hide results

    Mercenary FAQ by discostu514

    Version: 1.0 | Updated: 04/13/05 | Printable Version | Search This Guide

    ----------------------------TOM CLANCY'S-------------------------------
    
    --------------------SPLINTER CELL: CHAOS THEORY------------------------
    
    ---------------------------VERSUS MODE---------------------------------
    
    --------------------------MERCENARY FAQ--------------------------------
    
    --------------------------BY DISCOSTU514-------------------------------
    
    
    
    TABLE OF CONTENTS:
    
    VERSION HISTORY
    
    1.  INTRODUCTION
    
    1a) Legal Junk
    1b) A Word on the Difference Between Chaos Theory and
    Pandora Tomorrow
    1c) Objectives and Game Modes
    1c1) Story
    1c2) Disk Hunt
    1c3) Deathmatch
    
    2.  MERCENARY BASICS
    
    2a) Controls (UPDATED FOR PC)
    2b) Vision Modes
    2b1) Motion Tracking
    2b2) EMF Vision (UPDATED)
    2b3) Floodlight (UPDATED)
    2b4) Laser
    2b5) Sound Detection (UPDATED)
    2c) Main Style of Play (UPDATED)
    
    
    3.  MERCENARY WEAPONS
    
    3a) Frag Grenades (UPDATED)
    3b) Taser (UPDATED
    3c) Mines (UPDATED)
    3d) Spy Traps (UPDATED)
    3e) Flares (UPDATED)
    3f) Phosphorous Grenades
    
    4.  MERCENARY HINTS AND TIPS
    
    4a) Killing Tips
    4b) Staying Alive
    4c) User Submitted Tips
    
    5.  MERCENARY FAQ
    
    5a) How do I do the quick turn?
    5b) I can't find those stupid spies!  Where are they?
    5c) How can I find opponents and teammates that are of
    my skill level?
    5d) Why don't Mercs have nightvision and thermals?
    5e) Being a spy is so cool!  Why should I be a Merc?
    5f) What is an aggro spy?
    5g) What is tag?
    5h) What is the connection between single player and
    multiplayer?  (SPOILERS!!!!!!!!!)
    5i) What is Spawn Killing, and how do I defend against
    it?
    
    
    NEW!!!!!!!!!
    
    6.  WHAT'S NEW IN CHAOS THEORY
    
    6a) Weapons
    6a1) Assault Rifle
    6a2) Submachine Gun
    6a3) Shotgun
    6b) Melee Attacks
    6c) Equipment
    6c1) Gas Mask
    6c2) Camera Network
    6c3) Backpack
    6d) Things to Watch Out For
    6d1) Camouflage Suit
    6d2) Ledge Grab
    
    7. CONCLUSION
    ---------------------------------------------------------
    
    VERSION HISTORY:
    
    1.0:  A copy of my previous merc FAQ, with a few new changes and
    additions for Splinter Cell: Chaos Theory.
    
    
    1.  INTRODUCTION
    
    In Splinter Cell Pandora Tomorrow, the revolutionary Spies
    vs. Mercenaries (SvM) game mode was introduced.  This game
    pitted vulnerable, but highly mobile spies in third person mode
    against aggressive, lethal mercenaries in first person mode.
    
    The spy’s advantage was the third person view, which allowed
    them to see more than the merc’s restricted first person view.
    They also had an advantage in their speed, as well as their ability
    to remain undetected in the shadows, much like in single player.
    
    By contrast, the mercenary’s main advantages was that they a
    actually had a gun, unlike the spies, who were armed with a
    simple taser rifle that allowed them to temporarily stun the
    mercs.  The mercenary’s gun could mow down a spy attempting
    a head-on attack in seconds, and they were even deadlier with
    their explosive mines and gun-mounted frag grenade launcher.
    The only way the spy could kill a merc was to get
    behind them, grab them, and break their neck, or to jump
    on their head from above.
    
    This FAQ is intended to show newbies how to play as a
    mercenary, and may even teach some veterans some new
    tricks they didn’t know about.  Remember, however, that
    this FAQ, nor any instruction manual or strategy guide,
    is no substitute for diligent practice.  The old saying is
    true: PRACTICE MAKES PERFECT.
    
    1a) LEGAL JUNK
    
    Simply put, no party, person or persons with the exception of
    GAMEFAQs.com may distribute, post, or reproduce this FAQ
    in any way, shape, or form.  No party, person or persons can
    take credit for this FAQ, or make a profit off of it.  Any of
    the above actions is punishable by law.
    
    Now that that's out of the way...
    
    1b) A WORD ON THE DIFFERENCE BETWEEN CHAOS
    THEORY AND PANDORA TOMORROW
    
    A couple of months ago, I had access to the Chaos Theory
    Versus beta on the PC.  While the controls are different, the
    gameplay mechanics are mostly the same, with a few very cool
    additions.  Note that there are controls for the Xbox version as
    well as the PC version.  Now that I’ve had experience with both
    platforms, I’ve included controls for both.  My apologies to PS2
    users, although the new gadgets aren’t in the PS2 version : (
    PS2 users can skip Section 6 (What’s New in Chaos Theory)
    as it doesn’t apply to them.
    
    The good news is that there is a crapload of new equipment,
    techniques, and even two additional weapons to choose
    from for the mercs!
    
    This FAQ is basically a copy of my PT FAQ, with a few additions to
    suit CT.  If you're already familiar with the basic mechanics and/or
    the rest of my FAQ, skip down to the "What's New in Chaos Theory"
    section.
    
    1c) OBJECTIVES AND GAME MODES
    
    Splinter Cell Chaos Theory has 3 multiplayer modes.  Here
    they are, with the rules, objectives, and general tips for each
    mode from the mercenary's perspective.
    
    1c1) STORY
    
    OBJECTIVE: Protect the objectives.
    
    RULES:  This mode is basically a hodgepodge of all the modes from PT.
    There are three types of objectives: terminals, bombs, and hard
    drives.  These modes correspond to neutralization, sabotage, and
    extraction respectively from PT.  Read my PT FAQ for more.
    
    TO WIN:  Kill the spies until they have no lives left, or stop
    the objectives from being neutralized until the time limit is
    expired.
    
    TIPS:  Whenever you have them, set mines and spy traps in the
    vicinity of the objectives.  Don't put the mines in obvious places;
    the spies will easily see them and shoot them or go slowly to
    avoid them.  If you have a partner, spread out to cover large
    areas and continually patrol small areas (Warehouse).  If a mine
    goes off and you don't see a kill message, search the area until
    you kill the spy who set it off.  Keep close to an objective at any
    given time; it doesn't take a long time for the spies to neutralize
    them.
    
    1c2)  DISK HUNT
    
    OBJECTIVE: Protect the data disks from being stolen by the spies.
    
    RULES:  There are a number of data disks randomly placed throughout
    the map.  The spies must pick up all of these data disks.  There is
    no extraction point to store the disks.  As soon as the spies are in possession
    of all of the disks, you lose.  If a spy is killed, all of his data disks are
    lost, are returned to random locations and must be picked up again.  All you
    need to know is that you must kill the spies and protect the disks.
    
    TO WIN:  Kill the spies until they have no lives left, or keep the
    spies from recovering the disks until the timer runs out.
    
    TIPS:  The disks are placed randomly, so most of them are not exactly in secure
    places that you can easily guard.  What's more, there are usually about twenty
    disks, of which the spies usually must collect 10, and you obviously you can't
    guard them all.
    
    Sometimes, the disks will even be placed where only spies can access them, like
    on top of a scaffold, or shelf, or box.  Just hang out around the disks and
    kill any spies that try to take them.
    Remember, usually there are more disks on the map than they
    actually have to collect, so stay vigilant.
    
    1c3)  DEATHMATCH
    
    OBJECTIVE:  If you can't figure this one out, you must be stupid.
    
    RULES: Unless the server is set to alternate mode (see below)
    the spies are only equiped with flashbangs, and the mercs are only
    equipped with flares.  What's more, the mercs are stripped of both
    their special vision modes.  In other words, no motion tracking or
    EMF vision.  The mercs also lose their new "berserk" move (see
    the "What's New in Chaos Theory" section for details.)
    
    TO WIN:  Obviously, kill the spies until they have no lives left, or
    have lives left when the timer runs out.
    
