____________   _________________  _____________________ ________________
\_________  \ /_______________  \ \___________________//_______________/
      ___ \  \ _______   ___  \  \    ____    _______  ___       ___
     /  / /__//  ____/  /  /__/  /   /   /__ /  ____/ /  /      /  /
    /  /     /   /     /  // ___/   /   ___//   /    /  /      /  /
   /  /     /   /___  /  / \  \__  /   /   /   /_____\  \___  /  /
  /__/     /________\/__/   \____\/___/   /__________\\_____\/__/

            ___________  __________ _____________     ___  _____   /\
            \________  \ \_______  \\__________  \   /  / /  __/ /\\ \
                 ___ \  \    ___ \  \    ___   \  \ /  /_/ _/    \_\\_\
                /  /  \  \  /  /__\  \  /  /___/  //  __  /
               /  /   /  / /  ____\\  \/  // ____//  /  \  \
              /  / __/  / /  /      \    / \  \__/  /    \  \
             /__/ /____/ /__/        \__/   \______/      \__\


                  ~A FAQ/Walkthrough Created By: Croco~

________________________________________________________________________

This Document is Copyrighted 2000 by Croco. Any reproduction of this document
in part or in whole without the author's consent is strictly forbidden
(excluding personal, private use).

This Extensive FAQ to the Nintendo 64 game Perfect Dark Includes:
          *Character List          *Weapons List
          *Gadgets List            *Enemy List
          *Guide to the Carrington Institute (Including how to get Gold
           Medals in the Target Range)
          *Solo Missions Walkthroughs (For Agent, Special Agent, and
           Perfect Agent Difficulty Levels)
          *Combat Simulator Challenges Help and Arenas Guide
          *Learn How to Obtain the Cheats in Record Time
          *Co-Op and Counter-Op Strategies
          *More! Read On to find out...

Contact Me: croco64@yahoo.com (see Part 4, Section E for details)


-VERSION HISTORY-
------------------------------------------------------------------------
This is currently Version 2.1 of the Croco FAQ/Walkthrough for Perfect Dark,
Created 11/20/2000.

Version 2.1- Created 11/20/00
So, why haven't I updated for a few months? Laziness. Angry? Too bad! There's
nothing you can do about it! Ha ha ha ha ha!!! Sorry. I'm back finally with a
new Version and some new things for this FAQ. New stuff includes the Perfect
Agent Carrington Villa walkthrough, a New Section explaining the Combat
Simulator Rankings, Challenges 5 and 6 in the Combat Simulator, how to get the
Marquis of Queensbury Rules Cheat, three new Weapons Training tips, new Cheat
Descriptions, and finally some new Reader Set-ups. The wait seems to be well
worth it.

Version 2.0- Created 8/15/00
Since it's only been a few days since my last update, this one isn't as large
as usual. There's three new levels included, as well as another gun added to
the Firing Range. That's all.

Version 1.9- Created 8/11/00
I know I missed the expected update date, but the last update wasn't posted
untill 8/7/00, so I've decided to give you reader's a little extra time to read
it. Anyway, I can't believe I'm already at Version 1.9... it seems like it
happened so quickly (unlike me finishing my FAQ :). My big updates have
returned with four new levels covered, completing the Special Agent
Walkthrough. Also included is a new section: Glitches and Tricks (see Part 4)
and two new Challenges. Finally, this update should put me over 400k. It's
getting pretty big!

Version 1.8- Created 8/4/00
I forgot to tell you all this, but in my last update I implemented a new
feature, found underneath the Update Notice, that will inform you the
approximate date that the next update will be here. A nice handy feature in my
opinion. Anyway, in this update I've gone back to my normal "3 levels, 1 gun"
update with Missions 6 and 7 and the Laptop Gun for the Firing Range.

Version 1.7- Created 7/28/00
Am I crazy or what? In the last update, I covered five levels, more than I
normally do. In this update, I have six new levels explained! Now only that,
but I've started two new sections: Co-Op/Counter-Op Strategies, and the Cheats
Walkthrough. And finally, I've added two new guns to the firing range. What a
nice trend... larger and larger updates.

Version 1.6- Created 7/23/00
Well, a week later and another update, but this one's a little bigger than
usual. I've added five new levels to various Walkthroughs, and have also
updated the Firing Range and Cheats sections. Even better, the entirely new
section, the Combat Simulator Multiplayer Strategies, has been started on. Not
too shabby...

Version 1.5- Created 7/17/00
Hmm... I'm getting a little behind on my updating. Oh well, what matters is
that there's an update now, which includes an added level to the Agent, Special
Agent, and Perfect Agent Walkthroughs. Strangely, each of the levels I covered
this time take place in the same location! Also, I've added a few new Combat
Simulator setups sent in by readers.

Version 1.4- Created 7/10/00
Finally, I'm back from vacation and ready with another update. This update
marks the completion of the Agent Walkthrough (at least the normal missions),
covering the final three missions. Also, as usual I have a mild update to the
Firing Range, and have rewritten and organized the Cheese Guide. Enjoy, and
expect more work on the Special Agent Walkthrough and the start of the Perfect
Agent Walkthrough soon!

Version 1.3- Created 6/30/00
Unfortunately, I didn't get that update "in a few days", but It's still only a
week later. Also, I'm going on vacation next week, so don't expect another
update anytime soon (probably will be 10 days or so). But for now, I've
completed Mission 6 in the Agent Walkthrough, and I've also got a handy Cheese
Guide for those of you who want to find all the hidden pieces of cheese. Oh
yes, I've been handed a way to complete the challenges without any work at all
(well, barely any work) and some more cool setups, so check that out too. See
ya in a couple of weeks.

Version 1.2- Created 6/23/00
Like usual, I've added a new mission onto the Agent Walkthrough, but unlike
usual, I've added a new section. I've finally gotten started on those Combat
Simulator Challenges, even though I'm not very far as of now. Shockingly, I've
updated the Special Agent Walkthrough as well with a the second level. I'm
hoping to update everything again in the next few days, so stick around.

Version 1.1- Created 6/17/00
Well, I decided to update again a mere five days after the original! I think
this breaks some sort of record for me. Anyway, with this update I've gotten in
Mission 4 (Area 51) for the Agent Walkthrough, and I've also updated quite a
few of the sections in Part 2, which includes Sections A, B, C, G, and H. And
finally, I've finished the Hologram Training Strategies and added some more
tips for the Firing Range in the Carrington Institute Section. That's all for
now, stay tuned for more updates soon.

Version 1.0- Created 6/12/00
Well, I've decided to begin work on a Perfect Dark FAQ, which is currently one
of my favorite games. This game is also very popular, so I hope I'm not making
a huge mistake, as I will probably be flooded with e-mails... oh well, that's
OK. Anyway, enjoy this new FAQ by looking through the completed sections, which
includes all of Part 1, Part 4, most of Part 2, and these specific Sections of
Part 3: In Part 3, I've begun work on the Carrington Institute, the Agent
Walkthrough (Levels 1-6) and the Special Agent Walkthrough (Level 1). I haven't
started on the others. Have fun looking around, and expect some updates in the
future.

------------------------------------------------------------------------

UPDATE NOTICE: New to this update is the Carrington Villa Walkthrough, the
Combat Simulator's Challenges 5-6, how to get the Marquis of Queensbury Rules
cheat, a new section explaining the Combat Simulator Rankings and what you need
to advance, info on how to get the Training medals for the AR34, Super Dragon,
and Shotgun, some new Cheat Descriptions, and finally some new set-ups sent in
by readers.

NEXT UPDATE: Who knows... pray it's sometime in the next ten years...

________________________________________________________________________

~TABLE OF CONTENTS~

I. Part 1- Introduction
   A. Introduction
   B. Author's Comments
   C. Story
II. Part 2- Guides and Lists
   A. Controls & Play
   B. Characters
   C. Enemies
   D. Weapons
   E. Gadgets/Items
   F. Vehicles/Robotics
   G. Cheats*
   H. Simulant Types
   I. Combat Simulator Rankings
III. Part 3- Walkthroughs
   A. Carrington Institute
      1. Firing Range*
      2. Gadgets Training
      3. Hologram Training
   B. Agent Mission Walkthrough
      1. Mission 1 (Levels 1-3)
      2. Mission 2 (Level 4)
      3. Mission 3 (Levels 5-6)
      4. Mission 4 (Levels 7-9)
      5. Mission 5 (Levels 10-12)
      6. Mission 6 (Levels 13-14)
      7. Mission 7 (Level 15)
      8. Mission 8 (Level 16)
      9. Mission 9 (Level 17)
      10. Special Assignments*
   C. Special Agent Mission Walkthrough
      1. Mission 1 (Levels 1-3)
      2. Mission 2 (Level 4)
      3. Mission 3 (Levels 5-6)
      4. Mission 4 (Levels 7-9)
      5. Mission 5 (Levels 10-12)
      6. Mission 6 (Levels 13-14)
      7. Mission 7 (Level 15)
      8. Mission 8 (Level 16)
      9. Mission 9 (Level 17)
      10. Special Assignments*
   D. Perfect Agent Mission Walkthrough
      1. Mission 1 (Levels 1-3)
      2. Mission 2 (Level 4)
      3. Mission 3 (Levels 5-6)**
      4. Mission 4 (Levels 7-9)**
      5. Mission 5 (Levels 10-12)**
      6. Mission 6 (Levels 13-14)**
      7. Mission 7 (Level 15)**
      8. Mission 8 (Level 16)**
      9. Mission 9 (Level 17)**
      10. Special Assignments**
   E. Combat Simulator Challenges Walkthrough*
   F. Combat Simulator Multiplayer Strategies
      1. Arenas Guide*
      2. Multiplayer Strategies
   G. Co-Op/Counter-Op Strategies
   H. Cheats Walkthrough*
   I. Cheese Guide*
IV. Part 4- Additional Help
   A. Additional Tips
   B. Combat Simulator Suggested Set-Ups
   C. Glitches & Tricks
   D. Frequently Asked Questions
   E. Contact Info/Credits
   F. Closing Statement
_______________

*: This symbol indicates that this section has been started on, but is
currently under completion. Expect more in future updates.
**: This symbol Indicates that this section has not been started on at all.
When it will be started on is usually based on the order it is on the list.
 : No Marks indicate the section has been completed.

Where Should You Go?
Part 1: This section allows you to get to know my view on the game and
   why I wrote this FAQ. The story to the game is also included in this
   section. You can skip it if you want.
Part 2: This has good information on the aspects of the game, such as
   enemies and items. If you're an experienced player, you can skip
   this section, but there still is plenty of good, detailed info that
   any PD fanatic must know.
Part 3: This is the real meat of the FAQ, and where you can find info on
   the game, with walkthroughs, guides to the combat simulator, and
   more.
Part 4: This section is generally miscellaneous things. If you've
   checked all over and can't find what you need, someone may have the
   same problem or one of the tips may help you out. If they don't you
   can always contact me, and info on how to do so is found here. Also,
   credits and thanks are given out to those who helped me. Finally,
   there are some Multiplayer Settings recommendations for interesting
   battles.

________________________________________________________________________

                ___                                    __
          /\---| _ \==================================/  \---/\
         / //\ | __/     -PART I: INTRODUCTION-      / / / /\\ \
        /_//_/-| |==================================/___/--\_\\_\
               |/


      - - - - - - - - - - - - INTRODUCTION - - - - - - - - - - - -

   Does this game even need an introduction? Perfect Dark is nearly perfect
when it comes to first-person shooters. Goldeneye was hailed for its FPS
greatness when it came out, and it looks like PD will be the same way. It takes
the Goldeneye formula and builds on it with cool new futuristic settings and
weapons.
   After countless delays by Rare, who added to and dropped from (Game Boy
Camera features?) the game, they were finally ready to bring it out in May. And
I don't think I could've been much more pleased with the results. This is an
excellent game, and even though it's made by the famous Rareware, it still
surprised me.
   PD is bound to be compared to Goldeneye. It's quite similar in graphics,
play control, and even some of the animations have returned. On the outside, it
looks too similar to Goldeneye. Still, Perfect Dark will come to feel like a
different game once you get into it. It has all of the things that made Bond
great, plus a little more to change things a enough to make it more fun to
play. PD is definitely a step above Goldeneye in every category, be it the
cooler weapons (each with secondary functions), tons of gadgets for secret spy
missions, or the enemy AI. Any Goldeneye fan would have a great time with
Perfect Dark... I know I did.


     - - - - - - - - - - - - AUTHOR'S COMMENTS - - - - - - - - - - - -

   Of all my FAQs, this is by far the one I've thought about the longest. And I
mean thinking about it as in "should I do it?". Before the game came out, I
thought that the second the game did come out, FAQ writers would be racing like
mad to get in their FAQs first, and within a matter of days there would be 20
or so FAQs there, meaning no space for me. I, on the other hand, wanted to play
the game first, get it down, and beat at least most of it before I start on a
FAQ. Plus, I tend to like to take my time when writing. Rushing to make one
wasn't for me, so I thought "Nope, no PD FAQ.".
   Of course, I must have reconsidered this sometime or you wouldn't be reading
this, right? Despite my decision not to make one, I couldn't get the thought
out of my head about starting a FAQ. I eventually realized that I really wanted
to make one, I should make one. Fortunately, by this time I had also realized
that the number of new FAQs had grinded to a halt and there was plenty of room
for mine. So I embarked on the mission to make this FAQ. And I'm quite happy I
did, too.
   Recently I decided to delay to release of this FAQ, so I could fit more
stuff into each of the sections and add a few extra levels to the walkthroughs
(that's right, it was about to be even shorter). If I can actually complete
everything in this difficult game, maybe you'll see the rest of the stuff in
the Table of Contents... probably not for a while, though.


           - - - - - - - - - - - - STORY - - - - - - - - - - - -

   Writing up the story in my own words wouldn't sound too good, so instead
I'll let you read this nice excerpt from the Perfect Dark manual:

"Since the dawn of man, our planet has been watched. The reasons for this
interest differ from race to race: some merely wish to observe until humanity
has evolved to a point where they can introduce themselves without sparking
mass panic, while the motives of others are considerably less benign.

"Not all humans are oblivious to the watchers above and among us. Daniel
Carrington, head of the elite Carrington Institute, suspects that rapid
technological developments at dataDyne HQ are the result of the corporation
taking a dark path to first contact-a path which apparently branches through
major government agencies.

