|\        /|
                            | \      / |
                 __    __   |  \    /  |    ________
                |  |  / /   |  //\ /   |   |   _____|
                |  | / /    | //  \|   |   |  |
                |  |/ /     |//   /|   |   |  |___
                |     \      /   / |   |   |   ___|
                |  |\  \    |   /  /   |   |  |
                |  | \  \   |   | /   /    |  |
                |__|  \__\  |   |/   //|   |__|
                            \   |\  // |
                             \  | \//  |
                              \ |   \  |
                               \|    \ |
                                      \|

               Kajtek's Perfect Dark FAQ - Version 1.3

          -A FAQ/Walkthrough On The N64 Game Perfect Dark-

~The contents of this document are Copyright 2001, Kajtek Bi. Any
unauthorized duplication of this FAQ, or any portion of it, is
strictly prohibited. If you found this FAQ anywhere else besides
the sites listed in the 'Legal Info' section, please contact me at
KajtekBi@aol.com and you will be credited for it. Any violation of
this statement will be prosecuted to the maximum extent possible
under the law. For more information, please see the 'Legal Info'
section of this FAQ.~

  ____ /\----------------------------------------------------/\ ____  
 / ___|/\>===============*Table Of Contents*================</\|___ \ 
/_/\   \/----------------------------------------------------\/   /\_\

******************
*0---Introduction*
******************
0A--Intro
   -A Word From The Author
0B--Version Updates
   -Current Version Update
   -Past Version Updates
   -Future Version Updates
0C--Game Info
   -Control
   -Display
   -Story
   -Characters
   -Enemies
   -Machinery
   -Weapons
   -Items
   -Features

**************************
*1---Carrington Institute*
**************************
1A--Top Floor
   -Map Key
   -Map
   -Carrington's Office
   -Your Room
   -Information Room
   -Device Lab
1B--Base Floor
   -Map
   -Firing Range
   -Holoprogram Training
1C--Hangar Level
   -Map
   -Jumpship Hangar
   -Landing Pads
   -Autodefensive Tunnels

**************
*2---Missions*
**************
2A--Agent Walkthroughs
   -Mission 1
   -Mission 2
   -Mission 3
   -Mission 4
   -Mission 5
   -Mission 6
   -Mission 7
   -Mission 8
   -Mission 9
   -Special Assignments
2B--Special Agent Walkthroughs
   -Mission 1
   -Mission 2
   -Mission 3
   -Mission 4
   -Mission 5
   -Mission 6
   -Mission 7
   -Mission 8
   -Mission 9
   -Special Assignments
2C--Perfect Agent Walkthroughs
   -Mission 1
   -Mission 2
   -Mission 3
   -Mission 4
   -Mission 5
   -Mission 6
   -Mission 7
   -Mission 8
   -Mission 9
   -Special Assignments
2D--Strategies
   -Agent
   -Special Agent
   -Perfect Agent

**********************
*3---Combat Simulator*
**********************
3A--Simulants
   -Types Of Simulants
   -Simulant Commands
3B--Arenas
   -Skedar
3C--Challenges
   -What's Unlocked? 
   -Challenges 1-30
3D--Things to Help You Win
   -Strategies
   -Tips
   -Top/Bottom 10 Weapons

*************
*4---Secrets*
*************
4A--Cheese Locations
   -What Is This 'Cheese'?
   -Locations
4B--Cheats
   -Fun
   -Gameplay
   -Weapons For Jo In Solo
   -Classic Weapons For Jo In Solo
   -Weapons
   -Buddies
4C--Cheat Walkthroughs
   -Invincible
4D--Glitches
   -Flying Crate
   -Fly By Wire (and through walls)
   -Shoot Foster
   -Slayer Carrington Institute Tour
   -CamSpy Carrington Institute Tour
   -ECM Mines That Don't Disappear
   -Easy Firing Range Completion
   -Menu Manipulation
   -Negative Ammo
   -Ammo Multiplication
4E--Combat Simulator Tricks
   -Quick Challenge Completion
   -Quick Player Rank Increase
4F--Pointless But Cool Areas
   -G5 Bar
   -dataDyne Pipe
4G--Secret Walls That Break
   -dataDyne Pipe
   -Area 51 Research
   -Skedar Homeworld Sanctum

****************
*5---Final Info*
****************
5A--Legal Info
   -Copyright
   -Contact
   -Site Permission
5B--FAQs
   -Questions
5C--Credits
   -Game Developers
   -People That Helped Me
5D--Final Words
   -Outro

*Please be aware that I HAVE NOT FINISHED THIS FAQ! It will be
constantly updated, as I work on it about 3-5 Hours a day, updating
anything that needs it. Just be patient, please!*



  ____ /\----------------------------------------------------/\ ____  
 / ___|/\>=================*0-Introduction*=================</\|___ \ 
/_/\   \/----------------------------------------------------\/   /\_\



This section is a basic Introduction to me, my FAQ, and Perfect Dark,
in general, like its weapons. However, this is not a walkthrough. If
you want walkthroughs, there's plenty in the Walkthrough section below.



**********************************************************************         
******************************0A-Intro********************************
**********************************************************************

Read this to see an overall introduction to the FAQ.

-------------------------A Word From The Author-----------------------

I have long read the FAQs on the Internet, and I have been recently
inspired to write one of my own. After beating the game and
discovering much of what there is to know about it, I feel that it
shouldn't just be me that knows this. I want to help other people to
achieve what I have done, so I've put together this FAQ. It's
impossible to make a FAQ that's as Perfect as this game, but it's
possible to get quite close. My goal from now on will be to achieve
the perfection of this FAQ as close as I can get it. Most people that
I know that play this game consider me the best, and I want to assist
everybody else in being equal or better. If you don't see what you
need here, contact me, and I'll fix it on your command. You'll even be
credited for it. It's my job to please you, so don't hesitate to send
in your thoughts. Anyway, enjoy what's here, and be patient for what's
not. No matter what you do, though, remember: If you need
professional help, call 1-800-IM-CRAZY, but if you need Perfect Help,
read this FAQ.



**********************************************************************
*************************0B-Version Updates***************************
**********************************************************************

This is where I'll keep the version update information. Look here to
see what has changed since the last version, what has changed in
previous versions, and what is expected in future versions.

Here is the usual formula for my Updates:

 ---------------
|3XA + 3XB + 1XC|
 ---------------

A: A Solo Mission level fully covered.

B: A Combo of one Combat Simulator Challenge, and one Firing Range gun
Training Walkthrough.

C: An extra thing or two. This can be anywhere from a new section, to
a Cheat Walkthrough, to more Glitches added, etc.

Note: I may always go over my formula, or maybe a little under,
depending on circumstances that I have no control over.

------------------------Current Version Update------------------------

Version (1.3)-2/9/01-I know, I know, I didn't meet the deadline. But
I have a very good excuse, too. You know what I was doing for about
two days straight? I was really sick and tired of not having War!, so
I played and played for 48 hours. Finally, just when I was about to
give up, I beat the last mission, and got it. This is a very cool
mission, indeed! You really should unlock it if you haven't already.
Anyway, I added War! on Agent, did the promised 3 Special Agent
Levels, and, of course, the 2 Firing Range Guns and 2 Challenges. I
wasn't able to get in the Cheat Walkthrough(s), but I stuffed in War!
instead.

-------------------------Past Version Updates-------------------------

Version (1.2)-2/4/01-I think that this is average for me, or maybe a
little more. Since I missed The Duel in the last version, I included
it here. Also, I did the usual three missions, three Firing Range Gun
Walkthroughs, and three Challenges. On more thing that I did was the
Cheese Locations, because it's been incomplete for a long time, now.
Well, I've noticed that the size of this FAQ is getting a little
high... and I'm not nearly done, yet. Oh, well, I guess I like to be
detailed. Anyway, CYA for now!

