cheats of Splinter Cell

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    Tham gia ngày:
    15/5/06
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    Splinter Cell - Chaos Theory

    Cheat Method:
    -------------
    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 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

    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 Clancy's Splinter Cell Chaos Theory\System



    Keycodes:
    --------
    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:
    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
    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 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.

    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

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