Tom Clancy's Splinter Cell: Pandora Tomorrow Walkthrough :
This walkthrough for Tom Clancy's Splinter Cell: Pandora Tomorrow [X-BOX] has been posted at 14 Sep 2010 by tom9000 and is called "Hard Mode Stealth Guide". If walkthrough is usable don't forgot thumbs up tom9000 and share this with your freinds. And most important we have 14 other walkthroughs for Tom Clancy's Splinter Cell: Pandora Tomorrow, read them all!
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Walkthrough - Hard Mode Stealth GuideSPLINTER CELL PANDORA TOMORROW Hard mode stealth game Title: Splinter Cell Pandora Tomorrow Producer: Ubi Soft For: X Box MSWord: Courier New Created: 4/12/07 By: Ghidrah EMaul: Ghidrah_@hotmail.com _____________________________________________________________________________ If anyone wishes to use this guide on their site, I’d like to know. I don't have a problem with its use by others on Gaming forums, FAQ sites, or being copied for personal use. I'd like to know if it's to be viewed on a site though, just so I could drop by to ensure it hasn't been altered. So please send me your sites URL. _____________________________________________________________________________ As with all my guides, find some legit trick I missed, you get the credit for it in the guide and an insert amendment to the guide where it will be used. As long as the trick, shortcut, etc., etc., can be validated by me without the use of any kind of cheat codes if (codes) exist for the X Box version of the game. _____________________________________________________________________________ MENU 1. REVISIONS 2. BRIEFING (crap) 3. DISCLAIMER 4. CONTRACTIONS (often used words or phrases) 5. WALKTHROUGH (areas 1 through 9) 6. END GAME STATS _____________________________________________________________________________ 1. REVISIONS A summery will be given here; I hope I don’t add many. All changes to the guide will be dated and noted at the beginning of each level where they occur in the game. A positive aspect of cold eye playing occurs if one asks the question, “Why the heck am I doing junk this way?” This question allowed me to make what I consider improvements in the guide’s interaction with AI and game path. The guide is stealthier, e.g. (shooting, throwing objects and alerts). I tried to think as realistic as possible under the conditions set by the game. Never confront when you can distract, never distract when you can evade. A little more detail and a considerably longer guide. 6/19/08 It’s been 16 months since writing the 1st version of the SCPT guide and the same since playing the game. Playing the game and guide with a cold eye allowed me to see that it’s a decent guide but could be slicker. I hoped to eliminate at least 1 KO but it appears the game won’t allow it. 10/16/08 Finally, I found a way to eliminate 1 of the 2 KOs in Paris. I’ve been trying for over a year with -0- success. A net friend “The BEAST” plays the Nintendo version of SC on his WII and who also helped me slick a spot on Penthouse in CT was relating his KO Kill count of his last run in SCPT. He does Paris in 1 KO and Jakarta with -0-. So I whined about not being able to brain out a solution and went back to Paris. 11/10/08 Started playing again, eliminated both KOs in Paris and keep Dead Meat alive without killing BGs. 5/5/09 Began playing again, found a few more slicks and cut more distractions. I added the “FIND” designators in the WALKTHROUGH Menu below “QF” for Quick find. 5/6/09 I’ve added distractions to the guide and refined the use of and terms regarding distractions. Stuns are now included as a distraction and the device used as a round if propelled by the rifle or pistol. Exceptions to rounds are anything thrown, Flash/Bangs and bottles, or held like the Cam Jam or whistles. I also have limited the use of whistle and bottles to areas where jumping, short FCs and or runs don’t attract the attention of the AI. Today I eliminated 1 KO in Jerusalem. 5/11/09 Eliminated 1 major distraction and found an alternate route out of the Marketplace. 5/13/09 Pretty much Jakarta and LA have gone insane on this rewrite. Much of what used to work fails; many of the AI stopped responding in the accustomed, reliable manner of the past. The worst was being seen through walls by the AI in the auditorium on the way to Ingrid, the BG in the adjoining room no longer stays in it. The 2 RBGs in the turret HLWY stopped moving and Ingrid stopped talking when I entered the HLWY. I basically kind of had to refigure a route out of the area. I like the new routes but it was a very stressful learning curve because the AI wasn’t responding correctly. 5/15/09 End game tactics; regarding Komodo, Jakarta and LA, defined as nearing the end of the level and no longer required to maintain stealth to accomplish the goal and extraction. I try to be as realistically ghosty as possible under the given circumstances. Regarding Komodo there’s no way out without sh*t hitting the fan. In LA there’s no way up the long ladder without freaking the civies out and activating the timer. So, working off that concept I created a smidge more chaos and made the level a weensy bit faster. Frankly in Jakarta, there’s no point of realism once you enter the glassed security area in the studio building. It isn’t possible for so many to be so monumentally moronic. So when forced into situations as mentioned as much as I hate to say it I went with the flow. _____________________________________________________________________________ 2. BRIEFING One of the main features I like about the Splinter Cell series is the new junk Sam gets to play with, and or do and I never use. The swat move however is too cool, and too bad it doesn’t stay with the game engine. As anyone who’s taken advantage of my SC guides knows, I don’t have much use for the majority of Sam’s moves or toys. I prefer the “KISS” method. In the current issue, my desire to minimize KOs has led me to a somewhat different tact. I’ve sacrificed stealth in some areas for numbers, in each instance; the alert meter is off. Were it not for