Activision Video Games 47875832695 User Manual

®
®
COVERS XBOX 360 , PLAYSTATION 3  
COMPUTER ENTERTAINMENT SYSTEM,  
AND NINTENDOWii  
Written by Michael Lummis  
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EQUIPMENT  
Primary Weapons  
In the single-player game you are allowed to carry up to two primary weapons and a secondary weapon. Multiplayer  
matches normally give you slots for a single primary weapon and one secondary weapon. The following list provides the  
primary weapons’ stats. This includes assault rifles, sniper rifles, machine guns, and shotguns.  
Certain multiplayer modes allow you to customize your equipment. In this case, you spend credits accrued from play to  
buy various weapons and their attachments. Some weapons have gold-plated versions that are available for purchase  
once you own the standard variant. This option is also listed in the following section.  
TND-16  
FRWL  
The TND-16 is a competitor  
to the FRWL. You can get  
more accuracy out of the  
TND, and it has slower fire.  
That’s not really a downside.  
It’s easier to set up this  
weapon for proper burst and  
kill ambushes, while the  
FRWL has a tendency to eat  
your ammo and leave you  
reloading rather often.  
The FRWL is a favorite of  
mercenaries in poorer parts  
of the world. It’s a durable  
weapon with an average  
mix of stats. You can use the  
FRWL at almost any range; it  
has a decent clip, inflicts fair  
damage, and is essentially  
without drawbacks.  
RANGE:  
FIRING RATE:  
CLIP:  
GOLD PLATED VERSION:  
COST:  
ATTACHMENTS:  
MEDIUM  
MEDIUM  
30  
NO  
RANGE  
FIRING RATE  
CLIP  
GOLD PLATED VERSION  
COST  
ATTACHMENTS  
MEDIUM  
FAST  
30  
YES  
500  
300  
SCOPE, HOLO SIGHT,  
SILENCER  
HOLO SIGHT, ARO SCOPE,  
SILENCER  
The only problem with  
the weapon is that it’s not  
especially grand in any way. Many rifles offer greater range, and there are higher-  
damage weapons for close range. This is a middle-of-the-road weapon, and as such  
can be outclassed quite easily by more specialized but perhaps less well-rounded  
equipment.  
Cool-headed folks who  
prefer a burst-fire weapon to a raging automatic are better suited to the TND.  
Here’s best advice of all: don’t go to short range against a shotgun or submachine  
gun, and don’t snipe it out against a sniper rifle. Outflank the snipers and outdistance  
the short-range gunners. That’s how you win with  
M14  
this weapon.  
Speaking of cool heads, the  
M14 is a great pairing for  
such players. At long and  
medium range, this weapon  
has wonderful accuracy.  
Throw a scope on it and  
you’ve got a sniper’s weapon.  
Use an ARO scope instead,  
and you’ll bring down people  
well at medium range.  
SAF 9MM  
RANGE:  
LONG  
SLOW  
30  
The SAF is a modest offering.  
Like many of the smaller  
weapons, you aren’t meant  
to use it in a drag-down  
FIRING RATE:  
CLIP:  
GOLD PLATED VERSION:  
COST:  
NO  
fight. This weapon is better  
300  
M14s hold territory well.  
People who’ve found their  
cover can intercept targets  
with ease. You won’t easily  
suited to charging through  
corridors. It’s fast to aim and  
fast to take out targets that  
aren’t far apart.  
RANGE:  
FIRING RATE:  
CLIP:  
GOLD PLATED VERSION:  
COST:  
SHORT  
FAST  
30  
YES  
ATTACHMENTS:  
SCOPE, HOLO SIGHT, ARO  
SCOPE, SILENCER  
1200  
leap over obstacles and clear a tight room with one, but that isn’t the point. Select a  
fast-firing secondary weapon to cover that eventuality, and you’re good to go.  
You use this weapon early  
on in the primary game,  
ATTACHMENTS:  
ARO SCOPE, SILENCER  
so most multiplayer types become quite familiar with it. That’s a perk because the  
weapon is comfortable.  
