~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Splinter Cell: Pandora Tomorrow Copyright 2004, Ubisoft PS2 Walkthrough and Strategy Guide Written by: sparksmf (sparksmf@yahoo.com) ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Glossary: 000 - Introduction 010 - Characters Of The Game 020 - Basic Controls 030 - Weaponry/Helpful Gadgets/Items 040 - Guide Layout 100 - Dili 101 - Beginning Docks 102 - Empty Houses 103 - Sam's Pleasant Disposition 104 - Near The River 105 - On The Other Side 106 - Make A New Friend 107 - Outside The Embassy 108 - Meet Shetland 109 - Inside The Embassy 110 - A Spotlight For Sam 111 - Time To Leave 200 - Paris 201 - Train Station 202 - Books And Computers 203 - Three Suspicious Guys 204 - Bomb Time 205 - Motion Detectors 101 206 - Sam's First Wall Mine 207 - Double Trouble 208 - Mmm, Brains 209 - Into The Vault 300 - Paris-Nice 301 - Train Landing 302 - Another Complication 303 - Let's Find Soth 304 - Move Out 400 - Jerusalem 401 - Peace And Love 402 - Empty Cafe 403 - A Proper Gun 404 - More Policemen 405 - To The Church 406 - Rendezvous 407 - Time To Move 408 - More Sneaking 409 - Even More Sneaking 410 - An Unfortunate Order 411 - Fifth Freedom 412 - Waterways 413 - Lambert's Humor 414 - In The Streets Again 500 - Kundang Camp 501 - A New Day, A New Outfit 502 - Campfire 503 - Down The Rabbit Hole 504 - Meet With Shetland 505 - Camp Exploration 506 - More Mine Disabling 507 - Hidden Airplane 508 - Watchtower 509 - Trail Sadono 510 - Super Stealth Time 511 - Underground Area 512 - Meet The Pilot 513 - Fresh Air Again 514 - Shooting Practice 515 - Trail Sadono...Again 516 - Phone Tapping 600 - Komodo 601 - A Rough Start 602 - Shooting Bottles 603 - Find The Technician 604 - Travel To The Sub 605 - Enter The Sub 606 - Sweet Dreams 607 - Grab A Buddy 608 - Exit Stage Left 700 - Jakarta 701 - On A Roof 702 - Lightning 703 - Satellite Dishes 704 - Inside The Studio 705 - Follow Ingrid 706 - Surprise Assault 707 - Find Sadono 708 - Sadono's End 800 - Los Angeles 801 - Into The Truck 802 - The Parking Lot 803 - Guards And Cameras 804 - New Guys 805 - Baggage Check 806 - Waiting Area 807 - The Lobby 808 - Off The Elevator 809 - Almost There 810 - Catwalks 050 - General Tips 060 - FAQs for Pandora Tomorrow 070 - Conclusions 071 - Final Review 072 - Contact Info 073 - Disclaimer/Legal Stuff ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 000 - Introduction ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ When I tried to look up advice for ways to get past certain areas, I noticed to my dismay that there were no walkthroughs for the PS2. I also noticed while playing the game that a few things are different between the PS2, Xbox, and PC version. Therefore, I have taken it upon myself to write a full walkthrough for the PS2 version of Pandora Tomorrow! I have not played Splinter Cell for very long, so I am not well acquainted with the history of it, but my Dad reads all the Tom Clancy novels, so that's good enough, right? Most people who know me are thinking, but wait, you don't play any shooting games! Well, not true people! Alien Resurrection was my very first one. It was pretty cool but I needed the invincible code to get by, considering that I was about 12 or so at the time. Then came Alone In The Dark: The New Nightmare for me to try. And it SUCKED! The graphics, sound, and controls were awful. I couldn't make it past the first door as the woman, and as the guy I could only travel past the garden area, only to be eaten by the attack dog. So yeah, that put me off for awhile. But enough of my rambling--along came this Splinter Cell game and I am once again happy. I must immediately make it clear to all that this walkthrough will have some major spoilers in it, so watch where you look. That said, let's get on with the rest already... ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 010 - Characters Of The Game ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Sam Fisher: The main character of this game. He has a distaste for humor but will occasionally give a few witty comments of his own. Sam is always itching to kill the baddies instead of knocking them out, it seems. He is the best man for any stealthy job out there. Lambert: Your main link to the outside world for all the game. He often barks out some instructions for Sam (which he is usually reluctant to follow). Lambert knows best though, so it's wise for you to do what he says. Whenever you have a game over, Lambert's angry voice quickly becomes annoying. Grímsdóttir: Her name says it all--she's a rather grim lady. But she provides invaluable technical information, as part of her team of programmers that will often help Sam while on a mission. Brunton: Part of SHADOWNET. You will occasionally hear him give some sort of feedback while talking with Lambert. Shetland: Sam seems to know him quite well. A friend from the past in other words. You'll meet up with him eventually. Soth: A strange man with a jaded past. He now has a fake leg as a result of a 'disagreement with a landmine' as Lambert puts it. Who's he working for? Dahlia Tal: Another peculiar character. It's unclear where her loyalty lies. She's part of the secret police in Israel, but acts like a defenseless woman to fool guards in the streets. Sadono: The Indonesian Guerrilla Leader of the organization DARAH DAN DOA. He's ruthless and operates a militia that holds thousands of soldiers. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 020 - Basic Controls ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ - Walk/Run: Tilt the left analog slightly for quiet movement and more to run - Move Camera: Tilt the right analog stick - Zoom: Tap R3 (right analog stick) to zoom in and see stuff - Pause: Hit Start - Goals/Notes/Data/Inventory: Hit Select - Crouch: Circle - Roll: Circle while moving (must be standing up first) - Switch Weapons: Square - Quick Switch: Press the directional buttons - Action Button: X - Mantling: Press triangle and move forward - Climbing: Press forward - Close Attack: Run up silently to the enemy and press R1 - Move Against Wall: Tap L3 (left analog stick) while near a wall - SWAT Turn: While against a wall, press X to run to the other side - Aim Weapon: R2 - Fire Weapon: R1 (must press R2 first) - Whistle: L2 - Shimmy: While on a ledge, move the left analog to go across - Zip Line: Stand under the zip line and press triangle to reach it - Wall Climb: Go between two close walls and press triangle repeatedly - Legs Up: When moving across something, press triangle to bring up his legs - Drop Down: When moving across something, press circle to drop down (attack) - Night Vision Goggles: Left Directional - Thermal Vision: Right Directional ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 030 - Weaponry/Helpful Gadgets/Items ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Pistol: Your basic weapon. It doesn't make much noise and it also has plenty of ammo, so it's ideal for shooting out lights. SC-20K: Ah, here's the big toy. You can't do as much with it when moving about (for example, only the pistol can be shot from around the corner or while Sam is climbing). However, it comes equipped with several neat additions, as part of its multipurpose launcher: (note--you MUST press L1 for this to work) - Ring Airfoil Projectile: Use this if you wish to incapacitate your enemy instead of killing them (it's better to aim for the head) - Smoke Grenade: A self-explanatory function. Shoot out a grenade that will release smoke and conceal you and confuse enemies. - Sticky Camera: A small camera which is capable of zooming around-- perfect for sniping. Also comes with night and thermal vision modes. - Sticky Shocker: A shot of this to an enemy will give incapacitating shocks. Fired in a pool of water will neutralize multiple enemies. - Distraction Camera: Use this to attract enemies elsewhere away from you and then watch as they become incapacitated from a gas released. Gas Grenade: Just your standard canister that can potentially knock out people. Flashbang: A more powerful grenade with a blinding effect. Chaff Grenade: It will disable electronic devices upon impact, including Sam's. Frag Grenade: Your standard explosive. Pretty self-explanatory. Wall Mine: A motion-sensitive device that will detonate when an enemy walks by. To pick it up again, wait for the green light to appear. Bottle: Most people don't know that you can use bottles for stuff. The first is that it can serve as a distraction noise when thrown away from Sam. It can also be used to knock out enemies when used properly, or at least semi-stunned. Be careful though, as sometimes you may pick up a bottle without knowing it and then use that instead of your gun. Goggles: Basically, you couldn't complete the game without these trademark eyes Sam wears. Not only will you be able to see when it's dark, but you can also spot enemies and dangerous mines with the thermal vision. For some reason that probably makes perfect sense but is unknown to me, there is a third lens at the top next to the others. Binoculars: Your other optical gadget. Press R3 to use this and the directional buttons to zoom in and out. Optic Cable: Really really really really really handy. Trust me, you'll need this gadget. See under doorways before you enter and find out if it's safe. Lock Pick: Something real useful but time consuming. Whenever you find a door that is locked, Sam can crouch down and try to open it with this gadget. Rotate the left analog until you find the direction needed to pull back the pin. Disposable Lock Pick: Basically when Sam finds one, he'll be able to open one locked door right away. Neat. Camera Jammer: Personally, I prefer just a quick shot to a camera rather than use this, but hey. Temporarily knock out a camera and move while it recharges. Laser Microphone: Hide somewhere and take aim at your target, then shoot and listen in on whatever conversation is taking place. Emergency Flare: You can use these to distract heat sensor on all of those pesky automated turrets. Enemies will come running when let off. Medical Kit: Find one of these, and...yay! Sam is healed! It will have a rather obvious red cross on the front, so look for those. