Tom Clancy's Splinter Cell: Chaos Theory (PC)
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "<profile name>.ini" file in the "\documents and settings\all users\application data\ubisoft\tom clancy's splinter cell chaos theory\profiles\<profile name>" folder. Bind one of the following codes to a function key or unbound key as indicated, then press it during game play to toggle the corresponding cheat function. For example, make the corresponding changes to that file.
F2=invisible F3=invincible F4=ammo
|Invisible to NPCs||invisible 1|
|No clipping mode||ghost|
|Disable no clipping and flight modes||walk|
|Kill all enemies||killpawns|
|Spawn airfoil round||summon echeloningredient.eringairfoilround|
|Spawn flashbang||summon echeloningredient.eflashbang|
|Spawn frag grenade||summon echeloningredient.efraggrenade|
|Spawn smoke grenade||summon echeloningredient.esmokegrenade|
|Spawn sticky camera||summon echeloningredient.estickycamera|
|Spawn sticky shocker||summon echeloningredient.estickyshocker|
|Spawn wallmine||summon echeloningredient.ewallmine|
|Spawn gas grenade||summon echeloningredient.egazgrenade|
|Spawn 20mm ammo||summon echeloningredient.eammosniper|
|Spawn Shotgun ammo||summon echeloningredient.eammoshotgun|
|Spawn NATO 5.56x45mm||summon echeloningredient.eammof2000|
|Spawn Fn7 ammo||summon echeloningredient.eammofn7|
Successfully complete the Lighthouse mission in solo mode.
Successfully complete Co-Op Mission mode.
- 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: 3490
- 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 2109
- Keypad to R&D server room: 9205
- 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
Have your sniper zoomed-in on the guard. When there
is a fight, shoot, run, and catch Shetland. Then, end the mission.
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.
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.
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.
Bank: Do not trigger the alarm
Normally when you are on the last part of the bank
level and take the $50,000,000 from the cell, when you walk out
you will trigger the alarm. There are three ways to avoid this.
The first is to eliminate every guard in the bank. When the alarm
goes off, no one comes because they are either dead or knocked
out. The second way is useful if your trying to get a good rating
without sounding alarms. When you take the money, do not walk
out. Turn on your heat vision and you can see the laser. Then,
turn on your goggles to where you can see the electronics. The
laser should be on your left. Use your secondary fire on your
pistol and disable it. Quickly run out of the cell. For the third
way, make sure there are guards remaining and before you take
the money, there is a computer terminal. Open the door and turn
on the sprinklers. Wait for them to turn off and the whole chamber
and the path to get into the chamber will be wet all the way to
the narrow hallway. Take the money and trigger the alarm. Take
out your sticky shockers and wait for the group of men to stand
in the puddle. Make sure you are not seen or the guards will run
for cover. Then, shock them.
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
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
Displace: Prince Of Persia: Warrior Within reference
While infiltrating Displace International, Sam will encounter two guards talking about Prince Of Persia: Warrior Within. It is in 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. However because Sam is inside the vent, the conversation becomes difficult to hear.
Hokkaido: Splinter Cell reference
After you scan Milon Nedich's license 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.
Hokkaido: Bill Gates reference
There are two guards talking about their new vehicle.
During the conversation, one says that it has a 640 gig MP3 player,
"standard." The other replies that no one will ever
need 640 gigs. This is a jab at a comment made by Bill Gates back
in 1981 about no one ever needing more than 640 K of RAM.
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
Lighthouse: Get rid of the enemy on the top
To get rid of the enemy on the top of the lighthouse,
hang along the edge of the lighthouse. Get underneath him and
select the command "Grab NPC". Sam Fisher will grab
and throw him off the edge. From here you can watch him scream
and fall to his death.
North Korea: Half-Life reference
In the missile battery stage, at some point Sam
asks Grim if he could use a crowbar to open the console in the
battery. She says "That's for geeky scientists". This
is a reference at the Half-Life games where you play as
a scientist with a crowbar.
North Korea: Ronald Reagan reference
This game was developed at about the same time that
Ronald Reagen died. In the missile battery stage, a missile is
launched at the USS Ronald Reagen. Grim tells you this and Sam
says "You want me to win one for the Gipper?"
Panama: Never set off alarms
When you are close to the part with the lasers, go
down there and set off one alarm. Kill all the people. When you
cross the lasers, you will not set off another alarm. You can
now finish the mission without setting the alarms off when crossing
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.
Penthouse: Ubisoft references
In the introduction sequence for the mission, when
you see a blimp, you can also see a Ubisoft logo on it.
When you ride the rope in the NYC sign near the helopad in the
rooftop, you can see "Ubisoft" on the building you are
Seoul: Original Splinter Cell music
When you begin the level, you are in a child's
room. Immediately exit the room and go to the right. When you
reach the end of the hall, in which the walls are blown away,
turn to the right and enter a half-destroyed room. There should
be a radio inside. Turn it on, and it will play the same music
from the cafe from where you started near the Chinese Embassy
2 level on the original Splinter Cell.
gttbmy, o ioiva, i iorieynhctf erpe, lth
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.
If you move around with your gun drawn, the noise meter
will not move. This is very useful when sneaking up on someone
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).
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.
The best equipment to have online in any level is the
smoke grenade, sticky camera, optical camo, and alarm snare.
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
- Enemies killed: 0
- Civilians killed: 0
- Bodies Found: 0
- Times Identified as intruder: 0
- Alarms sounded: 0
The following actions will subtract from your total
rating percentage each time they happen. In order to get 100%,
you can knock out enemies and civilians, but you cannot be detected,
bodies cannot be found and you cannot trigger alarms.
- Identified as intruder: -3%
- Enemies knocked out: -0%
- Enemies injured: -1%
- Enemies killed: -2%
- Civilians knocked out: -0%
- Civilians injured: -5%
- Civilians killed: -25%
- Bodies found: -5%
- Alarms triggered: -5%
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