Tom Clancy's Splinter Cell: Pandora Tomorrow =_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_ FAQ/Walkthrough =_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_ >)By Chris Coleman(< >)GameFAQs ID: TehSpecialVet0rz(< >)AIM: Cellardo0r89(< >)E-mail: anarchywafflez@msn.com(< Version 1.0 Created: April 4th, 2004 =_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_-=_ ======================================================================= 1. Table of Contents ======================================================================= 1. Table of Contents 2. FAQ Basics A. Author's Note B. Version History/Updates C. Contact Information D. Legal Information/Copyright E. Game Information F. Proper Credits 3. Single Player Basics A. Character Backgrounds B. Basic Movements C. Advanced Movements D. Single Player HUD E. Weapons, Gadgets, and Items 4. Walkthrough A. Mission 1 .......... Dili, East Timor B. Mission 2 .......... Paris, France C. Mission 3 .......... Paris-Nice, France D. Mission 4 .......... Jerusalem, Israel E. Mission 5 .......... Kundang Camp, Indonesia F. Mission 6 .......... Komodo, Indonesia G. Mission 7 .......... Jakarta, Indonesia H. Mission 8 .......... Los Angeles, California 5. Multiplayer Information A. The Basics B. The Spy C. The Mercenary D. Levels/Maps E. Game Modes F. Ranking System ======================================================================= 2. FAQ Basics ======================================================================= ----------------- A. Author's Note | ----------------- Splinter Cell has proven to be a truly amazing game. It somehow allows the player to be restricted to only moving slowly and stealthily even though their heart is racing. The original proved to be very popular among the gaming community, so what else to do but make a second. Keeping the same main character and idea the second one has soared only higher than the original ever did. The game play is very much more enjoyable and it has an amazing online setup. The game is truly addicting and is always making the gamer sit at his Xbox for many hours on end. My Walkthrough will generally be on the walkthrough of the game with some information dealing with the Multiplayer that is featured. Hopefully my Walkthrough is very helpful for those that are stuck or having any trouble with the game. --------------------------- B. Version History/Updates | --------------------------- April 4th, 2004 – 0.05 - My FAQ/Walkthrough has been created with the primary, basic structuring. No mission walkthroughs or information has been added yet. April 5th, 2004 – 0.25 - Walkthroughs for Mission 1 & 2 were added. Some stuff was added to the Multiplayer Information section. April 7th, 2004 – 0.30 - Walkthrough for Mission 3 was added. Author's Note was also finished. April 8th, 2004 – 0.55 - Walkthrough for Mission 4 added. Walkthrough for Mission 5 was started. April 10th, 2004 – 0.65 - Walkthrough for Mission 5 was added and Mission 6 was started. Added more to the Multiplayer Information section. Added a brand new section called "Single Player Basics". April 11th, 2004 – 0.85 - Walkthrough for Mission 6 and Mission 7 were added. The section on Single Player Basics was finished. April 12th, 2004 – 1.0 - Walkthrough for Mission 8 was added. Section on Multiplayer Information was finished. ----------------------- C. Contact Information | ----------------------- If you missed my contact information at the beginning of the FAQ, it is as follows: GameFAQs ID: TehSpecialVet0rz AIM: Cellardo0r89 Email: anarchywafflez@msn.com Feel free to contact me anytime about anything in my FAQ. If you have some tips, secrets, or anything else helpful, inform me and you will be fairly credited. ------------------------------- D. Legal Information/Copyright | ------------------------------- Please read the following information before using my FAQ/Walkthrough. © Copyright 2004 Chris Coleman. The following FAQ is strictly forbidden to any reproduction or modification with out the author's written consent. If you wish to add my FAQ to your website, contact me by email, which can be found above. The following site(s) are the only one(s) that have my permission to host my FAQ/Walkthrough: http://www.GameFAQs.com -------------------- E. Game Information | -------------------- Platform: XBOX Developer: UBI Soft Publisher: UBI Soft Genre: Action Adventure Players: 1-4 Memory: 463 Blocks ESRB Rating: Teen – Blood, Drug Reference, Violence Released: March 2004 Online: Online Multiplayer, Voice, Friends, Scoreboards, Content Download ------------------ F. Proper Credits | ------------------ This is the credits portion of my Walkthrough. Many Thanks Go Out To: My brother – He helped me play some of the missions while I wrote the walkthroughs for them. Game Booklet – Gave me lots of useful information about the game. GameFAQs – For hosting such an awesome site and accepting my FAQs. UBI Soft – Made an amazing game that has kept me entertained for countless hours. ======================================================================= 3. Single Player Basics ======================================================================= ------------------------- A. Character Backgrounds | ------------------------- |Sam Fisher| Fisher has been on the front lines of espionage in several defining conflicts throughout the past decades. He has not only survived, but excelled in the field of covert operations through hard work, insatiable curiosity, and brutal honesty. He has little time for polite niceties and even less for lies. Though fully aware of and confident in his abilities, Fisher understands that his survival has often been a gift of chance. He knows he is human and fallible, and he does not want to die. He has strange and slightly dark sense of humor. He is quiet, instinctive, and observant: somebody who watches from the outside. Combat, espionage, and constant training have defined his adult life; his tactical experience has become part of his instinct. Now, even outside of work, he is most comfortable on the fringes of society, keenly observant but still removed. Fisher has acquired an admirable collection of scars and secured his place in Valhalla; he has little left to prove to the world. Now older and wiser, he has no interest in glory. If he fights, it is because he believes the cause is necessary and he is capable. |Colonel Irving Lambert| THIRD ECHELON Operations Coordinator Lambert is the link between the field agent (or agents) and Third Echelon's team of researchers, hackers, strategists, and commanders. While Fisher is in the field he is in constant contact with Lambert via subdermal microchips and a cochlear implant. |Dermot P. Brunton| SHADOWNET Operations Coordinator Dermot is the "Irving Lambert" of the SHADOWNET initiative. As his operations specifically prohibit live satellite contact between coordinator and operatives, Dermot's function is more bureaucratic and managerial. |Anna Grimsdottir| THIRD ECHELON Communications Lead Grimsdottir heads a small team of programmers responsible for providing technological, cryptographic, and data support for the field operative. Grimsdottir will assist Fisher in his interface with the high-tech components of his missions. |Suhadi Sadono| Indonesian Guerrilla Leader of the DARAH DAN DOA Suhadi has been fighting for Indonesian sovereignty since he was 15 years old. He worked his way quickly through the ranks and by his 21st birthday was the leader of the Darah Dan Doa (Blood and Prayer), at the time a gang of a few dozen. By the mid-90s, funded (covertly) by the Kopassus (Indonesian Special Forces) and operation REDBEARD, the Darah Dan Doa had grown into a militia of thousands. Despite the withdrawal of U.S. and CIA support in 1999, the DDD continues to thrive. |Norman Soth| Mercenary Soth is a CIA-trained mercenary and former freedom fighter operating in Southeast Asia, most notably Indonesia. In 1992 he was part of CIA operation REDBEARD, after which he spent nearly a decade arming and training the Kopassus to step down Timorese uprisings. |Dahlia Tal| Shin Bet Agent Shin Bet, the Israeli Secret Police, handles the country's less savory intelligence-related tasks, such as interrogations, public relations, and psyops. ------------------- B. Basic Movements | ------------------- |Crouching| How To: Press B Description: Reduces movement speed, but allows Sam to be quieter and less visible. |Mantling| How To: Press Y + Forward Description: Allows Sam to get on top of short objects like crates and tables. |Climbing| How To: Press Forward Description: Allows Sam to climb up a fence or pole for any particular reason. |Close Attack| How To: (Without weapon) Right Trigger Description: Hits enemy with Sam's elbow, knocking them out. |Back to Wall| How To: Click Left Thumbstick Description: Puts Sam up against the wall and makes him less visible to enemies. |Shimmying| How To: Tilt Left Thumbstick Left or Right Description: Moves Sam when he is hanging onto a ledge or wire. |Hand-over-Hand| How To: Press Y Under Pole Description: Grabs hold of a horizontal pole and allows Sam you move across it. Press Y a second time to bring Sam's legs up. |Zip Line| How To: Press Y Under Sloped Wire Description: Slides Sam down the slanted wire until reaching the end and dropping off. Does not require you to move thumbstick to go forward. ---------------------- C. Advanced Movements | ---------------------- |Rolling| How To: Description: |Split Jump| How To: Description: |Half Split Jump| How To: Description: |Half Split Jump and Jump| How To: Description: |Drop Attack| How To: Description: |Quiet Landing| How To: Description: |Rappelling| How To: Description: |Rappel Shooting| How To: Description: |Hanging Shooting| How To: Description: |Upside-Down Shooting| How To: Description: |Split-Jump Shooting| How To: Description: |Back-to-Wall Shooting| How To: Description: |S.W.A.T. Turn| How To: Description: --------------------- D. Single Player HUD | --------------------- _______________________________________________________________ | _____________________________ ___________________ | | |LAMBERT: Damnit Fisher, we | |Interact (A) | | | |weren't supposed to have any | ___________________ | | |casualties. I'm pulling the | |Optic Cable | 2 | | |mission. Get out of there. | ___________________ _ | | |_____________________________| |Open Door | | | | | | | | | 1 | | | | | | | | | | | | 3 | | | | | | | | | | | | _________ | | | | |\ /| | | | | 5 | "-----" | | | | | |_________| |_| | | ________________ | | 6 | | | ( | ) | | | | | ________________ | | 4 | _ _ _ _ _ _ | | | _______________________________________ | |_ _ _ =(_ _( | | | | | | / | _ ) | | | | Locate and question Norman Soth | | |__\ 7 | | | |_______________________________________| |________________| | |_______________________________________________________________| =================== Key =================== 1. Communications Bar – All conversations and communications will be displayed up here if possible. 2. Interaction System – Allows Sam to interact with an object or person in the environment. 3. Health Bar – Displays amount of life that Sam has left. 4. Objectives Bar – Displays the most current goal in Sam's way. 5. OPSAT – Displayed by a small, flashing letter. The OPSAT shows new objectives or notes receive through the mission. 6. Stealth Meter – The meter travels from left to right indicating how invisible Sam is to the average enemy. 7. Selected Weapon, Gadget, or Item – Shows the current item that is selected and ready to use. Press X to pull item out for use. ------------------------------- E. Weapons, Gadgets, and Items | ------------------------------- +++++++++++++++++++++ +Weapons and Gadgets+ +++++++++++++++++++++ |SC-20K| The bull-pup configuration of this assault rifle makes it light and compact without sacrificing firepower (5.56x45mm ss109). Its modular configuration allows it to be customized to fit any mission profile. Equipped with a flash/sound suppressor and combined with a multipurpose launcher, the SC-20K becomes the obvious choice of weaponry for Sam when he is infiltrating enemy territory. When you're equipped with the SC-20K rifle, click the right thumbstick to go into Sniper mode. |SC-20K's Multipurpose Launcher| Pull the left trigger to fire with the launcher. The launcher cannot be fired in sniper mode. |Ring Airfoil Projectile| A high-impact, zero-penetration projectile designed to incapacitate rather than kill. Note: The Ring Airfoil is much more effective if it hits the head. |Sticky Camera| A miniature camera with full pan and zoom functionality, plus night and thermal vision modes. The Sticky Camera feeds its image directly to Sam's OPSAT. Sticky Cams are reusable. |Sticky Shocker| A high-voltage discharge device coated in adhesive resin. The Sticky Shocker will adhere to an enemy and give him an incapacitating shock. Note: Fired into pools of water, the Sticky Shocker can neutralize multiple opponents. |Distraction Camera| The camera can be trigger to attract enemies with sound and then dispense a cloud of incapacitating gas when they are nearby. |Gas Grenade| This standard gas canister grenade can incapacitate groups of enemies. Prolonged exposure causes unconsciousness. |Flashbang Grenade| Grenade with powerful lighting effect that can blind you at medium range. |Chaff Grenade| When exploded, it releases a cloud of magnetic particles, which will all disable electronic devices in its radius. This also affects Sam's gears. |Laser Aiming| The pistol is equipped with Laser Aiming to allow better accuracy. But be careful, the red spot can be detected by enemies. |Lock Pick| Standard set of picks, wrenches, and probes for bypassing standard cylinder locks. Slowly rotate the left thumbstick around the outer edge of its range until you see and hear the first