All
co-op missions: Change your profile name to COOPA22COOL.
Elite
mode: Successfully 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.
Hint:
Keypad codes:
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:
Catching Shetland: Have your sniper zoomed-in on the guard. When there is a fight,
shoot, run, and catch Shetland. Then, end the mission.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 to go to the top floor. Watch the guard's
body bounce around like popcorn.
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.
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.
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.
Enemies killed: 0
Civilians killed: 0
Bodies Found: 0
Times Identified as intruder: 0
Alarms sounded: 0
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.
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.
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.
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.
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.
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.
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.
Glitch:
Dead bodies have seizures: Shoot a body with the Sticky Shocker. It will have a seizure,
just as if they were alive.
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.
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.
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.
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