Xbox walkthroughs for Splinter Cell: Pandora Tomorrow
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Splinter Cell: Pandora Tomorrow (Xbox)
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Splinter Cell: Pandora Tomorrow
Walkthrough for Xbox
Game Name:
Splinter Cell: Pandora Tomorrow
Format:
Xbox
Submitted By:
Cycloon
Splinter Cell: Pandora Tomorrow. MULTIPLAYER GUIDE; The mutliplayer of Pandora Tomorrow is one of the deepest, and consequently trickiest multiplayer modes I've ever played. This guide is centred around the Xbox version, but I'm pretty sure it's applicable to the PS2 and PC versions as well. So, to begin. Basically, it's 2v2. 2 mercenaries against 2 spies, and each have distinct advantages. Mercs have heavy firepower, spies have stealth. There are three game modes - neutralisation, sabotage and extraction. Personally I only ever play neutralisation, but I'll try to desrcibe the other two as best I can - on ranking these modes are imbalanced, so there's no point in playing them at all, unless it's a free game. Each time, the spies have to decontaminate 2/3 ND133 Pods, or 'viruses' as I shall call them, as that's what they are, (incredible the amount of times I've said 'get the virus' and people go "what? Where's the virus?!"). EQUIPMENT; Spies: Spies have NO lethal equipment except their bare hands, which come in handy for some neck snapping. Or their legs, for duble jumping, but more about that later. TAZER; This is the standard spy gun. It basically shocks a merc (or a spy) for a few seconds, which is enough time to then do something else. FLASHBANG GRENADES; Almost essential every time. When fighting a merc a flashbang really, really does help you. Put it in quick-use if using at all. SMOKE GRENADES; Vital. Without these to smoke up escape routes and mercs you'r e in trouble. Effectively, they create very short lived, near-impassable walls. CHAFF GRENADES; Similar to flashbangs - you need to consider the level before taking these. Firing these usually misfires any security device (cameras, lasers), and also when fired at a merc, messes up his vision modes and also makes him unable to reload. SPY CAMERA; The bane of many mercs. These things are extremely useful. basically you fire them onto a wall, look around for a merc and when he comes close, you gas him. ALARM SNARE; Deceptively useful really. These trigger sounds and activate alarms...........so you can send mercs entirely the wrong way, especially if they don't know what they're doing. Very, very useful SPY BULLET; This effectively marks a merc on your radar, and by pressing 'white' you can listen to his communications (but only that merc, not both sides of the two way conversation) In general, I always have Smoke/Alarm Snare/Spy Camera, and then, depending on the level either Flash/Chaff. I'll tell you more about the choices later. Vision modes; Night vision - standard night vision modes Thermal vision - Heat seeking - incredibly useful for close combat, but you can't see stuff like grenades! WARNING; When in either vision mode, you are lite up like an EMP christmas tree - the Mercs electro tracking will see you if close enough! Also when your tazer is out, press up on the D-pad, and the laser will turn off - so the mercs can't see it. It is harder to hit stuff though. Mercs; Mercs have far more lethal equipment. ASSAULT RIFLE; This beast is a multi-purpose marvel. A fast firing rifle (with two modes, changable by holding X, burst or auto -you want auto), a sniper rifle (click right tumbstick), a grenade launcher and more. FRAG GRENADES; Take these without fail. Will save your butt more times than I can count. PHOSPHOROUS GRENADES; Limited use. They will coat anyone who runs through their cloud in green paint, meaning you can track their steps, but it's not worth it. Useful mostly for fooling spies into thinking it's a frag and running. MINES; Also absoloutely vital. Available in two modes, laser or proximity, these will save you butt as well! SPY DEVICE - Basically a laser trip wire that wne hit by a spy, puts them on your radar and removes anll vestiges of stealth! You can hear their conversation by pressing 'white' as well. FLARES; Pretty useless. Light up the area you fire them at. Reload them at ammo boxes. TAZER; The nastiest merc weapon. Hit a spy with this (Very short range) and you'll freeze him. He'll collapse and you can do with him what you will........ Regardless of level, youy should have Frag/Spy Device/Mine/Tazer. No question. Vision modes; NOTE; Spy chaff negates your mode until you escape the chaff cloud. Motion tracking - Tracks any movement of anything. So usually, spies. Very useful. Be warned, cannot see motionless.....spies very well, so keep checking. You'll soon learn what a spy n motion tracking standing still looks like. Electromagnetic Tracking - This basicaly picks up any electromagnetic charge....such as that given off when a spy is using either of his vision modes. It is slightly short ranged, but can see through boxes, and is useful to flick to. Torch; A simple torch, effective. Laser; A laser line that boxes any target it hits. However, you lose your crosshair while using it. In general, you should flick between normal sight and the two vision modes, and use the torch when searching, and you know a spy is near. TACTICS; Right, this is where I get lost, because there are so many possible tactics to use. Bear with me. GENERAL; -Don't play Ranking (points to be won/lost) if you're unsure of what to do OR generally without a trusted and known accomplice. -If there's lag, sort it quick. -TALK to your friends. -Don't leave a ranking game. It costs you MORE points than it does to lose (which many idiots can't seem to work out) and annoys everyone involved. - Find a regular PT partner. It makes the whole thing so much easier if you have one or a few people who you play regularly with. - Don't glitch. PT is buggy, without the retards who glitch the whole time. - LEARN THE MAPS. Go online with a friend who knows the game, and go through each map, looking about and deciding what to do. SPIES; - Quickly use vision modes. Try not to use them constnatly. - USE TEAMWORK. Unless you are good and playing awful players, teamwork is the only way of winning. - Consequently, TALK the whole time about what you are doing and where you are. - Also, when going for a virus, it is more effective if one spy covers and the other does the pod. If for example it's on sabotage, you should both then hide and wait for a merc to come and try to remove the hacking modem - at which point you grab him! On neutralisation, you should hide while the spy decontaminates, and then attack any mercs who come near. You can also warn the spy to be ready to hide or run. - If you're not sure, or there's lag, you should run. Simple. - Neck breaking. Trust me, this takes a lot of practise, and as such, just try it on deathmatch/free games at first. What I tend to do is one of two things, A/B. A - Hide. When a merc approaches, just wait. If he runs past you, run out and grab him (check around for mines beforehand) and snap him double quick. If however, he looks into your corner, run before he tazers you and then pop a flashbang in his face. If there are two running past, grab the second one who passes. then B - Once you've either been discovered OR you approach a merc (check he's alone) tazer him, fire a smoke at him, and run up to him. Novice players will have difficulty here, but advanced players will dodge and weave away. Basically, flash him again if needs be and run up behind him and grab and snap as fast as possible. It takes an awful lot of practice, trust me. Often, you can combne B wth A - have a spy hide, then get the other spy to run out and run away, luring the merc past the other spy. - Sometimes, killing a merc is the last thing you want. For instance, if you have a few lives left, one more virus to get, and it's free of mines. If you kill a merc he'll come back with more mines. If you knock him out however, he won't......and you can quickly get the virus! -Jumping. This is both the most annoying and most secretly useful tactics. When a spy jumps on a merc from up high, it knocks him out. This is useful if you are just trying to run. If you have time, you can climb back up wherever, and when he starts to get up, jump on him again, to kill him. Personally, I use this tactc only on those who do it themselves, as it's utterly rubbish and highly annoying, as well as relying on something a bit unrealistic. It's called double jumping. -Try to tazer a merc's visor - it messes up his HUD. - Use sticky cams - you can then double jump if appropriate (try not to though!) or escape, or whatever. - Use chaff to clear laser grids. Often, in levels such as Rivermall, the ND133 are guarded by three lasers. A chaff will rid you of these - but not any mines! -Use sticky cams to check for mines. When you are about to leave a vent, just pop a sticky cam outside to check (note, obviously only do this at vents where mercs are about). - Alarm snares are extremely useful. On levels like Vertigo Plaza, you can fool enemies to go entirely the wrong way. Try to set of alarms in