100% rating - In order to get a 100% rating on any mission,
you must complete the level with the following statistics. It is unknown
at this time if there is a reward for getting a 100% rating on every
mission.Elite mode - Successfully to
complete the game to unlock Elite mode, which starts the game with only
the knife and unloaded guns.
Movie trailer - Successfully complete the Lighthouse mission
in solo mode to unlock a movie trailer.
Sneaking - If you move around with your gun drawn, the noise
meter will not move. This is very useful when sneaking up on someone
quickly.
Enemies killed: 0
Civilians killed: 0
Bodies found: 0
Times identified as intruder: 0
Alarms sounded: 0
Keypad codes
Mission 1: Lighthouse
No keypad locked doors
Mission 2: Cargo Ship
No keypad locked doors
Mission 3: Bank
Keypad to left security booth on first floor: 3624
Keypad to right security booth on first floor: 3624
Keypad to main security room: 2306
Keypad to treasurer's office: 8645
Keypad to bank's back door: 3901
Keypad before president's office: 3490
Keypad to safe in president's office: Code unknown, must be hacked
Mission 4: Penthouse
Keypad To Dvorak Room: 0280
Mission 5: Displace
Keypad to door between meeting room and lobby on second floor: 8136
Keypad to door between meeting room and lobby on first floor: 8136
Keypad to CEO's meeting room: 2346
Keypad to CEO's office: 2609
Keypad to fire escape: 3485
Keypad to central server room: 2109
Keypad to R&D server room: 9205
Mission 6: Hokkaido
No Keypad Locked Doors
Mission 7: Battery
Keypad to shipping area: 1879
Keypad to elevator: Code unknown, must be hacked
Mission 8: Seoul
No keypad locked doors
Mission 9: Bathhouse
Keypad to owner's office: 3650
Mission 10: Kokubo Sosho
Keypad To Server Room: 1945
Alternate dialogue - When you see Otomo try to commit suicide,
Lambert will radio you and say something. If playing on the normal
difficulty setting he will say something similar to "Otomo just tried to
commit sepuku. Get in there and revive him". However, if you play the game
on the hard difficulty setting, Sam will say something similar to "Looks
like someone feels a bit too
Alternate Shetland Death in Bathhouse - At
the end of the level, Shetland and Sam will be on top of a roof with their
guns pointed at each other. After a short conversation, Shetland will put
his gun away and say "You wouldn't shoot an old friend". You are given a
choice, shoot or put your gun away. If you shoot, Shetland will stumble
backwards and the intermission sequence for the level's ending will play.
However if you put your gun away, Shetland will quickly pull his gun out
and point it at Sam. Sam will duck his weapon and stab Shetland in the
stomach before throwing him. This will then start the same ending
sequence.
Bouncing guard in Penthouse - On the ground
floor after you have knocked out two guards (the one who is repairing the
elevator and the other one that is talking to him), put one or more of the
guards in the elevator with Sam. Sam must turn on his night vision and
press the button to go to the top floor. Watch the guard's body bounce
around like popcorn.
Bill Gates reference in Hokkaido - There are
two guards talking about their new vehicle. During the conversation, one
says that it has a 640 gig MP3 player, "standard." The other replies that
no one will ever need 640 gigs. This is a jab at a comment made by Bill
Gates back in 1981 about no one ever needing more than 640 K of RAM.
Catching Shetland - Have your sniper
zoomed-in on the guard. When there is a fight, shoot, run, and catch
Shetland. Then, end the mission.
Taking lights out silently - To take out lights silently,
first OCP the light, then shoot it.
good about himself." However, all the objectives will remain the same.
Do not trigger the alarm in Bank - Normally when you are on
the last part of the Bank level and take the $50,000,000 from the cell,
you will trigger the alarm when you walk out. There are three ways to
avoid this. The first is to eliminate every guard in the bank. When the
alarm goes off, no one will come because they are either dead or knocked
out. The second way is useful if your trying to get a good rating without
sounding alarms. When you take the money, do not walk out. Turn on your
heat vision and you can see the laser. Then, turn on your goggles to where
you can see the electronics. The laser should be on your left. Use the
secondary fire on your pistol to disable it, then quickly run out of the
cell. For the third way, make sure there are guards remaining and before
you take the money, there is a computer terminal. Open the door and turn
on the sprinklers. Wait for them to turn them off and the whole chamber
and the path to get into the chamber will be wet all the way to the narrow
hallway. Take the money and trigger the alarm. Take out your sticky
shockers and wait for the group of men to stand in the puddle. Make sure
you are not seen or the guards will run for cover. Then, shock them.
Finding the bombs in Bathhouse - After going
through the gate when chasing Shetland, the first bomb is directly to the
left of the gate that you enter. Go left through a little crevice and you
should see a red light flashing. Go to it and disarm it. When you do that,
one of Shetland's gaurds will walk up the stairs. Kill him. To get to the
second bomb, go up the stairs. Turn left then turn right and look straight
ahead. You should see another red flashing light down below the walkway.
