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Splintercell pandora tomorrow walkthrough and hints hints and tips for Tom Clancy's Splinter Cell: Pandora Tomorrow

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Tom Clancy's Splinter Cell: Pandora Tomorrow

Single Player FAQ for the XBox by gaming copyright March 2004 by

Abdelrhman Noureldin mwellanoureldin@yahoo. ca

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

sites:

superceats.com

gamespot.com

If I find an unauthorized site hosting this FAQ I will personally call

Lambert up and have him send Sam Fisher to sneak up on you and pull

your underwear up over your head.

If you have the game, I am assuming you have the instruction booklet

that came with it and I don't need to type 12 pages worth of basic

instructions found in the booklet that came with the game. This is a

game play FAQ and if I say "Equip the night vision and shoot the guard

down the hall with the scope on the SC-20K" you either already know

how to make him do that or you have the instruction manual and can

look it up. If I'm stuck at a point in a game and am looking for a FAQ

to help me out I always hate scrolling through page after page after

page of basic information that is really just a reproduction of the

game's instruction manual.

I will describe the first time a move or an item comes up which button

or trigger or thumb stick to use to equip it. All such descriptions

are for a basic XBox controller.

In case you have played the first game but have not yet bought Pandora

Tomorrow and wonder how different or improved the game is, I have

special Game Improvement! updates noted during the Walkthrough.

The game begins with a very well done cut scene in Timor where we see

a terrorist leader named Suhadi Sadono lead his troops in an

infiltration and takeover of the U.S. Embassy. We watch as some

Embassy staff are ruthlessly killed while others are brutally

mistreated. Sadono himself ends the cut scene by sadistically kicking

a kneeling man in the face. We want to see something bad happen to

these terrorists and fast. And apparently so does Washington, because

Sam Fisher is quickly dispatched to the scene.

Level I: Dili, Timor

Synopsis: This is an instructional level. Hints abound and you will

have to really work at it to get stuck on this level because it's so

simple. Your initial mission is to get Sam inside the Embassy building

to find a software executive being held hostage by a Timor rebel

group.

Objective: Infiltrate the Embassy

The level begins with Sam standing in water just in front of a pier.

For fun, don't move Sam at all and Lambert will come on the radio

every 15 seconds or so and ask Sam why the hell he's not moving and

Sam will give him some funny answers, which I won't spoil for you by

repeating here. Move Sam forward and climb up the pier and crouch in

the shadows. Proceed down the pier and halt just outside the circle of

light cast by the overhead lamp swaying in the wind. It's lighting up

the entire walkway of the pier just where it turns to the right. Equip

the pistol and shoot out the light, darkening the area so Sam can pass

through unseen.

(Game Improvement! While the pistol is equipped, pull the left

trigger and a nifty new laster sight will turn on, putting a red dot

where the round will go. Pros - you now will never have to spend 3 or

4 rounds shooting out a single light! Cons- anybody in the area

looking towards you will see the red beam of light)

You will notice that if Sam is moving while aiming the pistol, the

cross hairs go very wide - this means his shot will very likely miss.

Sam shoots much more accurately while still - when the cross hairs are

very close together.

Your first Hint Box is to the left of the lamp you just shot out. It's

shaped....like a box! And it has a square shaped grayish glowing area

in it's center. Move Sam over to it and a Hint Window will appear

telling you to press the green 'A' button on your controller if you

wish to access the Hint.

Turning and continuing down the pier, equip Sam's night vision (left

tap of the directional pad) and move in a crouch toward the next

lighted area.

(Game Improvement! Sam now has binoculars that he can access

instantly. In the first game, if you wanted a better look at something

up ahead, if you didn't have the SC-2OK Silenced Rifle, with it's

scope, you were out of luck.)

While still some distance off, use the Binoculars (click down on right

thumb stick) to carefully scan the area before proceeding. You can

zoom with the Binoculars by tapping the up key of the directional pad.

You can zoom in tapping up and zoom out by tapping down. Stopping and

scanning areas with the Binoculars is a very good habit to get into

with this game, so we will start it here. You can scan an area with

the Binoculars using all three of Sam's vision capabilities: normal,

night vision, and thermal vision. Use all three with the Binoculars

before proceeding, because sometimes the night vision will show you

something the normal vision could not detect; same with the

thermalvison. You especially want to do this before you have Sam

proceed across any lighted areas where he cannot see or safely shoot

out the lights illuminating the area.

Climb up the ladder and upon reaching the top immediately go to the

left and crouch in the dark corner and shoot out the light

illuminating the room. Then have Sam jump up (yellow 'Y' button) and

grab the zip line so he can slide down it to the walkway.

(Game Improvement! Sam now feels vibrations in his hands as he slides

down a zip line - in the first game you felt nothing on the zip lines)

After he lands, jump him up again to grab the pipe running across the

area and send him hand over hand to the next building - and halfway

across you will have to press the 'Y' button so Sam will bring his

legs up to avoid an obstacle.

(Game Improvement! Sam can now shoot while hanging by his legs on a

pipe! After bringing Sam's legs up by pressing the 'Y' button, press

the 'X' button and Sam will hang by his legs while drawing his pistol!

To put the gun away, simply press 'X' again. What a cool move!)

Once Sam is at the building, press 'Y' again to drop his legs and then

press the 'B' button to drop him down - hit 'B' again before he lands

and Sam will do a silent landing. Try to make EVERY landing in this

game a silent landing.

Crouch and move past the lighted window slowly. At the corner of the

building, shoot out the lamp hanging on a elevated hook that is

illuminating the next area Sam must pass through.

Turn the corner and as Sam crouches in front of the closed door, the

'Door Options' window will come up. You have the option of directly

opening the door OR scanning the room first by sticking the tiny fiber

optic cable underneath it.

(Game Improvement! Now the game always gives you the option of

scanning with the Optic Cable before opening the door. It's part of

the basic Door Options, unlike the first game, where you always had to

hold down the inventory button, equip the Optic Cable from the menu,

scan the room, then reselect Sam's pistol or rifle before opening the

door. I am so glad they fixed this hassle!)

ALWAYS SCAN THE ROOM BEFORE OPENING A DOOR. ALWAYS, ALWAYS, ALWAYS. As

in every single time. If you get an option of scanning a door or

window or whatever with the optic cable before opening it, do it.

There are more than a few places in this game where just opening the

door up first will FAIL THE MISSION. So if you stupidly open a door or

window up without scanning with the optic cable first, remember that I

warned you about that here.