the killing sanction the alarm most assuredly would have hit level 3 within a fraction of a second. For the first time in SC, I had a use for a Flash/Bang. If you play the game enough times you begin to notice slight variations in AI routine. The individual BG’s basic route remains, but in conjunction with multiple BGs the individual patterns will be out of sync. These changes can also occur within the same game from a different point of entry. I’m finding a number of glitches in the game, like being identified while motionless, in total darkness and behind barriers. All the maneuvers used in game work better than 85 percent of the time, but as many know the game can get a bit pissy with AI sensitivity. On the other hand inconsistency breeds caution. The game has many glitches, I don’t know if they’re save related, errors created by the guide’s game path or both. In the least they can be comical worst, game stopping. I suggest “Xing” out all the cut scenes _____________________________________________________________________________ 3. CONTRACTIONS There are a few word strings and or phrases that will appear countless times in the guide, to minimize the tedium of repetition, I’ve created and logged contractions below for the most used, incase there’s a problem with deciphering them. Bad Guy= “BG”, Computer/s= “Comp/s”, Counter Clockwise= “CCw”, Clockwise= “Cw”, Cable the Door= “CtD”, Fast Creep= “FC”, Hallway= “HLWY”, Infrared= “IR”, Left Trigger= “LT”, Night Vision= “NV”, Normal Sight= “NS”, Optical Cable= “Cable”, Roving Bad Guy= “RBG”, Roving Guard= “RG”, Slow Creep= “SC”, Stationary Bad Guy= “SBG”, Quiet Creep= “QC”, Quick and Quiet= “Q&Q”, Quick and Quiet Creep= “QQC”, _____________________________________________________________________________ 4. WALKTHROUGH QF K/KO 1. DILI, TIMOR, 1DT 0/1 2. PARIS, FRANCE, 2PF 0/0 3. PARIS-NICE, FRANCE, 3PNF 0/0 4. JERUSALEM, ISRAEL, 4JI 1/2 5. KUNDANG CAMP, INDONESIA, 5KCI 0/0 6. KOMODO, INDONESIA, 6KI 0/3 7. JAKARTA, INDONESIA, 7JI 0/2 8. LOS ANGELES, USA, 8LA 10/0 _____________________________________________________________________________ 1. DILI, TIMOR 1DT US Embassy Timor is a Dili of a training level! The training level of the game is used to reacquaint you with the controls and not as easy as it looks. Run, jump, hoist and rappel your way to and through the shack, no BGs in the area, no worries. Play with your goggles and allow the game to channel Sam to a narrow squeezway between a fence and deck. Stop at the 3rd dip in the fence, (a couple of feet from the opening); locate Manfred sitting on the crate and “WHISTLE”. Slide to the end of the fence, swat turn to the other side and crouch. Manny will enter the niche Sam is in and face the narrow ally Sam whistled from then exit, move past his sitting crate, stop and turn around. As he exits the niche area follow at his left rear, stay to his left and move past him a foot or so as he stops to turn and face the sitting crate. He’ll likely make a false look back and comment, as he does continue on along the ally to and under the raised decking on the right for cover. Flip to IR, look around the corner and see the pretty flashing lights on the ground. PRETTY LIGHTS BAD!!! Exit from under the porch, stay IR, run to and jump over the mines. Enter the narrow alley on the right, look up to the left; see a break in the railing, double jump up to the 2nd floor. Creep through the house, locate the pole and slide down to the ground. Frogs frogs everywhere and not a leg with meat! Stay right along the fence, QQC across the stream and over to the truck. Locate the RBG, as he turns to walk away follow close at his left rear along the palms and stream bank. Pass him as he stops and turns away, remain along the palms to the corner of the high perimeter wall and then cross over to and around the corner for an auto save. A sitting BG, hug the wall, slide to and under the light and “WHISTLE” for his attention. Move away from the wall and stop about 10 feet from the cabana as he rises from the crate. He’ll stop a few feet from where Sam whistled then walk back along the front of the shack. Follow at his left rear and pass him as he stops. Wait for him to walk away before moving over to and into the narrow ally just past the burning barrel. Once in the dark double jump up and over the wall. (SAVE) Daddy, I want a Shetland pony for my birthday! Climb the staging move around the corner, remain in the crouch, stick to the wall and slide past the window to the next corner. Once at the corner, ignore Lambert, SC to the balcony railing, stick to it and slide across the veranda back into darkness. FC to the end of the balcony; climb the pipe, skooch over to the ledge near the window, drop down and enter the Embassy through the window. SC to the interrogator and drop him with Mr. Rabbit punch. Talk to Shetland, CtD and exit the room. QQC past the BG on the terrace and locate the stairwell to the lower floor. Stay along the right side as you step down to the lower floor; note the RBG moves off shortly after reaching the bottom of the stairs. From the base of the stairs QQC over to the right side of the smoke shrouded counter and between it and the wall. Avoid the fire, locate the RBG through the smoke and follow. Once past the smoke locate the 2nd table with the bottle, grab it and move back to the 1st table. Eyeball the RBG, prep the bottle for throwing and take note of the RBG when he disappears around the pillar. ASAP, turn face the carpet hanging on the wall and throw the bottle. Move to and QQC along the draped wall, around the corner to the exterior wall then SC across from the pillar and hold. Likely 2 RBGs will investigate but not see Sam as they pass by. Once past, continue along the perimeter of the room and exit the building. Ingrid Bergman’s a good actress! CtD and exit to the courtyard, Ingrid will flash Sam in a good way from a balcony across the courtyard. A sniper is perched on the 2nd balcony with NV goggles and not clever enough to switch off for comparison. Good for Sam bad for him. (NOTE) With