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View Full Version : Scct Hints + Extra objectives



DarKA55ASSIN
03-31-2005, 09:33 AM
Source-http://cheats.ign.com/ob2/068/683/683200.html?ui=watch

-------Splinter Cell 3---------
Unlock Elite Mode
Unlock Elite mode in co-operative play by clearing co-op story mode. Elite mode basically starts both spies off with no ammo for the SC-20K or the SC pistol, except for the ammunition you may find in the levels. Time to work that knife.
Hint: Cameras In The Dark
Cameras that do not use thermographic vision can be be fooled by shooting out all the ambient and direct light sources to darken the area. As long as the light meter is completely dark, these normal cameras cannot see your spy.
Hint: Stick Camera Reuse
Sticky cameras may be reused in almost any mode as long as they are not destroyed by gunfire or did not use their gas attack.
Hint: Tank Movement
The tanks you face in Solo Mode are rather tough but they move in preset patterns. Down the gunner sitting in the turret, then watch the tank's gun. When it aims away, that's your cue to move by or above it. The only way to destroy a tank is to throw a frag grenade into the gunner's hatch. Quicksave to make sure you don't squander your grenades.
Hint: Whacking North Korean UAVs
North Korean UAVs are tough to take down, but they can be avoided. However, if you went with a kit with a sniper attachment, you can take them out with one well placed shot (anywhere on the body).
Hint: Stopping The Missile Launch
In the final section of the DPRK missile base, Fisher has 3 minutes to stop the missile. From where the missile launches, head right and down into the door to the command center. The abort codes are on the PC to the right of that door. The codes must then be entered in one of the missile command center's PCs, which are the two rooms near the large elevator (lift) leading to the base commander's office on the level above. Assuming you took out all the enemies in that area, the three minutes are more than enough time to abort the missile.
Hint: Choke Hold To Fireman's Carry
Hold the LEFT TRIGGER while grabbing an enemy to choke hold him, then immediately put his body on your spy's shoulder for a fireman's carry.
Hint: Knife To The Back To Fireman's Carry
Hold the RIGHT TRIGGER to engage a knife attack on an enemy from the back; your spy needs to be standing to bring the corpse into a fireman's carry.
Hint: Stun Punch To Fireman's Carry
While your spy (mainly Fisher) is standing and adjacent behind an enemy, hold the LEFT TRIGGER to deliver a non-lethal punch that transitions to the fireman's carry. Note, that this move will still cause mission failure if the person is to be kept awake or alive for an objective.
Easter Egg: Prince of Persia
During Stage 5, while infiltrating Displace International, Fisher will be able to come across two guards talking about another great UbiSoft hit the Prince of Persia Warrior Within. It is the small cafe next to a laser filled hallway, past a keypad locked door. A second way to access the room is through a vent, but about half the conversation is muffled due to Fisher being stuck inside a vent.
Hint: Opportunity Objectives - Lighthouse
The bonus objectives in the Lighthouse are weapons crates Fisher can identify using electromagnetic vision.

The empty jail cell past the cave with the diesel generator.
The tunnel right before Morgenthal's torture chamber, with a diesel generator.
Past Morgenthal's torture chamber, there are two tents outside; one of the tents has a box.
Below the wooden walkway leading to the laptop referred in Grim's transmission. This small outside area has two guards talking about Lacerda's whereabouts that leads to the cancellation of the Eliminate Lacerda objective.
The small room next to the cannons on the rampart.
Submitted by - simalcrum
Hint: Opportunity Objectives - Cargo Freighter
The bonus objectives in the ship are weapons crates Fisher can identify using electromagnetic vision.

Inside the first cargo hold where Redding transmits about the weapons crates, but before the transmission regarding the hull leak.
After the engine room (with the gas leak) and before climbing the stairs to the ledger office, there is a hall behind the stairs leading to the box.
Head past the office with the transit ledgers and go past the sickbay. A box is under the stairs past the aforementioned rooms in the ship exterior.
Inside the ship's galley, near the meat locker. This is the deck above the sickbay and ledger office.
Under the stairs near the captain's quarters. This is inside the ship.
Below the exfiltration point, on the rear deck.
Submitted by - simalcrum
Hint: Opportunity Objectives - The Bank
The bonus objectives in the bank are eight PCs Fisher needs to hack into to place fake e-mails. Shutdown the PCs you check to keep track of the ones you've investigated.

The bank's front reception desk.
First floor security room leading to the main vault.
Bank officer's office opposite the vault security room described in #2.
The large security room on the first floor.
The second floor reception, in the area with the laser trapped floor and Grim's tranmission regarding them.
The main security office on the second floor.
The bank president's office.
The main vault.
Submitted by - simalcrum
Hint: Opportunity Objectives - Penthouse
The bonus objectives in the computer geek's penthouse are six thermographic cameras that need to be tapped. Note that Fisher cannot hide from these cameras since they can see in the dark. Use nightvision to detect their cone of vision or fry their systems temporarily using the DCP.

