Tom Clancy's The Division achievements guide. Tom Clancy's Splinter Cell: Walkthrough

General achievements:

Achievement Difficulty: 3/10

Offline: 43 (XONE: 845), 44 (PS4: 36 , 4 , 3, 1)

Online: 7 (XONE: 155), 7 (PS4: 6 , 1 )

Estimated time to obtain all achievements: 50 – 75 hours

Minimum number of playthroughs: 1

Achievements you can miss: 1 ("Shadows of the Past")

Does difficulty affect achievements? yes ("Know No Fear" and "Hardened Combatant")

Unbreakable/glitchy achievements: yes (“United We Stand” and “Skillz”)

Additional equipment: No

Attention! The guide is currently being written and will be updated.

Introduction:

Welcome to Tom Clancy's The Division, an open-world third-person shooter RPG developed by the minds at Ubisoft Massive (Massive Entertainment) and published by Ubisoft. After the virus outbreak, Manhattan was thrown into chaos and society fell. A group of elite agents have been sent here to try to rebuild the city and find a cure for the virus, and you are one of these agents.

Achievements in the game are very simple. The only trophies you can miss are "Shadows of the Past" To prevent this from happening, you can study the guide. It is also worth paying attention to the achievements “ ”, "" And " Skill Kill / Kill skill”, as they are related to each other and will help you save time in the future. Additionally, you must play in a group to progress in the "" achievements. Medic! / Doctor!" And " Lean On Me / Hope and support".

If you don’t know anyone, you can find players using the computer or before the mission.

Step 1: Complete story and side missions and reach level 30

At this stage you should focus on completing the story missions. Side missions will reward you a large number experience, and you can complete them during a break from the story missions in order to reach the recommended level and feel comfortable on the story missions. Always visit safe houses to unlock a new area and fast travel to that area. This will also unlock all encounters and side missions. By the end of the story you should be close to level 30 and completing almost all side missions.

You also have to pick up collectibles and complete encounters, but don't let them get you off track.

  • Activated / Agent activated
  • Outbreak / Epidemic
  • Can't Stand the Heat! / It's too hot in here
  • Crime and Punishment / Crime and Punishment
  • I"ve Got the Power / High Voltage
  • Fly on the Wall / Invisible Witness
  • Last Man Standing / Until the last
  • You Win Some, You Lose Some / Where you find it, where you lose it
  • What Needs To Be Done
  • The Final Curtain / Curtain!
  • Gain a Foothold / Reliable springboard
  • The Engineer / Engineer
  • The Doctor / Doctor
  • The Captain / Captain
  • On the Level
  • Marathon / Marathon
  • Know No Fear

Step 2: Fully upgrade your base, complete all encounters and remaining side missions

Now that you are level 30 and have completed the story, you have access to high level challenges. However, now you must focus on completely upgrading your base in order to unlock all the abilities, perks, talents and so on.

To upgrade your base of operations, you need to complete almost every encounter in the game. This step is very easy but will require a lot of time. After completing this, you must complete the remaining encounters before moving on to collecting collectibles.

Note: There are achievements tied to specific skills or abilities. You should keep an eye on them and unlock these achievements as soon as you get the right ability.

At the end of this step you should have the following achievements unlocked:

  • The Humanitarian / Humanist
  • One Down, Two to Go! / One up, two left!
  • Fixer Upper/Jack of all trades
  • State of the Art / By last word technology
  • Good With My Hands / Straight Hands
  • Master Craftsman / Golden Hands

Step 3: Collecting

At this stage, you will be collecting all the items in the game. You can purchase an upgrade at your base that will show the location of all items after completing side missions in the area. Thanks to fast movement, you will collect all the collectibles very quickly.

The game keeps track of everything you pick up. You can check this in the menu and the game will show you which area has something left or has already been completely cleared.

At the end of this step you should have the following achievements unlocked:

  • Shadows of the Past / Shadows of the past
  • Droning on… / Aerial reconnaissance
  • Survivalist / The Art of Survival
  • Agent Diaries
  • The Finder
  • Incident Reports

Step 4: Dark Zone

Now it's time to take risks in the Dark Zone. It is located in the middle of the map. Any items you pick up here can be retrieved using recovery. If you die at any point, your items will drop and you will need to pick them up again until another player picks them up or they are destroyed after a certain time. This means that you can be in the company of agents or destroy them. For this you will receive pariah status and a bounty on your head.

You must focus on destroying the bosses that appear at almost every point and in the subway. They also drop loot, which you can evacuate at 8 points. Also, if you see a rogue, try to destroy it immediately.

At the end of this step you should have the following achievements unlocked:

  • Worth the Wait / It was worth it
  • Mass Extraction / Mass evacuation
  • Plundered! / This is a robbery!
  • Headhunter / Headhunter
  • You Just Made the List... / Make a list...
  • For Justice! / Let justice be done!
  • I am the LAW! / The law is me!

