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    FAQ/Walkthrough by Shotgunnova

    Updated: 09/24/11 | Search Guide | Bookmark Guide

         ____________ |¯¯| (¯¯) _____/¯¯|_ S P O I L E R - F R E E |¯¯| |¯¯|
        /  ____,____ \|  | |¯¯|/    \   __/¯¯¯¯\¯¯¯¯¯\ _/¯¯¯¯\/¯¯¯¯\  | |  |
        \___ \ |  |_) )  |_|  |   |  \  |(  ¯¯ /  |¯\/ \  \¯¯(  ¯¯ /  |_|  |_
        /___  )|   __/|____)__|___|  /__| \ ¯¯¯\__|     \  ¯¯¯) ¯¯¯\____)____)
            )/ |__|                )/      ¯¯¯)/         ¯¯¯\/ ¯¯¯\/
           //                     //         ((  P A N D O R A   T O M O R R O W
     _____/(_____________________/(___________)\______ ___________________________
    | FAQ 'n' WALKTHROUGH by Shotgunnova / P. Summers | shotgunnova [@] gmail.c0m |
        I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
       II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
           Stealth Techniques................................................ STLT
           Interaction....................................................... INTR
           Camouflage........................................................ CMFL
           Weapons and Devices............................................... WPNS
      III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
           01) US Embassy to Dili ........................................... WK01
           02) Saulnier Cryogenics Lab ...................................... WK02
           03) Hesperia Railway ............................................. WK03
           04) Geula District Street Market ................................. WK04
           05) Kundang Refinery ............................................. WK05
           06) Komodo Shipyard .............................................. WK06
           07) Television Free Indonesia .................................... WK07
           08) LAX International Airport .................................... WK08
       IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
        V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
       VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
      VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
    I. CONTROLS                                                              [CNTR]
                         ____          |  |          ____
        L2 BUTTON -->   /____/\        |  |        /\____\   <-- R2 BUTTON
        L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <-- R1 BUTTON
                      /  _    \________|__|________/    _  \
                     / _| |_                         _ /_\ _\  <-- TRIANGLE BUTTON
    DIRECTIONAL --> ( |_   _|   [SELECT]   [START]  |_|   (_)) <-- CIRCLE BUTTON
        PAD         |   |_|          [ANALOG]          (X)   | <-- X BUTTON
                    )            ____        ____            (
                   /            /    \      /    \            \
                  (            (      ) __ (      )            )
                   \         /\ \____/ /  \ \____/ /\         /
                    \       /  \______/    \______/  \       /
                     \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                                (L3)          (R3)
     The listing below is for the default controller setting. Although full
     personalization isn't available, the settings can be changed a bit to give
     better handling. This game makes full use of analog controls and they're
     required to play it.
      ___________ _______________________________________________________________
     | BUTTON    | FUNCTION                                                      |
     | D-Pad     | Up/Down: Cycle items, L/R: toggle nightvision/thermal imaging |
     | Start     | Toggle main menu                                              |
     | Analog    | ------------------------------------------------------------- |
     | Select    | Opens OPSAT menu                                              |
     | Circle    | Toggle crouching                                              |
     | Square    | (while held) show quick inventory selection                   |
     | Triangle  | Jump button                                                   |
     | X-Button  | Interaction button (for menus)                                |
     | L1 Button | Use alt-fire option (SC-20K only)                             |
     | L2 Button | Whistle                                                       |
     | L3 Button | Toggle back-to-wall mode                                      |
     | R1 Button | Fire/use current weapon                                       |
     | R2 Button | Un/holster current weapon                                     |
     | R3 Button | Toggle binoculars; toggle zoom function (SC-20K only)         |
     | L. Analog | Controls Sam's movements                                      |
     | R. Analog | Controls camera POV                                           |
     For advanced techniques, see the section below.
    II. TH' BASICS                                                           [THBS]
     Sam couldn't possibly do his job without a few aces up his sleeve, and he'll
     need all the help he can get on this next job. Here's a list of abilities
     our splinter cell will need to harness to live through it.
     CROUCH / CROUCHWALK                    Perform: O Button, O Button + L. Analog
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Less of a technique in Sam's bag of tricks than a normal occurance, crouching
     (or crouchwalking) plays a big part in Sam's concealment. It's much quieter
     than running, and in soft light, being able to move around using environment
     obstructions, such as cubicle barriers, to one's advantage helps immensely.
     HANGING                                    Perform: Triangle by certain ledges
     ¯¯¯¯¯¯¯                                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Everyday situations'll call for Sam to hang off cliffs, ledges and various
     other objects. Performing this maneuver allows Sam to move unseen, often over
     the tops of unsuspecting foes, as well as get find roundabout ways to ensure
     his stealth (such as using a second-story window instead of moving at street
     CLIMBING                                Perform: Triangle by climbable surface
     ¯¯¯¯¯¯¯¯                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Pretty self-explanitory: climbing things lets Sam get the height advantage.
     Certain situations -- like entering a turret's blind spot or scaling a mesh
     fence -- will require this. It's one of the most-used skills in Fisher's
     arsenal, actually.
     (HALF) SPLIT JUMP                         Perform: Triangle at wall (2nd jump)
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Although it sees less use than other tecniques, the Split Jump is still of
     vital use, often allowing Sam to squeeze out of impossible situations. To
     perform a jump, Sam must enter a narrow path, often an alleyway, and jump at
     one of the walls. At the height of the jump, leap once more to have Fisher
     spring up and wedge a ways above the path. In wider alleys, Sam will have more
     clearance to shoot. In smaller alleys, Sam will perform a Half Split Jump,
     where the alley's too small to take a large stance, and forces Fisher to
     bend one knee. However, this is actually good: it lets Sam get leverage to
     take another jump, reaching ledges above him. To do this, position Sam away
     from the destination outcrop and jump -- he'll automatically grab hold.
     BACK-TO-WALL                            Perform: L3 Button by vertical surface
     ¯¯¯¯¯¯¯¯¯¯¯¯                            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     By putting his back to the wall, Sam reduces his presence slightly, and by
     moving in this position, he can squeeze through thin gaps or minimize his
     presence further (such as by moving underneath a windowsill without bobbing
     above it). In this position, while looking through a gap (doorway, etc.), Sam
     can perform a "SWAT turn" -- a quick maneuver to cross the gap and return to
     his previous position. This is done by pressing X-button and left analog in
     the direction across the gap.
     HAND-OVER-HAND             Perform: Left analog while hanging from pipe/girder
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Some levels have odd pipework, and Sam can take advantage by hanging and then
     pulling himself up further. Wrapping his legs around the pipe works wonders:
     he can (often) move without bothering enemies/traps below him, and can even
     use his pistol while hanging, or even if he's upside-down. Few levels provide
     this chance, though, but it's quite fun.
     ROLLING                                         Perform: O-button while moving
     ¯¯¯¯¯¯¯                                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     While moving quickly, pressing the O-button makes Sam roll and begin crouching
     afterwards. It's not that useful technically, but if a player needs to move
     quickly before reinsertion into the shadows, it's there if needed.
     RAPPELLING                         Perform: Select action at appropriate place
     ¯¯¯¯¯¯¯¯¯¯                         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Rappelling occurs when Sam needs to descend a building, shaft, or pit safely
     without fear of...well, falling to his gruesome death! This can only be done
     at certain points, indicated by a metal affixment near a ledge.
    INTERACTION                [INTR]
     Sam has various ways to interact with objects and bodies, both living and
     deceased. Here's how they're exploited for his own purposes:
     MOVE BODY                                       Select: when by KO'd/dead body
     ¯¯¯¯¯¯¯¯¯                                       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     If Sam were to leave a trail of bodies in plain sight, he'd trigger alarms
     left and right (note: this occurs even if no actual enemies are around; it's
     an automated response thing). Thus, moving bodies into the darkness secures
     Sam's stealth and lets him proceed easier. To move a body, simply stand over
     it and select the action. Sam'll move slower in this position, but can throw
     the body down if he needs a weapon quickly.
     GRABBING                                 Select: when behind applicable person
     ¯¯¯¯¯¯¯¯                                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     When Sam takes an enemy unwares, if that enemy has his back to Sam, our
     splinter cell can grab him (with menu option). This serves a number of
     purposes: interrogation, quick movement without wasting time with bodies,
     and most of all, it's quiet as a mouse. Sam can't let a target go once it's
     initiated, so all that's left is to coldcock the guy with R1 or use him as a
     human shield.
     INTERROGATE                   Select: appears as option for applicable persons
     ¯¯¯¯¯¯¯¯¯¯¯                   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Occasionally, grabbed enemies can be interrogated. They'll give a bit more
     info about a situation before their disposal, basically. It's pretty rare, so
     don't plan on seeing it much.
     BODY SHIELD                                 Select: Grabbed person + R2 button
     ¯¯¯¯¯¯¯¯¯¯¯                                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     A grabbed person can be used as a fleshy bullet catcher, if need be, letting
     Sam return fire (pistol only) and avoiding some damage. Enemies who encounter
     their ally in this situation may be reluctant to fire upon him, although some
     won't care either way. If Sam's shootin at them, they may have no choice...
     RETINAL SCAN                             Select: Grabbed person + near scanner
     ¯¯¯¯¯¯¯¯¯¯¯¯                             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     Certain priveleged members of a faction may have their retinal patterns used
     to activate doors, and Sam won't be able to get around a scanner without 'em.
     The obvious choice is to gouge out their eyes, right? The actual solution's
     a bit less gory: grab the target and maneuver to the appropriate device, then
     force 'em to do the scan. 
    CAMOUFLAGE                 [CMFL]
     Camouflage is a make-or-break situation for Sam, and it keeps him perched
     on the precipice in every mission. His stealth meter (located above the
     weapon display) will tell how enemies perceive him: basically, the darker
     his rating, the better. Standing in shadows and light will affect his
     rating, positively and negatively, respectively. Destroying light sources
     or hitting light switches is a good way to keep Sam in his natural element.
     Similarly, apply the rules of Sam's stealth to hiding bodies he leaves in
     his wake. Wherever Sam blends in best, that's the best place to shove those
     stiffs. [Alarms can trigger if bodies are left in lit-up locations, regardless
     if actual enemies are nearby, mind you.]
                                                            5.72MM SILENCED PISTOL
     A faithful but puny friend, Sam's silenced pistol is with him on every job.
     It has a basic crosshair and no zoom capabilities, and unless a player's a
     marksman, scoring headshots is hard (i.e. may as well plug a target in the
     chest rather than miss repeatedly).
     If Sam's not wielding the pistol, he's wielding the SC-20K rifle, inarguably
     the best weapon in the game. With its high-quality zoom function, acceptable
     magazine size and a bevy of alt-fire weapons, it's always the best weapon for
     the job. Secondary weapons are shown above the SC-20K in its weapon display,
     and can be toggled manually from the menu or by pressing Up/Down on the d-pad
     when the rifle's already out. Use L1 to fire these (they can't be used while
     • Diversion Camera [baits enemies near with noises and then gasses 'em]
     • Sticky Camera [lets Sam view an area safely from a distance; reusable!]
     • Sticky Shocker [instantly incapacitates if target's hit]
     • Smoke Grenade [releases large smoke cloud; can incapacitate foes]
     • Ring Airfoil Round [nonlethal projectile that stuns/incapacitates enemy]
     Some owners have decided to lock their doors, and Sam won't have any of that.
     Use this device from its menu option to start jimmying the door. Simply roll
     the left analog until the controller vibrates; wait on that spot. Do this
     repeatedly, from 2 to 6 times, to unlock the door. Note that Sam will stand
     up while in this procedure and can't fire back if enemies stumble on him (it
     happens rarely).
