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Walkthrough

by The Genius of the Hole

       
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          --------------------- Pandora Tomorrow ---------------------      
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Platform: Playstation 2
          A Ubisoft game
Author:   The Genius of the Hole
Version:  1.1  
E-mail:   kayko_2(at)t-online(dot)de
                                                                               
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Table of contents:
==================
---------------------------------
I.   Introduction
II.  General Game Tips
III. Walkthrough
IV.  Copyright and special thanks
---------------------------------

I.	Introduction
****************************
-------------------------------------------------------------------------------
Ok, it is official. I am addicted to FAQ writing. Doing it once is an accident, 
but more often....  Well, here we go then. This is a pretty plain walkthrough 
aimed at getting you through the whole story without getting stuck or forced to 
take desperate measures, so if you are looking for fancy background details you 
will have to look somewhere else (at least for now). It might not always be the 
most sneaky approach, but it works and for those of you who are of the sneaky 
kind, you might not need this walkthrough anyway, do you? I sometimes do 
mention alternative routes though, so do choose the one that fits your style or 
mood. 

Since this is a walkthrough which simply tells the progress of the story you 
should be aware that it contains SPOILERS. So if you don�t want to know what�s 
coming up, simply avoid reading ahead, alright?

Oh, and one more thing: English still isn�t my first language - so, just like 
last time: if anything sounds weird or isn�t put quite accurately don�t dwell 
on the mistake just admire me for taking up the challenge of writing this FAQ 
anyway... ;)

This raises another issue. Since for this game there wasn�t the option of 
choosing the language I played it in my mother tongue, so I might not use the 
same expressions for all the objects or moves that are used in the English 
version, though I did stick to the English booklet. Same goes for names of 
countries and towns and even my 'most sophisticated' academic dictionary did 
let me down when it came to some of the expressions in the mission titles, 
forcing me to either make them up myself or simply to leave them the way I 
found them. But you will be able to guess what I mean and since the order of 
the missions is given you will figure out which one is which simply by counting 
them down.

Well, I think that�s it for my intro, let�s move on.
===============================================================================

II.	General Game Tips
*********************************
-------------------------------------------------------------------------------
There are only a couple of points to say here: 
#	First of all: Don�t rush it.  - There are hardly any situations where 
you have to make your move straight away. Take your time and check out the 
situation first before doing anything. 
Try to figure out movement patterns and rather choose to withdraw if you are 
unsure whether or not you are going to be able to make it.

#	Life is more fun with a tune on your lips. - Whistle and whistle often. 
This new ability of Sam is a very handy tool. It is very useful to lure enemies 
in a certain place (they often stop exactly were you where when you whistled), 
making it easy to calculate where and how to take them out, or, it can be used 
to simply check whether you have overlooked an enemy who will come out when he 
hears you. You can even use it to make the enemy move wide distances by 
whistling and moving a couple of steps; simply repeat this until you have him 
where you want him.

#	Try it again. - You might want to consider resetting once you have 
raised the second alarm. This time security alarms have real consequences and 
it is really hard to take out an enemy who is covered by a bulletproof vest and 
a helmet. It also means that you have used up all your room for error, because 
no matter how much of the world�s security is at stake, Lambert is a boss 
without mercy and he will count you out whether you consider it justified or 
not. Though unless you are completely sure that you can take on a whole passage 
of the mission without any further error (which is necessary in order to bring 
the alarm status back to normal) you might want to start over again, especially 
if you are a beginner.

#	To shoot or not to shoot. - Unless you are not explicitly ordered not 
to, it is often easier to kill an enemy than just to knock them out or to use 
non-lethal projectiles. The reason being: they sometimes turn around when it 
doesn�t suit you at all, they can be revived and you will have to deal with 
them again, AND non-lethal projectiles, except for sticky shockers, require a 
hit to the head and you cannot use the sniper mode. So unless you are good at 
aiming: shoot to kill, and remove the body from the scene as fast as you can. 
(I should mention though, that you should still try to aim well, because a 
wounded enemy is still a talking enemy - they might raise an alarm.). Sticky 
shockers can be an excellent alternative here, but save them for the real tough 
situations with more than one enemy.

#	Darkness is good. - Though not always a guarantee for cover. Since this 
is a stealth game darkness is your best friend. But if you should be discovered 
for any reason (for example a shot gave you away), don�t think the darkness 
will protect you any longer. Almost in a miraculous way enemies who did walk 
past you like they were blind before, suddenly will be able to almost smell you 
and it doesn�t change anything if you change your position. (There are one or 
two exceptions to this, but don�t count on it). So if you are discovered forget 
any secrecy and just blast away or hit them as hard as you can. It is also 
impossible to raise a second alarm in the same situation, so if you have 
already been seen and a second guard reaches the scene a second later you can 
deal with him without running any risks, just be fast.

That�s basically the advice I can think of at the moment, but I will update 
this section if anything else crosses my mind.

===============================================================================

III.	Walkthrough
***************************
-------------------------------------------------------------------------------

US-embassy Dili, East-Timor 
+++++++++++++++++++++++++++++
Once the opening cinema is over you�ll be in control of Sam Fisher. This first 
part is going to be child's play, but I am going to give you a walkthrough 
anyway. It is basically just designed to get you used to the basic controls, so 
here we go:
Walk up to the landing stage (you don't need to bother shooting out the light) 
and jump to grab hold of the ledge. Just follow the catwalk and shoot the 
lights to test your skills, if you are aiming for a good statistic at the end 
of the mission keep sneaking slowly, but you don't have to worry about being 
heard or seen. 
The best way of shooting out lights is to switch your night vision off, 
otherwise the reflections will be irritating and you'll might unnecessarily 
waste ammo if you miss the bulb. At the end of the catwalk climb the ladder. 
Look up to see a rope and simply jump, once you have positioned yourself 
underneath it. Sam will grab it and slide over to the other side.
Look up again to see a beam and jump to get hold of it. Lift your feet and 
simply proceed hand over hand. On the other side drop down and go to your 
right. Enter the hut and pick the lock on the other side of the room. In the 
next room climb the beam and jump into the shaft in the left corner. SAVE if 
you want to. Leave the room and walk down the ramp into the yard. Turn left at 
its end and crawl underneath the catwalk to move on. Cross the next yard and 
walk up the stairs onto the next catwalk, where you will find ammunition on 
some boxes near the stairs at its end. 
Now go quietly down the stairs (there is a guard only a couple of meters away 
from you) and lean against the fence to move on. You will have to stand upright 
for this. At the end of the fence make a SWAT turn to cross over to the other 
side of the opening and shoot the light as you have been told to. Now you will 
have the guards attention and you will have to take him out. WITHOUT A GUN. If 
you kill him or anybody else during the mission unless you are allowed to, the 
mission will be over. It will also be over, if you miss the light bulb too many 
times, because even the most foolish of guards will recognize a gunshot 
eventually. Hide his body, a habit you'll have to get used to and head on. 
Switch on your thermal goggles in order to locate the landmines, then crawl 
underneath the catwalk to get to the other yard. You will see a whole bunch of 
mines ahead of you, but they are easily avoided: Climb onto the box and jump to 
grab the beam above you. Then simply  shimmy to its end where you can drop into 
safety. Go into the room ahead and climb the ladder to the next level. You will 
see a post which you can use to rappel down. SAVE if you like.
Open the door and step outside. Turn immediately right to enter a narrow 
passage. Do a split jump and jump again to reach the upper level. Pull yourself 
up and sneak into the room ahead. You can either go into the left dark corner 
and whistle or simply shoot the light to cause the guard to come out of the 
next room. Either way take him out (remember to do it unarmed) and place him 
into the corner (-unnecessary if you have already shot the light). Move on and 
jump down to the ditch to get the opportunity to SAVE.
Sneak up to the water and shoot the light on the opposite wall. Take notice of 
the guard patrolling the bank, you might don't want to alarm him to early so 
wait until he is further away. Then simply cross the ditch and take him out. He 
is easy to grab from behind since blissfully unaware of any trouble. Now get 
back into the water and just follow the ditch until you can't go any further. 
If you move too fast you will alarm some ducks and be shouted at by Lambert, 
but that's all. Open the door ahead and get inside. Once you approach the next 
door, you'll once again be able to SAVE.
Sneak through the next room and into the next one. You will see a man sitting 
on a box in front of a burning barrel. Simply sneak up on him and take him for 
a walk - the room you just left was dark enough to hide from any sight. 
Interrogate him and say good-bye with a hit in his neck, then wait a second to 
hear a second man searching for your unconscious friend. Whistle him a tune to 
lure him to the doorway, where you can easily take him out without using a 
weapon.
Go to the wall at the opposite site of the yard and climb the rain pipe next to 
the narrow passage to SAVE.

