----------------------------TOM CLANCY'S-------------------------------

-------------------SPLINTER CELL: PANDORA TOMORROW---------------------

---------------------------MERCENARY FAQ-------------------------------

--------------------------BY DISCOSTU514-------------------------------



TABLE OF CONTENTS:

VERSION HISTORY

1.  INTRODUCTION

1a) Legal Junk
1b) What is a Mercenary?
1c) Objectives and Game Modes

2.  MERCENARY BASICS

2a) Controls
2b) Vision Modes
2c) Main Style of Play
	

3.  MERCENARY WEAPONS

3a) Frag Grenades
3b) Taser
3c) Mines
3d) Spy Traps
3e) Flares
3f) Phosphorous Grenades

4.  MERCENARY HINTS AND TIPS

4a) Killing Tips
4b) Staying Alive (Or, avoiding a broken neck)
4c) User Submitted Tips
	
5.  MERCENARY MAP STRATEGIES
	Coming soon...

6.  MERCENARY FAQ

6a) How do I do the quick turn?
6b) I can't find those stupid spies!  Where are they?
6c) How can I find opponents and teammates that are of
my skill level?
6d) Why don't Mercs have nightvision and thermals?
6e) Being a spy is so cool!  Why should I be a Merc?
6f) What is an aggro spy?	
6g) What is tag? 
6h) What is the connection between single player and
multiplayer?  (SPOILERS!!!!!!!!!)
6i) What is Spawn Killing, and how do I defend against
it?

7.  MERC MOMENTS

Send 'em in!

8.  CONTACT INFORMATION	


---------------------------------------------------------

VERSION HISTORY:

0.60: Initial version.

0.80: Added additions to every section and also added
"Sound Detection" entry to the Merc Basics section.
Also added the FAQ question about "aggro spies".
Maps coming soon.

0.81: Added a load of user-submitted tips and moments.
Thanks to everyone who submitted!

0.90  Disco Stu is back after a few months hiatus from
PT (Work, work, work...)!  A CRAPLOAD of new user
submitted material, plus, new uses for phosphorus grenades!

0.91 A few new FAQ questions, plus a few revisions on certain 
features.



1.  INTRODUCTION

1a) LEGAL JUNK

Simply put, no party, person or persons with the exception of
GAMEFAQs.com may distribute, post, or reproduce this FAQ 
in any way, shape, or form.  No party, person or persons can
take credit for this FAQ, or make a profit off of it.  Any of
the above actions is punishable by law.

Now that that's out of the way...

1b) WHAT IS A MERCENARY?

In Splinter Cell: Pandora Tomorrow's Multiplayer, a mercenary
is a member of the fictional ARGUS corporation, the team that 
is assigned to stop, by any means necessary (that includes 
killing) the SHADOWNET spies from stealing, sabotaging, and 
neutralizing the NDI33s.  In other words, your mission is to
teach those spies not to mess with what you're being paid good
money to protect, by, as the classic quote from "Apocolypse Now"
says, "Terminate with extreme prejudice."  This guide will help
you to do so. Just remember what Captain Obvious says: knowledge
is only a small part of it.  Only practice will turn you into a
truly deadly spy hunter.

1c) OBJECTIVES AND GAME MODES

Splinter Cell Pandora Tomorrow has 3 multiplayer modes.  Here 
they are, with the rules, objectives, and general tips for each
mode from the mercenary's perspective.

NEUTRALIZATION:

OBJECTIVE: Protect the NDI33s by being neutralized.

RULES:  To neutralize an NDI33, a spy must go up to it and "use"
it.  It takes anywhere from 10 to 20 seconds by default 
(depending on the map) to completely neutralize the ND133.  To
stop them, a merc must kill the spies before all NDI33s are
neutralized.  If a spy is interrupted or killed while 
neutralizing the NDI33, the countdown will resume from where it
stopped the next time a spy accesses it.

TO WIN:  Kill the spies until they have no lives left, or stop
the NDI33s from being neutralized until the time limit is 
expired.

TIPS:  Whenever you have them, set mines and spy traps in the 
vicinity of the NDI33s.  Don't put the mines in obvious places;
the spies will easily see them and shoot them or go slowly to
avoid them.  If you have a partner, spread out to cover large
areas (such as Vertigo Plaza) and continually patrol small areas
(Warehouse).  If a mine goes off and you don't see a kill 
message, search the area until you kill the spy who
set it off.  Keep close to an NDI33 at any given time; it doesn't 
take a long time for the spies to neutralize them.

EXTRACTION:

OBJECTIVE:  Protect the NDI33s from being stolen and taken
to the extraction point (usually the spy spawn).

RULES:  To steal an NDI33, a spy can simply go up and take it;
no "unlocking" is required.  After he steals it, he will try to
carry it to the extraction point.  A merc can put the NDI33 back
on its holder by killing the spy and running over it.  

TO WIN:  Kill the spies until they have no lives left, or stop
the NDI33s from being extracted until the time limit is 
expired.

TIPS: Once again, places mines and spy traps as in 
neutralization.  Also, the NDI33 will glow as the spy carries
it, making him easy to spot in the dark.  Be sure to get him
before he passes the "unpassable" area, since beyond a certain
point (once they get outside the building in Warehouse, to the 
helipad in Vertigo Plaza, etc.) the mercs are helpless to stop
them.  Remember also that no "unlocking" is required; the spies
can just go up and grab them.  Finally, the most important part
of extraction is that when an NDI33 is stolen, THE SPIES WILL
APPEAR ON YOUR RADAR LIKE WITH A SPY TRAP!  Use this to your
full advantage.  If you can't see them, use grenades or just
fire wherever they might be.

