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 | Splinter Cell: Chaos Theory Cheats and Hints! |
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 Download walkthrough
 Unlock All Levels:
Hold L1 + L2 + R1 + R2 then hit Square, Square, Square, Square, Square, Circle,
Circle, Circle, Circle, Circle.
 Hints: Cameras In The Dark:
Cameras that do not use thermographic vision can be be fooled by shooting out all the ambient and direct
light sources to darken the area. As long as the light meter is completely dark, these normal
cameras cannot see your spy.
Hints: Tank Movement:
The tanks you face in Solo Mode are rather tough but they move in preset patterns. Down the gunner sitting
in the turret, then watch the tank's gun. When it aims away, that's your cue to move by or above
it. The only way to destroy a tank is to throw a frag grenade into the gunner's hatch. Quicksave
to make sure you don't squander your grenades.
Hints: Catching Shetland:
Have your sniper zoomed-in on the guard. When there is a fight, shoot, run, and catch Shetland. Then,
end the mission.
Hints: Stopping The Missile Launch:
In the final section of the DPRK missile base, Fisher has 3 minutes to stop the missile. From where the
missile launches, head right and down into the door to the command center. The abort codes are
on the PC to the right of that door. The codes must then be entered in one of the missile command
center's PCs, which are the two rooms near the large elevator [lift] leading to the base commander's
office on the level above. Assuming you took out all the enemies in that area, the three minutes
are more than enough time to abort the missile.
Hints: Knife To The Back To Fireman's Carry:
Hold the Right Trigger to engage a knife attack on an enemy from the back; your spy needs to be standing
to bring the corpse into a fireman's carry.
Hints: Easter Egg: Prince of Persia:
During Stage 5, while infiltrating Displace International, Fisher will be able to come across two guards
talking about another great UbiSoft hit the Prince of Persia Warrior Within. It is 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, but about half the conversation is muffled due to Fisher being stuck inside a vent.
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