____________ |ŻŻ| (ŻŻ) _____/ŻŻ|_ S P O I L E R - F R E E |ŻŻ| |ŻŻ| / ____,____ \| | |ŻŻ|/ \ __/ŻŻŻŻ\ŻŻŻŻŻ\ _/ŻŻŻŻ\/ŻŻŻŻ\ | | | \___ \ | |_) ) |_| | | \ |( ŻŻ / |Ż\/ \ \ŻŻ( ŻŻ / |_| |_ /___ )| __/|____)__|___| /__| \ ŻŻŻ\__| \ ŻŻŻ) ŻŻŻ\____)____) )/ |__| )/ ŻŻŻ)/ ŻŻŻ\/ ŻŻŻ\/ // // (( P A N D O R A T O M O R R O W _____/(_____________________/(___________)\______ ___________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | FAQ 'n' WALKTHROUGH by Shotgunnova / P. Summers | shotgunnova [@] gmail.c0m | |_________________________________________________|___________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Stealth Techniques................................................ STLT Interaction....................................................... INTR Camouflage........................................................ CMFL Weapons and Devices............................................... WPNS III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT 01) US Embassy to Dili ........................................... WK01 02) Saulnier Cryogenics Lab ...................................... WK02 03) Hesperia Railway ............................................. WK03 04) Geula District Street Market ................................. WK04 05) Kundang Refinery ............................................. WK05 06) Komodo Shipyard .............................................. WK06 07) Television Free Indonesia .................................... WK07 08) LAX International Airport .................................... WK08 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I. CONTROLS [CNTR] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ____ | | ____ L2 BUTTON --> /____/\ | | /\____\ <-- R2 BUTTON L1 BUTTON --> /____/\ \_______| |_______/ /\____\ <-- R1 BUTTON / _ \________|__|________/ _ \ / _| |_ _ /_\ _\ <-- TRIANGLE BUTTON DIRECTIONAL --> ( |_ _| [SELECT] [START] |_| (_)) <-- CIRCLE BUTTON PAD | |_| [ANALOG] (X) | <-- X BUTTON ) ____ ____ ( / / \ / \ \ ( ( ) __ ( ) ) \ /\ \____/ / \ \____/ /\ / \ / \______/ \______/ \ / \_____/ LEFT ANALOG RIGHT ANALOG\_____/ (L3) (R3) The listing below is for the default controller setting. Although full personalization isn't available, the settings can be changed a bit to give better handling. This game makes full use of analog controls and they're required to play it. ___________ _______________________________________________________________ | BUTTON | FUNCTION | |ŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | D-Pad | Up/Down: Cycle items, L/R: toggle nightvision/thermal imaging | | Start | Toggle main menu | | Analog | ------------------------------------------------------------- | | Select | Opens OPSAT menu | | Circle | Toggle crouching | | Square | (while held) show quick inventory selection | | Triangle | Jump button | | X-Button | Interaction button (for menus) | | L1 Button | Use alt-fire option (SC-20K only) | | L2 Button | Whistle | | L3 Button | Toggle back-to-wall mode | | R1 Button | Fire/use current weapon | | R2 Button | Un/holster current weapon | | R3 Button | Toggle binoculars; toggle zoom function (SC-20K only) | | L. Analog | Controls Sam's movements | | R. Analog | Controls camera POV | |___________|_______________________________________________________________| For advanced techniques, see the section below. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ II. TH' BASICS [THBS] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ STEALTH TECHNIQUES [STLT] _________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sam couldn't possibly do his job without a few aces up his sleeve, and he'll need all the help he can get on this next job. Here's a list of abilities our splinter cell will need to harness to live through it. CROUCH / CROUCHWALK Perform: O Button, O Button + L. Analog ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Less of a technique in Sam's bag of tricks than a normal occurance, crouching (or crouchwalking) plays a big part in Sam's concealment. It's much quieter than running, and in soft light, being able to move around using environment obstructions, such as cubicle barriers, to one's advantage helps immensely. HANGING Perform: Triangle by certain ledges ŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Everyday situations'll call for Sam to hang off cliffs, ledges and various other objects. Performing this maneuver allows Sam to move unseen, often over the tops of unsuspecting foes, as well as get find roundabout ways to ensure his stealth (such as using a second-story window instead of moving at street level). CLIMBING Perform: Triangle by climbable surface ŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Pretty self-explanitory: climbing things lets Sam get the height advantage. Certain situations -- like entering a turret's blind spot or scaling a mesh fence -- will require this. It's one of the most-used skills in Fisher's arsenal, actually. (HALF) SPLIT JUMP Perform: Triangle at wall (2nd jump) ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Although it sees less use than other tecniques, the Split Jump is still of vital use, often allowing Sam to squeeze out of impossible situations. To perform a jump, Sam must enter a narrow path, often an alleyway, and jump at one of the walls. At the height of the jump, leap once more to have Fisher spring up and wedge a ways above the path. In wider alleys, Sam will have more clearance to shoot. In smaller alleys, Sam will perform a Half Split Jump, where the alley's too small to take a large stance, and forces Fisher to bend one knee. However, this is actually good: it lets Sam get leverage to take another jump, reaching ledges above him. To do this, position Sam away from the destination outcrop and jump -- he'll automatically grab hold. BACK-TO-WALL Perform: L3 Button by vertical surface ŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ By putting his back to the wall, Sam reduces his presence slightly, and by moving in this position, he can squeeze through thin gaps or minimize his presence further (such as by moving underneath a windowsill without bobbing above it). In this position, while looking through a gap (doorway, etc.), Sam can perform a "SWAT turn" -- a quick maneuver to cross the gap and return to his previous position. This is done by pressing X-button and left analog in the direction across the gap. HAND-OVER-HAND Perform: Left analog while hanging from pipe/girder ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Some levels have odd pipework, and Sam can take advantage by hanging and then pulling himself up further. Wrapping his legs around the pipe works wonders: he can (often) move without bothering enemies/traps below him, and can even use his pistol while hanging, or even if he's upside-down. Few levels provide this chance, though, but it's quite fun. ROLLING Perform: O-button while moving ŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ While moving quickly, pressing the O-button makes Sam roll and begin crouching afterwards. It's not that useful technically, but if a player needs to move quickly before reinsertion into the shadows, it's there if needed. RAPPELLING Perform: Select action at appropriate place ŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Rappelling occurs when Sam needs to descend a building, shaft, or pit safely without fear of...well, falling to his gruesome death! This can only be done at certain points, indicated by a metal affixment near a ledge. _________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ INTERACTION [INTR] _________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sam has various ways to interact with objects and bodies, both living and deceased. Here's how they're exploited for his own purposes: MOVE BODY Select: when by KO'd/dead body ŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ If Sam were to leave a trail of bodies in plain sight, he'd trigger alarms left and right (note: this occurs even if no actual enemies are around; it's an automated response thing). Thus, moving bodies into the darkness secures Sam's stealth and lets him proceed easier. To move a body, simply stand over it and select the action. Sam'll move slower in this position, but can throw the body down if he needs a weapon quickly. GRABBING Select: when behind applicable person ŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ When Sam takes an enemy unwares, if that enemy has his back to Sam, our splinter cell can grab him (with menu option). This serves a number of purposes: interrogation, quick movement without wasting time with bodies, and most of all, it's quiet as a mouse. Sam can't let a target go once it's initiated, so all that's left is to coldcock the guy with R1 or use him as a human shield. INTERROGATE Select: appears as option for applicable persons ŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Occasionally, grabbed enemies can be interrogated. They'll give a bit more info about a situation before their disposal, basically. It's pretty rare, so don't plan on seeing it much. BODY SHIELD Select: Grabbed person + R2 button ŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ A grabbed person can be used as a fleshy bullet catcher, if need be, letting Sam return fire (pistol only) and avoiding some damage. Enemies who encounter their ally in this situation may be reluctant to fire upon him, although some won't care either way. If Sam's shootin at them, they may have no choice... RETINAL SCAN Select: Grabbed person + near scanner ŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Certain priveleged members of a faction may have their retinal patterns used to activate doors, and Sam won't be able to get around a scanner without 'em. The obvious choice is to gouge out their eyes, right? The actual solution's a bit less gory: grab the target and maneuver to the appropriate device, then force 'em to do the scan. _________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ CAMOUFLAGE [CMFL] _________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Camouflage is a make-or-break situation for Sam, and it keeps him perched on the precipice in every mission. His stealth meter (located above the weapon display) will tell how enemies perceive him: basically, the darker his rating, the better. Standing in shadows and light will affect his rating, positively and negatively, respectively. Destroying light sources or hitting light switches is a good way to keep Sam in his natural element. Similarly, apply the rules of Sam's stealth to hiding bodies he leaves in his wake. Wherever Sam blends in best, that's the best place to shove those stiffs. [Alarms can trigger if bodies are left in lit-up locations, regardless if actual enemies are nearby, mind you.] _________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ WEAPONS AND DEVICES [WPNS] _________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 5.72MM SILENCED PISTOL ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ A faithful but puny friend, Sam's silenced pistol is with him on every job. It has a basic crosshair and no zoom capabilities, and unless a player's a marksman, scoring headshots is hard (i.e. may as well plug a target in the chest rather than miss repeatedly). SC-20K ŻŻŻŻŻŻ If Sam's not wielding the pistol, he's wielding the SC-20K rifle, inarguably the best weapon in the game. With its high-quality zoom function, acceptable magazine size and a bevy of alt-fire weapons, it's always the best weapon for the job. Secondary weapons are shown above the SC-20K in its weapon display, and can be toggled manually from the menu or by pressing Up/Down on the d-pad when the rifle's already out. Use L1 to fire these (they can't be used while scoped). • Diversion Camera [baits enemies near with noises and then gasses 'em] • Sticky Camera [lets Sam view an area safely from a distance; reusable!] • Sticky Shocker [instantly incapacitates if target's hit] • Smoke Grenade [releases large smoke cloud; can incapacitate foes] • Ring Airfoil Round [nonlethal projectile that stuns/incapacitates enemy] LOCKPICK ŻŻŻŻŻŻŻŻ Some owners have decided to lock their doors, and Sam won't have any of that. Use this device from its menu option to start jimmying the door. Simply roll the left analog until the controller vibrates; wait on that spot. Do this repeatedly, from 2 to 6 times, to unlock the door. Note that Sam will stand up while in this procedure and can't fire back if enemies stumble on him (it happens rarely). OPTIC CABLE ŻŻŻŻŻŻŻŻŻŻŻ A handy tool for first-timers and vets alike, the optic cable is used to peek under closed doors to see the adjacent room. Generally this is used to plan for the eliminating an enemy contingent. DISPOSABLE PICK ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Not seen that often, a "disp pick" will "pick" the door with a miniature explosion. Usually a door that can't be picked isn't worth going into, though, so big whoop, eh? LASER MIC ŻŻŻŻŻŻŻŻŻ Used only in one mission, the laser mic is used for eavesdropping at longer ranges. It must be pointed at the target like a normal projectile weapon, and the target must be kept in its sights to listen in. CAMERA JAMMER ŻŻŻŻŻŻŻŻŻŻŻŻŻ The "cam jam," as its affectionately known, temporarily neutralizes any wall camera, but is most useful on indestructable ones. Once pointed at a camera, a gauge will be displayed, gradually depleting (and then slowly refilling). While locked onto a camera, the cam jam will deactivate the target for the duration of the gauge, after which the device immediately starts again. This means Sam will have 10 or so seconds to maneuver while using it. Naturally this weapon is ineffective on humans. BINOCULARS ŻŻŻŻŻŻŻŻŻŻ Using R3 button, Sam can zoom in on faraway scenes. This ability's not that useful since the SC-20K has the same function, but that rifle's not always around, is it? THERMAL GOGGLES ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ By pressing right on the d-pad, Sam switches to thermal view, identifying all heat sources in his vicinity. This is most useful for spotting enemies in dense foliage or other particular objectives (such as finding someone with a false leg, or identifying vaccine recipients). Thermal view is nigh useless for long-range reconnaissance, though, and other heat sources, like lamps and lingering sunlight, can affect it, too. NIGHT VISION ŻŻŻŻŻŻŻŻŻŻŻŻ For someone who's always seeking darkness, night vision is Sam's guardian angel -- it's what gives him a leg up on his opponents, after all. Switching to this mode tints the HUD green, and one'll become accustomed to reading the stealth gauge while its active. This mode isn't without its faults, though: bright lights adversely affect its efficiency, meaning don't look at glaring neon signs or wear it during lightning flashes -- it'll temporarily blind its user! ________________________ ____________________________________________________/ IV. WALKTHROUGH [WLKT] |_ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 01) U.S. EMBASSY TO DILI (EAST TIMOR) [WK01] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This walkthrough is based off the default difficulty (Normal), and since the game's protagonist is an espionage expert, will show how to attain perfect stealth in all levels (i.e. no alarms). Levels are often split in multiple parts, and the guide'll do the same. The bracketed asterisk icon -- [*] -- denotes a savepoint/checkpoint occuring. Default Weapons: Pistol PART 1: Infiltrate the Embassy ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Tutorial Time Alarms?: No (0 Allowed) Deaths?: No Items -: None If Sam wasn't doing great in simulation, he'll have the chance to reacquaint himself with the basics here -- there's no enemies for a long while. Since Fisher's work goes best with darkness, it's no surprise that this level -- and levels to follow -- will take place at night. As such, the first order of business if flicking night vision on (d-pad left). The game'll also give on-screen directives to help Sam work out the kinks. • Fun aside: if Sam dawdles, Lambert will start inquiring why he's going so slow, leading to some fun radio chatter. Once on the docks, learn how to harness the shadows for invisibility, move up ladders, and cruise on the zipline. These will all be familiar to Splinter Cell vets, but early gimmes are always welcome. The next dock has a horizontal pipe to reintroduce hand-over-hand movement and, at the fence, the leg-locked "crawl" to get past it. This is also a good time to practice the enjoyable upside-down shooting techniques, although they won't see much use in this game (sadly!) Infiltrate the dock house to find a dead body! Oh wait, those are garbage bags... Here, lockpicking is taught -- clicking the tumblers is as easy as rotating left analog and waiting on the vibration. Beyond, climb the ladder and descend the trapdoor. These are just variations on a theme, really. [*] By now, Sam's in the village proper, but the game's not ready to remove the training wheels just yet. Next up is a lesson in crouching to get under obstructions (here, a porch) and, past the next house, the back-to-wall movement that gets Sam by tight spaces. As y'move, it'll be easy to see a sleepy guard... Once in the alley, execute a "SWAT turn" -- that is, from the back-to-wall position, hold right and X-button to deftly cross the opening and land in the same position. This technique will be used to brook gaps that might otherwise reveal Sam's presence. Now it's just a matter of bypassing the sentry. From the shadows, shoot out the nearby light, and, with his attention drawn, knock the merc out (with R1 button). • Miss your chance? There's always a second chance. Using L2 button, Sam can give a short whistle that attracts enemies to that location/area, making it easy to pick up the proverbial spare. Bodies must be hidden in order to avoid setting off alarms. To do this, dump the unconscious guard in an area where the shadows are thickest. In general, enemies are unlikely to uncover their comrades' hidden corpses, but only if done right! [*] • Keep in mind that the discovery of bodies is not based off living foes! Were you to leave a trail of corpses in the light, thinking that as long as no opponents got by you it'd be alright...well, it wouldn't be alright. Always hide bodies properly! Down the alley, Grímsdóttir provides some helpful intel -- thermal imaging will reveal landmines' placement. In this case, it'll show them buried in the normal footpath, and allow Sam to avoid 'em by ducking beneath the porch. Do note that landmines cannot be detonated by gunfire, but explosive/concussive blasts do the trick. [This is helpful in a later level...] Avoid the next batch of mines by jumping off the crate to catch the roof beam, then shimmying along to a safe drop-down point. Proceed through the ensuing empty house. [*] Now it's time for a more advanced technique: the half-split jump. Enter the tiny alley outside the door, face the wall and jump. At maximum height, jump again to make Sam wedge himself a ways off ground. From this position, Sam can get even higher by jumping again (just position Sam's body away from the destination ledge first). From the balcony, get inside to find another guard nearby. Using the whistle technique, draw him into room and coldcock him; or, shoot the light and draw him that way. Either way, he's gonna take a nap in the darkness. Jump off the next balcony to continue. [*] Here, an ornamental pond is kept safe by a roving guard. The sub-objective is to shoot out the nearest light to bait him, but it's just as possible to avoid him completely by traversing the far side of the pond. Regardless, the target doorway is kitty-corner to the insertion point, and if the guard's gone, y'can move towards there without stealth. Inside is a small supply shed. [*] Proceed further in to find a careless guard with his back to the door. Sam's asked to interrogate him -- goodie! To perform this maneuver, approach a guard from behind and select the option to grab him; from there, squeeze info out of him via the menu options. [Note: not all guards can be interrogated.] When the guard's of no more use, use R1 to knock 'im out. Immediately following, the guard in the adjacent room will show up looking for his friend. One of the prime points to interrogation is that Sam can move the victim beforehand, pick a spot and dump the body -- if there's no time to move the body before the other guy sees it, y'only make that mistake once! Dispose of the second guy using any technique yet learned. Leave this area by performing a half split jump in the alley. [*] PART 2: Destroy Security Intelligence ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Sadono & Shetland Alarms?: No (0 Allowed) Deaths?: No Items -: 5.72mm Ammo (x2) At last, Sam is within the embassy environs. Scramble up the scaffolding and immediately assume a crouching position. Why? Because if y'go by the next window standing, the binoculars-using lookout'll spot Sam instantly. There'll be a short scene when Sam approaches the next window; afterwards, it'll just be one guard and a hostage nearby. The guard will kill the civie if spooked, so Sam needs to lure him out. This is easiest done by whistling from the exterior corner by the window, then going around the shadowed corner while the guard comes out. This way, he'll put his back right to Sam for the KO. Hostages aren't counted as aggressive units, and thus don't need to be shot or neutralized (like in SOCOM games). The hostage's corpse doesn't need to be moved either. As it would turn out, the door Sadono took jammed after he passed through, so there's no way to follow. Instead, visit the balcony's opposite end and use the pipe/gutter to shimmy forward. [*] Repeat the process again to reach the balcony of Shetland's digs, where he's currently being shown some hospitable treatment. The interrogator's back's to that opening, and can be easily dispatched thus. His satchel, as well as the desk nearby, contains some extra pistol ammo. Get Shetland to cough up his flashdrive to get two pieces of info: some contact codenamed Mortified Penguin and a captive linguist, Ingrid Karlthson. Feel free to chit-chat with Doug before skidaddlin'. Just outside is that "Kim" a previous sentry mentioned, and like most idiots, he's not paying attention to anything in particular. The locked bathroom by his balcony contains a first aid kit, letting Sam dress any wounds he's sustained thus far. (It's only interactable if Sam's hurt, though, and can't be used indefinitely.) Down the hall is the stairway to 1F. Shoot out the overhanging light before approaching. [*] Down below, three guards are found: 1 patrolling, two standing around. The patrolman might notice the broken light and investigate, but it matters very little -- he can be gotten alone, and is thus the first to fall. The others can be lured by whistles one at a time. Since the entire area by the stair is very dark, positioning bodies is often unnecessary. The main interior doors are locked, but there's a roundabout passage near the floor map that leads there anyway. Proceed through the doors to reach the courtyard. [*] PART 3: Locate Ingrid Karlthson ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: How I Learned to Stop Worrying and Love the Spotlight Alarms?: Yes (3 Allowed) Deaths?: No Items -: n/a This game can be fun but it isn't always clever -- however, this "puzzle" is both fun and infuritating. One sentry has overwatch duties in this courtyard, and as luck would have it, he has night vision like Sam. Thus, to penetrate his defenses, Sam has to stay in his blindspot...that is, illumination. The automated searchlight shows up as pure white in night vision, and is thus a funny kind of safe zone. The spotlight can be rather fast, so a player should view the plotted course first before attempting to use it. Opposite where Sam entered the area is the destination door. There'll be no enemies between the ground floor and the night vision guard, just a few staircases and a first aid station. [Technically, if you use thermal by the downstairs window, y'can see a guard outside, frozen in place; he's not meant to be active yet apparently.] When that 3F guard is kaput, talk with Ingrid next door. When she translates the PDA, the next mission's destination is set. She also moves away from that exit door. [*] PART 4: Move to Extraction ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Lights Out! Alarms?: No (N/A) Deaths?: Yes Items -: None The final step to extraction is cutting the village spotlights that would identify the Osprey chopper. Sam starts by an open 3F window, and can use the ledges to drop into the backyard safely. The (2) spotlights are on separate towers, the same place their deactivation switches are located. Each tower has its own patrolman, but with the ocean of darkness 'round here, they'll be little threat. The final guard is at the docks, and will eventually approach the corner (nearest the unbreakable lantern) for quick disposal. Simply jump in the boat to put this mission in the history books! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 02) SAULNIER CRYOGENICS LAB (FRANCE) [WK02] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Default Weapon: Pistol, SC-20K Auxiliary Wpns: x3 Stick Sh, Smoke Gr; x4 Div Cam, Stick Cam, Ring Airfoil Other --------: Cam Jam, Disp Pick, Wall Mine, Frag Grenade PART 1: Infiltrate Saulnier Cryogenics ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Tunnel Vision Alarms?: Yes (3) Deaths?: Yes Items -: 5.56mm Ammo (2), 5.75mm Ammo Sam's insertion point is a Parisian train tunnel, and he's got a few new toys to play with. First and most importantly, the SC-20K: a two-handed silenced rifle that not only has 200% zoom function, but can carry a boatload of auxiliary weapons (select with Square, shoot with L1 while unzoomed). It's a lot better than the pistol, but does have a downside -- there's no ammo for it lying around! Thus, when it comes time to shoot out the lights (etc.), use the pistol instead. The miscellaneous weapons are various explosives, while the Cam Jam lets Sam temporarily neutralized "heavy" cameras, i.e. those that can't be destroyed with gunfire. More on that later. Anyway, shoot out the nearest lantern to attract the guard. Just watch out while entering the track, because an adjacent track's vehicle while blur past, lightning the shadows up like a Dutch brothel (to use Lambert's own phrase). Feel free to kill the guard before the illumination occurs. The next portion involves the defunct train car, which has a few doors at either end, plus a roof drop-down point accessible from the ladder (end nearest Sam). The latter doesn't lead all the way 'cross the roof, however, so it's of little interest, really. The sidewalk has a bunch of unbreakable lights, so it should typically be avoided. Two guards are found at the far end, but only one naturally patrols. Wait for him to enter the cabin before eliminating, then lure the second to his demise. NOTE: Watch out for passing trains, which light up the far end quite a bit! • Remember that the rifle has a zoom function, accessible by [d-pad up] when zoomed in. This makes snuffing lanterns and fluorescent lights far easier, and without the danger of betraying Sam's cover. This is a great tactic for whistling, which doesn't just draw the guard, it makes the perp stop in his tracks for a few seconds to comprehend what just happened. Use this chance to put one right 'tween his eyes! Down the bonfire-ravaged tunnel, Sam encounters another fiery obstacle in the basement library. Shoot the ceiling valve and continue into the next-door corridor. [*] The adjacent room here contains a guard and a camera. The layout works well in Sam's favor, particularly the climbable bookcase offering a bird's-eye view of the patrol and (breakable) surveillance cam. If y'haven't tried out the Cam Jam yet and are curious, get a little first-hand experience here. Adjacent, two guards are ransacking some cubicles. Once the overhead lights are popped and the room's plunged into darkness, they can be systematically eliminated or bypassed -- doesn't matter too much. Find the lockpick-able door to visit the next area. [*] This room has some 5.56mm ammo for the SC-20K, and opens up into a small auditorium that's soon infiltrated by three guards. If Sam's quick about shooting the ceiling light, things'll go a lot smoother. Hide in the upper corner and wait for them to take their positions. Then, (1) coldcock/shoot the guy by the bookcase (2) the inert guy by the desk (3) finally, the roving gunman. Through the plastic flaps, lockpick the next door. [*] Sam gains entrance to an office where a pair of mercs is destroying computers left and right. Lambert radios in to say the access codes are on one of 'em, and vital to continuing. This would be a good situation for the diversion camera, but it doesn't seem very potent here. The two destroy the remaining computer after their security-minded conversation, so Sam has to work fast. Perhaps the best way is to use the SC-20K's smoke grenade, which fills the room with a cloud of white smoke and temporarily stuns the opposition; in fact, if Sam waits long enough, he can catch 'em with their backs turned to the entrance -- boom! One has a data stick in his satchel, too. Hide their bodies and take the ammo (2 types!) before cracking the computer. • Having trouble with this part? Here's a quick way to do it: remember how the merc mindlessly destroys a window? From the entrance, Sam has just enough trajectory to shoot a smoke grenade (or frag grenade, really) in through the window and ricochet it off the wall. It'll land in the middle of the room and take one out, if not both. [It's also possible to salvage another of the computers here, but there's nothing worthwhile on it.] Grímsdóttir drops a bombshell now: a remote-triggered bomb has just been initiated! It's located in the boiler room down the corridor, behind a lockpickable door. Shoot out the fluorescent light to gain entrance, then defuse the bomb. The 1:30 timer is pretty forgiving, although, if Sam hastily left the previous bodies in the light, an alarm will trigger during the event. Before leaving via the stairwell door, don't forget about the supply closet (probably) bypassed in the bomb confusion. It contains a first aid kit! PART 2: Access Saulnier Cryogenics' Client Database ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Frenchmen on Ice Alarms?: Yes (3) Deaths?: Yes Items -: 5.72mm Ammo, Sticky Shocker (2) Sam has his first run-in with a motion detector here -- it's the small red device on the wall. It shoots an invisible beam laterally, and any quick- -moving thing sets it off. Circumvention is easy: slowly move through it. Be warned: these can be hard to see in night vision, since they have their own light source and are often positioned by other sources. Did I mention they're indestructible? Yeah. Jimmy the door atop the stair to find two mercs firing off their weapons. They eventually go their separate ways: one towards Sam's position and the other to a 1-room office down the hall. If Sam's fleet-footed, he can pick the nearby door just in time for the merc to visit him. The supply closet nearby contains SC-20K ammo and two Sticky Shockers. Watch out for the second motion detector, too! This floor's remaining mercs are down at the yet-unvisited end. There's the aforementioned guy smoking in the office, who can be taken out from the doorway and left in darkness (flip the light switch...haha). Then, another is watching the security monitors and reporting info about a guard locked in the Body Processing Room. Lamely, a headshot through glass doesn't register, and'll more than likely set off an alarm. Thus, put the guard on edge by opening the door and killing him when he takes a peek. Next up, the computer servers containing the client database -- they're right across the hall, and also that room the guards were shooting into before. It's got three ceiling-mounted cameras, but they can be rendered helpless once the fluorescent lights are crushed. Use the computer to learn Mortified Penguin is shoppin' around for some economy-class containers...interesting... Cross to the other side of the server room (or go all the way around to the lockpick'd door) to find a keypad. The password (2457) gives access to a surgical room near a patrolling guard. [*] PART 3: Find Some French Brains ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Cool Gunnings Alarms?: Yes (3) Deaths?: Yes Items -: 5.56mm Ammo (2), Sticky Shocker (2) Shoot the floodlight pointed at the door and eliminate the guard (who'll probably be spooked by the light's disappearance). There's some SC-20K Ammo on a desk here, should y'need it. Night vision can mask the motion detector here, so be careful, too! The ensuing stairway has both a camera and a wall mine (!) but both are easily bypassed -- just shoot the light sources or the mine itself. The next hallway leads to... [*] ...the ground-floor lobby! Two gunmen are dismantling things here, but aren't expecting Sam, who can take one out right off the bat. The far one carries some extra ammo in his satchel, and if left alive, will start patrolling the adjacent hallway. The keypad door there (password: 7562) leads into another surgical prep area...where the brains are. [*] There's two Sticky Shockers on a gurney here. PART 4: Locate François Coldebeouf ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: French Fry Alarms?: Yes (3) Deaths?: Yes Items -: 5.56mm Ammo Through the plastic flaps, a frosty cryogenics room comes into view, and the guard patrolling it, too. Since the frigidity of the room works against night vision, use thermal imaging to easily identify guards. The same goes for the cold catwalk environment through the lockpickable door, only here, it's best to wait until a guard begins patrolling 'fore letting him meet his maker. If both the guards are waiting/on alert (confirm with thermal), try luring one out in your preferred method -- show self from shadows, diversion camera, and so on -- first. Beyond, the familiar 'ping' of a wall mine should be audible. Ignore it unless y'really need that first aid kit nearby. Enter the medical office [*] for a short scene involving mercs trying to get to Coldebeouf, and their plot to cook him alive via explosion. Use the floor trapdoor (trapfloor?) to reach François' position and obtain his cell phone. There's SC-20K ammo nearby, too. This conversation starts a 1:00 timer until the vault explodes. There's no way to coax François into leaving via conversation, but it IS possible to save his bacon. To do this, advance towards the level exit by climbing into the ceiling vent (only possible after doing conversation). While there, use your SC-20K to shoot the pipe's crank, releasing poisonous aerosol or harmless steam into the faces of the would-be attackers. Note that the timer is the preparation until the explosion is ready, not a fixed thing -- eliminating the assailants ends the timer. Coen's waiting at the other end of the ventilation system. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 03) HESPERIA RAILWAY (PARIS TO NICE) [WK03] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Default Weapon: Pistol Other --------: Laser Mic PART 1: Meet Norman Soth ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Sothbound Train Alarms?: No Deaths?: No Items -: None Sam's insertion point is the caboose of the speeding train. Don't bother trying to skip cars via the roof; it's a no-go. Instead, make haste to the second car and whistle-lure the guard for disposal. There's a no-casualty mandate in effect, so don't get reckless! Remember that normal train guards don't carry radios, and must communicate intruders through wall-mounted alarm systems. Because of this, Sam can have a little leeway in being seen, and can even give chase if need be. Use the floor trapdoor and undercarriage pipework to reach the next car. [*] After surfacing in the passenger car, Sam's notified that Soth purchased two more tickets for henchmen, and they're mixed in with the other passengers. This leaves two choices for proceeding. • Option 1: Neutralize guards. It'll be easy to identify the baddies as they hold a conversation immediately and have sunglasses; all other civilians are inattentive, except the guy nearest Sam. Speaking of such, he (civie) will get up to check things if the lights are snuffed, and Sam can safely send him to sleep near the sliding door barrier. DO NOT use the whistle technique as it only tips off guards, giving an automatic game over. One guard eventually gets up to check the lights, too, even sooner if he heard the civilian get coldcocked. Always hit this guy from behind as he raises an alarm the second Sam's spotted. The final gunman can be hit with R1 w/o much trouble -- just make sure to get behind him when he's not facing the aisle (he can still see a little in the dark). No need to bother with the other civilians; just head straight for the next car. • Option 2: Ignore the gunmen situation. In the trapdoor room, Sam can use the outer door release to open the side entrances, down the hall away from the passengers. This route is undoubtedly the easiest, as even the unavoidable sighting from the female civie has no negative repercussions. So which way to go? The latter is easiest, and can actually segue into the neutralization phase. After all, Sam would be closest to both guards, and the inquisitive civie near the back wouldn't factor in much. Both guards carry data sticks in their satchel, but beyond that, they can be avoided completely without affecting much. Onward to the next car! [*] Here, avoid line of sight with the corridor, as a conductor will immediately run to the alarm if he sees Sam (d'oh). Instead, wait for him to finish speaking to the other passenger, and do a SWAT turn to get past. The next door contains a geezer who may suddenly burst out into the hallway; and, if knocked out, the previous attendant may rush to the scene. Shouldn't matter much -- just hit him before the alarm's sprung and hide both bodies in the geezer's cabin. As said before, Soth has an artificial leg and that lack of heat signature will register on thermal imaging. Using the optic cables, one can determine Norman's cabin as the middle one. PART 2: Laser Mic Soth's Phonecall ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Play It Again, Sam Alarms?: No Deaths?: No Items -: None Strike up a conversation with Soth and, when he's called away for a phone call, hack his laptop to plant a bug. There'll be a 0:40 timer (eventually) to eavesdrop on Norm's call -- it takes place in the bar one car up. Once it's infiltrated, duck behind the bartender counter and use the mic. Make sure to get the entire call or another game over condition's found. [*] PART 3: Move to Extraction ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Do the Locomotive Alarms?: No Deaths?: Yes Items -: None Following, Soth will return back towards his cabin, and one of his goons will take up the tail. He can be dispatched en route or y'can ignore him entirely; it matters little. The final mission objective is radioed in around this time: get topside for extraction. To do this, reach the roof ladder in the car past the lingering guard (who carries a data stick, for reference). Soth calls in a "cover blown" directive to everyone once the final car's reached, but it's little use -- any operative around should be unconscious, and any previous operative is now off-limits (trying to get to Soth again results in a game over...heh). On the flipside, Sam can now use lethal force if required. Once on the roof, head back down the cars until the Osprey is overhead. There will be a "jump to rope" option to finish up. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 04) GEULA DISTRICT STREET MARKET [WK04] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Default Weapon: Pistol Auxiliary Wpns: n/a Other --------: n/a Get ready for a ridiculously long chapter, folks. PART 1: Retrieve Your SC-20K ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Where the Streets Have No Name Alarms?: No Deaths?: No Items -: SC-20K, Sticky Shocker (3), Ring Airfoil (2) The setting: Jerusalem, nighttime. Sam begins in a small sewer sidewalk, and is soon given his objective: obtain his refitted SC-20K from an old agency asset. The 31_0E file in the inventory gives a street map to his shop, but it's so linear, there's not much call for it. Additionally, a citywide curfew means streets will be clear of most traffic, excluding the guards and an occasional civilian. Shadowy streets lend Sam much cover, and because most officers will be patrolling solo, the ol' whistle-lure trick pays off in spades. [Thus, hopefully there's no need for in-depth strategies at this point.] Bypass/knockout the first two officers on the street. [*] Past another officer near an overhanging lamp, Sam will encounter two Hasidic Jews talking in a small street. They'll eventually sit on a mastaba and can be bypassed without incident. Further on, there'll be a small plaza where an officer berates a man out past curfew, before chasing him off. It's possible to insert from ground level, although by using some crates around the corner, Sam can climb up and shimmy along a 2F ledge, then drop behind some fruit boxes. Either way, the situation resolves itself and Sam can continue through the next open-air shop. [*] Down the stairway, Saul, the CIA contact, will be accosted by two armed thugs demanding money. Knockout the first one and the second will (after a few secs) take Saul hostage at gunpoint. Stay in the shadows and eliminate him with some old-fashioned sharpshooting. Speak with Saul and obtain the SC-20K from the hidden trapdoor, as well as various auxiliary pieces to go along with it. PART 2: Locate Dahlia Tal ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Lady-in-waiting Alarms?: No Deaths?: No Items -: n/a With the weapon in hand, the next goal is to meet with the Shin Bet agent, Dahlia Tal, who has connections to terrorists in this neighborhood. She'll be waiting by the Armenian church. Saul volunteers to let Sam test out his new weapon upstairs (also where exit is) if he so desires. The conversation'll lead to Sam using a sticky shocker on a guard standing in a puddle. If you're a fan of ammo conservation, this part can be avoided. Exit stage right. [*] In the next area, a guard will be conversing with a civilian around the first corner; after, he moves closer to Sam and assumes overwatch. These streets will have a few roving civilians, but the biggest problem is how well-lit the paths are -- pop those bulbs pronto. Down the stairway further on, two guards will be standing in the "elbow" -- sneaking past them at ground level with whistling/pistolwhip techniques is pretty boring all-around. The more enjoyable way is to take the scenic upper route! Do this by climbing the pipe by the steps, then drop-and-catching the 2F window under the ledge. Wait for the smoker to go back inside before climbing out onto the other ledge; then, jump onto the top of the archway. From here, Sam can shimmy along the roofs and eventually use a zipline to land on a vendor's canopy below. This bypasses most of the guards and gives a height advantage, and while roundabout, is far more enjoyable. All that's left is to bypass/KO the two guards below, a simple task with light sources extinguished. Jump down into the tiny alley after. [*] The next area leads towards the church, and is a rehash of circumstances the previous street dealt, only with fewer guards. Once the 3rd and 4th patrols are eliminated in the tiny lamplit square, look for a climable pipe on the church's exterior. From here, use the lower ledge (shimmy past obstruction) to vault the archway, and eventually bypass the lichgate. Once Sam jumps down, a savepoint's finally reached. [*] To make contact with Dahlia, exit the church and use the zipline atop another pipe -- this'll put Sam in speaking distance. PART 3: Rendezvous at Shoshana Storage ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Follow the Leader Alarms?: No Deaths?: No Items -: n/a The conversation with Dahlia details how the Syrians have an SD133 storage device; Sam will be lead to its location. Until then, Sam is to be Dahlia's shadow, following her silently and not revealing his position...not a big change from what he's been doing 'til now. The only difference is Dahlia, dressed in area-appropriate clothes, can bypass guards easily while Fisher's gotta sneak around. Taking out streetlamps is a good way to lure guards away, and let's face it: this is the busiest route in the entire district. Note that Dahlia will hold position if she gets too far ahead, so there's no need to rush. There'll be a savepoint three guards in. [*] Follow her past two more guards and into some ancient ruins, ignoring the Islamic worshippers further down. [*] Finally, after another street and its three guards, speak with Dahlia to devise a plan -- she'll take the lower level while Sam takes the roof. [*] Take the long way around? Well, it's certainly an option. Sam'll have to get past the alley guard, then climb up a pipe into a Jewish family's apartment; then, use the outer ledges to reach the roof. There's no real upside to this route besides a slightly more flavorful adventure and a rooftop checkpoint that'd otherwise be missed -- and it's all to get past a guard he could've simply walked by! [Said guard can be KO'd or ignored; Dahlia isn't affected.] The next guard that stops Dahlia will have to be KO'd at some point, however. ** PS3 VERSION NOTE ** There's a known game-breaking bug in the HD version of the game that occurs before seeing that "next guard". Meeting Dahlia in the alley behind the last guard may result in her staying put, even though she beckons Sam to follow her. The only known solution is replaying the level or using an older save. Past the chain-link fence, the Shoshana Warehouse is finally found. Hop into the elevator to get a surprise directive from Lambert. Sam will have a few seconds to comply with the request before the next segment starts. PART 4: Retrieve the Syrians' ND133 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Clean Sweep -or- Playing Dirty Alarms?: No (n/a) Deaths?: Yes Items -: 5.56mm Ammo (2), Frag Grenade (3), Smoke Grenade (2), Sticky Shocker, Ring Airfoil (3), Chaff Grenade, Flashbang Sam's now in the underground sewers, and right off the bat, there'll be an enemy (around right-hand corner). There's authorization to shoot any hostile target, too, so no need to pull punches again. The second foe's down past the next staircase -- hiding underneath said structure can provide an easy opportunity, if the rest of the shadows aren't accommodating. By the fence, use the overhanging pipe to get further in. [*] This watery area contains a turret guarding the far catwalk, and approaching it in any circumstance (darkness or no) is deadly. From the mesh door, look for a roving guard and eliminate him in the doorway. Using the lower waterway, it's possible to find a climb-up point onto the catwalk, either near the guard or on the sentry's blind side (to deactivate it). The doorway by the dead mercenary leads to the ND133 storage room, and on either side of it, the lit-up passages can contain one guard apiece. Since the entry passage into the storage room (from this side) isn't fully bright, guards can often spy Sam and wander near without need for whistling. Popping said passages' lights can also lure 'em into shooting range. When both are bleeding, enter the mini lab and take the sample. [You can also hide under the lab itself for better trajectories.] [*] If you followed the walkthrough verbatim, there'll only be a few more foes remaining: exiting left from the storage lab, there'll be 1 guy guarding the armory (where all the items in this level are found, including the rare Chaff Grenade). Exiting the storage lab's right-hand side, two more mercs inhabit the walkway. These walkways are connected, so there's no one set route to eliminate these guys. When ready, take the elevator back up to street level. [*] There'll only be a few patrolling guards here, and excluding the rather bright environment, shouldn't be much trouble. • It's a different story if Sam didn't assassinate the target last segment. Instead of the guards, he'll have Israeli snipers to contend with. Their locations: (1) balcony in building opposite elevator (2) up street, on another balcony overlook. The traitor is the second sniper, for reference. It's a real shame there was no way to take the snipers by surprise, face to face... =/ Anyway, once the area's enemies are dealt with, find the side alley to leave. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 05) KUNDANG REFINERY (INDONESIA) [WK05] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Default Weapon: Pistol, SC-20K Auxiliary Wpns: Stick Sh (2), Div Cam/Ring Air (4), Smoke G (3), Stick Cam (5) Other --------: Frag Grenade, Flashbang, Wall Mine PART 1: Rendezvous with Shetland ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: It's a Jungle Out There Alarms?: No Deaths?: Yes Items -: n/a Sam begins his journey deep in the jungle, alone except for the darkness. But that's what night vision's for! Down the stream, look for the rocky ramp that leads to the tree root-cum-pole to climb. Once on the cliff, the zipline'll show the way to the first merc encampment. [*] There's only two foes here, and one soon patrols the darkness; the other'll sit in his chair, setting up simple KO procedure. (He also has the dorkiest line of "You're going to drip all over everything!", something no self- -respecting merc would ever say.) Note that sometimes the first merc DOESN'T start patrolling, instead standing around the entire time. This would be more of a complication were there a no-fatalities policy...which there ain't. Once they're dealt with, watch your step: there's a deep natural cavern right nearby (something I found out the hard way first time through...) and it spells instant death if y'tumble in. Instead, rappel down to the first ledge, climb out onto the wooden beams, then do the drop-and-catch routine to reach the 2nd ledge, directly beneath the first. This is the best spot to snipe the guard and his mutt, the latter of which has already caught wind of Sam. Try whistling to draw the guard if he's not around, because rappeling down the second post initiates the checkpoint [*] and no one wants to face all these guys again on a restart, eh? From the small pond, Sam can enter the excavated tunnel. Nearby, a guard'll be patrolling along the bridge, and may snoop around if Sam destroyed the first lantern he found. [Whistle-luring him is fine, too.] A second guard patrols the far side by the burning barrel, and can be shot