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 040 - Guide Layout ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Just one more thing before we start--here is a small outline of what each part of my walkthrough section will look like: Section # - Title I have given it - Knock-outs: Yes/No - Fatalities: Yes/No - Weapons/Gadgets available: Whatever you can use for this part. Things that are in ( ) mean you might've already used it in an area. - Number of Alarms: How many can be let off until Sam is caught, if applicable. Your objective for this area Explanation of wherever you are and a look of your surroundings, also where Sam needs to go, who to meet, etc. Way 1: My first choice to get past an area--probably the least dangerous. Way 2: (optional) An alternate way to get to point B, usually involving a bit more finesse with shootings, avoiding guards, etc. Now more explanation where Sam usually moves on and goes to the next area until we reach the next tricky part with more than one way to complete. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 100 - Dili ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 101 - Beginning Docks - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks) - Number of Alarms: One Infiltrate the embassy Switch on your night vision if you wish by pressing the left directional button on your controller. Jump up the ledge ahead. Climb up the ladder and use the zipline where Lambert will introduce Brunton. Walk a little further ahead and press triangle to hoist Sam up on the beam. Press triangle again to lift up his legs. Make your way down. Drop down by pressing circle. Enter the small building and encounter your first door that must be lock picked. Use the left analog stick to pick it open. Once in the next room, climb up the pole. You should see a ventilation hole at the top left in the room. Go down it and save. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 102 - Empty Houses - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks) - Number of Alarms: One Infiltrate the embassy Move to the right and press circle to crouch down. Move across a wood platform and pick up the 5.72 mm ammo. Drop down so you're next to the boxes and stand up. Against the fence, press L3 so Sam is up against it and move to the right. Make Sam peek around the edge--a lone guard is there. perform a SWAT turn by pressing X. Switch off your night vision and peek around again while you press R2. Aim carefully for the light bulb and shoot. When the guard goes to inspect it, sneak over to him and press R1 once or twice to knock him out. Hide his body somewhere in the dark. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 103 - Sam's Pleasant Disposition - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks) - Number of Alarms: One Infiltrate the embassy Activate your thermal vision by pressing the right directional button to spot the mines. Next to the first batch is a pathway you can cross under. The next set will be under a beam you can cross to your left. Go inside the building and climb up the ladder provided. Use the wood by the edge to rappel down below. Jump up next by the barrels and your game will go to the process of saving for you. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 104 - Near The River - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks) - Number of Alarms: One Infiltrate the embassy Run to the right and learn how to wall jump. Once you successfully complete a half-split jump, go into the building. The game says that you should whistle to attract the guard over, but I shoot out the nearby light so he comes over. Knock him out and hide the body. Lambert will tell you that Sam needs to get a little wet before entering the embassy. After this conversation, jump down. Save. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 105 - On The Other Side - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks) - Number of Alarms: One Infiltrate the embassy Enter the river. Use your binoculars if you wish, but you should see another lone guard watching over. There are two ways you can do this. Way 1: Cross over the river and shoot out the nearest light. Whistle so that the guard will come over and knock him out. Way 2: Run down the river without worrying about the guard. Some birds will be making some noise, but if you're careful they'll pose no threat. Enter the door at the far end. Save your game. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 106 - Make A New Friend - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks) - Number of Alarms: One Infiltrate the embassy Pick the lock and enter the next room. Notice the guard. Lambert will instruct you to interrogate the man sitting a chair outside. Press X right behind him. Once you're done, knock him out by pressing the R1 button and hide him in a dark area. Shortly after his friend will come out. Way 1: Hide somewhere dark and whistle him over while he's still outside. Way 2: Wait until he goes back inside, open the door, and meet him. Way 3: Don't do anything at all to him and continue up the pole to the right. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 107 - Outside The Embassy - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks) - Number of Alarms: One Find Douglas Shetland Turn on your night vision. Climb up the ladder while hearing the gunshots in the background. Crouch down and move past the window while noting that a guard is looking on up from above. The following room will feature Sadono. After the conversation is over, the guard will come to inspect things, so knock him out. Then, run to the end and climb out to the pipe and over the ledge. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 108 - Meet Shetland - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks) - Number of Alarms: One Find Douglas Shetland In the background you should hear Shetland being interrogated. Run through the curtains and quickly knock the terrorist out. Then, talk with Shetland. He'll explain the situation and hand you a data disk. Then Lambert will talk to you. Your next objective is to meet Ingrid. Open the door to the next room and immediately knock out the guard. Pick the lock to the nearby door for some health. Then run down the hallway until you reach the top of a stairwell in the center. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 109 - Inside The Embassy - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks) - Number of Alarms: One Find Ingrid Karithson Use your binoculars after you're crouching at the halfway point on the stairs. There are three guards you need to worry about in here. Way 1: Knock out the guard walking around. This is easy enough to do; either whistle him over or wait until he walks by. Then, Sam must crouch-walk against the overturned couch and down to the end before turning left. Make sure that the other two don't see you. Way 2: Do the same thing to the first guard. This time, alert both of them and hide in the shadows. Strategically knock them out while one is away from the other. Then, go to the end of the room and exit. Continue down the hall and open the double door to the next room. Your game will be save at this place. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 110 - A Spotlight For Sam - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks) - Number of Alarms: One Find Ingrid Karithson Go outside. We'll learn more information about where Ingrid is. There is also a lone guard with goggles and a searchlight. In order to sneak by, you MUST stay in the searchlight. Strange, I know, but there it is. Walk carefully. Once that's done, enter the door and walk up the stairs. You should see one medical kit in case you're injured. At the top is the guard Lambert was talking about earlier. Take him out. Talk to Ingrid next door. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 111 - Time To Leave - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks) - Number of Alarms: One Get to the extraction point Rappel down the wall quickly in the next area. A guard will come to investigate so be sure to take him out quietly. Run over to the left, climb the ladder, and flip the switch so the spotlight is down. In the next area, there is another guard. It's nice and dark so it shouldn't be a problem. Then, flip the switch for the next spotlight. There will be one last guard near the water, so take him out, and it doesn't really matter if you hide the body. Run out to the boat. Mission Complete! ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 200 - Paris ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 201 - Train Station - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, Two Disposable Lock Picks, Two Frag Grenades) - Number of Alarms: Three Infiltrate the labs Climb down the hole after talking with Lambert. Wait until the guard has his back turned and knock him out. Be sure to hide him. Then run over to the nearby stationary train and climb up the ladder by jumping. Shoot out the light so the guard will come over and inspect things. Take him out. There should be only one guard left to deal with. Run against the wall where it's dark and whistle him over before you knock him out. The voices inside your head will instruct you to hit the pipes above the ceiling once you reach the area with the fire. Got to the next room, shoot out the light, and continue on. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 202 - Books And Computers - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, Two Disposable Lock Picks, Two Frag Grenades) - Number of Alarms: Three Access the security terminal Way 1: Look into the next room with your optic cable. After that, immediately walk into the room and waste no time in taking him out. Way 2: Wait until he is out of sight before going in the room. Hide in a dark corner and stay there until he returns unsuspectingly. DO NOT run around the bookcase. Instead, climb over it to the next one. Jump down and crawl in the gap. Now, notice the camera that is looking around. Take out your gun and shoot it. Pick up the 5.56 mm ammo by the desk and go to the door that leads to two terrorists. Way 1: Shoot out the lights in the room. Wait until they have their guard down before running to the other end. Again, wait for the opportunity to exit to the other side of the door at the end unnoticed. Way 2: Shoot out the lights, wait, and knock out the one that is walking around when the opportunity arises. Then, take care of the other terrorist nearest to the computer. Take the data stick. Pick the lock that leads to the next room and save here. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 203 - Three Suspicious Guys - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, Two Disposable Lock Picks, Two Frag Grenades) - Number of Alarms: Three Access the security terminal Switch off the light and use the heal pack if you need it. Pick up the 5.56 mm ammo if you want. Then, open the door. Here you will see some guys looking around for anything that might be suspicious. Way 1: Immediately after opening the door, go to your left and climb up the pole. Use this to work your way across the room (don't forget to pull his legs up). Be mindful of the third guy, as he will retreat to the room up ahead. Way 2: Knock out each of them slowly and carefully. Wait for them to inspect the room so that the third guy is gone. Whistle one over to the shadows--make your attack quick so you can deal with the second guy and eventually the third. Then, go into the next room behind the curtain. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 204 - Bomb Time - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, Two Disposable Lock Picks, Two Frag Grenades) - Number of Alarms: Three Infiltrate the labs Continue into the next room and immediately run over to where the guys are in the process of shooting the computers. Take them out. Once the two are dead, take the data stick, and be sure to hide bodies! Then walk over to the computer at the left. Notice the ammo in this room. After a brief conversation, some of the mercenaries will trigger a bomb timer. Way 1: Time to practice some shooting: sniper-style. Equip your rifle with the sticky shot. Yay! Aim carefully, then press L1 to shoot this special device that will instantly incapacitate an enemy. Repeat this quickly to the other person. If successful, then no alarms will be raised. Way 2: Just take your rifle out and pump 'em full of lead. It'll probably raise an alarm, but at least Sam'll be alive. Now run to the room on the left at the end and defuse the bomb. The room that is previous to this one has a medical kit, so use it if needed. Then, go all the way to the end of the hallway for your next task. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 205 - Motion Detectors 101 - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, Two Disposable Lock Picks, Two Frag Grenades) - Number of Alarms: Three Access the client database Walk up the stairs. That red glowing thing is a motion detector. Walk by it very slowly to not be detected. Walk into the next room and immediately shoot out the light. Wait for the mercenaries to finish shooting. One will approach you, so quickly knock him out. Take his data stick and hide the body! Way 1: Go to the door on your right and enter by picking the lock. Then, enter the door on your left. Immediately shoot out as many lights as possible before ducking into the shadows. After he's gone, take care of the rest of the lights and cameras. Way 2: Ignore the door to your right and sneak past the motion detector ahead. Knock out the first guard quckly, and then the one in the other room. This will raise an alarm. Then go into the center room and shoot out the cameras. Use the computer at one corner in the room to obtain the access code. You will have the option of saving your game. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 206 - Sam's First Wall Mine - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, Two Disposable Lock Picks, Two Frag Grenades) - Number of Alarms: Three Access the client database Shoot out the light in the room so that the guard will come over to inspect things. Take him out. Use the health kit if you feel it is necessary. Be very careful with the motion detector here. In the next room, you'll briefly see two guards run upstairs. Once they're gone you should shoot out the lights, and also the camera next to the wall mine. Wait, did I mention there's a wall mine? Set it off and run away as fast as possible. After that, run over to the next door and save. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 207 - Double Trouble - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, Two Disposable Lock Picks, Two Frag Grenades) - Number of Alarms: Three Infiltrate the Labs Use your optical cable to see two terrorists inside here. Things are going to get a bit rough. Way 1: Fire a sticky shot or ring air foil at the one that is walking around, then knock the other out. If done correctly no alarms will go off. Way 2: Pump 'em full of lead, or knock out the one walking around and shoot the other. There is very little chance of the alarm not going off. Access the computer and run over to where the keypad is and enter the code. You may now save your game from here. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 208 - Mmm, Brains - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, Two Disposable Lock Picks, Two Frag Grenades) - Number of Alarms: Three Find Francois Coldeboeuf Boy they sure are realistic looking, aren't they? For fun, I like to step on them! Anyway, notice the health kit in this room. Immediately behind the curtain will be a guard, so knock him out! Oh, also, there are two sticky shockers on the table next to the brains. Run over to the far door and pick the lock. Use your thermal to spot two guards. Way 1: Knock both of them out with the two sticky shockers you just found. Way 2: Shoot at them with no restraint. Go to the next room and be careful of the wall mine while noticing the health container to the side. You can save here. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 209 - Into The Vault - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, Two Disposable Lock Picks, Two Frag Grenades) - Number of Alarms: Three Meet Francois Coldeboeuf Go into the next room and hop down the vent. Wow, so yeah. That guy definitely has a hoke in his head. Anyway, talk to the dude in the corner. He'll give you a picture of Mortified Penguin. No matter how many times you talk with the guy, he won't leave with you. Go back down the vent to avoid the blast, then go back into the room and up the ceiling to the extraction point. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 300 - Paris-Nice ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 301 - Train Landing - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, Laser Mic - Number of Alarms: One Locate Norman Soth Walk up the train and jump down into the first vent you see. While Lambert is talking to you (no alarms, no kills) one of the train's personal will walk in. Knock him out and hide the body somewhere dark. Go into the next compartment. Downaways will be another vent you can conveniently climb down from the floor. Turns out that you must climb across the pipes here. Soon you should find a checkpoint after that. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 302 - Another Complication - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, Laser Mic - Number of Alarms: One Locate Norman Soth From the small room, look at the switch nearby and use it to unlock all of the doors leading outside. Go into the hallway and use the lightswitch opposite so that the lights go out in the next room. There are two ways to do this: Way 1: Go into the room on your left and you should be able to climb out from the left. You must avoid being seen through the windows. Also, another train will occasionally go by, so don't be stuck in a tight space during that period. Way 2: Wait in the darkness of the other room until the elderly gentleman comes to inspect what's wrong with the lights. Knock him out. Poor guy. Wait a long time and eventually a terrorist will come and also investigate. One less person to worry about now. Turn off the lights again and make your way very closely through the passageway. There is a pretty slim chance that you won't be noticed but I've made it through this way before. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 303 - Let's Find Soth - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, Laser Mic - Number of Alarms: One Locate Norman Soth Once you're in the compartment, your comrades will mention the interesting fact that Soth has a prosthetic leg. Therefore, you can use your thermal vision to identify him. The first guy is NOT Soth. Quickly knock him out and kill the one light in his room. Hide his body here. The second guy is not Soth, and neither is the fourth. Use your thermal on the third to see that one of his legs has no heat signature. Enter the room. After a very brief conversation, it's clear he's lying once he leaves. You have 20 seconds to hack the computer. You have another 45 to find out where Soth went to and laser mic the call that he's making. Run to the end of the hallway and through various rooms. Go behind the counter to the right and stand up without being seen. Take out the laser mic (yeah, I love how Sam just happened to think that a laser mic could be handy in this area) and point it to Soth. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 304 - Time To Move Out - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, Laser Mic - Number of Alarms: One Move to the extraction point You'll share a brief conversation with the team. You're almost done. Once they leave, there will be a single guy left in the room. Whistle him over and hide the body. In the next room, use the medical kit and climb up the ladder. Run down the train and grab onto the rope for a mission complete. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 400 - Jerusalem ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 401 - Peace And Love - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol - Number of Alarms: One Get your SC-20K rifle Talk to the nice lady, then head up. After a conversation with Lambert, head up the stairs. As you see, there is a number of policemen patrolling the streets. Knock them out or maneuver your way around them. Turn left for a checkpoint. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 402 - Empty Cafe - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol - Number of Alarms: One Get your SC-20K rifle Shoot out the lights as you go through this area. Soon you should see one guy and two others farther away having a conversation. Whistle the closest guy over and knock him out. Continue to pick them off one by one. I had a pile of five bodies when I was done, heh. Run downstairs and watch as a policeman walks by. Shoot out the light at the end of the road. Two guys in the next area--take care of them. Checkpoint soon. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 403 - A Proper Gun - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol - Number of Alarms: One Get your SC-20K rifle As soon as you enter the room, you'll see two thieves with Saul. Either quickly knock them out or kill them. Then Saul will show you the SC-20K, along with ammo, two sticky shockers, and two ring air foils. After that go upstairs and through the door. Checkpoint... ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 404 - More Policemen - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, SC-20K - Number of Alarms: One Find Dahlia Tal You should hear two guys talking. After that a policeman will appear--knock him out. Continue to shoot out the lights and take care of a few civies that come by. You should see two policemen having a conversation--let them finish and lure them over through whistle after shooting out the light. Another policeman is ahead, so take care of him. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 405 - To The Church - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, SC-20K - Number of Alarms: One Find Dahlia Tal Knock the lone policeman out. Continue to knock people out and shoot lights. Eventually you should reach a seemingly dead-end. Jump on the bench and then the ledge to go over the gate. Drop down once you're over and go to the door that is located on the other side of the small area. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 406 - Rendezvous - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, SC-20K - Number of Alarms: One Find Dahlia Tal Climb up the pipe and zipline to meet your escort. She'll have a nice chat with you, but Sam seems rather anxious. Hmm, I wonder why. Can she be trusted? After the conversation, a checkpoint notification will occur. Wow, that was rather short. Let's start following her... ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 407 - Time To Move - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, SC-20K - Number of Alarms: One Follow Dahlia Tal She'll let you out. Walk down the street. You'll need to take care of the policeman, so do that when the moment comes (away from the other people in the street). Don't worry about them--they'll act scared, but no alarms should be raised. Continue to follow her. You'll meet another policeman--knock him out when his back is turned. Follow her down the side street. Save. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 408 - More Sneaking - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, SC-20K - Number of Alarms: One Follow Dahlia Tal Wait for the policeman to walk by before following her. Run to the other end of the street and wait for the other policeman to walk towards her with his back turned and knock him unconscious. Hide the body well and run to meet her at a doorway. Another checkpoint here. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 409 - Even More Sneaking - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, SC-20K - Number of Alarms: One Follow Dahlia Tal Knock the closest guard out with a quick luring whistle. Kill the light. Knock out the other guards by whatever means and speak with her. After that, go through the door she just entered. Save here. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 410 - An Unfortunate Order - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, SC-20K - Number of Alarms: One Follow Dahlia Tal Run over to where the guard is and knock him out, or don't, it doesn't matter. Follow her in the shadows to the left. Whistle the next guard over. Go down the small passageway and wait in the shadows as a guard confronts her. Knock him out. Go into the room and enter the elevator. Listen to what Lambert says. Way 1: Kill her as ordered. Less trouble later. Way 2: Hesitate and deal with more trouble towards the end of the mission. Sam will also have one angry Lambert to listen to. It doesn't matter if you don't kill her, but it will change things later. I'll point that out when the time comes. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 411 - Fifth Freedom - Knock-outs: Yes - Fatalities: Yes (Terrorists) - Weapons/Gadgets available: Pistol, SC-20K - Number of Alarms: One Recover the ND133 from the Syrians Here you can kill the terrorists, but not the policemen. Take care of anyone you see along the way, and shoot out lights if you want. Eventually you will make your way to a jammed door. Use the nearby pipe to climb up and over. Save your game at this spot. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 412 - Waterways - Knock-outs: Yes - Fatalities: Yes (Terrorists) - Weapons/Gadgets available: Pistol, SC-20K - Number of Alarms: One Recover the ND133 from the Syrians Ahead is a guard and an automated gun. BE CAREFUL. You can do this either by: Way 1: Snipe the guy in the head or use a sticky shocker, then manually go and disarm the gun by going left. Way 2: Hang by the walkway and make it by without the gun detecting you. Then go where the guy was. Shoot out the light. Another person should come to inspect, whether because you've shot out the next light or you've whistled him over. Take care of him. Then, go into the blue room and to the right. Inspect the object here for a checkpoint. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 413 - Lambert's Humor - Knock-outs: Yes - Fatalities: Yes (Terrorists) - Weapons/Gadgets available: Pistol, SC-20K - Number of Alarms: One Move to the extraction point Exit the room and go right. Go to the doorway and take a left. You should see a new room--to the right is a medical kit. There is also a lone guy here--take care of him with a whistle. On the table are many goodies, which include sticky shockers, ring air foils, smoke grenades, chauff grenades, flash bangs, and frag grenades. Go back the way you came and now go straight. Whistle these two terrorists over and do whatever. Take the elevator up. Save. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 414 - In The Streets Again - Knock-outs: Yes - Fatalities: Yes (Terrorists) - Weapons/Gadgets available: Pistol, SC-20K, (Two Chauff Grenades, Flash Bang, Two Frag Grenades) - Number of Alarms: One Move to the extraction point Shoot out the light. Run right and down. Whistle the one guard over and knock him out. Do whatever it takes to knock the other two guards out--try to use the same method. Then run over to the small alley. Lambert will talk with you. NOTE: IF you failed to kill your escort previously, she and three friends will try to snipe you from above. Yeah, good luck with that. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 500 - Kundang Camp ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 501 - A New Day, A New Outfit - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Rendezvous With Shetland After you talk with Lambert, drop down into the water. To the left is a small space you can jump-climb in. You should then see a zipline. Use it and go right down the small path. After a bit of walking you should reach a bit of a clearing, where the checkpoint is. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 502 - Campfire - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Rendezvous With Shetland ...Not really a campfire per sé. Two guys are here, one who is walking around and the other who is sitting on a chair. Among the options you have for this, here are my best two: Way 1: Drop down to the dark space below. The guy walking around might hear this, so you can knock him out with ease. The other guy will never leave his chair, so creep up from behind and deal with him. Way 2: Don't do anything to the guys at all. It IS possible to sneak by without being seen, because I've done it before. Either way, drop down the hole by choosing the option to rappel on the one side of the hole. Climb out using the pole and around the side. Drop down gradually and reach the checkpoint here. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 503 - Down The Rabbit Hole - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Rendezvous With Shetland By now you should've heard the dog barking at you. Way 1: Wait for the guy to come and inspect, then shoot him from where you are. Way 2: Wait for the guy to leave before shooting the dog. Rappel down and climb up the conveniently placed pipe. There are one or two guys here, depending on what you did earlier. In either case, whistle them over to swiftly take care of them. Up ahead is another guy. Considering it's only one guy and he has his back to you a lot, this shouldn't be hard. Don't go near the truck. Instead, there is a thing you can climb up to the right of your entrance here. Take the time to save. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 504 - Meet With Shetland - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Rendezvous With Shetland Go across the terrain. Don't be afraid because of the amount of light you're seeing. Cross over the fallen tree. Meet Shetland here. After the conversation, have Sam rappel down the wall. Checkpoint! ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 505 - Camp Exploration - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Infiltrate The Camp Let's go right. Because I said so. In the first tent here is an easy kill or knock-out with his back to you. His tent will have a sticky shocker and a smoke grenade. There will be another guy up ahead. I strongly recommend hitting him with a sticky shocker to keep the mess simple. Heh, I love the guys you're about to encounter. After a conversation, one guy will step on a land mine accidentally. His friend will come back to investigate--a good chance to snipe him. Time to disable some mines. Note--you must disable BOTH sides before everything is safe. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 506 - More Mine Disabling - Knock-outs: Yes - Fatalities: Yes - Number of Alarms: Three Plant The Bomb Here's some pretty important information: press triangle to stop the process of defusing the mine so that it doesn't go off. There is a guy up ahead along with a mine, so stay sharp. And stay in the shaded area. There is plenty more up ahead, so be careful! Eventually you will reach a truck. Jump over it to save. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 507 - Hidden Airplane - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring Air Foils, Four Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Plant The Bomb Way 1: Enter through the door on the right. Lure one guy or both with a whistle and give each a well-timed hit. Way 2: Enter from the left by climbing up the pole. Use the medical kit and turn off the lights. Go to the other end and shimmy over the plane to reach the other side. Knock them out from here. Set the explosive on the plane when all is said and done. go to the one end of the room and through the door. There's one guy here--you MUST whistle him over, because there's another guy you can't see. Do the same to him. Raise the barbed wire up to reach a checkpoint. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 508 - Watchtower - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring Air Foils, Four Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Locate And Trail Sadono Take what you need from the medical kit. As you move forward, quickly hide under the wood to the left so that the approaching men and dog don't see you. There are two guys up ahead. Whistle them over one at a time. Grab the satchel. In a tent are two different types of ammo for you. Now get the guy in the tower here. Move in on him when he is not looking your way. After that, zipline down to start the next area. Save. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 509 - Trail Sadono - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring Air Foils, Four Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Record The Access Code This is pretty hard. First off, whistle the closest guy over from where you are. Secondly, you can actually walk underneath the walkway from where the second guy went. You won't be detected here and you should catch up to Sadono soon. Enter the walkway Sadono went through. Lambert will suggest using a sticky cam to detect Sadono's conversation. So take one out and shoot it from within the vicinity of the convo by pressing L1. Now to your left is a spot you can wall jump up to. Climb into the window, grab the two stick cams on the table, jump down, and save here. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 510 - Super Stealth time - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Meet Up The Pilot, Asrul Arifin Run down the path and up the window without being detected. When Sadono is gone from the room, drop down and follow. He'll talk with one man briefly, then leave. Whistle the one guy over, then: Way 1: Shoot a sticky shocker at him or snipe his head. Way 2: Climb up with the boxes and stay in the shadows. Go into the next room. Use the optical cable to see when Sadono will leave. Then enter and take what you need from the medical kit. Whistle the guy who is walking around. You should notice that the further guy will ever so often examine his binoculars. This is your chance to run left and hide in the shadows to whistle him over. Then go into the room to the left and down the shaft. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 511 - Underground Area - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Meet Up The Pilot, Asrul Arifin Once you're done talking with the crew, a guard will be in sight--knock him out when possible. go down the stairs and knock the other guy out too, just to be safe. Then head through the door next to the stairs and you should see two men in the room. Turn off the lights. Knock each out before they have a chance to turn them back on. Go to the next room. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 512 - Meet The Pilot - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Meet Up The Pilot, Asrul Arifin New room. Go to the left and switch the object on, then see Sadono talking to the pilot. Wait in any shadowy area to knock the guy out. Another one comes, so do the same. Then speak with the pilot. PAY ATTENTION--there is a glitch in the PS2 version. The pilot will open the door for you after the convo, and he'll only do it once. Stand a reasonable distance from the door so you're not in the way. If you miss it, you'll need to start over. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 513 - Fresh Air Again - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Locate And Trail Sadono Sadono will make a brief appearance while Lambert urges Sam to tap a phone. Now be careful. Soon you should reach some guys talking. Past them is an automatic turret. You can either: Way 1: Whistle the guys over where it's nice and safe to knock them out, then hurry past the gun to disable it. Way 2: Hurry past the guys to the gun and, while somehow surviving, reset the gun so it'll kill them. I don't advise this, but it's a possible alternative. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 514 - Shooting Practice - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Locate And Trail Sadono Open the door quickly so the guy won't notice you and knock him out in the dark area before the other one comes. Kill the guy in the next room or knock him out when he goes for a drink. Climb the stairs at the very end of the corridor. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 515 - Trail Sadono...Again - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: Three Locate And Trail Sadono Climb out of the window. Sadono will be here briefly before leaving. Take care of the two guys who are here--you're in no hurry. Hopefully you will notice another turret set up. Run carefully towards it and disable it, then enter the room. At last! A medical kit! There is also some ammo on the table. In the next area, there are two guys to watch out for, plus a searchlight. Stay in the shadows and take care of them. Then, run to the left and go up the steps of what appears to be a house. The number for the keypad is 1492. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 516 - Phone Tapping - Knock-outs: No - Fatalities: No - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, Two Fragment Grenades, One Wall Mine, Two Flash Bangs) - Number of Alarms: One Put A Tap On Sadono's Phone Enter the room Sadono is talking in and stay in the dark corner of it. Once he is gone, make sure you shoot out BOTH security cameras before tapping his phone/computer. There is also some ammo on the table. After that, Sadono will enter the room again, so hide carefully. After he's gone, go through the house and in the backdoor. DON'T MOVE! After a few seconds, chaos will start, which is your chance to run across the area to the helicopter. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 600 - Komodo ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 601 - A Rough Start - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang) - Number of Alarms: Three Infiltrate The Caves Once you're done talking with Lambert, move forward. Birds will fly up and a guy will check it out. Knock him out. Up ahead is a turret and a sniper, so move quickly. Disable the turret and move down the hallways. Two guys are here, plus the sniper. Take care of them, then move to the next area where the guys are at a table. Ignore them and: Way 1: Run into the nearby hut. Knock out the guy who is laying there. Way 2: Move left in the small river here. Jump up the small alley by the water and go to the window on the left. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 602 - Shooting Bottles - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang) - Number of Alarms: Three Infiltrate The Caves Leap to the ground and knock the guy out here just to be safe. Another person is shooting bottles--once he takes a break, that's your turn to take care of him. Up ahead is another turret, so run across the area from the left side to avoid its shots. There is another turret in the next room ready at the doorway, so just hurry in as quickly as possible or use your emergency flare so it will shoot that and not you. Jump down the little space in the floor. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 603 - Find The Technician - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang) - Number of Alarms: Three Infiltrate The Caves Use the switch to open the elevator's doors, then go down. In this next area there are TWO guards, so keep that in mind. In the room to the right is ammo and a MEDICAL KIT. It would be very wise not to pass this room. Finally, enter the double doors. The technician is past the first wall. It is crucial that you walk up to him silently. Grab and interrogate the poor guy. After the sub surfaces, interrogate him one more time so he says nothing's wrong. Knock him out after he has no more use. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 604 - Travel To The Sub - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang) - Number of Alarms: Three Infiltrate The Submarine Time to get going. Go to the last door and up the stairs. Enter the next area and knock the guard out here. Run to the end and notice the hatch you can jump down through. Go across the pipe and lift yourself up to the square structure. To the right should be a zipline, so use it. Then you should come across another zipline after Sam's done with the previous one. Checkpoint is here. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 605 - Enter The Sub - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang) - Number of Alarms: Three Infiltrate The Submarine There's one guy here, so knock him out. Go up the steps. Both of the people here are wearing night-vision goggles, so you're better off not sneaking around and just killing them quickly. In the next room is medical kit. Now you are ready to enter the sub. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 606 - Sweet Dreams - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang) - Number of Alarms: Three Access The Sub's Command Center Run down the corridor and climb down the hole. Immediately go forward and hide in the small space that is to the right while the men are still talking. When one goes to bed, the other will inspect the hallway, so knock him out when the moment comes. Then move to where the other guy is sleeping (behind a door) and creep past him or knock him out, then go down the hole further. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 607 - Grab A Buddy - Knock-outs: Yes - Fatalities: No - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang) - Number of Alarms: Three Get The Colonel There is one guy in the next area. Whistle him over and hide in the shadows to take care of him. After that, move across the room and into the next area. Lambert will give Sam a fuzzy message. A colonel will come--perfect! With his back turned, grab him and drag him over to the retina scanner. Enter the room and knock him out in a dark corner. Once the one guard leaves, knock out the lone one that's left. Go to the small computer area and use a computer. While Lambert is talking, get out of there fast, because another guy is coming. Knock him out or leave the room. Enter the last door. One guy is here--take care of him. Then use the nearby ladder to reach the next area. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 608 - Exit Stage Left - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang) - Number of Alarms: Three Get To The Extraction Point Shortly after you exit the sub, a bridge will lower. Use the nearby boxes to hide until one of the guards comes forward. Once you take care of him, hide the body behind the crates...or don't, it doesn't really matter at this point. Then quickly run all the way down the stairs to the wall. Notice the medical kit to the left. Put Sam's back to the wall by pressing L3 left analog stick. Now, shoot the barrel-looking thing. This will cause an explosion, making it easier for you. Run down and continue to shoot with L3 and using any more explosive barrels. Run to the end and climb down the ladder to reach your boat. Mission complete. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 700 - Jarkarta ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 701 - On A Roof - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam Jam, One Fragment Grenade, One Emergency Flare) - Number of Alarms: Three Infiltrate The TV Station Talk to the woman here. Climb down the ladder. You should hear men talking. Jump down below where it's dark. Up ahead is a civilian fixing a vehicle. Knock him out before things get messy. Up ahead is one terrorist, so whistle him over to you. If needed, shoot out lights to make things easier. At least knock out the light by the vehicle. Now shoot the light that moves back and forth. Now you can whistle the guys over here with ease. Once the coast is clear you can climb up the ladder to the left. Go to the roof and grab onto the pole that Sam will slide down on to the right. Land on the fence and move left. You should come to a spot that has no barbed wire, so climb over there. Go to the door that is here. Use one of your lockpicks to unlock the door. Enter the next room and jump to the pole. Slide down and eventually a checkpoint will appear. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 702 - Lightning - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam Jam, One Fragment Grenade, One Emergency Flare) - Number of Alarms: Three Infiltrate The TV Station Sam overhears a conversation which offers some helpful advice: don't use your night vision in the rain, because Sam can be blinded whenever lightning crashes tonight. More importantly, this means you will only have a limited amount of time to get from point A to point B without enemies seeing you. Use the medical kit if you must. Pick the lock to the nearby door and enter the next area. Run to the van and whistle the close guy over to save some trouble later on. There is another guy further on, so whistle him over and stay somewhere SAFE! As you move forward you should hear a beeping noise. Obviously this is a wall mine. Once you reach the end of the walkway, there is a cracked wall you can slip through to the left. The mine is slightly ahead of you, so have Sam run past it as fast as he possibly can and it should be fine. Up ahead are two guys--knock them out or kill them however possible. Then enter the sewer. Equip your Camera Jammer and go right. The room here will have an unbreakable camera, so be very sure to jam it. Knock out the guy that is around this hallway and enter the second room with your jammer ready. Run past this room. Get the last guy here before jumping up the ladder to the one side. Save. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 703 - Satellite Dishes - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam Jam, One Fragment Grenade, One Emergency Flare) - Number of Alarms: Three Infiltrate The TV Station For now you won't be needing your night vision. Way 1: Shoot the sniper to save time. Somewhere along the way you'll probably trigger one alarm. Don't go right but instead left to the fence towards the watchtower. Climb across it and move to the next fence with broken barbed wire. Climb up the other side to the safe area. Way 2: To avoid the searchlight you must obviously stay behind a dish or a box. Careful though! You must also turn on your heat vision to see where the land mines are in the area. When you get to the last dish, climb the fence while Sam avoids the searchlight here to avoid being seen and avoid the row of land mines here. Then climb up on the other side. If one alarm has already been triggered then you don't need to worry about the searchlight, unless you have not yet killed the sniper. Run to the door, pick the lock, and take care of the guy here, which is easy. Use the medical kit. Shoot out the light that is here. Now in the next area are two guys close to you. To handle them with the sporadic lightning, whistle them over from the room you're in now, where it's dark. Up ahead are two turrets. The first one you can easily avoid by crouching beneath the bricks, but the second turret is harder. Run past it as soon as you can. You could also quickly disable it and go back to the medical kit to restore your health. Up ahead is a bunch of vans. One you can climb the top of to jump onto the ledge of the building. Move left. You should eventually come to a vent-like hole to jump into. Run to the end and do a half jump to reach the rook again. Here you should see one window panel that is sort of broken. Shoot it with your gun and rappel down there (DON'T jump). The lone guy in here will come to inspect what just happened. You should also hear Sadono giving a speech. Knock him out or kill him when he is done looking around. As you approach the elevators another guy will come here. Take care of him. Then choose one of the doors to the elevators. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 704 - Inside The Studio - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam Jam, One Fragment Grenade, One Emergency Flare) - Number of Alarms: Three Find Ingrid Karithson There are two immediate guys you'll need to take out, so stay in the shadows and whistle them over. Do NOT go down the hallways to the left or right because of the turrets there. Instead, go to the door to the left and open it once the guard has his back turned. Knock him out. Way 1: You should come across two columns that you can perform the half jump on. Climb into the vent, which takes you into the next room. Way 2: Enter the door at the end of this area and pray you can make it past all the guys. You will have to use a diversion camera at the least. Assuming you chose Way 1...how you do this next part is largely up to you: who you knock out, if any, etc. But basically you must get behind the stage and through the door. I strongly recommend knocking out everyone in the stage area. You can safely do that by staying in the area the vent led you to, then whistle them over one by one until all three are gone. Now it's VERY important that you use your optic cable before entering the door, because a guy will be right there. Wait for him to leave. Immediately hide in the shadows. The guy in the next room might spot you, so hide back in the room you just came from (assuming you took care of everyone from there). Go when it is safe. You'll need to take that guy out, but there's a camera in the same room. In this case, use a sticky shocker on the guy, then shoot the camera. Sam must hide the body. NOTE: it's important to take this guy out, because it will be much easier when you're with Ingrid. In the opposite room where Ingrid is in is another guy--I recommend whistling him over. Then take the last guy out and speak with her here. Yay! Checkpoint! ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 705 - Follow Ingrid - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam Jam, One Fragment Grenade, One Emergency Flare) - Number of Alarms: Three Follow Ingrid To Sadono Go out of the room and follow her. DISABLE the turret that is the farthest before she dies if you have not done so. Then talk with her at the retina scanner. She'll let you through. Oddly enough, you are now at a checkpoint in this room. Yay. And now...get ready... ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 706 - Surprise Assault - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam Jam, One Fragment Grenade, One Emergency Flare) - Number of Alarms: Three Follow Ingrid To Sadono Apparently Soth blew Ingrid's cover. Instead of going left, go right before the light. Gun the guy down or use a sticky shocker. Another person will come, so do the same. Just don't let her die. Once it's all over, speak with Ingrid so she'll use the retina scanner. Say goodbye for now. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 707 - Find Sadono - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam Jam, One Fragment Grenade, One Emergency Flare) - Number of Alarms: Three Get Sadono Lambert will say a few brief words to Sam. There are two guys in the next area, so whistle them over and knock them out. When you move down the hallway, you will *hopefully* notice the camera that is here. Jan it before moving down. Up ahead are another two guys. Do the same. Easy. Then in a tiny room to the left further up is a medical kit, which I suggest you use. On the table near the coffee machine is a sticky shocker. Then jump on the machine and to the vent on the wall. Another checkpoint for you. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 708 - Sadono's End - Knock-outs: Yes - Fatalities: Yes - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring Air Foils, Two Smoke Grenades, Five Sticky Shockers, Four Sticky Cameras, Cam Jam, One Fragment Grenade, One Emergency Flare) - Number of Alarms: Three Get Sadono Make your way through the vent and jump down. Here is the recording studio. This is pretty tricky. You'll need to grab Sadono right before he notices you. I recommend hiding in a dark corner and whistling him over before he sees you. One way or another, you'll need to shoot and kill both of the men that are here in the studio. Then, drag Sadono over to the retinal scanner near the vent of where you dropped down. Go across the hallway, use the final scanner, and meet Ingrid at her helicopter. Finished. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 800 - Los Angeles ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 801 - Into The Truck - Knock-outs: Yes - Fatalities: Terrorists Only - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash Bang, One Chauff Grenade) - Number of Alarms: One Infiltrate The Airport Climb over the fence in the area you're in now. Without being spotted, you need to climb into the cargo truck that is open in the back. It will go inside the area automatically. Lambert will explain that you must kill any terrorists involved. To tell them apart from normal civilians, you must use your thermal vision to see who has a higher temperature--these are the terrorists who just received a small pox vaccination. Checkpoint. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 802 - The Parking Lot - Knock-outs: Yes - Fatalities: Terrorists Only - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash Bang, One Chauff Grenade) - Number of Alarms: One ID And Kill The Terrorists There is one guy and one dog walking around here. He is not a terrorist. There is also a guard in another room, who has a high temperature. A camera is to the right of the little room, so be aware of that. Way 1: Run to the little room when no one is looking, then go to the other side when the guard moves to the first window. Whistle him over in the dark area. Way 2: Shoot a diversion camera near the dog and the guy to make things easier. Grab his satchel, then enter the nearby door. Shoot out the light here to be safe. Save your game right now. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 803 - Guards And Cameras - Knock-outs: Yes - Fatalities: Terrorists Only - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash Bang, One Chauff Grenade) - Number of Alarms: One ID And Kill The Terrorists Use your optic cable to see a lady. When she's relatively gone from the door, whistle her over to the now dark room to get her out of the way. Now shoot the light out closest to you. This will probably make the guard come, so whistle him to the room you were just in to take care of it. Now, be sure to shoot out the camera that is here. Perfect. Enter the door to the right (do NOT worry about the room that the guard came through!), which is a bathroom. Use the medical kit if needed. Jump onto the sink and then to the vent above. Crawl a-ways and drop down to the next area. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 804 - New Workers - Knock-outs: Yes - Fatalities: Terrorists Only - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash Bang, One Chauff Grenade) - Number of Alarms: One ID And Kill The Terrorists Go all the way down the vent--this area has a nice dark spot. One guy here is a terrorist, so make a note of that. Knock the other guy out as well so you can move freely. For some reason, one of the boxes will have a Ring Air Foil, so look for that. Then walk through one of the conveyor belts that carry different luggage to the next area. This place is FUN. Ugh. There are a ton of guys here. Chances are the closest guy to you is one of the terrorists. There are dark areas sprinkled throughout this room, so take advantage. Lure both guys at the bottom to one of these places. Note the spare Diversion Camera on a box. Up above are two more guys. One can be clearly seen walking around--he is not a terrorist. The only way I have been able to take care of him is to shoot a Ring Air Foil or one Sticky Shocker while down below when he is in the darker area of his patrol. One more person left--you may shoot him. Don't forget to hide the bodies. Go through the door at the end and save your game. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 805 - Baggage Check - Knock-outs: Yes - Fatalities: Terrorists Only - Weapons/Gadgets available: Pistol, SC-20K, (Three Diversion Cameras, One Smoke Grenade, Four Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash Bang, One Chauff Grenade) - Number of Alarms: One ID And Kill The Terrorists Immediately shoot out the two cameras that are here. Use the medical kit to the left if you have to. Now go down the left conveyor belt. When it's time for the guard to inspect the baggage, hide behind the large pile so they don't see you. Once on the other side, head right. Take out the security camera. Further ahead is another guard looking at the luggage--make a run for it when his back is turned. Take out the final camera and run up the stairs in the next room. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 806 - Waiting Area - Knock-outs: Yes - Fatalities: Terrorists Only - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash Bang, One Chauff Grenade) - Number of Alarms: One ID And Kill The Terrorists The crew will say that two more terrorists are around, blah blah blah. Use your optic cable before entering the room. Here's a nice dark area--whistle the one old guy over to take care of him. In fact, that's what I did for all the people here. Stay to the left side and draw people one by one to where you just were. For the terrorist, be sure to grab his data stick so you know that the code for the keypad up ahead is 5325. Once in that hallway, be sure to jam the camera and shoot out the lights. Checkpoint here. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 807 - The Lobby - Knock-outs: Yes - Fatalities: Terrorists Only - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash Bang, One Chauff Grenade) - Number of Alarms: One ID And Kill The Terrorists Two people in here--the "guard" is a terrorist. To the right is a switch that will turn off the lights, so take advantage of that. Once both men have been taken care of, note the two doors. One will take you to a presentation, and the left will lead you to an open area. Take the left one. Shoot out the lights here. A guard should come to inspect things, so take care of him. If two other civilians come, you can easily whistle them over because the lighting is gone. Now go to the other end of this walkway. The crew will announce that Soth is in the ticketing area. Jam the camera and shoot out all the lights. ALL of them. Then look for Soth using your thermal AND binocular vision. Do it quickly before the camera recharges. He is in the lower area. Then enter the next room, but before you go too far, shoot out the lights and jam the cameras here. Go into one of the elevators once that is taken care of. Press the switch once Sam is inside to go up from here. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 808 - Off The Elevator - Knock-outs: Yes - Fatalities: Terrorists Only - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash Bang, One Chauff Grenade) - Number of Alarms: One ID And Kill The Terrorists Soth's men will cut the power for the elevator, causing the whole thing to stop. Up above is an emergency hatch. Shoot it off and climb up. A pole should be nearby that you can climb up with. Have Sam jump forward then jump again. In this area is a door you can't go through and a pipe to the wall Sam can use to climb. You will need to drop down to a much smaller pipe below so you can reach the small area to the right. Put Sam's back against the wall. Checkpoint! ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 809 - Almost There - Knock-outs: Yes - Fatalities: Terrorists Only - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash Bang, One Chauff Grenade) - Number of Alarms: One ID And Kill The Terrorists Have Sam do a wall jump, then move him to the right so he can climb above. Looking forward, you should see a place to jump. Please don't be like me and not notice that you must shoot the vent off before jumping. Have Sam jump as far as he can. This might take a try or two. Go to the next vent opening. Shoot it off. Fall below to the pipe and climb left. Now climb up the many ladders. Once at the top, rappel down the middle and jump through the hole. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 810 - Catwalks - Knock-outs: Yes - Fatalities: Terrorists Only - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash Bang, One Chauff Grenade) - Number of Alarms: One ID And Kill The Terrorists There are three guys at the bottom--one is a terrorist you'll need to kill. Where you landed, whistle one over at a time in this dark area to pick them off one by one. Now you should notice a guy above you--don't worry about hiding in the dark, because he has night vision. You can actually make it to the walkway that is higher than him for a clean shot before jumping down (this will reduce Sam's health). If you just knock him out with a Sticky Shocker or Ring Air Foil the timer won't go off. This will give you ample time to kill Soth and then him. If the timer DOES go off, you have exactly one minute to kill that guy and Soth while surviving. Use any gadgets you have left if it'll help. There are lots of other strategies for this area, so feel free to find your own that will work best for you. Anyway, enjoy the ending. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 050 - General Tips ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ - Take full advantage of the different moves and methods Sam can use. This can include SWAT turns, the drop attack, and all of the objects he carries. - Listen to your surroundings. You never know (if you don't use this guide) when you'll run into a camera or a wall mine. - Use the pistol to conserve your SC-20K ammo. This can include shooting out cameras or lights that don't require speed. - Sometimes (but not ALL times) it's better to knock-out everything to be safe, from civilians to terrorists. - Try to save your projectiles. You never know when you'll REALLY need them. Usually it's best to save them for tight spots. - Most times it's a really good idea to check under doors with your optic cable that Sam has. Enemies may surprise you on the other side. - Seek out ALL dark places that may be helpful. Along with that, it's usually a good idea to take the time to shoot out lights, if you don't mind using ammo. - It's always better to knock-out than to kill. Become a master at whistling over people in the dark to silently take care of them. - Search areas for any spare projectiles or doors which lead to a medical kit. Also be aware that there are several places for alternate routes in the game. - Pay attention to what your crew has to say, or what the enemies are saying when Sam spies on their convo. They offer helpful tips. - Check your OPSAT often and read the satchels enemies may drop. They could have important information (ie, a door code) that you didn't know about. - As a general rule, don't throw bottles at enemies. I've never really had that work well and a quick whistle over works just fine. - If you're going to take a shot at an enemy, through ammo or a projectile, be sure that the enemy has come to a stop and is not moving around. - Be aware that projectiles DO drop down after a certain distance. They don't launch in a straight line until they hit the enemy. - You can use the advantage of hiding in smoke if it's around, but fire won't keep Sam from the enemies' sights. - Civilians are VERY easy to knock-out. They can be safely hit from the front just as easily as the back, but remember terrorists don't work the same way. - When looking for enemies in the area, sometimes it's better to use your thermal vision. Don't stick with night vision no matter what. - Always be very sure to hide the bodies in a safe, dark place. The game will not hesitate in giving you an alarm for not being careful. - Keep a spare save slot if you feel it necessary. If you run out of ammo or are low on health, this can come in handy. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 060 - FAQs For Pandora Tomorrow ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Q: ______ part of the game is REALLY hard! A: Relax. Don't rush what you need to do--there are very few places in the game where you need to hurry. Sometimes it just takes the right timing. Q: I don't know where the code is for a door I need to access... A: I think all of them are either given to you on your OPSAT or you need to take an enemy's data stick and read it. Q; I can't get the projectiles to work. A: You need to press L1 instead of R1 while you have something equipped on the SC-20K. R! will just shoot regular ammo. Q: I can't get past this area because I'm too low on health. A: See if you can backtrack and find a medical kit or if there's one not too far from where you are. If not, you may want to consider resetting. Q: In the ______ mission, are there any alternate routes? A: For the most part in Pandora Tomorrow, Sam will have a very set path that he must go through. However, check my guide for alternatives. Q: I checked your walkthrough but my game doesn't make sense with it. A: Remember, this is for the PS2 version. There are a lot of changes in this game that you will see if you compare walkthroughs. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 070 - Conclusions ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 071 - Final Review Graphics: It's very regrettable that most of the time Sam is using his night vision, because the environment is very sharp otherwise. I especially liked it when you're in a level at dust, because the sunset is quite clear. Nothing was too slow, either. This is very important for a game. The graphics are only better in Chaos Theory, but for this game I'll go with 9/10. Sound: This category will depend in what sense. Some of the guards really said the stupidest things whenever they thought they 'heard something.' However, everything else was very realistic. I especially liked what a good job Ubisoft did with sound from far away or traveling further away. The music between the loading screens was just alright. 8/10 Gameplay: Simple to get the hang of, overall. As long as you read the manual careful about how to perform different maneuvers, the gameplay is not hard. In some areas, Ubisoft could've given us a few more checkpoints to leave the huge repetiveness of a certain area, but I suppose that is the challenge of Splinter Cell. So I think this category will receive a 9/10. Story: Not entirely believable. Throughout the whole thing I was pretty much thinking 'if only taking down REAL terrorists was this easy.' It was also hard to believe that the security for the LA airport is that stupid to hire all of those secret terrorists. Meh. Another problem was that the ending sucked/was short. Could've done better with that. 6/10 Replay Value: Here's another area where the game runs into trouble. If you're not interested in the multiplayer then there's little reason to return to Pandora Tomorrow. I like how in Chaos Theory there is a certain percentage in the missions that you can try to reach--unfortunately this game does not have that. This category will receive a lower 4/10 Overall: Because of its fairly simplistic and interesting gameplay, this title is perfect for someone new to the series. It might not have a very great replay value, but other aspects of Pandora Tomorrow make up for that. Except for the basic story and how the guards/terrorists react to Sam, everything is realistic for someone like Fisher. 8/10 072 - Contact Info sparksmf@yahoo.com is the only e-mail address that I'm going to use for this guide. Here are the things that I will accept: - Game help questions regarding this game that haven't been addressed - Problems/incorrect information within this guide - Alternative strategies Versus the things that I won't accept: - Attachments - E-mail titles that are irrelevant to this guide - Flames/'your guide sucks' type things I'm assuming my readers will use good judgment, but I've also grown far too accustomed in the online world for listening to idiots. When/if you send me an e-mail, title it with something that I know is about this game. And again, I will be more than happy to answer any questions, or hear about any problems or mistakes that this guide might have. If you ask me a question that's already in this walkthrough, however, I'll probably just delete your message. Also, I'm not going to update this guide again. If you send in problems or any alternate strategies that's fine, but I won't be adding it onto here. Please note as well that I might not be able to help you if you're not specific enough about your problem, where you are in the level, etc. I need details! Finally, do NOT e-mail me saying 'thanks man' or 'I need help, with your guide you seem like a good guy to ask' because I WILL E-KILL YOU!!! Girls can play Splinter Cell! Girls are capable of writing guides! So there! Oooh burn, all this time you've been getting Splinter Cell help from a female. So sorry. 073 - Disclaimer/Legal Stuff Copyright 2006. sparksmf. I'm too lazy to send this anywhere else. This walkthrough is only allowed at Gamefaqs.com. If you see it in any other place, please tell me so we can take care of it and everything will be fine again. Thank you, and I hope this guide has helped. All characters, names, etc, belong to their respective owners.