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Tom Clancy’s Splinter Cell® Pandora Tomorrow™

Started by Surly Duff at 10-30-2005 3:25 AM. Topic has 0 replies.
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   10-30-2005, 3:25 AM
Pandora Tomorrow Single Player Stealth Guide

Splinter Cell Pandora Tomorrow “Stealth” Walkthrough v. 1.5

 
This guide will take you through the game by minimizing KO’s and Kills, done in the hard difficulty setting.  When I started, I assumed that this could be done without kills, but the last mission ends that idea.

 
While this guide will help players who just need guidance, it is meant for the player who has stealth in mind.  Stealth is not kill or KO everything you can, it is sneak by and avoid firefights.  After all, you are a spy.  If you wish to play to kill or KO everything, as always, remember to hide the bodies!

 
There are a total of 22 KO’s in this guide with 10 kills.  I will have to see if I can reduce the number of KO’s in future versions.

 
Changes from version 1.0: 

 

KO’s reduced by 3 in Mission 2

 

Mission 2c: Wait in the dark and the 2 guards who guard the boiler room will simply walk away like the French.  When they do, you enter the boiler room and defuse the bomb.  The two guards have vanished.  Thanks to byoung210 and el rapido for this. (4/6/04)

 

Mission 2d: No shooting cameras!  You can avoid wasting ammo on the cameras as it is easy to sneak to the computer.  (4/6/04)

 

Mission 2e: You can sneak by the two guards in the lobby.  Thanks to byoung210 for this (4/6/04)

 

Changes from version 1.1:

 

KO’s reduced by 1 in Mission 5

 

Mission 5c: After using the sticky cam to listen in the conversation, avoid the guard by going into the house via the second floor. (4/7/04)

 

Changes from version 1.2:

 

KO’s reduced by 2 in Mission 5

 

Mission 5d: Sneak by the 2 guards with the pilot, requires 2 bullets for lights from the pistol.  (4/12/04)

 

Changes from version 1.3:

 

KO’s reduced by 2 in Mission 5

Mission 5b: sneak by the 2 guards guarding the entrance to the village by the gate. (4/13/04)

 

Mission 1: You can avoid the guard near the embassy and do not have to knock him out.  (4/13/04)

 

Mission 7a:  New alternate route through mine field (quicker!) [Thanks to polishpunk2002 for the suggestion] (4/13/04)

 

Mission 7b: Avoid a KO of a guard who is watching Ingrid through the glass. [Thanks to el rapido] (4/13/04)

 

Mission 7c: Sneak by stationary guard looking at first retinal scanner area. [Thanks to el rapido] (4/13/04)

 

Changes from version 1.4:

 

Mission 4d: Sneak by the two guards downstairs, before the larger room. (4/16/04)

 

Mission 4d: Sneak in and grab the ND133 without KO’ing any patrol in the room. (4/16/04)

 

1.  Timor, Embassy Infiltration

 

I will not waste time guiding you through most of this training mission.  There are no secret paths or tricks until the game tells you to shoot out the light near the sitting guard.

 

So, starting from there…Do the S.W.A.T. door move to get into position to take out the light.  The guard will come investigate.  This is your opportunity to sneak by him, instead of knocking him out.  When he goes to the light, sneak by and head to the right at the junction.

 

You will now be warned of thermal mines.  Use your thermal vision to see where they are.  You have two options now; you can go under the walkway (stay on the ground) or hop up and go around the first batch this way.

 

Once you pass this, you will notice another group of mines.  Next to the wall you will see a small box.  Use this to grab the ledge of the building and shimmy across until it is safe to drop down.

 

Enter the building.  Follow the path through the room, you’ll get Lambert in your ear.  Grimsdottir will mention a stream to use to get into the embassy.  Head out into the next room and find the pipe to slide down.  Hit the ground.  The stream is between you and the embassy.  You will also notice a guard on the other side with a small patrol pattern.

 

Head into the water and watch his movements.  The game will tell you about the whistle feature here, but you do not need to use it.  Stay in the stream, but away from the embassy side.  You will notice the bridge and a huge light.  Don’t bother going under the bridge.  Go around it using the shore on the opposite side of the embassy.  It has enough cover so you can slowly walk bye the bridge and guard. 

 

Continue and you will see a water wheel, too bad you can’t go in it.  Go up the other side of the shore towards the embassy.  You will notice a guard sitting and Lambert will tell you to interrogate him.  But you don’t have to.  Proceed to shoot out the three lights in the area (two on the wall and one in an unreachable shack).  This should alert the sitting guard and his buddy in the house.  Wait for his buddy to quit the search and return to his house.

 

When the sitting guard returns to his seat, proceed to the bushes near the shack you can’t get into and whistle.  This will alert the guard sitting, he will go on patrol near the house, permitting you to get to the wall and proceed past the burning barrel and the pipe.  Keep going into the small alley.

 

You are now in complete darkness, use the half split jump and pull yourself up to the embassy wall.  You have now just completed the training portion of the game.

 

1a. Find and Rescue Shetland

 

Lambert will be in your ear again.  From now on, you will be able to use the save point system of the original game.  Use all 3 slots at all times, in case you mess up.

 

Climb the scaffolding all the way to the top.  Drop down on the top level of the embassy, stay crouched and stick to the wall.  One guard will be using binoculars out a window.  Sneak by him.

 

Stick to the wall and continue until Lambert says to stay still. Listen to the conversation and then move along the wall to the opposite end.  Use the S.W.A.T. move at the doorway.  Continue to the fire and broken out ledge.  You will get an option to “climb out”.  You’ll climb up a pipe and then be able to shimmy around the ledge to another platform.  Drop down and you’ll hear the interrogation of the man you need to meet.

 

There are two options here, you can slide open the window you are at or you can climb around the other side and go through an open window/door.  Either way you will have to deal with the terrorist here.  Note that it is possible to shoot out both lights in the room without being detected (make sure you shoot the light out outside the room), the guard will patrol and you can approach Shetland but you cannot talk to him until you KO the guard.  Once done, talk to your contact, Douglas, and enjoy the conversation.

 

1b.  Find Indonesian Agency contact (Ingrid)

 

Save point here.  Head to the door and open it.  One guard will be on the balcony with his back to the hall.  He will see you if you go across the hall and towards a locked bathroom door.  Inside the bathroom is a med kit station.  Not necessary, as you haven’t taken any damage.  Ignore the guard and head down the hall until you reach the staircase. 

 

There is one patrolling guard downstairs and two guards who appear to be shooting dice in the corner.  Stay in the dark and watch the pattern of the guard.  Head towards the fire, but stop near the bottle you can pick up.  You will need to distract the guards in order to walk in front of the fire.  Be careful on the timing of the bottle throw as you can also alert the patrolling guard. 

 

Once you distract them, stay on the edge of the room and work your way around until you reach a narrow hall.  Continue the path and find the door to the garden courtyard area.  Your reward is another save point.

 

You will get a cut scene and a Lambert warning about a guard in the next area.  He tells you the guard has NVG.  Hmmm, a dicey situation…and he tells you that there is a spot light you can use as cover!  A light, for cover?  If you stay inside the fenced area near the building and go left, you will find a turret.  The other direction is a dead end.  This leaves you with the automated spot light to use as cover in the middle of the courtyard.  I know it is counter intuitive, but it is quite easy.  Wait at the entrance of the courtyard.

 

Watch the pattern of the lights and take a ride with the one on the right side all the way up to the other side of the courtyard.  Notice that there are three pipes that are in between two balconies.  One balcony contains the guard and the other contains your contact, Ingrid.  Climb the pipes slowly and sneak by the guard.  All the way to the top until you can grab the ledge and shimmy to the balcony.  Drop down silently and meet your contact.  After talking to her, you will get another check point.

