XIII - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for XIII - Strategy Guide (Page 02).
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*** Recommended System Requirements ***
Processor/CPU : 1Ghz Processor or Above.
RAM : 256MB RAM or More.
Hard Drive Space : 2.5GB Hard Drive space for Full Installation.
Video Card : 3D Video Card with at least 64MB of Video Memory and
with Direct-X8.1 Support.
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*** Minimum Multiplayer Requirements ***
Internet : 56.6Kbps Modem Connection or Faster.
Network : Active connection to a TCP/IP network.
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*** Recommended Multiplayer Requirements ***
Internet : 128Kb/s ADSL Connection or Faster.
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B06 \ * * * Tips 'n' Hints * * *
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- Use Melee Attacks [ie: Punching, Stabbing with Knife] often when there is
a guard unaware of your presence. Not only do these type of attacks kill
the victim in practically one hit, Melee Attacks are very silent, which
makes it extremely useful for stealth or infiltrating missions.
- The 9mm Pistol [Single] is a weak weapon to use in combat, so it is not
suggested to use this type of weapon when shooting against groups of
enemies, which occurs frequently later in the game. Besides the weak
firepower the Pistol holds, the rate of fire is quite slow for a
pistol, so only use the Dual 9mm Pistols for far more effective results.
- I cannot stress this enough, but using the tactic of firing automatic
weapons like crazy is becoming a thing of the past. While only useful in
short range combat, burst firing is strongly recommended for killing those
hard to get guards that move around a lot. Not only does continuously
firing automatic weapons dramatically decrease the level of accuracy
the longer it is being fired, the amount of recoil you will
receive, especially from the heavy automatics will start to become more
annoying. Because of the constant recoil, you will always need to re-adjust
the aiming towards the target. A good example of 'annoying' recoil is
that from the M16 Assault Rifle. Try it out and see how annoying it can
get when you 'rapidly' fire the weapon. By using burst shots, you have
more control over the weapon itself instead of it controlling you.
- For some unusual reason, Explosives like the Fragmentation Grenade and
the High Explosive Grenade launched from the M16 Assault Rifles do not
always kill enemies in one hit. To avoid this problem, just double check
to see the Grenade you have thrown/launched actually kills the target
so you can finish it off just incase the victim is still alive. Also
it is also best to actually hit the target with a direct hit from a
launched grenade to increase the chances of them being killed. Armoured
enemies can sometimes survive a nearby explosion.
- Always look for as much health and armour as possible as these things
are your key to success. One of the most noticeable things in this game
is that your health drops down dramatically whenever you get shot when
you are not wearing armour. Some realism has been put into 'effect' in
this game to make it more 'challenging' but it's not like deadly serious
realism!
- As in most first person shooting games, try to use the most efficient
weapon you have in your inventory to adjust to the various situations
that can occur in the game. Use the silenced pistol to knock off guards
silently, sniper rifles for those distant targets to keep your mission
from being compromised, automatics for multiple enemies or explosives
for those targets which become a real pain! Either way, it's up to
you to make sure you choose the right weapons.
- Using objects as weapons adds a new experience to the game. Most of the
time, different types of objects can be found at numerous parts of every
level. These can be used to conserve ammunition for any weapons or to
create a stealth or surprise approach. Items like the glass bottles or
chairs, which are probably the best of objects tend to kill the target
in one whack.
- Do headshots usually kill the victim in one hit? Usually.
But sometimes, you will be asking yourself this when you try to shoot a
guard, especially with a Crossbow, towards the head. The reason this has
been mentioned is because that even though it appears to hit them at the
head, it still does not kill them. This is because of three reasons. The
first being that the guard may be wearing an armoured helmet and when you
shoot at it, it will fall off requiring another shot to actually kill the
guard. The second reason is just because it may be a simple game glitch!
If you see any guard with any form of protective armour, it is more than
likely going to survive for longer when you shoot the target compared to
a target that is not wearing armour at all. The third and most obvious
reason is probably because you missed the enemy!
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B07 \ * * * Submitters Tips 'n' Hints * * *
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This is the section for submitter's to submit their own useful tips and hints
for XIII in general. Any types of tips or hints are accepted in this
walkthrough as long as it actually works and are not the same ones that are
mentioned above or submitted by anyone else already.
