______ _______ /_ __/__ __ _ / ___/ /__ ____ ______ __ ' ___ / / / _ \/ ' \ / /__/ / _ `/ _ \/ __/ // / (_-< /_/ \___/_/_/_/ \___/_/\_,_/_//_/\__/\_, / /___/ /___/ _________ .__ .__ __ / _____/_____ | | |__| _____/ |_ ___________ \_____ \\____ \| | | |/ \ __\/ __ \_ __ \ / \ |_> > |_| | | \ | \ ___/| | \/ /_______ / __/|____/__|___| /__| \___ >__| \/|__| \/ \/ _________ .__ .__ \_ ___ \ ____ | | | | / \ \/_/ __ \| | | | \ \___\ ___/| |_| |__ \______ /\___ >____/____/ \/ \/ __ ___ / |_ _ _ _ | |_ _ _ _ \__| )(_|(_)_) | | )(-(_)| \/ / Type: 2 players/Co-Op walkthrough Game: Tom Clancy's Splinter Cell: Chaos Theory Developer: Ubisoft Author: Eddie Chan (Ed13689/Eddo) E-Mail: ewcchan@hotmail.com Platform: Playstation 2 Version: 1.3 /------------------------------------------------------------------------------ |Contacting Information \------------------------------------------------------------------------------ I'm very open to comments, suggestions, constructive criticisms, error correction, help or anything along the the lines of these. My E-Mail is ewcchan@hotmail.com please do not flood or abuse it in any way, it will not be tolerated and would be ignored. When sending E-Mail, please put the subject on the title, I check all E-mail except regular junk but if you indicated I would read it straight away. Please do not include attachments. Any information or alternative strategy you contributed would be in the form you send it to me and appropriate credit would be given. Follow these guidelines for a much better time for all of us, thank you. /----------------------------------------------------------------------------- |Legal Information \------------------------------------------------------------------------------ This guide can not be reproduced under any circumstances except for private personal use. It may not be used for profit making, or distributed without the written permission of the author. No part of the guide can be taken out or edited in anyway. Doing any of the above is a violation of copyright. The only site(s) this guide would be found on are: www.gamefaqs.com www.neoseeker.com www.supercheats.com Please contact me if the guide is found on any site other than the ones listed. You are welcome to use this guide on your website if you have contact me via E-mail(ewcchan@hotmail.com) and ask for my permission long as you do not alter it in anyway. Latest version of guide are found on gamefaq and neoseeker. /----------------------------------------------------------------------------- |Introduction \----------------------------------------------------------------------------- Hi my name is Eddie, this is my first ever FAQ written about the Co-Op mode of Splinter Cell: Chaos Theory. Please do not ask queries about Solo or online although I will answer you question to best of my ability. You would perhaps noticed that my grammar might not be perfect, I apologize for this but English is not my first language. Please be sure you are fairly competent with the controls as I will not be going over that in much detail, refer to other quality walkthrough guides for in-depth info on controls. Please also be aware that while I'm writing the guide, I am playing by myself, relying on memories of playing with my brother and through playing with 2 controllers, so what I can do, both of you can do. Remember to contact with any flaws you encounter! Remember to post me any strategies you have(with full credits given) as well, I hope my guide is not solely my strategies, but a collection of it. Also, I am not holding your hand on this, I will let you find out things for yourself(such as door code). Please only refer to the guide if you are stuck, as it would be a much better experience if you figure it all out by yourselves Some general information you might want to know about Co-Op without reading guide. You need 2 controllers plugged in the PS2 for Co-op to be assesible, otherwise the option will be blacked out and cannot be accessed. Is not a requirement to play with 2 real person, you could quite easily complete with one person, so those lonely souls out there, don't look away. The missions consist of 4 main areas with each consist of 4 to 5 missions. Each of them is fairly short, round about the size of one checkpoint in solo missions. If you add them up, it could be said each area consist of one solo mission. Without much more interruptions, we shall continue with the FAQ! /----------------------------------------------------------------------------- |Contents Table \----------------------------------------------------------------------------- (1.1)Controls (1.2)Equipment (1.3)Hints and Tips (1.4)Training (2.0)Seoul (2.1)Streets (2.2)Rooftops (2.3)Gardens (2.4)Fish Market (2.5)Cyber Cafe (3.0)Chemical Bunker (3.1)Silo (3.2)Laboratories (3.3)Cyrgenic Chambers (3.4)Storage Room (3.5)The Docks (4.0)Train Station (4.1)Train Repair Station (4.2)Hydro Tunnel (4.3)Subway (4.4)The Station (5.0)Panama (5.1)Alley (5.2)East Wing (5.3)Archives (5.4)East Wing (6.1)Version History (6.2)Credits /----------------------------------------------------------------------------- |(1.1) Controls \----------------------------------------------------------------------------- I will go briefly on the general controls. X Interact/reload O Crouching/Stand/Drop down when hanging on something [] Equip/unequip weapon /\ Jump/Movements involves going upwards R1 Lethal attack/Fire Weapon L1 KO Attack/Fire secondary Weapon(Sticky,OCP) R2 Inventory L2 Co-Op button R3 - L3 Back to Wall/Switch shoulders in firing stance R Camera movements L Movement of Player Up EMF Visions Left Night Visions Right Thermal Visions Down Connecting to sticky camera(s) There is the basic controls, if you are not familiar with it, perhaps is better to play Solo Mode first. The only difference is whistling is gone replaced by Co-op button(explained later) and no EEV. Is kind of unfortunate whistling is not usable, as I found many situation where it prove valuable. At least now you have a teammate to make distraction. Co-Op Actions ------------- Apart from the usual move, you can use moves that include both players by using the Co-Op button(L2). This works by one person initiating the move by pressing L2 and the other press L2 as well when nearing him. For example; the short scale boost. Player in crouch position press L2 to initiate. Player will say ¡§ready when you are¡¨ or ¡§I'm ready, let's get this done¡¨ and the player should not able to move for time being. Now second player walk towards and press L2 and the move will be made. To get out of stance, simply press L2 and you will resume normal control. These moves can used be anywhere long as area allows it, if area do not permit the use of these moves, the you will have a vibration from controller and player shaking head. Short Scale Boost-One player press L2 in crouching position. This move is useful to get up a a ledge too far up for jumping to reach. Used often in game, at times forced to use it to continue. This move propels the second player up a as in a jump. Tomoe Nage/Long Jump-Press L2 at standing position. When doing this, you will notice there is oval shaped thing that is green or red, green means direction you can go and red means you can't so you must move change jump direction until you can. This move propels this player forward and not touching ground. Any NPC would be knocked out if they are nearing landing point. Can be used to propel across water, laser grid or a empty edge. Human Ladder-While hanging, press L2. Other player stand under, press L2 Move is often used with short scale boost where you just climb over a ledge. There is not many practical use for this. Be warned that if there is a fence over head, this move cannot be performed. Static Co-Op moves ------------------ These moves are only usable in certain position. It will indicated by popping out a menu similar to open door, to initiate it simply press X and other player complete it by pressing X next to player(or position where the screen pops out). I won't go into much detail here. Dual-Rappelling This move basically moves one player down and the other stays on top. Is very often used in the game. The Player holding the rope can shuffle side to side to move the position rappelling. Hang Over Team-mate Rarely seen in the game. Same as rappelling really, except top player controls everything, L1 and R1 controls going down and up respectively. Hang over player can press L1 to do a sit-up-like position, equip a weapon and do actions such as pick up object. Stand on Team-mate's shoulder Not used too often. A player initiates and other player goes up. This is only used to do some action at heights not accessible. You could equip weapon as well. Other Actions Revive Teammate One you might use all too often on first Co-Op attempt. When a teammate is knocked by gun fire, jumped on to by teammate or fell at great heights you would need to revive him. Just go next to him and the option would be available. You have 30 seconds to do so or it would be mission failed. You can revive each other 4 times max(each player have 2 healing items and can be shared). Share Equipment Equip same item to share. Not much use other than sharing sticky camera or the adrenaline syringe. /----------------------------------------------------------------------------- | (1.2) Equipment \----------------------------------------------------------------------------- Unfortunately, the Co-op players don't have nearly as much arsenal as Sam Fisher, but is more than enough. SC 20K Rifle Your most potent weapon in terms of lethal attack. Generally, you shouldn't need to fire any bullets but if the occasion does arise, it should keep enemies at bay. It also fires the sticky camera. 