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Splinter Cell Chaos Theory Cheats

Splinter Cell - Chaos Theory

Cheat Codes:
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 Clancy's 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 
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

...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:
SplinterCell3.exe 03_Bank

SplinterCell3.exe X (X are the Level):


The *.EXE can be found under:
...\Ubisoft\Tom Clancy's Splinter Cell Chaos Theory\System


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: Code unknown, must be hacked 
Keypad to safe in president's 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 CEO's meeting room: 2346
Keypad to CEO's 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
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 

Hint for Catching Shetland:
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:
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 
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: 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 

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.

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.

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.

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.

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:
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.

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

Taking lights out silently:
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 can't 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:
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:
Enemies in the Kokubo Sosho's (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.

Dvorak's 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.

Bank: Invisible laser beam:
There is an invisible laser at the entrance to the bank vault. Before you go down, take
a guard down with you and into the vault. When you leave, just pick him up and walk out
and the alarm will not go off.
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