I took the time to write up a little guide (for both spies and mercenaries).
All durations are an approximation of what I think that happens
And all (equipment) spawn amounts are just a quick guess I made...
Please feel free to add things to this list...
..or to prove me wrong.
Hope you like it... 8)
__________________________________________________ __________________________________________
Spies / ShadowNet
Gameplay Tip:
[*]Firing Grenades
When firing grenades from your weapon, press and hold the [Left-trigger] to determine the distance.
This is especially usefull to lobby a grenade to a more distant area (or platform).
[*]Using a Merc to trigger a mine
When you grab a Merc walk towards a (proximity) mine with him/her, when the mine is triggered
the Merc will be killed and you will survive (though take damage).
A fun alternative to say the least.[/list:u:82d1a33019]
Moves:
NOTES:
[*]Wall Run
Just before you run into a wall press the Y-button. You will run up the wall and do a backflip.
This can be used to reach hard to get places and can work as an effective getaway/knock-out against
a following/stalking Merc.
[*]Knocking out a Mercenary
You can knock out a Mercenary by jumping/falling on them. This will cause them to sleep.
Doing this 2 to 3 times (to the same Merc who hasn't healed) will kill the Mercenary.
[*]Shadow Strike
When moving/running press the A-button to do a Shadow Strike (a.k.a. elbow blow).
This will knock a Merc back and stun him/her for about 1 second.
A merc that is crouching will be put to sleep when using a shadow strike against him/her.[/list:u:82d1a33019]
Standard equipment:
WARNING:
A Merc using Electromagnectic Tracking can see you when you've got your weapon drawn.
UNCONFIRMED:
When a Merc is being shcoked and his teammate touches him/her, then the electric current will also flow to
the Merc's teammate (shocking them both).
[*]Weapon's Laser Sight
The Spy weapon's laser sight can be toggled by pressing [Up] on the d-pad.
The laser beam itself is only visible by the spies, however the end of the beam can be seen as a red dot by the Mercenaries.
The draw the Spy weapon with the laser disabled, press and HOLD the [X-button].[/list:u:82d1a33019]
Selectable equipment:
[*]Flashbang
A spy spawns with 5 Flashbangs.
A Flashbang can be assigned as a "Quick Use" item.
The duration of a Flashbang is: 1 second.
The duration of a Flashbang effecting a Mercenary is: 3 seconds.
When a Mercenary looks at a Flashbang using normal viewmode then his vision is 'blanked' and will slowly
return to normal.
UNCONFIRMED:
When a flashbang is fired near a proximity mine, the mine will set off.
[*]Smoke Grenade
A spy spawns with 5 Smoke Grenades.
A Smoke Grenade can be assigned as a "Quick Use" item.
The duration of a Smoke Grenade is: 10 seconds.
The duration of a Smoke Grenade effecting a Mercenary is: 10 seconds.
A Smoke Grenade obstructs a Spy's:
A Smoke Grenade obstructs a Mercenary's:
Also a Mercenary walking through a Smoke Cloud slows him/her a bit down. When a Mercenary is exposed
to a Smoke Cloud for 3 seconds, he/she then becomes effected by it and loses consiousness (a.k.a. Sleeping).
[*]Sticky Camera
A spy spawns with 5 Sticky Cameras
The duration of a Sticky Camera is Spy controlled.
The duration of a Sticky Camera's Gas is: 10 seconds.
A sticky camera can be used to Spy certain areas. The Camera also supports Night/Thermal vision.
The Sticky Camera is best used for spying a location for Mercs and/or mines (Thermal is best for that).
The Sticky camera can also release Gas (press B button). The released gas is a small cloud which is more potent
then the Smoke Cloud, in other words: A Merc which is exposed to the cloud for 2 seconds allready falls asleep.
A favored tactic is too Sticky Shock a Merc, then shooting a Sticky Camera at his/her feet and immediately releasing
the gas (Shock'n Smoke).
UNCONFIRMED:
Can be used as a "Ring Airfoil round" to knock out an opponent.
