Tom Clancy's Splinter Cell: Pandora Tomorrow Alternate Routes FAQ Final - VampireHorde
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Tom Clancy's Splinter Cell: Pandora Tomorrow Alternate Routes FAQ Final

by VampireHorde   Updated on
Splinter Cell Pandora Tomorrow
Alternate Routes FAQ 
Authored by VampireHorde




Thanks for clicking on the FAQ. This FAQ will explain all the obvious 
and alternate paths for Splinter Cell Pandora Tomorrow. 

Ubisoft announced early in its production that Pandora Tomorrow would 
incorporate multiple paths for Sam to take on his various missions. 
Well, it's only half true but it is a breath of fresh air from the 
first games' linear mechanics. 
Apparently there are only a few areas in the game that use multiple 
paths while everything is else is pretty linear. This FAQ will point 
them all out. If the path you've taken doesn't seem to work then try 
the alternate ones listed here. I will mention the obvious path, an 
alternate one, and then give my opinion of the best one to take. 




-You'll be spending almost 90-95% of the game in Night Vision. Get used 
to the blurry effect of far away distances (especially in sniper mode).

-For multiple guards, use the "whistle and lure" for one guard near a 
doorway and knock him out. Hide his body AWAY from the door and repeat 
for the other ones.

-Use the SWAT-Turn anytime you see rows of columns, doors or boxes.

-In the jungle levels, turn on you Thermal Vision when walking through 
thick foliage to see tripwires.

-ALWAYS walk slowly when approaching a guard who is looking for you! 
YOU MUST REMEMBER THIS! If you move any faster he will hear you!

That should about do it for this section.  Start the game!

If you have not played these missions yet then try them now before 
reading the FAQ because you'll be clueless! There are certain moments 
in the game that require some scripted gunplay but follow my methods 
and you might not even have to fire a shot. All the paths I have chosen 
are based on Hard difficulty.




==Land Mines Tutorial==

-Obvious path: 
Walk underneath the porch

-Alternate path: 
Walk on the porch itself

**Best path: Neither. The paths are basically on top of each other 

==Embassy entrance path==

-Obvious path: 
Walk underneath the bridge while avoiding the flashlight-wielding guard

-Alternate path: 
Shoot out the light post before climbing down the pipe (the one behind 
the boarded-up window). Walk into the water then head to the left side 
of the bridge (your walking around it) and back into the water. 
(The light post has been removed from the PS2/GC versions)

**Best path: Alternate. Walking under the bridge is more risky. Take 
the time to walk to the left but watch out for the guard's flashlight 
before moving.

++PS2/GC UPDATE: A guard is watching TV in the room prior to the 

==Heading to the embassy==

-Obvious path: 
After interrogating the officer, neutralize or ignore the other guard.  
Climb the pipe near the burning drum to enter the embassy.

-Alternate path: 
Near the burning drum is a narrow alleyway. Do a half-split jump to 
climb up the wall to the embassy.

**Best path:  Both.  

==Location of Douglas path==

-Obvious path: 
Climb the pipe to the roof, shimmy to the right, jump down silently and 
open the window. Head inside and smack the guard.

-Alternate path: 
Take the second pipe near the window, walk in and smack the guard.

**Best path: Both. Either way is fine. 

++PS2/GC UPDATE: The obvious path was removed.

==Embassy courtyard path to Ingrid after using the spotlights==

-Obvious path: 
Climb the pipe at the end of the courtyard up to the roof and silently 
jump down to Ingrid's room.

-Alternate path: 
Enter the door at the end of the courtyard. Walk up two flights of 
stairs and enter Ingrid's room from behind the sniper.

**Best path: Obvious. It's stylish and sneakier than taking the stairs.

++PS2/GC UPDATE: The obvious path was removed. And there is only ONE 
spotlight in the courtyard.

==Extraction path==

-Obvious path: 
Take the stairs back down to the first floor backdoor.

-Alternate path: 
In Ingrid's room is a window that can be opened. Walk out and you can 
rappel down to the first guard's area.

**Best path: Alternate. Again, it's stylish and sneaky BUT you might 
get spotted because it's near bright lights.

++PS2/GC UPDATE: The window in Ingrid's room was moved to a separate 
room next door.





==Entering Saulnier Cryogenics Lab path==

-Obvious path: 
After neutralizing the first guard near the abandoned train, walk 
inside the darkened train car all the way to the end

-Alternate path: 
There is a ladder in front of the train that can be used to climb up to 
the roof.

