SDA logo

Splinter Cell Double Agent is two games under the same title. They share some of the general plot but the storylines, levels, plot twist and more are completely different. Effectively Sam Fisher must deal with the recent loss of his daughter to a drunk driving accident, and months afterwards he is sent on an undercover assignment to pose as a criminal. Infiltrating a terrorist cell in the United State, Fisher now has to do assignments for both the NSA, and John Brown's Army (JBA), but will he be consumed by his undercover identity and end up as a terrorist himself? This page is for the Ubisoft Shanghai version of the game.

SplinterCellDoubleAgentShanghai   SplinterCellDoubleAgentShanghai

Runs on the Xbox 360 NTSC-US version:

Runs on the PC version:

Return to the Game List, the FAQ, or the Home Page.

Good Ending, Segmented, Hard Difficulty with Stealth: 1:36:29 by 'triblast55' done in 34 segments appended to 11 files.

Get Flash to see this player.

Author's comments:

Welcome to the least buggy verision of Double Agent

Double Agent was first developed for the 360 which displays the greatest amount of visual graphics. But in spite of this, the game's framerate tends to drop a lot making many areas really horrid to complete. There are also many strange rules and oddities that the game never properly explains

Some things to know:

Also, when loading a save, the screen lags for a second before it shows gameplay. Even though the screen lags, the game is technically in-game and running even though it says it is loading. Example, loading a save and mashing the whistle button, will cause Sam to whistle during the loading screen just right before the screen shows you in-game.

I wanted to get 100% Stealth on every level while going as fast as I can. I thought about an all objectives with 100% Stealth run, but I decided against it since many objectives, especially the profile objectives, are really dull to complete.

I got lucky and managed to find a workaround to the bullshit ladder guard. His partner hears the footsteps who summons him away from his post. I’m surprised that this actually happened. The searchlight still needs to be OCPed though. I’m starting to believe that the developers rigged the searchlight with the guard.

 

Jail is a very short mission, but has one infuriating part that you see at 3:49. This part tends to be extremely random at times making it a major pain in the ass to get by. I managed to get very lucky that the guards acted the way they did with that smoke grenade.

Now, I’m surprised that I got shot before I went up the stairs. This sometimes happens when a guard is extremely suspicious, but hasn’t detected Sam. When this happens, they sometimes shoot at where they think Sam is. In fact, you can see this happening in Iceland at 5:40.

What I find hilarious is that running immediately after passing the guard activated door causes the other guard at 4:35 to slowly turn around. Sneaking in and then running up the stairs causes him to quickly detect Sam.

 

The part on the roof is a funny trick I found out on accident. The game apparently doesn’t consider Sam to be in the restricted area until his climbing animation completely finishes.

The part at 8:45 is a funny glitch that occurs when Sam is interacting with objects at certain angles. The game tries to slide Sam into the correct position to perform the animation, but due to the angle, it fails.

Once the primary and secondary objectives are done, Moss appears to take a fixed amount of time to return.

 

Now, the game has a bunch of rules that are never explained. I only found out about this through trial and error. The game doesn’t register certain things if Sam is not directly responsible for it. What the game considers as not directly responsible is really strange. Activating the detonators are required to proceed in the mission. Any guards that are killed by detonators are not counted towards the stealth score. Which also means that their bodies don’t register as bodies found.

And another example, is that the smoke grenade in the ventilation eliminates the crew members, But they don’t count as killed or knocked out on the stealth score.

Another example, you can see at 8:06 that the boat dropping and killing the two guards don’t register either

Also, I have no idea how he shot me at 11:39 but was not alerted. This spooked the shit out of me since I thought this practice run was ruined. But I guess I got really lucky. The guard was only somehow really suspicious and shot where he thought Sam was. I had to remind myself that this was the 360 version of Double Agent.

At 11:05,It's really difficult to jump off the rail, slide off the other rail, and land on the boxes. Most of the time, Sam ends up sticking to the rail and dropping into the hanging off a ledge animation. The captain is not a solid NPC at this time. Since the developers never expected players to go this fast, he is scripted to run around the corner and disappear.

