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Lunabean's Splinter Cell: Pandora Tomorrow Strategy Guide - PS2 VERSION
Kundang, Indonesia


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Splinter Cell: Padora Tomorrow - PS2 VERSION
Splinter Cell: Pandora Tomorrow

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Splinter Cell: Pandora Tomorrow >
6. Kundang, Indonesia

This guide has been broken into chapters. Please click the appropriate link to find your answers. Because this is the free version, you will be served a few ads in the process.


1. Introduction and Gameplay Notes
2. Dili, Timor
3. Paris, France
4. Paris-Nice, France
5. Jerusalem, Israel
6. Kundang, Indonesia
7. Komodo, Indonesia
8. Jakarta, Indonesia
9. Los Angeles
10. Splinter Cell: Pandora Tomorrow Review
11. Splinter Cell: Pandora Tomorrow Ad-Free and Printer-Friendly Walkthrough and Strategy Guide - PS2 VERSION (US and International)

*Important Information About This Guide*


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This walkthrough and strategy guide is free for those of you who use it for quick and occasional reference. However, we have made a beautiful bookmarked guide in Adobe .PDF format for those of you who would like to print this guide out, or for those of you who will be using this guide extensively. The $4.95 version of the guide is ad-free.

By purchasing such a guide you are supporting Lunabean.com, a site that supports free online content by asking their web savvy users to support sites that support free online content. We also must remind you that printing out the free guide is stealing, and stealing is bad karma.


LB's Ad-free and Printer-Friendly
"Splinter Cell: Pandora Tomorrow"
Walkthrough and Strategy Guide

(PS2 VERSION)

Kundang, Indonesia

Plant explosives on Sadona's plane

First, you have to meet up with Shetland. It's a much longer path to him on the PS2 version. Run forward, go up the rock ramp on the left and "Climb Out" onto the tree, climb up. Run forward and Zip Line across. Continue to follow the path and soon...

Checkpoint.

You'll come upon an enemy camp below. There are two guards here. One patrolling around, one near the barrel fire, either sitting or standing near the fire. Drop down quietly and wait for the patrolling guard to go by and then knock him out. Wait for the guy near the barrel fire to sit down. Sneak up on him and grab him and knock him out or kill him.

Wow. That's some chasm there, huh? Quite a deep hole indeed. Go around the chasm to the wooden Rappel Point. Start rapelling. You can speed up rapelling by using the Jump button. When you stop on the platform, Climb Out to the tree. Climb up the tree and shimmy out onto one of the planks. There is a series of planks below you. Drop down from plank to plank using your Crouch (Circle) button. When you grab onto the ledge, climb up.

Checkpoint.

Another Rappel Point. Hear that dog barkin'? Either humanely shoot a Smoke Grenade down at it or snipe it then Rappel down. Now in the water, climb up the wooden pole. Go into the mine shaft. Shoot out the lanterns. In the first cave you come to there is one guard on the wooden boardwalk and one beyond, in the next cave. From the darkness of the mine shaft, snipe the first guard. When the second comes to investigate, snipe him. Grab their bodies and hide them in the dark.

Continue forward, round the corner and you'll come out on the shaft's exit. There is a guard patrolling it. Kill him, hide the body, and then find the wooden pole on the right side of the shaft's exit, facing the shaft from the outside. Climb up and follow the path.

Checkpoint.

Run forward and meet up with Shetland. Talk to him then step under the zip line, jump up and ride it or use the Rappel Point or jump down. You are now near the camp.

Checkpoint.

There is one guard in the open tent on your right and one around the left corner, down the path. Quickly snipe the guy in the open tent and hide his body in the grasses. Make sure the other guard wasn't tipped off and enter the tent for a Smoke Grenade and a Sticky Shocker. Hide until the patrolling guard turns his back and heads the other way. Snipe him when he comes to a stop. Go up there and hide his body. If either of the guards was tipped off, your Alarm Level will be Level 1. If that happens, reload and try again. You can also try the whistle method to draw the guard out and near you, then, kill him.

Move forward and wait behind the sandbags/stone wall while the next two guards talk. Wait and one of them will blow himself up on a trip mine. There are a series of trip mines in this area that you can see using your Thermal Vision. Once the first guard blows himself up, the second guard will come and try to give CPR. Use your scope on your SC-20K to headshot this guard. Once he's dead turn on your Thermal Vision and go forward.

You'll be told how to diffuse trip mines: "slowly rotate the left analog stick around the outer edge of its range until the light turns green. Then, release the left analog stick to fix the notch."

In other words, approach the mine, choose "Disable." Slowly rotate your stick until the middle turns green, then let the control stick snap back to center. You'll soon see the trip mines. Avoid the ones that you can and Disable the ones you can't sneak by.

Checkpoint.