"Whether or not his suspicions are justified, it is clear that events are
rushing to a head. People are being abducted, animals mutilated. Someone
amongst the stars desperately wants something they believe us to have, and
Carrington suspects that the grand plan penetrates far deeper than the recent
surface incidents. Using all means available, the Institute has resolved to
find out exactly what is going on before urgent messages from one Dr. Caroll
located deep within the heart of the dataDyne operations. requesting extraction
from the company before alleged threats on his life are actually carried out.

"Cue freshly qualified Agent Joanna Dark, code-named Perfect Dark thanks to her
unprecedented achievements in training. Her first real assignment could hardly
be of more importance: infiltrate the dataDyne skyscraper, locate Dr. Caroll,
and bring him back to the Institute undetected and unharmed. With events at
dataDyne shrouded in mystery, yet moving so fast, whatever knowledge Dr. Caroll
possesses could ultimately decided the fate of the human race."


-GAME STORY:-

To make this section a little more interesting, I've added the story of the
game here as well. This will describe some of the major events that go through
the entire story. If you've finished the game, this may be fun to read. If you
haven't, I suggest not reading this (unless you don't mind finding out about
what's going to happen).

*Warning! Possible Spoiler!*

Speeding across the skies of the city, the Jumpship prepared to stop above the
headquarters of the infamous dataDyne Corporation, Lucerne Tower. The
Carrington Institute, world renowned for its efforts to maintain peace (while
at the same time producing a hoard of deadly weapons for its operatives), has
sent their top agent for her first mission: infiltrate the Tower and rescue a
Dr. Caroll. Dr. Caroll had managed to contact the Institute earlier, pleading
for them to send someone to rescue him. Dr. Caroll had all the information on
dataDyne's plans, so Daniel Carrington, founder of the Institute so modestly
named after himself, didn't think twice about rescuing him. This mission would
also test the new agent and she if she was all she's cracked up to be.

Joanna Dark, code named Perfect Dark, jumped down to the roof of the Lucerne
Tower. Carrington wondered if would see her again. Several hours later he got
word from her that she had retrieved Dr. Caroll and was making her escape. That
was when he also got news from his Jumpship that a Hovercopter was nearby and
it would not be able to pick Joanna and Dr. Caroll up until it was gone.
Carrington was in a desperate situation. Only Joanna had the means to take out
the Hovercopter, but a fully armed Hovercopter against a human? Despite the
odds, Joanna took it out, and raced to the roof where the Hovercopter was
waiting.

Cassandra de Vries, CEO of the dataDyne Corp., tried to stop Agent Dark from
taking her best employee and threaten the future of her company. Joanna was too
fast, however, and was able to escape. But Cassandra knew how to get Dr. Caroll
back. When Perfect Dark arrived back at the Institute, news of Carrington
himself being captured reached her and she immediately set out to save him.

Speeding through Carrington's private villa, Joanna reached his location, but
was unfortunately too late. Carrington had revealed Dr. Caroll's location, but
also managed to pick up from his enemies that a meeting at the G5 Building in
Chicago was scheduled.

Agent Dark arrived in Chicago and snuck into the G5 building. Sneaking
stealthily through the building, she took a holograph of the meeting, where she
learned that the President's life was at stake. She left only after stealing
the back-up files needing to undo Dr. Caroll's reprogramming.

Carrington had yet another mission for her as soon as she departed from the
building. Despite her information on the President, a more pressing matter came
from Area 51. An alien from the Maian race, whose people contacted Carrington
frequently, had crash landed and was about to be dissected. Carrington knew
this guy was important, and risked sending Joanna through the tightest of
security to retrieve him. Helped by the secret agent inside the complex, known
as Jonathan, Agent Dark broke into the labs and prevented the Maian from being
harmed. An escape seemed impossible, but Joanna managed to get out in the
now-awake Maian's ship. The Maian's name? Why, it's quite a common name for an
alien: Elvis.

Now it was time for Joanna to aid the President. Trent Easton, head of the
National Security Agency (and also working for Cassandra and the mysterious Mr.
Blonde, who seemed to be the most interested in the plans of dataDyne),
requested the use of the Deep Sea sub, the Palagic II, from the U.S.
government. The President refused, so Trent decided to create a President that
wouldn't... a clone of sorts. But there never could be two President's, so one
would have to go.

Agent Dark disguised herself and managed to sneak on to Air Force One as it
departed from its latest stop in Alaska. Managing to get to the President
before Trent could replace him, she evacuated him to safety. However, as he
left a ship appeared alongside Air Force One... a Skedar ship. The Skedar,
another alien race, was much more fearless and ruthless than the Maians. And
they had plans here as well. The Skedar Shuttle connected to Air Force one and
began spewing out fearsome enemies. The only way to stop it was to disconnect
it. Elvis appeared at the last second, but was too foolish and caused all three
of their crafts to crash in the cold lands of Alaska.

Emerging from the wreck, this was Joanna's chance to stop the replacement of
the President once and for all. She found the clone and took it out, and made
sure that the President was OK. Mr. Blonde, on the other hand, was not very
pleased. Especially at Trent. This was the last time Trent would fail him, as
he changed back into his true Skedar form to kill him.

When Joanna, Elvis, and the President were rescued, Carrington informed them of
the theft of the Palagic II by the dataDyne Corp. Joanna decided to take the
sub back and see what was on the ocean floor that was needed so badly by Mr.
Blonde, the Skedar, and the dataDyne Corp. When she arrived, she found a
powerful Cetan weapon that could destroy earth in mere seconds. Elvis, who had
tagged along, was able to disable the machine. As they left, Agent Dark and
Elvis ran into Dr. Caroll. They reprogrammed him back to his normal self, but
there was little time for greetings. Dr. Caroll immediately told Agent Dark and
Elvis to leave fast, as he was about the destroy the entire complex beneath the
waves. Dark and Elvis made it out of there on the sub, the explosion nearly
consuming them.

Back on land, everything seemed fine. Carrington, the Maian ambassador, and the
President had agreed to talk to each other for the first time. But as they were
about to leave, the Carrington Institute was assaulted by a group of Skedar
warriors and dataDyne Troops. Joanna managed to get everyone out of the
Institute safely, but didn't manage to help herself. She awoke on a Skedar
attack ship, cellmates with Cassandra de Vries. Cassandra decided that she
would rather get even with the Skedar, and helped Joanna make an escape,
sacrificing her life in the process. Joanna hacked into the ships defenses and
managed to get some Maian support. She and Elvis then took control of the ship.

Their next stop was the Skedar homeworld, where they hoped to get rid of the
Skedar once and for all. Joanna scoured the ruins for their leader, but when
she found him, he was more heavily armed and shielding then she thought.
Devising a plan, she managed to shoot a spike from one of the Skedar holy
symbols to fall on the leader and impaled him. The Skedar were defeated, and
Agent Dark had succeeded.

But wait, were all the Skedar defeated? Whatever happened to Mr. Blonde?...


________________________________________________________________________

                ___                                    __
          /\---| _ \==================================/  \---/\
         / //\ | __/  -PART II: GUIDES AND LISTS-    / / / /\\ \
        /_//_/-| |==================================/___/--\_\\_\
               |/


      - - - - - - - - - - - CONTROLS & PLAY - - - - - - - - - - -

   If you've played Goldeneye before, Perfect Dark's controls will be very
familiar. Nonetheless, Rare has added a few new features to help you out. Note
that these controls are for the standard control setting, 1.1. To switch your
control style, go to the options menu and select "Control". You can choose from
four control styles using one controller and four control styles using two
controllers, just like in Goldeneye. I recommend 1.1 for anyone, even if you've
already gotten used to another style.


~STANDARD CONTROLS~

Control Stick Up: Move Forward
Control Stick Down: Move Backward
Control Stick Left/Right: Turn

A Button: Switch Weapon (Cycle Forward)
B Button: Action Button (Open Doors, Reload Gun, Grab onto Object, etc.)
Top C Button: Look Down
Bottom C Button: Look Up
Right C Button: Strafe Right
Left C Button: Strafe Left
R Button: Manual Aim
Z Button: Fire Weapon
Start Button: Pause Game (and open Briefings, Objectives, Inventory, etc.)

Control Pad Up: Look Down
Control Pad Down: Look Up
Control Pad Right: Strafe Right
Control Pad Left: Strafe Left
L Button: Aim

Hold R and Press Bottom C: Duck
Hold R and Press Bottom C Twice: Crouch
Press A and Tap Z: Cycle Backwards Through Weapons
Press B and Tap Z: Use Weapon's Secondary Function

~NEW FEATURES~

Hold A Button: Access Quick Menu
  The Quick Menu is an excellent feature. It allows you to access any
  of your weapons or gadgets right in the middle of the game and without
  pausing. Hold Down A to activate it, then move the Control Stick so
  you highlight the weapon/item you want, then release A. You'll
  immediately switch to the weapon and won't have to cycle through.

Hold B Button: Switch to Secondary Function
  Each weapon has a secondary function in addition to its primary
  function. Only one can be used at a time (unless the secondary
  function is an "upgrade" to the primary function), so switch back
  and forth between the by holding down the B button. When the red box
  at the bottom switches to yellow and a description of the secondary
  function comes up, its been activated.

_______________

~ALTERNATE CONTROLS~

-Style 1.2

     Control Stick Up/Down: Look Up/Down
     Control Stick Left/Right: Turn
     A Button: Switch Weapon (Cycle Forward)
     B Button: Action Button (Open Doors, Reload Gun, Grab, etc.)
     Top C Button: Move Forward
     Bottom C Button: Move Backward
     Right C Button: Strafe
     Left C Button: Strafe
     R Button: Aim
     Z Button: Fire

-Style 1.3

     Control Stick Up/Down: Move Forward/Backward
     Control Stick Left/Right: Turn
     A Button: Fire
     B Button: Action Button (Open Doors, Reload Gun, Grab, etc.)
     Top C Button: Look Down
     Bottom C Button: Look Up
     Right C Button: Strafe
     Left C Button: Strafe
     R Button: Switch Weapon
     Z Button: Aim

-Style 1.4

     Control Stick Up/Down: Look Up/Down
     Control Stick Left/Right: Turn
     A Button: Fire
     B Button: Action Button (Open Doors, Reload Gun, Grab, etc.)
     Top C Button: Move Forward
     Bottom C Button: Move Backward
     Right C Button: Strafe
     Left C Button: Strafe
     R Button: Switch Weapon
     Z Button: Aim

_______________

-OPTIONS-

Reverse Pitch: When you normally play (when this is on), when you press
Up/Forward you look/aim down. Switch this off and pressing Up/Forward makes you
look/aim up. Either way is fine, it's more of personal taste for this one.

Look Ahead: When you look up or down and start walking, with this on it'll
center your view back to the normal. With it off, you'll continue to look in
the same direction. This is good in some situations and bad in others. I like
to leave it on, because it can get my view back to normal quickly.

Head Roll: It's helpful to turn this off. When you aim, your head would move
slightly when this is on, messing up your aim. Turning it off will make
everything stay still. Unless you like realism (like me), it's best to turn it
off.

Auto-Aim: The Auto-Aim option is always on and quite helpful. When you aim near
an enemy, the aiming will shift over to the enemy automatically. It's good to
leave this on, but don't become too dependent on Auto-Aiming, because it takes
longer than manual aiming.

_______________

FIGURE 1: Reading the Health Meter

 Emergency ----> _______  __________________________ <---- Normal
 Health      __ /       ||                          \ __   Health
             \ \\_______||__________________________// /   Meter
 Shield ----> \ \___________________________________/ /
 Meter         \_____________________________________/

*When the normal Health meter is depleted, the red Emergency Health
 Meter is displayed.


________________________________________________________________________

         - - - - - - - - - - - CHARACTERS - - - - - - - - - - -

   To follow the story, one must know about each character. Without knowledge
of them beforehand, you'll most likely be confused when they appear. Knowing
them, it will be easy to follow the plot, concentrating on the advancing story
rather than who the characters are. Consult this guide to learn about them.

Note- There may be some mild spoilers in this character guide. I won't reveal
any major part of the plot, but some of the profiles may. If you don't want to
learn about some of the plot, skip the entries for any characters you have not
met, and even then perhaps skip Mr. Blonde's.


-JOANNA DARK-
Race: Human (Female)
Age: 23 years, 2 months
Training Status: Complete
Training Grade: A++
Active Status: Assigned
Relation: Carrington Institute Operative
Preferred Weapon: Falcon 2
Profile: Highly trained but inexperienced. Superb reactions. Proficient
   with a variety of weapons. Very competent all-around agent. Highest
   recorded training scores resulted in the creation of a new class of
   training grade. The embodiment of the Carrington Institute's ideal
   agent, hence the call sign "Perfect Dark".

Joanna is the top agent at the Carrington Institute, and is the character who
you will play as throughout most of the game. She is very skilled in stealth,
weaponry, and technology, making her the best agent the Carrington Institute
has ever had. Because of her skill, she is often sent on dangerous missions to
advance the knowledge of the Institute.


-DANIEL CARRINGTON-
Race: Human (Male)
Age: 62 years, 8 months
Training Status: N/A
Training Grade: N/A
Active Status: N/A
Relation: Carrington Institute Owner/Founder
Profile: Intelligent patriarchal scientist/entrepreneur and founder of
   the Carrington Institute, which introduces new technologies to the
   public. Plans all missions carried out by his agents and runs each
   operation from a link in his office. Strange taste in clothes.

He founded the Carrington Institute, and will be a close friend during your
missions. He will get you started on your training and will brief you before
every mission, giving you your objectives and anything he knows about the area
and the situation.


-MR. BLONDE-
Race: Skedar (disguised as Human Male)
Age: Unknown
Relation: Key Skedar Warrior
Preferred Weapon: His own claws
Profile: This is a Skedar warrior lurking within a holographic
   projection of a striking blonde young human male in his late 20's.
   The oral modulation unit gives the Skedar a precise, persuasive,
   and intelligent voice. It is a propaganda and manipulation tool
   for the Skedar, and an unusually subtle one.

Mr. Blonde, holographed as a tall, blonde human, is actually a fierce Skedar
warrior in disguise. He wants to gain access to the sub Palagic II even more
than Cassandra and Trent, as his race could use what he expects to find on the
ocean floor to his advantage.


-TRENT EASTON-
Race: Human (Male)
Age: 32 years, ? months
Relation: Head of NSA
Preferred Weapon: Gold Plated DY357 Magnum
Profile: Head of the National Security Agency. Has a friendship of
   sorts with Cassandra de Vries, although it operates more like a
   partnership of interest. He will tend to do what Cassandra says,
   possibly because although he has a dominant personality, it is not
   as dominant as hers. Figurehead for some of the rogue elements in
   the NSA.

