T O M C L A N C Y'S ,,,,,, ,,,,,,, ,,,,,, ,,,,,, ,,, ,,,, ,,,,,,,, ,,,,,,,, ,,,,,,, ,;´ ´´ ,;´ ,;´ ,;´ ,;´ ,;; ,;´ ´´,;´ ´´ ,;´ ´´ ,;´ ,;´ ;;,,,, ,;;,,,´´ ,;´ ,;´ ,;;;,;´ ,;´ ,;;,;´ ,;;,,,´´ ,;´ ,;´ ,;´ ,;´ ,;´,;;´ ,;´ ,;´ ´´ ,;´,;´ ;;,,,,´´,,;;, ,,,;;,,;´ ,,,;;, ,,;; ,;´ ,,;; ,,;;,,,;´,,;; ,;; ,,,,, ,,,,,,,, ,,,,,, ,,,,,, ,,´´ ´´ ,;´ ´´ ,;´ ,;´ ,;´ ,;;,;´ ,;´ ,;´ ,;´ ,;´ ´´ ,;´ ,;´ ;;,,,´´,,;;,,,;´,,,;;,,;´,,,;;,,;´ P A N D O R A T O M O R R O W Weapons & Gadgets Guide For Microsoft Xbox Version FINAL Author: LiMpBiZkitFaN E-Mail: See 'Legal Information' Created: 04/06/04 Completed: 04/12/04 Last Update: 06/09/04 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --------------------------TABLE OF CONTENTS-------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I. FN~ FAQ Navigation System II. PT~ PANDORA TOMORROW- Single Player Weapons & Gadgets FT~ Fabrique Nationale Five-seveN Tactical FS~ Fabrique Nationale F2000 w/ FN 40mm LV GL FG~ M67 Fragmentation Grenade FB~ Flashbang Grenade CG~ Chaff Grenade WM~ Wall Mine RP~ Ring Airfoil Projectile SH~ Sticky Shocker SG~ Smoke Grenade SC~ Sticky Camera DC~ Diversion Camera CJ~ Camera Jammer LM~ Laser Microphone DL~ Disposable Lockpick EM~ Emergency Flare III. SS~ SHADOWSTRIKE- Multiplayer Weapon & Gadgets A. AM~ ARGUS Mercenaries- AR~ ARGUS M-160 Assault Rifle w/ 40mm Grenade Launcher FM~ Fragmentation Grenade PG~ Phosphorus Grenade FR~ Flare TZ~ Tazer PM~ Proximity/Laser Mine ST~ Spy Trap B. SP~ Shadownet Spies- PN~ P190 Submachine Gun w/ 40mm Grenade Launcher SI~ Smoke Grenade FH~ Flashbang Grenade CH~ Chaff Grenade SB~ Spy Bullet AT~ Alarm Snare SD~ Sticky Camera IV. LI~ Legal Information V. CS~ Credits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FN~-------------------I. FAQ Navigation System----------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= New to my line of FAQs, is a navigation system compromised of a combination of letters, and a symbol (the Tilde (~) key). All of my future FAQs will include this new system, making for an easier, and more helpful FAQ experience. Here is an example of how it works: Look in the Table of Contents for a specific section, find the code and do the following: Press CTRL and F on a PC, or the Special Key and F on a Macintosh. A search box will then appear; search for the code, and you will be taken to that section. This system is fairly new, so it is bound to have bugs in it. Please inform me of any errors in the FAQ, or with the system itself. My E-Mail is in the Legal Section of the FAQ. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PT~-----II. PANDORA TOMORROW- Single Player Weapons & Gadgets-------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FT~ -[Fabrique Nationale Five-seveN Tactical]- > Magazine Capacity < 20 Rounds > Ammunition Used < 5.7x28mm SS190 Rounds > Maximum Ammunition < 60 Rounds; 3 Magazines > Special Features < Laser Aiming Module (LAM) -Weapon Description- The Fabrique Nationale Five-seveN Tactical Handgun is the choice Side-Arm for Third Echelon's Field Agents. The Five-SeveN is powerful, accurate, and has little recoil, making it favorable for situations when you have more to worry about than the reliability of your Side-Arm. The characteristic which makes the Five-seveN stand out from all other handguns, is the caliber that the Five-seveN chambers. The Five-seveN chambers a specially made 5.7x28mm round which in a sense, is basically a scaled-down version of the popular 5.56x45mm NATO round. The specially made rounds, which are only available from Fabrique Nationale, can pierce all known forms of Body Armor, including PAGST vests at ranges in excess of 300 meters, and CRISAT vests at ranges in excess of 100 meters. The Five-seveN Tactical model is different from that of the standard Five-seveN model; the standard model features a Double-Action only Trigger system, and an internal safety, where as the Tactical model features a Single-Action Trigger system, and features an external, ambidextrous safety switch. The Five-seveN Sam Fisher is equipped with features a Laser Aiming Module (LAM), and a Sound/Flash Suppressor. FS~ -[Fabrique Nationale F2000 w/ FN 40mm Low-Velocity GL]- > Magazine Capacity < 30 Rounds > Ammunition Used < 5.56x45mm NATO Rounds / Various 40mm Munitions > Maximum Ammunition < 60 Rounds; 2 Magazines > Special Features < Multi-Level Magnification Scope FN Low-Velocity 40mm Grenade Launcher -Weapon Description- The Fabrique Nationale F2000 Modular Weapons System is Third Echelon's primary choice when it comes to equipping their Field Agents with something more than the standard FN Five-seveN Tactical handgun. The F2000 is easily customizable, allowing the weapon to meet a mission's requirements within seconds. The F2000 readily accepts add-ons, referred to as 'Modules'. These 'Modules' simply attach to the weapon itself, and lock into place, allowing for quick customization. Some of the 'Modules' for the F2000 include a 40mm Low-Velocity Grenade Launcher, the M303 Less-Than-Lethal Launcher, Laser Sights, Flashlights, Sound/Flash Suppressors, and even a computerized Fire