Question:
Are there any Cheats for Splinter Cell Chaos Theory (Xbox)?
anonymous
19 years ago
Are there any Cheats for Splinter Cell Chaos Theory (Xbox)?
Five answers:
PJ Tan
19 years ago
All co-op missions:

Change your profile name to COOPA22COOL.

WolfDirtbike and Porterman.



Elite mode:

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.



Elite difficulty:

Successfully complete Story mode.



Hint: Keypad codes:

fdurb esra BiG_FaT_SpErM and Brian Simonette.



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: 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 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



Hint: 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.

BamSk8rkid.



Hint: 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.

ODST29.



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.

Cyril Peart.



Hint: 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.

Mike Rechtin.



Hint: 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.

Chris Tafoya.



Hint: 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.

helldemon47.



Hint: 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.

weberkki.



Hint: Deftech Below: Online strategy:

When playing online as a Spy, go on the roof of the spawn location. This is the perfect place to tazer while your partner jumps and kills the mercs.

darkassassin44.



Hint: 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.

tarek naboulsi.



Hint: 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.

Morgan Zearott.



Hint: 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.

Matu.



Hint: 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.

weberkki.



Hint: 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.

weberkki.



Hint: 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.

Matthew020192.



Hint: 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.

Matthew020192.



Hint: 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.

Kevin Halacy.



Hint: 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?"

Kevin Halacy.



Hint: 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 the lasers.

GlitchfinderX2.



Hint: 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 tob go to the top floor. Watch the guard's body bounce around like popcorn.

Matthew.



Hint: Penthouse: Ubisoft references:

In the introduction sequence for the mission, when you see a blimp, you can also see a Ubisoft logo on it.

Felipe Roriz.



When you ride the rope in the NYC sign near the helopad in the rooftop, you can see "Ubisoft" on the building you are riding to.

Felipe Roriz.



Hint: Seoul: Destroying the tank:

In the very last area of the second part of the mission, you can rescue the injured pilots as a bonus objective. However, instead of waiting for the lamp to flicker on and off to get past the tank safely, there is an easier way. Make sure you have a frag greanade (obtained elsewhere in the level). Go to the very top of the scaffolding and take out the frag grenade. Aim the grenade to go in the hatch of the tank. If done correctly, the grenade will explode in the tank, which will destroy it. You will no longer have to deal with tank gun.

chrismir2004.



Hint: 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.



Hint: Seoul: Teddy bear:

After you exit the bedroom at the beginning of the level and go down the alley bypassing the wall mine, interrogate the two soldiers. Climb over the gate where the Mobile Command Center is located. There is a teddy bear in the far right corner next to the fire and the wall mine. They are behind a tall wooden box. You can pick the teddy bear up and throw it.

h4x0rw1z4rd.



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.

thomas.



Hint: 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.

SM.



Hint: 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.

Cody May.



Hint: Moving faster in water:

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

SylviaCo06.



Hint: Taking lights out silently:

To take out lights silently, first OCP the light, then shoot it instantly.

Balaji.



Hint: Alternate dialogue:

When you just see Otomo try to commit suicide, Lambert will radio you and say something. If playing under the normal difficulty setting he will say something similar to "Otomo just tried to commit sepuku. Get in there and revive him". However, if you complete the game under the hard difficulty setting, Sam will say something similar to "Looks like someone feels a bit too good about himself". However, all the objectives will remain the same.

Filipek.



Hint: Recommended equipment:

The best equipment to have online in any level is the smoke grenade, sticky camera, optical camo, and alarm snare.

alex alex.



Hint: 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.

helldemon47.



Enemies killed: 0

Civilians killed: 0

Bodies Found: 0

Times Identified as intruder: 0

Alarms sounded: 0



Hint: Rating percentages:

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.

Joey.



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%



Glitch: Aquarius: Stuck in a box:

In Aquarius, you can drop a box in the pirate room. The switch is atop the fish tank directly across from the stairs. Have your spy partner be ready at the switch. You must grab him and drag the merc under the box. Make sure you do not kill him. Once positioned directly under the box, have your partner release the box. This will almost always work. The spy holding him will die, but the merc will be trapped and not be able to shoot out, but will be able to see out. If the flashlight is on, you will see a light coming out of the box.

Rob Stauffer.



Glitch: Aquarius: Bubbles:

Go to the pirate room. When you go up the first set of stairs and go on the second layer (middle of top and bottom of the stairs), go to the right side next to the next set of stairs. You should be instructed to press the white button to go to the co-op. Push up. Get your partner to go where you are and push him up. Let him allow you to get up. You will glitch in the air and stand above his head. There should be bubble sounds and fish will appear.

BamSk8rkid.



