Then back it up to the E Drive. If you use a lethal knife attack from behind, you can also hold down the button to automatically pick up your dead foe and move his body. Fisher discovers that the North Koreans were indeed telling the truth, however, this discovery comes too late as North Korea launches a full-scale invasion of South Korea. It got a little dull for me if I exclusively played it for any significant length of time, but this wasn't a problem. There are three or four soldiers roaming around up there, but there's plenty of shadows to hide in, so wait for their conversations to die down before analyzing their movement patterns and striking.
Getting hit by a doorbash is an instant kill. Also, it no longer matters what direction Sam attacks from when using melee attacks, nor does it matter if enemies are aware of his presence, as opposed to earlier entries in the series where he had to attack from behind or on the side and the enemy could not be alerted to him in order to take them down in one hit. This is Displace's executive level, where you hope to find more on the mysterious Milan Nedich. Note that the civilian in the room here actually has some interesting info if you interrogate him, including the keycode to the locked door in this hallway. I do not understand it either.
Mission 5: Displace Primary Objectives Retrieve The Server Access Algorithm Access The Central Server In The Server Room Don't Kill Anyone Secondary Objectives Discover The Real Identity of Milan Nedich Opportunity Objectives Insert Tracer Programs Into Displace's Division Servers Infiltration In order to accomplish your infiltration of Displace, you'll first need to find a nice, quiet way to get inside. As you enter the bathroom, a soldier should be just finishing up taking a leak, so walk over to his stall and bash the door in to knock him out. Next up are a pair of guards in the living quarters. Although the rifle is silenced, it's still noisier than the pistol, and will often alert enemies close to your targets, especially if you accidentally hold the button down longer than intended and shift into automatic fire mode. Sticking together is also going to be required if you happen to hit trouble and die. The server in the ops room is on the uppermost level of the steps inside.
I managed a 63% on that level. You should be able to locate it by the flashes of light it gives off, and the beeping sound. Interrogating the captain will let you discover where Lacerda is without having to go up on deck. Moving on, you'll come to an enclosed courtyard with a pair of guards and one of the civilians that your boss told you about - you can't kill any of these guys. You'll need to get past or around this guard to reach one of the three Division Servers you need to hack. If you choose to go roving for enemies, in other words, then you'll probably want to lay down your sticky mines near the access points to the objectives.
Spies are armed with non-lethal weaponry so they rely on stealth, skill, and gadgets. You will want to access the Memory section of the Dashboard, then select the area where the thumbdrive is recognized in the case of my install, it was Controller One. This section is just a basic primer on how to deal with guards, whether you intend to kill or disable. The first is simple enough to use; when you get up close to an enemy, just hit your alt-fire and Sam will either punch them in the neck, or knee them in the chest, or send a fist right into their face, depending on the relative positions of he and his target. Originally posted by :Have you tried the widescreen fix? There's a medkit at the top of the ramp, so grab it if you've taken any hits.
Choice of Paths Return to the main bunkroom and head east into the lockers. At this point, you can either access their building through the door, which is the safer route, or jump onto the ramp leading up to one of the snipers, disable the wall mine near him, then take him out and infiltrate that way. In addition to the standard light bar, the game also features an aural monitor that measures the noise that Sam makes, along with the ambient noise of the environment. The good thing about flashbangs is that they rarely cause enemies to run away from the grenade, as they will from frag grenades; the bad thing about them is that the stunning effect is exceedingly short, on the order of four to five seconds, leaving you precious little time to pull off your super-spy maneuver. Unfortunately, since they're nominally on your side of the whole balance-of-power equation, you can't just slaughter them like you would, say, innocent bank guards. The story inside these co-op levels ties in with the storyline of the single-player game, and at times ties in with it directly.
If you wait for them to hit the bottom of the steps, then quickly grab the executive, he'll drop his briefcase, allowing you to subdue him in a darkened corner before hacking into the laptop. Sometimes you can kill them, sometimes you're restricted to dealing with them in a non-lethal fashion. If the guard here is walking away from you when you reach it, shoot out the light and wait for him to come and investigate before grabbing him and using his body to cross to the kitchen. You begin at the bottom of a little picturesque stream, overwatched by a guard. The secretary's computer contains nothing of interest, so pick or break the lock to the president's office and hack his computer to upload the seventh fake email. There'll be a medkit here, if you need one, as well as some ammo on the bench near the corpses, including a flash and a frag grenade.
This will force you to trade off between masking noise or light, but the shadows will be much more helpful to you in tracking down and disabling the guards. Your options to reach the offices are pretty simple: you can either walk straight up the steps, or head out to the street and find the pipe leading up to the building across the way and use the zipwire there to dash across to one of the open windows. You'll note that one of the soldiers here runs a patrol route out to your little shack, so do your best to lure him back to the shack and hide his body underneath the eave, or perhaps chuck him over the nearby railing if you think you can get away with it, just because it's fun. The next room on is the engine room, and unfortunately, it's filled with fumes - a single shot from your weapons will ignite the whole place. Any way you go, you're going to come out in a cluster of rooms where there's a guard on patrol, and another one looking for hidden mics alluded to by the Japanese officer in your pre-mission briefing.
As mentioned, he's in the captain's quarters on deck three, along with a couple of mercenary bodyguards with some pretty nice weaponry. Keep in mind that you can injure or kill a guard by accident if you drop their unconscious body from too far of a height. Non-Melee Kills There are relatively few non-melee kills in the game. Beyond the door, you'll find a darkened corridor leading to another door. Find the doorway here that leads to the bathroom; you'll find yourself looking out over another building, due to the fact that the structure you're in has been partially destroyed. This will encourage him to come down the steps and check you out, allowing you to hug the wall underneath the steps and grab him when he walks past. The Airfoil Round is a hollow metal ring that will knock out the target.
Mission 4: Penthouse Primary Objectives Get To Zherkezhi's Penthouse In The Adjacent Building Access Zherkezhi's Server To Determine Who Dvorak Is Secondary Objectives Discover Who Is In Charge of the Zherkezhi Protection Detail Opportunity Objectives Tap The Penthouse Video Cameras Your only lead in this whole affair is a man who apparently worked with Morganholt in the past, who goes by the name of Zherkhesi. Just hack the bad boy and get the aligorithm for Grim Thanks. It appears to activate based on thermal sensing, making a sauna the perfect place to set it up. The technician here is in front of another such computer, so feel free to knock him out and access it. Also keep in mind that a few of the levels feature foes with metal helmets; these guys are much more difficult to get headshots on than non-helmeted foes, since their helmets will usually deflect the low-caliber bullets from your pistol.