SABOTAGE:

OBJECTIVE:  Protect the NDI33s from being sabotaged.

RULES: Like Neutralization, except to neutralize the NDI33s,
they must place a modem in the vicinity of it.  The merc can
stop the countdown by shooting or removing the modem.  Like
Neutralization, the spy can continue where he left off if the
modem is destroyed.

TO WIN:  Kill the spies until they have no lives left, or stop
the NDI33s from being sabotaged until the time limit is 
expired.

TIPS:  The usual mines and STs as preventive measures.  Remember,
the spies only have one modem.  To get another, they must 
respawn or go to an ammo cache.  Don't remove the modem, as it
takes too long; just shoot it.  Also, it takes a bit longer than
in neutralization; the advantage is that the spies can defend 
themselves with all their fancy gadgets, especially if they team
up on you.  

For all modes, remember that spies can access multiple NDI33s at
one time.  If this happens, contact your partner and ask him to
get one while you take care of the other.  Teamwork, teamwork,
teamwork!

2) MERCENARY BASICS

2a) BASIC CONTROLS

I'll make this brief.

A: Use, or melee attack.  A melee attack is a great way to
fend off spy attacks at point blank range, but best used in 
conjunction with another device.  More on that
later.

B: Croutch.  Useful for placing mines and STs in unexpected 
places.  Also increases your accuracy, although you lose the
advantage of movement.

Y: Jump.  Quite useless for a merc.      

X: Reload.  DO THIS A LOT.  Whenever you the chance, reload.
Also, hold X for a few seconds to switch between burst fire
and full auto.

White: Listen in on enemy communications if a spy trap is 
active.  Very useful.

Black: Turn off waypoints for NDI33s and security alerts.  Leave
it on; you always should know where everything is.

Left Stick (move): Move your character.

Left stick (click): Inventory.  Press buttons while held or use
left stick to select a different item.

Right Stick (move): Look around or aim.

Right Stick (click): Hold for two seconds to snipe.  Press
Left trigger to hold your breath.  Useful for taking out spies 
from a distance, such as when they're zipping down the lines in
Vertigo Plaza.

Left Trigger: Fire secondary weapon; plant mines or spy traps.

Right Trigger: Fire bullets (duh).

Also, to do a 180 turn quickly, double-tap the left stick left
or right.  Useful for preventing neck breaks.  Doesn't work in 
smoke.

2b) VISION MODES

From now on, when describing Merc's equipment, I'll use a five
star rating system.  One star is useless, Five stars is a 
necessity.

MOTION DETECTION

RATING: ****

Kind of like the concept in the "Terminator" movies, Motion 
Detection is a great mode for spotting spies in the dark,
as they are almost always moving fast.  Few spies have the 
patience to sneak around slowly, or stay still for too long.  
The screen is bathed in red, but when something moves, a clear,
gray box appears around the object in question, giving you a 
clear shot.  Don't use your laser during this mode; it's not
easily seen, but your target reticule is.  Just remember, they
can tell your mode by looking at your visor; be patient and wait 
for them to move.

ELECTROMAGNETIC VISION

RATING: **

I don't find this very useful.  First off, even newbie spies
know that mercs are gonna use this mode once in a while,
and when you do, they can see your visor, upon which they'll 
usually wise up and turn it off.  Occasionally, you
can see spies through the ceiling tiles with this mode as they
usually don't suspect it, but not often, and as you're looking
up, you're way too vulnerable to spies who aren't using their
goggles.  If your spy enemies are level 1, this mode may work.
Some newbie spies (emphasis on some) don't know the level very
well, and will use their goggles to get around.  Against higher
level spies who know the map well, this vision mode is 
useless.

FLOODLIGHT

RATING: ****

Shines some light on the subject to help you see in the dark.
You can spot spies more often than not.  The only bad part about
the floodlight is that you're a human lighthouse to spies, and
they can often avoid you.  Because of this, don't use it too,
too often, especially if you're trying to surprise spies, 
such as when you have them in a spy trap.  The floodlight 
loses it's effectiveness as distance increases; it usually 
only works for about 10 meters.

LASER

RATING: ***

The laser is good for scanning rooms, as when you land the laser
on a spy, it "targets" them and puts a frame around them.
If you can keep a bead on him, the laser can target him even
in the dark.  Good for when the floodlight's range runs out, or 
when you don't want to be obvious with the floodlight.  Also,
if you target a fellow merc with a laser, the box will be red,
and it will flash HOLD FIRE in it, signaling that you shouldn't 
shoot your buddy.  I'm not sure if the laser increases your
accuracy or not; but one disadvantage you have with it is that
your reticle disappears, and your lose one vital ability, which
is...

SOUND DETECTION

Rating: *****

Not many people know about this, but around your reticle, there
are arrows that appear.  These arrows signify where sound comes
from, which is EXTREMELY useful in detecting spies.  Just be 
sure to keep an eye on your radar to make sure the sound isn't
coming from your partner.  The arrows work like so: An arrow
pointing down means that the sound is coming from behind; left
and right are to your left and right obviously, and an arrow
pointing up is in front of you.  When multiple arrows appear,
it's coming from a diagonal direction.  For example, if an 
up and right arrow appears, it's coming from in front of you
and to your right.  If you see an arrow behind you, and you
know it's not your partner, TURN AROUND.  It could be the 
difference between living and dying.  Also, when a cone on
the lower or upper side of the inside reticle appears (also
known as the INSIDER ZONE, (thanks to Nazgaroth), that
means it's coming from above or below, which is useful in
detecting enemies in multiple level situations, such as 
Sector 1 and 3 in the Warehouse.

The sound detection system is important.  Don't forget about
it.

