Sabtu, 22 Januari 2011

Walkthrough Splinterrcell Conviction Pc

 
 
 
 
 
Chapter 1:Merchant's Street Market




The single-player story mode begins with big, scary Sam enjoying a quiet evening at a cafe, when his old Third Echelon pal Anna Grimsdottir suddenly contacts him. This first level serves as a tutorial for the basic controls. Follow the prompts to move through the nice little street marketplace and to take down the bad guys, with both regular shooting and with the mark-and-execute attacks. The mark-and-execute attacks are free automatic kills that are earned by beating enemies with hand-to-hand attacks. Follow the waypoint marker to stay on course.
Just to review here, the first tutorial flashback deals with the element of visibility. Whenever Sam moves into a dark place, the screen turns all black-and-white, indicating that unalerted enemies won't be able to see him. The second tutorial flashback deals with the element of combat. The basic shooting action is roughly the same as in the earlier Splinter Cell games, except now, whenever Sam uses a hand-to-hand attack to beat up an enemy, he earns a mark-and-execute attack that lets him instantly brain multiple enemies at once.
The street marketplace is very straightforward, so there's no worry of getting lost here. Ducking behind cover and staying in the darkness to keep out of sight, simply take out the enemies one by one. Using a mark-and-execute attack can help clear out the larger group of bad guys at the wide street area toward the end.
At the end, follow the last enemy into a public restroom, and follow more prompts to beat information out of him. In any interrogation events like this one, Sam can move his victim (freakishly with a single arm) to various environmental objects and use them in his beat-downs. When the interrogation is over, Sam will automatically perform his new signature move, the crushing fingers of agonizing, excruciating death.




Chapter 2 : Robin's Mansion





Although this level resembles the classic stealth job, Sam can take advantage of the game's new action-oriented focus and be as bloodthirsty as he likes. As a general rule, follow the waypoint marker, and kill or avoid any enemies who get in the way. This level also introduces the weapon stashes, which are similar to the green supply boxes in the Rainbow Six: Vegas games. Use them any time to regain ammo and to choose which weapons to equip. (To earn more firearms, simply play through the game, both the single-player story mode and the cooperative story mode.)
At the beginning, follow the prompts to learn about peeking under doors, and then get out onto the street. From here, get to the front of the museum-turned-mansion. Open the side door, climb over the unprotected parts of the walls, or try triggering the car alarms to distract the guards at the main gate. Climb along a pipe and through the front side's second floor windows to get inside the mansion.
In the first parts of the mansion, work across to the back of the large entrance hall. (There is a long pipe on the second floor level that can help Sam bypass most of the guards.) After the first weapon stash, get into a long hallway area. Climb a pipe to get past a locked glass door, and use any means to eliminate or to avoid the guards here.
Down in the basement area, multiple enemies will approach, actively searching for Sam. Obviously, he will want to stay out of sight while picking them off one by one, preferably by using the shadows and by climbing up the pipes along the sides. After the second weapon stash at the end of the basement area, go out to the back alley, and climb up another pipe to reach the corridors leading to the last room.
At the last room, eliminate all the regular guards, and then grab and interrogate Mr. Kobin, who will be madly turning about and periodically firing his automatic weapon.

 
 
Chapter 3:Price Airfield
Our hero has been brought to an airfield owned by the Black Arrow PMC, and he needs to get away. While Sam is punching Grimsdottir in the nose to prepare a cover for his escape, she'll give him the gist of what's been happening. Before she lets him go, she'll also hand him some basic equipment, including a silenced handgun.
Grimsdottir tells Sam that he can take her hot red sports car, but that's actually the last step in a string of tasks he'll need to do in this level. Follow the waypoint marker to keep on track. Get some C4 charges from the exterior supply cache. Set a charge at the helicopter's open side panel inside the hangar. Flip the lever at the rear barracks, and then go out through the nearby fence door. Set a charge at the satellite cart. Use the console in the room next to the security gate, and then exit through the fence door at that gate.
Got all that? Things here may look complicated at first, but they're really just a clear-cut string of straightforward jobs. After snatching the C4 charges and entering the hangar, use the walkways and the shadows to maneuver about and to take down the enemies. Once the coast is clear, set a charge at the open side panel of the helicopter, and then exit the hangar via the rear doors, reaching the first weapon stash.
Next, sneak across the barracks area to find the power box lever. There are lots of rooms and enemies here, but there's no need to suffer through every single one of them. The power box lever is located in the barracks at the very rear corner, in the building next to a fence with a locked door. After flipping the lever, go out via that door in the fence, toward a second weapon stash.
At the large, open hangar area, follow the waypoint marker to find the satellite communications cart at the back corner of the airfield, and set a charge on it. With the weapon stash, Sam can easily take down the enemies here, going back to the weapon stash for infinite frag grenades if he likes.
After dealing with the satellite matter, watch out for more enemies on the way across to the other side of the airfield. There aren't lots of walls to hide behind in the open stretches, but shooting out nearby lights still works. At the security gate, kill any bad guys in the way, and use the console in the room next to the gate to raise the vehicle barriers outside. Now exit through the door in that gate.
 
