Splinter Cell: Pandora Tomorrow

Splinter Cell: Pandora Tomorrow

17.10.2013 04:47:13
FAQ/Komplettlösung
Tom Clancy's Splinter Cell: Pandora Tomorrow

Single Player FAQ for the XBox by manofaiki copyright March 2004 by
Brian Dean Cates manofaiki2003@yahoo. com

This FAQ is authorized by the author to appear at only the following
sites:

Gamefaqs.com

IGN.com

Gamespot.com

Cheats.de

Neoseeker.com

Cheat Code Central

Cheat Planet

If I find an unauthorized site hosting this FAQ I will personally call
Lambert up and have him send Sam Fisher to sneak up on you and pull
your underwear up over your head.

If you have the game, I am assuming you have the instruction booklet
that came with it and I don't need to type 12 pages worth of basic
instructions found in the booklet that came with the game. This is a
game play FAQ and if I say "Equip the night vision and shoot the guard
down the hall with the scope on the SC-20K" you either already know
how to make him do that or you have the instruction manual and can
look it up. If I'm stuck at a point in a game and am looking for a FAQ
to help me out I always hate scrolling through page after page after
page of basic information that is really just a reproduction of the
game's instruction manual.

I will describe the first time a move or an item comes up which button
or trigger or thumb stick to use to equip it. All such descriptions
are for a basic XBox controller.

In case you have played the first game but have not yet bought Pandora
Tomorrow and wonder how different or improved the game is, I have
special Game Improvement! updates noted during the Walkthrough.

The game begins with a very well done cut scene in Timor where we see
a terrorist leader named Suhadi Sadono lead his troops in an
infiltration and takeover of the U.S. Embassy. We watch as some
Embassy staff are ruthlessly killed while others are brutally
mistreated. Sadono himself ends the cut scene by sadistically kicking
a kneeling man in the face. We want to see something bad happen to
these terrorists and fast. And apparently so does Washington, because
Sam Fisher is quickly dispatched to the scene.

Level I: Dili, Timor

Synopsis: This is an instructional level. Hints abound and you will
have to really work at it to get stuck on this level because it's so
simple. Your initial mission is to get Sam inside the Embassy building
to find a software executive being held hostage by a Timor rebel
group.

Objective: Infiltrate the Embassy

The level begins with Sam standing in water just in front of a pier.
For fun, don't move Sam at all and Lambert will come on the radio
every 15 seconds or so and ask Sam why the hell he's not moving and
Sam will give him some funny answers, which I won't spoil for you by
repeating here. Move Sam forward and climb up the pier and crouch in
the shadows. Proceed down the pier and halt just outside the circle of
light cast by the overhead lamp swaying in the wind. It's lighting up
the entire walkway of the pier just where it turns to the right. Equip
the pistol and shoot out the light, darkening the area so Sam can pass
through unseen.

(Game Improvement! While the pistol is equipped, pull the left
trigger and a nifty new laser sight will turn on, putting a red dot
where the round will go. Pros - you now will never have to spend 3 or
4 rounds shooting out a single light! Cons- anybody in the area
looking towards you will see the red beam of light)

You will notice that if Sam is moving while aiming the pistol, the
cross hairs go very wide - this means his shot will very likely miss.
Sam shoots much more accurately while still - when the cross hairs are
very close together.

Your first Hint Box is to the left of the lamp you just shot out. It's
shaped....like a box! And it has a square shaped grayish glowing area
in it's center. Move Sam over to it and a Hint Window will appear
telling you to press the green 'A' button on your controller if you
wish to access the Hint.

Turning and continuing down the pier, equip Sam's night vision (left
tap of the directional pad) and move in a crouch toward the next
lighted area.

(Game Improvement! Sam now has binoculars that he can access
instantly. In the first game, if you wanted a better look at something
up ahead, if you didn't have the SC-2OK Silenced Rifle, with it's
scope, you were out of luck.)

While still some distance off, use the Binoculars (click down on right
thumb stick) to carefully scan the area before proceeding. You can
zoom with the Binoculars by tapping the up key of the directional pad.
You can zoom in tapping up and zoom out by tapping down. Stopping and
scanning areas with the Binoculars is a very good habit to get into
with this game, so we will start it here. You can scan an area with
the Binoculars using all three of Sam's vision capabilities: normal,
night vision, and thermal vision. Use all three with the Binoculars
before proceeding, because sometimes the night vision will show you
something the normal vision could not detect; same with the
thermalvison. You especially want to do this before you have Sam
proceed across any lighted areas where he cannot see or safely shoot
out the lights illuminating the area.

Climb up the ladder and upon reaching the top immediately go to the
left and crouch in the dark corner and shoot out the light
illuminating the room. Then have Sam jump up (yellow 'Y' button) and
grab the zip line so he can slide down it to the walkway.

(Game Improvement! Sam now feels vibrations in his hands as he slides
down a zip line - in the first game you felt nothing on the zip lines)

After he lands, jump him up again to grab the pipe running across the
area and send him hand over hand to the next building - and halfway
across you will have to press the 'Y' button so Sam will bring his
legs up to avoid an obstacle.

(Game Improvement! Sam can now shoot while hanging by his legs on a
pipe! After bringing Sam's legs up by pressing the 'Y' button, press
the 'X' button and Sam will hang by his legs while drawing his pistol!
To put the gun away, simply press 'X' again. What a cool move!)

Once Sam is at the building, press 'Y' again to drop his legs and then
press the 'B' button to drop him down - hit 'B' again before he lands
and Sam will do a silent landing. Try to make EVERY landing in this
game a silent landing.

Crouch and move past the lighted window slowly. At the corner of the
building, shoot out the lamp hanging on a elevated hook that is
illuminating the next area Sam must pass through.

Turn the corner and as Sam crouches in front of the closed door, the
'Door Options' window will come up. You have the option of directly
opening the door OR scanning the room first by sticking the tiny fiber
optic cable underneath it.

(Game Improvement! Now the game always gives you the option of
scanning with the Optic Cable before opening the door. It's part of
the basic Door Options, unlike the first game, where you always had to
hold down the inventory button, equip the Optic Cable from the menu,
scan the room, then reselect Sam's pistol or rifle before opening the
door. I am so glad they fixed this hassle!)

ALWAYS SCAN THE ROOM BEFORE OPENING A DOOR. ALWAYS, ALWAYS, ALWAYS. As
in every single time. If you get an option of scanning a door or
window or whatever with the optic cable before opening it, do it.
There are more than a few places in this game where just opening the
door up first will FAIL THE MISSION. So if you stupidly open a door or
window up without scanning with the optic cable first, remember that I
warned you about that here.

Hold down the 'A' button and move the left thumb stick up to select
'Optic Cable' instead of 'Open Door'. Once the optic cable view comes
up on the screen, you can rotate the cable for a look all around the
room by rotating the right thumb stick in a circular pattern.

Once you have ascertained that this well-lighted room is indeed empty,
hit the 'A' button again to go back to third person view and have Sam
open the door. Move Sam into the room to the right where it is darkest
and note that to pass through the room he'd have to go right by the
window to the left - while going directly under the lamp. Anybody
outside would clearly see him. So shoot the light out before
proceeding. Don't think "But I just passed through that area - there's
nobody out there!". The point is to get into the habit of shooting
lights. Lights are not your friend. Get in the habit of shooting them
out.

Use the Optic Cable on the door at the other end of the room and then
pick the lock. Proceed into the room to the right, crouching in the
shadows and look up. There's a pipe there you must climb - only
there's a lantern hanging next to the top of the pipe. If anybody is
up there, you are gonna be a very well illuminated sitting duck when
you reach the top. So shoot the lantern and..........time to develop
yet another good habit. WAIT for a few seconds and see if there is any
response to the shot.

After some time has passed and there has been no noise, climb up the
pipe and crouch down at the top. Move left and crouch down in the far
corner of the room where there is a trap door. Scan the area below
with the Optic Cable and then have Sam open it up and drop down.
Ignore the lantern on the floor to the right; the room is empty. Move
Sam in a crouch to the doorway. There is a lantern on the porch
outside lighting up the stairs he must go down. Phhht! - the sound of
Sam's silenced pistol sending yet another light to it's doom.

Proceed down the steps, turn right and stop. Before you is a semi-
lighted area. Move Sam along the fence to the left until he comes to a
square- shaped opening beneath a porch. He can only enter this in a
crouch. Proceed down this small tunnel until it ends in a small yard
with a house in front of Sam that has a light hanging over the steps
to the boarded up door. From the bottom step, aim up and shoot out the
light. When you proceed around the now darkened corner, the game will
automatically save. This is because your days of unopposed sneaking
and peeking are over. Enemies are near.

Keep going forward and at the top of the next pair of steps there is
some ammo for you to pick up. Go down the steps to the left. At the
bottom of the steps turn right and here we are going to learn to
maneuver while sliding along walls - very good method for a stealth
operative to know. Stand Sam up, then move him so he is facing the
board fence on the left. Then click down on the left thumb stick and
Sam will turn and flatten himself against the wall. Now you will be
able to move him through the narrow corridor formed by this fence and
the wall of the building opposite. Keep Sam in 'Wall Mode' when he
reaches the end of the fence and hold the left thumb stick to the
right to make Sam peek around the corner. Sam will see a guard sitting
on box facing away from him.

(Game Improvement - the SWAT Maneuver. Sam has had a very good evasive
technique added for crossing an open doorway. In the first game you
had to just crouch and hope they didn't see you.)

Now we learn the handy 'SWAT Maneuver' - while holding the left thumb
stick to the right and making Sam peek around the corner, hit the 'A'
button and he will do this really cool turning move that brings him
quickly to the other side of the doorway. From there, have him peek
again around the corner, this time by holding the left thumb stick to
the left. While he is peeking, tap the 'X' button and Sam will draw
his pistol. Aim for the lantern on the wall and shoot it out. The
guard will let out a grunt of surprise and get up and go over to look
at the lantern. The area is now dark so he will not see you as you
sneak up behind him. When you are close enough behind the guard, the
'Grab Character' window appears. Tap the 'A' button and Sam will grab
the guard in a headlock and hold the pistol to the man's head.

Important: as you have seen many times at the bottom of your screen in
the mission objective window, Lethal Force is NOT allowed on this
level thus far, so you cannot kill this guard. If you do so, Lambert
will say something nasty to you and the mission fails.

Once you've grabbed the guard, you can practice moving around with him
as a shield by using the left thumb stick. You can move him forward,
back, turn around, etc. Also, by tapping the 'X' button again you can
take the pistol away from his head and aim it at a secondary target.
Tap 'X' once more and the pistol goes back against the hapless guard's
temple. Move him to a darkened area and then press the right trigger
and Sam will knock the guard out.

(Game Improvement! In the first Splinter Cell, Sam would knock people
out and their bodies would 'fall through' Sam on the way to the floor
- now the K.O.'s are much more realistic as the guard and Sam's bodies
will not blend together as he crumples to the ground)

Proceed forward past the box that the now unconscious guard was
sitting on and another Game Save point will automatically pop up.
Crouch and look forward at the ground while equipping the Thermal
Vision. Yikes - those glowing circular patterns on the ground are
Thermal Mines. Step on one and you don't just fail the mission, you
die. Look to the right - there is an elevated walkway - go underneath
it to bypass the mines and turn right. Look up ahead - MORE thermal
mines, but not to worry - to the left of the mines is a box underneath
a hanging lantern. Shoot out the lantern, get on the box and then jump
up and grab the ledge and go hand over hand past the mines. Or you
could simply take a running jump over them like I did the first time I
played the game. Whichever turns you on.

(Game Improvement! The Half-Split Jump - Sam can now do more than
simply drop down on somebody from the Split Jump. Now he can move from
one side to the other while suspended and then jump even higher)

Proceed around the corner staying to the left against the wall where
you are in total darkness. Find the small alley between the two
buildings to the right and proceed halfway down it. Here you must
perform a split jump. Press the 'Y' button and then when Sam is at the
apex of his jump (that's the highest point of the jump, for those of
you in Rio Linda) press 'Y' again and he will do his patented split
jump and end up suspended in midair between the two walls.

Now, to reach the ledge up to the left hand side, you will have Sam
perform his new 'Half-Split Jump'. Use the left thumb-stick to move
Sam to the right so he is facing the ledge to his left. Then press 'Y'
again and he will jump up and grab the lip of the ledge. He might have
to hand over hand down the ledge to a point where you can make him
pull himself up. Proceed through the room and turn right and as you go
through the next doorway another Save point loads.

As you enter the next room the game asks you to equip the binoculars
by clicking the right thumb stick. Lambert speaks up and tells you
Grimsdotter has found you a way in - the stream outside that runs
under the walkway will get you inside the embassy grounds. But there
are patrolling guards you can see once you shoot out the lantern in
the window to your left. Shoot out the lantern on the table in the
next room as well, and then when the nearest guard outside is facing
away from you proceed down the pole and slowly enter the water. Move
along the stream where the bushes are thickest.

(Game Improvement! The Whistle tactic - now Sam has a built in
diversion that he can use to lure guards to him. In the first game, he
either had to intentionally shoot nearby a guard to lure him - thus
using up precious ammo - or he had to go find a provided bottle or can
to throw. Or jump up and down like an organ grinder's monkey. Now all
Sam has to do is put his lips together and blow. Much simpler and
easier, eh?)

You have the option of luring the guard to you with a whistle (the
black button) and then KO'ing him or you can simply sneak past. If you
K.O. him, you have to hide the body and there is a chance it will be
discovered and raise the other guard's level of alarm. It's better
just to sneak past.

Wait until the guard has turned his back and is moving away from you
and proceed up the stream and under the bridge. If you move too fast
or he hears something and heads back, keep going because what the
guard will do is take out his flashlight and start scanning the area
you already passed through. Continue forward to the great big paddle
wheel and then look back and use the binoculars to find the guard.
When he is on the opposite side of the bridge and you cannot see him,
move up the embankment and crouch down next to the palm tree and look
to the left. There is a guard sitting on a box with his back to you.
As you move forward, stay out of the light thrown on the ground to the
left and move along the wall of the embassy to the right. As you
proceed another Save point loads.

Lambert speaks up to say the terrorists seem to be preparing to kill
some hostages. Sam lets Lambert know he cannot avoid this guard in his
way - how flexible is his lethal force parameters? Lambert says like a
rock - as a matter of fact, he thinks this guy is one of Sadono's top
lieutenants and wants Sam to interrogate him. So move up slowly behind
the seated thug, grab him and hit the 'A' button again to interrogate
him. Note: move him into the dark area to the left as you interrogate
him - don't stand out in the light for this. There is another guard
around.

After the terrorist is done spilling his guts, K.O. him and crouch
down - very likely you will see another guard wandering around the box
where the lieutenant was sitting. He will then enter the building you
are next to. After a few seconds, go to the door and use the OC (Optic
Cable) and you will find him sitting with his back to the door
watching TV. Who trains these guys? Enter the room and K.O. him if you
want the practice; you can bypass this guy easily. Move to the
flaming barrel and climb the pipe to the right of it to reach the top
of the embassy wall.

Or if you want the practice, move into the narrow area behind the
burning can and perform the Split Jump and the Half-Split Jump to get
to the top of the Embassy wall. Pull Sam up and stand him on top of
the wall and.........

Congratulations! You have fulfilled the first objective - infiltrating
the Embassy!

Now a new game screen loads and you are given a new objective -
Recover/Destroy Security Intelligence. You are informed from this
loading screen that: 'Private military corporation C.E.O. (that's
Chief Executive Officer or the Big Cheese to those of you in Rio
Linda) Douglas Shetland is trapped inside the Embassy, in possession
of intelligence that cannot be allowed into enemy hands.

Objective: Find Douglas Shetland and either recover the sensitive
security intelligence or destroy it.

As the level starts you have the option of saving a checkpoint. After
saving, Lambert comes on the radio with some info. Then check your
OPSAT for info on Shetland.Includes a funny comment by Grimsdotter at
the end.

Don't worry about the lights, nobody is watching at this point, go up
the ladder to your left, then turn right and go up another ladder.
Come down on the landing and move to the left into the shadows. Shoot
out the lantern sitting there or the guard with the binoculars in the
window around the corner is going to see you.

Crouch and go around the corner and before you get to the lighted
window go to wall mode in the crouch and slide by underneath the
window. The guard looking out through his cheap Czech-made binoculars
should not see you. As you continue sliding down the wall to the
right, there is another, far larger window where another guard is
looking out. Lambert will come on the radio and tell you to freeze
because it seems Sadono himself has come into the room and is looking
around. If he sees you, the mission is over. If you stay in wall mode
in the dark here he will never see you. After this self-important
terrorist thug leaves the room, go out of wall mode and crouch down
right next to the window and use the 'whistle' button. The guard will
go and investigate, moving around the room. When his back is to you,
move across the lighted area to the far side. Two hostages are sitting
on the floor inside the room , but they won't see you or they have the
presence of mind not to alert the guard. Move down the landing to
where it ends abruptly - looks like a tank shell or some sort of
artillery took out this section of the balcony. Below a big fire burns
so if you mess up this next part Sam goes down to a fiery death.

Move Sam to the very edge of the balcony and to the left, until the
Interact window comes up with the option of Climb Out displayed.
Select it and watch Sam climb out onto the pipe and then move him up
so he can grab the ledge and hand over hand to the landing outside the
opposite window. As you are landing you hear Shetland being
interrogated inside the room by a nasty terrorist torturer. Face right
and move to the edge and the interact window pops up again. Climb onto
the pipe and then move down off of it onto the balcony and go through
the open doorway and K.O. this vicious terrorist.

Then talk to Shetland and find out what you need to know. Shetland
hands over a data chip which you insert in a Sony Ericcson Palm Pilot
device and then a Checkpoint Save option comes up.

Your objective now is to find a CIA agent named Ingrid Ruth Karlthson
who is on the Embassy grounds. You can see her picture and bio on your
OPSAT now, if you so desire.

Objective: Find Ruth Ingrid Karlthson

After saving, Lambert tells you about a person code named 'Mortified
Penguin' who seems to be behind this operation. There are two doors
leading out of this room - one leads to the room where the guard is at
the window and the two hostages are on the floor behind him. The other
leads to a hallway where a guard can be seen on the right standing
with his back to you as he looks outside. Don't believe me? Fine then
- use the Optic Cable on both doors and look for yourself.

Going for the first guard with the two hostages is risky - the room is
well lighted and one of the hostages may make a noise if they see you
coming. The other guard is in a dimly lighted hallway with his back to
you with no one to alert him intentionally or otherwise.

K.O. the guard in the hallway, lockpick the bathroom further down the
hall, and then hide the guard's body there. Note the Medical Kit on
the wall there - you haven't been hit yet so you don't need it, but
the night is young so remember where it is.

(Game Improvement! Although kind of a frustrating one, it does make
the game more realistic: Sam can no longer stare right at a bright
light source while using his nightvision. If he does, the whole
screen goes white and for a few seconds he can see only 'ghosts' or
outlines of whatever he was looking at until his vision clears again)

(Game Improvement! Now you don't pick medical kits up and take them
with you - they remain on the wall where you find them. And you have
the option of not using all of the kit to restore your health - you
can save some of the health for later. Even if you have just a little
life left and choose 'Full Restore', there will be some health left in
the kit.)

Shoot out all the lights in the hallway and on the ceiling; if things
go south at the bottom of the stairs up ahead and you have to retreat,
you want a nice safe dark place waiting. At the end of the hallway
shoot out the big circular light that hangs over the stairway. And the
lamps on the tables in the corners. Once the upstairs area is in total
darkness, proceed down the stairs. There is a guard on patrol and his
steps bring him to the foot of the stairs. Use the Whistle button to
bring him up to you and retreat up the stairs. He will come up the
first set of steps, pausing on the landing, then turn to go back down.
Grab him just after he turns around, pull him back up the stairs to a
dark corner and K.O. him.

A second guard might have approached when you whistled but only one
guard will proceed up the stairs. Repeat the tactic for the second
guard.

Alternative strategy: If you mess up grabbing one, you will end up
having to retreat, very likely under fire. Quickly K.O. the guard you
failed to grab and retreat up the steps and around the railing to the
far side where it ends in a dead end. Two other guards will come up
the steps, find the body, and then look for you. As it is completely
dark, they cannot see or sense you until they are right on top of you.
Try sneaking up on them one at a time and KO'ing them. Even if you
mess up, a quick squeeze of the right trigger will smash them with
Sam's elbow. Done quickly enough, they will not get off a shot. If
they do get some bullets into you, remember the health kit in the
bathroom down the hall. You can restore yourself to full health before
going back downstairs.

Alternative strategy: if you opt to save the two hostages held by that
guard yourself, know that if you mess up the guard will shoot them and
the mission will fail. Go back to the room where Shelton is and open
the door to the room where the hostages are. The terrorist is on the
far side of the room. You can shoot out the nearest light on the
ceiling, but if you shoot the second one he gets alarmed and hoses
both of the hostages with his rifle. You're gonna have to sneak up on
him and hope the hostages don't inadvertently warn him. If you mess up
the grab quickly hit him with the elbow. Hitting a guard with an elbow
once stuns them; they will recover in about 4 seconds if you don't hit
them again; the second hit with the elbow is what K.O.'s them.

At the bottom of the stairs, depending on if a second guard was
alerted by your whistle or not, look to the left and there will be one
or two guards playing dice about 30 feet away in a well lighted area.
If your whistle drew a second guard, there is one guard kneeling
there. If only one guard has been KO'd so far, then two guards will be
seen squatting there.

Shoot out the light to your left near the doorway. This usually makes
one of the guards get up and begin patrolling. Retreat up the stairs
and whistle to draw him to you. Like the first guard, he will come a
bit up the stairs to the spot where you were crouching when you
whistled and after a few seconds he will turn around and start back
down the stairs. That's when you grab him. K.O. him and hide his body.

Now there is one more guard left, still crouching down and looking at
the dice on the far side of the room. Shoot out more lights on the
left hand side of the room and that will get his attention. Use the
whistle tactic to draw him to you and K.O. him. If you get wounded,
don't worry there is another medical kit in the room at the bottom of
the stairs.

Right behind where the guards were playing their dice game is a narrow
corridor that leads to another hallway. You'll see a model ship
sitting on a table next to a light on the wall. Shoot out all the
lights on this hallway. There is a big double door on the right
halfway down the hallway. You especially want to shoot out the lantern
hanging over the doorway.

Use the Optic Cable underneath the double doors and note the two
automatic searchlights scanning the courtyard. Open the door, save the
checkpoint, and staying in the shadows, slowly move forward.

There is an open gate right in front of you leading into the
courtyard....which is being systematically swept by the searchlights
and is being watched by a guard with night vision goggles. There are
two avenues to the far left and right that look very appealing; until
you realize the left hand one is being monitored by an automatic
tripod mounted machine gun, and that shooting out lights on the right
hand side alerts all the guards and you lose the element of surprise
and the guard with the NV can see you even in the dark and starts
riddling you with bullets. Plus it turns out that right hand side ends
in a dead end, so you got spotted for nothing.

Lambert will come on the radio to let you know about the NV'd guard.
He's on the second floor of the building to the right in a lighted
doorway. You also see Ingrid Karlthson turn on a light in a room right
next to the one the guard is standing in. Lambert then tells Sam
something he knows he isn't going to like - the only way to keep the
NV'd guard from seeing him is to..............STAY IN THE CIRCLE OF
LIGHT CAST BY ONE OF THE SEARCHLIGHTS.

Yes my fellow gamers, for once the light actually IS your friend. Use
the light beam from the right hand searchlight and after studying it's
pattern walk Sam forward into it and move him so he stays inside of it
until he reaches the other side of the courtyard. Go up the steps into
the open gate and move to the left into the darkened area and shoot
out the light over the doorway.

