____________ |¯¯| (¯¯) _____/¯¯|_ S P O I L E R - F R E E |¯¯| |¯¯|
   /  ____,____ \|  | |¯¯|/    \   __/¯¯¯¯\¯¯¯¯¯\ _/¯¯¯¯\/¯¯¯¯\  | |  |
   \___ \ |  |_) )  |_|  |   |  \  |(  ¯¯ /  |¯\/ \  \¯¯(  ¯¯ /  |_|  |_
   /___  )|   __/|____)__|___|  /__| \ ¯¯¯\__|     \  ¯¯¯) ¯¯¯\____)____)
       )/ |__|                )/      ¯¯¯)/         ¯¯¯\/ ¯¯¯\/
      //                     //         ((  P A N D O R A   T O M O R R O W
_____/(_____________________/(___________)\______ ___________________________
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| FAQ 'n' WALKTHROUGH by Shotgunnova / P. Summers | shotgunnova [@] gmail.c0m |
|_________________________________________________|___________________________|
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   I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
  II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

      Stealth Techniques................................................ STLT
      Interaction....................................................... INTR
      Camouflage........................................................ CMFL
      Weapons and Devices............................................... WPNS

 III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

      01) US Embassy to Dili ........................................... WK01
      02) Saulnier Cryogenics Lab ...................................... WK02
      03) Hesperia Railway ............................................. WK03
      04) Geula District Street Market ................................. WK04
      05) Kundang Refinery ............................................. WK05
      06) Komodo Shipyard .............................................. WK06
      07) Television Free Indonesia .................................... WK07
      08) LAX International Airport .................................... WK08

  IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
   V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
  VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
 VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
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                    ____          |  |          ____
   L2 BUTTON -->   /____/\        |  |        /\____\   <-- R2 BUTTON
   L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <-- R1 BUTTON
                 /  _    \________|__|________/    _  \
                / _| |_                         _ /_\ _\  <-- TRIANGLE BUTTON
DIRECTIONAL --> ( |_   _|   [SELECT]   [START]  |_|   (_)) <-- CIRCLE BUTTON
   PAD         |   |_|          [ANALOG]          (X)   | <-- X BUTTON
               )            ____        ____            (
              /            /    \      /    \            \
             (            (      ) __ (      )            )
              \         /\ \____/ /  \ \____/ /\         /
               \       /  \______/    \______/  \       /
                \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                           (L3)          (R3)

The listing below is for the default controller setting. Although full
personalization isn't available, the settings can be changed a bit to give
better handling. This game makes full use of analog controls and they're
required to play it.
 ___________ _______________________________________________________________
| BUTTON    | FUNCTION                                                      |
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| D-Pad     | Up/Down: Cycle items, L/R: toggle nightvision/thermal imaging |
| Start     | Toggle main menu                                              |
| Analog    | ------------------------------------------------------------- |
| Select    | Opens OPSAT menu                                              |
| Circle    | Toggle crouching                                              |
| Square    | (while held) show quick inventory selection                   |
| Triangle  | Jump button                                                   |
| X-Button  | Interaction button (for menus)                                |
| L1 Button | Use alt-fire option (SC-20K only)                             |
| L2 Button | Whistle                                                       |
| L3 Button | Toggle back-to-wall mode                                      |
| R1 Button | Fire/use current weapon                                       |
| R2 Button | Un/holster current weapon                                     |
| R3 Button | Toggle binoculars; toggle zoom function (SC-20K only)         |
| L. Analog | Controls Sam's movements                                      |
| R. Analog | Controls camera POV                                           |
|___________|_______________________________________________________________|

For advanced techniques, see the section below.

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II. TH' BASICS                                                           [THBS]
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STEALTH TECHNIQUES         [STLT]
_________________________________
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Sam couldn't possibly do his job without a few aces up his sleeve, and he'll
need all the help he can get on this next job. Here's a list of abilities
our splinter cell will need to harness to live through it.

CROUCH / CROUCHWALK                    Perform: O Button, O Button + L. Analog
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Less of a technique in Sam's bag of tricks than a normal occurance, crouching
(or crouchwalking) plays a big part in Sam's concealment. It's much quieter
than running, and in soft light, being able to move around using environment
obstructions, such as cubicle barriers, to one's advantage helps immensely.

HANGING                                    Perform: Triangle by certain ledges
¯¯¯¯¯¯¯                                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Everyday situations'll call for Sam to hang off cliffs, ledges and various
other objects. Performing this maneuver allows Sam to move unseen, often over
the tops of unsuspecting foes, as well as get find roundabout ways to ensure
his stealth (such as using a second-story window instead of moving at street
level).

CLIMBING                                Perform: Triangle by climbable surface
¯¯¯¯¯¯¯¯                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Pretty self-explanitory: climbing things lets Sam get the height advantage.
Certain situations -- like entering a turret's blind spot or scaling a mesh
fence -- will require this. It's one of the most-used skills in Fisher's
arsenal, actually.

(HALF) SPLIT JUMP                         Perform: Triangle at wall (2nd jump)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Although it sees less use than other tecniques, the Split Jump is still of
vital use, often allowing Sam to squeeze out of impossible situations. To
perform a jump, Sam must enter a narrow path, often an alleyway, and jump at
one of the walls. At the height of the jump, leap once more to have Fisher
spring up and wedge a ways above the path. In wider alleys, Sam will have more
clearance to shoot. In smaller alleys, Sam will perform a Half Split Jump,
where the alley's too small to take a large stance, and forces Fisher to
bend one knee. However, this is actually good: it lets Sam get leverage to
take another jump, reaching ledges above him. To do this, position Sam away
from the destination outcrop and jump -- he'll automatically grab hold.

BACK-TO-WALL                            Perform: L3 Button by vertical surface
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By putting his back to the wall, Sam reduces his presence slightly, and by
moving in this position, he can squeeze through thin gaps or minimize his
presence further (such as by moving underneath a windowsill without bobbing
above it). In this position, while looking through a gap (doorway, etc.), Sam
can perform a "SWAT turn" -- a quick maneuver to cross the gap and return to
his previous position. This is done by pressing X-button and left analog in
the direction across the gap.

HAND-OVER-HAND             Perform: Left analog while hanging from pipe/girder
¯¯¯¯¯¯¯¯¯¯¯¯¯¯             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Some levels have odd pipework, and Sam can take advantage by hanging and then
pulling himself up further. Wrapping his legs around the pipe works wonders:
he can (often) move without bothering enemies/traps below him, and can even
use his pistol while hanging, or even if he's upside-down. Few levels provide
this chance, though, but it's quite fun.

ROLLING                                         Perform: O-button while moving
¯¯¯¯¯¯¯                                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
While moving quickly, pressing the O-button makes Sam roll and begin crouching
afterwards. It's not that useful technically, but if a player needs to move
quickly before reinsertion into the shadows, it's there if needed.

RAPPELLING                         Perform: Select action at appropriate place
¯¯¯¯¯¯¯¯¯¯                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Rappelling occurs when Sam needs to descend a building, shaft, or pit safely
without fear of...well, falling to his gruesome death! This can only be done
at certain points, indicated by a metal affixment near a ledge.

_________________________________
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INTERACTION                [INTR]
_________________________________
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Sam has various ways to interact with objects and bodies, both living and
deceased. Here's how they're exploited for his own purposes:

MOVE BODY                                       Select: when by KO'd/dead body
¯¯¯¯¯¯¯¯¯                                       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If Sam were to leave a trail of bodies in plain sight, he'd trigger alarms
left and right (note: this occurs even if no actual enemies are around; it's
an automated response thing). Thus, moving bodies into the darkness secures
Sam's stealth and lets him proceed easier. To move a body, simply stand over
it and select the action. Sam'll move slower in this position, but can throw
the body down if he needs a weapon quickly.

GRABBING                                 Select: when behind applicable person
¯¯¯¯¯¯¯¯                                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When Sam takes an enemy unwares, if that enemy has his back to Sam, our
splinter cell can grab him (with menu option). This serves a number of
purposes: interrogation, quick movement without wasting time with bodies,
and most of all, it's quiet as a mouse. Sam can't let a target go once it's
initiated, so all that's left is to coldcock the guy with R1 or use him as a
human shield.

INTERROGATE                   Select: appears as option for applicable persons
¯¯¯¯¯¯¯¯¯¯¯                   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Occasionally, grabbed enemies can be interrogated. They'll give a bit more
info about a situation before their disposal, basically. It's pretty rare, so
don't plan on seeing it much.

BODY SHIELD                                 Select: Grabbed person + R2 button
¯¯¯¯¯¯¯¯¯¯¯                                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A grabbed person can be used as a fleshy bullet catcher, if need be, letting
Sam return fire (pistol only) and avoiding some damage. Enemies who encounter
their ally in this situation may be reluctant to fire upon him, although some
won't care either way. If Sam's shootin at them, they may have no choice...

RETINAL SCAN                             Select: Grabbed person + near scanner
¯¯¯¯¯¯¯¯¯¯¯¯                             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Certain priveleged members of a faction may have their retinal patterns used
to activate doors, and Sam won't be able to get around a scanner without 'em.
The obvious choice is to gouge out their eyes, right? The actual solution's
a bit less gory: grab the target and maneuver to the appropriate device, then
force 'em to do the scan.

_________________________________
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CAMOUFLAGE                 [CMFL]
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Camouflage is a make-or-break situation for Sam, and it keeps him perched
on the precipice in every mission. His stealth meter (located above the
weapon display) will tell how enemies perceive him: basically, the darker
his rating, the better. Standing in shadows and light will affect his
rating, positively and negatively, respectively. Destroying light sources
or hitting light switches is a good way to keep Sam in his natural element.

Similarly, apply the rules of Sam's stealth to hiding bodies he leaves in
his wake. Wherever Sam blends in best, that's the best place to shove those
stiffs. [Alarms can trigger if bodies are left in lit-up locations, regardless
if actual enemies are nearby, mind you.]

_________________________________
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WEAPONS AND DEVICES        [WPNS]
_________________________________
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                                                       5.72MM SILENCED PISTOL
                                                       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A faithful but puny friend, Sam's silenced pistol is with him on every job.
It has a basic crosshair and no zoom capabilities, and unless a player's a
marksman, scoring headshots is hard (i.e. may as well plug a target in the
chest rather than miss repeatedly).
                                                                        SC-20K
                                                                        ¯¯¯¯¯¯
If Sam's not wielding the pistol, he's wielding the SC-20K rifle, inarguably
the best weapon in the game. With its high-quality zoom function, acceptable
magazine size and a bevy of alt-fire weapons, it's always the best weapon for
the job. Secondary weapons are shown above the SC-20K in its weapon display,
and can be toggled manually from the menu or by pressing Up/Down on the d-pad
when the rifle's already out. Use L1 to fire these (they can't be used while
scoped).

• Diversion Camera [baits enemies near with noises and then gasses 'em]
• Sticky Camera [lets Sam view an area safely from a distance; reusable!]
• Sticky Shocker [instantly incapacitates if target's hit]
• Smoke Grenade [releases large smoke cloud; can incapacitate foes]
• Ring Airfoil Round [nonlethal projectile that stuns/incapacitates enemy]

                                                                      LOCKPICK
                                                                      ¯¯¯¯¯¯¯¯
Some owners have decided to lock their doors, and Sam won't have any of that.
Use this device from its menu option to start jimmying the door. Simply roll
the left analog until the controller vibrates; wait on that spot. Do this
repeatedly, from 2 to 6 times, to unlock the door. Note that Sam will stand
up while in this procedure and can't fire back if enemies stumble on him (it
happens rarely).

