Games PC SPLINTER CELL User Manual

CONTENTS
Introduction and Overview . . . . . . . . . . . . 2
It Is the Year 2003 . . . . . . . . . . . . . . . . . . . . . .2
About Stealth Action . . . . . . . . . . . . . . . . . . . . .2
Sam Fisher Profile . . . . . . . . . . . . . . . . . . . . . . .3
Third Echelon™Team . . . . . . . . . . . . . . . . . . . . .4
Terrorists . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Uninstalling/Reinstalling the Game . . . . . . . . . . . .6
Main Menu. . . . . . . . . . . . . . . . . . . . . . . 7
Start Game . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Play Intro . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Splinter Cell™Website . . . . . . . . . . . . . . . . . . . .7
Start Game Menu . . . . . . . . . . . . . . . . . . 8
Create . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Load . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Delete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Settings Menu. . . . . . . . . . . . . . . . . . . . . 9
Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Sounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Playing Splinter Cell . . . . . . . . . . . . . . . . 10
Game Screen . . . . . . . . . . . . . . . . . . . . . . . . .10
Sam’s Basic Movements . . . . . . . . . . . . . . . . . .11
Sam’s Advanced Movements . . . . . . . . . . . . . . .11
Control Map . . . . . . . . . . . . . . . . . . . . . . . . . .12
Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Non-Playable Character-Linked Moves . . . . . . . . .15
Palm™OPSAT: Operational Satellite Uplink . . . . . .16
Quick Inventory: SC-20K, Gadgets, & Items . . . . . .17
SC-20K M.A.W.S.
(Modular Assault Weapon System) . . . . . . . . .17
Gadgets . . . . . . . . . . . . . . . . . . . . . . . . . .18
Items . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
In-Game Elements . . . . . . . . . . . . . . . . . . .20
Hints and Tips . . . . . . . . . . . . . . . . . . . . 22
Credits . . . . . . . . . . . . . . . . . . . . . . . . . 23
Warranty . . . . . . . . . . . . . inside front cover
Technical Support . . . . . . . . inside back cover
1
INTRODUCTION AND OVERVIEW
It Is the Year 2003
In response to the growing use of sophisticated digital encryption to conceal potential threats to the national security of the United States, the NSA (National Security Agency) has ushered forth a new dawn of intelligence-gathering tech­niques. This top-secret initiative, dubbed Third Echelon, marks a return to classical methods of espionage, enhanced with leading-edge surveillance and combat technology for the aggressive collection of stored data in hostile territories. When intelligence deemed critical to national security cannot be obtained by traditional means, Third Echelon is granted clear­ance to conduct physical operations.
Its existence denied by the U.S. government, Third Echelon deploys units known as Splinter Cells™: elite intelligence-gath­ering forces consisting of a lone field operative supported by a remote team. Like a sliver of glass, a Splinter Cell is small, sharp, and nearly invisible.
March 10, 2004: The CIA contacted NSA officials regarding the loss of contact with Agent Alison Madison, a CIA opera­tive monitoring widespread communication shortages plaguing the former Soviet Republic of Georgia. A second opera­tive, Agent Blaustein, was inserted into the Georgian capital T’bilisi to locate Agent Madison, only to drop from contact seven days later. Fearing for the lives of American agents compromised at the hands of a suspected terrorist effort, Third Echelon has activated Splinter Cell operative Sam Fisher to locate the missing agents and evaluate the situation.
You are Sam Fisher. You must leave no trace on the physical or political map. Remember: Although killing may com­promise secrecy, the choice between leaving a witness or a corpse is no choice at all. You do not exist. You are a Splinter Cell.
About Stealth Action
Sam’s ability to operate covertly is his most valuable asset against overwhelming enemy forces. The visibility meter on Sam’s OPSAT is an important indicator of stealth. If it is completely to the left, Sam is invisible to enemy surveillance. If it is completely to the right…Sam is in critical danger of being detected and/or intercepted. Remaining under the cover of shadows is an important stealth technique, but crouching, moving slowly, and keeping your back to the wall also con­tribute to Sam’s invisibility.
A Splinter Cell operative must not only defy enemy eyes, but also enemy ears. Consider that while running and jumping are sometimes necessary movements, they also generate sound – a golden invitation for an enemy patrol to investigate your position. Moving slowly while crouched is much more likely to avoid enemy investigation.