                                                                        OPTIC CABLE
     A handy tool for first-timers and vets alike, the optic cable is used to peek
     under closed doors to see the adjacent room. Generally this is used to plan
     for the eliminating an enemy contingent.
                                                                    DISPOSABLE PICK
     Not seen that often, a "disp pick" will "pick" the door with a miniature
     explosion. Usually a door that can't be picked isn't worth going into, though,
     so big whoop, eh?
                                                                          LASER MIC
     Used only in one mission, the laser mic is used for eavesdropping at longer
     ranges. It must be pointed at the target like a normal projectile weapon,
     and the target must be kept in its sights to listen in.
                                                                      CAMERA JAMMER
     The "cam jam," as its affectionately known, temporarily neutralizes any wall
     camera, but is most useful on indestructable ones. Once pointed at a camera,
     a gauge will be displayed, gradually depleting (and then slowly refilling).
     While locked onto a camera, the cam jam will deactivate the target for the
     duration of the gauge, after which the device immediately starts again. This
     means Sam will have 10 or so seconds to maneuver while using it. Naturally
     this weapon is ineffective on humans.
     Using R3 button, Sam can zoom in on faraway scenes. This ability's not that
     useful since the SC-20K has the same function, but that rifle's not always
     around, is it?
                                                                    THERMAL GOGGLES
     By pressing right on the d-pad, Sam switches to thermal view, identifying
     all heat sources in his vicinity. This is most useful for spotting enemies in
     dense foliage or other particular objectives (such as finding someone with a
     false leg, or identifying vaccine recipients). Thermal view is nigh useless
     for long-range reconnaissance, though, and other heat sources, like lamps and
     lingering sunlight, can affect it, too.
                                                                       NIGHT VISION
     For someone who's always seeking darkness, night vision is Sam's guardian
     angel -- it's what gives him a leg up on his opponents, after all. Switching
     to this mode tints the HUD green, and one'll become accustomed to reading the
     stealth gauge while its active. This mode isn't without its faults, though:
     bright lights adversely affect its efficiency, meaning don't look at glaring
     neon signs or wear it during lightning flashes -- it'll temporarily blind its
    ____________________________________________________/ IV. WALKTHROUGH [WLKT] |_
    01) U.S. EMBASSY TO DILI (EAST TIMOR)                                    [WK01]
     This walkthrough is based off the default difficulty (Normal), and since the
     game's protagonist is an espionage expert, will show how to attain perfect
     stealth in all levels (i.e. no alarms). Levels are often split in multiple
     parts, and the guide'll do the same. The bracketed asterisk icon -- [*] --
     denotes a savepoint/checkpoint occuring.
     Default Weapons: Pistol
    PART 1: Infiltrate the Embassy
     AKA ---: Tutorial Time
     Alarms?: No (0 Allowed)
     Deaths?: No
     Items -: None
     If Sam wasn't doing great in simulation, he'll have the chance to reacquaint
     himself with the basics here -- there's no enemies for a long while. Since
     Fisher's work goes best with darkness, it's no surprise that this level --
     and levels to follow -- will take place at night. As such, the first order
     of business if flicking night vision on (d-pad left). The game'll also give
     on-screen directives to help Sam work out the kinks.
      • Fun aside: if Sam dawdles, Lambert will start inquiring why he's going
        so slow, leading to some fun radio chatter.
     Once on the docks, learn how to harness the shadows for invisibility, move
     up ladders, and cruise on the zipline. These will all be familiar to Splinter
     Cell vets, but early gimmes are always welcome. The next dock has a horizontal
     pipe to reintroduce hand-over-hand movement and, at the fence, the leg-locked
     "crawl" to get past it. This is also a good time to practice the enjoyable
     upside-down shooting techniques, although they won't see much use in this
     game (sadly!)
     Infiltrate the dock house to find a dead body! Oh wait, those are garbage
     bags... Here, lockpicking is taught -- clicking the tumblers is as easy as
     rotating left analog and waiting on the vibration. Beyond, climb the ladder
     and descend the trapdoor. These are just variations on a theme, really. [*]
     By now, Sam's in the village proper, but the game's not ready to remove the
     training wheels just yet. Next up is a lesson in crouching to get under
     obstructions (here, a porch) and, past the next house, the back-to-wall
     movement that gets Sam by tight spaces. As y'move, it'll be easy to see a
     sleepy guard...
     Once in the alley, execute a "SWAT turn" -- that is, from the back-to-wall
     position, hold right and X-button to deftly cross the opening and land in
     the same position. This technique will be used to brook gaps that might
     otherwise reveal Sam's presence. Now it's just a matter of bypassing the
     sentry. From the shadows, shoot out the nearby light, and, with his attention
     drawn, knock the merc out (with R1 button). 
      • Miss your chance? There's always a second chance. Using L2 button, Sam can
        give a short whistle that attracts enemies to that location/area, making it
        easy to pick up the proverbial spare.
     Bodies must be hidden in order to avoid setting off alarms. To do this, dump
     the unconscious guard in an area where the shadows are thickest. In general,
     enemies are unlikely to uncover their comrades' hidden corpses, but only if
     done right! [*]
      • Keep in mind that the discovery of bodies is not based off living foes!
        Were you to leave a trail of corpses in the light, thinking that as long
        as no opponents got by you it'd be alright...well, it wouldn't be alright.
        Always hide bodies properly!
     Down the alley, Grímsdóttir provides some helpful intel -- thermal imaging
     will reveal landmines' placement. In this case, it'll show them buried in the
     normal footpath, and allow Sam to avoid 'em by ducking beneath the porch. Do
     note that landmines cannot be detonated by gunfire, but explosive/concussive
     blasts do the trick. [This is helpful in a later level...] Avoid the next
     batch of mines by jumping off the crate to catch the roof beam, then shimmying
     along to a safe drop-down point. Proceed through the ensuing empty house. [*]
     Now it's time for a more advanced technique: the half-split jump. Enter the
     tiny alley outside the door, face the wall and jump. At maximum height, jump
     again to make Sam wedge himself a ways off ground. From this position, Sam
     can get even higher by jumping again (just position Sam's body away from the
     destination ledge first).
     From the balcony, get inside to find another guard nearby. Using the whistle
     technique, draw him into room and coldcock him; or, shoot the light and draw
     him that way. Either way, he's gonna take a nap in the darkness. Jump off
     the next balcony to continue. [*]
     Here, an ornamental pond is kept safe by a roving guard. The sub-objective
     is to shoot out the nearest light to bait him, but it's just as possible to
     avoid him completely by traversing the far side of the pond. Regardless, the
     target doorway is kitty-corner to the insertion point, and if the guard's
     gone, y'can move towards there without stealth. Inside is a small supply
     shed. [*]
     Proceed further in to find a careless guard with his back to the door. Sam's
     asked to interrogate him -- goodie! To perform this maneuver, approach a guard
     from behind and select the option to grab him; from there, squeeze info out
     of him via the menu options. [Note: not all guards can be interrogated.] When
     the guard's of no more use, use R1 to knock 'im out.
     Immediately following, the guard in the adjacent room will show up looking
     for his friend. One of the prime points to interrogation is that Sam can move
     the victim beforehand, pick a spot and dump the body -- if there's no time to
     move the body before the other guy sees it, y'only make that mistake once!
     Dispose of the second guy using any technique yet learned. Leave this area by
     performing a half split jump in the alley. [*]
    PART 2: Destroy Security Intelligence
     AKA ---: Sadono & Shetland
     Alarms?: No (0 Allowed)
     Deaths?: No
     Items -: 5.72mm Ammo (x2)
     At last, Sam is within the embassy environs. Scramble up the scaffolding and
     immediately assume a crouching position. Why? Because if y'go by the next
     window standing, the binoculars-using lookout'll spot Sam instantly. There'll
     be a short scene when Sam approaches the next window; afterwards, it'll just
     be one guard and a hostage nearby.
     The guard will kill the civie if spooked, so Sam needs to lure him out. This
     is easiest done by whistling from the exterior corner by the window, then
     going around the shadowed corner while the guard comes out. This way, he'll
     put his back right to Sam for the KO. Hostages aren't counted as aggressive
     units, and thus don't need to be shot or neutralized (like in SOCOM games).
     The hostage's corpse doesn't need to be moved either.
     As it would turn out, the door Sadono took jammed after he passed through, so
     there's no way to follow. Instead, visit the balcony's opposite end and use
     the pipe/gutter to shimmy forward. [*]
     Repeat the process again to reach the balcony of Shetland's digs, where he's
     currently being shown some hospitable treatment. The interrogator's back's to
     that opening, and can be easily dispatched thus. His satchel, as well as the
     desk nearby, contains some extra pistol ammo. Get Shetland to cough up his
     flashdrive to get two pieces of info: some contact codenamed Mortified
     Penguin and a captive linguist, Ingrid Karlthson. Feel free to chit-chat with
     Doug before skidaddlin'.
     Just outside is that "Kim" a previous sentry mentioned, and like most idiots,
     he's not paying attention to anything in particular. The locked bathroom by
     his balcony contains a first aid kit, letting Sam dress any wounds he's
     sustained thus far. (It's only interactable if Sam's hurt, though, and can't
     be used indefinitely.) Down the hall is the stairway to 1F. Shoot out the
     overhanging light before approaching. [*]
     Down below, three guards are found: 1 patrolling, two standing around. The
     patrolman might notice the broken light and investigate, but it matters very
     little -- he can be gotten alone, and is thus the first to fall. The others
     can be lured by whistles one at a time. Since the entire area by the stair is
     very dark, positioning bodies is often unnecessary. The main interior doors
     are locked, but there's a roundabout passage near the floor map that leads
     there anyway. Proceed through the doors to reach the courtyard. [*]
    PART 3: Locate Ingrid Karlthson
     AKA ---: How I Learned to Stop Worrying and Love the Spotlight
     Alarms?: Yes (3 Allowed)
     Deaths?: No
     Items -: n/a
     This game can be fun but it isn't always clever -- however, this "puzzle" is
     both fun and infuritating. One sentry has overwatch duties in this courtyard,
     and as luck would have it, he has night vision like Sam. Thus, to penetrate
     his defenses, Sam has to stay in his blindspot...that is, illumination. The
     automated searchlight shows up as pure white in night vision, and is thus a
     funny kind of safe zone. The spotlight can be rather fast, so a player should
     view the plotted course first before attempting to use it. Opposite where
     Sam entered the area is the destination door.
     There'll be no enemies between the ground floor and the night vision guard,
     just a few staircases and a first aid station. [Technically, if you use
     thermal by the downstairs window, y'can see a guard outside, frozen in place;
     he's not meant to be active yet apparently.] When that 3F guard is kaput,
     talk with Ingrid next door. When she translates the PDA, the next mission's
     destination is set. She also moves away from that exit door. [*]
    PART 4: Move to Extraction
     AKA ---: Lights Out!
     Alarms?: No (N/A)
     Deaths?: Yes
     Items -: None
     The final step to extraction is cutting the village spotlights that would
     identify the Osprey chopper. Sam starts by an open 3F window, and can use the
     ledges to drop into the backyard safely. The (2) spotlights are on separate
     towers, the same place their deactivation switches are located. Each tower
     has its own patrolman, but with the ocean of darkness 'round here, they'll be
     little threat. The final guard is at the docks, and will eventually approach
     the corner (nearest the unbreakable lantern) for quick disposal. Simply jump
     in the boat to put this mission in the history books!
