26th November 2005, 12:39 PM
Gadgets:
The ones we know of are:
Demokit:
-An explosive used for blowing walls down and for forcfully opening doors. Places that these can be used are selected by the game.
Armor:
-Pretty self explainitory really. This is a layer of armor you can put on to protect yourself.
CamSpy:
-The CamSpy is a small, spherical device, roughly the size of a golf ball. Motion control vanes project from left and right sides of the apparatus. Housed within the body are a tiny high-resolution camera (equipped for spectroscopic holography, and capable of taking still photographs and capturing several minutes of full-motion 3D video). A comms-antenna used to receive control, signals from the CamSpy’s remote operator and to send pictures back –is located at the rear of the main body. (Earliest models were the size of a baseball, not exactly invisible, but still useful for getting into small places. One of the device’s more innovative features is its ability to project a pulse of heat that mimics the presence of a human body. Many dataDyne facilities use heat detecting proximity sensors to automatically open and close doors; the CamSpy can quite adeptly navigate such sites.
Night Vision:
-While quite obviously useful for operating in low-light situations, night vision sets are not without drawbacks. The image processors can be overloaded by increased illumination (such as flares, tac-lights, or sunlight) causing the display to white-out. Sudden bursts of light (such as magnesium flares, or offensive strobes) can temporarily blind the user. In addition, peripheral vision and depth perception are dramatically hampered by night vision sets – problem dating back to the earliest forms of light amplification gear.
Tracker"
-Trackers are two-components systems, a homing device (called a Locator Bug) and a receiver. The locator bug sends out microsecond-long bursts of data variable type (making it nearly impossible to detect, jam, or decode). For example, in the course of three seconds, homing data sent to the receiver may be encrypted GPS coordinates, air-traffic control data, and a local map reference – all switching randomly. The receiver automatically filters the data to provide useable tracking information. There in no sequence to the type of data used and the device can also be used with a location offset, so anyone who does manage to intercept and decrypt GPS data, for example, will not see anything near their current position.
Datathief:
The essential tool for hacking computer terminals and electronically activated doors. High-tech superspies don’t leave home without it.
Locktopus:
-a quirky lock-picker for those doors still made in the old-fashioned style. No spring or tumbler is a match for this mechanical marvel.
AudioScope:
-You get this gadget when the mission requires it.
-Can catch and relay Sound & Vision from a long distance.
-It can lock onto targets when it acquires the sound information.
Threat Detector:
-Highlights enemies in a red-orange glow, (remember the second German video), and makes it easier to see them
Revive:
-This gadget allows one player to revive another fallen player in Co-Ops, and apparently Dark Ops as well.
Vehicles:
Jetpac:
-Can be moved front, back, left, right, and any combination of the mentioned.
-The 20mm Machine guns have UNLIMITED AMMO!
-Easier to hit because its loud, bulky, and a big target.
Has an 8-Second timer before you go BOOM with the Jetpack. 8 seconds to live Bond, i mean Joanna.
Hovercraft:
-High-speed transport
-Has a weapon mounted above the cockpit, eather a Rocket Launcher OR M60.
-Again like the Jetpack, this also has UNLIMTED AMMO!
-Little protection to the driver
******There is no mention of the Motorcycle in the Strategy Guide******
Weapons: (recycling my list from my site, but added on the Max rounds , special notes, and the number of Slots the gun takes up)
1. Falcon
Capacity: 18 rounds
Max Rounds: 200
# of Inventory Slots: 1
Special: Duel Wield
Secondary Function: Firecracker
“A relatively underpowered but accurate weapon, favored by professionals for its high rate of fire. Secondary function allows a full clip to be thrown down, firing each round in sequence to distract enemies.”
2. Magnum
Capacity: 6 rounds
Max Rounds: 200
# of Inventory Slots: 1
Special: Fast Fire, Duel Wield
Secondary Function: Decoy Fire
“One for those who appreciate true stopping power, this intimidating six-shooter can teach a painful lesson in muzzle velocity. Secondary function fires a silenced shot with a delayed detonation.”
3. Magsec 4
Capacity: 9 rounds
Max Rounds: 200
# of Inventory Slots: 1
Special: Zoom or Duel Wield
Secondary Function: Rebound Fire
“State-of-the-Art military pistol ideal for engaging targets at a distance. Secondary function magnetizes the rounds, exaggerating ricochet and allowing skilled users to effectively fire around corners.”
4. DW-P5
Capacity: 24 rounds
Max Rounds: 200
# of Inventory Slots: 2
Special: Silencer, Zoom
Secondary Function: Silencer
Tertiary Function: Flashlight
“The DW-P5 comes with a built-in scope and is easily modified. Secondary function attaches a silencer for recon missions, while the tertiary function switches on a flashlight for use in low light conditions.”
5. UDL Liberator
Capacity: 24 rounds
Max Rounds: 200
# of Inventory Slots: 2
Special: Land Mine, Duel Wield
Secondary Function: Booby Trap
“Powerful but inaccurate weapon favored by the ‘Spray and Pay’ school. Secondary function throws down the weapon, activating an internal explosive device that detonates when its perimeter is broken.”
