Splinter Cell: Pandora Tomorrow Stealth Guide - v 0.98 1. Mission 1 - Dili, Timor 2. Mission 2 - Paris, France 3. Mission 3 - Paris-Nice, France 4. Mission 4 - Jerusalem, Israel 5. Mission 5 - Kundang Camp, Indonesia 6. Mission 6 - Komodo, Indonesia 7. Mission 7 - Jakarta, Indonesia 8. Mission 8 - Los Angeles, USA This guide attempts to give a perfectly stealthy method to complete Splinter Cell: Pandora Tomorrow. In my view, that means completing the level without touching or being seen by an enemy. Generally speaking, making it seem like you were never there. If anyone has any better ways to complete parts of the level, drop me a line: email@example.com I did it on hard mode, so it should work for normal mode as well. I know I took out quite a few lights in some areas, and I admit that makes it all a bit less stealthy. So again, if you have a better method, please let me know. This guide was primarily created so the message board would have a chance of making the top 10. It shot straight to first place, but sadly it didn't stay there. I decided to finish the guide anyway, at least to document my first full run of the game, but I can't promise whether I'll be keeping it updated. Naturally, everything in this guide is property of me, copyright 2004. Level 1 - Dili, Timor - 2 knockouts - 5 bullets. This level is pretty damn easy, but there are several sections where it's tempting to knock down some baddies to get ahead. It took me several hours, but I found a way to do the level with just one knockout, and just a few shattered light-bulbs. Area 1 Everything up to the first save point is a walk in the park. After the save point, walk down the ramp and put your back to the wall. Slide along the wall and perform the SWAT move when you get to the open section where you see the enemy soldier sitting on a block. Look to the left, around the fence, pull out your pistol, and shoot out the light. The soldier should get up and walk around the left side of the block he was sitting on. As he does this, slowly move around the right side of the block, and connect with the low fence on the left. Near the end of this fence is a fully dark area, where you can look back at the enemy. He should proceed around the corner, towards the light you shot out, allowing you to continue further along the path. Don't forget about the mines in the path ahead of you, stay to the right and crouch to take the safe path. After the next save point, jump onto the block, face towards the house, and jump again to grab onto a ledge. Move all the way to the end, and drop down. Go right into the alley, and jump. The game will explain how to get up to the top. Follow the only route available, and slide down the pipe. Follow the advice you get, and slowly go into the river. The guard patrolling the fire will stop near the truck to gaze out over the river. Once he stops doing this, slowly proceed towards the bridge. Once he's past the palm tree in front of the fire you can speed up a bit. Proceed along the river slowly so as not to alarm any native fauna, and get out of the water near the end. Walk along the paved path to the save point, and continue slowly towards the soldier sitting on the box ahead. Grab him, and proceed to the far left corner of the area, past the door of the house where another guard is located. Interrogate your catch in the corner, knock him out when you're done, and quickly run up to the pipe in the right corner and climb up to finish the area. Area 2 Climb up the ladders, and drop down onto the balcony. Go just around the corner, crouch, and put your back to the wall. Slide along to the right past the soldier with the binoculars, and let go of the wall. Carefully go around the corner and connect with the wall again. Slide past another guide, and wait by the shattered glass doors until Sadono leaves. Do the SWAT move again to get passed the shattered glass door. Let go of the wall, and proceed along the balcony towards the fire. Walk all the way to the edge, and the option 'Climb out' will appear. Climb up to the edge of the roof, go around the corner, and drop down. You can do this again on the next pipe there, to get to the next balcony, but since you might be seen by the guard on the balcony after that, the choice is up to you. Slide open the windows if you're taking the safe route, drop down quietly, and grab the guy who's beating up the guy in the chair. I wasn't sure what to do with him, but I'm pretty sure you have to take care of him in some way because of the cutscene that follows the conversation. I took out all the lights and dropped him behind the plant in the corner of the room. Choose either door, since both eventually lead to the stairs. The left door will have you crouching quietly along the right side of the room to avoid the guard you avoided earlier on when Sarano was around, while the right door will have you going slowly through a corridor, avoiding the guard on your right. Go down the stairs, and the patrolling guard should just be about to start his round. When he's past the fire, and starts walking into the far right corner of the room, follow his path, but stick to the left. Put your back to the container, and use the SWAT move to prevent being seen by the two guards who are discussing the map in the far left corner. Disconnect from the wall, and proceed to the far right corner. Grab the bottle, and go forward a bit so you can see the patrolling guard wait in the dark behind the pillar. When he proceeds, throw the bottle between the two pillars (in the direction of the double doors that don't open) in a high arc, and all guards should face that direction. Make a swift but quiet run to the end bit, and you should be ok. You can use the SWAT move again here if necessary. If they think they've seen something, just keep your speed up and chill out for a bit all the way at the end of the corridor. If not, just go outside into the checkpoint. The next section has a guard taking shots at you from the far right end of the courtyard. On the balcony to his right is the lady you're trying to get to. Line yourself up so there is a straight line between the shooter, you, and the little pillar / lantern on the right side of the courtyard. Use the pillar to prevent getting shot in the first bit, and simply stay in the light the rest of the time to make it to the other side. Open the door, go upstairs, and then go upstairs quietly. Be quiet so as not to distract the guy by the windw who was targeting you before, and sneak into the room to meet up with the lady. When you're done with her, hurry to the window, climb through, and rappel down the wall as quickly as you can. Crouch against the messy wooden fence to the right, and proceed forward. When the guard is as far away as he gets, postition yourself between the dented oil barrel and the ladder to the first switch you need to disable, closer to the barrel than to the ladder, in perfect darkness. When the guard is away again, take out the lantern on the platform at the top of the ladder. Use stealth to shoot out the two hanging lights along the path of the guard as well. You may need to follow him a bit to the far end of his path to get a good shot at the secone one, but I got to take 3 shots out it no probs. One of his buddies from the next section may come along, so go back to the spot between the barrel and the ladder, and the next time the guard leaves, climb up and disable the switch. Find a good moment to climb down, because the guard may see you while you're on the ladder. When he's back on patrol, go to the beginning of the alley, and wait for him to make his first stop. He'll turn around to look back, and when he turns again to move further away from you, go to the stairs on the left. Make sure you get to the stairs before he turns again, you don't have a lot of time. Go up the stairs, sticking to the left wall, and wait for the second guard to stop and stare away from you. Shoot out the third hanging light. When he's back patrolling again, and stares away again, stand up and shoot the lantern on the platform where the next switch is. Since it's perfectly dark now, you should have little trouble making it to the ladder and flipping the switch. Climb down, continue around the corner, and get to the boat and also the end of the level. Level 2 - Paris, France - 2 knockouts - 5 bullets Hurry down the ladder as quickly as you can, and drop to the floor. Shoot the lantern in the next area, and run to the end of the alley you're in. Go a bit around the corner, and shoot out the hanging light above the first guard. He should go up the ramp, which allows you to take out the first light against the left wall. He should start staring at the wall a little to the left of the light you shot, which again gives you the chance to take out one of the wall lights. He should patrol past the door into the first train carriage. Sneak behind him carefully and enter the first carriage. Go further down the carriage, and duck behind the last seat on the right. Take out the lantern on the barrels, and proceed quietly over them. Continue further into the train, and you should hear two guards talking. Proceed all the way to the end of the train, staying in the dark of course, but don't quite drop down onto the track yet. When they're done chatting, they should walk towards the start of the level. One will enter the doorway near you, so drop down onto the track before he sees you. Stay close to the train and he'll turn around