    NOTE:  For some odd reason, the only way the spies can win is to
    completely eliminate the mercenary team, that is, reduce their lives to zero.
    Even if the spies get more kills than the mercs, the mercs win as long as at
    least one of the mercs have a life left.  If each team had 10 lives per person,
    the spies could get 19 kills between them and the mercs could get none, and the
    mercs would still win when the timer runs out (if there is a time limit, that
    is) because they had one life left.  If there's no time limit, you obviously
    don't have to worry about this, as one team must be
    completely eliminated for the game to end.  In timed games, however, this is
    obviously very unfair for the spies, so here’s to hoping Ubisoft fixes it.
    
    TIPS:  This mode depends largely on whether alternate mode is on.
    Alternate mode is an option that lets the host customize every
    aspect of the game.  He/she can select what equipment, moves, and
    vision modes are allowed for each team.  If the host turns off mines or frag
    grenades, the device will have an X sign in the upper right-hand corner in your
    equipment screen, and you will be forced to choose a new piece of equipment
    that is allowed before you are able to ready up (unlike PT, the host cannot
    start the game until
    everybody is ready).  As such, no matter what mode is on, ALWAYS
    CHECK YOUR EQUIPMENT BEFORE A GAME!  You want to have good equipment depending
    on what alternate mode allows.
    
    
    If the mode is on the default, you must rely solely on your gun and
    melee attacks.  Take advantage of this.  The spies have no smoke
    grenades, no sticky cams, just flashbangs and sticky shockers
    (although certain spies are very good with the flashbangs).  On the
    flip side, you only have flares - No mines, no frag grenades, no
    taser.  If the spy is in a vent or any other place where you can't
    shoot, you pretty much have to wait until he shows himself.
    
    2) MERCENARY BASICS
    
    2a) BASIC CONTROLS
    
    I'll make this brief.
    
    A: Use, or melee attack.  If you press A while moving forward, you’ll
    do a charge; if you press it in place, you’ll either do a regular
    melee attack or the 360 “Berserk” move, depending on whether the
    Berserk move is on or if you’ve used it already.  In CT, the melee
    attack is 100 times more useful, literally.  YOU MUST LEARN THIS
    MOVE!  PLEASE See the "What's New in Chaos Theory" section for more
    details.
    
    Recommended for PC: Shift
    Default PC: Same
    
    B: Crouch.  Useful for placing mines and Spy Traps in unexpected
    places.  Also increases your accuracy, however, BE WARNED: if a spy
    melees you from in front while crouched, you are instantly knocked out and are
    unconscious for a few seconds.  In addition to this, the spies can now grab you
    from behind when you are crouched, unlike in PT.  As if that weren't enough,
    they also have the option of jumping on your head.  In conclusion, don't be an
    idiot and crouch when a spy is in your vicinity.
    
    Recommended for PC: Ctrl
    Default PC: C
    
    Y: Jump.  Quite useless for a merc, unless you're in a map
    like Warehouse where you can jump down to a lower level.
    
    Recommended for PC: Spacebar
    Default PC: Same
    
    X: Reload.  DO THIS A LOT.  Whenever you the chance, reload.
    Also, with the rifle and Submachine Gun, hold X for a few seconds to
    switch between burst fire and full auto.
    
    Recommended for PC: R
    Default PC: Same
    
    Black:  Press to Listen in on enemy communications if a
    spy trap is active.  Very useful.  This is also the button you
    hold when you want to taunt the spies during a choke hold (see
    "What's New in Chaos Theory" for how to do this move).
    
    IMPORTANT:  If you're doing a humiliation move, THEY CANNOT HEAR
    YOU IF YOU DON'T PRESS THIS BUTTON.  Remember that before you start
    blabbing.
    
    White: ???
    
    Left Stick (move): Move your character.
    
    Recommended for PC: W (forward), S (backward) A (strafe left), D
    (strafe right).
    Default for PC: Same
    
    Left stick (click): Inventory.  Press buttons while held or use
    left stick to select a different item.
    
    Recommended for PC: Mousewheel
    Default for PC: Same
    
    Right Stick (move): Look around or aim.
    
    Recommended for PC: Mouse
    Default PC: Mouse
    
    Right Stick (click): Click twice to bring up your sniper scope.
    You can fire single shots over long distances.  Press the up D-pad
    arrow to zoom in and the down D-pad arrow to zoom out.  As this is a Clancy
    game, your scope will move around constantly to simulate the shaking of the
    hands associated with real sniper rifles, making it more difficult for you to
    aim.  To counter-act this, press and hold the left trigger to focus, allowing
    you to aim without interference.  You can only focus for a limited time, about
    five seconds, before your scope starts shaking again.  This is a great
    tool even at medium ranges and especially at long ranges to kill spies, as
    bullets are more powerful (at least, it seems that way) when they're fired from
    the sniper scope.  IMPORTANT: You can only use this feature with the assault
    rifle.  The Submachine Gun and the Shotgun do not have this feature.
    
    NOTE:  Unlike PT, you must click the right stick twice in a row,
    very quickly, to activate the scope.
    
    Recommended for PC: B
    Default for PC: Same
    
    Left Trigger: Fire secondary weapon; plant mines or spy traps.
    
    Recommended for PC: Right Mouse Button
    Default for PC: Same
    
    Right Trigger: Fire bullets (duh).
    
    Recommended for PC: Left Mouse Button
    Default for PC: Same
    
    Also, to do a 180 turn quickly, double-tap the left stick left
    or right.  Useful for preventing neck breaks.  Doesn't work in
    smoke.  This is not applicable in PC as you can adjust your turn
    sensitivity.  PC users, remember to turn your mouse sensitivity up
    as high as you can handle.  This will allow you to turn quickly.
    
    Left on D-Pad: Motion Tracking
    
    Default for PC: F1
    
    Right on D-Pad: EMF Vision
    
    Default for PC: F2
    
    Recommended for PC: Tab (toggles between the two)
    
    Up on D-Pad: Laser
    
    Recommended for PC: Q
    Default PC: Same
    
    Down on D-Pad: Flashlight
    
    Recommended for PC: E
    Default PC: Same
    
    As always, PC controls are fully customizable, so go into your
    options menu to check your controls and change them to your
    tastes, if you want to change them.
    
    2b) VISION MODES
    
    From now on, when describing Merc's equipment, I'll use a five
    star rating system.  One star is useless, Five stars is a
    necessity.
    
    2b1) MOTION DETECTION
    
    RATING: ****
    
    Kind of like the concept in the "Terminator" movies, Motion
    Detection is a great mode for spotting spies in the dark,
    as when they are moving, they are almost always moving fast.
    Few spies have the patience to sneak around slowly, and they
    come within your viewing range they almost certainly will run.
    The screen is bathed in red, but when something moves, a clear,
    gray box appears around the object in question, giving you a
    clear shot.
    
    Don't use your laser during this mode; it's not easily seen,
    but your target reticule is.  Just remember, they can tell your
    mode by looking at your visor; be patient and wait
    for them to move.  This is a good mode to use because it can
    effectively replace the floodlight; if you get within close
    range of a spy, he’ll run more often than not, and if you’re
    close enough to a stationary spy, he’ll appear as a large,
    person-shaped black blob, for lack of a better term, which
    is pretty easy to spot.
    
    2b2) ELECTROMAGNETIC VISION
    
    RATING: ***
    
    At first, I thought electromagnetic vision was useless.  After
    a while, I found out this wasn’t true.  Not only can EMF
    vision detect spies when they’re using their special vision
    modes and when they’re using their camouflage suit,
    it can also detect them when they’re aiming with
    their gun (if using a laser, which they almost always are).
    
    The one weakness of this mode is that when using it, spies
    using no electronics are almost invisible, leaving you
    very vulnerable.  If you see your sound detection system go
    off, it’s best to switch back to Motion Tracking, just to make
    sure a spy isn’t trying to ambush you.  Give it some time to work;
    a lot of spies (myself included) keep their vision modes almost all
    the time, and when they are doing this, EMF vision makes them
    VERY easy to see.
    
    Also, in levels like Deftech Belew or Museum where there are
    ceiling panels that the spies can sneak in through, turn on EMF
    vision and you can see them through the panels.  Used in
    conjunction with sound detection, this vision mode can be
    very useful.
    
