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Tom Clancy's Splinter Cell: Conviction eGuide
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Contents

  • Maps
    • Single-player maps
      • Mission 01: Marketplace
      • Mission 02: Kobin’s Mansion
      • Mission 03: Price Airfield
      • Mission 04: Diwaniya, Iraq
      • Mission 05: Washington Monument
      • Mission 06: White Box Technologies
      • Mission 07: Lincoln Memorial
      • Mission 08: Third Echelon HQ
      • Mission 09: Michigan Ave. Reservoir
      • Mission 10: Downtown District
      • Mission 11: White House
    • Co-op Maps
      • Co-op Maps
      • Deniable Ops Maps
  • Essentials
    • The Essentials
      • Intel
      • Training - Introduction
      • Training - Ranged Combat
      • Training - Combat Mechanics
      • Training - Agent Techniques
      • Training - Gear
      • Training - Enemy Intel
    • P.E.C. Challenges
      • P.E.C. Challenges - Prepare and Execute
      • P.E.C. Challenges - Vanish
      • P.E.C. Challenges - Splinter Cell
    • Achievements
      • Achievement List
  • Walkthrough
    • Walkthrough
      • Mission 01: Marketplace
      • Mission 02: Kobin’s Mansion
      • Mission 03: Price Airfield
      • Mission 04: Diwaniya, Iraq
      • Mission 05: Washington Monument
      • Mission 06: White Box Technologies
      • Mission 07: Lincoln Memorial
      • Mission 08: Third Echelon HQ
      • Mission 09: Michigan Ave. Reservoir
      • Mission 10: Downtown District
      • Mission 11: White House
  • Multiplayer
    • Co-op Story
      • Co-op
      • St. Petersburg Banya
      • Russian Embassy
      • Yastreb Complex
      • Mozdok Grounds
      • Deniable Ops

Tom Clancy's Splinter Cell: Conviction Guide › Walkthrough › Walkthrough

Mission 01: Marketplace

Overview

When Sam Fisher doesn't want to be found, you don't find him. Not unless your name is Anna "Grim" Grimsdottir, one of the smartest intelligence agents at Third Echelon.

Using state-of-the-art eye-in-the-sky technology and a good ol' fashioned hunch, Grim tracked Fisher down in Valletta, the capital of Malta.

Apparently, Fisher had picked up a whisper that somebody in the Mediterranean metropolis knew his daughter's death wasn't really an accident.

It was an assassination designed to cause maximum damage to Fisher.

Grim has a waiter deliver a mobile phone and earpiece to Fisher as he observes the downtown Valletta scene from a sidewalk cafe.

Fisher takes the earpiece and listens to the voice on the other end. He is not amused to hear Grim - he should be harder to find than this.

But Grim tells Fisher that she's not the only person who knows his whereabouts. Armed men are en route to the cafe.

Grim says she will guide him out of the cafe and through the nearby marketplace. They can talk more about why she found him later.

For right now, Fisher just needs to get out of that chair and start moving before a bloodbath occurs in a civilian area.

Note

Enemy placement on all maps is as close to their starting position as possible. However, almost every enemy moves around.

Some have patrol routes. Some like to group up when they encounter other enemies in a room. Others burst through doors when you are detected.

They can be very unpredictable. But so can you, and that's how you'll win the day.

This mission acts as an in-game tutorial, teaching you the ropes of being an agent of Third Echelon. By the end of the mission, you will have all of the basics down.

However, if you read our Training chapter, you'll have advance intel on how to do a lot more right out of the gate, such as shadow kills, flashbang escapes, and the always-fun "death from above."

Strategy

Do not hesitate to follow Grim's directions. She will be your inner ear guide for this mission, assisting you with outmaneuvering the thugs swarming on your current position.

This is a short mission, but there are plenty of opportunities to end up in the morgue. If you keep your trigger finger frosty and stick to the shadows, you'll soon have vital information about your daughter's "accidental" death.

Street Bazaar

Push through the crowd of panicked civilians rushing out of the booths in the alley behind the cafe.

You must enter the alley and take out the armed men who spooked the crowd. Of course, walking up to them with a gun outstretched is not an option - nor is it the Third Echelon way.

Grim tells you how to advance from cover to cover up the alley, quickly darting from one position to the next. Taking cover is critical for survival. You are not bulletproof.

Advance along the cover opportunities until you see the first two armed thugs.

Grim does you a favor by hacking into the city's power grid and causing a surge. Transformers blow, sending a curtain of sparks into the alley.

You now have the benefit of darkness, which is as lethal as the gun in your hand. However, the sudden flash of sparks sends your mind careening into a memory of Sarah's childhood.

You remember one night, when Sarah was just a little girl, she called out to you from her room. Sarah was afraid of the dark.

You entered her room, turned on the lights, and calmed her down by explaining that the dark isn't as scary as she thought.

After all, in the dark, you can see things moving around the shadows that you cannot when standing in the light.

You also told Sarah about how the dark can give you an advantage over whatever is scaring you. For example, if a monster were standing under Sarah's mobile, you could sneakily drop it on the monster's head.

Sarah was so pleased with your assurances. But then the sound of breaking glass in another room of the house shattered the spell. Sarah was about to learn that monsters were real.

You flash back to the alley in Valletta. Memories of Sarah will have to wait. The armed men are initially surprised by the sudden darkness.

But that's your element. You can see the thugs but they do not see you while you are still hiding behind cover.

Lean out from the cover and take aim at the men. Go for clean-kill headshots. A single bullet to the brain will take these guys down.