this current tactic through the lower embassy I get to the courtyard when the searchlight is advancing on the steps cutting some wait time off the level. Go left into the light and remain in it to the opposite side of the courtyard. Once you make it to said building, SC along the front to the triple climbing pipes between the 2 balconies. Climb to the eave and over to Ingrid’s room. Drop down; enter and talk to Ingrid. Once done, exit the building through the window. Once on the lower roof, remain in the crouch, go NV and FC diagonally off the roof toward the low end and repel point. Once off the roof let go of the direction buttons. Sam will land with a yelp and most often looses less than a quarter on the health meter and sometimes none. Now it gets a smidge tricky the only cover is darkness, (SOMETIMES) and timing. Remain in the shadows QQC along the fence to the left front of the tower ladder and hold. (NOTE) RBG#1 has a basic patrol route with 3 possible stops out from the tower to the end of his route and 3 possible stops on the way back to the tower. Stops 1 and 2 of the 3 out going stops are the important ones. I took on the burdensome task of cataloging 88 patrol cycles for RBG#1 in 4 groups of 22 hoping to find a reliable pattern, it does not exist. The only route option that allots enough time to climb and hide is a straight walk from the tower to position 3. If #1 stops at position 1, (about 7 steps from the tower) he’s too close and hears Sam climbing the ladder. If you wait for him to begin moving from stop 1 to climb the ladder and he stops at position 2, (about 2/3 along the route) you won’t have time to hide on the platform, because he looks back at the tower. You can’t afford the time to sit to see if he does or doesn’t stop at 2 and still make the platform and hide in the time it takes him to move from 2 to 3. So your options are from best to worst, 1. Luck out on your 1st try getting the good route. 2. Shoot the lamp on the tower platform. 3. Keep restarting until getting the good route, (which can take some time) 4. Try and kill #1. In 88 runs #1 stops at position 1 31 times, position 2 43 times, positions 1 then 2 16 times and straight to position 3 29 times. As RBG#1 moves off, face the ladder so that Sam stands then climb up onto the platform. Move to the right side rail, stick, crouch, slide right and hold. #1 will return to his standing position below Sam, and then repeat his patrol. As #1 moves off flip the switch, crouch and drop off the tower. Move in a CCw arc over to the leading right side corner of the ally, slide around the corner, stick and slide along the railing a few feet and look into the next area for RBG#2. If he is moving into view continue sliding along the railing and stop between the 4th and 5th railing post. If #1 walks past Sam before #2 gets to the fence QQC into the open, remain in the dark lane through the area to the barn and hold halfway between. If RBG#2 moves off from the fence before #1 walks past Sam, QC right into the dark niche with all the flies and wait for the next cycle to follow #2 to the 2nd tower. Maintain a discrete distance from #2; he may stop near the corner of the barn close to the tower. Once he begins to move off to the other end of the area move to and climb the tower ladder. Move to the right side railing, stick then slide as far back as you can and crouch. #2 will return to the base of the tower and repeat his patrol, as he moves off, flip the switch, slide down the ladder and exit the level. Ks 0, KOs 1, Rnds 0, Dists 3 _____________________________________________________________________________ 2. PARIS, FRANCE 2PF Saulnier Cryogenics Do they have any good ice cream? Sam spends some time in sewers eh! Slide down the ladder into a connecting passageway. Creep to the opening and wait for the train to pass. Ignore the RBG, QQC along the left side to the raised platform turn and climb up. Quickly move to the wall and accelerate from FC to full run along the wall and toward the end of the train. Just as you approach the end of the train you’ll see RBG#2 enter the area from the left, go into a roll and release the controls to come to a full stop crouch. Face the wall, stick, and stand then turn the camera to face Sam. Locate the large “M” stain on the wall to the left of the passage ahead and slide into the left side of the “M”, (furthest part from the exit passageway. #2 and #3 will biatch and leave, as #2 approaches slide past, stop, release from the wall, crouch and move around the corner and out of the area. Move through the passageway to the big fire. Shoot the valve stem near the ceiling to extinguish the fire. Locate the exit door and cable it. An RBG, once he begins moving off across the rows of shelves “X” out, enter the room and follow him to the exit door. As you approach the exit move left to the wall and wait for him to begin moving off to cable the door and exit. Enter the room, 2 BGs in this room and 2 rows of cubicles. Turn hard right, slide along the wall and hold along the wall where the floor lights up. The RBG will stop and talk to the standing BG, as he does continue moving along the walls to the exit, CTD and exit the room. Wait for the door to close to cable the next door and then pick it. (NOTE) The RBG often turns and faces the windows so stay tight to the exit door and the one ready to close. (SAVE) CtD, it’s a large dark room with an opening at the opposite end. “X” out, enter the room and run to the other end of the room; stop about 4 feet left of the opening and hold. Allow all 3 RBGs to enter the room before SCing out. Quickly CtD and then enter the 1st of 3 connecting HLWYS. The 1st one has a huge glass walled computer room on the left, RBGs 1 and 2 are in the room with an important computer at the far left end and both are armed. Go NS, remain in and FC through the dark lane in the center of the HLWY, follow it right to the wall and hug the corner as you swing hard right into the 2nd HLWY. Once Sam is around the corner press jump to stand and run into the 3rd “short” HLWY. Once