    It helps to use these vision modes instead of the floodlight
    sometimes.  With some luck you can catch a spy off guard
    because they can’t see your floodlight.
    
    NOTE:  If you are using one of these modes and are sticky
    shocked by a spy, the mode turns off instantly and you revert
    back to normal mode.
    
    
    2b3) FLOODLIGHT
    
    RATING: **
    
    After playing a lot of games, I’ve discovered the floodlight
    is overrated.  While you can spot spies easily in the dark,
    the problem is – and it’s a very big problem - is that you're a
    human lighthouse to spies, and they can often avoid you.
    Because of this, don't use it too often, especially if you're
    trying to surprise spies, such as when you have them in a spy
    trap.  The floodlight loses it's effectiveness as distance
    increases; it usually only works for about 10 meters, further
    decreasing its usefulness.  Still, without the floodlight,
    there are tons of areas where spies can hide in the darkness, so
    if you’re in a dark area and aren’t using Motion Tracking or
    EMF Vision, use it.
    
    LASER
    
    2b4) RATING: **
    
    The laser is good for scanning rooms, as when you land the laser
    on a spy, it "targets" them and puts a frame around them.
    If you can keep a bead on him, the laser can target him even
    in the dark.  But, the laser is just as easy for spies to spot
    as the floodlight, so its usefulness is further reduced.  Also,
    if you target a fellow merc with a laser, the box will be red,
    and it will flash HOLD FIRE in it, signaling that you shouldn't
    shoot your buddy.  I'm not sure if the laser increases your
    accuracy or not.  But a HUGE disadvantage – a fatal one in fact –
    is that your targeting reticule disappears, and you lose your sound
    detection ability (See below).  As such, don't keep the laser on for extended
    periods of time.
    
    2b5) SOUND DETECTION
    
    Rating: *****
    
    Not many people know about this, but around your reticule, there
    are arrows that appear.  These arrows signify where sound comes
    from, which is EXTREMELY useful in detecting spies.  It only
    detects spy movement, so if you see something, a spy is near!
    
    The arrows work like so: A "wave" pointing down means that the
    sound is coming from behind; left and right are to your left
    and right obviously, and a wave pointing up is in front of you.
    When multiple waves appear, it's coming from a diagonal direction.
    For example, if an up and right wave appears, it's coming from in
    front of you and to your right.
    
    IMPORTANT:  If you see a wave at the bottom of your reticule, TURN AROUND.
    This means a spy is behind you, and more often than not he'll be trying to grab
    you.  Doing this could be the difference between living and dying.
    
    Also, when an arrow below or above the reticule appears, that means
    it's coming from above or below, which is useful in detecting enemies when
    there are multiple floors/levels, which are present to some extent in almost
    all the maps.
    
    The sound detection system is VERY important.
    Don't forget about it.
    
    2c) GENERAL PLAYING STYLE
    
    Mercs are hunters.  They are very well equipped to dish out some
    serious pain.  You have four weapons that can kill a spy:
    your gun, frag grenades, mines, and your melee attack.  Once again,
    see the "What's New in Chaos Theory" section for info on the new
    melee.
    
    However, do not be fully aggressive!  The spies have an instant
    kill option: the grab.  By sneaking up behind you, a spy can grab
    you and instantly snap your neck.  Combine that with the fact
    that spies can occasionally use smoke and flash grenades to
    hamper you, then run circles around you and grab you, and your
    spy enemies are very, very dangerous.  There are a few ways
    to stop this, which will be detailed later.
    
    In the event that the spy grabs your partner, launch a grenade at
    them, which will kill them both.  Your partner is dead anyways,
    so you might as well avenge him by killing the spy along with him.
    
    The spies can also jump on you, which is just as deadly as grabbing.  In fact,
    the spy's jump is even more deadly in CT, because now one jump is an instant
    kill.  No more getting a chance to get up, no more double jumping; one jump,
    you're dead.  Do NOT let spies get a height advantage on you, and if they have
    one, stay out of their jumping range!
    
    Spies have less lethal methods that, while not deadly, are extremely annoying.
    Their primary annoyance weapon is the sticky shocker.  When the spy shoots you
    with your sticky shocker, you are stunned for a few seconds, and your screen
    flashes with static (it does kind of look funny from the spies point of view;
    you light up with electricity and start shaking.  It looks like you're having a
    seizure; quite funny, if you're not a merc :-) )
    
    Sometimes, smarter spies will do this, then launch grenades at you.
    If they launch a smoke grenade, get out of the smoke ASAP.
    Smoke grenades slow you down and can make you pass out if you
    stay in there too long.  Charging out is usually the best method for getting
    out of smoke.  To charge, push the left stick forward and hit A.  If you're
    lucky, you might be able to catch a spy in your charge, knocking him down to
    the ground and rendering him helpless.  Remember that in CT you now have a gas
    mask that can counter the smoke grenades.  Once again, see the "What's New in
    CT" section.
    
    While spies can kill you, it is MUCH easier for them to go for
    the objectives.  Spies can accomplish a mission without touching you, so guard
    those objectives!  Since camping is not advisable for a merc, use mines and spy
    traps to do the camping for you.
    
    Mercs, like spies, work best in teams.  If you think you can
    take on 2 decent spies alone just because you have a gun and
    they don't, you are dead wrong.  Not only can they gang up on
    you and kill you with neck snaps, you will have a lot of troubles
    guarding what is usually 6 objectives just by yourself or 10 data
    disks.  Communication is important with your partner, and it is
    usually advisable to spread out and report locations, status, and
    generally what you're doing.
    
    Remember that moving is not always a viable option when you see
    a spy.  Moving, as in any Tom Clancy game or most other FPS games
    for that matter, severely decreases your accuracy.  However, if the
    spy is trying to run circles around you in order to snap your neck, you'd
    better start moving somewhere.  The best techinque to use when a spy gets close
    is the circle stepping technique.  To do this, hold down the left stick to
    either the left or right and do the same thing with the right stick.  This will
    allow you to target the spy while moving around to avoid being killed.
    
    
    Now that you know how to play as a merc, let's examine your toys.
    
    3) MERCENARY WEAPONS
    
    These are descriptions of the weapons.  I recommend mines and frag
    grenades as I did in PT.  The backpack is also very useful.
    However, the choice for the fourth gadget is a bit harder,
    betweeen the spy traps and the camera network.  See the "What's
    New in Chaos Theory" section for info on the gas mask and camera
    network.  Remember that oftentimes, when alternate mode is on,
    certain devices may not be allowed.  Use the information from my
    rating system and your own personal preferences based on experience
    to determine which of the allowed devices is an acceptable alternative to my
    recommendations.
    
    3a) FRAG GRENADES
    
    RATING: ****
    
    A grenade launcher?  Boy, aren't you lucky.  Grenades are good
    for when you're within shooting range of a spy who is disabling
    an NDI33, but there are obstacles in your way, such as the boxes
    in the warehouse.  Lob a grenade over there, and with skill
    and a bit of luck, he's toast.
    
    Grenades are also useful if you know a spy is in a vent, and you
    can't reach him with bullets.  If you have a spy trap active, and
    you see him on your radar in a vent, surprise him and bag an
    easy kill.  Just be sure not to kill your partner, or more importantly,
    yourself in the process.  Another use for grenades is using them at spies who
    are shooting at you.  Oftentimes, spies will walk right into the open with
    their guns drawn so they can use
    the sticky shocker on you.  When this happens, launch
    a grenade at the spy IMMEDIATELY, as he will rapid fire
    his sticky shocker at you and more often than not he will
    hit you, and if he’s smart, use his grenade launcher to smoke
    and/or flash you.
    
    In the event that the spy grabs your partner, launch a grenade at
    them, which will kill them both.  Your partner is dead anyways,
    so you might as well avenge him by killing the spy along with him.
    
    NOTE:  The frag grenades are set to the Y selection button by
    default, which is always the first weapon you have selected.
    CHANGE IT.  Many times, I have accidentally launched a grenade
    and killed myself when I intended to plant a mine or spy trap.
    You may not be as stupid as I was, and if you actually do it,
    you'll grow out of it with experience, but accidents do happen.
    
