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    Real Weapons FAQ by Wavehawk

    Version: 0.60 | Updated: 06/23/03 | Search Guide | Bookmark Guide

    Version 0.60
    Copyright Wavehawk 06/23/2003
    Spacing Set=70 CPI
    "Foreknowledge cannot be elicited from ghosts and spirits;
     it cannot be inferred from comparison of previous events,
     or from the calculations of the heavens,
     but must be obtained from people who have knowledge of
     the enemy's situation."
    - Sun Tzu, The Art of War
    This article is intended to research in detail the weapons and
    equipment found in the PC version of Splinter Cell. A great majority
    of weaponry and equipment in-game are based on real weapons, and what
    I intend is to give a slightly more detailed account of what they are.
    Sharp-eyed fans will notice that there are elements of this FAQ I had
    taken from my previous works, particularly the FN Five-seveN. This is
    mainly because I did not feel like repeating myself too often here.
    06/23/2003 - Version 0.60
    - First version of FAQ. Still highly incomplete, as I have to do
    further research (and gameplay) before making this a definitive
    article. Set at 70 CPI for viewing.
    - Immediate thanks to Don "Gamera" Chan <crs1219@hotmail.com> for
    pointing out the website for data on the Norinco QBZ Type 95 rifle <
    http://www.sinodefence.com>, and other details on the PLA troops found
    within the game. Check out his FAQs on the real-world units of
    C&C Generals and the Japanese Strategy game Gaika No Gouhou (which are
    pretty cool, too). You can find them in the PC games section of
    - Thanks to Black Hole Sun <lauriafour74@cs.com> for his walkthrough
    on Splinter Cell for PC, which also helped a lot in my running through
    the game.
    - Thanks to Phoenix 1911 <phoenix.1911@hccnet.nl> for the list of
    dummied-out weaponry; had it not been for that, I'd still be squinting
    at the screen and/or sneaking up on bad guys unecessarily (read:
    painfully) just to take a look at their weapons.
    - Talk about jumping on the bandwagon late; Splinter Cell: Pandora
    Tomorrow has been announced by Gamespot, and will feature multiplayer
    support. Likewise, Konami has announced working on Metal Gear Solid 3:
    Snakeeater and Metal Gear Online. At long last, the age of the Stealth
    Game has arrived! >D
    This FAQ is shown EXCLUSIVELY at Gamefaqs <http://www.gamefaqs.com>
    website, and ONLY there. Any reprinting or publication of part or the
    whole of this article without the author's permission is prohibited.
    Any attempt at copying part or the whole of this FAQ and pass it off
    as another's work is considered blatant plagiarism and will be
    punished accordingly and personally by the author himself.
    This is a non-profit FAQ written for free and informational purposes
    only and not to be marketed for any reason. Know fully well that if
    this is violated in any way, the writer and the maintainers of the
    page this FAQ is displayed on are perfectly within their legal rights
    to sue the pants off of you, since murder is not permissible.
    The information written in this FAQ is neither sponsored by nor
    endorsed in any way by Ubi Soft. Nor has this FAQ been sponsored or
    approved by Fabrique Nationale, Kalashnikov Iszmash JSC, Israeli
    Military Industries, Colt Armaments USA, or other companies.
    	  +-Palm OPSAT
    	  +-SC Pistol (FN Five-seveN Tactical)
    	  +-Optical Cable
    	  +-Explosive Lockpicks
    	  +-Laser Microphone
    	  +-Camera Jammer
    	  +-Night Vision
    	  +-Thermal Vision
    	  +-SC20K Rifle (FN F2000 and FN F303)
    	  +-Sticky Camera
    	  +-Distraction Camera
    	  +-Ring Airfoil Round
    	  +-Sticky Shocker
    	  +-CS Gas Grenade
    	  +-Medical Kit
    	  +-M67 Fragmentation Grenade
    	  +-Whiskey Bottle
    	  +-Beer Can
    	  +-Wall Mines
    	  +-Chemical Flare
    	  +-Emergency Flare
    	  +-Ammo Box
    	  +-V-22 Osprey
    	  +-Defense Ministry Security
    	  +-Hamlet (Grinko's Driver)
    	  +-Georgian Troops (Infantry)
    	  +-Georgian Troops (Colonel)
    	  +-Philip Masse
    	  +-CIA Security
    	  +-CIA Agent
    	  +-CIA Technician
    	  +-Michael Dougherty (CIA)
    	  +-Chinese PLA (Infantry)
    	  +-Dogs (Rottweilers)
    	  +-Mercenaries (FMR Spetsnaz)
    	  +-Vaschislav Grinko
    	  +-Chinese PLA (Colonel)
    	  +-General Kong Feirong
    	  +-Georgian Presidential Guard
    	  +-Dogs (Dobermans)
    	  +-Georgian Special Forces (Regular)
    	  +-Georgian Special Forces (NVG)
    	  +-Kombayn Nikoladze
    	  +-Makarov PMM
    	  +-Kalashnikov AK74
    	  +-Beretta 92FS
    	  +-Dragunov SVD
    	  +-Franchi SPAS-12
    	  +-IMI Uzi
    	  +-Colt M16A2
    	  +-Norinco QBZ Type 95
    	  +-HK UMP
    	  +-VZ-61 Skorpion
    	  +-Automated Turret
    The National Security Agency or NSA is one of the many different
    intelligence organizations operating under the United States
    government, initially just another moniker in that alphabet soup of
    intel organizations. This is because each has their own jurisdiction;
    the FBI (Federal Bureau of Investigation) for example is limited to
    domestic (in-USA) intelligence dealing with crime and local terrorism,
    the CIA (Central Intelligence Agency) is tasked with intelligence on
    foreign powers (such as China, Europe, et al), the DIA (Defense
    Intelligence Agency) is tasked with military intelligence, and so
    The NSA primarily deals with espionage gadgetry, and is at the
    forefront of SIGINT (SIGnal INTelligence) operations (this is why Col.
    Lambert refers to Sam as a "SIGINT Ninja" in one of the missions).
    These operations include but are not limited to the use of electronic
    coders/decoders, automated cipher devices for radios, and other such
    equipment as microcameras and listening devices. So more or less, the
    outlandish gadgets Sam uses just may be based on stuff the real-life
    NSA is working on (if not already available in the field).
    Another nickname given to the NSA (by no less than US Army or Navy
    Special Operations Forces) is "No Such Agency". Given the 'Black' or
    clandestine nature of the work done by Fisher in Splinter Cell, that's
    incredibly appropriate.
    Official NSA Webpage: <http://www.nsa.gov>
    Former of the Navy SEAL teams, Sam Fisher has been one of the most
    experienced field agents in the US Intelligence network. Documentation
    of his past activities from the 1970s to the 1990s is unavailable and
    considered classified. Primarily working for the NSA, he is Lambert's
    top choice to spearhead the Third Echelon/Splinter Cell program. Has
    one daughter, Sarah.
    What little unclassified data is known about Fisher is that he has
    spent a large amount of his adult life to not only excel in the field
    of cover ops, but to gain a dark and morbid sense of humor as well.
    His experience has become part of his instinct, and his ability to
    detach himself emotionally from the immediate situation in order to
    better achieve his goals is a prized skill.
    Personality-wise, Fisher is abrasive and honest, and has little
    patience for niceties, especially when the immediate problem presents
    itself. Quiet, instinctive, and observant: somebody who watches from
    the outside. Unlike younger agents, he is not a blind idealist, only
    taking to task if the cause is just and within reason.
    NOTE: Sam Fisher seems to be at least partly based on one of Tom
    Clancy's other well-known heroes: Former SEAL, former CIA Ace Agent,
    now head of Team Rainbow, John Clark.
    The weapons of Splinter Cell are modelled either after existing real-
    world weapons, or weapons still in development (such as Sam's SC20K or
    F2000 rifle). Some may sound fantastic, but usually have a real-life
    equivalent, or at least some basis in fact.
      +-Palm OPSAT
    The main interface between a Splinter Cell and his data, the OPSAT
    (OPerations SATellite Uplink) is a modified version of the civilian-
    issue Palm PDA. It is smaller, designed to be worn around the left
    forearm, and used for many in-field needs. I cannot confirm if a real
    "OPSAT" exists, much less one designed by Palm, but the theory behind
    it is sound. A PDA at its very core is a miniature PC that can also be
    used as a wireless communications device (Sony-Ericsson has been
    selling cellphone-PDA combinations for quite some time now), and it
    also meets the needs of the new, digital battlefield--in effect, the
    OPSAT is just a refinement of the US Army Soldier Systems Center
    (SSCEN) brainchild, the much-ballyhooed "Land Warrior" project (or at
    least the communications aspect of LW).