Version (1.1)-1/31/01-Quite a lot covered, this time. I've added two
Special Assignments, since I don't have War! yet, as well as three
Challenges, and the same number of guns in the Firing Range. However,
to cover the usual three levels, I've put in the Cheat Walkthrough for
Invincible, since it's the most popular Cheat. I've made a new section
explaining the Simulant Commands, and added a few more cool Glitches,
too. This update is bigger than my average, I think!

Version (1.0)-1/27/01-I've added five more levels to the Agent Mission
Walkthrough, so that wraps up all of the normal levels (not including
the Special Assignments). I didn't do much else for this version, but
I think five levels is more work than three and a little other stuff.
Oh well, now you can read about all of the game, at least on the Agent
difficulty. I actually did a few more things besides just those
missions, like adding one more glitch, but it isn't really the main
issue. This is actually the very first 'official' release of this FAQ.

Version (0.3)-1/24/01-For anyone that will E-mail me about this, I DID
keep my promise. I said that this version will come out in 2 days OR
SO. Look below if you don't believe me. Well, anyway, I've added three
more levels to the Agent Mission Walkthrough, covered two more guns in
the Firing Range, as well as two more Challenges. If that wasn't big
enough, I've also added the Skedar Arena to the Arenas section. Oh,
well, here it is...

Version (0.2)-1/21/01-I think that this is a little early for an update,
but I guess I'm obsessed with writing this FAQ. I've covered 3 more
Agent levels, 2 more guns in the Firing Range, 2 more Multiplayer
challenges, and added the new Machinery section. I think this is pretty
good considering it's a day's work. Two other small changes are the
copyright information and that Neoseeker can now use this FAQ on their
site.

Version (0.1)-1/20/01-I have just started this FAQ, so I'm hoping for a
lot of support from the audience. Everything's new... that's good. I've
finished up to the G5 Building -Reconnaissance Agent Walkthrough, the
whole Carrington Institute section (except the Firing Range), a few
Combat Simulator Challenges, and all of the Introduction section. I'm
looking for people to send in their glitches and strategies/tips for
Combat Simulator, and anything else you think this FAQ needs. I'll give
you more in the next version.

------------------------Future Version Updates------------------------

Version (1.4)-Well, what do you think? 3 Special Agent Levels, 2
Firing Range Guns, 2 Challenges, and, this time, the Cheat
Walkthroughs that I didn't do in this version. I think I can manage
getting it in within the next 3 days. Anyway, I'll try to do what I
say, this time, since my record on doing so isn't that good.



**********************************************************************
***************************0C-Game Info*******************************
**********************************************************************

This section has information on the basics of the game. Experts may
find this section a little dull because you'll probably know most of
what's in here. Fun to read if you have some free time on your hands,
though.

-----------------------------Control----------------------------------

If you've ever played Goldeneye, you'll find these controls rather
familiar. Anyway, here is a map of the controller:

                            ____________
                ___________|            |___________
               |_____L_____|            |_____R_____|
              /     _                                \
             /     | |                        C^      \
             |   __| |__                              |
             |  | D-Pad |              B  C<      C>  |
             |   --   --                              |
             |     | |          Start     A   Cv      |
             |\_____-______      __      ____________/|
             |        / Z->\    (())    /    \        |
             |       |      |   /||\   |      |       |
             |       |      |   \__/   |      |       |
             |      /       |          |       \      |
              \    /        |          |        \    /
               \__/          \        /          \__/
                              \      /
                               \____/

Default Controls (1.1)
----------------------
Start- Pause
A- Cycle Weapons/Quick Menu (Hold)
B- Reload/Open Doors/Switch Function (Hold)
^/v C Buttons- Look Up/Down
</> C Buttons- Strafe Left/Right
L/R- Aim
D Pad- Same As C
Joystick- Move Forward/Backward/Turn
Z- Fire Weapon/Use Selected Object

Secondary Controls (1.2)
------------------------
Start- Pause
A- Cycle Weapons/Quick Menu (Hold)
B- Reload/Open Doors/Switch Function (Hold)
^/v C Buttons- Move Forward/Backward
</> C Buttons- Turn Left/Right
L/R- Aim
D Pad- Same As C
Joystick- Look Around
Z- Fire Weapon/Use Selected Object

Tertiary Controls (1.3)
-----------------------
Start- Pause
A- Fire Weapon/Use Selected Object
B- Reload/Open Doors/Switch Function (Hold)
^/v C Buttons- Look Up/Down
</> C Buttons- Strafe Left/Right
L/R- Cycle Weapons/Quick Menu (Hold)
D Pad- Same As C
Joystick- Move Forward/Backward/Turn
Z- Aim

Quaternary Controls (1.4)
-------------------------
Start- Pause
A- Fire Weapon/Use Selected Object
B- Reload/Open Doors/Switch Function (Hold)
^/v C Buttons- Move Forward/Backward
</> C Buttons- Turn Left/Right
L/R- Cycle Weapons/Quick Menu (Hold)
D Pad- Same As C
Joystick- Look Around
Z- Aim

Besides from the single controller configurations above, you can choose to
use two controllers if you're an expert. Only use the ones below if you're
good at the game, because it's not easy to hold two controllers at once
and still be good at playing. The Dual controls are also fun to play with
one person using each controller.

Dual Primary Controls (2.1)
---------------------------
Controller 1:
Start- Pause
A- Cycle Weapons/Quick Menu (Hold)
B- Reload/Open Doors/Switch Function (Hold)
^/v C Buttons- Nothing
</> C Buttons- Nothing
L/R- Noting
D Pad- Nothing
Joystick- Move Forward/Backward/Turn
Z- Fire Weapon/Use Selected Object

Controller 2:
Start- Pause
A- Cycle Weapons/Quick Menu (Hold)
B- Reload/Open Doors/Switch Function (Hold)
^/v C Buttons- Nothing
</> C Buttons- Nothing
L/R- Nothing
D Pad- Nothing
Joystick- Look Around Vertically/Strafe
Z- Aim

Dual Secondary Controls (2.2)
-----------------------------
Controller 1:
A- Cycle Weapons/Quick Menu (Hold)
B- Reload/Open Doors/Switch Function (Hold)
^/v C Buttons- Nothing
</> C Buttons- Nothing
L/R- Nothing
D Pad- Nothing
Joystick- Look Around
Z- Fire Weapon/Use Selected Object

Controller 2:
A- Cycle Weapons/Quick Menu (Hold)
B- Reload/Open Doors/Switch Function (Hold)
^/v C Buttons- Nothing
</> C Buttons- Nothing
L/R- Nothing
D Pad- Nothing
Joystick- Move Forward/Backward/Strafe
Z- Aim

Dual Tertiary Controls (2.3)
----------------------------
Controller 1:
A- Cycle Weapons/Quick Menu (Hold)
B- Reload/Open Doors/Switch Function (Hold)
^/v C Buttons- Nothing
</> C Buttons- Nothing
L/R- Nothing
D Pad- Nothing
Joystick- Move Forward/Backward/Turn
Z- Aim

Controller 2:
A- Cycle Weapons/Quick Menu (Hold)
B- Reload/Open Doors/Switch Function (Hold)
^/v C Buttons- Nothing
</> C Buttons- Nothing
L/R- Nothing
D Pad- Nothing
Joystick- Look Around Vertically/Strafe
Z- Fire Weapon/Use Selected Object

Dual Quaternary Controls (2.4)
------------------------------
Controller 1:
A- Cycle Weapons/Quick Menu (Hold)
B- Reload/Open Doors/Switch Function (Hold)
^/v C Buttons- Nothing
</> C Buttons- Nothing
L/R- Nothing
D Pad- Nothing
Joystick- Look Around
Z- Aim

Controller 2:
A- Cycle Weapons/Quick Menu (Hold)
B- Reload/Open Doors/Switch Function (Hold)
^/v C Buttons- Nothing
</> C Buttons- Nothing
L/R- Nothing
D Pad- Nothing
Joystick- Move Forward/Backward/Strafe
Z- Fire Weapon/Use Selected Object

I can't say that any of these are better that others... You just go
ahead and pick what is better for you. I, personally, like the 1.1
Configuration, because it is what I first played with, but you may
have a different choice. That's OK.

