Tom Clancy's Splinter Cell: Pandora Tomorrow Walkthrough :
This walkthrough for Tom Clancy's Splinter Cell: Pandora Tomorrow [Playstation 2] has been posted at 15 Jan 2010 by fritter999 and is called "Splinter Cell: Pandora Tomorrow FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up fritter999 and share this with your freinds. And most important we have 5 other walkthroughs for Tom Clancy's Splinter Cell: Pandora Tomorrow, read them all!
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Walkthrough - Splinter Cell: Pandora Tomorrow FAQ/WalkthroughSplinter Cell - Pandora Tomorrow. Complete walkthrough with alternate routes and spoilers. Version 1.01 Date: 7/6/04 Legal stuff: This walkthrough may not be reposted, in whole or in parts, on any sites other than gamefaqs.com, neoseeker.com or cheatcc.com unless specifically authorized by the author. Please don't plagiarize. It worked for me. If it doesn't work for you, you're not doing it right. Since it took less than a week for me to get spam and viruses on the e-mail address I put in here, I had to change it... Written by: Lars M. Hansen (lambert (at) hansenonline.net) (c) 2004 Normal Difficulty. Level 1 Dili - Infiltrate the U.S. Embassy. Level 2 Paris - Infiltrate Saulnier Cryogenics lab. Level 3 Paris to Nice train - Meet Soth. Level 4 Jerusalem - Identify the biological agent. Level 5 Kundang camp - Intercept Sadono's call. Level 6 Komodo - Infiltrate the submarine. Level 7 Jakarta - Infiltrate TV studio and grab Sadono. Level 8 Los Angeles - Neutralize Soth and the last ND133. === Level 1 - Dili - Infiltrate the U.S. Embassy Special instructions: Nobody dies! Unless otherwise stated, you'll be crouching through most of this level. You start in the water. Once you're done oh-ing and ah-ing over the water effects, shoot out the light and move forward. Climb up, and follow the dock and shoot out the light just after the corner. At the end there's a ladder for you to climb up. Once you're up, shoot out the light. Over by the big doorway, there's a beam going down to the next dock. Jump up to grab onto it to slide down to the dock. Once you're there, there's another horizontal beam that'll take you off the dock and over to a building. Jump up to grab onto it, do a hand-over-hand to get to the other end. Once you get there, hit "triangle" again to lift your feet to get passed the obstacle. Don't worry about shooting out the light, it can't be done, rather move on quickly. Turn to your left and move around the corner. Quickly check under the door with the Optic cable (good habit to have), then open the door and shoot out the light. At the other end of the room is another door. Pick the lock, check under the door with the Optic cable, then open the door and take out the light. Over by the light, there's a pole for you to climb up. Once up, shoot out the light. To the left of the lamp there's a trap door. Again, check with the Optic cable, then open it and drop down. This is the first checkpoint. Tip: When shooting out lights, consider pressing UP on the directional pad. It'll activate the laser on the pistol, and it'll show a red dot where you're aiming. Head out the door and turn left to get of the porch. It's too well lit, and that's not a good spot to ever be in. Crawl up along the wall of the building across from you, towards the lit window. Once you get to the corner, turn left under the porch, and go all the way to the end. Here there's another lamp that can't be shot out, so just move quickly. Go up the stairs, turn right at the corner and walk on down to the crates at the end. Here's yet another lamp that can't be taken out as well as a bonfire that'll light things up. There's also some ammo for your pistol. Head down the stairs, stand with your back against the fence, press L3 to get close to the wall, then move all the way down to the end of the fence. Here you'll run into the first enemy. You can't kill him! Hit O to sit down with your back towards the fence, peek out to see where he is (move the left analog stick towards the right). While looking, hit X to do a "SWAT turn" to get over to the other side. Once there, press L3 again to get away from the wall, move straight forward to the other wall, then hit L2 to whistle. Immediately move back towards the opening where you came from (other side of the doorway that the guard will come through). Once he does come in, he'll head to where you were when you whistled (the exact spot), so now you should be behind him. Sneak up to him and grab him, then simply knock him out. He's already in complete darkness, so leave him be. Shoot out the light, then move down to where the guard was sitting. Continue in the same direction until you get to the checkpoint. There are landmines here. A quick thermal scan will show you where they are. You can either go under or onto the porch to avoid them, there's really no difference. Once you get around the corner, shoot out the light, do another thermal scan to locate the landmines. Climb onto the boxes over where the lamp was, face the window and jump. Now you can shimmy along the ledge until you get passed the mines and drop down. Go up the stairs and shoot out the light. Over in the corner of this room there's a ladder. Climb it, and move over to the little piece of pipe sticking up from the floor. From here, you can rappel down the wall. This is checkpoint 3. Check under the door with your optic cable, open the door then take out the lamp. Once you're down the stairs, head down the little alley on your right. About 2/3's the way down, turn right and face the wall. Then hit triangle twice to get into a half-split-jump. Hit triangle again to jump up and grab the ledge. Press up on the left stick to climb up. Take out the light on your right, then turn around and go inside. Once through the door, turn right and sit down next to the cabinet. Shoot out the light, then put your gun away and wait for the guard. His back will be toward you, so sneak up and grab him and knock him out (or simply elbow him when his back is turned). Pick him up and drop him in a dark corner. Shoot out his TV and move through