 

1c. Cut the power to the spotlights

 

Lambert will tell you the Deltas are coming, the Deltas are coming!  You now have permission to kill, but why bother?  Your extraction point is downstairs.  Remember you have a guard in the next room, but there is a window in your current room you can slide open. 

 

Grim warns you that the Osprey needs cover, so you’ll have to cut some power.  In the meantime, exit through the window and drop down to the next level.  Find the smoke stack and rappel down the wall to the ground.

 

Stay in the dark and use your binoculars.  Notice the two patrolling guards.  The first spotlight is on your left.  There is a small lamp on the platform that you can shoot out.  Watch the pattern of the guard and climb up the ladder when it is safe and cut the power.

 

You may have to distract the guard below so you can sneak by him.  I went down the ladder and then jumped to distract him.  When he goes looking, use the opportunity to sneak by to the next area. 

 

Watch the patrol pattern of the guard here and follow him towards the next tower.  When his back is to the platform, climb up and then shoot the lamp.  Again, cut the power when it is safe.  Drop down the ladder and head up the stairs to the left of your position.  This will lead you to the pier and the osprey.  [Total KO’s: 1]

 

Mission 2: Saulnier Cryogenics Lab

 

The message you retrieved from Donald and then had translated by Ingra has led you to Paris.  Your first goal is of course, to infiltrate the lab.  Drop down the ladder in front of you to the bottom; you are now in an abandoned subway station.

 

This area presents several obstacles.  The first is the patrolling guard.  The next is the subway system itself.  About every 35 seconds, a train will go by, shining light into the area.  This may not seem too bad, but this exposes you every 35 seconds.  If you put your back to the wall near the intersection, you will have a view of the guard’s pattern and the train.

 

You will have to wait and be patient here.  There looks to be two potential paths here, the first obvious one is the ladder at the end (or front) of the train.  The second is the platform.  The safest appears to be the ladder, as you are protected from the subway trains going by.

 

Slowly move along the top until you reach a barrier and have to drop down.  Make sure the patrolling guard isn’t near you.  Continue straight until you hear two terrorists talking.  Make sure you are in the dark on the edge of the subway car and drop to the ground.  The two will go on patrol and one will enter the car.  Stay calm and wait for him to move away.  You want to go towards where they were standing and talking.  Follow the path until you reach a room of fire.

 

While it may not seem obvious, until god chimes in, shoot the pipes where the valves are attached to unleash water to put out the fire.  Once done, you can continue to the other side of the room.  Congratulations, you have now entered the lab.

 

2b.  Access the security terminal on the floor

 

Use your optic cable at the door to uncover a treat, a patrolling guard.  This guard will methodically patrol each row of bookcases.  The best way around him is to enter and then go right.  Climb on top of the first bookshelf and wait.  Drop down when safe, find the open area in the bookcase and move through.

 

The next row has an opening in the middle that you will have to climb.  On the other side is a computer that you can ignore.  Use the optic cable on the next door, you’ll spot another guard.  When safe, open the door.

 

You will now discover there are two guards in here.  You will want to make an L pattern around the room to the next door.  You can distract the two by staying in the light near the desks in front of the two.  They will notice something and go look, take the opportunity to make your way to the next door.

 

You will have to lock pick the next door.  You will find a med kit in here and you will also get a save point as you head to the next door.  As you enter the auditorium, you will cue three guards who are ordered to search every inch of the auditorium.  Take the chance to run to the other side of the room and put your back to the wall.

 

You will have to wait until all three are into the auditorium and away from the plastic.  When they are, head left and left and open the door.  Two guards are in the computer room and you have to act quickly.  Pop up and alert them, then use a smoke grenade near the door.  They will choke and you can knock them out by hand.  Before you go to the red screen computer, scout out the area ahead.  The next door in the hall has a med kit, some 5.72 ammo, a smoke grenade, and a diversion cam.  The two guards also have goodies (disposable pick and some 5.56 ammo).  Also, shoot out all the lights in the area.  Find the security terminal and a save point.

 

2c.  Disable Bomb

 

Bad news, the baddies have triggered a remote bomb and you have about 90 seconds to find it.  Reminds you of the old Kalinatek days of bomb defusal.  Run out of the room and into the darkness; wait back from the boiler room door on the left.  The two guards here will eventually leave and go around the corner away from you.

 

When they do, approach the door and you will have to pick the lock.  Just enter and defuse the bomb. 

 

Listen to Lambert, you now have a new task.  Continue out into the hall and head left and find the door, don’t worry about the 2 guards they have vanished, open it and you get a save/load point.

 

2d.  Access Client Databases

 

Head slowly up the stairs and be aware of motion detectors throughout the level.  When you reach the top, open the door and shoot out the light.  You will need it for cover.  Three guards are in the hall and are pretty trigger happy.  Two will leave and one will patrol.  You will want to time your movements and use your lock pick on the door that is nearest you.

 

The databases are through the door on your left once you enter the lock picked door.  Be careful as there are several, and I mean several cameras here.  One rotates and can directly faces the door.  Shoot the lights out in the hall to create darkness.  Open the door and watch the rotating camera.  When it turns away from the door, move to the right.  Wait in the darkness until the camera moves towards the door and away from the red screen computer.  Use the computer, drop back into darkness and wait for the camera to move away from the door.  Open the door and exit.

 

 

2e.  Access “Limited Storage” Facility (a.k.a. Find some French Brains)

 

Exit the room the way you entered and look in your opsat for the keypad code to the door in the hall.  Open it and you get a save point.  Don’t switch off the big light just yet.

 

On the table are two air foil rounds.  Once you pick those up, switch off the light and head around the table and near the med station, but not near the door.  The guard will enter.  When he passes, go through the door but do not run.  There is a motion detector in the hall.

 

You can shoot out the light in the hall, but it is not necessary.  Find the door near the detector and slowly enter. 

 

On top of the first flight of stairs is an old friend, the wall mine.  Also present is a camera.  Shoot the lights or the camera, your choice.  Head upstairs, use the optic cable on the door.

 

You will see one patrolling guard and one guard at a desk.  The computer the guard is using has the code to the storage room.  Move out of the door way to the left and into the shadows.  Align yourself with the desk with the computer.  The other guard will go on patrol and down a hall.  Wait for the guard using the computer to move, approach the desk and use the computer. 

 

Fall back to the darkness and work your way to the door you used to enter.  Put your back to the wall and wait for the patrolling guard to leave the hall.  When he does, go down the hall and use the keypad.

 

Open the door and you will get a quick cut scene of brains.  Brains on the floor, brains everywhere.  As usual, your mission isn’t over just yet.

 

2f.  Find Francois

 

Head into the room and towards the freezer.  Look familiar?  Nightmares of the Abbatoir!  You will get a save point at the edge of the entry to the freezer.

 

You will also hear the sounds of a turret.  Use your thermal vision and you will notice someone on the opposite side of the room.  You can have some fun here as well.

 

If you look to the right when you enter the room you will see a cabinet.  You can climb up on it and shoot the lights out one by one.  The turret will go crazy and the guard will go crazy. 

 

It’s not necessary though.  You can easily sneak up to the turret control and deactivate it.  Then slowly work your way near the turret and through the plastic curtain.  In the corner is a door, you will have to lock pick it. 

 

You have now entered a strange steamy room.  If you switch on your thermal vision, you will notice two guards at the other end, they cannot see you.  You will also notice that there is a break in the railing near the door.  You can drop down and shimmy around the platform to avoid the guards.  However, you will have to time your movements to avoid shots of deadly steam.  Sounds like a basic platformer game here.

 

Don’t worry if you take a little damage as there is a med station up ahead.  Work your way to the other end and slowly pull yourself up.  You will be behind and close to both guards.  Slowly go through the plastic to the next area.  In the hall is a wall mine and the med station.  The door on the left is your goal.  Enter and look at the ceiling, you will notice an opening.  A save point is here for your convenience.

