Mission #3 Saulnier Cryogenics Lab - Guide for Tom Clancy's Splinter Cell: Pandora Tomorrow
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SPLINTER CELL PANDORA TOMORROW MISSION #3 SAULNIER CRYOGENICS LAB WALKTHROUGH SUBMITTED BY: Derrek Silvas at [email protected] [email protected]******************* **Objective #1: Hack the lab's security terminal** At the beginning of the mission, you haven't really fleshed out your objective. You want to identify Mortified Penguin, although Third Echelon isn't even sure he's in the building. You do know he led a mercenary team inside a short while ago. With that in mind, you decide to trail the mercenaries and see what you can discover. Your first objective will be a special computer terminal (though you won't find this out until you've progressed a few minutes into the mission). Drop down the first shaft and into a small side tunnel which leads out into the main subway tunnel. Before you blaze a trail out there and expose yourself prematurely, throw your back to the wall to your left then creep along to the end. At the corner, glance around and you'll see the first guard down by the subway car. You can dip into a wide assortment of attack patterns to take out this lone terrorist. The most direct, and least likely to make the alarm go off, relies on good old fashioned stealth and a blow to the back of the head. Wait for your guard's patrol to take him to the very edge of your tunnel. He won't see you in the shadows; he turns away at the last instant and begins to go back to the car. You can now sneak out and grab him from behind. If you're quick, he won't raise the alarm or make a sound to alert his buddies on the other side of the subway car. For those who don't want to get their hands dirty, try this messier attack. At the corner, pull the pin on one of your frags and toss the grenade at the guards feet. He'll explode into a hundred pieces before he can figure out what tickled his toes. The downside? You just rocked the tunnel with a rather HUGE explosion. Won't all the other mercenaries hear it? Not necessarily. An active subway runs through on a parallel track and makes a lot of noise. If you time your grenade to go off with the passing train, the train's rumble will cover up the frag's explosion nicely. Your third method of attack is as simple as shooting at the guard from the corner. You don't have to worry about anyone spotting the body right away, so scope him with your rifle while he's walking back to the subway car. Don't try this with the back to the wall move--you can only fire your pistol in that position and it doesn't make for a reliable shot at the longer range you need. Even though you think no enemies will patrol out this far, hide the body anyway just incase. No matter what, there is always a chance the body will be uncovered out in the open, which will result in an upgraded alarm stage. Pull the body over to either one of the side tunnels and dump it in the gloom. No one will find it here. Beyond the first guard, you'll come to a well-lit subway walkway. You don't want to navigate it; the lights will expose you to two guards on the far side. It's better to duck inside the subway car and stay out of sight. Halfway down the car you'll run into debris that will prevent you from walking any farther. No problem. Jump up and grab the pole above again. You can shimmy to the other side if you pull your feet up to slide over the debris. In the rear car, stick to the darkest areas near the back door (next to the last seat, if possible). Watch out for the train passing by--it's light can reveal you if you're not careful. You should hear the two mercenaries discussing the fate of a French guard (who will come into play deeper into the building). After their chat, both will head up the walkway. Remain in the gloom until they approach you. Dealing with two guards at one time can be a chore if you want to avoid any alarms. In this case, one guard marches up the walkway (past your position inside the car) and the second cuts through the back door into the car). Wait for the team to split up--one continues up the walkway, while the second cuts in to investigate your car--before you do anything rash. When the guard enters your car, leap up and smash him in the kisser. Try your best not to drop him outside the car. Your strategy is to make him fall into the dark interior of the car, or close enough for you to grab and drag him the rest of the way in. If you don't succeed, when his partner turns back to see what has happened, he will see legs sticking out of the subway car's door and will send up the alarm. Assuming you successfully disguise your first attack, the second guard will double back after a short while to check on his missing partner. You can either bring him down inside the car or just outside the door. Dispose of his body in the same spot as that of his friend. Head to where you saw the two guards talking. There's another mouth which includes a burning barrel and a gloomy bend to the right. Follow the bend and the next turn, which brings you back to the left. Now you know that Mortified Penguin and company infiltrated the lab by blowing a hole through the wall. Unfortunately for you a curtain of flames prevents you from entering in the same fashion. In fact, the flame is so intense it will cause damage to you just by standing next to it. Bust out your gun and aim at the wheel about midway down the ceiling's coolant pipe. One or two good shots will break the pipe, pouring coolant