COVERS XBOX 360®, PLAYSTATION® 3
COMPUTER ENTERTAINMENT SYSTEM,
AND NINTENDO
Wii
™
Written by Michael Lummis
Page 2
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EQUIPMENT
Primary Weapons
In the single-player game you are allowed to carry up to two primary weapons and a secondary weapon. Multiplayer
matches normally give you slots for a single primary weapon and one secondary weapon. The following list provides the
primary weapons’ stats. This includes assault rifl es, sniper rifl es, machine guns, and shotguns.
Certain multiplayer modes allow you to customize your equipment. In this case, you spend credits accrued from play to
buy various weapons and their attachments. Some weapons have gold-plated versions that are available for purchase
once you own the standard variant. This option is also listed in the following section.
FRWL
The FRWL is a favorite of
mercenaries in poorer parts
of the world. It’s a durable
weapon with an average
mix of stats. You can use the
FRWL at almost any range; it
has a decent clip, infl icts fair
damage, and is essentially
without drawbacks.
The only problem with
the weapon is that it’s not
especially grand in any way. Many rifl es offer greater range, and there are higherdamage weapons for close range. This is a middle-of-the-road weapon, and as such
can be outclassed quite easily by more specialized but perhaps less well-rounded
equipment.
Here’s best advice of all: don’t go to short range against a shotgun or submachine
gun, and don’t snipe it out against a sniper rifl e. Outfl ank the snipers and outdistance
the short-range gunners. That’s how you win with
this weapon.
SAF 9MM
The SAF is a modest offering.
Like many of the smaller
weapons, you aren’t meant
to use it in a drag-down
fi ght. This weapon is better
Then, when you switch the baby over to full auto, it can defend you at medium
range with the best of them. Fair damage and an optional silencer leave it perfectly
serviceable there.
Players that can toggle their weapon options quickly and shift gears between sniping
and traditional fi ghting are well advised to get this.
a variety of roles that aren’t
always available for assault
rifl es. The Raker can quite
passably snipe. It won’t
reach the ranges of the fullon sniper rifl es, but it’s close
enough to play ball.
TND-16
The TND-16 is a competitor
to the FRWL. You can get
more accuracy out of the
TND, and it has slower fi re.
That’s not really a downside.
It’s easier to set up this
weapon for proper burst and
kill ambushes, while the
FRWL has a tendency to eat
your ammo and leave you
reloading rather often.
Cool-headed folks who
prefer a burst-fi re weapon to a raging automatic are better suited to the TND.
M14
Speaking of cool heads, the
M14 is a great pairing for
such players. At long and
medium range, this weapon
has wonderful accuracy.
RANGE:LONG
FIRING RATE:SLOW
CLIP:30
GOLD PLATED VERSION:NO
COST:300
ATTACHMENTS:SCOPE, HOLO SIGHT, ARO
SCOPE, SILENCER
Throw a scope on it and
you’ve got a sniper’s weapon.
Use an ARO scope instead,
and you’ll bring down people
well at medium range.
M14s hold territory well.
People who’ve found their
cover can intercept targets
with ease. You won’t easily
leap over obstacles and clear a tight room with one, but that isn’t the point. Select a
fast-fi ring secondary weapon to cover that eventuality, and you’re good to go.
TLD-22
The TLD-22 is a mean
submachine gun. Its greatly
expanded clip size allows
the user to suppress and
eliminate entire groups if they
RANGE:SHORT
FIRING RATE:VERY FAST
CLIP:100
GOLD PLATED VERSION:YES
COST:8000
ATTACHMENTS:HOLO SIGHT, SILENCER
It’s a mean weapon—and a lot of fun. It’s also quite expensive. Get the gold-plated
version if you want to show you really mean business.
aren’t prepared. Multiplayer
agents should match this with
Silent Footsteps and ambush-
oriented fi ghting techniques.