**Best path: Both. Neither presents anything stylish, though.

==The File Room (the room after dousing the flames)==

-Obvious path: 
Neutralize the guard and head for the door at the end.

-Alternate path #1: 
Jump to the top of the bookshelf in front of you and watch the guard. 
Silently jump down and crawl through the bookshelf opening on the right 
(watch the guard). Jump to the opening in the middle of the next 
bookshelf (while watching the guard) and head out the door.

-Alternate path #2: 
Shoot out the first fluorescent light and jump on top of the filing 
cabinets. Put your back against the wall and crawl to the corner at the 
end (there's two lights but if you shoot out the first one and crawl 
down past the second light, the visibility meter will still be dark 
even if you don't shoot the second one). Watch the guard then head for 
the door.  

**Best path: Alternate path #1. It's the most effective method without 
having to alert or neutralize the guard.

==The auditorium==

-Obvious path: 
Wait for three guards to finish "searching the area". 
When the first one leaves, neutralize the other two.

-Alternate path: 
To the left of the door you enter is a pipe you can climb. Shimmy with 
your head over feet to the other side of the room and silently creep 

**Best path: Alternate. I was hesitant to try the alternate path, but 
it works and you don't have to neutralize the two guards if you're 
silent enough. (Although sometimes the guard will "hear something" if 
you shimmy too fast resulting in all three staying in the room)

++PS2/GC UPDATE: At the back of the auditorium is a long row of 
shelves. Climb up on top of one of them and you can stay hidden from 
the guards.

==Reaching Francois Couldebouf for his phone==

-Obvious path: 
Take the metal walkway and neutralize two guards.

-Alternate path: 
Shimmy on the left side of the metal walkway while avoiding cold steam 

**Best path: Neither. Both paths are too risky. If you want, use two 
sticky shockers to neutralize both guards instead of shimmying.

++PS2/GC UPDATE: The steam blasts have been removed. Sam can shimmy to 
the other side unharmed (but the guards will still "hear something").

-The upper ventilation shaft from the XBOX/PC version to the Body 
Processing room is gone.  A trapdoor to an underground walkway has been 
added instead. The extraction path is still the same as the XBOX/PC 
version though. 





==Entering the second train car after jumping off the plane==

-Obvious path: 
Enter the first or second roof door of the first train car then exit to 
the second car.

-Alternate path: 
Crawling all the way to the end of the train car.

**Best path: Neither. For fun press the B button to make Sam stand 
while on the roof and just watch the hilarity ensue.

==Reaching Norman Soth==

-Obvious path: 
Shimmy on the right side of the train while avoiding lights and stupid 

-Alternate path: 
Turn off the lights inside the passenger car and slowly sneak through 
the aisles.

**Best path: Both. Either one presents a challenge and is pretty fun to 





==The Church Courtyard==

-Obvious path: 
Neutralize the policeman and slowly sneak past the two rabbis using the 
left wall. (Or you could put your back to the wall for safety)

-Alternate path: 
Sneak past the rabbis by shimmying on the left wall.

**Best path: Obvious. Why was shimmying on the wall even considered an 
option at all? You'll be seen anyway!

==Reaching Saul Berkovitz's place==

-Obvious path: 
Walk around the lone streetlight and hide behind the first crate. Do 
SWAT-Turns to reach Saul's place.

-Alternate path: 
Near the stairs (After passing the two rabbi) is a pipe that you can 
climb to a zipline. Shimmy around the corner and silently land behind 
the first crate.

**Best path: Both. If you take the alternate route, there is a chance 
you might be heard (but not spotted though) by the civilian upstairs.

==After the third checkpoint==

-Obvious path: 
Shoot out the light and sneak by the two officers

-Alternate path: 
Climb the pipe to the roof, drop into a bedroom window, and exit 
through the other window to the streets (watch out for the civilian 
across the balcony).

**Best path: Both. Regardless of which path you take, the two officers 
will still walk away anyway.

==Reaching extraction path==

-Obvious path: 
Neutralize all four guards then go to the gate area

-Alternate path: 
Shoot out the lights on the leftmost area while evading guards.

-Alternate path #2: 
Taking the route to the right.

**Best path: Obvious. It's safer than shooting out the lights and 
avoiding the bonfire.





I have decided to include a mini-walkthrough of this specific level.  
Follow it closely and you'll get by unscathed.

