Splinter Cell: Blacklist FAQ/Walkthrough
Table of Contents
Introduction
The intention of this guide is to lead you, the player, through the world of Splinter Cell: Blacklist. The content in the guide will complete the objective. The descriptions found below are based on the Normal difficulty level. My play-style is one that places an emphasis on stealth, eliminating enemies only when absolutely necessary or to make progress easier. In general, I avoided enemies instead of confronting them. When enemies are confronted it is done so in a manner to not alert others. Wether this is your style or not the guide still will be helpful in providing a path to complete in game objectives.
Version History
- Version 0.95
- Submitted 11-14-2013
- Single player campaign walkthrough complete
- Grim's 4E missions walkthrough complete
- Kobin's 4E missions walkthrough complete
- Charlie's 4E missions walkthrough complete
- Equipment and challenges sections initiated
- Trophies listed
- DLC missions coming soon
- Version 0.99
- Submitted 11-28-2013
- Basics section completed (tips added as needed)
- DLC mission Dead Coast and Billionaire's Yacht
- Updated Weapons section
Basics
Controls
Button | Action |
---|---|
X | Use/hack objects, Move Cover-to-Cover, Sprint (Hold) |
Circle | Take cover |
Triangle | Execute (after marking enemies when execute meter is full |
Square | Hand to Hand combat |
L1 | Aim |
R1 | Shoot |
L2 | Gadgets |
R2 | Mark or Unmark a targeted enemy |
Left Stick | Move |
Right Stick | Camera |
L3 | Crouch |
R3 | Reload |
Up, D-pad | Goggles |
Left D-pad | Special Weapon |
Down D-pad | Alternate Weapon |
Right D-Pad | Pistol |
Select | Make noise to attract an enemy |
Combat
There are three primary classifications of combat: Ghost, Panther, Assault.
Ghost attempts to maximize stealth. The idea is to move through levels without being detected. Leaving enemies untouched is a good way to acquire points. When a hostile must be dealt with it should be done in a manner that does not alert the remaining enemies. Silenced weapons are a must. Gadget recommendations would include sleeping gas, sticky shockers, and the Tri-Rotor. The idea is to move into the mission and extract as if you were never there.
Panther requires less stealth than Ghost but not disregarded to the extent of Assault. Smoke grenades, flashbangs, and tear gas are important gadgets for a Panther approach. The idea is that you will be seen but can avoid being gunned down by evading enemies. Silenced weapons and using shadows to your advantage are still helpful tactics.
Assault in action is just as it sounds. Go in with the intent to eliminate all hostiles in anyway possible. Take the silencer off and fire away. Detection is not anything to worry about. All gadgets are in play. Use of frag grenades, sticky mines, and incendiary grenades are encouraged.
Tips
- Gain extra cash quicker by completing side missions. This allows you to buy improved gear making the campaign that much easier.
- Wether you plan to eliminate a hostile or not, marking them helps to keep track of their location.
- Laptops (the collectible ones) are vulnerable to destruction. Shoot one, use an EMP or bash a hostiles skull into one and it is disable.
- Take note of your surroundings. If a direct path seems too difficult/too many guards, there is usually an alternate way to proceed in the area.
- Sonar goggles can do so much more than identify hostiles. Use them to locate potential alternate paths (pipes, vents, etc) and control boxes.
- For maximum stealth close doors that you open.
- Intel from laptops will not be accessible if Sam is detected.
- High Value Targets can be stunned before capture. Sam can then walk to their unconscious bodies to Bag and Tag when it is convenient. This is especially helpful during the 4E side missions.
- Once you acquire a Dead Drop or a Laptop its yours even if Sam dies.
Walkthrough
After the opening cinematic, we are in control of Sam Fisher. Move toward the storm drain. As you approach it, the on screen tutorial advises that crouching (L#3) will make Sam less visible to enemies. Crouch then move to the storm drain taking not of the wreck above. Once through, Sam witnesses a soldier being slaughtered. Boost the pilot up to the guardrail. Press X to jump to the same level. Move behind the barricade and tap Circle to enter cover. Two enemies are a few meters ahead. Your target is the one on the left. Move cover to cover until just behind the target. By holding a directional button, we can bring up a menu wheel that allows us to change gear and select between lethal and non lethal attacks. We have no gear at the moment so choice how you will engage enemies when attacked from stealth. Press Square to take out the guard.
The pilot is going to stay with the downed soldier to do what he can. Sam will proceed on his own. Move the 15 meters to the truck that has a light pole fall on it. Immediately move to the right if completed quickly enough (without pause) and behind cover, Sam will reach the next cut scene without alert.
Safehouse
Reach CIA Safehouse: Meet with Grim's contact
Continue down the alley, until we get to a truck with a guard nearby. Move to cover just behind the guard. Take him out silently just as the onscreen cues ask. This fills the Mark and Execute meter. Mark the two remaining militia by moving the cursor over them and tapping R2. Move to cover behind the truck then tap Triangle to take out the guards. Enter the building.
There are three guards inside the central room. Move to the right and around them. On the other side in the hall will be an easy Dead Drop to acquire. Continue up the stairs. At the top, Briggs notifies Sam of multiple targets in the next hall. Sam asks for a stealth approach and Briggs recommends the room to the right. Move to the room to the right and exit the window to the ledge. Continue outside moving to the right. Pause only until the guard on the balcony leaves. At 12 meters climb up to the balcony and enter through the window. Take out the guy pilfering through the chest. Then take cover in the kitchen. Mark and execute the next two guards.
Rescue Kobin Kill or Knock out all militia
Reach the Police Station: Do not harm civilians
Open the door to the left and move down the stairs. Exit the next room and leap the barrier to the left to hang from the ledge. Move to Sam's left and when safe climb up to the higher platform. Move straight toward the next barrier and leap over at the small satellite dish. Continue on the side of the building moving to Sam's left. As you approach the boards, drop lower to avoid detection. Continue to the left until Sam can go no further. Climb up once the coast is clear. Pass through the small room on the left and leap over the ledge. Be aware of the guard above and when safe move up the stairs. Climb onto the wall on Sam's right and move on it to the left.
Grim sees a High Value Target nearby. Drop down and move into the building. Open the window and enter the small room when the HVT is not looking. Capture him and exit the room. Restock if needed. Grim says the best route to Kobin is at street level. Move through the next door and take cover at the end of the hall. Militia members are knocking down doors. Move to the window on the left side and exit. Shimmy as far left as possible then when safe enter the hall through the window. Move across the hall through the open door. A member of the militia is searching for something on the floor. Quietly take him out or continue to through the door on the left. Pause at the next door that leads back into the hall and look for a guard. Once clear make your way to the stairs ahead. A guard is moving down the stairs as well. Its easy to sneak behind him for a quiet takedown. Exit the door at the bottom.
At ground level, Sam may encounter two hostiles. One will patrol toward and around the window we plan to exit. While the other will enter the area from the shop across the street. Take out the enemies or exit via the window near the door and head to the right. Climb up to the opening above the set of double doors and drop down. Just ahead we encounter the first guard dog. Its best to stay away from them. Climb the fence and unto the building to the right. Move toward the end of the alley. I always to be safe target the dog and take it out with a silent headshot or use a Proximity Shocker.
Find Kobin in militia HQ: Infiltrate old police station
Reach Interrogation Room: Rescue Kobin from Militia
At the top move to the right. The last door on the right has a laptop to hack. Go back to the stairs and locate the door with the objective marker. A quick peak under the door reveals no imminent danger. Enter the room. The cinematic reveals a couple of hostiles interrogating Kobin. Having a Mark and Execute in your back pocket makes saving Kobin easy. Kobin is a little scared at who his rescuer is.
Neutralize All Hostiles: Reinforcements if detected
Insurgent Stronghold
This mission starts in control of a drone sniper. L1 will zoom and R1 fires. You must eliminate the targets from a distance without alarming anyone. The sequence seems to be key to going unnoticed. Precision and quickness are essential. Hit the lowest left target first. Move to the hostile partially distorted by the tree. Then continue to move up the river. There are two targets on the cliff to the right. Hit the one moving toward the top of the screen then the stationary hostile. Finally at the top most portion of the screen are three targets. Snipe the one at the top first then move down. When successful we get audio cues and see Sam landing via parachute.
Get into Tri-Rotor range
ID Kobin's buyer
Interrogate Suspect - Confirm connection to Blacklist
Using the Sonar goggles or the under the door camera, mark the hostile on the other side of the double doors. Once he moves to the other doors and begins to rattle the knob enter the room. Quickly move behind the heavy infantry and eliminate him. If you are not interested in the laptop (already have it) when he moves to the door you can simply pass through the room into the next. The next door will lead Sam to the target. At the end of the cinematic you'll have a choice to make.
Find Broadcast Source - locate the source of the transmission
Exit the tent. Enter cover and watch the three patrolling hostiles. Move to cover behind the white truck. From here go to the raised platform and jump up to it across the railing. At the end of the walkway wait for an appropriate time then jump across the railing dropping to the ground. Enter the tunnel and take not of the hostile looking studying something on the table. Take him out or try to sneak by. Either way leap the railing to the ground below. Climb a ladder then rope to the next area.
The area to Sam's left contains a hostile and a guard dog. Avoid this area or to be safe toss a Sticky Shocker or Sleep Grenade to their location. This should eliminate them both. Leap up to the building across from the entrance and wait for the High Value Target to appear. Bag and tag him. Move through the single room and watch for the guard below. Sam's goal is to move to his left through the archway on the ground. When safe head there and take cover once through. Watch for the guard located here to take interest in something on the ground then proceed along the wall. There is one final hostile to eliminate. Once he is dealt with, move to the underground marker.
Follow the path through the tunnel to the rope. Climb it then go up the stairs and through the gate. Leap up to the opening in the wall and go to the immediate right. Pass the restock cache and jump up over the rail. Move to the corner of the building. The goal is the central opening in the floor. Observe the patterns of the two guards. One looks at the fuse box, moves around the corner then comes back to a map/blueprints. The second guard stands around the corner then walks forward and fools with his gun. Take cover behind the wooden beams. Don't worry Sam will not be detected here. There is a point in time when the first guard is moving away and the second guard is looking leaning on the target zone looking away. This is the time to move to the opening in the floor. Alternatively, you can just quietly eliminate both of these hostiles. Once your hanging on the ledge of the hole in the floor tap circle to drop a couple times.
Follow the tunnel. At the end simply move to the marker and open the door. Don't worry there are no guards in the area. After the cinematic...RUN!!!
American Consumption
Find the Hostages - Confirm Engineers involvement
After one flight, find the vent and enter. On the other side drop into the darkness of the locker room below. Wait patiently for the hostiles to present them selves. While looking toward their patrol area, find the vent on the wall to the left. When clear enter it. The room on the other side will contain a single hostile. Wait for him to turn his back then exit and eliminate.
Protect the Hostages - Do not use explosives near the hostages
Take an immediate left and take cover on the wall. Quietly approach the corner. Wait for the hostile to walk toward the other end of the hall and follow. Take the first right you can. Move behind cover using some barrels. Cover to cover move to the pipe ahead. Wait, when appropriate move across the room cover to cover to the barrels. Head to the right of the screen and watch for the High Value Target. Bag and tag him. Continue forward and exit this area to the right. Find the opening leading to lower levels.
Stop Blacklist Attack - Reach water filtration plant
At the top a hostile will be outside a well lit area. Do not move up the stairs too quickly or he'll spot you. Once you have a idea of your surroundings proceed easily eliminating this solo enemy. Turn the corner and go up the steps. Move to the right, taking cover behind the van. Once you've spotted the two patrolling guards make you way up the ramp. The hostiles' patrols will intersect. Use this opportunity to Mark and Execute or utilize a gadget for elimination. Find the pipe at the back and climb up. Locate the vent access on the roof and enter. Sam has made it inside the room. One guard patrols the bottom floor and climbs the stairs ending up just below the vent access exit point. If he is there jump below and eliminate. If not make sure he is walking away or on the lower floor before exiting. If he is on the lower floor move to the stairs. Take cover and eliminate the guard as he walks up. Hack the laptop.
