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Tom Clancy's Splinter Cell: Double Agent - Wikipedia, the free encyclopedia

Tom Clancy's Splinter Cell: Double Agent

From Wikipedia, the free encyclopedia

Tom Clancy's Splinter Cell: Double Agent
Xbox 360 cover
Developer(s) Ubisoft Shanghai (Xbox 360 & PC version), Ubisoft Montreal (Current generation & Wii version), Ubisoft Annecy & Milan (multiplayer & Challenge Mode)
Publisher(s) Ubisoft
Designer(s) Chris Smith (Single Player Xbox 360 and PC), Hugues Martel, Julian Gerighty, Daniel Roy, Mathieu Ferland
Engine Unreal Engine 2.5
Latest version 1.02 (December 7, 2006)
Release date(s) October 19, 2006 (Xbox 360)
October 26, 2006 (PS2, Xbox, Nintendo GameCube)
November 17 (PC)

Wii:
NA November 28, 2006
EU December 8, 2006

Genre(s) Stealth-based game
Mode(s) Single player, multiplayer
Rating(s) ESRB: Mature (M)
OFLC: MA 15+ BBFC: 15 PEGI 18+
Platform(s) PS2, Microsoft Windows, Xbox, GameCube, Wii, Xbox 360
Media 1 DVD
System requirements Intel Pentium 4 3.0 GHz or equivalent CPU, 1 GB RAM, 10 GB hard disk,DirectX 9.0c, 128 MB video card

Tom Clancy's Splinter Cell: Double Agent is the fourth installment in the Splinter Cell series of video games developed and published by Ubisoft. The series, created by American author Tom Clancy, follows the character Sam Fisher, a "Splinter Cell" employed by a black-ops division of the National Security Agency, dubbed Third Echelon.

Originally the game was set for a March 2006 release, but Ubisoft moved the release date to September 2006 in order to have more development time. Ubisoft then released their fiscal quarter results for Q1 2006 and announced that Splinter Cell Double Agent would be put back at least 1 month in order to boost Q3 2006 income.

"Double Agent" was released for the Xbox 360 on October 19. The PS2, Xbox and Nintendo GameCube versions were released on October 26, 2006. The PC version was released on November 17 and the Wii version on November 28. There was a PS3 version but it was cancelled.[1]

Contents

[edit] Plot summary

[edit] Xbox 360/PC Version

The game is set shortly after the events of Tom Clancy's Splinter Cell: Chaos Theory as Sam Fisher is flown to Iceland to investigate suspicious activities at a geothermal plant there. He is teamed up with a headstrong rookie who eventually gets himself killed during the mission. When he is extracted via Osprey from the facility, Colonel Irving Lambert is aboard to deliver bad news to his longtime friend. Sarah Fisher, Fisher's only daughter, has been killed by a drunk driver while he was away. Overcome with depression, he is unable to concentrate on his work and is pulled out of active service by his superior.

After a few months, Lambert approaches Fisher and offers him the rank of a NOC (nonofficial cover) agent in the hopes that this will help him refocus. These are operatives with backgrounds from both the CIA and the NSA, trained to infiltrate organized crime and are used for HUMINT purposes. As with similar organizations, the US Government denies any involvement in their activities. The NSA turns Fisher into a notorious criminal by staging multiple bank robberies and a mock body count. This is to prepare Fisher for his work in infiltrating John Brown's Army (JBA), a domestic terror organization that has come to the attention of Third Echelon. Fisher is sent to Ellsworth Prison where he is placed in the same cell as a JBA member, named Jamie Washington, and with his cooperation they formulate a plan to break out of prison. [2]. After the daring escape, Jamie offers Fisher an invitation into the JBA that Sam accepts.

Emile Dufraisne, the leader of the JBA, then sends Fisher on an impromptu mission to a glacier in the Sea of Okhotsk, where a stranded Russian supertanker has lodged itself in the ice shelf. Enrica Villablanca assumes command of the mission but is soon replaced by Carson Moss who orders Fisher to forcefully eliminate the crew, including the captain, to make way for the JBA's mercenaries to take over the ship.