other places, and then shoot another alarm out the opposite way, and run in that direction. -Choke bottlenecks. On levels like Warehouse, attempting to do Sector 1, once the two mercs are dead (IF they are dead), then have one spy send smoke grenades up to their spawn in Sector 1. This'll choke them up! - If you see a merc camping and watching a particular point (Federal Bank vault vents being a good example), drop a flashbang down the hole and then jump down straight after it. It'll either blind him or make him look away - and you can move. -When tazering a merc, to really mess him up, quick fire (tap L) different types of grenades into him. This will send him into scared mode, and make him spin and fire. Dangerous, but also easier to kill. - When hacking/sabotaging, set your camera to the angle the mercs will come from, and pop on thermal vision. - When going for a virus, SMOKE the doors, if applicable. Even better, smoke the corridor outside, so they can't fire grenades in. - If you grab a merc and your mate is hacking, just leave him grabbed and wait for the virus to finish/friend to escape. This means you have more time after the virus is hacked to escape. However, the merc's mate appears, break it and run/attack. - Zipwires on Vertigo Plaza = instant death. - Some viruses are not to be touched unless under particular circumstances! - Use thermal vision to check ofr mines around viruses. - Once you learn a level, you can rush. Very, very fast. There are many more, that require practise to learn, so just play a lot! MERCS; - Teamwork again. Notify your mate what you're doing, what you're looking at - sometimes your mate will spy some movement and snipe, and it could well be you. - Mine entrances and viruses according to the level. More about this later. - Use your crosshair. Sounds stupid, but when attacking a spy fire in short controlled bursts and note the size of your targeting reticule - it will diminish very quickly when running. - Also, note the spikes coming off your target? That's sound. Up is in front, down behind, etc. IMPORTANT - this can really save your butt. This basically tells you where a spy is by the noise he makes. Now, look at the inside of the targeting reticule. If this is CLEAR and the spikes appear, it means the spy is on the same level as you - so beware, as he's very close. If there are clouded pulses, it means he's either above, below or left/right of you, through a floor/wall etc. This means, when learned enough, you can predict a spies movements. - Torchlight and laser are both useful, but also serve as early warnings for spies. If for example, you are running to a spy who is hacking a virus and you have a torch on, he'll see the light long before he ses you, and run. So turn it off and go in! - When you tazer a spy, just shoot him once in the head to conserve ammo. If you're messing about, put LOADS of mines about him. Tis funny. - Little trick this. Often, when a spy attacks, you get tazered and smoked. So. You might see mercs charging forwards but having their neck snapped anyway. To charge,run forwards and press A. Sometimes this hits the spies, which means they'll be easy targets. However, most of the time, they'll be running behind you. So charge, and at the end of the charge, just before, jump with Y and then QUICK-TURN. This is done by turning the left stick twice in either direction, so basically hit it to turn and then hit it again - practise this. This means you will jump in mid air but also spin around very quickly, and usually you can shoot/tazer the spy before he knows what's happening. - The quick-turn is very useful on the ground, but the reason I say jump is because it means you will ALWAYS do it. When on the ground the game sometimes thinks you just want to turn, and it doesn't work - which often means your dead. - When passing dangerous areas (i.e, the bridge on Warehouse, as a merc, the spies will jump down from above from the catwalk above), eother charge or jump along so you can't be grabbed. - Press A when standing to do a melee attack - useful for in close comabt. - Reload when possible. Never be empty and facing a spy! - Sniping has limited use, except for levels like Vertigo Plaza. - Kill spies, do nothing else. You don't not need to kill them, just get rid of them. - Put spy traps/devices down. These'll really help, and press 'white' - often you'll catch them unawares and hear them talking about tactics - 'you go to cafe' for example. And you'll be waiting! - Keep your ears open. If you hear a little 'bleep!' sound, it's most likely a sticky camera. These are