Professional Documents
Culture Documents
Table of Contents
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Solo Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
2 3
4 5
Colonel Irving Lambert
Other Characters
Born: 1961, Batcave, South Carolina
Douglas Shetland
Height: 6'2''
Born: 1959, Boone, Iowa
Weight: 270 lbs
Height: 6'0''
Lambert is the Third Echelon director of operations, answering to
Weight: 201 lbs
the Third Echelon director. He is in charge of all Third Echelon
field operations. Lambert became involved in intelligence as a Shetland is president and CEO of the Displace International, a private military
young man and rose quickly in rank and responsibility. He was in company. He has turned his distinguished military career and expert-level
the Gulf for the months leading up to Desert Storm, coordinating training into the solid backbone of a formidable and legitimate mercenary
SIGINT and running double agents. Once the war began, he was company. His connections within the U.S. military and, through his employees,
aiming lasers and arranging for television coverage of the good to other national western militaries, have allowed Displace to fill an important
parts. He is a popular and well-connected man in Washington, gap in the modern defense industry.
D.C., though minimally trusted and never publicly acknowledged. Captain Arthur Partridge
Anna Grímsdóttir Born: 1949, Tuskegee, Alabama
Born: 1974, Boston, Massachusetts Height: 5'10''
Height: 5’8” Weight: 173 lbs
Weight: 128 lbs Arthur Partridge is captain of the USS Clarence E. Walsh and one of the Navy’s top com-
Anna Grímsdóttir is a civilian computer and signal intelligence manders, on course to become an admiral. A longtime friend of Fisher’s, Partridge was his
technician. Her job is to provide technology and communications commanding officer for a short time when Sam was a Navy SEAL, and the two have main-
support to field operatives. She is calm, confident in her abilities, tained a good relationship over the years.
and capable of tackling the best computer security systems in Admiral Toshiro Otomo
the world. Grímsdóttir is a second-generation American; her
mother came to the U.S. alone from Akureyri, in Northern Born: 1955, Hiroshima, Hiroshima Prefecture, Japan
Iceland. Grímsdóttir dropped out of St. John’s College in the mid- Height: 5'9''
nineties and worked as a programmer in different private com- Weight: 161 lbs
munications firms contracted by the U.S. Navy. She was recruited
into the NSA in the late nineties and rose quickly in rank as the Internet became more Admiral Otomo is the commander of the I-SDF, the newly formed information warfare arm
and more important to national security. of Japan’s Self-Defense Force. Otomo is stoic, determined, and absolutely loyal. He is the
Japanese equivalent of Third Echelon’s Irving Lambert, and the two men share intelli-
William Redding gence openly.
Born: 1969, San Diego, California Abrahim Zherkezhi
Height: 5'11'' Born: 1960, Warsaw, Poland
Weight: 180 lbs Height: 6'3''
Fisher’s new field runner is a calm, bookwormy type. He is fanati- Weight: 207 lbs
cal about his planning, preparation, and data, and is meticulous- Abrahim Zherkezhi has a doctorate in cryptological number theory from Gottingen
ly accurate in every facet of his job. He is a bit of a fetishist when University, and was an advisor to the U.S. Homeland Protection Agency following the
it comes to weapons and vehicle specifications and could list blackouts in 2003. He worked for the UN to help unlock the secrets of the Masse Kernels
from memory every item aboard an Osprey at any time, including following the Georgian information crisis, and then abruptly disappeared from public life.
its weight and location. He is rumored to have gone insane.
Will received a B.A. in political science with a dual major in histo-
ry from the University of Chicago. He then joined the Marine
Corps, where he trained as a communications specialist and rose quickly to the rank of
captain. He left the Corps to work for the NSA as a signal intelligence analyst. He soon
found that his experience as a Marine ended up getting him assigned to atypically danger-
ous locales – and bringing him a lot of recognition.
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Dr. Bruce Morgenholt • Training Videos: Contains a list of training videos.
Born: 1967, Wilmington, Delaware Watch these videos carefully to learn the game basics
and the advanced skills required to be the ultimate
Height: 5'9'' stealth agent.
Weight: 128 lbs • Settings: Adjust the sound, video, and control settings.
Bruce Morgenholt is an ordinary guy who just happens to be one of the 12 or so most
• Profile Management: Create, delete, or select a current profile from this
intelligent human beings on the planet. He worked alongside Abrahim Zherkezhi studying
menu. A default profile is created for you when you first start a new game.
the Masse Kernels following the Georgian information crisis, and currently works for
The currently selected profile is shown on the upper right side of the main
Wright-Pritchard Technologies, a telecommunications company with development con-
Solo and Co-op menus.
tracts throughout South and Central America.
Milan Nedich • Extras: Play Amon Tobin soundtracks for finished levels, read Tobin’s biogra-
phy, or watch the Splinter Cell movie teaser.
Born: 1970, Place of Birth Unknown
Height: 5’11” Cooperative Menu
Weight: 189 lbs Connect and play the Cooperative mode of Splinter Cell Chaos Theory. For more details,
Milan is vice president of the VIP Protection Division of Displace International. Well dressed see page 19.
and deliberate in his movements and demeanor, Milan is an exceptionally mean drunk.
Hugo Lacerda Versus Menu
Born: 1972, El Salvador Connect to the internet or via LAN and play the Versus mode. For more details,
Height: 5’9” see page 25.
