Tom Clancys Splinter Cell Conviction SKIDROW
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Achievements :-
Realistic Difficulty (50): Complete single player story on "Realistic" difficultyCo-op Realistic Difficulty (50): Complete the co-op story on "Realistic" difficultyQuality Time (20): Invite a friend to join and participate in a co-op story or game mode sessionHunter (10): Complete any 1 map in "Hunter" game mode in co-opLast Stand (10): Complete any 1 map in "Last Stand" game mode in co-opHunter Completionist (20): Complete all maps in "Hunter" game mode on rookie or normal difficultyHunter Master (50): Complete all maps in "Hunter" game mode on realistic difficultyLast Stand Completionist (20): Complete all maps in "Last Stand" game mode on rookie or normal difficultyLast Stand Master (50): Complete all maps in "Last Stand" game mode on realistic difficultyFace-Off Completionist (20): Complete all maps in "Face-Off" game mode using any connection typeFace Off (10): Win one match in "Face-Off" game mode on any difficultyPreparation Master (30): Complete all prepare & execute challengesStealth Master (30): Complete all vanish challengesBest Of The Best (30): Complete all Splinter Cell challengesWell-Rounded (50): Complete all challengesWeapon Upgraded (10): Purchase all 3 upgrades for any 1 weaponGadget Upgraded (10): Purchase all 3 upgrades for any 1 gadgetWeapons Expert (20): Purchase all 3 upgrades for all weaponsGadgets Expert (20): Purchase both upgrades for all gadgetsWeapons Collector (20): Unlock all weapons in the weapon vaultVariety (10): Purchase any 1 uniformAccessorizing (10): Purchase any 1 accessory for any 1 uniformReady For Anything (20): Purchase all 9 accessories for all uniformsFashionable (20): Purchase all 6 texture variants for all uniformsPerfect Hunter (20): Complete any map in Hunter without ever having been detected on realistic difficultyLast Man Standing (50): In Last Stand, survive all enemy waves of any map in one session without failing on any difficultyRevelations (10): Discover Anna Grimsdottir's dark secret
Secret AchievementsMerchant's Street Market (20): Complete Single Player Story "Merchant's Street Market" on any difficultyKobin's Mansion (20): Complete Single Player Story "Kobin's Mansion" on any difficultyPrice Airfield (20): Complete Single Player Story "Price Airfield" on any difficultyDiwaniya, Iraq (20): Complete Single Player Story "Diwaniya, Iraq" on any difficultyWashington Monument (20): Complete Single Player Story "Washington Monument" on any difficultyWhite Box Laboratories (20): Complete Single Player Story "White Box Laboratories" on any difficultyLincoln Memorial (20): Complete Single Player Story "Lincoln Memorial" on any difficultyThird Echelon HQ (20): Complete Single Player Story "Third Echelon HQ" on any difficultyMichigan Ave. Reservoir (20): Complete Single Player Story "Michigan Ave. Reservoir" on any difficultyDowntown District (20): Complete Single Player Story "Downtown District" on any difficultyWhite House (20): Complete Single Player Story "White House" on any difficultySt. Petersburg Banya (20): Complete CO-OP Story "St. Petersburg Banya" on any difficultyRussian Embassy (20): Complete CO-OP Story "Russian Embassy" on any difficultyYastreb Complex (20): Complete CO-OP Story "Yastreb Complex" on any difficultyModzok Proving Grounds (20): Complete CO-OP Story "Modzok Proving Grounds" on any difficultyJudge, Jury and Executioner (10): Take down Tom ReedMan of Conviction (10): Allow Tom Reed to liveSurvivor (10): Battle your CO-OP teammate and survive
Secret AchievementsMerchant's Street Market (20): Complete Single Player Story "Merchant's Street Market" on any difficultyKobin's Mansion (20): Complete Single Player Story "Kobin's Mansion" on any difficultyPrice Airfield (20): Complete Single Player Story "Price Airfield" on any difficultyDiwaniya, Iraq (20): Complete Single Player Story "Diwaniya, Iraq" on any difficultyWashington Monument (20): Complete Single Player Story "Washington Monument" on any difficultyWhite Box Laboratories (20): Complete Single Player Story "White Box Laboratories" on any difficultyLincoln Memorial (20): Complete Single Player Story "Lincoln Memorial" on any difficultyThird Echelon HQ (20): Complete Single Player Story "Third Echelon HQ" on any difficultyMichigan Ave. Reservoir (20): Complete Single Player Story "Michigan Ave. Reservoir" on any difficultyDowntown District (20): Complete Single Player Story "Downtown District" on any difficultyWhite House (20): Complete Single Player Story "White House" on any difficultySt. Petersburg Banya (20): Complete CO-OP Story "St. Petersburg Banya" on any difficultyRussian Embassy (20): Complete CO-OP Story "Russian Embassy" on any difficultyYastreb Complex (20): Complete CO-OP Story "Yastreb Complex" on any difficultyModzok Proving Grounds (20): Complete CO-OP Story "Modzok Proving Grounds" on any difficultyJudge, Jury and Executioner (10): Take down Tom ReedMan of Conviction (10): Allow Tom Reed to liveSurvivor (10): Battle your CO-OP teammate and survive
Introduction :-
Splinter Cell: Conviction features much more than just a single-player mode, and this is likely where most players will be spending their time. This guide focuses on helping players survive the Deniable Ops game modes, and will give you some useful strategies. Denialbe Ops has four game modes and a number of maps to learn, so it will require a bit of effort, or perhaps a handy strategy guide, for a player to really learn the ins and outs.
