Now that you've got your new objective, head back out into hallway where the two patrolling guards were and head left down the hallway. Stop in the second restroom to pick up the medkit on the wall and also pick up a coke can from the water fountain.
Head round the corner and save your game. Slowly walk up to the window on your left. Throw the coke can into the lobby area to lure the guard away. When he leaves, hop in through the open window and take a right through the door. Once you come up to the lobby, head immediately left into the shadows. In this room, there are two cameras on the ceiling that you can't shoot out. So, since you can't shoot them out, shoot all the lights out using the sniper mode of your gun.
A guard may appear, but as long as you stay in the shadows, he'll eventually leave. After you've taken out all the lights, wait for the guard in the hallway ahead to patrol the lobby. When he does, sneak up behind him and knock him out then hide his body. Then wait for the office worker to come into the lobby and do the same. Now head down the hall and into the door on the left.
Once you're halfway down the stairs, pull out your gun and watch out for the camera ahead. When it turns away, shoot out the light in the room. At the bottom of the stairs turn right and enter in to the keypad. When the camera turn away, open the door and save your game. Now move past the door so that is closes and then wait in the corner away from the door so the camera behind you don't see you. The guard in the post to the left of you will come out to the coke machines once he's off the phone.
When he does go out to the coke machine, you know what to do. Now go through the second door, pick up the two flares, and use the computer to get a data stick. Pick up the flare next to the turret and, if you want to, disable the turret by accessing the computer next to it.
Turn around and use your lock pick to open the door behind you. Enter the elevator and press the up button. After you do that, admire the load screen, then save your game. Enter the door marked media room in front of you, but don't go in. Listen to the two workers' conversation and wait for one of them to leave.
When he does, sneak past the guy sitting at the desk and head under the tall shelf with computers on it. Alternatively you can stay to the right and follow the wall all the way around the room behind the equipment. Head through the doorway into the room with cubicles. Dougherty's office is the one way down on the left with the light on. Wait until he leaves his office to use his computer.
After you access his computer, your new objective will be to kidnap Dougherty. Dougherty will leave for a smoke break after the copy machine, so when he does, stay to the left and head down the hallway.
Keep to your left until you reach the door with the bright red auditorium sign. Open the door then head down toward the middle aisle. Make a right down the center aisle, but make sure to be crouching, otherwise you'll interfere with the projector and the people inside will see you. While walking past the projector beam, turn the camera into it so you can admire the great lighting. Once you're done, take a right at the end of the aisle and then make a quick u-turn around the handrail to reach the exit door.
Use your lock pick to open the door and exit. Across the hall in the break room, Dougherty is talking to another person.
Wait for him to leave and head down the hall. Crouch down and follow him, making sure to stay under the windows so that you won't be seen by the guards in the break room. He will enter a code into the keypad by the door and exit.
Follow him and squeeze in through the door before it closes. If you happen to miss the door, you can enter the room on the right room , take out the two people in there, and get the keycode from the computer. Or, I could just tell you what it is - After you go through the door, head right towards the smoking room.
Open the door, knock Dougherty out, and bring his body back into the hallway. There's a guard patrolling outside and you wouldn't want him to see Dougherty's body, would you? After you've moved the body, head for the glass door that leads outside and save your game.
Head outside and wait in the shadows for the patrolling guard to pass. When he does, knock him out. Go back and get Dougherty's body, and then head back outside. Go to the upper left corner of the outside area down a small walkway. Take a left onto the catwalk, then take another left when you get to the four-way intersection. Follow the catwalk down the stairs and to a door. Drop Dougherty on the catwalk, open the door, and save your game. Slowly head down the stairs until you reach the doorway on the right.
Adjust your position and camera so that you can see the big pillar inside the room. Once you see the guard walk over and squat, stay close to the back wall and head over to the far aisle.