-Head into the water and walk onto the ledge on the left. (Don't worry 
about making noise there are no guards here.)  Climb up the palm tree 
and shimmy up to the top
-Head for the zipline and use it.  Climb up and run around the path to 
the right.

-Keep going until you reach an area with two guards. Jump down silently 
and wait in the darkness for the first guard.  When he approaches and 
stops in front of you conk him in the face. If you did this correctly 
the other guard WILL NOT hear you.  Hide the body.  Put Sam's back 
against the wall and creep up behind the sitting guard.  Neutralize him 
and hide the body.
-Across the sitting guard is a rappel point. Creep around the ledge on 
either side and rappel down and you'll see a wooden post.  Climb the 
wooden post to the top and shimmy to the middle. Drop down three times 
and climb up to another rappel point.

-Hear that barking?  Before rappelling down, turn around and you'll see 
a dog barking.  Snipe the guard then snipe the dog. NOW rappel down. 
Cross the water to a wooden post and climb it to the area with the dead 
dog and hide the guard's body.  Head down the tunnel. (Shoot the lamp 
in the tunnel to darken it.)
-When you reach the small bridge, quietly jump into the water on the 
right side and whistle and lure the guard towards you.  Snipe him from 
the water Rambo-style.  Do the same for the guard on the other side. 
Hide both bodies. Continue into the tunnel at the other end of the 
-From the dark tunnel, whistle and lure the outside guard into the 
tunnel and smack him when he gets close.
-Dead end?  Nope.  Exit the tunnel and look for a wood post on the left 
side and climb it to the top.





(***The encounters I mention with Sadono are the ones when he enters 
from house to house, not when he gives the passcode***)

==After meeting with Douglas==

-Obvious path: 
Zipline down to the shrubbery below

-Alternate path: 
Rappel at the tree stump close to Douglas

**Best path: Both. Look at all the weeds.

++PS2/GC UPDATE: Where did all the weeds go?

After rappelling down or using the zipline, Sam can sneak around the 
back of the tent on the right side. This wasn't possible in the XBOX/PC 

==Planting the explosives on Sadono's plane==

-Obvious path: 
Whistle the guards one by one and neutralize them and then plant the 

-Alternate path: 
Silently enter the hangar and climb the ladder on the left side to the 
upper floor. Use the switch to turn off the lights. 

**Best path: Alternate. It might look risky but it isn't.  

++PS2/GC UPDATE: The door to the hangar is closed. (You can open it 
though). There is another path to the left of the hangar. Climb the 
fence around and then climb up a pipe to the upper floor. Enter the 
door and use the switch to turn off the lights.

==The guard and his dog; near the electrified gate==

-Obvious path: 
After opening the electrified gate, neutralize the guard and his trusty 
dog when they emerge.

-Alternate path: 
Run to the left and you'll see a little hiding area (it's a large piece 
of plywood). Hide underneath it and let the guard and his dog pass by. 

**Best path: Alternate. Believe it or not, the dog WON'T detect you if 
you hide underneath this plywood. 

==First encounter with Sadono==

-Obvious path: 
Neutralize the first guard then enter through hallway that Sadono 

-Alternate path: 
Neutralize first guard and wait for the second guard to come back. When 
he turns around head for the crawlspace underneath the hallway Sadono 
entered (there's an opening you can see underneath).

**Best path: Alternate. Walking up the hallway means you have to deal 
with the second guard.

==Second encounter with Sadono==

-Obvious path: 
Neutralize the immobile guard, and then enter the door 
Sadono entered.

-Alternate path: 
Neutralize the immobile guard, and then take the pathway on the right 
side of the house (near the burning sacks).

-Alternate path #2: 
Neutralize the immobile guard, and then enter a small narrow alleyway 
to the left side of the house. Use half split jump to reach a window 
ledge to the second floor with a health pack. 
(Thanks to Matt Benson for the tip)

**Best path: Obvious. Only take the second alternate path if you're low 
on health.

==Third encounter with Sadono (after the burning sacks)==

-Obvious path: 
Enter the door he went through.

-Alternate path: 
Use a back to the wall maneuver on the right side of the door.

**Best path: Alternate. From here you won't be seen.

==First passcode recording==

-Obvious path: 
Snipe two guards, the dog and then enter the door Sadono entered to a 
small room with a Health pack and a noisy TV.

