Splinter Cell: Blacklist Walkthrough
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Sam Fisher is back to bust terrorists in Splinter Cell: Blacklist, and Game Front is here to provide all the step-by-step instructions you need to finish every mission. Sam Fisher returns to helm his own taskforce, with the goal to stop an evil group calling themselves the “Engineers” in possession of a blacklist of US targets.
Stealth is still important, but Sam Fisher has been upgraded with three unique playstyles; Panther, Ghost, and Assault. Here, we’ll help Sam with playstyle tips and hints explaining how to succeed in stealthy style.
See how to earn 100% completion with the list of unlockable Splinter Cell: Blacklist achievements or trophies. If you’re looking for more in-depth guides, secrets, or unlockables — link up with our list of Splinter Cell: Blacklist cheats.
Andersen Airbase
If this is your first go-round with Splinter Cell, pay attention to the onscreen training prompts. There’s a lot to this game and you don’t want to miss an important tip for later.
Once you’re flying solo, stay to the walls on the right, there’s more shadow. Wait for the two guys to stop talking and break apart before you move too far into the level. Be wary of light flares that take your shadows away. When you reach what looks like a corner after following the right wall, there will be a guy with his back to you. Take him out when it gets dark, and move quickly through the open gate on your right, following the wall. If you’re worried about your score, be sneaky; if you’re not, as soon as the coast is clear, you can run and a cutscene will interrupt the guys shooting at you.
Benghazi Safehouse
The game recommends you alter your loadout for flashbangs and other non-lethals.
You’ll start wandering around town, but quickly you’ll put on your killer gear. Follow the marker until you reach a doorway. The game will start giving you some tips after that on how to assassinate properly. You don’t get a choice for this bit.
Continue following directions to complete the mission with maximum stealth. Enter the safe house, head to your right, use the light switch to darken the hallway. Move up to the next level. If you hit the light switch here, you’ll attract two guards and you can take them out now. Or you can just sneak as Briggs will tell you, and avoid the combat altogether. Go in the room on the right, exit the window, follow the balcony (take out the guard if you like), climb the wall, look for the window, and expect a guy right inside.
Two more guys are waiting in the next room. It’s easy to mark them and headshot them both. When you come to a locked door, don’t break it in, proceed around the corner. There are FOUR guys in this room, and you can see three of them from the door. Use an execute and it’ll flush out the last guy for an easy kill.
Now things get hairy. Look to sneak up behind guards for easy stealth kills as you make your way across the rooftops, following the marker. When the game suggests looking for alternative routes, it is a cue for you to get sneaky and go around, or be prepared to fight about six militia guys in short order. Do some wall crawling to reach the marker, and you’ll be advised of a High Value Target in the area. Open the window and use the stun gun to drop him easily.
After that you can stock up on ammo, and then you face a long hall. The game recommends you whisper to draw in the nearest attacker. Turning off the light switch and shooting them in the dark is quieter. A guy will hide in a room halfway down on the right if you don’t get him right away. There are three guys in the hall, but three more will come to investigate if you draw attention. Otherwise, you’ll meet them after you exit the hall at the end on the left. Climb up on the stair railing to do a drop attack, they’re really awesome.
There are two guys waiting for you in a garage at the bottom of the stairs, and after that you need to climb a gate, evade or kill a guard dog, and then you’ll get another update from Grim.
When the game tells you to use noisemakers, ignore it. Instead of going through the open gate, look for the closed one. Climb it and look for militia before you go over. When the coast is clear, or when you’ve cleared it, head straight ahead for a low point in the fence across the street.
In this yard, wait for militia or avoid them. NOW use noisemakers to get the dog out of the way, proceed around the outside of the yard, then up the wall to chase the marker, which will put you in the police station at last.
On the ground floor there are four guys. Use the Snake Cam to find them and get the drop on them without being exposed. Take out the lights when you see them, it’ll help. Upstairs, you’ll be told to look for laptops, and the first door you come to holds the guy you’re after.
