Tom Clancy's Splinter Cell Double Agent Walkthrough :
This walkthrough for Tom Clancy's Splinter Cell Double Agent [Playstation 2] has been posted at 01 Apr 2010 by Cale-Cale-Cales-WORLD!!!!!! and is called "Online Multiyplayer Guide". If walkthrough is usable don't forgot thumbs up Cale-Cale-Cales-WORLD!!!!!! and share this with your freinds. And most important we have 3 other walkthroughs for Tom Clancy's Splinter Cell Double Agent, read them all!
Walkthrough - Online Multiyplayer Guide
Double Agent Online FAQ----------Playstation 2 Version Author: EnzoF66057 Platform: Playstation 2 Contact: EnzoF660@aol.com ___________Table of Contents____________ 1.0-------Contact Information 1.1-------Legal Information 1.2-------The Basics 1.2.1-----The Teams 1.2.2-----Moves 1.2.3-----Duels 1.2.3a----Quicksnaps 1.2.3b----Grapple Breaks 1.3-------Equipment and Weapons 1.3.1-----Standard Issue 1.3.2-----Weapons 1.3.3-----Gadgets 1.4-------Game Modes 1.4.1-----Team Based 1.4.2-----Free-for-All 1.4.3-----Mode Settings 1.4.3a----Team Based 1.4.3b----Free-for-All 1.5-------Maps 1.5.1-----Prison 1.5.2-----Museum 1.5.3-----Ship 1.5.4-----Warfare 1.5.5-----Church 1.5.6-----Temple 1.5.7-----Pick-up Locations 1.5.7a----Prison 1.5.7b----Museum 1.5.7c----Ship 1.5.7d----Warfare 1.5.7e----Church 1.5.7f----Temple 1.6-------Glitches 1.7-------Thanks To ________________________________________ **For easy navigation of this FAQ, press Control and F (Ctrl+F); type in a section reference number to be sent to the corresponding section. (\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/) 1.0 Contact Information (/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\) If you have any questions, comments, concerns, or anything else regarding this FAQ, feel free to e-mail me at the above address. I will answer and/or address your mail in a timely fashion that is conveniant for me. If you'd like me to add anything to the FAQ, full credit will be given to the name that you include with your mail. If no name is included, I will simply use the screenname/username that the mail came from, of course, without the full address. (\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/) 1.1 Legal Information (/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\) This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The following websites have permission to post this FAQ for public viewing and access. All sites other than listed must e-mail me through the given address above for permission of use. Gamespot________gamespot.com Gamefaqs________gamefaqs.com IGN_____________ign.com Neoseeker_______neoseeker.com Super Cheats____supercheats.com Copyright 2006 Liad (\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/) 1.2 The Basics (/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\) The online play for Splinter Cell Double Agent is completely different from that of Pandora Tomorrow and Chaos Theory (at least for the ps2 version of the game). This time around, instead of having a team of spies vs. a team of mercenaries, there are two teams composed of two players, each of which are spies. This changes around the dynamic of the game a lot. Instead of playing stealth and finesse, the game is much more fast-paced as spies run right up to each other in order to initiate duels which I will get into soon. The spies also have lethal guns now rather than just tazers as well as an array of new gadgets that once belonged to the mercenaries, including wall mines and frag grenades, among other things. There are many different game modes as well that will be explained in detail later on as well as six (6) new multiplayer maps which will also be explained in detail. ---------------------------------------------------------------------- 1.2.1 The Teams ---------------------------------------------------------------------- This time around as already mentioned, there are two different teams of spies rather than the spy vs. merc gameplay. Both teams are exactly the same except for their names and aesthetics. Echelon - Your typical spies. This team of spies uses the full body stealth suit that you're accustomed to seeing on Sam Fisher in single player. These guys are the "typical" spies and basically look like Third Echelon splinter cells. Their emblem is the infamous 3-dot configuration of the combination thermal/night-vision/EMV goggles. The catch in here is that they're blue, not green. The Echelon team color is blue. The color of lights on their suits is blue, the color of their lasers are blue and the color of their goggles are blue. Upsilon - These guys look more like hired mercenaries than tactical spies. They're basically online character models of Fisher in his JBA apparel. So basically, more-or-less civilian clothing with the military feel to them. Their emblem is a connection of 3 lines which, if overlapped with the Echelon emblem, each line would go between the dots. Their color is yellow, so everything that was mentioned before as being blue is now yellow for this team. ---------------------------------------------------------------------- 1.2.2 Moves ---------------------------------------------------------------------- The spies in the online mode are a lot faster and more agile than Sam is in the single player. They are also much quicker in this game than they were in previous titles. The only way to get around all parts of all the maps is by using different standard moves that the spies can do. Some may be simple and some may be more complicated or require better timing, however, you need to use almost each of them in order to be successful in the online mode. **These are not the exact names and descriptions out of the manual but are 100% accurate and detailed, so no need to worry about continuity problems. >Hanging: Just what it sounds like. You hang off a ledge, railing, catwalk, etc. Just like the single player. When