As soon as Fisher is finished with the supertanker mission, he is exfiltrated and quickly flown to the Jin Mao Building in Shanghai, where he is ordered by the Third Echelon to record a meeting between Emile Dufraisne, associates of the JBA and a Pakistani Nuclear scientist, Dr. Aswat. During the meeting, Dr. Aswat mentions 'Red mercury', a fictional ballotechnic fissionable material. News of this sends Third Echelon into red alert and Fisher is told to collect a sample of this substance. Whilst Fisher is stealing a sample of the Red Mercury, Carson Moss radios in and orders Fisher to steal operational notes in Aswat's hotel room. The meeting then concludes with the purchase of several kilograms of Red Mercury. The NSA then orders the assassination of Dr. Aswat at the same time as Dufraisne and the JBA orders Fisher to exfiltrate via helicopter. Either way, Fisher is withdrawn from Aswat's room, notes in hand.

With both the Red Mercury, and Dr. Aswat's notes, the JBA constructs a Red Mercury bomb. Emile Dufraisne is quick to demand a test of such a device, but Enrica Villablanca warns him of the risk of it escalating into a fusion reaction and causing a nuclear explosion. Nevertheless, Emile sends Fisher to Cozumel to arm the bomb aboard a luxury cruise liner which is docked at the island. The success of the bomb is determined by the player and is therefore the first of the three major events.

When Fisher returns back to the JBA head quarters, Emile has already begun preparing for the second meeting, which is being held in a specially built safe room in Kinshasa. Emile informs him that two of the JBA's allies, Alejandro Taqfir and Massoud ibn-Yussif will attend, and that Fisher will be ordered to kill both of them should anything go wrong. Fisher bugs the meeting and it is revealed that three separate Red Mercury bombs are in the possession of the three terrorist masterminds. They have planned to destroy Mexico City, Los Angeles and New York utilizing the bombs. During the meeting it is revealed that there is a mole in Massoud's organization, in the form of Hisham Hamza, who has been discovered to be a CIA agent.

Emile orders Fisher to intercept Hisham, who has fled to the Congolese presidential palace in Kinshasa, and terminate Hisham from the top of a radio tower. Fisher may shoot Hisham, but if he spares the agent's life, he will be forced to extract him safely from the ruined palace, where he is held hostage by rebels.

With critical information on the terrorist organization's plans, Fisher returns to the JBA's HQ where he is ordered to shoot Irving Lambert, Fisher's NSA handler, who has recently been captured near the complex while keeping watch on Fisher. The player can decide to either shoot Lambert or Jamie Washington. Shooting Washington will send the JBA into high alert and reveal Fisher as a traitor, while shooting Lambert will maintain the JBA's trust a little longer. Enrica Villablanca, if she is still alive, discovers Fisher's NOC status but allows him to pass into the labs underneath the HQ. Either way, Fisher is obliged to kill Emile and disarm the Red Mercury bomb, which Emile has on site and is preparing to detonate.

A SWAT team then storms the compound, crashing in through the ceiling.

Sam escapes and manages to kill Carson Moss before he can detonate the last bomb. Sam manages to defuse the bomb and escapes the boat before the NYPD blows it up.

[edit] Other versions

The game is set shortly after the events of Tom Clancy's Splinter Cell: Chaos Theory as Sam is flown to Iceland to investigate suspicious activities at a geothermal plant there. The mission is a joint operation with the CIA, and thus Fisher is aided by CIA agent Hisham Hamza. While the mission is in progress, Lambert cancels the remainder of Fisher's objectives and orders him to exfiltrate while activating another Splinter Cell team (a Co-op duo) to finish the Iceland operation. When he is extracted via Osprey from the facility, Colonel Irving Lambert is aboard to deliver bad news to his longtime friend. Sarah Fisher, Sam's only daughter, had been killed by a drunk driver while he was away. Overcome with depression, he is unable to concentrate on his work and is pulled out of active service by his superior.

After a few months, Lambert approaches Sam and offers him the rank of a NOC (nonofficial cover) agent in the hopes that this will help him refocus. These are operatives with backgrounds from both the CIA and the NSA, trained to infiltrate organized crime and are used for HUMINT purposes. As with similar organizations, the US Government denies any involvement in their activities. The NSA turns Sam into a notorious criminal by staging multiple bank robberies and a mock body count. This is to prepare Sam for his work in infiltrating John Brown's Army (JBA), a domestic terror organization that has come to the attention of Third Echelon. Sam is sent to Ellsworth Prison where he is placed in the same cell as a JBA member, named Jamie Washington, and with his cooperation and an indirect assistance from a Splinter Cell Co-op duo team, they formulate a plan to break out of prison. [3]. After the daring escape, Jamie offers Sam an invitation into the JBA that Sam accepts.

