Splinter Cell: Pandora Tomorrow
Stealth Guide - v 0.98
1. Mission 1 - Dili, Timor
2. Mission 2 - Paris, France
3. Mission 3 - Paris-Nice, France
4. Mission 4 - Jerusalem, Israel
5. Mission 5 - Kundang Camp, Indonesia
6. Mission 6 - Komodo, Indonesia
7. Mission 7 - Jakarta, Indonesia
8. Mission 8 - Los Angeles, USA
This guide attempts to give a perfectly stealthy method to complete Splinter
Cell: Pandora Tomorrow. In my view, that means completing the level without
touching or being seen by an enemy. Generally speaking, making it seem like
you were never there. If anyone has any better ways to complete parts of the
level, drop me a line:
[email protected]
I did it on hard mode, so it should work for normal mode as well. I know I
took
out quite a few lights in some areas, and I admit that makes it all a bit
less stealthy. So again, if you have a better method, please let me know.
This guide was primarily created so the message board would have a chance of
making the top 10. It shot straight to first place, but sadly it didn't stay
there. I decided to finish the guide anyway, at least to document my first
full run of the game, but I can't promise whether I'll be keeping it updated.
Naturally, everything in this guide is property of me, copyright 2004.
Level 1 - Dili, Timor - 2 knockouts - 5 bullets.
This level is pretty damn easy, but there are several sections where it's
tempting to knock down some baddies to get ahead. It took me several hours,
but
I found a way to do the level with just one knockout, and just a few
shattered
light-bulbs.
Area 1
Everything up to the first save point is a walk in the park. After the save
point, walk down the ramp and put your back to the wall. Slide along the wall
and perform the SWAT move when you get to the open section where you see the
enemy soldier sitting on a block.
Look to the left, around the fence, pull out your pistol, and shoot out the
light. The soldier should get up and walk around the left side of the block
he
was sitting on. As he does this, slowly move around the right side of the
block, and connect with the low fence on the left. Near the end of this fence
is a fully dark area, where you can look back at the enemy. He should proceed
around the corner, towards the light you shot out, allowing you to continue
further along the path.
Don't forget about the mines in the path ahead of you, stay to the right and
crouch to take the safe path.
After the next save point, jump onto the block, face towards the house, and
jump again to grab onto a ledge. Move all the way to the end, and drop down.
Go right into the alley, and jump. The game will explain how to get up to the
top. Follow the only route available, and slide down the pipe. Follow the
advice you get, and slowly go into the river. The guard patrolling the fire
will stop near the truck to gaze out over the river. Once he stops doing
this,
slowly proceed towards the bridge. Once he's past the palm tree in front of
the
fire you can speed up a bit. Proceed along the river slowly so as not to
alarm
any native fauna, and get out of the water near the end.
Walk along the paved path to the save point, and continue slowly towards the
soldier sitting on the box ahead. Grab him, and proceed to the far left
corner
of the area, past the door of the house where another guard is located.
Interrogate your catch in the corner, knock him out when you're done, and
quickly run up to the pipe in the right corner and climb up to finish the
area.
Area 2
Climb up the ladders, and drop down onto the balcony. Go just around the
corner, crouch, and put your back to the wall. Slide along to the right past
the soldier with the binoculars, and let go of the wall. Carefully go around
the corner and connect with the wall again. Slide past another guide, and
wait
by the shattered glass doors until Sadono leaves.
Do the SWAT move again to get passed the shattered glass door. Let go of the
wall, and proceed along the balcony towards the fire. Walk all the way to the
edge, and the option 'Climb out' will appear. Climb up to the edge of the
roof, go around the corner, and drop down. You can do this again on the next
pipe there, to get to the next balcony, but since you might be seen by the
guard on the balcony after that, the choice is up to you. Slide open the
windows if you're taking the safe route, drop down quietly, and grab the guy
who's beating up the guy in the chair.
I wasn't sure what to do with him, but I'm pretty sure you have to take care
of
him in some way because of the cutscene that follows the conversation. I took
out all the lights and dropped him behind the plant in the corner of the
room.
Choose either door, since both eventually lead to the stairs. The left door
will have you crouching quietly along the right side of the room to avoid the
guard you avoided earlier on when Sarano was around, while the right door
will
have you going slowly through a corridor, avoiding the guard on your right.
Go down the stairs, and the patrolling guard should just be about to start
his
round. When he's past the fire, and starts walking into the far right corner
of
the room, follow his path, but stick to the left. Put your back to the
container, and use the SWAT move to prevent being seen by the two guards who
are discussing the map in the far left corner. Disconnect from the wall, and
proceed to the far right corner. Grab the bottle, and go forward a bit so you
can see the patrolling guard wait in the dark behind the pillar. When he
proceeds, throw the bottle between the two pillars (in the direction of the
double doors that don't open) in a high arc, and all guards should face that
direction. Make a swift but quiet run to the end bit, and you should be ok.
You can use the SWAT move again here if necessary. If they think they've seen
something, just keep your speed up and chill out for a bit all the way at the
end of the corridor. If not, just go outside into the checkpoint.
The next section has a guard taking shots at you from the far right end of
the
courtyard. On the balcony to his right is the lady you're trying to get to.
Line yourself up so there is a straight line between the shooter, you, and
the
little pillar / lantern on the right side of the courtyard. Use the pillar
to
prevent getting shot in the first bit, and simply stay in the light the rest
of
the time to make it to the other side.
Open the door, go upstairs, and then go upstairs quietly. Be quiet so as not
to
distract the guy by the windw who was targeting you before, and sneak into
the
room to meet up with the lady.
When you're done with her, hurry to the window, climb through, and rappel
down
the wall as quickly as you can. Crouch against the messy wooden fence to the
right, and proceed forward. When the guard is as far away as he gets,
postition
yourself between the dented oil barrel and the ladder to the first switch you
need to disable, closer to the barrel than to the ladder, in perfect
darkness.
When the guard is away again, take out the lantern on the platform at the top
of the ladder. Use stealth to shoot out the two hanging lights along the path
of the guard as well. You may need to follow him a bit to the far end of his
path to get a good shot at the secone one, but I got to take 3 shots out it
no
probs. One of his buddies from the next section may come along, so go back to
the spot between the barrel and the ladder, and the next time the guard
leaves,
climb up and disable the switch.
Find a good moment to climb down, because the guard may see you while you're
on
the ladder. When he's back on patrol, go to the beginning of the alley, and
wait for him to make his first stop. He'll turn around to look back, and when
he turns again to move further away from you, go to the stairs on the left.
Make sure you get to the stairs before he turns again, you don't have a lot
of
time.
Go up the stairs, sticking to the left wall, and wait for the second guard to
stop and stare away from you. Shoot out the third hanging light. When he's
back
patrolling again, and stares away again, stand up and shoot the lantern on
the
platform where the next switch is.
Since it's perfectly dark now, you should have little trouble making it to
the
ladder and flipping the switch. Climb down, continue around the corner, and
get
to the boat and also the end of the level.
Level 2 - Paris, France - 2 knockouts - 5 bullets
Hurry down the ladder as quickly as you can, and drop to the floor. Shoot the
lantern in the next area, and run to the end of the alley you're in. Go a bit
around the corner, and shoot out the hanging light above the first guard. He
should go up the ramp, which allows you to take out the first light against
the
left wall. He should start staring at the wall a little to the left of the
light you shot, which again gives you the chance to take out one of the wall
lights.