------------------------------Display---------------------------------

The game's on-screen display has changed a lot since Goldeneye, but
isn't that hard to figure out on your own. If it is, though, you can
look here to find out.

               Normal Health___________
                         ______  ______|___________
 Emergency Health_______/      ||                  \  ___
                   \  \_\______||__________________/_/  /
 Shield Energy------\__________________________________/









                              Ammo In Your Gun's Magazine_________
                                                                  |
                                                                  |
                               -Your View-                       |_|
                                                                 |_|
                                                                 |_|
                                                                 |_|
                                                                 |_|
                                                                 |_|
                                                                 |_|
                                                                  _
                            Extra Ammo Available_________________| |
                                                             ___ | |
                                                            |   || |
                            Current Gun Function____________|___||_|

That's pretty much the layout of the on-screen display. It's easy to
learn, but crucial to your success in the game. I recommend learning
the display layout before even trying to beat a mission - it'll be
very difficult if you don't know your status.

Health: When you take damage, your normal green health meter decreases
in size. When your normal health meter runs out, you don't die, though.
Then, your red emergency health meter comes in and takes damage for
you, but unlike the green health meter, it is not good to have it
full. The more red you see, the more damaged you are, and the more
green you see, the less damaged you are. If you have a shield, though
(most levels have one on Agent and Special Agent), any damage you take
will decrease your green shield meter, regardless of the status of your
health. When your shield runs out, though, you return to using your
health for taking damage. The shield does not change your health in
any way. It simply increases the time it take for you to get killed.
Lastly, no Perfect Agent Solo or Co-operative mission has a shield
available.

Ammo: Each weapon has a certain number of bullets/grenades/etc, that
it can hold inside of it. This is called a magazine. That's what is
shown by "Ammo In Your Gun's Magazine". When you run out of ammo in
your magazine, or anytime your magazine isn't full, you can choose to
use some of your extra ammo and put it into your magazine by pressing
B. This is called reloading. You should reload whenever you can,
because it helps to always have a full magazine, so you won't have to
reload again in the middle of a firefight.

-------------------------------Story----------------------------------

I have put the whole Perfect Dark story into my own words and
shortened it a little. If you haven't beaten every mission at least
once, this may be a spoiler to you. There's no danger, though, if you
know the story already.

Millions of years ago, an alien military vessel, damaged, yet active,
fell to its doom in the Pacific Ocean. This was before the dawn of man,
however, which is why nothing of this incident was ever recorded. This
was not an ordinary spaceship, though. It was alive. It was a Cetan, a
huge, slug-like creature. It sent out a distress signal to its allies,
but the signal reached its destination only after the Cetan had
perished under the murky depths. Caused by a huge solar eruption, the
other Cetans were killed and all evidence of their existence was
eliminated... except that single one preserved by the Earth's water...

Millions of years passed, and two more life forms had evolved. Mankind
was already beginning to build Castles, and Maians, a far more advanced
race, had discovered Humans and began to observe them. The Maians felt
that their introduction would strike mass panic and war between them, so
they decided to let humans to evolve a little more. Near the end of the
the 20th century, they contacted Daniel Carrington, the head of
Carrington Institute, and he promised to keep his Maian contact secret.
The two traded information and technology that was useful to them both.
This would not last for very long, though, because the Maians had
discovered the Skedar.

The Skedar were a very violent race of beings. They were only inches tall
in their true form, but with their miraculous technology, could wear
battle suits that increased their size to that of a Human being. These
creatures loved war, and as soon as they discovered the Maians, set out
to destroy them. By decrypting the Cetan distress signal, they learned
of the Cetan Megaweapon, and it's current location - planet Earth. They
detected that Earth had a powerful source of energy beneath the surface
of the Pacific, thinking it to be the mythical Cetan Megaweapon, which
it was. The weapon, which had the capacity of annihilating a planet in
mere seconds, was a prime target for the Skedar. What more would they
want but to use it to destroy the Maians and Humans?

Daniel Carrington had been sent an E-mail from a scientist calling
himself Dr. Caroll, and he requested that he be freed from Lucrene Tower,
the base of dataDyne's operations. dataDyne was a rival company of
Carrington Institute, and was recently releasing a huge number of strange
technologies far surpassing any other companies'. Carrington knew this
was his best chance to find out what was up with dataDyne, so he sent in
his best agent, Joanna Dark - code named Perfect Dark - to investigate. A
Jumpship dropped her off at the tower, and Jo made it to the bottom,
where she found Dr. Caroll, and learned of dataDyne's plans. But do you
think that they would let her get away with it that easily? The lights
went dim, and Joanna was left in the dark. Luckily, she had some Nigh
 Vision Goggles to back her up. Cassandra de Vries, the CEO of dataDyne
corp. was ready for her, but it seemed that Jo was even more prepared, and
managed to defeat her bodyguards and escape.

But dataDyne didn't lose hope... They kidnapped Daniel Carrington and took
him to his private villa. It was up to Jo to save him. She stealthily got
past security and reached Daniel, but it was too late. Daniel had already
revealed Dr. Caroll's location to dataDyne, but also overhead that they
were having a meeting in the G5 building in Chicago that night. Jo got
ready and set off to Illinois. She snuck into the G5 building and recorded
the meeting. She learned of Trent Easton, head of the NSA, and some
strange man named Mr. Blonde. She found out that dataDyne wanted the
Pelagic II, a deep sea research vessel from the President of the U.S.A.
Also, she found out that Dr. Caroll had been reprogrammed. She then
retrieved Dr. Caroll's personality backup disk and escaped from the building.

She immediately contacted the Institute, but then learned that a Maian ship
had been shot down at Nevada, specifically Area 51, and that the scientists
there would probably see that the technology in that craft is similar to that
of the Institute was present in the Maian Vessel. That couldn't be allowed to
happen. Joanna snuck into Area 51, and with the help of an agent there,
rescued the only Maian survivor, and woke him up. He introduced himself as...
Elvis. The three of them then escaped in the Maian's ship, which was only
partially damaged, and safely got them out of trouble. Now, it was time to
help the President...

The President was going on a visit to Norway, and was boarding Air Force One
to get there. Trent Easton also was coming aboard, but with plans to clone the
President then kill him. Joanna snuck the recording of the G5 meeting onto the
plane, then got on herself. She proved that Trent was not loyal, and then got
The President to the escape pod before Trent could assassinate him. But a
strange ship had attached itself to Air Force One. This was a Skedar Shuttle.
Elvis tried to take it out, but he forgot that his ship wasn't equipped with
guns. He still took it out, though, by crashing into it. Then, all 3 ships fell
to their doom to the bitterly cold arctic land below. Joanna got Elvis,
herself, and the President to safety. Under the ice, though, Mr. Blonde
revealed himself in his real form to kill Trent. Trent had failed him, and what
worse punishment is there but die to a Skedar?

The Pelagic II That dataDyne wanted was taken control of by them and their
allies, the dreaded Skedar. The Skedar wanted to use the Pelagic II to get to
the Cetan, and dataDyne wanted it to help the Skedar, because they were
supplying them with their wonderous Alien Technology. Joanna and Elvis went
aboard the Pelagic II and entered the Cetan. There, they found Dr. Caroll,
and used the backup disk to return him to his original self. But Dr. Caroll
had access to the Cetan Megaweapon, and couldn't disconnect himself. The best
thing to do was to destroy himself along with the Cetan. Joanna and Elvis
barely escaped the Cetan and got back to the Institute.