    02) SAULNIER CRYOGENICS LAB (FRANCE)                                     [WK02]
     Default Weapon: Pistol, SC-20K
     Auxiliary Wpns: x3 Stick Sh, Smoke Gr; x4 Div Cam, Stick Cam, Ring Airfoil
     Other --------: Cam Jam, Disp Pick, Wall Mine, Frag Grenade
    PART 1: Infiltrate Saulnier Cryogenics
     AKA ---: Tunnel Vision
     Alarms?: Yes (3)
     Deaths?: Yes
     Items -: 5.56mm Ammo (2), 5.75mm Ammo
     Sam's insertion point is a Parisian train tunnel, and he's got a few new toys
     to play with. First and most importantly, the SC-20K: a two-handed silenced
     rifle that not only has 200% zoom function, but can carry a boatload of
     auxiliary weapons (select with Square, shoot with L1 while unzoomed). It's a
     lot better than the pistol, but does have a downside -- there's no ammo for
     it lying around! Thus, when it comes time to shoot out the lights (etc.), use
     the pistol instead. The miscellaneous weapons are various explosives, while
     the Cam Jam lets Sam temporarily neutralized "heavy" cameras, i.e. those that
     can't be destroyed with gunfire. More on that later.
     Anyway, shoot out the nearest lantern to attract the guard. Just watch out
     while entering the track, because an adjacent track's vehicle while blur
     past, lightning the shadows up like a Dutch brothel (to use Lambert's own
     phrase). Feel free to kill the guard before the illumination occurs.
     The next portion involves the defunct train car, which has a few doors at
     either end, plus a roof drop-down point accessible from the ladder (end
     nearest Sam). The latter doesn't lead all the way 'cross the roof, however,
     so it's of little interest, really. The sidewalk has a bunch of unbreakable
     lights, so it should typically be avoided. Two guards are found at the far
     end, but only one naturally patrols. Wait for him to enter the cabin before
     eliminating, then lure the second to his demise. NOTE: Watch out for passing
     trains, which light up the far end quite a bit!
      • Remember that the rifle has a zoom function, accessible by [d-pad up] when
        zoomed in. This makes snuffing lanterns and fluorescent lights far easier,
        and without the danger of betraying Sam's cover. This is a great tactic
        for whistling, which doesn't just draw the guard, it makes the perp stop in
        his tracks for a few seconds to comprehend what just happened. Use this
        chance to put one right 'tween his eyes!
     Down the bonfire-ravaged tunnel, Sam encounters another fiery obstacle in the
     basement library. Shoot the ceiling valve and continue into the next-door
     corridor. [*]
     The adjacent room here contains a guard and a camera. The layout works well
     in Sam's favor, particularly the climbable bookcase offering a bird's-eye
     view of the patrol and (breakable) surveillance cam. If y'haven't tried out
     the Cam Jam yet and are curious, get a little first-hand experience here.
     Adjacent, two guards are ransacking some cubicles. Once the overhead lights
     are popped and the room's plunged into darkness, they can be systematically
     eliminated or bypassed -- doesn't matter too much. Find the lockpick-able
     door to visit the next area. [*]
     This room has some 5.56mm ammo for the SC-20K, and opens up into a small
     auditorium that's soon infiltrated by three guards. If Sam's quick about
     shooting the ceiling light, things'll go a lot smoother. Hide in the upper
     corner and wait for them to take their positions. Then, (1) coldcock/shoot
     the guy by the bookcase (2) the inert guy by the desk (3) finally, the roving
     gunman. Through the plastic flaps, lockpick the next door. [*]
     Sam gains entrance to an office where a pair of mercs is destroying computers
     left and right. Lambert radios in to say the access codes are on one of 'em,
     and vital to continuing. This would be a good situation for the diversion
     camera, but it doesn't seem very potent here. The two destroy the remaining
     computer after their security-minded conversation, so Sam has to work fast.
     Perhaps the best way is to use the SC-20K's smoke grenade, which fills the
     room with a cloud of white smoke and temporarily stuns the opposition; in
     fact, if Sam waits long enough, he can catch 'em with their backs turned to
     the entrance -- boom! One has a data stick in his satchel, too. Hide their
     bodies and take the ammo (2 types!) before cracking the computer.
      • Having trouble with this part? Here's a quick way to do it: remember how
        the merc mindlessly destroys a window? From the entrance, Sam has just
        enough trajectory to shoot a smoke grenade (or frag grenade, really) in
        through the window and ricochet it off the wall. It'll land in the middle
        of the room and take one out, if not both. [It's also possible to salvage
        another of the computers here, but there's nothing worthwhile on it.]
     Grímsdóttir drops a bombshell now: a remote-triggered bomb has just been
     initiated! It's located in the boiler room down the corridor, behind a
     lockpickable door. Shoot out the fluorescent light to gain entrance, then
     defuse the bomb. The 1:30 timer is pretty forgiving, although, if Sam hastily
     left the previous bodies in the light, an alarm will trigger during the event.
     Before leaving via the stairwell door, don't forget about the supply closet
     (probably) bypassed in the bomb confusion. It contains a first aid kit!
    PART 2: Access Saulnier Cryogenics' Client Database
     AKA ---: Frenchmen on Ice
     Alarms?: Yes (3)
     Deaths?: Yes
     Items -: 5.72mm Ammo, Sticky Shocker (2)
     Sam has his first run-in with a motion detector here -- it's the small red
     device on the wall. It shoots an invisible beam laterally, and any quick-
     -moving thing sets it off. Circumvention is easy: slowly move through it. Be
     warned: these can be hard to see in night vision, since they have their own
     light source and are often positioned by other sources. Did I mention they're
     indestructible? Yeah.
     Jimmy the door atop the stair to find two mercs firing off their weapons. They
     eventually go their separate ways: one towards Sam's position and the other
     to a 1-room office down the hall. If Sam's fleet-footed, he can pick the
     nearby door just in time for the merc to visit him. The supply closet nearby
     contains SC-20K ammo and two Sticky Shockers. Watch out for the second motion
     detector, too!
     This floor's remaining mercs are down at the yet-unvisited end. There's the
     aforementioned guy smoking in the office, who can be taken out from the
     doorway and left in darkness (flip the light switch...haha). Then, another
     is watching the security monitors and reporting info about a guard locked in
     the Body Processing Room. Lamely, a headshot through glass doesn't register,
     and'll more than likely set off an alarm. Thus, put the guard on edge by
     opening the door and killing him when he takes a peek.
     Next up, the computer servers containing the client database -- they're right
     across the hall, and also that room the guards were shooting into before. It's
     got three ceiling-mounted cameras, but they can be rendered helpless once the
     fluorescent lights are crushed. Use the computer to learn Mortified Penguin
     is shoppin' around for some economy-class containers...interesting...
     Cross to the other side of the server room (or go all the way around to the
     lockpick'd door) to find a keypad. The password (2457) gives access to a
     surgical room near a patrolling guard. [*]
    PART 3: Find Some French Brains
     AKA ---: Cool Gunnings
     Alarms?: Yes (3)
     Deaths?: Yes
     Items -: 5.56mm Ammo (2), Sticky Shocker (2)
     Shoot the floodlight pointed at the door and eliminate the guard (who'll
     probably be spooked by the light's disappearance). There's some SC-20K Ammo
     on a desk here, should y'need it. Night vision can mask the motion detector
     here, so be careful, too! The ensuing stairway has both a camera and a wall
     mine (!) but both are easily bypassed -- just shoot the light sources or
     the mine itself. The next hallway leads to... [*]
     ...the ground-floor lobby! Two gunmen are dismantling things here, but aren't
     expecting Sam, who can take one out right off the bat. The far one carries
     some extra ammo in his satchel, and if left alive, will start patrolling the
     adjacent hallway. The keypad door there (password: 7562) leads into another
     surgical prep area...where the brains are. [*] There's two Sticky Shockers
     on a gurney here.
    PART 4: Locate François Coldebeouf
     AKA ---: French Fry
     Alarms?: Yes (3)
     Deaths?: Yes
     Items -: 5.56mm Ammo
     Through the plastic flaps, a frosty cryogenics room comes into view, and the
     guard patrolling it, too. Since the frigidity of the room works against night
     vision, use thermal imaging to easily identify guards. The same goes for the
     cold catwalk environment through the lockpickable door, only here, it's best
     to wait until a guard begins patrolling 'fore letting him meet his maker. If
     both the guards are waiting/on alert (confirm with thermal), try luring one
     out in your preferred method -- show self from shadows, diversion camera,
     and so on -- first.
     Beyond, the familiar 'ping' of a wall mine should be audible. Ignore it unless
     y'really need that first aid kit nearby. Enter the medical office [*] for a
     short scene involving mercs trying to get to Coldebeouf, and their plot to
     cook him alive via explosion. Use the floor trapdoor (trapfloor?) to reach
     François' position and obtain his cell phone. There's SC-20K ammo nearby, too.
     This conversation starts a 1:00 timer until the vault explodes. There's no way
     to coax François into leaving via conversation, but it IS possible to save his
     bacon. To do this, advance towards the level exit by climbing into the ceiling
     vent (only possible after doing conversation). While there, use your SC-20K to
     shoot the pipe's crank, releasing poisonous aerosol or harmless steam into the
     faces of the would-be attackers. Note that the timer is the preparation until
     the explosion is ready, not a fixed thing -- eliminating the assailants ends
     the timer.
     Coen's waiting at the other end of the ventilation system.
    03) HESPERIA RAILWAY (PARIS TO NICE)                                     [WK03]
     Default Weapon: Pistol
     Other --------: Laser Mic
    PART 1: Meet Norman Soth
     AKA ---: Sothbound Train
     Alarms?: No
     Deaths?: No
     Items -: None
     Sam's insertion point is the caboose of the speeding train. Don't bother
     trying to skip cars via the roof; it's a no-go. Instead, make haste to the
     second car and whistle-lure the guard for disposal. There's a no-casualty
     mandate in effect, so don't get reckless! Remember that normal train guards
     don't carry radios, and must communicate intruders through wall-mounted alarm
     systems. Because of this, Sam can have a little leeway in being seen, and can
     even give chase if need be. Use the floor trapdoor and undercarriage pipework
     to reach the next car. [*]
     After surfacing in the passenger car, Sam's notified that Soth purchased two
     more tickets for henchmen, and they're mixed in with the other passengers.
     This leaves two choices for proceeding.
      • Option 1: Neutralize guards. It'll be easy to identify the baddies as they
        hold a conversation immediately and have sunglasses; all other civilians
        are inattentive, except the guy nearest Sam. Speaking of such, he (civie)
        will get up to check things if the lights are snuffed, and Sam can safely
        send him to sleep near the sliding door barrier. DO NOT use the whistle
        technique as it only tips off guards, giving an automatic game over. One
        guard eventually gets up to check the lights, too, even sooner if he heard
        the civilian get coldcocked. Always hit this guy from behind as he raises
        an alarm the second Sam's spotted. The final gunman can be hit with R1 w/o
        much trouble -- just make sure to get behind him when he's not facing the
        aisle (he can still see a little in the dark). No need to bother with the
        other civilians; just head straight for the next car.
      • Option 2: Ignore the gunmen situation. In the trapdoor room, Sam can use
        the outer door release to open the side entrances, down the hall away
        from the passengers. This route is undoubtedly the easiest, as even the
        unavoidable sighting from the female civie has no negative repercussions.
     So which way to go? The latter is easiest, and can actually segue into the
     neutralization phase. After all, Sam would be closest to both guards, and the
     inquisitive civie near the back wouldn't factor in much. Both guards carry
     data sticks in their satchel, but beyond that, they can be avoided completely
     without affecting much. Onward to the next car! [*]
     Here, avoid line of sight with the corridor, as a conductor will immediately
     run to the alarm if he sees Sam (d'oh). Instead, wait for him to finish
     speaking to the other passenger, and do a SWAT turn to get past. The next
     door contains a geezer who may suddenly burst out into the hallway; and, if
     knocked out, the previous attendant may rush to the scene. Shouldn't matter
     much -- just hit him before the alarm's sprung and hide both bodies in the
     geezer's cabin. As said before, Soth has an artificial leg and that lack of
     heat signature will register on thermal imaging. Using the optic cables, one
     can determine Norman's cabin as the middle one.
