Tom Clancy's Splinter Cell: Pandora Tomorrow Walkthrough :
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Walkthrough - Zero Kills FAQ/Walkthrough=============================================================================== Splinter Cell: Pandora Tomorrow Single Player COMPLETELY Non-Lethal Walkthrough =============================================================================== By NerdWithAGun_9 at J-pop_addict@hotmail.com. Written from 11/21/05 to 03/3/06. Version 1.00. Yes, I have no multiplayer section. I hate the multiplayer here. It's way better in Chaos Theory (the new one). My condolences to El Rapido as I just made his "Stealth Guide" (with fourteen kills in Jerusalem) obselete. Be sure to read my E-mail Policy and Introduction ================= Table of Contents ================= If you want to use that "Ctrl+F" trick all the other FAQs have, simply highlight the level name, hold Ctrl, then press C, F, V and enter. Voila! That way should work on most other FAQs as well. I find it much faster. --Legal Stuff --Version Stuff --E-mail Policy --Introduction (you must read it!) --Walkthrough --Level 1: US Embassy to Dili, East Timor --Part 1: Tutorial --Part 2: Embassy Infiltration --Part 3: Down to the Courtyard --Part 4: The Lone Nuisance --Part 5: Escape Through the Village --Level 2: Saulnier Cryogenics Lab, Paris, France --Part 1: Follow the Mercs --Part 2: Security Access --Part 3: Amatuer Bomb Squad --Part 4: Surveillance Countermeasures --Part 5: Find Some French Brains --Part 6: Walk-in Refrigerator --Part 7: Penguin Hunter --Level 3: Hesperia Railways, Paris to Nice, France --Part 1: The Baggage Cars --Part 2: Dodge a Speeding Bullet Train --Part 3: Meet the Penguin --Part 4: Penguin's Revenge --Level 4: Geula District Street Market, Jerusalem, Isreal --Part 1: The Holy City --Part 2: A New Toy --Part 3: Rent-a-Cop --Part 4: Contact --Part 5: Follow the Leader, Part 1 --Part 6: Follow the Leader, Part 2 --Part 7: Follow the Leader, Part 3 --Part 8: Mission Impossible [almost] --Part 9: Cops or Sinpers --Level 5: Refinery, Kundang, Indonesia --Part 1: War Buddies --Part 2: I can't look for tripwires! I'm Drunk! --Part 3: Don't Whistle --Part 4: End of the Beginning --Part 5: Follow the Enemy Leader --Part 6: Awesome Shortcut --Part 7: Terrorists Plead Insanity --Part 8: The Firing Range --Part 9: Sadono's House, Finally --Part 10: Pandora Tommorrow --Level 6: Komodo Shipyard, Komodo, Indonesia --Part 1: Snipers --Part 2: Out of the Jungle --Part 3: Raise the Sub --Part 4: Enter the Sub --Part 5: Close Quarters Stealth --Part 6: Amityville Time --Level 7: Television Free Indonesia, Jakarta, Indonesia --Part 1: We're Just Getting Started --Part 2: I Hate Lightning --Section 1: The Parking Lot --Section 2: The Garden --Section 3: The Sewers --Part 3: Minefield and TV Station --Section 1: Minefield --Section 2: Onto the TV Station --Section 3: The Elevator --Part 4: Find Karithson --Part 5: Guardian Angel --Part 6: The Bar --Part 7: I would've giftwrapped him... --Level 8: LAX International Airport, Los Angeles, California, USA --Part 1: I Still Hate Dogs --Part 2: Kill the Terrorists --Part 3: Baggage Inspections --Part 4: Waiting Area --Part 5: Save the Receptionist! --Part 6: It's Finally Almost Over --Rejected E-mails =========== Legal Stuff =========== Copyright 2005 Eric Hitchcock This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. The following are sites that I give permission to host this FAQ: -GameFAQs.com -GameSpot.com -Neoseekers.com -supercheats.com Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ============= Version Stuff ============= Version 1.00 I'm finally done! Version 1.01 *Does not exist yet* ============= E-mail Policy ============= First, if you have a reasonable complaint (such as easier strategies or alternate routes) please re-read this document and get a few outside opinions (other people) before e-mailing me at erhpsycho@aol.com. Also, be VERY specific; tell me which level and part you're talking about, and describe the geography carefully. If I can't understand it, its a reject. Second, I can't guarantee I will check my email more than once a week. Third....actually that's about it. ========================================================= Introduction to my Walkthrough (You Must Read This!!!!!!) ========================================================= First the obvious: I’ve tested all of these strategies on normal and hard mode. However, I have not played the PC/GC/PS2 versions, although I doubt they'd be very different. Tell me if they are. My walkthrough is divided up into "parts" for each level. Every part refers to the portion of a level between checkpoints. Each part is marked with its number, its name (chosen by me), and in parenthesis a "content description." This tells you briefly what you will have to do to stay within the non-lethal parameters of this guide (specific