although he was already almost 70 years old at the time of the fifth part. Therefore, all flaws are immediately visible. But here it is also worth going through everything, from the first part. For, the plot of all games is closely intertwined. Therefore, it does not look so gloomy and uncouth. The bricks stack well.

Game: Platform: PC Genre: action Release date: November 8, 2006 Developer: Ubisoft Milan, Ubisoft Shanghai, Ubisoft Annecy Publisher: Ubisoft Entertainment Publisher in Russia: GFI / Russobit-M / Hunt We have a series coming soon Splinter Cell ordinary and understandable affairs have developed completely for themselves. Once a year Ubisoft, pushing hard, brings out another part of this spy bestseller about the three-eyed spy of all trades. Once a year we buy it, inspect it, conclude that a list of innovations, carelessly drawn in a sweeping handwriting, would fit on a napkin, note that the graphics have taken a very impressive step forward and play for some time, at times purring with pleasure or unprintably expressing our worldview about gameplay. Truth, Splinter Cell only once evoked purely negative emotions: it was during the period Pandora Tomorrow, which was riveted by developers from the division Ubisoft Shanghai...
New game - Double Agent- vowed to amaze with unusual plot twists. Like, and Sam will become a real bastard, and only a member of the Academy will be able to understand the twists and turns of the story. We willingly believed and turned our spreading ears to wise PR people Ubisoft wrapped around them another kilo or two of noodles repeatedly boiled in the sweetest syrup. But personally, my rose-colored glasses naturally broke when it was reported that the main piece of the fourth iteration (except for the rudimentary network component) was being developed by the aforementioned Shanghai. I did not expect anything good from a team that failed once. And, as annoying as it sounds, he was right.

"Great story" mean? Give me two!

Sam Fisher did not get lucky, as, for sure, only a secret superspy can be unlucky. Fate, which up to this time had protected Sam's short-cropped head, got tired of showing signs of goodwill to the unappreciative warrior and paid off in full. First, a friend and colleague died. He, let's be honest ahead of himself, was much more in the way under his feet and most of all resembled the 3rd oak from the left, but nevertheless, he honestly completed his task of knocking out a tear sprinkled with popcorn. Later, Fisher's daughter died in a traffic accident (really!) The fat-skinned reviewer doesn't care enough about the death of the supporting cameo, and in general it seems to him that with the disappearance of this capricious creature, the agents will only just finish distracting the constant calls like: "Dad, I'm afraid that I'll be kidnapped. I'm scared. Throw everything, come." But Sam was saddened to glory, so that even the daily work (well, there, save the world, send the president with a machine-tractor name to Valhalla) does not go well. Sensitive Lambert from the National Security Agency - an agency for intelligence and suppression of the plans of any villains - figured out how to help him. And the whole point is to send Sam on such a task, during which his highly professional brains do not have a single unnecessary point of application of efforts, not counting the mission itself.
No sooner said than done. Fisher is entrusted to infiltrate the heart of the John Brown Army, formally an association fighting for freedom and independence (all of them are not enough), practically a terrorist gang, the entire management of which is guided in acts, apparently, by the advice of the right shoe. By the way, JBA favorites dubbed her with intent: John Brown is officially considered the first South American abolitionist, that is, a fighter against slavery!
Management John Brown Army - three bright and memorable faces. 1st, favorite, ideologist and teacher of the "liberation" movement Emile Dufre. Despite such an honorable role, he is more engaged in deeds unworthy of a real Indian: he trades in weapons, condones terrorist acts and really wants to undermine democracy to hell. Enrica Villablanca is an ordinary JBA fighter, and at the same time a woman, designed to again show the audience that evil is not complete, the beaver will overcome the donkey, killing him with special cynicism, and in general, once you see an overgrown, gloomy and brutal Sam, you will immediately fall in love with him, sending far away terrorist romance. You heard right, friends, this girl adds some hint of the future to the game. love line. Well, the backlog is good, and this thought usually completely rolls over. The last one, Carson Moss, the entity is simply Emil's right and left hand. Although, judging by his playing role, it is faster than Emil's boots, with which he kicks, or a finger that presses the trigger at the right time. Despite the fact that the characters came out quite solid, the study of morals and behavior leaves lust and lust. The head of a bad group with an unusual motivation and a bunch of cockroaches in his head, his stupid but executive deputy and a lady who, by the will of fate, recognized in the representative of the enemy camp the one whom she had been expecting all her life - these are types that have become boring to the point of a soapy aftertaste, but if they seem to you fresh and not moth-eaten, then you are, perhaps, an alien, and at the same time I welcome you to our benevolent world.

Solidin Fisher Sneikovich

Having successfully infiltrated the JBA, Sam Fisher will find himself between 2 fires, and it is up to the player to solve certain deeds that turn out to be more profitable for one of the groups during the assignments received. The more we cater to the NSA, the more Lambert trusts us, and the less the unbearable "Load" function appears under bright eyes. We try to get out of our pants in order to impress Emil, and the NSA begins to hint so transparently that it’s not worth falling on the black side, and, if necessary, will back up their words with the same unforgettable “Load”. For example, the active shooting of the civilian population, which is in sight, may appeal to Emil, or he will react to this with due indifference. But Lambert will begin to write with boiling water and admonish the overplayed agent with strong expressions.