Step 5: Complete all missions on Hard difficulty at level 30, one challenge mission and one mission without anyone in the party falling or dying

By this time, you should already be well dressed and will be able to complete missions on high difficulty without any problems. You could do this as a team and try not to die to achieve “”. Completing the challenge mission will be the hardest for you, but with some patience, player skill, and tactics, you can overcome it.

At the end of this step you should have the following achievements unlocked:

  • Hardened Combatant / Seasoned Veteran
  • United We Stand / Together we will stand

Also, if you haven’t unlocked it yet, now you will definitely unlock this achievement:

  • Looking for Group / Looking for a group

Step 6: Stripping

You've probably unlocked all the achievements in these five steps, but if you missed anything, now is the time to complete it.

At the end of this step you should have the following achievements unlocked:

  • Shut That Door / Shut the door!
  • Raid the Arsenal / Raid on the Arsenal
  • Networking / Social activity
  • Lean On Me / Hope and support
  • Medic! / Doctor!
  • Deconstructive Criticism / Lomaster
  • Bling! Bling! / Cool outfit
  • Natural Talent
  • Skill Kill / Kill skill
  • Skillz / Developed skills
  • Those Signature Moves
  • Platinum Agent / Platinum Agent (for PS4 owners)
Platinum Agent / Platinum Agent

Get all the prizes in the game Tom Clancy's The Division.

If you play on PlayStation 4, then you will open this achievement upon receipt of all the rest.

Activated / Agent activated 10

Arrive in Manhattan.

Outbreak / Epidemic 10

Obtain the original strain of the virus.

Receive as you progress through the storyline. Always pay attention to the player level requirements.

Can't Stand the Heat! / It's too hot in here 10

Destroy the leader of the cleaners and survive at the construction site where napalm production is organized.

Receive as you progress through the storyline. Always pay attention to the player level requirements.

Crime and Punishment / Crime and Punishment 10

Eliminate the leader of the prisoners and her bodyguards at the Lexington Convention Center.

Receive as you progress through the storyline. Always pay attention to the player level requirements.

I"ve Got the Power / High Voltage 10

Capture the power plant.

Receive as you progress through the storyline. Always pay attention to the player level requirements.

Fly on the Wall / Invisible Witness 10

Repair the OTG repeater.

Receive as you progress through the storyline. Always pay attention to the player level requirements.

Last Man Standing / Until the last 25

Eliminate the commander of the Last Battalion and his soldiers in the UN building.

Receive as you progress through the storyline. Always pay attention to the player level requirements.

You Win Some, You Lose Some / Where you find it, where you lose it 10

Find Chernenko's research data at the Russian consulate.

Receive as you progress through the storyline. Always pay attention to the player level requirements.

What Needs To Be Done 10

Find a recording of Charles Bliss's propaganda speech.

The Final Curtain / Curtain! 25

Find out the fate of Gordon Amherst and Aaron Keener.

After completing all the story missions in the Chelsea area, a side mission related to Gordon will appear. Climb to the roof, watch the ECHO signal and the achievement will be yours.

On the Level 45

Reach level 30.

Complete tasks of all types, kill creeps, collect collectibles and level 30 will not keep you waiting.

Marathon / Marathon 30

Find all strongholds in Manhattan.

Strongholds on the map will be depicted in the form of a house. Just put a marker and come there. I'll have to run.

List of strong points:

  • Kerman Station (5-9 Hudson Yards)
  • The Cavern (Garment District 5-9)
  • The Meat Locker (Tenderloin 9-12)
  • Dante's Run (Hell's Kitchen 10-13)
  • Autumn's Hope (Times Square10-13)
  • Wolves Den (Clinton 14-15)
  • Madison's Stand (Flatiron District 15-16)
  • The Last Call (Gramercy 16-18)
  • The Ward (Stuyvesant 18-19)
  • Southpaw (Kips Bay 20-23)
  • The Grindhouse (Murray Hill 24-26)
  • The Firewall (Turtle Bay 27-28)
  • The Crypt (Midtown East 28-30)
Know No Fear 50

Complete all operations on level 30 and hard difficulty.

First, we get to level 30, and then we go through all the operations, before setting the difficulty to high. It is advisable to go with partners who have a microphone, or you should have good equipment.

Hardened Combatant / Seasoned Veteran 20

Complete 20 missions in Challenge Mode.

Test Mode is available at the Lincoln Tunnel, Russian Consulate, WarrenGate Power Plant, and Lexington Convention Center. To access the challenge mode, you must complete the missions listed above at least once and level up to level 30.

United We Stand / Together we will stand 40

Conduct a joint operation at level 30 without anyone in the group being seriously injured or killed.

I really don't recommend trying to get this achievement with strangers. It is advisable to play with friends who have a microphone and a sense of anticipation, because at this level you will sometimes have to sit under cover under a hail of enemy bullets. Try to coordinate all actions and immediately prepare yourself for the fact that you cannot achieve the achievement in one go. It may take you several tries.

Shadows of the Past / Shadows of the past 25

Activate 63 ECHO records.