2c) GENERAL PLAYING STYLE

Mercs are hunters.  They are very well equipped to dish out some
serious pain.  You have three weapons that can kill a spy:
your gun, frag grenades, and mines.  If you knock them enough
times with a melee attack, you can also kill them, although 
this is rare.

However, do not be fully aggressive!  The spies have an instant
kill option: the grab.  By sneaking up behind you, a spy can grab
you and instantly snap your neck.  Combine that with the fact
that spies can occasionally use smoke and flash grenades to 
hamper you, then run circles around you and grab you, and your
spy enemies are very, very dangerous.  There are a few ways
to stop this, which will be detailed later.

While spies can kill you, it is MUCH easier for them to go for
the NDI33s.  Spies can accomplish a mission without touching you,
so guard those chemicals!  Since camping is not advisable for a
merc, use mines and spy traps to do the camping for you.    

Mercs, like spies, work best in teams.  If you think you can 
take on 2 decent spies alone just because you have a gun and 
they don't, you are dead wrong.  Not only can they gang up on
you and kill you with neck snaps, you will have a lot of troubles
guarding what is usually 6 NDI33s just by yourself.  
Communication is important with your partner, and it is usually
advisable to spread out and report locations, status, and 
generally what you're doing.

Remember that moving is not always a viable option when you see 
a spy.  Moving, as in any Tom Clancy game or most other FPS games
for that matter, severely decreases your accuracy.  It's best to 
stand still and use burst fire when targeting a spy.  A few well-
placed shots can kill a spy, and headshots kill instantly when
they connect.

Now that you know how to play as a merc, let's examine your toys.

3) MERCENARY WEAPONS  

These are descriptions of the weapons.  The default "Fab Four",
The Frag Grenades, the Taser, the Mines and the Spy Traps, should
suit your purposes quite well; just be sure to switch around the 
positions of the Taser and Frag Grenades as explained later.

3a) FRAG GRENADES

RATING: ****

A grenade launcher?  Boy, aren't you lucky.  Grenades are good
for when you're within shooting range of a spy who is disabling 
an NDI33, but there are obstacles in your way, such as the boxes
in the warehouse.  Lob a grenade over there, and with skill
and a bit of luck, he's toast.  Grenades are also useful if you
know a spy is in a vent, and you can't reach him with bullets.  
If you have a spy trap active, and you see him on your radar in
a vent, surprise him and bag an easy kill.  Just be sure not
to kill your partner, or more importantly, yourself in the 
process.  

NOTE:  The frag grenades are set to the Y selection button by
default, which is always the first weapon you have selected.
Change it.  Many times, I have accidentally launched a grenade 
and killed myself when I intended to plant a mine or spy trap.
You may not be as stupid as I was, and if you actually do it,
you'll grow out of it with experience, but accidents do happen.
There is a far better weapon to put in the default position,
which is...

3b) TASER

RATING: ****

...this one.  The taser is your answer to winning head-on 
confrontations with spies.  It's a short range weapon, but that's
what it's meant to be.  When a spy comes running up to you,
pull the left trigger to launch an electric stream.  If it 
connects, it stuns him about as long as one of their sticky
shockers does, which gives you plenty of time to pump him full 
of lead until he goes down.  This is useful to prevent, the 
smoke/flash grenade trick that I mentioned earlier, as too 
often the spies will do so, and they'll be too fast for you to
use bullets alone.  Remember that spies can run a bit faster 
than you can (must be all that fancy equipment), so it's 
feasible for them to win a direct confrontation with the said
spy grenades.  When you use the good ol' taser, however, they
can't move a muscle.  This weapon is good to put in the 
default Y position, as you never know when a spy will surprise
you.

3c) MINES  

RATING: *****

Mines are a MUST.  Period.  Mines usually account for almost 
half of all merc kills in one particular game.  Place them 
in heavily trafficked areas, as well as around the NDI33s.
Use the Proximity mine, as the laser mine can be seen by
spies' thermal vision.  The only way to fool proximity mines 
is by moving very, very slowly as a spy, using chaff grenades
(which doesn't even work all the time), or just destroying them
altogether, which usually alerts you to their presence if you're
close enough.  The only downside, if you can call it that,
is that you only get three, not the usual 5.  Cheapskates!
As this is so, use them wisely.  The one advantage to dying
is that you get a fresh new supply for replacing to further 
hamper the spies' progress.

3d) SPY TRAPS

RATING: ****

Spy traps are another great addition to your arsenal.  The
concept is simple: spies run past them in a passageway that
they cover, and they're "tagged" with an invisible, 
indetectable dart, upon which you are informed of this, 
and they appear on your radar so you can hunt
them down and kill them.  Spies usually have no idea 
they've been tagged, which gives you the advantage.  
You have two options when a spy is detected by a spy trap:
direct assault, or surprise.  Usually, direct assault is 
advisable if they're in the same room as you are, but if 
they're attempting to be sneaky-sneaky, it's much more to
your advantage to get the jump on them.  Just be sure your
floodlight is off, or else you won't have much of a surprise.
Remember also that the spy trap only puts them on radar for
about a minute.  Kill them before they disappear. One more thing:
if the opposite wall is too far, a message will appear saying 
that the spy trap did not activate.  If this happens, go to it,
take it off with the action button, and plant it somewhere where
it will be more useful.  If you planted it successfully, a message
will appear saying "Spy Trap Activated".

3e) FLARES

RATING: ***

Flares are useful, but no more useful than the above devices.  When
you launch them, they stick to wherever they land (even the walls),
illuminating the immediate area around them for about 15 seconds.
They would be more useful if they were brighter, but you can only
see within a 10-foot radius of where the flare lands.  The one
saving grace of these is that you have 10 of them, so if you
"bunch" them together, a spy would wise to avoid that area if he
doesn't wish to die.  Still, not as useful as the above devices.