Trent works for the government of the United States, but also has strong
relations with the dataDyne Corporation. He has close relations to the
President as well, and often debates with him over issues. The latest one is
about dataDyne's use of the Palagic II submarine, which he explains "will show
that America supports its businesses." However, the President is reluctant to
give this powerful vessel to him, which may cause Trent to take action...


-CASSANDRA DE VRIES-
Race: Human (Female)
Age: 39 years, ? months
Relation: dataDyne CEO
Analyst Note: The head of dataDyne Corp. Addicted to power, dislikes
   being anybody's underling. Hates it when she loses the initiative.
   Is prepared to do extremely unscrupulous things in order to get
   ahead of her competition, primarily Daniel Carrington, whom she
   despises.

Cassandra, the leader of the mysterious dataDyne corporation, is very
intelligent. She is not skilled at combat, but usually has plenty of guards to
back her up. She often makes negotiations with others to further her company's
power. She spends most of her time in her office at the top of dataDyne's
Lucerne Tower. Despite her evil nature, resist temptations to kill her.


-ELVIS-
Race: Maian (Male)
Age: 320 years
Relation: Maian Ambassador's Bodygaurd
Preferred Weapon: Farsight XR-20
Profile: An alien from the Maian race. He is a 'Protector' (bodyguard)
   for the Maian ambassador who travels to earth at Daniel Carrington's
   request. Protectors are trained to excel in the use of an assortment
   of weaponry. Elvis is a terraphile, finding Earth and everything
   about it fascinating.

Protector 1, or Elvis as he has people of earth call him, is a Maian alien. He
crash landed into earth, and was knocked unconscious. He has recently been
transported to Area 51, where an autopsy is to be taken place. Elvis is of
vital importance to you missions, so you must not let this operation go
through. He pilots a saucer-like craft, and uses the powerful Farsight XR-20 as
his main weapon. He also wears tennis shoes and sometimes an American-flag
vest. Which is very strange, especially for a respected alien. His real name is
Aelphaeis Mangarae.


-DR. CAROLL-
Race: The Caroll Sapient (AI)
Age: 6 months
Relation: Key Figure in dataDyne Corp.
Profile: An artificial intelligence created by the dataDyne Corp. with
   an emphasis on language skills and code breaking. Fortunately, he has
   morals, and due to his intelligence, has guessed some of dataDyne's
   future plans. The voice is highly precise and educated and simulates
   the character of an academic.

Dr. Caroll calls for your help at the beginning of your quest. He doesn't
approve of what dataDyne is doing, and wants to get out of there as soon as he
can. If he doesn't, dataDyne will reprogram him so he has no moral objection.
He wishes to defect to the Carrington Institute, and the information he
possesses is critical. The information he holds regards dataDyne's future
plans, which would be very helpful to know.


-U.S. PRESIDENT-
Race: Human (Male)
Age: 50 years
Relation: President of the United States
Profile: A highly educated, shrewd African-American who is trying to do
   what is right but is surrounded by people like Trent Easton. He
   believes he has Trent under control after refusing the request for
   the loan of the Palagic II to the dataDyne Corp. Perceived as being
   easily led by the majority of political commentators, which is
   perhaps unfair.

This guy is obviously a big part of America, which is the main reason that
someone is plotting to get rid of him. His safety may be in danger, and the one
who's threatening it is the one he least suspects. He's currently trying to get
Trent Easton off his back for his idea of letting the dataDyne Corp. use the
deep sea submarine, Palagic II. Although his profile states that he is an
African-American, he doesn't appear to be so in the game.


-JONATHAN-
Race: Human (Male)
Age: 28 years, 5 months
Training Status: Complete
Training Grade: A+
Active Status: Undercover
Relation: Carrington Institute Undercover Agent
Preferred Weapon: DY357 Magnum
Profile: The Institute's most experienced undercover agent. Highly
   accurate with chosen weapon (Magnum Revolver). Perfectly suited to
   undercover missions. Less suited to out-and-out combat. Before Joanna
   Dark, he held the honor of having the highest recorded training
   scores.

Jonathan isn't as good at super-dangerous missions, so he instead infiltrates
the enemy complex as a spy, relaying information to the Institute. He's also
skilled with explosives and has excellent aim. You'll meet up with him several
times, and he'll be sure to help you out some way or another.


-FOSTER-
Race: Human (Male)
Age: Unknown
Relation: Carrington Institute's Weapons Expert
Preferred Weapon: RCP-120
Profile: None

Foster, the Carrington Institute's genius at weaponry, hangs out in the firing
range, having you test the guns he's made and found and working on new weapons
for you to use. His latest project is the RCP-120, but he won't be finished
with it until late in the game.


-GRINSHAW-
Race: Human (Male)
Relation: Carrington Institute Identity Expert
Preferred Weapon: His annoying voice
Profile: None

Grinshaw keeps track of any characters you meet with essential data and
profiles for them. He's quite annoying in person. He'll add any essential
characters that you meet to the character list.

________________________________________________________________________

          - - - - - - - - - - - ENEMIES - - - - - - - - - - -

   Obviously, there are many different enemies you'll find throughout the game.
While most of them are guards, there are also some new, alien enemies, such as
the evil Skedar warriors. Each enemy will have different weapons, armor, and
speed, which means you'll need to approach each one differently.

   ___________
 _/-TERMS KEY-\________________________________________________________
|Weapon: The weapon explains the weapon the guard uses to attack.      |
|Armor: Armor rates the amount of damage the enemy can sustain by these|
|      categories:                                                     |
|      *Very Poor, Poor, Average, Good, Excellent                      |
|Intelligence: This rates how quick an enemy will react and how it will|
|      act, rated by these categories:                                 |
|      *Low, Average, High*                                            |
|Found: This tells which levels the enemy can be found in.             |
|______________________________________________________________________|

FIGURE 2: Enemy Hit Areas   __
                           /A1\ <--Head
                         __\  /__
                        /        \       A1: Headshot  - Maximum Damage
   *Enemy Body* -->    /A/| A2 |\3\      A2: Body Shot - Medium Damage
                      /_/ |    | \_\     A3: Limb Shot - Minimum Damage
                  Body--> | __ |
                          | || |
                          | || |
                          |A||3| <--Limb
                          |_||_|

DATADYNE INFANTRY
Weapon: CMP 150, K7 Avenger
Armor: Poor
Intelligence: Low
Found: Levels 1, 3, 4, 14, 15

This is the basic foot soldier. They come equipped with CMP 150's, which are
good weapons to pick up once you immobilize them. They won't take too many hits
to kill, and they respond rather slowly to your presence. Any weapon will work
well against them.


DATADYNE SHOCK TROOPER
Weapon: CMP 150, Shotgun, Dragon, K7 Avenger
Armor: Average
Intelligence: Average
Found: Levels 1, 3

The Shock Troopers are recognizable by the masks they wear, which give them
night vision. They can use several different weapons as result of their better
training. They will usually be found with CMP 150s. They are one step above the
normal CI Soldiers in armor and intelligence.


DATADYNE FEMALE GUARD
Weapon: CMP 150, Shotgun
Armor: Poor
Intelligence: Low
Found: Level 3, 18 (Special Assignment)

These guards are quite similar to the CI Soldier, and when they appear with CMP
150s there is very little difference. They have a slight increase in
intelligence, but not enough to make a big difference. Sometimes they will come
with shotguns in hand, which makes them much more deadly. They can easily be
recognized by the white pants they wear over their uniform.


DATADYNE TROOPER
Weapon: CMP 150
Armor: Poor
Intelligence: Low
Found: Level 2
These are the lab area counterparts of the normal dataDyne Infantry. The only
real difference is their green clothing instead of the dataDyne Infantry's
blue.


DATADYNE SNIPER
Weapon: Sniper Rifle
Armor: Very Poor
Intelligence: High
Found: Level 4

The Sniper will stand above ground usually and are sometimes hidden. The Sniper
Rifles they possess give them great accuracy and they'll notice you quickly.
It's best to find these guys first and take them out before they get a chance
to snipe you. Try to stay as far away as possibly, which means using a scope
yourself is very helpful.


G5 GUARD
Weapon: CMP 150
Armor: Poor
Intelligence: Average
Found: Levels 5, 6
Special: Cloaking (Sometimes)

G5 Guards suspiciously hang around the G5 Building in Chicago. Like most other
bad guys, they carry CMP 150's. Sometimes, however, G5 Guards may be equipped
with Cloaking Devices, multiplying their deadliness by 100 times. Take special
care to attack a G5 guard while he fires, as this is the only time he is
visible.


G5 SWAT GUARD
Weapon: DY357 Magnum
Armor: Poor
Intelligence: Average
Found: Level 6

These G5 Guards, while never found cloaked, are still quite intelligent. They
tend to sneak up on you from behind and fire their powerful Magnums at you. The
blast of a Magnum will hurt a lot, so always be on your guard while in the
later part of Level 6.


FBI AGENT
Weapon: None
Armor: Poor
Intelligence: Low
Found: Level 5

FBI Agents can be found outside the streets of the G5 Building with G5 Guards
and CIA Agents, but unlike their friends of the Central Intelligence Agency,
these guys are ready to sound the alarm if they see you. They don't carry any
weapons, but they carry communications devices to contact any guards in the
area to come running. Take them out before they can call anyone (it's not too
late if they begin talking).


AREA 51 TROOPER
Weapon: Magsec 4, Grenade
Armor: Poor
Intelligence: Average
Found: Level 7

The Area 51 Troopers guard the outer areas of Area 51. They wear tan uniforms
and carry Magsec 4's. Their aiming is rather good for Magsec users, but they
also use planning to attack, such as waiting for backup before attacking
simultaneously. Don't let any one live for too long, or they may throw a deadly
grenade at you.


PILOT
Weapon: Dragon, Grenade
Armor: Poor
Intelligence: Poor
Found: Levels 7, 8

Pilots wear blue uniforms and hang around the hangars of Area 51. Although
they're just pilots, they carry the big, powerful Dragon guns. Many also carry
grenades, and won't hesitate to use them.


AREA 51 GUARD
Weapon: Super Dragon, Double Magsecs
Armor: Average
Intelligence: Poor
Found: Levels 8, 9

Area 51 Guards carry the huge Super Dragons, which are ideal for stopping any
intruders. They also have a little better armor than their Trooper friends.
They are most deadly in large numbers, and therfore usually are.


BIOTECHNICIAN
Weapon: Tranquilizer
Armor: Poor
Intelligence: Poor
Found: Levels 8, 9

For being Biotechnicians, you think these guys would be smarter. If confronted,
they use their tranquilizers, but aren't very accurate and will only fire a
shot or two before stopping. These guys are sometimes worse than other enemies,
because the sedatives in the tranquilizers will make you dizzy and will blur
the environment. Stay on the move when you see one.


ALASKAN GUARD
Weapon: Dragon, Sniper Rifle
Armor: Good
Intelligence: Poor
Found: Level 10, 12

Alaskan Guards walk around in big, white coats and carry powerful Dragons. They
aren't incredibly smart, as they're fooled easily, react slowly, and don't
really have great hearing. They will come to aid others, however.


NSA BODYGUARD
Weapon: K7 Avenger
Armor: Average
Intelligence: Average
Found: Levels 10, 11, 12

These guys work for Trent Easton of the National Security Agency, and are quite
loyal to him and his policies. They carry the big guns of the dataDyne Corp.,
K7 Avengers. They can be very silent at times, and will sneak up on you if you
aren't paying attention.


NSA LACKEY
Weapon: K7 Avenger, DY357 Magnum
Armor: Poor
Intelligence: Average
Found: Level 10

The Lackeys of the National Security Agency are about the same as the NSA
Bodyguards, but they sometimes carry different weapons. They usually just tsand
in a place, making sure everything is OK.


PRESIDENTIAL SECURITY
Weapon: Cyclone
Armor: Poor
Intelligence: Average
Found: Level 11

These guys protect the President and are found all over Air Force One. On the
Agent difficulty they won't see through your disguide, but they will on Special
Agent and Perfect Agent. They wear grayish uniforms.


PELAGIC II GUARD
Weapon: CMP 150
Armor: Average
Intelligence: Average
Found: Levels 13, 14
The guards of the Pelagic II are sailors and wear red overalls. They will
always carry around CMP 150s and nothing more, and they aren't much of a
threat. However, they often hide behind crates and are found in large numbers
(conviniently near alarms, too).


DISGUISED SKEDAR
Weapon: K7 Avenger
Armor: Average
Intelligence: Average
Found: Levels 11, 12, 14, 15
Disguised Skedar look exactly like Mr. Blonde. All Skedar seem to take on this
form when they disguise themselves as humans, so don't be surprised if you find
a lot of them.


SKEDAR WARRIOR
Weapon: Claws, Mauler, Reaper, Slayer
Armor: Excellent
Intelligence: Average
Found: Levels 15, 16, 17

Skedar warriors are fierce opponents, quick and heavily armored. The usually
appear in battles with Maulers, but on their homeworld they have been known to
fight with Reapers, Slayers, and their own deadly claws. The one's that fight
with claws are often cloaked, surprising their foes when they get close. It
will take several shots of nearly any weapon to take them down.


TRUE SKEDAR
Weapon: Bite
Armor: Average
Intelligence: Average
Found: Level 14, 17

The True Skedar are how the Skedar really look without any armor on. They are
usually only found deep within the Skedar Ruins. They will charge at you, which
is both stupid and smart. If you notice them, you can dispatch them before they
reach you. If you don't (which wouldn't be a surprise because of their small
size), they'll sink their teeth into your leg, causing a lot of damage. Always
be on the lookout for them in the Skedar Ruins and listen for their cries.


________________________________________________________________________

          - - - - - - - - - - - WEAPONS - - - - - - - - - - -

   Whoa... the number of weapons in Perfect Dark is enormous, and it's great
finding out how they perform and how powerful they are. Each weapon is used
differently and had a different effect. Most weapons are guns that are designed
to kill, but there are others, like the tranquilizer, that have different uses.
Every weapon also comes equipped with a secondary function, allowing for
additional ways the destroy things or to provide helpful variations to the
normal weapon.
   If you ever want to pick up double of a weapon (many you can't), you must
kill a guard holding double of the desired weapon. You will then pick up a
second weapon if you collect it.