    PART 2: Laser Mic Soth's Phonecall
     AKA ---: Play It Again, Sam
     Alarms?: No
     Deaths?: No
     Items -: None
     Strike up a conversation with Soth and, when he's called away for a phone
     call, hack his laptop to plant a bug. There'll be a 0:40 timer (eventually)
     to eavesdrop on Norm's call -- it takes place in the bar one car up. Once
     it's infiltrated, duck behind the bartender counter and use the mic. Make
     sure to get the entire call or another game over condition's found. [*]
    PART 3: Move to Extraction
     AKA ---: Do the Locomotive
     Alarms?: No
     Deaths?: Yes
     Items -: None 
     Following, Soth will return back towards his cabin, and one of his goons will
     take up the tail. He can be dispatched en route or y'can ignore him entirely;
     it matters little. The final mission objective is radioed in around this time:
     get topside for extraction. To do this, reach the roof ladder in the car past
     the lingering guard (who carries a data stick, for reference). Soth calls in
     a "cover blown" directive to everyone once the final car's reached, but it's
     little use -- any operative around should be unconscious, and any previous
     operative is now off-limits (trying to get to Soth again results in a game
     over...heh). On the flipside, Sam can now use lethal force if required.
     Once on the roof, head back down the cars until the Osprey is overhead. There
     will be a "jump to rope" option to finish up.
    04) GEULA DISTRICT STREET MARKET                                         [WK04]
     Default Weapon: Pistol
     Auxiliary Wpns: n/a
     Other --------: n/a
     Get ready for a ridiculously long chapter, folks.
    PART 1: Retrieve Your SC-20K
     AKA ---: Where the Streets Have No Name
     Alarms?: No
     Deaths?: No
     Items -: SC-20K, Sticky Shocker (3), Ring Airfoil (2)
     The setting: Jerusalem, nighttime. Sam begins in a small sewer sidewalk, and
     is soon given his objective: obtain his refitted SC-20K from an old agency
     asset. The 31_0E file in the inventory gives a street map to his shop, but
     it's so linear, there's not much call for it. Additionally, a citywide curfew
     means streets will be clear of most traffic, excluding the guards and an
     occasional civilian. Shadowy streets lend Sam much cover, and because most
     officers will be patrolling solo, the ol' whistle-lure trick pays off in
     spades. [Thus, hopefully there's no need for in-depth strategies at this
     point.] Bypass/knockout the first two officers on the street. [*]
     Past another officer near an overhanging lamp, Sam will encounter two Hasidic
     Jews talking in a small street. They'll eventually sit on a mastaba and can
     be bypassed without incident. Further on, there'll be a small plaza where an
     officer berates a man out past curfew, before chasing him off. It's possible
     to insert from ground level, although by using some crates around the corner,
     Sam can climb up and shimmy along a 2F ledge, then drop behind some fruit
     boxes. Either way, the situation resolves itself and Sam can continue through
     the next open-air shop. [*]
     Down the stairway, Saul, the CIA contact, will be accosted by two armed thugs
     demanding money. Knockout the first one and the second will (after a few secs)
     take Saul hostage at gunpoint. Stay in the shadows and eliminate him with some
     old-fashioned sharpshooting. Speak with Saul and obtain the SC-20K from the
     hidden trapdoor, as well as various auxiliary pieces to go along with it.
    PART 2: Locate Dahlia Tal
     AKA ---: Lady-in-waiting
     Alarms?: No
     Deaths?: No
     Items -: n/a
     With the weapon in hand, the next goal is to meet with the Shin Bet agent,
     Dahlia Tal, who has connections to terrorists in this neighborhood. She'll be
     waiting by the Armenian church. Saul volunteers to let Sam test out his new
     weapon upstairs (also where exit is) if he so desires. The conversation'll
     lead to Sam using a sticky shocker on a guard standing in a puddle. If you're
     a fan of ammo conservation, this part can be avoided. Exit stage right. [*]
     In the next area, a guard will be conversing with a civilian around the first
     corner; after, he moves closer to Sam and assumes overwatch. These streets
     will have a few roving civilians, but the biggest problem is how well-lit the
     paths are -- pop those bulbs pronto.
     Down the stairway further on, two guards will be standing in the "elbow" --
     sneaking past them at ground level with whistling/pistolwhip techniques is
     pretty boring all-around. The more enjoyable way is to take the scenic upper
     route! Do this by climbing the pipe by the steps, then drop-and-catching the
     2F window under the ledge. Wait for the smoker to go back inside before
     climbing out onto the other ledge; then, jump onto the top of the archway.
     From here, Sam can shimmy along the roofs and eventually use a zipline to
     land on a vendor's canopy below. This bypasses most of the guards and gives a
     height advantage, and while roundabout, is far more enjoyable. All that's left
     is to bypass/KO the two guards below, a simple task with light sources
     extinguished. Jump down into the tiny alley after. [*]
     The next area leads towards the church, and is a rehash of circumstances the
     previous street dealt, only with fewer guards. Once the 3rd and 4th patrols
     are eliminated in the tiny lamplit square, look for a climable pipe on the
     church's exterior. From here, use the lower ledge (shimmy past obstruction)
     to vault the archway, and eventually bypass the lichgate. Once Sam jumps down,
     a savepoint's finally reached. [*]
     To make contact with Dahlia, exit the church and use the zipline atop another
     pipe -- this'll put Sam in speaking distance.
    PART 3: Rendezvous at Shoshana Storage
     AKA ---: Follow the Leader
     Alarms?: No
     Deaths?: No
     Items -: n/a
     The conversation with Dahlia details how the Syrians have an SD133 storage
     device; Sam will be lead to its location. Until then, Sam is to be Dahlia's
     shadow, following her silently and not revealing his position...not a big
     change from what he's been doing 'til now. The only difference is Dahlia,
     dressed in area-appropriate clothes, can bypass guards easily while Fisher's
     gotta sneak around. Taking out streetlamps is a good way to lure guards away,
     and let's face it: this is the busiest route in the entire district. Note
     that Dahlia will hold position if she gets too far ahead, so there's no need
     to rush. There'll be a savepoint three guards in. [*]
     Follow her past two more guards and into some ancient ruins, ignoring the
     Islamic worshippers further down. [*] Finally, after another street and its
     three guards, speak with Dahlia to devise a plan -- she'll take the lower
     level while Sam takes the roof. [*]
     Take the long way around? Well, it's certainly an option. Sam'll have to get
     past the alley guard, then climb up a pipe into a Jewish family's apartment;
     then, use the outer ledges to reach the roof. There's no real upside to this
     route besides a slightly more flavorful adventure and a rooftop checkpoint
     that'd otherwise be missed -- and it's all to get past a guard he could've
     simply walked by! [Said guard can be KO'd or ignored; Dahlia isn't affected.]
     The next guard that stops Dahlia will have to be KO'd at some point, however.
     ** PS3 VERSION NOTE **
     There's a known game-breaking bug in the HD version of the game that occurs
     before seeing that "next guard". Meeting Dahlia in the alley behind the last
     guard may result in her staying put, even though she beckons Sam to follow
     her. The only known solution is replaying the level or using an older save.
     Past the chain-link fence, the Shoshana Warehouse is finally found. Hop into
     the elevator to get a surprise directive from Lambert. Sam will have a few
     seconds to comply with the request before the next segment starts.
    PART 4: Retrieve the Syrians' ND133
     AKA ---: Clean Sweep -or- Playing Dirty
     Alarms?: No (n/a)
     Deaths?: Yes
     Items -: 5.56mm Ammo (2), Frag Grenade (3), Smoke Grenade (2), Sticky Shocker,
              Ring Airfoil (3), Chaff Grenade, Flashbang
     Sam's now in the underground sewers, and right off the bat, there'll be an
     enemy (around right-hand corner). There's authorization to shoot any hostile
     target, too, so no need to pull punches again. The second foe's down past
     the next staircase -- hiding underneath said structure can provide an easy
     opportunity, if the rest of the shadows aren't accommodating. By the fence,
     use the overhanging pipe to get further in. [*]
     This watery area contains a turret guarding the far catwalk, and approaching
     it in any circumstance (darkness or no) is deadly. From the mesh door, look
     for a roving guard and eliminate him in the doorway. Using the lower waterway,
     it's possible to find a climb-up point onto the catwalk, either near the guard
     or on the sentry's blind side (to deactivate it).
     The doorway by the dead mercenary leads to the ND133 storage room, and on
     either side of it, the lit-up passages can contain one guard apiece. Since
     the entry passage into the storage room (from this side) isn't fully bright,
     guards can often spy Sam and wander near without need for whistling. Popping
     said passages' lights can also lure 'em into shooting range. When both are
     bleeding, enter the mini lab and take the sample. [You can also hide under
     the lab itself for better trajectories.] [*]
     If you followed the walkthrough verbatim, there'll only be a few more foes
     remaining: exiting left from the storage lab, there'll be 1 guy guarding the
     armory (where all the items in this level are found, including the rare Chaff
     Grenade). Exiting the storage lab's right-hand side, two more mercs inhabit
     the walkway. These walkways are connected, so there's no one set route to
     eliminate these guys.
     When ready, take the elevator back up to street level. [*] There'll only be
     a few patrolling guards here, and excluding the rather bright environment,
     shouldn't be much trouble.
      • It's a different story if Sam didn't assassinate the target last segment.
        Instead of the guards, he'll have Israeli snipers to contend with. Their
        locations: (1) balcony in building opposite elevator (2) up street, on
        another balcony overlook. The traitor is the second sniper, for reference.
        It's a real shame there was no way to take the snipers by surprise, face
        to face... =/
     Anyway, once the area's enemies are dealt with, find the side alley to leave.
    05) KUNDANG REFINERY (INDONESIA)                                         [WK05]
     Default Weapon: Pistol, SC-20K
     Auxiliary Wpns: Stick Sh (2), Div Cam/Ring Air (4), Smoke G (3), Stick Cam (5)
     Other --------: Frag Grenade, Flashbang, Wall Mine
    PART 1: Rendezvous with Shetland
     AKA ---: It's a Jungle Out There
     Alarms?: No
     Deaths?: Yes
     Items -: n/a
     Sam begins his journey deep in the jungle, alone except for the darkness. But
     that's what night vision's for! Down the stream, look for the rocky ramp that
     leads to the tree root-cum-pole to climb. Once on the cliff, the zipline'll
     show the way to the first merc encampment. [*]
     There's only two foes here, and one soon patrols the darkness; the other'll
     sit in his chair, setting up simple KO procedure. (He also has the dorkiest
     line of "You're going to drip all over everything!", something no self-
     -respecting merc would ever say.) Note that sometimes the first merc DOESN'T
     start patrolling, instead standing around the entire time. This would be more
     of a complication were there a no-fatalities policy...which there ain't.
     Once they're dealt with, watch your step: there's a deep natural cavern right
     nearby (something I found out the hard way first time through...) and it
     spells instant death if y'tumble in. Instead, rappel down to the first ledge,
     climb out onto the wooden beams, then do the drop-and-catch routine to reach
     the 2nd ledge, directly beneath the first. This is the best spot to snipe the
     guard and his mutt, the latter of which has already caught wind of Sam. Try
     whistling to draw the guard if he's not around, because rappeling down the
     second post initiates the checkpoint [*] and no one wants to face all these
     guys again on a restart, eh?