3f) PHOSPHOROUS GRENADES

RATING: *** 

Because of user submitted tips, the phosphorus grenades have 
a new rating!  The grenade produces a small green cloud, which 
makes spies that run through it "glow" green.  See user submitted
tips for great uses for phosphorus grenades!

4) MERCENARY HINTS AND TIPS

4a) KILLING TIPS

Number 1) USE MINES RELIGIOUSLY.  You can prevent a lot of bad
things from happening with these babies, and net yourself a few
kills in the process.  Plant them wherever spies usually go, 
and they'll be digging themselves an early grave.

Number 2) KNOW WHEN AND WHEN NOT TO STAND STILL.  You'll kill spies
quicker and easier if you do.  Granted, there are sometimes 
you'll want to move and shoot, like when spies start running in
the opposite direction (missing a few is better than letting
a spy get away).

Number 3) GET GOOD WITH GRENADES.  If you can learn to be 
accurate with your Frag Grenade launcher, you can do some
serious damage with those things.  Remember to lead your 
target if he's running, and remember also that you can
adjust the length by holding down the left trigger to
shorten or lengthen it.

Number 4) KNOWLEDGE IS POWER.  USE SPY TRAPS!  If you
know where they are, you can kill them easier.  Pretty 
hard for them to get the jump on you when they appear
on your trusty radar, now isn't it?

Number 5) USE TEAMWORK.  Your best weapon, next to your
own skills, is your teammate.  Protect him, and he'll 
protect you.  Communicate, and communicate often.  
You'll be much more successful if you're tight with
your partner.

Number 6) SWITCH TO BURST FIRE!  It may be fun to go 
full auto with your nifty rifle, but this is usually
not the best option unless you're at point blank range
(which shouldn't happen in the first place).  Switching
to burst fire mode by holding X for a few seconds will 
force you to fire a few shots at a time, which is 
almost always enough to kill a spy.  If you need auto
fire, you can achieve something like it by tapping 
the trigger rapidly, or you can just quickly switch
back. 

4b) STAYING ALIVE (Or, Avoiding a Broken Neck)

Number 1) STAYING IN ONE PLACE FOR TOO LONG IS 
ASKING FOR A BROKEN NECK!  Remember this!  
Camping does not work in this game!  Maybe on
Counter-Strike and other games like it, it does,
but not here.  Move around and you'll extend your
lifespan by leaps and bounds.

Number 2) DON'T LET THEM GET CLOSE!  Use whatever
means necessary to keep them at a distance.  The least
they can do from a distance is annoy you with their
sticky shockers.  The closer they get, the less your
chances are of living.

Number 3) USE THE TASER, LUKE!  The taser is a great
close range weapon to keep them in place so you can
kill them.  It also prevents them from moving to your
backside to put you into a permanent sleep.

Number 4) WHEN POSSIBLE, AVOID THE DARK!  The dark
is as scary for mercs as it was for you when you were
a little baby.  The spies can see you, but you can't 
see them.  And when that happens, you're practically
begging them to snap your neck.

Number 5) USE THE 180 TURN!  Do it often to check your
six quickly.  If you don't see anything, turn around. 
If a spy gets around you somehow, do a quick 180 to
force him to do some extra work.  And the more work
he does, the more time you have to kill him.

Number 6) USE THE WALLS!  Spies can't get to your back
when your back is to the wall.  Whenever you see a spy,
back up to the wall if you can.  The only way a spy
can grab you is to knock you from the side, which
automatically turns you towards where the hit came
from.  Corners are even better, as the above tactic
is useless in this situation.  One game, I was on the
stairs in the main office in Vertigo Plaza, and a
spy hit me about five times, trying to grab me.  
Thanks to the corner, I was able to taser him and
riddle his body with bullets.  Don't underestimate
the walls. 

4c) USER SUBMITTED TIPS

NOTE:  ALL USER SUBMITTED MATERIAL WILL
GO IN THIS SECTION (with the exception of merc
moments).  So, read carefully...there's some great
stuff in here.

Just wanted to give u kudos on the great faq.  
Plus i would like to put in my two cents worth.
On ways to keep your neck from getting broke is to 
me on stairs.  They are an uneven surface and spies
have to be on the same step to be able to grab you 
which means lots of dead spies.  Bad thing about 
some stairs is that good spies will take advantage
of the height they can get on you and jump on your 
head over and over and over....probably the most 
annoying thing next to the shocker gun.  Another
thing don't camp on stairs!!!!! As you said in your
faq camping gets you killed. In this case 
sticky cammed, which is not good(If you or your 
teammate are knocked out) go over to them and press
the A button it will wake them up faster but watch 
out for sticky cams around his body).  Just one big 
thing that is a merc killer is smoke.  If you get 
smoked charge thru smoke by running forward and 
hitting A.  Great for getting thru doors that have
been smoked.  I can not stress this one thing don't 
crouch like an idiot in a fight with a spy.  
He  will either jump on your head from the ground 
or knock u out with a strike attack.  When you wake
up you will be crouched ready to be jumped on 
again.  Only crouch when planting mines and spy traps.
Which brings me to mines and spy traps. Be creative 
with mines. Try to put them somewhere you wouldn't 
think they can go.  Just start tapping L and moving
the Right analog stick tell you have it placed where
u want it (my favorite mines are in museum you can 
actually put the mines in the vents under the ND133's
and they can't be seen).  Another mine i like is one
in the Warehouse.  When you spawn stay upstairs and 
go to the ND133 in the upper left corner. There is a gap 
in the railing crouch and fall on the box under it.  
Turn around walk under the catwalk fall onto the scaffolding
and plant your mine.  To be good with spy traps is to be a 
good spy.  Know all your entrances to the facility and 
think of where you would go and  put a spy trap there 
(also good when you are a spy to look for the spy traps).
Almost forgot.  When you tazer a spy let him fall to the 
ground and shoot him in the head once (saves ammo) or put 
a lazer mine next to him so when he stands up...Kaboom! bye,
bye Mr. Spy.  Well that is all i can think of right now. 
P.S. Isn't it Disco Stu from the Simpsons?