In order to make it easier for the player to get into the difficulties of the NSA and JBA relations, two scales are attached to the interface. One indicates the attitude of terrorists towards you, the other, respectively, the guardians of the purity of the star-striped flag. For a successful passage of the game, it is important to maintain a balance between these 2 jealous people, and decide for yourself whether we will shoot these completely innocent loaders or pull the stupid CIA officer out of the line of fire.

Fueling the enthusiasm for exploring various decision-making options, the creators have prepared as many as three endings, one of which is blurry and incomprehensible - it will appear in this case if you have not decided in whose garden to throw bricks. 2nd - excellent and covered with rose petals, it can be seen only if Emil's inhuman demands are made to a minimum. 3rd - only bad, and you can see this if you often turn yourself into an infernal creature and cut everyone, because of whom they will not force you to reboot. But I would still not recommend that you study them all. The fact is that none of them completes the story, facilitating the work of the brain of developers in the development of the next part (Conviction, by the way, its officially declared title).

The biggest disappointment is, of course, the design and development of the levels. Let's start with the fact that they are not enough here. 10 missions spread over 7 levels. Almost all of them are secondary through and through and impudently pulled together from the previous parts. Most borrowed from Chaos Theory. Congo, shrouded in permanent civil war, is, in fact, one to one Seoul. The ships that were brought this time, guided by a good principle, two pieces, were also in the third part. Four missions are generally located at the same location, specifically, at the headquarters of John Brown's Army, with the only difference being that with each new offensive, new corridors and rooms become available to this citadel of world anarchism. It is very uncivilized, revered by Ubisoft Shanghai, to declare the next tourist trip along the already beaten path to the animal's lair as a full-fledged sortie into the enemy's camp in order to mix all the cards for him. It is absolutely sad that two conscientiously worked out and atmospheric missions - an escape from a prison in Kansas and a trip through the Icelandic fells - are obscenely short and run over a cup of morning coffee. The apotheosis of nonsense is the Russian tanker "Rublev" frozen into the ice pit, on the side skin of which the resilient "NO SMOKING" is imprinted. This phrase should be carved on a marble board and hung in the hall of the central office. Ubisoft, and unscrupulous game designers, first of all, to flog, and later to train to use the help of consultants or sane dictionaries, and forget about crooked online translators once and for all.

The set of instructions is standard. Leak into the office, play with the computer and extract a certain amount of valuable bytes from it. Sneak into the enemy base and pull off the package with hidden documents. Quietly eliminate any person interfering with the normal functioning of one of the organizations. I'm writing out of the old habit of "crawl, sneak", but in the fourth part, these words in about half of the missions simply make no sense, since they pass in the light of day.

Completely stupid are the usual sets of spy devices, as well as the tricks that Fisher learned. Do you like the opportunity to break through the ice with your fist, grab the watchman by the thigh, drown him in icy water, and later cut him with a knife? I would have liked it, too, if not for her fierce attachment to that mission with the tanker painted by the Losers. Contrary to the tearful requests of fans, the well-known hocus-pocus with hanging between 2 walls on a twine and the next overthrow directly on the watchman's pumpkin did not return to the series. Cut and discarded a piece of the Tactical Monitor, which was responsible for indicating Sam's illumination. Now, when a significant fraction of the missions take place under the scorching sun, it simply no longer is necessary, and in those cases when it is still necessary to hide, the signature strip ("At zero, you look like the shadow of a ghost ..." (c) Lambert) is replaced bastard-chernozem "traffic light", suspended for reliability both in the interface and on the carcass of the main hero. Greenish flames - we can’t be seen, yellowish lights up - it’s worth worrying and getting out to a more reliable place, but if the light has already turned reddish - write wasted, short-sighted enemies, for sure, stumbled upon Sam sitting in the corner and, of course, figured out that this was not nightstand.

How does it look and sound?

I think in the near future the most common expression that you happen to read in the address of the newest game is "every lack of optimization." Very massive graphic technologies have appeared, which, meanwhile, are constantly developing, but the hands have not forgotten how to be curly. The result is a divinely beautiful picture + the worst brakes even on best cars. Double Agent 100% corresponds to the above description: its graphics engine can work with soft shadows, finally measures competent doses of blur, and Havok's physical motor is the heart of the game. Don't even try to run cranky Splinter Cell without a video card that supports shaders of the third version.
All this magnificence is not enough for comfortable operation of GB of RAM and the GeForce 7800 GTX video card - sometimes what is happening suspiciously resembles a turn-based strategy.
Usually the voice acting did not let us down: the actors speak exactly in such voices as necessary, without overacting in the slightest degree. I would like to assume that the localizers will not spoil the only element of the newest game that has completely succeeded on a solid "five".

Verdict.

Giving a series of Shanghai to the scolding, Ubisoft corrects and entrusts the fifth part to the division of U. Montreal. And this is true without hesitation, because Splinter Cell: Double Agent- dull, buggy, not the first freshness parody of a real spy thriller. The latest generation engine does not help the situation in any way - at first, the simple word "optimization" should be written in the dictionary of developers. Bad, in a word. One big misunderstanding, which, by the way, many will buy - the franchise is very popular.

Splinter Cell Double Agent is a game in which you can win by knowing some of the nuances and secrets, or just enjoy. Therefore, the examples cited in this article will be focused not only on achieving maximum results by gamers, but also on simplifying the game process. Moreover, given the tips for passing Splinter Cell Double Agent, it is strongly recommended to play for fun, and not pay attention to the coefficient of points earned.

Walkthrough of the first mission

The first one in Splinter cell double agent is called "Bad Day". Events are developing 20 kilometers from Akurey, Iceland.