definition of a "perfect game" below). The 3 kinds of "content" are: 1) Evasion: This means that you either avoid guards entirely or intercept them on their normal patrol route. This may include disabling lights, but only to keep other guards from seeing you. 2) Distraction: This means altering the environment or whistling in order to alter a guard’s patrol route so you can intercept him. 3) Assault: This means that Sam will have to use his non-lethal gadgets to survive, usually while the enemies are shooting him. It sounds stupid at first but it totally works. If a part involves more than one of these methods the words will be separated by a slash and usually placed in order of prevalence (go ahead, look it up). I’ll get this out of the way; I’m not going to tell you exactly what to do every second of the game. Except for the hard or well-scripted parts I will leave most details to your discretion--especially in the later levels. If I don’t say what to do, figure it out. I will repeat this often. One last thing: I claim that this FAQ allows one to complete what I call a "perfect game." The definition for that term is as follows: - You should not kill any character (including dogs) during the game except on direct order from HQ. Exception: In Level 5, Saul’s shop, you are told to kill the robbers, but you should KO them instead. - No alarm should occur at any time. This does not include scripted events that either don’t affect your alarm counter or change it to --/--. - In (L.8, P.5) an enemy tries to kill a civilian. Save him. - There is one incident in which an enemy kills himself (L.5, P.2). You do not have to interfere. - It is OK to be noticed briefly by a guard or civilian as long as none of the above criteria are violated. Well, that’s my challenge. Good luck Splinter Cell. =========== Walkthrough =========== ========================================= ========================================= Level 1: U.S. Embassy to Dili, East Timor ========================================= ========================================= Obviously, this is the first mission and will therefore be relatively easy. I say relatively because you will nonetheless have to figure out the new (or old) controls before you can really get started. Once you have them down you can probably finish this in under an hour. ---------------- Part 1: Tutorial (Evasion) ---------------- Trust me, this is easy. You’re told exactly what to do almost every step of the way. However, if you’re new to the series, are retarded, or have very minute amounts of free time (most likely the first), then the following events may cause problems: - When you are first told to use thermal vision, the blinking heat sources are landmines. If you can’t go around them, shoot them (from far away). - When crossing under the canal bridge, you are invisible only when in the reeds. Therefore you ought to shoot the light on the bridge first. - When you grab Sadono’s lieutenant, take him somewhere dark before KOing him. Afterwards climb the pipe on the wall opposite the house. ---------------------------- Part 2: Embassy Infiltration (Evasion) ---------------------------- This part is really short. Turn left and go up the scaffolding. At the top head along the balcony until you see a guard in a window. There is a thin strip of darkness just below it. Think hard now, what can you do? If you’ve been paying attention you should know to click the left stick. I will assume in the future I don’t always need to say when to "squish" against a wall and when not to. Go under the guard. Ignore Lambert (Sadono doesn’t have X-ray vision) and SWAT turn past the door when nobody’s looking. Despite what you were told in the tutorial, this move doesn’t make you invisible. However it does move you quickly enough to bypass most guards (with decent timing) and makes no sound. Just be aware that you aren’t invisible. Go to the blown-up end of the balcony and the interact menu (top right) should say, "climb out". Do that now. Climb pipe, around ledge, drop down to balcony, slide open window, and there’s Shetland being repeatedly slapped in the face by a guard. KO the jerk and chat with your old war buddy. ----------------------------- Part 3: Down to the Courtyard (Distraction/Evasion) ----------------------------- Before you leave the room, look for the light switch. Many annoying lights in this game have switches and it can REALLY pay to see these things. Details later. Anyway, go through the door next to the light switch and KO the guy on the balcony (this place has a lot of balconies). Down the hall is a staircase. Shoot the big light above the stairs and go down. The room here is the hardest so far, so you are either thinking, "’bout **** time" or, "oh, ****." Because you can’t put out the fire, stick to the left side of the room and shoot every light you can before grabbing anyone (unless you’re a veteran Splinter Cell, in