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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter H » Hitman: Blood Money - Strategy Guide (Page 04)

Hitman: Blood Money - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Hitman: Blood Money - Strategy Guide (Page 04).

 --> Kill the Scientist

 Go now up to the 7th floor, and find the balcony directly behind the lift
 block, there may be a staff member smoking out here. There is a trellace here
 you can climb, and then shuffle along a ledge until you get to a window for
 the 8th floor. Get up onto the 8th floor, and immediately to the west of the
 lifts, there is a room that always has a staff member in it. When his back is
 turned, go in, sedate him, and steal his keycard. Hide his body in the
 locker. Find a fire alarm on the floor and hit it (you can leave the diamonds
 case in the store room).

 Everyone should run to the lift area, so go to the scientist's room in the
 North West corner of the level, and hide in the bathroom. When the scientist 
 comes back, you can sneak up behind him and wire him. To get out, go back
 through the bathroom, and sneak up behind the one guard inside the room, and
 sedate him. Go out on the balcony, and jump across to the next room, exit 
 through its front door.

 --> Escape

   Retrieve the diamonds case from where you left it, go down to the lobby, &
 the exit is to the East of the casino entrance.

 MISSION COMPLETE

 Kills: 3
 Close combat kills: 3



 2. Using the Sniper Rifle (or not if you're quick)

 --> Kill the scientist.

   Enter the hotel, and go to the receptionist booth on the right of the lobby,
 and get your room key from her (701) enter the left hand lift on the raised
 landing above the casino entrance. Hide above the lift. When the scientist
 enters you can strangle him and steal his keycard. Stash the briefcase above
 the elevator.

 --> Kill Hendrik Shultz

 Leave the lift when it arrives on the 8th floor, and go right, around the
 corridor until you see a door on your right, that should lead to a store room
 with a staff permanently in there. Sneak in and sedate him, steal his clothes
 and keycard, and hide his body in the big locker there. Return to the lobby
 and enter the right hand lift. Wait until Hendrik comes into the lift and 
 fibre wire him.

 --> Kill Sheik Al-Khalifa

 Go back up to the 8th floor, and pull the fire alarm. Proceed to the scientists
 room, with the sniper rifle if you have it. In the bedroom on the desk next
 to the window is a phone, use it to ring the sheikh, who will proceed outside
 to the courtyard you can see way below, with the red lit door.

 If you have a sniper rifle, go down to your room, and go out on the balcony,
 snipe the Sheik when he appears.

 If you don't have the sniper rifle, run down to the lobby, through the
 casino, using the right corridor past the toilets, into the Sheik's private
 area (which you can access because you're wearing staff uniform), and
 straight through the door ahead into the back stairs. These are the ones the
 Sheikh went up, so walk up until you meet him, and then use the poison
 syringe from behind to kill him.

 Retrieve the diamonds case from the left elevator, and walk to the exit, which
 is to the left as you enter the casino.

 MISSION COMPLETE

 Kills: 3



 -----------------------------------------------------------------------------

 4.11                   MISSION 10: A DANCE WITH THE DEVIL

 -----------------------------------------------------------------------------



 --> Weapons: SLP.40, Desert Eagle, FN-2000, MP5, MP7, Stilletto, Dragunov

 --> Ranking: Silent Assassin

 --> Briefing: The Agency is finished, this will be your last assignment.
               Targets are a former circus performer Vaana Ketlyn, and a
               corrupt CIA agent. Kill them both, and any other assassins out
               baying for 47's blood

               ---> Kill Anthony Martinez

               ---> Kill Vaana Ketlyn

               ---> Retrieve Information

               ---> Kill Eve (After completing objective 3)

               ---> Kill Maynard John (After completing objective 3)

               ---> Escape

 --> Intel: 1. Trailers arrived earlier with decorations for the parties

            2. Information about who is trying to kill you might be found on a
               laptop on the top floor.

            3. Don't go for a swim in the shark tanks at the Hell Party.

            4. Be careful with pyrotechnics, they could kill someone.

            5. Bartenders are usually well informed.

            6. Look out for the singer at the heavan party.

            7. The devil is never to be trusted.

            8. There is a food elevator which might be used to transport more
               than just food.



 Final mission in Vegas, this time in a large tower block, with two
 masquerade parties in progress on the top and bottom floors, with heavan and
 hell themes respectively. Another chance to get the FN-2000 if you didn't get
 it on the Mississippi mission. New knife can be found on the heavan assassin,
 but I still don't think you can keep these. Note heaven and hell guards have
 different uniforms, so you can't just steal one guard's uniform and expect to
 be welcomed everywhere. If the assassins see you they'll lure you away and
 try to kill you, but these are often the best oppurtunities to kill them.

