________ ______________
___ __/____________ ___ __ ____/__ /_____ __________________ _________
__ / _ __ _ __ `__ _ / __ /_ __ `/_ __ ___/_ / / /_ ___/
_ / / /_/ / / / / / / / /___ _ / / /_/ /_ / / / /__ _ /_/ /_(__)
/_/ ____//_/ /_/ /_/ ____/ /_/ __,_/ /_/ /_/___/ ___, / /____/
/____/
___ _ _ _ ___ _ _
/ __> ___ | |<_>._ _ _| |_ ___ _ _ | _> ___ | || |
__ | . | || || ' | | | / ._>| '_> | <__/ ._>| || |
<___/| _/|_||_||_|_| |_| ___.|_| `___/___.|_||_|
|_|
____ ____ ____ ____ ____ ____ ____
||P |||a |||n |||d |||o |||r |||a ||
||__|||__|||__|||__|||__|||__|||__||
|/__|/__|/__|/__|/__|/__|/__|
____ ____ ____ ____ ____ ____ ____ ____
||T |||o |||m |||o |||r |||r |||o |||w ||
||__|||__|||__|||__|||__|||__|||__|||__||
|/__|/__|/__|/__|/__|/__|/__|/__|
Tom Clancy's Splinter Cell: Pandora Tomorrow (Xbox)
Walkthrough and FAQ by Pure Invasion a.k.a. Kyle Roy
** This guide covers ONLY the single player aspect of the game **
Version 1.04
~~~~~~~~~~~~
** Version Updates **
V. 1.00 (March 26, 2004) - Added the backbone of the guide.
V. 1.01 (March 27, 2004) - Added the first part of the Dili, Timor level
walkthrough.
V. 1.02 (March 29, 2004) - Added the nifty word art at the top (how exciting).
Added the second part of the Dili, Timor level as well as the initial part of
the Paris, France level.
V. 1.03 (March 30, 2004) - Added starting equipment for each level. Added
more of the Paris, France level.
V. 1.04 (April 1, 2004) - Added new section to guide. Finished Paris, France
level. Finished Nice, France level. Started Jerusalem, Israel level.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
** If you wish to submit tips, ideas, corrections, changes and/or ask a
question, please feel free to e-mail me at the following address:
the_game71785@hotmail.com
Please put "Splinter Cell Walkthrough" in the title otherwise it will be
deleated. Thank you and I hope you find this guide useful. **
Table of Contents
~~~~~~~~~~~~~~~~~
(1) Legal Information
(2) Other Information (non-legal)
(3) Level 1: Dili, Timor (Section 1)
(4) Level 1: Dili, Timor (Section 2)
(5) Level 2: Paris, France
(6) Level 3: Paris to Nice, France
(7) Level 4: Jerusalem, Israel * COMING SOON *
** Remember that you can easily find the section you are looking for by
pressing "ctrl + f" and then typing "Part (#)" for whichever section you are
looking for. **
Part 1 - Legal Information
~~~~~~~~~~~~~~~~~~~~~~~~~~
This may be not be reproduced under any circumstances except for personal
and/or private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide
on any other web site or as a part of any public display is strictly
prohibited, and a violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Part 2 - Other Information (non-legal)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This guide (Splinter Cell: Pandora Tomorrow) has been approved to be posted on
the following websites:
Gamefaqs.com
http://www.cheats.de
If you would like this guide to be posted on your site, feel free to e-mail
me at the address posted above for permission.
I'd like to thank Gamefaqs.com for posting my first FAQ and for giving me the
chance to share this FAQ/Walkthrough for your benefit.
Part 3 - Dili, Timor (Section 1)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
U.S. Embassy
March 28th, 2006
18:27 hrs
OBJECTIVE: Infiltrate the embassy
STARTING EQUIPMENT: Pistol, Disposable Lockpick
- Walk straight and climb onto the deck ahead of you. It's funny to note
that if you stall for a while and don't climb up onto the deck, Lambert
starts to get annoyed with you and even goes as far as asking
"Just what the hell are you doing?"
- As you proceed on the deck Lambert will start to ramble on. Ignore him
and continue on the deck until you reach a ladder
- Climb up the ladder and you'll come to a small room where you can jump
up to reach a zip line that will take you to a lower deck.
