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FAQ
Jump to: The basics · Setting up · Playing · Accounts · Privacy and safety · Servers
Community servers for Splinter Cell: Blacklist multiplayer, which Ubisoft no longer runs, plus a launcher that sets the game up to use them. It continues 5th Echelon by unixoide, with internet play without a VPN, friends, a new launcher and much more.
Yes. The software and the community servers are free.
Yes. 5th Echelon ships no game files. You need Splinter Cell: Blacklist for PC, from Steam or Ubisoft Connect.
No. It's a fan project, not affiliated with or endorsed by Ubisoft.
Co-op and Spies vs Mercs: Find Teammate, Quick Match, lobbies, and invites into lobbies and private matches. Stats and leaderboards are kept too.
Yes: there's a native Linux launcher, and the client works under Proton and Wine. See Linux and Steam Deck.
They aren't detected automatically. If your copy is one of the supported game versions, choose its folder in Settings › Game. If the launcher says the version isn't supported, try Try to identify.
Yes, in any language: their game data is the same.
No. The server tells your game its public address and relays matches when a router can't be reached. You can leave Radmin, Hamachi and the like installed. See Playing Over the Internet.
No. The launcher asks your router to forward the game's port when it can (UPnP / NAT-PMP), and the server relays the match when it can't.
No. See Coming from 5th Echelon.
It installs one DLL (uplay_r1_loader.dll) into the game folder, keeping the game's own as uplay_r1_loader.orig.dll, and writes its settings next to it. Settings › 5th Echelon client › Uninstall… puts the original back. See Files and Folders.
It's a false positive, common for programs that hook games. Check your download against the release's checksums, then restore it and add two exclusions: Antivirus Warnings.
Only from the project's releases. Don't trust copies elsewhere.
Both of you: same server. Add each other in the overlay (F5 › Find players › Add friend). Then one hosts a lobby and invites the other (overlay or the game's friend list). See Friends and Invites.
On the same server, yes: from 0.4.6 Join beside a friend takes you into their party or public match (Joining a friend). Not across servers: matches stay on one server. The launcher's Friends card shows where they are, with Join to move you to their server. Cross-server play is on the roadmap.
The launcher picks the one with the lowest ping. Pick the one your friends are on if that matters more.
Co-op and Spies vs Mercs need rank 5. The launcher makes or raises your save to rank 5: press Raise to rank 5 or Set up a save in the Status card. See Save Games.
Yes: in a lobby, press F5 › Match and change Players needed to start and Most players. Above the mode's own size (8 for Blacklist, 4 for Classic, 2 for co-op), some players' games can crash or freeze: the overlay says so.
Your match goes through the server, because your router couldn't be reached directly. It works the same, with a little more delay. Turning UPnP on in your router usually makes it direct.
A note is amber: worth knowing, never a reason not to play. The Status card says what it is.
Yes: F5 opens the overlay, for friends, invites, match settings and server status. See The In-Game Overlay.
On the community network, the launcher's Roadmap screen shows what's shipping, what's next and what's later, and Suggest a feature or improvement sends your idea to the project's admins. Their answer shows there under Your suggestions. See The Launcher › Roadmap.
You don't have one to remember. Your identity signs you in. (The launcher keeps a random password per server behind the scenes.)
Settings › Servers and accounts › Rename. Friends carry on.
Your identity, copied before you connect on the new PC, and your save if you want it. See Moving to another PC.
Not by yourself: the account can only be signed in to with that identity. You can start a new account; the server's admins may be able to help with your old name.
Your save (unlocks, campaign) is on your PC, so yes. Your name and friends follow you within a network. Stats and leaderboards are global across a network too.
- To the server you play on: what the game needs to sign in and play, and, if you agree, the game's diagnostics while you play and reports after a game.
- To the network's coordinator: your pings to its servers (only your city is noted).
- To the community network's coordinator, from the Roadmap screen: the suggestions you send, with your name, server and launcher version, signed with your identity.
- To GitHub: update checks. Before any log leaves your PC, your PC's name, user folder, Windows account name and internet address are removed. See Reporting a Problem.
Matches run peer to peer, as in the original game, so the players in your match exchange network addresses. That's how the game has always worked. Through the relay, they see the server's address instead.
Each server gets its own random password, so no operator sees a password you use anywhere else. The community servers use HTTPS for sign-ins.
A server you join can see your name and play, and a server in a network can change friendships between players on it. Join servers and networks you trust. The launcher warns about servers without encryption.
Yes, on Windows from the launcher, on a Linux VPS with one script, or in Docker. See Hosting a Server.
No: the community network is run by the project's maintainers only. Run a network of your own, with your own coordinator: Running a Network. You can list a public server in the community servers list.
They restart briefly when they update, or go down for booked maintenance, and the launcher says when. If one server is down, switch to another in the server menu. Report outages in the issues.
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