and walk further into the train, away from you. Grab this first chance (all guards are currently facing away from you for a while) to jump onto the platform and speed down the passageway. Make your way to the fire and shoot the left water valve to create a safe path through. Open the door. The next room has 3 bookcases, hence 4 isles, with a lit passageway. Quickly speed past the first bookcase, skipping the first isle, and go right into the second isle to prevent being seen by the guard. There's a hole in the second bookcase which you can crawl through to get to the third isle. Crawl through when the guard moves past the second bookcase, and watch his movements. When he is well into the second isle, preferably with his head behind a bunch of books, speed it to the last isle, and take cover in the darkness. The guard should go to check the first isle, which allows you to quietly leave the room. The next room has 2 guards, and thankfully some lightswitches. Wait to the right of the entrance for the left guard to pass the middle of the far wall. Switch off the lights, and head to the middle of the room. Both guards should pass you on your right heading for the light switch, allowing you to get to the next door, and out of the room. There's nothing on the computers by the way. Pick the lock, and hug the lockers to get the checkpoint. For the next room, hurry to the far-left corner of the room, to where the desk on the left side of the room comes to an end. Take the last bit slowly, since the guards will already start coming in soon. The leader will proceed down the middle of the room, and send one guard to the left. When he sends the other guard to the right, along the path you took, and starts proceeding down the middle path himself, slowly go through the doorway, staying to the left as much as possible. You can go for it earlier as well, when the left guard is proceeding down his side of the room, whie the right guard is still near to the entrance, the choice is yours. I'm pretty sure you need to take out the next two guys. I've tried using smoke bombs, whistling, light shots, but they always kill me or the computer you need to get to. Since the sequence where you use the computer is pretty darn long, I have no idea how to create that much time without the guards seeing me. Also it seems as if any kind of attempt to distract the guards causes them to go for the crucial computer sooner. Other's Suggestions: "Brad Da Man" suggested doing a swat move to get across the doorway, and throwing a gas grenade in. "nibbles710" suggested waiting for them to start staring at the last computer, before runnning in and taking them both out with one whack from behind. I took one out as soon as I entered the hall next to where they are, since he's standing so close to the window it's easy to take him out. The other guy should spend some time being shocked and amazed, allowing you to zoom in on him and take him out too. Use the computer, save, and hide the bodies behind the computer you just used. Shoot out the desk lamp by said computer, and you should be ok as far as body-alarms are concerned. Hiding them at this time also gets rid of the guards in the hallway by the boiler room. Hurry out of the room, and take the second door on your left. Disable the alarm. Leave the room, go round the corner, and open the door to the next savepoint. Halfway up the stairs, there's a red light on the wall. It's a motion detector. Sneak past it carefully, and open the door at the top of the stairs. There's some guards shooting stuff, but most of them will leave shortly. One stays to patrol the area you're in. When he walks away, walk up to the double doors and pick the lock. It's a 4-stage one, so do your best. Hurry inside. Take the door on your left, and hurry to the near left corner of the room. The camera in the middle of the room doing 360 turns is the one that tends to see you. Use the computer. Leave, and go to the keypad across the room. Punch in the code you got (2457) and enter the room. You'll want the guard behind the glass to notice you, so jump about a bit by the door until he thinks he sees something. Place yourself across from the door. After he comes in and turns to his right, go through the door he opened for you. Stay to the right, but go slowly, since there's a motion detector on the left wall. Go through the door. At the top of these stairs, there's a camera and all kind of other ugly stuff. You can get at least halfway up the stairs before the camera noticing you. Stay to the right, pull out your cam-jammer, and aim and fire it at the camera. Keep the trigger down, and strafe around the corner, out of sight of the camera. Open the door, and wait in the darkness of the doorway for the guard you see to move to the computer on the reception desk. When he's there, enter the room, and move a bit to the left, into the darkness. The other guard, who was checking out a body before, will now head off to the corridor next to the door you came in through. The computer-guard will now move to check out the body. Quickly run up to the computer, use it, and follow the guard who went down the corridor. Depending on where he's looking (you should have some time) hide in the darkness in the corridor. When he steps up to the keypad, move in behind him along the left wall. After he leaves, punch in the code you got from the computer, and go through the door. Enter the doorway with the steam coming out of it, and switch to thermal or normal view. Stay on the left side, and you'll reach the controls for automatic gun turret. Disable it, and stay on the left so the guard doesn't see you. Quietly pick the lock, and go through the door. Wait for the door to close, and go to the section of the walkway by the door where there's no railing. Drop down and shimmy along the walkway. Switch between thermal and normal view to time your passage along the steam vents. They kill you pretty quickly if you don't watch out. Moving the camera exactly above Sam helped me get the best view to get past this. Shimmy all the way to the end, past the guards. They should leave soon, after which you climb up and go ahead. Don't worry about the bleeping sound, you'll be able to switch to normal vision well before you get to the wall-mine. Take the mine if you want, and go through the door. Climb on to the cabinet on the right wall, and you'll get a little cutscene. Climb into the space above your head and crawl through. Take a left, drop down, and talk to Francois Coldeboeuf. When the timer starts, don't spend too long chatting with him, and climb back into the hole in the ceiling you came out of. In the cutscene where you see the guards handling the explosives to blow up the door, you'll see a steam vent venting steam slowly next to them. Put a bullet in the valve on the vent, and the timer will stop. Make your way left through the crawlspace, and to the end of the level. Level 3 - Paris-Nice, France - 0 knockouts - 1 bullet Drop down through either hatch into the first carriage, or walk al the way to the end of it and drop down. Open the door, but be careful because there's a guard inside. Enter the carriage very quietly making sure you're in the dark, and use the binocs to look ahead to where the guard is. When he's in his far right position, looking to the right wall sipping coffee sneak into the open space in the baggage rack in the middle. When he's done his little round in his cage and starts staring at the right wall again, quietly sneak ahead around the left side and open the hatch. Move along further down the underside of the train. When you get to another panel, use your optic cable to look through. Wait for the guy to leave, and climb up. Shoot the light out, flick the switch to open the side doors, and then use the optic cable to look under the door, to the right. When the guard leaves to start his patrol, leave the room. Head left, and open the door that leads outside on your left. The person at the second window will leave after a while. The next person will finish his smoke, yawn, and fall asleep. From there one the passengers don't seem to be paying much attention at all. Climb back inside, and make your way to the next carriage. The service personnel person will have a chat with the person in the first room, wait for this to complete. When he leaves, go after him, but use the SWAT move to get past the first door. The guy you're looking for is behind the third door. Hack the computer like Lambert says, and start following them. You can keep your speed up as long as the next door has closed behind them, or use the optical cable when necessary. When you enter the next carriage you'll see a guard standing still. Stick to the right, and walk as far ahead as you can, behind the little bar area. Stand up (it's dark enough) and use your mic to listen in on the conversation. When Lambert and co are done talking, and two of the guards have left, walk away from behind the bar and towards the remaining guard. Sneak behind him and go through the doors to the last carriage. There's a ladder in here on your right (after the door that leads to the side of the train), climb up it, and open the hatch. Run your ass off all the way to the beginning of the train, and jump up to grab the rope when you enter the chopper's spotlight. Level 4 - Jerusalem, Israel - 1 knockout, 14 kills - lots of bullets Talk to the lady all you like, and head along the right wall. Go up the stairs and go right around the