Splinter Cell Pandora Tomorrow WORLDWIDE COUNTER-TERRORISM - Complete PS2/GC Walkthrough Authored by VampireHorde MMMMMMMMMM MMMMMMMM MMMMMMMMMM MMMMMMMMMMMMM MMMM MMMMM MMMM MMM MMMMM MMM MMMMM MMMM MMMMM MMM MMMMM MMMMM MMM MMMMM MMMMMMMMM MMMMM MMMMM MMMMMMMMMMM MMMMM MMMM MMMMM MMM MMMMMMMMMM MMMMM MMMM MMMM MMMM MMM MMMMM MMMMM MMMMM MMMMMMMMMM MMMMMMMM MMMMM MMMMM MMMMM ************************* INTRODUCTION ************************* Thanks for clicking on this FAQ. If you purchased (or rented or borrowed) Splinter Cell Pandora Tomorrow for the PS2 or GameCube then this FAQ is for you. This walkthrough is EXCLUSIVE only for the Playstation 2 & GameCube console. If you have not played the XBOX/PC version of Pandora Tomorrow then disregard every other FAQ made for those systems. **WARNING: THIS IS ONLY A BARE-BONES WALKTHROUGH FOR THE SINGLE PLAYER CAMPAIGN. I WILL GIVE NO HELP FOR MULTIPLAYER. This guide MUST be used in conjunction with my Alternate Routes, Lethal Force, and SWAT-Turn FAQs located at the bottom of this FAQ. All these guides will give a detailed look on enemy neutralization, alternate routes, and SWAT-Turn areas for the entire game. Using all three guides together with this FAQ will give you the ultimate walkthrough for this excellent stealth game. LET'S START THE GAME! *********************** THE THREAT *********************** In response to the growing use of sophisticated digital encryption to conceal potential threats to the national security of the United States, the NSA (National Security Agency) has ushered forth a new dawn of intelligence-gathering techniques. This top-secret initiative, dubbed Third Echelon, marks a return to classical methods of espionage, enhanced with leading-edge surveillance and combat technology for the aggressive collection of stored data in hostile territories. When intelligence deemed too critical to national security cannot be obtained by traditional means, Third Echelon is granted clearance to conduct physical operations. Its existence denied by the US government, Third Echelon deploys units known as Splinter Cells: elite intelligence-gathering forces consisting of a lone operative supported by a remote team. Like a sliver of glass, a Splinter Cell is small, sharp, and nearly invisible. 2006: The U.S. installs a temporary military base on East Timor to train the developing defense force of the "world's youngest democracy." Resistance to the U.S. military presence in Southeast Asia is widespread and passionate, but the threat Indonesian militias pose to Timorese democracy is deemed sufficient justification. At the same time, the U.S. doesn't mind having an excuse to install active military personnel within easy reach of both North Korea and the largest Muslim population in Asia. Anti-U.S. resentment comes to a head under the leadership of guerilla militia leader Suhadi Sadono, acting with unofficial support of major corrupt factions of the Indonesian government. Suhadi's men attack and occupy the U.S. Embassy in Jakarta, taking dozens of civilian and military personnel hostage. You are Sam Fisher. You're sent in, not to rescue the hostages, but to destroy the top-secret documentation held in the embassy before Suhadi's men access it. *********************** SAM FISHER PROFILE *********************** Fisher has been on the front lines of espionage in several defining conflicts throughout the past decades. He has not only survived, but excelled in the field of covert operations through hard work, insatiable curiosity, and brutal honesty. He has little time for polite niceties and even less for lies. Though fully aware of and confident in his abilities, Fisher understands that his survival has often been a gift of chance. He knows he is human and fallible, and he does not want to die. He has a strange and slightly dark sense of humor. He is quiet, instinctive, and observant: somebody who watches from the outside. Combat, espionage, and constant training have defined his adult life; his tactical experience has become part of his instinct. Now, even outside of work, he is most comfortable in the fringes of society, keenly observant but still removed. Fisher has acquired an admirable collection of scars and secured his place in Valhalla; he has little left to prove to the world. Now older and wiser, he has no interest in glory. If he fights, it is because he believes the cause is necessary and he is capable. ************************* THIRD ECHELON TEAM & OTHER CHARCTERS ************************* Colonel Irving Lambert Born: 1961 in Batcave, NC Height: 6'2" Weight: 270 lbs THIRD ECHELON Operations Coordinator Lambert is the link between the field agent (or agents) and Third Echelon's team of researchers, hackers, strategists, and commanders. While Fisher is in the field, he is in constant contact with Lambert via subdermal microchips and cochlear implant. Dermot P. Brunton Born: 1963 Height: 5'5" Weight: 136lbs SHADOWNET Operations Coordinator Dermot is the "Irving Lambert" of the SHADOWNET initiative. As his operations specifically prohibit live contact between coordinator and operatives, Dermot's function is more bureaucratic and managerial. Anna Grimsdottir Born: 1974 in Boston, MA Height: 5'8" (she's taller than Brunton!) Weight: 128 lbs. THIRD ECHELON Communation Lead Grimsdottir heads a small team of programmers responsible for providing technological, cryptographic, and data support for the field operative. Grimsdottir will assist Fisher in his interface with high-tech components of his missions. Suhadi Sadono Indonsian Guerilla Leader of the DARAH DAN DOA Norman Soth Mercenary Dahlia Tal Shin Bet Agent (Where's Coen?) ************************* WEAPONS, GADGETS, AND ITEMS ************************* -SC-20K The bull-pup configuration of this assault rifle makes it light and compact without sacrificing firepower. -SC-20K Multipurpose Launcher Pull the L1 Button to fire with the launcher. The launcher cannot be fired in Sniper Mode -Ring Airfoil Projectile A high-impact, zero penetration projectile designed to incapacitate rather than kill. -Sticky Camera A miniature camera with full pan and zoom functionality, plus night and thermal vision modes. The Sticky Cam feeds its image directly to Sam's OPSAT. Sticky Cams are reusable. -Sticky Shocker A high-voltage discharge device coated in adhesive resin. The Sticky Shocker will adhere to an enemy and give him an incapacitating shock. -Diversion Camera This camera can be triggered to attract enemies with sound and then dispense a cloud of incapacitating gas when they are nearby. -Smoke Grenade This standard gas canister can incapacitate groups of enemies. Prolonged exposure causes unconsciousness. -Flashbang Grenade Grenade with powerful lighting effect that can blind you at medium range. -Chaff Grenade When exploded, it releases a cloud of magnetic particles, which will disable electronic devices in its radius. This also affects Sam's gears. -Lockpick Standard set of picks, wrenches, and probes for bypassing standard cylinder locks. -Disposable Pick Unconventional lockpicks, these micro explosive-shaped charges deliver a quick impact to any standard lock cylinder that will shatter the pins and unlock the door. -Laser Microphone: T.A.K. (Tactical Audio Kit) A laser-operated microphone integrated in the SC Pistol that enables the user to read the vibration off certain surfaces (mainly glass windows). Used to listen in on conversations. -Camera Jammer The Camera Jammer emits microwave pulses that disrupt the surveillance cameras. The battery has to be recharged after a short time. -Optic Cable This flexible cable/camera can easily be slipped under doors to view the other side. Complete with night and Thermal vision enhancement -Goggles You know what these are. -Wall Mine A motion-sensitive explosive device that can be attached to almost any surface. To deactivate and pick up a Wall Mine, wait for the green light. -Emergency Flare Standard road flares. Useful for distracting heat sensors such as those found on automated turrets. -Frag Grenade A 14-ounce M67 fragmentation grenade. Upon detonation, the steel sphere shatters, emitting a burst of high-velocity shrapnel. -Medical Kit You know what these are. ************************* PANDORA TOMORROW TIPS ************************* -ALWAYS hide bodies under any circumstance! -Use your entire SC-20K inventory when you have it (sticky shockers, airfoils, etc). -Always hold your breath when using sniper mode. -For multiple guards, use the "whistle and lure" for one guard near a doorway and knock him out. Hide his body AWAY from the door and repeat for the other ones. Also, if you whistle in one area and move away, a guard will walk towards the area you previously were, setting him up for a non-lethal blow to the back of the head. -Always shoot out lights near doorways or in hallways if the area seems too obviously dangerous. -Use the "SWAT-Turn" anytime you see rows of columns, doors or boxes. ************************* CONTROLS ************************* Left Analog Stick: Move Sam. Push softly to creep and harder to run Right Analog Stick: Rotate camera in any direction L1 Button: Secondary fire (when SC-20K is equipped) L2 Button: Whistle button L3 Button: Back against the wall R1 Button: Fire weapon or throw projectile R2 Button: Equip button R3 Button: Binocular vision (or sniper mode with SC-20K equipped) SQUARE Button: select weapon or inventory TRIANGLE Button: Jump button (or head over feet when using zipline) X Button: Action Button CIRCLE Button: Crouch button SELECT Button: OPSAT START Button: PAUSE screen DIRECTIONAL PAD LEFT OR RIGHT: Equip Night or Thermal Vision DIRECTIONAL PAD UP OR DOWN: Quick-cycle through inventory. ************************* MISSION 1 U.S. EMBASSY TO DILI, EAST TIMOR MARCH 28TH 2006, 18:27 HOURS INFILTRATE THE EMBASSY THE "DARAH DAN DOA", AN INDONESIAN GUERILLA GROUP LED BY SUHADI SADONO, HAS INVADED THE U.S. EMBASSY TO DILI TO RETALIATE FOR THE INSTALLATION OF A U.S. MILITARY BASE IN EAST TIMOR. ************************* CHECKPOINT OBJECTIVE: INFILTRATE THE DILI EMBASSY Follow the directions as indicated on the on-screen HUD until you reach the trapdoor. CHECKPOINT Keep going until you reach your first guard. Neutralize him. CHECKPOINT: "Landmines might spoil my pleasant disposition." Continue past the landmines up to the building with the ladder and rappel point. Rappel down and head for the door. CHECKPOINT Exit the door and turn right to the narrow alleyway. Use a half-split jump. Climb up to the second floor until you encounter a TV-watching guard. Use the whistle buttons then smack him out when he gets close. CHECKPOINT: "A little wet is a little better than a little dead." Cross the riverbed and enter the building on the far end. Head for the door. CHECKPOINT: "They seem or they do?" -Use the Lockpick on the door and continue until you encounter your first guard to interrogate. Grab and make him talk. Knock him out and hide the body. Wait for the other guard to exit. He'll eventually go back inside so wait patiently. -There's two ways to the embassy. Use either way. CHECKPOINT OBJECTIVE: LOCATE DOUGLAS SHETLAND -Climb the ladders to the second floor. Put you back against the wall to stay out of sight until you reach to open doorway with Sadono. -Do a SWAT-turn (when Sadono leaves) and head for the pipe at the end. Climb it then shimmy to the window. CHECKPOINT -Jump down silently and enter the room with the guard slapping Douglas around and neutralize him. Speak to him. -Exit the room