 
 
 
Chapter 4:Diwaniya,Iran




For the first time in the Splinter Cell series, you get to play as someone else other than Sam in the single-player story mode. In this flashback level, Victor Coste has to find and rescue Sam, who's been dragged away by enemy soldiers. This is purely an action scene, so don't bother with hiding in the shadows. However, hitting enemies from a distance still helps. Coste also gets infinite reloads, and his AK-47 comes with a scope.
Head down the highway, between the bombed-out buildings, and then through the school grounds. On the highway, look down the road every now and then to see the bad guys, and shoot them from afar. About a third of the way through this whole scene, there will be a large fuel truck that can be blown up. Stick to one side of the yards, and duck for cover while gunning down the enemies who show up. Past the bombed-out buildings, the school grounds offer a string of corridors packed with more enemies, so advance carefully.
For the last room at the end, where the bad guys are busy applying electrical clamps to Sam's man boobs, just shoot the enemies through the window. Then, for the final sudden battle, take cover, and mow down enough enemies on the grounds outside to make the airstrike come.




Chapter 5:Washington Monument





Sam and his good buddy Coste have arranged a meeting at the fairgrounds erected at the rock-hard Washington Monument. For the first section of this level, Sam must eliminate the three black-suited agents (marked with Xs) wandering through the fairgrounds. He can't be detected, and he can't take down the targets in front of scream-happy civilian bystanders, so he should go into the shadowy areas, wait for the targets to come, and then grab and interrogate them.
After applying the fingers of gruesome death to all three agents and leaving their dead bodies in the cold dark shadows, Sam should get into the office room set up at the base of the Washington Monument. Coste will share some information and give Sam a silenced handgun, some remote mines, and the portable EMP device. This last gadget effectively turns our hero into a walking EMP grenade, temporarily disabling lights and stunning enemies nearby whenever it's used.
Now Sam needs to escape back to his car, backtracking through the fairgrounds to the front gate, but enemies will show up. Use the low passageways under the fairground booths for cover, and use the gadgets to eliminate or to avoid the bad guys.
The front gate is the same place where Sam has first entered the fairgrounds. Getting back there while dealing with the bad guys is the fun part. Again, the portable EMP device will briefly shut off lights and stun people nearby, allowing Sam to easily run past the enemies or kill them, before they recover. The remote mines are also a handy means of taking them down, especially when they're standing close to each other. Still getting lost among the booths? As always, follow the waypoint marker to stay on track.




Chapter 6:White Box Laboratories





White Box is located in a large brick building that has been heavily retrofitted for its EMP research work. Although some mysterious material is being transported away from there, Sam needs to get in there and see what dirt he can find. From the parking lot, climb up along either side of the building and then the front of the exterior walls, finding pipes that lead higher up. Eventually, Sam will go past the upper maintenance areas and back down to a security room. Use the console to look through the cameras, and cycle through the cameras (by pressing D-Pad Right) until seeing the ground-level work garage, where the bad guys blow away some dude and haul off a female scientist.
Continue past the security room to get into the work garage, kill the enemy guards there, and then talk to the remaining scientist, who will open an elevator. Ride up into the office area floors. Deal with the bad guys, and work up to the top floor, into Robertson's large office room.
At the office area, pipes and stairs can be used to climb onto the next floors. Somewhere halfway up the building, Sam will get a call from Grimsdottir with Sarah. Keep on going, and also watch out for the white-paneled pressure-sensitive flooring, which can turn on the lights if someone steps onto it. If there are windows nearby, climb out along them to stay out of sight, too.
At Robertson's office room, use the console to start the hacking process, and then kill the enemies who arrive to try to stop the hacking. Climb on the pipes to get to higher points, and use the weapon stash for more ammo. After that's done, find the doors into the large side shaft that runs down back to the ground-level work garage. Find a pipe that goes back down there.
Upon returning to the work garage, kill more waves of enemies who approach. Robertson is sitting in the earlier security room, threatening to trace Grimsdottir's hacking job. On the walkway in front of the security room's window, just use the switch on the console to detonate the EMP warhead in the garage, setting Robertson on fire in the process. Watch out for one more wave of enemies, and then get back out across the parking lot.