                                                                   OPTIC CABLE
                                                                   ¯¯¯¯¯¯¯¯¯¯¯
A handy tool for first-timers and vets alike, the optic cable is used to peek
under closed doors to see the adjacent room. Generally this is used to plan
for the eliminating an enemy contingent.

                                                               DISPOSABLE PICK
                                                               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Not seen that often, a "disp pick" will "pick" the door with a miniature
explosion. Usually a door that can't be picked isn't worth going into, though,
so big whoop, eh?

                                                                     LASER MIC
                                                                     ¯¯¯¯¯¯¯¯¯
Used only in one mission, the laser mic is used for eavesdropping at longer
ranges. It must be pointed at the target like a normal projectile weapon,
and the target must be kept in its sights to listen in.

                                                                 CAMERA JAMMER
                                                                 ¯¯¯¯¯¯¯¯¯¯¯¯¯
The "cam jam," as its affectionately known, temporarily neutralizes any wall
camera, but is most useful on indestructable ones. Once pointed at a camera,
a gauge will be displayed, gradually depleting (and then slowly refilling).
While locked onto a camera, the cam jam will deactivate the target for the
duration of the gauge, after which the device immediately starts again. This
means Sam will have 10 or so seconds to maneuver while using it. Naturally
this weapon is ineffective on humans.

                                                                    BINOCULARS
                                                                    ¯¯¯¯¯¯¯¯¯¯
Using R3 button, Sam can zoom in on faraway scenes. This ability's not that
useful since the SC-20K has the same function, but that rifle's not always
around, is it?
                                                               THERMAL GOGGLES
                                                               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
By pressing right on the d-pad, Sam switches to thermal view, identifying
all heat sources in his vicinity. This is most useful for spotting enemies in
dense foliage or other particular objectives (such as finding someone with a
false leg, or identifying vaccine recipients). Thermal view is nigh useless
for long-range reconnaissance, though, and other heat sources, like lamps and
lingering sunlight, can affect it, too.

                                                                  NIGHT VISION
                                                                  ¯¯¯¯¯¯¯¯¯¯¯¯
For someone who's always seeking darkness, night vision is Sam's guardian
angel -- it's what gives him a leg up on his opponents, after all. Switching
to this mode tints the HUD green, and one'll become accustomed to reading the
stealth gauge while its active. This mode isn't without its faults, though:
bright lights adversely affect its efficiency, meaning don't look at glaring
neon signs or wear it during lightning flashes -- it'll temporarily blind its
user!

                                                    ________________________
____________________________________________________/ IV. WALKTHROUGH [WLKT] |_
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01) U.S. EMBASSY TO DILI (EAST TIMOR)                                    [WK01]
_______________________________________________________________________________
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This walkthrough is based off the default difficulty (Normal), and since the
game's protagonist is an espionage expert, will show how to attain perfect
stealth in all levels (i.e. no alarms). Levels are often split in multiple
parts, and the guide'll do the same. The bracketed asterisk icon -- [*] --
denotes a savepoint/checkpoint occuring.

Default Weapons: Pistol

PART 1: Infiltrate the Embassy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
AKA ---: Tutorial Time
Alarms?: No (0 Allowed)
Deaths?: No
Items -: None

If Sam wasn't doing great in simulation, he'll have the chance to reacquaint
himself with the basics here -- there's no enemies for a long while. Since
Fisher's work goes best with darkness, it's no surprise that this level --
and levels to follow -- will take place at night. As such, the first order
of business if flicking night vision on (d-pad left). The game'll also give
on-screen directives to help Sam work out the kinks.

 • Fun aside: if Sam dawdles, Lambert will start inquiring why he's going
   so slow, leading to some fun radio chatter.

Once on the docks, learn how to harness the shadows for invisibility, move
up ladders, and cruise on the zipline. These will all be familiar to Splinter
Cell vets, but early gimmes are always welcome. The next dock has a horizontal
pipe to reintroduce hand-over-hand movement and, at the fence, the leg-locked
"crawl" to get past it. This is also a good time to practice the enjoyable
upside-down shooting techniques, although they won't see much use in this
game (sadly!)

Infiltrate the dock house to find a dead body! Oh wait, those are garbage
bags... Here, lockpicking is taught -- clicking the tumblers is as easy as
rotating left analog and waiting on the vibration. Beyond, climb the ladder
and descend the trapdoor. These are just variations on a theme, really. [*]

By now, Sam's in the village proper, but the game's not ready to remove the
training wheels just yet. Next up is a lesson in crouching to get under
obstructions (here, a porch) and, past the next house, the back-to-wall
movement that gets Sam by tight spaces. As y'move, it'll be easy to see a
sleepy guard...

Once in the alley, execute a "SWAT turn" -- that is, from the back-to-wall
position, hold right and X-button to deftly cross the opening and land in
the same position. This technique will be used to brook gaps that might
otherwise reveal Sam's presence. Now it's just a matter of bypassing the
sentry. From the shadows, shoot out the nearby light, and, with his attention
drawn, knock the merc out (with R1 button).

 • Miss your chance? There's always a second chance. Using L2 button, Sam can
   give a short whistle that attracts enemies to that location/area, making it
   easy to pick up the proverbial spare.

Bodies must be hidden in order to avoid setting off alarms. To do this, dump
the unconscious guard in an area where the shadows are thickest. In general,
enemies are unlikely to uncover their comrades' hidden corpses, but only if
done right! [*]

 • Keep in mind that the discovery of bodies is not based off living foes!
   Were you to leave a trail of corpses in the light, thinking that as long
   as no opponents got by you it'd be alright...well, it wouldn't be alright.
   Always hide bodies properly!

Down the alley, Grímsdóttir provides some helpful intel -- thermal imaging
will reveal landmines' placement. In this case, it'll show them buried in the
normal footpath, and allow Sam to avoid 'em by ducking beneath the porch. Do
note that landmines cannot be detonated by gunfire, but explosive/concussive
blasts do the trick. [This is helpful in a later level...] Avoid the next
batch of mines by jumping off the crate to catch the roof beam, then shimmying
along to a safe drop-down point. Proceed through the ensuing empty house. [*]

Now it's time for a more advanced technique: the half-split jump. Enter the
tiny alley outside the door, face the wall and jump. At maximum height, jump
again to make Sam wedge himself a ways off ground. From this position, Sam
can get even higher by jumping again (just position Sam's body away from the
destination ledge first).

From the balcony, get inside to find another guard nearby. Using the whistle
technique, draw him into room and coldcock him; or, shoot the light and draw
him that way. Either way, he's gonna take a nap in the darkness. Jump off
the next balcony to continue. [*]

Here, an ornamental pond is kept safe by a roving guard. The sub-objective
is to shoot out the nearest light to bait him, but it's just as possible to
avoid him completely by traversing the far side of the pond. Regardless, the
target doorway is kitty-corner to the insertion point, and if the guard's
gone, y'can move towards there without stealth. Inside is a small supply
shed. [*]

Proceed further in to find a careless guard with his back to the door. Sam's
asked to interrogate him -- goodie! To perform this maneuver, approach a guard
from behind and select the option to grab him; from there, squeeze info out
of him via the menu options. [Note: not all guards can be interrogated.] When
the guard's of no more use, use R1 to knock 'im out.

Immediately following, the guard in the adjacent room will show up looking
for his friend. One of the prime points to interrogation is that Sam can move
the victim beforehand, pick a spot and dump the body -- if there's no time to
move the body before the other guy sees it, y'only make that mistake once!
Dispose of the second guy using any technique yet learned. Leave this area by
performing a half split jump in the alley. [*]

PART 2: Destroy Security Intelligence
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AKA ---: Sadono & Shetland
Alarms?: No (0 Allowed)
Deaths?: No
Items -: 5.72mm Ammo (x2)

At last, Sam is within the embassy environs. Scramble up the scaffolding and
immediately assume a crouching position. Why? Because if y'go by the next
window standing, the binoculars-using lookout'll spot Sam instantly. There'll
be a short scene when Sam approaches the next window; afterwards, it'll just
be one guard and a hostage nearby.

The guard will kill the civie if spooked, so Sam needs to lure him out. This
is easiest done by whistling from the exterior corner by the window, then
going around the shadowed corner while the guard comes out. This way, he'll
put his back right to Sam for the KO. Hostages aren't counted as aggressive
units, and thus don't need to be shot or neutralized (like in SOCOM games).
The hostage's corpse doesn't need to be moved either.

As it would turn out, the door Sadono took jammed after he passed through, so
there's no way to follow. Instead, visit the balcony's opposite end and use
the pipe/gutter to shimmy forward. [*]

Repeat the process again to reach the balcony of Shetland's digs, where he's
currently being shown some hospitable treatment. The interrogator's back's to
that opening, and can be easily dispatched thus. His satchel, as well as the
desk nearby, contains some extra pistol ammo. Get Shetland to cough up his
flashdrive to get two pieces of info: some contact codenamed Mortified
Penguin and a captive linguist, Ingrid Karlthson. Feel free to chit-chat with
Doug before skidaddlin'.

Just outside is that "Kim" a previous sentry mentioned, and like most idiots,
he's not paying attention to anything in particular. The locked bathroom by
his balcony contains a first aid kit, letting Sam dress any wounds he's
sustained thus far. (It's only interactable if Sam's hurt, though, and can't
be used indefinitely.) Down the hall is the stairway to 1F. Shoot out the
overhanging light before approaching. [*]

Down below, three guards are found: 1 patrolling, two standing around. The
patrolman might notice the broken light and investigate, but it matters very
little -- he can be gotten alone, and is thus the first to fall. The others
can be lured by whistles one at a time. Since the entire area by the stair is
very dark, positioning bodies is often unnecessary. The main interior doors
are locked, but there's a roundabout passage near the floor map that leads
there anyway. Proceed through the doors to reach the courtyard. [*]

PART 3: Locate Ingrid Karlthson
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AKA ---: How I Learned to Stop Worrying and Love the Spotlight
Alarms?: Yes (3 Allowed)
Deaths?: No
Items -: n/a

This game can be fun but it isn't always clever -- however, this "puzzle" is
both fun and infuritating. One sentry has overwatch duties in this courtyard,
and as luck would have it, he has night vision like Sam. Thus, to penetrate
his defenses, Sam has to stay in his blindspot...that is, illumination. The
automated searchlight shows up as pure white in night vision, and is thus a
funny kind of safe zone. The spotlight can be rather fast, so a player should
view the plotted course first before attempting to use it. Opposite where
Sam entered the area is the destination door.

There'll be no enemies between the ground floor and the night vision guard,
just a few staircases and a first aid station. [Technically, if you use
thermal by the downstairs window, y'can see a guard outside, frozen in place;
he's not meant to be active yet apparently.] When that 3F guard is kaput,
talk with Ingrid next door. When she translates the PDA, the next mission's
destination is set. She also moves away from that exit door. [*]

PART 4: Move to Extraction
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AKA ---: Lights Out!
Alarms?: No (N/A)
Deaths?: Yes
Items -: None

The final step to extraction is cutting the village spotlights that would
identify the Osprey chopper. Sam starts by an open 3F window, and can use the
ledges to drop into the backyard safely. The (2) spotlights are on separate
towers, the same place their deactivation switches are located. Each tower
has its own patrolman, but with the ocean of darkness 'round here, they'll be
little threat. The final guard is at the docks, and will eventually approach
the corner (nearest the unbreakable lantern) for quick disposal. Simply jump
in the boat to put this mission in the history books!