    NOTE: In CT, you only get four grenades, instead of the
    five from PT.  Damn you, Ubi!
    
    3b) TASER
    
    RATING: **
    
    The taser is a short range weapon, but that's what it's meant to be.  When a
    spy comes running up to you, pull the left trigger to launch an electric
    stream.  If it connects, it stuns him about as long as one of their sticky
    shockers does, but if you don't shoot them, they collapse onto the ground and
    "sleep" for a few seconds.  At this point, you can either shoot him or, new in
    CT, choke him with your gun (changes section). You can use the taser if you
    want, but it's really a waste of an equipment slot now thanks to the new melee
    attack.  Yep, "what's new" section.
    
    3c) MINES
    
    RATING: *****
    
    Mines are a MUST.  Period.  If they’re on, mines usually account
    for almost half of all merc kills in one particular game.  Mines
    have smart tracking, which means they only blow up when shot or when a spy
    triggers them by moving within their range.  In other words, you don’t need to
    worry about your partner triggering the mine, unlike other games with proximity
    mines.  The only time a mine can kill you or your partner is when  the spies
    shoot them with sticky shockers as you walk by (or if the spy triggers it while
    a merc is near it; this often makes for a semi-humorous event, as it kills both
    merc and spy!)  :-)  Be sure to remember to keep your distance from the mines
    after you place them, as the spies can often kill careless mercs using this
    method.
    
    
    Place them in areas where the spies frequent, as well as around
    the NDI33s.  The laser mine can be seen by spies' thermal vision,
    but is a very good alternative to the proximity mine in small
    areas because it doesn’t beep like the proximity mine.  The only
    way to fool proximity mines is by moving very, very slowly as a
    spy, using chaff grenades (which doesn't even work all the time),
    or just destroying them altogether, which usually alerts you to their presence
    if you're close enough.  The laser mine is even better, as it explodes as soon
    as the spies step in front of it.  Use the laser mine when there is a short
    distance between where the mine is placed and where its laser beam ends.  In
    large areas, proximity mines are better.  The only downside to mines, if you
    can call it that, is that you only get three mines.  Cheapskates!  As this is
    so, use them wisely.  The one advantage to dying is that you get a fresh new
    supply for replacing to further hamper the spies' progress, although this isn’t
    as useful in CT due to the limitations (see below under spy  traps).  As of
    Chaos Theory, the mines can now launch a posion gas cloud, which will slowly
    drain the spy's health until/if he finds a health station.  Neat, yes, but the
    two other explosive mine modes work better.
    
    3d) SPY TRAPS
    
    RATING: ****
    
    Spy traps are another great addition to your arsenal.  The
    concept is simple: spies run past them in a passageway that
    they cover, and they're "tagged" with an invisible,
    undetectable dart, upon which you are informed of this,
    and they appear on your radar so you can hunt
    them down and kill them.  Spies usually have no idea
    they've been tagged, which gives you the advantage.
    You have two options when a spy is detected by a spy trap:
    direct assault, or surprise.  Usually, direct assault is
    advisable if they're in the same room as you are, but if
    they're attempting to be sneaky-sneaky, it's much more to
    your advantage to get the jump on them.  Just be sure your
    floodlight is off, or else you won't have much of a surprise.
    Remember also that the spy trap only puts them on radar for
    about a minute and a half.  Kill them before they disappear.
    One more thing: if the opposite wall is too far, a message will
    appear saying that the spy trap did not activate.  If this happens,
    go to it, take it off with the action button, and plant it somewhere where it
    will be more useful.  If you planted it successfully and a spy triggers it, a
    message will appear saying "Spy Device Activated - Target Acquired".
    
    NOTE:  Like mines, you now only get three spy traps instead
    of five from PT.
    
    NOTE: In CT, there is a limit to how many spy traps or mines
    can be placed on a map at one time.  This is to avoid mercs
    dying on purpose so they can place countless mines and/or
    spy traps throughout the map.  The limit is the default three you
    get for the mines and spy traps.  That means that if you're carrying a
    backpack, the two additional mines and/or spy traps in your backpack cannot be
    used until one of the three devices already placed is either triggered or
    destroyed by a spy.  See section 6c3 for more info on the backpack.
    
    3e) FLARES
    
    RATING: **
    
    Flares have a few uses, but no more useful than the above devices.
    When you launch them, they stick to wherever they land (even the walls),
    illuminating the immediate area around them.  Flares are better in CT; the
    flare is bright and sticks around for a while (as in about 20 seconds).  Unlike
    PT, however, the flares don’t have their one saving grace, which is that they
    CANNOT be refilled at ammo boxes, which tremendously reduces their usefulness,
    although
    remember that in the default deathmatch mode, flares are the only
    device available to you.
    
    3f) PHOSPHOROUS GRENADES
    
    RATING: ***
    
    Because of user submitted tips, the phosphorus grenades have
    a new rating!  The grenade produces a small green cloud, which
    makes spies that run through it "glow" green.  See user submitted
    tips for great uses for phosphorus grenades!
    
    4) MERCENARY HINTS AND TIPS
    
    4a) KILLING TIPS
    
    Number 1) USE MINES RELIGIOUSLY.  You can prevent a lot of bad
    things from happening with these babies, and net yourself a few
    kills in the process.  Plant them wherever spies usually go,
    and they'll be digging themselves an early grave.
    
    Number 2) KNOW WHEN AND WHEN NOT TO STAND STILL.
    You'll kill spies quicker and easier if you do.  Granted, there are
    sometimes you'll want to move and shoot, like when spies start
    running in the opposite direction (missing a few is better than
    letting a spy get away).  As I mentioned earlier, if a spy is
    trying to break your neck, moving is a good option (in fact, the only option)
    if you want to avoid a broken neck.
    
    Number 3) GET GOOD WITH GRENADES.  If you can learn to
    be accurate with your Frag Grenade launcher, you can do some
    serious damage with those things.  Remember to lead your
    target if he's running, and remember also that you can
    adjust the length by holding down the left trigger to
    shorten or lengthen it.
    
    Number 4) KNOWLEDGE IS POWER.  USE SPY TRAPS AND
    CAMERA NETWORKS!  If you know where they are, you can
    kill them easier.  Pretty hard for them to get the jump on you
    when they appear on your trusty radar, now isn't it?
    
    Number 5) USE TEAMWORK.  Your best weapon, next to
    your own skills, is your teammate.  Protect him, and he'll
    protect you.  Communicate, and communicate often.
    You'll be much more successful if you're tight with
    your partner.
    
    4b) STAYING ALIVE
    
    Number 1) STAYING IN ONE PLACE FOR TOO LONG IS
    ASKING FOR A BROKEN NECK!  Remember this!
    Camping does not work in this game!  Maybe on
    Counter-Strike and other games like it, it does,
    but not here.  Move around and you'll extend your
    lifespan by leaps and bounds.
    
    Number 2) DON'T LET THEM GET CLOSE!  Use whatever
    means necessary to keep them at a distance.  The least
    they can do from a distance is annoy you with their
    sticky shockers.  The closer they get, the less your
    chances are of living.
    
    Number 3) WHEN POSSIBLE, AVOID THE DARK!
    The dark is as scary for mercs as it was for you when
    you were a little baby.  The spies can see you, but you
    can't see them.  And when that happens, you're practically
    begging them to snap your neck.
    
    Number 4) USE THE 180 TURN!  Do it often to check your
    six quickly.  If you don't see anything, turn around.
    If a spy gets around you somehow, do a quick 180 to
    force him to do some extra work.  And the more work
    he does, the more time you have to kill him.
    
    If you have the PC version, INCREASE YOUR TURN
    SENSITIVITY!  The default turn sensitivity means you
    have to drag the mouse around, pick it up, place it
    back, and move it around again.  Increasing the turn
    sensitivity option can enable you to turn literally on a
    dime.  This is a HUGE advantage of the PC version over
    the Xbox version for mercs, so use it to your advantage.
    
    Number 5) USE THE WALLS!  Spies can't get to your back
    when your back is to the wall, unless they’re cheating.
    Whenever you see a spy, back up to the wall if you can.
    The only way a spy can grab you is to knock you from
    the side, which automatically turns you towards where
    the hit came from.  Corners are even better, as the
    above tactic is useless in this situation.  One game, I was
    on the stairs in the main office in Vertigo Plaza, and a
    spy hit me about five times, trying to grab me.
    Thanks to the corner, I was able to taser him and
    riddle his body with bullets.  Don't underestimate
    the walls.
    