Now you have to escort your new friend out. If the guards are alerted, they’ll bring reinforcements. Look for the first guy standing at a desk. Mark him and drop him. Go past where he was to a hall. At the end is a light. Shoot it out and a guard will come to look at it. Take him down, and then there’s only one left. Mark him and drop him. Then move to the marker.
Insurgent Stronghold
Now we’re getting somewhere! The game recommends that you load out with smoke and sticky cams. If you haven’t spent some money updating your equipment yet, now would be the time. Better bullets, sights, armor, you name it, start shopping.
Briefly you’ll play as Briggs on overwatch. Use the left shoulder to zoom, then pick off your targets. Hit the two guys at the elevated position on the right, then the one guy up and to the left. There will be three guys central, wait for two to move into the rocks before taking out the guy in back, then take out the two in the rocks when they can’t see each other. There’s one more group of three, take out the guy to the right most, then the one in the middle, then the one on the left. If any terrorist says one of their own drop, you’re busted.
Head up the stream into the small village. When Grim tells you she sees enemies, there will be two terrorists hanging around a pickup. Mark them both, wait till one leaves, then draw the remaining guy in and off him. Wait for the second guy to come around again, or attract him. Remember, you have to remain undetected, but that doesn’t mean you can’t get the drop on them.
Flying the tri-rotor is fun and easy. Get it in through the gap above the gate, follow the marker, and do as you’re told. Mark targets while you’re at it so you can keep track of the bad guys.
Now on to the old fashioned way. Enter the door, go up the stairs to your left. Now you have to Assassin’s Creed it. Climb over the railing and shimmy around the inside of the room. Climb the ladder, head to the left and find a window. Below you will be a laptop to hack and a Heavy Infantry guard. Do an aerial drop on him then hack the computer.
In the next room is your waypoint and a cutscene.
Head through the hole in the floor and now you’ll do a bunch of climbing. Once you’re under the bridge, you have to get past five guys to reach the next waypoint. Move forward, restock, and enter the raised entry you come to. Move to your right, then climb up above the door. Shimmy to the left and WAIT until a guard shows up. Take him out. Get onto the landing, shoot the guy on the bridge to your left, and then it’s you and the two guards between you and your marker. Distract them with noise, go around, or shoot them. Your choice.
There will be a guard with his back to you in the next area. Take him out, go through the cave, and you’ll reach your next big checkpoint. From here, head to the left instead of straight ahead to avoid a dog. Look for an HVT and another guard. Take out the HVT and then the other guy. Hide the bodies. Continue to hug the wall to the right through an alley, into a corner. There will be at least one more sentry to take out or evade. Keep following the wall till you reach a well then drop in. Honestly, it’s WAY easier in this bit to take them out one at a time than try to Ghost it.
Follow the path to the next big mission area. There are about six guys here, but lots of places to hide, so they’re easy to take out one at a time. And no dogs! Head into the ground again, and you’ll pop up at the compound.
Now it’s a cutscene, a running sequence, and you’re one step closer to shutting the bad guys down.
Side Missions
Charlie will send you on survival missions with waves of enemies, which allows you to build up quite a bankroll if you’re good enough. Bringing a buddy will be a great help.
Grim will send you on stealth missions, where the better a Ghost you are, the higher your score and the better your payoff.
Briggs will give you co-op missions. You’ll need a friend to take them on at all.
Kobin will give you missions to wipe out terrorist bases, such as an opium operation. To avoid lots of reinforcements, you’ll need to be subtle.
All of these missions have lots of nooks and crannies to explore and more than one way to succeed. And the money really comes in handy. Do keep in mind that the missions get progressively harder and you will need certain pieces of equipment to prevent them from being cripplingly challenging as you progress.
American Consumption
Now it’s time for your first real showdown with the Engineers. Don’t forget to upgrade your stuff, and if you haven’t upgraded your basic guns with accuracy mods, better ammo, etc, now would be the time. Depending on your play style, you may want to do some side missions to upgrade your suits and gadgets.
The door says Employees Only, but it’s the only way in. There is a TON of cover in the festival hall, and lots of shadows to dump corpses. Unfortunately, the catwalk you start out on doesn’t cover the whole area, so you have to get down on the floor and avoid the guards instead of staying over them. Exit out the far side.
