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Multiplayer Guide by sk8terguyjake
Version: .9 | Updated: 10/07/06
Perfect Dark Zero Multiplayer Guide Table of Contents I. Introduction II. Version History III. General Tips and Strategies IV. Weapons A. Pistols B. SMGS C. Heavy D. Assault E. Close Range V. Game Type Strategies VI. Map Strategies VII. Legal Info VIII. Acknowledgements and Contact Info I Introduction I got my xbox 360 in mid January of 2006, but had never really been interested in this game, because Call of duty 2 was stealing the show. Then I was perusing for new games to buy one day and found this game. Played the demo, like it a lot, and found it for cheap online. After playing this game quite a bit I decided to write up a multiplayer guide. This is a multiplayer guide that will give you some helpful pointers on how to play this game online, in a split screen game, or system link. This is just general tips on how to become a better online player. I have put a lot of work into making this guide, but this is a hobby of mine so it's all good. Hope you enjoy my guide, and if you feel like you want to add anything, or make any corrections or have any questions on anything at all feel free to email me at firstname.lastname@example.org. I check my email every day, and I love to receive emails. So send me an email if you need to know something that wasn't covered in this guide, as long as it's multiplayer related. II Version History Version .1 August 17 2006 Finished general tips today Version .2 August 23 2006 Finished SMGS in weapon section Version .3 August 26 2006 Finished Assault rifle section Version .4 August 29 2006 Finished Heavy weapon section today. Version .5 September 1st 2006. Finished pistols today. Version .6 September 21, 2006 Haven't written for a while, but I just finished the thrown and close combat section of the guide, which finishes the whole weapon section. Version .7 September 23, 2006 Finished the Game type part. Version .8 September 27, 2006 Finished Map section, as well as legal info and acknowledgements and contact info. Version .9 October 07, 2006 Touched up some of the weapons parts. Changed little things. III General Tips and Strategies 1. Work Together with your teammates! I understand that this is a fast and frenetic game, but even just asking what your allies are purchasing, or just saying that one of your enemies is somewhere. Just give your opponents a heads up on whats going down. Let's face it, this isn't ghost recon, where everyone is totally talking strategy, but just share the minimal things. This will especially come alive in games where territories or objectives are involved. But even in team kill count, just say what side of the map you see some enemies or whatever. An easy way to do this is look below the radar and you'll see some writing that will say something like "east bridge" or "canal street" so if you say "I'm at canal street" they know exactly where you are, and maybe they will be able to say "oh a guy's coming your way. Now I understand this isn't ghost recon where everyone's talking strategy, but share the little things. But definitely work together on the territory and objective base games. 2. Be paying attention to your surroundings This sounds like a duh, but be really listening for gunshots, or little noises, like the clap you'll hear if they jump down, or other sound effects I can't think of right now. This will enable you to react best to the situation. You might be able to jump behind that wall and bash the guy in the back, or setup some sort of ambush and take the guy out. Another thing to do is always be keeping an eye on your radar. The red is your enemy, and if your enemy shoots a non silenced gun it will come up on the radar, guiding you right to the enemy. In objective based games, the blue arrows that come up in the singleplayer will guide you to your objective so if you're ever lost you can just follow that and you will be guided right to it. 3. Be the stealthy agent Joanna is supposed to be! Remain as stealthy as possible. Often this can entail using silenced guns, but more often it just means avoiding walking out in the middle, unless no one is around, as well as staying crouched and hanging out in the shadows. And if you can melee, do that. Considering that it makes no noise and does lots of damage, especially if done in the back, it is very effective, especially when you kill them before they get a shot off, or if you sneak up on the guy and nail him. 4. Use the Cover System!! The cover system is a very well integrated system of taking cover. It's very similar to Ghost recon's system, except you can use this in multiplayer. It's good especially when you're guarding a door way or hall way, because you are in the 3rd person, so you can see around the wall or corner without exposing yourself. And if you have a really powerful gun, you can just jump out and blow the guy away before he can react. It has saved me many times, so don't ever forget to take cover. 5. Aim for the head!!! This is really big if you're using a sniper rifle. The head shot will instantly kill anybody, and if you headshot somebody with an M60 or Shotgun, you'll have a quick kill. The only time I would say you shouldn't aim at the head is when you have the guy totally outpowered. Like if he's using a magnum and you got a shotgun and you're 5 feet away from the guy, just shoot up his body, don't take the chance. But if it's flipped around where you're underpowered, go for the head, it's your only hope. Some people really prefer to shoot at the body, and I am one of them. I would rather go for the body and have 80 percent of my bullets hit the guy in the body, then have 10 percent hit the guy in the head. Now it depends. If I'm playing onslaught and I am one of the pistol guys, I always aim for the head. That's really the only way your going to kill a guy one on one. But if I'm one of the guys in the base, I'll shoot you in the body just to be sure to get the kill. 6. Be smart with what you purchase I addressed this a bit in the work with your teammates part, but this really holds true. If you're planning on playing a defensive game, buy land mines, or maybe get a sniper rifle, so you can pick them off at long range. Oh and always buy armor. It's only 1000 CR but it can make all of the difference. If you have armor and your enemy doesn't, that gives you a huge edge. Just never forget to get armor. 