Tom Clancy's Splinter Cell: Pandora Tomorrow Single Player FAQ for the XBox by manofaiki copyright March 2004 by Brian Dean Cates manofaiki2003@yahoo. com This FAQ is authorized by the author to appear at only the following sites: Cheat Code Central IGN.com Cheats.de Neoseeker.com If I find an unauthorized site hosting this FAQ I will personally call Lambert up and have him send Sam Fisher to sneak up on you and pull your underwear up over your head. If you have the game, I am assuming you have the instruction booklet that came with it and I don't need to type 12 pages worth of basic instructions found in the booklet that came with the game. This is a game play FAQ and if I say "Equip the night vision and shoot the guard down the hall with the scope on the SC-20K" you either already know how to make him do that or you have the instruction manual and can look it up. If I'm stuck at a point in a game and am looking for a FAQ to help me out I always hate scrolling through page after page after page of basic information that is really just a reproduction of the game's instruction manual. I will describe the first time a move or an item comes up which button or trigger or thumb stick to use to equip it. All such descriptions are for a basic XBox controller. In case you have played the first game but have not yet bought Pandora Tomorrow and wonder how different or improved the game is, I have special Game Improvement! updates noted during the Walkthrough. The game begins with a very well done cut scene in Timor where we see a terrorist leader named Suhadi Sadono lead his troops in an infiltration and takeover of the U.S. Embassy. We watch as some Embassy staff are ruthlessly killed while others are brutally mistreated. Sadono himself ends the cut scene by sadistically kicking a kneeling man in the face. We want to see something bad happen to these terrorists and fast. And apparently so does Washington, because Sam Fisher is quickly dispatched to the scene. Level I: Dili, Timor Synopsis: This is an instructional level. Hints abound and you will have to really work at it to get stuck on this level because it's so simple. Your initial mission is to get Sam inside the Embassy building to find a software executive being held hostage by a Timor rebel group. Objective: Infiltrate the Embassy The level begins with Sam standing in water just in front of a pier. For fun, don't move Sam at all and Lambert will come on the radio every 15 seconds or so and ask Sam why the hell he's not moving and Sam will give him some funny answers, which I won't spoil for you by repeating here. Move Sam forward and climb up the pier and crouch in the shadows. Proceed down the pier and halt just outside the circle of light cast by the overhead lamp swaying in the wind. It's lighting up the entire walkway of the pier just where it turns to the right. Equip the pistol and shoot out the light, darkening the area so Sam can pass through unseen. (Game Improvement! While the pistol is equipped, pull the left trigger and a nifty new laser sight will turn on, putting a red dot where the round will go. Pros - you now will never have to spend 3 or 4 rounds shooting out a single light! Cons- anybody in the area looking towards you will see the red beam of light) You will notice that if Sam is moving while aiming the pistol, the cross hairs go very wide - this means his shot will very likely miss. Sam shoots much more accurately while still - when the cross hairs are very close together. Your first Hint Box is to the left of the lamp you just shot out. It's shaped....like a box! And it has a square shaped grayish glowing area in it's center. Move Sam over to it and a Hint Window will appear telling you to press the green 'A' button on your controller if you wish to access the Hint. Turning and continuing down the pier, equip Sam's night vision (left tap of the directional pad) and move in a crouch toward the next lighted area. (Game Improvement! Sam now has binoculars that he can access instantly. In the first game, if you wanted a better look at something up ahead, if you didn't have the SC-2OK Silenced Rifle, with it's scope, you were out of luck.) While still some distance off, use the Binoculars (click down on right thumb stick) to carefully scan the area before proceeding. You can zoom with the Binoculars by tapping the up key of the directional pad. You can zoom in tapping up and zoom out by tapping down. Stopping and scanning areas with the Binoculars is a very good habit to get into with this game, so we will start it here. You can scan an area with the Binoculars using all three of Sam's vision capabilities: normal, night vision, and thermal vision. Use all three with the Binoculars before proceeding, because sometimes the night vision will show you something the normal vision could not detect; same with the thermalvison. You especially want to do this before you have Sam proceed across any lighted areas where he cannot see or safely shoot out the lights illuminating the area. Climb up the ladder and upon reaching the top immediately go to the left and crouch in the dark corner and shoot out the light illuminating the room. Then have Sam jump up (yellow 'Y' button) and grab the zip line so he can slide down it to the walkway. (Game Improvement! Sam now feels vibrations in his hands as he slides down a zip line - in the first game you felt nothing on the zip lines) After he lands, jump him up again to grab the pipe running across the area and send him hand over hand to the next building - and halfway across you will have to press the 'Y' button so Sam will bring his legs up to avoid an obstacle. (Game Improvement! Sam can now shoot while hanging by his legs on a pipe! After bringing Sam's legs up by pressing the 'Y' button, press the 'X' button and Sam will hang by his legs while drawing his pistol! To put the gun away, simply press 'X' again. What a cool move!) Once Sam is at the building, press 'Y' again to drop his legs and then press the 'B' button to drop him down - hit 'B' again before he lands and Sam will do a silent landing. Try to make EVERY landing in this game a silent landing. Crouch and move past the lighted window slowly. At the corner of the building, shoot out the lamp hanging on a elevated hook that is illuminating the next area Sam must pass through. Turn the corner and as Sam crouches in front of the closed door, the 'Door Options' window will come up. You have the option of directly opening the door OR scanning the room first by sticking the tiny fiber optic cable underneath it. (Game Improvement! Now the game always gives you the option of scanning with the Optic Cable before opening the door. It's part of the basic Door Options, unlike the first game, where you always had to hold down the inventory button, equip the Optic Cable from the menu, scan the room, then reselect Sam's pistol or rifle before opening the door. I am so glad they fixed this hassle!) ALWAYS SCAN THE ROOM BEFORE OPENING A DOOR. ALWAYS, ALWAYS, ALWAYS. As in every single time. If you get an option of scanning a door or window or whatever with the optic cable before opening it, do it. There are more than a few places in this game where just opening the door up first will FAIL THE MISSION. So if you stupidly open a door or window up without scanning with the optic cable first, remember that I warned you about that here. Hold down the 'A' button and move the left thumb stick up to select 'Optic Cable' instead of 'Open Door'. Once the optic cable view comes up on the screen, you can rotate the cable for a look all around the room by rotating the right thumb stick in a circular pattern. Once you have ascertained that this well-lighted room is indeed empty, hit the 'A' button again to go back to third person view and have Sam open the door. Move Sam into the room to the right where it is darkest and note that to pass through the room he'd have to go right by the window to the left - while going directly under the lamp. Anybody outside would clearly see him. So shoot the light out before proceeding. Don't think "But I just passed through that area - there's nobody out there!". The point is to get into the habit of shooting lights. Lights are not your friend. Get in the habit of shooting them out. Use the Optic Cable on the door at the other end of the room and then pick the lock. Proceed into the room to the right, crouching in the shadows and look up. There's a pipe there you must climb - only there's a lantern hanging next to the top of the pipe. If anybody is up there, you are gonna be a very well illuminated sitting duck when you reach the top. So shoot the lantern and..........time to develop yet another good habit. WAIT for a few seconds and see if there is any response to the shot. After some time has passed and there has been no noise, climb up the pipe and crouch down at the top. Move left and crouch down in the far corner of the room where there is a trap door. Scan the area below with the Optic Cable and then have Sam open it up and drop down. Ignore the lantern on the floor to the right; the room is empty. Move Sam in a crouch to the doorway. There is a lantern on the porch outside lighting up the stairs he must go down. Phhht! - the sound of Sam's silenced pistol sending yet another light to it's doom. Proceed down the steps, turn right and stop. Before you is a semi- lighted area. Move Sam along the fence to the left until he comes to a square- shaped opening beneath a porch. He can only enter this in a crouch. Proceed down this small tunnel until it ends in a small yard with a house in front of Sam that has a light hanging over the steps to the boarded up door. From the bottom step, aim up and shoot out the light. When you proceed around the now darkened corner, the game will automatically save. This is because your days of unopposed sneaking and peeking are over. Enemies are near. Keep going forward and at the top of the next pair of steps there is some ammo for you to pick up. Go down the steps to the left. At the bottom of the steps turn right and here we are going to learn to maneuver while sliding along walls - very good method for a stealth operative to know. Stand Sam up, then move him so he is facing the board fence on the left. Then click down on the left thumb stick and Sam will turn and flatten himself against the wall. Now you will be able to move him through the narrow corridor formed by this fence and the wall of the building opposite. Keep Sam in 'Wall Mode' when he reaches the end of the fence and hold the left thumb stick to the right to make Sam peek around the corner. Sam will see a guard sitting on box facing away from him. (Game Improvement - the SWAT Maneuver. Sam has had a very good evasive technique added for crossing an open doorway. In the first game you had to just crouch and hope they didn't see you.) Now we learn the handy 'SWAT Maneuver' - while holding the left thumb stick to the right and making Sam peek around the corner, hit the 'A' button and he will do this really cool turning move that brings him quickly to the other side of the doorway. From there, have him peek again around the corner, this time by holding the left thumb stick to the left. While he is peeking, tap the 'X' button and Sam will draw his pistol. Aim for the lantern on the wall and shoot it out. The guard will let out a grunt of surprise and get up and go over to look at the lantern. The area is now dark so he will not see you as you sneak up behind him. When you are close enough behind the guard, the 'Grab Character' window appears. Tap the 'A' button and Sam will grab the guard in a headlock and hold the pistol to the man's head. Important: as you have seen many times at the bottom of your screen in the mission objective window, Lethal Force is NOT allowed on this level thus far, so you cannot kill this guard. If you do so, Lambert will say something nasty to you and the mission fails. Once you've grabbed the guard, you can practice moving around with him as a shield by using the left thumb stick. You can move him forward, back, turn around, etc. Also, by tapping the 'X' button again you can take the pistol away from his head and aim it at a secondary target. Tap 'X' once more and the pistol goes back against the hapless guard's temple. Move him to a darkened area and then press the right trigger and Sam will knock the guard out. (Game Improvement! In the first Splinter Cell, Sam would knock people out and their bodies would 'fall through' Sam on the way to the floor - now the K.O.'s are much more realistic as the guard and Sam's bodies will not blend together as he crumples to the ground) Proceed forward past the box that the now unconscious guard was sitting on and another Game Save point will automatically pop up. Crouch and look forward at the ground while equipping the Thermal Vision. Yikes - those glowing circular patterns on the ground are Thermal Mines. Step on one and you don't just fail the mission, you die. Look to the right - there is an elevated walkway - go underneath it to bypass the mines and turn right. Look up ahead - MORE thermal mines, but not to worry - to the left of the mines is a box underneath a hanging lantern. Shoot out the lantern, get on the box and then jump up and grab the ledge and go hand over hand past the mines. Or you could simply take a running jump over them like I did the first time I played the game. Whichever turns you on. (Game Improvement! The Half-Split Jump - Sam can now do more than simply drop down on somebody from the Split Jump. Now he can move from one side to the other while suspended and then jump even higher) Proceed around the corner staying to the left against the wall where you are in total darkness. Find the small alley between the two buildings to the right and proceed halfway down it. Here you must perform a split jump. Press the 'Y' button and then when Sam is at the apex of his jump (that's the highest point of the jump, for those of you in Rio Linda) press 'Y' again and he will do his patented split jump and end up suspended in midair between the two walls. Now, to reach the ledge up to the left hand side, you will have Sam perform his new 'Half-Split Jump'. Use the left thumb-stick to move Sam to the right so he is facing the ledge to his left. Then press 'Y' again and he will jump up and grab the lip of the ledge. He might have to hand over hand down the ledge to a point where you can make him pull himself up. Proceed through the room and turn right and as you go through the next doorway another Save point loads. As you enter the next room the game asks you to equip the binoculars by clicking the right thumb stick. Lambert speaks up and tells you Grimsdotter has found you a way in - the stream outside that runs under the walkway will get you inside the embassy grounds. But there are patrolling guards you can see once you shoot out the lantern in the window to your left. Shoot out the lantern on the table in the next room as well, and then when the nearest guard outside is facing away from you proceed down the pole and slowly enter the water. Move along the stream where the bushes are thickest. (Game Improvement! The Whistle tactic - now Sam has a built in diversion that he can use to lure guards to him. In the first game, he either had to intentionally shoot nearby a guard to lure him - thus using up precious ammo - or he had to go find a provided bottle or can to throw. Or jump up and down like an organ grinder's monkey. Now all Sam has to do is put his lips together and blow. Much simpler and easier, eh?) You have the option of luring the guard