----------------------------TOM CLANCY'S------------------------------- --------------------SPLINTER CELL: CHAOS THEORY------------------------ ---------------------------VERSUS MODE--------------------------------- --------------------------MERCENARY FAQ-------------------------------- --------------------------BY DISCOSTU514------------------------------- TABLE OF CONTENTS: VERSION HISTORY 1. INTRODUCTION 1a) Legal Junk 1b) A Word on the Difference Between Chaos Theory and Pandora Tomorrow 1c) Objectives and Game Modes 1c1) Story 1c2) Disk Hunt 1c3) Deathmatch 2. MERCENARY BASICS 2a) Controls (UPDATED FOR PC) 2b) Vision Modes 2b1) Motion Tracking 2b2) EMF Vision (UPDATED) 2b3) Floodlight (UPDATED) 2b4) Laser 2b5) Sound Detection (UPDATED) 2c) Main Style of Play (UPDATED) 3. MERCENARY WEAPONS 3a) Frag Grenades (UPDATED) 3b) Taser (UPDATED 3c) Mines (UPDATED) 3d) Spy Traps (UPDATED) 3e) Flares (UPDATED) 3f) Phosphorous Grenades 4. MERCENARY HINTS AND TIPS 4a) Killing Tips 4b) Staying Alive 4c) User Submitted Tips 5. MERCENARY FAQ 5a) How do I do the quick turn? 5b) I can't find those stupid spies! Where are they? 5c) How can I find opponents and teammates that are of my skill level? 5d) Why don't Mercs have nightvision and thermals? 5e) Being a spy is so cool! Why should I be a Merc? 5f) What is an aggro spy? 5g) What is tag? 5h) What is the connection between single player and multiplayer? (SPOILERS!!!!!!!!!) 5i) What is Spawn Killing, and how do I defend against it? NEW!!!!!!!!! 6. WHAT'S NEW IN CHAOS THEORY 6a) Weapons 6a1) Assault Rifle 6a2) Submachine Gun 6a3) Shotgun 6b) Melee Attacks 6c) Equipment 6c1) Gas Mask 6c2) Camera Network 6c3) Backpack 6d) Things to Watch Out For 6d1) Camouflage Suit 6d2) Ledge Grab 7. CONCLUSION --------------------------------------------------------- VERSION HISTORY: 1.0: A copy of my previous merc FAQ, with a few new changes and additions for Splinter Cell: Chaos Theory. 1. INTRODUCTION In Splinter Cell Pandora Tomorrow, the revolutionary Spies vs. Mercenaries (SvM) game mode was introduced. This game pitted vulnerable, but highly mobile spies in third person mode against aggressive, lethal mercenaries in first person mode. The spy’s advantage was the third person view, which allowed them to see more than the merc’s restricted first person view. They also had an advantage in their speed, as well as their ability to remain undetected in the shadows, much like in single player. By contrast, the mercenary’s main advantages was that they a actually had a gun, unlike the spies, who were armed with a simple taser rifle that allowed them to temporarily stun the mercs. The mercenary’s gun could mow down a spy attempting a head-on attack in seconds, and they were even deadlier with their explosive mines and gun-mounted frag grenade launcher. The only way the spy could kill a merc was to get behind them, grab them, and break their neck, or to jump on their head from above. This FAQ is intended to show newbies how to play as a mercenary, and may even teach some veterans some new tricks they didn’t know about. Remember, however, that this FAQ, nor any instruction manual or strategy guide, is no substitute for diligent practice. The old saying is true: PRACTICE MAKES PERFECT. 1a) LEGAL JUNK Simply put, no party, person or persons with the exception of GAMEFAQs.com may distribute, post, or reproduce this FAQ in any way, shape, or form. No party, person or persons can take credit for this FAQ, or make a profit off of it. Any of the above actions is punishable by law. Now that that's out of the way... 1b) A WORD ON THE DIFFERENCE BETWEEN CHAOS THEORY AND PANDORA TOMORROW A couple of months ago, I had access to the Chaos Theory Versus beta on the PC. While the controls are different, the gameplay mechanics are mostly the same, with a few very cool additions. Note that there are controls for the Xbox version as well as the PC version. Now that I’ve had experience with both platforms, I’ve included controls for both. My apologies to PS2 users, although the new gadgets aren’t in the PS2 version : ( PS2 users can skip Section 6 (What’s New in Chaos Theory) as it doesn’t apply to them. The good news is that there is a crapload of new equipment, techniques, and even two additional weapons to choose from for the mercs! This FAQ is basically a copy of my PT FAQ, with a few additions to suit CT. If you're already familiar with the basic mechanics and/or the rest of my FAQ, skip down to the "What's New in Chaos Theory" section. 1c) OBJECTIVES AND GAME MODES Splinter Cell Chaos Theory has 3 multiplayer modes. Here they are, with the rules, objectives, and general tips for each mode from the mercenary's perspective. 1c1) STORY OBJECTIVE: Protect the objectives. RULES: This mode is basically a hodgepodge of all the modes from PT. There are three types of objectives: terminals, bombs, and hard drives. These modes correspond to neutralization, sabotage, and extraction respectively from PT. Read my PT FAQ for more. TO WIN: Kill the spies until they have no lives left, or stop the objectives from being neutralized until the time limit is expired. TIPS: Whenever you have them, set mines and spy traps in the vicinity of the objectives. Don't put the mines in obvious places; the spies will easily see them and shoot them or go slowly to avoid them. If you have a partner, spread out to cover large areas and continually patrol small areas (Warehouse). If a mine goes off and you don't see a kill message, search the area until you kill the spy who set it off. Keep close to an objective at any given time; it doesn't take a long time for the spies to neutralize them. 1c2) DISK HUNT OBJECTIVE: Protect the data disks from being stolen by the spies. RULES: There are a number of data disks randomly placed throughout the map. The spies must pick up all of these data disks. There is no extraction point to store the disks. As soon as the spies are in possession of all of the disks, you lose. If a spy is killed, all of his data disks are lost, are returned to random locations and must be picked up again. All you need to know is that you must kill the spies and protect the disks. TO WIN: Kill the spies until they have no lives left, or keep the spies from recovering the disks until the timer runs out. TIPS: The disks are placed randomly, so most of them are not exactly in secure places that you can easily guard. What's more, there are usually about twenty disks, of which the spies usually must collect 10, and you obviously you can't guard them all. Sometimes, the disks will even be placed where only spies can access them, like on top of a scaffold, or shelf, or box. Just hang out around the disks and kill any spies that try to take them. Remember, usually there are more disks on the map than they actually have to collect, so stay vigilant. 1c3) DEATHMATCH OBJECTIVE: If you can't figure this one out, you must be stupid. RULES: Unless the server is set to alternate mode (see below) the spies are only equiped with flashbangs, and the mercs are only equipped with flares. What's more, the mercs are stripped of both their special vision modes. In other words, no motion tracking or EMF vision. The mercs also lose their new "berserk" move (see the "What's New in Chaos Theory" section for details.) TO WIN: Obviously, kill the spies until they have no lives left, or have lives left when the timer runs out. NOTE: For some odd reason, the only way the spies can win is to completely eliminate the mercenary team, that is, reduce their lives to zero. Even if the spies get more kills than the mercs, the mercs win as long as at least one of the mercs have a life left. If each team had 10 lives per person, the spies could get 19 kills between them and the mercs could get none, and the mercs would still win when the timer runs out (if there is a time limit, that is) because they had one life left. If there's no time limit, you obviously don't have to worry about this, as one team must be completely eliminated for the game to end. In timed games, however, this is obviously very unfair for the spies, so here’s to hoping Ubisoft fixes it. TIPS: This mode depends largely on whether alternate mode is on. Alternate mode is an option that lets the host customize every aspect of the game. He/she can select what equipment, moves, and vision modes are allowed for each team. If the host turns off mines or frag grenades, the device will have an X sign in the upper right-hand corner in your equipment screen, and you will be forced to choose a new piece of equipment that is allowed before you are able to ready up (unlike PT, the host cannot start the game until everybody is ready). As such, no matter what mode is on, ALWAYS CHECK YOUR EQUIPMENT BEFORE A GAME! You want to have good equipment depending on what alternate mode allows. If the mode is on the default, you must rely solely on your gun and melee attacks. Take advantage of this. The spies have no smoke grenades, no sticky cams, just flashbangs and sticky shockers (although certain spies are very good with the flashbangs). On the flip side, you only have flares - No mines, no frag grenades, no taser. If the spy is in a vent or any other place where you can't shoot, you pretty much have to wait until he shows himself. 