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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