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"We'll have an Agency file on 'Pandora Tomorrow' ready by the time you touch down. You were right, it's Sadono's insurance policy. If he misses a phone call, the virus gets released. We're vaccinating Springfield, Texas, but until we know how many other pox boxes there are, and where, Sadono is a glaring tripwire. We're going to have to tiptoe around him."
― Irving Lambert to Sam Fisher

Kundang, Indonesia is the fifth solo campaign level in Tom Clancy's Splinter Cell: Pandora Tomorrow and the second bonus level in Tom Clancy's Splinter Cell: Essentials. Splinter Cell agent Sam Fisher is sent to Kundang, Indonesia to tap Suhadi Sadono's phone as he makes his daily 'Pandora Tomorrow' phone call in his villa.

Briefing[]

15:12 / 16:23 / 17:35 – Trail / intercept Sadono's communications

15:12 / 15:53 / 16:23 / 17:35 / 17:56 – PS2/GameCube[1]

15:12 / 16:23 / 17:35 / 17:59 / 18:17 / 18:39–21:33 – Essentials[2]

"Pandora Tomorrow" is the code phrase for Sadono's insurance policy against U.S. attack. He makes daily, secure phone calls to undisclosed U.S. locations, delaying release of the smallpox virus one more day. If he is killed or detained, the virus will be released within 24 hours. Intercept Sadono's "Pandora Tomorrow" call in order to locate the virus.

Data & Transcript[]

Information[]

Goals
15:12 ❗ Rendezvous with Shetland to be briefed. Lethal attacks are allowed. [PS2/GameCube only]
15:12
15:53
Plant explosives on Sadono's plane at the entrance of the Kundang Camp.
Infiltrate the village.
16:23 Trail Sadono to identify the location of his "Insurance" telephone call. Don't get detected by Sadono.
Record the entrance code of Sadono's house with your sticky cam.
17:35 Rendezvous with pilot/CIA contact Asrul Arifin in the refinery to receive intelligence regarding Sadono's Golden Triangle affiliations. Rendezvous with CIA pilot in the refinery. Don't get detected by Sadono.
Get close enough to Sadono during the call to hear the conversation.
17:56 Tap Sadono's secure phone.
Exit through the back door of Sadono's house for extraction.
Notes
15:53 🔎 The SC-20K Assault Rifle is a multi-purpose weapon. Draw your SC-20K with the R2 button/B Button, and press the R1 button/R Button to fire. [PS2/GameCube only]
🔎 To equip the SC-20K with a gadget, select the gadget you want to equip by pressing Up or Down on the directional button/Up on the + Control Pad. To use the gadget, press the L1 button/L Button. [PS2/GameCube only]
🔎 To enter Sniper mode, press the R3 button/press the L Button slightly. To zoom in and out, use Up and Down on the directional button/the + Control Pad Up or Down. To steady aim, hold your breath a short moment by pressing the L1 button/L Button. To exit sniper mode press the R3 button slightly/L Button slightly again. [PS2/GameCube only]
🔎 [Tripwire] To defuse the mine, slowly rotate the left analog stick/Control Stick around the outer edge of its range until the light turns green. Then, release the left analog stick/Control Stick to fix the notch. Start again to fix all notches. [PS2/GameCube only]
🔎 [Tripwire] Press the (Triangle)/Y button, to stop defusing the mine before it explodes. [PS2/GameCube only]
16:23 🔎 When you're equipped with a weapon, press the Alternate Fire key (right mouse button) to shoot secondary weapons. [PC only]
🔎 When you're equipped with the SC-20K rifle, press the Next Weapon key (Tab) to choose your weapon. [PC only]
🗣 [Suhadi Sadono] The code for the villa today is 1492.
17:35 🗣 [Lambert] Don't get detected by Sadono. [PS2/GameCube only]
🗣 [Asrul Arifin] The refinery room door code is 0623. [Xbox/PC/PS3 only]

Overview[]

