Online Multiyplayer Guide by EnzoF66057

Version: 1.4 | Updated: 05/27/07 | Printable Version

Double Agent Online FAQ----------Playstation 2 Version                         

Author: EnzoF66057
Platform: Playstation 2

___________Table of Contents____________
 1.0-------Contact Information           
 1.1-------Legal Information               
 1.2-------The Basics                        
      1.2.1-----The Teams                   
             1.2.3b----Grapple Breaks      
 1.3-------Equipment and Weapons     
      1.3.1-----Standard Issue             
 1.4-------Game Modes                     
      1.4.1-----Team Based                 
      1.4.3-----Mode Settings              
             1.4.3a----Team Based          
       1.5.7-----Pick-up Locations

 1.7-------Thanks To
**For easy navigation of this FAQ, press
   Control and F (Ctrl+F); type in a section
   reference number to be sent to the 
   corresponding section.

  1.0 Contact Information 

If you have any questions, comments, concerns, or anything else 
regarding this FAQ, feel free to e-mail me at the above address. I will 
answer and/or address your mail in a timely fashion that is conveniant 
for me. If you'd like me to add anything to the FAQ, full credit will be
given to the name that you include with your mail. If no name is included,
I will simply use the screenname/username that the mail came from, of
course, without the full address.

  1.1 Legal Information 

This may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide 
on any other web site or as a part of any public display is strictly 
prohibited, and a violation of copyright.

The following websites have permission to post this FAQ for public viewing 
and access. All sites other than listed must e-mail me through the given
address above for permission of use.

Copyright 2006 Liad

  1.2 The Basics 

The online play for Splinter Cell Double Agent is completely different from
that of Pandora Tomorrow and Chaos Theory (at least for the ps2 version
of the game). This time around, instead of having a team of spies vs. a 
team of mercenaries, there are two teams composed of two players, each
of which are spies.

This changes around the dynamic of the game a lot. Instead of playing 
stealth and finesse, the game is much more fast-paced as spies run right
up to each other in order to initiate duels which I will get into soon. The
spies also have lethal guns now rather than just tazers as well as an array
of new gadgets that once belonged to the mercenaries, including wall
mines and frag grenades, among other things. There are many different 
game modes as well that will be explained in detail later on as well as six
(6) new multiplayer maps which will also be explained in detail.

  1.2.1 The Teams

This time around as already mentioned, there are two different teams of
spies rather than the spy vs. merc gameplay. Both teams are exactly the
same except for their names and aesthetics.

Echelon - Your typical spies. This team of spies uses the full body stealth
              suit that you're accustomed to seeing on Sam Fisher in single
              player. These guys are the "typical" spies and basically look 
              like Third Echelon splinter cells. 

              Their emblem is the infamous 3-dot configuration of the 
              combination thermal/night-vision/EMV goggles. The catch in 
              here is that they're blue, not green. The Echelon team color is
              blue. The color of lights on their suits is blue, the color of 
              their lasers are blue and the color of their goggles are blue.

Upsilon - These guys look more like hired mercenaries than tactical spies. 
             They're basically online character models of Fisher in his JBA
             apparel. So basically, more-or-less civilian clothing with the 
             military feel to them.
             Their emblem is a connection of 3 lines which, if overlapped with 
             the Echelon emblem, each line would go between the dots. Their 
             color is yellow, so everything that was mentioned before as 
             being blue is now yellow for this team.

  1.2.2 Moves

The spies in the online mode are a lot faster and more agile than Sam is in
the single player. They are also much quicker in this game than they were
in previous titles. The only way to get around all parts of all the maps is
by using different standard moves that the spies can do. Some may be 
simple and some may be more complicated or require better timing, 
however, you need to use almost each of them in order to be successful
in the online mode.

**These are not the exact names and descriptions out of the manual but are 
100% accurate and detailed, so no need to worry about continuity problems. 


Just what it sounds like. You hang off a ledge, railing, catwalk, etc. Just 
like the single player. When hanging, you can pull yourself up to the
platform that you're hanging off of, provided there is somewhere for you
to climp up on to. Obviously you're not going to climb onto anything if
you're hanging off the molding on an outside wall. 


Just like single player. If you jump onto a shorter platform, the spy will 
simply mantle or climb up onto it. Basic.


Also, just like single player. You're next to a wall and you push the L3 
button so the spy will go up against the wall. Good for blending directly 
into a shadow on the wall or in a corner if you're waiting for someone. 

>Wall Flip-off:

This is something that Sam can't do in single player. It's pretty cool to 
look at. If you run straight at a wall and push triangle a couple feet 
before it, the spy will run up the wall and do a backflip off the wall and
spin the other way in mid-air, so that when he lands, he'll be facing away
from the wall. This is good for reaching ledges or pipes. Many equipment
items are on rails that are only accessible through doing a backflip off the
opposite wall. When you do that, you'll automatically grab onto the rail. 
This works the same way with ledges. Do a backflip off the opposite wall
and you can grab onto a ledge and pull yourself up onto it. It's also 
useful for other things, though....

>Wall Run:
This is similar to the wall flip-off with one major difference, you don't flip
off. You initiate a wall run the same way as a flip-off, however, if you're
running to a wall or surface that can be mantled, the spy will run up the 
wall and grab onto the ledge, rather than flip off. This is useful for
reaching higher spots that can't be reached by merely jumping up to
them. There are some exceptions. You may see a high ledge that is, in
fact, climbable, however it may be too high and thus out of reach for 
even the wall run to reach. In this case, you would have to find an 
alternate route up, provided there is one.


Not essential to your mobility around the level, but it could save your life.
Initiate a roll by running followed by holding the O button. This is good 
if someone is shooting at you and you may want to make it harder for 
them to hit you or just plain escape. You can either do a dive roll if you
initiate it while running standing up, or you can just do a small shoulder
roll if you initiate it while running in a crouched position (good for moving
quickly through small ducts and vents). You can also do dive rolls off of 
ledges and as you hit the ground, you will complete the roll. This is good if
you're on the run. Although, if you dive roll off too high a ledge the roll will
be completed in mid-air and you'll land on your feet, causing you to pause
in your tracks for a very brief moment. 

**Keep in mind that rolling will make more noise depending on what kind
of surface you roll on. Rolling on regular floors won't do much but roll on
a metal floor, metal stairs, metal grates/catwalks, or metal air ducts and 
you'll make more noise than you  may want to make. However, this game
is based much less on stealth than previous games so it may not be as 
much of a problem nowadays.   

>Silent Landing:

Just like in single player also. When you jump off a ledge or just jump 
down or off of anything, you push O as you land and you'll land into a
crouched position which will make your landing much more graceful and
silent. I'm not sure, but I believe that if you do a silent landing off slightly
higher ledges, you may be able to save some health as opposed to if you
just landed straight standing up. 

>"Break-neck" Jumps:

If you see another spy running around below and you're high up, jump on
him. In previous games, jumping on any moving player would immobilize
them from any height. However, in this game, you have to jump onto 
someone from a certain height in order to do any significant damage to
them, including kill them. If you jump from a significant enough height and
manage to land on them, you'll have broken their neck and killed them. 
However this is difficult to time and position correctly if you're not 
experienced with it. If you didn't jump from high enough, nothing will 
happen to you (if you landed on the other spy). The other spy, though, 
will become dazed momentarily and will lose a small portion of their health.
The daze effect isn't anything significant enough to give you the 
oppurtunity to grab them and win a duel successfully, though. 


You elbow the other player. Sometimes for whatever reason, the game 
just won't let you grapple eachother and you may just keep elbowing 
eachother. I have yet to notice if this elbowing does any damage, but I 
don't believe it does. Also, if you're in a confined space, such as the 
elevators in the Museum map, you won't be able to grapple, no matter
what you do (take it from my flashbang filled experience). All that will
happen is that you both keep elbowing eachother until you exit the 

The elbow does have a lethal side, however. If you manage to sneak, run,
or anything up to a spy that's crouched, you can kill him with the elbow. 
If they are crouched, just go up to them, whether they see you or not, 
then simply press R1 next to them. You will elbow them and they'll die 
from it.

>Gun Whip:

If you have your rifle out and someone is running towards you or is right
infront of you, you can push the X button and you'll wack them with the 
butt of the rifle. This will knock them back and I believe daze them 
momentarily as well. I'm not sure, however, if it actually lowers health to
any extent. 


You run up to them and you'll automatically climb them. Nothing to say 
there. Just don't get caught on a ladder or pole while someone is shooting
at you. You can also slide down them by simply pushing down on the 
analog stick the way you would in single-player. 

>Heal Mate:

Not really sure if it's considered a "move" persay but whatever. This "move"
allows you to fully restore your partner's health. As you've probably already
figured out, this is only available in team-based game modes. If your partner
is low on health, stand infront of eachother and face eachother. You'll see
a small option appear that says "X Heal Mate". Push the X button and your
character will hand something to your partner and you'll hear a refreshed
breath. This is a sign that you just healed your partner. Your partner can of
course do it to you as well. Be careful as it makes a readily identifiable
sound which can be heard by other players or teams if they're in the area.

Sometimes it won't work the first time you do it and you have to do it again. 
This isn't a problem, just repeat the procedure again and be done with it. 

  1.2.3 Duels 

Duels are the foundation upon which the new spies vs. spies gameplay is
built on. It's a completely new form of battling it out which is welcomed
by many as well as repelled by others.

