Tom Clancy's Splinter Cell: Pandora Tomorrow Single Player FAQ for the XBox by manofaiki copyright March 2004 by Brian Dean Cates manofaiki2003@yahoo. com This FAQ is authorized by the author to appear at only the following sites: Cheat Code Central Cheat Planet If I find an unauthorized site hosting this FAQ I will personally call Lambert up and have him send Sam Fisher to sneak up on you and pull your underwear up over your head. If you have the game, I am assuming you have the instruction booklet that came with it and I don't need to type 12 pages worth of basic instructions found in the booklet that came with the game. This is a game play FAQ and if I say "Equip the night vision and shoot the guard down the hall with the scope on the SC-20K" you either already know how to make him do that or you have the instruction manual and can look it up. If I'm stuck at a point in a game and am looking for a FAQ to help me out I always hate scrolling through page after page after page of basic information that is really just a reproduction of the game's instruction manual. I will describe the first time a move or an item comes up which button or trigger or thumb stick to use to equip it. All such descriptions are for a basic XBox controller. In case you have played the first game but have not yet bought Pandora Tomorrow and wonder how different or improved the game is, I have special Game Improvement! updates noted during the Walkthrough. The game begins with a very well done cut scene in Timor where we see a terrorist leader named Suhadi Sadono lead his troops in an infiltration and takeover of the U.S. Embassy. We watch as some Embassy staff are ruthlessly killed while others are brutally mistreated. Sadono himself ends the cut scene by sadistically kicking a kneeling man in the face. We want to see something bad happen to these terrorists and fast. And apparently so does Washington, because Sam Fisher is quickly dispatched to the scene. Level I: Dili, Timor Synopsis: This is an instructional level. Hints abound and you will have to really work at it to get stuck on this level because it's so simple. Your initial mission is to get Sam inside the Embassy building to find a software executive being held hostage by a Timor rebel group. Objective: Infiltrate the Embassy The level begins with Sam standing in water just in front of a pier. For fun, don't move Sam at all and Lambert will come on the radio every 15 seconds or so and ask Sam why the hell he's not moving and Sam will give him some funny answers, which I won't spoil for you by repeating here. Move Sam forward and climb up the pier and crouch in the shadows. Proceed down the pier and halt just outside the circle of light cast by the overhead lamp swaying in the wind. It's lighting up the entire walkway of the pier just where it turns to the right. Equip the pistol and shoot out the light, darkening the area so Sam can pass through unseen. (Game Improvement! While the pistol is equipped, pull the left trigger and a nifty new laster sight will turn on, putting a red dot where the round will go. Pros - you now will never have to spend 3 or 4 rounds shooting out a single light! Cons- anybody in the area looking towards you will see the red beam of light) You will notice that if Sam is moving while aiming the pistol, the cross hairs go very wide - this means his shot will very likely miss. Sam shoots much more accurately while still - when the cross hairs are very close together. Your first Hint Box is to the left of the lamp you just shot out. It's a box! And it has a square shaped grayish glowing area in it's center. Move Sam over to it and a Hint Window will appear telling you to press the green 'A' button on your controller if you wish to access the Hint. Turning and continuing down the pier, equip Sam's night vision (left tap of the directional pad) and move in a crouch toward the next lighted area. (Game Improvement! Sam now has binoculars that he can access instantly. In the first game, if you wanted a better look at something up ahead, if you didn't have the SC-2OK Silenced Rifle, with it's scope, you were out of luck.) While still some distance off, use the Binoculars (click down on right thumb stick) to carefully scan the area before proceeding. You can zoom with the Binoculars by tapping the up key of the directional pad. You can zoom in tapping up and zoom out by tapping down. Stopping and scanning areas with the Binoculars is a very good habit to get into with this game, so we will start it here. You can scan an area with the Binoculars using all three of Sam's vision capabilities: normal, night vision, and thermal vision. Use all three with the Binoculars before proceeding, because sometimes the night vision will show you something the normal vision could not detect; same with the thermalvison. You especially want to do this before you have Sam proceed across any lighted areas where he cannot see or safely shoot out the lights illuminating the area. Climb up the ladder and upon reaching the top immediately go to the left and crouch in the dark corner and shoot out the light illuminating the room. Then have Sam jump up (yellow 'Y' button) and grab the zip line so he can slide down it to the walkway. (Game Improvement! Sam now feels vibrations in his hands as he slides down a zip line - in the first game you felt nothing on the zip lines) After he lands, jump him up again to grab the pipe running across the area and send him hand over hand to the next building - and halfway across you will have to press the 'Y' button so Sam will bring his legs up to avoid an obstacle. (Game Improvement! Sam can now shoot while hanging by his legs on a pipe! After bringing Sam's legs up by pressing the 'Y' button, press the 'X' button and Sam will hang by his legs while drawing his pistol! To put the gun away, simply press 'X' again. What a cool move!) Once Sam is at the building, press 'Y' again to drop his legs and then press the 'B' button to drop him down - hit 'B' again before he lands and Sam will do a silent landing. Try to make EVERY landing in this game a silent landing. Crouch and move past the lighted window slowly. At the corner of the building, shoot out the lamp hanging on a elevated hook that is illuminating the next area Sam must pass through. Turn the corner and as Sam crouches in front of the closed door, the 'Door Options' window will come up. You have the option of directly opening the door OR scanning the room first by sticking the tiny fiber optic cable underneath it. (Game Improvement! Now the game always gives you the option of scanning with the Optic Cable before opening the door. It's part of the basic Door Options, unlike the first game, where you always had to hold down the inventory button, equip the Optic Cable from the menu, scan the room, then reselect Sam's pistol or rifle before opening the door. I am so glad they fixed this hassle!) ALWAYS SCAN THE ROOM BEFORE OPENING A DOOR. ALWAYS, ALWAYS, ALWAYS. As in every single time. If you get an option of scanning a door or window or whatever with the optic cable before opening it, do it. There are more than a few places in this game where just opening the door up first will FAIL THE MISSION. So if you stupidly open a door or window up without scanning with the optic cable first, remember that I warned you about that here. Hold down the 'A' button and move the left thumb stick up to select 'Optic Cable' instead of 'Open Door'. Once the optic cable view comes up on the screen, you can rotate the cable for a look all around the room by rotating the right thumb stick in a circular pattern. Once you have ascertained that this well-lighted room is indeed empty, hit the 'A' button again to go back to third person view and have Sam open the door. Move Sam into the room to the right where it is darkest and note that to pass through the room he'd have to go right by the window to the left - while going directly under the lamp. Anybody outside would clearly see him. So shoot the light out before proceeding. Don't think "But I just passed through that area - there's nobody out there!". The point is to get into the habit of shooting lights. Lights are not your friend. Get in the habit of shooting them out. Use the Optic Cable on the door at the other end of the room and then pick the lock. Proceed into the room to the right, crouching in the shadows and look up. There's a pipe there you must climb - only there's a lantern hanging next to the top of the pipe. If anybody is up there, you are gonna be a very well illuminated sitting duck when you reach the top. So shoot the lantern and..........time to develop yet another good habit. WAIT for a few seconds and see if there is any response to the shot. After some time has passed and there has been no noise, climb up the pipe and crouch down at the top. Move left and crouch down in the far corner of the room where there is a trap door. Scan the area below with the Optic Cable and then have Sam open it up and drop down. Ignore the lantern on the floor to the right; the room is empty. Move Sam in a crouch to the doorway. There is a lantern on the porch outside lighting up the stairs he must go down. Phhht! - the sound of Sam's silenced pistol sending yet another light to it's doom. Proceed down the steps, turn right and stop. Before you is a semi- lighted area. Move Sam along the fence to the left until he comes to a square- shaped opening beneath a porch. He can only enter this in a crouch. Proceed down this small tunnel until it ends in a small yard with a house in front of Sam that has a light hanging over the steps to the boarded up door. From the bottom step, aim up and shoot out the light. When you proceed around the now darkened corner, the game will automatically save. This is because your days of unopposed sneaking and peeking are over. Enemies are near. Keep going forward and at the top of the next pair of steps there is some ammo for you to pick up. Go down the steps to the left. At the bottom of the steps turn right and here we are going to learn to maneuver while sliding along walls - very good method for a stealth operative to know. Stand Sam up, then move him so he is facing the board fence on the left. Then click down on the left thumb stick and Sam will turn and flatten himself against the wall. Now you will be able to move him through the narrow corridor formed by this fence and the wall of the building opposite. Keep Sam in 'Wall Mode' when he reaches the end of the fence and hold the left thumb stick to the right to make Sam peek around the corner. Sam will see a guard sitting on box facing away from him. (Game Improvement - the SWAT Maneuver. Sam has had a very good evasive technique added for crossing an open doorway. In the first game you had to just crouch and hope they didn't see you.) Now we learn the handy 'SWAT Maneuver' - while holding the left thumb stick to the right and making Sam peek around the corner, hit the 'A' button and he will do this really cool turning move that brings him quickly to the other side of the doorway. From there, have him peek again around the corner, this time by holding the left thumb stick to the left. While he is peeking, tap the 'X' button and Sam will draw his pistol. Aim for the lantern on the wall and shoot it out. The guard will let out a grunt of surprise and get up and go over to look at the lantern. The area is now dark so he will not see you as you sneak up behind him. When you are close enough behind the guard, the 'Grab Character' window appears. Tap the 'A' button and Sam will grab the guard in a headlock and hold the pistol to the man's head. Important: as you have seen many times at the bottom of your screen in the mission objective window, Lethal Force is NOT allowed on this level thus far, so you cannot kill this guard. If you do so, Lambert will say something nasty to you and the mission fails. Once you've grabbed the guard, you can practice moving around with him as a shield by using the left thumb stick. You can move him forward, back, turn around, etc. Also, by tapping the 'X' button again you can take the pistol away from his head and aim it at a secondary target. Tap 'X' once more and the pistol goes back against the hapless guard's temple. Move him to a darkened area and then press the right trigger and Sam will knock the guard out. (Game Improvement! In the first Splinter Cell, Sam would knock people out and their bodies would 'fall through' Sam on the way to the floor - now the K.O.'s are much more realistic as the guard and Sam's bodies will not blend together as he crumples to the ground) Proceed forward past the box that the now unconscious guard was sitting on and another Game Save point will automatically pop up. Crouch and look forward at the ground while equipping the Thermal Vision. Yikes - those glowing circular patterns on the ground are Thermal Mines. Step on one and you don't just fail the mission, you die. Look to the right - there is an elevated walkway - go underneath it to bypass the mines and turn right. Look up ahead - MORE thermal mines, but not to worry - to the left of the mines is a box underneath a hanging lantern. Shoot out the lantern, get on the box and then jump up and grab the ledge and go hand over hand past the mines. Or you could simply take a running jump over them like I did the first time I played the game. Whichever turns you on. (Game Improvement! The Half-Split Jump - Sam can now do more than simply drop down on somebody from the Split Jump. Now he can move from one side to the other while suspended and then jump even higher) Proceed around the corner staying to the left against the wall where you are in total darkness. Find the small alley between the two buildings to the right and proceed halfway down it. Here you must perform a split jump. Press the 'Y' button and then when Sam is at the apex of his jump (that's the highest point of the jump, for those of you in Rio Linda) press 'Y' again and he will do his patented split jump and end up suspended in midair between the two walls. Now, to reach the ledge up to the left hand side, you will have Sam perform his new 'Half-Split Jump'. Use the left thumb-stick to move Sam to the right so he is facing the ledge to his left. Then press 'Y' again and he will jump up and grab the lip of the ledge. He might have to hand over hand down the ledge to a point where you can make him pull himself up. Proceed through the room and turn right and as you go through the next doorway another Save point loads. As you enter the next room the game asks you to equip the binoculars by clicking the right thumb stick. Lambert speaks up and tells you Grimsdotter has found you a way in - the stream outside that runs under the walkway will get you inside the embassy grounds. But there are patrolling guards you can see once you shoot out the lantern in the window to your left. Shoot out the lantern on the table in the next room as well, and then when the nearest guard outside is facing away from you proceed down the pole and slowly enter the water. Move along the stream where the bushes are thickest. (Game Improvement! The Whistle tactic - now Sam has a built in diversion that he can use to lure guards to him. In the first game, he either had to intentionally shoot nearby a guard to lure him - thus using up precious ammo - or he had to go find a provided bottle or can to throw. Or jump up and down like an organ grinder's monkey. Now all Sam has to do is put his lips together and blow. Much simpler and easier, eh?) You have the option of luring the guard to you with a whistle (the black button) and then KO'ing him or you can simply sneak past. If you K.O. him, you have to hide the body and there is a chance it will be discovered and raise the other guard's level of alarm. It's better just to sneak past. Wait until the guard has turned his back and is moving away from you and proceed up the stream and under the bridge. If you move too fast or he hears something and heads back, keep going because what the guard will do is take out his flashlight and start scanning the area you already passed through. Continue forward to the great big paddle wheel and then look back and use the binoculars to find the guard. When he is on the opposite side of the bridge and you cannot see him, move up the embankment and crouch down next to the palm tree and look to the left. There is a guard sitting on a box with his back to you. As you move forward, stay out of the light thrown on the ground to the left and move along the wall of the embassy to the right. As you proceed another Save point loads. Lambert speaks up to say the terrorists seem to be preparing to kill some hostages. Sam lets Lambert know he cannot avoid this guard in his way - how flexible is his lethal force parameters? Lambert says like a rock - as a matter of fact, he thinks this guy is one of Sadono's top lieutenants and wants Sam to interrogate him. So move up slowly behind the seated thug, grab him and hit the 'A' button again to interrogate him. Note: move him into the dark area to the left as you interrogate him - don't stand out in the light for this. There is another guard around. After the terrorist is done spilling his guts, K.O. him and crouch down - very likely you will see another guard wandering around the box where the lieutenant was sitting. He will then enter the building you are next to. After a few seconds, go to the door and use the OC (Optic Cable) and you will find him sitting with his back to the door watching TV. Who trains these guys? Enter the room and K.O. him if you want the practice; you can bypass this guy easily. Move to the flaming barrel and climb the pipe to the right of it to reach the top of the embassy wall. Or if you want the practice, move into the narrow area behind the burning can and perform the Split Jump and the Half-Split Jump to get to the top of the Embassy wall. Pull Sam up and stand him on top of the wall and......... Congratulations! You have fulfilled the first objective - infiltrating the Embassy! Now a new game screen loads and you are given a new objective - Recover/Destroy Security Intelligence. You are informed from this loading screen that: 'Private military corporation C.E.O. (that's Chief Executive Officer or the Big Cheese to those of you in Rio Linda) Douglas Shetland is trapped inside the Embassy, in possession of intelligence that cannot be allowed into enemy hands. Objective: Find Douglas Shetland and either recover the sensitive security intelligence or destroy it. As the level starts you have the option of saving a checkpoint. After saving, Lambert comes on the radio with some info. Then check your OPSAT for info on Shetland.Includes a funny comment by Grimsdotter at the end. Don't worry about the lights, nobody is watching at this point, go up the ladder to your left, then turn right and go up another ladder. Come down on the landing and move to the left into the shadows. Shoot out the lantern sitting there or the guard with the binoculars in the window around the corner is going to see you. Crouch and go around the corner and before you get to the lighted window go to wall mode in the crouch and slide by underneath the window. The guard looking out through his cheap Czech-made binoculars should not see you. As you continue sliding down the wall to the right, there is another, far larger window where another guard is looking out. Lambert will come on the radio and tell you to freeze because it seems Sadono himself has come into the room and is looking around. If he sees you, the mission is over. If you stay in wall mode in the dark here he will never see you. After this self-important terrorist thug leaves the room, go out of wall mode and crouch down right next to the window and use the 'whistle' button. The guard will go and investigate, moving around the room. When his back is to you, move across the lighted area to the far side. Two hostages are sitting on the floor inside the room , but they won't see you or they have the presence of mind not to alert the guard. Move down the landing to where it ends abruptly - looks like a tank shell or some sort of artillery took out this section of the balcony. Below a big fire burns so if you mess up this next part Sam goes down to a fiery death. Move Sam to the very edge of the balcony and to the left, until the Interact window comes up with the option of Climb Out displayed. Select it and watch Sam climb out onto the pipe and then move him up so he can grab the ledge and hand over hand to the landing outside the opposite window. As you are landing you hear Shetland being interrogated inside the room by a nasty terrorist torturer. Face right and move to the edge and the interact window pops up again. Climb onto the pipe and then move down off of it onto the balcony and go through the open doorway and K.O. this vicious terrorist. Then talk to Shetland and find out what you need to know. Shetland hands over a data chip which you insert in a Sony Ericcson Palm Pilot device and then a Checkpoint Save option comes up. Your objective now is to find a CIA agent named Ingrid Ruth Karlthson who is on the Embassy grounds. You can see her picture and bio on your OPSAT now, if you so desire. Objective: Find Ruth Ingrid Karlthson After saving, Lambert tells you about a person code named 'Mortified Penguin' who seems to be behind this operation. There are two doors leading out of this room - one leads to the room where the guard is at the window and the two hostages are on the floor behind him. The other leads to a hallway where a guard can be seen on the right standing with his back to you as he looks outside. Don't believe me? Fine then - use the Optic Cable on both doors and look for yourself. Going for the first guard with the two hostages is risky - the room is well lighted and one of the hostages may make a noise if they see you coming. The other guard is in a dimly lighted hallway with his back to you with no one to alert him intentionally or otherwise. K.O. the guard in the hallway, lockpick the bathroom further down the hall, and then hide the guard's body there. Note the Medical Kit on the wall there - you haven't been hit yet so you don't need it, but the night is young so remember where it is. (Game Improvement! Although kind of a frustrating one, it does make the game more realistic: Sam can no longer stare right at a bright light source while using his nightvision. If he does, the whole screen goes white and for a few seconds he can see only 'ghosts' or outlines of whatever he was looking at until his vision clears again) (Game Improvement! Now you don't pick medical kits up and take them with you - they remain on the wall where you find them. And you have the option of not using all of the kit to restore your health - you can save some of the health for later. Even if you have just a little life left and choose 'Full Restore', there will be some health left in the kit.) Shoot out all the lights in the hallway and on the ceiling; if things go south at the bottom of the stairs up ahead and you have to retreat, you want a nice safe dark place waiting. At the end of the hallway shoot out the big circular light that hangs over the stairway. And the lamps on the tables in the corners. Once the upstairs area is in total darkness, proceed down the stairs. There is a guard on patrol and his steps bring him to the foot of the stairs. Use the Whistle button to bring him up to you and retreat up the stairs. He will come up the first set of steps, pausing on the landing, then turn to go back down. Grab him just after he turns around, pull him back up the stairs to a dark corner and K.O. him. A second guard might have approached when you whistled but only one guard will proceed up the stairs. Repeat the tactic for the second guard. Alternative strategy: If you mess up grabbing one, you will end up having to retreat, very likely under fire. Quickly K.O. the guard you failed to grab and retreat up the steps and around the railing to the far side where it ends in a dead end. Two other guards will come up the steps, find the body, and then look for you. As it is completely dark, they cannot see or sense you until they are right on top of you. Try sneaking up on them one at a time and KO'ing them. Even if you mess up, a quick squeeze of the right trigger will smash them with Sam's elbow. Done quickly enough, they will not get off a shot. If they do get some bullets into you, remember the health kit in the bathroom down the hall. You can restore yourself to full health before going back downstairs. Alternative strategy: if you opt to save the two hostages held by that guard yourself, know that if you mess up the guard will shoot them and the mission will fail. Go back to the room where Shelton is and open the door to the room where the hostages are. The terrorist is on the far side of the room. You can shoot out the nearest light on the ceiling, but if you shoot the second one he gets alarmed and hoses both of the hostages with his rifle. You're gonna have to sneak up on him and hope the hostages don't inadvertently warn him. If you mess up the grab quickly hit him with the elbow. Hitting a guard with an elbow once stuns them; they will recover in about 4 seconds if you don't hit them again; the second hit with the elbow is what K.O.'s them. At the bottom of the stairs, depending on if a second guard was alerted by your whistle or not, look to the