Perfect Dark FAQ/Guide
By Kodos86
Copyright, 2001 - 2002, by Kodos86, all rights reserved
9/23/02
Version 7.0
Platform: Nintendo 64
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0. T A B L E O F C O N T E N T S
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0. Table of Contents
1. Introduction
2. Updates
3. Tactics/General Tips
4. Weapons
5. Equipment
6. Walkthrough
7. Co-Operative
8. Counter Operative
9. Combat Simulator
10. Challenges
11. Combat Simulator Settings
12. Cheats
13. Cheese Walkthrough
14. Hidden Weapon Locations
15. Perfect Dark Fun
16. Mysteries
17. Rumor Debunking
18. Characters
19. Guard Dialouge
20. FAQ
21. Credits
22. Legal Info
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1. I N T R O D U C T I O N
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Welcome to my guide for Perfect Dark, one of the best games ever made (in my
opinion). I’ll try to give the most complete information I can (although I
haven’t completed the game yet, so I can’t give tips for everything). For each
stage, I’ve given a guide for each difficulty. However, for easier
stages/difficulties, I’ve only given a fairly short walkthrough. Also, if some
of my Perfect agent strategies seem similar to marshmallow’s (in his Perfect
Agent guide), that would be because I used his strategy to beat that stage.
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2. U P D A T E S
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Version 7.0: Added the rest of the Combat Simulator Challenges, which should
(9/23/02) complete the guide.
Completely redid the level strategies in Counter Operative to
include PA objectives.
Started a combat simulator settings section.
Put in 2 reader hints for the Attack Ship on PA difficulty.
Version 6.0: Rearranged the guide into a more coherent setup.
Added the Guard Dialouge section.
Added a mysteries section.
Added a rumor debunking section.
Added a part in the Combat Simulator section about how to make
your multiplayer ranks go up faster.
Version 5.1: Updated the contact information with info about my new e-mail
address.
Version 5.0: Added in the first 10 multiplayer challenges.
Version 4.5: Added the Perfect Agent walkthroughs for Maian SOS and War,
completing the walkthrough section.
Added a reader tip for Combat Simulator.
Version 4.0: Added Hitman Howie D’s information on the Classic Weapons.
Added the ammunition types to the weapons section.
Rearranged and expanded the cheat section.
Version 3.0: Changed some of the layout.
Added the walkthrough for Unlimited Ammo- Sentry Gun.
Added the Perfect Dark Fun section.
Added the opposition sections to the Walkthroughs.
Version 2.1: Added the Characters section.
Started the Challenges section.
Version 2.1: Fixed the Margins.
Version 2.0: Added the Combat Simulator section.
Added the Counter-Operative section.
Added the Co-Operative section.
Added the Cheese Walkthrough.
Added the Hidden Weapons Locations.
Version 1.0: Initial update.
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3. T A C T I C S/ G E N E R A L T I PS
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Here, I’ll give you some tactics for completing Perfect Dark (however, you
probably will need most of these mainly for Perfect agent).
Automatics
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Ah, the joy of automatics- getting to let loose the entire clip in a matter of
seconds. Well, the “spray and pray” method may work in agent, but in the higher
difficulties, you need to conserve ammo. It’s better to fire a short burst or
single shot (or even better, aim). You’ll be more likely to hit the enemy, and
you’ll save ammo. However, if your dealing with a crowd of enemies, it may help
to just spray the clip at them.
There are some people you should be afraid of...
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These people (marshmallow calls them “scary people”) would be the enemies that
have high amounts of health or deadly weaponry. These would include guys with
double weapons, guys that can cloak, anyone with an explosive, any full-grown
Skedar, etc. It’s good to avoid them, but you usually can’t.
Explosives can be harmful to your health
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Ah yes, explosives. Great for eliminating big groups of enemies. Just be sure
you don’t stand near where they are going to go off, or there won’t be much
left of you. Nuff said.
Happiness is a HeadShot
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As I said, go for head shots if you want to eliminate any enemy, get them in
the head! The chest would be second best, although it takes a bit longer.
Anything else, don’t hit unless necessary. This doesn’t apply to the Skedar;
they have different weaknesses that we’ll come to later.
Don’t shoot the scientist!
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Unfortunately, it only takes one dead scientist, civilian, etc. to fail your
mission, and they’re incredibly weak. Just don’t blast them.
Speed Strafing
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This becomes one of the most useful techniques in the game. Just hold on the
sidestep button while running to go faster.
Take advantage of the guards’ glitches
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No Goldeneye glitches here! Unfortunately for us, the guard glitches from
Goldeneye have been fixed. Remember how guards in Goldeneye wouldn’t shoot over
some platforms? Now they will. And don’t try to get right up against them so
they can’t hit you. Now they’ll just punch you. The one that still works is the
kneeling glitch. Once they’ve kneeled down, they can’t turn while firing, and
have to stand up to move.
Use Shields, When Provided
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I’m not just talking about the shields you can get throughout the stages. I’m
referring to the stuff like chairs, tables, etc. If it doesn’t move gives you
some cover, and won’t blow up in your face, use it! This also applies to human
shields.
Run-Away! Run-Away!
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This is actually a lifesaver at times; if you have to reload, are outnumbered,
etc., and there are large amounts of guards in front of you, run away! It will
at least prevent them from getting off large amounts of shots at you.
Surprise the guards
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If you catch the guards off guard (no pun intended) it’ll be easier to survive.
Also, you may attract guards depending on how loud of a weapon you use.
Use the right weapon for the right job.
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This is pretty simple. Each weapon is good for something. Just know when to use
them. Obviously, you wouldn’t try sniping with a DY357, or close quarter combat
with a Slayer.
Hand Grenades 101
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Using hand grenades SHOULD be fairly simple: pull the pin and throw it. Too bad
the guards are so inept at it, which makes them even more dangerous with them.
The guards obviously think nothing of blowing up themselves and all their
coworkers, just to kill you. Thus, if you see someone pulling a pin, or yelling
something like, “Fire in the hole”, scramble for cover IMMEDIATELY!
A few other general tips:
- Know a stage's layout before trying to beat it on Perfect Agent
- Side step instead of using the joy stick
So, What’s Different In the Higher Difficulties
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The first thing you’ll notice is extra objectives. The stages’ layouts stay the
same (except for Deep Sea), but some areas of the stages are locked in other
difficulties. The enemy AI is much higher in Perfect Agent, then in, say Agent.
The enemies are more accurate, do more damage, are stronger, and are smarter.
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4. W E A P O N S
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Here’s how this section works:
Name of weapon
--------------
Primary function: the weapon’s primary function
Secondary function: it’s secondary function
Reload: how fast it reloads
Ammo type: The type of ammo it uses (pistol, SMG, rifle, etc.)
Clip size: the clip size (duh)
Max Ammo: How much ammo it can carry (not counting the clip)
Double Weapon: this only appears if it can be carried double
Scope range: it’s range, if it has a scope (only appears if it has one)
(Then would follow a description of it)
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Pistols
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Falcon 2
----------------------------------------------
Primary function: single shot
Secondary function: pistol whip
Reload: 2.09 sec.
Ammo type: Pistol
Clip size: 8
Max ammo: 800
Double Weapon
Scope Range N/A (x2 with Falcon 2 Scope)
Other versions: silencer, scope
The Falcon 2 is your standard starting weapon for most of the stages. The
silenced version is quieter, and good for stealth missions. The scope gives you
extra aiming capabilities. You’ll usually have to try to get headshots with
this.
Magsec 4
----------------------------------------------
Primary function: single shot
Secondary function: 3 round burst
Reload: 1.63 sec.
Ammo type: Pistol
Clip size: 9
Max Ammo: 800
Double Weapon
Scope Range: x2.4
Based on: Beretta M93R-A6 Auto 9
This has to be the PD version of the Klobb! Despite its scope, it has horrible
accuracy! If you use the 3-round burst, the accuracy deteriorates even further.
Good stopping power almost saves it, though.
Phoenix
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Primary function: single shot
Secondary function: explosive shell
Reload: 2.6 sec.
Ammo type: Pistol
Clip size: 8
Max Ammo: 800
Double Weapon
This is one of the best pistols in the game! You should always use the
secondary function, since that fires explosive shells (you don’t have to be as
accurate). It also makes a cool sound when you fire it.
DY357 Magnum
---------------------------------------
Primary function: single shot
Secondary function: pistol whip
Reload: 3.18 sec.
Ammo type: Magnum
Clip size: 6
Max Ammo: 200
Double Weapon
Based on: Colt Annaconda
Some things haven’t changed. This isn’t much difference then current six-
shooters. It has horrible recoil, but great stopping power. It also takes
forever to reload.
DY357-LX
--------------------------------------
Primary function: single shot
Secondary function: pistol whip
Reload: 3.29 sec.
Ammo type: Magnum
Clip size: 6
Max Ammo: 200
Double Weapon
This is the PD version of the Golden Gun. It has all the same stats as the
DY357, except that it kills instantly, which compensates for it's slow rate of
fire.
Mauler
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Primary function: single shot
Secondary function: charge-up shot
Reload: 2.26 sec.
Ammo type: Pistol
Clip size: 20
Max Ammo: 800
Double Weapon
The Mauler’s primary function is horribly weak. Its saving grace is the
secondary function, which charges up 5 shots and kills instantly (however,
you’ll loose the ammo you had charged if you reload).
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Sub-Machine Guns
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CMP150
-----------------------------------------
Primary function: rapid fire
Secondary function: follow lock-on
Reload: 2.5 sec.
Ammo type: SMG
Clip size: 32
Max Ammo: 800
Double Weapon
Based on: Steyr TMP
The CMP150 is usually found in any stage with DataDyne. It seems to be the PD
version of an Uzi, and has good stopping power and rate of fire. The follow
lock-on feature lets it lock onto a target you’ve aimed at,
and is very helpful in dealing with cloaked enemies.
Cyclone
---------------------------------------------
Primary function: rapid fire
Secondary function: magazine discharge
Ammo type: SMG
Reload: 2.47 sec.
Clip size: 50
Max Ammo: 800
The Cyclone is probably one of the coolest machine guns in the game. It has
great stopping power, although it is in no way accurate. The secondary function
discharges the entire clip at once.
Callisto NTG
---------------------------------------------
Primary function: rapid fire
Secondary function: high impact shells
Reload: 2.83 sec.
Ammo type: Rifle
Clip size: 32
Max Ammo: 800
This Maian weapon works great against Skedar. The primary function has a high
rate of fire. The secondary has greater stopping power, but slower rate of
fire.
RC-P120
------------------------------------------
Primary function: rapid fire
Secondary function: cloak
Reload: 3 sec.
Ammo type: SMG
Clip size: 120
Max Ammo: 800
This has to be one of the best weapons in the entire game. It has a
ridiculously big clip, and great stopping power. Its secondary function uses
the ammo to power a cloaking device.
Laptop Gun
-------------------------------------------
Primary function: rapid fire
Secondary function: deploy as sentry gun
Reload: 2.58 sec.
Ammo type: SMG
Clip size: 50
Max Ammo: 800
Scope Range: x2
The laptop gun has great stopping power and clip size. The secondary function
sets it as a drone gun, which is best for multiplayer.
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Assault Rifles
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Dragon
-------------------------------------------
Primary function: burst fire
Secondary function: proximity mine
Reload: 1.75 sec.
Clip Size: 30
Ammo type: Rifle
Max Ammo: 400
Scope range: x2
The Dragon has average stopping power and fairly good accuracy. Setting it as
proximity mine is great for multiplayer.
K7 Avenger
-------------------------------------------
Primary function: burst fire
Secondary function: threat detector
Reload: 2.82 sec.
Ammo type: Rifle
Clip size: 25
Max Ammo: 400
Scope range: x3
The K7 Avenger has the greatest stopping power and rate of fire of all the
assault rifles. Unfortunately, it’s sub-average clip size means that you’ll
have to reload a lot. The threat detector shows you where threats such as mines
and drone guns are.
AR34
------------------------------------------
Primary function: burst fire
Secondary function: use scope
Reload: 2.51 sec.
Ammo type: Rifle
Clip size: 30
Max Ammo: 400
Scope range: x3
Based on: FAMAS Assault Rifle
The AR34 is probably the most accurate of the assault rifles in PD. It’s
secondary function lets you walk with the scope zoomed in, and is pretty
useless.
Super Dragon
--------------------------------------------
Primary function: burst fire
Secondary function: grenade launcher
Reload: 2.18 sec. (secondary: 2.39 sec)
Ammo type: Rifle (secondary: grenade rounds)
Clip size: 30 (secondary: 6)
Max Ammo: 400 (secondary: 40)
Scope range: x2
The primary function for the Super Dragon is the same as the regular Dragon.
What separates it from the Dragon is it’s secondary function: a grenade
launcher! This becomes very helpful when dealing with large amounts of enemies.
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Other Rifles
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Shotgun
-------------------------------------------
Primary function: shotgun blast
Secondary function: double blast
Reload: 6.65 sec. (2.3 sec. per round)
Ammo type: Shotgun Shells
Clip size: 9
Max Ammo: 100
The shotgun has good stopping power, and very slow rate of fire. Like a real
one, it pumps after every shot. Since the shells scatter, it does more damage
at close range. The secondary function fires 2 shots at once. To reload, each
shell is loaded one-by-one, though you can stop the reload by pressing “Z”.
Sniper Rifle
--------------------------------------------
Primary function: single shot
Secondary function: crouch
Reload: 2.22 sec.
