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Splinter cell double agent walkthough
Splinter cell double agent walkthough









splinter cell double agent walkthough

If you just move Sam (standing) to the narrow part, he will move much more slowly at a creep. The next puzzle is less devious, but you can injure Sam seriously if he drops prematurely. Then rappel down to the window, press down on the stick or keyboard to disengage the rappel line and move through the window. (ABOVE) The next puzzle is less devious - press against the wall to move quickly. Patience here pays off while hot-heads can quit now and drop any notion of being a "stealth action gamer". Wait at the door you lockpicked for a completely clear run to the exit.

splinter cell double agent walkthough

The three lasers will trigger the alarm - any of the three. Wait at the door you lockpicked for a completely clear zone and run to the exit. There are three lasers and any of them will trigger the alarm. (ABOVE) The second set of lasers are horizontal. Run to the door while standing to reach this exit when the laser briefly disappear.ĭon't look down if you intend to run quickly - this slows Sam down since the game considers him to be creeping on an edge. They only all turn off during one short period of time. The top laser will never turn off, but the other ones will - but at different intervals. The first major obstacle are some vertical lasers. Run to the door while standing to reach this door. The top laser will never turn off, but the other lower ones will. (ABOVE) The first obstacle is the vertical lasers. However, this will quickly drain your time running back and forth. If you trip the alternate route, the original route will be available again. IGN will now run you through the obstacle course without a single error - if you make a mistake, you will need to exit through the nearest green door (possibly back-tracking) and use the alternate route. Exploit the checkpoints and saves for your benefit and you'll do fine. But once you get the hang of the mission, you won't be really sweating. You must return to the start of the course before time runs out or you fail the mission.

SPLINTER CELL DOUBLE AGENT WALKTHOUGH CRACK

Once Moose leaves and the checkpoint occurs, you have 25 minutes to crack the safe and do your other missions before someone catches on. (ABOVE) Get back to this spot before time runs out, or you fail. The place is large and complex if you've never been inside before, so you need to re-visit the stage several times to "get familiar" with it, or you will wind up being lost again and again. Once you get a feel for the place, you can quickly get to places you didn't know about before.











Splinter cell double agent walkthough