2) MERCENARY BASICS 2a) BASIC CONTROLS I'll make this brief. A: Use, or melee attack. If you press A while moving forward, you’ll do a charge; if you press it in place, you’ll either do a regular melee attack or the 360 “Berserk” move, depending on whether the Berserk move is on or if you’ve used it already. In CT, the melee attack is 100 times more useful, literally. YOU MUST LEARN THIS MOVE! PLEASE See the "What's New in Chaos Theory" section for more details. Recommended for PC: Shift Default PC: Same B: Crouch. Useful for placing mines and Spy Traps in unexpected places. Also increases your accuracy, however, BE WARNED: if a spy melees you from in front while crouched, you are instantly knocked out and are unconscious for a few seconds. In addition to this, the spies can now grab you from behind when you are crouched, unlike in PT. As if that weren't enough, they also have the option of jumping on your head. In conclusion, don't be an idiot and crouch when a spy is in your vicinity. Recommended for PC: Ctrl Default PC: C Y: Jump. Quite useless for a merc, unless you're in a map like Warehouse where you can jump down to a lower level. Recommended for PC: Spacebar Default PC: Same X: Reload. DO THIS A LOT. Whenever you the chance, reload. Also, with the rifle and Submachine Gun, hold X for a few seconds to switch between burst fire and full auto. Recommended for PC: R Default PC: Same Black: Press to Listen in on enemy communications if a spy trap is active. Very useful. This is also the button you hold when you want to taunt the spies during a choke hold (see "What's New in Chaos Theory" for how to do this move). IMPORTANT: If you're doing a humiliation move, THEY CANNOT HEAR YOU IF YOU DON'T PRESS THIS BUTTON. Remember that before you start blabbing. White: ??? Left Stick (move): Move your character. Recommended for PC: W (forward), S (backward) A (strafe left), D (strafe right). Default for PC: Same Left stick (click): Inventory. Press buttons while held or use left stick to select a different item. Recommended for PC: Mousewheel Default for PC: Same Right Stick (move): Look around or aim. Recommended for PC: Mouse Default PC: Mouse Right Stick (click): Click twice to bring up your sniper scope. You can fire single shots over long distances. Press the up D-pad arrow to zoom in and the down D-pad arrow to zoom out. As this is a Clancy game, your scope will move around constantly to simulate the shaking of the hands associated with real sniper rifles, making it more difficult for you to aim. To counter-act this, press and hold the left trigger to focus, allowing you to aim without interference. You can only focus for a limited time, about five seconds, before your scope starts shaking again. This is a great tool even at medium ranges and especially at long ranges to kill spies, as bullets are more powerful (at least, it seems that way) when they're fired from the sniper scope. IMPORTANT: You can only use this feature with the assault rifle. The Submachine Gun and the Shotgun do not have this feature. NOTE: Unlike PT, you must click the right stick twice in a row, very quickly, to activate the scope. Recommended for PC: B Default for PC: Same Left Trigger: Fire secondary weapon; plant mines or spy traps. Recommended for PC: Right Mouse Button Default for PC: Same Right Trigger: Fire bullets (duh). Recommended for PC: Left Mouse Button Default for PC: Same Also, to do a 180 turn quickly, double-tap the left stick left or right. Useful for preventing neck breaks. Doesn't work in smoke. This is not applicable in PC as you can adjust your turn sensitivity. PC users, remember to turn your mouse sensitivity up as high as you can handle. This will allow you to turn quickly. Left on D-Pad: Motion Tracking Default for PC: F1 Right on D-Pad: EMF Vision Default for PC: F2 Recommended for PC: Tab (toggles between the two) Up on D-Pad: Laser Recommended for PC: Q Default PC: Same Down on D-Pad: Flashlight Recommended for PC: E Default PC: Same As always, PC controls are fully customizable, so go into your options menu to check your controls and change them to your tastes, if you want to change them. 2b) VISION MODES From now on, when describing Merc's equipment, I'll use a five star rating system. One star is useless, Five stars is a necessity. 2b1) MOTION DETECTION RATING: **** Kind of like the concept in the "Terminator" movies, Motion Detection is a great mode for spotting spies in the dark, as when they are moving, they are almost always moving fast. Few spies have the patience to sneak around slowly, and they come within your viewing range they almost certainly will run. The screen is bathed in red, but when something moves, a clear, gray box appears around the object in question, giving you a clear shot. Don't use your laser during this mode; it's not easily seen, but your target reticule is. Just remember, they can tell your mode by looking at your visor; be patient and wait for them to move. This is a good mode to use because it can effectively replace the floodlight; if you get within close range of a spy, he’ll run more often than not, and if you’re close enough to a stationary spy, he’ll appear as a large, person-shaped black blob, for lack of a better term, which is pretty easy to spot. 2b2) ELECTROMAGNETIC VISION RATING: *** At first, I thought electromagnetic vision was useless. After a while, I found out this wasn’t true. Not only can EMF vision detect spies when they’re using their special vision modes and when they’re using their camouflage suit, it can also detect them when they’re aiming with their gun (if using a laser, which they almost always are). The one weakness of this mode is that when using it, spies using no electronics are almost invisible, leaving you very vulnerable. If you see your sound detection system go off, it’s best to switch back to Motion Tracking, just to make sure a spy isn’t trying to ambush you. Give it some time to work; a lot of spies (myself included) keep their vision modes almost all the time, and when they are doing this, EMF vision makes them VERY easy to see. Also, in levels like Deftech Belew or Museum where there are ceiling panels that the spies can sneak in through, turn on EMF vision and you can see them through the panels. Used in conjunction with sound detection, this vision mode can be very useful. It helps to use these vision modes instead of the floodlight sometimes. With some luck you can catch a spy off guard because they can’t see your floodlight. NOTE: If you are using one of these modes and are sticky shocked by a spy, the mode turns off instantly and you revert back to normal mode. 2b3) FLOODLIGHT RATING: ** After playing a lot of games, I’ve discovered the floodlight is overrated. While you can spot spies easily in the dark, the problem is – and it’s a very big problem - is that you're a human lighthouse to spies, and they can often avoid you. Because of this, don't use it too often, especially if you're trying to surprise spies, such as when you have them in a spy trap. The floodlight loses it's effectiveness as distance increases; it usually only works for about 10 meters, further decreasing its usefulness. Still, without the floodlight, there are tons of areas where spies can hide in the darkness, so if you’re in a dark area and aren’t using Motion Tracking or EMF Vision, use it. LASER 2b4) RATING: ** The laser is good for scanning rooms, as when you land the laser on a spy, it "targets" them and puts a frame around them. If you can keep a bead on him, the laser can target him even in the dark. But, the laser is just as easy for spies