corner. The guard should be about to walk towards the gate off in the distance, go left around the corner when he does. In this alley, stick to the left to avoid being seen through the open door on the left. Stay by the left wall after this to sneak under the next lit-up window. When the cop who's patrolling the next area starts to walk away again, follow him, staying to the right side of the alley. Park yourself behind him when he stops and wait for him to leave again. Navigate through the darkness around the lights to enter the alley on the left, and stay to the left to minimize your exposure to the light. You'll come to a small courtyard with a cop and two Jews. You can easily sneak by them through the darkness, and if you want to play it totally safe, you can even wait for them to sit down first. Go to the far left corner, and wait for the cop to pass the Jews. Slowly proceed to the far right corner, and go left around the corner. The cop here shouldn't pay much attention to you coming around the corner, and start harassing some guy drinking OJ. If you're fast enough you can sneak around them in the darkness all the way around the left side of this courtyard, and wait in the corner by the fruit store. When the cop leaves, enter the store and go into the passage by the curtain. The next section is another section I think you can't get away without taking care of the 2 baddies. Even if you stay completely out of their way they'll notice you for some weird reason. So they have to go. I like to crawl up to the first one, stand up, and put a bullet in his head. The other one will turn around, turn around again, grab Saul, and turn around again. While he's doing all the turning you can get a lot closer to him and put a bullet in his head before he even thinks of pulling the trigger on Saul. Grabbing the first bad guy from behind gives you a cool hostage shoot-out BTW. Saul will give you your stuff. If you like you can talk to Saul again and have him help you pass some guards, which also includes a pretty neat optional sequence. Saul's route should keep you out of trouble, but keep a fair distance. When you've left the courtyard, hide behind the crates on the left and let Saul continue. A cop will appear, and leave again. Follow Saul ahead and into the alley on your right. I hid the body on the high level of the quiet place where Saul takes you. Go back the way you came but take a right to continue down the street you were in before. The cop might be back, so look out for him. Put your back to the right wall and shimmy past the light to prevent the guy sitting by the light from seeing you. Go round the corner, and down the stairs, and hide against the double doors on your left. There's a woman approaching in the distance, allow her to pass you, and resume your path. Down the stairs, to the right, and you'll see two guards in the distance. Wait for the guards to finish their conversation, and sneak after them. Stay around 3-4 metres away, and you'll be ok. Take a rest when you get to the first hanging light on the right, because one of the guards may turn around before going further down the street. Wait again at the lit-up sign on the left side, because the guard will look back again when he's quite a bit further away. Continue down the street after all guards have walked off to the end of the street. Continue down the street, stopping at the "Jaffa Gate" sign by the basket on the right, or the "Jesus Christ - Son of God - Resurrection" sign on the wall. The guards may move randomly after a while, so find a clear moment and continue to the end of the street. Another safe spot to hide is a little further down on the left. Take a left at the end of the street, but walk quietly, the guard there seems to be very sensitive. I stayed to the left to get through the light. When you get to the gate, take the pipe up on your right. Climb over the walls, and drop down at the end. Jump to grab onto the cable and swing across. Rappel down. Talk to the lady behind the fence. The fence will open to the left of you and you can go through. You have to follow her, but you can get really far away without failing any objectives for now. She'll walk straight down the street. Past the two people who are talking outside on the left, there's a street light with 2 types of lights in it. Shoot the right one, and you should have enough darkness to catch up with the lady. When you see the guard in the distance, wait for the lady to get to him. They'll start a conversation, and at a certain moment, the guard will turn around. Sneak in closer to them, and wait on the left, opposite the gate with the light shining behind it. If the last guard sees you, you can also stick yourself to the wall in the narrow passage before you get to him, and run for it when he's passed you. The guard will leave, after which you can follow the lady down the alley. When you get to the end of the alley, a cop may pass by. When he's left to the right, exit the alley and go left. The lady will stop, talk to her. She'll leave to go through the market stalls, but be careful, there's guard patrolling right through them. Wait for the guard to walk away, and sneak around the walls to your left. You'll come to a passage that leads around the market stalls. Wait at the end and resume following the lady. Go down the stairs in the shadows, and do the SWAT move several time against the rock sections. It doesn't matter if the guy who's praying is kneeling or not, he won't see you as long as you SWAT. Checkpoint. Go through the alley and keep your eye on the left. When you see the guard, and he starts walking, slowly continue along the right wall and hide by the first door. Wait for the guard to start following the lady. If he's following her, the best you can do is follow him. He'll stop after the first lit-up shop to walk back, so wait in the darkness and continue when he's past you. Speed through the light, so the guard at the end hasn't started his round yet. There's plenty of darkness to pull off the same trick again. After the next corner, there'll be some more conversation. Hide on the left side of the entrance to the area with the market stalls and wait for the conversation to finish. Follow the lady to the end of the street and talk to her. After the checkpoint, the guard should be heading down the alley on your right. Dahlia will head down the alley on the left. Wait in the darkness for the guard going down the right alley to return after which he'll start going after Dahlia, or until you see him taking a left and walking away along the far side of the square. Go down the right alley all the way to the end, sticking to the left wall. A guard will come out of the alley at the end, wait for him to pass, and go into the alley he came out of. Go down the alley, and climb up the pipe at the end. Enter the room quietly, and continue out of the doorway. There's two people watching telly on your right now, so stay well behind their chairs. Sneak to the window in the wall ahead, and look out. There'll be two guards patrolling the courtyard. When the left one is heading away from you, climb out of the window, and head to the rainpipe on the right. Even if the guards see you it shouldn't be more than a "I think I saw something!" Climb to the top, and make your way along the roof as quickly as you can. Rappel down at the end, staying in the darkness at the top to check for cops below. Dahlia should be on her way to chat up the cop in the alley below, but don't wait for her, start walking down as soon as you can. When you get down hide immediately against the opposite wall. If you need more time, you can do a rappel jump at the top of your descent without the guard hearing you. Even if he does see you, pick up the can a little further down the alley, and throw it over his head to make him turn away. Follow Dahlia, carefully sticking to the left. She'll run into another cop at the end of the alley, stay in the darkness to the left and wait for the conversation to end. The guard will stare at the left wall for a short while, before coming back and blocking your passage pretty much completely. Use the can in the alley to distract him, or put yourself against the wall on the right, and whistle. He'll come down the right side of the alley, allowing you to sneak past him on the left. Go through the door on your left straight away, or chill out in the alley to the right until he leaves completely, and go through the door. There's two doors to go through here, you can take the one on the right and explore freely and pick up some ammo, shockers and foils. I ended up with 4 of each. Take the left one to find Dahlia. Get in the elevator. Stop reading. I didn't know what to do at first when Lambert gave me the order, but I was quick enough to realize an order is an order, so I took her down. Not taking her down yields an earfull from Lambert. Position yourself in the middle of the elevator, looking towards the exit of course. Wait for the gate to open, and shoot the first guy with a shocker. The guy behind him can't shoot because he'd be shooting his buddy, so shock him as well when the first guy drops. Stay right where you are, a third guy will come round the corner after a while. Take him out too. Never mind about the bodies, there's no use in pretending you were never there now. Take a left and follow the walkway. Go down the stairs quietly, and go back, under the stairs. Drop off the side, into the crawlspace under the