Tom Clancy's Splinter Cell: Pandora Tomorrow
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Mission #4 Hesperia Railways
SPLINTER CELL PANDORA TOMORROW MISSION #4 HESPERIA RAILWAYS WALKTHROUGH SUBMITTED BY: Derrek Silvas at firstname.lastname@example.org ************************************************************************************ **Objective #1: Question Norman Soth** Your mission begins, thanks to the marvel of modern technology and helicopters in particular, on the train's back car. You have nowhere to go but forward, so let's plan your best route. Notice a trapdoor on the roof of the car directly in front of you. A peek with your optic cable reveals a shadowy interior stacked with all kinds of junk, including a bicycle and some suitcases. It appears to be a storage compartment. You could drop down here safely. No one occupies this back car; it's a safe zone of sorts. However, we're going to sneak ahead a bit. Move forward along the top of the car until you reach the second trapdoor. Peering down inside shows you the second half of the storage car. If you look very closely, you'll see a cage, and in that cage is no other then a very unhappy dog. Drop down inside the back car at either the first trapdoor or the second and you'll have to deal with a yapping dog. Why take the risk of someone over hearing the racket? Instead, press on to the second train car. You can jump down safely off the roof at the juncture between the first and second train cars. No more roof jaunts for you; it's time to head inside away from the screaming winds and whipping lights. Move inside and stand in the shadows near the door. A quick observation shows a security cabin, complete with a locked fence at the other end and a guard watching over this "secure" area. Unfortunately, your point of entry has put you inside the security cabin and you must get past it. You can attempt this one of two ways. The first requires that you draw the security guard into the locked area. Cause a disturbance--make a quick dash into the light and then out again, or create a noise of some kind--and let the guard know that something is there, without knowing exactly what that something is. He will enter the locked area to investigate. Position yourself on the side of the central storage rack opposite the guard (AND MAKE SURE ALL THE LIGHTS ARE SHOT OUT). When he enters the area at the back of the car, pop him in the head. He's a lightweight; one strike should bring him down. Be sure to hide his body back in the shadows. Now youre free to search the front of the car. Sure enough, a trapdoor lies in the middle of the floor right in front of the security window. Alternatively, you can try to slip by undetected. This is much more difficult. You must enter the half-lit area at the front of the car and wait until the guard preoccupies himself for a few seconds. Dart for the trapdoor in the floor, open it without hesitation, and duck down. Now for the insane part--you have decided to crawl along the underside of the train. The slightest mistake and you'll go splat like a ripe tomato on concrete. Wiggle down to the underside pipe and shimmy along to the front of the car. Take your time and don't go too far or you'll miss your trapdoor entrance back up into the car and that's the last thing you want, to be stuck out under the train until it stops. When the interaction menu appears to give you a chance to head up into the car, don't take it right off. A guard likes to wander in and take a smoking break, so if you head up at the wrong time, you'll come up right between his legs. Feed your optic cable through and monitor the car. No guard: head on up. Guard: wait until he opens the door and ventures back toward the coach cabin before you can push through the trapdoor. Inside the small room, search the walls until you find a control panel in the corner. The controls unlock the train's side doors, which will prove useful in a few moments. Only one door leaves the area; stick around too long and you could set off the alarm. After the side doors are unlocked, exit through the door and duck into the shadows immediately to your left. The shadows will keep you safe. Had you gone right, you would have entered the coach cabin where a bunch of guests partake in some rest and relaxation. Grim chimes in on your communicator channel and lets you in on some more bad news. Two of the passengers in coach purchased tickets linked to Soth, which means they're part of the terrorists group he's running around with. Lambert warns that lethal force is not an option, and you can't slip through the bright lights of the cabin without being seen--plus, walking up the aisle would be a dead giveaway too--so you must find another way. Retreat through the door behind you (the one in the shadows). It's a small connecting room with a map of France on one wall. Stand in front of the map. You have side doors off to your right and left, and a regular door straight ahead. If you head straight, you'll find yourself staring back into the security room from where you started the mad crawl on the train. The door on your right opens up to the rumbling train wheels and rolling terrain. Jump out that door and you'll break your neck and have to call it quits, weather you want to or not so I wouldn't recommend this door unless you have a death wish. So there's only one door left and it's on your left. Like its opposite counterpart, it too leads to the outside and sudden death if you fall but unlike it's counterpart it has a railing that ruins up the left side. You can grab onto this railing and hoist yourself up to hold on to the lip running along the roof. Dodging the whipping winds and other passing trains which threaten to suck you off your ride, you must cross the train's exterior inch by inch. Hold on for dear life and start shimmying along the train's side. If you hang down past the passenger