[*]Spy Bullet
A spy spawns with 5 Spy Bullets.
Duration of a Spy Bullet is: X seconds (???).
A spy bullet can be fire anywhere on the map:
When a Mercenary is near it he/she will be marked as a red dot on all Spy radars.
To Spy bullet can also be fired on a Merc:
This will will permanently mark the Merc as a red dot on the Spy radars
but will also allow the Spies to 'tap' in on the Merc communications (by pressing and holding the [White-button]).[/list:u:82d1a33019]
__________________________________________________ __________________________________________
Mercenaries / Argus
Gameplay Tip:
Moves:
Standard equipment:
[*]Sniper Scope
To enable press the [Right Thumb Stick] (again to disable).
When scoped the Mercenary weapon packs way more punch.
1 bullet to a spy's head will finish him/her off.
2 to 3 bullets (max) will kill a spy when scoped.
When you zoom-in on a Spy you can listen to his/her communications.
All vision modes, laser or search light work when scoped.
[*]Motion Tracking
This is a blurry vision using only a few tints of red. Knowing a map will certainly
help navigating, because it's real hard to use as a "normal" vision mode.
However all objects and characters moving at a certain speed will be boxed in grey.
Objects like grenades and characters like Spies AND Mercenaries will be boxed.
Spies can move slowly in order to prevent being detected by Motion Tracking.
The weapon's laser sight can be used in conjuction with this view mode, however the Search Light cannot.
[*]Electromagnetic Tracking
This vision mode renders all things in a few tints of blue and renders all electromagnetic
equipment in white. When standing next to non-electromagnetic object, one can usually "see trough"
it to see electromagnetic objects.
This vision mode is very usefull to see through Ceilings and Smoke clouds.
A spy (in the dark) using his weapon/sticky cam/vision modes can be seen (in white) using this
vision mode.
The weapon's laser sight can be used in conjuction with this view mode, however the Search Light cannot.
NOTE:
When a spy hides next to an electromagnetic object, he will be seen aswell because the spy's silhouette
will be seen as a "cut out" of the electromagnetic object...
[*]Sound Detection
Sometimes around your Aiming reticle arrows will appear.
These arrows point out where sound comes from (most Spies aren't to patient and thus make sound!).
Beware, the sound detection also "hears" you teammate.
The arrow indication works like this:
When a cone on the lower or upper side of the inner reticle appears, that means
sound is being detected from below or above you.
Beware that your sound detection also detects a Spy's Sound Snare (which can be used to lure you somewhere).
NOTE:
When an arrow down is shown and you know it ain't your teammate (look at your radar) then do a quick 180 turn,
because a spy probably is sneaking up on you.
[*]Search Light
Can be used to lite up dark places and more often then not, you will find a spy.
Don't overuse it though, because when you use this vision mode a spy will:
[*]Laser
When using the laser the aiming reticle (aswell as the sound detection!!) is no longer there.
Instead you can aim more precise and "scan" an area.
"Scanning" can be done be quickly moving your laser around a certain area covering the most space
in the least time. When a spy is "hit" by the laser (that's a succeful scan) an orange rectangle is
shown around him/her for the next 5 seconds.
When you "hit" your teammate with the laser, the same orange rectangle is shown but with the text "HOLD FIRE".
NOTE:
The spies can see the entire laser beam![/list:u:82d1a33019]
Selectable equipment:
All durations are an approximation of what I think that happens

And all (equipment) spawn amounts are just a quick guess I made...
Please feel free to add things to this list...
..or to prove me wrong.
Hope you like it... 8)
__________________________________________________ __________________________________________
Spies / ShadowNet
Gameplay Tip:
- Identifying a Merc's vision mode
A spy can indentify what Vision Mode a Merc is using by looking at the helmet's visor.[list:82d1a33019] - A red visor indicates Motion Tracking.
- A blue visor indicates Electromagnetic Tracking.
- A yellow visor visor indicates normal vision.