While at the JBA HQ, Sam finds an e-mail written by JBA member Cole Yeagher. If he chooses to send this information to the NSA, they will extract him for interrogation, if he chooses to send it to the JBA, Emile will send a message on the PA, asking for Yeagher to come to his office, where he is murdered and then dumped in a river.

Sam is then sent to hijack a train carrying a large sum of paper money, gold, and valuable jewelry. Because Lambert pretends to be an arms dealer to the JBA, Sam will have access to his SC-20K and various other NSA equipment. Sam successfully makes his way to the train and moves via the interior of the cars and eventually the roof from the back of the train to the front. He disables the communication systems during his way to the front of the train. Once at the front, he hijacks the train as Jamie Wahington switches the tracks. Sam crashes the train, causing it to derail and fall onto its side. The JBA then begin to steal money from the train to purchase Red Mercury.

To test the Red Mercury, Emile decides to detonate it on a Cruise Liner. During this mission, one of the three choices which affects the ending occurs. If the player chooses to sabotage the bomb detonation, then a cutscene shows him and Enrica being severely beaten.

Sam is then sent to Russia to commandeer a land-locked Oil Tanker, during which the captain insanely tries to kill both Sam and himself.

When Emile goes to Kinshasa to have a meeting concerning purchasing more Red Mercury, he brings along Sam as security. During the course of the mission, the player meets Hisham, and has to choose whether to kill him, or let him go. If the player lets him go, he will receive an adrenaline syringe, which doesn't make an appearance for the rest of the game. One of the opportunity objectives in which Fisher accomplishes up helps set up a mission for a Splinter Cell co-op duo to sabotage a chemical bunker owned by Tafkir.

While in the JBA HQ, Sam discovers that the JBA have taken Lambert hostage, and are about to send off the Red Mercury. During this mission, Sam has to choose whether to place false information on the JBA Server backing up Lambert's cover, or plant real information that proves he is with the NSA. He can also choose to disable two of the red mercury bombs to help achieve a better ending. At the end of the mission, Director Williams seems strangely indifferent to the death of Lambert, if the player chooses that route.

Unlike the Xbox 360 version, regardless of whether you save Lambert or not, the mission starts with the JBA discovering that Sam is a spy, and so he has to kill all the characters in the level, including the higher ranking JBA members. During the mission, Sam meets Enrica, but she is unable to kill him, and even helps him by setting off the sprinklers in one room. At the end of a gunfight with Emile, during which Sam kills him and disables the last bomb, Enrica comes looking for Sam, and is shot by another Splinter Cell, and as a result, kills the agent, and removes his cochlear implant. Sam then accuses Williams of murdering Enrica, and vows revenge, and that the NSA won't find him.

[edit] Endings

The following are the endings for the PC/Xbox 360 version.

Best - If Sam stops the destruction of the cruise ship, saves the CIA Agent Hisham, and saves Lambert / shoots Jamie Washington, or only two of these with NSA trust above 33%, then Sam evades capture by the SWAT team (who, along with the rest of America's agencies are unaware of Fisher's NOC status) and escapes the compound, incapacitating a SWAT member and donning his stolen kit. The NYPD pursues Fisher through New York, but he evades capture and jumps into the river, where he swims to a stolen US Coast Guard vessel commandeered by Carson Moss along with Massoud ibn-Yussif's Red Mercury bomb. Fisher kills Carson, disarms the bomb and escapes the boat seconds before it is destroyed. This ending is seen as the most canonical as it is the only ending which concludes with a 'To be continued...'

Good - If Sam kills/destroys two of the three targets or saves all three with NSA trust below 33%, Sam is captured by the SWAT team. He is charged with murder, and conspiracy to commit terrorism. To this, he pleads 'not guilty'. Before his trial begins, however, Sam breaks out of prison and is on the run.

Worst - If Sam kills/destroys all three targets (alternatively, kills/destroys two targets but trust with the NSA is below 33%), he is initially captured by the SWAT team, however, utilising a smoke grenade during his arrest, he escapes.