Dueling is the process in which two spies grapple eachother by pressing 
R1 and a small circle appears with all the main buttons of the ps2 
controller (X, square, triangle, O) in their respective positions around the 
circle. Once the circle appears, one of the buttons will light up. The first 
player to hit that button wins the duel. That person then automatically 
puts  a random finishing move on the other spy which kills him (the losing

Obviously, as you can tell, this is a game of reflexes. If you push the
wrong button, you get penalized by twenty-five hundreths of a second
(-00.25). This means that even if you still manage to push the button
before the other player, if you were penalized the .25 seconds, you may 
still lose due to a time technicality. 

When you win or lose you see how much you win or lose by. 
ie: You beat the other player by 3 hundreths of a second, so you see 
     +00.03 or you lose so you see -00.03 

The button that must be pressed is random every time and can not be
predicted. The finishing move that a spy does on the other is also random
and can not be controlled. However, regardless of the finishing move, the
other spy will die. 

Now, you can get into duels by grappling the other spy head-on, or by 
grabbing someone from behind, or having someone grab you from behind. 
In the case of the behind-the-back grab, the same occurs...a duel. Once
again, the first person to tap the correct button will win, so grabbing 
someone from behind in this game doesn't necessarily guarantee you the
pleasure of breaking their neck. They might win and end up flipping you 
over their back, in which case, you die.

However, there are exceptions and loop holes to duels as well such as 
"quicksnaps" and otherwise.

  1.2.3a Quicksnaps

A quicksnap is when one spy grabs the other and somehow breaks their 
neck automatically without ever going into a duel. Quicksnaps can occur
by different means. 

1) The main way which is also the easiest is to get into a duel with someone
and have your partner come up behind that person and then grab them. If
you're in a duel, you can still be grabbed from behind by another player
and thus, you'll be quicksnapped. Many teams do this. It's always risky to
duel someone with his partner in the immediate area. 

There is also another way that is not proven. Someone once told me that
a reason for quicksnaps is when you run at eachother, but you miss at 
first. Let's say you run to eachother and you press R1 but don't get the 
grapple...if the other person manages to push R1 just after you missed, 
they'll initiate a quicksnap. This is only speculative but seems to have 
some kind of truth behind it as I've noticed mysterious quicksnaps in my 
play time online. This seems to be more of a glitched way of getting 
quicksnaps and again, this method is not proven nor truely controllable. 

  1.2.3b Grapple Breaks

A grapple break is just what it sounds like. Two spies begin to enter a 
grapple but force out of it or break it. This occurs when one of 2 things 

1) You push R1 next to them and you see that you begin to grab on, but
you end up letting go. This can happen because either you or the other 
person dropped a grenade as you were getting into the grapple. The 
grenade never actually dropped so as you get into a duel, you force out 
of it and the person who originally pushed the button to drop the grenade
will then actually drop it. At this point, you're completely free and aren't 
forced back into the grapple, however, 99% of people if not everyone get
right back into the grapple after the grenade (usually a flashbang) is 
dropped. Once you grapple back on, it's like a normal duel from there. 

2) You're both grappled to eachother but someone is shooting at either
you or the other person, or both. If you're grappling someone and are 
shot, even just once, you'll release the grapple and have to try to get 
back into it again. Many times if the other person's partner is the one
shooting at you, trying to get back into the grapple is pointless because
the partner shooting at you will most likely kill you before you even 
process what's going on or that you have to run away. 

  1.3 Equipment & Weapons 

This game comes with an array of gadgets and some fun new stuff for the
spies to use. The weapon system in this game works a little differently,
though. Instead of having an inventory of pre-selected weapons and 
equipment, you have to pick up different weapons and equipment that are
scattered around the different maps. Each map consists of the same
pick-ups to find. When you pick one up, you have a limited number of 
the item that you can use. If you pick one weapon up, then pick up 
another weapon or gadget, the weapon you were previously holding will 
be replaced with the most recently collected piece of weaponry or 

Some gadgets or weapons when in use, will show a small white icon in the
upper left corner of HUD. These things include the wall mines, sticky 
cameras, and personnel detectors. This icon is a small white outline that 
resembles the shape of the item in use. If you placed a mine, you'll see a
white mine icon in the HUD that indicates you have a mine in use. When 
the icon goes away, that means the mine was destroyed. Same thing 
applies to sticky cameras and personnel detectors. 

  1.3.1 Standard Issue

One of the newest additions to the PS2 online version of Splinter Cell is a 
rifle that is not only automatic (by definition), but also lethal. This rifle 
looks just like the taze gun used in the previous two, only this time it 
shoots live ammunition. It has a laser just like in previous games also 
which can be turned on and off by pushing the up-arrow button on the 
d-pad when having it equipped. The laser reflects the color of the team 
you're on (yellow for Upsilon, blue for Echelon). If you're playing a 
free-for-all game mode in which everyone is a different color (yellow, red,
blue, and green), your laser will reflect the color that you represent.

Your rifle is fitted with a launcher like in previous games that shoots an 
array of different gadgets and grenades. Also like in previous games, the
launcher has a power meter for when you're launching grenades. If you hold down
the L1 button with a grenade equipped, you'll see a meter pop up which slowly
fills up. This meter indicates how powerful the launch will be. Obviously, the
more filled the meter is, the further it will launch. You can also choose to
tap the L1 button when launching. What this does, is instead of giving you the
power meter, it will automatically launch a grenade at the furthest possible
power. This is what just about everyone online does rather than load the power
meter. The rifle is also fitted with a scope that includes 3 different zoom

The reason I said "(by definition)" before, is because it's not exactly an
assault rifle. Yes, it does fire one after another when you hold down the
firing button, however, it doesn't fire off shots like your standard M4. It 
shoots at a much slower rate than your typical assault rifle although it 
does provide more than adequate fire and protection. When you shoot 
at someone, you know you're hitting them when you see a small red circle
appear around the end of the laser.   

You can also wack people with the butt of your rifle as previously 
mentioned in the "Moves" section. 

>Night Vision Goggles:
In this game, all you have are night vision goggles, or NVGs. There's no
thermal goggles like before but only NVGs. The catch to these NVGs is 
there's a meter that runs out pending on NVG useage. Basically you can 
only use your NVGs for a limited amount of time at any given point. You 
can't have them on throughout an entire level (not that you'd need to
anyway). There's a small meter on the left side of your HUD in the bottom
right corner of the screen. This meter shows you how much NVG power
you have left. I assume they added this concept as an attempt to even
out the field since every single player would have night vision at their

  1.3.2 Weapons

>Fragmentation or Frag Grenade: 2 GRENADES PER PICK-UP

This is your typical anti-personnel explosive frag grenade. This grenade
will kill anyone within about 10 ft of it. They don't explode upon impact 
with anything. You can either drop it on the floor using L1 or L2, at which
point you wanna get away from it quickly. Once you drop it, you have
about 3 seconds until it explodes. You can also launch it out of your 
rifle. The same 3 second rule applies. From the moment the grenade is
shot out, there are about 3 seconds until it explodes. If someone
shoots a grenade at you from a distance, by the time you realize it, 
running away may be futile. Depending on how far away they shoot it
from, the grenade may explode in mid-air right in front of you just as you
try to roll away, thus killing you. 

>Smoke Grenade: 2 PER PICK-UP

This grenade, when released, bursts into a large cloud of smoke. This 
causes anyone in it to start coughing and move slowly. Being in a smoke
cloud is dangerous for multiple reasons. First of all, your movement is 
greatly restricted: you move slower than usual, you can't jump or roll, and
your visibility is reduced as well. The only real thing that can be done in a
smoke cloud is grapple someone into a duel. The other danger about 
smoke clouds is that if you get caught in them for too long, you can die.
When someone drops a smoke 'nade, and you're in it, you want to be sure
to get out of it quickly. Don't try dueling people or doing anything, just
get the hell out of it. Smoke grenades will explode on impact with other
players. If you drop it, however, it takes about 1 second until it bursts. 
The smoke grenades are easily used the least of the 3 different grenades 
in this game.

>Flashbang Grenade: 3 PER PICK-UP

The classic little demon that no one likes to get caught in. Flashbangs, 
upon explosion, will blind anyone looking at it and will cause a
freeze-frame effect of the moment before the flashbang went off. This 
freeze-frame can be very decieving and disorienting, however, it slowly
fades away as your real-time gameplay slowly appears from beneath the
freeze-frame. The effect of a single flashbang lasts for about 3-4 seconds
until your vision is completely clear and unimpaired again. However, many
times, you'll have the unfortunate event of having multiple flashbangs go
off either simultaneously or consecutively. In this case, the length of time
it takes for your vision to clear up depends on how many flashbangs you 
were caught in. Any more than one flashbang and you're entire screen will
turn a bright white and will stay like that for a few seconds before very
slowly returning to your original screen. 

The problem with flashbangs, is that they impair not only your real-time 
play screen, but if you engage in a duel after you've just been 
flashbanged, it's also difficult to see the buttons screen. This is why many
people drop flashbangs infront of opposing players and then grapple them.
While the other player is partially blinded, the one who dropped the
grenade has a slight advantage because he has a clear and unobstructed
view of the button screen. This can allow them the oppurtunity to press
the button before you because you can't make out which button must be
pressed. Sometimes, though, it doesn't work and if the player who's been
blinded is good enough, they can see the button just as it appears and 
they can still beat the other player.