6. CMP150
Capacity: 24 rounds
Max Rounds: 200
# of Inventory Slots: 2
Special: Hologram, Duel Wield
Secondary Function: Hologram
“Accurate and fast-firing, the CMP can absolutely shred enemies at close range. Secondary function activates an advance built-in hologram projector to lure and confuse enemies.”
7. KSI-74
Capacity: 30 rounds / 1 Bayonet
Max Rounds: 200 / 1 Bayonet
# of Inventory Slots: 2
Special: Bayonet
Secondary Function: Bayonet Shot
“A rugged and powerful assault rifle, highly effective when fired in short bursts. Secondary function employs a bayonet for silent takedowns.”
8. Superdragon
Capacity: 20 Rounds / 6 Shot Grenades
Max Rounds: 200 Rounds / 12 Grenades
# of Inventory Slots: 2
Special: Fast Grenade
Secondary Fire: Bounce Shot
Tertiary Function: Nightvision
“A versatile infantry weapon with a built-in scope. Secondary fire switches to the underslug grenade launcher which, with practice, can be used to bounce grenades off walls and ceilings to devastating effects.”
9. P9P
Capacity: 9 rounds
Max Rounds: 200
# of Inventory Slots: 1
Special: Zoom or Duel Wield
Secondary Function: Silencer
Tertiary Function: Flashlight
“Highly customizable with a scope fitted standard. Secondary function attaches a silencer for stealth kills, while the tertiary function switches on a flashlight for use in low light conditions.”
10. Psychosis Gun
Capacity 6 rounds
Max Rounds: 200
# of Inventory Slots: 1
Special: Blur, Radar Switch, Duel Wield
Secondary Function: Psychosis
“Compact tranquilizer pistol used by bail enforcement agents. Adapted to fire a concentrated dose, which negates the target’s distinction between friends and enemies resulting in serious collateral damage.”
11. M60
Capacity: 80 Rounds
Max Rounds: 200
# of Inventory Slots: 3
Special: Caltrop Mine
Secondary Function: Caltrops (use 3 rounds)
“This belt-fed lays down a field of suppressive fire that renders its inaccuracy negligible. Secondary function dispenses caltrops to slow down personnel and stop most vehicles in their tracks.”
12. Plasma Rifle
Capacity: 40 rounds
Max Rounds: 200
# of Inventory Slots: 3
Special: Cloak
Secondary Function: Cloak
“Fires explosive bolts of super-heated plasma. Secondary function diverts energy to cloak the firer. A self-recharging power core provides limitless ammunition but the charge is quickly exhausted, especially by cloaking (moving while cloak drains power faster still).”
13. Rocket Launcher
Capacity: 2 Rockets
Max Rounds: 4
# of Inventory Slots: 3
Special: Guided Missile
Secondary Function: Fly-By-Wire
“Destructive enough with a standard warhead, but the secondary function enables the fly-by-wire rockets that can be guided straight to their destination from the flip-out target finder-provided they strike before running out of fuel.”
14. RCP-90
Capacity 40 shots
Max Rounds: 200
# of Inventory Slots: 2
Special: Threat Detector, Zoom
Secondary Function: Threat Detector
Tertiary Function: Reprogram
“Boasts a stunning rate of fire, plus invaluable additional functions. Secondary function pinpoints and enhances enemy threats; tertiary function reprograms electronic hazards such as sentry guns, mines, and security cameras.”
15. FAC-16
Capacity: 30 Rounds / 1 Shot Grenade
Max Rounds: 200 Rounds / 6 Grenades
# of Inventory Slots: 2
Special: Slow Grenade
Secondary Function: Grenade
Tertiary Function: Silencer
“A precise and adaptable military rifle with a standard-issue scope. Secondary function grenades detonate on impact with any surface, while the tertiary function affixes a silencer for stealth kills.”
16. Laptop Gun
Capacity: 30 rounds
Max Rounds: 200
# of Inventory Slots: 2
Special: Turret
Secondary Function: Sentry Gun
“Compact and deadly, with fearsome rate of fire. Secondary function transforms it into an automatic sentry gun, making it ideal for covert agents who need a laptop PC in the field. Runs Windows 2020."
17. DEF-12 Shotgun
Capacity: 6 rounds
Max Rounds: 80
# of Inventory Slots: 2
Special: Scanner, Radar Sweep
Secondary Function: Radar Sweep
Tertiary Function: mimic
“Hard-hitting weapon of choice for urban environments. Standard electronics protect the carrier and nearby allies from enemy sweeps. Secondary function highlights all local targets but also exposes the carrier; tertiary function mode tricks enemy radar into registering you as an ally.”
18. Jackal
Capacity: Single-shot
Max Rounds: 30 / 1 EMP Marker
# of Inventory Slots: 3
Special: Radar Jam
Secondary Function: EMP Marker
“A world-class sniper rifle with cornea tracking zoom, the jackal chambers a single shot caliber round with momentous stopping power. Secondary function scrambles enemy radar (and other electronics) while clearly highlighting the target’s position on all nearby radar.”