to you with a whistle (the black button) and then KO'ing him or you can simply sneak past. If you K.O. him, you have to hide the body and there is a chance it will be discovered and raise the other guard's level of alarm. It's better just to sneak past. Wait until the guard has turned his back and is moving away from you and proceed up the stream and under the bridge. If you move too fast or he hears something and heads back, keep going because what the guard will do is take out his flashlight and start scanning the area you already passed through. Continue forward to the great big paddle wheel and then look back and use the binoculars to find the guard. When he is on the opposite side of the bridge and you cannot see him, move up the embankment and crouch down next to the palm tree and look to the left. There is a guard sitting on a box with his back to you. As you move forward, stay out of the light thrown on the ground to the left and move along the wall of the embassy to the right. As you proceed another Save point loads. Lambert speaks up to say the terrorists seem to be preparing to kill some hostages. Sam lets Lambert know he cannot avoid this guard in his way - how flexible is his lethal force parameters? Lambert says like a rock - as a matter of fact, he thinks this guy is one of Sadono's top lieutenants and wants Sam to interrogate him. So move up slowly behind the seated thug, grab him and hit the 'A' button again to interrogate him. Note: move him into the dark area to the left as you interrogate him - don't stand out in the light for this. There is another guard around. After the terrorist is done spilling his guts, K.O. him and crouch down - very likely you will see another guard wandering around the box where the lieutenant was sitting. He will then enter the building you are next to. After a few seconds, go to the door and use the OC (Optic Cable) and you will find him sitting with his back to the door watching TV. Who trains these guys? Enter the room and K.O. him if you want the practice; you can bypass this guy easily. Move to the flaming barrel and climb the pipe to the right of it to reach the top of the embassy wall. Or if you want the practice, move into the narrow area behind the burning can and perform the Split Jump and the Half-Split Jump to get to the top of the Embassy wall. Pull Sam up and stand him on top of the wall and......... Congratulations! You have fulfilled the first objective - infiltrating the Embassy! Now a new game screen loads and you are given a new objective - Recover/Destroy Security Intelligence. You are informed from this loading screen that: 'Private military corporation C.E.O. (that's Chief Executive Officer or the Big Cheese to those of you in Rio Linda) Douglas Shetland is trapped inside the Embassy, in possession of intelligence that cannot be allowed into enemy hands. Objective: Find Douglas Shetland and either recover the sensitive security intelligence or destroy it. As the level starts you have the option of saving a checkpoint. After saving, Lambert comes on the radio with some info. Then check your OPSAT for info on Shetland.Includes a funny comment by Grimsdotter at the end. Don't worry about the lights, nobody is watching at this point, go up the ladder to your left, then turn right and go up another ladder. Come down on the landing and move to the left into the shadows. Shoot out the lantern sitting there or the guard with the binoculars in the window around the corner is going to see you. Crouch and go around the corner and before you get to the lighted window go to wall mode in the crouch and slide by underneath the window. The guard looking out through his cheap Czech-made binoculars should not see you. As you continue sliding down the wall to the right, there is another, far larger window where another guard is looking out. Lambert will come on the radio and tell you to freeze because it seems Sadono himself has come into the room and is looking around. If he sees you, the mission is over. If you stay in wall mode in the dark here he will never see you. After this self-important terrorist thug leaves the room, go out of wall mode and crouch down right next to the window and use the 'whistle' button. The guard will go and investigate, moving around the room. When his back is to you, move across the lighted area to the far side. Two hostages are sitting on the floor inside the room , but they won't see you or they have the presence of mind not to alert the guard. Move down the landing to where it ends abruptly - looks like a tank shell or some sort of artillery took out this section of the balcony. Below a big fire burns so if you mess up this next part Sam goes down to a fiery death. Move Sam to the very edge of the balcony and to the left, until the Interact window comes up with the option of Climb Out displayed. Select it and watch Sam climb out onto the pipe and then move him up so he can grab the ledge and hand over hand to the landing outside the opposite window. As you are landing you hear Shetland being interrogated inside the room by a nasty terrorist torturer. Face right and move to the edge and the interact window pops up again. Climb onto the pipe and then move down off of it onto the balcony and go through the open doorway and K.O. this vicious terrorist. Then talk to Shetland and find out what you need to know. Shetland hands over a data chip which you insert in a Sony Ericcson Palm Pilot device and then a Checkpoint Save option comes up. Your objective now is to find a CIA agent named Ingrid Ruth Karlthson who is on the Embassy grounds. You can see her picture and bio on your OPSAT now, if you so desire. Objective: Find Ruth Ingrid Karlthson After saving, Lambert tells you about a person code named 'Mortified Penguin' who seems to be behind this operation. There are two doors leading out of this room - one leads to the room where the guard is at the window and the two hostages are on the floor behind him. The other leads to a hallway where a guard can be seen on the right standing with his back to you as he looks outside. Don't believe me? Fine then - use the Optic Cable on both doors and look for yourself. Going for the first guard with the two hostages is risky - the room is well lighted and one of the hostages may make a noise if they see you coming. The other guard is in a dimly lighted hallway with his back to you with no one to alert him intentionally or otherwise. K.O. the guard in the hallway, lockpick the bathroom further down the hall, and then hide the guard's body there. Note the Medical Kit on the wall there - you haven't been hit yet so you don't need it, but the night is young so remember where it is. (Game Improvement! Although kind of a frustrating one, it does make the game more realistic: Sam can no longer stare right at a bright light source while using his nightvision. If he does, the whole screen goes white and for a few seconds he can see only 'ghosts' or outlines of whatever he was looking at until his vision clears again) (Game Improvement! Now you don't pick medical kits up and take them with you - they remain on the wall where you find them. And you have the option of not using all of the kit to restore your health - you can save some of the health for later. Even if you have just a little life left and choose 'Full Restore', there will be some health left in the kit.) Shoot out all the lights in the hallway and on the ceiling; if things go south at the bottom of the stairs up ahead and you have to retreat, you want a nice safe dark place waiting. At the end of the hallway shoot out the big circular light that hangs over the stairway. And the lamps on the tables in the corners. Once the upstairs area is in total darkness, proceed down the stairs. There is a guard on patrol and his steps bring him to the foot of the stairs. Use the Whistle button to bring him up to you and retreat up the stairs. He will come up the first set of steps, pausing on the landing, then turn to go back down. Grab him just after he turns around, pull him back up the stairs to a dark corner and K.O. him. A second guard might have approached when you whistled but only one guard will proceed up the stairs. Repeat the tactic for the second guard. Alternative strategy: If you mess up grabbing one, you will end up having to retreat, very likely under fire. Quickly K.O. the guard you failed to grab and retreat up the steps and around the railing to the far side where it ends in a dead end. Two other guards will come up the steps, find the body, and then look for you. As it is completely dark, they cannot see or sense you until they are right on top of you. Try sneaking up on them one at a time and KO'ing them. Even if you mess up, a quick squeeze of the right trigger will smash them with Sam's elbow. Done quickly enough, they will not get off a shot. If they do get some bullets into you, remember the health kit in the bathroom down the hall. You can restore yourself to full health before going back downstairs. Alternative strategy: if you opt to save the two hostages held by that guard yourself, know that if you mess up the guard will shoot them and the mission will fail. Go back to the room where Shelton is and open the door to the room where the hostages are. The terrorist is on the far side of the room. You can shoot out the nearest light on the ceiling, but if you shoot the second one he gets alarmed and hoses both of the hostages with his rifle. You're gonna have to sneak up on him and hope the hostages don't inadvertently warn him. If you mess up the grab quickly hit him with the elbow. Hitting a guard with an elbow once stuns them; they will recover in about 4 seconds if you don't hit them again; the second hit with the elbow is what K.O.'s them. At the bottom of the stairs, depending on if a second guard was alerted by your whistle or not, look to the left and there will be one or two guards playing dice about 30 feet away in a well lighted area. If your whistle drew a second guard, there is one guard kneeling there. If only one guard has been KO'd so far, then two guards will be seen squatting there. Shoot out the light to your left near the doorway. This usually makes one of the guards get up and begin patrolling. Retreat up the stairs and whistle to draw him to you. Like the first guard, he will come a bit up the stairs to the spot where you were crouching when you whistled and after a few seconds he will turn around and start back down the stairs. That's when you grab him. K.O. him and hide his body. Now there is one more guard left, still crouching down and looking at the dice on the far side of the room. Shoot out more lights on the left hand side of the room and that will get his attention. Use the whistle tactic to draw him to you and K.O. him. If you get wounded, don't worry there is another medical kit in the room at the bottom of the stairs. Right behind where the guards were playing their dice game is a narrow corridor that leads to another hallway. You'll see a model ship sitting on a table next to a light on the wall. Shoot out all the lights on this hallway. There is a big double door on the right halfway down the hallway. You especially want to shoot out the lantern hanging over the doorway. Use the Optic Cable underneath the double doors and note the two automatic searchlights scanning the courtyard. Open the door, save the checkpoint, and staying in the shadows, slowly move forward. There is an open gate right in front of you leading into the courtyard....which is being systematically swept by the searchlights and is being watched by a guard with night vision goggles. There are two avenues to the far left and right that look very appealing; until you realize the left hand one is being monitored by an automatic tripod mounted machine gun, and that shooting out lights on the right hand side alerts all the guards and you lose the element of surprise and the guard with the NV can see you even in the dark and starts riddling you with bullets. Plus it turns out that right hand side ends in a dead end, so you got spotted for nothing. Lambert will come on the radio to let you know about the NV'd guard. He's on the second floor of the building to the right in a lighted doorway. You also see Ingrid Karlthson turn on a light in a room right next to the one the guard is standing in. Lambert then tells Sam something he knows he isn't going to like - the only way to keep the NV'd guard from seeing him is to..............STAY IN THE CIRCLE OF LIGHT CAST BY ONE OF THE SEARCHLIGHTS. Yes my fellow gamers, for once the light actually IS your friend. Use the light beam from the right hand searchlight and after studying it's pattern walk Sam forward into it and move him so he stays inside of it until he reaches the other side of the courtyard. Go up the steps into the open gate and move to the left into the darkened area and shoot out the light over the doorway. OC the door, then go up the steps to the left. There is a medical kit on the wall at the top of the stairs and then another set of stairs leading up. Shoot out the ceiling light and slowly proceed up the second set of stairs. Turn around halfway up the stairs and look - you will see the NV'd guard with his sniper rifle in the balcony facing away from you. Sneak up behind him and K.O. him. Then after using the OC to make sure she's alone, open the door to your left and before talking to Ingrid, dump the guard's body in a corner. After your interlude with Ingrid, save at the checkpoint and then get good news from Lambert: They have pinpointed the coordinates to a cryogenics lab in Paris, France. Also, Delta Force is on the way to rescue the other hostages, so the leash is now off as Lambert tells Sam he can now shoot all the terrorists he wants. Then Grimsdotter chimes in to say your extraction is waiting, but Cohen doesn't want to land the Osprey in the village with all the searchlights on. You need to turn two of the searchlights off before Cohen will find the nerve to come and get you out of here. Objective: Kill the Searchlights and reach the extraction point for pickup Go back down both sets of stairs and at the bottom of the second stairs there is doorway to the right. Go through it slowly, there is a guard on patrol nearby. Move along the fence to the left until you come to a very dark area near the first searchlight tower. Looking forward will allow you to see two guards moving around on patrol between some buildings. You only need to worry about the nearest one. Wait until he's close and the other guard is not in sight and either K.O. him or put a bullet into his head. Hide the body and then shoot out the lantern at the top of the searchlight tower, climb up it, and switch off the searchlight's power. That's one down, one more to go. Proceed forward down the area the guard was patrolling to where the second guard is disappearing on his patrol between to buildings to the left. Shoot out the two lights on the building to the left as you pass by, and make sure you do that when the second guard is not visible. Wait for him to come back and take him from behind. At the end of his patrol on this side he stands facing the fence for about 5 seconds, so that's plenty of time to get up behind him. You can shoot him in the head after you K.O. if you want to. Remember, these punks killed Americans when they seized the embassy! Note: after playing this level several more times, I have discovered that these last two guards are not that easy to sneak up on. The first time through I got them both from behind with a K.O.. Since then they have