Hide in quieter parts of the
map and wait for people to
engage each other. Let them
focus on other parts of the
team, then charge in for the
slaughter.
1414
Page 3
SAF.458-CAT
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INTRO
BASIC TRAINING
WALKTHROUGH
MULTIPLAYER
SECRETS
INTERVIEWS
EQUIPMENT
MINISTRY OF INTELLIGENCE
SECTION 6
HER MAJESTY’S SECRET SERVICE
001
002
003
004
005
006
007
This version of the SAF can’t
use an ARO scope, sadly. This
is a poor man’s choice for a
submachine gun to use while
you’re saving credits for
RANGE:SHORT
FIRING RATE:FAST
CLIP:30
GOLD PLATED VERSION:NO
COST:FREE
ATTACHMENTS:SILENCER
MK3 LLD
RANGE:MEDIUM
FIRING RATE:FAST
CLIP:30
GOLD PLATED VERSION:NO
COST:800
ATTACHMENTS:SCOPE, HOLO SIGHT, ARO
SCOPE, SILENCER
V-TAK 31
RANGE:VERY LONG
FIRING RATE:SLOW
CLIP:10
GOLD PLATED VERSION:NO
COST:FREE
ATTACHMENTS:HIGH QUALITY SCOPE
(DEFAULT), SILENCER
VKP-08
RANGE:LONG
FIRING RATE:MEDIUM
CLIP:20
GOLD PLATED VERSION:NO
COST:800
ATTACHMENTS:SCOPE, ARO SCOPE,
weapon. The V-TAK and the impressive WA 2000 can’t do that.
For players who are fast at switching weapons or who have taken a gadget to allow
two primary weapons, it’s better to have a dedicated sniping rifl e and something
more appropriate for close fi ghting. The Mantis and GF 18 As are good for this. They
compliment the full-on sniper rifl es well.
SILENCER
more exotic choices. There’s
nothing glaringly defi cient
about the SAF .45; it’s just
outdone by some of its elders.
The fun thing about the Mk3
LLD is that it can use any type of
attachment. Grab the ARO scope
for even more medium-range
supremacy. Or get the normal
scope and be able to mix it up at
longer range. Or use the silencer
for some assassination work.
Truth be told, the last option
isn’t this weapon’s ideal choice.
There are better tools for the
quiet run and gun. But still, you
should be able to manage with
this baby.
Don’t bring this weapon into
any small maps. The V-TAK
31 is for dedicated snipers.
The weapon can’t compete
against most opponents at
medium or short range, but it
outsnipes the vast majority
of enemies when you’re at
maximum range. Even good
rifl es like the A3 Raker can’t
zoom in and bring down a
V-TAK user in time.
This rifl e pulls back from the
V-TAK’s style of sniping. Use
a scope with it to dominate
long range, but you still have
the option of fi ghting some
targets at medium distance.
The VKP features better fi ring
speed and a much larger
clip than most long-range
alternatives.
This weapon is a good
choice for players who want
to mix sniping and mediumrange fi ghting in the same
RANGE:MEDIUM
FIRING RATE:FAST
CLIP:75
GOLD PLATED VERSION:YES (SWEEEEET)
COST:4000
ATTACHMENTS:HOLO SIGHT, SILENCER
enemies from easily knowing when to counterattack.
Don’t try to reload the 8-CAT as often in multiplayer as you do in the campaign. It’s
easy to fall into the pattern of reloading between every skirmish, but that isn’t safe
with this gun. The 8-CAT takes
some time. Be certain that you’re safe before initiating this process.
This is why it’s nice to pair an 8-CAT gunner with a defensive partner who has a
great burst weapon. A TLD-22 player could watch the 8-CAT person’s back and make
life truly miserable for everyone on the other team.