and neutralize the guard on the balcony. Head for the hallway. Shoot out the chandelier before heading down the stairs. CHECKPOINT OBJECTIVE: LOCATE INGRID KARLTHSON Neutralize the three guards and then exit the embassy lobby to the courtyard. CHECKPOINT: "You're telling me to stay in the light?" -Follow Lambert's orders and use the lone spotlight to head to the other side of the courtyard. Enter the door and go up the stairs. Neutralize the sniper and enter Ingrid's room. -Speak with Ingrid then head for extraction. CHECKPOINT: "Would you stay if I said no?" "No." Exit through the other room and rappel down. Turn off the spotlights (and neutralize the guards). Watch out for the lone guard in front of your sailboat! MISSION COMPLETE! ************************* MISSION 2 SAULNIER CRYOGENICS LAB, PARIS, FRANCE MARCH 30TH 2006, 04:12 HOURS IDENTIFY SADONO'S CHIEF MERCENARY 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". ************************* CHECKPOINT: "You'll have time for sight-seeing later." OBJECTIVE: INFILTRATE SAULNIER CRYOGENICS -Neutralize the guard in front of the train (shoot out the lamp before walking out of the tunnel) and head to the back of the train. Neutralize the two guards and head for the lab entryway. -Fire in the way? Shoot the valve above then run through the burnt-out fire to the doorway. CHECKPOINT -Neutralize the lone guard in the File Room then head for the door at the end. Watch out for the camera! -In the cubicle room, turn off the lights and scurry to the door on the other end. Use the Lockpick and enter. Head for the auditorium. CHECKPOINT: "Oh my god!" OBJECTIVE: GET THE INFORMATION ON MORTIFIED PENGUIN Neutralize the three guards (or don't) and head for the computer room. Use the Lockpick and enter. CHECKPOINT OBJECTIVE: DEACTIVATE THE BOMB -Shoot both guards and access the computer. After this a timer will go off. -Neutralize both guards then use the Lockpick. Walk up to the bomb and disarm it. CHECKPOINT OBJECTIVE: HACK THE MAINFRAME COMPUTER -Head up the stairs but watch out for the motion sensor! Neutralize the guard then head for the computer room at the other end. Be careful here! There are 4 cameras in this room so be quick! Use the computer then scurry out of there. Head outside for the other door and use the Lockpick (or Disposable Pick). Head for the keypad- locked door and use the following passcode: 2457 CHECKPOINT OBJECTIVE: HEAD TO BODY PROCESSING -Neutralize the guard in the medical room and head up the stairs. (Watch out for the motion sensor!) -Shoot the wall mine from the bottom of the stairs to disarm the camera and head upstairs. CHECKPOINT Neutralize both guards and use the computer that one of the guards was playing with. Head for the keypad-locked door and use the following code: 7562 CHECKPOINT: "You can't murder the dead." OBJECTIVE: FIND FRANCOIS COULDEBOUF -Enter the room with the brain mess. Exit the room and neutralize the wandering guard. Use a Disposable Pick on the door and enter to a metal walkway. Neutralize the two guards or shimmy on the walkway to the other end. Hear that ticking? Shoot the wall mine at the far end. (Or don't.) Enter the door at the end. CHECKPOINT: "I'm from the phone company." -Head for the trapdoor at the corner of the room. Crawl through and jump up to Body Processing. -Speak with Francois. Head for extraction when Lambert says to. Jump up to the air vents and just crawl out. MISSION COMPLETE! *********************** MISSION 3 HESPERIA RAILWAYS, PARIS TO NICE, FRANCE APRIL 2ND 2006, 21:52 HOURS MEET NORMAN SOTH CIA-TRAINED OPERATIVE NORMAN SOTH HAS BEEN LOCATED ON A SOUTHBOUND HESPERIA RAILWAYS TRAIN, ACCOMPANIED BY A SQUAD OF FRENCH/SYRIAN MERCENARIES. LOCATE AND QUESTION SOTH IN ORDER TO DETERMINE HIS STATUS AS AN ENEMY OR FRIENDLY OPERATIVE. *********************** CHECKPOINT OBJECTIVE: FIND JONATHAN POINDEXTER AKA SOTH -Enter the first train car and exit. Enter the second car and neutralize the civilian here. Look for a trapdoor here. -Enter the trapdoor to shimmy underneath the train and shimmy all the way to the end. CHECKPOINT -Enter the other train car from underneath (don't worry there's nobody in the room). -Shoot out the light in this room to darken it. Unlock the side doors if you want and exit. Turn off the lights in the passenger car. -Either shimmy outside the train or sneak through the aisles to get to the other train car. Enter the door. CHECKPOINT: "Soth's right leg has more prosthetics than Lee Majors." OBJECTIVE: SPEAK TO SOTH AND LASER MIC SOTH'S CALL -DO NOT ENTER HALLWAY IN THE OTHER CAR YET! Wait for the conductor to finish speaking with the passenger. When the conductor leaves, head inside and put your back against the wall near the open doorway. Use a SWAT-Turn and keep moving down the hallway with Sam's back to the wall. -STOP when reaching the second door! A passenger will walk out for some fresh air and the conductor will stand next to him. When the passenger goes back into his room walk up to the conductor and smack him. Hide his body inside Soth's room. -Speak to Soth. Hide when Soth says to. Hack the laptop when Lambert says to. Now trail Soth to the bar car. -Use the Laser Mic INSIDE the darkened bar. When recording the conversation, KEEP THE MIC ON SOTH! Do not release the mic until Lambert says "Good work". CHECKPOINT: "It's them or you." OBJECTIVE: AMITYVILLE -When Soth is done, wait for him to leave the car. -Neutralize the lone passenger and just run for the ladder in the other car. Climb out to the roof and dash for the Osprey. Grab the rope when the screen prompts it. MISSION COMPLETE! ************************* MISSION 4 GEULA DISTRICT STREET MARKET, JERUSALEM APRIL 5TH 2006, 01:01 HOURS IDENTIFY THE BIOLOGICAL AGENT THIRD ECHELON HAS LINKED SUHADI SADONO'S "SPRINGFIELD DEMONSTRATION" TO THE BLACK MARKET PURCHASE OF AN UNKNOWN BIOLOGICAL AGENT. RENDEZVOUS WITH ISRAELI INTELLIGENCE AGENT DAHLIA TAL IN ORDER TO INFILTRATE THE BLACK MARKET. ************************* CHECKPOINT: "Spooky!" OBJECTIVE: RETRIEVE THE SC-20K -Head up the stairs past the streetlight. Ignore the first officer and head down the street. Ignore the second officer and head down the street. CHECKPOINT -Neutralize the third officer (near the swinging lamppost). Sneak by the two rabbis and head down the plaza. -Head for Saul's place. CHECKPOINT -Shoot the first thief dead and then the second one. Don't worry; the second thief CANNOT shoot Saul! Get your SC-20K. -Head up the stairs from the doorway that Saul opens for you. -Exit through the door upstairs. CHECKPOINT OBJECTIVE: FIND DAHLIA TAL -Neutralize the cop then head down the stairs. Neutralize the wandering woman. -Pass by the officers and pass the church. Head for the alley on the right and jump down to a narrow alleyway. CHECKPOINT -Use a half-split jump and climb up the ledge. Creep down the ledge and you'll see a zipline. Use it and shimmy all the way. Drop down and head down the street into an open plaza. -Near the walkway on the right side is a pipe. Climb it to the top and follow along the ledge. At the dead end, shoot out the light on the ground then shimmy along the ledge. Climb up and continue. Creep down the ledges and then climb over the ledge near the gate. Head for the door. CHECKPOINT: "Is there a special hour for the mass?" -Exit through and then look for a pipe to climb. Climb it up and use the zipline. Drop down and shoot out the light if you want. -Speak with Dahlia. Follow her when she prompts you. CHECKPOINT Follow her while avoiding policemen and shooting out lights. Neutralize the first policeman who talks to her. CHECKPOINT Follow her until you reach an area with stone pillars. Turn on Thermal Vision and use SWAT-Turns until you reach the end. Follow Dahlia through the door. CHECKPOINT Follow her until she begins talking with another policeman. When she knocks him out, be sure to hide his body! Speak with Dahlia at the doorway. Enter the door and put your back against the wall on the right side. CHECKPOINT -Head to the other direction she walks from. You'll reach a bright alleyway with an officer. Neutralize him then enter the path he walked out from. Climb a pipe next to the wall to an upstairs apartment. Sneak through and head out through the window. Look for a pipe on the ledge and climb it to the roof. Head all the way down. CHECKPOINT: "You wanna come inside?" -Look for a pipe to the roof and a rappel point. Rappel down and follow her again. Head for the Shoshanna Warehouse elevator. Enter the elevator then speak to her. -It's up to you to kill Dahlia or not. CHECKPOINT OBJECTIVE: RETRIEVE THE ND133 -When the elevator stops, shoot the guard on the walkway. Head down the metal stairs and neutralize the wandering guard. Head for the gated entrance. -Notice the pipeline on the corner of the gate? Have Sam climb the pipe near the wall and shimmy head over feet to the other side. CHECKPOINT -Shimmy on the left side of the metal walkway to avoid the turret. Climb up and head for the alley on the left. You'll reach a room with metal gates. Neutralize the lone guard and retrieve the free stuff. -Neutralize every guard here BEFORE retrieving the ND133. After you've neutralized them all NOW retrieve the ND133. CHECKPOINT: "I could open it..." Head for the other elevator to extraction. CHECKPOINT -Whistle and lure the officers then smack them in the face. Head for the extraction point. OR snipe the snipers if you DIDN'T kill Dahlia. MISSION COMPLETE! **For GameCube owners, YES, I am aware of the elevator glitch. I don't know why this happens but there is nothing you can do. My only solution is to restart the entire level over or return the game. ********************** MISSION 5 REFINERY, KUNDANG CAMP, INDONESIA APRIL 12TH 2006, 15:12 TRAIL/INTERCEPT SADONO'S COMMUNICATIONS "PANDORA TOMORROW" IS THE CODE PHRASE FOR SADONO'S INSURANCE POLICY AGAINST U.S. ATTACK. HE MAKES DAILY, SECURE PHONE CALLS TO UNDISCLOSED U.S. LOCATIONS, DELAYING RELEASE OF THE SMALLPOX VIRUS ONE MORE DAY. IF HE IS KILLED OR DETAINED, THE VIRUS WILL BE RELEASED WITHIN 24 HOURS. INTERCEPT SADONO'S "PANDORA TOMORROW" CALL IN ORDER TO LOCATE THE VIRUS. ********************** **The exclusive level walkthrough for the new mission can be found in my Alternate Routes FAQ. CHECKPOINT OBJECTIVE: PLANT EXPLOSIVES ON SADONO'S PLANE Meet with Douglas. Then rappel or zip down to the bushes below. CHECKPOINT -Neutralize two guards and hide behind a row of sandbags for two more guards. Wait for the lone guard to self-detonate (huh?) then snipe the other one. -Equip Thermal Vision and look for tripwires. Defuse three mines. CHECKPOINT Defuse the rest (watch out for the wandering guard!) and head for the hangar. Hop over the truck. CHECKPOINT -Climb over the metal fence then climb the pipe up to the second floor. Enter the door into the hangar. Turn off the lights and jump down. Then plant the bomb on the side of the plane. -Exit the hangar and head past the camp entrance. Neutralize the two guards then raise the electric gate. CHECKPOINT -Head down the trail near the tents. Hide in the little hut to the left to avoid being spotted by the dog. Head to the campsite. -Wait for one guard to head to the tent for a nap. Neutralize the lone guards then climb the guard tower. Conk the guard in the tower then use the zipline. CHECKPOINT: "Pandora Tomorrow?" Listen to Lambert's speech. CHECKPOINT OBJECTIVE: TRAIL SADONO Follow Sadono until he talks to a second guard. Neutralize the guard and head to the path on the right side of the house