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                       Splinter Cell: Pandora Tomorrow
                           Copyright 2004, Ubisoft
                     PS2 Walkthrough and Strategy Guide
                  Written by: sparksmf ([email protected])
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Glossary:
000 - Introduction
010 - Characters Of The Game
020 - Basic Controls
030 - Weaponry/Helpful Gadgets/Items
040 - Guide Layout
100 - Dili
       101 - Beginning Docks
       102 - Empty Houses
       103 - Sam's Pleasant Disposition
       104 - Near The River
       105 - On The Other Side
       106 - Make A New Friend
       107 - Outside The Embassy
       108 - Meet Shetland
       109 - Inside The Embassy
       110 - A Spotlight For Sam
       111 - Time To Leave
200 - Paris
       201 - Train Station
       202 - Books And Computers
       203 - Three Suspicious Guys
       204 - Bomb Time
       205 - Motion Detectors 101
       206 - Sam's First Wall Mine
       207 - Double Trouble
       208 - Mmm, Brains
       209 - Into The Vault
300 - Paris-Nice
       301 - Train Landing
       302 - Another Complication
       303 - Let's Find Soth
       304 - Move Out
400 - Jerusalem
       401 - Peace And Love
       402 - Empty Cafe
       403 - A Proper Gun
       404 - More Policemen
       405 - To The Church
       406 - Rendezvous
       407 - Time To Move
       408 - More Sneaking
       409 - Even More Sneaking
       410 - An Unfortunate Order
       411 - Fifth Freedom
       412 - Waterways
       413 - Lambert's Humor
       414 - In The Streets Again
500 - Kundang Camp
       501 - A New Day, A New Outfit
       502 - Campfire
       503 - Down The Rabbit Hole
       504 - Meet With Shetland
       505 - Camp Exploration
       506 - More Mine Disabling
       507 - Hidden Airplane
       508 - Watchtower
       509 - Trail Sadono
       510 - Super Stealth Time
       511 - Underground Area
       512 - Meet The Pilot
       513 - Fresh Air Again
       514 - Shooting Practice
       515 - Trail Sadono...Again
       516 - Phone Tapping
600 - Komodo
       601 - A Rough Start
       602 - Shooting Bottles
       603 - Find The Technician
       604 - Travel To The Sub
       605 - Enter The Sub
       606 - Sweet Dreams
       607 - Grab A Buddy
       608 - Exit Stage Left
700 - Jakarta
       701 - On A Roof
       702 - Lightning
       703 - Satellite Dishes
       704 - Inside The Studio
       705 - Follow Ingrid
       706 - Surprise Assault
       707 - Find Sadono
       708 - Sadono's End
800 - Los Angeles
       801 - Into The Truck
       802 - The Parking Lot
       803 - Guards And Cameras
       804 - New Guys
       805 - Baggage Check
       806 - Waiting Area
       807 - The Lobby
       808 - Off The Elevator
       809 - Almost There
       810 - Catwalks
050 - General Tips
060 - FAQs for Pandora Tomorrow
070 - Conclusions
       071 - Final Review
       072 - Contact Info
       073 - Disclaimer/Legal Stuff

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                             000 - Introduction
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When I tried to look up advice for ways to get past certain areas, I noticed to
my dismay that there were no walkthroughs for the PS2. I also noticed while
playing the game that a few things are different between the PS2, Xbox, and PC
version. Therefore, I have taken it upon myself to write a full walkthrough for
the PS2 version of Pandora Tomorrow!

I have not played Splinter Cell for very long, so I am not well acquainted with
the history of it, but my Dad reads all the Tom Clancy novels, so that's good
enough, right? Most people who know me are thinking, but wait, you don't play
any shooting games! Well, not true people! Alien Resurrection was my very first
one. It was pretty cool but I needed the invincible code to get by, considering
that I was about 12 or so at the time. Then came Alone In The Dark: The New
Nightmare for me to try. And it SUCKED! The graphics, sound, and controls were
awful. I couldn't make it past the first door as the woman, and as the guy I
could only travel past the garden area, only to be eaten by the attack dog. So
yeah, that put me off for awhile. But enough of my rambling--along came this
Splinter Cell game and I am once again happy.

I must immediately make it clear to all that this walkthrough will have some
major spoilers in it, so watch where you look.

That said, let's get on with the rest already...

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                        010 - Characters Of The Game
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Sam Fisher: The main character of this game. He has a distaste for humor but
will occasionally give a few witty comments of his own. Sam is always itching
to kill the baddies instead of knocking them out, it seems. He is the best man
for any stealthy job out there.

Lambert: Your main link to the outside world for all the game. He often barks
out some instructions for Sam (which he is usually reluctant to follow).
Lambert knows best though, so it's wise for you to do what he says. Whenever
you have a game over, Lambert's angry voice quickly becomes annoying.

Grímsdóttir: Her name says it all--she's a rather grim lady. But she provides
invaluable technical information, as part of her team of programmers that will
often help Sam while on a mission.

Brunton: Part of SHADOWNET. You will occasionally hear him give some sort of
feedback while talking with Lambert.

Shetland: Sam seems to know him quite well. A friend from the past in other
words. You'll meet up with him eventually.

Soth: A strange man with a jaded past. He now has a fake leg as a result of a
'disagreement with a landmine' as Lambert puts it. Who's he working for?

Dahlia Tal: Another peculiar character. It's unclear where her loyalty lies.
She's part of the secret police in Israel, but acts like a defenseless woman
to fool guards in the streets.

Sadono: The Indonesian Guerrilla Leader of the organization DARAH DAN DOA. He's
ruthless and operates a militia that holds thousands of soldiers.

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                            020 - Basic Controls
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- Walk/Run: Tilt the left analog slightly for quiet movement and more to run

- Move Camera: Tilt the right analog stick

- Zoom: Tap R3 (right analog stick) to zoom in and see stuff

- Pause: Hit Start

- Goals/Notes/Data/Inventory: Hit Select

- Crouch: Circle

- Roll: Circle while moving (must be standing up first)

- Switch Weapons: Square

- Quick Switch: Press the directional buttons

- Action Button: X

- Mantling: Press triangle and move forward

- Climbing: Press forward

- Close Attack: Run up silently to the enemy and press R1

- Move Against Wall: Tap L3 (left analog stick) while near a wall

- SWAT Turn: While against a wall, press X to run to the other side

- Aim Weapon: R2

- Fire Weapon: R1 (must press R2 first)

- Whistle: L2

- Shimmy: While on a ledge, move the left analog to go across

- Zip Line: Stand under the zip line and press triangle to reach it

- Wall Climb: Go between two close walls and press triangle repeatedly

- Legs Up: When moving across something, press triangle to bring up his legs

- Drop Down: When moving across something, press circle to drop down (attack)

- Night Vision Goggles: Left Directional

- Thermal Vision: Right Directional

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                    030 - Weaponry/Helpful Gadgets/Items
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Pistol: Your basic weapon. It doesn't make much noise and it also has plenty of
ammo, so it's ideal for shooting out lights.

SC-20K: Ah, here's the big toy. You can't do as much with it when moving about
(for example, only the pistol can be shot from around the corner or while Sam
is climbing). However, it comes equipped with several neat additions, as part
of its multipurpose launcher: (note--you MUST press L1 for this to work)

       - Ring Airfoil Projectile: Use this if you wish to incapacitate your
         enemy instead of killing them (it's better to aim for the head)

       - Smoke Grenade: A self-explanatory function. Shoot out a grenade that
         will release smoke and conceal you and confuse enemies.

       - Sticky Camera: A small camera which is capable of zooming around--
         perfect for sniping. Also comes with night and thermal vision modes.

       - Sticky Shocker: A shot of this to an enemy will give incapacitating
         shocks. Fired in a pool of water will neutralize multiple enemies.

       - Distraction Camera: Use this to attract enemies elsewhere away from
         you and then watch as they become incapacitated from a gas released.

Gas Grenade: Just your standard canister that can potentially knock out people.

Flashbang: A more powerful grenade with a blinding effect.

Chaff Grenade: It will disable electronic devices upon impact, including Sam's.