19. Shockwave
Capacity: 30 shots
Max Rounds: 30
# of Inventory Slots: 3
Special: X-ray
Secondary Function: X-Ray
“A classified experimental weapon, the Shockwave’s stream of highly-charged particles can blast adversaries clean off their feet. Its built-in scope complements the secondary function, which allows foes to be seen through walls. Prone to over heating.”
20. Viblade
Maximum Slash Radius: 2 meters
Secondary Function: Deflect
“A resonating-edge blade of unknown origin and a chilling weapon in trained hands. Secondary function throws up an impenetrable wall capable of deflecting bullets right back at the aggressor.
Reapz~ NOTE: The Snake head is indeed the Hilt of this sword, it does note sho up on radar when is us, perfect with the Plasma Rifle and its cloak ability. The Viblade is a very easy, very fast hack-and-slash stealth weapon."
21. Frag Gernade
Blast Radius: 5 meters
Max Rounds: 1
# of Inventory Slots: 1
Special: Explosive
Secondary Function: Duel Wield
“Highly-explosive fragmentation device with a four-second fuse, which becomes an impact grenade if held until the timer reaches zero. Secondary function allows grenades to be carried alongside a duel wield pistol or SMG.”
22. Multimine
Blast Radius 2 meters
Max Rounds: 1
# of Inventory Slots: 1
Special: Remote Explosive
Secondary Function: Remote Control
“A powerful deterrent to pursuers. Can be deployed as a proximity mine to detonate when enemies approach. Secondary function can be used to lay lethal trails of mine that explode when triggers.”
23. Hawk = "Hawk Boomerang, The Knife replacement"
Chance of Survival (unarmored) None
Secondary Function: Shrapnel Shield
“An experimental oddity with a tungsten alloy blade. The hawk uses miniaturized anit-gravity to extend flight time and power its secondary function, a force field that defends against grenades and rockets.”
24. Flashbang
Effective Radius: 50 meters
Max Rounds: 1
# of Inventory Slots: 1
Special: Blind
Secondary Function: Dual Wield
“Explodes with a blinding light and deafening noise to disorient enemies allowing for quick follow-up attacks. Effects are indiscriminate, so be sure to look away.
Singleplayer:
-There are 13 Missions
1: DataCore Demolition
2: Nightclub Stakeout
3: Subway Retrieval
4: Rooftops Escape
5: Laboratory Rescue
6: River Extraction
7: Trinity Infiltration
8: Trinity Escape
9: Jungle Storm
10: Temple Surveillance
11: Outpost Rescue
12: Bright Assault
13: Arena Showdown
Other than that I think we have seen enough Singleplayer videos to figure out what is going down. The videos along with knowing PD, we know what’s going down. If ya got any question PM me on the boards and I’ll look it up for ya.
Multiplayer:
There are 6 maps total. They each can hold a total of 32 players. They also will grow and shrink based on the number of players playing. If only 2 people are playing, the map will shrink to its smallest possible size. If the max number of people are playing, it will max the map out and will literally take multiple minutes to walk across. This is where vehicles are a blessing!
There are two types of way to play:
Deathmatch which has FOUR different types of ways to play:
- Killcount: Your basic kill, kill, kill match. You fight against other human player and bots and whom ever has the highest kill count wins the match
- Team Killcount – Same as regular Killcount, but whichever team has the highest amount of kills wins the match.
- Capture The Flag - *this is strictly for team matches only* You must capture the enemies flag and return it to your base’s flag room to score a point. If both flag are not at their respective bases, you must retrieve your flag and return it to your base before scoring a point.
-Flag Carries can NOT use guns, only punch & move slightly slower than if they were carrying a weapon.
- Territorial Games - This is all about getting and defending “Gain” Gain are Tall Cylinders that a team must hack to gain possession of. When a team hacks a Gain (by holding A for several seconds) you gain control and start getting points. You are completely vulnerable to fire when hacking, so if your in the middle of hacking and let go to use a weapon, you must start the hack all over again.
_if you gain control, an opposing team can attack, re-hack the Gain, and gain control and start racking in points, so defending is key here.
Dark Ops:
This is a Counter-Strike type of gameplay. You by guns at the beginning of the round (or when you unfortunately die and are in spectator mode. You gain credits by almost everything.
-The Maximum amount of credits you can start with is 15,000
-The maximum you can earn is 20,000
- If a weapon can normally be duel wield, you can by two of those weapons and duel wield them.