WA 2000
RANGE:LONG
FIRING RATE:SLOW
CLIP:6
GOLD PLATED VERSION:YES
COST:800
ATTACHMENTS:HIGH QUALITY SCOPE
HUTCHINSON A3
RANGE:SHORT
FIRING RATE:VERY SLOW
CLIP:8
GOLD PLATED VERSION:YES
COST:FREE
ATTACHMENTS:HOLO SIGHT
down enemies. Single shots deliver so much damage that most targets can’t return fi re.
Choose shotguns for specifi c maps. No matter how much you love them, shotguns
aren’t advisable when there are vantage points for snipers and agents with assault
rifl es. These weapons are ideal for small maps where cover abounds and sudden
burst damage is the key to success.
HUTCHINSON A4
RANGE:SHORT
FIRING RATE:SLOW
CLIP:10
GOLD PLATED VERSION:NO
COST:4000
ATTACHMENTS:SILENCER
forever
to reload, leaving its player exposed for quite
(DEFAULT), SILENCER
The 8-CAT is pure joy to fi re.
It’s a beautiful weapon with
the right feel and the right
sound. Take the Holo Sight
for it and use this weapon
to destroy choke points. In
the single-player game and
in multiplayer, this weapon
shows off what a defender
can do. The 8-CAT punches
into people with more than
enough stopping power,
and its ample clip prevents
The WA 2000 has the smallest
clip for a weapon of its type,
but the rifl e doesn’t lack for
accuracy or damage. This
weapon is a sidegrade from
the V-TAK. Dedicated snipers
should try out both weapons,
as personal preference is
likely to be the deciding
factor between the two.
The Hutchinson is your
starter shotgun. As with many
shotguns equipped to fi re
buckshot, this baby is a shortrange weapon. That said, you
can also bring down targets at
medium range if you’ve really
got your aiming down.
Shotguns are weapons for
brave agents. You must get in
close to even stand a chance.
When you do succeed, it feels
pretty wonderful to blow
The A4 is costly, but it opens
a considerable upgrade to
your shotgun options. The A4
is fast, gets a couple more
shots, and is faster to reload
than its cousin. Once you get
this you won’t ever go back
to the Hutchinson A3 unless
you don’t have any choice.
Close-quarter battles go very
well when you’re sporting
the A4.
Page 4
Grenades
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INTRO
BASIC TRAINING
WALKTHROUGH
MULTIPLAYER
SECRETS
INTERVIEWS
EQUIPMENT
MINISTRY OF INTELLIGENCE
SECTION 6
HER MAJESTY’S SECRET SERVICE
001
002
003
004
005
006
007
Grenades give you many opportunities to disrupt enemies, throw them around, or kill them outright.
This category also offers Proximity Mines, giving you even more dirty tricks to draw upon
PROXIMITY MINE
Proximity Mines are one of
the deadliest choices in your
“grenade” repertoire. You
lose the ability to deploy the
weapons on the fl y. Instead,
RANGE:THROWING DISTANCE
COST:800
you must anticipate enemy
activity and deploy the
weapons ahead of time. That
isn’t as hard as it sounds. People are somewhat predictable creatures, especially on
maps where the goals are quite clear.
Approaches to major weapon locations, chokepoints, and corners are all ideal for
Proximity Mine deployment. Some players will take Explosive Awareness, which is
critical to helping a team avoid these traps.
If you’re going to use Proximity Mines, consider going all out. Take the Prox Mines
gadget and Explosives Expert. Combined, these make for a cruel demolitionist.
FLASH GRENADE
Flash Grenades are free.
Everybody starts with them,
and they’re still rather
useful. People lose their
sight for a few moments after
RANGE:THROWING DISTANCE
COST:FREE
escape entirely. Most human players are smart enough to seek full cover as soon
as a Flash Grenade detonates, even if it hits them. Thus, you won’t get too many free
kills without additional work. Targets will hide and wait for the effect to wear off
before they show themselves.
