Splinter Cell: Pandora Tomorrow
Cheat Codes
You need to open your SplinterCell2user.ini file. It is located in Ubisoftsplintercellpandoratomorrowofflinesystem file. Open it with notepad and under Engine.Input choose an unbound key and one of the following codes after it. You can also use other unbound keys to input other codes as well. Now while in game press the bound key and your code will activate. Now be sure to bound another key to turn the code off. These codes are basically the same as SC1 put you have to bind them to key for them to work.
Code - Effect:
fly - floating
playersonly - freeze enemies
health - gives health
invincible 1 - god mode
invincible 0 - god mode off
killpawns - kills all enemies
ammo - more ammo
ghost - no clip mode
walk - no clip off
invisible 1(you will not see Sam) - Sam is invisible but enemies can still bump into him and start alerts.
summon echeloningredient.eringairfoilround - spawn airfoil round
summon echeloningredient.edisposablepick - spawn disposable pick
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
invisible 0 - turns off invisible
playersonly 0 - unfreeze enemies
SudoKoach
This Is a Game with a Stupid Graphical Gimmick
Galaxy Strike
The Cages: Pro Style Batting Practice
Also see ...
Adrenix
t; (without the quotes). Now count 297 bytes from the end of that string. This has worked on every saved game file tried, but it may not work in all cases. A hex FF in the first byte (297 from "DirectPlayer") enables any weapon if there is ammo for it. The number of shots for weapon 1 is located in bytes 33 and 34. The number of shots for weapon 2 is located in bytes 49 and 50. The number of shots for weapon 3 is located in bytes 41 and 42. The number of shots for weapon 4 is located in bytes 25 and 26. The number of shots for weapon 5 is located in bytes 45 and 46. The number of shots for weapon 6 is located in bytes 17 and 18. The number of shots for weapons 7 and 9 is located in bytes 53 and 54. The number of shots for weapon 8 is located in bytes 29 and 30. The number of shots for weapon 0 (10) is located in bytes 21 and 22. These can be maxed out to 65,535 shots with hex FF FF. Also, any level of the game can be accessed (if no better way can be found) by simply renaming the first level, M1.CAN to something else, copying the desired level file (level files are named M1.CAN through M25.CAN) to M1.CAN, then beginning a new game. Of course when the level is completed, the game will start the regular level 2.
t; (without the quotes). Now count 297 bytes from the end of that string. This has worked on every saved game file tried, but it may not work in all cases. A hex FF in the first byte (297 from "DirectPlayer") enables any weapon if there is ammo for it. The number of shots for weapon 1 is located in bytes 33 and 34. The number of shots for weapon 2 is located in bytes 49 and 50. The number of shots for weapon 3 is located in bytes 41 and 42. The number of shots for weapon 4 is located in bytes 25 and 26. The number of shots for weapon 5 is located in bytes 45 and 46. The number of shots for weapon 6 is located in bytes 17 and 18. The number of shots for weapons 7 and 9 is located in bytes 53 and 54. The number of shots for weapon 8 is located in bytes 29 and 30. The number of shots for weapon 0 (10) is located in bytes 21 and 22. These can be maxed out to 65,535 shots with hex FF FF. Also, any level of the game can be accessed (if no better way can be found) by simply renaming the first level, M1.CAN to something else, copying the desired level file (level files are named M1.CAN through M25.CAN) to M1.CAN, then beginning a new game. Of course when the level is completed, the game will start the regular level 2.