You fly up to the base you need to get to. Before jumping out of the helicopter, read the letter from Sarah, Sam's daughter, on the computer. In it you will receive the necessary information, and you will understand the course of events.

I read the letter, open the hatch and jump into the waters of the Atlantic Ocean. After diving, follow the red light. Use the "E" key for . Near the light you will see John. Follow him through the tunnel. He will lead you to the hole - the exit to the outside. Don't be in a hurry to get out completely. Wait for the guard to leave. Then, with the "Control" key, we jump to the surface and rush to the building with a light bulb above the doors. Turn off the light and go inside. The guard sleeps here. We find a sound grenade in his laptop and turn off the alarm of the station fence. Once the alarm is off, another guard outside will head towards the lodge. Take a smoke bomb in the laptop, open the front door and throw it to the left. The guard will go there to look, and you run to the right.

Seeing John, climb over the grid and get into the territory of the station. Climb onto the platform by jumping, it is worth grabbing the stretched cord. It is through it that you will enter enemy territory.

When you reach the roof of the building, you will see a guard. Quietly follow him, going down to the floor below. There is a container with a hidden mine. Take it and follow to the generator. We cut the cable to relieve tension from the fence and climb over it.

Here it is worth being careful. Pressing against the left wall of the fence, we go to the very end. Seeing the guard, we wait for his departure and run to the right, then up the stairs until you hit the lid of a tank. We jump, clinging to the pipe, crawling to the left structure, not being distracted by John and other events. Having reached the end, cling to the railing and climb through the ventilation hatch. Here you are at the base. Now it's yours to launch the rockets.

We follow the platform to the stairs that lead to the lower level. We are waiting for the guard to climb it. Having settled down behind him, we follow down. Here we turn left and turn off the light above the warhead. We turn the valve that extends the bridge leading to the warhead. Now we turn in the opposite direction. We see an elevator. We rise to the floor above to the extended bridge.

Open the warhead control panel. You only have 5 minutes to . The remote control is found in the booth on the left. We turn off the light, open the door and cut down the guard. We press the button. We return to the lower floor to the warhead. We enter the code on the control panel, which corresponds to sabotage. After activating the rocket, we climb the stairs located next to the rocket body up. In the hatch you will see Lambert in a helicopter. He will drop the rope for you. Mission accomplished.

Passage of the prison riot mission

The events of the second mission are developing in Kansas, in the Ellsworth federal prison.

Jamie Washington should come up to you and give you the knife. Use it to cut the poster off the wall. Behind it there will be a hole in the wall that leads to a ventilation tunnel. On it rise to the upper level and crawl into another shaft. Through it you will get to the ventilation duct. Go along it to the left, open the shutter of the next tunnel. Crawl forward on it. At the end, open the hatch and enter the security room.

The guard will see the open grate, but will not check. In the meantime, the character must remain in the shadows. Then, when the guard leaves, consider the contents of the table. On the form you will find from the door - 1403. It is identical to the locker with weapons.

Having learned this, again move into the shadows. The guard will come, inspect everything and leave. After opening the doors, quickly run down the stairs. Once at the bottom, we go to the end of the corridor, where the door with combination lock. We enter the code, go into the room and hide under the table, as the guard will come for you. We give him the opportunity to leave, and then we cut the generator cable and turn off the metal detector. All these actions will alert the guards. Therefore, the guest will again rush into the room. We hide in a niche to the left of the metal detector. As soon as the guard turns his back, we slip into the corridor. We turn off the light here and break the lock leading to the hall, where a battle is already going on between the prisoners and the guards.

Keeping to the right side of the wall, we quickly move to the opposite end of the room to the armed prisoners. We climb over the serving table and head to the right. We throw forward a smoke bomb and get to the door in the upper corner of the screen. These you have reached the lower level of the sector. Here we hide under the stairs to avoid meeting with the guard. Give him the opportunity to pass, and then climb up and go to the door of the tower. We break the lock and go inside.

Again, it is not recommended to rush here. After a couple of seconds, a guard will come down the stairs, so we hide in the shadows. When he passes by you, we settle down behind him and head up the stairs. Here you will see computers and a rifle on the wall. We pick up and hide under the table. The guard will come and check everything. Give him a chance to leave. After his departure, we rise to the level above and call the elevator. Exit the elevator to the left and climb through the broken window. We rise along the drainpipe on the roof. Here it is worth approaching an impromptu bridge thrown from the top of the tower to the roof of a neighboring building. In the window you will see Jamie, who is threatened by a guard. Stuff the rifle with rubber bullets and run to the house on the right, jump to the lower level, climb the stairs to the roof. Shoot at the guard. Mission accomplished.

Walkthrough of the first mission:

Walkthrough of the second mission:

Before we start i want to get a few things out of the way.

The steam version of the game is not patched, you can find the patch here:

The reason that patch 1.02a is important is because it fixes the unlockables bug, basically even if you unlock the things by completing star marked objectives, the game will not let you use them in the next missions, now most of the unlockables are not that important, but the one that will make a difference is the hack device v2.0, because in later missions it will help a lot with the hacking, if you try to hack in later missions with the v1.0, it will be very hard as there is very little time and the decryption will be very slow getting the numbers, many times making you fail the hack and if your lucky getting the hack done with 1 second remaining.
Your peripheral vision must be really alert for this to work consistently, especially if you are doing no save dry runs only to fail at a hack later in the mission and have to restart all over.