Weight: 128 lbs
Profiles
Hugo Lacerda has been associated over the years with a number of separatist, guerrilla,
and revolutionary groups in South and Central America. Recent intelligence indicates that
he may have formed his own movement and has been advocating the use of information
warfare techniques as the only feasible way for revolution to succeed in the modern world.
Main Menu
From the initial startup screen, you can select one of three modes and view the game credits:
• Solo
• Cooperative
• Versus
• Credits
Solo Menu
Select this menu if you want to play in Solo mode. While in this menu, you will be able to
choose from the following options:
• Continue: Automatically loads your last save game and resumes the game (this option
may be grayed out if no saved game is present on disk). Profiles enable you to share the game with other people, like family members or friends.
• Load Game: Allows the player to select and load a previously saved game. The only Different profiles store the game controls configuration and saved games relative to that
games displayed on the Load Game screen will be those for the current profile (this profile. The current profile selected will be remembered from the last played session. It is
option may be grayed out if no saved game is present on disk). located in the upper right side of the Main Menus of the Solo and Co-op play modes. The
default profile is needed by the game and cannot be deleted.
• New Game: Allows a player to start a new game with the current profile. When starting
a new game, you can set your difficulty level to Normal, Hard, or Expert.
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Close Attack
In Splinter Cell Chaos Theory, you can choose between lethal (Fire key)
attacks and non-lethal (Alternate Fire key) attacks when you’re close to
FIRE
ALTERNATE
the enemy.
MOUSE WHEEL UP:
FIRE ZOOM IN /ACCELERATE
L Button R Button
MOUSE WHEEL DOWN:
ZOOM OUT / DECELERATE Back to Wall
LOOK Press the Back to Wall key when standing or crouched to put Sam’s
back to the wall. Sam is less visible with his back to a wall.
Mouse
Shimmying
Jump to grab and hang from ledges above Sam’s head. Sam can move
left and right as well as pull himself up if there is room. Press the
Crouch key to let go of a ledge.
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Hand-over-Hand
Jump to grab and hold a horizontal pipe. Bring Sam’s legs up to clear Rappelling
obstacles by pressing the Jump key again. To rappel, stand near the hook point
indicated in the Interaction window and select the Rappel
interaction. Sam can move up and down the rope. Press
the Jump key to kick off the wall.
Inverted Neck Snap
Perform this move when holding onto a horizontal pipe with legs up. To Rappel Shooting
attack a non-player character (NPC) press the Fire key for a lethal Sam can equip and fire his weapon while rappelling. Press
attack and the Alternate Fire key for non-lethal knockout attack. Press the Use/Equip key to equip the selected weapon. Only the
the Crouch key twice to return Sam to his feet below the pipe. pistol and SC-20K are usable while rappelling.
Zip Line
Jump to grab hold of a sloped wire or zip line. Sam will slide down Hanging Shooting
automatically. Raise Sam’s legs by pressing the Jump key. Press the Sam can equip and fire his weapon while hanging from a pipe. With
Crouch key to let go. his legs down, he will shoot forward; with his legs up, he will hang
upside down and shoot backward. Press the Use/Equip key to ready
the pistol while hanging from a pipe.
Throwing
Once Sam has an item in hand, press the Use/Equip key to get ready Split-Jump Shooting
to throw. A reticle appears in the middle of the screen. Aim the reticle Sam can equip and fire his weapon while in the split jump position.
at the spot where you want to throw the object. Pressing the Fire key Press the Use/Equip key to equip the selected weapon.
will throw the object. Sam can throw grenades or objects he picks up
in the environment.
Advanced Moves
Advanced moves are just as critical as basic moves. Mastering these will allow Sam to Switch Shoulder
move through his environment with much greater safety and precision. Many of these While in the Aiming mode, press the Back to Wall key to switch your weapon from one
advanced moves are combinations that allow Sam to attack. For information on equipping shoulder to another. That way you will be able to aim at any angle.
and using weapons, refer to the Weapons, Gadgets, and Items section.
Bash Door
Rolling When you choose Bash Door in the Interaction menu, Sam will break through to another
Press and hold the Crouch key while running to do a roll. room by hitting the door with his feet. Note that this move will make some noise, but it
can knock out an enemy on the other side. Get your weapon out before bashing the door,
if needed.
Open Door Stealth
If you want to make sure no one hears you, open the door in a stealthy way. You can make
Sam open/close the door as fast as you want by playing with the Move Forward and Move
Split Jump Backward keys.
If Sam is in a corridor that is not too wide and is relatively high, he can Lock Picking
perform a split jump by facing the wall and pressing the Jump key.
Sam will need to pick the locks on some doors. Lock picking takes time, but is quiet and
cannot be detected. To pick a lock, press the directional keys until you see or hear the
pins within the lock being pushed upwards. Once the lock pin is moving, keep the same
directional key pressed for a few seconds and a pin of the lock will be lifted.
Once all the pins of a lock have been lifted, the lock picking will be over and you will be
Drop Attack kicked out of the gameplay interface. Repeat until all pins are released.
If you can get above an enemy and drop down on him, you will
knock him out. Break Lock
If Sam is in a hurry, he can simply break locked doors open using his knife. To do this,
simply select the Break Lock interaction. Beware – this is noisy and broken locks will
cause guards to become curious.
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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 Body interaction to carry a
body. Press the Interact key to put the body down quietly, or press the
Jump key to drop the body in a hurry.
Grabbing
Grab an enemy by sneaking up close to him undetected and selecting
the Grab Character interaction.