Frag Grenade: Your standard explosive. Pretty self-explanatory.

Wall Mine: A motion-sensitive device that will detonate when an enemy walks by.
To pick it up again, wait for the green light to appear.

Bottle: Most people don't know that you can use bottles for stuff. The first is
that it can serve as a distraction noise when thrown away from Sam. It can also
be used to knock out enemies when used properly, or at least semi-stunned. Be
careful though, as sometimes you may pick up a bottle without knowing it and
then use that instead of your gun.

Goggles: Basically, you couldn't complete the game without these trademark eyes
Sam wears. Not only will you be able to see when it's dark, but you can also
spot enemies and dangerous mines with the thermal vision. For some reason that
probably makes perfect sense but is unknown to me, there is a third lens at the
top next to the others.

Binoculars: Your other optical gadget. Press R3 to use this and the directional
buttons to zoom in and out.

Optic Cable: Really really really really really handy. Trust me, you'll need
this gadget. See under doorways before you enter and find out if it's safe.

Lock Pick: Something real useful but time consuming. Whenever you find a door
that is locked, Sam can crouch down and try to open it with this gadget. Rotate
the left analog until you find the direction needed to pull back the pin.

Disposable Lock Pick: Basically when Sam finds one, he'll be able to open one
locked door right away. Neat.

Camera Jammer: Personally, I prefer just a quick shot to a camera rather than
use this, but hey. Temporarily knock out a camera and move while it recharges.

Laser Microphone: Hide somewhere and take aim at your target, then shoot and
listen in on whatever conversation is taking place.

Emergency Flare: You can use these to distract heat sensor on all of those
pesky automated turrets. Enemies will come running when let off.

Medical Kit: Find one of these, and...yay! Sam is healed! It will have a rather
obvious red cross on the front, so look for those.

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                             040 - Guide Layout
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Just one more thing before we start--here is a small outline of what each part
of my walkthrough section will look like:

Section # - Title I have given it

- Knock-outs: Yes/No
- Fatalities: Yes/No
- Weapons/Gadgets available: Whatever you can use for this part. Things that
 are in ( ) mean you might've already used it in an area.
- Number of Alarms: How many can be let off until Sam is caught, if applicable.

Your objective for this area

Explanation of wherever you are and a look of your surroundings, also where Sam
needs to go, who to meet, etc.

Way 1: My first choice to get past an area--probably the least dangerous.

Way 2: (optional) An alternate way to get to point B, usually involving a bit
more finesse with shootings, avoiding guards, etc.

Now more explanation where Sam usually moves on and goes to the next area until
we reach the next tricky part with more than one way to complete.

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                                  100 - Dili
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101 - Beginning Docks

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
- Number of Alarms: One

Infiltrate the embassy

Switch on your night vision if you wish by pressing the left directional button
on your controller. Jump up the ledge ahead. Climb up the ladder and use the
zipline where Lambert will introduce Brunton. Walk a little further ahead and
press triangle to hoist Sam up on the beam. Press triangle again to lift up his
legs. Make your way down.

Drop down by pressing circle. Enter the small building and encounter your first
door that must be lock picked. Use the left analog stick to pick it open. Once
in the next room, climb up the pole. You should see a ventilation hole at the
top left in the room. Go down it and save.

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102 - Empty Houses

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
- Number of Alarms: One

Infiltrate the embassy

Move to the right and press circle to crouch down. Move across a wood platform
and pick up the 5.72 mm ammo. Drop down so you're next to the boxes and stand
up. Against the fence, press L3 so Sam is up against it and move to the right.
Make Sam peek around the edge--a lone guard is there. perform a SWAT turn by
pressing X. Switch off your night vision and peek around again while you press
R2. Aim carefully for the light bulb and shoot. When the guard goes to inspect
it, sneak over to him and press R1 once or twice to knock him out. Hide his
body somewhere in the dark.

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103 - Sam's Pleasant Disposition

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
- Number of Alarms: One

Infiltrate the embassy

Activate your thermal vision by pressing the right directional button to spot
the mines. Next to the first batch is a pathway you can cross under. The next
set will be under a beam you can cross to your left.

Go inside the building and climb up the ladder provided. Use the wood by the
edge to rappel down below. Jump up next by the barrels and your game will go to
the process of saving for you.

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104 - Near The River

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
- Number of Alarms: One

Infiltrate the embassy

Run to the right and learn how to wall jump. Once you successfully complete a
half-split jump, go into the building. The game says that you should whistle to
attract the guard over, but I shoot out the nearby light so he comes over.
Knock him out and hide the body.

Lambert will tell you that Sam needs to get a little wet before entering the
embassy. After this conversation, jump down. Save.

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105 - On The Other Side

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
- Number of Alarms: One

Infiltrate the embassy

Enter the river. Use your binoculars if you wish, but you should see another
lone guard watching over. There are two ways you can do this.

Way 1: Cross over the river and shoot out the nearest light. Whistle so that
the guard will come over and knock him out.

Way 2: Run down the river without worrying about the guard. Some birds will be
making some noise, but if you're careful they'll pose no threat.

Enter the door at the far end. Save your game.

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106 - Make A New Friend

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
- Number of Alarms: One

Infiltrate the embassy

Pick the lock and enter the next room. Notice the guard. Lambert will instruct
you to interrogate the man sitting a chair outside. Press X right behind him.
Once you're done, knock him out by pressing the R1 button and hide him in a
dark area. Shortly after his friend will come out.

Way 1: Hide somewhere dark and whistle him over while he's still outside.

Way 2: Wait until he goes back inside, open the door, and meet him.

Way 3: Don't do anything at all to him and continue up the pole to the right.

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107 - Outside The Embassy

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
- Number of Alarms: One

Find Douglas Shetland

Turn on your night vision. Climb up the ladder while hearing the gunshots in
the background. Crouch down and move past the window while noting that a guard
is looking on up from above.

The following room will feature Sadono. After the conversation is over, the
guard will come to inspect things, so knock him out. Then, run to the end and
climb out to the pipe and over the ledge.

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108 - Meet Shetland

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
- Number of Alarms: One

Find Douglas Shetland

In the background you should hear Shetland being interrogated. Run through the
curtains and quickly knock the terrorist out. Then, talk with Shetland. He'll
explain the situation and hand you a data disk. Then Lambert will talk to you.
Your next objective is to meet Ingrid.

Open the door to the next room and immediately knock out the guard. Pick the
lock to the nearby door for some health. Then run down the hallway until you
reach the top of a stairwell in the center.

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109 - Inside The Embassy

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
- Number of Alarms: One

Find Ingrid Karithson

Use your binoculars after you're crouching at the halfway point on the stairs.
There are three guards you need to worry about in here.

Way 1: Knock out the guard walking around. This is easy enough to do; either
whistle him over or wait until he walks by. Then, Sam must crouch-walk against
the overturned couch and down to the end before turning left. Make sure that
the other two don't see you.

Way 2: Do the same thing to the first guard. This time, alert both of them and
hide in the shadows. Strategically knock them out while one is away from the
other. Then, go to the end of the room and exit.

Continue down the hall and open the double door to the next room. Your game
will be save at this place.

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110 - A Spotlight For Sam

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
- Number of Alarms: One

Find Ingrid Karithson

Go outside. We'll learn more information about where Ingrid is. There is also a
lone guard with goggles and a searchlight. In order to sneak by, you MUST stay
in the searchlight. Strange, I know, but there it is. Walk carefully.

Once that's done, enter the door and walk up the stairs. You should see one
medical kit in case you're injured. At the top is the guard Lambert was talking
about earlier. Take him out. Talk to Ingrid next door.

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111 - Time To Leave

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
- Number of Alarms: One

Get to the extraction point

Rappel down the wall quickly in the next area. A guard will come to investigate
so be sure to take him out quietly. Run over to the left, climb the ladder, and
flip the switch so the spotlight is down.

In the next area, there is another guard. It's nice and dark so it shouldn't be
a problem. Then, flip the switch for the next spotlight. There will be one last
guard near the water, so take him out, and it doesn't really matter if you hide
the body. Run out to the boat. Mission Complete!