Use the Facility Entrance to see what happened to the on site security team. Enter the room to the right and find the vent. Follow this path to a custodial closet. Observe the guards outside, then when safe exit the closet and climb onto the pipes immediately outside the door. At this height, Sam will not be seen. Take out the two guards however you please and exit.
Disable the Poison Devices - shut down both pumps
Private Estate
Infiltrate Perimeter - Access security systems
Anytime there is a guard dog, it makes me nervous. The mechanics of the human enemies I understand but I regularly seem to be detected by the canines. That said my recommendation is to quietly eliminate all the hostiles (dog especially), using any combination of stealth techniques (Mark & Execute, Sticky Shocker, Sleeping Gas, etc). With the courtyard clear move across to the marker. Once inside the security room, hack the computer. Exit via the back window.
Cut Power - Detonate EMP near junction box
Locate Panic Room - Use your sonar goggles
Inside the building, the security is tight. There are lasers that will sound an alarm if Sam breaks the beam. The hostiles in the area have some kind of disruptor that temporarily disables the laser as they walk through. This can be used to our advantage. Also there are security boxes throughout the level that when shot will deactivate the lasers. Quickly peak out of the entry way and look to the left. Shoot out the laser control box then return to the door. Wait for the guard to pass by. Quickly (and quietly) move to the area where he vacated. Continue forward and leap across the bar after the hostile turns to walk away. Wait behind the bar for someone one to come down the stairs. He will stand near the bottom of the stairs then say "Area's clear" and walk away. This is our chance to climb up the column and use the ledge to move right.
Climb up and enter the room. Use the Sonar goggles to identify the panic room. Grim recommends breaching from the ceiling. Return to the ledge and move to the left. Stop at the stairs. When clear climb over and exit to the outside. Move to the right and take cover in the corner. Leap up to he ledge and climb over. There should be a laser control box right in front of you. Shoot it if you like then find the Dead Drop in the small room to the left. After obtaining the Dead Drop, exit the room moving left. Follow the hall into a bedroom. Enter the connected bathroom for the weak point in the panic room.
Neutralize Hit Squad - Keep Nouri alive
Escort Nouri to Dock - Keep Nouri Alive, reinforcement if detected.
Abandon Mill
Infiltrate the Mill - Access via rooftop
Move forward and climb the green pipe. When the pipe ends use the ledge to shimmy to Sam's right to access the roof and avoid the sniper. Once on the roof leap over the barricade to the right and proceed forward. The bright light in the distance is the goal. Here there will be a guard that is patrolling away from our position. Turn the corner and jump up to the side of the roof. Shimmy to the left and drop down. Continue to the building containing the sniper's location. Move through this building going to the left. Drop down to the next roof. Move to the left of the stairs (away from the next sniper's position) and climb up. There is a large raised portion of the roof. Climb onto it and wait for the hostile to move from one side of the building to the next. Exit the raised portion and crouch behind the opened hatch. Continue away from the hatch and hang off the roof. Move to the left and use the ladder to go down the side of the building. Shimmy to the right and enter the building via the hole in the wall. Wait for this guard to move to the window then proceed to the marker.
Search the Mill - Investigate the engineer cell
Reach the Loading Bay - Investigate the cell
Plant Tracker in Truck - remain undetected, leave all hostiles untouched
Leave Loading Bay - Remain Undetected , leave all hostiles untouched
Forward movement is soon to be negated. Find a trap door in the floor and enter. Look for an open shaft to the area under the building. Once you splash down look up and locate a pipe to move forward so as to avoid the dogs. At the end of the pipe look for a portion that branches off so that we can be free from the dogs. Drop down and move toward the ladder. Climb up and avoid the next hostile by taking the path to the left. There are two possibilities leading up to the next cinematic...Sam can be caught or Sam will simply pass out in search of Siddiq.
Reach the Rooftop - Extract with Briggs
Special Missions HQ
Find Route Into QODS HQ - remain undetected leave all hostiles untouched
Take cover in the darkness at the front of the police car. Wait for the guard to move to the left then head toward the marker on the right side. Avoid the camera and leap over the edge. Use the rope to rappel to the bottom floor. Here we meet back up with the General. Wait for him to distract the guard at the gate then enter that room sneaking behind. Follow the General into the next cinematic.
Locate Servers - retrieve QODS force intel
Move through the nearby floor level vent. Climb the yellow pipe to the top. Continue through the next vent and go up the stairs upon exit. Find the pipe leading up and climb. The lights will come back on as two guards exit the next room. Wait for them to stop talking and separate. Follow the one guard into the next room and activate the elevator to the right. Enter and move down to the vault.
Gain Access to Vault - Search for a way inside
Escape QODS HQ - extract with Charlie's drive
Immediately move to the left and around the corner. The goal is a door halfway down the wall in this room. Two enemies will exit. After both are through its time for Sam to use the door way. Once through leap over the rail and enter the room with the laptop. Hack the laptop and exit through the back. Wait, behind cover, at the corner of the next door. This door will only open with the RFID tag of the hostile on the other side. Wait for him to come through and sneak by which is tricky or just knock him out.
Unlock Security Gate - Give Charlie access to terminal
Get to the Van - Meet Briggs for extraction
This isn't the end though. We get to man the drone again. Fire at the target vehicles to give Briggs and Sam a safe exit.
Transit Yards
Disable the First Bomb - Reach the van
Reach the Second Bomb - Neutralize Engineers nearby
Reach the Third Bomb - Search the subway yard
The bomb containing van is approximately 20 meters ahead. Or at least we thought. The van is empty and already loaded onto the train. Use the cover to the right of the van to approach it. Once the guard next to the van vacates move toward the subway car and climb on. There will be a hostile above on the walkway and below to the right. Stay on the side of the car and shimmy to Sam's right. Drop below and continue to follow the wall to the right of the screen. At the end turn to the left toward the marker. Avoid the mines and sniper laser along the way. Sam will have to move over a couple subway cars but that should be about it. Move into the subway car with the bomb and interact with it. The Laptop if you're interested, is in this section of the level. It is located at the back in a room with a sniper. Be sure to acquire it before disarming the bomb.
Reach the Fourth Bomb - watch for snipers
Chase Engineer Leader - Neutralize all hostiles
Detention Facility
Escort Sam to the cell block. Then make a choice at the end of the cinematic.
Reach Your Gear - remain undetected, do not kill U.S. Soldiers
Proceed through the gate area to an area with a couple guards and a sniper. Take cover and move to the left of the screen. Our goal is to move unseen to the base of the Sniper Tower. Locate the pipe and climb up. Move to the left and climb onto the pipe leading away from the tower. Use it to reach the Dead Drop. Jump to the wall and continue around to Sam's right. When clear use a pipe to make it to the next tower. From the outside rail, shimmy all the way to the end of the walkway. You've reached the intended marker. Traverse the walkway and drop to the ground on the other side.
Turn the corner but know that there is a soldier moving away from Sam's location. Head toward the tall fence and climb on. As you wait for the discussion to end, mark the soldier on Sam's side of the guide for tracking purposes. Once the area clears move across the checkpoint. The lights come back on as you cross. Watch for the marked soldier then when safe, climb the next fence and drop to the ground. Stay near the wall to the right and move to the back of the trailer. There is an open window we can enter but not until the soldier inside vacates. Move across the building to gear up.
Rendezvous with Brigs - do not kill U.S. Soldiers
Go up the stairs and climb over the rail to the left just before reaching the sniper. Shimmy toward the sniper and drop down to the ground. Follow the fencing forward. Look for an opening at the base of the building to Sam's left. Go under the building. Upon safe exit on the other side, jump up to the side of the building and move to Sam's left. Find the zip line and slide across. Before sliding across though take not of the patrolling guards position. Make sure he is on the far left. Leap over the rail and land on the ground.
There are two snipers in towers and guard dog on the ground. Stay back and activate the Sonar goggles to mark the dog for tracking. Move up and head left through the dilapidated building. The exit is just on its other side. Cut through some fabric and arrive at the marker. Follow the shore line to the boat.
Airstrip
Neutralize Hostiles - buy time to prep for takeoff
We control the drone again. Fire on the hostiles keeping our plane safe.
American Fuel
Move to the holding cell and open the door. A 5 minute timer appears on screen. Once Kobin is free move across the plane to the cargo bay. Help Briggs push the chopper out. It doesn't exactly work. Climb the ladder at the back to reach the cargo crane. Climb up the wall and move around to Sam's right. Continue until Briggs says to drop. Move a little further then shoot Objectives A and B. Move back to the SMI and enter the electrical access hatch. Shut the power to the Paladin then head to the cockpit
LNG Terminal
Enter LNG Facility - Capture Engineer leader
Reach the First Responders - Firefighters under attack
Neutralize All Hostiles - Protect First Responders
Get to the Terminal - Help Charlie Disable the Virus
Before heading to the terminal stop and look behind Sam. The Dead Drop is in the room above. Continue forward and climb up to the highest platform. Use this walk way to move back to the beginning and acquire the Dead Drop. Reaching the control room is just an exercise in climbing. The details of which would be monotonous. There are no real impediments to impede Sam's progress to the terminal. Once Charlie has control, exit and seek the Engineer leader.
Leap over the rail and drop to the ground. Move immediately to the left side of the screen. Find the floor level vent and enter. When you see the next ground level opening, jump up to the next level and watch for the hostile on the left. When he moves away step out and take cover behind the crate on the platform he is patrolling. This guard will come back Sam's way and as he passes by we can jump the crate and enter the room to the left unseen. Use the fast rope to get to the floor. After the cinematic, its simply a game of chase. Be sure to eliminate or run away from anyone you run into. The path is fairly linear and straight forward. Just be sure to run.
Site F
There are several snipers in the tower ahead. Move to the left using the multitude of objects located there as cover. Head toward the fence. At the fence take a right and follow it until there is an opening. Move to the back of the building and find the ladder next to the door. Climb it and enter the vent to Sam's left. Drop down. Find the vent next to the flag and pass through it. Enter the bathroom and take cover at the door. Wait for the group to move to the back then head across to the marker. Tap X to disable the vent fan. Move through the door nearby on the left and head to the back of the room. Wait for the hostiles to move again then reenter for the laptop. Exit via the back door. Watch for the patrol then head through the gate to the next marker. Find the opening in the ground and drop below. Proceed to the second fan for a fast rope. Slide down.
Infiltrate the Bunker - Remain Undetected
Sam is surrounded by lasers. Avoid them while making your way to and down the ladder. As you go down the ladder, wait for the laser to be at the far right. Now quickly slide down and shimmy to the left as the laser chases you. Climb up to the ledge to avoid the other laser then back down to make it to the open vent. Through a couple more vents and we have another laser puzzle to avoid. The goal is the vent opening near the bottom of the ladder.
Access Bunker Systems - Prep Emergency Shutdown
There is an opening in to the left. Move through it and climb up. Use the scaffolding to reach the other side of the room. Jump to a red pipe and climb across to more lasers. Hack the device to complete this objective.
Sabotage Bunker Systems - Infiltrate the War Room
Sabotage Bunker Systems - Plant Charlie's Virus
Watch the cinematic but be ready to press buttons as well. Once we are back in control of Sam, free yourself when ready. Chase Sidiq. When he stop move from cover to cover in the darkness until you can get close enough behind him to attack. The rest is some button pressing events to close out the game.
Side Ops
Grim
Hawkins Seafort
complete all objectives without being detected Bonus: Leave guards undisturbed
There are two guards talking on the dock. Stay in the dark and move off the side of the platform. Once hanging from the side move to the left as far as Sam will go. Keeping an eye on the guard moving toward the steps climb up to the top when safe. Continue up a set of steps and enter the double doors on the left. Close the door behind you.