The patch also fixed the shadows for me, i had no shadows as you can see in my first couple of missions.There is also a tweaked .ini that you can find easily by searching the steam hub guide or a google search, that supposedly fixes the shadows dynamic range and other glitches but i have not tried it.

if you get an error: "Unable to retrieve installation folder, aborting!" when trying to install the patch, you don't need to copy the patch inside the game folder like some people claim. You only need to launch and run the game once and exit and then the patch will work as intended.

Also there have been people saying that the patch did not fix the unlockables bug for them, that is because of the save data information, if you load a save game from a time line where you didn't have patch 1.02a installed, the unlockables will not work because that data is pertinent to the very initial release of the game, but you don"t need to create a new profile, just instead of loading a save game, load a mission instead and go from there and your unlockables will work then.

Also make sure you run the patch with administrator privileges.

Also the sound bug, the audio effects and ambient slider are set by default at 50, if you move the sliders or toggle the music option off, you will get no sound ingame and very low music in the menu, i dont know a fix for this, what i did was reinstall the game and it fixed it for me.

Also on a side note the game has some considerable amount of bugs but we can work around them as you will see.

In the last mission (JBA HQ 4) if you are getting a freeze or a crash on the final swat cut scene, just change your resolution to 1024x768 after you disable the bomb and after the cut scene starts.

Also if you want the bonus mission NYC coast Guard Mission you have to save 2 out of 3 targets and have NSA trust above 33%.

The three targets are the cruise ship in JBA HQ part 2, if you frame Enrica she dies and you don"t lose any JBA trust, if you block the signal Enrica dies and you lose JBA trust, if you destroy the Cozumel cruise ship Enrica lives and you lose NSA trust which you can back later anyway.
Other targets are Hisham in the Kinshasa mission and Lambert in the JBA HQ part 4.

Finally i play the game in the most professional way possible, the way i feel Sam Fisher would do it and the way the game is meant to be played, and for the most part this were dry runs no save missions, if fail restart mission, which was quite challenging.

MISSION 1 - ICELAND GEOTHERMAL PLANT

Nothing much to say about this mission, it is pretty simple and straight forward.

At 8:24 there is a small building to the left with a guard and a computer inside which you can use to open the gate instead of just cutting the electric power to the fence, you can hack the computer without the guard being alert to your presence.

At 10:33 you can also go left and take the bottom route to come up the stairs and go to the upper platform instead of using the pipe route.

Once you reach the missile silo perimeter i only know of this way to reach 100%, timing and method is important, and sometimes is left to randomness as guards are tricky and very sharp and their patrol routines and behavior changes, so sometimes it is not unlikely to fail. Any other methods i have tried did not result in the 100% stealth score.

MISSION 2 - KANSAS ELLSWORTH PENITENTIARY

At 2:55 after you drop down, sometimes the guard will notice the ceiling door is open and sometimes he wont, it is random.

At 7:12 you don't need to drop a smoke tactic there i just did it as good measure because sometimes they do see you, i did no save runs, so i adopted a safe behavior, but you can just roll there most of the times and get away with it.

At 7:45 sometimes the benches are there for cover and sometimes they aren't, i am not sure if this is a dynamic level random change built within the game or if it is just a bug.

After this the climbing the control tower can be done also differently by using outside pipes to climb.

MISSION 3 - NYC - JBA HQ - PART 1

At 3:00 you don't need to pick the lock and go trough the timed lasers, you can just just climb the pimp to your right and go safely above it all.

MISSION 4 - SEA OF OKHOTSK

Now the fun begins.

This mission is different from the normal splinter cell parameters, it actually allows you to kill or take enemies out in a non lethal way without losing any score at all.

Video one is a perfectionist run without touching a single enemy, i have seen people doing it with smoke grenades to reach the detonation hacking device, but i feel those tactics are quite unrealistic, because if enemies see smoke in the camp they would know a threat is there and the whole camp would be on full alert, instead of just wondering what is going on, so to keep it in the most realistic way possible i avoid those tactics unless i absolutely have to.

At 5:03 it is critical that you do the crouch roll because if you don't and you are just crouch moving the guard will see a considerable glance you something he feels that needs to be investigated, and he will come to your position breaking the routine of the guard near the detonation hacking device looking at the big cooking fire and then you wont be able to hack the device without some ruthless action.So the trick is to actually roll on that precise moment and then the guard will see something but not enough to come investigate and break the other guard routine, he will remain inside the building.

When you detonate the explosives a guard will be killed in the blast, don't forget to put his body in the water, like i did at 7:02.

This next video is also part one but i kill everyone instead in a stealth behavior.

Now part 2 is where the fun truly begins, there is a lot of confusion about this mission because people where not getting 100% due to bodies found, some believed that you needed to drop the bodies out of the ship, some believed that it was the explosion body of part 1. The truth is it has nothing to do with part 1 explosion body or dropping bodies out of the ship.

You can hide the bodies inside the ship on crates, and as a matter of fact the upper deck guards you can leave their bodies as is, no need to move them.

The first part after you board the ship is really complicated and tricky, guards get easily alerted for nothing at all and the game attributes different random elements to guard routines depending on how and where and how fast you boarded the ship, so it is very intricate and takes quite a lot of time to find every route and possibilities.

The guard at 7:14 on the above platform from the regular level will see guard bodies even if there is snowstorm making it impossible for him to see, he will still see them, even if they are hidden behind crates or machinery, so it is important that you clear the first left side leaving the bodies out of his line of sight.