This is one of the categories of collectibles. There are a total of 293 collectibles in the game, and you can only see the latest entry after completing the story. In order not to have to worry about searching, I advise you to buy the “Canine Service” improvement in the security forces block. After this upgrade, you will need to complete side missions in the area (16 areas in total) and all collectibles will be indicated on the map. We do the same with the rest of the items.

Droning on… / Aerial reconnaissance 25

Collect 16 aerial photographs from crashed drones.

Cm. " Shadows of the Past /Shadowspast».

Survivalist / The Art of Survival 25

Collect 24 pages of survival guide.

Cm. " Shadows of the Past /Shadowspast».

Agent Diaries 25

Collect 130 phone records from phones found in Manhattan.

Cm. " Shadows of the Past /Shadowspast».

The Finder 25

Collect 20 dossiers of missing agents of the first wave.

Cm. " Shadows of the Past /Shadowspast».

Incident Reports 25

Download 40 audio messages about incidents from OTG laptops.

Cm. " Shadows of the Past /Shadowspast».

Gain a Foothold / Reliable springboard 5

Talk to Faye Lau at the base of operations.

Receive as you progress through the storyline. Always pay attention to the player level requirements.

The Engineer / Engineer 10

Save Paul Rhodes.

Receive as you progress through the storyline. Always pay attention to the player level requirements.

The Doctor / Doctor 10

Rescue and evacuate Dr. Jessica Kendel.

Receive as you progress through the storyline. Always pay attention to the player level requirements.

The Captain / Captain 10

Rescue Captain Roy Benitez.

Receive as you progress through the storyline. Always pay attention to the player level requirements.

50

Improve your operating base to the maximum.

The operating base will have three blocks that you can improve, and those in turn will give you some advantages or access to new skills. These three blocks are divided into the following groups: medical, engineering and troops. To improve these blocks you need corresponding credits, which you can receive as you complete missions of the color of each block.

Skillz / Developed skills 10

Choose 10 different skill modifications.

Skill modifications are located in the “Talents” tab. Each skill gives a certain bonus. One increases damage from explosions, another marks the target after a headshot, and so on.

Skill Kill / Kill skill 15

Kill 50 enemies using skills.

Easily achieved using a turret. Pump it to the maximum and go to the low-level zone. Can also be combined with an explosive sticky grenade.

The Humanitarian / Humanist 10

Organize a canine service and a pediatric department at the operating base.

One improvement is in the strength block, and the other is in the medical block. The costs are minimal, and the benefits are maximum.

Those Signature Moves 25

Apply any signature skill 100 times.

A signature skill is something like a super skill with maximum benefit for the player and a long reload time. Receive as you progress through the game and clear dungeons.

Natural Talent 10

Get a kill while the talent is active.

As you understand, we need talent with longevity. Healing or grenades are your best bet. Almost before the enemy’s death, we use our talent and achievement.

One Down, Two to Go! / One up, two left! 30

Completely upgrade one of the blocks of the operating base.

Cm. " State of the Art / State of the art».

Fixer Upper/Jack of all trades 30

Completely upgrade any two blocks of the operating base.

Cm. " State of the Art / State of the art».

Bling! Bling! / Cool outfit 30

Fill all equipment slots with Superior or Prime items.

Receipt times are different for everyone. But consistently it is level 25-30. If you get tired of knocking out enemies and completing missions, you can create all the equipment using crafting.

Good With My Hands / Straight Hands 15

Create 10 items.

You can get it almost at the very beginning of the game by disassembling clothes into fabric and creating an improved version from ordinary fabric.

Master Craftsman / Golden Hands 20

Create a first-class item.

You need to make the part yellow. The easiest thing is to create fabric. First, convert the regular fabric to blue, and then, if there is enough blue, to yellow.

Deconstructive Criticism / Lomaster 20

Disassemble 100 items.

Most things end up being junk or unusable. Therefore, without remorse, sort out all unnecessary things and after some time the achievement will be yours.

Looking for Group / Looking for a group 10

Create or join a group.

Send an invitation to a friend and the achievement is yours.

Medic! / Doctor! 15

Revive allies 20 times in co-op.

If you often play with other players, the achievement will definitely be yours. The main thing is not to die yourself while you are raising another player from his knees.

Lean On Me / Hope and support 25

Heal or strengthen allies in a group 100 times.

Almost the same as in the previous achievement, only here a gain has also appeared, and the volume of the task has increased five times.

Networking / Social activity 30

Complete 20 missions as part of a group.

Complete any 20 missions and the achievement is yours.

Shut That Door / Shut the door! 5

Close the car door while in cover.

Find a car with the door ajar and use it as cover. Approach the door and it will automatically close and the achievement will be yours.

Raid the Arsenal / Raid on the Arsenal 20

Kill one enemy with a weapon of each of the six classes.

The game has pistols, machine guns, shotguns, assault rifles, sniper and machine guns. Just take this weapon, make one kill at a time and the achievement is yours.

10

Successfully remove a contaminated item from the Dark Zone.

The infected item is taken from the body of a killed player. After that, you must take it to the base to disinfect it and then it will be yours.

Mass Extraction / Mass evacuation 30

Evacuate items from all eight evacuation zones.

