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"Fisher, the sun's down. Time to go to work."
Irving Lambert to Sam Fisher.

Police Station is the second solo campaign level in Tom Clancy's Splinter Cell. In this mission, Sam Fisher investigates the mysterious disappearances of two CIA agents, Alison Madison and Robert Blaustein, in Tbilisi Old Town in Tbilisi, Georgia. Madison, who had been working in the Georgian political arena for two years, secured a role in President Kombayn Nikoladze's cabinet after he achieved a "bloodless coup d'etat". She suddenly disappeared on October 3rd, and on the 7th of October, Special Agent Blaustein was sent in to find her. On October 11th, he also mysteriously vanished.

Briefing[]

20:01 – Locate CIA agents Blaustein and Madison

Agent Alison Madison worked covertly in the Georgian political arena for two years, securing a role in President Nikoladze's cabinet after his coup d'etat. She vanished on October 3rd. On October 7th, Special Agent Robert Blaustein was sent [in] to find her. He vanished on October 11th.

20:01 / 20:28 / 21:02 / 21:29 / 22:06 – Locate CIA agents Blaustein and Madison.

Agent Alison Madison worked covertly in the Georgian political arena for two years, securing a role in President Nikoladze's cabinet after his coup d'etat. Special Agent Robert Blaustein was also in Georgia. They both vanished on October 11th.

Data & Transcript[]

Information[]

Goals
Touching the street will result in Mission Failure. Stay off the streets.
Killing civilians will result in Mission Failure. Don't kill any civilians.
Rendezvous with local NSA informant Thomas Gurgenidze for information on Blaustein's area of operation. Meet the contact.
Find the black box hidden in Blaustein's apartment.
Find Gurgenidze's dead drop in Morevi square to figure out how to get into the Police Precinct.
❗ Use the info in Gurgenidze's computer to gain access to the Police Precinct. Get into the Police Precinct. [Xbox/PC/PS3 only]
Locate Agent Blaustein in the Police Precinct.
Access the Police Precinct's security surveillance system.
Meet Junior Wilkes in front of the Police Precinct for extraction. Go to extraction.
Notes
🗣 [Tomas Gurgenidze] Blaustein's apartment is East of Morevi Square.
💻 [Computer] Information about the police station is hidden in the bushes of [in] Morevi Square.
💻 [Computer] The code for Blaustein's balcony door is 091772.
💻 [Notebook] The door code for the precinct basement is 5929. [Xbox/PC/PS3 only]
💻 [Computer] There is a security camera in the morgue.
🗣 [Bodies in morgue] The police station surveillance room is on the top floor.
💻 [Computer] Vyacheslav Grinko's license plate number is 84 KP 214.
Pick Lock
🔑 [Exit From Elevator] 4-pins: ↑ ← ↓ ↓
🔑 [PS2] ←↑ ←↓ ↓→ ↓→
🔑 [A Room With a Police Officer at The Station] 3-pins: ← ↑ → [Xbox/PC/PS3 only]
🔑 [Interrogation Recording Room] 3-pins: ↓ ← ↑ [Xbox/PC/PS3 only]
🔑 [Interrogation Room] 3-pins: → ↑ ↓ [Xbox/PC/PS3 only]
📢 [Alarm threshold] Entire mission has an absolute limit of 4 alerts.

Overview[]

Grim Headset Sam

Grim Testing Sam's Headset

Grim checks Sam Fisher's headset and then attempts to contact Irving Lambert to see if the implant is working.

Sam Fisher's first official mission as a Splinter Cell is to track down two CIA field operatives, Alice Madison and Robert Blaustein, who mysteriously vanished while investigating illegal activities being undertaken by Georgian President Kombayn Nikoladze. Fisher starts the mission in a civilian apartment complex courtyard at night as Irving Lambert contacts him through his subdermal implants, stating that it's dark, meaning it's time to get to work. Fisher's first objective is to make contact with a CIA informant, Thomas Gurgenidze, in a warehouse not far from his infiltration point. He makes his way up a ladder and crawls through a ventilation area, then makes his way up a pipe to a ledge that oversees the warehouse. He sees the warehouse on fire as three mercenaries run out and take off in a van.