to spot as the floodlight, so its usefulness is further reduced. Also, if you target a fellow merc with a laser, the box will be red, and it will flash HOLD FIRE in it, signaling that you shouldn't shoot your buddy. I'm not sure if the laser increases your accuracy or not. But a HUGE disadvantage – a fatal one in fact – is that your targeting reticule disappears, and you lose your sound detection ability (See below). As such, don't keep the laser on for extended periods of time. 2b5) SOUND DETECTION Rating: ***** Not many people know about this, but around your reticule, there are arrows that appear. These arrows signify where sound comes from, which is EXTREMELY useful in detecting spies. It only detects spy movement, so if you see something, a spy is near! The arrows work like so: A "wave" pointing down means that the sound is coming from behind; left and right are to your left and right obviously, and a wave pointing up is in front of you. When multiple waves appear, it's coming from a diagonal direction. For example, if an up and right wave appears, it's coming from in front of you and to your right. IMPORTANT: If you see a wave at the bottom of your reticule, TURN AROUND. This means a spy is behind you, and more often than not he'll be trying to grab you. Doing this could be the difference between living and dying. Also, when an arrow below or above the reticule appears, that means it's coming from above or below, which is useful in detecting enemies when there are multiple floors/levels, which are present to some extent in almost all the maps. The sound detection system is VERY important. Don't forget about it. 2c) GENERAL PLAYING STYLE Mercs are hunters. They are very well equipped to dish out some serious pain. You have four weapons that can kill a spy: your gun, frag grenades, mines, and your melee attack. Once again, see the "What's New in Chaos Theory" section for info on the new melee. However, do not be fully aggressive! The spies have an instant kill option: the grab. By sneaking up behind you, a spy can grab you and instantly snap your neck. Combine that with the fact that spies can occasionally use smoke and flash grenades to hamper you, then run circles around you and grab you, and your spy enemies are very, very dangerous. There are a few ways to stop this, which will be detailed later. In the event that the spy grabs your partner, launch a grenade at them, which will kill them both. Your partner is dead anyways, so you might as well avenge him by killing the spy along with him. The spies can also jump on you, which is just as deadly as grabbing. In fact, the spy's jump is even more deadly in CT, because now one jump is an instant kill. No more getting a chance to get up, no more double jumping; one jump, you're dead. Do NOT let spies get a height advantage on you, and if they have one, stay out of their jumping range! Spies have less lethal methods that, while not deadly, are extremely annoying. Their primary annoyance weapon is the sticky shocker. When the spy shoots you with your sticky shocker, you are stunned for a few seconds, and your screen flashes with static (it does kind of look funny from the spies point of view; you light up with electricity and start shaking. It looks like you're having a seizure; quite funny, if you're not a merc :-) ) Sometimes, smarter spies will do this, then launch grenades at you. If they launch a smoke grenade, get out of the smoke ASAP. Smoke grenades slow you down and can make you pass out if you stay in there too long. Charging out is usually the best method for getting out of smoke. To charge, push the left stick forward and hit A. If you're lucky, you might be able to catch a spy in your charge, knocking him down to the ground and rendering him helpless. Remember that in CT you now have a gas mask that can counter the smoke grenades. Once again, see the "What's New in CT" section. While spies can kill you, it is MUCH easier for them to go for the objectives. Spies can accomplish a mission without touching you, so guard those objectives! Since camping is not advisable for a merc, use mines and spy traps to do the camping for you. Mercs, like spies, work best in teams. If you think you can take on 2 decent spies alone just because you have a gun and they don't, you are dead wrong. Not only can they gang up on you and kill you with neck snaps, you will have a lot of troubles guarding what is usually 6 objectives just by yourself or 10 data disks. Communication is important with your partner, and it is usually advisable to spread out and report locations, status, and generally what you're doing. Remember that moving is not always a viable option when you see a spy. Moving, as in any Tom Clancy game or most other FPS games for that matter, severely decreases your accuracy. However, if the spy is trying to run circles around you in order to snap your neck, you'd better start moving somewhere. The best techinque to use when a spy gets close is the circle stepping technique. To do this, hold down the left stick to either the left or right and do the same thing with the right stick. This will allow you to target the spy while moving around to avoid being killed. Now that you know how to play as a merc, let's examine your toys. 3) MERCENARY WEAPONS These are descriptions of the weapons. I recommend mines and frag grenades as I did in PT. The backpack is also very useful. However, the choice for the fourth gadget is a bit harder, betweeen the spy traps and the camera network. See the "What's New in Chaos Theory" section for info on the gas mask and camera network. Remember that oftentimes, when alternate mode is on, certain devices may not be allowed. Use the information from my rating system and your own personal preferences based on experience to determine which of the allowed devices is an acceptable alternative to my recommendations. 3a) FRAG GRENADES RATING: **** A grenade launcher? Boy, aren't you lucky. Grenades are good for when you're within shooting range of a spy who is disabling an NDI33, but there are obstacles in your way, such as the boxes in the warehouse. Lob a grenade over there, and with skill and a bit of luck, he's toast. Grenades are also useful if you know a spy is in a vent, and you can't reach him with bullets. If you have a spy trap active, and you see him on your radar in a vent, surprise him and bag an easy kill. Just be sure not to kill your partner, or more importantly, yourself in the process. Another use for grenades is using them at spies who are shooting at you. Oftentimes, spies will walk right into the open with their guns drawn so they can use the sticky shocker on you. When this happens, launch a grenade at the spy IMMEDIATELY, as he will rapid fire his sticky shocker at you and more often than not he will hit you, and if he’s smart, use his grenade launcher to smoke and/or flash you. In the event that the spy grabs your partner, launch a grenade at them, which will kill them both. Your partner is dead anyways, so you might as well avenge him by killing the spy along with him. NOTE: The frag grenades are set to the Y selection button by default, which is always the first weapon you have selected. CHANGE IT. Many times, I have accidentally launched a grenade and killed myself when I intended to plant a mine or spy trap. You may not be as stupid as I was, and if you actually do it, you'll grow out of it with experience, but accidents do happen. NOTE: In CT, you only get four grenades, instead of the five from PT. Damn you, Ubi! 3b) TASER RATING: ** The taser is a short range weapon, but that's what it's meant to be. When a spy comes running up to you, pull the left trigger to launch an electric stream. If it connects, it stuns him about as long as one of their sticky shockers does, but if you don't shoot them, they collapse onto the ground and "sleep" for a few seconds. At this point, you can either shoot him or, new in CT, choke him with your gun (changes section). You can use the taser if you want, but it's really a waste of an equipment slot now thanks to the new melee attack. Yep, "what's new" section. 