The weapons are split into 8 different categories:
(Name of Gun – Credits to by weapon)
PISTOLS:
P9P – 1,000
Falcon – 1,500
Magnum – 2,500
Magsec 4 – 1,500
Psychosis Gun – 2,00
SMG:
DW-P5 – 3,000
UGL Liberator – 2,500
CMP-150 – 3,500
RCP – 90 – 5,500
ASSAULT:
KSI-74 – 4,500
FAC – 16 – 6,500
SuperDragon – 7,500
Laptop Gun – 9,500
THROWN:
Flashbang – 1,000
Frag Grenade – 1,000
Multimine – 4,000
Hawk – 4,000
GADGETS:
Demokit – 1,000
Revive Kit – 1,000
CamSpy – 1,000
Locktopus – 1,000
DataThief – 1,000
CLOSE COMBAT:
Viblade – 5,000
DEF – 12 Shotgun – 5,000
Combat Shield – 4,000
HEAVY:
Plasma – 15,000
M60 – 10,000
Rocket Launcher –15,000
Jackal – 10,000
Shockwave – 12,500
ARMOR & VEHICLES
(Vehicles where available)
Armor – 1,000
Jetpac – 10,000
Hovercraft – 10,000
The four different types of scenarios for Dark Ops are:
- Eradication – This is the Plane Jan Counter-Strike mode.
-You start out the round where yo can buy your gun, gadgets, vehicles, etc.
-You get only one life, if you die you must wait till the round is over to play again.
-A successful kill is worth 1,00 credits
-If you survive to the end of the round, you get to keep your gun for the next round.
-Whichever team is left at the end of the round gets the point.
- Onslaught – Players are split into two teams Defenders and Attackers:
Defenders:
-Must protect a certain spot on a map outlined on the map.
-Can go through and choose from any weapon they choose, but only have 10 seconds before the round begins to do so.
-IF you go outside the outlined area you must defend, a message will pop up alerting you, and your health will slowly tick away, BUT will recharge when you step into the base again. This is not bad when you can get an easy kill; and 200 credits
Attackers:
-Attackers are frozen for 10 seconds at the beginning of the round and usually are close to the area they must attack and hopefully gain control of.
-Unlike Defenders, Attackers only have a choice of three weapons when beginning the round (Falcon, DEF-12 Shotgun, or CMP-150). Demokits are randomly distributed throughout the beginning of the match.
-Attacker must breach the base and gain control
-A team gets 1,000 credits for gaining control of a base.
Scoring can be done three ways:
- Round Base: Which ever team holds the base the longest wins
- Threshold Time: Whichever team holds the base at the required time wins.
- Longest at End: The team that holds the base the longest wins.
- Infection - Players are split into two teams Infected and Uninfected
-The number of Uninfected will ALWAYS be greater then the number of infected at the beginning of the match.
-Infected players can only use pistols, and are not allowed to shop for new weapons, BUT can try to disarm an uninfected person gun.
-Uninfected Players appear normal, while Infected Players show up as skeletons.
-When an Infected player kills an uninfected person, that uninfected person joins the hunt of the healthy.
-Points are score for the uninfected team if they survive the round (even if one person does)
-Points are scored to the Infected team if they manage to transform every one of the uninfected team’s players.
From: sticktendo | Posted: 11/19/2005 10:16:50 PM | Message Detail
- Sabotage - Players are split into two teams Defenders and Attackers:
-Similar to Onsluaght, Attackers must go after what the Defenders are protecting, but unlike it, they have to go after Props and destroy them (Props are crates, barrels, communication towers, etc.)
-Communication Towers can with stand 2-3 DemoKits, hard SoBs
Defenders:
-Must protect a certain Props from the attack of the opposing team, and must keep the props safe from destruction
-Can buy guns, gadgets, etc. as normal.
Attacker:
-Must destroy all Props of the opposing team.
-Can buy guns, gadgets, etc. as normal.
Matches are over when:
- When eather All the Props are destroyed
- When one team is killed
- When the time rounds out.
-Each Prop is worth a certain amount of points, harder it is to destroy the more its worth.
-Whichever team has the most points at the end of the match/round wins
the LE version of the game includes...
* "Hong Kong Sunrise" comic booklet
* One of nine Holographic Glyph Card collectibles
* "The Art of Perfect Dark Zero" video feature
* Exclusive music track: "Limelight" by DJ Kepi & Kat
* Perfect Dark Zero Gamer Pictures for your Xbox Live Gamer Card
* Custom Perfect Dark Zero Theme for the Xbox 360 Guide
* First chapter of Perfect Dark: Initial Vector, the first Perfect Dark novel
* Black metal game case
Special thanks to Sticktendo at the gamefaqs board for compiling this info.
This game sounds awesome... all the halo idiots are complaining about not having a jump button. They actually think having a jump button is better :D Does anyone remember all the jump debates from the Goldeneye days? It got so heavy that even Rare had a rant on it in scribes officially declaring that a FPS with a jump button is retarded. :D:D:D
"Who jumps in a gun fight? Come on."
Then they're complaining about the auto aim option saying that auto aim is for fags. Halo and Halo 2 have some of the worst auto aiming (and giant hit boxes) problems in all FPS shooters and you cant even turn it off. And you should hear all the people complaining about PDZ's difficulty. Ah... it's nice to see XBox idiots getting schooled in real gameplay. :D
The ones we know of are:
Demokit:
-An explosive used for blowing walls down and for forcfully opening doors. Places that these can be used are selected by the game.