left and there will be one or two guards playing dice about 30 feet away in a well lighted area. If your whistle drew a second guard, there is one guard kneeling there. If only one guard has been KO'd so far, then two guards will be seen squatting there. Shoot out the light to your left near the doorway. This usually makes one of the guards get up and begin patrolling. Retreat up the stairs and whistle to draw him to you. Like the first guard, he will come a bit up the stairs to the spot where you were crouching when you whistled and after a few seconds he will turn around and start back down the stairs. That's when you grab him. K.O. him and hide his body. Now there is one more guard left, still crouching down and looking at the dice on the far side of the room. Shoot out more lights on the left hand side of the room and that will get his attention. Use the whistle tactic to draw him to you and K.O. him. If you get wounded, don't worry there is another medical kit in the room at the bottom of the stairs. Right behind where the guards were playing their dice game is a narrow corridor that leads to another hallway. You'll see a model ship sitting on a table next to a light on the wall. Shoot out all the lights on this hallway. There is a big double door on the right halfway down the hallway. You especially want to shoot out the lantern hanging over the doorway. Use the Optic Cable underneath the double doors and note the two automatic searchlights scanning the courtyard. Open the door, save the checkpoint, and staying in the shadows, slowly move forward. There is an open gate right in front of you leading into the courtyard....which is being systematically swept by the searchlights and is being watched by a guard with night vision goggles. There are two avenues to the far left and right that look very appealing; until you realize the left hand one is being monitored by an automatic tripod mounted machine gun, and that shooting out lights on the right hand side alerts all the guards and you lose the element of surprise and the guard with the NV can see you even in the dark and starts riddling you with bullets. Plus it turns out that right hand side ends in a dead end, so you got spotted for nothing. Lambert will come on the radio to let you know about the NV'd guard. He's on the second floor of the building to the right in a lighted doorway. You also see Ingrid Karlthson turn on a light in a room right next to the one the guard is standing in. Lambert then tells Sam something he knows he isn't going to like - the only way to keep the NV'd guard from seeing him is to..............STAY IN THE CIRCLE OF LIGHT CAST BY ONE OF THE SEARCHLIGHTS. Yes my fellow gamers, for once the light actually IS your friend. Use the light beam from the right hand searchlight and after studying it's pattern walk Sam forward into it and move him so he stays inside of it until he reaches the other side of the courtyard. Go up the steps into the open gate and move to the left into the darkened area and shoot out the light over the doorway. OC the door, then go up the steps to the left. There is a medical kit on the wall at the top of the stairs and then another set of stairs leading up. Shoot out the ceiling light and slowly proceed up the second set of stairs. Turn around halfway up the stairs and look - you will see the NV'd guard with his sniper rifle in the balcony facing away from you. Sneak up behind him and K.O. him. Then after using the OC to make sure she's alone, open the door to your left and before talking to Ingrid, dump the guard's body in a corner. After your interlude with Ingrid, save at the checkpoint and then get good news from Lambert: They have pinpointed the coordinates to a cryogenics lab in Paris, France. Also, Delta Force is on the way to rescue the other hostages, so the leash is now off as Lambert tells Sam he can now shoot all the terrorists he wants. Then Grimsdotter chimes in to say your extraction is waiting, but Cohen doesn't want to land the Osprey in the village with all the searchlights on. You need to turn two of the searchlights off before Cohen will find the nerve to come and get you out of here. Objective: Kill the Searchlights and reach the extraction point for pickup Go back down both sets of stairs and at the bottom of the second stairs there is doorway to the right. Go through it slowly, there is a guard on patrol nearby. Move along the fence to the left until you come to a very dark area near the first searchlight tower. Looking forward will allow you to see two guards moving around on patrol between some buildings. You only need to worry about the nearest one. Wait until he's close and the other guard is not in sight and either K.O. him or put a bullet into his head. Hide the body and then shoot out the lantern at the top of the searchlight tower, climb up it, and switch off the searchlight's power. That's one down, one more to go. Proceed forward down the area the guard was patrolling to where the second guard is disappearing on his patrol between to buildings to the left. Shoot out the two lights on the building to the left as you pass by, and make sure you do that when the second guard is not visible. Wait for him to come back and take him from behind. At the end of his patrol on this side he stands facing the fence for about 5 seconds, so that's plenty of time to get up behind him. You can shoot him in the head after you K.O. if you want to. Remember, these punks killed Americans when they seized the embassy! Note: after playing this level several more times, I have discovered that these last two guards are not that easy to sneak up on. The first time through I got them both from behind with a K.O.. Since then they have always sensed me before I could grab them. If you can't grab them successfully the first few times, you are better off just shooting them in the back of the head from a few feet away. Hey, nobody said war was fair. Well now you see the second search tower with it's light scanning the heavens. Cohen sees it too, which is why you're ride still is not here, so you better go shut it off. Shoot the lantern out at the top of the ladder and then switch the searchlight off. Proceed up the stairs ahead and around the corner. Look, you're back in the waterfront area with the piers ahead. Move down the pier and then to the left - you'll see the Osprey piloted by Cohen hovering over the water. Go down the steps and into the rubber boat and...... Congratulations! You have completed the first mission of this fine game! America just KNEW it could count on you to get the job done! Level 2: Paris, France Saulnier Cryogenics Lab / March 30th, 2006, 04:12 Hours An enemy agent operating under the alias 'Mortified Penguin' has broken into the Saulnier Cryogenics Lab with a gang of French and Syrian mercenaries. Trace their path of intrusion to uncover their purpose and the identity of 'Mortified Penguin'. Main Objective: Identify Sadono's chief mercenary Present Objective: Infiltrate Saulnier Cryogenics Lab The level begins with Sam in the underground railway tunnels that run underneath the Saulnier Cryogenics Lab. He's decked out in a cool neoprene black ninja suit and ready to go to work. Lambert come on the radio tell Sam he'll have time for sightseeing later and then tells Sam they don't even know if 'Mortified Penguin' and his followers are still in the building. Sam is facing a bright railway light behind a grate as the dialogue ends. Move him forward and he'll automatically climb down into the open manhole. Once on the ground below, turn him around and head down the corridor to where a lantern can be seen sitting on a barrel. Every 30 seconds or so a train will come flashing by on another track on the opposite side of the far wall, and lights from those trains will illuminate the area as they pass by, so you have to be ready for them. Wait awhile and you will see a guard on patrol stopping next to the barrel before turning around and going back the way he came. Go into Wall Mode on the left hand wall and after the guard has turned around and started back and is facing away from you hit the white inventory button and equip the pistol; Sam starts the level with the SC- 20K equipped - then hit the 'X' button and equip the pistol. Wait until the guard is all the way down close to the parked train engine, but before he turns around to face you, and shoot out the lantern. Now when the guard proceeds down the tunnel towards you the next time, the area is so dark he will not see you. Let him get close and grab him and K.O. him. Or Shoot him. Or do both. Then hide the body. Proceeding up onto the platform, shoot out all the lights running along the left hand side using the SC-20K. Shoot the last 4 from as far away as you can, because once you get halfway up the platform the game spawns 2 terrorists who will come around the far corner and start patrolling. You don't want them to have any light to see by when they show up. There are two lanterns inside the abandoned train cars as well and by shooting them out you have completely darkened the entire area. The only thing you have to worry about now is the trains that roar by and send rays of light shooting everywhere every 30 seconds. Slowly move up the platform and when the two terrorists show up, wait for them to split up. One will come down the platform toward you and the other will step out of sight behind the last train car. Wait until the approaching terrorist stops, and before he turns around and starts to go back the way he came, drop him with a head shot. The other guard won't hear, so move up to where the first guard fell and when the other guard steps back into sight drop him too. Now head to where the two now departed terrorists came from and go around the burning barrels and turn another corner. You will come to a wall with a huge hole in it and beyond the hole a real inferno is blazing. This is obviously where the terrorists got into Saulnier: they blew a hole in the wall and just walked right on in. And apparently set a nice big bonfire to make sure nobody followed their trail. Approach the opening and crouch down. Soon Lambert will say Sam's temperature readings are off the charts and suggests shooting the overhead pipes to release water. I've found the pistol does not really work well for this; you have to shoot a lot of ammo. Use the SC- 20K and shoot the pipes until water comes spurting out of them to douse the flames. Aim for the handwheel on the left. Proceed through the now cascading water and into the room beyond. Go past the buckled and toppled shelves to the door against the far wall. As you do so, Lambert says Grimsdotter needs you to access the buildings security systems. Objective: Access the security terminal Switch off the lights and use the OC on the door. You will see a guard on patrol on the other side. Watch the patrol pattern - he moves from one side of the room to the other. Wait until he is on the other side of the room, open the door , aim at the light on the wall just behind the door, shoot it out, and move beneath it into the corner. Now wait as the guard comes back toward you. You are in complete darkness, he reaches the end of his patrol just in front of the door, about 5 feet away. I found with the SC-20K you can use the scope to pick which eye to put the round into, the detail is that sharp. I chose the left. Hide the body in the same corner you shot from and head to the other side of the room. Go to the door and use the switch next to it to switch off the lights and then use the computer on the desk. I got nothing from the computer, but maybe that was just me. Many times you get good info out of running computers so always check them. Now use the OC on the door and note that several guards are patrolling the next room, which has many computers in it. This room is very brightly lit. Darkness! We need darkness! Here's how you do it: Keep watching on the OC until the guard walking up and down the area in front of the door is at the far end of the room and disappears from sight for a few moments. Then, turn the OC off, quickly open the door, equip the SC-20K and move back while aiming. Before the door shuts, shoot out the nearest light on the ceiling. Go back to the OC and look again. The guard may stand under the light for a second when he comes back, but the door is how shut and he has no idea why the light is out. After a few seconds he will resume his patrol. Do it again. Wait until he disappears, open the door, and shoot out the second light and let the door close again. Now the corner to the left of the door of the next room will be dark enough so that the patrolling guard will not see you when he passes by. Use the OC, wait until he's not visible and then open the door and slowly move into the room. Wait a little distance from the door, and as soon as it closes move into the corner next to it. You have a few more seconds until the guard making a patrol around the room approaches close to you. There are two guards in the room; one stays near the center of the room in the computer areas and the other makes a square patrol pattern all the way around the room. When the patrolling guard is on the right hand side of the room in the dark area shoot him between the eyes with the SC-20K. Sometimes the other guard sees something's wrong and sounds an alarm, and sometimes not. If he does sound an alarm, he will begin patrolling and move right up close to you for an easy shot. If he hears nothing, he will continue tinkering around with the computers. Stand up and draw a bead on him when he's still and shoot him in the head. (I know, I know, you shoot a lot of people in the head in this game. But remember: they're TERRORISTS! They could have stayed home! On the family farm! They CHOSE to be here, performing their nefarious deeds. So don't feel bad about taking them out. They are armed. And you are checking them out a hell of a lot faster and easier than many of their unarmed victims) One of these dead terrorists drops a data stick, so make sure you pick it up. Hide the bodies in the dark corner next to the door and move to the opposite side of the room. Switch the lights off and then OC the door. You will see another door to the left. Open the door and then OC the next door. You will see yet....another door! And a med-kit on the wall. In case you messed up and got shot a few times by those two guards in the computer room, here's your chance for a full health bar. Pick the lock, open the door, save the checkpoint, switch the light off, and use the health kit if you need it and then OC the new door. Can you follow all that? Good! From the OC you will see a medical type room with a malfunctioning, rapidly flashing light on the far side of the room. Open the door and slowly move to the right and crouch in the corner. Right after you come into the room three terrorists will take up positions on the far side of the room. They will begin moving slowly towards you. Retreat back through the door you entered by and let them have the room. Give them time to get comfortable as you watch them under the door with the OC. There is one who comes nearest the door, apart from the other into the darkest part of the room. Take him first. Wait until he is walking toward you, open the door and shoot him. Then use the scope on the SC- 20K to take out the other from across the room. Pick up the data stick one of the terrorists dropped and hide the bodies in the very dark corner on the far side of the room. Sometimes one of the terrorists will also drop some ammo. Alternative strategy: if you like your carnage very up close, do this: enter the room when the patrolling terrorist is on the far side, and climb up the pipe on the left hand side. Bring Sam's leg's up and move him down the pipe. Go too fast and the terrorist in the room will hear him. On the far side of the room drop Sam down before he gets to the bright light on the opposite wall. SILENT drop him. Now equip the SC- 20K. You will be able to see at least one of the other terrorists in the next room through the clear curtain that separates the rooms. Shoot him in the head, then....move to the side as the second terrorist comes charging into view. Drop him. Then turn and take down the patrolling terrorist as he comes at you from behind. Intense, huh? Three tangos down in less than 5 seconds. The next room contains corpses that were being prepared for freezing. Move into it and go right to switch off the lights. Then move left through the next doorway. OC the double doors and note the long narrow hallway with lighted plate glass windows to the left. Stay crouched going into the room. Terrorists have begun shooting at the computers in the lighted up room to the left and Lambert will frantically say that we need the access codes - shoot the terrorists and stop them; if you get shot a few times in this fire fight, remember there is a full health kit just a few rooms back. Go get health before you access the computer at the far end of the room. Once you access the computer, Lambert and Grim will tell you what a good job you did and that it looks like 'Modified Penguin' was very interested in some of the patient files. Then, Grimsdotter will say the terrorists are about to remote trigger a bomb further down the hall. A timer starts and you now have 1:30 to find the bomb and defuse it. Can't you just FEEL the suspense? As you start to move away from the computer, a Checkpoint comes up. Save the game and head out of the room and down the hall to the left. As you look down the hall two terrorists will come out and start toward you. Drop them both. A diversion Camera or a smoke grenade will do the trick. Pick the lock of the door to the left of where the two terrorists were standing. The bomb is taped to the boiler opposite the door when it opens. Approach it and when the 'Defuse Bomb' window pops up, press the 'A' button to defuse the bomb. (Note: if you are low on health or need a diversion camera or smoke grenade, there is a closet door to your immediate left when you exit the room where you accessed the computer. Quickly run in there and grab the items on the floor.) Lambert then tells you your next objective is to access the companies database, which is one floor above you. Objective: Access the database. Hide the bodies of the dead terrorists in this room and exit and go down the hall. (For fun, use Sam's binocular view and check out the cool and realistic looking French emergency procedures poster on the wall of the boiler room) (Game Improvement! Sam can now open doors while carrying bodies! How many times when playing the first game did you desperately try to pick up a guard's body and get to the door only to have it swing shut in your face? Then you had to set the body down and open the door all over again. Another great improvement!) Move down the hall to where the two terrorists came from and OC the door there. Looks like a long stairwell leading up. Brightly lit, too. Move slow then. Open the door, and a load screen pops up. Save the checkpoint. Look up ahead and see the red dot on the wall at the top of the stairs. That's a motion detector. Move too fast in front of it and an alarm will go off, bringing some guards. Slowly move right in front of the motion detector. If you set it off there will be a blinding white flash. If that happens retreat post haste and set up a defensive position at the door below. If it doesn't go off, continue slowly up the stairs until you get to the door at the top. OC the door. It reveals a well lit but empty area. Go in slowly and quietly. Shoot out the ceiling light right above you. Look to the left. There is a corner nearby, and some double doors. Go into Wall Mode on the wall next to the door you just went through and slide down to the corner and peek. There are several guards around the corner. They are split up. If you retreat near the door and then use the Whistle button, one of them should come down into the dark and turn the corner and approach you. Drop him and hide him in the dark corner near the door. Then back into Wall Mode and peek around the corner again. Sometimes none of the other guards are now visible. But they are there. Look at the double doors again and note the ceiling light you can see beyond them. Shoot the light out with the SC-20K. Approach the double doors and pick the lock. A doctor's body lies on the far side of the hall. Shoot out the small light bulbs near the floor with the pistol; save the SC20K ammo for later. While you are doing that a mercenary will come on the radio, intercepted as he talks about a Saulnier security guard who has managed to lock himself inside a vault. (Note: If you make your way down the corridor to the left, shooting out the lights and moving slowly past the motion dectector on the wall to the left, and enter the open double doors on this side and shoot out the over head light and the lights on the floor. Now you will be able to SEE the mercenary scanning the security camera monitors on the wall as he makes his report) The door to the database room is to your left. OC the door and note there are 6 cameras in this room. All are rotating and looking around. You have to take most of them out. The two on this side of the room, then one in the middle and one on the right side of the room near the database computer you need to access. If you mess up and one of the cameras spots you two guards are going to come after you. Take out the lights on the near side of the room and then use the computer to your right. Lambert and Grimsdotter will narrow down the the info to show that 'Modified Penguin' was especially interested in the files of 8 of Sauliner's clients. Turns out all were frozen in the last six months and all were cheapskates: they paid only to have their brains frozen, not their bodies. Lambert makes a crack about Sam searching for French Brains. Objective: Access The Limited Storage Facility Go back through the door you entered by, and approach the door with the keypad; check your OPSAT because now the code is found there. And it's also found in your objectives window once you look at your notes; a GAME IMPROVEMENT noted by You cannot OC this door, so enter cautiously. Save the checkpoint, and see the big spotlight up ahead that is lighting up one of the terrorists like a Christmas tree. Note that the terrorist is standing right next to a motion detector. You need to drop this guy with one shot; if you don't, two more terrorists will show up and things will get hectic. After you've shot the terrorist in the head, switch off the spotlight, get the two Air Ring Foils on the table, and use the med kit on the wall if you need it. Alternative Strategy: Switch the spotlight off first and KO the guard when he comes to investigate. Proceed through the door slowly. As you slowly move to the next door , don't forget to pick up the dead terrorist's data stick. You can glean lots of clues from the data you pick up. OC the door. Another long stairwell. Go up it slow and note there is a camera. Shoot the camera and move slowly closer. Look, a wall mine! Approach it.... (here's that great word again!) SLOWLY and disarm it by pressing the 'A' button when the light on the front of the mine is green. Press the 'A' button when the light on the mine is RED and you are one dead stealth operative. Pocket the mine and continue up the stairwell. OC the door at the top. Use Sam's night vision and you will see the two guards easier. One is patrolling, the other is fiddling around with a computer. Go back to normal mode, back up and shoot out the closest lights. You need the stairwell dark as you enter the room. Wait until the patrolling guard is in the next room to the right and enter slowly and move to the left of the door and face the wall. Watch your light meter and make sure it stays slid all the way to the left. There is a light source close by and you don't want any of it to find you. When the patrolling guard comes back into the room, slowly follow him down the length of the room past the other guy who is still meddling with the computer. While the patrolling guard is out of the room, take out the guy at the computer with a head shot. When the other guard comes back, drop him too. Now use the computer, check the data, and then head into the other room the guard was patrolling. The computer gave you the access code to the keypad door you now discover. Enter the code and proceed inside. Brief cut scene and I hope you don't have a problem with brains lying strewn across the floor. Sam tells Lambert he's found the brains he was looking for. Seems like 'Mortified Penguin' was actually more interested in the refrigeration unit the brains were stored in than in the brains themselves. He took the unit and just dumped the brains out on the floor. Lambert now tells Sam to locate the wounded security guard because this man managed to get a picture of 'Mortified Penguin' with his cell phone. Objective: Find Francois (that's the security guard's name) and take his cell phone. Use the med kit on the wall to the right if you need it. Move past all the.....ugh!....brains on the floor towards the cooler door ahead. Save at the Checkpoint. You will need to equip Sam's thermal vision. Pause at the door and carefully note what you can see. One terrorist is clearly visible. Move forward slowly to the left...Aha, what's this? A turret gun! Hey, and if you turn the IFF off, guess what happens? That