down on the fire and extinguishing it enough to walk clean through. Continue straight until you crouch behind a storage shelf. You've entered a research room with all sorts of material stocked on shelves. Kick back for a second--you don't have any enemies to stress yourself over here. Feed your optic cable under the research room's back door and check out the next room. Sure enough, there's a guard right beyond the door. He patrols a second research room, and his pattern takes him along each shelf, one by one. As soon as he leaves the door area, you can slip into the room and squat at the edge of shadow along the first shelf. Upon the guards return trip, smash him when he turns the corner on the first shelf. If you do this right, he won't have a chance to do much of anything except take an unexpected nap. Drag his body into the shadows between the first and second shelves. Now cross to the other end of the room. A door in the corner leads into a particularly difficult area; catch your breath now if you have to. Slide your optic cable under the door. It reveals an office full of cubicles and two guards circling the room. The guards walk in a tight pattern--one is almost always in view from your door--and they back each other up. You'll have to time things well to escape unscathed without triggering an alarm. Watch the guards' pattern for a minute. Notice that there's a time when one guard walks past the door and turns his back on you for a long stretch. Wait for this guard to reach the far side of the office-- and make sure the second guard hasn't started his patrol in your direction--you can then open the door and dart for the closest cubicle. The movement will probably attract one of the guards to investigate, and that's what you want. To avoid an alarm, you'll want the guards to attack one by one. Attacking two at once might get you shot; if both come at you, spin around the cubicles in hopes of splitting them apart. Otherwise, punch the first guard when he arrives and drop him into the shadows. The second guard might follow, or you may have to hunt him down. Stay in the shadows and weave between the cubicles until his patrol takes him close to you. Don't step into the light or he'll call for backup before you can swat him. Hide the bodies in the center aisle and look for the exit in the far right corner. None of the computers in this area will access security. Keep going. Exit through the door and enter a deserted hallway. The door here is locked. Manipulate the lock with your lock pick, but don't use your disposable ones--you'll need those later on for doors you won't have much time to unlock. No one awaits you in the next room, a locker room with lab coats, ammo on the floor, and a medical kit on the wall. The locker room leads into a large lab area. No guards stake out this place-- yet. Three mercenaries have a scent on you and launch an assault on the room from the other doorway. You have precious few seconds to position yourself before they arrive. Enter the lab area, turn right, and run up the stairs to the darkness in the right corner. From this corner you can see the mercenaries enter as a three-man team. They aren't fools or fooling around either. Working off silent hand signals from their leader, they immediately flank out, each one taking an aisle. The topmost guard will walk all the way to the edge of your shadows. No...don't shoot him you retard that's what I did and it doesnt go that way; he isn't going to see you unless you ask him for directions which Im here so you don't have to ask him. If he doesnt see you then the leader will call an all clear if you wait quietly for them to comb the room. The leader leaves after the all clear; at last, ok his two men remain behind to keep things safe. Still two are better then three in this case. Wait for the mercenaries to wander to the far side of the room and lock on them with your sniper scope. Ideally you want both mercenaries inside the same scope shot. That way you can kill one, slide over a hair, and kill the other before the alarm goes off HURRY HURRY HURRY... ok your done in here. Exit the lab area through the curtains on the far side and into the morgue. There's nothing here but dead bodies (not caused by you). Take a left and open the door into the next hall. You'll overhear the nearby mercenaries. They've cleared out the area for you and have been given clearance to machinegun the entire security room and leave nothing behind. You can't screw around here. Race down the hall to the open door into the security room on your right. With all the gunfire, the mercenaries shouldn't hear you approach. Squeeze off a burst of bullets and obliterate the nearest terrorist. The second one will probably notice you by now. Use the doorway as protective cover and fire off shots at him as quickly as possible to minimize damage from return fire. What they are doing is giving them computers unfixable viruses with bullets and that is what you need to stop before MISSION OVER. Your time limit is five computers. When the mercenaries reach the sixth computer (the one farthest down on the right that's glowing red) and give it a virus (a bullet to the screen), it's MISSION OVER. Clean them up before this happens and you will obtain the access Grim needs to hack into the lab some more. Grim discovers Mortified Penguin's recent inquiries. Apparently he has been searching a few dead men for information. Before it becomes clear what he's doing, Grim detects a bomb being triggered remotely. You have 