always sensed me before I could grab them. If you can't grab them successfully the first few times, you are better off just shooting them in the back of the head from a few feet away. Hey, nobody said war was fair. Well now you see the second search tower with it's light scanning the heavens. Cohen sees it too, which is why you're ride still is not here, so you better go shut it off. Shoot the lantern out at the top of the ladder and then switch the searchlight off. Proceed up the stairs ahead and around the corner. Look, you're back in the waterfront area with the piers ahead. Move down the pier and then to the left - you'll see the Osprey piloted by Cohen hovering over the water. Go down the steps and into the rubber boat and...... Congratulations! You have completed the first mission of this fine game! America just KNEW it could count on you to get the job done! Level 2: Paris, France Saulnier Cryogenics Lab / March 30th, 2006, 04:12 Hours An enemy agent operating under the alias 'Mortified Penguin' has broken into the Saulnier Cryogenics Lab with a gang of French and Syrian mercenaries. Trace their path of intrusion to uncover their purpose and the identity of 'Mortified Penguin'. Main Objective: Identify Sadono's chief mercenary Present Objective: Infiltrate Saulnier Cryogenics Lab The level begins with Sam in the underground railway tunnels that run underneath the Saulnier Cryogenics Lab. He's decked out in a cool neoprene black ninja suit and ready to go to work. Lambert come on the radio tell Sam he'll have time for sightseeing later and then tells Sam they don't even know if 'Mortified Penguin' and his followers are still in the building. Sam is facing a bright railway light behind a grate as the dialogue ends. Move him forward and he'll automatically climb down into the open manhole. Once on the ground below, turn him around and head down the corridor to where a lantern can be seen sitting on a barrel. Every 30 seconds or so a train will come flashing by on another track on the opposite side of the far wall, and lights from those trains will illuminate the area as they pass by, so you have to be ready for them. Wait awhile and you will see a guard on patrol stopping next to the barrel before turning around and going back the way he came. Go into Wall Mode on the left hand wall and after the guard has turned around and started back and is facing away from you hit the white inventory button and equip the pistol; Sam starts the level with the SC- 20K equipped - then hit the 'X' button and equip the pistol. Wait until the guard is all the way down close to the parked train engine, but before he turns around to face you, and shoot out the lantern. Now when the guard proceeds down the tunnel towards you the next time, the area is so dark he will not see you. Let him get close and grab him and K.O. him. Or Shoot him. Or do both. Then hide the body. Proceeding up onto the platform, shoot out all the lights running along the left hand side using the SC-20K. Shoot the last 4 from as far away as you can, because once you get halfway up the platform the game spawns 2 terrorists who will come around the far corner and start patrolling. You don't want them to have any light to see by when they show up. There are two lanterns inside the abandoned train cars as well and by shooting them out you have completely darkened the entire area. The only thing you have to worry about now is the trains that roar by and send rays of light shooting everywhere every 30 seconds. Slowly move up the platform and when the two terrorists show up, wait for them to split up. One will come down the platform toward you and the other will step out of sight behind the last train car. Wait until the approaching terrorist stops, and before he turns around and starts to go back the way he came, drop him with a head shot. The other guard won't hear, so move up to where the first guard fell and when the other guard steps back into sight drop him too. Now head to where the two now departed terrorists came from and go around the burning barrels and turn another corner. You will come to a wall with a huge hole in it and beyond the hole a real inferno is blazing. This is obviously where the terrorists got into Saulnier: they blew a hole in the wall and just walked right on in. And apparently set a nice big bonfire to make sure nobody followed their trail. Approach the opening and crouch down. Soon Lambert will say Sam's temperature readings are off the charts and suggests shooting the overhead pipes to release water. I've found the pistol does not really work well for this; you have to shoot a lot of ammo. Use the SC- 20K and shoot the pipes until water comes spurting out of them to douse the flames. Aim for the handwheel on the left. Proceed through the now cascading water and into the room beyond. Go past the buckled and toppled shelves to the door against the far wall. As you do so, Lambert says Grimsdotter needs you to access the buildings security systems. Objective: Access the security terminal Switch off the lights and use the OC on the door. You will see a guard on patrol on the other side. Watch the patrol pattern - he moves from one side of the room to the other. Wait until he is on the other side of the room, open the door , aim at the light on the wall just behind the door, shoot it out, and move beneath it into the corner. Now wait as the guard comes back toward you. You are in complete darkness, he reaches the end of his patrol just in front of the door, about 5 feet away. I found with the SC-20K you can use the scope to pick which eye to put the round into, the detail is that sharp. I chose the left. Hide the body in the same corner you shot from and head to the other side of the room. Go to the door and use the switch next to it to switch off the lights and then use the computer on the desk. I got nothing from the computer, but maybe that was just me. Many times you get good info out of running computers so always check them. Now use the OC on the door and note that several guards are patrolling the next room, which has many computers in it. This room is very brightly lit. Darkness! We need darkness! Here's how you do it: Keep watching on the OC until the guard walking up and down the area in front of the door is at the far end of the room and disappears from sight for a few moments. Then, turn the OC off, quickly open the door, equip the SC-20K and move back while aiming. Before the door shuts, shoot out the nearest light on the ceiling. Go back to the OC and look again. The guard may stand under the light for a second when he comes back, but the door is how shut and he has no idea why the light is out. After a few seconds he will resume his patrol. Do it again. Wait until he disappears, open the door, and shoot out the second light and let the door close again. Now the corner to the left of the door of the next room will be dark enough so that the patrolling guard will not see you when he passes by. Use the OC, wait until he's not visible and then open the door and slowly move into the room. Wait a little distance from the door, and as soon as it closes move into the corner next to it. You have a few more seconds until the guard making a patrol around the room approaches close to you. There are two guards in the room; one stays near the center of the room in the computer areas and the other makes a square patrol pattern all the way around the room. When the patrolling guard is on the right hand side of the room in the dark area shoot him between the eyes with the SC-20K. Sometimes the other guard sees something's wrong and sounds an alarm, and sometimes not. If he does sound an alarm, he will begin patrolling and move right up close to you for an easy shot. If he hears nothing, he will continue tinkering around with the computers. Stand up and draw a bead on him when he's still and shoot him in the head. (I know, I know, you shoot a lot of people in the head in this game. But remember: they're TERRORISTS! They could have stayed home! On the family farm! They CHOSE to be here, performing their nefarious deeds. So don't feel bad about taking them out. They are armed. And you are checking them out a hell of a lot faster and easier than many of their unarmed victims) One of these dead terrorists drops a data stick, so make sure you pick it up. Hide the bodies in the dark corner next to the door and move to the opposite side of the room. Switch the lights off and then OC the door. You will see another door to the left. Open the door and then OC the next door. You will see yet....another door! And a med-kit on the wall. In case you messed up and got shot a few times by those two guards in the computer room, here's your chance for a full health bar. Pick the lock, open the door, save the checkpoint, switch the light off, and use the health kit if you need it and then OC the new door. Can you follow all that? Good! From the OC you will see a medical type room with a malfunctioning, rapidly flashing light on the far side of the room. Open the door and slowly move to the right and crouch in the corner. Right after you come into the room three terrorists will take up positions on the far side of the room. They will begin moving slowly towards you. Retreat back through the door you entered by and let them have the room. Give them time to get comfortable as you watch them under the door with the OC. There is one who comes nearest the door, apart from the other into the darkest part of the room. Take him first. Wait until he is walking toward you, open the door and shoot him. Then use the scope on the SC- 20K to take out the other from across the room. Pick up the data stick one of the terrorists dropped and hide the bodies in the very dark corner on the far side of the room. Sometimes one of the terrorists will also drop some ammo. Alternative strategy: if you like your carnage very up close, do this: enter the room when the patrolling terrorist is on the far side, and climb up the pipe on the left hand side. Bring Sam's leg's up and move him down the pipe. Go too fast and the terrorist in the room will hear him. On the far side of the room drop Sam down before he gets to the bright light on the opposite wall. SILENT drop him. Now equip the SC- 20K. You will be able to see at least one of the other terrorists in the next room through the clear curtain that separates the rooms. Shoot him in the head, then....move to the side as the second terrorist comes charging into view. Drop him. Then turn and take down the patrolling terrorist as he comes at you from behind. Intense, huh? Three tangos down in less than 5 seconds. The next room contains corpses that were being prepared for freezing. Move into it and go right to switch off the lights. Then move left through the next doorway. OC the double doors and note the long narrow hallway with lighted plate glass windows to the left. Stay crouched going into the room. Terrorists have begun shooting at the computers in the lighted up room to the left and Lambert will frantically say that we need the access codes - shoot the terrorists and stop them; if you get shot a few times in this fire fight, remember there is a full health kit just a few rooms back. Go get health before you access the computer at the far end of the room. Once you access the computer, Lambert and Grim will tell you what a good job you did and that it looks like 'Modified Penguin' was very interested in some of the patient files. Then, Grimsdotter will say the terrorists are about to remote trigger a bomb further down the hall. A timer starts and you now have 1:30 to find the bomb and defuse it. Can't you just FEEL the suspense? As you start to move away from the computer, a Checkpoint comes up. Save the game and head out of the room and down the hall to the left. As you look down the hall two terrorists will come out and start toward you. Drop them both. A diversion Camera or a smoke grenade will do the trick. Pick the lock of the door to the left of where the two terrorists were standing. The bomb is taped to the boiler opposite the door when it opens. Approach it and when the 'Defuse Bomb' window pops up, press the 'A' button to defuse the bomb. (Note: if you are low on health or need a diversion camera or smoke grenade, there is a closet door to your immediate left when you exit the room where you accessed the computer. Quickly run in there and grab the items on the floor.) Lambert then tells you your next objective is to access the companies database, which is one floor above you. Objective: Access the database. Hide the bodies of the dead terrorists in this room and exit and go down the hall. (For fun, use Sam's binocular view and check out the cool and realistic looking French emergency procedures poster on the wall of the boiler room) (Game Improvement! Sam can now open doors while carrying bodies! How many times when playing the first game did you desperately try to pick up a guard's body and get to the door only to have it swing shut in your face? Then you had to set the body down and open the door all over again. Another great improvement!) Move down the hall to where the two terrorists came from and OC the door there. Looks like a long stairwell leading up. Brightly lit, too. Move slow then. Open the door, and a load screen pops up. Save the checkpoint. Look up ahead and see the red dot on the wall at the top of the stairs. That's a motion detector. Move too fast in front of it and an alarm will go off, bringing some guards. Slowly move right in front of the motion detector. If you set it off there will be a blinding white flash. If that happens retreat post haste and set up a defensive position at the door below. If it doesn't go off, continue slowly up the stairs until you get to the door at the top. OC the door. It reveals a well lit but empty area. Go in slowly and quietly. Shoot out the ceiling light right above you. Look to the left. There is a corner nearby, and some double doors. Go into Wall Mode on the wall next to the door you just went through and slide down to the corner and peek. There are several guards around the corner. They are split up. If you retreat near the door and then use the Whistle button, one of them should come down into the dark and turn the corner and approach you. Drop him and hide him in the dark corner near the door. Then back into Wall Mode and peek around the corner again. Sometimes none of the other guards are now visible. But they are there. Look at the double doors again and note the ceiling light you can see beyond them. Shoot the light out with the SC-20K. Approach the double doors and pick the lock. A doctor's body lies on the far side of the hall. Shoot out the small light bulbs near the floor with the pistol; save the SC20K ammo for later. While you are doing that a mercenary will come on the radio, intercepted as he talks about a Saulnier security guard who has managed to lock himself inside a vault. (Note: If you make your way down the corridor to the left, shooting out the lights and moving slowly past the motion dectector on the wall to the left, and enter the open double doors on this side and shoot out the over head light and the lights on the floor. Now you will be able to SEE the mercenary scanning the security camera monitors on the wall as he makes his report) The door to the database room is to your left. OC the door and note there are 6 cameras in this room. All are rotating and looking around. You have to take most of them out. The two on this side of the room, then one in the middle and one on the right side of the room near the