Ammo type: Rifle
Clip size: 8
Max Ammo: 400
Scope Range: x30
PD’s sniper rifle beats Goldeneye’s by a long shot! The Sniper Rifle (or
CI2020, according to the manual) is extremely accurate over long distances.
However, it should never be used for close quarter combat, as its rate of fire
is too slow.
Farsight XR-20
--------------------------------------------
Primary function: rail-gun effect
Secondary function: target locator
Reload: 2.62 sec.
Ammo type: Orbs
Clip size: 8
Max Ammo: 100
The ultimate sniping weapon! The Farsight utilizes an X-ray vision for aiming.
It has the ability to shoot through any amount of obstacles, doors, walls,
people, etc. It also kills instantly. The target locator seeks out specific
targets (a multiplayer favorite). However, it is a poor choice for close
quarter combat, because of a slow rate of fire.
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Explosives
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Devastator
--------------------------------------------
Primary function: grenade launcher
Secondary function: wall hugger
Reload: 2.23 sec.
Ammo type: Grenade rounds
Clip size: 8
Max Ammo: 40
The Devastator’s primary function is a basic grenade launcher. The secondary
function fires a grenade that grips onto a surface before exploding.
Rocket Launcher
--------------------------------------------
Primary function: rocket launch
Secondary function: targeted rocket
Reload: 2.86 sec.
Ammo type: Rockets
Clip size: 1
Max Ammo: 3
The name says it all, you fire a rocket, and everything in its radius goes boom
(including you if you’re too close). The secondary function lets you lock onto
a target, which the rocket follows around until it hits.
Slayer
--------------------------------------------
Primary function: rocket launch
Secondary function: fly-by-wire rocket
Reload: slow
Ammo type: Rockets
Clip size: 1
Max Ammo: 3
Its primary function is a basic rocket launcher. The secondary function fires a
rocket that you can control, and detonate by pressing “Z”.
Grenade
--------------------------------------------
Primary function: 4-second fuse
Secondary function: proximity pinball
Reload: fast
Ammo type: Grenades
Clip size: 1
Max Ammo: 12
Pull the pin, throw it, wait 4 seconds, and BOOM! Or, you can alternatively use
the secondary function, which sends it bouncing around until it hits something.
N-Bomb
---------------------------------------------
Primary function: impact detonation
Secondary function: proximity detonation
Reload: fast
Ammo type: N-Bombs
Clip size: 1
Max Ammo: 10
This works like a grenade, except that it unleashes a large blast radius. Those
near the center are killed; anyone farther away, but still in the radius is
dazed (you can also get dazed or killed by it). It can be set for impact or
proximity detonation.
Timed Mine
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Primary function: timed explosive
Secondary function: threat detector
Reload: fast
Ammo type: Timed Mines
Clip size: 1
Max Ammo: 10
The name says it all. It’s a timed grenade. Boring.
Proximity Mine
--------------------------------------------
Primary function: proximity explosive
Secondary function: threat detector
Reload: fast
Ammo type: Proxy Mines
Clip size: 1
Max Ammo: 10
You stick it to any surface, if something walks on it, BOOM!
Remote Mine
----------------------------------------------
Primary function: remote explosive
Secondary function: detonate
Reload: fast
Ammo type: Remote Mines
Clip size: 1
Max Ammo: 10
It’s a mine that you manually detonate. Need I say more?
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Other
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Unarmed
--------------------------------------------
Primary function: punch
Secondary function: disarm
Reload: N/A
Ammo type: N/A
Clip size: N/A
Max Ammo: N/A
Only use if you’re out of ammo. If you can hit someone in the back, you get a
KO. Otherwise, use the disarm function to take their weapons.
Reaper
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Primary function: reapage
Secondary function: grinder
Reload: 3.82 sec.
Ammo type: Reaper ammo
Clip size: 200
Max Ammo: 800
The Reaper is, without a doubt, the most inaccurate weapon in the entire game.
Its saving grace would be that it can fire a huge amount of shots at the
enemies. Ducking will make it slightly more accurate, but there is no point in
aiming. Just point it in the enemy’s direction, and spray. The grinder works
like a chain saw.
Combat Knife
-------------------------------------------------
Primary function: slash
Secondary function: throw poison knife
Reload: (secondary function: 1.65 sec)
Ammo type: Knifes
Clip size: 1
Max Ammo: 10
Oh yeah. The hunting and throwing knife from Goldeneye combined into
one. Actually, this isn’t that bad of a weapon once you run out of ammo. The
throwing knife takes a few seconds to take out an enemy.
Crossbow
--------------------------------------------
Primary function: sedate
Secondary function: instant kill
Reload: 3.91 sec. (1.36 sec. per round)
Ammo type: Bolts
Clip size: 5
Max Ammo: 69
This is a pretty cool weapon. The primary function knocks out the enemies
without killing them; instant kill does just that. Its reload is similar to the
shotgun.
Tranquilizer
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Primary function: sedate
Secondary function: lethal injection
Reload: 2.05 sec.
Ammo type: Sedatives
Clip size: 8
Max Ammo: 200
The tranquilizer’s primary slowly sedates the enemies (useless except for
multiplayer). The secondary function kills instantly, but uses half the clip
and is only for close range. It makes a funny popping sound when you reload,
though.
Laser
---------------------------------------------
Primary function: laser blast
Secondary function: short stream laser
Reload: N/A
Ammo type: N/A
Clip size: N/A
Max Ammo: N/A
This might actually be useful, if it appeared more often. But, it only appears
in Carrington Defense, in which the enemies already have super shields, making
it useless. Its secondary function is more a gadget.
Psychosis Gun
--------------------------------------------
Primary function: psychosis
Reload: medium
Ammo type: Psychosis serum
Clip size:?
Max Ammo:?
The Psychosis gun looks like the tranquilizer, except for one important
feature. When you shoot someone, they go crazy and think the other guards are
enemies. Thus, an infected guard leaves you alone, and attacks the other
guards. The downside is that you can get only a few shots, even if you put on
infinite ammo.
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Classic Weapons
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All of the classic weapons are from Goldeneye, and must be earned as cheats.
They do not have secondary functions. The Goldeneye name appears in
parenthesis.
PP9I (PP7)
--------------------------------------------
Primary function: single shot
Reload: 1.39 sec.
Ammo type: Pistol
Clip size: 7
Max Ammo: 800
Double Weapon
Real name: Walther PPK
The PP7 is back. This has moderate stopping power, meaning you need to go for
headshots.
CC13 (DD44)
---------------------------------------------
Primary function: single shot
Reload: 1.39 sec.
Ammo type: Pistol
Clip size: 8
Max Ammo: 800
Double Weapon
Real Name: TT33
This is much more powerful then the PP9i. It also attracts plenty of guards.
KLO1313 (Klobb)
----------------------------------------------
Primary function: rapid fire
Reload: 1.39 sec.
Ammo type: SMG
Clip size: 20
Max Ammo: 800
Double Weapon
Real name: Skorpion
Urgh! This was the worst Goldeneye weapon, and it’s the worst PD weapon.
Incredibly weak, loud, and horribly inaccurate.
DMC (D5K)
---------------------------------------------
Primary function: rapid fire
Reload: 1.39 sec.
Ammo type: SMG
Clip size: 30
Max Ammo: 800
Double Weapon
Real name: MP-5K
This was one of the best weapons in Goldeneye. Good stopping power, no recoil,
fast rate of fire.
ZZT (ZMG)
-----------------------------------------------
Primary function: rapid fire
Reload: 1.39 sec.
Ammo type: SMG
Clip size: 32
Max Ammo: 800
Double Weapon
Real name: Micro-Uzi
Great rate of fire. Great stopping power.
RC-P45 (RC-P90)
------------------------------------------
Primary function: rapid fire
Reload: 1.39 sec.
Ammo type: SMG
Clip size: 80
Max Ammo: 800
Double Weapon
Real name: FN-P90
This just has to be one of the best classic weapons. It has a huge clip and
does a lot of damage. It also has a cool buzz-saw sound and goes through doors.
KF7 Special (KF7)
--------------------------------------------
Primary function: burst fire
Reload: 1.39 sec.
Ammo type: Rifle
Clip size: 30
Max Ammo: 400
Scope: x2
Double Weapon
Real name: AK-47
This has a moderate amount of damage, although it is very loud. However, after
having it in almost every stage in Goldeneye, you’re probably still sick of it.
AR53 (AR33)
-------------------------------------------
Primary function: burst fire
Reload: 1.39 sec.
Ammo type: Rifle
Clip size: 30
Max Ammo: 400
Scope: x3
Double Weapon
Real name: M16 A2
The best weapon from Goldeneye returns! This will drop any guard with a few
shots, has an excellent scope, and goes through doors!
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5. E Q U I P M E N T
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Data Uplink/Reprogrammer
--------------------------------------------
You use this in several stages to either open locked doors, hack into
computers, or reprogram stuff.
Camspy
----------------------------------------------
This is used in a few missions to take pictures of things. It can go almost
anywhere, and can open doors.
Night Vision
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These are used in some stages to see in the dark. Keep in mind that if you put
them on while the lights are on, you’ll be blinded.
R-Tracker
-----------------------------------------------
Use this to locate some targets or personnel.
Combat Boost
------------------------------------------------
This makes it look like every thing has been slowed down. It actually lets you
react faster, as the enemy reaction time appears to be slowed down.
x-ray Scanner
---------------------------------------------------
Use this to see through walls. You can only see things at fairly close range
when you out them on, so only use them when there aren’t any guards around.
Horizon Scanner
---------------------------------------------------
Futuristic binoculars. These are extremely useless.
IR Scanner
----------------------------------------------------
This lets you spot cloaked enemies, cracks in walls, and lets you see in the
dark.
Cloaking Device
----------------------------------------------------
The cloaking device makes you invisible, although it will temporarily stop
cloaking you if you fire a weapon. It has a limited amount of time you can be
cloaked before it disappears.
Door Decoder
---------------------------------------------------
Use this in the G5 building to open the safe.
Comms Rider
---------------------------------------------------
This has to be planted on the antenna in Area 51.
Alien Medpack
----------------------------------------------------
Used to revive Elvis in Area 51: Escape.
ECM Mine
----------------------------------------------------
Used in the first stage to jam two terminals.
Tracer bug
-----------------------------------------
Plant this on Cassandra’s limo in the Chicago stage.
Backup disc
----------------------------------------
Used to restore Dr. Caroll’s personality in the Deep-Sea stage.
Target amplifier
-----------------------------------------
Plant these on the 3 special pillars in the Battle Shrine.
Drugspy/Bombspy
------------------------------------------
These are variants of the camspy. The Drugspy is used in the airbase to drug
enemies. The bombspy can be used to blow up enemies in Mr. Blonde’s revenge.
Suitcase
-------------------------------------------
Stick your gear in this in the airbase, to avoid setting off the metal
detectors.
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6. W A L K T H R O U G H
=============================================================================
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Mission 1: Datadyne Central
-----------------------------------------------------------------------------
---------------------------
DataDyne Central: Defection
---------------------------
Objectives
----------
1. Disable internal security hub. SA
2. Obtain keycode necklace. SA
3. Download project files. PA
4. Disable external comms hub. SA
5. Gain entrance to laboratory. A
Weapons
-------
Falcon 2 w/ Silencer (x2)
CMP150
Falcon 2
Laptop Gun (PA only)
Opposition
----------
DataDyne Security: These guys are on the upper floors, and have CMP150’s.
DataDyne Shock Troopers: There are several of these guys with CMP150’s on the
ground floor. There is also one on the upper floors armed with double silenced
Falcons.
Agent
-----
Jump off the roof, and blast the guy there. Go through the door, through the
next room, and down the stairs. This should take you to the 23rd floor. Kill
the guards there, and take the elevator all the way down to the ground level.
Now the music gets fast paced. There are a lot of guards on the ground floor,
but you don’t have to worry about them. Exit the elevator, go down the stairs,
head to the left, and go through the door there. This will take you to another
room. Go through the next door, and through some fake walls to the laboratory
elevator. Open it.
Special Agent
-------------
This time, you’ll have security cameras to frustrate your actions at the
beginning of the stage. Look over the edge of the roof (don’t jump down yet).
Wait until you see the guard walk by, and pop a cap in his head. Now, jump off
of the platform you started on, and head through the door. Go down the ramp,
blast the guard, and go to the corner to the LEFT of the next
door. There should be a computer-type thing. Plant an ECM mine on it(objective
1 complete) (if you’re not sure if it’s the right one, press B in front of it,
and it will tell you that you need to plant an ECM mine on it, if you’re at the
right thing). Now, go through the door to the stairwell. Go down the stairs,
blast the guy that’s on them, and go into the next room. Now, you’ll get a
message saying you’re near Cassandra’s office. There should be a guard by a
table, and another one near him. Blast them both. Now, go over to the table.
There is a buzzer on the table. Press it; it will unlock Cassandra’s office.
Now, switch to pistol whip or unarmed. Go into Cassandra’s office (through the
huge double doors in the middle of the room). Knock out Cassandra, and take her
necklace (don’t kill her or her assistant, or you will fail). (Objective 2
complete). Now, go over to the elevator, and take it all the way down to the
ground floor. Blast the Shock Troops on the ground floor. After they are dead,
go into the room that was to the RIGHT of the stairs from the elevator (not the
exit room). Go in, and blast the guards there. Now, there is a computer screen
like the one at the beginning on the wall. Plant an ECM mine on it. (Objective
3 complete). Now that this is done, go to the laboratory lift.
Perfect Agent
-------------
At the start, look over the edge of the platform. Blast the guard in the head
as he walks by. Jump down, look near the door, and blast the security camera.