Yes it is.

Thanks to Capt. Kackle for the tip!

If a spy runs away from you and throws smoke gernades, 
you can easily see threw the smoke by turning on ur 
electromagnetic visor. But be careful, because if the
spy is to close to you, he is unseen in the eltromagnetic
view.

(Would make sense since spies have to use thermals in
smoke...I guess we found a use for the EMV!)

Thanks to Omega Blue for this one!

Phosphorous grenades arent completely useless. They are like 
combination of Smoke grenade and  flares, phosphorous grenades
are maybe better than flares. What do you do when you are a merc 
and a spy throws a smoke grenade?  Well you dont run straight into 
the cloud.  If you fire 10 flares into a line, spies avoid that 
area as long as the flares burn/effect. Also when a spy is colored 
by the green stuff he can be seen in darkest areas very easily, 
when spy runs from you he first usually tries to a dark area.  
He also leaves green foot prints and you can follow them to his 
hiding place. There was why spies try to avoid the green cloud 
best they can, this is useful to cut an running spy's escape route. 
You also cant see through the cloud unless you or spy has 
secondary vision mode on (EMF/thermal).

Example situation:: A spy managed to sneak to the ND133 and started
to decontaminate. luckily you are close enough to stop him. Right 
when the spy saw you he interrupted and started to run. You fire 
phosphorous grenades all over the place and the spy had all the 
routes cut by the green clouds and he had no time to wait them to 
disappear so he ran through a cloud. After a short time the spy lost
the merc but merc followed his green foot prints leading to a dark 
place under the stairs. He glowed and merc immidiately noticed the 
spy and killed him.  I give phospho. grenades a score of: *** 
(3 stars out of 5) Even if phosphorous grenades have some uses on 
chasing and tracking spies what are the cons? 
- They should do some type of "damage" like gas grenades, like slow 
down the spies' running speed.
- The clouds dont stay too long but longer than gas grenades.
- If a spy enters an area you cant go when you chase his tracks.
Notes::
- Every spy will or will learn to avoid the clouds.
- Always fire to the areas where the spy is attempting to run. Or 
fire direcly into him.
- Unlike flares dont use when you have lots of detected sounds. Use 
when you really see a spy.
- Phosphos are REALLY useful when you see a spy in an place where 
only they can go.  - Its recommended that you have motion tracker on 
when you chase a spy through cloud.
- When you see green tracks, follow them...
- ...And make sure they arent your own tracks :}

I like your FAQ and I enjoy playing as a merc alot more than a spy. 
Your FAQ  helped me ALOT on understanding the plus' and cons of merc
gadgets.  Keep up the great work!

Thanks to Larty!

Hey, I just read your Splinter Cell:PT faq and I was very impressed.  I 
have a question though.  I've heard of Mercs being able to flip a 
spy over their back when they are in a head lock.  I've never seen 
it done but I have friends who swear that they have both seen and 
done it (by accident).   I'm wondering if you know how to do it?  
It would certainly help solve the aggro spy problem.  I read on a 
forum board that some guy thought if you pressed UP and A when the 
spy grabs you that it would work but I cannot make it work. 
Please let me know if you have any info.

Unfortunately, no...but, if anybody out there knows, EMAIL!!!

Good FAQ,I learned some tips I would've otherwise overlooked,I have 
a few things I'd like to say,however,and a question that you 
hopefully will not mind answering.

I found you underestimated the Flares,and overestimated the 
Torchlight.  As you put it,the Torchlight makes you a "human 
lighthouse to spies", a good spy,or even a half-decent one,would 
pick up on your direction or even exact location just by seeing the 
cone of light coming from the visor,it does well in a tight spot,  
but I don't quite think it's worth a 4.

Flares,on the other hand,can be refilled with an ammo pick-up,and 
once it's launched,you can take cover behind barrels,crates,desks,
etc,and as long as your visor isn't exposed,you're practically 
invisible to spies who aren't using any special vision.  Also,in 
areas that are enveloped in darkness,  a spy might think twice 
about trying to sneak up behind you if you've got light all around 
you,as opposed to just in front.Although it ultimately depends on 
the level (they're handy in most levels,the only levels I would not 
carry them in are Vertigo Plaza and Krauser Lab),it's usually nice 
to have them since a good spy could avoid the sweep of a Torchlight.
They also make for a handy distraction or decoy.I've cought quite a 
few spies by launching a flare up vents or through dark hallways and
immediately switching to the Motion Tracking Device.  About the sound
detection,you said a mercenary could pick up noise from  their 
partners,this is only half-true.  I tested it out with a friend of
mine,the only way you can pick up noise from your partner is if he 
hits a fire extinguisher.  Running,firing shots,or even the ricochet 
of bullets will not register.If you already know this,it might be a 
nice idea to specify it in your FAQ.  Also,I couldn't help but notice
that you left out the bit about the"Insider Zone",which is 
*extremely* useful.When a sound is picked up above or below you,
the insider zone will flash either on the top or bottom of your 
reticle (it's hard to miss),this shows you if the sound is 
coming from above or below,and if only arrows register,then the 
sound is coming from the level you are already on.