    4c) USER SUBMITTED TIPS
    
    NOTE:  ALL USER SUBMITTED MATERIAL HAS
    GONE IN THIS SECTION.  So, read carefully...
    there's some great stuff in here.
    
    Just wanted to give u kudos on the great faq.
    Plus i would like to put in my two cents worth.
    On ways to keep your neck from getting broke is to
    me on stairs.  They are an uneven surface and spies
    have to be on the same step to be able to grab you
    which means lots of dead spies.  Bad thing about
    some stairs is that good spies will take advantage
    of the height they can get on you and jump on your
    head over and over and over....probably the most
    annoying thing next to the shocker gun.  Another
    thing don't camp on stairs!!!!! As you said in your
    faq camping gets you killed. In this case
    sticky cammed, which is not good(If you or your
    teammate are knocked out) go over to them and press
    the A button it will wake them up faster but watch
    out for sticky cams around his body).  Just one big
    thing that is a merc killer is smoke.  If you get
    smoked charge thru smoke by running forward and
    hitting A.  Great for getting thru doors that have
    been smoked.  I can not stress this one thing don't
    crouch like an idiot in a fight with a spy.
    He  will either jump on your head from the ground
    or knock u out with a strike attack.  When you wake
    up you will be crouched ready to be jumped on
    again.  Only crouch when planting mines and spy traps.
    Which brings me to mines and spy traps. Be creative
    with mines. Try to put them somewhere you wouldn't
    think they can go.  Just start tapping L and moving
    the Right analog stick tell you have it placed where
    u want it (my favorite mines are in museum you can
    actually put the mines in the vents under the ND133's
    and they can't be seen).  Another mine i like is one
    in the Warehouse.  When you spawn stay upstairs and
    go to the ND133 in the upper left corner. There is a gap
    in the railing crouch and fall on the box under it.
    Turn around walk under the catwalk fall onto the scaffolding
    and plant your mine.  To be good with spy traps is to be a
    good spy.  Know all your entrances to the facility and
    think of where you would go and  put a spy trap there
    (also good when you are a spy to look for the spy traps).
    Almost forgot.  When you tazer a spy let him fall to the
    ground and shoot him in the head once (saves ammo) or put
    a lazer mine next to him so when he stands up...Kaboom! bye,
    bye Mr. Spy.  Well that is all i can think of right now.
    P.S. Isn't it Disco Stu from the Simpsons?
    
    Yes it is.
    
    Thanks to Capt. Kackle for the tip!
    
    If a spy runs away from you and throws smoke gernades,
    you can easily see threw the smoke by turning on ur
    electromagnetic visor. But be careful, because if the
    spy is to close to you, he is unseen in the eltromagnetic
    view.
    
    (Would make sense since spies have to use thermals in
    smoke...I guess we found a use for the EMV!)
    
    Thanks to Omega Blue for this one!
    
    Phosphorous grenades arent completely useless. They are like
    combination of Smoke grenade and  flares, phosphorous grenades
    are maybe better than flares. What do you do when you are a merc
    and a spy throws a smoke grenade?  Well you dont run straight into
    the cloud.  If you fire 10 flares into a line, spies avoid that
    area as long as the flares burn/effect. Also when a spy is colored
    by the green stuff he can be seen in darkest areas very easily,
    when spy runs from you he first usually tries to a dark area.
    He also leaves green foot prints and you can follow them to his
    hiding place. There was why spies try to avoid the green cloud
    best they can, this is useful to cut an running spy's escape route.
    You also cant see through the cloud unless you or spy has
    secondary vision mode on (EMF/thermal).
    
    Example situation:: A spy managed to sneak to the ND133 and started
    to decontaminate. luckily you are close enough to stop him. Right
    when the spy saw you he interrupted and started to run. You fire
    phosphorous grenades all over the place and the spy had all the
    routes cut by the green clouds and he had no time to wait them to
    disappear so he ran through a cloud. After a short time the spy lost
    the merc but merc followed his green foot prints leading to a dark
    place under the stairs. He glowed and merc immidiately noticed the
    spy and killed him.  I give phospho. grenades a score of: ***
    (3 stars out of 5) Even if phosphorous grenades have some uses on
    chasing and tracking spies what are the cons?
    - They should do some type of "damage" like gas grenades, like slow
    down the spies' running speed.
    - The clouds dont stay too long but longer than gas grenades.
    - If a spy enters an area you cant go when you chase his tracks.
    Notes::
    - Every spy will or will learn to avoid the clouds.
    - Always fire to the areas where the spy is attempting to run. Or
    fire direcly into him.
    - Unlike flares dont use when you have lots of detected sounds. Use
    when you really see a spy.
    - Phosphos are REALLY useful when you see a spy in an place where
    only they can go.  - Its recommended that you have motion tracker on
    when you chase a spy through cloud.
    - When you see green tracks, follow them...
    - ...And make sure they arent your own tracks :}
    
    I like your FAQ and I enjoy playing as a merc alot more than a spy.
    Your FAQ  helped me ALOT on understanding the plus' and cons of merc
    gadgets.  Keep up the great work!
    
    Thanks to Larty!
    
    Good FAQ, I learned some tips I would've otherwise overlooked,
    I have a few things I'd like to say,however,and a question that you
    hopefully will not mind answering.
    
    I found you underestimated the Flares,and overestimated the
    Torchlight.  As you put it,the Torchlight makes you a "human
    lighthouse to spies", a good spy,or even a half-decent one,would
    pick up on your direction or even exact location just by seeing the
    cone of light coming from the visor,it does well in a tight spot,
    but I don't quite think it's worth a 4.
    
    Flares,on the other hand,can be refilled with an ammo pick-up,and
    once it's launched,you can take cover behind barrels,crates,desks,
    etc,and as long as your visor isn't exposed,you're practically
    invisible to spies who aren't using any special vision.  Also,in
    areas that are enveloped in darkness,  a spy might think twice
    about trying to sneak up behind you if you've got light all around
    you,as opposed to just in front.Although it ultimately depends on
    the level (they're handy in most levels,the only levels I would not
    carry them in are Vertigo Plaza and Krauser Lab),it's usually nice
    to have them since a good spy could avoid the sweep of a Torchlight.  They also
    make for a handy distraction or decoy.I've cought quite a few spies by
    launching a flare up vents or through dark hallways and immediately switching
    to the Motion Tracking Device.  About the sound detection, you said a mercenary
    could pick up noise from  their partners,this is only half-true.  I tested it
    out with a friend of mine,the only way you can pick up noise from your partner
    is if he hits a fire extinguisher.  Running,firing shots,or even the ricochet
    of bullets will not register.If you already know this,it might be a nice idea
    to specify it in your FAQ.  Also,I couldn't help but notice that you left out
    the bit about the"Insider Zone",which is *extremely* useful.When a sound is
    picked up above or below you, the insider zone will flash either on the top or
    bottom of your reticle (it's hard to miss),this shows you if the sound is
    coming from above or below,and if only arrows register,then the sound is coming
    from the level you are already on.
    
    Another thing you should mention,is that you do not want to be
    cought using the ElectroMagentic Field Device when you're tazed,
    this will cause temporary loss of your entire HUD,once that happens, you're
    pretty much rendered useless until it comes back.So it might be good to mention
    that you should use it with caution.
    
    Now for my question,I thought the tazer to be a pretty handy tool
    in theory, once you catch a spy in it,he's dead,no doubt about
    it.  However,I've had direct conflict with a spy every time I've
    played (though that's quite obvious),and I've tazed them over and
    over and over while they were more or less directly in front of me,
    and nothing happened, eventually,I tazed them to death,I have no
    idea how,but it happened.  I was wondering if maybe a spy has to be
    in a special vision mode to be electocuted, because the times I've
    used it,it has never worked,and I would very much like to be able to use it
    properly (for the record,I am aware of it's exact range,
    give or take an inch).
    
    That's about it,I hope my input wasn't useless and annyoing,I'll be
    sure to watch your FAQ for updates.
    