It's is worth remembering that the free-form nature of the Splinter Cell series means there are numerous ways to approach a situation, especially thanks to the new Mark and Execute mechanic. This guide is more geared towards helping those in need of a few tips more than it is meant to hold the players hand. The tips for this guide have been written with the Normal difficulty in mind unless specified. With that said if it works on Normal it will easily work on Recruit and it will likely help on Realistic.
The main difference between difficulties is that enemies are smarter, more accurate and less likely to obsess over your LKP. Unless you’re just terrible at the game, you should play on Normal for the most part. Playing on Normal will easily allow you to play Recruit if you find yourself wanting to get easy achievements, and it will prepare you for playing on Realistic if you should so choose to eventually try it.
General Tips :-
One of the things you’ll learn while playing the main game is that getting familiar with the new game mechanics is essential to being successful. This certainly carries over to the Deniable Ops and Co-Op modes. The Last Known Position (LKP) and Mark and Execute systems are critical to getting through most of these modes. Please keep in mind that these tips are suggestions, not golden rules, and you may be forced to improvise.
Above: "Secret Agent Casper's been spotted!"
• If you’re being pursued by the enemies, whether by a slip up or going in gung ho, always make use of the LKP system. It’s very easy to lure enemies into positions that are advantageous to you by leaning out of cover, shooting someone in the head in plain sight and then retreating through the shadows to another location. This can be used for any number of purposes ranging from drawing enemies into close range for a clear Mark and Execute, luring them into range of your mines or to simply move around and outflank them. You’re limited only by your equipment and your imagination.
• Speaking of the Mark and Execute system, this ability is almost hilariously overpowered when used properly. If you’re using your silenced pistol then you will be able to take out up to three people (via upgrade) without alerting anyone nearby to your actions. Carefully mixing up your hand to hand attacks to recharge the skill while taking out enemies will allow you to wipe out an entire room of enemies by yourself without alerting a single guard.
Above: Mark your enemies to keep tabs on them.
• There's one other thing that might take some getting used to. Jokingly this could be called the “Mark but don’t Execute” system, but that’s essentially what you want to do. Since you can’t really move with the Sonar Goggles on, you’ll want to use them when you’re hiding behind cover. Now mark all of the enemies you can that are near you. This will allow you to track their movements by the marks above their head and removing much of the need to constantly use the Sonar Goggles. After that you’ll only need to use the Sonar when you’re in cover and scouting the level, or when you need to see which direction the enemy is facing.
• While playing these maps is simple, mastering them is hard. Enemy placement is going to be a huge issue as well as learning all of the key areas of a map. Choke points, alternate routes and turret locations are all things that you should be keeping your eyes open for. Missing out on these can come to bite you in the rear if you find things not going according to plan, as each of these are relevant in different game modes. For example alternate routes will help you during Infiltration since you want to avoid enemies like the plague. Turret locations are important in Hunter as forgetting where one is and bumbling into it is a death sentence.
Above: "Uh-oh looks like you've been shot, don't worry, I've got a syringe full of PRESS-A right here."
• To help with learning the game, turn off the time limit and keep it off. There’s no reason for you to have to deal with the frustration of the time limit until you know what you’re doing. This is a great way to test yourself later on once you know the maps, enemy placements and have a better idea of how to handle the game. Unless you’re really good at Splinter Cell you’re going to take at least fifteen to twenty minutes per stage, and rushing yourself isn’t going to help with learning the maps and enemy placement. Once you’ve got that information down, then feel free to start timing yourself.
• This guide does not take into account individual P.E.C. builds so that’s entirely up to the player. Going with more gadgets works very well for Hunter and Infiltration mode while going for more ammo and armor can help out during Last Stand and Face Off.
• Play solo to begin with! If you don’t know the maps, then you’re not going to have any idea how to proceed through the level. Learn how to handle yourself before foisting your “talents” off on other people. Otherwise you’re just going to encourage them to quit the game before completion and just generally leave everyone involved annoyed. Spare everyone the grief and practice solo before going online.
Above: Create a distraction before striking.
• When you finally do have the capabilities to play co-op with someone it’s time to learn how to handle marking and executing with them. Since all marked enemies show up to both players be sure to mark lots of people so that you can track them all through the walls without use of Sonar Goggles. Also when one person is executing marked targets the other player can jump in on it, taking a free shot at one of the marked targets for free. This works well when you’ve got people marked that are out of reach for one person but not the other. Doing this efficiently will enable you to track and then systematically remove enemies in very short order.
• As a final thought it’s not always helpful to shoot out lights in the path you’re using. This will often make the enemies jittery and nervous, causing them to be more alert or move away from their starting position. More importantly this will cause them to turn on their flashlights. This just serves to make it more difficult to sneak up on them and is actually counterproductive. Instead try to blow out lights in areas where there are no enemies, preferably areas you’ve cleared. This gives you somewhere to retreat to in case you’re spotted and/or reinforcements arrive.
Hunter :-
Of the four game modes, Hunter is probably one of the better Deniable Ops modes simply because of how utterly ruthless it is. You will play through a number of maps, each with ten enemies in it and it’s your job to clear all of them. Dying sends you right back to the beginning and there’s no way to just “reset” to a checkpoint if you make a big mistake. Any of those mistakes will cause the enemies to radio for reinforcements, dropping ten more enemies onto the map, and they come from all sides, including previously cleared areas. There are other things that can cause them to radio for help, and that’s any sort of overly loud or revealing action on your part. A list of these can be found below:
• Exploding a Sticky Cam (but not using it as a distraction)
• Being clearly seen by an enemy for too long.
• Firing a weapon that is lacking a silencer.
• Using a Frag grenade, remote mine or otherwise setting off something highly explosive.
• Using a flash bang or EMP grenade and still being seen by the enemies.
