Tom Clancy's Splinter Cell Double Agent [X360]

Don't let the other team get the upper hand -- check out our comprehensive gaming tips for Splinter Cell's unique multiplayer game.

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By: Tom Chick

Your Guide to Better Sneaking and Stalking

Splinter Cell: Double Agent isn't your typical multiplayer game. No match will ever have more than six players. Half of the players don't even get guns and can't even reach a large portion of the map. Patience is more important than reflexes. To help you out, we're offering some helpful tips so you'll stop yelling into the mic questions like 'How did that dude see me when I was crouching?', 'What am I supposed to do at this red square?' and 'Why is this game so hard?'

The three most important things to know about multiplayer in Splinter Cell: Double Agent are also the three most important things to know in real estate: location, location, location. The best players aren't the best players, they're the guys who know the maps.

Keep in mind for each map, there are effectively two maps. One for the mercs, and one for the spies. If you just play a map as a spy, you're not going to appreciate the freedom mercs have to move between locked doors, or where the best hiding places are, or how long it takes to get from one place to another (by the way, you mercs don't forget that sprinting isn't just for rushing a spy; it's a great way to decrease travel time).

If you just play a map as a merc, you're probably unaware of over half of the ways to get around. Practice how to get from terminal to terminal as a spy. The map-makers have built dozens of shortcuts just for spies, who should never have to do something so pedestrian as walk up a flight of stairs.

As a spy, never start hacking unless you know of at least two exits. At least one should be a duct or ledge mercs can't reach. As you hack, you don't have to stand still. You can move around and even change your view somewhat; if you're holding down the hack button, you'll be locked onto the terminal. Keep an eye out for incoming mercs, who will often announce their presence by waving a flashlight around as they approach.

Conversely, you mercs turn off your flashlights when you're approaching a hacking in progress. There's nothing quite so gratifying as surprising a spy squatting right next to terminal who thought he would see the shadows from your flashlight beam. However, mercs are more likely to run into situations where they can't tell where the spy is hacking from. Good spies know this and you'll provide them with no end of entertainment as you run around willy-nilly, swinging your flashlight beam high and low.

Confound them by learning to use your EMF view, which will light up any spy using his hacking interface. Stand right next to the terminal being hacked, switch to the EMF view, and stand still to let the view stabilize. Once this happens, you should be able to see the spy, since he needs a clear line of sight to the terminal. Take this opportunity to practice sniping with your scope.

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Posted: 20 Oct 2006

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