Armor:
-Pretty self explainitory really. This is a layer of armor you can put on to protect yourself.
CamSpy:
-The CamSpy is a small, spherical device, roughly the size of a golf ball. Motion control vanes project from left and right sides of the apparatus. Housed within the body are a tiny high-resolution camera (equipped for spectroscopic holography, and capable of taking still photographs and capturing several minutes of full-motion 3D video). A comms-antenna used to receive control, signals from the CamSpy’s remote operator and to send pictures back –is located at the rear of the main body. (Earliest models were the size of a baseball, not exactly invisible, but still useful for getting into small places. One of the device’s more innovative features is its ability to project a pulse of heat that mimics the presence of a human body. Many dataDyne facilities use heat detecting proximity sensors to automatically open and close doors; the CamSpy can quite adeptly navigate such sites.
Night Vision:
-While quite obviously useful for operating in low-light situations, night vision sets are not without drawbacks. The image processors can be overloaded by increased illumination (such as flares, tac-lights, or sunlight) causing the display to white-out. Sudden bursts of light (such as magnesium flares, or offensive strobes) can temporarily blind the user. In addition, peripheral vision and depth perception are dramatically hampered by night vision sets – problem dating back to the earliest forms of light amplification gear.
Tracker"
-Trackers are two-components systems, a homing device (called a Locator Bug) and a receiver. The locator bug sends out microsecond-long bursts of data variable type (making it nearly impossible to detect, jam, or decode). For example, in the course of three seconds, homing data sent to the receiver may be encrypted GPS coordinates, air-traffic control data, and a local map reference – all switching randomly. The receiver automatically filters the data to provide useable tracking information. There in no sequence to the type of data used and the device can also be used with a location offset, so anyone who does manage to intercept and decrypt GPS data, for example, will not see anything near their current position.
Datathief:
The essential tool for hacking computer terminals and electronically activated doors. High-tech superspies don’t leave home without it.
Locktopus:
-a quirky lock-picker for those doors still made in the old-fashioned style. No spring or tumbler is a match for this mechanical marvel.
AudioScope:
-You get this gadget when the mission requires it.
-Can catch and relay Sound & Vision from a long distance.
-It can lock onto targets when it acquires the sound information.
Threat Detector:
-Highlights enemies in a red-orange glow, (remember the second German video), and makes it easier to see them
Revive:
-This gadget allows one player to revive another fallen player in Co-Ops, and apparently Dark Ops as well.
Vehicles:
Jetpac:
-Can be moved front, back, left, right, and any combination of the mentioned.
-The 20mm Machine guns have UNLIMITED AMMO!
-Easier to hit because its loud, bulky, and a big target.
Has an 8-Second timer before you go BOOM with the Jetpack. 8 seconds to live Bond, i mean Joanna.
Hovercraft:
-High-speed transport
-Has a weapon mounted above the cockpit, eather a Rocket Launcher OR M60.
-Again like the Jetpack, this also has UNLIMTED AMMO!
-Little protection to the driver
******There is no mention of the Motorcycle in the Strategy Guide******
Weapons: (recycling my list from my site, but added on the Max rounds , special notes, and the number of Slots the gun takes up)
1. Falcon
Capacity: 18 rounds
Max Rounds: 200
# of Inventory Slots: 1
Special: Duel Wield
Secondary Function: Firecracker
“A relatively underpowered but accurate weapon, favored by professionals for its high rate of fire. Secondary function allows a full clip to be thrown down, firing each round in sequence to distract enemies.”
2. Magnum
Capacity: 6 rounds
Max Rounds: 200
# of Inventory Slots: 1
Special: Fast Fire, Duel Wield
Secondary Function: Decoy Fire
“One for those who appreciate true stopping power, this intimidating six-shooter can teach a painful lesson in muzzle velocity. Secondary function fires a silenced shot with a delayed detonation.”
3. Magsec 4
Capacity: 9 rounds
Max Rounds: 200
# of Inventory Slots: 1
Special: Zoom or Duel Wield
Secondary Function: Rebound Fire
“State-of-the-Art military pistol ideal for engaging targets at a distance. Secondary function magnetizes the rounds, exaggerating ricochet and allowing skilled users to effectively fire around corners.”
4. DW-P5
Capacity: 24 rounds
Max Rounds: 200
# of Inventory Slots: 2
Special: Silencer, Zoom
Secondary Function: Silencer
Tertiary Function: Flashlight
“The DW-P5 comes with a built-in scope and is easily modified. Secondary function attaches a silencer for recon missions, while the tertiary function switches on a flashlight for use in low light conditions.”
5. UDL Liberator
Capacity: 24 rounds
Max Rounds: 200
# of Inventory Slots: 2
Special: Land Mine, Duel Wield
Secondary Function: Booby Trap
“Powerful but inaccurate weapon favored by the ‘Spray and Pay’ school. Secondary function throws down the weapon, activating an internal explosive device that detonates when its perimeter is broken.”