pin begin to move. This means the thumbstick is in the correct quadrant. Keeping the left thumbstick in the correct quadrant, wiggle the thumbstick very gently to release one of the pins in the lock. Repeat until all pins are released. |Disposable Pick| Unconventional lock picks, these micro explosive-shaped charges deliver a quick impact to any standard lock cylinder that will shatter the pins and unlock the door. |Laser Microphone: T.A.K. (Tactical Audio Kit)| A laser-operated microphone integrated in the SC pistol that enables the user to read the vibration off certain surfaces (mainly glass windows). Used to listen in on conversations. |Camera Jammer| The Camera Jammer emits microwave pulses that disrupt the surveillance cameras. The battery has to be recharged after a short time. |Optical Cable| The flexible cable/camera can easily be slipped under doors to view the other side. Complete with night and thermal vision enhancement. |Goggles| Night vision goggles amplify very low existing light, especially lights at the lower end of the infrared spectrum. The thermal vision headset is an essential tool in slow in low-light situations. This technology differs from night vision in that it captures the upper level of the infrared light spectrum, which is emitted as heat rather than reflected as light. +++++++ +Items+ +++++++ |Wall Mine| The wall mine is a motion-sensitive explosive device that can be attached to almost any surface. To deactivate and pick up a wall mine, wait for the green light. |Emergency Flare| These standard road flares also emit a great deal of heat, making them useful for distracting heat sensors such as those found in automated turrets. |Frag Grenade| The 14-ounce M67 fragmentation grenade consists of a 2.5" steel sphere surrounding 6.5 ounces of high explosive. Upon detonation, the steel sphere shatters, emitting a burst of high velocity shrapnel. |Medical Kit| Standard field first-aid kit. ======================================================================= 4. Walkthrough ======================================================================= ----------------------------- Mission 1 – Dili, East Timor | ----------------------------- |Part 1| The game starts off with Sam being handcuffed to a pole. Rotate the left thumbstick to pick the lock. Now a cut scene shows up starting your mission and explaining all the information. The first part of the level will now start to load. As the level loads you will be displayed this message: "The 'Darah Dan Doa', an Indonesian Guerilla Group led by Suhadi Sadono, has invaded the U.S. Embassy to Dili to retaliate for the installation of a U.S. Military Base in East Timor." The level starts with Sam standing in the water. Walk forward and jump up onto the wooden dock. Continue to the end of the dock and climb the ladder. Move to the window and jump up to grab the cord above. Slide down on the cord and hop off when you reach the dock. Scoot back some from where Sam lands after jumping off the cord. There is another cord leading to the house across the water. Jump up it and shimmy across. Drop down the beam and head around the corner to the inside of the shack. Open the door and walk into the shack. Continue to the far end where it is very dark. On the right wall there is a door that needs to be lock picked. Open it up and continue through. Turn to your left and head up the pole on the side of the room. Walk to the far back left corner and look down. There is an option to open the gate and jump down; select it. Once you are down, head towards the door and you will get a communication from Lambert. Walk down the steps on your left and head around to the far side. Keep walking down the long, open path. On the left, head under the porch in a crouching position. Walk back outside and continue up onto the stairs. Keep walking forward and your game will save about halfway through. Grab the 5.72 Ammo off the porch and hop down. Go to the wall with the fire burning behind it. Look at the wall and click your left thumbstick. Make sure Sam is in a standing position. Now, walk down the wall with your back to it. At the end of the fence perform a Swat Turn to reach the other side. Shoot out the light above the guard with your back still at the wall. The guard will be alerted, no big deal, just wait until he has his back turned to walk up and grab him. Knock him out, hide the body if you wish. Keep walking in the direction the guard was sitting, until you get a "Saving" message. Stop and turn on your thermal goggles (Right Directional Pad). On the ground are two rows of mines. Jumping over them is a bad idea, I died many times trying that way. But, on the right, is another wooden porch. Walk under it like the previous one, in a crouching position, and continue on right past the mines. Turn right and head that direction. Stop when you reach the wooden box and kick on your thermals. More mines. These ones, however, are jumpable. With your thermals on, get a good running start and leap over them. Go on past and turn left. Keep walking and look to your right. There will be a small area in between two walls. Head to about the end of it and perform the split jump (Y + Y). Look up to the ledge on your left and perform a half split jump to grab hold of it. Pull yourself up and head into the building. Exit the building through a door to the right of the one you entered, but on the same wall. Your game will save here. Look through the left wall, with your binoculars (Right Thumbstick Click), that has wooden boards nailed up all over. A guard is positioned over by the wall, no need to worry about him yet. Continue through the door opposite of you and slide down the pole on the left side of the balcony. Walk into the brush that is located in the water and whistle (Right Black Button) to attract the guard's attention. Quickly change positions before he gets his flashlight on you and get behind him to knock him out. If he spots you, just run over to him and knock him out with your arm (Right Trigger). Go back into the water and head under the bridge. On the other side, there is a guard sitting on a box to the right. Your game will save as you head towards him. Sneak up slowly behind him and grab him. Don't knock him out yet because he has some useful information. Drag him to a dark corner and interrogate him for all he knows. Knock him out once you're finished with him and leave his body in a dark corner. His buddy inside will start to get worried and come out to check for the missing comrade. Sneak up and knock him out as well. Don't bother visiting the house; there is nothing in it. Walk over to where fire is burning and climb the pole next to it. Once you are completely up, that part of the level will end. |Part 2| As the level loads you will be displayed this message: "Private Military Corporation C.E.O. Douglas Shetland is trapped inside the Embassy, in possession of intelligence that cannot be allowed into the enemy hands." At the start of the level you will be given a *SAVE CHECKPOINT*. Head up the ladder that is on your left and walk down the wooden planks along the side of the building. Climb the second ladder and go up to the next floor. Hop down and go around the corner of the building. Crouch and walk slowly around the corner and below the window, there is a guard looking out with his binoculars. As you head to the next room with windows, Lambert messages in and tells you to stop. Listen to him or your mission will fail. While you are waiting, Sadono will talk to one of the hostages and then shoot him. Wait until he has completely exited the room to continue down the side of the building. At the end of the balcony path you will reach a part with the whole floor blown out and a fire blazing beneath it. Look to the left for a pipe running up the building. A "Climb Out" action will be displayed. Click it and start all the way to the top of the roof. Make sure Sam gets a hold of the roof and shimmy your way the right. When you have neared the window, drop down (B) onto the balcony. Slide the window open and hop in. Slowly sneak behind the guard abusing Shetland and grab him. Knock him out and place his body in the dark. Start a conversation with the now freed Shetland. After you are finished talking you will be given a *SAVE CHECKPOINT*. Save your game and continue. Go out of the door across from the window you came in from. Walk out slowly and creep up to the guard standing on the overhang that's on your left. Grab him, K.O. him, and hide him in a dark corner. If you are in need of life, head down the same hall you were in and lock pick the door on the left. Now go back and head down the narrow hallway that leads to a staircase. Slowly walk down the sets of stairs. In this lower room, there is 1 guard patrolling around and two over in the back playing cards. Wait until the patrolling guard makes his round and stops. When he stops, sneak up and knock him out. Hide his body on the stairs. Then head to the table that's on your right and grab the empty bottle. Throw the empty bottle over in a far corner and wait for the guards to go check it out. Go around the right side of the table and go past the burning wall. Quietly walk to the back of the room and turn left in to the narrow hallway. Run down the hallway and stop at the huge wooden double doors and start out. As you are walking out, you will get a *SAVE CHECKPOINT*. Walk forward a little until you are cut off. A cut scene will zoom up into the window that you are supposed to get to. The woman in the window will flash her flashlight, as if she was trying to signal you. Now Lambert will start talking to you. He tells you to stay in the light so the sniper can't see you. So, do as he says. Wait until the search light on the right comes close and run into it. Follow the light all the way to the far side of the plaza. Go into the door on your right. Run through the lower floor and up the stairs to the second floor. Run over to the second floor stairs and crouch. Grab the life on the wall, if you need it. Start walking slowly, very slowly. If the sniper guard sees you, you're dead in a couple shots. When you get onto the third floor, he will be facing out the window. Sneak up behind him quietly. Grab him then knock him out. Go into the room on your left. This is the room that Ingrid is being kept captive. Feel free to have a little conversation with her. After your little "chat" you will get another *SAVE CHECKPOINT*. Walk over to the window behind Ingrid and slide it open. Hop out and go left over to the little steam chimney that is located on the roof. Use it to rappel down the wall. Try to go fast, so the guard does not see you. Get into the darkness and walk along the left wall towards the guard. Now that Lambert has granted you your "License to Kill", feel free to plant a bullet between the guard's eyes. You can also knock him out if you don't want to waste bullets. Hide the body and climb the ladder that leads up the wooden tower. Move to the switch and shut the power off. Go back down the ladder and keep walking down through the shack houses. At the end, near the corner, there is another guard. Feel free to take care of him with any method you please. Once he's down, go to the second tower and climb the ladder to the top. Shut the power off again and jump down. Now continue down the path leading to the docks, where your escape awaits you. Jump into the boat and you have just finished Mission 1. "Intelligence recovered from Shetland's palmtop revealed links between a possible enemy agent known only by the email alias 'Mortified Penguin' and Saulnier Laboratories, a cryogenics research lab in Paris." -------------------------- Mission 2 – Paris, France | -------------------------- As the level loads you will be displayed this message: "An enemy agent operating under the alias 'Mortified_Penguin' has broken into the Saulnier cryogenics lab with a gang of French and Syrian mercenaries." "Trace their path of intrusion to uncover their purpose and the identity of 'Mortified Penguin'." |Part 1| The level will start by displaying a *SAVE CHECKPOINT* for you. Once finished, climb down the ladder that is in front of you. As you walk out, you will turn a corner and see a guard just sitting there. You now have a SC-20K, so scope in and take him out. Hide the body, if you want. Jump up the ladder that is hanging off the backside of the train. Pull yourself up and walk down the top of the train until you come to a drop down hole. Jump through and into the train. As you keep walking you will hear two French guards having a conversation. Find a hiding spot that will conceal you in the dark. After there conversation, one will take off surveying the outside of the train and the paranoid one will walk down the inside. When he passes you, K.O. him so his partner doesn't notice he's gone. You can choose to shoot or K.O. the guard outside now. Be sure to hide the bodies, if they are found, the alarm will increase. If you give yourself away, and one sees you, they will sound an alarm that will call over the intercoms. It will tell everyone they are at a level 1 alert, and to wear their flak jackets. You only get 3 warnings until the mission is pulled and the more alarms the more protection the enemies wear. Don't worry too much though, after a while, the alarms will die down back to 0. Walk over to where the two French men were talking and walk down that tunnel. After a right turn, then a left turn, you will be stuck with an amazing blaze in front of you. Pull out your pistol, and shoot out the two water valves that are conveniently placed over the fire. Walk through the room to the door that is on the opposite side of where you entered. Use the optical cable to look through the door. Wait until the guard is not near you and enter the room. Hide in the darkness on