• Being seen performing a melee kill.
• Enemy soldiers seeing his ally get killed.
Above: Be sure to kill everyone in sight.
• Shooting at an enemy but missing. You can often shoot twice before he sets off an alarm. Reinforcements are a pain but they shouldn’t be a common sight either, so long as you’re careful to kill anyone who sees you fast enough that they can’t radio for backup. If no enemies actually see you kill their friends they will never call for backup; even when they find the bodies they’ll only ever call for help when they physically see the kill occur.
While Mark and Execute may be made of pure awesome, never use it if someone is going to survive your barrage of bullets. All it takes is one survivor that sees you kill their friends and they will call down deadly reinforcements. As a rule, you never want to try to kill someone if his friends can see what you’re doing. Just wait for another opening when it’s safer.
Also keep in mind that the enemies are randomized so learning layout is almost more important than the enemy locations. However the randomization isn’t totally random. It seems like there are a few “sets” of locations the enemies can be in, and the game randomly picks from those when the zone starts up. So if you learn all of the enemy locations for each spawn then you’ll blaze through the levels in short order.
Above: Nobody up here but us birds.
The enemies, like most people, don’t often look up. Use this to your advantage by staying on pipes, ledges, railings and window sills as long as you can. They will only start looking up when they’re really paranoid (i.e. you’ve killed too many) or if they see you up there due to some error on your part. This lets you stay there, dropping down on enemies and then using Mark and Execute to kill groups. It works surprisingly often even when the enemies should realistically notice that bullets from up above just murdered all of their friends.
When choosing your load-out for missions keep it simple. The best stuff to bring into Hunter missions are also the basic things. A silenced pistol, preferably one with high accuracy, EMP Grenades and a Sticky Cam will serve you very well. You can use the camera to take out enemies directly, but it can lure them out of rooms, setting up a Mark and Execute or just a melee takedown. As your backup weapon, bring along a silenced automatic weapon if you have it or pick an assault rifle just in case.
It’s very important that you pay attention to the stage here since you’re going to need to use the environment to your advantage. Many enemies are in positions where it’s nearly impossible to sneak up on them… unless you see that pipe on the wall you can use to get behind them. Sometimes it’s possible to put out a light when the enemy walks away and use the darkness to get up on his side to take him out. Don’t just shoot the soldiers as you may miss and don’t just rush them, keep your eyes open and take advantage of everything.
Above: Poor sucker.
• Your gun is good, but it’s not 100% reliable, only your melee attacks are. Try to sneak up on enemies when possible and knock them out instead of shooting.
On the other hand, doing things loud and dirty can sometimes be both fun and therapeutic. If you’ve unlocked the Scar Assault Rifle, you can mop up an area full of enemies in very short order. This works especially well if you can lure a bunch of them to a single location and then just cut them down one by one. Just remember that while it’s possible, your character still has the endurance of wet tissue paper. If you’re going to go all G.I. Joe on them, then make sure you’ve got good cover to hide behind.
• If you’re going to go this route make sure to improve your armor in the P.E.C. screen so you can survive more shots. Also be sure to increase the ammo capacity and the accuracy of your weapons. This will make your squishy self a bit tougher during gunfights.
When you’re working with another player it’s a really good idea to coordinate while in Hunter mode. This mode can be played mostly solo, using the other player to help you kill enemies faster. Make sure you’re paths don’t overlap though, otherwise you might run towards your partner when running from an enemy, or accidentally take a shot at someone only for your partner to kill him, alerting enemies to your presence.
Above: Waiting for your partner to strike.
Try to designate an approach through the level for each player and stick to it. If one person takes the second floor while another clears the first floor, don’t “help” each other unless asked to do so. You will find that so long as you’re both doing the jobs assigned to you then the stages will pass incredibly fast and efficiently.
One complication to a two player game is reinforcements. If both of you should happen to be caught, then you’ll want to try to hunker down somewhere, possibly together. Watch both your front and back so that soldiers don’t sneak up on you. Give it some time so that the reinforcements spread throughout the level before splitting up again. One person should head backwards, going for the reinforcements in the previously cleared areas, while the other continues moving forward. This will get you back on track in very short order.
That’s really all there is to Hunter mode, the rest of it is learning how you’re going to handle each stage by yourself and with a partner.
Infiltration :-
• Unless you purchased the Collector’s Edition of the game you will have to unlock this via Ubisofts UPlay service. It’s easy enough to do by simply playing the storyline a bit or if you still happen to have points left over from Assassin’s Creed II.
This game mode is more suited towards those hardcore players who think that sneaking your way 100% through a stage is what it really takes to be a Splinter Cell. Whereas Hunter is about killing the enemies while remaining undetected as much as possible Infiltration is totally about evading the enemy soldiers. You’re going to have to eliminate them but you cannot afford to be seen. Rather than calling in reinforcements like Hunter mode does you will simply lose the match if you’re spotted. This makes this mode incredibly hard, and strictly for those who are looking for a challenge.
Above: Lure them in but make sure they don't alert the others.
Now most of the strategies that work for Hunter mode will also work for Infiltration mode. The main difference is that you cannot bring in any of the noise makers. Don’t even bother with bringing any weapons that don’t have silencers, just in case you accidentally fire them. It’s heavily suggested that you avoid using Flash bangs or EMP grenades as well, since that can cause the enemies to go on high alert and they’ll immediately radio for support at the first sight of you which is a game over.
There isn’t really all that much to be said about this mode since it’s basically just a revamped version of Hunter. The last thing is to make sure you only take action if you’re 100% sure you won’t be caught for it. Don’t shoot at enemies if you might miss, don’t rush an enemy for melee attacks if you think he might move and don’t slack off. A game over can happen very suddenly in this mode.