   ___________
 _/-TERMS KEY-\_______________________________________________________
|Origin: The company or species the weapon originated from.           |
|Primary and Secondary Functions are self-explanatory.                |
|Magazine: The number of bullets (or whatever else) you can fire      |
|     before reloading.                                               |
|Power: Rating of damage dealt by these categories:                   |
|      *Very Weak, Weak, Fair, Average, Powerful, Very Powerful*      |
|      *Explosives get their own separate category*                   |
|Reload Time: This is how long it takes to reload, based on these     |
|      categories:                                                    |
|      *Very Slow, Slow, Average, Quick, Swift, Fast, Very Fast*      |
|Rate of Fire: How fast it can fire, based on these categories:       |
|     *Very Slow, Slow, Average, Quick, Swift, Fast, Very Fast*       |
|Accuracy: How likely the object will shoot where you aim, based on   |
|      these categories:                                              |
|     *Very Inaccurate, Inaccurate, Accurate, Very Accurate*          |
|_____________________________________________________________________|


-FALCON 2-
Origin: Carrington Institute
Primary Function: Normal Fire
Secondary Function: Pistol Whip
Magazine: 8-round clip
Power: Fair
Rate of Fire: Swift
Reload Time: Swift
Accuracy: Very Accurate
Zoom: None

The Falcon 2 is Joanna's standard weapon, and for most of the missions she'll
have it. This is usually the weapon you begin with. It can fire rather quickly,
but be sure to tap Z repeatedly rather than holding it down for maximum ROF.
It's power is less than great, so you'll need several bullets to take down even
the weakest guards. Its 8-round clip isn't spectacular, either. If you have the
chance to get a better weapon, get it. Joanna can also find a second one for
double Falcon 2's.


-FALCON 2 (with Silencer)-
Origin: Carrington Institute
Primary Function: Silenced Fire
Secondary Function: Pistol Whip
Magazine: 8-round clip
Power: Weak
Rate of Fire: Quick
Reload Time: Swift
Accuracy: Very Accurate
Zoom: None

The silenced Falcon 2 is the close in attributes to the normal Falcon 2, but
trades a decrease in sound for a decrease in ROF and power. It's still
essentially the same gun, so it takes the same time to reload. This is good for
places you need to be quiet, but a normal Falcon 2 is preferred.


-FALCON 2 (with Scope)-
Origin: Carrington Institute
Primary Function: Normal Fire
Secondary Function: Pistol Whip
Magazine: 8-round clip
Power: Fair
Rate of Fire: Swift
Reload Time: Swift
Accuracy: Very Accurate
Zoom: 200%

This is the normal Falcon 2, with the same statistics. The only difference is
the handy upgrade of the scope. Because it loses nothing, a scope Falcon 2 with
a scope is much better than a standard one. The scope allows you to zoom in a
fair distance.


-MAGSEC 4-
Origin: U.S. Government
Primary Function: Normal Fire
Secondary Function: 3-round burst
Magazine: 9 rounds
Power: Fair
Rate of Fire: Fast
Reload Time: Fast
Accuracy: Very Inaccurate
Zoom: 240%

The Magsec 5 is an unpowerful, rather fast-firing weapon. It's standard issue
at Area 51. Higher level guards carry double of these, and killing one that
holds two will allow you to do the same. Double Magsec's are an excellent
choice as the double weapons make up for the less than perfect power. If you
set it to its secondary function of a three round burst, you'll increase its
power but consume ammo much more quickly.

-MAULER-
Origin: Skedar
Primary Function: Normal Fire
Secondary Function: Charge-Up Shot
Magazine: 20 rounds
Power: Normal- Fair     Charged- Very Powerful
Rate of Fire: Normal- Fast     Charged- Very Slow
Reload Time: Average
Accuracy: Accurate
Zoom: None

These are standard weapons carried by Skedar Warriors. Their energy ball
"bullet" is fast but weak. To overcome this, you can charge it up for a super
powerful blast. However, it takes time to power up. The energy packs take a
little bit of time to reload, but it isn't bad for a Skedar weapon. Beware of
Skedar with the weapon.


-PHOENIX-
Origin: Maian
Primary Function: Single Shot
Secondary Function: Explosive Shells
Magazine: 8 rounds
Power: Very Powerful (Explosive with Shells)
Rate of Fire: Swift     Explosive Shells: Quick
Reload Time: Quick
Accuracy: Very Accurate
Zoom: None

The Phoenix, in my humble opinion, is the best weapon in the game. While it's
small and doesn't look too tough, it's incredibly powerful. Designed by the
smartest of the Maian engineers, this gun sends an incredible energy beam
toward the helpless victim. It can fire fairly quickly, and has one of the
coolest looking reloading animations: it absorbs the ammo like water. It also
has an incredible secondary function, which causes the energy beams to explode
on contact (only a small explosion, though). Even better, you can grab two of
these to double your fun.


-DY357 MAGNUM-
Origin: dataDyne Corporation
Primary Function: Normal Fire
Secondary Function: Pistol Whip
Magazine: 6 rounds
Power: Very Powerful
Rate of Fire: Slow
Reload Time: Slow
Accuracy: Accurate
Zoom: None

The Magnum, a dataDyne creation, is a powerful weapon capable of blasting
enemies away with one quick shot. It's very slow to fire and to reload, but its
sheer power makes up for that. If you run out of ammo, it has a Pistol Whip
function similar to the Falcon 2's.


-DY357-LX-
Origin: dataDyne Corporation
Primary Function: Normal Fire
Secondary Function: Pistol Whip
Magazine: 6 rounds
Power: Very Powerful
Rate of Fire: Slow
Reload Time: Slow
Accuracy: Accurate
Zoom: None

This is a modified version of the DY357 Magnum, used exclusively by Trent
Easton. If you thought the Magnum was powerful, the LX version is even more
powerful. It's ROF is about the same, perhaps a little slower. A good weapon,
but it's slow ROF and reload time often make it awkward.


-CMP 150-
Origin: dataDyne Corporation
Primary Function: Rapid Fire
Secondary Function: Partly Guided Bullets (with Lock On)
Magazine: 32 rounds
Power: Average
Rate of Fire: Very Fast
Reload Time: Fast
Accuracy: Inaccurate
Zoom: None

This weapon is an ideal choice in many situations. It has a nice-sized magazine
that spews bullets incredibly fast. It's not as much the power of the bullets
as much as the sheer numbers that make it powerful (which means you'll need to
shoot a lot of bullets to take down enemies). This weapon also reloads fast,
too. If that weren't enough, it's also silenced. And there's even more power if
you manage to pick up double of these. It seems like the perfect weapon, and it
almost is.


-CYCLONE-
Origin: Unknown
Primary Function: Rapid Fire
Secondary Function: Magazine Discharge
Magazine: 50 rounds
Power: Powerful
Rate of Fire: Very Fast
Reload Time: Quick
Accuracy: Inaccurate
Zoom: None

The Cyclone, a futuristic weapon, shoots quickly and will take down enemies
easily. Perhaps its most interesting feature is that it only needs to register
bullets, so the clip will slide through quickly. It has a large magazine but
consumes it very fast. Its secondary function isn't helpful in most situations.
It allows you to continue firing the Cyclone without pulling the trigger, and
will only cease fire once the magazine runs out. Double Cyclones can be found,
which are the top choice in many situations.


-CALLISTO NTG-
Origin: Maian
Primary Function: Rapid Fire
Secondary Function: High Impact Shells
Magazine: 32 rounds
Power: Very Powerful (HI Shells even more powerful)
Rate of Fire: Rapid Fire- Very Fast     HI Shells- Slow
Reload Time: Quick
Accuracy: Inaccurate
Zoom: None

The Callisto is a very powerful weapon originating from the Maian peoples. It
spurts lasers out at an incredible rate, destroying most anything in its path.
It reloads by using energy orbs, but unfortunately must do so a lot as the
quick firing makes for a quick use of the magazine. If you need to conserve
ammo, you can change to the high impact shells. While much more powerful than
the normal lasers, they lose overall power because they fire much more slowly.
Nonetheless, they are a good alternative. This is one of the most powerful
weapons in the game, and an excellent choice for saving the world.


-RCP-120-
Origin: Carrington Institute
Primary Function: Rapid Fire
Secondary Function: Cloak
Magazine: 120 rounds
Power: Very Powerful
Rate of Fire: Very Fast
Reload Time: Average
Accuracy: Inaccurate
Zoom: None

A new weapon being created at the Carrington Institute. This is the best of the
human-made weapons, and has the second largest magazine of any weapon. Its
bullets are powerful and it shoots very fast, and has a rather short reloading
time for a rapid fire weapon. Speaking of reloading, this weapon comes equipped
with an auto reload function if you continue to hold Z after you've emptied the
magazine. If this power and speed wasn't enough, it has a special function no
other weapon has. Using a special chip, it can cloak the weapon and the owner.
However, there are two downsides to this. One, you cannot fire while cloaked.
Two, remaining cloaked eats up ammo as if you were firing. Another downside is
the fact the RCP-120 has no scope. Still, this is an excellent gun which makes
this one of the top choices for weapons.


-LAPTOP GUN-
Origin: Carrington Institute
Primary Function: Burst Fire
Secondary Function: Deploy as Sentry Gun
Magazine: 50 rounds
Power: Powerful
Rate of Fire: Very Fast
Reload Time: Average
Accuracy: Inaccurate
Zoom: 200%

This is a very cool and very interesting weapon. Designed to look exactly like
a laptop computer, this is actually a gun manufactured by the Carrington
Institute. This allows for keeping the gun safely away and unnoticed until
needed. The gun itself can fire decently powerful bullets fairly quickly. It
also has a zoom ability. If you need to ambush someone of guard an area, you
can deploy it as a fast-firing sentry gun (so it stays in place and fires at
anyone within range). This secondary function is especially good in the combat
simulator.


-DRAGON-
Origin: dataDyne Corp.
Primary Function: Rapid Fire
Secondary Function: Proximity Self Destruct
Magazine: 30 rounds
Power: Powerful
Rate of Fire: Very Fast
Reload Time: Average
Accuracy: Inaccurate
Zoom: 200%

The Dragon is a very powerful weapon concocted by the dataDyne Corporation. It
is quite large, but reloads as fast as any other rapid fire weapon. The Dragon,
or its newer counterpart the Super Dragon, are both great weapons equipped with
a handy scope ability.  If ammo in the Dragon is entirely depleted, it can be
set as a proximity mine. This is especially useful in the multiplayer mode,
where opponents will assume its another Dragon they can pick up.


-K7 AVENGER-
Origin: dataDyne Corp.
Primary Function: Burst Fire
Secondary Function: Threat Detector
Magazine: 25 rounds
Power: Powerful
Rate of Fire: Very Fast
Reload Time: Average
Accuracy: Inaccurate
Zoom: 300%

This is another weapon that fires rapidly and is powerful. IT also isn't much
different, although it does have a small magazine and a slightly longer
reloading time. Its main plus is its built-in threat detector, used to detect
any possible enemies or other threats in the area. While this sounds good (and
is good in the right situation), more often than not it isn't needed. The K7
Avenger is still a good weapon with a handy scope ability thrown in.


-AR34-
Origin: Carrington Institute
Primary Function: Burst Fire
Secondary Function: Use Scope
Magazine: 30 rounds
Power: Powerful
Rate of Fire: Very Fast
Reload Time: Average
Accuracy: Inaccurate
Zoom: 300%

The AR34 Assault Rifle was recently created by the Carrington Institute weapons
experts for use by their top agents. Its quick ROF rivals the K7 Avenger of the
dataDyne Corporation. This is a very powerful weapon that has a good zooming
function. It's secondary function allows it to stay zoomed permanently (which
isn't that useful).


-SUPER DRAGON-
Origin: dataDyne Corporation
Primary Function: Rapid Fire
Secondary Function: Grenade Launcher
Magazine: 30 rounds
Power: Powerful     GL- Explosive
Rate of Fire: Very Fast     GL- Slow
Reload Time: Average
Accuracy: Inaccurate
Zoom: 200%

The Super Dragon, which is very similar to the Dragon, is one of the greatest
combinations of weapons. A rapid fire gun with a secondary functions of a
grenade launcher... very nice. It doesn't hurt to have a lot of power, either.
However, the magazine is a little smaller than most rapid fire guns and it also
takes a little longer to reload.


-SHOTGUN-
Origin: dataDyne Corp.
Primary Function: Shotgun Fire
Secondary Function: Double Blast
Magazine: 9 rounds
Power: Average
Rate of Fire: Slow
Reload Time: Very Slow
Accuracy: Inaccurate
Zoom: None

This Shotgun is an advanced version with powerful shells created by the
dataDyne Corporation. It's always fun to use a shotgun, but this version has
too many cons to make it a great weapon. It has a bad ROF, and reloading takes
forever (as you must put in each of the nine shells separately). However, it is
very powerful at close range (not so much when far away), so don't
underestimate it. The Double Blast function shoots two shells in a row quickly.


-REAPER-
Origin: Skedar
Primary Function: Reapage
Secondary Function: Grinder
Magazine: 200 rounds
Power: Powerful
Rate of Fire: Varies
Reload Time: Average
Accuracy: Very Inaccurate
Zoom: None

The Reaper was invented by the Skedar and was designed for their use.
Therefore, a human may find trouble using it. It takes a human a while to get
it up to its maximum ROF, which is very fast. At this ROF, it will consume a
lot of ammo. That's no problem, however, because it has the largest magazine of
any weapon. It's secondary function is useful if you're out of ammo, as you can
use the front to grind up enemies. Use this weapon only if you run out of ammo
for your other weapons.


-SNIPER RIFLE-
Origin: Carrington Institute
Primary Function: Single Shot
Secondary Function: Crouch
Magazine: 8 rounds
Power: Average
Rate of Fire: Average
Reload Time: Average
Accuracy: Very Accurate
Zoom: 400%

The Sniper Rifle is the ultimate weapon to use from a distance, because its
scope will zoom in farther than any other gun's. If you can keep yourself
hidden, you can kill enemies from a distance without them knowing what hit
them. It's also silenced to avoid detection. Its secondary function keeps you
permanently crouched, which is a good strategy for the Sniper Rifle, but not
that great of a secondary function. It's surprisingly powerful, but you can aim
for head shots anyway. It also makes a decent gun for non-sniping use.