After the incident in Jerusalem, Sam Fisher's next mission is to head to Indonesia to gather more intel regarding what Suhadi Sadono may be doing with the ND133, which are armed with samples of the smallpox virus for use against the American populace. Fisher begins his mission in the jungle, some distance from the outer camp area where the Darah Dan Doa are situated. Third Echelon operation coordinator Irving Lambert notifies Fisher that Displace International CEO Douglas Shetland is in the area, as his Displace men are running a "Ghost Army" operation, providing recon. Fisher is able to rendezvous with Shetland on a perch overlooking the outer tents of the Darah Dan Doa camp. Upon speaking with Fisher, Shetland reveals that he has Displace snipers around the camp providing recon, but was told by Fisher's handlers to not kill Sadono, as it would have vast repercussions. Shetland lets Fisher know that Displace was going to plant explosives on Sadono's plane so that it would remain grounded, but Fisher lets him know that he can do it since he'll be in the area.

Samplane

Sam planting explosives on Suhadi's plane.

Fisher makes his way into the outer areas of the camp, avoiding the Darah Dan Doa soldiers and tripwire mines in and around the camp areas. He eventually gets to the hangar that houses Sadono's plane, with a few guards inside protecting the aircraft. Fisher plants the explosives and heads deeper into the camp, finding Sadono talking with his men. Lambert notifies Fisher that Sadono gives the code to his villa verbally to his lieutenants, and Third Echelon's computer analyst Anna Grímsdóttir tells him to record the code with a Sticky Camera. After recording the conversation, Fisher continues to trail Sadono into an underground area, where Grimsdottir tells him they will lose communications because of some kind of interference in the underground facility. Fisher comes upon a room where Sadono's men have been producing and distributing drugs, which Sadono has been making a lot of money from.

Fisher meets undercover CIA pilot Azrul Arifin in a further room where Sadono is seen exiting. Arifin gives Fisher some information, letting him know that Japan's Information Self-Defense Force is not what it seems, and gives him the name "Stanley Nakariakov", a Golden Triangle affiliate. Fisher warns the pilot to stay away from his plane, and departs, making it back up to the surface and back into communications range with Third Echelon. He sneaks through the training area of the camp and makes it to Sadono's villa, where Sadono himself is inside making his daily 'Pandora Tomorrow' phone calls. Fisher waits until Sadono is finished and leaves the room, allowing him to tap his phone line using the laptop sitting on his desk. With his primary objectives complete, he makes his escape through the back of the villa, only to be ambushed by Darah Dan Doa militants once outside. Lambert tells Fisher to wait while Shetland's snipers get into position to cover his extraction. A sniper takes the shot, taking out one of the militants and allowing the heat to be taken off Fisher. After the militants are disposed of, Fisher escapes through the woods, exfiltrating via the Osprey.

The U.S. Navy eventually learns of the camp's existence and launches a missile strike against Kundang. The attack destroys much of the base and presumably kills a large number of Darah Dan Doa militants. The destruction of the Kundang refinery is a major blow to Sadono's campaign, but ultimately fails to kill the guerrilla leader himself.

Debriefing[]

Grimsdottir traced Sadono's "Pandora Tomorrow" phone call through several relay points before losing it it in a shipyard on an island off the eastern coast of Indonesia.

Differences[]

  • The PS2 and GameCube versions of the game include an additional part of the mission at the beginning. Fisher must infiltrate the outskirts of the village through a series of caves without being detected or sounding any alarms.
  • This is the only part of the game where there are several kinds of fish in the water that cannot be killed.
    • The Mission Complete and Mission Failed themes are reused from the first Splinter Cell.
  • There are some glitches in the first part of this version:
    • If a body is thrown down so that it falls in the line of sight of an opponent, he will not react or raise an alarm.
    • The bodies can be thrown down off the ledge. At the next attempt to throw the bodies off the ledge, they hang in the air, and the animation of their movements stops working.
    • When the guard leaves the dog, he disappears from the level.
  • In the second section, there is a guard who gets blown up by a tripwire mine. If Fisher leaves his body in the light, it will trip an alarm (could be a bug).
    • Another guard will come to inspect the body and put the mine back (without raising the alarm).
  • There is a new minigame to disable tripwire mines.
  • The guard next to the plane has a satchel, but it disappears if Fisher knocks out or kills him.
  • In the third part, there is a small area where Sam cannot go through or go back because both doors will be blocked.
  • There is a Russian dining menu from the Vselka Infiltration level.
  • There are no civilians.
  • There are two cameras in the room with the laptop in Sadono's villa.