5-7 Pistol Not as lethal as the SC 20K, but does the job done. It's purpose is the OCP. The OCP can disrupt electrical equipment such as light, computer or anything that can be seen by the EMF. Useful to draw guards and is much more subtle than firing at lights. IMPORTANT NOTE: Unlike Solo mode you need to hold for it continue disrupt objects. So if you are getting through a turret, both need to use OCP for both to get through. Not all lights can be taken out with OCP, in which you need to do without the dark somehow. Sticky Camera One of the most important gadget you have. Sticky Camera can let you ¡§see¡¨ around things and zoom in on it. Great distraction as well by pressing [] which makes a clicking sound. When guard investigating come close to camera, release the gas(X) to knock them out. This is the safest way to knock out guards without killing them. Be sure to pick them again if you haven't used gas with them. Flash bang Not useful. Never in my game did I need it. It releases a blinding flash that blinds all looking at it nearby temporarily, however enemies regain sight fast so you have to do what you needed to do fast. Be sure to look away from blast as you too would be effected. Wall Mines Will not start in inventory, but picked up as you disable mines(get close to it and option would be available, green light you can move, red light you can't or it will blow). Not too useful as a gun is good as any kill someone and you could be caught in the blast. If you want it to explode prematurely, aim and shoot at it. A lot of times guards won't set off mines so might have to do this often. Frag Grenades Something you won't use much if you are going for 100%. R1 for straight throw and L1 for a more lobbed throw. Is perfect for making some noise and attention but just make sure you don't kill anyone with it. There are no stick shocker, airfoil, gas grenades or smoke grenades as well as any other attachments for the SC 20K rifle /----------------------------------------------------------------------------- |(1.3) Hints and tips \----------------------------------------------------------------------------- *welcome to suggest some. -Use sticky camera as often as possible, and retrieve it afterwards. Take out multiple guards with gas is more safe and effective than grabbing or shooting as it won't expose you if it fails. -Don't conserve your inventory. You get restocked every mission, so use your equipment as wasteful as you needed coupled with the fact that each mission is very short. -Grab instead of knocking out where possible. Interrogation could complete objectives and get door codes. Retinal scanner can be used by hostage guard as well. Saves the time of moving body at tight situation -Stay dark as possible. Lights is your enemy, if guard sees you at light, you would be first to die. -Time with each other when using OCP. Count with each other, to do the most possible while you disrupting the lights/camera. -Use night vision to see camera vision and move accordingly. -Use EMF often. You would never know how hidden light switches can be. -Don't bunch. Stay apart if possible, that way you could attack from multiple directions and less chance of getting away not fast enough. Be sure to indicate when you are going for the grab. Having said that, don't operate different side of map. Chances of success with 2 is better than 1. -Use OCP on guard's computer to make him investigate. -Better to knock out than avoid. One less guard means less chance of them finding bodies or finding you. -Look at light meter often. Places might be brighter than you believed. -Be patient. Don't go kill yourself because you cannot wait for an opening. You want to see a guard's pattern at least twice before you should make your move. -Communicate often. You can talk loud as you want while playing and sound meter won't jump a bit. Nothing worse than being wiped out together because no one said who would disrupt turret. -When using computer, click on all options available. Make sure you also click on security access as well as that can be easily missed. /----------------------------------------------------------------------------- | (1.4) Training \----------------------------------------------------------------------------- PRIMARY: Get to the end of the level. Alright, here is the chance to hone your skills. I would be going through this very briefly as you probably can go through the level without me with ease. In front of you is a door, which cannot be opened this side. You will need to jump across the wall. To do this, go the left rectangle, crouch position, facing outwards and press L2. The other player press L2 next to player and you will perform short scale jump which should take P2 to other side. Open the door to let P1 through. NOTE: The rectangle on right is for you to play around with over the shoulder move, which is no use in this situation. Continue on and you should hear/see a security camera. Take out the pistol, aim at the camera and hold L1 on it(if you are accurate the pistol should have green light and camera should be making a sound). P2 run to other side and into the cover. Now do the same over here, just don't go too far out from the wall. Next you need to Tomoe Nage over the laser and knock out the guard. Stand on yellow rectangle, back to laser grid and press L2. P2 come close, press L2 and move executed. Go the switch to switch off the laser for P1 to go through and proceed. Now here comes the tricky part. The wall on the left is too high to be jumped, so you need to short scale boost(crouch L2 to initiate). You can't initiate in front of the pipes. Now P1 should be hanging, don't go up press L2, and P2 do the same and P2 should climb up P1's body and on the roof. Now go to edge of yellow square by hole, initiate the hangover move and complete it with P1. The guy on top controls the movement of guy hanging, L1 to move down, R1 to move up. Move down till you can use computer and switch off the grid. Go back up and drop down again. Now proceed the side the screen is facing. Now use the retinal scanner together, timing need not perfect to open the door. If you need help hacking check out of the walkthroughs. Proceed through door. Okay, now go the wall with barbed wire and do the short scale boost again. One player need to wait while the other go the end and climb the pipe to the top. Go the yellow square to initiate rappelling. P2 complete it. Now player on top need to move side to side to avoid the laser, switch to thermal vision and move by press L1 and R1 to move to left/right from the point of view of top player. There are 2 sets, should be easy enough. Proceed to door afterwards. Now there this gap. Tomoe Nage to get across and go to yellow square, go to yellow square to complete mission. /----------------------------------------------------------------------------- |Walkthrough \----------------------------------------------------------------------------- Okay finally we are here. Please note my guide will be written to get 100% on each level. Additional guards would appear if you have trigger alarms, so beware. When I say hack computer, I mean hack it and click on everything on the menu. When I say use OCP or jam it, it means when using pistol, fire with L1 in case you didn't read from before. I refer to