-FARSIGHT XR-20-
Origin: Maian
Primary Function: Rail-gun Effect
Secondary Function: Target Locator
Magazine: 8 rounds
Power: Very Powerful
Rate of Fire: Very Slow
Reload Time: Quick
Accuracy: Accurate
Zoom: Varies

Another Maian weapon, this is more powerful than the Callisto. It will kill
most anything with one shot. However, it's not good for situations when there
are several enemies, as its ROF is incredibly slow, needing time to recharge.
It reloads the same way as the Callisto. One major plus, especially in
multiplayer, is its X-ray sight that happens when you use the scope. You can
see and shoot through walls. However, targets do not appear, so switch to the
secondary function, target locator (which makes targets appear green), if you
will be using this. Even better, the Farsight will slowly home in on the
enemies in the secondary function. A good choice for certain situations.


-DEVASTATOR-
Origin: dataDyne Corp.
Primary Function: Grenade Launcher
Secondary Function: Wall Hugger
Magazine: 8 rounds
Power: Explosive
Rate of Fire: Slow
Reload Time: Average
Accuracy: Inaccurate
Zoom: None

This is a standard Grenade Launcher, not much different from the Super Dragon's
Grenade Launcher function. However, the major advantage the Devastator has is
that it can allow grenades to stick to the wall in Wall Hugger mode.


-ROCKET LAUNCHER-
Origin: dataDyne
Primary Function: Rocket Launcher
Secondary Function: Targeted Rocket
Magazine: 1 round
Power: Explosive
Rate of Fire: Slow
Reload Time: Slow
Accuracy: Accurate
Zoom: None

The new Rocket Launcher fires Rockets at blazing speeds toward any object to
create a deadly explosion. The difference between rockets and grenades is that
grenades travel in an arc and sometimes bounce, while rockets do not. For
increased accuracy, lock on to an enemy and use the Targeted Rocket function to
have the rocket home in on its target. The Slayer in the Skedar counterpart to
this weapon.



-SLAYER-
Origin: Skedar
Primary Function: Rocket Launcher
Secondary Function: Fly-by-wire Rocket
Magazine: 1 round
Power: Explosive
Rate of Fire: Slow
Reload Time: Slow
Accuracy: Inaccurate
Zoom: None

The Slayer is the Skedar version of a Rocket Launcher, which fires with a loud
screech. The main difference between the two is the secondary functions. With
the Slayer, you can control the missile yourself with the Fly-by-wire Rocket.
This travels more slowly, and isn't recommended in some situations.


-COMBAT KNIFE-
Origin: Unknown
Primary Function: Knife Slash
Secondary Function: Throw Poison Knife
Magazine: N/A
Power: Very Weak
Rate of Fire: Quick
Reload Time: N/A
Accuracy: Accurate
Zoom: None

This is better than punching, but not much. The knife slices into opponents,
which logically hurts more than a punch. If you have a few knives, you can
switch to the Secondary function and throw the knives from a distance. This is
not an ideal choice, but better than nothing.


-CROSSBOW-
Origin: Carrington Institute
Primary Function: Sedate
Secondary Function: Instant Kill
Magazine: 5 rounds
Power: Average
Rate of Fire: Fast
Reload Time: Very Slow
Accuracy: Very Accurate
Zoom: None

The Crossbow is an excellent stealth weapon, silent and powerful. One
well-aimed arrow is all you need to take down an enemy, and multiple enemies
can be defeated quickly with its fast ROF. Its main problem is that it takes a
very long time to reload. Set normally on its primary function, it will simply
knock out the enemy for a long period of time (don't worry about them getting
up). However, you can choose to kill with its secondary function.


-TRANQUILIZER-
Origin: Unknown
Primary Function: Sedate
Secondary Function: Lethal Injection
Magazine: 8 rounds
Power: Weak
Rate of Fire: Quick
Reload Time: Average
Accuracy: Accurate
Zoom: None

The Tranquilizer can be used to kill, but is more useful in multiplayer where
it blurs your opponents screen when they move. However, it is actually capable
of killing if you give the victim an overdose. A few shots and you'll take out
an enemy. Its secondary function is more interesting, as you can inject the
victim with a dosage of instant-killing medicine. However, for this to work you
must be standing right next to your opponent (it's like a shot sort of), and it
will consume four times the normal ammo to get the needed dosage for death.
This should be your last choice in the Solo Missions, but is a good way to
start an attack on your friends.


-LASER-
Origin: Carrington Institute
Primary Function: Pulse Fire
Secondary Function: Short-Range Stream
Magazine: Unlimited
Power: Average
Rate of Fire: Slow
Reload Time: N/A
Accuracy: Inaccurate
Zoom: None

The Laser is an interesting item, especially useful for its unlimited supply of
ammo. This is definitely handy because you will never have to reload or worry
about conserving ammo. The Laser is somewhat powerful, but has a rather
sluggish ROF. It also can turn on a short-ranged, concentrated stream of
energy, which will hurt anything that comes in contact with it. A good choice
if you have it, but there are better weapons to be found.


-GRENADE-
Origin: Unknown
Primary Function: 4 Second Fuse
Secondary Function: Proximity Pinball
Magazine: N/A
Power: Explosive
Rate of Fire: Very Slow
Reload Time: N/A
Accuracy: Very Inaccurate
Zoom: None

The Grenade is pretty standard, and you hopefully know what this is. These
grenades have 4 second fuses, so if you want it to explode on contact, switch
to its secondary function, proximity pinball. In this mode, the grenade will
bounce around like a pinball, and will explode when someone is near it. This
could come bouncing back at you, so it's recommended to use the primary
function most times. Grenades take a while to throw and are inaccurate, so use
other explosives when possible.


-TIMED MINE-
Origin: Unknown
Primary Function: Timed Explosive
Secondary Function: Threat Detector
Magazine: N/A
Power: Explosive
Rate of Fire: Slow
Reload Time: N/A
Accuracy: Accurate
Zoom: None

There are three different variations of mines, the first being the Timed Mine.
The Timed Mine, shockingly, explodes after a short amount of time. Your best
bet is to set it and get away before it explodes. Its secondary function is a
handy threat detector, but you can't throw mines while in this mode.


-PROXIMITY MINE-
Origin: Unknown
Primary Function: Proximity Explosive
Secondary Function: Threat Detector
Magazine: N/A
Power: Explosive
Rate of Fire: Slow
Reload Time: N/A
Accuracy: Accurate
Zoom: None

The Proximity mine is a the best of the mines. With the Times Mine, it explodes
after you set it, which may not be when you want it. The Remote Mine must be
self-activated. But the Proximity Mine Explodes whenever someone comes near it.
My favorite of the mines, especially in multiplayer.


-REMOTE MINE-
Origin: Unknown
Primary Function: Remote Explosive
Secondary Function: Detonate
Magazine: N/A
Power: Explosive
Rate of Fire: Slow
Reload Time: N/A
Accuracy: Accurate
Zoom: None

The last of the three mines, the Remote Mine is useful for certain situations.
If you know where your opponents are, you can wait for them to get to the spot
where you planted the mines, then detonate them. This is usually more helpful
in multiplayer, but only if you're far away from any opposition. If you're
caught off guard, you'll be helpless without a weapon. Because of the handy
secondary function, you won't have to scroll through your weapons anymore (like
in Goldeneye) to find the detonator, then accidently skip by it.


-UNARMED-
Origin: Joanna Dark's Hands
Primary Function: Punch
Secondary Function: Disarm
Magazine: None
Power: Very Weak
Rate of Fire: Swift
Reload Time: N/A
Accuracy: Accurate
Zoom: None

If all else fails, you can use your fists for unlimited punches. Punching is
the least powerful of any weapon you can use, so should be avoided. Only use it
if you run out of ammo. If you want to take out a single enemy, you can run in
and punch them and eventually kill them before they can regain their senses.
For larger groups of enemies, switch to the secondary function, disarm. If
you're lucky, you might get a weapon. Run up to an enemy and stand directly in
front of him/her. Use disarm to grab their weapon, and use it on the other
guys. Disarm can also be used to steal items from people.

_______________

~CROCO's TOP TEN WEAPON CHOICES~
       (No Cheat Weapons)
1. Farsight XR-20
2. RCP-120
3. Double Cyclone
4. Laptop Gun
5. Double Phoenix
6. AR34
7. K7 Avenger
8. Super Dragon
9. Double CMP 150
10. Callisto NTG


~READER's TOP FIVE WEAPON CHOICES~
       (No Cheat Weapons)
1. Laptop Gun
2. RCP-120
3. Phoenix
4. AR34
5. Super Dragon

________________________________________________________________________

       - - - - - - - - - - - GADGETS/ITEMS - - - - - - - - - - -

   Weapons can't be everything in a secret agent type game; you also need
gadgets and items. The special gadgets in Perfect Dark are, for the most part,
futuristic. For example, instead of having a camera (like in Goldeneye),
there's the CamSpy, which takes holographic "pictures". The gadgets are pretty
cool and can help you do a lot of things you normally couldn't.


DATA UPLINK
Type: Gadget
Description: Provides a link from the field agent to the Institute hackers back
at HQ, who can than download data or crack electronic locks remotely.

The Data Uplink, a small transmission device, is mainly used to crack codes or
to reprogram certain electronic objects. This can all be done by simply
standing near the desired object (usually a computer) and contacting HQ by
pressing Z. After a period of time, which you'll be vulnerable to attack, HQ
will finish the operation. Unfortunately, if you move the Uplink away from the
object (if you turn, look around, or put it away), the contact between he Data
Uplink and the object will be broken, wasting the time spent. Clear out the
area of enemy before using this.


ECM MINE
Type: Gadget
Description: Emits a constant shifting signal designed to jam any electronic
communications device. Must be placed on the object to be effective.

The ECM Mine will jam any computer it comes in contact with. This is mostly
useful for taking out communications and security control computers. The waves
it sends out make the electronic device useless and it's not readily
noticeable. It's easy to use: just equip it and aim toward the device.


CAMSPY
Type: Gadget
Description: A tiny remote camera for stealthy exploration. Equipped for
spectroscopic holography. Opens doors by projecting a human-sized pulse of
heat.

The CamSpy is commonly used gadget that's very helpful. It comes in several
variations, which will all be discussed later in this section. The CamSpy is
used to take holographic images of things, of basically a cooler way to say
"3-D Photos". You can use this to gain information or to go places that you
normally couldn't. When you select the CamSpy, your view will shift into the
CamSpy's. The CamSpy is much smaller than Joanna, so can often go unnoticed. It
can also enter areas Joanna normally couldn't, because it cannot die. To
control the CamSpy, press the appropriate C button to move in that direction
(Top C makes the CamSpy hover upwards, as if it were flying, Bottom C Lowers
you down, and the control stick moves the CamSpy like normal). Instead of
firing a weapon, the CamSpy will take a holographic image when you press Z.


NIGHT VISION
Type: Gadget
Description: Enhances any visible light to produce an image of the surrounding
area. Also highlights life forms. Overloads in normal light conditions,
'whiting out' the display.

Night Vision is an interesting way to make the game a little more difficult.
When things get dark, don't stumble around, but equip the night vision goggles.
With these goggles on, you can see things in hues of green, and organisms are
shown with a distinguishable bright green. Whenever things get to dark, check
your inventory to see if you might have a pair of these goggles with you. Never
wear them in normal light, as the intense amount of light makes the goggles
become a very bright green, blocking out all sights. This is the sign to take
them off.


DOOR DECODER
Type: Gadget
Description: Stand-alone code-breaking device. Attaches to the control panel
and sifts through the possible combinations until the lock is open.

The Door Decoder will break through locks, if you're fortunate enough to have
one with you. Simply throw it on the lock, and it'll unlock the door.


R-TRACKER
Type: Gadget
Description: Locates a particular object on a HUD radar map. Shows the relative
bearing and distance.

The R-Tracker pinpoints certain objects on a radar map similar to the ones in
the multiplayer modes. This is very helpful for finding things, and vital if
the certain things change each time you play the level. The radar can be read
easily if you know how. You are the white dot, and anything straight in front
of you (if you could walk in a straight line, you'd get to it) appears above
you. Position one of the yellow dots, or the required object, at the top of the
radar, then search in the direction you're facing. Use the R-Tracker whenever
you can.


IR SCANNER
Type: Gadget
Description: Translates thermal data into visible images. Can be used in
darkness and will also reveal anomalies such as hidden doors and weak wall
sections.

The IR Scanner's main function is to find where walls are weak (where you can
bomb them with explosives to continue). It does this by displaying the higher
levels of heat in the open area behind the weak wall. They can also be used to
see in the dark, but only sense heat. This will display enemies and heated
surroundings in a red hue, but it's often much better to use Night Vision
goggles. It's best feature is the ability to detect cloaked enemies, done so by
sensing their heat. If there's cloaked enemies around, put this on.


X-RAY SCANNER
Type: Gadget
Description: Used to look through otherwise solid walls and objects, Can see
things that Night Vision and IR Scanner cannot.

The X-Ray Scanner allows you to see through walls and objects, so you can spy
on enemies without having to worry about danger. You can also see where a good
place to bomb is by locating the passage on the opposite wall. The main problem
with the X-Ray Scanner is that it's hard to see pretty much anything with them
on. Leave them off unless you've cleared the area of guards and are searching
for something.


DISGUISE
Type: Gadget/Item
Description: Allay suspicion by the use of a disguise. But, always be alert for
the possibility of being unmasked by a quick-witted enemy.

The disguise is a very interesting and cool gadget/item (it's kinda both a
gadget and an item). Most of the enemies will be fooled and will think you're
on their side. Keep your weapons away to avoid suspicion. The description says
that there might be someone who will see through your disguise, and there
usually is. Be careful, and at the first sign of suspicion, pull a gun out and
blast everyone in the room away.


CLOAKING DEVICE
Type: Gadget/Item
Description: Disrupts the visible spectrum of light around the wearer, creating
an almost perfect chameleonlike effect. This field is disrupted when the wearer
fires.

The cloaking device is very cool, unless an enemy is using it. It cloaks you,
or in other words renders you invisible. Enemies cannot see you while you are
cloaking, unless you fire a weapon at them, which disrupts the sensitive
cloaking field. When enemies use it, they'll appear when they fire, and a
ripple in the cloaking field will occur right before and right after they
appear.


DRUG SPY
Type: Gadget
Description: None

The DrugSpy is very similar to the CamSpy. It moves the same exact way, so it
shouldn't be hard to learn how to use it. Instead of taking holographic images,
though, it shoots sedatives that knock out whoever it hits. Guards will be
confused by it's precense, but will eventually shoot it if you don't take them
out fast. This is the best way to make the area safe, especially when you can't
kill any guards.