[*]Firing Grenades
When firing grenades from your weapon, press and hold the [Left-trigger] to determine the distance.
This is especially usefull to lobby a grenade to a more distant area (or platform).
[*]Using a Merc to trigger a mine
When you grab a Merc walk towards a (proximity) mine with him/her, when the mine is triggered
the Merc will be killed and you will survive (though take damage).
A fun alternative to say the least.[/list:u:82d1a33019]
Moves:
- Grabbing a Mercenary
When sneaking/running toward a Mercenary's back, stand still and press the A button.
You will will grab him/her in a head lock. This headlock will last about +/- 5 seconds.[list:82d1a33019] - If you do nothing, the Merc will choke to death.
- If you press the R-trigger, the Merc will be knocked out (a.k.a sleeping).
- If you press the A-button (repeatedly?) you will break the Merc's neck (killing him/her).
NOTES:
- If you don't stand still when pressing the A-button, you will do a Shadow Strike.
- While holding a Merc: press and hold the [White-button] to talk to the Merc (taunt away!)..
- While playing as a Merc: press and hold the [White-button] to talk back to the Spy (taunt away!)..
[*]Wall Run
Just before you run into a wall press the Y-button. You will run up the wall and do a backflip.
This can be used to reach hard to get places and can work as an effective getaway/knock-out against
a following/stalking Merc.
[*]Knocking out a Mercenary
You can knock out a Mercenary by jumping/falling on them. This will cause them to sleep.
Doing this 2 to 3 times (to the same Merc who hasn't healed) will kill the Mercenary.
[*]Shadow Strike
When moving/running press the A-button to do a Shadow Strike (a.k.a. elbow blow).
This will knock a Merc back and stun him/her for about 1 second.
A merc that is crouching will be put to sleep when using a shadow strike against him/her.[/list:u:82d1a33019]
Standard equipment:
- Night Vision
To enable Night Vision press [Right] on the D-pad.
Night Vision desaturates the entire view (no colors - all grey) and also blurs into the distance.
The (major) advantage is you can see in the dark.
Walking in the light or looking at a light with this vision modes mostly 'over'-lightens your view,
effectively blanking your vision.
WARNING:
A Merc using Electromagnectic Tracking can see you when using this vision mode.
- Thermal Vision
To enable Thermal Vision press [Left] on the D-pad.
Thermal vision disregards light sources entirely. Instead you see all objects which give of heat.
This vision is best used to see through certain objects (ceilings, doors, crates etc.) and offcourse
through Smoke.
WARNING:
A Merc using Electromagnectic Tracking can see you when using this vision mode.
- Binoculars
To enable press the [Right Thumb Stick] (again to disable).
The binoculars can be used to scout an area because of the ability to zoom-in.
Night or Thermal vision can still be used when using the binoculars.
When zooming in on a location of a ND133 you can choose to "lock on", which instructs the "enhanced reality"
to show the chosen ND133 only (press the [A-button] to "lock on").
When you zoom-in on a Merc you can listen to his/her communications.
- Weapon
The Spy's weapon is non-lethal because it is stocked with Sticky Shockers.
Spy do not need to reload their weapon because the 'clip' slowly replenishes Sticky Shockers.[list:82d1a33019] - When a Merc is hit by a Sticky Shocker he/she is stunned for +/- 4 seconds.
Also Electromagnetic Tracking or Motion Tracking turns off and cannot be enabled (during the stun/schocking).
During the stun the Merc also sees random static and electric currents (confusing and obstructing his/her 'stunning' view). - If you hit a Merc 4-5 times in a row, the Merc's HUD & Motion/Electro tracking & Communications will fail and need to reboot.
- A well aimed shot at a Merc's head will cause his/her's HUD & Motion/Electro tracking & Cummunications to reboot aswell.
WARNING:
A Merc using Electromagnectic Tracking can see you when you've got your weapon drawn.
UNCONFIRMED:
When a Merc is being shcoked and his teammate touches him/her, then the electric current will also flow to
the Merc's teammate (shocking them both).