He should patrol past the door into the first train carriage. Sneak behind
him
carefully and enter the first carriage. Go further down the carriage, and
duck
behind the last seat on the right. Take out the lantern on the barrels, and
proceed quietly over them. Continue further into the train, and you should
hear
two guards talking. Proceed all the way to the end of the train, staying in
the
dark of course, but don't quite drop down onto the track yet. When they're
done
chatting, they should walk towards the start of the level. One will enter the
doorway near you, so drop down onto the track before he sees you. Stay close
to
the train and he'll turn around and walk further into the train, away from
you.
Grab this first chance (all guards are currently facing away from you for a
while) to jump onto the platform and speed down the passageway. Make your way
to the fire and shoot the left water valve to create a safe path through.
Open
the door.
The next room has 3 bookcases, hence 4 isles, with a lit passageway. Quickly
speed past the first bookcase, skipping the first isle, and go right into the
second isle to prevent being seen by the guard. There's a hole in the second
bookcase which you can crawl through to get to the third isle. Crawl through
when the guard moves past the second bookcase, and watch his movements. When
he
is well into the second isle, preferably with his head behind a bunch of
books,
speed it to the last isle, and take cover in the darkness. The guard should
go
to check the first isle, which allows you to quietly leave the room.
The next room has 2 guards, and thankfully some lightswitches. Wait to the
right of the entrance for the left guard to pass the middle of the far wall.
Switch off the lights, and head to the middle of the room. Both guards should
pass you on your right heading for the light switch, allowing you to get to
the
next door, and out of the room. There's nothing on the computers by the way.
Pick the lock, and hug the lockers to get the checkpoint.
For the next room, hurry to the far-left corner of the room, to where the
desk
on the left side of the room comes to an end. Take the last bit slowly, since
the guards will already start coming in soon. The leader will proceed down
the
middle of the room, and send one guard to the left. When he sends the other
guard to the right, along the path you took, and starts proceeding down the
middle path himself, slowly go through the doorway, staying to the left as
much
as possible. You can go for it earlier as well, when the left guard is
proceeding down his side of the room, whie the right guard is still near to
the
entrance, the choice is yours.
I'm pretty sure you need to take out the next two guys. I've tried using
smoke
bombs, whistling, light shots, but they always kill me or the computer you
need
to get to. Since the sequence where you use the computer is pretty darn long,
I
have no idea how to create that much time without the guards seeing me. Also
it
seems as if any kind of attempt to distract the guards causes them to go for
the crucial computer sooner.
Other's Suggestions:
"Brad Da Man" suggested doing a swat move to get across the doorway, and
throwing a gas grenade in.
"nibbles710" suggested waiting for them to start staring at the last
computer,
before runnning in and taking them both out with one whack from behind.
I took one out as soon as I entered the hall next to where they are, since
he's
standing so close to the window it's easy to take him out. The other guy
should
spend some time being shocked and amazed, allowing you to zoom in on him and
take him out too. Use the computer, save, and hide the bodies behind the
computer you just used. Shoot out the desk lamp by said computer, and you
should be ok as far as body-alarms are concerned. Hiding them at this time
also
gets rid of the guards in the hallway by the boiler room. Hurry out of the
room, and take the second door on your left. Disable the alarm.
Leave the room, go round the corner, and open the door to the next savepoint.
Halfway up the stairs, there's a red light on the wall. It's a motion
detector.
Sneak past it carefully, and open the door at the top of the stairs.
There's some guards shooting stuff, but most of them will leave shortly. One
stays to patrol the area you're in. When he walks away, walk up to the double
doors and pick the lock. It's a 4-stage one, so do your best. Hurry inside.
Take the door on your left, and hurry to the near left corner of the room.
The
camera in the middle of the room doing 360 turns is the one that tends to see
you. Use the computer.
Leave, and go to the keypad across the room. Punch in the code you got (2457)
and enter the room. You'll want the guard behind the glass to notice you, so
jump about a bit by the door until he thinks he sees something. Place
yourself across from the door. After he comes in and turns to his right, go
through the door he opened for you. Stay to the right, but go slowly, since
there's a motion detector on the left wall. Go through the door. At the top
of these stairs, there's a camera and all kind of other ugly stuff. You can
get at least halfway up the stairs before the camera noticing you. Stay to
the right, pull out your cam-jammer, and aim and fire it at the camera. Keep
the trigger down, and strafe around the corner, out of sight of the camera.
Open the door, and wait in the darkness of the doorway for the guard you see
to
move to the computer on the reception desk. When he's there, enter the room,
and move a bit to the left, into the darkness. The other guard, who was
checking out a body before, will now head off to the corridor next to the
door you came in through. The computer-guard will now move to check out the
body.
Quickly run up to the computer, use it, and follow the guard who went down
the
corridor. Depending on where he's looking (you should have some time) hide in
the darkness in the corridor. When he steps up to the keypad, move in behind
him along the left wall. After he leaves, punch in the code you got from the
computer, and go through the door.
Enter the doorway with the steam coming out of it, and switch to thermal or
normal view. Stay on the left side, and you'll reach the controls for
automatic
gun turret. Disable it, and stay on the left so the guard doesn't see you.
Quietly pick the lock, and go through the door.
Wait for the door to close, and go to the section of the walkway by the door
where there's no railing. Drop down and shimmy along the walkway. Switch
between thermal and normal view to time your passage along the steam vents.
They kill you pretty quickly if you don't watch out. Moving the camera
exactly
above Sam helped me get the best view to get past this. Shimmy all the way to
the end, past the guards. They should leave soon, after which you climb up
and
go ahead. Don't worry about the bleeping sound, you'll be able to switch to
normal vision well before you get to the wall-mine.
Take the mine if you want, and go through the door. Climb on to the cabinet
on
the right wall, and you'll get a little cutscene. Climb into the space above
your head and crawl through. Take a left, drop down, and talk to Francois
Coldeboeuf. When the timer starts, don't spend too long chatting with him,
and
climb back into the hole in the ceiling you came out of. In the cutscene
where
you see the guards handling the explosives to blow up the door, you'll see a
steam vent venting steam slowly next to them. Put a bullet in the valve on
the
vent, and the timer will stop. Make your way left through the crawlspace, and
to the end of the level.
Level 3 - Paris-Nice, France - 0 knockouts - 1 bullet
Drop down through either hatch into the first carriage, or walk al the way to
the end of it and drop down. Open the door, but be careful because there's a
guard inside. Enter the carriage very quietly making sure you're in the dark,
and use the binocs to look ahead to where the guard is. When he's in his far
right position, looking to the right wall sipping coffee sneak into the open
space in the baggage rack in the middle. When he's done his little round in
his
cage and starts staring at the right wall again, quietly sneak ahead around
the
left side and open the hatch.
Move along further down the underside of the train. When you get to another
panel, use your optic cable to look through. Wait for the guy to leave, and
climb up. Shoot the light out, flick the switch to open the side doors, and
then
use the optic cable to look under the door, to the right. When the guard
leaves
to start his patrol, leave the room. Head left, and open the door that leads
outside on your left. The person at the second window will leave after a
while.
The next person will finish his smoke, yawn, and fall asleep. From there one
the
passengers don't seem to be paying much attention at all.
Climb back inside, and make your way to the next carriage. The service
personnel
person will have a chat with the person in the first room, wait for this to
complete. When he leaves, go after him, but use the SWAT move to get past the
first door. The guy you're looking for is behind the third door. Hack the
computer like Lambert says, and start following them. You can keep your speed
up
as long as the next door has closed behind them, or use the optical cable
when
necessary. When you enter the next carriage you'll see a guard standing
still.
Stick to the right, and walk as far ahead as you can, behind the little bar
area. Stand up (it's dark enough) and use your mic to listen in on the
conversation.
When Lambert and co are done talking, and two of the guards have left, walk
away
from behind the bar and towards the remaining guard. Sneak behind him and go
through the doors to the last carriage. There's a ladder in here on your
right
(after the door that leads to the side of the train), climb up it, and open
the
hatch. Run your ass off all the way to the beginning of the train, and jump
up
to grab the rope when you enter the chopper's spotlight.