    To expand on this: the Land Warrior project treats an individual
    soldier as a singular fighting machine (instead of the old concept of
    large groups of soldiers), a component of a larger network. Thus Land
    Warrior is geared to give the individual soldier the best weaponry,
    information, and equipment available for him to achieve his missions
    and survive the battlefield. A Splinter Cell then, is technically a
    refinement of the Land Warrior system geared for Covert Operations and
    Combat Espionage.
    Thus in LW terms, a Splinter Cell's OPSAT works as the information
    element: a small, light, and yet very useful piece of equipment that
    keeps him constantly updated of changes of his situation in the field.
    As the saying goes, "Information is Ammunition", and in Splinter Cell,
    you'd want to keep informed every second.
    GAME NOTES: The OPSAT is a multi-function device for Sam that provides
    a lot more than mission updates and data saves. It can provide
    streaming video from either the wired-in Optic Cable, or via the
    wireless Sticky Cams. The functional nature also allows you to pick up
    data sticks (It isn't mentioned whther these are Sony's Data Sticks or
    some other Flash Memory/card chips) to read through. The most notable
    is that the OPSAT also has an light and sound sensitivity indicator--a
    clue in as to how visible (or in some cases audible) you are to your
      +-SC Pistol (FN Five-seveN Tactical)
    Sam's sidearm is a sound-supressed SC Pistol. In reality, this is the
    Fabrique Nationale Five-seveN, a handgun chambered for the armor-
    piercing 5.7x28mm SS190 round and developed at the same time as the FN
    P90. The gun comes in two versions: a double-action version and the
    'Tactical' version which is single-action. Sam uses the Tactical
    version. The gun can punch through nearly any kind of Kevlar body
    armour or helmet currently in existence--Even the CRISAT armour (Light
    Titanium Flak Vest with Kevlar layering) used by the US army. At the
    same time it's lighter, smaller, and still packs more ammo than most
    standard combat 9mm pistols, has an ergonomic grip, and possessing
    very low recoil, making it ridiculously easy to shoot accurately.
    The gun can carry 20 rounds of 5.7mm ammo per magazine, that's five
    more than most 9mm pistols. Take note that the capital "N" at the end
    is not a typographical error; Fabrique Nationale obviously emphasized
    the "FN" in Five-SeveN as a marketing point). Since it uses an armour-
    piercing round, the Five-SeveN is one pistol that will most likely
    never be sold to anyone outside the military. The one used by Sam is
    equipped with a Sound Supresser and a LAM (Laser Aiming Module).
    	FN Five-SeveN Tactical:
    	Manufacturer: Fabrique Nationale
    	Caliber: 5.7x28mm FN (Fabrique Nationale)
    	Mechanism: Single Action Delayed Blowback
    	Trigger Pull: 9-12lbs/4.85-5.5 lbs
    	Type: 5.7x28mm Semiautomatic Tactical Combat Pistol
    	Barrel Length: 122.5 mm (4.82 in)
    	Total Length: 208mm (8.2 in)
    	Height (Total): ?mm (5.4 in)
    	Width of Frame: ?
    	Empty Weight: 618g (1.36 lbs.)
    	Loaded Weight: 756 g (1.64 lb)
    	Magazine Capacity: 20 Round Magazine
    GAME NOTES: Sam starts out with two magazines or 40 rounds, and can
    carry a maximum of three magazines (60 rounds) of ammo total for the
    weapon. The pistol in-game does not seem to be as low-recoil or
    accurate as the real gun supposedly is. Then again, you're not meant
    to engage in long-ranged extended gunfights with it. The pistol is
    also the only weapon that Sam can use in almost any situation:
    - shooting while using a hostage as a shield
    - shooting around corners (while in peek mode)
    - shooting while hanging or at the top of a split jump
    - backup weapon in case rifle runs out of ammo
    However, the pistol most likely won't be used nearly as much once the
    SC20K rifle is acquired; the rifle is more acurate and better for
    ranged shots, as well as capable of a lot of things the pistol can't
    compete with.
      +-Optical Cable
    This is a Fiber-Optic cable with a miniature camera head, that can
    attach to Sam's Palm OPSAT to provide a black-and-white night-vision
    view of things going on behind a door. Special Forces such as the US
    Navy SEALs use similar gadgets for their operations, and it is usually
    a vital piece of equipment in their arsenal. Some people nickname this
    a 'snake' or 'worm' because of it's appearance, but in reality, it's a
    very slim and small device. It's also quite fragile; accidentally step
    on the camera head and there goes the neighborhood.
    GAME NOTES: Can only be used with doors; it can't be used to look
    around corners or over walls, which is one of my gripes since Sam
    peeking around corners can sometimes still be seen by bad guys. Also,
    the dedicated NV view of the optic cable makes it difficult sometimes
    to discern details, especially if the room you're about to enter is
    too brightly lit for your own good.
    The Lockpicks in the game are of the simplest kind: A pair of metal
    picks, used to toggle the pins of a lock open. Quite simple, actually:
    one pin operates and sets the pin, while the other holds the opened
    pins in place until the job is done. Removing both picks usually
    resets the lock to the closed position.
    Picking a lock requires many things: patience, a VERY good ear, the
    precision hands of a watchmaker, and a LOT of nerve. You have to be
    able to recognize the sound of pins tumbling, be able to hold a pin in
    place patiently for hours at a time, and manage to do it all without
    falling apart at the thought of getting caught.
    More advanced or innovative lockpicks exist, from mechanized ones (a
    gun-pick such as those used by some police forces to open illegally
    parked cars) to those with electronic aids, there are many different
    The two-pick traditional picks are still the best, though they require
    much skill in usage, especially if you want to pick a lock and not
    leave evidence--a clumsy lockpicker will leave gouges and scratches on
    a door lock. A real butterfingers might even end up breaking the lock
    and jamming it permanently. Thus, lockpicking is one of the things you
    DON'T want to try at home (or without an expert locksmith's tutelage,
    for that matter).
    GAME NOTES: Lock Picks take awhile to manipulate. They are easier to
    use in the PC version since all you need do is press the directional
    keys. Take note however that picking locks takes time, and there will
    be situations wherein you can't afford to waste it over a bum lock.
      +-Disposable Picks
    The Disposable Lockpick functions like a pocket-sized magnesium torch,
    that once placed into a lock, burns through the pins and lock bolt in
    a second or two. I am not satisfied with the manual's description of
    these (as 'explosive' devices), so I did some research and typed up my
    own findings. They don't explode or even cause a noise, so 'explosive'
    is not an entirely accurate term for them. The effect I see of it in-
    game looks similar to a gas welding torch or a magnesium flare.
    Obviously, one will use the Disposable Pick when speed is of the
    essence and stealth becomes secondary. A real-life equivalent of this
    pick would not only get you though a door quickly, it would leave a
    gaping black hole where the lock used to be.
    GAME NOTES: These disposable picks are best held in reserve; use them
    only if time is of the essence, such as breaking into a locked room
    just as a sentry is about to catch you. There is one mission wherein I
    wished I had a Disposable Lockpick: The Bomb Defuse mission at
    Kalinatek would be a lot less stressful if I had that.
      +-Laser Microphone
    Laser Microphones work on the theory of sound vibrating off glass
    surfaces. It works by 'reading' the slight vibrations of the surface
    and then translating it back into sound on the recieving end. In a
    sense, it is more advantageous than other listening devices since it
    does not get drowned out easily by external noises, save those
    affecting the surface the laser is trained on.
    The T.A.K. (Tactical Audio Kit) system used in Splinter Cell uses the
    Five-seveN pistol's LAM (Laser Aiming Module) as the laser unit. The
    device itself sits atop the gun's sights and linked to the OPSAT, thus
    linked to Sam and the Third Echelon's communiations systems. This
    device so far does not exist, but Laser Microphones of other types are
    known to be in use by intelligence agencies in the US and Europe.
    GAME NOTES: There are only two missions wherein the T.A.K. is
    absolutely necessary, though you can still use it in the later
    missions. The device is best used when you are in hiding and have a
    clear field of view to your target. Just remember that you have to
    focus on a glass surface. The T.A.K. is useless when aimed just about
    anywhere else.
      +-Camera Jammer
    The Camera Jammer is a relatively simple device: it is a handheld EMP
    (Electro-Magnetic Pulse) generator. EMP waves can disrupt not only
    cameras, but other electronic devices within a certain range of
    effectivity. Thus, a jammed camera will show static on the opposite
    end. The trouble with EMP is that it requires a large amount of power
    in a short burst, thus the Camera Jammer operates off a rechargeable
    capacitor (If you don't know what a Capacitor is, just consult any
    Highschool Physics book or teacher--don't say you never learn anything
    useful from games.).
    I do not know if such a device exists, but it is true that EMP 'bombs'
    and other such devices are under research by various military
    organizations. Strong enough EMP pulses can destroy electronics
    equipment without directly injuring troops, a valuable option to have
    in combat.