Tip or Hint submissions for Singleplayer Missions are added to the designated
singleplayer level the submission is related to.
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The following tip is submitted by "ChaiThai".
- Anytime you're in a stealth mission, the alarm is not set off right away
when a guard sees you. Rather, they have to run to an alarm switch and call
out the alarm, or in the case of the first part of the Willard Estates
mission, call in through the radio. If you can put down an enemy before
they finish calling out the alarm, it won't set off, allowing you to
continue the level.
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B08 \ * * * XIII Glitches * * *
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This section is for any weird or freaky glitches that can be found in XIII.
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The following glitch is submitted by "RkSpade".
- When you are on the Emerald Base Roof, if you start and immediately crouch
and then move over immediately to the right towards the wall and begin
moving, sometimes the level will ‘fall’ and you will be able to see the
whole level from the bottom for a whole minute or so before you suddenly
die.
- If you press the 'prtscreen’ button while in the Plain Rock
Penetentiary, and then paste it into Microsoft PowerPoint, sometimes the
image is extremely distorted and some of the main pieces of the level can
be missing, allowing you to ‘see’ around corners if you want to by ‘ALT-Tab’
bing to Windows every few seconds.
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"Section C - In-Game Skills"
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C01 \ * * * Skills * * *
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These various skills are learnt throughout different parts of the game. Some
of the skills teach you how to do certain techniques like stunning while
others can improve you natural techniques like weapon handling and lock
picking. The skills which improve your techniques are the ones that take
longer to gain the actual skill.
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Breathing Skill - When you learn the Breathing Skill, you can hold your
breath for nearly twice as long than originally, when
you swim underwater. Normally, you can only hold your
breath for 24 seconds. When the skill is learnt, it can
be extended up to 43 seconds.
Dual Weapon Skill - Some weapons give you the ability to hold two of them at
once [ie: 9mm Pistol, MiniGun]. You can use Dual weapons
by pressing the alternate fire button, but you first need
to have the second weapon in order to utilize the skill.
First Aid Skill - The Normal and Full MedKit's give you double the amount
of health points than originally. More information based
on health can be found at the objects section.
Lockpicking Skill - Once you have mastered the lockpicking skill, this
enables you to lockpick doors twice as fast than you
use to earlier in the game.
Silent Walk Skill - When you learn the Silent Walk Skill, you make 50% less
noise whenever you move.
Sixth Sense Skill - You can hear nearby enemies that are moving or patrolling
[not stationary enemies] by not moving at all and then
observing the "TAP TAP" words that appear on the screen.
This can determine the direction, speed and distance the
enemy is moving at.
Sniper Skill - When you first use a sniper weapon in the singleplayer
mode, you will notice the aim is always a little shaky.
When you learn this skill, your aim when you hold a
Sniper Rifle or Crossbow is pretty much perfect! It
is extremely stable and does not move around at all.
Stunning Skill - Walk slowly behind an enemy and then press the action
button to knock the enemy out.
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"Section D - Characters of XIII"
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D01 \ * * * Main Characters * * *
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These are the characters in XIII who have an important relation towards the
main plot of the game. You will get to know each character better in the game
as you progress further into the game.
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Jason Fly
Info - You wake up on the shores of Brighton Beach. You have no idea of your
proper identity because you suffer from amnesia. The only clues to your
uncertain past is the number XIII tattooed on the chest and the key to
a safety deposit box. You awaken and progress into your search for the
past. It's not until later that you find out that you are Jason Fly, a
person who once worked close with Steve Rowland, but Jason's appearance
seems to be somewhat different.
Steve Rowland
Info - Steve was the Captain of the Special Assault Destroying Section or SPADS
for short. He was being held responsible for the murder of President
William Sheridan. Found deceased on the waters of New Jersey after
being shot numerous times by The Mongoose, not a conspirator, but a
leading person into the conspiracy of the President's Assassination.
The Mongoose and some of his 'comrades' are now suspicious that they
have seen sightings of a person with the same identity of the late
Steve Rowland. It is clear that someone has taken his identity.