You will be now in front of the embassy. Things will now begin to get a little 
bit more serious, with more guards around, but it is still fairly easy. Climb 
up the ladder ahead of you (don't bother about the gunshots they are not aimed 
at you,) and the next one as well. Jump onto the balcony and sneak forward. You 
will see glass on the ground (so be careful not to make a sound) and when you 
look up from underneath the window you will see a soldier with binoculars. 
Since you cannot avoid the light here you have to sneak past him, don't shoot 
the light above him, there is no use in alarming him. Once past him you will 
see a second soldier in the next window. With him there is Sadono, your main 
target for the next few missions, and two hostages...well at least for short 
while. Once Sadono is gone, (wait till he has left the next room as well or 
else he will come back and kill the hostage) you can shoot the light in the 
room, which will alarm the soldier and cause him to come out. Be fast to knock 
him out because he will shoot at you despite the fact that he should not be 
able to see you. Do not whistle to lure him out, he will assume an attack and 
shoot the hostage, which will end your mission. Go to the end of the balcony 
and climb out onto the pipes. Climb up and grab the roof. You will now hear 
Shetland being tortured, but don't worry, he is tough, it doesn't really matter 
how long it takes you to get to him. Shimmy around the corner (you'll be able 
to SAVE here) and then let go. You will land on a roof beneath. Climb out onto 
the next pipe to your right and slide down. Now quietly sneak up on the guy 
hitting Shetland and grab him from behind. Drag him into the dark corner and 
knock him out. You will find ammunition in his pocket. Then talk to your old 
friend and take the (disgusting) data stick from him. You can talk to Shetland 
again to learn more about their common past.
Then shoot the light and open the door. Don't worry about the soldier standing 
near the window, just shoot out the light in the corridor and wait until his 
examination leads him to your location. Knock him out and hide his body. In 
case you are hurt, don't go into the next corridor straight away. Near the 
location where you shot the light there is a locked door. It's a bathroom with 
a medikit in it. Then head into the corridor. You cannot shoot the light here, 
so don't bother. Move on until you see a lamp hanging from the ceiling and 
shoot it. Then go to the stairway. SAVEPOINT. These usually pop up, when 
something more difficult is ahead, so be careful. Sneak down the stairs to see 
a soldier patrolling the hall, two more are playing some game in the 
background. Concentrate on the single soldier first. In case you get hurt, 
there is a room with a medikit next to the stairs, but the area is well lit, so 
you might want to wait till it's all over. To take the first soldier out simply 
watch the pattern of his movement. He will eventually stop near the small 
tipped over table and turn around before he moves on. This is an excellent 
moment to grab him. You could of course also whistle and lure him to a place of 
your liking or use the object on the counter to distract him. The others will 
be too far away to get alarmed. The bottle from the counter also comes in handy 
alarming one of the two playing guards, so you might want to save it for that. 
Whether you whistle or throw an object, take them out one by one. If you can't 
grab them straight away, simply whistle again until you have them in the right 
place. It is also possible to shoot the light above the playing soldiers.
Now head on to the end of the hall and turn left into the corridor. Open the 
large door to your right and you'll be able to SAVE.
Open the door ahead and listen to what Lambert has to tell you. It's fairly 
simple. Just follow the spotlight from the moment it passes you and try to keep 
in its centre as far as possible. Then just drop off at the other end. You will 
hear a turret near by - one of the reasons you couldn't take the long way 
around. Once on the other side don't hang around for too long or you will 
eventually be spotted. Open the door to the right and approach the stairs. Take 
notice of the door to your left, which will be your exit later on. Go upstairs, 
use the medikit if you have to and head on further up the stairs. I don't know 
whether it makes sense to shoot the lights, since he is wearing goggles like 
you are, but I do it out of habit and so far he never saw me. Be very quiet on 
the stairs and sneak up on him to knock him out. Don't forget to bring him 
inside where it is dark. Now open the door and meet Ingrid Karlthson. Having 
received the information needed, open the door behind her to get to a 
SAVEPOINT. Finally, your off the leash. No more knocking out, now you can use 
your gun. But remember: you can only raise 2 alarms without having to abandon 
the mission. Before you head downstairs climb out of the window and shoot the 
guy in the yard near the fire. Then run down the stairs and get outside. 
SAVEPOINT.(You could have also rappel down the wall near the small chimney.) 
You will see one of the spots your are supposed to switch off to your left. 
Shoot the small light on top of it, then climb up the ladder and use the 
switch. Down again and move up to the lamp on the wall of the next building. 
Shoot it and wait until a soldier passes by. Shoot him or take him out any 
other way. Then go around the corner, shoot the light and climb up the next 
ladder to use the switch. Head on to your right and take the soldier out 
guarding the next catwalk (you might not see him straight away when he is 
around the corner). Then run down the ramp and you will hear the helicopter 
coming for you. Once you have reached the inflatable dinghy your first mission 
will be accomplished.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Saulnier Cryogenics Lab, Paris (Thanks go to Thomas Roberts, for letting me 
know the correct expression)
+++++++++++++++++++++++++++++
Now it's getting serious. Climb down the ladder ahead of you and shoot the 
light on the barrel. When you check your equipment, you will see that you have 
two guns now. Save the ammo of the SC-20K for the more difficult jobs and use 
the smaller one to inflict darkness around you. Then also shoot the lamp ahead, 
this might alarm a guard who is walking around on the track ahead, so stay away 
from the end of the tunnel yet, just in case a train will pass by and light up 
the whole area. This will happen every couple of seconds, so be careful or else 
you will be seen. Lure him close to your hideaway (either through whistling or 
with the object on the ground). Take him out anyway you like, but be invisible. 
You are allowed 2 alarms once again, before the mission will be abandoned, but 
each time the security measures will be heightened, and it's getting really 
tough once they are wearing their helmets, so you might want to avoid anything 
above one alarm. Take out your gun and shoot the light above. Then sneak up to 
the wagon and jump when you underneath the ladder to grab it. Use the roof to 
head on. This way you will not only avoid any more light from the trains, you 
will also have an advantage over the two guards you will have to face pretty 
soon. Jump into the wagon once you have reached the point where you cannot go 
any further and hurry to shoot the light. A guard will be patrolling the wagon 
any second. Take him out and either wait for his colleague, in case you have 
alarmed him, or, sneak close to the doorway he is waiting in and shoot him. 
Then follow the corridor until you come to a burning room. Shoot the valve on 
the pipe on the ceiling and cross the room. Open the door and switch off the 
lights in the next room. SAVEPOINT. Use your optic cable to see a guard in the 
room. He will soon move away from the door, but he is not the only problem in 
this area. There is a camera behind the shelves on the opposite wall. So open 
the door once he is away, shoot the lights and wait until he comes to check out 
what is going on. Then take him out. It is also possible to shoot him through 
the shelves, but this way you won't be seen by the camera. Shoot the second 
lights and the camera as well just to make sure it won't detect you when you 
pass the computer (you can use it) and the light on the desk (though you could 
shoot both). Don't forget to grab the ammo from the desk and go to the next 
door. Your optic cable will show you one guy ahead and another one at a desk. 
Open the door and shoot all the lights once the walking guard has returned to 
his colleague. This will cause them to search the room. Stay away from them 
until they have split up again. One will keep searching the other one will 
eventually return to the desk. Once you have taken the first of them out 
(quietly and in a distance to the other one) whistle for the other guy and 
knock him out. Then use the computer if you like and leave the room through the 
next door and lock pick the next one. Go through the next door to get the 
opportunity to SAVE.
Now, this next bit can be a bit tricky. First switch of the lights. Then pick 
up the ammunition on the floor and heal yourself if you have to. Now open the 
door and quickly shoot out the light in the room. Soon 3 guards will enter and 
start to systematically search the room. You cannot use your gun here without 
raising an alarm, so you will have to avoid them by carefully keeping an eye on 
each of them. The right side of the room seems to be the safer choice to cross 
over to the other side since there is no flickering light that could show your 
position, but all three guards will be on this side at the beginning. But they 
can be avoided when you wait near the wall until they start splitting up and 
then try to sneak between them. Once on the other side slip into the next room 
and hurry to pick the lock.
There is a fast way across the room which is a little bit riskier, but does 
work. Take the left side and move up to the middle close to the flickering 
light. The soldiers should pass you and there will be a moment when they will 
all be looking into the other direction. Get past the light keeping as close to 
the cupboards in the middle as possible and again hurry out of the room to the 
next area. Once you have picked the lock and leave the room behind there will 
be a SAVEPOINT.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
UPDATE: Not that tricky at all. Immediately after entering the room with the
3 guards turn around and check out the wall next to the door. See that pipe?
That's the easy way to cross the room. Simply climb up, pull your legs up and
cross the room savely. Thanks Daniel Horton!
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
For this next part you will have to be fast. Not once, but twice. Best thing to 
do is get your grenade out. Then wait until the window is shattered and sneak 
halfway past it so that you will throw the grenade a bit backwards when you 
send it into the room. The reason: 3 soldiers who are destroying the computers. 
You have to take them out fast, or else the codes will be lost. If any of the 
soldiers has survived the attack take him out with your SC-20K and then rush 
over to the computer. Use it and you will be informed about a bomb. 
###############################################################################
For some reason sometimes the timer will be triggered off too early and you 
won't be able to get away from the computer. It is still possible to make it on 
time, but you will miss out on the information from Grimsdottir and will really 
have to get a move on it. 
###############################################################################
Both ways, leave the ammo on the desks and the sachet of the guy for later and 
head out onto the corridor. You will have to take out to soldiers and then lock 
pick the second door on your left. Disarm the bomb and then return to collect 
all the goodies and hide the bodies in dark places. If you should be wounded in 
the first room on the left there is a medikit.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
UPDATE: Here an alternative solution as suggested by leeanne thomas:
After killing the guards in the first room don't access the computer. Instead 
go into the corridor past the boiler room and place a wall mine on the corner. 
Now return to the computer and start the timer. Get the guards attention on the 
way to the bomb and they should trigger off the wall mine causing their own 
death. This should give you plenty of time to defuse the bomb without any 
hussle from the guards.
Haven't tested it yet, but it sounds like a good solution to me.

UPDATE: Another solution to the bomb problem has been sent in by Brandon H. 
Splintercell Junkie:
- I hid the dead bodies of the two guards I killed (who were shooting the 
computers) and then instead of immediately hacking the computer I walked down 
the hall to where the boiler room is and shot out the light so the hall was 
pitch black. That way after you hack the computer you can safely and quietly 
walk down the hallway and the guards won't  see you. Then all you have to do is 
wait for the one guy standing near the door to move farther away so that you 
can pick the lock enter the room and disarm the bomb. Doing this saves ammo 
(even though there is ammo at the one computer) or a wall mine. - 

So, for all of you who are quick with the lock pick - this might be your 
solution
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Now go to the end of the corridor and open the door. You will be able to SAVE 
here. Careful now. There is a motion detector ahead and you will have to sneak 
past it really slowly. I don't know whether or not it does matter, but I try to 
move only when the red light is weak (can be more easily seen when you use your 
night vision). Upstairs open the door and ignore the gunshots. Shoot the light 
and sneak into the corner where the dead body is lying on the floor. A masked 
guy will approach you, but he won't see you. Take him out either with the 
SC-20K once the other guy is gone, or knock him over when he comes back. Then 
shoot the lights, go into the room to the left on the corridor and grab the 
goodies (ammo and sticky shocker). Beware of the motion detector. Then return 
to the dead body and lock pick the door. Then go to the door on your left. It 
will slide open and you should get busy shooting. DO NOT ENTER. Here are a hell 
of a lot of cameras in this room and you should start by the one in the middle 
of the ceiling. Then take out the lights to your left. By now the door on the 
opposite wall should have opened and a guard will be coming into the room. 
Whistle to lure him out onto the corridor and into the darkness, where you can 
take him out. Then return to the doorway and proceed with your destructive 
business. The camera to your left next and then do the same on the other side 
of the room - light, and camera. Then proceed forward and do the same on the 
other side of the room on each side. You will find the computer you were 
looking for on the right side of the room. Use it to get your next mission 
objective: Brain search(ery). Now leave the room through the door you came in, 
there is only trouble ahead on the other side of the door next to the computer. 
Use the codeblock and SAVE if you want to.
Duck down and sneak to the right of the spotlight which lightens the door. 
Switch it off and wait for the masked man who will try to switch it back on. 
Stop him forcefully and take the sachet and the ammo from the desk before you 
slowly! leave the room. In case you are hurt for some reason use the medikit on 
the wall first. Immediately behind the door there is a motion detector, so do 
not rush. Slowly sneak up to the door and use the optic cable to see 2 soldiers 
running away from the door. 
###############################################################################
For some reason they sometimes fall victim to their own planted wall mine then 
all you will find when you open the door, will be a burning corridor. 
###############################################################################
In case they did not get blown up let them run ahead and take your time to 
shoot out the lights. Reason being a camera ahead on top of the first flight of 
stairs. You can also shoot the wall mine which is close to the red light. 
Anyway, inflict darkness, shoot the camera and the wall mine (or pick it up if 
you are a daredevil) and get upstairs. After you have passed the next door you 
can SAVE again. Use the optic cable on the next door and wait until one of the 
2 guys has left your sight. Then open the door and just step inside. Don't go 
too far or you'll be visible. One guy is using the computer behind the 
bulletproof! (you can use that for your advantage) glass wall. The other guy 
will soon begin to patrol the corridor next to the room. It is up to you 
whether you take the guy near the computer out first or take down the guy in 
the corridor, but since it is pretty dark near the computer it is easier to 
sneak up on this guy and drag him into the darkness while the other one is 
still in the corridor. If you are fast enough you can still place a bullet into 
his head while he is still standing there in a distance. 
Pick up the ammo from his sachet and carry his remains to a dark place before 
using the codeblock of the door on the corridor. Enter and you will be able to 
SAVE.
Now here's a rare sight: Nine brains on the floor. Shoot some bottles off the 
shelf to lure a guy from next door to you and shoot him in the head. Then take 
the sticky shocker form the table in the left corner and switch your thermal 
goggles on to enter the next room. This can be a little bit confusing, but you 
are looking for the left farthest corner where there is a door you can lock 
pick. Open it carefully. You will be on a catwalk but unfortunately not alone. 
Two guards are also in the room, so get rid of them. You could also drop down 
and shimmy to the other end of the room where there is a possibility to pull 
yourself up again. Don't rush into the next area. Hear the wall mine? - shoot 
it or take it. Then enter the room to your left and drop into the shaft in the 
right farthest corner. Follow it and jump up to reach Coldeboeuf, the guy who's 
mobile phone you need. The timer means you will have to get out of there. If 
you hide in the tunnel you just came from you won't take any damage in the 
explosion unlike in the ventilation shaft above. I haven't found a way to 
rescue Coldeboeuf so Lambert always suggests psychological testing. 

