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    XBOX/PS2 Changes FAQ by VampireHorde

    Version: Final | Updated: 12/16/04 | Printable Version | Search Guide | Bookmark Guide

    Splinter Cell Pandora Tomorrow
    XBOX/PC to PS2/GC FAQ
    Authored by VampireHorde
    
    
    
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    INTRODUCTION
    
    
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    ThankS for clicking on the FAQ. The FAQ will give a detailed summary of 
    every change made from the far more superior XBOX/PC versions towards 
    the less powerful PS2/GC version.  
    
    This FAQ is written specifically for XBOX owners who also own a PS2 or 
    GameCube and are specifically looking to see if this version is worth 
    playing.  If you have not played SC:PT for XBOX or PC then DO NOT read 
    any further. There is a ton of spoilers in this guide and will probably 
    not make sense to first time SC:PT players.
    
    **I will point out all the additions, deletions, and gameplay changes 
    made for the single-player campaign only**  
    
    
    
    
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    MY QUICK REVIEW
    
    
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    Not much about SC:PT has been changed in any way.  Most of the missions 
    are exactly the same, all of Fisher's objectives are still intact and 
    all are completed in the same way as the XBOX/PC versions.  The one 
    main difference is an additional Indonesian jungle level that really 
    isn't all that challenging.  
    
    As a PS2/GC port, this version has been watered down tremendously and 
    is a little easier to beat. I do not recommend this version because of 
    the many load screens, checkpoints, and silly Mission Failures.  
    BUT as a lone game, this version is okay for a weekend rental.
    
    
    
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    THE CHANGE IN SCENERY
    
    
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    There were a bevy of additions, deletions, and gameplay changes that 
    were made to make the SC:PT single player campaign more accessible on 
    the PS2/GC engine.  And these "changes" are what I will point out in 
    what was edited in and out for the PS2/GC version.  
    
    All levels will be categorized as follows: 
    
    XBOX DELETIONS: this will point out what was removed from the XBOX/PC 
    versions and does not appear in any form on the PS2/GC version
    
    PS2/GC ADDITIONS:  this will point out what element was added to the 
    PS2 and GameCube and IS NOT included in the XBOX/PC version. Mostly 
    extra rooms are the main addition.
    
    GAMEPLAY CHANGES: this will point out any change of enemy behavior or 
    placement and item placement from the XBOX/PC version
    
    
    Let's begin!
    
    
    
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    LEVEL 1 TIMOR, DILI
    
    
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    XBOX DELETIONS:
    -The pipe leading down to the riverbed has been removed; Sam has to 
    basically jump down from the second floor
    -The broken door from where you first see Sadono has been removed; it 
    is now an open doorway. 
    -The door inside Douglas' room (leading to the room with the hostages) 
    cannot be opened.
    -The embassy courtyard has only one spotlight.
    -The alternate path with the pipeline leading to Ingrid's room was 
    removed.
    
    PS2/GC ADDITIONS:
    -An additional building with a rappel point before the split jump 
    tutorial has been added.
    -An additional enemy is watching TV in the room before jumping down to 
    the riverbed
    -An additional building was added to the left of the embassy gates.
    -An additional room before exiting the embassy to the courtyard has 
    been added
    -An additional room inside Ingrid's room was added
    -An additional guard is in front of the extraction point
    
    GAMEPLAY CHANGES:
    -The first enemy encountered is sitting towards you and are required to 
    shoot the lamppost to darken the area. (In the XBOX/PC version he is 
    sitting away from you)
    -There is cracked glass behind the sniper next to Ingrid's room
    
    
    
    **********************
    
    
    LEVEL 2 PARIS, FRANCE
    
    
    **********************
    
    
    XBOX DELETIONS:
    -All of the chairs and desks in auditorium are gone
    -The automated turret inside the storage room was removed
    -The upper walkway leading into the Body Processing Room with Francis 
    was removed; there is now an underground trapdoor instead
    -The escape route is still intact but ventilation shaft has no cold air 
    blasting through; Sam can basically crawl to the extraction point 
    without waiting for the door to be blown off
    
    PS2/GC ADDITIONS:
    -An added room before the file room with the masked guard 
    -An additional room before the auditorium
    -An additional room before computer room
    -An additional room before the upstairs lobby
    -An additional cinematic showing Francis' death
    
    GAMEPLAY CHANGES:
    -The computer in the server room has been moved to the opposite end
    -After disposing the guard near the first motion sensor, walk up to the 
    doorway next to it and use the Optic Cable.  Watch as two guards blow 
    themselves up near the wall-mine!
    -All the brains in the storage room look like big red turds
    -The guard inside the storage room without the turret now walks around. 
    (In the XBOX/PC versions the guard is at the other end messing with a 
    computer while a turret guards him.)
    
