===============================================================================
Kill.Switch FAQ/Walkthrough
===============================================================================

- Author     : Jim Baker (A.K.A. Gorillaz BT)
- Version    : 0.20
- Platform   : Sony PlayStation 2
- Last Update: December 27, 2003

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Attention: This is my first FAQ/Walkthrough I have ever made so if you have any
suggestions on how to make it better, comments, or questions then e-mail me at:

Washington_Sniper_223@hotmail.com

I know that I will have probably missed a lot of stuff or made things unclear.
If that happens then e-mail me ASAP so I can get it fixed and have a good guide

This FAQ/Walkthrough is property of Gamefaqs. If you would like to put it up on
your site then e-mail me at the address mentioned above.

Sites that can use my FAQ/Walkthrough:

- www.gamefaqs.com
- www.gamespot.com
-------------------------------------------------------------------------------

=================
Table of Contents
=================

1. Controls
   1.1 Controls List
   1.2 Moving Around The Environment
       1.2.1 Moving
       1.2.2 Crouching
       1.2.3 Evasive Diving
   1.3 Interacting With The Environment
       1.3.1 Using Cover
       1.3.2 Using Objects
       1.3.3 Using Gun Placements
   1.4 Using The Weapons
       1.4.1 Blindfiring
       1.4.2 Peeking Around Corners
       1.4.3 Throwing Grenades
       1.4.4 Scopes

2. Weapons
   2.1 Assault Rifles/SMG's
   2.2 Sniper Rifles
   2.3 Shotguns
   2.4 Machine Guns/Gun Placements
   2.5 Grenades

3. The HUD (Heads Up Display)
   3.1 Health Indicator
   3.2 Current Mission Objective
   3.3 Weapon Indicator And Ammo Bar/Counter Grenade Type And Number
   3.4 Targeting Reticle
   3.5 Threat Indicator
   3.6 Pickup Message
   3.7 Timer (Not Always Available)
   3.8 Scope/Sniper Rifle Zoom View

4. Walkthrough *HAVEN'T STARTED*
   4.1 Mission 1
   4.2 Mission 2
   4.3 Mission 3

5. Cheats *HAVEN'T STARTED*
   4.1 Button Cheats
   4.2 Gameshark Cheats

6. Tips and Hints *HAVEN'T STARTED*

7. Known Bugs *HAVEN'T STARTED*

8. Closing/Thanks/Version Information *HAVEN'T STARTED*


===============================================================================
1. Controls
===============================================================================

This section will introduce you to the controls of the game as well as some
advanced tactics such as blindfiring, evasive diving, and throwing grenades
accurately.

=================
1.1 Controls List
=================

Up - Next Grenade
Down - Previous Grenade
Left - Previous Weapon
Right - Next Weapon

Left Analog Stick - Move
Right Analog Stick - Aim/Look

X - Evasive Dive
Square - Throw Grenade
Triangle - Action/Interact
Circle - Weapon Bash
L1 (hold) - Crouch/Cover
L2 - Cycle Weapons
L3 - N/A
R1 - Fire Weapon/Blindfire
R2 - Reload
R3 - Activate Scope/Sniper Rifle Zoom
Select - Display Current Mission Objectives

=================================
1.2 Moving Around The Environment
=================================

Moving around the environment is a big part in games because if you didn't you
wouldn't really get anywhere (unless your playing Time Crisis).

------------
1.2.1 Moving
------------

Use the left analog stick to move your person and the right analog stick to
aim. In the options menu you can change the speed that you turn and whether the
Y or X axis is reversed. Experiment with the options until you are comfortable
moving around.

---------------
1.2.2 Crouching
---------------

Crouching is a very big part of staying alive. Although you move slower you are
about half your size and your harder to see. Most of the time you will want to
be running but when your up against a wall or trying to sneak around crouching
is your best bet.