    GAME NOTES: This device has to be equipped, bringing you into weapon
    view. Thus, you can't move nearly as fast when using it. The only time
    I found it really useful was in the first Chinese Embassy mission. In
    all others, I found it easier to just shoot the lights or camera out.
      +-Night Vision
    Night Vision systems work on low-light amplification. It takes in what
    little light is available and intensifies it. The result is usually a
    greenish- or grayish-looking view of the world, but it is better than
    going completely blind in many situations. Early versions of this
    system were first developed in the latter years of World War II as
    vehicle or weapon mounted bulky scopes. Since they were initially
    developed to use even the faint light of stars at night, this device
    was once called the 'Starlight Scope' when mounted on rifles.
    These devices do have many drawbacks. The monochrome tinge is
    unavoidable due to the low-light nature of the device, making it hard
    to distinguish detail at certain distances. The other, more serious,
    drawback is that a sudden bright flash of light is capable of shorting
    out the system and blinding the wearer temporarily. The NVG in
    Splinter Cell doesn't short out from bright light sources, but depth
    and range are a problem sometimes.
    GAME NOTES: In Splinter Cell, the Thermal and Night-Vision goggles
    seem to be the same device, differentiated only by modes of view.
      +-Thermal Vision
    The current generation of Thermal Imaging equipment come in a small,
    compact size very similar to Night-Vision goggles. Advantages to this
    device are that one could see behind some thin walls and crates with
    it. The downside is that people and most other heat sources would
    appear as a yellow-reddish glob; you won't immediately be able to tell
    the difference between a hostage or an enemy.
    One other problem is that Thermal Goggles are limited in range; the
    farther away a warm body is, the harder it is to discern. At close
    range, a person appears to be a yellow figure with orange and red
    outlines from radiated heat. The farther out a person is, the less
    visible his heat signature. Also, Thernal Goggles do not help in
    determining details of non-heated objects such as crates, tables, and
    other such equipment.
    GAME NOTES: In Splinter Cell, the Thermal and Night-Vision goggles
    seem to be the same device, differentiated only by modes of view.
    However, you don't gain use of the Thermal Vision until the CIA
    mission, and it doesn't become really vital to the game until the last
    few missions.
      +-SC20K Rifle (FN F2000 and FN F303)
    The SC-20K rifle used by Sam in the game is actually a combination of
    the Fabrique Nationale F2000, a bullpup rifle designed to be ergonomic
    and modular for use in almost any combat siuation, and the FN 303
    Nonlethal Armaments Shotgun. Previously, I mentioned that in Land
    Warrior terms, Sam's OPSAT works as the information element. If this
    is so, then the F2000 is the lethality element of a Splinter Cell.
    The F2000 is a next-generation infantry rifle built to accept
    interchangeable equipment and weapons systems. Truly ambidextrous, it
    ejects the shell casings forward and down (as oppposed to the right-
    side eject normally used on rifles). Based in part on the modular
    weapons theory applied to the Colt M4A1 SOCOM carbine: a rifle that
    could be modified easily on the battlefield for different purposes in
    a matter of minutes. Being a bullpup (unlike the M4A1), the F2000
    allows these modules to be added on without sacrificing ergonomics or
    balance in the handling of the gun itself.
    Some of the possible add-on equipment are listed below:
    - Integrated fire control system/Laser rangefinder
    - 1.6x Day or Night Scope
    - Ergonomic forward forearm grip
    - 1-shot 40mm Grenade Launcher (Colt M203)
    - 3-shot 40mm Grenade Launcher
    - 5-shot 20mm Grenade Launcher
    - 5-round 12G. Breaching Shotgun
    - Sound Supresser
    - Pneumatic Nonlethal Shotgun (FN 303)
    The version used in Splinter Cell is equipped with the 1.6x Scope, a
    Sound Supresser, and the revolutionary FN 303 Pneumatic Nonlethal
    Armament Shotgun, although the image in-game appears to be that of the
    M203 40mm Grenade Launcher.
    The FN 303 was developed by Fabrique Nationale in answer to the need
    for non-lethal weapons for law enforcement and crowd control. It
    operates by air pressure, and can fire a large number of nonlethal
    rounds (many of which are still in the experimental stage at FN). It
    can be used as a standalone weapon, or mounted under the F2000 and
    many other tactical rifles.
    	FN F2000
    	Manufacturer: Fabrique Nationale
    	Caliber: 5.56x45mm NATO
    	Mechanism: Gas Operated, Rotating Bolt
    	Type: 5.56x45mm Modular Bullpup Combat Rifle
    	Optical Sights: 1.6 x optical;
    			Mechanical Sight for FN303 Launcher
    	Rate of Fire: 850 rpm
    	Barrel Length: 400 mm (15.75in)
    	Total Length: 694 mm (27.32in);
    	              727 mm (28.6in) with FN303 Launcher;
    		      (Length w/ Supresser still unknown)
    	Height (Total): ?mm (5.4 in)
    	Width of Frame: ?
    	Empty Weight: 4600g (10.15 lbs.) Rifle with FN303 Launcher
    	Loaded Weight: ?g (?lb)
    	Magazine Capacity: 30 Round Magazine, M16 Type
    GAME NOTES: Once you have the rifle, 9 out of 10 times it will be the
    weapon you will use for almost every given situation that requires a
    knockout or a kill. A note on the Sniper mode: Aim for the general
    area you want to hit before holding the right mouse button (hold
    breath). This is because while Sam holds his breath, the aiming of the
    rifle is much slower. Cardinal rule of sniping: Only take a shot when
    you are 100% assured you will hit it. If there's only a 1% chance of
    missing, do not take it--it might miss and end up alerting the bad
    guys to your
      +-Sticky Camera
    The Sticky Camera is a fist-sized device that is fired out of the
    nonlethal pneumatic launcher. It is a miniature camera attached to an
    adhesive base (the manual shows it was a blade or spear end, however).
    The camera itself has full pan and zoom, plus night and thermal vision
    modes, transmitting directly to the OPSAT. These devices can be
    retrieved and reused in a mission. As far as I know, no such device
    exists in real life, though there do exist cameras the size of a
    GAME NOTES: They are not all that good for forward scouting unless you
    are VERY clumsy (and thus need the extra set of eyes). I haven't found
    many instances in Splinter Cell that needed the camera. Sometimes they
    can be used as distractions, but not for long. The sound of one
    THUMPing next to an enemy might draw his attention, but never long
    enough to be worthwhile.
    One unexpected use for them is as a makeshift knockout round--aim for
    the head (actually, slightly above the head), if the camera hits, the
    enemy will be struck out cold. However, you had better make sure it
    takes out your enemy in the first shot, or else you'll be watching
    your own death through the sticky cam on the floor. As stated above,
    they can be picked up and reused, so their value as knockout weapons
    should be looked into.
    Remember however that the Sticky Cam ONLY knocks out if it hits the
    head. This 'knockout' ability is the reason I say that the Sticky Cam
    uses an adhesive rather than the blade-point to attach to surfaces; if
    the blade really did exist, then I'd have killed the guy I used the
    Sticky Cam on. But no, it just conks them out unconscious.
      +-CS Gas Grenade
    Better known as Tear Gas, CS (0-chlorobenzalmalononitrile) grenades
    are normally used as a nonlethal crowd-control round, forcing large
    groups of people to disperse. Symptoms of exposure include a peppery,
    irritating sensation in the eyes, nose, and throat. Shortness of
    breath and difficulty of breathing are the most immediate symptoms
    after that. Long-term exposure may cause nausea, vomiting, and
    possibly even loss of consciousness. The gas normally dissipates
    quickly, but in enclosed spaces it tends to linger, and the effects of
    exposure are amplified.
    Because of their area-effect nature, most CS Gas grenades are fired by
    grenade launchers rather than thrown. They usually fit the standard
    40mm grenade launchers, and are usually used by Police forces as a
    riot-control weapon. Although it is technically a 'nonlethal' weapon,
    prolonged exposure could prove life-threatening...
    GAME NOTES: The CS Grenade is one of the more difficult weapons to aim
    from the SC20K. From my own experience (and confirmed by BlackHoleSun
    and other SC players), the CS Gas Grenade goes everywhere EXCEPT where
    you aimed at. Normally this wouldn't be an issue; if the area is
    closed off, the gas will still affect the enemies in range.
    However, in areas wherein the gas can easily spread out and dissapate,
    it could be a problem. At it's worst, the CS gas grenade is a mere
    distraction, so that you can run past a squad of enemies while they
    cough their lungs out.
    If you must ask, yes, I HAVE been subjected to the stuff before, an
    experience that I'm not really that fond of recalling at the moment.