OC the door, then go up the steps to the left. There is a medical kit
on the wall at the top of the stairs and then another set of stairs
leading up. Shoot out the ceiling light and slowly proceed up the
second set of stairs. Turn around halfway up the stairs and look - you
will see the NV'd guard with his sniper rifle in the balcony facing
away from you. Sneak up behind him and K.O. him. Then after using the
OC to make sure she's alone, open the door to your left and before
talking to Ingrid, dump the guard's body in a corner.

After your interlude with Ingrid, save at the checkpoint and then get
good news from Lambert: They have pinpointed the coordinates to a
cryogenics lab in Paris, France. Also, Delta Force is on the way to
rescue the other hostages, so the leash is now off as Lambert tells
Sam he can now shoot all the terrorists he wants.

Then Grimsdotter chimes in to say your extraction is waiting, but
Cohen doesn't want to land the Osprey in the village with all the
searchlights on. You need to turn two of the searchlights off before
Cohen will find the nerve to come and get you out of here.

Objective: Kill the Searchlights and reach the extraction point for
pickup

Go back down both sets of stairs and at the bottom of the second
stairs there is doorway to the right. Go through it slowly, there is a
guard on patrol nearby. Move along the fence to the left until you
come to a very dark area near the first searchlight tower.

Looking forward will allow you to see two guards moving around on
patrol between some buildings. You only need to worry about the
nearest one. Wait until he's close and the other guard is not in sight
and either K.O. him or put a bullet into his head. Hide the body and
then shoot out the lantern at the top of the searchlight tower, climb
up it, and switch off the searchlight's power.

That's one down, one more to go. Proceed forward down the area the
guard was patrolling to where the second guard is disappearing on his
patrol between to buildings to the left. Shoot out the two lights on
the building to the left as you pass by, and make sure you do that
when the second guard is not visible.

Wait for him to come back and take him from behind. At the end of his
patrol on this side he stands facing the fence for about 5 seconds, so
that's plenty of time to get up behind him. You can shoot him in the
head after you K.O. if you want to. Remember, these punks killed
Americans when they seized the embassy!

Note: after playing this level several more times, I have discovered
that these last two guards are not that easy to sneak up on. The first
time through I got them both from behind with a K.O.. Since then they
have always sensed me before I could grab them. If you can't grab them
successfully the first few times, you are better off just shooting
them in the back of the head from a few feet away. Hey, nobody said
war was fair.

Well now you see the second search tower with it's light scanning the
heavens. Cohen sees it too, which is why you're ride still is not
here, so you better go shut it off. Shoot the lantern out at the top
of the ladder and then switch the searchlight off. Proceed up the
stairs ahead and around the corner. Look, you're back in the
waterfront area with the piers ahead.

Move down the pier and then to the left - you'll see the Osprey
piloted by Cohen hovering over the water. Go down the steps and into
the rubber boat and......

Congratulations! You have completed the first mission of this fine
game! America just KNEW it could count on you to get the job done!


Level 2: Paris, France

Saulnier Cryogenics Lab / March 30th, 2006, 04:12 Hours

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'.

Main Objective: Identify Sadono's chief mercenary

Present Objective: Infiltrate Saulnier Cryogenics Lab

The level begins with Sam in the underground railway tunnels that run
underneath the Saulnier Cryogenics Lab. He's decked out in a cool
neoprene black ninja suit and ready to go to work. Lambert come on the
radio tell Sam he'll have time for sightseeing later and then tells
Sam they don't even know if 'Mortified Penguin' and his followers are
still in the building.

Sam is facing a bright railway light behind a grate as the dialogue
ends. Move him forward and he'll automatically climb down into the
open manhole. Once on the ground below, turn him around and head down
the corridor to where a lantern can be seen sitting on a barrel.

Every 30 seconds or so a train will come flashing by on another track
on the opposite side of the far wall, and lights from those trains
will illuminate the area as they pass by, so you have to be ready for
them. Wait awhile and you will see a guard on patrol stopping next to
the barrel before turning around and going back the way he came. Go
into Wall Mode on the left hand wall and after the guard has turned
around and started back and is facing away from you hit the white
inventory button and equip the pistol; Sam starts the level with the
SC- 20K equipped - then hit the 'X' button and equip the pistol. Wait
until the guard is all the way down close to the parked train engine,
but before he turns around to face you, and shoot out the lantern.

Now when the guard proceeds down the tunnel towards you the next time,
the area is so dark he will not see you. Let him get close and grab
him and K.O. him. Or Shoot him. Or do both.

Then hide the body. Proceeding up onto the platform, shoot out all the
lights running along the left hand side using the SC-20K. Shoot the
last 4 from as far away as you can, because once you get halfway up
the platform the game spawns 2 terrorists who will come around the far
corner and start patrolling. You don't want them to have any light to
see by when they show up. There are two lanterns inside the abandoned
train cars as well and by shooting them out you have completely
darkened the entire area. The only thing you have to worry about now
is the trains that roar by and send rays of light shooting everywhere
every 30 seconds. Slowly move up the platform and when the two
terrorists show up, wait for them to split up. One will come down the
platform toward you and the other will step out of sight behind the
last train car. Wait until the approaching terrorist stops, and before
he turns around and starts to go back the way he came, drop him with a
head shot. The other guard won't hear, so move up to where the first
guard fell and when the other guard steps back into sight drop him
too.

Now head to where the two now departed terrorists came from and go
around the burning barrels and turn another corner. You will come to a
wall with a huge hole in it and beyond the hole a real inferno is
blazing.

This is obviously where the terrorists got into Saulnier: they blew a
hole in the wall and just walked right on in. And apparently set a
nice big bonfire to make sure nobody followed their trail.

Approach the opening and crouch down. Soon Lambert will say Sam's
temperature readings are off the charts and suggests shooting the
overhead pipes to release water. I've found the pistol does not really
work well for this; you have to shoot a lot of ammo. Use the SC- 20K
and shoot the pipes until water comes spurting out of them to douse
the flames. Aim for the handwheel on the left.

Proceed through the now cascading water and into the room beyond. Go
past the buckled and toppled shelves to the door against the far wall.
As you do so, Lambert says Grimsdotter needs you to access the
buildings security systems.

Objective: Access the security terminal

Switch off the lights and use the OC on the door. You will see a guard
on patrol on the other side. Watch the patrol pattern - he moves from
one side of the room to the other. Wait until he is on the other side
of the room, open the door , aim at the light on the wall just behind
the door, shoot it out, and move beneath it into the corner. Now wait
as the guard comes back toward you. You are in complete darkness, he
reaches the end of his patrol just in front of the door, about 5 feet
away. I found with the SC-20K you can use the scope to pick which eye
to put the round into, the detail is that sharp.

I chose the left.

Hide the body in the same corner you shot from and head to the other
side of the room. Go to the door and use the switch next to it to
switch off the lights and then use the computer on the desk. I got
nothing from the computer, but maybe that was just me. Many times you
get good info out of running computers so always check them.

Now use the OC on the door and note that several guards are patrolling
the next room, which has many computers in it.

This room is very brightly lit. Darkness! We need darkness! Here's how
you do it: Keep watching on the OC until the guard walking up and down
the area in front of the door is at the far end of the room and
disappears from sight for a few moments. Then, turn the OC off,
quickly open the door, equip the SC-20K and move back while aiming.
Before the door shuts, shoot out the nearest light on the ceiling.

Go back to the OC and look again. The guard may stand under the light
for a second when he comes back, but the door is how shut and he has
no idea why the light is out. After a few seconds he will resume his
patrol.

Do it again. Wait until he disappears, open the door, and shoot out
the second light and let the door close again. Now the corner to the
left of the door of the next room will be dark enough so that the
patrolling guard will not see you when he passes by. Use the OC, wait
until he's not visible and then open the door and slowly move into the
room. Wait a little distance from the door, and as soon as it closes
move into the corner next to it. You have a few more seconds until the
guard making a patrol around the room approaches close to you. There
are two guards in the room; one stays near the center of the room in
the computer areas and the other makes a square patrol pattern all the
way around the room.

When the patrolling guard is on the right hand side of the room in the
dark area shoot him between the eyes with the SC-20K. Sometimes the
other guard sees something's wrong and sounds an alarm, and sometimes
not. If he does sound an alarm, he will begin patrolling and move
right up close to you for an easy shot. If he hears nothing, he will
continue tinkering around with the computers. Stand up and draw a bead
on him when he's still and shoot him in the head.

(I know, I know, you shoot a lot of people in the head in this game.
But remember: they're TERRORISTS! They could have stayed home! On the
family farm! They CHOSE to be here, performing their nefarious deeds.
So don't feel bad about taking them out. They are armed. And you are
checking them out a hell of a lot faster and easier than many of their
unarmed victims)

One of these dead terrorists drops a data stick, so make sure you pick
it up. Hide the bodies in the dark corner next to the door and move to
the opposite side of the room. Switch the lights off and then OC the
door. You will see another door to the left. Open the door and then OC
the next door. You will see yet....another door! And a med-kit on the
wall. In case you messed up and got shot a few times by those two
guards in the computer room, here's your chance for a full health bar.

Pick the lock, open the door, save the checkpoint, switch the light
off, and use the health kit if you need it and then OC the new door.
Can you follow all that? Good!

From the OC you will see a medical type room with a malfunctioning,
rapidly flashing light on the far side of the room. Open the door and
slowly move to the right and crouch in the corner. Right after you
come into the room three terrorists will take up positions on the far
side of the room. They will begin moving slowly towards you.

Retreat back through the door you entered by and let them have the
room. Give them time to get comfortable as you watch them under the
door with the OC. There is one who comes nearest the door, apart from
the other into the darkest part of the room. Take him first.

Wait until he is walking toward you, open the door and shoot him. Then
use the scope on the SC- 20K to take out the other from across the
room. Pick up the data stick one of the terrorists dropped and hide
the bodies in the very dark corner on the far side of the room.
Sometimes one of the terrorists will also drop some ammo.

Alternative strategy: if you like your carnage very up close, do this:
enter the room when the patrolling terrorist is on the far side, and
climb up the pipe on the left hand side. Bring Sam's leg's up and move
him down the pipe. Go too fast and the terrorist in the room will hear
him. On the far side of the room drop Sam down before he gets to the
bright light on the opposite wall. SILENT drop him. Now equip the SC-
20K. You will be able to see at least one of the other terrorists in
the next room through the clear curtain that separates the rooms.
Shoot him in the head, then....move to the side as the second
terrorist comes charging into view. Drop him. Then turn and take down
the patrolling terrorist as he comes at you from behind. Intense, huh?
Three tangos down in less than 5 seconds.

The next room contains corpses that were being prepared for freezing.
Move into it and go right to switch off the lights. Then move left
through the next doorway. OC the double doors and note the long narrow
hallway with lighted plate glass windows to the left. Stay crouched
going into the room. Terrorists have begun shooting at the computers
in the lighted up room to the left and Lambert will frantically say
that we need the access codes - shoot the terrorists and stop them; if
you get shot a few times in this fire fight, remember there is a full
health kit just a few rooms back. Go get health before you access the
computer at the far end of the room. Once you access the computer,
Lambert and Grim will tell you what a good job you did and that it
looks like 'Modified Penguin' was very interested in some of the
patient files. Then, Grimsdotter will say the terrorists are about to
remote trigger a bomb further down the hall. A timer starts and you
now have 1:30 to find the bomb and defuse it. Can't you just FEEL the
suspense?

As you start to move away from the computer, a Checkpoint comes up.
Save the game and head out of the room and down the hall to the left.
As you look down the hall two terrorists will come out and start
toward you. Drop them both. A diversion Camera or a smoke grenade will
do the trick. Pick the lock of the door to the left of where the two
terrorists were standing. The bomb is taped to the boiler opposite the
door when it opens. Approach it and when the 'Defuse Bomb' window pops
up, press the 'A' button to defuse the bomb.

(Note: if you are low on health or need a diversion camera or smoke
grenade, there is a closet door to your immediate left when you exit
the room where you accessed the computer. Quickly run in there and
grab the items on the floor.)

Lambert then tells you your next objective is to access the companies
database, which is one floor above you.

Objective: Access the database.

Hide the bodies of the dead terrorists in this room and exit and go
down the hall. (For fun, use Sam's binocular view and check out the
cool and realistic looking French emergency procedures poster on the
wall of the boiler room)

(Game Improvement! Sam can now open doors while carrying bodies! How
many times when playing the first game did you desperately try to pick
up a guard's body and get to the door only to have it swing shut in
your face? Then you had to set the body down and open the door all
over again. Another great improvement!)

Move down the hall to where the two terrorists came from and OC the
door there. Looks like a long stairwell leading up. Brightly lit, too.
Move slow then.

Open the door, and a load screen pops up. Save the checkpoint. Look up
ahead and see the red dot on the wall at the top of the stairs. That's
a motion detector. Move too fast in front of it and an alarm will go
off, bringing some guards. Slowly move right in front of the motion
detector. If you set it off there will be a blinding white flash. If
that happens retreat post haste and set up a defensive position at the
door below. If it doesn't go off, continue slowly up the stairs until
you get to the door at the top. OC the door. It reveals a well lit but
empty area. Go in slowly and quietly. Shoot out the ceiling light
right above you. Look to the left. There is a corner nearby, and some
double doors. Go into Wall Mode on the wall next to the door you just
went through and slide down to the corner and peek.

There are several guards around the corner. They are split up. If you
retreat near the door and then use the Whistle button, one of them
should come down into the dark and turn the corner and approach you.
Drop him and hide him in the dark corner near the door.

Then back into Wall Mode and peek around the corner again. Sometimes
none of the other guards are now visible. But they are there. Look at
the double doors again and note the ceiling light you can see beyond
them. Shoot the light out with the SC-20K. Approach the double doors
and pick the lock. A doctor's body lies on the far side of the hall.
Shoot out the small light bulbs near the floor with the pistol; save
the SC20K ammo for later. While you are doing that a mercenary will
come on the radio, intercepted as he talks about a Saulnier security
guard who has managed to lock himself inside a vault.

(Note: If you make your way down the corridor to the left, shooting
out the lights and moving slowly past the motion dectector on the wall
to the left, and enter the open double doors on this side and shoot
out the over head light and the lights on the floor. Now you will be
able to SEE the mercenary scanning the security camera monitors on the
wall as he makes his report)

The door to the database room is to your left. OC the door and note
there are 6 cameras in this room. All are rotating and looking around.
You have to take most of them out. The two on this side of the room,
then one in the middle and one on the right side of the room near the
database computer you need to access. If you mess up and one of the
cameras spots you two guards are going to come after you.

Take out the lights on the near side of the room and then use the
computer to your right. Lambert and Grimsdotter will narrow down the
the info to show that 'Modified Penguin' was especially interested in
the files of 8 of Sauliner's clients. Turns out all were frozen in the
last six months and all were cheapskates: they paid only to have their
brains frozen, not their bodies. Lambert makes a crack about Sam
searching for French Brains.

Objective: Access The Limited Storage Facility

Go back through the door you entered by, and approach the door with
the keypad; check your OPSAT because now the code is found there.

And it's also found in your objectives window once you look at your
notes; a GAME IMPROVEMENT noted by

You cannot OC this door, so enter cautiously. Save the checkpoint, and
see the big spotlight up ahead that is lighting up one of the
terrorists like a Christmas tree. Note that the terrorist is standing
right next to a motion detector. You need to drop this guy with one
shot; if you don't, two more terrorists will show up and things will
get hectic. After you've shot the terrorist in the head, switch off
the spotlight, get the two Air Ring Foils on the table, and use the
med kit on the wall if you need it.

Alternative Strategy: Switch the spotlight off first and KO the guard
when he comes to investigate.

Proceed through the door slowly. As you slowly move to the next door ,
don't forget to pick up the dead terrorist's data stick. You can glean
lots of clues from the data you pick up.

OC the door. Another long stairwell. Go up it slow and note there is a
camera. Shoot the camera and move slowly closer. Look, a wall mine!
Approach it.... (here's that great word again!) SLOWLY and disarm it
by pressing the 'A' button when the light on the front of the mine is
green. Press the 'A' button when the light on the mine is RED and you
are one dead stealth operative.

Pocket the mine and continue up the stairwell. OC the door at the top.
Use Sam's night vision and you will see the two guards easier. One is
patrolling, the other is fiddling around with a computer. Go back to
normal mode, back up and shoot out the closest lights. You need the
stairwell dark as you enter the room. Wait until the patrolling guard
is in the next room to the right and enter slowly and move to the left
of the door and face the wall. Watch your light meter and make sure it
stays slid all the way to the left. There is a light source close by
and you don't want any of it to find you.

When the patrolling guard comes back into the room, slowly follow him
down the length of the room past the other guy who is still meddling
with the computer. While the patrolling guard is out of the room, take
out the guy at the computer with a head shot. When the other guard
comes back, drop him too.

Now use the computer, check the data, and then head into the other
room the guard was patrolling. The computer gave you the access code
to the keypad door you now discover. Enter the code and proceed
inside.

Brief cut scene and I hope you don't have a problem with brains lying
strewn across the floor. Sam tells Lambert he's found the brains he
was looking for. Seems like 'Mortified Penguin' was actually more
interested in the refrigeration unit the brains were stored in than in
the brains themselves. He took the unit and just dumped the brains
out on the floor. Lambert now tells Sam to locate the wounded
security guard because this man managed to get a picture of 'Mortified
Penguin' with his cell phone.

Objective: Find Francois (that's the security guard's name) and take
his cell phone.

Use the med kit on the wall to the right if you need it. Move past all
the.....ugh!....brains on the floor towards the cooler door ahead.
Save at the Checkpoint. You will need to equip Sam's thermal vision.
Pause at the door and carefully note what you can see. One terrorist
is clearly visible. Move forward slowly to the left...Aha, what's
this? A turret gun! Hey, and if you turn the IFF off, guess what
happens? That Turret gun will shoot anybody that is front of it. Can
you see where this is going?

Move over to the turret gun's control box and when the interact window
comes up, select 'Disable IFF' and exit. Watch the turret gun blow the
terrorist away.

When he's dead, Deactivate the turret gun and move forward. Check the
guard's body; I picked up a sticky shocker. Move forward to the left.
There is a big metal door.

Use the OC to look under it. More freezing mist in the air. Keep the
thermal vision turned on. Lock pick the door and ease through. There
are 2 terrorists at the far end of the catwalk you now find yourself
on. If you have plenty of ammo left, just snipe them. If not, sneak up
and go for close range shots. If you have plenty of health, try a K.O.

After you take out the two guards, move carefully into the next room
where all the lab rats are because there is a wall mine to your right
halfway down. Use the switch on the left near the door to switch off
the lights. Take the wall mine and then use the med kit on the far
wall if you need it.

Enter the room to the left and save at the checkpoint. Climb up on the
medicine cabinet and enter the ceiling system.

You get a brief cut scene of the terrorists shooting at the vault
where Francois is hiding.

Move down the ceiling area and turn left and drop down into the vault
where you see Francois lying wounded on the floor. Pick up the ammo on
the way over to him and talk to him.

Francois helpfully hands over the cell phone and the mysterious
'Mortified Penguin' is identified as one Norman Soth, a man with some
CIA connections. Then Sam is told to extract. As you exit the vault
back through the roof, it becomes apparent Francois is about to be
killed by an explosion the terrorists are setting. You can simply
leave Francois to his fate and take off (which leads to a stern
lecture from Lambert) or you can save him.

To save him, equip the SC-20K with the smoke grenades (hold down the
white button to bring up the inventory and then cycle through the
options for the Rifle with the directional pad). You have a one minute
time limit to get up on the box, jump back up into the ventilation
shaft, move CAREFULLY to a spot where you are right over the three
terrorists setting the bomb, with the opening you originally climbed
through to your back. Now, shoot the smoke grenade down right on top
of the three terrorists and then immediately move backwards as fast as
you can and drop through the opening. In 8 seconds or so the smoke
will overcome all 3 terrorists and the countdown will stop.

Climb back up and look down. All 3 terrorists will be out. You can
shoot each in the head just to make sure - the SEALs would. Shoot the
pipe next to the barrels so the vapors begin to stream out so you can
clear out the ventilation shaft. Then proceed straight down the
ventilation shaft to the end and drop through the opening there. Move
forward towards the white van with the green stripe on the side
and......

You've just completed the second level of the game! Way to go! The
security of the Free World is obviously in good hands!



Level 3: Paris-Nice, France

Hesperia Railways, Paris to Nice, France / April 2nd, 2006, 21:52
Hours

CIA-trained operative Norman Soth has been located on a southbound
Hespiria Railways train, accompanied by a squad of French/Syrian
mercenaries.

Objective: Locate and question Norman Soth

A most dramatic opening to the level as we see Sam dropping from a
helicopter to land on top of a moving train. You can drop into either
of the two trap doors in front of Sam - there's not much down there,
truth to be told. Or you can move him along the top of the train car
to the end and have him jump down and OC the door to the next car.

The OC will reveal a dimly lit car and if you look close you with the
night vision you can just make out somebody moving around at the far
end of the car. Open the door and slowly enter.

As you do so, Lambert will inform you that since we still don't' know
whether Soth is a friendly or not, you are under strict non- lethal
parameters. Also, Lambert tells you that if there is a single alarm,
the mission is over and that if Soth sees you before you see him, the
mission will also be over.

Shoot out the light to the left that is throwing it's beams to the
middle of the car and the conductor behind the screen will come out to
investigate. K.O. him. For fun, go open the cage door and look at the
two magazines lying on the floor. Does one of them
look....well.....FAMILIAR? Leave it to UBiSoft to insert a shameless
plug like this. The door beyond is lock jammed, so retreat and go to
the trap door in the floor. Push the 'A' button to make Sam climb
down onto the pipe beneath the train.

Alternative strategy: To do it without KO'ing the conductor, shoot
the light, wait in the corner while he comes out at and stares at the
now shot out light, then shadow him as he turns and goes back to the
screened cage. Quickly tap the 'A' button when the Interact window
comes up as Sam gets to the trap door in the floor. He should climb
down onto the pipe beneath the train before the conductor can get into
the cage, close the door and turn around. This way is FAR trickier. He
has an alarm panel right next to him in that cage so many times he is
going to go over and press it when he sees you and it's mission over.

Once under the train, move Sam along the pipe until the interact
window comes back up. DO NOT OPEN THE TRAP DOOR. Instead,use the OC
and watch the guy standing on top of the trap door light his cigarette
and then sashay on out of sight.

Had you opened the trap door first, the passenger would have sounded
the alert and ended the mission.

Once he's left, climb up into the room. As you do so, Lambert gives
you some bad news: He and Grim have traced the credit cards and found
they have been used to buy two seats in the coach car as well as
Soth's ticket - there are two terrorists in the passenger car.

Go to the control panel on the wall next to the map and unlock the
train's side doors. Shoot out the ceiling light and then exit the
room. To the right is the coach car with innocent passengers and two
terrorists.

One of the terrorists is having a conversation with the other as you
look right. There are two different ways to get through this section.

The first way riskiest way: it is to stay inside the car. Go to the
light switch in front of you and turn it off. K.O. whoever comes to
investigate. Best way: hide in the corner, let the person turn the
light back on and then grab them and K.O. them and hide them in the
room you just climbed up into. Then go turn the light back off.
Usually two men come to investigate and then nobody gets up when the
light goes off.

When the light stays off and no one else comes to
investigate....SLOWLY....make your way through the car making sure to
avoid all the small reading lights. Stop and hide behind chairs that
don't have reading lights on and take your time.

The second way is to go the left, turn left again and open the side
door with the pipe that allows Sam to climb out onto the edge of the
train car's roof and hand over hand his way down the length of the car
from the outside. This way is not without it's own risks; every 5
seconds the train whizzes by lampposts that will illuminate Sam to
anybody inside who is looking towards the windows. Plus another train
will come racing by going the opposite way and almost pull Sam off
into the air with it's powerful slipstream.