Use your time wisely. Don’t remain in the same spot doing the same thing as when
the grenade blew up. Sow confusion as quickly as you can to gain the greatest
advantage.
the explosion, and that gives
you time to fi nd new cover,
rush in for a takedown, or
TEAR GRENADE
Tear Grenades are more
disruptive than Smoke
Grenades, but they don’t
cover as wide an area.
Instead of giving the
RANGE:THROWING DISTANCE
COST:300
thrower cover, consider
them a means to take away
opportunities from a single
target or small group. Instead of trying takedowns, you would normally pair Tear
Grenades with a high-fi re-rate weapon. Disrupt the targets and then pepper them
with gunfi re.
CONCUSSION GRENADE
In many ways, Concussion
Grenades are easier to use
than even Frag Grenades.
These weapons disable
targets so badly that they
RANGE:THROWING DISTANCE
COST:500
range attackers can score kills quite easily by throwing Concussion Grenades and
preying on anyone who can’t get out of the way.
Remember to hold onto the grenades until late in the throw. You want the device to
detonate almost as soon as it lands.
can’t retake cover or defend
themselves for a short time.
Good short- or medium-
FRAG GRENADE
Fragmentation Grenades are
quite common in the singleplayer part of the game. You
should be quite comfortable
with them before long.
RANGE:THROWING DISTANCE
COST:500
These devices explode and
deliver a fair bit of damage
to people standing close to
them. Those farther out aren’t likely to get killed, but they’ll still take some damage.
One perk beyond this damage is that people are blown out of their cover briefl y. Pick
off the wounded targets as quickly as possible. They aren’t dumb enough to stay in
the open for long!
SMOKE GRENADE
These are the least lethal
type of grenade. They’re
useful for sneaky characters
and takedown specialists.
It’s harder for both sides
RANGE:THROWING DISTANCE
COST:300
instead of fi ghting get the most benefi t. Charge through open areas after deploying
smoke, or use the time to close the gap with short-range enemies.
of a fi ght to fi re effectively
through the smoke. Thus,
people who are moving
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MULTIPLAYER
SECRETS
INTERVIEWS
INTRO
BASIC TRAINING
WALKTHROUGH
EQUIPMENT
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SMELLING THE ROSES
Through bad luck or unfortunate timing, You are spotted right off the bat. You can’t slip through the fi rst
area without taking out a few of the enemies. Luckily, they aren’t well armed and you have everything you
need to neutralize them.
Take a look around the garden. There are enemies on the terrace below you (four gunmen), but there is
so much cover that you can take shelter almost immediately. Work with the controls and get a feel for
everything. Press the button to get behind cover, and then try out aiming, switching weapons, and moving
around. This area features an active tutorial that explains which buttons to use for these functions.
MINISTRY OF INTELLIGENCE
SECTION 6
INTRO
BASIC TRAINING
EQUIPMENT
WALKTHROUGH
MULTIPLAYER
SECRETS
INTERVIEWS
001
002
003
004
005
006
007
Directly in front of you is a SAF .45, a submachine gun with a high rate of fi re and moderate damage. It packs
a lot more punch than your P99. Pick up the new weapon and switch to it once you’re behind cover.
When you’re ready, aim at the nearest two gunmen and shoot them. Though you don’t have to go for
headshots, these two are mostly behind cover. It’s actually easier to hit them in the head or arms, as their
bodies are well protected most of the time.
Notice that enemies aren’t infi nitely patient. They’ll switch positions periodically, sometimes trying to get a
better angle against you. It would be far worse if these folks had grenades—luckily none of these guys does.
23
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WHITE’S ESTATE
appears. Don’t by fooled by red
when a
You have three strikes. Mess up
three times, or take too long in
general, and you have to restart
the unlocking procedure.
The gate opens without too much
trouble and you can see the path
down to the water. Walk there
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The unlocking procedure itself
is rather simple. Your watch
attempts to compute the correct
answer for door codes in real
time. Your task is to press the
direction that the watch indicates
within a given time limit. Keep
your thumb on the directional pad
and tap the direction indicated
by the green arrow as soon as it
appears. Don’t by fooled by red
indicators; press the pad only
when a green arrow appears.