 

Climb on the cabinet and pull yourself up.  Go straight and then left at the intersection.  Drop down and discover Francois.  Repossess his phone and Lambert will tell you to get out of there.  You will have about sixty seconds to exit the way you entered to avoid a blast.  Wait in the lab area and then go back into the ducts and go straight until you can drop down.  You have now completed the second mission.  [Total KO’s: 2]

 

Mission 3: Hesperia Railways

 

As you see from the cut scenes, you are on the trail of the one-legged man!  Just like Richard Kimble!  Your mission is to find the one-legged man!

 

From the top of the train, climb down into the train at the first available hatch.  Lambert will chime in and tell you particulars of the mission.  You cannot trip any alarm whatsoever here.

Make your way to the next car.  Take out your binoculars and watch the pattern of the train employee.  He has a nice pattern where he pauses for about 15 seconds and does not look down either aisle of the car.  Use this as your chance to move forward and find the passageway down under the train.

 

Under the train, continue forward, you will get a save point here.  There is also an opportunity to climb up into the train again, be careful and check with the optic cable!

 

Climb up when the guy leaves.  You now have complications as Grim and Lambert chime in.  Find the panel in the room to unlock all side doors.

 

Again, use your optic cable on the door to make sure it is clear.  You will overhear the two terrorists on the train.  You now have two options on how to proceed.  You can go through the train or you can go outside the train.

 

I chose to go outside.  You will have to go by the windows carefully as there are some nice obstacles.  The first is an old man who is standing and looking out the window.  When he moves away, you go.  Next up is a girl looking out the window.  She will eventually fall asleep.  Carefully move to the next barrier.  You must also watch out for passing trains.  When they pass, you will lose grip and hang by one arm!  Eventually you will reach the side door, open it and climb in.

 

Take the door on the right (going forward on the train) and you will get a save point.  Hold back and Lambert will give you a clue on how to ID Soth.  Wait for the worker to leave and go down the hall.  Enter the car and put your back to the wall.  Use the SWAT move at the open door.

 

Check each door with the optic cable and use thermal vision.  When you find Soth, enter his room and talk to him.  You will be interrupted and Soth will leave to take a phone call.  You have to hack his computer first.

 

3b.  Laser mic the Phone Call

 

Lambert tells you to trail Soth and listen in on the conversation.  Follow him and his buddy to the bar car.  Make your way into the car and go the right behind the bar, this is the best place to record the conversation.  After this, you have to get to the roof for extraction.

 

3c.  Extraction

 

With some practice, you can shoot out the lights near the remaining guard and slowly sneak by him.  Once you make it to the door, you will alert everyone to your presence.  Best thing to do is run and find the ladder to the roof on the right hand side of the car about midway through it.

 

Climb up and open the trap.  There is a helicopter to your left shooting at you, you won’t get hit, continue towards the back of the train and the Osprey.  Find the rope and jump up and grab it.  Mission accomplished.  [Total KO’s: Zero]

 

Mission 4:  Guela District Street Market, Jerusalem

 

4a.  Retrieve Your SC-20K

 

Sounds dumb, but you have to get your rifle.  Anyway, your rifle is at some grocery shop, and your contact is Saul.  You will have to travel the streets unseen to the market.

 

Start off and go talk to Coen and go past her and up the stairs.  Keep talking and Sam will say he will try and pick up a postcard for Coen’s mom.  Stay in the darkness and move methodically.  There is one civilian at the opposite end of a t-intersection from you.  Make a left at the intersection.

 

Be careful of the open door on the left.  Continue down the street, staying to the left.  You will notice one police man coming towards you.  Put your back to the wall and watch him go by.  The other guard will also patrol down the street. 

 

When the guard passes you again, follow down the street and stay to the right.  Find a dark spot near the stairs and wait for him to pass again.  When he does, head down the stairs and to the left.

 

Wait and watch out for a patrol ahead in the alley.  When he moves, you follow.  Stay on the left hand side of the courtyard and put your back to the wall and move slowly.  Two citizens will be talking, they will eventually sit down on a bench and the police man will continue his patrol.  Work your way around the edge of the courtyard to the next alley.

 

Go down the stairs and slowly work your way to the next intersection. At the intersection, go left.  Be careful of the lone patrolling police man here.  Stay to the right and next to the building.  Work your way behind the boxes, the opening at the end on the right is the shop.

 

Enter the shop and find the curtain in the right corner.  You will get a save point here.

 

A tricky situation now, as you enter the shop you overhear two thugs.  Act quickly and elbow the closest guy and rush towards the other one.  He will be grabbing Saul by this point, just elbow him and you can now talk to Saul and get your rifle.

 

4b.  Locate Dahlia Tal

 

Your new mission is to locate Dahlia Tal.  Head back up the stairs and out into the courtyard, be careful of the patrol here.

 

Head back to the alley intersection and go straight.  A police man will be talking to a civilian.  He will shortly go on patrol.  If you take the alley on the right near where the guard was talking, you can enter a courtyard and find a sticky shocker and ring foil round.

 

Head back to the intersection and the patrolling police man.  Follow him as he goes on patrol and head down the stairs.  Follow the path to the left once you go down the stairs.

 

Once you reach about halfway down this street, a civilian will come up the street, stay to the side and let her pass.  Continue and go down the stairs, pausing at the top.  Get out your binoculars and notice the two policemen ahead of you down the stairs.  Listen to their conversation and then follow them.  [An alternate, but useless path can be used here. At the top of the steps above the cops is a pipe.  Climb up to the top, go all the way to the left and drop down, drop down again and grab the ledge of an open window.  You can sneak through a guy’s apartment—head left to the next open window—and then drop down to the street below].

 

At the first intersection down the stairs, take a right down an alley.  You can bypass part of the street here by dropping down a level in the back.  You will come out in another alley and the two cops will patrol around here.  Watch the pattern and follow the one on the right out and down the street to the right.

 

Stop in the dark and let him pass.  Continue down the street when he passes.  On the right will be a courtyard, on the left is a narrow alley.  Take the alley and watch the cop with his back to you beyond the fence.  Near him is a pipe that goes way up.

 

Climb it and you will likely alert the guard and he will go on patrol.  Once on top, continue straight.  Jump up and grab the next ledge.  Continue and drop down.  You will notice a zip line that goes from the church to the other side of the street. 

 

Zip across, find the smoke stack and rappel down to the street.  Grim will chime in and tell you what to expect of your contact.  Once you hit the ground, you will get a save point.

 

Dahlia is on the opposite side of the fence, talk to her and the conversation rolling.

 

4c.  Tail Dahlia

 

Your new task is to follow Dahlia through the streets.  The catch: you have to keep out of site while keeping up with her.  Once she opens the gate, go ahead of her a bit. Shoot out one of the lights on the lamp to the left in front of you.  Wait for Dahlia and then follow behind her.

 

Continue until you reach an arch and a light.  Shoot the light when you are close so the cop in front of you does not see you.  Dahlia will talk to the cop, move up and hide on the right in the dark near some barrels. 

 

When the cop goes back on patrol, follow Dahlia down the narrow alley.  This leads to a courtyard market area and two patrolling cops.  Dahlia will pause and then follow the one on the left.  Do not follow directly behind her.

 

Instead, on the left of the narrow passage between market carts is a passage.  Wait for Dahlia to appear and follow her down the stairs in the dark, careful of the patrolling guard.

 

Move slowly and carefully so you do not alert the civilians on your left, you can use the SWAT move on the pillars here.  Dahlia will continue straight and then make a left down some stairs.  One cop is here on patrol.  If you get in trouble, use an airfoil round to stun him (aim for the chest) and sneak by him this way.  You will now be in a larger street.  One cop is ahead with a set patrol pattern. Keep in the dark as usual.  Sneak by him as he goes past you.

