Guia En Ingles Para Splinter Cell Double Agent
01 February 2008
It's kind of a minor riot, honestly. It'll be up to you to get things going full-swing.
Skip ahead six months. Sam's daughter is dead, cut down by a drunk driver, and Sam's decided to get past his grief by going undercover and infiltrating a terrorist operation. You're going to begin by heading into prison and attempting to bust outone of the gang's members, in the hopes that this will ingratiate you to the terrorist mastermind behind the plot. Of course, as a law-abiding citizen (more or less), you'll have to decide whether or not your Fifth Freedom extends to killing guards to effect your mission.
Anyway, begin by ripping the poster in your cell after Jamie hands off your equipment, then crawl through the tunnel and ridethe pipe up to the ventilation shafts. A bit of walking around will lead you to a crawlspace above a control room. Drop down behind the guard inside; feel free to immediately knock him out if you wish. If you're trying to proceed nonviolently, you can avoid his routes. First access the computer on the desk near you to learn the access code for the weapons locker here and the door down the nearbysteps (1403), then open the weapons locker to pick up a few smoke grenades. They’re optional, but they'll come in helpful in escaping the jail without setting off alarms.
Guards!
Pick the lock on the door here and head on out. You have two paths here: down the stairs, and through the door across the way.
Downstairs: Heading downstairs will eventually lead you to a locked door; the 1403 codewill open it. Beyond is a metal detector, along with a guard patrolling. You'll probably have to knock him out to proceed. The metal detector can be disabled either by accessing the computer on the left side or by cutting the power cables near the two doors.
At the end of the hallway nearby, switch off the lights before opening the door. There should be one or two guards in the cafeteria beyondyou, firing away at the rioting inmates on the other side of the room. Luckily, they have their back turned to you, allowing you to sneak up and knock them out. If they're right on top of each other, it'll be best to just throw a smoke grenade at their feet, then run across the room to the far side, avoiding them entirely. This is risky, though, as there are guards on the walkways that might spotyou.
Be sure to disable the metal detector before attempting to head through it.
If you can knock them out, though, do so, then hug the wall to your left, since it'll keep you in the green in terms of light exposure. When you reach a lunch table blocking your way, either sneak around it or jump over it to move on to the central tower.
The central tower isn't so difficult for this path. Justknock out the guard on the lowest level, pick the lock on the door, and start walking upwards. The second floor will have a riot (non-lethal) shotgun on a weapons rack, so grab it and the extra ammo for it before proceeding upstairs.
Locked Doorway: This is the second path you can take to reach the same area, starting all the way back where you knocked out your first guard. If you pick the lockon the door nearby, you can walk across to a locked door with a red light above it. It won't open except for guards, so go back and pick up the body of the guard you disabled previously and walk back towards the door with him in tow; that will cause the door to pop open.
At this point, you'll be on the catwalks above the cafeteria. There's likely going to be one guard just in front of you toknock out, as well as a couple further along the path, near the uppermost exit from this room. Sneaking around on the catwalks is difficult, as they'll be somewhat well-lit, and there won't be any place to hide unless you want to dive over the railings and hang on there, which will be risky due to the presence of the guards below. It's best to try and make your way around to the stairs leading...
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