--------------------
1.2.3 Evasive Diving
--------------------

Evasive diving is fun and it also saved my life a couple of times! You can dive
into cover or dive into a crouch if you hold L1 after you land. It is almost a
necessity if you have to move through a choke point. It makes you a harder
target and it looks cool. It is also the preferred way of dodging grenades.

====================================
1.3 Interacting With The Environment
====================================

Most of the time you will be interacting with the environment by pressing a
button, using a gun placement, or using a wall as cover as some people are
shooting you. No matter how you use it, it will keep you alive and let you
progress through the game.

-----------------
1.3.1 Using Cover
-----------------

When you go near a wall and press L1 you will press against it. This lets you
peek around corners, fire at people, makes you harder to see, and lets you be
stealthier. Almost anything you see in the game can be used as cover: pillars,
car doors, cars, and pretty much anything you see. You can crouch or stand up
while pressed against an object by pressing the left analog stick up or down.

-------------------
1.3.2 Using Objects
-------------------

When you come across a blue circle thing that somehow draws you in with it's
beautifullness, you either finished a level or you can interact with something.
When you go up to the blue circle thing press triangle and you will use it.
If that doesn't work then try holding triangle and you will see a bar start
filling up next to you. If that doesn't work, then you either can't use it yet
or it's the end of the level.

--------------------------
1.3.3 Using Gun Placements
--------------------------

When you see a gun placement go up behind them and press triangle. You should
see a bar that only fills up when you shoot the gun. That is the current heat
of the barrel. Once it fills up all the way you have to wait a couple of
seconds for it to cool down. The controls are the same as the regular weapons
and it's really fun to use!

=====================
1.4 Using The Weapons
=====================

Using the weapons is just as important as moving because it's either shoot them
or run like a bat out of hell and hope you don't get too many holes punched
through you. So, now that we have that out of the way let's learn how to use
them!

-----------------
1.4.1 Blindfiring
-----------------

Blindfiring is one of the great gimmicks of the game! It allows you to shoot
around a corner without exposing your body. You may think that you would use
this instead of peeking around corners but blindfiring is as accurate as.....
shooting a gun around the corner without looking (O_o). But, if you learn to
use this effectivly then it will save your life many times.

----------------------------
1.4.2 Peeking Around Corners
----------------------------

Peeking around corners is the best way to kill the enemies in this game. Just
aim at them in third person then peek around the corner and fire a couple of
shots. Go near a corner and keep holding that direction to peek out. Don't stay
out too long or your head may be taken off.

-----------------------
1.4.3 Throwing Grenades
-----------------------

Throwing grenades is as easy as blindfiring and a lot more accurate. Pressing
square lightly throws the grenade a short distance and pressing it hard throws
it farther! Just be sure your out of the blast range or you will be blown to
hell. I know from experiance :/

------------
1.4.4 Scopes
------------

Using the scope only works while peeking around corners or standing still. You
can move a little while in scoped view but if you move too fast then it will
reset to the normal view. Almost all of the guns have a scope and are really
good to use when people are far away (duh!). The sniper rifle has two modes and
the second one is accessed by pressing R3 again.


==========
2. Weapons
==========

When you start a mission you will usually start with one or two weapons but as
you progress through the level you will be able to pick up weapons that the
terrorists dropped. Kill.Switch doesn't have a lot of weapons but the weapons
they have are pretty damn good.

The weapons will be organized like this:

Weapon:
Ammo Type:
Max Clips/Ammo Per Clip:
Description: (Taken from the manual)

========================
2.1 Assault Rifles/SMG's
========================

Weapon: M4
Ammo Type: 5.56 mm
Max Clips/Ammo Per Clip: 5 clips/30 rounds per clip
Description: A compact assault rifle derived from the M16. It has a shorter
             barrel, a telescoping buttstock, and a higher rate of fire than
             the M16 but with lower bullet velocity. The 5.56mm M4 is handy and
             flexible and provides good firepower.