7. Know all of your weapons functions! Guns main function is to shoot bullets, but they all have at least one other nifty gizmo on them. If it be a silencer, or a grenade launcher, these things can save your life. These functions can play to different styles. If you're stealthy, then maybe the P9P or DW-P5's secondary function of a silencer fit your style. Maybe you're the kind of guy to go solo, and use the Def-12's tertiary function mimic, to look like an ally to your enemy when you're on the radar. This will enable you to sneak into the enemies base, and maybe get a few kills. IV Weapons A. Pistols In this section I'm going to go through each pistol in the game, tell you what the manual says about it, and what my personal opinion. I'll go through the secondary and tertiary functions, and how effective and useful they are. Pistols are useful for close range combat, but the close range guns are obviously better. They are the only guns that can be dual weld which is good, and they all have third functions, so always make sure to remember that. P9P Capacity: 9 Rounds Secondary Function: Silencer Tertiary Function: Flashlight Pros: Scope, decent power Cons: 2 piece of crap functions. What the manual says: Highly customizable with scope fitted as standard. Secondary function attaches a silencer for stealth kills, while the tertiary function switches on a flashlight for use in low light conditions. What I say: This is a very standard pistol, and is fitted with a scope, making it accurate at medium ranges. The secondary function is actually ok, because youcan get stealth kills. Problem is that with this gun, it's going to take a while to kill the guy, and if he turns and shoots, you're going to turn up on radar, so it will be as if you didn't use one. But if you're dual wielding and you pop the guy in the head real quick, it's really useful, but hard to use. It's tertiary function is just kind of stupid. There aren't really any maps where it's so dark that you can't see anything, where having a flash light would be good. And if it is a dark map, that flashing light is going to be like a flash in the dark (no pun intend....actually I did intend that pun) The Bottom Line: This is a solid shooter, but the main strength is it's scope. This gives it some range and accuracy, especially at mid range. Other than that though, it's other functions are just not that great. The silencer is ok, but the flashlight is useless. Falcon Capacity: 18 Secondary Function: Firecracker Pros: Lots of ammo in a clip, nice secondary function Cons: Not too powerful, lacks a tertiary function What the manual says: A relatively under powered but accurate weapon, favored by professionals for its high rate of fire. Secondary function allows a full clip to be thrown down, firing each round in sequence to distract enemies. What I say: This gun has good rate of fire, but isn't too powerful. It has a lot of rounds in it's clip too, which is good, but I'd almost rather have the good power. I do like it's secondary function though. This can be good especially if you really need your enemy to turn away for a second. Like if you're pinned down, and this guy is just waiting for you to poke your head up, tossing that clip and having it start shooting just might give you the time you need to poke up and shoot your enemy up. The bottom line: With a good secondary function, and a high rate of fire, along with a large clip, this is a decent gun, the only problem is that it doesn't have a tertiary function, but I'd rather have one good function than 2 crappy ones. (I'm looking at you P9P). Psychosis Gun Capacity: 6 rounds Secondary function: Psychosis What the manual says: Compact tranquilizer pistol used by bail enforcement agents. Adapted to fire a concentrated dose which negates the targets distinction between friends and enemies, resulting in serious collateral damage. What I say: This gun is utter crap and you just shouldn't use it. It's because it doesn't really have all that high of capacity, which is important for pistols, and doesn't do much damage. It's one redeeming factor is that sometimes when you get shot, you will get confused and shoot friendlies, but this is only good in a team game. The melee on this gun is also pretty strong, but chances are they'll pop you before you can melee. Magnum Capacity: 6 rounds Secondary function: decoy shot What the manual says: One for those who appreciate true stopping power, this intimidating six- shooter can teach a painful lesson in muzzle velocity. Secondary function fires a silenced decoy shot with delayed detonation. What I say: This is a good gun, for those good with pistols. The problem is that it doesn't have much ammo, and isn't all that accurate, so if you miss a couple of shots, you're in trouble. But if you are accurate this thing is death, especially when dual wielded. It's secondary function is ok, especially for causing confusion. The bottom line: the most powerful pistol in the game, but also the least accurate and lowest capacity. B. Heavy Weapons M60 Capacity: 80 rounds Secondary Function: Caltrops (uses thee rounds) This belt-fed bueaty lays down a field of suppressive fire that renders it's inaccuracy negligible. Secondary function dispenses caltrops to slow down personnel and stop most vehicles in their tracks. What I say: This thing is just death. It fires so many bullets, with so much power at such a high rate that it can take on anything. The only problem is that it doesn't have much range or accuracy. It's function is good, it can kill drivers of Jetpacks, or Hovercraft instantly, and if you walk over it as an infantry it will slow you down and hurt you some. Lay