the right of where you enter. As he turns his back to you, shoot him in the head. Make sure you continue to hide the bodies. Walk around all of the bookcases until you are at the back of the room near the computer. Now continue out of the room via the door. You might want to optical cable the door to make sure the patrolling guard isn't near you. In here, one guard will be patrolling and one will be checking out the computer. Hide in the darkness on the left side of the door you came in. Wait until Guard #1 has his back to you, and K.O. him quietly. Choose your method of pain for the unexpecting Guard #2. When you kill both guards, go to the one that was using the computer and grab his satchel to receive a data stick. Then hide the bodies and continue out the door on the far left side. Lock-pick the door on your immediate left as you enter this small room. You will find yourself in another rather small room. On the right there is some health if you need a quick heal and on the left is a door leading you to the next part of the mission. As you head to the door you will be given a *SAVE CHECKPOINT*. Open the door and walk through. In this next room, will be 3 guards. As you open the door, walk to the dark wall on your left and wait there. After a "thorough" search of the place, one guard will leave, allowing the other 2 to patrol. Walk along the wall that has the door you entered on. Stay in the darkness and head up to the area that the far guard is patrolling. Remain hidden until he has his back turned to you and K.O. him quietly. Once he is out of the way, take care of the other one however you please, but if you are too loud the third one will return to check it out. Once they are down, remove the satchel from one of the guards that holds a Data stick and some 5.56mm ammo. You are finished in this room so head through the door with the plastic blinds covering it. You now seem to be in some sort of morgue, so enter through the door on your left that has the same plastic blinds over it. Once inside this room, you will receive a message saying: "The basement is clear, I repeat, the basement is clear, over." Hurry through the door and kill the 2 guards on your left before they destroy the computers. Your gun will be needed for this task. Walk into the room they were in a check their bodies. One will be holding a satchel containing more 5.56mm ammo, and the other guard's satchel will have a Disposable Lock Pick. Now go to the red computer and use it. After you use it, you will find out that the mercenaries triggered a bomb to go off in 1:30. You have plenty of time because it should take only take you 30 seconds to find and defuse it. As you start to leave, you will get a *SAVE CHECKPOINT*. Exit the computer room and walk into the hallway, where one guard will pop around the corner at the far end. Snipe in and shoot him. The next guard will pop out of the farthest door on the left of the hallway. Take him out easily and head into the room he came out of. You will have to Lock Pick this door. The bomb is in plain view. Walk over to it and defuse it. Then head back into the hallway and hide the two bodies. Make sure to hide the two bodies in the computer room also. Now before you head on through the level, go back to the first door on the left wall of the hallway that you over looked when getting the bomb. In this little room you will find: a diversion camera, 5.72mm ammo, a smoke grenade, and a full box of health. Collect these items and exit back into the hallway. Head to the far end and turn right, enter the door that is in front of you. |Part 2| The level will start with a *SAVE CHECKPOINT*. Walk up the stairs and crouch when you get to the top. See the red thing flashing on the wall? It's an alarm that you don't want to trigger because it will not only increase the security, it will also flash you. To avoid triggering it, walk very slowly past it and it won't go off. Walk up the second set of stairs and when you reach the door, the security stage will decrease back to 0. Walk through the door and you will hear gunfire. Stay on the left wall and peek around the corner where 3 guards are shooting out some windows. If you wait a couple seconds, 2 of them 3 will leave and one will remain in the hallway. As he turns his back and walks away, shoot him or knock him out. Pick up the satchel he was holding, which contains a Disposable Pick, and place his body in some darkness. Continue forward through the hall that all the guards were just in. Walk slowly because there is another red, motion alarm on the left wall. Walk by it slowly and head through the opened double doors. The first door on the left is jammed, so head to the second door on the left. In here, will be two guards, one sitting down and one on the far right. Take out the one on the far right first then start on the one sitting down. Flip the light switch to hide the bodies and exit the door back into the hallway. Open the door that is across from you and take out the 5 cameras in here. Take them out in this order, while hiding behind the huge machines. Try not to be detected, or the alarm level will increase. Exit _______ _____________ | 4 5 | ============= | | Key | |=| |=| |=| | ============= | | | 3 |=| |=| |=| | |=| - Electrical Machines | 2 | | |=| |=| |=| | "1-5" – Camera Locations | | | 1 |=| |=| |=| | | | |__________ __________| Entrance After they have all been taken out, use the computer located in the back left corner of the room. Access the storage database on it and exit through the door on the back wall. In the next room walk over to the door on your left and use the keypad. This door keypad code is: 2457. As you enter the room, you will be given a *SAVE CHECKPOINT*. Inside on the table are two Ring Airfoil Rounds. On the outside of the door is a guard standing watch. To lure him into the room, turn off the big lamp that is shining on the door. He will come in wandering why the lamp is off. Take him out with a headshot from your SC-20K. Grab the satchel from his body that holds a data stick and then heal yourself via the health box in front of you. Open the door and walk out into the hallway. Slowly walk to your right to avoid setting off the motion alarm on the wall. Open the door and head into the staircase. Walk up the stairs about halfway and shoot the camera at the top of the stairs with your SC-20K. Walk up the remaining stairs and hug the wall that is in front of you. Slowly walk up to the beeping wall mine and remove it when you are given the option. Turn and walk up the next set of stairs. Near the door, you will hear gunshots going off. Walk through the door and walk in to the darkness of the left wall. In this room, you will have to deal with two guards. The method that I found best to work was the following: Let the first guard walk into the double doors and patrol the hallway for a while. Walk, in the shadows, forward a little until you can get a good shot at the other guard peeking through the windows. Pull out your SC-20K and headshot him quietly. Wait until the first guard emerges from the double doors and give him a nice little bullet in between his eyes. Hide the bodies in the darkness and don't forget to get the satchel holding a Frag Grenade from one of the guards. Use the computer in the middle of the room to get the keypad code you will need for the next door. Head into the hallway the first guard was patrolling. Walk to the door on the far right and enter the code for the keypad. This door keypad code is: 7562. Enter the room and you will get a glance off the all the frozen brains you've been looking for. Use the health box on the right wall of the room if you need some life. Then head to the opposite side of the room and you will get a *SAVE CHECKPOINT*. Enter the next room via the doorway with the plastic curtains hanging on it. As you enter the room, throw on your thermal goggles (Right Directional Pad). Stay on the left side of the room and slowly advance on the machine gun in front of you. As you close in on it, you can hack into the turret's software. Click the tab that says Disable IFF, this is an easy method to take out the guard in the back off the room. Once he has been shot up, Disable IFF and Deactivate the turret. Exit the hack and head to the far right part of the room where the guard was. Search his body for a satchel containing a sticky shocker. Then exit through the door behind you. You will have to Lock Pick the door. This room is filled with a foggy mist. You will need to use your thermal goggles again. Walk out a bit and snipe in with your SC-20K. Take out either guard, it doesn't matter much. After one is dead, quickly take out the other so he can't report that one of his men is dead. Walk to the end of the catwalk and exit through the plastic curtain door. Turn left and slowly walk through this room. There is another wall mine beeping that is located on the right wall. Walk up to it and disarm it like you did the previous one. Use the health box at the end of the hallway if you need. Now turn around and head into the room on the left wall. Turn right and head towards the bookcase that is against the wall. You will be given another *SAVE CHECKPOINT*. Hop up the bookcase and jump into the ceiling vents. You will see some seriously stupid mercenaries trying to open a vault-like door with pathetic sub-machine guns. Walk through the vents and take the first left you get. You can't pass the steam that is in front of you, so don't try. Jump down into the room where you will find Francois cowering in the corner. Grab the 5.56mm ammo that is on top of the table you landed on. Then walk over to Francois and start a conversation. You give him a line about being from the phone company. He hands you his phone and you scan the picture to your team. Now head back through the vents, where you will see the unintelligent mercenaries trying to blow the door open, and head into the room you came from. Wait in this room until the timer has counted down. Unfortunately, the explosives they place, not only opens the door, but kill the three mercenaries and poor Francois. Jump back into the vents and keep walking straight, passed the place the steam was shooting out, until you reach the opening at the end. Hop down and run to your escape van. This ends the level. "A recovered image of 'Mortified Penguin' matched the CIA record of an agency-trained operative named Norman Soth. Though Echelon was unable to identify Soth as either a friendly or enemy asset, Grimsdottir successfully traced as him to a train en route to nice under the alias 'Jonathan Poindexter'." ------------------------------- Mission 3 – Paris-Nice, France | ------------------------------- As the level loads you will be displayed this message: "CIA-Trained operative Norman Soth has been located on a southbound Hespiria Railways train, accompanied by a squad of French / Syrian mercenaries." "Locate and question Soth in order to determine his status as an enemy or friendly operative." The mission will place you on a train zooming through the countryside. Do not stand up, or you will be blown off the back up the train. Slowly move forward until you reach the first emergency hatch on the roof of the train. Open it and jump on down. Behind you are a couple bikes, so continue forward to the door. If you are sort of bored, shoot the dog in the cage on your left. I'm not sure if that's considered animal cruelty, but the thing was annoying the hell out of me. Open the door and head to the second compartment train. Walk slowly through either side of the room and wait for the guard to come out and inspect the compartment. When he's near you, quietly knock him out from behind and grab the satchel he was holding. You will receive a data stick. If he sets off the alarm your mission is over. After he's dealt with, move to the middle of the floor at the end, there is another emergency hatch that you can climb through. You will end up on the bottom of the train holding on for dear life. Move up the bottom of the train until you receive a *SAVE CHECKPOINT*. As you move a little farther up the train you will be at a spot that you can climb up back into a compartment. Inside the compartment, walk over to the wall and unlock the side doors. Turn around and go through the door that is behind you. Walk out the door and wait for the guard to go out of sight. Flip the switch in front of you to shut the lights off. Quickly sneak behind to the shadows behind the rows of seats on the right. Wait for the passenger to get up and walk next to you. He will briefly look at you, then look to his right, grab him and knock him out in the shadows. Leave the body there and proceed to move along the passenger cart remaining in the shadows. As long as you stay fully hidden you won't even be noticed. Follow this pattern to move down the compartment. Using your night vision can be also be helpful here. Exit __________________ | | ============= | | Key | |=| X |=| |=| | ============= | | | | |=| - Empty Seat | |+| X |=| |o| | | | |o| - Civilian Seat | | | |=| X |=| |=| | |+| - Undercover Mercenary Seat | | (Avoid These) | | | |=| X |+| |=| | X – Path | | | | | |=| X |=| |o| | | | | | | |=| X |=| |o| | | | | | | |=| X |=| |=| | | | | | | |=| X |=| |=| | | | | _________________| Entrance As you pass the two under cover guards, try to me a little quieter than usual. Starting over gets annoying. Once you have passed through the compartment head through the door in the back left. As you enter the doorway, there is another door leading to some sort of bathroom on the right. Ignore this room altogether and keep going straight through the next sliding door that leads into a sort of middle room. Continue through this room and the next one, which will seem similar. As you reach a clear door, you will see a train attendant talking to a