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                                 200 - Paris
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201 - Train Station

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine,
 Two Disposable Lock Picks, Two Frag Grenades)
- Number of Alarms: Three

Infiltrate the labs

Climb down the hole after talking with Lambert. Wait until the guard has his
back turned and knock him out. Be sure to hide him. Then run over to the nearby
stationary train and climb up the ladder by jumping. Shoot out the light so the
guard will come over and inspect things. Take him out.

There should be only one guard left to deal with. Run against the wall where
it's dark and whistle him over before you knock him out. The voices inside your
head will instruct you to hit the pipes above the ceiling once you reach the
area with the fire. Got to the next room, shoot out the light, and continue on.

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202 - Books And Computers

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine,
 Two Disposable Lock Picks, Two Frag Grenades)
- Number of Alarms: Three

Access the security terminal

Way 1: Look into the next room with your optic cable. After that, immediately
walk into the room and waste no time in taking him out.

Way 2: Wait until he is out of sight before going in the room. Hide in a dark
corner and stay there until he returns unsuspectingly.

DO NOT run around the bookcase. Instead, climb over it to the next one. Jump
down and crawl in the gap. Now, notice the camera that is looking around. Take
out your gun and shoot it. Pick up the 5.56 mm ammo by the desk and go to the
door that leads to two terrorists.

Way 1: Shoot out the lights in the room. Wait until they have their guard down
before running to the other end. Again, wait for the opportunity to exit to the
other side of the door at the end unnoticed.

Way 2: Shoot out the lights, wait, and knock out the one that is walking around
when the opportunity arises. Then, take care of the other terrorist nearest to
the computer. Take the data stick.

Pick the lock that leads to the next room and save here.

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203 - Three Suspicious Guys

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine,
 Two Disposable Lock Picks, Two Frag Grenades)
- Number of Alarms: Three

Access the security terminal

Switch off the light and use the heal pack if you need it. Pick up the 5.56 mm
ammo if you want. Then, open the door. Here you will see some guys looking
around for anything that might be suspicious.

Way 1: Immediately after opening the door, go to your left and climb up the
pole. Use this to work your way across the room (don't forget to pull his legs
up). Be mindful of the third guy, as he will retreat to the room up ahead.

Way 2: Knock out each of them slowly and carefully. Wait for them to inspect
the room so that the third guy is gone. Whistle one over to the shadows--make
your attack quick so you can deal with the second guy and eventually the third.
Then, go into the next room behind the curtain.

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204 - Bomb Time

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine,
 Two Disposable Lock Picks, Two Frag Grenades)
- Number of Alarms: Three

Infiltrate the labs

Continue into the next room and immediately run over to where the guys are in
the process of shooting the computers. Take them out. Once the two are dead,
take the data stick, and be sure to hide bodies! Then walk over to the computer
at the left. Notice the ammo in this room. After a brief conversation, some of
the mercenaries will trigger a bomb timer.

Way 1: Time to practice some shooting: sniper-style. Equip your rifle with the
sticky shot. Yay! Aim carefully, then press L1 to shoot this special device
that will instantly incapacitate an enemy. Repeat this quickly to the other
person. If successful, then no alarms will be raised.

Way 2: Just take your rifle out and pump 'em full of lead. It'll probably raise
an alarm, but at least Sam'll be alive.

Now run to the room on the left at the end and defuse the bomb. The room that
is previous to this one has a medical kit, so use it if needed. Then, go all
the way to the end of the hallway for your next task.

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205 - Motion Detectors 101

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine,
 Two Disposable Lock Picks, Two Frag Grenades)
- Number of Alarms: Three

Access the client database

Walk up the stairs. That red glowing thing is a motion detector. Walk by it
very slowly to not be detected. Walk into the next room and immediately shoot
out the light. Wait for the mercenaries to finish shooting. One will approach
you, so quickly knock him out. Take his data stick and hide the body!

Way 1: Go to the door on your right and enter by picking the lock. Then, enter
the door on your left. Immediately shoot out as many lights as possible before
ducking into the shadows. After he's gone, take care of the rest of the lights
and cameras.

Way 2: Ignore the door to your right and sneak past the motion detector ahead.
Knock out the first guard quckly, and then the one in the other room. This will
raise an alarm. Then go into the center room and shoot out the cameras.

Use the computer at one corner in the room to obtain the access code. You will
have the option of saving your game.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

206 - Sam's First Wall Mine

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine,
 Two Disposable Lock Picks, Two Frag Grenades)
- Number of Alarms: Three

Access the client database

Shoot out the light in the room so that the guard will come over to inspect
things. Take him out. Use the health kit if you feel it is necessary. Be very
careful with the motion detector here.

In the next room, you'll briefly see two guards run upstairs. Once they're gone
you should shoot out the lights, and also the camera next to the wall mine.
Wait, did I mention there's a wall mine? Set it off and run away as fast as
possible. After that, run over to the next door and save.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

207 - Double Trouble

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine,
 Two Disposable Lock Picks, Two Frag Grenades)
- Number of Alarms: Three

Infiltrate the Labs

Use your optical cable to see two terrorists inside here. Things are going to
get a bit rough.

Way 1: Fire a sticky shot or ring air foil at the one that is walking around,
then knock the other out. If done correctly no alarms will go off.

Way 2: Pump 'em full of lead, or knock out the one walking around and shoot the
other. There is very little chance of the alarm not going off.

Access the computer and run over to where the keypad is and enter the code. You
may now save your game from here.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

208 - Mmm, Brains

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine,
 Two Disposable Lock Picks, Two Frag Grenades)
- Number of Alarms: Three

Find Francois Coldeboeuf

Boy they sure are realistic looking, aren't they? For fun, I like to step on
them! Anyway, notice the health kit in this room. Immediately behind the
curtain will be a guard, so knock him out! Oh, also, there are two sticky
shockers on the table next to the brains. Run over to the far door and pick the
lock. Use your thermal to spot two guards.

Way 1: Knock both of them out with the two sticky shockers you just found.

Way 2: Shoot at them with no restraint.

Go to the next room and be careful of the wall mine while noticing the health
container to the side. You can save here.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

209 - Into The Vault

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine,
 Two Disposable Lock Picks, Two Frag Grenades)
- Number of Alarms: Three

Meet Francois Coldeboeuf

Go into the next room and hop down the vent. Wow, so yeah. That guy definitely
has a hoke in his head. Anyway, talk to the dude in the corner. He'll give you
a picture of Mortified Penguin.

No matter how many times you talk with the guy, he won't leave with you. Go
back down the vent to avoid the blast, then go back into the room and up the
ceiling to the extraction point.

                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                              300 - Paris-Nice
                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

301 - Train Landing

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, Laser Mic
- Number of Alarms: One

Locate Norman Soth

Walk up the train and jump down into the first vent you see. While Lambert is
talking to you (no alarms, no kills) one of the train's personal will walk in.
Knock him out and hide the body somewhere dark. Go into the next compartment.
Downaways will be another vent you can conveniently climb down from the floor.
Turns out that you must climb across the pipes here. Soon you should find a
checkpoint after that.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

302 - Another Complication

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, Laser Mic
- Number of Alarms: One

Locate Norman Soth

From the small room, look at the switch nearby and use it to unlock all of the
doors leading outside. Go into the hallway and use the lightswitch opposite so
that the lights go out in the next room. There are two ways to do this:

Way 1: Go into the room on your left and you should be able to climb out from
the left. You must avoid being seen through the windows. Also, another train
will occasionally go by, so don't be stuck in a tight space during that period.

Way 2: Wait in the darkness of the other room until the elderly gentleman comes
to inspect what's wrong with the lights. Knock him out. Poor guy. Wait a long
time and eventually a terrorist will come and also investigate. One less person
to worry about now. Turn off the lights again and make your way very closely
through the passageway. There is a pretty slim chance that you won't be noticed
but I've made it through this way before.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

303 - Let's Find Soth

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, Laser Mic
- Number of Alarms: One

Locate Norman Soth

Once you're in the compartment, your comrades will mention the interesting fact
that Soth has a prosthetic leg. Therefore, you can use your thermal vision to
identify him. The first guy is NOT Soth. Quickly knock him out and kill the one
light in his room. Hide his body here.