the Caltrops in choke points where you think the enemy might come riding through on their vehicles, or on foot for that matter. The Bottom line While it's really powerful, and has great rate of fire, it's function is somewhat good when used correctly, but overall isn't really convenient. But overall this is an awesome gun. Plasma Rifle Capacity: 40 rounds Secondary Function: Cloak What the manual says: Fires Explosive bolts of superheated plasma. Secondary function diverts energy to cloak the firer. A self recharging power core provides limitless ammunition but the charge is quickly exhausted, especially by cloaking (moving while cloaked drains power faster still.) What I say: This is a very useful gun in the sense that it can cloak you. While it does drain power, and doesn't make you totally invisible, it still makes you hard to see, and might cause your opponent to hesitate enough to give you time to kill him. It's also just really powerful, and can pound the snot out of anything or anybody. The Bottom line: A really powerful weapon with a great secondary function makes this a great choice for any player. Rocket Launcher Capacity: 4 Rockets Secondary function: Fly-by-wire What the manual says: Destructive enough with a standard warhead, but the secondary function enables fly-by-wire rockets that can be guided straight to their destination from the flip-out finder-provided they strike before running out of fuel. What I say: This is just really powerful, and has great destructive power as a whole. Only problem is that it runs out of ammo pretty quickly, but while you do have ammo, it's just great. I love it's secondary function, which basically gives you a first person view of the missile as it's launching, and enables you to blow it up, and also control it's direction. The bottom line: This thing is a beast, a force of nature. IF you got one of these things, you're just going to own everybody. Plasma rifle Capacity: 40 shots Secondary function: Cloak What the manual says: Fires explosive bolts of super-heated plasma. Secondary function diverts energy to cloak the firer. A self-recharging power core provides limitless ammunition but the charge is quickly exhausted, especially by cloaking (moving while cloaked drains power faster still). What I say: The one thing I love about this gun is the fact that it never has to reload. Never. So you can always keep on firing. The weird thing though is that a headshot does as much damage as a body shot does, so this is a good gun for those who don't aim for the head. But it's secondary function is crap. The cloak just doesn't work, unless you're sniping, which you can't really do with this gun. And actually, if you're being shot at at mid range, you can actually dodge these rounds, because they don't travel all that fast. The bottom line: This is not my favorite gun. You can actually dodge the rounds, and it has a crappy function. I'd rather have an M60 anyday. Shockwave Capacity: 30 rounds Secondary function: xray vision What the manual says: A classified experimental weapon, the shockwave's stream of highly-charged particles can blast adversaries clean off their feet. It's built in scope complements the secondary function, which allows foes to be seen through walls. Prone to overheating. What I say: This is a sniper rifle, with the usual slow rate of fire, but high damage and accuracy. But the one thing this gun does have is the most awesome secondary function in the game. You can have xray vision, and you can see through walls and all that. But not only can you see through walls, or doors and all, but you can actually see through mountains, and through natural substances, so you can totally see everyone on the map, which is awesome. This is sort of like the alien sniper in Halo 2, where it has lot's of shots, but instead of reloading you overheat. It's a good gun, and I think it's better than the jackal because of this things awesome secondary function. The Bottom line: With a built in scope, good power, and one of the best functions in the game, this is a great sniper. Jackal Capacity: Single shot Secondary function: EMP marker What the manual says: A world-class sniper rifle with cornea tracking zoom, the jackal chambers a single large caliber round with momentous stopping power. Secondary function scrambles enemy radar (and other electronics) while clearly highlighting the targets position on all radar. What I say: This is just another good sniper rifle, with good zoom, accuracy and good stopping power. It's function is ok, can be useful. I prefer the shockwave because of it's good function, but this gun's not bad at all. The bottom line: With good accuracy and stopping power, this is a good sniper rifle. It's function is ok but not awesome like the shockwaves. C. SMGS DW-P5 Capacity: 24 rounds Secondary Function: Silencer Tertiary Function: Flashlight What the manual says: The DW-P5 comes with a built in scope and is easily modified. Secondary function attaches a silencer for recon missions, while the tertiary functions switches on a flashlight for use in low light conditions. What I say: This is the P9P of SMGS. It can have a flashlight and silencer just light like the P9P, and it does modest damage, and is decently accurate. This gun is kind of a tweener, it's just sort of in the middle. Ok at everything, but not great or amazing at anything. The silencer allows you to shoot and not show up on the radar, enabling you to get some stealth kills. The Bottom Line: This is a decent SMG, that has the best range out of all of them, but doesn't do an incredible amount of damage. UGL Liberator Capacity: 24 Rounds Secondary: Booby Trap What the manual says Powerful but inaccurate weapon favored by the "spray and pray" school. Secondary function throws down the weapon, activating an internal explosive device that detonates when it's perimeter is broken. What I say: This is like the manual says, an inaccurate gun, but it's decently powerful, but especially when it's being dual weld. That's right this gun can be dual weld making