What you want to do is creep down to the bottom of the ramp, hide in a suitably dark spot, and wait for one of the soldiers to go for a walk. He should head directly up the ramp you just descended, allowing you to follow him and grab him leaving the door at the top of the ramp open will get his attention. There's a medkit at the top of the ramp, so grab it if you've taken any hits.
If you want to play it rough with the other torturer, be our guest, but if you want to be stealthy, you can crawl down the lighted hallway into the interrogation room, then sneak up behind the guard, who should be sitting down at a desk.
Regardless, Morganholt is dead, forcing you to cancel one of your objectives for the island. You still need to find whatever records the soldiers took of their interrogation and prevent the knowledge from falling into the wrong hands. Follow the corridor leading away from the interrogation cell until you reach a locked door. Pick it, then stealth open the door to reveal a floodlight overlooking a pair of tents. With your heatvision, you should be able to detect the presence of a soldier inside the nearest tent, so get behind it, cut through it with your knife, then sneak in and interrogate him.
He'll reveal that Lacerda has left the island, thus cancelling another of your objectives. Stow the body somewhere out of sight, then either eliminate or bypass the other guard to reach the second tent, where you'll find another crate of weapons to scan. From this area, you'll have to pass through a well-lit hallway to reach another open part of the keep. You'll probably want to shoot the light in this hallway, just to prevent the two soldiers ahead of you from spotting you.
These guys go through a rather poetical discussion, then break off into solo patrols. Well, one of them will patrol, anyway; the other just sits around with his back to a set of crates.
After picking off the patrol and scanning the weapons crate, you can sneak around to the right of the remaining soldier, climb up onto the crates, then eliminate him by dropping down on top of him. If you want to kill the soldier sleeping on the cot, feel free; otherwise just leave him alone. Next up is the makeshift barracks at the top of the nearby steps.
There are two guards here; one wide awake and listening to music, with his back conveniently turned to you, and the other asleep on a cot. The awake guard can be eliminated by sneaking up behind him, but you can't interact with the sleeping one, apparently, so if you want to take him down you'll need to shoot him.
There's some ammo for your pistol near the medkit here, as well as a single frag grenade. If you don't want to get those items, though, you may as well leave the soldiers alone and continue on the path. After walking across the ramparts, you'll come to a small computer setup; watch for the soldier here with heat vision as you walk in, as he's difficult to see otherwise. With him out of the way, you can access the computer, which will polish off the Masse Kernals objective.
Around the bend are another pair of soldiers, reminiscining about old times. The one from Grenada has an interesting interrogation if you can get to him alive, so you may want to wait for them to finish their conversation, wait for them to return downstairs, then sticky shocker the one furthest out before sneaking down and grabbing the remaining one.
This isn't necessary, of course, so eliminate them however you see fit before scanning the last crate of weapons here. If you kill this radio receiver before the conversation is over, you should be able to get the info you need from the cabinet upstairs. At the bottom of the steps near all the cannons is a gate, watched over by a single guard.
The gate itself is broken, so you won't need to worry about it, so just shock or airfoil the guard to take him down. You have two routes to choose from for an approach to the lighthouse. One is located near the guard's position; if you break the planks in the small hole in the wall, you'll find a rope that you can ride all the way down to the base of the lighthouse. The only problem is that you'll land right underneath a light, making this a risky proposition, but if you can time it so that you land while the guard has his back turned, it'll work.
Alternately, you can keep following the path near the gate until you reach the wooden bridge leading to the lighthouse. Whichever way you go, eliminate the guard if you can grab him from behind, then you can chuck him into the water by facing one of the rails on the bridge , then sneak around to the door at the back of the lighthouse. The conversation between the radio operator here and the Maria Narcissa will finish off the last objective you have, regarding precisely where the guerillas got their weapons.
Now all you need to do is make it to the top of the lighthouse for exfil. There is a single guard up near the lights, so if you want to pull off one of those flashy grab-his-feet-and-throw-him-off moves, you'll need to reach the top of the ladder, take advantage of the high noise to swiftly leave the room, then crawl over the railing and hang down before rotating around until you find the guard and use the interaction menu to grab him. There are four soldiers located before the first door here.
You don't have to eliminate them all, but you're going to need to take down at least a couple of them if you want to traverse the deck safely. There are two near your starting point, with one that stands upright near the southern set of steps and another that will patrol over to the north. The latter should be your first drop.