Turret gun will shoot anybody that is front of it. Can you see where this is going? Move over to the turret gun's control box and when the interact window comes up, select 'Disable IFF' and exit. Watch the turret gun blow the terrorist away. When he's dead, Deactivate the turret gun and move forward. Check the guard's body; I picked up a sticky shocker. Move forward to the left. There is a big metal door. Use the OC to look under it. More freezing mist in the air. Keep the thermal vision turned on. Lock pick the door and ease through. There are 2 terrorists at the far end of the catwalk you now find yourself on. If you have plenty of ammo left, just snipe them. If not, sneak up and go for close range shots. If you have plenty of health, try a K.O. After you take out the two guards, move carefully into the next room where all the lab rats are because there is a wall mine to your right halfway down. Use the switch on the left near the door to switch off the lights. Take the wall mine and then use the med kit on the far wall if you need it. Enter the room to the left and save at the checkpoint. Climb up on the medicine cabinet and enter the ceiling system. You get a brief cut scene of the terrorists shooting at the vault where Francois is hiding. Move down the ceiling area and turn left and drop down into the vault where you see Francois lying wounded on the floor. Pick up the ammo on the way over to him and talk to him. Francois helpfully hands over the cell phone and the mysterious 'Mortified Penguin' is identified as one Norman Soth, a man with some CIA connections. Then Sam is told to extract. As you exit the vault back through the roof, it becomes apparent Francois is about to be killed by an explosion the terrorists are setting. You can simply leave Francois to his fate and take off (which leads to a stern lecture from Lambert) or you can save him. To save him, equip the SC-20K with the smoke grenades (hold down the white button to bring up the inventory and then cycle through the options for the Rifle with the directional pad). You have a one minute time limit to get up on the box, jump back up into the ventilation shaft, move CAREFULLY to a spot where you are right over the three terrorists setting the bomb, with the opening you originally climbed through to your back. Now, shoot the smoke grenade down right on top of the three terrorists and then immediately move backwards as fast as you can and drop through the opening. In 8 seconds or so the smoke will overcome all 3 terrorists and the countdown will stop. Climb back up and look down. All 3 terrorists will be out. You can shoot each in the head just to make sure - the SEALs would. Shoot the pipe next to the barrels so the vapors begin to stream out so you can clear out the ventilation shaft. Then proceed straight down the ventilation shaft to the end and drop through the opening there. Move forward towards the white van with the green stripe on the side and...... You've just completed the second level of the game! Way to go! The security of the Free World is obviously in good hands! Level 3: Paris-Nice, France Hesperia Railways, Paris to Nice, France / April 2nd, 2006, 21:52 Hours CIA-trained operative Norman Soth has been located on a southbound Hespiria Railways train, accompanied by a squad of French/Syrian mercenaries. Objective: Locate and question Norman Soth A most dramatic opening to the level as we see Sam dropping from a helicopter to land on top of a moving train. You can drop into either of the two trap doors in front of Sam - there's not much down there, truth to be told. Or you can move him along the top of the train car to the end and have him jump down and OC the door to the next car. The OC will reveal a dimly lit car and if you look close you with the night vision you can just make out somebody moving around at the far end of the car. Open the door and slowly enter. As you do so, Lambert will inform you that since we still don't' know whether Soth is a friendly or not, you are under strict non- lethal parameters. Also, Lambert tells you that if there is a single alarm, the mission is over and that if Soth sees you before you see him, the mission will also be over. Shoot out the light to the left that is throwing it's beams to the middle of the car and the conductor behind the screen will come out to investigate. K.O. him. For fun, go open the cage door and look at the two magazines lying on the floor. Does one of them look....well.....FAMILIAR? Leave it to UBiSoft to insert a shameless plug like this. The door beyond is lock jammed, so retreat and go to the trap door in the floor. Push the 'A' button to make Sam climb down onto the pipe beneath the train. Alternative strategy: To do it without KO'ing the conductor, shoot the light, wait in the corner while he comes out at and stares at the now shot out light, then shadow him as he turns and goes back to the screened cage. Quickly tap the 'A' button when the Interact window comes up as Sam gets to the trap door in the floor. He should climb down onto the pipe beneath the train before the conductor can get into the cage, close the door and turn around. This way is FAR trickier. He has an alarm panel right next to him in that cage so many times he is going to go over and press it when he sees you and it's mission over. Once under the train, move Sam along the pipe until the interact window comes back up. DO NOT OPEN THE TRAP DOOR. Instead,use the OC and watch the guy standing on top of the trap door light his cigarette and then sashay on out of sight. Had you opened the trap door first, the passenger would have sounded the alert and ended the mission. Once he's left, climb up into the room. As you do so, Lambert gives you some bad news: He and Grim have traced the credit cards and found they have been used to buy two seats in the coach car as well as Soth's ticket - there are two terrorists in the passenger car. Go to the control panel on the wall next to the map and unlock the train's side doors. Shoot out the ceiling light and then exit the room. To the right is the coach car with innocent passengers and two terrorists. One of the terrorists is having a conversation with the other as you look right. There are two different ways to get through this section. The first way riskiest way: it is to stay inside the car. Go to the light switch in front of you and turn it off. K.O. whoever comes to investigate. Best way: hide in the corner, let the person turn the light back on and then grab them and K.O. them and hide them in the room you just climbed up into. Then go turn the light back off. Usually two men come to investigate and then nobody gets up when the light goes off. When the light stays off and no one else comes to investigate....SLOWLY....make your way through the car making sure to avoid all the small reading lights. Stop and hide behind chairs that don't have reading lights on and take your time. The second way is to go the left, turn left again and open the side door with the pipe that allows Sam to climb out onto the edge of the train car's roof and hand over hand his way down the length of the car from the outside. This way is not without it's own risks; every 5 seconds the train whizzes by lampposts that will illuminate Sam to anybody inside who is looking towards the windows. Plus another train will come racing by going the opposite way and almost pull Sam off into the air with it's powerful slipstream. The key to making this way work is to wait until the old guy with the goatee at the first window goes and sits down; the girl putting on lipstick turns her head and goes to sleep, and the two terrorists sitting by the last window can only be bypassed by having Sam move slowly across the window in that 5 second interval before the next lamppost comes whizzing by and lights him up. I failed this mission 7 times before I figured out it was the lamps lighting me up that were revealing me to the terrorists; I was trying to cross at the wrong time and every single darn time I would be halfway across the window and a lamp would highlight me. So the timing is crucial here. Whichever way you go, you get to the door leading to the next train car beyond. OC the door. Enter, save the checkpoint and move on. As you get ready to OC the next door, Lambert radios in with info: Brunton's chums have come through: seems that Soth has a prosthetic right leg from a disagreement with a land-mine and therefore he will show up differently on Sam's thermal vision; where his right leg would be nothing will read. The OC reveals a brightly lit room. Enter, shoot out the ceiling light, and the display light to totally darken the room in case you need a dark place to retreat to. Then look through the glass door and watch the conductor head down the hallway away from you. He's headed for the bathroom. I always K.O. him so I don't have a problem running into him later. First, you have to get by the first room where the passenger's door is open. Open the door and go into Wall Mode on the right wall. Turn on your thermal vision and slide down to the open doorway and peek. This passenger sitting on the left hand side of the room reading a newspaper has both his legs. He is not Soth. Peek again and press the 'A' to make Sam perform that nifty SWAT turn and proceed on down the wall. Come out of Wall Mode and use the Optic Cable with the thermal vision on to check out the inside of the next room. There is a man in the room standing as he talks on his cell phone; his right side is facing you and you can see he has his right leg. Not Soth. Continue down to the next room. Turn on the OC, look with the thermal vision.... Bingo! This guy's right leg has no heat signature. It's Soth. But pass him up for now and go down two more doors and OC it to show the Conductor a highly compromised situation. Open the door and swiftly K.O. him. The only door you haven't OC'd yet is an empty room: hide the Conductor's body in there. Now go back to Soth's room and open the door up and interrogate him. He's actually napping when you enter in, so he won't wake up until you hit the 'Talk To' button. He will stand up and start giving you some B.S. story and then has to take a phone call and he'll be right back. He's a pretty cool customer because he acts like he's woken up on trains all the time by guys wearing black ninja suits. Off he goes. It's obvious his story is B.S. because the man he claims is his handler has been on sick leave for 16 months. Note that you can see one of his bodyguards/terrorist's outside the door waiting for him. If you try to follow Soth immediately without accessing his laptop first the mission fails. Lambert tells you to access the laptop computer and then follow Soth and use your Laser Mic to eavesdrop on his conversation. Lambert is pretty sure that it's Sadano that Soth will call. After accessing the computer, turn and go out down the hall past the bathroom and into the next car. You only have 40 seconds to get into position to laser mic this call, so upon opening the door and seeing the bodyguards and Soth inside, move to the right behind the blacked out bar, equip the laser mic and press the 'X' button to use it. You may have to have Sam stand up to intercept the conversation. Once the call ends, if you have been standing, crouch back down. Soth will leave the car and take one of the terrorists with him. Lambert comes on to discuss some of the more pertinent sections of the intercepted phone call. Then Sam is told it's time for extraction. He's to get topside so the helicopter can come pick him up. First, Sam has to get by the guard at the far end of the car in the well lighted area who is staring out the window. Move around the bar and shoot out the first light in the ceiling you come to. Then use the Whistle button to draw the guard to you. Here's the important point: After you K.O. this guard, Soth is going to radio that there is an intruder and the other guard that left is going to come after you with a rifle. Go and crouch in the dark right hand corner next to the door that the guard is going to have to enter by. As he runs past you into the room run up behind him and hit him in the back of the head with an elbow. I got an one- strike K.O. that way. Enter the next train car and halfway down on the right is a ladder. Go up it and open up the trap door at the top and move along the top of the train car while rolling every now and then to make a difficult target because there are TWO helicopters hovering near the train; one is the Osprey here to extract you and the other is the enemy that is shooting at you. To perform an evasive roll while moving, press the left thumb stick up to make Sam run in a crouch and then press the 'B'button. The Osprey will shoot down the enemy helicopter just before the 'Jump Rope' window appears. Hit the 'A' button and Sam will jump up and catch the rope and hang underneath the chopper. Does this guy have a strong grip or what? Congratulations! You have another level under your belt! The President can sleep easy at night knowing you're on the job! Level 4: Geula District Street Market, Jerusalem, Israel Main Objective: Identify the Biological Agent Info: Third Echelon has linked Suhadi Sadono's 'Springfield Demonstration' to the Black Market purchase of an unknown biological agent. Rendez-vous with Israeli Intelligence Agent Dahlia Tal in order to infiltrate the black market. Save the checkpoint and then move forward to talk to Coen while in this dimly lit canal. Coen informs Sam he won't see many civilians out tonight because of a curfew. Go up the stairs ahead and maneuver your way around the circle of light cast my the streetlight. Note the guard up ahead and avoid him. You do not need to knock anybody out early in this level; it can be sneaked through with little hassle. Lambert tells Sam his first objective is to retrieve his SC-20K, which has been sent to a local weapons master for upgrading. Objective: Retrieve the SC-20K Move to the left against the dark side of the building move up to the corner and go to Wall Mode. There is an open doorway ahead revealing a very brightly lit room. Peek around the doorway and then do the SWAT Turn (remember: peek by pressing the left thumb stick to the right and then press the 'A' button). Note the guard in the iron gate area ahead that begins to patrol. He will pass by close to you but he won't see you. Neither will the other guard further down the street, if you do this right. Still in Wall Mode, put Sam into a crouch by pressing the 'B' button and move him down the wall slowly. When you reach the point where the wall moves out at a right angle and can slide down no further, go out of Wall Mode and scan around for the guards and watch their patrol routes. When the nearer guard passes by you headed back towards the lighted up doorway, and his back is now to you, and the other guard further down the street has turned around to head down the stairs at the far end, also giving you his back, move out against the wall again, go into Wall Mode and slide down further. Pass under the lighted window and past the two darkened windows. Note that the wall recedes again in front of you and there are two brightly lighted windows. The lights from the two windows are being thrown against some boxes on the right hand side of the street. Note the area between the boxes and the far wall - that's where you want to go. Wait until the 2nd guard has turned and started to go down the steps. You have about 8 seconds to get across the street, move around behind the boxes, find the dark spot in the doorway back there and go into Wall Mode again before the guard turns around. Once you are safely against the door, watch the guard come strolling up the steps and pass by. As soon as he passes by, go out of Wall Mode, go down the steps and around the splash of light from the street lights and find one of two dark spots halfway down this new section of the street - one is to the left and one is to the right. You will see another guard ahead crossing into a doorway, but if your light meter stays on it's darkest setting he won't see you. Once both guards are gone, move to the left of the doorway where the lamp sways in the wind above the archway. After making sure the coast is clear, shoot out the light. Check back to make sure the guard behind you isn't coming down the steps because now you have to move just for a second through some light cast from the store windows opposite the archway,and you can't shoot out those lights. If the guard is standing back there he will see you. Once you have passed through the archway, you hear a conversation begin between two Jewish gentlemen as the guard patrols nearby. Stay close to the wall on the left hand side and enter this courtyard. After a few seconds the two men will sit on the park bench and continue talking while the guard patrols. Watch his pattern. Your exit is at the far end on the right. You need to move down the wall but not all the way to the left hand corner, because note how the guard goes and stands very close to that corner as part of his route. You want to wait behind the two guys on the bench until the guard has been standing in that corner for a second, then follow him slowly when he turns and moves off to the right toward the exit and then turns back to head for the archway at the other end of the courtyard. Slowly move through the exit, and even though your light meter goes up to 1, the two guys on the bench don't see you. Move down the steps and find the double doors on the left where it's nice and dark and crouch down there. If you were watching, you saw yet another guard in the doorway ahead turn and go through. Wait until you don't see the previous guard's shadow on the wall behind you, so he's far enough away not to hear as you shoot out the lamp over the next doorway. Make your way through the archway and you will see another little park/courtyard type deal with a patrolling guard and a civilian sitting at a table. Part of the guard's patrol brings him right to the entrance to this courtyard, so make sure you have the night vision on so you can see if he's blocking it. Wait around the corner until you see him stand in the entrance and then turn around to head across the courtyard. Enter in now and head down the wall to the left to where a big wooden square shaped bin is located. Squatting right next to this thing close to the wall is a good spot because the guard never runs into you here. Watch his pattern. There are two alternative paths through this courtyard. Once is: behind the boxes against the right hand wall, which is the really risky one because they are well lighted on one side, and many times as you crouch behind them you cannot see the guard. It can be done but you better take your time. The better way is to stick to the shadows and only move when the guard is at the other end of the courtyard and not facing you. Your goal is to make it to the shop entrance at the far end on the right hand side from where you are now. It's best to wait until the guard has come up close to the bin, then turned around to go down the wall to the left. Follow him at a distance of about 10 feet. He goes all the way down to the corner, then turns right. Follow him and then he turns in and heads for the doorway where you entered. Keep going straight and the shop entrance is now ahead of you. Head for the left- hand side of the entrance, and crouch in the dark corner. You need to MAKE SURE the guard is not looking toward the shop entrance before you act. When he's back at the wooden bin on the other end of the courtyard, quickly lean in and have Sam shoot out the big lamp up high in the room. Once the light is out, the guard is going to start towards you, the civilian is going to get up and leave, but don't worry about that. Head into the shop and move along the right wall until you come to the doorway with a hanging curtain. Save at the checkpoint and get ready to do some fast, accurate shooting. It seems we have a hostage situation. The Israeli Weapon's master is being accosted by two goons. Lambert says the weapons man, Saul Berkowitz, is too valuable to lose - you've got the green light to kill both attackers. Make your way slowly down the stairs....Saul isn't in any real danger until the thugs know you're there. Easing to the right a little in the stairway, you can see one of the men with his back to you. Easy head shot. Drop him. The other will now grab Saul in a headlock and put the gun to the older man's head. Move in a little, put the cross hairs right on the the thugs face and shoot him. Saul will then thank you for saving his life and give you the SC-20K. (It is kind of funny to see the 'Use of Lethal Force is not Allowed' warning on the bottom of the screen while Sam is standing over two guys he just shot dead.) To get out of the courtyard and avoid the patrolling guard, just retrace your steps. Crouch in the corner of the entrance to the shop, wait until the guard is moving down the wall in the dark area and follow him. Just keep to the wall and all the way down past the wooden bin and you will get back to the entrance to the courtyard. As you pass through the entrance look straight ahead: the alleyway up there that was cordoned off before is now open and you can see a guard patrolling over there. If you time this right, you will see the guard walk up a small dead end alley to the left. That means he's answering the call of nature and you can sneak by while he's preoccupied. Go down the steps ahead and turn left and move down the street avoiding the areas that are lighted. When you are halfway down the street there is a good dark stretch of wall on the left - move over there and go into Wall Mode because an Israeli woman who obviously isn't impressed with the curfew law is going to come walking up the street. Move down the street and turn right; you will see two Israeli policemen talking at the bottom of a long downward trail of steps. There is a bright lamp on the wall to the right also. What I have discovered is that if you shoot out the light, the two policemen retreat inside the big archway they are standing in front of and it leads to a big, LONG lit up street where 2 other officers also begin patrolling. That means you have 4 alert policemen to sneak by. Far better to try an alternative strategy - equip the SC-20K with the Sticky Shockers. You should have 2. Two guards - 2 sticky shockers. See how it's going to work out? Move forward slowly with the SC20K aimed down at the guards. You want to be hugging the wall to the left to give yourself as little exposure to the light as possible. Sometimes they never see you. Sometimes they do. If they react while you are passing by the light, shoot sticky shocker and aim a little high. If they don't see you, great, you get close and stay in the dark for 2 easy shots. And sometimes, if you take too long to do this, they will turn and walk back inside all by themselves. OH, DRAT!!! If you can drop these two cops now it makes this next part much easier. Hide the bodies in dark corners and continue on down the street staying out of the lighted areas; the next guards are all the way down at the far end. If you DON'T take these first two guards out in the archway, then you have THREE guards patrolling the middle section of the street and it is going to take awhile to sneak by them. The left hand side of the street offers far more places of concealment than the right hand side. Watch the guard's patterns and there is time when two guards are visible and both have their back to you. This is when you move forward. Your goal is the very end of the street to the left, where you can see a guard with his back to you on the far side of a iron fence. Just behind that guard to the right, cleverly hidden by the wall in an alcove, is a long iron pipe to climb. How do I know it was cleverly hidden? Because it took me 20 MINUTES of sneaking around to find it, THAT'S how! Climb up the pipe and then stop for a moment to appreciate the nice view of the Jerusalem rooftops. Then continue forward past the stained glass windows. Jump and pull yourself up when you come to the ledge. Move across and then drop down to use the cables in front of you as a zip line to get to the building on the other side of the street. After you land crouch and move to the right. The Interact Window will pop up saying 'Rappel on Wall'. Hit the 'A' button and slide down the wall. As you are rappelling Grimsdotter comes on to let you know that Dahlia will be near the church, wearing a white scarf and tells you what code phrase she needs to hear from Sam. When you reach the bottom a loading screen comes up (check out the neat movie clip on the right showing a test of the sticky shocker - gee, I wonder if that guy volunteered for that?) and then a checkpoint save comes up. Save the game. The church is to your left. Crouch down and shoot out the lamp and the swaying light bulb above you. Then move to the wood fence and spot the woman standing in the gap between the boards. That's Dahlia. Go over and talk to her. From what Dahlia says, Sam realizes why Soth needed the EM133D storage device from Saulnier Cryogenics - to safely move the UNSTABLE BIOLOGICAL AGENT he's just bought from Syria. Dahlia then says she's going to lead you to the device and you must follow her, but at a distance; you can't be seen together. Just stay out of any lights and move slow and