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Tom Clancys Splinter Cell Prima Official eGuide(1), Poradniki Do Gier !
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This game has received the follow-
ing rating from the ESRB
primagames.com
®
DAVID KNIGHT
MICHAEL KNIGHT
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com
The Prima Games logo is a registered trademark of
Random House, Inc., registered in the United States and
other countries. Primagames.com is a registered trademark
of Random House, Inc., registered in the United States.
© 2003 by Prima Games. All rights reserved. No part of this book
may be reproduced or transmitted in any form or by any means,
electronic or mechanical, including photocopying, recording, or by
any information storage or retrieval system without written permis-
sion from Prima Games. Prima Games is a division of Random
House, Inc.
Associate Product Manager: Jill Hinckley
Project Editors: Brooke N. Hall, Teli Hernandez
Editorial Assistant: Tamar D. Foster, Matt Sumpter
©2003 Ubi Soft Entertainment. All Rights Reserved. Ubi Soft
Entertainment and the Ubi Soft logo are registered trademarks of
Ubi Soft Entertainment. Splinter Cell is a trademark of Ubi Soft
Entertainment. All Rights Reserved. All other trademarks are the
property of their respective owners.
All products and characters mentioned in this book are trademarks
of their respective companies.
Please be advised that the ESRB rating icons, "EC", "K-A", "E",
"T", "M", "AO" and "RP" are copyrighted works and certification
marks owned by the Interactive Digital Software Association and
the Entertainment Software Rating Board and may only be used
with their permission and authority. Under no circumstances may
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product that has not been rated by the ESRB. For information
regarding whether a product has been rated by the ESRB, please
call the ESRB at 1-800-771-3772 or visit www.esrb.org. For infor-
mation regarding licensing issues, please call the IDSA at (212)
223-8936. Please note that ESRB ratings only apply to the content
of the game itself and does NOT apply to the content of this book.
Important:
Prima Games has made every effort to determine that the informa-
tion contained in this book is accurate. However, the publisher
makes no warranty, either expressed or implied, as to the accuracy,
effectiveness, or completeness of the material in this book; nor
does the publisher assume liability for damages, either incidental
or consequential, that may result from using the information in
this book. The publisher cannot provide information regarding
game play, hints and strategies, or problems with hardware or
software. Questions should be directed to the support
numbers provided by the game and device manufacturers in their
documentation. Some game tricks require precise timing and may
require repeated attempts before the desired result is achieved.
ISBN: 0-7615-4275-2
Printed in the United States of America
03 04 05 06 GG 10 9 8 7 6 5 4 3 2
Third Echelon SOP ........................................2
Weapons and Equipment ..........................6
game boy Advance connectivity ......10
game boy advance tips ..........................12
CIA Training Course ....................................16
POLICE STATION ................................................21
Georgian Defense Ministry ................32
GFO Oil Rig ........................................................44
CIA Headquarters ......................................50
Kalinatek ..........................................................68
PowerPlant ....................................................89
Chinese Embassy ........................................101
Mouke Tsoe Bo Meats ............................112
Return to the Chinese Embassy ..129
The Presidential Palace ......................141
 elcome to the Third Echelon. This
autonomous subagency of the
National Security Agency commands
independent splinter cells to achieve critical
intelligence collection initiatives. The U.S.
government denies its existence, but Third
Echelon is granted the power to invoke the
"Fifth Freedom," allowing operatives to bypass
international treaties and employ any means
necessary to uphold national security.
You are part of a splinter cell. This is a small,
elite, aggressive intelligence-gathering force
flexible enough to face the hidden threats of
tomorrow’s wars. A lone field operative works
with the remote support of a team of strategists
empowered with leading-edge technology. Like
a sliver of glass, a splinter cell is small, sharp,
and nearly invisible.
Since you are new to the organization, let’s go
over the standard operating procedures, or SOP,
for a field operative. While you are highly
trained in hand-to-hand and weapons combat,
your survival and the success of your missions
will depend on stealth, cunning, and strategy.
NOTE
This strategy guide covers Xbox, PS2,
GameCube, and PC versions of
Splinter Cell.
The walkthrough primarily follows the Xbox
and PC versions, and includes sidebars and
notes where there are variations in the PS2
and GameCube versions.
isher has been on the front lines of espi-
onage in several defining conflicts through-
out the past decades. He’s a survivor and
excels in covert operations through hard work, insa-
tiable curiosity, and brutal honesty. He has little time
for polite niceties and even less for lies.
Though fully aware of and confident in his abilities,
Fisher understands that his survival has often been a
gift of chance. He knows he is human and fallible
and does not want to die. He has a strange and
slightly dark sense of humor.
He is quiet, instinctive, and observant—somebody
who watches from the outside. Combat, espionage,
and combat training have defined his adult life; his
tactical experience has become part of his instinct.