floor, and head to the left wall, where it's dark. Crawl along the left wall, behind the guard who should be standing in the corner. Wait for the patrolling guard to pass you and head for the stairs you just came down, and quietly go to the end of the crawlspace, hugging the left wall. Don't go TOO slowly though, because you'll need to be quick to get around the next corner before the next guard starts his patrol. Try to get up onto the walkway again, go towards the next guard, and immediately drop into the water on your left. The guard might think he saw something, but that's no biggie. If you get seen, you might try hiding under the walkway where you were before. You can watch the guard in the next room from here, and climb up when he's just gone round the corner. Don't forget to make sure the guard who's patrolling overhead is far away too. If necessary, stay in the water until the guards resume their normal patrols. You should stay to the left, with your back against the wall between the vertical pipes. The guard will walk in a square shaped route around the walkway. When he passes the corner that leads back to where you came from, carefully move around the pipe, and wait by the near side of the walkway, by the doorway. When the guard passes this point again, climb up, and go through the passage. There are two guards in the cage ahead of you, and there's one patrolling in the passageways far off to your right. Stick to the right wall, and wait for a patrolling guard to come by, and enter the passageway. Follow him, staying to the left of the alley, and keep following him after he takes a right. Stay with him, and hive against the shadowy section of the wall on the right. He'll stop at the end, turn left, and continue to walk away from you. Head to the corner he just left, and put yourself against the right wall. Wait for him to come walking back and continue forward. From this point onward, I just took everyone out because it just got a little to hard to handle. I have a plan for getting through the entire last section unseen, apart from the 3 guys that you have to take out after Lambert tells you to kill Dahlia, but I'll figure the details out later. Anyhow, once you get the virus, and make your way to the elevator (which should be a big deal with all the enemies lying dead on the floor) enter it, and you'll find youself back on street level. Shoot out all three the lights in the alley where you start, and proceed forward carefully. I now sincerely regret not pumping Dahlia full of lead. Anyhow, stick to the left first, and look forward, high up in the buildings. You'll see two people sniping you (if you let Dahlia live that is). Take 'em out. Now head along the right wall, go round the corner to the right, and the corner to the left, and look to the far left corner of the square. There's another sniper up there, take him out. Now you can stay along the right side and you should make it to the exit no probs. I promise to post a stealthier way for that last bit of Jerusalem after I've finished the game, I know it's possible, it's just taking too much time now. I'll be sure to kill Dahlia next time too.... Level 5 - Kumdang Camp, Indonesia - 1 knockout - 3 kills. You start off on a jungle trail. Follow it until you get to your buddy Douglas. Chat with him a bit, and use the line to glide down to the lower level. Crawl through the marihuana patch, and head for the darkness by the tent ahead of you. Crawl along the tent VERY carefully, and an enemey will come out of the tent to your left. He'll yawn, walk around, and sit down on the bench. When he does, carefully move past him, constantly staying close to the tent on your left. Another way is to speed past the tent (still crouching though of course). If you do this he'll do a longer patrol, but your timing will be great for the next section. When you get to the bottles on the floor, stop and look around the corner to check where the patrolling guard is. When he starts walking back into the distance, follow him, staying close to the truck on your right. When he gets to the end, go around the back of the truck, and find some darkness to hide in. If you went around the tent quickly before, the other guard should automatically be on his way back when you try to sneak past the truck. When the baddy starts moving back again, proceed to the barrel to your left, and you'll hear some conversation. Stand up behind the barrel and you can keep an eye on the talking enemies with your binocs. When the enemy starts resuscitating his buddy, stay on the left as much as you can until the option "Disable" appears on the screen. Disable the tripwire, and wait for the guard who was trying to fix up his buddy to come by. He'll start walking away from you after that, so follow him, staying to the left. He'll stop halfway, so wait by the tree / fallen tree combination. Continue following him until you see a fat tree on your the left. Hide in front of it, even if it doesn't feel like hiding, and he'll turn around in a clockwise direction, so he'll continue his patrol without noticing you. Continue along the left side, and disable the next tripwire. Weave your way through the trees on the left, and stop by the third rock. Wait for the next patrolling guard to come near you. When he heads back, follow him, staying to the left. Disable the trip wire, and continue following him. Hide by the tree and bush on the right. The guard will stop, turn around, and walk back, which allows you to sneak ahead. Keep to the right, and you'll find another wire to disable. Make sure the previous guard isn't too near, and continue past the little shack into the darkness. Stick along the right side and you'll come to a truck. Pass the truck, staying on the right, till the next checkpoint. Proceed to the door you see ahead on your left. Stick to the wall by the entrance and listen to the conversation for a bit. While they're still talking, enter the building and sneak to the left. Wait by the ladder for them to both have their backs turned to you, and climb up the ladder. Flip the switch at the far wall. The lights will go out, but the guards won't know why. Walk to the opening in the railing and jump up. You'll grab a bar which allows you to get to the middle of the plane. Drop down quietly (B) and drop off the plane to it's left rear side. Crawl around the wheel to the front and stand up to plant the explosive. If you're crawling and there isn't enough room to stand up nothing will happen when you select "Set explosive". Once you plant the explosive, a guard will come in through the door near you. Leave the building using the door on your left now, avoiding the 3 patrolling guards of course, and you'll hear another conversation. Walk through the opening in the walls, and quietly sneak to the left. Pass the barrel that's on fire and the guards will think they saw you. Quickly run back along the left wall, cross the opening you came in through, and speed along the right wall. Enter the guardhouse, flick the switch on your right, and flick the switch on the end of the desk to open the gate. Hurry outside into perfect darkness. If that doesn't work for you, do everything as above until you cross the opening you entered through. Stick to the right, and hide behind the last crate. Wait for the guards to resume their patrols, and find a moment where both the guard inside and outside are looking away from you. Enter the guardhouse, flip the lightswitch, and carefully flip the gate switch. It should be very dark outside now, so sneak out before the guard starts walking and hide in the darkness. Stay near the plants in the corner across from the guardhouse, and wait for a moment when the guard patrolling outside is walking away from you, preferably FAR away, and the guard inside is looking out over the area you want to get to. Sneak up to the outer wall of the guard house, and put your back against it. Slide along, and wait for the guard inside to start staring out of the door. Disconnect and continue into the checkpoint. After the checkpoint, get against the side wall of the guard house. When the guard inside turns away, continue along the path and get under the boarding on the left side. When the guard and his dog come, whistle while you're at the beginning of the boarding, and then quickly continue through it. Stick to the left, until you get to the tree with the box in front of it. Enter the tent to your left, and listen to the conversation. When they're done with their conversation, the right guard will walk away to the left, and soon after, the left guard will leave also. When he does, sneak up to the ladder and climb up. Take out the guy at the top of the ladder however you please, and use the zip line to get into the camp. Area 2 - Inside the camp Walk forward quietly, sticking to the right, or you'll be seen. Wait for the conversation to end, staying in the darkness by the house to your right. When the third guard has gone up the ramp (including Sadono) he'll stop at the end before starting a patrol there. Go to the platform in front of the house on your left to trigger this patrol. There should be a moment where the guard patrolling near you has just passed you going from right to left, and the guard patrolling up on the walkway has just turned around. Sneak behind the guard patrolling outside and head under the porch of the house to your right. Waiting for the patrolling guard to pass you going from left to right works too, but there'll