Tom Clancy's Splinter Cell (pc) (pc) [Any %] [Segmented] [Hard] [0:56:20]
Run Information
Completion Date April 5, 2014
State Published
Runner Michael 'CotySA'
Segments 24
Internal Comments:
Comment State Information Checkpoint None

Done in 24 segments, one for each "sector".

Time estimate: 55:37 min

Verification Thread
Run Comments

Training (2014-01-18):

The jump to the pipe requires very precise timing, too early and you will bounce off the invisible wall above the pile, too late and you will just drop down, because you can't walk on the exterior of the pile that faces to the pipe.

I discovered a very powerful glitch, that makes me unhearable. If you mash the crouch button you are able to move pretty fast, but because you never do a full step you don't produce any noises.

Police Station (2014-02-27):

The first missed shot on the first guard was on purpose (the second wasn't :D), because it allows me to ignore the second guard.

In the third sector I used another glitch, that makes Sam unhearable. When I jump exactly in the moment, I'm landing from a previous jump I also won't produce any noises. It's faster than the other glitch, but it's almost uncontrolable if your path isn't straightforward and it's also extremly risky, because the timing is very difficult.

Defense Ministry (2014-03-07):

If you grab the driver you can control the direction he is falling when you knock him out. It depends on where your view camera is pointing at. If he lies at a place thats brightness isn't below the second bar on your visibility-meter it will cause an alarm.

It's not your goal to kill the mercenaries breaching Nikoladze's office, so it doesn't matter how fast you kill them, Lambert would also tell you to get the rest of the files if you don't kill them at all.

Oil Refinery (2014-01-30):

I discovered an amazing trick here! I found a shortcut up to the top floor where I lure one guard into the staircase. For some reason this guard will only stay down there, if I watch him going down. If I leave before he is in the staircase it doesn't work.

But this doesn't waste any time, because I still can outrun the technician and his two lifeguards before they reach their next checkpoint, where they would be waiting for me until I close up.

If there is a final conversation between you and Lambert, before the mission ends and you get shot during it, it's sometimes possible to skip the conversation by just mashing the interaction button.

CIA HQ (2014-02-11):

A good trick to save an alarm in this mission is to just scare the engineer in the serverroom, instead of knocking him out.

In the machine room in the third sector it's important that the guard sees you before the engineer does, so the engineer will run scared away and doesn't press the panic button.

You also have to prevent the guard to press the panic button by not changing your walking direction until you fully disappeard behind the corner, so he will follow you, otherwise he wouldn't.

Kalinatek (2014-03-29):

Skipping the two mecernaries in the first room in the second sector requires very precise execution and timing, you need to pass the door exactly in the moment the guard who's standing at the door turns his head in the opposite direction (he looks to his left and right side when he hears your steps), this is alot riskier than it looks.

Chinese Embassy I (2014-01-13):

You only need to record about 2/3 of the conversation, so after the conversation starts I got enough time to go back to see if the dog was able to pick up my scent, in this case he wasn't.

Abattoir (2014-03-21):

In the first sector I was really lucky with the small amount of damage I took.

If you shoot the lightbulbs in the second sector the machineguns will fire for a pretty long time up to the ceiling.

To skip a very long conversation with Lambert, I have to kill Grinko before he finished his announcement. Because I already sounded an alarm in the first sector Lambert won't tell me to be more careful after I talked to the hostages, like he did in my previous run. So I have to kill Grinko faster (because his announcement starts earlier) and thats why I had to set the final battle up with the smokegrenade, this is a few seconds faster than without sounding an alarm in the first sector. Killing Grinko before I killed all of his mercenaries prevents me from getting frozen.

In the end I used the trick, I described in the Oil Refinery comment to be able to skip the entire final conversation.

Chinese Embassy II (2014-01-24):

If you shoot Goa in the right moment during his conversation he will run faster to the elevator than he usually would. Unfortunately I can't find a sequence break here, no matter what I do to get before him or with him together in the elevator, Lambert will always end the mission.

Presidential Palace (2014-04-05):

I discoverd that there won't be an alarm when you enter the building during the "fighting soundtrack", unfortunately the guards in the back of the yard weren't alerted, so I sounded one alarm here.

But this isn't a big deal, because if the guard in the entrance hall falls to the left side (in my previous run he fell to the right side) after I killed him, he will be in a barely sufficient dark spot to not cause an alarm.

So I could have saved a little more time by using this wasted alarm in the yard to run through the lasers in the exhibition hall and the staircase (both count as only 1 alarm) but this wouldn't be alot faster. The guards in the corridor would run to the door to see what caused the alarm and because of that the first two of them would stand in a bright place, so I would have to shoot the lights on the ceiling to hide them. It would have been a few seconds faster, but because the rest of the run worked way better than I expected I'm 100% happy with it.