Alarms: Note that if an enemy detects Sam, or even suspects the presence of an intruder, they have been specifically trained to alert nearby comrades or trigger an alarm, rather than engage Sam by themselves. Because of the extremely covert nature of Splinter Cell operations, indiscretion with alarms can lead Third Echelon to abort a mission.
Sam Fisher Profile
Fisher has been on the front lines of espionage in several defining conflicts throughout the past decades. He has not only survived, but also excelled in the field of covert operations through hard work, insatiable curiosity, and brutal honesty. He has little time for polite niceties and even less for lies.
Though fully aware and confident of his abilities, Fisher understands that his survival has often been a gift of chance. He knows he is human and fallible and does not want to die. He has a strange and slightly dark sense of humor.
He is quiet, instinctive, and observant: somebody who watches from the outside. Combat, espionage, and constant training have defined his adult life; his tactical experience has become part of his instinct. Now, even outside of work he is most comfortable on the fringes of society, keenly observant but still removed.
Fisher has acquired an admirable collection of scars and secured his place in Valhalla; he has little left to prove to the world. Now older and wiser, he has no interest in glory. If he fights, it is because he believes the cause is necessary and he is capable.
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Third Echelon Team
Third Echelon’s specialists have been recruited from every branch of intelligence and armed forces, some even culled from civilian life. They are the elite of America’s strate­gists, hackers, and operatives. Each field operative works with a remote support team of roughly a dozen members.
Sam Fisher’s Support Team is headed by Three Primary Members:
COLONEL IRVING LAMBERT
Born: 19 61 in Batcave, NC Height: 6' 2" Weight: 270 lbs. THIRD ECHELON
Operations Coordinator
Lambert is the link between the field agent(s) and Third Echelon’s team of researchers, hackers, strategists, and commanders. While Fisher is in the field, he is in constant contact with Lambert via subdermal microchips and a cochlear implant.
VERNON WILKES, Jr.
Born: 19 67 in Baltimore, MD Height: 5' 10" Weight: 145 lbs. THIRD ECHELON Field Runner
Field Runners are mainly responsible for coordinating the transportation and equipment for field agents. Transportation is usually procured (stolen) from an area of operation and abandoned afterwards. Wilkes will debrief Fisher on any new equipment or weaponry as it becomes available.
ANNA GRÍMSDÓTTIR
Born: 1974, Boston, MA Height: 5' 8" Weight: 128 lbs. THIRD ECHELON
Communications Lead
Grímsdóttir heads a small team of programmers responsible for provid­ing technological, cryptographic, and data support for the Field Operative. Grímsdóttir will assist Fisher in his interface with the high-tech compo­nents of his missions.
Terrorists
KOMBAYN NIKOLADZE
Profile: Using his political, techno­logical, and financial influence, Nikoladze has become the newly elected President of Georgia. His ambition is matched only by his industriousness.
VYACHESLAV GRINKO
Profile: Ex-Spetsnaz (Russian Special Forces), Grinko is now Nikoladze’s “lieutenant” of the Russian Mafia.
HAMLET
Profile: Grinko’s personal driver.
GEORGIAN COLONELS
Profile: The leadership for Nikoladze’s worldwide military/mer­cenary forces. Several colonels can be found in each cell of the Georgian mercenary army. They also have security clearance to cer­tain areas that normal soldiers don’t have.
PHILIP MASSE
Profile: Hired for his vast computer knowledge, Philip Masse is the man directly responsible for the Georgian information crisis.
CHINESE OFFICERS
Profile: The leadership behind the People’s Liberation Army of China. These officers sometimes hold key information that Sam can use to accomplish his missions. Elimination might not be the best option when first encountering them.
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GETTING STARTED
Installation
To install Splinter Cell, follow these simple steps. If you experience trouble during installation, refer to the Technical Support section of this manual.”
1. Start your computer.
2. Insert the Splinter Cell Installation CD into your CD-ROM drive. The Autorun Menu should appear. Note: If the Autorun Menu does not automatically appear, double-click on the My Computer icon located on your desktop
and then double-click on the icon that corresponds to your computer’s CD-ROM drive. The Autorun Menu should now appear.
3. Click on the Install Splinter Cell button. The installation wizard now walks you through each step of the setup and installation process for the game.
Once you have created a directory for Splinter Cell, the game is installed on your hard drive. The game automatically asks you if you want to install DirectX v8.1. You cannot play Splinter Cell without v8.1 or higher on your computer. If you already have a version of DirectX that is v8.1 or higher, simply check the No button, and it does not install DirectX. If you are not sure, click Yes, and the DirectX installer performs its own verification.