hanging, you can pull yourself up to the platform that you're hanging off of, provided there is somewhere for you to climp up on to. Obviously you're not going to climb onto anything if you're hanging off the molding on an outside wall. >Mantling: Just like single player. If you jump onto a shorter platform, the spy will simply mantle or climb up onto it. Basic. >Wall-hugging: Also, just like single player. You're next to a wall and you push the L3 button so the spy will go up against the wall. Good for blending directly into a shadow on the wall or in a corner if you're waiting for someone. >Wall Flip-off: This is something that Sam can't do in single player. It's pretty cool to look at. If you run straight at a wall and push triangle a couple feet before it, the spy will run up the wall and do a backflip off the wall and spin the other way in mid-air, so that when he lands, he'll be facing away from the wall. This is good for reaching ledges or pipes. Many equipment items are on rails that are only accessible through doing a backflip off the opposite wall. When you do that, you'll automatically grab onto the rail. This works the same way with ledges. Do a backflip off the opposite wall and you can grab onto a ledge and pull yourself up onto it. It's also useful for other things, though.... >Wall Run: This is similar to the wall flip-off with one major difference, you don't flip off. You initiate a wall run the same way as a flip-off, however, if you're running to a wall or surface that can be mantled, the spy will run up the wall and grab onto the ledge, rather than flip off. This is useful for reaching higher spots that can't be reached by merely jumping up to them. There are some exceptions. You may see a high ledge that is, in fact, climbable, however it may be too high and thus out of reach for even the wall run to reach. In this case, you would have to find an alternate route up, provided there is one. >Rolling: Not essential to your mobility around the level, but it could save your life. Initiate a roll by running followed by holding the O button. This is good if someone is shooting at you and you may want to make it harder for them to hit you or just plain escape. You can either do a dive roll if you initiate it while running standing up, or you can just do a small shoulder roll if you initiate it while running in a crouched position (good for moving quickly through small ducts and vents). You can also do dive rolls off of ledges and as you hit the ground, you will complete the roll. This is good if you're on the run. Although, if you dive roll off too high a ledge the roll will be completed in mid-air and you'll land on your feet, causing you to pause in your tracks for a very brief moment. **Keep in mind that rolling will make more noise depending on what kind of surface you roll on. Rolling on regular floors won't do much but roll on a metal floor, metal stairs, metal grates/catwalks, or metal air ducts and you'll make more noise than you may want to make. However, this game is based much less on stealth than previous games so it may not be as much of a problem nowadays. >Silent Landing: Just like in single player also. When you jump off a ledge or just jump down or off of anything, you push O as you land and you'll land into a crouched position which will make your landing much more graceful and silent. I'm not sure, but I believe that if you do a silent landing off slightly higher ledges, you may be able to save some health as opposed to if you just landed straight standing up. >"Break-neck" Jumps: If you see another spy running around below and you're high up, jump on him. In previous games, jumping on any moving player would immobilize them from any height. However, in this game, you have to jump onto someone from a certain height in order to do any significant damage to them, including kill them. If you jump from a significant enough height and manage to land on them, you'll have broken their neck and killed them. However this is difficult to time and position correctly if you're not experienced with it. If you didn't jump from high enough, nothing will happen to you (if you landed on the other spy). The other spy, though, will become dazed momentarily and will lose a small portion of their health. The daze effect isn't anything significant enough to give you the oppurtunity to grab them and win a duel successfully, though. >Elbow: You elbow the other player. Sometimes for whatever reason, the game just won't let you grapple eachother and you may just keep elbowing eachother. I have yet to notice if this elbowing does any damage, but I don't believe it does. Also, if you're in a confined space, such as the elevators in the Museum map, you won't be able to grapple, no matter what you do (take it from my flashbang filled experience). All that will happen is that you both keep elbowing eachother until you exit the elevator. The elbow does have a lethal side, however. If you manage to sneak, run, or anything up to a spy that's crouched, you can kill him with the elbow. If they are crouched, just go up to them, whether they see you or not, then simply press R1 next to them. You will elbow them and they'll die from it. >Gun Whip: If you have your rifle out and someone is running towards you or is right infront of you, you can push the X button and you'll wack them with the butt of the rifle. This will knock them back and I believe daze them momentarily as well. I'm not sure, however, if it actually lowers health to any extent. >Ladders/poles: You run up to them and you'll automatically climb them. Nothing to say there. Just don't get caught on a ladder or pole while someone is shooting at you. You can also slide down them by simply pushing down on the analog stick the way you would in single-player. >Heal Mate: Not really sure if it's considered a "move" persay but