Daniel had arranged contact between the Maian Delegation, him and the President
for official contact between Humans and Maians. But the Skedar had their own
plans. Just as they were about to leave, Skedar barged through the front door.
Joanna managed to evacuate the Institute, but wasn't lucky enough to get out,
herself. She then got a concussion from some crates that fell on her and awoke
on a Skedar prison ship, cellmates with Cassandra de Vries. Cassandra offered
to sacrifice her life for Joanna, who was her best chance for revenge. The
Skedar could never be allies with anyone, so they had taken Cassandra hostage
and demolished Lucrene Tower. Now it was up to Jo to save herself, fulfil
Cassandra's death wish, and most importantly, save the world.

With a little help from Elvis, Joanna gained control of the Skedar ship. Elvis
immediately smiled and ran to his ship to land on a nearby planet - this was
the Skedar Homeworld! The Maians never found this place, but now that they
knew where it was, they could destroy the Skedar once and for all. Joanna
snuck into the King's shrine and killed him, because he was sure to survive
the bombardment. Elvis came down to the planet to look for Joanna, but she
was nowhere to be seen. He then found her, and she asked for his gun. She
then used it to kill the last determined Skedar, and the two of them got
clear of the bombardment of the Maian Fleet. Both Humans and Maians
watched in glory as the planet exploded into rubble.

Peace For All!!!...

...OR IS IT.....

-----------------------------Characters-------------------------------

The characters aren't explained very thoroughly during the course of
the game, and if you are having trouble keeping track of who's who,
look here. I recommend beating the game at least once before you read
this, though.

Joanna Dark: An agent that works for the Carrington Institute. Her
code name is Perfect Dark. She is the Main Character in the game, and
you will be playing as her during most of the game. She beat Jonathan
Dark's Training scores, making her the best agent right now. She
likes to use the Falcon 2 and it's variations, which is what you'll
start off with most of the time. She's highly trained, but
inexperienced. She comes in many different looks, which you can see
by looking in the character select in Combat Simulator.

Daniel Carrington: Head of the Carrington Institute, and will be a
very good friend of yours during the game. Make sure that he doesn't
die, because if he ever does, you fail the mission. You first see him
as he walks you around the Training Rooms, and after that, can be
found in his office to the right of your room. He will contact you
often during your missions, and this will be important, so listen
closely.

Mr. Blonde: The tall man in a white coat that has a strange, rough
voice. He is really a Skedar in disguise, but you don't find out
until late in the game. He is the Skedar Ambassador to Earth, and
has many look-alikes. These other Mr. Blondes are really other
Skedar, and for some odd reason, all Skedar pick this disguise.
It is unknown why.

Trent Easton: The head of the National Security Agency, or NSA.
He wants the President to loan him the Pelagic II, but the President
refuses. He then decides to capture him, but his plan is foiled
by Joanna. He has relations with Mr. Blonde, Cassandra de Vries,
and other mysterious crooks.

Elvis: The friendly alien that you meet up with in Area 51. He
is a close friend to Jo and is crucial to any mission's success
that he appears in. Make sure that he does not die, or you will
fail the mission. He uses lots of Maian guns, and sometimes gives
you free guns, so what's the point to kill him? The Skedar will try
their best to rip him apart, so make sure that they don't.

Dr. Caroll: The dataDyne Artificial Intelligence. He has vital
information on dataDyne's projects, so he needs to be saved. Make
sure that he doesn't die, or you'll fail the mission. He also makes
strange comments while he's following you.

The U.S. President: The name says it all. Trent is trying to kill
him, because he has a clone ready, and there can't be two of the
same person. He has no idea that he's in danger, so you need to show
him the recording of the G5 meeting to convince him. Like Dr. Caroll,
he requires the best protection you can give him, and also talks
while he follows you.

Jonathan Dark: A Carrington Institute Agent, like Joanna. Had the
highest test scores before you showed up. Since he isn't as good at
you at combat, he is an undercover agent currently pretending he's
a guard at Area 51. If he dies, you fail the mission, so make sure he
doesn't. He uses weapons, though, so usually, he can take care of
himself.

The President's Clone: This is a genetically engineered version of
the real U.S. President. Part of Trent Easton's evil plan. He will
follow any order that is given to him, and who could ever defy The
U.S. President? Trent wants to use him as a puppet to gain access to
the Pelagic II. Unfortunately, it won't happen if Joanna has some
say in the matter. This Character has pretty little significance in
the game, no matter who's clone he is.

Foster: The Carrington Institute weapon expert. He is currently
working on the prototype RCP-120, a gun that has the power to cloak
its user with the ammunition in its magazine. Foster can be found at
Carrington Institute at the firing range. Personally, I find him
annoying, so I like to use the Shoot Foster glitch in the glitch
section to get revenge.

Grimshaw: The Carrington Institute top hacker and identity expert.
He's the one that hacks for you when you use the Data Uplink. He can
be found in the information room on the top floor. He tries to be
helpful during your missions, but is just a pain in the butt with his
whining voice. However, he has to be respected, because your missions
would be impossible without him.

------------------------------Enemies---------------------------------

There are many different types of enemies that don't have names, like
guards that are found (and killed) in the game. It would be disgraceful
for all of them to die without being noted in this FAQ, so here they
are, in order of appearance. Each enemy has different categories, and
each of those are rated with up to 3 stars (***). Look here for their
statistics.

Type:         dataDyne Guard
Intelligence: *
Protection:   *
Accuracy:     *
Carries:      CMP 150, K7 Avenger, Cloaking Device
Description:  These are found mainly in level 1. They are possibly
the easiest enemies that you'll encounter during your quest. They're a
joke, considering they hop around like insane bunnies, take ten seconds
to reload, and then waste their ammo, missing you by a mile. Unless
you move into their crossfire, they'll hit you with their horrid 1%
accuracy. It'll take about 5 minutes for ten of them to team up and
take you down when you don't even touch the controller. And I'm not
even close to kidding!

Type:         dataDyne Shock Trooper
Intelligence: **
Protection:   *
Accuracy:     **
Carries:      CMP 150, Shotgun, Dragon, K7 Avenger, Double Falcon 2
Description:  An upgraded version of the original dataDyne Guard.
They have better accuracy and intelligence, but are still usually a
joke. Anything kills them in about 3-4 shots - even punching.

Type:         dataDyne Lab Guard
Intelligence: *
Protection:   *
Accuracy:     *
Carries:      CMP 150, Dragon
Description:  These are just like the dataDyne Guards, but they
carry different weapons, and are found only in the Lab area of
Lucrene Tower. They have green uniforms, but act in pretty much
the same way.

Type:         dataDyne Bodyguard
Intelligence: *
Protection:   **
Accuracy:     **
Carries:      Shotgun, CMP 150
Description:  These are Cassandra's 'bodyguards'. You'll need to
defeat all of them on Special Agent in dataDyne -Extraction. They're
a little better than Shock Troopers, and may cause some difficulty
if they appear in large numbers. Avoid them if possible.

Type:         dataDyne Sniper
Intelligence: **
Protection:   *
Accuracy:     ***
Carries:      Sniper Rifle
Description:  These can be found at the top of the house in
Carrington Villa. Any one shot from any gun will kill them, but they
have superb accuracy with their Sniper Rifles and will damage you lots
if you don't take them all out quick. A fair match.

Type:         G5 Guard
Intelligence: **
Protection:   *
Accuracy:     **
Carries:      CMP 150, Cloaking Device
Description:  These guards are in and around the G5 building area.
The first few you encounter in the building will have Cloaking Devices,
but shouldn't pose too much of a threat, since their armor is rather weak.
Still, they may drain a lot of health if you're not careful.

Type:         CIA Agent
Intelligence: *
Protection:   *
Accuracy:     -
Carries:      -
Description:  These are just people that make the mission harder because
you lose if you kill one. They are positioned all around the G5 building,
and think that you're there to kill them, so they run away. Be aware where
you shoot or one of these will come into the crossfire and do you the
honors of failing the mission.