be more risk from the other guard. Just find yourself a good moment to go for it. From this perfect darkness you should be able to proceed under the walkway until you see Sadono and one of his men again. Trail them carefully, until you've passed through the curtain and find yourself outside again. Head into the alley on your left, and do a half split-jump just before the end of the alley. Jump up to the window, and pull yourself in. Carefully sneak through the house, down the stairs, watching out for the guard in the room by the stairs. Go the other way, and outside through the door on your left. Don't go through too soon after Sadono does, or you'll be seen. Head forward and you'll see a house on your right. Sadono went through the house, but you'll want to take the outside route. Go to the right of the house and put your back to the wall. Stand up, and slide along the wall into the checkpoint. Sadono will have a chat with one of his men again, and then continue. Sneak through the darkness along the right wall, and wait for the patrolling guard to turn his back to you. Continue along the right, and climb up the rainpipe on the wall quickly. Once your at the top you'll be in the dark again. Slide along the right wall, keeping your eye on the guard downstairs making sure he can't notice you. Heed into the darkness at the end of the balcony (there's a sticky cam on the crate to your right here, if you need one), and proceed along the left to the clothes line. Go right at the end, and wait on the left side of the ledge, where the curtains are. Shoot a sticky cam on the wall behind the leftmost guard, and listen to the conversation to pick up the code (1492). You'll also notice Sadono is a wicked ventriloquist. Go back past the clothes lines and take a left. Drop down carefully when the patrolling guard is away and head completely into the corner on your right, back against the wall. Whistle to call the patrolling guard. He should come, and go, and then enter the building you just dropped out of. Head across the area to the far wall, behind the truck, and start heading along the wall to your right until you see the guard. Shoot something over his head against the wall to the left of the entrance to the next building. I used a sticky cam to make him leave his post. Hurry into the building, and climb down the ladder in the corner. Be very quiet while Lambert and co are still talking, because this guard seems to be have very good ears. When he walks away, walk ahead and quietly drop down. Go around the pillar and put your back against it. Keep using the SWAT move to get through the room. Don't worry, even the guard looking straight at the second passage won't notice you. Disconnect at the end, and wait for the guard patrolling at the top of the stairs to turn around and walk away from you. Go through the door. Head up the stairs, and flick the light switch. Navigate around all the people through the darkness, towards the door in the far right corner. It doesn't really matter if the white jackets see you, as long as you make it to the door without the guards seeing you. You should almost be at the end of the tables when the last white jacket turns around. I took the middle alley around the white jackets, and snuck into the far right corner at the end. Stay by the door you came through, and look at the lantern you can see at the through the doorway on your left, at the end of the room. When the patrolling guard stops by it, shoot it, and stick you back to the wall on your right. Shoot out the light to the right of the other doorway, and head over there. Take out the light on the wall behind you as well. If you were quick enough, the patrolling guard should only care about his shattered lantern, and start patrolling again. You should still be in the first room, with a clear shot of the light above the door the pilot is standing next to. Take out the light. Sneak up to the pilot, and talk to him. I can't believe the guard can't hear you, but oh well, whatever works. Also, there's a weird glitch here, where if you take out the light, the pilot will go all scared and crouch down. For some reason, he can't talk to you in this state. You can get him to stand up again by taking out the 2 guards (?!?!!) so in my opinion it's an ugly glitch. I'm not sure how to keep him stood up, it went right automatically the first time. And now the second time, I missed the light next to the pilot once before hitting it, which caused the guard next to the pilot to think he heard something. Maybe that's the trick, he's still stood up now in any case. Another possible solution, which I discovered in a later level, is to use the pistol instead of your rifle. After talking to the pilot, you'll have received a code for the keypad by the door (0623). Use the keypad, and go through the door. Make sure the patrolling guard is walking away from you and climb up the ladder. Go through the doorway, and give the guards some time to walk around the corner. Follow them, and wait for the covnersation to end. When all is clear, go round the corner and climb up the pipe on the left. Go between the two fences and continue along the roof. "Jump down" through the hatch at the end. You'll find yourself hanging from a pipe. Drop down by the wall to grab the flare if you like. Jump back up to the pipe, wrap your legs around it, and shimmy all the way to the end of the room. Don't worry about the flashing light, it's too far away. Drop down when you're past the pro-boxing champ and sneak past him, along the side of the water cooler. I waited for him to start coughing, but you might be ok at any moment. Checkpoint. There's a guard patrolling outside, and another gun turret in the distance. The patrolling guard walks a very long line, so you should have plenty of room to move around without being seen. Wait for the light coming through the doorway to go away, meaning it's gone fully dark outside. Sneak along the left very slowly, because there's a guard standing right by the doorway. Go through the fences, and past the windows, and wait quietly in the darkness by the gun turret controls. When the patrolling guard walks away, enter the house, and head to the right. Pick up the ammo on the desk if you need it. Open the next door, and go through. When the door closes, wait in the corner by the door. Find some good opportunities to take out the 3 lights ahead of you. The guards may come very close to you, but they shouldn't see you. Two above the passageway, and the one above the double doors. One good opportunity is when the far-away guard has turned the corner to walk away from you, and the nearby guard is standing by the passageway with the 2 lights on it. Another is when the far-away guard is going round the corner, and the nearby guard is patrolling the area to your left. I found the guards here made a lot of fuss about the lights without actually reporting anything. Oh well. Sneak up to the double doors through your self-created darkness and punch the code (1492) into the keypad. I like to sneak along the left and put my back against the wall by the crate where the searchlight starts. Then when noones looking you should have a clear run to the double doors. Go through the doors, and head right carefully. Sadono's making a lot of phone calls in the next room. Do some SWAT moves if you like to follow him. When he's done, he'll use the computer, and leave. You can watch him going through another door if you move back the first entrance to the room. When he does, take out the camera. Sadono may come back, but he'll just leave again, after which you can use the computer. Also, keep an eye out for the guard patrolling along the house outside. He may think he sees something, but you'll probably be ok. You're ready to leave now, so head through the corridor that leads around the house. Flick the electricity switch if you've seen the sequence before, else don't bother. Though I've read it also turns out some lights. Run along, and head outside. Open the door and you'll be lit up by the torches of two guards. Wait a moment, and they'll be attacked from the rear. Since this was a full out fire fight I figured I may as well join in, so I took out the three guys. Run into the distance to get to your extraction point. Mission 6 - Komodo, Indonesia - Just the 2 unavoidable fire fights. Area 1 You'll find yourself in a field, with a guard patrolling nearby. There's also a laser targeter in the are that you'll want to stay away from. Stick to the left wall until you get to a what looks like a crushed and almost flattened shack. When the patrolling guard comes as close to you as he ever will, and starts walking away, head along the left and climb onto the low platform by the house. Wait in the dark for the guard to walk away again, and head through the 'curtain'. Quickly proceed into the next room, and put your back to the wall by the doorway that leads outside. Hang out the side and take out the lantern. Quickly SWAT move to the other side, and wait for the guard to come and check things out. When he's gone, go outside. Sbeak a bit to the right along the house you came out of, staying in the dark, and whistle to make the stationary guard check things out. If you're not a big fan of whistling, there's an empty can in the house you just came out of you can also use to distract them. Speed along the left, climb onto the platform, and enter the house. Quickly exit the house through the other doorway, and slide along