The next mine you come to is a little trickier. On the other ones, all four notches lined up nicely. On this one, you have to get each notch green, release the stick, and then find the next notch and repeat. You have plenty of time to do this, but, if you feel that the mine is going to explode because you are taking too long you can use your Jump (triangle) button to abort. You'll know you're taking too long when you hear the beeps getting louder and closer together.

At the next set of mines, you'll see a guard coming at you. Hide, take him out, then disable the next two mines and proceed forward. Take out the next 2 or 3 trips mines and when you get to the old blue pickup truck...

Checkpoint.


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In front of you is Sadono's hangar. Don't go through the door. Instead, climb the chainlink fence to the left of the hangar, and then climb the pipe up and get onto the balcony. Enter the Hangar this way. Down below you'll hear two guards talking. To your right is Health and a Fuse Box. Go up to the Fuse Box and turn off the lights.

Go around the balcony to the wooden beam going across which has a nice horizontal pipe along the bottom of it. Jump up and pull up your legs with the Jump button and shimmy across to the other side of the Plane. Before you slide down the pole, make sure no guards are near you. You need to get to the open engine compartment at the front of the Plane. When the two guards are away, go up to the front of the Plane and "Plant Explosives." Hide again in the shadows. If you like, you can take out these two guards or you can simply let them be.

Either way, when done, exit out through the door on the same wall as the pipe you slid down.

On your right is an open gate. Approach the gate and enter. Soon, you'll hear two guards talking near the barbed wire checkpoint gate. Hide in the bushes on the right. When one guard starts patrolling, sneak up behind him and silently take him out. Locate the guard booth in front of you. There is a guard in there. Use your scope on your SC-20K to shoot him or sneak up on him. Shoot out the lantern then use the crank to raise the guard gate. Go under the guard gate. There is some Health on the left wall and you'll get a new objective.

Checkpoint.


Infiltrate the village

On this path there will be a patrolling guard and a guard dog. Hide behind the wood leaning on the fence on the left and wait for them to go by. Take out the guard then shoot the dog. Hide the body. Continue forward and you'll see an open tent in front of you.

Go into the tent and listen to the guards' conversation about the dogs acting weird. When the conversation is done wait for the one guard to go into the next tent and go to sleep. Sneak into that tent, pull out your Pistol and shoot him in the head with one shot. Grab his Satchel for a Data Stick. There is some 5.56mm Ammo on the table in this tent as well.


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Go back into the first tent and whistle so that the other guard comes in and investigates. Hide right outside the tent and then when the guard comes in and turns around, sneak up on him and grab him or use a Sticky Shocker or some other silent weapon on him.

Now, you have to climb the guard tower in front of you in order to use a zip line. Before you climb the guard tower, use your scope on your SC-20K to pop the guard in the guard tower from a dark area. If you can't locate him, go ahead and climb up and take him out using your elbow. At the top of the guard tower jump up to the zip line and ride it. You are now in the village.

Checkpoint.


Trail Sadono

Move forward and listen to the conversation between the guards and Sadono (with the red/white armband). Once they disperse, there will be one guard to take out. Hide in the shadows to the right and wait for him to get near and shoot him or sneak up on him to take him out. Hide the body. Remember the path that Sadono took? Well, he went up the ramp/ladder and went along the corridor. Go there and crouch, and head underneath the corridor he went along. It's sneakier this way. At the other end you'll see another small open area and a guard.

Lambert will chime in and tell you that you need to use a Sticky Camera to hear Sadono's code. Continue forward and enter the open door that the guard just went through. Go through the cabin. You'll see Sadono and a few other guards in the next open area with the red and white flags. Wait for them to go into the next building. There is one guard left behind. Use your scope to get a headshot in on him or take him out silently another way. Hide the body.

Go inside the building he was guarding and go left past the stairs and grab the guard watching TV. Knock him out. There is Health in here. Shoot the TV and the light above to hide the body. Go up the stairs and left. Grab the 5.72mm Ammo. Go into the other room upstairs and jump out the window.

Checkpoint.

You are now in a side alley sort of area with a wooden fence on your left. Sadono is on the other side of the fence. Wait for him to go away and then crouch and slowly walk to the far end of the alley and turn right into a small side alley. There is an open window above you. Jump in. Shoot out the lightbulb with your pistol. The next area is another open area with red and white flags. Directly in front of you are some crates and a lantern on one of the crates. There is a pipe that you're going to climb near the lantern. First, shoot out the lantern when the patrolling guard on the balcony above is not near it. If that doesn't draw the guard on the ground to go and invesigate, continue to shoot out lights until he investigates one of them and then snipe him in the head with your SC-20K while he is in the dark. Hide the body.

Next, focus in on the guard on the balcony. Zoom in on him and snipe him. Time to climb the pipe. Hide the body of the guard up here. Go forward along the balcony and enter the room in front of you. Go left, shoot out the lantern, and then position yourself near the red and white curtain. From that perch, look down to see a group of men talking. Get your Sticky Camera ready and shoot one right into the middle of the conversation. Move it around until you can hear well.