the open door. Lambert will come on the radio to let you know how to get into the embassy. Checkpoint 4. Get into the water, then turn left and head for the bridge. Before you get into the area lit by that lamp on the bridge, check where the guard is (either with thermal or night-vision), and take out the light when he's least likely to notice. If you move to quickly, or get into the light, you might scare up some birds. This will get the guards' attention. Just wait it out, he should move along. Walk through the water (stay in the plants) until you're down by the door. Take out the light (check the guard), crawl back on land and check under the door with your Optics. Don't worry about those gunshots; no one is shooting at you (yet). Open the door. There's nothing of interest in here, so move over to the other door, and that'll be checkpoint 5. Pick the lock, check under the door, then open it. Lambert will ask you to befriend the guy sitting outside the window, so open the door, and go out slowly. Turn left, and crawl up behind him then grab him from behind and drag him back to where you came from. Drag him into a corner, then start interrogating him. Keep him talking until he pleads for death. Knock him out but don't kill him. As soon as you get back to the door, another guy shows up looking for a light. Just wait for him to get back in the house, then sneak up to the closest window. Move down to the opposite corner of the building, turn left and head for that pipe that goes up the wall. Alternatively, you can open the door where the guy went in, sneak up on him and knock him out. However, if he spots you, it's all over. Checkpoint 6. Good idea to save here. Now things get a little harder. Take out the light on your left, then run over and climb the ladder. Over on your right is another ladder; climb it. Once on top, turn left to get onto a large balcony. Remember what I said about crouching. You'll move slowly, but you're less likely to be spotted! Now, go around the corner, and in the first window there'll be a guard with binoculars. Move passed him, turn at the corner and move up to the next window. Lambert will tell you to stop, so take his advice. Listen to the conversation, and watch Sadono leave. Now the tricky part; Get up close to the wall, equip your gun, shoot out the ceiling lamp, then quickly and quietly move back to the safety of the dark corner. If the guard gets too close, simply elbow him twice, and hide him in the shadows. Now, move forward to the far end of the balcony, and climb out on the pipe next to the wall. Then climb up and shimmy along the roof. Once you're over the other balcony, drop down, and that'll be checkpoint 7. Move down to the edge of the balcony, and you'll get the option to climb out on a pipe. Climb down it, and you'll be on another balcony. Walk quietly through the curtains and sneak up on the guard hitting Shetland.Grab him, drag him into a dark corner, knock him out and pick up the satchel. Go back and chat with Shetland, and he'll give you the intel you are seeking. Once you're doing chatting with Shetland, pick under the door to your right. It's the only working door. There's a guard there, but he's not a problem. Just open the door and sneak over to him, and dispose of him in a corner. If you've gotten injured, you can get fixed up in the bathroom down the hall, if not, then simply turn left and head down the hallway. Once you get to the end, shoot out the big ceiling lamp, turn right and go down the stairs. Now you're down in a big lobby with three guards and a bonfire. Two guards are kneeling over a map a little further up, while the third guy is patrolling. Sneak up on guy #3, grab him and dispose of him. Just wait for him over by the overturned table (don't get too close), and he'll come over and turn his back on you. The door over to your left leads to a small room where there's a medicine cabinet, so if you get injured attempting to get these guys, you can get fixed up in there. Over on the bar, there's an empty bottle, which you can throw to get their attention. Only one guard will come looking, and you should be able to grab him in the same manner as you did the other guy. Once he has been taken care of, move towards the far end of the room. There's a barrier that'll keep you out of sight of the last guard, but you'll need to get his attention somehow. You can move across a fairly well-lit spot, or whistle, just remember to keep moving because he'll go right for you. Go all the way up to the wall, then turn left and hurry down to the end of that hallway. Turn the corner and take out the lights (might as well get in the habit). Halfway down the hall, on your right side, there's a set of doors. Open them and move through down to the next set of doors. That'll be checkpoint 8. Now, take out the light. If you shot it out before you got to the checkpoint, it will miraculously be back after the game has loaded, so no need to waste that bullet. Open the door and move outside. Lambert will get on the radio and tell you everything you need to know to cross the courtyard. Just wait for the searchlight to get up to the stairs and run for it (crouching of course). Then follow the light wherever it goes!It'll bring you to the other side (of the courtyard, silly!) Don't use night-vision for this part, makes it really difficult to see anything. Once you're across, the door is over on the right. Open it, and go up the stairs. Here's another room with yet another medicine cabinet (who needs them?). Head over to the stairs and go up one more floor, carefully, as there's a guard waiting up there. Sneak over, grab him and knock him out, then walk through the door. Switch the lights off, then talk to Ingrid Karlthson. Once that conversation is over, you'll get Lambert and friends on the radio again, and they'll tell you how to get to the extraction point. So, head for the door, and go back down two floors. Once you're down the stairs, there'll be a door over to the right. That's your exit.Open it and go outside. That'll be checkpoint 9. There's a guard out here, and like everyone else, he'll soon turn