4. After installing the game, select Ubi Soft Entertainment/ Splinter Cell/Play Splinter Cell from your computer’s Start menu or double-click the Play Splinter Cell shortcut on your desktop. Doing either starts the game.
Note: The Splinter Cell Play CD must be in your CD-ROM drive to start the game.
Uninstalling/Reinstalling the Game
To uninstall Splinter Cell, follow these simple steps:
1. Start your computer.
2. Insert either Splinter Cell CD into your CD-ROM drive. The Autorun Menu should appear.
3. When it appears, click on the Uninstall Splinter Cell button. The uninstall wizard automatically asks if you really want to uninstall the game. If you are sure you want to remove Splinter Cell from your hard drive, click the Yes button. If you don’t want to uninstall the game, click No, which cancels the process.
If you uninstall Splinter Cell, all previously saved games remain on your hard drive, unless you answer Yes to the “Delete all configuration and saved games files” question.
Note: You can also uninstall Splinter Cell by using the Add/Remove Programs control panel in Windows.
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MAIN MENU
Start Game
Select this option to create a new game, resume a previous game, or delete a profile.
Note: You can choose to create a player profile or use the provided default player profile (Sam).
Settings
Select this option to adjust the controls, the video and the sound settings.
Play Intro
Select this option to replay the Splinter Cell game intro.
Credits
Select this option to view the list of people who participated in this game’s creation.
Splinter Cell Website
Use this option to visit the official Splinter Cell website.
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START GAME MENU
This is the option to select to start playing. From this menu, you can choose to:
•Start a new game by first creating a player profile.
• Resume an existing game.
New Profile
To create your player profile:
1. Type in your player name.
2. Select a difficulty level.
3. Click on create to save your profile and launch the game.
Load Profile
To play an existing saved game:
1. Select a player.
2. Click on load game (the load saved games menu will pop-up).
3. Select a saved game or a level from the lists.
4. Click on start game.
To delete a player profile:
1. Choose a player from the list.
2. Click on delete.
SETTINGS MENU
The settings menu allows you to customize Splinter Cell to per­form best on your system and to your taste. You can change the Controls, the Graphics, and the Sounds settings.
Controls
This is the option to choose to customize your mouse settings and controls.
Graphics
This is the option to choose to customize your graphics settings: Video resolution, shadow detail, shadow resolution, and the animated geometry.
Sounds
This is the option to choose to customize your sound settings: Ambient volume, voice volume, music volume, SFX volume, and sound quality, as well as your advanced audio settings: Audio virtualization, 3D audio accelerated, and EAX.
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PLAYING SPLINTER CELL
Game Screen
1. Life Bar: This represents the status of Sam’s health/life.
2. Stealth Meter: The meter moves from left to right to represent the amount of light in Sam’s area and the amount of sound he makes while moving.
3. Interaction System: This system appears when you can interact with an object or person in the environment. Press the interaction key to interact. If there is more than one interaction available, press and hold the interaction key, scroll down the list using your movement keys, and release to activate your selection.
4. Objective: Displays the next goal to reach in your mission.
5. Selected Weapon, Gadget, or Item: Displays the current selection.
6. Communication Box: Appears at the top of the screen when you receive a communication.
7. New Goal to Read in Your OPSAT: Press ESC to read it.
8. New Notes to Read in Your OPSAT: Press ESC to read it.
9. New Recon to Read in Your OPSAT: Press ESC to read it.
10. Rate of Fire
11. Total Ammo
12. Ammo in One Clip
13. Clips
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Sam’s Basic Movements
Movement keys (W,S,A,D by default)
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7 8 9 2
12 13
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10
Accelerate (mouse wheel up by default) Decelerate (mouse wheel down by default) Jump (Shift by default)
Crouch (C by default)
Movement is slower, but quieter, and Sam is less visible while crouched.
Sam’s Advanced Movements
Rolling
Press Crouch while moving to do a roll.
Back to Wall (Q by default)
Sam is less visible with his back to a wall.
Quiet Landing
To execute a quiet landing, quickly press Crouch after you’ve hit the Jump button. If you are already in a crouched position, you will automatically land softly.
Mantling
Press Jump and push Forward into low objects like crates or tables and Sam will crawl, or “mantle” onto them.
Climbing
To climb a pipe, ladder, vertical cable, or fence, simply walk into it. Press Jump to jump off.
