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    FAQ/Walkthrough by sparksmf

    Version: Final | Updated: 07/06/06 | Printable Version | Search Guide | Bookmark Guide

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                            Splinter Cell: Pandora Tomorrow
                                Copyright 2004, Ubisoft
                          PS2 Walkthrough and Strategy Guide
                       Written by: sparksmf (sparksmf@yahoo.com)
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    Glossary:
    000 - Introduction
    010 - Characters Of The Game
    020 - Basic Controls
    030 - Weaponry/Helpful Gadgets/Items
    040 - Guide Layout
    100 - Dili
            101 - Beginning Docks
            102 - Empty Houses
            103 - Sam's Pleasant Disposition
            104 - Near The River
            105 - On The Other Side
            106 - Make A New Friend
            107 - Outside The Embassy
            108 - Meet Shetland
            109 - Inside The Embassy
            110 - A Spotlight For Sam
            111 - Time To Leave
    200 - Paris
            201 - Train Station
            202 - Books And Computers
            203 - Three Suspicious Guys
            204 - Bomb Time
            205 - Motion Detectors 101
            206 - Sam's First Wall Mine
            207 - Double Trouble
            208 - Mmm, Brains
            209 - Into The Vault
    300 - Paris-Nice
            301 - Train Landing
            302 - Another Complication
            303 - Let's Find Soth
            304 - Move Out
    400 - Jerusalem
            401 - Peace And Love
            402 - Empty Cafe
            403 - A Proper Gun
            404 - More Policemen
            405 - To The Church
            406 - Rendezvous
            407 - Time To Move
            408 - More Sneaking
            409 - Even More Sneaking
            410 - An Unfortunate Order
            411 - Fifth Freedom
            412 - Waterways
            413 - Lambert's Humor
            414 - In The Streets Again
    500 - Kundang Camp
            501 - A New Day, A New Outfit
            502 - Campfire
            503 - Down The Rabbit Hole
            504 - Meet With Shetland
            505 - Camp Exploration
            506 - More Mine Disabling
            507 - Hidden Airplane
            508 - Watchtower
            509 - Trail Sadono
            510 - Super Stealth Time
            511 - Underground Area
            512 - Meet The Pilot
            513 - Fresh Air Again
            514 - Shooting Practice
            515 - Trail Sadono...Again
            516 - Phone Tapping
    600 - Komodo
            601 - A Rough Start
            602 - Shooting Bottles
            603 - Find The Technician
            604 - Travel To The Sub
            605 - Enter The Sub
            606 - Sweet Dreams
            607 - Grab A Buddy
            608 - Exit Stage Left
    700 - Jakarta
            701 - On A Roof
            702 - Lightning
            703 - Satellite Dishes
            704 - Inside The Studio
            705 - Follow Ingrid
            706 - Surprise Assault
            707 - Find Sadono
            708 - Sadono's End
    800 - Los Angeles
            801 - Into The Truck
            802 - The Parking Lot
            803 - Guards And Cameras
            804 - New Guys
            805 - Baggage Check
            806 - Waiting Area
            807 - The Lobby
            808 - Off The Elevator
            809 - Almost There
            810 - Catwalks
    050 - General Tips
    060 - FAQs for Pandora Tomorrow
    070 - Conclusions
            071 - Final Review
            072 - Contact Info
            073 - Disclaimer/Legal Stuff
    
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                                  000 - Introduction
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    When I tried to look up advice for ways to get past certain areas, I noticed to 
    my dismay that there were no walkthroughs for the PS2. I also noticed while 
    playing the game that a few things are different between the PS2, Xbox, and PC 
    version. Therefore, I have taken it upon myself to write a full walkthrough for 
    the PS2 version of Pandora Tomorrow!
    
    I have not played Splinter Cell for very long, so I am not well acquainted with 
    the history of it, but my Dad reads all the Tom Clancy novels, so that's good 
    enough, right? Most people who know me are thinking, but wait, you don't play 
    any shooting games! Well, not true people! Alien Resurrection was my very first 
    one. It was pretty cool but I needed the invincible code to get by, considering 
    that I was about 12 or so at the time. Then came Alone In The Dark: The New 
    Nightmare for me to try. And it SUCKED! The graphics, sound, and controls were 
    awful. I couldn't make it past the first door as the woman, and as the guy I 
    could only travel past the garden area, only to be eaten by the attack dog. So 
    yeah, that put me off for awhile. But enough of my rambling--along came this 
    Splinter Cell game and I am once again happy.
    
    I must immediately make it clear to all that this walkthrough will have some 
    major spoilers in it, so watch where you look.
    
    That said, let's get on with the rest already...
    
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                             010 - Characters Of The Game
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    Sam Fisher: The main character of this game. He has a distaste for humor but 
    will occasionally give a few witty comments of his own. Sam is always itching 
    to kill the baddies instead of knocking them out, it seems. He is the best man 
    for any stealthy job out there.
    
    Lambert: Your main link to the outside world for all the game. He often barks 
    out some instructions for Sam (which he is usually reluctant to follow). 
    Lambert knows best though, so it's wise for you to do what he says. Whenever 
    you have a game over, Lambert's angry voice quickly becomes annoying.
    
    Grímsdóttir: Her name says it all--she's a rather grim lady. But she provides 
    invaluable technical information, as part of her team of programmers that will 
    often help Sam while on a mission.
    
    Brunton: Part of SHADOWNET. You will occasionally hear him give some sort of 
    feedback while talking with Lambert.
    
    Shetland: Sam seems to know him quite well. A friend from the past in other 
    words. You'll meet up with him eventually.
    
    Soth: A strange man with a jaded past. He now has a fake leg as a result of a 
    'disagreement with a landmine' as Lambert puts it. Who's he working for?
    
    Dahlia Tal: Another peculiar character. It's unclear where her loyalty lies. 
    She's part of the secret police in Israel, but acts like a defenseless woman 
    to fool guards in the streets.
    
    Sadono: The Indonesian Guerrilla Leader of the organization DARAH DAN DOA. He's 
    ruthless and operates a militia that holds thousands of soldiers.
    
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                                 020 - Basic Controls
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    - Walk/Run: Tilt the left analog slightly for quiet movement and more to run
    
    - Move Camera: Tilt the right analog stick
    
    - Zoom: Tap R3 (right analog stick) to zoom in and see stuff
    
    - Pause: Hit Start
    
    - Goals/Notes/Data/Inventory: Hit Select
    
    - Crouch: Circle
    
    - Roll: Circle while moving (must be standing up first)
    
    - Switch Weapons: Square
    
    - Quick Switch: Press the directional buttons
    
    - Action Button: X
    
    - Mantling: Press triangle and move forward
    
    - Climbing: Press forward
    
    - Close Attack: Run up silently to the enemy and press R1
    
    - Move Against Wall: Tap L3 (left analog stick) while near a wall
    
    - SWAT Turn: While against a wall, press X to run to the other side
    
    - Aim Weapon: R2
    
    - Fire Weapon: R1 (must press R2 first)
    
    - Whistle: L2
    
    - Shimmy: While on a ledge, move the left analog to go across
    
    - Zip Line: Stand under the zip line and press triangle to reach it
    
    - Wall Climb: Go between two close walls and press triangle repeatedly
    
    - Legs Up: When moving across something, press triangle to bring up his legs
    
    - Drop Down: When moving across something, press circle to drop down (attack)
    
    - Night Vision Goggles: Left Directional
    
    - Thermal Vision: Right Directional
    
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                         030 - Weaponry/Helpful Gadgets/Items
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    Pistol: Your basic weapon. It doesn't make much noise and it also has plenty of 
    ammo, so it's ideal for shooting out lights.
    
    SC-20K: Ah, here's the big toy. You can't do as much with it when moving about 
    (for example, only the pistol can be shot from around the corner or while Sam 
    is climbing). However, it comes equipped with several neat additions, as part 
    of its multipurpose launcher: (note--you MUST press L1 for this to work)
    
            - Ring Airfoil Projectile: Use this if you wish to incapacitate your 
              enemy instead of killing them (it's better to aim for the head)
    
            - Smoke Grenade: A self-explanatory function. Shoot out a grenade that 
              will release smoke and conceal you and confuse enemies.
    
            - Sticky Camera: A small camera which is capable of zooming around--
              perfect for sniping. Also comes with night and thermal vision modes.
    
            - Sticky Shocker: A shot of this to an enemy will give incapacitating
              shocks. Fired in a pool of water will neutralize multiple enemies.
    
            - Distraction Camera: Use this to attract enemies elsewhere away from 
              you and then watch as they become incapacitated from a gas released.
    
    Gas Grenade: Just your standard canister that can potentially knock out people.
    
    Flashbang: A more powerful grenade with a blinding effect.
    
    Chaff Grenade: It will disable electronic devices upon impact, including Sam's.
    
    Frag Grenade: Your standard explosive. Pretty self-explanatory.
    
