JBA Headquarters – Part Two is the eighth solo campaign level in Tom Clancy's Splinter Cell: Double Agent (Version 2).
Briefing[]
Part 1: The Red Mercury devices have been shipped to the JBA using a shell shipping company. The devices are about to be transferred to their final destinations.
Part 2 [PS2/GameCube/Wii]: Once the Red Mercury devices have been secured, Third Echelon will dismantle the JBA and any of its affiliates. For that to happen, a list of Emile Dufraisne's contacts is needed.
Data & Transcript[]
Main articles: JBA Headquarters - Part 2 (Version 2)/Data, JBA Headquarters - Part 2 (Version 2)/Transcript
Information[]
Part 1 [PS2/GameCube/Wii] | ||
Primary Objectives | ||
---|---|---|
Echelon | Access the underground bunker. | To reach Emile's office or the lab in which the red mercury is held, you will need to find an access point to the underground bunker. |
Part 2 | ||
Primary Objectives | ||
Echelon | Steal Emile's contact list. | Access Emile's office located in the bunker underneath the warehouse and steal his list of contacts. |
Echelon | Sample [the] Red Mercury. | Locate the JBA's [terrorists'] stash of red mercury. Use the IMS on a sample of the substance to confirm that it is indeed red mercury. |
JBA | Report to Emile.[3] | Emile cannot find out you've sneaked into the restricted area. Return to the public area for a brief check in with Emile. |
Echelon | Gain access to a computer.[3] | Find a computer and link up directly with assistant director Williams to prove the mission is still on track [Link up with Third Echelon]. |
Echelon | Return to Public Area. | Return to [the] Public Area via the alley. |
Opposing Objectives | ||
Echelon | Strengthen Lambert's false identity. | Strengthening Lambert's identity will save his life but will only increase Emile's suspicions that someone else near him is a mole. |
JBA | Reveal Lambert's true identity. | Revealing Lambert's true identity to Emile will appease his suspicions. By eliminating Lambert, Emile will feel confident his operation is now secure. |
Echelon | Disable [the] Nashville bomb. | Disable Nashville bomb on the docks. [Xbox] The Nashville bomb is being loaded into the boat on the pier. Disable the bomb. |
Echelon | Disable [the] LA bomb. | Disable LA bomb on the roof of the warehouse. [Xbox] The LA bomb is being loaded on a helicopter on the roof. Disable the bomb. |
JBA | Prevent the bombs' defusal. | Use the computer in the bunker's communications room to contact Emile's men and tell them to leave with the bombs right away using an alternate route. This will make it harder for Third Echelon to locate the bombs in transit and may prevent them from defusing them before they reach their destination. |
Notes | ||
🗣 Enemies can be neutralized, but not killed. [Xbox only] | ||
🗣 Getting caught performing suspicious activities may result in serious consequences that will endanger the mission. [Xbox only] | ||
💻 [Computer] The card reader for the lab door can be hacked with the EEV. [PS2/GameCube/Wii only] | ||
💻 [Computer] Red mercury becomes a poisonous gas when it comes in contact with air. [PS2/GameCube/Wii only] | ||
💻 [Computer] The door code to access the laboratory is 1429. [Xbox only] | ||
💻 [Computer] The panel code for the Red Mercury is 127. [Xbox only] | ||
💻 [Computer] To defuse a bomb, locate the active wire using the electrostatic vision. Return to normal vision. Select the wire and cut it. | ||
🔑 [Secret] Code from Alley to Bunker Entrance is 8956. [PS2/GameCube/Wii only] | ||
🔑 [Secret] Code from Surveillance Room to Fallout Shelter Laboratory is 6689. [PS2/GameCube/Wii only] | ||
🔑 [Secret] Code from Fallout Shelter Laboratory to Surveillance Room is 7433. [PS2/GameCube/Wii only] | ||
💣 [Nashville Bomb] 3-1-4-2 [PS2/GameCube/Wii only] 2-4-3-1 [Xbox only] | ||
💣 [Los Angeles Bomb] 2-4-3-1 [PS2/GameCube/Wii only] 4-2-1-3 [Xbox only] | ||
📢 [Alarm Stage 1 or 2] New detection devices activated. | ||
📢 [Alarm Stage 3 or 4] Offensive devices activated. | ||
Pick Lock | ||
🔑 [Alarm – Server Room] 4-pins: ↓→ ←↑ ↑→ ↓→ [Xbox only] | ||
🔑 [Alarm – Trap in Warehouse] 4-pins: ←↑ ↑→ ↓→ ↑→ [PS2/GameCube/Wii only] |
Trivia[]
- It is possible to learn and find secret codes only manually in PS2/GameCube/Wii versions.
- Even if you try to lure opponents they will not pass through these doors, and stunning enemies in different sectors will not force their friends to try to lift and push them.
- The first door with secret code in bunker from Alley –> Bunker Entrance – 8956.
- The second door with secret code in bunker from Surveillance Room –> Fallout Shelter Laboratory (near the Red Mercury room) – 6689.
- The second door with secret code in bunker from Fallout Shelter Laboratory –> Surveillance Room (near the Red Mercury room) – 7433.
- Some kind of bug with second door. It's has two codes – front and behind. There was no way to recognize both codes at the same time, this door opens only once.
- Even though you are only given non lethal equipment, you can still kill guards by dropping their bodies from the roof of the warehouse. Doing this with Moss or Sykes, however, will fail the mission as Williams will contact Sam to abort the operation.
References[]
- ↑ Mission loading screen.
- ↑ JBA Headquarters - Part 2 (Version 2)/Data from computers.
- ↑ 3.0 3.1 The goal periodically arises throughout the game with the loss of complete trust of one of the sides.
Gallery[]
[]
|