BOMBSPY
Type: Gadget
Description: None
The BombSpy is another variation of the CamSpy, and, like it's name suggests,
is a bomb. It's small form and speed help it get by enemies and into the
desired area. When triggered, it'll explode.


HORIZON SCANNER
Type: Gadget
Description: None
These are basically binoculars, specially modified to see far away. There
aren't many times you'll need to use them, but sometimes they can be useful for
scouting out the terrain.


PSYCHOSIS GUN
Type: Gadget
Description: None
The Psychosis Gun isn't actually considered a gun, so I'll classify it as a
gadget. The Psychosis Gun looks like a tranquilizer, but is much more powerful.
Instead of sedating, it takes control of the enemies' minds. With them under
your power, they'll fight with you and lead you to special areas. Nice indeed,
but controlled enemies will be prime targets for other enemies.


COMBAT BOOST
Type: Item
Description: None
The Combat Boost will make everything change from normal to slow motion, giving
you extra time to react. It blurs the surroundings some, but is useful for when
you must do something quickly.


N-BOMB
Type: Item
Description: None
The N-Bomb is an experimental weapon, used to kill enemies. How it works is
unknown (at least to me), but it sets off a blinding flash of red light that
slowly damages whomever it comes in contact with. It will only kill those it
comes in contact with and doesn't have a very large radius of attack. It's
quite dangerous, so I suggest using other weapons to take out enemies. However
(thanks to Marcus) I have recently learned some new info about the weapon.
First of all, it will disarm whomever it comes in contact with. Second, it
skips attacking the shields and goes straight to the flesh, making it ideal for
heavily shielded enemies, and is especially good in multiplayer.


________________________________________________________________________

      - - - - - - - - - - - VEHICLES/ROBOTICS - - - - - - - - - - -

   In the futuristic world Joanna lives in, there are many different vehicles,
robots, and objects that she encounters. Take a look at this handy list to see
what can be found in the future.

JUMPSHIP
Description: A small, fast, highly maneuverable agent-deployment craft designed
for use in urban areas. Can be either computer controlled or remote pilots. It
has enough room inside for three to four agents, plus equipment.

The Jumpship will often carry Joanna into battle, as it is fast an usually not
noticed. It will drop you off at your location and leave, so don't expect much
backup from it. It also picks Jo up when she's done with her mission.


HOVERCRATE
Description: An antigrav device designed to aid warehouse workers. It is
attached to the side of a crate. When activated, the AG field lifts the crate
and removes some of the inertia.

Hovercrates are easy to move around, so sometimes you'll use them to transport
objects in. You can grab onto them by pressing B, and let go by pressing B
again. If explosives are inside, the crate will not fully shield them, so be
careful.


HOVERBIKE
Description: A low-altitude patrol bike. Uses a small AG unit to hover, then a
small but powerful turbine with vectored thrust to move and provide directional
control.

Hoverbikes are fun to ride and will move much quicker than Joanna on her own
two feet. Press B twice to get on it. Press B twice again to get off. However,
you can make it through your entire quest without riding one.  Anyway,
Hoverbikes won't be driven by enemies, so you don't have to worry about that.
These are a good mode of transportation and may help you out sometime.


CLEANING HOVBOT
Description: Keeps the place clean and tidy. Tends to have access to all areas
of a building-agents are advised to leave such robots intact where possible, as
they can unwittingly provide a means of ingress to sensitive zones.

The Cleaning Hovbots are efficient ways to keep a place clean, so many building
will have some. They are allowed into any part of the building, so try
following them to get into new places or by obstacles. They have no real direct
use except being cute. They also make fun targets.


HOVERCOPTER
Description: An urban patrol and suppression vehicle. Two-man crew, armed with
a vulcan cannon on the nose pod, and two wingtip-mounted  dumbfire missile
pods. Can be taken out with sustained gunfire or, preferably, one well-aimed
rocket.

Hovercopters are generally used by the dataDyne Corporation, to keep airborne
intruders away from Lucerne tower and other places. Astonishingly, they have
been know to fire into buildings to take out their foes. Take this copter down
with a Rocket. Any other methods will most likely cause a great loss of life,
as the Hovercopter shoots bullets at you extremely quickly. It's not very
maneuverable, and usually travels slowly, so use this to your advantage.


G5 ROBOT
Description: A combat robot designed for urban warfare. Uses an antigrav unit
to hover; heavily armed and shielded. Often used to keep out unwanted visitors,
due to its 'shoot first and don't ask questions later' programming.

G5 robots are an annoying sight, as they have twin rapid fire cannons to
dispense bullets quickly, and are often found shielded so heavily that any
attack on them would be suicide. In most cases it's best just to avoid them
altogether. When they discover an intruder, they ask them to "Stop where you
are", but then blasts them with their guns regardless of what they do. Not a
nice robot to meet up with.


ASI INTERCEPTOR
Description: A robotic variant of the HoverBike, with more powerful AG and
turbine units; it can reach Mach 2 with ease and yet can cruise for hours at
walking pace. Although quite well armed, it relies on maneuverability rather
than shielding.

The Interceptor resembles a sleeker version of the HoverBike. These are
actually robots, and are very powerful. They tend to fly above you and surprise
you, shooting their weapons like a sentry gun. If you want to distinguish one
from a HoverBike, aim your weapon at it. If the aiming box becomes red, it's an
Interceptor. If not, it's a HoverBike. Interceptor can be destroyed as well.


MAIAN VESSAL
Description: Designed to carry a single Maian pilot. A passenger would find
themselves cramped-a human passenger even moreso.

The Maian Vessel resembles your basic saucer-shaped UFO, and is what many Maian
pilots fly. Elvis is one of them. These can move with incredible speed, but it
is yet to be determined how (and why the spinning motion helps it).


SKEDAR SHUTTLE
Description: Capable of carrying ten fully armed and armored Skedar warriors to
battle. Undetectable by conventional radar. It can broadcast powerful jamming
waves over a considerable area-these disrupt communications as well as
detection equipment.

Skedar shuttles are interesting in design, and are very quick. They usually
house Skedar warriors and are used for attacking. They land similarly to the
ship in "Futurama", deploying landing "legs" when they reach the ground.


________________________________________________________________________

        - - - - - - - - - - - - CHEATS - - - - - - - - - - - -

   What would this game be without cheats? Pretty much the same, but cheats
sure are fun (and incredibly frustrating to get). There are two ways to get
cheats in the normal levels. You get half the cheats one way and half the
cheats the other. You can also unlock some cheats elsewhere.

Method 1: Complete each Level on Agent Difficulty
Method 2: Complete each Level on a certain difficulty in a certain time.
Method 3: Obtain certain Gold Medals in the Firing Range.

   There are several different categories for cheats, which hare unlocked after
fulfilling the specified conditions. You can access cheats from the main
options menu (get to the main options menu by pressing left/right on the
Perfect Menu, better know as the menu that you go to when you open a file) or
by going to the Profile/Cheats Room in the Carrington Institute (See Part 3
Section 1).


-FUN-

Cheat: DK Mode
Level: Chicago - Stealth
Method: Complete Level
Description: This cheat gives all the characters, including enemies and
   allies, big heads and big arms (like Donkey Kong). One of the classic
   cheats from Goldeneye.

Cheat: Small Jo
Level: G5 Building - Reconnaissance
Method: Complete Level
Description: Small Jo makes Joanna extra small... even smaller than
   Elvis or when you're crouching. unfortunately, Small Jo moves about
   at fast as you would when you're crouching. The best part of this
   cheat is watching mini-Jo kick butt in the cutscenes while only a
   few inches tall.

Cheat: Small Characters
Level: Area 51 - Infiltration
Method: Complete Level
Description: Small characters are about the same size as Small Jo...
   which makes them hard targets to hit and very hard to spot. It is
   fun shooting the little guys... a tiny explosion from a Phoenix can
   kill several at a time.

Cheat: Team Heads Only
Level: Air Base - Espionage
Method: Complete Level
Description: Most players have no idea what this does, because it's not
   something you'd notice without knowledge of it. All this does is make
   the enemies' faces those of the Perfect Dark Team only, and not
   anybody else. If you want to see some of the people that made the
   game, try it out.

Cheat: Play As Elvis
Level: Area 51 - Rescue
Difficulty: Perfect Agent
Time: 7:59
Description: Just what it sounds like. Instead of Joanna, you'll take
   control of that crazy alien. He's smaller than Jo, so you'll play a
   little differently as well.

Cheat: Slo-mo Single Player
Level: dataDyne Research - Investigation
Method: Complete Level
Description: Activate this Cheat and the game will move in Slow Motion.
   Since you move in Slo-Mo too, it's more of an annoyance than a
   supposedly "fun" cheat.


-GAMEPLAY-

Cheat: Invincible
Level: Area 51 - Escape
Difficulty: Agent
Time: 3:50
Description: This is one of the best cheats. With it on, you can't get
   hurt by anything. Stand in front of an autogun. Run over a Proximity
   Mine. Laugh in the face of danger - or at those guards as they
   realize they can't harm you.

Cheat: Cloaking Device
Level: G5 Building - Reconnaissance
Difficulty: Agent
Time: 1:40
Alternate Method: Transfer Pak
Description: This is essentially an invisibility cheat, but using
   Perfect Dark terminology. With it activated, you are supplied with
   a Cloaking Device that you can turn on and off freely. The main
   problem with it is that it only lasts for 120 seconds. While this is
   a nice while, it would be better if it was infinite. It's still an
   excellent cheat, however, as it's very fun sneaking up on guards
   without them having a clue that you're around.

Cheat: Marquis of Queensbury Rules
Level: dataDyne Central - Defection
Difficulty: Special Agent
Time: 1:30
Description: When activated, this cheat makes the enemies fight with
   only their hands. They will still carry around weapons, but they
   will only attack with their fists. This is a fun way to play if you
   want to play the level but still have some fear of the enemies,
   because they can hurt you, but they probably won't if you take them
   out quick. It's also a possible substitute for Invincibility if you
   haven't gotten it yet.

Cheat: Jo Shield
Level: Deep Sea - Nullify Threat
Method: Complete Level
Description: Activating this cheat will basically just give Joanna a
   shield from the start of the level. This is handy if you want to play
   a level for fun but haven't gotten Invincibilty.

Cheat: Super Shield
Level: Carrington Institute - Defense
Difficulty: Agent
Time: 1:45
Description: The Super Shield is a shield, more powerful than a regular
   shield. A good help if you want to practice a level but not having
   Invincibility on.

Cheat: Enemy Shields
Level: Carrington Institute - Defense
Method: Complete Level
Description: When activated, you'll give the enemies semi-powerful
   shields. This will increase the difficulty... if Perfect Agent
   wasn't enough.

Cheat: Enemy Rockets
Level: Palagic II - Exploration
Method: Complete Level
Description: Like the Goldeneye cheat of the same name, activating this
    will give enemies Rocket Launchers. If somehow you think the game
    isn't hard enough, supply enemies with these babies to pump up the
    difficulty... or if you'd like to pick up the Rocket Launchers of the
    fallen foes.

Cheat: Perfect Darkness
Level: Crash Site - Confrontation
Method: Complete Level
Description: When you turn on Perfect Darkness, the entire level will be
    shrouded in a mysterious black mist... or in other words, it's dark.
    So you can actually see, you'll be provided with a pair of Night
    Vision Goggles.


-WEAPONS FOR JO IN SOLO-

Cheat: Rocket Launcher
Level: dataDyne Central - Extraction
Method: Complete Level
Description: This will give you access to a Rocket Launcher from the
   start of the level. It starts out with the maximum amount of ammo.

Cheat: Sniper Rifle
Level: Carrington Villa - Hostage One
Method: Complete Level
Description: This will give you access to a Sniper Rifle from the start
   of the level. It starts out with the maximum amount of ammo.

Cheat: Super Dragon
Level: Area 51 - Escape
Method: Complete Level
Description: This will give you access to a Super Dragon from the start
   of the level. It starts out with the maximum amount of ammo.

Cheat: Laptop Gun
Level: Air Force One - Antiterrorism
Method: Complete Level
Description: This will give you access to a Laptop Gun from the start
   of the level. It starts out with the maximum amount of ammo.

Cheat: Phoenix
Level: Attack Ship - Covert Assault
Method: Complete Level
Description: This will give you access to a Phoenix from the start of
   the level. It starts out with the maximum amount of ammo.

Cheat: Psychosis Gun
Level: Chicago - Stealth
Difficulty: Perfect Agent
Time: 2:00
Description: This will give you access to a Psychosis Gun from the
   start of the level. It starts out with the maximum amount of ammo.

Cheat: Trent's Magnum
Level: Crash Site - Confrontation
Difficulty: Agent
Time: 2:50
Description: This will give you access to a DY357-LX from the start of
   the level. It starts out with the maximum amount of ammo.

Cheat: Farsight XR-20
Level: Deep Sea - Nullify Threat
Difficulty: Perfect Agent
Time: 7:27
Description: This will give you access to a Farisight XR-20 from the
   start of the level. It will start out with the maximum amount of
   energy orbs.


-CLASSIC WEAPONS FOR JO IN SOLO-

Cheat: PP9i
Get Gold Medals With: Falcon 2, Falcon 2 (Silenced), Falcon 2 (Scope)
Description: Bond's main weapon, the PP7, returns in Perfect Dark under
   the handle of PP9i. Like all the Classic weapons, it aims and reloads
   the same way.

Cheat: DMC
Get Gold Medals With: Proximity Mine, Timed Mine, Remote Mine
Description: The cool, rapid-firing D5K Deu... um... however you
   spell it... well, it's quite powerful and is a good Cheat Weapon.

Cheat: KLO1313
Get Gold Medals With: Power Weapons
Description: Although the Klobb is one of the not-so-good guns found
   in Goldeneye, it's a tad more powerful in Perfect Dark.


-WEAPONS-

Cheat: Classic Sight
Level: dataDyne Central - Defection
Method: Complete Level
Description: This will be one of the first cheats you get. If you
   preferred the red crosshairs of Goldeneye over the new aiming
   methods, than you can switch it back with this cheat. When it scans
   an enemy, it will make a noise like the other guns, but will not
   change colors.

Cheat: Unlimted Ammo for Laptop Sentry Gun
Level: Air Force 1 - Antiterrorism
Difficulty: Perfect Agent
Time: 3:55
Description: Currently Unavailable

Cheat: Hurricane Fists
Level: dataDyne Central - Extraction
Difficulty: Agent
Time: 2:03
Alternate Method: Transfer Pak
Description: With Hurricane Fists, Joanna greatly increases the speed
   at which she punches. She will punch so fast that knocking out
   guards shouldn't be a problem. This is a pretty cool cheat, but not
   the greatest.