Type:         FBI Agent
Intelligence: ***
Protection:   *
Accuracy:     **
Carries:      Radio Phone, DY357 Magnum
Description:  These guys carry a Radio Phone that they use to get
reinforcements and sound an alarm. Killing them is your first priority,
because the last thing the you need is to be assaulted by every enemy on the
level. Also, if they succeed in or are interrupted in calling for help, they
will take out their DY357 Magnums, and start shooting at you, although they
won't be very good with them.

Type:         G5 Officer
Intelligence: **
Protection:   *
Accuracy:     **
Carries:      DY357 Magnum
Description:  These are higher-ranked soldiers that are better than the
average G5 Guard. They use their powerful DY357 Magnums, which are devastating
to your health if you're hit. Take these guys out first, because they'll
easily kill you if you're not quick.

Type:         Area 51 Lookout
Intelligence: *
Protection:   **
Accuracy:     ***
Carries:      Magsec 4, Grenade
Description:  These guys carry around their MagSec 4s, and have relatively
good aim with them, considering that they're enemies. Take them out before
they start throwing grenades, because you're dead, roasted meat if they do.

Type:         Area 51 Guard
Intelligence: *
Protection:   **
Accuracy:     **
Carries:      Super Dragon, Double Magsec 4
Description:  These guards have lots of armor, but are fairly stupid, so
aren't that much of a threat. They also drop the mighty Super Dragons (which
they so badly don't deserve), but also which you can make very good use of.

Type:         Pilot Guard
Intelligence: **
Protection:   *
Accuracy:     **
Carries:      Dragon, Grenade
Description:  These are common in the storage part of A51, but can be deadly
if they use a grenade on you. If you see a guy pull it out, take him out
immediately if you don't want to die.

Type:         Lab Biotechnichian
Intelligence: *
Protection:   *
Accuracy:     *
Carries:      Tranquilizer, Psychosis Gun
Description:  These guys are really dumb, but it won't be pleasant if you're
hit by their tranquilizers, because it will blur your vision lots. During
Maian SOS, some of these guys also carry the Psychosis Gun, but will never
use it.

Type:         Alaskan Guard
Intelligence: *
Protection:   **
Accuracy:     *
Carries:      Dragon
Description:  These can be found (obviously) in Alaska. They will always
carry Dragons, which aren't bad weapons, making them somewhat dangerous.
However, they lack common sense and a steady hand when aiming, so they
shouldn't be of any problem to defeat.

Type:         NSA Bodyguard
Intelligence: **
Protection:   *
Accuracy:     **
Carries:      K7 Avenger
Description:  These guys are found around Trent Easton. They're not the
biggest of your worries, but not the least. Kill them, rather than trying
to run past, because they have good accuracy, as well as good guns.

Type:         Presidential Bodyguard
Intelligence: **
Protection:   **
Accuracy:     **
Carries:      Cyclone
Description:  These will be all around Air Force one. They are Neutral to
you unless you kill one of them, which is when they become enemies. After
your chat with The President, though, they'll become Allies, so don't kill
or Disarm them unless you're in danger.

Type:         Disguised Skedar Guard
Intelligence: **
Protection:   **
Accuracy:     ***
Carries:      K7 Avenger, Sniper Rifle
Description:  These disguised Skedar will be pretty deadly during Crash
Site -Confrontation. Kill them before any other enemies, because they have
the best accuracy.

Type:         Pelagic II Security
Intelligence: **
Protection:   ***
Accuracy:     **
Carries:      CMP 150
Description:  These roam the halls of the Pelagic II, and have very good
armor, and okay accuracy. Running past them without killing them is very
hard, so try to secretly kill them one by one before proceeding. Trust me.

Type:         Skedar
Intelligence: **
Protection:   *
Accuracy:     *
Carries:      Unarmed, Mauler
Description:  These little guys are very small, and not very protected,
but hard to see and hit because of their really small size. Strafe and
move around lots before it hurts you. Few of these carry Maulers, but
never use them if they do. It's useful to use your IR Scanner to find
them quicker.

Type:         Skedar In A Battle Suit
Intelligence: **
Protection:   ***
Accuracy:     **
Carries:      Unarmed, Mauler, Reaper, Slayer
Description:  These are the best enemies in the game, and they will
sometimes pose a challenge to even experienced players. Never ignore any
one of these, because they will follow you very quickly and easily tear
your head off. They also carry Slayers, which will kill you in one shot
if you're hit. Very dangerous to inexperienced players.

Type:         Carrington Institute Guard
Intelligence: **
Protection:   **
Accuracy:     **
Carries:      AR34
Description:  These guys aren't exactly enemies. They're good guys, but
still fit into this category. They will help you in Carrington Institute
-Defense by shooting at and (hopefully), killing enemies. They are fair
in all categories, so don't kill them unless you're stupid. Doing so
just decreases your chances of completing the mission.

Type:         Maian Protector
Intelligence: **
Protection:   *
Accuracy:     ***
Carries:      Callisto NTG
Description:  These guys, just like the Carrington Institute Guards, are
on your side. They come in Attack Ship -Convert Assault, and will use
their Callisto NTGs with very good accuracy. If they die, nothing happens,
but it's a good idea not to let them, because they will prove very helpful
in holding off the Skedar.

Type:         Skedar Leader
Intelligence: ***
Protection:   -
Accuracy:     ***
Carries:      Rocket Launch, Call Skedar, Cloaked Strike
Description:  This is by far the strongest enemy, since he can't even
take damage from any gun. The only way to kill him is to use a gun to
change his magic shield to green, and then take out the pieces of the
Skedar Symbol so they fall on him. He cannot be defeated in any other
way. Here is the order in which you must destroy the Symbol.

                              /\
                             /  \
                       /\   /    \   /\
                      /  \ /      \ /  \
                     |   |/   3    \|   |
                   /\| 1 \\        // 1 |/\
                   \ \    \\      //    / /
                    \2\    \\    //    /2/
                     \ \____\\__//____/ /
                      \______|  |______/

This guy has these three attacks. He uses them in no special order,
but each one is just as deadly if you get hit. Here they are, followed
by their descriptions:

Rocket Launch: The Skedar Leader will shoot a rocket out of his club.
It's just like any other rocket, but he has infinite of them. Whenever
you hear the launch or see the slightest sign of smoke, strafe to
evade the shot.

Call Skedar: He will raise his arms, and either a Skedar In A Battle
Suit or a normal Skedar will appear. The Skedar In Battle Suits always
appear on the left, while the normal Skedar appear on the right.

Cloaked Strike: He will Cloak himself, but with a better version than
the kind that you have access to. While in this mode, the Leader is
TOTALLY INVISIBLE. You cannot see him in any way. Then, in a few
seconds, he will reappear and hit you with his club. You cannot let
him hit you or you'll die. Just keep strafing and moving around
smoothly until he misses. Just remember never to stop moving - not
even to change direction of the strafe.

This mighty warrior has three attacks (each one is listed above). If
you just keep moving around, you should easily be able to dodge each
and every one (they will probably kill you if you don't, though). Use
The Callisto NTG if you still have it, or the Mauler if you don't. If
you have neither of those, then just use the Falcon 2 (scope). If you
don't even have that, just let him kill you, because you won't win
with a Devastator that's low on ammo, or a Reaper, regardless of the
amount of ammunition - you probably won't even hit once this way.

Type:         Skedar King
Intelligence: ***
Protection:   ***
Accuracy:     ***
Carries:      Reaper, Slayer, Club
Description:  The Skedar Kings only appear in the War! Mission. While
they closely resemble the Skedar Leader, they are a little weaker.
However, unlike the Skedar Leader, they aren't presdictable. The first
King carries a Reaper, the second, a Slayer, and the last, an
all-purpouse club. The Third King is very dangerous, especially
because he can launch rockets from his club. The Skedar Kings are the
most dangerous enemies in the game, so be VEEERY cautious around them.

-----------------------------Machinery--------------------------------         

The things that appear in this section are not items, or weapons, or
characters. They're actually a combination of all of them. These are,
in simple terms, machines, and most of them attack you. They can be
easily distinguished from items because you can't keep then in your
inventory. If, ever, you're wondering what that thing over there is,
you might want to find out here.