- On the lower deck you'll notice a horizontal pipe directly above you.
Jump up to it and shimmy across to the other side being sure to raise
your legs in order to get past any obstacles in your way.
- When you reach the otherside you'll land on yet another deck which you'll
follow around to the right in order to reach a door.
- Open the door and head inside the room where you'll reach another door that
you must lockpick to get past. Lockpick it and then continue on through.
- You'll spot a pole in the corner of the room which you'll then climb up to
enter a loft area.
- When you're in the loft switch on your night vision and spot a floor vent
on the left side of the room.
- Drop down throught the vent and exit through the door. Lambert will begin
to babble on again but this time he also lets Brunton talk. At least they're
sharing the radio time...
- Walk down the steps and follow the wall until you reach an area that you
can crawl under.
- Proceed down the passage until you come to an open area. Climb up the set
of stairs that you see to encounter the first ** SAVE SPOT **
- Continue around the deck until you come to another set of stairs. Go down
the stairs and move to a wooden fence where you'll put your back to the wall
and then continue on down to the other end of the fence.
- When you've reached the other end of the fence, do a SWAT turn and then
you'll notice a lone guard sitting on a crate in the open. Someone should
pass him a Gameboy or something as he looks bored as hell. Anyway, move
behind him and grab him. Drag him over to the dark area and K-O him.
- Walk past the crate where the guy was sitting to encounter another
** SAVE SPOT **
- Switch to your thermal vision and notice a group of mines on your left side.
Go to the right and crawl under a deck to avoid them completely. No challenge
right? Good, although don't get used to it...
- As you move out from under the deck you'll notice more mines up ahead to
your right. Approach the mines and don't try to jump over them as it doesn't
work, I tried... Climb onto the crate on your left and jump up to reach a
ledge which you can then use to shimmy past the small mine field.
- Once you're past the mines you'll notice a long alleyway. Go about 3/4
of the way down the alley then use your half split jump and jump to reach
an opening at the top which leads to another loft area.
- Walk through the loft area and go through the doorway to encounter
another ** SAVE SPOT **
- Walk through until Lambert and Grimsdottir begin to chatter away then
proceed to climb down a pipe at the end.
- You'll land on a grass terrain. Look ahead of you and you'll notice a
lone guard standing in the open, seemingly mesmerized by the shiny water...
- Cross the river and wait until the guard turns his back to you. Grab
him and K-O him in the darkness.
- Return to the stream and continue down under a bridge. Reach the end of the
stream and look to the right where you'll see another lone guard sitting on
a crate.
- As you walk towards him you'll encounter another ** SAVE SPOT **
- Proceed to make his day by sneaking behind him, grab him, drag him back
and then interrogate him. It is wise to note that you should not interrogate
him until you are a good distance back from where he was sitting otherwise
his partner will come out to investigate the voices.
- Once the interrogation is complete, K-O him and wait as his partner will
emerge from a room to investigate the sudden absence of his friend.
Apparently they weren't too close as the guy gives up the seach in about 2
seconds.
- Once the guy's partner has returned to his room walk up to where he went
in. The guy is sitting on a bed watching the exciting "static" channel. Fun,
eh? Anyways, K-O him and exit the room where you'll notice a pipe on the wall
beside the flaming barrel. Climb up the pipe to end the first part of the
level. Woooooo!
Part 4 - Dili, Timor (Section 2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
U.S. Embassy
March 28th, 2006
19:34 hrs
OBJECTIVE: Recover / destroy security intelligence
- As the next section begins you'll encounter your first
** SAVE CHECKPOINT **
- It's good to note that the wall you climbed over in the previous part
is nowhere to be seen as you begin the second part...weird...
- Turn to your left and you'll spot a ladder. Climb up it and you'll reach a
platform with a second ladder. Climb up the other ladder to reach yet another
platform.
- Step off the plank onto a balcony and crouch down. As you move around the
corner you'll notice a window.
- Put your back to the wall and proceed to pass by the window slowly as
there's a guard with binoculars looking out.
- After moving past the window Lambert will tell you to hold your position
as Sadono is in the next room. Listen in on the conversation as they discuss
"Pandora Tomorrow". After the conversation, Sadono kills someone then leaves.
It's safe to note that once you hear the gunshot it's okay to begin proceeding
again.