    Hmm...well, I'm not sure, but I think the taser is a buggy weapon,
    meaning that it works sometimes, and sometimes it doesn't.
    Hopefully, they'll fix on the next update IF it is a problem.
    Other than that, I'm not sure I have an explanation,
    except that it is an EXTREMELY close-range weapon.
    
    Thanks to Nazgaroth!
    
    Here's a tip I discovered.. once in a while I'll forget my gernades
    are in slot and I'll go to plant a mine, if this happens, I hold the trigger
    down and click on the right thumbstick going in to sniper mode, it cancels the
    gernade throw by going in to "hold breath" mode.
    
    Thanks to Tom!
    
    Hey, great FAQ. I like it except for one problem. In your section over the
    Tazer, you said that the tazer only incapacitates them for as long as their
    sticky shocker.  Not so, the tazer will incapacitate them for about as long as
    their spy cam.  This fact is pretty crucial to merc strategy. It's lead me to
    make a technique known as the Tazer Two Point Waking Spy's Exploding Head
    Technique on the GFAQs message boards (longwinded yes, but I wanted a
    distinctive name for it because its probably the only time I'll make something
    and get to name it).
    
    The central technique in this is not shooting them the second you
    land a tazer hit on them. Rather, you shoot them as they wake up.
    (pressing the white button while crouching next to them will allow
    you to talk to them while they lie on the ground I am told, but I
    have never been able to fully confirm this)  When they wake up,
    they will go through an animation of shaking their head, you need
    to shoot them during that.  (preferably in the head,  it saves ammo) his
    technique serves a dual purpose, it takes them out of
    commission for more than double the time as opposed to shooting them outright,
    and it also serves as negative re-enforcement for the aggro spy (similar to a
    timeout).  And, most importantly, thank you for writing this FAQ, it says a lot
    about the Merc community that an FAQ came out for them long before one came out
    for the spies.
    
    This is a useful technique, but now you can just choke the spy
    and save a mine (this email was from my PT FAQ)  Nevertheless, useful.
    
    Thanks to JEEF MAN!
    
    Here's a pretty good tip I've found as a merc: in case you're ever
    up against a spy who uses flash bangs or smokes like no other, turn
    on your motion sensor.  Your motion sensor filters out the flash in
    the flashbangs, so that you aren' t blinded at all. Also, if a spy
    drops a smoke, you can effectively see through the smoke and watch
    the little box around the spy. I've gotten quite a few kills without being able
    to see a spy, simply because of the little box around him.  Also, I have
    believe the laser to be an awesome tool, and one that's not given enough
    credit.   I use it more than the torchlight nowadays (though I also use flares,
    so that makes up for it a bit). I love being able to look at one of the
    possible entrances a spy can make and seeing a box pop up, letting me know
    where he is. Also, don't go so rough on the phosphorus! If a spy is stuck
    somewhere, but I can't get him, sometimes I use these if I'm out of frags.
    Sometimes hearing the little clink-clink-clink of a grenade will send a spy
    running into the open. I love it when I hear a guy complain about thinking that
    a phosphorus grenade was a frag.
    
    Thanks to Sabrewolf1986!
    
    5) MERCENARY FAQ
    
    5a) How do I do the quick turn?
    
    Double tap the left stick left or right.  Do this
    often, as explained above.  This doesn't apply to the
    PC, as you can adjust your turn sensitivity.
    
    5b) I can't find those stupid spies!  Where are they?
    
    Those spies are a sneaky bunch.  Instead, stay in the
    light, and let them come to you.  Sooner or later,
    they'll have to show themselves, and if you're guarding
    the NDI33s diligently, you should be able to find
    them. Keep moving, though, so you can increase your
    chances of finding one.  Be sure to also look in the
    less obvious places.
    
    Sound Detection is another useful tool in finding
    spies (see section 2b5).  If you see the sound
    detection signs near your reticule, it is a sign
    that a spy is near.  Use this in conjunction with
    grenades; when you’re near the vents and you
    see sound detection signs pointing in their direction,
    lob a few grenades in there and bag an easy kill.
    
    Also check the places where only spies can
    go, but you can still shoot, such as the conveyor
    belt in Warehouse.  And, in general, stay alert.
    
    5c) How can I find teammates and opponents that are
    of my skill level?
    
    Use Optimatch and browse servers.  Check their level.
    If they're the same level as you are, chances are they'll
    be an even match.  Also, the better players tend to hang
    out in ranked games.  If you're not concerned about that,
    switch the Optimatch option to "Free" under the option
    "Ranking or Free?"  Also, Level 1 people tend to have
    less experience than level 0, believe it or not.  Why?
    
    Because Level 1 either means:
    
    a) they have played in some ranked games and won a few,
    or b) they have zero points, and therefore have never
    played a ranked game before; B is the far more likely
    scenario, in which case these people are new to the game.
    However, this is not as pertinent in CT, as story mode
    is the only game mode that is ranked; Disk Hunt and
    Deathmatch are basically just for kicks.  Some of them
    may be competent, others aren't.
    
    If you're on their team, give them some pointers. Admit it,
    everybody, including YOU, was once a "noob", so unless
    they're not willing to listen to your advice, don't berate them.
    If the newbies are on the other team, the only thing you can
    really do is take advantage of it!!!  :D
    
    5d) Why don't mercs have nightvision and thermals?
    
    That's a good question.  Maybe ARGUS was on a budget,
    and the Motion Tracking and EMV were cheaper.  Or,
    maybe the mercs wanted to look cooler.  (The real reason
    is obviously gameplay balance, but this is a stupid
    question anyway)
    
    5e) Being a spy is so cool!  Why should I be a merc?
    
    If you're asking that question, you're reading the
    wrong FAQ.  Seriously, though, you have a cool gun,
    a grenade launcher, proximity mines with smart
    tracking, and a TASER!  Who wouldn't want a taser?
    Also, it's good to be a merc once in a while, so
    people won't complain about you being a spy hog.
    Besides, if the hosts of games have it their way, you’ll
    be required to be a merc sooner or later : )
    
    5f) What is an aggro spy?
    
    Aggro spies are spies that have no interest whatsoever
    in going after the NDI33s, and try instead to kill the
    mercs with neck snaps and jump attacks using grenades,
    melee attacks, and their own speed.  In story mode, it can
    be kind of annoying having them, but if you have a few
    in deathmatch mode, it can make for some really fun games.
    I know I'm taking it back after I said they were so bad, but that
    was back when I didn't know a ton about SvM, except
    about how to be a great merc :)
    
    5g) What is Tag?
    
    Tag is a user invented mode in PT, usually played
    in free games.  Here's how it works.  There are
    3 spies and one merc.  The objective is a basic death-
    match.  The catch, however, is that the
    spies only have one life apiece, and the merc has
    3.  It's called Tag because whichever person the merc
    kills FIRST is "It" and gets to be a merc in the next
    round.  If you're reading this FAQ, I hope you find
    that it's actually not the end of the world if you're
    "It", but, on the contrary, a great feeling when you
    single-handedly eliminate all spies.
    
    5h) What is Spawn Killing and/or Camping, and how do I
    defend against it?
    
    THE WORST THING IN MULTIPLAYER.  Yes I know I said
    aggro spy before, but this isn't just in Pandora Tomorrow, it's
    an incredibly cheap tactic in ALL multiplayer games that
    work like this.  Simply put, in games where players
    continually respawn (appear back in the game), Spawn Camping
    is where the enemy hangs out around where they spawn and
    kills anybody who appears, leaving them little or no chance
    to defend themselves.  Examples of this type of game in which
    this problem occurs include Return to Castle Wolfenstein,
    Battlefield 1942/Vietnam, Unreal Tournament, Rainbow Six
    3, and many, many others.  In Chaos Theory, most mercs
    respawn in an area that is accessible to spies, or near a place
    accessible to spies, and it's even worse for mercs since most spy
    spawns can't be reached by mercs.  The worst level for this is the
    warehouse, where spies will try and get inside the merc’s
    spawn room, cover the room with smoke, and snap the neck
    and/or jump on of any merc that appears.  If you're a spy, and you
    happen to be in the same area as where the mercs spawn, that's Spawn Killing,
    and is a mistake.  What's NOT ok is Spawn Camping, like I mentioned earlier.
    If you're a gamer with good etiquette,
    YOU WILL NOT DO THIS!!!!!!  PLEASE!!!  As for how to
    defend against it, it depends on two things: 1) if the game is
    ranked or not and 2) if you're hosting the game.  If you're
    in a ranked game, just let it happen.  Horrible, yes, but
    the penalty for leaving a ranked game in Splinter Cell versus is
    far greater than losing.  If you're hosting the game, simply
    tell people that there is no spawn killing.  They'll respect
    that, since you have the power to boot their asses out of the
    game.  If you're not hosting, politely ask the host to make
    a rule of it.  If you're in a free game, and people are
    spawn killing, just leave.  Polite, no, but if they're spawn
    killing, they don't know anything about etiquette.
    