Level 4 - Jerusalem, Israel - 1 knockout, 14 kills - lots of bullets
Talk to the lady all you like, and head along the right wall. Go up the
stairs
and go right around the corner. The guard should be about to walk towards the
gate off in the distance, go left around the corner when he does.
In this alley, stick to the left to avoid being seen through the open door on
the left. Stay by the left wall after this to sneak under the next lit-up
window. When the cop who's patrolling the next area starts to walk away
again,
follow him, staying to the right side of the alley. Park yourself behind him
when he stops and wait for him to leave again. Navigate through the darkness
around the lights to enter the alley on the left, and stay to the left to
minimize your exposure to the light.
You'll come to a small courtyard with a cop and two Jews. You can easily
sneak
by them through the darkness, and if you want to play it totally safe, you
can
even wait for them to sit down first. Go to the far left corner, and wait for
the cop to pass the Jews. Slowly proceed to the far right corner, and go left
around the corner. The cop here shouldn't pay much attention to you coming
around the corner, and start harassing some guy drinking OJ. If you're fast
enough you can sneak around them in the darkness all the way around the left
side of this courtyard, and wait in the corner by the fruit store. When the
cop
leaves, enter the store and go into the passage by the curtain.
The next section is another section I think you can't get away without taking
care of the 2 baddies. Even if you stay completely out of their way they'll
notice you for some weird reason. So they have to go. I like to crawl up to
the
first one, stand up, and put a bullet in his head. The other one will turn
around, turn around again, grab Saul, and turn around again. While he's doing
all the turning you can get a lot closer to him and put a bullet in his head
before he even thinks of pulling the trigger on Saul. Grabbing the first bad
guy
from behind gives you a cool hostage shoot-out BTW. Saul will give you your
stuff.
If you like you can talk to Saul again and have him help you pass some
guards,
which also includes a pretty neat optional sequence. Saul's route should keep
you out of trouble, but keep a fair distance. When you've left the courtyard,
hide behind the crates on the left and let Saul continue. A cop will appear,
and
leave again. Follow Saul ahead and into the alley on your right.
I hid the body on the high level of the quiet place where Saul takes you. Go
back the way you came but take a right to continue down the street you were
in
before. The cop might be back, so look out for him. Put your back to the
right
wall and shimmy past the light to prevent the guy sitting by the light from
seeing you. Go round the corner, and down the stairs, and hide against the
double doors on your left. There's a woman approaching in the distance, allow
her to pass you, and resume your path.
Down the stairs, to the right, and you'll see two guards in the distance.
Wait
for the guards to finish their conversation, and sneak after them. Stay
around
3-4 metres away, and you'll be ok. Take a rest when you get to the first
hanging
light on the right, because one of the guards may turn around before going
further down the street. Wait again at the lit-up sign on the left side,
because
the guard will look back again when he's quite a bit further away. Continue
down
the street after all guards have walked off to the end of the street.
Continue down the street, stopping at the "Jaffa Gate" sign by the basket on
the right, or the "Jesus Christ - Son of God - Resurrection" sign on the
wall. The
guards may move randomly after a while, so find a clear moment and continue
to
the end of the street. Another safe spot to hide is a little further down on
the
left. Take a left at the end of the street, but walk quietly, the guard there
seems to be very sensitive. I stayed to the left to get through the light.
When
you get to the gate, take the pipe up on your right. Climb over the walls,
and
drop down at the end. Jump to grab onto the cable and swing across. Rappel
down.
Talk to the lady behind the fence. The fence will open to the left of you and
you can go through. You have to follow her, but you can get really far away
without failing any objectives for now. She'll walk straight down the street.
Past the two people who are talking outside on the left, there's a street
light
with 2 types of lights in it. Shoot the right one, and you should have enough
darkness to catch up with the lady. When you see the guard in the distance,
wait
for the lady to get to him. They'll start a conversation, and at a certain
moment, the guard will turn around. Sneak in closer to them, and wait on the
left, opposite the gate with the light shining behind it.
If the last guard sees you, you can also stick yourself to the wall in the
narrow passage before you get to him, and run for it when he's passed you.
The guard will leave, after which you can follow the lady down the alley.
When
you get to the end of the alley, a cop may pass by. When he's left to the
right,
exit the alley and go left. The lady will stop, talk to her. She'll leave to
go
through the market stalls, but be careful, there's guard patrolling right
through them. Wait for the guard to walk away, and sneak around the walls to
your left. You'll come to a passage that leads around the market stalls. Wait
at
the end and resume following the lady.
Go down the stairs in the shadows, and do the SWAT move several time against
the
rock sections. It doesn't matter if the guy who's praying is kneeling or not,
he
won't see you as long as you SWAT. Checkpoint.
Go through the alley and keep your eye on the left. When you see the guard,
and
he starts walking, slowly continue along the right wall and hide by the first
door. Wait for the guard to start following the lady. If he's following her,
the best you can do is follow him. He'll stop after the first lit-up shop to
walk back, so wait in the darkness and continue when he's past you. Speed
through the light, so the guard at the end hasn't started his round yet.
There's
plenty of darkness to pull off the same trick again.
After the next corner, there'll be some more conversation. Hide on the left
side of the entrance to the area with the market stalls and wait for the
conversation to finish. Follow the lady to the end of the street and talk to
her.
After the checkpoint, the guard should be heading down the alley on your
right. Dahlia will head down the alley on the left. Wait in the darkness for
the guard going down the right alley to return after which he'll start going
after Dahlia, or until you see him taking a left and walking away along the
far side of the square. Go down the right alley all the way to the end,
sticking to the left wall. A guard will come out of the alley at the end,
wait for him to pass, and go into the alley he came out of. Go down the
alley, and climb up the pipe at the end.
Enter the room quietly, and continue out of the doorway. There's two people
watching telly on your right now, so stay well behind their chairs. Sneak to
the window in the wall ahead, and look out. There'll be two guards patrolling
the courtyard. When the left one is heading away from you, climb out of the
window, and head to the rainpipe on the right. Even if the guards see you it
shouldn't be more than a "I think I saw something!"
Climb to the top, and make your way along the roof as quickly as you can.
Rappel down at the end, staying in the darkness at the top to check for cops
below. Dahlia should be on her way to chat up the cop in the alley below, but
don't wait for her, start walking down as soon as you can. When you get down
hide immediately against the opposite wall. If you need more time, you can do
a rappel jump at the top of your descent without the guard hearing you. Even
if he does see you, pick up the can a little further down the alley, and
throw it over his head to make him turn away. Follow Dahlia, carefully
sticking to the left.
She'll run into another cop at the end of the alley, stay in the darkness to
the left and wait for the conversation to end. The guard will stare at the
left wall for a short while, before coming back and blocking your passage
pretty much completely. Use the can in the alley to distract him, or put
yourself against the wall on the right, and whistle. He'll come down the
right side of the alley, allowing you to sneak past him on the left. Go
through the door on your left straight away, or chill out in the alley to the
right until he leaves completely, and go through the door.
There's two doors to go through here, you can take the one on the right and
explore freely and pick up some ammo, shockers and foils. I ended up with 4
of each. Take the left one to find Dahlia. Get in the elevator. Stop reading.
I didn't know what to do at first when Lambert gave me the order, but I was
quick enough to realize an order is an order, so I took her down. Not taking
her down yields an earfull from Lambert.
Position yourself in the middle of the elevator, looking towards the exit of
course. Wait for the gate to open, and shoot the first guy with a shocker.