      +-Distraction Camera
    The Distraction Camera is a variant of the Sticky Camera. Although it
    still functions the same, it lacks the Night and Thermal Vision modes
    of the Sticky Camera, instead equipped with a small gas (The manual
    says it's CO2 or Carbon Dioxide, but it seems more like CS Tear Gas to
    me) canister and a whistle for calling attention. The camera's use is,
    obviously, to distract sentries. In the event the sentry is close
    enough, the gas canister may be triggered remotely, neutralizing the
    enemy. The Distraction Camera can also be retrieved and reused, but
    only if the gas is not triggered.
    GAME NOTES: One of the most useful and sneaky devices in the game, the
    Distraction Camera is an all-purpose device. At the very least, you
    can use it to attract an enemy's attention, long enough for you to
    sneak past him or take him out. The Gas canister attack is only
    recommended if there are a lot of enemies in place, or if there is no
    other way to take him out safely. The range of the Distraction
    Camera's gas is much shorter than that of the CS Tear Gas Grenade.
      +-Ring Airfoil Round
    One of the nonlethal rounds developed for the FN 303 is the nonlethal
    stun round, known in Splinter Cell as the Ring Airfoil Projectile. It
    looks much like a polymer "Slinky" (an American toy that is best
    described as a large spring), loaded into the launcher and fired by
    the force of the compressed air within the device. The spring-like
    design actually increases the power of the hit when it connects, the
    overall effect feeling very much like a strong punch. Naturally, a
    head hit will knock someone out almost instantly.
    GAME NOTES: Useful for taking out enemies at certain ranges, or to
    just 'stun' an enemy long enough for you to sneak behind and grab him.
    Unless aimed at the head, it will not knock out instantly; for an
    instant-knockout nonlethal device, use the Sticky Shocker, below.
      +-Sticky Shocker
    The Sticky Shocker is a self-contained Taser device that instantly
    incapacitates its target with a high-voltage, low-duration electric
    discharge. The electric current strikes and shuts down the victim's
    central nervous system, causing him to shudder as if by epileptic
    seizure prior to unconsciousness.
    GAME NOTES: Unlike the Ring Airfoil Round, the Shocker WILL instantly
    knock out a targeted opponent. Fired into pools of water, the Sticky
    Shocker can neutralize multiple opponents, as long as they're all
    standing in the water. However, I've never encountered a situation
    where this was possible, except the sewer segment in the Chinese
    Embassy (Part 1) mission. If you MUST take an enemy alive and
    conscious for some reason (such as the Colonels), do NOT use the
      +-Medical Kit
    This is a standard first-aid kit containing bandages, painkillers,
    disinfectants, and other material to deal with simple injuries.
    Realistically, serious injuries such as bullet wounds should be
    treated by a qualified medic or physician.
    GAME NOTES: These can be found almost everwhere. If you play the game
    right, you shouldn't be using more than one or two per mission.
      +-M67 Fragmentation Grenade
    The M67 Defensive Fragmentation Grenade is the standard hand grenade
    used by both the U.S. Military and various forces around the world.
    Its baseball-like shape was designed to aid in throwing the weapon.
    The grenade has a 5-second fuse upon triggering.
    Also known as HE (High Explosive) or Fragmentation (Frag) Grenades,
    these are the most common indirect weapon of attack among troops.
    Grenades have the military slang name of 'pineapples' due to the
    similarly-shaped WWII-era grenades, but even though the M67 no longer
    adopts this design, the name has since stuck. England and some other
    coutries still keep the 'pineapple' design grenades.
    Counterterrorist teams only use these in situations wherein there are
    few to no civilians or hostages and they are pinned down by enemy
    firepower. It is standard SOP for room clearing to toss in either a
    Flashbang or HE grenade in before entering, in order to stun or injure
    opponents hiding inside.
    GAME NOTES: Basically, it's use is quite simple. You pick it up and
    throw it.
      +-Whiskey Bottle
    An empty Whiskey bottle, found almost everywhere. Can be used as a
    distraction, or when aimed at the head, it can also knock out an
    GAME NOTES: You pick it up and throw it.
      +-Beer Can
    An empty Beercan, found almost everywhere.
    GAME NOTES: You pick it up...I think you get the idea now.
      +-Wall Mines
    First turning up in the Kalinatek Building mission, the Wall Mine is a
    paperback book-sized block of plastic explosive and an undetermined
    type of flammable fuels wired to a motion sensor. The effect is much
    like a Fuel-Air Explosive detonation, insantly roasting anything or
    anyone within the immediate radius. Anything moving faster than a
    moderate crawl will set the device off. Small adhesive backings allow
    the device to be mounted onto almost any surface, and they are
    ridiculously easy to mount and arm--though difficult to disarm. So
    far, I do not know of any Wall Mines being used in the real world, but
    this is a very interesting, if nasty, weapon.
    GAME NOTES: You can only carry 3 Wall Mines at any given time on your
    person. However, you can still disarm the mines, they just get left
    hanging on the wall. Before disarming a Wall Mine, always watch the
    blinking of the light, and time it.
    It's always best to time it so that Sam starts disarming just as the
    red light turns green. Hesitate just a bit too long and the mine will
    go off, instead. The clue is this: If you have successfully disarmed
    the mine, you will heard a sound like switches being adjusted and see
    Sam putting the mine in his vest pocket.
    If you do NOT hear a sound, and/or Sam does NOT put the mine in his
    pocket--then RUN. Don't think!!!---RUN!
      +-Chemical Flare
    Also known as 'glowsticks', Chemical Flares consist of two clear
    plastic tubes, one inside the other, wtih a flourescent chemical mix
    inside. To use these flares, you bend the stick until a loud CRACK is
    heard, breaking the inner tube, then shake the tube vigorously. The
    chemical reaction emits a pale glow. Glowsticks can be of various
    colors, but the one used in Splinter Cell is yellow. Spec Ops,
    particularly the Navy SEALs, use glowsticks since they work even
    underwater (unlike standard emergency flares), lightweight, and as
    seen in Splinter Cell, they make a good distraction.
    GAME NOTES: The Chemical Flare works best in areas that are in good
    view of an enemy patrol. It will distract an enemy for a short period
    of time, hopefully giving you time to slip by, or sneak behind him and
    knock him out. You can retrieve the chemical flare afterwards.
    Equipping the Chemical Flare will also make you glow slightly from the
    light of the stick, but I'm not sure if this makes you easier for the
    enemies to spot.
      +-Emergency Flare
    These are standard road flares, which are lit and create a burning
    fire, and used for signaling. They emit a great deal of heat, making
    them useful for distracting heat sensors such as those found on
    automated turrets, or more than curious sentries in the area.
    GAME NOTES: As with the Chemical Flare, I'm not sure if equipping this
    makes you better-lit and thus easier for the bad guys to spot.
      +-Ammo Box
    A small ammunition box, which may have 5.7x28mm pistol or 5.56x45mm
    rifle ammunition. In the Kalinatek mission, you will also encounter a
    small wooden box that contains M67 Grenades.
    GAME NOTES: If Sam is not completely drained of ammo, or if there is
    still ammunition left in the box after Sam reloads, the box will be
    dropped to the floor. You can pick up the ammo box later if you need
    more ammo, just as long as there is some remaining in the box.
    Some enemy troops have a satchel beltpouch around their waist, which
    may contain Data Sticks, ammunition or equipment.
      +-V-22 Osprey
    The V-22 Osprey is a VTOL (Vertical Take-Off and Landing) aircraft,
    notable for it's tilt-rotor design. Although normal helicopters can
    perform the vertical hovering and take-off/landing role very well,
    their forward speed is usually slower than that of a conventional
    plane. The Osprey works around this, allowing vertical take-off, then
    tilting the rotors forward for aircraft-like flight. This craft can
    only take off and land vertically due to its large propeller blades,
    which provide the Osprey's high forward speed and lifting
    The Osprey seen in Splinter Cell appears to be modified, as it has a
    radome mounted above its wing roots. This might be the "Special
    Operations" version of the V-22. [FURTHER INFORMATION PENDING]
    	Location: Various
    	Weapons: Makarov PMM, AK-74, IMI Uzi, Wall Mine
    	Quote: "So how many geeks did you kill?"
    The basic Russian Mob goon. All of them are under Grinko's employ.
    While not very bright nor skilled, a gang of them can still ruin Sam's
    day. They are very common, and can be found almost everywhere from the
    first mission up until the latter stages. They only become heavily
    armed and dangerous in those latter stages.
    	Location: Police Station
    	Weapons: Makarov PMM
    	Quote: "Who's there?! Show yourself!"
    Crooked cops in Tblisi. They're not that better skilled than the
    Mafiya men, but avoiding them is still the best policy.
