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Sam Fisher Mission


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Loving this so far, it reminds me of the prison mission in GR, the first time I think we spent a while timing guard movements so we could gain entry without detection.

This one is even harder though, I still haven't figured out the best way on. No spoilers thanks!

I like how Wildlands can have these ad hoc missions seamlessly added to the main game, complete with incoming calls etc, very cool.

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It's pretty hard, especially with the "no kill" and not even allowed to melee/knockout guards conditions.

I found the best way inside is by the train tracks on the west side of the base. If you find it, there's an opening in the fence where the tracks are supposed to be. Once past the fence, if you hug the fence from the inside and follow it north, it will lead you to the north entrance of the base with only 2 guards at the the bottom
which puts you very close to the objective compared to having to slip through the entire base from the south.

Having my ghost character interact with Sam Fisher is like a checkmark off my dream gaming bucket list. Cheers Ubi.

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Not really making good first impressions. I absolutely loathe insta-fail stealth missions in games. This mission is worse in that it also insta-fails you for killing enemies during the stealth phase even though they're going to go guns blazing later on anyways.

I mean at least have checkpoints! Having to go through the same damn routine over and over again with an unskippable cutscene because a random Unidad grunt managed to slip through my mines and kill me is not fun. This might be the ONLY mission in the game where I actually had to switch to Arcade difficulty.

On the plus side, Michael Ironside! Yay!

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-The mission was a letdown in the sense that it again shows the limitations of the mission scripting in this game (due mostly to the nature of open world games)

Open World game devs. really need to study GTA V in how to design missions in open world games that seamlessly integrate scripted "flashy" sections in free form action while still escalating the action in a mission beyond the simplistic templates seen in so many games.

-the best part of the mission is the character moments where the characters interact with one another, everything else is a letdown (Fisher doesnt even help/interact during the shootout that takes place and the scripting just has him standing around)

-I hope the next Splinter Cell integrates this mission but from Sams point of view

Edited by 5timechamp
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It's kind of a cheap tactic but I ordered an Unidad vehicle and used that to slip through. It still took some care to stay undetected but it worked for me. If you don't want to completely cheat there is a small combat outpost nearby that you can clear out and use to nab a vehicle.

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I had another few attempts to hook up with Sam tonight, got close, real close - 38m.

I was just outside a door into the building, crawling prone after threading myself between the solo foot patrols - with the doorway only 4 metres in front of me behind some crates I was just about to hit the crouch button and run through the door and find sam when a Unidad soldier wandered out of the door!!! Brilliant!!! Haha, this is a great mission.

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Anyone completing this is a true soldier!
I have made it to Sam a couple of times but when the onslaught begins I get steamrolled.
I don't think I fired a shot the first time. I have found away in that does not take too long but the hard part is defending Sam.
I don't know if it would be a good idea to plant a few mines outside the building where Sam is or not. This would have to be done
before contacting Sam. Might end the mission early if a enemy set one off before getting to Sam. 
Calling for rebel reinforcements is an option too after the onslaught begins. I'm not too proud to use that kind of help.

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Honestly firefights in this game are incredibly tedious. The AI is way too eager to bumrush your position. Combine that with their TTK on Extreme and their pinpoint accuracy makes for a very frustrating experience.

The Far Cry games have an ai director system that dynamically changes the accuracy of enemies depending on the number of NPCs in the scene, which is something that Wildlands could use to make more enjoyable firefights.

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I tried it again without a vehicle. Without giving away too much I was surprised to find that sneaking in through the front gate was the easier route. The firefight afterwards is always crazy. You need to take out the snipers right away to have a good chance. I always had to call mortars in directly on the building because I'd get gunned down trying to call accurate fire. Perhaps a LMG would make things go smoother.

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