Cheat: Unlimited Ammo
Level: Pelagic II - Exploration
Difficulty: Special Agent
Time: 7:07
Description: This is another one of the best cheats, and whether you'd
   prefer Reloads or No Reloads is personal taste, although No Reloads
   is a tad more convinient. Unlimited Ammo, as it's name implies, gives
   you an infinite amount of ammo for all of your weapons. This also
   gives you unlimited length to your Cloaking Device, so it's a good
   supplement to that cheat as well.

Cheat: Unlimited Ammo, No Reloads
Level: Air Base - Espionage
Difficulty: Special Agent
Time: 3:11
Description: This is the same as the Unlimited Ammo cheat, but you'll
   never have to reload your weapon. This is very nice as you will
   never have to worry about running low.

Cheat: X-Ray Scanner
Level: Area 51 - Rescue
Method: Complete Level
Description: The X-Ray Scanner, like the one you'll use in level such
    as Area 51 - Rescue, allows you to see through walls. It's kinda
    like a Farsight without the firing ability,

Cheat: R-Tracker/Weapons Cache Locator
Level: Skedar Ruins
Method: Complete Level
Description: Currently Unavailable

Cheat: All Guns in Solo
Level: Skedar Ruins - Battle Shrine
Difficulty: Perfect Agent
Time: 5:31
Alternate Method: Transfer Pak
Description: Currently Unavailable


-BUDDIES-

Cheat: Velvet Dark
Method: Open from Beginning
Description: Velvet is your basic Co-Op partner, and whoever plays as
   the second player (or the computer) will be her. She has no relation
   to anything in the game, and is just there to fill in for Co-Op.

Cheat: Pugilist
Level: dataDyne Research - Investigation
Difficulty: Perfect Agent
Time: 6:30
Description: Currently Unavailable

Cheat: Hotshot
Level: Area 51 - Infiltration
Difficulty: Special Agent
Time: 5:00
Description: Currently Unavailable

Cheat: Hit and Run
Level: Carrington Villa - Hostage One
Difficulty: Special Agent
Time: 2: 30
Description: Currently Unavailable

Cheat: Alien
Level: Attack Ship - Covert Assault
Difficulty: Special Agent
Time: 5:17
Description: Currently Unavailable


*More Cheats and Cheat Info Coming Soon!*

________________________________________________________________________

       - - - - - - - - - - - SIMULANT TYPES - - - - - - - - - - -

   In the Co-Op and Combat Simulator games, you can use the assitance of a
computer-controlled simulant. Sometimes they will not assist you, however, and
will take on the form of the enemy in the Combat Simulator Challenges. There
are different difficulty levels and emotions for each simulant, described in
this section. Below is a list of commands you can give to a simulant if they
are on your team:

*Normal: Nothing will change with this command, and the computer will
       control the simulant as it normally would.
*Attack: This command is useful if you want the simulant to go after
       one opponent while you go after another. He will hunt down the
       opponent and attack him. Also good if you want to stay back and
       protect the briefcase in Capture the Case.
*Follow: This makes the simulant come with you, but if any of the
       opponents attacks, it'll go after them.
*Protect: If you need some extra protection (especially useful if
       you're playing Hold the Briefcase), command the simulant to
       Protect, and it will stay by your side, attacking anybody who
       tries to hurt you.
*Defend: This command makes the simulant defend the area that it is
       currently in. If an opponent comes by, it'll attack it and
       follow it until it takes care of him.
*Hold: This command is like the Defend command, but the simulant will
       not chase after any enemies that come by. This is useful for
       when you need to download with the Data Uplink in Hacker Central
       or if you need it to protect the briefcase in Capture the Case.


   Here are the different types of simulants. The Basic Simulants all have
different difficulty levels, but don't have any emotions (that determine who or
what they go afetr and when). Complex Simulants do have different emotions,
which drastically effects how the game will be played.


-BASIC SIMULANTS-

MeatSim: This is the lowest level Simulant, both in difficulty and in
   intelligence. It hardly puts up a fight, and can be disposed of
   easily. However, MeatSims have been known to cause trouble, mostly
   with explosive weapons. They usually just run around blindly, hoping
   to stumble on a weapon.

EasySim: These guys are definitely more intelligent than MeatSims, but
   they lack the skills needed to be effective fighters in combat.
   EasySims are harder than MeatSims, but still easy (of course).

NormalSim: NormalSims are actually decent at fighting, much better than
   EasySims. They still aren't very hard to kill, but with the right
   weapons they may eventually take you out. They have good intelligence,
   being the first of the really intelligent Basic Simulants.

HardSim: The HardSim is much harder than the NormalSim, and will pose a
   challenge. Don't turn your back or you may find yourself dead.

PerfectSim: The PerfectSim is the next step up in difficulty. It is
   very hard to beat and will require a skilled player to take it out.

DarkSim: The DarkSim is the at the top of all the Simulants and beating
   it will be very hard, sometimes nearly impossible. You'll need a lot
   of practice to overcome its intelligence and skill.


-COMPLEX SIMULANTS-

PeaceSim: The PeaceSim is the easiest of all the Complex Simulants to
   defeat. It detests fighting, and will try to create a peacful
   environment. To do this, it collects the weapons in the arena so no
   one can use them for evil. If you find it, it'll tend to run away.
   If you get close to it, it'll try to ensure peace by disarming you.
   Other than that, it'll never attack.

ShieldSim: ShieldSims are very paranoid and can't stand being
   unshielded, so they'll seek out shields before anything else. Expect
   them to always be shielded. They attack like a normal Simulant.

RocketSim: RocketSims love explosives more than anything, and this is
   what they'll use to attack with, whether it be with a Rocket Launcher
   or the Phoenix's Explosive Shells. Because of the danger of
   explosives, these guys are quite hazardous to be around.

KazeSim: These Simulants first find a weapon (sometimes they don't even
   get that far), then go crazy and go after anyone it can find, no
   matter what chance it has of winning. They're less dangerous than
   most Simulants, but their relentless attacks will wear down anyone's
   health.

FistSim: The FistSims won't use any weapons, but will only punch. If you
   get close, they'll try to disarm you. They'll attack, but if they get
   hurt they usually run away. One of the easier Simulants.

PreySim: PreySims only attack those that are weaker than it. If you are
   fully loaded, they'll stay away. They're most dangerous when you come
   back after being killed.

CowardSim: CowardSims run away from strong opponents and attack the
   weak, sort of like the PreySim. Unlike the PreySim, though, it'll go
   after most anyone if it has full shielding and strong weapons.

JudgeSim: These are the best Simulants to add to any multiplayer match,
   as they are fair and will go after whoever is in the lead. These guys
   help to even out the odds when one playe gets to far ahead.

FeudSim: The FeudSim is one of the most annoying Simulants out there.
   Once it chooses a target, it will go after it for the rest of the
   game, no matter how many times you or it dies.

SpeedSim: SpeedSims are faster than the average player and can run
   around very fast. Adding these will make games such as Hacker Central
   nearly impossible. They can run away very fast, but they can sneak up
   fast as well.

TurtleSim: The opposite of the SpeedSim, the TurtleSim is much slower
   than the average player. He attacks normally but moves slowly. These
   guys aren't very interesting in a multiplayer match.

VengeSim: The VengeSim will get revenge on whoever kills it. If it's
   weak, than tha means more kills for the killer (as he will keep
   coming back), but a difficult Sim will haunt its killer. Stay away
   from these guys and avoid killing them unless you're threatened.


________________________________________________________________________

  - - - - - - - - - - - COMBAT SIMULATOR RANKINGS - - - - - - - - - - -

     A lot of people wonder how you go up ranks in the Combat Simulator, and I
don't blame them. It's rather hard to find out. Never fear, Croco (thanks to
Azurewrath) has compiled a chart that will tell you what you need to get to
advance. Once you reach each milestone, you will lower your current number by
one.

*NOTE*- AC= Accuracy   HS= Head Shot   KM=Kill Master   1:00= 1 day
        SR= Surivior   Mdl= Medals     DIST= Distance Traveled

COMBAT SIMULATOR RANKINGS CHART:
 ______________________________________________________________________
|KILLS |   TIME   | DIST |DAMAGE|AMMO USED|WINS|ACMdl|HSMdl|KMMdl|SRMdl|
|______|__________|______|______|_________|____|_____|_____|_____|_____|
| 120  | 2-4 hours|  60  | 600  |  3000   | 6  |  6  |  6  |  6  |  6  |
| 240  | 4-8 hours| 120  | 1200 |  6000   | 12 | 12  | 12  | 12  | 12  |
| 480  |8-16 hours| 240  | 2400 |  12000  | 24 | 24  | 24  | 24  | 24  |
| 960  | 16-1:04  | 480  | 4800 |  24000  | 48 | 48  | 48  | 48  | 48  |
| 1680 |1:04-2:12 | 840  | 8400 |  42000  | 84 | 84  | 84  | 84  | 84  |
| 3600 |2:12-4:04 | 1800 | 18000|  90000  |180 | 180 | 180 | 180 | 180 |
| 6000 |4:04-6:06 | 3000 | 30000| 150000  |300 | 300 | 300 | 300 | 300 |
| 9000 |6:06-8:18 | 4500 | 45000| 225000  |450 | 450 | 450 | 450 | 450 |
|12600 |8:18-12:12| 6300 | 63000| 315000  |630 | 630 | 630 | 630 | 630 |
|18000 |  12:12+  | 9000 | 90000| 450000  |900 | 900 | 900 | 900 | 900 |
|______|__________|______|______|_________|____|_____|_____|_____|_____|

Basically, if you just get higher scores in everything, you'll go up. Since
you'll most likely get these as you play, just play as many games as you can
and you'll build up the stats, but concentrate on raising what's low. Good
luck... you'll need it (or at least a lot of patience).



________________________________________________________________________

                ___                                    __
          /\---| _ \==================================/  \---/\
         / //\ | __/    -PART III: WALKTHROUGHS-     / / / /\\ \
        /_//_/-| |==================================/___/--\_\\_\
               |/

    Well, now you've got all the information, but now you need to apply it. The
Solo Missions, Combat Simulator Challenges, and more are covered in these handy
walkthroughs. If you take a look at these, it'll make getting everything in the
game a whole lot easier.

WALKTHROUGHS:
-Carrington Institute (Look here to find how to get Gold Medals)
-Agent Walkthrough (For completing the Agent Difficulty)
-Special Agent Walkthrough (For completing the Special Agent Difficulty)
-Perfect Agent Walkthrough (For completing the Perfect Agent Difficulty)
-Combat Simulator Challenges (For Unlocking the Secrets of Multiplayer)
-Cheat Walkthrough (For Unlocking All the Cheats)
PLUS: Combat Simulator Multiplayer Arenas and Strategies Guide

________________________________________________________________________

    - - - - - - - - - - - CARRINGTON INSTITUTE - - - - - - - - - - -
________________________________________________________________________

   When you begin a game, Daniel Carrington will give you a tour of his
complex, the Carrington Institute. This is where you'll train to become better
at the basics of the game. You'll get to know the employees here and will take
part in their challenges. Even if you've played Goldeneye before, there's
plenty to learn here. Follow Carrington as he slowly walks around. Here's a map
of the complex.

FIGURE 3: Carrington Institute

KEY: | and _= walls           /  \= doors     - = no rooms area
     El.= Elevator            /__\= Locked Doors

FLOOR 1:
 _____________________________________________________________
|         |  Firing   |-----------------|  Hologram    |------|
|Weapons  |  Range    |-----------------|  Training    |------|
|Research \___________|-----------------|   ________   |------|
|               |-----------------------|              |------|
|___________/  \|_______________________|_____/  \_____|______|
|                                                             |
|_________              ____/ \____                 ___/ \_____|
|--_____--|            |---|El.|---|               |--|El.|---|
|-|  _  |-|            |---|___|---|               |--|___|---|
|-| |-| |-|            |-----------|               |--- ____--|
|-| |-| |-|            |___________|               |___|    |-|
|-| |-| |_|                                                 |-|
|-| |-|         Entrance                            ___     |-|
|_| |_|___________/__\_____________________________|---|____|_|
To Hangar Area
   |
   V                                             ^
                                                 |
FLOOR 2:                             To Gadgets Training Tunnels
 _______________________________________________| |____________
|Carring-|-|Joanna's|--------|Profile/  |-|  Gadgets  |--------|
|ton's   |-| Room   |--------| Cheats   |-|   Room    |--------|
|Office  |-|        |--------|  Room    |-|           |--------|
|_____/ \|-|/ \_____|________|_______/ \|-|/ \________|--------|
|     ___|-|___                     ____|-|____       |________|
|    |_________|                   |___________|               |
|                                                              |
|_________________/   \________________________________/   \___|
                  |El.|                                |El.|
                  |___|                                |___|

   Well, that's the Institute. The first place you should visit is the Hologram
Training Room. After that, check out the Firing Range. Then head to the Gadgets
Room, and finally take a look around the expansive hangar. In case you're
having trouble passing the tests, the following are quick tips for each of the
areas. I'll go more in depth on the Firing Range, as getting gold medals in it
will gain you rewards.

________________________________________________________________________

        - - - - - - - - - - - FIRING RANGE - - - - - - - - - - -

   This is the training area that you'll be revisiting a lot, because it's the
only one that serves a real purpose and gets updated as you advance in your
quest. As you come across new weapons in the Solo Missions or the Combat
Simulator Challenges, they'll appear in the Firing Range for you to test out
and get to know them. If you really want to get to know them, you can take part
in the challenges here. There are three for each gun: Bronze, Silver, and Gold.
If you complete one, you'll get the medal and move on to the next level of
difficulty. Getting a certain number of Golds will net you Cheats for classic
Goldeneye guns.
   Each challenge will either require you to break a certain amount of targets
(by hitting them a varying number of times) or to obtain a score. There is
always a time limit you must do this in, and sometimes even an ammo limit.
Here's how the scoring goes:
                        ________________
    FIGURE 4:          |A4 __________ A4|     A1: 10 points
  Target Scoring       |  /  ______  \  |     A2: 5 points
                       | /  /  __  \  \ |     A3: 2 points
                       |/A3/A2/A1\A2\A3\|     A4: 1 point
                       |\  \  \__/  /  /|
                       | \  \______/  / |
                       |A4\__________/A4|
                       |________________|

   My best advice is to pay attention to the objectives you must fulfill.
Sometimes you must only destroy a certain number of the targets, not all, or
have to reach a certain score instead of breaking all the targets. Pay
attention and it'll help you succeed.