SCE Bonus Mission 2 Alarms

0/3 Alarms in Essentials.

  • The version is almost completely identical to the PS2 and GameCube versions, but Sam has a knife and pistol with the Optically Channeled Potentiator. Turrets can be jammed for 15 seconds with the OCP.
  • This is the longest mission in Pandora Tomorrow and Essentials; Essentials, in particular, has 6 segments.
  • There are no fish in the water. All another bugs are shared with the PS2 and GameCube versions.
  • The mine defusal minigame is the same as the one in the Norte de Santander mission.
  • Like in the PS2 and GameCube versions, the guard next to the plane has a satchel. Unlike these versions, it doesn't disappear if Fisher knocks out or kills him.
  • Some lights cannot be destroyed. Some lights can be destroyed but the lights remain on.
  • There is a lot of ammunition found throughout the mission, more than enough to complete the mission.

Trivia[]

  • In the news coverage before the mission, a report on Arthur Partridge can be seen. It reads: "Tuskegee, AL, Honors Captain Partridge".
  • At the start of the mission, Fisher has the chance to talk to Douglas Shetland. During the conversation, Douglas suggests that he'll buy him a drink sometime when they get back home. In Splinter Cell: Chaos Theory, Shetland's second appearance, he meets Fisher in a bar in Japan. Shetland also foreshadows his role as an antagonist in Chaos Theory, offering Fisher a job at Displace and discussing his dislike for the "America of today."
  • At the start of the mission, where Shetland is located, Fisher has the choice to either rappel down the cliffside using a tree stump, or use the zip line that takes him down to the camp.
  • In the area after rappelling or using the zip line, the player can see marijuana plants growing. However in the PS2 and PS3 versions, it's been removed.
  • There are two Darah Dan Doa militants that are drunk in the first area where tripwire mines appear. If Fisher does not alert them, one of them ends up triggering the tripwire and blows himself up.
    • This marks the first mission to have an NPC die from a military hazard.
    • The PS3 version cuts out the dialog they usually say when fixing the mines.
  • Guard dogs make their second appearance in this mission, located in the area after Fisher has left the hangar where Sadono's plane is located (where the security gate is located).
  • Fisher can plant the explosives on either side of Sadono's plane.
  • On top of a crate under the wing of Sadono's plane, there is what looks to be a bottle of washing liquid. When shot, it turns into a damaged soda can.
  • When Fisher talks to Asrul for intel, he gives him information that plays a minor role in Splinter Cell: Chaos Theory - specifically, the name "Stanley Nakariakov" and information regarding the Japanese ISDF.
  • One of the Darah Dan Doa militants can be found hitting a punching bag in an exercise room just next to the firing range. The bag will smoke after a while, causing the guard to cough and lose awareness over his surroundings.
  • Inside of Sadono's villa, there is an electrical trap in the hallway that will shock Fisher if he steps on it (unless he turns off a powerbox nearby). Once shocked, Fisher will be surprised, prompting Lambert to ask if he's okay; Fisher just replies that he got shocked by something. This is not seen in the PS2, GameCube, and Essentials versions of the mission.
  • Fisher can throw a flashbang over the wall before opening the door where he is ambushed by guards. This is a quick way to bypass them.

References[]

  1. All versions start at 15:12, but the PS2 and GameCube versions have an additional part of the level before the other versions' starting point. When these versions get to where the other versions start, it is 15:53 in the PS2 and GameCube versions.
  2. A version with an additional bonus part of the level from PS2 and GameCube, but the wrong time and partially changed the plot, including three alarms in the first bonus part instead of one.

Walkthrough[]

 	Tom_Clancy's_Splinter_Cell-_Pandora_Tomorrow_-_Kundang_Camp 	 			  
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