    	Location: Various
    	Weapons: None
    Various civilians. They can be anywhere from the wandering idiot
    pedestrian in the first stages up to the Cooks in the Ministry Kitchen
    or Chinese Restaurant. As much as possible, do NOT assault them if you
    can avoid it. Even though they are unarmed, they can occasionally
    sound an alarm, bringing you lots of trouble. Take note: Although you
    are not supposed to kill a civilian, there's nothing that says you
    can't incapacitate one.
    	Location: Police Station, Kalinatek
    	Weapons: None
    One of many mercenary hackers in the employ of Philip Masse and
    Kombayn Nikoladze. They usually have a laptop strapped to their chest.
    Non-combatants, but like the civilians, they can easily sound an alarm
    if they detect you. However, unlike civilians, you can kill them--as
    long as they don't have vital information you need.
      +-Defense Ministry Security
    	Location: Georgian Defense Ministry
    	Weapons: Makarov PMM
    	Quote: "Doo-doo-doo doo doo..."
    Dressed and armed pretty much the same as the Tblisi police, the
    Defense Ministry Security Guards are just that--glorified Security
    Guards. However, they must not be allowed to sound any alarms within
    the Ministry, or else the mission is over.
      +-Hamlet (Grinko's Driver)
    	Location: Defense Ministry Carpark
    	Weapons: None
    	Quote: "Please don't hurt me--I'm just a driver!"
    Hamlet is Grinko's personal valet and butler, which shows just how
    much the former Spetsnaz has been making since he joined the Mafiya.
    Early police reports you find in-game point to him as one of two knee-
    capping thugs (the other being Grinko), but once you encounter him,
    he's really just a big coward. Do not kill him, as he keeps valuable
    information on Grinko and Masse's location in the ministry.
      +-Georgian Troops (Infantry)
    	Location: Various
    	Weapons: AK-74
    	Quote: "This is not good!"
    Standard troops, found nearly anywhere. It's not really established
    whether they are volunteers or conscripts, but they have decent
    training and are usually equipped with AK-74 rifles, unlike the
    previous Mafiya or crooked cops. Like the Mafiya, they're found almost
    everywhere in the game.
      +-Georgian Troops (Colonel)
    	Location: Defense Ministry, Mook Tsoe Boe Meats
    	Weapons: VZ-61 Skorpion, M67 Grenade
    Recognizable by their red beret cap, the Colonels usually have a vz.61
    SMG strapped to a leg holster on their right thigh. As much as
    possible, do NOT kill or even incapacitate them while you can help it,
    as they can open retinal-scanner locked doors, which can only be done
    when they're awake.
    GAME NOTES: In the Mook Tsoe Boe Meats mission, one of the Colonels
    among the Mercenary troops will come storming into the hostage area,
    tossing a grenade in the hope of killing the hostages before you can
    save them. Actually an easy kill, but annoying if he manages to toss
    the grenade before you kill him. Grinko actually calls him by name,
    just before he comes down to deal with you personally.
      +-Philip Masse
    	Location: Defense Ministry
    	Weapons: None
    	Quote: "You're the TOOL! I'm the TECHNOLOGY!"
    True to the quote, Philip Masse is the genius who helped create the
    Georigian Information crisis. Athough not a combatant in the
    traditional sense, his skills as a programmer, coupled with his
    connections to the Kalinatek hackers, ensure the near-success of the
    Georgian operation. Indeed, his warning to Grinko about Nikoldaze's
    keeping of secure data on his PC soon proves correct.
    I like to think of Masse as an "Evil Otacon" (sorry for the MGS
    comment there). He's a hacker, a brilliant one but not a combatant.
    However, due to the information crisis he perpetrated, Masse is
    potentially more dangerous than Grinko or Nikoladze is. That said, the
    lucky blokes with an XBoX are probably enjoying the fact that they get
    to hunt down Masse in the Kola Cell mission.
      +-CIA Security
    	Location: CIA Headquarters
    	Weapons: HK UMP
    Night shift security at CIA HQ in Langley, these are not your usual
    security guards like those in the previous missions. First off, unlike
    the previous missiosn, the CIA Security guards are only doing their
    job. Second, they're euqipped with the HK UMP (or is it the MP5-10),
    which is a fairly accurate weapon in close quarters. Avoid them if you
    can, and do remember--don't kill any of them.
      +-CIA Agent
    	Location: CIA Headquarters
    	Weapons: Beretta 92FS
    CIA field agents who happened to have the luck of being on Night duty
    at Langley. Again, avoid them and don't kill any of them.
      +-CIA Technician
    	Location: CIA Headquarters
    	Weapons: None
    	Quote: "Please! You can't do that!"
    Techs working the night shit, inspecting digital locks and the CIA
    Mainframe for any security leaks or such. As with the others, don't
    kill them.
      +-Michael Dougherty
    	Location: CIA Headquarters
    	Weapons: None
    The source of the CIA information leaks, Michael Dougherty isn't so
    much a mole in the CIA as he is an idiot. The fat man has a habit of
    storing data on his computers, even sensitive information, without
    deleting said files or even protecting them. Philip Masse's mercenary
    hackers, operating out of Kalinatek, were able to access his PC
    regularly and thus gained an entry into the CIA database. Your job is
    to trail him, knock him out, and drag his sorry but still-breathing
    carcass all the way back to the NSA for questioning...tall order
    considering you have to dead-lift all 200 or so pounds of him all the
    way outside the CIA and STILL be able to evade the guards.
    REAL-LIFE ADVICE: Let this be a lesson to all of you. NEVER leave
    sensitive information like Credit Card numbers, Bank Accounts, or
    whatnot easily available on your PC, especially if it's connected to
    the Internet (God forbid if you're on a 24-hour dedicated cable
    connection). Delete any unnecessary or unused data, and keep sensitive
    data on separate backup disks, not on your PC. If you have a safe, put
    the backup disks in there. Flush your Internet Browser's Cache
    regularly, and as much as possible, don't make a habit of trusting
    strangers with your personal information. You'd be surprised how easy
    it is to keep yourself safe from malicious intent online by just using
    common sense.
    	Location: Kalinatek Building
    	Weapons: None
    One of the smarter mercenary hackers, Ivan leaked information to the
    FBI in order to save his sorry behind. You have to rescue him before
    the Mafiya get to him and kill him. Thank goodness you don't have to
    drag him around like you did Dougherty; the way he whines is so damn
    annoying, I shot him a couple of times in the game (to a mission
    failed screen, of course).
      +-Chinese PLA (Infantry)
    	Location: Chinese Embassy (both)
    	Weapons: QBZ Type 95
    	Quote: "This is why I HATE going on patrol with Tang..."
    	(And a couple more WAY too funny to simply recount here)
    Garbed in Urban-Camouflage Gray and White, the PLA troops can be the
    toughest enemies you can encounter in the game. Some of them are
    equipped with headband-mounted flashlights, so hiding in the dark
    isn't as foolproof a tactic as it used to be. The Type 95 bullpup
    rifle they carry has a high but controllable rate of fire--it usually
    takes only one solid burst from these to kill Sam outright, even at
    full health (and at NORMAL gamepay). So as much as possible you do NOT
    want to get into a fight with these guys (at least, not a FAIR fight).
    Personally, I just love these guys. They're a riot, especially the
    ones in the sewers (Chinese Embassy Part 1)--good for a couple of
    laughs. Tang the American Conspiracy Nut is worth a barrel of laughs--
    you should listen to his "McDonalds Restaurants are Terrorist Training
    Centers" theory. Priceless. I'm all for UbiSoft bringing that nutty
    trio back in SC2: Pandora Tomorrow, if just for the gags.
      +-Dogs (Rottweilers)
    	Location: Chinese Embassy (both)
    	Weapons: N/A
    	Quote: "Bark Bark Bark." (really now...)
    Large, vicious, and brutal, Rottweilers are also not too bright.
    However, they can still sniff you out faster than you can say "Yipe!"
    Only one Rottweiler turns up (once in each Chinese Embassy mission),
    and in both cases you can avoid it easily by travelling through water
    located conveniently nearby. Be warned, though; not only will
    Rottweilers bite you, they also alert any guards nearby to your
    GAME NOTE: For some reason, you cannot carry dogs' bodies, and it
    doesn't seem to count against your alarms if you kill or stun a dog
    and then leave it in the open. Guards will ignore dead dogs (unless
    they die right before their eyes). BlackHoleSun says it's a limitation
    of the AI, which is an advantage for you in-game, but it also detracts
    from realism to see a Chinese PLA guard walk over his dead Rottweiler
    as if nothing happened.
      +-Mercenaries (FMR Spetsnaz)
    	Location: Mook Tsoe Boe Meats
    	Weapons: AK74, EA91(?)
    	Quote: "Grinko will kill me!"
    Although some of the mercenaries are personally culled by Grinko from
    the rejects of the Russian Spetsnaz, some are Georgian troops or other
    military men drawn to the lure of profit. The Mercenaries are most
    recognizable by their black ski masks.