database computer you need to access. If you mess up and one of the cameras spots you two guards are going to come after you. Take out the lights on the near side of the room and then use the computer to your right. Lambert and Grimsdotter will narrow down the the info to show that 'Modified Penguin' was especially interested in the files of 8 of Sauliner's clients. Turns out all were frozen in the last six months and all were cheapskates: they paid only to have their brains frozen, not their bodies. Lambert makes a crack about Sam searching for French Brains. Objective: Access The Limited Storage Facility Go back through the door you entered by, and approach the door with the keypad; check your OPSAT because now the code is found there. And it's also found in your objectives window once you look at your notes; a GAME IMPROVEMENT noted by You cannot OC this door, so enter cautiously. Save the checkpoint, and see the big spotlight up ahead that is lighting up one of the terrorists like a Christmas tree. Note that the terrorist is standing right next to a motion detector. You need to drop this guy with one shot; if you don't, two more terrorists will show up and things will get hectic. After you've shot the terrorist in the head, switch off the spotlight, get the two Air Ring Foils on the table, and use the med kit on the wall if you need it. Alternative Strategy: Switch the spotlight off first and KO the guard when he comes to investigate. Proceed through the door slowly. As you slowly move to the next door , don't forget to pick up the dead terrorist's data stick. You can glean lots of clues from the data you pick up. OC the door. Another long stairwell. Go up it slow and note there is a camera. Shoot the camera and move slowly closer. Look, a wall mine! Approach it.... (here's that great word again!) SLOWLY and disarm it by pressing the 'A' button when the light on the front of the mine is green. Press the 'A' button when the light on the mine is RED and you are one dead stealth operative. Pocket the mine and continue up the stairwell. OC the door at the top. Use Sam's night vision and you will see the two guards easier. One is patrolling, the other is fiddling around with a computer. Go back to normal mode, back up and shoot out the closest lights. You need the stairwell dark as you enter the room. Wait until the patrolling guard is in the next room to the right and enter slowly and move to the left of the door and face the wall. Watch your light meter and make sure it stays slid all the way to the left. There is a light source close by and you don't want any of it to find you. When the patrolling guard comes back into the room, slowly follow him down the length of the room past the other guy who is still meddling with the computer. While the patrolling guard is out of the room, take out the guy at the computer with a head shot. When the other guard comes back, drop him too. Now use the computer, check the data, and then head into the other room the guard was patrolling. The computer gave you the access code to the keypad door you now discover. Enter the code and proceed inside. Brief cut scene and I hope you don't have a problem with brains lying strewn across the floor. Sam tells Lambert he's found the brains he was looking for. Seems like 'Mortified Penguin' was actually more interested in the refrigeration unit the brains were stored in than in the brains themselves. He took the unit and just dumped the brains out on the floor. Lambert now tells Sam to locate the wounded security guard because this man managed to get a picture of 'Mortified Penguin' with his cell phone. Objective: Find Francois (that's the security guard's name) and take his cell phone. Use the med kit on the wall to the right if you need it. Move past all the.....ugh!....brains on the floor towards the cooler door ahead. Save at the Checkpoint. You will need to equip Sam's thermal vision. Pause at the door and carefully note what you can see. One terrorist is clearly visible. Move forward slowly to the left...Aha, what's this? A turret gun! Hey, and if you turn the IFF off, guess what happens? That Turret gun will shoot anybody that is front of it. Can you see where this is going? Move over to the turret gun's control box and when the interact window comes up, select 'Disable IFF' and exit. Watch the turret gun blow the terrorist away. When he's dead, Deactivate the turret gun and move forward. Check the guard's body; I picked up a sticky shocker. Move forward to the left. There is a big metal door. Use the OC to look under it. More freezing mist in the air. Keep the thermal vision turned on. Lock pick the door and ease through. There are 2 terrorists at the far end of the catwalk you now find yourself on. If you have plenty of ammo left, just snipe them. If not, sneak up and go for close range shots. If you have plenty of health, try a K.O. After you take out the two guards, move carefully into the next room where all the lab rats are because there is a wall mine to your right halfway down. Use the switch on the left near the door to switch off the lights. Take the wall mine and then use the med kit on the far wall if you need it. Enter the room to the left and save at the checkpoint. Climb up on the medicine cabinet and enter the ceiling system. You get a brief cut scene of the terrorists shooting at the vault where Francois is hiding. Move down the ceiling area and turn left and drop down into the vault where you see Francois lying wounded on the floor. Pick up the ammo on the way over to him and talk to him. Francois helpfully hands over the cell phone and the mysterious 'Mortified Penguin' is identified as one Norman Soth, a man with some CIA connections. Then Sam is told to extract. As you exit the vault back through the roof, it becomes apparent Francois is about to be killed by an explosion the terrorists are setting. You can simply leave Francois to his fate and take off (which leads to a stern lecture from Lambert) or you can save him. To save him, equip the SC-20K with the smoke grenades (hold down the white button to bring up the inventory and then cycle through the options for the Rifle with the directional pad). You have a one minute time limit to get up on the box, jump back up into the ventilation shaft, move CAREFULLY to a spot where you are right over the three terrorists setting the bomb, with the opening you originally climbed through to your back. Now, shoot the smoke grenade down right on top of the three terrorists and then immediately move backwards as fast as you can and drop through the opening. In 8 seconds or so the smoke will overcome all 3 terrorists and the countdown will stop. Climb back up and look down. All 3 terrorists will be out. You can shoot each in the head just to make sure - the SEALs would. Shoot the pipe next to the barrels so the vapors begin to stream out so you can clear out the ventilation shaft. Then proceed straight down the ventilation shaft to the end and drop through the opening there. Move forward towards the white van with the green stripe on the side and...... You've just completed the second level of the game! Way to go! The security of the Free World is obviously in good hands! Level 3: Paris-Nice, France Hesperia Railways, Paris to Nice, France / April 2nd, 2006, 21:52 Hours CIA-trained operative Norman Soth has been located on a southbound Hespiria Railways train, accompanied by a squad of French/Syrian mercenaries. Objective: Locate and question Norman Soth A most dramatic opening to the level as we see Sam dropping from a helicopter to land on top of a moving train. You can drop into either of the two trap doors in front of Sam - there's not much down there, truth to be told. Or you can move him along the top of the train car to the end and have him jump down and OC the door to the next car. The OC will reveal a dimly lit car and if you look close you with the night vision you can just make out somebody moving around at the far end of the car. Open the door and slowly enter. As you do so, Lambert will inform you that since we still don't' know whether Soth is a friendly or not, you are under strict non- lethal parameters. Also, Lambert tells you that if there is a single alarm, the mission is over and that if Soth sees you before you see him, the mission will also be over. Shoot out the light to the left that is throwing it's beams to the middle of the car and the conductor behind the screen will come out to investigate. K.O. him. For fun, go open the cage door and look at the two magazines lying on the floor. Does one of them look....well.....FAMILIAR? Leave it to UBiSoft to insert a shameless plug like this. The door beyond is lock jammed, so retreat and go to the trap door in the floor. Push the 'A' button to make Sam climb down onto the pipe beneath the train. Alternative strategy: To do it without KO'ing the conductor, shoot the light, wait in the corner while he comes out at and stares at the now shot out light, then shadow him as he turns and goes back to the screened cage. Quickly tap the 'A' button when the Interact window comes up as Sam gets to the trap door in the floor. He should climb down onto the pipe beneath the train before the conductor can get into the cage, close the door and turn around. This way is FAR trickier. He has an alarm panel right next to him in that cage so many times he is going to go over and press it when he sees you and it's mission over. Once under the train, move Sam along the pipe until the interact window comes back up. DO NOT OPEN THE TRAP DOOR. Instead,use the OC and watch the guy standing on top of the trap door light his cigarette and then sashay on out of sight. Had you opened the trap door first, the passenger would have sounded the alert and ended the mission. Once he's left, climb up into the room. As you do so, Lambert gives you some bad news: He and Grim have traced the credit cards and found they have been used to buy two seats in the coach car as well as Soth's ticket - there are two terrorists in the passenger car. Go to the control panel on the wall next to the map and unlock the train's side doors. Shoot out the ceiling light and then exit the room. To the right is the coach car with innocent passengers and two terrorists. One of the terrorists is having a conversation with the other as you look right. There are two different ways to get through this section. The first way riskiest way: it is to stay inside the car. Go to the light switch in front of you and turn it off. K.O. whoever comes to investigate. Best way: hide in the corner, let the person turn the light back on and then grab them and K.O. them and hide them in the room you just climbed up into. Then go turn the light back off. Usually two men come to investigate and then nobody gets up when the light goes off. When the light stays off and no one else comes to investigate....SLOWLY....make your way through the car making sure to avoid all the small reading lights. Stop and hide behind chairs that don't have reading lights on and take your time. The second way is to go the left, turn left again and open the side door with the pipe that allows Sam to climb out onto the edge of the train car's roof and hand over hand his way down the length of the car from the outside. This way is not without it's own risks; every 5 seconds the train whizzes by lampposts that will illuminate Sam to anybody inside who is looking towards the windows. Plus another train will come racing by going the opposite way and almost pull Sam off into the air with it's powerful slipstream. The key to making this way work is to wait until the old guy with the goatee at the first window goes and sits down; the girl putting on lipstick turns her head and goes to sleep, and the two terrorists sitting by the last window can only be bypassed by having Sam move slowly across the window in that 5 second interval before the next lamppost comes whizzing by and lights him up. I failed this mission 7 times before I figured out it was the lamps lighting me up that were revealing me to the terrorists; I was trying to cross at the wrong time and every single darn time I would be halfway across the window and a lamp would highlight me. So the timing is crucial here. Whichever way you go, you get to the door leading to the next train car beyond. OC the door. Enter, save the checkpoint and move on. As you get ready to OC the next door, Lambert radios in with info: Brunton's chums have come through: seems that Soth has a prosthetic right leg from a disagreement with a land-mine and therefore he will show up differently on Sam's thermal vision; where his right leg would be nothing will read. The OC reveals a brightly lit room. Enter, shoot out the ceiling light, and the display light to totally darken the room in case you need a dark place to retreat to. Then look through the glass door and watch the conductor head down the hallway away from you. He's headed for the bathroom. I always K.O. him so I don't have a problem running into him later. First, you have to get by the first room where the passenger's door is open. Open the door and go into Wall Mode on the right wall. Turn on your thermal vision and slide down to the open doorway and peek. This passenger sitting on the left hand side of the room reading a newspaper has both his legs. He is not Soth. Peek again and press the 'A' to make Sam perform that nifty SWAT turn and proceed on down the wall. Come out of Wall Mode and use the Optic Cable with the thermal vision on to check out the inside of the next room. There is a man in the room standing as he talks on his cell phone; his right side is facing you and you can see he has his right leg. Not Soth. Continue down to the next room. Turn on the OC, look with the thermal vision.... Bingo! This guy's right leg has no heat signature. It's Soth. But pass him up for now and go down two more doors and OC it to show the Conductor ah....in a highly compromised situation. Open the door and swiftly K.O. him. The only door you haven't OC'd yet is an empty room: hide the Conductor's body in there. Now go back to Soth's room and open the door up and interrogate him. He's actually napping when you enter in, so he won't wake up until you hit the 'Talk To' button. He will stand up and start giving you some B.S. story and then has to take a phone call and he'll be right back. He's a pretty cool customer because he acts like he's woken up on trains all the time by guys wearing black ninja suits. Off he goes. It's obvious his story is B.S. because the man he claims is his handler has been on sick leave for 16 months. Note that you can see one of his bodyguards/terrorist's outside the door waiting for him. If you try to follow Soth immediately without accessing his laptop first the mission fails. Lambert tells you to access the laptop computer and then follow Soth and use your Laser Mic to eavesdrop on his conversation. Lambert is pretty sure that it's Sadano that Soth will call. After accessing the computer, turn and go out down the hall past the bathroom and into the next car. You only have 40 seconds to get into position to laser mic this call, so upon opening the door and seeing the bodyguards and Soth inside, move to the right behind the blacked out bar, equip the laser mic and press the 'X' button to use it. You may have to have Sam stand up to intercept the conversation. Once the call ends, if you have been standing, crouch back down. Soth will leave the car and take one of the terrorists with him. Lambert comes on to discuss some of the more pertinent sections of the intercepted