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Tom Clancy's Splinter Cell Chaos Theory Cheats (GameCube)

SUBMIT Tom Clancy's Splinter Cell Chaos Theory Cheats/Hints/Codes
 - Cheat Codes - GameCube - T - Tom Clancy's Splinter Cell Chaos Theory
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Game ESRB symbol:

         Mature

Game: Tom Clancy's Splinter Cell Chaos Theory, Platform : GameCube Game Cheat Codes
   - Game info

Publisher : Ubisoft Entertainment

Developed by : Ubisoft

Genre : Action

No. of players : 1-2 Players

Release date :

ESRB Rating : Mature (Strong Language,Blood,Violence)
 

Unlock all levels    2,5

In the Solo / Co-Op Menu: Press and hold the "Left' and "Right" Triggers.
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Elite Mode    

Complete the game succesfully. Elite mode starts the game with only the knife and unloaded
guns.
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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.
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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.
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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.
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Hundred percent rating    

In order to get a hundred percent rating on any mission, you must complete the level with
the following statistics:

Alarms sounded: 0

Bodies Found: 0

Civilians killed: 0

Enemies killed: 0

Times Identified as intruder: 0
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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.
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Catching Shetland    

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

Succesfully complete the Lighthouse mission in solo mode.
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SUBMIT Tom Clancy's Splinter Cell Chaos Theory Cheats/Hints/Codes

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