safely when the first guard's dispatched. Not really sure why they put a wading pond in...it serves very little purpose strategically, except maybe on a no-kill game. Anyway, down the tunnel is a lone guard, just pacing back and forth mostly. There's plenty of verdant scenery to throw his corpse on, and he'll even walk into the brush as part of his route...sucker! A truck blocks the road out, but Sam can exit the area by climbing up the nearby cliff's rig, the same as that in the natural shaft before. [*] Down the path, Shetland will be on a cliff doing surveillance. Sam'll get roped into another objective: sabotaging Sadono's escape vehicle, currently parked in its hangar. PART 2: Sabotage Sadono's Plane ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: In-tents-ive Training Alarms?: Yes (3) Deaths?: Yes Items -: Sticky Shocker, Smoke Grenade Once Sam says his farewells, down the cliff he'll encounter the first actual mercenary camp, complete with tents and all. [*] There's only two people in the village currently, though. Our protagonist enters from the "back door," and can get the jump on the first guy, standing in his tent, facing towards its other entrance. This tent also has a Sticky Shocker-Smoke Grenade combo on a crate. The second guy patrols a few tents down, and given the softened light, sometimes comes over if Sam makes a commotion. There's plenty of ways to eliminate him, but with no allies, let's face it: a bullet in the brain is worth fifty well-thought-out strategies. Down the road, stick to the shadows on the right-hand side and eavesdrop on the guards' conversation. This is very important as they mention having placed tons of tripwires around the jungle. Basically, if Sam blindly runs into one, he'll get a one way ticket to the afterlife. Luckily, tripwires are rigged to bombs, and thus will appear in thermal imaging. The easiest way to take out these guys is to, in fact, let their conversation conclude -- the drunk guy will set off a buried claymore and his "friend" will surreptitiously bury his remains...and putting his own head in plain view. Up the path is the first tripwire. To disarm it, Sam must rotate the left analog stick until red parts of the mine turn green; release left analog to proceed. When all notched as loosed, the IED is disarmed and Fisher keeps all his appendages. Of course, take too long and the thing goes off...hit Triangle to disengage the disarming and retry again without any repercussions. In any case, neutralizing tripwires is simple, so long as your left analog stick isn't messed up. [Oddly enough, although the grenade on the trap is visible, it can't be detonated with bullets.] In any case, all of the trapwires can be avoided in this section, although to squeeze by the first, y'have to cut it pretty close (try on left side). The reward will be a welcome checkpoint. [*] The next area is more of the same, although with a smaller path, three of the four tripwires become unavoidable...and there's a guard. Well, it could be worse, eh? Up the road, the airplane hangar is finally located. [*] The full perimeter is unavailable thanks to the landscape, but Sam still gets a choice in his infiltration method: • Option 1: Ground-floor door. This is the door nearest Sam, and the simpler of the two available methods. Said entrance opens into the lower hangar, near the plane and the loft's ladder. The primary reason to take this route is quickness of entry and a better trajectory from the get-go, since the two guards converse right nearby (setting up a div. cam opportunity, for one). • Option 2: Balcony entrance. The more adventurous method requires Sam to climb the exterior fence and the pipe beyond to reach the upper entrance. This gives clean infiltration of the hangar's loft, which provides a worse trajectory (thanks to the ever-present railing) but two unique features: a fusebox to cut the lights, and a pipe overhang above the plane, which lets Sam cross the building and get to ground level without using the ladder. When both guards are dispatched -- much easier if the fusebox was disabled -- it's time to set the plane's explosive, which can be done on either side's door. PART 3: Infiltrate the Village ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Village Idiots Alarms?: Yes (3) Deaths?: Yes Items -: n/a Once past the hangar, the road meanders towards the village, the entrance partially obscured by the inward-facing gate. This area's dark, thankfully. Two guards are here in close proximity: one keeping watch by the barrel, one at the roadside station a few feet away. Loud noises'll spook 'em and it's pretty easy to see corpses, too -- basically, lure the first guard away before ambushing the second in the hut. Once the hut's switch is activated, Sam can get up the road, to the first aid kid if need be. [*] Down the path, a guard and his hound will be patrolling. Sam can take refuge under the tilted boards here, and it works well, especially if the station's lantern was snuffed -- quite an attention-getter. In any case, snipe the guy first because dogs can't radio back...although if they could, this mission'd be a lot more interesting. Finally, around the bend, the encampment comes into view -- this'll be evident by the watchtower overlooking everything. The first tent will have 2 mercs conversing on the far side; after, they split up to patrol. They should be neutralized first, as taking the gimme shot on the sniper (in tower) often leads to an alarm, since his corpse is laying around up there. Once that order is accomplished (usually by leading the 2 lower guards into the shadows), the tower's zipline can be used to get outta this makeshift morgue. Don't forget to get one of the guard's satchels, though, which contains a rather amusing datastick entry. [*] PART 4: Trail Sadono ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Jawbone of the Ass Alarms?: Yes (3) Deaths?: Yes Items -: Sticky Camera (4), 5.56mm Ammo (2), Flare (2), 5.72mm Ammo Sam's now firmly entrenched in Sadono's camp, and can start executing his main objective: finding the leader and tailing him. Luckily, the mission presents "el capitan" right from the beginning...the problem is sneaking around all his lackeys. Note that Sadono isn't continuously moving, and will stop to wait for Sam (because it's a gameplay mechanic, not because he knows he's being followed). However, being spotted by him is an instant game over, as is assailing him in any way. Anyway, Sadono starts by meeting two guards before continuing further in. One patrols the footpath near the huts, the other taking the wooden walkway before swinging back 'round. Because they're often so far apart, Sam can just snipe the first guy once his partner's outta sight, and repeat it when the other returns. One of the huts here has a Sticky Camera. Further in (crouchwalking beneath the wooden planks is easiest), Sadono is spotted a second time, this time advancing towards a far shack. Lambert will radio in to say Sadono gives his top three lieutenants the day's passcode, which will be required to complete the mission. Sticky cams are needed to eavesdrop on this fact, so make sure to have one at all times. Sadono is next spotted speaking with a lone guard in front of an apartment. When he passes in, snipe the guard and hide his corpse. The building is two stories and contains a single guard, paying no attention and seated in a chair. He's easy pickins, but can be avoided completely by half split jumping into the second-story window. Up here, two more Sticky Cameras can be found by the exit window. [*] Once back outside, Sadono will pick up his course from where he'd stopped (if you use the optic cable inside, he's apparently tying his shoe...heh heh...). A fence separates Sadono from Sam, and the small alleyway isn't exactly the best camouflage -- keep yer distance to avoid premature detection. Through the window, the pursuit will take Sam into a small courtyard with two guards at differing heights. This part can be rather annoying, so the easiest method is whistle-luring the lower guard to his end, then destroying the nearby light sources to sneak up on the remaining sentry; or, just sniping him from below since he'll already be hidden in the shadows. [The lower guy has a datastick, too, for what it's worth.] Steal a 4th Sticky Camera in the open garage, and shoot out the light before opening the next door -- Sadono's right nearby. This next yard is the spot where the passcode conveyance takes place, so shoot a Sticky Cam at the feet of the guys to eavesdrop. The aim doesn't have to be perfect, but it can't be awful either. The info gleaned from this chat: the passcode is 1492, and the Pandora Tomorrow calls are placed from his colonial house at the village's end. When Sadono leaves, shoot out the lanterns from the doorway, and dispose of the two guards however y'like. Forewarning: failure means restarting this last giant segment, so cautionary play is rewarded here. • Having trouble with this final part? There's another option. Instead of doing everything at ground level, use the courtyard's high walkway to enter the loft above the garage. Not only does it provide a better vantage point to eavesdropping, it also can place Sam in the shadows -- much less daredevil-ish than walking out the lower entrance into the light. Nixing the guards was never easier! Once the lieutenants' corpses are stuffed safely away, use the garage's trap- -door to finish up. [*] Sam will now find himself in the camp's underground, where all the generators and the like are kept. Two patrolmen will be around the corner, and in these close-quarters situations, that whistle lure skill really comes in handy. The next guarded room is the cocaine-processing area, and the sentry duo is easily incapacitated -- Sam starts right by the light switch. D'oh! Onward into... [*] ...the generator room! The situation: Sadono makes a brief stop here before leaving a guard and the pilot, although a 2nd guard soon enters into things. Being spotted is an automatic game over, but there's an easy way to do this: (1) turn on the generator switch; this lures the guard into that room (2) lure the guard further and dispose of him (3) Sadono should have left by this point and the 2nd guard entered (4) snipe the new guard. Don't worry about traumatizing the pilot as he's a "friendly" unit, and won't raise alarms if Sam gets a little sloppy. After spilling his intel, he'll unlock the door Sadono entered -- get along, little doggy! [NOTE: If you keep talking to Azrul after he's unlocked the door, y'run the risk of the door becoming shut permanently!] [*] Up the ladder, Sadono will leave the small hut before doubling back (for who knows what reason); eventually he'll continue on his way, past two guards and an automated turret. Said hut contains SC-20K ammo and a first aid station, too. Once the guards are dispatched in a normal fashion, climb up the pipe by their meeting place to find the elevated catwalk -- it leads to a trapdoor in the adjacent building's roof. [However, that's a pretty lame way to slink onward, isn't it? Those who want to get past the turret can do so very easily. First, pick up the Flares by the barrel and throw one into the turret's line of sight. Since turrets track by heat signature, Sam can get by easily, even deactivating the IFF function.] In any case, Sam will now find himself in the shooting range, either from a lower entrance of hanging off the pipe. As much fun as it is to fit upside- -down kills into the agenda, the overhang here isn't very useful, and will often belie Sam's presence more often than naught. Still, it's one of the few times to successfully use the technique... Try luring a guard into the dark near the door, and then taking out the 2nd guard when the 1st is eliminated. Surprisingly, amidst the weapons here, Sam can only take a little pistol ammo. The anteroom beside the range contains a kickboxer...the "bringing a knife to a gunfight" idiom comes to mind. =) That guy does have a datastick, though. The exit ladder's thataway. [*] Aaaaand, the objective persists. Once Sam drops out the window, he'll stumble upon a courtyard with three guards and a sentry. The middle of the yard will always have a slight illumination, even after far lanterns are smashed, so luring the mercs towards the insertion point works pretty well. As for the sentry, don't worry too much about sustaining damage, just get to its blind side and deactivate it. There'll be a first aid kit and SC-20K ammo inside the adjoining shack. PART 5: Eavesdrop on Conversation ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Heard It Through the Grapevine Alarms?: Yes (3) Deaths?: Yes Items -: n/a This new yard, complete with two