-Alternate path: 
Near the crates (where Sadono gave the passcode) is a pipe that can be 
climbed to the second floor walkway (with an extra Sticky Cam on one of 
the crates). 

**Best path: Alternate. Stylish and you can see the second area without 
having to resort to the "whistle-and-lure" method.

++PS2/GC UPDATE: The second guard is now located on the balcony and the 
dog was removed.

==After exiting the heroin labs; heading for the shooting range==

-Obvious path: 
Walk forward and try to shoot both guards while trying to deal with two 

-Alternate path: 
There is a pipe near where the two guards were talking. Climb it up to 
the top scaffolding and onto the roof. There is a trapdoor further down 
that leads inside the shooting range.

**Best path: Alternate. Using the obvious path will get you shot in 
four different directions (and you'll raise an alarm).

==The shooting range==

-Obvious path: (If you entered through the front door) 
Neutralize the three guards and exit.

-Alternate path: (if you entered from the roof)
Shimmy on the pipe all the way to the end. Neutralize the coughing-
kickboxing (?) guard then the rest. 
(Thanks to Tom Dixon for the reminder)

**Best path: Alternate. Watching a guard kickbox a punching bag AND 
coughing from the dust? Priceless.

++PS2/GC UPDATE: The guard still coughs but does it silently. (What?)





==First area==

-Obvious path: 
Walk around the shrubbery, deactivate the turret, and neutralize the 
wandering guard. Deactivate a trip wire and head for the shack at the 
end (while avoiding the laser and two guards). There is a narrow alley 
next to this shack where you can do a half-split jump. 
(Big thanks to Evan Harris for the tip.)

-Alternate path: 
Neutralize the wandering guard from your position. 
Take the left path to the first shack and enter (while avoiding the 

**Best path: Alternate. This way you won't have to deal with the turret 
or the trip wire.

++GAMECUBE UPDATE: The tripwire was removed.

==Second area with two guards sitting at the tables==

-Obvious path: 
Sneak past both guards and head for the shack.  Creep by the sleeping 
guard and exit around to the narrow alley where you can use a half-
split jump.

-Alternate path: 
Sneak past both guards then walk into the stream on the left, ducking 
underneath a shack with a caged guard dog to the narrow alley.

**Best path. Neither. Both paths don't present any danger. BTW, if you 
alert the dog it'll start barking and alert the first guard. Stay 
underneath the shack until the guard walks away. Try to sneak out and 
the dog will bark again. Hide underneath the shack while the guard 
investigates. Repeat this one more time and the guard will SHOOT the 
dog dead.

==Third area with a guard watching television and another guard doing 
terrible target practice==

-Obvious path: 
Neutralize both guards then head to the left while avoiding the turret 
at the other end.

-Alternate path: 
Ignore the TV guard or neutralize him (for some reason there's a pipe 
you can shimmy on here), and then enter the crawlspace on the left 
side. Exit the crawlspace to emerge behind a stack of crates. Use a 
SWAT turn to stay hidden and then creep through the darkness in the 
left area. Neutralize the second guard when he sits down.

**Best path: Alternate. Any path that utilizes the SWAT-turn is always 
the best one.

++PS2/GC UPDATE: You CANNOT do a SWAT-Turn here.

==Entering the submarine control room==

-Obvious path: 
After neutralizing the target-practice-guard (or sneaking past him), 
head to the doors and deactivate the turret. Enter the room with 
invisible laser wires.

-Alternate path: 
There is a pipe near where the guard was sitting. Climb it and head 
over to the roof. Climb inside to avoid the turret.

**Best path: Both. The turret presents no problem if you're on the left 
side anyway.

++PS2/GC UPDATE: The invisible lasers have been replaced with an 
automated turret guarding the shack entrance.

==After raising the submarine==

-Obvious path: 
Take the pulley to the next metal walkway (while shooting those 
flashlight guards)

-Alternate path: 
Let the pulley go by itself. Underneath the pulley is a zipline that 
you can take to the next metal walkway (it basically takes you the 
submarine's floor).

**Best path: Alternate. Very stylish and can fool the guards.

++PS2/GC UPDATE: There is a trapdoor on the walkway before the pulley.





==Heading to the TV station entrance Part 1==

-Obvious path: 
Try to avoid all the civilians while heading the next area.

