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Thread: Splinter Cell: Ghost Challenge

  1. #126
    No, the first one in the next level. Where the stables are, or whatever they are. It's pretty tricky. They can apparently see me when i'm in total darkness.

  2. #127
    Quote Originally Posted by poroshin
    No, the first one in the next level. Where the stables are, or whatever they are. It's pretty tricky. They can apparently see me when i'm in total darkness.
    Only if they get close to you. Yeah, I admit that's a tricky one, but the whole level will be tricky from now on ... actually I found this part (mostly the last two stationary guards) to be the hardest (well, not mentioning the submarine kitchen ... you'll know when you get there ).

  3. #128
    Right now I'm experimenting with killing all the lights in the stables. Don't know if that'll be any help but it's crawling with guards. But this turret though here - no idea what to do with it
    Last edited by poroshin; 26th Nov 2005 at 17:05.

  4. #129
    Quote Originally Posted by poroshin
    Right now I'm experimenting with killing all the lights in the stables. Don't know if that'll be any help but it's crawling with guards.
    Just a story. I also shot almost all of the lights there to make my way through the first time I was ghosting the game. And I encountered a weird bug. So I was standing in a pitch black barn, noone could see me (only from close enough). There was a turret in another barn. There was a lamp, on the corridor in the FOV of the turret. There was a guard in the other corridor, further away (didn't see into the corridor I was in, and didn't hear my previous shots). I decided to shoot the lamp. I did it, but mysteriously, the turret started firing on the lamp (that I just shot)! If that wasn't weird enough, the guard from the other corridor came running into my (totally dark) barn, and put me out of my misery with a headshot. I stared at the "Mission Failed" text for a while and then I thought: WTF???? I tried it a few more times, and that specific lamp cannot be shot, because the turret starts firing, and the guard runs to you and kills you. Freaky...
    Last edited by Malleus; 26th Nov 2005 at 17:14.

  5. #130
    Yes I'm encountering this myself right now, in fact. Have no idea how to sneak past the turrent or sneak in to disable it. Have been trying different things for 10 minutes now.

  6. #131
    Quote Originally Posted by poroshin
    Yes I'm encountering this myself right now, in fact. Have no idea how to sneak past the turrent or sneak in to disable it. Have been trying different things for 10 minutes now.
    The turrets? I'm afraid you'll have to deactivate them. You can't sneak in. Rush to them, and if you did it in the right moment, you can get to their computer without being hit. If you deactivate it, you'll have a clearer passage later, and you can hide near the turret until the guards go away...

    The first turret is indeed a good staging area, before making your way out to the corridor. The second barn with turrets - you can sneak into that, but the third is a rush job too.

  7. #132
    Problem is I can't rush in without being shot.

  8. #133
    Quote Originally Posted by poroshin
    Problem is I can't rush in without being shot.
    Erm ... you're rolling, right? You can't crouch run in without taking damage, you have to roll at the right moment (and also start the whole rush at the right moment ... that's all I can say).

  9. #134
    Member
    Registered: May 2005
    Location: Columbus, Ohio
    Quote Originally Posted by Malleus
    Yes, please! And if you're there, would you check the other places on those screenshots? I don't know for sure if it's a global problem or it's just me.
    Btw, what driver do you use? (I have Catalyst 5.2)
    Catalyst 5.7 until 5 minutes ago.....I just got the 5.11's. W/video drivers, if it ain't broke, don't fix it. I was very satisfied w/the 5.7's and felt no need to update until I turned San Andreas on today and CJ was solid black (lol) and all the pedestrians were solid white. Hope it helps....

    I used to use OMEGA's drivers, but I learned how to tweak them myself, and I never really saw much of a difference in performance anyway. Some games would be 3-5 fps faster, and some 3-5 fps slower. I would rather just use the ones ATI distributes and do the tweaking myself, so I KNOW what is going on.

  10. #135
    Wow this last part of the stables before you enter the large area where the prisoners are is TOUGH! I'm talking about the room with the turret and two guards. I managed to sneak into the room itself (see pic below...) but it's getting past the turret that's hard. I figured out what to do, it's just that it's extremely hard to do! It involves exiting this one stable I'm in (the turret is in the next), hiding in between the two stables while the turret turns all the way to the right, moving in the little divider that's in the middle of the turret's field of view, holding there until it's turned all the way to the left, and running out. Seems pretty straightforward, however there's the one guard that won't leave the room, he keeps pacing back and forth, and this doesn't give me a lot of time to do this move. Moreover, it's got to be done at a higher than sneaking speed, since the turret's turning is pretty fast, but this creates noise that the guard hears right away. I'm trying different things, including killing all the lights in the room but so far it hasn't helped. The only way I managed to escape this room is to run and get hit by the turret a few times, but that's not very ghost-like... So I'm stuck here for a while now.