anticipate where moving people are going and adjust if necessary. You follow her through an archway, staying in the dark and then she encounters a policeman. Craftily, she engages him in conversation and he walks with her with his back to you, allowing you to proceed through a lighted spot. I had to knock this guard out with an airfoil ring and hide his body because he turned and walked right for me after talking to Dahlia. Then you have to follow her through a large marketplace where there are several patrolling guards. You can evade all of them - simply wait until they are not facing you and even if you have to momentarily go through a lighted spot, it should be OK. Dahlia is not walking that fast. Instead of directly following her through the marketplace's center, where it is very well lit, instead stay to the left near the walls and pass BEHIND the stalls in the shadows between the back of the stalls and the buildings. Dahlia will reappear in front of you moving to the left down and down some stairs. When you follow her, stay in the shadows and avoid the light from the spaces between the columns; there is a patrolling guard to your right. It's safest just to pause halfway down the steps in a dark spot and then look back to make sure he's passed by before going on. Dahlia passes between two buildings and some lighted windows. Pay attention here; as she turns left up ahead and goes down some stairs there is a guard there. And sometimes, as you move into the narrow alleyway and get close to the corner on the left, a pedestrian or a policeman will show up behind you and start towards you. Don't panic: just peek around the corner and wait until the guard has turned his back and moved off and slowly move out yourself and follow him. You are on another long street, and the first thing you need to do is move to the left and go into Wall Mode in that dark spot at the base of the stairs and wait for the nearest guard to pass by again and go up the stairs. Yes, I said nearest guard. There are two guards patrolling this street, each in a straight line and they meet in the middle. Looks impossible? Not really. When the near guard is going up the steps with his back to you, go out of Wall Mode and move down the street to the next dark area. You have about 5 seconds to get to a new spot and go into Wall Mode again. Note that when the guards meet in the middle of this street they both face away from each other and start walking back to the opposite ends of the street, kind of like duelists. You can gain your biggest chunk of movement at this point, following the left-hand guard from about 10 feet back, and you get to move down about 25 yards. Just before he gets ready to stop and turn around, go left and into Wall Mode. When he passes by this time, giving you his back, you want to slowly move the last 15 feet or so down the street, cross it along the dark seam and go up to a new archway leading to some steps down; crouch to the left of this new doorway and look down the alley: Dahlia has just been accosted by a policeman. Watch the cool move she puts on him (You get a real good view by using the binoculars!) and then, looking back to make sure the other guard isn't visible at the opening of the street to your rear, go down and join her. Dahlia tells you time is short; the biological agent is only going to be at the warehouse for a few more hours; then she tells you if she sees you between here and the warehouse she's abandoning the mission. Sam opts to follow her via the rooftops. Dahlia heads off up some stairs and goes left. Crouch and look carefully straight ahead at the foot of the stairs; use your night vision - there's a guard standing there and he starts to patrol. Move up the steps when he has his back to you. Wait until he disappears around a corner up ahead and shoot out the big powerful searchlight over your head. Proceed down this alleyway, moving a little to the left side to stay out of the light beams thrown by the lighted up windows to the right. At the far end there is an alcove to the right where Sam can step in and crouch down - the guard's patrol does not bring in into this alcove and Sam can reach out and grab him at his leisure. When the guard is on the far end of the alley, back where the steps and the shot-out searchlight are, look to the left; there is a lamp in a very narrow alleyway with some light bulbs to the right. Shoot out the lamp and crouch in the alcove and wait for the guard to come back. Now he won't see anything at all because you have prepared the ground for the encounter. With the guard out of the way, go down that very narrow alley and find the pipe leading up to a second story window. Climb it and QUIETLY crouch on the windowsill and SILENT DROP into the room. Why? Why do you need to do that, do you ask? Because if you DON'T, the TWO GUYS watching TV in the next room are going to hear you and come investigate! THAT'S WHY. If you get detected and hear them coming there is only one way I have found to save the mission and keep an alarm from being raised: jump out the window. You don't have time wait for the Interact window with 'Climb Down' on it. You lose health but at least the level didn't end. If you successfully get into the room without raising an alarm, slowly move forward in a crouch to the door and peek around it. Two guys are watching TV with their backs only partially towards you. Move slowly across the room staying close to the left hand wall and go up and out the window. Land on the balcony outside and turn right and go along the ledge. Go up the pipe when you come to it and pull yourself up. Admire the view. Notice all the policemen down there. Notice the big searchlight on the roof across the street that is shining right on they path you need to take. Notice how the glass sounds as it tinkles from the shot. Keep going forward and you will find a roof vent and the 'Rappell on Wall' option window pops up. DO NOT RAPPELL ON THE WALL YET. Look down. Dahlia is talking to another policeman and notice the very bright streetlight they are close to. If you rappell down the wall without shooting that street lamp first, you are going to be seen immediately when you land and it will be mission over. Equip the SC-20K, lean over the rooftop at a very dark spot and shoot the lamp out and then retreat quickly. Now that the light is taken out, there is plenty of dark down there for Sam to descend into. Rappell down the wall, move to where Dahlia stands to the left, waiting,and she will move out to the right and almost immediately a policeman steps out from the right around a corner and accosts her. Smart operative that she is, she immediately, through her body movement, develops the conversation so the guard's back is to you. Easy grab and K.O.. Hide the body back in the dark alley and follow Dahlia through the chain link fence. Move to the chain link fence and open the door. Cross the courtyard, and to get some pickups for the rifle, go right and up the stairs. There is a Air Foil round and a Sticky Shocker in a window ledge on the second floor. Go up the next flight of steps to the third floor and at the very end in another window ledge is plenty of ammo for your SC-20K. Dahlia is waiting by the elevator in the kitchen room on the first floor. After some conversation, it looks like she's about to follow you into the elevator. Talk to her again....and all of a sudden she slams the elevator shut, locking you in! Immediately Lambert and Brunton come over your comm and order you to kill Dahlia Tal, now and without hesitation. Do it. If you don't, what you are about to experience will be SO MUCH HARDER. Use the pistol to shoot Dahlia once in the forehead and drop her, because you will need all that SC-20K ammo for fire fights you are about to get into . Naturally, as the elevator starts to descend, Sam is shaken by what he just had to do - he just put a bullet into the head of an unarmed woman. Lambert brusquely orders Sam to worry about the mission and leave the ethics to him and Brunton. Brunton reminds you that you have the Fifth Freedom at this time - you can now use lethal force if necessary, and your goal is to get the ND133 unit at all costs. Objective: Locate and seize the ND133 taken from Saulnier Cryogenics. Check and make sure you have at least 10 rounds in the pistol as the elevator descends. If you're a very good shot you could get by with 6 or 7 rounds. If you only have 6 or less rounds left in the magazine, cook it off by firing the magazine empty and have Sam reload a fresh one. This is going to be close up work at first and you will just waste a lot of rifle ammo if you try it with the SC-20K. The first two terrorists you will encounter once the elevator stops and opens are going to be less than 8 feet away. Hold the pistol down almost even with the floor. You will see the first terrorist standing with his back to you. Even up the pistol with his body and let his head 'rise' into the shot. As he goes down, move to the right hand side of the elevator. There is a little groove there that provides some cover. Focus the cross hairs on the left side of the exit and many times the second terrorist will first cautiously peek around the corner. Shoot him in the head. The third terrorist is trickier because he comes at a dead run and keeps moving until he starts to fire. You have about 7 seconds until he arrives; back up a little bit and shoot out the lightbulb hanging from the ceiling. Now go back to the little groove, turn your Night Vision on, and when the terrorist comes charging around the corner, track his head and do not stop firing the pistol until he goes down. Alternative strategy: since this third terrorist is the hardest to take out, you can also try crouching at the very left hand side of the exit and let him run by and then try to K.O. him. He will likely hit you once or twice, but two quick elbows will take him out. Alternative strategy: If you are fast, after taking out the lightbulb equip the SC-20K, move to the left hand corner and aim the rifle down the catwalk. The terrorist may have rounded the corner already and be in your sights, so you have to fire quickly. With the SC-20K. Shoot out the two light bulbs hanging from the ceiling in the center of this room just off the balcony you are standing on. Then go left and follow the catwalk until you come to some stairs descending down. Important: when you get to the bottom of the stairs, halt, turn left and get against the Wall; not in Wall Mode, but very close to the wall so that your light meter reads 0. Inch forward, going around the pylon. As soon as you move around the pylon, two terrorists will come around the corner ahead from the right. Stay still and watch. One takes up a position down there and faces the way they came. The other turns and goes by the stairs on patrol and then turns and goes back the way he came, disappearing around the corner. When this patrolling terrorist is around the corner, move back and go under the stairs close to the wall. Equip the pistol. If you are a good, patient shot, follow the terrorist on his patrol as he comes back and find the spot he stops and turns around at. Focus the pistol on that spot. The next time he comes through, he steps into your sights and pauses. Phhhht! Many times the other terrorist further down the way will not hear his comrade die. If that is the case, move down slowly towards him and when you are in comfortable range, shoot him. Then shoot the lightbulb ahead dangling from the ceiling. Use the pistol if you have some ammo left for that. If the second terrorist hears you and engages, he often stays where he is and just sprays and prays in the dark. Move to the left where there is a corner, and lean around and use the scope to shoot him down. Proceed down the walkway. It goes left, and another terrorist can be seen patrolling around the corner. Here's the trick to getting through this level easier. You have to draw the other 3 terrorists in this room to a choke point where you can use your Assault Rifle to your advantage. Here's how you do that: When the patrolling terrorist you can see is near, shoot him in the head and as soon as he drops, listen for footsteps. Don't panic, the footsteps are a good sign. It means the other 3 guys are coming after you! Retreat and go back up the stairs, all the way to the entrance to the elevator. Crouch and equip the SC20K. Many times all 3 of the pursuing terrorists will be congregating at the bottom of the stairs or one or two will be up the stairs on the first landing. Here's where having plenty of SC-20K ammo first pays off. Pick the nearest one and shoot him. One or two bullets, and he is down. The other two will charge. They have a loooooong way to go though. Try to aim shots for the head, but if they get too close or start getting bullets into you, don't be afraid to go to 3 shot bursts. When all 3 terrorists are dead, great! You now only have 3 more to kill before the next checkpoint! That's right, pilgrims, this level is hard because you have to wax 12 terrorists to get to the checkpoint. Move into the next room and shoot out the overhead head lights with the pistol. There are two doorways at the far right hand side of the room; don't take the one to the immediate right; when you are approaching on the walkway you want to take the one going straight where you can see a white light. There is a dark passage and beyond is a well lit up scientific experimentation station. Watch the door past the station on the right at the back. A guard is going to come through it. You should be totally hidden in the dark inside the passageway. Let him come close and drop him. Two more terrorists will then come running into the room from that right hand doorway. Make sure you have almost a full mag in the rifle back at the elevator after you finish taking out the 3 earlier terrorists, because you will very likely end up putting 7 or 8 rounds apiece into these goons. Once all the terrorists are dead, go up the ramp into the lighted science station. The ND133 is sitting on a counter on the right hand side of the room. When you take it a checkpoint will come up. Objective: Reach the Extraction Point After saving the game, find the door on the far side of the room where you haven't been yet; when you look through the archway there are light bulbs on the ceiling to the left and to the right. Go left, because a room just chock full of goodies awaits you. It's lit up like the science room you just left, and you have to go up a ramp to enter through the door. Inside is a medical kit, and on the table in the center of the room are bullets, frag grenades, a chaff grenade, a flash bang and more grenades. Stock up and now with a full health bar you are ready to take on the 3 terrorists that are determined to keep you from getting to the elevator and ascending back up to the surface. Go back through the door you just entered by and look down the hallway to where the lightbulb hangs just where the corner turns to the right. There is a terrorist standing there facing away from you just begging to be shot in the temple. After you shoot him, shoot out the light bulb and inch forward. Coming around the corner in the darkeness, you can see two more terrorists, and many times neither one will be aware you just took out their friend. Sometimes the nearest one will start looking around, though. The great thing about this setup is that neither terrorist can see the other and they are separated by about 50 feet. One is in front of the elevator gate to the left and the other is all the way down at the end of the hall. If you successfully head shoot one and drop him silently, the other one had no idea he's next. Following special forces training that says you take out the nearest threats first, have Sam shoot the terrorist in front of the elevator in the head. When he drops, move up a bit and get a good view of the second thug; if you are comfortable with long shots, take it. If you miss, must retreat into the dark and he will run toward you and blaze away even though he can't see you. It shouldn't be too hard to drop him. Go into the elevator and crouch down. It will automatically close it's gate and begin ascending to the surface. When you get there, immediately get out of the lighted elevator, equip the pistol and shoot out the nearest two light bulbs on the ceiling. One of 4 Israeli policemen is entering the far end of the room on his patrol. When he hears the light bulbs pop, he will come halfway into the room to investigate. Since you've got the place nice and dark, you might as well KO this guy because when you get off the elevator, note that your parameters have changed: lethal force is no longer allowed. NOTE: If you are seen, or if you mess up a grab or a shot, an immediate alarm is raised, and the Mission will fail. Very high difficulty. Move to the right hand corner against the wall and just as the guard is turning to go back the way he came, press the 'Whistle' button. Then, slowly cross the room to the left wall and watch the guard move to where you were crouched when you whistled. Move up close to him and grab him. KO him and move on; he's already in the dark so the body is well hidden. One down, 3 to go. Shoot out the remaining light bulb on the ceiling near the exit and move out to the left. You will see a very large courtyard where three Israeli policemen are on patrol. The closest one is about 20 feet away, standing in a dark area while the other two are spread out in well lighted areas further out. The two guards on the far side are very close together. The guard closest to you is separated from them by about 20-30 feet. Go up opposite the stone wall on the left where the broken wall juts out 4 feet. This area is completely dark and your light meter should read 0. Crouch about 6 feet to the right of this stone wall, face the guard and use the Whistle button. Then slowly move six feet to the left behind the stone wall as the guard comes to stand in the spot you were in when you whistled. You can try sneaking up and KO'ing him; or simply equip your SC-20K and shoot him with a sticky shocker. Hide his body next to the other unconscious guard near the elevator. There are lots of ways to take out the two guys standing in the light. But it is essential however you do it that you take one out without the other seeing it. These last two are the hardest to get out of the way and it takes patience. You take out one, but the other sees you he will give the alarm and end the mission before you can get to him. These two guys just stand there with their pistols drawn. You need to do something to get at least one of them moving and separated from the other. Just behind the stone wall you crouched at to lure the second guard is a light bulb on the wall. Stay in the dark and shoot the light bulb out and the nearest guard will begin patrolling. Try whistling and if BOTH of them come over retreat to a safe spot. The whistle tactic will work if you are consistent with it and keep moving after you use it. Another way to do this is the stealthier way. After shooting out the lightbulb up on the wall close to the corner to your left, have Sam jump up over the railing in front of the door and crouch and move along the wall. There are some spots where the light meter goes up a bit, but go slow and the guards won't see you. Turn right as you follow the wall. There is a light bulb ahead and you will have to lean out slightly to shoot it; you should still stay dark enough so the guards don't see you. Every time you shoot out a light, note how all 3 guards change position. You want two of them facing away from you with the third farther down too far away to see you. INCH your way forward along the wall to the left and I do mean INCH. No big movements. When you reach the darkened doorway, turn and look to the right. Way across the courtyard you see another light bulb. And the two guards with their back to you are now too close to pass by. Use the scope on the SC-20K and shoot out the light bulb. The guards will all turn to look and move in that direction. After they have moved off a bit, slowly creep forward. I know, I know, there is a spotlight on the wall to the right casting light right across where you're about to go, but trust me, go slow enough and stay as far left as you can and you will reach the corner ahead to turn left and end the level in the small alleyway as Lambert comes up on your comm. Again, Sam wants to know why he had to kill Dahlia and Lambert says he cannot give that information yet. America can breath easier now that thanks to you, there's about 20 fewer terrorists in the world! Level Four: Refinery, Kundang, Indonesia April 12, 2006, 15:12 Hours (Note: this level is only partially complete) Main Objective: Trail/Intercept Sadono's Communications 'Pandora Tomorrow' is the code phrase for Sadono's insurance policy against U.S. attack. He makes daily secure phone calls to undisclosed U.S. locations, delaying release of the Smallpox virus one more day. If he is killed or detained, the virus will be released within 24 hours. Intercept Sadono's 'Pandora Tomorrow' call in order to locate the virus. The level opens with Sam a jungle! Yes, my friends, after all this time, at last we get to see Sam in action is something other than an urban environment. Lambert tells Sam that since this mission is going to be very complicated, Third Echelon is running it in conjunction with Displace International, Douglas Shetland's highly trained mercenary company. Objective: Find Shetland and receive a briefing from him. Objective: Plant explosives on Sadono's plane Simply move straight ahead and you will see Shetland crouching and scanning Sadono's camp with binoculars. Go over and say hi. Shetland informs Sam that he has a dozen snipers located around the camp and that Sadono's plane needs to be sabotaged. After finishing the conversation with Shetland, move to the left near the edge of the ridge and there will be a tree stump for Sam to tie his rappel line to. Rappel down the face of the ridge to the tall grass below. Or you can use the zip line just in front of where Shetland crouches and looks through his binoculars. (Easter Egg Found: Andrew Williams writes: "I noticed that at the beginning of level 4 (intercept Sadono's phone call), if you shoot the binoculars Shetland is holding around eleven times, Lambert chimes in saying "What the hell are you doing?! The mission is over!" Then the usual "MISSION FAILED" screen comes up with the unusual message below: "YOU ARE OUT OF YOUR MIND." Pretty funny stuff." I tested this and verfied it myself. It really does say that. I wonder how many more eggs like this are hidden through the game?) Note: from this point on, alarms will be raised INSTANTLY, so if you opt for shooting your way through instead of stealth, at the first alarm the guards will done helmets; the second they done bulletproof vests, the third alarm..... THE MISSION FAILS. Any shot or grab you try or sneaking by that doesn't work is going to result in an alarm. Each alarm raised makes it harder to get through the level. Though even at the 2nd stage of alarm, with jackets and helmets on, guards are still not that difficult to grab, they ARE much more difficult to shoot. Your first shot MUST take them out; they only need about 1 second to trigger an alarm if you mess up. Crouch at the bottom of the cliff and slowly move forward through the grass. To your right front is a bamboo fence beyond which several huts are found. Save the checkpoint that comes up, and then note the tent in front of you that has it's side darkened. That is a good spot to move to and crouch down. If you do it right the guard that always comes out of the tent to the right and stands about 10 feet away will not see you and he will go and sit in a chair next to another tent. Ease forward, equip the SC-20K and shoot this guard in the head and watch how he slumps in the chair. Now you need to act fast because around the front of the tent you are behind is another guard on patrol and if he sees this dead guard in the chair he's going to raise an alarm. Keep the rifle equipped and move around the corner, staying in the shadow and pause just in front of the bottles sitting on the ground. The other guard then walks into view. You have about 5 seconds to shoot him before he spots the dead guard and raises an alarm. If he raises an alarm before you get him, it doesn't end the mission, but Sam does get a lecture from Lambert about how he's paid to be invisible. Go get both bodies and dump them in the tall grass. Alternative strategy: Draw the sitting guard into the dark area by the tent wall and KO him to save ammo. Then do the same with the patrolling guard around the corner. Alternative strategy: Sneak past both guards; this is easier to do while the first guard is sitting in the chair, but he will only be there for about 30 seconds. You need to move past him staying in the tent's shadow then use the camera to see around the tent corner to wait until the other guard is not looking and then sneak up to the far side of the parked truck. If you shoot or KO both guards, get the Ring Air Foil rounds inside the booth in front of the truck. Then go back and move up on the far right hand side of the parked truck. Move along the darkened wall to the right and you will then hear two guards talking as they come down a trail to your left front. One attempts to disarm a trip