it doubly powerful. It's secondary function basically turns the gun into a mine. If you know a guy is going to come around a corner in pursuit of you, chuck this gun down and wait. The bottom line: The fact that it's dual wieldable really makes this gun a lot better, especially at close range. RCP-90 Capacity: 40 Rounds Secondary function: Threat Detector Tertiary Function: Reprogram What the manual says: Boasts a stunning rate of fire, plus invaluable additional functions. Secondary function pinpoints and enhances enemy threats; tertiary function reprograms electronic hazards (aim and press A) such as sentry guns, mines and security cameras. What I say: This thing spits bullets out like a 5 year old spitting out green peas. (yeah I don't really know where I got that either) While it's not accurate, it's got two great functions, great power, and a great rate of fire. This is a great close range weapon. What's also great is that it can fire while scoped, so at mid-range it is actually pretty good, better than the DW-P5. The Bottom Line: With two great functions, and high rate of fire and damage making this a great close range gun. CMP-150 Capacity: 24 Rounds Secondary Function: hologram What the manual says: Accurate and fast firing, the CMP can absolutely shred enemies at close range. Secondary function activates an advanced built in hologram projector to lure and confuse enemies. What I say: With pretty good accuracy, and great rate of fire, this thing is a beast. If you can dual wield these things, you're going to be cutting people up like there's no tomorrow. This is a great gun, because it can be dual weld. But It's secondary function's so so. The bottom line: With good accuracy, and even better rate of fire, this is a great gun, especially cause it can be dual weld. D. Assault Rifles KSI-74 Capacity: 30 rounds/ 1 bayonet Secondary function: bayonet shot What the manual says: A rugged and powerful assault rifle, highly effective when fired in short bursts. Secondary function employs a bayonet for silent takedowns. What I say: This gun isn't that good because it has decent power up at close range, but has no range, and when fired on automatic becomes really inaccurate really fast. It's secondary function just fires a bayonet shot which will kill in one shot with a head shot at close range, and sometimes when you have ran out of ammo in your magazine this could be the saving shot. Overall it's not great, but ok. The bottom line: Probably my least favorite assault rifle because of it's poor accuracy and lack of range. Laptop Capacity: 30 Rounds Secondary function: sentry gun What the manual says: Compact and deadly, with a fearsome rate of fire. Secondary function transforms it into an autonomous sentry gun, making it ideal for covert agents who need a laptop PC in the field. Runs Windows 2020. What I say: This thing has a beastly rate of fire, along with great firepower. It's pretty accurate, but loses it's accuracy as you fire automatically, but don't all guns? It's secondary function is just a piece of crap, making you chuck it on the ground, as it inaccurately fires at anything it sees. It's just dumb. It could be useful if you had like twenty of them sitting in one spot,but overall, it's just better to hold onto it and use It regularly. The bottom line: Great rate of fire, great firepower, but a useless secondary function, makes this a pretty good gun, but not as good as others. FAC-16 Capacity: 30 rounds/ 2 shot grenades Secondary function: grenade Tertiary function: silencer What the manual says: A precise and adaptable military rifle with standard-issue scope. Secondary function grenades detonate on impact with any surface, while the tertiary function affixes a silencer for stealth kills. What I say: This gun is very all around, with good power, great secondary function, even a tertiary function, and a scope. It's accurate at medium range with the scope, and deadly at close with the grenade launcher. The silencer is actually somewhat useful on this gun because it's powerful enough that you could shoot somebody up before they even know where it's coming from, where as the P9P is just not powerful enough. The bottom line: A very all around weapon, with grenades that are good at close range, and a scope and good firepower for mid range kills. Superdragon Capacity: 20 rounds/6 shot grenades Secondary function: bounce grenades Tertiary function: night vision What the manual says: A versatile infantry weapon with built in scope. Secondary function switches to the underslung grenade launcher which, with practice, can be used to bounce grenades off walls and ceilings to devastating effect. What I say: This is a good gun, but I prefer the FAC-16, because it is more accurate, and it's grenades are deadlier, or at least I think they are. Nevertheless, this is a good gun, with grenades, and night vision, this is a pretty good gun. One other thing it can do is it can shoot auto while scoped which the FAC-16 can't. Bottom line: With grenades that can bounce off of walls, and a good rate of fire and damage, this is a good gun, very similar to the FAC-16, but less accurate. E. Close Combat Vibade Maximum slash radius: 2 meters Secondary function: deflect What the manual says: A resonating-edge blade of unknown origin and a chilling weapon in trained hands. Secondary function throws up an impenetrable wall capable of deflecting bullets right back at the aggressor. What I say: This weapon is good because it can deflect, as well as do lots of damage at close range. So if your opponent isn't careful, he might just start shooting you, and if you get right in front of him you might be able to just totally reflect them all right back at him and kill and confuse him. The bottom line: This is a good weapon because it can deflect. Other than that this gun would suck, but that's it's redeeming factor. It can also do good damage at close range, and you never have to worry about a reload. DEF-12 shotgun Capacity: 6 rounds Secondary function: Radar sweep Tertiary function: mimic What