The key to making this way work is to wait until the old guy with the
goatee at the first window goes and sits down; the girl putting on
lipstick turns her head and goes to sleep, and the two terrorists
sitting by the last window can only be bypassed by having Sam move
slowly across the window in that 5 second interval before the next
lamppost comes whizzing by and lights him up. I failed this mission 7
times before I figured out it was the lamps lighting me up that were
revealing me to the terrorists; I was trying to cross at the wrong
time and every single darn time I would be halfway across the window
and a lamp would highlight me. So the timing is crucial here.

Whichever way you go, you get to the door leading to the next train
car beyond. OC the door. Enter, save the checkpoint and move on.

As you get ready to OC the next door, Lambert radios in with info:
Brunton's chums have come through: seems that Soth has a prosthetic
right leg from a disagreement with a land-mine and therefore he will
show up differently on Sam's thermal vision; where his right leg would
be nothing will read.

The OC reveals a brightly lit room. Enter, shoot out the ceiling
light, and the display light to totally darken the room in case you
need a dark place to retreat to. Then look through the glass door and
watch the conductor head down the hallway away from you. He's headed
for the bathroom. I always K.O. him so I don't have a problem running
into him later. First, you have to get by the first room where the
passenger's door is open.

Open the door and go into Wall Mode on the right wall. Turn on your
thermal vision and slide down to the open doorway and peek. This
passenger sitting on the left hand side of the room reading a
newspaper has both his legs. He is not Soth. Peek again and press the
'A' to make Sam perform that nifty SWAT turn and proceed on down the
wall. Come out of Wall Mode and use the Optic Cable with the thermal
vision on to check out the inside of the next room. There is a man in
the room standing as he talks on his cell phone; his right side is
facing you and you can see he has his right leg. Not Soth.

Continue down to the next room. Turn on the OC, look with the thermal
vision.... Bingo! This guy's right leg has no heat signature. It's
Soth. But pass him up for now and go down two more doors and OC it to
show the Conductor ah....in a highly compromised situation. Open the
door and swiftly K.O. him. The only door you haven't OC'd yet is an
empty room: hide the Conductor's body in there.

Now go back to Soth's room and open the door up and interrogate him.
He's actually napping when you enter in, so he won't wake up until you
hit the 'Talk To' button. He will stand up and start giving you some
B.S. story and then has to take a phone call and he'll be right back.
He's a pretty cool customer because he acts like he's woken up on
trains all the time by guys wearing black ninja suits. Off he goes.
It's obvious his story is B.S. because the man he claims is his
handler has been on sick leave for 16 months. Note that you can see
one of his bodyguards/terrorist's outside the door waiting for him. If
you try to follow Soth immediately without accessing his laptop first
the mission fails.

Lambert tells you to access the laptop computer and then follow Soth
and use your Laser Mic to eavesdrop on his conversation. Lambert is
pretty sure that it's Sadano that Soth will call.

After accessing the computer, turn and go out down the hall past the
bathroom and into the next car. You only have 40 seconds to get into
position to laser mic this call, so upon opening the door and seeing
the bodyguards and Soth inside, move to the right behind the blacked
out bar, equip the laser mic and press the 'X' button to use it.

You may have to have Sam stand up to intercept the conversation. Once
the call ends, if you have been standing, crouch back down. Soth will
leave the car and take one of the terrorists with him.

Lambert comes on to discuss some of the more pertinent sections of the
intercepted phone call. Then Sam is told it's time for extraction.
He's to get topside so the helicopter can come pick him up.

First, Sam has to get by the guard at the far end of the car in the
well lighted area who is staring out the window.

Move around the bar and shoot out the first light in the ceiling you
come to. Then use the Whistle button to draw the guard to you. Here's
the important point: After you K.O. this guard, Soth is going to radio
that there is an intruder and the other guard that left is going to
come after you with a rifle. Go and crouch in the dark right hand
corner next to the door that the guard is going to have to enter by.
As he runs past you into the room run up behind him and hit him in the
back of the head with an elbow. I got an one- strike K.O. that way.

Enter the next train car and halfway down on the right is a ladder. Go
up it and open up the trap door at the top and move along the top of
the train car while rolling every now and then to make a difficult
target because there are TWO helicopters hovering near the train; one
is the Osprey here to extract you and the other is the enemy that is
shooting at you.

To perform an evasive roll while moving, press the left thumb stick up
to make Sam run in a crouch and then press the 'B'button. The Osprey
will shoot down the enemy helicopter just before the 'Jump Rope'
window appears. Hit the 'A' button and Sam will jump up and catch the
rope and hang underneath the chopper. Does this guy have a strong grip
or what?

Congratulations! You have another level under your belt! The
President can sleep easy at night knowing you're on the job!


Level 4: Geula District Street Market, Jerusalem, Israel

Main Objective: Identify the Biological Agent

Info: Third Echelon has linked Suhadi Sadono's 'Springfield
Demonstration' to the Black Market purchase of an unknown biological
agent.

Rendez-vous with Israeli Intelligence Agent Dahlia Tal in order to
infiltrate the black market.

Save the checkpoint and then move forward to talk to Coen while in
this dimly lit canal. Coen informs Sam he won't see many civilians out
tonight because of a curfew. Go up the stairs ahead and maneuver your
way around the circle of light cast my the streetlight. Note the
guard up ahead and avoid him. You do not need to knock anybody out
early in this level; it can be sneaked through with little hassle.

Lambert tells Sam his first objective is to retrieve his SC-20K, which
has been sent to a local weapons master for upgrading.

Objective: Retrieve the SC-20K

Move to the left against the dark side of the building move up to the
corner and go to Wall Mode. There is an open doorway ahead revealing
a very brightly lit room. Peek around the doorway and then do the
SWAT Turn (remember: peek by pressing the left thumb stick to the
right and then press the 'A' button).

Note the guard in the iron gate area ahead that begins to patrol. He
will pass by close to you but he won't see you. Neither will the
other guard further down the street, if you do this right.

Still in Wall Mode, put Sam into a crouch by pressing the 'B' button
and move him down the wall slowly. When you reach the point where the
wall moves out at a right angle and can slide down no further, go out
of Wall Mode and scan around for the guards and watch their patrol
routes.

When the nearer guard passes by you headed back towards the lighted up
doorway, and his back is now to you, and the other guard further down
the street has turned around to head down the stairs at the far end,
also giving you his back, move out against the wall again, go into
Wall Mode and slide down further. Pass under the lighted window and
past the two darkened windows. Note that the wall recedes again in
front of you and there are two brightly lighted windows. The lights
from the two windows are being thrown against some boxes on the right
hand side of the street. Note the area between the boxes and the far
wall - that's where you want to go. Wait until the 2nd guard has
turned and started to go down the steps. You have about 8 seconds to
get across the street, move around behind the boxes, find the dark
spot in the doorway back there and go into Wall Mode again before the
guard turns around.

Once you are safely against the door, watch the guard come strolling
up the steps and pass by.

As soon as he passes by, go out of Wall Mode, go down the steps and
around the splash of light from the street lights and find one of two
dark spots halfway down this new section of the street - one is to the
left and one is to the right. You will see another guard ahead
crossing into a doorway, but if your light meter stays on it's darkest
setting he won't see you.

Once both guards are gone, move to the left of the doorway where the
lamp sways in the wind above the archway. After making sure the coast
is clear, shoot out the light.

Check back to make sure the guard behind you isn't coming down the
steps because now you have to move just for a second through some
light cast from the store windows opposite the archway,and you can't
shoot out those lights. If the guard is standing back there he will
see you.

Once you have passed through the archway, you hear a conversation
begin between two Jewish gentlemen as the guard patrols nearby. Stay
close to the wall on the left hand side and enter this courtyard.
After a few seconds the two men will sit on the park bench and
continue talking while the guard patrols. Watch his pattern. Your
exit is at the far end on the right. You need to move down the wall
but not all the way to the left hand corner, because note how the
guard goes and stands very close to that corner as part of his route.

You want to wait behind the two guys on the bench until the guard has
been standing in that corner for a second, then follow him slowly when
he turns and moves off to the right toward the exit and then turns
back to head for the archway at the other end of the courtyard.

Slowly move through the exit, and even though your light meter goes up
to 1, the two guys on the bench don't see you. Move down the steps and
find the double doors on the left where it's nice and dark and crouch
down there. If you were watching, you saw yet another guard in the
doorway ahead turn and go through.

Wait until you don't see the previous guard's shadow on the wall
behind you, so he's far enough away not to hear as you shoot out the
lamp over the next doorway.

Make your way through the archway and you will see another little
park/courtyard type deal with a patrolling guard and a civilian
sitting at a table.

Part of the guard's patrol brings him right to the entrance to this
courtyard, so make sure you have the night vision on so you can see if
he's blocking it. Wait around the corner until you see him stand in
the entrance and then turn around to head across the courtyard. Enter
in now and head down the wall to the left to where a big wooden square
shaped bin is located. Squatting right next to this thing close to the
wall is a good spot because the guard never runs into you here. Watch
his pattern.

There are two alternative paths through this courtyard. Once is:
behind the boxes against the right hand wall, which is the really
risky one because they are well lighted on one side, and many times as
you crouch behind them you cannot see the guard. It can be done but
you better take your time.

The better way is to stick to the shadows and only move when the guard
is at the other end of the courtyard and not facing you. Your goal is
to make it to the shop entrance at the far end on the right hand side
from where you are now.

It's best to wait until the guard has come up close to the bin, then
turned around to go down the wall to the left. Follow him at a
distance of about 10 feet. He goes all the way down to the corner,
then turns right. Follow him and then he turns in and heads for the
doorway where you entered. Keep going straight and the shop entrance
is now ahead of you. Head for the left- hand side of the entrance,
and crouch in the dark corner. You need to MAKE SURE the guard is not
looking toward the shop entrance before you act.

When he's back at the wooden bin on the other end of the courtyard,
quickly lean in and have Sam shoot out the big lamp up high in the
room.

Once the light is out, the guard is going to start towards you, the
civilian is going to get up and leave, but don't worry about that.
Head into the shop and move along the right wall until you come to the
doorway with a hanging curtain. Save at the checkpoint and get ready
to do some fast, accurate shooting.

It seems we have a hostage situation. The Israeli Weapon's master is
being accosted by two goons. Lambert says the weapons man, Saul
Berkowitz, is too valuable to lose - you've got the green light to
kill both attackers. Make your way slowly down the stairs....Saul
isn't in any real danger until the thugs know you're there. Easing to
the right a little in the stairway, you can see one of the men with
his back to you. Easy head shot. Drop him.

The other will now grab Saul in a headlock and put the gun to the
older man's head. Move in a little, put the cross hairs right on the
the thugs face and shoot him.

Saul will then thank you for saving his life and give you the SC-20K.

(It is kind of funny to see the 'Use of Lethal Force is not Allowed'
warning on the bottom of the screen while Sam is standing over two
guys he just shot dead.)

To get out of the courtyard and avoid the patrolling guard, just
retrace your steps. Crouch in the corner of the entrance to the shop,
wait until the guard is moving down the wall in the dark area and
follow him.

Just keep to the wall and all the way down past the wooden bin and you
will get back to the entrance to the courtyard. As you pass through
the entrance look straight ahead: the alleyway up there that was
cordoned off before is now open and you can see a guard patrolling
over there.

If you time this right, you will see the guard walk up a small dead
end alley to the left. That means he's answering the call of nature
and you can sneak by while he's preoccupied. Go down the steps ahead
and turn left and move down the street avoiding the areas that are
lighted.

When you are halfway down the street there is a good dark stretch of
wall on the left - move over there and go into Wall Mode because an
Israeli woman who obviously isn't impressed with the curfew law is
going to come walking up the street.

Move down the street and turn right; you will see two Israeli
policemen talking at the bottom of a long downward trail of steps.
There is a bright lamp on the wall to the right also. What I have
discovered is that if you shoot out the light, the two policemen
retreat inside the big archway they are standing in front of and it
leads to a big, LONG lit up street where 2 other officers also begin
patrolling. That means you have 4 alert policemen to sneak by.

Far better to try an alternative strategy - equip the SC-20K with the
Sticky Shockers. You should have 2. Two guards - 2 sticky shockers.
See how it's going to work out?

Move forward slowly with the SC20K aimed down at the guards. You want
to be hugging the wall to the left to give yourself as little exposure
to the light as possible. Sometimes they never see you. Sometimes they
do. If they react while you are passing by the light, shoot sticky
shocker and aim a little high. If they don't see you, great, you get
close and stay in the dark for 2 easy shots.

And sometimes, if you take too long to do this, they will turn and
walk back inside all by themselves. OH, DRAT!!!

If you can drop these two cops now it makes this next part much
easier. Hide the bodies in dark corners and continue on down the
street staying out of the lighted areas; the next guards are all the
way down at the far end.

If you DON'T take these first two guards out in the archway, then you
have THREE guards patrolling the middle section of the street and it
is going to take awhile to sneak by them. The left hand side of the
street offers far more places of concealment than the right hand side.
Watch the guard's patterns and there is time when two guards are
visible and both have their back to you. This is when you move
forward.

Your goal is the very end of the street to the left, where you can see
a guard with his back to you on the far side of a iron fence. Just
behind that guard to the right, cleverly hidden by the wall in an
alcove, is a long iron pipe to climb. How do I know it was cleverly
hidden?

Because it took me 20 MINUTES of sneaking around to find it, THAT'S
how!


Climb up the pipe and then stop for a moment to appreciate the nice
view of the Jerusalem rooftops. Then continue forward past the stained
glass windows. Jump and pull yourself up when you come to the ledge.
Move across and then drop down to use the cables in front of you as a
zip line to get to the building on the other side of the street.

After you land crouch and move to the right. The Interact Window will
pop up saying 'Rappel on Wall'. Hit the 'A' button and slide down the
wall. As you are rappelling Grimsdotter comes on to let you know that
Dahlia will be near the church, wearing a white scarf and tells you
what code phrase she needs to hear from Sam.

When you reach the bottom a loading screen comes up (check out the
neat movie clip on the right showing a test of the sticky shocker -
gee, I wonder if that guy volunteered for that?) and then a checkpoint
save comes up.

Save the game. The church is to your left. Crouch down and shoot out
the lamp and the swaying light bulb above you. Then move to the wood
fence and spot the woman standing in the gap between the boards.
That's Dahlia. Go over and talk to her.

From what Dahlia says, Sam realizes why Soth needed the EM133D storage
device from Saulnier Cryogenics - to safely move the UNSTABLE
BIOLOGICAL AGENT he's just bought from Syria.

Dahlia then says she's going to lead you to the device and you must
follow her, but at a distance; you can't be seen together.

Just stay out of any lights and move slow and anticipate where moving
people are going and adjust if necessary.

You follow her through an archway, staying in the dark and then she
encounters a policeman. Craftily, she engages him in conversation and
he walks with her with his back to you, allowing you to proceed
through a lighted spot.

I had to knock this guard out with an airfoil ring and hide his body
because he turned and walked right for me after talking to Dahlia.
Then you have to follow her through a large marketplace where there
are several patrolling guards. You can evade all of them - simply wait
until they are not facing you and even if you have to momentarily go
through a lighted spot, it should be OK. Dahlia is not walking that
fast.

Instead of directly following her through the marketplace's center,
where it is very well lit, instead stay to the left near the walls and
pass BEHIND the stalls in the shadows between the back of the stalls
and the buildings. Dahlia will reappear in front of you moving to the
left down and down some stairs. When you follow her, stay in the
shadows and avoid the light from the spaces between the columns; there
is a patrolling guard to your right. It's safest just to pause
halfway down the steps in a dark spot and then look back to make sure
he's passed by before going on.

Dahlia passes between two buildings and some lighted windows. Pay
attention here; as she turns left up ahead and goes down some stairs
there is a guard there. And sometimes, as you move into the narrow
alleyway and get close to the corner on the left, a pedestrian or a
policeman will show up behind you and start towards you.

Don't panic: just peek around the corner and wait until the guard has
turned his back and moved off and slowly move out yourself and follow
him. You are on another long street, and the first thing you need to
do is move to the left and go into Wall Mode in that dark spot at the
base of the stairs and wait for the nearest guard to pass by again and
go up the stairs.

Yes, I said nearest guard. There are two guards patrolling this
street, each in a straight line and they meet in the middle. Looks
impossible? Not really. When the near guard is going up the steps
with his back to you, go out of Wall Mode and move down the street to
the next dark area. You have about 5 seconds to get to a new spot and
go into Wall Mode again.

Note that when the guards meet in the middle of this street they both
face away from each other and start walking back to the opposite ends
of the street, kind of like duelists. You can gain your biggest chunk
of movement at this point, following the left-hand guard from about 10
feet back, and you get to move down about 25 yards. Just before he
gets ready to stop and turn around, go left and into Wall Mode. When
he passes by this time, giving you his back, you want to slowly move
the last 15 feet or so down the street, cross it along the dark seam
and go up to a new archway leading to some steps down; crouch to the
left of this new doorway and look down the alley: Dahlia has just been
accosted by a policeman. Watch the cool move she puts on him (You get
a real good view by using the binoculars!) and then, looking back to
make sure the other guard isn't visible at the opening of the street
to your rear, go down and join her.

Dahlia tells you time is short; the biological agent is only going to
be at the warehouse for a few more hours; then she tells you if she
sees you between here and the warehouse she's abandoning the mission.
Sam opts to follow her via the rooftops.

Dahlia heads off up some stairs and goes left. Crouch and look
carefully straight ahead at the foot of the stairs; use your night
vision - there's a guard standing there and he starts to patrol. Move
up the steps when he has his back to you. Wait until he disappears
around a corner up ahead and shoot out the big powerful searchlight
over your head. Proceed down this alleyway, moving a little to the
left side to stay out of the light beams thrown by the lighted up
windows to the right.

At the far end there is an alcove to the right where Sam can step in
and crouch down - the guard's patrol does not bring in into this
alcove and Sam can reach out and grab him at his leisure.

When the guard is on the far end of the alley, back where the steps
and the shot-out searchlight are, look to the left; there is a lamp in
a very narrow alleyway with some light bulbs to the right. Shoot out
the lamp and crouch in the alcove and wait for the guard to come back.
Now he won't see anything at all because you have prepared the ground
for the encounter.

With the guard out of the way, go down that very narrow alley and find
the pipe leading up to a second story window. Climb it and QUIETLY
crouch on the windowsill and SILENT DROP into the room.

Why? Why do you need to do that, do you ask? Because if you DON'T, the
TWO GUYS watching TV in the next room are going to hear you and come
investigate! THAT'S WHY.

If you get detected and hear them coming there is only one way I have
found to save the mission and keep an alarm from being raised: jump
out the window. You don't have time wait for the Interact window with
'Climb Down' on it. You lose health but at least the level didn't
end.

If you successfully get into the room without raising an alarm, slowly
move forward in a crouch to the door and peek around it. Two guys are
watching TV with their backs only partially towards you.

Move slowly across the room staying close to the left hand wall and go
up and out the window.

Land on the balcony outside and turn right and go along the ledge. Go
up the pipe when you come to it and pull yourself up. Admire the
view. Notice all the policemen down there. Notice the big searchlight
on the roof across the street that is shining right on they path you
need to take. Notice how the glass sounds as it tinkles from the
shot.

Keep going forward and you will find a roof vent and the 'Rappell on
Wall' option window pops up.

DO NOT RAPPELL ON THE WALL YET. Look down. Dahlia is talking to
another policeman and notice the very bright streetlight they are
close to.

If you rappell down the wall without shooting that street lamp first,
you are going to be seen immediately when you land and it will be
mission over.

Equip the SC-20K, lean over the rooftop at a very dark spot and shoot
the lamp out and then retreat quickly. Now that the light is taken
out, there is plenty of dark down there for Sam to descend into.
Rappell down the wall, move to where Dahlia stands to the left,
waiting,and she will move out to the right and almost immediately a
policeman steps out from the right around a corner and accosts her.

Smart operative that she is, she immediately, through her body
movement, develops the conversation so the guard's back is to you.
Easy grab and K.O.. Hide the body back in the dark alley and follow
Dahlia through the chain link fence.

Move to the chain link fence and open the door. Cross the courtyard,
and to get some pickups for the rifle, go right and up the stairs.
There is a Air Foil round and a Sticky Shocker in a window ledge on
the second floor. Go up the next flight of steps to the third floor
and at the very end in another window ledge is plenty of ammo for your
SC-20K.

Dahlia is waiting by the elevator in the kitchen room on the first
floor. After some conversation, it looks like she's about to follow
you into the elevator. Talk to her again....and all of a sudden she
slams the elevator shut, locking you in! Immediately Lambert and
Brunton come over your comm and order you to kill Dahlia Tal, now and
without hesitation.

Do it.

If you don't, what you are about to experience will be SO MUCH HARDER.
Use the pistol to shoot Dahlia once in the forehead and drop her,
because you will need all that SC-20K ammo for fire fights you are
about to get into .

Naturally, as the elevator starts to descend, Sam is shaken by what he
just had to do - he just put a bullet into the head of an unarmed
woman. Lambert brusquely orders Sam to worry about the mission and
leave the ethics to him and Brunton.

Brunton reminds you that you have the Fifth Freedom at this time - you
can now use lethal force if necessary, and your goal is to get the
ND133 unit at all costs.

Objective: Locate and seize the ND133 taken from Saulnier Cryogenics.

Check and make sure you have at least 10 rounds in the pistol as the
elevator descends. If you're a very good shot you could get by with 6
or 7 rounds. If you only have 6 or less rounds left in the magazine,
cook it off by firing the magazine empty and have Sam reload a fresh
one.

This is going to be close up work at first and you will just waste a
lot of rifle ammo if you try it with the SC-20K. The first two
terrorists you will encounter once the elevator stops and opens are
going to be less than 8 feet away.

Hold the pistol down almost even with the floor. You will see the
first terrorist standing with his back to you. Even up the pistol with
his body and let his head 'rise' into the shot. As he goes down, move
to the right hand side of the elevator. There is a little groove there
that provides some cover. Focus the cross hairs on the left side of
the exit and many times the second terrorist will first cautiously
peek around the corner. Shoot him in the head.

The third terrorist is trickier because he comes at a dead run and
keeps moving until he starts to fire. You have about 7 seconds until
he arrives; back up a little bit and shoot out the lightbulb hanging
from the ceiling. Now go back to the little groove, turn your Night
Vision on, and when the terrorist comes charging around the corner,
track his head and do not stop firing the pistol until he goes down.

Alternative strategy: since this third terrorist is the hardest to
take out, you can also try crouching at the very left hand side of the
exit and let him run by and then try to K.O. him. He will likely hit
you once or twice, but two quick elbows will take him out.

Alternative strategy: If you are fast, after taking out the lightbulb
equip the SC-20K, move to the left hand corner and aim the rifle down
the catwalk. The terrorist may have rounded the corner already and be
in your sights, so you have to fire quickly.

With the SC-20K. Shoot out the two light bulbs hanging from the
ceiling in the center of this room just off the balcony you are
standing on.

Then go left and follow the catwalk until you come to some stairs
descending down. Important: when you get to the bottom of the stairs,
halt, turn left and get against the Wall; not in Wall Mode, but very
close to the wall so that your light meter reads 0. Inch forward,
going around the pylon.

As soon as you move around the pylon, two terrorists will come around
the corner ahead from the right. Stay still and watch. One takes up a
position down there and faces the way they came. The other turns and
goes by the stairs on patrol and then turns and goes back the way he
came, disappearing around the corner. When this patrolling terrorist
is around the corner, move back and go under the stairs close to the
wall. Equip the pistol.

If you are a good, patient shot, follow the terrorist on his patrol as
he comes back and find the spot he stops and turns around at. Focus
the pistol on that spot. The next time he comes through, he steps into
your sights and pauses.

Phhhht!

