Splinter Cell: Agente doble

Splinter Cell: Agente doble
noviembre 14, 2006 - 2:35pm
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Sobre la trampa

					
Finales alternativos:
Completa con éxito las siguientes tareas para conseguir el final correspondiente:

Final A - Bueno: Ten tu confianza NSA por encima de 33 y salva al menos dos de los tres objetivos Nave Crouse, Hisham, Lambert.

Final B - Normal: Ten la confianza de tu NSA por debajo de 33 y salva a los tres objetivos Nave Crouse, Hisham, Lambert. Alternativamente, tener su confianza NSA por encima de 33 y destruir dos de los tres objetivos.

Final C - Malo: Destruye los tres objetivos Nave Crouse, Hisham, Lambert. Alternativamente, tener su confianza NSA por debajo de 33 y destruir dos de los tres objetivos.

Modo Elite:
Completa con éxito el modo Solo en cualquier dificultad para desbloquear la dificultad Élite.

Volviendo a la celda en la Penitenciaría Ellsworth:
Cuando te escapes de tu celda metiéndote debajo de la cama y cogiendo el walkie-talkie, debes volver dentro del tiempo límite. Cuando estés subido a la reja, en lugar de bajar por la tubería déjate caer. Derribarás a un guardia. Después, vuelve a tu celda y actúa con normalidad. La reja es la única forma de bajar.

Okhotsk, Russia Part 2: Bomb defusing:
In Mission 6: Okhotsk, Russia Part 2, after the talk with the Captain he reveals that he has rigged the bombs to go off. Emile Dufraisne tells you that they are in the machine room. Look for a crawl space near you. Go through it and down the ladder. Once you are in the machine room, disrupt the light near to the ladder with your OPC and the camera that you will find nearby. Then, go to the first bomb you will recognize them by a green light on the same level as you are on. You can defuse them by cutting the wires in a particular order. The wire you have selected for cutting will be highlighted in green You will know which wire to cut by a short vibration in the controller. When you select the wire the Captain will tell you now have three minutes. The rest of the bombs are located on the machine towers two of them and one is upstairs roughly opposite the first bomb. Note: There are three guards in the room. It is recommended to quick save the game before attempting to defuse your first bomb so that you have an idea of how it is done.

Disposing Hisham's body:
If you are going to kill Hisham, wait until he is down in the parking space. Kill him and pick up his body. Walk to the back of the red car and put him in the back. Press [Place Charge] and stand back. Detonate it and the "Opportunity Objective complete – Dispose of Hisham's body" will appear.

Equipamiento extra:
Complete the following special objectives in single player mode to unlock the corresponding item.

Electric Lock Pick: Primary objectives in JBA HQ 1.

EMP Device – Enhanced: Primary objectives in JBA HQ 1.

EMP Grenade: Secondary objectives in the Iceland Assignment.

EMP Grenade – Attachment: Secondary objectives in the Cozumel Assignment.

Explosive Sticky Camera-Attachment: Secondary objectives in the Iceland Assignment.

Frag Grenade – Attachment: Primary objectives in JBA HQ 3.

Gas Grenade: Primary objectives in JBA HQ 1.

Gas Grenade – Attachment: Secondary objectives in the Cozumel Assignment.

Hacking Device – Force Hack Upgrade: Primary objectives in JBA HQ 2.

Hacking Device – Software Upgrade: Secondary objectives in the Shanghai Assignment.

Night Vision – Enhanced: Primary objectives in JBA HQ 3.

Shotgun Shell – Attachment: Secondary objectives in the Okhotsk Assignment.

Smoke Grenade – Attachment: Secondary objectives in the Shanghai Assignment.

Sonic Grenade – Attachment: Primary objectives in JBA HQ 2.

Ultrasonic emitter: Secondary objectives in the Ellsworth Assignment.

Wall Mine – Flash: Secondary objectives in the Okhotsk Assignment.

Wall Mine-stun: Secondary objectives in the Ellsworth Assignment.

Hack Levels:
Back-up game critical game files before alteration, or you get screwed,
just like in Federal-pound-you-in-the-butt prison.

This method is to provide you with some basic assistance in clearing a
level on the "HARD" mode or possibly so that you can just go "GUN NUT" on
any level you would like.

Go into the directory of Splinter Cell: Double Agent and locate the
subdirectory "Maps". It will be in the offline folder, such as
…SCDASCDA-OfflineMaps

Open the .INI file corresponding to the level you would like to modify.
For example, if you want to alter the Ellsworth Penitentary stage, you
would edit the …SCDA-OfflineMaps02Jail01.ini

Inside the INI file, locate the string

"// ============== STANDARD EQUIPMENT ============== "

You can change the starting equipment Fisher has by altering the values.
For example, StickyCamera=0 can be changed to anything you want. If you
need a list of equipment, scan the INI files of the other missions and
simply copy/paste. Save the file as an INI file and boot the game.

For advanced users, it is possible to modify the outcome of certain
events. For example, if you choose to provide yourself a weapon in one of
the "JBA HQ" maps the 'undercover' maps where Sam has no weapons and no
goggles by changing the string variable
"MainGunType=EMainGunTypeNoMainGun" to "MainGunType=EMainGunTypeEF2000".

You can also modify the INI file located in the game's "System" directory
labeled TrustEvents.ini. Inside the file you will find the reward system
for completing or failing objectives. Using the above JBA HQ map as an
example, you can modify the event: "Terrorist disabled" from having a
"-100" effect on JBA trust to a "100" effect on JBA trust by simply
removing the " – " minus sign before the 100. So the understanding here
should be that now when the AI sees you blow somebody&8217;s brains out with
the FN F2000, they love you for it.

Continue to experiment with events and weapon settings. The only thing to
remember is that you M UST also modify what "ANIMS"Animations are loaded
when the level loads. Failure to have the system load the animations for
Sam drawing the weapon from his back can cause a level to crash.

I would suggest using the rather short animation list from mission:
00HQ05B.ini. This particular mission under the variable:
"[Echelon.EchelonLevelInfo]" excludes very few animations from loading and
therefore will work with most levels. The more things you exclude from
loading the more likely it is that the level may crash or will not load
correctly.

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