 

Follow Dahlia to the right.  Stop at the top of the stairs and wait.  She will have to talk to another cop and then kick him in the gonads.  At the end of this street she will tell you that you cannot be seen by her.  You will have to get to the roofs.  Save point here.

 

From here, head to the right, but watch the patrol of the cop ahead of you.  Keep on the right and continue until you can no longer go straight.  A narrow alley is ahead and another cop.  Wait for him to pass you by, continue down the narrow alley he came out of and find the pipe.

 

Climb up and into an apartment, slowly sneak into the next room and go straight to the open window.  Carefully climb out and drop onto the ledge below.  Note the patterns of the two cops below; be careful as they can spot you.

 

You will have to climb another pipe to a higher roof, slowly make your way along the roof until you can see a small smoke stack.  Rappel down the side, you will notice Dahlia is below and talking to another cop.

 

Once you hit the street, the cop will move and Dahlia will walk by you.  Follow her and pick up the can on the left, you’ll need it.  Another cop will pop out and talk to Dahlia.  She enters through a gate and the cop is left there.

 

You will distract him with the can.  Angle it down the alley on the right, he will move and investigate away from you and the fence gate.  Climb up and over the fence.  Dahlia is in the lit up room on the left. 

 

Take some time to explore the other room before talking to Dahlia.  On the first floor is a sticky shocker and a ring foil.  On the second level is another shocker and another foil.  On the top level is ammo for both of your weapons.  Now go and talk to her and notice she’s staring at an elevator.  Talk once more and Lambert has a message for you: kill her now!  Let’s just see what happens when you don’t do it.

 

The elevator begins moving down and you get another save point.

 

4d.  Infiltrate Shoshana Storage and Retrieve ND133

 

Lambert seems pretty mad, doesn’t he?  Equip your sticky shockers and get ready to shoot.  One guard will be right in front of you and you can’t avoid him.  Shock him and another guard will be walking by, shock him too.  Make sure you hide them in the dark.  You may have also alerted a third guard, he will come to the action and try and find you.  You can knock him out any way you please.

 

Continue around the edge of the room and find the stairs down.  Head down the stairs and stay to the left and find a patch of darkness.  Wait here for a bit and watch the patrol of the guard, the other one will be stationary in the dark.  When the patrol moves away from you (and away from the stairs), move back towards the stairs in a crouch.  Don’t go up the stairs, you want to drop down under the platforms here.  Your goal is to alert the stationary guard and make him think he saw something.  Drop under, and stay to the left in the dark and work your way in an L pattern to the next entry way.  You have diverted the stationary guard who looks down the hall to the next area and the patrolling guard will be making his next round to the stairs.

 

Pull yourself up quickly and drop down the other side of the entry way into the water.  Quickly find some darkness as you will alert the patrol in the next area.  He will think he saw something, just stay calm and in the dark for things to die down.  Even if you do alert the cavalry here, you can find a dark spot and wait.

 

Use the darkness in areas to stay hidden and wait for him to pass on his pattern.  Work your way around the room on the left, using an L pattern to get to the next entry way and shoot out any lights carefully to create some darkness.  When it is safe, pull yourself up onto the platform and go through the entryway (note that there are two here in the corner, you want to go through the one that leads to the storage facility area (brightly lit with machinery).

 

Stay in the archway and put your back to the wall.  You will hear footsteps of a patrol.  There is on guard who patrols to your left and another who will enter the room periodically from the right.

 

Keep your back to the wall on the left because one of the patrols will go right by you.  When he leaves, the other patrol will also be exiting the area.  Enter the lab area and head to the right of the room, you will find the ND133 on a table here.  Pick it up and you get a save point. 

 

Since you did not kill Dahlia, Lambert will chime in and warn you that she has sniper skills and is now out to kill you.  Exit through the plastic and drop down below the platforms.  The patrols should just now be returning, with them completely oblivious to the fact that you just stole their lunch money.  When you drop down, head to the right and under the platforms until you can see the archway of another area.  This is where the patrol from the left enters and exits the storage lab area.

 

4e.  Reach Extraction Point

 

Wait underneath and wait for the guard to come into the room and then exit.  Hop up and follow him, shoot out the light directly ahead.  Pop out and get the light to the left and then to the right.  Dash back to the clean room and below the platform near the arch and wait for it to calm down.  When safe, hop back up and go through the archway and head to the right.  One guard is in front of you, sneak up and grab him.  Knock him out and then watch the area.

 

There are three guards in front of you on the metal paths.  Shoot the light and one guard will investigate, if you are lucky, he will patrol away from you.  This is your chance to move to the elevator (this is where this guard was standing) on the left.  Get in and it automatically closes and moves up.

 

Remember Lambert’s warning?  You’ll get to experience it first hand now.  The trick in this area is to shoot out every light you can.  There are 3 snipers in this area and you are bound to take some damage.

 

Two will be directly ahead and above the street.  The third is to the left and above the street.  On your right is a dumpster and a path of darkness, keep in it and work your way around the edge, do not go below the scaffolding. 

 

The next part is a mad dash from the edge of complete darkness to underneath the two snipers.  Wait for it to calm down.  If you face the way you came into the area, your goal is to the left and around the corner.  There is only one thing to do: run!  Once you round the corner, the mission is over.  [Total KO’s: 6]

 

Mission 5: Refinery in Indonesia

 

You are now in the jungles of Indonesia.  Your first objective is to meet Shetland.  You’ll find him crouched up ahead scouting the area. 

 

He’ll tell you that he needs someone to plant explosives on Sadono’s plane.   That someone is you, whoopee!  He’ll also tell you that the area has about 12 of his snipers.

 

5a.  Plant explosives on Sadono’s Plane

 

There is only one path down to the camp, but you can rappel down or you can zip down.  I think Sam would zip down into the field, don’t you?

 

Land and move towards the camp and you get a save point.  Head towards the tent closest to you, as you approach, you will cue a guard.  He has a set pattern.  He will walk a little bit and then sit down.  He will get up again and patrol up and down a path and then sit again.

 

You can use the shadows next to the tent to creep by.  Go around the corner slowly and you will see another patrol.  You will have to move from the darkness near the tent to the darkness near the truck.  Do so when it is safe.

 

Inside the shack near the truck, are two ring foil rounds, be careful on the timing of the patrols if you want to get them.

 

Stay in the shadows on the side of the truck and carefully move up.  You can continue up the path by staying in the shadows.  You will then cue a very funny exchange between two guards regarding drinking and booby traps.  Move up and get out your binoculars for the end result.  Be patient here as this requires timing.

 

Keep your binoculars out and watch the guard on patrol (he’s the one who just tried CPR).  He syncs up well with the guard you passed.  You have about 30-35 seconds to move up to where the explosion occurred.  Keep to the left at all times.  If you try and go quick up the middle, you will trip a booby trap. 

 

Stay to the left and watch the pattern, move forward when the guard has his back to you.  As long as you stay to the left and crouched you will not be spotted.  Just take your time.

 

Ahead of you is another guard.  Approach on the left, when his back is turned, cross over to the other side to the shade and a tree, wait for him to pass and move on.  Stay to the right and be careful of another booby trap, disable it.

 

Keep on the right and slowly make your way forward, you’ll see an old truck and a hangar.  Approach and you will get a save point.  The plane is inside the hangar in front of you and you’ll be reminded of it from a voice in your head.

 

Two guards are inside.  You can work around the room without waiting.  While they are talking enter the hangar and go left, staying on the edge.  You will make a U-pattern around the room.  You will see a nice shadow cast by the wing that should cover your approach to the plane.  When safe, approach and set the charge.  Move away from the plane back towards the edge.  Another guard will enter the area.  You may have flip on your night vision to see where he came from.

 

Find the exit near the plane’s wing and go outside, you’ll overhear a conversation.  In front of you is the entrance to a camp of sorts, one patrolling guard inside and plenty of shadows.  Enter the grounds and head to the right.  Find the last crate and wait for the guard to go on patrol.  You will have to time your movement to sneak by the patrol and get to the fence opposite the door to the shack.