 Thanks to new_rdl88 for pointing out that you can collect the Dragunov rifle
 (the gun on the training mission) from the assassin's office, next to the
 desk with the laptop on! (Use the rifle case the CIA agent has)

 If you want to do the Hell party first, you can find a suitable guest in the
 garage 'colouring the pavement' (credit to GodFather).

 --> Kill Anthony Martinez

 Go into the building via the glass doors ahead. You can't avoid being seen by
 CCTV at this stage. Approach the front desk and talk to the guard, follow him
 into the back storage room, sedate him, and take his clothes. Leave the lobby
 via the door on the right, that has stairs down to the garage. You may as
 climb the ramp at this stage, and enter the guard building there, and steal
 the video tape for the cameras when noone is looking. This is actually quite
 easy, and you don't have to sedate either guard. 

 Go down into the garage, and locate the '!' next to a party prop truck.
 There's a heaven guest suit there, so don it when the guard isn't around. Go
 to the right elevator, and after being searched, take it to the top floor.
 You'll see the first target walking around. Head into the main room, where
 the bartender will drop less than subtle hints about the singer not being who
 she seems, but exit by the Eastern door to the room with a view. Enter the
 door to the North of the one you just used to get to a bland corridor, there
 are toilets off to the right which the CIA agent uses frequently, take him
 out when he enters. You can leave the body there, noone else goes into that
 cubicle. Steal his clothes and desert eagle.

 Note, you have to complete this before he leaves the heaven party.

 It has been pointed out multiple times that you can in fact steal the clothes
 of the guard just next to the elevator and sneak into the elevators
 themselves by picking the lock on the door next to the guard, and climbing
 the ladder therein. I didn't do this in the end, because the guard uniform
 is next to useless outside of the garage, and you should already have one.
 It seems a waste of a tranquilizer ... (lots of people reminded me of this,
 GodFather, bfelsch, Bubbles63846 ...)

  --> Retrieve information

 Make sure the singer is on stage, and go into the Eastern corridor that's
 marked staff only. If you want guns, there's a fine stash of them in the
 guard room here. Enter the huge room at the South end of the corridor, and
 quickly take the information off the computer on the main desk. The two
 assassins will now become objectives. Leave before the singer, Eve, returns.

 --> Kill Eve

 If she sees you, she'll lure you back to her room, and if she doesn't, when
 she goes off stage she'll go there anyway, so follow her and she'll enter the
 room with her back to the door. Sneak in and fibre wire or poison her. Leave
 the body.

 --> Kill Vaana Ketlyn

 Go down the elevator, but climb onto the hatch. When it arrives at the garage
 you can transfer over to the other one without going outside and thus being
 relieved of your weapons again. Take it down to the Hell party.

 If Vaana sees you dressed as the CIA agent, she'll lead you to a private room
 where you can easily kill her without anyone noticing. If not, head around
 the club to the back area. Wait until Vaana is on the platform above the club
 and go to the entrance to this platform. There is the pyrotechnics machine
 which you can rig, that'll kill her at the end of the display.

 --> Kill Maynard John

 No subtle way to do this that I can see. Whatever costume you're wearing, 
 approach this assassin (posing as a bartender, you can hear some of the
 guests complaining about it), and he'll challenge you to a duel, leading
 you to the storage room. Pick up a gun and kill him with as few shots as
 you can, you should still get a Silent Assassin rating (I did at least).

 --> Escape

 Take the elevator back up to the garage, locate the escape van, and escape.
 If you didn't steal the CCTV footage earlier, then put the guard uniform
 back on, and steal it from the guard room at the top of the ramp when
 noone is looking, escape.