wire mine and blows himself up. The other guard begins CPR. Drop him with a shot from the SC-20K. Move cautiously forward because there are plenty of trip wire mines throughout this area. If you accidently touch one, you have 2 seconds after the 'Disable Mine' window comes up to hit the 'A' button. Hit the button too late and Sam gets blown up. The thermal vision shows the mines and their trip wires as blue images, so you want to keep the thermal vision on whenever you are moving. If you detect an enemy and need to go for a grab or a shot, crouch and stay stationary as you look around in normal or night vision views. As you move forward and disable a few mines, you enter a wooded area where you can see a shack with a lantern on the other side, and a patrolling guard. Move left and get behind the great big tree, then wait until the guard comes in your direction, stops and turns around to go back the way he came. Then stand up and shoot him in the head with the SC-20K. Move carefully forward, stopping to scan the area with the thermal vision - there are quite a few mines about and you don't want to trigger one. Pass in front of the shack and turn left; you will see the camp ahead and a truck parked in the foreground. Move around the truck to the right and then towards the building ahead. A checkpoint loads where you can save the game. See the open doorway with the flaming barrel inside? That's the hanger with Sadono's plane, which you now need to sabotage. Go and crouch outside the door and you will hear two terrorists talking inside next to the plane. Not surprisingly, the conversation proves that most terrorists tend to be whiners and slackers. The key to making it through this level is not to raise any alarms. You get three chances, as I explained above. If at all possible you want to take these two guards out without giving them a chance to hit their radios and sound a warning. This, my friends, is what your special projectiles for the SC-20K was made for! What'll it be: gas or smoke? Unconcious or smothered? It's up to you, just remember that the smoke grenade deploys instantly while with the Diversion camera you need to shoot it right between the two guards as they talk and then hit the 'Y' button to deploy the gas. You'll have to shoot the Diversion Camera or Smoke Grenade before the conversation ends, or one of the guards will turn and walk around the plane to the other side. Hide the bodies in a dark corner. Go up the ladder to the left of the door and switch off the overhead lights. Proceed to the far side of the plane and when the interact window pops up press 'A' to plant the explosives. The first time I played this level after I planted the explosives I immediately went back out through the door and tried to make my way around the hanger. I did not notice a terrorist opening a door to my rear as I was heading back for the door I entered by. So after unsuccessfully trying to find a way around the building, I went back into the hanger, and came face to face with a surprised terrorist. Luckily I got my pistol out first and dropped him with a lucky headshot. A real, intense "What the....!!!!" moment, let me tell you. Anyway, now that we know he's coming, after you plant the explosives you can simply crouch against the wall next to the door and shoot the guy as he comes into the room. Or you can climb up the bamboo pipe and drop on him from above. Or drop down onto the darkened airplane wing and shoot him from there. The possiblilities are almost endless! However you take him out, hide his body and then go through the door he revealed. A small yard separates the hanger from a fence with a gate halfway open. Go and crouch down against the fence near the gate and hear two terrorists yakking on the other side. Ease around the gate and shoot a smoke grenade right at their feet between the two of them. Personally, I think the coughing and hacking and choking is MUCH more realistic in this game than in the last one! Once both terrorists are down go hide the bodies. If you have followed my excellent advice so far, you have not triggered a single alarm while taking out 10 terrorists! Alternative Strategy: let's say you want to shoot these guys up close and personal. Let the terrorists finish their conversation. One will depart and the other will begin patrolling. Keep moving to the left alongside the innermost gate and soon by rotating the camera view you will be able to see the terrorist moving around on the other side. When he is facing away from you and moving away, go around the gate and head right to crouch in the bushes against the wall. From behind the bushes, climb up onto the box. I know, you're thinking, Hey man, he's only feet away- he's gonna see me! Oh no he's not! Look at your light meter: 0. He has no idea Sam is there. This may be the EASIEST headshot you get in this game. The second guard comes running back, but can't see you on the boxes either. Phhht! Another terrorist goes to his eternal reward.... in hell. Hide the bodies behind the bushes in the corner. (Note: very hard to keep the second guard from giving an alarm here if you don't track him and drop him fast with the SC-20K.) I have found no way to sneak by these two guards. I can get to the booth and shoot the light out, and they don't find me but I have to raise the barrier by throwing the switch and when I do that they both come running. If anybody finds another way, please e-mail me and let me know. Go into the booth and restore any health you have lost by using the medkit. Then hit the switch to raise the barrier so you can pass through. Save at the checkpoint. Do I even need to tell you to get up against the darkened wall to the right? By now it should be almost instinctive after 4 levels of this game. Slowly move forward and a patrolling guard will come around the bend ahead.....with a guard dog! Use the Diversion Camera (have the SC-20K selected, hold down the white inventory button and scroll up with the directional pad and select Diversion camera) to take them out by shooting it ahead of the guard and then just as he walks up to it hit the 'Y' button to release the gas. If the gas only takes out one, use a sticky shocker on the other. That's if you want to be humane to the dog. And the terrorist. You can of course shoot them both if you feel like it. Drop the guard's body in the dark corner in front of the guard booth and continue on staying to the right side against the wall where it's dark. When you go around the bend you will see tents up ahead, and a guard tower in the middle of the tents. Keep following the fence until you see two guards coming into view between two of the tents. They stop close by and start talking to each other. DO NOT MOVE while they talk to each other. It is very easy to get detected here. If there were two earlier alarms triggered, one more will fail the mission. So play this cautiously. After they split up and start their patrols, notice the pattern of the nearest guard. He stands in the dark and gives you his back for a few seconds as he turns around. Hmmmmmmmm. What does that suggest to you? I sense......a grab and KO coming up, don't you? Hide his body against the fence and go into the tent to the left that he was patrolling next to and pick up the ammo in the corner. Note: You may have had this happen several times while playing Splinter Cell - you go to all that trouble to hit, gas, smoke, or electrify a guard into unconsciousness and then some other guard happens along and wakes the unconscious guard back up. Let me explain why I have never had this problem: Like the Navy Seals, when I have enemy down and out I make sure he stays down and out: I put a round from the pistol right between their eyes. You can even watch the terrorist's bodies go cold in the thermal view after you shoot them. Nope, Adbul, Pieter, Jaques or whoever is not ever gonna be a problem for me again. Cautiously move along the fence. There is a bonfire burning ahead, with a booth behind it. Between the fire and you is some thick grass. Well just to be safe, let's scan the ground with our thermalvision and....Hey! What's this?! It's a trip mine! Whew, are you glad we decided to play it safe and spend some time carefully scanning the ground before we walked over it? Yeah, me too. Disable the mine and inch your way along the wall trying to stay out of the illumination cast by the bonfire. From the spot where you disabled the mine look right - there is a lantern hanging onto a fence post. Shoot it out. Between where you and the lamp are is another trip mine. Disable that one. (Think of all the money these terrorists wasted on these mines ha ha!) Then look to the left at the doorway of the tent - you can see a terrorist sleeping on a cot inside. Enter the tent, draw your pistol, and shoot him in the head, notice how he stops breathing. Get the Data Stick from him and then go to the table near the other door and get the Smoke Grenade. Note: if you've triggered two alarms before now, this sleeping terrorist is going to have a flack jacket and a helmet on while he's sleeping. I have shot him at point blank range and he just wakes up, yawns, gets up, draws his rifle, shoots me, and the mission fails. I even tried the Sticky Shocker on this %^%$^%&^%&^& and the darn thing just bounced off. You're better off just getting the smoke grenade off the table and sneaking back out and leaving him in slumberland. Go back the way you came and move to the outside of this tent on the righthand side where it's dark. Move up and crouch down and peek around the corner. (Note: if you are very good at sniping with the SC-20K, from this tent corner you can snipe the guard in the tower with a headshot. This simplifies things greatly.) Wait until the guard in the watch tower is on the other side looking away from you and then go for the far side of the truck. After he turns around again, go for the bushes to the left of the closed gate with the burning barrell in front of it. Proceed slowly through these bushes until you get to the raised platforms - under them is a square- shaped passageway through which Sam can advance unseen from above. (Game Improvement! You may have noticed by now - the leaves and branches of the bushes and trees will get in your way and obscure your vision. One of my times through this level I stayed in a light spot too long and the tower guard sounded an alarm while the guard 'sleeping' in the tent that I had bypassed got up and came looking for me while I was crouched in these bushes. Not being able to see him clearly made the butt-pucker factor go off the charts. One momement he was off to my left so I turned and moved right and started to come out of the bushes....and froze when I saw he was just 2 feet from me passing by. Great realism. Took awhile for my butt to unpucker, though) You have to take out the guard in the watchtower because the only way into the village is by using the zip line that runs from his tower. If you can't snipe him from below, you are going to have to slowly and carefully climb up the ladder and grab him from behind. KO him, then use the Zip line to infiltrate the village and complete your present objective. When you land in the village, a loading screen comes up and then a checkpoint so you can save your progress. If you have gotten to this point without raising a single alarm, you are doing very well. When the game restarts, move forward slowly in a crouch, and stay in the dark area between the two buildings. As you near the lighted area ahead, you will see four terrorists up ahead. Listen to their conversation. Then watch how they all break up and go their respective ways. Three go into the building across the street on the left, and goes on patrol up and down the street. Objectives: Trail Sadano and identify the location of his phone calls Secondary objective: Don't get seen by Sadono. Move to the right along the front of the raised hut while staying in the very dark area and watch the guard's patrol route. Wait for the couple of seconds he passing by in the dark area close to you and either grab, shoot, electrify, air ring or elbow him. You have lots of choices, you know. If you need more ammo, there is a box in the hut you are in front of. Climb Sam up into the doorway and the ammo box is on the table to the left. Go back outside, stay in the dark area and move left. Shoot out the lightbulb on the porch ahead and slowly move up this now dark area and when you get to the straw-weave baskets look to your right front - there is a guard standing on the porch of the building across the street. Now look down from him and see the small area under the porch beneath him? Bingo, that's where we need to go. Retreat back the way you came, crouch just at the edge of the light, and as soon as the guard turns his back to go down the porch move across the open space and get under the porch he's standing on. Move slowly along this darkened path beneath the porch. At the far end of the passage, you see some rail steps leading up to the house you are now under and a small yard ringed by other houses. Move to the left of the opening and stay in the shadows cast by the bushes and cross into the shadows of the house across the way. Move down the wall of this house until you can look to the right and see a door with a lightbulb next to it on the wall. Go through the door and further in across the light thrown against the wall through a boarded up window and you will see another doorway through which Sadono and his bodyguards pass, leaving one guard to stand near the door and watch it. Move to the right, staying in the shadows, get as close as you can, and drop this terrorist with a round in the head from the SC-20K. Hide the body. Optic cable the door (been awhile since we had to do that, huh?) If you want to be really stealthy, don't go into this empty room yet, shoot out the lantern on the barrell to the right and then the light over the window around the corner. Then move up to the window and shoot up into the room and take out the lightbulb. Open the door, and move slowly to the left, ignoring the door on the other side of the room, and moving past the lighted stairs and see the guard sitting with his back to you as he watches TV. What I disover as I draw my pistol and get ready for the shot is that the game has the guard get up and suddenly turn around. You should still be able to drop him though. Dump his body outside with the other dead guard. Before going up the stairs, there is an ammo box in the room to the right of where the guard was watching TV. The only thing upstairs I can find are a medical kit and a square shaped opening in the ceiling of one of the rooms that I can't make Sam reach. Go back down the stairs and through the door that we ignored earlier. Stay to the .....SHADOWS......(boy, I sure do say this alot, don't I?) to the left and move down the wall until you see a very well lighted doorway to the right across from a truck and some barbed wire. Optic Cable the door but don't open it. It's too well lighted from the sun and you'll be framed in the doorway of you open it. You can see several terrorists in this room. Go back to normal view, turn right and find the very narrow alley to the right and put Sam into Wall Mode so he can slide down the lefthand wall to the Checkpoint. Slide all the way down to the end and have Sam peek around the corner. You see a courtyard with Sadono and his guys going off to the left. Meanwhile a guard begins patrolling the center of the very well lighted courtyard. Further to the left, standing in the shadows, is another guard who is standing still and trying to get lung cancer. Start by shooting the nearest lightbulb, just over your head to the left, when the guard on patrol is facing away from you. If he hears the lightbulb pop, he may come to investigate. Retreat back into Wall mode and slide down out of sight. He will soon shrug and resume his patrol. Now go get the Sticky Camera on the crate next to the door. There's nothing in the room worth going for; I know 'cause I shot out the light inside and had a look. From the doorway move to the left past the boxes, keeping your light meter firmly on 0 as you keep track of the guard patrolling to your right. Shoot out the lantern and the light on the wall to the right. If you get detected, head back for the narrow gap and go into Wall Mode - they won't find you, but there will be two guards in the courtyard now. I went into the dark room and drew the patrolling guard to me with the Whistle, then shot him between the eyes as he walked up to me. Pick up his data stick. Then, moving out to the very edge of the shadows just as my light meter started to move to the right, I crouched and sniped the standing guard across the courtyard. Shoot out most of the lights you can see and then go get his body and hide it. Go back to where that guard was standing when you shot him and face the way he was. Now look to your right - see the very large square doorway with the lightbulb on top? That's where Sadono and his buddies went. As you approach the door a dog will come running out and try to snack on various pieces of your anatomy. Shoot him. Move into the large square shaped opening and go up the ramp on the left and Optic Cable the door. Time is of the essence here, you only have about 20 seconds from the time you open the door to shoot your Sticky Camera and record the info you need. If you fail to do this in time the mission fails. Move slowly into the room, keeping to the right of the lighted doorway. Look into the courtyard beyond and Sadono will be standing there with several of his goons. Shoot your Sticky Camera to a door just beyond Sadono slightly to his left. The Sticky Camera will then record what Sadono says. Now that you know the location that Sadono makes his calls from, and the password, Lambert tells you to trail Sadano when he goes to make his phone call. Sadano departs, going down a ladder. Two guards are left behind, and there is a big bonfire burning to the right of the doorway, so you have to take both these guards out from the room you are in. One guard is patrolling while the other stands and smokes a cigarette near the door where Sadano went through. Use the Whistle to draw the patrolling guard into the room and take him out. Then move right up to the doorway and use the scope on the SC-20K to snipe Mr. I'm Trying To Catch Cancer. Go down the ladder and a loading screen comes up. Save the Checkpoint. Crouch and don't move, there is a patrolling guard ahead who will stroll into sight in a few seconds. Meanwhile, Lambert and Grimsdotter let you know that the refinery has copper grids in the walls that will disrupt your radio signal - you're really going to be on your own. Objective: Rendevouz with the CIA Pilot in the Refinery This patrolling guard was so close I dropped him with one Ring Air Foil and hid his body at the base of the ladder. Shoot out the lights on the walkway; you will hear an exclamation of surprise from the single guard below, but he won't come up to investigate. No, it seems he too is much more interested in......smoking a cigarette. (What IS it with these terrorists and the cancer sticks?) Go slowly halfway down the stairs to the right and then stand up and shoot the now visible guard in the head with the SC-20K. Hide his body under the stairs and then go to the door opposite the bottom of the stairs and OC it. Stairs leading up come into view. Open the door and make your way to the corner and go up the stairs, keeping to the left where it's dark. Halfway up, move the right thumbstick around to move the camera so you can see three guys in the white lab coats tinkering with stuff on some tables. At the far end of the room, each in the opposite corner, are two armed terrorists. Hmmmmmm. That's FIVE people to deal with. What to do? Well only two are armed. That's a plus. And the light switch to this room just happens to be at the top of the stairs. Switch it off and shoot a smoke grenade to the center of the room and go to thermal vision. The darkness and smoke disorients everyone in the room....except you, of course. Sometimes the guards charge forward agressively into the smoke and then hack and cough and choke and wait to get shot. Other times they hang back in the far end of the room and spray and pray wildly, dropping a scientist or two. Use the tables for cover and drop them. Then KO all the cowering scientists and drop all the bodies in a dark spot. OC the door on the far end of the room on the right side. You'll see some generators. Open the door and ease into the room; the area near the door is dark. Look to your left. You see an open doorway with a light against the far wall. Turn on your nightvison and use the scope on the SC-20K and you will see the guard patrolling that room. Take him out and then back up and get ready for the second guard that comes running into view and take him out too. Next we....what? What do we do? Oh, right...WE HIDE THE BODIES. The CIA Pilot is in the room the two guards were patrolling. He's crouched down at the far end behind the shelves with his hands over his head. Go talk to him. He'll give you a name and mention Hong Kong. Then look at your notes to get the code to the keypad door to the left and open it. You see a ladder leading upward. Shoot out the light, move forward and save at yet another Checkpoint. Objective: Tap Sadono's phone At the top of the Ladder pick up the ammo on the crate to the left and use the Medkit of you need it....amateur!!! Then move to the door and shoot out any lights you see. Then move up to the building across from the door - you will star to hear machine gun fire. Stay againt the wall, keep moving left, peek around the corner, see the lantern sitting on top of a barrel across the way. Keep going against the wall to the next corner - peek and find the guard standing near the turret gun. Retreat, shoot out the lantern, and the guard will come ambling over to investigate. Retreat into the darkness against the building and shoot or grab him when he gets close. Now, how are we going to get around that turret gun? Why, by climbing up the pole to the left of the lantern you just shot out, of course! Once on the roof, turn right and go across the two boards to the the big roof over on the other side of the laundry line. Turn right again and move forward until you arrive at the trap door at the far end. Use the Optic Cable and you will see two terrorists down there, one of whom is shooting off his automatic rifle. You've discovered where Sadono's terrorists train to shoot men, women and kids. It's a firing range. Climb down slowly, wait until the second terrorist standing close by leaves, tap the X button to make Sam draw his pistol while hanging from the pip and shoot Mr. I've-Been-Firing-My-AK-47-For- 5-Straigh- Minutes-And-I-Won't-Stop-'Til-I'm-Dead in the head. Then drop down and move to the right into the dark stall and wait as the other terrorist comes back to investigate. Drop him, then the terrorist in the ski mask at the far end of the room who is...... can you guess? Can you? SMOKING A CIGARETTE! Yes sir, tobacco sales in Indonesia are gonna plummet drastically if Sam keeps this up. Shoot out all the lights, dump the bodies in the darkest spot and move on. The next room is a gym with a heavy bag and weights. Here's where Sadono's terrorists train to beat up men, women and kids. Shoot out the lights to make it nice and dark in case trouble develops up ahead and you need to retreat. Before you leave, have a look at the posters on the wall of this gym. guy in one of them? Just as you're about to move into the hallway beyond the gym Grimmsdotter comes on the comm to let you know that getting into the villa is not going to be as easy as it looks. Shoot out the hallway light and slowly go forward. I shot a sticky camera down the hall to the wall through the doorway at the far end but didn't detect anything. Save at the checkpoint halfway down the hallway. Get right up against the wall next to the door leading outside and rotate the camera by using the right thumbstick: two guards are visible, one of whom is patrolling towards and then away from the door and the other is standing to the right of the door.....SMOKING A CIGARETTE. Phillip Morris' stock is gonna drop if Sam stays in this country much longer. Wait until the sun has completely set (it's cool watching the place get darker, huh?) before moving. There are several ways to take these two terrorists out. My favorite is to sneak around to the left and get to the turret gun and turn the IFF off. (That does often lead to an alarm, though) Surest way: wait until the patrolling guard is on the other side of the yard and then have Sam move fast inside the room. The terrorist outside will hear and come in to investigate. Retreat to the left hand corner and shoot him when he gets close. Then move back to the doorway and the other terrorist will come stand about 10 feet from the door on his patrol route. Shoot him to. DO NOT GO INTO THE CENTER OF THE YARD: say to the left hand side or the turret gun will get some rounds into you. Go into the room to the left of the turret gun and get the ammo off the desk then OC the door to the left on the wall behind you. When you OC the door you will see two terrorists and a spotlight sweeping the darkened courtyard beyond. Shoot out the lights in this room so they don't highlight you as you open the door