1 minute and 30 seconds to defuse the bomb before your whole floor goes kablooey. Run out the door and head left. At the corner, drop down and pull out your rifle. Yes, you have no time to fool around; however, you must deal with two mercenaries before you can reach the bomb. Snap off a headshot on the first one and kill him with one shot if you can. The second will charge at you; Well he don't know who and what he's running to, unload several bursts into him. You can't waste time here, but you can waste terrorists and bullets. Up where the two guards were talking, you will notice the boiler room door on your left. Of course it's locked. Break out your disposable lock pick for quick access into the room. Even your regular lock picks will work if you haven't chewed up too much time fighting the guards. Enter the boiler room and scan the right wall for a bomb on the control panels. Stand in front of the bomb and choose the "deactivate" option from your interaction menu to stop the countdown of the bomb and extend your life--at least until the next encounter. **Objective #2: Access Saulnier's client database** Even the empty stairwells will give you trouble as you tackle the second objective. At the platform midway up the stairs, a red circle glows in the dark. It's a motion detector. To avoid detection, you must walk as slowly as you can across the platform. Anything above a snail's pace will set it off. Once upstairs, exit through the door, turn left, and pause at the corner. Three mercenaries are letting their machineguns rip in a bit of target practice. Don't attempt to tackle them at this point. After their firing spree ends, two of them continue down the hall and one turns around to patrol in your direction. Knock him out from within the shadows and drop his body in one of the corners. Walk toward where you saw the two other mercenaries disappear. Another motion detector glows on the left wall. Move slowly past it and pause to examine the next hallway. Two doors line the left side; one door lines the right. Aim for the second door on the left side (the first door on the left is jammed and won't let you in). Fish your optic cable under the door and observe. Two mercenaries are talking on the intercom and let slip that the guard they're looking for can be found in the "Body Processing room" behind a big vault door. Wait for both guards to look at the TV monitors, then open the door. It's difficult to do this without alerting the guards to sound the alarm. A little slow and the alarm level will rise one level. Act swiftly however, and all will remain quiet, even after you stick the two comatose guards' bodies in the room's dark corner. Exit the control room and cut across the hallway to the door opposite you. You database computer is inside, but first you'll have to dance through some surveillance cameras. Equip the camera jammer and approach from the right side. Walk down the aisle with the jammer pointed at the camera, then cut along the back wall to the computer terminal in the far corner. Grim sifts through the data for you. You learn that Mortified Penguin checked on eight clients who recently opted for low-end storage devices, the ND133s, or vacuum powered refrigeration. The ND133s are kept in limited storage--your next objective. **Objective #3: Recon the ND133s** Exit the computer room through the nearby door. Outside in the hall to your left, a keypad door blocks your way. The four-digit code, 2457, which you obtained from the earlier guard's data stick opens the door. Enter the next small room. A spotlight shines on the door from the center of the room. Through the bay window to your left you will see a single guard outside the next door. Switch the light off so the guard will become curious and investigate what has happened to the light. Remove the guard from the picture and dump him in an out-of-the-way spot. Before you proceed, heal up with the med kit on the wall and stock up on 5.56 ammunition and the two stick shockers on the table. Carefully open the door to the hall and walk to your right, past the motion detector directly in front of you. Probe the door to the right with your optic cable. Two guards march up the stairs. Don't be fooled. They make it look much easier than it is. Two obstacles stand in your way: a surveillance camera and a wall mine. You can slip past the surveillance camera one of two ways: either short-circuit it with your camera jammer and climb the steps quickly or blow out all the fluorescent lights in the stairs to reduce visibility. While under the camera, inch toward the wall mine until your interaction menu pops up with a "disable wall mine" option. Choose it and hope your fingers aren't too tired from all that gun slinging. If all the lights are out, you can remain on the far side of the platform and pass by the wall mine without setting it off. Slide your optic cable under the door at the top of the stairs. You'll get a great view of the Saulnier Labs' front lobby with access to the street outside. Two guards have the place staked out and they patrol it in a square pattern. The room doesn't hold too many deep shadows with all the outside street light pouring in, which means you have no great places for cover. Open the door when both guards have their backs to you, or when the guards are out of sight near the main doors. Slink in to the divider behind the front desk and attempt to take out one of the guards to either side of the divider. The second guard will radio for help; your only hope