the right wall. Lean out again at the end, and take out the lantern on the floor by the left wall. Hurry over the shattered glass to the burning barrel, but don't enter the light. One guard should have gotten up to patrol. Once he's pretty much done, the guard who was still sitting down should leave. Once the first guard returns to his place sneak around the barrel and into the water. Never mind the dogs, just make sure the guard doesn't see you. After a while he'll figure the dogs are imagining things and he'll return to his buddy. Sneak out of the water and into the alley on your left. Jump up and do the semi-split jump to get into the window. Drop down off the ledge to your left, and exit the door. Be careful, because there someone doing some target practice outside. SWAT move over to the shack with the generator, and wait for the guy to finish shooting. He'll walk over to the table by the shack, and sit down. Exit the shack near where he's sitting, and stick to the left wall. Climb up the pipe carefully, and hang from the bar. Put your legs around the bar, and slide over to the end. Drop down and open the hatch you land on. Switch to thermal so you can see the security laser grid. You can watch the holders go up and down in night or normal visio as well, so use whatver works for you. Make your way through the lasers and go down the ladder, and into the checkpoint. Use the elevator to go down, and exit the elevator. It's light shootin' time. Take out all the long type lights you see. There's two straight ahead of you you should take out, and one in the first hallway to your right. Take out the light furthest away first, then the nearest, and then the one in the hallway to the right. Once they're out, sneak against the left wall of the hallway on your right, and slide beneath the huge picture of the ship schematics. A guard will come, and you can go through the door he opened for you. Quietly sneak around the machines, and grab the techie. He'll raise the sub for you, but the other enemies will find this suspicious. Watch the sequence until everything is explained, and then knockout your hostage. One of the guards may now be in the room with you, so when facing the freshly surfaced submarine, head to your right, with the techie's body. Stash the body in the corner to the left of the desk with the PC on it, and quietly sneak out of the room, staying close to the left wall. Slide underneath the picture again, and take a right. Follow the hallway to the door around the corner. Area 2 - Infiltrate the submarine Head up the stairs, and over to the light switch to the left of the door. Once the guard starts moving, open the door, and start following him. When he stops, hide in the darkness with your back against the wall on your left. When he walks back he should pass you. Continue along the walkway all the way to the lift at the end. Shoot the light in the lift, exit the lift to flick the switch next to it on the railing, and re-enter the lift. I took out all the baddies shooting at me, though I didn't get the idea they were hitting me. Get off at the end and take a left. Head all the way down the stairs and outside. Follow the walkway until there's no railing ahead of you. Drop down and hang from the side of the walkway to let the guard pass. Climb back up, and head to the sub. Climb down the ladder, and walk into the checkpoint. Climb down the ladder, and quickly but quietly make your way ahead, sticking to the right. Hide in the corner by the pipe with the valve on it and wait for the guard to pass. Immediately after he does, sneak around the corner he came from and head for the door at the end. Quietly go through. There's a guard in this room, but luckily, he's asleep. He's easy to wake up though, so very quietly make your way through the room, and down the ladder. If he does wake up, you can hide against the wall by the entrance. There's another guard in the next area, sitting at a table. Do a SWAT move to get to the other side of the doorway, and flick the light switch. Enter the room in the darkness, and go under the crawlspace on the right. When the guard passes you head for the door out of the room. Go through the next door, and wait in the far right corner. Move the camera so you can see through the glass in the next door into the hallway ahead. A guard will come round the corner, and enter the room you're in. He'll start messing with the controls, giving you a great chance to grab him. Pull him through the next door over to the retinal scanner and push his face into it. Take him and yourself through the door. As soon as you enter, quietly move you and your hostage to the near right corner of the room, behind the machines. The room should be clear of guards soon (with one focusing 100% on the periscope). Take out your hostage, and leave him by your feet. Head over to the right, and you'll be able to use the computer. Leave the room, and head right. Climb up the ladder, and the next one. A walkway will be lowered for you. Cross it, and you'll be noticed by a guard. Start picking up the goodies on the crate in the corner if you like, but be ready to shoot the guard when he comes up the stairs. Walk all the way down to trigger the next set of enemies. Run all the way back up to the walkway, and take out the barrels from up there. You'll know when you've got them all. Run down the stairs again, and past where the baddies were. Go down the stairs at the end, climb down the ladder, and complete the mission! Mission 7 - Jakarta, Indonesia - Just the one unavoidable fire-fight. Area 1 Talk to the pretty lady until she bores you, and climb down the ladder / jump down. Rappel down the roof, and drop down off the building. Head to the brick wall nearby on your right, and the raincoat standing under the light in the distance should start walking. When he turns the corner, go to where he was standing, and climb up the pipe to your right. Walk over the roofs, skipping the pipes on your left, until you reach an option "Climb out" at the end. Don't climb out yet though! From where you are now, you should be able to see the light bulb in the swinging light in the next alley. Take out the light, it'll break even if you put a bullet through the top of it. Climb out now, and climb down. Find a moment when the guard are away, and take out the big bright light on the wall on the left. You can only see the light from ground level more or less, so don't bother looking for it from the pipe. When the light is out, hurry to the left, and climb up the ladder. Climb up the next ladder, and onto the roof. Walk to the side, and jump to the zipline. Zip across, and enter the building. Jump to the pipe in the middle of the room, and slide down. Go to the doorway to enter the checkpoint. Speed is the key word for the next area. I used the scenario where one guard stays by the van, and the other one patrols the far-away area of this street, where we want to go. Go to the doorway, and shoot out the light on the outside of it. Head outside, and hide behind the bins to your left. Wait for a lightning flash, and stand up. When the patrolling guard had just started heading back towards you (he's REALLY far away still), pick up the bottle, and throw it a few feet ahead of the guard standing by the van, just a bit past the ticket stall. At least one guard should notice. The patrolling guard should just be coming into view now, and the van-guard should be interested in the section of street around the corner, with the gun turrets. Shout out the light in the corner above the ticketstall, and you should have the patrolling guard's attention. When he's heading into the street you want him to go, go ahead, along the left, and take out another light in the street with the turrets. That should keep them occupied long enough for you to make a run to the end of the street. There's a line that keeps you pretty much in perfect darkness at least until you're past the street you lured the guards into. Hide in the far left corner, and take out the lamp on the other side. Go over to where the lamp was and climb over the fence. Hide in the hanging garden type thing right in front of you. I had a lot of trouble with the previous area on later runs, so here's another way. This method has worked twice for me already. Come out of the doorway, and shoot out the light above the doorway. Hide by the bins, and take out the furthest away ilghts you can see. They should be the ones next to the gate you climb over a bit later on. Also take out the light on the corner, by the ticket stall. When the guards do their normal patrols, the near guard should walk by the ticket stall. Follow him, and hide behind it. When he passes by you again to walk back to the bins, you should be able to sneak ahead through the darkness, and wait until the next guard turns around. Follow the next guard (he'll stop, but don't worry) staying to his right, and sneak to the right wall when you reach the lights you shot out earlier. He should make a left turn, and walk back, which allows you to make it over the gate. Shoot out the lantern dead ahead, the type you've seen 20 of already in this level, and the big box-type light. Also take out the light of the pick-up truck you see on your 2 o' clock. When the guards ahead of you are walking away, head forward, sticking to the left as much as possible. Once you pass the bell tower hide by the end of the plantbox there. You'll be safe from lightning too. Your destination, a manhole