[edit] Features

Ubisoft Montreal reused Splinter Cell: Chaos Theory's modified Unreal Engine to create Double Agent for Xbox, GameCube and PlayStation 2, while Ubisoft Shanghai developed the game for the Xbox 360 and the PC using a multi-threaded version of this engine. The official teaser website, while short on detail, provides some information on the features of the game:

  • Lambert is caught infiltrating the JBA HQ and is held hostage by the JBA. His possible death is determined by Sam.
  • A love interest, named Enrica Villablanca, who is an eco-terrorist.
  • Fisher is given objectives from both the JBA and NSA, forcing the player to compromise in order to progress.
  • A dynamic storyline based largely on the player's actions, rather than the static series of events in previous games. Ubisoft claims that even major characters may die as a result of the player's decisions.
  • Michael Ironside returns to voice Sam Fisher.
  • Don Jordan also returns as Irving Lambert.
  • Woodie Mister, a former US Navy SEAL and private military advisor, was the primary covert operations technical consultant for Tom Clancy’s Splinter Cell series. He has helped the Ubisoft developers create an authentic and realistic espionage video game.
  • Current generation and next generation platform versions will both have exclusive features:
  • Current generation (PlayStation 2 and Xbox) platforms will feature an additional single-player mission with alternate ending, a new Spies vs. Spies online mode, 15 co-op missions playable offline, LAN, and 8 minutes of additional cinematics. The story has also been altered in these versions of the game as compared to the Xbox 360 version.
  • Next generation (PC and Xbox 360) platforms will feature two additional alternate single-player missions, eight all-new merged versus and co-op maps, interactive mission insertions (e.g. parachute jumps), and new underwater and sandstorm combat. [4]
  • Daylight missions in which Sam Fisher does not use his night/thermal vision apparel.
  • Next generation (PC and Xbox 360)platforms also have some gameplay differences like a regenerating health bar similar to Call of Duty 2 and Gears of War and a single light to measure how hidden the player is. The single light on the player displays green for invisible, yellow for visible, and red if the player is spotted as an intruder.
  • Locations include Kinshasa, Iceland, New Orleans (Current-gen exclusive), Jin Mao Building in Shanghai (PC/Xbox 360 exclusive), New York City, Sea of Okhotsk, Cozumel, and others.
  • One of the early missions in the game is a prison escape with a member of the JBA.
  • The Wii version of this game is based on the PS2/GC versions of Double Agent, but will feature improved graphics and enhanced gameplay. It will lack some content from the Xbox 360 version, but the controls will be designed with the Wii in mind (picking locks by shaking the Wii Remote, slitting a throat using a knife motion with the Wii Remote). Downloadable content through WiiConnect24 is still being considered. Double Agent is a launch title for Wii.
  • Sam will be faced with several difficult choices in the game. The choices he makes will affect his trust level with the JBA and the NSA. If he continues to make choices that please the JBA, the NSA may begin to think Sam has actually become a terrorist himself. On the other hand, if you continue to make choices that please the NSA, he may blow his cover.
  • Trust on either side affects Sam's weapon arsenal. Pleasing the NSA will supply him with a non-lethal arsenal, while pleasing the JBA will supply him with a lethal arsenal. It is advised that he stay in a neutral level, so he will get an equal share of both.
  • There are three endings for "Double Agent" based on Fisher's actions in game.

[edit] Gameplay

As part of the JBA, Sam must complete objectives set by them to gain their trust as well as complete objectives from the NSA. The decisions he has to make will become increasingly difficult as he progresses through the game. Earlier decisions, such as deciding whether or not to free all of the prisoners during the prison breakout, will affect not only how subsequent events may play out but will determine the level of trust that Sam has with the JBA or the NSA. If his actions focus on maintaining a high level of trust with the NSA, he will be able to unlock more advanced equipment but at the potential cost of earning suspicion among the members of the JBA. If he pursues JBA objectives or has a disregard for civilian casualties, the NSA will trust him less denying him access to more advanced gear. However, this may make it easier for the JBA to trust him and, as a result, allow Sam to be able to move more freely around their headquarters. The overall aim is to maintain a balance between earning the terrorists' trust and fulfilling Fisher's mission to help the NSA destroy the terrorist organization. Whether or not Sam crosses the line is up to the player.

[edit] Soundtrack

Michael McCann (under the alias Behavior) was lead composer for the game's soundtrack. For the XBOX 360 version, McCann composed all music, except the Main Theme, which was composed by veterans Cris Velasco and Sascha Dikiciyan. For the current gen version, McCann handled all music except the cinematics, which were composed by Cris Velasco and Sascha Dikiciyan.

Interviews with Michael McCann discussing the game's soundtrack can be found at IGN, Music4Games, and GameZone.

Selections of music from the game's soundtrack can be downloaded from the composers website: Behavior Music. As of November 22, 2006, however, Ubisoft has made no mention of an official soundtrack release for game.