A good measure for this is if you see the guard beacons on the radar red, chances are you will not be getting that 100%, even if the general status is not red alert.

One important pattern to avoid in the beginning of part two, if you do this:

You will get a body found at the end.The two enemies are talking to each other, lets call them guard 1 and guard 2, if you knock out the ice guard 1 will come investigate, and guard 2 will remain in place, if you swim and take guard 2 out, guard 1 will come see what happened to guard 2 due to the noise you made, now sometimes as guard 1 runs back quickly he will see you even if you are under the water and red alert, but if you "re fast enough he wont, the problem is even if he wont see you this still counts as a body found, now is it a bug or did they intended for this to be like this i don"t know, it does make sense because they were talking and all of a sudden ice starts breaking on one side and then ice breaks down on the other side and his buddy disappears out of nowhere so............most definitely avoid this, i was doing it countless times only to finish the mission with one body found and it was this one which i never even tough of it.

So lets get to the actual part two, i did use lethal action, but it really doesn't matter because you would have to neutralize them anyway and the difference between lethal and non lethal is what button you press and i like the knifing move better than the punch one.

Now the first 3 guards you can actually leave them untouched and just move on to the ship, you can break the ice and let the confusion end and then look when the guards are not looking and just jump into the water.

At 2:28 i used the rope but you can also use the boat lift to the left side to board the ship.
Once i boarded the ship everything i do has a meaning and triggers other elements and guard actions and routines so timing and position is very important.

At 4:22 the body position of that guard is perfect because it is immediately directly below the upper platform where the eagle eye guard is and thankfully he does not see him usually, sometimes he does but rarely, it is a game of chance, high stakes.If you notice also his body drops in a way that he is flowing with the wall direction and not towards the back of the ship so it is perfect.

At 4:40 is imperative that you knockout that guard and not get lethal fifth freedom on him because if you knife him the guard on the opposite side of the crates will hear it and no more 100%, also make sure you hide his body where i did otherwise the guard going for the upper deck will him even tough he has see crates and machinery making him out of his line of sight.

Again keep in mind timing and position is critical on this part before the ship crew part.There are at least another 4 unique ways of doing it, but this one is my favorite because u get to drop like a bad ninja on that guard at 7 :10, dropping that knowledge on him.
If you get even the slightest alert of noise, or red beacons on the radar, forget your 100% most likely.

The guard at 7:58 is imperative that you knock him out and not knife him because the other guard will hear it if you do and all of a sudden the situation gets quite interesting.
Same with the guard at 8:10, don "t knife him or the guard on the last upper deck directly above you will hear it and see the body.
As you can see i hidden the bodies of the lower platform on the middle behind the crates just as good measure.
The guard at 12:48 is bugged and is constantly on walking animation without moving, so you have to draw his attention otherwise he won't move anywhere.

At 17:00 as you can see i hidden the crew bodies on the shadow location, but i do not think it is needed.

After 18:00, after the captain runs, the 3 guard bodies i hidden them inside the container in the shadow location, but again i do not think it is needed, just as good measure.
Also hidden the body of the guard at 26:08 in the shadow area in the hallway, but i do not think it is needed.
After that the last two guards you can just ignore them, the killing quota for the mission has ended with the guard at 26:08.

If you want an easier alternative route approach to the captain at 27:29 you can use the stairs on your right side and go up to find the main entrance to the location where the captain is, if you do choose this route you will encounter a guard to deal with, either by passing him or dealing with him directly, the other guard is on the lower deck.

Major bug that happens quite often, at 28:10 if you take too long to get on the platform and hanging in the above rain ledge, the captain walks to the left side and turns his line of sight to every possible area where you can surface from, and because it is all light and no shadows makes it impossible to finish the mission.If so just reload the checkpoint, what you can do to prevent this, be really fast to go and hang on the rail ledge, or also sometimes as he walks to the center get directly beneath him and a bit to the left, this forces him to take the right path.

MISSION 5 - SHANGHAI - HOTEL

Another one with some tricky behaviors.

At 8:54, make sure you are all the way to the left, as far as you can go, because the guard will see you if you don´t.Also before you that window make sure he was already passed the corner climb of the wall because sometimes he will see you if you move to the right while hanging on the ledge as if he has eagle eyes, seeing trough walls and stuff.

After this guard you can take the route i did with the vents all the way to the meeting room or at 9:55 go left instead of right to find an elevator to the meeting room, but this is a messy route.

At 13:30 you can use the dragon statue to drop down instead of the elevators but it is messy and you will take damage and this is not the way Sam Fisher would do it.

At 15:02 there is a guard smoking, he is also sick, sneezing and coughing and sometimes he will be dead in that elevator lobby instead of coming to the window to smoke, i don't know if this is a bug or if it was intended this way as a dynamic level change behavior.

As you can see at 16:34 i placed the wall mine to kill Aswat in that wall near the elevator lobby and not at 17:05 at his hotel room entrance, the reason for this is because if you place it near the elevator lobby Aswat will be dead sooner and faster resulting in you not losing so much JBA trust as they wait for you in the helicopter.

But there is a catch to this, once you crack the safe you must do like i do at 18:48, you must go to the door and watch Aswat talk to the other guard in the elevator lobby, this triggers the event for him to start moving towards this hotel room and get blown up by our wall mine, but be careful just stay within an inch of the hotel room door like a did in the shadow, if u walk even a bit further he will see a glance of something suspicious and most likely he will walk in the opposite direction of our wall mine and everything is ruined because we are on a time sensitive event.
So it is very important to go to the door and watch him talk to the other guard to trigger that event so he starts moving, if you crack the safe and wait for him inside the hotel room, he will never come, i don't know if this is a bug or intended for you to go look for him.

