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Were you looking for the level of the same name in Splinter Cell: Double Agent (Version 1)?
Were you looking for the coop level of the same name in Splinter Cell: Double Agent (Version 2)?

"Forget how to climb, Fisher? When Lambert asked me to show you the ropes, I didn't think he meant it literally."
Hisham Hamza to Sam Fisher while rappelling.

Iceland is the first solo campaign level in Tom Clancy's Splinter Cell: Double Agent (Version 2). Splinter Cell agent Sam Fisher and CIA agent Hisham Hamza are sent in to investigate a power plant/foundary owned by Raheem Kadir, who was suspected of supplying weapons to terrorists around the world.

Briefing[]

Part 1 – Frozen Wilderness: Rumors point to Raheem Kadir, a notable arms trafficker, as the owner of a new type of weapon bought from the Russians. Search his base of operations in Iceland and prove or disprove the presence of such as weapon.

Part 2 – Munitions Factory: If our current intel is correct, the weapon would need a special storage facility, most probably a laboratory. Look for one and try to obtain more information on the weapon.

Part 3 – Munitions Factory [PS2/GameCube/Wii]: The disappearance of the weapon changes the nature of the mission. If it can't be located, there has to be a trail to follow. Try and secure a potential buyers list.

Data & Transcript[]

Main articles: Iceland/Data, Iceland/Transcript

Information[]

Part 1 – Frozen Wilderness
Primary Objectives
Echelon Infiltrate the factory. Infiltrate Raheem Kadir's factory. We'll need to get inside if we hope to find any evidence regarding that rumored weapon of his.
Opportunity Objectives
Echelon Protect the crates. Get back to the insertion zone and make sure the helicopter doesn't leave with the suspicious crates Hisham found.
Echelon Neutralize guards. Knock out the two guards patrolling near the hovercraft so they can be retrieved by a Third Echelon recovery unit and interrogated.
Part 2 – Munitions Factory
Opportunity Objectives
Echelon [PS2/GameCube/Wii] Plant explosive charges. Plant explosive charges on two additional production consoles located in this section of the factory.
Echelon [Xbox] Plant explosive charges. Plant explosive charges on the four production consoles located around the factory.
Echelon Retrieve weapon schematics. Obtain any schematics that might confirm the weapon's existence and purpose.
Part 3 – Munitions Factory [PS2/GameCube/Wii]
Opportunity Objectives
Echelon Plant explosive charges. Plant explosive charges on the two production consoles located in this section of the factory.
Primary Objectives
Echelon Acquire buyers list. Acquire a list of potential buyers for Raheem Kadir's alleged new weapon.
Echelon Extract through the loading bay. Lamberts helicopter will land near the factory's loading bay, which is close to your current location. Make your way there.
Notes
💥 [Place Charge] Turbine Room Console has been sabotaged.
🗣 [Lambert] Use EEV on computer you can't reach.
💥 [Place Charge] Generator Room Console has been sabotaged.
💥 [Place Charge] Foundry console has been sabotaged. [Xbox only]
💥 [Place Charge] Machine Shop console has been sabotaged. [Xbox only]
💥 Charges Placed – 1/2 – 2/2. [PS2/GameCube/Wii only]
💻 [Computer] Door code: 7931.
Pick Lock
🔑 [Entrance to Second Floor of Turbine Hall] 2-pins: ↑→ ←↑
🔑 [Exit From Second Floor of Turbine Hall] 2-pins: ←↑ ←↓
🔑 [Metal Grating on Stock] 2-pins: ↑→ ←↑
🔑🔑🔑 [Three Doors in The Foundry] 2-pins: ←↑ ←↑

Overview[]

Sam Fisher and Hisham Hamza begin their mission rappelling down the side of an icy cliff as Third Echelon Director Irving Lambert goes over their objectives and purpose of the mission. Lambert explains that they will be infiltrating a power plant and foundry, believed to be owned by Raheem Kadir, a known gun trafficker that has been supplying arms to terrorists groups all over the world. They are tasked to infiltrate and plant surveillance equipment on their comms. Once the two agents reach the bottom of the cliffs, Hamza points out crates that have been left out with a snow mobile and a hovercraft nearby. Lambert tells them not to worry about the crates as they may not have anything important in them. The two continue inside a cave that was burrowed through the ice, finding a single mercenary inside. As the two continued through the cave, however, they heard a helicopter fly over prompting Lambert to tell the two to head back and secure the crates.