Human Shield
While holding an enemy, you can press the Use/Equip key to equip
your sidearm and fire at other enemies while using the enemy you are 1) Communication box: Appears at the top of your screen when you receive a communication.
holding as a human shield. Note that you can move around with Sam 2) Interaction system: This system appears when you can interact with an object or a per-
while in this mode. son in the environment.
3) Life bar: Sam’s health/life.
Interrogation [034_MOV_Interr] 4) Objective bar: Displays the next goal to reach in your mission.
Some NPCs can be interrogated for useful information. While holding 5) Objective icon: Appears when notes and objectives are updated.
an NPC, select the Interrogate interaction to make him talk.
Interactions reveal all sorts of information that will help you on your 6) Stealth meter bar: Represents how perceptible Sam is.
missions. Be sure to interrogate as many opponents as possible! 7) Noise meter bar: Indicates how much noise Sam is making and how noisy the environ-
ment around Sam is.
Forced Cooperation [035_MOV_FCoop] 8) Selected weapon, gadget, item, and ammo: Displays the name of your current selec-
Some objects in the world can’t be used by Sam, but there may be tion. Displays how much ammo you have in one magazine, as well as your total ammo.
NPCs who can use the objects for him. To force an NPC to cooperate, 9) Timer: Appears when a timer is triggered. When the timer reaches zero, it’s a sign of
grab him, drag him to the object you want him to use, and select the bad news.
Force Cooperate interaction. 10) Alarm indicator: The alarm indicator is on the HUD above the visibility bar and indi-
cates the number of alarms that have been triggered during the mission. Each alarm
sounded creates global repercussions, so be careful.
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• Notes: All notes taken from e-mail, interrogations, and
In-Game Pause Menu other sources will be stored in this section.
• Data: The data that you recovered in-game is displayed
here, in various menus:
–Image.
–Email.
–Sound file.
• Map: Display a map of the current mission area.
• Equipment: See Sam’s current equipment.
During the game, press the Esc key to pause the game and access the Pause menu.
• Left arrow: Continue playing. You can also resume by pressing the Esc key again.
• Save Game: Save your current game session and decide what save slot you want to use.
• Load Game: Load a previously saved game. You can also load your quick saves using
the Load Game option. Weapons, Gadgets, and Items
• Restart Mission: Restart the currently played level from the beginning.
• Settings: Adjust the sound, video, and controller settings.
• Quit to Main Menu: Quit your current game session to go back to the Main Menu. You
will be asked to confirm this choice.
Briefing Screen
In this screen you will be informed about upcoming mission objectives. Listen carefully –
valuable clues and hints may be given. You can access the Equipment Selection menu by
selecting the Loadout tab.
Loadout Screen
From this menu page, you can decide what type of equipment Sam will have for the
upcoming mission.
SC-20K Rifle
OPSAT (Operational Satellite Uplink) The SC-20K is Sam’s main weapon. The weapon can be equipped with one of four attachments.
The OPSAT is a compact, wrist-mounted version of a standard civilian PDA, designed for
SC-20K Ammunition
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. During the The ammunition for the SC-20K is a standard NATO 5.56 x 45 mm round.
game, press the F1 key to open your OPSAT. (Note that the game won’t pause during your Each magazine contains 30 bullets. Use the Fire key to use the SC-20K
OPSAT viewing session. So be careful and try to open your OPSAT only when you’re safe.) standard ammo.
• Goals: Display all the current goals for your mission. Use the A and D keys to view dif-
ferent objective types.
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Smoke Grenade
This grenade gives off a cloud of smoke when it explodes. The cloud enables
you to move forward without being spotted.
MULTIPLAYER GAME
Connection Options
Flash Grenade
This grenade temporarily blinds the mercenaries when it explodes in their LAN Play
field of vision. Play the game with your friends via a LAN network.
• You can abort a hacking attempt at any time by pressing the Escape or Crouch key.
EEV/ZOOM NIGHT THERMAL EMF STICKY
• Failing a hack attempt or aborting when the time is in the red zone will sound an alarm. VISION VISION VISION CAMERA
~ 1 2 3 4 5 6 7 8 9
• Distance hacking using your wireless EEV is more difficult than hacking the device directly.
CYCLE BACK TO MOVE USE/EQUIP RELOAD CHAT
WEAPONS/ WALL/SWITCH
End Mission Screen Tab
GADGETS
Q
SHOULDER
W E R T Y U I O
Here you can check specific statistics from your mission, including the number of kills, Control Option Cmd/Alt Space
civilians knocked out, alarms triggered, etc. Also, a success score will be displayed for the
level you just finished. This score is based on your statistics. For example, if you kill a civil-
ian, you’ll lose many points; but if you simply knock one out, nothing will be subtracted.
Stealth is always the way to go. FIRE
ALTERNATE MOUSE WHEEL UP:
FIRE ZOOM IN /ACCELERATE
L Button R Button
MOUSE WHEEL DOWN:
ZOOM OUT / DECELERATE
LOOK
Mouse
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22 23
24 25
Co-op Move (Hang Over/Dual Rappelling) End Mission Screen
If one player can’t move in the direction he would like, he must hold the Q key and then Objective Review
press the key that would move him in that direction. A “stop” message will be sent as
soon as the player releases the key. At the end of each mission, you will be given feedback on the objectives of the
mission. Each objective will be assigned one of two possible statuses: Failed
Hang Over (player on rope) or Completed.
