Splinter Cell
Xbox
Level
select:
Enter !LAMAUDITE! as a name.
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Keypad
Codes: |
Mission
1 - Police Station
Keypad #1: 091772
Keypad #2: 5929
Mission 8 - Chinese Embassy, Part II
Keypad #1: 1436
Keypad #2: 9753
Keypad #3: 1456
Keypad #4: 1834
Keypad #5: 7921
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Mission
4 - CIA HQ
Keypad #1: 7687
Keypad #2: 110598
Keypad #3: 2019
Keypad #4: 110700
Keypad #5: 0614
Mission 9 - Presidential Palace
Keypad #1: 2126
Keypad #2: 70021
Keypad #3: 66768 |
Mission
5 - Kalinatek
Keypad #1: 97531
Keypad #2: 33575
Keypad #3: 1250 |
Extra Equipment CIA Level
After you have knocked out Mitchell, turn around. Go to the
last door in the hall. It will be marked 'UFO Sightings Office'.
Use your lock pick and unlock it. Go to the computer and get
the data stick.
It will be encrypted but, you can see the numbers 020781. Go
to the keypad, type it in. Inside on the table to the right
there is 2 sticky shockers and on the table to the left there
is 5 reusable cameras. Take them and get the body. You may now
proceed with the new equipment.
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.
Throw further:
When you are throwing a can or a bottle, hold L to throw it
harder and further.
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.
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.
Avoiding detection
Always try to stay in shadows or bushes; crouch when walking
around; try to take someone hostage before shooting them; always
try to use your night vision/thermo goggles just to check to
see if there is anything to get around you; and drag bodies
into dark corners.
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.
Dropping down from high locations silently
If jumping at a place that is a long way down, you will probably
die or get hurt. If there is a guard nearby, try to jump down
on him so that he takes the damage. Note: You can go into the
silent drop while hitting him, so nobody will hear him scream.
If there are no guards nearby, go into the silent drop, and
when you touch the ground, quickly hold Y (jump). If done correctly,
you will only get about 25% of the damage that you would normally
receive by such a drop. You can also land quieter by pressing
B (Crouch) immediately before you hit the ground.
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.
Knockouts with Sticky Cameras
Use the following trick to have essentially infinite ammunition
for knocking out enemies. This does not work until after you
have found the SC-20K and have Sticky Cameras. If you are close
to an enemy and want to knock him out, shoot him in the head
with a Sticky Camera. It will knock out your enemy, and you
can then pick the camera up off of the ground. For a convenient
attack on a guard or character without being noticed, fire a
Sticky Camera (not a Diversion Camera) at your targets' head.
Due to gravity, aim slightly higher, near the top of the head
or above it. This saves bullets, eliminates the risk of being
seen, and you can pick up the cameras and use them again.
Flares
If you are pinned down by a turret, throw a flare across it.
The turret will be distracted for a moment, which may be long
enough for you to sneak behind it and disable it.
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. You can also
use objects such as a pop can or beer bottle to distract guards,
lure them, or knock them out. Simply go over to it and press
A to pick it up. To throw it, hold X to get an aimer (hold L
if you want a stronger, longer shot), then press R to shoot.
To hit someone with it, walk up or sneak up to them (either
from the front or rear) and press R to smash it at them. To
lure a guard, just throw it somewhere and they should come looking
for whoever threw it.
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. This trick where you use your
thermal goggles to read the code punched in by a guard is extremely
useful, but only available in the second Chinese Embassy mission
as the current temperature in the Embassy is low enough for
you to notice a difference on the buttons that were pressed
by the guard. The buttons go from a deep red color to a deep
blue color. Look for the button that is slightly different from
most of the other buttons. Then, look for a lighter blue button
and so on. following green, yellow, orange and finally red.
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.
Blocking doors
If you have someone chasing you, run out a door, and when
it closes, stand in front of the door for awhile. The guard
will sometimes try to open it before he gives up. Note: The
door must open towards you, and not towards the enemy. The game
can crash sometimes when you do this. If the guard starts shooting
at the door, you must open it quickly. Otherwise, the game will
glitch and you will be invisible to the enemy and no event triggers
will start.
Disabling Wall Mines
Slowly go up to a Wall Mine. It will flash red and green at
an even pace. To disable this, you have to press Action when
it flashes green. If it becomes red the instant before you press
Action, it will explode. The way to always do this safely is
to hold Action button when the "Disable Wall Mine"
selection appears. Then, if it is green, release the button.
If it is red on the screen, move the selection up to "Back
To Game" and try again.
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. You can also zoom up with the SC-20K
after you have drawn it out by pressing Y. After that, you can
also center the screen by holding L. You only have a limited
time before it runs out. However, this is useful when you want
to shoot lights very accurately.
Sniping with the SC-20K
When using the sniper mode of the SC-20K (press Y when it
is equipped), you can hold L to make Sam hold his breath and
aim more accurately. You can use this to clear out rooms or
open areas from afar without letting anyone spot you. The safest
way is to wait for a guard to stop in his tracks. Then, hold
L, set the target on his head and take the shot. This is extremely
helpful in the first few levels from when you pickup the SC-20K.
However, when you get to the Abbatoir mission, you must be extremely
careful as the guards can see you from a lot further, can see
you in the shadows, and also have more powerful weapons. You
must exercise extreme caution. From Abbatoir onwards, if there
are multiple guards in the one room, your best choice of action
is to use a smoke grenade, if they are bunched up. If not. then
do not go in commando-style because the guards from here on
out are much more powerful than in previous levels.
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 also 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.
Eliminating guard threat without ammunition
If you do not have ammunition and you find two guards, sneak
up to one and take him hostage. Make sure that your hostage
is facing the other guard or he will shoot you. If you do not
have ammunition, hide in the shadows and wait for a guard to
come up to you (or slowly creep up to him) then press R. This
will punch him. Use two punches to knock out someone.
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.
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
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