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Difference between revisions of "Splinter Cell: Double Agent"
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[[Image:Scda boxart.jpg|thumb|right|300px|''Splinter Cell: Double Agent'' (2006)]] | [[Image:Scda boxart.jpg|thumb|right|300px|''Splinter Cell: Double Agent'' (2006)]] | ||
− | '''''Splinter Cell: Double Agent''''' is the fourth game in the ''Splinter Cell'' series. This time Sam Fisher must go undercover to stop a domestic terror organization known as John Brown's Army (JBA). Like every ''Splinter Cell'' title, ''Double Agent'' received an "outstanding" reception and won numerous awards, including "Game of the Year for the XboX 360". | + | '''''Tom Clancy's Splinter Cell: Double Agent''''' is the fourth game in the ''Splinter Cell'' video game series. This time Sam Fisher must go undercover to stop a domestic terror organization known as John Brown's Army (JBA). Like every ''Splinter Cell'' title, ''Double Agent'' received an "outstanding" reception and won numerous awards, including "Game of the Year for the XboX 360". |
'''NOTICE:'''<br> | '''NOTICE:'''<br> | ||
− | Splinter Cell: Double Agent is available in two different versions: | + | Splinter Cell: Double Agent is available in two different versions: ''"Version One"'' is available on the PC, Xbox 360 and PS3; while the PS2, Xbox, GameCube and Nintendo Wii versions are labeled ''"Version Two"''. Both versions feature slightly different story, characters, missions and '''weapons'''. |
'''Click [[Talk:Splinter Cell: Double Agent|here]] for information about the knife Sam Fisher uses in the game.''' | '''Click [[Talk:Splinter Cell: Double Agent|here]] for information about the knife Sam Fisher uses in the game.''' | ||
− | + | {{VG Title}} | |
=Pistols= | =Pistols= | ||
==FN Five-seveN== | ==FN Five-seveN== | ||
The [[FN Five-seveN]] is used by Sam Fisher throughout the game as his preferred sidearm. It is always suppressed and holds 20 rounds. It is fitted with a non-removable OCP (Optically Channeled Potentiator) which can be used to disable/jam small electrical devices (cameras, computers, lights,...). It has no effect on larger items, like an electrical fence. An LED is built into the back of the frame which turns to green if the hit was successful and turns into red if the OCP had no effect on the target. | The [[FN Five-seveN]] is used by Sam Fisher throughout the game as his preferred sidearm. It is always suppressed and holds 20 rounds. It is fitted with a non-removable OCP (Optically Channeled Potentiator) which can be used to disable/jam small electrical devices (cameras, computers, lights,...). It has no effect on larger items, like an electrical fence. An LED is built into the back of the frame which turns to green if the hit was successful and turns into red if the OCP had no effect on the target. | ||
+ | In Version one, Sam's ability from the original game/Pandora Tomorrow to hold his pistol one-handed around corners returns after Chaos Theory cut it while in Version two it is still missing. | ||
[[Image:FN-Five-seveN.jpg|thumb|none|400px|FN Five-SeveN - 5.7x28mm]] | [[Image:FN-Five-seveN.jpg|thumb|none|400px|FN Five-SeveN - 5.7x28mm]] | ||
− | [[Image:DOUBLEAGENT-FIVESEVEN-2.jpg|thumb|none|600px|The Five-seveN with OCP and sound suppressor as seen in the "Equipment Guide" menu. The slide is | + | [[Image:DOUBLEAGENT-FIVESEVEN-2.jpg|thumb|none|600px|The Five-seveN with OCP and sound suppressor as seen in the "Equipment Guide" menu. The slide is out of battery for an unknown reason.]] |
[[Image:DOUBLEAGENT-FIVESEVEN-1.jpg|thumb|none|600px|Fisher holds his Five-seveN during the first mission for the JBA.]] | [[Image:DOUBLEAGENT-FIVESEVEN-1.jpg|thumb|none|600px|Fisher holds his Five-seveN during the first mission for the JBA.]] | ||
[[Image:DOUBLEAGENT-FIVESEVEN-3.jpg|thumb|none|600px|The built-in LED on the Five-seveN turns into green when Fisher hits the camera with the OCP.]] | [[Image:DOUBLEAGENT-FIVESEVEN-3.jpg|thumb|none|600px|The built-in LED on the Five-seveN turns into green when Fisher hits the camera with the OCP.]] | ||
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==Beretta 92FS Inox== | ==Beretta 92FS Inox== | ||