      +-Vaschislav Grinko
    	Location: Defense Ministry, Mook Tsoe Boe Meats
    	Weapons: AK74
    Vaschislav Grinko, former of the elite Soviet (now Democratic Russian)
    Spetsnaz. Unlike his cohorts, he quit the Russian Special Forces for
    profit, joining the Russian Mob (Mafiya). He has kept some of his
    contacts in the Spetsnaz, usually hiring out rejects or retirees from
    the unit into his own little group of Mercenaries.
    Head shaved bald, Grinko dresses more like a suave and sharp
    businessman than the cold-blooded killer he is. All one needs do is
    interrogate Hamlet and many other characters in the game to see just
    how ruthless and bloodthirsty the man really is. You encounter him
    first at the Defense Ministry (in the glass elevator, but you don't
    get to fight him), and second in the Mook Tsoe Boe Meats Hostage-
    rescue mission.
    GAME NOTES: Needless to say, I was honestly dissapointed in fighting
    him (I was hoping for something far more dramatic for a boss fight),
    but he fights relatively smart (i.e. he shoots at you and hides when
    you fire back, and keeps moving). Not really that difficult, but you
    have to KILL him. It isn't possible to stun him or otherwise
    incapacitate him in a way that he could still be alive. I've tried a
    lot of times, and the same is true from the other Splinter Cell
    players and FAQ-writers I've talked to.
      +-Chinese PLA (Colonel)
    	Location: Chinese Embassy (Part 2)
    	Weapons: VZ-61 Skorpion
    Like their Georgian Military counterparts, the Chinese Colonels have a
    distinct red beret cap and a vz.61 SMG strapped to their right thigh.
    Again, do not kill them, as they not only open Retinal-Scanner doors,
    but usually are the only ones that have correct codes to get into
    keypad-locked doors in the Embassy level, seeing that the Data Sticks
    are now corrupted.
      +-General Kong Feirong
    	Location: Chinese Embassy (Both)
    	Weapons: Makarov PMM
    	Quote: "You are an evil man, Mr. Nikoladze." (Laughs)
    A highly decorated PLA official, Kong Feirong has some rather
    misguided ideas on patriotism, perfectly willing to set both the US
    and China into a World War over Taiwan. As such, he is easily
    manipulated into aiding Nikoladze's cause. Once the Chinese Ambassador
    to Burma reveals the General's treachery, Feirong's standing in the
    PLA falls, giving you full freedom to go after him and his rebel
    GAME NOTES: In the first Chinese Embassy mission, your mission is only
    to listen in on Feirong's conversation. In the second mission, you are
    to extract a confession from him (via computer access) that the mess
    was his doing, not China's. In either case, he's not really much of a
      +-Georgian Presidential Guard
    	Location: Presidential Palace
    	Weapons: AK74, Dragunov SVD
    	Quote: "Why don't you clean up after your dog?"
    Found at the very final stage, the Palace Guards are dressed in dark
    brown formal uniforms and armed with AK74 carbines. There is one
    positioned at the beginning of the mission atop a watch tower, armed
    with a Dragunov sniper rifle.
      +-Dogs (Dobermans)
    	Location: Presidential Palace
    	Weapons: N/A
    	Quote: "Grrrrrrrrr..."
    Dobermans are also vicious, but unlike the dull-witted Rottweilers,
    they are quite intelligent and when well-trained they cna be a
    formidable guard dog. This seems to be the case; Dobermans in the
    Presidential Palace seem to catch on to you faster than the
    Rottweilers in the Chinese Embassy. Worse, there's no bodies of water
    you can use to throw them off the trail. If you're aiming for pure
    stealth with no unnecessary kills, you'll find these a challenge.
    Another problem is that the Dobermans stay much closer to their
    companion Palace Guards than the Rottweilers did. Thus, it's a little
    more touchy (though not really that difficult) to snipe-kill them
    without the guards noticing.
      +-Georgian Special Forces (Regular)
    	Location: Georgian PResidential Palace
    	Weapons: Groza
    One of the tougher enemies in the game, sometimes a headshot with the
    rifle does not take them out (this has happened to me a couple of
    times--anyone else confirm?). Equipped with the Groza bullpup rifle,
    they're about as difficult to fight as the PLA troops.
      +-Georgian Special Forces (NVG)
    	Location: Georgian Presidential Palace Archives
    	Weapons: Groza
    	Quote: "You! Who are you supposed to be?"
    The NVG-equipped Special Forces will be the last of the really tough
    enemies in the game. This is in the Archive segment of the last
    mission, in complete darkness. Thus, you MUST be using the Night
    Vision Goggles to take them on. Unlike other enemies, you cannot get
    past this without killing the entire squad; since they're equipped
    with Night Vision and effectively put up a killbox between you and the
    way out, there's no choice but to fight.
    Personally, I wish we could see more of these guys. While they're not
    as entertainingly funny as the PLA troops, they're damn spooky in the
    dark, with the NVGs glowing red (as opposed to Sam's green NVGs). And
    hopefully, SC2 will give us more interesting missions with these guys
    as enemies--sewers, broken-down buildings...the list is endless.
      +-Kombayn Nikoladze
    	Weapons: None
    	Quote: "This is puerile! I will speak no more!"
    The man behind the entire mess, Kombayn Nikoladze is industrious,
    ambitious, and somewhat megalomaniacal. He also has a dripping
    sarcastic sense of humor (maybe he's not all bad, then), as evidenced
    when interrogated, first by Sam, and then by the Georgian Special
    Forces. Though he cowers when captured, the man does not scare easily,
    even when Sam puts a gun to his head, he simultaneously denies his
    involvement and threatens Sam back.
      +-Makarov PMM
    The Soviet Makarov Pistol (PM or Pistolet Makarovka) was the standard-
    issue handgun equipped to Soviet Russian forces, designed along the
    lines of the Walther PP, and shares a similar design. Produced in
    Russia (Iszmash or Baikal), East Germany (Ernst Thaelman Factory),
    China (Norinco), and Bulgaria (State Arsenals), with varying quality.
    Most modern-era Makarov pistols are from Bulgaria.
    The Makarov is not quite as advanced as most European and American
    handguns, since it was designed after the German Walther PP (which in
    turn was made in the 1930's). Still, it is highly durable and tough.
    Its main drawbacks are that it uses the older and weaker 9x18mm
    Makarov round, and carries only 8 rounds per clip. The PMM (Pistolet
    Makarovka Modified) is a newer version developed in the late 1980s to
    accept a 12-round magazine and the high-powered 9x18mm PMM round. This
    was partly to improve the pistol's ability as a backup weapon in close
    combat as well as its use by Russian police forces and the KGB (now
    Most of the Mafiya and Police carry the Makarov PMM as their sidearm.
    And even though it's an old firearm, it's no less painful when Sam's
    on the recieving end of it.
    	Makarov PMM
    	Manufacturer: Iszmash JSC/Baikal/Norinco/Ernst Thaelman
    		Factories/Bulgarian State Arsenals
    	Caliber: 9x18mm Makarov (.364 Cal Soviet)
    	Trigger Pull: ?lbs
    	Mechanism: Double Action Blowback
    	Type: 9x18mm Pistol (Soviet)
    	Barrel Length: ?mm (?in)
    	Total Length: 165mm
    	Height (Total): ?
    	Width of Frame: ?
    	Empty Weight: 760g
    	Loaded Weight: ?g (?lb)
    	Magazine Capacity: 12 Round Magazine
      +-Kalashnikov AK74
    If there is any single weapon in the world that has become synonymous
    with the word 'Terrorist', it is the 7.62mm Kalashnikov AK-47 Assault
    rifle. First designed in 1946 by Mikhail Timofeyevich Kalashnikov as a
    combat rifle for Soviet Tank crews to use, the AK47's robust design,
    cheap manufacturing costs, and high firepower immediately made it the
    standard infantry rifle for the Soviet Union and all of its allies as
    of 1949. The AK-74 (Automat Kalashnikova Obrazets 1974) chambered in
    the smaller 5.45x39mm round, was designed later to replace it.
    The Soviets began experiments with small-caliber weapons in the 1970s
    (in tune with the US/NATO shift to the 5.56mm round), and rumors about
    such weapons persisted for years until the AK74 appeared in a 1977
    parade in Red Square, carried by paratroopers. Within a short time it
    had replaced the 7.62mm AKs in the hands of regular troops.
    Essentially it is a re-modelled AKM (which in turn was a product-
    improved AK47), chambered for the 5.45mm round and fitted with a very
    efficient muzzle brake which diverts the muzzle gasses sideways.  This
    significantly reduces recoil but makes the weapon rather unfriendly to
    bystanders. A Special Operations/Spetsnaz version, the AKS-74U,
    nicknamed "Spitter" is also available.
