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Splinter Cell Chaos Theory Platform Gamecube Cheats, Tips & Codes

Tags: Splinter Cell Chaos Theory Platform Gamecube Cheat Codes, Splinter Cell Chaos Theory Platform Gamecube Hints, Splinter Cell Chaos Theory Platform Gamecube Secrets

Splinter Cell - Chaos Theory - Platform: Gamecube

Unlock all levels:
------------------
In the Solo / Co-Op Menu: Press and hold the "Left' and "Right" Triggers.

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

Elite Mode:
-----------
Complete the game succesfully. Elite mode starts the game with only the 
knife and unloaded guns.

Hokkaido: Splinter Cell Reference:
----------------------------------
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.

Hundred percent rating:
-----------------------
In order to get a hundred percent rating on any mission, you must complete 
the level with the following statistics:

Alarms sounded              : 0
Bodies Found                : 0
Civilians killed            : 0
Enemies killed              : 0
Times Identified as intruder: 0

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.

I-sdf Base: Splinter Cell Reference:
------------------------------------
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.

Ledge Grab:
-----------
In order to do a better ledge grab, press A, then when the spy puts his 
legs up on the thing he is hanging from, press Forward while tapping A.

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.

Movie Trailer:
--------------
Successfully complete the Lighthouse mission in solo mode.

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 press the button to go to the top floor. Watch the guard's body 
bounce around like popcorn.

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.

Bank: Invisible Laser Beam:
---------------------------
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: 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.

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 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; 
note: pull the trigger. It would be a good idea to quicksave the game 
whenever you disarm and kill the guards.

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 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.


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