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[Platform:
X-Box]
[Author:
matt]
[Cheat
Codes Club: Splinter Cell]
[Served: 48491 Hits]
[Modified:
March-17-2003 7:33am]
Unlimited ammo
Press r1, r2, l1, l2, triangle to enable unlimited ammo
mode.
Throw further
When you are throwing a can or a
bottle, hold L to throw it harder and further.
Abbotoir: Ammunition
When you are in the room with a guard sitting at the desk that must be
interrogated, behind the laptop is a machine gun. Near that there is a lot of
5.56mm ammunition for your SC-20K.
CIA Headquarters: Final four checkpoints
Non-lethal ammunition is very important in the CIA HQ. You need to conserve
it as best you can. The following steps start at the first place you should use
it: After you enter the weapons room and disable the turret gun, take the
elevator up and save at the checkpoint. Enter the room directly ahead of you.
Once you are inside the room, stick to the right wall and sneak around back of
the guard sitting at the computer. Behind the desk is a walkway which will allow
you to sneak quietly around the room without confrontation. When you get towards
the back door, wait for a guard to leave and then creep into the next room
towards Daugherty's office. Once the area is clear, begin your walk towards the
security camera at the end of the hall, then save the game. Wait until the
camera turns away from you and use the first of your non-lethal ammunition
(either the sticky shocker or foil ring) and knock out the guard sitting
underneath the camera. When the camera turns away again, run underneath it and
take aim at Daugherty, who is working with the soda machine. Shoot him with your
second non-lethal weapon. Your headset will tell you it is a mistake, but it is
easier this way. Drag the guard from the chair back to Daugherty's office
--beware of the camera. Once you have hidden him. go back to Daugherty's body,
again mindful of the camera. Grab his body and make your way for the door at the
end of the hallway. Keep to the right side, crouched so that you can sneak past
the break room window and then down to the keypad door. The code is "0614". This
will bring you out to the smoking area, where there is still one guard out on
the terrace. Again, use non-lethal weapon to knock him out and then hide his
body. Then, pickup Daugherty again and bring him down to the next door and your
final checkpoint. At this point you should have more than enough ammunition to
shoot the four guards and the engineer non-lethally and easily escape the level.
CIA Headquarters: No power in the elevator
If after entering the weapons room and disabling the turret gun you find
that the elevator up to the top floor (Daugherty's office) has no power, you
need to go back to the main server room and complete your objective by accessing
the main server computer twice. This will create a new objective of breaking
into to Daugherty's office and also restore the power to the elevator in the
weapons room.
Defense Ministry: Getting to the South Hall/Wing
After interrogating the driver and heading back upstairs, save at the
checkpoint and view the intermission sequence of the window in the courtyard
opening. Walk out on the balcony and turn left. Jump on the rain gutter on the
wall. Move along the gutter towards the open window. If an alarm goes off, you
have not properly hidden your dead bodies. Move back through the level and throw
all your dead bodies into dark corners.
Defense Ministry: Nikoladze's Office
Once you rappel through the glass window and kill the guard, access the
computer in the far right corner of the level first. Then, access the main (Nikoladze's)
computer closest to the window. Immediately run back to the window and drop out,
but stay near to the ledge so that you will grab hold of it and hang out with
the window. Guards will enter and search the office. They will not see you if
you remain hanging out the window. They will clear the room, then leave. You can
now access the computer again (as instructed by HQ). Then, proceed with caution
when reaching your extraction point.
Defense Ministry: Hang on gutter without alarm
After interrogating the driver, you are supposed to go out to the balcony in
the courtyard and hang on the gutter. To do this without setting off the alarm,
take the two guards that you killed or knocked out in the hallway into the room.
Hide them, then turn off the light. You should now be able to make it to the
other window without setting off the alarm.