Police-Station

Fisher takes hold of a zip line and reaches the burning building to find Gurgenidze before it's too late.

Fisher grabs hold of a zip line and rides it into an open window on the side of the building as Anna Grímsdóttir pulls up the schematics of the warehouse to help guide him through. He navigates his way through the burning hallways and around a few staircases, eventually pushing through to the room where Gurgenidze should be. Fisher finds Gurgenidze still alive near the center of the room, laying on the ground with debris on his legs as the room is on fire. Gurgenidze insists that Fisher not bother to try to extract him for medical attention, but reveals where to find the "black box" that is tracking his subdermals. Gurgenidze tells Fisher to head to Blaustein's safehouse to find the black box, and attempts to tell him what Madison uncovered, but dies before he can. Lambert tells Fisher to leave the body because it will be "less to explain to his family."

Trade-craft

Fisher finds the hidden computer behind a painting in Blaustein's bedroom.

Fisher escapes the burning warehouse and makes his way to Blaustein's safehouse. On the way, Lambert contacts him and states that the black box should be located behind a fake bookshelf or wall panel, if Blaustein is following standard agency tradecraft. On arrival he discovers that mercenaries are already searching the apartment. Overhearing one of the men's phone calls, the mercenary insists on talking to Vyacheslav Grinko and informs him that what electronics they have found have been taken to the "Ministry". Fisher makes his way inside, evading or dealing with the mercenaries, before navigating into Blaustein's bedroom. Fisher slides a painting up, revealing Blaustein's computer hidden behind it. After quickly typing on the computer, Fisher recovers a data stick hidden behind. It turns out that Blaustein is dead and that his last active position was at a police station a few blacks away.

Fisher continues on and travels through the alleys of the Old Town. Lambert reveals that, judging from the police chatter, the police officers are "as crooked as a Virginia fence," and gives the green light for the Fifth Freedom, telling Fisher to "find those missing spooks." Their corruption becomes very evident when it is revealed they are harassing civilians and making up charges to put on a drunk person sitting on a bench (implying they are going to beat him up). Eventually, Fisher comes up to the rear gate of the police precinct, climbs over the wall, and prepares to conduct a search for the two agents inside the station.

Police-Station-camera-room

Fisher finds the camera footage that captures Grinko's license plate number.

Fisher infiltrates the building through the holding cells and sneaks into the morgue, where he finds the bodies of Blaustein and Madison, both killed. Their subdermals have been removed from their scalps, however, prompting Third Echelon to track the subdermals down to figure out what data they still may have contained. Fisher is then tasked to check the security footage on the top floor. Once there Fisher accesses the footage and enables Third Echelon to find the man responsible, also identifying his license plate. With all the needed intelligence secured, Fisher flees the scene with field runner Vernon Wilkes, Jr in a van that Wilkes pulled in front of the police station.

Debriefing[]

The bodies of agents Blaustein and Madison were located in the morgue of a T'Bilisi police precinct. Before being sent to Georgia, the agents had been outfitted with sub-dermal tracking implants. These implants were removed from their corpses and taken to the Georgian Ministry of Defense by a man named Vyacheslav Grinko.

Differences[]

  • There are two civilians on the balcony at the first part and no enemies are seen around the burning warehouse.
  • The room Grim asks Sam to cross is not blocked, and collapses the first time it is entered.
  • Civilians appear at the second part.
  • There is an open space between the warehouse and safehouse Fisher must jump over.
  • The kitchen and bathroom in Blaustein's safehouse appear and are accessible. Also, the first balcony is only surrounded by a railing.
  • Civilians appear on balconies and in windows during the second part.
  • Killing the drunk civilian will still cause Lambert to lash out at Fisher.
  • There is a keypad lock on the door into the police station.
  • One of the cells has a prisoner inside and there is a window in the opposite room.
  • The door to the room with the TV is locked.
  • The medical kit in the morgue is next to the door, and the security camera is directly across.
  • There are rooms behind the computers on the second floor.
  • The exit door is always accessible. However, Sam must approach the van once the main objectives are completed and there is no ending cutscene.