• Press W key (up): “Up.” Mission Statistics
• Press S key (down): “Down.” Here you can check specific statistics from your mission, including the num-
• Release key: “Stop.” ber of kills, civilians knocked out, alarms triggered, etc. A success score also
Dual Rappelling (player on rope) will be displayed for the level you and your team just finished. This score is
based on your statistics. For example, if you kill a civilian, you’ll lose many
• Press A key (left): “Left.” points; but if you simply knock one out, nothing will be subtracted. Stealth is
• Press D key (down): “Right.” always the way to go.
• Release key: “Stop.”
Ports to Open for Co-op Mode
Synchronized Action
[TCP] 6668, 40000-42999
For synchronized action without using the headset, the first player has to select the appro-
priate action and press the Action key (Space Bar); the other player will complete the [UDP] 9102 inbound-outbound
action by selecting the appropriate action and pressing the Action key (Space Bar). The [UDP] 9103 inbound-outbound
synchronization between the actions will happen automatically and that part of the puzzle [UDP] 41006 outbound
will be completed.
[UDP] 44000 outbound
Dual Retinal Scanner
[UDP] 45000-45001 inbound-outbound
To use the retinal scanner when one player doesn’t have a headset, follow the steps
described above.
Crane Gameplay
Versus Mode
To give directions to your teammate while he is using the crane, click on the interaction Game Principles
that appears in the upper part of the HUD. Then, move in the appropriate direction to
send the pre-recorded voice messages: The game is based on two opposing teams of two human players. The Shadownet spies
must move forward without being spotted, analyze their environment, and fulfill the condi-
• Press and hold W key (up): “Back.” tions for victory. The mercenaries’ team (ARGUS PMC) must prevent the Shadownet spies
• Press and hold S key (down): “Forward.” from making progress by tracking them down, finding them, and eliminating them.
• Press and hold A key (left): “Left.”
Game Modes
• Press and hold D key (right): “Right.”
STORY MODE
• Click and hold left mouse button: “Lower.”
In this mode, you can take part in a small adventure within each game level.
• Click and hold right mouse button: “Raise.”
• Release any key: “Stop.” SHADOWNET SPIES ARGUS PMC
GOAL Find and complete the Protect the mission objectives and eradicate
Save Game mission objectives. the intruder’s threat.
This allows you to save your progress in a mission. Save Game is available in the different
game modes and will only be valid for the current session. VICTORY Complete the mission objectives within Eradicate all the intruders or protect the mis-
the time limit or eliminate all the merce- sion objectives within the time limit.
naries.
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There are three objectives: DEATHMATCH MODE
EXTRACTION NEUTRALIZATION BOMBING
This alternative game mode is based on the elimination of
the opposing team.
ENHANCED
SHADOWNET SPIES ARGUS PMC
REALITY
SYMBOL GOAL Eradicate the ARGUS PMC members. Eradicate the intruders’ threat.
• Only one gadget: the flashbang. • Only one gadget: the flare.
• No EMF vision, no movement vision.
SPY RULES To achieve this objective, To neutralize this objective, To achieve this objective,
• No laser sight.
you’ll have to pick up the position yourself in front of it place a bomb on one of the
hard drive from the server and press the Use key. The triggers by pressing the Use • Berserk move not allowed.
(press the Use key while in process takes time, but you key. The objective will be
front of it) and secure it in can break off whenever you neutralized at the end of
a transfer briefcase (press want and take up again the countdown. If the bomb
the Use key while in front where you left off. is destroyed, the process is Game Controls
of it to secure the data). If stopped. The controls are divided into four groups: Settings (everything concerning the configura-
you run with the disk, you
tion), General Controls, Spy Controls, and Mercenary Controls.
will be marked on the mer-
cenaries’ radar. SETTINGS
Disk ER symbol
VICTORY Get the required discs and keep them Prevent the intruders from stealing your discs.
in your hands. If you are killed, you’ll Eliminate intruders to stop their progress.
drop the discs and have to start over.
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GENERAL CONTROLS
Here is the list of the default controls and actions available for a Shadownet spy:
SPY CONTROLS ACTION EXPLANATION DEFAULT KEY
CONFIGURATION
ACTION EXPLANATION DEFAULT KEY
CONFIGURATION FORWARD (MOVE) Move character forward. W
GADGET EXPLANATION DEFAULT KEY RIGHT (MOVE) Move character to the right. D
CONFIGURATION
LASER Toggle your laser’s weapon aiming device L USE Interact with your environment and also: Shift
on or off.
• Spy: Interact with an objective; release a
suffocating gas cloud while in the Sticky
Allows you to consult a previous Sticky Camera view.
CAMERA V
Camera. • Mercenary: While keeping an arrow key
pressed, perform a charge; while stand-
ing, execute a Berserk move.
Here is the list of the default controls and actions available for an ARGUS mercenary:
MERCENARY CONTROLS SPECIAL ACTION 1 Perform the special action of your team: Q
• Spy: Perform a roll.
ACTION EXPLANATION DEFAULT KEY • Mercenary: Toggle your laser sight on/off.
CONFIGURATION
Change your weapon’s fire rate. SPECIAL ACTION 2 Perform the second special action of E
FIRE RATE F your team:
• Spy: Take out/put away your
weapon.
RELOAD Reload your weapon. R
PRIMARY FIRE • Use your weapon (spy in Weapon mode Left Click
only).
• Spy can also throw the gadget
assigned to gadget slot 1 at his feet
while in third-person view.
