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Splinter Cell (Xbox ) FAQ/Walkthrough Written by
shaboogie25 - John Kura |
Splinter Cell (Xbox ) FAQ/Walkthrough Written by
AllYourBaseBelong2Us - Vlad Danilchuk |
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All weapons:
Press x,x,y,a,y,a while playng the game to get all weapons.
sent in by: mardin |
Note:- This cheat is also known as - Splinter
Cell
Ammunition - When you are in the room with a guard sitting at the desk
that must be interrogated, behind the laptop is a machine gun. Near that
there is a lot of 5.56mm ammunition for your SC-20K.
Attracting Enemies - Find an object throw, a can or glass bottle will
do. Move to a location, preferably dark. While hidden, throw the can or
bottle to an open area with an enemy nearby. When thrown, the enemy will
wonder what happened and walk towards that location.
Avoiding detection - Always try to stay in shadows or bushes; crouch
when walking around; try to take someone hostage before shooting them;
always try to use your night vision/thermo goggles just to check to see
if there is anything to get around you; and drag bodies into dark
corners.
Chinese Embassy:
Trailing enemies in the sewers - When you first enter the sewers, equip
your smoke grenade and walk down the path that you are supposed to take.
When the three enemies appear, position yourself close by and shoot the
smoke grenade in the middle of all of them. Wait until the
smoke clears and continue on. This is easier than trailing them one by
one.
Sent in by Jenny V.
CIA Headquarters:
Final four checkpoints - Non-lethal ammunition is very important in the
CIA HQ. You need to conserve it as best you can. The following steps
start at the first place you should use it. After you enter the weapons
room and disable the turret gun, take the elevator up and save at
the checkpoint. Enter the room directly ahead of you. Once you are
inside the room, stick to the right wall and sneak around back of the
guard sitting at the computer. Behind the desk is a walkway which will
allow you to sneak quietly around the room without confrontation. When
you get towards the back door, wait for a guard to leave and then creep
into the next room towards Daugherty's office. Once the area is clear,
begin your walk towards the security camera at the end of the hall, then
save the game. Wait until the camera turns away from you and use the
first of your non-lethal ammunition [either the sticky shocker or foil
ring] and knock out the guard sitting underneath the camera. When the
camera turns away again, run underneath it and take aim at Daugherty,
who is working with the soda machine. Shoot him with your second
non-lethal weapon. Your headset will tell you it is a mistake, but it is
easier this way. Drag the guard from the chair back to Daugherty's
office --beware of the camera. Once you have hidden him. go back to
Daugherty's body, again mindful of the camera. Grab his body and make
your way for the door at the end of the hallway. Keep to the right side,
crouched so that you can sneak past the break room window and then down
to the keypad door. The code is "0614". This will bring you out to the
smoking area, where there is still one guard out on the terrace. Again,
use non-lethal weapon to knock him out and then hide his body. Then,
pickup Daugherty again and bring him down to the next door and your
final checkpoint. At this point you should have more than enough
ammunition to shoot the four guards and the engineer non-lethally and
easily escape the level.
No power in the elevator - If after entering the weapons room and
disabling the turret gun you find that the elevator up to the top floor
[Daugherty's office] has no power, you need to go back to the main
server room and complete your objective by accessing the main server
computer twice. This will create a new objective of breaking into to
Daugherty's office and also restore the power to the elevator in the
weapons room.
Sent in by Ten-U-Bolt
Defense Ministry:
Nikoladze's Office - Once you rappel through the glass window and kill
the guard, access the computer in the far right corner of the level
first. Then, access the main [Nikoladze's] computer closest to the
window. Immediately run back to the window and drop out, but stay near
to the ledge so that you will grab hold of it and hang out with the
window. Guards will enter and search the office. They will not see you
if you remain hanging out the window. They will clear the room, then
leave. You can now access the computer again [as instructed by HQ].
Then, proceed with caution when reaching your extraction point.
Escaping from a room - Take a sticky camera or smoke grenades and throw
it near where the most guards are located. For the sticky camera, a
control bar that tells you how to make a noise or use smoke will appear
at the bottom of the screen. Throw the smoke grenade and the smoke
should knock out some guards. When the smoke appears from the grenades,
it is your chance to run for it .
Knock out guards - When you are in the south wing, before you go down
the stairs go directly to the railing. Hang of the edge and press Y to
knock him out. Then, do the same for the man below that.