Go through the door, and shoot the guard in the next room. Now, look straight
across the room. You should be able to make out a security camera. Blow it up.
Go over to the ramp down and blow up the security camera there. Go over to the
security hub, and plant an ECM mine on it. (Objective 1 complete). This will
shut off all the security cameras temporarily. Head down the stairwell, and
blast the guy on the stairs. Go through the door, and blast the 2 guys in the
next room. Activate the buzzer to unlock Cassandra’s office door, enter her
office, knock her out, and take her necklace. (Objective 2 complete). There is
another door, leading to more ramps to the right of Cassandra’s office. Go
through there, and all the way down the stairs. Go through the door at the end
of the stairwell. Go straight past the elevators, blasting anyone you see. At
the end of that hall, take a right, and head down another hall. Go through the
set of doors at the end of it, and shoot the security camera. Head along
through
that section. This will lead to a hall with two offices. Open up the first one,
and blast the Shock Troop in there. Take his weapons to get 2 times Falcon 2
Silenced (Note: I’ve encountered a glitch where one of his pistols falls
through
the floor, to the ground level). Now, go up to the other office (the door is
locked). You should hear a telephone ringing, and someone talking like a hick.
Wait by the LEFT of the office. Once the guy in there finishes talking, he’ll
come out and
shout, “Intruder! Help Me!”. Don’t go up to him yet, as if you do you’ll stop
him from running (you’ll understand why in a second). Follow him at a distance,
and he will run over to a security room that had been locked. Run in and grab
the 2 Falcon 2’s and a LAPTOP GUN! YES! Anyone, go over to him now, and, after
some dialogue, he’ll head over to the elevator. Follow him into there. He will
take the elevator up the floor above you. Just follow him (he knows where he is
going), and take out any guards you see, as well as one security cam (the
security system should be back online by now). He will go over to an empty room
with a computer on a desk. Close the door, and wait while he logs on. Once he
tells you that he’s in, kill him or knock him out. Use your data uplink to
download the project files. (Objective 3 complete). Go over to the elevator,
whip out the Laptop Gun, and take the elevator down to the ground floor. There
are now two ways to do this, depending on how good/bad you are at this game. If
you’re doing fairly well, you can just go around and blast the guys on the
ground floor. Or, you can toss your laptop gun into there as a sentry gun, go
back up, let it kill them, go back down, eliminate the survivors, and pick up
your Laptop gun, either way, once that’s done, go into the room with the other
comms hub, kill the guards in there, and plant the ECM mine. (Objective 4
complete). Go to the section of the ground floor leading to the exit, kill the
guards there, and head through the lift.
--------------------------------
DataDyne Research: Investigation
--------------------------------
Objectives
----------
1. Holograph the Radioactive Isotope. A
2. Start the Security Maintenance Cycle. SA
3. Shut Down the Experiments. SA
4. Obtain the Experimental Technologies. PA
5. Locate Dr. Caroll. A
Weapons
-------
Falcon 2
CMP150 (x2)
Proximity Mine
K7 Avenger
Dragon
Opposition
----------
DataDyne Troopers: These enemies are scattered throughout the stage armed with
CMP150’s. The ones near the end have Dragons. One has a K7.
Agent
-----
Exit the elevator, and head to the LEFT. Keep heading down that path, and blast
the guard you’ll run into. Head through the door, and shoot the guards in the
next room (you can’t shoot them through the glass- it’s bulletproof. Head
through the next door, which will take you to a big room. After killing the
guards in there, head through the doors to the right, marked “CAUTION”. Kill
the
2 guards after the door. Head past them, until you can see a room that seems to
be green. If you go in the green room, you will eventually damaged by the
radiation. Send in the camspy in to photograph the isotope. (Objective 1
complete). If you want to, you can speed-strafe through the radioactive room,
and pick up some proximity mines. Head back to the big room, and go through the
other door (it’s to your left as you exit the area you were in). Go through
there, and straight down the next path (there are several guards in this room).
At the end of the path, take a right, and continue heading forwards. This
should
eventually lead to a room with 3 laser grids. You’ll take damage if you touch
them, and you can’t walk through them. Wait for a cleaning bot to come by; the
lasers disappear as the bot goes up to them. That would be when you should bolt
through the get to the end of the hall. Head through the next room and to
another room with 2 guards and a computer. Use the data uplink on the computer
to unlock the doors. Head through, and keep heading forwards until you get to a
big room with plenty of guards. Kill the guards, and go through the door in
front of you. If you speed-strafe through, you can avoid the drone guns. Open
up
the door at the end. (Objective 2 complete).
Special Agent
-------------
Exit the elevator, and head to the LEFT. Keep heading down that path, and blast
the guard you’ll run into. You’ll have to wait for a cleaning bot to come by
here, so open up the door in front of you, and kill the guys in that room.
Close
the door, and return to the hall. To the left of the door in front of you, you
should notice a maintenance hatch. Wait for a cleaning bot to come by, and the
hatch will open up for it, head in. Head in and you should see some glass. Go
over and break the glass, and jump down. This is a computer on the wall
directly
in your path. Activate it, and afterwards, look forwards from there, and the
wall computer to the left. (Objective 2 completed). Head forwards, kill the two
guards, and head through the door. Now, go straight, and take a right; this
will
lead to a long stretch of hallway, with several guards behind crates. Carefully
plow them down while heading through, using the crates for cover. The hall will
lead you into the big room that leads to the isotope section. Kill the guards
there, and head through the CAUTION doors. Photograph the isotope with the
camspy (Objective 1 complete), and head back into the big room, and through the
doors leading to the main hallway. Kill the guards in the hall by blasting them
with your CMP150 (preferably with the secondary function), and then head
through
the first path to the right. It leads to a lab; blast the two guards, and go
over to the scientist to make him start the experiment. Head back to the hall,
and head forward to the end of it (there are a few more guards). At the end, go
to the LEFT, through a pair of doors into another lab. Kill the guards and make
the scientist shut down the experiments. Now, look around, there is another
pair
of doors leading to the final laboratory. Head in, and go over to the guard.
Now, the previous scientists were smart, and just shut down the experiments.
This scientist happens to think he is a Navy SEAL or something, and tries to
set
off the alarm. Don’t worry, wait till he goes up to a console, and then knock
him out. That one is the alarm; 2 others are inactive, and the other one shuts
down the experiments. Activate it to shut the experiment down. (Objective 3
complete). Now, head out of the labs, and use the path to the right. This will
lead you to the laser room. Wait for the bot to come by, and follow him through
as he turns the lasers off. Go into the next room, and blast a few guards
there.
There is a shield inside the glass thing if you need it. Go to the data uplink
room, and blast the guards with the Dragons. Now, start the uplink on the
computer, but immediately turn around and pull up your weapon and blast the 2
guards that try to ambush you. Use the uplink on the computer, and head through
until you get to the next big room. Blast the guards, and head over to the door
to Dr. Carroll. IMMEDIATELY, back away, from the door, as some Goldeneye drone
guns will say “Hi” by blasting you. Use the Dragon to blast them, and head down
the hallway, and open the door at the end.
Perfect Agent
-------------
This stage is a bit easier then the previous one. At the beginning, exit the
elevator, head left, and blast the guard. Go up to the door at the end of the
hall, open it, peek in, run out, and close it. Wait for the guards to rush out,
and blast ‘em. Now, wait for the cleaning bot to come by, and let you through
the maintenance hatch. Head through, break the glass by the ledge, and jump
down. Head through, and activate the 2 computers in the order you see them, and
blast the guards there. (Objective 2 complete). The hall will eventually lead
to
the big room that leads to the isotope. Carefully blast the guards in there,
and
head over to the CAUTION doors. Open them up and double-tap the 2 guards there.
Send in the Camspy to photograph the isotope. (Objective 1 complete). Note:
Under NO circumstances should you grab the Proxy mine there. Anyway, head to
the
laboratory halls. You want to blast the guys in there without taking much
damage, so either let them come to you or be very accurate. Continuing, head
into the hallway. Go to the first side passage on the right, kill the 2 guards
there, and make the scientist shut down the experiment. Continue forwards to
the
first side passage on the left. Head in, and by the consoles, you should see a
platform going up and down. Go down, and you’ll see a guard with a K7 Avenger.
He has his back to you, so pop him in the head, take the K7 (experimental item
1), and head back to the halls. Go over to the next passage to the right (there
may be some guards there) and head in. Blast open the glass thing, and grab the
Night Vision goggles (experimental item 2). Then head all the way to the end of
the hall, blast the guards there, and go through the passage on the left. Kill
the guards and make the scientist shut down the experiments. Now, look around,
there is another pair of doors leading to the final laboratory. Head in, and go
over to the guard. Now, the previous scientists were smart, and just shut down
the experiments. This scientist happens to think he is a Navy SEAL or
something,
and tries to set off the alarm. Don’t worry, wait till he goes up to a console,
and then knock him out. That one is the alarm; 2 others are inactive, and the
other one shuts down the experiments. Activate it to shut the experiment down.
(Objective 3 complete). Go back to the halls, and through the right passage.
Kill the guards it leads to, an head to the laser room. Wait for the bot to
come
by, and go through the lasers as he temporarily deactivates them. At the end,
open the door and blast the Dragon toting guard it leads to. Go forwards and
kill the 2 or 3 guards in the next room. Go to the uplink room, and kill the 2
guards there. Pick up a Dragon, and toss it as a proximity mine near the
entrance to this area. Use the uplink on the computer to unlock the doors (you
should hear an explosion as 2 guards kill themselves on the Dragon) and head
forwards once you are done. This takes you on another path, leading to the
final
big room. Using the K7, carefully pick off the guards in this room. To the LEFT
of where you entered the room, there is another door. Go through down a path
laden with several shocktroops, as long as you’re careful, you should be fine.
At the end you will be able to grab the 3rd experimental item. (Objective 4
complete). Now, head back to the big room. Put your K7 Avenger on the threat
detector. Open the door leading to Dr. Carroll’s hallway, and IMMEDIATELY move
back, or you will be mowed down by 2 Goldeneye drone guns, Use the K7 to pick
them off, and then head down the hall, and open the door to Dr. Carroll.
(Objective 5 complete).
----------------------------
DataDyne Central: Extraction
----------------------------
Objectives
----------
1. Access the Foyer Elevator. A
2. Reactivate the Office Elevator. PA
3. Destroy the DataDyne Hovercopter. SA
4. Defeat Cassandra’s Bodyguards. A
5. Rendezvous at the Helipad. A
Weapons
-------
Falcon 2 w/ scope
CMP150
Shotgun
DY357 Magnum
Rocket Launcher
Grenade
Dragon
Opposition
----------
DataDyne Shock Troops: More of these buffoons, armed with CMP150’s.
DataDyne Female Guard: Cassandra’s guards, they carry Shotguns.
DataDyne Gunship (SA and PA): These flies around and fires machine guns at you.
If you allow it to survive when you get to the top, it will shoot rockets.
Agent
-----
The lights have been turned off, so pop on your night vision goggles. Keep in
mind that you have to protect Dr. Caroll in this mission. Move through the
ground floor (there is only one path), blasting every guard in sight. Once you
get to the elevators, call down the elevator, head in, (Objective 1 complete)
and turn off your night vision. Once you get up the elevator, head out, and
call
the elevator next to yours. Once that one takes you to the next level, head
through that level, being sure to kill the guards and pick up a few shotguns,
until you get to the stairwell, head up the stairs, into exit from them into
the
room that led to Cassandra’s office. Kill the lone guard there, and pick up the
rocket launcher. Head through the other door, up another flight of stairs. This
will take you to the room that had the security hub. There, you’ll find several
guards. Fire a rocket at the guards near the security hub, and flip the lights
back on after they turn them off. The bodyguards will be momentarily blinded,
so
take advantage of this, and blast the rest of the bodyguards. (Objective 2
completed). Now, head up the helipad. (Objective 3 completed).
Special Agent
-------------
The lights have been turned off, though they will go back on after 90 seconds,
so put on your night vision. You also have to protect Dr. Carroll. Open the
first door; the guard shouldn’t see you, so pop him in the head. Go to the next
door, open it, and move back as you do so. If you do it right, the guard won’t
see you; pop a cap in his head. Slowly side step out and you’ll see a guard
behind a blockade; pop him in the head too. Side step out a little more, and
repeat the above on another guard. Now, look through the barricades, and you
can
see two guards at the top of the stairs; blast them both in the head. Continue
on, doing the same to a guard behind a couch. Then side step out and blast the
2
guards near the reception desk. Continue onward and blast one more guard. Head
up the stairs and get in the elevator to the 21st floor. (Objective 1
complete).
Once you get up, you should hear something taking off. If you’re wondering what
is, the answer is that is the bane of your existence for most of this stage.
Quickly take the next elevator up to the next floor (22nd). Get out of the
elevator, and head along the path to the stairs. Once you get to the first
window, you’ll see what was making the noise: a DataDyne helicopter. Don’t even
try to stand and fight. Just RUN to the stairs or you will be mowed down. You
have to kill the bodyguards on this and the previous level, but that can wait.
Head up the stairs to the room that led to Cassandra’s office. Blast the guard,
and pick up the Rocket Launcher. Switch it to the secondary function, and get
some cover. Once the helicopter shows up, get a lock on it (be absolutely sure
you have targeted rockets on), and fire. It should blow up the copter. If not,
use lots of gunfire to finish the job. (Objective 2 completed). Now, go down to
the 21st and 22nd floors, and take out the female bodyguards there. Once that’s
done, head up to the room where you put the ECM mine on in the first stage.
