User Guide

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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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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