Another thing you should mention,is that you do not want to be 
cought using the ElectroMagentic Field Device when you're tazed,
this will cause temporary loss of your entire HUD,once that happens,
you're pretty much rendered useless until it comes back.So it might 
be good to mention that you should use it with caution.

Now for my question,I thought the tazer to be a pretty handy tool 
in theory, once you catch a spy in it,he's dead,no doubt about 
it.  However,I've had direct conflict with a spy every time I've 
played (though that's quite obvious),and I've tazed them over and 
over and over while they were more or less directly in front of me,
and nothing happened, eventually,I tazed them to death,I have no 
idea how,but it happened.  I was wondering if maybe a spy has to be 
in a special vision mode to be electocuted, because the times I've 
used it,it has never worked,and I would very much like to be able to
use it properly (for the record,I am aware of it's exact range,
give or take an inch).

That's about it,I hope my input wasn't useless and annyoing,I'll be 
sure to watch your FAQ for updates.

Hmm...well, I'm not sure, but I think the taser is a buggy weapon, 
meaning that it works sometimes, and sometimes it doesn't.  
Hopefully, they'll fix on the next update IF it is a problem.  
Other than that, I'm not sure I have an explanation, 
except that it is an EXTREMELY close-range weapon.  

Thanks to Nazgaroth!

Here's a tip I discovered.. once in a while I'll forget my gernades 
are in slot and I'll go to plant a mine, if this happens, I hold the 
trigger down and click on the right thumbstick going in to sniper 
mode, it cancels the gernade throw by going in to "hold breath" 
mode. Thanks to Tom! Hey, great FAQ. I like it except for one 
problem. In your section over the Tazer, you said that the tazer 
only incapacitates them for as long as their sticky shocker.  
Not so, the tazer will incapacitate them for about as long 
as their spy cam.  This fact is pretty crucial to merc strategy. 
It's lead me to make a technique known as the Tazer Two Point Waking
Spy's Exploding Head Technique on the GFAQs message boards 
(longwinded yes, but I wanted a distinctive name for it because its 
probably the only time I'll make something and get to name it).  
The central technique in this is not shooting them the second you 
land a tazer hit on them. Rather, you shoot them as they wake up.
(pressing the white button while crouching next to them will allow 
you to talk to them while they lie on the ground I am told, but I 
have never been able to fully confirm this)  When they wake up, 
they will go through an animation of shaking their head, you need 
to shoot them during that.  (preferably in the head,  it saves ammo)  
This technique serves a dual purpose, it takes them out of 
commission for more than double the time as opposed to shooting them 
outright, and it also serves as negative re-enforcement for the aggro
spy (similar to a timeout).  And, most importantly, thank you for 
writing this FAQ, it says a lot about the Merc community that an FAQ 
came out for them long before one came out for the spies.

This is a useful technique, but use it with discretion; the time you 
spend waiting for the spy to wake up is more time the spies could be 
neutralizing the NDIs...nevertheless, useful.

Thanks to JEEF MAN!

Here's a pretty good tip I've found as a merc: in case you're ever 
up against a spy who uses flash bangs or smokes like no other, turn 
on your motion sensor.  Your motion sensor filters out the flash in 
the flashbangs, so that you aren' t blinded at all. Also, if a spy 
drops a smoke, you can effectively see through the smoke and watch 
the little box around the spy. I've gotten quite a few kills without 
being able to see a spy, simply because of the little box around him.
Also, I have  believe the laser to be an awesome tool,  and one 
that's not given enough credit.   I use it more than the torchlight 
nowadays (though I also use flares, so that makes up for it a bit). 
I love being able to look at one of the possible entrances a spy can
make and seeing a box pop up, letting me know where he is. Also, 
don't go so rough on the phosphorus! If a spy is stuck somewhere, 
but I can't get him, sometimes I use these if I'm out of frags. 
Sometimes hearing the little clink-clink-clink of a grenade will 
send a spy running into the open. I love it when I hear a guy 
complain about thinking that a phosphorus grenade was a frag.  

Thanks to Sabrewolf1986!


5) MERCENARY MAP STRATEGIES

Coming Soon...

6) MERCENARY FAQ

6a) How do I do the quick turn?

Double tap the left stick left or right.  Do this 
often, as explained above.

6b) I can't find those stupid spies!  Where are they?

Those spies are a sneaky bunch.  Instead, stay in the
light, and let them come to you.  Sooner or later, 
they'll have to show themselves, and if you're guarding
the NDI33s dilligently, you should be able to find 
them. Keep moving, though, so you can increase your
chances of finding one.  Be sure to also look in the
less obvious places.  Lob a few grenades into the 
vents on occasion when everything seems a little
too quiet.  Check the places where only spies can
go, but you can still shoot, such as the conveyor
belt in Warehouse.  And, in general, stay alert.

6c) How can I find teammates and opponents that are
of my skill level?

Use Optimatch and browse servers.  Check their level.
If they're the same level as you are, chances are they'll
be an even match.  Also, the better players tend to hang
out in ranked games.  If you're not concerned about that,
switch the Optimatch option to "Free" under the option
"Ranking or Free?"  

6d) Why don't mercs have nightvision and thermals?

That's a good question.  Maybe ARGUS was on a budget,
and the Motion Tracking and EMV were cheaper.  Or,
maybe the mercs wanted to look cooler.  (The real reason
is obviously gameplay balance, but this is a stupid
question anyway)

6e) Being a spy is so cool!  Why should I be a merc?