and move slowly into the corner to the right. The spotlight does not shine here, so you are safe. Wait until the patrolling guard's route brings him right up against the wall to the far right, when the spotlight is on the far side of the yard, and KO or shoot him and dump his body in the corner near the door. Then snipe the guard standing on the steps in front of the double wooden doors. Staying out of the spotlight, move up the steps and crouch next to the keypad. DON'T GO EXPLORING THE PORCH - Look slowly left and right: you have a turret gun on each side of you. Check your notes for the door code for the Villa and enter through the door. Move slowly left to where you see a lighted window. See the back of the guy in the window? DON'T SHOOT HIM - it's Sadono himself, talking on his cell phone. For a really cool view of this, shoot a spy camera up near the top of the wall opposite Sadono and it will show Sam and Sadono in the same shot. Move too far right and Sadono will sense something and start moving around the room to investigate. As a matter of fact, you need him to leave the room so you can tap the phone/computer on the desk over there. So move slowly to the right and the moment he takes the cell phone from his ear go back to the left slowly. After a minute, he will leave the room, but don't move yet. Sadono comes back after another few seconds (had you been in the room the mission would have failed right there), shrugs, decides he's just jittery and turns and leaves, this time for good. Note the camera over the door. Shoot it out. Then go through one of the open windows and use the computer on the desk. At last, objective accomplished! Grimsdotter begins tracing Sadono's calls and Sam is now to use the Villa's back door to reach the Osprey for extraction. Go back through the window and turn left, following the hallway. It goes left at right angles. Flip the switch on the power grid as you go by, I believe this turns out all the backyard lights. When you come to the door on the right, go down the steps. and crouch in front of the door in the wall. Hmmmmmmmm. Interesting. We DON'T get the 'Optic Cable' option this time. Just 'Open Door'. Gee, I get the feeling something bad is about to happen, don't you? Well we have to open the door. So......surprise!!!! There are several ski-masked guards there with flashlight attachements to their assault rifles! Hey, no fair! They've got the drop on Sam and he does the smart thing: stands and puts his hands up over his head. One wrong move.... And then Lambert tells Sam on his comm that Shetland's 20 snipers are about to make their presence known. Firing begins from the guards rear and they turn to deal with it. Don't run through the door yet...let Shetland's boys take out several of the bad guys for you. 3 will be left standing when the firing dies down. You can shoot one from the doorway when they are not looking, and then retreat. None of these guards ever followed me back through the door, so to make it more challenging I would shoot one, then run outside and hide in the dark and shoot the other two while they looked for me. After the three guards are down, head forward around the various trees and bushes and find the Osprey hovering and waiting for you. You've done it! You've come through for the Free World again! Level 5: Komodo Shipyard, Kimodo, Indonesia / April 18, 2006, 05:24 Main Objective: Infiltrate the Submarine Sadono's 'Pandora Tomorrow' phone call is being forwarded through an encrypted relay in the communication system of a submarine docked in a supposedly abandonded shipyard. Infiltrate the submarine and access the communication system to further trace the call. This new level begins with Sam standing in some tall grass at night with a patrolling guard and a watchtower in the background. Kneel Sam down and watch the tower in normalvision - see the red laser beam? If it touches you the automatic shotgun attached to this device will riddle you with slugs. The guard is very easily disposed of; there is no one else close by and he's patrolling in the dark. Though he is very alert, and will start towards you if you make the slightest movement or noise near him, he can't see you. Once he's down, move to the right and when the laser beam of the auto-shotgun is all the way to the left move up past the broken down truck and get under the watchtower. Now at the base of the watchtower, turn and find the turret gun. See what would have happned if you'd gone straight through the tall grass? Not only would the auto-shotgun have found you, but the turret gun would have shot you as well. By staying to the right, you approached in a manner that neither automated system could detect you. (Alternative strategy: for fun,sneak around the guard, go to the turret gun and turn the IFF off and hear his wail of despair as the formerly friendly machine turns on him and pumps him full of bullets) (Just think of all the money these terrorists wasted on these automated systems, hah hah hah! Could it be they're running out of live bodies?) Crouch and enter the opening to the left of the watchtower's base and stay to the right against the wall and move down a couple feet and stop before you get to the group of plants springing up against the wall on the right. Turn on your thermal vision and spot the trip mine. Disable it and move down further until the corridor ends and turn left. Sam will climb up into a new darkened area. Turn the night vision on and find the exit ahead to the right. Crouch in front of this opening and use the camera to spot the new watchtower around the corner with it's own laser-beam automated shotgun and the guard patrolling on the ground. Move through the opening to the right and crouch in the dark corner. Watch the guard's patrol route and note that when he is closest to you he is out of the lighted area cast by the lightbulb on the fence. Drop him with a headshot so his body falls out of the light. Now find the second guard standing to the left around the corner behind a fence. His back is to you. He did not see his comrade go down. If you are a good shot with the SC-20K, snipe this guard in the head - the automated shotgun does not know anything is wrong. It will keep scanning the courtyard. Now the trick is to get to the doorway on the far side of the courtyard without the red laser beam finding you. Wait until is is on the far side of the yard and then stay against the fence and move underneath the watchtower. Turn left when you get to the building and wait for the beam to be moving away from you and go up and quickly turn the corner. Go through the doorway in a crouch and you will see a corridor ahead through another doorway that zigzags. Move up slowly and peek around the corner. Two terrorists are sitting at a well lighted table playing cards. No one else is around, so this is a perfect time to use a Diverison Camera and gas them. A smoke grenade would take too long and they would make too much noise hacking and coughing and sputtering. Shoot the Diversion Camera on the ground between them and hit the 'Y' button. Then shoot out the lamp on the ground and the lightbulb over the table. Hide the bodies back in a dark corner where you have already been. Put a round from the pistol into their heads to make sure they stay down. Beyond the table where the now deceased guards were sitting are several huts. Use your thermalvision and find the dog in the one on the left and take him out. The hut on the right has nothing in it. There is another guard around out there; sometimes he's way at the back and sometimes he's on the left near where you have to do the Split Jump/Half-Split Jump to get to the window. I found the safest way to draw him to me was kneel at the end door of the right-hand hut and shoot up into it to take out one of the lights inside. Where ever he was, this guard would then reveal himself by coming into the hut through the side door and looking up at the light. Easy head shot. Once this guard is out of the way, find the stream of water on the left hand side that ends at a small ramp leading up to a very narrow alcove where you can see a open square-shaped window high up on the wall. Do the Split-Jump and then the Half-Split Jump and pull Sam up onto the small ledge. Save the Checkpoint! There are boards spread outto make a crude walkway up here. Move to the right on the windowsill and drop down onto the boards. Look down and there's a guard sitting in front of a TV. Personally I wouldn't want to spend my last few seconds of life watching a violent, gunshot-filled TV show, but hey, it was his choice. If you don't mind setting off an alarm stage, shoot the TV watcher and the other guard who will then run into the room from the door on the left. Pick up the Data Stick from the guard that watching TV and hide the bodies behind the curtains on the other side of the room. Alternative Stragety: Try to silent jump down onto the hay bale to the left and sneak up on the TV guard and KO him. Shoot out the TV and KO the outside guard when he comes into the room to investigate. Move to the door and carefully peek outside. You should have some flares in your inventory and boy are they gonna be handy here since there's a turret gun mounted in front of the building across the street and it' zeroed in right on this doorway. If you just step outside, even crouching and going slow won't help - you'll get shot. Light a flare by pressing the 'X' button to aim it close to the turrett gun and then hit the right trigger to throw it and while it is in the air run like a sonofagun the nearest doorway off to the left. If you go fast, the gun will recover only enough to shoot you once. Go slower and it's gonna hit you several times. Move through this long narrow room until you can exit through a door to the right and go past a picnic table and ease up around the corner to the turret gun's controls and deactivate it. (I know - you passed a narrow alley between the building and the fence - can Sam go into wall mode and go behind the building? Yes he can. There is a yard back there. But I can't find any exits or pickups at all , so if anybody can figure out why this area is there drop me a email and let me know) Slowly enter the building through the open door and IMMEDIATELY CROUCH AND DON'T MOVE. Why, do you ask? Simple. Looks like the room is empty and the opening to the caves is plainly visible on the other side of the room: you can see the top of a ladder sticking up through a trap door in the floor. Ah, but IS it empty? Normal view turns up nothing. What about Night vision? Nope. Still looks clean. Well, let's try the thermal and.....WHOA! Look at the pretty laser beams! Although it looks tough, this is easy to get by with some deft thumbstick control. When the nearest beam is sliding up and reaches just over Sam's head, move him SLOWLY FORWARD and halt him halfway between this beam and the next one. Then repeat. As long as you move as the beams are on their way UP and not on their way DOWN you should be fine. Once you have slipped past the third beam, approach the trap door and look down. Very well lighted ladder. I tried shooting out the light at the top but the bullet's just bounced off. Go down the ladder, crouch at the bottom and go to the right hand corner and carefully scan the room. There is an elevator on the opposite wall. Go and hit the switch to the right of the elevator to open it up. Go in and shoot out the overhead light. Move to the opposite side of the elevator and look on the left hand wall. There are the elevator buttons. Move to it and when the 'Use Lift' window pops up, select it and then use the left thumbstick to select the down arrow. You will feel the elevator start to move as your controller vibrates. Once it reaches the bottom and the elevator doors open up again, move to the right and crouch down in the corner. Lambert will tell you about a technician you need to use to get to the sub. If you need health, there is a Medkit in the closet - it's the first door you come to. Shoot out the first light just over the closet door to make the area near the elevator completly dark. This is because when you peek around the corner just ahead and see the two doors off to the right, two terrorists are going to come out and start patrolling. Equip the SC-20K with the Sticky Shockers and kneel in the corner by the elevator. One terrorist stands still and the other patrols up and down the hallway. Since Mr. "I'm Too Lazy To Move" is standing in a dark spot, wait until the other guard is at the far end of the hall and drop him. Then move up and kneel over the body and track the other terrorist as he comes back down the hall toward you. When he gets close enough, drop him. The Sticky shockers are best for this because with bullets the first one might not drop them right away; Sticky Shockers are an instant KO. Hide the bodies in the closet, shoot out the closet light. Go up to the two automatic doors and enter through the one on the left. To grab the technician so he can't sound an alarm, turn off the lights at the switch to the left. When he comes to turn it back on, grab him and interrogate him. Hey, he speaks English! Great! Sam tells the guy to raise the sub and he says he will. Move the technician to the far side of the room where the long plate glass window reveals a sub berth. Somewhere on the lefthand side of that long series of controlpanels a "Use Computer" option will be added to the Interact window. Select it and Sam will hold his gun to the back of the technicians head while he hits the buttons that raise the sub. IMPORTANT!!!!! DO NOT KNOCK OUT THIS TECHNICIAN YET. It takes awhile for the sub to come up and after it does, there will be a ten second pause and then some irate thug from inside the sub radios the control room and demands to know why the sub has been raised early and threatens to sound an alarm if they don't get an immediate response. So if you knocked the technician out already, you are honestly and truly screwed. If the tech is still awake, Sam can 'convince' him to radio the sub and allay their concerns with a fake story about a bad ballast tank. Once the sub guy signs off, now it' safe to put the technician into Lala land. Once you hide his unconsious body (OK, Ok, I didn't shoot him - he seemed like a nice guy and he wasn't armed) go out of the control room and turn right and head all the way down the hall and turn right again and go to the single door there and open it to end this part of the level and bring up a loading screen. Save at the Checkpoint and you then find Sam standing at the bottom of some steps leading upward. Go up the stairs and crouch at the top. Turn on your thermal vision and look at the window inside the door across the room. You can see the back of a terrorist's head as he stands guard on the other side facing the other way. Shoot out the lightbulb over the door - he shouldn't hear it if you don't miss. As you approach the door, he will turn to the right and start to patrol down the walkway. Wait a few seconds for him to get far enough down and open up the door, move to the left to the edge of the catwalk, turn back around and equip the SC-20K. You can shoot him in the head, use an Air Ring Foil, or other projectile if you have it. Hide his body in the room you just left and move SLOWLY down the catwalk. Don't bother shooting out the lights up on the ceiling; they are armored. There is one guard with a helmet-flashlight on the balcony's across from you; there are two further down on the side you're on now, though on different levels. Shoot out the lightbulb on the ceiling of the lift ahead to make it so dark the nearest guard can't see you. Then move up and hit the switch to start the lift moving but...DON'T GET INSIDE OF IT. The lift is to distract the terrorists, all of whom will light it up with their flashlights and follow it down the track.......while you sneak up to the edge of the ledge where the lift was resting and jump down and grab hold of the line it is suspended from and use it as a ZIP LINE (from the edge of the ledge hit the 'B' button and Sam will drop down and grab the zip line). After sliding down some ways, Sam will come to some big wheels and have to drop down again; just hit the 'B' button again. At this time Lambert comes on the comm and tells Sam he's going to be outnumbered once he goes in. Sam comes back and says all his missions are like that. Dropping down from the second zip line, Sam will hang on the edge of the ledge. Leave Sam hanging on the ledge until you spot the patrolling guard. Use your thermal vision if the night vision doesn't show him clearly. Wait until he is facing away and pull Sam up. Since this guard spends almost all of his patrol route in the dark, the other guards won't see when you take him out. Hide his body and make your way down the catwalk to the sub and carefully move Sam to the open hatch and let him climb down. If you're not carefully, Sam will JUMP down instead of using the ladder, something that cost him half of his health the first time I went through this. Also note that now that you are inside of the sub lethal force is no longer allowed. Moving forward, go down the second ladder and use an Air Ring Foil to knock out the terrorist who comes around the corner from the left and then moves close to you and stands there like a dumbass because he can't see you. Hide his body next to the ladder. Keep going forward slowly and you will come to a sliding door that leads to the crew's quarters; at the far end on the left a terrorist is sleeping in the lower bunk. Use an Air Ring Foil to enhance the quality of his dreams. And to make sure he doesn't get up anytime soon and try to take you from the rear in case things go south at the bottom of the next ladder. The next ladder? Why's just ahead down the corner. Go down it. That's what it's there for, so you can go down it, you know. Use a Sticky Camera on the wall to your right, where the doorway to the left is throwing light on it to get a good look at the terrorist in the room ahead, which happens to be the ships mess. He's sitting at a table just staring into space. I tried to put a Diversion Camera at his feet and gas him but messed up; I withdrew and he came to investigate after the gas didn't knock him out and ended up having to hit him with the ol' elbow. Too much light coming through the door for the Diversion Camera to work, I guess. The Whistle would be best to draw this guy into the dark. Oh, and you could switch the light off by hitting the switch to the right of the door. That would work, too. Move through the door on the opposite side of the room and follow the corridor until you come to another door. Go through, and you will find yourself in a really small room with a lightbulb in the ceiling casting light on the center of the room. Move to the door and look through the glass porthole: here comes the Sadono officer who's going to thoughtfully access 51551XS room for you. Move to the far right and crouch in the dark corner. He will pass right by you and go to the opposite side of the room and give you his back as he tinkers with a control panel. Grab him DON'T KO HIM. You need this guy awake for awhile. Using him as a shield take him back down the hall he just came from and find the retinal scanner on the right hand side and make him use it (Press 'A' when the Use Retinal Scanner window pops up). DON'T ENTER THE ROOM YET, THOUGH. Now drag the officer back to the room you grabbed him in, KO him and hide his body in the dark corner. Go back to the encryption room, move in a crouch toward the door and it will slide open. Slowly enter the room and move to the immediate left into a little alcove formed by some equipment. There are two terrorists in this room, and one will leave after a brief conversation. Great, now that leaves one to deal with. Note the dark path to the right behind him; just move slowly along it and stay out of the light and you can get behind this guy for a easy grab and KO. The computer you need to access is at the back of the room in a narrow area. Access it and then you are told to extract. Go back the way you came, pause at the door and peek to the left. There's the other terrorist standing in the hallway about 20 feet down. Use the Whistle button and retreat. When you peek again after a few seconds he's usually gone the wrong way and now has his back to you or is not visible at all. Go out of the encryption room and turn right. Around the corner is an open door with a very bright spot on the floor. It's an exit room with a ladder to the left. Go up it. And then up the next ladder too. When you exit the submarine, turn left and go down the walkway that comes down onto the sub's deck on that side and DON'T go to the medkit and all the goodies sitting on the crate: stay in the dark because a terrorist is on his way up the stairs. Let him frame himself in the doorway and then shoot him. Yes, now that you are off the sub, lethal force is allowed again. Time for more terrorists to meet their Judge. Go get the goodies on the crate, heal with the Medkit if you need it, then descend the stairs until you are on the last landing....and STOP when the FOUR terrorists waiting outside begin shooting at you through the doorway. Go back up the stairs all the way back to the walkway next to the sub, kneel down and shoot all 4 of these terrorists with the SC-20K. You should have plenty of ammo. You can see them but they can't see you. Awwwwwwwwww. Doom on them. Proceed on down the dock past their now decomposing corpses and when you get to the ladder leading down climb down into the rubber boat that is waiting for you and.......... You did it! Another dangerous mission but you made it through! Too bad Congress can never know about this mission or you'd get a medal. Mission Complete: From the submarine relay, Sadono's call was traced to five satellite phone subscribers, each linked to the private military corporation "Armed Guardian Services. (I know, I know, Lambert actually says 'Displace', as in Displace Int. when Sam is in the encryption room, which is Shetland's mercenary company. A gaffe? We'll find out) Shadownet teams will neutralize the 'pox boxes', (virus-armed ND133's), freeing Third Echelon to neutralize Sadono. (Oh good, this means maybe we'll get to put a bullet in this Che' Guevara wannabe at last!) After another very well done cutscene (Hey! Get a load of the logo on the coffe cup!) the sixth level begins. Level Six: Television Free Indonesia, Jakarta, Indonesia / April 20th, 2006, 21:43 Main Objective: Capture Suhadi Sadono (Awwwwwwwwwwww. Can I rough him up just a LITTLE bit?) Now that the ND133 units have been located, Sadono is open to attack. Cooridinated remotely with Shadownet's Neutrilization of the ND133, locate and capture Suhadi Sadono. CIA operative Ingrid Karlthson is on site, undercover, and will assist in the mission. Objective: Infiltrate the TV Station. Sam and Coen are standing on a rooftop near some neon signs when this level starts. Talk to Coen and she will tell Sam she doesn't trust Karlthson. Sam will assure her that he looked Karlthson right in her eyes in Dili and trusts her. Go down the ladder behind you and take a careful look around at the bottom. See the vent over there? You can rapell down it. Go down the side of the building, and on the balcony below move to the opening in the railing and have Sam drop down to the ground. He lands near a door that doesn't open. Stay out of the light cast by the streetlight and move up against the brick wall. A civilian near the door on the other side of the yard will stroll over to the other side of the wall and have a conversation with another civilian you can't see. After things quiet down, shoot out the streetlight, then the light over the doorway across the yard. Then the light halfway up the long, high wall to the right. You need that courtyard completely dark. This is your free fire zone in case you need to retreat and lure terrorists after you. Look past the van parked on the right - down the alley are 4 people, but only two are terrorists. The guys in the yellow raincoats are CIVILIANS. DO NOT KILL THEM. The civilian is going to come back in a moment to get something out of the van. You should have shot out the streetlight by then, so the area is dark. Grab and KO him. Shoot out as many lightbulbs as you can on the left hand wall. I shot 3 out before any guard reacted. If they react, retreat back the way you came and crouch in the corner near where Sam dropped down from the roof. Grab and KO the second civilian - or use a Sticky shocker if you want to. Once things calm back down, go down the dark half of the alleyway. Go for the next lightbulb. The whole alley should be dark now except for a lighted second story window. Keep adavancing, using vehicles and wooden stalls for cover. The two terrorists at the far end of the alley will split up; you only have to worry about one now. He stays in the light down there so use the Whistle to draw him to you. A sticky shocker should take him out so fast he will not get a shot off. Hmmmm, well let's see what should we do next? Oh yes....HIDE THE BODY. Peeking carefully around that corner to the left, you should be able to see several lights; a very brigh spotlight and a street lamp swaying in the wind. Shoot them out. Move into the alley slowly and focus your binoculars on the vendor's wooden stall with the van behind it - you