your back on you and walk away. Sneak after him, and once he stops, grab him and knock him out. Move a little closer to the tower, then shoot out the lamp that's on the tower, run over there, climb up and turn left. You'll find the switch for the lights right there, so turn it off. Get down from the tower, turn left and move in between the two buildings. Make sure the patrolling guard is fairly close, then take out the light over the door. That should get his attention, and give you the opportunity to knock out him out or grab him. Whatever, just dispose of him. Move up along the porch, then make a left turn. You should spot the second tower from here. Move close enough to it to shoot out the lamp, then run over to flick the switch. Get down from the tower, turn left, and head for those stairs. There's one more guard to go. Carefully move up to the corner. If you hear footsteps approaching, move back! He'll turn around soon enough, so head back to the corner, and once he makes a turn to head out on the pier, move up to just beyond pier starts. It's pitch black here, so even when he turns around, he won't spot you. Don't panic when he heads back towards you. If you're far enough out to the right, he'll walk right past you and toward that corner you just came from. Quietly run out on the pier and jump in the little boat. === End of level 1 === Level 2 - Paris - Saulnier Cryogenics labSpecial Instructions: Three alarms, and it's over. Well, I always wanted to go to Paris. Didn't anticipate ending up in the sewers, though. Kill them lamp, and wait for Lambert to finish the briefing. Climb down the hole, and shoot out the lamp that's right there. Move forward a little, about half way through the tunnel, then equip your SC-20K and take out the lamp outside the little tunnel you're in. This will get the attention of a lonely guard, who will come over to investigate. Quickly move out of the tunnel, turn right and move into the corner. Turn around, draw your SC-20K (hereinafter gun as opposed to pistol), have your night-vision on, enter sniper mode, and wait until the guard comes all the way over to the barrel then take him out with a single shot to the head. Since there are the occasional train coming by, run over and move the body into the corner. Then, run over to the train. There's a ladder on the right side of the backside door. Jump up to grab it, and climb onto the roof. Move forward. About halfway down, you'll run into an obstruction, but luckily there's an open hatch in the roof. Shoot out the light from up here, and then climb down. Another guard should be coming just about now. If not, move forwards a little in the train, and he'll soon be coming. Wait until he's inside the train before taking him out with either a headshot or a sticky shocker. FWIW, I like to keep the shockers for a sticky situation. Run over and grab the body, and hide it in a darker area of the train. Now move towards the end of the train, and shoot out the light that's down on the tracks. This will get the attention of the last guard. He'll go over to where the lamp used to be, and that's a good spot for you to do another headshot. Since he's already in the dark, just leave him there. Go on into the tunnel and try to stay in the shadows. Once you get to the room that's literally on fire, Lambert will come on the radio again and they'll give you a clue as to how to put the fire out. Well, they're wrong. Shooting the pipes doesn't help any. But you have something a little more powerful: a frag grenade. Equip it, and toss it into the fire, preferably a little bit away from yourself; you really don't want to kill your self just yet. Once the fire is out, move to the opposite corner (diagonally) of the room and open the door. Turn right and that'll be checkpoint 1. Shoot out the light, and check under the door with your Optics. There's a single guard patrolling in there. Wait for him to head away from the door, then open it and move in. You can hide in the shadows close to the door and fire a diversion camera at the green file cabinets. Use the noisemaker to get his attention, and then gas him once he comes over. Head over to that corner, and shoot out the camera just above the red light. Then take out the lights before heading over to where the red light and the computer are. Check the computer, and pick up the object and the ammo. Run over to the door, and check under it. There are two guards in here. One is walking all around the room, the other seems to be looking at some of the computers. Wait by the open door until the roaming guard is coming back towards where you are sitting, then retreat back into the other room and whistle. This will lure him in, and you can knock him out without getting the second guards' attention. Then, simply take out the second guard with a headshot. Move into the room and turn off the lights. You may have to move this body, as it might be in the light from either a computer or from the hallway outside. It's a simple matter. Now pick up the satchel that the guard left, and check out the computer. Head over to the door with the red light, open it, and go out into the hallway. Pick the lock on the door, then check under it with your optics. Enter the room and turn out the light (you'll save a bullet if you turn it off rather than shoot it out.). Open the door, and that'll be checkpoint 2. Lambert and Grimsdottir will come on the radio. Turn of the lights in the room while they talk, and restore your health here if you've been injured. There's also some ammo here for your gun. Check under the door before you open it. There's nobody there to start with, but three guards will show up fairly quickly. To the left, there's a pipe you can climb, and that'll get you up to a pipe that runs across the room. Get up there and raise your legs. The guards will patrol around the room, so keep and eye on them and move slowly. One guard will be patrolling just beneath you, so be careful. He'll stop just about where you'll have to drop down (over in the corner), so wait until he's at the other end, and hide in the corner. Once he comes back, he'll turn his