in the short HLWY stop and pop the ceiling light then move into the far left corner. Go NV, QC along the wall and hold in the corner near the door till the 1st RBG enters the area, then slide along the wall past the door as the 2nd RBG enters the area. Do a hard left around the corner, accelerate to a full run and enter the comp room. Locate the hot comp in the room and start bashing keys. ASAP turn and save as you run out the room. (NOTE) There have been some odd occurrences in this area, about 10° of the time the Bomb RBG never leaves the room. About 10° of the time the HLWY RBG moves to the storage room door and doesn’t leave. About 20° of the time I’m forced to use the disposable pick to get to the bomb because one or both hangs in the area with 12 or less seconds left on the clock. Cross the 1st HLWY and stick to the wall about 5 feet from the corner, wait for the #1 and 2 to pass by Sam for the comp room to move around the corner and hold. The bomb timer starts as the 1st RBG nears the comp room. Most times RBG#3 approaches Sam and stops just past the bomb room door; sometimes he never leaves the door area. Usually #4 exits the bomb room to the HLWY and exits the area via the door around the corner in the short HLWY. As #3 drops to a crouch turns and FCs back to the far end of the HLWY FC along the wall and across the HLWY to the left side and stick to the wall in the dark to the left of the bomb room door. As he takes off for the exit from the corner move to the door, quickly pick the lock, enter the room and disable the bomb. Locate the exit door, CtD and pass through. Move to the right side of the stairs, QC up and around the corner to avoid the motion detector and stop at the top of the stairs. CtD, open it and FC across the HLWY; roll into the dark corner beside the double doors and stick. Ready the Disposable Pick, one RBG remains in the area, wait for him to turn away, as he does burn the lock and enter the HLWY. Stand to the side of the server room door, move close enough to get the open door option, do so and then move away from the opening. Locate the ceiling camera, once it turns away, book into the room and to the Comp in the corner on the right. Get the data and pass code for the exit door back in the HLWY, note the camera direction and scan the HLWY window to ensure alls clear. Exit the room when safe, access the door with the pass code and enter. Locate the RBG in the HLWY, no goggles; flip the switch on the light illuminating the exit door and QQC to the right side of the door. Allow the RBG into the room, SC out past the motion sensor to the next door CtD and enter. Climb half way up the stairs along the left side into the darkened area. As the camera turns away move to the wall, stick to it, slide past the mine and stop in the shadow at the corner. Climb the next set of stairs when the camera turns away. CtD, QQC through the door and bear left into the shadow, you can avoid a messy greeting from Mr. Cluster bomb, otherwise CtD and wait for him to start playing with the comp to enter the room. After a bit, the other RBG will stop tea bagging a corpse and walk past the public phone and to the end of an adjacent HLWY. The comp BG moves away when done and then it’s your turn to play with the comp for the keypad code. You don’t get a turn with the corpse, so when done, QQC over to the left side of the entrance to the adjacent HLWY and use the dark spots along the wall as cover to the end and the tea bagger. If undisturbed, Mr. Bagger always has his back turned to Sam so access the pass code door and enter as he leaves. EEWWW and GASP!!! It’s “The Night of the Crawling not really French but Mexican not really Jumping Brains” Once Sam has completed his Ninja version of a combo ethnic French/Mexican hat dance around the brains “with opposable thumbs” I might add. Enter the fffreezing brain room, go IR, locate the turret gun and deactivate it. Pick the door lock and exit. Drop off the elevated walkway and skooch around to the next break in the railing. There are several areas with coolant exhaust to deal with; all can be passed without damage if you take your time. 2RBGs near the exit, they’ll hear Sam coming and eventually they’ll both walk away along the elevated walkway. If not, once they settle down the BG closest to the door should be facing away. Q&Q up and SC into the HLWY locate the door on the left, CtD; enter the room slide along the glassed wall to the glassed cabinet. Climb up to and through the crawlspace into the locked room with Mr. Dead Meat. Talk to Mr. Meat and leave. Once back in the vent scope and locate the big honkin off gassing valve on the wall below. Get a scoped bead hold it and pop out of scope and do not move once scoped out. Wait for the 3 RBGs to run off and then shoot the valve. You’ll hear the sissy complain about blindness or something but everyone lives. Exit the level. Ks 0, KOs 0, Rnds 3, Dists 2 _________________________________________________________________________ 3. PARIS-NICE, FRANCE 3PNF How the hell do you stick to the top of a moving bullet train? Drop down through the 1st trapdoor. FC through this car to the next one, a cargo guard hangs behind a chain link barrier moving from left to right. There’s a row of shelving in the center of the car; in front of it is a trapdoor, Sam’s exit. There’s an empty shelf slot near the front of the shelving row just right for Papa bear. Wait for the guard to walk from the left to the right side of the caged area and stop to drink his coffee. Move Sam left and into the empty shelf. Once in the shelf slot wait for the guard to make his 1st stop on the right to move to the trapdoor and exit. Skooch to the next trapdoor and cable it. BG#1 should be picking his nose or something, let him exit into the general sitting area to climb up and don’t shake his hand ... ever! Move to the electric lock for the side doors and unlock them. Open the door, locate BG#1, his back should be to Sam, SC onto the threshold to activate him. Once he drops and shoe grinds his boogers in the carpet QQC into the HLWY and through the glass door. Exit the car through the side doors and skooch to the 1st window. A large man is staring out the window let him sit down before moving on. (Note) Every other poll light that Sam and the train pass will flash both, to avoid being seen move from window to window between flashes. A woman sits at the 3rd window; wait for her to yawn and sit back and the next flash to move to the next window. 