The same as in " Worth the Wait / It was worth it", you just have to visit all the zones in the game. It is best to do this one at a time so as not to accidentally die and lose all the items.

Plundered! / This is a robbery! 20

Retrieve a superior or first-class item from the Dark Zone.

But this is worth sweating for and is best done at high levels. Since the chance of falling out is higher and you have more chances to survive.

15

Kill a named elite enemy in the Dark Zone.

The easiest way to do this is at a high level. Go to the starting location, there will be opponents of a low level in relation to you, and you can easily kill them.

You Just Made the List... / Make a list... 20

Kill 10 named enemies in the Dark Zone.

Cm. " Headhunter / Headhunter».

For Justice! / Let justice be done! 15

Kill a player who has become a renegade.

A player who kills another player in the Dark Zone becomes a renegade. The easiest way is to take a couple of friends and persuade them to kill each other, and then kill the regenerate. So you can get 20 kills to achieve “ IamtheLAW! / The law is me!”.

I am the LAW! / The law is me! 20

Kill 20 renegade agents.

Cm. " For Justice! / Let justice be done!».

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 that we were carefully equipped with 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 breaks 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 beautiful view 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 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 did not find anything 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 didn’t expect such impudence, so he would lose consciousness quite easily.

We turn left and approach a covered canopy overgrown with spitting. There is a pipe sticking out to the right of it. 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.

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.

Tom Clancy's Splinter Cell Conviction

Street market.

You are Sam Fisher, sitting in a street cafe, the waiter brings you a headset phone. On the other end of the line we hear the voice of Grim, Fisher’s colleague before he left the organization. She reports that a group of armed men has just entered the market and they are looking for you.

Grim is an employee of Third Echelon, the organization Sam worked for. We talk a little on the phone, see a satellite above, from which we are being monitored, and go to the market. There we find shelter and hide behind it. Then we move to another shelter and thus move closer to the people with weapons. When Grim turns off the lights at the market, Sam is struck by memories from 20 years ago, in which he communicates with his daughter, Sarah. When some noise interrupts the pleasant communication with my daughter, we return to the market. Here we stay behind cover and shoot the bandits. Having killed several, we return to our house 20 years ago and find robbers in our house.

Let's kill the first robber in hand-to-hand combat and we will have the “liquidation” ability. With its help, we will quickly kill the other two robbers. We mark the enemy using the “Q” keys, and then press “E” and the enemy is defeated. The family is protected. We return to the market.

The group of bandits received reinforcements with the leader. We need to find him and interrogate him. We make our way through the market and kill the bandits. We can practice using “elimination” by first killing someone hand-to-hand.

While we are making our way to the leader, Grim learned that his name is Dmitry Gramkos, his gang was hired to eliminate Fischer. We kill everyone around the leader, and he will go on the run. We run after him and catch up in the toilet. Here we will interrogate him by placing his head against some object and pressing the “C” key.

After several tasty blows, the bandit will inform you that Andrei Kobin hired him to kill him. Gramkos will also report that it was Kobin who was driving when Fisher’s daughter was hit and we will also find out where to look for him.

Kobin's mansion.

So Kobin was in his mansion, which was a fortress for him. There were plenty of guards in the house and around the perimeter, but we had to talk to the scoundrel. Before the start of the task, Sam will knock out the mirror from the car and we will have a new technical tool. With it, we can look under the door before entering.

We leave the courtyard onto the street and immediately see Kobin’s mansion. The central entrance is reliably guarded, and breaking through it is more expensive. We jump over the fence and there, in the darkness, we will quietly remove one guard. Then we’ll climb through the window, having previously thrown out another unwary guard from it. We're in the building. There are three guards in the central hall, it's impossible to sneak up unnoticed. We can simply bypass them, or we can mark two for “liquidation”, then we kill the third with an accurate shot to the head and immediately press “E”. We have three corpses and no noise. Let's move on. We open the glass door and, walking along the corridor, we find a box with an arsenal. Here we will replenish our ammunition and also be able to choose our weapons. As we progress through the game, we will receive points for kills and then upgrade our weapons for them.

So, the ammunition has been replenished, we move on to search for Corbin. In the next large room, similar to a garage, we will find several more guards. Let's pay attention to the huge ball suspended under the ceiling; by shooting at the chain on which it is held, we can remove several guards in one fell swoop. We finish off the rest as you please. In the next room, the wine cellar, we will meet several more bandits. We remember that in the dark the enemy cannot see you, so we create an advantage for ourselves by destroying light sources and constantly changing our positions. Let's remove everyone here and move on. After passing a couple more corridors and several rooms, we find the door behind which Sarah’s killer is hiding. He is guarded by several fighters, with whom we deal and after that we run up to Kobin, grab him by the throat and begin our interrogation with passion. Having applied the bastard a couple of times, about some solid object Let's find out that he needed to find the corpse of a girl similar to Sarah on a whim.

We won’t have time to find out who hired him, because people with weapons and in special suits will burst in.

Resistance is useless, we give up and receive a dart with sleeping pills in the neck.

