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Released in March 2005, the third in the stealth-based series now gives far more freedom and options, a greater variety and range of moves, a monitor for the noise made along with the ambient noise of the environment, and a knife that was puzzlingly missing from previous arsenals. A complex plot worthy of the Tom Clancy endorsement follows Sam Fisher on the shadowy trail of a computer program capable of destroying America's infrastructure, should it fall into the wrong hands.

 

Note: Seoul is manually timed because the game splits the mission into two separate levels and only gives the total time at the end of the second part.

Individual-levels run of Expert difficulty in 1:16:34:

Mission name Time Date Player
Lighthouse 0:02:50 2006-08-30 Mathew 'kakomu' Thompson
Cargo Ship 0:05:55 2006-08-30 Mathew 'kakomu' Thompson
Bank 0:07:08 2006-08-30 Mathew 'kakomu' Thompson
Penthouse 0:05:49 2006-08-30 Mathew 'kakomu' Thompson
Displace 0:05:08 2006-08-30 Mathew 'kakomu' Thompson
Hokkaido 0:03:37 2006-08-30 Mathew 'kakomu' Thompson
Battery 0:09:19 2006-08-30 Mathew 'kakomu' Thompson
Seoul, part 1 0:04:26 2006-08-30 Mathew 'kakomu' Thompson
Seoul, part 2 0:05:59 2006-08-30 Mathew 'kakomu' Thompson
Bathhouse 0:12:18 2006-08-30 Mathew 'kakomu' Thompson
Kokubo Sosho 0:14:05 2006-08-30 Mathew 'kakomu' Thompson

Author's comments:

This is a segmented run of Tom Clancy's Splinter Cell: Chaos Theory done on expert (editor's note, this is before I decided on individual levels). The expert difficulty mode differs from the easier modes in that the enemies hear Sam move at slower speeds, aim much better and see much better. Sam also aims far worse and takes far fewer shots to die. These facts forced me to still maintain stealth throughout the levels, despite trying to run through them as fast as possible. I also wrote down all security door codes for easy reference so as not to waste any time hacking them or going around them. In this run, I attempted to run through the game as fast as possible. The run was helped, in part, by dialate on the SDA forums and seeing a few of the video walkthroughs on the ubisoft forums.

This game differs from the first two games in that it gives statistics and a rating at the end of each level. The game also differed in that it split objectives into 4 categories: Primary, Secondary, Opportunity and Bonus objectives. To complete a level, one only needs to complete the primary objectives. However, incomplete secondary objectives will be forwarded to the next level as a primary objective. I had to make the determination of whether it takes less time to complete a secondary objective in one level or if it takes less time to complete it in the next level. All opportunity and Bonus objectives were skipped. The only affect skipping those had was a reduced completion percentage at the end of the level.

The completion percentage at the end of the level was based on a few factors: Times being IDed as an intruder, times bodies were found, enemies kiled, civilians/friendlies killed, alarms found and objective completion rate. I didn't achieve a rating of 100% in any of the levels. Most were due to skipping opportunity objectives, but a few (such as the Kokubo Sosho) were due to killing enemies, which can be quicker in some cases.

This run is not without its flaws. Probably the most glaring flaw is my total inability to switch between weapons quickly. There are 2 ways to switch between weapons and attachments: To hold tab, so that a menu comes up and I can choose the weapon or to tap tab and switch between the weapon/attachment I had previously (however, this becomes nullified if I use up a specific attachment, at which point I have to re-select the weapon). If I go too quickly, the weapon may not be selected (I've actually recorded myself hovering over a weapon and the weapon not being selected. Chalk it up to glitches). There are other miniscule flaws here and there.

Overall, I found this game to be the most fun of the 3 released. However, the game wasn't without its flaws, especially the obnoxious disc protection scheme and the in game advertisements (if you notice, there are a bunch of Scary Movie 4 advertisements, which are up to date, since it downloads them).

I'm also quite happy with the run I made. When I first joined the discussion I was amazed at the times people were getting. It wasn't until I saw some of their strategies (as well as making my own) that enabled me to really get a grasp of the game and get as low as I could.

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