the manual says: Hard hitting weapon of choice for tight urban environments. Standard electronics protect the carrier and nearby allies from enemy radar sweeps. Secondary function highlights all local targets but also exposes the carrier; tertiary mode tricks enemy radar into registering you as an ally. What I say: This is the best close combat gun in the game. This thing just blows things to shreds. If you're at close range, you will kill anybody with this thing. Problem is that it has no range whatsoever, and it's not accurate, but for room clearing, this is the gun. It's secondary function is good, because if you know they are there, you can get up close and finish them off quick, but be mindful that you get exposed. Tertiary function is good because they think you're an ally, because you show up as one on their radar, enabling you to shoot them right up. The bottom line: This is the best close range weapon in the game bar none. That's it. Shield Poly carbonate thickness: .250" What the manual says: Guarantess 100 percent safety from melee attacks and limited protection from small-arms fire. Hold LT to raise it to head height. Clear panels allow combat awareness to be maintained when equipped alongside a weapon. What I say: You're not going to see this thing very often, and if you get it, that's great. But it slows you down, and only enables you to hold a small weapon, like a pistol or smg. If you have one of these things and your opponent doesn't, it really makes his job a lot harder, because he doesn't have as much to shoot at. So definitely if you see one lying around, pick it up, especially if you're weapon is an smg. Problem is that if your opponent is a good enough shot, and he's dual wielding smgs, he'll just head shot you. So this is good against not so good players. It can block against a viblade and melee attacks. E Thrown Frag grenades Blast Radius: 5 meters Secondary function: Dual Wield What the manual says: High explosive fragmentation device with a four-second fuse, which becomes an impact grenade if held until the timer reaches zero. Secondary function allows grenades to be carried alongside a dual wield pistol or SMG. What I say: These are good for lobbing around, flushing people out, and just trying to create commotion. The one thing I do really like is that you can fuse them, so you can hold them in your hand and then release it so that as soon as it gets to your opponent it blows right up. This timing is very important if you're going to be successful with these things. They do decent damage, nothing special, they're really good when used in support with an SMG or pistol or something like that, because you can dual wield with these things. Multimine Blast radius: 2 meters Secondary function: remote control What the manual says: A powerful deterrent to pursuers. Can be deployed as a proximity mine to detonate when enemies approach. Secondary function can be used to lay lethal trails of mines that explode when triggered. What I say: These things are death. Just chuck them and then blow them up. If you blow it up right over somebody, it's basically instant death. You can do that, then whip out an smg and finish the guy off for the easy kill. You can do that, or you can place them in areas to block off certain entry points to your base, although be aware that frag grenades can blow them up. Flashbang (dual wield) Effective radius: 50 meters Secondary function: dual wield What the manual says: Explodes with a blinding light and deafening noise to disorient enemies, allowing for quick follow-up attachs. Effect are indiscriminate, so be sure to look away. Secondary function allows dual wielding alongside a pistol or SMG. What I say: These things are really good when used in the right situation. The problem is that a lot of the time, you'd just rather have a frag grenade, and if you're not careful, you'll stun yourself, so whenever you're using one of these, always make sure to look away. That's about it, so just be careful when using these, and use them to stun our opponent, then finish them off with an SMG. Hawk Chance of Survival (unarmored): none Secondary function: shrapnel shield What the manual says: An experimental odditiy with a tungsten alloy blade (use LT to lock onto enemies). The hawk uses miniaturized anti0gravity to extend flight time and power it's secondary function, a force field that defends against grenades and rockets. What I say: These are really weird weapons. What this thing is basically, is a handheld object that locks onto enemies, and fires this blade at them. If they aren't armored, it will kill them in one shot, if they are armored, it will sure as hell hurt them a lot. So fire one of these babies, then whip out an SMG and just take the guy out. Lock on by using LT as mentioned above, and then the thing will follow that guy around, making them even more dangerous. V Gametype strategies A Deathmatch What the manual says: Deathmatch is a creation of dataDyne Corp. Players compete in virtual arenas using any set of several different groups of weapons. The mainstreat game has swept around the globe, and the top ranked DeathMatch players are feted as celebrities. Away from the rigid structure of the ranked matches, anything goes; some players even spice up the gameplay with bots... What I say: This is basically a gamemode with unlimited respawns, and it can be in teams or not, but there's nothing special. It's just either a deathmatch, like Kill ocunt and team kill count, Capture the flag, and Territorial gains, your king of the hill mode. Basic tips are as always work together, especially on capture the flag and territorial gains. But I'll go into that when I discuss each mode. Kill count What the manual says: A free-for-all match. The winner is the player who racks up the most kills. What I say: Basically what the manual says. I can't give a whole lot tips for this type, because there's just not much strategy involved. It's shoot, or be shot. Just always move around, be smart, and be aware in your enviroment and you'll be