The second guy is not Soth, and neither is the fourth. Use your thermal on the
third to see that one of his legs has no heat signature. Enter the room. After
a very brief conversation, it's clear he's lying once he leaves. You have 20
seconds to hack the computer. You have another 45 to find out where Soth went
to and laser mic the call that he's making.

Run to the end of the hallway and through various rooms. Go behind the counter
to the right and stand up without being seen. Take out the laser mic (yeah, I
love how Sam just happened to think that a laser mic could be handy in this
area) and point it to Soth.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

304 - Time To Move Out

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, Laser Mic
- Number of Alarms: One

Move to the extraction point

You'll share a brief conversation with the team. You're almost done. Once they
leave, there will be a single guy left in the room. Whistle him over and hide
the body. In the next room, use the medical kit and climb up the ladder. Run
down the train and grab onto the rope for a mission complete.

                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                               400 - Jerusalem
                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

401 - Peace And Love

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol
- Number of Alarms: One

Get your SC-20K rifle

Talk to the nice lady, then head up. After a conversation with Lambert, head up
the stairs. As you see, there is a number of policemen patrolling the streets.
Knock them out or maneuver your way around them. Turn left for a checkpoint.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

402 - Empty Cafe

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol
- Number of Alarms: One

Get your SC-20K rifle

Shoot out the lights as you go through this area. Soon you should see one guy
and two others farther away having a conversation. Whistle the closest guy over
and knock him out. Continue to pick them off one by one. I had a pile of five
bodies when I was done, heh.

Run downstairs and watch as a policeman walks by. Shoot out the light at the
end of the road. Two guys in the next area--take care of them. Checkpoint soon.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

403 - A Proper Gun

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol
- Number of Alarms: One

Get your SC-20K rifle

As soon as you enter the room, you'll see two thieves with Saul. Either quickly
knock them out or kill them. Then Saul will show you the SC-20K, along with
ammo, two sticky shockers, and two ring air foils. After that go upstairs and
through the door. Checkpoint...

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

404 - More Policemen

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, SC-20K
- Number of Alarms: One

Find Dahlia Tal

You should hear two guys talking. After that a policeman will appear--knock him
out. Continue to shoot out the lights and take care of a few civies that come
by. You should see two policemen having a conversation--let them finish and
lure them over through whistle after shooting out the light. Another policeman
is ahead, so take care of him.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

405 - To The Church

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, SC-20K
- Number of Alarms: One

Find Dahlia Tal

Knock the lone policeman out. Continue to knock people out and shoot lights.
Eventually you should reach a seemingly dead-end. Jump on the bench and then
the ledge to go over the gate. Drop down once you're over and go to the door
that is located on the other side of the small area.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

406 - Rendezvous

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, SC-20K
- Number of Alarms: One

Find Dahlia Tal

Climb up the pipe and zipline to meet your escort. She'll have a nice chat with
you, but Sam seems rather anxious. Hmm, I wonder why. Can she be trusted? After
the conversation, a checkpoint notification will occur. Wow, that was rather
short. Let's start following her...

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

407 - Time To Move

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, SC-20K
- Number of Alarms: One

Follow Dahlia Tal

She'll let you out. Walk down the street. You'll need to take care of the
policeman, so do that when the moment comes (away from the other people in the
street). Don't worry about them--they'll act scared, but no alarms should be
raised. Continue to follow her. You'll meet another policeman--knock him out
when his back is turned. Follow her down the side street. Save.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

408 - More Sneaking

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, SC-20K
- Number of Alarms: One

Follow Dahlia Tal

Wait for the policeman to walk by before following her. Run to the other end of
the street and wait for the other policeman to walk towards her with his back
turned and knock him unconscious. Hide the body well and run to meet her at a
doorway. Another checkpoint here.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

409 - Even More Sneaking

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, SC-20K
- Number of Alarms: One

Follow Dahlia Tal

Knock the closest guard out with a quick luring whistle. Kill the light. Knock
out the other guards by whatever means and speak with her. After that, go
through the door she just entered. Save here.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

410 - An Unfortunate Order

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, SC-20K
- Number of Alarms: One

Follow Dahlia Tal

Run over to where the guard is and knock him out, or don't, it doesn't matter.
Follow her in the shadows to the left. Whistle the next guard over. Go down the
small passageway and wait in the shadows as a guard confronts her. Knock him
out. Go into the room and enter the elevator. Listen to what Lambert says.

Way 1: Kill her as ordered. Less trouble later.

Way 2: Hesitate and deal with more trouble towards the end of the mission. Sam
will also have one angry Lambert to listen to.

It doesn't matter if you don't kill her, but it will change things later. I'll
point that out when the time comes.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

411 - Fifth Freedom

- Knock-outs: Yes
- Fatalities: Yes (Terrorists)
- Weapons/Gadgets available: Pistol, SC-20K
- Number of Alarms: One

Recover the ND133 from the Syrians

Here you can kill the terrorists, but not the policemen. Take care of anyone
you see along the way, and shoot out lights if you want. Eventually you will
make your way to a jammed door. Use the nearby pipe to climb up and over. Save
your game at this spot.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

412 - Waterways

- Knock-outs: Yes
- Fatalities: Yes (Terrorists)
- Weapons/Gadgets available: Pistol, SC-20K
- Number of Alarms: One

Recover the ND133 from the Syrians

Ahead is a guard and an automated gun. BE CAREFUL. You can do this either by:

Way 1: Snipe the guy in the head or use a sticky shocker, then manually go and
disarm the gun by going left.

Way 2: Hang by the walkway and make it by without the gun detecting you.

Then go where the guy was. Shoot out the light. Another person should come to
inspect, whether because you've shot out the next light or you've whistled him
over. Take care of him. Then, go into the blue room and to the right. Inspect
the object here for a checkpoint.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

413 - Lambert's Humor

- Knock-outs: Yes
- Fatalities: Yes (Terrorists)
- Weapons/Gadgets available: Pistol, SC-20K
- Number of Alarms: One

Move to the extraction point

Exit the room and go right. Go to the doorway and take a left. You should see a
new room--to the right is a medical kit. There is also a lone guy here--take
care of him with a whistle. On the table are many goodies, which include sticky
shockers, ring air foils, smoke grenades, chauff grenades, flash bangs, and
frag grenades. Go back the way you came and now go straight. Whistle these two
terrorists over and do whatever. Take the elevator up. Save.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

414 - In The Streets Again

- Knock-outs: Yes
- Fatalities: Yes (Terrorists)
- Weapons/Gadgets available: Pistol, SC-20K, (Two Chauff Grenades, Flash Bang,
 Two Frag Grenades)
- Number of Alarms: One

Move to the extraction point

Shoot out the light. Run right and down. Whistle the one guard over and knock
him out. Do whatever it takes to knock the other two guards out--try to use the
same method. Then run over to the small alley. Lambert will talk with you.

NOTE: IF you failed to kill your escort previously, she and three friends will
try to snipe you from above. Yeah, good luck with that.

                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                             500 - Kundang Camp
                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

501 - A New Day, A New Outfit

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring
 Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Rendezvous With Shetland

After you talk with Lambert, drop down into the water. To the left is a small
space you can jump-climb in. You should then see a zipline. Use it and go right
down the small path. After a bit of walking you should reach a bit of a
clearing, where the checkpoint is.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

502 - Campfire

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring
 Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Rendezvous With Shetland

..Not really a campfire per sé. Two guys are here, one who is walking around
and the other who is sitting on a chair. Among the options you have for this,
here are my best two:

Way 1: Drop down to the dark space below. The guy walking around might hear
this, so you can knock him out with ease. The other guy will never leave his
chair, so creep up from behind and deal with him.

Way 2: Don't do anything to the guys at all. It IS possible to sneak by without
being seen, because I've done it before.

Either way, drop down the hole by choosing the option to rappel on the one side
of the hole. Climb out using the pole and around the side. Drop down gradually
and reach the checkpoint here.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

503 - Down The Rabbit Hole

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring
 Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Rendezvous With Shetland

By now you should've heard the dog barking at you.