Kill the next two enemies as they try to move toward you, then rush
down into the lower gardens. There are two more mercenaries there.
Practice additional gunplay, or sprint toward the back of the gardens
and dispatch the enemies with melee attacks. These blows aren’t
available until you’re up close and personal, but they’re devastatingly
effective. They’re also a great way to be stealthy in future levels.
Look on the right side of the garden after you silence the enemies;
there is a keypad near a locked gate. Walk over there and use the
keypad to open the way down to the docks. You use your watch’s
decoding function to accomplish this.
MERCENARIES WON’T WAIT FOR MINIGAMES
Don’t rely on your safety and good luck as you unlock doors. You are
distracted and can’t see the area around you, and enemies are still able
to act. Clear all gunmen before you open doors or you risk getting shot in
the back!
You have three strikes. Mess up
three times, or take too long in
general, and you have to restart
the unlocking procedure.
DOWN ON
THE DOCKS
The gate opens without too much
trouble and you can see the path
down to the water. Walk there
slowly and hug the wall to avoid
taking much fi re from the passing
boats. Wait for a lone gunman
to approach, then use a
takedown move to kill him
quickly and quietly.
Afterward, slip to the next wall for cover and aim at the explosive tanks on the other side of the docks.
Explosive containers fl ash periodically, making it easier to spot them quickly and use them as traps. Shoot
the large tanks and watch what happens. The men in those boats land and try to disembark, but they can’t
do it very well when they’re covered in fl ames! This action clears that entire side of the docks.
Look left. Another mercenary opens those doors and tries to have a go at you. Use a takedown or shoot him
in the chest a few times. Inside the building is a panel that lets you access the camera system for the estate.
Walk over to it and hold the indicated button until you patch into the security system. Ah-ha! Now you can
use your phone to look at a map of the estate. You can see your current objective, enemies in the area, and
so forth. It’s wonderful.
WAR OF THE GREENHOUSES
Exit the boathouse using its rear
door. A single mercenary retreats
toward the greenhouse ahead,
and his shots are halfhearted.
Take cover if you need to, but
follow him as soon as you can.
Things get hairy once you’re
inside the greenhouse; the
chopper you saw earlier gets a
bead on you. Crouch to avoid the
gunner that lights up the building.
Stay behind the sturdier walls
and return fi re once you get your
bearings.
INTRO
BASIC TRAINING
EQUIPMENT
WALKTHROUGH
MULTIPLAYER
SECRETS
INTERVIEWS
001
002
003
004
005
006
007
The chopper leaves after the gunner dies or a minute passes. Leave the greenhouse and search the stone
wall ahead. You’ll fi nd a Cell Phone sitting on the wall. Take this item and use your phone to read the update
it provides. Bring up the phone menu and use the “Data Collection” option to bring up info on Cell Phones
you fi nd.
25
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01
CELL
PHONE
There is a checkpoint just a few
steps down the path. With the
chopper dispatched, you now
have a clear run against the
remaining defenders outside the
house. They make a stand by the
next greenhouse. Be ready!
THE BRIEFCASE
“Mr. White, attached is a photo from the operation in
Venice as requested. The funds will be delivered to you as
soon as the money has been collected.”
It is signed “Adolph.”
Come into the area at a sprint and takedown the fi rst enemy by the wall; he’s easier to subdue via melee
than to shoot. Approach the greenhouse at high speed and get to cover immediately. There are quite a few
people inside, and they too are hiding to protect themselves.
Use quick glances to aim and
zoom in on your targets. Put a
burst of bullets into each and
watch them fall. Use the explosive
containers in the room to kill
enemies quickly. Move to the
middle of the room after the fi rst
few targets fall.
