This page contains all Easter Eggs in the Tom Clancy's Splinter Cell franchise.
Once you have control of Sam, go left instead of going forward. Do a double jump and climb on to the high area. Go left again to the keypad door and type 5656 to get inside the room. Go forward and turn the camera left to see Grím. Talking to her will provide an introduction about her
You can find the code yourself in the locked room near the start of the next stage of Training. But for that, you need to go right after you have control and do a double jump. Turn right and open the room, switch on the light and take the lockpic to pick that room to view the email that Irving Lambert has sent to Grím containing the code.
Secret Medical Kit and Disposable PickEdit
In the Defence Ministry mission, your second objective will be to interrogate Grinko's Driver. For that, you will need to take the stairs to the parking lot. Instead of going down, go up one level more than where you start to find a Medical Kit. Look behind. You will find three iron bars. Double jump and get on it. Ascend to the next bar. The third bar will be on the back of the second bar. Proceed by jumping on it. You will see a platform with a Disposable Pick and a Medical Kit. Beware that if Sam falls, he will die.
In the CIA mission you are suppose to follow Mitchell Dougherty into the smoking courtyard. At one point you have to follow him through some double doors with a keypad lock. Once on the other side you will find yourself in a short hallway. The informant that you must capture heads for the right. Normally you sould follow him, but instead head to the left and you will find a door labelled UFO Sightings. Pick the lock to get inside. It's a small room with a computer. Use it to read an E-mail sent to F.M. at the FBI. There's also a code to a keypad in the same room which lead to some supplies that you can use.
On the first mission of Pandora Tomorrow, do not climb up; stay where you are and run around the small space. In certain intervals, this conversation is triggered
Lambert: "What are you doing Fisher?"
Sam: "Heading out to sea."
Run around a little more to trigger the second conversation.
Lambert: "What the hell are you doing?"
Sam: "Trying to convince you it's time to let me retire."
Lambert: "That's not funny."
Run around a little more time to trigger the final conversation
Lambert: "This is not amusing. You're carelessly putting lives at risk. Get back to shore, Fisher, you've got a mission.
In Splinter Cell: Chaos Theory go on the multiplayer map Museum and play as the spy. Go in to the museum an straight to the room with a large staircase and go straight to the top. Face toward the bilboards and climb over the railings and grab onto the bilboard climb over that and fall to the floor. Next, run back to where you start the map and look toward the buildings opposite to the museum and watch the UFO fly by.
If you get your binoculars to zoom in on the UFO, you will be able to hear it hum.
Three alarms mechanicEdit
Once the Maria Narcissa begins, both Sam and Lambert will make a passing reference to the previous alarm system in the first Splinter Cell as well as Pandora Tomorrow. "Let me guess, three alarms and the mission's over?" Fisher asks. "Of course not. This is no video game, Fisher." Lambert will reply.
In the Battery mission, when Grimsdottir tells Sam that he needs to open the casing before he could tap into the BIOS, Fisher replies "I didn't bring my crowbar." Then Grimsdottir says "Whatever... crowbars are for geeky video-game characters." This is an obvious reference to Gordon Freeman from Half-Life series, whose signature weapon is a crowbar.
Metal Gear Solid referenceEdit
In the Kokubu Sosho, if Sam grabs and interrogates a guard patrolling the escalator area, he will patronize Fisher when asked about his specialized shock rounds "it's not like you can shake me and make my ammo fall on the floor." This is a reference to the mechanic in the Metal Gear Solid 2 and 3 where incapacitated enemies can be shaken to get ammo and other supplies.
Archer sighting in the main campaignEdit
When infiltrating Kobin's Mansion, two body bags are visible in the main lobby with the chandelior. If you look closely, you can see Archer's head sticking out of one of them. The guards nearby will also comment on Kobin's actions at the end of the co-op story, leading to both agents' demise.
Rayman Raving RabbidsEdit
Throughout the main campaign, there are instances where the player can find toy figures representing the Raving Rabbids seen from the Rayman franchise. They can be seen most prominently at the Washington Monument fair level as well as the final attack on the White House, where they can be found in rooms Fisher finds on while storming the main path to the Oval Office.
Special Missions HQ blackoutEdit
The way that Sam evades the firefight with the Iranian forces at gunpoint through an orchestrated blackout is a direct reference to the final level of the original Splinter Cell, where Sam is provided a similar blackout by Lambert to gain the upper hand in an overwhelming firefight.
Chaos Theory sneaking suitEdit
The sneaking suit that Sam used in Chaos Theory is available through downloadable content where it is labled as the "Upper Echelon Suit". It great increases the stealth statistic while also providing some protection against damage.
Gone Dark mission referencesEdit
Several missions that take place on the SMI make references to the the past criminal/terrorist organizations that Sam faced in previous games. This includes the JBA, Tom Reed's Third Echelon Conspiracy, and Megiddo.
Mass Effect ReferenceEdit
In the Debriefing of the Lumber Mill Mission Grim will ask Charlie to do calibrations. This could be a reference to Garrus Vakarian from the Mass Effect Universe. Like Charlie, Garrus is a weapon modification expert. Also, the Paladin and the SMI reminds of the Normandy and the Galaxy map.