TLD-22  
The TLD-22 is a mean  
A3 RAKER  
submachine gun. Its greatly  
expanded clip size allows  
the user to suppress and  
eliminate entire groups if they  
aren’t prepared. Multiplayer  
This is a very fun weapon  
choice. The Raker lists as  
a long-range assault rifle,  
which it certainly is. But  
the weapon can be used in  
a variety of roles that aren’t  
always available for assault  
rifles. The Raker can quite  
passably snipe. It won’t  
reach the ranges of the full-  
on sniper rifles, but it’s close  
enough to play ball.  
RANGE:  
SHORT  
agents should match this with  
Silent Footsteps and ambush-  
oriented fighting techniques.  
Hide in quieter parts of the  
map and wait for people to  
engage each other. Let them  
focus on other parts of the  
team, then charge in for the  
slaughter.  
FIRING RATE:  
CLIP:  
VERY FAST  
100  
RANGE:  
FIRING RATE:  
CLIP:  
LONG  
FAST  
30  
GOLD PLATED VERSION:  
COST:  
YES  
8000  
GOLD PLATED VERSION:  
COST:  
ATTACHMENTS:  
NO  
1200  
ATTACHMENTS:  
HOLO SIGHT, SILENCER  
SCOPE (DEFAULT), SILENCER  
Then, when you switch the baby over to full auto, it can defend you at medium  
range with the best of them. Fair damage and an optional silencer leave it perfectly  
serviceable there.  
It’s a mean weapon—and a lot of fun. It’s also quite expensive. Get the gold-plated  
version if you want to show you really mean business.  
Players that can toggle their weapon options quickly and shift gears between sniping  
and traditional fighting are well advised to get this.  
14  
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HER MAJESTY’S SECRET SERVICE  
SAF.45  
8-CAT  
This version of the SAF can’t  
use an ARO scope, sadly. This  
is a poor man’s choice for a  
submachine gun to use while  
you’re saving credits for  
more exotic choices. There’s  
nothing glaringly deficient  
about the SAF .45; it’s just  
outdone by some of its elders.  
The 8-CAT is pure joy to fire.  
It’s a beautiful weapon with  
the right feel and the right  
sound. Take the Holo Sight  
for it and use this weapon  
to destroy choke points. In  
the single-player game and  
in multiplayer, this weapon  
shows off what a defender  
can do. The 8-CAT punches  
into people with more than  
enough stopping power,  
MINISTRY OF INTELLIGENCE  
SECTION 6  
RANGE:  
SHORT  
FAST  
30  
RANGE:  
MEDIUM  
FIRING RATE:  
CLIP:  
FIRING RATE:  
CLIP:  
FAST  
75  
GOLD PLATED VERSION:  
COST:  
NO  
GOLD PLATED VERSION:  
COST:  
YES (SWEEEEET)  
4000  
FREE  
SILENCER  
ATTACHMENTS:  
ATTACHMENTS:  
HOLO SIGHT, SILENCER  
and its ample clip prevents  
enemies from easily knowing when to counterattack.  
INTRO  
001  
Don’t try to reload the 8-CAT as often in multiplayer as you do in the campaign. It’s  
easy to fall into the pattern of reloading between every skirmish, but that isn’t safe  
with this gun. The 8-CAT takes forever to reload, leaving its player exposed for quite  
some time. Be certain that you’re safe before initiating this process.  
MK3 LLD  
BASIC TRAINING 002  
The fun thing about the Mk3  
LLD is that it can use any type of  
attachment. Grab the ARO scope  
for even more medium-range  
supremacy. Or get the normal  
scope and be able to mix it up at  
longer range. Or use the silencer  
for some assassination work.  
This is why it’s nice to pair an 8-CAT gunner with a defensive partner who has a  
great burst weapon. A TLD-22 player could watch the 8-CAT person’s back and make  
life truly miserable for everyone on the other team.  
EQUIPMENT  
WALKTHROUGH  
MULTIPLAYER  
SECRETS  
003  
004  
005  
006  
007  
RANGE:  
MEDIUM  
FAST  
30  
FIRING RATE:  
CLIP:  
WA 2000  
Truth be told, the last option  
isn’t this weapon’s ideal choice.  