passenger. Wait for this man to finish and walk back down the hall. Head into the hall and put your back to the right wall (Left Thumbstick Click). As you scoot down, perform a S.W.A.T turn when you reach the doorway of the complaining passenger. Continue down, ignoring the second door, until you reach the third door in the hall. This room is Soth's compartment. Open the door and enter the small room. Start a conversation with ol' Soth and find out whose team he is on. A while through the conversation, you will be interrupted by some mercenaries that have a phone call for Soth. He will leave, hack his computer when as he exits. When Lambert tells you, head out of the compartment and down the remainder of the hall. Enter the door, walk through the small room, and enter the next door. Quietly sneak to the right and hide behind the bar. Stand up and aim your Laser Mic at Soth, who is talking on the phone in the back left of the room. Listen to the conversation until it ends. Then wait until Soth and one of the guards exit the room. The other guard will remain here. Exit the bar area and head over to where the remaining guard is. As you start to walk towards him you will get a *SAVE CHECKPOINT*. Slowly sneak up on him and knock him out. Take the satchel he was carrying that contains a data stick. Then hide the body in the bar area that you were hiding in before. Run back to the door on the far side of the room and open the door. As you do, you will hear that Soth is trying to escape and you will be granted your "License to Kill". Enter the room and run to the very back. As you reach a back, a guard will come behind you through the exact door you entered from. Find a good hiding spot and wait until he closes in. Take him out and head up the ladder that is in about the middle of the room. At the top of the ladder, open the trap and exit the train. On the top you will see a helicopter and your escape. Sprint down the train and jump onto the rope that is swinging above the train. As you grab it your mission will be complete. "Intelligence gathered from Soth's laptop referenced a potentially lethal 'Springfield Demonstration', a potential terrorist event intended for an American target. Soth was allowed to continue onwards towards Jerusalem." ------------------------------ Mission 4 – Jerusalem, Israel | ------------------------------ As the level loads you will be displayed this message: "Third Echelon has linked Suhadi Sadono's 'Springfield Demonstration' to the black market purchase of an unknown biological agent." "Rendez-vous with Israelli intelligence agent Dahlia Tal in order to infiltrate the Black Market." You are instantly given a *SAVE CHECKPOINT*. Begin the level by talking to Coen for a little briefing, then head past her up the stairs. Avoid being in the light. You will be seen and an alarm will be set off causing you to fail the mission. Get rid of the guard that is around the corner, knock him out and hide the body. Turn left into the civilian street and put your back to the left wall. Perform a S.W.A.T turn to get passed the first door, where the man is staring out. Remain hidden in the shadows as the head down the street. Don't let the guard at the end of the street see you or your mission is over. As he gets closer to you knock him out and hide his body in the darkness. Head down the remainder of the street and turn left when the street ends. Get used to staying hidden in the darkness because you are pretty much going to be doing it the rest of this level. As the turn the corner, stay hidden, and you will see another guard patrolling back and forth further to your left. Wait until you get a chance at taking him out with out being seen. Make sure you don't alarm either of the two civilians that are standing around at the end of the tunnel. Stay in the shadows of the left wall and walk past the 2 chatty civilians. Head down the alleyway where you should find a pipe that you need to climb. When you reach the top of the pole you will automatically grab the zip line and slide down it. At the end of the zip line you will jump off and grab a small ledge. Scale the ledge around the left side of the building, where you can drop down to the next ledge. Jump from this one to the ground and stay on the right of the boxes and crates. Walk straight and turn right when you reach a little alcove that looks like a market. If the guard sees you, hide on the wall and wait until he enters the building. Knock him out and hide the body. Then continue onward through the door in the back of the shop. You will get a *SAVE CHECKPOINT* here. Walk down the stairs quietly and you will find two thieves trying to rob the man you need to talk to. Kill them and start a conversation with the man. He will pull up a barrel and open a hidden compartment in the ground. Walk to it and pick up your 5.56mm SC-20K, a Sticky Shocker, and a Ring Airfoil Round. After you have gotten your equipment you will be given a new objective: find Dahlia Tal. Backtrack your way back outside and turn the corner. Continue straight when you come to the intersection and avoid the guard at the end of the alley. Wait until he walks by you and knock him out. Hide the body and continue down the street. As you pass the doorway with light shining out, perform a S.W.A.T. turn on the wall so the man will not see you. Go straight and walk down the stairs. When you turn the corner, shoot out all of the lights above you. Once you have shot out all 4 lights walk down into the street. A woman will be walking up the street. Knock her out and move her body into the darkness. Finish your little stroll down the street and turn right to head down the stairs. Shoot out the light that is by the two guards, which will causes them to go search the alleyway. Follow behind them very closely, but remain in the shadows so as to not be seen. About halfway down the staircase, you will get a *SAVE CHECKPOINT*. Save your game and return to following the two guards down the street. As you turn the corner, get close to one of the guards and not him out. Don't let the other guard see or hear this encounter. Hide the body and quickly head down the street. Draw the attention of the other guard and knock him out as well. Put the body in the shadows and head all the way down the street. In a little alcove on the right, a third guard can be found. Knock him out the same as the others. When you reach the end of the road, turn left, and sneak past the guard that is on the other side of the fence. His back will be turned to you. Climb the pipe that is on your right that leads all the way to the roof. Walk straight and jump up to the next ledge. Walk past the two blue windows and jump down. From here, jump and get a hold of the zip line above you and slide across to the other side of the street. Walk to the right and rappel down the wall using the steam chimney. When you reach the ground level, the game will have to load. After the load you will be given a *SAVE CHECKPOINT*. Walk around the corner and look for a hole in the fence. You will find Dahlia here. Start a conversation with her. When the conversation ends, she will open the gate that is located a little bit behind you. As you go to leave through it, you will get a *SAVE CHECKPOINT*. Follow Dahlia through the street. As long as you stay in the shadows, no one should notice your presence. At the end of the street, Dahlia will enter a small tunnel. Remain very close to her and at the end of the tunnel stop before you step into the light. Let her talk to the guard, and when he turns his back quickly move in to the shadows in the left. Follow behind them until they stop walking. Wait here until she has convinced the guard that she has a reason to be out in streets. Once the guard returns to his patrol, follow Dahlia through the small alleyway. As you approach the exit of the alleyway, a guard will walk by. Don't worry about him, just turn left and stay near the wall in the shadows. Eventually you will see a second guard in that same courtyard, stay hidden in the shadows and avoid being seen by him. After a quick scan of the courtyard, he'll turn around and head back to where he came from. Run over and get in front of Dahlia, so the first guard doesn't notice you. Once out of the little path, peel off the left and wait for Dahlia to pass in front of you. Head down the stairs and turn right to follow Dahlia past this an area that seems to be some sort of prayer site. Stay near the wall and run by it while keeping in site of Dahlia. As you continue, you will get a *SAVE CHECKPOINT*. Follow her down through the alleyway, which will open up. Stay to the left wall and hop down in the shadows. Shoot out the light that is in the back left. The guide might help, so try it out. At the second X, shoot out the top left light and make a slow break for it. Exit ___________ _________ | ^^ X ^^ | ============= | X X | Key | X | ============= | | | X | ^^ - Lights | +-----+ +-----+ | | X +-----+ +-----+ | +-----+ - Row of Stairs | +-----+ ^^ ^^ +-----+ | X | X – Easiest Route. Entrance | |___________________________| Once you are out of that little area, you will be in another street with the same guard from the previous area patrolling around a bit. Avoid him at all costs; you don't need any more confrontations. After some distance, the first guard will turn and patrol back to the area you first met him, but you will be faced with another guard that is a little further down the street. Avoid him as well. At the end of the street, hurry to the right and get out of the light. You will see that Dahlia has been confronted by another guard and uses the same story about her father. He will insist that he escorts her to her house and she won't have this. After she knocks the guard out, clean up her mess and hide the body. Then follow her down the remainder of this short street. At the end, she will turn around and allow you to talk to her. Start up a little conversation with her. At the end of it, she will depart and you will go your own way as well. Save your game at the *SAVE CHECKPOINT* and continue forward a little. As you walk out into the small area, a guard will be in front of you. Let him start his patrol by heading down the alleyway. Follow him and hide when you see him turn and head back. Once he passes by, go to the end of the alleyway, where another guard will pop out of a narrow walkway on the left. Knock this one out and hide the body. Run down the narrow walkway that the second guard popped out of. At the end of the little path, should be a pole on the wall. Climb up it until you reach the top, where you will hop into a small room. Crouch and slowly move to the door that is in front of you. In the next room will be two civilians that need to be knocked out. Go near the door and whistle to draw one's attention. When he heads into the room, knock him out and hide the body. The other man is very simple since he is entranced by the television. Walk up to him and give him an elbow. Then hide the body and shoot out the light in the first room and the T.V. in the second room. Move to the window on the far side of the second room. Hop out of the window on the ledge below it. Follow the ledge to the right and climb up the pole. The pole leads you to the roof of the church, where you need to run to the far side. On your right, in the dark is another steam chimney that you need to use to rappel down the wall. Throw your night vision goggles on if you are having any trouble finding it. Rappel down the wall to meet Miss Dahlia. She has encountered yet another guard, but she seems to be able to deal with him. Follow her as she walks down the remainder of the alleyway. Stop when you get near the corner. As she turns, she will be stopped and questioned by another guard. You'll need to help her with this one, so step in and take him out. Then continue following her through the chain link door and into the kitchen. When she stops next to the elevator, start a conversation with her. After you finish, step into the elevator and she remain outside of it. Start up another conversation with her. You learn that she is betraying you and Lambert gives you an order to kill her. Shoot her before the elevator starts down and she moves out of sight. As the elevator lowers, the game will need to load again. The next part starts opens with a *SAVE CHECKPOINT*. And then the elevator continues moving down. Get your gun out and handy, you will be granted your Fifth Freedom during the little elevator ride. At the bottom of the elevator shaft, shoot the two guards. Don't worry about hiding their bodies, there's more stuff to deal with. Walk out of the shaft and walk to the left. There will be 2 guards on the catwalk in front of you. Shoot them down. Then start to scan the area, there are about 10 guards in the whole area, including the ones you took out. Keep that rifle handy and don't waste all of your ammo or health. Walk out on the catwalk and down the ramp into the lower area. You should have killed about 3 guards other than the two near the exit elevator shaft. Once you have walked down the ramp, go straight and turn the corner. Walk straight some more and turn the corner of the left, then snipe the guard on the long catwalk. 