windows, all your movements will be clearly visible to anyone glancing out the window. You should pause before each window and scout out whose inside. When no one decides to sightsee outside the moving train, you can cross to the next safe zone--either a windowless wall or curtained window. Begin your journey handhold by handhold. The first three windows are cakewalk. No one sits in the first compartment and you only have to wait a few seconds for the man by the second window to sit down and ignore the window. The forth window can be a problem. A woman sits in the seat to the left of the window and gazes out. You can't pass while she's looking out the window, and she stares for a long time (Watching the scenery, admiring her reflection; at one point, she even breaks out her lipstick and puts it on, using the window as a mirror). Patience pays off here. Let the woman do her thing and eventually she tires out and settles down for a nap. As soon as she closes her eyes, shimmy to the right and into the safety of the next set of curtains. At the next window, a man sits in the right hand seat. He stares straight ahead. Cut across the window however, and he might spot you with his peripheral vision. Study the man's gestures for a hint on how to get by unnoticed. The man pauses periodically and scratches his head. When he raises his hand to the side of his face, his hand blocks his view of the window. Make a break during that split- second and you can pass without incident. Shimmy to the next door and you're home free--for now. Climb inside and continue forward through the door. Don't go back to coach class unless you've given up on being a spy and want to kick back in a recliner. When you get to the connection room with the sliding glass doors, slow down. Through the second glass door, you spot someone standing in the corridor. The train conductor talks to a passenger who has lodged a complaint about the noise level. Remember, these are glass doors and the conductor can spot you through them in the well-lit room. Ok one guy stays behind after the conductor leaves, you have two choices either take him out now, or later on in the mission ok if you want to plug him now then listen. Shoot out all the lights in this little room then open the sliding door if he doesn't come after you when it opens then whistle. Now when he starts to come to you hide near the tall shelf, and then when he opens the door knock him out with a blow to the head. If he finds you then don't worry too much all he does is duck and cover his head in fear. But still just incase knock him out because he might have a burst of courage and sound an alarm. But if you didn't want to get him now then listen to the rest of the mission. Don't cross in front of the two men until you see the conductor disappear down the long corridor. It's safe to open the door only after the conductor moves to a different part of the train. Third Echelon broadcasts some more Intel, which leads you to figure out that you can trace Soth by his prosthetic leg (it will show up a different color in thermal vision mode). Now you have to go door-to-door and try and weed him out. The first door in the sleeping car stands wide open. A man reads his book on the bed, but he's not too intent to miss you. If you don't want to take time to knock him out then that's ok because all he does is duck in fear and you can walk be freely but if you want to be safe (recommended) then do this. Run in there and sock him in the mouth. He goes down with one punch the hard part is hiding him. The bed and floor won't do; too much light. Ironically enough, you must drag him out into the shadowy corridor and dump him in the darkest spot next to his door. No one will find him there, at least not until you've finished the mission. Slide down the hall to the second compartment. Your optic cable reveals a man pacing his room. You can enter and knock him cold if you want but lets not waste time. There's no reason really, since he will stay inside the whole time and not bother anyone. In fact, you always run the risk of raising an alarm if you do attach him. (If you can't take out a normal passenger, though, you're in trouble when armed terrorists arrive). Norman Soth sleeps in the third compartment. Click on thermal vision and slide your optic cable under the door. You can see Soth and his irregular heat signature seated to the left of the door. He's sound asleep so go ahead and enter. You wake up Soth to speak with him. He doesn't reveal too much. Soth claims the C.I.A. wanted a military presence in Indonesia and that he was part of it. You ask him about his handler, and when he gives you a name, Third Echelon immediately runs a background check on the name. It turns out this particular contact has been out of the picture for a year and a half, so you know Soth's lying. Before you can trip Soth up and make him say something useful, a mercenary knocks on the door and tells Soth he has a phone call from the boss. Soth urges you to stay hidden so as not blow either of your covers. He then leaves the room and talks to the guard outside the door. Stay down in the shadows while the door remains open. The mercenary will spot you if you move too much. When the door closes, you can speak with Lambert without worrying about a gunshot wound. **Objective #2: Record Soth's cell phone call** While Soth chats with the mercenary outside his room, take advantage of this distraction to hack into his computer system. The information contained there will help Third Echelon figure out what's going on around the mysterious Norman Soth. Meanwhile, Lambert gives you the go-ahead to trail Soth and record his phone conversation with your laser mike. A 45-second countdown commences. If you don't set up your mike in that time frame, you'll miss your opportunity and abort the mission. After you hack Soth's computer, slide an optic cable