3c) MINES RATING: ***** Mines are a MUST. Period. If they’re on, mines usually account for almost half of all merc kills in one particular game. Mines have smart tracking, which means they only blow up when shot or when a spy triggers them by moving within their range. In other words, you don’t need to worry about your partner triggering the mine, unlike other games with proximity mines. The only time a mine can kill you or your partner is when the spies shoot them with sticky shockers as you walk by (or if the spy triggers it while a merc is near it; this often makes for a semi-humorous event, as it kills both merc and spy!) :-) Be sure to remember to keep your distance from the mines after you place them, as the spies can often kill careless mercs using this method. Place them in areas where the spies frequent, as well as around the NDI33s. The laser mine can be seen by spies' thermal vision, but is a very good alternative to the proximity mine in small areas because it doesn’t beep like the proximity mine. The only way to fool proximity mines is by moving very, very slowly as a spy, using chaff grenades (which doesn't even work all the time), or just destroying them altogether, which usually alerts you to their presence if you're close enough. The laser mine is even better, as it explodes as soon as the spies step in front of it. Use the laser mine when there is a short distance between where the mine is placed and where its laser beam ends. In large areas, proximity mines are better. The only downside to mines, if you can call it that, is that you only get three mines. Cheapskates! As this is so, use them wisely. The one advantage to dying is that you get a fresh new supply for replacing to further hamper the spies' progress, although this isn’t as useful in CT due to the limitations (see below under spy traps). As of Chaos Theory, the mines can now launch a posion gas cloud, which will slowly drain the spy's health until/if he finds a health station. Neat, yes, but the two other explosive mine modes work better. 3d) SPY TRAPS RATING: **** Spy traps are another great addition to your arsenal. The concept is simple: spies run past them in a passageway that they cover, and they're "tagged" with an invisible, undetectable dart, upon which you are informed of this, and they appear on your radar so you can hunt them down and kill them. Spies usually have no idea they've been tagged, which gives you the advantage. You have two options when a spy is detected by a spy trap: direct assault, or surprise. Usually, direct assault is advisable if they're in the same room as you are, but if they're attempting to be sneaky-sneaky, it's much more to your advantage to get the jump on them. Just be sure your floodlight is off, or else you won't have much of a surprise. Remember also that the spy trap only puts them on radar for about a minute and a half. Kill them before they disappear. One more thing: if the opposite wall is too far, a message will appear saying that the spy trap did not activate. If this happens, go to it, take it off with the action button, and plant it somewhere where it will be more useful. If you planted it successfully and a spy triggers it, a message will appear saying "Spy Device Activated - Target Acquired". NOTE: Like mines, you now only get three spy traps instead of five from PT. NOTE: In CT, there is a limit to how many spy traps or mines can be placed on a map at one time. This is to avoid mercs dying on purpose so they can place countless mines and/or spy traps throughout the map. The limit is the default three you get for the mines and spy traps. That means that if you're carrying a backpack, the two additional mines and/or spy traps in your backpack cannot be used until one of the three devices already placed is either triggered or destroyed by a spy. See section 6c3 for more info on the backpack. 3e) FLARES RATING: ** Flares have a few uses, but no more useful than the above devices. When you launch them, they stick to wherever they land (even the walls), illuminating the immediate area around them. Flares are better in CT; the flare is bright and sticks around for a while (as in about 20 seconds). Unlike PT, however, the flares don’t have their one saving grace, which is that they CANNOT be refilled at ammo boxes, which tremendously reduces their usefulness, although remember that in the default deathmatch mode, flares are the only device available to you. 3f) PHOSPHOROUS GRENADES RATING: *** Because of user submitted tips, the phosphorus grenades have a new rating! The grenade produces a small green cloud, which makes spies that run through it "glow" green. See user submitted tips for great uses for phosphorus grenades! 4) MERCENARY HINTS AND TIPS 4a) KILLING TIPS Number 1) USE MINES RELIGIOUSLY. You can prevent a lot of bad things from happening with these babies, and net yourself a few kills in the process. Plant them wherever spies usually go, and they'll be digging themselves an early grave. Number 2) KNOW WHEN AND WHEN NOT TO STAND STILL. You'll kill spies quicker and easier if you do. Granted, there are sometimes you'll want to move and shoot, like when spies start running in the opposite direction (missing a few is better than letting a spy get away). As I mentioned earlier, if a spy is trying to break your neck, moving is a good option (in fact, the only option) if you want to avoid a broken neck. Number 3) GET GOOD WITH GRENADES. If you can learn to be accurate with your Frag Grenade launcher, you can do some serious damage with those things. Remember to lead your target if he's running, and remember also that you can adjust the length by holding down the left trigger to shorten or lengthen it. Number 4) KNOWLEDGE IS POWER. USE SPY TRAPS AND CAMERA NETWORKS! If you know where they are, you can kill them easier. Pretty hard for them to get the jump on you when they appear on your trusty radar, now isn't it? Number 5) USE TEAMWORK. Your best weapon, next to your own skills, is your teammate. Protect him, and he'll protect you. Communicate, and communicate often. You'll be much more successful if you're tight with your partner. 4b) STAYING ALIVE Number 1) STAYING IN ONE PLACE FOR TOO LONG IS ASKING FOR A BROKEN NECK! Remember this! Camping does not work in this game! Maybe on Counter-Strike and other games like it, it does, but not here. Move around and you'll extend your lifespan by leaps and bounds. Number 2) DON'T LET THEM GET CLOSE! Use whatever means necessary to keep them at a distance. The least they can do from a distance is annoy you with their sticky shockers. The closer they get, the less your chances are of living. Number 3) WHEN POSSIBLE, AVOID THE DARK! The dark is as scary for mercs as it was for you when you were a little baby. The spies can see you, but you can't see them. And when that happens, you're practically begging them to snap your neck. Number 4) USE THE 180 TURN! Do it often to check your six quickly. If you don't see anything, turn around. If a spy gets around you somehow, do a quick 180 to force him to do some extra work. And the more work he does, the more time you have to kill him. If you have the PC version, INCREASE YOUR TURN SENSITIVITY! The default turn sensitivity means you have to drag the mouse around, pick it up, place it back, and move it around again. Increasing the turn sensitivity option can enable you to turn literally on a dime. This is a HUGE advantage of the PC version over the Xbox version for mercs, so use it to your advantage. Number 5) USE THE WALLS! Spies can't get to your back when your back is to the wall, unless they’re cheating. Whenever you see a spy, back up to the wall if you can. The only way a spy can grab you is to knock you from the side, which automatically turns you towards where the hit came from. Corners are even better, as the above tactic is useless in this situation. One game, I was on the stairs in the main office in Vertigo Plaza, and a spy hit me about five times, trying to grab me. Thanks to the corner, I was able to taser him and riddle his body with bullets. Don't underestimate the walls. 