When dropped on the floor by hand, flashbangs will burst immediately
upon impact with the floor or first solid plain it lands on. This will blind 
anyone in the area who has their camera faced in the direction of the 
grenade, even though the actual player may be faced in the opposite
direction. If you shoot a flashbang through your rifle, it will burst within 
1-2 seconds of hitting a wall, floor, etc. However, if you shoot a 
flashbang straight at another player and the grenade physically hits the
other player, it will burst on impact and blind both that player and any
other players in the area (not including the one who shot the grenade).

>Wall Mine: 1 PER PICK-UP

In this game, spies have the oppurtunity to place mines. The only
difference in ths game is that when you place a mine, you don't have an
option for what kind of mine it is. In this game, you place a mine and it is
just a proximity or "proxy" mine. This means that any opposing players 
moving quickly in front of it will set it off. Proximity mines are easy to 
detect because they constantly beep. They beep every second and are
very easy to hear when you're within their range. When you approach an
opposing player or team's mine, you'll see a triangular shaped icon appear
on the screen with a picture of a mine on it. This is a warning that you're
near one. This warning will move to the front, left, and right depending on
where the mine is in relation to you. I'm not sure if it appears on the
bottom of the screen as in the mine is behind you. When you see this icon
appear, tread lightly and diligently. Pay attention to where the mine is.
You can bypass mines without setting them off by walking by them very

When you come to a mine, you can choose to run right past it and set it
off without causing any damage to yourself. When you set-off a mine, 
the beeping will stop and you'll hear a very quick 2 beeps followed by the
explosion. When you know you just set off a mine, the only chance at 
survival is to roll away from it as quickly as you possibly can. Running is
useless. You'd be caught in the blast and instantly killed. You can also
choose to shoot a mine. This will cause it to explode so anyone near it
will be killed. This means that if you do resort to shooting out a mine, 
make sure you're a fair distance away, at least 15 ft. You can tell who's
team a mine is by looking at. If it beeps with the color yellow or blue, it 
was placed by an Upsilon or Echelon player respectively.

  1.3.3 Gadgets

>Sticky Camera: 1 PER PICK-UP

The sticky camera is a small camera that sticks to walls and gives you a
view through the eyes of the camera. You can zoom in and out and 
you'll still have the option to turn on night vision while in the camera
view. It can only be shot through your rifle and can be attached to just 
about every single surface in the game not including the actual computers
used to hack. A cool new feature about the sticky cams is that you can 
get out of the camera view by pressing O, but can come back to it later 
provided it hasn't been shot off. If a camera is still active on a wall, 
ceiling, or anything else, you can press the down button on the d-pad to 
return to the camera view, even if you've died, the camera will still be 
there. However, if you release the gas in a camera, the camera will be 
destroyed automatically. Also, if you die while a camera is still active, and
you manage to kill someone with it, you won't get credited for the kill. By 
this I mean, you yourself will not get credited for the kill, nor will your
team's kill amount go up even though you killed the player. The gas is 
lethal now. If you can catch someone in front of your camera and you 
manage to gas them, they're done. They have no chance if they're caught
in the gas cloud of a sticky cam. It kills instantly. If you roam into a gas 
cloud that is fading away, you'll still be killed. Never go near a gas cloud 
until it completely fades away or you may still be killed.

Another cool thing about the sticky cams is that they have sensors and
automatic. This means they respond to motion. If you leave a sticky cam
up on a surface and an opposing player goes by it, it will move around and
follow the player automatically, even if you're not in it's view. The only
flaw to this is that sticky cams are very loud and everytime they move, 
they make a loud mechanical-like noise. If you're in the camera view, I 
believe the camera will still be automatic if you don't touch the controls
for it. This is also good because when someone passes infront of your
camera, you'll hear a noise notifying you that the camera is responding
and the icon in the HUD will turn red to signify it senses motion. You can 
then go into it and release the gas onto an unsuspecting player. This
makes for one of the cooler features of the sticky cams and any online
gadget period. 

Many people use the instant-gas method. When they have a sticky cam
in their inventory and they see someone across the map, they may take 
out their gun and just shoot the sticky cam against any wall or surface
near the player and instantly release the gas without even moving the 
camera. This can be used to get quick and instant kills if you manage to
catch the player in the gas cloud, which isn't always difficult to do. Once
you know that they were caught by the gas, you know they're dead and
don't have to worry about it anymore.

>Sticky Shockers: 3 PER PICK-UP

The sticky shocker is basically the exact same thing as the tazer gun in 
Pandora Tomorrow and Chaos Theory. When you pick up sticky shockers, 
you can shoot them through the rifle, only this time it's the alternative 
fire button rather than the primary like in it's predacessors. The sticky
shocker shoots a tazer like piece of ammunition which when hits another
player will shock them, causing them to freeze in their tracks for about 4
seconds while a visible current of electricity runs through them. This is
useful because if you can manage to hit someone with it, it will stop them
dead in their tracks, giving you the perfect oppurtunity to shoot them to
death or get that well-placed headshot you've been waiting for. No 
special tricks or tips to this one. It's just very effective if you can use

>Personnel Detector: 2 PER PICK-UP

If you've played Pandora Tomorrow or Chaos Theory, this device works almost
exactly like the spy traps worked. You place one of these on any wall or 
surface that will allow you to and a supposed laser will beam across the area
from the detector. I say supposed because there is no visible laser and you
can't tell without the thermal vision. If a player from the opposing team
runs through the device, a message will appear on both yours and your partner's
screen alerting you that the device has been activated. At this point, the
spy who ran through the device has no chance of hiding as there name tag
will appear over their heads just like your partner's. However, there tag will
be the color of their team so you can tell who it is. There name tag works the
same way as your partner's or your name tag. It will show above them wherever
they go.

What I found interesting about these is that you can actually shoot them
out of your launcher as if it were a sticky cam or grenade of some kind. What
sucks about them, however, is that you can only place 2 at a time. So
basically, one pick-up's worth.

>Remote Hacking Device: 1 PER PICK-UP

This is a special device which is only available in game modes which 
involve hacking into computers (Team Hack, Sam vs. All, Blitz, Key Run). 
This device looks exactly like a cell phone. It allows you to, like the name
says, remote hack a computer, or hack it from a distance without putting
yourself in harm's way by hacking it yourself directly. When you have a 
remote hacking device, you can only hack it from within a certain range of
the computer. This range is determined easily: when you have the remote
hacker, the picture of it in the HUD will be greyed and dull if you're out of
range. If you're within range of the computer, the picture in the HUD will
be white with a number at the bottom. This means you're within range
to remote hack the computer. The number refers to the number of
seconds you can remote hack for. When you first pick up a remote hack, 
you have a full 17 seconds of remote hacking capability. To initiate a 
remote hack, when available, you just push X and it will connect and start
hacking. The catch is, you have to be completely still as it hacks or the
process will stop itself. If you hack for 5 seconds from the original time,
you have 12 seconds left of remote hacking capability, thus the number
12 will now be the number shown at the bottom. You can see the
numbers count down as you hack more. 

The other catch to the remote hacking device is that it won't hack as 
quickly as hacking a computer directly will. For all the benefit of providing
the ability to hack from a safe distance, you're bogged down by the
speed at which you hack, which again, is slightly slower than if you were
to just go hack the computer yourself.

  1.4 Game Modes

There are plenty of different game modes to mess around with in this
game. Many more than there were in previous games. In here you have 9
different modes as opposed to the 3 that PT and CT provided. Each of 
these modes is unique and can be very entertaining given the right 
amount of time and, sometimes, the right opponent. There are two main
types of modes: team based and free-for-alls, both of which offer their
own very different forms of gameplay.

  1.4.1 Team Based

These types of games require you to cooperate as a team to be the most
successful. Most of them involve a hacking objective of some kind which
can make the game both very fun and, if you're playing against good 
people, extremely difficult. You can even play 3 on 1 games if you wish 
instead of 2 on 2 because there is no restriction like there was in prevoius

>Team Deathmatch:

This is your basic deathmatch with teams. You have the two teams just
trying to kill eachother using whatever means possible. Each kill that one
player gets obviously goes toward the team's total amount. Everytime you
kill someone, that person will drop an icon that looks like the jagged lines of
a heart monitor. Pick this up to give yourself a full health boost. The first 
team to reach the kill quota or the team closest to the quota when time runs
out wins. 

>Team Hack:

This mode requires both teams to simultaneously attempt to hack the 
opposing team's computers. There is only one computer in this mode. 
There is no set time limit. You just have to go up to the other team's 
computer and hack it by standing infront of it and pushing X. This mode is
simple, first team to reach 100% wins. No time limit or anything. When
you hack and are killed either in the process or soon after you stopped 
hacking, you will drop a percentage icon. When the other team picks up
this icon, it will reduce the amount that you hacked. If you hacked 50%
of it, and they kill you and pick up the % icon, the amount you hacked
may be reduced to 35 or 40. The exact amount of reduction, I am not 
sure about.

>Key Run:

This mode requires both teams to compete for the key which gives them
the ability to hack the opposing team's computer. The key is a small white
and black block that resembles a key card. It shows up as an indicator 
point on your screen. When no one is holding it, you'll see where it is and 
can reach where it is and pick it up for yourself. If someone is carrying it, 
it will not show you where the key is, it will only show the icon of the key
next to the team that is holding it. Only one person can hold the key at 
any one time. This key is vital to the success of this mode because it is
what allows you to hack the computers and reach your objective. Once
you have the key, you have to find the other team's computer and hack
into it, but there's a catch. Once you hack, it's not over. Now you have
to upload. 

