Splinter Cell – Chaos Theory

Splinter Cell – Chaos Theory

Cheat Codes:
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Submitted by: conner54

Use the following method to enable cheat codes in the game.
1.Start the game and create a profile. Do NOT use the DEFAULT profile.
Save the game at least once after creating your profile.

2.Open up the .ini file for your profile using Notepad. You can find this
file using the folder structure Documents and Settings\YOUR USERNAME\
Application Data\Ubisoft\Tom Clancys Splinter Cell Chaos Theory\profiles.
The ini file is named the same as the profile you created in step #1.

Note: The Application Data folder is HIDDEN in Windows by default. To unhide
it, open a windows explorer window, select Tools -> Folder Options. Select
the view tab and in the advanced settings area, in the hidden files and
folders node, select the Show hidden files and folders.

3.Look for empty keys to bind commands to. These may look like F1=, F2=,
etc. Add any of the following cheat commands to the end of these blank
bindings.

Code Result
—————————————————————–
Invisible 1 – Invisibility
Invincible 1 – God Mode
ammo – Give Ammo
fly – Fly Mode
walk – Walk Mode
playersonly – Freeze Enemies
health – Give Health
killpawns – Kill All Enemies
ghost – No Clipping Mode
OPSAT – Unknown Effect
summon echeloningredient.eringairfoilround – Spawn airfoil round
summon echeloningredient.eflashbang – Spawn flashbang
summon echeloningredient.efraggrenade – Spawn frag grenade
summon echeloningredient.esmokegrenade – Spawn smoke grenade
summon echeloningredient.estickycamera – Spawn sticky camera
summon echeloningredient.estickyshocker – Spawn sticky shocker
summon echeloningredient.ewallmine – Spawn wallmine
summon echeloningredient.egazgrenade – Spawn gas grenade
summon echeloningredient.eammosniper – Spawn 20mm ammo
summon echeloningredient.eammoshotgun – Spawn Shotgun ammo
summon echeloningredient.eammof2000 – Spawn NATO 5.56x45mm
summon echeloningredient.eammofn7 – Spawn Fn7 ammo

So, once you bind the commands, it will look something like:

F2=Invincible 1
F3=health
F4=ammo

…etc. Make sure there are no spaces between the = and the command.

4.Save the file and start the game back up, selecting your profile. Now, while
playing you can use the keys that you set up in the file. Using the example
above, pressing F2 would give you god mode, etc.

Start the levels:
—————–
Example:
SplinterCell3.exe 03_Bank

SplinterCell3.exe X (X are the Level):

01_Lighthouse
01_Panama
02_CargoShip
02_seoulthree
03_Bank
03_ChemBunker
04_GCS
04_Penthouse
05_Displace01
06_Hokkaido
07_Battery
08_SeoulOne
09_SeoulTwo
10_Bathhouse
11_KokuboSosho

The *.EXE can be found under:
…\Ubisoft\Tom Clancys Splinter Cell Chaos Theory\System

Keycodes:
——–

Mission 1: Lighthouse
———————
No keypad locked doors

Mission 2: Cargo Ship
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No keypad locked doors

Mission 3: Bank
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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 treasurers office: 8645
Keypad to banks back door: 3901
Keypad before presidents office: Code unknown, must be hacked
Keypad to safe in presidents office: Code unknown, must be hacked

Mission 4: Penthouse
——————–
Keypad To Dvorak Room: Code unknown, must be hacked

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 CEOs meeting room: 2346
Keypad to CEOs office: 2609
Keypad to fire escape: 3485
Keypad to central server room: Code unknown, must be hacked
Keypad to R&D server room: Code unknown, must be hacked

Mission 6: Hokkaido
——————-
No Keypad Locked Doors

Mission 7: Battery
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Keypad to shipping area: 1879
Keypad to elevator: Code unknown, must be hacked

Mission 8: Seoul
—————-
No keypad locked doors

Mission 9: Bathhouse
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Keypad to owners office: 3650

Mission 10: Kokubo Sosho
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Keypad To Server Room: 1945

Hint for Catching Shetland:
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Have your sniper zoomed-in on the guard. When there is a fight, shoot, run,
and catch Shetland. Then, end the mission.

Bank: Invisible laser beam:
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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.

Bathhouse: Finding the bombs:
—————————–
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
Shetlands 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;
note: pull the trigger. It would be a good idea to quicksave the game whenever you
disarm and kill the guards.

Bathhouse: Alternate Shetland Death:
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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 wouldnt 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 levels 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.

Bathhouse: Splinter Cell reference:
———————————–
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 Shetlands 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.

Hokkaido: Splinter Cell reference:
———————————-
After you scan Milon Nedichs 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.

I-SDF Base: Splinter Cell reference:
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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.

I-SDF Base: Metal Gear Solid reference:
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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:
Its 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.

Lighthouse: Alternate way to retrieve the radio data:
—————————————————–
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.

Penthouse: Bouncing guard:
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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 guards body bounce around like popcorn.

Sneaking:
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If you move around with your gun drawn, the noise meter will not move. This is very
useful when sneaking up on someone quickly.

100% rating:
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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

Moving faster in water:
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In any mission when you are in water, take your gun out. You will move faster.

Taking lights out silently:
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To take out lights silently, first OCP the light, then shoot it instantly.

Destroying Wall Mines:
———————-
If you encounter a Wall Mine, do not use your OCP. Instead you must destroy it. Either
throw a frag grenade at it, or shoot it with a gun (pistol recommended).

Alternate dialogue:
——————-
If you trigger alarms, the guards will be more alert and wear helmets. When you have four
alarms all secondary and opportunity objectives are cut, and the funny long dialogue is
simplified. This is what happens when Otomo tries to commit seppuku. Fisher says I think
someone is taking himself a bit too seriously. Lambert then says We cant afford to let
him die, Fisher. Get in there and stabilize him. Fast! The following occurs when you have
four alarms. Lambert says Otomo tried to commit seppuku. Get in there and stabilize him,
fast. When you have four alarms in a level all the funny conversations are replaced by one
person giving a monologue.

Defeating ISDF guards:
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In any mission where you must deal with an ISDF guard, you cannot knock them out with gas.
Try using a shotgun.

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 presses 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 presses
the button again and the water drains out.

Easter Egg: Metal Gear Solid:
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Enemies in the Kokubo Soshos (stage 10) basement have LTL (Less Than Lethal) stunguns.
Interrogate any of the guards in the basement about their zapping toy for some amusing
comments regarding ammunition. Take that Snake!

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.

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.

Dvoraks Output:
—————-
Speak to the old man multiple times until the conversation clears and he walks to the
area with two of the five tubes. With only three tubes to watch over, Fisher can hit
the switch on the tubes as the lights above each tube go from green to orange. Hit the
switch before they turn red and overheat to get past this part.