- Proceed past the next large window and keep going until you come to a drop
off. Select the climb out option and grab the pole running up the side of the
building.
- Climb up and then grab onto a ledge. Shimmy across the ledge then drop down
onto the balcony below you. Move along the balcony and select the climb out
option again and then drop down to another balcony with a door on it. Now the
fun begins...
- Sneak behind the guy in the room and K-O him being sure to retrieve the
satchel of ammo (although you'll probably be full already).
- Go talk to Douglas to reach a ** SAVE CHECKPOINT **
- After you save, Grimdottir, Brunton and Lambert will give you a stream of
information. Open the first door on your right (as you came into the room) and
you'll notice a lit hallway with a balcony. Throw on your night vision and
spot a guard standing on the balcony. Sneak up behind him and K-O him.
- After taking out the guard, travel down the hallway and towards the
staircase. Move down the staircase and stop at the bottom in the patch of
darkness.
- You should be able to spot a guard patrolling the floor along with two
others in the far corner of the room (three guards...should be fun)
- Wait until the patrolling guard makes his round. He should turn his back
to you and pause for a couple seconds. Sneak behind, grab and K-O him.
- I found it's best to place his body on the stairs themselves as his partners
may find him and revive him within the next part.
- Proceed from one patch of darkness to the next (with the goal of reaching
the back wall where all the fire is burning). You will most likely attract
the attention of the other two guards when you're on the move, so just hide
in the shadows until they give up the search.
- Once you're along the back wall you should find a bottle that is sitting on
a table. Grab it and throw it towards the stairs that you came down. This will
cause both guards to venture towards the other side of the room.
- When the guards walk away, follow the walls until you reach a lit hallway
that is out of sight of the guards. You will find a door in the middle of
the hall. Open it for a ** SAVE CHECKPOINT **
- After taking a step or two out the door a cutscene will begin showing you
the location of guards in the area. Once it's over, move to the far left wall
and proceed to run as fast as you can. You will be getting shot at by a turret
but you should make it past it before you die...if you die run faster!
- Disable the turret when you're past it and then follow the path to a door.
Open it and go up a flight of stairs. You should find a first aid kit on the
wall so heal those gunshot wounds. Proceed quietly up the next set of stairs
and take out the sniper on the balcony.
- Enter the door next to where the sniper was standing and you'll find Ingrid.
Talk to her and get a ** SAVE CHECKPOINT **
- Slide open the window in the room and climb out. Drop off the ledge then
rappel down the wall using the pipe. When descending down the wall you'll
most likely get spotted. Now that you have the "Fifth Freedom", you mid as
well use it. The guard will walk towards you, so hide in the shadows then
launch a bullet through his head when he gets close.
- After taking out the guard, move ahead to the first tower on your left and
climb it. Flick the switch and turn off the searchlights power. As you move
past the searchlight, you'll probably notice another guard patrolling in
front of you. Ease his headache for good with another well placed shot and
then move on.
- Proceed forward and climb the second tower and turn off the searchlight.
- Continue until you reach a dock which you'll follow to a boat to reach
the end of the level.
Part 5 - Paris, France
~~~~~~~~~~~~~~~~~~~~~~
Saulnier Cryogenics Lab
March 30th, 2006
04:12 hrs
OBJECTIVE: Identify Sadono's chief mercenary
STARTING EQUIPMENT: SC-20K, Pistol, 2 Diversion Cameras, 1 Fragmentation
Grenade, 1 Wall Mine, 2 Disposable Lockpick, Camera Jammer, 2 Sticky Cameras,
2 Smoke Grenades, 2 Ring Airfoil Projectile, 1 Sticky Shocker
- As you begin you'll hit a ** SAVE CHECKPOINT **
- My only major gripe with the game so far is that we appear in these places
randomly. Why can't they show of cutscene of where the heck we are...
- Move forward and climb down the ladder, then drop down to reach the sewer
floor.
- Move forward and shoot out the light on the oil drum to attract the
attention of a guard. Shoot him in the head and toss his body in the darkness.
- Walk to the back of the subway car. Jump up and grab ahold of the ladder.
Pull yourself up and quietly walk along the top of the car until you come
to a hole in it's roof. Drop through the hole and then move forward in the
car until you hear a conversation begin. Retreat back and find a hiding spot
in the darkness within the car and wait until the conversation finishes.