− | A [[Beretta 92FS Inox]] can be used by Sam in the prison if he kills Barnham in the Wii version. It has the same power as the [[FN Five-seveN]] but it isn't suppressed. The 92FS Inox is also used in the PSP version of the game, "Essentials". But that game is slightly different than the console version. | + | A [[Beretta 92FS Inox]] can be used by Sam in the prison if he kills Barnham in the PS2/Xbox/Wii version. It has the same power as the [[FN Five-seveN]] but it isn't suppressed. The 92FS Inox is also used in the PSP version of the game, "Essentials". But that game is slightly different than the console version. |
+ | The player-usable Beretta in these versions holds only 7 bullets in a magazine with the player getting 14 bullets in reserve for the entire mission if obtained while if the player refuses to kill Barnham, Jamie keeps the pistol and has infinite ammo but the player never gets to obtain it, leaving Sam unarmed outside of grenades for the rest of the mission. | ||
[[Image:Beretta-Inox.jpg|thumb|none|400px|Beretta 92FS INOX - 9x19mm]] | [[Image:Beretta-Inox.jpg|thumb|none|400px|Beretta 92FS INOX - 9x19mm]] | ||
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=Assault Rifles & Battle Rifles= | =Assault Rifles & Battle Rifles= | ||
=="SC-20K"== | =="SC-20K"== | ||
− | The ''SC-20K'' is a modular assault rifle based on the [[FN F2000|FN F2000 Tactical]]. It has adjustable buttstock, non-removable sound suppressor and is equipped with a reflex scope. It has a two-stage trigger (like the [[Steyr AUG]]) - pulling the trigger halfway produces semi-automatic fire, pulling the trigger all the way to the rear produces fully automatic fire. It is equipped with a [[FN EGLM|GL-1 grenade launcher]] which can be used to fire non-lethal rounds, sticky cameras, 12 ga. shotgun shells and certain non lethal (smoke) grenades. | + | The ''SC-20K'' is a modular assault rifle based on the [[FN F2000|FN F2000 Tactical]]. It has adjustable buttstock, non-removable sound suppressor and is equipped with a reflex scope. It has a two-stage trigger (like the [[Steyr AUG]]) - pulling the trigger halfway produces semi-automatic fire, pulling the trigger all the way to the rear produces fully automatic fire. It is equipped with a [[FN EGLM|GL-1 grenade launcher]] which can be used to fire non-lethal rounds, "Sonic grenades" which make a deafening sound preventing enemies from hearing Sam briefly, EMP rounds that disable electronics permanently, sticky cameras, 12 ga. shotgun shells and certain non lethal (smoke) grenades. |
+ | In Version one of the game, the F2000 is only available with the launcher outside of the final JBA HQ mission where it can obtained with a foregrip. (Shotgun shells are fired out of the launcher's barrel in this version.) | ||
+ | In Version two, the F2000 is identical to Chaos Theory's F2000 lacking the new ammunition types (Aside from EMP) however not only can Sam freely switch between the Foregrip/Launcher in this version he will also in the later missions have access to both the Shotgun and Sniper attachements from Chaos Theory. (With all 4 attachements being in Sam's inventory at once unlike Chaos Theory.) | ||
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]] | [[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]] | ||
[[Image:Fn_f2000_3.jpg|thumb|none|500px|FN F2000 with GL-1 grenade launcher - 5.56x45mm NATO & 40x46mm]] | [[Image:Fn_f2000_3.jpg|thumb|none|500px|FN F2000 with GL-1 grenade launcher - 5.56x45mm NATO & 40x46mm]] | ||
+ | [[Image:DOUBLEAGENT-SC20K-TRAINING.jpg|thumb|none|600px|During the tutorial stages, Sam has a white SC-20K.]] | ||
[[Image:DOUBLEAGENT-SC20K-2.jpg|thumb|none|600px|Fisher with the SC-20K after gunning down a patrolling guard. (Note the yellow LED which shows the lighting level around Sam.)]] | [[Image:DOUBLEAGENT-SC20K-2.jpg|thumb|none|600px|Fisher with the SC-20K after gunning down a patrolling guard. (Note the yellow LED which shows the lighting level around Sam.)]] | ||
[[Image:DOUBLEAGENT-SC20K-3.jpg|thumb|none|600px|Fisher about to use a snake cam aboard the cruiser ship. Note the different butt-stock. ]] | [[Image:DOUBLEAGENT-SC20K-3.jpg|thumb|none|600px|Fisher about to use a snake cam aboard the cruiser ship. Note the different butt-stock. ]] | ||
