читы для splinter cell theory chaos

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Tom Clancy’s Splinter Cell: Chaos Theory

Данные по игре
Название: Tom Clancy’s Splinter Cell: Chaos Theory
Название в России: Tom Clancy’s Splinter Cell: Chaos Theory
Разработчик: Ubisoft Montreal и Ubisoft Annecy
Издатель: Ubisoft Entertainment
Издатель в России: GFI / Руссобит-М
Дата выхода: 31 марта 2005 года
Дата выхода в России: 25 ноября 2005 года
Статус: Вышла
Жанр: Action/Arcade
Мультиплеер: LAN, Internet
Похожие игры: Tom Clancy’s Splinter Cell, Tom Clancy’s Splinter Cell: Pandora Tomorrow
Официальный сайт игры: Перейти (Русский сайт)
Купить игру: на CD и DVD дисках

Коды
Используя любой текстовый редактор редактируем файл [имя_профиля].ini
в папке:

X:documents and settingsall usersapplication data
ubisofttom clancy’s splinter cell chaos theoryprofiles[имя_профиля]

Добавляем в нее следующие строки, которые прикрепят указанные
чит коды на одно из клавиш. Пример:

F2=invisible
F3=invincible
F4=ammo

Источник

Чит коды к игре Splinter Cell: Chaos Theory [XBox]

Elite mode:
Successfully to complete the game to unlock Elite mode, which only allows the
knife to be used to kill opponents.

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

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.

Cameras In The Dark:
Cameras that do not use thermographic vision can be be fooled by shooting out all
the ambient and direct light sources to darken the area. As long as the light meter
is completely dark, these normal cameras cannot see your spy.

Stick Camera Reuse:
Sticky cameras may be reused in almost any mode as long as they are not
destroyed by gunfire or did not use their gas attack.

Tank Movement:
The tanks you face in Solo Mode are rather tough but they move in preset
patterns. Down the gunner sitting in the turret, then watch the tank’s gun. When it
aims away, that’s your cue to move by or above it. The only way to destroy a
tank is to throw a frag grenade into the gunner’s hatch. Quicksave to make sure
you don’t squander your grenades.

Whacking North Korean UAVs:
North Korean UAVs are tough to take down, but they can be avoided. However, if
you went with a kit with a sniper attachment, you can take them out with one well
placed shot (anywhere on the body).

Stopping The Missile Launch:
In the final section of the DPRK missile base, Fisher has 3 minutes to stop the
missile. From where the missile launches, head right and down into the door to the
command center. The abort codes are on the PC to the right of that door. The
codes must then be entered in one of the missile command center’s PCs, which
are the two rooms near the large elevator (lift) leading to the base commander’s
office on the level above. Assuming you took out all the enemies in that area, the
three minutes are more than enough time to abort the missile.

Choke Hold To Fireman’s Carry:
Hold the LEFT TRIGGER while grabbing an enemy to choke hold him, then
immediately put his body on your spy’s shoulder for a fireman’s carry.

Knife To The Back To Fireman’s Carry:
Hold the RIGHT TRIGGER to engage a knife attack on an enemy from the back;
your spy needs to be standing to bring the corpse into a fireman’s carry.

Stun Punch To Fireman’s Carry:
While your spy (mainly Fisher) is standing and adjacent behind an enemy, hold
the LEFT TRIGGER to deliver a non-lethal punch that transitions to the fireman’s
carry. Note, that this move will still cause mission failure if the person is to be kept
awake or alive for an objective.

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.

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

All co-op missions:
Change your profile name to COOPA22COOL.

Hokkaido Milan Nedich Objecitve
Inspect the two SUVs’ license plates either remotely (through Fisher’s binoculars)
or by interacting with them up close. Redding sheds some light on the real Milan
Nedich.

Displace International Milan Nedich Objective:
Laser mic and record (by zooming in with the EEV) the conversation on the third
floor when a merc is assigned to the penthouse by an executive (the room is first
one on your right when you get off the elevators on the third floor). Aim the EEV
(binoculars) at the glass. This is the ONLY way to get credit for listening to the
conversation.

Dvorak’s Output:
Speak to the old man multiple times until the conversation clears and he walks to
the area with two of the five tubes. With only three tubes to watch over, Fisher can
hit the switch on the tubes as the lights above each tube go from green to orange.
Hit the switch before they turn red and overheat to get past this part.

Источник

Cheat Codes:
————
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.

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.

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):

The *.EXE can be found under:
. \Ubisoft\Tom Clancy’s Splinter Cell Chaos Theory\System

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 for 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.

Easter Egg: Metal Gear Solid:
——————————
Enemies in the Kokubo Sosho’s (stage 10) basement have LTL (Less Than Lethal) stunguns.
Interrogate any of the guards in the basement about their zapping toy for some amusing
comments regarding ammunition. Take that Snake!