CHECKPOINT -Put your back against the left wall to avoid being spotted. Use your back against the wall again to the next area. -Shoot a Sticky Cam near the crates and record the passcode. Neutralize the guards and continue on. -Follow Sadono all the way to the underground heroin labs entrance. (Be sure to record the passcode before he goes underground if you didn't get it in the previous area!) -Neutralize the two guards and enter the heroin labs. CHECKPOINT Neutralize the two guards in the room then head for the open doorway going upstairs. Neutralize two more guards and head for the door. CHECKPOINT Wait for Sadono to finish speaking with the pilot. When Sadono leaves neutralize the guard next to the pilot. Speak with the pilot and he'll open the door for you. CHECKPOINT -Exit the room and climb the ladder. DON'T GO ALL THE WAY UP YET! Sadono will return to check on the room. When he leaves follow him again. -Use the alternate path to the roof of the shooting range. CHECKPOINT Enter the trapdoor and shimmy head over feet all the way to the end. Jump down silently and sneak past the kickboxing guard to the hallway on the other end. Climb the ladder. CHECKPOINT -Jump out of the window to the ground below. -Shoot out the light on the far left and sneak around the guards and the automated turret. Shoot out the light on top of the turret. Enter the shack at the other end. Grab the ammo inside and exit. -Use a Sticky Shocker on the wandering guard and wait in the darkness near the door you exited. Snipe the guard near Sadono's house. (If you neutralized both guards the spotlight WILL NOT sound the alarm.) -Head for the front doors and use this passcode: 1492. CHECKPOINT OBJECTIVE: LISTEN TO SADONO'S CONVERSATION -Enter Sadono's house and keep Sam's back against the shutters. Use SWAT-Turns from shutter to shutter. -When Sadono leaves the room, DO NOT GO IN THE OFFICE YET! Sadono will return to check his office! When he leaves, be sure to shoot the camera near the door Sadono exited. Access his computer and head for extraction. -Three guards will hold up Sam at the back door. Wait for sniper gunfire before engaging the enemy! Shoot any leftovers and head for the Osprey! MISSION COMPLETE! ************************* MISSION 6 KOMODO SHIPYARD, KOMODO INDONESIA APRIL 18TH 2006, 05:24 HOURS INFILTRATE THE SUBMARINE SADONO'S "PANDORA TOMORROW" PHONE CALL IS BEING FORWARDED THROUGH AN ENCRYPTED RELAY IN THE COMMUNICATION SYSTEM OF A SUBMARINE DOCKED IN A SUPPOSEDLY ABANDONED SHIPYARD. INFILTRATE THE SUBMARINE AND ACCESS THE COMMUNICATION SYSTEM TO FURTHER TRACE THE CALL. ************************* CHECKPOINT OBJECTIVE: HEAD FOR THE SUBMARINE COMMAND CENTER -There are two paths to take at the beginning of the level. Use whichever one you want and head for the next area. -There are two guards sitting in the next area. Sneak past them and head for the narrow alleyway. Use a half-split jump to enter the shack. CHECKPOINT -Jump down silently and exit through the crawlspace. Wait for the target-practice guard to leave then sneak into the darkened shack. Neutralize the guard when he takes a cigarette break. -DO NOT ENTER THE SHACK FROM THE FRONT! There's a turret guarding the entrance! Use the pipeline near the shack and enter through the roof trapdoor. Head down the ladder to the elevator. CHECKPOINT: "You're underestimating my charm." OBJECTIVE: RAISE THE SUBMARINE -Enter the elevator and select the DOWN option. -When the elevator stops, neutralize the two guards (use the Smoke Grenades) and enter the submarine command center. Grab the technician and interrogate him. -Make him use the computer to raise the submarine. DO NOT KNOCK HIM OUT YET! Wait for his conversation with his superior to finish before knocking him out. CHECKPOINT OBJECTIVE: INFILTRATE THE SUBMARINE -Exit the room and head for the submarine. Neutralize the guard on the walkway then use the trapdoor before the pulley. Use the zipline to the next metal walkway. CHECKPOINT DO NOT CLIMB UP! Shimmy all the way to the left to avoid being seen by the guard. NOW CLIMB UP. Head for the submarine entrance. CHECKPOINT -Once inside, climb down the ladder and hide in the corner at the other end while the two guards converse. Ignore the first guard and head past the guard sleeping in the other room. -Climb down the ladder to the mess hall. CHECKPOINT -Use a SWAT-Turn at the door and then turn off the lights. Sneak past the startled guard to the other room. -Grab the colonel and make him use the retinal scanner. When the door opens drag him back into the room you snatched him and knock him out. Enter the newly opened room and hide in the far corner. When the "coffee" guard leaves, knock out the other guard. Access the computer. -Exit the room and head for the exit. Neutralize the guard blocking the way and climb the ladder back up. CHECKPOINT OBJECTIVE: AMITYVILLE -Exit the submarine and head for extraction. Neutralize the guard walking up the stairs and head downstairs. Three guards will open fire so head upstairs and snipe them from the upper walkway. -When all guards are taken care of, head for extraction. Be careful! A barrel will explode near the extraction point for no reason! MISSION COMPLETE! ************************ MISSION 7 TELEVISION FREE INDONESIA, JAKARTA, INDONESIA APRIL 20TH 2006, 21:43 HOURS CAPTURE SUHADI SADONO NOW THAT THE ND133 HAVE BEEN LOCATED, SADONO IS OPEN TO ATTACK. COORDINATED REMOTELY WITH SHADOWNET'S NEUTRALIZATION OF THE ND133, LOCATE AND CAPTURE SUHADI SADONO. CIA OPERATIVE INGRID KARLTHSON IS ON SITE, UNDERCOVER AND WILL ASSIST IN THE MISSION. ************************ CHECKPOINT: "Sometimes I think you don't like women." OBJECTIVE: INFILTRATE THE TV STATION -Head down to the streets. Near the first lamppost is a door. A pipe is next to this door. Climb it to the roofs. -Walk slowly on the roof or the civilians on the street will hear you. Look for a pipe at the other end and climb down. BE CAUTIOUS AS YOU CLIMB DOWN! Watch the guards before setting foot on the ground. -Shoot out the spotlight that covers the ladder. Climb the ladder to the roof and use the zipline. Climb over the metal fence and use the Lockpick. Enter inside and jump towards the pipe. Slide down. CHECKPOINT -Use the Lockpick again and exit outside. Neutralize both guards and head for the brick wall at the other end. -In the corner of the brick wall is a crack. Put your back against the wall and creep through the crack. BE CAREFUL! There's a Wall Mine here. Disable it if you want. -Snipe both guards in this area and head for the sewers. -There is an armored camera in the sewers. Wait for the guard to pass then use the Camera Jammer. On the other side is another armored camera. Wait for both guards to pass then use the Camera Jammer. Head for the ladder at the other end and climb out. CHECKPOINT -Equip Thermal and Night Vision simultaneously. Be careful as you pass the Landmines and keep an eye on the spotlight. Take the path to the right. -At the end climb the fence (near the tower) to avoid the row of Landmines. Head for the metal fence at the other end and climb up to the other side when the coast is clear. BE QUICK! Hide behind the generators and use SWAT-Turns. Head for the door and use the Lockpick. -Neutralize the guard inside and turn off the lights. -Exit outside and use Sticky Shockers or snipe the two guards in front of the TV station. -On the left side of the TV station is a ledge. Climb it up and crawl through to a narrow alley. Use a half-split jump to the roof. -Shoot out the glass with cracks and rappel down to the lobby. -Neutralize the guard and head for the elevator. Ignore the guard that walks out of the elevator and quickly head inside and press the button. CHECKPOINT -Turn left of the elevator and have Thermal Vision equipped. Snipe the guard (not the one behind the door) and hide his body. DON'T HEAD DOWN THE HALLWAY YET! Go to the other side and equip Night Vision. Have your gun ready to snipe the other guard. Go back to the other side and then snipe the camera at the other end. -Throw a Flare in front of the turret and run around it. -DO NOT ENTER THE DOUBLE DOORS YET! Look through the glass and wait for the guard. He'll exit and walk around. Snipe him THEN ENTER THE DOUBLE DOORS. Enter the door before Ingrid's room and knock out the guard. Turn off the lights and then head to Ingrid's room and speak with her. CHECKPOINT: "I keep pinching myself." Follow Ingrid while deactivating both turrets. Speak with Ingrid so she can use the retinal scanner. Enter the doors and shoot out the fluorescent light on the right. Slowly crawl down the walkway before the cracked glass. CHECKPOINT Equip Sticky Shockers and shoot both guards with it (or snipe them). Hide both bodies and then speak to Ingrid again. After Ingrid uses the other retinal scanner, enter through the doors. CHECKPOINT -Neutralize both guards then slowly head down the hallway (while shooting out fluorescent lights and neon signs). Or use the Camera Jammer. -Wait in the corner for the guard and then neutralize him. -There are two paths to Sadono's studio. I suggest you use the pipe at the end of the room and climb up to a vent shaft. Crawl inside. CHECKPOINT -Head for the trapdoor and jump down. Sneak around the auditorium and hide behind the crates near Sadono. Run up and quickly grab him (you'll get shot if you to sneak up on him). Drag him to the retinal scanner near where Sam dropped down. -Drag him up the walkway to the other retinal scanner. Exit and drag him to Ingrid. MISSION COMPLETE! ************************** MISSION 8 LAX INTERNATIONAL AIRPORT, LOS ANGELES, CALIFORNIA, USA APRIL 23RD 2006, 18:28 HOURS NEUTRALIZE SOTH AND THE FINAL ND133 NORMAN SOTH HAS BREACHED LAX SECURITY WITH AN UNKNOWN NUMBER OF MERCENARIES AND THE FINAL SMALLPOX VIRUS-ARMED ND133. NEUTRALIZE SOTH AND RECOVER THE ND133 BEFORE THE VIRUS IS RELEASED. ************************** CHECKPOINT: "You're inside LAX." "Really? That was too easy." OBJECTIVE: INFILTRATE LAX AND KILL THE FIRST TERRORIST -Jump in the back of the freight truck and wait for it to drive inside. -Jump out after it stops and head for the shack with the security guard/terrorist (watch out for the other guard and his dog). -Snipe the terrorist from behind the window or from the roof of the shack. Hide the body and enter the door near the shack. CHECKPOINT OBJECTIVE: KILL THE SECOND TERRORIST -Turn off the lights and open the door. Neutralize the cleaning lady and hide the body. Turn off the lights in the room to avoid being seen by the cameras. Neutralize the guard when he walks out to investigate. -Enter the restrooms (turn off the lights in here) and climb on top of the sink. Jump up to the vent shaft above and crawl through. Jump down. CHECKPOINT: "Hey man, nice lariat." OBJECTIVE: KILL THE THIRD AND FOURTH TERRORIST -Exit through either vent and then wait for the conversation to end. One of the two men is the second terrorist. Neutralize both of them and then equip Thermal Vision. Kill the one with the green heat signature. -Head through the conveyor belt on the right. You'll exit to the next area. Creep around the darkness to the right and wait for the terrorist to approach. He'll walk over and then stand idle for a while. Grab him from behind and knock him out. Shoot him in the head with the Pistol. -See those shelves? Climb up the first one then jump to the second one. This brings you to the second floor with the other security guard. Use a Sticky Shocker on him. From there, snipe the security guard/terrorist