    I'm dreading what comes next, too This level definitely wasn't made with stealth in mind...


  11. #136
    Member
    Registered: Jan 2002
    Location: Ohio
    Maybe you can throw some cans and bottles to get the guard further away.

  12. #137
    Quote Originally Posted by NeoPendragon
    Maybe you can throw some cans and bottles to get the guard further away.
    Yeah there are some in the previous room, I was thinking about that. Don't know if it'll actually help...

  13. #138
    That's the part I mentioned earlier as "hard" . So here's what I did:
    spoiler:
    I systematically killed most of the lights. I rushed into the next barn, when noone was watching and deactivated the turret. You can rush in without being shot by the turret. As you said you have to run to the "divider", then wait for a sec for the turret to turn and then rush in to the controls.
    Then I waited in that barn until the guards were away, and moved to the next corridor.

  14. #139
    Well I managed to pass that finally last night. Killed all the lights, then shot another shot into the previous room and the guard wandered in there and I was able to pass the turret (didn't need to deactivate it, since you don't return).

    Now the last part with saving the hostages, this is insane. Spent all eventing here and can't figure out what to do to ghost this. How is it even possible to KO these guys? I don't even have enough non-lethal projectiles, nor is it possible to sneak up on them, since the lights here are indestructable.

    Oh and I don't think you should KO Grinko. If you don't kill him, his guards, if they're conscious, will revive him. I've had this happen. They'll say he's dead, but he's walking around. Very weird.

  15. #140
    The last battle. You have to take the fight to them. If you examine their attack pattern, you will learn where they move and attack. It's scripted, so if you know it, you can begin to plan your counterattack. You don't have enough non lethal/less than lethal projectiles to "shoot" all of them, but you have enough to incapacitate most of them, and hand-to-hand KO the others. And leave Grinko for last. If you KO him then, there will be noone to revive him .
    So handling this "KO only" is the same as the other battles in the game - learn where they move, use LTL projectiles wisely, punch the rest and you'll make it.
    Okay, this sounded like a walkthrough entry, but this is the trick of it - and I don't have the patience to make a "run there, KO this, move there, shoot this" battle walkthrough - you'll manage, don't worry, just keep trying...

    EDIT: Oh, just to be clear: you cannot ghost this part. They will see you, and they will shoot at you, but still, it can be done without taking any damage, and KOing everyone...

  16. #141
    This is my only caveat with SC1. They're essentially making you fight these guys (lethally or not). Same as leaving Kalinatek.

    I played more later and managed to KO all the soldiers and Grinko. It was tough, very hard, but I did it It's a really unfair spot in the game. Also, I tried another tactic (lethal), where I would keep the turrets working but disable IFF, which supposedly should make them shoot down anyone who approches, but the soldiers would still make it inside and kill the hostages.

    So now I just started the next level (Chinese Embassy 2). But as I'm leaving tomorrow, and only will be back in two weeks, this is where I'll stop for now.

    So everyone, have fun ghosting! I'll be checking in

  17. #142
    I had lot of work to do in the past two weeks, so I almost haven't played anything, but I made a little improvement in PT, Kundang Camp and Jerusalem.
    I managed to avoid KOing the guard under the guard tower. It's a bit strange, because the moment you climb the top of the guard tower, he aims at your direction and the battle music kicks in ... even if he can't see you (damn scripted events). When he actually sees you (which happens if you jump on the zip line), the alarm is sounded. However I managed to lure him far from the tower, so he couldn't see me going down on the zip line. The battle music still started playing though...
    In Jerusalem I managed to sneak past Dahlia's snipers. It was half skill and half luck though. I think the tactic is that you can distract them with shots, to make them face the wall, or a direction where they don't see you...
    Last edited by Malleus; 9th Dec 2005 at 20:25.

  18. #143
    Nice going, Malleus. I've gotten back now but haven't had time to continue yet. Maybe by this weekend.

    There's a teaser that was shown on TV while I was gone, for Splinter Cell 4. The official title of it is "Splinter Cell: Double Agent" - can't wait!

  19. #144
    Good to have you back, sir!

    I am a bit sceptic about SC4. It has a lot of good ideas (I can post links to articles (magazine scans, actually) on the game, if you're interested), but it's so far from the original "SC" itself ... I really don't know what to think now...