Map Tips: St. Petersburg Banya :-
First stage
Above: Taking the pipe route.
• When on the outside you have two means of entry, a pipe along the wall and a door that leads into the first floor. The pipe will almost always allow you to kill an enemy with a melee attack, an important start since it will net you the ability to Mark and Execute. From there it’s basically up to you as to which method of entry to use.
• As tempting as it may be, do not, under any circumstances, drop the giant chandelier on the enemies that are standing beneath it. It will kill the two that are talking, but then ten more will be called in as reinforcements. The tradeoff just isn’t worth it unless the ones you kill are the final enemies in the first part of the level.
• Most of the enemies walking around on the upper level have very set routes that they will follow and are very predictable. If you learn them well enough you can climb along the railings inside of the building and clamber over to get some melee kills, allowing more Mark and Executes. Even if their pattern is disturbed by finding a dead body or seeing you destroy a light, they will eventually get on a slightly modified pattern.
• The last enemies will quite often retreat to a set position near the far door. You can very easily look down from over them, mark them and then take them out with no fear of them seeing you. If you’re having a hard time getting them both in frame for a kill, jump over the railing and hang on to it, for a good set up.
Second Stage
Above: Start this off right.
• It is very important to start this one off properly. Try to move forward as quickly as possible, shoot out the light if you must and then open the door into the next room. If you don’t do this fast enough the guard will sometimes hear the lights being shot out through the closed door and go on alert. If he goes on alert then there’s a chance that the two up ahead go on alert. It just makes the area more complicated than it needs to be.
• The only other hard point is the large room with only one door that comes at the end of the hallways. Here there are a number of enemies patrolling the room, a few in another room at the far side, and all the bright lights you probably don’t want to deal with. For this room it’s best to have the ability Mark and Execute, set off an EMP and then run into the room. From here you can try to use the Mark and Execute to take out the two patrollers and then move on to the others.
Third Stage
Above: An easy kill.
• This level starts off very much in your favor. There is a guard in the very next room who is easily caught with a melee attack from behind. Once he’s out of the way, slip forward and watch the next room. There’s a guard on the ground and one on the upper level that should be marked ASAP. Every so often they will meet up at the back of the first floor for a quick chat – this is your opening. Quickly move forward and execute them to clear the area.
Above: One down, six to go
• Going outside on the other hand can be a bit on the tricky side. It’s very easy to get noticed here and have reinforcements flood the area. One of the guards will often put his back near the wall, sneak over him and kill him before climbing the nearby pipe again. From here you should be able to Mark and Execute two of the guards leaving just one last one to deal with. The rest of them are in the building across from you and are easy kills.
Fourth Stage
Above: Position yourself for a clean kill.
• Luckily this one is super easy. When you open the door into the first room with enemies, you can easily grab the nearest soldier, taking him out and getting your Mark and Execute back if needed, sometimes he will even be standing in front of the door itself. This allows you to bash it open, smashing him right to the ground with one fell swoop. Often, after he falls, two soldiers will come to investigate him and put themselves right in range for you to kill them from the safety of the doorway.
• With those two dead, grab the soldier that patrols to the left side of the area, taking him out and getting another Mark and Execute. Sneak towards the bright area in the middle and try to get two more of the enemies here with your ability. That leaves only four enemies. They will usually leave their heads wide open to sniping so feel free to just pop ‘em in the head to clear the stage while hanging around on the upper level.
Fifth Stage
Above: One down and plenty to go.
• Of the first three enemies in this stage, one is easily grabbed for a melee kill and the other two can be easily sniped off with a headshot if you’re careful and have bought some weapon upgrades.
• There is a long hallway with a soldier in it, you can use the pipe to get up on top of him and use a death from above to take him out if you need the Mark and Execute. Otherwise just pop him in the head.
• The only real hard part of this level is the next room since there are usually four or five enemies still in there as well as a turret. If you’d like to make your life easier you can use a Sticky Cam to draw an enemy or two out of the room and take them out before dealing with the rest of them as you see fit. You can also mark the enemies using Sonar, use an EMP to disable everything, and then rush the room to execute all of the enemies. There is a turret control in the small room at the end of the hallway though, disable that by shooting the car which will distract the enemies allowing for easier kills.
Russian Embassy :-
First Stage
Above: Poor guy.
Surprisingly enough this is easier than the previous level. All ten of the enemies are right out in the open. To find good vantage points you will have to climb up on the platforms in the central plaza, there is one enemy hidden in a corner to your extreme left and a few of them on a corner to the right as you come up the stairs. Finding them is harder than killing them.
Second Stage
Above: One, two, three headshots. Ah, ah, ah!
Try to start this level with a Mark and Execute charge ready. There is a pair of enemies standing to your left as you walk down the first hall and they’re easily felled by this ability. When these two and the lone security guard in the next room are taken out you’ve secured your starting area. After taking these two out you will have to cross a brightly lit lobby. It’s best if you can lure the enemies that are in it over to your side of the building and take them out in safety. There are some enemies in an upper room across from you who will see you if you try to do anything too fancy. But be careful that there are no guards in the lobby, sometimes the game likes to throw a few down there to mess with you.
Third Stage
Above: Cleaning up the courtyard.
The first thing you will want to do is make your way up the stairs and over to the door here. There’s an enemy you can grab to get your Mark and Execute charge.
With your Mark and Execute all set you’re ready to cross the courtyard. There are at least two enemies on the lower level and there are at least two enemies on the upper level. Another enemy will be found walking up and down the stairs on occasion. Take this area slow; using your Mark and Execute on the biggest group of enemies you can get together. Once you clear this area there’s just a few stragglers between you and the exit.