phone call. Then Sam is told it's time for extraction. He's to get topside so the helicopter can come pick him up. First, Sam has to get by the guard at the far end of the car in the well lighted area who is staring out the window. Move around the bar and shoot out the first light in the ceiling you come to. Then use the Whistle button to draw the guard to you. Here's the important point: After you K.O. this guard, Soth is going to radio that there is an intruder and the other guard that left is going to come after you with a rifle. Go and crouch in the dark right hand corner next to the door that the guard is going to have to enter by. As he runs past you into the room run up behind him and hit him in the back of the head with an elbow. I got an one- strike K.O. that way. Enter the next train car and halfway down on the right is a ladder. Go up it and open up the trap door at the top and move along the top of the train car while rolling every now and then to make a difficult target because there are TWO helicopters hovering near the train; one is the Osprey here to extract you and the other is the enemy that is shooting at you. To perform an evasive roll while moving, press the left thumb stick up to make Sam run in a crouch and then press the 'B'button. The Osprey will shoot down the enemy helicopter just before the 'Jump Rope' window appears. Hit the 'A' button and Sam will jump up and catch the rope and hang underneath the chopper. Does this guy have a strong grip or what? Congratulations! You have another level under your belt! The President can sleep easy at night knowing you're on the job! Level 4: Geula District Street Market, Jerusalem, Israel Main Objective: Identify the Biological Agent Info: Third Echelon has linked Suhadi Sadono's 'Springfield Demonstration' to the Black Market purchase of an unknown biological agent. Rendez-vous with Israeli Intelligence Agent Dahlia Tal in order to infiltrate the black market. Save the checkpoint and then move forward to talk to Coen while in this dimly lit canal. Coen informs Sam he won't see many civilians out tonight because of a curfew. Go up the stairs ahead and maneuver your way around the circle of light cast my the streetlight. Note the guard up ahead and avoid him. You do not need to knock anybody out early in this level; it can be sneaked through with little hassle. Lambert tells Sam his first objective is to retrieve his SC-20K, which has been sent to a local weapons master for upgrading. Objective: Retrieve the SC-20K Move to the left against the dark side of the building move up to the corner and go to Wall Mode. There is an open doorway ahead revealing a very brightly lit room. Peek around the doorway and then do the SWAT Turn (remember: peek by pressing the left thumb stick to the right and then press the 'A' button). Note the guard in the iron gate area ahead that begins to patrol. He will pass by close to you but he won't see you. Neither will the other guard further down the street, if you do this right. Still in Wall Mode, put Sam into a crouch by pressing the 'B' button and move him down the wall slowly. When you reach the point where the wall moves out at a right angle and can slide down no further, go out of Wall Mode and scan around for the guards and watch their patrol routes. When the nearer guard passes by you headed back towards the lighted up doorway, and his back is now to you, and the other guard further down the street has turned around to head down the stairs at the far end, also giving you his back, move out against the wall again, go into Wall Mode and slide down further. Pass under the lighted window and past the two darkened windows. Note that the wall recedes again in front of you and there are two brightly lighted windows. The lights from the two windows are being thrown against some boxes on the right hand side of the street. Note the area between the boxes and the far wall - that's where you want to go. Wait until the 2nd guard has turned and started to go down the steps. You have about 8 seconds to get across the street, move around behind the boxes, find the dark spot in the doorway back there and go into Wall Mode again before the guard turns around. Once you are safely against the door, watch the guard come strolling up the steps and pass by. As soon as he passes by, go out of Wall Mode, go down the steps and around the splash of light from the street lights and find one of two dark spots halfway down this new section of the street - one is to the left and one is to the right. You will see another guard ahead crossing into a doorway, but if your light meter stays on it's darkest setting he won't see you. Once both guards are gone, move to the left of the doorway where the lamp sways in the wind above the archway. After making sure the coast is clear, shoot out the light. Check back to make sure the guard behind you isn't coming down the steps because now you have to move just for a second through some light cast from the store windows opposite the archway,and you can't shoot out those lights. If the guard is standing back there he will see you. Once you have passed through the archway, you hear a conversation begin between two Jewish gentlemen as the guard patrols nearby. Stay close to the wall on the left hand side and enter this courtyard. After a few seconds the two men will sit on the park bench and continue talking while the guard patrols. Watch his pattern. Your exit is at the far end on the right. You need to move down the wall but not all the way to the left hand corner, because note how the guard goes and stands very close to that corner as part of his route. You want to wait behind the two guys on the bench until the guard has been standing in that corner for a second, then follow him slowly when he turns and moves off to the right toward the exit and then turns back to head for the archway at the other end of the courtyard. Slowly move through the exit, and even though your light meter goes up to 1, the two guys on the bench don't see you. Move down the steps and find the double doors on the left where it's nice and dark and crouch down there. If you were watching, you saw yet another guard in the doorway ahead turn and go through. Wait until you don't see the previous guard's shadow on the wall behind you, so he's far enough away not to hear as you shoot out the lamp over the next doorway. Make your way through the archway and you will see another little park/courtyard type deal with a patrolling guard and a civilian sitting at a table. Part of the guard's patrol brings him right to the entrance to this courtyard, so make sure you have the night vision on so you can see if he's blocking it. Wait around the corner until you see him stand in the entrance and then turn around to head across the courtyard. Enter in now and head down the wall to the left to where a big wooden square shaped bin is located. Squatting right next to this thing close to the wall is a good spot because the guard never runs into you here. Watch his pattern. There are two alternative paths through this courtyard. Once is: behind the boxes against the right hand wall, which is the really risky one because they are well lighted on one side, and many times as you crouch behind them you cannot see the guard. It can be done but you better take your time. The better way is to stick to the shadows and only move when the guard is at the other end of the courtyard and not facing you. Your goal is to make it to the shop entrance at the far end on the right hand side from where you are now. It's best to wait until the guard has come up close to the bin, then turned around to go down the wall to the left. Follow him at a distance of about 10 feet. He goes all the way down to the corner, then turns right. Follow him and then he turns in and heads for the doorway where you entered. Keep going straight and the shop entrance is now ahead of you. Head for the left- hand side of the entrance, and crouch in the dark corner. You need to MAKE SURE the guard is not looking toward the shop entrance before you act. When he's back at the wooden bin on the other end of the courtyard, quickly lean in and have Sam shoot out the big lamp up high in the room. Once the light is out, the guard is going to start towards you, the civilian is going to get up and leave, but don't worry about that. Head into the shop and move along the right wall until you come to the doorway with a hanging curtain. Save at the checkpoint and get ready to do some fast, accurate shooting. It seems we have a hostage situation. The Israeli Weapon's master is being accosted by two goons. Lambert says the weapons man, Saul Berkowitz, is too valuable to lose - you've got the green light to kill both attackers. Make your way slowly down the stairs....Saul isn't in any real danger until the thugs know you're there. Easing to the right a little in the stairway, you can see one of the men with his back to you. Easy head shot. Drop him. The other will now grab Saul in a headlock and put the gun to the older man's head. Move in a little, put the cross hairs right on the the thugs face and shoot him. Saul will then thank you for saving his life and give you the SC-20K. (It is kind of funny to see the 'Use of Lethal Force is not Allowed' warning on the bottom of the screen while Sam is standing over two guys he just shot dead.) To get out of the courtyard and avoid the patrolling guard, just retrace your steps. Crouch in the corner of the entrance to the shop, wait until the guard is moving down the wall in the dark area and follow him. Just keep to the wall and all the way down past the wooden bin and you will get back to the entrance to the courtyard. As you pass through the entrance look straight ahead: the alleyway up there that was cordoned off before is now open and you can see a guard patrolling over there. If you time this right, you will see the guard walk up a small dead end alley to the left. That means he's answering the call of nature and you can sneak by while he's preoccupied. Go down the steps ahead and turn left and move down the street avoiding the areas that are lighted. When you are halfway down the street there is a good dark stretch of wall on the left - move over there and go into Wall Mode because an Israeli woman who obviously isn't impressed with the curfew law is going to come walking up the street. Move down the street and turn right; you will see two Israeli policemen talking at the bottom of a long downward trail of steps. There is a bright lamp on the wall to the right also. What I have discovered is that if you shoot out the light, the two policemen retreat inside the big archway they are standing in front of and it leads to a big, LONG lit up street where 2 other officers also begin patrolling. That means you have 4 alert policemen to sneak by. Far better to try an alternative strategy - equip the SC-20K with the Sticky Shockers. You should have 2. Two guards - 2 sticky shockers. See how it's going to work out? Move forward slowly with the SC20K aimed down at the guards. You want to be hugging the wall to the left to give yourself as little exposure to the light as possible. Sometimes they never see you. Sometimes they do. If they react while you are passing by the light, shoot sticky shocker and aim a little high. If they don't see you, great, you get close and stay in the dark for 2 easy shots. And sometimes, if you take too long to do this, they will turn and walk back inside all by themselves. OH, DRAT!!! If you can drop these two cops now it makes this next part much easier. Hide the bodies in dark corners and continue on down the street staying out of the lighted areas; the next guards are all the way down at the far end. If you DON'T take these first two guards out in the archway, then you have THREE guards patrolling the middle section of the street and it is going to take awhile to sneak by them. The left hand side of the street offers far more places of concealment than the right hand side. Watch the guard's patterns and there is time when two guards are visible and both have their back to you. This is when you move forward. Your goal is the very end of the street to the left, where you can see a guard with his back to you on the far side of a iron fence. Just behind that guard to the right, cleverly hidden by the wall in an alcove, is a long iron pipe to climb. How do I know it was cleverly hidden? Because it took me 20 MINUTES of sneaking around to find it, THAT'S how! Climb up the pipe and then stop for a moment to appreciate the nice view of the Jerusalem rooftops. Then continue forward past the stained glass windows. Jump and pull yourself up when you come to the ledge. Move across and then drop down to use the cables in front of you as a zip line to get to the building on the other side of the street. After you land crouch and move to the right. The Interact Window will pop up saying 'Rappel on Wall'. Hit the 'A' button and slide down the wall. As you are rappelling Grimsdotter comes on to let you know that Dahlia will be near the church, wearing a white scarf and tells you what code phrase she needs to hear from Sam. When you reach the bottom a loading screen comes up (check out the neat movie clip on the right showing a test of the sticky shocker - gee, I wonder if that guy volunteered for that?) and then a checkpoint save comes up. Save the game. The church is to your left. Crouch down and shoot out the lamp and the swaying light bulb above you. Then move to the wood fence and spot the woman standing in the gap between the boards. That's Dahlia. Go over and talk to her. From what Dahlia says, Sam realizes why Soth needed the EM133D storage device from Saulnier Cryogenics - to safely move the UNSTABLE BIOLOGICAL AGENT he's just bought from Syria. Dahlia then says she's going to lead you to the device and you must follow her, but at a distance; you can't be seen together. Just stay out of any lights and move slow and anticipate where moving people are going and adjust if necessary. You follow her through an archway, staying in the dark and then she encounters a policeman. Craftily, she engages him in conversation and he walks with her with his back to you, allowing you to proceed through a lighted spot. I had to knock this guard out with an airfoil ring and hide his body because he turned and walked right for me after talking to Dahlia. Then you have to follow her through a large marketplace where there are several patrolling guards. You can evade all of them - simply wait until they are not facing you and even if you have to momentarily go through a lighted spot, it should be OK. Dahlia is not walking that fast. Instead of directly following her through the marketplace's center, where it is very well lit, instead stay to the left near the walls and pass BEHIND the stalls in the shadows between the back of the stalls and the buildings. Dahlia will reappear in front of you moving to the left down and down some stairs. When you follow her, stay in the shadows and avoid the light from the spaces between the columns; there is a patrolling guard to your right. It's safest just to pause halfway down the steps in a dark spot and then look back to make sure he's passed by before going on. Dahlia passes between two buildings and some lighted windows. Pay attention here; as she turns left up ahead and goes down some stairs there is a guard there. And sometimes, as you move into the narrow alleyway and get close to the corner on the left, a pedestrian or a policeman will show up behind you and start towards you. Don't panic: just