The guy behind him can't shoot because he'd be shooting his buddy, so shock
him as well when the first guy drops. Stay right where you are, a third guy
will come round the corner after a while. Take him out too.
Never mind about the bodies, there's no use in pretending you were never
there now. Take a left and follow the walkway. Go down the stairs quietly,
and go back, under the stairs. Drop off the side, into the crawlspace under
the floor, and head to the left wall, where it's dark. Crawl along the left
wall, behind the guard who should be standing in the corner. Wait for the
patrolling guard to pass you and head for the stairs you just came down, and
quietly go to the end of the crawlspace, hugging the left wall. Don't go TOO
slowly though, because you'll need to be quick to get around the next corner
before the next guard starts his patrol. Try to get up onto the walkway
again, go towards the next guard, and immediately drop into the water on your
left. The guard might think he saw something, but that's no biggie.
If you get seen, you might try hiding under the walkway where you were
before. You can watch the guard in the next room from here, and climb up when
he's just gone round the corner. Don't forget to make sure the guard who's
patrolling overhead is far away too.
If necessary, stay in the water until the guards resume their normal patrols.
You should stay to the left, with your back against the wall between the
vertical pipes. The guard will walk in a square shaped route around the
walkway. When he passes the corner that leads back to where you came from,
carefully move around the pipe, and wait by the near side of the walkway, by
the doorway. When the guard passes this point again, climb up, and go through
the passage.
There are two guards in the cage ahead of you, and there's one patrolling in
the passageways far off to your right. Stick to the right wall, and wait for
a patrolling guard to come by, and enter the passageway. Follow him, staying
to the left of the alley, and keep following him after he takes a right. Stay
with him, and hive against the shadowy section of the wall on the right.
He'll stop at the end, turn left, and continue to walk away from you. Head to
the corner he just left, and put yourself against the right wall. Wait for
him to come walking back and continue forward.
From this point onward, I just took everyone out because it just got a little
to hard to handle. I have a plan for getting through the entire last section
unseen, apart from the 3 guys that you have to take out after Lambert tells
you to kill Dahlia, but I'll figure the details out later.
Anyhow, once you get the virus, and make your way to the elevator (which
should be a big deal with all the enemies lying dead on the floor) enter it,
and you'll find youself back on street level.
Shoot out all three the lights in the alley where you start, and proceed
forward carefully. I now sincerely regret not pumping Dahlia full of lead.
Anyhow, stick to the left first, and look forward, high up in the buildings.
You'll see two people sniping you (if you let Dahlia live that is). Take 'em
out. Now head along the right wall, go round the corner to the right, and the
corner to the left, and look to the far left corner of the square. There's
another sniper up there, take him out. Now you can stay along the right side
and you should make it to the exit no probs.
I promise to post a stealthier way for that last bit of Jerusalem after I've
finished the game, I know it's possible, it's just taking too much time now.
I'll be sure to kill Dahlia next time too....
Level 5 - Kumdang Camp, Indonesia - 1 knockout - 3 kills.
You start off on a jungle trail. Follow it until you get to your buddy
Douglas. Chat with him a bit, and use the line to glide down to the lower
level. Crawl through the marihuana patch, and head for the darkness by the
tent ahead of you.
Crawl along the tent VERY carefully, and an enemey will come out of the tent
to your left. He'll yawn, walk around, and sit down on the bench. When he
does, carefully move past him, constantly staying close to the tent on your
left. Another way is to speed past the tent (still crouching though of
course). If you do this he'll do a longer patrol, but your timing will be
great for the next section.
When you get to the bottles on the floor, stop and look around the corner to
check where the patrolling guard is. When he starts walking back into the
distance, follow him, staying close to the truck on your right. When he gets
to the end, go around the back of the truck, and find some darkness to hide
in. If you went around the tent quickly before, the other guard should
automatically be on his way back when you try to sneak past the truck.
When the baddy starts moving back again, proceed to the barrel to your left,
and you'll hear some conversation. Stand up behind the barrel and you can
keep an eye on the talking enemies with your binocs.
When the enemy starts resuscitating his buddy, stay on the left as much as
you can until the option "Disable" appears on the screen. Disable the
tripwire, and wait for the guard who was trying to fix up his buddy to come
by. He'll start walking away from you after that, so follow him, staying to
the left. He'll stop halfway, so wait by the tree / fallen tree combination.
Continue following him until you see a fat tree on your the left. Hide in
front of it, even if it doesn't feel like hiding, and he'll turn around in a
clockwise direction, so he'll continue his patrol without noticing you.
Continue along the left side, and disable the next tripwire. Weave your way
through the trees on the left, and stop by the third rock. Wait for the next
patrolling guard to come near you. When he heads back, follow him, staying to
the left. Disable the trip wire, and continue following him. Hide by the tree
and bush on the right. The guard will stop, turn around, and walk back, which
allows you to sneak ahead.
Keep to the right, and you'll find another wire to disable. Make sure the
previous guard isn't too near, and continue past the little shack into the
darkness. Stick along the right side and you'll come to a truck. Pass the
truck, staying on the right, till the next checkpoint.
Proceed to the door you see ahead on your left. Stick to the wall by the
entrance and listen to the conversation for a bit. While they're still
talking, enter the building and sneak to the left. Wait by the ladder for
them to both have their backs turned to you, and climb up the ladder. Flip
the switch at the far wall. The lights will go out, but the guards won't know
why. Walk to the opening in the railing and jump up. You'll grab a bar which
allows you to get to the middle of the plane. Drop down quietly (B) and drop
off the plane to it's left rear side. Crawl around the wheel to the front and
stand up to plant the explosive. If you're crawling and there isn't enough
room to stand up nothing will happen when you select "Set explosive".
Once you plant the explosive, a guard will come in through the door near you.
Leave the building using the door on your left now, avoiding the 3 patrolling
guards of course, and you'll hear another conversation. Walk through the
opening in the walls, and quietly sneak to the left. Pass the barrel that's
on fire and the guards will think they saw you. Quickly run back along the
left wall, cross the opening you came in through, and speed along the right
wall. Enter the guardhouse, flick the switch on your right, and flick the
switch on the end of the desk to open the gate. Hurry outside into perfect
darkness.
If that doesn't work for you, do everything as above until you cross the
opening you entered through. Stick to the right, and hide behind the last
crate. Wait for the guards to resume their patrols, and find a moment where
both the guard inside and outside are looking away from you. Enter the
guardhouse, flip the lightswitch, and carefully flip the gate switch. It
should be very dark outside now, so sneak out before the guard starts walking
and hide in the darkness.
Stay near the plants in the corner across from the guardhouse, and wait for a
moment when the guard patrolling outside is walking away from you, preferably
FAR away, and the guard inside is looking out over the area you want to get
to. Sneak up to the outer wall of the guard house, and put your back against
it. Slide along, and wait for the guard inside to start staring out of the
door. Disconnect and continue into the checkpoint.
After the checkpoint, get against the side wall of the guard house. When the
guard inside turns away, continue along the path and get under the boarding
on the left side. When the guard and his dog come, whistle while you're at
the beginning of the boarding, and then quickly continue through it. Stick to
the left, until you get to the tree with the box in front of it. Enter the
tent to your left, and listen to the conversation.
When they're done with their conversation, the right guard will walk away to
the left, and soon after, the left guard will leave also. When he does, sneak
up to the ladder and climb up. Take out the guy at the top of the ladder
however you please, and use the zip line to get into the camp.
Area 2 - Inside the camp
Walk forward quietly, sticking to the right, or you'll be seen. Wait for the
conversation to end, staying in the darkness by the house to your right. When
the third guard has gone up the ramp (including Sadono) he'll stop at the end
before starting a patrol there. Go to the platform in front of the house on
your left to trigger this patrol.