P1 and P2 very often. Anyone can be them, is just it makes easier to identify which player I'm referring to when they are in different positions. By no means these are the only way, there are various ways you can complete the objectives. /----------------------------------------------------------------------------- | (2.0) Seoul \----------------------------------------------------------------------------- (2.1)Streets PRIMARY: Infiltrate the hotel where Jong Pom-Chu is hiding. Alright first level. Hope you are used to the split screen, I sure did not when I first started. The corridor you are in are pretty safe so you can practice whatever you want here if you did not do training. Head out when ready. Player 1(from now on called P1) should go further up into the open but staying in the dark. There should be a patch of dark left of the sign, stay there, make sure light meter at absolute nil. P2 stay by alley entrance ready to make a move if need be. If you haven't notice there is a guard here patrolling. His route is set so wait around for him. He would be remain stationary for a couple of moments when he faced the wall next to alley, standing in middle of light. P1 would be positioned far too back to grab him in time before he turns unless you are positioned perfectly. Experts could do this swiftly, but if you want to play it safe, wait for him to turn and head towards the building. Walk behind him P1, make sure to not make a sound, when close enough grab him, interrogate him for the door code out of here. The length of his walk and his stationary movement and in standing in the dark makes this ideal way of tackling him. Interrogate him for a door code. Now when this is done, P2 rejoin P1 by the building. There is door nearby you. Use optic cable to take a look of things. A turret, a guard in the corner and a light that could be disabled with OCP. Turrets point outwards to the street so you are safe long as you don't stand in front of it. Right, the guard is your problem and is too light, Open door, Use OCP with P1 , but make sure P2 can go through door. P2 go in taking advantage of darkness switch off the actual light located and left side. Use EMF to find it if you have difficulties. Mean while guard is investigating and you should grab him from behind with P2. Knock him out afterwards or you could just knock him out straight off for he has no information. Go to corridor far right and see a computer which only tells you the door code you already know, so head to end, enter code and your first mission done. (2.2)Rooftops PRIMARY: Interrogate Jong Pom-Chu This is easy enough. Make sure you don't knock out the guy on the roof to the right, instant mission fail, you have to grab him. He shouldn't come down if you keep things quiet. Okay, P1 can head to the left and see the crate. You can go between it and the wall to the other side. There is a guard there, keep silent, sneak up slowly step by step and knock him however you please, he can't be interrogated. Now you need to get to Jong. The easiest way I found is from the corner where you just knocked out the guard, shoot a sticky camera to roof top on the crate to the right. There you can see Jong pacing back and forth and towards the front as well. Because is so bright the place where you can jump to the top, is better to lure him down. If you wait a short while, Jong should find the sticky camera and investigate. Then afterwards, 9 times out of 10 he should jump down and move to a spot. P1 sneak behind him, make sure to stay in the dark and grab him. Interrogate and mission completed. (2.3) Gardens PRIMARY: Destroy the Chun-Ma anti-aircraft system This Mission has a time limit of 4 minutes. 1 minute is enough if you know what you are doing. First off your destination is right across you. Unfortunately, it is blocked by a gate of barbed wires, so you have to around clock wise direction. Things to be aware of is the mobile helicopter, turrets and a laser. The helicopter, the most important thing when spotted is don't stop, get out of its range and you should be save, but remember it can search into a dark place. The turrets won't do you much damage if you run fast, alternatively, use OCP while other player runs. There are 2 turrets, one at the start, the other at the end before the anti-aircraft system. The laser is right by the start to your left. First off, you can disable the turret with OCP with P1 and P2 jump across the laser, then do the same for each other wayround, or, both of you jump together over the laser. I prefer latter because you won't receive much damage (sometimes none) and while you are using OCP, the`helicopter could find and shoot you. However, you avoid the turret, make sure you clear the laser. You can use the Tomoe Nage or just an ordinary upright, running jump (don't crouch), if you hit the laser, alarm triggers and there goes your 100% and you would have a additional guard to keep you company. Now when across, go to the dark corner to the left. Now go across the place that looked like entrance to a temple to the other side and stop at the corner beside a small ledge. If you had triggered alarm, that is where the guard will be waiting. Now turn right and head straight for the AAS. Turret is there, again OCP or just roll(Press circle) and head to the back of the AAS. Now go close to it and a interact option would pop out, press X to initiate shoulder climb, and the P2 press X to complete the move and place charge. After Lambert talking, mission is completed. Important note, don't do anything in crouching stance. There is nothing to hide from, and you need to move fast. Getting spotted by the Turret does not affect percentage (2.4)Fish Market PRIMARY: Get to the Cyber Cafe where Jong is being protected. Fish Market, the most difficult in Seoul by far, and my least favorite as well. Okay you start off by hearing our very own Sam Fisher, and then the little comment afterwards. After our only communication with Sam, is time to go to business. First off, don't jump into water, instant mission fail. This mission contains a turret, 2 guards patrolling crucial areas and a wall mine. First off, go to dock and turn left then jump down. You can see there is water between here and other side, Tomoe Nage here as well or just walk around. If you chose the Tomoe Nage, you would see a broken bridge, thankfully the left side post is intact, walk across, ahead of you is wall mine, disable it and go the far end, back against the wall, ignore staircase for now. P2 walk around to right after Tomoe Nage stay in dark, keep quiet until both of you are same position. Disable mine now if you both went around. Stand up run loudly, guards above should be alerted. If one comes down all the better, just knock him out from behind, make some noise again and knock out second guard as well. If 2 comes down, is more tricky. From my experience, the place where you make the noise is where they would walk to. So if you make noise left side of staircase, guards should move that way, so you should move to other side and ambush from the back. When there is 2 guards, one would be in front by several steps, so pick the one at the back drag him away to the other side, and the other player wait for the first guard to turn back. Follow him to stairs, if he started to go up, make some noise to lure him down and finish him, easy enough. Now head up, and go in to corridor to left. One player OCP the turret while the other get in and break lock(don't bother picking and don't panic, you have plenty of time to select break lock). Mission complete. (2.5)Cyber Cafe PRIMARY: Interrogate Jong Pom-Chu To last mission in Seoul, remember, don't knock out the last guy in the room, we used Tomoe Nage on him, turns out he is Jong. Right, this mission consists of 3 guards(2 in one room), a turret(in same room as guards) and very confined space. To do it the easy way, equip your your sticky camera. Open the door, now quietly move to the left till you are stopped by the furniture. Now shoot the camera just left of the turret's barrel so it hit on the other side of the wall. P2 be ready for a sticky camera use as well in case something goes wrong. Now P1's camera can have a look of things, if the conversations over, wait till the guard comes back where the camera is, if still going/or guard came back, make a noise(just one will do, persistence will result in guard shooting camera. Now both guards should be alert, wait till they come near camera(may have to make more noise as they may move away) and