    	Automat Kalashnikov AK74
    	Manufacturer: Iszmash JSC/Norinco/Bulgarian State Arsenals
    	Caliber: 5.45x39mm Soviet
    	Trigger Pull: ?lbs
    	Mechanism: ?
    	Type: 5.45x39mm Rifle (Soviet)
    	Barrel Length: ?mm (?in)
    	Total Length: 730mm (33.88 in.) with stock extended,
    	              490mm (30.69 in.) with stock folded
    	Height (Total): ?
    	Width of Frame: ?
    	Empty Weight: 2710g
    	Loaded Weight: ?g (?lb)
    	Magazine Capacity: 30 Round Magazine
      +-Beretta 92FS
    Beretta's Model 92FS is the U.S. Military's standard-issue 9mm
    sidearm, and one of the world's most widely-used Combat autopistols. A
    product-improved version of Beretta's Model 92 pistol first designed
    for the Italian Army, the FS is readily available to the civilian
    populace as well as government forces. Carrying 15 rounds, it replaced
    the old Colt M1911 .45 ACP pistol in the U.S. Army, as part of a
    standardization agreement with NATO to use weaponry with common
    ammunition calibers. Arguably 7 out of every 10 9mm pistols in the
    world are Berettas, and it is considered one of the most prolific 9mm
    handguns in the world.
    These are the standard pistols carried by the Agents on duty inside
    the CIA. Also of note is that due to current US Gun control laws, the
    Civilian 92FS can only accept 10-round magazines. Law Enforcement and
    Military versions still use the 15-round magazine.
    	Beretta 92FS
    	Manufacturer: Pietro Beretta Inc.
    	Caliber: 9x19mm Parabellum
    	Trigger Pull: ?lbs
    	Mechanism: Single Action Blowback
    	Type: 9mm Semiautomatic Combat Pistol
    	Barrel Length: ?mm (?in)
    	Total Length: 217mm (8.5 in)
    	Height (Total): ?
    	Width of Frame: ?
    	Empty Weight: 975g (2.07 lbs.)
    	Loaded Weight: ?g (?lb)
    	Magazine Capacity: 15 Round Magazine
      +-Dragunov SVD
    Named after it's creator, the famed riflesmith Evgeniy Fedorovich
    Dragunov (one of the most respected men in Russian small arms
    manufacture), the SVD (Snayperskaya Vintovka Dragunova), or Dragunov
    Sniping Rifle, was the first Soviet weapon designed from scratch as a
    sniper rifle, and was introduced in the 1950's. Based on the
    Kalashnikov design, the SVD can be expected to shoot within 2 MOA
    (minutes of angle) with quality ammo, making it a reliable sniping
    weapon in the field. The rifle is equipped with a folding stock for
    portability. Basic operation is similar to the AK assault rifles, but
    using a short-stroke gas piston to improve accuracy. The standard SVD
    is equipped with the PSÎ-1 3-9x variable power scope.
    	Dragunov SVD
    	Manufacturer: Iszmash JSC/Norinco/Bulgarian State Arsenals
    	Caliber: 7.62x54mm Soviet (7H2M Steel Core Sniping Round)
    	Trigger Pull: ?lbs
    	Mechanism: Gas-operated locked-breech closed rotary bolt
    	Type: Semiautomatic Sniper Rifle
    	Barrel Length: 620mm (24.4 in)
    	Total Length: 1220mm (49.8 in) with stock extended,
    	              875mm (34.5 in) with stock folded
    	Height (Total): ?
    	Width of Frame: ?
    	Empty Weight: 4300g (9.4 lbs.)
    	Loaded Weight: ?g (?lb)
    	Magazine Capacity: 10 Round Magazine
      +-Franchi SPAS-12
    The Franchi SPAS-12 (Sporting Purpose Automatic Shotgun) is a
    selective-fire shotgun, which can be fired either in the normal
    semiautomatic mode, or manual pump-action mode for special rounds. The
    Franchi manuals and US BATF (Bureau of Tobacco and Firearms) list this
    as a SPORTING Purpose Automatic Shotgun, mainly because of gun control
    restrictions banning the import of certain weapons. Declaring the SPAS
    as a sports (i.e. hunting) shotgun instead of a security shotgun
    helped the BATF pass it for US import. Unlike other 12-gauge shotguns,
    the SPAS-12 accepts the smaller 2-3/4 inch length rounds (as opposed
    to the 3-inch rounds).
    The SPAS-12 has a thicker, heavier heat shield than most shotguns to
    deal with barrel overheating, and a unique folding stock which has a
    hook for single-arm firing support. Because of its high rate of fire,
    the SPAS-12 can also be used for extremely close-quarters room
    clearing as well as door breaching. Current versions of the SPAS-12
    can carry anywhere from 6-8 shells, depending on the size of the
    shotgun choke tube and the type of rounds fitted. A fixed stock
    version is also available.
    	Franchi SPAS-12
    	Manufacturer: Franchi Armaments SPA
    	Caliber: 12 Gauge Buckshot
    	Trigger Pull: ?lbs
    	Mechanism: Pump action or gas operated semi-automatic
    	Type: 12-Gauge Selective-Fire Shotgun
    	Barrel Length: ?mm (21.5in)
    	Total Length: ?mm (41 in)
    	Height (Total): ?
    	Width of Frame: ?
    	Empty Weight: ?g (9 lbs.)
    	Loaded Weight: ?g (?lb)
    	Magazine Capacity: 6-8 Round Choke Tube
    The OC-14 Groza (Russian for "Thunder"), is a light, durable bullpup
    submachinegun designed for Special Operations Forces such as the
    Spetsnaz. Like many modern rifles, the Groza is designed to be
    modular, thus the weapon can be chambered either for the 9x18mm round
    (submachinegun) or the larger 7.62x39mm AK round, or converted from
    short to long barrel as needed. The design allows for assembly of one
    of four weapons variants depending on the assigned mission. The
    assault rifle version of the Groza is the one seen in Splinter Cell. A
    sound supresser for the weapon is also available, as is a 40mm Grenade
    Launcher and day or night scopes.
    	OC14 Groza
    	Manufacturer: Iszmash JSC
    	Caliber: 7.62x39mm Soviet (M43) or 9x18mm Makarov
    	Trigger Pull: ?lbs
    	Mechanism: Gas-Operated rotating bolt
    	Type: Bullpup Assault Rifle
    	Barrel Length: 415mm (?in)
    	Total Length: 700mm (? in)
    	Height (Total): ?
    	Width of Frame: ?
    	Empty Weight: 3200g (? lbs.)
    	Loaded Weight: ?g (?lb)
    	Magazine Capacity: 20/30 Round Magazine
      +-IMI Uzi
    Named for its inventor Uziel Gal, this infamous submachinegun was
    first designed in the 1950s and based on Czech designs. Designed
    partly out of necessity and partly of political spite (most Israelis
    would rather drop dead than accept the HK MP5--or anything German-made
    for that matter--as their submachinegun), the pistol-frame Uzi is
    probably the single most recognized submachineguns in the world today.
    The Uzi is built under licensce by Fabrique Nationale, and was
    originally sold to South American nations. Light, lethal, and
    ridiculously easy to use, it is also one of two automatic weapons
    commonly associated with criminals or terrorists (the other being the
    	IMI Uzi
    	Manufacturer: Israeli Military Industries/Fabrique Nationale
    	Caliber: 9x19mm Parabellum
    	Trigger Pull: ?lbs
    	Mechanism: Blowback closed bolt with floating firing pin
    	Type: 9x19mm Submachine Pistol
    	Barrel Length: ?mm (?in)
    	Total Length: ?mm (? in)
    	Height (Total): ?
    	Width of Frame: ?
    	Empty Weight: ?g (? lbs.)
    	Loaded Weight: ?g (?lb)
    	Magazine Capacity: 25/32 Round Magazine
      +-Colt M16A2
    The first M16 was based on the Armalite AR15 rifle and firt used in
    Vietnam. Since then, the M16 and its variants have been the mainstay
    combat rifle for nearly all US Armed forces. A product-improved
    version of the original, the M16A2 is a 5.56x45mm (SS109 or M855
    round) assault rifle configured for safe/Semiautomatic/Three-Round
    Burst for fire control, and sports a cylindrical front barrel heat
    shield instead of the M16A1's triangular heat shield. Some later
    versions, equip the flat top Fully Integrated Rail Mount (FIRM)
    system, in order to mount M4A1-style scopes. Although the M4 performs
    just as well, the M16's longer barrel makes ranged shooting more
    	Colt M16A2
    	Manufacturer: Colt/Fabrique Nationale
    	Caliber: 5.56x45mm NATO (.233 Cal Remington)
    	Trigger Pull: ?lbs
    	Mechanism: Gas-Operation Closed-bolt
    	Type: 5.56x45mm Assault Rifle
    	Barrel Length: ?mm (?in)
    	Total Length: 1006.6mm (39.63 in)
    	Height (Total): ?