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==GIAT FAMAS G1== | ==GIAT FAMAS G1== | ||
A [[FAMAS|FAMAS G1]] can be seen in the JBA's armory. It misses the magazine, but the smaller magazine well gives away that it is the older and rarer G1 variant, not the G2 which is almost identical. | A [[FAMAS|FAMAS G1]] can be seen in the JBA's armory. It misses the magazine, but the smaller magazine well gives away that it is the older and rarer G1 variant, not the G2 which is almost identical. | ||
− | [[ | + | [[File:FAMAS G1.jpg|thumb|none|400px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.]] |
[[Image:DOUBLEAGENT-FAMAS.jpg|thumb|none|600px|The FAMAS G1 above the night vision goggles.]] | [[Image:DOUBLEAGENT-FAMAS.jpg|thumb|none|600px|The FAMAS G1 above the night vision goggles.]] | ||
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==FN FAL 50.00== | ==FN FAL 50.00== | ||
− | [[FN FAL|FN FAL 50.00]] rifles are used by Mexican | + | [[FN FAL|FN FAL 50.00]] rifles are used by the Mexican maritime police aboard the ''Cozumel'', and some of Massoud's men in Kinshasa in the original Xbox version. The models lack the carrying handle, flash hider, and magazine well, and are rendered with 30-round magazines. Several of the weapons with the magazines removed are also visible in the JBA's armory. |
[[Image:FN FAL 50 00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]] | [[Image:FN FAL 50 00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm NATO]] | ||
[[Image:DOUBLEAGENT-FAL.jpg|thumb|none|600px|An FN FAL on the ground.]] | [[Image:DOUBLEAGENT-FAL.jpg|thumb|none|600px|An FN FAL on the ground.]] | ||
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==Colt M4A1== | ==Colt M4A1== | ||
− | Sound suppressed [[M4A1]] rifles with | + | Sound suppressed [[M4A1]] rifles with the side-folding stocks from the [[Z-M LR 300]] can be seen in a crate during the Kinshasa mission. |
[[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm]] | [[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm]] | ||
[[Image:DOUBLEAGENT-OMFG.jpg|thumb|none|600px|Customized M4A1 rifles in a crate. Note removable carrying handle.]] | [[Image:DOUBLEAGENT-OMFG.jpg|thumb|none|600px|Customized M4A1 rifles in a crate. Note removable carrying handle.]] | ||
==M14== | ==M14== | ||
− | The [[M14|M14 rifle]] is often used by | + | The [[M14|M14 rifle]] is often used by DRC government soldiers in Kinshasa, and also by prison guards and SWAT officers in the prison in the Wii version. They have polymer furniture and 30-round magazines. |
[[Image:M14Rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm]] | [[Image:M14Rifle.jpg|thumb|none|500px|M14 rifle - 7.62x51mm]] | ||
− | [[Image:DOUBLEAGENT-M14.jpg|thumb|none|600px|A soldier holding his M14.]] | + | [[Image:DOUBLEAGENT-M14.jpg|thumb|none|600px|A Congolese soldier holding his M14 in Kinshasa.]] |
==Howa Type 89F== | ==Howa Type 89F== | ||
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==OTs-14-4A-01 Groza== | ==OTs-14-4A-01 Groza== | ||
− | The [[ | + | The [[OTs-14-4A-01 Groza]] is used by mercenaries on the ship in Okhotsk after Fisher defuses the bombs in the Wii version. |
[[Image:OTS-14.jpg|thumb|none|501px|OTs-14-4A-01 Groza - 9x39mm]] | [[Image:OTS-14.jpg|thumb|none|501px|OTs-14-4A-01 Groza - 9x39mm]] | ||
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==FN M249 SAW== | ==FN M249 SAW== | ||
− | Emile Dufraisne uses | + | Emile Dufraisne uses an [[M249 SAW]] in the Playstation 2 and Wii versions instead of his Luger. |
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock - 5.56x45mm with 200 round ammo drum.]] | [[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock - 5.56x45mm with 200 round ammo drum.]] | ||
Latest revision as of 13:02, 21 October 2023
Nice, but where's the trigger? This article or section is incomplete. You can help IMFDB by expanding it. |
Tom Clancy's Splinter Cell: Double Agent is the fourth game in the Splinter Cell video game series. This time Sam Fisher must go undercover to stop a domestic terror organization known as John Brown's Army (JBA). Like every Splinter Cell title, Double Agent received an "outstanding" reception and won numerous awards, including "Game of the Year for the XboX 360".