visible with electro-vision - little white blobs. GET RID OF THEM! Just shoot them once. - If you are surrounded by sound in all 4 directions and it's incessant, it's probably (not always) an alarm snare. - When you play with a partner, immediatly assign an area to yourself, agree on it, and do it! - On some levels, you can leave some viruses to the spies. It'll make it easier for the mercs to defend. - When learning the levels, experiment with mines on the viruses etc, to see which place/type gets the best result. - If on levels with sectors, if you can, grab any mines/spy traps off redundant areas. ONLY if you have time. - Never stop moving. Ever. - Put mines behind objects so spies won't see them. Putting them behind lights is cruel and mean and oh so useful! - Shoot glass. You never know when a vital grenade will be needed, and you don't want to have to have it bouncing off glass.... - On Sabotage, Spies get new modems from Ammo boxes. Mine/Trap them. LEVELS; Here's the real stuff, the levels, including the downloaded maps. However, each level never plays the same way, so practise makes perfect. This is a very rough outline. WAREHOUSE; This is the most popular map in the game, because it loves cheats. It's an alright map, but is extremely hard as spies. Mercs have a good time unless the spies play the map and nothing else, which is quite probable. GRENADE CHOICE? Flash/Chaff? - Flashbangs MODES; Neutralisation/Extraction. Sector 1; Spies: These three are bunched very close together and are nasty for spies. It really, really is a matter of what occurs on the day in the game. Each of the three is easily grenadable by the mercs. My advice is to have one spy gassing/killing the mercs, and the other hacking. The spy who is attacking the mercs MUST keep the other one up to date as to when (if) he should quit hacking. Keep eating away at the 10 seconds and you should be fine. On Extraction, you should gas as well, and the other spy should run as fast as possible, but beware - the mercs will head stragiht to the exits. Mercs; Now, this is tricky. If you are playing in somebody elses room, pop a mine on the inside of the entrance to the white corridor just outside your spawn (where you come from Sector 1 into the white corridor, pop a mine on the wall on the right). Also, put spy traps along the insides of the girders to your right on the walkway - spies love to hide here and also this will trap the Sector 2 entrances. Then, mine up the lower entrances (the tunnel and the fence) and the viruses. Experiment with proxy mines on each thing. If on Extraction, go straight to the floor and mine the exits. 2; Spies; This is a little better, but still hard - there's a light hacking point if you can get it in the computer mainframe area. My reccomendation is again to hit with a double team - both the office and computer viruses can be got by smoking up the corridors and the other spy hacking. The lower virus is gettable right after you hack sector - run into the downstairs entrance to 2, climb up the vent, right, drop, run around and down the stairs, smoking the stariwell up. Mercs; Mine and run about, patrolling, simple enough. This is a pretty standard tactic, so I'll call it 'Patrol' - i.e, mine/spy trap/patrol the area. 3; Spies; This is again an enclosed area, but the spies have height advantage - they can jump on the mercs. The three are grouped closely, so you'll have to both attack the mercs - sticy cams and jumping is probably your best tactic. Quick entrance though from the spawn (go right), but beware of mines. Mercs; Now, here it gets interesting. Never stop moving, and mine the viruses and also the entrances behind the large tanks. Keep an eye out. Climb up on the boxes in the middle to give yourself more scope, but always, always watch out for spy cams and spies up high - if you fall chances are you've lost. VERTIGO PLAZA; This is one hell of a large level, and something of a speciality level. i.e, you get very advanced players. It also appears to favour spies........but good mercs can turn this on its head. The three areas are far apart and difficult...but each virus takes 20 seconds. Extraction is just silly. The spies effectively have NO chance of losing! Flash/Chaff? - Chaff MODES; Neutralisation/Extraction Spies; Right, from the off, double team an area. For example, rush to the Data Bank, have one spy neutralise and the other waiting on the bridge to the office, ready to jump down on any mercs. OR you can sticky cam from afar. Alarm snares are essential - for example you can trigger library alarms from the data