Many times the other terrorist further down the way will not hear his
comrade die. If that is the case, move down slowly towards him and
when you are in comfortable range, shoot him. Then shoot the lightbulb
ahead dangling from the ceiling. Use the pistol if you have some ammo
left for that.

If the second terrorist hears you and engages, he often stays where he
is and just sprays and prays in the dark. Move to the left where there
is a corner, and lean around and use the scope to shoot him down.

Proceed down the walkway. It goes left, and another terrorist can be
seen patrolling around the corner.

Here's the trick to getting through this level easier. You have to
draw the other 3 terrorists in this room to a choke point where you
can use your Assault Rifle to your advantage. Here's how you do that:

When the patrolling terrorist you can see is near, shoot him in the
head and as soon as he drops, listen for footsteps. Don't panic, the
footsteps are a good sign. It means the other 3 guys are coming after
you! Retreat and go back up the stairs, all the way to the entrance to
the elevator. Crouch and equip the SC20K. Many times all 3 of the
pursuing terrorists will be congregating at the bottom of the stairs
or one or two will be up the stairs on the first landing.

Here's where having plenty of SC-20K ammo first pays off. Pick the
nearest one and shoot him. One or two bullets, and he is down. The
other two will charge. They have a loooooong way to go though. Try to
aim shots for the head, but if they get too close or start getting
bullets into you, don't be afraid to go to 3 shot bursts.

When all 3 terrorists are dead, great! You now only have 3 more to
kill before the next checkpoint! That's right, pilgrims, this level is
hard because you have to wax 12 terrorists to get to the checkpoint.

Move into the next room and shoot out the overhead head lights with
the pistol. There are two doorways at the far right hand side of the
room; don't take the one to the immediate right; when you are
approaching on the walkway you want to take the one going straight
where you can see a white light.

There is a dark passage and beyond is a well lit up scientific
experimentation station. Watch the door past the station on the right
at the back. A guard is going to come through it. You should be
totally hidden in the dark inside the passageway. Let him come close
and drop him. Two more terrorists will then come running into the room
from that right hand doorway. Make sure you have almost a full mag in
the rifle back at the elevator after you finish taking out the 3
earlier terrorists, because you will very likely end up putting 7 or 8
rounds apiece into these goons.

Once all the terrorists are dead, go up the ramp into the lighted
science station. The ND133 is sitting on a counter on the right hand
side of the room. When you take it a checkpoint will come up.

Objective: Reach the Extraction Point

After saving the game, find the door on the far side of the room where
you haven't been yet; when you look through the archway there are
light bulbs on the ceiling to the left and to the right. Go left,
because a room just chock full of goodies awaits you. It's lit up like
the science room you just left, and you have to go up a ramp to enter
through the door. Inside is a medical kit, and on the table in the
center of the room are bullets, frag grenades, a chaff grenade, a
flash bang and more grenades. Stock up and now with a full health bar
you are ready to take on the 3 terrorists that are determined to keep
you from getting to the elevator and ascending back up to the surface.

Go back through the door you just entered by and look down the hallway
to where the lightbulb hangs just where the corner turns to the right.
There is a terrorist standing there facing away from you just begging
to be shot in the temple. After you shoot him, shoot out the light
bulb and inch forward.

Coming around the corner in the darkeness, you can see two more
terrorists, and many times neither one will be aware you just took out
their friend. Sometimes the nearest one will start looking around,
though.

The great thing about this setup is that neither terrorist can see the
other and they are separated by about 50 feet. One is in front of the
elevator gate to the left and the other is all the way down at the end
of the hall.

If you successfully head shoot one and drop him silently, the other
one had no idea he's next. Following special forces training that
says you take out the nearest threats first, have Sam shoot the
terrorist in front of the elevator in the head. When he drops, move
up a bit and get a good view of the second thug; if you are
comfortable with long shots, take it. If you miss, must retreat into
the dark and he will run toward you and blaze away even though he
can't see you. It shouldn't be too hard to drop him.

(ALTERNATIVE STRATEGY: Kill ALL the terrorists first before going to
get the ND133. If you are good at sniping with the ND133 this is a
better way to go: When the elevator stops shoot the 3 terrorists who
come up to you first, then drop the two that come around the corner at
the foot of the stairs, then go up and peek around the corner and find
the single patrolling guard.

IMPORTANT POINT: Don't shoot him in the head and instantly drop him
UNTIL he is in the dark part of his route when his back is to you and
he's moving to your right. Then snipe the lightbulb over head, and
SLOWLY ease up the walkway over the water and go left until you come
to the darkened archway to the left. Go through it, and STAY IN THE
SHADOWS. When you enter this new room, it's the 'Pick-up' room with
all the really great stuff in it, the grenades, the ammo, etc.; only
now, because you haven't triggered an alarm yet, it ALSO has two
terrorists in it. Plus another terrorist who can be seen off to your
right patrolling down the walkway and then dissappearing to the right.

Use a sticky shocker or a KO to take out the patroling terrorist first
and then use a smoke grenade or diversion camera to take out the two
terrorists in the middle of the lighted room.

Go and get all the pickups. Then, the next part of this level is just
like described above, where the terrorist at the far end of the
corridor near the hanging light is standing with his back to you and
there are two other terrorists visible further down, one standing in
front of the elevator. The only difference is, there are two more
terrorists around the corner to the right beyond the last guy you see.

Snipe Mr. I'm-Standing-Underneath-A-Light-Waiting-To-Get-Shot-In-The-
Head, then snipe the guy in front of the elevator. Shoot out the
light he was standing near. Moving up slowly to the elevator for a
better shot, now take out the guy standing at the far endof the
corridor with his back to you. His dropping to the ground with a
large hole in his head is what prompts the next two terrorists to come
charging around the corridor......into the dark, because in the 3 or
soseconds it takes them to arrive you've sniped the over-head
lightbulb above their now-deceased friend. They can't see a thing.
Oh, it's just SO NOT FAIR.....just the way Sam likes it.

Move Sam over their still twitching corpses as their nervous systems
slowly shut down, confused by the bullets that have penetrated their
dying brains, and turn the corner to enter the scientific room to the
right. Go up the ramp, get the ND133 and from there head to the
elevator.)

Go into the elevator and crouch down. It will automatically close
it's gate and begin ascending to the surface. When you get there,
immediately get out of the lighted elevator, equip the pistol and
shoot out the nearest two light bulbs on the ceiling. One of 4
Israeli policemen is entering the far end of the room on his patrol.
When he hears the light bulbs pop, he will come halfway into the room
to investigate. Since you've got the place nice and dark, you might
as well KO this guy because when you get off the elevator, note that
your parameters have changed: lethal force is no longer allowed.

NOTE: If you are seen, or if you mess up a grab or a shot, an
immediate alarm is raised, and the Mission will fail. Very high
difficulty.

Move to the right hand corner against the wall and just as the guard
is turning to go back the way he came, press the 'Whistle' button.
Then, slowly cross the room to the left wall and watch the guard move
to where you were crouched when you whistled. Move up close to him
and grab him. KO him and move on; he's already in the dark so the
body is well hidden.

One down, 3 to go. Shoot out the remaining light bulb on the ceiling
near the exit and move out to the left. You will see a very large
courtyard where three Israeli policemen are on patrol. The closest
one is about 20 feet away, standing in a dark area while the other two
are spread out in well lighted areas further out.

The two guards on the far side are very close together. The guard
closest to you is separated from them by about 20-30 feet. Go up
opposite the stone wall on the left where the broken wall juts out 4
feet. This area is completely dark and your light meter should read
0. Crouch about 6 feet to the right of this stone wall, face the
guard and use the Whistle button.

Then slowly move six feet to the left behind the stone wall as the
guard comes to stand in the spot you were in when you whistled. You
can try sneaking up and KO'ing him; or simply equip your SC-20K and
shoot him with a sticky shocker. Hide his body next to the other
unconscious guard near the elevator.

There are lots of ways to take out the two guys standing in the light.
But it is essential however you do it that you take one out without
the other seeing it. These last two are the hardest to get out of the
way and it takes patience. You take out one, but the other sees you he
will give the alarm and end the mission before you can get to him.

These two guys just stand there with their pistols drawn. You need to
do something to get at least one of them moving and separated from the
other.

Just behind the stone wall you crouched at to lure the second guard is
a light bulb on the wall. Stay in the dark and shoot the light bulb
out and the nearest guard will begin patrolling.

Try whistling and if BOTH of them come over retreat to a safe spot.

The whistle tactic will work if you are consistent with it and keep
moving after you use it.

Another way to do this is the stealthier way. After shooting out the
lightbulb up on the wall close to the corner to your left, have Sam
jump up over the railing in front of the door and crouch and move
along the wall.

There are some spots where the light meter goes up a bit, but go slow
and the guards won't see you. Turn right as you follow the wall. There
is a light bulb ahead and you will have to lean out slightly to shoot
it; you should still stay dark enough so the guards don't see you.
Every time you shoot out a light, note how all 3 guards change
position. You want two of them facing away from you with the third
farther down too far away to see you.

INCH your way forward along the wall to the left and I do mean INCH.
No big movements. When you reach the darkened doorway, turn and look
to the right. Way across the courtyard you see another light bulb.
And the two guards with their back to you are now too close to pass
by. Use the scope on the SC-20K and shoot out the light bulb. The
guards will all turn to look and move in that direction. After they
have moved off a bit, slowly creep forward. I know, I know, there is
a spotlight on the wall to the right casting light right across where
you're about to go, but trust me, go slow enough and stay as far left
as you can and you will reach the corner ahead to turn left and end
the level in the small alleyway as Lambert comes up on your comm.
Again, Sam wants to know why he had to kill Dahlia and Lambert says he
cannot give that information yet.

(ALTERNATIVE STRATEGY: If you DIDN'T kill Dahlia Tal when Lambert
ordered you to, here's what happens when you reach the top in the
elevator - there are no annoying policemen standing out in the open.
The courtyard is totally empty! Great, right?

NOPE! As Lambert already informed you right after you got the ND133,
Dahlia Tal has sniper skills that would keep Kennedy assasination
theories alive and well for hundreds of years. And she's got 3
friends with her. That's 4 sniper rifles trained on that courtyard.
So just stroooooll on out there if you feel lucky, buddy!

Seriously, you have two options: Stealth or shoot. Stealth takes
time, it is very hard and it is a bitch if you mess up. Basically,
you need to shoot out a few lights as mentioned above in the 4
Policemen scenario, and then sneak to the alleyway entrance in the
shadows. The three Isralie snipers besides Dahlia LOOK like they are
wearing nightvision, yet I was not shot as long as I stayed in the
shadows.

Shooting is easier. Dahlia and one sniper are on a balcony plainly in
sight as Sam exits the elevator building. Snipe them both. Then,
using the dark scaffolding on the right-hand side of the courtyard,
move into the shadows of the big trash container in the right-hand
side of the courtyard and kneel down in the very dark part where the
taurplin is waving over it. Look to your left - the third sniper is
on a balcony halfway up the building.

The fourth guy is the hardest one to find because of all the lights on
the right-hand side when you turn the corner. You can't shoot out the
searchlight, so it's VERY hard to see him. He's up on a balcony like
the others and if you get right up against the building and aim up he
has to stick his head over the edge. Sorry, Benni. That's a headache
even Excedrin won't help.

The extraction is at the same point as before: the alleyway entrance
on the left hand side.

In fact, if you are having real trouble taking this last guy out, if
you have a mostly full health bar, just RUN Sam to the alleyway: I got
shot once when I did this and upon reaching the alley the mission
ended successfully anyway.)

You did it! You completed another mission!

America can breath easier now that thanks to you, there's about 20
fewer terrorists in the world!

Level Five: Refinery, Kundang, Indonesia April 12, 2006, 15:12
Hours

Main Objective: Trail/Intercept Sadono's Communications

'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 release of the Smallpox virus
one more day. If he is killed or detained, the virus will be released
within 24 hours. Intercept Sadono's 'Pandora Tomorrow' call in order
to locate the virus.

The level opens with Sam standing.....in a jungle! Yes, my friends,
after all this time, at last we get to see Sam in action is
something other than an urban environment.

Lambert tells Sam that since this mission is going to be very
complicated, Third Echelon is running it in conjunction with
Displace International, Douglas Shetland's highly trained mercenary
company.

Objective: Find Shetland and receive a briefing from him.

Objective: Plant explosives on Sadono's plane

Simply move straight ahead and you will see Shetland crouching and
scanning Sadono's camp with binoculars. Go over and say hi. Shetland
informs Sam that he has a dozen snipers located around the camp and
that Sadono's plane needs to be sabotaged.

After finishing the conversation with Shetland, move to the left near
the edge of the ridge and there will be a tree stump for Sam to tie
his rappel line to. Rappel down the face of the ridge to the tall
grass below.

Or you can use the zip line just in front of where Shetland crouches
and looks through his binoculars.

(Easter Egg Found: Andrew Williams writes: "I noticed that at the
beginning of level 4 (intercept Sadono's phone call), if you shoot
the binoculars Shetland is holding around eleven times, Lambert
chimes in saying "What the hell are you doing?! The mission is
over!" Then the usual "MISSION FAILED" screen comes up with the
unusual message below: "YOU ARE OUT OF YOUR MIND." Pretty funny
stuff."

I tested this and verfied it myself. It really does say that. I
wonder how many more eggs like this are hidden through the game?)

Note: from this point on, alarms will be raised INSTANTLY, so if you
opt for shooting your way through instead of stealth, at the first
alarm the guards will done helmets; the second they done bulletproof
vests, the third alarm..... THE MISSION FAILS. Any shot or grab you
try or sneaking by that doesn't work is going to result in an alarm.
Each alarm raised makes it harder to get through the level. Though
even at the 2nd stage of alarm, with jackets and helmets on, guards
are still not that difficult to grab, they ARE much more difficult to
shoot. Your first shot MUST take them out; they only need about 1
second to trigger an alarm if you mess up.

Crouch at the bottom of the cliff and slowly move forward through the
grass. To your right front is a bamboo fence beyond which several
huts are found. Save the checkpoint that comes up, and then note the
tent in front of you that has it's side darkened. That is a good spot
to move to and crouch down. If you do it right the guard that always
comes out of the tent to the right and stands about 10 feet away will
not see you and he will go and sit in a chair next to another tent.

Ease forward, equip the SC-20K and shoot this guard in the head and
watch how he slumps in the chair.

Now you need to act fast because around the front of the tent you are
behind is another guard on patrol and if he sees this dead guard in
the chair he's going to raise an alarm.

Keep the rifle equipped and move around the corner, staying in the
shadow and pause just in front of the bottles sitting on the ground.
The other guard then walks into view. You have about 5 seconds to
shoot him before he spots the dead guard and raises an alarm. If he
raises an alarm before you get him, it doesn't end the mission, but
Sam does get a lecture from Lambert about how he's paid to be
invisible.

Go get both bodies and dump them in the tall grass.

Alternative strategy: Draw the sitting guard into the dark area by
the tent wall and KO him to save ammo. Then do the same with the
patrolling guard around the corner.

Alternative strategy: Sneak past both guards; this is easier to do
while the first guard is sitting in the chair, but he will only be
there for about 30 seconds. You need to move past him staying in the
tent's shadow then use the camera to see around the tent corner to
wait until the other guard is not looking and then sneak up to the
far side of the parked truck.

If you shoot or KO both guards, get the Ring Air Foil rounds inside
the booth in front of the truck.

Then go back and move up on the far right hand side of the parked
truck. Move along the darkened wall to the right and you will then
hear two guards talking as they come down a trail to your left front.
One attempts to disarm a trip wire mine and blows himself up. The
other guard begins CPR. Drop him with a shot from the SC-20K. Move
cautiously forward because there are plenty of trip wire mines
throughout this area. If you accidently touch one, you have 2
seconds after the 'Disable Mine' window comes up to hit the 'A'
button. Hit the button too late and Sam gets blown up.

The thermal vision shows the mines and their trip wires as blue
images, so you want to keep the thermal vision on whenever you are
moving. If you detect an enemy and need to go for a grab or a shot,
crouch and stay stationary as you look around in normal or night
vision views.

As you move forward and disable a few mines, you enter a wooded area
where you can see a shack with a lantern on the other side, and a
patrolling guard. Move left and get behind the great big tree, then
wait until the guard comes in your direction, stops and turns around
to go back the way he came. Then stand up and shoot him in the head
with the SC-20K.

Move carefully forward, stopping to scan the area with the thermal
vision - there are quite a few mines about and you don't want to
trigger one.

Pass in front of the shack and turn left; you will see the camp ahead
and a truck parked in the foreground. Move around the truck to the
right and then towards the building ahead. A checkpoint loads where
you can save the game.

See the open doorway with the flaming barrel inside? That's the
hanger with Sadono's plane, which you now need to sabotage.

Go and crouch outside the door and you will hear two terrorists
talking inside next to the plane. Not surprisingly, the conversation
proves that most terrorists tend to be whiners and slackers.

The key to making it through this level is not to raise any alarms.
You get three chances, as I explained above. If at all possible you
want to take these two guards out without giving them a chance to hit
their radios and sound a warning.

This, my friends, is what your special projectiles for the SC-20K was
made for! What'll it be: gas or smoke? Unconcious or smothered? It's
up to you, just remember that the smoke grenade deploys instantly
while with the Diversion camera you need to shoot it right between the
two guards as they talk and then hit the 'Y' button to deploy the gas.

You'll have to shoot the Diversion Camera or Smoke Grenade before the
conversation ends, or one of the guards will turn and walk around the
plane to the other side.

Hide the bodies in a dark corner. Go up the ladder to the left of the
door and switch off the overhead lights.

Proceed to the far side of the plane and when the interact window pops
up press 'A' to plant the explosives.

The first time I played this level after I planted the explosives I
immediately went back out through the door and tried to make my way
around the hanger.

I did not notice a terrorist opening a door to my rear as I was
heading back for the door I entered by. So after unsuccessfully
trying to find a way around the building, I went back into the hanger,
and came face to face with a surprised terrorist. Luckily I got my
pistol out first and dropped him with a lucky headshot.

A real, intense "What the....!!!!" moment, let me tell you.

Anyway, now that we know he's coming, after you plant the explosives
you can simply crouch against the wall next to the door and shoot the
guy as he comes into the room. Or you can climb up the bamboo pipe and
drop on him from above. Or drop down onto the darkened airplane wing
and shoot him from there. The possiblilities are almost endless!

However you take him out, hide his body and then go through the door
he revealed.

A small yard separates the hanger from a fence with a gate halfway
open. Go and crouch down against the fence near the gate and hear two
terrorists yakking on the other side. Ease around the gate and shoot
a smoke grenade right at their feet between the two of them.
Personally, I think the coughing and hacking and choking is MUCH more
realistic in this game than in the last one! Once both terrorists are
down go hide the bodies. If you have followed my excellent advice so
far, you have not triggered a single alarm while taking out 10
terrorists!

Alternative Strategy: let's say you want to shoot these guys up close
and personal. Let the terrorists finish their conversation. One will
depart and the other will begin patrolling.

Keep moving to the left alongside the innermost gate and soon by
rotating the camera view you will be able to see the terrorist moving
around on the other side. When he is facing away from you and moving
away, go around the gate and head right to crouch in the bushes
against the wall. From behind the bushes, climb up onto the box.

I know, you're thinking, Hey man, he's only feet away- he's gonna see
me! Oh no he's not! Look at your light meter: 0. He has no idea Sam
is there. This may be the EASIEST headshot you get in this game. The
second guard comes running back, but can't see you on the boxes
either. Phhht! Another terrorist goes to his eternal reward.... in
hell. Hide the bodies behind the bushes in the corner.

(Note: very hard to keep the second guard from giving an alarm here if
you don't track him and drop him fast with the SC-20K.)

I have found no way to sneak by these two guards. I can get to the
booth and shoot the light out, and they don't find me but I have to
raise the barrier by throwing the switch and when I do that they both
come running. If anybody finds another way, please e-mail me and let
me know.

Go into the booth and restore any health you have lost by using the
medkit. Then hit the switch to raise the barrier so you can pass
through. Save at the checkpoint.

Do I even need to tell you to get up against the darkened wall to the
right? By now it should be almost instinctive after 4 levels of this
game. Slowly move forward and a patrolling guard will come around the
bend ahead.....with a guard dog! Use the Diversion Camera (have the
SC-20K selected, hold down the white inventory button and scroll up
with the directional pad and select Diversion camera) to take them out
by shooting it ahead of the guard and then just as he walks up to it
hit the 'Y' button to release the gas. If the gas only takes out one,
use a sticky shocker on the other.

That's if you want to be humane to the dog. And the terrorist. You can
of course shoot them both if you feel like it.

Drop the guard's body in the dark corner in front of the guard booth
and continue on staying to the right side against the wall where it's
dark.

When you go around the bend you will see tents up ahead, and a guard
tower in the middle of the tents. Keep following the fence until you
see two guards coming into view between two of the tents. They stop
close by and start talking to each other. DO NOT MOVE while they talk
to each other. It is very easy to get detected here. If there were
two earlier alarms triggered, one more will fail the mission. So play
this cautiously.

After they split up and start their patrols, notice the pattern of the
nearest guard. He stands in the dark and gives you his back for a few
seconds as he turns around. Hmmmmmmmm. What does that suggest to you?
I sense......a grab and KO coming up, don't you?

Hide his body against the fence and go into the tent to the left that
he was patrolling next to and pick up the ammo in the corner.

Note: You may have had this happen several times while playing
Splinter Cell - you go to all that trouble to hit, gas, smoke, or
electrify a guard into unconsciousness and then some other guard
happens along and wakes the unconscious guard back up. Let me explain
why I have never had this problem: Like the Navy Seals, when I have
enemy down and out I make sure he stays down and out: I put a round
from the pistol right between their eyes. You can even watch the
terrorist's bodies go cold in the thermal view after you shoot them.
Nope, Adbul, Pieter, Jaques or whoever is not ever gonna be a problem
for me again.

Cautiously move along the fence. There is a bonfire burning ahead,
with a booth behind it. Between the fire and you is some thick grass.
Well just to be safe, let's scan the ground with our thermalvision
and....Hey! What's this?! It's a trip mine! Whew, are you glad we
decided to play it safe and spend some time carefully scanning the
ground before we walked over it? Yeah, me too.

Disable the mine and inch your way along the wall trying to stay out
of the illumination cast by the bonfire.

From the spot where you disabled the mine look right - there is a
lantern hanging onto a fence post. Shoot it out. Between where you
and the lamp are is another trip mine. Disable that one. (Think of
all the money these terrorists wasted on these mines ha ha!) Then look
to the left at the doorway of the tent - you can see a terrorist
sleeping on a cot inside. Enter the tent, draw your pistol, and shoot
him in the head, notice how he stops breathing. Get the Data Stick
from him and then go to the table near the other door and get the
Smoke Grenade.

Note: if you've triggered two alarms before now, this sleeping
terrorist is going to have a flack jacket and a helmet on while he's
sleeping. I have shot him at point blank range and he just wakes up,
yawns, gets up, draws his rifle, shoots me, and the mission fails. I
even tried the Sticky Shocker on this %^%$^%&^%&^& and the darn thing
just bounced off. So one time I was so pissed I actually tried to
make Sam jump up and down on the guy's chest while he was sleeping.

Needless to say, if this guy has the flak jacket and helmet on his
is practically invincible.

You're better off just getting the smoke grenade off the table and
sneaking back out and leaving him in slumberland.

Go back the way you came and move to the outside of this tent on the
righthand side where it's dark. Move up and crouch down and peek
around the corner.

(Note: if you are very good at sniping with the SC-20K, from this tent
corner you can snipe the guard in the tower with a headshot. This
simplifies things greatly.)

Wait until the guard in the watch tower is on the other side looking
away from you and then go for the far side of the truck. After he
turns around again, go for the bushes to the left of the closed gate
with the burning barrell in front of it. Proceed slowly through these
bushes until you get to the raised platforms - under them is a square-
shaped passageway through which Sam can advance unseen from above.