30 31
32 33
– Allow Voice Chat: Activate voice chat and set the quality; the EAX option will notice if
this option is enabled or disabled on your system. Server
• Video: To configure the game’s graphic settings: List:
This is where you can
– Screen Resolution: Change the game resolution.
search for and join existing
– Shadows Quality: Choose between Normal and High to adjust the shadow quality. game sessions. First,
– Post Render Quality: Choose between Normal and High to adjust the post render quality. choose a lobby. The game
sessions available for this
– You can also set the brightness options. lobby will appear on the
• Keyboard Configuration: Configure which key is linked to which game action. To left. You can set some fil-
change the key assigned to an action, click on the key next to the action and press the ters at the bottom of the
key you want to assign. screen to sort the existing
sessions. To join a session,
PLAY ON UBI.COM MENU select it and double-click on it.
• Important Note: You may have some trouble connecting to ubi.com if you’re using a You will be taken to the game
firewall on your computer. Here are the ports you’ll have to open to play on ubi.com waiting room. When all the players
(consult your firewall documentation): are ready and you are also ready,
launch the game by clicking on the
[TCP] 40000–43000 included
Launch button.
[UDP] 44000 inbound-outbound
Create Match: Set up a game session
[UDP] 45000 inbound-outbound by specifying the game parameters.
[UDP] 45001 inbound-outbound Choose the desired level for the game,
the game mode, the type of game (Free
[UDP] 7776 inbound-outbound or Ranking), and the Level Gap (the tol-
[UDP] 8888 inbound-outbound erated difference in level between play-
[UDP] 8878 inbound-outbound ers). You can also specify that your ses-
sion is a tutor session (where you can
These last two ports can be configured via the default.ini file. Please note that if port talk and explain things to anyone) and
8878 is not available, the next 10 ports will automatically be tested. if you want to create an Alternate mode
After reading and accepting the user agreement, enter your ubi.com account name and session. Once the settings have been
password. Click the Save Password option if you want the game to remember your pass- made (at the bottom of the screen), go
word. Choose the Auto-Login option to automatically log into the game using this ubi.com to the game waiting room by pressing
account. Use the New Account and Account Management options to create a new account the Create button. When all the players
or to change your account parameters. are ready (they appear white) and you
Once logged in, you will be taken to this are also ready, launch the game by
interface: clicking on the Launch button.
Quick Match: Find a game with an avail-
able place that you can join quickly. Friends: This screen allows you to man-
age your friends list, your blacklist, and
invitations from other players.
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Ladder: This is where you can check • Tutorial Maps: Practice your skills in some tutorial maps.
rankings. • Visit Map: Visit the level of your choice (alone) within a
chosen team. Select the level you want to visit, the team
you want to join, and the game mode.
Game Screens
SHADOWNET SPY SCREEN
1. Tactical radar: Displays
the positions of your team-
mate and the locked ene-
mies. It’s also a tool for
detecting if your teammate
is marked.
2. Objective counter: Displays the
MENU PLAY ON LAN number of objectives left to win.
Find Session: Join an existing game. 3. Objective capture timer: Displays
Choose the game you want to join by the remaining time for an objective to
clicking on the Choose button. Once be neutralized.
you’ve selected a game session, you
will be taken to the game waiting room. 4. Hacking timer: Displays the remain-
When all the players are ready (they ing time for a hacking to be completed.
appear white) and you are also ready, 5. Alarm timer: Displays the remaining
launch the game by clicking on the time before the triggered alarm stops.
Launch button. 6. Time remaining in the game: Displays the time before the end of the mission.
7. Energy bar: Indicates the energy available for the spy electrical gun or the camouflage
suit (only displayed when the player is in Weapon mode or when the energy bar is refilling).
8. Status messages: Displays messages when your presence has been detected, or
informs you of special device statuses (spy bullet or alarm snare).
Create Session: Set up a game ses- 9. Interaction menu: Displays the different interactions with an object.
sion. You must choose the map for the
10. Game info screen: Displays all the in-game messages (objective taken, alarm trig-
session as well as the game mode. You
gered, player killed by player, etc.).
can also specify if it’s an Alternate
mode session. When you create an 11. Life bar: Displays the player’s remaining life.
Alternate mode session, you can speci- 12. Current gadget: Displays the current gadget, its name, and the number of units of
fy what is and isn’t authorized in your this gadget available.
session. It’s up to you to create the
game rules you want. 13. Cooperation indicator: Displays the places where you can initiate or complete a coop-
erative move.
14. Enhanced reality: Displays information about the position of the objective, the dis-
When the settings have been made (at tance between the player and this objective, and its current status. Here are the differ-
the bottom at the screen), you can go ent symbols:
to the game waiting room by clicking on
the Create button. When all the players
are ready (they appear white) and you
are also ready, launch the game by
clicking on the Launch button.
Tutorials Menu
Neutralization Bombing Objective Extraction Objective Drop Zone Triggered alarm
The Tutorials menu contains the following options: Objective
• View Controls: See which controls are assigned to which actions for each team.
• View HUD: Consult explanations of the items displayed on the game screen.
• Tips: Get tips on or additional explanations of the abilities of characters in each team.
• Gadget Details: Obtain additional details on the gadgets.
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ARGUS PMC MERCENARY SCREEN Use a Gadget
6
1. Status message: Displays intrusions To use one of your gadgets, you must have your weapon in
8 15
and alarm messages, indicating the hand. To use a gadget, press the Secondary Fire key.
7 name and position of the alarms that Grenade-like gadgets can be used quickly by pressing the Primary Fire key
1
have been triggered. and the Secondary Fire key in third-person view. The gadgets linked to these
13 2. Game info screen: Displays all the keys (Secondary Fire for the gadget linked to slot 1 and Primary Fire for the
10
in-game messages (player killed by gadget linked to slot 2) will be thrown at your feet.