3 more guards will enter from the left of where you first guard you killed was standing, if they hear your noise. If they don't, enter the door on the left of the catwalk and take out the three guards in here. Take them out carefully, losing as much life and ammo as possible. ************* Good Strategy ************* Draw the guards' attention; this can be done in any of the areas, and then jump down of the catwalks and sneak below them. As the guards enter the area, pop out of the side a little and snipe them with good headshots. Since they can't shoot through the catwalks, you are practically invincible. But remember, you can't shoot through the catwalks as well. After you finish off the guards of this room, run on the catwalk into the area that is chain link fenced. In the far back, there is a health box. Use it if you need it, you might as well. Then move to the table and pick up the Sticky Shocker, 5.56mm ammo, 2 Smoke Grenades, 3 Ring Airfoil Rounds, 4 Frag Grenades, a Flash Bang, and a Chaff Grenade. After grabbing all these little items, head back to the previous catwalks and follow it around until you reach another door on your left. In this room will be 3 more guards, use my strategy and dispose of all of them. When the guards have all been killed, go into the glassed off area in the center of the room. Go to the right of the counter and grab the ND133 from the table. It will be listed as "Object" on your options menu. As soon as you grab at it, it will give you a *SAVE CHECKPOINT*. Walk out of the window-paned room and head out the new door, not the one you entered from. This will put you on a long catwalk, turn left and walk slowly. There are 3 guards around the corner. I found it best to just shoot them down in this order. | + + | ============= | + + | Key | + 2 + | ============= | + + | | + + + + + + + + + + - Catwalk Edges | + + | + 3 Elevator + "1-3" – Enemy Position | + + | + + + + + + + + + | + + | | + + | | + + | | + + | _______| + + | + 1 + | + + + + + + | + | Entrance + | + | + + + + + + + + + | ___________________| Take the enemies out in this order. If you do the first one quietly, neither of the other two will notice. So scoot along the corner and snipe the one in the far back. If you manage to head shot him, the last one won't notice. Scope in and kill the last one that is positioned by the elevator. Once they have all been dealt with, walk down this catwalk and turn right about halfway down it. There will be a second elevator here. Walk into it and take it back up to ground level. When you reach ground level, put away that gun because your Fifth Freedom has be taken away. Slowly sneak to the right side and hang out in the shadows. When the first guard stops patrolling, slowly walk around the side of the barrels and get behind him. Grab the guard and knock him out. Move past the knocked out guard and do something to attract the attention of the next guard. When he walks your way, knock him out as well. Repeat this process of elimination for all four guards. Remain in the darkness when you lure them to you. After you have taken care of all 4 of them, walk up and to your right into a small alcove where you will be updated and your mission will be complete. "Using devices stolen from Saulnier Cryogenics, (The ND133), Soth has made a Syrian-developed strain of the smallpox virus highly portable. Sadono is now in possession of an unknown number of easily concealed biological weapons." ------------------------------------ Mission 5 – Kundang Camp, Indonesia | ------------------------------------ As the level loads you will be displayed this message: "'Pandora Tomorrow' is the code phrase for Sadono's insurance policy against U.S. attack. He makes daily, secure phone calls to undisclosed U.S. locations, delaying the release of the smallpox virus one more day. If he is killed or detained, the virus will be released with 24 hours. Intercept Sadono's 'Pandora Tomorrow' call in order to locate the virus." The level starts with a *SAVE CHECKPOINT*. This first part is pretty simple, just walk through the forest until you rendezvous with Shetland. He will be sitting down looking over the village. Talk to him and find out some information. Once he's finished talking, jump up and slide down the zip line to the bottom. At the bottom you land in some tall grass. Walk towards the shadows coming off of the tent and you will get a *SAVE CHECKPOINT*. Get into the shadows of the tent and wait for the guard to pop out of his tent. When you see him, head shot him and hide the body. Walk down the path a little bit while remaining in the shadows. On the left of the tent, another guard will pop out. Whistle or throw a bottle to get his attention and head shot him when he comes close. Run into the building on your right and grab the 2 Ring Airfoil Rounds. Continue down the path, walking on the left side of the truck. Quickly run into the high grass on the left and wait for the two guards to stop talking. Eventually the two will separate and go different ways. Don't move in for the kill just yet. One of the guards will bend down to fix one of his laser mines and it will go off in his face, killing him. When the other guard comes to inspect the accident, headshot him and hide both bodies in the grass. Now it's time to go mine hunting. Throw on your thermal goggles and start down the path looking for the laser mines. If you see one, you can either avoid going through it's trip wire or walk up slowly to it and defuse it. Continue down the path, either avoiding or disabling the mines. Near the middle, you will see a guard patrolling around. Wait until he comes close to you and headshot him before continuing on. When you reach the large building, a hangar, head over to it and get the *SAVE CHECKPOINT*. Walk over and wait out the door. The two guards inside will start up a conversation, let them finish it. Once they are done, they will continue their normal patrol routes. When they are a good distance from each other, snipe each of them separately. Walk up to the front right of the plane and set the explosives. Then exit the hangar via the door on the left of the plane. Be careful though, as you are leaving the hangar through this door, another guard will be entering through it. Take him out however you would like to then head outside. Once outside, continue down the path and into the room on the right. Hide in the shadows until the two guards are done talking with each other. Then move up along the wall with the boxes and wait until one of the guards comes near you. Take the guard out and hide the body. After the first guard, head into the control station and take care of the second guard. Hide the body and then go back to the control station to heal and use the switch that raises the gate. Head back out and go through the gate that you just raised up and you will get a *SAVE CHECKPOINT*. As soon as you have finished with the save peel off to the right in the shadows of the fence. Pull out your SC-20K and scope down the path. You will see a guard patrolling with his dog. Wait until you have a shot and take out the man, the dog will wander around afterwards so shoot it when you can. Run down the path and hide the body. Remain hidden in the shadows and approach the tent. Go around the right side of the tent and stay in the shadows. Let the two guards talk and when they finish, one guard will walk towards you and another will head off to his tent. When the first guard is close enough and out of sight of the other one, shoot him in the head. Then sneak into other guard's tent and you will find him sleeping, shoot him in the head as well. Grab his satchel containing a data stick and move his body. Move outside, be careful to avoid more laser mines in the tall grass, and go back into the center of the encampment. Get within a good distance of the wooden lookout tower and snipe the man up on top of it. Climb the ladder to reach the top and then slide down the zip line leading into the next area. At the bottom of the zip line, your game will have to load. Once it finishes loading, you will get a *SAVE CHECKPOINT*. Quietly walk down the path in front of you and halt before entering the open. You will see Sadono and some guards start talking to some another guard. After they finish the conversation, Sadono and two guards will continue forward and one will stay behind to patrol the area. Lure this guard any way you like and then take him out. Before you move out into the open, throw your thermals on and snipe the second guard that seems to be looking around a corner. Hide both bodies. The hut on the right of where you entered contains some 5.56mm ammo if you need it. Now head over to the porch where the second guard was standing. Crouch and walk under it. Follow the path until you reach another opening. As you come to the opening you will see Sadono and a guard walk around a corner, follow them. As you are following them, try to remain quiet and in the shadows as much as possible so that you are not noticed. Enter the hut and walk through it. As you reach door that you need to exit from, you will see Sadono talking to another guard. Once they finish up the conversation, allow Sadono to leave through the door on their left before sniping the remaining guard. Walk into the opening and hide the guard's body. Then turn the corner and continue down the side of the house. Keep going until you see a narrow space between two fences that will be on your right. Put your back to the wall and walk down this narrow path. About halfway through, you will get a *SAVE CHECKPOINT*. At the end of the little path, you will see Sadono and his one guard yet again. Remain where you are until you see Sadono walk off with his bodyguard. Walk around the corner on your right and hide in the shadows. When the patrolling guard gets close whistle to bring him over. Shoot the guard, take his satchel, and head out to hide his body. There will be another guard standing by the door that Sadono entered. Scope in and snipe him with a headshot. Now move to the right of where Sadono stopped to talk, you will see a wall with a spot light on it. Walk over to it and climb up the pipe. Walk down the wooden porch all the way until you come to an end. Look out off the porch and spot Sadono and his men on the left. Ready a sticky camera and shoot it onto the wall over by him and his men. Listen to their conversation and then do what Lambert tells you to next. After Sadono has left, only two guards will be left in the area. One will start patrolling the area, wait until he is behind the truck to take him out. This will ensure that the second guard, which is smoking on the other side of the truck, won't see you. After he is down, shoot the second guard that is smoking in the far left. Jump down off the porch and hide the bodies. Continue on to the building that Sadono entered and move to the back right. Find the ladder and climb down it. At the bottom, your game will load and you will get a *SAVE CHECKPOINT*. Walk straight and stop before you reach the opening. A guard will come patrolling from the right and stop right in front of you. Headshot him hide the body. Then move to the lower floor and take out the guard down there. Once this room is secure, move through the door on the far side. In the next room, slowly move up the stairs and walk to the light switch. Flip the switch to turn the lights off in the room. Turn on your night vision goggles and snipe the two guards patrolling. Make sure not to hit a civilian scientists or your mission will be over. Make sure the bodies are hidden in darkness before continuing through the door to the next room. Once you enter this room, slowly walk to the open door on your left. Get into the shadows and whistle to attract the attention of a guard. Shoot him and then find his partner and take him out. Hide the bodies in the darkness and move to the back of that second room, where the pilot is sitting. Walk up to him and start talking. After you finished the conversation, use the keypad to open the door that is next to the pilot. This door keypad code is: 0623. Walk through the door and save your game with the *SAVE CHECKPOINT*. Once you've saved, climb up the ladder. At the top of the ladder you will briefly see a guard exit the room. Follow him out of the room through the open door. Sneak to the fence in front of you and follow it forward until you reach the corner, where you will see two guards having a conversation. Once they finish their conversation, they will exit to the right and you need to move up to the wall on the left. Climb the pole that is on the wall. When you reach the roof, head across the bridge made up of two wooden planks. Then run down the roof until you reach a trap door. Use the trap door and drop down into a firing range. When you enter the firing range, you will find yourself hanging from a pole. Pull your legs up and move down the pipe until you are in the next room. Crawl down the pole until you reach the very end and then drop down into the darkness. Sneak along the wall and get behind the guard hitting the punching bag. Wait until he coughs from the dust and move up behind to grab him. Knock him out and hide him in the corner. Your next victim will be the guard in the firing range doorway that has his back turned to you. Slowly sneak up behind him and grab him. Take him to a dark corner and knock him out. Proceed back to the firing range, moving slowly so that you won't be noticed. In the very last shooting stall, you will find the last guard. Knock him out and hide him in the darkness behind you then head back to the room with the punching bag. Run through the open door leading into the hallway. At the end of the hallway, you will get a *SAVE CHECKPOINT* here. Approach the open door and wait until it is clear. This next area will contain 2 guards and an automated turret in the back. When you are clear, walk out the door and two the shadows on the left. Lure the guards one at a time, and dispose of them. Make sure the bodies are hidden. Then hug the fence on your left and follow it all the way around until you are behind the automated turret. Walk up to its control panel and disable it. Then turn around and enter the gatehouse next to the turret. In this room there is a health box on the wall, use it if you need some life. And there is also some 5.56mm ammo on the table in the room. Before going through the door, shoot out both