at the other end. BE PRECISE! -Equip the Pistol and shoot out the fluorescent light in the middle of the walkway. Head for the dead terrorist and hide his body. Exit to the door on this end and head downstairs. CHECKPOINT -Exit the door and shoot the first camera near the left conveyor belt. Hide behind the biggest stack of baggage and head to the other side. -Put your back against the wall on the left side and shoot the camera at the end. Have a Sticky Shocker equipped and shoot the civilian behind the window on the next conveyor belt. From here also try to snipe the camera at the other end. -Grab the box of ammo and exit through the door. Head up the stairs. CHECKPOINT OBJECTIVE: KILL THE FIFTH AND SIXTH TERRORIST -Follow the security guard/terrorist at the terminal. Put your back against the wall in the darkened walkway and slowly sneak past the civilians. At the end of the walkway, the security guard/terrorist will speak to another security guard. -Shoot the terrorist with a Sticky Shocker BEFORE he enters the combination on the Keypad-locked door. Obtain his satchel to get the passcode: 5325. Drag him inside the room and shoot him. -Shoot out all the lights as you walk down the stairs. Exit the room. CHECKPOINT -Open the door and shoot an Airfoil Round at the security guard/terrorist and quietly knock him out when he's close. Knock out the annoying customer service guy too. Now shoot the terrorist dead. Be sure to turn off all the lights. -Exit to the meeting room at the other end. Turn right and put your back against the wall behind the presentation board. Creep to the other end wait for the people to take a break. When the other two men exit the room, knock out their boss and turn off the lights. -Exit the room and quickly (but quietly) head down the escalator on the right side (to avoid being spotted by the armored camera). -Equip Thermal Vision and look for Soth. Head for the door when Lambert says, "we've got him". -Shoot out the lights on the right side and enter the elevator. Press the button and select the UP button. CHECKPOINT **The special walkthrough for the elevator level can be found in my Alternate Routes FAQ. CHECKPOINT OBJECTIVE: KILL THE SEVENTH AND EIGHTH TERRORIST AND SOTH -Try to neutralize and kill the security guard/terrorist on the bottom floor first WITHOUT alerting anyone. -From the area where Sam drops down from is a ladder. Climb it and have the SC-20K equipped. Try to snipe the other terrorist and Soth as quickly as possible. Now head for the ND133 before the timer runs out! MISSION COMPLETE! THE NEUTRALIZATION OF NORMAN SOTH ERASED THE FINAL LINGERING THREAT OF SUHADI SADONO'S "INSURANCE POLICY". THE FINAL ND133, HOWEVER, REMAINS ARMED WITH THE SMALLPOX VIRUS AND SET TO DECOMPRESS IN A MATTER OF MINUTES. THIRD ECHELON SCRAMBLES TO ALERT EMERGENCY SERVICES, HOPEFULLY MINIMIZING THE DAMAGE CAUSED BY THE VIRUS... ********************************* Congrats, you beat the game! If you used all my Pandora Tomorrow FAQs with this walkthrough then you should have NO problems beating this game at all. For any questions and inquiries about the game, e-mail me at the address below. ********************************* This FAQ is only for use on CheatCC. You may not copy, link, or reproduce this FAQ to your publication or website without permission. If you want to use this FAQ, please e-mail me at kroqjock@charter.net. I have no problems with anyone who asks. June 2004. ************************************************************************************************************************************** ========================================================================================= ************************************************************************************************************************************** Splinter Cell Pandora Tomorrow Alternate Routes FAQ Authored by VampireHorde ********************* IINTRODUCTION ********************* Thanks for clicking on the FAQ. This FAQ will explain all the obvious and alternate paths for Splinter Cell Pandora Tomorrow. Ubisoft announced early in its production that Pandora Tomorrow would incorporate multiple paths for Sam to take on his various missions. Well, it's only half true but it is a breath of fresh air from the first games' linear mechanics. Apparently there are only a few areas in the game that use multiple paths while everything is else is pretty linear. This FAQ will point them all out. If the path you've taken doesn't seem to work then try the alternate ones listed here. I will mention the obvious path, an alternate one, and then give my opinion of the best one to take. ********************* ALTERNATE ROUTE TIPS ********************* -You'll be spending almost 90-95% of the game in Night Vision. Get used to the blurry effect of far away distances (especially in sniper mode). -For multiple guards, use the "whistle and lure" for one guard near a doorway and knock him out. Hide his body AWAY from the door and repeat for the other ones. -Use the SWAT-Turn anytime you see rows of columns, doors or boxes. -In the jungle levels, turn on you Thermal Vision when walking through thick foliage to see tripwires. -ALWAYS walk slowly when approaching a guard who is looking for you! YOU MUST REMEMBER THIS! If you move any faster he will hear you! That should about do it for this section. Start the game! **WARNING** If you have not played these missions yet then try them now before reading the FAQ because you'll be clueless! There are certain moments in the game that require some scripted gunplay but follow my methods and you might not even have to fire a shot. All the paths I have chosen are based on Hard difficulty. *********************** TIMOR, DILI MISSION 1 *********************** ==Land Mines Tutorial== -Obvious path: Walk underneath the porch -Alternate path: Walk on the porch itself **Best path: Neither. The paths are basically on top of each other anyway. ==Embassy entrance path== -Obvious path: Walk underneath the bridge while avoiding the flashlight-wielding guard -Alternate path: Shoot out the light post before climbing down the pipe (the one behind the boarded-up window). Walk into the water then head to the left side of the bridge (your walking around it) and back into the water. (The light post has been removed from the PS2/GC versions) **Best path: Alternate. Walking under the bridge is more risky. Take the time to walk to the left but watch out for the guard's flashlight before moving. ++PS2/GC UPDATE: A guard is watching TV in the room prior to the riverbed. ==Heading to the embassy== -Obvious path: After interrogating the officer, neutralize or ignore the other guard. Climb the pipe near the burning drum to enter the embassy. -Alternate path: Near the burning drum is a narrow alleyway. Do a half-split jump to climb up the wall to the embassy. **Best path: Both. ==Location of Douglas path== -Obvious path: Climb the pipe to the roof, shimmy to the right, jump down silently and open the window. Head inside and smack the guard. -Alternate path: Take the second pipe near the window, walk in and smack the guard. **Best path: Both. Either way is fine. ++PS2/GC UPDATE: The obvious path was removed. ==Embassy courtyard path to Ingrid after using the spotlights== -Obvious path: Climb the pipe at the end of the courtyard up to the roof and silently jump down to Ingrid's room. -Alternate path: Enter the door at the end of the courtyard. Walk up two flights of stairs and enter Ingrid's room from behind the sniper. **Best path: Obvious. It's stylish and sneakier than taking the stairs. ++PS2/GC UPDATE: The obvious path was removed. And there is only ONE spotlight in the courtyard. ==Extraction path== -Obvious path: Take the stairs back down to the first floor backdoor. -Alternate path: In Ingrid's room is a window that can be opened. Walk out and you can rappel down to the first guard's area. **Best path: Alternate. Again, it's stylish and sneaky BUT you might get spotted because it's near bright lights. ++PS2/GC UPDATE: The window in Ingrid's room was moved to a separate room next door. MISSION COMPLETE! ****************** PARIS, FRANCE MISSION 2 ****************** ==Entering Saulnier Cryogenics Lab path== -Obvious path: After neutralizing the first guard near the abandoned train, walk inside the darkened train car all the way to the end -Alternate path: There is a ladder in front of the train that can be used to climb up to the roof. **Best path: Both. Neither presents anything stylish, though. ==The File Room (the room after dousing the flames)== -Obvious path: Neutralize the guard and head for the door at the end. -Alternate path #1: Jump to the top of the bookshelf in front of you and watch the guard. Silently jump down and crawl through the bookshelf opening on the right (watch the guard). Jump to the opening in the middle of the next bookshelf (while watching the guard) and head out the door. -Alternate path #2: Shoot out the first fluorescent light and jump on top of the filing cabinets. Put your back against the wall and crawl to the corner at the end (there's two lights but if you shoot out the first one and crawl down past the second light, the visibility meter will still be dark even if you don't shoot the second one). Watch the guard then head for the door. **Best path: Alternate path #1. It's the most effective method without having to alert or neutralize the guard. ==The auditorium== -Obvious path: Wait for three guards to finish "searching the area". When the first one leaves, neutralize the other two. -Alternate path: To the left of the door you enter is a pipe you can climb. Shimmy with your head over feet to the other side of the room and silently creep out. **Best path: Alternate. I was hesitant to try the alternate path, but it works and you don't have to neutralize the two guards if you're silent enough. (Although sometimes the guard will "hear something" if you shimmy too fast resulting in all three staying in the room) ++PS2/GC UPDATE: At the back of the auditorium is a long row of shelves. Climb up on top of one of them and you can stay hidden from the guards. ==Reaching Francois Couldebouf for his phone== -Obvious path: Take the metal walkway and neutralize two guards. -Alternate path: Shimmy on the left side of the metal walkway while avoiding cold steam blasts. **Best path: Neither. Both paths are too risky. If you want, use two sticky shockers to neutralize both guards instead of shimmying. ++PS2/GC UPDATE: The steam blasts have been removed. Sam can shimmy to the other side unharmed (but the guards will still "hear something"). ++NEW PS2/GC PATH TO BODY PROCESSING ROOM: -The upper ventilation shaft from the XBOX/PC version to the Body Processing room is gone. A trapdoor to an underground walkway has been added instead. The extraction path is still the same as the XBOX/PC version though. MISSION COMPLETE! **************** HESPERIA RAILWAYS MISSION 3 **************** ==Entering the second train car after jumping off the plane== -Obvious path: Enter the first or second roof door of the first train car then exit to the second car. -Alternate path: Crawling all the way to the end of the train car. **Best path: Neither. For fun press the B button to make Sam stand while on the roof and just watch the hilarity ensue. ==Reaching Norman Soth== -Obvious path: Shimmy on the right side of the train while avoiding lights and stupid passengers. -Alternate path: Turn off the lights inside the passenger car and slowly sneak through the aisles. **Best path: Both. Either