bank! Watch out for snipers - try to stay off the bridges as much as possible. Also, mercs will often sacrifice the Library, so they can snipe out of the Data Bank and Offices. In that case, hack one library virus, but leave the other on 1 second. Then, try everything to get another virus in the data bank/office (preferably the data bank). This then means you force the mercs to strecth themselves out! Also, stay off the zipwires. Your best friend in this level is teamwork and deception. Setting off alarms across the level is helpful as mercs can never be totally sure of your intentions. Teamwork is vital. Mercs; This level appears very difficult. It is quite hard. If you wish, sacrifice the Library. I don't like doing that, but it's up to you. Right, run out onto the bridges and snipe. Have one of you going to Data Bank, the other to Library. Rush into these and mine up the vent entrances - in the data bank, you can mine up the upper and lower vents and a virus. To get to the upper venting, you need to run up the stairs that go up to the space in the ceiling, jump on the railing of the stairs, run up and jump on the roof. Run accross to the vent, crawl in and plant a mine on the corner where another vent branches off to the office bridge - make sure it's not visible from the spawn vent! In the Library, laser mine the lwoer vent in the room with the sofas, and mine the viruses. Then, both of you should run onto the bridges between the office and your respective building, and snipe. HOWEVER, always come out of snipe to check about you, to recheck the buildings. Often you'll get spies/interference, so you'll just follow what happens. Under no circumstances, let them get both office ND133. You'll be finished. SCHERMERHORN; I like this level - it's balanced and a good little level. Flash/Chaff? - Flashband MODES; All Spies; Right, you need to split. One needs to rush to the Water Tank room, the other to the Train Room. This is really again about what happens and when. As a rule, the mercs will split up. If not, punish them in whichever area they've left unguarded. There are only 4 viruses, so they will mine each one a lot. In the Water Tank there are lots of cameras - near the merc spawn in the corridors, behind the train room is a hacking point to turn them off. If possible, do so. Also, those explosive barrels are indiscriminate killers.... ;) The Water Tank room also has lockable gates - Lower water tank is easier to get if you lock them down for few crucial seconds. Watch out for mines! The shadows are very friendly here. There are a lot of them and you can fool mercs a lot. Mercs; 1) Don't enter the shadows near the Train Room. 2) Mine/patrol. in the Train Room, patrol along the landing upstairs. In the Water Tank room, patrol the top. Put a mine in the corridor along the bottom (behind a light) or at the bottom of the pole at the end of the corridor. At the start of the level, if you see 'Security failure', it means they're going lover Water Tank. However, after this, it could be a camera or anything - but most likely Water Tank. 3) Electromagnetic is useful for the Train Room and the deep darkness by the train-less platform. 4) Keep in contact with each other at all times. 5) On sabotage, they need ONE virus. So be extremely careful. My advice? Don't play it, or extraction, on ranking, EVER! MOUNT HOSPITAL; Another specialist level really. Extremely well balanced MODES; All Flash/Chaff? - Chaff Spies; Double team room 116 first. I always do this. One spy wait outside, the other hacks/strikes. Outside is dangeorus as the mercs will occassionally snipe out the windows. However, each of the upstairs rooms ha e distinct advantages, particularly 205. When you break into them, there is only one entrance - which should be smoked to hell! Be careful - even if you smoke 212/202, you might get a grenade from the other room, a s mercs can fire between 212 and 202 thorugh the windows. 