     From the small pond, Sam can enter the excavated tunnel. Nearby, a guard'll
     be patrolling along the bridge, and may snoop around if Sam destroyed the
     first lantern he found. [Whistle-luring him is fine, too.] A second guard
     patrols the far side by the burning barrel, and can be shot safely when the
     first guard's dispatched. Not really sure why they put a wading pond in...it
     serves very little purpose strategically, except maybe on a no-kill game.
     Anyway, down the tunnel is a lone guard, just pacing back and forth mostly.
     There's plenty of verdant scenery to throw his corpse on, and he'll even
     walk into the brush as part of his route...sucker! A truck blocks the road
     out, but Sam can exit the area by climbing up the nearby cliff's rig, the
     same as that in the natural shaft before. [*]
     Down the path, Shetland will be on a cliff doing surveillance. Sam'll get
     roped into another objective: sabotaging Sadono's escape vehicle, currently
     parked in its hangar.
    PART 2: Sabotage Sadono's Plane
     AKA ---: In-tents-ive Training
     Alarms?: Yes (3)
     Deaths?: Yes
     Items -: Sticky Shocker, Smoke Grenade
     Once Sam says his farewells, down the cliff he'll encounter the first actual
     mercenary camp, complete with tents and all. [*] There's only two people in
     the village currently, though. Our protagonist enters from the "back door,"
     and can get the jump on the first guy, standing in his tent, facing towards
     its other entrance. This tent also has a Sticky Shocker-Smoke Grenade combo
     on a crate. The second guy patrols a few tents down, and given the softened
     light, sometimes comes over if Sam makes a commotion. There's plenty of ways
     to eliminate him, but with no allies, let's face it: a bullet in the brain is
     worth fifty well-thought-out strategies.
     Down the road, stick to the shadows on the right-hand side and eavesdrop on
     the guards' conversation. This is very important as they mention having
     placed tons of tripwires around the jungle. Basically, if Sam blindly runs
     into one, he'll get a one way ticket to the afterlife. Luckily, tripwires are
     rigged to bombs, and thus will appear in thermal imaging. The easiest way to
     take out these guys is to, in fact, let their conversation conclude -- the
     drunk guy will set off a buried claymore and his "friend" will surreptitiously
     bury his remains...and putting his own head in plain view.
     Up the path is the first tripwire. To disarm it, Sam must rotate the left
     analog stick until red parts of the mine turn green; release left analog to
     proceed. When all notched as loosed, the IED is disarmed and Fisher keeps all
     his appendages. Of course, take too long and the thing goes off...hit Triangle
     to disengage the disarming and retry again without any repercussions. In any
     case, neutralizing tripwires is simple, so long as your left analog stick
     isn't messed up. [Oddly enough, although the grenade on the trap is visible,
     it can't be detonated with bullets.]
     In any case, all of the trapwires can be avoided in this section, although
     to squeeze by the first, y'have to cut it pretty close (try on left side).
     The reward will be a welcome checkpoint. [*] The next area is more of the
     same, although with a smaller path, three of the four tripwires become
     unavoidable...and there's a guard. Well, it could be worse, eh? Up the road,
     the airplane hangar is finally located. [*]
     The full perimeter is unavailable thanks to the landscape, but Sam still gets
     a choice in his infiltration method: 
      • Option 1: Ground-floor door. This is the door nearest Sam, and the simpler
        of the two available methods. Said entrance opens into the lower hangar,
        near the plane and the loft's ladder. The primary reason to take this
        route is quickness of entry and a better trajectory from the get-go, since
        the two guards converse right nearby (setting up a div. cam opportunity,
        for one).
      • Option 2: Balcony entrance. The more adventurous method requires Sam to
        climb the exterior fence and the pipe beyond to reach the upper entrance.
        This gives clean infiltration of the hangar's loft, which provides a worse
        trajectory (thanks to the ever-present railing) but two unique features: a
        fusebox to cut the lights, and a pipe overhang above the plane, which lets
        Sam cross the building and get to ground level without using the ladder.
     When both guards are dispatched -- much easier if the fusebox was disabled --
     it's time to set the plane's explosive, which can be done on either side's
    PART 3: Infiltrate the Village
     AKA ---: Village Idiots
     Alarms?: Yes (3)
     Deaths?: Yes
     Items -: n/a
     Once past the hangar, the road meanders towards the village, the entrance
     partially obscured by the inward-facing gate. This area's dark, thankfully.
     Two guards are here in close proximity: one keeping watch by the barrel, one
     at the roadside station a few feet away. Loud noises'll spook 'em and it's
     pretty easy to see corpses, too -- basically, lure the first guard away before
     ambushing the second in the hut. Once the hut's switch is activated, Sam can
     get up the road, to the first aid kid if need be. [*]
     Down the path, a guard and his hound will be patrolling. Sam can take refuge
     under the tilted boards here, and it works well, especially if the station's
     lantern was snuffed -- quite an attention-getter. In any case, snipe the guy
     first because dogs can't radio back...although if they could, this mission'd
     be a lot more interesting.
     Finally, around the bend, the encampment comes into view -- this'll be evident
     by the watchtower overlooking everything. The first tent will have 2 mercs
     conversing on the far side; after, they split up to patrol. They should be
     neutralized first, as taking the gimme shot on the sniper (in tower) often
     leads to an alarm, since his corpse is laying around up there. Once that order
     is accomplished (usually by leading the 2 lower guards into the shadows), the
     tower's zipline can be used to get outta this makeshift morgue. Don't forget
     to get one of the guard's satchels, though, which contains a rather amusing
     datastick entry. [*]
    PART 4: Trail Sadono
     AKA ---: Jawbone of the Ass
     Alarms?: Yes (3)
     Deaths?: Yes
     Items -: Sticky Camera (4), 5.56mm Ammo (2), Flare (2), 5.72mm Ammo
     Sam's now firmly entrenched in Sadono's camp, and can start executing his
     main objective: finding the leader and tailing him. Luckily, the mission
     presents "el capitan" right from the beginning...the problem is sneaking
     around all his lackeys. Note that Sadono isn't continuously moving, and will
     stop to wait for Sam (because it's a gameplay mechanic, not because he knows
     he's being followed). However, being spotted by him is an instant game over,
     as is assailing him in any way.
     Anyway, Sadono starts by meeting two guards before continuing further in.
     One patrols the footpath near the huts, the other taking the wooden walkway
     before swinging back 'round. Because they're often so far apart, Sam can just
     snipe the first guy once his partner's outta sight, and repeat it when the
     other returns. One of the huts here has a Sticky Camera.
     Further in (crouchwalking beneath the wooden planks is easiest), Sadono is
     spotted a second time, this time advancing towards a far shack. Lambert will
     radio in to say Sadono gives his top three lieutenants the day's passcode,
     which will be required to complete the mission. Sticky cams are needed to
     eavesdrop on this fact, so make sure to have one at all times.
     Sadono is next spotted speaking with a lone guard in front of an apartment.
     When he passes in, snipe the guard and hide his corpse. The building is two
     stories and contains a single guard, paying no attention and seated in a
     chair. He's easy pickins, but can be avoided completely by half split jumping
     into the second-story window. Up here, two more Sticky Cameras can be found
     by the exit window. [*]
     Once back outside, Sadono will pick up his course from where he'd stopped (if
     you use the optic cable inside, he's apparently tying his shoe...heh heh...).
     A fence separates Sadono from Sam, and the small alleyway isn't exactly the
     best camouflage -- keep yer distance to avoid premature detection. Through
     the window, the pursuit will take Sam into a small courtyard with two guards
     at differing heights. This part can be rather annoying, so the easiest method
     is whistle-luring the lower guard to his end, then destroying the nearby light
     sources to sneak up on the remaining sentry; or, just sniping him from below
     since he'll already be hidden in the shadows. [The lower guy has a datastick,
     too, for what it's worth.]
     Steal a 4th Sticky Camera in the open garage, and shoot out the light before
     opening the next door -- Sadono's right nearby. This next yard is the spot
     where the passcode conveyance takes place, so shoot a Sticky Cam at the feet
     of the guys to eavesdrop. The aim doesn't have to be perfect, but it can't be
     awful either. The info gleaned from this chat: the passcode is 1492, and the
     Pandora Tomorrow calls are placed from his colonial house at the village's
     end. When Sadono leaves, shoot out the lanterns from the doorway, and dispose
     of the two guards however y'like. Forewarning: failure means restarting this
     last giant segment, so cautionary play is rewarded here.
      • Having trouble with this final part? There's another option. Instead of
        doing everything at ground level, use the courtyard's high walkway to
        enter the loft above the garage. Not only does it provide a better vantage
        point to eavesdropping, it also can place Sam in the shadows -- much less
        daredevil-ish than walking out the lower entrance into the light. Nixing
        the guards was never easier!
     Once the lieutenants' corpses are stuffed safely away, use the garage's trap-
     -door to finish up. [*] Sam will now find himself in the camp's underground,
     where all the generators and the like are kept. Two patrolmen will be around
     the corner, and in these close-quarters situations, that whistle lure skill
     really comes in handy. The next guarded room is the cocaine-processing area,
     and the sentry duo is easily incapacitated -- Sam starts right by the light
     switch. D'oh! Onward into... [*]
     ...the generator room! The situation: Sadono makes a brief stop here before
     leaving a guard and the pilot, although a 2nd guard soon enters into things.
     Being spotted is an automatic game over, but there's an easy way to do this:
     (1) turn on the generator switch; this lures the guard into that room (2)
     lure the guard further and dispose of him (3) Sadono should have left by this
     point and the 2nd guard entered (4) snipe the new guard. Don't worry about
     traumatizing the pilot as he's a "friendly" unit, and won't raise alarms if
     Sam gets a little sloppy. After spilling his intel, he'll unlock the door
     Sadono entered -- get along, little doggy! [NOTE: If you keep talking to
     Azrul after he's unlocked the door, y'run the risk of the door becoming shut
     permanently!] [*]
     Up the ladder, Sadono will leave the small hut before doubling back (for who
     knows what reason); eventually he'll continue on his way, past two guards and
     an automated turret. Said hut contains SC-20K ammo and a first aid station,
     too. Once the guards are dispatched in a normal fashion, climb up the pipe by
     their meeting place to find the elevated catwalk -- it leads to a trapdoor
     in the adjacent building's roof. [However, that's a pretty lame way to slink
     onward, isn't it? Those who want to get past the turret can do so very
     easily. First, pick up the Flares by the barrel and throw one into the
     turret's line of sight. Since turrets track by heat signature, Sam can get
     by easily, even deactivating the IFF function.]
     In any case, Sam will now find himself in the shooting range, either from a
     lower entrance of hanging off the pipe. As much fun as it is to fit upside-
     -down kills into the agenda, the overhang here isn't very useful, and will
     often belie Sam's presence more often than naught. Still, it's one of the few
     times to successfully use the technique... Try luring a guard into the dark
     near the door, and then taking out the 2nd guard when the 1st is eliminated.
     Surprisingly, amidst the weapons here, Sam can only take a little pistol ammo.
     The anteroom beside the range contains a kickboxer...the "bringing a knife to
     a gunfight" idiom comes to mind. =)  That guy does have a datastick, though.
     The exit ladder's thataway. [*]
     Aaaaand, the objective persists. Once Sam drops out the window, he'll stumble
     upon a courtyard with three guards and a sentry. The middle of the yard will
     always have a slight illumination, even after far lanterns are smashed, so
     luring the mercs towards the insertion point works pretty well. As for the
     sentry, don't worry too much about sustaining damage, just get to its blind
     side and deactivate it. There'll be a first aid kit and SC-20K ammo inside
     the adjoining shack.