Cassandra has a trap, with several bodyguards. Put up the CMP150, and try to
kill the guard on the upper landing before Cassandra stops talking. When she
does, put on your night vision, and FIND COVER! Go over to the switch, and turn
the lights. The guards will momentarily blinded, so use this opportunity to
blast them to kingdom come! (Objective 3 complete). Now, head up to the
helipad.
(Objective 4 complete).
Perfect Agent
-------------
The lights have been turned off, though they will go back on after 60 seconds,
so put on your night vision. You also have to protect Dr. Carroll. Open the
first door; the guard shouldn’t see you, so pop him in the head. Go to the next
door, open it, and move back as you do so. If you do it right, the guard won’t
see you; pop a cap in his head. Slowly side step out and you’ll see a guard
behind a blockade; pop him in the head too. Side step out a little more, and
repeat the above on another guard. Now, look through the barricades, and you
can
see two guards at the top of the stairs; blast them both in the head. Continue
on, doing the same to a guard behind a couch. Then side step out and blast the
2
guards near the reception desk. Continue onward and blast one more guard. Head
up the stairs and get in the elevator to the 21st floor. (Objective 1
complete).
Once you get up, you should hear something taking off. If you’re wondering what
is, the answer is that is the bane of your existence for most of this stage.
The
next elevator is locked, so run along to the computer (it’s the only way you
can
go on this floor) while dodging the helicopter (that is what was lifting off),
and cue the computer to unlock the elevator. (Objective 2 complete). Now, race
back to the elevator and go up to the next floor. Get out of the elevator, and
head along the path to the stairs. Don’t even try to stand and fight the
helicopter (once you get to the section with windows). Just RUN to the stairs
or
you will be mowed down. You have to kill the bodyguards on this and the
previous
level, but that can wait. Head up the stairs to the room that led to
Cassandra’s
office. Blast the guard, and pick up the Rocket Launcher. Switch it to the
secondary function, and get some cover. Once the helicopter shows up, get a
lock
on it (be absolutely sure you have targeted rockets on), and fire. It should
blow up the copter. If not, use lots of gunfire to finish the job. (Objective 3
completed). Now, go down to the 21st and 22nd floors, and take out the female
bodyguards there. Once that’s done, head up to the room where you put the ECM
mine on in the first stage. Cassandra has a trap, with several bodyguards. Put
up the CMP150, and try to kill the guard on the upper landing before Cassandra
stops talking. When she does, put on your night vision, and FIND COVER! Go over
to the switch, and turn the lights. The guards will momentarily blinded, so use
this opportunity to blast them to kingdom come! (Objective 4 complete). Now,
head up to the helipad. (Objective 5 complete).
Mission 1: DataDyne complete.
-----------------------------------------------------------------------------
Mission 2: Carrington Villa
-----------------------------------------------------------------------------
-----------------------------
Carrington Villa: Hostage One
-----------------------------
Mission Objectives
------------------
1. Save the Negotiator. Agent and Special Agent only
2. Eliminate Rooftop Snipers. SA
3. Activate the Wind Generator. A
4. Locate and Eliminate the DataDyne Hackers. PA
5. Capture a DataDyne Guard. PA
6. Rescue Carrington. A
Weapons
-------
Sniper Rifle
CMP150 (x2 in Agent and Special Agent)
Laptop Gun (Perfect Agent only)\
Devastator
Opposition
----------
DataDyne Security: More of these guys, armed with the CMP150.
DataDyne Snipers: These soldiers are positioned on the top of the villa, and
fire Sniper Rifles at you.
Agent
-----
Right at the start, use your Sniper Rifle to kill the 2 guys guarding the
hostage negotiator. (Objective 1 complete). Head down the path, blast the guy,
and grab his CMP150. Keep heading down the path, it will lead to an area next
to
the main part of the villa. There are a lot of snipers here, but you don’t have
to worry about them if you speed strafe. Go up the stairs to the villa, and
head
in. Blast the guards in front of you, and head down another path of stairs
(inside the building). From those stairs, head straight head straight all the
way, take a right, and head down some more stairs. From those stairs, head
straight, and go through the second door on your left. Through the door, head
down some more stairs and through the door to your right. Kill the guard in
there, and forwards, and take a right. Turn on the two computer things in
there,
and head backwards, turn left, go forwards, and take another left. Turn on
another computer thing in this room. (Objective 2 Complete). Head forwards from
the computer thing, through a set of doors. You will come to a cross-paths sort
of thing. First head to the right, and kill the 3 guards there. Then go along
the left path, which takes you to a wine cellar. Kill the guards there, get the
key from the last one, and go through the door at the end of the cellar.
(Objective 3 Complete).
Special Agent
-------------
Right at the start, use your Sniper Rifle to kill the 2 guys guarding the
hostage negotiator. (Objective 1 complete). Head along and grab the first
guard’s CMP150, jump down the ledge, and head forwards to a series of short
stairs. Look up, and you should see a purple sniper (wonderful camouflage,
yeah,
right). Blast him. Head into the big area, and you’ll have several snipers
shooting at you. Take cover, and blast them (they only take 1 hit to die). Once
you’re you’ve killed most of the snipers, head up to the top of the house. Kill
any snipers that might be remaining (Objective 2 complete), and head into the
house, while blasting any guard in sight. Go down to the basement, as detailed
in the agent strategy, and activate the wind generators. (Objective 3
complete).
Eliminate all the guards in the wine-cellar floor, grab the key, and open the
door to Carrington. (Objective 4 complete).
Perfect Agent
-------------
This level is insanely hard, mostly due to the large amounts of guards. Unlike
the previous difficulties, you start the level on the docks, as the negotiator.
Whip out your Laptop Gun, and kill the startled guards. Blast the sniper in
front of you, and turn around and blast the Sniper in the distance. One thing
you should keep in mind is that you have to capture a DataDyne guard sometime
in
the level by knocking him out. You’ll have to complete this as the opportunity
presents itself (like a surrendering guard, or if you knock a gun out of
someone’s hand). Anyway, head into the house. Head in and you’ll be greeted by
some guards; blast them while trying to avoid too much damage. Head along the
first floor carefully taking out the guards. Go up the stairs to the next
floor,
and kill the 2 guards there. Head forwards, and kill the rest of the guards on
this floor. While still on this floor, go to the section that has some plants
in
it (in the middle of the floor) and kill the (2, I think) Snipers there. Go up
to the room right next to the stairs leading up, and grab the Sniper rifle.
Head
up the stairs to the third floor, peek out so the guards see you, and race for
some cover (preferably the room where you got the Sniper rifle). The guards
should head after; kill them in the ambush. Once that is taken care of, head
back up and kill the remaining guards there. Look around, and you should see a
door leading to a patio area. Open it, and kill the 2 guards on the ground
(without entering) and carefully kill the 2 snipers there. Head done to the
basement area. After killing the 2 guards there. Go to the door (not the one
leading to the generator area), and kill the guards in there. Then, carefully
kill the sniper, who can be seen from the section of the room that appears to
be
a sort of pool. Head to the door leading to the generators (you should have
captured a guard by now), and go to the right path first. Kill the 3 guards on
the walkways by letting them come out after you, or by aiming for them while
are
still on the walkways. Then, activate the 2 screens there, and go on the path
that was to the left, and stop at the cross-paths. Peek out at the right path
and blast the guy you see. Turn to the left, and kill the guards that begin
coming out at you. After they are dead, activate the generator. (Objective 2
complete). IMMEDIATELY, activate your R-Tracker, and race back to the 3rd
floor.
You should get a message to eliminate some hackers. Use the R-Tracker to find
them (a group of 2 on the 3rd floor, and 1 on the 2nd floor). Keep in mind that
a red dot on the R-Tracker will indicate that you are on the same floor as the
target. Unless you take over 60 seconds to kill the hackers, you should be
fine.
(Objective 3 complete). While you are up here, step outside, and CAREFULLY take
out the last sniper. (Objective 1 complete). Go back to where the cross-path
was, and go down the right path, through the door, and head to the right. Kill
the 3 guards there (one begins running from you once you open the door) and go
left to the wine cellar. Do not rush things there. Carefully pick off the
guards
(they are begin the rows of bottles), preferably with your sniper rifle. Once
they are all dead, grab the key from the last one, and open the door at the end
of the cellar. (Objective 5 complete).
Mission 2: Carrington Villa complete.
-----------------------------------------------------------------------------
Mission 3: Chicago
-----------------------------------------------------------------------------
----------------
Chicago: Stealth
----------------
Objectives
----------
1. Retrieve Drop-Point Equipment. A
2. Attach a Tracer to the Limousine. PA
3. Prepare an Escape Route. SA
4. Create a Vehicular Diversion. A
5. Gain Entry to the G5 Building. A
Weapons
-------
Falcon 2 w/ Scope (x2)
BombSpy
CMP150
DY357 Magnum
Opposition
----------
G5 Guards: They are armed with CMP150’s.
G5 SWAT Guards: These Magnum toting guards will only appear if the alarm is
sounded.
FBI Agents: They have Magnums, and will try to set off the alarm.
G5 Robot: This patrols around, and fires a machine gun at you. It is
invincible.
Agent
-----
Before you even start this stage, you should remember that one dead civilian
(the CIA agents in tan trench coats) will cause you to fail the mission.
Anyway,
at the start, wait for the civilian to come by and knock him out, then pull up
your gun and blast the nearby guard. As you head into the streets, you may meet
up with the security robot. You cannot damage him, and if you try to he will
set
off an alarm; just avoid him. Go straight across the street into the gutter
area. Kill the guards there and head forwards to the spot with the suitcase;
grab it. (Objective 1 complete). Go back to the street (back through the
gutter), and crouch down by the taxi. Use the reprogrammer on it, and the taxi
takes off once you finish it. Now, take cover until you are told that there has
been an air diversion (the taxi crashes onto the robot). (Objective 2
complete).
Race along the streets to the parking lot, and enter through the open door.
(Objective 3 complete).
Special Agent
-------------
Before you even start this stage, you should remember that one dead civilian
(the CIA agents in tan trench coats) will cause you to fail the mission. You
will now also have 2 FBI agents (brown trench coats) who will set off an alarm
if you don’t kill them soon after seeing them. Anyway, at the start, wait for
the civilian to come by and knock him out, then pull up your gun and blast the
nearby guard. As you move into the street, to the left is a FBI agent. Kill him
before he can raise the alarm. As you head into the streets, you may meet up
with the security robot. You cannot damage him, and if you try to he will set
off an alarm; just avoid him. Go straight across the street into the gutter
area. Kill the guards there and heads forwards to the spot with the suitcase;
grab it. (Objective 1 complete). Head back along the gutter into the streets
(there are a few more guards to deal with), forget the taxi, and go into the
doorway across from you. There are 2 civilians that will run away upon seeing
your gun. Inside this section, look across through the doorway that you DIDN’T
come through. Using your Falcon 2, quickly shoot the FBI agent. Now, see the
dumpster in the section you are in? Push it up against the wall near the
explosive canisters. Stand back, and blow up the canisters. The resulting
explosion blows open the dumpster, revealing... A BOMBSPY! Continuing, go
through the doorway you didn’t go through, and kill the guards it leads to. BE
VERY CAREFUL NOT TO SHOOT THE CIVILIANS! You should see some fire escapes on a
building, next to 2 blocked up doors. Go up the fire escape, and place a mine
on
the blocked up door on the lower fire escape (NOT the top fire escape door, or
the thing on the ground level). (Objective 2 complete). DO NOT BLOW UP THE
MINE!
Now, send the Bombspy over to the carport (where the level ends), and blow up
the bombspy in the middle of the guards; that will create an alternate air
diversion. (Objective 3 complete). Head over to the carport area, and
enter the carport. (Objective 4 complete).
Perfect Agent
-------------
Before you even start this stage, you should remember that one dead civilian
(the CIA agents in tan trench coats) will cause you to fail the mission. You
will now also have 3 FBI agents (brown trench coats) who will set off an alarm
if you don’t kill them soon after seeing them. You need to remember that for
planting the tracker on the limousine, you have about 60 seconds before it
leaves, so don’t dawdle. Anyway, at the start, wait for the civilian to come by
and knock him out, then pull up your gun and blast the nearby guard. As you
head
into the streets, you may meet up with the security robot. You cannot damage
him, and if you try to he will set off an alarm; just avoid him. Kill the 2
guards in the street, and race across the gutter. Either in the opening or to
the left of it, is a FBI agent. Kill him! Carefully kill the guards in the
gutter without taking too much damage. Off to the right of where you entered
the
gutter, is a small passage. Duck down, and head through there. At the end, open
the grating, and plant the tracer on the limousine. (Objective 2 complete).
Now,
before exiting the passage you are in, kill any guards that may be up against
the opening and head through to grab your equipment. (Objective 1 complete).
When you return to the gutter area, there are 2 more guards present. Kill them,
and continue back to the street. Forget the taxi, and go into the doorway
across
from you. There are 2 civilians that will run away upon seeing your gun. Inside
this section, look across through the doorway that you DIDN’T come through.
Using your Falcon 2, quickly shoot the FBI agent. Get positioned so that you
can’t be seen through the doorway, and pick off the guards that come after you.
Now, see the dumpster in the section you are in? Push it up against the wall
near the explosive canisters. Stand back, and blow up the canisters. The
resulting explosion blows open the dumpster, revealing... A BOMBSPY!
Continuing,
go through the doorway you didn’t go through, and kill the guards it leads to.
