Breaking the Bank
When you first start at the bank, to your right is a valve that activates the sprinklers. turn it, and when the guards investigate, just shoot the puddle with a sticky shocker to knock them out!
on the left side of the entrance is a power box for all the lights in the yard. darkness is your friend.
when you reach the yard with a circle staircase and a whistling guard, climb up the pipe and go through the air ducts. when you reach the fan, use your pistol on the computer (not the screen the hard drive) to make the fan stop. the guards will get mad and leave the room for a minute. be sure to deactivate the camera systems!
when you come to the patroling laser guard, try to follow him instead of capturing him. and just stay on the wall to avoid the second guard.
these tips should help you if your having trouble.
Keypad - Combonations
The Bank - 1. Main Security Room: 2306
DISPLACE- 1.Nedich's Office : 2609
THE BATTERY- 1.Outpost Entrance: 1879
Submitted By: chris
Catching Shetland
Have your sniper zoomed-in on the guard. When there is a fight, shoot, run, and catch Shetland. Then, end the mission.
Submitted By: chris
Cameras In The Dark
Cameras that do not use thermo graphic 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.
Submitted By: chris
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.
Submitted By: chris
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.
Submitted By: chris
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).
Submitted By: chris
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.
Submitted By: chris
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.
Submitted By: chris
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.
Submitted By: chris
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.
Submitted By: chris