3
14
11 player, etc.). The messages are dis- Back to Wall
played using horizontal scrolling. To stick close to a wall, position yourself facing the wall and press the Back to
9
2
3. Life bar: Displays the player’s Wall key. Press the Crouch key to crouch down. To move out of this position,
remaining life. you have different options: Press the Back to Wall key again or take your
4
4. Ammunition indicator: Displays your weapon into your hand.
5 12 ammunition. The number on the left is If you are moving up to the corner of a wall and you keep moving in the direction of
the number of bullets in your current that corner, your character will shift automatically into Sneak mode. From this posi-
clip. The number on the right is the tion, you can manually target and take your gun by pressing the Special Action 2 key.
number of remaining bullets. Shoot by pressing the Primary Fire key. Use a gadget with the Secondary Fire key. Press
5. Current gadget: Displays the current gadget, its name, and the number of units of this the Special Action 2 key to put your weapon away.
gadget available. Elbow Shot
6. Tactical radar: Displays the position of the player’s teammate, the triggered alarms, the To perform an elbow shot, make contact with the enemy and press the Use key. If you are
locked enemies, etc. in front of your opponent or to one side of him, you will knock him back.
7. Time remaining in the game: Displays the time remaining for the spies to complete the Grab
mission. A spy can grab his opponent by pressing the Use key when he’s close behind the enemy.
8. Objective counter: Displays the number of objectives left (you lose if it reaches 0). You can also talk to him (press the Hack key). Press the Use key again to break his neck
9. Objective capture timer: Displays the remaining time for an objective to be neutralized. or the Primary Fire key to knock him down. If you don’t do anything, the mercenary will
lose consciousness after some time.
10. Hacking timer: Displays the remaining time for a hacking to be completed.
Ledge Grab
11. Alarm timer: Displays the remaining time before the triggered alarm stops.
A spy on a ledge can grab a mercenary and throw him down. Press the Use key to initiate
12. Interaction menu: Displays the different interactions with an object. the action when you’re close to a mercenary. The spy can talk to the mercenary while
13. Enhanced reality: Displays information about the position of the objectives or the trig- doing this by pressing the Hack key.
gered alarm, and the distance between the player and the objective or the alarm. Drop Tech
14. Reticle: Your aiming device. Little symbols inside it give you the location of surround- You can jump on a mercenary to knock him down.
ing sounds relative to your position. Small arrows outside the reticle (up or down) indicate
the altitude of detected sounds. ARGUS PMC MERCENARY’S ABILITIES
15. System info: Displays messages concerning your equipment status. Crouch
The Crouch key toggles crouching.
Characters’ Abilities Jump
SHADOWNET SPIES’ ABILITIES Pressing the Jump key will make your character jump straight up in the air. Pressing the
Most of the spies’ moves are similar to Sam Fisher’s abilities. Here are the special abili- Jump key while running will make him jump forward.
ties of the Shadownet spies (only available in Versus game mode): Shoot and Reload
Sneak, Walk, and Run Aim by moving the on-screen reticle using the mouse. To shoot, press the Primary Fire key.
You can change your character speed by pressing the Speed key. Manually reload your weapon by pressing the Reload key. Reloading is automatic when
your current clip is empty.
Wall Jump
Use a Gadget
After a jump, it is also possible to push against a wall. To do this, just move towards the wall
and press the Jump key. The resulting action will depend on how the place is configured: To use a gadget, press the Secondary Fire key.
• If it is possible to climb a little higher up the wall, your character will push against the Interact
wall to gain altitude and be able to cling on. You can interact with certain items in the universe by pressing the Use key. These actions
• If it is not possible, you character will push against the wall to perform a flip. include turning on/off a light switch, using an elevator, or picking up an object.
Pupil Adaptation
This ability is a version of a natural phenomenon: when you go into a very dark room, it is
virtually impossible to make out the slightest shape. After a few seconds, the pupil dilates,
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38 39
allowing more light to enter the eye, slightly improving your vision in the darkness. So, if Assault Gun
the mercenary remains motionless, or if he moves very slowly through a dark room, the This weapon operates with
ambient light will gradually increase. This increase enables the mercenary to discern cer- high-velocity projectiles. It has
tain shapes and – why not? – a few spies too! two shooting modes: three bullets each time you
Charge/Weapon Slam (Berserk Mode) press the Primary Fire key (burst); or shoot contin-
You can swing your weapon around you to knock your opponent down by pressing the Use uously (full-auto). Press the Fire Rate key to
key. When your character is moving, weapon slamming will make him dash forward to per- change the fire rate. You have four clips with 25 bullets. The assault gun is
form a charge in the specified direction. Please note that it will take few seconds to recov- the only weapon with Snipe mode. To shift into this special view mode, press
er your full speed after a charge. the Binoculars key. You can change Zoom mode (three possible zoom levels:
2, 4, or 6) using the Zoom In and Zoom Out keys. To focus your attention for
Finish Move greater precision when aiming, keep the Secondary Fire key pressed down.
Once a spy is on the ground you can finish him: get close to his head and press the Use You can only focus your attention as long as the Focus Gauge is not empty
key. Your character will jump on him. Press the Use key another time to eliminate him. (this gauge is located to the left of your reticle in Zoom mode).