    Wall Mine: A motion-sensitive device that will detonate when an enemy walks by. 
    To pick it up again, wait for the green light to appear.
    
    Bottle: Most people don't know that you can use bottles for stuff. The first is 
    that it can serve as a distraction noise when thrown away from Sam. It can also 
    be used to knock out enemies when used properly, or at least semi-stunned. Be 
    careful though, as sometimes you may pick up a bottle without knowing it and 
    then use that instead of your gun.
    
    Goggles: Basically, you couldn't complete the game without these trademark eyes 
    Sam wears. Not only will you be able to see when it's dark, but you can also 
    spot enemies and dangerous mines with the thermal vision. For some reason that 
    probably makes perfect sense but is unknown to me, there is a third lens at the
    top next to the others.
    
    Binoculars: Your other optical gadget. Press R3 to use this and the directional 
    buttons to zoom in and out.
    
    Optic Cable: Really really really really really handy. Trust me, you'll need 
    this gadget. See under doorways before you enter and find out if it's safe.
    
    Lock Pick: Something real useful but time consuming. Whenever you find a door 
    that is locked, Sam can crouch down and try to open it with this gadget. Rotate 
    the left analog until you find the direction needed to pull back the pin.
    
    Disposable Lock Pick: Basically when Sam finds one, he'll be able to open one
    locked door right away. Neat.
    
    Camera Jammer: Personally, I prefer just a quick shot to a camera rather than 
    use this, but hey. Temporarily knock out a camera and move while it recharges.
    
    Laser Microphone: Hide somewhere and take aim at your target, then shoot and 
    listen in on whatever conversation is taking place.
    
    Emergency Flare: You can use these to distract heat sensor on all of those 
    pesky automated turrets. Enemies will come running when let off.
    
    Medical Kit: Find one of these, and...yay! Sam is healed! It will have a rather 
    obvious red cross on the front, so look for those.
    
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                                  040 - Guide Layout
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    Just one more thing before we start--here is a small outline of what each part 
    of my walkthrough section will look like:
    
    Section # - Title I have given it
    
    - Knock-outs: Yes/No
    - Fatalities: Yes/No
    - Weapons/Gadgets available: Whatever you can use for this part. Things that 
      are in ( ) mean you might've already used it in an area.
    - Number of Alarms: How many can be let off until Sam is caught, if applicable.
    
    Your objective for this area
    
    Explanation of wherever you are and a look of your surroundings, also where Sam 
    needs to go, who to meet, etc.
    
    Way 1: My first choice to get past an area--probably the least dangerous.
    
    Way 2: (optional) An alternate way to get to point B, usually involving a bit 
    more finesse with shootings, avoiding guards, etc.
    
    Now more explanation where Sam usually moves on and goes to the next area until 
    we reach the next tricky part with more than one way to complete.
    
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                                       100 - Dili
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    101 - Beginning Docks
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
    - Number of Alarms: One
    
    Infiltrate the embassy
    
    Switch on your night vision if you wish by pressing the left directional button 
    on your controller. Jump up the ledge ahead. Climb up the ladder and use the 
    zipline where Lambert will introduce Brunton. Walk a little further ahead and 
    press triangle to hoist Sam up on the beam. Press triangle again to lift up his 
    legs. Make your way down.
    
    Drop down by pressing circle. Enter the small building and encounter your first 
    door that must be lock picked. Use the left analog stick to pick it open. Once 
    in the next room, climb up the pole. You should see a ventilation hole at the 
    top left in the room. Go down it and save.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    102 - Empty Houses
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
    - Number of Alarms: One
    
    Infiltrate the embassy
    
    Move to the right and press circle to crouch down. Move across a wood platform 
    and pick up the 5.72 mm ammo. Drop down so you're next to the boxes and stand 
    up. Against the fence, press L3 so Sam is up against it and move to the right. 
    Make Sam peek around the edge--a lone guard is there. perform a SWAT turn by 
    pressing X. Switch off your night vision and peek around again while you press 
    R2. Aim carefully for the light bulb and shoot. When the guard goes to inspect 
    it, sneak over to him and press R1 once or twice to knock him out. Hide his 
    body somewhere in the dark.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    103 - Sam's Pleasant Disposition
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
    - Number of Alarms: One
    
    Infiltrate the embassy
    
    Activate your thermal vision by pressing the right directional button to spot 
    the mines. Next to the first batch is a pathway you can cross under. The next 
    set will be under a beam you can cross to your left.
    
    Go inside the building and climb up the ladder provided. Use the wood by the 
    edge to rappel down below. Jump up next by the barrels and your game will go to 
    the process of saving for you.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    104 - Near The River
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
    - Number of Alarms: One
    
    Infiltrate the embassy
    
    Run to the right and learn how to wall jump. Once you successfully complete a 
    half-split jump, go into the building. The game says that you should whistle to 
    attract the guard over, but I shoot out the nearby light so he comes over. 
    Knock him out and hide the body.
    
    Lambert will tell you that Sam needs to get a little wet before entering the 
    embassy. After this conversation, jump down. Save.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    105 - On The Other Side
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
    - Number of Alarms: One
    
    Infiltrate the embassy
    
    Enter the river. Use your binoculars if you wish, but you should see another 
    lone guard watching over. There are two ways you can do this.
    
    Way 1: Cross over the river and shoot out the nearest light. Whistle so that 
    the guard will come over and knock him out.
    
    Way 2: Run down the river without worrying about the guard. Some birds will be 
    making some noise, but if you're careful they'll pose no threat.
    
    Enter the door at the far end. Save your game.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    106 - Make A New Friend
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
    - Number of Alarms: One
    
    Infiltrate the embassy
    
    Pick the lock and enter the next room. Notice the guard. Lambert will instruct 
    you to interrogate the man sitting a chair outside. Press X right behind him. 
    Once you're done, knock him out by pressing the R1 button and hide him in a 
    dark area. Shortly after his friend will come out.
    
    Way 1: Hide somewhere dark and whistle him over while he's still outside.
    
    Way 2: Wait until he goes back inside, open the door, and meet him.
    
    Way 3: Don't do anything at all to him and continue up the pole to the right.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    107 - Outside The Embassy
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
    - Number of Alarms: One
    
    Find Douglas Shetland
    
    Turn on your night vision. Climb up the ladder while hearing the gunshots in 
    the background. Crouch down and move past the window while noting that a guard 
    is looking on up from above.
    
    The following room will feature Sadono. After the conversation is over, the 
    guard will come to inspect things, so knock him out. Then, run to the end and 
    climb out to the pipe and over the ledge.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    108 - Meet Shetland
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
    - Number of Alarms: One
    
    Find Douglas Shetland
    
    In the background you should hear Shetland being interrogated. Run through the 
    curtains and quickly knock the terrorist out. Then, talk with Shetland. He'll 
    explain the situation and hand you a data disk. Then Lambert will talk to you. 
    Your next objective is to meet Ingrid.
    
    Open the door to the next room and immediately knock out the guard. Pick the 
    lock to the nearby door for some health. Then run down the hallway until you 
    reach the top of a stairwell in the center.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    109 - Inside The Embassy
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
    - Number of Alarms: One
    
    Find Ingrid Karithson
    
    Use your binoculars after you're crouching at the halfway point on the stairs. 
    There are three guards you need to worry about in here.
    
    Way 1: Knock out the guard walking around. This is easy enough to do; either 
    whistle him over or wait until he walks by. Then, Sam must crouch-walk against 
    the overturned couch and down to the end before turning left. Make sure that 
    the other two don't see you.
    
    Way 2: Do the same thing to the first guard. This time, alert both of them and 
    hide in the shadows. Strategically knock them out while one is away from the 
    other. Then, go to the end of the room and exit.
    
    Continue down the hall and open the double door to the next room. Your game 
    will be save at this place.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    110 - A Spotlight For Sam
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
    - Number of Alarms: One
    
    Find Ingrid Karithson
    
    Go outside. We'll learn more information about where Ingrid is. There is also a 
    lone guard with goggles and a searchlight. In order to sneak by, you MUST stay 
    in the searchlight. Strange, I know, but there it is. Walk carefully.
    
    Once that's done, enter the door and walk up the stairs. You should see one 
    medical kit in case you're injured. At the top is the guard Lambert was talking 
    about earlier. Take him out. Talk to Ingrid next door.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    111 - Time To Leave
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, (Two Disposable Lock Picks)
    - Number of Alarms: One
    
    Get to the extraction point
    
    Rappel down the wall quickly in the next area. A guard will come to investigate 
    so be sure to take him out quietly. Run over to the left, climb the ladder, and 
    flip the switch so the spotlight is down.
    
    In the next area, there is another guard. It's nice and dark so it shouldn't be 
    a problem. Then, flip the switch for the next spotlight. There will be one last 
    guard near the water, so take him out, and it doesn't really matter if you hide 
    the body. Run out to the boat. Mission Complete!
    