will see a terroriststep into view on the other side. This is a little too risky a shot, so I wouldn't take it. If you elect to climb the pipe on the the lefthand wall.................... Move down the roof and halfway down on the wall to the right is another pipe. Climb up that one too. Grab on to the pipe overhead and hand over hand to the opposite building. Note the barred window with the flashing neon sign attached to it to your upper right front as you drop down - someone can be seen standing with their back to you. It's Coen. You're right back where you started. I spent 20 minutes trying to find out if there is a way across the roofs here and discovered nothing. Maybe somebody else will have better luck. Anyway, to get to the next Checkpoint, DON'T go up the pipe, go all the way to the end of the alley, wait until the two guards down there are facing away from you and turn left and go up the two wooden ladders in the scaffolding there. See the zip line above you? Get over the window and jump Sam up to grab it. Once you get across and drop down, go down the pipe and when you land and head toward the door the Checkpoint will come up. As you get closer to the door you hear a conversation. Wait until it finishes. Oh, and make sure the huge flashes of lightning don't blind you if you have nightvision on. First things first. Shoot out the streetlamp on the brick wall behind the van you can see through the doorway. Then move right up to the door, draw the pistol and look straight up and shoot out the lightbulb over the door. Run outside and to the left and crouch in the corner formed by the building's wall and the brick fence. Turn and you should see a terrorist patrolling past the van and going out of sight around the corner to the left. And behind HIM is another patrolling terrorist. The patrolling guards are all moving in the dark. How convienient. You can KO both of these guards outside the fence easily using the whistle as a lure. For a challenge, snipe them before they know anything is going on. Or you could sneak by, shooting out lights and retreating and waiting for them to resume patrolling. In this run through I am gonna kill all the guards because I am still pissed about 9-11 and have little charity in my heart for people who join organizations that smuggle biological weapons into America. Move up behind the two trash cans to the left of the door and wait until the nearest patrolling terrorist comes close and turns around to head right to the van and drop him. He's in the dark well away from the other two guards so they won't know a thing. Slowly get the body and hide it - the room you came out of is a good spot. Then shoot out the streetlight on the wall to the left - this will darken that area so you can move up and take a shot at the second terrorist (or sneak by if that is your goal) Take up position behind the phone booth. When he is closest to, aim with the SC-20K scope and use the WhistleButton to draw him toward you and shoot him in the head. Then, hidethe body and shoot out the lights on the fence to the right. Pick the lock of the guard booth and get the Air Ring Foil rounds. Don't proceed up the fenced avenue even though it looks open and inviting. Equip your binoculars and use your nightvision to scan the far end of the driveway - see the two turret guns and the guard? You'll get blasted into Swiss Cheese if you try this way. Instead, let's go past the guard booth and keep following the fence to the left, shooting out all the lights on the way, until we get to the ornate gate that is missing it's spikes at the top close to the wall. That's where Sam can climb up and over. Crouch at the bottom of the fence in the corner and carefully scan the area around you with your binoculars, using the zoom and alternating between night vision and thermal vision. There is a patrolling guard that can be seen right away directly in front of you past the wooden frames. Staying in the shadows, move through the frames and use the Whistle to lure him to you. The base of the watertower is a good spot for this ambush. Drop him and then find the other guard near the van. Whistle, lure, and KO him as well. If you get detected the guards will actually run around and change position between shots at you. If you are good with sniping with the SC-20K, keep moving yourself and track them. I had a fun time shooting them both when a flash of lightening gave me away - they did not make it easy for me. These terrorists just don't wanna die, man! Shoot out all the lights you can see. That includes the Van headlights. There is a spotlight at the base of a palm tree - shoot it out and then look behind it - hey, an open manhole cover! Let's go down it! Silent drop Sam into the water at the end of the ladder and immediately move to the right front into the corner where it's dark; there are terrorists on patrol even down here in the sewers. Shoot out the lightbulb on the ceiling near the ladder. Move slowly to the opening on the right and peek around the corner. Sometimes you will see a terrorist wading by to the left in the opening on the far side of the room. When it's quiet shoot out the lightbulb over this door on the room's other side. Move slowly into the room, head for the corner to the left of the door. The first time you start through this door a terrorist is going to come from the left. If you drop him fast enough he won't get a chance to raise an alarm. If he does, shoot him and retreat back to the water beneath the ladder you came down and get your SC-20K out because another terrorist will run through in pursuit. Drop him too. If you get the first terrorist down without any alarm, the second one will come ambling down the waterway soon right into your sights. Hide both bodies, and pick up the pistol ammo one of them drops. Make your way down the sewer in the direction the last two terrorists came from and shoot out the overhead lights with your pistol when you come to them. (Just noticed this: does that water Sam is wading though look REAL or what?) Soon you will see a light shining out of a opening on the left wall. It's a room just like the one behind you, only you can see the moving camera over the doorway. Stay in the dark and shoot out the camera. Then ease forward until you can see the lightbulb hanging from the ceiling and shoot that out too. Move through the room and crouch at the doorway look out into the waterway and find the lightbulb on the ceiling lighting up the area outside the door and shoot it out. Move slowly to the opposite wall from the doorway and look to the right: a ladder, lit up by some lights. What do you think, should Sam just stroll down there and start climbing? No? Good call. Let's sneak alongside the right hand wall and shoot the light out next to the ladder first. Let's play it safe. Jump Sam up at the foot of the ladder and he will grab on to it. Climb him up and save at the Checkpoint. Reach the top, crouch Sam down and ....SURPRISE!!!! Not only is it STILL raining, but Sam has just climbed up into a courtyard being swept by a pair of searchlights! Don't panic, just stay behind the large antenna dish in front of you and the searchlights won't detect you. Look to the left and to the right - there are other antenna dishes. The trick is going to be discerning the patterns of the searchlights and anticipating when to run for them. Oh, did I mention the thermal mines yet? By all means, don't step on them! Turn on your thermal vision and visualize a path through the mines. Why visualize? Because you can't see the thermal mines and the searchlights at the same time! You are going to have to memorize where the mines are, visualize a path through them, and then switch to nightvision and run through the mines to the next antenna dish. Are you glad we just saved a checkpoint? Yeah, so am I. Because I died 4 times before I got this to work. Notice how you have a clear path to the box shaped object on the right. When the searchlights are moving away from you, go for the box and crouch down immediately behind it, with it between you and the searchlight. Now turn the thermalvision back on and look to the right. Once again, there is only one thermal mine to really worry about between you and the antenna. Point Sam at an angle towards the wall where his running to that point leads him past the mine. Now turn on the nightvision and find the searchlight. After it has just passed over, MOVE. Once he reaches the wall, turn and run him up behind the antenna and crouch. Do the same thing for the next box and the next antenna. Except for these, you must move just after the searchlight has passed over and behind you. When you are behind the last antenna, turn and face the fence to your right. Notice how the spotlight you have been avoiding doesn't really cast itselt on the fence? All you have to do now is avoid the mines and move up to the fence. Now watch the other spotlight, how it covers half of the fence to the left and the stops. Stay just to the right of where this spotlight stops, and climb up on the fence. Count how many seconds go by between the spotlight coming to rest next to you and then moving and coming back. I got 15 seconds. That's the amount of time you have to move down the fence, find the area where the top is not covered by barbed wire, swing over, move around the generators and find cover before the searchlight comes back. Once you are behind the generators, Optic Cable the door to the left. There is a terrorist standing with his back to you in this dark room. Pick the lock, crouch, equip the SC-20K and open the door. (Game Improvement! Sam now stays crouched with his weapon out if you have him open up a door. In the first game he would always stand up and then crouch again. Much more realistic this way, don't you think?) Drop the terrorist with a headshot, hide his body behind the generators, and use the medkit to the left of the door if you need it. There is a flare and two Ring Air Foil rounds on the counter if you want them. Stand like the now dearly departed terrorist was standing and look forward: you are behind the turret guns you saw earlier. Don't go through the open doorway to the left just yet. First scan the area outside with the binoculars and find the patrolling terror guy. You can see this guy, but if you drop him there is another one off to the left out of sight that will raise an alarm. This is where dropping the first guy you see is a bad idea. Wait until you've peeked out of the doorway and found both of them. First thing you want to do is shoot out the lamp on the fence to the right. Then move to the right of the doorway and shoot out the lamp on top of the booth to the left. When one guard is closer and the other is some distance away, use the Whistle to lure the nearer guard into the room. Retreat as he advances and get in the far corner to the left. He will turn and switch on the light. Shoot him in the head, stay against the wall and move to the light switch and turn the light back off. Aim out the doorway with the SC-20K and find the other terrorist. Often, he's walking towards the door to see what happened to his buddy. Easy shot for us after all this practice, right? Hide both bodies and then go to the door and look at the roof of the building to the left. See the neon sign? That's the TV station. Move over behind the parked car to the left and crouch behind it. Looking over it's hood, find the turret gun up ahead. Stay out of it's way. Go left against the wall have Sam climp up the ledges until he comes to a narrow alcove. Have Sam Split Jump, and then Half-Split Jump onto the roof on the right hand side. Pull Sam up and you are now on the roof of the TV Station. Find the pane of glass on the skylight with the tuning fork thing in front of it; this glass is already cracked so a single bullet from Sam's pistol will break the window. Approach the now empty window frame and the Rapell on Wall interact window pops up. Well it is raining awful hard. Might as well get Sam out of the rain, he ain't as young as he used to be. OK, we'll Rappel. There is a nice dark spot just to the left of where Sam comes down on the floor of the TV station. move into it, crouch, equip the SC-20K, and find the terrorist who just came into the room to the right. When he is standing at attention behind the TV information counter, put a bullet into his face. After hiding his body in a dark corner, move down the room towards the hallway where a bunch of TV monitors can be seen flickering and some show a newscaster reading the news while others just show static. You can't shoot the TV monitors out - I tried. There are 4 elevators down here, two to the left and two to the right. Which door shall it be Johnny? OK, Monty, I think I wanna try what's behind elevator door number one on the left. Go in the elevator and find the buttons - the Use Lift window comes up. Hit the up arrow and a loading screen comes up followed by a Checkpoint. After the Checkpoint, Sam is standing in the elevator while Lambert tells him he needs to find Karlthson - she's his best bet to taking Sadono alive. Objective: Find Ingrid Karlthson To spot what's up ahead, move to just to the left of the elevator, crouch in the dark spot there, and shoot a stick camera to the glass wall on the right to look down that corridor. You will see a guard on patrol at the far end. It also shows a turret gun pointed down the hall. Yikes! Now do the same for the glass wall on the left. The sticky camera here reveals a guard standing in the dark behind a glass partition staring down the hallway towards the camera. The righthand hallway is not watched constantly because the patrolling guard takes 25 seconds or so to cover his route. This other guy, he's not going anywhere. He's got that hallway covered cold. Or does he? Shoot out the narrow tube light high on the wall and he leaves his post. Now shoot the second one. You will see light thrown onto the hallway in front of you from the left. Ease forward, and get ready....a terrorist in a ski mask will come ambling out the door there. Drop him, then shoot out the nearest tube light on the wall near him. Scan down this long hallway past his body and find the other guard at the far end. Good thing he doesn't look this way, eh? When he's gone, go get the body and dump it around the corner where it's nice and dark. Don't worry, the turret gun won't have you in range yet. What the $%$%?!!! Turret gun?!!!! Why yes, it's in the shadows on the lefthand side. See it now? OK. We're going to deal with the live terrorist down there first before we worry about the automated machinegun. While the terrorist is out of sight on his patrol route, shoot out more of this hallway's lights. Then go get the bottle lying in front of the elevator you came out of and just as he's turning to go back down the hallway throw it as far as you can, over the turret gun. He will come up the hall to investigate, giving you a good shot. Now that that guy is out of the way, circle back around to the elevator and go down the right hallway, throwing a flare to distract the turret gun. Deactivate the turret gun, then you will find around the corner a flashlight lying on the ground pointed toward you. Turn on normal vision and find the camera over the door down the hall and shoot it out. To the right of where you now crouch is a lounge. For a laugh go and look at the TV on the table in the lounge next to the open pizza box. Look who's telling the world about all his big plans for the future!!! On the other side of the lounge, in the dark, is that other turret gun that was facing you earlier. Deactivate that one as well. Now across from the lounge is another door, one with a great big ON AIR sign in red over it. If you OC that door, it reveals an empty room. Move over to the big double door with glass windows to the right of this door and OC it. As you do, you can see a door down the hall open up and somebody walk through it. Retreat to the dark spot next to the lounge. If the terrorist doesn't come through the double doors, move towards them slowly staying to the left in the dark. Eventually he will open the door and come walking towards................his DOOOOOM!!!!! Hide his body. Go through the double doors and crouch on the right hand side where your light meter will read 0. To the left you two doors with ON AIR lit up in red over it. To the right is one door with the same sign. Shoot out the wall lights. Let's OC the door on the right first. One terrorist can be seen on patrol in this room. Now for the left hand side. The first room on this side from where you entered shows someone, very likely a TV technician, sitting with his back to you as he works various control panels. Moving on to the last door, this one shows a terrorist standing at the far side of the room leaning against the wall and facing the door. Go into the room at the very end of the hall and find the ammo on the counter in front of the video monitors. I always feel happier with a fully loaded SC-20K, don't you? Let's take out the guy in the chair first. Go back to the first room on the left hand side and open the door. The shadow from his chair keeps you hid. Before grabbing him, look through the glass he is facing with your binoculars - turns out the person leaning against the wall next door is ......Ingrid Karlthson! Go and talk to her and then the plan is she will lead you to the warehouse where Sadono is presently at so you can grab him. Save the checkpoint as you leave the room. Note: Ingrid's death will result in mission failure. Trail Ingrid down the hall and watch her use the retinal scanner across from the elevator. Just after you pass through the doors opened by the Retinal Scanner, Grimsdotter urgently informs you that Third Echelon has just intercepted a call to this building from....Norman Soth! And he's just blown Ingrid's cover! This next part is VERY HARD if you don't follow proper strategy. I tried several different things and so far only one has worked. As soon as Ingrid uses the retinal scanner and the glass doors slide open, immediately go and get the box of ammo to the left sitting on the floor near the corner. Then MOVE to the corner on the left hand side and get there just as Ingrid starts talking to Sam. Go into sniper mode by clicking the left thumstick and begin shooting out the lights running along the ceiling as far down as you can before the first terrorist comes down and grabs hold of Ingrid. Then, at this time, the terrorist should have Ingrid in a headlock facing you, and two terrorists should be in sight further down the hallway behind him. These three terrorists cannot see you any longer because you have shot the lights out. Focus the sniper scope on the forhead of the terrorist holding onto Ingrid (hold in the left trigger to make Sam hold his breath and steady the crosshairs; they will stay still for about 3 seconds. Shoot this terrorist in the head, then move against the right wall and snipe the other two terrorists. IMMEDIATELY as they are dropping, hold in the inventory key and select the grenade that you picked up earlier and throw it down the hall to where it turns a corner going to the left. Three more terrorists will be running into this area from the next section where a retinal scanner controls the door - just like the one you just passed through. IMMEDIATELY follow up by tossing the flashbang down the hallway to blind any surving terrorists, and then equip the SC-20K and slowly move down the hall, moving from side to side until you are about 20 feet from the corner. Then shoot a sticky camera to the opposite wall and use it to scan around the corner to make sure a surviving terrorist is not getting ready to ambush you. (Rotate the camera's view by using the right thumbstick and zoom in and out by using the up and down keys on the directional pad - also cycle through normal, nightvision and thermal vision views. Once you are sure the coast is clear and all the terrorists are dead, go get the camera and pick it back up. If you can see Sam from the Sticky Camera view, zoom in on him and note how he's holding his hands up as he looks at the view screen on his hand-held scanner. Cool, huh? Go talk to Ingrid again, and she will head down the corridor and turn left and use the Retinal Scanner. When the door opens and you follow Ingrid through, a Checkpoint will come up. I'd save if I were you! As you move forward past the elevators to follow the corridor where it turns left, Lambert comes up on the comm just after you hear a panicked radio intercept from a terrorist. Lambert tells you to get to the stations recording studio fast, because if you don't grab Sadono in the next few minutes, he'll get away and dissappear. Your objective window now notes that Sadono must be captured while concious. Don't go just moving out into this new hallway - there is an armored camera sweeping the corridor down the hall. You need to remove the lights on this hallway to give you enough dark areas to move by this camera without it spotting you. To do that, turn your nightvision on and look to the corner to the left front. It's dark over there. Slowly move there and watch your light meter. It should stay at 0, meaning the camera can't see you yet. Staying to the right side of the corridor, looke down the hall and find the camera mounted up on the wall at the far end. Now look left. There is a tube light on the wall halfway down. Shoot it out, then the martini-shaped white light underneath the camera. Now switch back to normal vision. Although there are still some traces of light on the right hand side of the corridor from poster lights that can't be shot out, the left hand side of the corridor is now pitch black. Turn the NV on again and slowly move down the hall to end and stop in the left hand corner. As you make your way down you will see a open door to the right of the cameara leading to a lighted room within which a terrorist is visible moving around. When you get underneath the camera look to the right - there's a doorway traced by blue lights that has another Retinal Scanner next to it. I suspect at this point this is going to be why you need Sadono alive and alert! One thing I hope you've learned so far in this game is that these terrorists always come in pairs. You can only see one right now, coming around a corner and turning and going back. You just KNOW there's another one nearby even though you can't see him. The Quick way: Just shoot this first guy and the second one in the cool jungle-stripe outfit with the red beret - hey, you must be getting close to Sadono because this guy looks like a bodyguard! The Slow and Stealthy Way: Draw this first guy to you into the dark using the Whistle button. Or creep up when he turns his back and grab him in the light and retreat back into the dark. KO him, then lean around the corner and snipe or grab the second guy. Taking the first guy out silently means no chance of an alarm being raised because the second guy has detected nothing wrong. Around the corner is a medkit against the wall. Use it if you need it. Also, Mr. Don't-I-Look-Good-Dead-In-Tiger-Stripes will drop a data stick- pick it up and read his mail. Then dump his and his comrade's bodies around the corner underneath the camera where it's nice and dark. Keep going past the medkit to the end of the room and find the pipe and climb up it and then go hand over hand to the left to reach the opening in the ceiling. Halfway down the ceiling vent save at the Checkpoint. At the opening at the end, turn left and crouch in the corner on the walkway and carefully reconnioiter the room. Spot where all the terrorists are. Spot the spotlight at the far end of the room too, while you're at it and make sure it doesn't light you up. Now move very slowly to the right edge of the platform, stand up and look to the immediate left. You are completely in the dark, so don't worry. You will see Sadono playing up to the cameras doing his best Castro impersonation with a top bodyguard standing next to him. There are 4 other terrorists in this room. The neat thing is, these other 4 terrorists can't really shoot you as long as you stay on the catwalk. Drop one terrorist with a head shot and the others will obligingly step into view around the boxes on the ground to your front. Shoot them all to death. When only Sadono is left, begin methodically shooting out all the lights in the room. Don't try the moving spotlights; you can't shoot those out because I tried. When all the lights except the moving spotlights are shot out, silent drop down onto the ground and avoiding the spotlight, move around behind Sadono and grab him. I just made that sound really easy but trust me, the first couple of times you're going to get spotted and here's where you discovered that Sadono only needs to shoot Sam ONE TIME to kill him. Once you have grabbed Sadono, interrogate him. He doesn't sound so confident now, does he? DON'T KO him - you need him to the the Retinal Scanner on the far side of the room to get to the roof where Ingrid Karlthson is waiting with a helicopter to extract you and Sadono. Manuever Sadono to the Retinal Scanner on the RIGHT hand side of the room nearest to where Sam dropped down; the one around the corner near the power panels can't be opened by Sadono. Once Sadnono is at the right retinal scanner, the 'Interact' window will pop up with 'Use Retinal Scanner' as an option. Press the 'A' button and Sam will hold