-Alternate path: 
The first civilian you see stands in front of a doorway next to a pipe. 
Neutralize this civilian and climb the pipe to the roofs.

**Best path: Alternate. From here you can see the guards from above.

==Heading to the TV station Part 2==

-Obvious path: 
Neutralize all the guards in the area then open the door at the end 
with the Lockpick.

-Alternate path #1: 
There is a ladder that has a spotlight covering it. 
Shoot the spotlight then climb the ladder. Use the zipline at the top 
to enter the building across without having to use the Lockpick.

-Alternate path #2 (bear with me on this): 
-Stay on the roofs! There are three pipes on the left wall of this 
roof. Climb the middle one and use the zipline. 
-Shimmy head over feet to the other end and jump down on the mini-
-Go all the way to the other end and a broken air-conditioner will 
block your way. Have Sam shimmy underneath this broken A/C and then 
land on the balcony underneath the broken A/C. 
-Next to this balcony is another A/C. Have Sam jump on top of that A/C 
and look forward. 
-In front of Sam is an iron bar and to his left is a pipe. Ignore the 
-Run (DON'T JUMP!) and Sam will fall but grab the iron bar. Shimmy to 
the left all the way to the other end of the building.
-At the other end, have Sam drop down one more time and catch another 
ledge. Shimmy all the way to the end and drop down to the roof. Head 
for the barbed wire fence, climb over and head for the room and slide 
down the pole to the next checkpoint.

**Best path: Alternate #2. This is the very best way to sneak past all 
the guards undetected. You can also attempt this path from the ground 
but it's more dangerous. 
(Credit to D. Timmer for the discovery.)

++PS2/GC UPDATE: The lock pick door was moved to the upper floor, which 
means you HAVE to climb the ladder. 

==Heading to the TV station Part 3==

-Obvious path: 
Entering the TV station from the front and deal with two turrets and 
numerous guards.

-Alternate path: 
Climb the fence at the very end and deal with three guards and the 
thunder flashes.

**Best path: Neither. Both paths are very dangerous and require 
definite patience and skill to pass through. IMO, this is one of the 
few most frustrating areas of the game.

++PS2/GC UPDATE: The metal fence has been replaced with a brick wall.

==Heading to the TV station Part 4 (after passing the landmine tower)== 

-Obvious path: 
The front doors with one turret guarding it

-Alternate path: 
To the left of the front doors is a ledge to jump up to. From here you 
can do a half split jump to the roof.

**Best path: Alternate. The front doors don't work anyway.

==Heading into the first auditorium after exiting the elevator==

-Obvious path: 
Follow the guard into the auditorium

-Alternate path: 
Use a half-split jump at the pillars near the auditorium entrance. From 
here you'll reach the top area of the audience area.

**Best path: Alternate. You can snipe from the higher vantage point.

The Auditorium

-Obvious path: 
Neutralize all four guards then head to the room where 
Ingrid is being held.

-Alternate path #1: 
Turn off the stage lights (the switch is on the right side of the 
stage). Head for the upper balcony of the audience area and just circle 
around to the other side of the stage in darkness.

-Alternate path #2: 
In the upper area of the auditorium is a pipe you can shimmy head over 
feet on. Before reaching the end of the pipe, Sam can jump down on a 
VERY narrow ledge on top of the soundstage. (You need to turn off the 
stage lights before doing this!)

**Best path: Alternate #1. It's quicker and less time-consuming. 

==Capturing Sadono==

-Obvious path: 
Neutralize two guards then climb the pipe to a vent at the other end of 
the room. This takes you to an upper walkway above the soundstage 

-Alternate path: 
Shoot out the light and the neon "cocktails" sign with your pistol. 
Whistle to get the first guard's attention and neutralize him.  Hide 
his body and then slowly creep up to the immobile colonel looking 
outside the window. Grab him from behind and drag him to the retinal 
scanner near the armored camera. You'll enter the auditorium from the 
lower floor. (Thanks to Dr_Deez Colosus for the tip)

**Best path: Obvious. For some reason taking the alternate path raises 
an alarm even if you disposed the last two bodies. (Maybe it's my 

++PS2/GC UPDATE: The upper balcony in Sadono's studio is gone. Instead 
a trapdoor is found that brings Sam to the studio floor.





++PS2/GC UPDATE: When equipping Thermal Vision in the PS2 version, the 
terrorist's heat signature is green. In the GameCube version, the heat 
signature is yellowish-red.