which case you aren’t reading this). Keep in mind that if a guard is too close when you shoot--or if you miss, which makes more noise--he will completely and utterly screw you. Aside from that just stay in the dark and whistle them to their doom. When you finally get them all run around until you find the big double doors. ------------------------- Part 4: The Lone Nuisance (Evasion) ------------------------- Obviously this part has only one stationary guard, but with night vision. Lambert tells you how to get past him (its super easy). Once across turn left and find an automated turret to play with. If you already know how they work, skip the next paragraph. Turrets work by detecting large heat signatures within their Field Of Vision (FOV). The FOV's width depends on how far left and right the turret rotates (the rotation shows its active). The wider the FOV, the shorter its range. Also, thse turrets have software called IFF that tells it what heat sources are enemies. Near every turret is a computer on the ground in a special carrying case. Obviously this will never be inside the FOV. Access the computer and you can either deactivate it or disable the IFF. Since we're going for no kills in this FAQ, don't touch the IFF. Finally, guards will not attempt to reactivate any turret you turn off. I guess they need trained technicians or something. Now, head the other way, through the door, up the stairs, whack guard into la-la land and have Ingrid recite some seemingly meangingless letters and numbers. But guess what, those numbers are your next mission! Good thing Lambert can figure them out. ---------------------------------- Part 5: Escape through the village (Evasion/Distraction) ---------------------------------- After becoming slightly more confused about the plot, you are told to exfil and may now shoot guards mercilessly. However this guide assumes you want a minimum of kills (i.e., 0, zip, nada), so I will ignore that. Head downstairs and find an exit at the bottom (not where you came in). Outside there are two guards--not close together--and two towers with switches you must flip for reasons Grim just told you. The first guard pauses at points where you can easily intercept him. Shoot the lights between guards 1 and 2 before going after 2. He can also be nailed with evasive tactics, but you may prefer to whistle. Either way, turn off both spotlights and head for the pier. \/\/\/\/\/\/\/\/\ MISSION COMPLETE! \/\/\/\/\/\/\/\/\ =============================================== =============================================== Level 2: Saulnier Cryogenics Lab, Paris, France =============================================== =============================================== Now things are going to get difficult. This level introduces--among other things--your first assault segment, your first timed objective, security cameras, and motion sensors. The checkpoints are also much farther apart now. Finally, this level will require you to learn the use of light switches as a distraction. Let's get started. ------------------------------ Part 1: Follow the Mercenaries (Evasion/Distraction) ------------------------------ You start in a subway tunnel the mercs recently invaded. As you will be infiltrating the same way they did, each and every one will have to be quietly incapacitated. Sound like fun? Well, too bad. Go down the ladder and you'll be in one of two adjacent maintenance tunnels connected by the huge subway tunnel. The lone guard follows a predictable pattern with a long pause, so this should be simple. Now I should point out that the occasional flashes of light if and only if you are on the wall they're coming from and between windows. Is that clear? Good. Run to the back of the train and jump to the ladder. Climb up, run to the hatch and equip your SC-20K. Inside the train are two lanterns. I want you to shoot these and the nearset flourescent light (which is shining directly into the train). You will have to drop inside to get the other lantern. Now, touch the nearest row of seats and then hide along the wall where the flashes of light can't get you. One of the two emerging mercs can be easily grabbed if you do this right. Depending on which guy you grabbed, you either wait for the other one to walk past you or go to the back of the train and whistle him in. Congratulations! You're halfway to a checkpoint! Sorry if you were expecting one in the next ten seconds. Enter the massive C4-related hole you should have no trouble locating. After two turns run around in circles until you're told what to do about the fire (I had to do that but hopefully you didn't buy a used copy). Once its out, flip the light switch near the door and enter the next room. There are a dozen hard ways to get this guard, but I simply jump on top of the bookshelf in front of me and wait 'till I can drop on him. Wasn't that fun? Now you get to see why light switches are so