MISSION 6 - NYC - JBA HQ - PART 2

Nothing really much to say on this one, i didn't do the training course because it is just repetitive, it is the same thing as in JBA HQ part 1 and it doesn't count towards the 100%.

I did do the firing range if you beat the score the guy on the weapons cabinet room will say a unique phrase like "You shoot better than Moss, but don"t tell him i said it", or something along those lines.

Major bug, you can"t access Emile personnel quarters because the door is bugged and you don"t have the interaction to open it making it impossible to get his professional background info, you can get this later on on JBA HQ part 3, if you really want to get it done on part 2, you can wait for Emile to open the door for you, he goes into his quarters after you crack the safe and scan the blueprints, after he opens the door use your sound emitter towards his office entrance door or shelves and as he goes investigate go into his quarters or you can wait for him to open the door and as soon as he starts moving you start moving towards the door too, if your hiding on the corner of the bookshelf parallel to that door like at 27:32 you probably can get to the door as it it about to close and if the door is not totally closed you will be able to use the interaction to open it.

MISSION 7 - COZUMEL - CRUISE SHIP

At 8:44 there is a major bug, if you let the conversation take place, one of the guards comes out trough the right side door, and after a few seconds the second guard will come out the left door, problem is the left door is bugged, it is a double door so when the guard opens it another comes from the wall and the path stays blocked and the guard remains frozen in the walk animation while sitting there still making it impossible for you to get past this part without force, to go around this just do like i did, and get their attention and the guards path will change to the right door or the other guard will keep the left one open for him.

At 17:46 if you are not fast enough moving after they cross the corner those two guards will always get suspicious once they reach the upper deck even tho you didn't make any noise and they haven't seen anything, it is a bug , if you are fast enough good, if not they will come to investigate and eventually go away.

MISSION 8 - NYC - JBA HQ - PART 3

Nothing much to say about this mission.

I did the firing range again just to beat the previous score, did 116 on this runs, my personal best was 120.

I didn't do the training course as it is repetitive, it is the same as previous JBA HQ parts and it doesn't count towards the 100% stealth score.

The decryption puzzle is in the video, but here is an image with the solution anyway, the order goes from left to right and then down and again left to right and so on.


Here is the video:

MISSION 9 - KINSHASA

All right, so into this great but bugged mission.

First thing, on part 2 you cannot prevent the execution (NSA objective) because if you do you will get a deduction in percentage and no 100%, you will get deducted for knocking two enemies out and for bodies found, i even tried hiding the bodies inside the house to no success and it wouldn't matter because just for knocking them out you get deducted.

Second thing no matter what i tried, if i wanted to save Hisham in the end i would always get a body found and 80% stealth score which was from the guy we must kill in order to save Hisham, now this is one of the options they give you and therefor it should not count towards a body found, but it does, i tried killing that guard in different positions as he moves inside the palace in the hopes that somehow his body drops in a place that the two guards that come after wouldn't see his body but no joy, in the end one body found, mission is bugged if you do choose to save Hisham you wont get 100%.

Keep in mind if you kill Hisham part 3 of the mission will not be unlocked and mission will be over then.

Now the good news is if you do kill Hisham you will get the 100%. If you make it a point in saving Hisham because of the 2 out of 3 targets just take the -20% deduction and after you beat and finish the game, repeat the mission and kill him to get that 100%.

This first video is the one where i choose to save Hisham and unlock part 3, and i guarantee you this is 100% but the mission is bugged and because of that body i get 80%.

At 3:10 i am aware that i don't need to use the glass cutter, there is a window on the left side with no glass, but i feel that the way the game was intended to be played like Sam Fisher would is by using the glass cutter.Also you don"t really need to hang on the ledge and climb the pipe there is an alternative route to the left side, stairs going up.

On a side note at 5:20 right in front if you climb the balcony and hang on the outer side, the guard will see you trough the wall, it is a bug.

In this run i show you at 17:00 the most stealth way to get to the first chaotic fighting part, just be careful at 17:18 the dying enemy drops a frag grenade to commit suicide so you must be fast and get out of that building.

Also at 19:08 i use the truck underneath, to travel safely and undetected to the camp.
At 20:24 it is important that once you cut the tent material you go inside and hide, if you stay by the place where you cut the tent the guard on the computer will not leave to go talk to the arriving helicopter guards ruining your chance to retrieve the plans from the computer undetected and without fuss.

At 27:08 going down the rope sometimes you get detected with red alert, i am not sure if it is the guards from part 2 in the camp that see or the guards ahead that see me trough walls or if it just a bug.

At 27:32 as you can see it is possible to cross that firefight zone and avoid being hit by the blind fire, its just timing the shots and a bit of luck.Sometimes at 27:42 you need to crouch roll there to avoid some blind fire.

Now on this next video, i get the 100% but i killed Hisham, i also show you in part 2, another two alternative routes, the upper balcony at 16:34 and the minefield at 18:50.

If you decide to prevent the execution you can do it like this below:

Or you can drop a gas grenade on them to the same effect, again if you do knock this enemies out you wont get the 100%.