Shimmying
To shimmy, you must be hanging from a ledge. To hang from a ledge, Sam must either jump or slowly walk off the ledge. Once in shimmying position, Sam can move left and right as well as pull himself
Wall Jump
When standing near a wall, press Jump and then quickly press it again to kick off a nearby wall and gain extra height.
Split Jump
up if there is room. Move down or jump again to let go of a ledge.
Hand-Over-Hand
To grab hold of a horizontal pipe, press Jump. Bring Sam’s legs up to clear obsta­cles by pressing the Crouch key.
While at the top of a Wall Jump, if Sam is in a corridor that is about as wide as he is tall, pressing Jump a third time will allow him to enter the Split Jump position.
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Control Map
PALM OPSAT
TYPE
~
Tab
INVENTORY
QUICK
HOLD
1 2
JUMP
F1 F2 F3
TOGGLE
NIGHT
VISION
BACK TO
WALL
Q
A
OptionControl
MOVE
MOVE
W
MOVE
S
CHANGE RATE OF
FIRE
Z
Cmd/Alt Space
TOGGLE
THERMAL
VISION
3
RESET
CAMERA
X
F4 F5
4 5 6 7 8 9 0
RELOAD
E R
MOVE
D
CROUCH
C
T Y U I O P
F G H J K L
V B N M
QUICK
SAVE
F6 F7 F8 F9 F10
INTERACTION
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QUICK LOAD
;
,
.
/
=
[ ]
ShiftShift
OptionCmd/Alt Control
F11 F12ESC
Delete
FIRE
\
ReturnCaps Lock
L Button
LOOK
Mouse
ALT.
FIRE
R Button
MOUSE WHEEL UP:
ACCELERATE
SNIPER MODE ZOOM IN
STICKY CAM ZOOM IN
MOUSE WHEEL DOWN:
DECELERATE
SNIPER MODE ZOOM OUT
STICKY CAM ZOOM OUT
MIDDLE MOUSE:
USE/ EQUIP
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Zip Line
Jump to grab hold of a sloped wire or zip line. Sam will slide down automatically. Press Crouch to raise Sam’s legs. Jump again to let go.
Door Peek
To peek through a door before entering, select the Peek Door interaction. Move Forward to go through the door or move Backward close it.
Rappelling
To Rappel from a small chimney, stand near it and select the Rappel on wall inter­action. Sam can move up and down the rope. Press Jump to kick off the wall.
Actions
Interaction (Space Bar by default)
Interact with the environment, with NPCs and objects.
Use/Equip (middle mouse button by default)
Equip Sam with weapons, items or gadgets.
Reload (R by default)
Reload your weapon.
Change Rate of Fire (Z by default)
Change your SC-20K rate of fire.
Sniper Zoom In (mouse wheel up by default)
Enter Sniper mode. Use the accelerate key.
Sniper Zoom Out (mouse wheel down by default)
Exit Sniper mode. Use the decelerate key.
Sticky Cam Zoom In (mouse wheel up by default)
Sticky Cam Zoom Out (mouse wheel down by default)
Hold Breath
Hold breath to steady aim by the pressing Alt Fire (right mouse button).
Toggle Night Vision (2 by default)
Night Vision goggles amplify very low existing light, espe­cially lights at the lower end of the infrared spectrum.
Toggle Thermal Vision (3 by default)
Similar to Night Vision, Thermal vision is an essential tool in low light situations. This technology differs from night vision in that it captures the upper level of the infrared light spectrum, which is emitted as heat rather than reflected as light.
Note: Thermal vision is not available in the first few missions.
Attack
Close Attack
With your weapon holstered, press the left mouse button when very close to an enemy to hit him with your elbow.
Drop Attack
If you can get above an enemy and drop directly down on him, you will knock him out.
Rappel Shooting
Sam can equip and fire his weapon while rappelling. Press Use/Equip (middle mouse button) and Fire (left mouse button).
Hanging Shooting
Sam can equip and fire his weapon while hanging from a pipe, but only if his legs are not tucked. Press Use/Equip to equip the selected weapon.
Split Jump Shooting
Sam can equip and fire his weapon while in the Split Jump position. Press Use/Equip to equip the selected weapon.
Back to Wall Shooting
When Sam approaches a corner with his back to the wall, he will automatically peek around the corner. Press Use/Equip while peeking to equip with the selected weapon and allow him to shoot around the corner.