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                                      200 - Paris
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    201 - Train Station
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, 
      Two Disposable Lock Picks, Two Frag Grenades)
    - Number of Alarms: Three
    
    Infiltrate the labs
    
    Climb down the hole after talking with Lambert. Wait until the guard has his 
    back turned and knock him out. Be sure to hide him. Then run over to the nearby 
    stationary train and climb up the ladder by jumping. Shoot out the light so the 
    guard will come over and inspect things. Take him out.
    
    There should be only one guard left to deal with. Run against the wall where 
    it's dark and whistle him over before you knock him out. The voices inside your 
    head will instruct you to hit the pipes above the ceiling once you reach the 
    area with the fire. Got to the next room, shoot out the light, and continue on.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    202 - Books And Computers
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, 
      Two Disposable Lock Picks, Two Frag Grenades)
    - Number of Alarms: Three
    
    Access the security terminal
    
    Way 1: Look into the next room with your optic cable. After that, immediately 
    walk into the room and waste no time in taking him out.
    
    Way 2: Wait until he is out of sight before going in the room. Hide in a dark 
    corner and stay there until he returns unsuspectingly.
    
    DO NOT run around the bookcase. Instead, climb over it to the next one. Jump 
    down and crawl in the gap. Now, notice the camera that is looking around. Take 
    out your gun and shoot it. Pick up the 5.56 mm ammo by the desk and go to the 
    door that leads to two terrorists.
    
    Way 1: Shoot out the lights in the room. Wait until they have their guard down 
    before running to the other end. Again, wait for the opportunity to exit to the 
    other side of the door at the end unnoticed.
    
    Way 2: Shoot out the lights, wait, and knock out the one that is walking around 
    when the opportunity arises. Then, take care of the other terrorist nearest to 
    the computer. Take the data stick.
    
    Pick the lock that leads to the next room and save here.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    203 - Three Suspicious Guys
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, 
      Two Disposable Lock Picks, Two Frag Grenades)
    - Number of Alarms: Three
    
    Access the security terminal
    
    Switch off the light and use the heal pack if you need it. Pick up the 5.56 mm 
    ammo if you want. Then, open the door. Here you will see some guys looking 
    around for anything that might be suspicious.
    
    Way 1: Immediately after opening the door, go to your left and climb up the 
    pole. Use this to work your way across the room (don't forget to pull his legs 
    up). Be mindful of the third guy, as he will retreat to the room up ahead.
    
    Way 2: Knock out each of them slowly and carefully. Wait for them to inspect 
    the room so that the third guy is gone. Whistle one over to the shadows--make 
    your attack quick so you can deal with the second guy and eventually the third. 
    Then, go into the next room behind the curtain.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    204 - Bomb Time
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, 
      Two Disposable Lock Picks, Two Frag Grenades)
    - Number of Alarms: Three
    
    Infiltrate the labs
    
    Continue into the next room and immediately run over to where the guys are in 
    the process of shooting the computers. Take them out. Once the two are dead, 
    take the data stick, and be sure to hide bodies! Then walk over to the computer 
    at the left. Notice the ammo in this room. After a brief conversation, some of 
    the mercenaries will trigger a bomb timer.
    
    Way 1: Time to practice some shooting: sniper-style. Equip your rifle with the 
    sticky shot. Yay! Aim carefully, then press L1 to shoot this special device 
    that will instantly incapacitate an enemy. Repeat this quickly to the other 
    person. If successful, then no alarms will be raised.
    
    Way 2: Just take your rifle out and pump 'em full of lead. It'll probably raise 
    an alarm, but at least Sam'll be alive.
    
    Now run to the room on the left at the end and defuse the bomb. The room that 
    is previous to this one has a medical kit, so use it if needed. Then, go all 
    the way to the end of the hallway for your next task.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    205 - Motion Detectors 101
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, 
      Two Disposable Lock Picks, Two Frag Grenades)
    - Number of Alarms: Three
    
    Access the client database
    
    Walk up the stairs. That red glowing thing is a motion detector. Walk by it 
    very slowly to not be detected. Walk into the next room and immediately shoot 
    out the light. Wait for the mercenaries to finish shooting. One will approach 
    you, so quickly knock him out. Take his data stick and hide the body!
    
    Way 1: Go to the door on your right and enter by picking the lock. Then, enter 
    the door on your left. Immediately shoot out as many lights as possible before 
    ducking into the shadows. After he's gone, take care of the rest of the lights 
    and cameras.
    
    Way 2: Ignore the door to your right and sneak past the motion detector ahead. 
    Knock out the first guard quckly, and then the one in the other room. This will 
    raise an alarm. Then go into the center room and shoot out the cameras.
    
    Use the computer at one corner in the room to obtain the access code. You will 
    have the option of saving your game.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    206 - Sam's First Wall Mine
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, 
      Two Disposable Lock Picks, Two Frag Grenades)
    - Number of Alarms: Three
    
    Access the client database
    
    Shoot out the light in the room so that the guard will come over to inspect 
    things. Take him out. Use the health kit if you feel it is necessary. Be very 
    careful with the motion detector here.
    
    In the next room, you'll briefly see two guards run upstairs. Once they're gone 
    you should shoot out the lights, and also the camera next to the wall mine. 
    Wait, did I mention there's a wall mine? Set it off and run away as fast as 
    possible. After that, run over to the next door and save.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    207 - Double Trouble
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, 
      Two Disposable Lock Picks, Two Frag Grenades)
    - Number of Alarms: Three
    
    Infiltrate the Labs
    
    Use your optical cable to see two terrorists inside here. Things are going to 
    get a bit rough.
    
    Way 1: Fire a sticky shot or ring air foil at the one that is walking around, 
    then knock the other out. If done correctly no alarms will go off.
    
    Way 2: Pump 'em full of lead, or knock out the one walking around and shoot the 
    other. There is very little chance of the alarm not going off.
    
    Access the computer and run over to where the keypad is and enter the code. You 
    may now save your game from here.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    208 - Mmm, Brains
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, 
      Two Disposable Lock Picks, Two Frag Grenades)
    - Number of Alarms: Three
    
    Find Francois Coldeboeuf
    
    Boy they sure are realistic looking, aren't they? For fun, I like to step on 
    them! Anyway, notice the health kit in this room. Immediately behind the 
    curtain will be a guard, so knock him out! Oh, also, there are two sticky 
    shockers on the table next to the brains. Run over to the far door and pick the 
    lock. Use your thermal to spot two guards.
    
    Way 1: Knock both of them out with the two sticky shockers you just found.
    
    Way 2: Shoot at them with no restraint.
    
    Go to the next room and be careful of the wall mine while noticing the health 
    container to the side. You can save here.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    209 - Into The Vault
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, Camera Jammer, (One Wall Mine, 
      Two Disposable Lock Picks, Two Frag Grenades)
    - Number of Alarms: Three
    
    Meet Francois Coldeboeuf
    
    Go into the next room and hop down the vent. Wow, so yeah. That guy definitely 
    has a hoke in his head. Anyway, talk to the dude in the corner. He'll give you 
    a picture of Mortified Penguin.
    
    No matter how many times you talk with the guy, he won't leave with you. Go 
    back down the vent to avoid the blast, then go back into the room and up the 
    ceiling to the extraction point.
    
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                                   300 - Paris-Nice
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    301 - Train Landing
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, Laser Mic
    - Number of Alarms: One
    
    Locate Norman Soth
    
    Walk up the train and jump down into the first vent you see. While Lambert is 
    talking to you (no alarms, no kills) one of the train's personal will walk in. 
    Knock him out and hide the body somewhere dark. Go into the next compartment. 
    Downaways will be another vent you can conveniently climb down from the floor. 
    Turns out that you must climb across the pipes here. Soon you should find a 
    checkpoint after that.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    302 - Another Complication
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, Laser Mic
    - Number of Alarms: One
    
    Locate Norman Soth
    
    From the small room, look at the switch nearby and use it to unlock all of the 
    doors leading outside. Go into the hallway and use the lightswitch opposite so 
    that the lights go out in the next room. There are two ways to do this:
    
    Way 1: Go into the room on your left and you should be able to climb out from 
    the left. You must avoid being seen through the windows. Also, another train 
    will occasionally go by, so don't be stuck in a tight space during that period.
    
    Way 2: Wait in the darkness of the other room until the elderly gentleman comes 
    to inspect what's wrong with the lights. Knock him out. Poor guy. Wait a long 
    time and eventually a terrorist will come and also investigate. One less person 
    to worry about now. Turn off the lights again and make your way very closely 
    through the passageway. There is a pretty slim chance that you won't be noticed 
    but I've made it through this way before.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    303 - Let's Find Soth
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, Laser Mic
    - Number of Alarms: One
    
    Locate Norman Soth
    
    Once you're in the compartment, your comrades will mention the interesting fact 
    that Soth has a prosthetic leg. Therefore, you can use your thermal vision to 
    identify him. The first guy is NOT Soth. Quickly knock him out and kill the one 
    light in his room. Hide his body here.
    