102 is tricky - you can rush this instead of 116. Getting 116 and 212 is a good idea, as it seperates the mercs, and you can rush 212 after 116 IF very lucky! Note the little side rooms - you can access important rooms through these, such as 100 next to 102 (it does have an alarm in it though). Also, there are lots of shafts and roof vents to crawl about in.... Mercs; One take lower, other take upper floor. Patrol, simple really. Lower will probably see action first. Often spies split up - one high, one low. In 116, mine just inside both doorways. Other rooms, just mine the viruses. Peek out the windows occassionally and snipe. KRAUSER LAB; Never played, ever, which is a shame as it's good. There is a horrible glitch on it (you fail instantly!), so only play if you're hosting/with friends. MODES; All Flash/Chaff? - Flashbang Spies; Split. One head for warehouse, the other for Lab. Simply take your time, be cautious. Back of the lab is a hacking point for quick entry to Irradiation. Once Warehouse/lab done (if), head for Irradiation and double team it. Lots of sensors about - be careful. Mercs; Right, one take warehouse/lower floor, other take Lab/Irradiation. When in lab, call the lift. Mine the two labs, and go down the lift to irradiation. Mine the virus FURTHEST from the lift, and then go back up. This means if irradiation is attacked, the mine might kill the spy at the furthest, while the closest virus is an easy, easy grenade. CINEMA; Another very popular map, with good reason. It's great. Balanced too. MODES; Neutralisation Flash/Chaff? - Flashbang Spies; Rush upper/lower lobby. This is a well known tactic, and you will enounter enemies. If you want, run through the lobby, leaving alarm snares, and enter the video games/cafe rooms - attack/double team these. Lots of sensors about, so be careful. Try to get video games and lower lobby OR cafe and upper lobby to mess the mercs up and split them. Deception is useful - i.e alarm snare upper lobby towards cafe, then shoot out the alarms near Video games and go that way. Mercs; Mine up cafe/video games, where ever you start, and then rush to the lobby, one upper, one lower. Then, one merc should take the lobby, the other the back, OR one take upper lobby and video games, the other merc the remaining two. This is perhaps better as the merc guarding upper lobby can stay upstairs and fire grenades down at videogames from above, while the cafe is impossible to grenade from above. Mine/patrol. In the lower and upper lobby, if you can, pop mines behind the fire extinguisher in the lower lobby corridor leading to the screen, or the lights in the upper lobby - will always mess the spies up if they go that way! DEFTECH BELEW; Popular for deathmatches, rather than serious games, but it's good, if hard. Flash/Chaff? - Flashbangs MODES; Neutralisation, Extraction Spies; This is a tricky level. Nearly always, mercs will sacrifice Sector A (if you hack one in a sector, both dissappear). So, hack A to 1 second, and then try all you can to get C/B. If they don't sacrifice A, just go for B. Each sector has a main door, which you have to hack (and the mercs will be alerted as to where you are by this), and also a back entrance/vents/pipes etc. Basically, you need to double team. Inseide all 3 sectors it's very, very easy to smoke up the entrances/corridors and have a go at the mercs. Id the mercs are running about the walkway, sticky cam them - beware of mines on the stairs and the railing. If mercs go down to the boxes in the front area, make them pay. Each area is also full of security devices, so be extra careful. Learning this map before playing is pretty neccessary. Mercs; Basically, sacrifice A and mine up C/B. C and B are extremely close to each other, and A is harder to defend. If you can, go to A and kill the spies, but if you can't it doesn't matter so much. Patrol the railings outside, being constantly aware of sticky cams and the spies. When the spies respawn, you might be able to grenade/snipe them as they come over the wall at the end/zipwire etc. Be careful - if B or C gets infiltrated by both spies, you'll have a hell of a time getting rid of them, and try not to go down into the boxes too much. MUSEUM; MODES; Neutralisation Another small map, but a good one at that. Flash/Chaff? - Both, leave Alarm Snares. Put Flash in quick use, chaff elsewhere. Spies; Now, there is a rushing tactic that requires luck, but you can do it. Rush into the vent from the spawn, qick roll accross the ceiling, into the vent, look to see if people are in the corridor, drop down, jump/roll through the lasers, go to Monolith, shoot the camera, run, jump over the lasers/check for mines and smoke the doorway, before hitting lower monolith. This is a very useful tactic and not that well known. Elsewhere, try to attack the mercs. Double teaming is a good idea, as there is only one really realistic way into each of the 3 rooms, so one guy hits the ND, one guy smokes and sticky cams. There are LOTS of laser tripwires in this level. Every area is full of them. This is tricky, and you do need to be careful. Mercs; Split and mine up Cafe/Exhibition room, and if you can, Monolith. Then, one guy patrol the back rooms (stay in the corridors