    6) WHAT'S NEW IN CHAOS THEORY
    
    The great news for readers of this FAQ is that the mercs
    have a much,  MUCH bigger advantage against the spies in CT.
    Sure, the spies can turn themselves invisible and have a new
    type of grab, but the mercs have two new base weapons, three
    new pieces of equipment, a new, improved, and very deadly
    melee attack, and their own special "humilation move"!
    Please note that all of this information is based on the
    beta version.  However, I'm 99.9 percent sure that all
    the moves, equipment, etc. in here will be carried over
    to the final version.
    
    6a) WEAPONS
    
    In PT, mercs were stuck with the assault rifle.  That was it.
    No other options, no secondary weapons, just an assault rifle.
    This was acceptable in PT, but there are two new weapons in CT.
    The good news is that all three weapons are useful in some way.  You might
    notice they all have the same rating (four stars), as they all have their own
    strengths and weaknesses.  As always, experiment with each gun to find out what
    works for you.  Without further adieu...
    
    6a1) ASSAULT RIFLE
    
    RATING:  ****
    
    The assault rifle has changed quite a bit since PT.  For one thing,
    it has a much, MUCH slower rate of fire.  In fact, it's almost
    semi-automatic now.  It does have more power, however, and, more
    importantly, it's the ONLY gun you can use the sniper scope with.  Up close
    against a spy, it is not the best weapon compared to the
    Submachine Gun and the Shotgun, although the power per bullet makes
    up for it.  Use the melee attack to knock them down if
    they get too close; it’s much more effective than firing
    at them.  If you use the sniper scope a lot (as I do), this will probably be
    your weapon of choice.  I've discovered that if you devote some time to
    mastering the sniper scope, you can be one of the most lethal players online.
    Remember, when sniping, one shot to the head of a spy kills him INSTANTLY.  Try
    and get in the habit of getting a headshot on the first try, as most spies will
    run when they know they're being sniped at.
    
    This gun is best for maps with large, open areas, like Deftech Belew, Club
    House, etc.  If you're willing to invest the time in using the sniper scope,
    or, if you're just good with it naturally, use this gun.  If not, use one of
    the other guns.  But, in the right hands, this weapon can still be very, very
    deadly.
    
    6a2) SUBMACHINE GUN
    
    RATING: ****
    
    The Submachine Gun (also known as the Uzi for the less formal) is kind of the
    in between weapon for the assault rifle and shotgun.  Decent at close ranges
    and medium ranges, and mediocre at best at long ranges.  It has a 60 bullet
    clip, and at close range, full automatic is best.  The Submachine Gun's clip
    will last long enough that you can often kill a spy just by aiming in the
    general direction and holding down the trigger, even while moving around when
    the spy is trying to get close to snap your neck.
    
    The main weakness of the Submachine Gun is that its power per bullet is piss
    poor compared to the two other weapons.  Up close, it's no match for the
    shotgun, and at long ranges it's no match for the assault rifle.  On the other
    hand, any gun with a 60 bullet clip is useful due to the sheer number of
    bullets.  Use the
    Submachine Gun if you value quantity over quality.  While stationary, the
    Submachine Gun can shoot about eight bullets in a row with decent accuracy.
    
    
    6a3) SHOTGUN
    
    RATING: ****
    
    The shotgun is a spy's worst enemy at close range.  One solid hit at close
    range, he's toast.  Unless the spy sneaks up on you and/or grabs you from the
    ledge (see "things to watch out for" for details), you have the upper hand at
    close range with the shotgun.  At point blank range, one direct hit with the
    shotgun will kill a spy instantly.  Combine the shotgun with the new melee
    attack, and you're a force to be reckoned with at close range.
    
    The big problem, is as with most shotguns, is that it is completely USELESS at
    long ranges and mediocre at even medium ranges.  If you see a player far across
    the room, don't try shooting him.  This will only let him know that you've
    detected him.  Instead, silently pursue him and corner him at close range, then
    blast him.
    
    As all the spy's lethal methods are limited to close range, the shotgun is an
    excellent choice for deathmatch.
    
    6b) MELEE ATTACKS
    
    In PT, the merc's melee attack had its uses, but it was limited.
    You would hit the spy, he could hold his stomach for a second
    or two, throw a smoke grenade then run off safe and sound.  Not
    so in CT.  This time around, a melee attack while stationary
    will do the same thing, but a charge or “berserk” move usually
    knocks a spy down to the ground!
    
    That's right!  If you hit a spy with a square-on melee attack,
    he's thrown down to the ground and incapacitated (not able to move) for a good
    six seconds. Not only that, the mercs now have a humiliation move when this
    happens!  The spies had all the fun taunting over the headset in PT when they
    grabbed you.  Now its the merc's turn.  When the spy is down on the ground,
    look down at his head, press the melee button again (A on Xbox), and you'll
    kneel down and put your gun over his neck, at which point you can taunt him,
    then press A again to crush his skull with the butt of your gun and kill him
    (it's not as violent as it sounds, unfortunately :| )
    
    This melee attack will make *smart* spies think twice about going
    rambo on you.  As if that weren't enough, the merc's stationary
    melee attack has been transformed into the radically cool "berserk"
    move.  Stand still, hit melee and you'll do a 360 spin, knocking
    down any spy in the immediate vicinity, front or back.  This move
    is turned off by default in deathmatch, but who cares?  When you
    are able to do it, it's awesome.  Combined with the assault rifle,
    the melee attack makes you a threat at long, medium, and short
    ranges, and it works just as well with the Submachine Gun and the Shotgun.
    
    IMPORTANT:  DO NOT USE THE CHOKE HOLD UNLESS YOU’RE SURE THERE’S ONLY ONE SPY
    LEFT!!!!  This is very important!!!  The spies actually can grab you while
    you’re doing this move, not only saving their partner, but killing you as well!
    I learned this the hard way; don’t make the same mistake!  If more than one spy
    is attacking you, simply kill the spy with your gun while he’s on the ground.
    Don’t try to showboat with another spy out there.
    
    
    If you’re unsure of your safety and feel you must use the humiliation move,
    kill the spy immediately; don’t take time to taunt (doing it for even a second
    or two is more humiliating than shooting him).  If, however, you are sure the
    spy you just knocked to the ground is the only one left, by all means take your
    sweet time rubbing it in their face; they deserve it!
    
    Use the new melee attack whenever you can!
    
    6c) EQUIPMENT
    
    There are three new pieces of equipment in CT: the gas mask, the
    camera network and the backpack.  The following is a description of
    these three devices.  Note that all the previous gadgets from PT
    make a return.  See the first equipment section for details.
    
    6c1) GAS MASK
    
    RATING: ****
    
    Smoke grenades were among the deadliest tools of a spy's arsenal
    in PT.  Not only do they obscure the vision of mercs, in smoke,
    mercs are slowed down by the smoke.  You can't turn or move as
    fast, and if you stay too long in the smoke, you pass out.  The
    smoke grenades still have the same effect, UNLESS you're wearing
    the gas mask.  To use the gas mask, equip it, then press the
    secondary fire button to tap into your spare air reserve.  You
    will hear a heavy breathing sound when you use the gas mask.  While
    the gas mask is being used, your movement is unaffected by
    smoke grenades.  Remember, though, that the gas mask is useless
    unless you activate it!  Another thing is that the gas mask
    actually has "ammo" - your spare air reserve drains while using the
    gas mask, and once you deplete your spare air reserve, you can't use the gas
    mask again.  Here's to hoping they fix it so that the gas mask "recharges" when
    you're not using it.  Another drawback is
    that the gas mask can be hard to activate if you’ve just been
    smoked and the spy is trying to grab you.  The gas mask’s main
    use is go through smoke when a spy uses it to block your path.
    In PT, spies could use the smoke grenades in narrow passages to
    effectively create a wall, allowing them to go for objectives while
    you heaved yourself through the smoke.  With the gas mask, the
    smoke is no longer an obstacle.
    
