Armed And Dangerous - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Armed And Dangerous - Strategy Guide (Page 01).
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|___/ For the XBox
FAQ/Walkthrough version 0.40
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Written By: Nicholas Boyle
Copyright (c) 2004
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Version Info.
=============
1/04/04 Version 0.25- Overlay of weapons, first couple missions and tokens.
more to come soon.
1/12/04 Version 0.40- Added more walkthroughs, redid chapter/subchapter
dividers, added a news section.
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Contents
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For easy navigation, press Ctrl+F and type in the heading you're looking for.
For missions, press pause and type in the mission name as it appears at the top
of the screen.
1. News
2. Overview
3. Weapons/Items
.1 The Guns
.2 Special Weapons
.3 Turrets
.4 Items
4. Tips/Tricks
5. Mission Types
6. Mission Walkthroughs (1-9)
7. Help Wanted
8. Miscellaneous
.1 About the Author
9. Legal Info
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1. News
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1/11/04- It's underway kids, the ever continuing expansion of this guide. I've
added some more walkthroughs, changed the chapter labeling, and redone most of
the chapter/subchapter dividers. Hopefully the guide is a bit easier to follow
now. I've also seen a lot of questions on the boards about how to enter in
some of the cheats, and I figured it out, so check that out in the tips and
tricks section!
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2. Overview
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Here it is, your general run of the mill guide to Lucas Art's 'Armed &
Dangerous' for the XBox. I'm trying to keep this guide pretty meat and
potatoes. What you will find in this are walkthroughs for missions, token
locations, weapon suggestions, tips and tricks, and maybe a few more odds and
ends. What you won't find is a copy of the manual. I'm not going to word for
word the book on character and weapon descriptions, nor detail the controls.
Are there spoilers? You be the judge. There really aren't any storyline
spoilers. I myself consider having prior knowledge to a level a spoiler
though, and that's certainly in the walkthroughs. So, be forewarned: By
reading this guide you might be learning things you didn't want to know yet.
It's also important to note that this walkthrough is for difficulty level
normal. I don't think higher difficulties change enemy placement, but they
will affect enemies weapon accuracy, how much damage they do, and how much
damage you do to them.
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3. Weapons/Items
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3.1 The Guns
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<>>: It only holds 8 rounds per clip, fires slow, and zooms
medium. Interestingly enough you can get off headshots with it fairly easy,
and it has unlimited ammo. It's obsolete as your main gun as soon as you get
the machine gun though.
<>>: 100 round clip (1000 total carrying capacity), medium
zoom, decent range, fastest rate. This is your bread and butter weapon. On
normal difficulty you will rarely (if ever) run out of ammo for it. You'll get
this gun early on, and use it A LOT.
<>>: 1 round clip (7 round carrying capacity), long range
zoom, long range damage, slow firing rate. Headshots kill things right away,
and body shots take guys down to about 25% health (on Normal difficulty). You
won't snipe a lot though, just use it to take out pesky enemy snipers and Stig
machine gunners. It's zoom is GREAT for scouting ahead.
<>>: 1 round clip (2 or 4 rockets per round), 12
round carrying capacity, medium zoom, long range, good damage. This is the
second most useful weapon in my opinion because it can lock onto targets. For
how much damage it can do, you can carry a good amount of ammo. Also, if you
upgrade it, it fires 4 rockets per shot. Note that firing one round fires two
or four rockets, but only subtracts one from your total ammo pool.
<>>: 1 round clip (6 round carrying capacity), medium
zoom, medium/long range (projectile arcs slightly), good damage. This is a
good alternative when you can't use the Vindaloo. If you get used to the
projectile arc you can actually get some good accurate distance out of it.
<>>: 1 round clip (1 round carrying capacity), medium zoom,
medium range, instant kill. This gun will lock onto a target and fire out a
land shark. It takes a bit for it to get to the enemy but will scoop him up and
eat him, then go for some more. It's funnier than it is functional, really, as
on normal difficulty on down you'll find you can kill a dozen enemies quicker
than it can. It still can make for some effective crowd control though, and it
always makes me chuckle.
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3.2 Special Weapons
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<>>: 5 round carrying capacity, medium range (though somewhat
inaccurate when thrown long), good damage. They make short work of bullseye
houses (1), barracks (2), and can be used to take down Q1-12's and Colossus'.