mercs and a spotlight, stands before the "big house," also known as Sadono's own digs. Just to enfuriate players, all the light sources here are unbreakable. The suggested route is making for the open-air hut with all the boxes (almost want to call it a backwater pavilion, heh heh) and lure the folks over. From there, just avoid the spotlight and get onto Sadono's stoop, where the 1492 password gains access. [*] Here, Sadono shows his "cautious" side by leaving his egress windows open, letting Sam walk in at his leisure. While the commidant places all of his pox-block calls, try shooting out some of the lights in the adjacent rooms (but not hallway; Sadono may hear it). After making his three calls, Sadono will head towards the house's exit -- the one only he can use, down the hall on the left -- and backtrack once to make sure things are gravy. When he leaves the first time, shoot out the lights to render the camers useless, and hack his laptop. [Hacking the laptop is what cues his return to that room.] PART 6: Move to Extraction ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: The Quickest Chapter in the West Alarms?: Yes (3) Deaths?: Yes Items -: n/a With Sadono gone, the house will be empty, letting Sam walk out the back way. Sam will be accosted by two gunmen, but this is where the Displace snipers finally show their mettle. When they provide the distraction, draw your piece and eliminate 'em. Then, head for the cliffs. If one walks away with any sentiment for this longtastical journey through the bush, it should be "Why couldn't I infiltrate this back door and save myself the grief?". Oy... _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 06) KOMODO SHIPYARD (INDONESIA) [WK06] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Default Weapon: Pistol, SC-20K Auxiliary Wpns: Smoke G./Div Camera (2), Ring Airfoil (4), Sticky Shocker (3) Other --------: Emergency Flare, Chaff Grenade, Frag Grenade, Flashbang PART 1: Infiltrate the Caves ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Field of Screams Alarms?: Yes (3) Deaths?: Yes Items -: n/a Sam continues his Indonesian holiday by sitting in a weed-ridden field. Near his position, a guard patrols the brush while a sniper watches the area, his lasersight betraying his position. Take up position on the left-hand side (by the fence) and snipe the guard when he's sent to check on random movement. Then, carefully avoid the sniper's sights and move up -- still along that same side -- towards the cabin. This will avoid the turret gun's sights, too. • These snipers are different from previous ones encountered, and cannot be killed, a fact evident by them not appearing on thermal. Avoidance is the only "revenge" available. Also note that snipers can't sound alarms them- -selves, and if no enemies are nearby, having them spot Sam matters very little. To continue on, Sam need only go through the cabin and its adjoining room to reach a small yard. [Alternatively, he can take the long way around by going past the turret and sniper tower, then traveling up the path a ways.] This next location has a simlar setup to the first, only it's smaller and has an extra guard. I'd recommend taking the shortest route to Yard #2, mostly because, after snuffing the nearby lantern, Sam has his own dark corner to drop bodies in. The center of the yard has a bonfire, so extra movement isn't appreciated, really. A doorway nearby will lead further into the village, this time to an outdoor sitting area near some huts. Two guards will be playing cards at the picnic table just around the corner, and are too close to avoid completely. Instead, snipe the ground lantern to lure one guard away, and neutralize the other who remains sitting. Miss the chance? Don't worry -- either guard will return to his seat after determining there's no threat...heh heh. The only other guard is sleeping in the nearby barracks. [Killing the caged dog isn't necessary usually.] To leave this area, do a half split jump in the teensy alley along the far house; it's the one with a blocked-up entrance. [*] Sam will now have climbed into the 2F of a guardpost. The enemies number 3: one watching TV below, one practicing shooting outside, and turrets by/in the far hut. The easiest way to dispatch these hired guns is to snipe the merc below (joke: television isn't the only way to turn your brain to mush) and use the tiny "doggie flap" entrance to dispose his body in the thrushes. The second guy is right in the turret's firing path, so shooting him where he stands is foolish; instead, lure him away or, more enjoyably, change the outdoors turret's IFF function and have him be gunned down easily. You're going to disable that turret anyway, so why not have it do the dirty work? As for the final turret, there's a trapdoor in the roof that lets Sam bypass it. In a shadowed part of the courtyard, there's a climbable pipe that gives access; just look at the skyline to visualize the path. [Simply running by the sentry works as well.] Descend the floor ladder to end this segment. [*] PART 2: Infiltrate the Submarine ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Dire, Dire Docks Alarms?: Yes (3) Deaths?: Yes Items -: 5.56mm Ammo (2), Smoke Grenade Sam can now ride a lift into the abandoned subterranean dock housing his target. Make sure to shoot the ceiling light before descending, as the lobby contains two guards. They'll walk around the halls for awhile, but eventually one will go patrol the next-door laboratory. Eliminating these fools is espionage-by-numbers, so I trust anyone who's gotten this far is capable enough to nix low-grade goofballs like this themselves. Before continuing to the control room/lab, check the utility closet for a first aid kit and SC-20K ammo. Anyway, the lab's a bit bright, but Sam knows how to fix that problem. Past the guard and computer equipment, a clueless technician becomes our splinter cell's next interrogation victim. If Sam was silent, he'll be sitting down; extraneous noise makes him wander around before returning to his default position. Do NOT murder/KO him -- he'll need to be forced to make the sub surface once grabbed (done with "Use computer" menu command). [*] With the sub drying out, return to the hallway and use the yet-unused passage to visit the docking area. There'll be a guard at the catwalk's entrance, but with the lights out, Sam can show a little CIA hospitality. Said walkway runs near up and above the submarine's head, and from this vantage point, all enemies (3) on the far catwalks are in perfect sniping position. Leaving 'em alone is suggested, though, as any bodies up there are left there, and they WILL raise alarms if left in the light. The trapdoor on the catwalk that leads to the zipline culminates in a checkpoint, so it's important to plan this out beforehand. [*] Down the zipline, Sam will grab onto the catwalk's edge. This position's bad since it's in a lit-up zone, but hanging off the edge will help avoid the guard who _will_ come investigate. Also be mindful of the guard on the catwalk above; he'll be able to see goings-on below and can raise alarms, too. Ending this level is as easy as jumping into the sub's open hatch. Is it worth it to explore further? Sneaking past the guards, ascending the stairway and making it to the concrete lookout post earns...1 Smoke Grenade and 1 SC-20K Ammo, plus a first aid kit. What a waste, especially for the stealth-minded. And all the lights are unbreakable! Sheesh. • Important note: Did you shoot some mercs before taking the zipline? Sorry, they're probably going to raise some alarms...UNLESS you head towards the submarine immediately. Ending the level is a "statute of limitations" on alarms, and bodies left behind lose their bearing on your after-chapter ranking. PART 3: Access the SISSIXS ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Damn the Torpedoes! Alarms?: No Deaths?: No Items -: n/a The submarine is a very tight fit, and these claustrophobic conditions can be hard on Sam, since he'll have to use a very delicate touch at every step. Continue down the hatch and next corridor until finding two guards chatting about coffee. Afterwards, one will come towards the corner Sam's hiding by. Use the small recess to get the jump on him; that same recess is a good body storage location. The other guard went to get shuteye in the bunks down the hall, a mandatory stop en route further in. It's hard to pass up such an easy shot, but that no-kill order has to be enforced -- whistle-lure him out and stuff his body with the previous one. • Having trouble with this part? One can save time by interrupting the coffee conversation, luring the first guy to beddy-bye land. The other guy will just stand by the bunkhouse entrance (since he wasn't talked to), allowing Sam to whistle-lure him without requiring any fancy tricks or venturing into the light. [I guess technically Sam can avoid this guard, but he'll have to leave whence he came, so this methodicalness helps.] Further in, the mess hall is found. [*] It's barely bigger than a corridor, but Sam will still have to SWAT turn to the light switch to avoid the lug munching away. Once he's disposed of, continue down the hall until Lambert's garbled message mentions using a high-ranking officer to gain access to the SISSIX. Hmm... Soon after, an officer will walk up the hall to the lightless room Sam's watching from. Take him captive and force him to operate the bridge's door. Toss his body in that dark room Sam was just in; do NOT use the hallway as a dumping ground! Once the retinal scanner's in shipshape, Sam has unlimited access to that door, and can infiltrate the bridge easily. Try hiding in the left-hand corner as the guards speak of coffee before splitting up -- one stays behind to watch the computers (inattentive) and the other walks to the mess hall. Eliminate both of them and operate the software in the bridge's nook to complete Sam's main objective. Now all that's left is returning to the sub's topside hatch. There shouldn't be any further surprises, and the only conscious enemy SHOULD be the guy in the boiler room past the bridge, and he's in a dead end not worth bothering with. Of course, any enemies Sam snuck by before will still be there, thus why any and everyone was beaten down en route. PART 4: Move to Extraction ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Bay Window Alarms?: No (n/a) Deaths?: Yes Items -: n/a The gangplank has lowered on the sub's other side, letting Sam reach the next stairway. There'll be a guard coming up, but one can be a little sloppy since alarms can no longer be triggered. At the bottom of the steps, three ground-level snipers will have spawned and fire upon Sam no matter his past stealth. They can be countersniped a bit from the upper catwalk, but to get 'em all, a trajectory of similar level is necessary (they're just peeking out from the concrete barriers). There's a first aid kit nearby to help out, too. Following their demise, simply run to the pier's end and get outta this humid hangar. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 07) TELEVISION FREE INDONESIA (INDONESIA) [WK07] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Default Weapon: Pistol, SC-20K Auxiliary Wpns: Ring Airfoil/Div Cam/Smoke G (2), Sticky Shockr/Sticky Cam (4) Other --------: Emergency Flare, Frag Grenade, Camera Jammer PART 1: Infiltrate TV Station ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Trail of Tears Alarms?: Yes Deaths?: Yes (hostiles only) Items -: Smoke Grenade, Ring Airfoil Round (2), Sticky Camera Put on your seatbelt: this is simultaneously one of the most rewarding and annoying levels to date. Coen and Sam start on the outskirts of some slum building, and the latter has to descend to street level. It's possible to do this just by jumping from roofs, but there's a rappel point about halfway down if needed. Once on the sidewalk, a nearby conversation will send a civie digging into the trunk of the nearby jeep. Knock him out and eliminate the worker snug in a shadow a few steps past. Note: these are civilians and end the mission if slain. The rule of thumb is "got a gun, your days are done". Try out this creed near the next corner, and past the alley (which needs to be darkened), two more perps in the immediate vicinity. Finally, there's one last guard at the far end. He'll patrol around the carelessly placed vendor stands in a wide loop. When all are done, use the scaffolding's zipline to reach the TV building's balcony fence, which can be climbed where the razor wire's missing. Lockpick into the building and descend the shaft (haphazardly) to reach the... [*] ...parking lot entrance! This begins what I call the "March of Hell," because perfect stealth now requires such annoying circumstances, it's liable to make a player insane. (I did it about 30 times my first time through.) Here's the setup: Outside, the weather conditions are now storming, and this means it's lightning out. Why's that bad? Because lightning flashes illuminate areas, revealing shadows and leaving Sam quite "naked" to the enemy. Additionally, if Sam's in night vision mode, as he's wont to do, he's temporarily blinded (i.e. screen goes white) and that's never good. Did I mention it's a long, long while 'til a checkpoint? Hooray... [Return customers will learn this area's not the same as the Xbox version, too.] As Sam enters the parking lot, a guard will exit from the left garage door and one will approach from the far lot. These are the only two people in the area, but lightning flashes ever 0:30 (apx.) can make even that trying. The gist is to use remaining shadowy spots, like behind the TV van and nooks by the gate, to whistle-lure the first guard; then, the 2nd one can just be shot and hidden normally. With no opposition, the gate booths can be looted for their goodies: a Smoke Grenade and two Ring Airfoils. One of the guards also has a Sticky Camera in his satchel. That ominous beeping sound should lure Sam in for a quick check, no? There's no obvious entrance, but Sam can back-to-wall himself past the graffiti'd brick wall. BUT CAREFUL, because there's a wall mine on the other side and it plays no favorites. Sneak past it (don't jump around) and things should be fine. Past there, the executive parking lot is located. Two guards wander the asphalt here: one pacing the little brick garden area and the other by the vehicle. To me, the easiest way to do this is hiding in the overgrowth near the gate (there's plenty of time to accomplish it when entering the lot). From here, whistle-lure the first guy closer and hide his body, which will be thankfully hidden from line-of-sight detection by the other guy. Then, just dispatch No. 2 when a clear shot's attained -- it's easy to pick him off from the aforementioned corner with x2 zoom. I don't recommend being too sneaky around here -- it's quite bright and lightning doesn't help. [Shooting the lone headlight can help on a no-kill run, however.] Following, descend the sewer manhole to find the underground "river" -- don't carelessly jump down or Sam bites the big one. Now's the time for extra vigilance. Shoot out any light source above, including the one through the metal grate. With that done, eliminate the guard patrolling the sludge through said grate, because it's easy to forget about him. [Don't whistle-lure him; if you miss the chance, he runs all the way around to find the source. The less distance between Sam and the enemy, the better.] Anyway, there's actually two sewer rooms (the kind with murky crapwater in 'em) and each is connected by a tiny corridor room. These have cameras in them and not the breakable kind. When bypassing the first one, shoot out the light above and use the cam jam to reach the next sewer, which WILL have a guard in it. [He can't be whistle-lured through the camera hall, though, so time your crossing with his absence.] Eliminating the final guard should be a cinch in complete darkness. To reach the exit, Sam has to emerge from a second camera room, but it's much like the first, thankfully. Use the ladder to exit. [*] Sam climbs out of the sewer into an even more annoying situation. He's in a satellite area patrolled by a sniper and two searchlights. The first thing to do is countersnipe the bozo, which is easy to do from/near insertion. It'll only take one misstep for Sam to realize there's landmines around here, too; use thermal imaging to see 'em. The way I see it, there's two ways to proceed: • Option 1: The long way around. Sam will have to dodge the spotlights by moving across the area, hiding in the resultant shadows the spotlight crates (i.e. it shines on air conditioner unit, creating a safety zone). However, Sam still has to dodge the landmines, meaning he'll have to keep switching back and forth...yawn! At the other end of the yard, Sam will enter the second spotlight's domain: it moves slower but doesn't do a clean arc like the first, instead shining on the fenced-off area before doubling back. Sam should use thermal to see the landmine strip and climb on the satellite fence to avoid it. The time to move will be when the beam starts doubling back; go any sooner and Sam gets halfway across before being spotted. Sam can hide in the littler satellite's shadow until he's able to climb the fence and make to the lockpickable door. Whew. • Option 2: The cheater's method. After dealing with all this crap this level's thrown at the player, having a little break is nice. To do this, from the starting point, look for the strip of landmines. Once it's found, throw your frag grenade and detonate 'em all. This lets Sam cut across to the far satellite and, if the sniper's alive, temporarily draws his attention. After that, it's just using the latter part of the above method to reach the lockpick door. Of course, Sam still contends with lightning flashes, so once at the final satellite shadow, wait until a flash before scaling the fence. Past the mined area, Fisher happens upon a gate control booth containing one foe. He's not paying attention, yadda yadda yadda, he gets a new bullet-bored orifice. From here, use the optic cable to spy on the parking lot -- there'll be one guy who patrols near the vehicles. When he's near (or even a bit before, thanks to the lightning flash effect) whistle and he'll come into the booth; when he tries the light switch, neutralize 'im. LIGHTNING FLASHES HAVE NO EFFECT IF SAM IS INSIDE, so at the least the creators got that part right. Finally, this same trick can be used on the other guard nearby. Whew... Sam now has the lot to himself. Ignore the rest of the place and just move to the corner behind the nearby turret. The light on the wall camouflages a vent opening above it, and a half split jump will get Sam roof access. Shoot the previously fractured window and initiate the rappel point. There's two guards inside, so Sam will have to identify their positions (one walking, one by receptionist desk usually) before doing a quick descent with Triangle button. If one guy disappears, he'll eventually reappear from an elevator on the left-hand side, so be prepared! Speaking of which, that same elevator is the way outta this god-forsaken stage. PART 2: Locate Ingrid Karlthson ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Gaslighting Alarms?: Yes Deaths?: Yes Items -: Flare, 5.56mm Ammo, Sticky Camera (2) Sam's now several floors up in the enemy's hotzone, and he needs to track down his acquaintance from the first level. Break the neon sign nearby first thing, and look 'round the corner. Two enemies should be visible: the shadow of one coming up a perpendicular hall and one looking through double doors. Worry about the former first; whistle-lure him and hide him under the broken neon sign. By then, the other guy will have walked away and stopped for a smoke across the corridor -- snipin' time. Break out nearby lights here, too. • If you're feeling adventurous, a half split jump near the crate stack can give ventilation access into the adjacent studio. Surprisingly, it doesn't offer as many great opportunities as one'd think, but it's still a fun option. • Want to circumvent a lot of grief? Those flares come in handy for baiting turret fire. This allows Sam to avoid at 3-4 enemies and head straight for Ingrid's hallway which, while having its dangers, is nothing compared to doing everything the long way. There is a breakable camera above the door to Ingrid's hallway, note. From the studio's lower door, break out nearby light sources. This is even more crucial than usual because the studio's got three guards and a few'll patrol areas near there. With that preparation complete, the area should be pitch dark, and whistle-luring now open for business. Stay just out of the doorway and coldcock anyone who inspects, then hide 'em by the music equipment stack (or wherever, really) so they're not found. Because of the proximity to other guards, allies often come check out gunshots and weird noises, so moving bodies off the premises is actually quite smart. The guard wandering the sound stage should be the last to go, since he's often obscured by curtains and the like. [There's a Flare underneath the studio's breakable light, too.] Behind the stage, a door opens into an adjacent hallway. Definitely use the optic cable to snoop around, 'cause this is one gets heavier traffic than its brethren. There's two guards who can walk around here, plus this place is adjacent to the two more buddies, the ones patrolling the turrets' halls (although one should be done in already). To proceed, use the cable to watch the first guy enter a room, then snipe the fluorescent light opposite the door. This should bait another guy out into the hall. Wait until the leave, then hit the final light -- the hallway should be bathed in glorious darkness now. Excluding the turret hallway, this corridor opens up into three rooms. At the end of the hall is the security office containing nothing but SC-20K ammo. The door nearest the turret hallway opens up into the sound studio, where a guy is at work on the control deck. He can't be grabbed from behind, however, and trying to do so will alert him to your presence -- a bullet's an equally friendly hello. There's a Sticky Camera in there, too. Finally, the middle door leads to Ingrid and a welcome checkpoint. [*] Part 4: Trail Ingrid Karlthson ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Guardian Angel Alarms?: Yes Deaths?: Yes Items -: n/a Ingrid will now take point and lead Sam onward. Her route leads from her initial stage, down the hall, into the turret hall, and then the long way around to the elevator lobby where the retinal scanner is. If Sam eliminated the opposition by taking the studio way, he'll have one guy left near the turrets, and Ingrid will chat him up to give Fisher a clear shot. If Sam used a flare to bait the turret, he should have no enemies left. There's an oft-missed bathroom off the turret hallway that contains a first aid kit and Sticky Camera (the latter listed in previous section's tally), too. At the retinal scanner, Ingrid describes her plan to go down the right path and distract the guard while Sam moseys down the left side. However, a ways into the strategy, Lambert radios to say Ingrid's cover's been blown. [*] If given the chance, one of the guerillas will take her hostage, and kill her if Sam's not quick to take him down (it's like sniping someone with a human shield). Afterwards, speak with Ingrid to have her unlock the next door. Note that despite having night vision goggles, the guards tend not to spring alarms at great distances...must be a gameplay mechanic to temper difficulty. Part 5: Capture Suhadi Sadono ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Ready For My Closeup Alarms?: Yes Deaths?: Yes Items -: n/a Sam starts this final stretch in another elevator lobby, and two enemies are right nearby. Not too hard to dispose of them, although with windows looking right in, one or both may come check around. Down the hall, look for the "heavy" camera at the end, and bypass it accordingly with the cam jam. Two more enemies will be in the lounge nearby, too: one patrolling and another who may just be standing near the tables. There's not many places to hide bodies there except behind the counter, though (which also has a first aid kit). In the lounge, use the soda machine to jump into the air vent. [*] Through the trapdoor, Sam will finally be in Sadono's studio. Approach the nearby stage to have the curtains rise and the man himself, plus two lieutenants, start their broadcast rehearsal. One may think there's plenty of ways to tackle this, but there's really not. To do this correctly, Sam has to grab Sadono from behind and use the hostage situation to leave. This is setup perfectly: Sadono will be facing down the podium and his nearest lieutenant will be looking elsewhere (for all intents and purposes, ignore the third guy working the equipment). Basically, to immediately set this up, after dropping down, hide behind the background image. When Sadono's grabbed, the tension begins. To leave, Sam has to maneuver to the far retinal scanner (there's two but only that nearest the ceiling trap- -door works) and force Sadono to use it. However, this leaves him open to the enemy's onslaught which will definitely occur. The enemy won't shoot at Sadono while he's captured...that is, until Sam nears the scanner. Hit R2 to draw your own pistol and belly-shot these