If you can sneak up behind him and grab him, then you can walk over to the railing and push him overboard by facing the railing and pressing your primary attack button. No bodies means no bodies to be found, obviously enough.
This soldier won't move, but be careful; the guard in the hallway below might see you grab him if you don't time your kill right. The guard by the steps will soon be joined by another guard for a bit of chat. The second guard here has a wide patrol lane that takes him up and down both of the lower railings of the ship, so after offing the guard by the steps, you can either wait for him to walk by to eliminate him as well, or just wait for him to patrol the northern side of the ship and bypass him entirely.
As you walk down the southern side of the ship use your zoom view to get a compass , you'll come to a set of steps leading down. Depending on the amount of noise you've made thus far, the guard here will either be walking around, or asleep in his chair. If he walks up the steps, he'll usually turn around and head east, allowing you to sneak up behind him and throw him overboard, but if he's asleep, you may need to plug him in the head. You'll need to tag multiple crates if you want to nab your full mission success bonus.
Head through the door near the last guard to reach cargo room S2-A. Don't worry about the lights or noise; there aren't any guards around.
If you can find the gap in the wall near the rear of the room, you'll be able to slide through to S2-B, where the first weapons crate can be found. You don't want to scan these, though; your goal is to place tracking devices on them so that your handlers can trace whom they're being sold to.
It all boils down to the same button pushes, though, so get up close and use the crate before climbing the ladder to the door nearby. As you leave the hold, you'll be radioed with some information. Apparently the Maria Narcissa is taking on water, or has at least developed a problem involving flooding in the lower compartments, and, like all ships carrying weapons and terrorists, has sent out a call for an escort.
Makes perfect sense. In order to get into and search the compartments, you'll need to activate the bilge pump in the lower machine room. To reach it, head down to the end of the hall, where you can hear some kind of machinery working, then slide open the door and eliminate the worker inside before crawling through the crawlspace on the wall.
You'll wind up in the machine room. There are two soldiers in the machine room, with one on the upper railing and one trying to get the pump to work. They're going to engage in a little conversation, so you'll want to wait until it's over before you work on taking them out. We found it easiest to jump up onto the pipe, then crawl along until Sam is hanging over the soldier on the walkway.
When the soldier below says "Easy for you to say," you can grab the upper soldier and knock him out by using the Grab Character interaction, then quickly drop down to the walkway and jump over to the railing to knock out the soldier below while he's examining the pump. Like buttah. After you've activated the bilge pump and it's done its job, you can slide the door open and move on. Your goal is to find the bill of lading on one of the crates in the first cargo hold you come across, on the right side of the hall.
Grab them, then quickly return to the corridor and resume your trip. Now that you have the bill of lading, you're going to need to find the ledger to see precisely where the shipments are coming from and headed. As you walk down the corridor, though, you're going to notice a pair of soldiers coming your way. These guys are killable, of course, but it's easiest just to avoid them by dropping down into one of the hatches on your right, crawling underneath the walkway, then resurfacing when you can't travel any further.
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. This includes things like airfoils and sticky shots, so you're going to need to get up close and personal with your foes if you want to get through this place alive.
If they spot you and take a shot, the same explosive occurances will result, so you'll need to ensure that they don't. There's a worker on the lower level here, as well as a pair of guards up above. You can probably avoid the worker altogether by just taking a right as soon you enter the room and head behind the turbines to reach the far corner of the room, underneath the stairs leading to the walkways.
It's all right if one of the guards gets a glimpse of you while you walk, so long as he doesn't open fire. 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. You can then either whistle the second guard down after him, or head up the steps and take him down as well.
Luring the guards underneath these steps will let you take them down without firing. Another set of steps leads up from the walkways to a doorway, leading to deck S Another crate of weapons can be found here, although some subterfuge will be required.
If you're quick, you'll notice a soldier heading through a doorway down the corridor to the right of where you exited from the engine room. He'll be difficult to sneak up on, but his patrol route will bring him all the way back to the stairs, so wait in the shadows underneath it until you can grab him. With him out of the way, head down the hallway he was patrolling to reach the soldier's bunks, and another crate of weapons. You can actually search the cabinet here without alerting the guard at the computer, if you're attempting to avoid as many of them as possible.
Taking the stairs here will lead you to the ship's office, where you'll find the ledger you're looking for. There'll also be a couple of soldiers talking. The one sitting at the computer won't move unless you rouse him, but after the conversation, the standing one will walk towards the stairs you came up via and stand there.