Price Airfield

We regain consciousness in some room. We will obviously be tortured here. But Grim frees us by killing the guard. Let's talk a little with Grim, and she will bring us up to date with what is happening. The new head of the “Third Echelon” is up to something and it is somehow connected with the EMP generators stolen by the Russians and a certain organization “Black Arrow”. And Grim persuades us to find out what exactly Reed is up to. Sam doesn't agree at first, but when Grim tells him that his daughter Sarah is alive, everything changes. Now Sam will do anything to see his daughter.

Let's hit Grim a couple of times to ensure an escape, get equipment and weapons from her and go to her car to leave here. The car can be tracked using a GPS installed on a helicopter. We need to destroy the helicopter. Leaving the interrogation room, we will see three guards on the site. We kill them and pick up explosives. Now we make our way to the hangar where the helicopter is located. There are several guards in the hangar, we kill them and put C4 on the helicopter.

Now we need to turn off the transformers. We make our way to them through the security posts and try to do everything quietly. If the alarm is raised, a lot of guards will come running and we won’t be able to cope with them. Having turned off the transformer, it seemed that we could get away, but no such luck; it turns out that the car could be tracked via satellite. And we still have to blow up the satellite dish. When we place a charge on the plate, the guards will tighten security measures and here we will no longer be able to avoid a shootout. We kill everyone and make our way to the gate. We’ll take down a few more guards at the gate and, having turned off the security system, get into Grim’s car and get out of here, having previously detonated the planted charges.

Our old friend Victor Coste will contact us in the car. Together we will go into memories with them.

Diwaniya. Iraq

20 years ago. Iraq.

Our squad of 4 people was ambushed.

Two died. The commander was captured. And only you could help him. Reinforcements won't arrive soon. We select the machine gun and go straight. We must save the squad leader. We go straight along the road and shoot at the militia posts that we come across along the way. After passing several checkpoints, we will find ourselves at the Iraqi base. Our commander is being held here somewhere. We comb the buildings, constantly shooting back from the soldiers. Soon we find Fischer in one of the buildings, who is being interrogated with passion. We kill the interrogator and free the commander.

We call for reinforcements and take up defensive positions. The building is blown up and Iraqi soldiers are advancing, we need to protect Sam. Having held out until reinforcements arrived, we receive words of gratitude. Brothers are not abandoned.

And now Sam needs his brother's help. We chose a suitable place for the meeting - the National Trade Center.

Washington Monument

Vic reports that the tail of the Black Arrow people is behind him. We need to get rid of him and we need to do this quietly without witnesses. If we are noticed by the Black Arrow people or civilians see how we deal with our pursuers, then the meeting is canceled and the mission is failed, so we will be careful.

We go to the park and find the first pursuer there, there are three of them in total and they are marked with a cross and are easy to find in the crowd.

So, we find the first one and follow him, they all walk in circles and at a certain moment they stand in such a way that you can sneak up on them from behind and deal with them without noise and dust. Having dealt with the trio, we learn that Victor Costa is only a bait, “Black Arrow” needs Fisher more. But we'll spoil their plans a little.

So, there is no more tail, we meet in Vicombe in a booth near the monument.

He will give us a backpack with weapons and a new gadget - a portable EMP generator. With its help, you can turn off all electrical appliances within the radius of the generator. It's a good thing to create darkness.

Vic will also tell us about a certain scientific laboratory “White Box”, it deals with EMP technologies and “Black Arrow manages the security of this laboratory. Not a bad lead. So that's where we'll go.

But first you need to get out of the park. A lot of guards have arrived, and they intend to kill you. You will need to get to the car through the amusement park. Everything here blinks and lights up with colorful lights. We can use our new device. In the dark we have no equal. Having reached the car, we sit behind the wheel and see:

27 hours later.

Grim, holding a gun to our head, leads us along some long corridor. Something terrible clearly happened here. The corridor is full of corpses, all of them mercilessly shot. After walking down the corridor and talking a little about the need for lies, we will return to the present time.

White Box Laboratories

The double-walled, EMP-proof White Box building didn't have many entrances, but we only needed one. There is one security guard at the parking lot, and he won't give us any trouble. Now we need to get into the building. On the left we find a drainage pipe, and we will begin to rise higher and higher, using our acrobatic abilities. At the top we find a passage into the building and, once inside, we are given the task of getting to the surveillance system.

We go down the pipes to the control room, remove a couple of guards inside, go to the control panel and see what the surveillance cameras show. In one of them we see a picture of a group of armed people shooting one scientist, and another - a woman being taken away somewhere. We need to save her.

We make our way forward and carefully, without any noise, we remove the armed people one by one. In front of the elevator we will meet a laboratory employee who will explain the current situation a little.

It turns out that the laboratory was captured by “Black Arrow” and they destroy all the data on EMR projects technologies. It's still very vague. We'll find out. The scientist will let us into the elevator, and we will go in search of the captured woman.

We go down and a terrible picture opens up to us. There are corpses of scientists everywhere. Black Arrow decided to get rid of all witnesses. We need to get to Laboratory Manager Robertson's office and download all the EMP data from his computer.