Load up an airfoil round and wait in the dark corner. These devices are extremely limited and should be used sparingly. The sticky shocker is similar to the ring airfoil round in that it's a means of incapacitating a foe without killing him. Again, the sticky shocker is part of the SCK's multipurpose launcher system. Equip the SCK and a sticky shocker, then use the secondary fire button to launch the projectile it doesn't work in sniper mode.
It doesn't matter where you strike the enemy; a successful hit with the sticky shocker has the same effect. Also, there is an opportunity to use a sticky shocker while a couple of guards stand in a puddle.
The combination of sticky shocker and water is a potent one--a single shocker can incapacitate multiple guards. Unlike with the ring airfoil round, there's no way to grab an enemy struck with the shocker. He's incapacitated seconds after being hit. Don't use the gadget on any enemy you need to speak with or need for a retinal scanner. The diversion camera, part of the SCK's multipurpose launcher system, is part surveillance camera and part incapacitating device.
It's an excellent way to knock out an enemy that's around a corner or otherwise out of your line of fire--and certainly if you're currently out of ring airfoil rounds or sticky shockers. To operate the diversion camera, fire it using the SCK's secondary fire button at a wall that the enemy can reach and approach.
However, make sure to fire the diversion camera at a place where the enemy won't see you. The diversion camera has three abilities after it's fired. First, it acts like a standard camera and can be used to survey a hallway or other location. Second, the diversion camera can create a whistling noise as often as you'd like. The sound attracts guards, including dogs. Finally, when a guard or dog is investigating the camera up close, activate its third ability--knockout gas.
The diversion camera doesn't kill the guards but knocks them out. The sticky camera is a small portable surveillance camera that's launched from the SCK. It's an optimal way to peer around corners and hallways that are too dangerous to enter. The camera possesses the same night-vision and thermal views as Sam's goggles and even has the ability to zoom. You can even pick up the sticky camera after it's launched at a surface and reuse it later in the mission. And perhaps its most unique use: Fire the sticky camera at the middle of an enemy's forehead to deliver a knockout blow.
It's an option if you can't use lethal force and are out of ring airfoil rounds, sticky shockers, and diversion cameras. Also referred to as a smoke grenade on the inventory screen, the gas grenade is launched from the SCK and releases a knockout gas that can incapacitate any enemy within its cloud.
Sam can also suffer damage from the gas, so steer clear of the smoke if you're near. There are very few gas grenades available in the game, so use the weapon wisely. It's best used in a tight hallway or room and against a group of enemies. Like the frag grenade, the gas grenade will bounce around upon impact with the ground. Target slightly in front of the intended destination. Sam Fisher has two means of entering a locked door if there isn't a keypad available.
The lock pick is more time consuming but can be used multiple times. Equip the lock pick and use it on the door. When the lock pick interface appears, move the left thumbstick along its four corners upper left, lower left, upper right, lower right until you feel a vibration. Wiggle the stick in that area until the lock pick releases the pin in that part of the lock. Continue until all pins are released to unlock the door.
The disposable pick is much faster, but, as its name suggests, it's a one-time-use gadget. Use the disposable pick on a locked door to unlock the door within seconds. It's a better option than the lock pick when there are guards in the area or if you're pressed for time.
Once again, however, as soon as you use the disposable pick to unlock a door, it can't be used again. The optic cable is a small camera attached to a flexible cable; the gadget is slid under doors to investigate a hallway or room without creating the noise or light caused by opening the door. The optic camera provides a night-vision image. It's certainly wise to use the optic cable when approaching each new closed door. It could be the difference between alerting a guard walking toward the door and avoiding that same guard as he walks away from the door.
The camera jammer's name tells it all--use the gadget to temporarily jam enemy security cameras, which permits you to pass by undetected. Your pistol can destroy some cameras in the game, but other cameras are armored and invulnerable to your weapons. Use the camera jammer to bypass armored cameras though you can simply move by the camera once it pans away from your view. The camera jammer runs on a short-lived battery that recharges over time.