Kim Rowland
Info - A character you do not get to hear from too many times, Kim was
recruited to the Central Intelligence Agency at the age of 22. She
disappeared while investigating the conspiracy behind the murder of the
President. She is another ally of General Carrington who she was working
with until the time of her disappearance.
Major Jones
Info - Major Jones is an important ally towards Steve. She is currently 28
years of age and has been trained to adapt to various situations and
is an excellent pilot. Both people knew each other before, but due to
Steve's Amnesia, he does not recollect who she is when they meet
together again. Major Jones is also helping out General Carrington
on the 'conspiracy' of the president's assassination.
General Ben Carrington
Info - Another important ally who Steve needs to rescue first from the
Emerald Military Base. General Carrington was captured, then arrested
and sent to a prison cell inside the Military Complex by the SPADS.
He is conducting his own enquiry into the assassination.
Unconventional, but a good source of information and a good man.
General Carrington is the Chief of Staff, which is the highest US
Military Post and is also a war hero, being honoured with some of
the most prestigious medals in the United States Army.
Colonel Amos
Info - A high ranking FBI Official. Amos, who has a Czechnian and Jewish
nationality is a very methodical and intelligent person. He is currently
running the official FBI enquiry into the death of President William
Sheridan.
William Sheridan
Info - The unfortunate President who was assassinated supposedly by Steve
Rowland, while at a presidential parade in the streets of New York
City. William Sheridan was the 43rd President of the United States
of America.
Walter Sheridan
Info - Vowing that he will continue the work that his brother William had
started, he is currently helping General Carrington carry out his
inquiry into the assassination of his brother, William Sheridan.
He has also promised to stand against the Republican candidate
Joseph K. Galbrain.
The Mongoose
Info - The Mongoose has some connection towards the Presidents death. He is
a rather secretive, shadowy character with the skills of a professional
killer. One thing for sure is that he wants Steve Rowland
dead, something that The Mongoose thought had happened when he was
shot, after jumping off the boat. Failure is not an option for this
person.
General William S. Standwell
Info - A political figure and has quite a temper. He wants to replace General
Ben Carrington as the White House Military Chief of Staff.
Colonel Seymour McCall
Info - Has some ties to Standwell. He operates the Special Assault Destroying
Section division on an island off the Mexican Coast. He is an ambitious
and violent person who will stop at nothing to get the job done.
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"Section E - Weapon Inventory"
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This section explains in detail about each of the weapons which are included
in the game. Each weapon includes both it's advantages and disadvantages - so
try to get to know these weapons so you can adjust to whatever situation you
are stuck in.
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E01 \ * * * Close Combat * * *
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- Punch -
Primary Mode - Punch
Secondary Mode - n/a
Info: One of the most common forms of attack in a game, Punching is pretty
self explanatory. Use it for various situations like stealth and
surprise approaches or just for conserving ammo.
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- Combat Knife -
Primary Mode - Throw Knife
Secondary Mode - Stab
Clip Size - 1
Primary Ammunition Type - Knives
Dual Weapons - No
Info: The most basic type of all weapons that you will obtain in XIII. The
standard combat knife is especially effective in close combat with the
enemy - silent but deadly. The primary mode allows you to throw the
knives from a distance, but this is ineffective in long range combat
as the distance and velocity the knife travels at is relatively
poor, especially against moving targets. This weapon is best used in
infiltration levels or in those areas you have the urge to stab the
typical guards head with - given the chance.
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E02 \ * * * Handguns * * *
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- 9mm Pistol -
Primary Mode - Single Shot
Secondary Mode - Dual Pistols [If available]
Clip Size - 13
Primary Ammunition Type - 9mm Bullets
Dual Weapons - Yes
Total Clip Size - 26
Info: A handy weapon to have at all times. The 9mm Pistol has a large ammo
clip for a Handgun and doubles when you are holding dual pistols. The
accuracy for this pistol is relatively good, although can be a little
off aim sometimes when firing rapidly. The major drawback of the
Pistol is it's relative weakness and the dual pistols reloading time
is longer.