In this mode, the percentage shown is how much data has been
uploaded, not how much has been hacked. As you hack, instead of
showing the percentage meter filling up, there will be small bar that moves
further down the meter the more you hack. You can stop hacking at any
time of course. Once you hack, you have to upload the data by standing
still and pushing X. If you hack and don't upload, if you're killed, everything
that hasn't been uploaded will be lost. So if you hacked 50% but only 
uploaded 20% of it, you'll lose 30% of the work you just did. However, if
you hacked 50% and uploaded all 50%, then even if you're killed, there's 
nothing the other team can do about it. That 50% is now solid and can
not be lowered in any way. The good news, is that uploading can be done
from anywhere on the map. I mean anywhere that your character can 
reach, you can upload from. There is no limit or restricting range to upload
from. This is what makes this mode extremely difficult. Finding the player 
who is uploading can be a very arduous task but very exciting at the
same time. Because uploading can be done from anywhere, it's more 
difficult to find the spy, however the disadvantage of uploading is that you
must remain completely still. If you move, the upload will stop in it's place.

If the person holding the key is killed, they will drop the key and anyone
can pick it up at this point. Again, you don't want to drop the key 
because it's the only way to hack and win. 


This mode is intense. It's just what it sounds like. Every round is timed. 
Every round, teams switch between either defending or attacking. The
goal of this game is, like others, to hack the computers 100% before the
other team. However, in this game, teams take turns doing it.

If you're on the attacking team, it's simple. You go hack. This is the only
mode that provides a team with 2 computers to hack from rather than 1. 
The hacking works the same way as key run. You have to hack it then
upload. All the aforementioned rules for hacking/uploading apply here as

If you're defending, then you just have to keep the other team from
hacking the computers. Nothing really more to say about that aspect of it.

In this mode there is a time limit which can increase or decrease depending
on the circumstances. The time limit is 3 minutes per round. If a spy from
the defending team kills a spy from the attacking team, that spy will drop
an hourglass icon. When the defending spy picks up this icon, it decreases
the time left in the round. If an attacking spy kills a defending spy, then
the same thing occurs, only the icon will increase the amount of time left
in the round. However, the time a round is increased by is much less than
that which it is decreased by. Everytime you hack, the amount you 
successfully uploaded will carry on to the next round and so on. Every 
round you attack, you simply add to your existing percentage. The first 
team to reach the 100% wins. This game can hypothetically take only one
round if the attacking team is good enough and can hack the 100% in the
first round. It can also last for a very, very, very long time if both teams
are good enough to keep eachother from hacking. 

>Sam vs. All:

This mode is very interesting in that it pits a singly player, Sam, against
the 3 other players in the game. 

There are two sides: defending and Sam. If you play Sam, you're objective
is to hack as much as you can into any of the two computers on the map. 
Hacking in this mode is just like Team Hack. You just hack, there's no
uploading necessary. When Sam hacks, however, it hacks faster than it
would normally hack. Sam can also take much more damage than the 
defenders and average spies can. Also, when playing Sam, you start out
with an inventory of 1 sticky camera. 

As a defender, you just have to defend and stop Sam from hacking. Once
you kill Sam, the round is over. The person who played Sam becomes a
defender and one of the defenders becomes Sam.

In this mode, you can win by just getting kills. You don't even have to
hack the computer to win, which is why in this mode I call it getting 100
points instead of percent. As a defender, you get points for everytime you
kill Sam. As Sam, you get points for every kill you get. These points rack
up and act like a percentage. So assuming you already have 30 points 
through kills, you only have to hack 70%. Or if you have 40 points due to 
kills, you need to hack 60%, etc. Or, as mentioned before, you can just
not bother hacking and kill enough people to reach 100 points. However, 
hacking will get you the win much faster.

As mentioned, if you kill Sam, the round is over and the player who is Sam 
will become a defender and one of the defenders will become Sam. I have
not yet figured out if there is a specific order in which the game decides
who plays Sam. It is assured that the host is the first to play Sam, and it
seems as though, the first person to kill Sam plays Sam the next round. 
However, from there I don't know the order.

If Sam kills a defender, the defender will drop a face icon. Sam can pick 
this up and become a "double agent". When Sam picks this up, a message
to all the defenders will come up saying there is a double agent among
you. Sam now looks exactly like everyone else. The trick is knowing which
one he is. When double agent mode is active, the name tags over your
teammates disappear and you now have the ability to duel your own team
mates for the sake of double agent mode. You won't even know you're 
dueling your own team mate until it shows who killed who. Fortunately, 
the double agent effect wares off after about 30 seconds I believe, which
in game time, is a loooong time. So in the end, the first person to rack up
100 points is the winner. 

  1.4.2 Free-for-All

Free-for-all games are very fun and come in a variety of different styles. 
In free-for-alls, every spy is his own team. No one can talk over the mics.
Every spy, due to the fact that he is his own team, is his own color as 
well. The 4 colors are red, blue, green, and yellow. Blue is the color 
reserved for the host. Depending what color you are, this is the color that
the lights on your suit, the laser of your gun, and even your HUD will be. 
Everyone in free-for-all games is in the Echelon spy suit


This is your basic, average, ordinary deathmatch. No special rules, no 
special handicaps, no nothing. You set the kill limit and on your way. It's
every man for himself. Nothing more than an all-out kill fest with the first
person to reach the kill quota being the winner. Killing people in this mode
will also cause them to drop health boosts.

>Disk Hunt:

This is the second-most basic free-for-all. Every player starts with a disk 
which corresponds to their color. Each player has to go around killing 
other player, collecting their disks. So there are 3 disks other than yours 
available for collection. Once you kill someone, their disk will fall to the 
floor and stay there. It will never dissappear or anything. The person who
picks up that disk now has two disks (assuming his disk wasn't already 
taken). If you're disk (ie. the red disk) is stolen by another player who 
killed you, you'll see the red disk moving around the map as an indicator of
where it is. This only occurs for your own disk and if someone steals a 
disk from you that isn't your color, you won't see this indicator. The first 
person to collect all 4 discs or the person holding the most discs by the
end of the set time limit wins.


Every player starts with a set time limit to their names (if the round time 
was set to 5 minutes, every player has 5 minutes of life). There is a small
counter next to everyone's names indicating how much time that person
has left of life. Basically, the first person to run out of time dies and can't
respawn, thus having to watch the game being played out. When you kill
someone, they'll drop a small pocket watch icon. Pick this icon up to add
more seconds to your overall time, thus giving you more life in a sense. If
you are killed, you will drop the icon but you won't lose any time. The only
time you lose are the standard seconds that are already being counted 
down. The clock icon is tricky, though. For every second it is left standing
there, it changes color gradually from green to red. Every second that it
sits there, means there is less time to pick up from it. Let's say there was
18 seconds worth of life in it at first...2 seconds later, there may only be
10 seconds worth of life in it. If the icon gets down to red, run away from
it. After so many seconds, the icon becomes virtually worthless and it'll 
explode like a mine, killing anyone in it's blast radius. The last person 
standing after everyone else's time runs out is the winner. 


This is probably the more confusing of the free-for-all games. This game
mode is a one-shot deal, almost. 

Every player starts off with an inventory of 2 frag grenades. You basically
go around killing the other players. Once the first person is killed, a timer
is set to 60 seconds. This timer will not begin until one person has been 
killed. The person who is killed will not respawn and has to watch the
game through spectator mode. All the other players must try to eliminate 
eachother. Everytime another person is killed, the timer is reset to 60 
seconds. Now, if no one is killed within 60 seconds (the amount of time 
the timer is set to), then all the players who have been killed will respawn
again and the game basically starts from the beginning. A timer will be set
to 60 seconds once the first person is killed again. Don't mistake what I
just said as the revival of dead players to be the beginning of a new 
round. Players revive after the 60 seconds and the same round keeps on
going. The last person standing in this mode is the winner of the round.
The game can have a set number or rounds to, for example, 5. This 
means that in order to win, you have to be the last man standing for 5 
rounds. So on a 5 round setting, the maximum amount of rounds that can
be played are?.........................17. Assuming each player (4) wins 4 
rounds (16), the 17th round would be last because of the set amount of
rounds playable.

  1.4.3 Mode Settings

Each game can be customized to an extent through a variety of settings
which control different aspects of the game such as game duration and
kill limits. Some settings are self-explanitory while others may need some
explanation. In this section, I'll sort out every single setting and some 
differences between the same setting for different modes. 

  1.4.3a Team Based

The settings for team-based gameplay are exactly the same in 4 out of the
5 team based modes including: Key Run, Team Hack, Blitz, and Sam vs. All.

>Games in a Row:

This just simply means how many complete games you want to play in a row
without returning to the lobby.

>Friends Slots:

This represents how many slots in your game you wanna reserve for your
friends. However, you can't specify which friend it is reserved for. If you
have a friend slot set in the game, anybody who is on your friends list can
join the game and fill that spot. If you have it set to 3 (the max) then no
one except people on your friends list will be able to join the game.

>Hacking Speed:

This represents how fast the computers can be hacked. The higher the number
is set to, the faster you'll be able to hack a computer, and vice versa.

>Random Bonuses:

This one is a little tricky to understand. It means that if you turn it on, or
set it to the "yes" option, the pick-ups that are normally in specific spots 
will no longer be there and the pick-ups will be randomized for that game. 
For instance, where there is usually a flashbang, there may be a sticky shocker
for that entire game, or some other pick-up for the entire game. This option
doesn't randomize the pick-up that appears every time, it just randomizes where
the pick-ups can be found on the map for an entire game. 