Note: There seems to be a way to save Coldeboeuf. Here is what Alison1edmondson
wrote:
 -...Once you have got the phone go into the shaft and you will see tthe guys 
through the floor. then just shoot the barrels to save him!-

Then climb up through the ventilation shaft next to Coldeboeuf's remains and go 
left to end the mission by approaching the van.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Hesperia railway company, Paris-Nizza, France
++++++++++++++++++++++++++++++++++++++++++++++++
Ok, this is one of the many nasty missions where you are not allowed to raise 
any alarm. So be careful. Use the hatch behind you to enter the train. There is 
a dog in a cage near you, so don't rush ahead. No matter how much it hurts the 
animal lover in you or goes against any animal protection conventions, you will 
have to shoot it or it will give alarm and your mission will be over, (so aim 
for the head). Then shoot the lights (you can shoot the first light straight 
away, but that will wake the dog and make it more dangerous). Then wait until 
the guard has controlled the wagon and follow him into the next one. When you 
shoot at the light, he will check it out and will be an easy victim for you. 
Then look for the trapdoor in the floor and slide down to get underneath the 
train. Move along the bottom of the train until you come to a SAVEPOINT and to 
another hatch. Climb up, shoot the light and use the switch in the cabin to 
open the external doors of the train. Then leave the room and remember, you are 
not allowed to kill anyone. Do not use the switch in the corridor, just sneak 
left and open the door to your left to climb outside. What you want to do now 
is to shimmy along the train without being seen. Watch the people in the 
windows and wait until they look away. Be careful when passing one of the 
women, she will gaze out of the window for quite some time. Also wait until the 
man looking in your direction stretches himself to yawn. Then get back inside 
and go through the door to your right. Open the next door and sneak to the 
right before shooting the light. Sometimes the conductor will see you if you 
shoot the light too early. Once he is out of site, get into the first 
compartment and knock out the man inside. This might alarm an older man and the 
conductor to come and look, but if you are fast enough that's no big deal, just 
knock them all over - I know, not very elegant. If they don't show up look in 
all the compartments to find them, but spare out the third one in which Soth is 
sitting. Don't forget to hide them in dark places! Then go to Soth and talk to 
him. Hack his computer and then follow him as fast as you can sneak. Down the 
corridor and through the next two doors, but do not burst into the restaurant 
car, since it is full of guards. Get out the laser microphone. It will do the 
trick if you get a bad transmission from behind the bar, or counter, to the 
right. It will also hide you from view for the next part. SAVEPOINT. Wait 
behind the counter until Soth and one other guy have passed you, then sneak up 
on the one man that stayed inside the restaurant car. Do not bother to hide 
him, just knock him out. You will hear a transmission that they have found out 
about your presence. Don't worry this time. When you are fast enough, you won't 
even need to fight them, just head out of the room through the next door and 
climb the ladder to the right In case you do fight, there is a medikit next to 
the ladder. Open the hatch and get on the roof of the train. I don't know 
whether the chopper can do any harm, but if you don't want to find out, just 
run to the end of the train to see your plane. Grab the rope to escape into 
safety. Mission complete.
UPDATE: As I have been told by Administrator the chopper cannot harm you and
will eventually be brought down by your own plane. Haven't double-checked this 
information though.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Geula, street market, Jerusalem, Israel
++++++++++++++++++++++++++++++++++++++++++
Another nasty 'do-not-raise-any-alarm/ kill' mission. Talk to your driver to 
get some information and then follow the path and up the stair. Avoid the light 
and sneak up to the police officer you see in a distance. Better to get rid of 
him now then later, when you could get trapped between two of them. Whistle and 
knock him out. Then turn into the street you might have passed. You could climb 
onto the boxes and up on the awning in order to drop down on the next 
policeman, but what ever way you take him out, watch out for the civilian, who 
is just as nosey as the policeman himself, do not get caught up in between 
them. Once they are both down and hidden follow the street until you reach some 
stairs. SAVEPOINT. Shoot out the light to your left to attract attention from a 
guard and knock him out. Move on, shoot the light in the corridor to the left 
and take a pause at its end. You will see some rabbis having a conversation. 
Wait until they sit down, then knock them out by grabbing them off the bench. 
Start with the left one, that will cause the other one to duck, if you start 
the other way around, you will have to chase the next rabbi down, and he will 
be running straight in the direction of another police officer. Don't forget to 
hide them. Then cross the yard into the next street. This next bit can be a bit 
tricky. There are a lot of possibilities to cross this streets above the 
ground, like for example the rain pipe in the right corner, or the boxes and 
the awnings, but I haven't found any of them really useful since you have to 
get back on the ground on the other end, and that is, where the real trouble 
starts. I first thought you could climb into the window at the other end, but 
you can just shimmy around the corner on the ledge and that's it. But maybe 
you'll find a way... Anyway, cross the street what ever way you like and shoot 
the lantern at the end in the left corner. There is a guard and a civilian in 
the yard of the restaurant. Unfortunately the guard will immediately cry for 
help if a bullet only gets near him, so rather whistle, and the civilian will 
follow him like a dog, so you will have to take the police officer out first, 
or he will raise an alarm. The best thing to do is wait until the guard is 
distracted by the civilian and sneak up to the wooden something on the left 
side of the yard. Once the civilian leaves, wait till he is gone and whistle 
for the police officer. Take him out and cross the yard to the open garage. 
Shoot the light and start heading down the stairs. SAVEPOINT. Do not rush! 
There is a ugly situation ahead. Your arms dealer is being held hostage and 
will be killed any second. What you have to do to avoid this (and therefore 
succeed in your mission since it will be over if he gets killed) is aim well 
and shoot the guy to the left first, not the one in front of you. If you don't 
do this the other one will grab  Saul and hold him in front of himself. It is 
still possible with a well aimed bullet to take him down, but you only have a 
second or two before he will kill his hostage. It is wiser the other way 
around. It also doesn't work to take his colleague hostage, he will kill Saul 
eventually. Follow Saul to the hole in the ground and take all the goodies. 
Then talk to him and agree to a little trainings session, which is awkward 
considered the fact that you have used the same gun before and didn't get any 
explanation of how to handle it back then. But anyway. If you do the session, 
play around with the gun and shoot the guard with a sticky shocker. Then leave 
through the door to your left. But you can skip the scene by leaving 
immediately through the door. SAVE if you want to.
Shoot the light, head a little forward and do a split jump. Now whistle and 
wait for the police officer to walk into the alley before you drop silently, 
but deadly, onto his neck. Then move on and turn left. Lean against the wall 
and shuffle close to the open window. Do a SWAT move in order not to be seen. 
Then shoot out the lights ahead before you sneak down the street. Take out the 
nun, if you feel like it or if you are worried to have her in your back, and go 
down the street. Another man might pass you, but he is a civilian and no big 
trouble. When the street makes a turn shoot the lamp near the rain pipe and 
climb it. Now whistle for one of the guards and get your SC-20K out. Use a 
non-lethal projectile to shoot him from above, aim for the head unless you are 
using a sticky shocker. The second guard will be routine now. Take him down and 
hide the bodies. Once you are around the corner get into a dark place, any 
second a police officer will patrol the area. You can either find out his 
walking pattern and take him out from behind, use a non-lethal projectile or 
simply whistle for him from a dark spot to get his attention. Then follow the 
street around the corner where you have to drop into a small passage in order 
to SAVE. Sneak around the next corner and you will see a guard standing a few 
metres away from you. Take him down, when you climb onto the wooden something, 
for example, he will hear you and start his patrol, this is a good moment to 
jump at him. Then sneak on, but careful there will be a civilian and a police 
officer in this next passage. So you will have to be careful if you let the 
civilian pass you since he will come back and you can get trapped in between 
them in case you whistle for the officer. It's better to take him out and hide 
him in the small open garage and then shoot the light above the guard to get 
his attention. Lure him close to you and get rid off him.
Be careful in the next yard. He looks lonely, but in fact there are two police 
officers. Take your time to shoot out the lights and avoid them at first. Then 
when they are separated again whistle for the lonely guard. Take the next one 
out in the street to the left across the yard. Then simply follow the street 
until you reach a gate. Climb onto the bench and jump to grab the ledge and 
pull yourself up. Then go to the gate and jump again to climb over the wall. 
Drop down and approach the door to SAVE.
Open the door ahead and hurry to the right wall. You will find a rain pipe. 
Climb it to slide over the fence ahead. Then shoot the lamp to inflict 
darkness. Approach Dahlia Tal and talk to her. You will now have to follow her 
AND take out guards and civilians. She will wait for you occasionally, though I 
don't know whether or not you can lose her. SAVEPOINT. Run a little bit ahead 
and shoot the light. Then take out the guard crossing your way before you shoot 
out the next light in the street ahead. Ignore the civilians and follow Dahlia 
into a tunnel and whistle for the police officer. On a box next to the end of 
the tunnel there are some goodies for you to pick up in case you are using 
non-lethal projectiles. Follow the street to a door. You will see that Dahlia 
has stopped, probably because of the officer ahead, so help her out for your 
own sake. This is best done by doing a split jump and dropping onto the guard, 
but for some reason this sometimes leads to me being discovered and sometimes 
not, but I haven't found the reason yet, though I know there is a second guard. 
But anyway, shoot out the lights from near the passage and then whistle a tune 
- you know what I mean. Once he is down, head passed the stores and turn left. 
Two people will be praying here, moving up and down alternately. The elegant 
way is to hide behind the pillars, keep an eye on the faithful and move when 
none is looking, but since they are only civilians, you could just simply smash 
the party and burst down and knock them over. Whatever you do follow Dahlia 
through the door ahead. SAVE or leave it and talk to Dahlia. Then shoot the 
light and lure the police officer from the next area to you. This only works 
with one of them and the other one is patrolling a well lit street, so here is 
what you want to do: To the left of the stairs there is a ledge. Jump and grab 
and move a little to the right before climbing up. Now you can move above the 
street and either leave him completely alone or shoot something non-lethal into 
him. On the other side Dahlia has encountered an officer who is threatening to 
follow her. Send him to sleep (he is right, the streets are not save) and talk 
to Dahlia. Then follow her through the door and SAVE. Sneak up the stairs and 
take the guard out who is patrolling the stairs. Don't worry if you are not 
fast enough he will make a circle and then cross your path again, so keep your 
eyes open. But sneak on as fast as you can, ignore Dahlia in the distance, you 
will have to help her later. Go ahead underneath the pillars and shoot the 
lights ahead, there is a guard in the small passage ahead in which you will 
have to go, so take him out before you climb the rain pipe in the dead end 
street. There are two civilian in this home, so end there nice evening of TV 
watching and climb out the window on the other side. Don't forget to hide their 
bodies, because for some reason they will be 'found' - I wonder by whom? But 
anyway. Drop onto the ledge and follow it. Then climb the rain pipe and follow 
the next ledge to its end. Dahlia is still in trouble, so rappel down using the 
post near by, but don't do it too fast in order not to make a sound. Then take 
the nosey police officer out and talk to Dahlia until she finally walks on (you 
some times have to go ahead to make her follow, simply get deeper into the 
small alley,) but let her pass you since she will distract a police officer who 
suddenly will appear. Whistle him a lullaby and open the door to get to the 
warehouse. Get inside and enter the elevator to trigger off the next part. 
Now this has to be the lowest point in Fisher's career, but do what you have to 
and kill her straight away. Otherwise your mission might be over, though I 
don't know that for sure. But don't expect any explanation afterwards, it is 
just another job for you, Sam Fisher. You will now get the opportunity to SAVE. 
At least you are free to kill now. So make use of that re-claimed freedom and 
kill the baddie ahead. The good news is there is no need to hide the bodies 
anymore and you can't raise an alarm which will lead to the abortion of the 
mission. Then follow the path to the left and go down the stairs. Once you have 
shot the light bulb you might want to jump off the catwalk. This is because 
there is a masked man ahead who will not see you from down there, but you will 
still be able to shoot him up there. Then get back onto the catwalk and climb 
the narrow pipe. Lift your feet to cross over to the other side of the fence. 
SAVE, because this savepoint is supposed to save you from a turret which is 
guarding the path, but this one is easy. Simply don't use the middle path but 
the left one and you will immediately reach its computer, though you still 
should wait until it's facing the other way and run. But you will have to kill 
an approaching bad guy first. Once he is down switch off the turret and use the 
doorway to your left. Wait a little while at it's other end where it is still 
dark and you will here a man walking. Whistle and lure him into his own death. 
Then move on, you will see the lab you have been looking for. Just grab the 
object on the counter and a SAVEPOINT will pop up. If you shoot the lights in 
the lab you will alarm another guy and you will have to take him out, so be 
quiet unless you want to risk anything. Leave the lab through the door you came 
from and follow the catwalk to the door to your right. If you haven't alarmed 
anybody in the lab you will have to take out one guy in this next corridor and 
another one close behind him. Then jump of the catwalk again. A man is guarding 
the door you want to leave through, so it is easy to take him out from down 
there. Use the elevator to go up and the fun time will be over. You are back on 
the leash and not allowed to kill or leave bodies lying around. Shoot the bulb 
first and then check out the scene. This big yard with the three guards can 
give you quite some trouble unless you have some sticky shockers left, which 
would make things a lot easier. The thing is the yard is well lit and the 
policemen are far enough apart so that you won't be able to sneak easily close 
to them. Whistling will only reach them from nearby and you cannot take them 
out in front of one another. So here we go: SAVE and then head forward to shoot 
the small bulb to the left. Concentrate on the walking guard first. Sneak out 
as far as the darkness around you permits this and wait until his circle will 
bring him nearby. Whistle lure him into the dark and end his nightshift. Next 
sneak underneath the scaffolding to your left. There is a guard leaning at the 
other end, well disguised from your night vision through the burning barrel. 
Sneak up on him, drag him into the darkness and send him to sleep as well. 
Remains the third, who is at the other end of the yard. If you have any 
non-lethal projectiles left, use them. Otherwise it will be hard to get his 
attention without being seen. Go underneath the scaffold on the other side of 
your starting position and get close to the boxes. Shoot a bullet through the 
gap in between them this will get his attention, whistle constantly to make him 
start a patrol around the yard. Run up to the place you shot the second light 
bulb and whistle again when he is near by. Now you can take him out. Cross the 
yard and go into the narrow alley which the last officer was guarding. Walk 
until you will hear Lambert who will give you permission to leave. Mission 
accomplished.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Manufacturing plants, Kundang, Indonesia
+++++++++++++++++++++++++++++++++++++++++++
I know this was announced as special feature, but in my opinion this jungle 
mission is rather nasty. Leaves are getting constantly into your view, you 
won't see anything despite that you know for sure that Fisher is in full sight 
of an enemy and sometimes neither night nor thermal vision will work properly 
on different occasions. For me it's just simply irritating and nerve-racking, 
but maybe it is to your liking.
Ok, this first part is simple path-finding. Follow the way and drop down into 
the water, walk on until you can climb on a small 'island' on the left. At its 
end you can use a palm tree to climb up and reach a cable to slide over to the 
other side. Follow the path until a SAVEPOINT pops up and warns you about two 
of Sadono's men ahead. Drop down into the darkness on the left of the ledge, 
you will be hidden from sight here and be able to whistle for the walking guy. 
Knock him out and sneak up on the next man who is sitting in his chair. Grab 
him and bring him to the bush you dropped into. This is a good place to hide 
the bodies. Then go over to the big hole in the ground and rappel down. Climb 
out onto the wooden scaffolding and climb up into the middle. Now let yourself 
drop down and down and down. Nasty dog down there. Shoot it. Rappel further 
down. SAVEPOINT. Now wait in the dark until the guard has checked out the dog. 
Lucky for you he can't tell a dead one from a living. Walk to the wooden 
ladder-like thing and climb up using the pole. Now shoot the light in the 
tunnel and whistle to lure the guard who is just behind the corner to your 
position. Knock him out and carefully approach the bridge. You will see a guard 
at its end, or maybe not if he is around the corner, and unfortunately you 
cannot shoot the lamp in the middle. I simply use a non-lethal projectile from 
as close as possible, though it is possible to sneak up from under the bridge 
and climb out at the other end. And there are gaps in the wood, it might be 
possible to send a sticky shocker through them after you caused the guard to 
walk around, but you can also walk up in the cover of the darkness and shoot a 
non-lethal projectile at his head from down below. This way you won't be seen 
from the guy guarding the next section. Lure him into the tunnel and send him 
to his friends before leaving the cave and using the pole to Fisher's left. You 
will have to shimmy a bit to the right before you will be able to climb up. 
Walk on until you can SAVE. Head on and climb over the tree-trunk across the 
way (just push forward, if you jump Sam will not climb) and walk on to meet 
Shetland. Talk to him to get some details of your next assignment and then 
slide down the cable above you or rappel down using the post. Then sneak up to 
the camp ahead. There will be a SAVEPOINT once you almost reach the entrance. 
Life is more fun with a tune on your lips, so whistle a fatal one  for the two 
guards nearby. Once they are both down and hidden, go inside the camp and turn 
left. Follow the path until you hear two of Sadono's men talking. Hide in the 
bushes and just wait. One of your 'problems' will vanish into thin air... 
Leaves just the second guy, but careful now or you will share this poor 
bastard�s fate. Use your thermal goggles and normal vision alternately for this 
next section, otherwise you might step on something. Look out for the intense
blue spots in thermal vision and a thin shiny wire in normal mode. Once you see 
one of those approach the blue spot in order to disarm the mine. It's basically 
just rotating until you have a green light and all 4 orange sections free, just 
the last ones are a little bit more tricky, since you have to make it on time 
and go through all the different positions, I think. But anyway, you will find 
a way a to do this. First look out for the second guy and shoot him, hide the 
bodies and then move carefully along the 'path' (not much to be seen of one) to 
the left. Soon you will reach a SAVEPOINT, which is partly due to the enemy, 
who will be strolling your way. Shoot him, hide him and go on disarming mines 
keeping direction to the right until you reach a corrugated iron wall in front 
of you. Turn left around the bend and climb onto the truck to SAVE your game.
Now there is one obvious and one slightly more elegant way to solve the next 
task. You can either simply walk up to the door ahead, open it, wait until the 
two men split up and provide each of them with a one-way ticket, or you could 
climb the fence next to the building, climb the rain pipe and get onto the 
balcony. Sneak inside and switch off the lights in the hangar Use the medikit 
if you need to. Then sneak over to the ladder leading down and pay the two 
guards a visit. It's better to use the non-lethal method, because it's rather 
difficult otherwise not to raise any alarm. Try the one patrolling the back of 
the plane first, he is easily taken out since you can sneak up using the boxes 
as cover. You can then shoot the second guy without any further difficulties. 
Then, once you planted the explosives leave the hangar through the other door 
(it's behind a wooden barrier in the hangar). Shoot the lamp outside and 
approach the entrance ahead. You can only see one, but there are in fact two 
guards, so take the time to lure the first one to the entrance and take him out 
quietly, before approaching the little hut. Sometimes they will come both for 
you at the same time, be careful then and wait until they split up. Grab one of 
them then and drag him out of the area before you send him to sleep, otherwise 
it's very likely the other guard will raise alarm, darkness or not. Once both 
are out and hidden, go into the hut and use the switch to lift the barrier. Use 
the medikit in case you are hurt, you might need it for this next part. 
SAVEPOINT. One of the deadliest enemies in this game is ahead of you: the dog. 
Here is what you want to do in order to get rid of him: Sneak speedy up to the 
leaning fence on the left side. Stop when you are just close to it (almost 
underneath). Knee down, get your sniper rifle out and go into the highest 
magnification. Aim for a height where you would expect a dog's head to be and 
wait. Ignore the guard crossing your sight, he is a minor problem compared with 
the dog. Once you see the dog, don't shoot until it stops and then aim well for 
the head. You almost certainly will only have one shot. Once the dog is dead 
rush back into darkness, it is highly likely that the guard will be alarmed 
(though this doesn't always happen). Take him out from a safe distance and then 
follow the path forward. There are two guards around. It is quite easy to play 
hide-and-seek with them. So take them both out and take the sachet from one of 
them. There is another baddie on the watchtower in the middle of the camp. 
Maybe a sticky shocker will do the trick, but it is much more elegant to 
quietly climb up behind him and simply remove him from his watch. Jump up to 
grab the cable and cross over to the other camp. SAVE.
SAVEPOINT. Walk to the end of the dark area and wait until Sadono and one of 
the guards are out of sight. Then whistle for the strolling guard to lure him 
to your position. Take him out and use your thermal goggles to see another 
guard patrolling a hut across the yard to the left. Wait until he is out of 
sight and then cross the yard and sneak underneath the catwalk he is guarding. 
Turn right and follow the catwalk until you could turn left. Look up to 
double-check the guard is not above you and then leave your cover to head left 
and to the door ahead. Get a sticky camera out and sneak through the next room 
until you see a door to the right. All you have to do is send a sticky camera 
from the dark area near the wall through the doorway to the right against the 
wall ahead. Then zoom in to get the code for Sadono's door. No big deal. 