There is a reload box at the bottom of the stairs. The tunnels are helpful, but your strategy is up to you. There are three guys in this section, two in the bathroom and one roaming. Beyond them is the boiler room with four more guards. Taking out the lights will help you stay on top of the situation.
This next section is very challenging. I recommend dying a few times to get the feel of where the guys hang out and where you can hide. There are pipes to hang from in the ceiling, and lots of nice dark corners, especially when you put the lights out. There are seven guys, one is an HVT and one is heavily armored. If you wanna Ghost it, subterfuge, luring, and patience are key.
You know tips about drones you keep seeing? Well here they are. Charlie gives you a great tip. There are three soldiers in here, and two drones, and the last soldier, all the way at the end of the tunnel, is the drone operator. He’s the one you need to take out, even if you want to avoid all the others.
Grab some ammo when you break out into open air, and then start taking out lightbulbs, cuz this place is bright. There are three guards around, including in the lobby. You’ll also find a laptop in the lobby.
Choose to go right first, it makes things easier later. There are three guards and one armored guy on each side. The armored guy is protecting your goal. The pipes and railings make ghosting pretty easy here, but reinforcements will come if you blow it. They’ll direct you to a crawlspace under the central building to make it easier to get to the other side to do the second half of the task.
Private Estate
This place is pretty, but it’s bright, which means it’s a pain in the ass. There are two guys patrolling the tennis court, and four guys and a dog patrolling the garage (look for a laptop in the garage, too) and front of the house. There are a lot of lights to take out, but if you wanna ghost it, that’s what you’re gonna have to do.
The yard is fun, if challenging. There’s a waterfall, a pool, a dog, and about half a dozen guys. There are lots of ways to cover the ground, but the tri-rotor’s shockers were very beneficial. The game’s mission, however, is a bit confusion. You can’t SEND the tri-rotor to do the EMP thing by itself, you have to go TO the marker first.
Now you have to fly the tri-rotor through some duct work. When you reach two guys, feel free to shock them. Then detonate the EMP so you can work in the dark.
From the door of the pool house, head straight ahead, climb the pipe near the flare, and then go to your right to drop into a deck where you can enter the house.
Look for control panels for the laser detection system. There’s about ten guys inside. At the top of the stairs go right for the panic room, then you’ll have to go upstairs to the same location only another floor up. Go right and follow the wall to find the stairs to the third floor.
Oh, goodie. Escort mission. The commandos are tough, but you have the tech to sniff them out. Remember to mark them, it’ll help. Once you’re out the tunnel, look for three commandos. Mark them to keep track of them, head to the left if you want to avoid them.
Gone Dark
Terror Legacy
This is a bonus mission of a sort, a mini-game you play only in the SMI. Click on the first mission point, read the blurb, and then we’re on an international chase.
The first point is in Montana, near the border with Alberta (second province from the left). That will lead you to Quebec, for Mirabel airport. Then it’s to the niche where Africa narrows, for the republic of Congo. When you’re given a choice (and a cost), pick HOLD. That’ll give you a lovely earnings multiplier.
Sniper Hunt
First stop is Barbados, in the Caribbean. Go to Florida, then… The next stop is Buenos Aires, at the very south tip of South America. Then head up South America to Peru, which is… When you’re given the option, select TRACK.
Abandoned Mill
There’s only two enemies in this first section, a dog (look for the shadow against the rail car) and the sniper. Tag them both so you can identify them easily. The sniper will periodically get bored and change position. To Ghost past both of them, simply RUN to the far side of the level from where you start, and get a rail car behind you and the dog. Avoid the sniper’s attention, and get onto the next rail car so you’re on the sniper’s level. Wait for him to get bored, then get up to where he is, and climb on his shack. Ghosted.
Getting through the next section undetected isn’t too tough either. Well, other than throwing the first sniper off the roof, that’s just kind of too good to pass up. But otherwise, wait for the first guard you see to start heading away from you and follow him. He’ll head back to the other sniper. Keep under cover to keep from the sniper detecting you, jump over the wall instead of going up the stairs, and head straight up the next wall. Use the ducts to avoid being spotted, then proceed to the far corner from where you came in, dropping to another roof. There are two more snipers on the next rooftop, but you can use the railings and the elevator shaft building to get around them. Drop off the far side again, do some shimmying, and you’ll be at the next marker.