Team Deathmatches have settings more closely related to those of the Deathmatch
mode rather than the other team-based modes.

>Games in a Row:

See above

>Friend Slots:

See above

>Game Length:

This refers to how much time the game runs for in minutes. It can be set to
a number or it can be set to "inf" or infinite time where the game can last as
long as you let it last.

>Random Bonuses:

See above

>Frag Limit:

This sets the kill quota for that game. This is the number that determines the
winning team by which one reaches this number first. 

  1.4.3b Free-for-All

The settings between the different free-for-all games vary more than those of
team based games.

Disk Hunt and Countdown have similar settings but with small variations.
**NOTE: Disk Hunt does not have the "Games in a Row" option.

>Games in a Row:

See above

>Friend Slots:

See above

>Game Length:

   - For Disk Hunt, this just means how long the game runs for in minutes just
      like Team Deathmatch.

   - For Countdown, this number refers to the amount of time each player starts
      with. If you have it set to 7 minutes, each player will start with a 7 
      minute life span. Theoretically, in this mode, you can exceed the maximum
      time limit of 7 minutes if you manage to kill enough people and gain
      enough time to breach the 7 min. mark. 

>Random Bonuses:

See above


Survival is one of the more complicated games to understand at first but an
easier one to set up.

>Friend Slots:

See above

>Rounds to Win:

This sets the amount of rounds you have to win in order to win the full game.
In other words, this game is the "last man standing" mode. So this sets how
many rounds you have to be the "last man standing" in order to win the game.


Deatmatch has the same exact setting as Team Deathmatch so I will not 
bother to re-write them again.
**NOTE: Deathmatch does not have the "Games in a Row" option.

  1.5 Maps

There are 6 different maps for the PS2 online version of Double Agent.
Each one is unique in it's own way and each one varies from the other so
you're never really playing the exact same map over and over again, or so
it feels. Keep in mind that every single map is almost exactly symmetric,
if not exactly symmetric. Each map is almost exactly the same on each
side of a line of potential symmetry. There are subtle things that keep all
the maps from being perfectly symmetric but they are for the most part
equal on all sides. 

*...Indicates the location of computers in hack objective modes
**...Indicates where the key required to hack can be found for the 
       "key run" mode
***...Indicates where the remote hacking device can be found
****...Indicates where the ammo box is. NOTE: All ammo boxes can be
          found directly in the center of the map. If you run low on ammo,
          you'll hear a message and there will be a marker on your screen of 
          where the ammo box is. You can use this method to make it easier
          for you to find ammo boxes when learning a map. 

  1.5.1 Prison

This is one of the more popular maps in the game. It takes place in a small
prison area. It's composed of one large outdoor courtyard with an indoor
area that is completely symmetrical across a line being cut through the 
center of the main enterance. There are two cell blocks each of which
look exactly like the other. Each cell block has two overlook points that
can be reached by simply wall-running up. One overlook point has a large
control console with a button that can be pushed. When this button is 
pushed, you hear a loud alarm go off and that entire cell block goes on 
lockdown. The two cells within the block close off, the stairway in and
out of the block becomes completely covered by a cage that lowers from 
the ceiling with no way of getting into it (or getting out if you spawn in it
while on lockdown). The lockdown is only temporary, though. It lasts for,
I believe, a minute or two, then everything opens back up. Fortunately, if
you get caught in the block while on lockdown, there's always a way out.
If you're stuck inside one of the cells, you can go up onto a small
catwalk on the ceiling that connects either to another cell or into the
roof. The roof is an area with columns and pillars everywhere where you're
above the cell block and can look down onto it. From that roof, there's a 
hole that will drop you into the control room. From the cell block, there's 
another set of stairs that leads to a small basketball court with some
pipes that can lead to pick-ups and nothing more. Sometimes a team or 
players will spawn on a higher ledge in the basketball court that is 
inaccessible once you've come down from it.

One of the focus points of the map is the long corridor which goes from 
one side of the prison to the other. Each end leads you into a stairwell.
The center of the corridor has an open area where the ammo box sits 
infront of the main entrance. 

The outside courtyard is big. Teams often spawn on high ledges which 
have ziplines leading to the opposite building (the prison). These ledges
are accessible by going through a small series of wall-runnable walls.

The prison has another control room that overlooks the courtyard with, 
two control panels like the ones in the cell block control rooms. These
panels allow you to block off the main "thru-ways" onto the high ledges 
where spies spawn on the opposite building. 

Keep in mind that this map is exactly symmetric. Everything that I have
mentioned should basically be doubled in order to understand the mirror
layout of the map, with the exception of the open area in the main 
corridor and the basketball court area.

*There is only one computer per team on this map regardless of the game
mode. Each computer is located directly infront of the stairway that leads
into the cell block. That's the stairway that can be locked down. 

**The key used for "key run" on this map is located on top of one of the
sets of boxes in the center of the outside courtyard.

***The remote hacking device is located on a small catwalk. There are
two overlook spots in each cell block as previously mentioned. Go to the
overlook area that's opposite the control room overlook point. This is the 
area that's right above where the computers are. When you're up there,
you look up and you'll see the small catwalk. You have to do a wall-run 
off the side wall in order to reach the catwalk. You can also access it by
going through the ceiling. This is where the remote hacking device is.
The map is mirrored so there are two of them, in the exact same places
on opposite sides of the map. 

****The ammo box is located in the open area in the long corridor, right
across from the main entrance. 

  1.5.2 Museum

I'd have to say that this map is the most popular one or at least the most
universally accepted one among players.

This map is set in a modern art museum. It consists of 3 main areas: the 
lobby, then 2 computer rooms at each end of the map with the lobby 
between them. The lobby has 4 small rooms that branch out of it at each
corner which lead to the spawn points for each team. Each spawn point 
has an air duct enterance which will bring you onto a metal scaffolding of
sorts that runs along the wall of the lobby. This scaffolding goes in a full
square around the entire lobby. One of the spawn rooms leads to a 
sub-level room which has a very small vent in the corner. When you walk
into this vent, a secret trap door opens up in the floor in the middle of the
lobby which you can climb out of. The door will close after a few seconds
but can be re-opened by walking out then back in to the vent. The lobby
has 4 different advertisement stands which can be climbed and then allow
you to mantle the metal scaffolding. You can also do a wall flip off of
either of two large columns that allows you to grab onto the scaffolding.

There are overwatch points or balcony-type areas where the second floor
looks over the lobby. In the lobby, there are two elevators at each end. 
These elevators lead to the two balcony areas at each side. The metal
scaffolding, while running the length of the walls of the lobby, also leads
underneath the balcony into a shadowed area which causes difficulty in 
spotting spies. These balconies provide a good vantage point for shooting
as well. The balconies have wooden floors which cause them to be very 
loud. If you're trying to sneak up on someone, you'd best be very cautious
not to make too much noise. If you go through the balconies in the 
opposite direction of the lobby, you'll reach the computer room. 

The computer room, you may notice, has 2 floors. The second floor has
not much on it. There is a large hole in the middle which leads you into
ceiling area of the first floor which I'll get into momentarily. The upper 
floor also stops short, which means there's a balcony which overlooks a 
very dark and shadowed side of the first floor. You can jump down over 
here or through any of the other 3 holes in the second floor. The first floor 
is where all the goodies are in the computer rooms. Keep in mind there are
two computer rooms, both of which are identical so these descriptions 
apply to both. The first floor is littered with motion sensors. These 
sensors can not be shot or disabled in any way. They blink red whenever
they detect motion of any kind. This is useful when defending your 
computers during hack objectives as you can know when someone is in 
the area. The back of the computer room (the shadowed area) has a 
large display case which you can climb. Each comp. room has 4 large

The first floor has an array of ceiling "pieces" hanging from the ceiling. If 
you go under the balcony in the lobby on the metal scaffolding, you'll find 
that there are two ducts at each end of the lobby under each balcony 
...4 duct enterances in total which are under the balconies and can not 
be seen without using NVGs. Each set of these duct enterances connect 
together into one long, straight duct. This long, straight duct will lead you 
into the first floor of the comp. room on top of the "pieces" which hang 
from the ceiling. Once you reach the center of these pieces, you can look
up to see the hole that leads to the second floor which I mentioned 
before. You can climb this hole onto the second floor should you so 
choose. You can drop out from the side of these pieces at any point in 
time. The center of the pieces looks like an intersection (to the back of 
the room, to each side of the room, then to the front of the room which 
is back into the duct you came from before). If you choose the two sides,
each one will lead you into a small duct which dumps you out into a 
bathroom (no pun intended). There are two bathrooms at each side of the
comp. room. The front of the computer room has two staircases going in
each direction. Go up these staircases to find the enterance to either 
bathroom, then continue up to find yourself between the balcony and 
second floor of the computer room. The bathrooms also have small 
duct-like crevices in the wall with pick-ups in them. You have to wall-run 
in order to reach them. 

*The main computer is located on the first floor of the computer room 
right in the center of the 4 columns in the center of the room. The 2nd
computer used for Blitz mode is located on the second floor and is placed
right up against the billboard/sign thing that's across from the entrance. 

**The key used for "Key Run" on this map is located in the center of the
lobby right next to the ammo box. 

***There are two remote hacking devices on this one as well. Each one
is located on the balcony area directly across from the elevator. Just 
jump up underneith it to pick it up. 

****The ammo box is located in the dead center of the map right in the
center of the lobby, between the two large columns. 