    
    
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    LEVEL 3 HESPERIA RAILWAYS PARIS-NICE
    
    
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    XBOX DELETIONS:
    -The man smoking inside the room where you emerge from underneath the 
    train is gone
    
    PS2/GC ADDITIONS:
    No additions were made to this level
    
    GAMEPLAY CHANGES:
    -The passenger inside the second room before Soth will exit and look 
    around when you get close to his door.  (In the XBOX/PC version he 
    never exits.) 
    -The train conductor stands next to Soth's front door after going to 
    the bathroom for a few seconds.  (In the XBOX/PC version he goes to the 
    bathroom and never comes back.)
    -The phone conversation dialogue between Soth and Sadono is mixed 
    around
    -The other helicopter on the roof doesn't shoot at Sam; Sam also cannot 
    stand when running on the roof towards the Osprey
    
    
    
    ***********************
    
    
    LEVEL 4 JERUSALEM
    
    
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    XBOX DELETIONS:
    -The rooftop path before meeting Dahlia was removed; a new path was 
    created on the opposite side
    -The room with extra ammo next door to the elevator was removed
    
    PS2/GC ADDITIONS:
    -An additional immobile guard near the chapel
    -An additional doorway after the area with the praying civilians
    -An additional doorway after Dahlia kicks the policeman
    
    GAMEPLAY CHANGES:
    -After getting the SC-20K, Saul opens a door to an upstairs room 
    leading to the split-jump alleyway
    -The walkway past the building with stained glass windows is blocked
    -Two guards patrol around where the elevator stops near the ND133 lab. 
    (In the XBOX/PC version there were 5 guards.)
    -A metal gate blocks the walkway leading to the room with ammunition; a 
    pipe is added to climb over metal gate
    -Fewer guards patrol the ND133 room
    -2 policemen patrol near the extraction point. (In the XBOX/PC version 
    there are four policemen.)
    
    
    ++LEVEL 5 1/2
    New level exclusive for PS2
    
    
    ***********************
    
    
    LEVEL 5 KUNDANG CAMP INDONESIA
    
    
    ***********************
    
    
    XBOX DELETIONS:
    -All the marijuana shrubbery is replaced with long grass
    -The first truck is gone; it's now replaced with a canopy
    -In the open area with 2 guards and their dog, the dog was removed 
    -All of the heroin scientists in the heroin processing room are gone
    
    PS2/GC ADDITIONS:
    -A ladder exit near the kickboxing guard
    
    GAMEPLAY CHANGES:
    -The sandbags near the landmine guards are placed differently
    -The doorway leading to Sadono's plane is closed; a new pathway is on 
    the left side with a metal gate and a pipeline leading to a balcony
    -Sadono has no bodyguards and walks alone
    -After speaking with the pilot, he opens the keypad-locked door for 
    you.  (In the XBOX/PC version, you had to neutralize the guard next to 
    the pilot and grab his satchel to get the passcode.)
    -The extraction path is on the left side of Sadono's office. (In the 
    XBOX/PC version, the extraction path is in the hallway on the right 
    side of Sadono's office.)
    -Only 3 guards hold up Sam near the extraction point
    
    
    
    ***********************
    
    
    LEVEL 6 SADONO'S SUBMARINE
    
    
    ***********************
    
    
    XBOX DELETIONS:
    -The invisible lasers in the room before the submarine command center 
    elevator was removed
    -The light switch near the command center entrance is gone
    -The sound effects of the submarine rising are removed
    
    PS2/GC ADDITIONS:
    -An additional turret guards the shack leading to the submarine command 
    center elevator
    -A trapdoor underneath walkway before the pulley has been added
    -An additional guard takes a smoke break near the submarine exit
    
    GAMEPLAY CHANGES:
    -After exiting out the crawlspace to the crates near the TV watching 
    guard, you cannot do a swat-turn to the darkened hut
    -The target practice guard does not sit down and instead stands near 
    the table and takes a smoke break
    -The health pack from when you exit the submarine to extraction has 
    been moved downstairs
    -There are only 3 shooters near extraction point.  
    -A barrel will ignite near the extraction point ladder for some reason 
    so tread slowly
    
    
    