release gas. If only one knock down, P2 shoot camera immediately by foot of conscious guard and release gas, if you do it too late it results in Bodies Found. Okay once you knock out both guards, climb across the sofa toward the bar behind the turret. Move along the wall to the door diagonally left to where you started(you could use OCP to get across faster if you want). Now past the door jump down the hole and go towards the other end to see a door and switches either side. With one player on each switch, switch them simultaneously to open the door. Now once inside keep to the left(in the dark) and go toward the switch(locate it using EMF). Switch the light off with this and move back. The guard should be come and switch it on again, when his back is turned, move in and knock him out however you like. Now move along the shadow in the middle quietly, got the man on the left and GRAB him, interrogate to complete mission. Here is Seoul done, 100% rating for all. /----------------------------------------------------------------------------- | (3.0) Chemical Bunker \----------------------------------------------------------------------------- (3.1) Silo PRIMARY: Infiltrate the Bunker through the missile silos. *If got better strategy for first part, please let me know. The first part is the hardest, so be careful. You got cover with the missile in front of you but beware of the light. It moves from side to side so you could be caught in the light and guards will see you and shoot. If you can wait till the are together use a sticky and gas to eliminate both of them. Otherwise, once OCP the light while the other grab the guard when he is near the missile(go to left side of the missile to grab him easily. Alternatively, you can while the missile is launching, OCP the light while P2 run to other side past the doorway and in the corner. Now you can get rid of both guards at same with ease. However you like to eliminate them is up to you, but if you want to get them close up, make sure to use OCP on light first. Use Camera if you want. Once you got rid of them, head down the ladder. Now once in inside, quickly turn the first left you encounter and into the dark. Sometimes there would be a guard just by the next corner, get ridding of him is easy, just camera and gas if you have it. If not make a sound so he comes towards you, but he can't see you, back off until he turns around and knock him out. Now go through the door way, turn left and climb when you reach a climbable place. Initiate rappelling(try to do it far right as possible). Avoid touching those red things, they trigger alarms, if you start far right you only need to avoid one. Once down, turn the switch toward the left side and go back up same way. Now go back to room you first went in when you climbed down the ladder. Climb up and turn the switch to get go down by elevator. Now find a passageway, and go in. Be cautious as there is a gun turret which moves. OCP while the other player goes to the end and open the door. Once opened the door, don't bother with using OCP on the turret again as when upon entering the room, on the left is a switch that shuts down the turret. Now on the far side of the room is a door. Either side of it is switches, use it simultaneously. Mission Complete. (3.2) Laboratories PRIMARY: Recover the protocol from the main laboratory Retrieve blood sample from refrigerated storage OPPORTUNITY: Confirm the intention to launch chemical weapons Discover the head of the bio-weapons project Retrieve video file of monkey operation. First off, this is one of the most difficult mission regarding cameras, their line of vision can be seen through night vision but it could be deceiving. When you start, whip out your pistol with the OCP, ahead of you is a railing turret. Jam it with OCP with P1 and P2 run to the left and hide by the crates. P2 jam the turret, preferably when the turret is going right from P1 perspectives, so you will have several more seconds in case the charge of jammer run out. Once you are disabling it, P1 run to the left and hack the door to the mini lab. There is a chance you will not have enough time, if that happens, exit and hide with P2 by the crates and try again. When you manage to open the door, go in shut door, and open again(so door is outwards, now P2 goes in. This door position would protect P2 when going in. Once inside, go the door on the left and stick by the wall on on the right in the dark. The camera in front have tremendous range, 2 steps in and alarm sounds. Ok, P1 jam the camera while P2 in crouch position head towards the computer there, luckily, is just outside the camera range. Hack it, get door code to the refrigerator behind you. Once you are done, P1 jam the camera again, and and P2 open the door, go right in and take the blood sample to complete on of the objectives. Wait till charge is full again in OCP then run out, go for the doorway in front, P1 need not follow. NOTE: There is a slight glitch when in the fridge, even though there is wall with door close, if you move to where the camera can detect without the wall, you can still be spotted, so be at the back of room until camera is jammed. Alright, now go the end of this tall narrow corridor and in the main lab room, upper floor. There are two guards/scientist in there which is a major problem. You cannot knock them out with sticky camera gas as they are inside a camera range. But before you do anything, listen to them talk, 2 objectives are very often missed because of this. They should have two separate conversation, there is a slight gab between the 2 so be careful. Okay once they are done, take out your gun and fire and the wall. This will alert them and they will run out. You need to do the same, run to where P1 is(who should be ready to jam the camera again) and then out to the room. The spot is fairly dark so it should be save, besides they don't go over there anyway. In theory, you can leave them and slip out while they investigate, but there is always a chance they will spot you when you are at the main lab. Two guards out cold is better than two on high alert. The key to knocking them out is not let them find nothing and head out of the door, where you don't have luxury on dark with no threat of camera or turret. To prevent this, P2 who should be deep in the room in the dark need to jam the TV top right corner when the guard(s) is heading it, during this time P1, goes and grab. During many attempts, the first guard would investigate past the fridge and second guard would leave soon as he find nothing, which also means he is isolated, making things easy. If both guards just investigate don't investigate further, you could better off gas them with a sticky as they go out. If you interrogate them, they give you the door code to the place you are in (8416) and the code to refrigerator which you got. Once you took care of them leave by the way you came in, turn left and go the end. Beware of the turret. Now on your left is a small set of stairs. There is a camera there that scans a long range. Your safe spots are once you clear the stairs before the patch of dark. You can split jump here, so P1 can jam the camera while P2 runs to the end underneath the camera. Jam it for P1 to run through. The door here is automatic(thats why I elect to turn left at the start as automatic doors makes life difficult). Night vision is the word here. Check the camera, as it is tricky, quick aim is vital here. Firstly, when camera is looking other way, switch off the light(important if you ignored the guards). Now, wait for a cycle for the camera to turn back, when it starts to turn back follow it, just behind the ¡§light¡¨ and quickly take aim, and jam it. P2 run for the war beneath it and use OCP for P1 to run to the space right of the computer. Now is time for camera watch again. Wait till the beam is going back towards the door so it just clears the computer, jam it with P2. P1 run and hack it. Once successful, run back to where you were. Do that again to finish the objective then go back to the space. P1 jam camera for P2 and go in the door. There is a small corridor and after that is another room with ANOTHER camera. This one is a small bit easier. Stay on left side by the wall. P1 jam, P2 run to computer, right underneath the camera. Wait for it to charge up, and jam the camera again, now hack computer and mission complete. Get out of camera range while Lambert talks just to be on safe side. Mission Complete (3.3) Cryogenic Chambers PRIMARY: Create sample of