There’s one guy in this room, but he’s easy to sneak past, and then you’re at the elevator shaft.
Drop down another rope, restock if you need to, and then you can go out the window or cut through the cloth. There’s seven guys in here total, including two or three in the next room, on the lower floor. There’s an office there. If you want to Ghost it, you’re going to have to use sleeping gas and sticky shockers and go slow. There’s too many guys and too much light to do anything else. Panthering or Assaulting is WAY easier here.
In the next area, you can avoid the guys easily enough, just keep to the shadows. Head over to the left and look for a marker for a laptop. Find a room above the marker and you’ll drop into a room with a guy holding a light, and the laptop. Outside are two regular guards and an armored one. I found it easier to take them all out than stealth it. Regardless, remember you need to get the drop on the armored guy or he’ll beat you down.
For the next part, stealth is beyond essential. Take a good scope on where everyone is before you start. Drop out of the window and shimmy to your left. You can go around the whole room this way. Get to where the truck is, go to the other side of it, and look for a pipe to climb. This will get you to the top of the truck. Head to the back end. You need to drop down undetected and hit X quickly to get into the truck. The easiest way to do that is with noisemakers elsewhere to cover your move.
Use the high path again to cross over to the exit and into the next section. Stock up and after the game saves, restart. There’s a very easy way to get the next HVT, but you have to be fast. Head through the window, run straight ahead, and slide into the darkness. The HVT will come to you. If you wait too long, he lights a fire and he can see you. Stash the body. From where you grabbed him, look the way he came. That’s the way out. There’s a heavily armored guy, follow him until you can drop through a hole in the floor.
Grab a pipe in the ceiling and look for the path to follow that goes to the left. That takes you close to your destination, then it’s just a quick run to the ladder that goes up. Into what looks like a hot zone.
After your reunion with Briggs, it’s a straightforward assault mission, but you only have your pistol. There are a LOT of commandos, but their red eyes make headshots and marking easy. Look for propane tanks in the first wave, they will help a lot.
American Freedom
If you don’t have the crossbow by now, it’ll come in handy. Buy it and fully upgrade it. When you are forced to be stealthy, it comes in very, very handy.
This isn’t tough so long as you’re patient. Move to the embassy wall, be aware of the big lights and the cameras. Wait until the guard closest to you turns away, then climb the wall with the second set of windows, them climb over to the thrust on your side of the entry. When the guard below you is distracted, drop down and climb up the opposite thrust. After that, climb out on the windows on the far side in the dark. The next guard will turn away. Get to the far end of the building and climb the drain pipe. Follow the high path to the garage, climb down, and drop in when the camera is looking away.
Beyond the car is a guard and a camera. When the camera is rotated all the way to the right, it illuminates where you need to go. Wait until it turns away, then hop up and rappel down. After that, the general will send a guard away, and then stick close.
Now you’re weapons free! There are six guys to deal with. You can climb up to the balcony for an elevated position. Stealth is not an option, so you might as well be aggressive. After that, follow the marker up a set of stairs, patrolled by three guys, one on each level. At the top, you’ll meet a guard exiting the secure area. Use him to get through the door. You just need his body, he doesn’t have to be alive.
When you get off the elevator, you’ll need to take the first guy out to get through the RFID door. Stash him in the first corner inside the door. As Charlie told you, you can go through or you can do under. To go under, head up to your left. Watch your step and there will be no one to interfere with you. When you reach the far side, opposite where you entered, there is an office. There’s a Dead Drop in there, and a hole in the floor.
Turn the fans off, go around the corner, jump up to the pipe, drop down to the ladder. There are two guys above, shock or stun them if you want Ghost points. Use one of them to kill the lasers and access the terminal. Then you’ll have to sit tight for 90 seconds while the data runs. One guy will enter the computer room almost immediately, another will come in right at the end. Shoot your way through the heavy guy between you and your exit.