4c) USER SUBMITTED TIPS NOTE: ALL USER SUBMITTED MATERIAL HAS GONE IN THIS SECTION. So, read carefully... there's some great stuff in here. Just wanted to give u kudos on the great faq. Plus i would like to put in my two cents worth. On ways to keep your neck from getting broke is to me on stairs. They are an uneven surface and spies have to be on the same step to be able to grab you which means lots of dead spies. Bad thing about some stairs is that good spies will take advantage of the height they can get on you and jump on your head over and over and over....probably the most annoying thing next to the shocker gun. Another thing don't camp on stairs!!!!! As you said in your faq camping gets you killed. In this case sticky cammed, which is not good(If you or your teammate are knocked out) go over to them and press the A button it will wake them up faster but watch out for sticky cams around his body). Just one big thing that is a merc killer is smoke. If you get smoked charge thru smoke by running forward and hitting A. Great for getting thru doors that have been smoked. I can not stress this one thing don't crouch like an idiot in a fight with a spy. He will either jump on your head from the ground or knock u out with a strike attack. When you wake up you will be crouched ready to be jumped on again. Only crouch when planting mines and spy traps. Which brings me to mines and spy traps. Be creative with mines. Try to put them somewhere you wouldn't think they can go. Just start tapping L and moving the Right analog stick tell you have it placed where u want it (my favorite mines are in museum you can actually put the mines in the vents under the ND133's and they can't be seen). Another mine i like is one in the Warehouse. When you spawn stay upstairs and go to the ND133 in the upper left corner. There is a gap in the railing crouch and fall on the box under it. Turn around walk under the catwalk fall onto the scaffolding and plant your mine. To be good with spy traps is to be a good spy. Know all your entrances to the facility and think of where you would go and put a spy trap there (also good when you are a spy to look for the spy traps). Almost forgot. When you tazer a spy let him fall to the ground and shoot him in the head once (saves ammo) or put a lazer mine next to him so when he stands up...Kaboom! bye, bye Mr. Spy. Well that is all i can think of right now. P.S. Isn't it Disco Stu from the Simpsons? Yes it is. Thanks to Capt. Kackle for the tip! If a spy runs away from you and throws smoke gernades, you can easily see threw the smoke by turning on ur electromagnetic visor. But be careful, because if the spy is to close to you, he is unseen in the eltromagnetic view. (Would make sense since spies have to use thermals in smoke...I guess we found a use for the EMV!) Thanks to Omega Blue for this one! Phosphorous grenades arent completely useless. They are like combination of Smoke grenade and flares, phosphorous grenades are maybe better than flares. What do you do when you are a merc and a spy throws a smoke grenade? Well you dont run straight into the cloud. If you fire 10 flares into a line, spies avoid that area as long as the flares burn/effect. Also when a spy is colored by the green stuff he can be seen in darkest areas very easily, when spy runs from you he first usually tries to a dark area. He also leaves green foot prints and you can follow them to his hiding place. There was why spies try to avoid the green cloud best they can, this is useful to cut an running spy's escape route. You also cant see through the cloud unless you or spy has secondary vision mode on (EMF/thermal). Example situation:: A spy managed to sneak to the ND133 and started to decontaminate. luckily you are close enough to stop him. Right when the spy saw you he interrupted and started to run. You fire phosphorous grenades all over the place and the spy had all the routes cut by the green clouds and he had no time to wait them to disappear so he ran through a cloud. After a short time the spy lost the merc but merc followed his green foot prints leading to a dark place under the stairs. He glowed and merc immidiately noticed the spy and killed him. I give phospho. grenades a score of: *** (3 stars out of 5) Even if phosphorous grenades have some uses on chasing and tracking spies what are the cons? - They should do some type of "damage" like gas grenades, like slow down the spies' running speed. - The clouds dont stay too long but longer than gas grenades. - If a spy enters an area you cant go when you chase his tracks. Notes:: - Every spy will or will learn to avoid the clouds. - Always fire to the areas where the spy is attempting to run. Or fire direcly into him. - Unlike flares dont use when you have lots of detected sounds. Use when you really see a spy. - Phosphos are REALLY useful when you see a spy in an place where only they can go. - Its recommended that you have motion tracker on when you chase a spy through cloud. - When you see green tracks, follow them... - ...And make sure they arent your own tracks :} I like your FAQ and I enjoy playing as a merc alot more than a spy. Your FAQ helped me ALOT on understanding the plus' and cons of merc gadgets. Keep up the great work! Thanks to Larty! Good FAQ, I learned some tips I would've otherwise overlooked, I have a few things I'd like to say,however,and a question that you hopefully will not mind answering. I found you underestimated the Flares,and overestimated the Torchlight. As you put it,the Torchlight makes you a "human lighthouse to spies", a good spy,or even a half-decent one,would pick up on your direction or even exact location just by seeing the cone of light coming from the visor,it does well in a tight spot, but I don't quite think it's worth a 4. Flares,on the other hand,can be refilled with an ammo pick-up,and once it's launched,you can take cover behind barrels,crates,desks, etc,and as long as your visor isn't exposed,you're practically invisible to spies who aren't using any special vision. Also,in areas that are enveloped in darkness, a spy might think twice about trying to sneak up behind you if you've got light all around you,as opposed to just in front.Although it ultimately depends on the level (they're handy in most levels,the only levels I would not carry them in are Vertigo Plaza and Krauser Lab),it's usually nice to have them since a good spy could avoid the sweep of a Torchlight. They also make for a handy distraction or decoy.I've cought quite a few spies by launching a flare up vents or through dark hallways and immediately switching to the Motion Tracking Device. About the sound detection, you said a mercenary could pick up noise from their partners,this is only half-true. I tested it out with a friend of mine,the only way you can pick up noise from your partner is if he hits a fire extinguisher. Running,firing shots,or even the ricochet of bullets will not register.If you already know this,it might be a nice idea to specify it in your FAQ. Also,I couldn't help but notice that you left out the bit about the"Insider Zone",which is *extremely* useful.When a sound is picked up above or below you, the insider zone will flash either on the top or bottom of your reticle (it's hard to miss),this shows you if the sound is coming from above or below,and if only arrows register,then the sound is coming from the level you are already on. Another thing you should mention,is that you do not want to be cought using the ElectroMagentic Field Device when you're tazed, this will cause temporary loss of your entire HUD,once that happens, you're pretty much rendered useless until it comes back.So it might be good to mention that you should use it with caution. Now for my question,I thought the tazer to be a pretty handy tool in theory, once you catch a spy in it,he's dead,no doubt about it. However,I've had direct conflict with a spy every time I've played (though that's quite obvious),and I've tazed them over and over and over while they were more or less directly in front of me, and nothing happened, eventually,I tazed them to death,I have no idea how,but it happened. I was wondering if maybe a spy has to be in a special vision mode to be electocuted, because the times I've used it,it has never worked,and I would very much like to be able to use it properly (for the record,I am aware of it's exact range, give or take an inch). That's about it,I hope my input wasn't useless and annyoing,I'll be sure to watch your FAQ for updates. Hmm...well, I'm not sure, but I think the taser is a buggy weapon, meaning that it works sometimes, and sometimes it doesn't. Hopefully, they'll fix on the next update IF it is a problem. Other than that, I'm not sure I have an explanation, except that it is an EXTREMELY close-range weapon. Thanks to Nazgaroth! Here's a tip I discovered.. once in a while I'll forget my gernades are in slot and I'll go to plant a mine, if this happens, I hold the trigger down and click on the right thumbstick going in to sniper mode, it cancels the gernade throw by going in to "hold