his silenced pistol to the back of Sadono's head while he obediently holds his eye over the scanner to open the door. It's amazing how reasonable and helpful some people get with a loaded firearm held to their heads, isn't it? At the top of a well lighted ramp, you will need to make Sadono open another door with a retinal scanner and there is Karlthson standing next to the extraction helicopter in the driving rain. Now you get to knock Sadono's punk ass out. Do it with relish and the mission will end. MISSION COMPLETE Suhadi's Capture essentially brings the crisis in Indonesia to a close. Shadownet teams neutralized all of the ND133, with one glaring exception. CIA-trained mercenary NORMAN SOTH is somewhere in the U.S. with the final remaining 'Pox Box'. Watch the great cutscene - and note just how DEPRESSED Sadono looks in that brief news clip about his capture. Level Seven: LAX International Airport, Los Angeles, California USA April 23rd, 2006, 18:28 Main Objective: Neutralize Soth and the final ND133 Norman Soth has breached LAX security with an unknown number of mercenaries and the final smallpox virus-armed ND133. Neutralize Soth and recover the ND133 before the virus is released. This level opens with Sam standing in an area behind a fence he must climb to get into a lighted parking lot that runs down a ramp into an underground parking garage that leads to the baggage system of LAX. Grimsdotter and Lambert come on the comm to tell Sam he has a limited amount of time to make use of a truck entering the garage to sneak in. You have to climb the fence quickly and get to the other side of the truck and use it as a barrier so the security guard in the booth next to the garage entrance does not see you. If you get there late, and the truck has alreadly pulled in, don't worry; all you have to do is use the parked cars for cover, shoot out the streetlight in the middle of the parking lot, then shoot out the first tube light you can see inside the garage on the wall next to the security guard's booth. He'll come over to investigate and you can KO him easy. Shoot out the lights on one side of the garage or the other; shooting both is a waste of ammo; proceed down the ramp and at the end where it levels out you will spot a second security guard, and this guy has a four-legged friend! Don't get too close or the dog will sniff you out. I used a Diversion Camera for the guard and the gas missed the dog so Fido went to dreamland courtesy of an Air Ring Foil. At this time, Grimsdotter comes through with the info that Soth and his mercenaries have all received smallpox shots in the past week - that means their body temperatures will read higher than normal; while most people will look bluish on the thermal scanner with hints of red and yellow, Soth and his mercenaires will look bright red. Move further in to the parking lot and find the next security guard booth to the right against the far wall that has....a security guard in it! Let's just go ahead and scan this guy with thermalvision and see if.....YES! He's reading bright red! This is one of Soths mercenaries - and we have just been ordered to kill of of Soth's mercenaries so let's go take this guy. Shoot out the lights overhead until a dark path is created to the side of the booth then jump up and down outside and back up. The guard will come out and walk around in the dark waiting to get shot. After you shoot him, find the door on the other side of the booth and OC it. It will reveal a cleaning lady moving around the room. Soon you will see her open a door on the far side to the right and walk through it. Open the door you are at and go through and find the corner to the right and crouch down there. Turn carefully and scan the room - on the far side to the left is a guy behind a partition working on a computer. Check with the thermal vision - he's blue, not red. He's not with Soth. Wait until the cleaning lady comes back, moves around the room, wiping various things off with her cloth, and then, she will go back to the door and open it and step through. As soon as she does this, find the light switch to the right of the painting on the wall, switch it off, and go to the door. Don't waste time watching the guy across the room; he's getting up and going to his door and opening it to come across and switch the lights back on. Before he does that, you have about 8 seconds to OC the door the maid went through, make sure she has her back to you as she moves past the bathroom stalls, go through the door and to the right and crouch in the dark corner under the Medkit on the wall. After a minute, the maid will reappear, go to the door, open it, and step through. As soon as the door closes behind her, go to the counter next to the mirror, climb Sam up on it, and have him jump up to grab the ledge and pull himself up into the ceiling vent. Proceed down the vent to the left. There are two openings to the left that reveal a baggage handling room. It is well lighted. Oh no, that just WON'T do. Start at the far end and shoot out the big spotlight on the far wall and work your way down the room shooting out all the lights. When the place is completely dark, go to far side and drop down, move along the wall to the right and climp up on the boxes. This way, the two guys blundering around in the dark will not walk into you. Just to be safe, scan them with the thermal....whoa! One of them is blue but the other is a bright glowing red. He's a mercenary. Wait until he's close and drop him with a head shot. Just to keep an alarm from being raised, drop the innocent LAX employee too - with a KO or a sticky shocker or Air Foil Round. There is an Air Foil Round on the floor to be picked up at the far left hand corner of the room. Move down the room and find the doorway to the right at the far end with the clear plastic strips hanging down to form a curtain. Check with your thermal vision - you can see two bright red mercenaries waiting in there. Ease Sam forward in a crouch until he parts the plastic strips and they are behind him and then equip the pistol or SC-20K and shoot out the closest light up on the ceiling. This usually draws one of the terrorists into coming closer. Use the Whistle button and retreat back into the other room, waiting the dark as the terrorist walks forward and stands in the spot you were in when you whistled. Shoot him in the head with the pistol (try to save all your SC-20K ammo for later, along with as many projectiles like smoke grenades and diversion cameras - you will need them when you find Soth) Hide the body and then move out and find the other terrorist. Usually this guy is patrolling on the right hand side of the room coming close to the baggage conveyor belt. Use the whistle to draw him to you and then take him out. Hide his body as well. One time my whistle drew BOTH terrorists at the same time - you should have two sticky shockers left so if that happens this is the best way to drop them both fast without chancing missing a shot and letting them sound the alarm that will end the mission. There's a diversion camera on the floor in the corner to the left when you come in through the plastic curtain. There is a big spotlight shining near the foot of the steps in the center of the room that you need to go up to get to the next red- colored terrorist who is patrolling on the catwalk on the lefthand side of the room. Shoot the spotlight out and then send the hapless civilian who comes over to stand underneath it to dreamland. From the foot of the stairs, note that there is an innocent guard patrolling on the right hand side while Mr. I'm-A-Nasty- Red-Colored-Terrorist is on the lefthand side. Slowly move up the stairs until your light meter makes it's first movement and then retreat a step or two. Then wait until both of them have turned their backs to you and shoot out the nearest light on the ceiling to plunge the top of the steps into darkenss. Stay still as they come back to the end of their patrols and then turn around again. Now move up slowly and turn and crouch to the left at the top of the stairs. When the terrorist is the very far part of the room with his back to you, shoot out the nearest light in the open area to the left. SHOOT OUT ONLY ONE. I shot out two and the terrorist detected me and the mission failed the first time I played this. When the terrorist is out of the light and is standing in the dark beneath the shot out light, shoot him in the head with the SC-20K. Then knock the innocent guard out by waiting until he approaches, turns around and gives you his back. To see how detailed this game is, check the area between the computers against the left wall where the now Mr. I'm-Assuming-Room-Temperature was patrolling: there's a real LAX employee tied up and shot hidden between two of the computers. So don't feel queasy about putting a bullet in that terrorist's head, OK? Go through the door in the wall to the far right of the computers. You go down the steps into the conveyor areas and watch the luggage going by on the conveyors. Now take a peek further down the corridors the conveyors are running through. Looks like lighted plate glass windows on the side. Look close on the other side and you can see the shadowed outline of somebodies head. Want to bet there are guards who are paid money to stand in these small rooms and spend hours of their lives watching luggage move by? You'd lose if you bet against it. How do we sneek past? It's easy: on the left-hand side conveyor when a big pile of luggage big enough for Sam to crouch behind passes by, step him up onto the conveyor on the side of the luggage that is opposite from the windows (duh!) and in a crouch, Sam will use the luggage as a shield so Mr. Minumum-Wage-Luggage-Watcher will not see him. After passing the window, get off the conveyor at the point it turns left. You cannot follow it through the red flashing entrance because the X-Rays will reveal you to LAX security and hence, the terrorists themselves. After you get off the first conveyor and turn around, you see another conveyor. Step onto it but get off at the corner, before you are taken into the X-Ray machines up ahead. Look to the left. There is a new conveyor, this one moving towards you, but with another window with a guard waiting on the right. We have to find a way to get to the other end of this conveyor belt without this guard raising an alarm. To complicate things, we have to move Sam up a conveyor going the other way while looking out for pieces of luggage that will block his path. Also, Sam can only move up this conveyor while crouched. Here's how it worked for me: note, as you look ahead as the window approches, that it is open on the righthand side. Shoot a smoke grenade into the opening. If you're a really good shot, you can try a Sticky Shocker on this guard, but you had better find the angle fast. A diversion camera would take too long and you would have to shoot it exactly in front of the alarm panel and hit the 'y' button to release the gas to make it work. Since thermal scanning shows this guard is not a terrorist, lethal force is not an option. Once the guard is down, run to the end of the conveyor, jump off, and grap the ammo and the smoke grenade on the floor to the left. Then OC the door. It reveals a lighted stairwell. Open it , go up the stairs, sit like a dumbass and pick your nose while you watch the loading screen, and save at the Checkpoint. After the checkpoint, Sam is standing in front of the door at the top of the stairwell. Lambert and Grimsdotter tell Sam two more terrorists have infiltrated the passenger areas and offices. No terrorist must be left behind alive! Open the door and crouch. There's a guy right in front of it. Switch to thermal view. He's a terrorist all right. Stay to the left inside the turned off escalator and follow him down. Pause when the civilian to the right gets up and walks over. If you move past he will see you. Wait until he turns and sits down. Crouch down well in the dark of the escalator and find the other civilian sitting with his back to you. Note that the terrorist is standing in a booth on the right. After a while, a door to the left at the end of the escalator will open and another man will come through. The thermal shows he's a civilian. After a brief conversation, the civilian will turn and start walking up and down the aisle to your right while the terrorist goes and uses the keypad door the other man just came through. Helpfully, the new guard tells the terrorist what the code for the door is. It's 5325. Use the columns to the right for cover and move only when the guard on patrol is facing away from you. Slowly go to the door, enter the code, open the door, and crouch down and put Sam's back against the wall and peek around the corner. You will hear the terrorist disguised as a security guard calling someone on his cell phone. His shadow and part of his arm can be seen at the corner ahead. What can also be seen is an armored camera on the wall at the end of the hall. No problem. Just shoot out the lights on the side of the hall. If the terrorist hears you and comes running, wait until he's in a dark part of the hallway before you drop him. Don't drop him in the lighted area or the camera will see him and sound an alarm and remember, a single alarm at this point....ENDS THE MISSION! If he doesn't come running when you shoot out the lights, he'll come stand under the moving camera ever 30 seconds or so and peer up the hallway. Get as close as you can while staying completely in the dark and shoot him when he's directly underneath the camera. Then move to the right side of the hallway and find the light on the wall about 10 feet to the left of the camera and shoot that out. Pick up the data stick this terrorist dropped when he went to his Eternal Reward and hide his body in a corner. Then go down the new hallway to the left and find the glass door there. As you approach it, a new Checkpoint comes up. Save the game, and note you can see a patrolling guard. Open the door and crouch in the doorway and listen in while scanning with the thermal vision. The patrolling guard is a terrorist; the dweeb on the phone to the left in the cubible is......... just a dweeb on the phone. And the terrorist is annoyed at this guy. Seems this other guy is working late and isn't really supposed to be there. Wanna see something funny? Don't do anything for awhile. Just crouch in the doorway and watch. AFter some time the terrorist will go over and start talking to Mr. Phone Man. Shoot out the nearest light on the ceiling once the terrorist goes onto the outside balcony to use his cell phone. Then watch what he does when he comes back into the room. By removing this phone-chattering dweeb from the equation, he's done you a favor. The first few times I came through this level I immediately tried to take the guard out and could not get to the civilian before he ran over and hit the alarm button on the wall. Also, the terrorist will now walk to the far side of the room and stand there with his back to you. Sneak up on him, grab him, and interrogate him. Then KO him, shoot him in the head, and hide his body. Oh, and pick up the Air Ring Foil he drops, too. Now go to the glass door on the far side of the room that the now deceased terrorist was facing when you grabbed him. Inside are four civilians. You have to KO at least 3 of them. The first one is the guy in the desk near the door. Lure him with the Whistle and KO him and hide his body. Then go for the guy at the bar. To draw one of the guys standing outside at the railing into the room, switch off the lights and KO him when he comes in to turn them back on. You can KO the last guy too if you want. Then go slowly down the turned off escalator. Just as you start down Grimsdotter comes on the comm to tell you Soth just entered the terminal below - you should be able to ID him and any terrorists with him with your thermal vision. As you start down the escalator note the armored camera on the wall up to your right. Stay to the far right and pass underneath it. Then slowly move into the dark area to the left and go to the edge of the balcony and stand up. Grimsdotter will tell you to try using your binoculars with the thermalvision turned on. Soon, Soth - still missing his right leg - and two mernenaries will come into view. Once you see Soth standing below, Lambert and Grimsdotter confirm it's him and that he's carrying the last ND133 box. Now, turn slowly and face the open doorway behind you. The room with the elevators beyond is well lighted and there are two more cameras in here. You need to slowly shoot out all the lights you need to form a dark path to the elevator on the right-hand side with the light on over it's doorway. Hit the switch when the Interact Window pops up, go into the elevator, find the buttons inside of it and press the 'Up' arrow (after the button window pops up, use the left thumbstick to choose between the up or down or open door buttons). As soon as you do that - another checkpoint! Save the game. Because this last part is a BITCH. I have done this next section so many times I actually dreamed about it last night. As soon as the elevator stops, Lambert tells Sam Soth's men have cut the power - better to keep anybody from finding them as they prepare to release the smallpox. Shoot out the trapdoor on the top of the elevator and have Sam jump up and pull himself onto the roof. Then, go to normal vision and find the yellow and black cable that runs up past another elevator frozen one story above Sam's and have him climb it. When he just started climbing Sam will reach out and automatically pull himself onto a ledge. Turn him around and go right back onto that cable and keep climbing straight up. When Sam is even with the top of the stranded elevator car, rotate him around on the cable so his back is to it, and slowly move him downward. Sam will then stand on a projecting piece of metal. Turn him around slowly and move him to the right front and he should hop onto it's roof. Sometimes he starts to fall and grabs the edge of the elevator roof and has to pull himself up. Crouch and look down inside the elevator. Somebody is in there, but the thermal scan says it's a civilian, so don't both him. Turn and walk into the opening to the left and get the ammo and the sticky camera sitting there. As you approach the opening, you can see through it to a lighted up catwalk where a security guard and two maintenance workers can be seen. As you are seeing them, a terrorist radio broadcast is intercepted. They are planning on setting the ND133 off when as many people are in the airport as possible. And that will be soon, so we don't have much time. Still crouched in the opening, turn on your thermal vision and look up. You can see the red outlines of Soth and his two mercenaries. They are on a catwalk about 30 feet above you. When you can get a clearer view after taking down the guard and the workers, get underneath them and look again in thermalview - you will see one of the red figures leaning over and working on a square shaped object on the floor - THAT IS THE ND133. Move forward and drop Sam down onto the catwalk. Shooting out the spotlight on the wall just to the side of the opening Sam just entered through usually draws either the guard or one of the workers for an easy KO. Then use the whistle to draw the others to you and KO them. Note: there is a ONE MINUTE countdown that begins when the terrorists on the catwalk above you detect your presence. When this happens varies greatly. I have taken out the guard and the workers and sniped the two terrorists without the countdown starting. I've also had the countdown start while KO'ing a worker too loudly. So it varies depending on how you are playing. Cool huh? Does add to the suspense, don't it? There is only one ladder on the left hand side of the room from where you originally enter that leads up to a second ladder. Find it and when you climb the first ladder, at the top crouch down and don't move. Look at your light meter - 0. Perfect. Most times one terrorist will be patrolling the length of the catwalk above while the other terrorist watches over Soth as he fiddles with the ND133. Wait until the patrolling terrorist is at the far right end of the catwalk where it curves, and he is standing in the dark, and drop him with a Sticky Shocker. A bullet might not drop him instantly, and the advantage of the Sticky Shocker is that you get an instant KO. (Note: what is even better is if BOTH terrorists are patrolling while Soth prepares the ND133. This way, when they are both at the far right end of the catwalk standing in the dark, you can drop them both very quickly with sticky shockers) Once this first terrorist is down, and the other two guys still don't know you're there, here's then next gamble: go to the bottom of the next long ladder, and look straight up. See the circular bright light up there? That's the light that would allow the terrorists to see you if you climbed up this ladder while it was still shining. So shoot it out. I heard one of the remaining terrorists - Soth or the other guy, I don't know which, frankly all these thugs sound alike to me - give a start of surprise, but neither came down the catwalk to investigate and the countdown did not start....until I started up the ladder. I actually got Soth with a diversion camera the first time I did this. I shot the other terrorist in the head, then fired two DV's and got Soth to drop. Yay! Then I ran to where the ND133 was, expecting the ol' Interact Window to open up....and that's when Lambert said, "We need them dead, Fisher!". What? Soth and the other guy I sticky shockered were still alive! And I had only 10 seconds left! Arrrrgggghhhhhh! Mission failure! The second time through, I got it right! I dropped both terrorists quickly with sticky shockers as they were standing together at the far right end of the catwalk, close to where the bottom of the second ladder was. Not a far shot at all for a sticky shocker. Soth came down the catwalk, looking around, then shrugged and went back to work on the ND133. Yes! I inched Sam up the ladder, and the second the countdown started, moved him up to the top silent dropped him onto the catwalk, quickly shot the two unconscious terrorists in the head, then moved down the catwalk towards Soth, who had his back to me. There were about 12 seconds left when Soth suddenly detected me, stood up, started to swing his weapon around and raise it......... And Sam Fisher nailed him right between the eyes with a round from the SC-20K. Soth dropped, I moved Sam forward....and the game took over from there. Lambert comes on the comm and Sam says the ND133 has twelve minutes left on it's timer. Lambert states that's not enough time to get the smallpox to the Osprey and evacuate it. Sam, always a quick thinker, realizes there is an alternative to simply finding a deep enclosed place in the bowels of LAX and letting the ND133 go off and hope for few casualties. He....... Nah. Why should I give that away? Finish the game and watch the cutscene yourself! Mission Complete The neutralization of Norman Soth erased the final lingering threat of Suhadi Sadono's 'insurance policiy'. The final ND133, however, remains armed with the smallpox virus and is set to decompress in a matter of minutes. Third Echelon scrambles to alert emergency services, hopefully minimizing the damage caused by the virus........ The End. Yeah, kinda abrupt, I know. But hey, since I've spent about 30 hours playing this game the first time through and I mostly shot first and asked questions later, I'm sure there's lots of stuff I missed and passed by that affected the way the story came out. Played stealth all the way though I probably could have added another 5 or 6 hours to this game. GAMEPLAY CHALLENGES: These are ways of playing the game or levels of the game that enhance the replay value of the overall game. GAMEPLAY CHALLENGE NO. 1: See how far you can get into the game without dying once or failing the mission. You CANNOT save at any of the checkpoints! GAMEPLAY CHALLENGE NO. 2: Complete a level of the game using only the pistol to shoot out lights and not having to KO or kill anyone. GAMEPLAY CHALLENGE NO. 3: On levels with the SC-20K, make it through the entire level only using the secondary projectiles such as Air Ring Foils, Smoke Grenades, Sticky Cameras, etc. and firing no bullets. Thanks if you read this FAQ all the way through. So many wonderful people have e-mailed me and told me how much they enjoyed it and gave me tips and alternative strategies for some of the levels. If you have any ideas or strategies you would like to contribute to an update of this faq, please e-mail me at This was my first FAQ, so any ideas about improving it are definately welcome. In closing, I would like to thank the developers at UBiSoft for finding so many ways to improve what was already a very fine game. With their titles like Splinter Cell, Rainbow Six Three, Ghost Recon, and Prince Of Persia, UBiSoft is in my opinon becoming THE best game developing studio, especially for shooting and stealth games. Kudos also goes to Tom Clancy, who personally reviews each of these games before he puts his name on it. Great to see a guy who writes books and now makes games where people who work for the government and the military are actually portrayed as heroes and the defenders of civilization. FINIS