Chapter 7:Lincoln Memorial




Sam's next task is to record a clandestine meeting between Galliard (the owner of White Box and Black Arrow) and Reed (the evil new director of Third Echelon). Go up to the control booth for the cameras, and use the console. Cycle through the cameras (by pressing D-Pad Left and Right), and zoom in on the two men. (Galliard is the guy in the bluish gray suit, and Reed is the dude in the greenish olive coat.) As they walk around while talking about evil stuff, switch cameras as needed to keep them in view and their conversation clear.
After Reed leaves, Grimsdottir will call Galliard and keep him distracted. Sam can simply walk right up behind Galliard and start interrogating him. Before Sam can apply his itchy fingers of death, however, an assassin will beat our hero to the punch by braining Galliard.
Chase the assassin through the entire area. For the few cops who show up, Sam can either knock them out with hand-to-hand attacks or avoid them. When the assassin disappears into the office rooms, Sam should use his intuition to keep tailing the jerk. Whatever happens, don't stop moving, and keep charging after him. The chase ends with the assassin going toward a car parked on a large street.
After the explosion conveniently solves the problem of the assassin, Sam will need to deal with enemy agents who are coming to kill him. He can hide at the two-story cafe, especially outside the second-floor windows. Wipe out any bad guys who get in the way, although eliminating every single one of them isn't necessary. Eventually, a friendly getaway vehicle will arrive, parking on the street not far behind the cafe. When the coast is clear, get over to it.




Chapter 8: 3rd Echelon HQ





For the first part (Parking Garage), Sam must not be detected as he sets charges at two electrical maintenance rooms and then reaches the elevator in the middle of the parking garage. Shooting out the lights is okay, but don't tamper with the cameras, or else an alarm will be caused. Each of the two maintenance rooms has a side shaft that should provide a more discreet means of entry. Also kill at least one guard to obtain a keycard for the elevator, but don't let the guards spot any bodies.
For the beginning of the second part (Offices), Sam's idea is to go up to the front desk as a visitor, detonate the charges, and then hurry past the numerous security gates before they clamp down. Once he reaches the stairs to the office area, things will go back to the usual routine. Kill or avoid the enemies on the way to the server room area. At the server room, Dr. Fryman will give Sam the sonar goggles, which let him see through walls.
Having acquired the sonar goggles, Sam needs to kill fresh waves of enemies as he backtracks through the office area to the earlier stairs. From here, he can go through the newly opened doorway toward Reed's office section. Use the goggles to see the laser beams, and work past them. On the second floor of Reed's office, beat up Kobin for a second time, but afterward, watch out for bad guys who will come to attack. The enemy Splinter Cells are also equipped with sonar goggles, which means they will eventually locate Sam even if he hides in the shadows.
From Reed's office, head toward Grimsdottir's office. Use the goggles again to see more laser beams in the next corridor. Sam can work past the beams in either the left side room or the right side rooms. At the large strategic planning area, find the stairs up to the second floor. Follow the corridors to Grimsdottir's room at the corner.
In Grimsdottir's room, Sam will get juiced up on anger and sheer rage. Entering a super-enhanced mark-and-execute mode, he will get instantaneous, permanent, automatic marks. Backtrack all the way to the front reception desk, and keep pressing the Execute Button to instantly murder all the enemies who show up.
Despite the look of the entire place at this point, there is no actual time limit, and Sam can take as long as he likes to reach the end. As usual, follow the waypoint marker to keep on course. Sam will automatically escape once he returns to the reception area.