Now, even outside of work he is most comfortable on
the fringes of society, keenly observant but still
removed.
Fisher has acquired an admirable collection of
scars and secured his place in Valhalla; he has little
left to prove to the world. Now older and wiser, he
has no interest in glory. If he fights, it is because he
believes the cause is necessary and he is capable.
2
Born:
1961 in Batcave, North Carolina
Height:
6’2"
Weight:
270 lb.
Lambert is the link between the field agent (or agents) and Third
Echelon’s team of researchers, hackers, strategists, and commanders.
While Fisher is in the field, he is in constant contact via subdermal and
cochlear implants.
Born:
1967 in Baltimore, Maryland
Height:
5’10"
Weight:
145 lb.
Field runners are mainly responsible for coordinating the transportation
and equipment of field agents. Transportation is usually procured (stolen)
from an area of operation and abandoned afterward. Wilkes will debrief
Fisher on any new equipment or weaponry as it becomes available.
Born:
1974 in Boston, Massachusetts
Height:
5’8"
Weight:
128 lb.
Grímsdóttir heads a programming team that provides
technological, cryptographic, and data support for the field
operative. Grímsdóttir assists Fisher in his interface with the
high-tech components of his missions.
3
All field operatives are trained to follow the Four Options. These are methods
of dealing with an enemy during a mission, ranked according to priority.
1. Avoid
2. Distract
3. Incapacitate
4. Terminate
During a mission, your safest option is to avoid
contact altogether. If the enemy does not see or
hear you, he or she will not know you are
around, sound alarms, or shoot at you. In some
places, if the enemy spots you, you fail the mis-
sion. You must learn stealth.
Darkness is your biggest ally during a mis-
sion. Notice that all missions take place at night.
This limits the amount of light outside and usual-
ly allows for darker interiors as well.
Your uniform is embedded with photosen-
sors that detect and let you know how much
light falls on you. This information is displayed
on the stealth meter in the lower right-hand cor-
ner of the screen. When the slider is all the way
to the left, you are invisible. An enemy could
walk right up to you and not see you. However,
if enemies see you move into a dark area, they
will follow you and look for you in the dark.
Remember, part of stealth is letting foes see
what they expect to see. If they are expecting an
empty dark corner, that is what they will see.
During a mission, many dark areas offer
cover. At times, though, you must create your
own darkness. The pistol you carry is silent and
can shoot out lights, providing instant conceal-
ment. But don’t go overboard and shoot out
every light you see. You have a limited number
of bullets, and shooting lights can attract atten-
tion. The sound of the glass breaking may alert a
guard and prompt an investigation. Therefore,
be sure all enemies are far from the light when
you shatter it.
In addition to hiding in the dark, you can
take cover behind objects like crates or walls.
Even ducking around a corner works. When
hiding behind an object, or just moving about,
crouch. You present a smaller, lower target.
Sound is the second sense enemies use to find
you. Moving while crouched is quieter than walk-
ing upright. Also, the speed of movement affects
sound. The faster you move, the more noise you
make. Some surfaces on which you walk make
noise. Look out for metal roofs, creaking wooden
floors, or broken glass. Noise attracts the atten-
tion of enemies, causing them to look in your
direction or even walk toward you.
Sometimes foes are unavoidable, but
you can still get past them without
engaging them. In some missions,
there are bottles and cans to pick up
and throw. Cans just make noise,
while bottles break and leave glass
around an area. You can throw a can
or bottle in one direction to divert
attention, or lure guards away from
their positions so you can slip past.
In later missions, you have access
to a diversion camera, which can be
fired at a wall. This camera makes
noise to attract someone, then releases
gas to knock the enemy out. Most
often you will use distractions and
diversions to lure enemies into posi-
tions where you can incapacitate them.
If you have to remove an enemy from an area, your first
choice should be incapacitation. There are a number of
ways to accomplish this. The best way is to sneak up
behind and grab the enemy. This allows you to put your
opponent in a headlock with a pistol to the head. Then
pull the enemy to a different location, preferably a dark
area, and strike a knockout blow.
Unfortunately, you can’t always creep up behind an
enemy. Another technique is to get in close, from any
angle, and press Fire to attack. This method can be risky. It
usually takes two hits to knock out an enemy, so you have
to move quickly. During that time, the enemy can shoot you
or call out for help, so consider this method a last resort.
A number of your devices render an enemy uncon-
scious: the sticky shocker, diversion camera, and smoke
grenades. They are all discussed in greater detail in the
next section.
TIP
An enemy can revive an unconscious associate. Therefore,
if you knock out someone and cannot hide the body, leave
the area or you may have to deal with numerous foes.
4
All field operatives are trained to follow the Four Options. These are methods
of dealing with an enemy during a mission, ranked according to priority.
1. Avoid
2. Distract
3. Incapacitate
4. Terminate
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