2 BGs here move after the flash and you’re safe to the next set of side doors. Enter the next car; wait for the conductor to finish blabbing with the pansy and turn away to open the door. Stick to the wall on the right, go IR to scan the pansy, (not Soth) swat past the door and slide into -0- light. Once the conductor leaves, cable each door with IR until you find the man with the cold leg. Enter Soth’s room. Access the comp and leave. Follow Soth to the dining car, move into the kitchen area and mike the convo. Allow all that leave to do so and begin your QC out of the car. Stay to the right at all times till you exit the room. Once the door opens the alert will sound, begin running to the escape ladder and to the top of the train. Run Sam Run! Locate the chopper and then the spotlight from the Osprey illuminating the train top, once in the lighted area jump for the rope to complete the level. Ks 0, KOs 0, Rnds 0, Dists 0 _____________________________________________________________________________ 4. JERUSALEM, ISRAEL 4JI Looking for Saul in all the wrong places Ignore Cohen, she’s not available, run up the stairs, drop to a FC as you reach the top and cut hard right across the light. Drop to a QQC as you approach the wall and a SC as you approach the intersection. Follow RPM#1 as he walks away. As you reach the opposite side of the street on Sam’s left cut away. Slide along the wall past the light, locate the stack of boxes at the far right end just before the stairs and stop behind them. Move out from the boxes at a SC once RPM#2 passes Sam’s position; crank it up to a FC as you cross over the stairs. Go hard left at the base of the stairs to the lighted passageway and stop on the left side. RPM#3 will emerge from and then reenter the passageway, follow him into a big honkin courtyard. Two men talking, (something a about porn I think), move to the wall, QQC and slide to the end. Turn right, drop to a crouch and SC along the wall while watching for the 2 men to sit down. Once they are down move to the end of the wall, make a tight turn around the corner and FC to the far end of this new ally. Note RPM#4 entering the ally from the right and walking left into a courtyard. When you arrive at the corner you’ll hear #4 threatening a man sitting at a table. Ignore both as you SC around the corner. Stick to the dark side of the 1st set of crates and complete a series of swat turns to the ally and opening to Saul’s place. Once at the last crate stop and wait for #4 to say “NOW”! If you enter Saul’s ally before that it’s a 50/50 chance the civilian will still be in the courtyard when you exit. You don’t want that! Enter the un-gated area and creep through the curtain. (SAVE) Two thugs are shaking down Saul, QQC to the 1st BG and lay a rabbit punch on him. Quickly move to BG#2, wait for him to turn to Saul, and give him one to boot. Is Dahlia Tal? Grab your weps, FC up the stairs and exit Saul’s place. Move toward the head of Saul’s ally. #4 may be crossing Sam’s path, slow down and pull a tight left around the corner. FC to the end of the crates Cross the intersection and stay on the left. RPM#5 will enter from the right and begin talking to someone behind a grated opening on the left side of the street. As Sam passes the narrow ally on his left and just before the steps drop to QC, move out 2 to 3 feet away from the wall and proceed down the steps. QQC across the street, stick to the wall past the intersection stand and slide along the wall past the lighted area. Drop to a crouch and FC down the next few sets of stairs. As you approach the last set of stairs move into the shadow on the left and stick to the wall. Allow the woman to pass, once done, continue out to a new set of stairs and RPMs #6&7 at the base. Stay in the dark and creep down the steps as close as possible to the RPMs. Follow them as they walk away. Always stay behind them, to the left and in the dark. Keep an eye out for a large dark table on the left, slip between it and the wall corner, allow the RPMs to figure out which direction they want to walk in. Eventually Sam will be at the end of the row of shops and another intersection. Wait for all RPMs to walk away to QQC into the alley and then over to the pipe for a climb up. Proceed along the parapet to the zip line and cross the street. Climb down, remain standing throughout the contact with Dahlia and exit the enclosure at a run. (NOTE) So far I’ve found 3 maneuvers that allow you to ghost the 2 civies but none are absolute, each may work once or twice or not at all and not again from the previous save. In my game the major drawback is Sam getting stuck on the crate behind the standing civie. Sam must stand to climb the crate, once he’s on the crate the problems begin. Once Sam is on the crate he begins to rise floating, feet even with the tabletop. He has been stuck with his arms waiving about as if in a fall. Once on the crate he doesn’t respond to the crouch button until he stops rising. At this point he’s usually seen by the sitting civie who cries out like a little girl. The only guaranteed every try procedure is to distract the group by shooting out the flood light near the church. I report the ghost that seems to work most often for me. Pass Dahlia at a run, do a roll as you pass the 1st table and stop at the clear spot on the 2nd table. Stand and quietly jump onto the 2nd table, QC off the rear corner near the sitter and then QC around the standing civie. The stander is your cover for the sitter until you reach the wall and dark. Locate the crate in front of the 3rd table, move to it so that the table is to Sam’s right and the crate is in front