- You must deal with two guards here who will be patrolling a very short
distance from eachother. This means...no mistakes!
- One guard will patrol along the inside of the car while the other will walk
along the path on the outside. When the one in the car gets close to you, grab
him and K-O him in the darkness. As his partner patrols the outside path
let a bullet go and take him out quickly and quietly. If either sees the body
of the other they'll raise the alarm so be careful and take your time.
- Move out of the subway car and proceed down the tunnel until you come to a
wall of fire that's blicking your way. Lambert will tell you what to do, so
listen and shoot the two nozzles on the pipes directly above you.
- The fire will be put out so continue past it and to the door ahead of you.
- Use your optic cable on the door, making sure that the guard is walking
away from you. Open the door and wait in the darkness. When the guard finishes
making his rounds and turns his back to you, grab him and K-O.
- Move to the next door and use your optic cable again making sure that the
next guard is walking away from you. When he's gone, open the door and hide in
the patch of darkness in the corner where the door is. Since there's two
guards in this room there are a couple ways you can go about doing this.
The way I used was to shoot out a light on the opposite side of the room then
to give two quick headshots before they realize what's happening. Although
it'd be probably easier to use the diversion camera. That's the beauty of
this game, many ways to get through each situation...
- Move through the far door and then lockpick the one on your direct left to
reach a small room with lockers in it. You'll reach a ** SAVE CHECKPOINT **
- Move into the next room and you'll hear a conversation between three guards.
They will perform a search of the area. Soon they will finish as they found
nothing. As the third guard exits, take out the remaining two (who will patrol
in the room) with headshots. Be sure to get some ammo and a data stick from
their satchels.
- Move ahead into a room that appears to be a mortuary and you'll hear a
message that the basement is clear.
- Move forward through the door in front of you and quickly take out the two
guards to your left that are shooting the computers. Be sure to use headshots
as they're wearing bulletproof vests.
- Trigger the computer in the corner and a conversation will unfold. Once it's
done a timer will begin counting down to a detonation of a bomb. You have
exactly 1:30 to defuse the bomb. It should take around 20 seconds so relax.
- As you go to run out of the room you'll hit a ** SAVE CHECKPOINT **
- Exit the room and follow the corridor. Equip your SC-20K and kill the two
guards who come out of the door on the left side of the hall.
- Once they're dead, head into the room they came out of (second on the left)
and defuse the bomb.
- Once the bomb is taken care of, return to the hall and go back to the room
that you bypassed (first on left) to receive ammo, a smoke grenade as well as
a diversion camera. There's also a first aid kit if you need it.
- Return to the hall and continue down the hallway through a door at the end
to hit a **SAVE CHECKPOINT **
- As you move up the staircase, take note that the red light on the wall is
actually a motion sensor. Be careful...
- Shoot the hanging light in the staircase and creep by the detector up to the
next door at the top. Move through the door and you'll hear shooting. Ignore
it for now and shoot out the light directly above you as you open the door.
- The guard's don't seem to mind the broken light, so why should you? Hide in
the darkness and move forward until you can see down the hallway. You'll see a
guard patrolling back and forth. Shoot him to stop his patrol abruptly. Pick
up his satchel for a disposable lockpick.
- Move down the hallway where the guard was patrolling and be careful as
there's another motion sensor on the left wall as you proceed down.
- As you turn the bend in the hallway, you'll find two doors to your left and
one to your right.
- The second door on your left contains two guards watching video camera feed.
Open the door and take out the standing guard first. As the seated guard
reacts, be sure to shoot him as well. Now you don't have to worry about the
cameras in the next room...
- Move to the door that was on the right side and open it. There's five
camera's in this room as shown on the diagram below:
______________________
| |
| (4) (5) |
| |
| |
|(3) |
| |
| |
|(2) |
| |
| (1) |
- Shoot each camera and don't worry about being seen as no one's watching the
tapes.
- Use the computer in the top left corner of the room to gain information.
- Exit through the middle door and use the keypad on the wall. Passcode is
2457. Open the door and move through for a ** SAVE CHECKPOINT **
- Once in the room, go to the table directly in front of you to obtain two
ring airfoil projectiles.
-Switch off the bright light (that is aiming at the door) and a guard will
enter to inspect it. Kill him when he enters, using any way you see fit.