Hold down the 'A' button and move the left thumb stick up to select

'Optic Cable' instead of 'Open Door'. Once the optic cable view comes

up on the screen, you can rotate the cable for a look all around the

room by rotating the right thumb stick in a circular pattern.

Once you have ascertained that this well-lighted room is indeed empty,

hit the 'A' button again to go back to third person view and have Sam

open the door. Move Sam into the room to the right where it is darkest

and note that to pass through the room he'd have to go right by the

window to the left - while going directly under the lamp. Anybody

outside would clearly see him. So shoot the light out before

proceeding. Don't think "But I just passed through that area - there's

nobody out there!". The point is to get into the habit of shooting

lights. Lights are not your friend. Get in the habit of shooting them

out.

Use the Optic Cable on the door at the other end of the room and then

pick the lock. Proceed into the room to the right, crouching in the

shadows and look up. There's a pipe there you must climb - only

there's a lantern hanging next to the top of the pipe. If anybody is

up there, you are gonna be a very well illuminated sitting duck when

you reach the top. So shoot the lantern and..........time to develop

yet another good habit. WAIT for a few seconds and see if there is any

response to the shot.

After some time has passed and there has been no noise, climb up the

pipe and crouch down at the top. Move left and crouch down in the far

corner of the room where there is a trap door. Scan the area below

with the Optic Cable and then have Sam open it up and drop down.

Ignore the lantern on the floor to the right; the room is empty. Move

Sam in a crouch to the doorway. There is a lantern on the porch

outside lighting up the stairs he must go down. Phhht! - the sound of

Sam's silenced pistol sending yet another light to it's doom.

Proceed down the steps, turn right and stop. Before you is a semi-

lighted area. Move Sam along the fence to the left until he comes to a

square- shaped opening beneath a porch. He can only enter this in a

crouch. Proceed down this small tunnel until it ends in a small yard

with a house in front of Sam that has a light hanging over the steps

to the boarded up door. From the bottom step, aim up and shoot out the

light. When you proceed around the now darkened corner, the game will

automatically save. This is because your days of unopposed sneaking

and peeking are over. Enemies are near.

Keep going forward and at the top of the next pair of steps there is

some ammo for you to pick up. Go down the steps to the left. At the

bottom of the steps turn right and here we are going to learn to

maneuver while sliding along walls - very good method for a stealth

operative to know. Stand Sam up, then move him so he is facing the

board fence on the left. Then click down on the left thumb stick and

Sam will turn and flatten himself against the wall. Now you will be

able to move him through the narrow corridor formed by this fence and

the wall of the building opposite. Keep Sam in 'Wall Mode' when he

reaches the end of the fence and hold the left thumb stick to the

right to make Sam peek around the corner. Sam will see a guard sitting

on box facing away from him.

(Game Improvement - the SWAT Maneuver. Sam has had a very good evasive

technique added for crossing an open doorway. In the first game you

had to just crouch and hope they didn't see you.)

Now we learn the handy 'SWAT Maneuver' - while holding the left thumb

stick to the right and making Sam peek around the corner, hit the 'A'

button and he will do this really cool turning move that brings him

quickly to the other side of the doorway. From there, have him peek

again around the corner, this time by holding the left thumb stick to

the left. While he is peeking, tap the 'X' button and Sam will draw

his pistol. Aim for the lantern on the wall and shoot it out. The

guard will let out a grunt of surprise and get up and go over to look

at the lantern. The area is now dark so he will not see you as you

sneak up behind him. When you are close enough behind the guard, the

'Grab Character' window appears. Tap the 'A' button and Sam will grab

the guard in a headlock and hold the pistol to the man's head.

Important: as you have seen many times at the bottom of your screen in

the mission objective window, Lethal Force is NOT allowed on this

level thus far, so you cannot kill this guard. If you do so, Lambert

will say something nasty to you and the mission fails.

Once you've grabbed the guard, you can practice moving around with him

as a shield by using the left thumb stick. You can move him forward,

back, turn around, etc. Also, by tapping the 'X' button again you can

take the pistol away from his head and aim it at a secondary target.

Tap 'X' once more and the pistol goes back against the hapless guard's

temple. Move him to a darkened area and then press the right trigger

and Sam will knock the guard out.

(Game Improvement! In the first Splinter Cell, Sam would knock people

out and their bodies would 'fall through' Sam on the way to the floor

- now the K.O.'s are much more realistic as the guard and Sam's bodies

will not blend together as he crumples to the ground)

Proceed forward past the box that the now unconscious guard was

sitting on and another Game Save point will automatically pop up.

Crouch and look forward at the ground while equipping the Thermal

Vision. Yikes - those glowing circular patterns on the ground are

Thermal Mines. Step on one and you don't just fail the mission, you

die. Look to the right - there is an elevated walkway - go underneath

it to bypass the mines and turn right. Look up ahead - MORE thermal

mines, but not to worry - to the left of the mines is a box underneath

a hanging lantern. Shoot out the lantern, get on the box and then jump

up and grab the ledge and go hand over hand past the mines. Or you

could simply take a running jump over them like I did the first time I

played the game. Whichever turns you on.

(Game Improvement! The Half-Split Jump - Sam can now do more than

simply drop down on somebody from the Split Jump. Now he can move from

one side to the other while suspended and then jump even higher)

Proceed around the corner staying to the left against the wall where

you are in total darkness. Find the small alley between the two

buildings to the right and proceed halfway down it. Here you must

perform a split jump. Press the 'Y' button and then when Sam is at the

apex of his jump (that's the highest point of the jump, for those of

you in Rio Linda) press 'Y' again and he will do his patented split

jump and end up suspended in midair between the two walls.

Now, to reach the ledge up to the left hand side, you will have Sam

perform his new 'Half-Split Jump'. Use the left thumb-stick to move

Sam to the right so he is facing the ledge to his left. Then press 'Y'

again and he will jump up and grab the lip of the ledge. He might have

to hand over hand down the ledge to a point where you can make him

pull himself up. Proceed through the room and turn right and as you go

through the next doorway another Save point loads.

As you enter the next room the game asks you to equip the binoculars

by clicking the right thumb stick. Lambert speaks up and tells you

Grimsdotter has found you a way in - the stream outside that runs

under the walkway will get you inside the embassy grounds. But there

are patrolling guards you can see once you shoot out the lantern in

the window to your left. Shoot out the lantern on the table in the

next room as well, and then when the nearest guard outside is facing

away from you proceed down the pole and slowly enter the water. Move

along the stream where the bushes are thickest.