[edit] Demo

On August 7, 2006, it was announced that a single-player and multiplayer demo would be available for PC, while only a multiplayer demo would be available for the Xbox 360, which was released on October 14. Recently, however, a single-player demo for the Xbox 360 was released. There is no word yet on an Xbox, PS2, Wii or GameCube demo.

On November 9, 2006, two PC demos of Splinter Cell: Double Agent were released, the Multiplayer and Singleplayer demos.

[edit] Multiplayer (Xbox 360/PC)

Upon joining the game, the player selects one of two sides: The Spies of Third Echelon or the Mercenaries of Upsilon Force. The choice of side affects the player's mission objectives, equipment, and overall playstyle.

[edit] The Spies of Third Echelon

The spies of Third Echelon are extremely fast and agile, much more so than the Mercenaries. The Spies have a variety of almost superhuman acrobatic maneuvers that allow them to navigate the map and infiltrate areas that their opponents cannot reach on foot.

[edit] Mission objective

The mission objective of the spies is to retrieve two encrypted files from four terminals scattered around the map. The spies use their wrist computer (see below) to hack the terminal. The closer the spy is to the terminal, the faster it can be hacked. After a period of time, the terminal will be considered hacked and the spy will obtain the file. All progress made whilst hacking any terminal is cumulative for that particular spy until he is killed, when the information will be lost. To win the game, the spy team must retrieve 2 files and return them to their starting point. The spy team can also win by killing all of the Upsilon Force members, but this method is risky and not advised.

[edit] Equipment
  • Wrist Computer - The Spies have a powerful wrist computer which they can use to manipulate their environment remotely. The wrist computer has a range of ten meters and the spies will remain locked on the objective whilst hacking. While hacking, Spies enter a first-person view and can only change the direction in which they are looking, and walk. The wrist computer is capable of all of the following:
    • Turning off most lights in a level (there are some lights which cannot be shut off).
    • Breaking glass.
    • Opening security doors.
    • Turning off the main generator on some levels, which will knock out most lights and open all doors. The generator can be restarted by the Mercenaries.
    • Hacking security terminals to retrieve the encrypted files and complete the mission objectives.
    • Hacking the Mercenaries themselves. This causes the afflicted Mercenary's torchlight to malfunction and turn on and off, their drones to fail to work properly, and their EM vision mode to be full of static, effectively useless.
  • Vision Modes - The spies have two vision modes:
    • Night vision, a monochrome vision mode which allows the Spy to see in total darkness. Well-lit areas and bright light sources appear washed out when in this vision mode.
    • Thermal vision, which allows the Spy to see warm objects (such as Mercenaries, or their footprints if they have been in the area recently).
  • Gadgets - The spies are allowed to choose one gadget from the following selection of four:
    • The syringe restores the health of the Spy or his teammates.
    • Flashbang grenades blind any Mercenary who sees them for a short time.
    • Smoke grenades create a thick cloud of smoke that impairs the Mercenary's movement and vision. The cloud will briefly knock out a Mercenary if he stays in it for too long.
    • The jammer, which can be dropped on the ground and creates a fake presence on the Mercenary's proximity detector.

[edit] The Mercenaries of Upsilon Force

The Mercenaries of Upsilon Force are heavily armed with a variety of ways to neutralize intruders. They have a close-in melee attack that knocks their opponents to the ground and temporarily stuns them. They have the ability to sprint for a limited period of time; however their turning and aiming accuracy is severely reduced while sprinting. Mercenaries can also sprint into a spy; knocking them down and stunning them temporarily. Mercenaries can rappel down certain surfaces; this allows them to move to lower floors quickly.

[edit] Mission objective

The mission objective of the Mercenaries is to defend the four terminals from attack by the Spies. The Mercenaries win when they kill all of the Spies or when the timer runs out before the Spies can succesfully return two files. Mercenaries receive an audio and visual alert whenever a terminal is being hacked and also can see which Spy is currently hacking and how much of the file has been retrieved.