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02) SAULNIER CRYOGENICS LAB (FRANCE)                                     [WK02]
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Default Weapon: Pistol, SC-20K
Auxiliary Wpns: x3 Stick Sh, Smoke Gr; x4 Div Cam, Stick Cam, Ring Airfoil
Other --------: Cam Jam, Disp Pick, Wall Mine, Frag Grenade

PART 1: Infiltrate Saulnier Cryogenics
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AKA ---: Tunnel Vision
Alarms?: Yes (3)
Deaths?: Yes
Items -: 5.56mm Ammo (2), 5.75mm Ammo

Sam's insertion point is a Parisian train tunnel, and he's got a few new toys
to play with. First and most importantly, the SC-20K: a two-handed silenced
rifle that not only has 200% zoom function, but can carry a boatload of
auxiliary weapons (select with Square, shoot with L1 while unzoomed). It's a
lot better than the pistol, but does have a downside -- there's no ammo for
it lying around! Thus, when it comes time to shoot out the lights (etc.), use
the pistol instead. The miscellaneous weapons are various explosives, while
the Cam Jam lets Sam temporarily neutralized "heavy" cameras, i.e. those that
can't be destroyed with gunfire. More on that later.

Anyway, shoot out the nearest lantern to attract the guard. Just watch out
while entering the track, because an adjacent track's vehicle while blur
past, lightning the shadows up like a Dutch brothel (to use Lambert's own
phrase). Feel free to kill the guard before the illumination occurs.

The next portion involves the defunct train car, which has a few doors at
either end, plus a roof drop-down point accessible from the ladder (end
nearest Sam). The latter doesn't lead all the way 'cross the roof, however,
so it's of little interest, really. The sidewalk has a bunch of unbreakable
lights, so it should typically be avoided. Two guards are found at the far
end, but only one naturally patrols. Wait for him to enter the cabin before
eliminating, then lure the second to his demise. NOTE: Watch out for passing
trains, which light up the far end quite a bit!

 • Remember that the rifle has a zoom function, accessible by [d-pad up] when
   zoomed in. This makes snuffing lanterns and fluorescent lights far easier,
   and without the danger of betraying Sam's cover. This is a great tactic
   for whistling, which doesn't just draw the guard, it makes the perp stop in
   his tracks for a few seconds to comprehend what just happened. Use this
   chance to put one right 'tween his eyes!

Down the bonfire-ravaged tunnel, Sam encounters another fiery obstacle in the
basement library. Shoot the ceiling valve and continue into the next-door
corridor. [*]

The adjacent room here contains a guard and a camera. The layout works well
in Sam's favor, particularly the climbable bookcase offering a bird's-eye
view of the patrol and (breakable) surveillance cam. If y'haven't tried out
the Cam Jam yet and are curious, get a little first-hand experience here.

Adjacent, two guards are ransacking some cubicles. Once the overhead lights
are popped and the room's plunged into darkness, they can be systematically
eliminated or bypassed -- doesn't matter too much. Find the lockpick-able
door to visit the next area. [*]

This room has some 5.56mm ammo for the SC-20K, and opens up into a small
auditorium that's soon infiltrated by three guards. If Sam's quick about
shooting the ceiling light, things'll go a lot smoother. Hide in the upper
corner and wait for them to take their positions. Then, (1) coldcock/shoot
the guy by the bookcase (2) the inert guy by the desk (3) finally, the roving
gunman. Through the plastic flaps, lockpick the next door. [*]

Sam gains entrance to an office where a pair of mercs is destroying computers
left and right. Lambert radios in to say the access codes are on one of 'em,
and vital to continuing. This would be a good situation for the diversion
camera, but it doesn't seem very potent here. The two destroy the remaining
computer after their security-minded conversation, so Sam has to work fast.
Perhaps the best way is to use the SC-20K's smoke grenade, which fills the
room with a cloud of white smoke and temporarily stuns the opposition; in
fact, if Sam waits long enough, he can catch 'em with their backs turned to
the entrance -- boom! One has a data stick in his satchel, too. Hide their
bodies and take the ammo (2 types!) before cracking the computer.

 • Having trouble with this part? Here's a quick way to do it: remember how
   the merc mindlessly destroys a window? From the entrance, Sam has just
   enough trajectory to shoot a smoke grenade (or frag grenade, really) in
   through the window and ricochet it off the wall. It'll land in the middle
   of the room and take one out, if not both. [It's also possible to salvage
   another of the computers here, but there's nothing worthwhile on it.]

Grímsdóttir drops a bombshell now: a remote-triggered bomb has just been
initiated! It's located in the boiler room down the corridor, behind a
lockpickable door. Shoot out the fluorescent light to gain entrance, then
defuse the bomb. The 1:30 timer is pretty forgiving, although, if Sam hastily
left the previous bodies in the light, an alarm will trigger during the event.

Before leaving via the stairwell door, don't forget about the supply closet
(probably) bypassed in the bomb confusion. It contains a first aid kit!

PART 2: Access Saulnier Cryogenics' Client Database
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AKA ---: Frenchmen on Ice
Alarms?: Yes (3)
Deaths?: Yes
Items -: 5.72mm Ammo, Sticky Shocker (2)

Sam has his first run-in with a motion detector here -- it's the small red
device on the wall. It shoots an invisible beam laterally, and any quick-
-moving thing sets it off. Circumvention is easy: slowly move through it. Be
warned: these can be hard to see in night vision, since they have their own
light source and are often positioned by other sources. Did I mention they're
indestructible? Yeah.

Jimmy the door atop the stair to find two mercs firing off their weapons. They
eventually go their separate ways: one towards Sam's position and the other
to a 1-room office down the hall. If Sam's fleet-footed, he can pick the
nearby door just in time for the merc to visit him. The supply closet nearby
contains SC-20K ammo and two Sticky Shockers. Watch out for the second motion
detector, too!

This floor's remaining mercs are down at the yet-unvisited end. There's the
aforementioned guy smoking in the office, who can be taken out from the
doorway and left in darkness (flip the light switch...haha). Then, another
is watching the security monitors and reporting info about a guard locked in
the Body Processing Room. Lamely, a headshot through glass doesn't register,
and'll more than likely set off an alarm. Thus, put the guard on edge by
opening the door and killing him when he takes a peek.

Next up, the computer servers containing the client database -- they're right
across the hall, and also that room the guards were shooting into before. It's
got three ceiling-mounted cameras, but they can be rendered helpless once the
fluorescent lights are crushed. Use the computer to learn Mortified Penguin
is shoppin' around for some economy-class containers...interesting...

Cross to the other side of the server room (or go all the way around to the
lockpick'd door) to find a keypad. The password (2457) gives access to a
surgical room near a patrolling guard. [*]

PART 3: Find Some French Brains
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AKA ---: Cool Gunnings
Alarms?: Yes (3)
Deaths?: Yes
Items -: 5.56mm Ammo (2), Sticky Shocker (2)

Shoot the floodlight pointed at the door and eliminate the guard (who'll
probably be spooked by the light's disappearance). There's some SC-20K Ammo
on a desk here, should y'need it. Night vision can mask the motion detector
here, so be careful, too! The ensuing stairway has both a camera and a wall
mine (!) but both are easily bypassed -- just shoot the light sources or
the mine itself. The next hallway leads to... [*]

...the ground-floor lobby! Two gunmen are dismantling things here, but aren't
expecting Sam, who can take one out right off the bat. The far one carries
some extra ammo in his satchel, and if left alive, will start patrolling the
adjacent hallway. The keypad door there (password: 7562) leads into another
surgical prep area...where the brains are. [*] There's two Sticky Shockers
on a gurney here.

PART 4: Locate François Coldebeouf
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AKA ---: French Fry
Alarms?: Yes (3)
Deaths?: Yes
Items -: 5.56mm Ammo

Through the plastic flaps, a frosty cryogenics room comes into view, and the
guard patrolling it, too. Since the frigidity of the room works against night
vision, use thermal imaging to easily identify guards. The same goes for the
cold catwalk environment through the lockpickable door, only here, it's best
to wait until a guard begins patrolling 'fore letting him meet his maker. If
both the guards are waiting/on alert (confirm with thermal), try luring one
out in your preferred method -- show self from shadows, diversion camera,
and so on -- first.

Beyond, the familiar 'ping' of a wall mine should be audible. Ignore it unless
y'really need that first aid kit nearby. Enter the medical office [*] for a
short scene involving mercs trying to get to Coldebeouf, and their plot to
cook him alive via explosion. Use the floor trapdoor (trapfloor?) to reach
François' position and obtain his cell phone. There's SC-20K ammo nearby, too.

This conversation starts a 1:00 timer until the vault explodes. There's no way
to coax François into leaving via conversation, but it IS possible to save his
bacon. To do this, advance towards the level exit by climbing into the ceiling
vent (only possible after doing conversation). While there, use your SC-20K to
shoot the pipe's crank, releasing poisonous aerosol or harmless steam into the
faces of the would-be attackers. Note that the timer is the preparation until
the explosion is ready, not a fixed thing -- eliminating the assailants ends
the timer.

Coen's waiting at the other end of the ventilation system.

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03) HESPERIA RAILWAY (PARIS TO NICE)                                     [WK03]
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Default Weapon: Pistol
Other --------: Laser Mic

PART 1: Meet Norman Soth
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AKA ---: Sothbound Train
Alarms?: No
Deaths?: No
Items -: None

Sam's insertion point is the caboose of the speeding train. Don't bother
trying to skip cars via the roof; it's a no-go. Instead, make haste to the
second car and whistle-lure the guard for disposal. There's a no-casualty
mandate in effect, so don't get reckless! Remember that normal train guards
don't carry radios, and must communicate intruders through wall-mounted alarm
systems. Because of this, Sam can have a little leeway in being seen, and can
even give chase if need be. Use the floor trapdoor and undercarriage pipework
to reach the next car. [*]

After surfacing in the passenger car, Sam's notified that Soth purchased two
more tickets for henchmen, and they're mixed in with the other passengers.
This leaves two choices for proceeding.

 • Option 1: Neutralize guards. It'll be easy to identify the baddies as they
   hold a conversation immediately and have sunglasses; all other civilians
   are inattentive, except the guy nearest Sam. Speaking of such, he (civie)
   will get up to check things if the lights are snuffed, and Sam can safely
   send him to sleep near the sliding door barrier. DO NOT use the whistle
   technique as it only tips off guards, giving an automatic game over. One
   guard eventually gets up to check the lights, too, even sooner if he heard
   the civilian get coldcocked. Always hit this guy from behind as he raises
   an alarm the second Sam's spotted. The final gunman can be hit with R1 w/o
   much trouble -- just make sure to get behind him when he's not facing the
   aisle (he can still see a little in the dark). No need to bother with the
   other civilians; just head straight for the next car.

 • Option 2: Ignore the gunmen situation. In the trapdoor room, Sam can use
   the outer door release to open the side entrances, down the hall away
   from the passengers. This route is undoubtedly the easiest, as even the
   unavoidable sighting from the female civie has no negative repercussions.