The path to the office will not be easy, and problems will begin immediately upon exiting the elevator. Several guards will come into the room and we will need to use all our means and skills to deal with them. The further path will also not be boring, in every room there will be armed people who will kill you if they see you.

In one of the offices, Grim will contact us and let us talk to our daughter. This will give us strength, and we will crush our enemies with double energy.

When we get to Robertoson's office, we will connect to his computer and begin transferring data to Grim. While the information download is ongoing, our task is to protect Robertoson’s computer. The guards will come running, and we have to kill them all so as not to interrupt the process of transmitting information. There will be so many waves of attacks and we have to stop them all. When the download ends, it turns out that someone is tracking her, and if the tracking is not interrupted, Grim will be exposed and she will be finished.

You need to stop tracking. The signal comes from the first floor of the building. Experimental EMP generators are stored there. Maybe we can use them somehow. We go down the pipes and find ourselves in an experimental laboratory. Here they immediately notice us and begin heavy shelling. To hide, we turn off the lights and in the darkness we kill the annoying guards one after another. At the end of the laboratory we find a man behind glass who is tracking Grim’s signal. Experimental EMR will help us here.

We launch it and stop the surveillance, at the same time setting fire to the scoundrel behind the glass. The job is done, now it's time to get out. On the way to the exit, we will kill a couple more guards, and at the end of the road a car awaits us, in which we will leave here.

Lincoln Memorial

Lucius Gellarad is a businessman who is somehow connected with the head of the Third Echelon, Reed. But all data on this matter is classified, and Grim cannot find out what connects them. We will need to help her.

Grim learned that Reed and Gilyard were to meet at the Lincoln Memorial in the morning, after the vice president's press conference.

The President will personally contact us and give the order to record the conversation between Gilyard and Reed in full. We find a control booth, from which we will conduct audio surveillance.

So, we are in the camera control room, they are tied to sound recording. Our task is to find a suitable camera and keep our couple in focus.

When they move, we find a camera with which we can record and continue transferring data. If we cannot record enough of the conversation, the task will fail and we will have to start over.

From the conversation it will become clear that they are up to something very serious and dangerous, and the Megiddo organization is behind it all. It is unknown who these people are. And after Reed and Gilyard disperse, we will have to interrogate Gilyard and find out the details from him. We run up to him, grab him by the throat and begin to knock out information with particular passion.

We find out that there are three EMP charges planted in the city and they will soon go off - this is a terrorist attack. Behind all this is “Megiddo”, the people who rule this city, Moscow, Beijing and the whole world in general. We won't have time to find out anything more. The killer's shot will end the life of our interrogated person. We need to catch up with the killer. We set off in pursuit. We need the killer alive.

We are running after the killer. Makeup will guide us. It is not advisable to lag behind; you cannot miss it. When the police appear on our way, we cannot use lethal techniques against them, the president's order. Let's just turn them off for a few minutes. When we run after the killer through the cafe, he gets into the car and an explosion occurs.

The killer is dead.

Now several units of the “Third Echelon” are moving towards our position. We are being evacuated by a government agent, but until he arrives we are on our own and all measures are acceptable here. We hide in a cafe and wait for the first detachment of soldiers. You won't have to wait long. The first Black Arrow squad will arrive immediately. Let's remove them. And we are waiting for the second detachment. We will deal with them the same way as with the first one. Then we'll deal with the third squad. After that, an agent will arrive and take us away from here.

14 hours later.

Grim takes us to the oval office, where Reed and his soldiers are holding the president at gunpoint.

Third Echelon Headquarters

Now Sam goes to the Third Echelon headquarters. Weak point This building was energy efficient. The main thing and backup power was carried out through the underground parking. If you planted explosives in the right places, you could turn off the electricity for a short time and penetrate the Third Echelon building.

So we're in the parking lot. Our task is to disable the main and backup transformers, and we will have a short window of time to penetrate the headquarters.

Everything will need to be done quietly. You can’t get caught in a CCTV camera, you can’t destroy the cameras, you can’t be seen by security, otherwise the security system will work and the doors to the headquarters will be closed, the mission will fail. We do everything carefully.

There are two guards at the first security post. One of them can be lured out by turning on the car alarm and quietly removed in the dark.

Then sneak up on the second one and kill him just as quietly. By the way, the guards cannot see the corpses, otherwise the task will fail. Next we go out to a large parking lot. There are plenty of security and video cameras here. We make our way through them without unnecessary noise. When we reach the transformer room. We enter it and place the C4 charge on the transformer. From the room through the ventilation shaft we return to the parking lot again and continue to move towards the second transformer. We do everything quietly and without unnecessary noise. In the second room we again plant an explosive charge and now you can take the elevator to the central reception of the “Third Echelon”.

At the reception, the nice secretary will tell you that Tom Reed is not there at the moment, but she will be happy to make an appointment for us.