fools, since they'll be drawn into the bottleneck. It's not too hard to do, although when moving, the pistol's accuracy goes down the tubes; stand firm and make the enemy reveal itself first. Once the scanner's operated, head up the ramp to the rooftop helipad. Of course, don't miss the enlightening conversation Sam can have first! He'll eventually give cute catchphrases like "My scars will be the roadmap of American sins". Pull his cord to hear all of 'em! _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 08) LAX INTERNATIONAL AIRPORT (UNITED STATES) [WK08] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Default Weapon: Pistol, SC-20K Auxiliary Wpns: Smoke Gr, Sticky Sh (3), Ring Air/Div Cam (2), Sticky Cam (7) Other --------: Camera Jammer, Flashbang, Chaff Grenade PART 1: Neutralize the Terrorists ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: Snakes in the Grass Alarms?: No Deaths?: Yes (terrorists only) Items -: Ring Airfoil, 5.56mm Ammo Ahh, the final level in the game. Not quite as long as the previous, but it still packs a punch all its own. Sam'll start near the airport's outer gate, and Grímsdóttir has arranged for a small distraction: a truck pulling in that needs to check with the guard. Simply climb into the truck's back end and it will safely take Sam further in. [*] • For the record, taking the truck isn't necessary. If it leaves without Sam onboard, he can still infiltrate the basement parking garage, it's just a bit harder. The guard outside can be knocked out in his booth, so that'll take care of him. The ramp leading in has two security cameras, although they're breakable and easy to slip past anyway, so they're non-issues. As told, some of Soth's men have infiltrated the airport personnel's ranks, but Sam has inside info -- since they were recently vaccinated, their core body temp will be higher than normal, and they'll appear oranger than normal people on thermal (who will have varying shades of color, mostly green). The terrorists may screw up the mission if Sam lets them live, so he'll have to play hitman most of the way. Killing civilians is automatic game over, though! Also note that civilian guards don't carry radios, so if they're spooked, they run to the nearest alarm and pull it; this gives a little time to pursue and deliver a beatdown. This basement area has three enemies. One guard stays in a booth near the exit door -- he's a terrorist. There's enough light around his general area that he can be lead outside by cursory glances, although it's quite easy to sneak up behind him (back-to-wall if need be), brain him with the pistol and deliver the mercy killshot. The other enemies are a security guard and his mutt, traveling together along the main road. As before, eliminating the guard with a Sticky Shocker is the easiest solution because, as we all know, dogs can't use radios. [Not yet anyway...mwahaha. Wait, we've had this conversation.] The reverse is also true: killing the dog can get the guard's attention without the "my ally is dead" call. As for cameras, besides the two bypassed earlier, there's one more breakable one across from the downstairs booth. Before leaving via the aforementioned door, access the nearby storage room for a first aid kit and Ring Airfoil Round. [*] • Two things: (1) if Sam hasn't killed a terrorist in an area, he won't be able to leave; or, if he leaves, it's game over. (2) Terrorists can be interrogated for amusing conversations, and since this is the final level, it's worth experiencing. Further in, Sam stumbles upon a ticket desk and its lavatory -- the former contains a security guard and two "light" cameras, the latter the janitor. Both are just everyday folk, yo. As a curiosity, want access to the ticket office? The keypad combination isn't told, but by luring the guy out (after breaking the lights and nearest cam), Sam can get in. There's nothing in there but a soda can "object", though. Use the bathroom vent when ready. [*] Fisher now finds himself looking down upon the tail-end of baggage processing, and two guards are chit-chatting. Again, not a hard situation to deal with, since a bunch of lights are breakable and there's plenty of cover. The convo will out a worker as a terrorist, though he can't be interrogated. To reach the next handling area, use either the far doorway (bad) or the conveyor belt (good). This area has four guards: one in the upper office (terrorist), one pacing the far catwalk, and two below (one terrorist). There'll be another conversation that betrays the terrorist's cover, and both can be incapacitated without too much trouble. As for the ones up high, the easiest way to proceed is climbing onto the catwalk on the far side (the one away from lit-up stairway); after taking care of the rent-a-cop, one can safely plug the remaining doofus. One will naturally want to snipe the overhead lights first. [Again, there's no interrogation possible.] As for exiting, take the door by the catwalk office, NOT the conveyors -- the reddish glow denotes x-rays and they'll raise alarms all over the place. [*] Another baggage area! This one is conveyor belt central, but is easier than it looks. The player is presented with two conveyors running concurrently, but only the left one contains big boxes. Since both sides have watchers who manually oversee baggage handling, Sam must hide in the stack's shadow to get by. Destroy the nearest camera/light first, though. Still avoiding the red conveyor entrances, continue to find another long conveyor, although its running against the grain this time. The watcher this time will occasionally look away, so Sam will have to time his passing through accordingly. The reward for this hard work is a breakable camera, SC-20K ammo and a door to the stairwell. [*] Whew...a killer's work is never done. Grímsdóttir phones in to update intel: there's two more terrorists than expected. Sam will have to navigate this boarding area first, though. The overview is like this: the civilians are the seated passengers in the area, the terrorist is the initial security guard. The guard moves once towards the far security stand, and only leaves when the second guard appears (triggered by proximity). Normally Sam has to hack the far desk's computer to get the 5325 password, but if he lets the terrorist get there without betraying his own stealth, a special event plays: the new civilian guard will cover for the terrorist who enters the keypad- -accessible stairway, leaving it open long enough for Sam to follow and kill him. He drops an email revealing the password, too, in case one wanted to return. But enough about ancient history. That ornate stairway can be blanketed in darkness by shooting those weird-shaped lamps, which has the dual effect of shielding Sam from the "heavy" camera's lens. Use the cam jam to destroy the last light and get into the... [*] ...office block! This room has two guards: a civilian dealing with an irate customer via phone, and a terrorist walking around. Rather than the usual fireworks, simply shutting off the light gets their attention (the civie loses interest almost immediately). If you want to hear chubby's interrogation, coldcock the desk jockey first or his milquetoast act will supersede Sam's dialogue (or wait 'til it's done, if you're that patient). That's the last of the lackey terrorists. PART 2: Neutralize Soth ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ AKA ---: A Pox on Your House Alarms?: No Deaths?: Yes (terrorists only) Items -: 5.72mm Ammo (2) With the major legwork done, now the real objective begins: locating that shady Soth character. Adjacent to the office block is a small seminar going on; there's four guards in there, including the speaker. But why bother with them when there's nothing of interest there? The office block also opens onto a long balcony overlooking the airport's entrance, and by popping the overhead lights, it avoids any unnecessary conflicts. [Although the noises will spook the next-door neighbors, so to speak.] When the coast's clear, Lambert says Soth may be right below the balcony and visual identification is necessary -- it should be possible from the bottom of the staircase. To prepare, shoot out the lights so the "heavy" camera's got nothing to work with, then zoom in on Soth with the thermal imaging (must use binoculars for this part). To escape the landing, enter the adjacent elevator lobby and shoot out the lights on the right-hand side. This should give enough clearance to enter the elevator on that side while avoiding the two "heavy" cams. [*] Like any good game, a quick elevator ride never goes as planned. When it's stopped, shoot off the upper grate and climb up. Using the pipework, jump across the metal crossbars to reach the alcove, which has a "climb out" spot onto another pipe. At its end length, drop-and-catch the pipe below it to reach a second alcove. Use the back-to-wall tactic to bypass the obstacle [*] and chain a half split jump into a shimmy to find the climb-up spot. Boy, this jumping course sure feels like a test of tactical maneuvers, doesn't it? From that ledge, shoot the far vent and jump to it -- at the end, drop and shimmy to reach a series of maintenance ladders. At the top, there's three rappel affixments to land on three elevators. The farthest one leads to some Pistol Ammo (x2) and the middle one leads to a civilian's elevator; it's the vent above that last lift that's of actual interest. [*] Sam finally reaches the last room. Soth and his men will have infiltrated this area, with the ringleader on the highest catwalk. Raising any kind of alarm kickstarts a 1:00 timer until the pox is spread, at which time Sam'd have to rampage through and kill Soth. Here's the more satisfying, stealthy method. Note: pistol shots and grabbing/kayoing work best. Avoid loud noise and overt methods as these guys spook VERY easily. Feel free to use Sticky Shockers and Ring Airfoils as needed. The lowest level has two engineers (civilians) and a guard (terrorist) to contend with. Shooting out the lights without alerting anyone nearby can be hard, but the main ones are possible from the get-go. First, from the vent, shoot the spotlight on the left-side ladder series. Then, jump down and pop the nearest light. Finally, shoot THROUGH the catwalk just above and get that one, too. This just leaves one more lamp across this lowest catwalk. Whistle-luring works on all guards here, although the second engineer down the way can be avoided completely if you're careful. When all these lamps are downed, and all lower personnel dealt with, climb the ladder series to 4F. There'll be a drop-down point to the 3F catwalk where Soth and one final night-vision-capable guard remain. The easiest way to do this part is use a Sticky Shocker on the guard, then sneak up behind Soth. Unfortunately, there isn't an interrogation dialogue...or any dialogue. Lame. =/ When Soth and his terrorists are slain -- and if you knocked 'em out before, there's trajectories from 3F to snipe their unconscious forms -- move over to the pox box for an ending scene. FIN _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ V. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [Q] - Why didn't you cover multiplayer? [A] - My PS2 isn't hooked up to the internet, and I'm not even sure Pandora Tomorrow still has dedicated server. [Q] - What do I get for beating the game? [A] - Nothin'. If you replay chapters on the same profile, though, the game keeps track of your best times, # of alarms and such things. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ VI. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 09-16-11 ----------------------------+ Started walkthrough 09-24-11 ----------------------------+ Finished walkthrough THANKS TO... ŻŻŻŻŻŻŻŻŻŻŻŻ • Sailor/Ceej, for hostin' my junk • KFHEWUI, for reporting the Geula District Street Market PS3 bug NOTE TO SELF ŻŻŻŻŻŻŻŻŻŻŻŻ • Mission 5, Plane hangar: possible to get on storage space above exit door? _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ VII. LEGALITY [LGLT] _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find this document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. Allowed Sites: Disallowed Sites: • Gametalk.com • cheatcc.com • GameFAQs.com • gamershell.com • MyCheats.com • Neoseeker.com • Gamesradar.com • Supercheats.com • Cheathappens.com • Honestgamers.com • Chaptercheats.com E-mail me for permissions ~ • Cavesofnarshe.com shotgunnova (a+) gmail (d0t) com. _______________________________________________________________________________ CHIMNEY NEVER LOOKED Document İ Shotgunnova, 1997-2011 (and countin'!) SO GOOD, FROM LYING Splinter Cell namesake İ respective owners IN THE BRACKEN WOOD E N D O F D O C U M E N T