BE VERY CAREFUL NOT TO SHOOT THE CIVILIANS! You should see some fire escapes on
a building, next to 2 blocked up doors. Go up the fire escape, and place a mine
on the blocked up door on the lower fire escape (NOT the top fire escape door,
or the thing on the ground level). (Objective 2 complete). DO NOT BLOW UP THE
MINE! Now, send the Bombspy over to the carport (where the level ends), and
blow
up the bombspy in the middle of the guards; that will create an alternate air
diversion. (Objective 3 complete). Head over to the carport area, and enter the
carport. (Objective 4 complete).
---------------------------
G5 Building: Reconnaissance
---------------------------
Objectives
----------
1. Disable the Damping Field Generator. PA
2. De-Activate the Laser Grid Systems. SA
3. Photograph the Meeting Conspirators. A
4. Retrieve the Dr. Caroll Backup From the Safe. A
5. Exit the building. A
Weapons
-------
Falcon 2 Silenced
CMP150
DY357 Magnum
Crossbow
N-Bomb
Opposition
----------
Cloaked G5 SWAT Guards: They are in the first 2 rooms, and have cloaking
devices
and CMP150’s.
G5 Guards: They have CMP150’s.
G5 SWAT Guards: They appear once the alarm is sounded, and carry Magnums.
Agent
-----
As you start the stage, you’ll see 2 guards start to cloak. Wait for them to
reappear as they fire at you, and blast them. Grab their keycard, and head
through the door. Shoot the guard at the end of the hall in the back, and go
through the next door. This takes you to a large room. Go through it over to
the
next door, and more cloaked guards appear. Kill them using the same strategies
as from the previous ones, grab the keycard, and go up to the next door. Wait
until you see a guard through the glass on the door, and pop him in the head.
Open the door, and go through to the next door. In the next door, is an alarm.
If any guard sets it off, you will fail. Rush in, head over to the alarm (it’s
in the back of the room), blast the guards by it, and work your way back to the
earlier parts of the room. Head up the stairs and through the vent it leads to.
At the end, send the campspy through the small opening to photograph the
conspirators. (Objective 1 complete). Jump down, and blast the 2 guards there
(you don’t have to worry about the alarm being set now). Run up the stairs, and
head to the safe room. Plant the decoder on the door switch on the wall. The
decoder takes a while, so just wait until it finishes, while blasting the
guards
that appear. Head in the safe once the decoder is done, and grab the disk.
(Objective 2 complete). Leave the safe room, and run through the door in front
of you. (Objective 3 complete).
Special Agent
-------------
As you start the stage, you’ll see 2 guards start to cloak. Wait for them to
reappear as they fire at you, and blast them. Grab their keycard, and head
through the door. Shoot the guard at the end of the hall in the back, and go
through the next door. This takes you to a large room. Go through it over to
the
next door, and more cloaked guards appear. Here, the CMP150’s follow lock on
really helps, as the lock on will show where the target is even while cloaked.
Anyway, kill them and grab the keycard, and go up to the next door. Wait until
you see a guard through the glass on the door, and pop him in the head. Open
the
door, and go through to the next door. In the next door, is an alarm. If any
guard sets it off, you will fail. Rush in, head over to the alarm (it’s in the
back of the room), blast the guards by it, and work your way back to the
earlier
parts of the room. Now, you have to deactivate the laser grids. There are 4
laser grid consoles on the walls; press B on them to deactivate the lasers. BE
SURE NOT to the mistake the alarm (it’s red and says ALARM on it) for one of
the
laser grid consoles. (Objective 1 complete). Head up the stairs and through the
vent it leads to. At the end, send the campspy through the small opening to
photograph the conspirators. (Objective 1 complete). Jump down, and blast the 2
guards there (you don’t have to worry about the alarm being set now). Run up
the
stairs, and head to the safe room. Plant the decoder on the door switch on the
wall. The decoder takes a while, so just wait until it finishes, while blasting
the guards that appear. While the door is decoding, you might as well detonate
the mine you placed last mission. Head in the safe once the decoder is done,
and
grab the disk. (Objective 3 complete). Leave the safe room, and run through the
door in front of you (it will be on the next floor if you didn’t listen to me
in
the guide for the last mission). (Objective 4 complete).
Perfect Agent
-------------
As you start the stage, you’ll see 2 guards start to cloak. Wait for them to
reappear as they fire at you, and blast them. Grab their keycard, and head
through the door. Shoot the guard at the end of the hall in the back, and go
through the next door. This takes you to a large room. Go up to the next door,
and some more cloaked guards appear. This can be a lot of trouble if you don’t
do it right. Take out the CMP150, and use the lock on to keep track of the
targets while they are cloaked. Grab the keycard once they are dead and go up
to
the next door. Wait until you see a guard through the glass on the door, and
pop
him in the head. Open the door, and go through to the next door. In the next
door, is an alarm. If any guard sets it off, you will fail. Rush in, head over
to the alarm (it’s in the back of the room), blast the guards by it, and work
your way back to the earlier parts of the room. Now, you have to deactivate the
laser grids. There are 4 laser grid consoles on the walls; press B on them to
deactivate the lasers. BE SURE NOT to the mistake the alarm (it’s red and says
ALARM on it) for one of the laser grid consoles. (Objective 2 complete). There
is a door next to the alarm. Go through, blast the guy on the stairs, and go
down them. This will lead to another room. Peek in and out from where you are
positioned, to eliminate the guards without getting hit. Once they are dead, go
up to the machinery directly in your path, and press B on it. (Objective 1
complete). Go back to the alarm room, Head up the stairs, and through the vent
it leads to. At the end, send the Campsy up to the small opening, BUT DO NOT
SEND IT THROUGH! Jump down and blast the 2 guys there (they cannot set off the
alarm or you’ll fail), and head upstairs to the safe room. Plant the door
decoder, and IMMEDIATELY send the campspy in (if you are too slow the alarm
will
be sounded). (Objective 3 complete). Watch the entire cinema that follows, as
the door will unlock and open by the end of it. Once the cinema stops, run into
the safe, grab the Dr. Carroll backup disk (Objective 4 complete), and detonate
your remote mine. Plow through the guards by the door, and rush through the
exit. (Objective 5 complete).
Mission 3: Chicago complete
-----------------------------------------------------------------------------
Mission 4: Area 51, Nevada
-----------------------------------------------------------------------------
---------------------
Area 51: Infiltration
---------------------
Objectives
----------
1. Shut Down the Air Intercept Radar. A
2. Plant the Comms Device on the Antenna. SA
3. Disable All Robot Interceptors. PA
4. Gain Access to the Hangar Lift. A
5. Make Contact with the CI Spy. A
Weapons
-------
Falcon 2
MagSec 4 (x2)
Dragon
Rocket Launcher
Grenade
Opposition
----------
Area 51 Trooper: The standard guards here. They carry MagSec 4’s.
Technician: He has a Falcon 2.
Pilot: They appear inside the hangar, with Dragons.
Alien Interceptor: This will take off if you wait too long. It fires machine
guns and rockets.
Area 51 Guard: He has double MagSec 4’s, and appears after the comms rider is
planted.
Agent
-----
Do not stop the cinema as soon as it begins. You should see a guard walking on
patrol. Wait until the camera shows him walk past your position before you
start
the stage. Anyway, once it starts, blast one of the guys in front of you in the
head and then the other one as he tries to activate the auto-gun. Turn around
and blast the other guy. As you continue, you will come to a drone gun. Destroy
it with the MagSec by peeking out, firing a burst, sidestepping back to cover,
and then peeking back out once it stops firing. Move onwards until you get to
the next auto-gun. Repeat the strategy for the previous one. Step out and you
will see a guard tower. Move towards it in a zigzag motion, until you get to
the
ladder. Head up, and blast the 2 guards in there. Activate the switch in the
tower; it opens up the big gate. Enter though the gate and scramble for cover,
and take out the 3 drone guns. Once they are gone, eliminate the guards in
there, and the alien interceptor. Once you’ve blown it up, go over and grab the
key card from the dead technician (you kill him after blowing up the
interceptor). Head down the hole near where one of the drone guns was, enter
the
bunker it leads to, and place the explosives on it. Scramble out of there
before
the explosives go off, and blast the Dragon toting guard that came out.
(Objective 1 complete). There are 2 lifts in the back of this area (to the left
of the hole). Activate, and enter the one on the left. It leads to a room with
LOTS of guards. Speed-strafe along the room, up the ramp, and into the
elevator.
(Objective 2 complete). Take the elevator down to another level; speed-strafe
off the platform, through the door near the left of a bunch of soldiers.
(Objective 3 complete).
Special Agent
-------------
Do not stop the cinema as soon as it begins. You should see a guard walking on
patrol. Wait until the camera shows him walk past your position before you
start
the stage. Anyway, once it starts, blast one of the guys in front of you in the
head and then the other one as he tries to activate the auto-gun. Turn around
and blast the other guy. As you continue, you will come to a drone gun. Destroy
it with the MagSec by peeking out, firing a burst, sidestepping back to cover,
and then peeking back out once it stops firing. Move onwards until you get to
the next auto-gun. Repeat the strategy for the previous one. Step out and you
will see a guard tower. Move towards it in a zigzag motion, until you get to
the
ladder. Head up, and blast the 2 guards in there. Activate the switch in the
tower; it opens up the big gate. Do not enter through the gate, just blow up
the
alien interceptor with your MagSec. Leave the gate, and head down the tunnel.
Toss a grenade at the point near the end to eliminate some of the enemies
there,
and blast the guys that come after you. To left is another auto gun, so use the
same method as for the previous ones. Kill any other guards you can see. There
is a drone gun in the back to the left, so be careful. You should see a
squarish
thing with an antenna on it. Run along the right, and take cover by it. Peek
out, and activate the switch on it, and race back to the right of the square
thing. Toss a comms rider on the top of the antenna thing. (Objective 2
complete). A few guys, including a soldier with 2 MagSecs, will come out. Let
them cover to you, and blast them. Go back up the tunnel, and kill the two
guards that have appeared there. NOTE: If you did not listen to me, and did not
blow up the alien interceptor, it will now be in the air, firing machine guns
at
you. Anyway, you should see a helipad, with a Rocket Launcher in the middle of
it. It looks to good to be true, and it is, as the pad is mined. Toss a few
grenades near the front and back of the helipad to get rid of some of the
mines.
Now, move all the way to the right until you are lined up with the edge of the
pad. Move over the edge of the pad; grab the R. Launcher, and move all the way
over to the left. Go up to the passage to the fenced area, hugging the wall.
Through the passage you will receive a shield, which you will probably need.
Kill the guy near you, and blow up the 3 drone guns from behind with a 3-round
burst, before they can blast you. Go over to where the interceptor was, grab
the
keycard, and head down the hole near where one of the drone guns was. Go in the
bunker, and plant the explosives. (Objective 1 complete). Now, you will have to
deal with lasers. Wait for a laser to disappear, and go past it before it
reappears. Repeat this to get out of the bunker. Go over to the left lift,
activate it, and get in. Once it gets down, take cover behind the crates in the
lift, and take out the guards in the big room the lift leads too. Head into the
room, and down the elevator. (Objective 3 complete). Once the elevator takes
you
down, blast the guy it opens up near, and race to the exit (the enemies
shouldn’t hit you if you speed strafe). (Objective 4 complete).
Perfect Agent
-------------
Ugh, this is one of the hardest Perfect Agent stages! Do not stop the cinema as
soon as it begins. You should see a guard walking on patrol. Wait until the
camera shows him walk past your position before you start the stage. Anyway,
once it starts, blast one of the guys in front of you in the head and then the
other one as he tries to activate the auto-gun. Turn around and blast the other
guy. As you continue, you will come to a drone gun. Destroy it with the MagSec
by peeking out, firing a burst, sidestepping back to cover, and then peeking
back out once it stops firing. Move onwards until you get to the next auto-gun.
Repeat the strategy for the previous one. Step out and you will see a guard
tower. Move towards it in a zigzag motion, until you get to the ladder. Once at
the ladder, wait for them to run down, and pump the two of ‘em full of lead.
Climb up the ladder, and open the gate. Do not enter through the gate, just
blow
up the alien interceptor with your MagSec. Leave the gate, and look down at the
tunnel. There should be some guards coming up towards you, so blast them. Once
they stop coming, head over to the minefield. Chuck a bunch of grenades in
there, and head in, hugging the right wall until you get to the bottom edge of
the pad, move across and grab the R. Launcher, and then hug the left side of
the
wall up to the exit (not to where you came from). Go through the path into the
gated area, kill the guards there, and blow up the drone guns from behind.
Then,
exit this section, and head down the tunnel. Near the end of the tunnel, chuck
a
grenade to the part near the end to kill some of the guards, and then shoot the
ones that
come out after you. To the left is a auto gun, so use the same method as for
the
previous ones. Kill any other guards you can see. Get some cover, and get up
the
Rocket Launcher once any visible guards are dead. Strafe out for a second so
you
can see the drone gun in the back (to the left) and fire a rocket a it (do NOT
miss) before it can shoot you. Kill any other guards here, lower the antenna,
and plant the comms rider on it. (Objective 2 complete). Focus your aim on the
door near where the drone gun was, as several guards will come out. Kill them
and take their ammo. Now, blow up the 2 alien interceptors along the wall.