breath" mode. Thanks to Tom! Hey, great FAQ. I like it except for one problem. In your section over the Tazer, you said that the tazer only incapacitates them for as long as their sticky shocker. Not so, the tazer will incapacitate them for about as long as their spy cam. This fact is pretty crucial to merc strategy. It's lead me to make a technique known as the Tazer Two Point Waking Spy's Exploding Head Technique on the GFAQs message boards (longwinded yes, but I wanted a distinctive name for it because its probably the only time I'll make something and get to name it). The central technique in this is not shooting them the second you land a tazer hit on them. Rather, you shoot them as they wake up. (pressing the white button while crouching next to them will allow you to talk to them while they lie on the ground I am told, but I have never been able to fully confirm this) When they wake up, they will go through an animation of shaking their head, you need to shoot them during that. (preferably in the head, it saves ammo) his technique serves a dual purpose, it takes them out of commission for more than double the time as opposed to shooting them outright, and it also serves as negative re-enforcement for the aggro spy (similar to a timeout). And, most importantly, thank you for writing this FAQ, it says a lot about the Merc community that an FAQ came out for them long before one came out for the spies. This is a useful technique, but now you can just choke the spy and save a mine (this email was from my PT FAQ) Nevertheless, useful. Thanks to JEEF MAN! Here's a pretty good tip I've found as a merc: in case you're ever up against a spy who uses flash bangs or smokes like no other, turn on your motion sensor. Your motion sensor filters out the flash in the flashbangs, so that you aren' t blinded at all. Also, if a spy drops a smoke, you can effectively see through the smoke and watch the little box around the spy. I've gotten quite a few kills without being able to see a spy, simply because of the little box around him. Also, I have believe the laser to be an awesome tool, and one that's not given enough credit. I use it more than the torchlight nowadays (though I also use flares, so that makes up for it a bit). I love being able to look at one of the possible entrances a spy can make and seeing a box pop up, letting me know where he is. Also, don't go so rough on the phosphorus! If a spy is stuck somewhere, but I can't get him, sometimes I use these if I'm out of frags. Sometimes hearing the little clink-clink-clink of a grenade will send a spy running into the open. I love it when I hear a guy complain about thinking that a phosphorus grenade was a frag. Thanks to Sabrewolf1986! 5) MERCENARY FAQ 5a) How do I do the quick turn? Double tap the left stick left or right. Do this often, as explained above. This doesn't apply to the PC, as you can adjust your turn sensitivity. 5b) I can't find those stupid spies! Where are they? Those spies are a sneaky bunch. Instead, stay in the light, and let them come to you. Sooner or later, they'll have to show themselves, and if you're guarding the NDI33s diligently, you should be able to find them. Keep moving, though, so you can increase your chances of finding one. Be sure to also look in the less obvious places. Sound Detection is another useful tool in finding spies (see section 2b5). If you see the sound detection signs near your reticule, it is a sign that a spy is near. Use this in conjunction with grenades; when you’re near the vents and you see sound detection signs pointing in their direction, lob a few grenades in there and bag an easy kill. Also check the places where only spies can go, but you can still shoot, such as the conveyor belt in Warehouse. And, in general, stay alert. 5c) How can I find teammates and opponents that are of my skill level? Use Optimatch and browse servers. Check their level. If they're the same level as you are, chances are they'll be an even match. Also, the better players tend to hang out in ranked games. If you're not concerned about that, switch the Optimatch option to "Free" under the option "Ranking or Free?" Also, Level 1 people tend to have less experience than level 0, believe it or not. Why? Because Level 1 either means: a) they have played in some ranked games and won a few, or b) they have zero points, and therefore have never played a ranked game before; B is the far more likely scenario, in which case these people are new to the game. However, this is not as pertinent in CT, as story mode is the only game mode that is ranked; Disk Hunt and Deathmatch are basically just for kicks. Some of them may be competent, others aren't. If you're on their team, give them some pointers. Admit it, everybody, including YOU, was once a "noob", so unless they're not willing to listen to your advice, don't berate them. If the newbies are on the other team, the only thing you can really do is take advantage of it!!! :D 5d) Why don't mercs have nightvision and thermals? That's a good question. Maybe ARGUS was on a budget, and the Motion Tracking and EMV were cheaper. Or, maybe the mercs wanted to look cooler. (The real reason is obviously gameplay balance, but this is a stupid question anyway) 5e) Being a spy is so cool! Why should I be a merc? If you're asking that question, you're reading the wrong FAQ. Seriously, though, you have a cool gun, a grenade launcher, proximity mines with smart tracking, and a TASER! Who wouldn't want a taser? Also, it's good to be a merc once in a while, so people won't complain about you being a spy hog. Besides, if the hosts of games have it their way, you’ll be required to be a merc sooner or later : ) 5f) What is an aggro spy? Aggro spies are spies that have no interest whatsoever in going after the NDI33s, and try instead to kill the mercs with neck snaps and jump attacks using grenades, melee attacks, and their own speed. In story mode, it can be kind of annoying having them, but if you have a few in deathmatch mode, it can make for some really fun games. I know I'm taking it back after I said they were so bad, but that was back when I didn't know a ton about SvM, except about how to be a great merc :) 5g) What is Tag? Tag is a user invented mode in PT, usually played in free games. Here's how it works. There are 3 spies and one merc. The objective is a basic death- match. The catch, however, is that the spies only have one life apiece, and the merc has 3. It's called Tag because whichever person the merc kills FIRST is "It" and gets to be a merc in the next round. If you're reading this FAQ, I hope you find that it's actually not the end of the world if you're "It", but, on the contrary, a great feeling when you single-handedly eliminate all spies. 5h) What is Spawn Killing and/or Camping, and how do I defend against it? THE WORST THING IN MULTIPLAYER. Yes I know I said aggro spy before, but this isn't just in Pandora Tomorrow, it's an incredibly cheap tactic in ALL multiplayer games that work like this. Simply put, in games where players continually respawn (appear back in the game), Spawn Camping is where the enemy hangs out around where they spawn and kills anybody who appears, leaving them little or no chance to defend themselves. Examples of this type of game in which this problem occurs include Return to Castle Wolfenstein, Battlefield 1942/Vietnam, Unreal Tournament, Rainbow Six 3, and many, many others. In Chaos Theory, most mercs respawn in an area that is accessible to spies, or near a place accessible to spies, and it's even worse for mercs since most spy spawns can't be reached by mercs. The worst level for this is the warehouse, where spies will try and get inside the merc’s spawn room, cover the room with smoke, and snap the neck and/or jump on of any merc that appears. If you're a spy, and you happen to be in the same area as where the mercs spawn, that's Spawn Killing, and is a mistake. What's NOT ok is Spawn Camping, like I mentioned earlier. If you're a gamer with good etiquette, YOU WILL NOT DO THIS!!!!!! PLEASE!!! As for how to defend against it, it depends on two things: 1) if the game is ranked or not and 2) if you're hosting the game. If you're in a ranked game, just let it happen. Horrible, yes, but the penalty for leaving a ranked game in Splinter Cell versus is far greater than losing. If you're hosting the game, simply tell people that there is no spawn killing. They'll respect that, since you have the power to boot their asses out of the game. If you're not hosting, politely ask the host to make a rule of it. If you're in a free game, and people are spawn killing, just leave. Polite, no, but if they're spawn killing, they don't know anything about etiquette. 