Tom Clancy's Splinter Cell: Pandora Tomorrow Walkthrough :
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Walkthrough - Splinter Cell: Pandora Tomorrow FAQTom 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: Gamefaqs.com IGN.com Gamespot.com Cheats.de Neoseeker.com Cheat Code Central Cheat Planet 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 |
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Another Tom Clancy's Splinter Cell: Pandora Tomorrow Walkthrough :
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