(Game Improvement! The Whistle tactic - now Sam has a built in

diversion that he can use to lure guards to him. In the first game, he

either had to intentionally shoot nearby a guard to lure him - thus

using up precious ammo - or he had to go find a provided bottle or can

to throw. Or jump up and down like an organ grinder's monkey. Now all

Sam has to do is put his lips together and blow. Much simpler and

easier, eh?)

You have the option of luring the guard to you with a whistle (the

black button) and then KO'ing him or you can simply sneak past. If you

K.O. him, you have to hide the body and there is a chance it will be

discovered and raise the other guard's level of alarm. It's better

just to sneak past.

Wait until the guard has turned his back and is moving away from you

and proceed up the stream and under the bridge. If you move too fast

or he hears something and heads back, keep going because what the

guard will do is take out his flashlight and start scanning the area

you already passed through. Continue forward to the great big paddle

wheel and then look back and use the binoculars to find the guard.

When he is on the opposite side of the bridge and you cannot see him,

move up the embankment and crouch down next to the palm tree and look

to the left. There is a guard sitting on a box with his back to you.

As you move forward, stay out of the light thrown on the ground to the

left and move along the wall of the embassy to the right. As you

proceed another Save point loads.

Lambert speaks up to say the terrorists seem to be preparing to kill

some hostages. Sam lets Lambert know he cannot avoid this guard in his

way - how flexible is his lethal force parameters? Lambert says like a

rock - as a matter of fact, he thinks this guy is one of Sadono's top

lieutenants and wants Sam to interrogate him. So move up slowly behind

the seated thug, grab him and hit the 'A' button again to interrogate

him. Note: move him into the dark area to the left as you interrogate

him - don't stand out in the light for this. There is another guard

around.

After the terrorist is done spilling his guts, K.O. him and crouch

down - very likely you will see another guard wandering around the box

where the lieutenant was sitting. He will then enter the building you

are next to. After a few seconds, go to the door and use the OC (Optic

Cable) and you will find him sitting with his back to the door

watching TV. Who trains these guys? Enter the room and K.O. him if you

want the practice; you can bypass this guy easily. Move to the

flaming barrel and climb the pipe to the right of it to reach the top

of the embassy wall.

Or if you want the practice, move into the narrow area behind the

burning can and perform the Split Jump and the Half-Split Jump to get

to the top of the Embassy wall. Pull Sam up and stand him on top of

the wall and.........

Congratulations! You have fulfilled the first objective - infiltrating

the Embassy!

Now a new game screen loads and you are given a new objective -

Recover/Destroy Security Intelligence. You are informed from this

loading screen that: 'Private military corporation C.E.O. (that's

Chief Executive Officer or the Big Cheese to those of you in Rio

Linda) Douglas Shetland is trapped inside the Embassy, in possession

of intelligence that cannot be allowed into enemy hands.

Objective: Find Douglas Shetland and either recover the sensitive

security intelligence or destroy it.

As the level starts you have the option of saving a checkpoint. After

saving, Lambert comes on the radio with some info. Then check your

OPSAT for info on Shetland.Includes a funny comment by Grimsdotter at

the end.

Don't worry about the lights, nobody is watching at this point, go up

the ladder to your left, then turn right and go up another ladder.

Come down on the landing and move to the left into the shadows. Shoot

out the lantern sitting there or the guard with the binoculars in the

window around the corner is going to see you.

Crouch and go around the corner and before you get to the lighted

window go to wall mode in the crouch and slide by underneath the

window. The guard looking out through his cheap Czech-made binoculars

should not see you. As you continue sliding down the wall to the

right, there is another, far larger window where another guard is

looking out. Lambert will come on the radio and tell you to freeze

because it seems Sadono himself has come into the room and is looking

around. If he sees you, the mission is over. If you stay in wall mode

in the dark here he will never see you. After this self-important

terrorist thug leaves the room, go out of wall mode and crouch down

right next to the window and use the 'whistle' button. The guard will

go and investigate, moving around the room. When his back is to you,

move across the lighted area to the far side. Two hostages are sitting

on the floor inside the room , but they won't see you or they have the

presence of mind not to alert the guard. Move down the landing to

where it ends abruptly - looks like a tank shell or some sort of

artillery took out this section of the balcony. Below a big fire burns

so if you mess up this next part Sam goes down to a fiery death.

Move Sam to the very edge of the balcony and to the left, until the

Interact window comes up with the option of Climb Out displayed.

Select it and watch Sam climb out onto the pipe and then move him up

so he can grab the ledge and hand over hand to the landing outside the

opposite window. As you are landing you hear Shetland being

interrogated inside the room by a nasty terrorist torturer. Face right

and move to the edge and the interact window pops up again. Climb onto

the pipe and then move down off of it onto the balcony and go through

the open doorway and K.O. this vicious terrorist.

Then talk to Shetland and find out what you need to know. Shetland

hands over a data chip which you insert in a Sony Ericcson Palm Pilot

device and then a Checkpoint Save option comes up.

Your objective now is to find a CIA agent named Ingrid Ruth Karlthson

who is on the Embassy grounds. You can see her picture and bio on your

OPSAT now, if you so desire.

Objective: Find Ruth Ingrid Karlthson

After saving, Lambert tells you about a person code named 'Mortified

Penguin' who seems to be behind this operation. There are two doors

leading out of this room - one leads to the room where the guard is at

the window and the two hostages are on the floor behind him. The other

leads to a hallway where a guard can be seen on the right standing

with his back to you as he looks outside. Don't believe me? Fine then

- use the Optic Cable on both doors and look for yourself.

Going for the first guard with the two hostages is risky - the room is

well lighted and one of the hostages may make a noise if they see you

coming. The other guard is in a dimly lighted hallway with his back to

you with no one to alert him intentionally or otherwise.

K.O. the guard in the hallway, lockpick the bathroom further down the

hall, and then hide the guard's body there. Note the Medical Kit on

the wall there - you haven't been hit yet so you don't need it, but

the night is young so remember where it is.

(Game Improvement! Although kind of a frustrating one, it does make

the game more realistic: Sam can no longer stare right at a bright

light source while using his nightvision. If he does, the whole

screen goes white and for a few seconds he can see only 'ghosts' or

outlines of whatever he was looking at until his vision clears again)

(Game Improvement! Now you don't pick medical kits up and take them

with you - they remain on the wall where you find them. And you have

the option of not using all of the kit to restore your health - you

can save some of the health for later. Even if you have just a little

life left and choose 'Full Restore', there will be some health left in

the kit.)