UPDATE:I have been told by Administrator that this is not the only occasion 
where you can get the code. So for all of you who are having a hard time 
placing the sticky camera: Sadono will move on and talk to some other guards. 
It seems that when you go to the next yard and place a sticky camera near 
Sadono and his guards Sam will also be able to acquire the code needed. Once 
again, I haven't tried it myself yet.

Then ignore the guard who is in the yard ahead and sneak through the door you 
just shot the camera through. Turn immediately left and make a split jump 
underneath the window above you. Jump again, once you are facing into the right 
direction, in order to grab the ledge of the window and climb inside. For some 
reason you sometimes get the attention of a guard if you shoot the light, and 
sometimes you don't. Be prepared for either way. Take the ammunition from the 
table in the bedroom before you go through the corridor into the next room. 
Here take the sticky cameras from the boxes in the right corner and climb out 
of the window to drop down. You can SAVE now. Take it slow now. After a moment 
you will see Sadono moving along the other side of the fence. Don't rush up too 
fast, especially not at the end of the fence, because he will stop to open the 
door and if you are too close, or are not in the dark he will see you. Now 
either wait a second, climb the window and slowly follow him through the rooms, 
or shuffle through the narrow gab. There are two ways to cross this yard. A 
short-cut and a longer way. Here's the short-cut first: Let's say you used the 
gab to get in the yard. Now sneak forward along the right side of the area 
where it is dark. You will see a lamp on some boxes ahead. Shoot it and then 
climb the pole near it. Quiet now, there is a guard on the cat-walk you have 
climbed on. Shoot the spotlight above him and then sneak around the corner up 
to him and take him out. Quietly, don't alarm the guard in the yard about your 
presence. 