Don’t forget that you can talk to him while in this position (press the Hack key)! Please note: When targeting someone using snipe binoculars you can intercept
his communications.
Arsenal
Equipment
SHADOWNET SPIES’ EQUIPMENT
Enhanced Reality
This function is similar to military targeting systems. It enables you to locate an objective,
providing a 2D symbol of its position, its state, and its distance from you.
Night Vision Goggles
Night vision goggles amplify the ambient light, particularly emissions from the lower end
of the infrared spectrum. To use night vision, press the Vision 1 key.
The spy is obliged to kill no one and to leave no trace. To meet this obligation, he only has
one non-lethal weapon: the Sticky Shocker. This weapon emits electrical discharges that Thermal Vision Goggles
put the person they hit into temporary shock. The player can fire limited consecutive dis- Thermal vision goggles amplify the upper part of the infrared spectrum, namely heat. This
charges before his weapon is completely discharged. It recharges automatically, in the vision mode displays heat sources in red on the screen. To use the thermal vision goggles,
course of time. To shoot, you must hold the weapon in your hand. While you are holding it, press the Vision 2 key.
press the Primary Fire key. Your weapon has a secondary function that enables it to fire Binoculars
smoke grenades and Sticky Cameras, among other things (the list of gadgets is provided
in the Shadownet Spies’ Equipment section). To use the binoculars, press the Binoculars key. Zoom in and out using the Zoom In and
Zoom Out keys. You can also use your vision modes or lock on an objective to locate it
ARGUS PMC mercenaries can choose from three different weapons. For each weapon, more easily. When targeting someone, you can intercept his communications.
shoot by pressing the Primary Fire key and reload by pressing the Reload key. If you find
yourself short of ammunition, you can reload near the ammunition pack that you will find The following gadgets can all be operated in the same way: select one from the inventory,
in each level. Your weapon also has a secondary function that enables it to fire fragmenta- and then take your weapon in your hand, aim, and fire the gadget by pressing the
tion grenades and flares, among other things. Here are some details about each weapon: Secondary Fire key.
Shotgun Spy Bullets
It’s the perfect weapon for short-range fights, but it’s useless These are double-purpose bullets: they mark an enemy they hit (making him
for long-distance shots. You have 50 bullets. appear on the radar); or, if the bullet hits a wall, it changes into a radar
device (locating any enemy entering the area around the bullet). When an
enemy is tagged you can hear his communications (press the Hack key).
Sticky Cameras
Submachine Gun This miniature camera has many functions (zoom, night vision, thermal
This all-situation gun has a high fire rate, allowing you to vision, gas jet). Press the Camera key to consult the most recent Sticky
“sprinkle” a zone with bullets. You have six clips of 60 bullets. Camera placed in the map. Press the Use key while in Camera view to
It has two shooting modes: three bullets each time you press release a gas.
the Primary Fire key (burst); or continuous shooting (full-auto). Chaff Grenade
Press the Fire Rate key to change the fire rate.
This grenade emits electromagnetic particles when it explodes. These parti-
cles temporarily disrupt and neutralize electronic devices (surveillance cam-
eras, motion detectors, and laser mines, as well as mercenaries’ vision).
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40 41
Alarm Snare Flares
When fired near a detection system (camera, presence detector, laser), it trig- The flare produces dynamic light that is fairly
gers an element that deceives the mercenaries. This accessory can also emit short-lived.
a series of noises similar to those made by a spy (realistic sequences of
sounds), fooling the mercenaries.
Flashbang Grenade Fragmentation Grenade
This grenade temporarily blinds the mercenaries when it explodes in their The fragmentation grenade is a deadly grenade that, on explod-
field of vision. ing, inflicts damage on anyone within the explosion zone. To
throw a fragmentation grenade, first select it from the inventory.
Smoke Grenade Aim and throw the grenade by pressing the Secondary Fire key.
This grenade gives off a cloud of smoke when it explodes. The cloud enables Mines (Laser/Proximity/Poison)
Shadownet spies to move forward without being spotted. The smoke also You possess a deadly mine capable of identity recognition (it only
slows down, hampers, and neutralizes any ARGUS PMC mercenaries within detects spies). It has a triple-activation system. You can choose the
the cloud. mode of activation when you lay the mine. If you choose Laser Mine, you
Thermoptic Camouflage Suit lay a mine that is activated by a laser beam projected by the mine itself. Any
This gadget uses RPT (Retro-reflective Projection Technology). It makes the spy who cuts through the beam sets off the mine. However, if you choose
spy invisible for some time. Note that it won’t be possible to use this gadget Proximity Mine, you lay a mine that is activated by a motion detector. Any spy
in certain situations, such as in the rain, while moving fast, or while using who passes too quickly through the detector’s range will set off the mine. If
your weapon. Since it uses some energy, duration is limited. you choose Poison Mine, you lay a mine that is activated by a laser beam pro-
jected by the mine itself. This mine doesn’t blow up, but poisons the spy who
Heartbeat Sensor triggers it. He can counteract the poison by healing himself with a health box
The heartbeat sensor allows you to detect heartbeats in the zone where or by asking his teammate to heal him.
you’re aiming your gun. If someone is detected, a symbol will be displayed on To lay a mine, position yourself in front of a wall and press the Secondary Fire
the radar. key. A short press will lay a Proximity Mine. If you hold the Secondary Fire key
ARGUS PMC MERCENARIES’ EQUIPMENT down, a menu appears from which you can choose the mine you wish to lay.