  1.5.3 Ship

Ship is also another very popular map. It includes 2 main areas which are
basically duplicate cargo holds. It also has small outdoor areas where
each team spawns which are filled with shipping crates.

The cargo holds have a first floor which is covered with different shipping
crates and other...things. Just about everything in this map you can climb
and/or reach if it looks likes you can. The "2nd floor" of the cargo hold is
actually not a second floor. It's just a catwalk that contours along the
the entire wall of the cargo hold. Any jump from the catwalk to the 
floor will most certainly lose you a little bit of health. You wanna try 
jumping down onto the crates or whatever else there is down there to 
avoid losing any health. There's one section where the catwalk dead-ends 
rather than completely wrap around the entire hold. There is no problem
here as all you have to do is jump from one end to the other end. 
However, you can just as easily run around the catwalk to the other side, 
sacrificing some time. The catwalks have 3 points of interest:

1) There is a switch sitting on the wall near a pipe. The piece of the 
    catwalk below this pipe is colored in yellow and black stripes showing
    caution. There is another identical pipe elsewear on the catwalk with 
    the same patch of floor beneath it. If you hit that switch, both pipes
    will leak a poisonous green gas. If you run through this gas, you 
    instantly die. The gas never shuts off on it's own either. In order to
    shut if off you have to press the switch again. The pipe closest to the
    switch can be crouched under to avoid it. However, the other pipe is
    unavoidable. You can't jump over it, go under it, roll through it, or 
    anything else. You'd have to go all the way around. The thing about these
    pipes, though, is that they're indescriminent. The gas will kill anyone
    and it won't give anyone credit for the kill. If someone runs though the
    gas, a message will appear that says "Someone killed *enter player name
    here*". Therefore, turning on the nozzle is almost entirely pointless.

2) The control panel. Hanging from the top of the cargo hold is a crane
    or something like that which has a large partial-crate hanging from it. I
    say partial because the ends and bottom of the crate are missing while
    the top and sides are in tact. Pushing this switch will raise or lower the
    crate onto or off of other shipping containers, depending on it's 
    position when the button is pressed. This may seem useless, but it's
    most certainly not. First of all, it clears a view all the way across the 
    catwalk that would otherwise be obstructed if the crate isn't lowered. It 
    also provides ample cover for hack objective games because this is where
    one of the computers sits. So having the crate in the up position would 
    leave the computer, and thus, the hacker completely exposed.

3) The elevator platform. Directly across the cargo hold from the gas pipe
    switch, is another switch. This switch controls the piece of the catwalk 
    that you're standing on in order to reach it. Press that switch and that 
    piece of the catwalk will lower into the floor of the cargo hold below like
    an elevator. It's a very large piece and so it's not possible to clear this
    gap in the catwalk by simply jumping or by any other means. You can 
    raise the platform back up, though. There are two switches: the one that
    I just mentioned, and another one at the bottom for when the platform is 
    lowered. You push that switch to raise it back into place with the rest of
    the catwalk.

The outside areas with the shipping crates provide you with 4 ways
of entering the shipping hold that is adjacent to it.

1) You can just go in through either of the two doorways at the floor 
    level. Easiest and simplest way of going in and out. The doorways are 
    obvious to spot. 

2) You can enter via a small air duct against the wall between the two door
    ways. Between the two doorways against the wall is a very large crate
    much like the one that's found inside each cargo hold. Climb this crate
    then into the duct. This duct will bring you out of the wall directly 
    under where the control panel to raise and lift the crane is. In order to
    get back out of this duct, you have do do a wall run because of the 
    initial drop into the duct.

3) If you stand at the top most crate in the spawn point outside, you'll 
    see two different catwalks against each wall to your far left and far
    right. If you take the one to the far left, it will take you up a small 
    flight of stairs and to a small balcony/dead-end. This balcony overlooks
    the entire cargo hold and can be a useful vantage point from which 
    many people may not notice you. Simply jump over the railing and you'll
    land on the "2nd floor" catwalk below.

4) As mentioned before, there is also a catwalk to the far right of the 
    crate spawn point. Go onto this catwalk and go up a small flight of 
    steps and you'll be on a large balcony that extends to the other end of
    the cargo hold. This balcony is higher above the "2nd floor" catwalk
    and also provides a very good vantage point to shoot from. In order to
    get down to the catwalk below, there are two holes along the wall of 
    this balcony that you can drop down through.

There is also a divide between the two cargo holds. On the first floor this 
divide is a small fork that splits and re-connects at the entrance to the 
opposite cargo hold. In the middle of this fork, between the two holds,
there is a small open area with a short catwalk running through it. Directly
in front of the entrances to both cargo holds, there is a ladder that when
taken, will bring you up into a small area right above the aformentioned 
catwalk. There are items up here during team based game modes. You
can drop down from this area onto the catwalk. This area is otherwise 
useless in free-for-all games.

The second floor of the divide is much different. The connections between
the two holds on the second floor are separate and don't connect to eachother
but resemble eachother exactly. Within each connection there is an area
where the ceiling is higher than the rest of the connection. In this spot you
can do a split jump. This spot also holds pick-ups. 

In the cargo holds, there is an area below the elevator platform (interest 
# 3) when the platform is in the raised position. When the platform is at
the top, you can jump down into a large crevice that form-fits to the 
platform. If you go through the doorway in this crevice, it will lead you 
into a large underground corridor with pipes running through it. When 
standing at one end of the corridor, you can look down to the other end
and see where the corridor bends to go out into the crevice of the other
cargo hold. In the middle of this corridor, there is the ammo box. Right 
above the ammo box is the small catwalk mentioned before. You can jump 
up and climb onto the this catwalk, or vice-versa, jump off the side of the
catwalk. If the platform is in the lowered position, it completely blocks the
door in the crevice. You won't be able to go through it if you're in the 
corridor. Keeping this in mind, if you're in the crevice as the platform is 
being lowered, get out of it or go through the door, or you will be crushed 
and killed. 

There is a small "trap door" of sorts in each cargo hold that can drop you
right into the underground corridor, which is useful for quick escapes
when you're low on health or ammo. The crate that hangs from the crane
that can be raised and lowered sits on/above two crates situated side-by-
side. Each of these two crates are open for running through. However,
the crate that is farther from the aforementioned crevice for the elevator
platform has this opening in it. If you didn't understand that, then just go
and investigate both crates and you'll find it. It's a small opening in the 
bottom of the crate that drops you into a shadowy corner of the long 

*The main computer sits on top of the crate in the cargo hold with the 
opening in the floor. This is the computer that you can lower the hanging
crate onto for cover. For Blitz mode, there is another computer in the 
underground corridor. When you enter the corridor through the crevice,
you go straight, then right. When you make this right, this is when you 
can see down to the other end. The computers are on opposite corners of
the corridor and are clearly visible from each end at each end. 

**The key for "Key Run" is located on the small catwalk inside the fork
between the two cargo holds on the first floor. 

***The remote hacking device is located right above the small catwalk in 
the open space which can be reached by ladder. The same open space 
that I mentioned was only useful for team-based modes. There is also a  
personnel detector up there across from the hacking device. In order to
get them, you have to walk off the ledge.

****The ammo box is located directly in the center of the underground
corridor, directly under the small catwalk. 

  1.5.4 Warfare

This map is basically a mess, to say the least. As the description says, it
is set in a bombed out building and believe me, it's very evident. This map
consists of a central area, 2 bathroom areas, and 2 connections between
the bathrooms and the central area. 

***There are two remote hacking devices. They are in adjascent rooms, both
of which are directly across from the destroyed wall where the ammo box
sits. When you walk into either of these rooms, there are two holes in the
wall that require a wall-run. In each room, the hole that is further from 
the door is the one that contains the hacking device.

****The ammo box is in the central section of the map inside a small 
bombed out and broken up wall.


  1.5.5 Church

This map is set in a fairly dilapidated church. Each spawn point is like 
night and day, literally. One spawn point seems to be shrowded in night
while another on the opposite side of the map seems to be caught in a 

Each spawn has a hole in the center of it which is apparently a hollowed
grave of some sort. These holes will lead you into an underground
catacomb-like area of the map. From here, you can choose to either wall-
run up a wall and emerge through a hole on the sides of the map, or take 
another route which will bring you to the ends of the map. At these ends,
there are large holes above which can be climbed up and out of. Along
the way to these holes, there is a small tunnel which branches off from
the main one. This tunnel takes you either through an entrance into the
dead center of the map, or you can crouch through a small hole in the
wall that branches off to the same aforementioned area with a hole in the
ceiling above.

Once you emerge from any one of those 3 areas that are mentioned, you
are now in a very large open area with many shadowy hiding spots. From
the spawn you can also take any of the 3 doorways into a large corridor. 
This corridor can take you either:

-- Far right will bring you to an entrance way which leads you into a dark
area from which you can reach the end of the map (the place with the big
hole in the ground).

-- Far left will bring you to a small hole in the wall which will require you
to crouch through. It will bring you into another dark room like that which
was just mentioned which will lead you into the other end of the map. 

So if you think about it, it's mirrored on each side again. Go left from one
spawn point and you can end up in the same area that you went right 
from the other spawn point to get to. 

-- Go either to the far left or short right and around a corner and you'll
find too very large enterances facing eachother. These enterances lead
to a sort of terrace with a large column in the middle of it. This terrace 
faces the corresponding terrace on the opposite side. 

