Tom Clancy's Splinter Cell/Equipment

This isn't a Metal Gear game, so you won't find stuff like rocket launchers or katanas here. These tools are all about stealth.

Gadgets
Sam's gadgets are designed especially to be lightweight and efficient; perfect for stealth. As revealed in the Making Of videos, most gadgets are very realistic and meant to be based off of real-world counterparts, which are either currently existing and used or are still in development or testing stages.

Palm OPSAT
The OPSAT is a special version of the Palm handheld computer designed by Third Echelon. It's always connected to Third Echelon's computers via satellite, so Sam can receive mission data, pictures, dossiers, and other things. It also serves as a data stick reader, so whenever you pick up data sticks from computers or fallen guards, you can read them with the OPSAT. You will always have this with you - press START to open it.

Lock Picks
They say that locks only keep out the honest citizen. Well, Sam is not exactly an honest citizen. Feel free to break out your torsion wrench and pick set and become your own master key.

To use the lock picks, select them in your inventory and press the Fire button while standing next to a locked door. Use the left stick (or movement keys) and rotate it slowly until you see/feel the lock vibrate. This means that you're pointing at the proper "quadrant" of the lock. Wiggle the stick in that quadrant until that part of the lock is picked. Repeat the process as many times as necessary until the lock is freed and the door is unlocked.

In the Gamecube version (and presumably the PS2 version), you don't need to select the lockpicks - instead, there is an option in the use menu that automatically uses them.

Disposable Lock Picks
Tiny explosive charges that are designed to open a lock as quickly as possible by destroying it from within. They make a bit of noise though, so be really careful.

Optic Cable
Use this to see underneath closed doors before opening them. Very handy to check if somebody's inside a room before you barge in.

Laser Microphone
A special type of microphone designed to eavesdrop from a distance. It works by shining an infrared laser beam at a window and detecting minute vibrations that result from sounds from inside the window (for example, people talking on the phone or in a glass elevator). You'll use the laser mic a few times throughout the game.

Camera Jammer
Instruction manual description:

"The Camera Jammer emits microwave pulses that disrupt the characteristic signals used in the microcircuitry of surveillance cameras. The Camera Jammer operates off of a capacitor that must be allowed to recharge from its battery after a short time."

You won't use this until much later in the game, and only for a short bit. The Camera Jammer can temporarily disable a surveillance camera, allowing you to sneak by unseen. When it is equipped, aim at a camera, and press the R button (as if firing your weapon). You have a limited time to sneak by, and Sam doesn't walk as fast with the Camera Jammer out.

A helpful hint is to pump the R button continuously instead of just holding it down. You can stretch it even more by holding R for a second, then letting go for a second, and repeating. If the camera can see you, it makes a whirring noise as it rotates to your position. If you hear the whirring noise, then you have only about a second before you are spotted. That is when you need to press R with your Jammer; the camera won't see you and will rotate back to where it was.

Items
Simple everyday objects that Sam can use.

Backpack
Sam's backpack, a 5.11 Tactical® Select Carry Sling Pack. A very good backpack for putting all your items and hiding a gun in.

Medical Kit
A standard battlefield first-aid kit. Heals about a quarter of your health bar when used. Be on the close lookout for these; they are most commonly mounted on walls; look in small rooms, on shelves, or even on the floor.

Frag Grenade
The standard military-issue fragmentation grenade is the perfect lightweight assault weapon. It makes a lot of noise, but will tear an enemy to shreds. Most effective when thrown into a group of enemies; don't waste a frag on just one. You can find them in packs of 3-5, usually lying on desks or tables. Guards with satchels may also have them.

Make sure to take cover after thrown. The grenade has a decent blast radius. Enemies will most likely see the grenade immediately after it's been tossed, so make sure to stay in the shadows as well.

Wall Mines
Wall mines are very dangerous. When you stick them to a wall, they make beeping noises - you had best run away before the mine is armed. To disarm a mine, move VERY SLOWLY toward it and press the Use button. Pan the camera so that you can see the flashing light, and when it's green, press the Use button again to disarm it safely. If you screwed up, the mine will beep faster until it finally explodes. You have a small window to run away before it does.

Fabrique Nationale Five-seveN Handgun
Sam's main sidearm throughout the game. A semi-auto tactical pistol with an attached suppressor. It's not very powerful, so it might take a couple shots to kill the average guard with it - and once you get the SC-20K assault rifle, this will only be really handy to shoot out lights, windows, and other things. Holds 20 rounds per clip. You can carry a maximum of 40 rounds.

SC-20K M.A.W.S. (Modular Assault Weapon System)
The SC-20K M.A.W.S. (modelled after the FN F2000 rifle) is a bullpup-style assault rifle with an attached sound/flash suppressor, a 4x scope, and an underslung multi-purpose launcher. It's capable of full-auto and semi-auto fire, holds 30 rounds per clip (with a maximum of 60 rounds), and also doubles as a sniper weapon. The multi-purpose launcher can shoot all kinds of stuff - ring airfoil rounds, cameras, you name it.

Sticky Shockers
A special type of ammo that, upon attaching to a surface (ideally, an enemy guard), will unleash several volts worth of electricity, stunning and knocking out its target. The charge is only good for one shot, after which the shocker mysteriously disappears. Part of the SC-20K.

Ring Airfoil Rounds
Aerodynamic "ring" rounds that, when shot from the SC-20K's utility launcher, will fly at outrageously fast speeds until they make contact with a target. Hitting an enemy in the head with one of these means an instant knock-out. Hitting any other part of their body will simply daze them for a few moments, giving you ample opportunity to run up to them and grab them (or finish the job with another shot).

Sticky Camera
A camera that can adhere to almost any surface. Upon being launched, the viewpoint switches to that of the camera. You can pan it around and zoom the view, until you exit the camera view, at which point the camera switches off. You can pick the camera back up, if it's within reach.

Sticky Bombs (GameCube only)
These bombs can come in quite handy. They're hard to find, but you can stick them to walls and detonate them when a guard passes by. The ensuing blast is about equivalent to a gas bomb--it emits sleeping gas that will knock an enemy out. To use this item you'll need a Game Boy Advance, a GBA-GCN cable, and a copy of Tom Clancy's Splinter Cell: Team Stealth Action for the Game Boy Advance.