6. CMP150
Capacity: 24 rounds
Max Rounds: 200
# of Inventory Slots: 2
Special: Hologram, Duel Wield
Secondary Function: Hologram
“Accurate and fast-firing, the CMP can absolutely shred enemies at close range. Secondary function activates an advance built-in hologram projector to lure and confuse enemies.”
7. KSI-74
Capacity: 30 rounds / 1 Bayonet
Max Rounds: 200 / 1 Bayonet
# of Inventory Slots: 2
Special: Bayonet
Secondary Function: Bayonet Shot
“A rugged and powerful assault rifle, highly effective when fired in short bursts. Secondary function employs a bayonet for silent takedowns.”
8. Superdragon
Capacity: 20 Rounds / 6 Shot Grenades
Max Rounds: 200 Rounds / 12 Grenades
# of Inventory Slots: 2
Special: Fast Grenade
Secondary Fire: Bounce Shot
Tertiary Function: Nightvision
“A versatile infantry weapon with a built-in scope. Secondary fire switches to the underslug grenade launcher which, with practice, can be used to bounce grenades off walls and ceilings to devastating effects.”
9. P9P
Capacity: 9 rounds
Max Rounds: 200
# of Inventory Slots: 1
Special: Zoom or Duel Wield
Secondary Function: Silencer
Tertiary Function: Flashlight
“Highly customizable with a scope fitted standard. Secondary function attaches a silencer for stealth kills, while the tertiary function switches on a flashlight for use in low light conditions.”
10. Psychosis Gun
Capacity 6 rounds
Max Rounds: 200
# of Inventory Slots: 1
Special: Blur, Radar Switch, Duel Wield
Secondary Function: Psychosis
“Compact tranquilizer pistol used by bail enforcement agents. Adapted to fire a concentrated dose, which negates the target’s distinction between friends and enemies resulting in serious collateral damage.”
11. M60
Capacity: 80 Rounds
Max Rounds: 200
# of Inventory Slots: 3
Special: Caltrop Mine
Secondary Function: Caltrops (use 3 rounds)
“This belt-fed lays down a field of suppressive fire that renders its inaccuracy negligible. Secondary function dispenses caltrops to slow down personnel and stop most vehicles in their tracks.”
12. Plasma Rifle
Capacity: 40 rounds
Max Rounds: 200
# of Inventory Slots: 3
Special: Cloak
Secondary Function: Cloak
“Fires explosive bolts of super-heated plasma. Secondary function diverts energy to cloak the firer. A self-recharging power core provides limitless ammunition but the charge is quickly exhausted, especially by cloaking (moving while cloak drains power faster still).”
13. Rocket Launcher
Capacity: 2 Rockets
Max Rounds: 4
# of Inventory Slots: 3
Special: Guided Missile
Secondary Function: Fly-By-Wire
“Destructive enough with a standard warhead, but the secondary function enables the fly-by-wire rockets that can be guided straight to their destination from the flip-out target finder-provided they strike before running out of fuel.”
14. RCP-90
Capacity 40 shots
Max Rounds: 200
# of Inventory Slots: 2
Special: Threat Detector, Zoom
Secondary Function: Threat Detector
Tertiary Function: Reprogram
“Boasts a stunning rate of fire, plus invaluable additional functions. Secondary function pinpoints and enhances enemy threats; tertiary function reprograms electronic hazards such as sentry guns, mines, and security cameras.”
15. FAC-16
Capacity: 30 Rounds / 1 Shot Grenade
Max Rounds: 200 Rounds / 6 Grenades
# of Inventory Slots: 2
Special: Slow Grenade
Secondary Function: Grenade
Tertiary Function: Silencer
“A precise and adaptable military rifle with a standard-issue scope. Secondary function grenades detonate on impact with any surface, while the tertiary function affixes a silencer for stealth kills.”
16. Laptop Gun
Capacity: 30 rounds
Max Rounds: 200
# of Inventory Slots: 2
Special: Turret
Secondary Function: Sentry Gun
“Compact and deadly, with fearsome rate of fire. Secondary function transforms it into an automatic sentry gun, making it ideal for covert agents who need a laptop PC in the field. Runs Windows 2020."
17. DEF-12 Shotgun
Capacity: 6 rounds
Max Rounds: 80
# of Inventory Slots: 2
Special: Scanner, Radar Sweep
Secondary Function: Radar Sweep
Tertiary Function: mimic
“Hard-hitting weapon of choice for urban environments. Standard electronics protect the carrier and nearby allies from enemy sweeps. Secondary function highlights all local targets but also exposes the carrier; tertiary function mode tricks enemy radar into registering you as an ally.”
18. Jackal
Capacity: Single-shot
Max Rounds: 30 / 1 EMP Marker
# of Inventory Slots: 3
Special: Radar Jam
Secondary Function: EMP Marker
“A world-class sniper rifle with cornea tracking zoom, the jackal chambers a single shot caliber round with momentous stopping power. Secondary function scrambles enemy radar (and other electronics) while clearly highlighting the target’s position on all nearby radar.”
