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Were you looking for the Splinter Cell series hub feature, ShadowNet, introduced in Splinter Cell: Blacklist?

"Infiltrate - Neutralize - Disappear"
― Terms in the Shadownet symbol

Shadownet (also known as SHADOWNET) was a sub-branch within Third Echelon that operated around 2006-2007. While first appearing during the Indonesian Crisis of 2006, Shadownet operated until at least 2007.

Shadownet appears as the Spies side in the Spies vs Mercs multiplayer modes in Splinter Cell: Pandora Tomorrow and Splinter Cell: Chaos Theory.

Overview[]

Conceived from Third Echelon’s movement towards tactical, team-based stealth, it was created from theoretical concepts of NSA analyst Dermot P. Brunton. SHADOWNET is intended to leave absolutely no footprint on the area of operation. To compensate for the lack of a handler, teams of operatives are assembled for each mission. They operate laterally, shifting command structure in the field as the situation demands. SHADOWNET directives call for strictly nonlethal operations. Their operative physical traits are:

  • Feline
  • Formidable opponents in hand-to-hand combat
  • Masters of the art of exploiting one's environment

2006: Indonesian Crisis[]

Shadownet spies worked alongside Splinter Cell operatives in a variety of missions and usually worked in pairs. The spies were first dispatched during the Indonesian Crisis, when Shadownet teams were scattered around the U.S. in order to disable the ND133 devices containing the smallpox virus. Since then they have been given tasks including securing sensitive data, sabotage and hacking into otherwise unreachable systems. The operations coordinator of Shadownet was Dermot P. Brunton, who assisted Third Echelon during the 2006 Indonesian Crisis.

Multiplayer[]

The spies of Shadownet are one of the playable teams within the Splinter Cell multiplayer modes in Pandora Tomorrow and Chaos Theory. The spies of Shadownet, like Splinter Cells, rely on stealth and espionage to accomplish their objectives. They are quick, agile and acrobatic, able to quickly vanish from a firefight with ease; they are also able to grab Mercenaries from behind to eliminate them. Along their main non-lethal weapon, they utilise a number of gadgets designed for intelligence, cover and to disorientate their enemies and electronic countermeasures.

In game, they are controlled in third person perspective with panning view of the camera. Players use this to interact better with their environment and to navigate with ease, whilst allowing them to think ahead where to go to and to watch for threats from multiple angles, since not only the enemy but also security measures can be a giant hurdle on their backs.

Legacy[]

Double Agent[]

In the multiplayer mode of Splinter Cell: Double Agent, Shadownet spies are absent and instead a different agency takes part, likely Splinter Cells. They possess the same acrobatic skills and, if not all, gadgets, but their main difference is they use a wrist mounted hacking device used for all kinds of electronic performances to help with their mission.

Blacklist[]

Splinter cell Blacklist revives the multiplayer game mode spies vs mercs. Unlike the two previous instalments of the franchise they are more agile, deadlier and sport different kinds of class roles and gear to suit their preferences in game. They sport a number of weapon, from handguns to automatic choices and their signature sticky shocker which takes the form or a crossbow that fires electric bolds.

Known personnel[]

Equipment[]

Trivia[]

  • Two spies appear in the single player mode of Splinter Cell: Pandora Tomorrow destroying an ND133 device. Third Echelon Operations Coordinator Irving Lambert was monitoring a video feed of the operation as the mission ended with one of the Shadownet Spies giving a 'thumbs up'.
  • Spies are noticeably more agile than Sam Fisher, able to do more acrobatics moves than he can do and are even much faster. This is likely because of gameplay balancing between the two different modes.
    • Until at least Splinter Cell: Conviction, Sam moves at about the same speed - if not faster - than the Spies following the faster, more fluid gameplay shift.
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