Shoot out all the lights in the hallway and on the ceiling; if things

go south at the bottom of the stairs up ahead and you have to retreat,

you want a nice safe dark place waiting. At the end of the hallway

shoot out the big circular light that hangs over the stairway. And the

lamps on the tables in the corners. Once the upstairs area is in total

darkness, proceed down the stairs. There is a guard on patrol and his

steps bring him to the foot of the stairs. Use the Whistle button to

bring him up to you and retreat up the stairs. He will come up the

first set of steps, pausing on the landing, then turn to go back down.

Grab him just after he turns around, pull him back up the stairs to a

dark corner and K.O. him.

A second guard might have approached when you whistled but only one

guard will proceed up the stairs. Repeat the tactic for the second

guard.

Alternative strategy: If you mess up grabbing one, you will end up

having to retreat, very likely under fire. Quickly K.O. the guard you

failed to grab and retreat up the steps and around the railing to the

far side where it ends in a dead end. Two other guards will come up

the steps, find the body, and then look for you. As it is completely

dark, they cannot see or sense you until they are right on top of you.

Try sneaking up on them one at a time and KO'ing them. Even if you

mess up, a quick squeeze of the right trigger will smash them with

Sam's elbow. Done quickly enough, they will not get off a shot. If

they do get some bullets into you, remember the health kit in the

bathroom down the hall. You can restore yourself to full health before

going back downstairs.

Alternative strategy: if you opt to save the two hostages held by that

guard yourself, know that if you mess up the guard will shoot them and

the mission will fail. Go back to the room where Shelton is and open

the door to the room where the hostages are. The terrorist is on the

far side of the room. You can shoot out the nearest light on the

ceiling, but if you shoot the second one he gets alarmed and hoses

both of the hostages with his rifle. You're gonna have to sneak up on

him and hope the hostages don't inadvertently warn him. If you mess up

the grab quickly hit him with the elbow. Hitting a guard with an elbow

once stuns them; they will recover in about 4 seconds if you don't hit

them again; the second hit with the elbow is what K.O.'s them.

At the bottom of the stairs, depending on if a second guard was

alerted by your whistle or not, look to the left and there will be one

or two guards playing dice about 30 feet away in a well lighted area.

If your whistle drew a second guard, there is one guard kneeling

there. If only one guard has been KO'd so far, then two guards will be

seen squatting there.

Shoot out the light to your left near the doorway. This usually makes

one of the guards get up and begin patrolling. Retreat up the stairs

and whistle to draw him to you. Like the first guard, he will come a

bit up the stairs to the spot where you were crouching when you

whistled and after a few seconds he will turn around and start back

down the stairs. That's when you grab him. K.O. him and hide his body.

Now there is one more guard left, still crouching down and looking at

the dice on the far side of the room. Shoot out more lights on the

left hand side of the room and that will get his attention. Use the

whistle tactic to draw him to you and K.O. him. If you get wounded,

don't worry there is another medical kit in the room at the bottom of

the stairs.

Right behind where the guards were playing their dice game is a narrow

corridor that leads to another hallway. You'll see a model ship

sitting on a table next to a light on the wall. Shoot out all the

lights on this hallway. There is a big double door on the right

halfway down the hallway. You especially want to shoot out the lantern

hanging over the doorway.

Use the Optic Cable underneath the double doors and note the two

automatic searchlights scanning the courtyard. Open the door, save the

checkpoint, and staying in the shadows, slowly move forward.

There is an open gate right in front of you leading into the

courtyard....which is being systematically swept by the searchlights

and is being watched by a guard with night vision goggles. There are

two avenues to the far left and right that look very appealing; until

you realize the left hand one is being monitored by an automatic

tripod mounted machine gun, and that shooting out lights on the right

hand side alerts all the guards and you lose the element of surprise

and the guard with the NV can see you even in the dark and starts

riddling you with bullets. Plus it turns out that right hand side ends

in a dead end, so you got spotted for nothing.

Lambert will come on the radio to let you know about the NV'd guard.

He's on the second floor of the building to the right in a lighted

doorway. You also see Ingrid Karlthson turn on a light in a room right

next to the one the guard is standing in. Lambert then tells Sam

something he knows he isn't going to like - the only way to keep the

NV'd guard from seeing him is to..............STAY IN THE CIRCLE OF

LIGHT CAST BY ONE OF THE SEARCHLIGHTS.

Yes my fellow gamers, for once the light actually IS your friend. Use

the light beam from the right hand searchlight and after studying it's

pattern walk Sam forward into it and move him so he stays inside of it

until he reaches the other side of the courtyard. Go up the steps into

the open gate and move to the left into the darkened area and shoot

out the light over the doorway.

OC the door, then go up the steps to the left. There is a medical kit

on the wall at the top of the stairs and then another set of stairs

leading up. Shoot out the ceiling light and slowly proceed up the

second set of stairs. Turn around halfway up the stairs and look - you

will see the NV'd guard with his sniper rifle in the balcony facing

away from you. Sneak up behind him and K.O. him. Then after using the

OC to make sure she's alone, open the door to your left and before

talking to Ingrid, dump the guard's body in a corner.

After your interlude with Ingrid, save at the checkpoint and then get

good news from Lambert: They have pinpointed the coordinates to a

cryogenics lab in Paris, France. Also, Delta Force is on the way to

rescue the other hostages, so the leash is now off as Lambert tells

Sam he can now shoot all the terrorists he wants.

Then Grimsdotter chimes in to say your extraction is waiting, but

Cohen doesn't want to land the Osprey in the village with all the

searchlights on. You need to turn two of the searchlights off before

Cohen will find the nerve to come and get you out of here.

Objective: Kill the Searchlights and reach the extraction point for

pickup

Go back down both sets of stairs and at the bottom of the second

stairs there is doorway to the right. Go through it slowly, there is a

guard on patrol nearby. Move along the fence to the left until you

come to a very dark area near the first searchlight tower.

Looking forward will allow you to see two guards moving around on

patrol between some buildings. You only need to worry about the

nearest one. Wait until he's close and the other guard is not in sight

and either K.O. him or put a bullet into his head. Hide the body and

then shoot out the lantern at the top of the searchlight tower, climb

up it, and switch off the searchlight's power.

That's one down, one more to go. Proceed forward down the area the

guard was patrolling to where the second guard is disappearing on his

patrol between to buildings to the left. Shoot out the two lights on

the building to the left as you pass by, and make sure you do that

when the second guard is not visible.

Wait for him to come back and take him from behind. At the end of his

patrol on this side he stands facing the fence for about 5 seconds, so

that's plenty of time to get up behind him. You can shoot him in the

head after you K.O. if you want to. Remember, these punks killed

Americans when they seized the embassy!