Once the fi rst group is cleared,
several reinforcements come
in from the back side of the
greenhouse. Stay behind cover
but turn right; these guys try to
fl ank you. Hose them as soon as they come back into view!
The door at the far side of the greenhouse is locked at fi rst. It won’t
open until all of the mercenaries in this area are killed. Use your map to
fi nd any stragglers if the fi ghting slows. Those red marks indicate active
enemies; they’re easy to track down.
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Walk toward the house and keep your eyes open for the next Cell
Phone. It’s on a small, gray table near the patio stairs.
INTRO
BASIC TRAINING
EQUIPMENT
WALKTHROUGH
MULTIPLAYER
SECRETS
INTERVIEWS
001
002
003
004
005
006
007
02
AUDIO FILE
White:
CELL
PHONE
“McCabe, this is Mr. White. I’ve
returned from Venice, and will be
needing your services later this afternoon. I want the helicopter
fueled and on the landing pad at fourteen hundred hours. You’ll
receive instructions on our destination at that time.”
Climb the house steps and skirt
the right side of the building. Take
cover as you round the corner and
aim at a gunman above; he’s on
a balcony above you. Shoot him
for a clean kill that also unlocks
an achievement. The guard falls
through a cellar door and reveals
a safe path into the house.
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MULTIPLAYER
Game Modes
There are seven modes of multiplayer combat in Quantum of Solace. These span a variety of themes. Some
of the challenges are team-based, while others are designed for pure free-for-all carnage.
BOND VERSUS
This is a bomb-defusing challenge. The maps
center around several bomb locations, marked
with a blue circle and B1, B2, B3, and so on in this
guide’s maps. Bond players are on Mi6’s side. They
must reach these blue locations and disarm the
bombs. The other players are on the Organization
team. They are on defense.
Equipment load-outs are basic, and the major
focus is on teamwork and positioning. The Mi6
agents should study their maps and learn the bomb
locations like the backs of their hands. Do this while
you wait for a match to begin.
If the defenders spread out and cover all bombs,
hit a single bomb with full force. By the time the
defenders realize what’s happening, Mi6 will be in a
position of strength and the bomb won’t last.
If defenders cover one or two of the bombs
extremely well, hit the target that isn’t under
their full protection. Always keep an eye on
the defenders and where they’re moving. For
tough matches, use mind games to get an edge.
When your team slams into a single point, more
defenders will come to assist, likely slaughtering
your allies. Use that opportunity to slip through
and fi nd a weak spot. Try to bring another smart
player with you. A pair of bright agents can entirely
redefi ne the team.
BOND EVASION
Look on the maps in this guide for a green icon and
the letters EP. That is the goal of the Mi6 team. Bond
is trying to evade capture and has to be helped to the
extraction point. Teamwork, as with Bond Versus, is the
defi ning element here. Because there’s a single point of
victory, your enemies have an even better idea what to
defend.
Always move in groups and hit points with
overwhelming force. You aren’t likely to sneak through
and win in these matches. Instead, it’s more about being
able to strike with speed and precision. Don’t allow
your team to string out and advance toward the EP a
couple at a time, which just makes easy pickings for the
defenders. Instead, move as a wave, with two or three
groups approaching the area simultaneously.
Defenders should resist the urge to deploy just around
the EP. Certainly, some teammates must keep their sites
on that area and the approach to it. But there also have
to be a few suicidal types. These are the folks who hold
the middle areas and delay the approaching force. The
Mi6 team has to rush together for their best opportunity,
so your team’s job is to stop that organization. Use
ambushes, grenades, and raw aggression to start fi ghts
and force Mi6 players to expose themselves or dig in. If
they enter a drawn-out fi refi ght you’ve done your job. If
they rush past recklessly, hit them in the back when your
allies near the extraction point start to engage them.