You'll discover a few flares throughout the game; they're used to distract guards and automated turrets. Naturally there are many other ways to bypass guards.
Automated turrets will fire if panning in your direction if you're visible to the turret. You can avoid the turret without a flare by waiting until the turret pans completely away from your position then moving in the direction away from the turret's line of fire.
Sam Fisher's goggles provide two alternate views: night vision and thermal. Night vision is self-explanatory. Switch to night vision in dark areas. You'll shoot out lights often in the game to create the darkness required to hide within, and night vision will help you navigate the dark hallways and rooms.
Thermal view detects heat, particularly that of guards. You can use thermal view in darkness, but it's best used in other conditions, such as a misty freezer late in the game. On some occasions you can use thermal view to see enemies through thin walls or flooring. You'll also use the thermal view in the single-player game to detect land mines and heat left on keypads.
Agent Alison Madison worked covertly in the Georgian political arena for two years, securing a role in President Nikoladze's cabinet after his coup d'etat. She vanished on October 3. He vanished on October Killing civilians will result in mission failure. Touching the street will result in mission failure. Sam Fisher begins at the insertion point just outside the Hotel Bergurebi. As soon as the mission opens, Lambert contacts Sam with further instructions. Agent Blaustein is the mission's top priority--locate him through a local NSA informant.
Lambert also warns about the local streets. There's heavy cop presence in the area, and reaching the streets results in an instant mission failure. Crouch and hug the right wall, making a right turn just around the corner. There's a staircase just ahead of your position. Remain in the shadows by sticking close to the right edge of the deck area.
Remain crouched and ascend the staircase. At the top of the stairs, spot the ladder attached to the wall just in front of you. Stand below the ladder and jump straight up. Sam grabs onto the ladder. Ascend the ladder all the way to its top and leap onto the section of roof. Walk straight toward the wall directly away from the ladder and spot a pipe running down adjacent to a hatch on the roof's surface.
Crouch and open the hatch. Fall down into the crawl space. Turn to the right of the pipes in this hole and locate a narrow passageway. Remain crouched and crawl through the tight corridor. The small passageway eventually opens into a wider clearing. Turn to the left and spot the vertical pipe--prime for climbing. Approach the pipe and press the jump button.
Sam grabs hold of the pipe. Ascend the pipe to its peak and leap onto the ledge. Spot the burning warehouse in the distance. You're headed that way. There's a wire just to the left of your current position--it's a perfect zip line that can take you straight to the burning building. Lambert offers some encouragement you'll have help in navigating the burning building. Stand below the wire and leap straight up; Sam grabs hold of it and slides into an open warehouse window.
Sam must find a way to reach the burning building in the distance. Grimsdottir contacts you as soon as you've reached the window ledge and basically reiterates that Sam must follow instructions to survive. She says to move into the room across the hall. Move forward and drop from the window's ledge into the room. There's a door in the far left corner of the room. Scurry in its direction. Save your game at the checkpoint on the way to the door. Open the door and move slowly toward the room across the hall.
If you peer left, you'll notice the hallway blocked by a tremendous blaze. As stated, move slowly into the room because as soon as you step inside, the floor gives way. Grimsdottir apologizes for your predicament and suggests a detour to a nearby stairwell. Exit the room quickly stand up and run if you're currently crouching and head toward the blaze at the end of the hall.
You'll spot an open doorway on the left. Run inside. Move to the far end of the room and notice another open doorway, this time on the right. You've bypassed the blaze by taking the route through this open room. Run to the stairwell at the end of the hall. Note the ceiling caving in behind you--but you're safe in the stairwell, as long as you don't step into the fire. Start down the stairwell. Hug the left railing so you avoid the patch of fire raging on the stairwell's right side.
Proceed down one flight of stairs and spot the open hallway to the right. The floor has given way to the blaze, but there's a well-placed pipe just overhead. Stand under the pipe and leap straight up; Sam grabs hold. Maneuver down the hall by going hand-over-hand along the pipe. You can pull Sam's legs up if you wish.