Note: after playing this level several more times, I have discovered

that these last two guards are not that easy to sneak up on. The first

time through I got them both from behind with a K.O.. Since then they

have always sensed me before I could grab them. If you can't grab them

successfully the first few times, you are better off just shooting

them in the back of the head from a few feet away. Hey, nobody said

war was fair.

Well now you see the second search tower with it's light scanning the

heavens. Cohen sees it too, which is why you're ride still is not

here, so you better go shut it off. Shoot the lantern out at the top

of the ladder and then switch the searchlight off. Proceed up the

stairs ahead and around the corner. Look, you're back in the

waterfront area with the piers ahead.

Move down the pier and then to the left - you'll see the Osprey

piloted by Cohen hovering over the water. Go down the steps and into

the rubber boat and......

Congratulations! You have completed the first mission of this fine

game! America just KNEW it could count on you to get the job done!

Level 2: Paris, France

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

An enemy agent operating under the alias 'Mortified Penguin' has

broken into the Saulnier Cryogenics Lab with a gang of French and

Syrian mercenaries. Trace their path of intrusion to uncover their

purpose and the identity of 'Mortified Penguin'.

Main Objective: Identify Sadono's chief mercenary

Present Objective: Infiltrate Saulnier Cryogenics Lab

The level begins with Sam in the underground railway tunnels that run

underneath the Saulnier Cryogenics Lab. He's decked out in a cool

neoprene black ninja suit and ready to go to work. Lambert come on the

radio tell Sam he'll have time for sightseeing later and then tells

Sam they don't even know if 'Mortified Penguin' and his followers are

still in the building.

Sam is facing a bright railway light behind a grate as the dialogue

ends. Move him forward and he'll automatically climb down into the

open manhole. Once on the ground below, turn him around and head down

the corridor to where a lantern can be seen sitting on a barrel.

Every 30 seconds or so a train will come flashing by on another track

on the opposite side of the far wall, and lights from those trains

will illuminate the area as they pass by, so you have to be ready for

them. Wait awhile and you will see a guard on patrol stopping next to

the barrel before turning around and going back the way he came. Go

into Wall Mode on the left hand wall and after the guard has turned

around and started back and is facing away from you hit the white

inventory button and equip the pistol; Sam starts the level with the

SC- 20K equipped - then hit the 'X' button and equip the pistol. Wait

until the guard is all the way down close to the parked train engine,

but before he turns around to face you, and shoot out the lantern.

Now when the guard proceeds down the tunnel towards you the next time,

the area is so dark he will not see you. Let him get close and grab

him and K.O. him. Or Shoot him. Or do both.

Then hide the body. Proceeding up onto the platform, shoot out all the

lights running along the left hand side using the SC-20K. Shoot the

last 4 from as far away as you can, because once you get halfway up

the platform the game spawns 2 terrorists who will come around the far

corner and start patrolling. You don't want them to have any light to

see by when they show up. There are two lanterns inside the abandoned

train cars as well and by shooting them out you have completely

darkened the entire area. The only thing you have to worry about now

is the trains that roar by and send rays of light shooting everywhere

every 30 seconds. Slowly move up the platform and when the two

terrorists show up, wait for them to split up. One will come down the

platform toward you and the other will step out of sight behind the

last train car. Wait until the approaching terrorist stops, and before

he turns around and starts to go back the way he came, drop him with a

head shot. The other guard won't hear, so move up to where the first

guard fell and when the other guard steps back into sight drop him

too.

Now head to where the two now departed terrorists came from and go

around the burning barrels and turn another corner. You will come to a

wall with a huge hole in it and beyond the hole a real inferno is

blazing.

This is obviously where the terrorists got into Saulnier: they blew a

hole in the wall and just walked right on in. And apparently set a

nice big bonfire to make sure nobody followed their trail.

Approach the opening and crouch down. Soon Lambert will say Sam's

temperature readings are off the charts and suggests shooting the

overhead pipes to release water. I've found the pistol does not really

work well for this; you have to shoot a lot of ammo. Use the SC- 20K

and shoot the pipes until water comes spurting out of them to douse

the flames. Aim for the handwheel on the left.

Proceed through the now cascading water and into the room beyond. Go

past the buckled and toppled shelves to the door against the far wall.

As you do so, Lambert says Grimsdotter needs you to access the

buildings security systems.

Objective: Access the security terminal

Switch off the lights and use the OC on the door. You will see a guard

on patrol on the other side. Watch the patrol pattern - he moves from

one side of the room to the other. Wait until he is on the other side

of the room, open the door , aim at the light on the wall just behind

the door, shoot it out, and move beneath it into the corner. Now wait

as the guard comes back toward you. You are in complete darkness, he

reaches the end of his patrol just in front of the door, about 5 feet

away. I found with the SC-20K you can use the scope to pick which eye

to put the round into, the detail is that sharp.

I chose the left.

Hide the body in the same corner you shot from and head to the other

side of the room. Go to the door and use the switch next to it to

switch off the lights and then use the computer on the desk. I got

nothing from the computer, but maybe that was just me. Many times you

get good info out of running computers so always check them.

Now use the OC on the door and note that several guards are patrolling

the next room, which has many computers in it.

This room is very brightly lit. Darkness! We need darkness! Here's how

you do it: Keep watching on the OC until the guard walking up and down

the area in front of the door is at the far end of the room and

disappears from sight for a few moments. Then, turn the OC off,

quickly open the door, equip the SC-20K and move back while aiming.

Before the door shuts, shoot out the nearest light on the ceiling.

Go back to the OC and look again. The guard may stand under the light

for a second when he comes back, but the door is how shut and he has

no idea why the light is out. After a few seconds he will resume his

patrol.

Do it again. Wait until he disappears, open the door, and shoot out

the second light and let the door close again. Now the corner to the

left of the door of the next room will be dark enough so that the

patrolling guard will not see you when he passes by. Use the OC, wait

until he's not visible and then open the door and slowly move into the

room. Wait a little distance from the door, and as soon as it closes

move into the corner next to it. You have a few more seconds until the

guard making a patrol around the room approaches close to you. There

are two guards in the room; one stays near the center of the room in

the computer areas and the other makes a square patrol pattern all the

way around the room.

When the patrolling guard is on the right hand side of the room in the

dark area shoot him between the eyes with the SC-20K. Sometimes the

other guard sees something's wrong and sounds an alarm, and sometimes

not. If he does sound an alarm, he will begin patrolling and move

right up close to you for an easy shot. If he hears nothing, he will

continue tinkering around with the computers. Stand up and draw a bead

on him when he's still and shoot him in the head.