back to you, and you can grab him and knock him out. The second guard will be patrolling along the other wall of the room, and the third will pretty much stay in the same spot. Bide your time, and quickly move through the curtains into the other room. The door is along the left wall; get there quickly, as it's a dark spot. Quickly pick the lock, open the door and move into the next room. Move towards the other set of doors, and that'll be checkpoint 3. Here you have to move fast. You got to stop the two guards from shooting up all the computers. The quickest way to do that is to use your sticky shockers, as you don't have the time to aim for that perfect headshot. Now, get in there, hide the bodies in a dark corner, and pick up the ammo for both your gun and pistol. Now check the computer. Lambert and Grimsdottir will get on the radio. There's a BOMB!! Get your smoke grenades loaded in your SC-20K, and head out the door. Up the hallway there'll be two terrorists. Fire off a smoke grenade. That should take out one or both. If one remains, take him out with a headshot. Run up the door where the terrorists were, and use your disposable pick to get the door open. Run inside, and you should easily spot the bomb. Get over there quickly, and you'll get the option to defuse it. Once that is done, Lambert will come back on the radio. Head back out the door and hide the bodies of the terrorists in the corner. There's another door around the corner, open it and that'll be checkpoint 4. Now you have to move up the stairs. That red light you see is a motion detector. The only way past it is to move very slowly. Shoot out the light, switch to night vision, and equip your gun. Now move very slowly up the stairs and around the corner. Shoot out the light again, and keep moving slowly up the stairs. Once you're half way up you are out of the range of the motion detector, so you can de-equip the gun and speed it up a little. Again, check under the door before opening it, and quickly move into the corner and shoot out the light. Don't worry; they're not shooting at you. Shortly after you take out the light, a guard will come around. He'll simply turn around, so whistle to get his attention then move to the other corner. Once he stops to look at the spot where you were sitting, take him out with a headshot or with an elbow (whichever you prefer.) Go over to him and pick up the satchel. Now head up to where the guard came from. Ignore those double doors, and take out the two lights up the hallway. Halfway up the hall there's a door. Get in there and pick up two sticky shockers and some 5.72mm ammo. Get back out and don't move! That shiny light is another motion detector. Equip your gun, make sure to crouch, and move diagonally across the room towards the doors over on your left. Down this hall there's three doors; two on the left, one on the right. Behind the first door on the left is a lone guard and nothing much of interest. If you want to take him out, feel free to do so. The second door on the left is the security monitor room, and there's a guard here as well. Move over there, and you'll intercept a transmission that'll tell you where the guard is that you need to find. Once that conversation is over, open the door, and take out the guard with a sticky shocker. He will definitely notice you opening the door, so be quick about it. The door on the right leads to the computer room. You need to get in here to check the computers. However, there are several cameras in here, so be careful and shoot them out. Once you open the door, there's one in the ceiling just in front of you. Next camera is over to your right, and there's one to the left as well. Once you've got those three cameras, take out the lights, and move up to the corner on the left where the computer is. Check the computer and Lambert and Grimsdottir will get on the radio. There are more cameras, so be careful. Turn right from the computer, and you'll see a camera in the far corner. Take it out, as well as the light. Move about halfway across the room, and then take out the last light. Sit down between the copy machine and the door, and you should be able to spot the last camera down in the corner. Take it out, then move down to the door and get out of the room. Skip across the room to the door with the keypad. If you've picked up all the satchels and checked the computers, you'll have the key code for the door. Open it and step inside; that's checkpoint 5. There are two guys in the hallway outside the room you're just about to walk into. One will leave, while the other will stay and guard the place. There's an odd lamp in the middle of the room that is lighting up the corner where the door is. Move over to it and switch it off. This will get the guards' attention, so quickly move away from the lamp, as he will come in to investigate. Once he stands still next to the lamp, take him out. On the desk over by the door, you will find some more ammo for your gun, and also a medicine cabinet. Open the door, and slowly move out to the hall. That red dot is another motion sensor so don't make any sudden moves! Shoot out the light, then slowly head down to the door in the right-hand corner. Check under the door with your optics, and you'll see two guards running away. Once they're gone, open the door and move inside. Here you'll find three lights you need to take out as well as a camera and wall mine. Take out the lights first, then the camera, and move slowly up to the wall mine to disable it. Continue up the stairs, and take out the lights as you go. Open the door at the end of the stairs, and walk inside and that'll be checkpoint 6. Move up to the door, and look under it with your optics. The problem with this room is that it's fairly well-lit, and there are two guards in there! Luckily, one is patrolling the room and the hallway, so you have a window of opportunity. The other guard will disappear behind a opaque glass wall. Once the patrolling guard goes off into the hallway, open the door, and move over to where the second guard is standing. You can sneak up behind him and grab him. Knock him out