Pandora Tomorrow
Essay by 24 • November 12, 2010 • 12,700 Words (51 Pages) • 1,493 Views
======================================================================= 4. Walkthrough ======================================================================= -------Mission 1 - Dili, East Timor | ----------------------------- |Part 1| The game starts off with Sam being handcuffed to a pole. Rotate the left thumbstick to pick the lock. Now a cut scene shows up starting your mission and explaining all the information. The first part of the level will now start to load. As the level loads you will be displayed this message: "The 'Darah Dan Doa', an Indonesian Guerilla Group led by Suhadi Sadono, has invaded the U.S. Embassy to Dili to retaliate for the installation of a U.S. Military Base in East Timor." The level starts with Sam standing in the water. Walk forward and jump up onto the wooden dock. Continue to the end of the dock and climb the ladder. Move to the window and jump up to grab the cord above. Slide down on the cord and hop off when you reach the dock. Scoot back some from where Sam lands after jumping off the cord. There is another cord leading to the house across the water. Jump up it and shimmy across. Drop down the beam and head around the corner to the inside of the shack. Open the door and walk into the shack. Continue to the far end where it is very dark. On the right wall there is a door that needs to be lock picked. Open it up and continue through. Turn to your left and head up the pole on the side of the room. Walk to the far back left corner and look down. There is an option to open the gate and jump down; select it. Once you are down, head towards the door and you will get a communication from Lambert. Walk down the steps on your left and head around to the far side. Keep walking down the long, open path. On the left, head under the porch in a crouching position. Walk back outside and continue up onto the stairs. Keep walking forward and your game will save about halfway through. Grab the 5.72 Ammo off the porch and hop down. Go to the wall with the fire burning behind it. Look at the wall and click your left thumbstick. Make sure Sam is in a standing position. Now, walk down the wall with your back to it. At the end of the fence perform a Swat Turn to reach the other side. Shoot out the light above the guard with your back still at the wall. The guard will be alerted, no big deal, just wait until he has his back turned to walk up and grab him. Knock him out, hide the body if you wish. Keep walking in the direction the guard was sitting, until you get a "Saving" message. Stop and turn on your thermal goggles (Right Directional Pad). On the ground are two rows of mines. Jumping over them is a bad idea, I died many times trying that way. But, on the right, is another wooden porch. Walk under it like the previous one, in a crouching position, and continue on right past the mines. Turn right and head that direction. Stop when you reach the wooden box and kick on your thermals. More mines. These ones, however, are jumpable. With your thermals on, get a good running start and leap over them. Go on past and turn left. Keep walking and look to your right. There will be a small area in between two walls. Head to about the end of it and perform the split jump (Y + Y). Look up to the ledge on your left and perform a half split jump to grab hold of it. Pull yourself up and head into the building. Exit the building through a door to the right of the one you entered, but on the same wall. Your game will save here. Look through the left wall, with your binoculars (Right Thumbstick Click), that has wooden boards nailed up all over. A guard is positioned over by the wall, no need to worry about him yet. Continue through the door opposite of you and slide down the pole on the left side of the balcony. Walk into the brush that is located in the water and whistle (Right Black Button) to attract the guard's attention. Quickly change positions before he gets his flashlight on you and get behind him to knock him out. If he spots you, just run over to him and knock him out with your arm (Right Trigger). Go back into the water and head under the bridge. On the other side, there is a guard sitting on a box to the right. Your game will save as you head towards him. Sneak up slowly behind him and grab him. Don't knock him out yet because he has some useful information. Drag him to a dark corner and interrogate him for all he knows. Knock him out once you're finished with him and leave his body in a dark corner. His buddy inside will start to get worried and come out to check for the missing comrade. Sneak up and knock him out as well. Don't bother visiting the house; there is nothing in it. Walk over to where fire is burning and climb the pole next to it. Once you are completely up, that part of the level will end. |Part 2| As the level loads you will be displayed this message: "Private Military Corporation C.E.O. Douglas Shetland is trapped inside the Embassy, in possession of intelligence that cannot be allowed into the enemy hands." At the start of the level you will be given a *SAVE CHECKPOINT*. Head up the ladder that is on your left and walk down the wooden planks along the side of the building. Climb the second ladder and go up to the next floor. Hop down and go around the corner of the building. Crouch and walk slowly around the corner and below the window, there is a guard looking out with his binoculars. As you head to the next room with windows, Lambert messages in and tells you to stop. Listen to him or your mission will fail. While you are waiting, Sadono will talk to one of the hostages and then shoot him. Wait until he has completely exited the room to continue down the side of the building. At the end of the balcony path you will reach a part with the whole floor blown out and a fire blazing beneath it. Look to the left for a pipe running up the building. A "Climb Out" action will be displayed. Click it and start all the way to the top of the roof. Make sure Sam gets a hold of the roof and shimmy your way the right. When you have neared the window, drop down (B) onto the balcony. Slide the window open and hop in. Slowly sneak behind the guard abusing Shetland and grab him. Knock him out and place his body in the dark. Start a conversation with the now freed Shetland. After you are finished talking you will be given a *SAVE CHECKPOINT*. Save your game and continue. Go out of the door across from the window you came in from. Walk out slowly and creep up to the guard standing on the overhang that's on your left. Grab him, K.O. him, and hide him in a dark corner. If you are in need of life, head down the same hall you were in and lock pick the door on the left. Now go back and head down the narrow hallway that leads to a staircase. Slowly walk down the sets of stairs. In this lower room, there is 1 guard patrolling around and two over in the back playing cards. Wait until the patrolling
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