Fourth Stage
Above: Getting the last of the soldiers.
This is a small stage with only two big areas to its name. Unfortunately both of those areas are fairly problematic. If you still have a Mark and Execute you can simply shoot people in the head to get rid of them. There’s one after you open the door, right across from you, and four walking around in the gallery below. If you don’t have a Mark and Execute, there’s one man in a corner near the turret controls, at the bottom of the stairs. You can leap over the railing and quickly take him out to get a charge.
With that charge try to wait until three of the men congregate together, mark them all and take them out. Be sure that nobody sees you do this or the five enemies left will become fifteen which is just a pain in this small of an area. Also be sure to avoid that turret like the plague – disarm it by activating the controls and then exiting.
Above: Yes there’s a lot of them.
The next large room is a bit easier to handle. There are hiding spots so if you can shoot out the light on one side of the room, slip in and melee one of the enemies you shouldn’t have a problem taking out two or three of them with the Mark and Execute. Then it’s just a matter of cleaning up the remaining few and getting out of the level.
Fifth Stage
Above: Take him out to end the level.
There are two difficult parts to this stage, the very beginning and the very end. Even if you need supplies don’t bother refilling when you reach the stash, keep running forward. Open the door, run outside and melee the soldier here to get another Mark and Execute charge. Now go wide, around the outside of the level and leap over the railing, following it around to avoid the turret. Jump on top of the balcony when the turret is facing away and sprint forward to the far end, past the turret’s 180 degree view field.
At the very end of the level there will be five enemies and a turret to get around. Two of the enemies move together at intervals so you can easily take them both out but the other three pose an issue especially since one is hanging out near the turret. Try to find a point where you can melee the man in the middle since he’s the only one that’s easily gotten to. When the others find his body creep up towards them and use a Mark and Execute to finish the level off.
Yastreb Complex :-
First Stage
Above: A melee kill starts you off right.
This stage is actually really, really easy. You can kill off a number of enemies from your starting position and most of the others can be reached from the top of the subway car. Don’t even worry about getting a melee kill, one is handed to you at the beginning of the next stage so just snipe everybody to finish this off rapidly. If the enemies randomize in a different way than mentioned above they will often congregate in front of the subway car and on the far side of it. When they split up you can easily melee and then M&E them. It’s not very difficult either way. Quick note: Reinforcements in this stage seems to only be five guards for some reason.
Second Stage
Above: Climb here to get in the office.
As promised, open the door leading into the next stage to find a guy standing right there. Move in and melee kill him to get your Mark and Execute charge. After killing him do not walk through the metal detector, jump over the table to the right to avoid setting off an alarm. Then you can continue forward into the next room to find another guard who you can easily sneak up on with a bit of patience.
You will go into a doorway to your left; one of the guards here is easily sniped but the other not so much. It is possible to climb the wall straight across from the doorway to get into an office where you can snipe him off. Once you clear the offices you will find an enemy hanging out on the other side of the door. This is tough to do but if you’re quick enough you can bash him with the door. Otherwise you’re going to have to open the door he’s closest to and try to melee him as quickly as possible.
Above: From up here enemies die easily.
With that done, all that’s left is to carefully get up into the fake ceiling and take out the last few guards from up there. There are very few spots you can use to get back up when you drop out though so don’t use “Death From Above” on anyone until you know he’s the last one.
Third Stage
Above: If you’re caught, hide here and shoot.
From the start here you can bash open the door and quickly retreat back around the doorframe to draw a guard to you. Melee kill him for a quick recharge if needed.
This next area is very tricky. There are two guards on the upper level, one that patrols past the door you’re likely using for cover and there are at least four guys in the immediate area down below, with two more within earshot. Basically this room contains most of the enemies for this stage. If you have an M&E you can easily snipe three of them from the upper level here which removes a large chunk of your concerns. Also the patrolling guard can easily be killed as he walks past. That’s half of the enemies gone already, the rest is pretty easy.
Fourth Stage
Above: Or lure someone over.
Once again you’re going to want to avoid that metal detector by hopping over the desk to the left but don’t do that immediately. There are two enemies and if you headshot one of them from your spot as he stands in the doorway the other will come over, eager to be popped as well. From here take the stairs up to the second level. There are three enemies up top, one who walks by the door and two others who patrol further away. These two are easily sniped off so melee kill one and shoot the other two. From here it’s simply a matter of picking off the last enemies. One of them guards the door to the exit so he can easily be sniped from the walkway above him at any time.
Fifth Stage
Above: Pick enemies off as you move.
The beginning parts of this stage are incredibly easy, the end not so much. To get a good start, melee the guard in front of you and then proceed slowly across the ground floor killing off the enemies as quietly as possible.
Now comes the hard point. You have to climb up this silo type area to get to the last four guards while dodging a couple of very observant turrets. The easiest way to do this is to keep a solid object between you and the spotlight it shines and move when it’s not aiming at you. When you can use M&E to take out at least two of the men. Often this will cause one of them to come to you, take him out and then drop the last man to finish this level.
Sixth Stage
Above: Time to sleep sweet prince.
An easy stage, you should have no problems getting past the enemies so long as they don’t end up calling in for reinforcements. Even then just stick to the shadows, use the ledges you can climb along to hide from groups and use your devices in an emergency. It should take you no time to clear this.
Mozdok Grounds :-
First Stage
Above: Cappin’ fools.
• This is a very easy stage. The only difficult part will be learning where all of the enemies are so that you don’t blunder into them. If you have difficulties it will likely be near the end, in the final room with four soldiers. Three of them will congregate under the giant suspended crate, but dropping it on them will call the guards so don’t bother. Instead just Mark and Execute them. Then you can sneak to the far end of the hangar and take out the last guy.