quickly, and leave his body in the dark. Wait for the other guard to come back, and take him out once he stops in one of the corners of the room. Run over there, and pick up the satchel he dropped, then carry his body back to the desk and hide him with the other guy in the dark. Check the computer. Run down the hallway, and open the door with the keypad. Move inside, and that'll be checkpoint 7. Once you get inside the room, you'll have a conversation with Lambert over the radio. Once the conversation is over, move over to the medical cabinet if you are in need of healing, then head to the far side of the room to pick up two more sticky shockers. Handy how these things lay around a cryogenics lab, isn't it? There's a guard in the next room. Equip your gun and switch to thermal view, and you should be able to spot him and take him out with a headshot. Pick him up and hide him in a dark corner. Now find your way across the room, and you'll find another locked door. Pick the lock, then open the door. Move onto the platform, and then move over the edge on the left side so you can shimmy along the platform. Switch to thermal vision to better see where the two guards are. Also keep an eye out for those containers. There are lights there that might make you visible, so you want to make sure the guards are not right on top of you when you move passed these containers. You'll need to shimmy all the way to the other end of the platform where the exit to the next room is. Just don't be in a hurry, and you shouldn't have any problems getting to the other end. You'll also intercept communication telling you where the guard that you are looking for can be found. Once you get all the way to the other end, wait for both guards to be out on the platform, then climb up and move through the plastic curtains and hide in the corner. Turn around and wait for one of the guards to come back in. You can see through the plastic with your thermal vision, so this might be the easiest way of telling when someone's coming. Take out the guard, then hide him in the corner. Move slowly down along the wall, and disable the wall mine. There's also a medical cabinet here in case you need it. Open the door and move into the room. This is checkpoint 8. There's really nothing of interest in here, so move to the top right corner, and climb down the air duct. Move to the other end, then climb up. The poor guy sitting by the door is Francois. Move over and talk to him. Once you get the phone, Lambert will be on the radio again. Once the conversation is over, you'll see a clip showing three people setting up some barrels with flammable liquid and a bomb. Climb onto the box next to Francois, then climb up into the air duct and kill all three of them. Try to shoot a smoke grenade down and hit the wall next to where they are standing. That'll make them coughing, and not very able to shoot back at you. From this range, you should have no problem taking them out with a few headshots, just make sure you don't hit the barrels! Go back to Francois, grab the ammo, and finish your conversation with him. Climb back up, and follow the air duct to the extraction point. === End of level 2. === Level 3 - Paris to Nice train - Meet Soth. Special Instructions: Absolute stealth, and nobody dies! You start by being drop onto the roof of the train by your Osprey. There are two hatches to get down into the car. Pick the one further up. Ignore the dog, shoot out the lights, and move up to the door. Once the door opens, there'll be a conductor there. Knock him out quickly, then hide somewhere dark. Move into the next car. At the end of the center luggage rack, there's a trap door. Climb through it and under the train. Move alone this pipe, and you'll get to checkpoint 1. Keep moving a little further, and you'll get to trap door. Check with your optic cable, then climb up and shoot out the light. Grimsdottir will come one the radio and tell you about more terrorists on the train. Head over to the four flashing red light and flick the switch. This will unlock the doors on the train. Now, check under the door with your optics, and if the coast is clear, open the door and turn left. Go through the sliding glass door and turn left again. Here you can open the door to the outside and climb out. You may want to listen to the conversation between the two terrorists or not. Keep shimmying along the side of the train, but keep an eye on the windows. There might be people looking out, and they'll spot you if you move passed the windows at the wrong time. Once you get to the end, open the door and climb in. Open the door on your right, then move through it, and that'll be checkpoint 2. Look under the door as a conductor will be coming over. If you look with thermal vision, it might be easier to see when he leaves. Once he's gone, open the door, and shoot out the light. Move slowly through the sliding glass door, and get up against the wall next to the open door. There's a guy there reading. You can do a "swat turn" to quickly get passed the door without being seen. Once you're passed that door, move slowly along the wall. If you hear a door opening, stop and wait for the guy to announce "how did that happen" before he disappears back into his cabin. Move down to door with the number 18 on it, and check with your thermal optics that one of the passengers' legs appears "cold". That would be Soth. Open the door and talk to him. After your conversation, Lambert comes back on the radio. Check the computer, and then follow Soth. Check under the door first, then open it and run to your right. Go through the sliding glass door, then check under the door into the next car. If there's someone there, wait for them to leave. Open the door, and move on in. Again, check under this door with your optics, and enter the room only when they are far enough away not to notice you. Head into the little bar area over on the right, equip your laser mike and aim it at the glass just where Soth is standing. You must be standing up to have an unobstructed path to Soth. If you try to listen from any other area, you'll have a hard time getting