6) WHAT'S NEW IN CHAOS THEORY The great news for readers of this FAQ is that the mercs have a much, MUCH bigger advantage against the spies in CT. Sure, the spies can turn themselves invisible and have a new type of grab, but the mercs have two new base weapons, three new pieces of equipment, a new, improved, and very deadly melee attack, and their own special "humilation move"! Please note that all of this information is based on the beta version. However, I'm 99.9 percent sure that all the moves, equipment, etc. in here will be carried over to the final version. 6a) WEAPONS In PT, mercs were stuck with the assault rifle. That was it. No other options, no secondary weapons, just an assault rifle. This was acceptable in PT, but there are two new weapons in CT. The good news is that all three weapons are useful in some way. You might notice they all have the same rating (four stars), as they all have their own strengths and weaknesses. As always, experiment with each gun to find out what works for you. Without further adieu... 6a1) ASSAULT RIFLE RATING: **** The assault rifle has changed quite a bit since PT. For one thing, it has a much, MUCH slower rate of fire. In fact, it's almost semi-automatic now. It does have more power, however, and, more importantly, it's the ONLY gun you can use the sniper scope with. Up close against a spy, it is not the best weapon compared to the Submachine Gun and the Shotgun, although the power per bullet makes up for it. Use the melee attack to knock them down if they get too close; it’s much more effective than firing at them. If you use the sniper scope a lot (as I do), this will probably be your weapon of choice. I've discovered that if you devote some time to mastering the sniper scope, you can be one of the most lethal players online. Remember, when sniping, one shot to the head of a spy kills him INSTANTLY. Try and get in the habit of getting a headshot on the first try, as most spies will run when they know they're being sniped at. This gun is best for maps with large, open areas, like Deftech Belew, Club House, etc. If you're willing to invest the time in using the sniper scope, or, if you're just good with it naturally, use this gun. If not, use one of the other guns. But, in the right hands, this weapon can still be very, very deadly. 6a2) SUBMACHINE GUN RATING: **** The Submachine Gun (also known as the Uzi for the less formal) is kind of the in between weapon for the assault rifle and shotgun. Decent at close ranges and medium ranges, and mediocre at best at long ranges. It has a 60 bullet clip, and at close range, full automatic is best. The Submachine Gun's clip will last long enough that you can often kill a spy just by aiming in the general direction and holding down the trigger, even while moving around when the spy is trying to get close to snap your neck. The main weakness of the Submachine Gun is that its power per bullet is piss poor compared to the two other weapons. Up close, it's no match for the shotgun, and at long ranges it's no match for the assault rifle. On the other hand, any gun with a 60 bullet clip is useful due to the sheer number of bullets. Use the Submachine Gun if you value quantity over quality. While stationary, the Submachine Gun can shoot about eight bullets in a row with decent accuracy. 6a3) SHOTGUN RATING: **** The shotgun is a spy's worst enemy at close range. One solid hit at close range, he's toast. Unless the spy sneaks up on you and/or grabs you from the ledge (see "things to watch out for" for details), you have the upper hand at close range with the shotgun. At point blank range, one direct hit with the shotgun will kill a spy instantly. Combine the shotgun with the new melee attack, and you're a force to be reckoned with at close range. The big problem, is as with most shotguns, is that it is completely USELESS at long ranges and mediocre at even medium ranges. If you see a player far across the room, don't try shooting him. This will only let him know that you've detected him. Instead, silently pursue him and corner him at close range, then blast him. As all the spy's lethal methods are limited to close range, the shotgun is an excellent choice for deathmatch. 6b) MELEE ATTACKS In PT, the merc's melee attack had its uses, but it was limited. You would hit the spy, he could hold his stomach for a second or two, throw a smoke grenade then run off safe and sound. Not so in CT. This time around, a melee attack while stationary will do the same thing, but a charge or “berserk” move usually knocks a spy down to the ground! That's right! If you hit a spy with a square-on melee attack, he's thrown down to the ground and incapacitated (not able to move) for a good six seconds. Not only that, the mercs now have a humiliation move when this happens! The spies had all the fun taunting over the headset in PT when they grabbed you. Now its the merc's turn. When the spy is down on the ground, look down at his head, press the melee button again (A on Xbox), and you'll kneel down and put your gun over his neck, at which point you can taunt him, then press A again to crush his skull with the butt of your gun and kill him (it's not as violent as it sounds, unfortunately :| ) This melee attack will make *smart* spies think twice about going rambo on you. As if that weren't enough, the merc's stationary melee attack has been transformed into the radically cool "berserk" move. Stand still, hit melee and you'll do a 360 spin, knocking down any spy in the immediate vicinity, front or back. This move is turned off by default in deathmatch, but who cares? When you are able to do it, it's awesome. Combined with the assault rifle, the melee attack makes you a threat at long, medium, and short ranges, and it works just as well with the Submachine Gun and the Shotgun. IMPORTANT: DO NOT USE THE CHOKE HOLD UNLESS YOU’RE SURE THERE’S ONLY ONE SPY LEFT!!!! This is very important!!! The spies actually can grab you while you’re doing this move, not only saving their partner, but killing you as well! I learned this the hard way; don’t make the same mistake! If more than one spy is attacking you, simply kill the spy with your gun while he’s on the ground. Don’t try to showboat with another spy out there. If you’re unsure of your safety and feel you must use the humiliation move, kill the spy immediately; don’t take time to taunt (doing it for even a second or two is more humiliating than shooting him). If, however, you are sure the spy you just knocked to the ground is the only one left, by all means take your sweet time rubbing it in their face; they deserve it! Use the new melee attack whenever you can! 6c) EQUIPMENT There are three new pieces of equipment in CT: the gas mask, the camera network and the backpack. The following is a description of these three devices. Note that all the previous gadgets from PT make a return. See the first equipment section for details. 6c1) GAS MASK RATING: **** Smoke grenades were among the deadliest tools of a spy's arsenal in PT. Not only do they obscure the vision of mercs, in smoke, mercs are slowed down by the smoke. You can't turn or move as fast, and if you stay too long in the smoke, you pass out. The smoke grenades still have the same effect, UNLESS you're wearing the gas mask. To use the gas mask, equip it, then press the secondary fire button to tap into your spare air reserve. You will hear a heavy breathing sound when you use the gas mask. While the gas mask is being used, your movement is unaffected by smoke grenades. Remember, though, that the gas mask is useless unless you activate it! Another thing is that the gas mask actually has "ammo" - your spare air reserve drains while using the gas mask, and once you deplete your spare air reserve, you can't use the gas mask again. Here's to hoping they fix it so that the gas mask "recharges" when you're not using it. Another drawback is that the gas mask can be hard to activate if you’ve just been smoked and the spy is trying to grab you. The gas mask’s main use is go through smoke when a spy uses it to block your path. In PT, spies could use the smoke grenades in narrow passages to effectively create a wall, allowing them to go for objectives while you heaved yourself through the smoke. With the gas mask, the smoke is no longer an obstacle. 