Name:        Jumpship
Attack:      -
Purpose:     Drops an agent off at the mission location.
Found In:    Almost all missions
Description: The game would be nearly impossible if it wasn't for
this. It's practically the most important thing in the game. Almost
every mission starts by this dropping you off at the location, so it's
a very important vehicle. I'd be a little hard to get from the middle
of nowhere to Chicago in a matter of hours without the use of the
Jumpship - it's a real requirement for any agent.

Name:        HoverCrate
Attack:      -
Purpose:     This is used to carry things quickly and easily.
Found In:    
Description: The HoverCrate appears in only one mission, and the
Carrington Institute, so it isn't all that important. It is needed for
an objective in the level that it does appear in, though, so the game
would be impossible without it. Most of the time, it's used to carry
explosives, but many other things will fit. It's fun to play around
with, too.

Name:        HoverBike
Attack:      -
Purpose:    This is used for quick, yet controllable ground movement.
Found In:    Carrington Institute, Area 51, Air Force One, Crash Site
Description: This is probably my favorite machine. It lets you move in
a much quicker and cooler way, and is a very nice alternative to
walking. It'd be awesome if it was real, but it's cool anyway if it
isn't. Double tap B when you're looking at it from the side to get on;
repeat the process to get off.

Name:        Cleaning Hovbot
Attack:      -
Purpose:     Cleans up buildings.
Found In:    Lucerne Tower, Air Base
Description: These are small robots that are a little bigger than the
CamSpy. They have access to all parts of the level, because they must
clean every nook and cranny. Follow them, and they'll usually open
certain locked doors for you. Never break them if it's possible.

Name:        G5 Robot
Attack:      Twin Chain Guns
Purpose:     Keeps unauthorized visitors out of a designated area.
Found In:    Chicago, Crash Site
Description: These robots are a real nuisance. They will just tell you
to 'Stop where you are!', and will then come forward at you, firing
its guns. You cannot kill them with your guns if they have their
Shields on. If that's the case, they must be hit by a heavy and very
quick moving object.

Name:        A51 Interceptor
Attack:      Tri Chain Guns
Purpose:     To quickly and easily eliminate invaders.
Found In:    Area 51
Description: These look very similar to the HoverBike. They can be
told apart from them, however, because they do not have seats. These
robots guard the outer perimeter of Area 51, and should be taken very
seriously. If one starts to attack you, all you can do is to try to
take it out of the sky with one of your guns. Running is futile,
because it's much quicker than you. All you can do to defend yourself
is to attack.

Name:        Maian Vessel
Attack:      Impact Damage
Purpose:     To carry Maian pilots around.
Found In:    Area 51, Air Force One, Crash Site
Description: This ship may be pretty big, but the interior is only
big enough to hold one Maian pilot. A human would be a little crammed
in, but up to one Maian and one human may be able to fit inside the
ship. This vessel is small, but quick. The downside it it's small
capacity, but that still isn't bad enough to overshadow the speed.

Name:        Skedar Shuttle
Attack:      Timed Bomb
Purpose:     Carries Skedar to battle
Found In:    Air Force One, Crash Site, Carrington Institute,
             Skedar Prison, Skedar Homeworld
Description: A craft used to carry up to ten Skedar In Battle Suits,
plus weaponry. If is very dangerous not only because of its content,
but because it can also be set to explode. The bomb that creates the
effect is fairly powerful, so it can blow down any unarmored building
within seconds. Be very aware if you see one. Destroying one of these
will take 3 powerful explosions, if not more.

------------------------------Weapons---------------------------------

Perfect Dark features a wide variety of weapons for you to use, so
it's no wonder if you can't memorize them all. Use this section as a
reference. Each rating is out of 5 stars (*****), 1 being the worst,
5 being the best. If the amount of stars changes in the Secondary
Function, it will be noted separately. Most weapons also have a
magazine. If the type of ammo the weapon uses is the same (like the
Falcon 2's and the Magsec4's), the FAQ will use the same type of ammo
under the magazine heading (in this case, it's 'Bullets').

Name:               Unarmed
Power:              *      Secondary Function: -
Fire Rate:          ***
Accuracy:           *****
Reload Time:        -
Zoom:               -
Overall Rating:     **
Magazine:           -
Can Be Doubled:     Has To Be
Primary Function:   Punch
Secondary Function: Disarm
Description:        The worst of the weapons in combat, but there is
no substitute to disarming, which is why it has such a high rating.

Name:               Falcon 2
Power:              ***     Secondary Function: *
Fire Rate:          ***
Accuracy:           *****
Reload Time:        ****    Secondary Function: -
Zoom:               -
Overall Rating:     ***
Magazine:           8 Bullets
Can Be Doubled:     Yes
Primary Function:   Single Shot
Secondary Function: Pistol Whip
Description:        A very accurate handgun with a decent power and
fire rate make it an average weapon to use. However, there are much
better choices.

Name:               Falcon 2 (silenced)
Power:              **                 Secondary Function: *
Fire Rate:          ***
Accuracy:           *****
Reload Time:        ****               Secondary Function: -
Zoom:               -
Overall Rating:     ***
Magazine:           8 Bullets
Can Be Doubled:     Yes
Primary Function:   Single Shot
Secondary Function: Pistol Whip
Description:        This gun is worse that the original Falcon in
Multiplayer, because of the lower power, but it is quite good in
Solo Missions because other enemies won't be attracted to you if
they don't hear the shot.

Name:               Falcon 2 (scope)
Power:              ***             Secondary Function: *
Fire Rate:          ***
Accuracy:           *****
Reload Time:        ****            Secondary Function: -
Zoom:               **
Overall Rating:     ***
Magazine:           8 Bullets
Can Be Doubled:     Yes
Primary Function:   Single Shot
Secondary Function: Pistol Whip
Description:        It isn't silenced, but it is just like the
original Falcon 2, but better because it has a scope. Okay in
Multiplayer, as well as the Solo Missions. However, it can be
topped by any submachine gun except the Reaper.

Name:               Magsec 4
Power:              ****
Fire Rate:          ***    Secondary Function: *****
Accuracy:           **     Secondary Function: *
Reload Time:        *****
Zoom:               ****
Overall Rating:     ***
Magazine:           9 Bullets
Can Be Doubled:     Yes
Primary Function:   Single Shot
Secondary Function: 3-Round Burst
Description:        About as good as the Falcon 2 (scope). It
has worse accuracy, but better power, especially when doing a
3-Round Burst. The Single Shot, I think is worthless considering
the Secondary Function.

Name:               Mauler
Power:              ***   Secondary Function: *****
Fire Rate:          ***   Secondary Function: *
Accuracy:           ***
Reload Time:        ***
Zoom:               -
Overall Rating:     ***
Magazine:           20 Bullets
Can Be Doubled:     Yes
Primary Function:   Single Shot
Secondary Function: Charge-Up Shot
Description:        A great Skedar weapon, the Mauler has the
potential to take down any in-game enemy with ease. The Charge-Up
Shot function is much better in every way, because even if you don't
wait to charge the shot up, you can use the shot as a normal one.
When it is charged, though, the shot has devastating effects.

Name:               Phoenix
Power:              ***    Secondary Function: *****
Fire Rate:          ****   Secondary Function: **
Accuracy:           ****   Secondary Function: ***
Reload Time:        ***
Zoom:               -
Overall Rating:     ****
Magazine:           8 Bullets
Can Be Doubled:     Yes
Primary Function:   Single Shot
Secondary Function: Explosive Shells
Description:        A very good gun, the Phoenix can fire the normal
but powerful shells, or if ammo is low, the highly dangerous but
effective Explosive Shells. Possibly the best handgun, especially
when you get a double.