Weapon: M203
Ammo Type: 40mm HE grenade
Max Clips/Ammo Per Clip: 8 loads/1 round
Description: The M203 Grenade Launcher is a lightweight single shot attachment
             for the M4 that sits underneath the barrel. It fires a spherical
             40mm diameter grenade with an effective kill radius of up to 5
             meters.

Weapon: AK47
Ammo Type: 7.62mm
Max Clips/Ammo Per Clip: 5 clips/30 rounds per clip
Description: The AK47 is one of the most prolific small arms weapons in the
             world. It has been (and still is) manufactured in dozens of
             countries, and has been used in hundreds of conflicts since its
             introduction. The AK47 is most well-known for its ruggedness,
             simplicity of maintenance and operation, and for its reliability
             even in the worst of conditions.

Weapon: AKU
Ammo Type: 5.45mm
Max Clips/Ammo Per Clip: 5 clips/30 rounds per clip
Description: The AKU was developed as a personal defense weapon for vehicle
             crews and for special operations forces that required a compact
             but powerful automatic weapon. Derived from the AKS assault rifle,
             it has a much shorter barrel and cannot mount a bayonet, but is
             similar in all other aspects.

Weapon: AKUG
Ammo Type: 5.45mm
Max Clips/Ammo Per Clip: 5 clips/30 rounds per clip
Description: The AKUG is a variant of the AKU assault rifle.

Weapon: HK5A3
Ammo Type: 9mm
Max Clips/Ammo Per Clip: 5 clips/30 rounds per clip
Description: The HK5 submachine gun is one of the most famous and widespread
             firearms of its class. The success of the Hk5 is outstanding due
             to the high quality and reliability of the weapon, great
             flexibility and its great accuracy.

Weapon: HK5SD5
Ammo Type: 9mm
Max Clips/Ammo Per Clip: 5 clips/30 rounds per clip
Description: The HK5SD5 is a dedicated silenced version of the HK5. It is
             equipped with a non detachable integral silencer and a vented
             barrel to reduce the muzzle velocity below the speed of sound.

=================
2.2 Sniper Rifles
=================

Weapon: MCRT 300
Ammo Type: .300 magnum
Max Clips/Ammo Per Clip: 5 clips/5 rounds per clip
Description: The MCRT 300 is a bolt-action sniper rifle. It is an excellent
             long-range weapon, used for sniping enemies in a covert fashion.
             Ideally, you want to target the head or central mass. One well-
             placed shot will take out a threat quickly and silently.

============
2.3 Shotguns
============

Weapon: M1
Ammo Type: 12 gauge
Max Clips/Ammo Per Clip: 8 shells/ 32 shells max
Description: The M1 is a high quality tactical shotgun that uses 12 gauge
             shells. While the firing rate is rather low and its accuracy at
             longer range questionable, its effectiveness at close range is
             absolute.

===============================
2.4 Machine Guns/Gun Placements
===============================

Weapon: M249
Ammo Type: 5.56mm
Max Clips/Ammo Per Clip: 2 box clips/200 rounds per box
Description: The M249 SAW or Squad Automatic Weapon is an air cooled, gas
             operated light machine gun. It fires the 5.56mm NATO round from
             200 round belts fed from special plastic boxes clipped beneath the
             reciever. With its high rate of fire and large amount of
             ammunition, the M249 is an extremely effective covering weapon.

Weapon: Gun Placement
Ammo Type: N/A
Max Clips/Ammo Per Clip: N/A
Description: Around most of the levels you will find gun placements randomly
             placed and usually a guard to go with it. When you go up to the
             placement and use it you will get a special bar that goes up when
             you fire. When it's all the way up you will have to wait for the
             barrel to cool down. Although there aren't many times you will
             need to use these they are very fun to use.

============
2.5 Grenades
============

Grenade: Grenade
Max amount: Unknown
Description: Highly explosive fragmentation device that is useful in taking out
             a large number of enemies.