(Game Improvement! You may have noticed by now - the leaves and
branches of the bushes and trees will get in your way and obscure your
vision. One of my times through this level I stayed in a light spot
too long and the tower guard sounded an alarm while the guard
'sleeping' in the tent that I had bypassed got up and came looking for
me while I was crouched in these bushes. Not being able to see him
clearly made the butt-pucker factor go off the charts. One momement
he was off to my left so I turned and moved right and started to come
out of the bushes....and froze when I saw he was just 2 feet from me
passing by. Great realism. Took awhile for my butt to unpucker,
though)

You have to take out the guard in the watchtower because the only way
into the village is by using the zip line that runs from his tower.

If you can't snipe him from below, you are going to have to slowly and
carefully climb up the ladder and grab him from behind. KO him, then
use the Zip line to infiltrate the village and complete your present
objective.

When you land in the village, a loading screen comes up and then a
checkpoint so you can save your progress. If you have gotten to this
point without raising a single alarm, you are doing very well.

When the game restarts, move forward slowly in a crouch, and stay in
the dark area between the two buildings. As you near the lighted area
ahead, you will see Sadono standing off to the right smoking a cigar
like the self-important butthole that he is. Three other terrorists
are also in this courtyard. Listen to their conversation. Then watch
how they all break up and go their respective ways. Sadono and two of
the terrorists go into the building across the street on the left, and
goes on patrol up and down the street.

Objectives: Trail Sadano and identify the location of his phone calls
Secondary objective: Don't get seen by Sadono.

Move to the right along the front of the raised hut while staying in
the very dark area and watch the guard's patrol route. Wait for the
couple of seconds he passing by in the dark area close to you and
either grab, shoot, electrify, air ring or elbow him. You have lots
of choices, you know.

If you need more ammo, there is a box in the hut you are in front of.
Climb Sam up into the doorway and the ammo box is on the table to the
left.

Go back outside, stay in the dark area and move left. Shoot out the
lightbulb on the porch ahead and slowly move up this now dark area
and when you get to the straw-weave baskets look to your right front
- there is a guard standing on the porch of the building across the
street.

Now look down from him and see the small area under the porch beneath
him? Bingo, that's where we need to go. Retreat back the way you
came, crouch just at the edge of the light, and as soon as the guard
turns his back to go down the porch move across the open space and
get under the porch he's standing on. Move slowly along this
darkened path beneath the porch. At the far end of the passage, you
see some rail steps leading up to the house you are now under and a
small yard ringed by other houses.

Move to the left of the opening and stay in the shadows cast by the
bushes and cross into the shadows of the house across the way. Move
down the wall of this house until you can look to the right and see a
door with a lightbulb next to it on the wall. Go through the door
and further in across the light thrown against the wall through a
boarded up window and you will see another doorway through which
Sadono and his bodyguards pass, leaving one guard to stand near the
door and watch it.

Note: there is a sticky camera on the crate to the right of the door
you just came through. Pick it up if you feel like it. I already had
five, so I left it there.

Move to the right, staying in the shadows, get as close as you can,
and drop this terrorist with a round in the head from the SC-20K.

Hide the body.

Optic cable the door (been awhile since we had to do that, huh?) If
you want to be really stealthy, don't go into this empty room yet,
shoot out the lantern on the barrell to the right and then the light
over the window around the corner. Then move up to the window and
shoot up into the room and take out the lightbulb.

Open the door, and move slowly to the left, ignoring the door on the
other side of the room, and moving past the lighted stairs and see
the guard sitting with his back to you as he watches TV.

What I disover as I draw my pistol and get ready for the shot is that
the game has the guard get up and suddenly turn around. You should
still be able to drop him though. Dump Mr. At-Least-I-Died-Watching-
My Favorite-TV-Show outside with the other dead guard. Before going
up the stairs, there is an ammo box in the room to the right of where
the guard was watching TV.

The only thing upstairs I can find are a medical kit and a square
shaped opening in the ceiling of one of the rooms that I can't make
Sam reach.

Go back down the stairs and through the door that we ignored earlier.
Stay to the .....SHADOWS......(boy, I sure do say this alot, don't I?)
to the left and move down the wall until you see a very well lighted
doorway to the right across from a truck and some barbed wire. Optic
Cable the door but don't open it. It's too well lighted from the sun
and you'll be framed in the doorway of you open it. You can see
several terrorists in this room. Go back to normal view, turn right
and find the very narrow alley to the right and put Sam into Wall Mode
so he can slide down the lefthand wall to the Checkpoint.

Slide all the way down to the end and have Sam peek around the corner.
You see a courtyard with Sadono and his guys going off to the left.
Meanwhile a guard begins patrolling the center of the very well
lighted courtyard. Further to the left, standing in the shadows, is
another guard who is standing still and trying to get lung cancer.

Start by shooting the nearest lightbulb, just over your head to the
left, when the guard on patrol is facing away from you. If he hears
the lightbulb pop, he may come to investigate. Retreat back into Wall
mode and slide down out of sight. He will soon shrug and resume his
patrol.

Now go get the Sticky Camera on the crate next to the door. There's
nothing in the room worth going for; I know 'cause I shot out the
light inside and had a look.

From the doorway move to the left past the boxes, keeping your light
meter firmly on 0 as you keep track of the guard patrolling to your
right.

Shoot out the lantern and the light on the wall to the right. If you
get detected, head back for the narrow gap and go into Wall Mode -
they won't find you, but there will be two guards in the courtyard
now.

I went into the dark room and drew the patrolling guard to me with the
Whistle, then shot him between the eyes as he walked up to me. Pick
up his data stick. Then, moving out to the very edge of the shadows
just as my light meter started to move to the right, I crouched and
sniped the standing guard across the courtyard. Shoot out most of the
lights you can see and then go get his body and hide it.

Go back to where that guard was standing when you shot him and face
the way he was. Now look to your right - see the very large square
doorway with the lightbulb on top? That's where Sadono and his
buddies went. As you approach the door a dog will come running out
and try to snack on various pieces of your anatomy. Shoot him.

(Depending on how you play this, the dog will attack at different
times. If the guards sensed something wrong, the guard at the
far end near the dog will take up a new position halfway
up the courtyard on the far side near a lightbulb. I have
taken both guards out and not have the dog attack until I approach
the room he's in; other times if the second guard is visible to the
dog and you drop him the dog will come looking for you.)

Move into the large square shaped opening and go up the ramp on the
left and Optic Cable the door. Time is of the essence here, you only
have about 20 seconds from the time you open the door to shoot your
Sticky Camera and record the info you need. If you fail to do this in
time the mission fails.

Move slowly into the room, keeping to the right of the lighted
doorway. Look into the courtyard beyond and Sadono will be standing
there with several of his goons. Shoot your Sticky Camera onto some
boxes just in front of Sadono. The Sticky Camera will then record
what Sadono says.

(NOTE: Make SURE it's a STICKY CAMERA you are shooting here, not a
DIVERSION CAMERA. Several people have e-mailed wanting to know
why the mission fails over and over even though they shot a 'sticky
camera' and could see Sadono. Turend out they were shooting
DIVERSION cameras and not STICKY cameras. So make sure you select
the right kind of camera)

Now that you know the location that Sadono makes his calls from, and
the password, Lambert tells you to trail Sadano when he goes to make
his phone call. Sadano departs, going down a ladder. Two guards are
left behind, and there is a big bonfire burning to the right of the
doorway, so you have to take both these guards out from the room you
are in.

One guard is patrolling while the other stands and smokes a cigarette
near the door where Sadano went through. Use the Whistle to draw the
patrolling guard into the room and take him out. Then move right up to
the doorway and use the scope on the SC-20K to snipe Mr. I'm Trying To
Catch Cancer.

Go down the ladder and a loading screen comes up. Save the Checkpoint.

Crouch and don't move, there is a patrolling guard ahead who will
stroll into sight in a few seconds. Meanwhile, Lambert and Grimsdotter
let you know that the refinery has copper grids in the walls that will
disrupt your radio signal - you're really going to be on your own.

Objective: Rendevouz with the CIA Pilot in the Refinery

This patrolling guard was so close I dropped him with one Ring Air
Foil and hid his body at the base of the ladder. Shoot out the lights
on the walkway; you will hear an exclamation of surprise from the
single guard below, but he won't come up to investigate. No, it seems
he too is much more interested in......smoking a cigarette. (What IS
it with these terrorists and the cancer sticks?) Go slowly halfway
down the stairs to the right and then stand up and shoot the now
visible guard in the head with the SC-20K. Hide his body under the
stairs and then go to the door opposite the bottom of the stairs and
OC it.

Stairs leading up come into view. Open the door and make your way to
the corner and go up the stairs, keeping to the left where it's dark.
Halfway up, move the right thumbstick around to move the camera so you
can see three guys in the white lab coats tinkering with stuff on some
tables. At the far end of the room, each in the opposite corner, are
two armed terrorists. Hmmmmmm. That's FIVE people to deal with. What
to do?

Well only two are armed. That's a plus. And the light switch to this
room just happens to be at the top of the stairs. Switch it off and
shoot a smoke grenade to the center of the room and go to thermal
vision.

The darkness and smoke disorients everyone in the room....except you,
of course. Sometimes the guards charge forward agressively into the
smoke and then hack and cough and choke and wait to get shot.

Other times they hang back in the far end of the room and spray and
pray wildly, dropping a scientist or two. Use the tables for cover
and drop them.

Then KO all the cowering scientists and drop all the bodies in a dark
spot. OC the door on the far end of the room on the right side.

You'll see some generators. Open the door and ease into the room; the
area near the door is dark. Look to your left. You see an open
doorway with a light against the far wall. Turn on your nightvison and
use the scope on the SC-20K and you will see the guard patrolling that
room. Take him out and then back up and get ready for the second
guard that comes running into view and take him out too.

Next we....what? What do we do? Oh, right...WE HIDE THE BODIES.

The CIA Pilot is in the room the two guards were patrolling. He's
crouched down at the far end behind the shelves with his hands over
his head. Go talk to him.

He'll give you a name and mention Hong Kong. Then look at your notes
to get the code to the keypad door to the left and open it. You see a
ladder leading upward. Shoot out the light, move forward and save at
yet another Checkpoint.

Objective: Tap Sadono's phone

At the top of the Ladder pick up the ammo on the crate to the left and
use the Medkit of you need it....amateur!!! Then move to the door and
shoot out any lights you see. Then move up to the building across from
the door - you will star to hear machine gun fire. Stay against the
wall, keep moving left, peek around the corner, see the lantern
sitting on top of a barrel across the way. Keep going against the
wall to the next corner - peek and find the guard standing near the
turret gun.

Retreat, shoot out the lantern, and the guard will come ambling over
to investigate. Retreat into the darkness against the building and
shoot or grab him when he gets close. Now, how are we going to get
around that turret gun? Why, by climbing up the pole to the left of
the lantern you just shot out, of course!

Once on the roof, turn right and go across the two boards to the the
big roof over on the other side of the laundry line. Turn right again
and move forward until you arrive at the trap door at the far end. Use
the Optic Cable and you will see two terrorists down there, one of
whom is shooting off his automatic rifle. You've discovered where
Sadono's terrorists train to shoot men, women and kids. It's a firing
range.

Climb down slowly, wait until the second terrorist standing close by
leaves, tap the X button to make Sam draw his pistol while hanging
from the pipe and shoot Mr. I've-Been-Firing-My-AK-47-For- 5-Straigh-
Minutes-And-I-Won't-Stop-'Til-I'm-Dead in the head.

ALTERNATIVE STRATEGY: One of the few places in the game you can use
the really cool new move where Sam can shoot while hanging from his
legs - first tap 'Y' to make Sam bring his legs up, then tap 'X' and
he will let go with his arms, hang by his legs and draw his pistol and
aim. To make this work better, shoot the lanterns out first and the
terrorists will start running around trying to find you. One or two
sprayed and prayed, but no bullets ever hit me. They used up alot of
ammo before meeting their well-deserved fate.

Then drop down and move to the right into the dark stall and wait as
the other terrorist comes back to investigate. Drop him, then the
terrorist in the ski mask at the far end of the room who is...... can
you guess? Can you? SMOKING A CIGARETTE! Yes sir, tobacco sales in
Indonesia are gonna plummet drastically if Sam keeps this up.

Shoot out all the lights, dump the bodies in the darkest spot and move
on. There's a box of ammo in one of the shooting range stalls, so be
sure to get it. The next room is a gym with a heavy bag and weights.
Here's where Sadono's terrorists train to beat up men, women and kids.
Shoot out the lights to make it nice and dark in case trouble develops
up ahead and you need to retreat. Before you leave, have a look at
the posters on the wall of this gym.
Anybody.....um....RECOGNIZE....the guy in one of them?

Just as you're about to move into the hallway beyond the gym
Grimmsdotter comes on the comm to let you know that getting into the
villa is not going to be as easy as it looks. Shoot out the hallway
light and slowly go forward.

I shot a sticky camera down the hall to the wall through the doorway
at the far end but didn't detect anything.

Save at the checkpoint halfway down the hallway.

Get right up against the wall next to the door leading outside and
rotate the camera by using the right thumbstick: two guards are
visible, one of whom is patrolling towards and then away from the door
and the other is standing to the right of the door.....SMOKING A
CIGARETTE. Phillip Morris' stock is gonna drop if Sam stays in this
country much longer. On the other side of the courtyard a turret
gun is set up pointing this way.

Wait until the sun has completely set (it's cool watching the place
get darker, huh?) before moving.

There are several ways to take these two terrorists out. My favorite
is to sneak around to the left and get to the turret gun and turn the
IFF off. (That does often lead to an alarm, though)

Surest way: wait until the patrolling guard is on the other side of
the yard and then have Sam move fast inside the room. The terrorist
outside will hear and come in to investigate. Retreat to the left
hand corner and shoot him when he gets close. Then move back to the
doorway and the other terrorist will come stand about 10 feet from the
door on his patrol route.

Shoot him too. DO NOT GO INTO THE CENTER OF THE YARD: say to the left
hand side or the turret gun will get some rounds into you.

Go into the room to the left of the turret gun and get the ammo off
the desk then OC the door to the left on the wall behind you. When
you OC the door you will see two terrorists and a spotlight sweeping
the darkened courtyard beyond. Shoot out the lights in this room so
they don't highlight you as you open the door and move slowly into the
corner to the right. The spotlight does not shine here, so you are
safe.

Wait until the patrolling guard's route brings him right up against
the wall to the far right, when the spotlight is on the far side of
the yard, and KO or shoot him and dump his body in the corner near the
door. Then snipe the guard standing on the steps in front of the
double wooden doors. Staying out of the spotlight, move up the steps
and crouch next to the keypad. DON'T GO EXPLORING THE PORCH -

Look slowly left and right: you have a turret gun on each side of you.

Check your notes for the door code for the Villa and enter through the
door. Move slowly left to where you see a lighted window. See the
back of the guy in the window? DON'T SHOOT HIM - it's Sadono himself,
talking on his cell phone. For a really cool view of this, shoot a spy
camera up near the top of the wall opposite Sadono and it will show
Sam and Sadono in the same shot.

Move too far right and Sadono will sense something and start moving
around the room to investigate. As a matter of fact, you need him to
leave the room so you can tap the phone/computer on the desk over
there. So move slowly to the right and the moment he takes the cell
phone from his ear go back to the left slowly. After a minute, he
will leave the room, but don't move yet. Sadono comes back after
another few seconds (had you been in the room the mission would have
failed right there), shrugs, decides he's just jittery and turns and
leaves, this time for good.

Note the camera over the door. Shoot it out. Then go through one of
the open windows and use the computer on the desk. At last, objective
accomplished! Grimsdotter begins tracing Sadono's calls and Sam is now
to use the Villa's back door to reach the Osprey for extraction.

Go back through the window and turn left, following the hallway. It
goes left at right angles. Flip the switch on the power grid as you
go by, I believe this turns out all the backyard lights.

When you come to the door on the right, go down the steps. and crouch
in front of the door in the wall. Hmmmmmmmm. Interesting. We DON'T
get the 'Optic Cable' option this time. Just 'Open Door'. Gee, I get
the feeling something bad is about to happen, don't you?

Well we have to open the door. So......surprise!!!! There are several
ski-masked guards there with flashlight attachements to their assault
rifles! Hey, no fair! They've got the drop on Sam and he does the
smart thing: stands and puts his hands up over his head. One wrong
move....

And then Lambert tells Sam on his comm that Shetland's 20 snipers are
about to make their presence known. Firing begins from the guards
rear and they turn to deal with it. Don't run through the door
yet...let Shetland's boys take out several of the bad guys for you. 3
will be left standing when the firing dies down. You can shoot one
from the doorway when they are not looking, and then retreat. None of
these guards ever followed me back through the door, so to make it
more challenging I would shoot one, then run outside and hide in the
dark and shoot the other two while they looked for me. After the
three guards are down, head forward around the various trees and
bushes and find the Osprey hovering and waiting for you.

(ALTERNATIVE STRATEGY: Just as Shetland's snipers start firing, crouch
Sam down and move to the right of the door while equipping the SC-20K
and bringing up the Diversion Camera.

Moving this soon draws at least two of the guards to the doorway while
the third returns the sniper fire. When you see first guard crouched
and sticking his rifle barrel through the doorway as he prepares to
come in, shoot the Diversion camera at his feet and immediately press
the 'Y' button to release the gas and then squeeze the Right trigger
to leave the camera view and go back to 3rd Person view.

I got THREE of the guards this way; turns out the other two were right
behind the first guy, while a fourth guard was off in the distance on
patrol. He came running over when he saw his buddies down and ran
right into a bullet. Poor guy. Sniff.)

You've done it! You've come through for the Free World again!


Watch the cutscene where Sadono poses for the camera while shooting
at US troops and then try not to throw the heck up as you watch
'Sadono Fashions' take off in Paris. Anybody else roll their eyes
over the bit-titted blonde air-head wearing the tight Sadono t-shirt?

Level 5: Komodo Shipyard, Kimodo, Indonesia / April 18, 2006, 05:24

Main Objective: Infiltrate the Submarine

Sadono's 'Pandora Tomorrow' phone call is being forwarded through an
encrypted relay in the communication system of a submarine docked in a
supposedly abandonded shipyard.

Infiltrate the submarine and access the communication system to
further trace the call.

This new level begins with Sam standing in some tall grass at night
with a patrolling guard and a watchtower in the background. Kneel Sam
down and watch the tower in normalvision - see the red laser beam? If
it touches you the automatic shotgun attached to this device will
riddle you with slugs.

The guard is very easily disposed of; there is no one else close by
and he's patrolling in the dark. Though he is very alert, and will
start towards you if you make the slightest movement or noise near
him, he can't see you. Once he's down, move to the right and when the
laser beam of the auto-shotgun is all the way to the left move up past
the broken down truck and get under the watchtower. Now at the base
of the watchtower, turn and find the turret gun. See what would have
happned if you'd gone straight through the tall grass? Not only would
the auto-shotgun have found you, but the turret gun would have shot
you as well. By staying to the right, you approached in a manner that
neither automated system could detect you.

(Alternative strategy: for fun,sneak around the guard, go to the
turret gun and turn the IFF off and hear his wail of despair as the
formerly friendly machine turns on him and pumps him full of bullets)

(Just think of all the money these terrorists wasted on these
automated systems, hah hah hah! Could it be they're running out of
live bodies?)

Crouch and enter the opening to the left of the watchtower's base and
stay to the right against the wall and move down a couple feet and
stop before you get to the group of plants springing up against the
wall on the right. Turn on your thermal vision and spot the trip mine.
Disable it and move down further until the corridor ends and turn
left. Sam will climb up into a new darkened area. Turn the night
vision on and find the exit ahead to the right. Crouch in front of
this opening and use the camera to spot the new watchtower around the
corner with it's own laser-beam automated shotgun and the guard
patrolling on the ground. Move through the opening to the right and
crouch in the dark corner.

Watch the guard's patrol route and note that when he is closest to you
he is out of the lighted area cast by the lightbulb on the fence. Drop
him with a headshot so his body falls out of the light.

Now find the second guard standing to the left around the corner
behind a fence. His back is to you. He did not see his comrade go
down. If you are a good shot with the SC-20K, snipe this guard in the
head - the automated shotgun does not know anything is wrong. It will
keep scanning the courtyard. Now the trick is to get to the doorway
on the far side of the courtyard without the red laser beam finding
you. Wait until is is on the far side of the yard and then stay
against the fence and move underneath the watchtower. Turn left when
you get to the building and wait for the beam to be moving away from
you and go up and quickly turn the corner. Go through the doorway in
a crouch and you will see a corridor ahead through another doorway
that zigzags.

Move up slowly and peek around the corner. Two terrorists are sitting
at a well lighted table playing cards. No one else is around, so this
is a perfect time to use a Diverison Camera and gas them. A smoke
grenade would take too long and they would make too much noise hacking
and coughing and sputtering. Shoot the Diversion Camera on the ground
between them and hit the 'Y' button. Then shoot out the lamp on the
ground and the lightbulb over the table. Hide the bodies back in a
dark corner where you have already been. Put a round from the pistol
into their heads to make sure they stay down.

Beyond the table where the now deceased guards were sitting are
several huts. Use your thermalvision and find the dog in the one on
the left and take him out. The hut on the right has nothing in it.
There is another guard around out there; sometimes he's way at the
back and sometimes he's on the left near where you have to do the
Split Jump/Half-Split Jump to get to the window. I found the safest
way to draw him to me was kneel at the end door of the right-hand hut
and shoot up into it to take out one of the lights inside. Where ever
he was, this guard would then reveal himself by coming into the hut
through the side door and looking up at the light. Easy head shot.

Once this guard is out of the way, find the stream of water on the
left hand side that ends at a small ramp leading up to a very narrow
alcove where you can see a open square-shaped window high up on the
wall. Do the Split-Jump and then the Half-Split Jump and pull Sam up
onto the small ledge. Save the Checkpoint!

There are boards spread outto make a crude walkway up here. Move to
the right on the windowsill and drop down onto the boards.

Look down and there's a guard sitting in front of a TV. Personally I
wouldn't want to spend my last few seconds of life staring at a micro-
wave, but hey, it was his choice.

If you don't mind setting off an alarm stage, shoot the TV watcher and
the other guard who will then run into the room from the door on the
left.

Pick up the Data Stick from the guard that watching TV and hide the
bodies behind the curtains on the other side of the room.

Alternative Stragety: Try to silent jump down onto the hay bale to
the left and sneak up on the TV guard and KO him. Shoot out the TV
and KO the outside guard when he comes into the room to investigate.

Alternative Strategy: OR you can sneak through the square-shaped hole
in the wall to the left behind the hay bales and after Mr. Bottles-
Don't-Shoot-Back swaggers over to the chair on the opposite side
of the yard and sits with is back to you, sneak over and grab him.
K.O. him, move the body to the dark rooms with the generators to the
left, then draw the pistol, kneel Sam down,and put a bullet between
his eyes. Nope, this is one fellow who's never gonna bother the
Free World again. Gee, all that target practice wasted. He never
even got to shoot one American. Oh well.

Move to the door and carefully peek outside.

You should have some flares in your inventory and boy are they gonna
be handy here since there's a turret gun mounted in front of the
building across the street and it' zeroed in right on this doorway.
If you just step outside, even crouching and going slow won't help -
you'll get shot.

Light a flare by pressing the 'X' button to aim it close to the
turrett gun and then hit the right trigger to throw it and while it is
in the air run like a sonofagun the nearest doorway off to the left.
If you go fast, the gun will recover only enough to shoot you once. Go
slower and it's gonna hit you several times. Move through this long
narrow room until you can exit through a door to the right and go past
a picnic table and ease up around the corner to the turret gun's
controls and deactivate it.

