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 | Splinter Cell: Chaos Theory Cheats and Hints! |
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 Download action replay codes
 Elite difficulty:
Successfully complete Story mode.
All missions:
Hold L + R at the main menu and hit Xx5, Yx5. A sound will confirm correct code entry. All
co-op missions will be unlocked. Note: The same code also works for regular missions. After signing
into your profile, on the menu screen hold L + R and hit Xx5, Yx5.
 Hints: Bathhouse: Alternate Shetland Death:
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.
Hints: Taking lights out silently:
To take out lights silently, first OCP the light, then shoot it instantly.
Hints: Seoul: Teddy bear:
After you exit the bedroom at the beginning of the level and go down the alley bypassing the wall mine,
interrogate the two soldiers. Climb over the gate where the Mobile Command Center is located. There
is a teddy bear in the far right corner next to the fire and the wall mine. They are behind a
tall wooden box. You can pick the teddy bear up and throw it.
Hints: 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.
Hints: Aquarius: Killer area:
Go to the pirate room, then go to the left. Go to the little hallway to the Techroom. When you are on
your way [if you are still in the hallway] look to one of the sides to find a little box area. Crouch
into it. If someone hites the button on the outside, the area will be closed and you will not
be able to get out. If you stay there too long, the area will fill up with water and you will die.
The only way to stay alive is if someone hites the button again and the water drains out.
Hints: Lighthouse: Get rid of the enemy on the top:
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.
Hints: Penthouse: Bouncing guard:
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 hit the button to go to the top floor. Watch the guard's body
bounce around like popcorn.
Hints: Seoul: Destroying the tank:
In the very last 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.
You will no longer have to deal with tank gun.
Hints: I-SDF Base: Metal Gear Solid reference:
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.
Hints: Displace: Prince Of Persia: Warrior Within reference:
While 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.
Hints: 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.
Enemies killed: 0
Civilians killed: 0
Bodies Found: 0
Times Identified as intruder: 0
Alarms sounded: 0
Hints: North Korea: Ronald Reagan reference:
This game was developed at about the same time that Ronald Reagen died. In the missile battery stage,
a missile is launched at the USS Ronald Reagen. Grim tells you this and Sam says 'You want me to
win one for the Gipper?'
Hints: 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: Code 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
Hints: Bank: Do not trigger the alarm:
Normally when you are on the last part of the bank level and take the $50,000,000 from the cell, when
you walk out you will trigger the alarm. There are three ways to avoid this. The first is to eliminate
every guard in the bank. When the alarm goes off, no one comes 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 your secondary fire on your pistol and disable it. 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 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.
Hints: Glitch: Floating Splintercell:
When you first begin the Co-Op mode mission 'The Docks', there is a sidewalk to the left with an opening
[A small ramp of sorts] in front of the door. Walk up to it and move towards [Up] and on [Right]
the ledge at the same time. The Splintercell will begin floating. If you hold the controller
he will continue to float. Note: This may require some practice.
Hints: Hokkaido: Bill Gates reference:
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.
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