whatever. This "move" allows you to fully restore your partner's health. As you've probably already figured out, this is only available in team-based game modes. If your partner is low on health, stand infront of eachother and face eachother. You'll see a small option appear that says "X Heal Mate". Push the X button and your character will hand something to your partner and you'll hear a refreshed breath. This is a sign that you just healed your partner. Your partner can of course do it to you as well. Be careful as it makes a readily identifiable sound which can be heard by other players or teams if they're in the area. Sometimes it won't work the first time you do it and you have to do it again. This isn't a problem, just repeat the procedure again and be done with it. ---------------------------------------------------------------------- 1.2.3 Duels ---------------------------------------------------------------------- Duels are the foundation upon which the new spies vs. spies gameplay is built on. It's a completely new form of battling it out which is welcomed by many as well as repelled by others. Dueling is the process in which two spies grapple eachother by pressing R1 and a small circle appears with all the main buttons of the ps2 controller (X, square, triangle, O) in their respective positions around the circle. Once the circle appears, one of the buttons will light up. The first player to hit that button wins the duel. That person then automatically puts a random finishing move on the other spy which kills him (the losing spy). Obviously, as you can tell, this is a game of reflexes. If you push the wrong button, you get penalized by twenty-five hundreths of a second (-00.25). This means that even if you still manage to push the button before the other player, if you were penalized the .25 seconds, you may still lose due to a time technicality. When you win or lose you see how much you win or lose by. ie: You beat the other player by 3 hundreths of a second, so you see +00.03 or you lose so you see -00.03 The button that must be pressed is random every time and can not be predicted. The finishing move that a spy does on the other is also random and can not be controlled. However, regardless of the finishing move, the other spy will die. Now, you can get into duels by grappling the other spy head-on, or by grabbing someone from behind, or having someone grab you from behind. In the case of the behind-the-back grab, the same occurs...a duel. Once again, the first person to tap the correct button will win, so grabbing someone from behind in this game doesn't necessarily guarantee you the pleasure of breaking their neck. They might win and end up flipping you over their back, in which case, you die. However, there are exceptions and loop holes to duels as well such as "quicksnaps" and otherwise. ****************************************************** 1.2.3a Quicksnaps ****************************************************** A quicksnap is when one spy grabs the other and somehow breaks their neck automatically without ever going into a duel. Quicksnaps can occur by different means. 1) The main way which is also the easiest is to get into a duel with someone and have your partner come up behind that person and then grab them. If you're in a duel, you can still be grabbed from behind by another player and thus, you'll be quicksnapped. Many teams do this. It's always risky to duel someone with his partner in the immediate area. There is also another way that is not proven. Someone once told me that a reason for quicksnaps is when you run at eachother, but you miss at first. Let's say you run to eachother and you press R1 but don't get the grapple...if the other person manages to push R1 just after you missed, they'll initiate a quicksnap. This is only speculative but seems to have some kind of truth behind it as I've noticed mysterious quicksnaps in my play time online. This seems to be more of a glitched way of getting quicksnaps and again, this method is not proven nor truely controllable. ******************************************************* 1.2.3b Grapple Breaks ******************************************************* A grapple break is just what it sounds like. Two spies begin to enter a grapple but force out of it or break it. This occurs when one of 2 things happens. 1) You push R1 next to them and you see that you begin to grab on, but you end up letting go. This can happen because either you or the other person dropped a grenade as you were getting into the grapple. The grenade never actually dropped so as you get into a duel, you force out of it and the person who originally pushed the button to drop the grenade will then actually drop it. At this point, you're completely free and aren't forced back into the grapple, however, 99% of people if not everyone get right back into the grapple after the grenade (usually a flashbang) is dropped. Once you grapple back on, it's like a normal duel from there. 2) You're both grappled to eachother but someone is shooting at either you or the other person, or both. If you're grappling someone and are shot, even just once, you'll release the grapple and have to try to get back into it again. Many times if the other person's partner is the one shooting at you, trying to get back into the grapple is pointless because the partner shooting at you will most likely kill you before you even process what's going on or that you have to run away. (\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/) 1.3 Equipment & Weapons (/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\) This game comes with an array of gadgets and some fun new stuff for the spies to use. The weapon system in this game works a little differently, though. Instead of having an inventory of pre-selected weapons and equipment, you have to pick up different weapons and equipment