[edit] Equipment
  • Rifle - The Mercenaries have an assault rifle capable of fully automatic fire. The rifle has unlimited magazines and each magazine contains 40 bullets. The rifle has a scope capable of 4x optical zoom for sniping.
  • Vision Modes - The Mercenaries have two vision modes and one special vision "gadget":
    • EM Vision allows the Mercenary to see all electrically-active devices in the area. This includes spies that are hacking. EM vision works through walls and thus is very effective. However, it is balanced by the fact that the Mercenary using it must move very slowly or stand still, otherwise the range of EM vision is extremely short.
    • The Motion Sensor will outline any fast-moving Spy in white. The spy must be upright and running to activate the motion sensor. This vision mode is always active.
    • The Torchlight is a flashlight attached to the Mercenary's rifle. It has an adjustable beam that can vary between being very focused with a long range or spread out with a short range.
  • Grenades are launched from the Mercenary's rifle. They fly out in an arc and thus can be banked around corners or into vents. A Mercenary gets three grenades and can replenish their stock at their command center within their area of operation.
  • Drones are remote-controlled cameras that can be deployed by Mercenaries. They are dirigible-style, relatively slow-moving crafts with a built-in spotlight. Drones can only move approximately 30 meters from the Mercenary before losing signal and deactivating. A button-press can cause the drone to explode with the force of a grenade after a 3 second countdown. A Mercenary gets two drones and can replenish them at their command center.
  • The Proximity Detector detects the presence of a Spy within 10 meters of a Mercenary. The detector gives off a "heartbeat" style noise that gets faster as the Mercenary gets closer to the Spy. Spies can hear the Proximity detector as well and thus know when they have been detected. The Proximity Detector is always active.

[edit] Multiplayer(PS2/GC/XBox)

The Current Gen consoles have a Spy vs. Spy mode, with players able to play as Third Echelon or the Upsilon Force spies, and also has a Co-op mode that helps intertwine with the single player portion of the game.

There are six Game Modes in the Current Gen Spy vs. Spy matches: Team Hack, Deathmatch, Team Deathmath, Key Run, Sam Vs. All, and Countdown.

Team Hack has players trying to retrieve data by hacking into enemies computers and securing their own computers, similar to "Capture The Flag."

Deathmatch and Team Deathmatches pit players against each other.

Key Run is similar to Team Hack, except retrieving a Key to hack into the other team's computer is the main item to capture.

Sam Vs. All is reminiscent to Metal Gear Solid 3: Subsistence's Sneaking Mission game mode, in which one player who is Sam Fisher must play as a lone wolf and hack into computers defended by an Upsilon spy team.

Countdown is similar to Deathmatch, except players must outlast each other by getting more kills to extend their gametime.

[edit] Co-op

14 Co-operative missions are available and tie in directly to the storyline. A few examples have the Co-op duo take out the plant in Iceland shortly after Sam Fisher's extraction, as well has having the duo instigate a prison riot in the Ellsworth prison.

4 missions are dedicated to the Iceland area of operations, with the Splinter Cell duo tying up the loose ends left by Sam Fisher.

5 missions are dedicated to the Ellsworth Penitentiary, with the Splinter Cell duo instigating a riot to help facilitate Sam Fisher's escape with Jamie Washington.

4 missions are dedicated to Kinshasa, thanks to intel provided by Sam Fisher, the Splinter Cell duo sabotages the chemical bunker owned by Tafkir and Massoud, as well as getting valuable intel.

The last mission happens in conjunction with Sam Fisher taking down the J.B.A., with the Splinter Cell duo, under the command of Assistant Director Williams, sabotaging the Red Mercury bombs on a cargo ship heading for Los Angeles.

[edit] 1080p Support

It was said Splinter Cell: Double Agent would support 1080P HDTV. But the Ubisoft representative who said this, was tracked down by gaming website 1UP [5] and it appears he misunderstood the question:

We've finally tracked down the Ubisoft representative, who misunderstood our question about the game's support of 1080p. He apologized for the confusion, noting that the game currently supports only 1080i.

[edit] Reaction

In its November 2006 issue, the United Kingdom Official Xbox Magazine gave the Xbox 360 edition of Tom Clancy's Splinter Cell: Double Agent a score card of 9 out of 10. It stated: "Rupturing quality and oozing tension, this is stealth gaming of the highest calibre, full of imagination and augmented by an excellent two-way Trust system that leaves you pondering every choice you make and then having to deal with the consequences."

In its December issue, the United Kingdom Official Playstation 2 Magazine gave the PS2 edition a 8/10.

The American OXM gave the same 9/10 score to the game on its December 2006 issue (page 70), and the Australian issue of OXM also gave it a 9/10.

IGN has given Splinter Cell: Double Agent an "Outstanding" 9.0 out of 10 while TeamXbox.com rated it 9.1/10, USA Today rated it 9/10, GameTrailers.com gave it an 8.9/10 score card, and 1up.com gave the game a "Dynamite" 8/10.

The PC editions of the game were released on November 17, with the Wii version following with a November 28 release.

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