The door to the right houses Objective A. Inside the room are two patrolling guards. One is heavy infantry and can not be taken out with a Mark and Execute. Use the under the door camera to mark the two guards inside. Observe their patrol pattern. When safe move inside the room and head to the immediate right. Exit the room through the window. From the ledge continue to the right until arriving at the next window. You will see that the objective is just a couple meters away. Enter the room and move to the router. Tap X to hack it. The best time to hack the router is when the guard that isn't wearing armor is nearby. The Dead Drop is located in this room as well. After the hack move to the back right of the room. Look for an open vent and climb through. On the other side climb up to collect the dead drop. Exit back into the room with the router and carefully head back to the window. (As a side note there is a dual breach door that provides easier access to the Dead Drop if you play this level in co-op. Also you can get the dead drop on a subsequent play of the level and still have it count).
Exit through the same window and continue to the right until you reach a drainage pipe. Climb this pipe to the top. Watch for the patrolling guard at the top. Also be aware of the red laser sight used by the sniper in the distant tower. When safe move unto the platform and go right toward the helicopter pad. Pass by the helicopter and the green house like roof. Watch for another guard near the hot tub. Use the ladder at the this site to climb down to objective B. Move to the left and enter through the window. The room is protected by a laser grid. Look toward objective B and find the chair. To the left of the chair on the wall is the control panel for the lasers. Shoot it with a silenced weapon. Now we can easily walk to the phone and place our tap. Exit back through the same window we entered.
Climb back up the ladder and be on watch for the patrolling guard near the hot tub. When safe complete the climb up and move to the right toward objective C. Be cautious of the guard and the moving spot light. Climb the face of the tower and locate the enemy. This is a High Value Target. Move up behind him and tap Square to grab the enemy. Now a second tap will "Bag & Tag" the HVT. Hack the communications hub to complete objective C.
Hop over the ledge and drop down to the platform below. There will be two guards patrolling the dock. Its fairly easy to move by them without detection if Sam is hanging on the side of the dock.
Laptop
The laptop for this level is much easier to obtain in co-op. There is a dual breach door that provides immediate access. It can still be obtained in single player but you have to move through more rooms and guards. From the hall used to enter the room with objective A, move to the doors at the end. There is a guard dog and a enemy behind the double doors. The dog will walk in a circle around the centrally placed plane. When the dog is on the other side of the room open the door and toss in a Sticky Shocker. Move through the doors under the stairs in the back. Watch for the hostile in this area. Move through the doors and go right. The next room contains the Laptop. Avoid the camera and the laser grid to hack it. There is a control box for the lasers behind the laptop but it is not necessary to destroy it to get to the computer. The dual breach door is on the other side of the room.
Border Crossing
While crouching move from behind the rock and head towards objective B. Walk with the rocks on Sam's right and the guard rail/barricades on Sam's left. Pause in cover only when the likelihood of being detected is high. At about 20 meters from objective B, we pass through a burnt building. Take cover behind the car on the other side of the building. There is a truck in the center of the road that houses our objective. Around this truck are two patrolling guards, a primarily stationary guard, and a sniper. Move to the left of the car using the barricades for cover. Upon arrival at the cliff side of the truck, wait for a clear moment and move to take cover at the objective site. When safe climb over the barricade and enter the back of the truck. A safe time would be when the patrols are away and the stationary guard is not looking at the back of the truck. Once inside, scan the file by tapping X.
Watch the patrols and exit the truck towards the cliff. From here maneuver behind the police cars. Move toward the window of the building below objective C. This is some kind of garage. Move through the room and exit through another window. Locate the red ladder and climb up. Climb the side of the building toward where the sniper is located. Once on the roof move to the opposite side of the sniper and climb down. There is an open window for Sam to enter. Beware of the patrolling heavy infantry guard though. Once safely inside move by the door with the laser grid and enter the next room. The next door will lead to Objective C. Use the Sonar goggles to locate the box controlling the lasers and shoot it. Once the lasers are deactivated, find the next file.
Return to the previous room and exit through the window to Sam's right. Drop to the ground and listen. A security camera is hanging on the side of the building. Enter through the window and locate the control box for the lasers. Disable the lasers and hack the laptop. Exit via the same window and move through the door in the fence taking special care not to be seen by the camera. Continue up the stairs and through another door. The High Value Target is to Sam's left. Sneak up and capture him.
Move back to the dirt path and follow it to the end. Drop below and move to Sam's left. You should recognize this area as the site where we obtained Objective B. Look for a dirt path behind the burnt car close to the edge of the cliff. This path is littered with mines so the Sonar goggles would be a good idea. Leap the fence and enter the first building at the bottom of the hill. Look for a ladder in the hall next to the room with Objective A. Climb this ladder to reach the Dead Drop. Objective A is in a file cabinet on the bottom floor. Now return to the beginning for extraction.
Hackers' Den
Activate the Sonar Goggles, avoid the land mines and move to the right. Enter the small room and exit the other side. Continue to follow the outer wall (avoiding mines) until arriving at the next set of windows. Enter the ruined building. Move into the corridor with the lasers. Before advance turn around and shoot the laser's control box. Proceed to the next open door and turn left. Here we find more lasers. The control box is at the end of the hall, shoot it to deactivate the grid. Continue to Objective A and complete the hack. The room to Sam's right contains the level's High Value Target. There is at least one other hostile in the room (sometimes I've seen a third to the back). Take cover near the light. When the hostiles move closer to talk, take the opportunity to move to the crate next to a computer but still in the dark. The HVT will keep his back to you and the other enemy will walk away. Quickly pop out, grab the HVT and move behind where you were in cover. Sam can now hide the body in a cart that sit along the wall at the point in the room across from where we entered after the hack.
Return to the room where Objective A was hacked and pass through it. Turn right and look for a set of stairs leading up a level. The top of the stairs is well lit, so be careful not to be spotted. Once its safe reach the top and find the next set of stairs on the left side of the room. Go up these as well. Climb over the rail and shimmy by the camera. Once Sam passes behind the column the camera is attached to, climb back over the rail and leap to the top of the crates. Climb to the ledge on the wall and shimmy to the right. Slide down and climb the next set of crates. Use the pipe to access the ceiling. You will reach the central ceiling beam in the room and move across it. When on the other side shimmy to Sam's right and find the pipe that will allow you to slide down (the second one is better). Locate the nearby hostiles and watch for their attention to be elsewhere before sliding to the floor.
Before entering the next room be sure to watch for the movement of the camera. Upon entry stay to the right and climb over the crate. In the back corner will be a ladder that leads to Objective B. Exit via the door near the ladder. The next room will have three hostiles. Two are patrolling the upper walk way (one is heavy infantry). The other one is on the lower level. Drop to the lower level. Wait for a good time then eliminate the hostile on the lower level. Move across the central barrier and turn to the right. Here we find the laptop. Destroy the laser control box then hack away. Return to the previous room and climb the pipe to the ceiling. Sam can follow this pipe to a raised area out of the line of sight of the hostiles. When safe drop down and walk behind the large cylinder to locate another pipe. Climb this to avoid the camera. Drop below and enter the room with Objective C. Hack the console, then exit via the window.
Before extraction we have one more item to obtain, the Dead Drop. Move to the area under the sniper. The opening on the right side will have a ladder. Do not try to climb it. The risk of being detected by the moving lasers is too great. Instead use the Tri-Rotor to fly up to the sniper's perch. Shock the sniper. Now shock the laser control box. Climb the ladder to the Dead Drop. Slide back down and extract.
Charlie
Pakistani Embassy
The goal is to eliminate several waves of hostiles. If detected in any wave then the enemy will call in reinforcements. If Sam can last 5 waves, he has the option to extract to complete the mission. The more waves that can be eliminated the better the score.
As the mission starts run to the immediate left and look for an opening. Climb the pipe and reach a point on the wall next to the roof. Move to Sam's left and slide down the next pipe you come too. This is the location of the Dead Drop. Climb back up to near the roof and move to the right. Enter the building through the first window you come to. Hack the Laptop then move out the door to the garage area. Look up and find the pipe traversing the ceiling. Jump to it. Hanging here provides Sam with perfect positioning to stay hidden and eliminate the targets. To speed up the process as the numbers are low feel free to explore or hunt down targets. Otherwise, stay on the pipe and allow the enemies to come to you.
- Wave 1: 5 hostiles
- Wave 2: 10 hostiles
- Wave 3: 15 hostiles
- Wave 4: 17 hostiles
- Wave 5: 15 hostiles and 4:00 to capture 1 HVT
- Wave 6: 20 hostiles
- Wave 7: 22 hostiles
- Wave 8: 24 hostiles
- Wave 9: 28 hostiles
- Wave 10: Capture 2 HVTs in 3:00 and eliminate all hostiles
- Wave 11: 30 Hostiles
- Wave 12: 36 hostiles
- Wave 13: 40 hostiles
- Wave 14: 50 hostiles
- Wave 15:
Swiss Embassy
The more waves Sam survives the higher the score. The building has two floors. There are several cover positions. It is well lit with a few shadows on the side. The first floor is what you would expect from a lobby for a building such as this. To the back and the left side are stairs that lead up to the second floor. Taking out the lights may help slightly but the area is so well lit that it will not make that great of a difference. Though there are several doors that likely lead to smaller rooms the are largely unaccessible. The doors that do open are usually the double doors simply leading to access between the two floors. Also of note is the presence of cameras. Restock stations are located on the each floor toward the back of the room. Locate these early if possible. Detection will not lead to reinforcements. Use this to your advantage if detected move from the area and flank the enemies for some easy take downs. But if detected be sure to move, the enemies will throw frags and flashbangs to prevent escape. Detection my prevent acquisition of the laptop though so being careful is still a good idea. There is a spot at the back right side of the map that provides a good place to eliminate enemies unseen. There will be a set of double doors that lead to a set of stairs. The stairs take Sam to the second floor and a restock cache. Near the restock cache but not as far as the bridge-like walkway there is a small closet like room that is in the dark. Sam can take cover here and eliminate enemies as the approach. If seen we can escape to the back and enter the double doors to find a space next to the stairs to hide.
During Wave 1, climb the columns Sam's right at the very beginning to acquire the Dead Drop.
- Wave 1: 7 hostiles
- Wave 2: 10 hostiles
- Wave 3: 15 hostiles
- Wave 4: 17 hostiles
- Wave 5: Capture 2 HVT within 3:00
Egyptian Embassy
This is an outside level. There are many ways to play these levels. My initial plan of attack is to run to the right and climb onto the parked bus. Here I unleash the Tri-Rotor and Sticky Shock 4 hostiles. We now have 3 enemies to deal with. Eliminate two of the remaining three. Mark the final enemy for tracking purposes.The reason for leaving a single hostile on the map is so we can get the laptop. In order to get the laptop though you need to make sure to avoid detection while eliminating the six hostiles. Mark the final enemy for tracking purposes. The laptop is through a door under the balcony. Open the door and you will notice a laser system protecting against entry. There is also a camera just above the door on the inside of the room. There are two primary ways to enter. The first is to carry an enemy through the door, either knocked out or as a human shield. The second is to destroy the control boxes for the lasers. While looking at the balcony, one control box is on the wall to the right of the bus. The other is on the left side of the map in a small room that is connected to the raised walkway. The reason for leaving a single hostile up is to make it easier to get into the room with the laptop. Which ever method you choose for entry, it will be much easier to have success with one hostile than with many.
The Dead Drop is acquired by moving to the left of the balcony to find a green pipe on the side of the adjacent building. Climb the pipe to the top and move to Sam's left until arrival at the sign around the corner. Climb onto the sign then jump to the other side and drop down. Continue to the left on the building to find an open window. This room contains the Dead Drop. Finally, wave 5 will have 2 High Value Targets to capture and 4 snipers on the map. The snipers can be eliminated using the Tri-Rotor. I'd also recommend stunning the HVTs and capturing them when possible.
- Wave 1: 7 hostiles, Laptop, Dead Drop
- Wave 2: 10 hostiles
- Wave 3: 15 hostiles
- Wave 4: 15 hostiles
- Wave 5: 17 hostiles, 2 HVTs within 3 minutes
Russian Embassy
The Dead Drop is accessed by reaching the roof and using a Zip-line at the back to arrive at a vent. The laptop is in a room where the doors are protected by lasers. Move to the stairs on the left side of the screen and look for a couple open windows. These lead straight to the laptop. The best way I've found to eliminate the hostiles is to stay on the roof of the building where the laptop is found. Standing at the front corner gives an over view of the parking lot. Shockers/mines can be placed on the stairs leading to the roof. Finally hanging off the back side (near the zip line) give Sam coverage over the garden area. Also there is a restock cache in a ground level room nearby that can be used in between waves.