  20. #145
    I don't know, I'm very excited about SC4. Read this announcement (emphasis mine):

    http://www.gamespot.com/pc/action/sp...ml?sid=6141179

    Following the Tom Clancy Splinter Cell franchise tradition of innovation, Tom Clancy's Splinter Cell Double Agent will completely revolutionize and reinvent the spy action genre by introducing an unprecedented double agent concept and an entirely new breed of game play that adds an exciting new dimension to the gaming experience. "Ubisoft is excited to have re-imagined the Splinter Cell franchise by introducing Sam Fisher as a double agent, expanding the depth of his character," said Tony Kee, vice president of marketing at Ubisoft. "Gamers are going to find themselves immersed in entirely new territory that will allow Ubisoft to expand on its already captivating Splinter Cell franchise." With the entirely new direction of Tom Clancy's Splinter Cell Double Agent, Ubisoft has reinvented the best-selling and highest rated espionage franchise. The revolutionary double agent concept immerses players in the world of international espionage more completely than ever, expanding the story and depth of Sam Fisher's character and evoking players' emotions by drawing them deeper into the gaming experience. Tom Clancy's Splinter Cell Double Agent will push the limits of each platform based on its respective technological capabilities, taking advantage of a collaborative development effort between Ubisoft's award-winning development studios in Montreal, Shanghai and Annecy, France. Across all platforms, Tom Clancy's Splinter Cell Double Agent will have the features that have defined the Splinter Cell franchise – amazing graphics, fluid animations, advanced artificial intelligence and open level design. Furthermore, each platform will feature exclusive content and offer a unique game play experience. "The surprising new direction for the series will certainly excite fans and attract the attention of a whole new group of gamers," said Jeremy Zoss, associate editor at Game Informer Magazine. "As fans of the Splinter Cell series, Game Informer is thrilled to bring our readers a world exclusive first look at Tom Clancy's Splinter Cell Double Agent," available on newsstands December 22, 2005. Game Informer features an in-depth first preview of Tom Clancy's Splinter Cell Double Agent. About Tom Clancy's Splinter Cell Double Agent Veteran agent Sam Fisher is back. But he's never faced an enemy like this before. To stop a devastating terrorist attack, he must infiltrate a vicious terrorist group and destroy it from within. For the first time ever, experience the relentless tension and gut-wrenching dilemmas of life as a double agent. As you infiltrate a terrorist organization in its American headquarters, you must carefully weigh the consequences of your actions. Kill too many criminals and you'll blow your cover. Hesitate too long and millions will die. Do whatever it takes to complete your mission, but get out alive. Key Features Include:


    Dual objectives to fulfill: NSA government agents and terrorists will each want you to accomplish opposing tasks at the same time.
    Discover the tension of being a double agent: Use actual tactics employed by today's real-life double agents to sabotage the terrorists' plans.
    Explore a branching storyline with multiple endings: Your choices have an impact on how the story and game play unfolds.
    A world of international espionage: Missions from all over the world, from Asia to Africa to the heart of the US. Experience extreme situations: underwater or in a sandstorm, hiding behind the dust or smoke – and even skydiving.
    New authentic gadgets: Master the latest weapons and gadgets used by NSA government agents in addition to black-market terrorist weapons.
    Innovative online play: The critically acclaimed multiplayer action of Tom Clancy's Splinter Cell is back with entirely new innovations for each platform.
    Sounds incredible! The release date is supposedly 03/23/2006.

    The only thing there that I don't like is: "Furthermore, each platform will feature exclusive content and offer a unique game play experience." Gah, here we go again with platform-exclusive missions!
    Last edited by poroshin; 14th Dec 2005 at 13:32.

  21. #146
    Indeed it sounds incredible, but I'm sure UBI will **** up the SC series with this game. For me at least. Well at least they destroy a franchise with a good game, could be much more worse (Lockdown, anybody?)...

  22. #147
    Why do you say they'll destroy the series?

  23. #148
    Quote Originally Posted by poroshin
    Why do you say they'll destroy the series?
    Maybe the word "destroy" is a bit strong, but I think that with DA, UBI has gone too far from the original idea of Splinter Cell. It's just too different from the previous games, but in a way that conflicts with the original concept, both it's storyline (if Fisher is so desperate to take on a suicide mission, they could just send him to a normal mission, this undercover thing makes no sense, and has nothing to do with the original concept of Splinter Cell) , and most likely it's gameplay too (no goggles, and no gadgets in lot of the missions? daylight mission? c'mon...).

    Oh and if you think I'm a narrow-minded consevative orthodox old-school SC fanatic, who refuses to see the good in any new stuff ... maybe you're right. I liked the first SC the best (for a reason), and I'm quite sure it won't change with DA, cause it will most likely not have what made the first SC great.

    By the way, I sent you a PM, I don't know if you've read that article before, but it has a lot of info on the game...

  24. #149
    Malleus, I like SC1 more than the others too, but I'm still very excited about SC4. It's not that drastically different; you're still infiltrating, which is what SC1-2-3 was all about. It's not like now they're giving you an RPG and telling you to wipe out levels of endless terrorists.

  25. #150
    We'll see how it will work out. Just ignore my whining until it comes out
    For now, let's get back to da ghost challenge

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