On a side note, IIRC Sea of Okhotsk for some reason penalizes -40% for a body found compared to the usual -20%

 

At 4:36, one of this guests is not like the others. One of these guest just doesn’t belong. Can you find that guest?

I got lucky at 7:14. This tends to be very difficult to pull off so quickly.

Boy do I hate jumping off this dragon.

 

This mission is as boring as it looks. That first error with the mine was annoying but luckly I could get another one completed in time. Even if that error didn’t occur, I don’t think there is enough time to get two mines done before getting Emile’s voice sample. Also Emile’s voice sample is needed since his is faster for opening voice locks.

The ultrasonic emitter part was something I discovered on accident. It was useful to make Jamie go away.

It appears that mine building is significantly faster, but harder to control on the 360 version.

 

The pool area shows how hilarious smoke grenades are in this game.

The part in the Spa at 6:50 is scripted to have steam fill up the area, which makes it harder for the guards to see.

The crew members in the command deck can’t hear the door being bashed for some reason. Which is hilarious because at 8:10, the crewmember with the binoculars hears the footsteps but doesn’t care and goes back to sightseeing. But when Sam exits the deck at 8:21, he suddenly gets better hearing

For some reason the guard in the bomb area can't see through the glass door yet the crew members in the command deck could see through the glass windows, the developers never picked up on this apparently. Additionally, that guards hearing is hilariously inconsistent. He can't hear the door being bashed, yet can hear me stomping around if I'm outside that room area.

I think the glass doors are actually regular doors that are simply reskinned.

The final part unfortunately had bad checkpoint timing. I had to hold back in order get Sam behind that object. The smoke grenade trick was another thing I found on accident. It somehow manages to get both guards to leave and investigate. It also skips the lock since the guard opens it for me.

 

Enrica's disarm code needs to be done first before she returns to her office. Also, Enrica's fingerprints are needed for a faster unlock in JBA Part 4 but I don't think there is enough time to scan them in her office.

The Visual proof of bomb of objective is automatically hacked. I don’t know if the automatic hacking for the visual proof of bomb is a bug or a feature. The only reason I can think of, is that the developers noticed that someone on the lower floors can see Sam hacking the computer—which will result in a gameover. I'm guessing this is their quickfix towards that problem.

The firing range was horrid to complete due to the awful framerate. It's the only thing that I think can be improved, but fuck that, not with this framerate.

Emile’s fingerprint opens the lock faster in this mission, but during the JBA part 4, it is suddenly changed to Enrica’s meaning her fingerprint is needed for a faster unlock. For some reason at 12:00, Sam suddenly becomes visible when scanning

Time to repeat the same mine building and other objectives from JBA 1 and 2 since the developers needed to inflate gameplay time. Bottlenecks everywhere.

IIRC, blowing up the boat saves about 12-13 seconds, something like that. Otherwise those extra seconds are due to Emile being anger and blowing Enrica's head off.

 

Then after leaving the elevator, the next two guards are suddenly not deaf and blind.

The part at 4:55 took too many attempts to pull off. Now the part at 5:25, was only time I could find any use for emp grenades. Dropping past that laser is really finicky

There is not much I can do during the meeting room part.

Its really hilarious how those two soldiers at 13:00 are affected by the smoke grenades.

I’m also surprised at the small Mine detection radius at 13:26. For second there, I almost tried to reload the save.

 

During the high security basement. The visibility sensor on Sam bugs out and fails to synch up with the HUD, meaning that the HUD sensor is the correct one. It seems like it only happens in this specific part of the game.

The cutscene during 7:05 can sometimes break. The guard can instantly kill the two scientists or miss several times with the timer still running. The part at 7:30 is not as easy as it looks. This took several attempts to get by undetected.

I use the funny smoke grenade trick of it bleeding through walls in the bomb area. But this is obnoxious to do, since one person not cooperating can fuck the entire thing up

When the mission is finished, the stealth score screen is not shown. It immediately loads the credits and then immediately loads NYC Boat. I also discovered that if NYC Boat is completed after it is immediately loaded, the game adds the statistics of JBA Part 4 to the NYC Boat Stealth score screen.