The pillar on each terrace has a large stone button on it. When you press
it, the two very large entrances will close off with large wooden doors 
while the doorways to the spawn point will close off with a midieval-style
draw bridge gate. You can raise all these doors by simply pushing the 
button again, but while they are down, you must find different routes 
around them. Each button closes the corresponding doors on that side of
the map.

The spawn point also has another option. On either end of the wall where
the doorways are, there are ledges with railings on them. You know what 
to do by now. Wall-run up there and pull yourself up. Regardless of which
ledge you up, there is one corridor at the top which leads in two 
directions. To the right, there is a wall with a low clearance leading into a
room with a hole in the floor. This will drop you into the dark room right 
beside the "end of the map" area. If you go to the left, there is no wall, 
but just the room with the hole. This will, likewise, drop you into the dark
room on the opposite end of the map.

Each end of the map has a zipline that takes you over the center of the
map and drops you off at the opposite end. These ziplines parallel 

The center of the map is a sunk-in area of the church. There is a partial
wall in the shape of a square in center of the center. This wall is really
not even a wall and is just pieces of a wall that are still in tact. Each side
of this area has a staircase which leads to the two terraces.

*There is only one computer per team on this map. On each end of the
map, there is a niche in the wall made obvious by a chemical flare sitting
on the floor which lights the entire niche. These chemical flares are in the
colors blue and yellow corresponding to which side they belong to.

**The key for "Key Run" is located inside the partial square wall in the 
center of the map.

***There are two remote hacking devices on this map. On each terrace, 
there is another small niche directly across from the column with the
button. Each of these niches resemble the niches where the computers
can be found, but are smaller. These niches also have chemical flares of 
the two different colors. Each of these two niches has a RHD.

****The ammo box is located in the partial square wall in the center of
the map where the key for "Key Run" can be found. 

  1.5.6 Temple

The temple map is a giant maze. It's one of those that has like 4 different
elevations or floors and is just filled with different twists and turns. 

**The key for "Key Run" can be found on the large platform in the center
of the central area of the map. Just wall-run up onto it or jump over to it
from the wooden scaffolding and there it is.

***The remote hacking device is located in the same exact spot as the 
key for "Key Run" is located, only upwards. Go to that same spot, but look
up. There it is. Jump up to grab it.

****The ammo box is located right under that central platform. Go down
either of the two ladders on the side of it and then go around the corner
to the right and the ammo box is there under a small ledge. 


  1.5.7 Pick-up Locations

These descriptions apply to the normal locations of certain pick-ups which
are always 100% there. This applies when the "random bonuses" option is
set to NO for a game. There may be more than one way to get these pick-ups
or more than one place where these pick-ups can be found consistently. However,
I'm only listing the main ones and so any emails regarding updates about other
constistent locations will not be posted nor will credit be given.

**Note: All pick-ups which appear in or within the immediate area of a spawn
            point are random regardless of the "random bonuses" setting for the
            game. If you pick up a frag in your spawn, when you come back
            after it reappears, it most likely will not be a frag again but
            something else entirely. However, sometimes you will have an item
            reappear in the same position in the spawn more than once. 

  1.5.7a Prison


There is a flashbang pick-up floating above each staircase leading into the
cell blocks. Simply hop the ledge to get it.


Go to the room with the two control panels in it which overlooks the
courtyard. Just outside the window is a pick-up for frags. Get it by hopping
over the ledge of the window.

>Sticky Camera:

In the basketball courtard where one of the spawn points is, there is a set
of boxes directly across from the wall with the basketball hoop on it. Climb
these boxes and do a wall run and you'll grab onto a small ledge. Once you've
done that, you should've picked up the sticky cams which are up there.


In the same basketball courtyard, there are pipes on the corners of the
walls with the doorways that lead out of the courtyard. One of the pipes 
has a mine at the top. Climb the pipe to reach it.

>Smoke grenades:

Same directions as the last one. The pipe opposite of the one with the mine
should have smoke grenades on it. 

>Sticky Shockers:

Each cell block has two cells in it. One of the cells connects to the adjascent
cell in the other block by way of a small path in the ceiling of the cell. You
can reach that path by flipping off any of the walls inside the cell. Assuming
you came up the steps into the block and you made a left to enter this cell,
the sticky shockers will be on your left and up. Vice versa if you went into 
the other cell block. You reach them by doing a wall flip-off. 

>Personnel Detectors: (only available in hack objective modes)

From the spawn points in the large courtyard, there are two ziplines from 
each spawn point. Each zipline takes you to the large open ledge of the
opposite building. Floating by the wall of each of these ledges is the 
personnel detector. Wall flip off the wall to get it.

  1.5.7b Museum


On the second floor of each computer room is a small billboard/sign. The 
pick-up is sitting on top of it. Just jump up onto the sign and get it.


The two large columns in the main lobby that sit opposite eachother each
have a frag pick-up. Get onto the metal scaffolding along the wall and stand
infront of either of the large columns. You'll see a frag pick-up infront of
you at eye level. Just jump off the scaffolding and grab onto the small ledge
at the top of the column and you'll pick up the frags.

>Sticky Camera:

Between the balconies and the 2nd floor of the computer rooms is a small
area with two thin columns in it. If you walk around either of these two 
columns, you'll be in a small secluded area which the columns help to cover up
a little. If you're going from the balcony towards the computer room, the 
sticky cam will be in the area behind the left column. Go around the column
and look up. You can reach it by doing a wall flip off any of the 4 walls in 
that area, which includes the column. 


Each computer room is connected to two separate bathrooms. While facing
towards either computer room, the bathroom to the right has a mine in a small
duct. You have to wall run up to it in order to climb in and grab it.

>Smoke Grenades:

Same directions as the sticky cameras, only for this, you go behind the right
column. Flip off any of the 4 walls to get it. 

>Sticky Shockers:

Same directions as the mines. For these, you go to the bathroom on the left
instead of the right. Reach them the same way you would the mines. 

>Personnel Detectors: (only available in hack objective modes)

If you stand in any of the two elevators and face out, you'll see a wall 
directly across from the elevator. Go around to the other side of this wall
and the detector will be against the wall. Do a wall flip-off inorder to pick
it up. 

  1.5.7c Ship


On the bottom floor of each cargo hold, go to the wall underneith the part
of the catwalks with the poisonous gas pipe and the switch to turn it on.
Just off the wall, you'll see the flashbang pick-up. Do a wall flip-off to 
reach it. This one is tricky to get sometimes so just aim well.


If you stand at the control panel in either hold and face out over the area,
you'll see on the other side of the hold the 2 doorways which lead into either
of the 2 connections between the 2 cargo holds. Go to the door on the left
but don't go in it. While standing by this door, look up and around to find the
beginning of the zipline that runs across the cargo hold from where you are
to the control panel on the other side. The pick-up is in the middle of the 
zipline, so you have to jump onto the zipline and use it to reach the frags.

>Sticky Camera:

Go into the small duct entrance from the outside spawn point (#2 on the 
list of entrances from the spawn point). Jump out into the cargo hold and
you'll find yourself in a very thin area between the wall and some large 
shipping crates. Look up to the right and you'll see the sticky cam pick-up.
You can reach it by doing a wall flip off the metal colum to the right just
past the sticky cam. 


Right next to the control panels in either cargo hold is a pipe. I believe this
is the same pipe that leaks the unavoidable poisonous gas. The pick-up sits
at the top of the pipe. Climb the pipe to reach it.

>Smoke Grenades:

At the bottom of each cargo hold is a single doorway which leads into the
connecting area between the two cargo holds (the "fork" on the first floor).
Just to the right of this door is a pipe which you can climb. At the top of 
this pipe is the smoke grenade pick-up. Simply climb the pipe to reach it. 

>Sticky Shockers:

In the second floor connections between the cargo holds, go into the part
with the higher ceiling where you can do a split jump. This is where the 
pick-up for the sticky shockers is, in either connection area. Do the split 
jump in that area to pick it up. 

>Personnel Detector: (only available in hack objective modes)

The personnel detector can be found right across from the remote hacking
device in this map. Go to the first floor connection and climb either of the
two ladders infront of the doorways into the cargo holds. The ladder will
take you into the small area where you can see the remote hacking device
as well as the personnel detector right across from it. Walk off the ledge to
the personnel detector to pick it up.

  1.5.7d Warfare



In the central area of the map where the ammo box is, there are two paths,
one to the right and one to left of the ammo box. Take either of these paths
as they meet with eachother. At the intersection there is another short
path which takes you the hole in the wall that's over the ammo box. The 
pick-up is right above your head at this point. Do a split jump to reach it.

>Sticky Camera:

Right across from the ammo box are the two rooms mentioned before. Go into
the room on the right and in the small niche in the wall, there will be the 
sticky cam pick-up. Do a wall run to reach it.


Same as the last directions, only now you take the room on the right. 
Wall run up to the niche to pick it up.

>Smoke Grenades:

Coming Soon...

>Sticky Shockers:

Coming Soon...

>Personnel Detector: (only available in hack objective modes)

Coming Soon...

  1.5.7e Church


Enter the hollowed out grave in either spawn point to fall into the catacomb
area of the map. Go straight ahead and to the right you should see the pick-up
for the flashbangs above the ground. Just jump up to it or jump off the small
platform right next to it. 


At either end of the map, there are multiple stone blocks surrounding the
big holes in the ground. One of these blocks is infront of the hole and sits
under a crossbar of some sort. This crossbar is attached to the zipline that
crosses the map. The frag pick-up is in the center of the zipline. Jump onto
the stone block then jump up to grab the zipline.