    	Width of Frame: ?
    	Empty Weight: ?g (? lbs.)
    	Loaded Weight: 3990g (8.79 lb)
    	Magazine Capacity: 30 Round Magazine
    GAME NOTES: Other than the video cutscenes, I did not see the M16A2 at
    all in the game. I might have missed it while sneaking by some enemy
    troops, though. Please let me know which mission these weapons turn up
      +-Norinco QBZ Type 95
    The Norinco (North Industries Corporation) QBZ-95 bullpup rifle was
    first spotted in 1997 during the turnover of Hong Kong to the People's
    Republic of China, presumably as a showpiece of China's new weapons
    technology. It is a radical new design, aesthetically much
    removed from Norinco's older Kalashnikov AK47/74 clone designs. The
    name QBZ comes from the PinYin romanization of the Mandarin "Qing
    Buqiang Zu", meaning "light rifle family". The QBZ is actually a
    modular bullpup, which can be modified into an assault rifle a
    carbine, a sniping rifle, or a SAW (Squad Automatic Weapon) with a
    change of parts. The QBZ-95 is chambered for the 5.8x42mm round (based
    on the AK74 5.45x39mm Soviet round), while an export variant, the
    QBZ-97 is chambered in 5.56mm NATO.
    The Type 95 family is based on the same bullpup rifle design, and thus
    are interchangeable. It accepts scopes, extended or drum magazines, a
    bayonet, and a quick-change barrel (from what has been seen). The
    Chinese Defence pages <http://www.sinodefence.com> lists the following
    possible configurations or variants:
    - Type 95 Assault Rifle
    - Type 95 Carbine (Short-Barrel Assault Rifle)
    - Type 95 Squad Automatic Weapon
    - Type 88 Sniper Rifle (Extended Barrel, Stock, and a Scope)
    - Type 97 Assault Rifle (Export Version chambered in 5.56X45mm)
    The Type 95 was first used in the HKSAR (Hong Kong Special
    Administrative Region), but is slowly being disseminated to the PLA
    forces. It's modular nature and robust construction prove it to be a
    weapon worthy of standing up to next-generation American and European
    	QBZ Type 95 Rifle
    	Manufacturer: Norinco
    	Caliber: 5.8x42mm China
    	Trigger Pull: ?lbs
    	Mechanism: Gas-Operated rotating bolt
    	Type: 5.8x42mm Bullpup Rifle
    	Barrel Length: 520mm (?in)
    	Total Length: 746mm (? in)
    	Height (Total): ?
    	Width of Frame: ?
    	Empty Weight: 3250g (? lbs.)
    	Loaded Weight: ?g (?lb)
    	Magazine Capacity: 30 Round Magazine
    GAME NOTES: I've not actually seen a Type 95 in action, but their
    performance in the game is frightening; it has a very high rate of
    fire yet is highly controllable in mid to close combat (thanks
    possibly due to its bullpup design). It only takes seconds for a singe
    burst to take out Sam's entire (full) health bar, so take my advice:
    do NOT engage the PLA troops if you can avoid it.
      +-HK UMP
    The HK UMP45 (Universal Machine Pistol 45) is partially based upon
    HK's MP5 design, chambered for the .45 Cal ACP round. The UMP45 has a
    much lower rate of fire, in order to fire more accurately and control
    the .45 Cal round's recoil. The weapon is much larger than its
    predecessor is; it is also has a boxy design, and has an MP5K-inspired
    front vertical grip for stability.
    	HK UMP45
    	Manufacturer: Heckler & Koch GmbH
    	Caliber: .45 Cal ACP (Automatic Colt Pistol)
    	Trigger Pull: ?lbs
    	Mechanism: Gas Operated, Rotating Bolt
    	Type: .45 Combat Submachinegun
    	Total Length: 690.12mm (27.17 in.) with stock extended,
            	      449.83mm (17.71 in.) with stock folded
    	Height (Total): 324.10mm (12.76 in.)
    	Width of Frame: 63.5mm (2.5 in.)
    	Empty Weight: 2100g (4.63 lbs.)
    	Loaded Weight: ?g (?lb)
    	Magazine Capacity: 25 Round Magazine
    GAME NOTES: The HK UMP is labeled as a dummied-out item in the game
    script, but in the actual game, the FBI Security carry what appear to
    be MP5-10 SMGs, with solid polymer stocks. Will need to reconfirm
    this, but for the moment, I will keep the UMP45 info posted here.
      +-VZ-61 Skorpion
    Manufactured by Ceska Zbrojovka, the makers of the popular CZ75
    pistol, the VZ-61 (VZ stands for "Vszor", or Version) Skorpion is the
    Czech PDW (Personal Defense Weapon), a small submachine pistol that
    replaces pistols for use in close combat. Three versions are known,
    each with different calibers, but the one used in Splinter Cell is the
    vz.61 type. It can be carried in a specially-designed drop leg
    holster, much like a pistol, and can be fired either one- or two-
    handed. A rather nasty close-quarters weapon, the vz.61 and its
    variants are in use by Czech, Slovenian, Egyptian and Lybian units, as
    well as in former Warsaw Pact countries.
    	vz.61 Skorpion
    	Manufacturer: Ceska Zbrojovka
    	Caliber: 7.65x17mm (.32Cal)
    	Trigger Pull: ?lbs
    	Mechanism: Gas operated blowback
    	Type: 7.62x17mm Personal Defense Weapon
    	Barrel Length: 115mm (?in)
    	Total Length: ?mm (? in)
    	Total Length: 517mm (?in.) with stock extended,
            	      270mm (?in.) with stock folded
    	Height (Total): ?
    	Width of Frame: ?
    	Empty Weight: 1280g (? lbs.)
    	Loaded Weight: ?g (?lb)
    	Magazine Capacity: 10/20 Round Magazine
      +-Automated Turret
    This is what appears to be an FN M249 (Or a Russian copy? Need to
    confirm this) mounted on a turret and jury-rigged with a sensor to a
    portable computer system. [FURTHER INFORMATION PENDING]
    For any further queries or comments, please email
    <cybertrooper@edsamail.com.ph> with Subject: SC Weapon FAQ Query if
    you have any questions, and I'll try my best to answer them. Send me
    no Spam; my mother just unloaded 60 cans of it on me wholesale.
    These FAQs I have worked on as of this writing. All game FAQs are
    available exclusively on GameFAQS. I have also written some material
    for GURPS.
    Half-Life: Counterstrike (PC):
    - Counterstrike Real Weapons FAQ
    Metal Gear Solid 2: Sons of Liberty (PS2):
    - Metal Gear Solid 2: Sons of Liberty Real Weapons FAQ
    Gundam: Renpou vs Zion (Arcade):
    - MS-14A/S Gelgoog FAQ
    - MS-09/R09 Dom/Rick Dom FAQ
    - MS-07B Gouf FAQ
    - RGM-79 GM FAQ
    - RX-77-2 Guncannon FAQ
    Gundam: Renpou vs Zion DX (Arcade):
    - RGM-79(G) Ground Combat GM FAQ
    - The Dicta Boelcke: 8 rules for success in space combat
    Tom Clancy's Splinter Cell
    - Splinter Cell Real Weapons FAQ
    - Red storm Entertainment <http://www.redstorm.com>, although they
    were not directly involved with the creation of Splinter Cell, they
    certainly helped give this some much-needed publicity on their Ghost
    Recon and Raven Shield message boards (where I first heard of Splinter
    Cell). Kudos, RSE.
    - Konami Japan for Silent Scope/Sogeki and Metal Gear series, as well
    as a few other games I will not mention on this FAQ. ^^x;;;
    - Remtek.com's armaments site for the real-world info and data for
    most of the weapons found in this FAQ. <http://www.remtek.com/arms/>
    - GameFAQS for hosting this FAQ exclusively, as well as the Message
    Boards, the discussions on which prompted me to write this FAQ.
    - Jane's Online article on the Land Warrior weapons system, found
    here: <
    - The Terrorism Research Center <http://www.terrorism.com> and Special
    Operations.Com <http://www.specialoperations.com> websites.
    - Richard Marcinko (Commander, US Navy Retired). Sir, please don't
    $@#!-can me for the references in this FAQing article.
    - The Federation of American Scientists <http://www.fas.org> for their
    informative info pages.
    - The US Army, for their pages on the Land Warrior squad-level IT
    implementation. You can check out their official webpages at: <
    http://www.sbccom.army.mil/programs/lw/index.htm> and the Land Warrior
    software system: <http://www.natick.army.mil/pmsoldier/pmlw.htm>
    - The Chinese defence Today website <http://www.sinodefence.com> for
    its article on the QBZ-series of rifles.

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