But we have no time to wait. We activate the planted charges and raise the alarm in the building. The emergency power will be turned on in 5 seconds, we need to run through the corridor before the gate closes and we find ourselves trapped. A couple of guards with weapons will interfere with us. But they should not be difficult for us. We quickly remove them and run into the restricted area.

After this, Grim will contact us and inform us that we need to meet with our man - Fryman. He will have a gift for us. He is waiting for us in the office near the server room. On the way to the office, several guards will meet on our way, whom we will kill before they see us. Having found the office, we meet Fryman there and he will give us an ultra-high-frequency acoustic surveillance device. With its help you can see in the dark, through walls, and also detect laser networks of security systems. Not a bad lotion, it will be useful to us in the future. The scientist will also report that some guards have the same equipment so that if we see them, they can see us.

We activate electromagnetic glasses with the “Z” key. Having turned them on, we will immediately see that several guards are approaching us. They walk around the servers and look for us. We quietly jump up and take them out one by one. Having cleared here, let's go to Reed's office. Along the way we will remove about a dozen security people, but the most interesting thing will be in the office. Here are the very rays that the scientist spoke about. If we hit even one, we will immediately be shot by a machine gun turret. We put on our new glasses and see the movement of the rays. We carefully go through them and find ourselves in Reed's office.

Here we find our old friend Andrei Kobin. What a meeting, let's chat with him a little, as we know how.

During the conversation, we find out that Reed works for Migiddo. He uses the Third Echelon to introduce EMP generators into the country and plant them in Washington. Then remove the president and put his own man at the head of the country. We must stop this. The interrogation is over, we leave him alive and prepare for a massive attack by the guards. First, we will remove three guards who are equipped with the same equipment as you. It won't be easy to kill them, but we can do it. Then we’ll go to Grim’s office, Kobin said that we’ll find something interesting there. Along the way we have to kill several guards, overcome the beams of the security system, in general, the path will be long and not boring. There will be a lot of security, including well-equipped ones, so you will have to work hard. In Anna's office, we will contact her and talk a little about our daughter, and why it was necessary for Sam to think that she was dead. This was in the interests of her safety. Grim will also report that they have learned where one of the EMP generators is located and we will have to turn it off while Anna goes to the White House and tries to save the president.

But first we need to get out of the building before it explodes. Reed launched the self-destruct system. We run to the exit and quickly kill everyone who gets in our way. It won’t be difficult, all the guards will be marked with a “liquidation” icon and we will only need to press “E” and beautifully remove one by one.

Having got out of the building, we will go to the tank, it is there that one of the three EMP charges is placed.

Michigan Avenue Reservoir

At the entrance to the plant there are several guards led by an officer. Our task is to clear the area and interrogate the officer. Most of the guards wear helmets and you can’t kill them with one shot to the head. So it’s more expensive to break yourself directly. We find a hole in the fence and through it we make our way into the territory and, one by one, we quietly remove the guards. Don’t forget about “liquidation”; with its help we will be able to remove three guards at a time. When the area is cleared, we run to the officer and interrogate her.

He doesn’t know anything, but he told us from whom we could find out all the information we were interested in. This is a scientist who is going to be killed after she finishes installing the EMP generators. We need to save her and talk.

We enter the building and begin searching for the scientist. Having killed several guards at the entrance, we go down the elevator shaft to the basement and there, through a hole in the wall, we see a scientist.

She is guarded by several Black Arrow soldiers. Our task is to kill everyone and save the scientist. We use all our skills and all equipment to achieve the goal. After killing a dozen guards, we save the woman and chat with her a little.

She will tell you how to turn off the EMP generator. To do this, you need to destroy two generators that will supply current to the EMP generator. This must be done at the same time, otherwise nothing will come of it. But where did ours not disappear?

So, we need to find generators. We rise from the basement to the street, and here several soldiers are waiting for us, guarding the entrance to the bunker. But we need to go there and the soldiers are not a hindrance to us. In the bunker itself there is a machine gun turret controlled by a soldier. We kill him and the passage is open. In the bunker we go down to the basement and get in touch with Vic. Let's inform him of the current situation, and he will give instructions to mark the satellite coordinates of both generators. And then it is possible to destroy them at the same time. This is what we will do.

We rise from the basement to the street and immediately see the first generator. He will be guarded by several guards in armored helmets. They are difficult guys, but we will cope with them and send the coordinates of the first generator. Now let's go in search of the second one. The path to it will not be easy. There will be twice as many soldiers, and at the end of the path a helicopter will notice us and will shoot at us as soon as we emerge.

In addition to the helicopter, there will also be many soldiers who will be very difficult to kill. So you have to try. Having transmitted the coordinates, we hide in the shelter and see how the generator explodes. It's done, here it is long-awaited reward. Victor Costa arrives by helicopter and Sarah is on board. How many years have passed? Now we are together.

But things are not over yet. Now we need to help Anna Grim, because she was looking after Sarah all this time and we had to help her, especially since the country is in danger.

We fly by helicopter to Bely and see how an EIM charge explodes below, and the city is plunged into darkness.

When approaching the white house, we come under air defense attack and our helicopter crashes. But fortunately, no one was hurt and we will now have to walk to the White House.