(Objective 3 complete). Head back up the tunnel, and kill any guards you can
see
from there. NOTE: If you did not listen to me, and did not blow up the alien
interceptor, it will now be in the air, firing machine guns at you, and will
probably kill you. Do not go near the tower, head through the minefield, and
into the gated area. Go down the hole, and into the bunker. Plant the
explosives
on the console, and GET OUT OF THERE (don’t forget the lasers). By now, one or
two guards are probably out there, so blast them, and head into the lift. Once
the lift reaches the bottom, crouch by the crates in the lift, and take out the
guards in the big room. Once they are all dead, go into the elevator (Objective
4 complete), and go down the hangar. Once the elevator takes you down, blast
the
guards in front of the opening. Speed strafe off the platform, past the crates,
and into the exit. (Objective 5 complete).
---------------
Area 51: Rescue
---------------
Objectives
----------
1. Destroy the Computer Records. PA
2. Locate the Conspiracy Evidence. SA
3. Obtain and Use the Lab Technician Disguise. A
4. Gain Access to the Autopsy Lab. A
5. Rescue the Crash Survivor. A
Weapons
-------
Falcon 2 w/ Silencer (x2)
Dragon
Super Dragon
Phoenix
Grenade
Opposition
----------
Pilots: These guards carry Dragons, and are present throughout the first half.
Area 51 Guards: They also have Dragons, and appear later on.
Biotechnicians: These guys have Tranquilizers, and appear much later on.
Agent
-----
You start off in a passageway, with some sort of hovercrate. Ignore the crate,
and head straight to the elevator. You don’t need to worry about most of the
guards here, but blast them if they get in your way. Go up on the elevator to
the next level, and head forwards from there past a set of doors into another
elevator. Kill the guards on the level it leads to, and head over to the other
side. Near the end of the other side, turn on the x-ray Scanner. It should show
a section of wall that is weaker then the rest. Stand back, and toss a Dragon
there as a proximity mine. Shoot the Dragon, and the explosion will blow up the
section of the wall. Head through and grab the lab clothes door. (Objective 1
complete). Put them on, and put your weapons down (now the guards won’t shoot
you). Head to the left until the first door you see. Enter the door, and head
all the way down the path it leads to. At this point, you MUST have on the
disguise, and have your weapons down. A guard will think you are one of the
scientists, and unlock the door. Punch him out, pull up his Super Dragon, and
blast the scientists in the glassed in area. Grab the keycard from the glassed
in area (Objective 2 complete), and return to the hall. Continue in the
direction that you had been on, until you come to another door. Enter the door,
and go through it to the autopsy lab. Once in, a countdown will start. Kill the
guards in the autopsy lab, grab the keycard, and enter the area with the 2 guys
working on the alien. (Objective 3 complete).
Special Agent
-------------
Forget the crate, and head into the room with lots of stacked crates. You
should
probably move around here and eliminate all the guards on this floor. Also,
behind one of the crates, blow up an explosive device to get 2x Falcon 2 w/
Silencer. Head up the elevator to the next level, and kill the guards there. Go
across through the doors. Look up, and you can see some guards running for the
elevator. Blast as many of them as you can, and take out the rest when they
come
down. Take the elevator up, and blow up the weak section of the wall using the
Dragon proximity mine. Head through the hole in the wall (the disguise is not
here this time), and head all the way down to the left. At the end of the hall
are 2 doors on opposite sides. Look through the glass on the one on the left,
and blast a guard in the head. Go in and kill the guards here. The room is sort
of circular, and you should see various switches. After pressing one, a
containment unit will raise up. Look at each containment unit with the x-ray
scanner. One of them has an alien in it. The positioning of the alien is
entirely random; if it isn’t in this room, it is in the room to the right. Once
you find the alien in one of the containment units, just wait for it to confirm
that it is of extraterrestrial origin. (Objective 1 complete). Once this is
done, head all the way down the hall the opposite way (to the right), at the
end
are two 2 doors. Go through one of them into a shower room. Look around and you
should find someone holding a uniform. Punch him out, take the uniform, put it
on, and put your weapons down. Head to the first lab area (first door on the
left after the hole in the wall), and head through there to the room with the
scientists. The door into it is locked, but a guard will think you are a
scientist and let you in. Punch him out, pull up his Super Dragon, and blast
the
scientists in the glassed in area. Grab the keycard from the glassed in area
(Objective 2 complete), and fire a Super Dragon grenade at the guards that have
swarmed in after you. Return to the hall and into the second lab area (next
door
on the right). It will lead to another hall-like section. Follow it into the
autopsy lab. You must kill all the guards there, as the last you kill will have
the keycard. Upon getting it, enter the glassed in area through the door in the
back of the autopsy lab.
Perfect Agent
-------------
Before you even start this mission on Perfect Agent, go back to the A51:
Infiltration stage (on agent with cheats) and complete it, while letting the
technician working on the alien interceptor live. For this mission, you’ll have
to be fairly stealthy. Forget the crate, and head forwards. Kill the guards on
this floor, grab the 2x Falcon 2 Silenced, and take the elevator upstairs. To
the right of the elevator is a door. Kill the guard in front of it, and try to
open it. It is locked, but wait a few seconds and the technician will open it
(provided you let him live the last time you did the previous stage in any
difficulty). Head in, up the ramp, and into another elevator. Once it takes you
to the next floor, head forwards into a big room. In the back of the middle of
this room is a Phoenix. Grab it; set it to explosive shells, and head back to
the door that was locked. Head along the normal path, through the other door.
Use the shells to kill as many guards on the upper level as possible. Take the
elevator up, and use a Phoenix shell to blow the hole in the wall. Go through
the hole, and head all the way to the left. At the end of the hall are 2 doors
on opposite sides. Look through the glass on the one on the left, and blast a
guard in the head. Go in and kill the guards here. Close the doors, you used to
come into here, and begin checking the containers for an alien, by raising them
up with the switches, and using the X-ray Scanner. If, at any time, you hear
the
door open, stop what you are doing, and kill the guard about to enter the area.
If the alien isn’t in this room, try the other one; his placement is completely
random. Once you find the alien in one of the containment units, just wait for
it to confirm that it is of extraterrestrial origin. (Objective 2 complete).
Once this is done, head all the way down the hall the opposite way (to the
right). After the corner, keep heading forward, and you should see 2 doors.
First, enter the room to the left, knock out the scientist there, and use the
data uplink on the computer to disable the drone guns. Go into the room to the
right, subdue the scientists, and use the uplink on the computer in the back.
The doors will now start opening and closing. Head back to the corner, enter
the
room there that is now to your right, and blow up the computer and guards in
there. (Objective 1 complete). Head all the way back to the end of this
section,
and enter the door there. It leads to a room with LOTS of guards. Kill them
with
the Super Dragon, and switch back to the Phoenix. Go onto the ramp in there,
and
you should see a catwalk. Go onto it, crawl across, into the vents, and jump
into the showers. Find the area with the lockers, and punch out the scientist.
Check each of the lockers on the right; one of them has the disguise.
(Objective
3 complete). Put it on and put down your weapons. Head to the first lab area
(first door on the left after the hole in the wall), and head through there to
the room with the scientists. The door into it is locked, but a guard will
think
you are a scientist and let you in. Punch him out, pull up his Super Dragon,
and
blast the scientists in the glassed in area. Grab the keycard from the glassed
in area (Objective 4 complete), and fire a Super Dragon grenade at the guards
that have swarmed in after you. Return to the hall and into the second lab area
(next door on the right). It will lead to another hall-like section. Kill the
guards in there, and head to the autopsy lab. Do not rush in, or you will be
mowed down. Use the Super Dragon’s grenade launcher to kill the guards in
there,
from the doorway. The last one will drop a keycard. Grab it, and head through
the doors in the back of the room. (Objective 5 complete).
---------------
Area 51: Escape
---------------
Objectives
----------
1. Locate the Alien Tech Medpack PA
2. Rendezvous with the CI Spy. A
3. Locate the Secret Hangar. A
4. Revive the Alien Bodyguard. A
5. Escape From Area 51. A
Weapons
-------
Falcon 2 w/ Scope (x2)
Super Dragon
Tranquilizer
Remote Mines
DY357 Magnum (if you fail the mission)
Opposition
----------
Biotechnicians: There are a few of these guys, with Tranquilizers.
Area 51 Guards: They make up the main bulk, and have Dragons.
Agent
-----
You start the mission in the autopsy lab, which the scientists have flooded
with
nerve gas. Since you are carrying the alien, you cannot press B until you
deposit him. Race through the lab into the hall (the doors open automatically
as
you get up to them) and then go right to the end of the hall. At the end,
you’ll
be in a brownish room, and the alien will be immediately deposited there. Go
back into the hallway, head forwards and turn right into the circular
containment room. Follow it into a maintenance area with several guards. Kill
them and head through the door there onto a series of ramps. Follow them to
another room, in which you will find Jonathan. (Objective 1 complete). After a
brief talk, you must head back to the maintenance area. Take out the guards
there, and wait for Johnny boy to get there. He will then begin working on some
explosives. Watch the door you just came through, as several guards will come
from it. Once Jonathan tells you to get back, MOVE BACK! Once the explosion
dies
down, head through the hole into the secret hangar. (Objective 2 complete).
Jump
down from the ramp, and through the door near the hover bike. This leads to a
cinema in which the alien (his name is Elvis) is revived. (Objective 3
complete). After the cinema, head back to the UFO, and wait for Johnny and
Elvis
to get there. They then begin talking until Jonathan decides to open the doors
and leave on the hover bike. Wait by the saucer. If you go up to Jonathan, it
will lead to something where you have to open the doors, and leave on the jet
bike. If you do opt to open the doors yourself, you’ll have work your way back
through the base to escape. Once Jonathan opens both doors, you fly away with
Elvis in the UFO. (Objective 4 complete).
Special Agent
-------------
You start the mission in the autopsy lab, which the scientists have flooded
with
nerve gas. Since you are carrying the alien, you cannot press B until you
deposit him. Move fast, as you need to deposit Elvis
in under 36 seconds (you’ll see why later). Race through the lab into the hall
(the doors open automatically as you get up to them) and then go right to the
end of the hall (ignore the guards). At the end, you’ll be in a brownish room,
and the alien will be immediately deposited there. Go back into the hallway,
head forwards and turn right into the circular containment room (be sure to
pick
off the guards this time). This leads to a maintenance area, with several
guards. Peek in and out to blast the guards without taking much damage. Grab
the
remote mines, which should be there, provided you deposited Elvis in less than
36 seconds. Place one mine near the door leading out to the ramps (don’t blow
it
yet), and head across the ramps into the next room. Jonathan isn’t here this
time, so you’ll have to go farther to find him. Head along this room’s hall,
and
turn right at the first point at which the path branches. Keep going forwards
after that, and you should get to Jonathan. Go over to him, and he will start
talking. Run up to the door past him, and plant a remote mine. Go back to him,
and he’ll finish talking. (Objective 1 complete). Now, immediately detonate the
remote mines, and you should blow up a swarm of guards that would have attacked
you. Head back to the maintenance area (the new guards should have been killed
by the mine), and wait for Johnny boy to show up. He will then begin working on
some explosives. Watch the door you just came through, as several guards will
come from it. Once Jonathan tells you to get back, MOVE BACK! Once the
explosion
dies down, head through the hole into the secret hangar. (Objective 2
complete).
Race through there past the hover bike, into the room with Elvis (the alien),
and activate the Alien Medpack (check your inventory). It will take it some
time
to kick in, so race back up to the maintenance area. Jonathan will get killed
by
the guards (he only has a magnum) unless you help him out, so keep blasting the
guards there. Eventually, the cinema will start, and Elvis is revived.
(Objective 3 complete). Head over to the UFO, and wait for Jonathan and Elvis
to
get there. They then begin talking until Jonathan decides to open the doors and
leave on the hover bike. Wait by the saucer. If you go up to Jonathan, it will
lead to something where you have to open the doors, and leave on the jet bike.
If you do opt to open the doors yourself, you’ll have work your way back
through
the base to escape. Once Jonathan opens both doors, you fly away with Elvis in
the UFO. (Objective 4 complete).
Perfect Agent
-------------
You start the mission in the autopsy lab, which the scientists have flooded
with
nerve gas. Since you are carrying the alien, you cannot press B until you
deposit him. Move fast, as you need to deposit Elvis in less than 36 seconds
(you’ll see why later). Race through the lab into the hall (the doors open
automatically as you get up to them) and then go right to the end of the hall
(ignore the guards). At the end, you’ll be in a brownish room, and the alien
will be immediately deposited there. Go back into the hallway, head forwards
and
turn right into the circular containment room (be sure to pick off the guards
this time). This leads to a maintenance area, with several guards. Peek in and
out to blast the guards without taking much damage. Grab the remote mines,
which
should be there, provided you deposited Elvis in less than 36 seconds. Place
one
mine near the door leading out to the ramps (don’t blow it yet), and head
across
the ramps into the next room. Jonathan isn’t here this time, so you’ll have to
go farther to find him. But, right where Jonathan was in agent is glass is
front
of there, and an explosive thing. Push the explosive up to the glass, stand
back, and blow it up. The explosion should destroy the glass. Enter it, and
activate a switch on the back of the wall. Head forwards to the next door, head
in, and grab the suitcase there. (Objective 1 complete). Anyway, head along the
halls (being careful to blast any guards there). Head along this room’s hall,
and turn right at the first point at which the path branches. Keep going
forwards after that, and you should get to Jonathan. Go over to him, and he
will
start talking. Run up to the door past him, and plant a remote mine. Go back to
him, and he’ll finish talking. (Objective 2 complete). Now, immediately
detonate
the remote mines, and you should blow up a swarm of guards that would have
attacked you. Head back to the maintenance area (the new guards should have
been
killed by the mine), and wait for Johnny boy to show up. He will then begin
working on some explosives. Watch the door you just came through, as several
guards will come from it. Once Jonathan tells you to get back, MOVE BACK! Once
the explosion dies down, head through the hole into the secret hangar.