Hang on gutter without alarm - After interrogating the driver, you are
supposed to go out to the balcony in the courtyard and hang on the
gutter. To do this without setting off the alarm, take the two guards
that you killed or knocked out in the hallway into the room. Hide them,
then turn off the light. You should now be able to make it to the other
window without setting off the alarm.
Secret area - In the beginning of the Defense Ministry mission, after
you have gone through the first room and are in the hallway with the two
guards [one patrolling, the other on the left side of the hall facing
away from you], crouch and sneak into the shadows on the left side of
the wall. Go into the room on the left, behind the stationary guard.
Walk straight through the door, then up the wooden planks. There will be
a medkit on the wall -- take it. Turn back towards the wooden planks and
look up. You should see a metal girder. Get close to the wall on
the left and do a double jump to get on that girder. Once standing on
it, there should be another girder in front of you. Jump and get on it.
Then, turn around and you should see yet another girder. Jump on it.
Directly in front of you should be a medkit and a disposable pick
on a well lit platform. Jump to it, pick up the items, and turn around
again. Run to the girder [you do not have to jump]. If done correctly,
you should grab onto it. Press Y to release the girder and immediately
hold Left Analog-stick Up to grab the next girder down. Then, press Y
[then B very quickly if you left the guards in the hall alive]
Eliminating guard threat without ammunition - If you do not have
ammunition and you find two guards, sneak up to one and take him
hostage. Make sure that your hostage is facing the other guard or he
will shoot you. If you do not have ammunition, hide in the shadows and
wait for a guard to come up to you [or slowly creep up to him] then
press R. This will punch him. Use two punches to knock out someone.
Faster manual lockpick - When using the manual lockpick, instead of
rotating it slowly as the game suggests, press the Analog-stick in one
of the four diagonal corners, as the [rumble] will always be in one of
those directions. This is much quicker.
Hiding - You cannot be seen when hiding in dark places. Shoot the lights
to make it dark, but make sure that there are no guards around.
Hiding bodies - After you have disposed of enemies in an area, make sure
that you still hide them, even though no one is nearby. Before going to
another checkpoint, the alarm may ring, and it will say that a body was
found. Try to hide all bodies in hidden areas for best results.
Knock out an enemy - Equip the sticky camera and shoot it at his head.
Aim slightly above the head to compensate for gravity. After he is down,
pick up the sticky camera and use it again.
Presidential Palace - When you are on the run from the guards after
sniping Nicoladze, in the dining hall climb on a cabinet. Then, jump to
the balcony that you see. Go through the door in this room. You will
find four guards. Do not shoot them yet. Instead, sneak upstairs and
turn
off the light. Crouch in that corner and snipe them after they come up
to the level that you are on. You will be able to shoot all the guards
because of their curiosity to find out what is going on upstairs.
After you take the elevator down to the library and have to fight all
the guards, instead of going against the guards and using up ammunition,
use the following trick. When the elevator opens, run to your right and
towards the flight of stairs. Run to the left of the stairs into a
flight of stairs that will lead down There will be a guard there. Do not
shoot him. Instead, just pass him and he will not shoot or follow you.
Do not run to the door to the right of the stairs, as there are two
guards coming up there.
Retrieving sticky camera - To retrieve a sticky camera that is too high
to reach, shoot it with the sniper rifle or the handgun. It will fall to
the ground.
Save ammunition - If you find a room being patrolled by a guard or
worker, wait until he leaves, then turn off the light switch. When he
returns, he will immediately move to the light switch to turn it on. At
this point, his back should be turned to you. Quietly sneak up and
either grab or punch him without firing your weapon.
Sent in by JamesTH_162002
Shooting lights accurately - When you want to shoot out a light and need
make it accurate, turn on your heat vision. You should be able to knock
out the light faster and easier. You can zoom up with the Sc-20k after
you have drawn it out by pressing Y. After that, you can also center the
screen by holding L. You only have a limited time before it runs out.
However,
this is useful when you want to shoot lights very accurately.
South Hall-Wing - After interrogating the driver and heading back
upstairs, save at the checkpoint and view the intermission sequence of
the window in the courtyard opening. Walk out on the balcony and turn
left. Jump on the rain gutter on the wall. Move along the gutter
towards the open window. If an alarm goes off, you have not properly
hidden your dead bodies. Move back through the level and throw all your
dead bodies into dark corners.