So which way to go? The latter is easiest, and can actually segue into the
neutralization phase. After all, Sam would be closest to both guards, and the
inquisitive civie near the back wouldn't factor in much. Both guards carry
data sticks in their satchel, but beyond that, they can be avoided completely
without affecting much. Onward to the next car! [*]

Here, avoid line of sight with the corridor, as a conductor will immediately
run to the alarm if he sees Sam (d'oh). Instead, wait for him to finish
speaking to the other passenger, and do a SWAT turn to get past. The next
door contains a geezer who may suddenly burst out into the hallway; and, if
knocked out, the previous attendant may rush to the scene. Shouldn't matter
much -- just hit him before the alarm's sprung and hide both bodies in the
geezer's cabin. As said before, Soth has an artificial leg and that lack of
heat signature will register on thermal imaging. Using the optic cables, one
can determine Norman's cabin as the middle one.

PART 2: Laser Mic Soth's Phonecall
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AKA ---: Play It Again, Sam
Alarms?: No
Deaths?: No
Items -: None

Strike up a conversation with Soth and, when he's called away for a phone
call, hack his laptop to plant a bug. There'll be a 0:40 timer (eventually)
to eavesdrop on Norm's call -- it takes place in the bar one car up. Once
it's infiltrated, duck behind the bartender counter and use the mic. Make
sure to get the entire call or another game over condition's found. [*]

PART 3: Move to Extraction
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AKA ---: Do the Locomotive
Alarms?: No
Deaths?: Yes
Items -: None

Following, Soth will return back towards his cabin, and one of his goons will
take up the tail. He can be dispatched en route or y'can ignore him entirely;
it matters little. The final mission objective is radioed in around this time:
get topside for extraction. To do this, reach the roof ladder in the car past
the lingering guard (who carries a data stick, for reference). Soth calls in
a "cover blown" directive to everyone once the final car's reached, but it's
little use -- any operative around should be unconscious, and any previous
operative is now off-limits (trying to get to Soth again results in a game
over...heh). On the flipside, Sam can now use lethal force if required.

Once on the roof, head back down the cars until the Osprey is overhead. There
will be a "jump to rope" option to finish up.

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04) GEULA DISTRICT STREET MARKET                                         [WK04]
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Default Weapon: Pistol
Auxiliary Wpns: n/a
Other --------: n/a

Get ready for a ridiculously long chapter, folks.

PART 1: Retrieve Your SC-20K
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AKA ---: Where the Streets Have No Name
Alarms?: No
Deaths?: No
Items -: SC-20K, Sticky Shocker (3), Ring Airfoil (2)

The setting: Jerusalem, nighttime. Sam begins in a small sewer sidewalk, and
is soon given his objective: obtain his refitted SC-20K from an old agency
asset. The 31_0E file in the inventory gives a street map to his shop, but
it's so linear, there's not much call for it. Additionally, a citywide curfew
means streets will be clear of most traffic, excluding the guards and an
occasional civilian. Shadowy streets lend Sam much cover, and because most
officers will be patrolling solo, the ol' whistle-lure trick pays off in
spades. [Thus, hopefully there's no need for in-depth strategies at this
point.] Bypass/knockout the first two officers on the street. [*]

Past another officer near an overhanging lamp, Sam will encounter two Hasidic
Jews talking in a small street. They'll eventually sit on a mastaba and can
be bypassed without incident. Further on, there'll be a small plaza where an
officer berates a man out past curfew, before chasing him off. It's possible
to insert from ground level, although by using some crates around the corner,
Sam can climb up and shimmy along a 2F ledge, then drop behind some fruit
boxes. Either way, the situation resolves itself and Sam can continue through
the next open-air shop. [*]

Down the stairway, Saul, the CIA contact, will be accosted by two armed thugs
demanding money. Knockout the first one and the second will (after a few secs)
take Saul hostage at gunpoint. Stay in the shadows and eliminate him with some
old-fashioned sharpshooting. Speak with Saul and obtain the SC-20K from the
hidden trapdoor, as well as various auxiliary pieces to go along with it.

PART 2: Locate Dahlia Tal
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AKA ---: Lady-in-waiting
Alarms?: No
Deaths?: No
Items -: n/a

With the weapon in hand, the next goal is to meet with the Shin Bet agent,
Dahlia Tal, who has connections to terrorists in this neighborhood. She'll be
waiting by the Armenian church. Saul volunteers to let Sam test out his new
weapon upstairs (also where exit is) if he so desires. The conversation'll
lead to Sam using a sticky shocker on a guard standing in a puddle. If you're
a fan of ammo conservation, this part can be avoided. Exit stage right. [*]

In the next area, a guard will be conversing with a civilian around the first
corner; after, he moves closer to Sam and assumes overwatch. These streets
will have a few roving civilians, but the biggest problem is how well-lit the
paths are -- pop those bulbs pronto.

Down the stairway further on, two guards will be standing in the "elbow" --
sneaking past them at ground level with whistling/pistolwhip techniques is
pretty boring all-around. The more enjoyable way is to take the scenic upper
route! Do this by climbing the pipe by the steps, then drop-and-catching the
2F window under the ledge. Wait for the smoker to go back inside before
climbing out onto the other ledge; then, jump onto the top of the archway.
From here, Sam can shimmy along the roofs and eventually use a zipline to
land on a vendor's canopy below. This bypasses most of the guards and gives a
height advantage, and while roundabout, is far more enjoyable. All that's left
is to bypass/KO the two guards below, a simple task with light sources
extinguished. Jump down into the tiny alley after. [*]

The next area leads towards the church, and is a rehash of circumstances the
previous street dealt, only with fewer guards. Once the 3rd and 4th patrols
are eliminated in the tiny lamplit square, look for a climable pipe on the
church's exterior. From here, use the lower ledge (shimmy past obstruction)</pre><pre id="faqspan-2">
to vault the archway, and eventually bypass the lichgate. Once Sam jumps down,
a savepoint's finally reached. [*]

To make contact with Dahlia, exit the church and use the zipline atop another
pipe -- this'll put Sam in speaking distance.

PART 3: Rendezvous at Shoshana Storage
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AKA ---: Follow the Leader
Alarms?: No
Deaths?: No
Items -: n/a

The conversation with Dahlia details how the Syrians have an SD133 storage
device; Sam will be lead to its location. Until then, Sam is to be Dahlia's
shadow, following her silently and not revealing his position...not a big
change from what he's been doing 'til now. The only difference is Dahlia,
dressed in area-appropriate clothes, can bypass guards easily while Fisher's
gotta sneak around. Taking out streetlamps is a good way to lure guards away,
and let's face it: this is the busiest route in the entire district. Note
that Dahlia will hold position if she gets too far ahead, so there's no need
to rush. There'll be a savepoint three guards in. [*]

Follow her past two more guards and into some ancient ruins, ignoring the
Islamic worshippers further down. [*] Finally, after another street and its
three guards, speak with Dahlia to devise a plan -- she'll take the lower
level while Sam takes the roof. [*]

Take the long way around? Well, it's certainly an option. Sam'll have to get
past the alley guard, then climb up a pipe into a Jewish family's apartment;
then, use the outer ledges to reach the roof. There's no real upside to this
route besides a slightly more flavorful adventure and a rooftop checkpoint
that'd otherwise be missed -- and it's all to get past a guard he could've
simply walked by! [Said guard can be KO'd or ignored; Dahlia isn't affected.]
The next guard that stops Dahlia will have to be KO'd at some point, however.

** PS3 VERSION NOTE **
There's a known game-breaking bug in the HD version of the game that occurs
before seeing that "next guard". Meeting Dahlia in the alley behind the last
guard may result in her staying put, even though she beckons Sam to follow
her. The only known solution is replaying the level or using an older save.

Past the chain-link fence, the Shoshana Warehouse is finally found. Hop into
the elevator to get a surprise directive from Lambert. Sam will have a few
seconds to comply with the request before the next segment starts.

PART 4: Retrieve the Syrians' ND133
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AKA ---: Clean Sweep -or- Playing Dirty
Alarms?: No (n/a)
Deaths?: Yes
Items -: 5.56mm Ammo (2), Frag Grenade (3), Smoke Grenade (2), Sticky Shocker,
         Ring Airfoil (3), Chaff Grenade, Flashbang

Sam's now in the underground sewers, and right off the bat, there'll be an
enemy (around right-hand corner). There's authorization to shoot any hostile
target, too, so no need to pull punches again. The second foe's down past
the next staircase -- hiding underneath said structure can provide an easy
opportunity, if the rest of the shadows aren't accommodating. By the fence,
use the overhanging pipe to get further in. [*]

This watery area contains a turret guarding the far catwalk, and approaching
it in any circumstance (darkness or no) is deadly. From the mesh door, look
for a roving guard and eliminate him in the doorway. Using the lower waterway,
it's possible to find a climb-up point onto the catwalk, either near the guard
or on the sentry's blind side (to deactivate it).

The doorway by the dead mercenary leads to the ND133 storage room, and on
either side of it, the lit-up passages can contain one guard apiece. Since
the entry passage into the storage room (from this side) isn't fully bright,
guards can often spy Sam and wander near without need for whistling. Popping
said passages' lights can also lure 'em into shooting range. When both are
bleeding, enter the mini lab and take the sample. [You can also hide under
the lab itself for better trajectories.] [*]

If you followed the walkthrough verbatim, there'll only be a few more foes
remaining: exiting left from the storage lab, there'll be 1 guy guarding the
armory (where all the items in this level are found, including the rare Chaff
Grenade). Exiting the storage lab's right-hand side, two more mercs inhabit
the walkway. These walkways are connected, so there's no one set route to
eliminate these guys.

When ready, take the elevator back up to street level. [*] There'll only be
a few patrolling guards here, and excluding the rather bright environment,
shouldn't be much trouble.

 • It's a different story if Sam didn't assassinate the target last segment.
   Instead of the guards, he'll have Israeli snipers to contend with. Their
   locations: (1) balcony in building opposite elevator (2) up street, on
   another balcony overlook. The traitor is the second sniper, for reference.
   It's a real shame there was no way to take the snipers by surprise, face
   to face... =/

Anyway, once the area's enemies are dealt with, find the side alley to leave.

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05) KUNDANG REFINERY (INDONESIA)                                         [WK05]
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Default Weapon: Pistol, SC-20K
Auxiliary Wpns: Stick Sh (2), Div Cam/Ring Air (4), Smoke G (3), Stick Cam (5)
Other --------: Frag Grenade, Flashbang, Wall Mine

PART 1: Rendezvous with Shetland
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AKA ---: It's a Jungle Out There
Alarms?: No
Deaths?: Yes
Items -: n/a

Sam begins his journey deep in the jungle, alone except for the darkness. But
that's what night vision's for! Down the stream, look for the rocky ramp that
leads to the tree root-cum-pole to climb. Once on the cliff, the zipline'll
show the way to the first merc encampment. [*]

There's only two foes here, and one soon patrols the darkness; the other'll
sit in his chair, setting up simple KO procedure. (He also has the dorkiest
line of "You're going to drip all over everything!", something no self-
-respecting merc would ever say.) Note that sometimes the first merc DOESN'T
start patrolling, instead standing around the entire time. This would be more
of a complication were there a no-fatalities policy...which there ain't.