Non-Playable Character-Linked Moves
Sam has several special moves that can be performed on NPCs (Non Playable Characters). Being able to get close to an enemy without being detected is necessary to exe­cute these moves.
Grabbing
Sneak up close behind an enemy and select the Grab Character interaction. Press Fire to knock him out.
Human Shield
After grabbing an enemy, you can equip your side arm and fire while using the grabbed enemy as a human shield.
Interrogation
Some NPCs can be interrogated for useful information. While holding an NPC, select the Interrogate interaction to make him talk.
Forced Cooperation
Some objects in the world can’t be used by Sam, but there may be NPCs who can use the objects for him. To force an NPC to cooperate, grab him, drag him to the object you want him to use, and select the Force Cooperate interaction.
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Move Body
Sam will need to hide dead or unconscious bodies in order to prevent them from being discovered. Select the Pick Up Body interac­tion to carry a body. Press the interaction key to put him down quietly or simply equip a weapon to drop the body in a hurry.
Conversations
Some friendly NPCs will talk to you. Simply walk up to them and select the Talk To interaction.
Palm OPSAT: Operational Satellite Uplink
The Palm™ OPSAT is a compact, wrist-mounted version of a standard civilian PDA designed for military use. It enables Sam to receive mission objectives and updates from Third Echelon headquarters. The OPSAT also displays real-time images from Sticky Cameras. Press ESC (default
key) to access your OPSAT. Use this menu to customize your settings while in-game or to save or load a saved game at any time during the game.
Inventory
The inventory section provides information about your SC­20K as well as the gadgets and the items you are carry­ing. A video demo and controls explanation of the weapons and gadgets is also accessible and updated at the beginning of every mission.
Mission Information
GOALS: This section gives the specific details of your mission objectives.
NOTES: This section provides additional hints and clues that may have been gathered during the mission.
DATA: Recon data provides intelligence about enemies, locations, or other key elements pertinent to the oper­ation. Pay special attention to the data sticks, as they contain key information.
Settings: This section allows you to customize or configure the Controls, Graphics, and Sound settings while playing.
Saving/Loading: This section allows you to save your game at any time or load a saved game.
Quick Inventory: SC-20K, Gadgets, & Items
Hold CTRL (default key) to access the quick inventory. Use the mouse to make your selection.
SC-20K M.A.W.S. (Modular Assault Weapon System)
The bull pup configuration of this assault rifle makes it light and compact without sacrificing firepower (5.56x45mm ss109). Its modular configuration allows it to be customized to fit any mission profile. Equipped with a
flash/sound suppressor and combined with a multipurpose launcher, the SC-20K becomes the obvious choice of weaponry for Sam when infiltrating enemy territory.
Note: Because of the more overt nature of the SC-20K, it will only be acquired after a few missions – when the sit­uation requires it.
Sniper Mode: Sniper mode is only available with the SC-20K:
Equip SC-20K: Press Use/Equip.
Enter Sniper Mode: Zoom in.
Hold breath and steady aim (limited time): Press Alt Fire.
Fire: Press Fire.
Exit Sniper Mode: Zoom out.
Manual Reload: Sam will automatically reload when out of ammunition. Otherwise, pressing the Reload key with the SC-20K or selected pistol will reload the weapon.
SC-20K’s Multipurpose Launcher: First, make sure you select the desired device from your quick inventory. To use the multipurpose launcher, press Alt Fire. The Launcher cannot be fired in Sniper Mode.
Ring Airfoil Projectile: A high-impact, zero penetration projectile designed to inca­pacitate rather than kill.
Note: The Ring Airfoil is much more effective if it hits the head.
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Sticky Camera: A miniature cam­era with full pan and zoom func­tionality, plus Night and Thermal Vision modes. The Sticky Camera feeds its image directly to Sam’s OPSAT. Ideal for advance scouting and intelligence gathering. To pick up your sticky camera, stand near it and select the Sticky Camera interaction. Press Fire to exit.
Sticky Shocker: A high-voltage discharge device coated in adhe­sive resin. The Sticky Shocker will adhere to an enemy and give him an incapacitating shock.
Hint: Fired into pools of water, the Sticky Shocker can neutralize multiple opponents.
Smoke Grenade: Standard CS (0-chlorobenzalmalononitrile) gas canister grenade can inca­pacitate groups of enemies. Exposure to CS gas causes vio­lent respiratory seizure. Prolonged exposure causes unconsciousness.