of him. Stand and climb the crate, press “CROUCH” ASAP, move off the crate and take note of the grill pattern shadow ahead and to the right of Sam on the ground. Stay just to the left of it to remain in cover. Once at the wall catch up to Dahlia, she’s your cover into the tunnel. RPM#2 is past the tunnel you’re approaching and facing your position, use Dahlia’s body to cover Sam’s entry into the tunnel. Maintain a 10 to 15 foot span between them, once inside move to the right side of the tunnel let her continue on to #2. Once she has his attention, move up and pass both to and through the narrow ally into the large open market. FC left across the market place to a lighted area and a lane between the selling tables. Stay to the right and dark until the RPM passes. QQC through the lane and then left to where the 2 Prayers are kneeling. Stay dark and SWAT along the pillars. SAVE FC along the left side of the ally; drop to QQC as you near the corner and QC over the ledge. Make a slight arc left as you QQC to and over the steps into the next ally. Stay right till you pass the bright spot on the ground then move to the left side of the ally. Quickly locate the basket against the wall just before the 2nd bright spot, Position Sam against the wall and between the basket and bright spot and hold for the approaching RPM. Be mindful of the light meter. Facing the approaching RPM take note of the shadow caused by the crate on the left just past the bright spot. You’ll be aiming for it as the RPM nears. As the RPM approaches and gets to the center of the bright spot QC toward crate and its shadow, break right along it to diagonal out into the center of the ally. Go to FC as you hit center of the ally; see the next bright spot cross back over to the left side and slide along the wall till past the bright spot. Once past the bright spot cross back to the right side of the ally around the corner and locate the next ally. Stay on the right, QC down the steps, move the camera for the best over head shot you can get, you need to know when you’re at the edge of the awning for a jump up. Once up QC to the end over the dark stripe and soft drop off behind the RPM. QC to the end of the ally; bear right around the corner into the glaring light. (SAVE) An RPM stands to the left of the tunnel, ignore him and QQC into the tunnel. Once in the tunnel stand and run out of the tunnel to the end of the ally. Move to the left side of the ally then roll into a QQC to the corner and hold. Allow the RPM to pass before entering the adjacent ally to locate the climbing pipe. Climb up and enter the 2nd floor room, QQC through the two rooms and exit through the window. FC along the catwalk to the next climbing pipe and climb it. FC over the rooftop, locate the rappel point and jump/slide one time. Once the RPM passes the ally jump slide one more time and then shimmy to the ground. Continue along the alley to the end, hide in the dark on the left and wait for Dahlia. Dahlia will occupy the next RPM so you can QC up to and over the fence. Drop to the ground, move into the shadow, follow the building around and enter the 2nd doorway on the right. Move over to the elevator and wait for Dahlia. Talk with her, enter the elevator and listen to Lambert biatch when you don’t smoke her burqa cloaked Israeli buttocks. (SAVE) CATACOMB SCHMATACOMB! (This next bit will not be easy by any means as simple as the maneuver is. The event is short and simple, HEAD! LIGHT! Creep forward and Foil! As it stands, it took many many tries to get the rhythm and setup locations rote and into muscle memory so that I was reacting instead of thinking what to do next. Pressing the wrong buttons really makes it worse, so have patience; the maneuver will come to you, it’s still not easy, but very do- able.) Once warmed up, I average 1 in 4 tries sometimes better; it will take a bit to get a proper feel. My words, your eyes, hands and controller may not agree at first. Load the rifle with Foils, shoulder, switch to NS and back up to the rear of the elevator. Align the vertical line of the targeting reticle with the grating seam in the middle of the elevator floor it runs from the opening to the rear. Raise the targeting icon up from the floor for a space equal to its diameter. This aligns vertically with BG#1s nubbin hade, with the ceiling light in the passageway and allows for reaction time. BG#1 is invisible until his head appears above the elevator floor. There will be no time for realignment. As soon as his head enters the sight tap the trigger, (he will drop silently to the floor), quickly raise the sights “STRAIGHT” up above the ceiling light and tap the trigger as the light passes through the reticle. (Note) Any deviation from absolute vertical will throw the light shot off. QC move forward and left to the side of the elevator passageway. Continue forward targeting the left edge of the passageway to catch BG#2 before he becomes aware of the situation. Meet him with a Foil as the leading edge of his body appears past the left side of the passageway preventing the alarm. (NOTE) If you hear a snap or click sound before during or after stunning #2 and or you hear BG#3 (from the lower level) running, the tactic has failed restart. Shoulder the rifle stand and run along the walkway toward the stairs. Stop in the shadow of the 1st corner, turn right, count to 3 and begin running along the wall. Halfway to the stairs roll into a FC to the dark corner left of the stairs and stick. RBG#2 will follow to the 1st corner then to the point of the roll, maybe even to the corner of the stairs. RBG#3 usually meets up with #2 at the stairs often within touching distance of Sam. If everything went well neither RBGs move to an aggressive posture, both #2&3 return to post and the demise of RBG#1 is not reported. QQC down the stairs, turn right, drop down from the elevated walkway and move over to the bump-out below the stairway. Stay tight to the wall and bump outs as you QC the perimeter. The 2 RBGs will enter from the corner ahead, one will patrol back and forth