NOTICE:
Splinter Cell: Double Agent is available in two different versions: "Version One" is available on the PC, Xbox 360 and PS3; while the PS2, Xbox, GameCube and Nintendo Wii versions are labeled "Version Two". Both versions feature slightly different story, characters, missions and weapons.
Click here for information about the knife Sam Fisher uses in the game.
The following weapons appear in the video game Splinter Cell: Double Agent:
Pistols
FN Five-seveN
The FN Five-seveN is used by Sam Fisher throughout the game as his preferred sidearm. It is always suppressed and holds 20 rounds. It is fitted with a non-removable OCP (Optically Channeled Potentiator) which can be used to disable/jam small electrical devices (cameras, computers, lights,...). It has no effect on larger items, like an electrical fence. An LED is built into the back of the frame which turns to green if the hit was successful and turns into red if the OCP had no effect on the target. In Version one, Sam's ability from the original game/Pandora Tomorrow to hold his pistol one-handed around corners returns after Chaos Theory cut it while in Version two it is still missing.
Luger P08
The Luger P08 is carried by Emile Dufraisne and given to Sam on occasion to be used for executions.
It would seem Emile only carries one round as it never fires more than one round and it is only loaded with one both times it is to be used by Fisher, or perhaps he simply doesn't trust Fisher with a fully loaded gun.
SIG-Sauer P220
Guards in Iceland often carry a pistol as their sidearm. The pistol appears to be the SIG-Sauer P220, although the model lacks certain parts, like the hammer and rear sights.
Beretta 92FS
The Beretta 92FS is used as the sidearm of most enemies in the game.
Beretta 92FS Inox
A Beretta 92FS Inox can be used by Sam in the prison if he kills Barnham in the PS2/Xbox/Wii version. It has the same power as the FN Five-seveN but it isn't suppressed. The 92FS Inox is also used in the PSP version of the game, "Essentials". But that game is slightly different than the console version. The player-usable Beretta in these versions holds only 7 bullets in a magazine with the player getting 14 bullets in reserve for the entire mission if obtained while if the player refuses to kill Barnham, Jamie keeps the pistol and has infinite ammo but the player never gets to obtain it, leaving Sam unarmed outside of grenades for the rest of the mission.
IMI/Magnum Research Desert Eagle
Desert Eagles (unknown variants) are used by Carson Moss, Stanley Dayton, Enrica, mercenaries in Okhotsk, and JBA members in New York in the Wii version.
"Compact" Glock
Prisoners at the Ellsworth Penitentiary can be seen using a compact Glock pistol. It can also be found in Enrica's holster but she never uses it.
Since every compact Glock has the same length (174mm) and the models lack the nomenclature, the pistols could be any of the compact versions: G19, G23, G25, G32 or G38.
Yarygin PYa
The MP-443 Grach is used by Hisham, mercenaries in Okhotsk and Congolese technicians in Kinshasa in the Wii version.
Assault Rifles & Battle Rifles
"SC-20K"
The SC-20K is a modular assault rifle based on the FN F2000 Tactical. It has adjustable buttstock, non-removable sound suppressor and is equipped with a reflex scope. It has a two-stage trigger (like the Steyr AUG) - pulling the trigger halfway produces semi-automatic fire, pulling the trigger all the way to the rear produces fully automatic fire. It is equipped with a GL-1 grenade launcher which can be used to fire non-lethal rounds, "Sonic grenades" which make a deafening sound preventing enemies from hearing Sam briefly, EMP rounds that disable electronics permanently, sticky cameras, 12 ga. shotgun shells and certain non lethal (smoke) grenades. In Version one of the game, the F2000 is only available with the launcher outside of the final JBA HQ mission where it can obtained with a foregrip. (Shotgun shells are fired out of the launcher's barrel in this version.) In Version two, the F2000 is identical to Chaos Theory's F2000 lacking the new ammunition types (Aside from EMP) however not only can Sam freely switch between the Foregrip/Launcher in this version he will also in the later missions have access to both the Shotgun and Sniper attachements from Chaos Theory. (With all 4 attachements being in Sam's inventory at once unlike Chaos Theory.)
"M-160"
The M-160 Assault Rifle is used by ARGUS mercenaries in the multiplayer part of the game. Just like the SC-20K, it is based on the FN F2000, with the addition of the handguard, gas block and barrel of an AKS-74U rifle.