If you're asking that question, you're reading the 
wrong FAQ.  Seriously, though, you have a cool gun,
a grenade launcher, proximity mines with smart 
tracking, and a TASER!  Who wouldn't want a taser?
Also, it's good to be a merc once in a while, so 
people won't complain about you being a spy hog.

6f) What is an aggro spy?

Aggro spies are spies that have no interest whatsoever 
in going after the NDI33s, and try instead to kill the 
mercs with neck snaps and jump attacks using grenades, 
melee attacks, and their own speed.  Usually, it's 
not as fun to be up against an aggro spy, especially in
ranked games.  However, if everybody agrees to it before
hand, it can make for some really fun games.  I know I'm
taking it back after I said they were so bad, but that was
back when I didn't know a ton about Pandora Tomorrow, except
about how to be a great merc :)

6g) What is Tag?

Tag is a user invented mode in PT, usually played
in free games.  Here's how it works.  There are
3 spies and one merc.  The objective is a basic death-
match.  The catch, however, is that the
spies only have one life apiece, and the merc has
3.  It's called Tag because whichever person the merc
kills FIRST is "It" and gets to be a merc in the next
round.  If you're reading this FAQ, I hope you find
that it's actually not the end of the world if you're
"It", but, on the contrary, a great feeling when you 
single-handedly eliminate all spies.

6h) What's the connection between the multiplayer and
single player?

****************SPOILERS!!!!!!!!*********************
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If you haven't gathered by now, this is a spoiler.  
The purpose is to tell those who aren't exactly
clear on it after beating the game or are 
too impatient to wait to find out :)


In the later stages of the game, Sadono has threatened
to release smallpox in the US.  His "insurance policy"
(aka "Pandora Tomorrow", hence the name of the game)
is where if the U.S. attacks Sadono or tries to kill
him, he'll release the virus one day after the said attack
happens.  Naturally, it's up to Sam Fisher and Third
Echelon to stop Sadono.  When you gather the data 
from the sub in level 7, you find out that Sadono's smallpox
canisters are being guarded by (guess who?) ARGUS, aka, you.
Since they can't publicly send a strike team in 
to recover the canisters because of the confidential nature
of the operation, etc., Shadownet teams are sent in to 
recover the canisters so Uncle Sam (and Uncle Sam Fisher) can
get Sadono out of the way.  In other words, ARGUS mercs are 
helping the terrorists.  One aspect of this that doesn't make
sense is, why does the single player story continue when 
mercs are SOOOO good at killing those spies?  Perhaps Sam 
had to wait a few months and several hundred Shadownet teams 
later until they could finally get them :)  

*************END OF SPOILER**************************
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*************END OF SPOILER**************************

6i) What is Spawn Killing and/or Camping, and how do I
defend against it?

THE WORST THING IN MULTIPLAYER.  Yes I know I said aggro
spy before, but this isn't just in Pandora Tomorrow, it's 
an incredibly cheap tactic in ALL multiplayer games that
work like this.  Simply put, in games where players 
continually respawn (appear back in the game), Spawn Camping
is where the enemy hangs out around where they spawn and 
kills anybody who appears, leaving them little or no chance 
to defend themselves.  Examples of this type of game in which
this problem occurs include Return to Castle Wolfenstein, 
Battlefield 1942, Unreal Tournament, and many, many others.
In Pandora Tommorow, most mercs respawn in an area that is
accessible to spies, or near a place accesible to spies,
and it's even worse for mercs since most spy spawns can't be
reached by mercs.  If you're a spy, and you happen to be in
the same area as where the mercs spawn, that's Spawn Killing,
and is a mistake.  What's NOT ok is Spawn Camping, like I
mentioned earlier.  If you're a gamer with good etiquette,
YOU WILL NOT DO THIS!!!!!!  PLEASE!!!  As for how to defend
against it, it depends on two things: 1) if the game is 
ranked or not and 2) if you're hosting the game.  If you're 
in a ranked game, just let it happen.  Horrible, yes, but
the penalty for leaving a ranked game in Pandora Tomorrow is 
far greater than losing.  If you're hosting the game, simply
tell people that there is no spawn killing.  They'll respect
that, since you have the power to boot their asses out of the
game.  If you're not hosting, politely ask the host to make
a rule of it.  If you're in a free game, and people are
spawn killing, just leave.  Polite, no, but if they're spawn
killing, they don't know anything about etiquette.

7) MERC MOMENTS

This will be a user-submitted section, so send 'em
in!  See the contact information below.

Okay, I just read the whole FAQ, and it's pretty good,
and i'd like to submit something. So, once I'm playing 
on Mount Hospital, me and my best friend are Mercenarys.
He is sweeping, and i'm sorta off to the side, near him, 
but at the same time i'm not. He gets caught by a Spy,
and he yells 'HELP'! So, I rush to his aid, and as the 
spy is trash talking him, he says 'wheres your partner 
now?' So, my friend says 'right here' And i snipe him 
right in the head...Truly a moment to be remembered.

Thanks to "Me Be" (Am I correct on this?) for this
Merc Moment!

I have a mercenary moment for ya!

Me and my friend were playing on Warehouse, and we saw
no sign of the Spies yet. Me friend yelled, "They're on
the right rafter!"(You know, the one with the conveyor 
belt-thingy.) I turned on both my modes, but I didn't see 
anything. My partner launched a grenade, and got him, 
was on the catwalk that connects both of the upper catwalks.
I laughed when I saw his body fall, but then I turned to my
right, and I saw the SECOND Spy drop from the ceiling, and 
hit the bottom floor, killing himself. PRICELESS! Nice 
FAQ!

Thanks to Jackson May!