• If for some reason most of the enemies are in the final room instead of the earlier locations (the enemy placement randomization can be weird) then be sure to use the maintenance stairs. These stairs will take you under the hangar where you have a few choices of where to come out and make sneaking up on people very easy.
Second Stage
Above: I am the terror that quacks in the night.
• For whatever reason, the guards on this stage will automatically call reinforcements if they so much as catch wind of your bootlaces. Be careful dealing with them due to this or you might find yourself dealing with 20 enemies instead of ten. It’s actually really annoying and makes this level far more suited to Infiltration mode than Hunter. I guess this is to make up for the last stages simplicity but it’s INCREDIBLY annoying.
• Don’t rely on your Sonar here, either. It is pretty finicky about what walls you can see through, and this means that it won’t necessarily warn you that you’re about to rush into a room with a guard. Paired up with the above this will cause you more deaths / reinforcement calls than any real errors on your part.
• To proceed as safely as possible, take out the first guard with a melee attack, use the pipe to get to the far side of this little room, and drop down. Hop over the railing so you can get past the turret where the shut off switch is. Walk under the turret and turn left, here you can leap onto the roof of the red lit computer room. Use your upper position to take out a few of them before moving.
• The large room isn’t hard but it’s very easy for enemies to sneak up on you. With that in mind, make use of the overhead pipes and the ledges you can leap over so that you can hide from the enemies at all times. Shoot out lights, lure them to you and then kill them off. It might take a bit but it’s safer.
Third Stage
Above: Sucker.
• Getting to the first guard can be tricky since he doesn’t come anywhere near your starting area. Wait for him to face away and then climb along the pipe to get closer to him. Stay in the shadows and be patient there until he walks under you. If he’s taking too long then use a Sticky Cam to draw him over to you. Take him out to recover your M&E ability.
Above: Clearing out the ground floor.
• The rest of the stage is easy until you’re in the silo area. Here you will find that the last few enemies are hidden away from you with the exception of two guards. Use an M&E to kill them, trying to draw the others to your position. Snipe one dead and then use a Portable EMP burst as well as charging the enemy to get the last one.
Fourth Stage
Above: Waiting for the last one.
• An incredibly simple stage if you’re good at sneaking. Hop up the ledge to your right as you face the room. Here is a lone guard you can lure over with a Sticky Cam. Take him out in melee before slipping towards the other three guards. Stand over them and wait for them to move together before using the M&E to take them out.
• The rest of the guards are easily enough taken out in this stage. Just try to get at least one with an M&E so you’re ready for the next area.
Fifth Stage
• This is basically an exact replica of the last level with one twist; there are two guards up on the right side and one on the upper left. Take out the three on the ground with your M&E before doing anything else. Climb up on the right ledge and from there snipe the man on the left and one on the right side. Lastly melee kill the last enemy to recharge your ability. The last few guards are nothing of concern.
Sixth Stage
Above: Leaning against a wall makes you invisible.
• This one is tricky but not exactly hard. You need to get the guys on the ground while avoiding being spotted by the guys on the upper level. Then you need to get the guy on the third level without him spotting you. It’s pretty tough but there’s no one real good strategy. It may help if you enter the area from the upper, right doorway though instead of going to the left one. This at least gives you higher ground to fight from.
Seventh Stage
Above: Reinforcements must die!
• Another tricky stage awaits you here. At least four of the enemies will be patrolling the middle of the stage while one waits on the upper left platform and three hang out in the upper right area. The last two are usually patrolling all over the place although one will often find himself in the far right corner. If you can melee kill him, sneak over to the left platform and leap up to kill the enemy there it puts you in great position to use your M&E to kill three enemies, cutting the stage in half. From there go for the enemies on the right so you can pick off the rest of the enemies with no interference.
• An enemy may appear in the lower areas of the stage and you might not even realize it’s there. Sneak around the turret to disarm it from inside of the room before going over to the railing and hopping over it into the underground areas. Hunt them down to end the stage.
Lumber Mill :-
First Stage
Above: Preparing to Execute
This stage is going to basically be four or five minutes of chaos. There aren’t many good places to hide, all of the enemies are right on top of each other and since it’s a wide open area they can see you from pretty far away. You’re going to have to alert them to your presence while using hit and run to pick them off. Then when you can lure three of them to you M&E them to cut the numbers down. Just be careful and stay mobile.
Second Stage
Above: If you’re lucky they line up for you.
A fairly simple but boring stage, you’re going to have an easy time sniping each and every enemy but they will eventually catch on and start patrolling in groups. It’s at this point you will have to take each enemy on one at a time. If you’re lucky the random spawning will place enemies at points where they either group together often for a M&E or stay far apart so you can pick them off easier.
When you’re in the garage areas take note that you can climb on top of the vehicles and over most of the walls. They don’t extend all the way to the ceiling so you can actually climb up those walls and hang out up there to kill enemies from above or to simply have a better vantage point.
Third Stage
Above: Clearing out the upper level.
Open the door in front of you and use Sonar to find the nearest enemy. They will often be in the room straight in front of you. Pass through each of these rooms, taking out the enemies as you go until you’ve cleared all of them out. This will allow you to handle the lower room without worrying about being spotted.
There are usually two enemies in the upper rooms, four in the room below, one in the small room just past that and three in the room beyond. Make good use of Mark and Execute since it can be hard to recharge it with all of the enemies in such close quarters. If possible try to conserve an M&E for the final room. The enemies are usually all over each other here, and it’s nearly impossible to take them out one at a time. Getting two out of the three of them in your line of fire will make this end incredibly fast.