There are better tools for the  
quiet run and gun. But still, you  
should be able to manage with  
this baby.  
The WA 2000 has the smallest  
clip for a weapon of its type,  
but the rifle doesn’t lack for  
accuracy or damage. This  
weapon is a sidegrade from  
the V-TAK. Dedicated snipers  
should try out both weapons,  
as personal preference is  
likely to be the deciding  
factor between the two.  
GOLD PLATED VERSION:  
COST:  
NO  
800  
ATTACHMENTS:  
SCOPE, HOLO SIGHT, ARO  
SCOPE, SILENCER  
RANGE:  
LONG  
SLOW  
6
INTERVIEWS  
FIRING RATE:  
CLIP:  
V-TAK 31  
GOLD PLATED VERSION:  
COST:  
YES  
800  
Don’t bring this weapon into  
any small maps. The V-TAK  
31 is for dedicated snipers.  
The weapon can’t compete  
against most opponents at  
medium or short range, but it  
outsnipes the vast majority  
of enemies when you’re at  
maximum range. Even good  
rifles like the A3 Raker can’t  
zoom in and bring down a  
V-TAK user in time.  
ATTACHMENTS:  
HIGH QUALITY SCOPE  
(DEFAULT), SILENCER  
RANGE:  
VERY LONG  
SLOW  
10  
FIRING RATE:  
CLIP:  
HUTCHINSON A3  
The Hutchinson is your  
GOLD PLATED VERSION:  
COST:  
NO  
starter shotgun. As with many  
shotguns equipped to fire  
buckshot, this baby is a short-  
range weapon. That said, you  
can also bring down targets at  
medium range if you’ve really  
got your aiming down.  
FREE  
ATTACHMENTS:  
HIGH QUALITY SCOPE  
(DEFAULT), SILENCER  
RANGE:  
SHORT  
VERY SLOW  
8
FIRING RATE:  
CLIP:  
VKP-08  
Shotguns are weapons for  
brave agents. You must get in  
close to even stand a chance.  
When you do succeed, it feels  
pretty wonderful to blow  
GOLD PLATED VERSION:  
COST:  
YES  
This rifle pulls back from the  
V-TAK’s style of sniping. Use  
a scope with it to dominate  
long range, but you still have  
the option of fighting some  
targets at medium distance.  
The VKP features better firing  
speed and a much larger  
clip than most long-range  
alternatives.  
FREE  
ATTACHMENTS:  
HOLO SIGHT  
down enemies. Single shots deliver so much damage that most targets can’t return fire.  
Choose shotguns for specific maps. No matter how much you love them, shotguns  
aren’t advisable when there are vantage points for snipers and agents with assault  
rifles. These weapons are ideal for small maps where cover abounds and sudden  
burst damage is the key to success.  
RANGE:  
LONG  
MEDIUM  
20  
FIRING RATE:  
CLIP:  
GOLD PLATED VERSION:  
COST:  
NO  
800  
This weapon is a good  
ATTACHMENTS:  
SCOPE, ARO SCOPE,  
SILENCER  
choice for players who want  
to mix sniping and medium-  
range fighting in the same  
HUTCHINSON A4  
The A4 is costly, but it opens  
a considerable upgrade to  
your shotgun options. The A4  
is fast, gets a couple more  
shots, and is faster to reload  
than its cousin. Once you get  
this you won’t ever go back  
to the Hutchinson A3 unless  
you don’t have any choice.  
Close-quarter battles go very  
well when you’re sporting  
the A4.  
weapon. The V-TAK and the impressive WA 2000 can’t do that.  
For players who are fast at switching weapons or who have taken a gadget to allow  
two primary weapons, it’s better to have a dedicated sniping rifle and something  
more appropriate for close fighting. The Mantis and GF 18 As are good for this. They  
compliment the full-on sniper rifles well.  