You can avoid him entirely by crawling into the crawlspace near the first computer, if you wish, but you'll want to be careful when approaching the soldier at the computer, as he'll be alerted to your presence if he sees your shadow on the wall.
Stick to the left and you can search the cabinet to retrieve the ledger without him even being aware of it. If you take him out, then the computer will reveal the same information. Your new goal is to find and eliminate Lacerda. In order to figure out where he is, though, you'll need to reach the ship's bridge and question the captain. The door on the lefthand side of the corridor beyond the office is the medical bay.
There isn't anything in here besides a medkit and another soldier, so unless you're looking to get healed or kill everything aboard, ignore it. The door at the end of the hallway, however, will lead you back to the exterior of the ship.
The third weapons crate has been stowed underneath the steps here, so plant your tracker before you start climbing up. The first landing has a door that leads to the mess, on Deck 2. There are going to be two soldiers within the first room here, with a difficult patrol route and lighting to deal with. We found the best way to take them on was to close the door leading to the landing, shoot out the light in the hallway, then find a way to lure them both back to you the broken light alone will probably do the trick before using either your lethal or nonlethal melee attacks to drop them.
If they're more than a few feet away from each other, you should be able to drop one without the other knowing about it. In the hallway near the fire extinguisher in the cafeteria, you'll find the fourth weapons crate, so tag it, then move back out to the other hallway and round the corner. You'll start to hear a couple of soldiers talking about coffee at this point.
If you want to take them down, you'll need to shoot out the light in the hallway, then creep down along the right wall here until you get the Switch Object interaction, which will shut off the light above the two soldiers, rousting them and forcing them down the hall to look for you. You can probably kill or disable them both with your melee attacks. After heading up the nearby stairs to Deck 3, look around for the fifth weapons crate near the railing at the top of the steps.
Deck 3 doesn't contain much of interest to you at the moment. The captain's quarters are near the crate his private bathroom has a medkit , with a hallway of more private berths nearby. Only one of them is occupied, by a soldier listening to the radio, but none of them have anything useful, so don't bother looking around. Now, in order to find out where Lacerda is, you'll need to make it to the bridge on Deck 4 and interrogate the captain.
The easiest way to get there is to walk down the hallway with the private berths and use the stairs at the end of it; this will lead you straight up to the bridge. Don't go all the way up the steps right away, though. Instead, wait for the captain and the sailor to finish their conversation, then wait for the captain to walk over to the windows before sneaking up behind him and grabbing him. With a little prompting, he'll tell you that Lacerda is stowing away in the captain's quarters.
Although he wasn't there before, he'll magically appear there when you learn this little tidbit. If you can't manage to interrogate the captain, then you'll probably have to kill him.
This will make your task a bit more difficult, as you'll then have to head up to the radio tower on the ship's deck, one level above the bridge, to hack into the computer there to find where Lacerda is. 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.
Don't forget that you can usually throw them overboard if you grab them and press up against the railing before using your attack button. Interrogating the captain will let you discover where Lacerda is without having to go up on deck.
With Lacerda's whereabouts confirmed, it's time to go down and finish him off. As mentioned, he's in the captain's quarters on deck three, along with a couple of mercenary bodyguards with some pretty nice weaponry. When you locate the captain's quarters near the fifth weapons crate , head in through the door, then shoot out the light in the bathroom with your pistol; this shouldn't create enough noise to cause Lacerda and his men to react.
All you have to do then is wait. Eventually Lacerda will stop haranguing his guards and announce that he needs another drink. When he enters the small kitchen, he'll either stoop into the minifridge, allowing you to grab him, or notice the busted light and enter the hallway, also allowing you to grab him.
Interrogate him if you wish - he yields no useful information - before killing him to complete the objective. Now that Lacerda's dead, you can leave the boat via the emergency launch at the rear of the ship.
The easiest way to get there is to get back to the bridge and leave via the southern door there - that will take you to the top of the exterior ladder you were climbing before. If you make your way along the southern rail of the ship to the east being careful to avoid the guard on patrol around there , you can eventually walk up to the northern edge and wrap around to the ladder leading to the stern of the ship, where the launch is kept.