Way 1: Wait for the guy to come and inspect, then shoot him from where you are.

Way 2: Wait for the guy to leave before shooting the dog.

Rappel down and climb up the conveniently placed pipe. There are one or two
guys here, depending on what you did earlier. In either case, whistle them over
to swiftly take care of them. Up ahead is another guy. Considering it's only
one guy and he has his back to you a lot, this shouldn't be hard. Don't go near
the truck. Instead, there is a thing you can climb up to the right of your
entrance here. Take the time to save.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

504 - Meet With Shetland

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring
 Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Rendezvous With Shetland

Go across the terrain. Don't be afraid because of the amount of light you're
seeing. Cross over the fallen tree. Meet Shetland here. After the conversation,
have Sam rappel down the wall. Checkpoint!

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

505 - Camp Exploration

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring
 Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Infiltrate The Camp

Let's go right. Because I said so. In the first tent here is an easy kill or
knock-out with his back to you. His tent will have a sticky shocker and a smoke
grenade. There will be another guy up ahead. I strongly recommend hitting him
with a sticky shocker to keep the mess simple.

Heh, I love the guys you're about to encounter. After a conversation, one guy
will step on a land mine accidentally. His friend will come back to
investigate--a good chance to snipe him. Time to disable some mines. Note--you
must disable BOTH sides before everything is safe.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

506 - More Mine Disabling

- Knock-outs: Yes
- Fatalities: Yes

- Number of Alarms: Three

Plant The Bomb

Here's some pretty important information: press triangle to stop the process of
defusing the mine so that it doesn't go off. There is a guy up ahead along with
a mine, so stay sharp. And stay in the shaded area. There is plenty more up
ahead, so be careful! Eventually you will reach a truck. Jump over it to save.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

507 - Hidden Airplane

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
 Air Foils, Four Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Plant The Bomb

Way 1: Enter through the door on the right. Lure one guy or both with a whistle
and give each a well-timed hit.

Way 2: Enter from the left by climbing up the pole. Use the medical kit and
turn off the lights. Go to the other end and shimmy over the plane to reach the
other side. Knock them out from here.

Set the explosive on the plane when all is said and done. go to the one end of
the room and through the door. There's one guy here--you MUST whistle him over,
because there's another guy you can't see. Do the same to him. Raise the barbed
wire up to reach a checkpoint.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

508 - Watchtower

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
 Air Foils, Four Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Locate And Trail Sadono

Take what you need from the medical kit. As you move forward, quickly hide
under the wood to the left so that the approaching men and dog don't see you.
There are two guys up ahead. Whistle them over one at a time. Grab the satchel.
In a tent are two different types of ammo for you. Now get the guy in the tower
here. Move in on him when he is not looking your way. After that, zipline down
to start the next area. Save.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

509 - Trail Sadono

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
 Air Foils, Four Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Record The Access Code

This is pretty hard. First off, whistle the closest guy over from where you
are. Secondly, you can actually walk underneath the walkway from where the
second guy went. You won't be detected here and you should catch up to Sadono
soon. Enter the walkway Sadono went through. Lambert will suggest using a
sticky cam to detect Sadono's conversation. So take one out and shoot it from
within the vicinity of the convo by pressing L1. Now to your left is a spot you
can wall jump up to. Climb into the window, grab the two stick cams on the
table, jump down, and save here.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

510 - Super Stealth time

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
 Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Meet Up The Pilot, Asrul Arifin

Run down the path and up the window without being detected. When Sadono is gone
from the room, drop down and follow. He'll talk with one man briefly, then
leave. Whistle the one guy over, then:

Way 1: Shoot a sticky shocker at him or snipe his head.

Way 2: Climb up with the boxes and stay in the shadows.

Go into the next room. Use the optical cable to see when Sadono will leave.
Then enter and take what you need from the medical kit. Whistle the guy who is
walking around. You should notice that the further guy will ever so often
examine his binoculars. This is your chance to run left and hide in the shadows
to whistle him over. Then go into the room to the left and down the shaft.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

511 - Underground Area

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
 Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Meet Up The Pilot, Asrul Arifin

Once you're done talking with the crew, a guard will be in sight--knock him out
when possible. go down the stairs and knock the other guy out too, just to be
safe. Then head through the door next to the stairs and you should see two men
in the room. Turn off the lights. Knock each out before they have a chance to
turn them back on. Go to the next room.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

512 - Meet The Pilot

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
 Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Meet Up The Pilot, Asrul Arifin

New room. Go to the left and switch the object on, then see Sadono talking to
the pilot. Wait in any shadowy area to knock the guy out. Another one comes, so
do the same. Then speak with the pilot. PAY ATTENTION--there is a glitch in the
PS2 version. The pilot will open the door for you after the convo, and he'll
only do it once. Stand a reasonable distance from the door so you're not in the
way. If you miss it, you'll need to start over.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

513 - Fresh Air Again

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
 Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Locate And Trail Sadono

Sadono will make a brief appearance while Lambert urges Sam to tap a phone. Now
be careful. Soon you should reach some guys talking. Past them is an automatic
turret. You can either:

Way 1: Whistle the guys over where it's nice and safe to knock them out, then
hurry past the gun to disable it.

Way 2: Hurry past the guys to the gun and, while somehow surviving, reset the
gun so it'll kill them. I don't advise this, but it's a possible alternative.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

514 - Shooting Practice

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
 Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Locate And Trail Sadono

Open the door quickly so the guy won't notice you and knock him out in the dark
area before the other one comes. Kill the guy in the next room or knock him out
when he goes for a drink. Climb the stairs at the very end of the corridor.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

515 - Trail Sadono...Again

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
 Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: Three

Locate And Trail Sadono

Climb out of the window. Sadono will be here briefly before leaving. Take care
of the two guys who are here--you're in no hurry. Hopefully you will notice
another turret set up. Run carefully towards it and disable it, then enter the
room. At last! A medical kit! There is also some ammo on the table. In the next
area, there are two guys to watch out for, plus a searchlight. Stay in the
shadows and take care of them. Then, run to the left and go up the steps of
what appears to be a house. The number for the keypad is 1492.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

516 - Phone Tapping

- Knock-outs: No
- Fatalities: No
- Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
 Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras,
 Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
- Number of Alarms: One

Put A Tap On Sadono's Phone

Enter the room Sadono is talking in and stay in the dark corner of it. Once he
is gone, make sure you shoot out BOTH security cameras before tapping his
phone/computer. There is also some ammo on the table. After that, Sadono will
enter the room again, so hide carefully. After he's gone, go through the house
and in the backdoor. DON'T MOVE! After a few seconds, chaos will start, which
is your chance to run across the area to the helicopter.

                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                                600 - Komodo
                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

601 - A Rough Start

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
- Number of Alarms: Three

Infiltrate The Caves

Once you're done talking with Lambert, move forward. Birds will fly up and a
guy will check it out. Knock him out. Up ahead is a turret and a sniper, so
move quickly. Disable the turret and move down the hallways. Two guys are here,
plus the sniper. Take care of them, then move to the next area where the guys
are at a table. Ignore them and:

Way 1: Run into the nearby hut. Knock out the guy who is laying there.

Way 2: Move left in the small river here.