peek around the corner and wait until the guard has turned his back and moved off and slowly move out yourself and follow him. You are on another long street, and the first thing you need to do is move to the left and go into Wall Mode in that dark spot at the base of the stairs and wait for the nearest guard to pass by again and go up the stairs. Yes, I said nearest guard. There are two guards patrolling this street, each in a straight line and they meet in the middle. Looks impossible? Not really. When the near guard is going up the steps with his back to you, go out of Wall Mode and move down the street to the next dark area. You have about 5 seconds to get to a new spot and go into Wall Mode again. Note that when the guards meet in the middle of this street they both face away from each other and start walking back to the opposite ends of the street, kind of like duelists. You can gain your biggest chunk of movement at this point, following the left-hand guard from about 10 feet back, and you get to move down about 25 yards. Just before he gets ready to stop and turn around, go left and into Wall Mode. When he passes by this time, giving you his back, you want to slowly move the last 15 feet or so down the street, cross it along the dark seam and go up to a new archway leading to some steps down; crouch to the left of this new doorway and look down the alley: Dahlia has just been accosted by a policeman. Watch the cool move she puts on him (You get a real good view by using the binoculars!) and then, looking back to make sure the other guard isn't visible at the opening of the street to your rear, go down and join her. Dahlia tells you time is short; the biological agent is only going to be at the warehouse for a few more hours; then she tells you if she sees you between here and the warehouse she's abandoning the mission. Sam opts to follow her via the rooftops. Dahlia heads off up some stairs and goes left. Crouch and look carefully straight ahead at the foot of the stairs; use your night vision - there's a guard standing there and he starts to patrol. Move up the steps when he has his back to you. Wait until he disappears around a corner up ahead and shoot out the big powerful searchlight over your head. Proceed down this alleyway, moving a little to the left side to stay out of the light beams thrown by the lighted up windows to the right. At the far end there is an alcove to the right where Sam can step in and crouch down - the guard's patrol does not bring in into this alcove and Sam can reach out and grab him at his leisure. When the guard is on the far end of the alley, back where the steps and the shot-out searchlight are, look to the left; there is a lamp in a very narrow alleyway with some light bulbs to the right. Shoot out the lamp and crouch in the alcove and wait for the guard to come back. Now he won't see anything at all because you have prepared the ground for the encounter. With the guard out of the way, go down that very narrow alley and find the pipe leading up to a second story window. Climb it and QUIETLY crouch on the windowsill and SILENT DROP into the room. Why? Why do you need to do that, do you ask? Because if you DON'T, the TWO GUYS watching TV in the next room are going to hear you and come investigate! THAT'S WHY. If you get detected and hear them coming there is only one way I have found to save the mission and keep an alarm from being raised: jump out the window. You don't have time wait for the Interact window with 'Climb Down' on it. You lose health but at least the level didn't end. If you successfully get into the room without raising an alarm, slowly move forward in a crouch to the door and peek around it. Two guys are watching TV with their backs only partially towards you. Move slowly across the room staying close to the left hand wall and go up and out the window. Land on the balcony outside and turn right and go along the ledge. Go up the pipe when you come to it and pull yourself up. Admire the view. Notice all the policemen down there. Notice the big searchlight on the roof across the street that is shining right on they path you need to take. Notice how the glass sounds as it tinkles from the shot. Keep going forward and you will find a roof vent and the 'Rappell on Wall' option window pops up. DO NOT RAPPELL ON THE WALL YET. Look down. Dahlia is talking to another policeman and notice the very bright streetlight they are close to. If you rappell down the wall without shooting that street lamp first, you are going to be seen immediately when you land and it will be mission over. Equip the SC-20K, lean over the rooftop at a very dark spot and shoot the lamp out and then retreat quickly. Now that the light is taken out, there is plenty of dark down there for Sam to descend into. Rappell down the wall, move to where Dahlia stands to the left, waiting,and she will move out to the right and almost immediately a policeman steps out from the right around a corner and accosts her. Smart operative that she is, she immediately, through her body movement, develops the conversation so the guard's back is to you. Easy grab and K.O.. Hide the body back in the dark alley and follow Dahlia through the chain link fence. Move to the chain link fence and open the door. Cross the courtyard, and to get some pickups for the rifle, go right and up the stairs. There is a Air Foil round and a Sticky Shocker in a window ledge on the second floor. Go up the next flight of steps to the third floor and at the very end in another window ledge is plenty of ammo for your SC-20K. Dahlia is waiting by the elevator in the kitchen room on the first floor. After some conversation, it looks like she's about to follow you into the elevator. Talk to her again....and all of a sudden she slams the elevator shut, locking you in! Immediately Lambert and Brunton come over your comm and order you to kill Dahlia Tal, now and without hesitation. Do it. If you don't, what you are about to experience will be SO MUCH HARDER. Use the pistol to shoot Dahlia once in the forehead and drop her, because you will need all that SC-20K ammo for fire fights you are about to get into . Naturally, as the elevator starts to descend, Sam is shaken by what he just had to do - he just put a bullet into the head of an unarmed woman. Lambert brusquely orders Sam to worry about the mission and leave the ethics to him and Brunton. Brunton reminds you that you have the Fifth Freedom at this time - you can now use lethal force if necessary, and your goal is to get the ND133 unit at all costs. Objective: Locate and seize the ND133 taken from Saulnier Cryogenics. Check and make sure you have at least 10 rounds in the pistol as the elevator descends. If you're a very good shot you could get by with 6 or 7 rounds. If you only have 6 or less rounds left in the magazine, cook it off by firing the magazine empty and have Sam reload a fresh one. This is going to be close up work at first and you will just waste a lot of rifle ammo if you try it with the SC-20K. The first two terrorists you will encounter once the elevator stops and opens are going to be less than 8 feet away. Hold the pistol down almost even with the floor. You will see the first terrorist standing with his back to you. Even up the pistol with his body and let his head 'rise' into the shot. As he goes down, move to the right hand side of the elevator. There is a little groove there that provides some cover. Focus the cross hairs on the left side of the exit and many times the second terrorist will first cautiously peek around the corner. Shoot him in the head. The third terrorist is trickier because he comes at a dead run and keeps moving until he starts to fire. You have about 7 seconds until he arrives; back up a little bit and shoot out the lightbulb hanging from the ceiling. Now go back to the little groove, turn your Night Vision on, and when the terrorist comes charging around the corner, track his head and do not stop firing the pistol until he goes down. Alternative strategy: since this third terrorist is the hardest to take out, you can also try crouching at the very left hand side of the exit and let him run by and then try to K.O. him. He will likely hit you once or twice, but two quick elbows will take him out. Alternative strategy: If you are fast, after taking out the lightbulb equip the SC-20K, move to the left hand corner and aim the rifle down the catwalk. The terrorist may have rounded the corner already and be in your sights, so you have to fire quickly. With the SC-20K. Shoot out the two light bulbs hanging from the ceiling in the center of this room just off the balcony you are standing on. Then go left and follow the catwalk until you come to some stairs descending down. Important: when you get to the bottom of the stairs, halt, turn left and get against the Wall; not in Wall Mode, but very close to the wall so that your light meter reads 0. Inch forward, going around the pylon. As soon as you move around the pylon, two terrorists will come around the corner ahead from the right. Stay still and watch. One takes up a position down there and faces the way they came. The other turns and goes by the stairs on patrol and then turns and goes back the way he came, disappearing around the corner. When this patrolling terrorist is around the corner, move back and go under the stairs close to the wall. Equip the pistol. If you are a good, patient shot, follow the terrorist on his patrol as he comes back and find the spot he stops and turns around at. Focus the pistol on that spot. The next time he comes through, he steps into your sights and pauses. Phhhht! Many times the other terrorist further down the way will not hear his comrade die. If that is the case, move down slowly towards him and when you are in comfortable range, shoot him. Then shoot the lightbulb ahead dangling from the ceiling. Use the pistol if you have some ammo left for that. If the second terrorist hears you and engages, he often stays where he is and just sprays and prays in the dark. Move to the left where there is a corner, and lean around and use the scope to shoot him down. Proceed down the walkway. It goes left, and another terrorist can be seen patrolling around the corner. Here's the trick to getting through this level easier. You have to draw the other 3 terrorists in this room to a choke point where you can use your Assault Rifle to your advantage. Here's how you do that: When the patrolling terrorist you can see is near, shoot him in the head and as soon as he drops, listen for footsteps. Don't panic, the footsteps are a good sign. It means the other 3 guys are coming after you! Retreat and go back up the stairs, all the way to the entrance to the elevator. Crouch and equip the SC20K. Many times all 3 of the pursuing terrorists will be congregating at the bottom of the stairs or one or two will be up the stairs on the first landing. Here's where having plenty of SC-20K ammo first pays off. Pick the nearest one and shoot him. One or two bullets, and he is down. The other two will charge. They have a loooooong way to go though. Try to aim shots for the head, but if they get too close or start getting bullets into you, don't be afraid to go to 3 shot bursts. When all 3 terrorists are dead, great! You now only have 3 more to kill before the next checkpoint! That's right, pilgrims, this level is hard because you have to wax 12 terrorists to get to the checkpoint. Move into the next room and shoot out the overhead head lights with the pistol. There are two doorways at the far right hand side of the room; don't take the one to the immediate right; when you are approaching on the walkway you want to take the one going straight where you can see a white light. There is a dark passage and beyond is a well lit up scientific experimentation station. Watch the door past the station on the right at the back. A guard is going to come through it. You should be totally hidden in the dark inside the passageway. Let him come close and drop him. Two more terrorists will then come running into the room from that right hand doorway. Make sure you have almost a full mag in the rifle back at the elevator after you finish taking out the 3 earlier terrorists, because you will very likely end up putting 7 or 8 rounds apiece into these goons. Once all the terrorists are dead, go up the ramp into the lighted science station. The ND133 is sitting on a counter on the right hand side of the room. When you take it a checkpoint will come up. Objective: Reach the Extraction Point After saving the game, find the door on the far side of the room where you haven't been yet; when you look through the archway there are light bulbs on the ceiling to the left and to the right. Go left, because a room just chock full of goodies awaits you. It's lit up like the science room you just left, and you have to go up a ramp to enter through the door. Inside is a medical kit, and on the table in the center of the room are bullets, frag grenades, a chaff grenade, a flash bang and more grenades. Stock up and now with a full health bar you are ready to take on the 3 terrorists that are determined to keep you from getting to the elevator and ascending back up to the surface. Go back through the door you just entered by and look down the hallway to where the lightbulb hangs just where the corner turns to the right. There is a terrorist standing there facing away from you just begging to be shot in the temple. After you shoot him, shoot out the light bulb and inch forward. Coming around the corner in the darkeness, you can see two more terrorists, and many times neither one will be aware you just took out their friend. Sometimes the nearest one will start looking around, though. The great thing about this setup is that neither terrorist can see the other and they are separated by about 50 feet. One is in front of the elevator gate to the left and the other is all the way down at the end of the hall. If you successfully head shoot one and drop him silently, the other one had no idea he's next. Following special forces training that says you take out the nearest threats first, have Sam shoot the terrorist in front of the elevator in the head. When he drops, move up a bit and get a good view of the second thug; if you are comfortable with long shots, take it. If you miss, must retreat into the dark and he will run toward you and blaze away even though he can't see you. It shouldn't be too hard to drop him. (ALTERNATIVE STRATEGY: Kill ALL the terrorists first before going to get the ND133. If you are good at sniping with the ND133 this is a better way to go: When the elevator stops shoot the 3 terrorists who come up to you first, then drop the two that come around the corner at the foot of the stairs, then go up and peek around the corner and find the single patrolling guard. IMPORTANT POINT: Don't shoot him in the head and instantly drop him UNTIL he is in the dark part of his route when his back is to you and he's moving to your right. Then snipe the lightbulb over head, and SLOWLY ease up the walkway over the water and go left until you come to the darkened archway to the left. Go through it, and STAY IN THE SHADOWS. When you enter this new room, it's the 'Pick-up' room with all the really great stuff in it, the grenades, the ammo, etc.; only now, because you haven't triggered an alarm yet, it ALSO has two terrorists in it. Plus another terrorist who can be seen off to your right patrolling down the walkway and then dissappearing to the right. Use a sticky shocker or a KO to take out the patroling