February 13th, 2012 01:29
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Splinter Cell: Chaos Theory Cheats

GameCube Cheats


Printable Version

Splinter Cell: Chaos Theory

All co-op missions
At the main menu, hold L + R and press X(5), Y(5) to unlock all co-op missions. If you entered the code correctly, you will hear a sound. Note: The same code also works for regular missions. After signing into your profile, hold L + R and press X(5), Y(5) on the menu screen to unlock all missions.

Elite mode
Successfully to complete the game to unlock Elite mode, which starts the game with only the knife and unloaded guns.

Movie trailer
Successfully complete the Lighthouse mission in solo mode to unlock a movie trailer.

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.

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
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: Code unknown, must be hacked
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 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

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

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

Invisible laser beam in Bank
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.

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

Alternate Shetland Death in Bathhouse
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.

Alternate way to retrieve the radio data in Lighthouse
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.

Bouncing guard in Penthouse
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.

Splinter Cell reference in Bathhouse
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.

Splinter Cell reference in Hokkaido
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.

Splinter Cell reference in I-SDF Base
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.

Metal Gear Solid reference in I-SDF Base
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.

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