Control Module, which makes sighting in the attached 40mm Grenade Launcher as easy as lining the F2000 up with the target until the lights on the Fire Control Module turn Green. The F2000 utilizes the NATO standard 5.56x45mm round, and utilizes them to great effect, as it can fire 5.56x45mm rounds at a rate of about 600 Rounds Per Minute. The F2000 Sam Fisher is equipped with features the FN Low-Velocity 40mm Grenade Launcher, the standard Optical Sights, and a Sound/Flash Suppressor. FG~ -[M67 Fragmentation Grenade]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- The Fragmentation Grenade. You mainly want to use these things when you are outnumbered on a one-to-six basis, as just one can kill three enemies if you throw it just right. You won't have very many Fragmentation Grenades in the game, but when you start with them in your Inventory, you can bet that you will get into a big firefight by the end of the current mission. For reference, if you didn't know already, the Fragmentation Grenade is very loud, and WILL alert enemies to your presence, so use them only when you have a clear route of escape from the immediate area. FB~ -[Flashbang Grenade]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- The Flashbang Grenade, like the Chaff Grenade, is a new addition to the Splinter Cell series. The Flashbang Grenade is used to temporarily blind and deafen enemies in the blast radius, so that you may attack them, or get by unharmed. Unfortunately, the Flashbang produces a loud noise, and an extremely bright flash, so as soon as Sam pulls the pin, you can be sure that an alarm is going to sound unless you quickly eliminate those effected by the grenade. CG~ -[Chaff Grenade]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- The Chaff Grenade in Splinter Cell: Pandora Tomorrow serves a single purpose; to disable electronic equipment. The Chaff Grenade will disable Cameras, Wall Mines, and other electronics for a period of about 10 seconds; unfortunately, this advantage is offset to the fact that the Chaff particles also screw up your Nightvision/Thermal Goggles, making them flicker on and off when using them. Another disadvantage is that they are loud......about as loud as Fragmentation Grenades. Enemies WILL be alerted to your presence if you opt to use Chaff Grenades, so essentially, you're better off using your Five-seveN to take out Cameras, and Wall Mines. WM~ -[Wall Mine]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- A motion-sensitive explosive device that when set, detects the smallest amount of movement, and detonates. The best way to disarm them is to move only when the light on the mine flashes green, and get right up to them until the 'Disarm' option appears in the Action Box. Press it ONLY when the light is green, otherwise, you will be dead. RP~ -[Ring Airfoil Projectile]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- The Ring Airfoil Projectile is a hard rubber 2.5 inch ring, which when fired at high speeds, will effectively stop and enemy in their tracks. The Ring Airfoil Projectile is perfect for stunning a target, then grabbing them from behind to use them as a human shield, or to interrogate them. To knock an enemy out for good, aim for the head or neck. SH~ -[Sticky Shocker]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- A high-voltage discharge device coated in adhesive resin. The Sticky Shocker will adhere to an enemy and give him an incapacitating shock. When fired into pools of water, the Sticky Shocker can neutralize multiple opponents. Though nothing like the Sticky Shocker is currently employed, there are such weapons such as Air Tasers that are in use by Police Forces, and the Military. SG~ -[Smoke Grenade]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- A 40mm CS Tear Gas Grenade that is launched from the FN 40mm Low-Velocity Grenade Launcher mounted on Sam's FN F2000. The Smoke Grenade will bounce around a little before expelling its noxious gas, so when firing, make sure you take that into account. The Smoke Grenade will also mask your movement, as you can see through it with your Thermal Vision. Take advantage of this. SC~ -[Sticky Camera]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- A miniature camera with full pan and zoom functionality, plus Night and Thermal Vision modes. The Sticky Camera feeds its image directly into Sam's OPSAT. Sticky Cameras are reusable. Sticky Cameras are great for scouting ahead into an area, where you are unsure about the conditions. DC~ -[Diversion Camera]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- A miniature camera with full pan and zoom functionality, Noise Maker, and an on-board CS Tear Gas canister. Unfortunately, this is at the cost of the Night and Thermal Vision modes. The Diversion Camera feeds its image directly into Sam's OPSAT. Diversion Cameras are not reusable. Use these to draw enemies to a position, then gas them at you leisure. CJ~ -[Camera Jammer]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- The Camera Jammer emits microwave pulses that disrupt the surveillance cameras. The battery has