mainly, and watch the roof every now and then), and the other should alternate between corridors/cafe. This map requires good teamwork and quick response to alarms! RIVERMALL; MODES; All A great map this, this is also highly tactical. Flash/Chaff? - Chaff Spies; Right, first off, there are several hacking points in this level. The first are beneath the waterfall - if you hack both, the mercs will know exactly where you are, so hack the vent fans if you need to hack any, and access the vents here. Otherwise, run thorugh the main corridors to the parking lifts (kill the camera). Run right, up the stairs, taser the camera and chaff the lasers, and get the Office. You will most likely enouncter some type of mine, so be careful. Then, head for the Video Games. Basically, if you get the office and video games, the mercs are split between the up-till-then useless kiosk, and the Hi-Fi room. Which is far to far away to be easily defended. If you can't get the office, get a hi-fi - Video games is the key stone in the defensive wall. Hit this and a virus at the back and the game is yours, as you just need to double team a virus - either the Kiosk or one at the back. When exiting vents from the spawn, check for mines outside the exits. Mercs; Basically, mine up Office/Video games (in the office, go over to the doorway to the stairs, look downstairs from INSIDE the office, and put a laser mine a little loweer than mid-height - i.e, your normal level, on the wall. Then, below this, put a proxy mine on the small "lip" of the doorway), and ignore the kiosk. If you see TWO hacks, one after the other, they're beneath the waterfall, so drop down the lift shafts and nark them. The Hi-fi showroom should be mined (the bottom one) and the upper Hi-fi spy trapped. One merc should stay in hi-fi (VITAL - shoot out the windows in the office, so you can grenade into the office virus if it gets hacked, from the show room floor. If the spies hack the curtains, get them back open as quickly as possible. The other merc should patrol around video games/upper lobby and kill as many spies as possible. Often, a spy wil ltry to get all the way to the back. So just screw him over and wait. FEDERAL BANK; MODES; Neutralisation, Extraction. A little in favour of the mercs, but probably one of the best maps. Flash/Chaff? - Flashbangs Spies; This is a tricky map at first. There are two ways in, entry or vault. In the Entry there are two hacking points, to turn off the lights and activate EMP protection (i.e, mercs can't see sticky cams, etc). If you can, hack these, but the mercs will probably mine them and guard, as the vault is very close by. I tend to double team rush into the vault and try to knock out the mercs and then hack. EMP protection is good, as you can sticky cam endlessly! Once Sector 1 is hacked, you can rush the gold reserve - once the doors (finally!) open. Run down the stairs and smoke them up. Often, mercs will take the lift in their spawn, but sometimes this pays off. The reserve is basically the same as the vault - unless you can rush it, you need to work together - hack the lights/door from the Entry room. Teamwork is key. Wacth for mines when coming out of vents. Mercs; Mine the hacks/the vents in the vault, and just patrol, simple. When sector 1 is done, use the lift to get down to 2 (in your spawn, not the big lift by the stairs), and mine/patrol again. Not much else to say really. So, that's all the levels. Here are some free mode variants you'll certainly come accross - these again are rough outlines, people will have their own modes, but these are good for practise; DEATHMATCH; Spy lives - anything from 5+ to infinite Merc lives - anything from 1 - 15, or whatever. Banned equipment/moves? - None - Basically, the aim of this game is to kill the other team. Simple. TAG; Spy lives - 1 Merc lives - 3 Banned equipment/moves? - Sticky Cam, Mines, Double Jumping - This sucks, yet people play it. Basically, each spy has to survive the merc, and the three spies have to kill the merc 3 times with neck breaks. If the Merc loses, he remains merc. First spy to die becomes merc. It's really, really crap, and nowhere near as good as the mode below. STICK UP; Spy lives - 2 Merc lives - Inf. Banned equipment/moves? - Sticky Cam, Mines, Double Jumping A variant of tag, but far, far better. Each spy has to beat the other two spies to break the mercs neck. The spy who loses both his lives first or who doesn't break the mercs neck becomes merc next round. Basically, if you break a neck, you are clear, ev
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