19. Shockwave
Capacity: 30 shots
Max Rounds: 30
# of Inventory Slots: 3
Special: X-ray
Secondary Function: X-Ray
“A classified experimental weapon, the Shockwave’s stream of highly-charged particles can blast adversaries clean off their feet. Its built-in scope complements the secondary function, which allows foes to be seen through walls. Prone to over heating.”
20. Viblade
Maximum Slash Radius: 2 meters
Secondary Function: Deflect
“A resonating-edge blade of unknown origin and a chilling weapon in trained hands. Secondary function throws up an impenetrable wall capable of deflecting bullets right back at the aggressor.
Reapz~ NOTE: The Snake head is indeed the Hilt of this sword, it does note sho up on radar when is us, perfect with the Plasma Rifle and its cloak ability. The Viblade is a very easy, very fast hack-and-slash stealth weapon."
21. Frag Gernade
Blast Radius: 5 meters
Max Rounds: 1
# of Inventory Slots: 1
Special: Explosive
Secondary Function: Duel Wield
“Highly-explosive fragmentation device with a four-second fuse, which becomes an impact grenade if held until the timer reaches zero. Secondary function allows grenades to be carried alongside a duel wield pistol or SMG.”
22. Multimine
Blast Radius 2 meters
Max Rounds: 1
# of Inventory Slots: 1
Special: Remote Explosive
Secondary Function: Remote Control
“A powerful deterrent to pursuers. Can be deployed as a proximity mine to detonate when enemies approach. Secondary function can be used to lay lethal trails of mine that explode when triggers.”
23. Hawk = "Hawk Boomerang, The Knife replacement"
Chance of Survival (unarmored) None
Secondary Function: Shrapnel Shield
“An experimental oddity with a tungsten alloy blade. The hawk uses miniaturized anit-gravity to extend flight time and power its secondary function, a force field that defends against grenades and rockets.”
24. Flashbang
Effective Radius: 50 meters
Max Rounds: 1
# of Inventory Slots: 1
Special: Blind
Secondary Function: Dual Wield
“Explodes with a blinding light and deafening noise to disorient enemies allowing for quick follow-up attacks. Effects are indiscriminate, so be sure to look away.
Singleplayer:
-There are 13 Missions
1: DataCore Demolition
2: Nightclub Stakeout
3: Subway Retrieval
4: Rooftops Escape
5: Laboratory Rescue
6: River Extraction
7: Trinity Infiltration
8: Trinity Escape
9: Jungle Storm
10: Temple Surveillance
11: Outpost Rescue
12: Bright Assault
13: Arena Showdown
Other than that I think we have seen enough Singleplayer videos to figure out what is going down. The videos along with knowing PD, we know what’s going down. If ya got any question PM me on the boards and I’ll look it up for ya.
Multiplayer:
There are 6 maps total. They each can hold a total of 32 players. They also will grow and shrink based on the number of players playing. If only 2 people are playing, the map will shrink to its smallest possible size. If the max number of people are playing, it will max the map out and will literally take multiple minutes to walk across. This is where vehicles are a blessing!
There are two types of way to play:
Deathmatch which has FOUR different types of ways to play:
- Killcount: Your basic kill, kill, kill match. You fight against other human player and bots and whom ever has the highest kill count wins the match
- Team Killcount – Same as regular Killcount, but whichever team has the highest amount of kills wins the match.
- Capture The Flag - *this is strictly for team matches only* You must capture the enemies flag and return it to your base’s flag room to score a point. If both flag are not at their respective bases, you must retrieve your flag and return it to your base before scoring a point.
-Flag Carries can NOT use guns, only punch & move slightly slower than if they were carrying a weapon.
- Territorial Games - This is all about getting and defending “Gain” Gain are Tall Cylinders that a team must hack to gain possession of. When a team hacks a Gain (by holding A for several seconds) you gain control and start getting points. You are completely vulnerable to fire when hacking, so if your in the middle of hacking and let go to use a weapon, you must start the hack all over again.
_if you gain control, an opposing team can attack, re-hack the Gain, and gain control and start racking in points, so defending is key here.
Dark Ops:
This is a Counter-Strike type of gameplay. You by guns at the beginning of the round (or when you unfortunately die and are in spectator mode. You gain credits by almost everything.
-The Maximum amount of credits you can start with is 15,000
-The maximum you can earn is 20,000
- If a weapon can normally be duel wield, you can by two of those weapons and duel wield them.