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- 9mm Pistol Silenced -
Primary Mode - Single Shot
Secondary Mode - Dual Pistols [If available]
Clip Size - 13
Primary Ammunition Type - 9mm Bullets
Dual Weapons - Yes
Total Clip Size - 26
Info: A rare attachment found especially in the singleplayer mode of the
game, the silenced pistol suppresses the bullets being fired from the
weapon, so it is harder for anyone in the area to hear the gun being
fired. Usually, if you are holding dual pistols and you grab the
silencer, it only adds the silencer to one of the two pistols you
are actually holding. Compared to the original 9mm Pistol, the
silenced version of the Pistol is pretty much the same, besides the
silencer obviously! Great for stealth or infiltration missions.
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- .44 Special Revolver Magnum -
Primary Mode - Single Shot
Secondary Mode - Rapid Fire Shots
Clip Size - 6
Primary Ammunition Type - .44 Bullets
Dual Weapons - No
Info: The typical Magnum Revolver. A powerful and great handgun to use
against opposing enemies. This weapon tends to be more accurate
than the 9mm Pistol when using the Primary Mode, which is the
single shot. It takes about two or three bullets in the clip to
kill an armoured enemy with the exception of a head shot. Both the
firing rate and reloading is a little slow and the number of bullets
in the clip is very limited but the good accuracy compensates for
these noticeable drawbacks. If you find yourself with a difficult
enemy to kill or you are confronting a small group of enemies in
short range, using the secondary mode - 'rapid fire shots'
discharges all the bullets in the clip in a matter of seconds.
This secondary mode is achieved by the gunner continuously hitting
the 'hammer' at back of the magnum to make it fire faster.
Unfortunately, by using this mode, the accuracy is decreased to
about 20% to 30%, except if you are literally right next to the
enemy, because by hitting the gun numerous times, you lose control
of the Magnums actual accuracy.
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E03 \ * * * Automatics * * *
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- M16/M203 Assault Rifle -
Primary Mode - Automatic Fire
Secondary Mode - High Explosive Grenade Launcher
Primary Clip Size - 30
Secondary Clip Size - 1
Primary Ammunition Type - AR Ammo
Secondary Ammunition Type - AR Grenade
Dual Weapons - No
Info: The M16; a rapid firing assault rifle used as a standard firearm
in the US army. This weapon is a modified variant of the basic
M16, including a Medium Range High Explosive Grenade Launcher
mounted below the barrel, which can be used as it's secondary
function. The rapid firing rate of this assault rifle - creating
more of a small spread effect, compensates for it's average
accuracy and the short amount of ammunition inside the magazine.
Due to it's 'unstable' handling caused by the high amounts of
recoil, the user of the weapon will be required to constantly
adjust the weapon downwards when in rapid fire, if there is to be
any chance of hitting the acquired target. When using the secondary
function of the weapon, depending on how far you need to shoot the
grenade into the distance, you'll need to tilt the weapon upwards
at a greater angle to achieve longer ranges, as the grenade loses
velocity at a fast rate.
- - - - - - - - - -
- Ak-47 Kalashnikov -
Primary Mode - Automatic Fire
Secondary Mode - Burst Fire
Clip Size - 30
Primary Ammunition Type - 7.62mm Bullets
Dual Weapons - No
Info: Known as the Kalash in XIII, this weapon acts pretty much the same
way as the M16 does, except the lack of accuracy is much more
noticeable. The Kalash is considerably more powerful than the
M16 Assault Rifle, therefore also making it a good choice as
an all-rounder assault weapon in combat.
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- MiniGun -
Primary Mode - Automatic Fire
Secondary Mode - Dual MiniGuns [If available]
Clip Size - 32
Primary Ammunition Type - MiniGun Ammo
Dual Weapons - Yes
Total Clip Size - 64
Info: This very fast firing weapon disposes of it's entire clip in
seconds. It's accuracy is one of the poorest among all automatics
but can spray it's bullets along a certain area. If you want the
weapon to be at least a bit more accurate, then fire quick bursts
instead of discharging the clip in one go. The reloading time for
this weapon though is phenomenal as it only takes about one second
to reload, nearly one of the quickest reloading weapons. A good
choice when playing the multiplayer mode. Double up with the dual
version of this weapon to spray twice as many bullets. Great fun!