Chapter 9:Michigan eve,Deservolt




Sam has come to the likely location of one of the EMP warheads, but he still needs to know how to stop the bomb. Take out the first group of enemy guards except for the officer toward the back, and then beat information out of him. (Sam can still kill this dude afterward by dropping an explosive on his face.) Work through the warehouse, and climb the pipe in the back room to reach the underground tunnels. At the last chamber, mow down all the enemies, and rescue the scientist (the same lady back from White Box). After learning about the generator triggers from her, proceed through the following corridor to the next part.
Time for more killing. For the gun emplacement, snipe at or throw an explosive gadget at the enemy operator (who's controlling the minigun with a computer from the back). The first generator is stuck inside a tower-like reservoir structure. Get there and tag it. Now cut through some interior corridors and rooms to reach the exterior field on the other side. When the assault helicopter appears, move from cover to cover, gun down the enemy guards on the ground, and reach and tag the second generator, which is also in another tower-like structure.
The helicopter may look menacing, but it's really not that dangerous, as long as Sam ducks behind cover. Focus on taking out the bad guys on the ground first. Then, wait for the helicopter to finish one of its barrages of fire before dashing over to the next bit of cover. Repeat this tactic to reach the second generator without problem.




Chapter 10:Downtown District





Sam has cushioned his crash by banging his kidneys into his stupid backpack, which means bye-bye portable EMP device, but now he gets a vest that lets him carry one more unit of every other type of gadget. Butcher the enemies at the movie theater's lobby area, and get out onto the streets. Walk through the non-hostile segment, and enjoy the fun, fun sights of terror. Eventually, Sam will need to slay more enemies, who have come to block off portions of the streets. At the barricade toward the end, scatter away the civilians, deal with the bad guys, and proceed down the road toward the White House.
Out on the streets, there are a few places where Sam can climb up along pipes or scaffolding to reach a higher point. That can make dropping down on enemies or throwing gadgets at them easier. Of course, when using gadgets, make sure no innocent bystanders get caught in the explosive blasts.
Detonate the big red fuel truck to blow open the front gates, and then kill more bad guys on the way to the front of the White House. Grimsdottir tells Sam that the main doors are locked, so he should go for a side door by the front gardens. Facing the front of the White House, go right to find this side door.
There are a lot of enemies at this entire area. Using the hedges and whatever other bits of cover helps, and don't be afraid to use gadgets to take down multiple enemies at a time, too. There is no weapon stash in this area, but all Sam needs to do is to reach the side door by the front gardens.




Chapter 11:The White House





Boy, what a mess in the White House. Reed is scheming with Vice President Samson to usurp power from President Caldwell, so Sam's first task here is to catch Samson. Fight past the enemies and get to the ballroom, where Samson is located. Slay the four guards with him, and then grab him. Immediately afterward, watch out for enemies who will rush into the ballroom. (For an easier time, Sam can climb up the pipes near the stage, or he can simply run back into the earlier room from where he has entered and use mines to kill the enemies as they're lured toward him.) Then, when going through the newly opened double doorway, watch out for enemy Splinter Cells, who again can use their goggles to spot Sam if they lose track of him. Follow the waypoint marker to the next part.
Go down to the kitchen area, blast the bad guys there, and then get over to the next hallway, where a gun emplacement will provide some trouble. Run from cover to cover to reach a detour through some side rooms, where enemy Splinter Cells are waiting in ambush. After dealing with them, take out the minigun operator (by throwing a mine or via some other means). Go through the office area where more Splinter Cells are lying in wait.
The enemy Splinter Cells may seem like a pain at first, but they are still easily eliminated by explosive gadgets. If Sam doesn't mind going back to the weapon stashes, he should always have plenty of gadgets to beat every pack of Splinter Cells. Just before the press room, the gunmen who are engaged in a firefight are the final group of regular enemies.
At the press room, Grimsdottir will come up with a quick plan, making Sam look like her prisoner and then bringing him to the Oval Office, where Reed and the last of his Splinter Cells are holding President Caldwell hostage. Following the prompts, mark all five of the Splinter Cell guards, and when Reed leans close to taunt, grab him.
At the very end, for the third and final decision, Sam can choose whether to spare the last enemy or to blow off his face. (Each choice comes with its own achievement, if you happen to care.) Congratulations for finishing the game. For a bonus, sit through the credits. After the music stops, there will be extra dialogue from Coste, about a story that somehow involves Sam and elephants.





THE END

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