one presents a challenge and is pretty fun to attempt. MISSION COMPLETE! ************************ JERUSALEM MISSION 4 ************************ ==The Church Courtyard== -Obvious path: Neutralize the policeman and slowly sneak past the two rabbis using the left wall. (Or you could put your back to the wall for safety) -Alternate path: Sneak past the rabbis by shimmying on the left wall. **Best path: Obvious. Why was shimmying on the wall even considered an option at all? You'll be seen anyway! ==Reaching Saul Berkovitz's place== -Obvious path: Walk around the lone streetlight and hide behind the first crate. Do SWAT-Turns to reach Saul's place. -Alternate path: Near the stairs (After passing the two rabbi) is a pipe that you can climb to a zipline. Shimmy around the corner and silently land behind the first crate. **Best path: Both. If you take the alternate route, there is a chance you might be heard (but not spotted though) by the civilian upstairs. ==After the third checkpoint== -Obvious path: Shoot out the light and sneak by the two officers -Alternate path: Climb the pipe to the roof, drop into a bedroom window, and exit through the other window to the streets (watch out for the civilian across the balcony). **Best path: Both. Regardless of which path you take, the two officers will still walk away anyway. ==Reaching extraction path== -Obvious path: Neutralize all four guards then go to the gate area -Alternate path: Shoot out the lights on the leftmost area while evading guards. -Alternate path #2: Taking the route to the right. **Best path: Obvious. It's safer than shooting out the lights and avoiding the bonfire. MISSION COMPLETE! *********************** PS2/GC EXCLUSIVE INDONESIAN JUNGLE LEVEL WALKTHROUGH *********************** I have decided to include a mini-walkthrough of this specific level. Follow it closely and you'll get by unscathed. CHECKPOINT -Head into the water and walk onto the ledge on the left. (Don't worry about making noise there are no guards here.) Climb up the palm tree and shimmy up to the top -Head for the zipline and use it. Climb up and run around the path to the right. CHECKPOINT -Keep going until you reach an area with two guards. Jump down silently and wait in the darkness for the first guard. When he approaches and stops in front of you conk him in the face. If you did this correctly the other guard WILL NOT hear you. Hide the body. Put Sam's back against the wall and creep up behind the sitting guard. Neutralize him and hide the body. -Across the sitting guard is a rappel point. Creep around the ledge on either side and rappel down and you'll see a wooden post. Climb the wooden post to the top and shimmy to the middle. Drop down three times and climb up to another rappel point. CHECKPOINT -Hear that barking? Before rappelling down, turn around and you'll see a dog barking. Snipe the guard then snipe the dog. NOW rappel down. Cross the water to a wooden post and climb it to the area with the dead dog and hide the guard's body. Head down the tunnel. (Shoot the lamp in the tunnel to darken it.) -When you reach the small bridge, quietly jump into the water on the right side and whistle and lure the guard towards you. Snipe him from the water Rambo-style. Do the same for the guard on the other side. Hide both bodies. Continue into the tunnel at the other end of the bridge. -From the dark tunnel, whistle and lure the outside guard into the tunnel and smack him when he gets close. -Dead end? Nope. Exit the tunnel and look for a wood post on the left side and climb it to the top. NEW LEVEL COMPLETE! ***************** KUNDANG CAMP MISSION 5 ***************** (***The encounters I mention with Sadono are the ones when he enters from house to house, not when he gives the passcode***) ==After meeting with Douglas== -Obvious path: Zipline down to the shrubbery below -Alternate path: Rappel at the tree stump close to Douglas **Best path: Both. Look at all the weeds. ++PS2/GC UPDATE: Where did all the weeds go? ++PS2/GC EXCLUSIVE PATH: After rappelling down or using the zipline, Sam can sneak around the back of the tent on the right side. This wasn't possible in the XBOX/PC versions. ==Planting the explosives on Sadono's plane== -Obvious path: Whistle the guards one by one and neutralize them and then plant the explosives. -Alternate path: Silently enter the hangar and climb the ladder on the left side to the upper floor. Use the switch to turn off the lights. **Best path: Alternate. It might look risky but it isn't. ++PS2/GC UPDATE: The door to the hangar is closed. (You can open it though). There is another path to the left of the hangar. Climb the fence around and then climb up a pipe to the upper floor. Enter the door and use the switch to turn off the lights. ==The guard and his dog; near the electrified gate== -Obvious path: After opening the electrified gate, neutralize the guard and his trusty dog when they emerge. -Alternate path: Run to the left and you'll see a little hiding area (it's a large piece of plywood). Hide underneath it and let the guard and his dog pass by. **Best path: Alternate. Believe it or not, the dog WON'T detect you if you hide underneath this plywood. ==First encounter with Sadono== -Obvious path: Neutralize the first guard then enter through hallway that Sadono entered. -Alternate path: Neutralize first guard and wait for the second guard to come back. When he turns around head for the crawlspace underneath the hallway Sadono entered (there's an opening you can see underneath). **Best path: Alternate. Walking up the hallway means you have to deal with the second guard. ==Second encounter with Sadono== -Obvious path: Neutralize the immobile guard, and then enter the door Sadono entered. -Alternate path: Neutralize the immobile guard, and then take the pathway on the right side of the house (near the burning sacks). -Alternate path #2: Neutralize the immobile guard, and then enter a small narrow alleyway to the left side of the house. Use half split jump to reach a window ledge to the second floor with a health pack. (Thanks to Matt Benson for the tip) **Best path: Obvious. Only take the second alternate path if you're low on health. ==Third encounter with Sadono (after the burning sacks)== -Obvious path: Enter the door he went through. -Alternate path: Use a back to the wall maneuver on the right side of the door. **Best path: Alternate. From here you won't be seen. ==First passcode recording== -Obvious path: Snipe two guards, the dog and then enter the door Sadono entered to a small room with a Health pack and a noisy TV. -Alternate path: Near the crates (where Sadono gave the passcode) is a pipe that can be climbed to the second floor walkway (with an extra Sticky Cam on one of the crates). **Best path: Alternate. Stylish and you can see the second area without having to resort to the "whistle-and-lure" method. ++PS2/GC UPDATE: The second guard is now located on the balcony and the dog was removed. ==After exiting the heroin labs; heading for the shooting range== -Obvious path: Walk forward and try to shoot both guards while trying to deal with two turrets. -Alternate path: There is a pipe near where the two guards were talking. Climb it up to the top scaffolding and onto the roof. There is a trapdoor further down that leads inside the shooting range. **Best path: Alternate. Using the obvious path will get you shot in four different directions (and you'll raise an alarm). ==The shooting range== -Obvious path: (If you entered through the front door) Neutralize the three guards and exit. -Alternate path: (if you entered from the roof) Shimmy on the pipe all the way to the end. Neutralize the coughing- kickboxing (?) guard then the rest. (Thanks to Tom Dixon for the reminder) **Best path: Alternate. Watching a guard kickbox a punching bag AND coughing from the dust? Priceless. ++PS2/GC UPDATE: The guard still coughs but does it silently. (What?) MISSION COMPLETE! ************************ JAKARTA, INDONESIA MISSION 6 ************************ ==First area== -Obvious path: Walk around the shrubbery, deactivate the turret, and neutralize the wandering guard. Deactivate a trip wire and head for the shack at the end (while avoiding the laser and two guards). There is a narrow alley next to this shack where you can do a half-split jump. (Big thanks to Evan Harris for the tip.) -Alternate path: Neutralize the wandering guard from your position. Take the left path to the first shack and enter (while avoiding the laser). **Best path: Alternate. This way you won't have to deal with the turret or the trip wire. ++GAMECUBE UPDATE: The tripwire was removed. ==Second area with two guards sitting at the tables== -Obvious path: Sneak past both guards and head for the shack. Creep by the sleeping guard and exit around to the narrow alley where you can use a half- split jump. -Alternate path: Sneak past both guards then walk into the stream on the left, ducking underneath a shack with a caged guard dog to the narrow alley. **Best path. Neither. Both paths don't present any danger. BTW, if you alert the dog it'll start barking and alert the first guard. Stay underneath the shack until the guard walks away. Try to sneak out and the dog will bark again. Hide underneath the shack while the guard investigates. Repeat this one more time and the guard will SHOOT the dog dead. ==Third area with a guard watching television and another guard doing terrible target practice== -Obvious path: Neutralize both guards then head to the left while avoiding the turret at the other end. -Alternate path: Ignore the TV guard or neutralize him (for some reason there's a pipe you can shimmy on here), and then enter the crawlspace on the left side. Exit the crawlspace to emerge behind a stack of crates. Use a SWAT turn to stay hidden and then creep through the darkness in the left area. Neutralize the second guard when he sits down. **Best path: Alternate. Any path that utilizes the SWAT-turn is always the best one. ++PS2/GC UPDATE: You CANNOT do a SWAT-Turn here. ==Entering the submarine control room== -Obvious path: After neutralizing the target-practice-guard (or sneaking past him), head to the doors and deactivate the turret. Enter the room with invisible laser wires. -Alternate path: There is a pipe near where the guard was sitting. Climb it and head over to the roof. Climb inside to avoid the turret. **Best path: Both. The turret presents no problem if you're on the left side anyway. ++PS2/GC UPDATE: The invisible lasers have been replaced with an automated turret guarding the shack entrance. ==After raising the submarine== -Obvious path: Take the pulley to the next metal walkway (while shooting those flashlight guards) -Alternate path: Let the pulley go by itself. Underneath the pulley is a zipline that you can take to the next metal walkway (it basically takes you the submarine's floor). **Best path: Alternate. Very stylish and can fool the guards. ++PS2/GC UPDATE: There is a trapdoor on the walkway before the pulley. MISSION COMPLETE! ********************** TELEVISION FREE INDONESIA MISSION 7 ********************** ==Heading to the TV station entrance Part 1== -Obvious path: Try to avoid all the civilians while heading the next area. -Alternate path: The first civilian you see stands in front of a doorway next to a pipe. Neutralize this civilian and climb the pipe to the roofs. **Best path: Alternate. From here you can see the guards from above. ==Heading to the TV station Part 2== -Obvious path: Neutralize all the guards in the area then open