Defense Ministry: Secret area
In the beginning of the Defense Ministry mission, after you have gone
through the first room and are in the hallway with the two guards (one
patrolling, the other on the left side of the hall facing away from you), crouch
and sneak into the shadows on the left side of the wall. Go into the room on the
left, behind the stationary guard. Walk straight through the door, then up the
wooden planks. There will be a medkit on the wall -- take it. Turn back towards
the wooden planks and look up. You should see a metal girder. Get close to the
wall on the left and do a double jump to get on that girder. Once standing on
it, there should be another girder in front of you. Jump and get on it. Then,
turn around and you should see yet another girder. Jump on it. Directly in front
of you should be a medkit and a disposable pick on a well lit platform. Jump to
it, pick up the items, and turn around again. Run to the girder (you do not have
to jump). If done correctly, you should grab onto it. Press Y to release the
girder and immediately hold Left Analog-stick Up to grab the next girder down.
Then, press Y (then B very quickly if you left the guards in the hall alive).
The Police Station
Sneak over to the right side to find something to climb to get on a shed.
There is a trap door on top. Open it and go down it. Work your way around to
find some pipes. Climb them as far as you can go, until you see a burning
building. There is a slide wire here. Jump on it by pressing Y. Once inside the
building, a woman will guide you .Do not go in the room in front of you . Go
left down the hallway, then in a room, then back into the hallway. Go up the
staircase. When there is a gap of fire, climb on a pipe above to get across.
Once you get to a big room, the woman will tell you to go to some stairs in the
opposite corner. Go up there in a room to find a man. He will talk. After that,
leave through the only exit to find a room with smoke pouring out of it. Use
your night vision in the room to find a door to go through. Save the game at
this point. Then, go out the door and you will find a gap. Jump across it, then
wait for the guard to get off the radio. Knock him out by grabbing him. Shoot
out the two lights and go by the window on the right side. You can slide it open
and press Y to jump in. Wait for the guard to open the door, then sneak up
behind him and kill him. Go to the room with the keypad-locked door. As you
enter the room, the first picture on the left can move. Move it and access the
computer. The key to the door is 091772. Go on the balcony find the slide rope
on the left. Use it to get to the roof. Work your way to find to the crooked
cops. Wait for them to call for an ambulance, then grab the first man and shoot
the other man. A civilian will report seeing you. Keep your hostage and kill the
man around the corner. Then, dispose of your hostage. Go up the stairs. You
should be in the courtyard area. Instead of shooting the lights, run to the far
right corner. Stay ducked during all of this. In the bushes is a hidden area.
Use the computer and get the med kits. Wait for the guard to come by, then shoot
him in the head to conserve ammunition. .Proceed to the open gate. There is a
drunk on the right. He will not attack, but try to grab him. If you let him see
you, and he will run off. Grab him when you get close enough. Continue through
the street. There is one guard around the corner and perhaps one more up ahead.
Kill them and move on to find a lit area. Go to the far left and do a wall jump
over the wall. Once inside, go down the stairs. The keypad on the door requires
5929 to be entered to gain access. Go inside and wait to kill the guard. Move
all bodies you kill to somewhere dark where they will not be seen. Use the lock
pick to open any locked doors and access all computers. There is a guard in the
lab. Kill him. Carefully take out the camera in the morgue, then grab and
interrogate the scared man. Do no knock him out yet. When he tells you nothing
new, then knock him out. Walk up to the bodies on the tables. Lambert talks and
you will keep going. Carefully walk through the door and kill the guard on the
left. Let the other man go . Go into the room, use the computer, and get the med
kit. Do not go out the double doors -- it is a waste of time. Go to the
automatic door and walk up the stairs. Then, be quiet and sneak up on the first
man and grab him. Take him to the dark area where you came from, then knock him
out. Do the same to other man at the computer. Next, go to the door across from
where the second computer man was located. Once inside you will see a
silhouette. Go past the drapes, grab him, and knock him out. Access the computer
to learn that you have completed the mission. Go out those double door that you
passed earlier for extraction.
Note: Always duck when you try grab someone because it is quieter.