terrorist first and then use a smoke grenade or diversion camera to take out the two terrorists in the middle of the lighted room. Go and get all the pickups. Then, the next part of this level is just like described above, where the terrorist at the far end of the corridor near the hanging light is standing with his back to you and there are two other terrorists visible further down, one standing in front of the elevator. The only difference is, there are two more terrorists around the corner to the right beyond the last guy you see. Snipe Mr. I'm-Standing-Underneath-A-Light-Waiting-To-Get-Shot-In-The- Head, then snipe the guy in front of the elevator. Shoot out the light he was standing near. Moving up slowly to the elevator for a better shot, now take out the guy standing at the far endof the corridor with his back to you. His dropping to the ground with a large hole in his head is what prompts the next two terrorists to come charging around the corridor......into the dark, because in the 3 or soseconds it takes them to arrive you've sniped the over-head lightbulb above their now-deceased friend. They can't see a thing. Oh, it's just SO NOT FAIR.....just the way Sam likes it. Move Sam over their still twitching corpses as their nervous systems slowly shut down, confused by the bullets that have penetrated their dying brains, and turn the corner to enter the scientific room to the right. Go up the ramp, get the ND133 and from there head to the elevator.) Go into the elevator and crouch down. It will automatically close it's gate and begin ascending to the surface. When you get there, immediately get out of the lighted elevator, equip the pistol and shoot out the nearest two light bulbs on the ceiling. One of 4 Israeli policemen is entering the far end of the room on his patrol. When he hears the light bulbs pop, he will come halfway into the room to investigate. Since you've got the place nice and dark, you might as well KO this guy because when you get off the elevator, note that your parameters have changed: lethal force is no longer allowed. NOTE: If you are seen, or if you mess up a grab or a shot, an immediate alarm is raised, and the Mission will fail. Very high difficulty. Move to the right hand corner against the wall and just as the guard is turning to go back the way he came, press the 'Whistle' button. Then, slowly cross the room to the left wall and watch the guard move to where you were crouched when you whistled. Move up close to him and grab him. KO him and move on; he's already in the dark so the body is well hidden. One down, 3 to go. Shoot out the remaining light bulb on the ceiling near the exit and move out to the left. You will see a very large courtyard where three Israeli policemen are on patrol. The closest one is about 20 feet away, standing in a dark area while the other two are spread out in well lighted areas further out. The two guards on the far side are very close together. The guard closest to you is separated from them by about 20-30 feet. Go up opposite the stone wall on the left where the broken wall juts out 4 feet. This area is completely dark and your light meter should read 0. Crouch about 6 feet to the right of this stone wall, face the guard and use the Whistle button. Then slowly move six feet to the left behind the stone wall as the guard comes to stand in the spot you were in when you whistled. You can try sneaking up and KO'ing him; or simply equip your SC-20K and shoot him with a sticky shocker. Hide his body next to the other unconscious guard near the elevator. There are lots of ways to take out the two guys standing in the light. But it is essential however you do it that you take one out without the other seeing it. These last two are the hardest to get out of the way and it takes patience. You take out one, but the other sees you he will give the alarm and end the mission before you can get to him. These two guys just stand there with their pistols drawn. You need to do something to get at least one of them moving and separated from the other. Just behind the stone wall you crouched at to lure the second guard is a light bulb on the wall. Stay in the dark and shoot the light bulb out and the nearest guard will begin patrolling. Try whistling and if BOTH of them come over retreat to a safe spot. The whistle tactic will work if you are consistent with it and keep moving after you use it. Another way to do this is the stealthier way. After shooting out the lightbulb up on the wall close to the corner to your left, have Sam jump up over the railing in front of the door and crouch and move along the wall. There are some spots where the light meter goes up a bit, but go slow and the guards won't see you. Turn right as you follow the wall. There is a light bulb ahead and you will have to lean out slightly to shoot it; you should still stay dark enough so the guards don't see you. Every time you shoot out a light, note how all 3 guards change position. You want two of them facing away from you with the third farther down too far away to see you. INCH your way forward along the wall to the left and I do mean INCH. No big movements. When you reach the darkened doorway, turn and look to the right. Way across the courtyard you see another light bulb. And the two guards with their back to you are now too close to pass by. Use the scope on the SC-20K and shoot out the light bulb. The guards will all turn to look and move in that direction. After they have moved off a bit, slowly creep forward. I know, I know, there is a spotlight on the wall to the right casting light right across where you're about to go, but trust me, go slow enough and stay as far left as you can and you will reach the corner ahead to turn left and end the level in the small alleyway as Lambert comes up on your comm. Again, Sam wants to know why he had to kill Dahlia and Lambert says he cannot give that information yet. (ALTERNATIVE STRATEGY: If you DIDN'T kill Dahlia Tal when Lambert ordered you to, here's what happens when you reach the top in the elevator - there are no annoying policemen standing out in the open. The courtyard is totally empty! Great, right? NOPE! As Lambert already informed you right after you got the ND133, Dahlia Tal has sniper skills that would keep Kennedy assasination theories alive and well for hundreds of years. And she's got 3 friends with her. That's 4 sniper rifles trained on that courtyard. So just stroooooll on out there if you feel lucky, buddy! Seriously, you have two options: Stealth or shoot. Stealth takes time, it is very hard and it is a bitch if you mess up. Basically, you need to shoot out a few lights as mentioned above in the 4 Policemen scenario, and then sneak to the alleyway entrance in the shadows. The three Isralie snipers besides Dahlia LOOK like they are wearing nightvision, yet I was not shot as long as I stayed in the shadows. Shooting is easier. Dahlia and one sniper are on a balcony plainly in sight as Sam exits the elevator building. Snipe them both. Then, using the dark scaffolding on the right-hand side of the courtyard, move into the shadows of the big trash container in the right-hand side of the courtyard and kneel down in the very dark part where the taurplin is waving over it. Look to your left - the third sniper is on a balcony halfway up the building. The fourth guy is the hardest one to find because of all the lights on the right-hand side when you turn the corner. You can't shoot out the searchlight, so it's VERY hard to see him. He's up on a balcony like the others and if you get right up against the building and aim up he has to stick his head over the edge. Sorry, Benni. That's a headache even Excedrin won't help. The extraction is at the same point as before: the alleyway entrance on the left hand side. In fact, if you are having real trouble taking this last guy out, if you have a mostly full health bar, just RUN Sam to the alleyway: I got shot once when I did this and upon reaching the alley the mission ended successfully anyway.) You did it! You completed another mission! America can breath easier now that thanks to you, there's about 20 fewer terrorists in the world! Level Five: Refinery, Kundang, Indonesia April 12, 2006, 15:12 Hours Main Objective: Trail/Intercept Sadono's Communications 'Pandora Tomorrow' is the code phrase for Sadono's insurance policy against U.S. attack. He makes daily secure phone calls to undisclosed U.S. locations, delaying release of the Smallpox virus one more day. If he is killed or detained, the virus will be released within 24 hours. Intercept Sadono's 'Pandora Tomorrow' call in order to locate the virus. The level opens with Sam standing.....in a jungle! Yes, my friends, after all this time, at last we get to see Sam in action is something other than an urban environment. Lambert tells Sam that since this mission is going to be very complicated, Third Echelon is running it in conjunction with Displace International, Douglas Shetland's highly trained mercenary company. Objective: Find Shetland and receive a briefing from him. Objective: Plant explosives on Sadono's plane Simply move straight ahead and you will see Shetland crouching and scanning Sadono's camp with binoculars. Go over and say hi. Shetland informs Sam that he has a dozen snipers located around the camp and that Sadono's plane needs to be sabotaged. After finishing the conversation with Shetland, move to the left near the edge of the ridge and there will be a tree stump for Sam to tie his rappel line to. Rappel down the face of the ridge to the tall grass below. Or you can use the zip line just in front of where Shetland crouches and looks through his binoculars. (Easter Egg Found: Andrew Williams writes: "I noticed that at the beginning of level 4 (intercept Sadono's phone call), if you shoot the binoculars Shetland is holding around eleven times, Lambert chimes in saying "What the hell are you doing?! The mission is over!" Then the usual "MISSION FAILED" screen comes up with the unusual message below: "YOU ARE OUT OF YOUR MIND." Pretty funny stuff." I tested this and verfied it myself. It really does say that. I wonder how many more eggs like this are hidden through the game?) Note: from this point on, alarms will be raised INSTANTLY, so if you opt for shooting your way through instead of stealth, at the first alarm the guards will done helmets; the second they done bulletproof vests, the third alarm..... THE MISSION FAILS. Any shot or grab you try or sneaking by that doesn't work is going to result in an alarm. Each alarm raised makes it harder to get through the level. Though even at the 2nd stage of alarm, with jackets and helmets on, guards are still not that difficult to grab, they ARE much more difficult to shoot. Your first shot MUST take them out; they only need about 1 second to trigger an alarm if you mess up. Crouch at the bottom of the cliff and slowly move forward through the grass. To your right front is a bamboo fence beyond which several huts are found. Save the checkpoint that comes up, and then note the tent in front of you that has it's side darkened. That is a good spot to move to and crouch down. If you do it right the guard that always comes out of the tent to the right and stands about 10 feet away will not see you and he will go and sit in a chair next to another tent. Ease forward, equip the SC-20K and shoot this guard in the head and watch how he slumps in the chair. Now you need to act fast because around the front of the tent you are behind is another guard on patrol and if he sees this dead guard in the chair he's going to raise an alarm. Keep the rifle equipped and move around the corner, staying in the shadow and pause just in front of the bottles sitting on the ground. The other guard then walks into view. You have about 5 seconds to shoot him before he spots the dead guard and raises an alarm. If he raises an alarm before you get him, it doesn't end the mission, but Sam does get a lecture from Lambert about how he's paid to be invisible. Go get both bodies and dump them in the tall grass. Alternative strategy: Draw the sitting guard into the dark area by the tent wall and KO him to save ammo. Then do the same with the patrolling guard around the corner. Alternative strategy: Sneak past both guards; this is easier to do while the first guard is sitting in the chair, but he will only be there for about 30 seconds. You need to move past him staying in the tent's shadow then use the camera to see around the tent corner to wait until the other guard is not looking and then sneak up to the far side of the parked truck. If you shoot or KO both guards, get the Ring Air Foil rounds inside the booth in front of the truck. Then go back and move up on the far right hand side of the parked truck. Move along the darkened wall to the right and you will then hear two guards talking as they come down a trail to your left front. One attempts to disarm a trip wire mine and blows himself up. The other guard begins CPR. Drop him with a shot from the SC-20K. Move cautiously forward because there are plenty of trip wire mines throughout this area. If you accidently touch one, you have 2 seconds after the 'Disable Mine' window comes up to hit the 'A' button. Hit the button too late and Sam gets blown up. The thermal vision shows the mines and their trip wires as blue images, so you want to keep the thermal vision on whenever you are moving. If you detect an enemy and need to go for a grab or a shot, crouch and stay stationary as you look around in normal or night vision views. As you move forward and disable a few mines, you enter a wooded area where you can see a shack with a lantern on the other side, and a patrolling guard. Move left and get behind the great big tree, then wait until the guard comes in your direction, stops and turns around to go back the way he came. Then stand up and shoot him in the head with the SC-20K. Move carefully forward, stopping to scan the area with the thermal vision - there are quite a few mines about and you don't want to trigger one. Pass in front of the shack and turn left; you will see the camp ahead and a truck parked in the foreground. Move around the truck to the right and then towards the building ahead. A checkpoint loads where you can save the game. See the open doorway with the flaming barrel inside? That's the hanger with Sadono's plane, which you now need to sabotage. Go and crouch outside the door and you will hear two terrorists talking inside next to the plane. Not surprisingly, the conversation proves that most terrorists tend to be whiners and slackers. The key to making it through this level is not to raise any alarms. You get three chances, as I explained above. If at all possible you want to take these two guards out without giving them a chance to hit their radios and sound a warning. This, my friends, is what your special projectiles for the SC-20K was made for! What'll it be: gas or smoke? Unconcious or smothered? It's up to you, just remember that the smoke grenade deploys instantly while with the Diversion camera you need to shoot it right between the two guards as they talk and then hit the 'Y' button to deploy the gas. You'll have to shoot the Diversion Camera or Smoke Grenade before the conversation ends, or one of the guards will turn and walk around the plane to the other side. Hide the bodies in a dark corner. Go up the ladder to the left of the door and switch off the overhead lights. Proceed to the far side of the plane and when the interact window pops up press 'A' to plant the explosives. The first time I played this