Once they're dealt with, watch your step: there's a deep natural cavern right
nearby (something I found out the hard way first time through...) and it
spells instant death if y'tumble in. Instead, rappel down to the first ledge,
climb out onto the wooden beams, then do the drop-and-catch routine to reach
the 2nd ledge, directly beneath the first. This is the best spot to snipe the
guard and his mutt, the latter of which has already caught wind of Sam. Try
whistling to draw the guard if he's not around, because rappeling down the
second post initiates the checkpoint [*] and no one wants to face all these
guys again on a restart, eh?

From the small pond, Sam can enter the excavated tunnel. Nearby, a guard'll
be patrolling along the bridge, and may snoop around if Sam destroyed the
first lantern he found. [Whistle-luring him is fine, too.] A second guard
patrols the far side by the burning barrel, and can be shot safely when the
first guard's dispatched. Not really sure why they put a wading pond in...it
serves very little purpose strategically, except maybe on a no-kill game.

Anyway, down the tunnel is a lone guard, just pacing back and forth mostly.
There's plenty of verdant scenery to throw his corpse on, and he'll even
walk into the brush as part of his route...sucker! A truck blocks the road
out, but Sam can exit the area by climbing up the nearby cliff's rig, the
same as that in the natural shaft before. [*]

Down the path, Shetland will be on a cliff doing surveillance. Sam'll get
roped into another objective: sabotaging Sadono's escape vehicle, currently
parked in its hangar.

PART 2: Sabotage Sadono's Plane
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AKA ---: In-tents-ive Training
Alarms?: Yes (3)
Deaths?: Yes
Items -: Sticky Shocker, Smoke Grenade

Once Sam says his farewells, down the cliff he'll encounter the first actual
mercenary camp, complete with tents and all. [*] There's only two people in
the village currently, though. Our protagonist enters from the "back door,"
and can get the jump on the first guy, standing in his tent, facing towards
its other entrance. This tent also has a Sticky Shocker-Smoke Grenade combo
on a crate. The second guy patrols a few tents down, and given the softened
light, sometimes comes over if Sam makes a commotion. There's plenty of ways
to eliminate him, but with no allies, let's face it: a bullet in the brain is
worth fifty well-thought-out strategies.

Down the road, stick to the shadows on the right-hand side and eavesdrop on
the guards' conversation. This is very important as they mention having
placed tons of tripwires around the jungle. Basically, if Sam blindly runs
into one, he'll get a one way ticket to the afterlife. Luckily, tripwires are
rigged to bombs, and thus will appear in thermal imaging. The easiest way to
take out these guys is to, in fact, let their conversation conclude -- the
drunk guy will set off a buried claymore and his "friend" will surreptitiously
bury his remains...and putting his own head in plain view.

Up the path is the first tripwire. To disarm it, Sam must rotate the left
analog stick until red parts of the mine turn green; release left analog to
proceed. When all notched as loosed, the IED is disarmed and Fisher keeps all
his appendages. Of course, take too long and the thing goes off...hit Triangle
to disengage the disarming and retry again without any repercussions. In any
case, neutralizing tripwires is simple, so long as your left analog stick
isn't messed up. [Oddly enough, although the grenade on the trap is visible,
it can't be detonated with bullets.]

In any case, all of the trapwires can be avoided in this section, although
to squeeze by the first, y'have to cut it pretty close (try on left side).
The reward will be a welcome checkpoint. [*] The next area is more of the
same, although with a smaller path, three of the four tripwires become
unavoidable...and there's a guard. Well, it could be worse, eh? Up the road,
the airplane hangar is finally located. [*]

The full perimeter is unavailable thanks to the landscape, but Sam still gets
a choice in his infiltration method:

 • Option 1: Ground-floor door. This is the door nearest Sam, and the simpler
   of the two available methods. Said entrance opens into the lower hangar,
   near the plane and the loft's ladder. The primary reason to take this
   route is quickness of entry and a better trajectory from the get-go, since
   the two guards converse right nearby (setting up a div. cam opportunity,
   for one).

 • Option 2: Balcony entrance. The more adventurous method requires Sam to
   climb the exterior fence and the pipe beyond to reach the upper entrance.
   This gives clean infiltration of the hangar's loft, which provides a worse
   trajectory (thanks to the ever-present railing) but two unique features: a
   fusebox to cut the lights, and a pipe overhang above the plane, which lets
   Sam cross the building and get to ground level without using the ladder.

When both guards are dispatched -- much easier if the fusebox was disabled --
it's time to set the plane's explosive, which can be done on either side's
door.

PART 3: Infiltrate the Village
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AKA ---: Village Idiots
Alarms?: Yes (3)
Deaths?: Yes
Items -: n/a

Once past the hangar, the road meanders towards the village, the entrance
partially obscured by the inward-facing gate. This area's dark, thankfully.
Two guards are here in close proximity: one keeping watch by the barrel, one
at the roadside station a few feet away. Loud noises'll spook 'em and it's
pretty easy to see corpses, too -- basically, lure the first guard away before
ambushing the second in the hut. Once the hut's switch is activated, Sam can
get up the road, to the first aid kid if need be. [*]

Down the path, a guard and his hound will be patrolling. Sam can take refuge
under the tilted boards here, and it works well, especially if the station's
lantern was snuffed -- quite an attention-getter. In any case, snipe the guy
first because dogs can't radio back...although if they could, this mission'd
be a lot more interesting.

Finally, around the bend, the encampment comes into view -- this'll be evident
by the watchtower overlooking everything. The first tent will have 2 mercs
conversing on the far side; after, they split up to patrol. They should be
neutralized first, as taking the gimme shot on the sniper (in tower) often
leads to an alarm, since his corpse is laying around up there. Once that order
is accomplished (usually by leading the 2 lower guards into the shadows), the
tower's zipline can be used to get outta this makeshift morgue. Don't forget
to get one of the guard's satchels, though, which contains a rather amusing
datastick entry. [*]

PART 4: Trail Sadono
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AKA ---: Jawbone of the Ass
Alarms?: Yes (3)
Deaths?: Yes
Items -: Sticky Camera (4), 5.56mm Ammo (2), Flare (2), 5.72mm Ammo

Sam's now firmly entrenched in Sadono's camp, and can start executing his
main objective: finding the leader and tailing him. Luckily, the mission
presents "el capitan" right from the beginning...the problem is sneaking
around all his lackeys. Note that Sadono isn't continuously moving, and will
stop to wait for Sam (because it's a gameplay mechanic, not because he knows
he's being followed). However, being spotted by him is an instant game over,
as is assailing him in any way.

Anyway, Sadono starts by meeting two guards before continuing further in.
One patrols the footpath near the huts, the other taking the wooden walkway
before swinging back 'round. Because they're often so far apart, Sam can just
snipe the first guy once his partner's outta sight, and repeat it when the
other returns. One of the huts here has a Sticky Camera.

Further in (crouchwalking beneath the wooden planks is easiest), Sadono is
spotted a second time, this time advancing towards a far shack. Lambert will
radio in to say Sadono gives his top three lieutenants the day's passcode,
which will be required to complete the mission. Sticky cams are needed to
eavesdrop on this fact, so make sure to have one at all times.

Sadono is next spotted speaking with a lone guard in front of an apartment.
When he passes in, snipe the guard and hide his corpse. The building is two
stories and contains a single guard, paying no attention and seated in a
chair. He's easy pickins, but can be avoided completely by half split jumping
into the second-story window. Up here, two more Sticky Cameras can be found
by the exit window. [*]

Once back outside, Sadono will pick up his course from where he'd stopped (if
you use the optic cable inside, he's apparently tying his shoe...heh heh...).
A fence separates Sadono from Sam, and the small alleyway isn't exactly the
best camouflage -- keep yer distance to avoid premature detection. Through
the window, the pursuit will take Sam into a small courtyard with two guards
at differing heights. This part can be rather annoying, so the easiest method
is whistle-luring the lower guard to his end, then destroying the nearby light
sources to sneak up on the remaining sentry; or, just sniping him from below
since he'll already be hidden in the shadows. [The lower guy has a datastick,
too, for what it's worth.]

Steal a 4th Sticky Camera in the open garage, and shoot out the light before
opening the next door -- Sadono's right nearby. This next yard is the spot
where the passcode conveyance takes place, so shoot a Sticky Cam at the feet
of the guys to eavesdrop. The aim doesn't have to be perfect, but it can't be
awful either. The info gleaned from this chat: the passcode is 1492, and the
Pandora Tomorrow calls are placed from his colonial house at the village's
end. When Sadono leaves, shoot out the lanterns from the doorway, and dispose
of the two guards however y'like. Forewarning: failure means restarting this
last giant segment, so cautionary play is rewarded here.

 • Having trouble with this final part? There's another option. Instead of
   doing everything at ground level, use the courtyard's high walkway to
   enter the loft above the garage. Not only does it provide a better vantage
   point to eavesdropping, it also can place Sam in the shadows -- much less
   daredevil-ish than walking out the lower entrance into the light. Nixing
   the guards was never easier!

Once the lieutenants' corpses are stuffed safely away, use the garage's trap-
-door to finish up. [*] Sam will now find himself in the camp's underground,
where all the generators and the like are kept. Two patrolmen will be around
the corner, and in these close-quarters situations, that whistle lure skill
really comes in handy. The next guarded room is the cocaine-processing area,
and the sentry duo is easily incapacitated -- Sam starts right by the light
switch. D'oh! Onward into... [*]

...the generator room! The situation: Sadono makes a brief stop here before
leaving a guard and the pilot, although a 2nd guard soon enters into things.
Being spotted is an automatic game over, but there's an easy way to do this:
(1) turn on the generator switch; this lures the guard into that room (2)
lure the guard further and dispose of him (3) Sadono should have left by this
point and the 2nd guard entered (4) snipe the new guard. Don't worry about
traumatizing the pilot as he's a "friendly" unit, and won't raise alarms if
Sam gets a little sloppy. After spilling his intel, he'll unlock the door
Sadono entered -- get along, little doggy! [NOTE: If you keep talking to
Azrul after he's unlocked the door, y'run the risk of the door becoming shut
permanently!] [*]

Up the ladder, Sadono will leave the small hut before doubling back (for who
knows what reason); eventually he'll continue on his way, past two guards and
an automated turret. Said hut contains SC-20K ammo and a first aid station,
too. Once the guards are dispatched in a normal fashion, climb up the pipe by
their meeting place to find the elevated catwalk -- it leads to a trapdoor
in the adjacent building's roof. [However, that's a pretty lame way to slink
onward, isn't it? Those who want to get past the turret can do so very
easily. First, pick up the Flares by the barrel and throw one into the
turret's line of sight. Since turrets track by heat signature, Sam can get
by easily, even deactivating the IFF function.]

In any case, Sam will now find himself in the shooting range, either from a
lower entrance of hanging off the pipe. As much fun as it is to fit upside-
-down kills into the agenda, the overhang here isn't very useful, and will
often belie Sam's presence more often than naught. Still, it's one of the few
times to successfully use the technique... Try luring a guard into the dark
near the door, and then taking out the 2nd guard when the 1st is eliminated.
Surprisingly, amidst the weapons here, Sam can only take a little pistol ammo.
The anteroom beside the range contains a kickboxer...the "bringing a knife to
a gunfight" idiom comes to mind. =)  That guy does have a datastick, though.
The exit ladder's thataway. [*]

Aaaaand, the objective persists. Once Sam drops out the window, he'll stumble
upon a courtyard with three guards and a sentry. The middle of the yard will
always have a slight illumination, even after far lanterns are smashed, so
luring the mercs towards the insertion point works pretty well. As for the
sentry, don't worry too much about sustaining damage, just get to its blind
side and deactivate it. There'll be a first aid kit and SC-20K ammo inside
the adjoining shack.