There should be a moment where the guard patrolling near you has just passed
you going from right to left, and the guard patrolling up on the walkway has
just turned around. Sneak behind the guard patrolling outside and head under
the porch of the house to your right.
Waiting for the patrolling guard to pass you going from left to right works
too, but there'll be more risk from the other guard. Just find yourself a
good moment to go for it.
From this perfect darkness you should be able to proceed under the walkway
until you see Sadono and one of his men again. Trail them carefully, until
you've passed through the curtain and find yourself outside again. Head into
the alley on your left, and do a half split-jump just before the end of the
alley. Jump up to the window, and pull yourself in. Carefully sneak through
the house, down the stairs, watching out for the guard in the room by the
stairs. Go the other way, and outside through the door on your left. Don't go
through too soon after Sadono does, or you'll be seen.
Head forward and you'll see a house on your right. Sadono went through the
house, but you'll want to take the outside route. Go to the right of the
house and put your back to the wall. Stand up, and slide along the wall into
the checkpoint.
Sadono will have a chat with one of his men again, and then continue. Sneak
through the darkness along the right wall, and wait for the patrolling guard
to turn his back to you. Continue along the right, and climb up the rainpipe
on the wall quickly. Once your at the top you'll be in the dark again. Slide
along the right wall, keeping your eye on the guard downstairs making sure he
can't notice you. Heed into the darkness at the end of the balcony (there's a
sticky cam on the crate to your right here, if you need one), and proceed
along the left to the clothes line. Go right at the end, and wait on the left
side of the ledge, where the curtains are.
Shoot a sticky cam on the wall behind the leftmost guard, and listen to the
conversation to pick up the code (1492). You'll also notice Sadono is a
wicked ventriloquist.
Go back past the clothes lines and take a left. Drop down carefully when the
patrolling guard is away and head completely into the corner on your right,
back against the wall. Whistle to call the patrolling guard. He should come,
and go, and then enter the building you just dropped out of. Head across the
area to the far wall, behind the truck, and start heading along the wall to
your right until you see the guard. Shoot something over his head against the
wall to the left of the entrance to the next building. I used a sticky cam to
make him leave his post. Hurry into the building, and climb down the ladder
in the corner.
Be very quiet while Lambert and co are still talking, because this guard
seems to be have very good ears. When he walks away, walk ahead and quietly
drop down. Go around the pillar and put your back against it. Keep using the
SWAT move to get through the room. Don't worry, even the guard looking
straight at the second passage won't notice you. Disconnect at the end, and
wait for the guard patrolling at the top of the stairs to turn around and
walk away from you. Go through the door.
Head up the stairs, and flick the light switch. Navigate around all the
people through the darkness, towards the door in the far right corner. It
doesn't really matter if the white jackets see you, as long as you make it to
the door without the guards seeing you. You should almost be at the end of
the tables when the last white jacket turns around. I took the middle alley
around the white jackets, and snuck into the far right corner at the end.
Stay by the door you came through, and look at the lantern you can see at the
through the doorway on your left, at the end of the room. When the patrolling
guard stops by it, shoot it, and stick you back to the wall on your right.
Shoot out the light to the right of the other doorway, and head over there.
Take out the light on the wall behind you as well.
If you were quick enough, the patrolling guard should only care about his
shattered lantern, and start patrolling again. You should still be in the
first room, with a clear shot of the light above the door the pilot is
standing next to. Take out the light.
Sneak up to the pilot, and talk to him. I can't believe the guard can't hear
you, but oh well, whatever works. Also, there's a weird glitch here, where if
you take out the light, the pilot will go all scared and crouch down. For
some reason, he can't talk to you in this state. You can get him to stand up
again by taking out the 2 guards (?!?!!) so in my opinion it's an ugly
glitch.
I'm not sure how to keep him stood up, it went right automatically the first
time. And now the second time, I missed the light next to the pilot once
before hitting it, which caused the guard next to the pilot to think he heard
something. Maybe that's the trick, he's still stood up now in any case.
Another possible solution, which I discovered in a later level, is to use the
pistol instead of your rifle.
After talking to the pilot, you'll have received a code for the keypad by the
door (0623). Use the keypad, and go through the door. Make sure the
patrolling guard is walking away from you and climb up the ladder. Go through
the doorway, and give the guards some time to walk around the corner. Follow
them, and wait for the covnersation to end. When all is clear, go round the
corner and climb up the pipe on the left. Go between the two fences and
continue along the roof. "Jump down" through the hatch at the end.
You'll find yourself hanging from a pipe. Drop down by the wall to grab the
flare if you like. Jump back up to the pipe, wrap your legs around it, and
shimmy all the way to the end of the room. Don't worry about the flashing
light, it's too far away.
Drop down when you're past the pro-boxing champ and sneak past him, along the
side of the water cooler. I waited for him to start coughing, but you might
be ok at any moment. Checkpoint.
There's a guard patrolling outside, and another gun turret in the distance.
The patrolling guard walks a very long line, so you should have plenty of
room to move around without being seen. Wait for the light coming through the
doorway to go away, meaning it's gone fully dark outside. Sneak along the
left very slowly, because there's a guard standing right by the doorway. Go
through the fences, and past the windows, and wait quietly in the darkness by
the gun turret controls. When the patrolling guard walks away, enter the
house, and head to the right. Pick up the ammo on the desk if you need it.
Open the next door, and go through. When the door closes, wait in the corner
by the door. Find some good opportunities to take out the 3 lights ahead of
you. The guards may come very close to you, but they shouldn't see you. Two
above the passageway, and the one above the double doors. One good
opportunity is when the far-away guard has turned the corner to walk away
from you, and the nearby guard is standing by the passageway with the 2
lights on it. Another is when the far-away guard is going round the corner,
and the nearby guard is patrolling the area to your left. I found the guards
here made a lot of fuss about the lights without actually reporting anything.
Oh well.
Sneak up to the double doors through your self-created darkness and punch the
code (1492) into the keypad. I like to sneak along the left and put my back
against the wall by the crate where the searchlight starts. Then when noones
looking you should have a clear run to the double doors. Go through the
doors, and head right carefully.
Sadono's making a lot of phone calls in the next room. Do some SWAT moves if
you like to follow him. When he's done, he'll use the computer, and leave.
You can watch him going through another door if you move back the first
entrance to the room. When he does, take out the camera. Sadono may come
back, but he'll just leave again, after which you can use the computer. Also,
keep an eye out for the guard patrolling along the house outside. He may
think he sees something, but you'll probably be ok.
You're ready to leave now, so head through the corridor that leads around the
house. Flick the electricity switch if you've seen the sequence before, else
don't bother. Though I've read it also turns out some lights. Run along, and
head outside.
Open the door and you'll be lit up by the torches of two guards. Wait a
moment, and they'll be attacked from the rear. Since this was a full out fire
fight I figured I may as well join in, so I took out the three guys. Run into
the distance to get to your extraction point.
Mission 6 - Komodo, Indonesia - Just the 2 unavoidable fire fights.
Area 1
You'll find yourself in a field, with a guard patrolling nearby. There's also
a laser targeter in the are that you'll want to stay away from. Stick to the
left wall until you get to a what looks like a crushed and almost flattened
shack. When the patrolling guard comes as close to you as he ever will, and
starts walking away, head along the left and climb onto the low platform by
the house.
Wait in the dark for the guard to walk away again, and head through the
'curtain'. Quickly proceed into the next room, and put your back to the wall
by the doorway that leads outside. Hang out the side and take out the
lantern. Quickly SWAT move to the other side, and wait for the guard to come
and check things out. When he's gone, go outside.
