Released in March 2005, the third in the stealth-based series now gives far more freedom and options, a greater variety and range of moves, a monitor for the noise made along with the ambient noise of the environment, and a knife that was puzzlingly missing from previous arsenals. A complex plot worthy of the Tom Clancy endorsement follows Sam Fisher on the shadowy trail of a computer program capable of destroying America's infrastructure, should it fall into the wrong hands.
Note: Seoul is manually timed because the game splits the mission into two separate levels and only gives the total time at the end of the second part.
Individual-levels run of Expert difficulty in 1:16:34:
| Mission name | Time | Date | Player |
| Lighthouse | 0:02:50 | 2006-08-30 | Mathew 'kakomu' Thompson |
| Cargo Ship | 0:05:55 | 2006-08-30 | Mathew 'kakomu' Thompson |
| Bank | 0:07:08 | 2006-08-30 | Mathew 'kakomu' Thompson |
| Penthouse | 0:05:49 | 2006-08-30 | Mathew 'kakomu' Thompson |
| Displace | 0:05:08 | 2006-08-30 | Mathew 'kakomu' Thompson |
| Hokkaido | 0:03:37 | 2006-08-30 | Mathew 'kakomu' Thompson |
| Battery | 0:09:19 | 2006-08-30 | Mathew 'kakomu' Thompson |
| Seoul, part 1 | 0:04:26 | 2006-08-30 | Mathew 'kakomu' Thompson |
| Seoul, part 2 | 0:05:59 | 2006-08-30 | Mathew 'kakomu' Thompson |
| Bathhouse | 0:12:18 | 2006-08-30 | Mathew 'kakomu' Thompson |
| Kokubo Sosho | 0:14:05 | 2006-08-30 | Mathew 'kakomu' Thompson |
Author's comments:
This game differs from the first two games in that it gives statistics and a rating at the end of each level. The game also differed in that it split objectives into 4 categories: Primary, Secondary, Opportunity and Bonus objectives. To complete a level, one only needs to complete the primary objectives. However, incomplete secondary objectives will be forwarded to the next level as a primary objective. I had to make the determination of whether it takes less time to complete a secondary objective in one level or if it takes less time to complete it in the next level. All opportunity and Bonus objectives were skipped. The only affect skipping those had was a reduced completion percentage at the end of the level.
The completion percentage at the end of the level was based on a few factors: Times being IDed as an intruder, times bodies were found, enemies kiled, civilians/friendlies killed, alarms found and objective completion rate. I didn't achieve a rating of 100% in any of the levels. Most were due to skipping opportunity objectives, but a few (such as the Kokubo Sosho) were due to killing enemies, which can be quicker in some cases.
This run is not without its flaws. Probably the most glaring flaw is my total inability to switch between weapons quickly. There are 2 ways to switch between weapons and attachments: To hold tab, so that a menu comes up and I can choose the weapon or to tap tab and switch between the weapon/attachment I had previously (however, this becomes nullified if I use up a specific attachment, at which point I have to re-select the weapon). If I go too quickly, the weapon may not be selected (I've actually recorded myself hovering over a weapon and the weapon not being selected. Chalk it up to glitches). There are other miniscule flaws here and there.
This level is pretty straight forward. The biggest improvement came from seeing someone else's use of the camera gassing in the torture room as well as taking out the technician that runs out of the room.
Things to note: Had I not killed the guy in the doorway, he would have disapeared outside the door (if you follow him, he actually just vanishes) and appeared later in the level next to the computer that I access.
This level is pretty straight forward as well. There were a few instances when I had to wait a little bit before proceeding. After I run the water pump, I have to wait by the door for the water to be drained before I can open it. After I read the Bill of Lading, there are two soldiers that walk out of the engine room. If I don't heed Grim's fire hazard warning and just fire at the second guy while he's still in the engine room, the whole room explodes and the mission is over.
This is the first level that offers multiple paths throughout the level and is also the first level to have a secondary objective. I opt to go through the area that is guarded by a retinal scanner because the other path only leads to computers needed for the opportunity objective. I chose to complete the secondary objective in this level (looking through the filing cabinet) because I thought it was quicker and less out of the way than completing it in the next level (which involves zapping a camera and using a computer). I choose to visit the vault twice because I need to use the computer in there to complete an objective. However, if I used the computer while in there the first time, the dialogue would take a long time to complete and I'm unable to place the charge on the vault until after turtle is done talking (you can see the 2 or 3 seconds I Have to wait before I can place the charge).
In the beginning, there are two ways to get up to the top of the building. Either by waiting for the national guardsman to fix the elevator or to climb up the ladder and let the elevator turn on by itself. Obviously I opt to take the guardsman out and take the ladder up. This run also showcases the biggest blunder I made in the whole game. After making my way to the penthouse, I aim and shoot at a guard but somehow miss (despite being close to point blank range). I also opted out of the secondary objective in this level. I'm not sure if it was the best option. It was also great that I find out that I can run the infinite state machine without having to talk to the creepy old man.
Things to note: Bashing the door open and the guy falls down the elevator shaft.
After running the machine and running outside a soldier takes a shot at me in the dark. Indicative of the skill of the enemies on the Expert level.
Near the beginning a guy is giving a presentation and I use the wireless device (The EEV) to access the computer in his briefcase. It is necessary to read the computer in the guy's briefcase to go through the game which is why i take the time to read it through the vent. Not having found the name of Milan Nedich costs me about 20 seconds in this level as I have to sit around and listen to Lambert drone on. Lambert's incessant talking also prevents me from finishing the level after selecting extract at the end.
Thing to note: In the elevator, the soldier runs up to me, but doesn't yell out until I hit the 3rd floor.