the door at the end with the Lockpick. -Alternate path #1: There is a ladder that has a spotlight covering it. Shoot the spotlight then climb the ladder. Use the zipline at the top to enter the building across without having to use the Lockpick. -Alternate path #2 (bear with me on this): -Stay on the roofs! There are three pipes on the left wall of this roof. Climb the middle one and use the zipline. -Shimmy head over feet to the other end and jump down on the mini- ledge. -Go all the way to the other end and a broken air-conditioner will block your way. Have Sam shimmy underneath this broken A/C and then land on the balcony underneath the broken A/C. -Next to this balcony is another A/C. Have Sam jump on top of that A/C and look forward. -In front of Sam is an iron bar and to his left is a pipe. Ignore the pipe! -Run (DON'T JUMP!) and Sam will fall but grab the iron bar. Shimmy to the left all the way to the other end of the building. -At the other end, have Sam drop down one more time and catch another ledge. Shimmy all the way to the end and drop down to the roof. Head for the barbed wire fence, climb over and head for the room and slide down the pole to the next checkpoint. **Best path: Alternate #2. This is the very best way to sneak past all the guards undetected. You can also attempt this path from the ground but it's more dangerous. (Credit to D. Timmer for the discovery.) ++PS2/GC UPDATE: The lock pick door was moved to the upper floor, which means you HAVE to climb the ladder. ==Heading to the TV station Part 3== -Obvious path: Entering the TV station from the front and deal with two turrets and numerous guards. -Alternate path: Climb the fence at the very end and deal with three guards and the thunder flashes. **Best path: Neither. Both paths are very dangerous and require definite patience and skill to pass through. IMO, this is one of the few most frustrating areas of the game. ++PS2/GC UPDATE: The metal fence has been replaced with a brick wall. ==Heading to the TV station Part 4 (after passing the landmine tower)== -Obvious path: The front doors with one turret guarding it -Alternate path: To the left of the front doors is a ledge to jump up to. From here you can do a half split jump to the roof. **Best path: Alternate. The front doors don't work anyway. ==Heading into the first auditorium after exiting the elevator== -Obvious path: Follow the guard into the auditorium -Alternate path: Use a half-split jump at the pillars near the auditorium entrance. From here you'll reach the top area of the audience area. **Best path: Alternate. You can snipe from the higher vantage point. The Auditorium -Obvious path: Neutralize all four guards then head to the room where Ingrid is being held. -Alternate path #1: Turn off the stage lights (the switch is on the right side of the stage). Head for the upper balcony of the audience area and just circle around to the other side of the stage in darkness. -Alternate path #2: In the upper area of the auditorium is a pipe you can shimmy head over feet on. Before reaching the end of the pipe, Sam can jump down on a VERY narrow ledge on top of the soundstage. (You need to turn off the stage lights before doing this!) **Best path: Alternate #1. It's quicker and less time-consuming. ==Capturing Sadono== -Obvious path: Neutralize two guards then climb the pipe to a vent at the other end of the room. This takes you to an upper walkway above the soundstage auditorium. -Alternate path: Shoot out the light and the neon "cocktails" sign with your pistol. Whistle to get the first guard's attention and neutralize him. Hide his body and then slowly creep up to the immobile colonel looking outside the window. Grab him from behind and drag him to the retinal scanner near the armored camera. You'll enter the auditorium from the lower floor. (Thanks to Dr_Deez Colosus for the tip) **Best path: Obvious. For some reason taking the alternate path raises an alarm even if you disposed the last two bodies. (Maybe it's my mistake.) ++PS2/GC UPDATE: The upper balcony in Sadono's studio is gone. Instead a trapdoor is found that brings Sam to the studio floor. MISSION COMPLETE! *********************** L.A.X. MISSION 8 *********************** ++PS2/GC UPDATE: When equipping Thermal Vision in the PS2 version, the terrorist's heat signature is green. In the GameCube version, the heat signature is yellowish-red. ==Infiltrate LAX parking lot== -Obvious path: Enter the back of the loading truck to sneak in. -Alternate path: Enter the lower parking lot while avoiding cameras and two guards and a dog. **Best path: Obvious. Taking the truck makes it easier and the dog won't detect you. ==Kill the first terrorist== -Obvious path: Wait for the walking security guard and the dog to walk away from the shack. Head over to the shack and snipe the terrorist behind the window or the front door. -Alternate path: After the security guard and his dog walk away from the shack, head over to the shack and jump on the roof. On the roof is an open shaft looking down at the terrorist. Snipe him from up there. **Best path: Alternate. This way you're safe from worrying about being detected by the dog. (If for some reason your low on health this early in the level, there's a door at the other end of the parking lot with a health pack and a dead guard) ==Finding the second terrorist== -Obvious path: Neutralize the cleaning lady and then the guard when he walks out of the Keypad-locked door (turn off the lights in the room if you want). Enter the keypad-locked door before it closes and enter the other door to the baggage area. -Alternate path: Neutralize the cleaning lady and turn off the lights in the room (ignore the guard). Enter the restrooms area and climb up the vents above the sink. **Best path: Both. Either path leads to the same area anyway. ++PS2/GC UPDATE: The obvious path has been removed. ==Locating Soth after killing the last terrorist== -Obvious path: Go to the outside walkway and shoot all the lights (or don't shoot the lights) while avoiding curious civilians. -Alternate path: Stay inside and enter the door at the other end to enter a meeting room. Take a right and do a back-to-the-wall maneuver behind the presentation board. Turn off the lights when you reach the civilian drinking coffee. Slowly sneak by all of them (smack them in the head if they see you). **Best path: Alternate. Taking the outer walkway is more risky. ++PS2/GC UPDATE: The civilians in the room will not move until Sam exits the room. --SPECIAL PS2/GC ELEVATOR LEVEL WALKTHROUGH-- I've decided to add this mini-walkthrough for all you spies who aren't used to the platforming of the game. Follow the walkthrough carefully and you'll kick yourself for not finding this path out yourself. (In the XBOX version, all Sam had to do was climb and shimmy up two pipes and enter the neighboring elevator from underneath.) ==LAX elevator level== -Climb out of the elevator onto the roof. Climb the pipe to the top ledge. From there, jump across to the next ledge. Jump again to the entryway across from Sam. (Don't enter the door it does not work.) -Go around the entryway to a pipe that Sam can climb. Climb up then shimmy all the way to the right. Drop down and catch the next pipe. Shimmy the corner and get up on the entryway. Use a back to the wall to enter a narrow room. CHECKPOINT -Use a half-split jump and grab the ledge. Shimmy around the corner and get up on the ledge. -Turn around and shoot the metal grate across from Sam. Run and jump to the newly opened crawlspace. Crawl around the vent to the other side and shoot another metal grate. DO NOT JUMP DOWN! Have Sam hang on the ledge beneath him and shimmy to an entryway to his left. Get up and climb three sets of ladders. -When you reach the top there are three sets of rappel points. The closest one brings you back to the beginning of the elevator level. DON'T TAKE THIS ONE. The second one takes you to the end of the level. The third one takes you to a stopped elevator with extra Pistol ammo inside. If you took the third rappel point for extra ammo (and can't figure out where to go), just climb the nearest pipe to the top and have Sam hang on the ledge and drop down twice. Jump up to the crawlspace to get to the next checkpoint. ELEVATOR LEVEL COMPLETE! MISSION COMPLETE! ************************* Congratulations on beating the game! I hope this FAQ was helpful on your playthrough. After hours of trial and error on Hard Difficulty, I have been able to conjure up this guide so that you can benefit from my mistakes. Trust me, nothing looks more stylish than taking an alternate path as opposed to the obvious one. IMO, this game is easier than the original because of the new additions made by Ubisoft Shanghai but it's still a very frustrating experience. But don't fret my fellow spy-friend, if your reading this part of the FAQ then that means you are a super spy. Thanks for reading! **************************** This FAQ is only for use on CheatCC. You may not reproduce, link, or print this FAQ on your website without my permission. If you want to use my FAQ then please e-mail me at kroqjock@charter.net. I have no problems with anyone who asks. April 2004. ************************************************************************************************************************************** ========================================================================================= ************************************************************************************************************************************** Splinter Cell Pandora Tomorrow Lethal Force FAQ V2.0 Authored by VampireHorde March 30, 2004 Update V1.1: Few revisions Update V1.2: PS2 ADDITIONS Update V2.0: GC ADDITIONS ********************* Introduction ********************* Thank you for clicking here again. My FAQ will explain how to neutralize certain enemies that ONLY pose a serious threat to your mission. Certain levels require pure stealth with non-lethal force. I will describe effective methods of lethal and non-lethal force in certain areas without having to waste too much precious ammo (although it might be necessary). If an area can be passed through without force then I will NOT mention it here. Before reading my FAQ, I highly suggest playing the single-player game before attempting any of the methods mentioned here. I WILL NOT give any tips or hints for multiplayer, so look away if that's what you came for. ********************* TIPS ON LETHAL & NON-LETHAL FORCE ********************* -Use your entire SC-20K inventory when you have it (sticky shockers, airfoils, etc). -Always hold your breath when using sniper mode. -For multiple guards, use the "whistle and lure" for one guard near a doorway and knock him out. Hide his body AWAY from the door and repeat for the other ones. -Also, if you whistle in one area and move away, a guard will walk towards the area you previously were, setting him up for a non-lethal blow to the back of the head. -Always shoot out lights near doorways or in hallways. -Use the "SWAT-turn" anytime you see rows of columns, doors or boxes. -ALWAYS walk slowly when approaching a guard who is looking for you! YOU MUST REMEMBER THIS! If you move any faster he will hear you! That should about do it for this section. Start the game! *WARNING*If you have not played these missions before then try it now before reading on because you'll be clueless! There are certain moments in the game that require some scripted gunplay but follow my methods and you might not even have to fire