    PART 5: Eavesdrop on Conversation
     AKA ---: Heard It Through the Grapevine
     Alarms?: Yes (3)
     Deaths?: Yes
     Items -: n/a
     This new yard, complete with two mercs and a spotlight, stands before the
     "big house," also known as Sadono's own digs. Just to enfuriate players, all
     the light sources here are unbreakable. The suggested route is making for the
     open-air hut with all the boxes (almost want to call it a backwater pavilion,
     heh heh) and lure the folks over. From there, just avoid the spotlight and
     get onto Sadono's stoop, where the 1492 password gains access. [*]
     Here, Sadono shows his "cautious" side by leaving his egress windows open,
     letting Sam walk in at his leisure. While the commidant places all of his
     pox-block calls, try shooting out some of the lights in the adjacent rooms
     (but not hallway; Sadono may hear it). After making his three calls, Sadono
     will head towards the house's exit -- the one only he can use, down the hall
     on the left -- and backtrack once to make sure things are gravy. When he
     leaves the first time, shoot out the lights to render the camers useless, and
     hack his laptop. [Hacking the laptop is what cues his return to that room.]
    PART 6: Move to Extraction
     AKA ---: The Quickest Chapter in the West
     Alarms?: Yes (3)
     Deaths?: Yes
     Items -: n/a
     With Sadono gone, the house will be empty, letting Sam walk out the back way.
     Sam will be accosted by two gunmen, but this is where the Displace snipers
     finally show their mettle. When they provide the distraction, draw your piece
     and eliminate 'em. Then, head for the cliffs. If one walks away with any
     sentiment for this longtastical journey through the bush, it should be "Why
     couldn't I infiltrate this back door and save myself the grief?". Oy...
    06) KOMODO SHIPYARD (INDONESIA)                                          [WK06]
     Default Weapon: Pistol, SC-20K
     Auxiliary Wpns: Smoke G./Div Camera (2), Ring Airfoil (4), Sticky Shocker (3)
     Other --------: Emergency Flare, Chaff Grenade, Frag Grenade, Flashbang
    PART 1: Infiltrate the Caves
     AKA ---: Field of Screams
     Alarms?: Yes (3)
     Deaths?: Yes
     Items -: n/a
     Sam continues his Indonesian holiday by sitting in a weed-ridden field. Near
     his position, a guard patrols the brush while a sniper watches the area, his
     lasersight betraying his position. Take up position on the left-hand side (by
     the fence) and snipe the guard when he's sent to check on random movement.
     Then, carefully avoid the sniper's sights and move up -- still along that
     same side -- towards the cabin. This will avoid the turret gun's sights, too.
      • These snipers are different from previous ones encountered, and cannot be
        killed, a fact evident by them not appearing on thermal. Avoidance is the
        only "revenge" available. Also note that snipers can't sound alarms them-
        -selves, and if no enemies are nearby, having them spot Sam matters very
     To continue on, Sam need only go through the cabin and its adjoining room
     to reach a small yard. [Alternatively, he can take the long way around by
     going past the turret and sniper tower, then traveling up the path a ways.]
     This next location has a simlar setup to the first, only it's smaller and has
     an extra guard. I'd recommend taking the shortest route to Yard #2, mostly
     because, after snuffing the nearby lantern, Sam has his own dark corner to
     drop bodies in. The center of the yard has a bonfire, so extra movement isn't
     appreciated, really.
     A doorway nearby will lead further into the village, this time to an outdoor
     sitting area near some huts. Two guards will be playing cards at the picnic
     table just around the corner, and are too close to avoid completely. Instead,
     snipe the ground lantern to lure one guard away, and neutralize the other who
     remains sitting. Miss the chance? Don't worry -- either guard will return to
     his seat after determining there's no threat...heh heh. The only other guard
     is sleeping in the nearby barracks. [Killing the caged dog isn't necessary
     usually.] To leave this area, do a half split jump in the teensy alley along
     the far house; it's the one with a blocked-up entrance. [*]
     Sam will now have climbed into the 2F of a guardpost. The enemies number 3:
     one watching TV below, one practicing shooting outside, and turrets by/in the
     far hut. The easiest way to dispatch these hired guns is to snipe the merc
     below (joke: television isn't the only way to turn your brain to mush) and
     use the tiny "doggie flap" entrance to dispose his body in the thrushes. The
     second guy is right in the turret's firing path, so shooting him where he
     stands is foolish; instead, lure him away or, more enjoyably, change the
     outdoors turret's IFF function and have him be gunned down easily. You're
     going to disable that turret anyway, so why not have it do the dirty work?
     As for the final turret, there's a trapdoor in the roof that lets Sam bypass
     it. In a shadowed part of the courtyard, there's a climbable pipe that gives
     access; just look at the skyline to visualize the path. [Simply running by
     the sentry works as well.] Descend the floor ladder to end this segment. [*]
    PART 2: Infiltrate the Submarine
     AKA ---: Dire, Dire Docks
     Alarms?: Yes (3)
     Deaths?: Yes
     Items -: 5.56mm Ammo (2), Smoke Grenade
     Sam can now ride a lift into the abandoned subterranean dock housing his
     target. Make sure to shoot the ceiling light before descending, as the lobby
     contains two guards. They'll walk around the halls for awhile, but eventually
     one will go patrol the next-door laboratory. Eliminating these fools is
     espionage-by-numbers, so I trust anyone who's gotten this far is capable
     enough to nix low-grade goofballs like this themselves. Before continuing
     to the control room/lab, check the utility closet for a first aid kit and
     SC-20K ammo.
     Anyway, the lab's a bit bright, but Sam knows how to fix that problem. Past
     the guard and computer equipment, a clueless technician becomes our splinter
     cell's next interrogation victim. If Sam was silent, he'll be sitting down;
     extraneous noise makes him wander around before returning to his default
     position. Do NOT murder/KO him -- he'll need to be forced to make the sub
     surface once grabbed (done with "Use computer" menu command). [*]
     With the sub drying out, return to the hallway and use the yet-unused passage
     to visit the docking area. There'll be a guard at the catwalk's entrance, but
     with the lights out, Sam can show a little CIA hospitality. Said walkway
     runs near up and above the submarine's head, and from this vantage point, all
     enemies (3) on the far catwalks are in perfect sniping position. Leaving 'em
     alone is suggested, though, as any bodies up there are left there, and they
     WILL raise alarms if left in the light. The trapdoor on the catwalk that
     leads to the zipline culminates in a checkpoint, so it's important to plan
     this out beforehand. [*]
     Down the zipline, Sam will grab onto the catwalk's edge. This position's bad
     since it's in a lit-up zone, but hanging off the edge will help avoid the
     guard who _will_ come investigate. Also be mindful of the guard on the catwalk
     above; he'll be able to see goings-on below and can raise alarms, too. Ending
     this level is as easy as jumping into the sub's open hatch. Is it worth it to
     explore further? Sneaking past the guards, ascending the stairway and making
     it to the concrete lookout post earns...1 Smoke Grenade and 1 SC-20K Ammo,
     plus a first aid kit. What a waste, especially for the stealth-minded. And
     all the lights are unbreakable! Sheesh.
      • Important note: Did you shoot some mercs before taking the zipline? Sorry,
        they're probably going to raise some alarms...UNLESS you head towards the
        submarine immediately. Ending the level is a "statute of limitations" on
        alarms, and bodies left behind lose their bearing on your after-chapter
    PART 3: Access the SISSIXS
     AKA ---: Damn the Torpedoes!
     Alarms?: No
     Deaths?: No
     Items -: n/a
     The submarine is a very tight fit, and these claustrophobic conditions can be
     hard on Sam, since he'll have to use a very delicate touch at every step.
     Continue down the hatch and next corridor until finding two guards chatting
     about coffee. Afterwards, one will come towards the corner Sam's hiding by.
     Use the small recess to get the jump on him; that same recess is a good body
     storage location. The other guard went to get shuteye in the bunks down the
     hall, a mandatory stop en route further in. It's hard to pass up such an easy
     shot, but that no-kill order has to be enforced -- whistle-lure him out and
     stuff his body with the previous one.
      • Having trouble with this part? One can save time by interrupting the
        coffee conversation, luring the first guy to beddy-bye land. The other
        guy will just stand by the bunkhouse entrance (since he wasn't talked to),
        allowing Sam to whistle-lure him without requiring any fancy tricks or
        venturing into the light. [I guess technically Sam can avoid this guard,
        but he'll have to leave whence he came, so this methodicalness helps.]
     Further in, the mess hall is found. [*] It's barely bigger than a corridor,
     but Sam will still have to SWAT turn to the light switch to avoid the lug
     munching away. Once he's disposed of, continue down the hall until Lambert's
     garbled message mentions using a high-ranking officer to gain access to the
     SISSIX. Hmm... Soon after, an officer will walk up the hall to the lightless
     room Sam's watching from. Take him captive and force him to operate the
     bridge's door. Toss his body in that dark room Sam was just in; do NOT use
     the hallway as a dumping ground!
     Once the retinal scanner's in shipshape, Sam has unlimited access to that
     door, and can infiltrate the bridge easily. Try hiding in the left-hand corner
     as the guards speak of coffee before splitting up -- one stays behind to watch
     the computers (inattentive) and the other walks to the mess hall. Eliminate
     both of them and operate the software in the bridge's nook to complete Sam's
     main objective.
     Now all that's left is returning to the sub's topside hatch. There shouldn't
     be any further surprises, and the only conscious enemy SHOULD be the guy in
     the boiler room past the bridge, and he's in a dead end not worth bothering
     with. Of course, any enemies Sam snuck by before will still be there, thus
     why any and everyone was beaten down en route.
    PART 4: Move to Extraction
     AKA ---: Bay Window
     Alarms?: No (n/a)
     Deaths?: Yes
     Items -: n/a
     The gangplank has lowered on the sub's other side, letting Sam reach the
     next stairway. There'll be a guard coming up, but one can be a little sloppy
     since alarms can no longer be triggered. At the bottom of the steps, three
     ground-level snipers will have spawned and fire upon Sam no matter his past
     stealth. They can be countersniped a bit from the upper catwalk, but to get
     'em all, a trajectory of similar level is necessary (they're just peeking
     out from the concrete barriers). There's a first aid kit nearby to help out,
     too. Following their demise, simply run to the pier's end and get outta this
     humid hangar.
    07) TELEVISION FREE INDONESIA (INDONESIA)                                [WK07]
     Default Weapon: Pistol, SC-20K
     Auxiliary Wpns: Ring Airfoil/Div Cam/Smoke G (2), Sticky Shockr/Sticky Cam (4)
     Other --------: Emergency Flare, Frag Grenade, Camera Jammer
    PART 1: Infiltrate TV Station
     AKA ---: Trail of Tears
     Alarms?: Yes
     Deaths?: Yes (hostiles only)
     Items -: Smoke Grenade, Ring Airfoil Round (2), Sticky Camera
     Put on your seatbelt: this is simultaneously one of the most rewarding and
     annoying levels to date. Coen and Sam start on the outskirts of some slum
     building, and the latter has to descend to street level. It's possible to
     do this just by jumping from roofs, but there's a rappel point about halfway
     down if needed.
     Once on the sidewalk, a nearby conversation will send a civie digging into
     the trunk of the nearby jeep. Knock him out and eliminate the worker snug in
     a shadow a few steps past. Note: these are civilians and end the mission if
     slain. The rule of thumb is "got a gun, your days are done". Try out this
     creed near the next corner, and past the alley (which needs to be darkened),
     two more perps in the immediate vicinity. Finally, there's one last guard at
     the far end. He'll patrol around the carelessly placed vendor stands in a
     wide loop.