>Sticky Camera:

I've searched tirelessly all around the map and I can't find anywhere that
the sticky cam consistently can be found. It is available through the randomly
spawing pick-ups in the spawn point however I haven't found it anywhere
on the map.


Enter either catacomb through the hollowed grave in the spawn points. Go 
straight then make a right once you go up the small set of steps. Go straight
ahead all the way. You should see a large niche in the wall just past the 
tunnel to the left which will leads you to the hole in the ground at the end
of the map. The mine is at the top of this niche. Just wall-run up the wall
and there will be a small ledge that can be grabbed on to. Just climb along
the ledge to get the mine if you haven't already picked it up.

>Smoke Grenades:

On either terrace you have the large column with the stone button. If you face
toward the center of the map from either terrace, you'll see a crossbar that is
connected between the column and the wall on your left. On top of this crossbar
is the smoke grenade. You reach it by doing a wall flip off the wall opposite
the crossbar which will allow you to grab onto the bar. Once hanging, pull
yourself up and over the crossbar to pick it up. 

>Sticky Shockers:

At each of end of the map, at the very back wall, there is another crossbar
that is parallel to the one that holds up the zipline. This crossbar has the
sticky shockers on it. There is another block just infront of it right next to
the big hole in the ground. Climb up this block and jump over to grab the beam.
Next, pull yourself up and over the beam in order to grab the pick-up. You can
also do a wall flip off the wall next to the crossbar which will allow you to 
grab onto the crossbar also. Pull yourself up and over to grab it.

>Personnel Detector: (only available in hack objective modes)

Begin at either spawn point and do a wall-run up to the balcony with the stone
railing. It doesn't matter which balcony you do it up, left or right. Now go to
the right and then make a left around the corner. You'll see the broken off
wall that you have to crouch through. Once you've turned the corner the wall
you are facing has the personnel detectors floating next to it. Do a wall 
flip-off in order to reach it. 

  1.5.7f Temple


If you come out of the spawn through the left-hand side passage, after you
jump down from the ledge that you can't climb back up, turn to the right (after
you exit the passage of course). At this point you'll be facing the opposite
side of the map. Turn right again and you'll see a large niche in the wall with
the flashbang pick-up in it. Jump onto the platform thing to the right of where
you're standing and from there, jump to the niche.


From the 3rd level wooden scaffoldings in the center of the map, when you
go out to either side, you'll see the slightly raised wooden platfrom between
the side you're on and the other side. Right above this platform is a zipline
and on this zipline is the frag pick-up. Jump over to this platform, then pull
yourself up. Once on the platform, jump up to grab the zipline which will 
bring you to the pick-up.

>Sticky Camera:

On the wooden scaffolding in the central area, you'll find a pipe that runs
the length of that side of the scaffolding hanging above. The sticky camera
is on this pipe. Do a wall flip off the parallel wall to grab onto the pipe and
thus grab onto the sticky cam.


Same directions as the last one. Only the mines are in the middle of the pipe
not at the end. Flip-off onto the pipe and climb over to the mine to pick it
up. The mine is only on one of the pipes as there are two pipes on each side.

>Smoke Grenades:

Same exact directions as the mine, but the smokes can be found on the opposite
pipe that the mines are found on.

>Sticky Shockers:

Go to where the ammo box can be found. On either side of the ammo box, 
you'll see the sticky shockers floating over head. In order to get them, flip
off the wall next to them.

>Personnel Detector: (only available in hack objective modes)

Same as flashbangs, only through the right-side passage way, not the left.

  1.6 Glitches

Now I'm a person who does not condone glitching in any way as a form of
getting an edge over the competition. When I use glitches, it is purely for
exploration purposes and so I can understand how to identify glitchers
and such.

That being said, this game really doesn't have any forms of glitching, so 
don't take this as a recommendation to go out trying out these glitches 
because I do not know of any way to control them. Had I have known
how to initiate them, I would not reveal them in order to keep glitching to
an absolute minimum. Once again, these are glitches that occur at random
and that (I'm in no way aware of) can be controlled.

If you have anything to add to this section including how the listed
glitches occur or just completely new glitches all together, feel free to 
contact me and I will look over your information and try to research it to
check credibility. 


This glitch causes the player to become invisible and impervious to
damage through his invisible state. However, he can't take pick-ups or do
anything that involves physical contact with other players either. While 
the player is invisible, his body will still be visible and tangible at the 
spawn point and will react to whatever it is the player is doing. If the 
player, being invisible climbs a ladder or hops a ledge, the tangible body
will move as if it was climbing a ladder or hopping a ledge but it would do
it in place without moving. The player can be killed if his tangible body is
found at the spawn. That body is prone to all the usual forms of damage 
and when damage is inflicted to it, the player who is invisible and 
somewhere distant will feel it. Also, the player who is invisible will still be
able to see himself as if he's playing and will not see his body standing
in the spawn while all other players can see the body but not the player.

This glitch was also around during the Chaos Theory online saga and I'm
not sure if it was around during the Pandora Tomorrow time. My in-depth
knowledge is a result of having it happen to me multiple times in Chaos
Theory and witnessing it happen to my partners. 

>Negative Spawn Time:

This is when you're a spectator waiting to spawn, but your timer doesn't
stop at 0. Rather than stopping at 0 and you respawning, the timer 
continues down into the negatives, supposedly infinitely. When this 
happens, your best bet is to leave the game and come back because 
you're probably not gunna spawn any time soon, if at all. 

Although this is something new to me in this game, I've heard that it was
around during Chaos Theory as well. I've witnessed this multiple times both as 
a victim of it and a host of games in which someone had it happen to them.

I believe you can identify when someone is stuck in negative spawn when
you come across their body which remains visible and in tact and does not
disappear. I managed to identify my partner like that and so I returned to
the lobby but I'm not positive if this is always the case. 

My connection isn't the best in the world so perhaps connection speed 
has something to do with it happening?

>Prison Stairway:

I've discovered a new glitch that happened to me. While I was playing on 
the map Prison, I got stuck behind the metal stairs which lead into the cell 
block. I pulled my gun out while walking backward up the stairs and the 
next thing I knew, I was suddenly behind the steps and could look out 
from between the steps. However, nothing affects you when inside the 
steps. You can't shoot out of there and no one can kill you. The only hope 
you have of getting out of it is if you have a mine, frag, sticky cam, or 
smoke grenade in your inventory. Otherwise you'd have to leave the game. 

I have no idea how it happened. I tried to redo it but wasn't successful
so I just let it go. I figured it's one more thing I can add to this list.

>Running While Crouched:

This glitch allows you to be in a crouched position but move as fast as you
would if you were standing and running. This glitch was apparently around
in Chaos Theory but I have never witnessed in either of the previous games as
I have in this one.

>"Retard" Glitch:

This glitch is apparent when you see another spy running around with their
arms straight down at their sides or if you see a spy running around like a 
hunchback, but one of his arms is bent up and the other is extended down and
outwards. It's actually kind of amusing to see. It is controllable but offers
no real benefit unless confusing your opponents is beneficial to you. When
you're in this position, you can maneuver just as you would regularly, only it
looks stranger. You'll climb ladders and poles with just you feet. You grab
on to ledges and pipes with no hands and then be able to pull yourself up. When
you see this glitch, the player is frozen like that unless they are shot,
jumped on, or do anything else that would make you flinch. Plus, if you try to
pull out your gun in any of these positions, it'll just shoot downward or in
direction that the arm holding the gun is pointed.

>Roof on Temple:

When you're in the area right above the spawn point with the big hole in the
middle, you'll see there is a wall on the same side as the exits from this area
are located. You can get onto the roof of this wall. However, there is no
tactical advantage up there whatsoever because of this area's out-of-the-way
nature. When up on the roof, you can see small insignificant segments of the
map. However, you can't shoot to them, nor can you see anyone running around,
hence the "no tactical advantage". While up here you can also get slightly out
of bounds of the map. This also provides no tactical advantage. You can see
certain things but you can't shoot at them. You also can't see anything that
would help you "scout" another team. So as I said, it's a glitch that's 
interesting to see, but is ultimately useless.

>Vending Machine

When you enter the main enterance of Prison from the courtyard and go to your
right, you'll find a vending machine in this general area right outside the
cell block enterance. It is possible to literally jump inside of this vending
machine. When inside, you can see everything that's happening outside, although
you can't shoot anything outside. I'm not sure if anyone can see you while you
are inside it, but I think they can't. There's no way to get out once you're
inside without killing yourself or leaving the game. So I'd suggest that if you
go to check this one out, you take any item/gadget with you that can kill
(proxy mine, smoke grenade, sticky camera, frag grenade).

 1.7 Thanks To

>Upchelon -- Temple Roof Glitch

_-_-_-_-_-_-_Version 1.2_-_-_-_-_-_-_-_

--Version 1.0 
    - 75% complete    

--Version 1.1
    - added half of the pick-up locations
    - added new glitch
    - made other minor adjustments

--Version 1.2
    - added final weapon description
    - updated missing pick-up locations
    - added new glitch
    - finally updated "Mode Settings" section

--Version 1.3
    - added new glitches
    - updated some weapon locations in Temple
    - added "heal mate" feature
    - updated "standard issue" with power meter
    - added "Thanks To" section
    - god knows if I'll ever finish the map descriptions with all the weapon

--Version 1.4
    - added the Vending Machine glitch
    - added someone to Thanks To section
    - added some info to the Ship map description