the Anti-virus in the cryogenic chamber. Retrieve sample of the Anti-virus from the cryogenic chamber To start off hack computers either end of chamber. Get out quick after as stuff falls you will get damaged. If you look at the notes, it it tells you the protocol as A2, B3, B1, A1, B2, A3. If you select them in that order, you won't get harmed. But a little damage won't hurt much. Now head to the door run to the end of the corridor until you see a doorway. The same old story. One person jam it while the other run and repeat. The target is under the camera itself, once both there, switch the elevator on the right hand side and go in. The first thing you want to do is shoot the lights. There is no point of jamming it as you might need more time than charge can go on for. P1 should be by elevator, P2 at the BACK of it, as if there is light in the front. Soon as door opens, shoot a sticky camera to one of the crates omn the right, shoot to the side so it is not looking back at you. The guards should be advancing to the lift, make a sound and gas(usually they shoot the camera first), make sure both guards are out. It would be best if 2 cameras are shot so they can target individual ones. For a less cheesy way, flash grenades would help. With the lights out, they come close, throw a flash grenade and look away, then knock them out. Either way, you have to knock them out as you need to hack retinal scanners which is not in complete darkness. Once you hacked the door successfully, door open go to the end. Intiate the hangover move by the edge, drop till pickup object option is available, and mission complete. NOTE: Interestingly, there is a medkit that is only available via tomoe nage, pretty useless considering you got rid of all the risk possible. (3.4) Storage Room PRIMARY: Retrieve viral sample from missile head. Ok, in front of is a laser grid. If you trigger the laser, a turret behind you would fire, is not much of threat though, sticking to the side would avoid getting hit and you can do a split jump as well. Generally speaking, just ignore it. When reach to other side, you can turn off the grid by clicking the switch at the same time. Call for elevator, which takes quite a while to arrive, and go down(took me and my bro pretty long to figure that out). Once you hit the exit, quietly sneak to the end corridor, don't make a sound as a guard is coming. He won't come in, if not alerted. When he turns out, grab him before he walks away(or knock him out straight off, either way is fine). Guard below easily taken care of with a well aimed sticky camera. You can jam the light and knock him below but doing the long range way is better. You could make him come up with throwing the object. Or ignore him for the time being. You know need to get in the room to get the missile head down. The room to do that is to the your right, guarded by a turret. Jam it and head in the sliding door when the guard is looking away from the door for there is some light there, but you don't need to rush. Go and in the and click the switch, only 1 of you need to go in. Missile head will now come down, but the guard would be suspicious if you haven't already knock him out. Simply wait on the wall opposite the control panel. The guard will come in and go to there. Knock him out. Don't forget to jam the turret when going out. Now head down the stairs and hack the missile head, you need to hack 2 times, with each time 30 seconds within each other or mission fail. When hacked successfully, mission complete. (3.5) The Docks PRIMARY: Find the zodiac and extract from the mission. Last mission of chemical bunker already, fairly straight forward this mission. Ahead of you are a laser grid with two beams. One of them is lower than the other, so disable that one while the other one can be went through with crouching. If you trigger the laser, alarm would be triggered and a timer would start to count down and you have to finish the mission before it is zero. Past the grid is a small large pit, jump down and go the other side. Use short scale boost to get up and human ladder to get up from there. Turn left and and climb up the ladder. Once up to the docks, stick to the left, which just happens to be in the dark. Stay in the dark at all times even if it means making a little sound. There is a brown crate. You can jump over it or go the left on a step. Follow this little step so you are leaning to the ship. This way, the guard would walk past you not knowing you are there. Now walk till you past the stationary guard there. Now you have to get rid of the patrolling guard for he can spot you in the light in front. To get rid of him efficiently without any mess, watch his path. Look at the tiles on the floor. Stand on the one parallel to the stationary guard and wait till the patrolling guard in front of the stationary and walk back out. He should pause right in front of, once he turns, crept fast as you can silently to him and you know the rest. Now go along the wall with 2 two wall mines, disable them and walk to the end. Climb down the ladder, and on the dinghy. Seriously, use the ladder, don't jump. Me and my bro died twice in a role because we jumped down down and with the second player landing on the first and bounced on the water. There we go, chemical bunker completed with 100%. /----------------------------------------------------------------------------- | (4.0) Train Station \----------------------------------------------------------------------------- (4.1) Train Repair Station PRIMARY: Deactivate the bombs under grand central station. SECONDARY: Find information on how to disarm the bombs. Look in the inventory, from now on you will have 2 sticky camera each now. Also, you don't have a flash grenade, but rather an useless frag grenade so don't be mistaken and blast the guards to smithereens. Another note on the mission, number of guards vary a lot depending on how much you alerted the guards. First off go right to the end of the corridor, and initiate the dual rappelling and P1 go down and use the elevator(go up) and collect P2 and go down again. Now turn left and there will be wall mine and go the end. Climb up the shelf on the left and then up the little step and to the top, make as much sound as you want/can as it makes the next bit easier. Now up the top, go the other side and hang on the ledge. If you made enough noise, the guard should be somewhere below you on the right. Align yourself so when you drop down, you drop on him. If you didn't make enough sound or was too slow, just drop down to the ground. My favourite way to get rid of him in this situation is when he is close to the wall to the left jump down straight off, you will lose health and make some noise. The guard should be alerted now quickly walk to the other side, the lightmeter will jump, all the better. He should follow. While P1 is busy taking the risks, P2, silently drop down and knock him out. If he is alerted to the point he opens fire, another guard would appear, so thats not good, but that ain't going to happen. Now once the guard is knock out, go the right of the train and move all the way to the end. A door would be on the left, you have to get the code first, cannot be hacked. Now continue on till you see the train. Move silently along, but watch whats in front of you. Is too easy to bump on to the guard. Not knowing. This guard could be problem, but just try and follow him and knock him out when close enough. The easiest way is follow him to the little room by the front of the train. He stands still here, so knock him out there with ease. If you want to play the safe way, you can always shoot a sticky camera and gas him. Depending on how fast you go through the first parts depends on where the guard are at. If he is by the pillars, wait till him go towards the front of train and grab him while he is walking. If you want wait until he is in the room and deal with him there. Or even leave him, I never tried it but in theory you can just leave him and hack the computer without him knowing. You can just wait till him he is by the front and right side of train, then go and hack the computer to obtain the door code and useless information on the bomb you are disarming. Now go back to door and go in. Now disarming the bomb. First and most important rule, don't cross the laser, don't need me to tell you. Second, make sure you can feel vibration when the controller shakes. Thirdly, the information on the bomb from the computer are utterly useless. Now seriously, P1 move to