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"Pavel says he briefed you on the wall mines. But I want to make sure you understand. They are EXTREMELY DANGEROUS. Do not think that they are a toy."
― Edik to Ruslan in a data stick.[src]

The Wall Mine is a motion activated land mine device that explodes when movement is detected. They can be heard due to the distinctive beeping sound they produce, a warning caution for anyone nearby.

Overview[]

Wall Mines are motion sensitive explosive devices that detonate as soon as rapid motion is detected near whatever surface they are attached on. Wall Mines send out an infrared pulse every half a second. For the user, Wall Mines provide a deadly and efficient means of either ambushing enemies or by covering a defensive perimeter. Their loud, deadly and explosive power make them formidable defensive measures and can be a very effective gadget against enemies. Wall Mines can be bypassed, however, if someone walks by it very slowly. Wall Mines can only be defused when the flashing light turns green. Attempting to deactivate a Wall Mine when it's red will detonate it, causing it to explode. If the Sam is too close to the blast there is a good chance that he will be killed. Once a Wall Mine is disabled, the player will pick them up and collect them in their inventory (if it isn't already full).

Sam-Fisher-Kalinatek-Wall-Mine-Collecting

Sam Fisher collects a Wall Mine as he infiltrates the Kalinatek building during the Georgian Information Crisis.

Wall Mines only appear in the first four Splinter Cell titles, with the Proximity Shocker and Proximity Mine replacing it in Splinter Cell: Conviction and Splinter Cell: Blacklist. Unlike the Wall Mine, both the Proximity Shocker and Proximity Mine can be thrown, and are harder to detect than the Wall Mine, as they don't give off a beeping sound, nor do they have visible lights on them.

Trivia[]

  • The Wall Mines in Splinter Cell games are based on M2 SLAM (Selectable Lightweight Attack Munition), which is designed to take out enemy vehicles or equipment. Later games has modifications to its appearance, but its still loosely based on the SLAM mine.
  • Once Wall Mines are defused, they are added into the player's inventory for later use.
  • In Splinter Cell: Pandora Tomorrow, enemies can defuse active mines that the player puts up.
  • Placing a wall mine on a door will cause the door to not open until the mine is gone. (Only Pandora Tomorrow confirmed)
  • In Splinter Cell: Chaos Theory, Wall Mines can be defused in lower difficulties without waiting for the green light to flash. Only on higher difficulties that the mine will blow up if the player attempt to disarm it while it is flashing red light.
  • In Chaos Theory, anyone in the radius will catch fire if triggered the wall mine, the only exception is the player, if they survive the blast.
  • If the NPCs are close to the hostile-placed mine, they will sometimes move at the minimum speed. However, the player can make noise to alert them, who will move quickly and detonate the mine, the kill does not count towards the player but will make the NPCs around you more alerted, even an alarm may sound.
  • Wall Mines only appear in the first four Splinter Cell titles, with the Proximity Shocker and Proximity Mine replacing it in Splinter Cell: Conviction and Splinter Cell: Blacklist. Unlike the Wall Mine, both the Proximity Shocker and Proximity Mine can be thrown, and are harder to detect than the Wall Mine, as they don't give off a beeping sound, nor do they have visible lights on them.
  • The Wall Mine is sometimes a part of the player's inventory, its a double edge sword as it can harm the enemy or the player. In Chaos Theory the player can often gain access to it by choosing the "Assault" loadout.
  • Wall mines can be detonated from a distance by shooting them. This is highly effective for eliminating multiple targets.
  • In Penthouse, Hokkaido and the Bathhouse level, wall mines can be encountered if the player reaches the fourth Alarm Stage.
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