Presidential Palace
When you are on the run from the guards after sniping Nicoladze, in the
dining hall climb on a cabinet. Then, jump to the balcony that you see. Go
through the door in this room. You will find four guards. Do not shoot them yet.
Instead, sneak upstairs and turn off the light. Crouch in that corner and snipe
them after they come up to the level that you are on. You will be able to shoot
all the guards because of their curiosity to find out what is going on upstairs.
After you take the elevator down to the library and have to fight all the
guards, instead of going against the guards and using up ammunition, use the
following trick. When the elevator opens, run to your right and towards the
flight of stairs. Run to the left of the stairs into a flight of stairs that
will lead down There will be a guard there. Do not shoot him. Instead, just pass
him and he will not shoot or follow you. Do not run to the door to the right of
the stairs, as there are two guards coming up there.
Return To The Chinese Embassy: Sentry guns
Once you use the thermal goggles to open the door, you will enter a large
open room. Note: Under the normal difficulty setting the keycode is "1436" or
"1463". To the right will be a sentry gun. Run straight forward and out of its
range, then face the gun. To the left of it will be the computer. Go to it and
"Disable IFF" (the circle will be empty), or just disable it. Then, jump up on
the shelf you see to your upper right. Pull yourself up, jump on a jar, then
climb up where the banister is broken. Go to the sentry gun's computer and make
the circle next to "Disable IFF" empty. Duck behind the gun then watch as two
guards walk out and get shot. The last sentry gun at the top of the steps on the
opposite side of the room is not a problem. Look behind you (when you are behind
the sentry gun that just shot the two guards) to find a pipe. Jump up on it and
shimmy across. You will see a guard and a colonel. Get back to where you are not
visible by the colonel. He will let the guard through the door. When he has his
back to you, slowly creep up behind him. Make sure you do not knock him out when
you jump off the pipe. Force him to let you through the retinal scanner door and
continue on with the missino.
Slaughter House: Sentry guns
In the Slaughter House level (the level about the web-broadcast), there are
many pesky sentry guns. To keep from getting annihilated by them, use flares.
You can find five of them close together. Rolling seems to work best in avoiding
the guns. Roll just outside of the gun's quarter-turn area so you are close
enough to reach the computer control. Light a flare and throw it in a way that
will allow you safe passage to the computer, then disable the gun. Be careful --
the flare only distracts it just enough to give you a small time frame to get to
the computer.
When you make it to the end of the level and are near the three soldiers and the
three Chinese diplomats, you will see two sentry guns protecting the entrances.
Set up wall mines (if available) on the side of the room opposite the doors.
This is a trap for the soldiers that appear later. Turn back to the two sentry
guns. The one on the left is guarding the soldiers. You want to leave the gun
on, but make sure the circle next to "Disable IFF" is not filled in. This will
set the gun to attack anyone (namely the enemies that try to kill your fellow
soldiers). Disable the gun on the right and also make sure the IFF circle is not
filled in. Once you enter and talk to the Chinese diplomat, you will be alerted
that Grinko is coming. Exit out of the room, turn on the gun you just disabled,
and start aiming across the room. You will see multiple soldiers approaching. A
lot of them will be blown up, or catch fire and die. Watch for ones with frag
grenades. Once the other soldiers are dead, Grinko can be easily dealt with.
Keep some cover and start looking for a little head popping up above the wooden
partitions then shoot him in the face (or use a frag grenade if available). Once
Grinko is dead, disable the gun on the left and you will have completed the
mission.
Save ammunition
If you find a room being patrolled by a guard or worker, wait until he
leaves, then turn off the light switch. When he returns, he will immediately
move to the light switch to turn it on. At this point, his back should be turned
to you. Quietly sneak up and either grab or punch him without firing your
weapon.
Information in this section was contributed by
baorao.