If you're having trouble with the Sticky Cam, keep trying different locations for it. However, right in the middle worked for me. You'll overhear that the password is 1492.

Exit the Sticky Camera and go to the right side opening and drop down into the area below. There are two patrolling guards. Whistle to draw one near and shoot him then use your scope to shoot the other one. Hide their bodies. Walk into the open garage where there are some shelves and tables. Under a flourescent light is an open hatch with a ladder going down. Climb down.

Checkpoint.


Rendezvous with pilot/CIA contact Asrul Arifin

Lambert will tell you that as long as you're underground you'll be out of radio contact. With that being said, move forward through the dark tunnel and look for the patrolling guard around the corner near you. When he pauses and turns his back give him a good ol' elbow and knock him out. Approach the broken balcony railing and drop down. There is guard on the other side of the crates smoking a cigarette. Shoot him in the head and hide his body.

Go through the open doorway and up the stairs. Don't pop out yet. There are two guards in this room. One in the corner that you can see and one that you can't see. In front of you is a light switch. Crouch and turn off the lights. The guard you can't see will come and try to turn the lights back on. Before he does, when his back is turned to you, quickly spring on him and grab him. Drag him into the stairwell and knock him out. Now, you can easily snipe the guard in the corner. Go through the door.

Checkpoint.

You are now in a power generator room. Head left, past the red flashing fuse box, and go into the next room with the shelves. There are three men in here. One is Sadono, he'll leave, one is a guard, and one is the pilot you're trying to meet up with. Right after Sadono leaves, another guard will come in. This guard will patrol. Go back into the generator room and whistle to draw the patrolling guard near you. Shoot him in the head or Sticky Shock him. Now, you can easily take out the stationary guard with a head shot. Talk to the Pilot. The pilot is in all black. He'll open the keypad door for you. Go through.

Checkpoint.


Trail Sadono


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With the rendezvous out of the way, it's back to your main goal: Trailing Sadono. Climb the ladder. Behind you is Health. On a crate near you is 5.56mm Ammo. Stay hidden, because Sadono may turn around and give this room a second look.

Exit the building and climb the hill. Listen to the conversation between the two guards about all the noise that the gunfire is making. When it's over and you hear gunfire, locate the pole on your left. Grab the Flares on the ground and then climb the pole and cross the planks, then move across the roof to the right. At the end you'll find a hatch.

Checkpoint.

Jump down it and you'll find yourself hanging from a pole in a shooting range. Pull your feet up. If the guards are suspicious, just wait until they settle down. Drop down when they aren't looking and hide in the shadows. When the two guards are together, shoot a Smoke Grenade between them to knock them out. Then, snipe the guy kicking the punching bag in the next room collect the Data stick from his Satchel. Also grab the 5.72mm Ammo from one of the firing booths.

Go down the hallway from the kick boxing room, and climb up the ladder.

Checkpoint.

Jump out the window. In this next area there will be two guards, a turret gun, and a little hut. Take out the two guards however you please, hide their bodies, then make your way along the left side of the area to avoid the turret gun. Enter the little hut and get the Health if you need it and grab the 5.56mm Ammo.

Through the next door is a guard and a spotlight. Draw the guard into the hut and take him out. Exit out and look to the porch of the large building to your left. Another guard is here. Draw him into the hut with some whistles and take him out, too. Avoid the spotlight by moving along the crates along the left side, then make your way up the stairs to the porch. There is a turret gun to your left, but it shouldn't be able to spot you at this distance. Approach the keypad and put in the code 1492. Pass through the door.

Checkpoint.


Tap Sadono's Secure Phone

It may help to use your Night Vision here. Slowly move to your right. Here you will find Sadono making a series of calls. Hide near the first set of windows. When his last call is made, he'll walk behind his desk then he'll exit the room. There is a camera above the door that he exits out of and one in the back corner of the room. If you try to shoot either of them, the mission will be over. Instead, you need to make the entire place dark by shooting out four lights.

So, as soon as Sadono leaves, use your Pistol to shoot the two outdoor lights. Then, shoot the lamp on the desk and the overhead light. It will be completely dark now. Turn on your Night Vision and quickly go over to the desk and "Use" his computer then quickly run back out.


Extraction

Sadono will come and investigate. Wait for him to leave again. Go down the hall and watch as Sadono turns the corner and goes through a door. In the dark corner, visible with your Night Vision, is a door in front of you. Open it and go into this small room with the couch and the double doors. Go through the double doors and then out the next door. Freeze! Here you'll have enemies aiming their guns at you. Don't move. Shetland will cause a distraction and the enemies will take their attention away from you. When this happens, simply crouch and make your way down the center of the path in front of you. At the end you'll see the Osprey coming for you. Approach it and your mission is complete. You may have to sprint there if you're being shot at.


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