is to catch him in mid-sentence and cut him off from sounding the alarm. When the guards are safely night night, return to the front desk and hack into the main computer. You need the password to the limited storage room, and the front desk computers coughs up the four-digit number 7562. Head down the main hall directly opposite the front doors to the street. A door on the right with a keypad leads to the limited storage area. Punch in your numbers (7562) and enter the room. As luck would have it, Mortified Penguin has beaten you to the storage devices. Brains litter the floor; for some reason, Mortified Penguin ditched the brains and grabbed the storage devices. Meanwhile, Third Echelon has discovered that the French security guard locked in "Body processing" has a cell phone with him, and has managed to take a digital picture of Mr. Penguin. You need that picture at all costs. **Objective #4: Locate security guard's cell phone** Step past all the brains scattered on the floor and hang a right. At this point if you have night vision on, you might go permanently blind. The light from the storage area is that intense! Even your normal vision will be adversely affected. The only choice is to switch to thermal and navigate by heat signatures. Walk slowly into the next room. Beyond the room's curtain, an automated gun turret swivels back and forth. A lone guard patrols the far side. Fortunately for you there's a large storage tank alongside the turret, affording you cover while you sneak straight up to the turret's computer controls. Now you have a choice: deactivate the turret or switch off it's IFF so it will target friendly forces as well. If you switch off the IFF, the lone guard will be shot up by it's own turret, though he will probably sound an alarm before he dies. The safer option is to assassinate him yourself with a single headshot, then shut down the turret so you can cross to the far corner. The door in the corner between the turret and the mercenarys corpse leads to a catwalk area with two guards. A lock shuts it tight; with no time pressure you can take all day if you like to open it. Once inside, take up a position near the door and scout out for the two guards. With all the cold mist floating around the catwalk and you with your thermals on, you can heat things up for the guards without a sweat if you'd like to. The problem is, if you snipe one guard, the other will surely crank out an alarm. If you have alarms to spare, this will be the quicker path. You probably want to be Stealthier than that. Look to your left by the door and you'll notice that the railing doesn't extend all the way to the end. You can drop off the catwalk here, and with a quick turnaround move; grab the outside of the catwalk. Hand hold by hand hold you can now shimmy along the catwalk to the other side. Watch out for the vents spitting cold mist into the room. You'll lose a quarter of your life each time one of these cold blasts hits you. Pause before each blasts, then shimmy past the vent spot and wait for the next vent to spout off. Get to the end and you can simply climb up past the two catwalk guards and continue on your way. In the next room, a full med kit hangs on the wall. Don't be too eager to bandage up or they may be removing your organs from the hallway. A wall mine traps the area. Approach it slowly along the right-hand wall and disable it when you get in tight. Enter the room by the wall mine. To your right, in the ceiling, a trapdoor leads to the ventilation system. Climb up on the cabinet and through the hole. A single left turn will bring you to the French security guard's vault in Body Processing. However, to eventually get out of the area, you'll have to go straight through the air vent. Notice that a blast of coolant air, like that found earlier in the catwalk area outside of the ND133 area, blocks your escape. You can't shoot it. You'll have to figure out another way past it. Inside the vault area, the security guard hands over his cell phone and you run Mortified Penguin's picture through the Third Echelon databases. They pinpoint his name as Norman Soth, believed to be ex-C.I.A. or deep undercover. Before you can figure a plan out of the vault with the guard, the mercenaries outside decide to blow open the vault door. You have a choice when the mercenaries decide to blow the vault. You can let them do it. The resulting explosion will kill the poor guard, so it's just you who slips out through the ventilation system. Or you can stop the mercenaries by climbing up into the air vent and blasting the exploding barrel yourself. Same result, but at least you tried to save the poor guard. After the explosion, hang a left in the vent and drop down through the next opening. A short walk out to a back alley brings you to the extraction zone. Third Echelon might not have the full skinny on Norman Soth yet, but thanks to you, Grimsdottir has successfully traced him en route to Nice under the alias Jonathan Poindexter. Looks like it's time to ride a train. *Yes I know it's only the first, second and third levels but don't worry I'm going to do all of the levels, 1 through 9 but if I would have put all of them on just one walkthrough it would be real real long and it would take you so long to read it so don't say that this is all I did there will be more probably next weekend. If you need any help with the game or want to give tips for any of the levels I will put your name in it for the tip. E-mail me at [email protected] for any of the above.