GOLDEN GUN
Defenders need to be fl uid as well. Always have
eyes on each of the bombs. You can’t defend
everything well, and that’s why communication
is the key. Let other players know as soon as
possible when a site is coming under attack. Use
explosives, work cooperatively, and communicate,
communicate, communicate. Remember, attackers
need to be quiet, you don’t. Be a nuisance and be
116
116116
savage about it.
Golden Gun is a type of deathball variant. Everyone
wants to retrieve the Golden Gun, originally located
in the yellow GG position on the supplied maps. After
getting that, you have to avoid the rush of aggression
Page 12
from all the other players. Divide your time between
INTRO
BASIC TRAINING
WALKTHROUGH
MULTIPLAYER
SECRETS
INTERVIEWS
EQUIPMENT
117
MINISTRY OF INTELLIGENCE
SECTION 6
HER MAJESTY’S SECRET SERVICE
001
002
003
004
005
006
007
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SECRETS
SECRETS
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INTERVIEWS
INTERVIEWS
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killing them for points and avoiding the mass.
Try to be too aggressive, and you’re doomed to get
outfl anked at every turn. You want to have a mobile
battle. This makes it harder for entire groups to hit you
at the same time.
Memorize the locations of your favorite weapons
and ensure that you prevent other players from
easily gaining access to them. Ambush people as
they go to collect things they need. Always note the
locations of grenades and Proximity Mines. These
are very useful tools and subsequently they’ll be
points of convergence.
HER MAJESTY’S SECRET SERVICE
MINISTRY OF INTELLIGENCE
SECTION 6
The Golden Gun itself is marked on your mini-map at all
times. This prevents the wielder of the gun from getting
a few kills and hiding for the remainder of the match.
The gun itself is a gold-plated Super Magnum. You get
only fi ve shots before you have to reload. Luckily, you
have almost infi nite ammunition, so that isn’t a concern.
Shots from the Golden Gun infl ict tremendous damage;
they also explode on contact, dealing damage over a
modest area. The Golden Gun wielder can shoot walls
and the fl oor near hiding targets to kill them even when
they’re out of sight.
TERRITORY CONTROL
The red TC points on this guide’s maps indicate areas
of territory control. This is a defensive challenge, just
like Bond Versus. The difference is that the teams
dynamically shift as players gain and lose control of the
different sites.
CONFLICT AND TEAM CONFLICT
These modes use the multiplayer load-outs that
you purchase and create. There are no special
weapons or goals; you are simply trying to outgun
your opponents using better gadget combinations
and superior gunplay. Team Confl ict allows for a
greater variety of builds. People can pair up and
organize themselves for mutual protection. In
normal Confl ict, be careful about overspecializing.
The safe route is to have a good medium-range
weapon and gadgets that go for all-around damage
or survivability.
The Battlefi elds
There are a dozen level maps in Quantum of Solace
multiplayer. The maps provided in this guide show
the layout of the areas, as well as their points of
interest.
INTRO
BASIC TRAINING
EQUIPMENT
WALKTHROUGH
MULTIPLAYER
SECRETS
INTERVIEWS
001
002
003
004
005
006
007
Nevertheless, the same strategies apply. You want
to keep the enemy guessing about where to strike.
Keep enough of a defensive force to delay attacks.
Communicate well about changes in enemy position,
then hit whatever is weak as the other side charges en
masse to a single point.
CLASSIC
Classic Mode doesn’t have any weapon confi guration.
Instead, agents start with a basic pistol and have to
collect weapons to use throughout the level. Look at
the weapon callouts on this guide’s maps to see which
weapons are available.
What the Icons Mean
Weapon icons show which weapons
are available and where to fi nd them
(Classic Mode).
Red dots show Territory Control Points
(Territory Control).
Blue dots reveal bombs (Bond Versus).
Green dots are Extraction Points
(Bond Evasion).
Yellow dots represent the Golden Gun
(Golden Gun Mode).
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MULTIPLAYER
Barge
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