Now that you know where Lacerda was getting the funds for his kidnapping of Morganholt, you're going to have to crack the bank where the funds came from and figure out specifically who put down the cash for the operation. To ensure that you don't spook the financiers, you're going to be covering your tracks by stealing fifty million dollars in bearer bonds that the French government is storing here, for some reason.
You'll begin the mission in the courtyard of the bank, which has three guards on circular patrols. In order to access the bank's interior, you're going to have to get past them and around to the right side of the bank. There are motion sensor lights on the walls here, so if you get too close to them, they'll flash on and alert the guards to the fact that something's wrong. They're unlikely to actually see you, though, especially if you stay near the curb between the grass and the paved part of the courtyard; this will be just outside the light of the motion sensor lamps.
If you head across the courtyard and walk around the left side of the bank, you'll find a junction box which you can use to shut down all of the courtyard lights, giving you plenty of cover with which to move around to the right side while the guards walk around in an attempt to figure out what's going on. There aren't any more guards on the right side of the bank, but there is a security camera on the wall, so wait for it to pan away from you, then crawl underneath it and jump to the ladder on the side of the building - you can't get through the doorway here.
On the roof, you'll need to locate a junction box in a shed to shut down the magnetically-sealed skylights. The shed's locked, but since no one's in earshot, you can go ahead and break it.
When you reach the skylight, you'll find that the bank apparently left a rope hanging from it which reaches all the way to the teller desks below - that's awfully kind of them!
Slide down until you reach the floor, then use your EFF to hack one of the nearby computers and shut down the laser grid around you. Creep along the wall here to reach this guard, if you're attempting to take him down without killing him. Now that you're safely inside, you can start working on your objectives. Most of these will fall into place as you scout around, but the opportunity objective - planting false emails - will require a lot of work, since you'll need to hack into eight different computers in the building.
To begin with, though, there's a sleeping security guard outside the tellers' island, so deal with him as you see fit. When he's safely out of the way, creep around to the main doors to the bank to the north. There's a security desk there, so if you want to hack the computer, you'll need to deal with the security guard. He won't notice you so long as you don't get too close, so he's easy enough to take out with a headshot, shocker, or some such. With access to the main computer, you can read the emails, learning the security code for a couple of the doors here , as well as attempt to hack the computer to enable full security access.
This mini-game isn't all that difficult; just click on the numbers in the lower-right corner of the screen as they're highlighted. If you can lock all four correct numbers of the IP address, then you'll gain full security access to the computer and will be able to upload the first fake email.
Head back to the teller stations. With the keycode in hand, you'll be able to enter the lighted room off to the left, subdue the guard who should be standing underneath the camera, facing the door - he's not a very good guard , then use the code to unlock the door. There is another guard in the camera room here, so if you don't want to enter and chance alerting him, head down to the door to the right of this one and shoot him through the small hole in the service window in the next corridor.
Regardless of how you proceed, you'll want to enter the camera room and hack the computer there, which will net you the keycode to the security room and let you upload the second fake email. Your mole has tipped you off to the process required to gain access to the main vault by now: you'll need to access security panels in the bank president's office, the treasurer's office, and in the main security room.
So let's begin! Leave the camera room and return to the teller stations. The door across the way from the camera room is the restroom, of little concern to you unless you need a medkit.
You'll need to hack the optical sensor near the right door here to gain access to the rear offices of the bank, if you didn't use the guard to unlock it earlier. It leads into a long, dark corridor with a security camera in the middle. The door to the right, underneath the exit sign, leads back to the exterior of the bank, while the door to the left leads to a utility closet connected to the restroom via a crawlspace.
Neither of them are very interesting, in other words. A guard is on patrol around the far corner. If you can manage to interrogate him, he'll let spill with one of the security codes to the door to the treasurer's office He's pretty easy to capture if you shoot out the exit sign and wait for him to come investigate.
Around the corner from here is the aforementioned treasurer's office, on the right side of the hall. Enter the code and head on in. If Paco the guard didn't manage to fix the code entry machine before you offed him, you'll have to head further down the hall to the backyard and enter through the crawlspace there.
There are three tasks for you to complete here: use the panel on the wall to enable access to the main vault; search the cabinet for suspicious transactions your secondary objective for the level ; and hack into the computer to plant another fake email.
With that done, head back to the hallway. You can grab this officer and get him out of the room without the two guards noticing anything. There's one last room to clear out on this floor, and you'll find it around the corner. It's a security office with two guards and some kind of overseer inside. If you can sneak up to the door and unlock it , you can probably sneak inside and grab the bossman and drag him back through the door without the guards even hearing you. If you drag him all the way back to the darkened corridor where you shot the exit sign, his body is unlikely to be found.