the laser on the window, or that second window will be in the way. Once the conversation is over, you'll get checkpoint 3. Lambert and Grimsdottir comes back on the radio, and instruct to head out. Turn around, and what for both Soth and one of his goons to leave the car, then head over to the one remaining guys. Sneak up behind him and grab him. There are no dark areas, so find the best spot you can (under the red lamp is a good spot) and knock him out. Pick up the satchel, and run for the door. Go through the next door as well, and once you see the medical cabinet, there should be a ladder on your right. Climb it and get up on the roof. If you're quick enough, you'll be outside before anyone can get to you. Keep running along the roof, and you'll get to the Osprey. Jump up to catch the rope, and mission is over. === End Level 3. === Level 4 - Jerusalem - Identify the biological agent. Special Instructions: nobody dies and don't alert anyone of your presence. Welcome to the holy land. This is a very difficult level, especially if you don't pay attention to alternate routes and how people around you move. Start with a little conversation with Coen. Once the conversation is over, head to the stair up in the distance. Half way up, shoot out the light, then move up to the top. Look around of a patrolling police officer. Lure him over with a whistle, then knock him out. Get rid of him in a dark corner, and head down the alley on the left. Keep an eye of for a second patrolling policeman, and keep to the right side of the alley. Hide behind those boxes when the policeman comes back, and once he's past you, cross the alley diagonally, and sit still by the door at the foot of the stairs. The cop will come back and stop under the light, and then he'll go back up the stairs again. Once he's gone past you again, hurry down the stairs, and that'll be checkpoint 1. Quickly move over to the far wall and hide over by the door. Another cop will come through a tunnel. Whistle to get his attention, move away a little bit, then grab him, knock him out and hide his body. It's easier if you take him out here, because he'll be patrolling the other side of that tunnel later, and you can't get him there. Wait for the other cop to be gone, then head up to the tunnel open. Shoot out the light. That should get the attention of two guys at the other end, and one of them will come through the tunnel. Hide on the right side of the opening until this guy is passed, then hurry through the tunnel and exit on the left side. Get up against the wall and move away from the corner. Note: Only the first time I played the game, this happened. Ever since, these two guys have not been there, which makes it a lot easier. If there is a guy coming through the tunnel, then there will be three guys in the plaza. If nobody comes through the tunnel, then only two guys will be in the plaza. If you didn't take out that cop, you'll have a patrolling cop to worry about too. Carefully move along the wall down towards the other corner. The two guys in black will move towards one of the benches and sit down. Keep going to the corner, then start moving towards the alley in front of you. You'll have an issue with some light here, but if you time it right, it shouldn't be an issue. Just cross diagonally once you get to the opening to get out of the view of everyone. If you stand up, you can move faster and do a roll. That should get you back into the dark quickly enough. In this corner, there's a pipe. Climb it, and you'll end up sliding down the entire alley and end up hanging outside a window. Wait for the guy to move away from the window, then drop down and shoot out the lamp. Jump back up, and start moving left. This will take you around the corner, where a cop are arguing with a civilian about orange juice. Move as far over to the left as you can, and wait for the civilian to leave. The cop will the start patrolling, so wait for him to get a little away from you, then drop down to street level, move over to those crates and hide behind them. Keep moving forward when the cop isn't looking. Once he gets passed you again, run around the corner, and you'll get to checkpoint 2. Quickly move in behind those curtains. Brunton will get on the radio, saying somebody needs to die. Move slowly down the stairs and equip your pistol. Once you get down to the bottom of the stairs you'll see what's going on. Turn on the laser, and take out the first guy with a headshot. The other guy will grab the old guy, so you need to take him out with a quick headshot too. The laser makes it really easy to take care of these two guys. It's time to pick up you SC-20K! Talk to Saul again. There's some more ammo behind that stack of crates over by the door. If you want to practice a little, follow Saul. If not, simply turn right at the top of the stair. We'll follow Saul for now. At the top of the stairs, turn left and talk to Saul again, and he'll tell you a few things about the gun and how to use it in sniper mode. You'll also learn how a neat trick with the sticky shocker. Once you're done, go back to the stairs but head out the door instead of going down. That'll be checkpoint 3. Take out the light. Move towards the end of the alley and sneak a peek out to see who's talking. Try to lure the cop into the alley where you are (whistling works fine). Just be careful and wait until he turns around before you grab him and knock him out. Get out of the alley, and shoot out the street light at your left. You can get passed the window my moving up close to the wall on the opposite side, and then move down into the corner. Now turn to your left, and you'll spot two people and three lights. You need them gone. The woman will keep walking up and down here, the other person will simply disappear. Take out the lights with care not to scare that woman too much. Move on down, and knock her out as soon as you got a chance. Once you're down in the corner, you'll spot two cops over on your right. It's easer to take them out here than try to get them later, as they'll move and start patrolling the next street you need to get