Sbeak a bit to the right along the house you came out of, staying in the
dark, and whistle to make the stationary guard check things out. If you're
not a big fan of whistling, there's an empty can in the house you just came
out of you can also use to distract them. Speed along the left, climb onto
the platform, and enter the house. Quickly exit the house through the other
doorway, and slide along the right wall.
Lean out again at the end, and take out the lantern on the floor by the left
wall. Hurry over the shattered glass to the burning barrel, but don't enter
the light. One guard should have gotten up to patrol. Once he's pretty much
done, the guard who was still sitting down should leave. Once the first guard
returns to his place sneak around the barrel and into the water.
Never mind the dogs, just make sure the guard doesn't see you. After a while
he'll figure the dogs are imagining things and he'll return to his buddy.
Sneak out of the water and into the alley on your left. Jump up and do the
semi-split jump to get into the window.
Drop down off the ledge to your left, and exit the door. Be careful, because
there someone doing some target practice outside. SWAT move over to the shack
with the generator, and wait for the guy to finish shooting. He'll walk over
to the table by the shack, and sit down. Exit the shack near where he's
sitting, and stick to the left wall. Climb up the pipe carefully, and hang
from the bar. Put your legs around the bar, and slide over to the end. Drop
down and open the hatch you land on.
Switch to thermal so you can see the security laser grid. You can watch the
holders go up and down in night or normal visio as well, so use whatver works
for you. Make your way through the lasers and go down the ladder, and into
the checkpoint.
Use the elevator to go down, and exit the elevator. It's light shootin' time.
Take out all the long type lights you see. There's two straight ahead of you
you should take out, and one in the first hallway to your right. Take out the
light furthest away first, then the nearest, and then the one in the hallway
to the right. Once they're out, sneak against the left wall of the hallway on
your right, and slide beneath the huge picture of the ship schematics. A
guard will come, and you can go through the door he opened for you. Quietly
sneak around the machines, and grab the techie.
He'll raise the sub for you, but the other enemies will find this suspicious.
Watch the sequence until everything is explained, and then knockout your
hostage. One of the guards may now be in the room with you, so when facing
the freshly surfaced submarine, head to your right, with the techie's body.
Stash the body in the corner to the left of the desk with the PC on it, and
quietly sneak out of the room, staying close to the left wall. Slide
underneath the picture again, and take a right. Follow the hallway to the
door around the corner.
Area 2 - Infiltrate the submarine
Head up the stairs, and over to the light switch to the left of the door.
Once the guard starts moving, open the door, and start following him. When he
stops, hide in the darkness with your back against the wall on your left.
When he walks back he should pass you. Continue along the walkway all the way
to the lift at the end. Shoot the light in the lift, exit the lift to flick
the switch next to it on the railing, and re-enter the lift.
I took out all the baddies shooting at me, though I didn't get the idea they
were hitting me. Get off at the end and take a left. Head all the way down
the stairs and outside. Follow the walkway until there's no railing ahead of
you. Drop down and hang from the side of the walkway to let the guard pass.
Climb back up, and head to the sub. Climb down the ladder, and walk into the
checkpoint.
Climb down the ladder, and quickly but quietly make your way ahead, sticking
to the right. Hide in the corner by the pipe with the valve on it and wait
for the guard to pass. Immediately after he does, sneak around the corner he
came from and head for the door at the end. Quietly go through.
There's a guard in this room, but luckily, he's asleep. He's easy to wake up
though, so very quietly make your way through the room, and down the ladder.
If he does wake up, you can hide against the wall by the entrance.
There's another guard in the next area, sitting at a table. Do a SWAT move to
get to the other side of the doorway, and flick the light switch. Enter the
room in the darkness, and go under the crawlspace on the right. When the
guard passes you head for the door out of the room.
Go through the next door, and wait in the far right corner. Move the camera
so you can see through the glass in the next door into the hallway ahead. A
guard will come round the corner, and enter the room you're in. He'll start
messing with the controls, giving you a great chance to grab him.
Pull him through the next door over to the retinal scanner and push his face
into it. Take him and yourself through the door. As soon as you enter,
quietly move you and your hostage to the near right corner of the room,
behind the machines.
The room should be clear of guards soon (with one focusing 100% on the
periscope). Take out your hostage, and leave him by your feet. Head over to
the right, and you'll be able to use the computer.
Leave the room, and head right. Climb up the ladder, and the next one. A
walkway will be lowered for you. Cross it, and you'll be noticed by a guard.
Start picking up the goodies on the crate in the corner if you like, but be
ready to shoot the guard when he comes up the stairs. Walk all the way down
to trigger the next set of enemies. Run all the way back up to the walkway,
and take out the barrels from up there. You'll know when you've got them all.
Run down the stairs again, and past where the baddies were. Go down the
stairs at the end, climb down the ladder, and complete the mission!
Mission 7 - Jakarta, Indonesia - Just the one unavoidable fire-fight.
Area 1
Talk to the pretty lady until she bores you, and climb down the ladder / jump
down. Rappel down the roof, and drop down off the building. Head to the brick
wall nearby on your right, and the raincoat standing under the light in the
distance should start walking. When he turns the corner, go to where he was
standing, and climb up the pipe to your right. Walk over the roofs, skipping
the pipes on your left, until you reach an option "Climb out" at the end.
Don't climb out yet though!
From where you are now, you should be able to see the light bulb in the
swinging light in the next alley. Take out the light, it'll break even if you
put a bullet through the top of it. Climb out now, and climb down. Find a
moment when the guard are away, and take out the big bright light on the wall
on the left. You can only see the light from ground level more or less, so
don't bother looking for it from the pipe.
When the light is out, hurry to the left, and climb up the ladder. Climb up
the next ladder, and onto the roof. Walk to the side, and jump to the
zipline. Zip across, and enter the building. Jump to the pipe in the middle
of the room, and slide down. Go to the doorway to enter the checkpoint.
Speed is the key word for the next area. I used the scenario where one guard
stays by the van, and the other one patrols the far-away area of this street,
where we want to go.
Go to the doorway, and shoot out the light on the outside of it. Head
outside, and hide behind the bins to your left. Wait for a lightning flash,
and stand up. When the patrolling guard had just started heading back towards
you (he's REALLY far away still), pick up the bottle, and throw it a few feet
ahead of the guard standing by the van, just a bit past the ticket stall.
At least one guard should notice. The patrolling guard should just be coming
into view now, and the van-guard should be interested in the section of
street around the corner, with the gun turrets.
Shout out the light in the corner above the ticketstall, and you should have
the patrolling guard's attention. When he's heading into the street you want
him to go, go ahead, along the left, and take out another light in the street
with the turrets. That should keep them occupied long enough for you to make
a run to the end of the street. There's a line that keeps you pretty much in
perfect darkness at least until you're past the street you lured the guards
into.
Hide in the far left corner, and take out the lamp on the other side. Go over
to where the lamp was and climb over the fence. Hide in the hanging garden
type thing right in front of you.
I had a lot of trouble with the previous area on later runs, so here's
another way. This method has worked twice for me already. Come out of the
doorway, and shoot out the light above the doorway. Hide by the bins, and
take out the furthest away ilghts you can see. They should be the ones next
to the gate you climb over a bit later on. Also take out the light on the
corner, by the ticket stall. When the guards do their normal patrols, the
near guard should walk by the ticket stall. Follow him, and hide behind it.
When he passes by you again to walk back to the bins, you should be able to
sneak ahead through the darkness, and wait until the next guard turns around.
Follow the next guard (he'll stop, but don't worry) staying to his right, and
sneak to the right wall when you reach the lights you shot out earlier. He
should make a left turn, and walk back, which allows you to make it over the
gate.