Fourth Stage
Above: Thank goodness they don’t look up.
This area can be incredibly exciting and a bit on the annoying side depending on how things go. If you can remain undetected it quickly becomes a game of cat and mouse as you stalk the soldiers through the lumber yard. Should you be detected, you’ll be trying to avoid being spotted by them while getting opportunities to pop them with an M&E in between running for your life.
From the door into the lumber yard if you look to the left there is a ledge you can climb up onto. Most of the enemies will not notice you up here so if you’re being pursued you can hunker down up there, crouching, and trying to get a good shot on the enemies.
Fifth Stage
Above: A perfect point of view.
From the door into the level there’s often an enemy to your right that can be popped off right from the beginning. Now take stock of where the enemies are located as there are often a number of them that can see you from there. Cross the upper level and enter the door to find another enemy hanging out inside of the office. Get in, kill him and then deactivate the turret.
From there you can easily move into position to deal with the rest of the enemies in this area. Leave the office from the side door and you will find a pipe. You can use this to cross to the far side of the area. There are usually three enemies you can see from here, two in the upstairs room and one in the downstairs. From the pipe you should be able to pick off one of the guys on top and the one on the bottom. Now climb down, make your way to the upper level and kill that poor schmuck.
Once again, since you have the higher ground it should be no issue for you to run around and take out the remaining enemies without even needing to get too close. If you have a Mark and Execute you can easily use that here to pick off the final foe.
Printing Press :-
First Stage
Above: Shoot one and leap on the other.
• While this first stage may be easy the guards are also very sensitive. If you are caught even for a short time they will automatically call up reinforcements or if they see you shoot one of their buddies so be careful. Use the trucks and the scaffolding to get the jump on your foes.
• If reinforcements should happen to be called try hanging out in the first large room, on top of the scaffolding near the far wall. Up here you are very well hidden and any enemies who come into the room will put themselves in your line of fire.
Second Stage
Above: Taking three guards out.
• From the start here you can either go left or right. Left will take you into a bathroom where there’s almost always one guard while going right takes you to the cubicles. Often a trio of guards will be here waiting for you. If you have an M&E go to the right and try to get all three in one go otherwise go for the guard in the room and then come back for them, getting as many as possible.
• The rest of the enemies are split up as follows: Three enemies on the ground level, two on the upper walkways in the second area and one in an office on the upper level in the second area. They’re usually spread out across the floor though so you shouldn’t have any difficulty taking one out and using the charge to perform an M&E, getting to the rest of the enemies rapidly.
Third Stage
Above: Here’s where he hides.
• Much of this stage is constructed out of super Sonar proof technology. As such don’t expect your goggles to be much of any help at the beginning of this stage. It has a hard time going through the printing presses and the walls.
• The first floor is often guarded by three soldiers but their locations vary wildly. Often there is at least one soldier to the right, one to the left and one hiding all the way in the back behind the blind corner. Try to pick off the enemy on the right since he’s out in the open, then the left and finally go to melee the last guy. As you’re doing this be mindful of the upper level and check for guards up there before moving.
• Once you’ve taken out the guards on the upper level then you’re basically done. Just use your vantage point to find the last guards and take them out.
Fourth Stage
Above: Snipe the first one to draw others over.
• Not exactly a hard area but it’s very easy to get caught with your pants down. The first four enemies are usually easy enough to take out; three can often be reached from the entrance door while a final one will come to investigate the dead bodies. Just be very mindful of that turret.
• The next room contains five to six enemies moving on three different levels, depending on the random dispersion, so approach with caution. If you approach the room from the first floor you can climb up onto the ledge in front of you for a better vantage to snipe enemies from. Don’t go fully on the ledge, just hang there. There’s another door that can be gotten to from the first room and this one will get you onto the second level of this room. Often this is a better spot to appear if you have a Mark and Execute as there are often more enemies on the higher levels.
Above: And snipe the others from here.
• However you clear it, be very careful doing so since the guards can call for reinforcements at the drop of a hat. If you get caught in this room you will likely be sandwiched by the guards and die in short order.
Fifth Stage
Above: Move slow and shoot down enemies.
• Thankfully you get an easy final stage as your reward for this. Don’t rush forward and just take things nice and slow. There are enough hiding spots, on the ground and above, that you should never be in any real danger of being spotted. The only complication in this entire section is that the two enemies in the upper room at the far end of the factory floor are too close to kill easily. Try to get a Mark and Execute from someone nearby and take them out at the same time.
Last Stand :-
While not actually a very hard game mode Last Stand can be very, very annoying to play solo. Many of the levels have the EMP device you’re guarding in a position where it can be shot at from multiple levels, meaning you will have to constantly be trying to deal with various locations at the same time. There are a few ways to mitigate the frustration that this causes, although the easiest way to do so is to play this mode two-player. It’s actually quite the game changer and strategizing between the two of you will shape how easy your game is.
Above: Get up ya lazy bum.
Playing this with a friend will seriously minimize the frustration factor. Since you can revive each other you will want to have one person be the noise maker and the other one the shooter. Make sure that your load-outs compliment each other, for example the two of you don’t need remote mines at the same time unless the level has multiple floors. One person should have two silenced weapons while the other has a shotgun or machine gun / assault rifle. Flash bang grenades and / or EMP grenades will help out as well. With that setup you’ll be prepared for the enemies, so have the noisemaker set up somewhere off to the side, or on a higher level, while the stealthy guy stays near the EMP.