Jump up the small alley by the water and go to the window on the left.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

602 - Shooting Bottles

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
- Number of Alarms: Three

Infiltrate The Caves

Leap to the ground and knock the guy out here just to be safe. Another person
is shooting bottles--once he takes a break, that's your turn to take care of
him. Up ahead is another turret, so run across the area from the left side to
avoid its shots. There is another turret in the next room ready at the doorway,
so just hurry in as quickly as possible or use your emergency flare so it will
shoot that and not you. Jump down the little space in the floor.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

603 - Find The Technician

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
- Number of Alarms: Three

Infiltrate The Caves

Use the switch to open the elevator's doors, then go down. In this next area
there are TWO guards, so keep that in mind. In the room to the right is ammo
and a MEDICAL KIT. It would be very wise not to pass this room. Finally, enter
the double doors. The technician is past the first wall. It is crucial that you
walk up to him silently. Grab and interrogate the poor guy. After the sub
surfaces, interrogate him one more time so he says nothing's wrong. Knock him
out after he has no more use.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

604 - Travel To The Sub

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
- Number of Alarms: Three

Infiltrate The Submarine

Time to get going. Go to the last door and up the stairs. Enter the next area
and knock the guard out here. Run to the end and notice the hatch you can jump
down through. Go across the pipe and lift yourself up to the square structure.
To the right should be a zipline, so use it. Then you should come across
another zipline after Sam's done with the previous one. Checkpoint is here.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

605 - Enter The Sub

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
- Number of Alarms: Three

Infiltrate The Submarine

There's one guy here, so knock him out. Go up the steps. Both of the people
here are wearing night-vision goggles, so you're better off not sneaking around
and just killing them quickly. In the next room is medical kit. Now you are
ready to enter the sub.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

606 - Sweet Dreams

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
- Number of Alarms: Three

Access The Sub's Command Center

Run down the corridor and climb down the hole. Immediately go forward and hide
in the small space that is to the right while the men are still talking. When
one goes to bed, the other will inspect the hallway, so knock him out when the
moment comes. Then move to where the other guy is sleeping (behind a door) and
creep past him or knock him out, then go down the hole further.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

607 - Grab A Buddy

- Knock-outs: Yes
- Fatalities: No
- Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
- Number of Alarms: Three

Get The Colonel

There is one guy in the next area. Whistle him over and hide in the shadows to
take care of him. After that, move across the room and into the next area.
Lambert will give Sam a fuzzy message. A colonel will come--perfect! With his
back turned, grab him and drag him over to the retina scanner.

Enter the room and knock him out in a dark corner. Once the one guard leaves,
knock out the lone one that's left. Go to the small computer area and use a
computer. While Lambert is talking, get out of there fast, because another guy
is coming. Knock him out or leave the room. Enter the last door. One guy is
here--take care of him. Then use the nearby ladder to reach the next area.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

608 - Exit Stage Left

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
- Number of Alarms: Three

Get To The Extraction Point

Shortly after you exit the sub, a bridge will lower. Use the nearby boxes to
hide until one of the guards comes forward. Once you take care of him, hide the
body behind the crates...or don't, it doesn't really matter at this point. Then
quickly run all the way down the stairs to the wall.

Notice the medical kit to the left. Put Sam's back to the wall by pressing L3
left analog stick. Now, shoot the barrel-looking thing. This will cause an
explosion, making it easier for you. Run down and continue to shoot with L3 and
using any more explosive barrels. Run to the end and climb down the ladder to
reach your boat. Mission complete.

                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                               700 - Jarkarta
                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

701 - On A Roof

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring
 Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam
 Jam, One Fragment Grenade, One Emergency Flare)
- Number of Alarms: Three

Infiltrate The TV Station

Talk to the woman here. Climb down the ladder. You should hear men talking.
Jump down below where it's dark. Up ahead is a civilian fixing a vehicle. Knock
him out before things get messy. Up ahead is one terrorist, so whistle him over
to you. If needed, shoot out lights to make things easier. At least knock out
the light by the vehicle. Now shoot the light that moves back and forth. Now
you can whistle the guys over here with ease.

Once the coast is clear you can climb up the ladder to the left. Go to the roof
and grab onto the pole that Sam will slide down on to the right. Land on the
fence and move left. You should come to a spot that has no barbed wire, so
climb over there. Go to the door that is here. Use one of your lockpicks to
unlock the door. Enter the next room and jump to the pole. Slide down and
eventually a checkpoint will appear.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

702 - Lightning

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring
 Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam
 Jam, One Fragment Grenade, One Emergency Flare)
- Number of Alarms: Three

Infiltrate The TV Station

Sam overhears a conversation which offers some helpful advice: don't use your
night vision in the rain, because Sam can be blinded whenever lightning crashes
tonight. More importantly, this means you will only have a limited amount of
time to get from point A to point B without enemies seeing you. Use the medical
kit if you must. Pick the lock to the nearby door and enter the next area. Run
to the van and whistle the close guy over to save some trouble later on. There
is another guy further on, so whistle him over and stay somewhere SAFE!

As you move forward you should hear a beeping noise. Obviously this is a wall
mine. Once you reach the end of the walkway, there is a cracked wall you can
slip through to the left. The mine is slightly ahead of you, so have Sam run
past it as fast as he possibly can and it should be fine. Up ahead are two
guys--knock them out or kill them however possible. Then enter the sewer.

Equip your Camera Jammer and go right. The room here will have an unbreakable
camera, so be very sure to jam it. Knock out the guy that is around this
hallway and enter the second room with your jammer ready. Run past this room.
Get the last guy here before jumping up the ladder to the one side. Save.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

703 - Satellite Dishes

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring
 Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam
 Jam, One Fragment Grenade, One Emergency Flare)
- Number of Alarms: Three

Infiltrate The TV Station

For now you won't be needing your night vision.

Way 1: Shoot the sniper to save time. Somewhere along the way you'll probably
trigger one alarm. Don't go right but instead left to the fence towards the
watchtower. Climb across it and move to the next fence with broken barbed wire.
Climb up the other side to the safe area.

Way 2: To avoid the searchlight you must obviously stay behind a dish or a box.
Careful though! You must also turn on your heat vision to see where the land
mines are in the area. When you get to the last dish, climb the fence while Sam
avoids the searchlight here to avoid being seen and avoid the row of land mines
here. Then climb up on the other side.

If one alarm has already been triggered then you don't need to worry about the
searchlight, unless you have not yet killed the sniper. Run to the door, pick
the lock, and take care of the guy here, which is easy. Use the medical kit.

Shoot out the light that is here. Now in the next area are two guys close to
you. To handle them with the sporadic lightning, whistle them over from the
room you're in now, where it's dark. Up ahead are two turrets. The first one
you can easily avoid by crouching beneath the bricks, but the second turret is
harder. Run past it as soon as you can. You could also quickly disable it and
go back to the medical kit to restore your health.

Up ahead is a bunch of vans. One you can climb the top of to jump onto the
ledge of the building. Move left. You should eventually come to a vent-like
hole to jump into. Run to the end and do a half jump to reach the rook again.
Here you should see one window panel that is sort of broken. Shoot it with your
gun and rappel down there (DON'T jump).

The lone guy in here will come to inspect what just happened. You should also
hear Sadono giving a speech. Knock him out or kill him when he is done looking
around. As you approach the elevators another guy will come here. Take care of
him. Then choose one of the doors to the elevators.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

704 - Inside The Studio

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring
 Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam
 Jam, One Fragment Grenade, One Emergency Flare)
- Number of Alarms: Three

Find Ingrid Karithson

There are two immediate guys you'll need to take out, so stay in the shadows
and whistle them over. Do NOT go down the hallways to the left or right because
of the turrets there. Instead, go to the door to the left and open it once the
guard has his back turned. Knock him out.

Way 1: You should come across two columns that you can perform the half jump
on. Climb into the vent, which takes you into the next room.

Way 2: Enter the door at the end of this area and pray you can make it past all
the guys. You will have to use a diversion camera at the least.

Assuming you chose Way 1...how you do this next part is largely up to you: who
you knock out, if any, etc. But basically you must get behind the stage and
through the door. I strongly recommend knocking out everyone in the stage area.
You can safely do that by staying in the area the vent led you to, then whistle
them over one by one until all three are gone.

Now it's VERY important that you use your optic cable before entering the door,
because a guy will be right there. Wait for him to leave. Immediately hide in
the shadows. The guy in the next room might spot you, so hide back in the room
you just came from (assuming you took care of everyone from there). Go when it
is safe. You'll need to take that guy out, but there's a camera in the same
room. In this case, use a sticky shocker on the guy, then shoot the camera. Sam
must hide the body. NOTE: it's important to take this guy out, because it will
be much easier when you're with Ingrid. In the opposite room where Ingrid is in
is another guy--I recommend whistling him over. Then take the last guy out and
speak with her here. Yay! Checkpoint!