    The second guy is not Soth, and neither is the fourth. Use your thermal on the 
    third to see that one of his legs has no heat signature. Enter the room. After 
    a very brief conversation, it's clear he's lying once he leaves. You have 20 
    seconds to hack the computer. You have another 45 to find out where Soth went 
    to and laser mic the call that he's making.
    
    Run to the end of the hallway and through various rooms. Go behind the counter 
    to the right and stand up without being seen. Take out the laser mic (yeah, I 
    love how Sam just happened to think that a laser mic could be handy in this 
    area) and point it to Soth.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    304 - Time To Move Out
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, Laser Mic
    - Number of Alarms: One
    
    Move to the extraction point
    
    You'll share a brief conversation with the team. You're almost done. Once they 
    leave, there will be a single guy left in the room. Whistle him over and hide 
    the body. In the next room, use the medical kit and climb up the ladder. Run 
    down the train and grab onto the rope for a mission complete.
    
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                                    400 - Jerusalem
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    401 - Peace And Love
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol
    - Number of Alarms: One
    
    Get your SC-20K rifle
    
    Talk to the nice lady, then head up. After a conversation with Lambert, head up 
    the stairs. As you see, there is a number of policemen patrolling the streets. 
    Knock them out or maneuver your way around them. Turn left for a checkpoint.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    402 - Empty Cafe
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol
    - Number of Alarms: One
    
    Get your SC-20K rifle
    
    Shoot out the lights as you go through this area. Soon you should see one guy 
    and two others farther away having a conversation. Whistle the closest guy over 
    and knock him out. Continue to pick them off one by one. I had a pile of five 
    bodies when I was done, heh.
    
    Run downstairs and watch as a policeman walks by. Shoot out the light at the 
    end of the road. Two guys in the next area--take care of them. Checkpoint soon.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    403 - A Proper Gun
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol
    - Number of Alarms: One
    
    Get your SC-20K rifle
    
    As soon as you enter the room, you'll see two thieves with Saul. Either quickly 
    knock them out or kill them. Then Saul will show you the SC-20K, along with 
    ammo, two sticky shockers, and two ring air foils. After that go upstairs and 
    through the door. Checkpoint...
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    404 - More Policemen
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, SC-20K
    - Number of Alarms: One
    
    Find Dahlia Tal
    
    You should hear two guys talking. After that a policeman will appear--knock him 
    out. Continue to shoot out the lights and take care of a few civies that come 
    by. You should see two policemen having a conversation--let them finish and 
    lure them over through whistle after shooting out the light. Another policeman 
    is ahead, so take care of him.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    405 - To The Church
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, SC-20K
    - Number of Alarms: One
    
    Find Dahlia Tal
    
    Knock the lone policeman out. Continue to knock people out and shoot lights. 
    Eventually you should reach a seemingly dead-end. Jump on the bench and then 
    the ledge to go over the gate. Drop down once you're over and go to the door 
    that is located on the other side of the small area.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    406 - Rendezvous
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, SC-20K
    - Number of Alarms: One
    
    Find Dahlia Tal
    
    Climb up the pipe and zipline to meet your escort. She'll have a nice chat with 
    you, but Sam seems rather anxious. Hmm, I wonder why. Can she be trusted? After 
    the conversation, a checkpoint notification will occur. Wow, that was rather 
    short. Let's start following her...
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    407 - Time To Move
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, SC-20K
    - Number of Alarms: One
    
    Follow Dahlia Tal
    
    She'll let you out. Walk down the street. You'll need to take care of the 
    policeman, so do that when the moment comes (away from the other people in the 
    street). Don't worry about them--they'll act scared, but no alarms should be 
    raised. Continue to follow her. You'll meet another policeman--knock him out 
    when his back is turned. Follow her down the side street. Save.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    408 - More Sneaking
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, SC-20K
    - Number of Alarms: One
    
    Follow Dahlia Tal
    
    Wait for the policeman to walk by before following her. Run to the other end of 
    the street and wait for the other policeman to walk towards her with his back 
    turned and knock him unconscious. Hide the body well and run to meet her at a 
    doorway. Another checkpoint here.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    409 - Even More Sneaking
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, SC-20K
    - Number of Alarms: One
    
    Follow Dahlia Tal
    
    Knock the closest guard out with a quick luring whistle. Kill the light. Knock 
    out the other guards by whatever means and speak with her. After that, go 
    through the door she just entered. Save here.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    410 - An Unfortunate Order
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, SC-20K
    - Number of Alarms: One
    
    Follow Dahlia Tal
    
    Run over to where the guard is and knock him out, or don't, it doesn't matter. 
    Follow her in the shadows to the left. Whistle the next guard over. Go down the 
    small passageway and wait in the shadows as a guard confronts her. Knock him 
    out. Go into the room and enter the elevator. Listen to what Lambert says.
    
    Way 1: Kill her as ordered. Less trouble later.
    
    Way 2: Hesitate and deal with more trouble towards the end of the mission. Sam 
    will also have one angry Lambert to listen to.
    
    It doesn't matter if you don't kill her, but it will change things later. I'll 
    point that out when the time comes.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    411 - Fifth Freedom
    
    - Knock-outs: Yes
    - Fatalities: Yes (Terrorists)
    - Weapons/Gadgets available: Pistol, SC-20K
    - Number of Alarms: One
    
    Recover the ND133 from the Syrians
    
    Here you can kill the terrorists, but not the policemen. Take care of anyone 
    you see along the way, and shoot out lights if you want. Eventually you will 
    make your way to a jammed door. Use the nearby pipe to climb up and over. Save 
    your game at this spot.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    412 - Waterways
    
    - Knock-outs: Yes
    - Fatalities: Yes (Terrorists)
    - Weapons/Gadgets available: Pistol, SC-20K
    - Number of Alarms: One
    
    Recover the ND133 from the Syrians
    
    Ahead is a guard and an automated gun. BE CAREFUL. You can do this either by:
    
    Way 1: Snipe the guy in the head or use a sticky shocker, then manually go and 
    disarm the gun by going left.
    
    Way 2: Hang by the walkway and make it by without the gun detecting you.
    
    Then go where the guy was. Shoot out the light. Another person should come to 
    inspect, whether because you've shot out the next light or you've whistled him 
    over. Take care of him. Then, go into the blue room and to the right. Inspect 
    the object here for a checkpoint.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    413 - Lambert's Humor
    
    - Knock-outs: Yes
    - Fatalities: Yes (Terrorists)
    - Weapons/Gadgets available: Pistol, SC-20K
    - Number of Alarms: One
    
    Move to the extraction point
    
    Exit the room and go right. Go to the doorway and take a left. You should see a 
    new room--to the right is a medical kit. There is also a lone guy here--take 
    care of him with a whistle. On the table are many goodies, which include sticky 
    shockers, ring air foils, smoke grenades, chauff grenades, flash bangs, and 
    frag grenades. Go back the way you came and now go straight. Whistle these two 
    terrorists over and do whatever. Take the elevator up. Save.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    414 - In The Streets Again
    
    - Knock-outs: Yes
    - Fatalities: Yes (Terrorists)
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Chauff Grenades, Flash Bang, 
      Two Frag Grenades)
    - Number of Alarms: One
    
    Move to the extraction point
    
    Shoot out the light. Run right and down. Whistle the one guard over and knock 
    him out. Do whatever it takes to knock the other two guards out--try to use the 
    same method. Then run over to the small alley. Lambert will talk with you.
    
    NOTE: IF you failed to kill your escort previously, she and three friends will 
    try to snipe you from above. Yeah, good luck with that.
    
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                                  500 - Kundang Camp
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    501 - A New Day, A New Outfit
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring 
      Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Rendezvous With Shetland
    
    After you talk with Lambert, drop down into the water. To the left is a small 
    space you can jump-climb in. You should then see a zipline. Use it and go right 
    down the small path. After a bit of walking you should reach a bit of a 
    clearing, where the checkpoint is.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    502 - Campfire
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring 
      Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Rendezvous With Shetland
    
    ...Not really a campfire per sé. Two guys are here, one who is walking around 
    and the other who is sitting on a chair. Among the options you have for this, 
    here are my best two:
    
    Way 1: Drop down to the dark space below. The guy walking around might hear 
    this, so you can knock him out with ease. The other guy will never leave his 
    chair, so creep up from behind and deal with him.
    
    Way 2: Don't do anything to the guys at all. It IS possible to sneak by without 
    being seen, because I've done it before.
    
    Either way, drop down the hole by choosing the option to rappel on the one side 
    of the hole. Climb out using the pole and around the side. Drop down gradually 
    and reach the checkpoint here.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    503 - Down The Rabbit Hole
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring 
      Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Rendezvous With Shetland
    
    By now you should've heard the dog barking at you.
    
    Way 1: Wait for the guy to come and inspect, then shoot him from where you are.
    
    Way 2: Wait for the guy to leave before shooting the dog.
    