- Open the door and shoot out the light above you. Creep past the motion
detector that's on the wall, opposite the door. Move through the next door.
- Pull out your SC-20K and take out the camera on the wall, as well as the
wall mine that to the lower right of the camera. The mine will blowup, taking
out the ceiling lights with it.
- Move up the stairs and proceed to the next door. Open it and hide in the
darkness to the left of the door. You'll find two guards in this room, one
patrolling the perimeter of the room while the other moves from the computer
console to the glass doors at the front. Snipe the patrolling guard when he
steps in a patch of darkness (as to not alert his partner). Then, you guessed
it, kill his partner. The guard who was by the computer console has a smoke
grenade in his satchel.
- Proceed down the hallway to your right and use the key code 7562 to get into
the room.
- As you move forward into the room you'll hit a ** SAVE CHECKPOINT **
- Proceed through the curtain and equip your thermal goggles. Stay against the
left wall and deactivate the turret directly ahead of you. Walk further into
the room and spot the guard in the corner. Sneak behind him and K-O him...
or shoot him if you want. Grab his satchel for a sticky shocker. You could
also disable the turret's IFF and allow the turret take out the guard for you.
Just be sure to disable the turret before walking in front of it.
- Lockpick the metal door to the left of where the guard was standing and
you'll enter a brightly lit (and I mean brightly lit) room. Use your thermal
vision and spot two guards in the distance. If you look closely you'll see the
guards aiming widly at different targets throughout the room. It seems as if
they know to expect something, yet it'll be too late once they do realize it.
Snipe them from a distance (after you drop one guard, the other may return
shots in your direction, don't worry as he's shooting blindly).
- Once they're both down, follow the path and through a curtain on the other
side. Shoot the lights out and then disable the wall mine on the right wall.
- Move into the room across from where the mine was for a
** SAVE CHECKPOINT **
- When in the room, look up and you'll see and opening where a ceiling tile
was removed. Hop up on the shelf and a cutscene will unfold. Climb into the
vent when given the chance and take the first left to drop into a room with
Francois. There's ammo on the table you dropped onto if you need it.
- Start a conversation with Francois. Once it's finished, the three guards
will plant their explosives. Climb back into the vent then backtrack into the
room you were previously in. Wait for the 1:00 timer to expire. The explosion
will do three things (kill the guards, kill Francois, eliminate the steam in
your path by breaking the pipes). Simply climb back into the vent and continue
forward to the awaiting van to complete the mission.
- Instead of waiting the 1:00 for the timer to detonate, you are also able to
shoot the barrels (triggering the explosion yourself). Make sure you're in the
vent as close to the edge (where you'd drop back into the room) as you can.
Part 6 - Paris to Nice, France
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hesperia Railways
April 2nd, 2006
21:52 hrs
OBJECTIVE: Meet Norman Soth
STARTING EQUIPMENT: Pistol, Laser Microphone
- The level begins with a ** SAVE CHECKPOINT **
- Climb across the top of the train and drop down at the end of the first car.
You could also have opened either of the hatches on the top, but why disturb
the sleeping dog?
- Open the door to the next car and stay in the shadows. Shoot out the light
to the left and a man will come to investigate. K-O him from behind as he
pauses at the location of the former light.
- Proceed forward and you'll notice the trapdoor in the middle of the floor,
before you reach the caged area. Select the climb down option as the real fun
begins.
- Shimmy forward under the train and you'll hit a ** SAVE CHECKPOINT **
- Proceed along the beam and pause at the next trapdoor. Use your optic cable
and wait for the man lighting his cigarette to walk out of the room. Select
the climb up option to once again board the train.
- The following section can be completed one of two ways. They are both
challenging as well as fun. Choose which you want as they both lead to the
same area:
- Option 1 (Inside the train): When in the room shoot out the central light
above you. Open the door and you should hear a conversation start between
two men in the next car. As you exit the room turn left and go through a
sliding glass door. Shoot out the lights in this room and then proceed back
into the hallway you were previously in. Go to the wall and hit the switch to
plunge the next car in darkness. A man will come to investigate. Once he makes
his way through the darkness, K-O him and drag his body back into the room
beyond the glass door. A guard should soon follow as to try to figure out why
the lights went out. Remain in the room with the glass door as the guard will
look around (yet he won't turn on the lights for some reason). The guard will
eventually return to his seat with the area still pitch black. Proceed forward
into the darkened room and edge your way from seat to seat avoiding the light
emitting from the reading lights. Make your way through the car and go through
the open doorway at the end.