lights in the room and then proceed to exit the room via the door. Outside the door there are two guards patrolling and a spotlight searching around. Lure the guards into the house one at a time and dispose of them. Hide their bodies in the darkness of the gatehouse. Once they are dealt with, head back outside and move down to the house while avoiding the spotlight. When you reach the house, use the keypad to open the door. This door keypad code is: 1492. Open the door and walkthrough to get a *SAVE CHECKPOINT*. Walk down the hall a little and you will see Sadono giving the day's code on his phone. He will make about 4 calls and then exit the room. Before you rush into the room, wait a bit. Sadono is going to return just to double check everything. Once he leaves the second time, sneak into the room and shoot the camera above the door Sadono exited. Then head over to the computer and place the phone tap. Now it is time to be extracted. Leave Sadono's room and head back into the hallway. Walk down the hallway and turn the corner. When you see a wall with some switches and controls, flip one that will shut off the electric field in front of you. Continue to follow the hall to end and head down the stairs. At the bottom of the stairs walk out and open the door. This door unfortunately will lead you into a room filled with guards. Lambert tells you to freeze and you'd better do it unless you wish to die. However, thanks to Shetland, you will have some sniper cover. As the guards turn to shoot at Shetland's men, take advantage of the situation and pull out your SC-20K and shoot the remaining ones in the back. Use your thermal goggles to pick up the positions of the ones that have run ahead a bit. After all of them have been killed, run towards the Osprey and your mission will be complete. "Grimsdottir traced Sadono's 'Pandora Tomorrow' phone call through several relay points before losing it in a shipyard on an island off the eastern coast of Indonesia." ------------------------------ Mission 6 – Komodo, Indonesia | ------------------------------ As the level loads you will be displayed this message: "Sadono's 'Pandora Tomorrow' phone call is being forwarded through an encrypted relay in the communication system of a submarine docked in a supposedly abandoned shipyard." "Infiltrate the submarine and access the communication system to further trace the call." The mission will start by giving you a *SAVE CHECKPOINT*. Slowly walk forward and scan the area for any guards. You'll notice that there is only one guard patrolling the area. Up in the tower, what seems to be a guard with a sniper rifle is actually a turret with a laser. There is also a second turret on the ground level. Start to walk forward to the right towards the old abandoned truck. When you see the guard, stop and headshot him. Then continue on towards the truck and hide behind it. Don't worry about the turret if it starts to fire at you. If you keep moving, it is very unlikely to hit you. Once you are ready to go, head towards the fence on the right and stick next to it as you move forward. When you reach the platform, jump onto it and disable the ground level turret. Walk off the platform to your right and down the little path. As you're walking, turn on your thermals and disable the laser mine. After you've dealt with the mine, continue down the path. At the end of the path, stop and jump onto the wooden floor. Walk across it all the way to the open door. Jump down and survey the area a little bit. There is one guard directly in front of you. Whistle and draw his attention to where you are. As he gets closer, take him out. Now walk along the edge of the room you just exited and put your thermals on. Across the courtyard is a second guard. Snipe him in the head. Follow the fence on your right all the way down to a dead end. At the dead end, you will be in between a hut and the fence. Use your half split jump to get up, and then jump again to reach a ledge of the hut. Pull yourself up and jump down. Go out the open door on the right side of the hut and sneak down the alley. At the end of the alley, you'll see two guards sitting at a table. There are several ways to take them out, I prefer just shooting them both with headshots. But an easier way is to use your smoke grenade. Launch it near the table and wait in the shadows until they pass out. Then take their bodies and hide them in the darkness. Now it is time to move on into the hut. In the hut, grab a soda can off of the table and throw it into the far left corner. The guard on the other side of the hut will go to check it out. Move from your hiding spot behind the divider and give him a quick headshot. Hide the body and exit the hut through the second door. Run towards the small pond in front of you and to your left. Hop in and walk up the ramp continuing on to the end of the alley. Perform another half split jump and jump again to reach the ledge of the hut. Pull yourself up and you get a *SAVE CHECKPOINT*. Below you there is a guard sitting down watching T.V. Walk around until you find some hay bales on the left. Jump down on top of them. Hop off the hay bales and sneak up to the guard watching T.V. Knock him out and hide the body, then shoot out the T.V. Don't forget to grab his satchel that has a data stick. Now, go back to the area behind the hay bales you jumped on and look for the small opening in the wall. Crouch down and walk through it. You will end up behind the firing range of a guard. Wait where you are until the guard walks over to the table and sits down. Sneak past each obstacle in a way that you won't be noticed. When you reach the end of the obstacles, shoot the guard, and run to the side of the hut. Sneak slowly around the corner and access the turret's software. Reprogram it and deactivate the turret, thus making it obsolete. Go to the guard and hide his body, then move into the hut next to the turret. When you get inside, freeze. Throw on your thermals and you'll notice something that you probably wouldn't have, there are trip wires going up and down the walls. Use your enhanced vision to move through the room with out hitting any of the lasers. When you reach the end of the room, use the ladder and climb down to the bottom. As you reach the bottom, you get a *SAVE CHECKPOINT*. Once you are at the bottom of the ladder, walk over and open up the elevator by using its control panel. Enter the elevator and go the left. Push the button that will make the elevator go down to the first floor. As you arrive on the first floor and the doors open, walk out and go towards the left wall. Down the hall a little, you will find a light switch on that wall. Flip it. Two guards will come to inspect the room through, use your night vision and take them out. Then run through the doors that the two guards came from. Behind the doors is the control room. In here, you will need to find the technician. Go around to the front of the machines and grab him, then interrogate him. Move him over the computer with the green text flashing and force him to use it. He will surface the sub and a man will radio over asking what's wrong. Use the technician again to tell the man that everything is "kosher". Once you are finished, knock the man out and put his body in the dark. Head back into the hallway and go to the far right of it this time. Use the door and continue through. Your game will load and then you will get a *SAVE CHECKPOINT*. Walk up the stairs and into the room at the top of them. On the right of the door, flip the light switch to make the room dark. Then walk through the door out on to the catwalk. Wait for the guard to come back by you on his patrol route and knock him out. ************** Good Strategy* ************** Before moving on around the catwalk, stand on the part the guard was patrolling. Get out your rifle and put your scope on with night vision. Look to the right wall, you will see 2 guards patrolling, maybe with their lights on. One will be on the top catwalks and one will be on a lower one. Then look to your left wall and you will see another one walking in and out of a building on the catwalks. Snipe all 3 of them and this will make the next part very easy. After his body is hidden, follow the catwalk all the way around until you reach a lift. Switch the lift and jump in it as it starts to move. Look up and shoot out the light in the lift. That will make it harder for the guards to shoot you. Now look down the direction that you are moving and you will see a guard firing on you. Snipe in and take him out, then look towards the right wall. You will see another guard inside a building looking out at you. Get your rifle and shoot him as well. When your lift arrives at its destination, walk out of it and onto the catwalk. Walk down the catwalk and turn left when you come to a split. Go through the door and walk down all the stairs. Walk out of the stairwell and walk down the catwalk. When you see the guard patrolling on the submarine, snipe him and walk to the submarine. Climb down the ladder and into the submarine. You will get a *SAVE CHECKPOINT*. Walk through the door and climb down the second ladder. Quickly move around to the corner and whistle. The guard will come to check out the sound, wait until he is in good position and take the guard out, non- lethally. Your fifth freedom has been revoked on this objective. Hide the body and continue through the hall until you go down the stairs and reach the door. Walk through and whistle to wake the guard up. When he comes to see what's wrong, knock him out, and hide the body. Then continue through the door on the other side of bunkroom. Climb down the ladder and into the next area. Put your back to wall and peek around. Whistle to get the guard's attention and wait for him to walk by. Knock him out and hide the body. Continue through the room and into the next hallway. Find the door and go through it. You will get an update on your OPSAT telling you that you need the colonel to access the command center. Wait in the shadows of this room and you will see the colonel walking down the hall. As he opens the door and walks past you, grab him and take him back down the hall he came from. Near the end of the hall is a retinal scanner, force him to use it. Now that he has filled his purpose, take him back to where you found him and knock him out in the darkness, grab his satchel as well. Then head back to the door you retina scanned. Walk inside the door and sneak to the darkness in the left. Wait until one of the guards leaves the room and the other goes to use a computer to the left of you. Sneak up behind the one using the computer and knock him out. Walk through the control room and on the far end is a smaller room with more computers. Use the computer on the right of the room and you will get a *SAVE CHECKPOINT*. Walk out of the control room and look to your left. You have your fifth freedom back, so shoot the guard at the end of the hallway in the head. Hide the body in the control room and then go leave the control room and go right. Walk through the curved hall into the new room. Around the corner is a ladder, climb up it. At the top, there is another ladder leading to the top of the sub. Climb up this one as well and find yourself surface level. From the top of the ladder, turn left and you will see a catwalk lower for you. Walk across it and wait for the guard to come walking up the stairs. Once he is dead you can use the health box if you need it. There are also 2 Fragmentation Grenades, 2 Smoke Grenades, and some 5.56mm ammo on the box next to the health. Then continue down the staircase. When you reach the platform with the box, stop. As you walk down the last set of stairs you will be getting shot at by guards. Aim for the yellow barrels, which contain explosives and make your job a lot easier. Take care of the first set of people then move up along the left side. Slowly move out and snipe the people next to the barrels farther down. Once you have pretty much killed everyone, wait for the fire to die down as much as it's going to, then jump around it and avoid it until you reach the end of the platform. Walk down the ramp on the left and climb down the ladder. Jump into the boat and your mission is complete. "From the submarine relay, Sadono's call was traced to five satellite phone subscribers, each linked to the private military corporation "Armed Guardian Services", SHADOWNET temas will neutralize the 'pox boxes', (Virus-armed ND133), freeing THIRD ECHELON to neutralize Suhadi Sadono. ------------------------------- Mission 7 – Jakarta, Indonesia | ------------------------------- As the level loads you will be displayed this message: "Now that the ND133 have been located, Sadono is open to attack." "Coordinated remotely with SHADOWNET's neutralization of the ND133, locate and capture Suhadi Sadono. CIA Operative Ingrid Karlthson is on site, undercover, and will assist in the mission." The mission start with a *SAVE CHECKPOINT* and then move over to talk to Coen. After you are done with her, climb down the ladder and the rappel down the roof using the steam chimney like before. Drop down to the floor and jump off this roof to the ground. Be careful as you sneak around. Eliminate everything that comes in your path, but don't only non-lethal methods on civilians. Walk around the corner and you'll see two pedestrians talking about a broken carburetor and one walking around. Wait until one of them goes back by you and knock him out. Lure the second and third civilians that are talking about the motorcycle to you and repeat the process with both of them. Move down the street now and deal with the guard. Get his attention some how and when he's close shoot him in the head. Hide the body before continuing to the next street. Around the corner on the next street will