(Objective 2 complete). Race down into the section with Elvis, and activate the
medpack on him. The medpack takes a while to start up, so race up to where
Jonathan is, and help him out against the guards he is fighting (he is
seriously
out-gunned and will be killed if you don’t help). Once it says that the medpack
has been administered, go back to where Elvis was, and the cinema will start.
(Objective 4 complete). Head back up to the maintenance area, and keep killing
the guards there (Elvis and Johnny will head over to the UFO). Go over to them
at the UFO, and it will lead to Jonathan opening the hangar doors. Under NO
circumstances you open the hangar doors, and leave on the hover bike, as you
will be killed. Anyway, Jonathan runs up and activates the hangar doors, after
which you take off in the UFO. (Objective 5 complete).
Mission 4: Area 51 complete
-----------------------------------------------------------------------------
Mission 5: Air Force One
-----------------------------------------------------------------------------
-------------------
Air Base: Espionage
-------------------
Objectives
----------
1. Obtain the Disguise and enter the Base. A
2. Check in the Equipment. SA
3. Subvert the Security Monitoring System. A
4. Obtain the Flight Plans from the Safe. PA
5. Board Air Force One. A
Weapons
-------
Crossbow
Dragon
K7 Avenger
Proximity Mines
DY357 Magnum (x2)
Opposition: They have Dragons; if you kill them, you will fail.
NSA Lackey: There are 3 of these guys, armed with magnums.
NSA Bodyguard: They appear after the system is shut down, and have K7’s.
Agent
-----
You start out with a Crossbow. Use its primary function, as you cannot kill the
first few guards without failing. You should see a guard walking away from you
towards a tunnel. Blast him with the crossbow, and head down the tunnel to the
stewardess and 2 guards. Shoot them with the crossbow, and take the disguise.
Put it on, and put your weapons down (now the guards won’t shoot at you for
now). (Objective 1 complete). Enter the building near where you started. Go up
to the desk, and the receptionist will let you in. Head in, and go down the
escalator to the right. From there, go along the path to the right, and turn
right again when it branches. It will lead up a pair of stairs to the security
monitoring system. Go up to it (it looks like a computer), and shut it down.
(Objective 2 complete). The NSA lackey in the room will then shoot the guard
near the console. Kill the NSA guy, and take his K7 Avenger. Put it up, as the
air base is now attacked by NSA terrorists. Head down the stairs, and forwards
to a lift. Kill the NSA guy near it for his shield, and take the lift to the
lower floor. Upon getting out, you should see 2 guards and a console. Kill the
guards and blow up the console. Head forwards into a hangar with Air Force One.
Head all the way to the right and head up the ramp there. Take the elevator to
the left of it up to another level. Exit the elevator, and head left into the
Air Force One shuttle. (Objective 3 complete).
Special Agent
-------------
You start out with a Crossbow. Use its primary function, as you cannot kill the
first few guards without failing. This time there are more guards outside, so
you’ll have to do things differently. Strafe out, and shoot the guard in front
of the door. Strafe out some more until you see another guard by an alarm.
SHOOT
HIM (if he sets off the alarm you fail). Shoot the other guard near the tunnel.
Now, deploy your Drug Spy, and use it to sedate the other 2 guards and the
maid.
Go over to the maid, and grab the disguise. Put it on, and put your weapons
down. (Objective 1 complete). Enter the building where you started, and go up
the elevator to the left. Take it up to the next floor, where there are 2 guys
at a desk. Punch them out and take the case in the room. Go back down, and go
up
to the desk. Go up to the desk, and the receptionist will let you in. Head in,
and go down the escalator to the left. You should see a conveyor belt thing in
the back of this room. Place the suitcase on it (you will now have NO weapons
at
all). (Objective 2 complete). Head along the path into the next room, and to
the
security monitor (you have a limited amount of time to do this). Be sure to
disarm a few guards along the way to collect their ammo. Shut down the monitor
(Objective 3 complete), and shoot the NSA guy once he kills the guard. Grab his
K7, and head down the stairs. Instead of going to the lift, go back along the
path, into the second main room (after the room with the escalator. There is
another door, across from where you enter the room from the hall. Go in, and
head through there (kill the NSA guys there), at the end is an elevator. Call
it
down (by the way, this is a bad place to get trapped with no ammo). Get in it,
and it will open on the ground floor of the hangar. DO NOT shoot the guards
with
their backs to you. Close the elevator, and it will take you to a different
floor. Exit the elevator, and head along the left into the Air Force One
shuttle. (Objective 4 complete).
Perfect Agent
-------------
You start out with a Crossbow. Use its primary function, as you cannot
kill the first few guards without failing. This time there are more guards
outside, so you’ll have to do things differently. Strafe out, and shoot the
guard in front of the door. Strafe out some more until you see another guard by
an alarm. SHOOT HIM (if he sets off the alarm you fail). Shoot the other guard
near the tunnel. Eventually, another guard will come out of the building; you
may want to wait for him to come by before deploying the Drug Spy. Anyway,
deploy your Drug Spy, and use it to sedate the other 2 guards and the maid. Go
over to the maid, and grab the disguise. Put it on, and put your weapons down.
(Objective 1 complete). Enter the building where you started, and go up the
elevator to the left. Take it up to the next floor, where there are 2 guys at a
desk. Punch them out and take the case in the room. Go back down, and go up to
the desk. Go up to the desk, and the receptionist will let you in. Head in, and
go down the escalator to the left. You should see a conveyor belt thing in the
back of this room. Place the suitcase on it (you will now have NO weapons at
all). (Objective 2 complete). Head along the path into the next room, and to
the
security monitor (you have a limited amount of time to do this). Be sure to
disarm a few guards along the way to collect their ammo. Shut down the monitor
(Objective 3 complete), and shoot the NSA guy once he kills the guard. Get up
the Dragon you took from one of the guards. Head down the stairs, and peek out
so the NSA terrorists see you. Run back up the stairs, and toss the Dragon as
proximity mine, at the foot of the stairs. Put up the K7, and wait for the mine
to be blown up. Once it is, head down the stairs, duck all the way down (this
makes you more accurate), peek out, and blast the NSA guys. Un-duck and head
back down the path to the second main room (after the room with the escalator.
There is another door, across from where you enter the room from the hall.
Blast
the guards heading in from the doorway, the hall, and the escalator. Then,
enter
the door, and carefully kill the guards in there. Head through there until you
reach the hall leading to the elevator. Go in the first room to the left, and a
guy will tell you that the guards are breaking into the safe. Head through
there
into another room. Kill the guards there. They have knocked down one door (go
through it), and placed a mine on another door. Stand back, and shoot the mine;
the explosion will break the glass next to it. Duck down, and enter through
where the glass was. Inside the room, go to the right, and you’ll see a switch.
Slide open the glass in front of it, and activate the switch to open the safe.
Grab the suitcase inside the safe (Objective 4 complete), and head back to the
hall leading to the elevator. Call it down (by the way, this is a bad place to
get trapped with no ammo). Get in it, and it will open on the ground floor of
the hangar. DO NOT shoot the guards with their backs to you. Close the
elevator,
and it will take you to a different floor. Exit the elevator, and head along
the
left into the Air Force One shuttle. (Objective 5 complete).
-----------------------------
Air Force One: Anti-Terrorism
-----------------------------
Objectives
----------
1. Locate and Retrieve the Equipment. SA
2. Locate the President. A
3. Get the President to the Escape Capsule. A
4. Secure the Air Force One Flight Path. PA
5. Detach the UFO from Air Force One. A
Weapons
-------
Laptop Gun
Cyclone (x2)
K7 Avenger
Timed Mine
Combat Boost
Opposition
----------
Presidential Security: At the beginning, they will pull Cyclones out, if you
mess up. After speaking to the president, they will help you.
NSA Bodyguards: They have K7’s, and appear after you talk to the president.
Trent Easton: He is invincible, and has a DY357-LX. Unless you antagonize him,
you are safe.
Mr. Blondes: There are 2 of them, with K7 Avengers.
NOTE: Keep in mind that these strategies will assume you ended the previous
stage in the shuttle, as opposed to entering the cargo bay.
Agent
-----
When you start, you gun is down. Keep it that way until I tell you. Also,
remember that killing any of the Secret Service guys will fail you. Go straight
through the door in front of you, and up the stairs in the room it leads to.
From the stairs, head backward to the left, into the President’s room. After
some dialogue, he believes you that Trent is trying to kidnap him. At this
point, cinema starts in which a UFO attaches itself to the plane (Objective 1
complete). Now you will have to protect the president, and get him to the
escape
pod. Once the cinema starts, pull up your Laptop gun, as NSA terrorists begin
attacking the plane. Head down the stairs, and kill any terrorists there. The
Secret Service guys will pull out Cyclones and attack the terrorists, but they
won’t last too long (be sure to grab their Cyclones if they die). Head back
through the door that you came through and go forwards through there. Head
through one large room, with 1 guard, and into another large room. In this
room,
there are 2 Mr. Blondes, and Trent. Trent is invincible, so kill the 2 Blondes,
and continue forward. WARNING: Trent has a DY357-LX, which kills instantly (he
will disappear unless you antagonize him). Head along and you should see a red
grating. Open it, and drop down. Head forwards through another door. Directly
ahead is the escape capsule. The president will come down, and run in.
(Objective 2 complete). Return to where you started the level. You should see
the UFO’s umbilical. Plant your timed mine on it, and wait for it to blow.
(Objective 3 complete).
Special Agent
-------------
When you start, you gun is down. Keep it that way until I tell you. Also,
remember that killing any of the Secret Service guys will fail you. Turn
around,
and head backward, down through the grating, into the hangar level. Keep going
backward to the cargo bay. Knock out the lone guard, and take his key card.
Activate the switch to raise to cargo bay. Pick up the suitcase to retrieve
your
gear. (Objective 1 complete). Turn around and head to the previous room, and
activate the switch to lower the hover bike. In the back of the next room is a
dumbwaiter. Use it like an elevator to return to your starting position. Go
straight through the door in front of you, and up the stairs in the room it
leads to. From the stairs, head backward to the left, into the President’s
room.
After some dialogue, he believes you that Trent is trying to kidnap him. At
this
point, cinema starts in which a UFO attaches itself to the plane. (Objective 2
complete). Now you will have to protect the president, and get him to the
escape
pod. Once the cinema starts, pull up your Laptop gun, as NSA terrorists begin
attacking the plane. The Secret Service guys will pull out Cyclones and attack
the terrorists, but they won’t last too long (be sure to grab their Cyclones if
they die). Head down the stairs, and kill any terrorists there. Go back along
the way to the cargo bay. Before opening the door to the room with Trent (you
should remember it from agent), pop a combat boost, pull up your gun, open the
door, and kill the 2 Mr. Blondes. Trent is invincible, so don’t waste your
ammo,
and continue forward. WARNING: Trent has a DY357-LX, which kills instantly (he
will disappear unless you antagonize him). Head along and you should see a red
grating. Open it, and drop down. Head forwards through another door. Directly
ahead is the escape capsule. The president will come down, and run in.
(Objective 3 complete). Return to where you started the level. You should see
the UFO’s umbilical. Plant your timed mine on it, and wait for it to blow.
(Objective 4 complete).
Perfect Agent
-------------
When you start, you gun is down. Keep it that way until I tell you. Also,
remember that killing any of the Secret Service guys will fail you. Turn
around,
and head backward, down through the grating, into the hangar level. Keep going
backward to the cargo bay. Eventually, you come to a room with 2 stewards
preparing food. Knock them out so they don’t alert the entire plane. If they
are
able to shout anything before you knock them out, the Secret Service guards
will
try to shoot you until the NSA attacks. Anyway, keep heading to the end of the
cargo bay. Knock out the lone guard, and take his key card. Activate the switch
to raise to cargo bay. Pick up the suitcase to retrieve your gear. (Objective 1
complete). Turn around and head to the previous room, and activate the switch
to
lower the hover bike. In the back of the next room is a dumbwaiter. Use it like
an elevator to return to your starting position. Go straight through the door
in
front of you, and up the stairs in the room it leads to. From the stairs, head
backward to the left, into the President’s room. After some dialogue, he
believes you that Trent is trying to kidnap him. At this point, cinema starts
in
which a UFO attaches itself to the plane. (Objective 2 complete). Now you will
have to protect the president, and get him to the escape pod. Once the cinema
starts, pull up your Laptop gun, as NSA terrorists begin attacking the plane.
The Secret Service guys will pull out Cyclones and attack the terrorists, but
they won’t last too long (be sure to grab their Cyclones if they die). Head
down
the stairs, and kill any terrorists there. Go back along the way to the cargo
bay. Before you open the door to the room with Trent (you should remember where
this is from agent), duck all the way down, pop a combat boost, and pull up
your
gun. Open the door so only one Mr. Blonde can see you. Kill him, and strafe out
to get the other Mr. Blonde. Trent is invincible, so don’t waste your ammo (and
if you corner him, he will kill you with his DY357-LX). Head along and you
should see a red grating. Open it, and drop down. Head forwards through another
door. Directly ahead is the escape capsule. The president will come down, and
run in. (Objective 3 complete). Return to where you started the level. You
should see the UFO’s umbilical. Plant your timed mine on it. (Objective 5
complete). Don’t wait for it to blow, race into the next room, up the stairs,
and over to the room in the very back. Carrington will tell you (once the mine)
has blown, that the NSA guards have, in a stroke of genius (sarcasm), killed
the
only 2 people who know how to fly the stupid plane. Since we don’t feel like
dying in an airplane crash, open the door, and kill the guard. Pop another
combat boost, and head forwards to the cockpit. Kill the 2 idiot guards (they
killed the
pilots), and activate the switch in the middle of the room to start the
autopilot. (Objective 4 complete).