Grenade: Mini Grenade
Max amount: Unknown
Description: Smaller and less powerful version of the regular Grenade. Due to
             its size, operatives are able to carry more in their inventory.

Grenade: Sticky Grenade
Max amount: Unknown
Description: Similar to the Frag Grenade, but sticks to surfaces before it
             explodes.

Grenade: Flash Grenade
Max amount: Unknown
Description: Non-lethal grenade that temporarily stuns and blinds enemies
             within its explosive radius.


=============================
3. The HUD (Heads Up Display)
=============================

This part of the guide is taken straight from the manual but I thought that
some [lazy] people who don't read the manual could benefit from.

====================
3.1 Health Indicator
====================

The blue Health Indicator displays the operative's current health. An
operative's health status is at 100% when the blue bar is full. If an operative
takes damage in the field, the blue bar depletes and the Health Indicator
becomes smaller. As you know, each operative has been the recipient of the
latest nanotechnology. Wounds and damage taken in the field will heal to a
certain degree thanks to the nanotech in the operative's system. The black
portion underneath the blue bar shows the amount of health that can be
recovered through nanotech. To restore or recover additional health in the
field, the operative should seek out aid until proper treatment can be
obtained. Despite their accelerated healing abilities, you should remember that
operatives are NOT superhuman. Successive trauma to an operative's system will
negate or overload the nanotech, causing the body to go into shock and shut
down.

=============================
3.2 Current Mission Objective
=============================

Mission Objectives are displayed underneath the Health Indicator. Your
Commanding Officer (CO) or Base will relay Mission Objectives to the operative
through the Neural Interface/Link via a secure and encrypted Datastream
transmissionl. Only the CO, yourself, and the operative will know the contents
of the transmission.

=================================================================
3.3 Weapon Indicator And Ammo Bar/Counter Grenade Type And Number
=================================================================

You can review an operative's weapon loadout with these indicators. The
operatives currenly equipped weapon, its remaining ammunition, the current type
of grenade being used, along with their remaining number, are all displayed
simultaneously here. The weapon's ammo bar depletes as rounds are spent. The
counter next to it indicates the total number of rounds left. The number of
grenades will decrease for that particular type as they are used. Of course, if
the operative obtains additional weapons, ammunition, or grenades, the
indicators will reflect those changes instantaneously. As a safeguard, the
Weapon Indicator will begin to blink as a reminder for the operative to reload
a weapon. The blinking will become more frequent and flash red as a weapon's
clip comes closer to being emptied. To conserver HUD space, the indicators will
"close up" after a few moments. The indicators will "open up" again if a
different weapon or grenade type is selected.

=====================
3.4 Targeting Reticle
=====================

The targeting reticle is used for aiming an operative's weapon. The shape of
the targeting reticle will change depending on the weapon currently being used.
The targeting reticle can also change in size. The larger the reticle, the more
inaccurate the shot an operative will take if he fires his weapon at that time.
By default, the targeting reticle will turn red to indicate that it is being
aimed directly at a hostile threat. If you disable the highlight function of
the targeting reticle, it will not turn red

====================
3.5 Threat Indicator
====================

Indicators may pop up if a threat to the operative happens "off-screen" in
relation of the HUD viewing area. Threat Indicators are mostly for your
reference, to aid the operative in assessing and determining the location of
threats such as hostile fire.

==================
3.6 Pickup Message
==================

Non-mission objectives or miscellaneous types of messages may show here from
time to time. (e.g., items an operative aquires during a mission will be
displayed here as they are taken to his inventory.

================================
3.7 Timer (Not Always Available)
================================

Certain missions may have a time-related element to them. The timer will
display the amount of time remaining to complete a certain objective or
mission.

================================
3.8 Scope/Sniper Rifle Zoom View
================================

The operative has access to weapons that may utilize a scope or zoom view, such
as a sniper rifle. This type of close-up view is usefl when attempting to make
more powerful and accurate shots in the field.