one side of the laser, P2 to the other. Slowly approach the source of the beam until the option to defuse pops up. Now both of you are in the close up screen of the bomb panel, not that it is important because you can do this blindfolded. Now move the analog stick right and left and you should see the wire changing in which wire lights up. Also, if you should discover that certain wire makes your controller vibrates, this is the hotwire and it changes over time(5-10 seconds approx.). The goal here is both of you cut the wire simultaneously. So move among the wires and when both of you found it press X to cut it. If it is vibrating very strongly, you can afford to wait till your partner found it. If it is very faint, wait till you get a new one as that means it is almost changing. Important thing here is communicate, remember to say when you got it and be sure to say when vibration finishes. Despite all that, is not hard at all. I can do that with one controller at each hand, which in a way is easier as you can feel both of them. Now when you cut the hot wire, the timer starts, don't panic, thirty seconds is more than enough time to do what you just done. Find the vibrating wires, and them it at the same time. Mission Complete. (4.2) Hydro Tunnel PRIMARY: Disarm the second bomb Disarm the third bomb OPPORTUNITY: Find information on how to disarm the bombs Firstly, make sure you are confident in disarming bombs, don't want to blow the second bomb after all the hardwork. Look above to see how to disarm. This is quite a long mission, brace yourself. Be careful as possible. To start of you need to get across the gap on your left by using Tomoe Nage. You need to be at the very edge to do this. The fastest ways to do this is go over the ledge and drop down so you are hanging on it, then get back up, stand up and initiate it. Is very frustrating to making it work. P1 who is on the otherside, go up the stairs on the left. When up follow the rail and initiate rappelling. Is pretty hard to spot it, but if you use night vision, the ground should have a stripe very visible, stand by the edge of it and the menu should pop up. P2 needs to find the rope, which also is hard. If you look at the gap P1 just jumped across, to the left is a pillar, the rope should be on the left side. Find it and get up. To the right of P1 is another gap, you will need to Tomoe Nage it as well, but first you need to finish the opportunity objective first. Move back down the stairs and climb down the ladder in the hole. Now this is the most difficult hack in the whole game comes. When you are down, go down again with the stairs, turn behind you can see a security camera and you need to hack it. Unlike the ones in Laboratories, this one is stationary, that means you can not buy yourself some time with the position. Easiest way to get round this is one person jam it(surprise surprise) and the other hack it(another surprise). The hacker position below the camera, jammer, anywhere you can jam it. Make sure the hacker have quick reflex and thinking. To buy yourself that split second more, move in the area of vision first, when camera makes a sound immediately jam it. Hack, retreat back to position and retrieve the information afterwards when OCP charge is full again. When done head back up again to the very top where you rappelled and to the Tomoe Nage again. Once on the other side, look at where you came from, look on the ground, see the stripe, where it is at the edge, you can initiate rappelling. The player who initiated the Tome Nage, go back down the stairs, the rope should be by the pillar, the side between the pillar and staircase. Up you go and enter the doorway behind you. Firstly, there is a wall mine here, disable it. Now once you get to the end. Climb up to the platform with the ladder, stick to the wall when above while one of you switch off the lights. Now wait for 2 guards to come one should come up and turn the lights while the other would run past underneath. Ignore the latter one and knock out the one who turns on the lights. Now go down, and go to the end, you should see a laser clearly, disarm the bomb, remember cut the vibrating wire together. Now once is done, go forward and go the right side where there is a ladder, go up and head to the end. Now you need to short scale boost to get up. Do it by the side where you are back against the net/wires, human ladder up once you done the short scale boost. Once up, move to the end, past a room very well lit and to another big room. The next part, be patient and very careful. The next room consists of 2 guards, be very careful. You are stuck on the corner as the other 2 directions is too light and you will be hiding from bullets rather than eyes. So make use of what you have here. Fortunately, a guard walks past where you are, he should be walking past you pretty soon after you entered. Knock him out anyway you like, just use L1 to deal with him. To be safe you can shoot a sticky camera on the ground to be safe. The other guard down stairs is a bit more tricky and annoying. You have to use sticky camera to be safe, or be very quick off the mark and run past the lights to the other side. This way you still have to deal with him, who is in the light but at least you don't need to wait, and be more aggressive. Use sticky camera and gas just the same. At the very end is the bomb, disarm it. Mission Complete. (4.3) Subway PRIMARY: Disarm the fourth bomb. OPPORTUNITY: Find information on how to disarm the bombs Possibly one of the hardest, if not the hardest. There are virtually no useful completely dark spot without walking in the light, and the place is littered with semi-dark spots that could only give you so much cover. This mission is a classic in working a part as you need to distract guards both of ways to make it possible to actually go on the platform. Sticky camera is vital in both knocking out AND for reconnissance. The key is making the move when no one is looking your way. The bomb is in the middle of the station, so don't walk through it not knowing. To start off, P1 crawl under the train twice so you are on the other side of level. P2 throw a frag grenade(yes, a frag grenade, make sure no one is by the blast though or you will the guard) far right as possible so you explode the wall mine as well(just for effect's sake). With that blast, even the deaf can here it and surely the guards would investigate. A fire from the rifle will do as well. During all that mayhem, P1 climbs on to the station platform, here is sticky time. P2 can shoot a sticky camera by the pillar that is seemingly in the middle if climb on the ledge behind. If all goes well, make a sound and both guard investigate and comes by together. Gas them to eliminate. If you prefer another way as this have a great chance of failure, wait till the seperate again, one guard should be patrolling one end again the other patrolling the other end. P1 slowly tries to sneak and grab the guard, you can do this in light if the guard on other side is not looking that way. Now do the same again for the other guard. Go to the other half by going behind the laser by going behind the pillar where the bomb is placed. P2 possibly could distract him with gun fire on sticky cameras, seize that chance to knock him out. There is numerous ways of passing that part, and for the most is pretty unpredictable, so it won't surprise me the strategy won't work for you(the timing would be way off as well, with me using 2 controllers and every time I play with my bro taking ages to actually get a decent plan working). Is best if you place 2 sticky cameras around the place to keep a look at things. If you try a method of sticky camera gas, be sure you attract one guard so they other won't notice, if you find gasing them at same time too frustrating to try again and again. You don't really need to crawl the train twice, quite possibly, you can sneak behind the train then go in the compartment and hide behind the chairs. (4.4) The Station. PRIMARY: Get the virus from the locker Get the locker code from Chu This mission could become pretty frustrating, be aggressive in what you do but remain stealthy. You will know what I mean in a second. First off you need to get to the upper level.To do this, go to the right, where there is a slightly lower point of the wall where you can short scale boost to get up, unfortunately you cannot do a human ladder here, so don't bother trying. Climb the ledge to the right once up and go down on the corridor via the right hand side. Paitently wait for the target and guard to come near you and talk for a bit. Remember to keep in the dark until they are still. Now sneak far left as possible, just behind the target, and grab him. The guard should say what was that or something, but don't worry, pull the general quickly as possible back to the dark and then move back to the right against the war. The guard should search but will not find you and becomes stationary. Now thats where P2, who is below comes in. He should now be facing away from staircase, quickly and silently go up the stairs and then turn right and go and knock the guard off. If the guard faces the other way, P1 could just interrogate and knock out the target then the guard as well. I've tested this a lot of times and I am positive it will work. If that doesn't work for you, try the longer, more frustrating but safer alternative. At the start, do the same. Get up via short scale boost, then wait till the past through. Now when they are about to turn the corner, both of you sprint to the left corner behind where you would start. P1 up the top sprint anti clockwise direction so he go past the stairs and past the opposite corridor in the corner. P2 up the left stair case. You should have just enough time.