Diversion Camera: An adaptation of the Sticky Camera. The Diversion Camera has had its pan and zoom motors as well as its vision-enhancement appara­tus replaced with a noise-
maker and a CO2 gas canis­ter. The device can be used to attract enemies with a sound (press Interaction) and to dispense a cloud of inca­pacitating gas (press Alt Fire) once they are nearby.
Gadgets
To use a gadget: Select the gadget of your choice in the quick inventory.
SC Pistol: The SC Pistol tacti­cal model with single-action trigger and a 20-round mag­azine comes equipped with a silencer/flash suppressor. Its
5.7x28mm ss190 rounds offer good penetration against modern body armor, while keeping the weapon’s weight, dimensions, and recoil at reasonable levels. Select this gadget from your Quick Inventory. Press Use/Equip. Once equipped, press Fire to start using it.
Lock Pick: Standard set of picks, wrenches, and probes for bypassing standard cylinder locks. First, select the lock pick from the gadgets in your Quick Inventory. Then press Fire to start using it. To release a pin,
you must press the correct movement key (W, S, A, or D). Once you hear and see the pin begin to move, press the same key repeatedly until it is released. Repeat until all pins are released.
Laser Microphone: T.A.K. (Tactical Audio Kit): A laser-
operated microphone integrated into the SC Pistol that enables the user to read the vibration off certain surfaces (mainly glass windows). It is used to listen to conversations. Select this gadget from your Quick Inventory. Once selected, press Fire to start using it.
Camera Jammer:
The Camera Jammer emits
microwave pulses that disrupt
the characteristic signals used in
the microcircuitry of surveillance
cameras. The Camera Jammer
operates off of a capacitor that
must be allowed to recharge from its battery after a short time. Select this gadget from your Quick Inventory. Once selected, press Fire to start using it.
Optic Cable: This flexible cable/camera can easily be slipped under doors to view the other side. Complete with Night Vision enhancement. Once in use, move the mouse left or right to move Optical Cable in
the desired direction. Select this gadget from your Quick Inventory. Once selected, press Fire to start using it.
Disposable Pick:
Unconventional lock picks, these micro-explosive-shaped charges deliver a quick impact to any standard lock cylinder that will shatter the pins and unlock the door. Select this gadget from your Quick Inventory. Once select­ed, press Fire to start using it.
Items
Some objects in the world or items from your inventory can be thrown. Grenades, flares, and other items must first be selected from the Quick Inventory. Miscellaneous items from the environment can be picked up by select­ing the Object interaction. Once the item or object is in your possession, equip Sam by pressing Use/Equip. A series of reticles on the screen will show your aiming trajectory. Use the mouse to move the reticles on the screen to aim. Press Fire to throw the object or Use/Equip to abort the throw.
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Wall Mine: The Wall Mine is a motion-sensitive explosive device that can be attached to almost any surface.
Chemical Flare: Chemical Flares are lightweight plastic sticks filled with a binary chemical agent. When the inner contain-
ers are cracked, the chemical agents mix, causing the stick to glow. Useful for attracting and distracting enemies.
Emergency Flare: Similar to the Chemical Flare, these standard road flares also emit a great deal of heat, making them useful for distracting heat sensors such as those found on automated turrets.
Frag Grenade: The 14-oz. M67
fragmentation grenade consists
of a 2.5" steel sphere surround-
ing 6.5 ounces of high explo-
sive. Upon detonation, the steel
sphere shatters, emitting a burst
of high-velocity shrapnel.
Medical Kit:
Standard field first-aid kit.
Bullet Box:
Find it to retrieve some ammo.
In-Game Elements
Enemy static defenses present a wide range of potential obstacles to overcome – from simple keypads that control doors, to automated turrets that detect heat and move­ment and fire on intruders.
Alarm Panel: Standard alarm switches that can be triggered by enemies to alert nearby comrades. Because of the extremely covert nature of Sam’s operations, indiscre­tion with alarms can lead Third Echelon to abort a mission.
Automated Turret: Heat- and motion-sensing turrets with an Independent Friendly Fire (IFF) recognition system. Turrets can be hacked from their attached control computer. Select the Interact with Turret interaction.
Either deactivate a turret entirely, or disable its IFF sys­tem. With IFF disabled, it will still attack Sam, but it will also attack enemies. Use your movement keys to navigate in the attached control computer to make your selection.
Surveillance Camera:
Standard off-the-shelf sur­veillance cameras that detect movement and have the abil­ity to directly trigger alarms. This type of camera is fragile and can be destroyed.
