reach the missile's control centre in time and destroy it. Enraged, Rhoemer engages Gabe in a final fight, but is killed with a gas grenade. Their mission completed, Gabe and Lian call in the U.S. Army Chemical and Biological Defense Command (CBDC) to secure the area. They do not know how far Markinson was cooperating with Rhoemer and Phagan, but Gabe believes that they may never know. In a post-credits scene, Aramov approaches a mysterious man inside the Agency headquarters and whispers something in his ear. He congratulates her while the camera pulls back to show PharCom boxes in the office. Development According to creative director John Garvin, Syphon Filter was originally conceived as "just a name" from a producer at 989 Studios. Initially, there was no plot, character or gameplay from the original one page synopsis. Eidetic decided to set Syphon Filter as a new 'stealth-action' hybrid that focused heavily on weapons, gadgets and stealth. The team's lead designer was influenced over Rare's successful GoldenEye 007 for the Nintendo 64, and implemented the game's mechanics to have a similar feel for a new "super spy" genre. The team experienced immense difficulty in creating the game, as Garvin noted that there were "no, or few, games" from which Eidetic could draw inspiration. Most of the team that developed Syphon Filter had little experience with making third-person action games, as Eidetic's only video game released for a console was Bubsy 3D, which was released three years prior for the PlayStation and was infamous for being critically panned as one of the worst games of all time. Despite the initial difficulties with staff and lack of experience, Eidetic produced a prototype which involved a shooting segment in an underground. Garvin admitted that the team "didn't know anything about making realistic shooters set in a spy world" as the game came close to being cancelled several times throughout development because the team was missing deadlines, revamping mechanics and changing the story. During development, the team of thirteen re-wrote several drafts as the game was being conceived. The original plot of Syphon Filter was intended as a science-fiction orientated approach and involved a group of kidnapped scientists who were being forced to build a time machine by an unspecified antagonistic organisation. The storyline was radically changed when John Garvin was hired to be art director, later creative director. Syphon Filter was added as a