(if you feel you can wait more, don't go past the last corridor, but stick by the staircase). When they past by, they should be side by side, and just like them side by side, sneak up to them and grab one each. Interrogate, knock and leave by the path between the staircase. A double switch once you reach the end, door opens, run to the post, no need to jump, slide down, double switch again and exit. Now, make sure the coast is safe, walk out of the elevator, and then along the corridor. There is a door coming up on the left, make sure you see no guards. Normally, the guard don't come till slightly afterwards, but no point risks now you came this far. To be safe side shoot a sticky camera so you could see the corridor beyond the door. If you are certain it is safe and pretty quick about it, walk to the corridor beyond the door. If you are not too confident, I suggest you wait till the guard walks in the door, then go past the door. It should be dark, but is also narrow. At the most narrow point, do a split jump. Wait till the guard walks by and land on him, he wears mask so sticky gas won't work. Now once he is taken care of, go to the end and go in. Be sure to keep things quiet for there is a sleeping guard. You can always get rid of him but I suggest to leave him. Now look among the lockers. Use the EMF where there is white densely on the left, go over there. What you saw is a wall mine, disable it and open the locker. Mission Complete for the the Train Station Missions. /------------------------------------------------------------------------------ | (5.0)Panama \------------------------------------------------------------------------------ (5.1) The Alley PRIMARY: Get in the archives in the administration building Secondary: Gain Entry into admin building without one alarm Opportunity: Gain entry into the building without killing anyone Retrieve all data from computers Alrighty, now, first off get off the truck. Have P1 stay by the corner on the left truck while P2 go on the left side of the truck. There is this rubbish bin and pick up object is available. Pick it up, now look across to litted place with the 2 guards. When they are talking, throw the object at them. This should alert them and speed up the process rather than wait for them talk, this method I will explain after. Once they are on the alert, they should come down the ramp and have a walk around. P2, don't walk in front of the truck, as the lights are very deceiving, just wait. Eventually they would walk either side of the truck, and needless to say, P2 grab the guard when he walk by, you got plenty of time so don't do a mad dash. P1 who is patiently waiting in the corner need to use R3 to stick on the wall. Wait for the guard walk past, he should not notice you even you used R3 and hide in the little gap. Knock him out. The other method is wait for them to finish talking. One of the guard will go in on the computer while the other would walk down the left side of the truck. KO him while he is walking just like how P2 did it before. The other guard is just as simple. Whatever method you chose, you still need to go to the computer room, if you chose the latter, remain utterly silent. P1 go behind the crate on the platform the guards are talking, to the right. If you go there, notice you can walk by. P2 jam the security camera just above the door. Now walk to the door, if the guard is there knock him out and then hack the computer for the door code. Now exit the room again and go back to where you started. Jump on top of the truck. Run and jump to hold on the end and climb up(be sure to be in upright position). Make your way up to the top by climbing the ladders(jump to get hold of them). Climb on the bin and jump and do the flying fox across the the top. Open door using code. Use computer. Now, past the door way is a camera. Use the EMF, once you can see it jam it, now P2 run and turn left, open door using same door code and mission complete. (5.2) East Wing PRIMARY: Gain access to west wing Secondary: Finish without one alarm Opportunity: Finish without killing anyone. Quite long for a co-op mission I think. The 2 sticky camera each may prove valuable here. Start off by pick up the bottle(object) and throw at the wall near the guard down the corridor. He will investigate, KO him as always. Once done, move along the corridor, jump down the opened lift on the right. To the left you can initiate a climb shoulder. Do it and place fuse when option appears. A hatch now opens. Go down, open the lift door and go the end of the long corridor, try make little noise as possible. Once at end of corridor, go in the doorway. P1 turn sharp left, STICKING by the wall while P2 go to the corner straight across and wait. There should be a guard on the computer, using EMV, try to jam it just for a moment. This makes that guard and the other guard investigate. I replay this bit so many times, I am sure of the guard's path. The guard on the computer will walk towards P2, then go across the desk and towards P1. Guard upstairs will be here by now, and they investigate around P1's location. One of them should go towards the door way you came in, not too long after that, both of them walks toward where P2 is, one from the way P2 went over there, the other, left of the screen, so the guard on the other can't see each other. P1 grab guard on the left, don't worry about not going fast enough, while P2 sticking by the back wall go behind the guard while he is walking and grab him. Once the guards are down and out. Go up the stairs. There are cameras, jam them first but they are easy to spot. Now go the top and on the far left is a hole in the roof. Short scale boost and human ladder to get each other up. Now once up P1 go all the way to the end until you see go no further stopped by a net. P2 in front of you see is a switch if go close enough, switch that and gate in front of P1 opens who jumps out. P2 go where P1 was, there is a switch outside doing the same thing. NOTE: A lot of E-Mails regarding the fact the can not get up the hole in the roof. I do not have a definite answer to why but make sure that when attempting to go in, you are jumping in the right direction. Other than that you may want to hack all computers,any difference it makes I have yet to check but remember to hack the one by the desk nonetheless. The reason that you cannot get in the hole maybe is because a net is blocking the hole. I again do not know why, as on default this should be open and can be closed temporarily when opening the other gate as explained above. My only guess is it got to be a glitch that game messed up the way the gates/net are supposed to be placed. If this occurs or cannot get past this point in anyway, the best rememdy for this situation is to reset and try again. UPDATE: Ce3sJ@h and Arieman has sent in that it is in the computer that you unlock the gate to access the hole in the world. Clear of all guards then access the computer on the ground floor. Climb down the hole on the roof. Laser grid here, drone here, cross the laser and activate the flying turret. Does it matter? No. To the right is retinal scanner before the flying turret blast you to pieces. I can't find a way to avoid the laser perfectly anyway. Just hack the scanners fast you