 

From here, angle yourself so you can get a shot with the rifle at the light inside the shack.  Make sure when you shoot that the guard in the shack is NOT looking out at you and the patrolling guard is NOT looking at you.

 

There are two more lights that are helpful to take out.  They are above the gate on the shack.  Again, carefully time your shots so you are not discovered or use the pistol.  Once everything is kosher again, approach the shack entrance.  Put your back to the wall and watch the pattern of the guard in the shack.

 

He will have his back to the door for quite some time, this is your opportunity to sneak in and use the switch to raise the gate.  He will “hear” something now, exit the shack and go under the raised gate, staying to the right.  You will get a save point just past the shack.

 

5b.  Infiltrate the Village

 

After the save point, head to the left and behind some cover.  A guard and his dog will appear, time your movement after study to move past them and into the darkness near the first tent on the right.

 

Go through the tent and wait for the two guards to finish talking and go on patrol.  When the closest one to you moves, you move out and go up the ladder.  You will have to KO the guard up here and then zip down into the village.

 

5c.  Tail Sadono

 

Another tail mission for ole Sam, you have to keep close to him and not get spotted.  Sadono will appear with 3 guards.  2 of them will follow him, the third goes on patrol.

 

Stay calm and wait for the opportunity to get across to the building.  Do not go up the stairs, go under the building.  You should be able to spot the opening from where you first see Sadono.

 

Go under the building, mindful of the guard.  You will reach an open area, don’t go up the ramp to the building, you want to go away from it.  Lambert will chime in and tell you about some door code.  You cannot grab anyone and get the code, you’ll have to use a sticky cam to get the information.

 

Go through the door and continue through the curtain.  You should see your party ahead of you.  One guard is waiting for them.  Equip your sticky cam and aim for the open door near them.  You will now get the code.

 

Ignore the guard who got the code.  Immediately to your left out the door is a narrow passage with an open window on the second floor.  Use the half-split jump technique here to pull yourself up.  Slowly enter the hall, the stairs on the right.  Slowly go down until you reach the bottom floor.  Go to the right and find the door on the left.

 

Use your optic cable to make sure the coast is clear.  You should see Sadono and his escort.  Open and follow, staying on the left in the shadows.

 

They will go through a door of a building.  Hang back just a bit and then follow.  Use the optic cable to make sure you are clear for opening the door.  Open and follow, stay in the shadows.  You will get a save point after you enter.

 

Your party is just ahead and there are two more guards in this area.  One patrols, the other is stationary.  The goal is to get above ground here and avoid the guards.  You will have to distract the stationary guard by shooting a few lights. 

 

When you do, head along the right edge of the area and angle for a shot on the floodlight behind the crates.  Patience pays off when you can move to the area and climb up the pipe.

 

To be safe, once you climb up you can shoot out the lights along the way.  Continue until you reach the area that overlooks another courtyard.  You will see Sadono, his escort, and 2 other guards.  On the right of this platform is a sticky cam.  Drop down to the bottom when it is safe (one patrolling guard and one stationary).

 

Stay on the right and work your way around to the stationary guard.  When it is safe, slowly creep around the guard and into the building.  Go to the right and find the ladder down.  You will get a save point here.

 

5d.  Rendezvous with CIA pilot

 

After the load screen, you’ll be in darkness.  There is one patrolling guard ahead of you and a broken banister in front of you. 

 

Follow the guard and stay in the dark on the right.  Wait for him near the next light, wait for him to pass and continue down the stairs.

 

Open the door.  Slowly go up the stairs and recon the room. 3 guys in lab coats and 2 guards…at the top of the stairs is the light switch.

 

When you are ready, hit the switch and the lights go out.  Carefully sneak down the middle row with the lab coat guys, careful not to get too close.  Work your way to the door at the right where one guard was standing.  Open the door and step into the next area.

 

You may want to take out the flood light in this room.  In the next room is your contact, but he is guarded by 2 guards.  One will patrol in an L pattern and the other is standing a few feet away from the pilot.  From the doorway, the one where you can see the pilot in the corner, take out your pistol.  Aim for the light above the keypad door near the pilot. If you are lucky, this will only require one bullet, otherwise, keep shooting.

 

It will alert the guard who is standing near the pilot.  He will investigate and return to the wall.  Slowly walk by him and talk to the pilot. Strangely, the guards won’t hear you! 

 

Check your opsat for the door code.  Open the door and proceed, you will get a save point.  Again, take out the pistol and take out the light in the room.  Put your back to the wall and wait for everything to be kosher again.  When safe, climb up the ladder.

 

5e.  Back on the trail of Sadono

 

Climb the ladder.  In the room is a med station and some 5.56 ammo.  You will hear the sounds of gunfire.  Exit the building and go left, stay in the dark on the edge of the building.  Use darkness as cover and move forward between the buildings.

 

You will see one guard standing and a turret.  If you look at the building near you, you should see a pipe that leads up the wall.  Slowly climb it.  Reach the roof and go across the planks to another room.  Slowly move forward and find the trap door.

 

Use the optic cable and you will see one guard shooting and another watching him.  Open the hatch and drop down, making sure to land silently.  Take out your binoculars and look around.  One guard remains shooting, another left to the other room, and one is left looking in your direction smoking.  If you look at the ceiling, you will notice a pipe that goes all the way into the next area.  Next to you is a box.  Climb on the box, jump up and grab the pipe.

 

Pull your legs up and get moving.  You will be in near total darkness, so don’t worry too much.  Eventually you will be able to see the third guard.  For some reason, he enjoys smoking and kick boxing, at the same time.  Continue until you can no longer move.  Drop down silently.

 

The door you need is an L away from you.  Work your way around the room and behind the guard.  You shouldn’t have any problems sneaking by him.  When you reach the doorway, Grim will chime in and tell you to wait for darkness to enter the villa.

 

When you reach the next doorway, you will get a save point.  In the open is one patrolling guard and one stationary guard to the right of the door.  Ahead is a turret.  Your goal is to make it to the shack near the turret. 

 

Go out the door slowly and go to the left, when the patrolling guard has his back to you and the shadows have crept into the doorway.  Carefully work your way to the fence and the darkness.  Slowly move up to the shed.  The door is around the corner and in the light, so you will have to move to it when the guard has his back to you.

 

In the shack is a med station and another door.  Use the optic cable.  You will see one patrolling guard and a moving spotlight.  When it is safe open the door and move out.  When outside, watch the pattern of the closest patrolling guard, you should notice another guard on patrol up the steps of another building.

 

From the door, straight and towards the covered boxes where the spotlight pauses.  Make sure you go all the way in and find some darkness behind the second row of boxes.  Timing your movements to the boxes requires patience as you must move when the spotlight is away from your destination and the guard is away.

 

Once you have hidden yourself, you want to make your way towards the front steps, but not on them.  To the side of them is an open and dark place to hide.  You will be able to pull yourself up to where the other patrolling guard is.  Again, timing is key here. You will hear Sadono’s voice and the code for Pandora Tomorrow once you pull yourself up.

 

5f.  Tap Sadono’s secure phone

 

The keypad door to the villa is right in front of you.  You will have to time this to avoid the guard.  Open the door and you get another save point.  To the right is Sadono.  Slowly creep by the open windows.  He’ll be busy talking.  Go all the way to the end and wait for him to leave.

 

There is a camera in the room that pans over the computer and desk.  You can either shoot it or the three lights.  Once you do, go to the computer and use it. 