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    LEVEL 7 TELEVISION FREE INDONESIA
    
    
    ***********************
    
    
    XBOX DELETIONS:
    -The metal fence near the TV station is gone; it's replaced with a 
    brick wall
    -The metal wire green house near the TV station was removed
    -The upper walkway to Sadono's studio is gone; it's replaced with a 
    trapdoor leading to the studio floor
    
    PS2/GC ADDITIONS:
    -An additional guard emerges from the elevator inside TV station lobby
    -New path to the sewers was added - a back to the wall element
    
    GAMEPLAY CHANGES:
    -The building with the lock-pick door before the TV station is now on 
    the second floor  
    -The TV station entrance gates are closed
    -Only two guards patrol near sewer entrance
    -You need to speak with Ingrid before she uses the retinal scanner. (In 
    the XBOX/PC version she uses the retinal scanner automatically.)
    -Neutralize two guards that emerge on the walkway after Ingrid uses the 
    retinal scanner. (In the XBOX/PC version you had to neutralize 5 
    guards.)
    -The helicopter on the roof isn't working.
    
    
    
    ***********************
    
    
    LEVEL 8 LOS ANGELES INTERNATIONAL AIRPORT
    
    
    ***********************
    
    
    XBOX DELETIONS:
    -The mirrors inside the bathroom are gone
    -The alternate path through the keypad locked door to the baggage area 
    was removed 
    -The security guard terrorist sitting on the chair in the baggage area 
    is gone
    -The pathway to Soth after the elevator stops was completely removed; 
    it's now a platforming element
    
    PS2/GC ADDITIONS:
    -Three additional security cameras near lower baggage were added
    -An additional cinematic with Soth was added
    
    GAMEPLAY CHANGES:
    -The terrorist's temperature color is green when using Thermal Vision. 
    (In the XBOX/PC version the temperature color is bright reddish-
    orange.)
    -You cannot do swat-turns at the upper terminal
    -Only 1 terrorist is guarding Soth, the other terrorist is the security 
    guard at the lower level before reaching Soth upstairs. (In the XBOX/PC 
    version two terrorists guard Soth.)
    
    
    -----------------------
    
    
    Because of some of the XBOX deletions, almost 25% of the alternate 
    paths from the XBOX/PC version had to be removed.  What this does is 
    make SC:PT for PS2 a carefully scripted linear game. 
    
    But anything I didn't mention means that the game is almost identical 
    to it's original counterpart so no complaints. 
    
    
    
    ***********************
    
    
    THE OVERALL GAME CHANGE
    
    
    ***********************
    
    
    These are some of the overall changes made in the game for the PS2/GC 
    version:
    
    -There is additional dialogue in most of the missions.  Some of the 
    extra dialogue is between Fisher and Third Echelon and some are between 
    the guards.
    
    -The planted landmines DO NOT pulsate when Thermal Vision is equipped.
    
    -When Fisher is sneaking near walls, the walls tend to "vibrate" or 
    "shake" like it's pulsating.  Why is that?
    
    -The SWAT-Turn is 75% useless here so there's no point using it 
    sometimes.
    
    -The Landmine defusing mini-game isn't as challenging considering that 
    you only play it on Level 5 (and one part of Level 6 in the PS2 
    version).
    
    -Any level on the XBOX/PC that had glass windows has been removed.
    
    -Whenever Sam uses the Optic Cable, he slips it in the corner of the 
    door instead of under.
    
    -You cannot change the Contrast or Brightness of the game in the menu
    
    -Night Vision is black, white, and gray and clear in the PS2 version.  
    The XBOX version is greenish and blurry; the PC version is similar but 
    clearer.
    
    
    
    ***********************
    
    
    After reading what I just mentioned, it's up to you to decide whether 
    or not to buy or rent SC:PT for the PS2.  If you own the XBOX/PC 
    versions, don't bother buying this. The additional PS2/GC-exclusive 
    level isn't worth playing (or replaying). Rent it first and then make 
    your decision.  
    
    As for me, I will not be seeing myself playing this version after 
    finishing this FAQ.  Thanks for reading.  E-mail me for any questions 
    or inquiries you may have about the FAQ or the PS2/gc version.
    
    
    ***********************
    
    
    This FAQ is only for use on GameFAQs.  You may not publish, link, or 
    copy this FAQ to your publication or website without permission. If you 
    want to use this FAQ, e-mail me at kroqjock@charter.net. I have no 
    problems with anyone who asks. June 2004.