Glitch: Club House: Go through glass:

Play the Club House level on Xbox Live. You must be a mercenary for this, and have a spy friend with tutor mode on. Then, do the following. Have the Spy use a bug, and go over to the corner from your spawn, where there are some vents and a wire fence blocking you from jumping onto them. Press Forward into the corner and jump into the corner of the fence a few times. Then, crouch. This will take many attempts, but there does not seem to be a more efficient way of doing this. After you have jumped standing up, crouch, and jump. Executed correctly, you will bypass the fence, and will be standing on the vent. Follow the vent down until you pass the fence below you. Walk almost to the end to be safe. Then, jump down onto the glass and walk to the edge that would be perpendicular with the vent you were on (the horizontal one). Walk slowly off that edge and you will fall down. Then, have the mercenary go into the waterfall room by entering the far elevator and taking a left immediately. Your spy friend will be against the glass. Have the mercenary press his back up against the glass, and let the spy get your neck. If done correctly the spy, will pull the mercenary through the glass. Then have the spy press R to knock the mercenary unconscious. Have the spy tell your mercenary friend to walk to a place there is no barrier on the corner. Have him get as close to the edge as possible and turn around. Walk up to him and press A to elbow hit him. He will fall down. Also, for the spy, if the mercery is bugging you, and knows the fake bug listed above, walk up behind him and get his neck. Bring him close to the edge, knock him out, and when he respawns, shock him. After that, quickly drop a flash and a smoke. He may panic after waking up and walk off the edge.

mrwink.



Glitch: Deftech Below: Ledge walking:

Go up on the top catwalks and go over to the left side (lighter side). There is an opening where there is no railing at the corner (at the other end from the stairs). Walk right next to the railing. You will be able to walk on the outer ledge, which is great for easy getaways.

Rob Stauffer.



Glitch: Museum: UFO:

In museum, if you are a spy go inside the building. Go into the room with the stairs and the posters. Go to your left when you are climbing the stairs. Go to the rail and stand perfectly. You should face the poster in front of you. If you jump at it and go over it, you will activate the UFO. Note: This may require a few attempts. Go to the roof and wait for a few seconds to the right. There should now be a floating figure in the sky with golden glass on it. Click Right Analog-stick(2) to zoom in on it. It will make a sound.

GlitchfinderX2.



Glitch: Penthouse: Technician having a seizure:

Enter the building and knock out the technician or the person trying to fix the elevator. Carry his body into the elevator and climb up the stairs. When you see the lights go out, slide all the way back down and climb back into the elevator. When the elevator goes up, you will see the technician moving crazy, as if having a seizure.

DJ Akuma.



Glitch: Seoul: Motionless soldiers:

After you enter the building through the crawl space/vent and the two soldiers blow open the door after you retrieve the hard drives in the NDT, upstairs is the elevator (around the corner). Normally, the two soldiers will exit the elevator talking about the anti-aircraft fire and a "do-it-yourself constellation kit". However, if you go into the bathroom to the right of the elevator and turn off the lights (just when you hear the soldiers talking in the elevator) then sneak back around the corner, the soldiers will finish talking and stay in the elevator, just staring at each other. You can then throw a grenade in there or reload the level from your last save.

h4x0rw1z4rd.



Glitch: Station: Get stuck in elevator:

In Station, right on the first floor, there is an elevator. You can get somebody completely stuck and they cannot move. First, grab a mercenary. Knock him out inside. Have somebody on a different floor. Then, stand in the way of the door of the elevator. There are two doors. Block the outer one if you do not want them to go. If done correctly, the door should keep trying to close on you. You can also lock yourself in by having somebody on a different floor call you, and block in the inner door. It should keep shutting on you. Do not move away or it will shut and go.

Rob Stauffer.



Glitch: Warehouse: Invisible mine:

Jump on the computer outside the Mercenaries spawn hall and walk on the rail. Go all the way to the corner rail and drop on the box. Then, jump to the box across from the box you dropped on. Place a mine on the bridge. The mine will go under the bridge if done correctly. Turn EMF on and look. If you see the mine under the bridge it was placed correctly. When a Spy goes across the bridge he will die.

Terry Youngs.



Glitch: Invincibility in co-op:

To make yourself invincible in co op mode (lasts just for the level), use the following trick. Have a friend to hack any door/computer etc. that is near a medkit. Then, shoot a a sticky shocker at your friend (friendly fire must be on). Your friend should fall on the ground. The person that is fainted must not get revived by his or her friend. The person who is dead, if close enough, should see an action that reads "Use Medkit". Select that option, and that person will be invincible and invisible. Note: This most likely will glitch if you do specific things, such as standing behind a door while someone kicks it down. Note: You also may want to reload your gun beforehand, as while invincible you cannot reload. However you can still use melee moves. Note: This is permanent for the level. Once you complete the level or start a new one, it will return to normal.

Filipek.



Glitch: Double pick up:

While playing in co-op mode, find a body to pick up. Have both players stand next to it on each side. Then, have both players press A to pick up the body at the same time. The result is one agent will have the body on his shoulder, but the other one is will act as if he would hold a person. The other agent will drop the body but still act like he has a body. Note: This may require more than one attempt.

Nick Ekström Glesiner.



Glitch: Dead bodies have seizures:

Shoot a body with the Sticky Shocker. It will have a seizure, just as if they were alive.