When the round starts the stealth user will be running around the room and taking out enemies in melee as well as using Mark and Execute on further away enemies to take them out faster. The second person should act as a sniper, taking out far away targets with his pistol and knocking out people in melee if they get close enough for him to do so. In between rounds it will help if you destroy every available light source so that you can move without danger of being spotted. This goes for both players even the one who wants to be noticed. You only want the enemies to notice him when it’s convenient for you.
Early on there will be no reason to waste your mines or grenades but for later levels it will behoove the stealth user to place a few and use them to knock out enemies who get too close to the device. If the location has multiple floors then the noisemaker can place a few as well during later waves. The main trick is that enemies will start coming out in large numbers, four or five at a time, and they will need to be taken out quickly before they deal too much damage to the EMP. PAGE END If too many enemies are hitting it, then the noisemaker pulls out his big gun and gets their attention. When they turn their attention to him the other player can keep on taking out the foes on the ground. This will confuse the enemies and allow you to cut through them rather mercilessly. Just be careful to hide if you’re getting too hurt, since the distance between you and your partner will almost guarantee that one of you going down is game over.
Above: Time to draw their attention.
The EMP will recover health in between waves, recovering either to 100% or 50% depending on how damaged it is. If it has more than 50% health left then it will refill back to full health in between rounds. But once that health bar has dipped into the red you will be left trying to get through the rest of the waves with that gimped health. Do your damndest to make sure that doesn’t happen, even if that means one of you gets shot up. Much of your ability to succeed in this mode is figuring out where the enemies are coming from and responding quickly to it.
Get used to how the enemies move, and know when it’s time to interfere and when it’s time to stay hidden. It’s a fairly simple game mode but it can be pretty hellish on the higher difficulties. The later waves are particularly rage inducing if you’re trying them solo. Unlike Hunter and Infiltration there’s no need for individual map tips. You’re going to always have to change your strategy based upon how big the map is, where enemies come from and if there’s two of you or not. As such try to play a game once on each map to learn this information before you try it for real. There may also be ways to help yourself out in a bad situation, like dropping chandeliers on people or blowing up explosive barrels. Save those for when things really get bad.
Face Off :-
Face Off is the most simplistic of the four Deniable Ops game modes but it can also be the most exciting out of the four. You and another Splinter Cell will actually be in competition against each other. The winner is the person with the most points at the end of the match. However this isn’t just a Spy vs. Spy scenario, there are going to be the regular enemies on the map as well. Killing them will net you a small amount of points while taking out other spies will net you a much larger score bonus.
Above: Melee kills work on the other spies too.
However the other spy will always be better prepared for you as well as having all of those fun little gadgets and badass special abilities you get to play around with. While it’s possible to just run them down and shoot them to pieces it won’t work out in your favor. You’re going to have to play this a bit more unconventionally than you would in other games for a number of reasons. Before getting into anything else, let one thing be said: Quitting is almost laughably rampant in this mode so it may be best to find some friends you can play with. This way you can actually finish a game properly instead of having the numerous aborted attempts that occurred during the writing of this guide. If you’ve played the game then you know that when you’re spotted enemies will converge on your position. Every enemy in the area.
So you will find yourself being shot at by a number of enemies and while you desperately try to take them down there’s very likely a spy creeping up on your back to wish you good night. Helping the other player out is the fact that when the soldiers know your location then your LKP will pop up for them as well. It’s easy for a player to wait back, watching and move when he sees the LKP appear. The scoring system is heavily balanced against run and gunners: Killing the AI will net you one point, killing a player will net you five points and dying will cost you three points. This means that even if you’re taking out the AI in droves, if the other play keeps on killing you and you alone he’s very likely going to win. Now it may sound like it’s impossible for someone to win just by killing guards but that’s not strictly true.
If the player heads straight for large groups of guards and just goes nuts on them with an assault rifle, SCAR or shotgun then it’s possible for them to outpace you quite fast. Even worse, there is a way to break the game a bit and that’s by using silenced automatic weapons and then running and gunning from the shadows. You will slaughter the guards left and right, leaving nothing for your enemies to kill and they won’t have a very easy time finding you either. This can be solved by doing one of three things: Turn on Pistols only. This evens the playing field and forces the players to fight strategically rather than running and gunning. Set the AI density to lower. This should remove enough of the guards to make it nearly impossible to win solely by going after them. Kill the guards yourself. You don’t have to go after them like crazy but it helps if you try to pick them off while going after him. It’ll make your life a bit easier, deprive him of points and get you some. Just don’t alert the guards to your presence and wait for him to reveal himself so you can snap his neck and get your points. Using this method it’s fairly easy to win matches against the more gung-ho gamers out there who play like it’s Halo.
Above: Mine goes boom, sucker!
You can shut off gadgets to even the playing field if you’re finding yourself annoyed by the other players using the Sticky Cams or Remote Mines. It may be a good idea to do this anyway since the Sonar goggles unbalance things a bit by revealing where everyone is, even the other spy. However it does present a nice challenge, and it’s incredibly newbie unfriendly to turn this off, so it depends on what you’re expecting out of your game.
Most importantly, don’t even bother playing this game mode until you’ve played the levels in Hunter and Infiltration a few times. Essentially you’re playing through parts of these campaigns in a somewhat random seeming order and competing against your co-op partner. As such you will need to have learned a fairly large number of the dangerous spots on the level. Entry points, locations of explosives and choke points where there’s only one way to access a room. All of these are places where you can be ambushed or ambush someone else. Keeping this in mind you will want to remember that while fair play is all well and good, there’s no such thing as fair play among spies. Set mines near doors, camp a door if you know your opponent is going to come through or sneaking up on someone who is hiding by crawling along a pipe. Don’t expect much in the ways of leniency from your opponents, so don’t bother giving them any, just kill them however you can.
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