T O M   C L A N C Y'S

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              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! The reason behind this is the fact
that some people are too lazy to go to GameFAQs to get the latest
version of my FAQ, and when readers E-mail me, it causes problems.
For example, in one of my older FAQs, someone told me that my FAQ
was wrong about a certain topic, where as it had been corrected
about two months before, so I decided that I shouldn't let people
host my FAQs when they can't keep them updated. It's not my job to
send out a Zip file every time I update a FAQ, to two or three other
hosts.

* 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~