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- Index
- Układanie glazury(1), PORADNIKI, układanie płytek
- Tuning skutera, KURSY, Poradnik dla motocyklistów, Porady dla motocyklisty##
- Twój poradnik i kropka nr 1 przepisy, Przepisy kulinarne
- Twój poradnik i kropka nr 3 przepisy, Przepisy kulinarne
- Twój poradnik i kropka nr 5 przepisy, Przepisy kulinarne
- Twój poradnik i kropka nr 4 przepisy, Przepisy kulinarne
- UFO Matrix Issue 1 - 2013, Tygodniki, prasa, magazyny, Tygodniki, prasa, magazyny
- Uzdrowienie Miedzypokoleniowe -Robert DeGrandis SSJ, AAAE-booki i mp3 katolickie ksiazki skany nowe oraz stare
- Tucker K.A. -Jedno małe kłamstwo(1), Ebooki
- Trzy siostry - Czechow, ebook
- zanotowane.pl
- doc.pisz.pl
- pdf.pisz.pl
- sp6zabrze.htw.pl
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Tom Clancys Splinter Cell Prima Official eGuide(1), Poradniki Do Gier ! |
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[ Pobierz caÅ‚ość w formacie PDF ] 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 the rating icons be self-applied or used in connection with any 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. GrÃmsdóttir heads a programming team that provides technological, cryptographic, and data support for the field operative. GrÃmsdóttir 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
[ Pobierz całość w formacie PDF ] zanotowane.pldoc.pisz.plpdf.pisz.plsylkahaha.xlx.pl
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