- Wave 1: 8 hostiles, Laptop, Dead Drop
- Wave 2:
- Wave 3: 15 hostiles
- Wave 4: 20 hostiles
- Wave 5: 2 HVT in 3:00
Kobin
Opium Farm
Sam need to take out 11 hostiles. Any detection will lead to reinforcements. Move by the broken down truck and over the rock barricade. Just ahead will be a single patrolling guard that can easily be taken down quietly. When you arrive at the green truck/bus, leap over the small wall to the left. You will pass by a co-op boost wall that can not be used solo. This area will have a white truck and two patrolling guards. Eliminate them then head back toward the beginning.
Look for a ladder to climb. At the top, move toward the red barrel. Take cover on the wall opposite the barrel and watch for the hostile just outside the cave. Eliminate him. Just ahead another enemy is patrolling the area around a large wheeled cart. Move over the wall to the left of the short set of stairs leading up. Stay in cover at the opening near the valve. When appropriate eliminate this hostile.
Up the next set of small stairs (on the other side of the cart) will be the next target. Quiet elimination is possible with a variety of tools. Pick your favorite and we're down to 5. Move toward the open gate with the barbed wire walls. Do not pass through, stop and look to the right. On the roof of the building will be a patrolling guard. Toss up a sticky shocker or sleep gas to eliminate (alternatively if those gadgets are not an option you can begin the climb and wait for the appropriate time to eliminate the guard hand to hand). Then climb to the roof of the building. Here we find the Dead Drop for this mission.
After acquiring the Dead Drop, move back to the entry point for the roof and turn right (in cover of course). Here we can locate the remaining hostiles. There is one patrolling the roof across the street, a heavy infantry with a riot shield below the roof patrol, one patrolling the courtyard (that will eventually move to the roof with the other guard) and the High Value Target. If you have any Sticky Shockers or Sleep Gas both the hostiles that meet up on the opposite roof can be eliminated at once. We will proceed as if we eliminated both of them (either singly or as a pair).
Take note of how the heavy infantry is standing. A direct approach is impossible. Instead leave the roof near where we entered. Move into the courtyard staying to the left. Sam can enter a building directly behind the riot shield armed hostile and take him out quietly. Now we just have to observe the movements of the HVT to eradicate the opposing force.
Move to the tunnel Grim points out. At the end of the path we can restock before exiting to the mission zone. Once the door is open be careful of the land mines on the ground. Use Sonar goggles to identify their location. Their are eleven more hostiles to eliminate. Lets begin by ignoring the guy near the fire and heading left. Go up the stairs and through the broken buildings. Look out the opening in the building and identify the laser tracing to a sniper. Hang off the side of this opening and wait for the guard below to approach. Drop down for an aerial knockout and proceed toward the sniper. The path is not continuous so we have to drop to the ledge and shimmy around. Hanging from the ledge we can take out the sniper and climb up.
At the sniper's perch there are two paths, take the one to the left. Move by the generator and leap to the ledge so that Sam is hanging from it. A guard will approach from above. Take him out then climb up and watch for another hostile to approach the generator. Eliminate this enemy and we're down to 7 hostiles. Climb back up onto the ledge near the generator and head down the stairs watching for the next enemy. Eliminate him then move toward the room with the laptop. Before entering, know that there are two cameras on the wall. These cameras can be destroyed with gun fire. Sam only needs to destroy the camera closest to him. The other camera will not be able to see Sam while hacking the laptop. An EMP seems like an alternative here but it is not. The EMP radius will likely disable the laptop as well (very, very sneaky Ubisoft). Acquire the data from the laptop.
Exit the laptop area via the opening at the base of the stairs. Some guards may be slightly suspicious due to the camera's inactivity. It doesn't really matter thought because the only enemy remaining that might provide a small challenge is the sniper in a small raised room along the wall to Sam's left (as looking away from the laptop room). Use cover to move to the base of this room and climb up for an efficient kill. Now all that remains is picking off any remaining hostiles.
Fish Market
Move to the hotel. There are 11 hostiles in this initial portion of the map. Take out the first three patrolling around the hotel easily with hand to hand techniques. Take cover behind the orangish car and zap the hostile in the door way to the market with some kind of shocking device (crossbow, stun gun, sticky shocker). The remaining seven are in the inner portion of the market place. Eliminate them before worrying about the lap top. Once they are down hack the computer and proceed to the next area. I'd recommend shooting out the lights as you go. The darkness makes it easier to travel. Additionally, shooting out a light can attract a guard for easy elimination.
Move through the door and leap over the gate. Continue over the next gate and exit through the door. Walk around the corner. Leap over the gate and restock if needed. Exit to the active fight zone. There are eleven hostiles in this zone as well. Just as before the first four are relatively easy to eliminate with hand to hand stealth attacks. As you approach the High Value Target be sure to take note of the sniper in the distance. Stay to the right and move from cover to cover until you are behind the white truck. From the rear of the truck continue to the right and go down some steps to the dock. Jump to the side of the boat and board. Now jump and hang from the position where the two snipers are located. There is a single hostile at the base of the steps. Eliminate him and move over the rail. Climb to the highest point just behind the snipers and toss a Sleep Grenade between them. Grab the Dead Drop. Locate the heavy infantry hostile on the boat and mark him. Watch his movements then sneak up behind him for elimination. Now we only have 3 more enemies to deal with. One is the High Value Target. Move to the side of the boat we have not traveled on and exit to the dock. Wait, in cover, at the front of the van. Watch for one of the guards to interact with the vending machine. Take this opportunity to eliminate him and move up. We now have 2 targets. The goal is to divide them so we can capture the HVT. You can use a sticky camera, shoot out a light, wait for the HVT to notice the downed hostile near the vending machines or a variety of other techniques. Whatever, is chosen be sure to capture the HVT and eliminate the other hostile to end the mission.
Blood Diamond Mine
The goal, as with all of Kobin's missions, is to eliminate all hostiles while remaining undetected. Detection will lead to enemy reinforcements. Initially, we have 11 hostiles at the mine. Move to Sam's right and enter the shadows. There are two guards patrolling this outer area and a sniper high above. Wait for the two ground level hostiles to separate. Stay in cover behind the machinery in front of the white pick up truck. One guard will walk by. Sneak up behind him for an easy hand to hand elimination. Move behind the forklift and look to the area under the sniper. The second hostile should be there. Toss a sticky shocker at him and we're down to 9 hostiles at the facility.
Move to the area under the sniper and find a ladder. Climb it and move to the right for a second ladder. Shimmy around to the left climb up the scaffolding until you reach the perch the sniper is located at. Take him out and watch for the other hostile patrolling this area. Use the ceiling pipe to move over his head to take him out. There are three other guards patrolling this level. Two will come into close contact regularly while the third is on the other end of the room. Wait for the two guards to talk on the walkway. Once they separate its time to act. Take out the guard near the railing and climb onto the large green box. Wait for the other hostile to approach his downed buddy for an aerial knockout. Move to the other end of the room to eliminate the only other enemy on this level.
The Laptop is downstairs in a small office and easily hacked without detection. Before moving to the lower level, locate the camera and heavy infantry. Hang from the side of the higher platform and watch for the enemy to walk under for an aerial knockout. Make sure you are out of the camera's view. Now move to the back corner for the laptop. Exit the building by moving away from the laptop room and down a set of stairs. Take cover and wait for two enemies to approach. They will talk to each other. This is the perfect time to use a sleep grenade. With just one hostile left, take him out any way you prefer.
Enter the next area through the doors ahead. Find the fast rope and slide down. Here we will find a rope to rappel to another fast rope. At the bottom, take note of the fact that your goggles are not active. There is a drone operator nearby. Restock if needed then move ahead slowly. Two enemies are on patrol near the lift. They will converge to the left side of the screen. A well placed sleep grenade eliminates both enemies. Climb the lift and jump to the ceiling pipe. Use the pipe to get the jump on the hostile on the platform on the right side of the screen. Seven more to go.
The next room has a camera that can be avoided by looking for the ventilation opening near the last hostile we eliminated. The vent leads into the next room but Sam exits on the computers and can reach the stairs easily. Drop down into the server room and eliminate two nearby hostiles. The next room with the Dead Drop also has a patrolling enemy and a drone operator. Continue to the very bottom level of the mine.
A High Value Target and heavy infantry are talking. Wait for them to disperse then climb to the higher platform to eliminate the patrolling guard located there. You can climb onto the large piece of construction equipment to eliminate the heavy infantry with an aerial knockout. Finally, just sneak up on the HVT to finalize all the objectives.
DLC
Billionaire's Yacht
Move to the right and leap over the edge of the boat. Enter the first window you see and take cover behind the couch. The High Value Target is likely at the back of the room. When the nearby patrolling guard moves away, walk to the back of the room to Bag and Tag the HVT. Sometimes if you wait to long or have to restart the HVT can be at the front of the room and doesn't seem to move. He can still be captured. Enter the room the same as above but this time when the nearby guard is away (with his back turned) move behind the HVT at the front of the room. Grab him as a human shield and walk out the front door avoiding the camera. Either way once at the back of the first room, move out the window to the same side we entered from. Continue to Sam's right until reaching a set of lights moving up the boat. Climb them. At the top we see Objective B. Continue to the right.
The front part of the yacht is where the drone operator is located. Take him out if you want but no need. You can sneak across the boat undetected and the goggles are not real important for this mission. The advantage to removing the drone operator though is that it makes it easier to obtain Objective B. Once on the other side of the yacht, climb over the edge and move to the right. Upon arrival at another set of outside lights drop down as low as you can go. Move to the left and enter the last window. This room is a theater. Move to the screen and cut the fabric to access objective A. As you begin to leave two hostiles are talking outside of the room. Stay hidden by the door or up on the pipe overhead. Wait for them to disperse (one may enter the room) then exit to the right (the same way you entered). Climb back up to the second level and move to the left until you reach the open window.
The exit is guarded by a up and down moving laser. Move under it without detection. I opted to take out the drone operator so drones are not traveling on either side of the bed. Lasers are also protecting the room with Objective B. The control panel for the lasers are on either side of the room (the one on our side of the room is behind the bar). Shoot them for easy access then hack the phone. Move to the opposite side of the room and find the button that will deactivate the lasers protecting the office. Its just outside the door on the right side. Enter the office and find the book that will open a secret passage to the Laptop. The stairs will lead to the top of the yacht under the helipad.
There are three guards to be concerned with. One patrolling the helipad, one inside the room, and one above on the balcony. All three will disperse letting you move to the left of the room ahead. Climb up to hang from the balcony and shimmy to Sam's left. On the other side of the boat is the Dead Drop. Move to the window of the ship's controls and watch the hostile inside. Once he moves to the front enter, grab the drop, and exit the other side. Climb back up and shimmy toward the helipad. Move up to the balcony where the hostile is patrolling and use the ladder to reach objective C. Now just head to the extraction point to end the mission.
Dead Coast
There are eleven total hostiles in the area. The first one is next to the truck straight ahead. Next we find a hostile patrolling the area to the right of the truck. Find the Dead Drop location and climb up the column. Below will be two more guards one of which is heavy infantry. Move deeper into the compound to locate the remaining seven hostiles. One of which includes a sniper. The enemies will be on higher ground as well so be conscious of that as well. Move through their communications room to the next section. Here we have a High Value Target and Laptop to acquire. Obstacles will include a drone operator and sniper. If you brought a sniper rifle then the sniper can be taken out immediately. The HVT is on the left side of the map. The drone operator is in a room inside the old ship. Finally, the Laptop is also on the ship. It is at the top level and the door in is protected by a camera. Instead of entering through the door climb around the side and get the laptop via window entry.
