Flares are used for providing light or producing signals for others to see. The player can use flares to distract enemies, and the heat eminating from the flare can also be used to distract Automated Turrets. Flares work both ways, however: although they can be used to light dark areas, using them may give your position away and make you an easier target for the enemy. Additionally, flares produce light, meaning your visibility will increase when near an active flare.
A chemical flare is a lightweight plastic stick filled with a binary chemical agent. When the inner containers are cracked, the chemical agents mix, causing the stick to glow. The chemical flare, just like the pyrotechnic flare (see above) is useful for attracting and distracting enemies. Unlike the pyrotechnic flare, the chemical flare doesn't produce heat capable of causing gasoline to explode meaning it is safer to use around hazardous gas areas.
Note: These are only the list of titles where they are usable by the player.
- Tom Clancy's Splinter Cell
- Tom Clancy's Splinter Cell: Pandora Tomorrow
- Tom Clancy's Splinter Cell: Chaos Theory
- Tom Clancy's Splinter Cell: Double Agent
- The flare first appeared in the original Splinter Cell's CIA level beside an automated turret, the CIA agents appeared to have used them to figure out how the turrets worked.
- In Splinter Cell: Chaos Theory and Splinter Cell: Double Agent, flares are often used by enemies to illuminate their surroundings.
- In Splinter Cell: Double Agent (Version 1) the player had to grab the captain of the RSS Rublev without alerting him, otherwise he would drop the flare he was holding, causing the engine room to blow up (he was walking along a walkway while fuel was below him).