FALCON 2: Bronze
Time: 2 minutes
Score: 120
Tips: This is one of the easiest tests. Simply aim toward the center of the
targets and shoot. There are plenty of targets to shoot and an incredibly long
time to play, so there's no excuse for failing this one.

FALCON 2: Silver
Time: 15 seconds
Score: 80
Tips: This challenge is a bit harder than the first, because this time the
target will be moving, and when it reaches the end will flip around so you
can't shoot it. Strafe along with it and try to aim toward the yellow center.
Don't worry about missing because accuracy doesn't matter in this test.

FALCON 2: Gold
Time: 10 seconds
Score: 120
Ammo: 24 rounds
Tips: In the final Falcon 2 test, you must get 150% the amount of the silver
score in 2/3 the time, and also with a limit of 24 bullets. It sounds harder
than it is. Move down to the right at the beginning, and when the targets start
moving back, unload your clip on it. Then wait for the next one. You should use
an entire clip (8 rounds) on each target. Do so by pressing Z rapidly instead
of holding it down. If you're a little short, chase the remaining targets and
shoot them.

_______________

FALCON 2 (SILENCED): Bronze
Time: 2 minutes
Score: 120
Tips: This test is simple. Stand in front of the target, then fire at the
yellow center. When it turns around, stop firing and reload. When it turns
around, fire again. 12 bulls-eyes is all it takes, but you'll break the first
target before you get there. Another will appear in the center, so repeat the
process on this one.

FALCON 2 (SILENCED): Silver
Time: 2 minutes
Score: 30
Targets: 9
You must break nine of the nine targets (that means all of them) to pass this
test. Each target will break with one shot, so three fast shots and you'll
break one of the three rows of targets. As long as you aim near the center, you
should have no problem achieving the score.

FALCON 2 (SILENCED): Gold
Time: 30 seconds
Score: 80
Targets: 3
The targets in the Gold trial move quickly across the firing range, flipping
over when they reach the end. Sidestep at their speed and shoot quickly to
destroy them (tap Z).Achieving the score shouldn't be too much of a problem as
long as you aim near the center. Repeat this for all three targets and you'll
get the medal.

_______________

FALCON 2 (SCOPE): Bronze
Time: 2 minutes
Score: 120
This challenge is very easy. The targets don't budge and you have plenty of
time. Aim towards the center, but you won't need to use the available scope.

FALCON 2 (SCOPE): Silver
Time: 2 minutes
Score: 120
Accuracy: 80%
This is a bit more difficult than the bronze test, as you must fulfill the same
conditions while hitting the targets 80% of the time while they are moving. The
best time to shoot them is when they are at their farthest point and are moving
sideways, as they travel much more slowly then than at other times. Don't use
your scope for this challenge, either. Sidestep instead.

FALCON 2 (SCOPE): Gold
Time: 10 seconds
Score: 80
Ammo: 8 rounds
You'll have to hit all bullseyes on this test if you want to succeed. This time
around you'll need to use your scope. Wait until the targets have stopped
moving, then fire a few rounds at it. If you aim well, this test shouldn't be
too hard.

_______________

MAGSEC 4: Bronze
Time: 2 minutes
Score: 135
The bronze Magsec 4 challenge is quite simple. Wait for the targets to turn
around, then aim toward the center (you may want to zoom) and shoot them. When
they turn around, stop. It's quite simple.

MAGSEC 4: Silver
Time: 2 minutes
Score: 135
Ammo: 18 rounds
This challenge is much harder than the first one. There are six targets that
will never move an inch, but a pesky target that's facing away moves across
them, blocking your aim sometimes. It's easiest to shoot the outside ones, so
go for them first. You have plenty of time, so wait until the front target is
out of the way and the targets are facing you before firing at the center. You
may want to use the aiming function for this challenge.

MAGSEC 4: Gold
Time: 20 seconds
Score: 120
Accuracy: 80%
This test isn't hard, and you can easily overcome the accuracy and somewhat
short time constraints. Each target takes three shots to break, so you'll need
12 bullseyes to complete the test. Switch to the Magsec 4's secondary function,
which shoots three bullets at a time. Go to the end of the targets' paths, and
line up the aim with the exact center of the targets. Fire when the targets are
at the back, but not while they're near you. You have enough time to do this
in, so take care of two targets each rotation, then reload.

_______________

MAULER: Bronze
Time: 2 minutes
Score: 200
The first Mauler test couldn't be simpler. Each target moves back and forth, so
aim toward the center and fire off single burts until the target is destroyed.
Continue until you have the needed points.

MAULER: Silver
Time: 2 minutes
Targets: 8
Ammo: 50
The key to passing this test is using the Mauler's secondary function, the
charge-up shot. By doing this, you'll destroy the targets easily. Reload if you
don't have enough ammo for a full charge.

MAULER: Gold
Time: 15 seconds
Targets: 6
Ammo: 35
When a target flips over, blast it with a single charged-up shot to break it.
However, to pass in 15 seconds, you'll need to fire single shots shortly before
and after you reload (keep firing single shots until the target is broken).

_______________

PHOENIX: Bronze
Time: 2 minutes
Score: 90
The first Phoenix test is quite simple as you have a bunch of time and a bunch
of ammo. The targets move around in a big rectangle and don't flip over much,
but when they do, you should be able to get three or four shots in.

PHOENIX: Silver
Time: 2 minutes
Targets: 8
Ammo: 18
This is easy if you simply switch to the Phoenix's secondary function,
explosive shells. One shell per target and you'll make it well under the ammo
limit.

PHOENIX: Gold
Time: 20 seconds
Targets: 6
Ammo: 3
The gold test is harder than the first two, but still isn't hard if you can
time right. The six targets bunch up in pairs of twos, and will cross each
others path in the center. One nicely-timed explosive shell will kill two birds
with one stone, and all you have to do is repeat it two more times.

_______________

DY357 MAGNUM: Bronze
Time: 2 minutes
Score: 90
This is yet another easy test. The targets don't move and just flip around
every once in a while, much like the Magsec 4 Bronze test. Just wait for the
targets to turn around, then fire. Repeat until you get 90 points.

DY357 MAGNUM: Silver
Time: 2 minutes
Score: 90
Ammo: 3
This test requires you to hit the center of three targets with one bullet, and
to do it three times. Luckily, the Magnum is so powerful that it shoots clear
through the targets, and if you aim directly at the center, it'll shoot through
all three. Repeat.

DY357 MAGNUM: Gold
Time: 12 seconds
Score: 50
Ammo: 5
The last test is easy as well, but you'll have to have somewhat quick reflexes.
You only have to get 50 points (which means five bulls-eyes), so don't worry
about destroying multiple targets at once. Just wait for a certain target to
flip around, then fire at the center.

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DY357-LX: Bronze
Time: 2 minutes
Score: 90
The targets move slowly and in a rectangular pattern, frequently stopping.
Getting a score of 90 within two minutes should be no problem at all.

DY357-LX: Silver
Time: 30 seconds
Score: 200
Move over to the right or left (the end of the targets' paths), and aim toward
the yellow center. Now all you have to do is fire when the targets come. You
should be able to get two shots (equalling 20 points) each time.

DY357-LX: Gold
Time: 50 seconds
Score: 100
Ammo: 12
This one is kinda difficult. You'll need to spend a little time getting used to
how fast the LX fires and improve your timing. So, don't be discouraged if you
fail on your first try. My best strategy is to stand in the center, and wait
for the target to come by. If you time it right, you can get a bulls-eye. You
even have a couple bullets that you can mess up with, too.

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CMP 150: Bronze
Time: 2 minutes
Score: 240
This test is easy and simple... and rightfully so for one of the tests that is
available from the start of the game. Simply wait for the targets to turn over,
aim near the center, then fire. It won't be long at all until you have 240
points.

CMP 150: Silver
Time: 2 minutes
Targets: 4
Ammo: 80
This test isn't much harder than the last, although you do have an ammo limit.
It shouldn't be too much of a handicap, though. Wait for the targets to stop,
then aim, but don't fire. Wait for them to come back around, then fire bullets
until they break. Repeat for the rest of the targets. Just wait for them to
stop and you'll be fine.

CMP 150: Gold
Time: 20 seconds
Score: 350
Targets: 6
The easiest way to complete this challenge is to switch to the CMP's secondary
function, Follow Lock-On. All you have to do is aim, the fire. Whether or not
you use it, just aim towards the center and keep moving along with the targets.

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CYCLONE: Bronze
Time: 2 minutes
Score: 750
In this test, the targets don't even move. Just stand in front of them and
fire. Obtaining the score should be no sweat. If holding down the Z button
tires your finger, you can switch to the magazine discharge, although it is
less accurate than firing manually.

CYCLONE: Silver
Time: 20 seconds
Targets: 5
It may seem tough, but this test is quite easy. You have plenty of ammo and you
don't have to achieve a score or accuracy level, so just fire at any part of
the target you want. The targets don't move, so it's even easier. Keep firing
until each target breaks.

CYCLONE: Gold
Time: 18 seconds
Score: 400
Targets: 1
The last test isn't so difficult either. Breaking a target won't be a problem
(you'll probably break more than one). Just aim at the center and fire away.
Sidestep along with the targets, or stand at the center, aim at the furthest
back target, and don't let go until you run out of ammo.

_______________

CALLISTO NTG: Bronze
Time: 2 minutes
Score: 480
Another easy test. The targets don't move at all, so just keep firing. The
primary function, while inaccurate, fire much more rapidly, so it'll take less
time if you use it.

CALLISTO NTG: Silver
Time: 30 seconds
Targets: 1
In this test, there are three targets in the front that are blocking the target
in the back. The only way that you'll be able to hit it is by peeking through
the cracks of the front targets to see the back one. Wait until it stops
moving, then find the position that you can shoot it from. Fire, then reload
while it goes to the other side (don't move yourself). Repeat to get the medal.

CALLISTO NTG: Gold
Time: 20 seconds
Score: 250
Targets: 2
This tes is easier than the Silver test. Just fire at the targets when they
flip around, then stop when they go the other way. Be sure to use rapid fire,
and like always, aim towards the center of the target.

_______________

RCP-120: Bronze
Time: 2 minutes
Score: 1000
The score of 1000 may seem like a lot, but with the rapid firing capabilities
of the RCP-120, getting this will be a breeze. The target doesn't move, either.

RCP-120: Silver
Time: 20 seconds
Score: 300
If you're waiting for the targets to turn around in this test, they won't. That
is, unless you trick them. The targets are a little shy and won't turn around
until you're gone. The RCP-120 has a cloaking function, and if you dissapear,
they'll think you're gone. Cloak yourself, wait for them to turn fully around,
then blast them before they can turn back around. Repeat to get the medal.

RCP-120: Gold
Time: 20 seconds
Targets: 9
Ammo: 180
This test seems hard, but with quick firing and conservation, it shouldn't be
too hard. The ammo limit won't be a problem as long as you hit the targets and
stop firing after they're destroyed. To destroy all 9 targets in 20 seconds,
Cloak yourself, wait for one of the front three targets to turn around, then
blast it. Continue firing until the two targets behind it are gone, too. Repeat
this process for the other two turned targets.

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LAPTOP GUN: Bronze
Time: 30 seconds
Score: 750
Bronze medals usually aren't too difficult to get, and this is no exception.
Just keep firing at the targets and you'll reach the score in no time.

LAPTOP GUN: Silver
Time: 20 seconds
Score: 90
Targets: 3
In this test, the targets are facing away, so there's no possible way to hit
them... or is there? Switch to the Secondary Function and deploy the sentry gun
behind the targets. After a couple seconds, it'll begin firing and will destroy
them all.

LAPTOP GUN: Gold
Time: 15 seconds
Score: 750
Targets: 2
Ammo: 250
Your biggest concern in this test is the short time you must complete it in.
You'll need to fire constantly and accurately if you want to pass. Stand over
by the right path and shoot the targets as they go back. If you fire a lot
(empty a magazine before reloading), you should make it.

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DRAGON: Bronze
Time: 2 minutes
Score: 450
Another standard test. Wait for the targets to flip over, then fire. Keep
firing until you get a high enough score to complete the test.

DRAGON: Silver
Time: 10 seconds
Targets: 1
Ammo: 1
With only one round of ammo, this test may seem impossible. Actually, all you
have to do is switch on the Dragon's secondary function, Proximity mine, throw
it under the targets path, and wait for it to explode.

DRAGON: Gold
Time: 15 seconds
Score: 500
Accuracy: 90%
This test will be one of the harder ones you've come across. Every objective
will be pressing, especially the short time. The best way to complete it is to
strafe along with the target closest to you. Move along with it and fire. It
may take a couple tries, but you'll eventually get it.

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K7 AVENGER: Bronze
Time: 2 minutes
Score: 375
Like most bronze tests, this one is super-easy. Just zoom in so you're more
accurate, and fire until the target breaks. Then go on to the next one (until
you reach the score).

K7 AVENGER: Silver
Time: 2 minutes
Targets: 4
Ammo: 4
The next K7 Avenger test requires looks impossible at first sight. You must
destroy four targets with only four rounds of ammo. This is actually much
easier than it seems, because some of the targets will explode when you shoot
them, destroying themselves and possibly other targets around them. How do you
know which ones are the explosive ones? Switch to the Secondary Function,
Threat Detector. Zoom in, and the explosive targets will be highlighted.

K7 AVENGER: Gold
Time: 15 seconds
Targets: 3
Ammo: 30
OK, this is probably the hardest test so far. There are three targets which
flip over frequently, and you need to fire ten bullets into them to destroy
them. This means you can't waste a single bullet. With a rapid-firing gun like
the K7 Avenger, that means it'll be really hard. The 15 second time limit makes
it even harder. Start at the leftmost target and work your way over. When it
flips around, destroy it before it flips back over. You'll need to reload once,
and you should do this when one of the targets is facing the other way.

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AR34: Bronze
Time: 2 minutes
Score: 450
The targets move slowly and don't flip over in this test, so, like most Bronze
tests, this one's cake.

AR34: Silver
Time: 2 minutes
Targets: 9
Ammo: 120
The targets move around on this test, and the only thing you really have to
worry about is the ammo limit. Still, it's a very easy test and it should be
fairly easy to complete.

AR34: Gold