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