with a ladder in it, is just around the corner of the gate in front of you. Wait for a lightning flash, and then make your way through the darkness past the guards behind it very carefully. Climb down, drop down and hurry into the next doorway. Put your back to the wall left of the next doorway, and wait for the patrolling guard to come along. When he starts walking back, follow him, but stop at the next doorway you encounter. Don't go too far, because there's a camera in the next room. When the patrolling guard enters a room all the way at the end of the tunnel, take out the light by the doorway you're sitting by. Take position in the tunnel so you can take out the camera in the next room. Hurry to the right of the doorway where the camera was. A guard will come and investigate. He'll look up at the camera, turn around, and walk away. Sneak through the doorway he came through and hurry to the ladder at the end. Jump up to it and climb to the checkpoint. At last. The next section is just pure fun I find, a welcome change from the hell we've just been through. After crawling up the ladder you should be nicely hidden behind some kind of receiver. There's a sniper in the middle, and some automatic search lights. To add to the fun, there's mines all over the place. You'll need to move around the sniper tower in a counter-clockwise direction, hiding behind crates and receivers as necessary. The first run is easy. Wait for the automatic searchlight to start moving away from you, and follow it. Switch to thermal before you run so you know which path leads you around the mines. Hide behind the next dish. When the searchlight goes back again, run and hide behind the crate. The next 2 mines are close together, which I why I recommend hiding behind the crate. When the light leaves again, proceed to the next dish. When the automatic searchlight and the sniper's light are both away (i.e. not staring at the fence) move to the fence by the sniper tower, so you have a direct minefree line between yourself and the fence. When the sniper looks away again, run up to the fence and climb over. Hide behind the electricity box to your right, so you can see the door. When the sniper looks away, run up to the door and pick the lock. Sneak through so you don't alert the guard in there, and hurry outside. Speed it to the left rear view mirror of the car (a bit further back so your head doesn't show), and put your back against it. The guard won't see you and you'll have time to listen to Lambert. When he's done, wait for the guard to be away from you, and hurry to the corner the car is pointing to. Climb up and wait again for the guards to give you a clear run. Run along the ledge, and do a half-split jump. Jump up to the ledge, and climb up onto the roof. The guards may see you, you'll just have to keep an eye on both of them. On the roof, you'll see a glass section, with a pole next to it. Shoot the damaged glass by the pole, and rappel down. The guard should stay where he is for a while, so use that time to hide in the dark corner nearby. The guard will walk all the way to the far end of the room, where we want to go. When he passes you, start trailing him to the end of the room. Hide in the darkness in the far corner and wait for him to leave. Proceed to the elevator and use it. Area 2 Carefully exit the elevator, and proceed to the corner on your left. You can see a guard ahead, behind some double doors, staring at you. When he turn away, proceed carefully to the next corner. Another guard is there, who should start his patrol soon. Proceed carefully to the double doors where you saw the first guard, and go through them. When you see the guard go round the corner, quietly tail him but don't follow him. Instead do a half split jump against the crates on your right, and climb up. Go through the vent, and you'll come to a studio type room. There are three guards patrolling this room, which makes it one of the tougher ones to get through. You should be safe all the way along the top level of the seats, as long as you move quietly. There's some curtains on the stage level, and behind them, in the far right corner, there's some perfect darkness to hide in. Our target is also in the far left corner of the room. You can look through the curtains with thermal vision. It's hard to give a fail-proof description, but I waited till all 3 guards to be in the far right corner of the room. Just before this, the hooded guard walked behind the left curtain, and game back around the far left. I threw the bottle as far into the far left corner as I could (using the left trigger) and made a quiet run for it. One guard came to the far right corner, and looked along the far wall, but he didn't see me in the corner. When he left, I went through the door. This method seems to work each time. Just wait for the hooded guard to make his round around the left and throw the bottle after he comes back to the drums. Another option is to use the beam running across the room along the center. You can jump up to it, put your legs around it, and make your way to the other side of the room. The downside is that you have to make a perfectly silent drop behind the drums. Thanks again to bobafettxbox for that one! If you use the optical on the door before going through, you'll see a guard enter the door all the way on the right of the opposite wall. This is just a waste of time, so open the door already! Hide in the darkness to your left, and wait for the guard to come out. You should have a line of darkness here that allows you to move the full width of the hallway should any guards feel like coming past you. The guard should move to the left door of the double doors behind you, so hide on the opposite side of the hallway when he passes you. Make sure the guard behind those double doors is also moving away, and then go for the door the guard came out of. Carefully go around the left side of the doorway and flick the lightswitch. Run up to Ingrid and talk to her as fast as you can. Follow her outside into the checkpoint. The guard in the studio should still be wondering what happened, so that's no problem. Ingrid will go through the double doors, and two guards will come from the left. When they've stopped and are facing away, sneak into the room and disable the gun turret. Proceed down the hallway, sticking to the right wall. When you come to the stack of boxes, shoot out the last long-thin-type light before the boxes. Go to that corner quickly, and look around. There's a light that makes your nightvision go pure white, so take it out. Make sure you miss it first, and the next guard will come to check out the second light you disabled. You can whistle, but the other guards will herar you as well. Hurry around the corner, and wait by the elevator where you started off. Even if you alarm one of the guards talking to Ingrid you should still be ok. Ingrid will come and use the scanner. Go through the door she opens for you and listen to her. Try to take out the light in the area you are now before the last guard you distracted comes back. I don't think he can come through the retinal scanner doors, but still. Go to the left, and take out the guards when they attack Ingrid. Snipe the first, and the second will run around to your side. I foiled him. Another will come on your side from your left, which can be sniped. Finally another will appear on Ingrid's side, so snipe him too. Make your way around the entrance of the room to Ingrid's side. Do it quickly and the guard standing there won't do much. Talk to Ingrid. Continue along the walkway and let Ingrid do her thing. Proceed along the hallway until you see an armored camera in the distance. Take out the light on the left, and move in closer. When you see the guard patrolling in the distance, find a moment to sneak by the camera along the left wall when the camera is looking away. Trail the next guard very slowly, because you can get heard very easily here. Sneak into the bar area on your right, and wait for the patrolling guard to pass again. Exit the bar area quietly, and sneak on through the room. If you're unlucky, the guard staring outside will turn his head and see you, that's just luck though. Climb the pipe against the wall, and shimmy over to the air vent. If you get seen here you can safely hide in the corner. Go through the airvent into the checkpoint. At the other side of the checkpoint, you'll find the studio where Sadono is making some recordings. There's a lot of extra guards, and a searchlight, but we can let them all live if we want. Drop down off the ledge you start on quietly, and proceed down the stairs. Do a SWAT move to make your way to the large crate by the corner. If you were quick enough the searchlight should be coming your way. Wait for it to leave, and proceed along the left wall. Enter the hallway on the right, and wait for the searchlight to leave the next corner alone. Head into that corner (a guard will probably think he saw something) and proceed around the left wall. Sadono should be ready to start the recording, and a guard will move closer to him. When he does, sneak through the curtain, and wait behind the map (floating hard panel-type wall) behind Sadono. When Sadono is done, he'll walk back a bit. Sneak around the map, and grab him. Take him to the corner of the room under the walkway where you entered the room, making sure the guards can't hit you of course. Put his face to the scanner, and they shouldn't shoot (they