through the area, the other will hold at the dark corner. Once you’re at and below the corner of the intersection leading to the pool area and Sam’s right side is tight to the last bump out hold. You need to see the RBG in the pool area so reposition the camera so that you can see above and behind Sam. Wait for the RBG in your current area to begin his patrol out, ensure that the pool room RBG has just past or is about to then slide out from under the walkway, stand and climb onto the walkway then drop down into the pool along the wall leading to the exit tunnel, move over to the exit tunnel and stick. (NOTE) Whether you kill the 2 ceiling lights at the intersection or not you’ll get a non threatening reaction from the standing BG and or the pool room RGB. Once below and to the left of the exit tunnel ensure clear passage into the tunnel before climbing up to the walkway. Once everyone has returned to patrol and safe climb up and enter the tunnel, QQC into the cage room, turn right, slide along the wall halfway to the next tunnel and hold. Eventually Lab RBG#1 will exit the lab area on patrol, pace into and out of the cage room and return to the lab. Wait for Lab RBG#1 to enter the passageway to the lab before following him. Enter the lab area, turn right, move into the dark spot on the walkway then stand against the wall. Go IR, locate lab RBG#2 on the other side of the lab enclosure as he enters and exits the area. (NOTE) As long as Sam remains motionless Lab RBG#1 won’t see, hear or smell him as he walks by in either direction. As Lab RBG#1 passes by Sam, slide right toward the next corner. Once Lab RBG#2 reenters the room from the far right side of the Lab enclosure, go NV and QQC into the Lab. Locate and retrieve the object and exit. Backtrack out of the Lab through the passageway, turn right and hold about halfway to the lighted corner. As Lab RBG#1 enters the Lab passageway or turns the corner into the Cage room slide right, stop about 4 feet from the corner and jump. The RBG at the corner will investigate the noise, QC to the other side of the tunnel and hold. The RBG will turn and move deeper into the tunnel, as he turns away cross back and slide around the corner. Cross this large passageway to the bump out, slide around it and whistle. Slide along the wall to the next bump out and hold, the elevator RBG will move off to investigate. Move out and into the elevator once the RBG passes by Sam. At ground level remain in the elevator, scope the rifle and pop the 3rd light from the elevator. Creep to the right, stick to the wall and slide to the barrels. Go NV; stay tight to the barrels and SC out of the tunnel. Turn right and creep the creepiest creep you ever creepededed between the staging and the dumpster. Sometimes, Dahlia and her vampires can see, smell and hear an out of place dust speck so be deliberate. Once past the corner of the dumpster move over to the staging and slide to the end closest to the barrel fire. SC to the rubble wall with the niche, stay close to the rubble and creep over to the crate. Position Sam between the crate and burning barrel and run like the dickens straight across the damaged market place. Turn right at the wall and turn left at the corner to the extraction point. Ks 1, KOs 2, Rnds 4, Dists 2 _____________________________________________________________________________ 5. KUNDANG CAMP, INDONESIA 5KCI Daddy, he doesn’t look like a pony! No! No! No! No! I don’t spleef no mo! Run the path to and use the zip line. QQC into the shadows created by the tent and around to the far front corner. As soon as both RBGs begin to walk away, QQC over to the driver side, rear end of the truck. QC along the right till RBGs 3&4 begin talking then book across the road into the grass near the fallen palm. The 2 RBGs will approach and stop, stay along the perimeter and QC past them. Keep Sam’s left shoulder tight to the barrier, FC along the wall staying tight to the trees as you move around them. Stop and hold when you see RBG#5. While waiting you should be able to look down and ahead to see the stick and trip wire from a mine. Let #5 pass then QC across the path to the opposite wall and continue at a FC. Go NV as you pass the truck to the save point. Locate the entrance to the barn. QQC into the barn; use the shadow to creep directly over to and onto the metal cabinet. Drop off the other end, FC around the perimeter to the large dark spot leading to the plane and plant the demo. Turn around, QQC into the niche near the exit; once the BG enters the barn QC through the exit. I have an allergy to Machetes too! QQC through the gate, stay to the right along the crates and stop once in the bushes. Crouching and uncomfortably close to the shack, as the BGs separate move over to the steps then about face to see the RBG walk away. Shortly thereafter you’ll hear the grumpy shack RBG walk to its rear and look out the window, as he does, whistle and move back into the dark corner of the crates. Once he appears at the doorway move closer to the opening, eventually he’ll exit the shack and move away from it giving Sam time to enter. You must do this on the Q&Q and in this order, enter, flip the light switch, gate switch, exit and make 2 hard rights out the door and around the shack before the RBG turns and faces the shack. (SAVE) Beat feet to and between the wall on the left and the corrugated sheet metal leaning against the telephone pole. Stay under it near the pole and hold. The approaching RBG and rotty are oblivious to Sam, the poor dog musta wrecked his nose sniffing all the chemicals used to make de cocaine. As soon as the dog passes the pole, SC out along the wall and accelerate to FC as you pull away. Angle off the fence, pass to the right of the big tree with the lantern to the fence. QQC along the fence stopping just past the fern to activate the 2 ground RBGs. QQC back toward the big tree, swing right around the corner of the tent and hold at the opening. While waiting and listening to the stooges load Foils and do not enter the tent till the 3 way convo is