Gadgets | Gear and plane upgrades Splinter Cell: Blacklist Guide
Last update: 11 May 2016
In the game, there are many interesting and useful gadgets but Fisher can't take them all, as his inventory has a limited capacity (it's worth increasing it by investing into new elements of his suit described later on). What is even more, most of the gadgets are inaccessible at first and you need to buy them. The below list elaborates on all of the available types of gadgets and hints at which ones are attention worthy.
GADGET NAME | COMMENTARY |
Sticky noisemaker | This gadget is available by default and it comes in handy mainly in the beginning missions of the game, especially for diverting the attention of dogs. Further into the campaign, it loses on its significance because there are no other use for it than distracting the enemies. |
Sticky camera | In theory, cameras should be used for getting acquainted with the surroundings, but it's more effective after detonation when it stuns or maims the enemy. Unfortunately, both of the available upgrades for the camera are additionally paid so, you should first focus on the more useful gadgets. |
Sticky EMP | A pretty much useless gadget because it's more effective to sabotage many of the cameras and electronic devices with the pistol. What is even more, you can use the EMP in combination with the crossbow, which earns you an additional free slot in the inventory. |
Trirotor | The recon drone is an expensive auxiliary, although it's very useful for scanning the area and quiet enemy elimination. Remember to equip the drone only for those of the missions that do not take place in narrow enclosed areas, in which it's pretty much useless. |
Smoke Grenade | A useful gadget whose additional advantage is the fact that you do not need to buy it. Smoke grenades come in handy both when you want to approach an enemy and when you want to find your way out of a sticky situation. |
Tear Gas | This kind of grenades isn't one of my favourites because it's way better to come equipped with gadgets capable of putting the enemy to sleep. In the initial missions, you can still use these, especially that they isn't too expensive to buy. |
Sleeping gas | A much more interesting grenade than the one described above. Especially useful if you adhere to the Ghost or Panther playstyle. It's always a good idea to have one up your sleeve, thanks to which you will be able to react appropriately when cornered or after you encounter a group of several enemies. |
Flashbang | I recommend against this kind of grenade, because they not only do not allow you to incapacitate the enemy effectively, but also attract attention of the other enemies in the area. |
Frag grenade | You should have those in your inventory only if you are planning to play the assault style which ignores staying in shadows. Otherwise you can ignore these. |
Incendiary grenade | Just like above, you should invest in those only if you are planning on the offensive playing style. In my opinion, they are better than frag grenades because they are very effective against larger groups of enemies and heavily armored enemies. |
Proximity shocker | One of the most useful gadgets available in the game, especially that the enemies do not spot mines and avoid them. These mines can be useful in the case of missions defensive in character, but, it's also a good idea to have some in your inventory during the regular ones. |
Proximity mine | Just like in the case of frag grenades, you should be interested in these mines only if you isn't against killing enemies (and alarming the remaining ones in the area, at the same time). |
Breaching charge | This is arguably the least useful "offensive gadget" because this kind of charges are door mounted. As a result, their only use is in the form of a trap. |