(I know, I know, you shoot a lot of people in the head in this game.

But remember: they're TERRORISTS! They could have stayed home! On the

family farm! They CHOSE to be here, performing their nefarious deeds.

So don't feel bad about taking them out. They are armed. And you are

checking them out a hell of a lot faster and easier than many of their

unarmed victims)

One of these dead terrorists drops a data stick, so make sure you pick

it up. Hide the bodies in the dark corner next to the door and move to

the opposite side of the room. Switch the lights off and then OC the

door. You will see another door to the left. Open the door and then OC

the next door. You will see yet....another door! And a med-kit on the

wall. In case you messed up and got shot a few times by those two

guards in the computer room, here's your chance for a full health bar.

Pick the lock, open the door, save the checkpoint, switch the light

off, and use the health kit if you need it and then OC the new door.

Can you follow all that? Good!

From the OC you will see a medical type room with a malfunctioning,

rapidly flashing light on the far side of the room. Open the door and

slowly move to the right and crouch in the corner. Right after you

come into the room three terrorists will take up positions on the far

side of the room. They will begin moving slowly towards you.

Retreat back through the door you entered by and let them have the

room. Give them time to get comfortable as you watch them under the

door with the OC. There is one who comes nearest the door, apart from

the other into the darkest part of the room. Take him first.

Wait until he is walking toward you, open the door and shoot him. Then

use the scope on the SC- 20K to take out the other from across the

room. Pick up the data stick one of the terrorists dropped and hide

the bodies in the very dark corner on the far side of the room.

Sometimes one of the terrorists will also drop some ammo.

Alternative strategy: if you like your carnage very up close, do this:

enter the room when the patrolling terrorist is on the far side, and

climb up the pipe on the left hand side. Bring Sam's leg's up and move

him down the pipe. Go too fast and the terrorist in the room will hear

him. On the far side of the room drop Sam down before he gets to the

bright light on the opposite wall. SILENT drop him. Now equip the SC-

20K. You will be able to see at least one of the other terrorists in

the next room through the clear curtain that separates the rooms.

Shoot him in the head, then....move to the side as the second

terrorist comes charging into view. Drop him. Then turn and take down

the patrolling terrorist as he comes at you from behind. Intense, huh?

Three tangos down in less than 5 seconds.

The next room contains corpses that were being prepared for freezing.

Move into it and go right to switch off the lights. Then move left

through the next doorway. OC the double doors and note the long narrow

hallway with lighted plate glass windows to the left. Stay crouched

going into the room. Terrorists have begun shooting at the computers

in the lighted up room to the left and Lambert will frantically say

that we need the access codes - shoot the terrorists and stop them; if

you get shot a few times in this fire fight, remember there is a full

health kit just a few rooms back. Go get health before you access the

computer at the far end of the room. Once you access the computer,

Lambert and Grim will tell you what a good job you did and that it

looks like 'Modified Penguin' was very interested in some of the

patient files. Then, Grimsdotter will say the terrorists are about to

remote trigger a bomb further down the hall. A timer starts and you

now have 1:30 to find the bomb and defuse it. Can't you just FEEL the

suspense?

As you start to move away from the computer, a Checkpoint comes up.

Save the game and head out of the room and down the hall to the left.

As you look down the hall two terrorists will come out and start

toward you. Drop them both. A diversion Camera or a smoke grenade will

do the trick. Pick the lock of the door to the left of where the two

terrorists were standing. The bomb is taped to the boiler opposite the

door when it opens. Approach it and when the 'Defuse Bomb' window pops

up, press the 'A' button to defuse the bomb.

(Note: if you are low on health or need a diversion camera or smoke

grenade, there is a closet door to your immediate left when you exit

the room where you accessed the computer. Quickly run in there and

grab the items on the floor.)

Lambert then tells you your next objective is to access the companies

database, which is one floor above you.

Objective: Access the database.

Hide the bodies of the dead terrorists in this room and exit and go

down the hall. (For fun, use Sam's binocular view and check out the

cool and realistic looking French emergency procedures poster on the

wall of the boiler room)

(Game Improvement! Sam can now open doors while carrying bodies! How

many times when playing the first game did you desperately try to pick

up a guard's body and get to the door only to have it swing shut in

your face? Then you had to set the body down and open the door all

over again. Another great improvement!)

Move down the hall to where the two terrorists came from and OC the

door there. Looks like a long stairwell leading up. Brightly lit, too.

Move slow then.

Open the door, and a load screen pops up. Save the checkpoint. Look up

ahead and see the red dot on the wall at the top of the stairs. That's

a motion detector. Move too fast in front of it and an alarm will go

off, bringing some guards. Slowly move right in front of the motion

detector. If you set it off there will be a blinding white flash. If

that happens retreat post haste and set up a defensive position at the

door below. If it doesn't go off, continue slowly up the stairs until

you get to the door at the top. OC the door. It reveals a well lit but

empty area. Go in slowly and quietly. Shoot out the ceiling light

right above you. Look to the left. There is a corner nearby, and some

double doors. Go into Wall Mode on the wall next to the door you just

went through and slide down to the corner and peek.

There are several guards around the corner. They are split up. If you

retreat near the door and then use the Whistle button, one of them

should come down into the dark and turn the corner and approach you.

Drop him and hide him in the dark corner near the door.

Then back into Wall Mode and peek around the corner again. Sometimes

none of the other guards are now visible. But they are there. Look at

the double doors again and note the ceiling light you can see beyond

them. Shoot the light out with the SC-20K. Approach the double doors

and pick the lock. A doctor's body lies on the far side of the hall.

Shoot out the small light bulbs near the floor with the pistol; save

the SC20K ammo for later. While you are doing that a mercenary will

come on the radio, intercepted as he talks about a Saulnier security

guard who has managed to lock himself inside a vault.

(Note: If you make your way down the corridor to the left, shooting

out the lights and moving slowly past the motion dectector on the wall

to the left, and enter the open double doors on this side and shoot

out the over head light and the lights on the floor. Now you will be

able to SEE the mercenary scanning the security camera monitors on the

wall as he makes his report)

The door to the database room is to your left. OC the door and note

there are 6 cameras in this room. All are rotating and looking around.

You have to take most of them out. The two on this side of the room,

then one in the middle and one on the right side of the room near the

database computer you need to access. If you mess up and one of the

cameras spots you two guards are going to come after you.

Take out the lights on the near side of the room and then use the

computer to your right. Lambert and Grimsdotter will narrow down the

the info to show that 'Modified Penguin' was especially interested in

the files of 8 of Sauliner's clients. Turns out all were frozen in the

last six months and all were cheapskates: they paid only to have their

brains frozen, not their bodies. Lambert makes a crack about Sam

searching for French Brains.