PART 5: Eavesdrop on Conversation
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AKA ---: Heard It Through the Grapevine
Alarms?: Yes (3)
Deaths?: Yes
Items -: n/a

This new yard, complete with two mercs and a spotlight, stands before the
"big house," also known as Sadono's own digs. Just to enfuriate players, all
the light sources here are unbreakable. The suggested route is making for the
open-air hut with all the boxes (almost want to call it a backwater pavilion,
heh heh) and lure the folks over. From there, just avoid the spotlight and
get onto Sadono's stoop, where the 1492 password gains access. [*]

Here, Sadono shows his "cautious" side by leaving his egress windows open,
letting Sam walk in at his leisure. While the commidant places all of his
pox-block calls, try shooting out some of the lights in the adjacent rooms
(but not hallway; Sadono may hear it). After making his three calls, Sadono
will head towards the house's exit -- the one only he can use, down the hall
on the left -- and backtrack once to make sure things are gravy. When he
leaves the first time, shoot out the lights to render the camers useless, and
hack his laptop. [Hacking the laptop is what cues his return to that room.]

PART 6: Move to Extraction
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AKA ---: The Quickest Chapter in the West
Alarms?: Yes (3)
Deaths?: Yes
Items -: n/a

With Sadono gone, the house will be empty, letting Sam walk out the back way.
Sam will be accosted by two gunmen, but this is where the Displace snipers
finally show their mettle. When they provide the distraction, draw your piece
and eliminate 'em. Then, head for the cliffs. If one walks away with any
sentiment for this longtastical journey through the bush, it should be "Why
couldn't I infiltrate this back door and save myself the grief?". Oy...

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06) KOMODO SHIPYARD (INDONESIA)                                          [WK06]
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Default Weapon: Pistol, SC-20K
Auxiliary Wpns: Smoke G./Div Camera (2), Ring Airfoil (4), Sticky Shocker (3)
Other --------: Emergency Flare, Chaff Grenade, Frag Grenade, Flashbang

PART 1: Infiltrate the Caves
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AKA ---: Field of Screams
Alarms?: Yes (3)
Deaths?: Yes
Items -: n/a

Sam continues his Indonesian holiday by sitting in a weed-ridden field. Near
his position, a guard patrols the brush while a sniper watches the area, his
lasersight betraying his position. Take up position on the left-hand side (by
the fence) and snipe the guard when he's sent to check on random movement.
Then, carefully avoid the sniper's sights and move up -- still along that
same side -- towards the cabin. This will avoid the turret gun's sights, too.

 • These snipers are different from previous ones encountered, and cannot be
   killed, a fact evident by them not appearing on thermal. Avoidance is the
   only "revenge" available. Also note that snipers can't sound alarms them-
   -selves, and if no enemies are nearby, having them spot Sam matters very
   little.

To continue on, Sam need only go through the cabin and its adjoining room
to reach a small yard. [Alternatively, he can take the long way around by
going past the turret and sniper tower, then traveling up the path a ways.]
This next location has a simlar setup to the first, only it's smaller and has
an extra guard. I'd recommend taking the shortest route to Yard #2, mostly
because, after snuffing the nearby lantern, Sam has his own dark corner to
drop bodies in. The center of the yard has a bonfire, so extra movement isn't
appreciated, really.

A doorway nearby will lead further into the village, this time to an outdoor
sitting area near some huts. Two guards will be playing cards at the picnic
table just around the corner, and are too close to avoid completely. Instead,
snipe the ground lantern to lure one guard away, and neutralize the other who
remains sitting. Miss the chance? Don't worry -- either guard will return to
his seat after determining there's no threat...heh heh. The only other guard
is sleeping in the nearby barracks. [Killing the caged dog isn't necessary
usually.] To leave this area, do a half split jump in the teensy alley along
the far house; it's the one with a blocked-up entrance. [*]

Sam will now have climbed into the 2F of a guardpost. The enemies number 3:
one watching TV below, one practicing shooting outside, and turrets by/in the
far hut. The easiest way to dispatch these hired guns is to snipe the merc
below (joke: television isn't the only way to turn your brain to mush) and
use the tiny "doggie flap" entrance to dispose his body in the thrushes. The
second guy is right in the turret's firing path, so shooting him where he
stands is foolish; instead, lure him away or, more enjoyably, change the
outdoors turret's IFF function and have him be gunned down easily. You're
going to disable that turret anyway, so why not have it do the dirty work?
As for the final turret, there's a trapdoor in the roof that lets Sam bypass
it. In a shadowed part of the courtyard, there's a climbable pipe that gives
access; just look at the skyline to visualize the path. [Simply running by
the sentry works as well.] Descend the floor ladder to end this segment. [*]

PART 2: Infiltrate the Submarine
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AKA ---: Dire, Dire Docks
Alarms?: Yes (3)
Deaths?: Yes
Items -: 5.56mm Ammo (2), Smoke Grenade

Sam can now ride a lift into the abandoned subterranean dock housing his
target. Make sure to shoot the ceiling light before descending, as the lobby
contains two guards. They'll walk around the halls for awhile, but eventually
one will go patrol the next-door laboratory. Eliminating these fools is
espionage-by-numbers, so I trust anyone who's gotten this far is capable
enough to nix low-grade goofballs like this themselves. Before continuing
to the control room/lab, check the utility closet for a first aid kit and
SC-20K ammo.

Anyway, the lab's a bit bright, but Sam knows how to fix that problem. Past
the guard and computer equipment, a clueless technician becomes our splinter
cell's next interrogation victim. If Sam was silent, he'll be sitting down;
extraneous noise makes him wander around before returning to his default
position. Do NOT murder/KO him -- he'll need to be forced to make the sub
surface once grabbed (done with "Use computer" menu command). [*]

With the sub drying out, return to the hallway and use the yet-unused passage
to visit the docking area. There'll be a guard at the catwalk's entrance, but
with the lights out, Sam can show a little CIA hospitality. Said walkway
runs near up and above the submarine's head, and from this vantage point, all
enemies (3) on the far catwalks are in perfect sniping position. Leaving 'em
alone is suggested, though, as any bodies up there are left there, and they
WILL raise alarms if left in the light. The trapdoor on the catwalk that
leads to the zipline culminates in a checkpoint, so it's important to plan
this out beforehand. [*]

Down the zipline, Sam will grab onto the catwalk's edge. This position's bad
since it's in a lit-up zone, but hanging off the edge will help avoid the
guard who _will_ come investigate. Also be mindful of the guard on the catwalk
above; he'll be able to see goings-on below and can raise alarms, too. Ending
this level is as easy as jumping into the sub's open hatch. Is it worth it to
explore further? Sneaking past the guards, ascending the stairway and making
it to the concrete lookout post earns...1 Smoke Grenade and 1 SC-20K Ammo,
plus a first aid kit. What a waste, especially for the stealth-minded. And
all the lights are unbreakable! Sheesh.

 • Important note: Did you shoot some mercs before taking the zipline? Sorry,
   they're probably going to raise some alarms...UNLESS you head towards the
   submarine immediately. Ending the level is a "statute of limitations" on
   alarms, and bodies left behind lose their bearing on your after-chapter
   ranking.

PART 3: Access the SISSIXS
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AKA ---: Damn the Torpedoes!
Alarms?: No
Deaths?: No
Items -: n/a

The submarine is a very tight fit, and these claustrophobic conditions can be
hard on Sam, since he'll have to use a very delicate touch at every step.
Continue down the hatch and next corridor until finding two guards chatting
about coffee. Afterwards, one will come towards the corner Sam's hiding by.
Use the small recess to get the jump on him; that same recess is a good body
storage location. The other guard went to get shuteye in the bunks down the
hall, a mandatory stop en route further in. It's hard to pass up such an easy
shot, but that no-kill order has to be enforced -- whistle-lure him out and
stuff his body with the previous one.

 • Having trouble with this part? One can save time by interrupting the
   coffee conversation, luring the first guy to beddy-bye land. The other
   guy will just stand by the bunkhouse entrance (since he wasn't talked to),
   allowing Sam to whistle-lure him without requiring any fancy tricks or
   venturing into the light. [I guess technically Sam can avoid this guard,
   but he'll have to leave whence he came, so this methodicalness helps.]

Further in, the mess hall is found. [*] It's barely bigger than a corridor,
but Sam will still have to SWAT turn to the light switch to avoid the lug
munching away. Once he's disposed of, continue down the hall until Lambert's
garbled message mentions using a high-ranking officer to gain access to the
SISSIX. Hmm... Soon after, an officer will walk up the hall to the lightless
room Sam's watching from. Take him captive and force him to operate the
bridge's door. Toss his body in that dark room Sam was just in; do NOT use
the hallway as a dumping ground!

Once the retinal scanner's in shipshape, Sam has unlimited access to that
door, and can infiltrate the bridge easily. Try hiding in the left-hand corner
as the guards speak of coffee before splitting up -- one stays behind to watch
the computers (inattentive) and the other walks to the mess hall. Eliminate
both of them and operate the software in the bridge's nook to complete Sam's
main objective.

Now all that's left is returning to the sub's topside hatch. There shouldn't
be any further surprises, and the only conscious enemy SHOULD be the guy in
the boiler room past the bridge, and he's in a dead end not worth bothering
with. Of course, any enemies Sam snuck by before will still be there, thus
why any and everyone was beaten down en route.

PART 4: Move to Extraction
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AKA ---: Bay Window
Alarms?: No (n/a)
Deaths?: Yes
Items -: n/a

The gangplank has lowered on the sub's other side, letting Sam reach the
next stairway. There'll be a guard coming up, but one can be a little sloppy
since alarms can no longer be triggered. At the bottom of the steps, three
ground-level snipers will have spawned and fire upon Sam no matter his past
stealth. They can be countersniped a bit from the upper catwalk, but to get
'em all, a trajectory of similar level is necessary (they're just peeking
out from the concrete barriers). There's a first aid kit nearby to help out,
too. Following their demise, simply run to the pier's end and get outta this
humid hangar.

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07) TELEVISION FREE INDONESIA (INDONESIA)                                [WK07]
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Default Weapon: Pistol, SC-20K
Auxiliary Wpns: Ring Airfoil/Div Cam/Smoke G (2), Sticky Shockr/Sticky Cam (4)
Other --------: Emergency Flare, Frag Grenade, Camera Jammer

PART 1: Infiltrate TV Station
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AKA ---: Trail of Tears
Alarms?: Yes
Deaths?: Yes (hostiles only)
Items -: Smoke Grenade, Ring Airfoil Round (2), Sticky Camera

Put on your seatbelt: this is simultaneously one of the most rewarding and
annoying levels to date. Coen and Sam start on the outskirts of some slum
building, and the latter has to descend to street level. It's possible to
do this just by jumping from roofs, but there's a rappel point about halfway
down if needed.