     When all are done, use the scaffolding's zipline to reach the TV building's
     balcony fence, which can be climbed where the razor wire's missing. Lockpick
     into the building and descend the shaft (haphazardly) to reach the... [*]
     ...parking lot entrance! This begins what I call the "March of Hell," because
     perfect stealth now requires such annoying circumstances, it's liable to make
     a player insane. (I did it about 30 times my first time through.) Here's the
     setup: Outside, the weather conditions are now storming, and this means it's
     lightning out. Why's that bad? Because lightning flashes illuminate areas,
     revealing shadows and leaving Sam quite "naked" to the enemy. Additionally,
     if Sam's in night vision mode, as he's wont to do, he's temporarily blinded
     (i.e. screen goes white) and that's never good. Did I mention it's a long,
     long while 'til a checkpoint? Hooray... [Return customers will learn this
     area's not the same as the Xbox version, too.]
     As Sam enters the parking lot, a guard will exit from the left garage door
     and one will approach from the far lot. These are the only two people in the
     area, but lightning flashes ever 0:30 (apx.) can make even that trying. The
     gist is to use remaining shadowy spots, like behind the TV van and nooks by
     the gate, to whistle-lure the first guard; then, the 2nd one can just be shot
     and hidden normally. With no opposition, the gate booths can be looted for
     their goodies: a Smoke Grenade and two Ring Airfoils. One of the guards also
     has a Sticky Camera in his satchel.
     That ominous beeping sound should lure Sam in for a quick check, no? There's
     no obvious entrance, but Sam can back-to-wall himself past the graffiti'd
     brick wall. BUT CAREFUL, because there's a wall mine on the other side and
     it plays no favorites. Sneak past it (don't jump around) and things should be
     fine. Past there, the executive parking lot is located. Two guards wander the
     asphalt here: one pacing the little brick garden area and the other by the
     vehicle. To me, the easiest way to do this is hiding in the overgrowth near
     the gate (there's plenty of time to accomplish it when entering the lot).
     From here, whistle-lure the first guy closer and hide his body, which will
     be thankfully hidden from line-of-sight detection by the other guy. Then, just
     dispatch No. 2 when a clear shot's attained -- it's easy to pick him off from
     the aforementioned corner with x2 zoom. I don't recommend being too sneaky
     around here -- it's quite bright and lightning doesn't help. [Shooting the
     lone headlight can help on a no-kill run, however.]
     Following, descend the sewer manhole to find the underground "river" -- don't
     carelessly jump down or Sam bites the big one. Now's the time for extra
     vigilance. Shoot out any light source above, including the one through the
     metal grate. With that done, eliminate the guard patrolling the sludge through
     said grate, because it's easy to forget about him. [Don't whistle-lure him;
     if you miss the chance, he runs all the way around to find the source. The
     less distance between Sam and the enemy, the better.] Anyway, there's actually
     two sewer rooms (the kind with murky crapwater in 'em) and each is connected
     by a tiny corridor room. These have cameras in them and not the breakable
     kind. When bypassing the first one, shoot out the light above and use the cam
     jam to reach the next sewer, which WILL have a guard in it. [He can't be
     whistle-lured through the camera hall, though, so time your crossing with his
     absence.] Eliminating the final guard should be a cinch in complete darkness.
     To reach the exit, Sam has to emerge from a second camera room, but it's much
     like the first, thankfully. Use the ladder to exit. [*]
     Sam climbs out of the sewer into an even more annoying situation. He's in a
     satellite area patrolled by a sniper and two searchlights. The first thing to
     do is countersnipe the bozo, which is easy to do from/near insertion. It'll
     only take one misstep for Sam to realize there's landmines around here, too;
     use thermal imaging to see 'em. The way I see it, there's two ways to proceed:
      • Option 1: The long way around. Sam will have to dodge the spotlights by
        moving across the area, hiding in the resultant shadows the spotlight
        crates (i.e. it shines on air conditioner unit, creating a safety zone).
        However, Sam still has to dodge the landmines, meaning he'll have to
        keep switching back and forth...yawn! At the other end of the yard, Sam
        will enter the second spotlight's domain: it moves slower but doesn't do
        a clean arc like the first, instead shining on the fenced-off area before
        doubling back. Sam should use thermal to see the landmine strip and climb
        on the satellite fence to avoid it. The time to move will be when the beam
        starts doubling back; go any sooner and Sam gets halfway across before
        being spotted. Sam can hide in the littler satellite's shadow until he's
        able to climb the fence and make to the lockpickable door. Whew.
      • Option 2: The cheater's method. After dealing with all this crap this
        level's thrown at the player, having a little break is nice. To do this,
        from the starting point, look for the strip of landmines. Once it's found,
        throw your frag grenade and detonate 'em all. This lets Sam cut across
        to the far satellite and, if the sniper's alive, temporarily draws his
        attention. After that, it's just using the latter part of the above method
        to reach the lockpick door.
     Of course, Sam still contends with lightning flashes, so once at the final
     satellite shadow, wait until a flash before scaling the fence. Past the mined
     area, Fisher happens upon a gate control booth containing one foe. He's not
     paying attention, yadda yadda yadda, he gets a new bullet-bored orifice. From
     here, use the optic cable to spy on the parking lot -- there'll be one guy
     who patrols near the vehicles. When he's near (or even a bit before, thanks
     to the lightning flash effect) whistle and he'll come into the booth; when
     he tries the light switch, neutralize 'im. LIGHTNING FLASHES HAVE NO EFFECT
     IF SAM IS INSIDE, so at the least the creators got that part right. Finally,
     this same trick can be used on the other guard nearby.
     Whew... Sam now has the lot to himself. Ignore the rest of the place and just
     move to the corner behind the nearby turret. The light on the wall camouflages
     a vent opening above it, and a half split jump will get Sam roof access. Shoot
     the previously fractured window and initiate the rappel point. There's two
     guards inside, so Sam will have to identify their positions (one walking, one
     by receptionist desk usually) before doing a quick descent with Triangle
     button. If one guy disappears, he'll eventually reappear from an elevator on
     the left-hand side, so be prepared! Speaking of which, that same elevator is
     the way outta this god-forsaken stage.
    PART 2: Locate Ingrid Karlthson
     AKA ---: Gaslighting
     Alarms?: Yes
     Deaths?: Yes
     Items -: Flare, 5.56mm Ammo, Sticky Camera (2)
     Sam's now several floors up in the enemy's hotzone, and he needs to track
     down his acquaintance from the first level. Break the neon sign nearby first
     thing, and look 'round the corner. Two enemies should be visible: the shadow
     of one coming up a perpendicular hall and one looking through double doors.
     Worry about the former first; whistle-lure him and hide him under the broken
     neon sign. By then, the other guy will have walked away and stopped for a
     smoke across the corridor -- snipin' time. Break out nearby lights here, too.
      • If you're feeling adventurous, a half split jump near the crate stack can
        give ventilation access into the adjacent studio. Surprisingly, it doesn't
        offer as many great opportunities as one'd think, but it's still a fun
      • Want to circumvent a lot of grief? Those flares come in handy for baiting
        turret fire. This allows Sam to avoid at 3-4 enemies and head straight
        for Ingrid's hallway which, while having its dangers, is nothing compared
        to doing everything the long way. There is a breakable camera above the
        door to Ingrid's hallway, note.
     From the studio's lower door, break out nearby light sources. This is even
     more crucial than usual because the studio's got three guards and a few'll
     patrol areas near there. With that preparation complete, the area should be
     pitch dark, and whistle-luring now open for business. Stay just out of the
     doorway and coldcock anyone who inspects, then hide 'em by the music equipment
     stack (or wherever, really) so they're not found. Because of the proximity to
     other guards, allies often come check out gunshots and weird noises, so moving
     bodies off the premises is actually quite smart. The guard wandering the sound
     stage should be the last to go, since he's often obscured by curtains and the
     like. [There's a Flare underneath the studio's breakable light, too.]
     Behind the stage, a door opens into an adjacent hallway. Definitely use the
     optic cable to snoop around, 'cause this is one gets heavier traffic than
     its brethren. There's two guards who can walk around here, plus this place
     is adjacent to the two more buddies, the ones patrolling the turrets' halls
     (although one should be done in already). To proceed, use the cable to watch
     the first guy enter a room, then snipe the fluorescent light opposite the
     door. This should bait another guy out into the hall. Wait until the leave,
     then hit the final light -- the hallway should be bathed in glorious darkness
     Excluding the turret hallway, this corridor opens up into three rooms. At
     the end of the hall is the security office containing nothing but SC-20K
     ammo. The door nearest the turret hallway opens up into the sound studio,
     where a guy is at work on the control deck. He can't be grabbed from behind,
     however, and trying to do so will alert him to your presence -- a bullet's an
     equally friendly hello. There's a Sticky Camera in there, too. Finally, the
     middle door leads to Ingrid and a welcome checkpoint. [*]
    Part 4: Trail Ingrid Karlthson
     AKA ---: Guardian Angel
     Alarms?: Yes
     Deaths?: Yes
     Items -: n/a
     Ingrid will now take point and lead Sam onward. Her route leads from her
     initial stage, down the hall, into the turret hall, and then the long way
     around to the elevator lobby where the retinal scanner is. If Sam eliminated
     the opposition by taking the studio way, he'll have one guy left near the
     turrets, and Ingrid will chat him up to give Fisher a clear shot. If Sam
     used a flare to bait the turret, he should have no enemies left. There's an
     oft-missed bathroom off the turret hallway that contains a first aid kit and
     Sticky Camera (the latter listed in previous section's tally), too. 
     At the retinal scanner, Ingrid describes her plan to go down the right path
     and distract the guard while Sam moseys down the left side. However, a ways
     into the strategy, Lambert radios to say Ingrid's cover's been blown. [*]
     If given the chance, one of the guerillas will take her hostage, and kill
     her if Sam's not quick to take him down (it's like sniping someone with a
     human shield). Afterwards, speak with Ingrid to have her unlock the next door.
     Note that despite having night vision goggles, the guards tend not to spring
     alarms at great distances...must be a gameplay mechanic to temper difficulty.
    Part 5: Capture Suhadi Sadono
     AKA ---: Ready For My Closeup
     Alarms?: Yes
     Deaths?: Yes
     Items -: n/a
     Sam starts this final stretch in another elevator lobby, and two enemies
     are right nearby. Not too hard to dispose of them, although with windows
     looking right in, one or both may come check around. Down the hall, look for
     the "heavy" camera at the end, and bypass it accordingly with the cam jam. Two
     more enemies will be in the lounge nearby, too: one patrolling and another who
     may just be standing near the tables. There's not many places to hide bodies
     there except behind the counter, though (which also has a first aid kit).
     In the lounge, use the soda machine to jump into the air vent. [*] Through
     the trapdoor, Sam will finally be in Sadono's studio. Approach the nearby
     stage to have the curtains rise and the man himself, plus two lieutenants,
     start their broadcast rehearsal. One may think there's plenty of ways to
     tackle this, but there's really not. To do this correctly, Sam has to grab
     Sadono from behind and use the hostage situation to leave. This is setup
     perfectly: Sadono will be facing down the podium and his nearest lieutenant
     will be looking elsewhere (for all intents and purposes, ignore the third
     guy working the equipment). Basically, to immediately set this up, after
     dropping down, hide behind the background image.