- Option 2 (Outside the train): After climbing up, unlock the train's side
doors by accessing the control panel on the wall next to the map. Exit the
room you climbed up from and turn left, going through the sliding glass door.
Turn left again and you'll see the side door on the train. Open the side door
and grab onto the pipe which allows Sam to shimmy down the length of the train
against the side. This way is extremely risky as careful timing is required.
Pause at each window and wait for each lampost to pass by. You have around
0:05 to pass each window before you'll be lit up again by the passing lampost.
Pause when needed and pay careful attention to the upcoming lamposts. This
option took me several tries to complete successfully as it is definitely the
more challenging of the two. Once you proceed past all the windows, you'll
reach a door where you will be able to re-enter the train.
- Whichever way you choose, proceed through the sliding door for a
** SAVE CHECKPOINT **
- As you move through the next door, Lambert will tell you some much needed
information that should help you to identify Soth. Soth's prosthetic leg will
not show up on your thermal vision (which scans for heat signatures). Now it's
time to find Soth...
- As you proceed into the next room you'll hear the conductor having a
conversation with one of the passengers. When they're conversation ends, the
conductor will walk down the hall in the opposite direction of you. Wait until
he's a good distance from you then open the sliding door.
- Put your back to the wall and move forward to the open doorway. Peek into
the room and make sure the man is sitting down. Equip your thermal goggles
and look at his right leg. It has a heat signature which means that he's not
Soth. Perform a SWAT turn and continue down to the next door.
- Equip your optic cable and your thermal goggles and look at the standing
man's right leg. It also has a heat signature, so that means...
- Proceed down the hallway to the third door and equip your optic cable and
thermal goggles again and notice that the man's right leg has no heat
signature. You've found Soth and it appears as through he's sleeping.
- Ignore Soth for the moment and move two doors down from his room. Open the
door and you'll find the conductor in the bathroom. K-O him and shoot out the
light leaving the bathroom in darkness.
- Return to Soth's room and open the door. Interrupt his sleep with a much
needed talk...
- Your conversation will soon be interrupted as Soth has an incoming phone
call. Stay in the room as Soth exits and talks to the guard. As Lambert tells
you, access Soth's computer.
- You now have 0:45 to get into position to listen in on Soth's telephone
conversation. Open the room's door and then proceed down the hallway through
the next three doors until you reach the car that has a bar in it.
- Move to the darkened area behind the bar and take out your laser microphone.
Stand up and press the 'X' button to use the microphone. Aim it at Soth as the
conversation will be picked up.
- Once the conversation's complete crouch back down. Soth will exit the room
as Lambert will radio the important facts of the phone call to you. Lambert
states that it's time for your extraction, so let's get going...
- Move out from behind the bar and shoot out the first ceiling light you see.
Whistle to attract the guards attentio, then K-O him as he comes close to you
in the darkness.
- Once you K-O that guard, Soth will radio in that there's an intruder and
that they must get off the train.
- Return quickly to the right side of the door you previously entered. A guard
will run into the room blindly, so K-O him from behind as he runs past you.
- Proceed forward through the room for a ** SAVE CHECKPOINT **
- Move through the next two doors and you'll enter a room that appears to be
the energy room for the train. Halfway through this car, on the right, you'll
notice a ladder. Climb it and open the hatch to reach the roof of the train.
- On the roof, you'll notice the Osprey (your extraction point) as well as an
enemy helicopter to the left. Run towards the Osprey and use your evasive
roll as needed, as the enemy helicopter will be raining down a stream of
bullets towards you. Once you're close enough to the Osprey, it will shoot
down the enemy helicopter as you are free to grab onto the hanging rope and
end the mission.
Part 7 - Jerusalem, Israel
~~~~~~~~~~~~~~~~~~~~~~~~~~
Geula Street Markets
April 5th, 2006
01:01 hrs
OBJECTIVE: Identify the biological agent
STARTING EQUIPMENT: Pistol
- The level starts with a ** SAVE CHECKPOINT **
*MORE COMING SOON*
Copyright 2004 Kyle Roy
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