At the exit from the theater where our helicopter fell, we will be met by several Black Arrow soldiers. We kill them and go outside. Everything here is destroyed.

People don't understand what happened. There is no electricity. Only the moon is shining brightly. We walk through the city towards the White House.

Along the way we will meet a patrol checking everyone who walks past them. We go into the yard and there we quietly go around the first patrol along the drainpipe. You can’t just bypass the next post. The Black Arrow soldiers have built a kind of barricade and are not letting anyone through.

But that’s where we need to go, so this post is out of luck. We kill everyone and soon we will find ourselves near the gate to the White House territory.

There is a fuel tank near the gate. We blow it up and quietly remove the first checkpoint. Let's move on. Before the White House, two more Black Arrow checkpoints will have to be overcome, and several more soldiers will have to be removed directly in front of the White House itself.

Entering through the central door will not work. Reed locked her. Let's enter through the garden.

White House.

There was such a thing going on in the White House that street affairs seemed like kindergarten. Reed's men cleared room after room, and the inside was full of corpses. All hope is only for us. We have to stop Reed.

We run along the corridor and meet two unsuspecting guards talking sweetly. After a couple of accurate shots, their conversation is over. We move on, and Grim tells us that Reed abandoned the Vice President in the ballroom with a detachment of personal security. He is waiting to be introduced as the new president. You should stop by and ask him a few questions. Let's go through several rooms, kill a dozen guards and soon find ourselves in the ballroom. Here the vice president is guarded by three security guards. Not enough for such a person, but that’s his problem. We kill the guards and chat a little with the politician, as we know how to do. He won't tell us anything sensible, so we'll leave him here with a shot in his leg. After this, a security detachment will burst into the hall. We'll kill everyone, and then we'll have to fight Reed's agents. It will be more difficult with them, but we will figure it out.

We are moving towards our main goal, and nothing will stop us. Let's go through a few more halls and corridors and machine gun turrets, and soon we will meet with Grim in the conference room. Here she will put a gun to our head and take us to the oval office.

We already observed this scene during the game. Reed himself and his soldiers are already waiting for us in the office. They have the president at gunpoint and are about to kill him.

While Reed tells us about his plans, we mark all five guards with "Elimination". And then, when the scoundrel has the imprudence to come close to us, we grab him and, together with Anna, kill all the guards. That's it, the President can now communicate with Reed safely.

We will have the choice to either listen to him and then kill him or even spare him, but Anna will kill him anyway.

The job is done, the president and the country is safe. And most importantly, Sarah is alive. After all, the most important thing is family.

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 go 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 with the carcasses of enemies grazing in the visibility zone, but from secretive movement, performing an extremely difficult task while completely alive protective power enemy.
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 that we were carefully equipped with 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 breaks 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 attention 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 did not find anything 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 didn’t expect such impudence, so he would lose consciousness quite easily.

We turn left and approach a covered canopy overgrown with spitting. There is a pipe sticking out to the right of it. 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.

Splinter Cell

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 breaks 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 attention 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's a small room inside where you can get 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 the right of it. 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 head, that peeing in public places is 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 in the way they usually sit.
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 to an invasion of Azerbaijan peacekeeping forces NATO. 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. Visual contact with him and detection of 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.
Let's go to fresh air and we 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 appears to be 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.

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 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, following the noise, a puzzled guard will walk into our arms. 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 at 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 in 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 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 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 jammed 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 whole mission 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. Oh well. 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 way 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. Disable fire alarm, so that the doors that isolated Ivan would 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 becomes 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 starts 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 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 our hands, 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 jam it. 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.
The radio broadcasts publicly 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 station from the doorway and sets off on the way back. We follow and jam.
We move further to the server room. We go in and sneak up on the mafioso near the computer. We turn it off and use the computer.

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 hands over 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 be standing 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 completely lack the 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 hatchet 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 kill with optical sight 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. Let's move on. 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.
MISSION 6
Chinese Embassy, ​​Yangon, Myanmar
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 disperse different sides. 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 staircase 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 light. 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 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.

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 forces the last soldier to change his trajectory and move closer to the already known barrels. Now he is ours! We jam it. 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 pistol to turn off all the 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. Downstairs, 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. This freezers, where the carcasses of brutally killed cows sway. 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 kill a soldier who has entered into a fatal situation important matters, to 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. Let's move on. 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 shoot him straight 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. Grinko himself will loom at the other end of the room. We remember that we wanted to kill him properly, so we crawl towards 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 the previous relationship between the United States 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...

Goal: Reveal the secret of President Nikoladze

Feirong wants to remove nuclear weapons from the embassy premises. The only chance to prevent the coming war between the US and China, is to prove that Feirong acts 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 rummage through 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 being 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 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 for the Red Beret and the soldier to approach the door with the 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 to the left. There is a small hatch in the wall. Let's get 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 hall around the perimeter. 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 goal. 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 great firing position, from which we film two special forces soldiers, the one behind the closet opposite and the one who climbed 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, using optics we kill the camper. 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 mow down the reptile in turn. 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!