Equipment
Gadgets
- Recon and Distraction
- Sticky Noisemaker
- No purchase necessary
- Sticks to walls and floors, emitting sounds to distract nearby enemies
- Sticky Camera
- No purchase necessary
- Sticks to surfaces to give you a remove view - it can also attract and knock out guards with sleeping gas
- Flash Charge (6300): Press Square to detonate the camera with a stunning flash
- Plastic Explosive (9000): Press Triangle to explode sticky camera into deadly shrapnel like a frag grenade or Square to merely stun
- Sticky EMP
- 27,000
- Generates a miniature electromagnetic pulse, temporarily disabling nearby lights and electronics
- Tri-Rotor
- 7200
- A remote controlled flying recon drone, capable of incapacitating hostiles with sticky shocker darts
- Offensive Measures (27250): Equips Tri-Rotor with a deadly self destruct explosive charge
- Tri-Rotor Sonar
- Sticky Noisemaker
- Gas Grenades
- Smoke Grenade
- Releases a thick cloud of smoke, blinding to the naked eye but not sonar goggles
- Tear Gas
- Releases a chemical mist to incapcitate enemies
- Sleeping Gas
- Releases a cloud of fumes that quickly put enemies to sleep
- Smoke Grenade
- Explosive Grenades
- Flashbang
- 24,000
- Explodes with a concussive blast and blinding flare, temporarily stunning enemies
- Frag Grenade
- Explosive grenade that fragments into deadly shrapnel
- Incendiary Grenade
- Explosive grenade that engulfs an area in flames for several seconds
- Flashbang
- Mines and Charges
- Proximity Shocker
- 48,000
- Sticks to surfaces and fires electric darts when enemies get close, non lethally subduing them
- Proximity Mine
- 86,500
- Sticks to walls and floors, detonating when hostiles get close
- Breaching Charge
- Door mounted charge that explodes inwards, killing anyone on the other side
- Proximity Shocker
Goggles
- Standard Goggles
- No Purchase Necessary
- Fourth Echelon's standard issue night vision system
- Sonar Pulse
- 100,000
- Adds a sonar mode that reveals hostiles through walls
- Footprint tracking
- 30,000
- Reveals traces of recent passage
- Colorized imaging
- Improves earlier goggles with colorized image analysis up to 15 meteres
- Ambient Sonar
- 44,000
- Uses ambient sound to track targets between sonar pulses
- High Frequency
- 51,000
- Increases sonar pulse frequency and reduces movement distortion
- Long Range
- 58,000
- Increases range to 20 meters, in addition to all previous upgrades
- Integrated optics
- 20,000
- Alternate form factor for long range goggles
Ops Suit
Torso
- Classic Ops suit
- No Purchase Necessary
- Base tactical kit offers some protection from damage and room for two gadgets
- Tactical Mesh
- 48,000
- Lightweight breathable mesh provides basic protection and additional gadget capacity
- Nanopolymer coating
- 120,000
- Carbon nanofiber and AB weave suppresses movement sounds and adds pistol mag capacity
- Stealth Nanofiber
- 200,000
- Carbon nanofiber mesh construction greatly reduces movement sounds
- Kevlar Weave
- 48,000
- AB fabric weave provides protection and additional sidearm mag slots
- AB Gel
- 120,000
- AB gel suit designed to store additional rifle ammunition
- Ceramic Plate
- 200,000
- Overlapping Boron Carbide plates give maximum protection with room for extra magazines
Gloves
- Classic Goves
- Fourth Echelon's Standard issue gloves
- No purchase necessary
- Covert
- 15,200
- AB fabric weave provides a better grip, allowing for faster reloads and weapon swaps
- Operative
- 38,000
- Designed for ease of use in swapping weapons or magazines with advanced composites
- Sharpshooter
- 59,000
- Lightweight construction improves reload and weapon switching times
- Marksman
- 80,000
- Smooth handling makes for faster weapon manipulation and reloads
- Gunslinger
- 101,000
- Designed to allow faster weapon switching and reloads while minimizing exposure
- Deadeye
- 122,250
- Nanofiber composite grips better, allowing for fast reloads and weapon swaps
Pants
- Classic
- No purchase necessary
- Offers some protection from damage with room for two gadgets
- Tactical Mesh
- Tactical mesh construction reduces movement noise
- Nanopolymer Coating
- Packs and extra gadget while nanopolymer coating reduces movement sounds
- Stealth Nanofiber
- 180,000
- Carbon nanonfiber weave greatly reduces movement sound
- Kevlar Weave
- 40,000
- Sturdy pants that trade gadget space for additional rifle magazines
- AB Gel
- 100,000
- Armored pants with additional capacity for gadgets and pistols
- Ceramic Plate
- 180,000
- Holds extra mags and gadgets while scale mail construction provides high end protection
Boots
- Classic
- No purchase necessary
- Offers some protection from damage
- Tactical Mesh
- Padded boots reduce movement noise
- Nanopolymer Coating
- 42,000
- Nanopolymer reduces noise from walking and running
- Stealth Nanofiber
- 86,750
- Nanofiber construction reduces movement sound
- Kevlar Weave
- 16,800
- AB Fabric construction protects against damage
- AB Gel
- 42,000
- Provides increased protection against damage
- Ceramic Plate
- 86,750
- Overlapping armor plate inserts greatly reduce damage
Lights
- Classic Green
- No purchase necessary
- Topaz
- 5,000
- Voron Red
- 10,000
- Navy
- 20,000
- Pink
- 40,000
- Violet
- 80,000
- Ghost Blue
Pistols
Upgrade | Description |
---|---|
Red Dot Sight | Adds a sight with collimated LED for increased aiming precision |
Holo Sight | Holographic projected reticle enables faster targeting |
Laser Sight | Increases free aim accuracy and overall weapon precision |
Silencer | The suppressor attachment enables the pistol to fire silently |
Hollow Point | Deals more damage to enemies and increases lethality at range |
Armor Piercing | Deals considerably more damage versus armor than standard issue |
Match Grade Ammo | Increases the long distance precision and range |
Bolt Blueprinting | Increases the long distance precision and range |
Weight Balance | Adjusts the distribution of weigh to improve control when aiming |
Match Grade Trigger | Improve weapon consistency, making it easier to control |
Accurized Barrel | Improves accuracy by fine tuning the weapon barrel and chamber |
- PX4 Storm .45
- No Purchase Necessary
- State of the art semi-automatic pistol designed for customation
- Magazine Size: 10
- Silenced: Yes
- Upgrades: 5
- Red Dot Sight
- Holo sight
- Laser Sight
- Silencer
- Hollow Point Ammo
- Armor Piercing Ammo
- Match Grade Ammo
- Bolt Blueprinting
- Weight Balance
- Match Grade Trigger
- Accurized Barrel
- Red Dot Sight
- F40
- 60,000
- The latest extreme conditions pistol, featuring a low slide profile
- Magazine Size: 16
- Silenced: Yes
- Upgrades: 5
- Red Dot Sight
- 8,450
- Holo sight
- 11,200
- Laser Sight
- 5,050
- Silencer
- No purchase necessary
- Hollow Point Ammo
- 5,600
- Armor Piercing Ammo
- 8,450
- Match Grade Ammo
- 11,200
- Bolt Blueprinting
- 5,600
- Weight Balance
- 5,600
- Match Grade Trigger
- 6,750
- Accurized Barrel
- 9,000
- Red Dot Sight
- 5.7 USG
- 130,000
- Sam's signature suppressed pistol, a lightweight semi-automatic
- Magazine Size: 20
- Silenced: Yes
- Upgrades: 5
- Red Dot Sight
- 15,300
- Holo sight
- 20,400
- Laser Sight
- 9,150
- Silencer
- No purchase necessary
- Hollow Point Ammo
- 10,200
- Armor Piercing Ammo
- 15,300
- Match Grade Ammo
- 20,400
- Bolt Blueprinting
- 10,200
- Weight Balance
- 10,200
- Match Grade Trigger
- 12,200
- Accurized Barrel
- 16,300
- Red Dot Sight
- SC-IS Pistol
- 220,000
- Always suppressed, a light weight, high capacity semi-automatic
- Magazine Size: 18
- Silenced: Yes
- Upgrades: 5
- Red Dot Sight
- Holo sight
- 29,250
- Laser Sight
- Silencer
- No purchase necessary
- Hollow Point Ammo
- 14,600
- Armor Piercing Ammo
- 21,900
- Match Grade Ammo
- Bolt Blueprinting
- 14,600
- Weight Balance
- 14,600
- Match Grade Trigger
- 17,500
- Accurized Barrel
- 23,500
- Red Dot Sight
- USP45
- Magazine Size:
- Silenced:
- Upgrades:
- Red Dot Sight
- Holo sight
- Laser Sight
- Silencer
- Hollow Point Ammo
- Armor Piercing Ammo
- Match Grade Ammo
- Bolt Blueprinting
- Weight Balance
- Match Grade Trigger
- Accurized Barrel
- Red Dot Sight
- D50
- 78,000
- High caliber, unsuppressed, with massive stopping power
- Magazine Size: 7
- Silenced: No
- Upgrades: 4
- Red Dot Sight
- 7,200
- Holo sight
- 9,600
- Laser Sight
- 4,350
- Silencer
- 4,800
- Hollow Point Ammo
- 4,800
- Armor Piercing Ammo
- 7,200
- Match Grade Ammo
- 9,600
- Bolt Blueprinting
- 4,800
- Weight Balance
- 4,800
- Match Grade Trigger
- 5,750
- Accurized Barrel
- 7,700
- Red Dot Sight
- Makarov PM-B
- 111,250
- Well balanced russian semi-automatic good for tactical operations
- Magazine Size: 8
- Silenced: No
- Upgrades: 5
- Red Dot Sight
- N/A
- Holo sight
- N/A
- Laser Sight
- N/A
- Silencer
- 22,500
- Hollow Point Ammo
- 9,000
- Armor Piercing Ammo
- 13,500
- Match Grade Ammo
- 18,000
- Bolt Blueprinting
- 9,000
- Weight Balance
- 9,000
- Match Grade Trigger
- 10,800
- Accurized Barrel
- 14,400
- Red Dot Sight
Alternate Weapon
Upgrade | Description |
---|---|
Red Dot Sight | Adds a sight with collimated LED for increased aiming precision |
Holo Sight | Holographic projected reticle enables faster targeting |
ACOG Sight | Enables 4x magnification when aiming down sights |
Laser Sight | Increases free aim accuracy and overall weapon precision |
Angled Foregrip | Stablizes the weapon and reduces recoil climb |
Compensator | Redirects gases from the muzzle to counter recoil and climb |
Silencer | The suppressor attachment enables the pistol to fire silently |
Extended Mag | Increases magazine capacity to carry and fire more rounds |
Hollow Point Ammo | Deals more damage to enemies and increases lethality at range |
Armor Piercing Ammo | Deals considerably more damage versus armor than standard issue |