Izhmash AK-47
The AK-47 is used by rebels in Kinshasa, mercenaries in Okhotsk and various JBA members. Easily the most common long-arm in the game.
Izhmash AKS-74U
The AKS-74U is used by mercenaries in the camp and the ship in Okhotsk in the Wii version, terrorists during the training session, Rebels in Kinshasa, and JBA members on the Coast Guard Boat. Appears with steel magazines.
Izhmash AK-101
The AK-101 is used by guards in Iceland, mercenaries in Okhotsk, and some of Massoud's men in Kinshasa in the Wii version.
GIAT FAMAS G1
A FAMAS G1 can be seen in the JBA's armory. It misses the magazine, but the smaller magazine well gives away that it is the older and rarer G1 variant, not the G2 which is almost identical.
Heckler & Koch G36C
A G36C without magazine can be seen in the JBA's armory with a red dot sight.
Heckler & Koch G36K
The G36K is used by guards in Iceland and Government soldiers in Kinshasa in CO-OP mode in the Wii version.
Heckler & Koch XM8
The NYPD ESU team at the end of the game uses XM8 assault rifles with flashlights and laser sights attached, and it is also used by Moss' men in the second part of New York in the Wii version.
Heckler & Koch XM29 OICW
The XM29 OICW prototype rifle is used by Mexican policemen aboard Cozumel in the Wii version.
FN FAL 50.00
FN FAL 50.00 rifles are used by the Mexican maritime police aboard the Cozumel, and some of Massoud's men in Kinshasa in the original Xbox version. The models lack the carrying handle, flash hider, and magazine well, and are rendered with 30-round magazines. Several of the weapons with the magazines removed are also visible in the JBA's armory.
FN SCAR-L
Two first generation FN SCAR-L's can be seen laying on a seat in the Osprey at the beginning of the game.
Colt M4A1
Sound suppressed M4A1 rifles with the side-folding stocks from the Z-M LR 300 can be seen in a crate during the Kinshasa mission.
M14
The M14 rifle is often used by DRC government soldiers in Kinshasa, and also by prison guards and SWAT officers in the prison in the Wii version. They have polymer furniture and 30-round magazines.
Howa Type 89F
Howa Type 89F rifles are used by Jamie Washington in the first part and Carson Moss in the second part of the New York mission in the Wii version.
OTs-14-4A-01 Groza
The OTs-14-4A-01 Groza is used by mercenaries on the ship in Okhotsk after Fisher defuses the bombs in the Wii version.
Less-Lethal
FN 303 Less-Lethal Launcher
The FN 303 appears in the game as "Less-lethal shotgun" and can be used during the prison level. It can be grabbed from a locker, but the weapon strangely has only 7 rounds in the magazine, while the real 303's standard capacity is 15 rounds. The in-game model lacks the magazine (!) and has a different handguard.
Submachine Guns
Heckler & Koch UMP9
The Heckler & Koch UMP9 is used by Syke's men in the first part and Emile's men in the third part of New York in the Wii version.
Heckler & Koch PDW
The H&K PDW (MP7 Prototype) is used by the guards in Shanghai. The guards fire it in semi-automatic mode.
Heckler & Koch MP5A3
The Heckler & Koch MP5A3s are used by kidnappers in the PS2 exclusive level Ship, SWAT officers in the prison, two Rebels in Kinshasa, and JBA members.
FN P90
The FN P90 appears as "P190" in the multiplayer part of the game. It is a non-lethal weapon that can temporarily stun the targets or scramble the enemy's electronic equipments. Has infinite ammo, but does have a short cool-down period between shots.
Other
Franchi SPAS-12
The Franchi SPAS-12 without stock is used by one of the guards at the Ellsworth prison.
FN M249 SAW
Emile Dufraisne uses an M249 SAW in the Playstation 2 and Wii versions instead of his Luger.
Barrett M82A1
A Barrett M82A1 Is used in the shooting range at the JBA's headquarters, where it sounds as if it is suppressed despite not having a suppressor attached. Is used again later in Kinshasa at a pivotal moment in the game, where it is fitted with a laser microphone and no longer sounds suppressed.
RPG-7
An RPG-7 is used by Government forces on the streets of Kinshasa.
M67 hand grenade
The game's resident frag grenade is based on the M67 hand grenade. It can bizarrely be fired from Sam's GL-1 after unlocking the "Frag Grenade" attachment for the SC-20K.
Mk 2 hand grenade
Two Mk 2 hand grenades can be seen in a crate in Moss' private quarters.