     When Sadono's grabbed, the tension begins. To leave, Sam has to maneuver to
     the far retinal scanner (there's two but only that nearest the ceiling trap-
     -door works) and force Sadono to use it. However, this leaves him open to
     the enemy's onslaught which will definitely occur. The enemy won't shoot at
     Sadono while he's captured...that is, until Sam nears the scanner. Hit R2 to
     draw your own pistol and belly-shot these fools, since they'll be drawn into
     the bottleneck. It's not too hard to do, although when moving, the pistol's
     accuracy goes down the tubes; stand firm and make the enemy reveal itself
     Once the scanner's operated, head up the ramp to the rooftop helipad. Of
     course, don't miss the enlightening conversation Sam can have first! He'll
     eventually give cute catchphrases like "My scars will be the roadmap of
     American sins". Pull his cord to hear all of 'em!
    08) LAX INTERNATIONAL AIRPORT (UNITED STATES)                            [WK08]
     Default Weapon: Pistol, SC-20K
     Auxiliary Wpns: Smoke Gr, Sticky Sh (3), Ring Air/Div Cam (2), Sticky Cam (7) 
     Other --------: Camera Jammer, Flashbang, Chaff Grenade
    PART 1: Neutralize the Terrorists
     AKA ---: Snakes in the Grass
     Alarms?: No
     Deaths?: Yes (terrorists only)
     Items -: Ring Airfoil, 5.56mm Ammo
     Ahh, the final level in the game. Not quite as long as the previous, but it
     still packs a punch all its own. Sam'll start near the airport's outer gate,
     and Grímsdóttir has arranged for a small distraction: a truck pulling in that
     needs to check with the guard. Simply climb into the truck's back end and it
     will safely take Sam further in. [*]
      • For the record, taking the truck isn't necessary. If it leaves without Sam
        onboard, he can still infiltrate the basement parking garage, it's just a
        bit harder. The guard outside can be knocked out in his booth, so that'll
        take care of him. The ramp leading in has two security cameras, although
        they're breakable and easy to slip past anyway, so they're non-issues.
     As told, some of Soth's men have infiltrated the airport personnel's ranks,
     but Sam has inside info -- since they were recently vaccinated, their core
     body temp will be higher than normal, and they'll appear oranger than normal
     people on thermal (who will have varying shades of color, mostly green). The
     terrorists may screw up the mission if Sam lets them live, so he'll have to
     play hitman most of the way. Killing civilians is automatic game over, though!
     Also note that civilian guards don't carry radios, so if they're spooked, they
     run to the nearest alarm and pull it; this gives a little time to pursue and
     deliver a beatdown.
     This basement area has three enemies. One guard stays in a booth near the
     exit door -- he's a terrorist. There's enough light around his general area
     that he can be lead outside by cursory glances, although it's quite easy to
     sneak up behind him (back-to-wall if need be), brain him with the pistol and
     deliver the mercy killshot. The other enemies are a security guard and his
     mutt, traveling together along the main road. As before, eliminating the
     guard with a Sticky Shocker is the easiest solution because, as we all know,
     dogs can't use radios. [Not yet anyway...mwahaha. Wait, we've had this
     conversation.] The reverse is also true: killing the dog can get the guard's
     attention without the "my ally is dead" call. As for cameras, besides the two
     bypassed earlier, there's one more breakable one across from the downstairs
     booth. Before leaving via the aforementioned door, access the nearby storage
     room for a first aid kit and Ring Airfoil Round. [*]
      • Two things: (1) if Sam hasn't killed a terrorist in an area, he won't be
        able to leave; or, if he leaves, it's game over. (2) Terrorists can be
        interrogated for amusing conversations, and since this is the final level,
        it's worth experiencing.
     Further in, Sam stumbles upon a ticket desk and its lavatory -- the former
     contains a security guard and two "light" cameras, the latter the janitor.
     Both are just everyday folk, yo. As a curiosity, want access to the ticket
     office? The keypad combination isn't told, but by luring the guy out (after
     breaking the lights and nearest cam), Sam can get in. There's nothing in there
     but a soda can "object", though. Use the bathroom vent when ready. [*]
     Fisher now finds himself looking down upon the tail-end of baggage processing,
     and two guards are chit-chatting. Again, not a hard situation to deal with,
     since a bunch of lights are breakable and there's plenty of cover. The convo
     will out a worker as a terrorist, though he can't be interrogated. To reach
     the next handling area, use either the far doorway (bad) or the conveyor belt
     This area has four guards: one in the upper office (terrorist), one pacing the
     far catwalk, and two below (one terrorist). There'll be another conversation
     that betrays the terrorist's cover, and both can be incapacitated without too
     much trouble. As for the ones up high, the easiest way to proceed is climbing
     onto the catwalk on the far side (the one away from lit-up stairway); after
     taking care of the rent-a-cop, one can safely plug the remaining doofus. One
     will naturally want to snipe the overhead lights first. [Again, there's no
     interrogation possible.] As for exiting, take the door by the catwalk office,
     NOT the conveyors -- the reddish glow denotes x-rays and they'll raise alarms
     all over the place. [*]
     Another baggage area! This one is conveyor belt central, but is easier than
     it looks. The player is presented with two conveyors running concurrently,
     but only the left one contains big boxes. Since both sides have watchers who
     manually oversee baggage handling, Sam must hide in the stack's shadow to
     get by. Destroy the nearest camera/light first, though. Still avoiding the
     red conveyor entrances, continue to find another long conveyor, although its
     running against the grain this time. The watcher this time will occasionally
     look away, so Sam will have to time his passing through accordingly. The
     reward for this hard work is a breakable camera, SC-20K ammo and a door to
     the stairwell. [*]
     Whew...a killer's work is never done. Grímsdóttir phones in to update intel:
     there's two more terrorists than expected. Sam will have to navigate this
     boarding area first, though. The overview is like this: the civilians are
     the seated passengers in the area, the terrorist is the initial security
     guard. The guard moves once towards the far security stand, and only leaves
     when the second guard appears (triggered by proximity). Normally Sam has to
     hack the far desk's computer to get the 5325 password, but if he lets the
     terrorist get there without betraying his own stealth, a special event plays:
     the new civilian guard will cover for the terrorist who enters the keypad-
     -accessible stairway, leaving it open long enough for Sam to follow and
     kill him. He drops an email revealing the password, too, in case one wanted
     to return.
     But enough about ancient history. That ornate stairway can be blanketed in
     darkness by shooting those weird-shaped lamps, which has the dual effect of
     shielding Sam from the "heavy" camera's lens. Use the cam jam to destroy the
     last light and get into the... [*]
     ...office block! This room has two guards: a civilian dealing with an irate
     customer via phone, and a terrorist walking around. Rather than the usual
     fireworks, simply shutting off the light gets their attention (the
     civie loses interest almost immediately). If you want to hear chubby's
     interrogation, coldcock the desk jockey first or his milquetoast act will
     supersede Sam's dialogue (or wait 'til it's done, if you're that patient).
     That's the last of the lackey terrorists.
    PART 2: Neutralize Soth
     AKA ---: A Pox on Your House
     Alarms?: No
     Deaths?: Yes (terrorists only)
     Items -: 5.72mm Ammo (2)
     With the major legwork done, now the real objective begins: locating that
     shady Soth character. Adjacent to the office block is a small seminar going
     on; there's four guards in there, including the speaker. But why bother with
     them when there's nothing of interest there? The office block also opens onto
     a long balcony overlooking the airport's entrance, and by popping the overhead
     lights, it avoids any unnecessary conflicts. [Although the noises will spook
     the next-door neighbors, so to speak.]
     When the coast's clear, Lambert says Soth may be right below the balcony and
     visual identification is necessary -- it should be possible from the bottom
     of the staircase. To prepare, shoot out the lights so the "heavy" camera's
     got nothing to work with, then zoom in on Soth with the thermal imaging (must
     use binoculars for this part). To escape the landing, enter the adjacent
     elevator lobby and shoot out the lights on the right-hand side. This should
     give enough clearance to enter the elevator on that side while avoiding the
     two "heavy" cams. [*]
     Like any good game, a quick elevator ride never goes as planned. When it's
     stopped, shoot off the upper grate and climb up. Using the pipework, jump
     across the metal crossbars to reach the alcove, which has a "climb out" spot
     onto another pipe. At its end length, drop-and-catch the pipe below it to
     reach a second alcove. Use the back-to-wall tactic to bypass the obstacle
     [*] and chain a half split jump into a shimmy to find the climb-up spot. Boy,
     this jumping course sure feels like a test of tactical maneuvers, doesn't it?
     From that ledge, shoot the far vent and jump to it -- at the end, drop and
     shimmy to reach a series of maintenance ladders. At the top, there's three
     rappel affixments to land on three elevators. The farthest one leads to some
     Pistol Ammo (x2) and the middle one leads to a civilian's elevator; it's the
     vent above that last lift that's of actual interest. [*]
     Sam finally reaches the last room. Soth and his men will have infiltrated
     this area, with the ringleader on the highest catwalk. Raising any kind of
     alarm kickstarts a 1:00 timer until the pox is spread, at which time Sam'd
     have to rampage through and kill Soth. Here's the more satisfying, stealthy
     method. Note: pistol shots and grabbing/kayoing work best. Avoid loud noise
     and overt methods as these guys spook VERY easily. Feel free to use Sticky
     Shockers and Ring Airfoils as needed.
     The lowest level has two engineers (civilians) and a guard (terrorist) to
     contend with. Shooting out the lights without alerting anyone nearby can
     be hard, but the main ones are possible from the get-go. First, from the
     vent, shoot the spotlight on the left-side ladder series. Then, jump down
     and pop the nearest light. Finally, shoot THROUGH the catwalk just above and
     get that one, too. This just leaves one more lamp across this lowest catwalk.
     Whistle-luring works on all guards here, although the second engineer down
     the way can be avoided completely if you're careful. When all these lamps
     are downed, and all lower personnel dealt with, climb the ladder series to
     4F. There'll be a drop-down point to the 3F catwalk where Soth and one final
     night-vision-capable guard remain. The easiest way to do this part is use a
     Sticky Shocker on the guard, then sneak up behind Soth. Unfortunately, there
     isn't an interrogation dialogue...or any dialogue. Lame. =/
     When Soth and his terrorists are slain -- and if you knocked 'em out before,
     there's trajectories from 3F to snipe their unconscious forms -- move over
     to the pox box for an ending scene.
    V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
     [Q] - Why didn't you cover multiplayer?
     [A] - My PS2 isn't hooked up to the internet, and I'm not even sure Pandora
           Tomorrow still has dedicated server.
     [Q] - What do I get for beating the game?
     [A] - Nothin'. If you replay chapters on the same profile, though, the game
           keeps track of your best times, # of alarms and such things.
    VI. UPDATES & CONTRIBUTORS                                               [UPDT]
     09-16-11 ----------------------------+ Started walkthrough
     09-24-11 ----------------------------+ Finished walkthrough
    THANKS TO...
     • Sailor/Ceej, for hostin' my junk
     • KFHEWUI, for reporting the Geula District Street Market PS3 bug
     • Mission 5, Plane hangar: possible to get on storage space above exit door? 
    VII. LEGALITY                                                            [LGLT]
    This document is intended for private home use ONLY, and may not be reproduced
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    author (P. Summers). It cannot be hosted, edited, or distributed for profit,
    and may not be given away as an add-in/gift to bought items. All rights are
    reserved to respective parties, even those not explicitly stated herein. Those
    who find this document on sites not listed below should e-mail the author (me).
    Thanks for reading this, and thanks for respectin' FAQ authors.
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      • Chaptercheats.com                           E-mail me for permissions ~
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    CHIMNEY NEVER LOOKED          Document © Shotgunnova, 1997-2011 (and countin'!)
    SO GOOD, FROM LYING                  Splinter Cell namesake © respective owners
    IN THE BRACKEN WOOD                               E N D   O F   D O C U M E N T

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