that are scattered around the different maps. Each map consists of the same pick-ups to find. When you pick one up, you have a limited number of the item that you can use. If you pick one weapon up, then pick up another weapon or gadget, the weapon you were previously holding will be replaced with the most recently collected piece of weaponry or gadgetry. Some gadgets or weapons when in use, will show a small white icon in the upper left corner of HUD. These things include the wall mines, sticky cameras, and personnel detectors. This icon is a small white outline that resembles the shape of the item in use. If you placed a mine, you'll see a white mine icon in the HUD that indicates you have a mine in use. When the icon goes away, that means the mine was destroyed. Same thing applies to sticky cameras and personnel detectors. ---------------------------------------------------------------------- 1.3.1 Standard Issue ---------------------------------------------------------------------- >Rifle: One of the newest additions to the PS2 online version of Splinter Cell is a rifle that is not only automatic (by definition), but also lethal. This rifle looks just like the taze gun used in the previous two, only this time it shoots live ammunition. It has a laser just like in previous games also which can be turned on and off by pushing the up-arrow button on the d-pad when having it equipped. The laser reflects the color of the team you're on (yellow for Upsilon, blue for Echelon). If you're playing a free-for-all game mode in which everyone is a different color (yellow, red, blue, and green), your laser will reflect the color that you represent. Your rifle is fitted with a launcher like in previous games that shoots an array of different gadgets and grenades. Also like in previous games, the launcher has a power meter for when you're launching grenades. If you hold down the L1 button with a grenade equipped, you'll see a meter pop up which slowly fills up. This meter indicates how powerful the launch will be. Obviously, the more filled the meter is, the further it will launch. You can also choose to tap the L1 button when launching. What this does, is instead of giving you the power meter, it will automatically launch a grenade at the furthest possible power. This is what just about everyone online does rather than load the power meter. The rifle is also fitted with a scope that includes 3 different zoom levels. The reason I said "(by definition)" before, is because it's not exactly an assault rifle. Yes, it does fire one after another when you hold down the firing button, however, it doesn't fire off shots like your standard M4. It shoots at a much slower rate than your typical assault rifle although it does provide more than adequate fire and protection. When you shoot at someone, you know you're hitting them when you see a small red circle appear around the end of the laser. You can also wack people with the butt of your rifle as previously mentioned in the "Moves" section. >Night Vision Goggles: In this game, all you have are night vision goggles, or NVGs. There's no thermal goggles like before but only NVGs. The catch to these NVGs is there's a meter that runs out pending on NVG useage. Basically you can only use your NVGs for a limited amount of time at any given point. You can't have them on throughout an entire level (not that you'd need to anyway). There's a small meter on the left side of your HUD in the bottom right corner of the screen. This meter shows you how much NVG power you have left. I assume they added this concept as an attempt to even out the field since every single player would have night vision at their disposal. ---------------------------------------------------------------------- 1.3.2 Weapons ---------------------------------------------------------------------- >Fragmentation or Frag Grenade: 2 GRENADES PER PICK-UP This is your typical anti-personnel explosive frag grenade. This grenade will kill anyone within about 10 ft of it. They don't explode upon impact with anything. You can either drop it on the floor using L1 or L2, at which point you wanna get away from it quickly. Once you drop it, you have about 3 seconds until it explodes. You can also launch it out of your rifle. The same 3 second rule applies. From the moment the grenade is shot out, there are about 3 seconds until it explodes. If someone shoots a grenade at you from a distance, by the time you realize it, running away may be futile. Depending on how far away they shoot it from, the grenade may explode in mid-air right in front of you just as you try to roll away, thus killing you. >Smoke Grenade: 2 PER PICK-UP This grenade, when released, bursts into a large cloud of smoke. This causes anyone in it to start coughing and move slowly. Being in a smoke cloud is dangerous for multiple reasons. First of all, your movement is greatly restricted: you move slower than usual, you can't jump or roll, and your visibility is reduced as well. The only real thing that can be done in a smoke cloud is grapple someone into a duel. The other danger about smoke clouds is that if you get caught in them for too long, you can die. When someone drops a smoke 'nade, and you're in it, you want to be sure to get out of it quickly. Don't try dueling people or doing anything, just get the hell out of it. Smoke grenades will explode on impact with other players. If you drop it, however, it takes about 1 second until it bursts. The smoke grenades are easily used the least of the 3 different grenades in this game. >Flashbang Grenade: 3 PER PICK-UP The classic little demon that no one likes to get caught in. Flashbangs, upon explosion, will blind anyone looking at it and will cause a freeze-frame effect of the moment before the flashbang went off. This freeze-frame can be very decieving and disorienting, however, it slowly