 MISSION COMPLETE

 Shots fired: 43
 Shots hit: 23 ... It was a bad day ...
 Kills: 3
 Accidents: 1
 Bodies found: 0



 -----------------------------------------------------------------------------

  4.12                       MISSION 11: AMENDMENT XXV

 -----------------------------------------------------------------------------



 --> Weapons: Nailer, MP5, M14, Desert Eagle, Custom 1911, SLP.40

 --> Ranking: Silent Assassin

 --> Briefing: The president is about to be assassinated. The man behind it is
               the acting vice-president. Stop them, by killing the lead
               albino clone assassin, Mark Parchezzi, and the Vice himself.

               ---> Kill Mark Parchezzi III

               ---> Kill the Vice President

               ---> Escape

 --> Intel: 1. The Guards here will open fire if weapons are detected by the
               metal detectors.
 
            2. Any confiscated weapons at the museum entrance will be stored
               away by security.

            3. The white house is surrounded by an iron gate, which varies in
               height.

            4. Guards will respond if the laser alarm system in the Museum is
               triggered.

            5. The first lady has a dog which is regularly taken out for a
               walk in the backyard

            6. The oval office has been the setting for many historical
               meetings.



 Now it's the final assassination mission, at least the last one you can get
 rated for. Enter the white house, assassinate the vice-president and the
 assassin who's out for the president. Simple stuff ... Make sure that by this
 level you've bought the upgrades for the W2000 and as a priority the padded
 briefcase upgrade. There is one gunfight that is unavoidable here, and while
 you don't need a sniper rifle, it makes things easier. 

 --> Kill the Vice president

 I did this in a really round about route. First I broke into the white house,
 and went all the way through to get full access in the FBI security guard
 suit.

 Enter the museum, and place the padded briefcase containing whatever weapon
 you brought onto the bag scanner. Walk through the metal detector and pick
 up the rifle case. Straight ahead is a door guarded by a soldier toting an
 M14 rifle, to the left a small toilet. Enter the toilet, and hide behind the
 door until a museum staff member enters. Sedate him and take his clothes.

 barmytoo writes:
 "You must equip ONLY the silverballers and the WA2000 rifle, then wait until
 the woman with the suitcase goes for a smoke behind the bus, whilst that is
 happening, drop the WA2000 suitcase and take hers, then put the silverballers
 in it and drop her suitcase. Retrieve your WA2000 suitcase and go past
 security, when she is scanned she will be taken away, and the suitcase you
 put the silverballers in will be taken to the guards office, simply acquire
 the disguise of the museum staff and go into the security room, take the
 suitcase and Retrieve the silverballers, drop her suitcase and continue on."

 Pick up the rifle case again, and enter the door guarded by the soldier.
 Take the first on the left into the guard room, and take the main building
 security card, as well as the video evidence (there is A LOT of CCTV around
 in the West Wing particularly).

 Go back out into the corridor and head north, until you're in a connecting
 corridor that looks out onto a garden, with either one or two soldiers
 patrolling. You won't be allowed to enter the main building in your present
 disguise, so take the door on the left near the top, which leads outside
 onto the roof. Climb the scaffold, but wait near the top until the window is
 unobserved (check the east side of the main building 2nd floor map for
 details of people in the room).

 Wait until there is only one builder left with his back to the door, and
 quickly climb into the window, and take the first door on the left in this
 room. Travel through the southern rooms on the 2nd floor, until you arrive
 at the opposite side, where there should be a carpenter disguise next to a
 '!'. 

 Put this on, and climb out the window after picking up your rifle case again,
 and climb down onto the West Wing roof area. Head near the door, and wait
 until a secret service agent comes out for a smoke. Sedate him, take his
 clothes and keycard, and drag him all the way around the circular thing just
 there. Leave your guns here.

 Enter the West wing via the nearby door, and go down to the first floor. Head
 back East, out into the back yard (the door is the north-east corner of the 
 first floor). The Vice president walks between the back yard and the main
 office in the White House main building. 