This level is pretty short and pretty straightforward. The one hangup I had on this level was when I killed the guy through the paper wall. Sometimes, after killing him, the soldiers in the room would run out and shoot at me while I'm in the vent. I have actually died in the vent due to the shots that hit me in there. I was lucky in this run that I made it to the vent quickly and was not shot at. I also scan the first license plate at the beginning of the level, but wait till the end of the level to scan the second. Reason being that a soldier is resting against the truck preventing scanning and just waiting till the end is quicker.
This is definetly one of my least favorite levels. When I come out of the vent and the two soldiers are talking, it took me a while to figure out exactly how to consistently take them out until I decided to use the method I used in the first level. I really couldn't find a consistent way to take out the two guys under the first missile battery, so I just fired a bunch of gas bombs.
Things to note: The soldier in the room full of missiles follows me from that room all the way into the room with computers in the other area. Testament to the AI in the game.
Also, there are two instances where an action causes the characters to jump in weird ways. The first is when I open the vent at the beginning of the level, sam and the camera jump making it look like a jump cut. The second is when I shoot the soldier in the head in the second room full of missiles, where he jumps forward when I shoot him.
This level was split into two parts, because a cut scene was shown in between the level and FRAPS gave me a hard time recording during loading screens. This level lends itself very nicely to using the sniper rifle. I kill a large portion of the enemies in this level. I get a 0% in the level because I kill some friendly soldiers (South Koreans). Also, I'm required to eventually tap one of the mobile command units. I decide to tap the first one and leave the second one. I move the bodies that I kill with the grenade, but I found out (only afterwards) that if I attempt to close any device three times, it will close, despite bodies being in the way. Had I just pressed the button 3 times, I could have skipped moving the bodies.
Thing to note: Watch the guy's leg who gets fragged and thrown against the wall.
This was the most obnoxiously hard level of them all. I suppose I wasn't thinking about it, but I should have used the sticky cam on the two guys instead of the gas grenades. After I sit in and watch the conversation that Kaneda has with Shetland, it becomes increasingly difficult to get through the level without dying. I make use of the smoke grenades twice to run without being seen (because I would die otherwise). When disabling the bombs at the end, planting the motion mines and shooting at the soldiers through the small opening was the only consistent way to kill them. These soldiers are excessively tough to sneak around in Expert mode and typically only require one shot (to the head) to kill.
Thing to Note: The ending is a little too John Woo, eh?
Also, did you notice that the Japanese man is named Kaneda and he screams Tetsuo? A little too Akira, eh?
I must admit that I was a little disapointed in that this level is a little too easy for being the final level. After going down the escalator, the guards there are equipped with sticky shockers rather than bullets. So, if I alert them to my presence at ALL (or get seen by a camera), they will come after me and one hit will take me out. In fact, they can be as far as possible, and one hit will shock me, at which point an interrogation scene will take place. So, I had to be extra careful to be stealthy in that section, which is also why I take everyone out, so that I can move more easily. Also, in the final elevator, I get there quicker than they anticipate, so I have wait for Lambert to finish yammering on. The audio doesn't sync with the elevator, so it stops before it makes the stopping sound. The grating that falls is supposed to fall due to the sudden jolt of the stopping elevator.
Overall, I found this game to be the most fun of the 3 released. However, the game wasn't without its flaws, especially the obnoxious disc protection scheme and the in game advertisements (if you notice, there are a bunch of Scary Movie 4 advertisements, which are up to date, since it downloads them).
I'm also quite happy with the run I made. When I first joined the discussion I was amazed at the times people were getting. It wasn't until I saw some of their strategies (as well as making my own) that enabled me to really get a grasp of the game and get as low as I could.
Gamecube 2-player Individual-levels run in 0:20:23:
| Mission name | Time | Date | Players |
| Strassen | 0:00:15 | 2008-10-28 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Über den Dächern | 0:00:12 | 2008-10-28 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Gärten | 0:00:36 | 2008-10-28 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Fischmarkt | 0:00:56 | 2008-10-28 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Internetcafe | 0:00:30 | 2008-10-28 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Silo | 0:01:44 | 2008-10-29 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Labor | 0:00:42 | 2008-10-29 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Tiefkühlkammer | 0:01:12 | 2008-10-29 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Lagerraum | 0:01:07 | 2008-10-29 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Docks | 0:00:43 | 2008-10-29 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Wartungsabschnitt | 0:01:14 | 2008-11-01 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Tunnel | 0:02:20 | 2008-11-25 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| U-Bahn | 0:00:59 | 2008-11-07 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Der Bahnhof | 0:01:26 | 2008-11-07 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Die Gasse | 0:00:36 | 2008-11-07 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Ostflügel | 0:01:28 | 2008-11-12 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Archiv | 0:01:27 | 2008-11-18 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
| Serverraum | 0:02:56 | 2008-11-12 | Michael 'Tigger77' Welle and Thomas 'TT99' Tewes |
Authors' comments:
- If you start the mission there is a checkpoint-message on the screen. Player 1 can't move as long this message is on the screen. it's just possible to move ca.1 sec before and after the message. Player 1 has this problem only.
- Some times the level ends only if "Lambert" is ready with talking (If you see us waiting)
- Sometimes we use "hacking luck" That means: if you hack a PC you have to wait for highlited numbers and press the "x" button, this decrease the codes if you see the right code you have to press "a" now it's possible that the right code is that one who is market by hammering "a" That is incredible fast but it required incredible luck so we used it only sometimes.
Player 1: Michael 'Tigger77' Welle
Player 2: Thomas 'TT99' Tewes