Acavina.



Glitch: Going mini:

When you are on any level (Aquarius in the Techroom recommended) and go on a rail upside down, shoot a sticky camera. Then. aim at that place where you shot the first sticky camera and shoot. It will automatically get you down. You will fall off, hit the ground, and glitch through it. You will soon appear small and walk straight through the ground. You can move through the glass in the Aquarium Hall where the fish are found. You must jump onto the edge of each side of the hall and crouch. You will go through the glass. The only way to get out is if your partner goes in there and kills you by jumping on your head. Note: Mercenaries cannot kill you through the glass. You can jump on the picnic table outside (if you are still mini after the jump). Try jumping into the ocean. The mercenary can shoot a grenade and kill you in there.

GlitchfinderX2.



Glitch: Piggy back ride:

When playing on Xbox Live on any level, have one Mercenary and two Spies. Get a Mercenary to go to a corner and take his tazer out. When one Spy goes up and melees the Mercenary, have the Mercenary instantly shock him with a tazer. This will get the Spy's health down, but get the Mercenary to turn his back into the Spy's position. When the Spy grabs the Mercenary, have the other Spy shock his teammate. The Spy who is holding the Mercernary will fall unconscious, then wake up with the Mercenary on him. Wherever the Spy goes, the Mercenary goes. The only way for the Mercenary to go back is for the Spy to die and to have his partner shock the Mercenary.

GlitchfinderX2.



Alternately, have one Spy and one mercenary. As the Spy, get a charged up sticky cam. Do this by shooting a sticky cam onto a wall. Then charge up a grenade of some sort (flash recommended). While holding L, hold open your inventory. Walk towards the wall holding your inventory and L. When it says to remove, press the button assigned to your sticky cam slot. For example, if your sticky cam was in slot A, you would press A. Then, release your inventory and back up. It should still have the charged grenade showing, but a sticky cam is selected. With the charged up sticky cam, keep holding L and press X ( if you were to press X again your charged up grenade should come return). When you go to grab the Mercenary's neck, quickly press X, A. While the Spy is grabbing the Mercenary, the Spy must release L. When you come back out of your sticky cam, the Mercenary should be attached to you. Note: This will not work if the Spy is the host.

Maze00000000001.



Glitch: Twist neck twice:

Play a level with a pole. Get on it. When a guard gets near break his neck or choke him. If you choked him, immediately when the body hits the ground press LT + B.

Niles Finke.



Glitch: Escaping a rail grab:

When you hear a bong sound, it indicates that you are being pulled over the rail. Press Start then press B(3). If you can, shoot the spy when he is coming up and you might get a kill. Make sure to move away from the rail because you might get pulled over anyway by nothing visible. Note: This may require one or more attempts. If you do this in the game, the host may boot you after he goes back to the lobby or if the game ends. Also, sometimes this glitch can have different button combinations.

Joe Palka.



Glitch: Pinned by a ghost mercenary:

In multi-player mode when you are the Mercenary, have flares and cam net. This trick shows the Spy when you pin him down without you actually holding him down. You can move around and have the Spy remain on the ground. Have a flare loaded with the bar and keep holding the trigger. Then, click and hold your inventory button. While holding it, go to an ammo crate and switch to your cam net. Do not press anything else. While still holding L, charge a Spy and pin him down. Wait at least three seconds, then release L. You can now move, but will be in a "drunk mode". Use berserk to get out of it and you can move around. The Spy will be there until you kill him.

Ken Atwell.



Glitch: Hacking:

In Solo mode, you will find yourself hacking a lot of keypads/computers. A good shortcut around this is to select "Hack keypad/computer" in your actions list. Once you have selected the hack action and the hacking code screen appears, wait about a half second, then press A to go back to the actions menu. After you do this a few times the game will make a sound that shows you that you have made a successful hack. Note: Doing this takes one fifth of your health

WolfDirtbike.



Glitch: Upside down:

When you play co-op mode, you will get a chance to initiate hangovers. When you initiate a hangover, do not complete it. Instead, press A to abort then quickly press X to pull out our your gun. You should be upside down.

Daniel Macias.



Glitch: Gadget refill:

Go to any level as a Mercenary. Find an ammo crate. Stand in front of it and press A many times. While doing that, back away from the ammo crate. If you done correctly, the message "Gadget refill done" will appear. Note: You can only do this for a limited amount of time.

Joe Palka.
noellecanning
19 years ago
Cheat-Eater.com

Latest Cheats, Game Cheats, Prizes, Gaming News, Technology News and more.

http://www.cheater-eater.com
anonymous
9 years ago
if i grew to become into you identity get your moneys well worth and play it with out cheats and undertaking your self to end it with out cheating. in user-friendly terms time identity ever evaluate a cheat is after ive finished the sport.
anonymous
19 years ago
You can find the whole chets at cheats.com. Choose game and category and you will get many cheats and walkthroughs.
b
19 years ago
yup


This content was originally posted on Y! Answers, a Q&A website that shut down in 2021.
Loading...