 You can't kill him here, as he has his dog with him, so follow him back to
 the main office, making sure to enter the door after him, so you don't have
 to pick the locks. Wait until he heads to another room on his own, follow
 and poison or fibre wire him. Hide his body in a nearby box (the dog won't
 be around, as it has returned to its mistress)

 --> Kill Mark Parchezzi III

 Head back to the first floor of the West Wing and the oval office, where you
 can see your other target circling. Enter and confront him. After the scene,
 proceed at your own pace to the roof again (everyone will be on alert, but
 you won't be shot at), and retrieve all your weapons. If you brought a sniper
 rifle, this is a simple matter of assembling it, and then shuffling along the
 wall until you have a clear shot. One head shot should take care of him. If
 you don't have a sniper rifle, then be ready for a gunfight, his gun is
 incredibly powerful.

 --> Escape

 Walk up to the assassins body, and take his gun, the custom 1911. Agents
 might start swarming the roof here, so make sure you hid the body well.
 Climb up the scaffold and into the window. Proceed all the way back through
 to the exit, remembering to change into your suit in the museum. It doesn't
 matter if you set off the metal detector on the way out

 MISSION COMPLETE

 Kills: 2
 Head shots: 1
 Close Combat Kills: 1



 -----------------------------------------------------------------------------
  
 4.13                         MISSION 12: REQUIEM

 -----------------------------------------------------------------------------

 

 --> Weapons: SLP.40, MP7, Stiletto, Custom 1911, Screwdriver, Hammer, Hedge-
              cutter, kitchen knife, shovel

 --> Ranking: n/a

 --> Briefing: It's time to close down the Franchise, leave no witnesses



 Not really a mission, you can't save afterwards or keep any weapons you find.
 When you see the credits rolling, twiddle the left analogue stick until 47
 gets up. It'll start off in slow motion, so make those first few shots count,
 as his 'Ballers take ages to reload. Kill everyone on the map, there are a
 few melée weapons available in a shed in the graveyard (marked !) if you so
 wish. There's no time limit, so enjoy.

 MISSION COMPLETE






 -----------------------------------------------------------------------------
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 5.0                                WEAPONS 

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 -----------------------------------------------------------------------------


 As far as I know this is the complete list of weapons found in the games, or
 at least I've filled all the shadows in the hideout. If anyone finds any
 others not on this list, I'll be happy to add it! Apparently you can keep the
 Dragunov by obtaining it on the Dance with the Devil mission (see earlier),
 so there we go then. I've tested this, and it's true.

 sam_vere pointed out that the best way to keep long weapons is to stash them
 in the black crates. You can do this by walking up to them with the weapon
 in hand and pressing [X]. This is useful especially to keep the SG552 on The
 Murder of Crows mission.

 If you are playing the Xbox version, there is apparently a missing weapon in
 the hideout between the shotgun and the M14, but I have no clue what it could
 be.