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- M60 Sub Machine Gun -
Primary Mode - Automatic Fire
Secondary Mode - Burst Fire
Clip Size - 200
Primary Ammunition Type - M60 Ammo
Dual Weapons - No
Info: This heavy machine gun really packs a punch. The M60 is the perfect
choice for a full on brawl against a pack of enemies. It's accuracy
is very low when fired rapidly but can be managed when the weapon
is switched to burst fire mode. This weapon has recoil so you
will need to constantly adjust the aiming - just like the M16.
The biggest bonus about this weapon is that it holds 200 bullets
in one magazine, which means you can go nuts for quite sometime.
The reloading time is a little long but not terrible in anyway.
Unfortunately, this weapon is a little uncommon throughout the
singleplayer mode, so you'll be having more fun with this weapon in
multiplayer. A great weapon!
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E04 \ * * * Shotguns * * *
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- Double Barrel Hunting Shotgun -
Primary Mode - Shotgun Blast
Secondary Mode - Shotgun 'Butt'
Clip Size - 2
Primary Ammunition Type - Cal 12 Ammo
Dual Weapons - No
Info: Similar to the Pump Action Shotgun, the main difference with this
weapon is that it is a Double Barrel Shotgun. The Hunting Shotgun
is slightly more accurate than the Pump Action, managing some
medium range combat - but once again is best to use in close quarter
fights. This weapon also utilizes the same ammunition as the Pump
Action Shotgun, so if you have both weapons in your inventory, make
sure you choose the right one for whatever situation you are in
as the ammo you use in one of the Shotguns decreases the ammo for
the other. Like some weapons in the game though, this weapon makes
an uncommon appearance in the singleplayer mode.
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- 12 Gauge Pump Action Shotgun -
Primary Mode - Shotgun Blast
Secondary Mode - Shotgun 'Butt'
Clip Size - 5
Primary Ammunition Type - Cal 12 Ammo
Dual Weapons - No
Info: The 12-Gauge Shotgun is one of the weapons you'll probably find
yourself using the least in the overall game, but it appears the
most times out of all the weapons. It's not really that bad, but
when you have other choices for different types of weapons, chances
are this weapon will be 'left behind' the most. The clip size for
this weapon is relatively small for an actual pump action
shotgun - compared to other shotguns from other FPS games. The lack
of accuracy, perhaps one of the weapons in this game with the worst
accuracy makes this gun a bad choice in the long run. Fact is, both
the Primary and Secondary modes should only be used for Close Combat
conditions. The shots fired from this gun are inaccurate therefore
hardly ever hitting a target from a distance. Using the Secondary
Mode - Shotgun 'Butt' makes the gunner tilt the weapon upwards so
the back side of the shotgun is facing forward. You can utilize this
technique for a stealth approach but is not the most useful weapon
to do it with. The reload time is rather quick for a Shotgun, probably
because of it's small clip size - so that's a small added bonus.
Perhaps it's just best to use this weapon when you are right next to
an enemy who is unaware of your presence so you can blast the guards
head with a few shells.
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E05 \ * * * Harpoons/Crossbows * * *
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- Harpoon -
Primary Mode - Single Shot
Secondary Mode - Harpoon Stab
Clip Size - 1
Primary Ammunition Type - Harpoon
Dual Weapons - No
Info: The Harpoon is one of the most uncommon weapons to find in the
singleplayer mode. The weapon is found later in the game, only
appearing in limited missions. It acts just like the Crossbow in
similar ways, but is the only weapon which can actually fire while
you are swimming underwater. It's accuracy is not bad, but if you
are close to an enemy, use the secondary mode to kill the enemy.
The secondary mode makes the player pull out a harpoon and uses
it as a stabbing instrument. Even though it's accuracy is still
manageable, it won't last, making this weapon a flop for long range
combat.
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- Crossbow -
Primary Mode - Single Shot
Secondary Mode - Zoom x3.0 and x8.0
Clip Size - 1
Primary Ammunition Type - Crossbow Bolts
Dual Weapons - No
Info: The Crossbow can be used as a 'light' sniper weapon. The velocity
of what the crossbow bolts travels at hinders this weapon as a long
range weapon. It should only be used for medium range combat
against enemies not wearing any form of armoured protection
especially at the head. The reloading time for this weapon is
pretty slow and is only ideal for stealth levels to pick off
enemies one at a time. A great medium range sniper weapon but
should not be relied on too much later on the game. Terrible
against moving targets.