(I know - you passed a narrow alley between the building and the fence
- can Sam go into wall mode and go behind the building? Yes he can.
There is a yard back there. But I can't find any exits or pickups at
all , so if anybody can figure out why this area is there drop me a
email and let me know)

Slowly enter the building through the open door and IMMEDIATELY CROUCH
AND DON'T MOVE. Why, do you ask? Simple. Looks like the room is
empty and the opening to the caves is plainly visible on the other
side of the room: you can see the top of a ladder sticking up through
a trap door in the floor.

Ah, but IS it empty? Normal view turns up nothing. What about Night
vision? Nope. Still looks clean. Well, let's try the thermal
and.....WHOA! Look at the pretty laser beams!

Although it looks tough, this is easy to get by with some deft
thumbstick control. When the nearest beam is sliding up and reaches
just over Sam's head, move him SLOWLY FORWARD and halt him halfway
between this beam and the next one. Then repeat. As long as you move
as the beams are on their way UP and not on their way DOWN you should
be fine.

Once you have slipped past the third beam, approach the trap door and
look down. Very well lighted ladder. I tried shooting out the light
at the top but the bullet's just bounced off.

Go down the ladder, crouch at the bottom and go to the right hand
corner and carefully scan the room. There is an elevator on the
opposite wall. Go and hit the switch to the right of the elevator to
open it up. Go in and shoot out the overhead light. Move to the
opposite side of the elevator and look on the left hand wall. There
are the elevator buttons. Move to it and when the 'Use Lift' window
pops up, select it and then use the left thumbstick to select the down
arrow.

You will feel the elevator start to move as your controller vibrates.
Once it reaches the bottom and the elevator doors open up again, move
to the right and crouch down in the corner. Lambert will tell you
about a technician you need to use to get to the sub. If you need
health, there is a Medkit in the closet - it's the first door you come
to.

Shoot out the first light just over the closet door to make the area
near the elevator completly dark. This is because when you peek around
the corner just ahead and see the two doors off to the right, two
terrorists are going to come out and start patrolling.

Equip the SC-20K with the Sticky Shockers and kneel in the corner by
the elevator. One terrorist stands still and the other patrols up and
down the hallway. Since Mr. "I'm Too Lazy To Move" is standing in a
dark spot, wait until the other guard is at the far end of the hall
and drop him. Then move up and kneel over the body and track the
other terrorist as he comes back down the hall toward you. When he
gets close enough, drop him.

The Sticky shockers are best for this because with bullets the first
one might not drop them right away; Sticky Shockers are an instant KO.

Hide the bodies in the closet, shoot out the closet light.

Go up to the two automatic doors and enter through the one on the
left. To grab the technician so he can't sound an alarm, turn off the
lights at the switch to the left. When he comes to turn it back on,
grab him and interrogate him. Hey, he speaks English! Great! Sam
tells the guy to raise the sub and he says he will. Move the
technician to the far side of the room where the long plate glass
window reveals a sub berth. Somewhere on the lefthand side of that
long series of controlpanels a "Use Computer" option will be added to
the Interact window. Select it and Sam will hold his gun to the back
of the technicians head while he hits the buttons that raise the sub.

IMPORTANT!!!!! DO NOT KNOCK OUT THIS TECHNICIAN YET. It takes awhile
for the sub to come up and after it does, there will be a ten second
pause and then some irate thug from inside the sub radios the control
room and demands to know why the sub has been raised early and
threatens to sound an alarm if they don't get an immediate response.

So if you knocked the technician out already, you are honestly and
truly screwed.

If the tech is still awake, Sam can 'convince' him to radio the sub
and allay their concerns with a fake story about a bad ballast tank.
As soon as the terrorist in the sub threatens to sound an alarm, look
for the 'Interrogate' window to pop back up. As soon as it does, press
the 'A' button and the technician will lie his ass off hoping to avoid
a bullet in the ear.

Once the sub guy signs off, now it's safe to put the technician into
Lala land. Once you hide his unconsious body (OK, Ok, I didn't shoot
him - he seemed like a nice guy and he wasn't armed) go out of the
control room and turn right and head all the way down the hall and
turn right again and go to the single door there and open it to end
this part of the level and bring up a loading screen.

Save at the Checkpoint and you then find Sam standing at the bottom
of some steps leading upward. Go up the stairs and crouch at the
top. Turn on your thermal vision and look at the window inside the
door across the room. You can see the back of a terrorist's head as
he stands guard on the other side facing the other way. Shoot out
the lightbulb over the door - he shouldn't hear it if you don't miss.

As you approach the door, he will turn to the right and start to
patrol down the walkway. Wait a few seconds for him to get far
enough down and open up the door, move to the left to the edge of the
catwalk, turn back around and equip the SC-20K. You can shoot him in
the head, use an Air Ring Foil, or other projectile if you have it.
Hide his body in the room you just left and move SLOWLY down the
catwalk. Don't bother shooting out the lights up on the ceiling;
they are armored.

There is one guard with a helmet-flashlight on the balcony's across
from you; there are two further down on the side you're on now,
though on different levels.

Shoot out the lightbulb on the ceiling of the lift ahead to make it
so dark the nearest guard can't see you. Then move up and hit the
switch to start the lift moving but...DON'T GET INSIDE OF IT. The
lift is to distract the terrorists, all of whom will light it up with
their flashlights and follow it down the track.......while you sneak
up to the edge of the ledge where the lift was resting and jump down
and grab hold of the line it is suspended from and use it as a ZIP
LINE (from the edge of the ledge hit the 'B' button and Sam will drop
down and grab the zip line).

After sliding down some ways, Sam will come to some big wheels and
have to drop down again; just hit the 'B' button again. At this
time Lambert comes on the comm and tells Sam he's going to be
outnumbered once he goes in. Sam comes back and says all his
missions are like that.

Dropping down from the second zip line, Sam will hang on the edge of
the ledge. Leave Sam hanging on the ledge until you spot the
patrolling guard. Use your thermal vision if the night vision
doesn't show him clearly. Wait until he is facing away and pull Sam
up. Since this guard spends almost all of his patrol route in the
dark, the other guards won't see when you take him out.

Hide his body and make your way down the catwalk to the sub and
carefully move Sam to the open hatch and let him climb down. If
you're not carefully, Sam will JUMP down instead of using the ladder,
something that cost him half of his health the first time I went
through this.

Also note that now that you are inside of the sub lethal force is no
longer allowed.

Moving forward, go down the second ladder and use an Air Ring Foil to
knock out the terrorist who comes around the corner from the left
and then moves close to you and stands there like a dumbass because
he can't see you. Hide his body next to the ladder.

Keep going forward slowly and you will come to a sliding door that
leads to the crew's quarters; at the far end on the left a terrorist
is sleeping in the lower bunk. Use an Air Ring Foil to enhance the
quality of his dreams. And to make sure he doesn't get up anytime
soon and try to take you from the rear in case things go south at the
bottom of the next ladder.

The next ladder? Why yes....it's just ahead down the corner. Go down
it. That's what it's there for, so you can go down it, you know.

Use a Sticky Camera on the wall to your right, where the doorway to
the left is throwing light on it to get a good look at the terrorist
in the room ahead, which happens to be the ships mess. He's sitting
at a table just staring into space.

I tried to put a Diversion Camera at his feet and gas him but messed
up; I withdrew and he came to investigate after the gas didn't knock
him out and ended up having to hit him with the ol' elbow. Too much
light coming through the door for the Diversion Camera to work, I
guess. The Whistle would be best to draw this guy into the dark. Oh,
and you could switch the light off by hitting the switch to the right
of the door. That would work, too.

Move through the door on the opposite side of the room and follow the
corridor until you come to another door. Go through, and you will
find yourself in a really small room with a lightbulb in the ceiling
casting light on the center of the room. Move to the door and look
through the glass porthole: here comes the Sadono officer who's going
to thoughtfully access 51551XS room for you. Move to the far right
and crouch in the dark corner. He will pass right by you and go to
the opposite side of the room and give you his back as he tinkers
with a control panel.

Grab him DON'T KO HIM. You need this guy awake for awhile. Using him
as a shield take him back down the hall he just came from and find
the retinal scanner on the right hand side and make him use it (Press
'A' when the Use Retinal Scanner window pops up). DON'T ENTER THE
ROOM YET, THOUGH. Now drag the officer back to the room you grabbed
him in, KO him and hide his body in the dark corner.

Go back to the encryption room, move in a crouch toward the door and
it will slide open. Slowly enter the room and move to the immediate
left into a little alcove formed by some equipment. There are two
terrorists in this room, and one will leave after a brief
conversation. Great, now that leaves one to deal with.

Note the dark path to the right behind him; just move slowly along it
and stay out of the light and you can get behind this guy for a easy
grab and KO. The computer you need to access is at the back of the
room in a narrow area. Access it and then you are told to extract.

Go back the way you came, pause at the door and peek to the left.
There's the other terrorist standing in the hallway about 20 feet
down. Use the Whistle button and retreat. When you peek again after
a few seconds he's usually gone the wrong way and now has his back to
you or is not visible at all. Go out of the encryption room and turn
right. Around the corner is an open door with a very bright spot on
the floor.

It's an exit room with a ladder to the left. Go up it. And then up
the next ladder too.

When you exit the submarine, turn left and go down the walkway that
comes down onto the sub's deck on that side and DON'T go to the
medkit and all the goodies sitting on the crate: stay in the dark
because a terrorist is on his way up the stairs. Let him frame
himself in the doorway and then shoot him. Yes, now that you are off
the sub, lethal force is allowed again. Time for more terrorists to
meet their Judge.

Go get the goodies on the crate, heal with the Medkit if you need it,
then descend the stairs until you are on the last landing....and STOP
when the FOUR terrorists waiting outside begin shooting at you through
the doorway.

Go back up the stairs all the way back to the walkway next to the sub,
kneel down and shoot all 4 of these terrorists with the SC-20K. You
should have plenty of ammo. You can see them but they can't see you.
Awwwwwwwwww. Doom on them.

ALTERNATIVE STRATEGY: Don't shoot the terrorists, instead just shoot
the flammable barrels they are so stupidly standing right next to and
watch them blow up and scream and run around in agony as the flames
consume them. Apparently, the world's terrorist organizations have
a long way to go before they are even within shouting distance of the
Army Rangers or Navy SEALS - and this is the best proof of that (besides
those unintentionally comical Al-Queda 'training tapes' that FOX News and
CNN run all the time where those guys in thick ski masks walk into
walls and across each other's fields of fire while they pretend to be
Special Forces badasses. Wannabes. They're all just a bunch of damn
wannabes. And right now if you follow this strategy they're a bunch of
Extra Crispy wannabes.)

Proceed on down the dock past their now decomposing corpses and when
you get to the ladder leading down climb down into the rubber boat
that is waiting for you and..........

You did it! Another dangerous mission but you made it through! Too
bad Congress can never know about this mission or you'd get a medal.

Mission 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. (I know, I know,
Lambert actually says 'Displace', as in Displace Int. when Sam is in
the encryption room, which is Shetland's mercenary company. A gaffe?
We'll find out) Shadownet teams will neutralize the 'pox boxes',
(virus-armed ND133's), freeing Third Echelon to neutralize Sadono.

(Oh good, this means maybe we'll get to put a bullet in this Che'
Guevara wannabe at last!)

After another very well done cutscene (Hey! Get a load of the logo on
the coffe cup!) the sixth level begins.


Level Six: Television Free Indonesia, Jakarta, Indonesia / April
20th, 2006, 21:43

Main Objective: Capture Suhadi Sadono (Awwwwwwwwwwww. Can I rough him
up just a LITTLE bit?)

Now that the ND133 units have been located, Sadono is open to attack.

Cooridinated remotely with Shadownet's Neutrilization of the ND133,
locate and capture Suhadi Sadono. CIA operative Ingrid Karlthson is
on site, undercover, and will assist in the mission.

Objective: Infiltrate the TV Station.

Sam and Coen are standing on a rooftop near some neon signs when this
level starts.

Talk to Coen and she will tell Sam she doesn't trust Karlthson. Sam
will assure her that he looked Karlthson right in her eyes in Dili and
trusts her.

Go down the ladder behind you and take a careful look around at the
bottom. See the vent over there? You can rapell down it. Go down the
side of the building, and on the balcony below move to the opening in
the railing and have Sam drop down to the ground.

He lands near a door that doesn't open. Stay out of the light cast by
the streetlight and move up against the brick wall. A civilian near
the door on the other side of the yard will stroll over to the other
side of the wall and have a conversation with another civilian you
can't see.

After things quiet down, shoot out the streetlight, then the light
over the doorway across the yard. Then the light halfway up the long,
high wall to the right.

You need that courtyard completely dark. This is your free fire zone
in case you need to retreat and lure terrorists after you.

Look past the van parked on the right - down the alley are 4 people,
but only two are terrorists. The guys in the yellow raincoats are
CIVILIANS. DO NOT KILL THEM. The civilian is going to come back in a
moment to get something out of the van.

You should have shot out the streetlight by then, so the area is dark.
Grab and KO him.

Shoot out as many lightbulbs as you can on the left hand wall. I shot
3 out before any guard reacted.

If they react, retreat back the way you came and crouch in the corner
near where Sam dropped down from the roof.

Grab and KO the second civilian - or use a Sticky shocker if you want
to.

Once things calm back down, go down the dark half of the alleyway. Go
for the next lightbulb.

The whole alley should be dark now except for a lighted second story
window. Keep adavancing, using vehicles and wooden stalls for cover.

The two terrorists at the far end of the alley will split up; you only
have to worry about one now. He stays in the light down there so use
the Whistle to draw him to you.

A sticky shocker should take him out so fast he will not get a shot
off.

Hmmmm, well let's see what should we do next? Oh yes....HIDE THE BODY.

Peeking carefully around that corner to the left, you should be able
to see several lights; a very brigh spotlight and a street lamp
swaying in the wind. Shoot them out.

Move into the alley slowly and focus your binoculars on the vendor's
wooden stall with the van behind it - you will see a terroriststep
into view on the other side. This is a little too risky a shot, so I
wouldn't take it.

If you elect to climb the pipe on the the lefthand
wall....................

Move down the roof and halfway down on the wall to the right is
another pipe. Climb up that one too. Grab on to the pipe overhead
and hand over hand to the opposite building. Note the barred window
with the flashing neon sign attached to it to your upper right front
as you drop down - someone can be seen standing with their back to
you. It's Coen. You're right back where you started. I spent 20
minutes trying to find out if there is a way across the roofs here and
discovered nothing. Maybe somebody else will have better luck.

Anyway, to get to the next Checkpoint, DON'T go up the pipe, go all
the way to the end of the alley, wait until the two guards down there
are facing away from you and turn left and go up the two wooden
ladders in the scaffolding there. See the zip line above you? Get
over the window and jump Sam up to grab it.

Once you get across and drop down, go down the pipe and when you land
and head toward the door the Checkpoint will come up.

As you get closer to the door you hear a conversation. Wait until it
finishes.

Oh, and make sure the huge flashes of lightning don't blind you if you
have nightvision on.

First things first. Shoot out the streetlamp on the brick wall behind
the van you can see through the doorway. Then move right up to the
door, draw the pistol and look straight up and shoot out the lightbulb
over the door. Run outside and to the left and crouch in the corner
formed by the building's wall and the brick fence. Turn and you
should see a terrorist patrolling past the van and going out of sight
around the corner to the left. And behind HIM is another patrolling
terrorist.

The patrolling guards are all moving in the dark. How convienient.

You can KO both of these guards outside the fence easily using the
whistle as a lure. For a challenge, snipe them before they know
anything is going on. Or you could sneak by, shooting out lights and
retreating and waiting for them to resume patrolling.

In this run through I am gonna kill all the guards because I am still
pissed about 9-11 and have little charity in my heart for people who
join organizations that smuggle biological weapons into America.

Move up behind the two trash cans to the left of the door and wait
until the nearest patrolling terrorist comes close and turns around to
head right to the van and drop him. He's in the dark well away from
the other two guards so they won't know a thing.

Slowly get the body and hide it - the room you came out of is a good
spot.

Then shoot out the streetlight on the wall to the left - this will
darken that area so you can move up and take a shot at the second
terrorist (or sneak by if that is your goal)

Take up position behind the phone booth. When he is closest to, aim
with the SC-20K scope and use the WhistleButton to draw him toward you
and shoot him in the head. Then, hidethe body and shoot out the
lights on the fence to the right.

Pick the lock of the guard booth and get the Air Ring Foil rounds.

Don't proceed up the fenced avenue even though it looks open and
inviting. Equip your binoculars and use your nightvision to scan the
far end of the driveway - see the two turret guns and the guard?

You'll get blasted into Swiss Cheese if you try this way.

Instead, let's go past the guard booth and keep following the fence to
the left, shooting out all the lights on the way, until we get to the
ornate gate that is missing it's spikes at the top close to the wall.
That's where Sam can climb up and over.

Crouch at the bottom of the fence in the corner and carefully scan the
area around you with your binoculars, using the zoom and alternating
between night vision and thermal vision.

There is a patrolling guard that can be seen right away directly in
front of you past the wooden frames. Staying in the shadows, move
through the frames and use the Whistle to lure him to you. The base
of the watertower is a good spot for this ambush.

Drop him and then find the other guard near the van. Whistle, lure,
and KO him as well.

If you get detected the guards will actually run around and change
position between shots at you. If you are good with sniping with the
SC-20K, keep moving yourself and track them. I had a fun time
shooting them both when a flash of lightening gave me away - they did
not make it easy for me. These terrorists just don't wanna die, man!

Shoot out all the lights you can see. That includes the Van
headlights.

There is a spotlight at the base of a palm tree - shoot it out and
then look behind it - hey, an open manhole cover! Let's go down it!

Silent drop Sam into the water at the end of the ladder and
immediately move to the right front into the corner where it's dark;
there are terrorists on patrol even down here in the sewers.

Shoot out the lightbulb on the ceiling near the ladder.

Move slowly to the opening on the right and peek around the corner.
Sometimes you will see a terrorist wading by to the left in the
opening on the far side of the room. When it's quiet shoot out the
lightbulb over this door on the room's other side.

Move slowly into the room, head for the corner to the left of the
door. The first time you start through this door a terrorist is going
to come from the left. If you drop him fast enough he won't get a
chance to raise an alarm. If he does, shoot him and retreat back to
the water beneath the ladder you came down and get your SC-20K out
because another terrorist will run through in pursuit. Drop him too.

If you get the first terrorist down without any alarm, the second one
will come ambling down the waterway soon right into your sights.

Hide both bodies, and pick up the pistol ammo one of them drops.

Make your way down the sewer in the direction the last two terrorists
came from and shoot out the overhead lights with your pistol when you
come to them.

(Just noticed this: does that water Sam is wading though look REAL or
what?)

Soon you will see a light shining out of a opening on the left wall.

It's a room just like the one behind you, only you can see the moving
camera over the doorway. Stay in the dark and shoot out the camera.

Then ease forward until you can see the lightbulb hanging from the
ceiling and shoot that out too.

Move through the room and crouch at the doorway look out into the
waterway and find the lightbulb on the ceiling lighting up the area
outside the door and shoot it out. Move slowly to the opposite wall
from the doorway and look to the right: a ladder, lit up by some
lights.

What do you think, should Sam just stroll down there and start
climbing? No? Good call. Let's sneak alongside the right hand wall
and shoot the light out next to the ladder first. Let's play it safe.

Jump Sam up at the foot of the ladder and he will grab on to it. Climb
him up and save at the Checkpoint.

Reach the top, crouch Sam down and ....SURPRISE!!!! Not only is it
STILL raining, but Sam has just climbed up into a courtyard being
swept by a pair of searchlights!

Don't panic, just stay behind the large antenna dish in front of you
and the searchlights won't detect you.

Look to the left and to the right - there are other antenna dishes.

The trick is going to be discerning the patterns of the searchlights
and anticipating when to run for them.

Oh, did I mention the thermal mines yet? By all means, don't step on
them! Turn on your thermal vision and visualize a path through the
mines.

Why visualize? Because you can't see the thermal mines and the
searchlights at the same time! You are going to have to memorize
where the mines are, visualize a path through them, and then switch to
nightvision and run through the mines to the next antenna dish.

Are you glad we just saved a checkpoint? Yeah, so am I. Because I
died 4 times before I got this to work.

Notice how you have a clear path to the box shaped object on the
right.

When the searchlights are moving away from you, go for the box and
crouch down immediately behind it, with it between you and the
searchlight.

Now turn the thermalvision back on and look to the right. Once again,
there is only one thermal mine to really worry about between you and
the antenna.

Point Sam at an angle towards the wall where his running to that point
leads him past the mine. Now turn on the nightvision and find the
searchlight. After it has just passed over, MOVE.

Once he reaches the wall, turn and run him up behind the antenna and
crouch.

Do the same thing for the next box and the next antenna. Except for
these, you must move just after the searchlight has passed over and
behind you.

When you are behind the last antenna, turn and face the fence to your
right. Notice how the spotlight you have been avoiding doesn't really
cast itselt on the fence? All you have to do now is avoid the mines
and move up to the fence. Now watch the other spotlight, how it
covers half of the fence to the left and the stops. Stay just to the
right of where this spotlight stops, and climb up on the fence. Count
how many seconds go by between the spotlight coming to rest next to
you and then moving and coming back. I got 15 seconds.

That's the amount of time you have to move down the fence, find the
area where the top is not covered by barbed wire, swing over, move
around the generators and find cover before the searchlight comes
back.

Once you are behind the generators, Optic Cable the door to the left.
There is a terrorist standing with his back to you in this dark room.

Pick the lock, crouch, equip the SC-20K and open the door.

(Game Improvement! Sam now stays crouched with his weapon out if you
have him open up a door. In the first game he would always stand up
and then crouch again. Much more realistic this way, don't you
think?)

Drop the terrorist with a headshot, hide his body behind the
generators, and use the medkit to the left of the door if you need it.

There is a flare and two Ring Air Foil rounds on the counter if you
want them.

Stand like the now dearly departed terrorist was standing and look
forward: you are behind the turret guns you saw earlier.

Don't go through the open doorway to the left just yet. First scan the
area outside with the binoculars and find the patrolling terror guy.

You can see this guy, but if you drop him there is another one off to
the left out of sight that will raise an alarm. This is where
dropping the first guy you see is a bad idea. Wait until you've
peeked out of the doorway and found both of them.

First thing you want to do is shoot out the lamp on the fence to the
right.

Then move to the right of the doorway and shoot out the lamp on top of
the booth to the left.

When one guard is closer and the other is some distance away, use the
Whistle to lure the nearer guard into the room. Retreat as he advances
and get in the far corner to the left. He will turn and switch on the
light. Shoot him in the head, stay against the wall and move to the
light switch and turn the light back off. Aim out the doorway with
the SC-20K and find the other terrorist.

Often, he's walking towards the door to see what happened to his
buddy. Easy shot for us after all this practice, right?

Hide both bodies and then go to the door and look at the roof of the
building to the left. See the neon sign? That's the TV station.

Move over behind the parked car to the left and crouch behind it.
Looking over it's hood, find the turret gun up ahead. Stay out of
it's way. Go left against the wall have Sam climp up the ledges until
he comes to a narrow alcove.

Have Sam Split Jump, and then Half-Split Jump onto the roof on the
right hand side.

Pull Sam up and you are now on the roof of the TV Station. Find the
pane of glass on the skylight with the tuning fork thing in front of
it; this glass is already cracked so a single bullet from Sam's pistol
will break the window.

Approach the now empty window frame and the Rapell on Wall interact
window pops up.

Well it is raining awful hard. Might as well get Sam out of the rain,
he ain't as young as he used to be. OK, we'll Rappel.