 ________ ______________ _____________________ ____________________ __________
         |              |                     |               *    |
   Type  |   Weapon     |     First found     |    Concealable     |  Silenced
 _______ |   _______    |      ________       |     _________      |   ______
         |              |                     |                    |
 Pistols |  'Ballers    |     From start      |        Yes         |   Custom
         |              |                     |                    |           
         |  Snub Nosed  |   A Vintage Year    |        Yes         |     No
         |              |                     |                    |  
         |   SLP.40     |   Curtains Down     |        Yes         |     No
         |              |                     |                    | 
         |  Bull. 480   |     A New Life      |        Yes         |     No
         |              |                     |                    |           
         | Desert Eagle | The Murder of Crows |        Yes         |     No
         |              |                     |                    |           
         |  SLP.40.S    | The Murder of Crows |        Yes         |     Yes
         |              |                     |                    |           
         | Six Shooter  |Till Death do us part|        Yes         |     No
         |           ** |                     |                    |           
         | Custom 1911  |   Amendment XXV     |        Yes         |     No
 _______ |   _______    |      ________       |     __________     |   ______ 
         |              |                     |                    |          
 Sub-    | SMG Tactical |     From Start      |        Yes         |   Custom
 machine |              |                     |                    |          
         |   SAF-SMG    |   A Vintage Year    |        Yes         |     No
         |              |                     |                    |           
         |     TMP      |   A Vintage Year    |        Yes         |     No
         |              |                     |                    |           
         |     MP5      |   Curtains Down     |        Yes         |     No
         |              |                     |                    |           
         |     MP7      |     A New Life      |        Yes         |     No
         |              |                     |                    |           
         |     MP9      | The Murder of Crows |        Yes         |     No
 _______ |   _______    |      ________       |     __________     |   ______
         |              |                     |                    |           
  Rifles |   W-2000     |     From Start      |        No          |   Custom
         |              |                     |                    |           
         |  M4 Assault  |     From Start      |        No          |   Custom
         |              |                     |                    |           
         |    SG552     | The Murder of Crows |        No          |     No
         |              |                     |                    |           
         |   Kazo TRG   | The Murder of Crows |        No          |     No
         |              |                     |                    |       
         |   FN-2000    |     Mission  9      |        No          |     No
         |              |                     |                    |
         |Elephant Rifle|Till Death do us Part|        No          |     No
         |              |                     |                    |
         |   Dragunov   |Dance with the Devil |        No          |     No
         |              |                     |                    |         
         |     M14      |    Amendment XXV    |        No          |     No
 _______ |   _______    |      ________       |     __________     |   ______
         |              |                     |                    |           
  Misc.  | SP12 Shotgun |     From Start      |        No          |   Custom
         |              |                     |                    |           
         |   Shotgun    |   A Vintage Year    |        No          |     No
         |              |                     |                    |           
         |    Nailer    |    Curtains Down    |        Yes         |     ?
         |              |                     |                    |           
         |  Air Rifle   |     A New Life      |        No          |     ?
 _______ |   ________   |      ________       |     __________     |   ______ 


 
             * Weapons are concealable when used in conjuction with a suitcase

             ** It appears the Custom 1911 is not a collectable gun. It
                doesn't appear in the hideout, even if you collect it on 
                Amendment XXV.




 -----------------------------------------------------------------------------
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 6.0                              UPGRADES

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 -----------------------------------------------------------------------------



 These are the upgrades on the Agent 47's standard armory. There are 5 levels
 of upgrade, opened after completing certain missions. If there are two prices
 given for a particular upgrade, this means it is the price plus the price of
 the other required upgrade to use it.



 SILVERBALLERS:

 Level 1 Upgrades: $50,000
 (Available from start)

    --> Low Velocity Ammo ~ More Silent
                          ~ Less recoil
                          ~ Excludes other ammo

    --> Silencer Type 1   ~ Medium Silenced
                          ~ Excludes silencer type 2
                          ~ Excludes Long slide

 Level 2 Upgrades: $75,000
 (Complete 'A VINTAGE YEAR')

    --> Extra Ammo  ~ 2 extra clips
                    ~ Expands all clips

    --> Rail mount  ~ For scopes

    --> Laser sight ~ Laser Aim
                    ~ Medium Precise

 Level 3 Upgrades: $100,000
 (Complete 'FLATLINE')

    --> Magnum Ammo  ~ Penetrates doors
                     ~ More recoil
                     ~ Excludes other ammo

    --> Long Slide   ~ Better precision
                     ~ Less recoil
                     ~ Excludes silencer

    --> Dual Action  ~ Two guns
                     ~ Twice the fun
                     ~ More recoil

 Level 4 Upgrades: $150,000
 (Complete 'A MURDER OF CROWS')

    --> Red dot sight ~ Small zoom
                      ~ High precision
                      ~ Requires rail mount
                      ~ Excludes scope

    --> Large Clip    ~ More bullets
                      ~ Double capacity

 Level 5 Upgrades: $200,000
 (Complete 'DEATH ON THE MISSISSIPPI')

    --> Silencer Type 2 ~ Max silenced
                        ~ Excludes silencer Type 1
                        ~ Excludes long slide

    --> Scope Type 1    ~ Medium Zoom
                        ~ Extreme Precision
                        ~ Requires rail mount
                        ~ Excludes Red dot sight
   
    --> Full Auto Fire  ~ High rate of fire
                        ~ Requires large clip
                        ~ More recoil



 SP12 SHOTGUN:

 Level 1 Upgrades:
 
    --> Flechette ammo ~ 18 dart slugs
                       ~ Less damage
                       ~ More precise
                       ~ Excludes other ammo