6c2) CAMERA NETWORK RATING: **** The camera network is an excellent tool for detecting spies. Even better than the spy trap in some circumstances. Equip the camera network tool, then press secondary fire to see from the point of view of a camera on a specific part of the map. You can zoom with a camera, as well as using all your vision tools- torchlight, laser, motion tracking and EMF (if they're enabled). Normally, this wouldn't be anything amazing, but the camera network is useful for two reasons: first off, the cameras are strategically placed in areas of the map where spies frequent, specifically around objectives and around main entrance points where the spies often come from their spawn. With a good vantage point so you can see everything in the area where the camera is placed, the camera network is an excellent alternative to the spy trap. Secondly, the cameras cannot be destroyed by spies, so they can’t do anything to stop you from using them. IMPORTANT: While you are viewing the cameras, you are TOTALLY defenseless. Find a place where you'll be safe from spies - specifically, in a corner, with your back to the wall, where they can't jump on you, and, if possible, with a position within viewing range of one of the cameras. Remember that while the spies cannot destroy the cameras, they can see when they're being used. When active, the camera will have an orange, red, or blue ring around it, just like your visor when using normal, motion tracking, or EMF vision modes, respectfully. When using the camera network, don't use the torchlight. It's even more obvious coming from the camera than when you use it. The laser is actually somewhat useful with the camera network, as the sound detection system is not needed when you're using the camera network. From its vantage point, the laser can easily "frame" any spy within its range. Remember though, that like your gun-mounted laser, it's very easy for spies to spot - even easier than the torchlight in some instances. Whether you'll want to use the camera network or the spy trap depends on the map, and with your knowledge of how each device works. They both are meant as passive (non-lethal) ways of detecting spies, so it's usually best to replace one with the other, unless one of the other essential equipment pieces - mines, frags, or gas masks - is turned off in alternate mode. Oftentimes, hosts will turn off mines, in which case you'll want both devices. 6c3) BACKPACK RATING: ***** Before I knew how to use this device, I thought it was useless. How wrong I was! The backpack lets you carry extra supplies of your quantifiable gadgets, that is, the gadgets you can use up. This includes mines, frag grenades, spy traps, and flares. When you’re running low on one of these gadgets, equip the backpack and pull the alternate fire button (Left Trigger or Right Mouse Button by default). This will let you pull spare devices from your backpack. The backpack usually carries two of each supply, with the exception of the flares (which I think is 5 extra). That means with the backpack, you actually have FIVE mines, FIVE spy traps, and a whopping SIX frag grenades!!!!! SCORE!!!!! The only thing you need to remember, as I mentioned before, is that when using mines or spy traps, you can only place three of each on the map at one time. That means that the two additional mines and/or spy traps in your backpack cannot be used until one of the three devices already placed is either triggered or destroyed by a spy. The backpack is probably the best addition to CT. Use it! 6d) THINGS TO WATCH OUT FOR By now you’re thinking, “with all this new stuff for the mercs, how do the spies even stand a chance?” Well, the bad news (unless you’re a spy) is that the spies have some new tricks up their sleeve too. This section will detail the two most dangerous new spy additions to CT: the ledge grab and the camouflage suit. 6d1) CAMOUFLAGE SUIT The camouflage suit allows a spy to turn himself invisible for a limited amount of time. Fortunately, it’s not totally invisible; it’s kind of a “Predator” effect (for those who’ve seen the movies), meaning you can still see the spy’s figure, it just blends in with the background. Think of it as a “see-thru spy.” The suit draws from the same power source as the spy’s sticky shocker reserve, so its use is limited. The camouflage turns off if the spy starts shooting or running, or if there’s a map with rain (such as the outdoor area in Aquarius, but if they’re standing still or crouch walking, the camouflage is still active. The good news is that at short range and even medium ranges, especially if a spy is moving, the camouflage is pretty easy to see past. But, if they’re using it at long range or in a dark place, while standing still, they’re pretty much undetectable. The most effective place for a spy to use this is while hanging from a pipe far away from you. Keep an eye in those little crevices where spies like to hide, such as the beams in Warehouse or Clubhouse or the TV screens in Aquarius. Chances are they’ll be using this to hide in crevices and grab you as you go by. 6d2) THE LEDGE GRAB This is by far the spy’s most deadly new move. Here’s how it works; in most levels where there are ledges the spies can hang from (Warehouse, Clubhouse, Aquarius, and Deftech Belew among others) they can wait until you are right above them. At this point, they can press the grab button to pull themselves up over the edge, grab you by the head, and throw you over the ledge to your doom. Like the regular spy grab, once the spy has initiated the move, you’re powerless to stop him – you’re dead. The most obvious way to avoid this is to stay away from ledges where spies can usually hang from. In the PT, the catwalks above the first and third sections in Warehouse and the catwalks above the main outdoor area in Deftech Belew were the safest place, as it was harder for the spies to get a height advantage and easier for the mercs to find corners. With the ledge grab, you’re now equally in danger where there are reachable ledges involved. Not only that, there is a new vertical dynamic introduced into the game. In other words, because the spies can attack from below as well as above, you need to adjust your strategy, particularly in deathmatch situations, getting to a place where they can’t jump on you or grab you from below. If possible, get to a place where you can see the spies hanging from the ledge, like in the garden below the catwalk on Clubhouse. Unless they jump down, spies are helpless when they’re hanging from ledges, although they usually will jump down and run away if they know they’ve been spotted. If and when you see a spy hanging from a ledge, blast him. Fortunately, most ledges are hard for spies to get to without using a coop move, so you need not be paranoid of all sections of a ledge. Remember, though, that you don’t have to be as worried if you’re in Story or Disk Hunt modes, as the spies will probably concentrate more on completing the objectives than killing you. But, you never know what will happen, so stay vigilant! 7. CONCLUSION Well, that’s it for now. Be sure to check out my Spy FAQ as well; as I’ve gained more and more experience, I’ve learned to be an equally competent spy as I am a competent merc, although I still have that little place in my heart for the under-appreciated mercenary side (I still am baffled why most loathe playing as a merc so much! >: ( If you want to find me online, my new gamertag is, exactly as it appears, Lord Kruton (inside joke between a friend and me). I don’t use my old name (Disco Stu514) anymore. The only reason I kept Disco Stu for my FAQ is so people would recognize me from the first one. Special Thanks to: -My parents, for being super cool about everything -Ted, for his friendship and twisted sense of humor that I share. (“I’m not a spy; I’m an assassin!”) -Sourcebooks, the company that published my Internet humor books (505 Unbelievably Stupid Web Pages and 505 Weirdest Online Stores by me, Dan Crowley) and rewarded me with the money to buy games like CT. If you like my writing, buy my books – you won’t find the Hamster Liberation Front or the Leonard Nimoy Should Eat More Salsa Foundation anywhere else! -And a whole bunch of other people I don’t have time for…