Grimsdottir provides some further instructions as you cross the pipe. Drop down on the other side of the crumbling floor. Move forward and take the first left and then the first right into a burning office room. Cross the room along its left side and proceed through the only open doorway.
Exit into the hallway and turn right. It's a stairwell. Head up the staircase, taking care to avoid stepping on the fire. When you reach the top, exit into another hallway and maneuver into the room on the left.
Grimsdottir provides an important update--the contact is in this room. You'll find him under some debris to the right of the room's raging fire. Approach the contact and speak with him. After providing some useful information and a new objective, the informant succumbs to his injuries.
Grimsdottir alerts you to the room's exit on the western side. Locate the closed door left from the entrance you used. Open the door. You exit into a hall, but there's fire on either side. Even though it's difficult to see, there's a room just ahead of you, but it's filled with smoke.
You can make it through the room, but it's easier to get rid of the smoke before attempting to maneuver through.
Activate your night-vision goggles and take out your pistol. Crouch and slowly enter the room. Aim toward the ceiling and spot the windows. Fire your pistol at the windows. Smoke rises and dissipates out of the opening you've just created. Wait a few moments for the smoke to leave the room.
Enter and turn right to locate the closed door. Open it and enter. Save your game at the checkpoint then move forward and open the door. Lambert offers a clue to the whereabouts of Blaustein's black box--search behind a fake bookshelf or wall panel. Approach the door ahead of you, open it, and proceed out onto the balcony. Turn right, crouch, and hug the right wall. Stick to the shadows and follow the balcony to the left. Just beyond the corner you'll spot an opening in the railing.
Face the opening and note a second opening on the far side. Stand up and leap to the far balcony. Crouch again and turn right. Follow this balcony to the left turn ahead. Move very slowly and keep in the shadows--there's a guard ahead, and his voice is a cue for you to use extreme caution. Slowly move behind the lattice wall so you can see the talking guard. You'll make your move after he stops talking and heads in the other direction. When he's headed the other way, drop down into the planter.
Turn right and maneuver across the planter toward the apartment entrance. There's a soda can on the deck that can be used to distract the guards, or you can simply remain stealthy and accomplish the same task without the can.
Hide in this corner and wait for the guard to exit the apartment and begin his patrol. Move onto the deck and into the dark corner adjacent to the window on the door's left side. You can slide this window open or just remain in the dark corner and wait until a second guard--he's about to exit through the front entrance--passes by and unknowingly permits easy access through the double doors. Watch the guard march by. When he's off the deck, slowly move through the apartment entrance.
Enter the apartment--apparently others are looking for that black box. Move straight ahead, then take a left through some curtains. Continue down this hallway it takes a left turn and enter the last room on the right. Spot the painting on the left side of the room. Approach the painting and interact with it--Sam slides the painting, exposing a hidden computer.
Use the computer, which provides a data stick that reveals a code for a keypad across the room. Lambert chimes in with new information on Blaustein--he's dead and his last known position was a local police precinct. Objective: Find Gurgenidze's dead drop in Morevi Square to figure out how to get into the police precinct. Check your inventory notes to discover the code for the keypad in this room.
Approach the door on the far side of the room and use the keypad. Enter the code: The door unlocks. Open it and walk onto another balcony. Turn left and spot the wire running from the ceiling to an adjacent building. It's time to take another zip ride. Leap onto the railing then up to the wire. Sam slides down and lands on another roof.
Walk up the roof and to the door on the left. It's an elevator shaft--but there's no elevator. Face the shaft and leap onto the cables. Slide down the cables to the top of the elevator below. Drop down into the elevator.
Lambert radios and lifts the street restriction. Exit the elevator into the room. Approach the door on the left. It's locked. Cycle through Sam's inventory and select the lock pick. Use the lock pick interface and unlock the door. Proceed through and save your game at the checkpoint. You're about to come close to some of those cops Lambert talked about. Crouch and slowly move along this deck until you reach the staircase.