important. Find and flip this room's switch before opening the door. In the next room are two guards, a lot of lights, and a switch right next to you. Flip it and the mercs should come one at a time to unflip it. This is your chance to grab them. Once both are asleep, go through a few empty rooms. ----------------------- Part 2: Security Access (Distraction/Assault) ----------------------- You may be concerned about the "assault" part of this, but don't worry; this first one is pretty easy. For now make sure this tiny room is dark and open the door. In the auditorium there are lights covering everything except the corner you're in and the corner the mercs come from. If you prefer to use the latter, there is a pipe next to the door. Depending on your style, speed, and dumb luck, you will have between 1 and 3 guards to deal with (be prepared for some hilarous dancing around the stupid ones). Use whistling and this won't take long. Don't exit the room yet! Don't even go through the rubber flaps near the exit! The next segment is your first assault cahallenge and will require some trial and error. When you approach the door immediately go through and locate the two enemies preparing to destroy your objective. You should know how to use the sticky shockers on your SC-20K (if not, RTFM). Stand up, shoot the window, sticky shock the first guy, then crouch and switch to rings. When the second guy comes out (he should've seen you standing) hit him with it then quickly run up and finish him off with an elbow strike (R trigger). Switch off the lights in this room and hide the bodies. Also, shoot all the lights down the hall. Congratulations on completing your first non-lethal firefight! Now you can go for the computer. Suddenly Grim tells you that-- -------------------------- Part 3: Amatuer Bomb Squad (Evasion) -------------------------- --the mercs planted a bomb just down the hall! Watch the enemies leave that room and--if you've already shot the lights--simply unlock the door and wait for them to leave. If you didn't shoot the lights, you'll have to stay here until they leave. Either way, walk in and deactivate the bomb. Then follow the bad guys upstairs. ------------------------------------ Part 4: Surveillance Countermeasures (Evasion/Distraction) ------------------------------------ This section will introduce you to passive defences like motion sensors and cameras. The first motion sensor is halfway up the stairs. Check what it looks like in all vision modes so you won't miss one later. Walk by slowly and you should be invisible--lighting (not lightNING, lightING) has no effect on this thing. Once upstairs, open the door and aim your gun at the light in the next hall. When you hear shooting, that's your chance. Use this nice dark corner to nail the guy around the corner (whistle). Now find the double doors next to you. Open them and shoot the lights on the left of this tiny hall. The door on the right is keypad-locked and leads to a checkpoint. The door on your left leads to the code and your objective. Open the door and don't move. In this room are five security cameras and nine lights. Each time you shoot one, a guard will come from the surveillance room to look around. He will then leave. You can repeat this many times to clear a path to the bottom right corner of the room--your objective. You can also shoot several things in a row if you're fast enough. Anyway, hack the computer and use the code on the door behind you. ------------------------------- Part 5: Find Some French Brains (Distraction) ------------------------------- Congratulations! You're just over halfway done! Yes this is a long level. Get over it. Remember, that's how much play time you're getting out of this game. Be glad you bought it. Anyway, the next guy is super easy. The big lamp in the center of the room can be switched off. Remember what 2+2 equals? Good. Moving on; find the stairs, shoot the camera (using scope), and sneak by the motion sensor. Destroy the light at the top and open the door. The sides of this room have really long lights that can be completely destroyed with one shot. Use the pistol (duh) and you get a nice dark corner. Whistle, grab, rinse, repeat, and hack the computer. Use this code to find your French brains. ---------------------------- Part 6: Walk-in Refrigerator (Evasion) ---------------------------- Walk by the brains and through the rubber flaps. In this region you will quickly discover that night vision is useless, so rely on thermal intstead. You should see a turret pointing at a busy guard. Since you just saved, feel free to make the turret shoot him. After reloading, deactivate the turret. You decide whether to drag this guy two rooms back to a hiding place or simply ignore him. To his left is--or was--a locked door. Open it. In this room, look for the gap on the left side of the catwalk. Walk slowly through it until you are hanging on