under the door and watch the conversation between Soth and the guard. Soth tells the guard to head to the back car, and they walk off to the right. Don't step out into the corridor until they're gone from sight. Try to avoid going too fast or you'll bump into them and the gig is up. Follow Soth and stop outside the bar car door. (As usual, rely on your optic cable at each door to scout ahead and avoid detection). The bar lies to your right, with one guard staking out the wall to the left. In the back, left corner, Soth begins his cell phone call behind a glass plate. A second guard hangs out in the back right corner. So as long as the front guard isn't looking at your door, you can enter the bar area. Step to your right and into the shadows cast by the bar itself. Equip the laser mike and inch out to your left to zero in on Soth's conversation. You must aim the laser mike at Soth's mouth (or head) to pick up the full conversation. Anything short of that will result in garbled transmission and only bits and pieces of the whole talk. You need everything, so hold it steady on his cell and don't move. When you get the okay from Lambert that the transmission has been captured, duck behind the bar and wait for Soth and one mercenary to head back toward Soth's room (probably to do something about you). Ok this has a shortcut way that is lifesaving and I think its better so listen here it is. When you see Soth pass the bar, a guard follows. When you see the guard about to open the sliding door jump out (quietly) and grab him because this guy is supposed to kill you later on and he does a very good job so this is why Im telling you this way. Now knock him out and drag his body behind the bar in a hidden place. Now that was the shortcut and better way now here is the rest of the mission and in a second you'll see why I told you to take out that guy. During this time Lambert will order you to exit the train. You haven't grabbed the traitorous Soth, but the mission is a success anyway- -if you get off the train in one piece. **Objective #3: Escape the train** While Soth wanders to the back of the train, Grim runs the stolen transmission through a translator and comes up with some partial facts for you. The phrases "Springfield demonstration, "80 percent plus fatalities" and "daily phone calls to delay release" were exchanged between Soth and his boss, Sadono. All the phrases sound ominous, and it'll be up to you to unravel the mystery surrounding them. Now take on the guard in the bar car. You can't shoot him even though he's a prime target. Lambert hasn't given the order for lethal force yet (but he will after you leave this car). Instead, creep out to the shadow area and whistle for the guard. He'll approach and you must sock it to him without missing a beat or he'll sound the alarm. The guard weighs in heave; so one punch won't bring him down. Hit him once in the face to stun him, then swipe him from the side to finish the job. Cross to the other side of the bar car. While you pass through to the other door, Soth announces over the train's loudspeakers that they're getting off the train and that you should be shot on sight (which isn't good). You contact Lambert and get the okay to use lethal force in your next encounter (which if you didn't knock out the mercenary that left with Soth at the bar when I told you too then your next encounter is NOW!!). Enter the front car and it will trigger an attach from behind (the mercenary that left with Soth has doubled-back around to surprise you from the rear unless you knocked him out when I told you too). Before you can even reach the trapdoor Lambert spoke of, the mercenary opens the door you just came through and starts firing. If you aren't prepared for this move, you will be gunned down in seconds. Luckily I have a backup plan if you didn't knock him out when I told you too. The front compartment has lots of alcoves you can duck into for cover. Don't try the door on the front end; it's locked and cannot be picked. Roll into one of the niches or side walkways past the ladder. Down on life? Refresh with the med kit on the wall next to the ladder. You have to be in tight for your SC pistol to aim accurately. From the first two alcoves, you can snap off a head shot and decommission the bad guy before he walks through the door. Farther down, you can aim from either of the side walkways and lobotomize him while he approaches down the only aisle. Sometimes you won't be fast enough to reach the front compartment. Instead, the second guard will attach you in the bar car. If he does, draw your pistol there and pop off a few head shots to bring him down before you head to the ladder. Climb the ladder and unlatch the trapdoor to the roof. An enemy helicopter hovers alongside the train with its sights on you. When you try to reach your extraction point at the back of the train, the helicopter's machineguns chip away at you. Run toward the Osprey at the rear of the train, and each time the helicopter shoots at you, roll to minimize your exposure. Be careful not to roll off the edge or you'll break your back and fail the mission. Your pistol against the helicopter's arsenal would leave you a few years short of retirement. The Osprey, your ace in the hole, comes to the rescue with a burst that causes a fireball to spit up from the enemy helicopter as it veers and crashes in the neighboring hills. Your last task is to reach up and grab the Osprey's rope. Safely tucked inside the allied bird, you can stew over the fact that you had one of the terrorists in your hands, Sadono's second-in-command as it turns out, and you let him go. If any more deaths occur, it's going to get personal. *Yes I know it's only the first through the forth 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 in a week or two. 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@example.com for any of the above.