Okhotsk is the sixth solo campaign level in Tom Clancy's Splinter Cell: Double Agent (Version 2).
Briefing[]
Part 1 – Mercenary Camp: Dufraisne wants you to capture a tanker belonging to a group of smugglers operating in the Sea of Okhotsk.
Part 2 – Icebound Tanker: From the way Dufraisne talks about it, once the tanker is captured, it will play a big role in the events to come.
Data & Transcript[]
Main articles: Okhotsk/Data, Okhotsk/Transcript
Information[]
Part 1 – Mercenary Camp | ||
Primary Objectives | ||
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JBA | Neutralize all mercenaries. [14-18][1] | Clear the area, by killing or knocking out all mercenaries, so Emile's allies can safely board the ship. Your mini-map's tracker feature should be useful here. |
JBA | Disable all five communications radars. [Xbox] Disable mercenary communications. |
There are 5 communications radars in the entire area. Some can be hacked, others can be destroyed. [Xbox] The mercenaries have set up a temporary network of communication dishes that allows them to communicate with their associates on dry land. Disable all five dishes so no one learns we have taken over the tanker. |
Opportunity Objectives | ||
Echelon | Locate encryption key. | The mercenaries are using a sophisticated encryption algorithm for all their communications. Because we want to keep on monitoring their network, we'll need the encryption key they are using to decipher the transmissions. The key is unlikely to be in electronic form and is probably printed on a piece of paper or in a ledger. |
JBA | Disable bombs placed around ship. [Xbox] Disarm explosive charges. |
The tanker must stay stuck in the ice until it is secure. Defuse all the bombs before they explode. [Xbox] The mercenaries have rigged two explosive charges in the ice, in an attempt to free the tanker. They cannot be allowed to set them off. The tanker must remain trapped until it is under our control. Find the charges and disarm them. |
Part 2 – Icebound Tanker | ||
Primary Objectives | ||
JBA | Board the tanker and neutralize the captain. | A rope waits for you at the rear of the tanker. Use it to get aboard the ship, then make your way to the captain's chambers and neutralize him. Once the captain is out of the picture, the rest of the crew will be easily subdued. |
JBA | Defuse the bombs. | The captain intends to scuttle his own ship. He has placed four bombs around the ship's most vulnerable area: the engine room. Get down there and defuse all four bombs before they detonate. |
JBA | Secure the bridge. | The captain is proving more troublesome than anticipated. Leave him alone and head directly for the bridge. |
Opportunity Objectives | ||
Echelon | Identify the ship's cargo.[2] | The tanker is operated by a group of smugglers posing as merchants. Identify what they are carrying and make sure the cargo cannot be used for nefarious purposes once the JBA gets its hands on it. |
Echelon | Install tracker in communications room. | We want to be able to track the tanker while it is in the JBA's possession. For this, we need you to install a tracker in the communications room, which is located on the upper decks, below the command center. |
Notes | ||
🔎 Use the mini-map's tracker feature to locate all mercenaries. | ||
🔎 To defuse a bomb: Use EMF vision to identify the hot wire. Select that wire in normal vision mode. Press the X [A] button to cut the wire. Repeat process until all wires are cut. | ||
🔎🗣 [Examine Freight/Interrogate] The ship's cargo consists of illegal narcotics. | ||
💣 [Bomb Disposal] 1 – 4-3-2-1 / 2 – 1-2-3-4 / 3 – 3-2-1-4 / 4 – 2-4-1-3. 💣 [Xbox] 1 – 4-3-2-1 / 2 – 1-2-3-4 / 3 – 1-3-2-4 / 4 – 3-1-4-2. | ||
Pick Lock | ||
🔑 [Handcuffs] 6-pins: ←↑ ←↓ ←↑ ↓→ ↓→ ↑→ [PS2/GameCube/Wii only] 🔑 [Xbox] 6-pins: ←↑ ↓→ ↓→ ↑→ ←↓ ←↑ | ||
🔑 [Escape From Prison Room] 2-pins: ↑→ ←↓ |
Trivia[]
Gallery[]
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