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

705 - Follow Ingrid

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring
 Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam
 Jam, One Fragment Grenade, One Emergency Flare)
- Number of Alarms: Three

Follow Ingrid To Sadono

Go out of the room and follow her. DISABLE the turret that is the farthest
before she dies if you have not done so. Then talk with her at the retina
scanner. She'll let you through. Oddly enough, you are now at a checkpoint in
this room. Yay. And now...get ready...

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

706 - Surprise Assault

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring
 Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam
 Jam, One Fragment Grenade, One Emergency Flare)
- Number of Alarms: Three

Follow Ingrid To Sadono

Apparently Soth blew Ingrid's cover. Instead of going left, go right before the
light. Gun the guy down or use a sticky shocker. Another person will come, so
do the same. Just don't let her die. Once it's all over, speak with Ingrid so
she'll use the retina scanner. Say goodbye for now.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

707 - Find Sadono

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring
 Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam
 Jam, One Fragment Grenade, One Emergency Flare)
- Number of Alarms: Three

Get Sadono

Lambert will say a few brief words to Sam. There are two guys in the next area,
so whistle them over and knock them out. When you move down the hallway, you
will *hopefully* notice the camera that is here. Jan it before moving down. Up
ahead are another two guys. Do the same. Easy. Then in a tiny room to the left
further up is a medical kit, which I suggest you use. On the table near the
coffee machine is a sticky shocker. Then jump on the machine and to the vent on
the wall. Another checkpoint for you.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

708 - Sadono's End

- Knock-outs: Yes
- Fatalities: Yes
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring
 Air Foils, Two Smoke Grenades, Five Sticky Shockers, Four Sticky Cameras, Cam
 Jam, One Fragment Grenade, One Emergency Flare)
- Number of Alarms: Three

Get Sadono

Make your way through the vent and jump down. Here is the recording studio.
This is pretty tricky. You'll need to grab Sadono right before he notices you.
I recommend hiding in a dark corner and whistling him over before he sees you.
One way or another, you'll need to shoot and kill both of the men that are here
in the studio. Then, drag Sadono over to the retinal scanner near the vent of
where you dropped down. Go across the hallway, use the final scanner, and meet
Ingrid at her helicopter. Finished.

                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                             800 - Los Angeles
                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

801 - Into The Truck

- Knock-outs: Yes
- Fatalities: Terrorists Only
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke
 Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash
 Bang, One Chauff Grenade)
- Number of Alarms: One

Infiltrate The Airport

Climb over the fence in the area you're in now. Without being spotted, you need
to climb into the cargo truck that is open in the back. It will go inside the
area automatically. Lambert will explain that you must kill any terrorists
involved. To tell them apart from normal civilians, you must use your thermal
vision to see who has a higher temperature--these are the terrorists who just
received a small pox vaccination. Checkpoint.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

802 - The Parking Lot

- Knock-outs: Yes
- Fatalities: Terrorists Only
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke
 Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash
 Bang, One Chauff Grenade)
- Number of Alarms: One

ID And Kill The Terrorists

There is one guy and one dog walking around here. He is not a terrorist. There
is also a guard in another room, who has a high temperature. A camera is to the
right of the little room, so be aware of that.

Way 1: Run to the little room when no one is looking, then go to the other side
when the guard moves to the first window. Whistle him over in the dark area.

Way 2: Shoot a diversion camera near the dog and the guy to make things easier.

Grab his satchel, then enter the nearby door. Shoot out the light here to be
safe. Save your game right now.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

803 - Guards And Cameras

- Knock-outs: Yes
- Fatalities: Terrorists Only
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke
 Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash
 Bang, One Chauff Grenade)
- Number of Alarms: One

ID And Kill The Terrorists

Use your optic cable to see a lady. When she's relatively gone from the door,
whistle her over to the now dark room to get her out of the way. Now shoot the
light out closest to you. This will probably make the guard come, so whistle
him to the room you were just in to take care of it. Now, be sure to shoot out
the camera that is here. Perfect.

Enter the door to the right (do NOT worry about the room that the guard came
through!), which is a bathroom. Use the medical kit if needed. Jump onto the
sink and then to the vent above. Crawl a-ways and drop down to the next area.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

804 - New Workers

- Knock-outs: Yes
- Fatalities: Terrorists Only
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke
 Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash
 Bang, One Chauff Grenade)
- Number of Alarms: One

ID And Kill The Terrorists

Go all the way down the vent--this area has a nice dark spot. One guy here is a
terrorist, so make a note of that. Knock the other guy out as well so you can
move freely. For some reason, one of the boxes will have a Ring Air Foil, so
look for that. Then walk through one of the conveyor belts that carry different
luggage to the next area.

This place is FUN. Ugh. There are a ton of guys here. Chances are the closest
guy to you is one of the terrorists. There are dark areas sprinkled throughout
this room, so take advantage. Lure both guys at the bottom to one of these
places. Note the spare Diversion Camera on a box. Up above are two more guys.
One can be clearly seen walking around--he is not a terrorist. The only way I
have been able to take care of him is to shoot a Ring Air Foil or one Sticky
Shocker while down below when he is in the darker area of his patrol. One more
person left--you may shoot him. Don't forget to hide the bodies. Go through the
door at the end and save your game.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

805 - Baggage Check

- Knock-outs: Yes
- Fatalities: Terrorists Only
- Weapons/Gadgets available: Pistol, SC-20K, (Three Diversion Cameras, One
 Smoke Grenade, Four Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash
 Bang, One Chauff Grenade)
- Number of Alarms: One

ID And Kill The Terrorists

Immediately shoot out the two cameras that are here. Use the medical kit to the
left if you have to. Now go down the left conveyor belt. When it's time for the
guard to inspect the baggage, hide behind the large pile so they don't see you.
Once on the other side, head right. Take out the security camera. Further ahead
is another guard looking at the luggage--make a run for it when his back is
turned. Take out the final camera and run up the stairs in the next room.

~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

806 - Waiting Area

- Knock-outs: Yes
- Fatalities: Terrorists Only
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke
 Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash
 Bang, One Chauff Grenade)
- Number of Alarms: One

ID And Kill The Terrorists

The crew will say that two more terrorists are around, blah blah blah. Use your
optic cable before entering the room. Here's a nice dark area--whistle the one
old guy over to take care of him. In fact, that's what I did for all the people
here. Stay to the left side and draw people one by one to where you just were.
For the terrorist, be sure to grab his data stick so you know that the code for
the keypad up ahead is 5325. Once in that hallway, be sure to jam the camera
and shoot out the lights. Checkpoint here.

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807 - The Lobby

- Knock-outs: Yes
- Fatalities: Terrorists Only
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke
 Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash
 Bang, One Chauff Grenade)
- Number of Alarms: One

ID And Kill The Terrorists

Two people in here--the "guard" is a terrorist. To the right is a switch that
will turn off the lights, so take advantage of that. Once both men have been
taken care of, note the two doors. One will take you to a presentation, and the
left will lead you to an open area. Take the left one. Shoot out the lights
here. A guard should come to inspect things, so take care of him. If two other
civilians come, you can easily whistle them over because the lighting is gone.

Now go to the other end of this walkway. The crew will announce that Soth is in
the ticketing area. Jam the camera and shoot out all the lights. ALL of them.
Then look for Soth using your thermal AND binocular vision. Do it quickly
before the camera recharges. He is in the lower area. Then enter the next room,
but before you go too far, shoot out the lights and jam the cameras here. Go
into one of the elevators once that is taken care of. Press the switch once Sam
is inside to go up from here.

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808 - Off The Elevator

- Knock-outs: Yes
- Fatalities: Terrorists Only
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke
 Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash
 Bang, One Chauff Grenade)
- Number of Alarms: One

ID And Kill The Terrorists

Soth's men will cut the power for the elevator, causing the whole thing to
stop. Up above is an emergency hatch. Shoot it off and climb up. A pole should
be nearby that you can climb up with. Have Sam jump forward then jump again. In
this area is a door you can't go through and a pipe to the wall Sam can use to
climb. You will need to drop down to a much smaller pipe below so you can reach
the small area to the right. Put Sam's back against the wall. Checkpoint!