down. So, take out that one light, and hope that gets the attention of one of the cops. If not, move down to the pipe, whistle, then move away. Get behind him and knock him out. Next, whistle again to get the attention of the second cop, and do the same with him. Alternative route: Take out the light. Climb up the pole, then walk along the edge. Drop down, and move all the way over, then drop down to the window. Slowly move inside, and over to the corner by the window. You'll see the shadow of a man having a cigarette on his balcony. Just wait a minute, and he'll finish and move inside. Climb through the window, and check for cops. Drop down and hide in the shadows. Since you didn't take out the cops here, you'll face more of them patrolling this street. Either way, Once you're around the corner, move down along the right wall, then cross over and wait by the door right next to the well lit stairs. If you took care of the two cops further back, you'll only have one cop patrolling here. Watch his routine, and move diagonally across the alley to the door on that side. When he's walking down the street, you can move along the wall until you are out of the lights. You can also lure him over to the door where you were sitting, but if there are more cops around, you might get too much attention. There should be another cop patrolling the down at the end of the street. He's only there the first time you play the game, and that makes it a lot more difficult. If you can dispose of all the cops on that sloped street, you should be able to sneak after this last cop, and lure him somewhere dark where you can knock him out. Anyways, at the bottom of the street, turn right, and if you need to, take out the cop with a sticky shocker. Run down this alley and turn left. Jump down into the alley and move forward. That'll be checkpoint 4. Grimsdottir will come on the radio and tell you how to find Dahlia. Move down to the second lit window on the left wall. Face the other wall, then do a half-split-jump. Jump again to grab onto the ledge and climb up. Crouch down, and walk all the way around. This'll get you passed one cop without incident. There is a line on the corner which can get you to the other side of the street, but then you'll be stuck with no way to get down without alerting the cop. Move into the corner, and drop down. Hurry into that little storage area in case the cop heard you. Once everything is clear, start moving down the alley, cross over to the right side, and hide behind the crates next to the cop. Some guy will come walking on by. Don't worry about him, he'll go down to the other end and will be out of the picture. Wait for the second cop to come over. He'll be patrolling the plaza, so he'll be gone soon enough. Once he's gone, whistle to get the other cops' attention, then move back down the alley a little bit. Sneak up behind the cop and knock him out. Then shoot out the two lights you can see from here. You can sneak along the right wall even with the lights on. Just be careful of that cop. Also, there's a dark corner (at least after you shoot out that lamp) diagonally over from where that first cop was. You can lure the second cop in there, and your problems are gone. There is one more cop patrolling the street in front of this church. You can easily bypass him. At the corner of the church there's a pipe. Climb up and you'll be up on a ledge. Move over to the other side, then take out both of those flood lights, then jump down onto the ledge that goes along the wall opposite the church. It should now be plenty dark for you to safely move. There are some boards that'll block you about half the way down. Simply drop down and shimmy along the wall until you get passed these; then climb back up. If the cop come walking under you, stop or he might hear you. Just wait a little be, then shimmy to the end of those boards and climb up and move to the end of the ledge. Jump up to get to the next ledge, and drop down on the other side of it. You can't shoot out this light, so don't waste any ammo. Check where the cop is, and if he's far away, keep moving around the corner and down to the wall with the gate. Again, jump to grab the ledge, then drop down on the other side. You can't take out any lights here, so drop down and move over to the door. That'll be checkpoint 5. Move over to the door, open it and go through. It'll be another area with indestructible lights. Move along the right side wall, and you'll find a pipe. Climb up, and you'll slide into a fenced in area. Shoot out the lamp here. Look around, and you'll spot a person. That's Dahlia, so scoot over and talk to her. Just wait around until the conversation is over, and she'll open a door for you. Move through it, and equip your gun. You need to take out two lights from here. One is that streetlamp down by the wall, the second is the light at the end of the next alley. Both are doable from here. Turn on your night vision, and move passed the cop and anyone else. Take it slow when passing, you don't want the to hear you. Move on to the end of the alley, take a quick left, then turn right. There's another cop down here. He'll start talking to Dahlia and turn his back on you. This is your cue to move through the passage and turn right and into the corner. Once there, keep an eye on the cop, and cross diagonally along the dark areas. Hide behind those crates. The cop will resume his patrol, and once he's passed you, move to the other side of the crates, and check on the cop before following Dahlia (stay in the shadows). Once you catch up to her, she'll open a gate; follow her through it, and that'll be checkpoint 6. Move forward very slowly. There's a cop right around the corner to the left. He'll walk right passed the little alley you are in, and head down towards an area on your right. Once he's passed you, move on out of the alley and straight forward. Turn left, but sit still. A second cop will come into one of the lit up areas. He'll quickly turn around and head down an alley. Head over to those big doors under the archway, and wait for that second cop to come back. Once he's passed