Spot a couple of cops ahead of you; they're in conversation. You don't want to alert them. Thankfully the area is fairly dark--perfect for stealth concealment.
Slowly move down the staircase in a crouched position and descend the second staircase on the right. You're now just below the cops. At the middle of this second staircase, turn and face the wall that's closest to the cops.
Leap straight up and Sam grabs hold of the ledge. Shimmy to the right. When Sam reaches the corner, he adjusts his position. Continue to the right until you're below the planter. Pull yourself up and drop into the planter and out of sight of those cops. The dangers aren't over, however. Crouch and slowly move forward, being sure to remain concealed in the planter. Face the alley and spot the guard patrolling the area. Wait for the guard to move away from you.
Crouch and slowly move until you reach a small alcove on the left. It's dark enough to keep you hidden from the guard. Remain in the alcove until the guard heads back toward the planter. Exit the alcove and turn left. Scurry to the staircase on the far left side. Ascend the stairs. You're now in a small courtyard with a fountain in its center. Local police have been alerted and are patrolling this courtyard.
Getting through without a firefight isn't easy. You can resort to gunplay if you wish, but it's definitely possible to remain hidden. Enter the courtyard and hug the left side. Hide in the corner near the cylindrical column. It's a dark corner, and you can move around the column to keep out of sight of the guards.
Use this column as cover while the guards search the courtyard. Your goal is to reach the far right side of the courtyard. There's a hidden crawl space behind the bushes. With the guards facing the other way, maneuver remaining crouched and, if possible, in the shadows to the far side and into the crawl space. Save at the checkpoint inside the hidden room.
Search the room for two medical kits one on the left side and another one on the right and some pistol ammunition on the shelves to the right. Access the computer inside this room to receive a data stick containing new information. A new objective appears. Objective: Use the info in Gurgenidze's computer to gain access to the police precinct.
Time to exit back into the courtyard, still occupied by guards. If the guards were alerted at all, wait until the situation has calmed down no up-tempo music before exiting. Crawl out of the hidden room and crouch inside the bushes. You're headed down the alley on the right side, so your goal isn't far. Wait patiently and note the location of any guards. They patrol this area and that alley. When the coast is clear, crouch and turn right down the alley. If needed, there's an alcove on the right that's dark enough to hide in.
Return to the alley and cross to the alcove on the left side. Hide in the corner. Look to the left and down the alley. It's extremely bright, and it's to your advantage to shoot out the lights. It's easier to stay hidden but be prepared to avoid others alerted to the possible presence of an intruder.
Equip your pistol and destroy the first light along the left side of the alley, then a second light further down above a dumpster. Switch on your night-vision goggles if necessary. A civilian investigates the disturbance. Hide along the wall or in a corner and avoid detection. There are also bottles near the dumpster that can be used to distract others, including upcoming guards.
After the dumpster, turn right down another well-lit alley there's also an alcove on the left if you need to hide. Shoot out the light along the right wall. A guard comes down to investigate. Avoid detection, remain crouched and in the shadows, and proceed down the alley.
Take a right and ascend a pipe onto the top of an overhang. Turn left, crouch, and maneuver to the edge of the overhang. There's a guard below you. Drop down and incapacitate the guard. Pick up his body and place him in the shadows. Turn left and proceed to the dumpster adjacent to the giant star symbol on the brick wall. Pull up onto the dumpster and face the wall to the left of the star. Perform a wall jump on this wall and to the right to leap over the wall with the star. The stairwell is to your left.
There's also a bottle near the benches to the right if you need to cause a distraction. Descend the staircase to the door there are more objects on the ground beneath the staircase. Face the door and use the keypad. You retrieved the code from Gurgenidze's computer--enter the code into the keypad to open the door. You're in the police precinct. Notice the guard walking away from you at the end of the hall. Remain crouched and slowly maneuver down the hall there are jail cells on either side.