[*]Weapon's Laser Sight
The Spy weapon's laser sight can be toggled by pressing [Up] on the d-pad.
The laser beam itself is only visible by the spies, however the end of the beam can be seen as a red dot by the Mercenaries.
The draw the Spy weapon with the laser disabled, press and HOLD the [X-button].[/list:u:82d1a33019]
Selectable equipment:
- Sound Snare
A spy spawns with 15 Sound Snares.
The duration of a sound snare is: 240 seconds.
Using a random interval the sound snare produces the sound of footsteps.
Besides being audible by all players, the Mercenary's aiming reticle reacts to it and shows the location of the sound.
Thus multiple sound snares (or just one) can be used to render the aiming reticle's sound detection useless.
The sound snare can also be fire upon motion sensors, this will trigger the alarm for the duration of the sound snare.
A mercenary can spot a sound snare using his Electromagnetic Tracking, however they have to be real close to succesfully identify it as "foreign".
UNCONFIRMED:
Can be used as a "Ring Airfoil round" to knock out an opponent (aim for a Mercenary's head).
- Chaff Grenade
A spy spawns with 5 Chaff Grenades.
A Chaff Grenade can be assigned as a "Quick Use" item.
The duration of a Chaff Grenade is: 15 seconds.
The duration of a Chaff Grenade effecting a Mercenary is: 10 seconds.
A Chaff Grenade can be used to disable all passive security (motion sensors, camera's) within a small radius.
When a Spy walks trhough a "Chaff Cloud" all "Spy Trap"-bullets on him/her will be permanently disabled.
When a mercenary runs through a "Chaff cloud" then:[list:82d1a33019] - Electromagnetic Tracking or Motion Tracking turns off and cannot be enabled.
- The normal view shows random static.
- When a Spy succesfully shoots a sticky shocker on the effected Merc the HUD & Motion/Electro tracking & Communications fail and need to reboot.
- While being affected the Mercenary cannot reload his weapon.
[*]Flashbang
A spy spawns with 5 Flashbangs.
A Flashbang can be assigned as a "Quick Use" item.
The duration of a Flashbang is: 1 second.
The duration of a Flashbang effecting a Mercenary is: 3 seconds.
When a Mercenary looks at a Flashbang using normal viewmode then his vision is 'blanked' and will slowly
return to normal.
UNCONFIRMED:
When a flashbang is fired near a proximity mine, the mine will set off.
[*]Smoke Grenade
A spy spawns with 5 Smoke Grenades.
A Smoke Grenade can be assigned as a "Quick Use" item.
The duration of a Smoke Grenade is: 10 seconds.
The duration of a Smoke Grenade effecting a Mercenary is: 10 seconds.
A Smoke Grenade obstructs a Spy's:
- Normal vision mode
- Night vision mode
A Smoke Grenade obstructs a Mercenary's:
- Normal vision mode
- Motion Tracking: Motion is tracked but the cloud obstructs the "red" vision.
Also a Mercenary walking through a Smoke Cloud slows him/her a bit down. When a Mercenary is exposed
to a Smoke Cloud for 3 seconds, he/she then becomes effected by it and loses consiousness (a.k.a. Sleeping).
[*]Sticky Camera
A spy spawns with 5 Sticky Cameras
The duration of a Sticky Camera is Spy controlled.
The duration of a Sticky Camera's Gas is: 10 seconds.
A sticky camera can be used to Spy certain areas. The Camera also supports Night/Thermal vision.
The Sticky Camera is best used for spying a location for Mercs and/or mines (Thermal is best for that).
The Sticky camera can also release Gas (press B button). The released gas is a small cloud which is more potent
then the Smoke Cloud, in other words: A Merc which is exposed to the cloud for 2 seconds allready falls asleep.
A favored tactic is too Sticky Shock a Merc, then shooting a Sticky Camera at his/her feet and immediately releasing
the gas (Shock'n Smoke).