fine. Team Killcount What the manual says: A team-only match. The winning team is the one that achieves the most collective kills. What I say: Play this like you would regular kill count, except now you're on a team, so that brings in a whole new element to the game. One of the key strategies I use when playing this game type, is to always try and trap the opposing team in a base. The one thing you can do on this game is control spawn points, which don't give you any points, but they let you spawn at different areas. So if you can narrow it down to one area, you can setup snipers, lay mines, do whatever, and be able to trap them in there and kill them, and also leave them with less access to weapons. Capture the flag What the manual says: A team-only match. Each team tries to grab the flag from the enemy base and return with it to their own base, thereby capturing it. The team with the most successful captures is declared the winner. What I say: This is actually one of the more strategic game types in this game. The key thing to always remember is to always coordinate your attack, who's attacking, who's staying back and protecting. You can do one of two things. One of the things, the easier one, is to have some people hang back, and others go attack. Another thing you can do is have everyone attack, but have everyone take a different route, so that the enemy can't sneak by, and if one of your guys gets killed, which is more than likely, everyone will know, oh Johnny over here got killed on the left side, let's go kill the guy who killed him before he gets to the flag. But be careful, don't send everybody, or the opposing team will just rush you. This plan only works if you are REALLY organized, if not, just do the first strategy, and you'll be fine. Always coordinate your attack plan, sending everybody around to one side isn't bad, because then you'll just rush the defense, and probably outnumber him. If one of your guy's manages to grab the flag, have everyone go over there and help him out, shoot up the guys who are pursuing him, so he can score. Only people who should hang back are the defenders. As far as protecting the flag goes, have the defenders just camp at a spot, maybe lay some mines, or have grenades or whatever, and just have them stay watchful and vigilant. Territorial Gains What the manual says: A team-only match. Teams try to capture several neutral hills and retain control of them until they generate points. The team that seizes and holds the most territories is the winner. What I say: This is the king of the hill variant for this game. There are a bunch of locations that have to be captured, and by holding these you acquire points, and guess what, the team with the most points wins. So there you are in a nutshell, what this game is about. A key strategy to use, os to identify, which locations your opponents aren't guarding, and then go capture them. You can also try and trap your opponent, because these points act as spawn points, so if you can capture all but one of them, the one that is in the middle of the map persay, then the whole team will be trapped, and you can just pick them off. Now bear in mind that there is one main base where they will always be able to spawn, but nonetheless this can be a useful strategy for capturing other points. B. Darkops What the manual says: DarkOps is a round-based multiplayer game. It is a slower-paced and more tactical game than DeathMatch. Each round, players must buy weapons from their personal stock of cash, erned through killing the enemy and achieving scenario objectives. What I say: Basically just that. These games are for the more strategic player, as they involve objectives that have to be met, and have some what loopy objectives. A lot of these games you are going to have to act as a team, where as the DeathMatch game types you could slop through it and not really communicate. Eradication What the manual says: A team-only game. The last team with any members left alive wins. What I say: This is basically when two teams are formed, and you have no respawns, so if you get killed, that's just too bad. This forces you to play more strategically, locate the enemy and pick off each one. Try and isolate some of your opponents, so that you can get the easy kill. Other than that, just stay alive and work together. Onslaught What the manual says: A team-only game. One team defends a base, gets one life each and can buy weapons as normal. All other teams have only basic weapons but infinite lives. The team that stays alive longest while defending the base wins. What I say: If you are defenders, chances are you're not going to be able to hold it the whole round, and that's okay, because that's the way this game is designed. The question is, how long can you hold it before dieing. Since this is a game with two parts, I'm going to split it up into Defenders, and Attackers. What I say to the Defenders: Defenders, you are in a hopeless position. There's just not a whole lot you can do but hold on for as long as you can. To help you do that, the one thing to do is buy close range weapons. Such as shotguns, or maybe assault rifles. The reason for this is that all they have are pistols, so they are going to try and get close, in which case you can just blast them with your shotgun. Also, always buy armor. This is key. This will really help you stay alive. Also, try and stick together. Imagine it this way, if there is a group of 8 people with armor and assault rifles bunched together, and a group of 8 with pistols and no armor attacks them, who should come out on top? Invariably the people with armor and assault rifles should. But that is only if everyone stays together, if they don't, there could be trouble. What I say to attackers: The key to victory is always staying together. If you stay together, you will eventually win. One thing to try and do is have everyone go in at once, and focus fire on one guy, because let's face it, you're not going to kill everyone first attack. So go in and say "guys let's hit the first guy