From there, you can return to the office and either shoot the guards, or try to lure them out by either shooting the lights in the hallway or by flipping the lightswitch inside the office itself.
Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest. Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Chaos Theory isn't a long game by any stretch, so taking the time to witness everything is well worth it in the end. In a game that's all about avoiding the attention of enemy guards , whistling may strike new players as counterintuitive.
However, the whistle is one of Sam Fisher's secret weapons. Breaking it out at the right moment can make previously-difficult encounters seem simple.
Sometimes, there is no clear way to proceed without removing a guard from the equation. If getting close isn't an option, luring him away with a whistle is possible. The key is having a viable exit strategy that gets Sam out of the path of the approaching enemy.
If whistling doesn't do the trick, consider breaking out gadgets like the Sticky Camera to cause a distraction.
Hacking computers and other electronic devices is a necessary part of the job in Chaos Theory. Most of the time, Sam can directly access these computers by approaching them. Nevertheless, there are moments in the game, such as the Bank level, where directly accessing a computer can expose Sam to unwanted danger. This is where Sam's EEV proves indispensable. With this tool, Sam can remotely hack terminals and computers from a distance.
The only downside to this method is that hacking objects through the EEV is more challenging. However, if the alternative is exposing Sam to unnecessary attention, then utilizing the EEV is the player's best and safer bet.
No matter how stealthy a player may be, there will be moments where guards need to be neutralized. Whether or not enemies are dispatched lethally is up to the player.
It's worth mentioning that killing enemies results in a reduction to the player's overall stealth rating. Regardless of the method, it's generally not a great idea to leave bodies strewn across the map in plain sight. Smart players should always hide enemy bodies in a safe location. Ideally, these should be places that are engulfed in complete darkness as well as off the beaten path of enemy patrols.
Grunts unfortunate enough to find themselves in Sam's clutches often yield important tidbits of information. Interrogating guards is entirely optional in Chaos Theory. Assuming your existing enclosures are in a line, the space at the side of your paths between the Science Center and the existing enclosures makes a great spot to add another dinosaur.
Simply reroute the tour to go past it once built. If you built further along past the Science Centre there will be no room here.
However, another easy space is likely available across from the Hatchery. Once again your Park Tour will pass by here making it an easy addition. To the right of the Hatchery is a large pond. This area is quite large and can be used to add several enclosures close together. Doing this allows you to easily add Amenities in the center, as well as a second Park Tour that goes around the edges of each enclosure. Medium Amenities hold more guests and provide services over a wider area.
Unlocking them also gives you access to a lot of extra interior modules that are far more appealing to guests. These new modules can be applied to amenities of any size , so you can also use them to increase the appeal of existing facilities.
Guests like to complain if you don't have good coverage , shown with the Management Views, but sometimes certain amenities will start making heavy losses.
If this happens you can try the following:. Park appeal is affected by many different things. Here's what you'll need to keep it high:. You can also place ornamental shrubs around the place to add a little extra appeal to otherwise bland areas. If a storm comes in or a dinosaur escapes then the first thing you should do is pause the game and open all your shelters.
This will stop your Park Rating from tanking as heavily. You'll then need to tranquilize any loose dinosaurs and wait for any storms to pass. If there is damage in the park this needs to be fixed with fences and gates the highest priority, along with power sources.
Close the shelters only once the danger is eliminated. Your rating will still go down but the impact is minimized by swift action. Once you've got a steady stream of income you'll be able to start hunting for that T-Rex. Your biggest challenge is tracking down a Tyrannosaurus-Rex. As with other species, this requires the same process of expeditions, fossil extraction, synthesis, and incubation.
The main difference is that this time it will cost several million to complete the process. As with other dinosaurs, it's recommended that you prepare an enclosure in advance.
You won't need to research better fences as happy dinosaurs rarely try to escape. However, stronger fences will decrease the chances of them breaking during storms which can be well worth it, especially when carnivores are involved. Once you have a T-Rex in your park then you're onto the final part of the Chaos Theory challenge. Your final set of tasks once again focuses on increasing the value of the park as follows:. Keep following the advice above and you'll soon hit this final milestone.
Just make sure to keep an eye on your amenities as these are often the biggest profit drain.
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