When you hit the ground, if you want to stay Ghosty, you may need to restart the checkpoint after the game saves. There are three guards who are coming into the room, one of which is armored. In the room behind them is one more guy. You can certainly take them out. But if you haul ass the second you start, you can run to the left corner of the room where there is a duct. They may hear you, but if you’re fast, they won’t see you.
Head through the vents, then onto the stairs. You’ll go down three layers, with a guy on each. Turn off the lights for more cover. Return to the vents and you’ll come out in a big open room. When the coast is clear, head down the center catwalk. Straight ahead of you is a room with a laptop in it, and beyond that is your marker. You’ll find one guard, and another RFID door.
When you get a chance to restock, consider heavy ordinance if you’re into fighting straight-on, because five guys, two of whom are heavy, are about to show up.After that, there’s 100 meters of open courtyard between you and exfiltration. There’s an HVT off to the left, three other sentries, and then more reinforcements including a dog and an armored guy. There’s plenty of cover for hiding if you want to try to slip away.
But wait, that’s not all! There’s another air cover minigame. And it’s rad.
Transit Yards
Take out the bad guys from your elevated position before dropping in if you want to control the situation, then head to the van. After that, bafflingly (or inconveniently), you’ll face a brief section as Briggs, but in First Person mode. You can avoid the engineers by sticking to the sides of the tunnel and hiding behind the train cars, go through the one at the end of the tunnel and come at the van from that side to get the drop on everyone.
The first section of Sam isn’t too rough. Stick close to the side of the building where you start, and just leapfrog the train cars until you get to the other side. Then follow the wall, up the stairs, and you can take out the sniper, who is also an HVT! Watch out for mines, but otherwise it’s a snap.
From the sniper perch, climb up and over the wall to the next area. Look for a commando having a conversation across from you. You can climb the wall and shimmy over to him and drop on him. Move out of the covered area into the railyard, and hug the right wall. There will be one guy in your way, and a number of mines. Don’t mess with the mines, just climb over things to stay out of their way. At the far end of the railyard it is all shadowy, which is very reassuring. Play leapfrog with the trains again until you get near your marker. In the marked train is an armored guard and an engineer. Beyond them is the bomb.
Now you’re Briggs again. Look to your right, climb through the train car. On the other side is a guy. Take him out and stick to cover. When the sniper is looking away from where you are, stand up and RUN to the open door. You won’t have enough cover to sneak there. There are a lot of bad dudes in the roundhouse, it’s easier to pick a fight and have them come to you. If you don’t want to, hug the wall to your right and go up the stairs. There’s a sniper at the far end, and beneath him is your exit point. There’s a gun in armor wandering around in here, too.
Now you and Sam go for a train ride. It is combat heavy, and very straightforward, so I won’t ruin it for you.
Detention Center
Do not enter where the soldier went in. Go to your right and find an open window. There are three guards inside. You can play cat and mouse with them, but I found it easier to drop them all and move on.
The next section is open and is covered with snipers. Remember, if they see you, freeze in cover until the laser goes away. Follow cover all the way to the left, stick with the fence, and avoid the guard who patrols near you. Look for a pipe going up the first tower you come to, across from where you started. Climb up, and then around the tower, look for more pipes. When you reach the marker, a guard will be on the tower, you’ll probably have to knock him out.
The next section has three sentries between you and the door you need to reach (there’s a guy in there, too) and the lights come on before you get there. I just wound up dropping them all with the stun gun and moving on.
Now that you’re all suited up you have a few more options. In the next room, you can ascend and shimmy around the shelves to stay out of sight. Look for a window between the third and fourth rows of shelves. A guard will patrol back here. Then follow the wall on your left as it curves around, and there are a few guards, including an armored one, between you and the exit. Move fast and quiet.
You start the next section behind a sniper. If you sneak up on him, the other sniper will see you. You can drop off the walkway to your left and move around to drop down, or shoot him with something. There are four sentries patrolling the area below you, and crawlspaces underneath the buildings. You need to grab the edge of a building below the roof and climb around so you can get onto the cages and then onto the second building. There’s a zipline there, but be sure to clear your path with EMP or shock darts before you go for a ride.