Fisher and Hamza return to the cave's opening but the crates, however, were already picked up by a helicopter and the area was being guarded by two men led by a man named Takfir. Lambert tells them to instead knock out Takfir's men so they can be extracted later and interrogated by Third Echelon. The two finally head back into the cave and close in near the entrance to the facility. Hamza suggests that they split up and enter in at two separate locations to search the facility faster, so Hamza helps Fisher over the gate so he can find another route inside.

Fisher moves through the facility and was then given orders by Lambert to plant demolition charges on several key control consoles located around the base. Once Fisher reaches the computer lab, he sees a man arguing with Kadir's men about an item that was stolen. Fisher then uses EEV to access the computer behind glass and obtain schematics of the Red Mercury. Fisher continues making his way through the plant, planting charges on the fuel regulators along the way. He eventually finds a list of buyers of the Red Mercury substance. Once Fisher obtains he list he notifies Lamber that he is now going after Kadir, however, he is unexpectedly pulled out by Lambert. Hamza tells Fisher that he won't leave yet unless Fisher leaves, but Lambert tells them that he's aborted the mission and that he activated other Splinter Cell agents to destroy the foundry and everything in it. Lambert tells Fisher that he has good reason to abort, and that it's about his daughter. Fisher exfiltrates the facility and arrives to the V-22 Osprey and climbs inside, asking Lambert what was going on. Lambert explains to Fisher that his daughter had been killed, and the Osprey leaves the facility.

Before Fisher and Hamza were extracted, Lambert activated a double Splinter Cell team, who had earlier graduated to Splinter Cell status following the East Asian Crisis. The pair were able to infiltrate the facility and recover weapon binders and schematics across the base, then destroy the base. The two then were able to sabotage the facility's pressure system, causing an overload to render it inoperable, and were able to successfully escape.

Trivia[]

  • If Sam interrogates the mercenaries outside the plant, it's revealed that they have been hired by Takfir to steal weapons from Kadir. Some of the men appear to have betrayed Kadir in the process.
  • If Sam doesn't interrogates the mercenaries and return to the creates after the Lambert tells him to go back, the two mercenaries will escape and two mercenaries are appeared that are usually fight. Otherwise if interrogates will be completed, the first two mercenaries will be killed.
  • The buyer mentions on the phone to Moss that Enrica and him are heading back immediately and to meet them at MSY. MSY is the IATA airport code for Louis Armstrong New Orleans International Airport.
  • (PS2/GameCube/Wii only) In the second engine room (where the second charge is planted) there are two guards that can be seen on the map in an out of bounds area. Shooting the walls close to them will have Fisher sometimes comment "Damn" and "Missed".
  • (Xbox only) When Sam infiltrates the Iceland power plant, a trap door is used to climb below the staircase. A guard will investigate the area and look, seemingly thinking that he heard or saw something (the player). This encounter is unique in that the communications box will display text from him ("Hmm . . . ?"). Typically, dialogue in the communications boxes are either from the mission handler or interrogated guards.
  • The melted metal in the crucibles located in the foundry are fatally, very hot. If the player even so much as lands near the edges of the crucible containers, their character will die instantly. This applies to enemy guards as well, if the player manages to throw them off a railing.
  • An Easter egg can be triggered by flicking the light in the control station (with the buyers list on computer) 50 or more times. When you continue you through the roller-door that requires a passcode, a hidden track will play. It's seem to be a rap song about Fisher and Splinter Cell 4.
  • The cutscene where Lambert tells Fisher the bad news is the same across the two versions; the side door of the V-22 Osprey opens up and Fisher throws his Multi-Vision Goggles out of the side door and into the ocean out of frustration and sadness.
  • Despite Version 1 of Splinter Cell: Double Agent being considered canon, the ending cutscene seems to fit more with Version 2 than Version 1. For example, Lambert aborts the mission in Version 2 which prompts Fisher to ask, "What's going on?!" while this reply doesn't make much sense in Version 1's Iceland mission (as the mission wasn't aborted).
  • Unlike Version 1, this level has the player complete some of the mission with an ally. In this version (Version 2), the player reams up with Hisham Hamza, while Version 1 has the player start the mission with John Hodge.

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