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- Three Arrows Crossbow -
Primary Mode - Single Shot
Secondary Mode - Zoom x3.0 and x8.0
Clip Size - 3
Primary Ammunition Type - Crossbow Bolts
Dual Weapons - No
Info: Pretty much exactly the same as the above Crossbow, but with the
difference that it includes three darts in the clip instead of
just one, making it a little more useful against multiple targets.
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E06 \ * * * Sniper Weaponry * * *
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- Sniper Rifle -
Primary Mode - Single Shot
Secondary Mode - Zoom x3.0 and x12.0
Clip Size - 10
Primary Ammunition Type - BMG50 Ammo
Dual Weapons - No
Info: The only sniper rifle in the game - well you really only need one
anyway. A great sniper rifle with a good combination of
accuracy, sturdiness and reloading time. The minimum amount of
recoil in this weapon makes it nearly a perfect sniper weapon.
There's no need for major adjusting after every shot as the gun
stays pretty much focused on the same area you aim at after each
shot you make. The reloading time for this weapon is somewhat
relatively quick for an actual Sniper weapon and the clip size
for the weapon is big enough to keep your target running. There
are no real severe drawbacks to this weapon, the only slight one
being the kind of slow firing rate, but that’s what you expect
from a sniper weapon. You can use the zoom functions to pick off
any annoying enemies from a distance.
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E07 \ * * * Explosives * * *
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- Fragmentation Grenade -
Primary Mode - Throw Grenade
Secondary Mode - Drop Grenade
Clip Size - 1
Primary Ammunition Type - Grenade
Dual Weapons - No
Info: The good old Frag Grenade. Talking about this game having a lot of
'classic' weapons! Used in numerous games, the Frag Grenade is
a high explosive ornament. You can hold numerous amounts of these
Grenades to use whenever you need to kill guards hiding around
corners or when they are together in groups. These are also good
to use in narrow hallways and corridors. The Grenade has a Five
second fuse and you are given the ability to 'cook' the Grenade
by holding down the primary mode button. Make sure you throw it at
least a few seconds before it detonates so you can clear away
from the area when it explodes. After all, you do not want to get
hurt by explosives! The Secondary mode is rather 'simple', it makes
the player drop the Grenade at the area the player was standing.
So once you drop it, make sure you run! A great choice for hit and
run situations.
- - - - - - - - - -
- FlashBang Grenade -
Primary Mode - Throw Grenade
Secondary Mode - n/a
Clip Size - 1
Primary Ammunition Type - Grenade
Dual Weapons - No
Info: The Flashbang Grenade works in a similar method to the Frag Grenade
except it is only used for non-lethal means of combat. Instead
of decapitating the target, it disorientates the target with a
bright flash that lasts for several seconds. If you get too close
to the Flashbang when it explodes, then you will be temporarily
blinded, making you extremely vulnerable to other enemies in the
area. You can 'cook' the grenade just like the Frag Grenade but
again, make you sure you throw it a few good seconds before it
detonates. The fuse in the Flashbang Grenade lasts for Five
seconds.
- - - - - - - - - -
- Bazooka -
Primary Mode - Rocket Launcher
Secondary Mode - Rocket 'Whack'
Clip Size - 1
Primary Ammunition Type - Bazooka Rockets
Dual Weapons - No
Info: This heavy explosive weapon is uncommon to find in levels. Although
not abundant, it is great fun to use in the multiplayer mode of the
game. The Bazooka has a fairly good reloading rate for a rocket
launcher, so there's nothing too bad about the reloading. The main
drawback to this weapon would definitely have to be the very slow
firing rate. It can fire a rocket every several seconds therefore
making you very vulnerable once again. The secondary mode is a good
up-close defensive move were the gunner takes a spare Bazooka
rocket and uses it as a 'whacking rocket' :P
You only can 'whack' once before the gunner places the spare rocket
away, which then requires you to use to press the alternate fire
mode button again to bring the spare rocket back out for another
one-off whacking. Make sure you are near an enemy before using the
secondary mode. The second drawback is the fact that you cannot
carry too much ammo for this weapon so always stock up on it if
you are running low on ammo.
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"Section F - Object Inventory"
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