be 4 guards. Use the shadows to lure and trap them. Eliminate them one by one until the area is secure. Once you've hidden all the bodies, go up the ladder on your left and the ladder at the top of that one. From there, jump onto the roof and grab a hold of the zip line. Enter the door at the end of the zip line and slide down the pole in this room. Save your game at the bottom. Walk outside and scan the area for the positions of the guards. Walk around the van and wait until the guard is near. Take out the guard by luring him and disposing of him quietly. Hide the body in the darkness and creep down the parking lot. Whistle to lure the other guy and take him out as well. Now move to the end of the street and climb the fence on your right. When you reach the other side, walk down the right path. When you come to the big cage, turn left and then sneak up on the guard that is in front of you. Grab him and knock him out. Know your main threat is a patrolling guard. Use your thermals to spot him and find a way to sneak up on him. After he's done, the last guard is sitting still in the middle of the courtyard and you know what to do. Hide the bodies and climb down the ladder that is in the middle of the courtyard. At the bottom of the ladder you find yourself in the sewers. Walk to the door on your left and walk through the red room. In the next area of the sewers will be a guard patrolling. Dispose of him and grab his satchel. Then continue down the sewers until you reach the next door on your left. Stop and destroy the camera above the doorway. Then continue through this red room and back into the sewers. There is one more guard in this sewer, dispose of him. At the end of the sewer, climb the ladder back to the surface, and you will get a *SAVE CHECKPOINT*. As you reach the surface, quickly duck behind the satellite dish to avoid being spotlighted. You hear the sniper confirm that he is in position. Peek out to your left and turn your thermals on. You will see him wandering around on the tower. When you get a clear shot, take it and make sure he is not behind the fencing. Leave your thermals and look to your left. The whole ground level is covered in hidden mines and you will need to climb the fence to get past them. Drop off the fence and run to the corner in the wall. From there, stay near the wall and run to the chain link fence. Climb it and jump over. Run past the machines and lock pick the door. Once inside, take out the guard in front of you. Move to the doorway and whistle to lure the outside guards in. Dispose of them one at a time and hide their bodies. When you go back out the doorway walk to your left and hide behind the car. Turn your thermals on and snipe the camera in front of you. Walk around the left side of the car over to the wall. Jump on onto it and pull yourself up. Walk alongside the building until you reach a small nook between two brick walls. Perform a half split jump and jump again to reach the top of the roof. On the roof, walk along the side of the windowpanes. The first one you see will look as it someone punched it. Pull out your pistol and shoot it out. Use the pipe next to the window to rappel down into the building. Inside the building will be one guard patrolling around the perimeter. Wait until he is near you and shoot him with a sticky shocker. Hide his body in the shadows and head to the elevators. Choose any of them and take one up a floor. At the next floor, you will get a *SAVE CHECKPOINT*. Exit the elevator and walk out to your left. When you reach the corner, whistle and lure the guard out to you. Kill him and hide the body. Walk back to the corner he was around and quickly move to get behind the box across the hall. In front of you are two doors and to your left is a turret. Go through the doors and walk down the hallway until you see a niche on your right. Use a half split jump and jump to reach the next platform. Crouch and walk into the vent. Turn left when the vent opens up and head out to an auditorium. Walk out onto the walkway behind the seats. There are three guards in this area patrolling the auditorium. Lure them up the stairs one at a time and kill them. Dispose of the bodies in the darkness. Go to the middle of the top walkway and grab the pole above you. Shimmy across the pole all the way to the end of it and drop down behind the drum set. Run to your left and go behind the curtains and open the door. In this hallway, walk to the open door on your left in front of you. Ingrid is having a conversation with a technician, walk up and take him out. Hide the body in the room and turn off the lights. Get ready for a second man to enter the same door. Kill him when he comes in and hide the body in the shadows. When that's all done, walk over to Ingrid and talk to her. Follow her out of the room and you get a *SAVE CHECKPOINT*. Remain following her until you reach the next doorway. Stop and the door and snipe the guard that is patrolling around the room. Then get your pistol and look up. Shoot the camera above the door you are going to go through. Walk into the room and go to the left where you need to disable the turret. Hide the guard's body and shoot out all the lights. Once this room is secured, follow the path Ingrid took. As you round the corner, you'll see another turret that needs disabling. Disable it and continue down the hallway. At the end of the hallway, you will notice you are back where you started. Walk into the room in front of you and meet up with Ms. Ingrid again. She tells you to take the left path, so do it. Be prepared for the next part, its going to be very fast paced and you must be accurate to pull it off. Quickly sneak down the left side and around behind guard #2 on her side. Shoot him with a Sticky Shocker to knock him out, quickly turn around and shoot the guard on the other side of the glass doors with a Sticky Shocker as well. Now head down her path and scope in to snipe the guard holding her hostage. Once he's down, turn back to the glass door and wait for two more guards to come. Kill them both and then head back to Ingrid to check on her. Once you've made sure she was fine, go hide the bodies and get a satchel containing a data stick. After you are finished, head through the glass doors and get the *SAVE CHECKPOINT*. It's finally time to capture Sadono. Run past the elevators and stop short of the hallway. You will hear two guards talking and then Lambert will add to the confusion and tell you to hurry up. At the end of the hallway is a camera surveying the area. Don't bother jamming it or shooting it. Instead shoot out the light on the left wall and neon sign at the end of the hall. Once its dark in the hallway sneak to the end and the camera won't be able to detect you. Lean around the corner and whistle to get the guard to come to you. Kill him and then go into the room and kill the second guard still patrolling. Leave their bodies where they are and go into the bar to get some health. Walk out of the bar and to the right. Climb up the pole on the wall and when you reach the top of it, switch to the ledge on the wall. Shimmy left using the ledge until you reach the vent on the wall. Pull yourself up and walk through the vent. You will get a *SAVE CHECKPOINT*. Continue to the end of the vent and hop out onto the catwalk. Do anything you like to gather the attention of the guards. Remain on the catwalk and pick the guards off one by one until you have killed all four. Sadono will remain in his position until you kill a guard in the middle of the stage that doesn't seem to move much. Once he is dead, Sadono will go out on the prowl looking for you. The best way to subdue him is to shoot him with a Ring Airfoil Round to stun him and then grab him from behind. If you are out of supply of these, throw your flash bang and grab him when you see him get blinded. Interrogate him and drag him to the retinal scan that is below where you jump down from the catwalk. Once the door is open, drag him to the top of the catwalk and force him to open the door using the retinal scan once more. On the helipad, walk out and talk to Ingrid. After the conversation is finished your mission is complete. ------------------------------------ Mission 8 – Los Angeles, California | ------------------------------------ As the level loads you will be displayed this message: "Norman Soth has breached LAX security with an unknown number of mercenaries and the final smallpox virus-armed ND133." "Neutralize Soth and recover the ND133 before the virus is released." The final mission will start out with a *SAVE CHECKPOINT*. After you've saved, wait for the semi-truck to pull in and then jump the chain link fence. Run towards the truck while remaining in the shadows on your left. When you reach the truck, jump in and move to the back into the darkness. As the truck starts to drive off, you will not be able to move until it stops. When the truck stops throw your thermals on and search the area. When you see a guard with an exceptionally high temperature, you will know where you need to go. Wait until the airport guard and his dog have walked by and jump out of the truck. Stay in the shadows and move up towards the guard station, where the undercover mercenary is. Quietly sneak over to the doorway of the guard station and kill the mercenary. Place the body in the shadows and leave via the door next to the guard station. Walk down the narrow room and you will get a *SAVE CHECKPOINT*. The next room contains two airport employees. As you open the door, one employee will be doing something to the picture in front of her. Run up to her and knock her out. Turn to the wall and switch the light off. The other employee will notice, so stroll on over to his door and wait until he opens in. When its open, charge in and knock him out as well. Make sure you get inside the door because it doesn't tell you the key code. Once he's down, shoot out the lights and continue through to the next door. Through the door you will see a mercenary and an employee conversing. Shoot the light out above you to the right. This will make the narrow path completely dark. Lure the employee to the control room so that he can be knocked out. Then kill the mercenary however you like, but remember to hide both of their bodies before continuing on. Hop onto the right conveyor belt and walk through the plastic curtains. When you reach the other room, hop off and walk to the right into the dark corner. Wait for the employee and undercover mercenary to finish the conversation and then lure the mercenary to you. Kill him and hide in the dark corner. Walk back out the same conveyor belt you entered through and go through the big doorway with the plastic curtains. Turn left and get into the shadows. Quietly position yourself near the next guard, whistle him over, and shoot him. That leaves only 3 more people to deal with in this room. From here, stay near the left wall and follow it to the back of the room. You will see a civilian employee patrolling a small area. Stay next to the flashing red conveyor belt and wait until he patrols near you. Knock him out with a Sticky Shocker or a Ring Airfoil Round. Place the bodies in the shadows and then walk back to the first conveyor belt you came out of. Once there, move up a little until you are directly under the moving conveyor belt transporting suitcases. Look up and shoot a diversion camera on the right guard station. When the guard patrols by, release gas and knock him out. Run forward and hop on a stack of boxes. Then leap from the boxes to the shelves. Now you can hop up on to the catwalk where the previous guard was. Hide his body in the darkness around the corner and get out your gun. When the undercover mercenary patrols out of his little guard station, shoot him in the head and hide his body. Near his guard station is a health box if you need some life, which you shouldn't. This area is now officially secured and you are ready to continue on to the next area. To get to the door you need to go through, weave your way through the big electrical machines and the guard station. At the end of the catwalk will be a door, go through and you get a *SAVE CHECKPOINT*. Walk down the stairs and you will find yourself in yet another conveyor belt room. At the bottom of the stairs, there are two conveyor belts going. Sit tight until you see a big stack of luggage getting rolled by on the left conveyor belt. Jump on the backside of the luggage and crouch. Let the conveyor belt carry you down the length of the room and passed the guard. When you come to the end of the room, you will need to hop off of this conveyor belt into the middle ground on your right. Now hop onto the other conveyor belt and ride it down until you see a third conveyor belt. Jump from your current one to this new one. You should notice that it isn't going the way that you need it to, so you are forced to run up it. After a few steps, you will cross paths with another guard surveying the luggage. Load the SC-20K with a Smoke Grenade and shoot it through the open window grate. Aim for the guard's head to knock him out quickly, but don't worry if you miss because the smoke will knock him out anyway. Keep going up the conveyor belt until you reach a small area with crates and shelves of luggage. Look to the ground by the luggage storage and grab the 5.56mm ammo. Turn around and exit via the door. Climb the stairs and you will get a *SAVE CHECKPOINT*. Enter the door and immediately walk to the left. Ready your SC-20K with a Ring Airfoil Round and prepare yourself. Allow the guard to walk down the length of the room, while you wait for the first civilian to cross the room and sit on the bench near you. When he is far enough from the civilian sitting on the bench, shoot a Ring Airfoil Round into his head. Continue down the non-moving