fades away as your real-time gameplay slowly appears from beneath the freeze-frame. The effect of a single flashbang lasts for about 3-4 seconds until your vision is completely clear and unimpaired again. However, many times, you'll have the unfortunate event of having multiple flashbangs go off either simultaneously or consecutively. In this case, the length of time it takes for your vision to clear up depends on how many flashbangs you were caught in. Any more than one flashbang and you're entire screen will turn a bright white and will stay like that for a few seconds before very slowly returning to your original screen. The problem with flashbangs, is that they impair not only your real-time play screen, but if you engage in a duel after you've just been flashbanged, it's also difficult to see the buttons screen. This is why many people drop flashbangs infront of opposing players and then grapple them. While the other player is partially blinded, the one who dropped the grenade has a slight advantage because he has a clear and unobstructed view of the button screen. This can allow them the oppurtunity to press the button before you because you can't make out which button must be pressed. Sometimes, though, it doesn't work and if the player who's been blinded is good enough, they can see the button just as it appears and they can still beat the other player. When dropped on the floor by hand, flashbangs will burst immediately upon impact with the floor or first solid plain it lands on. This will blind anyone in the area who has their camera faced in the direction of the grenade, even though the actual player may be faced in the opposite direction. If you shoot a flashbang through your rifle, it will burst within 1-2 seconds of hitting a wall, floor, etc. However, if you shoot a flashbang straight at another player and the grenade physically hits the other player, it will burst on impact and blind both that player and any other players in the area (not including the one who shot the grenade). >Wall Mine: 1 PER PICK-UP In this game, spies have the oppurtunity to place mines. The only difference in ths game is that when you place a mine, you don't have an option for what kind of mine it is. In this game, you place a mine and it is just a proximity or "proxy" mine. This means that any opposing players moving quickly in front of it will set it off. Proximity mines are easy to detect because they constantly beep. They beep every second and are very easy to hear when you're within their range. When you approach an opposing player or team's mine, you'll see a triangular shaped icon appear on the screen with a picture of a mine on it. This is a warning that you're near one. This warning will move to the front, left, and right depending on where the mine is in relation to you. I'm not sure if it appears on the bottom of the screen as in the mine is behind you. When you see this icon appear, tread lightly and diligently. Pay attention to where the mine is. You can bypass mines without setting them off by walking by them very slowly. When you come to a mine, you can choose to run right past it and set it off without causing any damage to yourself. When you set-off a mine, the beeping will stop and you'll hear a very quick 2 beeps followed by the explosion. When you know you just set off a mine, the only chance at survival is to roll away from it as quickly as you possibly can. Running is useless. You'd be caught in the blast and instantly killed. You can also choose to shoot a mine. This will cause it to explode so anyone near it will be killed. This means that if you do resort to shooting out a mine, make sure you're a fair distance away, at least 15 ft. You can tell who's team a mine is by looking at. If it beeps with the color yellow or blue, it was placed by an Upsilon or Echelon player respectively. ---------------------------------------------------------------------- 1.3.3 Gadgets ---------------------------------------------------------------------- >Sticky Camera: 1 PER PICK-UP The sticky camera is a small camera that sticks to walls and gives you a view through the eyes of the camera. You can zoom in and out and you'll still have the option to turn on night vision while in the camera view. It can only be shot through your rifle and can be attached to just about every single surface in the game not including the actual computers used to hack. A cool new feature about the sticky cams is that you can get out of the camera view by pressing O, but can come back to it later provided it hasn't been shot off. If a camera is still active on a wall, ceiling, or anything else, you can press the down button on the d-pad to return to the camera view, even if you've died, the camera will still be there. However, if you release the gas in a camera, the camera will be destroyed automatically. Also, if you die while a camera is still active, and you manage to kill someone with it, you won't get credited for the kill. By this I mean, you yourself will not get credited for the kill, nor will your team's kill amount go up even though you killed the player. The gas is lethal now. If you can catch someone in front of your camera and you manage to gas them, they're done. They have no chance if they're caught in the gas cloud of a sticky cam. It kills instantly. If you roam into a gas cloud that is fading away, you'll still be killed. Never go near a gas cloud until it completely fades away or you may still be killed. Another cool thing about the sticky cams is that they have sensors and automatic. This means they respond to motion. If you leave a sticky cam up on a surface and an opposing player goes by it, it will move around and follow the player automatically, even if you're not in it's view. The only flaw to this is that sticky cams are very loud and everytime they move, they make a loud mechanical-like