on front. When you see me shoot at somebody, everyone else shoot at him." What this will do is enable you to steadily but surely take everyone down. Where as if you just run in, you're not going to get kills, because your opponents have armor and way better weapons than you. Another thing to try and do is aim for the head. That is one of my general tips, but in this it can't be more important, especially when you're going one on one with somebody. The reason is that that's all you got. If you shoot him in the body, he'll just shoot up right up. You have to try and get the quick kill. The last thing is try and dual wield. When somebody dies, pick up his falcon and dual wield, because this basically doubles your power, which then actually gives you a punchers chance. Infection What the manual says: A free-for-all game. There are two factions of players: infected and uninfected. Most players start off uninfected. After a player dies, he/she becomes a member of the infected. If the uninfected stay alive until the end of the match, they are the only players to get points. If the infected wipe them out, they are the only ones to score. The player with the most points is the overall winner. What I say: This is strikingly similar to onslaught, where one team can buy armor and weapons, while the other just has a falcon. Except with this if you get killed, you're not dead, you join the other team. Again with this since there are two types, I'm going to go through both of them. Infected: Use a lot of the same strategies as mentioned above for onslaught. The difference is now you actually recruit more guys as you go. Each kill is an added guy to your team. That's huge, it makes a big difference. On this game type it's easier to pick out the loners, because there is no base or anything to hold them in. So they can wander if they choose, but that wouldn't be smart. Again, try to pick one guy and focus fire on him, and come in as a big group, and you will slowly but surely kill them, and add on new members. Oh, and always dual wield falcons when your allies get killed. Uninfected: You have to play this like you would onslaught, except now you really have to be careful, because if you get killed, you join the infected ranks. One thing I tend to do is round everyone up in a room or building, and just camp. Yes it's weak, but that's a very effective strategy. In general try and keep everyone together, because then they are going to have a hard time focusing fire on one guy. Other than that, just use the tips for onslaught, always buy armor, and get something good up close, and you'll be ok. Sabotage What the manual says: A team-only game. Targeted destruction- the team that ultimately causes the most damage to the other teams property wins. What I say: This is a round based game, where one team has to attack the other teams property, while the other tries to defend it. At the end of the game, the team that's done the most damage wins. So I'm going to split this up into attackers and defenders. Attackers: Everyone should pick a spot and go with it. That's the way you have to play this game. Spread your attack out evenly, maybe have snipers cover you because chances are that they are posting snipers to defend against you. Maybe bring along a superdragon or F-16 because they have grenades, making it easier to blow up the property. Work together, coordinate your attack, and just in general be smart, and don't get killed because you only have one spawn. Defenders: Depending on the map, placing snipers around isn't a bad idea. This will enable you to hang back and pop them off before they get close. One thing to try and do is just plug up all entry points. Make sure they can't just slip through and destroy a bunch of stuff. Cover all of the flanks, and don't leave any holes or gaps to get through. Make them fight you for each dollar of property damage. Don't give them any freebies. Another thing you can do is assign people to different sabotage points, so that every point is defended, so again, the enemy can't just get a bunch for free. VI Map strategies Desert This is a sniper map. It's just full of room and space. Try and take cover as much as you can, as always, but you'll be exposed especially in this map. There are some good spots, such as Sanctuary caves. Eagle pass also provides a good vantage point for looking out to the village, speaking of which can provide for some good close quarters combat. What I like about this map is that you can snipe, or you can hang out in the village and pummel people there. There are also valleys and passes funneling into the village, so placing snipers to guard these areas isn't a bad idea. Urban This map has a good combination of what could be sniping or something like that, or mid range, and some close range combat. The car park provides a good sniping spot to the whole square, and the mall. There's also the casino, which gives a good view of the long street ahead of it, as well as some of the square, only problem is that some leaves are blocking your view. Another good spot in general is the ramps leading up to the car park. You can find some pretty sweet spots up there. That's where I usually go to snipe. Old Town This is a really small map, good for close range. It's full of buildings, and rooms, and just urban combat in general. There isn't much chance to shoot people at mid range much, so be ready for close range reflex style match. This map is all about who gets the jump on the other guy. You really have to always be on your guard on this map, or you'll get killed. No bout a dout it (intentional). That's the key, so if you have a gun with a good rate of fire, maybe hiding out in a balcony, and waiting for a fight to break out isn't a bad idea. Subway This map has a few subway terminals, surrounded by balconies, and passageways leading to other small areas, but the majority of combat is going to be happening in and around the subways and the terminals. That's going to be the key. Sometimes a good thing to do is go up on the balconies and just