    Rappel down and climb up the conveniently placed pipe. There are one or two 
    guys here, depending on what you did earlier. In either case, whistle them over 
    to swiftly take care of them. Up ahead is another guy. Considering it's only 
    one guy and he has his back to you a lot, this shouldn't be hard. Don't go near 
    the truck. Instead, there is a thing you can climb up to the right of your 
    entrance here. Take the time to save.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    504 - Meet With Shetland
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring 
      Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Rendezvous With Shetland
    
    Go across the terrain. Don't be afraid because of the amount of light you're 
    seeing. Cross over the fallen tree. Meet Shetland here. After the conversation, 
    have Sam rappel down the wall. Checkpoint!
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    505 - Camp Exploration
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Sticky Shockers, Four Ring 
      Air Foils, Three Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Infiltrate The Camp
    
    Let's go right. Because I said so. In the first tent here is an easy kill or 
    knock-out with his back to you. His tent will have a sticky shocker and a smoke 
    grenade. There will be another guy up ahead. I strongly recommend hitting him 
    with a sticky shocker to keep the mess simple.
    
    Heh, I love the guys you're about to encounter. After a conversation, one guy 
    will step on a land mine accidentally. His friend will come back to 
    investigate--a good chance to snipe him. Time to disable some mines. Note--you 
    must disable BOTH sides before everything is safe.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    506 - More Mine Disabling
    
    - Knock-outs: Yes
    - Fatalities: Yes
    
    - Number of Alarms: Three
    
    Plant The Bomb
    
    Here's some pretty important information: press triangle to stop the process of 
    defusing the mine so that it doesn't go off. There is a guy up ahead along with 
    a mine, so stay sharp. And stay in the shaded area. There is plenty more up 
    ahead, so be careful! Eventually you will reach a truck. Jump over it to save.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    507 - Hidden Airplane
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
      Air Foils, Four Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Plant The Bomb
    
    Way 1: Enter through the door on the right. Lure one guy or both with a whistle 
    and give each a well-timed hit.
    
    Way 2: Enter from the left by climbing up the pole. Use the medical kit and 
    turn off the lights. Go to the other end and shimmy over the plane to reach the 
    other side. Knock them out from here.
    
    Set the explosive on the plane when all is said and done. go to the one end of 
    the room and through the door. There's one guy here--you MUST whistle him over, 
    because there's another guy you can't see. Do the same to him. Raise the barbed 
    wire up to reach a checkpoint.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    508 - Watchtower
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
      Air Foils, Four Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Locate And Trail Sadono
    
    Take what you need from the medical kit. As you move forward, quickly hide 
    under the wood to the left so that the approaching men and dog don't see you. 
    There are two guys up ahead. Whistle them over one at a time. Grab the satchel. 
    In a tent are two different types of ammo for you. Now get the guy in the tower 
    here. Move in on him when he is not looking your way. After that, zipline down 
    to start the next area. Save.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    509 - Trail Sadono
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring
      Air Foils, Four Smoke Grenades, Four Diversion Cameras, Five Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Record The Access Code
    
    This is pretty hard. First off, whistle the closest guy over from where you 
    are. Secondly, you can actually walk underneath the walkway from where the 
    second guy went. You won't be detected here and you should catch up to Sadono 
    soon. Enter the walkway Sadono went through. Lambert will suggest using a 
    sticky cam to detect Sadono's conversation. So take one out and shoot it from 
    within the vicinity of the convo by pressing L1. Now to your left is a spot you 
    can wall jump up to. Climb into the window, grab the two stick cams on the 
    table, jump down, and save here.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    510 - Super Stealth time
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring 
      Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Meet Up The Pilot, Asrul Arifin
    
    Run down the path and up the window without being detected. When Sadono is gone 
    from the room, drop down and follow. He'll talk with one man briefly, then 
    leave. Whistle the one guy over, then:
    
    Way 1: Shoot a sticky shocker at him or snipe his head.
    
    Way 2: Climb up with the boxes and stay in the shadows.
    
    Go into the next room. Use the optical cable to see when Sadono will leave. 
    Then enter and take what you need from the medical kit. Whistle the guy who is 
    walking around. You should notice that the further guy will ever so often 
    examine his binoculars. This is your chance to run left and hide in the shadows 
    to whistle him over. Then go into the room to the left and down the shaft.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    511 - Underground Area
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring 
      Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Meet Up The Pilot, Asrul Arifin
    
    Once you're done talking with the crew, a guard will be in sight--knock him out 
    when possible. go down the stairs and knock the other guy out too, just to be 
    safe. Then head through the door next to the stairs and you should see two men 
    in the room. Turn off the lights. Knock each out before they have a chance to 
    turn them back on. Go to the next room.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    512 - Meet The Pilot
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring 
      Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Meet Up The Pilot, Asrul Arifin
    
    New room. Go to the left and switch the object on, then see Sadono talking to 
    the pilot. Wait in any shadowy area to knock the guy out. Another one comes, so 
    do the same. Then speak with the pilot. PAY ATTENTION--there is a glitch in the 
    PS2 version. The pilot will open the door for you after the convo, and he'll 
    only do it once. Stand a reasonable distance from the door so you're not in the 
    way. If you miss it, you'll need to start over.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    513 - Fresh Air Again
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring 
      Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Locate And Trail Sadono
    
    Sadono will make a brief appearance while Lambert urges Sam to tap a phone. Now 
    be careful. Soon you should reach some guys talking. Past them is an automatic 
    turret. You can either:
    
    Way 1: Whistle the guys over where it's nice and safe to knock them out, then 
    hurry past the gun to disable it.
    
    Way 2: Hurry past the guys to the gun and, while somehow surviving, reset the 
    gun so it'll kill them. I don't advise this, but it's a possible alternative.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    514 - Shooting Practice
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring 
      Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Locate And Trail Sadono
    
    Open the door quickly so the guy won't notice you and knock him out in the dark 
    area before the other one comes. Kill the guy in the next room or knock him out 
    when he goes for a drink. Climb the stairs at the very end of the corridor.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    515 - Trail Sadono...Again
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring 
      Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: Three
    
    Locate And Trail Sadono
    
    Climb out of the window. Sadono will be here briefly before leaving. Take care 
    of the two guys who are here--you're in no hurry. Hopefully you will notice 
    another turret set up. Run carefully towards it and disable it, then enter the 
    room. At last! A medical kit! There is also some ammo on the table. In the next 
    area, there are two guys to watch out for, plus a searchlight. Stay in the 
    shadows and take care of them. Then, run to the left and go up the steps of 
    what appears to be a house. The number for the keypad is 1492.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    516 - Phone Tapping
    
    - Knock-outs: No
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, SC-20K, (Three Sticky Shockers, Four Ring 
      Air Foils, Three Smoke Grenades, Four Diversion Cameras, Six Sticky Cameras, 
      Two Fragment Grenades, One Wall Mine, Two Flash Bangs)
    - Number of Alarms: One
    
    Put A Tap On Sadono's Phone
    
    Enter the room Sadono is talking in and stay in the dark corner of it. Once he 
    is gone, make sure you shoot out BOTH security cameras before tapping his 
    phone/computer. There is also some ammo on the table. After that, Sadono will 
    enter the room again, so hide carefully. After he's gone, go through the house 
    and in the backdoor. DON'T MOVE! After a few seconds, chaos will start, which 
    is your chance to run across the area to the helicopter.
    
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                                     600 - Komodo
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    601 - A Rough Start
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
    - Number of Alarms: Three
    
    Infiltrate The Caves
    
    Once you're done talking with Lambert, move forward. Birds will fly up and a 
    guy will check it out. Knock him out. Up ahead is a turret and a sniper, so 
    move quickly. Disable the turret and move down the hallways. Two guys are here, 
    plus the sniper. Take care of them, then move to the next area where the guys 
    are at a table. Ignore them and:
    
    Way 1: Run into the nearby hut. Knock out the guy who is laying there.
    
    Way 2: Move left in the small river here.
    