Match Grade Ammo | Increases long distance precision and range |
Bolt Blueprinting | Improves accuracy over sustained firing for tighter groups |
Weight Balance | Adjusts the distribution of weight to improve control when aiming |
Match Grade Trigger | Improve weapon consistency, making it easier to control |
Tuned Recoil Buffer | Absorbs and dampens rearward motion to reduce recoil climb |
Accurized Barrel | Improves accuracy by fine tuning the weapon barrel and chamber |
Muzzle Break | Redirects gases from the muzzle to counter recoil and climb |
High powered scope | Enables 8x magnification when aiming down sights |
Flechette | Fires needles reducing spread and increasing lethal range |
Slug | Fires a single massive projectile: no spread, increased damage |
- MP7A1
- No Purchase Necessary
- Lightweight polymer-based SMG designed to penetrate body armor
- Magazine Size: 40
- Silenced: Yes
- Upgrades: 6
- Red Dot Sight
- Holo sight
- ACOG Sight
- Laser Sight
- Angled Foregrip
- Compensator
- Silencer
- Extended Mag
- Hollow Point Ammo
- Armor Piercing Ammo
- Match Grade Ammo
- Bolt Blueprinting
- Weight Balance
- Match Grade Trigger
- Tuned Recoil Buffer
- Accurized Barrel
- Red Dot Sight
- Vector .45ACP
- 72,000
- Magazine Size:
- Silenced:
- Upgrades:
- Red Dot Sight
- 4,900
- Holo sight
- 6,550
- ACOG Sight
- 9,800
- Laser Sight
- 2,950
- Angled Foregrip
- 3,600
- Compensator
- 4,900
- Silencer
- 8,150
- Extended Mag
- 9,800
- Hollow Point Ammo
- 3,250
- Armor Piercing Ammo
- 4,900
- Match Grade Ammo
- 6,550
- Bolt Blueprinting
- 3,250
- Weight Balance
- 3,250
- Match Grade Trigger
- 3,900
- Tuned Recoil Buffer
- 4,100
- Accurized Barrel
- 5,200
- Red Dot Sight
- UMP45
- 135,000
- A stable magazine fed SMG with stopping power at medium ranges
- Magazine Size: 25
- Silenced: No
- Upgrades: 7
- Red Dot Sight
- 6,700
- Holo sight
- 8,950
- ACOG Sight
- 13,400
- Laser Sight
- 4,050
- Angled Foregrip
- 49,00
- Compensator
- 6,700
- Silencer
- 11,200
- Hollow Point Ammo
- 4,500
- Armor Piercing Ammo
- 6,700
- Match Grade Ammo
- 8,950
- Bolt Blueprinting
- 4,500
- Weight Balance
- 4,500
- Match Grade Trigger
- 5,350
- Tuned Recoil Buffer
- 5,600
- Accurized Barrel
- 7,150
- Red Dot Sight
- SC400S
- 200,000
- Custom built, suppressed, perfect for sustained stealth missions
- Magazine Size: 40
- Silenced: Yes
- Upgrades: 6
- Red Dot Sight
- 10,200
- Holo sight
- 13,500
- ACOG Sight
- 20,300
- Laser Sight
- 6,100
- Hollow Point Ammo
- 6,750
- Armor Piercing Ammo
- 10,200
- Match Grade Ammo
- 13,500
- Bolt Blueprinting
- 6,750
- Weight Balance
- 6,750
- Match Grade Trigger
- 8,100
- Tuned Recoil Buffer
- 8,450
- Accurized Barrel
- 10,800
- Red Dot Sight
- PP-19
- Magazine Size:
- Silenced:
- Upgrades:
- Red Dot Sight
- Holo sight
- ACOG Sight
- Laser Sight
- Angled Foregrip
- Compensator
- Silencer
- Extended Mag
- Hollow Point Ammo
- Armor Piercing Ammo
- Match Grade Ammo
- Bolt Blueprinting
- Weight Balance
- Match Grade Trigger
- Tuned Recoil Buffer
- Accurized Barrel
- Red Dot Sight
- MP5-10
- Magazine Size:
- Silenced:
- Upgrades:
- Red Dot Sight
- Holo sight
- ACOG Sight
- Laser Sight
- Angled Foregrip
- Compensator
- Silencer
- Extended Mag
- Hollow Point Ammo
- Armor Piercing Ammo
- Match Grade Ammo
- Bolt Blueprinting
- Weight Balance
- Match Grade Trigger
- Tuned Recoil Buffer
- Accurized Barrel
- Red Dot Sight
- FAMAS
- 78,000
- Unsuppressed bullpup configuration assault rifle
- Magazine Size:30
- Silenced: No
- Upgrades:4
- Red Dot Sight
- 4,100
- Holo sight
- 5,500
- ACOG Sight
- 8,250
- Laser Sight
- 2,475
- Armor Piercing Ammo
- 4,100
- Match Grade Ammo
- 5,500
- Bolt Blueprinting
- 2,750
- Weight Balance
- 2,750
- Match Grade Trigger
- 3,300
- Tuned Recoil Buffer
- 3,450
- Accurized Barrel
- 4,400
- Red Dot Sight
- 416
- 140,000
- Developed in conjugation with elite US counter-terrorist forces
- Magazine Size: 30
- Silenced: No
- Upgrades: 7
- Red Dot Sight
- 5,150
- Holo sight
- 6,850
- ACOG Sight
- 10,300
- Laser Sight
- 3,100
- Angled Foregrip
- 3,750
- Muzzle Break
- 5,150
- Silencer
- 8,550
- Extended Mag
- 10,300
- Armor Piercing Ammo
- 5,150
- Match Grade Ammo
- 6,850
- Bolt Blueprinting
- 3,400
- Weight Balance
- 3,400
- Match Grade Trigger
- 4,100
- Tuned Recoil Buffer
- 4,300
- Accurized Barrel
- 5,550
- Red Dot Sight
- Honey Badger
- 175,000
- An intelligently suppressed short barreled rifle
- Magazine Size: 30
- Silenced: Yes
- Upgrades: 5
- Red Dot Sight
- 8,550
- Holo sight
- 11,400
- ACOG Sight
- 17,100
- Laser Sight
- 5,150
- Angled Foregrip
- 6,300
- Armor Piercing Ammo
- 8,550
- Match Grade Ammo
- 11,400
- Bolt Blueprinting
- 5,700
- Weight Balance
- 5,700
- Match Grade Trigger
- 6,850
- Tuned Recoil Buffer
- 7,150
- Accurized Barrel
- 9,150
- Red Dot Sight
- SC4000
- 250,000
- Custom silent assault rifle for long range stealth engagements
- Magazine Size: 30
- Silenced: Yes
- Upgrades: 7
- Red Dot Sight
- 9,050
- Holo sight
- 12,100
- ACOG Sight
- 18,100
- Laser Sight
- 5,450
- Extended Mag
- 18,100
- Armor Piercing Ammo
- 9,050
- Match Grade Ammo
- 12,100
- Bolt Blueprinting
- 6,50
- Weight Balance
- 6,050
- Match Grade Trigger
- 7,250
- Tuned Recoil Buffer
- 7,250
- Accurized Barrel
- 9,650
- Red Dot Sight
- G36C
- Magazine Size:
- Silenced:
- Upgrades:
- Red Dot Sight
- Holo sight
- ACOG Sight
- Laser Sight
- Angled Foregrip
- Compensator
- Silencer
- Extended Mag
- Hollow Point Ammo
- Armor Piercing Ammo
- Match Grade Ammo
- Bolt Blueprinting
- Weight Balance
- Match Grade Trigger
- Tuned Recoil Buffer
- Accurized Barrel
- Red Dot Sight
- SR-25
- 100,00
- Standard issue suppressed sniper rifle
- Magazine Size: 10
- Silenced: Yes
- Upgrades: 4
- High Powered Scope
- 39,000
- Armor Piercing Ammo
- 14,700
- Match Grade Ammo
- 19,600
- Weight Balance
- 9,800
- Match Grade Trigger
- 11,700
- Tuned Recoil Buffer
- 12,200
- High Powered Scope
- SC-IS Sniper Rifle
- 220,000
- Custom semi-automatic suppressed SR using the latest materials
- Magazine Size: 8
- Silenced: Yes
- Upgrades: 4
- Armor Piercing Ammo
- 22,250
- Match Grade Ammo
- 29,500
- Weight Balance
- 14,800
- Match Grade Trigger
- 17,700
- Tuned Recoil Buffer
- 18,400
- Armor Piercing Ammo
- M1014
- 57,00
- A self regulating gas operated semi automatic shotgun
- Magazine Size: 8
- Silenced: No
- Upgrades: 5
- Red Dot Sight
- 3,750
- Holo sight
- 5,050
- Laser Sight
- 2,250
- Angled Foregrip
- 2,775
- Flechette
- 5,050
- Slug
- 10,100
- Bolt Blueprinting
- 2,525
- Weight Balance
- 2,525
- Match Grade Trigger
- 3,000
- Tuned Recoil Buffer
- 3,150
- Accurized Barrel
- 4,000
- Red Dot Sight
- SC-IS Shotgun
- 200,000
- A custom made suppressed semi-automatic 12 gauge
- Magazine Size: 8
- Silenced: Yes
- Upgrades: 7
- Red Dot Sight
- 7,400
- Holo sight
- 9,850
- Laser Sight
- 4,400
- Angled Foregrip
- Extended Mag
- 14,800
- Flechette
- 9,850
- Slug
- 19,700
- Bolt Blueprinting
- 4,950
- Weight Balance
- 4,950
- Match Grade Trigger
- 5,900
- Tuned Recoil Buffer
- 6,150
- Accurized Barrel
- 7,900
- Red Dot Sight
- ACS-12
- Magazine Size:
- Silenced:
- Upgrades:
- Red Dot Sight
- Holo sight
- ACOG Sight
- Laser Sight
- Angled Foregrip
- Compensator
- Silencer
- Extended Mag
- Hollow Point Ammo
- Armor Piercing Ammo
- Match Grade Ammo
- Bolt Blueprinting
- Weight Balance
- Match Grade Trigger
- Tuned Recoil Buffer
- Accurized Barrel
- Red Dot Sight
- Mac-11
- 81,000
- Ultra-compact machine pistol with a very high rate of fire
- Magazine Size: 12
- Silenced: No
- Upgrades: 5
- Red Dot Sight
- 4,400
- Holo sight
- 5,850
- Laser Sight
- 2,625
- Extended Mag
- 8,750
- Hollow Point Ammo
- 2,925
- Armor Piercing Ammo
- 4,400
- Match Grade Ammo
- 5,850
- Bolt Blueprinting
- 2,925
- Weight Balance
- 2,925
- Match Grade Trigger
- 3,500
- Tuned Recoil Buffer
- 3,650
- Accurized Barrel
- 4,650
- Red Dot Sight
- PP2000
- 94,750
- Specialist SMG designed for close quarters special operations
- Magazine Size: 20
- Silenced: No
- Upgrades: 6
- Red Dot Sight
- 4,100
- Holo sight
- 5,500
- ACOG Sight
- 8,250
- Laser Sight
- 2,475
- Compensator
- 4,100
- Silencer
- 6,850
- Extended Mag
- 8,250
- Hollow Point Ammo
- 2,750
- Armor Piercing Ammo
- 4,100
- Match Grade Ammo
- 5,500
- Bolt Blueprinting
- 2,750
- Weight Balance
- 2,750
- Match Grade Trigger
- 3,300
- Tuned Recoil Buffer
- 3,450
- Accurized Barrel
- 4,400
- Red Dot Sight
- AK-47
- 84,000
- The archetypal assault riffle
- Magazine Size: 30
- Silenced: No
- Upgrades: 6
- Red Dot Sight
- 3,150
- Holo sight
- 4,200
- ACOG Sight
- 6,300
- Laser Sight
- 1,900
- Angled Foregrip
- 2,300
- Extended Mag
- 6,300
- Armor Piercing Ammo
- 3,150
- Match Grade Ammo
- 4,200
- Bolt Blueprinting
- 2,100
- Weight Balance
- 2,100
- Match Grade Trigger
- 2,525
- Tuned Recoil Buffer
- 2,625
- Accurized Barrel
- 2,350
- Red Dot Sight
- AKS-74U
- 100,750
- Unsuppressed assault rifle with long range stopping power
- Magazine Size: 30
- Silenced: No
- Upgrades: 7
- Red Dot Sight
- 3,450
- Holo sight
- 4,600
- ACOG Sight
- 6,900
- Laser Sight
- 2,075
- Angled Foregrip
- 2,525
- Muzzle Break
- 3,450
- Extended Mag
- 6,900
- Armor Piercing Ammo
- 3,450
- Match Grade Ammo
- 4,600
- Bolt Blueprinting
- 2,300
- Weight Balance
- 2,300
- Match Grade Trigger
- 2,775
- Tuned Recoil Buffer
- 2,875
- Accurized Barrel
- 3,700
- Red Dot Sight
- SVU
- 102,000
- Russian made sniper rifle featuring a bullpup configuration
- Magazine Size: 10
- Silenced: No
- Upgrades: 2
- Armor Piercing Ammo
- 7,750
- Match Grade Ammo
- 10,300
- Bolt Blueprinting
- 5,150
- Weight Balance
- 5,150
- Match Grade Trigger
- 6,200
- Tuned Recoil Buffer
- 6,450
- Accurized Barrel
- 8,250
- Armor Piercing Ammo
- RMB-93
- 54,000
- A forward slide action 12 gauge designed for compactness
- Magazine Size: 6
- Silenced: No
- Upgrades: 6
- Red Dot Sight
- 3,900
- Holo sight