Name:               DY357 Magnum
Power:              ***         Secondary Function: **
Fire Rate:          **          Secondary Function: ***
Accuracy:           ****        Secondary Function: *****
Reload Time:        **          Secondary Function: -
Zoom:               -
Overall Rating:     ****
Magazine:           6 Power Bullets
Can Be Doubled:     Yes
Primary Function:   Single Shot
Secondary Function: Pistol Whip
Description:        This is a very powerful gun, but it has a slow
fire rate and reload time. It's kind of weird, but it's overall, a
good gun to use, mostly because only one shot can go through enemies
and kill several at a time.

Name:               DY357-LX Magnum
Power:              *****          Secondary Function: **
Fire Rate:          **             Secondary Function: ***
Accuracy:           ****           Secondary Function: *****
Reload Time:        **             Secondary Function: -
Zoom:               -
Overall Rating:     *****
Magazine:           6 Power Bullets
Can Be Doubled:     Yes
Primary Function:   Single Shot
Secondary Function: Pistol Whip
Description:        Almost the same as the normal DY357, except it
looks better, and has a huge increase in power. A very good gun,
even is its fire rate and reload times are slow.

Name:               CMP 150
Power:              ***
Fire Rate:          ****   Secondary Function: ***
Accuracy:           **     Secondary Function: ****
Reload Time:        ****
Zoom:               -
Overall Rating:     ****
Magazine:           32 Rapid Fire Bullets
Can Be Doubled:     Yes
Primary Function:   Rapid Fire
Secondary Function: Follow Lock-on
Description:        An average submachine gun, it has a unique
Secondary Function. Although it shoots slower, this mode allows a
targeted object to be automatically followed by the gun. No matter
when you shoot in this mode, it's almost a sure hit.

Name:               Cyclone
Power:              ***
Fire Rate:          ****   Secondary Function: *****
Accuracy:           **     Secondary Function: *
Reload Time:        ***
Zoom:               -
Overall Rating:     ***
Magazine:           50 Rapid Fire Bullets
Can Be Doubled:     Yes
Primary Function:   Rapid Fire
Secondary Function: Magazine Discharge
Description:        The Cyclone is a very good gun until you look at
its accuracy. It's very poor, especially when doing a Magazine Discharge.
This lets you use up all of the ammo in your magazine very quickly, but
isn't worth it unless you are aiming at a group of enemies of 10 or more.

Name:               Callisto NTG
Power:              ***         Secondary Function: *****
Fire Rate:          ****        Secondary Function: ***
Accuracy:           ****        Secondary Function: **
Reload Time:        ***
Zoom:               -
Overall Rating:     ****
Magazine:           32 Rapid Fire Bullets
Can Be Doubled:     No
Primary Function:   Rapid Fire
Secondary Function: High-Impact Shells
Description:        The Callisto NTG is a very good submachine gun. Like
the Phoenix, it's Secondary Function uses less ammo for the same effect,
but is less accurate. Use whichever function suits you, but the Hi-Impact
Shells are probably more worth it.

Name:               RCP-120
Power:              ***    Secondary Function: -
Fire Rate:          *****  Secondary Function: -
Accuracy:           **     Secondary Function: -
Reload Time:        ***
Zoom:               -
Overall Rating:     *****
Magazine:           120 Rapid Fire Bullets
Can Be Doubled:     No
Primary Function:   Rapid Fire
Secondary Function: Cloak
Description:        This gun is very good (about 4 stars) without thinking
of its Secondary Function, considering its unbelievable fire rate. When
you add the ability to cloak yourself, though, you get 5 stars. A great
gun in any situation. If you have the Cloaking Device, though, it's a lot
better because it doesn't make you reload so often.

Name:               Laptop Gun
Power:              ***
Fire Rate:          ****      Secondary Function: ***
Accuracy:           ***       Secondary Function: **
Reload Time:        ****
Zoom:               ****
Overall Rating:     ****
Magazine:           50 Rapid Fire Bullets
Can Be Doubled:     No
Primary Function:   Burst Fire
Secondary Function: Deploy As Sentry Gun
Description:        A good submachine gun in an assortment of situations,
and it's even better that you can deploy it as a Drone Gun that shoots
enemies for you, considering that you don't have to risk your life when
attacking.

Name:               Dragon
Power:              ***   Secondary Function: *****
Fire Rate:          ***   Secondary Function: -
Accuracy:           **    Secondary Function: ***
Reload Time:        ****  Secondary Function: -
Zoom:               ***   Secondary Function: -
Overall Rating:     ***
Magazine:           30 Special Rapid Fire Bullets|Secondary Function: The
                    Gun
Can Be Doubled:     No
Primary Function:   Rapid Fire
Secondary Function: Proximity Self Destruct
Description:        A good alternative to a Proximity Mine if it's
unavailable, but the downside is that you'll have to throw the gun away
when using the Secondary Function. Very useful in Combat Simulator,
where enemies think that it's a gun that they can pick up.

Name:               K7 Avenger
Power:              ****      Secondary Function: ***
Fire Rate:          ***
Accuracy:           ***
Reload Time:        ***
Zoom:               ***
Overall Rating:     ***
Magazine:           25 Special Rapid Fire Bullets
Can Be Doubled:     No
Primary Function:   Burst Fire
Secondary Function: Threat Detector
Description:        Can be useful when playing with Mines and the Dragon.
However, the Secondary Function Causes the gun to suffer in bullet power
due to the energy being used for the Threat Detector.

Name:               AR34
Power:              ****
Fire Rate:          ****
Accuracy:           **
Reload Time:        ****
Zoom:               ***
Overall Rating:     ***
Magazine:           30 Special Rapid Fire Bullets
Can Be Doubled:     No
Primary Function:   Burst Fire
Secondary Function: Use Scope
Description:        The Secondary Function isn't that helpful most of the
time, as you can't see what's close to you. Nevertheless, It is a good
gun in both Fire Rate and power, making it an average gun overall.

Name:               Super Dragon
Power:              ***        Secondary Function: *****
Fire Rate:          ****       Secondary Function: **
Accuracy:           ***        Secondary Function: ****
Reload Time:        ***        Secondary Function: ****
Zoom:               ***
Overall Rating:     ****
Magazine:           30 Special Rapid Fire Bullets|Secondary Function: 6
                    Grenade Rounds
Can Be Doubled:     No
Primary Function:   Rapid Fire
Secondary Function: Grenade Launcher
Description:        This is a gun that can do many things. Besides
the fact that it's a good submachine gun, it can launch grenades
for even greater deadliness. Good in Combat Simulator if you
want explosions, but not huge, inevitable destruction.

Name:               Shotgun
Power:              ****   Secondary Function: *****
Fire Rate:          **     Secondary Function: ****
Accuracy:           **     Secondary Function: *
Reload Time:        **     Secondary Function: *
Zoom:               -
Overall Rating:     **
Magazine:           9 Shotgun Cartridges
Can Be Doubled:     No
Primary Function:   Shotgun Fire
Secondary Function: Double Blast
Description:        An awesome gun considering its power, but
worse and worse as you look at everything else. Don't take it
wrongly, though. - One hit usually kills any enemy. There are
better choices than this, but there still are a few that are
worse.

Name:               Reaper
Power:              *     Secondary Function: ****
Fire Rate:          *****
Accuracy:           *     Secondary Function: *****
Reload Time:        ****  Secondary Function: -
Zoom:               -
Overall Rating:     **
Magazine:           200 Reaper Ammo
Can Be Doubled:     No
Primary Function:   Reapage
Secondary Function: Grinder
Description:        The Secondary Function is much better, but
considering you have to be right up to the person to do damage,
they're about equal. This is the most inaccurate of all guns,
so avoid using it unless you have nothing else.

Name:               Sniper Rifle
Power:              ***
Fire Rate:          **
Accuracy:           *****
Reload Time:        *****
Zoom:               *****
Overall Rating:     ****
Magazine:           8 Rapid Fire Bullets
Can Be Doubled:     No
Primary Function:   Single Shot
Secondary Function: Crouch
Description:        The perfect gun for shooting people that
are far away. Since you can't crouch while you have this gun out,
that's what the Secondary Function does for you. Crouch for maximum
accuracy.