There is a nice dark spot just to the left of where Sam comes down on
the floor of the TV station. move into it, crouch, equip the SC-20K,
and find the terrorist who just came into the room to the right. When
he is standing at attention behind the TV information counter, put a
bullet into his face.

After hiding his body in a dark corner, move down the room towards the
hallway where a bunch of TV monitors can be seen flickering and some
show a newscaster reading the news while others just show static.

You can't shoot the TV monitors out - I tried. There are 4 elevators
down here, two to the left and two to the right. Which door shall it
be Johnny? OK, Monty, I think I wanna try what's behind elevator door
number one on the left.

Go in the elevator and find the buttons - the Use Lift window comes
up. Hit the up arrow and a loading screen comes up followed by a
Checkpoint.

After the Checkpoint, Sam is standing in the elevator while Lambert
tells him he needs to find Karlthson - she's his best bet to taking
Sadono alive.

Objective: Find Ingrid Karlthson

To spot what's up ahead, move to just to the left of the elevator,
crouch in the dark spot there, and shoot a stick camera to the glass
wall on the right to look down that corridor. You will see a guard on
patrol at the far end. It also shows a turret gun pointed down the
hall. Yikes!

Now do the same for the glass wall on the left. The sticky camera
here reveals a guard standing in the dark behind a glass partition
staring down the hallway towards the camera.

The righthand hallway is not watched constantly because the patrolling
guard takes 25 seconds or so to cover his route. This other guy, he's
not going anywhere. He's got that hallway covered cold.

Or does he? Shoot out the narrow tube light high on the wall and he
leaves his post. Now shoot the second one. You will see light thrown
onto the hallway in front of you from the left. Ease forward, and get
ready....a terrorist in a ski mask will come ambling out the door
there. Drop him, then shoot out the nearest tube light on the wall
near him.

Scan down this long hallway past his body and find the other guard at
the far end. Good thing he doesn't look this way, eh? When he's
gone, go get the body and dump it around the corner where it's nice
and dark. Don't worry, the turret gun won't have you in range yet.

What the $%$%?!!! Turret gun?!!!!

Why yes, it's in the shadows on the lefthand side. See it now? OK.

We're going to deal with the live terrorist down there first before we
worry about the automated machinegun. While the terrorist is out of
sight on his patrol route, shoot out more of this hallway's lights.
Then go get the bottle lying in front of the elevator you came out of
and just as he's turning to go back down the hallway throw it as far
as you can, over the turret gun. He will come up the hall to
investigate, giving you a good shot.

Now that that guy is out of the way, circle back around to the
elevator and go down the right hallway, throwing a flare to distract
the turret gun. Deactivate the turret gun, then you will find around
the corner a flashlight lying on the ground pointed toward you. Turn
on normal vision and find the camera over the door down the hall and
shoot it out.

To the right of where you now crouch is a lounge. For a laugh go and
look at the TV on the table in the lounge next to the open pizza box.
Look who's telling the world about all his big plans for the future!!!

On the other side of the lounge, in the dark, is that other turret gun
that was facing you earlier. Deactivate that one as well.

Now across from the lounge is another door, one with a great big ON
AIR sign in red over it. If you OC that door, it reveals an empty
room.

Move over to the big double door with glass windows to the right of
this door and OC it. As you do, you can see a door down the hall open
up and somebody walk through it. Retreat to the dark spot next to the
lounge. If the terrorist doesn't come through the double doors, move
towards them slowly staying to the left in the dark. Eventually he
will open the door and come walking towards................his
DOOOOOM!!!!!

Hide his body.

Go through the double doors and crouch on the right hand side where
your light meter will read 0. To the left you two doors with ON AIR
lit up in red over it. To the right is one door with the same sign.
Shoot out the wall lights. Let's OC the door on the right first. One
terrorist can be seen on patrol in this room.

Now for the left hand side. The first room on this side from where
you entered shows someone, very likely a TV technician, sitting with
his back to you as he works various control panels.

Moving on to the last door, this one shows a terrorist standing at the
far side of the room leaning against the wall and facing the door.

Go into the room at the very end of the hall and find the ammo on the
counter in front of the video monitors. I always feel happier with a
fully loaded SC-20K, don't you?

Let's take out the guy in the chair first. Go back to the first room
on the left hand side and open the door. The shadow from his chair
keeps you hid. Before grabbing him, look through the glass he is
facing with your binoculars - turns out the person leaning against the
wall next door is ......Ingrid Karlthson!

Go and talk to her and then the plan is she will lead you to the
warehouse where Sadono is presently at so you can grab him.

Save the checkpoint as you leave the room.

Note: Ingrid's death will result in mission failure.

Trail Ingrid down the hall and watch her use the retinal scanner
across from the elevator.

Just after you pass through the doors opened by the Retinal Scanner,
Grimsdotter urgently informs you that Third Echelon has just
intercepted a call to this building from....Norman Soth! And he's just
blown Ingrid's cover!

This next part is VERY HARD if you don't follow proper strategy. I
tried several different things and so far only one has worked.

As soon as Ingrid uses the retinal scanner and the glass doors slide
open, immediately go and get the box of ammo to the left sitting on
the floor near the corner. Then MOVE to the corner on the left hand
side and get there just as Ingrid starts talking to Sam. Go into
sniper mode by clicking the left thumstick and begin shooting out the
lights running along the ceiling as far down as you can before the
first terrorist comes down and grabs hold of Ingrid. Then, at this
time, the terrorist should have Ingrid in a headlock facing you, and
two terrorists should be in sight further down the hallway behind him.

These three terrorists cannot see you any longer because you have shot
the lights out.

Focus the sniper scope on the forhead of the terrorist holding onto
Ingrid (hold in the left trigger to make Sam hold his breath and
steady the crosshairs; they will stay still for about 3 seconds. Shoot
this terrorist in the head, then move against the right wall and snipe
the other two terrorists.

IMMEDIATELY as they are dropping, hold in the inventory key and select
the grenade that you picked up earlier and throw it down the hall to
where it turns a corner going to the left. Three more terrorists will
be running into this area from the next section where a retinal
scanner controls the door - just like the one you just passed through.

IMMEDIATELY follow up by tossing the flashbang down the hallway to
blind any surving terrorists, and then equip the SC-20K and slowly
move down the hall, moving from side to side until you are about 20
feet from the corner.

Then shoot a sticky camera to the opposite wall and use it to scan
around the corner to make sure a surviving terrorist is not getting
ready to ambush you. (Rotate the camera's view by using the right
thumbstick and zoom in and out by using the up and down keys on the
directional pad - also cycle through normal, nightvision and thermal
vision views.

Once you are sure the coast is clear and all the terrorists are dead,
go get the camera and pick it back up.

If you can see Sam from the Sticky Camera view, zoom in on him and
note how he's holding his hands up as he looks at the view screen on
his hand-held scanner. Cool, huh?

Go talk to Ingrid again, and she will head down the corridor and turn
left and use the Retinal Scanner. When the door opens and you follow
Ingrid through, a Checkpoint will come up. I'd save if I were you!

As you move forward past the elevators to follow the corridor where it
turns left, Lambert comes up on the comm just after you hear a
panicked radio intercept from a terrorist. Lambert tells you to get
to the stations recording studio fast, because if you don't grab
Sadono in the next few minutes, he'll get away and dissappear.

Your objective window now notes that Sadono must be captured while
concious.

Don't go just moving out into this new hallway - there is an armored
camera sweeping the corridor down the hall. You need to remove the
lights on this hallway to give you enough dark areas to move by this
camera without it spotting you.

To do that, turn your nightvision on and look to the corner to the
left front. It's dark over there.

Slowly move there and watch your light meter. It should stay at 0,
meaning the camera can't see you yet. Staying to the right side of
the corridor, looke down the hall and find the camera mounted up on
the wall at the far end. Now look left. There is a tube light on the
wall halfway down. Shoot it out, then the martini-shaped white light
underneath the camera.

Now switch back to normal vision. Although there are still some traces
of light on the right hand side of the corridor from poster lights
that can't be shot out, the left hand side of the corridor is now
pitch black.

Turn the NV on again and slowly move down the hall to end and stop in
the left hand corner.

As you make your way down you will see a open door to the right of the
cameara leading to a lighted room within which a terrorist is visible
moving around.

When you get underneath the camera look to the right - there's a
doorway traced by blue lights that has another Retinal Scanner next to
it.

I suspect at this point this is going to be why you need Sadono alive
and alert!

One thing I hope you've learned so far in this game is that these
terrorists always come in pairs. You can only see one right now,
coming around a corner and turning and going back. You just KNOW
there's another one nearby even though you can't see him.

The Quick way: Just shoot this first guy and the second one in the
cool jungle-stripe outfit with the red beret - hey, you must be
getting close to Sadono because this guy looks like a bodyguard!

The Slow and Stealthy Way: Draw this first guy to you into the dark
using the Whistle button. Or creep up when he turns his back and grab
him in the light and retreat back into the dark. KO him, then lean
around the corner and snipe or grab the second guy. Taking the first
guy out silently means no chance of an alarm being raised because the
second guy has detected nothing wrong.

Around the corner is a medkit against the wall. Use it if you need
it.

Also, Mr. Don't-I-Look-Good-Dead-In-Tiger-Stripes will drop a data
stick- pick it up and read his mail.

Then dump his and his comrade's bodies around the corner underneath
the camera where it's nice and dark.

Keep going past the medkit to the end of the room and find the pipe
and climb up it and then go hand over hand to the left to reach the
opening in the ceiling.

Halfway down the ceiling vent save at the Checkpoint. At the opening
at the end, turn left and crouch in the corner on the walkway and
carefully reconnioiter the room. Spot where all the terrorists are.
Spot the spotlight at the far end of the room too, while you're at it
and make sure it doesn't light you up.

Now move very slowly to the right edge of the platform, stand up and
look to the immediate left. You are completely in the dark, so don't
worry. You will see Sadono playing up to the cameras doing his best
Castro impersonation with a top bodyguard standing next to him. There
are 4 other terrorists in this room. The neat thing is, these other 4
terrorists can't really shoot you as long as you stay on the catwalk.

Drop one terrorist with a head shot and the others will obligingly
step into view around the boxes on the ground to your front.

Shoot them all to death.

When only Sadono is left, begin methodically shooting out all the
lights in the room. Don't try the moving spotlights; you can't shoot
those out because I tried.

When all the lights except the moving spotlights are shot out, silent
drop down onto the ground and avoiding the spotlight, move around
behind Sadono and grab him.

I just made that sound really easy but trust me, the first couple of
times you're going to get spotted and here's where you discovered that
Sadono only needs to shoot Sam ONE TIME to kill him.

Once you have grabbed Sadono, interrogate him. He doesn't sound so
confident now, does he? DON'T KO him - you need him to the the
Retinal Scanner on the far side of the room to get to the roof where
Ingrid Karlthson is waiting with a helicopter to extract you and
Sadono.

Manuever Sadono to the Retinal Scanner on the RIGHT hand side of the
room nearest to where Sam dropped down; the one around the corner near
the power panels can't be opened by Sadono.

Once Sadnono is at the right retinal scanner, the 'Interact' window
will pop up with 'Use Retinal Scanner' as an option. Press the 'A'
button and Sam will hold his silenced pistol to the back of Sadono's
head while he obediently holds his eye over the scanner to open the
door. It's amazing how reasonable and helpful some people get with a
loaded firearm held to their heads, isn't it?

At the top of a well lighted ramp, you will need to make Sadono open
another door with a retinal scanner and there is Karlthson standing
next to the extraction helicopter in the driving rain. Now you get to
knock Sadono's punk ass out. Do it with relish and the mission will
end.

MISSION COMPLETE

Suhadi's Capture essentially brings the crisis in Indonesia to a
close. Shadownet teams neutralized all of the ND133, with one glaring
exception. CIA-trained mercenary NORMAN SOTH is somewhere in the U.S.
with the final remaining 'Pox Box'.

Watch the great cutscene - and note just how DEPRESSED Sadono looks in
that brief news clip about his capture.

Level Seven: LAX International Airport, Los Angeles, California USA
April 23rd, 2006, 18:28

Main Objective: Neutralize Soth and the final ND133

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.

This level opens with Sam standing in an area behind a fence he must
climb to get into a lighted parking lot that runs down a ramp into an
underground parking garage that leads to the baggage system of LAX.

Grimsdotter and Lambert come on the comm to tell Sam he has a limited
amount of time to make use of a truck entering the garage to sneak in.
You have to climb the fence quickly and get to the other side of the
truck and use it as a barrier so the security guard in the booth next
to the garage entrance does not see you.

If you get there late, and the truck has alreadly pulled in, don't
worry; all you have to do is use the parked cars for cover, shoot out
the streetlight in the middle of the parking lot, then shoot out the
first tube light you can see inside the garage on the wall next to the
security guard's booth. He'll come over to investigate and you can KO
him easy.

Shoot out the lights on one side of the garage or the other; shooting
both is a waste of ammo; proceed down the ramp and at the end where it
levels out you will spot a second security guard, and this guy has a
four-legged friend! Don't get too close or the dog will sniff you out.
I used a Diversion Camera for the guard and the gas missed the dog so
Fido went to dreamland courtesy of an Air Ring Foil.

At this time, Grimsdotter comes through with the info that Soth and
his mercenaries have all received smallpox shots in the past week -
that means their body temperatures will read higher than normal; while
most people will look bluish on the thermal scanner with hints of red
and yellow, Soth and his mercenaires will look bright red.

Move further in to the parking lot and find the next security guard
booth to the right against the far wall that has....a security guard
in it! Let's just go ahead and scan this guy with thermalvision and
see if.....YES! He's reading bright red! This is one of Soths
mercenaries - and we have just been ordered to kill of of Soth's
mercenaries so let's go take this guy.

Shoot out the lights overhead until a dark path is created to the side
of the booth then jump up and down outside and back up. The guard
will come out and walk around in the dark waiting to get shot.

After you shoot him, find the door on the other side of the booth and
OC it. It will reveal a cleaning lady moving around the room. Soon you
will see her open a door on the far side to the right and walk through
it. Open the door you are at and go through and find the corner to
the right and crouch down there.

Turn carefully and scan the room - on the far side to the left is a
guy behind a partition working on a computer. Check with the thermal
vision - he's blue, not red. He's not with Soth. Wait until the
cleaning lady comes back, moves around the room, wiping various things
off with her cloth, and then, she will go back to the door and open it
and step through.

As soon as she does this, find the light switch to the right of the
painting on the wall, switch it off, and go to the door. Don't waste
time watching the guy across the room; he's getting up and going to
his door and opening it to come across and switch the lights back on.

Before he does that, you have about 8 seconds to OC the door the maid
went through, make sure she has her back to you as she moves past the
bathroom stalls, go through the door and to the right and crouch in
the dark corner under the Medkit on the wall. After a minute, the
maid will reappear, go to the door, open it, and step through.

As soon as the door closes behind her, go to the counter next to the
mirror, climb Sam up on it, and have him jump up to grab the ledge and
pull himself up into the ceiling vent. Proceed down the vent to the
left. There are two openings to the left that reveal a baggage
handling room. It is well lighted. Oh no, that just WON'T do. Start
at the far end and shoot out the big spotlight on the far wall and
work your way down the room shooting out all the lights. When the
place is completely dark, go to far side and drop down, move along the
wall to the right and climp up on the boxes. This way, the two guys
blundering around in the dark will not walk into you.

Just to be safe, scan them with the thermal....whoa! One of them is
blue but the other is a bright glowing red. He's a mercenary. Wait
until he's close and drop him with a head shot. Just to keep an alarm
from being raised, drop the innocent LAX employee too - with a KO or a
sticky shocker or Air Foil Round.

There is an Air Foil Round on the floor to be picked up at the far
left hand corner of the room.

Move down the room and find the doorway to the right at the far end
with the clear plastic strips hanging down to form a curtain. Check
with your thermal vision - you can see two bright red mercenaries
waiting in there.

Ease Sam forward in a crouch until he parts the plastic strips and
they are behind him and then equip the pistol or SC-20K and shoot out
the closest light up on the ceiling. This usually draws one of the
terrorists into coming closer. Use the Whistle button and retreat
back into the other room, waiting the dark as the terrorist walks
forward and stands in the spot you were in when you whistled. Shoot
him in the head with the pistol (try to save all your SC-20K ammo for
later, along with as many projectiles like smoke grenades and
diversion cameras - you will need them when you find Soth)

Hide the body and then move out and find the other terrorist. Usually
this guy is patrolling on the right hand side of the room coming close
to the baggage conveyor belt. Use the whistle to draw him to you and
then take him out. Hide his body as well.

One time my whistle drew BOTH terrorists at the same time - you should
have two sticky shockers left so if that happens this is the best way
to drop them both fast without chancing missing a shot and letting
them sound the alarm that will end the mission.

There's a diversion camera on the floor in the corner to the left when
you come in through the plastic curtain.

There is a big spotlight shining near the foot of the steps in the
center of the room that you need to go up to get to the next red-
colored terrorist who is patrolling on the catwalk on the lefthand
side of the room.

Shoot the spotlight out and then send the hapless civilian who comes
over to stand underneath it to dreamland. From the foot of the
stairs, note that there is an innocent guard patrolling on the right
hand side while Mr. I'm-A-Nasty- Red-Colored-Terrorist is on the
lefthand side. Slowly move up the stairs until your light meter makes
it's first movement and then retreat a step or two. Then wait until
both of them have turned their backs to you and shoot out the nearest
light on the ceiling to plunge the top of the steps into darkenss.

Stay still as they come back to the end of their patrols and then turn
around again.

Now move up slowly and turn and crouch to the left at the top of the
stairs. When the terrorist is the very far part of the room with his
back to you, shoot out the nearest light in the open area to the left.
SHOOT OUT ONLY ONE. I shot out two and the terrorist detected me and
the mission failed the first time I played this.

When the terrorist is out of the light and is standing in the dark
beneath the shot out light, shoot him in the head with the SC-20K.
Then knock the innocent guard out by waiting until he approaches,
turns around and gives you his back.

To see how detailed this game is, check the area between the computers
against the left wall where the now Mr. I'm-Assuming-Room-Temperature
was patrolling: there's a real LAX employee tied up and shot hidden
between two of the computers. So don't feel queasy about putting a
bullet in that terrorist's head, OK?

Go through the door in the wall to the far right of the computers. You
go down the steps into the conveyor areas and watch the luggage going
by on the conveyors. Now take a peek further down the corridors the
conveyors are running through. Looks like lighted plate glass windows
on the side. Look close on the other side and you can see the
shadowed outline of somebodies head. Want to bet there are guards who
are paid money to stand in these small rooms and spend hours of their
lives watching luggage move by? You'd lose if you bet against it.

How do we sneek past? It's easy: on the left-hand side conveyor when a
big pile of luggage big enough for Sam to crouch behind passes by,
step him up onto the conveyor on the side of the luggage that is
opposite from the windows (duh!) and in a crouch, Sam will use the
luggage as a shield so Mr. Minumum-Wage-Luggage-Watcher will not see
him.

After passing the window, get off the conveyor at the point it turns
left. You cannot follow it through the red flashing entrance because
the X-Rays will reveal you to LAX security and hence, the terrorists
themselves.

After you get off the first conveyor and turn around, you see another
conveyor. Step onto it but get off at the corner, before you are taken
into the X-Ray machines up ahead. Look to the left. There is a new
conveyor, this one moving towards you, but with another window with a
guard waiting on the right.

We have to find a way to get to the other end of this conveyor belt
without this guard raising an alarm. To complicate things, we have to
move Sam up a conveyor going the other way while looking out for
pieces of luggage that will block his path. Also, Sam can only move
up this conveyor while crouched.

Here's how it worked for me: note, as you look ahead as the window
approches, that it is open on the righthand side. Shoot a smoke
grenade into the opening. If you're a really good shot, you can try a
Sticky Shocker on this guard, but you had better find the angle fast.

A diversion camera would take too long and you would have to shoot it
exactly in front of the alarm panel and hit the 'y' button to release
the gas to make it work. Since thermal scanning shows this guard is
not a terrorist, lethal force is not an option.

Once the guard is down, run to the end of the conveyor, jump off, and
grap the ammo and the smoke grenade on the floor to the left.

Then OC the door. It reveals a lighted stairwell. Open it , go up the
stairs, sit like a dumbass and pick your nose while you watch the
loading screen, and save at the Checkpoint.

After the checkpoint, Sam is standing in front of the door at the top
of the stairwell. Lambert and Grimsdotter tell Sam two more terrorists
have infiltrated the passenger areas and offices. No terrorist must
be left behind alive!

Open the door and crouch. There's a guy right in front of it. Switch
to thermal view. He's a terrorist all right. Stay to the left inside
the turned off escalator and follow him down. Pause when the civilian
to the right gets up and walks over. If you move past he will see you.
Wait until he turns and sits down. Crouch down well in the dark of the
escalator and find the other civilian sitting with his back to you.
Note that the terrorist is standing in a booth on the right.

After a while, a door to the left at the end of the escalator will
open and another man will come through. The thermal shows he's a
civilian. After a brief conversation, the civilian will turn and
start walking up and down the aisle to your right while the terrorist
goes and uses the keypad door the other man just came through.

Helpfully, the new guard tells the terrorist what the code for the
door is. It's 5325.

Use the columns to the right for cover and move only when the guard on
patrol is facing away from you. Slowly go to the door, enter the
code, open the door, and crouch down and put Sam's back against the
wall and peek around the corner.

You will hear the terrorist disguised as a security guard calling
someone on his cell phone. His shadow and part of his arm can be seen
at the corner ahead.

What can also be seen is an armored camera on the wall at the end of
the hall.

No problem. Just shoot out the lights on the side of the hall. If the
terrorist hears you and comes running, wait until he's in a dark part
of the hallway before you drop him. Don't drop him in the lighted
area or the camera will see him and sound an alarm and remember, a
single alarm at this point....ENDS THE MISSION!

If he doesn't come running when you shoot out the lights, he'll come
stand under the moving camera ever 30 seconds or so and peer up the
hallway. Get as close as you can while staying completely in the dark
and shoot him when he's directly underneath the camera.

Then move to the right side of the hallway and find the light on the
wall about 10 feet to the left of the camera and shoot that out.

Pick up the data stick this terrorist dropped when he went to his
Eternal Reward and hide his body in a corner. Then go down the new
hallway to the left and find the glass door there.

As you approach it, a new Checkpoint comes up. Save the game, and note
you can see a patrolling guard. Open the door and crouch in the
doorway and listen in while scanning with the thermal vision. The
patrolling guard is a terrorist; the dweeb on the phone to the left in
the cubible is......... just a dweeb on the phone. And the terrorist
is annoyed at this guy. Seems this other guy is working late and
isn't really supposed to be there. Wanna see something funny?

Don't do anything for awhile. Just crouch in the doorway and watch.
AFter some time the terrorist will go over and start talking to Mr.
Phone Man.

Shoot out the nearest light on the ceiling once the terrorist goes
onto the outside balcony to use his cell phone. Then watch what he
does when he comes back into the room.

By removing this phone-chattering dweeb from the equation, he's done
you a favor. The first few times I came through this level I
immediately tried to take the guard out and could not get to the
civilian before he ran over and hit the alarm button on the wall.

Also, the terrorist will now walk to the far side of the room and
stand there with his back to you. Sneak up on him, grab him, and
interrogate him. Then KO him, shoot him in the head, and hide his
body. Oh, and pick up the Air Ring Foil he drops, too.

Now go to the glass door on the far side of the room that the now
deceased terrorist was facing when you grabbed him. Inside are four
civilians. You have to KO at least 3 of them. The first one is the
guy in the desk near the door. Lure him with the Whistle and KO him
and hide his body. Then go for the guy at the bar. To draw one of the
guys standing outside at the railing into the room, switch off the
lights and KO him when he comes in to turn them back on. You can KO
the last guy too if you want.