Sent in by Saber Flame
Thermal goggle keypad readings - To read the heat signature on a keypad,
you can either walk up to the keypad and look at it with the heat
goggles on, use sniper mode at a distance with the heat goggles on, or
activate the keypad and turn on your heat goggles there. The order of
the buttons will be as follows, based on color: Deep Blue, Blue, Light
Blue, Green, Light Green, Yellow, Orange, Red. For example, if you had a
Deep Blue button at 1, a Light Green button at 3, a Light Blue button at
4, and a Orange-Ish Red button at 6, the code would be 1-4-3-6.
Throw further - When you are throwing a can or a bottle, hold L to throw
it harder and further.
Useful objects - You can sometimes find glass bottles on the ground. If
you find one, there are some things that you can do with it to save
ammunition. Throw a bottle at a guard's head, to knock them out. You can
also throw them at lights, which can sometimes break them. Throw a
bottle [or a can] into an area where a guard is located. This will cause
the guard to looking around, which allows you to sneak into places
without being seen. To throw a bottle or a can, pick one up and press X.
Once you do that, aim with the dots and press R to throw it.
You can throw farther and harder by holding L while doing all of this.
Sent in by Jenny V. - JamesTH_162002 - Ten-U-Bolt
All weapons - During the game, hit x, x, y, a, y, a.
Bullet-proof vest - At the start of a level, tap up, up,
down, down, and hold A for 8 seconds.
Extra Equipment Cia Level - After you have knocked out
Mitchell, turn around. Go to the last door in the hall. It will be
marked 'UFO Sightings Office'. Use your lock pick and unlock it. Go to
the computer and get the data stick.
It will be encrypted but, you can see the numbers 020781. Go to the
keypad, type it in. Inside on the table to the right there is 2 sticky
shockers and on the table to the left there is 5 reusable cameras. Take
them and get the body
Lights - Shoot the lights when no one is around to make it
dark. Enemies cannot see you in the darkness!
Taking out lights without ammo - First get a object (Glass
bottle). Then Walk up to a light, Press L then throw it at the light.
Throw harder - Hold L when tossing cans and bottles to throw
it harder.
Training level secret room - In the beginning of the
training level, after looking at all the lights, go to the right and
jump using the "pushing off the wall" method and onto the ledge.
Go into the room and pick up the lockpicks. Then jump off the ledge and
go to the other side, again jumping off the wall. There is keypad.
The code to it is 5656. (F.Y.I you find this out when after the obstacle
course, you find a locked door and you use the lockpick, and type into
the laptop.)
There is GrimsDottir and you can either knock her out by pressing the
right trigger or talk to her.
Using Flares - You can use flares to distract turrets and
the like momentarily when they are causing you strife.
Mission 1 codes
The first lock code is: 091772
The second lock code is: 5929
Mission 4 codes
First lock code: 7687
Second lock code: 110598
Third lock code: 2019
Fourth lock code: 110700
Fifth lock code: 0614
Mission 5 codes
First lock code: 97531
Second lock code: 33575
Third lock code: 1250
Mission 8 codes
First lock code: 1436
Second lock code: 9753
Third lock code: 1456
Fourth lock code: 1834
Chinese Embassy 2 - When you come to the room with the
sleeping guards you can avoid two of the guards by not continuing on to
the next room, but instead, pick up the med kit, ammo, and frag grenade
and go back the way you came in. Continue to the door at the end of the
hall. On the left the code for the door is 1436.
The game now bypasses a part where two guards come and open the door.
This way you never see those two guards - the part after it will have
you stressed out enough as it is!
Knock out an enemy: To knock out an enemy without killing him,
equip the sticky camera and shoot it at his head. Aim slightly above the
head to compensate for gravity. After he is down, pick up the sticky
camera and use it again.
Defense Ministry: Getting to the South Hall/Wing: After
interrogating the driver and heading back upstairs, save at the
checkpoint and view the intermission sequence of the window in the
courtyard opening. Walk out on the balcony and turn left. Jump on the
rain gutter on the wall. Move along the gutter towards the open window.
If an alarm goes off, you have not properly hidden your dead bodies.
Move back through the level and throw all your dead bodies into dark
corners.
Luring your enemy: To do this, find a can or glass bottle to pick
up. Once obtained, move to a location, preferably dark. While hidden,
throw the can or bottle to an open area with an enemy nearby. When
thrown, the enemy will wonder what happened and walk towards that
location.
After you have drawn him out, you can take him out for an easy kill. |
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