noise. If you're in the camera view, I believe the camera will still be automatic if you don't touch the controls for it. This is also good because when someone passes infront of your camera, you'll hear a noise notifying you that the camera is responding and the icon in the HUD will turn red to signify it senses motion. You can then go into it and release the gas onto an unsuspecting player. This makes for one of the cooler features of the sticky cams and any online gadget period. Many people use the instant-gas method. When they have a sticky cam in their inventory and they see someone across the map, they may take out their gun and just shoot the sticky cam against any wall or surface near the player and instantly release the gas without even moving the camera. This can be used to get quick and instant kills if you manage to catch the player in the gas cloud, which isn't always difficult to do. Once you know that they were caught by the gas, you know they're dead and don't have to worry about it anymore. >Sticky Shockers: 3 PER PICK-UP The sticky shocker is basically the exact same thing as the tazer gun in Pandora Tomorrow and Chaos Theory. When you pick up sticky shockers, you can shoot them through the rifle, only this time it's the alternative fire button rather than the primary like in it's predacessors. The sticky shocker shoots a tazer like piece of ammunition which when hits another player will shock them, causing them to freeze in their tracks for about 4 seconds while a visible current of electricity runs through them. This is useful because if you can manage to hit someone with it, it will stop them dead in their tracks, giving you the perfect oppurtunity to shoot them to death or get that well-placed headshot you've been waiting for. No special tricks or tips to this one. It's just very effective if you can use properly. >Personnel Detector: 2 PER PICK-UP If you've played Pandora Tomorrow or Chaos Theory, this device works almost exactly like the spy traps worked. You place one of these on any wall or surface that will allow you to and a supposed laser will beam across the area from the detector. I say supposed because there is no visible laser and you can't tell without the thermal vision. If a player from the opposing team runs through the device, a message will appear on both yours and your partner's screen alerting you that the device has been activated. At this point, the spy who ran through the device has no chance of hiding as there name tag will appear over their heads just like your partner's. However, there tag will be the color of their team so you can tell who it is. There name tag works the same way as your partner's or your name tag. It will show above them wherever they go. What I found interesting about these is that you can actually shoot them out of your launcher as if it were a sticky cam or grenade of some kind. What sucks about them, however, is that you can only place 2 at a time. So basically, one pick-up's worth. >Remote Hacking Device: 1 PER PICK-UP This is a special device which is only available in game modes which involve hacking into computers (Team Hack, Sam vs. All, Blitz, Key Run). This device looks exactly like a cell phone. It allows you to, like the name says, remote hack a computer, or hack it from a distance without putting yourself in harm's way by hacking it yourself directly. When you have a remote hacking device, you can only hack it from within a certain range of the computer. This range is determined easily: when you have the remote hacker, the picture of it in the HUD will be greyed and dull if you're out of range. If you're within range of the computer, the picture in the HUD will be white with a number at the bottom. This means you're within range to remote hack the computer. The number refers to the number of seconds you can remote hack for. When you first pick up a remote hack, you have a full 17 seconds of remote hacking capability. To initiate a remote hack, when available, you just push X and it will connect and start hacking. The catch is, you have to be completely still as it hacks or the process will stop itself. If you hack for 5 seconds from the original time, you have 12 seconds left of remote hacking capability, thus the number 12 will now be the number shown at the bottom. You can see the numbers count down as you hack more. The other catch to the remote hacking device is that it won't hack as quickly as hacking a computer directly will. For all the benefit of providing the ability to hack from a safe distance, you're bogged down by the speed at which you hack, which again, is slightly slower than if you were to just go hack the computer yourself. (\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/) 1.4 Game Modes (/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\) There are plenty of different game modes to mess around with in this game. Many more than there were in previous games. In here you have 9 different modes as opposed to the 3 that PT and CT provided. Each of these modes is unique and can be very entertaining given the right amount of time and, sometimes, the right opponent. There are two main types of modes: team based and free-for-alls, both of which offer their own very different forms of gameplay. ---------------------------------------------------------------------- 1.4.1 Team Based ---------------------------------------------------------------------- These types of games require you to cooperate as a team to be the most successful. Most of them involve a hacking objective of some kind which can make the game both very fun and, if you're playing against good people, extremely difficult. You can even play 3 on 1 games if you wish instead of 2 on 2 because there is no restriction like there was in prevoius games. >Team Deathmatch: This is your basic deathmatch with teams. You have the two