    Jump up the small alley by the water and go to the window on the left.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    602 - Shooting Bottles
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
    - Number of Alarms: Three
    
    Infiltrate The Caves
    
    Leap to the ground and knock the guy out here just to be safe. Another person 
    is shooting bottles--once he takes a break, that's your turn to take care of 
    him. Up ahead is another turret, so run across the area from the left side to 
    avoid its shots. There is another turret in the next room ready at the doorway, 
    so just hurry in as quickly as possible or use your emergency flare so it will 
    shoot that and not you. Jump down the little space in the floor.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    603 - Find The Technician
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
    - Number of Alarms: Three
    
    Infiltrate The Caves
    
    Use the switch to open the elevator's doors, then go down. In this next area 
    there are TWO guards, so keep that in mind. In the room to the right is ammo 
    and a MEDICAL KIT. It would be very wise not to pass this room. Finally, enter 
    the double doors. The technician is past the first wall. It is crucial that you 
    walk up to him silently. Grab and interrogate the poor guy. After the sub 
    surfaces, interrogate him one more time so he says nothing's wrong. Knock him 
    out after he has no more use.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    604 - Travel To The Sub
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
    - Number of Alarms: Three
    
    Infiltrate The Submarine
    
    Time to get going. Go to the last door and up the stairs. Enter the next area 
    and knock the guard out here. Run to the end and notice the hatch you can jump 
    down through. Go across the pipe and lift yourself up to the square structure. 
    To the right should be a zipline, so use it. Then you should come across 
    another zipline after Sam's done with the previous one. Checkpoint is here.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    605 - Enter The Sub
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
    - Number of Alarms: Three
    
    Infiltrate The Submarine
    
    There's one guy here, so knock him out. Go up the steps. Both of the people 
    here are wearing night-vision goggles, so you're better off not sneaking around 
    and just killing them quickly. In the next room is medical kit. Now you are 
    ready to enter the sub.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    606 - Sweet Dreams
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
    - Number of Alarms: Three
    
    Access The Sub's Command Center
    
    Run down the corridor and climb down the hole. Immediately go forward and hide 
    in the small space that is to the right while the men are still talking. When 
    one goes to bed, the other will inspect the hallway, so knock him out when the 
    moment comes. Then move to where the other guy is sleeping (behind a door) and 
    creep past him or knock him out, then go down the hole further.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    607 - Grab A Buddy
    
    - Knock-outs: Yes
    - Fatalities: No
    - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
    - Number of Alarms: Three
    
    Get The Colonel
    
    There is one guy in the next area. Whistle him over and hide in the shadows to 
    take care of him. After that, move across the room and into the next area. 
    Lambert will give Sam a fuzzy message. A colonel will come--perfect! With his 
    back turned, grab him and drag him over to the retina scanner.
    
    Enter the room and knock him out in a dark corner. Once the one guard leaves, 
    knock out the lone one that's left. Go to the small computer area and use a 
    computer. While Lambert is talking, get out of there fast, because another guy 
    is coming. Knock him out or leave the room. Enter the last door. One guy is 
    here--take care of him. Then use the nearby ladder to reach the next area.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    608 - Exit Stage Left
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Emergency Flare, Flash Bang)
    - Number of Alarms: Three
    
    Get To The Extraction Point
    
    Shortly after you exit the sub, a bridge will lower. Use the nearby boxes to 
    hide until one of the guards comes forward. Once you take care of him, hide the 
    body behind the crates...or don't, it doesn't really matter at this point. Then 
    quickly run all the way down the stairs to the wall.
    
    Notice the medical kit to the left. Put Sam's back to the wall by pressing L3 
    left analog stick. Now, shoot the barrel-looking thing. This will cause an 
    explosion, making it easier for you. Run down and continue to shoot with L3 and 
    using any more explosive barrels. Run to the end and climb down the ladder to 
    reach your boat. Mission complete.
    
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                                    700 - Jarkarta
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    701 - On A Roof
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring 
      Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam 
      Jam, One Fragment Grenade, One Emergency Flare)
    - Number of Alarms: Three
    
    Infiltrate The TV Station
    
    Talk to the woman here. Climb down the ladder. You should hear men talking. 
    Jump down below where it's dark. Up ahead is a civilian fixing a vehicle. Knock 
    him out before things get messy. Up ahead is one terrorist, so whistle him over 
    to you. If needed, shoot out lights to make things easier. At least knock out 
    the light by the vehicle. Now shoot the light that moves back and forth. Now 
    you can whistle the guys over here with ease.
    
    Once the coast is clear you can climb up the ladder to the left. Go to the roof 
    and grab onto the pole that Sam will slide down on to the right. Land on the 
    fence and move left. You should come to a spot that has no barbed wire, so 
    climb over there. Go to the door that is here. Use one of your lockpicks to 
    unlock the door. Enter the next room and jump to the pole. Slide down and 
    eventually a checkpoint will appear.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    702 - Lightning
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring 
      Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam 
      Jam, One Fragment Grenade, One Emergency Flare)
    - Number of Alarms: Three
    
    Infiltrate The TV Station
    
    Sam overhears a conversation which offers some helpful advice: don't use your 
    night vision in the rain, because Sam can be blinded whenever lightning crashes 
    tonight. More importantly, this means you will only have a limited amount of 
    time to get from point A to point B without enemies seeing you. Use the medical
    kit if you must. Pick the lock to the nearby door and enter the next area. Run
    to the van and whistle the close guy over to save some trouble later on. There
    is another guy further on, so whistle him over and stay somewhere SAFE!
    
    As you move forward you should hear a beeping noise. Obviously this is a wall 
    mine. Once you reach the end of the walkway, there is a cracked wall you can 
    slip through to the left. The mine is slightly ahead of you, so have Sam run 
    past it as fast as he possibly can and it should be fine. Up ahead are two 
    guys--knock them out or kill them however possible. Then enter the sewer.
    
    Equip your Camera Jammer and go right. The room here will have an unbreakable 
    camera, so be very sure to jam it. Knock out the guy that is around this 
    hallway and enter the second room with your jammer ready. Run past this room. 
    Get the last guy here before jumping up the ladder to the one side. Save.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    703 - Satellite Dishes
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring 
      Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam 
      Jam, One Fragment Grenade, One Emergency Flare)
    - Number of Alarms: Three
    
    Infiltrate The TV Station
    
    For now you won't be needing your night vision.
    
    Way 1: Shoot the sniper to save time. Somewhere along the way you'll probably 
    trigger one alarm. Don't go right but instead left to the fence towards the 
    watchtower. Climb across it and move to the next fence with broken barbed wire. 
    Climb up the other side to the safe area.
    
    Way 2: To avoid the searchlight you must obviously stay behind a dish or a box. 
    Careful though! You must also turn on your heat vision to see where the land 
    mines are in the area. When you get to the last dish, climb the fence while Sam 
    avoids the searchlight here to avoid being seen and avoid the row of land mines 
    here. Then climb up on the other side.
    
    If one alarm has already been triggered then you don't need to worry about the 
    searchlight, unless you have not yet killed the sniper. Run to the door, pick 
    the lock, and take care of the guy here, which is easy. Use the medical kit.
    
    Shoot out the light that is here. Now in the next area are two guys close to 
    you. To handle them with the sporadic lightning, whistle them over from the 
    room you're in now, where it's dark. Up ahead are two turrets. The first one 
    you can easily avoid by crouching beneath the bricks, but the second turret is 
    harder. Run past it as soon as you can. You could also quickly disable it and 
    go back to the medical kit to restore your health.
    
    Up ahead is a bunch of vans. One you can climb the top of to jump onto the 
    ledge of the building. Move left. You should eventually come to a vent-like 
    hole to jump into. Run to the end and do a half jump to reach the rook again. 
    Here you should see one window panel that is sort of broken. Shoot it with your 
    gun and rappel down there (DON'T jump).
    
    The lone guy in here will come to inspect what just happened. You should also 
    hear Sadono giving a speech. Knock him out or kill him when he is done looking 
    around. As you approach the elevators another guy will come here. Take care of 
    him. Then choose one of the doors to the elevators.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    704 - Inside The Studio
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring 
      Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam 
      Jam, One Fragment Grenade, One Emergency Flare)
    - Number of Alarms: Three
    
    Find Ingrid Karithson
    
    There are two immediate guys you'll need to take out, so stay in the shadows 
    and whistle them over. Do NOT go down the hallways to the left or right because 
    of the turrets there. Instead, go to the door to the left and open it once the 
    guard has his back turned. Knock him out.
    
    Way 1: You should come across two columns that you can perform the half jump 
    on. Climb into the vent, which takes you into the next room.
    
    Way 2: Enter the door at the end of this area and pray you can make it past all 
    the guys. You will have to use a diversion camera at the least.
    
    Assuming you chose Way 1...how you do this next part is largely up to you: who 
    you knock out, if any, etc. But basically you must get behind the stage and 
    through the door. I strongly recommend knocking out everyone in the stage area. 
    You can safely do that by staying in the area the vent led you to, then whistle 
    them over one by one until all three are gone.
    