escalator towards the second civilian. As you approach him, quiet your movement and shoot his with a Ring Airfoil Round as well. Leave the bodies where they are for now, you have more important things to deal with. A second guard will enter the room and start a conversation with the undercover one. This next part can be done in two ways depending on the events that take place during the talk of the two guards. ********** First Way* ********** The first way is the first one that happened to me and what caused it was that the civilian guard noticed the knock out bodies. If this happens to you, you must be prepared and hope that you be accurate. As the guard enters the room, one will ask for a break. The second guard says OK and doesn't seem to mind. But before the first guard can exit the room, the second one notices one of the unconscious customers. Now comes the time to show off your skills that you have developed through out the game Aim your gun at the civilian guard's head and fire off a Ring Airfoil Round, hopefully knocking him out the first time. Then switch your aim to the mercenary guard's head and unload a couple shots into it before he can alert Soth. Now depending on the civilian guard's condition, you either need to fire a second Ring Airfoil Round to knock him out for sure or he is already down. After the fiasco, hide all of the bodies in the room and use the computer in the guard station to receive a data stick. And pick up the note from the data stick that is located in one of the guard's satchel. Now unlock the door using the keypad and exit through it. This door keypad code is: 5325 *********** Second Way* *********** The second way proves to be the easier of the two. In this case, the civilian guard will not notice the unconscious civilians and will not sound any alarm. Wait until the second guard enters the room and starts chatting it up with the mercenary guard. As they finish the conversation, launch a smoke grenade from your SC-20K in between the two. Thus, giving you the end result of two unconscious guards. Find the unconscious mercenary guard and make sure to kill him with a bullet to the head. Finish up with the bodies and hack into the computer in the guard station. You will receive a data stick and then remove the note from a data stick located in the guard's satchel. Use the keypad to open the door and then exit through it. This door keypad code is: 5325 Beyond the door, there are some sets of stairs and a short hallway with an armored camera at the end of it. Ready a Chaff Grenade as your weapon and launch it to the far side of the hallway. The grenade will disable the camera and allow you to slip on by. At the end of the hallway turn and walk left. Before reaching the door you will get a *SAVE CHECKPOINT*. Enter the telephone room using the transparent door. Your first target is the patrolling mercenary guard. Walk to the left and wait next to the cubicle wall. When he passes by the alarm to go look through the other transparent door, sneak up and grab him. Interrogate the guard and then knock him out in a dark spot of the room. Shoot him in the head to finish off the last of the undercover mercenaries. Now you need to deal with Mr. Talk-a-tive. Sneak up behind him and when you are close enough give him an elbow to the head. Dispose of his body in the same area as the dead guard. The room is now secure and you are ready to move on. Run over to the door that is straight across from the one you entered. When you arrive at the door, you will hear a man talking to a small audience. Walk through the door and relax on the left of it. They will take a "coffee break" which gives you a chance to strike. After they have opened the cover and allowed the light to flow in, shoot the man still remaining at the table with a Ring Airfoil Round. Leave the body and continue straight ahead of you to the man by the coffee machine. Sneak up behind and knock him out in the shadows. Take care of the two bodies and exit the room using the door on the back left wall. As you walk out, two men will be talking to each other. They pose no threat to you, so you can leave them be. Sneak down the very right of the right escalator. Stay as far to the side as you can to avoid being seen by in indestructible camera above you. At the bottom of the escalator, move to the left side of the platform, and get out your binoculars and turn your thermal vision on. Once you've spotted him and his 2 men, head to the doorway of the room directly behind you and shoot out all of the lights in the room before entering. After the lights have been taken care of, use the elevator located on the right. Take the elevator up to floor 2 and you will get a *SAVE CHECKPOINT*. The elevator will stop in the middle of its ascent due to Soth's men cutting the power. Look up and shoot the discolored panel in the elevator's roof. Jump up and grab hold of the edge so you can pull yourself up. On top of the elevator, climb up the yellow wires until you reach a small platform. Step onto the platform and start to climb the new wire next to you. When you reach the top of this wire, you will transfer to a metal support underneath another elevator car. Pull your legs up and shimmy along it until you reach a trap door in the bottom of the elevator car. Open it and climb through into the elevator. Knock the paranoid passenger inside the elevator out and then jump through the roof like you did before. On top of this elevator will be a red light with a small opening below it. Jump down the platform and grab the 5.72mm ammo and Sticky Camera off the table to your left before walking through the opening. As you reach the end of the opening, quietly drop down onto the catwalk. Shoot out the light near the pillar to attract the guard's attention. When he comes around the corner, knock him out, and whistle to get the attention of one of the mechanics. Knock the first mechanic out as well and hide the two bodies in the darkness. Quietly move to the pillar near the spot where the catwalk intersects with another catwalk. Put your back to the wall and perform a S.W.A.T. turn to get across to the other side of the catwalk. Climb up the ladder and move down the catwalk until you come to spot where you must hop catwalks. Climb down the ladder slowly and move across to the spot where the second mechanic is working. Sneak up on him and knock him out from behind. Climb up the ladder that is next to your current position. At the top of this platform, look up and shoot out the light above the next ladder. Once that's done, continue climbing up to the next floor. About midway through your climb, a timer will start to count down. Rush up the ladder and turn your thermal vision on. You now have 1:00 or less to take out Soth and his two guards which are below you. Scope in with your gun and take them out quickly. Once they have been eliminated, jump off the catwalk on to another one that is below you and race to the spot that Soth and his mercenaries had occupied. When you reach the spot, grab the ND133 and your mission will be complete. With the completion of this mission, you will get a final cut scene and the game will be over. "The neutralization of Norman Soth erased the final lingering threat of Suhadi Sadono's "Insurance Policy". The final ND133, however, remains armed with the smallpox virus and set to decompress in a matter of minutes. THIRD ECHELON scrambles to alert emergency services, hopefully minimizing the damage caused by the virus." ======================================================================= 5. Multiplayer Information ======================================================================= -------------- A. The Basics | -------------- |Quick Match| |OptiMatch| |Create Match| |Friends| |Recent Players| |Download Content| |Ranking| |Options| ----------- B. The Spy | ----------- |Basics| 1) You are the good guy trying to neutralize or steal the ND133s that the bad guys (mercenaries) are trying to protect. 2) You must rely on stealth as a way to win. Without it, you have no chance. 3) All of your weapons are non-lethal. The only way that a Spy can kill a Mercenary is to go up behind them and break their neck. A spy can also neutralize or knock out an opponent by jumping on their head or just hitting it really hard. 4) The spy can switch back and forth between first and third person camera view. |Equipment| = Smoke Grenade = Creates a suffocating smoke cloud when it blows. = Flash Bang = Disturbs the vision and hearing of any enemy look at it when it blows. = Chaff Grenade = Disables all electronics devices for a short period, in its blowing range. = Sticky Camera = Deployable reconnaissance camera, allowing the player to see through its point of view. It can also release a toxic gaz cloud. = Spy Bullet = Mark and enemy on the radar (and enable you to listen to his communications. Press white button) = Alarm Snare = Miniature diversion sound device. Can be thrown of detectors to set them off. |Objectives| = Neutralization = Locate and neutralize two/three ND133. = Extraction = Bring two/three tubes back to the exit. = Sabotage = Locate and neutralize two ND133. |Strategies| ----------------- C. The Mercenary | ----------------- |Basics| The basics for the mercenary are the following: 1) You are a bad guy trying to stop the good guys (spies) from neutralizing or taking the ND133s. 2) Weapons are a big power in your main strategy. Almost of your items inflict damage in one way or another. 3) The mercenary remains in first person the whole game. Cannot switch out to third person. |Equipment| = Frag Grenade = This grenade inflicts multiple damage to the people in its blowing range. = Mine = Double trigger system mines (proximity or laser beam) inflicting damage in its blowing range. = Phosphorescent Grenade = This grenade marks an enemy with phosphorescent particles in its blowing range. = Spy Trap = Marks on the radar the enemy who cut its detection beam. Press (white button) to listen to his communications. = Flare = Very bright but temporary short range throwable and stickable source lights. = Tazer = Short range electrical shock that freezes a spy if it hits him. |Objectives| = Neutralization = Protect the ND133 and kill intruders. = Extraction = Defend the tubes and kill intruders. = Sabotage = Protect the ND133 and kill intruders. |Strategies| --------------- D. Levels/Maps | --------------- |Cinema| April 19th, 2006. 7:32 PM Multirama is a multiplex movie theater in downtown Denver, Colorado. |DefTech Belew| April 19th, 2006. 9:32 PM DefTech-Belew is a research and development defense contractor with multiple active contracts with the U.S. Military. |Krauser Laboratory| April 19th, 2006. 8:32 PM KRAUSER LABS. INC.. Chicago, Illinois, USA. Located in the center of downtown Chicago, Krauser operates multiple scientific research facilities and makes them available to government. |Mount Hospital| April 19th, 2006. 8:32 PM Temple Meyer Hospital, Des Moines, Iowa, USA. The Temple Mount Hospital has nearly completed construction of a new North Wing to serve Iowa's growing population. |Museum| April 19th, 2006. 9:32 PM M.O.C.A. San Francisco, California, USA. Under construction: the new Central Pavilion of San Francisco's Museum of Contemporary Art. |Schermerhorn| April 19th, 2006. 9:32 PM Schermerhorn Waste Management is a way-station between New York City's trash cans and the Fresh Kills Landfill. |Vertigo Plaze| April 19th, 2006. 9:32 PM Vertigo Plaza, Boston, Massachusetts, USA. Vertigo Plaza is a high-the complex of 4 buildings linked together by 4 bridges far above ground. |Warehouse| April 19th, 2006. 7:32 PM Bretex Warehouse is a military equipment warehouse just outside Albuquerque, New Mexico. -------------- E. Game Modes | -------------- |Neutralization| You must neutralize the ND133 by hacking their security system. To do this, position yourself in front of one of them and press A. This will take a little time. If you flee, you can resume the process later. |Extraction| You must recover the tubes containing the virus on the ND133 and secure them. To do this, position yourself in front of one of them and press A. Then come back to your entry point. The tube will automatically be secured. |Sabotage| You must neutralize the ND133 by hacking their control system using a modem. To do this, position yourself in front of a wall, near a ND133, and press down. You can carry only one modem. Pick up a new one on ammunition boxes. ------------------ F. Ranking System | ------------------ The ranking system in Tom Clancy's Splinter Cell: Pandora Tomorrow is what determines your level and rank on the Online Multiplayer. Your level is determined by how many points you have total. The total amounts of points you have also determine your rank on the Leader Boards. This part of the FAQ/Walkthrough will contain the information on how to lose and earn points and how the Statistic System works all together. - The ranking system uses ELO, the same ranking system Rainbow Six 3 uses. - A player that starts a ranked game and leaves in the middle of it is given a penalty. The penalty will be applied to your points at the next statistics update. The points for winning or losing are added and then the penalty will be added to that total. - A player can also lose points for committing suicide during a ranked match. - Players must be level 3 or higher to lose points when losing a game. Players that are level 1 and 2 can only lose points if they get a penalty for leaving in the middle of a game. - There are 6 different leader boards for this ranking system. There is one for each game mode and one for both of the teams. - Points required for each level: Level 1 – 0 Points Level 2 – 60 Points Level 3 – 180 Points Level 4 – 360 Points Level 5 – 600 Points Level 6 – 1,000 Points Level 7 – 1,500 Points Level 8 -