Move down the path straight ahead of you. Use your sonar to track and mark the guard dog. You have to hit him first. Then, look for the sniper on the tower beyond your position. Arc a high shot with a sleeping gas arrow into his nest and he’s down. Then it’s just a matter of staying in cover to the waypoint.
Head straight ahead across the road and climb down the cliffs to reach the water. There’s a shimmy/climb path you can follow to Briggs and the boat.
Airstrip
This level is really a brief epilogue to the Detention Center. You and your team have to defend Paladin while it gets ready for take off. You’ll have grenades, which you’ll want, as well as your crossbow and a silenced pistol. You’ll also have an assault rifle which won’t handle as well as ANYTHING in your arsenal because it isn’t upgraded. Use your grenades when you see trucks approaching, and conserve your pistol ammo, because, sadly, it’s more accurate than your rifle. Keep your sticky shockers handy, because the first wave includes an HVT.
American Fuel
I won’t ruin the surprise. This level is awesome, but it’s not long, and there aren’t any tricks or complications. Enjoy.
LNG Terminal
The first section of the mission is a full-out firefight, so be prepared to do a LOT of shooting. You can sneak around to either side to get the drop on soldiers rather than taking them head-on. The next section is what Grim calls a maze. There are so many places to sneak and hide, barrels to shoot, pipes to hang from, you name it. Go nuts.
In the next section, look for a ladder to climb and a duct to go into. From there you can get the drop on unsuspecting engineers. There are two armored guys in here, and you can’t move on until you get all of them, so look in the corners. One of them is an HVT, too.
The next section is all platforming. Follow the marker and look for alternative routes. If you get stuck, look for a broken railing. Drop into the corner there and shimmy along to keep going. Then look for a pipe. The next section is more of the same until you reach the control room.
When you reach the bottom of the shaft, man up. There are freakin’ SIX armored guys coming. Grenades and mines are your friends. After that, there’s a running chase. There are a few guys along the way, but nothing you can’t handle by now.
Site F
Head down the left side of the screen. Ahead of you on the left is where the duct entry is you’ll come back to. Head down the fenced walk way. There are only a couple of armored guards wandering around here, but stick to the shadows to avoid the snipers. Head all the way down the walkway and enter the building from the rear. There’s a laptop in here, so go easy to avoid getting detected. There are two terrorists and one armored guard inside.
Once the fans are shut down, follow the marker to enter the ventilation system. There are a ton of lasers here, so it’s just pattern recognition and patience. You’ll need to pull yourself up onto small ledges and shimmy to avoid the lasers and the paths are usually the long way around.
Once through the tunnels, there are two ways out, one with a guard beneath you, and one into the empty dark. I opted for choice B. Drop down further into the floor to use the IT crawlspace. Follow the path to an ammo stock. Turn the light switch off, then open this door. In this next section there are two guards, two commandos, and a drone pilot. You don’t have to take him out, but it’ll help to be aware of him. Follow the marker into a big, open room. There are pipes on the ceiling to help you hide. Head for the duct on the far side when you have an opening.
Use the duct to buy time to get around the guards or get the drop on them. A commando will come out of the elevator when you move toward the marker. To the right of the elevator is an opening. Drop into it and use it to shimmy and climb across the atrium. Some laser dodging will take you to your marker, then you head out into the atrium. There are a number of guards here, including commandos, and some armored guys for backup. Be careful.
This next space is big, the guards are well-armed, there’s a lot of them, there’s an HVT, there’s a drone pilot. It SUCKS. The best advice I can give you is to do an assault loadout, take out everyone, and then explore at your leisure, without actually interacting with any of your goals. There are a TON of ducts to sneak through, and if you learn the path, you can totally get through this without ticking anyone off. Just don’t expect to do it the first time. The engineering section below is totally your friend for sneaking.
Wow things really escalated, didn’t they? In the end, you face off with Sadiq himself, and it’s all about sneaking. Stay within cover, and give him a WIDE avoidance path so you can get in behind him and use a sneak attack. And that’s all there is to it! Easier said than done though.