Past the half contructed area and the PC with the architectural plans is a small flat rooftop with stairs leading into the rest of the penthouse. Redding will contact Fisher about the cameras here, so the camera in question is rather obvious.
In a portico (small yard on the roof) under a trellis (wood beams overhead). This is past the guard listening to some bad rock music in a guest room.
In a hallway leading to a busted lift. This hallway is adjacent to the living room and camera #4.
In the living room. The tapestries literally shows Fisher the path to take.
Bedroom on the second floor.
Inside the greenhouse on the second floor.
Submitted by - simalcrum

DarKA55ASSIN
03-31-2005, 09:33 AM
Source-http://cheats.ign.com/ob2/068/683/683200.html?ui=watch

-------Splinter Cell 3---------
Unlock Elite Mode
Unlock Elite mode in co-operative play by clearing co-op story mode. Elite mode basically starts both spies off with no ammo for the SC-20K or the SC pistol, except for the ammunition you may find in the levels. Time to work that knife.
Hint: Cameras In The Dark
Cameras that do not use thermographic vision can be be fooled by shooting out all the ambient and direct light sources to darken the area. As long as the light meter is completely dark, these normal cameras cannot see your spy.
Hint: Stick Camera Reuse
Sticky cameras may be reused in almost any mode as long as they are not destroyed by gunfire or did not use their gas attack.
Hint: Tank Movement
The tanks you face in Solo Mode are rather tough but they move in preset patterns. Down the gunner sitting in the turret, then watch the tank's gun. When it aims away, that's your cue to move by or above it. The only way to destroy a tank is to throw a frag grenade into the gunner's hatch. Quicksave to make sure you don't squander your grenades.
Hint: Whacking North Korean UAVs
North Korean UAVs are tough to take down, but they can be avoided. However, if you went with a kit with a sniper attachment, you can take them out with one well placed shot (anywhere on the body).
Hint: Stopping The Missile Launch
In the final section of the DPRK missile base, Fisher has 3 minutes to stop the missile. From where the missile launches, head right and down into the door to the command center. The abort codes are on the PC to the right of that door. The codes must then be entered in one of the missile command center's PCs, which are the two rooms near the large elevator (lift) leading to the base commander's office on the level above. Assuming you took out all the enemies in that area, the three minutes are more than enough time to abort the missile.
Hint: Choke Hold To Fireman's Carry
Hold the LEFT TRIGGER while grabbing an enemy to choke hold him, then immediately put his body on your spy's shoulder for a fireman's carry.
Hint: Knife To The Back To Fireman's Carry
Hold the RIGHT TRIGGER to engage a knife attack on an enemy from the back; your spy needs to be standing to bring the corpse into a fireman's carry.
Hint: Stun Punch To Fireman's Carry
While your spy (mainly Fisher) is standing and adjacent behind an enemy, hold the LEFT TRIGGER to deliver a non-lethal punch that transitions to the fireman's carry. Note, that this move will still cause mission failure if the person is to be kept awake or alive for an objective.
Easter Egg: Prince of Persia
During Stage 5, while infiltrating Displace International, Fisher will be able to come across two guards talking about another great UbiSoft hit the Prince of Persia Warrior Within. It is the small cafe next to a laser filled hallway, past a keypad locked door. A second way to access the room is through a vent, but about half the conversation is muffled due to Fisher being stuck inside a vent.
Hint: Opportunity Objectives - Lighthouse
The bonus objectives in the Lighthouse are weapons crates Fisher can identify using electromagnetic vision.

The empty jail cell past the cave with the diesel generator.
The tunnel right before Morgenthal's torture chamber, with a diesel generator.
Past Morgenthal's torture chamber, there are two tents outside; one of the tents has a box.
Below the wooden walkway leading to the laptop referred in Grim's transmission. This small outside area has two guards talking about Lacerda's whereabouts that leads to the cancellation of the Eliminate Lacerda objective.
The small room next to the cannons on the rampart.
Submitted by - simalcrum
Hint: Opportunity Objectives - Cargo Freighter
The bonus objectives in the ship are weapons crates Fisher can identify using electromagnetic vision.

Inside the first cargo hold where Redding transmits about the weapons crates, but before the transmission regarding the hull leak.
After the engine room (with the gas leak) and before climbing the stairs to the ledger office, there is a hall behind the stairs leading to the box.
Head past the office with the transit ledgers and go past the sickbay. A box is under the stairs past the aforementioned rooms in the ship exterior.
Inside the ship's galley, near the meat locker. This is the deck above the sickbay and ledger office.
Under the stairs near the captain's quarters. This is inside the ship.
Below the exfiltration point, on the rear deck.
Submitted by - simalcrum
Hint: Opportunity Objectives - The Bank
The bonus objectives in the bank are eight PCs Fisher needs to hack into to place fake e-mails. Shutdown the PCs you check to keep track of the ones you've investigated.

The bank's front reception desk.
First floor security room leading to the main vault.
Bank officer's office opposite the vault security room described in #2.
The large security room on the first floor.
The second floor reception, in the area with the laser trapped floor and Grim's tranmission regarding them.
The main security office on the second floor.
The bank president's office.
The main vault.
Submitted by - simalcrum
Hint: Opportunity Objectives - Penthouse
The bonus objectives in the computer geek's penthouse are six thermographic cameras that need to be tapped. Note that Fisher cannot hide from these cameras since they can see in the dark. Use nightvision to detect their cone of vision or fry their systems temporarily using the DCP.

Past the half contructed area and the PC with the architectural plans is a small flat rooftop with stairs leading into the rest of the penthouse. Redding will contact Fisher about the cameras here, so the camera in question is rather obvious.
In a portico (small yard on the roof) under a trellis (wood beams overhead). This is past the guard listening to some bad rock music in a guest room.
In a hallway leading to a busted lift. This hallway is adjacent to the living room and camera #4.
In the living room. The tapestries literally shows Fisher the path to take.
Bedroom on the second floor.
Inside the greenhouse on the second floor.
Submitted by - simalcrum