Objective: Access The Limited Storage Facility

Go back through the door you entered by, and approach the door with

the keypad; check your OPSAT because now the code is found there.

And it's also found in your objectives window once you look at your

notes; a GAME IMPROVEMENT noted by

You cannot OC this door, so enter cautiously. Save the checkpoint, and

see the big spotlight up ahead that is lighting up one of the

terrorists like a Christmas tree. Note that the terrorist is standing

right next to a motion detector. You need to drop this guy with one

shot; if you don't, two more terrorists will show up and things will

get hectic. After you've shot the terrorist in the head, switch off

the spotlight, get the two Air Ring Foils on the table, and use the

med kit on the wall if you need it.

Alternative Strategy: Switch the spotlight off first and KO the guard

when he comes to investigate.

Proceed through the door slowly. As you slowly move to the next door ,

don't forget to pick up the dead terrorist's data stick. You can glean

lots of clues from the data you pick up.

OC the door. Another long stairwell. Go up it slow and note there is a

camera. Shoot the camera and move slowly closer. Look, a wall mine!

Approach it.... (here's that great word again!) SLOWLY and disarm it

by pressing the 'A' button when the light on the front of the mine is

green. Press the 'A' button when the light on the mine is RED and you

are one dead stealth operative.

Pocket the mine and continue up the stairwell. OC the door at the top.

Use Sam's night vision and you will see the two guards easier. One is

patrolling, the other is fiddling around with a computer. Go back to

normal mode, back up and shoot out the closest lights. You need the

stairwell dark as you enter the room. Wait until the patrolling guard

is in the next room to the right and enter slowly and move to the left

of the door and face the wall. Watch your light meter and make sure it

stays slid all the way to the left. There is a light source close by

and you don't want any of it to find you.

When the patrolling guard comes back into the room, slowly follow him

down the length of the room past the other guy who is still meddling

with the computer. While the patrolling guard is out of the room, take

out the guy at the computer with a head shot. When the other guard

comes back, drop him too.

Now use the computer, check the data, and then head into the other

room the guard was patrolling. The computer gave you the access code

to the keypad door you now discover. Enter the code and proceed

inside.

Brief cut scene and I hope you don't have a problem with brains lying

strewn across the floor. Sam tells Lambert he's found the brains he

was looking for. Seems like 'Mortified Penguin' was actually more

interested in the refrigeration unit the brains were stored in than in

the brains themselves. He took the unit and just dumped the brains

out on the floor. Lambert now tells Sam to locate the wounded

security guard because this man managed to get a picture of 'Mortified

Penguin' with his cell phone.

Objective: Find Francois (that's the security guard's name) and take

his cell phone.

Use the med kit on the wall to the right if you need it. Move past all

the.....ugh!....brains on the floor towards the cooler door ahead.

Save at the Checkpoint. You will need to equip Sam's thermal vision.

Pause at the door and carefully note what you can see. One terrorist

is clearly visible. Move forward slowly to the left...Aha, what's

this? A turret gun! Hey, and if you turn the IFF off, guess what

happens? That Turret gun will shoot anybody that is front of it. Can

you see where this is going?

Move over to the turret gun's control box and when the interact window

comes up, select 'Disable IFF' and exit. Watch the turret gun blow the

terrorist away.

When he's dead, Deactivate the turret gun and move forward. Check the

guard's body; I picked up a sticky shocker. Move forward to the left.

There is a big metal door.

Use the OC to look under it. More freezing mist in the air. Keep the

thermal vision turned on. Lock pick the door and ease through. There

are 2 terrorists at the far end of the catwalk you now find yourself

on. If you have plenty of ammo left, just snipe them. If not, sneak up

and go for close range shots. If you have plenty of health, try a K.O.

After you take out the two guards, move carefully into the next room

where all the lab rats are because there is a wall mine to your right

halfway down. Use the switch on the left near the door to switch off

the lights. Take the wall mine and then use the med kit on the far

wall if you need it.

Enter the room to the left and save at the checkpoint. Climb up on the

medicine cabinet and enter the ceiling system.

You get a brief cut scene of the terrorists shooting at the vault

where Francois is hiding.

Move down the ceiling area and turn left and drop down into the vault

where you see Francois lying wounded on the floor. Pick up the ammo on

the way over to him and talk to him.

Francois helpfully hands over the cell phone and the mysterious

'Mortified Penguin' is identified as one Norman Soth, a man with some

CIA connections. Then Sam is told to extract. As you exit the vault

back through the roof, it becomes apparent Francois is about to be

killed by an explosion the terrorists are setting. You can simply

leave Francois to his fate and take off (which leads to a stern

lecture from Lambert) or you can save him.

To save him, equip the SC-20K with the smoke grenades (hold down the

white button to bring up the inventory and then cycle through the

options for the Rifle with the directional pad). You have a one minute

time limit to get up on the box, jump back up into the ventilation

shaft, move CAREFULLY to a spot where you are right over the three

terrorists setting the bomb, with the opening you originally climbed

through to your back. Now, shoot the smoke grenade down right on top

of the three terrorists and then immediately move backwards as fast as

you can and drop through the opening. In 8 seconds or so the smoke

will overcome all 3 terrorists and the countdown will stop.

Climb back up and look down. All 3 terrorists will be out. You can

shoot each in the head just to make sure - the SEALs would. Shoot the

pipe next to the barrels so the vapors begin to stream out so you can

clear out the ventilation shaft. Then proceed straight down the

ventilation shaft to the end and drop through the opening there. Move

forward towards the white van with the green stripe on the side

and......

You've just completed the second level of the game! Way to go! The

security of the Free World is obviously in good hands!

Level 3: Paris-Nice, France

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

Hours

CIA-trained operative Norman Soth has been located on a southbound

Hespiria Railways train, accompanied by a squad of French/Syrian

mercenaries.

Objective: Locate and question Norman Soth

A most dramatic opening to the level as we see Sam dropping from a

helicopter to land on top of a moving train. You can drop into either

of the two trap doors in front of Sam - there's not much down there,

truth to be told. Or you can move him along the top of the train car

to the end and have him jump down and OC the door to the next car.

The OC will reveal a dimly lit car and if you look close you with the

night vision you can just make out somebody moving around at the far

end of the car. Open the door and slowly enter.

As you do so, Lambert will inform you that since we still don't' know

whether Soth is a friendly or not, you are under strict non- lethal

parameters. Also, Lambert tells you that if there is a single alarm,

the mission is over and that if Soth sees you before you see him, the

mission will also be over.

