شنبه 21 شهریور 1388

pc-رمز بازی Splinter Cell - Chaos Theory

   نوشته شده توسط: amir nioton    

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

باقیمانده در ادامه مطلب...

Splinter Cell - Chaos Theory

Cheat Method:

-------------

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

summon echeloningredient.eringairfoilround - Spawn airfoil round

summon echeloningredient.eflashbang - Spawn flashbang

summon echeloningredient.efraggrenade - Spawn frag grenade

summon echeloningredient.esmokegrenade - Spawn smoke grenade

summon echeloningredient.estickycamera - Spawn sticky camera

summon echeloningredient.estickyshocker - Spawn sticky shocker

summon echeloningredient.ewallmine - Spawn wallmine

summon echeloningredient.egazgrenade - Spawn gas grenade

summon echeloningredient.eammosniper - Spawn 20mm ammo

summon echeloningredient.eammoshotgun - Spawn Shotgun ammo

summon echeloningredient.eammof2000 - Spawn NATO 5.56x45mm

summon echeloningredient.eammofn7 - Spawn Fn7 ammo

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 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: 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

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).

Alternate dialogue:

-------------------

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.

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.

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.


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