a shot. Remember, only the enemies or civilians who pose a serious threat to the mission are whom I point out. All my strategies were applied on Hard mode and can be used in Normal, too. ******************* Timor, Dili Mission 1 ******************* Heading for the Embassy courtyard (3 guards; non-lethal force only) -Guard #1: Shoot all the lights upstairs for safety. Head downstairs and lure the first guard with a whistle. Smack him in the head. -Guard #2: Shoot the light on top of the door located next to the stairs. A guard will investigate in the darkness; smack him in the head. -Guard #3: Use the "whistle-and-lure" method for the last one. Elbow him in the head. Extraction point (2 guards; lethal force authorized) -The last two guards at the end of the level don't need to be taken out with lethal force. Just use elbows to the head to complete this mission. MISSION COMPLETE! ****************** Saulnier Cryogenics Lab Mission 2 ****************** Underground subway (3 guards; lethal force authorized) -Guard #1: (at the front of the train): Either snipe him or use the "whistle-and-lure" method. -Guards #2 & #3: (at the back of the train): At the end of the darkened train, stay inside and wait for the conversation to begin. Toss a FRAG GRENADE between their feet and watch the hilarity. PS2/GC UPDATE: Both guards at the back of the train DO NOT converse and walk around instead. Ignore the first guard and wait for him to walk away. Snipe the second guard or use a Sticky Shocker. Cubicle offices (2 guards; lethal force authorized) -Guards #1 & #2: Just turn off the lights next to the door and quickly scurry to the other side and exit. Computer room (2 guards; lethal force required) -Guards #1 & #2: Crouch and run to the door. Shoot them both point blank. Don't worry about bullets because one of the satchels they drop contains extra ammo. BUT DON'T ACCESS THE COMPUTER YET! Follow the next tip first. Detonation timer guards (2 guards; lethal force required) **Before accessing the computer, shoot out all the lights in the hallway AND THEN access the computer. When the bomb timer begins: -Guard #1: This one exits the boiler room. If you shot out all the lights, he basically runs to the other door and heads for the second floor. Wait for him to leave and then deal with the second guard. -Guard #2: This one just wanders in lost darkness. Wait for the first guard to leave then just neutralize him in any way you see fit. DON'T FORGET TO DISARM THE BOMB. Server room, upstairs (3 guards; 1 motion detector; lethal force authorized) -Guard #1: Before heading inside the room from the stairway, shoot out the light on the ceiling. Wait for the three guards to finish shooting the windows and wait for the other two to leave. Use the "whistle-and- lure" method and neutralize the lone guard. -Guards #2 & #3: Do not bother with these two at the end of the hallway. They will only search for you if the cameras inside the server room spot you. Receptionist Area (2 guards; lethal force authorized) -Guard #1: This guard will walk up to the computer and start using it. Ignore him for now and deal with guard #2. -Guard #2: This guard will walk to the Keypad door. Snipe him silently from darkness. From here, either knock out the second guard or shoot him. Freezer room #1 (1 guard, 1 turret; lethal force authorized) -Guard #1: Deactivate the turret by walking to the left slowly. Sneak up behind the guard and smack his head. **Do not snipe him from behind because he is hunched over** PS2/GC UPDATE: The turret is gone but the guard now walks around the room. Freezer room #2: (2 guards; lethal force authorized) -Guards #1 & #2: Both can be neutralized with sticky shockers. Stay crouched at the end of the walkway and whistle. Shock them when they get close. **You can avoid this confrontation by shimmying on the walkway but its too risky because of the cold steam blasts** PS2/GC UPDATE: The cold steam blasts were removed. Sam can now shimmy safely to the other side. MISSION COMPLETE! **************** Hesperia Railways Mission 3 **************** Train car #2 (1 civilian; non-lethal force only) -Civilian #1: Use the "whistle-and-lure" method. Run up to him and smack him in the head. PS2/GC UPDATE: DO NOT ENTER THE SECOND TRAIN CAR! The civilian is walking around inside the second train car. Instead, whistle to the civilian from inside the first train car with the caged dog. Neutralize him when he enters. Extraction point (1 guard; lethal forced authorized) -Guard #1: Avoid this confrontation and just run for the ladder in the next train car. Climb up to the roof and run to the Osprey. MISSION COMPLETE! ************************ Jerusalem Streets Mission 4 ************************ Saul Berkovitz's place (2 thieves; lethal force authorized) -Thief #1 & #2: Both thieves can be shot point blank. You can also grab the first one and shoot the second one as an alternate. **Regardless of the second one's threat, he cannot shoot Saul** Elevator entrance with Dahlia Tal -Shoot Dahlia when Lambert authorizes it. Pull out the pistol and aim for her head. **It will take at least 4-5 bullets to kill Dahlia in Hard mode** Shoshanna Warehouse underground (15 guards total; lethal force required) -Guard #1 & #2: Shoot them point blank from the elevator and wait for guard #3 to run up the stairs to you. -Guard #3: Move away from the elevator (with the SC-20K equipped) and shoot the third guard when he approaches. -Guard #4 & #5: Walk slowly down the metal stairs and stay on the left wall. Guard #4 will walk and stop near you. Smack him in the face. Guard #5 will walk all the way to the end of the walkway near the stairs. After neutralizing #4, shoot guard #5 with an airfoil or a sticky shocker. -Guard #6: This one patrols the next walkway. Snipe him in the head. **BTW, if you miss the first shot you'll alert the next three guards which is even better** -Guard #7, 8, & 9: Fire a single shot to the caged area to get all three guards' attention. Shoot them all point blank. Now head inside the cage and restock on items and health. DO NOT RETRIEVE THE ND133 YET! Follow the next tip. -Guard #10, 11, 12, 13, 14, & 15: Guard #10 stands immobile at the end of the tunnel (near the ND133 lab). Snipe him from behind and inch forward in the darkness. Guard #11 stands immobile in front of the elevator. Snipe him too. The last four all stand at the end of the walkway from your position. Snipe them one by one. **Don't worry about getting shot by the last four guards; they'll start shooting aimlessly in the air, setting up a perfect headshot** NOW RETRIEVE THE ND133. PS2/GC UPDATE: There are only eight guards total in the PS2/GC version. -Guard #1: Shoot him from inside the elevator or sneak up behind him. -Guard #2: This one patrols at the bottom of the stairs. Shoot him with any projectile and then continue over the metal fence. -Guard #3: This one patrols near the ND133 lab. Ignore him by jumping into the water and heading near the walkway entrance to the left. -Guard #4: This one guards the ammunitions room. Snipe him from behind. Refill your health at the health station. -Guard #5: This one emerges from the walkway near the health station. Use a Sticky Shocker on him and then enter the walkway he emerged from. -Guard #6: This one stands immobile in front of the elevator near the ND133 lab. Snipe him from a dark area. -Guard #7 & 8: These two patrol at the other end from guard #6. Snipe them both after sniping guard #6. NOW RETRIEVE THE ND133. MISSION COMPLETE! ***************** Kundang Camp Indonesia Mission 5 ***************** The tripwire minefield Part 1 (2 drunk guards; lethal force authorized) -Guard #1: Blown up by tripwire. -Guard #2: From a dark area, snipe him when he approaches his friend and starts coughing from the smoke. The tripwire minefield Part 2 (1 guard; lethal force authorized) -Guard #1: Snipe him using thermal vision or whistle to get him close. Campgrounds (2 guards on the ground, 1 guard in the tower; lethal force authorized) -Guard #1: From the first tent you see, crouch and wait on the right side of this tent (you'll be in shadows don't worry). You'll know it's the right one when the two guards begin a conversation. After the talk, guard #2 will walk away. The first guard will walk towards you and stop. When he turns around, conk him in the head. -Guard #2: He falls asleep in the neighboring tent. Leave him be. -Guard #3: Climb the ladder and wait for him to look away. Smack him in the head. **If you're crafty with your gun, try to snipe him from the ground** Sadono's first passcode meeting (2 guards, 1 dog; lethal force required) -Guard #1: After recording Sadono's password, stay in your position and wait for him to leave. Snipe this guard and stay in position. -Guard #2: Snipe this guard at the other end of the field (He doesn't move so be accurate). Snipe the dog from here too. PS2/GC UPDATE: Guard #2 is located on the balcony. Be quick when sniping so he doesn't get alerted. Sadono's house (2 guards, 1 turret, 1 spotlight; lethal force required) -Guard #1: Neutralize this guard with a shocker or airfoil or just smack him on the head. -Guard #2: Snipe this guard when he patrols in front of Sadono's front door. **Don't worry about the spotlight, it won't see him** Extraction (4 guards; lethal force required) -Guard #1, 2, 3, & 4: Turn on Thermal vision after Shetland's snipers start shooting. Equip your gun and shoot everyone in your way. PS2/GC UPDATE: There are only three guards here. MISSION COMPLETE! ************************ Sadono's Submarine Mission 6 ************************ Outside the submarine hub (3 guards, 4 flashlight helmet guards; lethal force authorized) -Guard #1: Patrols the area near the door. Neutralize him anyway you see fit. -Guard #2, 3, and 4: Before entering the pulley, take out your binoculars and you'll spot 2 flashlight guards on the right and one on the left. Snipe two of them on the top floors from your position. It will take a few attempts but you won't trigger any alarms. The third flashlight guard can only be sniped at the other end of the walkway. Let the pulley go solo and take the zipline underneath it to the other walkway and snipe him from there. -Guard #5, 6, & 7: Ignore the two guards upstairs they can't see you. One guard will emerge from the submarine. Whistle him in then smack him in the head. PS2 UPDATE: All the flashlight guards have been removed. GC UPDATE: The flashlight guards are back! Inside the submarine (6 guards; non-lethal force only) -Guard #1: Stay in the shadows and shoot a sticky shocker in his chest. -Guard #2: Ignore him he's sleeping. He won't be an issue. -Guard #3: Put your back to the wall and observe the sitting guard in the cafeteria. Do a SWAT-turn at the door and turn off the light switch here. From here you can either use another sticky shocker or you can pass him on the right side behind the bar. -Guard #4: Grab him from behind and drag him to the retinal scanner. After scanning his eyes, drag him BACK to the room you snatched him and smack his head. Slowly head into the room you just opened. -Guard #5: Make a right turn in this room and hide in the corner. He'll leave to get coffee and he won't return. -Guard #6: This guard is using the computer. Sneak up to him and smack him or ignore him and finish the objective. **In Hard mode, guard #6 uses the computer, then moves away to look at the periscope, and then walks outside blocking your escape path. Be sure to neutralize him when you get the chance** PS2/GC UPDATE: There is one more