Shoot out the lantern dead ahead, the type you've seen 20 of already in this
level, and the big box-type light. Also take out the light of the pick-up
truck you see on your 2 o' clock. When the guards ahead of you are walking
away, head forward, sticking to the left as much as possible. Once you pass
the bell tower hide by the end of the plantbox there. You'll be safe from
lightning too.
Your destination, a manhole with a ladder in it, is just around the corner of
the gate in front of you. Wait for a lightning flash, and then make your way
through the darkness past the guards behind it very carefully. Climb down,
drop down and hurry into the next doorway. Put your back to the wall left of
the next doorway, and wait for the patrolling guard to come along. When he
starts walking back, follow him, but stop at the next doorway you encounter.
Don't go too far, because there's a camera in the next room.
When the patrolling guard enters a room all the way at the end of the tunnel,
take out the light by the doorway you're sitting by. Take position in the
tunnel so you can take out the camera in the next room. Hurry to the right of
the doorway where the camera was.
A guard will come and investigate. He'll look up at the camera, turn around,
and walk away. Sneak through the doorway he came through and hurry to the
ladder at the end. Jump up to it and climb to the checkpoint. At last.
The next section is just pure fun I find, a welcome change from the hell
we've just been through. After crawling up the ladder you should be nicely
hidden behind some kind of receiver. There's a sniper in the middle, and some
automatic search lights. To add to the fun, there's mines all over the place.
You'll need to move around the sniper tower in a counter-clockwise direction,
hiding behind crates and receivers as necessary.
The first run is easy. Wait for the automatic searchlight to start moving
away from you, and follow it. Switch to thermal before you run so you know
which path leads you around the mines. Hide behind the next dish. When the
searchlight goes back again, run and hide behind the crate. The next 2 mines
are close together, which I why I recommend hiding behind the crate. When the
light leaves again, proceed to the next dish.
When the automatic searchlight and the sniper's light are both away (i.e. not
staring at the fence) move to the fence by the sniper tower, so you have a
direct minefree line between yourself and the fence. When the sniper looks
away again, run up to the fence and climb over. Hide behind the electricity
box to your right, so you can see the door.
When the sniper looks away, run up to the door and pick the lock. Sneak
through so you don't alert the guard in there, and hurry outside. Speed it to
the left rear view mirror of the car (a bit further back so your head doesn't
show), and put your back against it. The guard won't see you and you'll have
time to listen to Lambert.
When he's done, wait for the guard to be away from you, and hurry to the
corner the car is pointing to. Climb up and wait again for the guards to give
you a clear run. Run along the ledge, and do a half-split jump. Jump up to
the ledge, and climb up onto the roof. The guards may see you, you'll just
have to keep an eye on both of them.
On the roof, you'll see a glass section, with a pole next to it. Shoot the
damaged glass by the pole, and rappel down. The guard should stay where he is
for a while, so use that time to hide in the dark corner nearby. The guard
will walk all the way to the far end of the room, where we want to go. When
he passes you, start trailing him to the end of the room. Hide in the
darkness in the far corner and wait for him to leave. Proceed to the elevator
and use it.
Area 2
Carefully exit the elevator, and proceed to the corner on your left. You can
see a guard ahead, behind some double doors, staring at you. When he turn
away, proceed carefully to the next corner. Another guard is there, who
should start his patrol soon. Proceed carefully to the double doors where you
saw the first guard, and go through them.
When you see the guard go round the corner, quietly tail him but don't follow
him. Instead do a half split jump against the crates on your right, and climb
up. Go through the vent, and you'll come to a studio type room.
There are three guards patrolling this room, which makes it one of the
tougher ones to get through. You should be safe all the way along the top
level of the seats, as long as you move quietly. There's some curtains on the
stage level, and behind them, in the far right corner, there's some perfect
darkness to hide in. Our target is also in the far left corner of the room.
You can look through the curtains with thermal vision.
It's hard to give a fail-proof description, but I waited till all 3 guards to
be in the far right corner of the room. Just before this, the hooded guard
walked behind the left curtain, and game back around the far left. I threw
the bottle as far into the far left corner as I could (using the left
trigger) and made a quiet run for it. One guard came to the far right corner,
and looked along the far wall, but he didn't see me in the corner. When he
left, I went through the door. This method seems to work each time. Just wait
for the hooded guard to make his round around the left and throw the bottle
after he comes back to the drums.
Another option is to use the beam running across the room along the center.
You can jump up to it, put your legs around it, and make your way to the
other side of the room. The downside is that you have to make a perfectly
silent drop behind the drums. Thanks again to bobafettxbox for that one!
If you use the optical on the door before going through, you'll see a guard
enter the door all the way on the right of the opposite wall. This is just a
waste of time, so open the door already!
Hide in the darkness to your left, and wait for the guard to come out. You
should have a line of darkness here that allows you to move the full width of
the hallway should any guards feel like coming past you. The guard should
move to the left door of the double doors behind you, so hide on the opposite
side of the hallway when he passes you. Make sure the guard behind those
double doors is also moving away, and then go for the door the guard came out
of.
Carefully go around the left side of the doorway and flick the lightswitch.
Run up to Ingrid and talk to her as fast as you can. Follow her outside into
the checkpoint.
The guard in the studio should still be wondering what happened, so that's no
problem. Ingrid will go through the double doors, and two guards will come
from the left. When they've stopped and are facing away, sneak into the room
and disable the gun turret. Proceed down the hallway, sticking to the right
wall. When you come to the stack of boxes, shoot out the last long-thin-type
light before the boxes. Go to that corner quickly, and look around. There's a
light that makes your nightvision go pure white, so take it out. Make sure
you miss it first, and the next guard will come to check out the second light
you disabled. You can whistle, but the other guards will herar you as well.
Hurry around the corner, and wait by the elevator where you started off. Even
if you alarm one of the guards talking to Ingrid you should still be ok.
Ingrid will come and use the scanner. Go through the door she opens for you
and listen to her. Try to take out the light in the area you are now before
the last guard you distracted comes back. I don't think he can come through
the retinal scanner doors, but still. Go to the left, and take out the guards
when they attack Ingrid. Snipe the first, and the second will run around to
your side. I foiled him. Another will come on your side from your left, which
can be sniped. Finally another will appear on Ingrid's side, so snipe him
too. Make your way around the entrance of the room to Ingrid's side. Do it
quickly and the guard standing there won't do much. Talk to Ingrid.
Continue along the walkway and let Ingrid do her thing. Proceed along the
hallway until you see an armored camera in the distance. Take out the light
on the left, and move in closer. When you see the guard patrolling in the
distance, find a moment to sneak by the camera along the left wall when the
camera is looking away.
Trail the next guard very slowly, because you can get heard very easily here.
Sneak into the bar area on your right, and wait for the patrolling guard to
pass again. Exit the bar area quietly, and sneak on through the room. If
you're unlucky, the guard staring outside will turn his head and see you,
that's just luck though. Climb the pipe against the wall, and shimmy over to
the air vent. If you get seen here you can safely hide in the corner. Go
through the airvent into the checkpoint.
At the other side of the checkpoint, you'll find the studio where Sadono is
making some recordings. There's a lot of extra guards, and a searchlight, but
we can let them all live if we want.
Drop down off the ledge you start on quietly, and proceed down the stairs. Do
a SWAT move to make your way to the large crate by the corner. If you were
quick enough the searchlight should be coming your way. Wait for it to leave,
and proceed along the left wall. Enter the hallway on the right, and wait for
the searchlight to leave the next corner alone. Head into that corner (a
guard will probably think he saw something) and proceed around the left wall.
Sadono should be ready to start the recording, and a guard will move closer
to him. When he does, sneak through the curtain, and wait behind the map
(floating hard panel-type wall) behind Sadono.