  • There is only one civilian on the balcony and one enemy who leaves the burning warehouse during the first part.
  • Grim does not ask Fisher to cross the room, because it is blocked and absent in this version.
  • There are no civilians during the second part.
  • There is a pipe between the warehouse and safehouse Fisher must shimmy along.
  • The kitchen and bathroom in Blaustein's safehouse are absent and all things are arranged differently. Also, the balcony is surrounded by a full-height wall.
  • There are no civilians on balconies and in the windows at the third part (and no some balconies with open windows).
  • Sam can kill the drunk civilian and Lambert will not lash out at him.
  • There is no keypad lock on the door into the police station.
  • There is no prisoner in the cell and the opposite room does not have a window.
  • The door to the room with the TV is not locked.
  • The location of the camera and medical kit in the morgue are on the other side.
  • There are no interview/interrogation rooms on the second floor.
  • The exit door will be jammed until the main objectives are completed. Sam leaves the building in a cutscene.

  • Trivia[]

    • In the starting cutscene, after Grim inserts the headset device into Sam, she attempts to contact Lambert through the device. The scene switches to Lambert's location and it shows the video feed of the V-22 Osprey on the screens in front of Lambert. It shows Grim behind Fisher in the cutscene, but in the camera feed she isn't there (additionally, another camera shows her not there while another one does). This is likely just an error on the developers' part.
    • The keypad code in the level "091772" is possibly a reference to the TV show M*A*S*H, which first aired on September 17, 1972.
      • However, it is possible to type in that keypad code without interacting with the painting that houses the black box but the door to the balcony will be jammed unless the player interacts with the painting and the black box to receive the keypad code.
    • If the player alerts any civilians to his presence, they will report him to the police and, over the radio, Fisher can hear the precinct ordering a search for a "heavily armed man" (Fisher). While one of the mercenaries tells one of his men to check it out, this doesn't really affect the gameplay.
      • Despite being described as "heavily armed" Fisher is only carrying a pistol.
    • During the section where Fisher is in the burning warehouse, Lambert mentions a "Darkstar drone" - this is an actual UAV series, the Lockheed Martin Darkstar drones.
    • It is possible to jump on the van that Grinko's mercenaries use to escape the burning warehouse. Doing so will cause Fisher to die and trigger an audio glitch.
    • A prisoner in a holding cell appears to be dead by the manner in which he is laying.
      • Another prisoner in the cells appears to be sleeping. He will not be affected if shot; bullets appear to pass right through him.
    • The technician in the morgue has two different interrogation lines depending on if Fisher interrogates him before and after you find the CIA agent's bodies. He can be interrogated multiple times.
    • A subplot about corruption among the T'bilisi police can be uncovered by reading intel gathered from datasticks, computers, and overheard conversations.
      • One cut email found in the game files mentions that they have confiscated a large amount of "H" that they plan to split among themselves to sell illegally. It's possible this email was cut to keep drug references out of the game.
    • A tortured man's corpse can be found dead in a locked interrogation room on the second floor of the police precinct building.
      • The body appears to be one of Grinko's mercenaries.
      • A data stick from the police station implies that it could be the "concierge" Philip Masse was talking about in an email, but this is never confirmed.
      • Another data stick has an email telling the officers to bring the concierge in for "questioning."
    • The van that Wilkes pulls up in at the end of the level has an image of a chicken or possibly Rayman, a character from one of Ubisoft's other video game franchises, on the side of it. (Xbox only)
    • The van can be seen a short distance away from the police station if Fisher goes outside before accessing the surveillance system upstairs.
    • The police officers seen in and around the police station also apparently appear at the Defense Ministry. These officers served as guards for the various wings of the building, however, and likely have no true connection with the officers of the precinct despite the unmistakable similarity of the character models.
    • The police officers in this level use the Makarov PM as their sidearm.
    • Conversations from data sticks show that Philip Masse stays at the Hotel Begurebi while in T'bilisi.
    • This level is used as demos for both the Xbox and PC
    • On the PS2 version, If Lambert lashes out at the player for touching the street, Fisher's mouth is moving. This may be a bug.
    • There is a rare bug in the third level of this mission on the PS2 version where if Fisher carries an unconscious mercenary to a random location and places him in a hidden area after knocking him out, the mercenary's line "Olly olly oxen free" is heard out of nowhere.

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