To finalize, the firefight near the bus accident, it is high stakes chances, very rarely you can go trough it all without using smoke grenades, most times it is better to use smoke to conceal your movement, and that is a war zone so it is not that unthinkable smoke is being deployed by one of the two factions fighting, Sam has that going for him, it is realistic.
The guard routines and behaviors there, are very random to, so it might take a couple of tries to get trough there without being detected.

MISSION 10 - JBA HQ - PART 4

All right, first thing is this mission is bugged, every time no matter what you do you will get 99% stealth score, that is due to a NBR of Bullets Fired, the game detects that you fired a bullet and deducts you 1% and that is the bullet that we use to kill either Jamie or Lambert, but that is one of the objectives so it should not be deducted, and in the console version it is not, so this mission is bugged and i will prove it later when i display the mission list stealth score, because there the stealth score for this mission is 100%, the game does correct it there.

Second thing, you cant knock Emile out to scan his retina if you want the 100%, the body will be found even tough it is inside the bomb control room in the shadows, or if you hide it somewhere else for that matter, you will get deducted for a body found -20%. If you want to scan his retina, you can repeat it later again.

At 13:10 that guard is not always there, it is random, also it may have to do with the fact that at 10:24 as you can see that guard was already suspicious over nothing and then when i dropped down from the rail i didn't crouch as i fell so i made some noise and that got him even more alerted to the point that he didn't follow his normal routine of going to the right side down the stairs and look at the wreckage blocked path near the door hacking device, this might have triggered some alert also that have led to that guard at 13:10 being there, but i am sure he isn't always there.

At 15:48 you don't need to go all the way around like i did, i just do it like that because i feel it is the way splinter cell is meant to be played and how Sam Fisher would do it.But you can just distract the guards either by making them see a glance of you or by using the sound emitter right from there.

Now on the final showdown part, this part is incredibly bugged and it is frustrating.

At 16:15 many times the guards will ignore the sound emitter making it very hard for you to pass that part, when i mean many times i do mean many many times.

At 16:42 as you can see Emile and the guards will very often ignore your whistles and noise emitter making it extremely hard and frustrating to do this part specially if you are doing dry runs no saves fail restart mission type of thing like i did. What i find to be more consistent in drawing their attention is smoke grenades and that is what eventually worked for me.All guards on this area including Emile will many times ignore whistles and sound emitter, really i mean a lot, sometimes it gets pathetic. It is the most bugged part in the whole game specially because you require and depend on such distractions to get that 100%.

It took me a lot of tries to get this done right, and it wasn't because i didn't know how to do it, it is just because its completely random, sometimes it bugs out and sometimes it does not, sometimes the guards also react to your distractions but they bump into each other wasting precious time for you to go inside and handle the bomb, like for instance you distract Emile and the two guards on the door with a whistle and by a miracle they do hear you and start coming to you they bump into each other and your chance is blown or Emile stays in front of a guard for 40 seconds and so on, you can see on my run that even with the first smoke grenade i got Emile's attention but not the two guards.

It will take a lot of tries so good luck.It is completely random how they will react and sometimes the smallest guard movement or detail might ruin it all.Or even how many times you got it all going well and Emile and the guards are coming back and you need a distraction but you are out of smoke grenades and the sound emitter just wont work no matter where you aim because they ignore it.
Thank you for watching and for reading.

Walkthrough Splinter Cell: Double Agent:

The passage is focused, first of all, on a 100% result in the "stealth" column and on the least possible number of points for other positions: the number of corpses, alarms raised, bodies found, and so on. Separately, moments are stipulated where you have to make a choice between bad and good guys, and also given detailed guide by solving some puzzles. Designed for experienced player in stealth.

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

We get to the station

Run and jump into the icy waters of the Atlantic Ocean. Dive and swim to the red light on the left (key "E" acceleration). John will be waiting for you here, who will swim into the tunnel when you appear. Swim after him and watch the youngster deal with one of the guards. Let's hope this is the first and last casualty of this mission.
When John makes it to shore, swim up and out. You will find yourself in a hole. Since we are not going to kill anyone, then wait until the second guard turns his back on you, and get out of the hole ("Control" key). Hide in the shade near the pipes so that no one sees you. Lambert will report that plans have changed, and terrorists have appeared at the station. Anyway, today is Monday.
Sneak up to the house with a light bulb above the entrance. Turn off the light and enter the house. Close the door behind you! In the house you will find a sleeping guard and a sonic grenade. Take the grenade, dig into the guard's laptop, and also cut the generator cable to turn off the power to the station fence. As soon as you do this, the guard on the street will be interested in the house, so select the smoke bomb from your inventory and carefully open the front door. So it is - the guard is standing right in front of the entrance. Throw the saber to the left, away from the fence, and when the guard goes to check what's wrong, quickly run to the right, where John is waiting for you.
Help John jump over the fence, and then climb over the net yourself. Once on the other side of the station, climb the stairs to the platform, jump up and, grabbing the cord pulled by someone, go to enemy territory.