Armored Camera: Except for the bulletproof casing, these cameras are identical to the standard surveillance camera.
Key Pad Lock:
Standard push-button securi­ty pads linked to electromag­netic locking systems in a door. Only the correct code will allow a key pad-locked door to be opened. Multiple failed attempts to enter a code will sound an alarm. Use your left mouse button to select the numbers.
IMPORTANT: Once you find a key pad code, it will auto­matically appear in your Inventory in the Notes section.
Retinal Scanner: A locking device that reads the unique imprint of a person’s retina before unlocking a door. No one without access can open a reti­nal scanner-locked door, but those with the correct retinas can sometimes be “convinced” to open them for you. An incor­rect retinal scan automatically triggers an alarm.
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HINTS AND TIPS
•You can change your SC-20K rate of fire.
•When in Sniper Mode, hold your breath for a more precise shot.
• Head shots are a direct kill.
• Cameras detect you more quickly the faster you are moving.
•A rollover maneuver allows Sam to go through flames without damage.
• Shooting around corners with your back to the wall makes you harder to hit.
•Drop attacks are effective and silent.
•Frequently check your different vision modes; you might see something you couldn’t see before.
• Barrels containing explosive or flammable liquids can be very useful.
• Sam can use objects from the environment. To pick up an object, press the Interaction key when standing near it. To
use the object press Use/Equip. Use your mouse to move the reticles and press Fire to throw the object.
• Rolling is an effective way to reduce your profile when moving from cover to cover.
• Saving equipment is pointless as you are re-equipped between missions. Use what you have.
• Engaging multiple enemies is extremely dangerous. Tilt the odds in your favor with traps, explosives, and other gadgets.
• Enemies can notice lights or cameras that have been broken and can see objects thrown through the air.
• Dogs can smell you. Shadows won’t help against them. Use obstacles or water to delay or lose them.
•Thermal vision can allow you to see through some thin or lightweight materials.
• Knocking out an enemy is always quieter than killing him...and nearby enemies will hear the dying gasps of comrades.
• If an enemy finds an unconscious comrade, he will revive him. So hide those bodies!
• Enemies might hesitate if you are holding one of their friends as a human shield and are not pointing your weapon at them.
• Not all NPCs can be forced to cooperate. Only Colonels can open retinal scanners and only Technicians can oper-
ate computers.
•You can break lights to create your own shadow paths to hide and move in.
•Frequently check Updates to Goals, Notes, and Data on your OPSAT. Read those Data Sticks for clues and other
useful info.
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CREDITS
Splinter Cell Port Team
Senior Producer
Mathieu Ferland
Associate Producer
Maxime Bélanger
Lead Programmer
Jean-François Prévost
Programmers
Dany Lepage Feng Quan Wang Cyrille Lauzon Alexandre Dionne
with the collaboration of Programmers
Yanick Mimee Hugo Allaire David Chabot Alain Turcotte
Data Manager
Francis Tremblay
Chief Game Designer
Daniel Bérubé
with the collaboration of Game Designer
Mathieu Bérubé
3D Artists
Marc Bouchard Yves Allaire Sébastien Hébert Thierry Laberge The Chinh Ngo Marek Bogdan François Pelland
Interface Designer
Véronique Guilbault
Sound Game Designer
Fabien Noel
Compatibility Lab Testers
Jason Alleyne
with the collaboration of Integrator
Alexandre St-Louis
Quality Assurance
See in-game credits for complete list.