    Now it's VERY important that you use your optic cable before entering the door, 
    because a guy will be right there. Wait for him to leave. Immediately hide in 
    the shadows. The guy in the next room might spot you, so hide back in the room 
    you just came from (assuming you took care of everyone from there). Go when it 
    is safe. You'll need to take that guy out, but there's a camera in the same 
    room. In this case, use a sticky shocker on the guy, then shoot the camera. Sam 
    must hide the body. NOTE: it's important to take this guy out, because it will 
    be much easier when you're with Ingrid. In the opposite room where Ingrid is in 
    is another guy--I recommend whistling him over. Then take the last guy out and 
    speak with her here. Yay! Checkpoint!
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    705 - Follow Ingrid
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring 
      Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam 
      Jam, One Fragment Grenade, One Emergency Flare)
    - Number of Alarms: Three
    
    Follow Ingrid To Sadono
    
    Go out of the room and follow her. DISABLE the turret that is the farthest 
    before she dies if you have not done so. Then talk with her at the retina 
    scanner. She'll let you through. Oddly enough, you are now at a checkpoint in 
    this room. Yay. And now...get ready...
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    706 - Surprise Assault
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring 
      Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam 
      Jam, One Fragment Grenade, One Emergency Flare)
    - Number of Alarms: Three
    
    Follow Ingrid To Sadono
    
    Apparently Soth blew Ingrid's cover. Instead of going left, go right before the 
    light. Gun the guy down or use a sticky shocker. Another person will come, so 
    do the same. Just don't let her die. Once it's all over, speak with Ingrid so 
    she'll use the retina scanner. Say goodbye for now.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    707 - Find Sadono
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring 
      Air Foils, Two Smoke Grenades, Four Sticky Shockers, Four Sticky Cameras, Cam 
      Jam, One Fragment Grenade, One Emergency Flare)
    - Number of Alarms: Three
    
    Get Sadono
    
    Lambert will say a few brief words to Sam. There are two guys in the next area, 
    so whistle them over and knock them out. When you move down the hallway, you 
    will *hopefully* notice the camera that is here. Jan it before moving down. Up 
    ahead are another two guys. Do the same. Easy. Then in a tiny room to the left 
    further up is a medical kit, which I suggest you use. On the table near the 
    coffee machine is a sticky shocker. Then jump on the machine and to the vent on 
    the wall. Another checkpoint for you.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    708 - Sadono's End
    
    - Knock-outs: Yes
    - Fatalities: Yes
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, Two Ring 
      Air Foils, Two Smoke Grenades, Five Sticky Shockers, Four Sticky Cameras, Cam 
      Jam, One Fragment Grenade, One Emergency Flare)
    - Number of Alarms: Three
    
    Get Sadono
    
    Make your way through the vent and jump down. Here is the recording studio. 
    This is pretty tricky. You'll need to grab Sadono right before he notices you. 
    I recommend hiding in a dark corner and whistling him over before he sees you. 
    One way or another, you'll need to shoot and kill both of the men that are here 
    in the studio. Then, drag Sadono over to the retinal scanner near the vent of 
    where you dropped down. Go across the hallway, use the final scanner, and meet 
    Ingrid at her helicopter. Finished.
    
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                                  800 - Los Angeles
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    801 - Into The Truck
    
    - Knock-outs: Yes
    - Fatalities: Terrorists Only
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke 
      Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash 
      Bang, One Chauff Grenade)
    - Number of Alarms: One
    
    Infiltrate The Airport
    
    Climb over the fence in the area you're in now. Without being spotted, you need 
    to climb into the cargo truck that is open in the back. It will go inside the 
    area automatically. Lambert will explain that you must kill any terrorists 
    involved. To tell them apart from normal civilians, you must use your thermal 
    vision to see who has a higher temperature--these are the terrorists who just 
    received a small pox vaccination. Checkpoint.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    802 - The Parking Lot
    
    - Knock-outs: Yes
    - Fatalities: Terrorists Only
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke 
      Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash 
      Bang, One Chauff Grenade)
    - Number of Alarms: One
    
    ID And Kill The Terrorists
    
    There is one guy and one dog walking around here. He is not a terrorist. There 
    is also a guard in another room, who has a high temperature. A camera is to the 
    right of the little room, so be aware of that.
    
    Way 1: Run to the little room when no one is looking, then go to the other side 
    when the guard moves to the first window. Whistle him over in the dark area.
    
    Way 2: Shoot a diversion camera near the dog and the guy to make things easier.
    
    Grab his satchel, then enter the nearby door. Shoot out the light here to be 
    safe. Save your game right now.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    803 - Guards And Cameras
    
    - Knock-outs: Yes
    - Fatalities: Terrorists Only
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke 
      Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash 
      Bang, One Chauff Grenade)
    - Number of Alarms: One
    
    ID And Kill The Terrorists
    
    Use your optic cable to see a lady. When she's relatively gone from the door, 
    whistle her over to the now dark room to get her out of the way. Now shoot the 
    light out closest to you. This will probably make the guard come, so whistle 
    him to the room you were just in to take care of it. Now, be sure to shoot out 
    the camera that is here. Perfect.
    
    Enter the door to the right (do NOT worry about the room that the guard came 
    through!), which is a bathroom. Use the medical kit if needed. Jump onto the 
    sink and then to the vent above. Crawl a-ways and drop down to the next area.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    804 - New Workers
    
    - Knock-outs: Yes
    - Fatalities: Terrorists Only
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke 
      Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash 
      Bang, One Chauff Grenade)
    - Number of Alarms: One
    
    ID And Kill The Terrorists
    
    Go all the way down the vent--this area has a nice dark spot. One guy here is a 
    terrorist, so make a note of that. Knock the other guy out as well so you can 
    move freely. For some reason, one of the boxes will have a Ring Air Foil, so 
    look for that. Then walk through one of the conveyor belts that carry different 
    luggage to the next area.
    
    This place is FUN. Ugh. There are a ton of guys here. Chances are the closest 
    guy to you is one of the terrorists. There are dark areas sprinkled throughout 
    this room, so take advantage. Lure both guys at the bottom to one of these 
    places. Note the spare Diversion Camera on a box. Up above are two more guys. 
    One can be clearly seen walking around--he is not a terrorist. The only way I 
    have been able to take care of him is to shoot a Ring Air Foil or one Sticky 
    Shocker while down below when he is in the darker area of his patrol. One more 
    person left--you may shoot him. Don't forget to hide the bodies. Go through the 
    door at the end and save your game.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    805 - Baggage Check
    
    - Knock-outs: Yes
    - Fatalities: Terrorists Only
    - Weapons/Gadgets available: Pistol, SC-20K, (Three Diversion Cameras, One 
      Smoke Grenade, Four Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash 
      Bang, One Chauff Grenade)
    - Number of Alarms: One
    
    ID And Kill The Terrorists
    
    Immediately shoot out the two cameras that are here. Use the medical kit to the 
    left if you have to. Now go down the left conveyor belt. When it's time for the 
    guard to inspect the baggage, hide behind the large pile so they don't see you. 
    Once on the other side, head right. Take out the security camera. Further ahead 
    is another guard looking at the luggage--make a run for it when his back is 
    turned. Take out the final camera and run up the stairs in the next room.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    806 - Waiting Area
    
    - Knock-outs: Yes
    - Fatalities: Terrorists Only
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke 
      Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash 
      Bang, One Chauff Grenade)
    - Number of Alarms: One
    
    ID And Kill The Terrorists
    
    The crew will say that two more terrorists are around, blah blah blah. Use your 
    optic cable before entering the room. Here's a nice dark area--whistle the one 
    old guy over to take care of him. In fact, that's what I did for all the people 
    here. Stay to the left side and draw people one by one to where you just were. 
    For the terrorist, be sure to grab his data stick so you know that the code for 
    the keypad up ahead is 5325. Once in that hallway, be sure to jam the camera 
    and shoot out the lights. Checkpoint here.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    807 - The Lobby
    
    - Knock-outs: Yes
    - Fatalities: Terrorists Only
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke 
      Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash 
      Bang, One Chauff Grenade)
    - Number of Alarms: One
    
    ID And Kill The Terrorists
    
    Two people in here--the "guard" is a terrorist. To the right is a switch that 
    will turn off the lights, so take advantage of that. Once both men have been 
    taken care of, note the two doors. One will take you to a presentation, and the 
    left will lead you to an open area. Take the left one. Shoot out the lights 
    here. A guard should come to inspect things, so take care of him. If two other 
    civilians come, you can easily whistle them over because the lighting is gone.
    
    Now go to the other end of this walkway. The crew will announce that Soth is in 
    the ticketing area. Jam the camera and shoot out all the lights. ALL of them. 
    Then look for Soth using your thermal AND binocular vision. Do it quickly 
    before the camera recharges. He is in the lower area. Then enter the next room, 
    but before you go too far, shoot out the lights and jam the cameras here. Go 
    into one of the elevators once that is taken care of. Press the switch once Sam 
    is inside to go up from here.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    808 - Off The Elevator
    
    - Knock-outs: Yes
    - Fatalities: Terrorists Only
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke 
      Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash 
      Bang, One Chauff Grenade)
    - Number of Alarms: One
    
    ID And Kill The Terrorists
    
    Soth's men will cut the power for the elevator, causing the whole thing to 
    stop. Up above is an emergency hatch. Shoot it off and climb up. A pole should 
    be nearby that you can climb up with. Have Sam jump forward then jump again. In 
    this area is a door you can't go through and a pipe to the wall Sam can use to 
    climb. You will need to drop down to a much smaller pipe below so you can reach 
    the small area to the right. Put Sam's back against the wall. Checkpoint!
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    809 - Almost There
    
    - Knock-outs: Yes
    - Fatalities: Terrorists Only
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke 
      Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash 
      Bang, One Chauff Grenade)
    - Number of Alarms: One
    
    ID And Kill The Terrorists
    
    Have Sam do a wall jump, then move him to the right so he can climb above. 
    Looking forward, you should see a place to jump. Please don't be like me and 
    not notice that you must shoot the vent off before jumping. Have Sam jump as 
    far as he can. This might take a try or two. Go to the next vent opening. Shoot 
    it off. Fall below to the pipe and climb left. Now climb up the many ladders. 
    Once at the top, rappel down the middle and jump through the hole.
    
    ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    810 - Catwalks
    
    - Knock-outs: Yes
    - Fatalities: Terrorists Only
    - Weapons/Gadgets available: Pistol, SC-20K, (Two Diversion Cameras, One Smoke 
      Grenade, Three Sticky Shockers, Three Ring Air Foils, Cam Jam, One Flash 
      Bang, One Chauff Grenade)
    - Number of Alarms: One
    
    ID And Kill The Terrorists
    
    There are three guys at the bottom--one is a terrorist you'll need to kill. 
    Where you landed, whistle one over at a time in this dark area to pick them off 
    one by one. Now you should notice a guy above you--don't worry about hiding in 
    the dark, because he has night vision. You can actually make it to the walkway 
    that is higher than him for a clean shot before jumping down (this will reduce 
    Sam's health). If you just knock him out with a Sticky Shocker or Ring Air Foil 
    the timer won't go off. This will give you ample time to kill Soth and then 
    him. If the timer DOES go off, you have exactly one minute to kill that guy and 
    Soth while surviving. Use any gadgets you have left if it'll help. There are 
    lots of other strategies for this area, so feel free to find your own that will 
    work best for you. Anyway, enjoy the ending.
    
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                                   050 - General Tips
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    - Take full advantage of the different moves and methods Sam can use. This can 
      include SWAT turns, the drop attack, and all of the objects he carries.
    
    - Listen to your surroundings. You never know (if you don't use this guide) 
      when you'll run into a camera or a wall mine.
    
    - Use the pistol to conserve your SC-20K ammo. This can include shooting out 
      cameras or lights that don't require speed.
    
    - Sometimes (but not ALL times) it's better to knock-out everything to be safe, 
      from civilians to terrorists.
    
    - Try to save your projectiles. You never know when you'll REALLY need them. 
      Usually it's best to save them for tight spots.
    
    - Most times it's a really good idea to check under doors with your optic cable 
      that Sam has. Enemies may surprise you on the other side.
    
    - Seek out ALL dark places that may be helpful. Along with that, it's usually a 
      good idea to take the time to shoot out lights, if you don't mind using ammo.
    
    - It's always better to knock-out than to kill. Become a master at whistling 
      over people in the dark to silently take care of them.
    
    - Search areas for any spare projectiles or doors which lead to a medical kit. 
      Also be aware that there are several places for alternate routes in the game.
    
    - Pay attention to what your crew has to say, or what the enemies are saying 
      when Sam spies on their convo. They offer helpful tips.
    
    - Check your OPSAT often and read the satchels enemies may drop. They could 
      have important information (ie, a door code) that you didn't know about.
    
    - As a general rule, don't throw bottles at enemies. I've never really had that 
      work well and a quick whistle over works just fine.
    
    - If you're going to take a shot at an enemy, through ammo or a projectile, be 
      sure that the enemy has come to a stop and is not moving around.
    
    - Be aware that projectiles DO drop down after a certain distance. They don't 
      launch in a straight line until they hit the enemy.
    
    - You can use the advantage of hiding in smoke if it's around, but fire won't 
      keep Sam from the enemies' sights.
    
    - Civilians are VERY easy to knock-out. They can be safely hit from the front 
      just as easily as the back, but remember terrorists don't work the same way.
    
    - When looking for enemies in the area, sometimes it's better to use your 
      thermal vision. Don't stick with night vision no matter what.
    
    - Always be very sure to hide the bodies in a safe, dark place. The game will 
      not hesitate in giving you an alarm for not being careful.
    
    - Keep a spare save slot if you feel it necessary. If you run out of ammo or 
      are low on health, this can come in handy.
    
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                            060 - FAQs For Pandora Tomorrow
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    Q: ______ part of the game is REALLY hard!
    
            A: Relax. Don't rush what you need to do--there are very few places in 
    the game where you need to hurry. Sometimes it just takes the right timing.
    
    Q: I don't know where the code is for a door I need to access...
    
            A: I think all of them are either given to you on your OPSAT or you 
    need to take an enemy's data stick and read it.
    
    Q; I can't get the projectiles to work.
    
            A: You need to press L1 instead of R1 while you have something equipped 
    on the SC-20K. R! will just shoot regular ammo.
    
    Q: I can't get past this area because I'm too low on health.
    
            A: See if you can backtrack and find a medical kit or if there's one 
    not too far from where you are. If not, you may want to consider resetting.
    
    Q: In the ______ mission, are there any alternate routes?
    
            A: For the most part in Pandora Tomorrow, Sam will have a very set path 
    that he must go through. However, check my guide for alternatives.
    
    Q: I checked your walkthrough but my game doesn't make sense with it.
    
            A: Remember, this is for the PS2 version. There are a lot of changes in 
    this game that you will see if you compare walkthroughs.
    
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                                   070 - Conclusions
                       ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
    
    071 - Final Review
    
    Graphics: It's very regrettable that most of the time Sam is using his night 
    vision, because the environment is very sharp otherwise. I especially liked it 
    when you're in a level at dust, because the sunset is quite clear. Nothing was 
    too slow, either. This is very important for a game. The graphics are only 
    better in Chaos Theory, but for this game I'll go with 9/10.
    
    Sound: This category will depend in what sense. Some of the guards really said 
    the stupidest things whenever they thought they 'heard something.' However, 
    everything else was very realistic. I especially liked what a good job Ubisoft 
    did with sound from far away or traveling further away. The music between the 
    loading screens was just alright. 8/10
    
    Gameplay: Simple to get the hang of, overall. As long as you read the manual 
    careful about how to perform different maneuvers, the gameplay is not hard. In 
    some areas, Ubisoft could've given us a few more checkpoints to leave the huge 
    repetiveness of a certain area, but I suppose that is the challenge of Splinter 
    Cell. So I think this category will receive a 9/10.
    
    Story: Not entirely believable. Throughout the whole thing I was pretty much 
    thinking 'if only taking down REAL terrorists was this easy.' It was also hard 
    to believe that the security for the LA airport is that stupid to hire all of 
    those secret terrorists. Meh. Another problem was that the ending sucked/was 
    short. Could've done better with that. 6/10
    
    Replay Value: Here's another area where the game runs into trouble. If you're 
    not interested in the multiplayer then there's little reason to return to 
    Pandora Tomorrow. I like how in Chaos Theory there is a certain percentage in 
    the missions that you can try to reach--unfortunately this game does not have 
    that. This category will receive a lower 4/10
    
    Overall: Because of its fairly simplistic and interesting gameplay, this title 
    is perfect for someone new to the series. It might not have a very great replay 
    value, but other aspects of Pandora Tomorrow make up for that. Except for the 
    basic story and how the guards/terrorists react to Sam, everything is realistic 
    for someone like Fisher. 8/10
    
    072 - Contact Info
    
    sparksmf@yahoo.com is the only e-mail address that I'm going to use for this 
    guide. Here are the things that I will accept:
    
            - Game help questions regarding this game that haven't been addressed
            - Problems/incorrect information within this guide
            - Alternative strategies
    
    Versus the things that I won't accept:
    
            - Attachments
            - E-mail titles that are irrelevant to this guide
            - Flames/'your guide sucks' type things
    
    I'm assuming my readers will use good judgment, but I've also grown far too 
    accustomed in the online world for listening to idiots. When/if you send me an 
    e-mail, title it with something that I know is about this game. And again, I 
    will be more than happy to answer any questions, or hear about any problems or 
    mistakes that this guide might have. If you ask me a question that's already in 
    this walkthrough, however, I'll probably just delete your message.
    
    Also, I'm not going to update this guide again. If you send in problems or any 
    alternate strategies that's fine, but I won't be adding it onto here. Please 
    note as well that I might not be able to help you if you're not specific enough 
    about your problem, where you are in the level, etc. I need details!
    
    Finally, do NOT e-mail me saying 'thanks man' or 'I need help, with your guide 
    you seem like a good guy to ask' because I WILL E-KILL YOU!!! Girls can play 
    Splinter Cell! Girls are capable of writing guides! So there! Oooh burn, all 
    this time you've been getting Splinter Cell help from a female. So sorry.
    
    073 - Disclaimer/Legal Stuff
    
    Copyright 2006. sparksmf.
    
    I'm too lazy to send this anywhere else. This walkthrough is only allowed at 
    Gamefaqs.com. If you see it in any other place, please tell me so we can take 
    care of it and everything will be fine again.
    
    Thank you, and I hope this guide has helped.
    
    All characters, names, etc, belong to their respective owners.