You can fire more than one off in rapid succession. My main gripe with them,
is the fuse time seems kind of long. They can also be stuck to enemies who
will react in various (and funny) ways.
<>>: 1 round carrying capacity, point blank, effects most
enemies on screen. This is good for taking out loads of guys at once. The
world is turned upside down and everyone but you and your mates fall down (or
up as it were) and then crash back down to the ground.
<>>: 1 round carrying capacity, medium range throw,
small area of effect radius. This causes your enemies to attack each other.
It's kind of lame though, as it never affects as many as you'd like it to, and
doesn't last long enough. It still can be used to buy you a bit of time though
to get to health or a pub.
<>>: 1 round carrying capacity, medium range
throw, medium area of effect radius. Sucks your enemies into a black hole.
This doesn't work as well as you'd like it to either, but is amusing. It's not
all too great at distracting guys while you pump them full of lead like the
traitor bomb is though, because it blurs your screen as well.
<>>: 1 round carrying capacity. Brings enemies in front of you
directly to you, and you punch them by hitting the R trigger. I'm not a big
fan of this one either, as it's not really a fire and forget weapon.
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3.3 Turrets
===========
(All turrets have unlimited ammo)
<>>: Good for getting torn up by. Good for getting shot a
lot while trying to use as well. You'll mostly just want to kill the guy
working these and move on, they're not too useful except for blowing up
Zeppelins later on.
<>>: Sort of like a mortar launcher turret. It fires long, slow,
and with diminishing returns in damage. Just do your best to avoid getting hit
with one, kill the guy in it, and leave it be.
<>>: You use these for base defense levels. Two important
features to note: it has an alternate fire that lobs mortars and is good to
kill densely packed enemies, and it can strafe side to side along a track.
It's also the only turret that has a zoom to it.
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3.4 Items
=========
<>>: Once you get used to using this thing, it OWNS. It's a jet-
pack type deal that launches you into the air and lets you float down. You can
easily out-maneuver enemies with this beauty. Holding down the A button will
bring the wings in while you're in flight and make you drop faster, just let go
of it before you hit and you'll float down and land unhurt.
<>>: Fire four rockets at once, instead of two. This also
OWNS. Nothing is more satisfying than locking onto four enemies at once,
firing four rockets at once, and killing four enemies. At once of course.
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4. Tips/Tricks
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<>>: This is NOT a game for sniping or taking time to aim. Most
of the time just pull out the machinegun, and keep moving/strafing while
firing. You'll avoid a lot of enemy fire this way, and as you hit more guys,
more guys get interrupted, and less guys are shooting at you.
<>>: Okay, sometimes you can benefit from sniping enemies, use the
sniper rifle for this obviously. Try to pick the right targets though. For
instance hitting that Stig machine gunner is a better bet than taking out the
grunt with the bow next to him. Usually after firing one sniper round, the bad
guys start coming towards you anyways and it can be tough to head shot guys on
the run with an XBox controller. Feel free to use the rifles scope to scout
ahead though, that's a good trick.
<>>: If you're having trouble with a part with a lot of guys,
whip this baby out and fire it as fast as you can while locking onto guys. It
one hits just about anything. You can also use it's lock on indicator to spot
hard to see guys. I use it to take out snipers and Stig gunners personally, as
it requires less time to aim than the machine gun or sniper rifle.
<>>: Don't walk into a pub with low health when there's a
health drop close by, it just drains the pub's health pool, and you might
REALLY need it later. Also, don't go into a pub when it's health pool is
drained and you have no health. Pubs auto save your game (for quick loads) and
chances are you're going to get killed soon after leaving. You'll eventually
probably have to start the mission from the beginning if it's too tough to kill
a guy and get health from him. Also don't overlook the fact that pubs
replenish ALL ammo. Can't find sticky bombs? Hit the bar!
<>>: Tokens are handy, and I'll show you where to get them, but you
don't need them all to complete the game. You're going to probably only want
two, one to unlock mission replays, and one to unlock cut scenes. They go in
order (IE- no matter what the first token you get is, it always unlocks the
same thing), and you can collect them on all difficulty levels to unlock other
things.
<>>: Zeppelins and saucers can be a pain, so as
soon as you can get range on them, destroy them.
<>>: Lots of levels have enemy barracks in them. These
are red, kind of octagonal, and baddies keep coming from them. Use a sticky
bomb or two to blow them up.
<