But as you shoot, stay hidden. A third gun joins the pair just as they crumple to the ground. Give him the hard goodbye of a bullet, too.

Putting a bullet into those thugs flashes you back to that old memory of Sarah. After telling her to stay in her room, you went to investigate the noise.

Burglars had entered the house. They were disappointed with the potential haul, but one luridly said that perhaps they could still get a good score...when your wife came home.

Before you could attack, a third burglar jumped out of the shadows and lunged for you. He had no idea what hit him. You ripped the pistol out of his hand and carved his head like a canoe.

Instincts took over. The whole room slowed as you scoped out the remaining burglars and marked them for death.

Once you drew your sights across them, it was time for the execution. They deserved nothing less.

Just like the guy who tried to jump you, neither of these lowlifes saw you coming. Pop. Pop. One bullet apiece.

But that was also the night Sarah found out exactly what daddy was capable of when pushed. You tried to avert her eyes from the dead men, but it was too late.

She knew. And there was no taking that back.

Enough of that memory. You need to put it away for now. Grim can see more thugs filling the alley ahead of you. The gang leader is with them.

You can ask him why he and his men are hunting you as soon as you slice through the gang, one bullet at a time. The alley is still in shadows, so you have the advantage.

Try to keep it that way as long as you can. Remember that you always have the upper hand in the dark.

Tip

There's no better time to practice moving from cover to cover. Even if no thugs are in the alley with you right now, you can still dart from booth to booth to get a better handle on how cover works.

T he next thug you encounter has his back to you. You can shoot him, but it's much better to sneak up behind him and drop him with a hand-to-hand kill. Next, mark at least two of the next batch of thugs for execution.

P.E.C. Challenge

Sneaking up on this gang member and snapping his neck gives you your first Shadow Takedown. Start earning these right away so you can upgrade weapons and gear ASAP.

Tip

Always take a hand-to-hand kill opportunity when it is presented. Having a "banked" execution can often save you in tricky situations when you find yourself terribly outnumbered.

With the ability to take down at least two enemies per execution, you can "thin the herd" before moving closer to danger spots on the map.

Marking for Death

A little farther up the alley, you discover two more thugs. You must again use your Mark and Execute ability to take them both out. Follow the on-screen prompts.

P.E.C. Challenge

Can you mark for execution right now? If you mark and kill your targets five times without any complications, you score your first Mark Proficiency.

You fulfill this P.E.C. Challenge every time you mark all available execution targets and then take them out with a single series of shots.

As you slink up through the stalls, Grim tells you the gang leader's name is Gramkos. He is surrounded by his men in the intersection ahead.

Inch up to the table next to the intersection. One of the thugs will break from the pack to check the alley. Let him come to you.

When you get the cue that he is within range (the button assigned to hand-to-hand kills pops up), strike.

Take the thug's weapon, but instead of killing him right away, draw him close to use as a human shield. Now you can execute two of the thugs and not worry about incoming fire for a few seconds.

Caution

Do not get too greedy with human shields. A human torso can only withstand a few basic pistol shots before it is ripped meat that bullets pass through.

A human shield withstands even less abuse from an automatic weapon, like an AK-47.

Execute the two closest gang members. While holding your shield, advance into the intersection and drop the rest of the crew. Headshots make for the quickest kills.

Gramkos breaks from the shootout and ducks into the Sema Bar. As the tip painted on the side of the building says, "Follow him."

Inside the bar, Gramkos locks himself in the men's room. Approach the door. It's locked. Smash through the door to send Gramkos reeling backward.

He's dazed but not out. He raises his gun, but he's too slow. You snatch his pistol and eject the clip, tossing it aside. No guns. This needs to be messy. It's time to interrogate Gramkos and find out why he and his thugs were trying to kill you.

Gramkos's Interrogation

Gramkos's interrogation starts out exactly as you might expect. Even though your hand is wrapped around his neck, Gramkos refuses to cooperate. Drag Gramkos around the bathroom between each question. You can mash his head into a urinal or a sink, and even toss him through the door to one of the stalls, freaking out a bar patron inside.

Each time you rough Gramkos up, his lips loosen. He was sent by Andriy Kobin to kill you. Who's Kobin? Besides being a gangster, gunrunner, and smuggler, Kobin was also behind the wheel of the car that killed Sarah.

Note

Each time you play the game, experiment with interrogations. Pressing your quarry against different objects - or just holding them in the middle of a room - causes different actions with each new round of questioning.

P.E.C. Challenge

Slam Gramko into three different objects during the interrogation to complete the Effective Interrogation challenge and earn 500 points!

One last memory jog for Gramkos gives you a lead on Kobin. He's holed up at the old museum in Valletta, on King George Street. It's his joint now.

You crush Gramkos's windpipe. His body crumples to the sticky floor. If you want any more answers, you must go to the museum and beat them out of Kobin.

Maybe he'll give them up easier than Gramkos. Hopefully, though, he won't.

Known Intel

Eluding police and the NSA after foiling the red mercury plot, Fisher dropped completely off the grid. How did Grim find Fisher all the way in Malta - and why now?

Surely it is for a reason other than just missing his gruff mug around the office. Fisher also now has a lead on who killed his daughter: Andriy Kobin.

However, there has to be a heavier client behind Kobin. Smugglers don't randomly take out the family members of Third Echelon agents.

Fisher needs to go to Kobin's converted museum and question him to find the next person up the ladder. After all, there is always a bigger fish.

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