Once on the sidewalk, a nearby conversation will send a civie digging into
the trunk of the nearby jeep. Knock him out and eliminate the worker snug in
a shadow a few steps past. Note: these are civilians and end the mission if
slain. The rule of thumb is "got a gun, your days are done". Try out this
creed near the next corner, and past the alley (which needs to be darkened),
two more perps in the immediate vicinity. Finally, there's one last guard at
the far end. He'll patrol around the carelessly placed vendor stands in a
wide loop.

When all are done, use the scaffolding's zipline to reach the TV building's
balcony fence, which can be climbed where the razor wire's missing. Lockpick
into the building and descend the shaft (haphazardly) to reach the... [*]

...parking lot entrance! This begins what I call the "March of Hell," because
perfect stealth now requires such annoying circumstances, it's liable to make
a player insane. (I did it about 30 times my first time through.) Here's the
setup: Outside, the weather conditions are now storming, and this means it's
lightning out. Why's that bad? Because lightning flashes illuminate areas,
revealing shadows and leaving Sam quite "naked" to the enemy. Additionally,
if Sam's in night vision mode, as he's wont to do, he's temporarily blinded
(i.e. screen goes white) and that's never good. Did I mention it's a long,
long while 'til a checkpoint? Hooray... [Return customers will learn this
area's not the same as the Xbox version, too.]

As Sam enters the parking lot, a guard will exit from the left garage door
and one will approach from the far lot. These are the only two people in the
area, but lightning flashes ever 0:30 (apx.) can make even that trying. The
gist is to use remaining shadowy spots, like behind the TV van and nooks by
the gate, to whistle-lure the first guard; then, the 2nd one can just be shot
and hidden normally. With no opposition, the gate booths can be looted for
their goodies: a Smoke Grenade and two Ring Airfoils. One of the guards also
has a Sticky Camera in his satchel.

That ominous beeping sound should lure Sam in for a quick check, no? There's
no obvious entrance, but Sam can back-to-wall himself past the graffiti'd
brick wall. BUT CAREFUL, because there's a wall mine on the other side and
it plays no favorites. Sneak past it (don't jump around) and things should be
fine. Past there, the executive parking lot is located. Two guards wander the
asphalt here: one pacing the little brick garden area and the other by the
vehicle. To me, the easiest way to do this is hiding in the overgrowth near
the gate (there's plenty of time to accomplish it when entering the lot).
From here, whistle-lure the first guy closer and hide his body, which will
be thankfully hidden from line-of-sight detection by the other guy. Then, just
dispatch No. 2 when a clear shot's attained -- it's easy to pick him off from
the aforementioned corner with x2 zoom. I don't recommend being too sneaky
around here -- it's quite bright and lightning doesn't help. [Shooting the
lone headlight can help on a no-kill run, however.]

Following, descend the sewer manhole to find the underground "river" -- don't
carelessly jump down or Sam bites the big one. Now's the time for extra
vigilance. Shoot out any light source above, including the one through the
metal grate. With that done, eliminate the guard patrolling the sludge through
said grate, because it's easy to forget about him. [Don't whistle-lure him;
if you miss the chance, he runs all the way around to find the source. The
less distance between Sam and the enemy, the better.] Anyway, there's actually
two sewer rooms (the kind with murky crapwater in 'em) and each is connected
by a tiny corridor room. These have cameras in them and not the breakable
kind. When bypassing the first one, shoot out the light above and use the cam
jam to reach the next sewer, which WILL have a guard in it. [He can't be
whistle-lured through the camera hall, though, so time your crossing with his
absence.] Eliminating the final guard should be a cinch in complete darkness.
To reach the exit, Sam has to emerge from a second camera room, but it's much
like the first, thankfully. Use the ladder to exit. [*]

Sam climbs out of the sewer into an even more annoying situation. He's in a
satellite area patrolled by a sniper and two searchlights. The first thing to
do is countersnipe the bozo, which is easy to do from/near insertion. It'll
only take one misstep for Sam to realize there's landmines around here, too;
use thermal imaging to see 'em. The way I see it, there's two ways to proceed:

 • Option 1: The long way around. Sam will have to dodge the spotlights by
   moving across the area, hiding in the resultant shadows the spotlight
   crates (i.e. it shines on air conditioner unit, creating a safety zone).
   However, Sam still has to dodge the landmines, meaning he'll have to
   keep switching back and forth...yawn! At the other end of the yard, Sam
   will enter the second spotlight's domain: it moves slower but doesn't do
   a clean arc like the first, instead shining on the fenced-off area before
   doubling back. Sam should use thermal to see the landmine strip and climb
   on the satellite fence to avoid it. The time to move will be when the beam
   starts doubling back; go any sooner and Sam gets halfway across before
   being spotted. Sam can hide in the littler satellite's shadow until he's
   able to climb the fence and make to the lockpickable door. Whew.

 • Option 2: The cheater's method. After dealing with all this crap this
   level's thrown at the player, having a little break is nice. To do this,
   from the starting point, look for the strip of landmines. Once it's found,
   throw your frag grenade and detonate 'em all. This lets Sam cut across
   to the far satellite and, if the sniper's alive, temporarily draws his
   attention. After that, it's just using the latter part of the above method
   to reach the lockpick door.

Of course, Sam still contends with lightning flashes, so once at the final
satellite shadow, wait until a flash before scaling the fence. Past the mined
area, Fisher happens upon a gate control booth containing one foe. He's not
paying attention, yadda yadda yadda, he gets a new bullet-bored orifice. From
here, use the optic cable to spy on the parking lot -- there'll be one guy
who patrols near the vehicles. When he's near (or even a bit before, thanks
to the lightning flash effect) whistle and he'll come into the booth; when
he tries the light switch, neutralize 'im. LIGHTNING FLASHES HAVE NO EFFECT
IF SAM IS INSIDE, so at the least the creators got that part right. Finally,
this same trick can be used on the other guard nearby.

Whew... Sam now has the lot to himself. Ignore the rest of the place and just
move to the corner behind the nearby turret. The light on the wall camouflages
a vent opening above it, and a half split jump will get Sam roof access. Shoot
the previously fractured window and initiate the rappel point. There's two
guards inside, so Sam will have to identify their positions (one walking, one
by receptionist desk usually) before doing a quick descent with Triangle
button. If one guy disappears, he'll eventually reappear from an elevator on
the left-hand side, so be prepared! Speaking of which, that same elevator is
the way outta this god-forsaken stage.

PART 2: Locate Ingrid Karlthson
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AKA ---: Gaslighting
Alarms?: Yes
Deaths?: Yes
Items -: Flare, 5.56mm Ammo, Sticky Camera (2)

Sam's now several floors up in the enemy's hotzone, and he needs to track
down his acquaintance from the first level. Break the neon sign nearby first
thing, and look 'round the corner. Two enemies should be visible: the shadow
of one coming up a perpendicular hall and one looking through double doors.
Worry about the former first; whistle-lure him and hide him under the broken
neon sign. By then, the other guy will have walked away and stopped for a
smoke across the corridor -- snipin' time. Break out nearby lights here, too.

 • If you're feeling adventurous, a half split jump near the crate stack can
   give ventilation access into the adjacent studio. Surprisingly, it doesn't
   offer as many great opportunities as one'd think, but it's still a fun
   option.

 • Want to circumvent a lot of grief? Those flares come in handy for baiting
   turret fire. This allows Sam to avoid at 3-4 enemies and head straight
   for Ingrid's hallway which, while having its dangers, is nothing compared
   to doing everything the long way. There is a breakable camera above the
   door to Ingrid's hallway, note.

From the studio's lower door, break out nearby light sources. This is even
more crucial than usual because the studio's got three guards and a few'll
patrol areas near there. With that preparation complete, the area should be
pitch dark, and whistle-luring now open for business. Stay just out of the
doorway and coldcock anyone who inspects, then hide 'em by the music equipment
stack (or wherever, really) so they're not found. Because of the proximity to
other guards, allies often come check out gunshots and weird noises, so moving
bodies off the premises is actually quite smart. The guard wandering the sound
stage should be the last to go, since he's often obscured by curtains and the
like. [There's a Flare underneath the studio's breakable light, too.]

Behind the stage, a door opens into an adjacent hallway. Definitely use the
optic cable to snoop around, 'cause this is one gets heavier traffic than
its brethren. There's two guards who can walk around here, plus this place
is adjacent to the two more buddies, the ones patrolling the turrets' halls
(although one should be done in already). To proceed, use the cable to watch
the first guy enter a room, then snipe the fluorescent light opposite the
door. This should bait another guy out into the hall. Wait until the leave,
then hit the final light -- the hallway should be bathed in glorious darkness
now.

Excluding the turret hallway, this corridor opens up into three rooms. At
the end of the hall is the security office containing nothing but SC-20K
ammo. The door nearest the turret hallway opens up into the sound studio,
where a guy is at work on the control deck. He can't be grabbed from behind,
however, and trying to do so will alert him to your presence -- a bullet's an
equally friendly hello. There's a Sticky Camera in there, too. Finally, the
middle door leads to Ingrid and a welcome checkpoint. [*]

Part 4: Trail Ingrid Karlthson
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AKA ---: Guardian Angel
Alarms?: Yes
Deaths?: Yes
Items -: n/a

Ingrid will now take point and lead Sam onward. Her route leads from her
initial stage, down the hall, into the turret hall, and then the long way
around to the elevator lobby where the retinal scanner is. If Sam eliminated
the opposition by taking the studio way, he'll have one guy left near the
turrets, and Ingrid will chat him up to give Fisher a clear shot. If Sam
used a flare to bait the turret, he should have no enemies left. There's an
oft-missed bathroom off the turret hallway that contains a first aid kit and
Sticky Camera (the latter listed in previous section's tally), too.

At the retinal scanner, Ingrid describes her plan to go down the right path
and distract the guard while Sam moseys down the left side. However, a ways
into the strategy, Lambert radios to say Ingrid's cover's been blown. [*]
If given the chance, one of the guerillas will take her hostage, and kill
her if Sam's not quick to take him down (it's like sniping someone with a
human shield). Afterwards, speak with Ingrid to have her unlock the next door.
Note that despite having night vision goggles, the guards tend not to spring
alarms at great distances...must be a gameplay mechanic to temper difficulty.

Part 5: Capture Suhadi Sadono
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AKA ---: Ready For My Closeup
Alarms?: Yes
Deaths?: Yes
Items -: n/a

Sam starts this final stretch in another elevator lobby, and two enemies
are right nearby. Not too hard to dispose of them, although with windows
looking right in, one or both may come check around. Down the hall, look for
the "heavy" camera at the end, and bypass it accordingly with the cam jam. Two
more enemies will be in the lounge nearby, too: one patrolling and another who
may just be standing near the tables. There's not many places to hide bodies
there except behind the counter, though (which also has a first aid kit).

In the lounge, use the soda machine to jump into the air vent. [*] Through
the trapdoor, Sam will finally be in Sadono's studio. Approach the nearby
stage to have the curtains rise and the man himself, plus two lieutenants,
start their broadcast rehearsal. One may think there's plenty of ways to
tackle this, but there's really not. To do this correctly, Sam has to grab
Sadono from behind and use the hostage situation to leave. This is setup
perfectly: Sadono will be facing down the podium and his nearest lieutenant
will be looking elsewhere (for all intents and purposes, ignore the third
guy working the equipment). Basically, to immediately set this up, after
dropping down, hide behind the background image.