Then go slowly down the turned off escalator. Just as you start down
Grimsdotter comes on the comm to tell you Soth just entered the
terminal below - you should be able to ID him and any terrorists with
him with your thermal vision.

As you start down the escalator note the armored camera on the wall up
to your right. Stay to the far right and pass underneath it. Then
slowly move into the dark area to the left and go to the edge of the
balcony and stand up. Grimsdotter will tell you to try using your
binoculars with the thermalvision turned on. Soon, Soth - still
missing his right leg - and two mernenaries will come into view.

Once you see Soth standing below, Lambert and Grimsdotter confirm it's
him and that he's carrying the last ND133 box.

Now, turn slowly and face the open doorway behind you. The room with
the elevators beyond is well lighted and there are two more cameras in
here. You need to slowly shoot out all the lights you need to form a
dark path to the elevator on the right-hand side with the light on
over it's doorway.

Hit the switch when the Interact Window pops up, go into the elevator,
find the buttons inside of it and press the 'Up' arrow (after the
button window pops up, use the left thumbstick to choose between the
up or down or open door buttons). As soon as you do that - another
checkpoint!

Save the game. Because this last part is a BITCH.

I have done this next section so many times I actually dreamed about
it last night. As soon as the elevator stops, Lambert tells Sam
Soth's men have cut the power - better to keep anybody from finding
them as they prepare to release the smallpox. Shoot out the trapdoor
on the top of the elevator and have Sam jump up and pull himself onto
the roof. Then, go to normal vision and find the yellow and black
cable that runs up past another elevator frozen one story above Sam's
and have him climb it.

When he just started climbing Sam will reach out and automatically
pull himself onto a ledge. Turn him around and go right back onto that
cable and keep climbing straight up.

When Sam is even with the top of the stranded elevator car, rotate him
around on the cable so his back is to it, and slowly move him
downward. Sam will then stand on a projecting piece of metal. Turn
him around slowly and move him to the right front and he should hop
onto it's roof. Sometimes he starts to fall and grabs the edge of the
elevator roof and has to pull himself up.

Crouch and look down inside the elevator. Somebody is in there, but
the thermal scan says it's a civilian, so don't both him. Turn and
walk into the opening to the left and get the ammo and the sticky
camera sitting there.

As you approach the opening, you can see through it to a lighted up
catwalk where a security guard and two maintenance workers can be
seen. As you are seeing them, a terrorist radio broadcast is
intercepted. They are planning on setting the ND133 off when as many
people are in the airport as possible. And that will be soon, so we
don't have much time.

Still crouched in the opening, turn on your thermal vision and look
up. You can see the red outlines of Soth and his two mercenaries.
They are on a catwalk about 30 feet above you.

When you can get a clearer view after taking down the guard and the
workers, get underneath them and look again in thermalview - you will
see one of the red figures leaning over and working on a square shaped
object on the floor - THAT IS THE ND133.

Move forward and drop Sam down onto the catwalk. Shooting out the
spotlight on the wall just to the side of the opening Sam just entered
through usually draws either the guard or one of the workers for an
easy KO. Then use the whistle to draw the others to you and KO them.

Note: there is a ONE MINUTE countdown that begins when the terrorists
on the catwalk above you detect your presence. When this happens
varies greatly. I have taken out the guard and the workers and sniped
the two terrorists without the countdown starting.

I've also had the countdown start while KO'ing a worker too loudly. So
it varies depending on how you are playing. Cool huh? Does add to
the suspense, don't it?

There is only one ladder on the left hand side of the room from where
you originally enter that leads up to a second ladder. Find it and
when you climb the first ladder, at the top crouch down and don't
move. Look at your light meter - 0. Perfect. Most times one
terrorist will be patrolling the length of the catwalk above while the
other terrorist watches over Soth as he fiddles with the ND133. Wait
until the patrolling terrorist is at the far right end of the catwalk
where it curves, and he is standing in the dark, and drop him with a
Sticky Shocker. A bullet might not drop him instantly, and the
advantage of the Sticky Shocker is that you get an instant KO.

(Note: what is even better is if BOTH terrorists are patrolling while
Soth prepares the ND133. This way, when they are both at the far
right end of the catwalk standing in the dark, you can drop them both
very quickly with sticky shockers)

Once this first terrorist is down, and the other two guys still don't
know you're there, here's then next gamble: go to the bottom of the
next long ladder, and look straight up.

See the circular bright light up there? That's the light that would
allow the terrorists to see you if you climbed up this ladder while it
was still shining. So shoot it out.

I heard one of the remaining terrorists - Soth or the other guy, I
don't know which, frankly all these thugs sound alike to me - give a
start of surprise, but neither came down the catwalk to investigate
and the countdown did not start....until I started up the ladder.

I actually got Soth with a diversion camera the first time I did
this. I shot the other terrorist in the head, then fired two DV's and
got Soth to drop. Yay! Then I ran to where the ND133 was, expecting
the ol' Interact Window to open up....and that's when Lambert said,
"We need them dead, Fisher!". What? Soth and the other guy I sticky
shockered were still alive! And I had only 10 seconds left!
Arrrrgggghhhhhh! Mission failure!

The second time through, I got it right! I dropped both terrorists
quickly with sticky shockers as they were standing together at the
far right end of the catwalk, close to where the bottom of the second
ladder was. Not a far shot at all for a sticky shocker. Soth came
down the catwalk, looking around, then shrugged and went back to work
on the ND133. Yes!

I inched Sam up the ladder, and the second the countdown started,
moved him up to the top silent dropped him onto the catwalk, quickly
shot the two unconscious terrorists in the head, then moved down the
catwalk towards Soth, who had his back to me.

There were about 12 seconds left when Soth suddenly detected Sam, stood
up, turned, started to swing his weapon around.........

And Sam Fisher nailed him right between the eyes with a round from the
SC-20K. Soth dropped, I moved Sam forward....and the game took over
from there.

Lambert comes on the comm and Sam says the ND133 has twelve minutes
left on it's timer. Lambert states that's not enough time to get the
smallpox to the Osprey and evacuate it.

Sam, always a quick thinker, realizes there is an alternative to
simply finding a deep enclosed place in the bowels of LAX and letting
the ND133 go off and hope for few casualties. He.......

Nah. Why should I give that away? Finish the game and watch the
cutscene yourself!

Mission Complete

The neutralization of Norman Soth erased the final lingering threat of
Suhadi Sadono's 'insurance policiy'. The final ND133, however,
remains armed with the smallpox virus and is set to decompress in a
matter of minutes. Third Echelon scrambles to alert emergency
services, hopefully minimizing the damage caused by the virus........

The End.

Yeah, kinda abrupt, I know. But hey, since I've spent about 30 hours
playing this game the first time through and I mostly shot first and
asked questions later, I'm sure there's lots of stuff I missed and
passed by that affected the way the story came out. Played stealth
all the way though I probably could have added another 5 or 6 hours to
this game.


GAMEPLAY CHALLENGES: These are ways of playing the game or levels of
the game that enhance the replay value of the overall game.

GAMEPLAY CHALLENGE NO. 1:

See how far you can get into the game without dying once or failing
the mission. You CANNOT save at any of the checkpoints!

GAMEPLAY CHALLENGE NO. 2:

Complete a level of the game using only the pistol to shoot out lights
and not having to KO or kill anyone.

GAMEPLAY CHALLENGE NO. 3: On levels with the SC-20K, make it through
the entire level only using the secondary projectiles such as Air Ring
Foils, Smoke Grenades, Sticky Cameras, etc. and firing no bullets.

GAMEPLAY CHALLENGE NO. 4: RUN Sam through the level as FAST as you
can. Set a time limit and GO FOR IT. Some levels like Jerusalem in
the basement of the warehouse are rendered ALMOST impossible doing it
this way. Good way to develop some accurate snap-shot skills with the
pistol and the SC-20K.


THE MAILBAG

I've gotten lots of responses to this FAQ, including many people
suggesting alternate methods at different points of the game.

Dear Brian, My name is Chance, and I just completed Splinter Cell
Pandora Tomorrow, with some help from your online guide. Just wanted
to thank you for making it easy to read and very accurate. Also
Another game improvement is when you are carrying a body you can now
open a door with out putting the body down and having to pick it back
up! I'm so glad that they fixed that problem, I hated having to do
that to get a body through a door. I don't know if you have completed
the game or not, but I will give you a tip...when you're in LAX (the
last level) when you make it to the baggage X-ray room, go down the
stairs shoot out the light to your left, wait for a stack of suitcases
to come by, hide behind them they are the perfect size if you crouch
behind them, ride the belt all the way until the turn get off and get
on the baggage belt on your left. Ok, this can get hard, walk towards
the window, put your back on the same wall as the window, you will see
that the window is cracked open, equip your SC-20k with a sticky
shocker and shoot him with it, then just run by the window and go up
the stairs. After that its pretty easy, just wanted to help you out
with that tip(if it will help) because I spent 45 min. trying to
figure out where to go, and then find out how to get past that guy.
Well thanks again for the great accurate guide. I will recommend your
online guide to my friends who are having trouble with a misson in
Splinter Cell.

Sincerly, Chance Stalcup



Hello. First, I'd like to say your faq's very helpful, but I was
wondering if you might want to add an alternate strategy to your
faq... During the second mission in the cyrogenics lab, when you reach
the vault where Francois is hiding, I've found out a much easier way
to get rid of the terrorists surrounding it... Frag grenade :D You
should have picked up at least one through the level. All you have to
do before even talking to Francois is throw a grenade from the vents
right into the group. Fast, clean, and causes alot of steam. Just
thought you'd like to know that.

-Danowar


was reading your faq after i finish level 4, and have a new technique,
if you go under the metal floors, the terroris shoot a little but
can't hit you and will eventually just wait, by slowly SLOWLY moving
out from under it with your pistol draw you can take them out one at a
time, one shot at a time, simply line it up so when your pistol is
revealed its all lined up


Thanks for the great faq dAn


hey man, thanks for the walkthrough some of that shit took me forever
to figure out, a few times i was about to throw the damn game out the
window. but the game is still awesome. keep up the good work, your
side comments are hillarious.

matt


Hi, My Gamefaqs name is nibbles710. I read your walkthrougfh on
pandora tomorrow, and you mentioned in the submarine level, a room
with a guard watching tv. After you knock him out you said go out the
door and throw a flare to distract thye turret. Well in this room,
behind the curtain is a small hole in the wall, which you can crawl
through and not be detected by the turret. Just thought id send u
this.

Coaster505@aol.com

This is the most detailed and complete walkthrough I ever saw! I used
it a lot and it helped me so MUCH in the game. You are the best! Keep
up the great work!

Tyler Foster

I found and easier way to get through a part on the last level. When
you come to the room where the guy is watching tv, grab him and k.o.
him then drag him behind the hay bale where there is a hole just big
enough for Sam to crouch through, wait behind the hay bale until Mr.
Fire at bottles is done, then he will walk over to the desk on the
other side of the yard and sit there with his back to you. I just
sniped him in the back of the head. Then go around the right side and
you can either climb up the pole next to the fence and proceed to the
top of the hut where you can drop down and get through the lasers, or
you can walk slowly around and out of site of the turret gun and then
deactivate it. Thought you could add this to your very-helpful
strategy guide to make it easier.

NockYrPnkassDwn@aol.com

hey just wanted to tell you an easier way to get through the train
mission where u climb under the train and come up in the room where u
have to unlock the side doors. Instead of going throught the car or
timing it right on the outside to not be seen, just switch off the
light when u come out and quickly run through the door and then to the
door to go outside the train and then quickly shimmy across to the
other side. By the time they turn the lights back on you are already
past the windows. I've done this plenty of times and never go
detected. Try it for yourself if you don't believe me. Good luck

Alex Ferbrache"
Hey, this is concerning your Splinter Cell: Pandora Tomorrow FAQ. In
level 4, you have listed a easter egg where you shoot the guy's
binocular's 11 times. I've found this to be incorrect. All you have to
do is shoot him, and, as he is a friendly, you are out of your mind
for shooting him. I assume the binocular's (which is most likely part
of Shetland's mesh) counts as a hit on him and when you shoot him
enough times he dies. Just wanted to point that out. -Alex

Rachel Mitchell"
I was using your walkthrough for Splinter cell pandora tomorrow and
was up to Level 5: Komodo Shipyard, Kimodo, Indonesia / April 18,
2006, 05:24 and I might have found another way to get past the gun
turret that is trained on the door at the bit where you go through the
window near the start. If you go round the back of the bales of hay
you will see a small hole, this hole leads to some crates and shields
you from the turret. Look to your left and you will see an opening go
in this and past the next opening and you can reach the interactor for
the turret without getting shot. Also I dont think the guard inside
was watching a gun movie I think the guard outside was shooting
bottles and cans off the crates.

Colin Bracis"
I was reading you walkthrough about Pandora Tomorrow, and was
delighted to see that you had a completely different approach to
getting past the turrets after the elevator inside the cable building
than I did.

From the elevator, go left down the hall once you see the guard
looking through the glass door turn around. Take out the lights and
wait for the guard patrolling in front of the turret to notice then
take him out (using a whistle to lure him into the darkness). Go
through the glass door following the first guard who has since gone
into another room, before the corner there are a pair of pillars that
you can split jump up, then jump from split position to reach an air
duct. This will take you to a theatre looking room with three guards.
Sneak along the top behind the seats till you come to a horizontal
pipe that Sam can climb along. Pull his feet up and creep along it
till you are over the stage (sometimes I got noticed while doing this,
the next part is a lot easier if the guards aren't already looking for
you). There is a nice dark spot behind the drums that you can silent
drop Sam behind without the guards noticing. Sneak behind the stage
and you will be in the same hallway where you find Ingrid.

What a great game that offers two completely different solutions to
the same problem.

jesse unger"
I HAVE A golden egg for you... in sadono's hangar, there is a sticky
shooter on the table next to the ladder to turn the lights off... -
jesse thanks again... i just got my wisdom teeth removed and ive been
trying to beat this game for ages!!!

Jason Dean" wrote: Easter Egg Found: Andrew Williams writes: "I noticed that at
the beginning of level 4 (intercept Sadono's phone call), if you shoot
the binoculars Shetland is holding around eleven times, Lambert chimes
in saying "What the hell are you doing?! The mission is over!" Then
the usual "MISSION FAILED" screen comes up with the unusual message
below: "YOU ARE OUT OF YOUR MIND." Pretty funny stuff." I don't think
that's really an Easter Egg. I have a tendency to shoot my "friends"
in the game, like Coen at the beginning of Level 4. You get the same
message, "You are out of your mind." Just shoot her in the head. I
imagine if you just straight out shoot Shetland you'll get the same
message.

Jessica Loyd"
Hope you don't mind the personal email. Thank you for the awesome
Pandora walkthrough. Very thorough! You said you would be updating
soon, so I thought I would mention something you missed. 1) game
improvement: When you are in keypad mode, entering a doorcode, the
code will be noted at the bottom of the screen so you don't have to
exit and recheck your Opsat. 2)On level 4, After you've tapped
Sadono's phone and you're headed for the back door: The power grid you
switch off de-activates an electronic field that shocks Sam twice on
the way out. Thanks again! Jessica

Cody Duncan"
REGARDING Level 5: Komodo Shipyard, Kimodo, Indonesia / April 18,
2006, 05:24

You aske for the purpose of the big open back yard, well, there isn't
one as far as I can tell...BUT, in the area there is an alternate
strategy that can help a whole lot. After you climb in through the
square window, drop down on the opposite side of the room as the TV
watcher. (Also a note, his show isn't violent, what you are hearing is
a guy with a machine gun outside.) After you quietly drop down, you
can notice a small broken-topped door in the back corner of the room
on the side of the window you climbed in. You have to crouch to get
through it. STAY CROUCHED!!! There is a terrorist on the other side of
the yard shooting bottles off the top of the crates. (There are some
really nice bullet sound effects here.) Wait a bit, hiding behind
these crates, and staying low, and the shooter will go have a seat
facing away from the yard. At this point, go back into the room, and
do a loud jump, which will get the attention of the TV guy. On his way
coming to check you out, he has to walk through a blanket hanging from
the ceiling. When he is going through it KO him. Hide his body. Now
there is no alert, as there would be if you just snuck up on him right
off the bat. Go back out the little door, and you will not be noticed
by the turret gun. Snipe the guy in the chair. Get a head shot (which
should be a given.) Sneek around the left side as to take no chance
with the turret gun. Go through the little shed, and turn off the
generator. Im not sure what that does, but I'm sure it helps. Go and
hide the body of the guy you sniped in the corner of the generator
shed. Now go and disable the turret. You could attempt to sneak around
quickly right as soon as you start this area and turn off the IFF and
kill the shooter early, since you love that so much, though I am not
sure it would work. Now just enter the laser room and rock out. Also,
there is a pipe you can climb up, and do a hand over hand to the roof
of the laser room, where ther is a trap door, but I am not sure what
makes this any different than the other exit. Hope this helps someone,
it got me through a lot easier. -Cody Duncan AKA The Goodbye Symphony

Red95isback@aol.com

hey i've been usin your FAQ for when i've gotten stuck a few times and
its a great help....on one part in the jungle u asked for alternate
ways past the two guards where u must raise the gate by throwing the
switch...well the way i did it, while they were talking i snuck along
side of those boxes until i was in sort of a "nook" between two of the
larger boxes..i waited there in a crouch and the one guard walks right
past me so i just walked behind him and hit him with my elbow..the
other guard didnt see it so i just shot him while he was in the booth.
not sure if this is what you were looking for but no alarms got raised
and they didnt even get alerted....keep up the good work

- Brent Tomerlin "B Carroll"
Hi Brian - just a note to comment on your killer walkthrough (found on
GameSpot) for Splinter Cell. I'm playing on PC and sometimes just need
that little hint when I'm on a balcony and can't figure out what to
do, or some other perfectly simple place in the game where I go brain
dead. I'm brilliant at the hard parts in any game, but lose IQ points
in easy areas sometimes. Usually, I'm playing RPGs and making mods.
Pandora is so good and a nice change from elves and orcs. I don't send
notes to people much, but your walkthrough is so well written and
detailed and is basically like the PC version, and I know from making
my own games how helpful it is to get feedback.

Thanks again -

Scott Qualls"
Dear Brad Austin, The guide that you have typed up is very high
quality and i would like to thank you for helping through some of the
harder times in the game. I recently beat the fourth level and have
found a much easier route. When you come out of the shop with Saul
after receiving the SC-20K you can easily stay standing up and stay
really close to his back while walking and following him to the
"discreet place". And the gaurds will never even acknowledge you being
there just remember to stay really close on him. That is just a little
bit of information i would like to share with you and while it's not
really an alternate route it does make things much easier. Please
reply if you try it and it works because it worked for me. Thank you
for your time

Sincerely, Zero Bishop Anonymous Gamer

Derek Bosch" Splinter Cell Pandora Tomorrow on Gamefaqs, and while I was reading it
I notice that on the the last level you put: "Grimsdotter and Lambert
come on the comm to tell Sam he has a limited amount of time to make
use of a truck entering the garage to sneak in. You have to climb the
fence quickly and get to the other side of the truck and use it as a
barrier so the security guard in the booth next to the garage entrance
does not see you." and I just thought I'd let you know an easier
method of using this truck to gain entrance to the building. Instead
of using the truck as a barrier, all you have to do is run along the
wall to the back of the truck and climb in. It takes you all the way
to where you need to be and is alot easier than running along the side
and using the truck as a barrier. You don't have to post this in your
FAQ if you don't want to, but I just thought it would be a helpful
hint.

-Derek B. (P.S.-Your Walkthrough is Awesome)


Kevin Romberg"
I just wanted to let you know that your stradegy guide helped me out
alot. I was stuck on the last mission of the game, and I never thought
of using the sticky shockers on the guards untill I read your guide. I
did the same thing you did too, I forgot to kill the guard right away
so with 9 seconds left I pumped both of em full of lead and sprinted
to the ND133. Luckly I made it in time. I just wanted to compliment
you for helping me beat SCPT.

sam thomas"
To the editor of the above FAQ: I recently rented this game
(yesterday) and I discovered an important bit of information: If
Lambert forbids lethal force, do not dump guards in the river (or any
water for that matter). They will drown and Sam will fail the mission.
I did exactly that on my first try. IT SUCKED!! Sincerely, Sam
("Fisher") Thomas

DERREKSILVASNC@aol.com

Hey I read your FAQ for splinter cell on gamespot and I would like to
say great job I didn't use the whole thing because I beat most of it
but I got the rest because I got stuck on the level where what's his
name is scooping out the village with his binoculars so thanks for
writing it and if you have any tips for the game please e-mail me at
derreksilvasnc@aol.com and tell me about them thanks.

Kin Leung"
(I know - you passed a narrow alley between the building and the fence
- can Sam go into wall mode and go behind the building? Yes he can.
There is a yard back there. But I can't find any exits or pickups at
all , so if anybody can figure out why this area is there drop me a
email and let me know)

Okay...so if you go into that alley (btw, I went to the left opening
behind the boxes for cover, then I threw the flare and while the
autogun was focused on it I went to the alley without taking a shot at
all) you will find a pole that you can actually climb up. That will
lead you to a post that goes across to the rooftop of that room with
all the laserbeams and you can actually drop through from the top
without having to worry about the autoturret. Jimmy D."
Pandora Tomorrow, I noticed something a tiny bit wrong when using your
walkthrough. On the fourth level, when you walk through a narrow
passageway in wall mode, you stop at the end in a courtyard. There you
see Sadano with a bunch of his idiots, talking. Everyone departs and
goes through a big square door at the far end of the courtyard, except
for two guards. One guard is patrolling, and as you like to say, the
other guard is standing, trying to get cancer. You shoot out some
lights, pick up a sticky camera, go in a room, whistle, blah blah
blah, and kill the first guard. Here is the part where I found
something a little wrong. In the walkthrough, you said that a dog
comes running out when you get close to the big square door. I found
out that it is not when you get close to the door, it is after you
kill the second guard. One time , I got the second guard to come to me
by the little room, close to where I came into the courtyard in the
first place. I dropped him with a single headshot. I picked up the
body, and as I was hiding it in the little room, the dog came tearing
out and started attacking me. By the time I dropped the body, turned
around, drew my pistol, and started shooting, I was dead. A couple of
my friends have noticed this also, and got mauled as a result. It took
me a while to figure this out, probably because I was half asleep.
Great job on the walkthrough. It's excellent! Hope you do more! J.D.
webmaster@slitherdotcom.com Hey. I just read your walkthrough ... nice
job! I just finished LAX last night and I have a tip for that level.
In the baggage conveyer scene (where you are hiding behind
packages,etc). The third guard (as you mentioned) does not keep his
back to you long enough to run past being undetected. I had a tough
time with this one also, but I ended up stealth'n it by WHISTLING and
the guard changes his patrol patterns. There is one part to his new
pattern where his back is faced to you for a longer period of time.
Just run right by as fast as you can. For those who love to stealth
entire levels, they will need this one. Hope this helps!!! VEC

END OF THE MAILBAG



Thanks if you read this FAQ all the way through. So many wonderful
people have e-mailed me and told me how much they enjoyed it and gave
me tips and alternative strategies for some of the levels.

If you have any ideas or strategies you would like to contribute to an
update of this faq, please e-mail me at manofaiki2003@yahoo.com

This was my first FAQ, so any ideas about improving it are definately
welcome.

In closing, I would like to thank the developers at UBiSoft for
finding so many ways to improve what was already a very fine game.
With their titles like Splinter Cell, Rainbow Six Three, Ghost Recon,
and Prince Of Persia, UBiSoft is in my opinon becoming THE best game
developing studio, especially for shooting and stealth games.

Kudos also goes to Tom Clancy, who personally reviews each of these
games before he puts his name on it. Great to see a guy who writes
books and now makes games where people who work for the government and
the military are actually portrayed as heroes and the defenders of
civilization.

FINIS
 
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