NOTE: For all of you having a hard time placing the sticky camera and acquiring
the code - high above the ground you are in an excellent position to place a
sticky camera right next to Sadono without anybody realizing it. As Dani 
Wilkinson pointed out:  - When you are up on the ledge simply fire a Sticky Cam 
onto the floor (which Sadono is stood) but directly below and ZOOM in with in.- 

Then go along the catwalk until you reach a room. There is a gab in 
the wall ahead. Drop through it and you will be in another yard with two guards 
and some lorries. Go into the right dark corner near you and whistle for the 
first guy. Once you knocked him out take the long way around the yard to the 
right. Follow the fence and don't mind the light, the other guard is 
day-dreaming and won't see you. You will end you up behind him where you can 
easily grab him and drag him to a dark place. Then go inside the garage and 
climb into the hole in the ground to SAVE.
Here is the long way: Use the window and follow Sadono through the rooms 
shooting the lights on the way. Wait until Sadono is gone, then whistle for the 
guard to get him into the room. Send him to sleep and then shoot the spotlight 
above the guy guarding the catwalk. Then shoot him and simply cross the yard. 
There is an open garage with a lamp to the left. Enter it, shoot the light and 
carefully open the door. Sadono is still in there, so don't move. Once he is 
gone you can shoot the next light, this will most likely alarm both guards. 
Remember to separate them before taking them out, otherwise an alarm will be 
raised. Then take the sticky camera from the table, heal yourself with the 
medikit if you need to and then go into the garage to the left of the next 
yard. Climb into the hole and SAVE your game.
Wait until the guard has passed, then shoot the light bulb. You can of course 
take him out which can be time consuming, or you can simply drop down where the 
banister is broken and shoot the lights in this lower area. This will alarm the 
second guard, but he is easily knocked out in the darkness. Then either enjoy 
yourself and take the second guy out as well, or simply sneak into the door to 
the right. There are two guys in this next room. You could simply switch off 
the lights and wait on the stairs until one of them comes to switch it on 
again, but I find this rather tricky since you have to be very fast and the 
likelihood of raising an alarm is very high. It's much easier, though less 
elegant to shoot one light after another and sneak out each time to wait until 
the you have lost the guard's attention. Open the door to the right. SAVEPOINT. 
Shoot the spotlight to the right and then use the switch on the wall next to 
the door you just came in. Wait until a masked man shows up to switch the 
machine off again. Grab him and take him out. Then walk up to the nearby door 
and whistle to get the attention of another baddie in the next room. But don't 
do that too early, wait until Sadono has left the room. Don't shoot the guy in 
the black jacket. He is the pilot (what does he have to do with it?) you are 
looking for. Talk to him and then leave through the same door as Sadono did. 
Climb the ladder just to immediately jump back again. Otherwise you will be 
seen. Someone (Sadono?) will enter the room for a couple of seconds just wait, 
then climb out, shoot the light, grab the ammo from the boxes and heal yourself 
if you have to. Then leave though the door to the right. Turn left and you will 
hear gunfire. Don't worry, it has nothing to do with you. Now take out the two 
guards ahead. Wait until they split up and shoot the first one. Then hurry to 
carry him far! away. The second one will show up any moment looking for his 
whiny comrade. Take him out as well, but don't get to close to the turret. 
Talking of it. There are some flares next to a barrel before you reach the 
first guard. You can use them to distract the turret which will (hopefully) 
shoot towards the burning flare. You have to be fast then and think carefully 
about the direction you throw the flare in. But you have a much less risky 
option here - you just have to find it first. Look around where the first guard 
was standing. There is a thin pole which you can use to climb up. Cross the 
planks and turn right. SAVEPOINT. Otherwise switch of the turret and enter the 
shooting range through the door, but there are two guards in there, so you will 
have to be very careful in order not to raise any alarm. The other method is a 
lot safer, though it can be tricky too. Let's say you used the trapdoor on the 
roof. Get your legs up and your weapon out. (Make sure it is loaded in advance 
otherwise you won't be able to shoot. Shoot out the flickering light to the 
left. You might get discovered, but you can hide and wait somewhere along the 
cable. Then proceed further and shoot the light in the gym next door. There is 
a boxer working out, so now you have three guys to look out for. Find the right 
position and shoot the spotlight in the left corner of the gym. You can't shoot 
it from every angle so you will still have to be in the shooting range to do 
it. Then when the boxer isn't aware of you drop off the cable and take him out. 
Take his sachet and leave through the door ahead. SAVE your game on the ladder.
Climb out of the window and whistle a couple of times. Don't drop down until 
you have the attention of one of the guards and he is standing underneath you. 
This way you will save yourself a lot of trouble on a well lit yard. Don't rush 
into the next area, since there are two of Sadono's men (one if you took the 
first one out like described above) and a turret guarding this yard. You can 
either simply lure the next guard to your position, or take your time and shoot 
out the lights in the yards from a distance. Then it's just a matter of 
sneaking up on him and avoiding being hit by the turret, but it's better to 
take him out from a distance since shooting the lights will hardly provide you 
with any cover. Whatever you do approach the turret from the left in order to 
reach its computer and not being hit. But then again, you don't need to switch 
it off if you just use the door on the left to get inside the hut. Take the 
ammo and heal yourself if you have been hurt. Then carefully open the next 
door. You will have to deal with one guard and a moving spotlight here. This is 
what you could do: Wait in the doorway until the guard has stepped in one of 
the areas where the spotlight doesn't go. Then simply shoot him. Then wait 
until the spotlight is far enough away and step out. Turn immediately left 
around the corner into the gab between the boxes and sneak up to Sadono's 
house. Careful now, there is another guard on the veranda. Take him out and 
then use the codeblock to enter Sadono's house. SAVEPOINT. You are only a 
couple of meters away from the man himself. Here is what you want to do. Get 
near the open window to listen to Sadono's phone call. Then, every time he 
changes the position you will too, taking cover behind the window shutters 
between the windows. But careful, when he is done with the last call. You need 
to rush into the darkness at the end of the corridor now or else he will see 
you. Then, once he has left shoot all the lights and cameras in the room. There 
is one to the right and one on the left wall. Then use his computer to hack 
into his phone. Now Sadono will come back just don't get into his way, he won't 
act any smarter than his employees this time. Once he is gone follow him out on 
the corridor and go through the doorway and through the next door ahead. Go 
through the next door and don't bother about Lambert's comment - it doesn't 
matter how you time it, you will be trapped and will have to wait until 
Shetland opens fire. Then shoot the distracted gunmen in the head before you 
head straight on into the night to catch your flight. Mission complete.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Shipyard, Komodo, Indonesia
++++++++++++++++++++++++++++++
Get your sniper rifle out and shoot the man patrolling the area. Then switch 
your night vision off in case you used it to see the red beam which is scanning 
the area. Don't let it touch you. You can ignore the radio transmission, no-one 
will come for you. Now there are two ways to enter the next area. You could 
simply go over to the huts on the left and sneak inside, or you could had in 
direction of the huts, but then approach the watchtower from behind, making 
your way around it to its front to enter the next area. There is a turret 
guarding the platform of the tower, but if you sneak past really closely it 
will not hit you. Either way, you will end up facing a yard just from opposite 
directions. Two men and another watchtower are guarding the area. Coming from 
the first watchtower your next moves could be as follows: take care not to be 
touched by the red beam when leaving the hut. Shoot the first guy and hurry to 
either hide him or immediately shoot the other guy or else he will raise the 
alarm. Don't forget to hide their bodies, but watch out for the red beam. 
From the other side of the yard you could: shoot the lamp ahead and wait until 
the guard stops snooping around. Sneak outside, but be careful the floor will 
make a lot of noise if you move too fast. Then whistle from behind the boxes 
(don't go to the right, the beam is scanning the area beyond the boxes) and 
take the first guard out. Then immediately shoot the second one in case he has 
heard anything. Get his body out of the light, but keep an eye on the beam. 
Your next destination is the hut next to the watchtower. Sneak in and leave 
through the door. Quiet now. Two guards are around the corner, but they are 
talking to one another and won't pay attention. Unfortunately there are an 
awful lot of sources of light around. I never managed to shoot them without 
immediately getting the full attention (and thereby I mean they even have my 
position despite me being in a distance and well hidden in the dark) and 
therefore I usually raise an alarm with this method. But you can sneak around 
if you don't attack them or shoot anything. Head to the left, where there is a 
burning barrel and a single lamp. You will find cover behind the freestanding 
wall and from there be able to get into the water ahead. There is only one 
catch: a dog is guarding the hut ahead and will give alarm even if you sneak 
underneath the bridge. Shoot it before you enter the water and then quietly 
wade through the water until you can walk up a ramp. Do so and do a split jump 
in the narrow gap. Jump again once you are facing to the right and grab the 
ledge to climb up. Jump down to SAVE your game.
Ignore the shooting, someone is practicing outside the hut. Now jump up to grab 
the thin beam above you and pull your legs up. Move forward until you are 
exactly above the chair the guard is sitting on. Don't worry if he jumps up in 
between, he will eventually settle down again. Drop down and send him to his 
final rest. Then carry his body into a corner and shoot the TV to inflict the 
necessary darkness. Now if he hasn't been alarmed sneak to the door and simply 
shoot the next guy in the head. It is also possible to sneak out of the hole in 
the back of the hut and switch of the machine to get his attention, but why 
bother. Don't rush into the yard, there is a turret guarding the corner to the 
right. So take the long way around through the hole in the wall and past the 
machine in order to reach its computer before picking up the body. But don't 
stumble into the doorway to the left, another turret is guarding the door. You 
can either simply dodge past it and take a hit, or you use the pole in the left 
corner of the yard to climb up and proceed hand over hand  across to the roof 
of the hut. Drop through the trapdoor and switch the turret off. Drop into the 
hole at the other end of the room. You will now have the opportunity to SAVE.
Shoot the light and then open the gate by pushing the button. Use the elevator 
to go down. Immediately leave the elevator and get close to the left wall in 
order to 'embrace the darkness'. Then shoot the last light in the row ahead of 
you. Two guards will show up, sometimes they snoop around together, which is 
the more unlucky case, then you will have to wait until they have separated to 
either shoot them, or lure them into their painful fate. You should take the 
time to shoot out the lights then in order to make it easier for you. It is 
more likely that only one guy will check out the lamp you shot, while the other 
one will return to the room with the technician. In this case simply shoot the 
lonely guard from your position near the elevator and then turn into the 
corridor in the middle, inflict darkness and approach the doors to eliminate 
your second opponent. Once done return to the elevator area and use the door 
near by you will find ammo here and the possibility to heal.
Now go back to the double doors and go through. Sneak left around the computers 
and stuff to see an technician ahead of you. Grab him and interrogate him. Then 
drag him to the computer and 'ask' him to bring the submarine up. Don't knock 
him out too early. Someone will contact him over the radio and ask what's going 
on. Make him answer - SAVEPOINT. And then send him to sleep in a dark corner. 
Leave the room and go to the right to approach the dock. Shoot the light from 
below the stairs and a guard will come in from the door. Wait until he has 
returned outside and then simply sneak up and take him for a walk into the 
darkness. Once he is out sneak outside and go right. Follow the catwalk, but 
take notice of the goggle-wearing gunmen to the left and to the right. I 
haven't managed to shoot the left one from that far away, maybe he is out of 
reach, but once you have almost reach the lift (just after the trapdoor in the 
ground) you can shoot the one to the right. Then use the trapdoor, but don't 
lift your legs or else you cannot land on the platform underneath the lift. Sam 
will let go and drop into his death. Drop down and push forward at the same 
time to make him climb onto the platform, then use the thin cable to slide 
across to the next area. Lift your legs to be a smaller target and less visible 
just in case. When your ride comes to an end drop to grab the next cable and 