When Sadono's grabbed, the tension begins. To leave, Sam has to maneuver to
the far retinal scanner (there's two but only that nearest the ceiling trap-
-door works) and force Sadono to use it. However, this leaves him open to
the enemy's onslaught which will definitely occur. The enemy won't shoot at
Sadono while he's captured...that is, until Sam nears the scanner. Hit R2 to
draw your own pistol and belly-shot these fools, since they'll be drawn into
the bottleneck. It's not too hard to do, although when moving, the pistol's
accuracy goes down the tubes; stand firm and make the enemy reveal itself
first.

Once the scanner's operated, head up the ramp to the rooftop helipad. Of
course, don't miss the enlightening conversation Sam can have first! He'll
eventually give cute catchphrases like "My scars will be the roadmap of
American sins". Pull his cord to hear all of 'em!

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08) LAX INTERNATIONAL AIRPORT (UNITED STATES)                            [WK08]
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Default Weapon: Pistol, SC-20K
Auxiliary Wpns: Smoke Gr, Sticky Sh (3), Ring Air/Div Cam (2), Sticky Cam (7)
Other --------: Camera Jammer, Flashbang, Chaff Grenade

PART 1: Neutralize the Terrorists
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AKA ---: Snakes in the Grass
Alarms?: No
Deaths?: Yes (terrorists only)
Items -: Ring Airfoil, 5.56mm Ammo

Ahh, the final level in the game. Not quite as long as the previous, but it
still packs a punch all its own. Sam'll start near the airport's outer gate,
and Grímsdóttir has arranged for a small distraction: a truck pulling in that
needs to check with the guard. Simply climb into the truck's back end and it
will safely take Sam further in. [*]

 • For the record, taking the truck isn't necessary. If it leaves without Sam
   onboard, he can still infiltrate the basement parking garage, it's just a
   bit harder. The guard outside can be knocked out in his booth, so that'll
   take care of him. The ramp leading in has two security cameras, although
   they're breakable and easy to slip past anyway, so they're non-issues.

As told, some of Soth's men have infiltrated the airport personnel's ranks,
but Sam has inside info -- since they were recently vaccinated, their core
body temp will be higher than normal, and they'll appear oranger than normal
people on thermal (who will have varying shades of color, mostly green). The
terrorists may screw up the mission if Sam lets them live, so he'll have to
play hitman most of the way. Killing civilians is automatic game over, though!
Also note that civilian guards don't carry radios, so if they're spooked, they
run to the nearest alarm and pull it; this gives a little time to pursue and
deliver a beatdown.

This basement area has three enemies. One guard stays in a booth near the
exit door -- he's a terrorist. There's enough light around his general area
that he can be lead outside by cursory glances, although it's quite easy to
sneak up behind him (back-to-wall if need be), brain him with the pistol and
deliver the mercy killshot. The other enemies are a security guard and his
mutt, traveling together along the main road. As before, eliminating the
guard with a Sticky Shocker is the easiest solution because, as we all know,</pre><pre id="faqspan-3">
dogs can't use radios. [Not yet anyway...mwahaha. Wait, we've had this
conversation.] The reverse is also true: killing the dog can get the guard's
attention without the "my ally is dead" call. As for cameras, besides the two
bypassed earlier, there's one more breakable one across from the downstairs
booth. Before leaving via the aforementioned door, access the nearby storage
room for a first aid kit and Ring Airfoil Round. [*]

 • Two things: (1) if Sam hasn't killed a terrorist in an area, he won't be
   able to leave; or, if he leaves, it's game over. (2) Terrorists can be
   interrogated for amusing conversations, and since this is the final level,
   it's worth experiencing.

Further in, Sam stumbles upon a ticket desk and its lavatory -- the former
contains a security guard and two "light" cameras, the latter the janitor.
Both are just everyday folk, yo. As a curiosity, want access to the ticket
office? The keypad combination isn't told, but by luring the guy out (after
breaking the lights and nearest cam), Sam can get in. There's nothing in there
but a soda can "object", though. Use the bathroom vent when ready. [*]

Fisher now finds himself looking down upon the tail-end of baggage processing,
and two guards are chit-chatting. Again, not a hard situation to deal with,
since a bunch of lights are breakable and there's plenty of cover. The convo
will out a worker as a terrorist, though he can't be interrogated. To reach
the next handling area, use either the far doorway (bad) or the conveyor belt
(good).

This area has four guards: one in the upper office (terrorist), one pacing the
far catwalk, and two below (one terrorist). There'll be another conversation
that betrays the terrorist's cover, and both can be incapacitated without too
much trouble. As for the ones up high, the easiest way to proceed is climbing
onto the catwalk on the far side (the one away from lit-up stairway); after
taking care of the rent-a-cop, one can safely plug the remaining doofus. One
will naturally want to snipe the overhead lights first. [Again, there's no
interrogation possible.] As for exiting, take the door by the catwalk office,
NOT the conveyors -- the reddish glow denotes x-rays and they'll raise alarms
all over the place. [*]

Another baggage area! This one is conveyor belt central, but is easier than
it looks. The player is presented with two conveyors running concurrently,
but only the left one contains big boxes. Since both sides have watchers who
manually oversee baggage handling, Sam must hide in the stack's shadow to
get by. Destroy the nearest camera/light first, though. Still avoiding the
red conveyor entrances, continue to find another long conveyor, although its
running against the grain this time. The watcher this time will occasionally
look away, so Sam will have to time his passing through accordingly. The
reward for this hard work is a breakable camera, SC-20K ammo and a door to
the stairwell. [*]

Whew...a killer's work is never done. Grímsdóttir phones in to update intel:
there's two more terrorists than expected. Sam will have to navigate this
boarding area first, though. The overview is like this: the civilians are
the seated passengers in the area, the terrorist is the initial security
guard. The guard moves once towards the far security stand, and only leaves
when the second guard appears (triggered by proximity). Normally Sam has to
hack the far desk's computer to get the 5325 password, but if he lets the
terrorist get there without betraying his own stealth, a special event plays:
the new civilian guard will cover for the terrorist who enters the keypad-
-accessible stairway, leaving it open long enough for Sam to follow and
kill him. He drops an email revealing the password, too, in case one wanted
to return.

But enough about ancient history. That ornate stairway can be blanketed in
darkness by shooting those weird-shaped lamps, which has the dual effect of
shielding Sam from the "heavy" camera's lens. Use the cam jam to destroy the
last light and get into the... [*]

...office block! This room has two guards: a civilian dealing with an irate
customer via phone, and a terrorist walking around. Rather than the usual
fireworks, simply shutting off the light gets their attention (the
civie loses interest almost immediately). If you want to hear chubby's
interrogation, coldcock the desk jockey first or his milquetoast act will
supersede Sam's dialogue (or wait 'til it's done, if you're that patient).
That's the last of the lackey terrorists.

PART 2: Neutralize Soth
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AKA ---: A Pox on Your House
Alarms?: No
Deaths?: Yes (terrorists only)
Items -: 5.72mm Ammo (2)

With the major legwork done, now the real objective begins: locating that
shady Soth character. Adjacent to the office block is a small seminar going
on; there's four guards in there, including the speaker. But why bother with
them when there's nothing of interest there? The office block also opens onto
a long balcony overlooking the airport's entrance, and by popping the overhead
lights, it avoids any unnecessary conflicts. [Although the noises will spook
the next-door neighbors, so to speak.]

When the coast's clear, Lambert says Soth may be right below the balcony and
visual identification is necessary -- it should be possible from the bottom
of the staircase. To prepare, shoot out the lights so the "heavy" camera's
got nothing to work with, then zoom in on Soth with the thermal imaging (must
use binoculars for this part). To escape the landing, enter the adjacent
elevator lobby and shoot out the lights on the right-hand side. This should
give enough clearance to enter the elevator on that side while avoiding the
two "heavy" cams. [*]

Like any good game, a quick elevator ride never goes as planned. When it's
stopped, shoot off the upper grate and climb up. Using the pipework, jump
across the metal crossbars to reach the alcove, which has a "climb out" spot
onto another pipe. At its end length, drop-and-catch the pipe below it to
reach a second alcove. Use the back-to-wall tactic to bypass the obstacle
[*] and chain a half split jump into a shimmy to find the climb-up spot. Boy,
this jumping course sure feels like a test of tactical maneuvers, doesn't it?
From that ledge, shoot the far vent and jump to it -- at the end, drop and
shimmy to reach a series of maintenance ladders. At the top, there's three
rappel affixments to land on three elevators. The farthest one leads to some
Pistol Ammo (x2) and the middle one leads to a civilian's elevator; it's the
vent above that last lift that's of actual interest. [*]

Sam finally reaches the last room. Soth and his men will have infiltrated
this area, with the ringleader on the highest catwalk. Raising any kind of
alarm kickstarts a 1:00 timer until the pox is spread, at which time Sam'd
have to rampage through and kill Soth. Here's the more satisfying, stealthy
method. Note: pistol shots and grabbing/kayoing work best. Avoid loud noise
and overt methods as these guys spook VERY easily. Feel free to use Sticky
Shockers and Ring Airfoils as needed.

The lowest level has two engineers (civilians) and a guard (terrorist) to
contend with. Shooting out the lights without alerting anyone nearby can
be hard, but the main ones are possible from the get-go. First, from the
vent, shoot the spotlight on the left-side ladder series. Then, jump down
and pop the nearest light. Finally, shoot THROUGH the catwalk just above and
get that one, too. This just leaves one more lamp across this lowest catwalk.
Whistle-luring works on all guards here, although the second engineer down
the way can be avoided completely if you're careful. When all these lamps
are downed, and all lower personnel dealt with, climb the ladder series to
4F. There'll be a drop-down point to the 3F catwalk where Soth and one final
night-vision-capable guard remain. The easiest way to do this part is use a
Sticky Shocker on the guard, then sneak up behind Soth. Unfortunately, there
isn't an interrogation dialogue...or any dialogue. Lame. =/

When Soth and his terrorists are slain -- and if you knocked 'em out before,
there's trajectories from 3F to snipe their unconscious forms -- move over
to the pox box for an ending scene.

FIN

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V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
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[Q] - Why didn't you cover multiplayer?
[A] - My PS2 isn't hooked up to the internet, and I'm not even sure Pandora
      Tomorrow still has dedicated server.

[Q] - What do I get for beating the game?
[A] - Nothin'. If you replay chapters on the same profile, though, the game
      keeps track of your best times, # of alarms and such things.

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VI. UPDATES & CONTRIBUTORS                                               [UPDT]
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09-16-11 ----------------------------+ Started walkthrough
09-24-11 ----------------------------+ Finished walkthrough

THANKS TO...
¯¯¯¯¯¯¯¯¯¯¯¯
• Sailor/Ceej, for hostin' my junk
• KFHEWUI, for reporting the Geula District Street Market PS3 bug

NOTE TO SELF
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• Mission 5, Plane hangar: possible to get on storage space above exit door?

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VII. LEGALITY                                                            [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
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who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

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 • Honestgamers.com
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_______________________________________________________________________________
CHIMNEY NEVER LOOKED          Document © Shotgunnova, 1997-2011 (and countin'!)
SO GOOD, FROM LYING                  Splinter Cell namesake © respective owners
IN THE BRACKEN WOOD                               E N D   O F   D O C U M E N T