    6c2) CAMERA NETWORK
    
    RATING:  ****
    
    The camera network is an excellent tool for detecting spies.
    Even better than the spy trap in some circumstances.  Equip
    the camera network tool, then press secondary fire to see from
    the point of view of a camera on a specific part of the map.
    You can zoom with a camera, as well as using all your vision tools-
    torchlight, laser, motion tracking and EMF (if they're enabled).
    
    Normally, this wouldn't be anything amazing, but the camera network
    is useful for two reasons: first off, the cameras are strategically
    placed in areas of the map where spies frequent, specifically
    around objectives and around main entrance points where the spies
    often come from their spawn.  With a good vantage point so you can
    see everything in the area where the camera is placed, the camera
    network is an excellent alternative to the spy trap.  Secondly,
    the cameras cannot be destroyed by spies, so they can’t do
    anything to stop you from using them.
    
    IMPORTANT:  While you are viewing the cameras, you are TOTALLY defenseless.
    Find a place where you'll be safe from spies - specifically, in a corner, with
    your back to the wall, where they can't jump on you, and, if possible, with a
    position within viewing range of one of the cameras.
    
    Remember that while the spies cannot destroy the cameras, they can
    see when they're being used.  When active, the camera will have an
    orange, red, or blue ring around it, just like your visor when using normal,
    motion tracking, or EMF vision modes, respectfully.
    
    When using the camera network, don't use the torchlight.  It's even
    more obvious coming from the camera than when you use it.  The laser is
    actually somewhat useful with the camera network, as the sound detection system
    is not needed when you're using the camera network.  From its vantage point,
    the laser can easily "frame" any spy within its range.  Remember though, that
    like your gun-mounted laser, it's very easy for spies to spot - even easier
    than the torchlight in some instances.
    
    Whether you'll want to use the camera network or the spy trap
    depends on the map, and with your knowledge of how each device
    works.  They both are meant as passive (non-lethal) ways of
    detecting spies, so it's usually best to replace one with the other, unless one
    of the other essential equipment pieces - mines, frags, or gas masks - is
    turned off in alternate mode.  Oftentimes,
    hosts will turn off mines, in which case you'll want both
    devices.
    
    6c3) BACKPACK
    
    RATING: *****
    
    Before I knew how to use this device, I thought it was useless.
    How wrong I was!  The backpack lets you carry extra supplies
    of your quantifiable gadgets, that is, the gadgets you can use
    up.  This includes mines, frag grenades, spy traps, and flares.
    When you’re running low on one of these gadgets, equip the
    backpack and pull the alternate fire button (Left Trigger or
    Right Mouse Button by default).  This will let you pull spare
    devices from your backpack.  The backpack usually carries
    two of each supply, with the exception of the flares (which I
    think is 5 extra).  That means with the backpack, you
    actually have FIVE mines, FIVE spy traps, and a whopping
    SIX frag grenades!!!!!  SCORE!!!!!
    
    The only thing you need to remember, as I mentioned before, is that
    when using mines or spy traps, you can only place three of each on the map at
    one time.  That means that the two additional mines and/or spy traps in your
    backpack cannot be used until one of the three devices already placed is either
    triggered or destroyed by a spy.
    
    The backpack is probably the best addition to CT.  Use it!
    
    6d) THINGS TO WATCH OUT FOR
    
    By now you’re thinking, “with all this new stuff for the
    mercs, how do the spies even stand a chance?”
    
    Well, the bad news (unless you’re a spy) is that the spies
    have some new tricks up their sleeve too.  This section
    will detail the two most dangerous new spy additions
    to CT: the ledge grab and the camouflage suit.
    
    6d1) CAMOUFLAGE SUIT
    
    The camouflage suit allows a spy to turn himself invisible
    for a limited amount of time.  Fortunately, it’s not totally
    invisible; it’s kind of a “Predator” effect (for those who’ve
    seen the movies), meaning you can still see the spy’s figure,
    it just blends in with the background.  Think of it as a “see-thru
    spy.” The suit draws from the same power source as the spy’s
    sticky shocker reserve, so its use is limited.  The camouflage turns off if the
    spy starts shooting or running, or if there’s a map with rain (such as the
    outdoor area in Aquarius, but if they’re standing still or crouch walking, the
    camouflage is still active.  The good news is that at short range and even
    medium ranges, especially if a spy is moving, the camouflage is pretty easy to
    see past.  But, if they’re using it at long range or in a dark place, while
    standing still, they’re pretty much undetectable.  The most effective place for
    a spy to use this is while hanging from a pipe far away from you.  Keep an eye
    in those little crevices where spies like to hide, such as the beams in
    Warehouse or Clubhouse or the TV screens in Aquarius.  Chances are they’ll be
    using this to hide in crevices and grab you as you go by.
    
    6d2) THE LEDGE GRAB
    
    This is by far the spy’s most deadly new move.  Here’s how it
    works; in most levels where there are ledges the spies can hang
    from (Warehouse, Clubhouse, Aquarius, and Deftech Belew
    among others) they can wait until you are right above them.
    At this point, they can press the grab button to pull themselves
    up over the edge, grab you by the head, and throw you over
    the ledge to your doom.  Like the regular spy grab, once the
    spy has initiated the move, you’re powerless to stop him – you’re
    dead.
    
    The most obvious way to avoid this is to stay away from ledges
    where spies can usually hang from.  In the PT, the catwalks
    above the first and third sections in Warehouse and the catwalks
    above the main outdoor area in Deftech Belew were the safest place,
    as it was harder for the spies to get a height advantage and easier
    for the mercs to find corners.  With the ledge grab, you’re now
    equally in danger where there are reachable ledges involved.
    
    Not only that, there is a new vertical dynamic introduced into
    the game.  In other words, because the spies can attack from
    below as well as above, you need to adjust your strategy,
    particularly in deathmatch situations, getting to a place where
    they can’t jump on you or grab you from below.  If possible,
    get to a place where you can see the spies hanging from the
    ledge, like in the garden below the catwalk on Clubhouse.
    Unless they jump down, spies are helpless when they’re hanging
    from ledges, although they usually will jump down and run away
    if they know they’ve been spotted.  If and when you see a spy
    hanging from a ledge, blast him.  Fortunately, most ledges are
    hard for spies to get to without using a coop move, so you need
    not be paranoid of all sections of a ledge.
    
    Remember, though, that you don’t have to be as worried if
    you’re in Story or Disk Hunt modes, as the spies will probably
    concentrate more on completing the objectives than killing you.
    But, you never know what will happen, so stay vigilant!
    
    7.  CONCLUSION
    
    Well, that’s it for now.  Be sure to check out my Spy FAQ
    as well; as I’ve gained more and more experience, I’ve
    learned to be an equally competent spy as I am a competent
    merc, although I still have that little place in my heart for the
    under-appreciated mercenary side (I still am baffled why
    most loathe playing as a merc so much!  >: (
    
    If you want to find me online, my new gamertag is, exactly
    as it appears, Lord Kruton (inside joke between a friend and
    me).  I don’t use my old name (Disco Stu514) anymore.  The
    only reason I kept Disco Stu for my FAQ is so people would
    recognize me from the first one.
    
    Special Thanks to:
    
    -My parents, for being super cool about everything
    
    -Ted, for his friendship and twisted sense of humor that I share.
    (“I’m not a spy; I’m an assassin!”)
    
    -Sourcebooks, the company that published my Internet humor
    books (505 Unbelievably Stupid Web Pages and 505 Weirdest
    Online Stores by me, Dan Crowley) and rewarded me with the
    money to buy games like CT.  If you like my writing, buy my
    books – you won’t find the Hamster Liberation Front or the
    Leonard Nimoy Should Eat More Salsa Foundation anywhere
    else!
    
    -And a whole bunch of other people I don’t have time for…