UNCONFIRMED:
Can be used as a "Ring Airfoil round" to knock out an opponent.
[*]Spy Bullet
A spy spawns with 5 Spy Bullets.
Duration of a Spy Bullet is: X seconds (???).
A spy bullet can be fire anywhere on the map:
When a Mercenary is near it he/she will be marked as a red dot on all Spy radars.
To Spy bullet can also be fired on a Merc:
This will will permanently mark the Merc as a red dot on the Spy radars
but will also allow the Spies to 'tap' in on the Merc communications (by pressing and holding the [White-button]).[/list:u:82d1a33019]
__________________________________________________ __________________________________________
Mercenaries / Argus
Gameplay Tip:
- Firing Grenades
When firing FRAG or Phosphour grenades from your weapon, press and hold the [Left-trigger] to determine the distance.
This is especially usefull to lobby a grenade to a more distant area (or platform).
Moves:
- Crouching
Press the [B-button] to crouch.
While crouched your aiming precision increases though your movement speed decreases.
When crouched a Spy cannot grab you, however a spy can perform shadow strike on you which will knock you out (a.k.a. sleeping).
- Quick 180 turn
Tap [Left] or [Right] twice on the [Left Thumb Stick] to quick turn 180 degrees around.
This is very usefull when a Spy is circling around you.
- Knocking out a Spy
When you jump/fall on a Spy you will knock him/her out (a.k.a. sleeping).
- Elbow blow
Press the [A-button] to perform an elbow blow.
This is very usefull during close combat with a Spy.
A few hits will kill the spy.
When moving forward and pressing the [A-button] you will do an Elbow rush.
This is very usefull to (quickly) charge through a cloud of smoke.
I believe that an Elbow rush is 1-hit kill (not sure though). Though it is certainly
stronger then the regular Elbow blow.
- Waking up a teammate
You can wake up a sleeping Mercenary by standing next to them, then crouching
(press [B-button]) and then pressing action (press [A-button]).
Standard equipment:
- Weapon
The Mercenary's weapon supports two firing modes:[list:82d1a33019] - Auto :: Which keeps firing as long as the clip ain't empty and the [R-trigger] is being pushed.
- Burst :: Which fires three bullets per press of the [R-trigger].
[*]Sniper Scope
To enable press the [Right Thumb Stick] (again to disable).
When scoped the Mercenary weapon packs way more punch.
1 bullet to a spy's head will finish him/her off.
2 to 3 bullets (max) will kill a spy when scoped.
When you zoom-in on a Spy you can listen to his/her communications.
All vision modes, laser or search light work when scoped.
[*]Motion Tracking
This is a blurry vision using only a few tints of red. Knowing a map will certainly
help navigating, because it's real hard to use as a "normal" vision mode.
However all objects and characters moving at a certain speed will be boxed in grey.
Objects like grenades and characters like Spies AND Mercenaries will be boxed.
Spies can move slowly in order to prevent being detected by Motion Tracking.
The weapon's laser sight can be used in conjuction with this view mode, however the Search Light cannot.
[*]Electromagnetic Tracking
This vision mode renders all things in a few tints of blue and renders all electromagnetic
equipment in white. When standing next to non-electromagnetic object, one can usually "see trough"
it to see electromagnetic objects.
This vision mode is very usefull to see through Ceilings and Smoke clouds.
A spy (in the dark) using his weapon/sticky cam/vision modes can be seen (in white) using this
vision mode.
The weapon's laser sight can be used in conjuction with this view mode, however the Search Light cannot.
NOTE:
When a spy hides next to an electromagnetic object, he will be seen aswell because the spy's silhouette
will be seen as a "cut out" of the electromagnetic object...
[*]Sound Detection
Sometimes around your Aiming reticle arrows will appear.
These arrows point out where sound comes from (most Spies aren't to patient and thus make sound!).
Beware, the sound detection also "hears" you teammate.
The arrow indication works like this:
- Arrow pointing down :: means that the sound is coming from behind.
- Arrow pointing left :: means that the sound is coming from your left.