Okay I have a Merc moment. In Deftech Belew I was standing in the 
corner of the level letting the pupil adjust thing take affect to 
make everything brighter. Then I see in the middle of the level a 
spy jumps on a crate and so I zoom in right on his head. And you 
know how you can hear what the spy is saying when you zoom in on 
them? Well I notice that his goggles are looking right into my 
sniper scope and then I hear this over my headset, "Shit Dave I 
think he sees me!" so I put a bullet right between his 
eyes and nearly piss myself laughing. He yelled it real fast in a 
scared tone too but didn't move... It was still one of the funniest 
moments I have ever had being a merc.

A strategy is also that spies light up like a Christmas tree when 
they pull out their gun or fire a sticky cam. But you need to use 
the electro vision.

By the way my gamer tag is "Warthog 9". And you said that your 
skill wasn't that good so I figure we are even.

Thanks to Jim!

I've got a rather interesting merc moment if you're interested.

I was playing in the Deftek level (spelling error, I know, but 
I dont remember how to spell the name of the map) and it was 
during a Tag game.  After seven long and grueling minutes, it was
down to me, the mercenary, and the final spy on their team.  
I searched for him for four minutes before I located him on the 
catwalk where all the windows are, right in the middle.  I was at
the opposite end of the middle catwalk, where the dual Argus doors 
were, a distance far too great to shoot with anything but a sniper 
rifle.  So I aimed down the scope and proceeded to fire wildly at him.  
My friend sitting beside me was laughing, as I screamed 
"Why aren't I hitting him?" "It's because he keeps on dodging!"
"Dodge this!"   With that I went out of scope mode, raised my sight,
and shot my last grenade at him, truly a blind shot.  The grenade 
soared through the air perfectly and landed directly on him. 
That in itself was a fantastic shot, but the euphoric feeling that 
I got, after toughing it out for eleven minutes, down to my last 
life, and pulling a miracle shot that looked like something God 
Himself would do that won the game, was better than sex.

Better than sex?  Hmm...

Thanks to Reanimation!  

A merc moment:

I was playing on warehouse, infinant time and infinant lives 
for both sides (games lasted like 25 min, ugh), the spies had 
diffused the first canister, so I'm in sector 2, my teammate is 
not around, I'm by the top door on the middle, on the sector 2 
side, I hear a spy on the outside, so I walk up to the door to open 
it.  The spy is standing right there, seariously dead center, 
head on.  He reacted lightning fast, busted out his sticky shocker
and shot me, but not before I lobbed a grenade, my grenade hit him--
IN THE CROTCH--and bounced to the floor, just as the door closes, 
my health was reduced to about a half, but the kill message made me
grin, I killed a spy with a grenade to the testicles.

OUCH!  THAT'S GOTTA HURT!

Thanks to Jered!

I have two short little Mercenary Moments:
I was in the Warehouse with my partner, and we hadn't heard from the 
spies in a while.  I hop on the ladder and start sliding to the 
ground floor and it just so happens that the spy was climbing up, so 
I neutralized him, then unloaded into him.  Another time, I had just 
killed a spy in Deftech, waited for hid body to dissapear, then
counted to 10, and launched a long-distance frag all the way from 
the catwalk to the spies spawn point and I managed to hit the spy 
just as he respawned, it was greatness.

I was on the Watertank room (forgot the map name), the upper floor. I 
had a partner but I didnt have a good mic and he was far away. Then 
suddenly an spy managed to sneak into the ground floor and started to 
decontaminate. I was too late and the spy neutralized the NDI33. 
I switched to motion tracking and I saw a spy running away from the 
NDI33.  I zoomed in and tried to shoot him twice, I switched to auto
fire but he was so freaking fast doing those running somersaults, he
didnt know I had motion tracker so he tried to throw gas grenades for
nothing. I strafed around the upper floor shooting down at him but 
then he ran towards the stairs to the upper floor and he was under 
the platform so I couldnt continue to hunt him. I jumped down and 
took alot of damage. Once again I tried to gun him down but hit just 
a few shots. He ran up the stairs I following him and I hit 3 shots 
in the back then he was out of sight...Again. I thought he ran to 
the entrance. I didnt see motion anymore I thought i lost him, but 
then the idiot shot me with sticky shocker and he was above that 
little platform of the pillar. after he shot me he ran away 
and I thought he was gone again, but then I put on EMF and I saw 
him in the air went and he forgot his visor was on! Finally I gunned 
him down after his wortless efforts to run away again.  After all 
this I pressed F5 (chat to all players) and typed. "chasing you was 
like chasing a ghost" That was the best moment I have ever 
encountered, It was so exiting, but the hunt could have been 
more fun if it was longer!

To quote Nelson from the Simpsons, "The Hunt...is on..."



Thanks to Larty!

 
8) CONTACT INFO

I will put my email address out there for you to
send your own cool merc tips, but I have a few
rules.

-Any email without the subject "Mercenary FAQ",
"Merc FAQ" or the like will be INSTANTLY DELETED.  
If you wanna talk, talk about the FAQ.

-No complaining or telling me how the FAQ sucks.
Only constructive criticism if you must complain.

-Don't ask me for a friend request.  If you
wanna play with me (be warned, my knowledge far
exceeds my skills, so don't expect an expert),
my gamertag is Disco Stu514.  Use the Xbox
Dashboard or read the Xbox manual.  If you give
me yours, I'll look for ya.  :)

-Any crap (insults, spam, etc.) won't be read,
even if the subject is correct.

Anyway, now that that's settled, my email is
Discostu514@yahoo.com  Send in your submissions;
credit will be given, just include your desired
name (don't make it dirty, though).

Hoped you enjoyed the FAQ!