level after I planted the explosives I immediately went back out through the door and tried to make my way around the hanger. I did not notice a terrorist opening a door to my rear as I was heading back for the door I entered by. So after unsuccessfully trying to find a way around the building, I went back into the hanger, and came face to face with a surprised terrorist. Luckily I got my pistol out first and dropped him with a lucky headshot. A real, intense "What the....!!!!" moment, let me tell you. Anyway, now that we know he's coming, after you plant the explosives you can simply crouch against the wall next to the door and shoot the guy as he comes into the room. Or you can climb up the bamboo pipe and drop on him from above. Or drop down onto the darkened airplane wing and shoot him from there. The possiblilities are almost endless! However you take him out, hide his body and then go through the door he revealed. A small yard separates the hanger from a fence with a gate halfway open. Go and crouch down against the fence near the gate and hear two terrorists yakking on the other side. Ease around the gate and shoot a smoke grenade right at their feet between the two of them. Personally, I think the coughing and hacking and choking is MUCH more realistic in this game than in the last one! Once both terrorists are down go hide the bodies. If you have followed my excellent advice so far, you have not triggered a single alarm while taking out 10 terrorists! Alternative Strategy: let's say you want to shoot these guys up close and personal. Let the terrorists finish their conversation. One will depart and the other will begin patrolling. Keep moving to the left alongside the innermost gate and soon by rotating the camera view you will be able to see the terrorist moving around on the other side. When he is facing away from you and moving away, go around the gate and head right to crouch in the bushes against the wall. From behind the bushes, climb up onto the box. I know, you're thinking, Hey man, he's only feet away- he's gonna see me! Oh no he's not! Look at your light meter: 0. He has no idea Sam is there. This may be the EASIEST headshot you get in this game. The second guard comes running back, but can't see you on the boxes either. Phhht! Another terrorist goes to his eternal reward.... in hell. Hide the bodies behind the bushes in the corner. (Note: very hard to keep the second guard from giving an alarm here if you don't track him and drop him fast with the SC-20K.) I have found no way to sneak by these two guards. I can get to the booth and shoot the light out, and they don't find me but I have to raise the barrier by throwing the switch and when I do that they both come running. If anybody finds another way, please e-mail me and let me know. Go into the booth and restore any health you have lost by using the medkit. Then hit the switch to raise the barrier so you can pass through. Save at the checkpoint. Do I even need to tell you to get up against the darkened wall to the right? By now it should be almost instinctive after 4 levels of this game. Slowly move forward and a patrolling guard will come around the bend ahead.....with a guard dog! Use the Diversion Camera (have the SC-20K selected, hold down the white inventory button and scroll up with the directional pad and select Diversion camera) to take them out by shooting it ahead of the guard and then just as he walks up to it hit the 'Y' button to release the gas. If the gas only takes out one, use a sticky shocker on the other. That's if you want to be humane to the dog. And the terrorist. You can of course shoot them both if you feel like it. Drop the guard's body in the dark corner in front of the guard booth and continue on staying to the right side against the wall where it's dark. When you go around the bend you will see tents up ahead, and a guard tower in the middle of the tents. Keep following the fence until you see two guards coming into view between two of the tents. They stop close by and start talking to each other. DO NOT MOVE while they talk to each other. It is very easy to get detected here. If there were two earlier alarms triggered, one more will fail the mission. So play this cautiously. After they split up and start their patrols, notice the pattern of the nearest guard. He stands in the dark and gives you his back for a few seconds as he turns around. Hmmmmmmmm. What does that suggest to you? I sense......a grab and KO coming up, don't you? Hide his body against the fence and go into the tent to the left that he was patrolling next to and pick up the ammo in the corner. Note: You may have had this happen several times while playing Splinter Cell - you go to all that trouble to hit, gas, smoke, or electrify a guard into unconsciousness and then some other guard happens along and wakes the unconscious guard back up. Let me explain why I have never had this problem: Like the Navy Seals, when I have enemy down and out I make sure he stays down and out: I put a round from the pistol right between their eyes. You can even watch the terrorist's bodies go cold in the thermal view after you shoot them. Nope, Adbul, Pieter, Jaques or whoever is not ever gonna be a problem for me again. Cautiously move along the fence. There is a bonfire burning ahead, with a booth behind it. Between the fire and you is some thick grass. Well just to be safe, let's scan the ground with our thermalvision and....Hey! What's this?! It's a trip mine! Whew, are you glad we decided to play it safe and spend some time carefully scanning the ground before we walked over it? Yeah, me too. Disable the mine and inch your way along the wall trying to stay out of the illumination cast by the bonfire. From the spot where you disabled the mine look right - there is a lantern hanging onto a fence post. Shoot it out. Between where you and the lamp are is another trip mine. Disable that one. (Think of all the money these terrorists wasted on these mines ha ha!) Then look to the left at the doorway of the tent - you can see a terrorist sleeping on a cot inside. Enter the tent, draw your pistol, and shoot him in the head, notice how he stops breathing. Get the Data Stick from him and then go to the table near the other door and get the Smoke Grenade. Note: if you've triggered two alarms before now, this sleeping terrorist is going to have a flack jacket and a helmet on while he's sleeping. I have shot him at point blank range and he just wakes up, yawns, gets up, draws his rifle, shoots me, and the mission fails. I even tried the Sticky Shocker on this %^%$^%&^%&^& and the darn thing just bounced off. So one time I was so pissed I actually tried to make Sam jump up and down on the guy's chest while he was sleeping. Needless to say, if this guy has the flak jacket and helmet on his is practically invincible. You're better off just getting the smoke grenade off the table and sneaking back out and leaving him in slumberland. Go back the way you came and move to the outside of this tent on the righthand side where it's dark. Move up and crouch down and peek around the corner. (Note: if you are very good at sniping with the SC-20K, from this tent corner you can snipe the guard in the tower with a headshot. This simplifies things greatly.) Wait until the guard in the watch tower is on the other side looking away from you and then go for the far side of the truck. After he turns around again, go for the bushes to the left of the closed gate with the burning barrell in front of it. Proceed slowly through these bushes until you get to the raised platforms - under them is a square- shaped passageway through which Sam can advance unseen from above. (Game Improvement! You may have noticed by now - the leaves and branches of the bushes and trees will get in your way and obscure your vision. One of my times through this level I stayed in a light spot too long and the tower guard sounded an alarm while the guard 'sleeping' in the tent that I had bypassed got up and came looking for me while I was crouched in these bushes. Not being able to see him clearly made the butt-pucker factor go off the charts. One momement he was off to my left so I turned and moved right and started to come out of the bushes....and froze when I saw he was just 2 feet from me passing by. Great realism. Took awhile for my butt to unpucker, though) You have to take out the guard in the watchtower because the only way into the village is by using the zip line that runs from his tower. If you can't snipe him from below, you are going to have to slowly and carefully climb up the ladder and grab him from behind. KO him, then use the Zip line to infiltrate the village and complete your present objective. When you land in the village, a loading screen comes up and then a checkpoint so you can save your progress. If you have gotten to this point without raising a single alarm, you are doing very well. When the game restarts, move forward slowly in a crouch, and stay in the dark area between the two buildings. As you near the lighted area ahead, you will see Sadono standing off to the right smoking a cigar like the self-important butthole that he is. Three other terrorists are also in this courtyard. Listen to their conversation. Then watch how they all break up and go their respective ways. Sadono and two of the terrorists go into the building across the street on the left, and goes on patrol up and down the street. Objectives: Trail Sadano and identify the location of his phone calls Secondary objective: Don't get seen by Sadono. Move to the right along the front of the raised hut while staying in the very dark area and watch the guard's patrol route. Wait for the couple of seconds he passing by in the dark area close to you and either grab, shoot, electrify, air ring or elbow him. You have lots of choices, you know. If you need more ammo, there is a box in the hut you are in front of. Climb Sam up into the doorway and the ammo box is on the table to the left. Go back outside, stay in the dark area and move left. Shoot out the lightbulb on the porch ahead and slowly move up this now dark area and when you get to the straw-weave baskets look to your right front - there is a guard standing on the porch of the building across the street. Now look down from him and see the small area under the porch beneath him? Bingo, that's where we need to go. Retreat back the way you came, crouch just at the edge of the light, and as soon as the guard turns his back to go down the porch move across the open space and get under the porch he's standing on. Move slowly along this darkened path beneath the porch. At the far end of the passage, you see some rail steps leading up to the house you are now under and a small yard ringed by other houses. Move to the left of the opening and stay in the shadows cast by the bushes and cross into the shadows of the house across the way. Move down the wall of this house until you can look to the right and see a door with a lightbulb next to it on the wall. Go through the door and further in across the light thrown against the wall through a boarded up window and you will see another doorway through which Sadono and his bodyguards pass, leaving one guard to stand near the door and watch it. Note: there is a sticky camera on the crate to the right of the door you just came through. Pick it up if you feel like it. I already had five, so I left it there. Move to the right, staying in the shadows, get as close as you can, and drop this terrorist with a round in the head from the SC-20K. Hide the body. Optic cable the door (been awhile since we had to do that, huh?) If you want to be really stealthy, don't go into this empty room yet, shoot out the lantern on the barrell to the right and then the light over the window around the corner. Then move up to the window and shoot up into the room and take out the lightbulb. Open the door, and move slowly to the left, ignoring the door on the other side of the room, and moving past the lighted stairs and see the guard sitting with his back to you as he watches TV. What I disover as I draw my pistol and get ready for the shot is that the game has the guard get up and suddenly turn around. You should still be able to drop him though. Dump Mr. At-Least-I-Died-Watching- My Favorite-TV-Show outside with the other dead guard. Before going up the stairs, there is an ammo box in the room to the right of where the guard was watching TV. The only thing upstairs I can find are a medical kit and a square shaped opening in the ceiling of one of the rooms that I can't make Sam reach. Go back down the stairs and through the door that we ignored earlier. Stay to the .....SHADOWS......(boy, I sure do say this alot, don't I?) to the left and move down the wall until you see a very well lighted doorway to the right across from a truck and some barbed wire. Optic Cable the door but don't open it. It's too well lighted from the sun and you'll be framed in the doorway of you open it. You can see several terrorists in this room. Go back to normal view, turn right and find the very narrow alley to the right and put Sam into Wall Mode so he can slide down the lefthand wall to the Checkpoint. Slide all the way down to the end and have Sam peek around the corner. You see a courtyard with Sadono and his guys going off to the left. Meanwhile a guard begins patrolling the center of the very well lighted courtyard. Further to the left, standing in the shadows, is another guard who is standing still and trying to get lung cancer. Start by shooting the nearest lightbulb, just over your head to the left, when the guard on patrol is facing away from you. If he hears the lightbulb pop, he may come to investigate. Retreat back into Wall mode and slide down out of sight. He will soon shrug and resume his patrol. Now go get the Sticky Camera on the crate next to the door. There's nothing in the room worth going for; I know 'cause I shot out the light inside and had a look. From the doorway move to the left past the boxes, keeping your light meter firmly on 0 as you keep track of the guard patrolling to your right. Shoot out the lantern and the light on the wall to the right. If you get detected, head back for the narrow gap and go into Wall Mode - they won't find you, but there will be two guards in the courtyard now. I went into the dark room and drew the patrolling guard to me with the Whistle, then shot him between the eyes as he walked up to me. Pick up his data stick. Then, moving out to the very edge of the shadows just as my light meter started to move to the right, I crouched and sniped the standing guard across the courtyard. Shoot out most of the lights you can see and then go get his body and hide it. Go back to where that guard was standing when you shot him and face the way he was. Now look to your right - see the very large square doorway with the lightbulb on top? That's where Sadono and his buddies went. As you approach the door a dog will come running out and try to snack on various pieces of your anatomy. Shoot him. (Depending on how you play this, the dog will attack at different times. If the guards sensed something wrong, the guard at the far end near the dog will take up a new position halfway up the courtyard on the far side near a lightbulb. I have taken both guards out and not have the dog attack until I approach the room he's in; other times if the second guard is visible to the dog and you drop him the dog will come looking for you.) Move into the large square shaped opening and go up the ramp on the left and Optic Cable the door. Time