teams just trying to kill eachother using whatever means possible. Each kill that one player gets obviously goes toward the team's total amount. Everytime you kill someone, that person will drop an icon that looks like the jagged lines of a heart monitor. Pick this up to give yourself a full health boost. The first team to reach the kill quota or the team closest to the quota when time runs out wins. >Team Hack: This mode requires both teams to simultaneously attempt to hack the opposing team's computers. There is only one computer in this mode. There is no set time limit. You just have to go up to the other team's computer and hack it by standing infront of it and pushing X. This mode is simple, first team to reach 100% wins. No time limit or anything. When you hack and are killed either in the process or soon after you stopped hacking, you will drop a percentage icon. When the other team picks up this icon, it will reduce the amount that you hacked. If you hacked 50% of it, and they kill you and pick up the % icon, the amount you hacked may be reduced to 35 or 40. The exact amount of reduction, I am not sure about. >Key Run: This mode requires both teams to compete for the key which gives them the ability to hack the opposing team's computer. The key is a small white and black block that resembles a key card. It shows up as an indicator point on your screen. When no one is holding it, you'll see where it is and can reach where it is and pick it up for yourself. If someone is carrying it, it will not show you where the key is, it will only show the icon of the key next to the team that is holding it. Only one person can hold the key at any one time. This key is vital to the success of this mode because it is what allows you to hack the computers and reach your objective. Once you have the key, you have to find the other team's computer and hack into it, but there's a catch. Once you hack, it's not over. Now you have to upload. In this mode, the percentage shown is how much data has been uploaded, not how much has been hacked. As you hack, instead of showing the percentage meter filling up, there will be small bar that moves further down the meter the more you hack. You can stop hacking at any time of course. Once you hack, you have to upload the data by standing still and pushing X. If you hack and don't upload, if you're killed, everything that hasn't been uploaded will be lost. So if you hacked 50% but only uploaded 20% of it, you'll lose 30% of the work you just did. However, if you hacked 50% and uploaded all 50%, then even if you're killed, there's nothing the other team can do about it. That 50% is now solid and can not be lowered in any way. The good news, is that uploading can be done from anywhere on the map. I mean anywhere that your character can reach, you can upload from. There is no limit or restricting range to upload from. This is what makes this mode extremely difficult. Finding the player who is uploading can be a very arduous task but very exciting at the same time. Because uploading can be done from anywhere, it's more difficult to find the spy, however the disadvantage of uploading is that you must remain completely still. If you move, the upload will stop in it's place. If the person holding the key is killed, they will drop the key and anyone can pick it up at this point. Again, you don't want to drop the key because it's the only way to hack and win. >Blitz: This mode is intense. It's just what it sounds like. Every round is timed. Every round, teams switch between either defending or attacking. The goal of this game is, like others, to hack the computers 100% before the other team. However, in this game, teams take turns doing it. If you're on the attacking team, it's simple. You go hack. This is the only mode that provides a team with 2 computers to hack from rather than 1. The hacking works the same way as key run. You have to hack it then upload. All the aforementioned rules for hacking/uploading apply here as well. If you're defending, then you just have to keep the other team from hacking the computers. Nothing really more to say about that aspect of it. In this mode there is a time limit which can increase or decrease depending on the circumstances. The time limit is 3 minutes per round. If a spy from the defending team kills a spy from the attacking team, that spy will drop an hourglass icon. When the defending spy picks up this icon, it decreases the time left in the round. If an attacking spy kills a defending spy, then the same thing occurs, only the icon will increase the amount of time left in the round. However, the time a round is increased by is much less than that which it is decreased by. Everytime you hack, the amount you successfully uploaded will carry on to the next round and so on. Every round you attack, you simply add to your existing percentage. The first team to reach the 100% wins. This game can hypothetically take only one round if the attacking team is good enough and can hack the 100% in the first round. It can also last for a very, very, very long time if both teams are good enough to keep eachother from hacking. >Sam vs. All: This mode is very interesting in that it pits a singly player, Sam, against the 3 other players in the game. There are two sides: defending and Sam. If you play Sam, you're objective is to hack as much as you can into any of the two computers on the map. Hacking in this mode is just like Team Hack. You just hack, there's no uploading necessary. When Sam hacks, however, it hacks faster than it would normally hack. Sam can also take much more damage than the defenders and average spies can. Also, when playing Sam, you start out with an inventory of 1 sticky camera. As a defender, you just have to defend and stop Sam from hacking. Once you kill Sam, the round is over. The person who played Sam becomes a defender