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809 - Almost There

- Knock-outs: Yes
- Fatalities: Terrorists Only
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke
 Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash
 Bang, One Chauff Grenade)
- Number of Alarms: One

ID And Kill The Terrorists

Have Sam do a wall jump, then move him to the right so he can climb above.
Looking forward, you should see a place to jump. Please don't be like me and
not notice that you must shoot the vent off before jumping. Have Sam jump as
far as he can. This might take a try or two. Go to the next vent opening. Shoot
it off. Fall below to the pipe and climb left. Now climb up the many ladders.
Once at the top, rappel down the middle and jump through the hole.

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810 - Catwalks

- Knock-outs: Yes
- Fatalities: Terrorists Only
- Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke
 Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash
 Bang, One Chauff Grenade)
- Number of Alarms: One

ID And Kill The Terrorists

There are three guys at the bottom--one is a terrorist you'll need to kill.
Where you landed, whistle one over at a time in this dark area to pick them off
one by one. Now you should notice a guy above you--don't worry about hiding in
the dark, because he has night vision. You can actually make it to the walkway
that is higher than him for a clean shot before jumping down (this will reduce
Sam's health). If you just knock him out with a Sticky Shocker or Ring Air Foil
the timer won't go off. This will give you ample time to kill Soth and then
him. If the timer DOES go off, you have exactly one minute to kill that guy and
Soth while surviving. Use any gadgets you have left if it'll help. There are
lots of other strategies for this area, so feel free to find your own that will
work best for you. Anyway, enjoy the ending.

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                              050 - General Tips
                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

- Take full advantage of the different moves and methods Sam can use. This can
 include SWAT turns, the drop attack, and all of the objects he carries.

- Listen to your surroundings. You never know (if you don't use this guide)
 when you'll run into a camera or a wall mine.

- Use the pistol to conserve your SC-20K ammo. This can include shooting out
 cameras or lights that don't require speed.

- Sometimes (but not ALL times) it's better to knock-out everything to be safe,
 from civilians to terrorists.

- Try to save your projectiles. You never know when you'll REALLY need them.
 Usually it's best to save them for tight spots.

- Most times it's a really good idea to check under doors with your optic cable
 that Sam has. Enemies may surprise you on the other side.

- Seek out ALL dark places that may be helpful. Along with that, it's usually a
 good idea to take the time to shoot out lights, if you don't mind using ammo.

- It's always better to knock-out than to kill. Become a master at whistling
 over people in the dark to silently take care of them.

- Search areas for any spare projectiles or doors which lead to a medical kit.
 Also be aware that there are several places for alternate routes in the game.

- Pay attention to what your crew has to say, or what the enemies are saying
 when Sam spies on their convo. They offer helpful tips.

- Check your OPSAT often and read the satchels enemies may drop. They could
 have important information (ie, a door code) that you didn't know about.

- As a general rule, don't throw bottles at enemies. I've never really had that
 work well and a quick whistle over works just fine.

- If you're going to take a shot at an enemy, through ammo or a projectile, be
 sure that the enemy has come to a stop and is not moving around.

- Be aware that projectiles DO drop down after a certain distance. They don't
 launch in a straight line until they hit the enemy.

- You can use the advantage of hiding in smoke if it's around, but fire won't
 keep Sam from the enemies' sights.

- Civilians are VERY easy to knock-out. They can be safely hit from the front
 just as easily as the back, but remember terrorists don't work the same way.

- When looking for enemies in the area, sometimes it's better to use your
 thermal vision. Don't stick with night vision no matter what.

- Always be very sure to hide the bodies in a safe, dark place. The game will
 not hesitate in giving you an alarm for not being careful.

- Keep a spare save slot if you feel it necessary. If you run out of ammo or
 are low on health, this can come in handy.

                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                       060 - FAQs For Pandora Tomorrow
                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Q: ______ part of the game is REALLY hard!

       A: Relax. Don't rush what you need to do--there are very few places in
the game where you need to hurry. Sometimes it just takes the right timing.

Q: I don't know where the code is for a door I need to access...

       A: I think all of them are either given to you on your OPSAT or you
need to take an enemy's data stick and read it.

Q; I can't get the projectiles to work.

       A: You need to press L1 instead of R1 while you have something equipped
on the SC-20K. R! will just shoot regular ammo.

Q: I can't get past this area because I'm too low on health.

       A: See if you can backtrack and find a medical kit or if there's one
not too far from where you are. If not, you may want to consider resetting.

Q: In the ______ mission, are there any alternate routes?

       A: For the most part in Pandora Tomorrow, Sam will have a very set path
that he must go through. However, check my guide for alternatives.

Q: I checked your walkthrough but my game doesn't make sense with it.

       A: Remember, this is for the PS2 version. There are a lot of changes in
this game that you will see if you compare walkthroughs.

                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                              070 - Conclusions
                  ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

071 - Final Review

Graphics: It's very regrettable that most of the time Sam is using his night
vision, because the environment is very sharp otherwise. I especially liked it
when you're in a level at dust, because the sunset is quite clear. Nothing was
too slow, either. This is very important for a game. The graphics are only
better in Chaos Theory, but for this game I'll go with 9/10.

Sound: This category will depend in what sense. Some of the guards really said
the stupidest things whenever they thought they 'heard something.' However,
everything else was very realistic. I especially liked what a good job Ubisoft
did with sound from far away or traveling further away. The music between the
loading screens was just alright. 8/10

Gameplay: Simple to get the hang of, overall. As long as you read the manual
careful about how to perform different maneuvers, the gameplay is not hard. In
some areas, Ubisoft could've given us a few more checkpoints to leave the huge
repetiveness of a certain area, but I suppose that is the challenge of Splinter
Cell. So I think this category will receive a 9/10.

Story: Not entirely believable. Throughout the whole thing I was pretty much
thinking 'if only taking down REAL terrorists was this easy.' It was also hard
to believe that the security for the LA airport is that stupid to hire all of
those secret terrorists. Meh. Another problem was that the ending sucked/was
short. Could've done better with that. 6/10

Replay Value: Here's another area where the game runs into trouble. If you're
not interested in the multiplayer then there's little reason to return to
Pandora Tomorrow. I like how in Chaos Theory there is a certain percentage in
the missions that you can try to reach--unfortunately this game does not have
that. This category will receive a lower 4/10

Overall: Because of its fairly simplistic and interesting gameplay, this title
is perfect for someone new to the series. It might not have a very great replay
value, but other aspects of Pandora Tomorrow make up for that. Except for the
basic story and how the guards/terrorists react to Sam, everything is realistic
for someone like Fisher. 8/10

072 - Contact Info

[email protected] is the only e-mail address that I'm going to use for this
guide. Here are the things that I will accept:

       - Game help questions regarding this game that haven't been addressed
       - Problems/incorrect information within this guide
       - Alternative strategies

Versus the things that I won't accept:

       - Attachments
       - E-mail titles that are irrelevant to this guide
       - Flames/'your guide sucks' type things

I'm assuming my readers will use good judgment, but I've also grown far too
accustomed in the online world for listening to idiots. When/if you send me an
e-mail, title it with something that I know is about this game. And again, I
will be more than happy to answer any questions, or hear about any problems or
mistakes that this guide might have. If you ask me a question that's already in
this walkthrough, however, I'll probably just delete your message.

Also, I'm not going to update this guide again. If you send in problems or any
alternate strategies that's fine, but I won't be adding it onto here. Please
note as well that I might not be able to help you if you're not specific enough
about your problem, where you are in the level, etc. I need details!

Finally, do NOT e-mail me saying 'thanks man' or 'I need help, with your guide
you seem like a good guy to ask' because I WILL E-KILL YOU!!! Girls can play
Splinter Cell! Girls are capable of writing guides! So there! Oooh burn, all
this time you've been getting Splinter Cell help from a female. So sorry.

073 - Disclaimer/Legal Stuff

Copyright 2006. sparksmf.

I'm too lazy to send this anywhere else. This walkthrough is only allowed at
Gamefaqs.com. If you see it in any other place, please tell me so we can take
care of it and everything will be fine again.

Thank you, and I hope this guide has helped.

All characters, names, etc, belong to their respective owners.