 

5g.  Extraction

 

Once you use the computer, you have completed the mission, except for getting out.  Head out one of the “windows” of the room and go left down the hall.  Continue until You reach a small flight of stairs that leads down.  Open the door and you have a surprise!  Sadono’s men are there.  But Sheltand’s men are there to save your hide.  At first there are 4 men.  One will be killed.  Once the firefight starts, get some cover.  Soon the three remaining guys will be firing blindly ahead.  It’s pitch black outside, so use that to your advantage.  You have to move towards the opening in the fences (where they are shooting).  You can easily sneak by all three here and head for the opening.  Continue until you see the Osprey.  Mission Over.  [Total KO’s: 1]

 

Mission 6: Komodo Shipyard

 

The bug you planted has led you to an abandoned shipyard.  You will have to find a submarine and infiltrate it.

 

6a.  Infiltrate the caves

 

You start out in a field; Lambert tells you the shipyard is underground.  If you take out your binoculars, you will notice a laser guided gun and a patrolling guard.

 

Go to the right of the map and stay on the edge and work your way up to the shell of a truck; you will be almost underneath the laser turret.  You will also see an auto turret on the ground ahead of you.  Watch the guard behind and move forward and by the ground turret when safe.  Head off to the right of the platform where the turret is.

 

Carefully move up the corridor, about midway through is a booby trap.  Disable and continue forward.  Take a left onto a platform and then right towards the next area.

 

This will lead to another narrow corridor.  You should see one guard on patrol ahead and another laser guided turret.  Edge out and use your binoculars again, there is one guard standing in the middle of the courtyard.  Your goal is to get to the shack directly in front of you.

 

Shoot out the light on the wall below the turret for safety.  When the patrolling guard comes toward you, wait until he turns around and follow him on his pattern.  You may have to pause at the apex of his L.  Just ahead of you are some stairs that lead to the shack.

 

The stationary guard is staring almost directly at the opening, which has some light.  He will see something, just don’t move too fast through the door.  He will go on patrol, just continue through the hut and out the other side into darkness.

 

In the next area are two guards sitting at a table, work your way around them using the darkness.  Use the fence that cuts out into the area as your guide.  Go through the hut in front of you carefully.  There is one sleeping guard in the next room, carefully go out the door in that room on the left.

 

You will have to cross in the light from one side of the area to the next.  There is a narrow corridor ahead of you.  Use the half split jump and jump up and grab an opening way up.  You get a save point here.

 

Below you is a guard watching static, but the static has gunfire.  Drop down silently on top of the hay.  Turn around and in the corner is a small opening.  Go through and wait behind the boxes.  There is one guard shooting cans and bottles.  Wait for him to go sit down.  Work around the boxes and into the little hut.  Inside is a generator, switch it off and work your way through the hut.

 

The sitting guard will go talk to his buddy.  Wait just outside the hut for both of them to go watch static.  Climb up the pole in the corner and use the wire to work your way to a hut.  Drop down and open up the hatch.  Note that this isn’t the only stealthy way to approach the hut, just the most fun.

 

Drop down into the room and turn on your thermal vision and you will notice laser trip wires that go up and down.  Carefully move by them. Find the opening with a ladder down.  Drop down and you get a save point.

 

Use the elevator and press the down button.  You will be nearing the control room and Lambert will tell you to use the technician.  Head out the elevator and go straight.  Be patient as one guard will enter the area and make another guard leave a computer.  This is vital as you can sneak into the control room when the two are away.  Before you enter the room, be sure to shoot out the light above the desk and the fluorescent light on top of the ceiling.

 

The technician is on the other side of the large controls in the room.  The patrolling guard will come in, but never go around the other side.  Sneak up and grab the technician. Interrogate him and force him to use the computer to raise the sub.  Stay there and make sure he tells his buddies in the submarine everything is ok.  Knock him out and hide his body in a dark corner.

 

Now you will have to sneak by the two guards and head right at the intersection, another right and find the door.  One guard may be in your way, you can distract him by turning off the lights in the corridor.  The light switch is near the elevator.  Open it and you get a save point.

 

6b.  Infiltrate the Submarine

 

Ahead of you is a small room, just outside is a patrolling guard.  Work your way to the door, open it when the guard goes on patrol.  Follow him and stay to the right.  Work your way up to the next shadow area, put your back to the wall.  Let him pass by then continue along the platform.

 

You will reach a carrier and a switch.  Flip on the contraption and let it go away.  When it clears the platform, drop down.  Drop down again and slide along a zip line.  You’ll be stopped above another line.  Watch the pattern of the guard on the platform below as he has a flashlight strapped to his head.  When safe, drop down to the next line.

 

You’ll drop down onto another platform and Lambert will tell you the awful truth of your job: outmanned and outgunned.  Your goal is to get to the submarine to your left (the conning tower).  One guard is on the platform, just pass him when he is away.  Get to the conning tower and drop down the ladder.  You will get a save point just ahead.

 

6c.  Access Submarine’s command center

 

You’ve reached the submarine, if you check your opsat, you will find that any incident inside will end the mission and that you need a colonel for a retinal scanner.  Like that’s a first.  Head left and down the ladder.  Stay in the dark and watch for the patrol.

 

When he turns around, follow him.  About midway through there is a hiding spot where you can wait for him to pass you.  When he does, go right down the hall.  The door will slide open and into the crew’s quarters.  There is one guard asleep here.  Slowly creep by and drop down the next ladder.

 

Put your back to the wall and move towards the opening.  One guard awaits inside, he’s looking at the door.  Use the SWAT move at the doorway to get to the other side.  Switch the lights off, crouch and go through the door. Stay to the right and go under a table of sorts for cover.

 

Go out the room and find the sliding door and enter the next area.  Wait in the shadows, the colonel you need will enter the room.  Grab him and take him out the door he came in and down the hall.  The retinal scanner is on the right.  Open the door and drag him into the dark near the door.  Wait for one guard to leave, take the colonel in an L-shape around the room to the opposite corner.  Knock him out and drop him in the dark corner.

 

The computer you need to use is in the side room.  Use it and get a save point, now it’s off to extraction.  You’ll learn that it’s about time you go meet Sadono.

 

6d.  Extraction

 

Slowly work your way around to where you came in, exit and head right.  Find the ladder and go up. You will be in another area with a ladder, go up again.  A platform will drop once you reach the top of the conning tower.

 

Work your way onto it and wait.  Equip a sticky cam or shocker and wait for the guard.  KO him.  Pick up the goodies and head down the stairs.  With one flight left, gunfire will erupt.  Head back upstairs and equip the smoke grenade.  Fire so you land a grenade or two at the first 2 gunners.  Head downstairs and fire another grenade in the distance to take care of the other 2.  If this fails, you still have diversion cams and a flash bang grenade.  There does not appear to be a way to avoid the firefight, but you can knock everyone out.

 

Head past the bodies and find the stairs down and then climb down the ladder to your getaway rubber boat.  Mission accomplished.  [Total KO’s: 7]

 

 

Mission 7: Television Free Indonesia, Jakarta

 

7a.  Infiltrate the TV Station

 

You start off on a roof with Coen.  Talk to her and she’ll tell you that you are holding up the US war machine, so get going!

 

Head down the ladder and then find the smoke stack to rappel down the wall.  Before you get going, you should notice a civilian off in the distance.  Once you rappel, find the opening in the railing and drop down to the ground.  Approach the brick wall jutting out and wait for the civilian to move down the street.

 

Where he was standing you will find a pipe that leads to the roof, climb up and move forward down the street.  You will reach the end of the roof, but if you are in the corner, you will get the option to climb out onto another pipe.

 

Below you is a patrolling guard and in the next courtyard are two more guards..  This will require timing.  Drop down when safe and stay in the dark corner on the right.  Take out your binoculars and recon the area.  Directly across from you is scaffolding with a ladder.  That’s your goal.

 

When it is safe move slowly towards it, pick up a bottle and toss it down the street, this way the 2 guards in the area move away from the ladder.  You can safely climb now.  Go all the way up and climb onto the roof.  You should see a zip line that goes from this roof to across the street.  Zip across.