kill people walking around on the bottom. You can also hang out in the subway trains themselves, although this can be risky because if they fire an explosive grenade or something in there you'll be totally dead. Temple This is a jungle map with multiple levels, and is filled with trees, and lush vegetation, all taking place in a maya style temple. This map is filled with corridors, leading to open spaces, so this is a real good map for laying mines, and just in general having close range weapons, such as a shotgun or something. There is plenty of grass and vegetation to somewhat hide behind, just making you harder to see in general. Often a good strategy to use is hide up on a level, and look down and observe the people fighting below, and if you have a superdragon, launch some down as soon as the fighting gets really fierce. Rooftop This is an urban based map, with some pretty intense action going on the lower floors. There are also some stairs that you can find that will lead you to different warehouses, and other rooms and alleys, and corridors. One of the spots that has a lot of action is if you go to the Granville house Stairwell, go all the way to the top, and head over to the balconies, you can get a great view of some of the action going on at the TAI PO tower. They even provide a FAC-16 which as we all know has a grenade launcher and can pummel people down below you. That's one of the spots that I use all of the time. In general, be really careful going into warehouses and the such because chances are someone is waiting for you, so be really careful entering those areas. Trench This map takes place in a desert setting, and has a system of trenches, thus the name trench. In the middle of the trench is this big crater where you can find some weapons and all that. This is a good map for ranged combat, but there is a lot of cover, so fire quickly. If you hang out in the trenches, be aware of people who might be watching over you, waiting for you. What's good about this map is that you can play close range, like in the trench, or you can shoot at more of a distance, if you're outside of the trenches. On this map my favorite weapons are Superdragons and FAC-16's because they are good at both medium range, and up close. On this map, if you are ever getting shot up, take cover as always, but on this map there are lots of loose odds and ends to hide behind. Not to mention the trenches themselves. Plaza This is a dark, urban based map. It's pretty dark out, and is pretty hard to see people. This map has twisting avenues and alley ways that are good for ambushes. There are some buildings you can go up into to get a good sniping spot, or even if you want to just act as a spotter for your team or something. One of the spots is the Main Doors, by the Church Hall. This gives you a pretty good view of the Belltower Plaza and the surrounding areas. Another good spot is Angel Bridge, which goes over a little river. From here you can see Corner Bridge, as well as the other side of Belltower Plaza, the main area of action. Tower This is a snowy mountain map, with a large tower in the center of it. You can access this tower by zip lining to it from the mountains, or just entering it regurlary. This tends to be the center of action, as this is sort of where everyone is gathered. Now depending on your map variation, if you're doing small, you literally just have the tower, and the mountain surrounding it. IF you are doing the base variations you'll have a couple of bases you can get to, but you basically play It the same way. Snipers can be pretty useful on this map because you can snipe them from all of the surrounding areas. Be smart, take cover, and avoid going into that tower, because you are just waiting to be shot. I tend to patrol the areas surrounding it, so that I'm not too exposed to sniper fire. Gasplant The main places of action on this map are the spider silo, and the landing zone. On this map there is just a lot going on, it's not a very large map. This map is like a factory carved into a mountain, so you're going to see lots of silos, landing zones, and it's all seamlessly blended together, so be ready for lots of action on this map. Lots of it. The King on this map for me is the Superdragon, and shotgun. Maybe even a laptop. Anything that you're good with that can get up close and personal is going to be your best bet on this map. There are hardly every any shooting beyond 20 feet, so have a quick trigger finger, and be ready to roll some heads. VII Legal Info This guide may not be changed, altered or in any other way changed from this form. You may not post this guide on any site without my permission, to get my permission, you can contact me at email@example.com. You may not plagiarize this guide and take it for your own credit. If you do these things I will prosecute you. Copyright 2006 Jake Parker VIII Acknowledgements and Contact info I really want to thank Rare for making a pretty good shooter, a fun game for me to play while I was writing this thing up. I want to thank gamefaqs.com for taking this guide, and I want to thank all of those who wrote guides for me that helped me out when I was stuck, which inspired me to write guides as I am now. Thanks to my family for supporting me, and last but not least (well maybe least), is you the reader. Thanks for giving me a reason to write these guides and motivating me to write better, as I am learning. If you have any questions on the game, or any comments or questions in general, feel free to email me at firstname.lastname@example.org I always check my email, at least once a day, so I'll get back to you real quick. I actually like to hear from my readers, so don't feel shy at all about emailing me. IF you have anything you want to contribute to this guide, you can email me at the above address, and I will stick it in there, and give you full credit. You can also contact me at my gamertag bigbadblubanana yes you read it right bigbadblubanana you can contact me there, send me a voice or text and I'll get back to you.