the edge. Somehow you're invisible here. Go along this ledge, avoiding the half-a-dozen or so steam jets, until you find the other gap in the railing. Once the guards stop looking for you, climb up and go through the door. In this hall you may find a wall mine on the right side of the wall. It's basically a motion sensor except it has explosives and can be deactivated. If you want to deactivate it, walk in front of it until the option appears in your interact menu and press A when the light is GREEN. If its red when you press A you may have just commited suicide. Yay. When you're done dying enter the door on the left and find the hole in the ceiling. ---------------------- Part 7: Penguin Hunter (Assault) ---------------------- Soon we will finally know who mortified_penguin is, but we've got to go through three more guards first. Climb up the hole in the ceiling. The brief cutscene will make your proximity to the target obvious, and imply the reason why I want you to take these guys out now. Dispose of the three trigger-happy mercs with a smoke grenade (this may require multiple tries). Once you've talked to the French guy with a cell phone, talk to him a few more times for some funny dialogue. Anyway, back in the vent your exfil route is blocked by a huge jet of steam. Remove that by shooting a safety valve in the hall below. Walk to the end and meet Coen for extraction. \/\/\/\/\/\/\/\/\ MISSION COMPLETE! \/\/\/\/\/\/\/\/\ ================================================= ================================================= Level 3: Hesperia Railways, Paris to Nice, France ================================================= ================================================= This level is short. At least compared to the previous one. It's also pretty easy once you know where to go and what to do. Just be warned that it's very cramped. ------------------------ Part 1: The Baggage Cars (Distraction) ------------------------ Walk to the hatch (don't jump) and drop down. Lambert will then inform you of this mission's choke chain: no alarms, no detection, and don't kill Soth. More importantly, you've got no room to manuever, so don't screw up. Go to the next car and lure the guy out by shooting the nearest light. Get him and find the hatch in the floor (the door's jammed). Climb down and along the pipe. That was short. -------------------------------------- Part 2: Dodging a Speeding Bullet Train (Evasion) -------------------------------------- At the end of the pipe climb up, listen to Grim, shoot the light, and unlock the side doors (look near the green lights). Since it's pretty much impossible to go through this car, you'll need to go around. Yes, around a moving train car. Through door, turn left, door, left, side door you just unlocked. Climb out, up pipe, along ledge, and you'll see what I named this segment for. These windows will have people looking outside, so be prepared to wait a while. Once you're back inside, turn right and enter the next car. ------------------------ Part 3: Meet the Penguin (Evasion/Distraction) ------------------------ Wait until the chatter terminates (in and around your head) and start looking for Mr. Soth. Check each guy with thermal and/or the optic cable until you see him (you can't miss it, trust me). Talk to him, then hack his laptop, equip your laser mic and follow him to the bar car. Once there go behind the bar on the right and stand up. Press X and aim at Soth until your hear some noise. Once everyone leaves and you're told to exfil (exfiltrate/leave), finish this last merc with a whistle. ------------------------- Part 4: Penguin's Revenge (Evasion) ------------------------- Before going to the next car shoot every single light here. As soon as you open the door Soth discovers you've hacked his computer and sends one final guard after you. Since you didn't bring a sticky shocker, run to the other side of this car and hide in a corner. The merc should miss you and stay in the next car going back and forth. Use optic cable to time your entry, hide in the nearest corner, and grab him when he's looking the other way. Up the ladder, open the hatch, and run (while crouched) to the front of the train. The Osprey will shoot down the enemy helicopter for you (it looks cooler without night vision on) and drop a rope for you. Grab it. \/\/\/\/\/\/\/\/\ MISSION COMPLETE! \/\/\/\/\/\/\/\/\ ======================================================== ======================================================== Level 4: Geula District Street Market, Jerusalem, Isreal ======================================================== ======================================================== Now for another super-long mission. Like level 2 this will include long and easy parts, super hard parts, and an assault segment. But this non-lethal firefight is the most infamous in the whole game. There's a guide posted on GameFAQs claiming to kill/KO