Road to the ventilation shaft

Sneak up on the roof behind the guard, but let him quietly go to the right. Drop down to the platform and follow the guard to the stairs. Go down one level. Behind you, two guards will come out of the gate and start talking. While they are busy, jump over the railing and jump to the ground. Go around the open container (you can get hold of a mine in it, but we don’t need it) and make your way to the left to the generator hanging on the wall next to the fence. Cut the cable to turn off the power to the fence and right here, without leaving the cash register, get over the fence.
Quickly jump down to the ground and press against the left wall of the fence. Follow it to the very end until you see a guard with a flashlight. Do not rush, let him play enough of the tracker, and when he turns his back on you, quickly go to the right and climb up the stairs. Then, along another ladder, get to the top of some kind of tank, where you have to jump up and grab onto the pipe with your hands. Now grab the pipe with your feet and crawl towards the building on the left.
Below you will see Mad John, but do not try to save him. Caesar - Caesar's. Crawl to the end of the pipe, lower your legs down and grab the railing with your hands. Climb over them and run to the building ahead. Crawl into the ventilation shaft. Here you are at the base. John?!

Warhead launch sabotage

I repeat, but you are not able to help John, you should not waste time looking for a workaround.
Crawl to the platform on the left and jump over the railing. You have ten minutes to stop the rocket launch and get away. Lambert has already sent cavalry for you, so I advise you to hurry.
The surest way to sabotage is the following. Follow the platform to the end and find the stairs. Go down one level. There is also a ladder here, but don't rush down it. Wait for a guard with a flashlight to come up to you. Let him examine the platform and, having attached himself behind his back, follow him down the stairs. As soon as you find yourself at the bottom, immediately turn right and cut down the light above the warhead for a while. Then turn the valve to extend the bridge leading to the warhead. Now turn around and stand on the platform nearby - this is a kind of elevator. Press the button and go up to the level where the bridge you put forward is located.
Now you need to open the warhead control panel. The remote control is located in the change house on the left, where the worker sits without getting out. You'll have to smoke it out. So, turn off the light in the change house for a while and, when the worker leaves it, quickly jump inside and press the button that opens the control panel on the rocket body.
Get out of the change house and cut down the light above the warhead. Make sure the worker is not near the warhead and run towards it. Match the correct code to the control panel and sabotage the launch. Great, now quickly turn your head to the right, where a ladder is located one step from the body of the rocket. Climb up it and raise your head towards the ceiling on the left. Soon you will see Lambert's helicopter, from which you will be dropped a rope. Grab at straws and get your feet up. Mission completed!

Alternative paths:

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

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

Mission Two - USA, Kansas, Ellsworth Federal Penitentiary, February 1, 2008 - Prison Riot

After Jamie Washington hands you the knife, go to the poster on the wall and rip it off with a flick of your hand. Behind the poster you will see a hole in the wall. Climb into the tunnel and crawl into the mine. Climb up the pipe to the upper level and crawl into another ventilation shaft. Soon you will find yourself under the ceiling on the ventilation duct. Downstairs, the cells are already rioting, but you should not worry about them. Go along the box to the left and use the knife to open the shutter of another ventilation shaft.
When you crawl through the mine, you will see the head of one of the guards below through the bars, so try not to make noise. At the end of the tunnel, open the hatch and silently jump into the security room.

The guard's room and the way to the hall where the shootout is going on

The guard will notice the open hatch, but he will not dare to check what is wrong. While you are in the shadows, the guard will not notice you, so take advantage of the situation and rummage through the computer on the table. Find out the code (1403) from the doors, which matches the code on the weapon locker located on the right wall of the room.
Sneak up to the locker and enter the code. True, you will not find weapons, but you can get hold of three smoke bombs. Now the most difficult thing is to quietly leave the room. You must act as quickly as possible. First, hide in the shadows next to the locker where the weapon is stored. When the guard passes you and goes to the table to rummage there, quickly rush to the door and, using a master key, unlock the lock. On the other side of the door you will see a second guard, but he will move away from you, so do not waste a second, jump out onto the stairs and roll down head over heels.
Once at the bottom, go down the corridor and find a panel with a combination lock. Enter the code, quickly enter the room and hide behind the table on the left. In the next moment, a guard will enter the room and notice the open door, but this will not especially alarm him.
Let the guard get away and then quickly turn off the metal detector and cut the generator cable on the wall to the right. Then hide in the niche to the left of the metal detector and wait for the guard to return to the room. As soon as he turns his back to you, slip through the metal detector into the corridor. In the corridor, turn off the light, and as quickly as possible, break the lock on the door leading to the hall, where there is a fight between prisoners and guards.

tower and roof

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

Saving Jamie

Approximately in the middle of the path, Jamie will report that he is in trouble, and you will have a new task: "Rescue Jamie from the guard." To complete this task, you must climb onto the roof as quickly as possible and run up to a makeshift bridge thrown from the top of the tower to the roof of a neighboring building. Ahead, through the hole in the broken window, you will see Jamie, who is held at gunpoint by a guard. Running and rescuing him is a thankless task, so get out a rifle with rubber bullets and, when the guard is right in front of the hole in the window, shoot!
As soon as the guard falls, run across the bridge and join Jamie. Then, as quickly as possible, jump down to the lower level of the roof, and, trying not to get under the searchlights of the helicopter hovering over your head, run to the building on the right. Run through the narrow passage between the buildings, go into the house on the right, and climb the stairs to the roof. Everything, you are free! Mission completed!

Alternative paths:

From the hall where the shooting is taking place, you can also climb the stairs. To do this, throw one smoke bomb on the landing in front of the entrance to the second flight, and the second on the third flight. Under the cover of smoke, you can climb the stairs without being noticed. One trouble, at the end of the stairs you will find a door, which can be opened only with the help of a chip sewn into the clothes of the guards. Therefore, either you have to stun the guard patrolling the third flight, or drag the corpse of the guard lying at the entrance to the stairs, and this is much more difficult than it seems.