 

Enter the doorway and jump and grab the pipe that goes to the floor, slide down and you get a save point.

 

Listen carefully to the radio chatter outside, it is a warning about lightning.  This obviously presents some problems for you as you are exposed with each strike.

 

There are two guards patrolling outside down the street.  Take out your pistol and shoot the light above your door and then the light across the street.  Head into the street, equip your rifle and shoot out the lights on the right side of the street.  I was able to distract both guards this way (they went down the corridor) and was able to sneak all the way to the other end of the street.  Results on diversion may vary, but you will not have any problems sneaking by these two.

 

In the far corner of the map is a fence you can climb, look for the break in the pointy things to climb over.  Drop down and take out your rifle.  You will see 2 guards enter the area.  Near them is a lamp, shoot the lamp, but not the big flood light.  From this point you should also be able to see a van.  Shoot out the headlight.

 

Staying on the edge and near the greenhouses, work your way around the area to the back of the van and observe the guards.  The van is facing a sewer system.  The opening has a ladder, this is your goal.  Drop down the ladder when the coast is clear. Be mindful of lightning strikes.  A strike should occur when you are at the greenhouse near the van.  You then should have plenty of time to get to the manhole before the next strike.

 

There is only one way to go down here, through the opening.  Be careful of a patrolling guard on the opposite side.  Enter the room and exit into more water, find some darkness and watch the pattern of the guard.

 

Shoot out the light directly ahead.  Stay against the wall and look into the first entryway.  You will notice a camera, shoot it. Wait for the guard to investigate from the other side, follow him back into the next corridor.  Shoot out the near light, sneak by.  The ladder is your goal.  When safe, approach and jump up to grab the ladder.  A save point is your reward.

 

Once you pull yourself up, you’ll find you are in a mine field with spotlights.  There is enough time to move in between objects and hide.  You will have to time it and flip on your thermal vision to see where the mines are.  I went towards the crate, waited and then moved to the next dish.  Wait and check thermal vision, move to the next crate.  Repeat to the next dish.  Watch the timing of the lights and look for the broken barbed wire on top of the fence.  You will have to climb the fence and get behind some cover.

 

[Alternate route through mine field: Once you pull yourself up, face the center with the guard and spotlights.  The route I just described is counterclockwise.  The alternate route is clockwise.  You only have to jump over a mine and run to the corner of the wall.  Do this when the spotlight is moving away from you.  You can creep up to the fence without worry of the light when it sweeps by headed back to where you started from.  Quickly climb over the fence and find cover]

 

Wait for the light to leave and make your way to the locked door.  Use your lock pick, and pick up a can before you enter the room.  One guard is in here with his back to the door.  Wait for lightning strikes and move out to the next doorway.

 

Ahead of you are two patrolling guards, your goal is to get to the corner of the building near the cab.  You will climb up on some plants and then pull yourself up onto the roof.  A can distraction should do the trick.

 

Once on the roof, you will find a narrow passage between two pillars.  Be sure it is safe (no one is looking in your direction), as you are exposed by the neon lights and the lightning strikes.  Use the half split jump to grab onto the ledge of the upper roof.  Go to the atrium.  Shoot out the first glass panel and then rappel into the lobby.

 

There is one guard down here.  Stick to the desk and work your way behind it when he goes on patrol.  You will have to make it to the elevators in darkness, just be patient for the patrol to pass.  Use the elevator and go up.  A save point is your reward.

 

7b.  Find Ingrid and Capture Sadono

 

From the elevator, head left.  Stay at the wall at the intersection and peek.  You will see one patrolling guard past the doors and one in the hallway.  Before proceeding, it is wise to take out the lights in the hall here, as you will soon see.  When safe, head to the door, open it.  Work your way forward until you see a place where you can do the half split jump and pull yourself up (near the intersection with another hall).  You will be in the air duct.  It’s a short trip.

 

Come out the other side and you will be in the auditorium.  Recon the area, there are 3 guards here.  Stay on the upper level and midway through you should see a pipe/bar that runs the length of the room.  Hop up and grab it, pull your legs up and work yourself to the other side of the room, behind the stage.

 

When it is clear, silently drop down and head around the crates and find the door.  Exit into the hallway.  You should hear Ingrid’s voice.  Head down the hall to the right and open the door straight in front of you, don’t open the side doors yet.  Hide in here and pick up some goodies and wait for the guard that is talking to Ingrid to leave the room.

 

Next to Ingrid’s room is a mixer room with one guard who stares at Ingrid through the glass.  It is a tedious process, but you can avoid the KO here.  You have to methodically take out the overhead light in Ingrid’s room and the two tiny lights in the corner of the room near the glass.  You can either turn off the lights in the room and then shoot them or just shoot them, make sure to use your pistol.  This will alert the guard and he will come and investigate.  If you didn’t get all the lights, just scurry back to the room you were hiding in and wait for him to leave and then repeat until all the lights are gone. [Thanks to el rapido; aka Rapido NL for the suggestion]

 

This leaves the room in total darkness and you can safely approach Ingrid.  You will get a save point as you exit.

 

7c.  Trail Ingrid

 

Follow her out the door, stay back behind the double doors until she distracts the two guards ahead.  Enter the area, disable the turret on the left and head down the hall that way. You will meet up with Ingrid near the elevators and find the retinal scanner opposite the elevators.  Note that this played out different another time I played.  It may be the case that the guards ignore her.  If so, you will have to sneak by the patrol.  When safe, disable the turret on the left.  Follow the guard on patrol near this turret, pausing in the darkness on the right and put your back to the wall.  He will pass by, when he does, continue down the hall and back towards the elevator.  There should be one guard up ahead facing the retinal scanner area.  Make some noise when the patrol is back at the turret and sneak by the stationary guard when he investigates.  [Thanks again to el rapido]

 

Approach the retinal scanner and find Ingrid.  She will tell you to hold back and meet her on the other side.  Coen will cut in and tell you that her cover has been blown by Soth.  That’s bad news for her, and you.  You will have to take care of 5 guards here so that they don’t kill Ingrid and end your mission.  You should have 3 shockers.  2 guards will talk to Ingrid before they find out her real identity.

 

Take them out quickly.  A third will enter, shock him.  Proceed to take out the lights in the area and then equip your ring foils.  Let the next two come closer and then ring foil them.  KO them with your elbow.  Shoot out the lights to make it dark.

 

Go talk to her, she will then go and open the next retinal scanner door.  Proceed through the doors and you get another save point.

 

7d.  Capture Sadono

 

Once you have Sadono, you are to meet Ingrid on the roof.  Only one way to go now, past the elevators and down the hall to the left and towards an armored camera.  Shoot out the light in the hall and approach the wall under the camera.  There is one patrolling guard and a colonel in the area.

 

You can sneak by both.  Trail the patrolling guard and hide in the bar area and let him pass, continue when he passes. Head into the corner, grab the pipe and climb up and shimmy to darkness.  You may have raised the suspicion level of the two guards, just wait in the darkness until it is safe.  Continue to shimmy and pull yourself up into the open vent.

 

Continue through the vent and you will get a save point.  You are almost into the studio.  Keep going until you enter the studio.  Drop down silently to the ground.  There is a retinal scanner door behind you in the corner, remember it.

 

Move forward and hide behind a large crate.  Wait for the spotlight to track through the room and then follow it until you reach an intersection with a hall.  This hall will be directly in front of Sadono while he is recording his speech; it is not narrow and does not have a retinal scanner.  Go down the hall; shoot out the light near the doors.  Now, switch off the lights in the area (it won’t turn off the spotlight).  This may alert one guard and he may come down the hall. If he does, grab him and knock him out.  Leave his body.  If he doesn’t investigate, stay in the area.

 

Sadono, when he’s done with his speech, will come directly to you.  Have a flash bang grenade ready and toss it when he is close.  This will stun everyone in the area, but you.  Grab Sadono.  The guards will shoot at you if you leave a portion of your body open to them.