RANGE:  
SHORT  
SLOW  
10  
FIRING RATE:  
CLIP:  
GOLD PLATED VERSION:  
COST:  
NO  
4000  
ATTACHMENTS:  
SILENCER  
15  
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HER MAJESTY’S SECRET SERVICE  
Grenades  
MINISTRY OF INTELLIGENCE  
SECTION 6  
Grenades give you many opportunities to disrupt enemies, throw them around, or kill them outright.  
This category also offers Proximity Mines, giving you even more dirty tricks to draw upon  
PROXIMITY MINE  
TEAR GRENADE  
INTRO  
001  
Proximity Mines are one of  
the deadliest choices in your  
“grenade” repertoire. You  
lose the ability to deploy the  
weapons on the fly. Instead,  
you must anticipate enemy  
activity and deploy the  
Tear Grenades are more  
disruptive than Smoke  
Grenades, but they don’t  
cover as wide an area.  
Instead of giving the  
thrower cover, consider  
them a means to take away  
opportunities from a single  
BASIC TRAINING 002  
RANGE:  
COST:  
THROWING DISTANCE  
800  
RANGE:  
COST:  
THROWING DISTANCE  
300  
EQUIPMENT  
WALKTHROUGH  
MULTIPLAYER  
SECRETS  
003  
004  
005  
006  
007  
weapons ahead of time. That  
isn’t as hard as it sounds. People are somewhat predictable creatures, especially on  
maps where the goals are quite clear.  
target or small group. Instead of trying takedowns, you would normally pair Tear  
Grenades with a high-fire-rate weapon. Disrupt the targets and then pepper them  
with gunfire.  
Approaches to major weapon locations, chokepoints, and corners are all ideal for  
Proximity Mine deployment. Some players will take Explosive Awareness, which is  
critical to helping a team avoid these traps.  
CONCUSSION GRENADE  
If you’re going to use Proximity Mines, consider going all out. Take the Prox Mines  
gadget and Explosives Expert. Combined, these make for a cruel demolitionist.  
In many ways, Concussion  
Grenades are easier to use  
than even Frag Grenades.  
These weapons disable  
targets so badly that they  
can’t retake cover or defend  
INTERVIEWS  
FLASH GRENADE  
Flash Grenades are free.  
Everybody starts with them,  
and they’re still rather  
useful. People lose their  
sight for a few moments after  
the explosion, and that gives  
RANGE:  
COST:  
THROWING DISTANCE  
500  
themselves for a short time.  
Good short- or medium-  
range attackers can score kills quite easily by throwing Concussion Grenades and  
preying on anyone who can’t get out of the way.  
Remember to hold onto the grenades until late in the throw. You want the device to  
detonate almost as soon as it lands.  
RANGE:  
COST:  
THROWING DISTANCE  
FREE  
you time to find new cover,  
rush in for a takedown, or  
escape entirely. Most human players are smart enough to seek full cover as soon  
as a Flash Grenade detonates, even if it hits them. Thus, you won’t get too many free  
kills without additional work. Targets will hide and wait for the effect to wear off  
before they show themselves.  
Use your time wisely. Don’t remain in the same spot doing the same thing as when  
the grenade blew up. Sow confusion as quickly as you can to gain the greatest  
advantage.  
FRAG GRENADE  
Fragmentation Grenades are  
quite common in the single-  
player part of the game. You  
should be quite comfortable  
with them before long.  
These devices explode and  
deliver a fair bit of damage  
to people standing close to  
RANGE:  
COST:  
THROWING DISTANCE  
500  
them. Those farther out aren’t likely to get killed, but they’ll still take some damage.  
One perk beyond this damage is that people are blown out of their cover briefly. Pick  
off the wounded targets as quickly as possible. They aren’t dumb enough to stay in  
the open for long!  
SMOKE GRENADE  
These are the least lethal  
type of grenade. They’re  
useful for sneaky characters  
and takedown specialists.  
It’s harder for both sides  
of a fight to fire effectively  
RANGE:  
COST:  
THROWING DISTANCE  
300  
through the smoke. Thus,  
people who are moving  
instead of fighting get the most benefit. Charge through open areas after deploying  
smoke, or use the time to close the gap with short-range enemies.  
17  
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