over. Enter the tent grab the bottle and return to the corner of the tent. There’s a tree at the other end of the tent just before the corner its where the RBG come from while on patrol, you need to see him coming so, bring up the throwing icon and turn right toward the fence and stop just before losing sight of the tree near the corner. This will minimize the time it takes to turn the rest of the way around and throw the bottle at the fence directly across from the big tree. As the RBG approaches from between the tents allow him to pass the tree at the other end of the tent before completing the turn and the throw. Once thrown, quickly turn and pass through the tent to the ladder at the base of the tower. (Note) RBG#2 investigation of the noise gives Sam the time needed to access the tower foil the guard and zip out clean. The tower BG paces back and forth left to right. He spends more time moving to the right making 2 stops. Lastly the tower BG must be on the far left side of the tower, anywhere else and there won’t be enough room for Sam to pass by him and zip out. Go NS, climb and stop 2 rungs from the top, if the BG is to the left side of the tower, wait for him to move over to 1st position right to climb in. Once on the platform crouch, move to the right corner arm stand and aim a foil at mid back, (too high and you KO). The BG then moves left, when he stops foil him, sling the wep and jump to the zip line free and clear. It’s tres importante to foil him as soon as he stops, if he adjusts his stance to the right, there won’t be enough room to zip out. (SAVE) Camp part 2 I wonder if Smoky the Bear has seen this place. QQC out to the huts, move about 5 feet beyond the front corner of the hut on the right and watch all the BGs collect and then move off. Go NV, RBG#2 will remain on the porch, #1 will pace back and forth along the Huts. #2 stops at the corner obscured by barrel fire smoke, once #1 passes Sam QQC out behind him, aim for the barrel use the smoke to cover Sam’s approach and pass it on the right. Move under the porch the rest of the BGs left the area from. Once under the porch #2 patrols to the rear of the building, don’t alert him. QQC to the far left end of it and hard left out to the shacks on the left before #2 reaches the opening. Locate Sadono and his buddy; follow them through the next hut. Once at the exit end of the hut follow the BG out and go hard left toward the whitish stacked barrels. Hug them into the narrow ally; look for the 2nd floor window and double jump up. (NOTE) If the above is successful you can get way ahead of the 2 BGs. If you can’t follow Sadono closely enough to make the narrow ally and window before the RBG near the exit sees Sam here’s an alternate solution. Turn right out the door and over to the boxes. Turn around and face the narrow ally between the buildings and locate the lighted ground area between Sam and the ally. Aim for the left side of the ally opening; FC forward and roll just before reaching the lighted strip of ground in front of the ally. Locate the 2nd floor window and double jump up into the building. QQC to the stairs, QC down to the 1st floor, turn right and stop at the doorway to ensure that both BGs have passed through the building if the convo had ended before reaching the ground floor. Exit the room through the door on the left. Remain in the shadows on the left and follow the 2 men to the far end of the enclosed area. If you follow at a discrete distance, you’ll enter the building just as the door closes. Move over to the cot and ensure that no RBGs are close or looking at the entry then exit the building. Remain in the shadows on the right, QQC along the right stopping within the shadows and the bush thing and wait for Sadono and his 2 men to leave. Locate RBG#1 patrolling this area and keep an eye on him. One of the BGs with Sadono will hang in the area with #1, as the group turns to leave. Ensure #1 is moving away, when safe, FC over to the corner behind the crates/bales and climb the pole to the 2nd floor porch. Once on the deck crouch and remain concealed as you QQC to the end of the deck. Stop in the dark spot just before the lantern, locate #1 and ensure that he is facing away from the deck to proceed. QQC right to the edge of the deck leading to the next area and drop off to the ground. Turn right and FC into the corner, turn back toward the barn Sadono exits through, load a sticky cam into the launcher, shoulder the rifle and send a sticky over the heads of the group to the barn’s eave. Locate Sadono with the camera and X out once Sadono walks away. FC CCw around the area perimeter dropping to QQC as you pass the trucks to the barn doors. Follow both men into the barn and hold by the debris, as the 2nd BG moves to the ladder move over to the shelving. Allow him to exit then move to the ladder and do the same. (SAVE) An RBG will appear from Sam’s left, follow him. QQC along the railing then stop within the shadow. As the RBG turns around and starts walking back to the other end of the balcony, QQC down the stairs to the exit door, CtD and exit the room. Enter the coca lab; QC up the stairs and flip the light switch off as you pass by it. Go NV, QC along the wall toward the BG near the exit door. Stick to the wall as the BG starts advancing on Sam and slide past him. Release from the wall and continue to the door, CtD and exit the lab. Once in the Gen room, turn left, QQC Cw around the generators to the door opening at the far right end of the room. Stick to the wall just before the opening and swat past it. Wait for the 2nd of the 2 BGs to begin walking to the exit to enter the room, move tight right around the opening to the corner and watch the room RBG move off. Pull the pistol, aim well and pop the light above the exit door. (NOTE) If done very well you’ll likely get comment from the standing BG and nothing more, but must QC around the BG to the pilot. A smidge off and you’ll get comment and he’ll move to investigate. If so slide along the wall to the |
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