guard here. When exiting the submarine, he blocks your way. Conk him in the head and continue. Extraction (5 guards; lethal force required) -Guard #1: Stay upstairs and whistle. When he runs upstairs, shoot him with a sticky shocker. -Guard #2, 3, 4, and 5: Snipe these guys from the upper walkway (or from downstairs if your crafty). PS2/GC UPDATE: There are only three shooters here. MISSION COMPLETE! ********************** Television Free Indonesia Mission 7 ********************** <> Outside the TV station Part 1 (2 guards; lethal force authorized) -Guard #1: Use the whistle and lure him to the doorway (Near the second checkpoint). Smack him when he comes inside. -Guard #2: This one patrols the far side of the field. Try sniping him from behind cover. Or if you're brave enough, try to whistle him near the van and neutralize him from there. Outside the TV station Part 2 (3 guards; lethal force required) -Guard #1: This one stands immobile near the back of the van. Sneak up behind him after a thunder flash and smack him. -Guard #2: This one stands near the front of the van. Sneak up behind him slowly (after a thunder flash) and grab him. Drag him behind the van and smack him. -Guard #3: This one patrols the manhole cover. From behind the van, snipe him when he stops moving. PS2/GC UPDATE: There are only two guards here. The second floor hallway (2 guards, 2 turrets, 1 security camera; lethal force required) -Guard #1: Exit to the left of the elevator and wait near the corner. When the guard finishes his patrol, he'll turn around and go back. Snipe him in the head. -Guard #2: From the right of the elevator, use the whistle and lure him. Snipe or shoot him. **Do this now, it saves you the pain of having to take care of them later when you meet Ingrid** The auditorium (3 guards, lethal force authorized) -Guard #1, 2 & 3: From the top of the auditorium (the audience seating) whistle each guard one by one and smack him. Locating Ingrid (2 guards; lethal force authorized) -Guard #1: He walks into Ingrid's room and speaks to her. Ignore him and enter the door to the left from where he entered. **If you smack him now, guard #2 sound an alarm** -Guard #2: He watches from a two-way mirror. Sneak up and grab him from behind. Smack him and hide the body. Turn off the lights here and whistle to lure guard #1 into the room. Smack him. Saving Ingrid (4 guards, 1 guard with Night Vision; lethal force required) -Guard #1 & 2: After Ingrid opens the door, immediately run to the right corner with a frag grenade ready. When the two guards walk out together, toss it between their feet. Time it right and you'll get both of them. If not, shoot them both down. **This method does not work in Hard mode** -Guard #3, 4 & 5: After tossing the grenade and killing both guards, run to the end of the walkway and start shooting the next three guards who emerge from the glass doors. PS2/GC UPDATE: Guards #3, 4 and 5 were removed. Capturing Sadono (4 guards; lethal force authorized) -Snipe all four guards from the upper ledge and then wait for things to calm down. When all is calm, sneak up behind Sadono and grab him. PS2/GC UPDATE: The upper ledge has been removed. Sneak around the auditorium and hide behind the stack of crates next to Sadono. Use an Airfoil Round and quickly run up to Sadono and grab him! MISSION COMPLETE! ************************ Los Angeles International Airport Mission 8 ************************ Lower Parking Lot (2 guards, 1 dog; lethal force required) -Terrorist #1: Wait for the guard and the dog to walk away from the shack. Run up to the lone guard and snipe him from in front of the window. **Believe it or not, none of the other terrorists in this level present any real threat. With the exception of Soth and his two henchmen, everything in this level is pretty much low-key. The only time you use your SC-20K is for the first and last terrorists. Every other terrorist can be killed with a pistol shot to the head** PS2/GC UPDATE: Except for Soth and his bodyguard, the last terrorist is the security guard on the lower level. MISSION & GAME COMPLETE! ************************* Hey, glad you made it to the bottom of the page. I know there are more effective ways to use lethal and non-lethal force but the ones mentioned here are 100% guaranteed to work. Try various methods before attempting mine. All methods apply for Hard and Normal difficulty. Thank you for reading my FAQ! ******************************* This FAQ cannot be copied, posted, or linked to your website or publication without permission. This FAQ is only for use on CheatCC. If you want to use my FAQ then e-mail me at kroqjock@charter.net. I don't mind if anyone asks. April 2004. ************************************************************************************************************************************** ========================================================================================= ************************************************************************************************************************************** Splinter Cell Pandora Tomorrow SWAT-Turn FAQ Authored by VampireHorde ********************* INTRODUCTION ********************* Thanks for clicking on the FAQ. This FAQ will explain all the areas in the game that you can utilize the SWAT-turn move. Out of all the new moves in Sam's repertoire, the SWAT-turn is my favorite move to use because if its coolness factor. Only few areas allow you to utilize the SWAT-turn but we might as well make the best of it and use them all. **Before reading this FAQ, I highly suggest playing the single-player game before attempting any of the methods mentioned here. I WILL NOT give any tips or hints for multiplayer, so look away if that's what you came for. Let's start the game! ********************* CONTROLS ********************* To perform the SWAT-turn put Sam's back to a wall (or crates or pillars, etc) and when he starts to "peek" press the "INTERACT" Button to perform the turn. ********************* TIPS ON SWAT-TURNS ********************* -Use the SWAT-turn on every opportunity you get -Using the turn reduces enemy visibility of you -You can do a SWAT-turn with the pistol equipped -You cannot perform the turn on doors or doorways that are closed That should about do it for this section. Start the game! *WARNING*If you have not played these missions yet then try them now before reading the FAQ because you'll be clueless! ******************* Timor, Dili Mission 1 ******************* **During the tutorial stage, use a SWAT-Turn when you encounter your first guard. **After interrogating your first victim, put your back against the wall on the left side of the house. You can do a SWAT-turn to the pillar. It's pointless but fun to do nonetheless. **During your first encounter with Sadono, use a SWAT-Turn WHEN HE LEAVES! If you perform the turn when he's still in the room, you WILL fail the mission. MISSION COMPLETE! ********************** Saulnier Cryogenics Lab Mission 2 ********************** **In the cubicle room with two guards, perform the turn from cubicle to cubicle to avoid being detected. **When the two guards are shooting the computers, perform a turn at the door. (Although you'd be wasting time if you did.) **In the server room (with multiple cameras), you can perform a SWAT- turn between the servers. It's pointless because you'll raise an alarm anyway. So DON'T attempt the turn in here EVER! MISSION COMPLETE! ********************* Hesperia Railways Mission 3 ********************* **Before reaching Soth's room, the conductor will walk down the hallway and speak to a complaining civilian (about noisy neighbors). When the conductor leaves place your back to the wall near the doorway and perform a SWAT-turn to avoid alerting the civilian. MISSION COMPLETE! ************************ Jerusalem Streets Mission 4 ************************ **After neutralizing the first guard, use a SWAT-turn near the brightly lit door with the sitting civilian inside. Keep moving after you perform the turn or else the civilian WILL see you if you stay immobile. **Before reaching Saul's place is a stack of three well-placed crates near the open dining area ("You can finish it in prison if you want!"). Creep around or use the zipline path above to reach the first crate. Use SWAT-Turns here to stay hidden. **When following Dahlia, you'll reach an area of pillars with two praying civilians. Turn on Thermal Vision and perform SWAT-turns when they aren't looking. MISSION COMPLETE! *********************** Kundang Camp Indonesia Mission 5 *********************** **On the doorway near Sadono's airplane, use a SWAT-turn to watch the conversation and plan your ambush. ++PS2/GC UPDATE: The door is closed in the PS2 version. **Before entering the heroin labs (Lambert will start talking about losing communication while your underground), you'll encounter two guards. Jump down the ledge in front of you silently and creep to the first pillar. Perform the SWAT-turn to the last pillar and slowly head for the door. (Thanks to insanebeetle for the tip) **In the power room (where you find Sadono's pilot) use a SWAT-turn near the open door to observe guard movement. **Inside Sadono's house is a row of open shutters. Use the SWAT-turn from shutter to shutter whenever he finishes talking. MISSION COMPLETE! ************************ Sadono's Submarine Mission 6 ************************ **The first hut on the left has two open doorways. You can use SWAT- turns here but it's practically useless. **After neutralizing the TV-watching guard, go through the crawlspace on the left to emerge behind a stack of crates. Use a SWAT-turn near the crates to the darkened hut to the left. ++PS2/GC UPDATE: You CANNOT do the SWAT-Turn here. **Inside the submarine, use a SWAT-turn at the doorway near the cafeteria (with the sitting guard). From here you can access the light switch and turn off the lights. MISSION COMPLETE! ********************** Television Free Indonesia Mission 7 ********************** **In the sewers, use SWAT-turns to avoid guards and the only camera. (Although it isn't really necessary.) ++PS2/GC UPDATE: There are two armored cameras in the sewers. **After successfully climbing over the fence near the landmine tower, you'll see three well-placed generators. Use the SWAT-turn to reach to locked door at the other end. **When capturing Sadono, jump down the ramp (if you entered from above) and place your back against the wall near the mini-stairway. Do a SWAT- turn from the wall to a large crate to avoid the moving spotlight. MISSION COMPLETE! *********************** Los Angeles International Airport Mission 8 *********************** **When exiting to the Passenger area upstairs, use a SWAT-turn from the darkened walkway to the left. Use it from walkway to walkway instead of creeping. ++PS2/GC UPDATE: You CANNOT do SWAT-Turns up here for some reason. MISSION COMPLETE! ************************* Wow, this is the shortest FAQ I've ever written. Believe it or not, the SWAT-turn will be the most underused move in this game (just like the split jump in the first one). But it is my sworn duty to inform everyone where to perform this move in the game. Not only does it look cool but you feel really sneaky too. Thanks for reading! **************************** This FAQ is only for use on CheatCC. You may not reproduce, link, or publish this FAQ on your website or publication without permission. If you want to use this FAQ, please e-mail me at kroqjock@charter.net. I have no problems with anyone who asks. April 2004.