the absolute minimum number of guards, and he had fifteen kills here! But I got none! (except the objective) The good news is that aside from the assault part a lot of this mission is nothing more than walking around a few squads of rent-a-cops in urban terrain at night. Easy. Let's get started. --------------------- Part 1: The Holy City (Evasion) --------------------- This first part is super easy, just a bit long. You don't have to KO police or even shoot lights; just grab two civilians (they won't hear each other being grabbed) and go around everyone else. Fortunately, you get a map for this part (see OPSAT). Take note of the three-way intersection. When you get there, turn left. Everywhere else is perfectly linear. ----------------- Part 2: A New Toy (Evasion/Distraction) ----------------- As usual your timing is perfect and imperfect at the same time. Two guys are about to kill Saul, and you arrive just in time to save him, but not in time to use your assault rifle to do so. For this reason your only non-lethal resort is the quick attack (as I call it) or elbow strike. Grabbing won't work because the 2nd guy will notice and grab Saul, leaving you screwed. The good news is that because the 2nd guy will attempt to grab Saul, you don't have to worry about getting shot. Simply whack both guys as fast as possible and shoot the lights. Your reward is an allegedly new and improved SC-20K with two sticky shockers and two ring airfoils. If you want you can talk to Saul and he'll take you somewhere to show how you're gun works. This will bypass a few guards, but also waste a vital sticky shocker. I'd ignore him. Head back to the three-way intersection and continue straight ahead. From here everything (except the infamous assault segment) is super linear. Ignore all the dead ends and SWAT flip past the window. Shoot a few lights to lure out the civilian down the next hall. Get her and move on. ------------------ Part 3: Rent-a-cop (Evasion) ------------------ This is pretty similar to part 1, except that there are no civilians, a few alternate routes, and a less than obvious objective. By that I refer to the pipe going up the side of the church. It's hard to see because of the steam and it's in a recess. If you can't find it, go to the fence with a guard on the other side and look to your right. Climb up, along the roof, use zipline, and rappel down the scaffolding (stand next to the bump and press A). --------------- Part 4: Contact --------------- Talk to your contact. She'll open a gate for you. --------------------------------- Part 5: Follow the Leader, part 1 (Evasion) --------------------------------- By now you now how to handle rent-a-cops. The difference here is that you need to keep up with your contact, so don't waste time with KOing everyone. Just shoot a few lights and move on. When you reach the first lampost with two lights on it, look ahead. That aisle has dozens of lights, so find a different route behind the stalls. Continue until you reach a checkpoint. --------------------------------- Part 6: Follow the Leader, part 2 (Evasion) --------------------------------- Same as before, except that a cop offers to escort your contact to her "house". She is forced to KO him, and you have to hide the body. Just after that talk to her and she'll ask you to use the rooftops from now on. --------------------------------- Part 7: Follow the Leader, part 3 (Evasion) --------------------------------- Since you weren't given any directions, I'll show you how to reach the roofs (it's not mandatory but it is easier than going along the ground). From the checkpoint, turn right and--once the cop leaves--head straight until you reach another wall. Wait for the next cop to come out of the alley, then head in and find a pipe. Climb up, through the building, out the window (ignore the civilians), along the ledge, up another pipe, along another ledge, and stop at the point where you can rappel down. Before you do, shoot out the light in the alley below. Then go down and find your contact. Within fifteen seconds she will be in trouble again, but this time the cop is facing away from you. Attack. That was the last cop in this part, so run wherever your contact went. Follow her to an elevator. Enter and talk to her for the last time. Just as the elevator is about to go down, Lambert springs an emergency objective on you. Complete it quickly or you will be screwed beyond your wildest dreams. ----------------------------------- Part 8: Mission Impossible [almost] (Assault/Distraction/Evasion) ----------------------------------- I apologize if I make any of this part sound easy. This is by far the hardest part of the game so far if you're going for no kills and no alarms. You are now in the "infamous assault segment" I mentioned at the start of the level. Enjoy. While you argue with Lambert, equip your sticky shockersand draw your gun. At the bottom zap |