simply repeat the sliding. Then knee down and get your gun out. Shoot the guy 
approaching the catwalk from the right and then hide his body. Now enter the 
submarine.
This next part can be rather tricky until you have figured out what you have to 
do. You might have noticed by now that your arsenal of weapons has been 
narrowed down for some reason. You have no non-lethal projectiles by now and 
for some reason, despite (at least in my version) the permission to kill 
popping up at the bottom of the screen it will end the mission if you do so. So 
you are not allowed to raise any alarm or kill anyone and you are moving in 
very limited space, but it really is just a matter of figuring out what a 
particular situation requires. 
Here we go. This first part is one of the most difficult since you have to get 
the timing right or else you will immediately raise an alarm no matter how sure 
you are that no-one possibly could have seen you. Turn left through the door 
and climb the ladder. Don't run in order not to make any noise, but don't sneak 
to slow or you will get caught. Sneak down the corridor until you can turn 
right into a tiny 'dead-end'. Here you wait until the first guard takes up his 
patrol. Now it is time to play hide and seek, meaning you go as close to the 
opening as you possibly can without being seen and whistle, don't forget to 
withdraw into the back. Then, when he checks it out wait until he turns away 
from you and grab him in order to take him out. You could also try to follow 
him on his patrol, but I have found that you sneak to slow and he will turn 
around before you actually manage to grab him. Now it's time to alarm the 
second guard. You don't have to be quite as careful this time. But still, don't 
give him the opportunity to raise an alarm. Whistle from the same hide-away and 
he will come to check it out. You can wait until he has made his way to the 
other end and passes you on his way back. This is a good moment to cause him a 
headache. Don't forget to hide him. Then leave the corridor through the door 
ahead. Cross the dorm and climb down the next ladder. SAVEPOINT. Whistle and 
rush back to the ladder. A masked guy will show up so jump at him and knock him 
out. Place his body near the ladder, he won't be found here. Switching off the 
lights might lead to the same results as the whistling, but you will be more 
likely seen passing the door. Go through the Cafeteria and through the next 
door at the end of the corridor. In my experience you have to step into the 
light or approach the next door in order to trigger of the next scene. Any one 
ordered a commanding officer? Grab him, but don't knock him out, and drag him 
down the next corridor instead where you will find a door to the right which is 
just where you will need him. Make him want to help you and then withdraw with 
him back into the room where you found him. Now you can send him to sleep and 
approach the door again he just opened for you. For this one you could of 
course use the blend grenade, but you have to be really, really fast then, 
because there are two of Sadono's men in here and you will need a second to 
recover yourself, especially with the night vision switched on. It is easier to 
open the door, whistle and withdraw into the area further down the corridor. 
There is a corner where it is dark enough to hide away. You might have to step 
out again and whistle one more time to reassure him to follow you, but don't 
step out too far, or he will give alarm. Once he is out - simply jump at him 
from the dark - it is time to get familiar with the other guy. This is much  
simpler. Enter the room and sneak to the right, keeping as close to the wall as 
you can. It is all pretty dark in here and he won't see you until it's too 
late. He is guarding the computer in the back of the room. Sneak as far to the 
right until you are facing him and then throw the blend grenade. Make sure you 
are running into the right direction and knock him out before he will even know 
what happened. Then hide his body and use the computer. Ok, time to leave now. 
There was a door at the end of the corridor outside. It will be open now. But 
don't chill out too early, there is one more guard to be taken out before you 
can relax. This time there is no reason why you shouldn't shoot him. You will 
either encounter him already in the corridor or in the room behind the door. 
Once you have gotten rid of him, climb the ladder and SAVE.
Fancy shoot-and-run? Then this is your part. Get your sniper rifle out once the 
gangway has gone down and aim for the stairway ahead, while you are slowly 
moving towards it. Sooner or later a masked guy will show up. Send him a bullet 
and then head down the stairs. No need to hide anymore, for some reason you are 
very popular now and you might want to run the last bit of the stairs and hide 
near the medikit before heading on. This next part will be full of nasty gunmen 
all waiting for you, so in case you are hurt heal yourself before going 
outside. The good news is, this next part will also be full of explosives which 
you can use for your advantage. Here is my advice: Get your SC-20K out and 
shoot the first guy that you can zoom in on. You might also want to shoot the 
explosives near by just in case there was some accident with a bullet. Then run 
outside and take cover behind the box to the left. Zoom behind the first pillar 
to the right and you will see some explosives. Time to send these bastards to 
heaven. One bullet is enough to clear the way to your next cover - the pillar 
to the right. This time zoom left in the distance to see the next explosive 
surprise. Shoot it and get rid of the next nasty gunman. Once all the gunmen 
are out (you will know when you are being shot at) run forward and stop between 
the last two pillars. Ignore the boxes ahead and turn your attention to the 
right on the other side of the ditch. You have two gunmen waiting for you to 
come out, but ignore them and rather focus on the explosives next to them. 
Shoot them and then check out the edges near your position to find a ladder. 
Climb down, don't jump too enthusiastically (- you can actually die here) and 
complete thereby your mission.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Station Free Indonesia, Djakarta, Indonesia
++++++++++++++++++++++++++++++++++++++++++++++
Talk to your driver and then climb the ladder behind you. Go to the pole and 
rappel down the wall. Go to the edge and drop down. Wait until the man behind 
the wall has disappeared. Don't go into the alley to your right. Cross over to 
the other building and climb the rain pipe. Walk on until you see three rain 
pipes to your left and use the middle one to find a way to cross over to the 
other side. Proceed across hand over hand and drop down onto the ledge. Go to 
the left and drop off the ledge where the ventilator forces you to. Pull 
yourself up again once you are past it. Then, at the end of the ledge, jump 
across to the rain pipe and climb down. Drop but don't let go if the guard is 
standing next to you. Then jump into the plants and watch the patterns of his 
movements. Grab him from behind and take him out. Shoot the light and sneak 
into the narrow alley. Do a split jump and whistle to alarm another guard to 
your presence. Drop silently but deadly and put him to rest. Shoot the 
spotlight and walk a little bit further into the yard to see one more of 
Sadono's men. Whistle for him and get back into the alley. You can either 
simply use the split jump method or simply shoot him, or combine both. Then 
walk over to the scaffolding to the left and climb the ladder to get onto the 
roof. You will find a cable to your right which you can use to slide over to 
the other side. Sam will grab the fence, so climb over where it is possible and 
lock pick the door on the other side. Then get inside and jump to grab the pole 
in the middle. Climb down and SAVE.
The lightning problem is not as bad as it sounds in the radio transmission, and 
you can still rely on your thermal goggles for this part of the mission. More 
of a problem is that the lightning will give away your position. So make sure 
you are not approaching an enemy just when your cover is 'blown'. 
Lock pick the door and rush outside into the right corner. It's dark here and 
you are far away from the guards patrolling the yard. You can see them both 
with your thermal goggles. This is a good opportunity for a game of hide and 
seek. Whistle and take the first one out, then you can shoot the second one. 
Check the two guardhouses to get some non-lethal ammunition and then walk on to 
the gap in the wall. Careful now. You might already have recognized the sound. 
Shuffle through the gab and stop. You will end up directly next to a wall mine. 
Switch off your goggles to get a clear picture and take it when you got the 
green light. Then sneak into the next yard. Two more men to be put to sleep. 
The first one you can cheer up with a tune, the second one is best put to rest 
with a bullet. Don't forget to hide the bodies. Then climb into the hole in the 
left corner of the yard. 
Shoot the light bulb and approach the bars. Shoot the light bulb in the next 
section above the guard as well. Then take out the bad guy with a bullet. Go 
half way back and check out the wall to Sam's left to see a doorway. The 
trouble is you can neither shoot all the lights nor the camera in this room, so 
you will rely on your camera jammer. If you don't manage to keep it steady the 
alarm will also bring some guard in, so get your gun out the moment you have 
been spotted. It is also possible not to be seen by the camera if you manage to 
get the timing right. Wait until it is completely turned to the right and rush 
to the left where the pipe will give you cover. Wait until the camera is turned 
away again and rush to the wall next to the doorway. But don't do it while the 
guard is just passing by. You can shoot him from the other side of the room if 
you are lucky and he comes in sight before you do this whole crossing over. But 
you might as well take him out once you left the camera behind you. Shoot the 
light bulb ahead and then take out the patrolling guard. If you cannot see him 
he might just be in another room, but he will be back eventually. Then go left. 
Enter the room to the left with the next armored camera, and simply repeat the 
method from the first one. You are now in the area where you shot the first 
guard. Jump and climb the ladder. You will be able to SAVE now.
Ok, now get out your SC-20K and switch on your thermal vision. On the tower in 
the middle of the yard you will see a sniper. Move to the left until you got 
him in your scope, but watch the ground there are mines all over the place. 
Wait until he stands still and then shoot the sniper. Your next task is to get 
to a door which is basically almost ahead of your current position, but due to 
the mines you cannot simply walk over. There are two ways to get to the door. 
Switch on your thermal goggles and walk all the way around the tower using the 
crates to avoid mines, OR use the fence around the tower to get across, then 
you can use the short way simply to the left. You will also have to avoid 
getting seen by the spotlight, but even if it gets you all that happens is that 
it gets glued to you and follows you until it loses you in the next shadow. But 
it will of course raise an alarm, so try to avoid it. Once in the left corner 
of the yard climb the next fence to get behind these generator-like crates. 
Walk up to the door ahead, pick the lock and take out the guard inside. Hurry, 
a second one might be on his way. Take the ring airfoil projectiles and use the 
medikit if you need to, then approach the next door. If you use the optic cable 
you will see two guards patrolling the area. Here is the easiest way to deal 
with them: shoot the light, open the door and whistle. Sooner or later one of 
them will come to the room where you will be lurking in the dark. Take him out 
and repeat the same method for the second guard. Now you can step outside, but 
careful this yard is a mean trap. There are two turrets guarding the area, but 
this is just to fool you. Don't bother attempting to switch them off, it is a 
joke, you don't need to. Simply walk along the left wall around the corner 
following the neon light and then look up with your night vision switched on 
you will see a gab in the wall where you can jump and get a grip. Crawl in, 
then do a split jump and jump again to reach the next level. Nice joke ubisoft. 
Approach the glass roof in the middle and shoot it. There is a guard down there 
so don't simply slide down using the pole. You will either have to get your 
timing right or take care of him from above meaning that you will have to slide 
down partly and then use your gun. Hide the body and then approach the 
elevators. But be careful the moment you reach it the doors will open and a 
guard will come out. There is a plant right next to the elevators on the left, 
where you will be safe from sight and lightning. Take the guard out and hide 
his body as well. Then use the elevator the guy came with. 
SAVE and exit to the left where you should stay as close to the left wall as 
possible. Ignore the corridor to the right it will only lead into the sight of 
a turret. Half way down the left corridor you will get aware of a guard, so 
whistle and make your way back to the elevators. Wait in the dark for the guard 
and take him out once he has passed your position. Now go down the left 
corridor again, stay close to the wall and watch out for the guard you can see 
ahead through the door. when he has turned his back on you rush over to the 
door and dug below it. Hurry because the corridor you have to cross for this is 
also guarded by a turret. Now wait until the guard in the corridor behind the 
door is on his way out off your sight again, then quickly enter and shoot him 
with a sticky shocker, if you have one. You could also hide behind these high 
boxes in the corridor and shoot the light next to you so that you can take him 
out silently, but there is hardly any time for this, so the other way is more 
likely to work out without being discovered. You will see the grating of a 
ventilator lying on the ground. When you look up you will see where to go next. 