Splinter Cell Original Team
Senior Producers
Mathieu Ferland Reid Schneider
Associate Producer
Roxane Gosselin
Original Creation
François Coulon
Art Director
Hugo Dallaire
Lead Programmer
Antoine Dodens
Lead 3D Artist/ Lead Level Design
François C. Pelland
Animation Art & Technical Director/Lead Animator
Steve Dupont
Lead Character Artist/ Character Concept Artist
Martin Caya
Scriptwriter
JT Petty
Lead Game Designer
Nathan Wolff
Sound Game Designer
Fabien Noel
Technical Directors 3D Art
Marc Bouchard
with the collaboration of Associate Producer & Creative Director
François Coulon
Production Assistant
Annemarie Gabriele
Programmers
Frédéric Blais David Chabot Mathieu Laforce Alain Turcotte Yannick Létourneau Yanick Mimee David Levesque
with the collaboration of Programmers
Hugo Allaire David Kalina Chris Gripeos
Intern Programmers
François Chelling Matthew Clarke
Animators (In Game)
Jonathan Abenhaim James Humphreys Bourbaki Joseph Frédéric Poirier Benoit Saumure
3D Artists
Marek Bogdan John Bigorgne The Chinh Ngo Aline Desruisseaux Mathieu Fecteau Sébastien Hébert Thierry Laberge
with the collaboration of 3D Artists
Sébastien Beaulieu
Christian Bédard Carol Bertrand Carl Lavoie
Texture Artist
Yves Allaire
SFX Artist
Dany Bergeron
Interface Designer
Véronique Guilbault
Character Artist
David Blazetich David Giraud
with the collaboration of Character Artist
Kenjo Aoki Éric Belisle Karine Fortin Emile Ghorayeb
Game Designer/Scriptwriter
Clint Hocking
Level Designer
Neil Alphonso Mathieu Bérubé Ed Byrne Clint Hocking Hugo Potvin Sébastien Galarneau
with the collaboration of Level Designer
Chris Smith
Localization
Jean-Robert Michel
Sound Integrator
Jonathan Gosselin
with the collaboration of Sound Integrator
Sylvain Côté
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Cinematics
Lead Modeler
François De Billy
Modelers
Daniel Bordeleau Steve Fraser Thierry Laberge Martin Sabran Simon Tremblay Michael Yeomans
Animators
Stephen Greenberg Patrick Pelletier James Humphreys
with the collaboration of Animators
François Royer Jean-Thierry Roy
Prerendered Cinematics Editor
Miguel Angel Martin
2D Artist
Patrick Sirois
Storyboarder
Wayne Murray
“NAME OF THE GAME” by Ken Jordan, Scott Kirkland and Tom Morello ©2001 EMI VIRGIN MUSIC, INC., HARDER FASTER MUSIC, EMI VIRGIN SONGS, INC., DRUG MONEY MUSIC and Sony Music Publishing. All Rights for HARDER FASTER MUSIC Controlled and Administered by EMI VIRGIN MUSIC, INC. (ASCAP); All Rights for DRUG MONEY MUSIC Controlled and Administered by EMI VIRGIN SONGS, INC. (BMI) All Rights Reserved. International Copyright Secured and used by permission. “The Name Of The Game” Performed by The Crystal Method Courtesy of Geffen Records under license from Universal Music Enterprises ©2000 South Beach Beverage Company, LLC ® Registered Trademarks of South Beach Beverage Company, LLC ©2002 Palm, Inc. All rights reserved. Palm, the Palm logo, Palm Powered, and the Palm trade dress are trademarks of Palm, Inc or its subsidiaries. All other brands are trademarks or registered trademarks of their respective owners. Uses Bink Video. Copyright ©1997–2002 by RAD Game Tools, Inc. “Splinter Cell” ©2002 Ubi Soft Entertainment. All Rights Reserved. Splinter Cell, Ubi Soft, and the Ubi Soft logo are trademarks of Ubi Soft Entertainment in the US and/or other countries. All other trademarks are the property of their respective owners. Unreal Engine is a trademark of Epic Games Inc. WARNING: It is a violation of Federal Copyright Law to copy, duplicate or reproduce this Program or any portions of this Program without the express written permission of the copyright owner.
Planning Coordinator
François Ringuette
Marketing Research Coordinator
Stéphane Cardin
Quality Assurance
Lead Tester
David Deschênes
Assistant
Pierre-Yves Savard
Testers
Martin Asnong Raymond Brunette Miguel Canepa Stéphane Charbonneau Patrick Charland Alain Chénier Jean-François Dessureault Marc-André Dessureault Philippe Dion Patrick Dufort Pascal Émard Mathieu Fortin Yannick Francoeur Yan Gagnon
Félix Hardy Ahmad Jamous Mathieu Lachance Eric Laperriere Frédéric Ouellet Luc Plante Marc-André Proulx François Quidoz Jo-Ashley Robert Daniel Sarrazin Patrick Sauvageau Bruno St-Laurent Martin Tavernier Allen Tremblay
Special thanks
Bruno Bellavance Caroline Cantin Derek Chan Nicolas Davidts Patrick Filion Marc Fortier Julie Lachance Didier Lord Caroline Martin John Stafford Jean-Francis Tétrault
Special thanks to the Xbox Advanced Technology Group. The complete credits list is available in the credits section in the game.
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