 

Your goal is to now make it back to the retinal scanner.  Wait until the guards fall back and then avoid the spotlight and work your way around the room on the edge back to the retinal scanner.

 

Strangely, the guards will not shoot at you when you force Sadono to use the scanner.  Go through the door and up the sloped hallway to the next scanner.  One guard will follow you and Sadono but will not shoot you when you force Sadono to use the next scanner.

 

This opens the door to the roof. You will see Ingrid and a helicopter, work your way towards them.  All you have to do is listen to Ingrid talk until the mission is over.  [Total KO’s: 5]

 

Mission 8: LAX

 

8a.  Infiltrate the Airport

 

As you begin the mission, Lambert will tell you of a truck that will help you out.  Hop the fence and you will see a cargo truck pull up ahead of you.  Approach it and climb into the back.  Congratulations, you’ve just infiltrated the airport.

 

8b.  Identify and Kill all the terrorists

 

Flip on your thermal vision so you can see the patrols outside the truck.  There is a guard with a dog ahead.  Lambert will tell you how to ID the terrorists; they have higher than normal body heat.  You should see the first one ahead of you and to the left in a little shack.

 

When the guard with the dog goes to the right, you drop out of the truck and head towards the terrorist.  Unfortunately, the no kill game ends here.  You MUST kill the terrorists or you cannot advance.  Climb up onto the little shack and find the opening, you can get a good head shot here.  Wait until it is clear to drop down and hide his body. 

 

The door you need to use is next to the shack.  Open it, go right and you get a save point.  In the next room is a woman, she’s cleaning.  Wait for her to leave and then shoot the lights out in the room, including the vending machine around the corner from you.

 

The woman will come back into your room, sneak by her and go into the bathroom she was in.  Hide in the corner and wait for her to return.  When she leaves, climb on the sink, jump up and grab the ledge.

 

You are now in the air ducts, continue the only way you can and stop when you reach the last opening in the ducts.  Shoot out the flood light in the right corner and the light next to it.  Flip on your thermal vision and you will see one terrorist below you and one civilian.  You will have to kill the terrorist.  The best thing to do is stay up top and scope in on the terrorist when he is near the shot out floodlight.  Drop down and hide his body.

 

When safe, use the luggage transport thing in front of you and go into the scanner.  Flip on the thermal vision and you will see another terrorist ahead of you in the next area.  When you hear a conversation, this is your cue to go into the next area and drop down to the right.  Hide in the dark behind some boxes.  Take out your binoculars and recon the area.  Use your thermal vision and you will notice 3 terrorists and 2 civilians.  One terrorist in on patrol on the lower level, one is sitting down on the lower level, and the last one is on a catwalk with a civilian above the ground.

 

The trick in this area is to stealth kill.  This requires methodically shooting out lights, so no one notices a dropped body.  Work your way around the crates and start taking out lights that are above the patrolling terrorist’s path.  When safe, scope in and drop him.  Go pick up the body and hide it in a corner.

 

The sitting guard is conveniently sitting below a flood light, so you will have to shoot it out.  Do this from across the room, to be safe.  He may continue to sit, if he does, shoot him and let him drop in the darkness, no one will notice. 

 

You have one more terrorist left in the area.  He patrols above the guard you just killed.  The stairs leading up should now be in total darkness.  You just have to watch the pattern of the civilian guard up there.  Move when safe, you may want to shoot out a few lights near the terrorist.  When safe and when the terrorist pauses, snipe him in the head.  He should land in the dark, so no need to hide his body.

 

Find the door near the fallen terrorist, open and go down the stairs, you will get a save point here.  Head down and head towards the luggage mover on the right.  Shoot the light near the turn in the conveyor.  You will also see a pipe on the left.  Climb up and shimmy to the platform above the conveyor.  Pull yourself up and sneak across.

 

Drop down the other side and head right.  Another civilian is ahead who watches the conveyor periodically.  Move up the conveyor and shoot the light in his room.  Now you can safely move forward.  You will find some ammo and a smoke grenade for the taking ahead.

 

Head to the door on the right, open and head up the stairs.  You will get another save point here.

 

Flip on your thermal vision and you should see another terrorist ahead of you.  Grim and Lambert chime in and tell you there are two more left.  Wait until it is safe to open the door.  The terrorist will walk away and down the concourse away from you.  You can get a shot at him when he pauses in his workstation from across the concourse.  That leaves one more for you to deal with.

 

Stay on the people mover in the concourse and slowly work your way down.  The first civilian will get up and stare towards the mover and eventually sit down, move by him when it is safe. As you approach the next mover, another civilian will pop out and go on patrol down the concourse.  Move when safe and continue until you reach the keypad door.  Wait for the civilian to come back to you and then go on patrol.

 

Find the dead terrorist; get the satchel and the keypad door code.  Head slowly down the stairs as you turn the corner you should see an armored camera.  Take out your pistol and take care of the two lights near the camera.  Head left at the intersection and equip your thermal vision. The last terrorist is in the next room.  As you approach the door, you get another save point.

 

The terrorist has a set pattern of patrol.  There is one civilian at a desk.  Shooting him while he is on patrol appears to alert the civilian and end the mission.  Best bet is to grab the fat guy when he pauses on his patrol.  End his life in a dark corner, away from the civilian.  An alternative is to open the door and shoot the light over the terrorists head when he pauses in the middle of the room.  This will lure him into the hallway you shot from.  Fall back and take care of him without alerting the civilian.

 

8c.  Kill Soth and Recover the ND133

 

Lambert tells you that Soth is likely on the catwalks above you.  Head out the door to your left and onto a platform, head to the right and towards the escalators.  You may find it useful to shoot out a few lights before beginning.  This will cue two civilians who walk out and talk after they investigate. Sneak by them and Lambert and Grim will now tell you Soth is one level below you.  They want you to use your thermal vision from the balcony below the escalators.

 

Head slowly down the escalators and stay in the dark at the bottom.  Soth and two of his men will be below you.  From the escalator, head left onto the balcony, look down with your binoculars and turn on your thermal vision.  You will ID Soth easily.

 

Behind you is a bank of elevators and two armored cameras.  Shoot out the necessary lights to create a path of darkness to the elevator.  Enter the elevator and go up.  You will get a save point here.

 

The power is then cut and Grim tells you to exit via the emergency exit above you.  Shoot the grating and pull yourself up.  You will have to climb up using the cables.  Shoot out lights as necessary.  Climb up to the next elevator, there is one civilian inside and three civilians outside.  Climb up the next cable to the next elevator, drop down into the car.  On the floor is some 5.56 ammo.  Drop back down to the middle elevator. You should see some 5.72 ammo and a stick cam next to the top of the car.

 

You will now hear some voices.  Below you on the platforms are three civilians.  Drop down when safe.  Take out your binoculars and recon the area. Soth and his men are one floor above you.

 

If you look around you will notice that there is only one path that leads up to Soth and his stooges.  Unfortunately, there is one patrolling guard and two maintenance workers.  Shoot out the flood light to your right and continue that direction, take the ladder up and wait for the party to break up.

 

When safe, go down the ladder that is now next to one maintenance worker, follow the patrol when he goes to the next guy. Pause about midway through and you will get a little platform to hide on while he passes.  Creep past the next maintenance worker and head left at that intersection.  About that time, you will get a one minute timer.  You must defeat all three terrorists and reach the ND133 during the allotted time.  They will also be on alert now.

 

Scope them and take them down one by one.  Climb as high as you can go then drop down to their platform.  Run towards the ND133 and you’ll get some bad news.  Mission over, the cut scene is your reward.  [Total KO’s: Zero, Total Kills: 10]

 
Copyright 2004 by Mike Gessner.  This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. [gesnrm@ocf.berkeley.edu]. 


My plan is so simple an idiot could have thought of it

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