Step between the two pillars of boxes and do a split jump. Jump again and pull 
yourself up to crawl into the ventilation shaft. You might as well can use the 
door to the left in the corridor, but using the ventilation shaft will give you 
a slight advantage in the next room where there are three guards. Simply 
whistle from above or throw the object to get their attention and take them out 
one by one. If they come all at once you might want to consider to withdraw 
back into the shaft in order to avoid discovery.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Here is a tip sent in by Max Yevsyevyev (at least I believe he was referring
to this vent):
- In Station Free Indonesia, Djakarta, Indonesia, after you climb through the 
vent (where you will see three guards) you can walk forward out of the vent 
until you see a pole on top of you, where you can stand up and climb to the 
other side of the large room and shoot the guards silently from above. The 
third guard stops right under the pole and you can jump on him, knocking him 
out. -  
Note that I haven't checked this solution myself.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Once they are all out get behind the curtain to a door behind the wall. Shoot 
the light and use your optic cable to see a guard entering a door. Then open 
the door and shoot the light. Enter the corridor and whistle or shoot the 
second light to lure the soldier out of the room ahead where there is Karlthson 
who you are supposed to meet. Here comes the tricky bit. When you lure him out 
and shoot him - and this is the reason why you should not enter the room he is 
in - a second guard will come from the other room which is to your left, so you 
will have to deal with both of them. Best thing to do: use a sticky shocker on 
the first guy then fly around and kill the other one. When I do it I usually 
raise an alarm, but maybe you are more lucky. Then meet up with Karlthson. By 
the way, in the room to the right, seen from the corridor, there is some 
ammunition, just in case you should need it. Talk to her and then follow her. 
SAVEPOINT. Whistle to lure the next soldier into the corridor you are in and 
then take him out. Now you can take all the time that you want to switch off 
the turret. Head on further down the corridor to your right and switch off the 
next turret. Now you can meet Karlthson near the scanner. Talk to her and she 
will open the door for you. 
SAVEPOINT. Now ignore her advice about going left. Immediately turn right and 
get your sniper rifle out. Shoot the soldier she is talking to and then 
immediately be ready to get the other one as well. Funny how she keeps talking 
to the air. Now talk to her again and she will open the next door for her 
'guardian angle'. SAVE your game, now comes a tricky part. What ever I tried, I 
just didn't manage to separate the two guards, so the only choice I had was to 
shoot them both as fast as I could. Maybe you will find another solution, but 
there is hardly any shadow to hide in apart from the right. Then head on and 
stay close to the wall to the right. Shoot the lights in the corridor using 
your scope, lock pick the door and then head carefully forward. There is an 
armored camera in the corridor, so stay next to the wall to the left. Cross the 
neon picture when the camera is facing away and then slowly move to the right 
staying right underneath the camera. Don't leave your position when the guard 
ahead is nearby. Once the guard is gone and the camera is facing to the left 
rush into the right corner. Now wait for the guard and take him out. This will 
alarm a second one, so be fast and shoot him. Behind the counter to the right 
you will find a medikit in case you need to heal. Then head on, you are almost 
there. Get the sticky shocker from the table then climb the vending machine and 
into the ventilation shaft. SAVEPOINT. 
Now this last bit can be a nightmare if you don't know what you are supposed to 
do, otherwise it is child's play. If you are discovered it is as good as over 
and basically it is impossible to shoot a guard or take him out without being 
discovered. Sadono will even take you out himself if he gets around to do it. I 
really want to know what kind of a gun he is using, because one hit is enough 
to switch off your lights for good. Here we go with the solution: Simply jump 
down into the corridor and run ahead. Yes, run, past the curtain which will 
lift and hide behind the small wall-like thing. Now wait. And wait. What you 
are waiting for is not Sadono, but his guard who will appear, walk towards the 
wall once and then take position next to Sadono. Now make your move. Sneak up 
straight behind Sadono and grab him. Now you have four potential exits, but 
forget about three of them you will never make it backwards with Sadono, and 
eventually his guards will start shooting anyway. (Why on earth is a guy as 
capable as Sam not able to walk forward holding a hostage?) 
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
NOTE: It seems he is. Billy Osgood wrote: - this can be done if you grab a 
hostage, and then press the r2 button to get a gun out you can walk forwards 
with him!) 
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Anyway, the exit you can use is the one right where you jumped down from the 
ceiling it is to your right in case you have forgotten. Drag Sadono to the 
retina scanner and force him to use it. Then drag him outside to the next 
scanner. You can interrogate him on the way, but he is not the talkative type 
anyway. Take him to the chopper where Karlthson is waiting. Well done. Mission 
complete.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
But not over yet:
Here your last mission
International Airport Los Angeles, California, USA
+++++++++++++++++++++++++++++++++++++++++++++++++++++
Watch the cutscene and then take over to get Soth and the final virus 
container.
This first bit is easy. Simply climb over the fence and sneak along the left 
wall. Once the lorry appears climb into its back and wait until it stops. 
SAVEPOINT. Ok, listen to what Lambert tells you about the body temperature of 
those guys. You can see a difference between the infected guards and the real 
ones when you use your thermal goggles (though this can be difficult at times 
and you have to be quite close). Now, this part almost drove me mad because 
what I didn't expect was that taking them out this time really meant taking 
them out. It is not enough to knock them over, you will have to kill them this 
time. But ONLY the bad guys. Any mistake will end the mission. I ran around 
almost half an hour unable to proceed with my mission because Lambert wouldn't 
let me. I had knocked out everyone, but not shot anybody, so what you have to 
do is either identify the dark orange colour of the infected guards and then 
shoot them straight away, OR, my advice: knock them out and stand directly over 
the body, sometimes even compare them with another guard just to make sure you 
are shooting the right guy. There is nothing more infuriating than having 
managed to do everything just right and then to shoot the wrong guy, thereby 
blowing your mission, and having to do it all over again. You will also have to 
aim directly for the head, otherwise one bullet might not be enough and Lambert 
won�t let you proceed.
So here we go. In the garage you will have to face three enemies. One of them 
is a dog, so take it out first. This is best done with a sticky shocker because 
it is quite tough to shoot a running target. Funny enough the guards usually 
don't even wonder why their dog breaks down, sometimes however the guard seems 
to raise an alarm without any reason, so good luck for this one. Then turn to 
the human guards, the second one is in the guardhouse, but will come out pretty 
soon. Fast solution: sticky-shock them. But if you are not fast enough, well 
one will raise an alarm without even having seen you. Sometimes it is enough 
for them to see the lights being shot out to raise the alarm. This part can be 
absolute simple when you are lucky, or an absolute nightmare and it doesn't 
even seem to be in your hands.
By the way, there is a camera near the door opposite the guardhouse you might 
want to shoot it or avoid it until you are done with your business. Also avoid 
shooting a guard which is near that camera, because it will be seen. 
You can of course attempt a whistle and knock approach here, but considered 
that there are two guards this is rather tricky. Here is another way to do it: 
Leave the lorry and head straight to the guardhouse. Jump up and pull yourself 
onto the roof. Get close to the wall where it is dark and now take your time to 
get rid off the dog. Now sticky-shock the guard in the dark uniform somewhere 
dark, he was the 'good' guy at least when I played it, then wait until the 
other guard will returns to his guardhouse and shoot him in the head through 
the opening in the roof. If you have done everything the way it was supposed to 
Lambert will clear you by telling you you did a good job. If you want some more 
fun there is another guard where the lorry came in, but don't kill him and it 
is totally unnecessary for the mission. Hide the bodies, take the sachet of the 
bad guy, shoot the camera next to the door opposite the guardhouse and get a 
ring projectile from the room. There is also a medikit, but it is rather 
unlikely that you are hurt unless you did chose to take out the dog last and 
fought it on the ground. Now go back to the door next to the guardhouse to 
proceed with your mission. SAVE your game and then shoot the light. Approach 
the door and use your optic cable to see a woman in the next room, she is not 
alone, but your first target. Open the door and whistle. She will come into the 
corridor, and no matter how immoral it appears, knock her over and take her 
body into the next corner. Then re-enter and shoot the light. Then the camera 
in the left corner near the seats. By now a guard should have returned from the 
room to the left, knock him out, but stay in the dark part of the room to avoid 
the second camera.
Now take a leak. Seriously go into the bathroom to the right. There is an open 
ventilation shaft just for you, so use it. Follow the shaft and drop down to 
your next opportunity to SAVE.
Now this next section can be annoying. It is long and one mistake takes you 
back to the start, so concentrate. Approach the opening the left to hear some 
of the staff starting a conversation - a suspicious conversation. One of the 
guys is obviously a terrorist, but you should wait until you are on the ground 
and can be sure which one before you shoot anybody. Shoot the lights and 
whistle, eventually one of the workers will pass by just underneath you. Drop 
and knock. Now rush away from that position in order to lure the second worker 
away, otherwise...yes, he will tell on you. Whistle for him, best done from 
somewhere on the other side of the boxes, then knock him over. Compare the body 
temperature and shoot the orange one. 
Then go into the tunnel ahead and turn left to reach the next area. Two more 
baddies to go, but unfortunately many civilians as well. Sneak close to the 
talking guys in the middle and lure them one by one into your fist. There is a 
distraction camera on the boxes near the entrance and on the boxes in the right 
corner there is a sticky shocker, take them if you are fond of them, they might 
be useful for the non-lethal part. Compare and shoot. Ok, the other guy must be 
up there on the catwalk somewhere. I belief it was the guy on the left, who is 
running in circles around his control desk, but you can't pay attention to him 
to early since he is in a well lit area. Here is what you have to do. Shoot 
what ever light you can, especially the one above the catwalk, but STAY AWAY 
FROM THE LUGGAGE BELT. See the red lights? Sam in a metal detector won't be a 
good sight. Lambert will end the mission if you get caught up in one of these 
things. You will also have to watch out for the camera which is positioned 
between two metal detectors at the other side of the room behind the catwalk. 
This will prevent you from getting in the back of the guards, damn this airport 
security. So it's time to use your non-lethal weapons again. Since you will 
have to operate from a distance aiming will be an issue, so take your time and 
get a close as you can. Here is my route: Cross over to the right side of the 
room, but avoid the lights. Then climb the metal shelf-like thing near the wall 
and wait for the guard on the catwalk to come near. Sticky-shock him, otherwise 
he might realize he is being attacked. Once he is out return to the middle of 
the room, make sure the bad guy isn't watching and run up the stairs. Stop 
right in the dark and sneak slowly forward, now it is time for another round of 
whistling and knocking. And don't forget to shoot him, otherwise you cannot 
proceed. Take his sachet.
###############################################################################
NOTE: I experienced a glitch here once, the terrorist wouldn't be there and the 
ones I had found were not dead despite being shot in the head. I head to shoot 
them over and over again, until they finally would turn cold. This triggered 
for some reason the last terrorist off, so I could take him out then. Try to 
kill them more often, in case you find yourself in the same situation, this 
might prevent you from having to do it all over again.
###############################################################################
Now go through the door on the platform where you saw the last terrorist and 
SAVE your game.
Ok, no problem with this next part. There is a medikit if you need it on the 
left, but I can't see why you should be hurt. Basically you simply have to 
shoot the cameras, then wait until the big pile of luggage passes you to jump 
onto the belt - use the left one, I found it easier to get past the security on 
this side. Knee down to hide behind it and get past the guard. Jump off the 
belt when it makes its next turn, you don't want to be transported into the 
metal detector. Climb onto the right belt now and get your gun out. Aim high to 
the left, you will eventually see a camera. If you are worried about getting 
seen simply walk back a little until you are sure you got it in your sights, 
now shoot it and jump off the belt. Ok, this bit requires a little bit more 