to be recharged after a short time, so make sure you have enough time to get away from the camera before using the Camera Jammer. LM~ -[Laser Microphone]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- A Laser-Operated Microphone integrated in the FN Five-seveN that enables the user to read the vibration off certain surfaces (mainly glass windows). Used to listen in on conversations. The Laser Microphone is used only on one level, and that is on the Train from Paris to Nice. When it is equipped, hit 'X' to bring it up, and aim it until you have a steady stream of sound. DL~ -[Disposable Lockpick]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- Disposable Lockpicks are used to get into a locked door, when you do not have the time to pick the lock with your conventional set of Lock Picks. The Disposable Lockpick creates a miniature explosion inside of the lock, which creates no noise, but manages to break the set of pins inside of the lock. Save these for when you need them. EM~ -[Emergency Flare]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- These standard road flares also emit a great deal of heat, making them useful for distracting heat sensors such as those found on automated turrets. Emergency Flares are also great for distracting guards, while you sneak up behind them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SS~---------III. SHADOWSTRIKE: Multiplayer Weapons & Gadgets--------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= AM~--------------ARGUS MERCENARIES----------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= AR~ -[ARGUS M-160 Assault Rifle w/ 40mm Grenade Launcher]- > Magazine Capacity < 30 Rounds > Ammunition Used < 5.56x45mm NATO Rounds / Various 40mm Munitions > Maximum Ammunition < 120 Rounds; 4 Magazines > Special Features < Multi-Level Magnification Scope 40mm Grenade Launcher Laser Sight -Weapon Description- Specially made for the ARGUS (Armed Guardian Services) Mercenaries, the M-160 Assault Weapon System is built on heavily modified 5.56x45mm NATO Assault Rifle. Modifications include a Multi-Level Magnification Scope, a 40mm Grenade Launcher, and a Laser Sight. Though nothing like this weapon is known to exist in real-life, a dedicated manufacturer could effectively produce a weapon such as the M-160. The M-160 has three different firing modes; Semi-Auto (triggered when Zoom is toggled), Three-Round Burst, and Full Automatic. These fire modes help conserve ammunition, as well as accuracy. FM~ -[Fragmentation Grenade]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- The Fragmentation Grenade. You mainly want to use these things when you feel like flushing a Spy out from an enclosed area, such as a ventilation shaft, or from behind boxes. When firing a Fragmentation Grenade, take into account that it will bounce a little before it explodes, so take that into consideration, as you don't want your little, gray cylinder of death bouncing back at you. PG~ -[Phosphorus Grenade]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- Hitting a Spy with a Phosphorous Grenade will coat him in a sticky green Phosphorescent solution. The spy will leave a conveniently bright trail of this solution for the mercenaries to follow. When firing a Phosphorus Grenade, take into account that it will bounce a little before it explodes, so take that into consideration. FR~ -[Flare]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- The Flare produces dynamic light that is fairly short-lived. It lights up with a radius of a few meters. The Flare is great for lighting up an area you assume a Spy is in, or signaling a teammate when you think either of you have been hit by a Spy Bullet. TZ~ -[Tazer]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- This defense system fires a strong electrical discharge at anyone nearby. The person who is hit is immobilized for a few seconds, and left vulnerable to attack. If you have ammo, do not use the Tazer, as it has short range, and is not as effective as the 5.56mm ammo your M-160 Assault Rifle spits out. PM~ -[Proximity/Laser Mine]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < Laser Detonation or Proximity Detonation -Weapon Description- A Deadly mine capable of Identity Recognition (it only detects spies). It has a double activation system: Laser Mine or Proximity Mine. Use these to guard the ND133's, and put them in places a Spy would fail to look, such as at leg level. ST~ -[Spy Trap]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- Setting a Spy Trap on the wall triggers a small laser beam that will alert the mercenaries if a spy passes in front of it. The Spy's position will be highlighted on the radar display on the ARGUS Merc's HUD. The Spy Trap is the Merc equivalent of the Spy Bullet. As with the Mines, hide them in places that a Spy would fail to look. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SP~------------------------SHADOWNET SPIES--------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PN~ -[P190 Submachine Gun w/ 40mm Grenade Launcher]- > Magazine Capacity < Unlimited Ammo > Ammunition Used < High-Voltage Non-Lethal Rounds > Maximum Ammunition < N/A; Rechargeable Source > Special Features < FN Low-Velocity 40mm Grenade Launcher Laser Sight -Weapon Description- The Shadownet's P190 is built off of a highly modified FN P90, and features a 40mm Grenade Launcher, as well as a Laser Sight; beware of the Laser Sight, as targeted ARGUS Mercenaries can see the red dot that is projected from the P190. The P190 seems to fire a sort of miniaturized Sticky Shocker, and at a rate of as fast as you can hit the 'Right Trigger'. The P190 also has attached to it, a 40mm Grenade Launcher, of which can fire any of the Shadownet's various gadgets. Though nothing like the P190 exists, there could very well be something like it in the future. SI~ -[Smoke Grenade]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- A 40mm CS Tear Gas Grenade that is launched from the 40mm Low-Velocity Grenade Launcher mounted on the Shadownet's P190. The Smoke Grenade will bounce around a little before expelling its noxious gas, so when firing, make sure you take that into account. The Smoke Grenade will also mask your movement, as you can see through it with your Thermal Vision as a Shadownet Spy, or with Motion Tracking Vision as the ARGUS Mercs. ARGUS Mercs, beware; the Smoke from the Smoke Grenades are very damaging. FH~ -[Flashbang Grenade]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- The Flashbang Grenade is used to temporarily blind Mercs in the blast radius, so that you may attack them, or get by unharmed. Unfortunately, the Flashbang produces a loud noise, and an extremely bright flash, so as soon as you let one go, you can be sure that the Mercs are going to be alert to your presence in the area. CH~ -[Chaff Grenade]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- The Chaff Grenade in Multiplayer serves a single purpose; to disable electronic equipment. The Chaff Grenade will disable Cameras, Wall Mines, and other electronics for a period of about 10 seconds. SB~ -[Spy Bullet]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < Press 'White' to Listen to Merc Radio Traffic -Weapon Description- These are dual-purpose cartridges: they either temporarily mark an enemy (once hit by the bullet, he appears on your radar and on your teammate's radar), or, if the bullet hits a wall or another part of the room, it transforms the zone around the point of impact into a radar zone (making it possible to locate any enemy entering the active zone). AT~ -[Alarm Snare]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- This accessory is dual-purpose. It emits a series of noises similar to those made by a spy (logical and realistic sequences of sounds). The aim is to fool the mercenaries. When fired near a detection system (camera, presence detector, etc.), it can also trigger the detection system, again deceiving the mercenaries. SD~ -[Sticky Camera]- > Magazine Capacity < N/A > Ammunition Used < N/A > Maximum Ammunition < N/A > Special Features < N/A -Weapon Description- A miniature camera with full pan and zoom functionality, plus Night and Thermal Vision modes. The Sticky Camera feeds its image directly into the Shadownet's OPSAT. Sticky Cameras are great for scouting ahead into an area, where you are unsure about the conditions. Unlike the Sticky Cameras in Single Player, the Sticky Cameras in Multiplayer have the CS Gas Canister included into them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LI~---------------------IV. Legal Information------------------------ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= (C) 2004-2005 LiMpBiZkitFaN. All rights reserved. All rights reserved including the right of reproduction in whole and in part in any form. Microsoft Xbox and the Microsoft Xbox logos are registered trademarks of Microsoft. Splinter Cell: Pandora Tomorrow is a registered trademark of Ubisoft Entertainment. The author of this document is in no way affiliated with Microsoft, or Ubisoft Entertainment. You may not place this document on your Website or reproduce it in any way without the author's consent. Splinter Cell: Pandora Tomorrow, the Splinter Cell: Pandora Tomorrow logo, the Tom Clancy Games logo and all related Characters are copyright and property of Ubisoft Entertainment and their respective owners. The following Websites have permission to use my FAQ: - www.Gamefaqs.com - www.IGN.com - www.GameSpot.com No UNOFFICIAL Websites may use this FAQ. Do not bother to E-Mail me asking to use this FAQ on your Website, unless you meet specific requirements* as I WILL say NO! * I.E., not having a steady amount of bandwidth, visitors, or other conditions, which are subject to determination by me. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CS~--------------------------V. Credits------------------------------ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - The brave Soldiers currently in Iraq, and Afghanistan doing their jobs. - CjayC for posting my FAQ on his great website. - Ubisoft for releasing this excellent game, and many other excellent games, such as Rainbow Six, and the Ghost Recon series of games. ~END FAQ~