didn't in my case). The door will open, and you can go through. Pull Sadono over to the same side of the wall as the door you just came through is on. Stick to it and make your way through the corridor. The guards will follow you, but you should be able to hold them off with Sadono's body. Use the scanner at the end of the door (they still shouldn't shoot) and move outside. I got the idea they started hitting me here, so be careful. Make your way to Ingrid and the chopper, and it's mission complete! Mission 8 - Los Angeles, USA - 10 necessary kills The last mission, finally! Let's get going. Climb over the gate ahead of you, and crouch in the darkness by the low wall on your left. Sneak through the darkness, and wait for the Stoned Express truck to come by. When it has come to a full stop (a FULL stop, even walking into the back of the truck while it's moving may kill you) climb into it. The guard will chat with the driver, and you'll be transported into LAX. When the truck stops, drop out of the back. It should be dark there, but watch out for the patrolling guard & dog who may be near you. Using your thermal gear you can check guards out to see if they're terrorists. You'll definitely know the difference, because terrorists show up bright orange. Like the guy in the shack over there. Sneak through the darkness on the left, past the cones, and wait by the small window. Wait for the guard & dog to be at the farthest point of their route. When the guard inside is about to turn away from the large window to head for the small window, run around the shack to the darkness opposite the shack's doorway. Again, when the guard & dog team is far away, shoot the orange guard inside. Head through the door next to the shack. Another way, suggested by Bobafettxbox, is to climb up onto the shack, and shoot the guard through the opening in the roof. Great for extra style, and it doesn't cost anything extra! There's a cleaning lady working in the room behind the next door. Open the door, and flick the light switch on the right wall. Quickly sneak around the lady keeping some space between you, and enter the door a little further down on the right. Climb onto the sink on your left, and jump into the crawlspace. Go through the crawlspace as far as you can. And carefully jump down. Head along the left wall past a few boxes, and wait there for the conversation to end. One of the guys, the orange one, will walk around the boxes in your direction. Shoot him in the face. You can put his body in the far right corner, based on your view from the vent you came in through. To get there, sneak through the darkness along the right, waiting as necessary to not be seen by the patrolling guard. There's two conveyor belts here, get on the right one. Go through, and wait for the next orange person's conversation to end. He'll start patrolling, and will eventually wait between the two conveyor belts. Shoot him in the head. Time to take out some lights. Take out the long-thin-type lights above you to your left, so you've got a path around the left wall. The guy sitting in the light is next. Take the diversion cam, and shoot it against the short wall section that's sort of around the corner behind the orange guard sitting in the light. Whistle with the cam, and he'll come and check it out. Shoot him in the head, and put the body where you found the cam. Take out the big light that was shining on the last orange guy. A guard will come down. Proceed up the stairs, and start taking out the lights there. Start with the one up high, and then take out the ones to your left. You should have plenty of darkness to stay out of sight of the guard on your right. We need to take out the guard on the left, so do so if he becomes a problem. There are some machines in the last room on your left here, with a regular guard lying between some machines already. Add the orange guard's body to the pile. Go through the door between the cubicles, into the checkpoint. There should be a big stack of suitcases on the belt now. Hide to the right of them, so the guard staring at the belt doesn't see you. At the next turn, head right, then left, and you'll come to another window with a guard behind it. Stick to the left, and shoot out the light in his room with your pistol. If you use the rifle, he'll notice you. You still have to be careful going by him, because the light starts early, so time your run well. After that head for the door, go through, and head up the stairs. Area 2 You'll come into a waiting area for plane departures. A guard will start walking as you come in. Stick you back to the side of the people carrier to your left, and start making your way along it. Use the SWAT move as necessary. Wait at the end of the first conveyor for the guy you passed last to sit down. Quietly move to the next conveyor, and work your way along it in the same way. When you get to the end, another guard will show up and take over the first guard's duties. That's good, because it's the first guard we need to take out. Allow him to get to the door, waiting in the darkness at the end of the conveyor. When he moves to the keypad, sneak to the left wall while he isn't looking, because there's a patch of light there. When he's punched in the keycode, he'll come back to the door, and will slightly turn his back to you. When he pushes the door open, grab him, and go through the door. Chat with him in the corner, knock him out, take him out. Take out the two light in this hallway with your pistol, since you may alarm the guards ahead using the rifle. Don't worry about missing a few times, I know I did.... When the camera looks left, sneak around the right. Take out the last light and head for the transparent door at the end, and into the checkpoint. There's a guy working the phone in the next room, as well as an orange guard we have to take out. The guard will head for the right side of the room, and will walk around there a bit. Luckily for us, it's perfectly dark there. Sneak up to him any way you like, and grab him. Chat with him if you like, then knock him out. Carry him outside through the door on the left (sort of behind the phone guy) and drop his body by the raisable platform machine thing. Start taking out lights! Lots of 'em! First of all the lights in the middle of the path you're on now. Secondly, the lights at the end, a bit to the left, above the elevator. There's 6 or 8 of these vertical lights. These make a crapload of noise, but the guard and clerk don't seem to care. Never mind the red light and the armored camera. Make your way along the path, and down the elevator. Look pretty much straight down, over the railing on the left, and you'll see three orange guys on thermal. Turn around and go through the doorway, but be VERY careful because there's two camera's in the corners here. Use a chaff grenade to disable one so you can make your way to the wall with the elevator entrances. The rightmost elevator works, so head over there and use it. Go up, into the checkpoint Shoot out the ceiling of the elevator, and climb up. There's two black/yellow pipes leading up, take the one on the right. Basically, this is the only one you want to climb. You'll climb onto a small ledge, but you can climb right back onto the pipe you started on from there. Climb up, over the narrow fencing, and move to the other side of the pipe. Release, climb down, and you'll find yourself on top of another elevator. Be very quiet, because there's people in it. Pick up the ammo and sticky cam to your left if you like, and then crawl through the vent. Oh, if you haven't done it yet, try zipping allll the way down one of the elevator poles. It's fun! Though climbing back up isn't...so load up the last checkpoint. This next room was clearly designed for Sam, and not for the building or the people working in it. It feels more like a training level than anything else, but it's still a great room to go through on maximum stealth. You'll have to move slowly most of the time to not get noticed. To help to prevent getting seen, take out all the lights you can see from your position in the crawlspace/vent. Basically, you need to get to the ladders you can see on your left from your hidden position in the vent. There will be 2 maintenance type people, and one semi-guard type person. None of them really care about you, so you can just run around in the open and knock them out if you like. If you want a stealthy way, try this. Drop out of the vent, and shoot the big light on your right. Make your way to the ladder, and climb up. Go to the end where there's another ladder, and wait. When the patrolling guard walks away from the double ladders, and goes into the path on the left there, get moving. Climb down the ladder, and follow him. Hide on the otherwise pointless extra bit of walkway on the right, and wait for him to come back. When he does, continue to make your way to the ladders we saw earlier. If you climb up the second ladder, chance are you'll get pumped full of lead. I went round the corner to the larger part of the walkway, and started sniping the buggers from right to left. They didn't hit me once that way. After that, climb up the second ladder, drop down twice, and head in the obvious direction to the ND133. You win! ----------------------------------------------------------------------------- This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Copyright 2004 Alex van der Peet. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.