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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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