-------------------------
Crash Site: Confrontation
-------------------------
Objectives
----------
1. Retrieve the Presidential Medical Scanner. SA
2. Activate the Distress Beacon. A
3. Shut Down the Enemy Jamming Device. PA
4. Retire (i.e.: kill) the Presidential Clone. A
5. Locate and Rescue the President. A
Weapons
-------
Falcon 2 w/ Scope
K7 Avenger
Sniper Rifle
DY357-LX
Proximity Mine
Opposition
----------
NSA Bodyguards: They’re back, with K7’s.
Mr. Blondes: There are several of them with Sniper Rifles, and a few with K7’s.
Trent: He is invincible.
G5 Robots: There are a few of these guarding Trent.
This level is pretty non-descript, so I’ll just have to try to give you some
idea as to where to go.
Agent
-----
Turn on the president scan, turn around, and head straight to the escape
capsule. Press B on it. (Objective 1 complete). Turn around, and head towards
the opening that several guards are coming from. Head forwards, past a cave
entrance (one of the dots on the scan is coming from there), forwards to a hole
where the other dot on the scan is coming from. Aim down at the hole, and kill
the President clone with the Sniper Rifle. (Objective 2 complete). Head back to
the cave where the remaining dot on the scan is coming from. Blow up the robots
in there. Trent has the president at gunpoint, and is about to blast him. Blast
Trent until his shield turns green, and he will run away. The president will
follow you. Head over to where you entered the cave; there is another exit, to
the right of the one you entered from. Through the exit, head forwards to
Elvis’s downed ship, and wait for the president to catch up. (Objective 3
complete).
Special Agent
-------------
Turn around, and head straight towards the escape capsule. There are 2 guards
with their backs to you. Pop them in the head, and activate the escape capsule.
(Objective 2 complete). Head through the side passage to the right, and grab
the
suitcase near the downed plane. (Objective 1 complete). Turn on the President
scan, and head toward the 2 dots. This should lead to several guards. Blast
them. One of the dots leads to a cave; don’t go in there yet. Head towards the
other one, to a hole. Kill the guards there, aim down through the hole, and
kill
the President clone. (Objective 3 complete). Head on to the cave (kill the Mr.
Blondes there), and go into the cave. Kill the robots as they come out to blast
you. Head forwards; Trent has the president at gunpoint, and is about to blast
him. Blast Trent until his shield turns green, and he will run away. The
president will follow you. Head over to where you entered the cave; there is
another exit, to the right of the one you entered from. Get ahead of the
President, and kill ALL the guards you can see in this section. Go up to Elvis,
and wait for the President to arrive. (Objective 4 complete).
Perfect Agent
-------------
For this strategy, I will have to assume you now where most of the objectives
in
the previous levels are. Head for the escape capsule, and blast the 2 guards
with their backs to you. Activate the capsule. (Objective 2 complete). Head
towards where the President scan is, and grab it (you don’t have to worry about
the guards here). (Objective 1 complete). Turn on the president scan, and head
towards where a group of guards are coming from. Blast them with your K7
Avenger. Head to the area around where the president is. Duck down, and blast
the guards there. Head forwards along the path in front of you (ignore the 2
presidents for now). It leads through a tunnel with the enemy ship, and several
drone guns. Turn on the threat detector, and blast those that you see from
here.
Strafe across to the cave entrance across from you, and blow up the other drone
guns from there. Go up to the enemy ship, and plant ALL of your remote mines on
it. Get WAY back, and detonate them. (Objective 3 complete). Head back to the
cave with the President. Peek out, and let the robots come to you. Blow them up
with the K7. Once they are taken care of, head down to Trent. Blast him until
his shield turns green so he runs away. Take the President back to Elvis
(Objective 5 complete). Now that that is done, head back to the hole near the
President clone. Duck all the way down, and shoot the guy near the hole that
you
can see. The other guards will come out after you; kill them. Head up to the
hole, and kill the President clone with your sniper rifle (the level ends after
you complete all objectives, so you don’t have to deal with the Mr. Blondes
this
way. (Objective 4 complete).
And now, provide you watched the end cinema for the crash site, <SPOLIER> you
now know the truth about Mr. Blonde. He is actually a disguised Skedar warrior.
And he also killed Trent. <END SPOILER>
Mission 5: Air Force One complete.
-----------------------------------------------------------------------------
Mission 6: Deep Sea
-----------------------------------------------------------------------------
-----------------------
Pelagic II: Exploration
-----------------------
Objectives
----------
1. Disable the Primary Power Source. A
2. Secure the Laboratories and Research Data. PA
3. Deactivate the GPS and AutoPilot. A
4. Activate the Moon Pool Lift. SA
5. Rendezvous and Escape With Elvis. A
Weapons
-------
Falcon 2 w/ Silencer (x2)
CMP150
Laptop Gun
DY357 Magnum
N-Bomb
Opposition
----------
Pelagic II Guards: They wear red overalls, are strong, and have CMP150’s.
Air Force One Pilot: Two of them will comply, but one pulls a magnum.
Agent
-----
Go up to the first door, shoot the guard, and head through. Head along, while
being sure to kill all the guards here. Once you get through another door,
follow the path, and enter the door to the right. Blow up the security camera,
and go over to the circular thing in the center of the room. Put on your X-ray
scan, and activate the switches that are green colored, to unlock the hatch.
Once that is done, go one level lower, and activate the switch (it looks like a
smaller version of the switches upstairs) to shut down the power. (Objective 1
complete). Go back through the door you entered from, and head through the door
in front of you. Go up the stairs to the right, and you’ll be in a gold plated
hallway. Go forwards up some more stairs, into the bridge. Since you have a big
gun, and the bridge officers don’t, you’re the captain. Go over to one of them,
and he will start deactivated the GPS. One of them will pull out a DY357, and
try to kill the other 2. Kill him. Go over to the other officer, and he will
deactivate the autopilot. (Objective 2 complete). Go back to the gold hallway,
and go through the door to the left (the one that isn’t locked). Head along the
path to the right (there are lots of guards here), and to will lead to the moon
pool lift, and Elvis. (Objective 3 complete).
Special Agent
-------------
This time around, you’ll have to be considerably more stealthy. Go up to the
first door, and shoot the guard through the window. Go in, and kill the other
guard. Look through the glass of the next door, and shoot the guy there in the
head, as well as the guy that comes over to his body. Go in, and kill the next
few guards as they rush for the alarm. This would be a good point to pause the
guide for a quick explanation of the alarms.
-----------------------------------------------------------------------
Alarms 101
As you’ve probably noticed in the Pelagic II, the hallways are filled with
alarms, which the guards will not hesitate to attempt to set off. Although you
can shut them off, you still have to deal with more guards. If an alarm is set
off, there will be twice as many guards in the golden hallways. Plus, there are
NO guards in the room where you reactivate the moon-pool lift. Whenever the
guards start to try to set off an alarm, one guard is designated for off the
alarm, and will not shoot you. Basically, avoid setting off the alarms whenever
you can.
-----------------------------------------------------------------------
Anyway, continuing the walkthrough, after killing the guards in this hall, and
go through the door on the right. Shoot the 2 security cameras (1 on each
level), and the guard in here. Go over to the circular thing in the middle of
the room, turn on the X-ray scanner, and activate the green switches to unlock
the shutdown switch. Go down the stairs, and activate the smaller switch to
shutdown the power. (Objective 1 complete). Go back through the door you came
from, into
the next door, and up the stairs to the right. Go up two more flights of stairs
to the bridge. Since you have a big gun, and the bridge officers don’t, you’re
the captain. Go over to one of them, and he will start deactivated the GPS. One
of them will pull out a DY357, and try to kill the other 2. Kill him. Go over
to
the other officer, and he will deactivate the autopilot. (Objective 2
complete).
Go back down all three flights of stairs. Go forwards into another hall. Go all
the way to the back of it, and to the right. This leads to a hall with a door
in
the middle. Open the door; if you didn’t set off the alarm, there are no guards
in here. Otherwise, you have a few choices:
1. Take out the guards by blasting them.
2. Chuck the laptop gun in as a sentry gun and let it do its work.
3. Toss in a few N-Bombs.
I prefer blasting them, but the other two are preferable if you are low on
health. Anyway, head in, grab the shield, and activate the console on the right
of the room. (Objective 3 complete). Before exiting the room, go up the ramp to
two huge doors. They are locked, but turn on the X-ray scan, and look to the
right of them. You should see a console through the wall. Activate it to unlock
the doors. This lets you skip the golden halls. Leave the room, and circle
around. You should see some stairs leading down. Pull up the Laptop gun, and
head down. This area is heavily guarded, so be careful, and use the strafe to
peek in and out to blast the guards. This will lead through a long path to
Elvis. Once you get to Elvis, he starts heading off to the golden halls on his
own. Run to the room where you activated the moon pool, and open the doors (you
don’t have to cue the console again). Head through them into the moon pool.
(Objective 4 complete).
Perfect Agent
-------------
This time around, you’ll have to be considerably more stealthy. Go up to the
first door, and shoot the guard through the window. Go in, and kill the other
guard. Look through the glass of the next door, and shoot the guy there in the
head, as well as the guy that comes over to his body. Go in, and kill the next
few guards as they rush for the alarm. I’ve already stressed the importance of
not setting this off in the guide for the previous difficulty. After killing
the
guards in this hall, and go through the door on the right. Shoot the 2 security
cameras (1 on each level), and the guard in here. Go over to the circular thing
in the middle of the room, turn on the X-ray scanner, and activate the green
switches to unlock the shutdown switch. Go down the stairs, and activate the
smaller switch to shutdown the power. (Objective 1 complete). Go back through
the door you came from, into
the next door, and up the stairs to the right. Go up two more flights of stairs
to the bridge. Since you have a big gun, and the bridge officers don’t, you’re
the captain. Go over to one of them, and he will start deactivated the GPS. One
of them will pull out a DY357, and try to kill the other 2. Kill him. Go over
to
the other officer, and he will deactivate the autopilot. (Objective 3
complete).
Go down the stairs into the golden plated hall. Enter the door with plating
over
the window. Shoot the camera in the hall it leads to, and head over to the back
of this hall. There are 2 doors, one to the right and one to the left. First go
into the one on the right. Peek in, and wait by the entrance, and punch out the
lone scientist as he comes over to the door, and grab his disk. Go over to the
door on the left, and do the same thing, except this time there are two
scientists. Grab the disks they drop. (Objective 2 complete). Go back down the
other flight of stairs. Go forwards into another hall. Go all the way to the
back of it, and to the right. This leads to a hall with a door in the middle.
Open the door; if you didn’t set off the alarm, there are no guards in here.
Otherwise, you have a few choices:
1. Take out the guards by blasting them.
2. Chuck the laptop gun in as a sentry gun and let it do its work.
3. Toss in a few N-Bombs.
I prefer blasting them, but the other two are preferable if you are low on
health. Anyway, head in, grab the shield, and activate the console on the right
of the room. (Objective 3 complete). Before exiting the room, go up the ramp to
two huge doors. They are locked, but turn on the X-ray scan, and look to the
right of them. You should see a console through the wall. Activate it to unlock
the doors. This lets you skip the golden halls. Leave the room, and circle
around. You should see some stairs leading down. Pull up the Laptop gun, and
head down. This area is heavily guarded, so be careful, and use the strafe to
peek in and out to blast the guards. This will lead through a long path to
Elvis. Once you get to Elvis, he starts heading off to the golden halls on his
own. Run to the room where you activated the moon pool, and open the doors (you
don’t have to cue the console again). Head through them into the moon pool.
(Objective 4 complete).
------------------------
Deep Sea: Nullify Threat
------------------------
Objectives
----------
1. Reactivate the Teleportals. A
2. Disable the Cetan Megaweapon. A
3. Secure the Control Room. SA
4. Restore Dr. Caroll’s Personality. PA
5. Escape From the Cetan Ship. A
Weapons
-------
Falcon 2 w/ Scope
Shotgun
CMP150
K7 Avenger
Farsight
Proximity Mines
Phoenix (if you fail by killing Elvis)
Opposition
----------
DataDyne Snipers: They have cloaking devices, and wield shotguns.
Pelagic II Guards: More of these guys, with CMP150’s.
Baby Skedar: They are unarmed, and populate the second half of the ship.
Mr. Blondes: There are 2 of them in SA and PA. They have K7 Avengers.
Agent
-----
Turn on the IR Scanner, and head through the first few doors into a weird
organic looking room (its also green). There are several cloaked guards, but
you
can see them with the IR Scanner. Kill them all, and head through two doors
into
another organic room. Here you are greeted by more cloaked guards; kill them,
and turn off the IR scanner. Head to the right, past a dead Skedar and turn
left
when the path branches. Head through here to a room with several guards. Kill
them, and wait for Elvis to catch up. He will go up to the computer in the
room,
and activate the teleportals. Head back down the path, and kill the 2 cloaked
guards. Go through the door to your right, and take the path the path to the
right. It leads to a teleportal. Head through, and you appear somewhere else.
Elvis gives you his Farsight, and pulls out a Phoenix.