The guard enters through a door on the left side at the end of the hall. Wait for him to enter through the door. You'll see him through the window operating a computer. While he's on the computer, enter the door. Crouch and hide in the shadows between the shelves.
Face toward the guard and wait for him to leave the room. Maneuver to the desk and use the computer to obtain a data stick. You can interrogate this technician if you wish, but he doesn't offer much information.
Exit the room ensure the guard exited and is walking down the hall with the cells and head straight. Take the second left. Remain crouched so the guards in the rooms to the left don't detect you. Enter the first room on the left. There's a technician inside with some information. You can interrogate him if you wish. Sneak up behind him and grab him. Interrogate him then knock him out. You'll need to leave the room and hide the body; if not, an alarm is activated when you reach the next section.
Locate another door on the far side of the room and enter the medical room. Approach the gurneys to receive word from Lambert--those bodies on the gurneys are Blaustein and Madison. Search the wall across from the bodies to locate a medical kit. Exit the medical room and the technician's room and turn left down the hallway. Open the door at the end of the hall into a stairwell.
Turn left and ascend the staircase. Save your game at the checkpoint at the top of the stairs. Open the door into the lobby. There are others in the room; to remain undetected, hug the wall on the right side.
Remain crouched and move slowly. Maneuver around the room in a counterclockwise rotation. You'll reach the far side of the room and locate an entrance. It's dark here, so activate your night-vision goggles if you have trouble locating the entrance. Ascend the staircase and save at the checkpoint on the way up. Sneak up behind this guard and use the computer to access the security surveillance system. There's a dimly lit room at the top of the stairs.
Remain crouched and slowly move along the right-hand wall. Enter the second door on the right. You'll spot a giant shadow--it's a guard on the right side of the room on the other side of a curtain. Stay crouched and move through the curtain and toward the guard--he's facing away from you. Grab the guard and knock him out.
Deposit his body in a dark corner. Search his body to recover a data stick. Use the computer in the room. Lambert chimes in--they're scanning the videotapes. Upon conclusion of the scan, Lambert orders you to rendezvous with Wilkes at the extraction point. Exit the room and return to the dimly lit room with the guards working on their computers. Turn left and slowly maneuver to the stairwell. Exit back into the lobby. It's still populated, so use caution when moving around.
Head in a clockwise direction from the bottom of the stairwell to locate the double doors that exit the precinct. Run outside--Wilkes is pulling up in a van. Mission complete! Vyacheslav Grinko, a Russian mercenary, is closely tied to Nikoladze's secret. They have arranged to meet at the Ministry of Defense. Objectives: Infiltrate the east wing of the Georgian Defense Ministry. Discover Vyacheslav Grinko's whereabouts by interrogating his driver.
Tripping an alarm will result in mission failure. Lambert provides mission details, while Sam waits at the insertion point. Orders are to seek out the target identified on the police surveillance tapes--Vyacheslav Grinko. Lambert also notifies Sam of the laser grid security system in the courtyard.
Don't trigger any alarms, or the mission ends in immediate failure! Walk forward and left to the edge of the rooftop. Connect with friends. Play, chat, and share experiences with your friends on GOG. Online Offline. Go to checkout Your shopping cart Your shopping cart is empty right now. Your cart is empty. Remove Move to wishlist Wishlisted Owned. Try adjusting the terms of your search, you can search by game titles, publishers, and developers.
TBA Owned Free. Menu Store New releases. Sign in Create account Sign in. The search term must be at least 3 characters long. Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation You can't chat with this user due to their or your privacy settings. You can't chat with this user because you have blocked him. You can't invite this user because you have blocked him. Posted September 09, I need to capture Dougherty.
He has a tendency to smoke a lot of cigarettes and its obvious that he will want to smoke while I am infiltrating. Questions: Where is he?
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