The weapons are split into 8 different categories:
(Name of Gun – Credits to by weapon)
PISTOLS:
P9P – 1,000
Falcon – 1,500
Magnum – 2,500
Magsec 4 – 1,500
Psychosis Gun – 2,00
SMG:
DW-P5 – 3,000
UGL Liberator – 2,500
CMP-150 – 3,500
RCP – 90 – 5,500
ASSAULT:
KSI-74 – 4,500
FAC – 16 – 6,500
SuperDragon – 7,500
Laptop Gun – 9,500
THROWN:
Flashbang – 1,000
Frag Grenade – 1,000
Multimine – 4,000
Hawk – 4,000
GADGETS:
Demokit – 1,000
Revive Kit – 1,000
CamSpy – 1,000
Locktopus – 1,000
DataThief – 1,000
CLOSE COMBAT:
Viblade – 5,000
DEF – 12 Shotgun – 5,000
Combat Shield – 4,000
HEAVY:
Plasma – 15,000
M60 – 10,000
Rocket Launcher –15,000
Jackal – 10,000
Shockwave – 12,500
ARMOR & VEHICLES
(Vehicles where available)
Armor – 1,000
Jetpac – 10,000
Hovercraft – 10,000
The four different types of scenarios for Dark Ops are:
- Eradication – This is the Plane Jan Counter-Strike mode.
-You start out the round where yo can buy your gun, gadgets, vehicles, etc.
-You get only one life, if you die you must wait till the round is over to play again.
-A successful kill is worth 1,00 credits
-If you survive to the end of the round, you get to keep your gun for the next round.
-Whichever team is left at the end of the round gets the point.
- Onslaught – Players are split into two teams Defenders and Attackers:
Defenders:
-Must protect a certain spot on a map outlined on the map.
-Can go through and choose from any weapon they choose, but only have 10 seconds before the round begins to do so.
-IF you go outside the outlined area you must defend, a message will pop up alerting you, and your health will slowly tick away, BUT will recharge when you step into the base again. This is not bad when you can get an easy kill; and 200 credits
Attackers:
-Attackers are frozen for 10 seconds at the beginning of the round and usually are close to the area they must attack and hopefully gain control of.
-Unlike Defenders, Attackers only have a choice of three weapons when beginning the round (Falcon, DEF-12 Shotgun, or CMP-150). Demokits are randomly distributed throughout the beginning of the match.
-Attacker must breach the base and gain control
-A team gets 1,000 credits for gaining control of a base.
Scoring can be done three ways:
- Round Base: Which ever team holds the base the longest wins
- Threshold Time: Whichever team holds the base at the required time wins.
- Longest at End: The team that holds the base the longest wins.
- Infection - Players are split into two teams Infected and Uninfected
-The number of Uninfected will ALWAYS be greater then the number of infected at the beginning of the match.
-Infected players can only use pistols, and are not allowed to shop for new weapons, BUT can try to disarm an uninfected person gun.
-Uninfected Players appear normal, while Infected Players show up as skeletons.
-When an Infected player kills an uninfected person, that uninfected person joins the hunt of the healthy.
-Points are score for the uninfected team if they survive the round (even if one person does)
-Points are scored to the Infected team if they manage to transform every one of the uninfected team’s players.
From: sticktendo | Posted: 11/19/2005 10:16:50 PM | Message Detail
- Sabotage - Players are split into two teams Defenders and Attackers:
-Similar to Onsluaght, Attackers must go after what the Defenders are protecting, but unlike it, they have to go after Props and destroy them (Props are crates, barrels, communication towers, etc.)
-Communication Towers can with stand 2-3 DemoKits, hard SoBs
Defenders:
-Must protect a certain Props from the attack of the opposing team, and must keep the props safe from destruction
-Can buy guns, gadgets, etc. as normal.
Attacker:
-Must destroy all Props of the opposing team.
-Can buy guns, gadgets, etc. as normal.
Matches are over when:
- When eather All the Props are destroyed
- When one team is killed
- When the time rounds out.
-Each Prop is worth a certain amount of points, harder it is to destroy the more its worth.
-Whichever team has the most points at the end of the match/round wins
the LE version of the game includes...
* "Hong Kong Sunrise" comic booklet
* One of nine Holographic Glyph Card collectibles
* "The Art of Perfect Dark Zero" video feature
* Exclusive music track: "Limelight" by DJ Kepi & Kat
* Perfect Dark Zero Gamer Pictures for your Xbox Live Gamer Card
* Custom Perfect Dark Zero Theme for the Xbox 360 Guide
* First chapter of Perfect Dark: Initial Vector, the first Perfect Dark novel
* Black metal game case
Special thanks to Sticktendo at the gamefaqs board for compiling this info.
This game sounds awesome... all the halo idiots are complaining about not having a jump button. They actually think having a jump button is better :D Does anyone remember all the jump debates from the Goldeneye days? It got so heavy that even Rare had a rant on it in scribes officially declaring that a FPS with a jump button is retarded. :D:D:D
"Who jumps in a gun fight? Come on."
Then they're complaining about the auto aim option saying that auto aim is for fags. Halo and Halo 2 have some of the worst auto aiming (and giant hit boxes) problems in all FPS shooters and you cant even turn it off. And you should hear all the people complaining about PDZ's difficulty. Ah... it's nice to see XBox idiots getting schooled in real gameplay. :D