==Infiltrate LAX parking lot==

-Obvious path: 
Enter the back of the loading truck to sneak in.

-Alternate path: 
Enter the lower parking lot while avoiding cameras and two guards and a 

**Best path: Obvious. Taking the truck makes it easier and the dog 
won't detect you.

==Kill the first terrorist==

-Obvious path: 
Wait for the walking security guard and the dog to walk away from the 
shack. Head over to the shack and snipe the terrorist behind the window 
or the front door.

-Alternate path: 
After the security guard and his dog walk away from the shack, head 
over to the shack and jump on the roof. On the roof is an open shaft 
looking down at the terrorist. Snipe him from up there.

**Best path: Alternate. This way you're safe from worrying about being 
detected by the dog. (If for some reason your low on health this early 
in the level, there's a door at the other end of the parking lot with a 
health pack and a dead guard)

==Finding the second terrorist==

-Obvious path: 
Neutralize the cleaning lady and then the guard when he walks out of 
the Keypad-locked door (turn off the lights in the room if you want). 
Enter the keypad-locked door before it closes and enter the other door 
to the baggage area.

-Alternate path: 
Neutralize the cleaning lady and turn off the lights in the room 
(ignore the guard). Enter the restrooms area and climb up the vents 
above the sink.

**Best path: Both. Either path leads to the same area anyway. 

++PS2/GC UPDATE: The obvious path has been removed.

==Locating Soth after killing the last terrorist==

-Obvious path: 
Go to the outside walkway and shoot all the lights (or don't shoot the 
lights) while avoiding curious civilians.

-Alternate path: 
Stay inside and enter the door at the other end to enter a meeting 
room. Take a right and do a back-to-the-wall maneuver behind the 
presentation board. Turn off the lights when you reach the civilian 
drinking coffee. Slowly sneak by all of them (smack them in the head if 
they see you).

**Best path: Alternate. Taking the outer walkway is more risky.

++PS2/GC UPDATE: The civilians in the room will not move until Sam 
exits the room.


I've decided to add this mini-walkthrough for all you spies who aren't 
used to the platforming of the game.  Follow the walkthrough carefully 
and you'll kick yourself for not finding this path out yourself.  
(In the XBOX version, all Sam had to do was climb and shimmy up two 
pipes and enter the neighboring elevator from underneath.)

==LAX elevator level==

-Climb out of the elevator onto the roof.  Climb the pipe to the top 
ledge.  From there, jump across to the next ledge. Jump again to the 
entryway across from Sam. (Don't enter the door it does not work.)
-Go around the entryway to a pipe that Sam can climb. Climb up then 
shimmy all the way to the right.  Drop down and catch the next pipe.  
Shimmy the corner and get up on the entryway.  Use a back to the wall 
to enter a narrow room.

-Use a half-split jump and grab the ledge.  Shimmy around the corner 
and get up on the ledge. 
-Turn around and shoot the metal grate across from Sam.  Run and jump 
to the newly opened crawlspace.  Crawl around the vent to the other 
side and shoot another metal grate.  DO NOT JUMP DOWN!  Have Sam hang 
on the ledge beneath him and shimmy to an entryway to his left.  Get up 
and climb three sets of ladders.
-When you reach the top there are three sets of rappel points.  
The closest one brings you back to the beginning of the elevator level.  
The second one takes you to the end of the level.  
The third one takes you to a stopped elevator with extra Pistol ammo 
If you took the third rappel point for extra ammo (and can't figure out 
where to go), just climb the nearest pipe to the top and have Sam hang 
on the ledge and drop down twice.  
Jump up to the crawlspace to get to the next checkpoint. 




Congratulations on beating the game! I hope this FAQ was helpful on 
your playthrough. After hours of trial and error on Hard Difficulty, I 
have been able to conjure up this guide so that you can benefit from my 
mistakes. Trust me, nothing looks more stylish than taking an alternate 
path as opposed to the obvious one.  

IMO, this game is easier than the original because of the new additions 
made by Ubisoft Shanghai but it's still a very frustrating experience. 
But don't fret my fellow spy-friend, if your reading this part of the 
FAQ then that means you are a super spy. Thanks for reading!


This FAQ is only for use on GameFAQS. You may not reproduce, link, or 
print this FAQ on your website without my permission. If you want to 
use my FAQ then please e-mail me at I have no 
problems with anyone who asks. April 2004.