Hop over the ledge of the railing and disarm the second bomb. When you are
done disarming the bomb, jump on to the railing and pull yourself up. Two
guards will be to your left, walking on the walkway. They will probably
hear you; get ready to kill them. It is fairly difficult to kill them
without losing a lot of life, or at least dying. After you kill them, go
down the walkway to the back wall. About halfway you will see another red
flashing light. Jump across the little gap and disarm it. A guard will
come through the back door right when you disarm the bomb. Kill him, then
go through the door and meet Shetland. You will then have to make a
critical choice; pull the trigger. Note: It would be a good idea to
quicksave the game whenever you disarm and kill the guards.
Invisible laser beam in Bank - To avoid detection by the
invisible laser trip wire in the entrance of the vault, closely examine
the entrance with your thermal goggles on. Then, use your OCP to disable
the laser emitter and walk out of the vault. By doing this, you can leave
without sounding the alarm.
Man goes to wrong location in Hokkaido - When you are at the
place where you must scan the license plate, make sure that you first have
blown out the candle and destroyed the guard inside. When you go outside
you will see a man leaning on the car. Stand beside the car on the left
and whistle. If done correctly, he will not come to the place that you
have whistled to, but instead he will go inside the hut.
Alternate way to retrieve the radio data in Lighthouse -
During the mission you will have to overhear some data being said on a
radio transmission by a guard. If you fail to do this, you can just find
the data in a filing cabinet next to the radio.
Get rid of the enemy on the top in Lighthouse - To get rid of
the enemy on the top of the lighthouse, hang along the edge of the
lighthouse. Get underneath him and select the command "Grab NPC". Sam
Fisher will grab and throw him off the edge. From here you can watch him
scream and fall to his death.
Original Splinter Cell music in Seoul - When you begin the
level, you will be in a kid's room. Immediately exit the room and go to
the right. When you reach the end of the hall, in which the walls are
blown away, turn to the right and enter a half-destroyed room. There
should be a radio inside. Turn it on, and it will play the same music from
the cafe from where you started near the Chinese Embassy 2 level on the
original Splinter Cell.
Destroying the tank in Seoul - In the final area of the second
part of the mission, you can rescue the injured pilots as a bonus
objective. However, instead of waiting for the lamp to flicker on and off
to get past the tank safely, there is an easier way. Make sure you have a
frag greanade (obtained elsewhere in the level). Go to the very top of the
scaffolding and take out the frag grenade. Aim the grenade to go in the
hatch of the tank. If done correctly, the grenade will explode in the
tank, which will destroy it.
See inside Sam's head - In the final level, go through the
second checkpoint. There will be two guards talking in a room; one behind
a desk and the other in front. Once you go through the two sheets used as
a door, to your left will be a bench. Jump on it. Then, stand up so that
you are not crouching and move the camera behind you. You will then be
able to see inside of Sam's head.
Metal Gear Solid reference in I-SDF Base - When you get to the
lower floors in the I-SDF base, interrogate a guard. Sam will ask him
about his LTL (less-than-lethal) weapon. The guard will tell Sam that the
ammunition is some kind of electric round. Sam asks where he can find
some. To this the guard replies: "It's not like you can shake me, and make
my ammo drop on the floor". This is a reference to the Metal Gear Solid
games, in which you can do just that.
Prince Of Persia: Warrior Within reference in Displace International
- When infiltrating Displace International, Sam will encounter two
guards talking about Prince Of Persia: Warrior Within. It is in the small
cafe next to a laser filled hallway, past a keypad locked door. A second
way to access the room is through a vent. However because Sam is inside
the vent, the conversation becomes difficult to hear.
Splinter Cell reference in Bathhouse - You must go through the
warm baths at one point in the level. There are two guards here.
Interrogate one of them and he will tell you that Shetland's elite guards
have thermal goggles. He will also add that they will not do much good in
steam, because steam is not fog, as in an abbatoir. This is a reference to
the original Splinter Cell game, in which Abbatoir is a level.
Splinter Cell reference in Hokkaido - After you scan Milon
Nedich's liscence plate and enter the building, you will overhear some
guards talking about ninjas. One will be telling the other that he was
stationed on an oil rig and that it was attacked by a ninja. This is a
reference to the first Splinter Cell in which Sam is the ninja.
Splinter Cell reference in I-SDF Base - You can overhear a
couple of guards talking in the main hall. One will say something about
how guarding the place is just like guarding the CIA HQ; nobody would
break in there. This is a reference to the original Splinter Cell, in
which you must break into CIA headquarters.
Note: This procedure involves editing a game file; create a backup copy of
the file before proceeding. Use a text editor to edit the "[profile
name].ini" file in the "\documents and settings\all users\application
data\ubisoft\tom clancy's splinter cell chaos theory\profiles\[profile
name]" folder. Bind one of the following codes to a function key as
indicated, then press it during the game to toggle the corresponding cheat
function. For example, make the corresponding changes to that file:
F2=invisible
F3=invincible
F4=ammo
Result Cheat Code
Invincibility invincible
Invisible to NPCs invisible
Get health health
Get ammunition ammo
Flight mode fly
Spawn airfoil round summon echeloningredient.eringairfoilround
Spawn flashbang summon echeloningredient.eflashbang
Spawn frag grenade summon echeloningredient.efraggrenade
Spawn smoke grenade summon echeloningredient.esmokegrenade
Spawn sticky camera summon echeloningredient.estickycamera
Spawn sticky shocker summon echeloningredient.estickyshocker
Spawn wallmine summon echeloningredient.ewallmine
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