When Sadono is done, he'll walk back a bit. Sneak around the map, and grab
him. Take him to the corner of the room under the walkway where you entered
the room, making sure the guards can't hit you of course. Put his face to the
scanner, and they shouldn't shoot (they didn't in my case). The door will
open, and you can go through.
Pull Sadono over to the same side of the wall as the door you just came
through is on. Stick to it and make your way through the corridor. The guards
will follow you, but you should be able to hold them off with Sadono's body.
Use the scanner at the end of the door (they still shouldn't shoot) and move
outside. I got the idea they started hitting me here, so be careful.
Make your way to Ingrid and the chopper, and it's mission complete!
Mission 8 - Los Angeles, USA - 10 necessary kills
The last mission, finally! Let's get going. Climb over the gate ahead of you,
and crouch in the darkness by the low wall on your left. Sneak through the
darkness, and wait for the Stoned Express truck to come by. When it has come
to a full stop (a FULL stop, even walking into the back of the truck while
it's moving may kill you) climb into it. The guard will chat with the driver,
and you'll be transported into LAX.
When the truck stops, drop out of the back. It should be dark there, but
watch out for the patrolling guard & dog who may be near you. Using your
thermal gear you can check guards out to see if they're terrorists. You'll
definitely know the difference, because terrorists show up bright orange.
Like the guy in the shack over there.
Sneak through the darkness on the left, past the cones, and wait by the small
window. Wait for the guard & dog to be at the farthest point of their route.
When the guard inside is about to turn away from the large window to head for
the small window, run around the shack to the darkness opposite the shack's
doorway.
Again, when the guard & dog team is far away, shoot the orange guard inside.
Head through the door next to the shack.
Another way, suggested by Bobafettxbox, is to climb up onto the shack, and
shoot the guard through the opening in the roof. Great for extra style, and
it doesn't cost anything extra!
There's a cleaning lady working in the room behind the next door. Open the
door, and flick the light switch on the right wall. Quickly sneak around the
lady keeping some space between you, and enter the door a little further down
on the right.
Climb onto the sink on your left, and jump into the crawlspace. Go through
the crawlspace as far as you can. And carefully jump down. Head along the
left wall past a few boxes, and wait there for the conversation to end. One
of the guys, the orange one, will walk around the boxes in your direction.
Shoot him in the face. You can put his body in the far right corner, based on
your view from the vent you came in through. To get there, sneak through the
darkness along the right, waiting as necessary to not be seen by the
patrolling guard.
There's two conveyor belts here, get on the right one. Go through, and wait
for the next orange person's conversation to end. He'll start patrolling, and
will eventually wait between the two conveyor belts. Shoot him in the head.
Time to take out some lights. Take out the long-thin-type lights above you to
your left, so you've got a path around the left wall. The guy sitting in the
light is next. Take the diversion cam, and shoot it against the short wall
section that's sort of around the corner behind the orange guard sitting in
the light. Whistle with the cam, and he'll come and check it out. Shoot him
in the head, and put the body where you found the cam.
Take out the big light that was shining on the last orange guy. A guard will
come down. Proceed up the stairs, and start taking out the lights there.
Start with the one up high, and then take out the ones to your left. You
should have plenty of darkness to stay out of sight of the guard on your
right. We need to take out the guard on the left, so do so if he becomes a
problem. There are some machines in the last room on your left here, with a
regular guard lying between some machines already. Add the orange guard's
body to the pile. Go through the door between the cubicles, into the
checkpoint.
There should be a big stack of suitcases on the belt now. Hide to the right
of them, so the guard staring at the belt doesn't see you. At the next turn,
head right, then left, and you'll come to another window with a guard behind
it. Stick to the left, and shoot out the light in his room with your pistol.
If you use the rifle, he'll notice you.
You still have to be careful going by him, because the light starts early, so
time your run well. After that head for the door, go through, and head up the
stairs.
Area 2
You'll come into a waiting area for plane departures. A guard will start
walking as you come in. Stick you back to the side of the people carrier to
your left, and start making your way along it. Use the SWAT move as
necessary.
Wait at the end of the first conveyor for the guy you passed last to sit
down. Quietly move to the next conveyor, and work your way along it in the
same way.
When you get to the end, another guard will show up and take over the first
guard's duties. That's good, because it's the first guard we need to take
out.
Allow him to get to the door, waiting in the darkness at the end of the
conveyor. When he moves to the keypad, sneak to the left wall while he isn't
looking, because there's a patch of light there. When he's punched in the
keycode, he'll come back to the door, and will slightly turn his back to you.
When he pushes the door open, grab him, and go through the door.
Chat with him in the corner, knock him out, take him out. Take out the two
light in this hallway with your pistol, since you may alarm the guards ahead
using the rifle. Don't worry about missing a few times, I know I did....
When the camera looks left, sneak around the right. Take out the last light
and head for the transparent door at the end, and into the checkpoint.
There's a guy working the phone in the next room, as well as an orange guard
we have to take out. The guard will head for the right side of the room, and
will walk around there a bit. Luckily for us, it's perfectly dark there.
Sneak up to him any way you like, and grab him. Chat with him if you like,
then knock him out.
Carry him outside through the door on the left (sort of behind the phone guy)
and drop his body by the raisable platform machine thing.
Start taking out lights! Lots of 'em! First of all the lights in the middle
of the path you're on now. Secondly, the lights at the end, a bit to the
left, above the elevator. There's 6 or 8 of these vertical lights. These make
a crapload of noise, but the guard and clerk don't seem to care. Never mind
the red light and the armored camera. Make your way along the path, and down
the elevator. Look pretty much straight down, over the railing on the left,
and you'll see three orange guys on thermal. Turn around and go through the
doorway, but be VERY careful because there's two camera's in the corners
here.
Use a chaff grenade to disable one so you can make your way to the wall with
the elevator entrances. The rightmost elevator works, so head over there and
use it. Go up, into the checkpoint
Shoot out the ceiling of the elevator, and climb up. There's two black/yellow
pipes leading up, take the one on the right. Basically, this is the only one
you want to climb. You'll climb onto a small ledge, but you can climb right
back onto the pipe you started on from there. Climb up, over the narrow
fencing, and move to the other side of the pipe. Release, climb down, and
you'll find yourself on top of another elevator. Be very quiet, because
there's people in it. Pick up the ammo and sticky cam to your left if you
like, and then crawl through the vent.
Oh, if you haven't done it yet, try zipping allll the way down one of the
elevator poles. It's fun! Though climbing back up isn't...so load up the last
checkpoint.
This next room was clearly designed for Sam, and not for the building or the
people working in it. It feels more like a training level than anything else,
but it's still a great room to go through on maximum stealth. You'll have to
move slowly most of the time to not get noticed. To help to prevent getting
seen, take out all the lights you can see from your position in the
crawlspace/vent.
Basically, you need to get to the ladders you can see on your left from your
hidden position in the vent. There will be 2 maintenance type people, and one
semi-guard type person. None of them really care about you, so you can just
run around in the open and knock them out if you like.
If you want a stealthy way, try this. Drop out of the vent, and shoot the big
light on your right. Make your way to the ladder, and climb up. Go to the end
where there's another ladder, and wait. When the patrolling guard walks away
from the double ladders, and goes into the path on the left there, get
moving. Climb down the ladder, and follow him. Hide on the otherwise
pointless extra bit of walkway on the right, and wait for him to come back.
When he does, continue to make your way to the ladders we saw earlier.
If you climb up the second ladder, chance are you'll get pumped full of lead.
I went round the corner to the larger part of the walkway, and started
sniping the buggers from right to left. They didn't hit me once that way.
After that, climb up the second ladder, drop down twice, and head in the
obvious direction to the ND133. You win!
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