Technically, I could gun down many guards in this mission due to this rule. However, I don’t believe there is a way quickly do this without a body being found. Additionally, there are no explosives in this mission along with the fact that the guards in the bomb area are closely grouped together.

There is a horrid bug that occurs during the good ending. When the bomb is defused, Emile and his men are removed from the area and placed in a room far outside the map. During the good ending, Sam is also placed in that same room. Sometimes the AI is still active when they are moved into that room—and they can run into Sam and gun him down, causing a game over during the SWAT raid. I can already tell how awful a single-segment 100% stealth run would be.

 

This mission is strange since it does not penalize for force hacking or even being identified as an intruder. The thing is, the game gives NO indication that there is no longer penalty for doing those things. It does dock points for a body being found, but doesn’t penalize for killing or KOing.

Sam can actually be killed when jumping off the boat. But it does not happen as often in this verison of the game. Once Sam exits the door, I lose control and Sam automatically jumps off.

IIRC, when the mission is loaded, it takes ≈10 seconds for the timer to appear. And when Sam is jumping off the rail, it takes ≈10 seconds for him to land in the water and for the mission to end. So I used that along with the timer to subtract from the 9:58 to get this level's run time.

There are many other categories in this game, but I have little interest in them. Newgame+ runs might be interesting since force hacking speeds up earlier levels, but after that, I don't have much motivation for them

Special thanks to prospy05

Good Ending, Segmented, Hard Difficulty with Stealth: 1:33:33 by 'triblast55' done in 36 segments appended to 11 files.

Get Flash to see this player.

Author's comments:

Welcome to one of the worst ports I have ever seen made by Ubishit shanghai.
It is very glitchy, unstable, and inconsistent due to poor/non-existent testing.
They released a broken game and then barely patched it

Originally, I was speedrunning this game in 2007, but I kept procrastinating on and off during the years. It wasn't until 2013, that I decided to stop procrastinating. I decided to run this game after seeing prospy05 YouTube channel and was impressed by his Iceland speedrun. I managed record at Ultra High Definition ḻ̵̠͕i̘̙̞̱̮͚k̛̫͓̳̟é̞̺͙̼͈͘ ̧͎͎̞̳̖͇͙̠a̬̠̳n̶̺͉̹͚͔͕͓͇͝ ̶͕̗̰͍̠͉i̖̫̲̞̙̻n͓͔̥͍̘̦̯̹̞̕͜͟s̸̹̩̭͕̱͝a̛͔̝͜ń͎̹̰̕͡e̮̘͙͎̫̤̭̹̗͢ ̢͉̻̭͚̣̕͞p̴̥͙̕͠ͅe̶̻̠͠r͓̳̰͈̝̜̲s̝̟͉̀o̭̰͟n͕̞̱̫̭̣̖͟͞.҉̳̱͕̦̮̬̟͘

Since Double Agent was developed for the 360 then ported in the most ass way possible to PC, the guards have amazingly bad senses. That doesn't mean they can't detect me, it just means that I can stomp around more often compared to the 360 version. The guards are noticeably deafer compared to the 360 version. Sometimes the guard's deafness is inconsistent too, as in some guards might have better hearing for some unexplained reason. Even though they have better hearing in the 360 version, the guards are generally the same glitchy as fuck and inconsistent guards as the PC version. The guards tend to glitch out, act erratically, and/or have problems seeing Sam even in daylight missions.

Reloading a save even once, can cause the guards to become even more deaf. I don't believe they become completely deaf. I haven't tested how long it lasts or why it happens, but it just does. It's another thing I stumbled upon on accident. It doesn't appear to affect their vision. Also, it doesn't work on the 360 version. When reloading a save, the HUD doesn't synch up with how it was when I saved. Example, having the radar on when I save, then reloading causes the radar to turn off.

You will see me save a lot since this game loves to bug out. Even in Version 1.02a, many things are broken in this game and it loves to crash.

I wanted to get 100% stealth on every level while going as fast as I can.

Special thanks to prospy05

Return to the Game List, the FAQ, or the Home Page.