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Hesperia Railways - Getting To Soth
You see video clips about news on Mar 31 2006, terror programs, guerillas. Now you're in French airspace, Apr 2 2006. You see a legless guy on a video. Soon you slide down a rope from the plane onto a train. Your task is to meet Norman Soth.
On the train top, go down into the train. "You're in position" you're told, and you hear dogs barking. Go out the door and into the next car. A guard comes in. Shoot out the lights in here, and knock him out when he comes near you. Be sure to hide the body. Continue down the car shooting out lights. There are really cool train jiggling effects with the objects around you!
You got a data stick from him - Marie to Jean - hurry home, get butter.
OK, go through the gate. A door leads to a hallway, but the lock is conveniently jammed. Go back through the gate to see a 'climb down' spot just outside the gate. Head on down. Now you're climbing under the train at high speed. Again, there are really great noise / speed effects here.
When you get to a hatchway, look up and you see a guard on the path. Go up when it's safe. You hear that they "found credit cards from Poindexter for train tickets - two seats. At least 2 terrorists in with civvies." OK, so you have to be cautious.
Shoot out the light, then hit the button to unlock side doors. At the door, check with optic that nobody's in the hall then head out. You'll hear 2 guards talking about 'the cargo'. Go out to the hall, turn off the lights and go left out the door.
Go out the "outer door" and climb out to the pipe. Go across the ledge, almost getting hit by a passing train. Wait for the guard to leave the first window then keep going. You need to be careful not to be seen. Wait for lady in red to yawn and go to sleep. Move on. Same with guy in black, he'll scratch twice and then be asleep. There are a few windows with curtains, keep going. Eventually you get to a blue pipe then in the door.
There's a door on the right with a hallway - check and go in.
You are told about "Soth's right leg - disagreement with landmine. thermal." So use your thermal vision to check out people.
Go down the hall looking into rooms. Note you can't go further at this point - the lock is jammed.
You see Soth in #18 - go in and talk to him.
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