skills. You do have to climb onto the next belt which is moving into the 
opposite direction and walk past the guard without being seen. Get your timing 
right and you will make it to the other side. Just simply walk on the spot 
until he turns away, then give it a go. Run and get out your gun to shoot the 
camera on the wall ahead. Get the ammunition from the left corner and then get 
out the door and go upstairs. SAVE if you like.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Alternative way to get past the belts - ideal for those of you who are 
experiencing difficulties with the timing:
 - after getting passed the first guard, by just shooting the light up ahead 
(on the right, directly in front of the second/third camera), you can take all 
the time you need to shoot that pesky camera. If you stand in between the two 
conveyor belts as well, you won't need to worry about constantly re-aiming your 
gun, running back so the metal detector, etc. It can take a while to position 
yourself just right, but a few extra seconds is better than spending time 
having to shoot out the first two cameras, the light, and sneaking by the first 
guard.
Finally, one bit that can make things a lot easier for people who are 
"challenged" when it comes to timing, such as myself: If you aim the SC-20K 
into the crack of the window right in front of you (with the third guard, who 
takes a while to get past) and fire a Distraction Cam, just lure him near that 
and knock him unconcious with the knock-out gas. No timing needed -- and if I 
remember correctly, you should be able to fire the cam into that room while 
still in-between the two conveyor belts. I haven't had an alarm go off yet 
while using that method, either, so no worries about that, either. :) -
 - Thanks Rachel Spellman
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Two more terrorists to take out in the next area. Unfortunately also a couple 
of civilians, so be careful. When you run up the stairs, take care not to be 
seen through the window. Then open the door once the guard has gone, he is your 
first terrorist. When you open the door pretty soon, he might come back to 
check it out, which is not too bad since if you wait and whistle an old man 
will also be alarmed making it much more difficult to deal with them. The 
civilians will also raise an alarm, so catch them if they run. You could also 
wait until the guard has returned to his guardhouse, snipe him down and then 
take care of the rest. Anyway, lets assume you have shot the guard, taken his 
sachet and knocked the old man over. Now use the sideway to approach further. 
Use the pillars for cover, I know it can be tricky especially when you hardly 
have any room to lure people towards you, but you will make it. Try to stop in 
the shadow where the pillars take a break and get the attention of the guy 
reading. Once he is down this could have alarmed a guard, so hurry to knock him 
out. If he has not realized what is going on, the better for you. But careful, 
a second guard will approach the scene. Take him out as well but don't shoot 
him. Now use the computer and get the code for the door. Use it and approach 
the corridor behind it. Oh no, an armored camera, but don't worry, they look 
like they cannot be shot, but these lights indeed can be destroyed. So shoot 
the ones you can see, then wait until the camera faces left to run into the 
right! corner where you should get close to the wall to be in the dark. Now 
shoot the light and simply walk on. SAVEPOINT. You might hear a conversation by 
a terrorist and a staff member of the airport, if you are too slow you will at 
least have no worries distinguishing between the bad and the good guy, so 
simply shoot the last man standing behind the next door. Take his sachet and 
switch off the lights. Now if you are fond of knocking people in the face, 
simply proceed to the door ahead of the door you came in. There is a lecture in 
the next room meaning many people. You can save yourself these trouble by using 
the door to the left of where you came in. Shoot the lights while you move to 
the right and eventually two people will show up. Separate them and lure them 
into a deep sleep. Then head on to meet a third guy. Go down the escalator 
while shooting the lights you can, because there is a camera to the right. Now 
you are supposed to use your thermal vision and the zoom to find Soth. Easy, he 
is the only one not moving. Now open the door underneath the camera and shoot 
the lights towards the right, this is were you want to go and there are two 
armored cameras in the room in the left and the right corner. Use the right 
elevator and you will get stuck. SAVEPOINT. Wait until Lambert has explained 
what happened, then simply shoot the corner of the grating above you to get a 
way out. If you try this to early it won't work. No jump up underneath the edge 
and eventually Fisher will get hold of the roof. Pull yourself up. 
This next part might take some attempts because no matter how skilled Fisher 
might be, jumping is not one of his strong points and you might fall down a 
lot. Here is what you need to do: Go to the thin poles and Fisher will grab 
one. Climb up and jump over to the next platform. You might need to take a step 
back first. Then attempt the next jump to the opening ahead. Don't attempt to 
grab the pole, this is very likely to result in a screaming Sam. Just take a 
couple of steps of run-up and jump as far as possible. You will land safely. 
Now walk around the left pillar and climb out onto the pole. Climb up and to 
the right. Drop down to the next ledge once you have reached the end and shimmy 
around the corner. Pull yourself up and lean against the left wall where you 
can shuffle through to the other side. SAVEPOINT. Now split jump and jump again 
to get hold of the next platform. Shimmy around the corner and pull yourself 
up. Turn around and shoot the grating on the other side. If you forget this Sam 
will fall like a rock. Now run and jump as far as you can to get into the 
shaft. Crawl on and shoot the next grating. Drop outside and shimmy to the 
left. There is another shaft you can climb into. Climb the ladder, and the 
next, and the next one as well. You will come to three elevators. Now if you 
are low on ammo for your handgun and you really want to stock up, use the third 
elevator from where you came in, but you won't really need this ammo anymore 
since you are as good as at the final scene. I would suggest you use the second 
possibility straight away since in the first elevator there is nothing but a 
civilian you can knock over. And as far as I remember you do take some damage 
when you climb over to the second elevator from the third. Anyway, SAVE your 
game, we are at the scene of the final showdown. But don't expect a big 
shootout, this is a sneaky kind of showdown. Watch the cutscene. 
Ok, it sounds as if you had to rush, but this is not the case, so stay calm. 
Unless you are discovered - in which case you are as good as dead anyway - you 
can take the time you need, otherwise a one-minute countdown will start, which 
in most circumstances means that you have failed.
The situation is as follows. Two bad guys, two civilians and Soth. Ignore the 
latter. First you have to take care of the other four. Drop down and shoot the 
spotlight nearby. Try to get the two guys you see walking around by luring them 
into your fist. The one in the white shirt should be the terrorist, so you are 
supposed to kill him. Sometimes for some reason the third civilian technician 
will raise an alarm despite being miles away and you being covered in darkness, 
so here is what I do. I take the terrorist and the first technician out by 
knocking them over, then I position the terrorist underneath the ladder 
underneath the spotlight I shot. Then I climb up and knee down. From here you 
can shoot the sniper above you on the catwalk who is patrolling the area with 
night vision goggles - part of the reason why you are so easily discovered 
during this last part of the mission. Then I shoot the sniper in the head, 
which usually leads to the third technician which is down there on the ground 
slightly to your right, to raise the alarm for some ****** reason. Since both 
terrorists are out and Soth for some reason doesn't fight, this still gives you 
plenty of time to shoot the knocked out terrorist from above (if you forget 
this your mission fails no matter what), to climb down the ladder at one end or 
the other and run over to the second catwalk from the left, not counting the 
first one you landed on. Turn left at its end, you will pass the ****** who 
gave you away and climb up the ladder to the right. Rush up the next ladder to 
the right and run to the right to a catwalk that will end in a small platform. 
Now switch off your night vision if you used it, and get a good aim with the 
sniper rifle at Soth's head who is standing to your left in front of the 
ventilator. Once he is down, jump down because you have to run over to the 
container to end your mission. Well done, you completed the mission. Maybe you 
will find a way to take out the third technician without being seen by the 
sniper, but during this last part I got the feeling it didn't matter what I 
tried, something always triggered off the alarm, even your breath, if you know 
what I mean. I tried a couple of variations, but no matter who I took out 
first, someone was unhappy, and maybe you are supposed to raise an alarm, since 
in any other mission an alarm has ended it. But good luck to you.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Here is what helped Luke Richardson through this tough part:
- I have some hints for you for the last part with the annoyin guy that sets 
off the alarm even though you are in complete darkness. As soon as i dropped 
from the vent i took out the spotlight and whistled instantly and alerted 
all men on the bottom catwalks towards me taking them out one by one 
including the annoying guy. This helped tremendously as I managed to do the 
last part without setting the 60 seconds alarm off after shooting the sniper 
on the catwalk and then Soth was putty in my hands.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- Need more help with this last part:
I started from the edge of the vent and I shot the worker at the far left 
corner of the room with the one sticky shocker I had left. if the player is a 
good shot it works and takes him out without notice. Then I dropped down shot 
the closest lightand got in Position for the next two. The guy in the white 
shirt I grabbed him while his back was turned to me standing by the first wheel 
and knocked him out by the ladder on the right. Next I whistled to alert the 
next worker and knocked him out. To kill the guy in the white shirt I had to 
wait for the guy on the upper cat walk to move to the farthest right before I 
could shoot because some reason my shot always alerted him. Staying On the back 
wall I moved Far left until I saw the last guard stop at the farthest right 
spot of the catwalk and sniped him. then to Soth. I got all the way to the 
highest spot and sniped him out. 
THis plan took a few times to get though, but in the end I did not set off the 
60 sec. timer.
- Thanks Nick DiFede
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- It's possible to complete this mission without taking out the mechanics.
Drop down from the vent an take out the lights to the left and right of you.  
Wait until you can isolate the guard in the white shirt, grab him and drag him 
to the dark corner under where you shot the right spotlight out.  Knock him out 
and when the sniper is on the other side of the room and the mechanic is away 
from you, shoot the guard in the head.  You can then sneak all the way across 
the catwalk and there is a ladder to the left at the end.  Climb it and sneak 
around to a ladder that will take you down.  When the second mechanic is 
looking away, sneak left and follow the path to another ladder. Follow the 
ladders to the top and go to the spot where you are supposed to drop down. From 
here you can snipe the second guard and Soth, then drop down and finish the 
mission.
-Thanks Raphael Shin
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Watch the cutscene and enjoy your success. The world is once again save.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
===============================================================================
IV.  Copyright and special thanks
===============================================================================
Special thanks go to Ubisoft for yet another entertaining stealth game.
Again I would like to thank all the game FAQ writers who have inspired me
to begin with writing FAQs in the first place, and who are providing us with 
all the sometimes so urgently needed walkthroughs (let's be honest, we all use 
them now and then). 
And this is why and where we come to the official part:
Since I invested time and energy in writing this walkthrough...you know what I
am talking about, so please: Don't take it as a whole or in parts or what ever 
brilliant idea crossed your mind, and present it as your own work. This is for 
private use only, and if you have anything else in mind with it, DO ASK 
PERMISSION. ANYTHING ELSE IS THEFT.
This also goes for other web sides which are interested in using this 
Walkthrough: ask for written permission before using any part of this guide.
All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders. (I know I copied this part from my 
last walkthrough, but I AM ALLOWED TO!)


For all honest user of this walkthrough: I hope you have enjoyed my work and I 
was able to help you with any problems you might encountered playing this game. 
If, however, any further questions arise, or something is unclear, you can
e-mail me, BUT ONLY IF YOUR MAILS ARE FREE FROM ANY WORM, VIRUS OR ANY OTHER 
NASTY SURPRISE. Also, only friendly and serious mails, and you should make it 
clear in the title of your mail that you are referring to Splintercell 2, since 
anything else will probably be deleted as junk mail. (Yes, I plagiarized my own 
work again, I know.)
That's it for this time. C'ya around, and game on!

============================The genius of the hole=============================
                    
                   
 Copyright 2004 Katrin Koblischke