- Arrow pointing right :: means that the sound is coming from your right.
- Arrow pointing up :: means that the sound is coming from your front.
When a cone on the lower or upper side of the inner reticle appears, that means
sound is being detected from below or above you.
Beware that your sound detection also detects a Spy's Sound Snare (which can be used to lure you somewhere).
NOTE:
When an arrow down is shown and you know it ain't your teammate (look at your radar) then do a quick 180 turn,
because a spy probably is sneaking up on you.
[*]Search Light
Can be used to lite up dark places and more often then not, you will find a spy.
Don't overuse it though, because when you use this vision mode a spy will:
- See you coming
- Know that you are using the normal vision mode.
[*]Laser
When using the laser the aiming reticle (aswell as the sound detection!!) is no longer there.
Instead you can aim more precise and "scan" an area.
"Scanning" can be done be quickly moving your laser around a certain area covering the most space
in the least time. When a spy is "hit" by the laser (that's a succeful scan) an orange rectangle is
shown around him/her for the next 5 seconds.
When you "hit" your teammate with the laser, the same orange rectangle is shown but with the text "HOLD FIRE".
NOTE:
The spies can see the entire laser beam![/list:u:82d1a33019]
Selectable equipment:
- Mine
A Mercenary spawns with 3 mines.
By default a Mercenary will place a Proximity Mine.
A proximity mine will go off when a spy moves near it.
A spy which moves very slow can go past it.
When you place a mine and hold the [R-trigger] you'll get a menu
in which you can also opt to place a laser mine.
Laser mines require that an opposite wall is near but go off as soon as a spy
breaks the beam. Laser mines do not beep like their proximity counterparts.
NOTE:
Although the default is a Proximity Mine. When you last placed a Laser Mine,
then the next mine you place defaults to a Laser mine!
WARNING:
When placing a mine, make sure that no spy is near.
And when you have placed them, move away ASAP. Because a spy can shoot a mine
to let it explode.
When you patrol an area try to keep a distance with your own mines, because a sneaky spy
might use it to his/her own adventage and shooting it (this killing you...).
Mines stay active even when the Mercenary dies.
Mines cannot be restocked from ammo crates.
- Spy Trap
A Mercenary spawns with 5 Spy Traps.
A spy trap is placed on walls or objects similar to the mines.
However when a spy moves passed it, a spy-bullet/device will be planted on him/her.
As a result the Mercenary (or Mercenaries?) will be notified of this.
The "tagged" spy is visible on the Merc's radar (as a red dot) and the Merc can also
"tap" the Spy's communications (press and hold the [White-button]).
- Tazer
The tazer is a short range weapon which has the same effect as a sticky shocker.
The tazer also inflicts damage and tazig a spy multiple times will sent him/her sleeping.
When you succesfully taze a spy, press the R-trigger] and kill him/her.
- Frag Grenade
A Mercenary spawns with 5 Frag Grenades.
A Frag Grenade can be shot from a Merc's weapon and is quiet deadly.
Mostly used to clear a room or to lobby a 'nade on a lower/higher platform.
- Phosphour Grenade
A Mercenary spawns with 5 Phosphour Grenades.
The Phosphour Grenade releases a small cloud of Phosphour. When a Spy moves through it
he will glow up with a green color. Making him/her easy to spot/follow.
When a Merc uses Electromagnetic tracking the "tagged" spy will light up like a X-Mas tree
aswell as his/her footsteps!
NOTE:
Allthough (because of the short duration of the cloud and the small size of the cloud) the
phosphour grenade isn't very effective, you can use it to scare most spies out of hiding.
Since is sounds and looks like a regular Frag Grenade untill it "explodes".
- Flare
A Mercenary spawns with 10 Flares.
A flare will stick to anything it is thrown upon. The flare will light everything up in a
small area. Exposing possible spies.
Allthough the area that lights up is only small, a Merc can opt to throw around multiple of them
expanding the light a bit...
The duration of a flare is about 15 seconds.
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