Enhanced Reality Release the Secondary Fire key to lay the mine. You can remove a mine that
has already been laid by going near it and pressing the Use key.
This function is similar to military targeting systems. It enables you to locate the objectives
and alarms that have just been triggered, providing a 2D symbol of their positions, their Spy Finder
states, and the distance between you and these items. This device is a double-activation system. You can choose the activation
Flashlight mode. If you choose Spy Trap, you lay a device that is activated if a spy cuts
through the laser beam emitted by the trap, thereby marking him and making
This flashlight can be used to peer into dark places, in search of intruders. To use it, press him visible on the radars of both mercenaries. If you choose Presence
the Flashlight key. Detector, you lay a device that will detect any spy moving close to it. Each
Laser Sight device is placed against a wall, in the same way a mine is placed (the activa-
tion system choice is also similar to that of the mine). You can listen to an
The laser sight is a laser beam that makes it possible to identify a character, even if he is
enemy tagged by a spy trap (press the Hack key).
in shadow. To activate the laser sight, press the Laser key. The position of a spotted
enemy will be shown on your teammate’s radar as well. Tazer
EMF (Electromagnetic Field) Vision This defense system fires a strong electrical discharge at anyone nearby. The
person who is hit is immobilized for a few seconds. To use the Tazer, first
With EMF vision, you can locate interference given off by electronic devices. If an object
select it from the inventory. To activate it, press the Secondary Fire key. If
with functioning electronics (the spy using his goggles or his gun, for example) is within
someone is near you, that person will receive an electric shock.
the field of vision, it is picked up by EMF vision and displayed in white.
Camera Network Browsing Device (CNBD)
Motion Vision
This gadget enables a mercenary to link up to the surveillance camera network
With motion vision, you can “reveal” air turbulence created by spies or objects in motion.
in the level where he is located. Each of these cameras has mercenary-detec-
Whenever a moving object is located, a frame appears around it, making it easier to dis-
tion tools (vision modes, torch, lasers). Be careful: while consulting a camera,
tinguish. If the object disappears from the direct field of vision (without obstacles between
you are a perfect target.
the object and the player), the frame gradually disappears.
Gas Mask
The following gadgets can all be operated in the same way: select one from the inventory,
aim, and fire or place the gadget by pressing the Secondary Fire key This gadget enables the mercenary to protect himself from toxic gas effects.
However, the filters on this mask have a limited lifespan, so the gadget
should be used intelligently.
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Backpack
The backpack is a portable source of gadgets for you and your teammate. To
reload from your backpack, select it and press the Secondary Fire key. To
reload from your teammate’s backpack, face him and choose Refill from your
Interaction menu.
Game Levels
There are many, varied game environments and they are – above all – interactive. They
constitute an integral part of the game, affecting both teams. Each action can have an
effect on the game level. For example, if one of your grenades explodes near a ventilation
access trap, it will blow it up, creating a new access point for the spies.
Passive Defenses
Trigger mechanisms are located in the level (motion detectors, surveillance cameras,
lasers, etc.). If an intruder sets off one of these mechanisms, he activates an intruder
alarm that gives away his position. The alarm may also section off the zone in which the
spy is located and lock most of the objectives. In both cases, the intruder’s stealthy
progress is jeopardized. These mechanisms can be seen using thermal vision. They are
indestructible, but it is possible to neutralize them temporarily using the Sticky Shocker or
the chaff grenade. Any item neutralized by one or both of these means is encircled by Tom Clancy’s Splinter Cell Chaos Theory™
electric arcs and gives off smoke.
Please note: Disabling defenses with your gun or a chaff grenade will prevent the precise
location of the intrusion from being divulged; however, a general warning message (“secu-
rity failure”) will be sent to mercenaries.
Surveillance Cameras
The surveillance cameras emit sound and light (green when they see nothing; red when
the alarm is activated). A character is located when he enters the camera’s cone of vision.
Motion Detectors
These detectors can locate any spy who penetrates their active zone. The indicator
lights on the housing are green if the detector has located nothing and red if they have
detected something. © 2005 Ubisoft Entertainment. All Rights Reserved. Sam Fisher, Splinter Cell, Splinter Cell
Chaos Theory, the Soldier Icon, Ubisoft, Ubi.com, and the Ubisoft logo are trademarks of
Lasers Ubisoft Entertainment in the U.S. and/or other countries. Uses Bink Video. ©1997–2005
Whenever a spy cuts through the laser beam, he sets off the associated alarm. An alarm by RAD Game Tools, Inc. Havok™: © Copyright 1999-2004 Havok.com Inc. (and its
stops automatically after a few seconds if nothing appears to trigger the alarm once Licensors). All Rights Reserved. This product contains copyrighted material owned or dis-
again. Please note: a triggered laser alarm system can cause temporary isolation of cer- tributed under authority by Quazal Technologies, Inc. Copyright 1998-2004, Quazal
tain areas. Technologies, Inc. All Rights Reserved. This software uses and is powered by
HumanIKIMiddleware, property of Kaydara Inc.
The Gameplay Objects
Some objects in the environment are gameplay elements:
• Destructible lights: To destroy certain light sources, take out your weapon, aim, and fire.
• Extinguishers: When you shoot at an extinguisher, a cloud of smoke appears at the
bullet’s point of impact, blinding mercenaries who are passing through the cloud.
• Ammunition reloads: These enable you to reload bullets for your weapon and stock
up on grenades. Press the Use key in front of the box to reload.
• Health reloads: These enable you to refill your life. Press the Use key in front of the
box to get back to full life.
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