- 5,200
- Laser Sight
- 2,325
- Angled Foregrip
- 2,850
- Flechette
- 5,200
- Slug
- 10,400
- Bolt Blueprinting
- 2,600
- Weight Balance
- 2,600
- Match Grade Trigger
- 3,100
- Tuned Recoil Buffer
- 3,250
- Accurized Barrel
- 4,150
- Red Dot Sight
- PFS-12
- 108,750
- High capacity light weight modular SMG for flexible customization
- Magazine Size: 30
- Silenced: No
- Upgrades: 6
- Red Dot Sight
- 5,050
- Holo sight
- 6,700
- ACOG Sight
- 10,100
- Laser Sight
- 3,000
- Angled Foregrip
- 3,700
- Compensator
- 5,050
- Hollow Point Ammo
- 3,350
- Armor Piercing Ammo
- 5,050
- Match Grade Ammo
- 6,700
- Bolt Blueprinting
- 3,350
- Weight Balance
- 3,350
- Match Grade Trigger
- 4,050
- Tuned Recoil Buffer
- 4,200
- Accurized Barrel
- 5,350
- Red Dot Sight
- ARX-160
- 117,750
- Magazine Size:
- Silenced:
- Upgrades:
- Red Dot Sight
- Holo sight
- ACOG Sight
- Laser Sight
- Angled Foregrip
- Compensator
- Silencer
- Extended Mag
- Hollow Point Ammo
- Armor Piercing Ammo
- Match Grade Ammo
- Bolt Blueprinting
- Weight Balance
- Match Grade Trigger
- Tuned Recoil Buffer
- Accurized Barrel
- Red Dot Sight
- SA-58 OSW
- 134,750
- Magazine Size:
- Silenced:
- Upgrades:
- Red Dot Sight
- Holo sight
- ACOG Sight
- Laser Sight
- Angled Foregrip
- Compensator
- Silencer
- Extended Mag
- Hollow Point Ammo
- Armor Piercing Ammo
- Match Grade Ammo
- Bolt Blueprinting
- Weight Balance
- Match Grade Trigger
- Tuned Recoil Buffer
- Accurized Barrel
- Red Dot Sight
- Goblin
- 152,000
- Magazine Size:
- Silenced:
- Upgrades:
- Red Dot Sight
- Holo sight
- ACOG Sight
- Laser Sight
- Angled Foregrip
- Compensator
- Silencer
- Extended Mag
- Hollow Point Ammo
- Armor Piercing Ammo
- Match Grade Ammo
- Bolt Blueprinting
- Weight Balance
- Match Grade Trigger
- Tuned Recoil Buffer
- Accurized Barrel
- Red Dot Sight
- VSS
- 98,500
- Magazine Size:
- Silenced:
- Upgrades:
- Red Dot Sight
- Holo sight
- ACOG Sight
- Laser Sight
- Angled Foregrip
- Compensator
- Silencer
- Extended Mag
- Hollow Point Ammo
- Armor Piercing Ammo
- Match Grade Ammo
- Bolt Blueprinting
- Weight Balance
- Match Grade Trigger
- Tuned Recoil Buffer
- Accurized Barrel
- Red Dot Sight
- SASG-12
- 93,000
- Magazine Size:
- Silenced:
- Upgrades:
- Red Dot Sight
- Holo sight
- ACOG Sight
- Laser Sight
- Angled Foregrip
- Compensator
- Silencer
- Extended Mag
- Hollow Point Ammo
- Armor Piercing Ammo
- Match Grade Ammo
- Bolt Blueprinting
- Weight Balance
- Match Grade Trigger
- Tuned Recoil Buffer
- Accurized Barrel
- Red Dot Sight
Special Weapon
- Stun Gun
- No purchase necessary
- CO2 driven pistol fires non lethal sticky shocker darts
- Crossbow
- 100,000
- Fires a diverse array of non lethal bolts in complete silence
- Noisemaker
- Sticks to surfaces and emits a loud noise to create a distraction
- 15,000
- EMP Chaff
- 24,00
- Sleeping Gas
- 60,500
Plane Upgrades
- Cockpit
- Unlock RADAR shown in the HUD (1000)
- Extend RADAR range and show facing directions (130,000)
- Charlie's Workshop
- Unlock prototype SMG and Shotgun for purchase (144000)
- Unlock prototype Pistol, Assault and Sniper Rifles for purchase (180,000)
- Command and Control
- Reveal Dead Drop locations in the HUD (90000)
- Reveal all secondary objectives from further away (150,000)
- Infirmary
- Faster regeneration in SP and Co-op (120,000)
- Even faster regeneration in SP and Co-op (140,000)
- Crew Quarters
- Unlock a custom loadout slot for SP and Co-op (84,000)
- Unlock another custom loadout slot for SP and Co-op (114,000)
- Holding Cell
- Unlock 7 black market weapons for purchase (60,000)
- Unlock 7 more black market weapons for purchase (96,000)
- Cargo Bay
- Customize gear in the field (except in Perfectionist) (78,000)
Challenges
Ghost
- Anti-Security EMP
- Temporarily disable 5 security systems with EMP gadgets while remaining undetected
- 10,000
- Stealth H2H knockouts
- Take down 10 enemies using non-lethal H2H without being detected
- 10,000
- Take down 150 enemies using non-lethal H2H without being detected
- 100,000
- Stealth H2H KO Streak
- Take down 5 hostiles in a row using non-lethal H2H without being detected
- 30,000
- Sleeping Gas multi KO X3
- Knock out 3 enemies with a single sleeping gas grenade
- 30,000
- Shocking KOs
- Sticky shock 10 enemies without being detected
- 10,000
- Sticky shock 150 enemies without being detected
- 100,000
- Ultimate Sticky Shocker
- Sticky Shock 3 enemies with one bolt
- 30,000
- Abduction KOs
- Abduct and non-lethally takedown 5 enemies from cover without being detected
- 10,000
- Abduct and non-lethally takedown 25 enemies from cover without being detected
- 30,000
- Abduction KO Streak
- Abduct and non-lethally takedown 3 enemies in a row from cover without being detected
- 30,000
- Distraction KOs
- Take down 5 enemies that are investigating a disturbance undetected
- 10,000
- Take down 100 enemies that are investigating a disturbance undetected
- 100,000
- Lights Out
- Shoot out 10 lights with a silenced weapon undectected
- 10,000
- Shoot out 30 lights with a silenced weapon undectected
- 30,000
- Camera Shootout
- Shoot out 5 cameras with a silenced weapon undectected
- 10,000
- Sleeping Dogs
- Put 5 guard dogs to sleep
- 10,000
Panther
- Killing in Motion
- Perform 5 successful execute actions in motion and successfully avoid detection
- 10,000
- Stealth Hand to Hand Kills
- Perform 10 lethal hand to hand actions without being detected
- 10,000
- Stealth H2H Kill Streak
- Perform 5 lethal hand to hand actions in a row without being detected
- 30,000
- Heavy Infantry
- Take out 3 Heavy Infantry using lethal hand to hand actions without being detected
- 10,000
- Heavy DFAs
- Perform a death from above action on 2 heavy infantry, while successfully avoiding detection
- 10,000
- Ledge Pull Streak
- Pull 3 enemies in a row from a ledge, while successfully avoiding detection
- 30,000
- Hanging Kills
- Perform 2 hanging kills from a pipe undetected
- 10,000
- Zipline Takedowns
- Perform 5 takedowns from a zipline
- 10,000
- Tri-Rotor Marked Kills
- Execute 2 enemies marked with the Tri-Rotor
- 30,000
- Stunned Kills
- Kill 5 enemies stunned by a flashbang
- 10,000
- Stick Cam Marked Kills
- Kill 5 enemies marked with your sticky cam
- 10,000
- Sticky Cam Execute
- Use Stick Cam to Mark 3 hostiles before executing them all in motion
- 10,000
- Distraction DFA
- Make noise to distract a hostile, then drop on them from above
- 10,000
Assault
- Loud Headshots
- Get 10 loud headshots without using mark and execute
- 10,000
- Loud Headshot Streak
- Get 2 loud head shots in a row without dying
- 10,000
- Helmet Drops
- Shoot 5 helmets off the heads of helmeted enemies using a loud weapon without mark and execute
- 10,000
- Loud Executioner
- Mark and Execute 15 enemies using loud weapons
- 10,000
- Hostage Taker
- Kill 5 enemies with a loud weapon while holding a human shield
- 10,000
- Human Shield Kill Streak
- Kill 2 enemies in a row with a loud weapon while holding a human shield
- 10,000
- Combat Hand to Hand Kills
- In combat, kill 10 enemies using lethal H2H
- 10,000
- Combat H2H Kill Streak
- In combat, kill 3 enemies in a row using lethal H2H
- 30,000
- H2H Heavy Kills
- In combat, kill 3 Heavy Infantry using lethal H2H
- 10,000
- Frag Multi-Kill
- Kill 3 enemies using a single incendiary grenade
- 30,000
- Incendiary Multi-Kill
- Kill 3 enemies using a single incendiary grenade
- 30,000
- Proxy Mine Multi-Kill
- Kill 3 enemies using a single proximity mine
- 30,000
- Sticky Cam Multi-Kill
- Kill 3 enemies using a single sticky cam explosive
- 30,000
- Breaching Charge Kills
- Kill 2 hostiles using breaching charges
- 10,000
- Breaching Charge Kill Streak
- Kill 3 enemies using a single breaching charge
- 10,000
- Self Destruct
- Kill 5 enemies using Tri-Rotor explosives. Tri-Rotor must be upgraded to level 2
- 10,000
- Kamikaze
- Kill 3 enemies using a single Tri-Rotor explosive
- 30,000
- Hip Shot Kills
- Kill 10 enemies with an alternate weapon without aiming down sight
- 10,000
- Hip Shot Kill Streak
- Kill 5 enemies in a row with an alternate weapon without aiming down sight
- 30,000
- Human Grenade Kills
- Kill 2 enemies with a single human grenade
- 30,000
- Backfire
- Kill 2 drone operators by blowing up their drones
- 10,000
- Riot Suppression
- Kill 5 enemies while holding a riot shield
- 10,000
- Explosive Execute
- Mark and Execute environmental explosives and kill 1 hostiles in a single execute action
- 30,000
Co-op Challenges
- Co-op High Score
- Team up and score 13,000 points in co-op
- 50,000
- Smuggler's Performance
- Team up and score 10,000 points on Smuggler's Compound
- 50,000
- Missile Plant Performance
- Team up and score 10,000 points on Missile Plant
- 50,000
- Voron Station Performance
- Team up and score 10,000 points on Voron Station
- 50,000
- Abandon City Performance
- Team up and score 10,000 points on Abandoned City
- 50,000
- Pakistani Embassy Performance
- Team up and score 15,000 on Pakistani Embassy
- 50,000
- Swiss Embassy Performance
- Team up and score 15,000 points on Swiss Embassy
- 50,000
- Egyptian Embassy Performance
- Team up and score 15,000 points on Egyptian Embassy
- 50,000
- Russian Embassy Performance
- Team up and score 15,000 points on Russian Embassy
- 50,000
- Seafort Performance
- Team up and score 10,000 points on Hawkins Seafort
- 50,000
- Border Crossing Performance
- Team up and score 10,000 points on Border Crossing
- 50,000
- Hackers Den Performance
- Team up and score 10,000 points on Hackers' Den
- 50,000
- Yacht Performance
- Team up and score 10,000 points on Billionaire's Yacht
- 50,000
- Opium Farm Performance
- Team up and score 10,000 points on Opium Farm
- 50,000
- Fish Market Performance
- Team up and score 10,000 points on Fish Market
- 50,000