Shoot out the light to the left that is throwing it's beams to the

middle of the car and the conductor behind the screen will come out to

investigate. K.O. him. For fun, go open the cage door and look at the

two magazines lying on the floor. Does one of them

look....well.....FAMILIAR? Leave it to UBiSoft to insert a shameless

plug like this. The door beyond is lock jammed, so retreat and go to

the trap door in the floor. Push the 'A' button to make Sam climb

down onto the pipe beneath the train.

Alternative strategy: To do it without KO'ing the conductor, shoot

the light, wait in the corner while he comes out at and stares at the

now shot out light, then shadow him as he turns and goes back to the

screened cage. Quickly tap the 'A' button when the Interact window

comes up as Sam gets to the trap door in the floor. He should climb

down onto the pipe beneath the train before the conductor can get into

the cage, close the door and turn around. This way is FAR trickier. He

has an alarm panel right next to him in that cage so many times he is

going to go over and press it when he sees you and it's mission over.

Once under the train, move Sam along the pipe until the interact

window comes back up. DO NOT OPEN THE TRAP DOOR. Instead,use the OC

and watch the guy standing on top of the trap door light his cigarette

and then sashay on out of sight.

Had you opened the trap door first, the passenger would have sounded

the alert and ended the mission.

Once he's left, climb up into the room. As you do so, Lambert gives

you some bad news: He and Grim have traced the credit cards and found

they have been used to buy two seats in the coach car as well as

Soth's ticket - there are two terrorists in the passenger car.

Go to the control panel on the wall next to the map and unlock the

train's side doors. Shoot out the ceiling light and then exit the

room. To the right is the coach car with innocent passengers and two

terrorists.

One of the terrorists is having a conversation with the other as you

look right. There are two different ways to get through this section.

The first way riskiest way: it is to stay inside the car. Go to the

light switch in front of you and turn it off. K.O. whoever comes to

investigate. Best way: hide in the corner, let the person turn the

light back on and then grab them and K.O. them and hide them in the

room you just climbed up into. Then go turn the light back off.

Usually two men come to investigate and then nobody gets up when the

light goes off.

When the light stays off and no one else comes to

investigate....SLOWLY....make your way through the car making sure to

avoid all the small reading lights. Stop and hide behind chairs that

don't have reading lights on and take your time.

The second way is to go the left, turn left again and open the side

door with the pipe that allows Sam to climb out onto the edge of the

train car's roof and hand over hand his way down the length of the car

from the outside. This way is not without it's own risks; every 5

seconds the train whizzes by lampposts that will illuminate Sam to

anybody inside who is looking towards the windows. Plus another train

will come racing by going the opposite way and almost pull Sam off

into the air with it's powerful slipstream.

The key to making this way work is to wait until the old guy with the

goatee at the first window goes and sits down; the girl putting on

lipstick turns her head and goes to sleep, and the two terrorists

sitting by the last window can only be bypassed by having Sam move

slowly across the window in that 5 second interval before the next

lamppost comes whizzing by and lights him up. I failed this mission 7

times before I figured out it was the lamps lighting me up that were

revealing me to the terrorists; I was trying to cross at the wrong

time and every single darn time I would be halfway across the window

and a lamp would highlight me. So the timing is crucial here.

Whichever way you go, you get to the door leading to the next train

car beyond. OC the door. Enter, save the checkpoint and move on.

As you get ready to OC the next door, Lambert radios in with info:

Brunton's chums have come through: seems that Soth has a prosthetic

right leg from a disagreement with a land-mine and therefore he will

show up differently on Sam's thermal vision; where his right leg would

be nothing will read.

The OC reveals a brightly lit room. Enter, shoot out the ceiling

light, and the display light to totally darken the room in case you

need a dark place to retreat to. Then look through the glass door and

watch the conductor head down the hallway away from you. He's headed

for the bathroom. I always K.O. him so I don't have a problem running

into him later. First, you have to get by the first room where the

passenger's door is open.

Open the door and go into Wall Mode on the right wall. Turn on your

thermal vision and slide down to the open doorway and peek. This

passenger sitting on the left hand side of the room reading a

newspaper has both his legs. He is not Soth. Peek again and press the

'A' to make Sam perform that nifty SWAT turn and proceed on down the

wall. Come out of Wall Mode and use the Optic Cable with the thermal

vision on to check out the inside of the next room. There is a man in

the room standing as he talks on his cell phone; his right side is

facing you and you can see he has his right leg. Not Soth.

Continue down to the next room. Turn on the OC, look with the thermal

vision.... Bingo! This guy's right leg has no heat signature. It's

Soth. But pass him up for now and go down two more doors and OC it to

show the Conductor ah....in a highly compromised situation. Open the

door and swiftly K.O. him. The only door you haven't OC'd yet is an

empty room: hide the Conductor's body in there.

Now go back to Soth's room and open the door up and interrogate him.

He's actually napping when you enter in, so he won't wake up until you

hit the 'Talk To' button. He will stand up and start giving you some

B.S. story and then has to take a phone call and he'll be right back.

He's a pretty cool customer because he acts like he's woken up on

trains all the time by guys wearing black ninja suits. Off he goes.

It's obvious his story is B.S. because the man he claims is his

handler has been on sick leave for 16 months. Note that you can see

one of his bodyguards/terrorist's outside the door waiting for him. If

you try to follow Soth immediately without accessing his laptop first

the mission fails.

Lambert tells you to access the laptop computer and then follow Soth

and use your Laser Mic to eavesdrop on his conversation. Lambert is

pretty sure that it's Sadano that Soth will call.

After accessing the computer, turn and go out down the hall past the

bathroom and into the next car. You only have 40 seconds to get into

position to laser mic this call, so upon opening the door and seeing

the bodyguards and Soth inside, move to the right behind the blacked

out bar, equip the laser mic and press the 'X' button to use it.

You may have to have Sam stand up to intercept the conversation. Once

the call ends, if you have been standing, crouch back down. Soth will

leave the car and take one of the terrorists with him.

Lambert comes on to discuss some of the more pertinent sections of the

intercepted phone call. Then Sam is told it's time for extraction.

He's to get topside so the helicopter can come pick him up.

First, Sam has to get by the guard at the far end of the car in the

well lighted area who is staring out the window.

Move around the bar and shoot out the first light in the ceiling you

come to. Then use the Whistle button to draw the guard to you. Here's

the important point: After you K.O. this guard, Soth is going to radio

that there is an intrud

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