you, head down that alley. Run down the stairs on your left, and Dahlia should be to your right. Don't worry too much about these lights, just get passed them quickly. She will open the door, so you should follow. That'll be checkpoint 7. Shoot out the lamp. Move forward to the end of the alley, and keep an eye on the cop. Once he starts moving down the other alley, go down to the archway. Stand in the archway, on the left side facing the wall, and jump to grab on to the ledge. Shimmy over to the right a little bit then climb up. You can now move along the path up here without having to worry too much about the two cops that will be patrolling this alley. Just make sure to move slowly when you are close to the cops, or they'll be alerted. Just where the second cop stops to look around, the path crosses to the other side of the alley. You have to cross here as well. Wait for the cop to be at the other end before crossing that lit up area or you risk getting spotted. Also, when you drop down you could get spotted, as it's not very dark right here. Move quickly around the corner to your right, and Dahlia will have a run-in with another cop. The cop loses. Before going around this corner, check where that other cop is. If he's standing just around the corner, he'll spot you, so wait for him to move away again. Run down there and hide the body. Talk to Dahlia again, and she'll be a little spooked. There's some talk about getting on the roofs, but that's not really necessary. Once she opens the door, follow her. Get up along the right wall, and once you get to the lighted area you've reached checkpoint 8. Move up to the corner and take a look. There's a cop at the top of the stairs. Wait for him to start moving, then run up the stairs and hide in the shadows. Once he's a little further down, turn left, and run down under that covered alley. Keep on moving, turn out through the last opening in the alley, and move down the corner of the plaza. You should she Dahlia talking to another cop, and that first cop is coming back towards them on his patrol. He'll quickly disappear into that alley you were in. Take out the cop Dahlia is talking to with a sticky shocker, then shoot out the light. Grab the body and follow Dahlia. Ditch the body in the alley and keep walking. She'll run into another cop, and since he's about as smart as everyone else, he'll turn his back on you. Grab him, drag him into the alley and knock him out. Dahlia will disappear through a gate to the left, and you should follow. There's a door with plenty of light coming out; that's where she went. Follow her and walk into the elevator. Talk to her from the elevator. Once that little conversation is over, Lambert will instruct you to kill her. Do it. One quick headshot. If you don't, Lambert will be very unhappy, and Dahlia will send some snipers after you later in the mission. That'll be checkpoint 9. This part starts with more radio talk and Fisher questioning the killing of Dahlia. Whatever. Once the elevator gets to the bottom, a guard will walk right in front of you. Follow him quietly and quickly, and knock him out. Hide his body in the elevator, then turn left on your way out. You can ignore most of the floodlights here, but take out that single lightbulb in the archway in front of the stairs. Once you're at the bottom of the stairs, a guard will come your way. Take him out. A air-foil round to the chest will stop him long enough for you to get over there and plant you elbow on his chin. Hide him in the corner, then shot out the light over by the pipe. Run on over there, and to your right there will be a pipe going up the wall. Climb it to get to the horizontal pipe. Move out a little bit, then raise your legs to get through that little opening in the wall. Once through, drop down and move towards that railing. Shoot out the light above you, and move all the way up to the railing. That'll be checkpoint 10. That noise you are hearing is a gun turret. These have heat sensors, so we'll need to be careful. Move past the railing and drop into the water on your left side. There's a guard diagonally across the room. Leave him for now, and move the corner to the left of the gun turret. Climb up here, and them move out from the wall a little. You should be able to shoot the guard from here. Pop him, then the light, then walk over and disable the turret. Hide the body in a dark spot, and head back to where you came out of the water. There's a doorway here. Enter, turn left and take out the light. Continue down this way, and stop at the corner. There's a guard in that room, use your night vision or thermal vision to spot him and take him out. Once he is down, shoot out the two lights on the left side of the room. This might get the attention of a second guard, but he'll lose interest soon enough, assuming you stop shooting. Once he's gone, take out the remaining two lights. Hide the body, then grab all the goodies on the table. There's also a medical cabinet here in case you need to freshen up. Keep an eye out for that other guard. Go out the door next to the medical cabinet, and turn left at that first opening. If he's not patrolling, shoot out that light. He'll come over to check it out. Take him out with one of the gas grenades; it's due time to test how these things work. Once he's out of the picture, take a left at the corner, then take the first right. There's a blue light coming from this area, and this is where the biological agent is hidden. There is a light in the ceiling all the way at the opening of this tunnel, it's hard to spot, but it's there. Take it out and move into the room. Over on your right, there's another tunnel opening with another light; take that out as well. Move out of the tunnel, turn right and head into the corner. Look to your left, and you'll see yet another tunnel with a light bulb; shoot it out. Move forward, and make a left turn to get into the blue room. Once inside, stay to the right of that bench, and the device will be on the workbench in the left corner. Once you got it, that'll be checkpoint 11. |
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