    --> Butt stock     ~ More precise
                       ~ Less recoil

 Level 2 Upgrades:
 
    --> 12 Guage shots ~ 12 guage slugs
                       ~ Max damage
                       ~ Excludes other ammo

    --> Extra ammo     ~ 2 extra rounds
                       ~ Expands all rounds
 
    --> Reload boost   ~ mounted shells
                       ~ Faster reload time

 Level 3 Upgrades:
 
    --> Rail Mount   ~ For red dot sight
 
    --> Short Barrel ~ More damage
                     ~ Less precise
                     ~ Excludes silencer
 
 Level 4 Upgrades:
 
    --> Laser Sight ~ Laser aim
                    ~ Medium precise

    --> Magazine    ~ 4 extra slugs
                    ~ High rate of fire

 Level 5 Upgrades:
 
    --> Silencer Type 1 ~ Medium silenced
                        ~ excludes short barrel 

    --> Red dot sight   ~ Max precision
                        ~ Require rail mount



 SMG TACTICAL:

 Level 1 Upgrades:

    --> Low Velocity Ammo ~ More Silent
                          ~ Less recoil
                          ~ Excludes other ammo

    --> Butt Stock A      ~ less recoil
                          ~ More precise
 
    --> Butt Stock B      ~ less recoil
                          ~ More precise

 Level 2 Upgrades:

    --> Extra Ammo  ~ 2 extra clips
                    ~ Expands all clips

    --> Rail mount  ~ For scopes

    --> Magnum Ammo ~ Penetrates doors
                    ~ More recoil
                    ~ Excludes other ammo

 Level 3 Upgrades:
 
    --> Silencer Type 1 ~ Medium silent
                        ~ Less damage
                        ~ Excludes silencer type 2

    --> Short barrel    ~ more damage
                        ~ less precise

    --> Rapid Fire      ~ Extreme rate of fire
                        ~ More recoil

 Level 4 Upgrades:

    --> Laser sight ~ Laser aim
                    ~ more precise

    --> Double clip ~ Fast reload

 Level 5 Upgrades:
 
    --> Silencer Type 2 ~ Max silenced
                        ~ Less damage
                        ~ Excludes silencer type 1

    --> Red dot sight   ~ small zoom
                        ~ high precision
                        ~ requires rail mount



 M4 RIFLE:

 Level 1 Upgrades:

    --> Low Velocity Ammo ~ More Silent
                          ~ Less recoil
                          ~ Excludes other ammo

    --> R.I.S. Handguard  ~ Special Handguard
                          ~ required to upgrade

    -->   Butt stock      ~ Lightweight buttstock
                          ~ less recoil
                          ~ More precise

 Level 2 Upgrades:
 
    --> Armor Piercing ammo ~ Penetrates doors
                            ~ More damage
                            ~ Excludes other ammo

    --> Rail Mount   ~ to mount scopes

    --> Extra ammo   ~ 2 extra clips
                     ~ expands all clips

    --> Laser sight  ~ Laser aim
                     ~ medium precise

 Level 3 Upgrades:

    --> Silencer Type 1 ~ Medium silent
                        ~ Excludes silencer type 2

    --> Pistol grip     ~ Extra support
                        ~ More steady
                        ~ Requires handguard

 Level 4 Upgrades:

    --> Double clip   ~ 2 clips
                      ~ Less reload time
                      ~ Excludes drum magazine

    --> Red dot sight ~ small zoom
                      ~ high precision
                      ~ requires rail mount
                      ~ excludes scope

 Level 5 Upgrades:
 
    --> Silencer Type 2 ~ Max silenced
                        ~ Excludes silencer type 1

    --> Drum magazine   ~ 100 rounds
                        ~ large recoil 
                        ~ excludes double clips



 W-2000 SNIPER:

 Level 1 Upgrades:

    --> Low Velocity Ammo    ~ Less sound
                             ~ Less recoil
                             ~ Excludes other ammo

    --> Double capacity clip ~ High rate of fire
                             ~ Excludes bolt action

 Level 2 Upgrades:

    --> Lightweight frame ~ Lightweight parts

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