and one of the defenders becomes Sam. In this mode, you can win by just getting kills. You don't even have to hack the computer to win, which is why in this mode I call it getting 100 points instead of percent. As a defender, you get points for everytime you kill Sam. As Sam, you get points for every kill you get. These points rack up and act like a percentage. So assuming you already have 30 points through kills, you only have to hack 70%. Or if you have 40 points due to kills, you need to hack 60%, etc. Or, as mentioned before, you can just not bother hacking and kill enough people to reach 100 points. However, hacking will get you the win much faster. As mentioned, if you kill Sam, the round is over and the player who is Sam will become a defender and one of the defenders will become Sam. I have not yet figured out if there is a specific order in which the game decides who plays Sam. It is assured that the host is the first to play Sam, and it seems as though, the first person to kill Sam plays Sam the next round. However, from there I don't know the order. If Sam kills a defender, the defender will drop a face icon. Sam can pick this up and become a "double agent". When Sam picks this up, a message to all the defenders will come up saying there is a double agent among you. Sam now looks exactly like everyone else. The trick is knowing which one he is. When double agent mode is active, the name tags over your teammates disappear and you now have the ability to duel your own team mates for the sake of double agent mode. You won't even know you're dueling your own team mate until it shows who killed who. Fortunately, the double agent effect wares off after about 30 seconds I believe, which in game time, is a loooong time. So in the end, the first person to rack up 100 points is the winner. ---------------------------------------------------------------------- 1.4.2 Free-for-All ---------------------------------------------------------------------- Free-for-all games are very fun and come in a variety of different styles. In free-for-alls, every spy is his own team. No one can talk over the mics. Every spy, due to the fact that he is his own team, is his own color as well. The 4 colors are red, blue, green, and yellow. Blue is the color reserved for the host. Depending what color you are, this is the color that the lights on your suit, the laser of your gun, and even your HUD will be. Everyone in free-for-all games is in the Echelon spy suit >Deathmatch: This is your basic, average, ordinary deathmatch. No special rules, no special handicaps, no nothing. You set the kill limit and on your way. It's every man for himself. Nothing more than an all-out kill fest with the first person to reach the kill quota being the winner. Killing people in this mode will also cause them to drop health boosts. >Disk Hunt: This is the second-most basic free-for-all. Every player starts with a disk which corresponds to their color. Each player has to go around killing other player, collecting their disks. So there are 3 disks other than yours available for collection. Once you kill someone, their disk will fall to the floor and stay there. It will never dissappear or anything. The person who picks up that disk now has two disks (assuming his disk wasn't already taken). If you're disk (ie. the red disk) is stolen by another player who killed you, you'll see the red disk moving around the map as an indicator of where it is. This only occurs for your own disk and if someone steals a disk from you that isn't your color, you won't see this indicator. The first person to collect all 4 discs or the person holding the most discs by the end of the set time limit wins. >Countdown: Every player starts with a set time limit to their names (if the round time was set to 5 minutes, every player has 5 minutes of life). There is a small counter next to everyone's names indicating how much time that person has left of life. Basically, the first person to run out of time dies and can't respawn, thus having to watch the game being played out. When you kill someone, they'll drop a small pocket watch icon. Pick this icon up to add more seconds to your overall time, thus giving you more life in a sense. If you are killed, you will drop the icon but you won't lose any time. The only time you lose are the standard seconds that are already being counted down. The clock icon is tricky, though. For every second it is left standing there, it changes color gradually from green to red. Every second that it sits there, means there is less time to pick up from it. Let's say there was 18 seconds worth of life in it at first...2 seconds later, there may only be 10 seconds worth of life in it. If the icon gets down to red, run away from it. After so many seconds, the icon becomes virtually worthless and it'll explode like a mine, killing anyone in it's blast radius. The last person standing after everyone else's time runs out is the winner. >Survival: This is probably the more confusing of the free-for-all games. This game mode is a one-shot deal, almost. Every player starts off with an inventory of 2 frag grenades. You basically go around killing the other players. Once the first person is killed, a timer is set to 60 seconds. This timer will not begin until one person has been killed. The person who is killed will not respawn and has to watch the game through spectator mode. All the other players must try to eliminate eachother. Everytime another person is killed, the timer is reset to 60 seconds. Now, if no one is killed within 60 seconds (the amount of time the timer is set to), then all the players who have been killed will respawn again and the game basically starts from the beginning. A timer will be set to 60 seconds once the first person is killed again. Don't mistake what I
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