Easter Egg: Prince of Persia:
——————————
During Stage 5, while infiltrating Displace International, Fisher will be able to come
across two guards talking about another great UbiSoft hit the Prince of Persia Warrior
Within. It is the small cafe next to a laser filled hallway, past a keypad locked door.
A second way to access the room is through a vent, but about half the conversation is
muffled due to Fisher being stuck inside a vent.

Cameras In The Dark:
———————
Cameras that do not use thermographic vision can be be fooled by shooting out all the
ambient and direct light sources to darken the area. As long as the light meter is
completely dark, these normal cameras cannot see your spy.

Dvorak’s Output:
—————-
Speak to the old man multiple times until the conversation clears and he walks to the
area with two of the five tubes. With only three tubes to watch over, Fisher can hit
the switch on the tubes as the lights above each tube go from green to orange. Hit the
switch before they turn red and overheat to get past this part.

Источник

Tom Clancy’s Splinter Cell: Chaos Theory → Файлы

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Источник

Читы для splinter cell theory chaos

CG Jason Mewes Gaming Questions

Enter «COOPA22COOL» as a profile name to unlock all co-op missions.

Successfully to complete the game to unlock Elite mode, which starts the game with only the knife and unloaded guns.

Successfully complete the Lighthouse mission in solo mode to unlock a movie trailer.

If you move around with your gun drawn, the noise meter will not move. This is very useful when sneaking up on someone quickly.

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

Mission 1: Lighthouse

    No keypad locked doors

Mission 2: Cargo Ship

    No keypad locked doors

    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: 2109 Keypad to R&D server room: 9205

Mission 6: Hokkaido

    No Keypad Locked Doors

    Keypad to shipping area: 1879 Keypad to elevator: Code unknown, must be hacked

    No keypad locked doors

Mission 9: Bathhouse

    Keypad to owner’s office: 3650

Mission 10: Kokubo Sosho

    Keypad To Server Room: 1945

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

In order to do a better ledge grab, press A, then when Sam puts his legs up on the thing he is hanging from, press Forward while tapping A.

Taking lights out silently

To take out lights silently, first OCP the light, then shoot it.

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When you see Otomo try to commit suicide, Lambert will radio you and say something. If playing on the normal difficulty setting he will say something similar to «Otomo just tried to commit sepuku. Get in there and revive him». However, if you play the game on the hard difficulty setting, Sam will say something similar to «Looks like someone feels a bit too good about himself.» However, all the objectives will remain the same.

Do not trigger the alarm in Bank

Invisible laser beam in Bank

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.

Finding the bombs in Bathhouse

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; pull the trigger. Note: It would be a good idea to quicksave the game whenever you disarm and kill the guards.

Alternate Shetland Death in Bathhouse

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.

Man goes to wrong location in Hokkaido

When you are at the place where you must scan the license plate, make sure that you first have blown out the candle and destroyed the guard inside. When you go outside you will see a man leaning on the car. Stand beside the car on the left and whistle. If done correctly, he will not come to the place that you have whistled to, but instead he will go inside the hut.

Alternate way to retrieve the radio data in Lighthouse

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.

Get rid of the enemy on the top in Lighthouse

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.

Bouncing guard in Penthouse

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.

Original Splinter Cell music in Seoul

When you begin the level, you will be in a kid’s room. Immediately exit the room and go to the right. When you reach the end of the hall, in which the walls are blown away, turn to the right and enter a half-destroyed room. There should be a radio inside. Turn it on, and it will play the same music from the cafe from where you started near the Chinese Embassy 2 level on the original Splinter Cell.

Destroying the tank in Seoul

In the final area of the second part of the mission, you can rescue the injured pilots as a bonus objective. However, instead of waiting for the lamp to flicker on and off to get past the tank safely, there is an easier way. Make sure you have a frag greanade (obtained elsewhere in the level). Go to the very top of the scaffolding and take out the frag grenade. Aim the grenade to go in the hatch of the tank. If done correctly, the grenade will explode in the tank, which will destroy it.

See inside Sam’s head

In the final level, go through the second checkpoint. There will be two guards talking in a room; one behind a desk and the other in front. Once you go through the two sheets used as a door, to your left will be a bench. Jump on it. Then, stand up so that you are not crouching and move the camera behind you. You will then be able to see inside of Sam’s head.

Bill Gates reference in Hokkaido

There are two guards talking about their new vehicle. During the conversation, one says that it has a 640 gig MP3 player, «standard.» The other replies that no one will ever need 640 gigs. This is a jab at a comment made by Bill Gates back in 1981 about no one ever needing more than 640 K of RAM.

Metal Gear Solid reference in I-SDF Base

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.

Prince Of Persia: Warrior Within reference in Displace International

When infiltrating Displace International, Sam will encounter two guards talking about Prince Of Persia: Warrior Within. It is in the small cafe next to a laser filled hallway, past a keypad locked door. A second way to access the room is through a vent. However because Sam is inside the vent, the conversation becomes difficult to hear.

Splinter Cell reference in Bathhouse

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.

Splinter Cell reference in Hokkaido

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.

Splinter Cell reference in I-SDF Base

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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