- Diamond Mine Performance
- Team up and score 10,000 Points on Blood Diamond Mine
- 50,000
- Dead Coast Performance
- Team up and score 10,000 points on Dead Coast
- 50,000
- Co-op Ghost Performance
- Achieve 10,000 Ghost points with a teammate
- 50,000
- Co-op Panther Performance
- Achieve 10,000 Panther points with a teammate
- 50,000
- Co-op Assault Performance
- Achieve 10,000 Assault points with a teammate
- 50,000
Spies vs Mercs Challenges
- Drone
- Kill 10 enemies with the Merc Drone ability in Spies vs Mercs
- 10,000
- Intel Suit
- Tag 10 enemies with the Intel Suit
- 10,000
- Team Death Match Wins
- Win 5 matches in team deathmatch
- 10,000
- SvM Wins
- Win 5 matches in SvM Blacklist or SvM Classic
- 10,000
- Extraction Wins
- Win 5 matches in Extraction
- 10,000
- Uplink Control Wins
- Win 5 matches in Uplink Control
- 10,000
- Hacker
- Successfully hack 5 terminals in SvM Blacklist as a spy
- 10,000
- Extraction Expert
- Extract with the intel 10 times in Extraction as a Merc
- 10,000
- Protector
- Reset the intel 10 times in Extraction as a spy
- 10,000
- Conquer
- Capture 10 transmitters in Uplink Control
- 10,000
- Objective Assist
- Earn 20 capture assists in any Spies vs Mercs game mode
- 10,000
- Resupply Pack
- Refill ammo and Gadget for teammates 20 times
- 10,000
- Intel Device
- Tag 20 enemies using the intel device in Spies vs Mercs
- 10,000
- Light Then Sound
- Kill 20 enemies with a longshot bonus
- 10,000
- Neurologist
- Kill 20 enemies with headshots earning the headshot bonus
- 10,000
- Monkey Shooter
- Kill 20 enemies from a ledge earning the hanged bonus
- 10,000
- Spy Killer
- Kill 10 hacking spies a Merc in SvM Blacklist
- 10,000
- Courier Kills
- Kill 10 intel carriers in Extraction
- 10,000
- Flasher
- Affect 2 or more enemies with a flashbang 5 times
- 10,000
- I Can't Hear You
- Affect 2 or more enemies with an EMP Grenade 5 times
- 10,000
- Streaker
- Earn a killstreak reward 5 times in Spies vs Mercs
- 10,000
Gear Challenges
- Pistol Kills
- Get 50 kills with any pistols
- 10,000
- 5.7 USG Kills
- Get 25 kills with the 5.7 USG
- 10,000
- PX4 Storm .45 Kills
- Get 25 kills with the PX4 Storm .45
- 10,000
- Get 75 kills with the PX4 Storm .45
- 20,000
- F40 Kills
- Get 25 Kills with the F40
- 10,000
- SC-IS Kills
- Get 25 kills with the SC-IS Pistol
- 10,000
- D50 Kills
- Get 25 Kills with the D50 pistol
- 10,000
- Assault Rifle Kills
- Get 50 kills with an assault rifle
- 10,000
- FAMAS Kills
- Get 25 kills with the FAMAS assault rifle
- 10,000
- 416 Kills
- Get 25 Kills with the 416
- 10,000
- Honey Badger Kills
- Get 25 Kills with the Honey Badger
- 10,000
- SC4000 Kills
- Get 25 Kills with the SC4000
- 10,000
- ARX160 Kills
- Get 25 Kills with the ARX160
- 10,000
- AK-47 Kills
- Get 25 Kills with the AK-47
- 10,000
- AKS-74U Kills
- Get 25 Kills with the AKS-74U
- 10,000
- SA-58 OSW Kills
- Get 25 Kills with the SA-58 OSW
- 10,000
- Goblin Kills
- Get 25 Kills with the Goblin
- 10,000
- SMG Kills
- Get 50 Kills with any SMG
- 10,000
- MP7A1 Kills
- Get 25 kills with the MP7A1 SMG
- 10,000
- Vector .45ACP Kills
- Get 25 Kills with the .45ACP
- 10,000
- UMP45 Kills
- Get 25 Kills with the UMP45
- 10,000
- SC400S Kills
- Get 25 Kills with the SC400S
- 10,000
- MAC-11 Kills
- Get 25 Kills with the MAC-11
- 10,000
- PP2000 Kills
- Get 25 Kills with the PP2000
- 10,000
- PFS-12 Kills
- Get 25 Kills with the PFS-12
- 10,000
- Sniper Rifle Kills
- Get 50 kills with any sniper rifle
- 10,000
- SR-25 Kills
- Get 25 Kills with the SR-25 Sniper Rifle
- 10,000
- SC-IS Sniper Rifle Kills
- Get 25 Kills with the SR-25
- 10,000
- SVU Kills
- Get 25 Kills with the SVU
- 10,000
- VSS Kills
- Get 25 Kills with the VSS
- 10,000
- Shotgun Kills
- Get 50 kills using any shotgun
- 10,000
- M1014 Kills
- Get 25 Kills with the M1014
- 10,000
- SC-IS Shotgun Kills
- Get 25 Kills with the SC-IS
- 10,000
- RMB-93 Kills
- Get 25 Kills with the RMB-93
- 10,000
- SASG-12 Kills
- Get 25 Kills with the SASG-12
- 10,000
- ACS-12 Kills
- Get 25 Kills with the ACS-12
- 10,000
- Shotgun Streak
- Get 2 shotgun kills within 4 seconds
- 20,000
- Crossbow Knockouts
- Get 25 takedowns with the Crossbow
- 10,000
- Stun Gun Knockouts
- Get 25 takedowns with the Stun Gun
- 10,000
- Get 75 takedowns with the Stun Gun
- 20,000
- Frag Grenade
- Kill 20 enemies using Frag Grenades
- 10,000
- Incendiary Grenade Kills
- Kill 20 enemies using Incendiary Grenades
- 10,000
- I C U
- Kill 20 enemies using sticky cam explosives
- 10,000
- Proxy Mine
- Kill 10 enemies using Proximity Mines
- 10,000
- Sandman
- Knock out 10 enemies using sleeping gas grenades without being detected
- 10,000
- Knock out 100 enemies using sleeping gas grenades without being detected
- 30,000
- Tear Gas
- Stun 10 enemies with Tear Gas
- 10,000
- Flashbang Stuns
- Stun 10 enemies with Flashbangs
- 10,000
- Proxy Shocker KOs
- Knockout 10 enemies with the Proxy Shocker
- 10,000
- Knockout 100 enemies with the Proxy Shocker
- 30,000
- Fully Upgrade a Pistol
- Fully upgrade one pistol
- 30,000
- Fully Upgrade Black Market Pistol
- Fully upgrade 1 Black-Market pistol
- 30,000
- Fully Upgrade Alternate Weapon
- Fully upgrade 1 alternate weapon
- 30,000
- Upgrade Black Market Alternate
- Fully upgrade 1 black market alternate weapon
- 30,000
- Upgrade All Proto Alternate
- Fully upgrade all prototype alternate weapons
- 30,000
- Upgrade All Black Market Weapons
- Fully upgrade all black market weapons
- 30,000
- Upgrade All Prototype Weapons
- Fully upgrade all prototype weapons
- 30,000
- Fully Upgrade Tri-Rotor
- Fully upgrade Tri-Rotor
- 30,000
- Fully Upgrade Goggles
- Fully upgrade goggles
- 30,000
- Paladin Level 1
- Complete 33% of all Paladin upgrades
- 30,000
- Paladin Level 2
- Complete 66% of all Paladin upgrades
- 30,000
- Home Sweet Home
- Complete all Paladin upgrades
- 30,000
Trophies
- Decorated Agent
- Platinum
- Collect every trophy
- Asset Retrieval
- Bronze
- Complete Safehouse on any difficulty
- Ambush Escaped
- Bronze
- Complete Insurgent Stronghold on any difficulty
- American Consumption Prevented
- Bronze
- Complete American Consumption on any difficulty
- Terrorist Factor Turned
- Bronze
- Complete Private Estate on any difficulty
- Tracker Placed
- Bronze
- Complete Abandoned Mill on any difficulty
- Iranian Intel Retrieved
- Bronze
- Complete Special Missions HQ on any difficulty
- American Freedom Averted
- Bronze
- Complete Transit Yards on any difficulty
- Infiltration/Interrogation
- Bronze
- Complete Detention Facility on any difficulty
- Paladin Restored
- Bronze
- Survive the attack on Paladin
- American Fuel Engaged
- Bronze
- Complete LNG Terminal on any difficulty
- 4th Echelon Status Confirmed
- Silver
- Complete the single player campaign
- 4th Echelon Commendation
- Silver
- Complete every single player mission on Realistic difficulty
- 4th Echelon Officer
- Gold
- Complete every single player mission on Perfectionist difficulty
- HVTs Secured
- Bronze
- Capture 20 High Value Targets
- Intel Acquired
- Bronze
- Collect 24 Dead Drop flash drives
- Data Security
- Bronze
- Hack 23 Blacklist Laptops
- Upgraded Gear Accessed
- Bronze
- Purchase every upgrade for one gun
- C&C Optimized
- Silver
- Fully upgrade your headquarters
- Tactical Style: Ghost
- Silver
- Master Ghost playstyle on 7 missions
- Tactical Style: Panther
- Silver
- Master Panther playstyle on 7 missions
- Tactical Style: Assault
- Silver
- Master Assault playstyle on 7 missions
- Evidence Concealed
- Bronze
- Hide 5 bodies in containers
- No Kill Option Engaged
- Silver
- Complete the single player campaign without killing anyone as Sam Fisher
- Distraction Tactician
- Bronze
- Call and enemy over, then take them down undetected when they investigate
- Tri-Rotor Functionality
- Bronze
- Disable a security device using the Tri-Rotor
- Enhanced Lethality Demonstrated
- Bronze
- Using Mark & Execute take down 6 enemies in under 14 seconds
- Hostile Shield Secured
- Bronze
- Take down a Shielded Infantryman hand to hand and take his shield
- Hostages Secured
- Bronze
- Save the hostages in the Transit Yards
- Mission Footprint Zero
- Bronze
- Complete a single player mission without being detected during gameplay
- Combined Op Successful
- Bronze
- Complete a Co-Op mission with a teammate
- Hunter Operator
- Bronze
- Complete all 4th Echelon Missions from Andriy Kobin
- Infiltration Operator
- Bronze
- Complete all 4th Echelon Missions from Anna Grimsdottir
- Extraction Operator
- Bronze
- Complete all 4th Echelon Missions from Charlie Cole
- Combined Operator
- Bronze
- Complete all 4th Echelon Missions from Isaac Briggs with a teammate
- Elite Killing Team
- Bronze
- Dual execute with a teammate to take down a helmeted enemy
- Lead Interrogator
- Bronze
- Win the Co-op interrogation in VORON Station
- ShadowNet Online
- Bronze
- Access ShadowNet for the latest news and challenges
- Officer of the Day
- Bronze
- Complete a daily challenge
- Seven Day Duty Shift
- Silver
- Complete a Spies vs. Mercs weekly challenge
- Support Ops
- Bronze
- Get 10 objective assists in Spies vs Mercs
- Lethal Versatility
- Gold
- Win a match in each Spies vs Mercs game mode
- Firearm Accessed
- Bronze
- Unlock a Merc's light machine gun
- Personal Kit
- Bronze
- Unlock a custom loadout slot for Spy or Merc
- Trusted Agent
- Silver
- Achieve Rank 10 in Spies vs Mercs
- Rated Hacker
- Silver
- Hack a terminal in a Spies vs Mercs SvM Blacklist or SvM Classic match
- Rated Intel Courier
- Bronze
- Carry home the intel in an Spies vs Mercs Extraction match
- Rated Aggressor
- Bronze
- Capture a control point in a Spies vs Mercs Uplink Control Match
Legalities
This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.
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