Useful objects
You can sometimes find glass bottles on the ground. If you find one, there
are some things that you can do with it to save ammunition. Throw a bottle at a
guard's head, to knock them out. You can also throw them at lights, which can
sometimes break them. Throw a bottle (or a can) into an area where a guard is
located. This will cause the guard to looking around, which allows you to sneak
into places without being seen. To throw a bottle or a can, pick one up and
press X. Once you do that, aim with the dots and press R to throw it. You can
throw farther and harder by holding L while doing all of this.
Retrieving sticky camera
To retrieve a sticky camera that is too high to reach, shoot it with the
sniper rifle or the handgun. It will fall to the ground.
Hiding
You cannot be seen when hiding in dark places. Shoot the lights to make it
dark, but make sure that there are no guards around. Do not stay in the light
too long.
Faster manual lockpick
When using the manual lockpick, instead of rotating it slowly as the game
suggests, press the Analog-stick in one of the four diagonal corners, as the
"rumble" will always be in one of those directions. This is much quicker.
Thermal goggle keypad readings
To read the heat signature on a keypad, you can either walk up to the keypad
and look at it with the heat goggles on, use sniper mode at a distance with the
heat goggles on, or activate the keypad and turn on your heat goggles there. The
order of the buttons will be as follows, based on color: Deep Blue, Blue, Light
Blue, Green, Light Green, Yellow, Orange, Red. For example, if you had a Deep
Blue button at 1, a Light Green button at 3, a Light Blue button at 4, and a
Orange-Ish Red button at 6, the code would be 1-4-3-6.
Doors
Opening doors often triggers events that just waiting for a certain amount
of time will not. For example, at the beginning of the Defense Ministry level,
the first door you reach leads to a room with a security camera. When you use
the optical cable, no other dangers are present. However, upon opening the door
a guard opens the door across the room, which may make you panic and do
something foolish. To prevent such events from occurring, use the Open Door
Stealth feature. When you walk up to the door, hold A, press Left Analog-stick
Down, and release A. You will open the door slightly. Next, press Left Analog-stick
Down again to close the door. This will cause the scripted event (if any are set
for that door) to go off. In the Defense Ministry example, doing this will get
the guard to come in. Use the optical cable to see where he is. He walks behind
a bookcase, then walks back to his desk. Once he sits down, open the door,
crouch, walk slowly behind him, then whack or shoot him. Either leave him there
or pick him up and drop him behind the bookcases. You can also grab him and
knock him out behind the bookcase.
Shooting lights accurately
When you want to shoot out a light and need make it accurate, turn on your
heat vision. You should be able to knock out the light faster and easier.
Escaping a room full of soldiers
Take a sticky camera or smoke grenades and throw it near where the most
guards are located. For the sticky camera, a control bar that tells you how to
make a noise or use smoke will appear at the bottom of the screen. Throw the
smoke grenade and the smoke should knock out some guards. When the smoke appears
from the grenade(s), it is your chance to run for it .
Knock out an enemy
To knock out an enemy without killing him, equip the sticky camera and shoot
it at his head. Aim slightly above the head to compensate for gravity. After he
is down, pick up the sticky camera and use it again.
You can throw bottles to knock out guards. You must aim and hit them in the
head.
Taking out two guards
Shoot a sticky camera near the guard closest to you. When he approaches, use
the gas to knock him out. The other guard will approach to investigate. You must
either shoot him with a non lethal round if you cannot have casualties, or take
him out with a head shot if killing is sanctioned. This has to be done correctly
or he will revive the guard that you knocked out.
Luring your enemy
To do this, find a can or glass bottle to pick up. Once obtained, move to a
location, preferably dark. While hidden, throw the can or bottle to an open area
with an enemy nearby. When thrown, the enemy will wonder what happened and walk
towards that location. After you have drawn him out, you can take him out for an
easy kill.
Hiding bodies
After you have disposed of enemies in an area, make sure that you still hide
them, even though no one is nearby. Before going to another checkpoint, the
alarm may ring, and it will say that a body was found. Try to hide all bodies in
hidden areas for best results. |