you are fine. Ideally, avoid hacking the scanner until it is on the other side of the room. Once done, Mission Complete NEW: Deanna has sent in a method of how to avoid the lasers with ease. ------------------------------------------------------------------------------| |What you do is, after you have jumped off of the ladder into the room with | |the lasers from the glass roof, you get up onto the bench beside you and jump| |in order to grab on to the metal bar above you on your left. You then shimmy | |over to the left until you are holding on to a larger bar in the centre that | |you can climb up onto. Next, walk forward until you reach the door, and jump | |down to the retinal scan." | |------------------------------------------------------------------------------ (5.3) Archives PRIMARY: Get Information in the archive room SECONDARY: Interrogate VP OPPORTUNITY: Finish without one alarm Finish without killing anyone Climb down the open door, try not to make much noise but is not vital. Excessive noise quite easily lead to alarm here. Now when you have climbed down you should be at a little roof, the vice-president office is just below and by now he should be by the window to investigate the sound you were making when you were coming down. Ideally, you should wait for him to look away then jump to the post directly in front of you, but is not a necessity. Slide down to the bottom and climb up the wall right underneath the window. Now normally he should still be quite alert, if you have massive amount of patience, just wait till he sits down again, or when he is pacing around the room and not looking at the window, climb up and slide to the dark corners soon as possible. If you made a hell of a racket when you climb down from the start he should already left the room so you don't have this worry, but risk alarms, but thats a small possibility. If you took the way down in utter silence, he should be on his computer. Where ever he is or doing, one thing remain the same, you need to grab him, and interrogate. If he is in the office still, just buy your time to make the move, if he left, you need to proceed to the door and should be in the room after the corridor, personally it is easy to grab him there, but doing at office is just the same. Don't forget to use the computer as well. if you done all you can in this room, go through the door and on the corridor, the door on your right, make sure both of you are in the dark before opening the door and be sure to be quiet when you are making your way through. Open the door, P1 slide over to the right side, sticking to the wall which is dark while P2 sneak to the left. The guard should be walking in a set path, so wait till he comes by. When the guard is near where P1, grab him, if you cannot reach him in time, P2 grab him, just make sure you don't make a sound and stay in the dark. if both of you fail to knock him out, wait for another round. If you are struggling, shoot a sticky camera and gas him when he walks by. Key here is not to take risks. If you haven't already done with the vice-president, look over to the right side behind the shelf, grab him, make him talk and knock him out. To proceed, between the middle shelf and far shelf on the right, on the ceiling is a hole, jump on to the the table and up into the attic for a brief while, jump down the gap next to you to another room with a loud TV. Only P1 jump down to the right hand side in the dark and back against the wall. A guard will come in and watch TV. The most efficient way is to shoot a sticky camera at the TV and gas after the guard stood up. Now exit the room and then turn left into the corridor and stick by the wall on the left until you see the computer, very important as there is a camera on the right at the far side. That camera strangely enough, deactivates once you jammed it. Before accessing the computer do 2 things. P1 climb up on the balcony on the RIGHT from the point of view of where you came in. At the end there is a sealed door, shoot a camera just next to the door on the right, P1 should do that and then hide in somewhere dark and be looking through the camera. P2 now use the computer, once press everything, exit the computer and make your away back into the dark ASAP. Now that sealed door opens and guard comes, gas him now or never, it is too hard to knock him out once he gets back in his room. Hack the computer on the side and use the keypad to open the final door. Mission Complete (5.4) Server Room PRIMARY: Get files from the server SECONDARY: Finish without 1 alarm OPPORTUNITY: Finish without killing anyone To the Finale at last. Quite a disappointing one actually as it very easy. If you hacked the computer on the last mission just before the end, you will be given the code to the keypad. Before that though P1 go up the gate upright and press L2 so that you do the Tomoe Nage. Once gate opens, complete the move and P2 should jump straight across the laser grid. Aim straight, or you will not make it over the laser. To the left is the retinal scanner to deactivate the grid. Now once you got the grid down, jam the camera on the other side and proceed through. There is a double door, and the guards watching a movie probably. If you are quiet coming here, they shouldn't be alert, but if you made a racket, you have a much tougher time. If you are perfectly quiet, open door shoot sticky camera between them and gas(actually they shoot it and knock themselves out because of the gas). To their right, you get to climb up to the ceiling again, proceed through the ventilation path and do a hangover at the end. Drop down till you get the object, and back up again. Place fuse when you are by the ladder and climb up. Once on top, first thing you do is jump down on the right, so you are by the stairs, now walk next to the stairs, and go to the end and wait(You should be just underneath the walk way above). Wait for 2 men to come, the first one is a guard, you can't do anything about him, the second guy is the technician you need. They go one behind the other, grab the tech and then move under the stairs quickly so the guard walks past. You cannot remove the guard, if you knock him out the tech dies for some reason, is not as though he will be a problem. Now with the tech as hostage, go up the stairs, stick to the wall on the right so the camera won't detect you, all the way to the end and use the retinal scanner with him. Do the last part soon as you got the tech, the guard eventually patrols upstairs and would make life twice as difficult. Mission Complete for Co-Op. If you followed every single thing I said, it should be 100% completion. Unfortunately, this doesn't do anything other than bragging rights, but thats more than enough, we are not little children that need a prize for everything, are we? At least we get 100% pop out from the screen several times after final mission, thats satisfying enough for me. /------------------------------------------------------------------------------ |(6.1)Version History \------------------------------------------------------------------------------ Started FAQ August 5 2005 version 0.1 Added Contact Information Added Legal Information Added Introduction Added Equipment and Hints & tip section August 16 version 0.2 Added Training level Added and completed all of Seoul levels Added Silo level walkthrough August 18 version 0.21 Added Laboratories levels August 20 version 0.3 Added the rest of chemical bunker missions August 26 version 0.31 Added the train repair station. August 30 version 0.4 Added Subway Added The Station August 31 version 0.7 Format the guide to regulations size Fixed errors in (3.3) Major crack down on spelling errors September 10 version 0.8 Added Panama levels September 12 version 0.9 Fixed bits and pieces on the guide. Touched up strategies a small bit October 24 version 1.1 Fixed up errors in (3.1) Added notes in (5.2) regarding not able to get past a certain point. Edited some parts of (1.2) Added more information to (1.3) Added missing reference numbers in (1.2) and (1.3) sections January 04 2006 Version 1.2 Added in new strategy for section 5.2 Done a few fixing around the guide. April 23 Version 1.3 Added in new information on 5.2 (6.2)Credits: Me for writing the guide By Bro(who shall not be named :) for playing through with me CJayC for creating the most successful gaming site in the world. Deanna for method in 5.2 Ce3sJ@h and Arieman for advice on 5.2 Ubisoft for creating this game. You for reading the guide and give it a purpose.