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Primary weapons[edit]

The set of primary weapons contains three sub-machineguns, two assault rifles and a shotgun. Unlike later games within the series, this weapon set is not the best for long-range combat.

  • Heckler & Koch MP5A2: A standard submachine gun that is most suitable for most missions. 9mm.
  • Heckler & Kock Mp5SD5: A silenced version of the MP5A2, with slightly less stopping power. 9mm.
  • Heckler & Koch MP5K-PDW: A less-accurate version of the MP5A2, but has a higher firing rate. 9mm.
  • CAR-15: Armor piercing weapon, which can still be used indoors.
  • Colt M-16A2: A long-range armor piercing weapon, which is a bit bulky for indoor use. 5.56 caliber.
  • Benelli M1: An semi-automatic shotgun capable of shooting locks off doors and for short-range combat.

Secondary Weapons[edit]

There are three pistols available for use, and they may optionally have a silencer:

  • Heckler & Kock Mk23: .45 caliber
  • Heckler & Kock USP: .40 caliber
  • Beretta 92FS: 9mm caliber

Equipment[edit]

  • Flashbang: The explosion will temporarily stun enemies in the room.
  • Fragmentation Grenade: Kills targets within a room.
  • Braching charges: Blasts open a door, stunning occupants inside.
  • Heartbeat sensor: Allows scanning for nearby terrorists or hostages; they will appear in the map. Not required if there are external heartbeat sensors in position.
  • Demolitions Kit: Decreases time for planting and disarming explosives.
  • Electronics Kit: Decreases time to hack electronics or computer systems.
  • Lockpick Kit: Decreases time to pick either regular or electronic locks.

Uniforms[edit]

Most uniforms have two components: the weight and color. The weight of the uniform determines the amount of protection it provides, but increases the amount of fatigue. The color helps improve camouflage. Even though armor will protect you against most shots, remember that heads, arms, and legs do not receive the fill protection of the armor.

  • Light armor: Minimal protection against bullets; protects against low-powered pistol rounds.
  • Medium armor: Normal protection against bullets; stops some submachine-gun bullets.
  • Heavy armor: Protects against most bullets.
  • Black: Suitable for night-time operations; plain color.
  • Camouflage: Suitable for jungle operations; multi color
  • Desert: Suitable for desert operations; multi color.
  • Street: Suitable for urban operations; multi color.
  • Tan: Suitable for desert operations; plain color.
  • Urban: Suitable for urban operations; plain color.
  • Woods: Suitable for wooded areas; multi color.

There is one final uniform:

  • Biosuit: Provides light protection, but required to enter biohazardous locations. Any operative entering such an area without a biosuit will die at the end of the mission.