Name:               Farsight XR-20
Power:              *****
Fire Rate:          *
Accuracy:           *****
Reload Time:        ****
Zoom:               Depends
Overall Rating:     *****
Magazine:           8 Orbs
Can Be Doubled:     No
Primary Function:   Rail-Gun Effect
Secondary Function: Target Locator
Description:        This gun has the best penetration power of any
gun. It can go through ANYTHING, and I mean it. X-Ray vision is the
perfect tool for this, which is included if you aim. Also, it's a
one-hit kill, and better yet, has Target Locator! Super Gun!

Name:               Devastator
Power:              *****
Fire Rate:          **
Accuracy:           ***       Secondary Function: ****
Reload Time:        ****
Zoom:               -
Overall Rating:     ****
Magazine:           8 Grenade Rounds
Can Be Doubled:     No
Primary Function:   Grenade Launcher
Secondary Function: Wall Hugger
Description:        It's good if you have it and bad if the enemy
does. The explosions from these are so devastating, they call it
just that. Don't get too close, though, because the explosions are
just as dangerous to you.

Name:               Rocket Launcher
Power:              *****
Fire Rate:          *
Accuracy:           ****           Secondary Function: *****
Reload Time:        ****
Zoom:               -
Overall Rating:     *****
Magazine:           1 Rocket
Can Be Doubled:     No
Primary Function:   Rocket Launch
Secondary Function: Targeted Rocket
Description:        This is a variation of the Devastator. While the
Devastator shoots explosives faster, the Rocket Launcher shoots them
more accurately, especially during the Secondary Function. Both are
pretty good, you pick which one you like for yourself.

Name:               Slayer
Power:              *****
Fire Rate:          *
Accuracy:           *****
Reload Time:        ****
Zoom:               -
Overall Rating:     *****
Magazine:           1 Rocket
Can Be Doubled:     No
Primary Function:   Rocket Launch
Secondary Function: Fly-By-Wire Rocket
Description:        As good as the Rocket Launcher, even better when
your enemies are far away and you use the Secondary Function. Also fun
to use even when you're not after your enemies.

Name:               Combat Knife
Power:              ***         Secondary Function: ***(hit)/*****(poison)
Fire Rate:          ***         Secondary Function: *
Accuracy:           *****       Secondary Function: ****
Reload Time:        -           Secondary Function: ***
Zoom:               -
Overall Rating:     ***
Magazine:           -
Can Be Doubled:     Yes
Primary Function:   Knife Slash
Secondary Function: Throw Poison Knife
Description:        Better than Unarmed in the Primary Function, and
deadly if you are willing to throw a Knife away and have some time to
spare in the Secondary Function.

Name:               Crossbow
Power:              **      Secondary Function: *****
Fire Rate:          ****
Accuracy:           *****
Reload Time:        *
Zoom:               -
Overall Rating:     ****
Magazine:           5 Bolts
Can Be Doubled:     No
Primary Function:   Sedate
Secondary Function: Instant Kill
Description:        A good weapon weather you want to subdue the enemy
or kill it. In Combat Simulator, Sedating blurs the enemies' vision,
making it great at making your friends suffer.

Name:               Tranquilizer
Power:              *           Secondary Function: *****
Fire Rate:          ****        Secondary Function: **
Accuracy:           ****        Secondary Function: *****
Reload Time:        ****
Zoom:               -
Overall Rating:     ****
Magazine:           8 Sedatives
Can Be Doubled:     No
Primary Function:   Sedate
Secondary Function: Lethal Injection
Description:        Has a bigger magazine and a lot quicker reload time
than the Crossbow, but blurs vision only 1/3 as much. Also, you need to
be up close to your enemy to give them a Lethal Injection, making you
very vulnerable. However, the Tranquilizer and Crossbow are about just
as good.

Name:               Laser
Power:              ***  Secondary Function: **
Fire Rate:          **   Secondary Function: *****
Accuracy:           ***  Secondary Function: *****
Reload Time:        -
Zoom:               -
Overall Rating:     ***
Magazine:           -
Can Be Doubled:     No
Primary Function:   Pulse Fire
Secondary Function: Short-Range Stream
Description:        The Laser is better in its Secondary Function, even
if you do have to be fairly close to hit. It is less powerful, but fires
a lot quicker, and is more accurate, making it a lot better when used
this way. However, there are some people that aren't very good at
getting in close, so I'd recommend the Primary Function for those
individuals.

Name:               Grenade
Power:              *****
Fire Rate:          **
Accuracy:           **     Secondary Function: ****
Reload Time:        ****
Zoom:               -
Overall Rating:     ***
Magazine:           -
Can Be Doubled:     No
Primary Function:   4-Second Fuse
Secondary Function: Proximity Pinball
Description:        A small but powerful explosive, but isn't very
accurate when thrown. The Proximity Pinball is more likely to hit,
but it may be you on the receiving end, so be careful when doing this.

Name:               Timed Mine
Power:              *****
Fire Rate:          **
Accuracy:           *****
Reload Time:        ****
Zoom:               -
Overall Rating:     ****
Magazine:           -
Can Be Doubled:     No
Primary Function:   Timed Explosive
Secondary Function: Threat Detector
Description:        Basically, a grenade that can stick to walls, and
is easier to spot. It also sticks to people, making it very deadly.
The Secondary Function is just like the K7 Avenger's, but you can't
throw Mines while you are using it. The Threat Detector usually
isn't worth using unless the only weapon on the level is a type of Mine.

Name:               Proximity Mine
Power:              *****
Fire Rate:          **
Accuracy:           *****
Reload Time:        ****
Zoom:               -
Overall Rating:     ****
Magazine:           -
Can Be Doubled:     No
Primary Function:   Proximity Explosive
Secondary Function: Threat Detector
Description:        These are very dangerous if you don't remember where
you put them. Put them in areas that you think the enemy won't see them,
but will be close enough to detonate it - Preferably, the ceiling. You
can't throw mines while you're detecting threats.

Name:               Remote Mine
Power:              *****
Fire Rate:          **
Accuracy:           *****
Reload Time:        ****
Zoom:               -
Overall Rating:     *****
Magazine:           -
Can Be Doubled:     No
Primary Function:   Remote Explosive
Secondary Function: Detonate
Description:        These are better than the other two Mines because
you can toss them, get clear, then detonate at will. This also ensures
that you don't blow yourself up. For quicker detonation, press A+B at
the same time.

Name:               N-Bomb
Power:              *****
Fire Rate:          **
Accuracy:           **
Reload Time:        ****
Zoom:               -
Overall Rating:     ****
Magazine:           -
Can Be Doubled:     No
Primary Function:   Impact Detonation
Secondary Function: Proximity Detonation
Description:        The N-Bomb (I think it stands for Neutron Bomb)
is a strange weapon. It doesn't appear in the firing range, making
it an item, but it doesn't appear as an item in the training room,
either. It is, however, in Combat Simulator, though, making it a
weapon... I guess. It's also strange because shields don't get hurt
by it - it's like they weren't even there... It also disarms whoever
gets caught in the blast... It's the weirdest weapon in the game...

-------------------------------Items----------------------------------

There are tons of cool items/gadgets that do lots of cool things
in the game, but aren't actually considered weapons. The main thing
that sets weapons and gadgets apart is that they only have a Primary
Function. Find them here.

Name:     Data Uplink/Reprogrammer
Function: Connect
Use:      Use this to perform operations with computers. Whenever
there is a computer terminal or other mechanical device that you think
you have to do something to, equip this and press B in front of the 
object. It is a linking device that sends and receives data to and
from the Institute hackers, who can help you out with unlocking doors
and uploading viruses. You need to be right up to and facing the object
for this to work, though, and you cant turn away or the time you spent
will be wasted.

Name:     ECM Mine
Function: Jamming Device
Use:      There won't be many times that you'll have to use this, but
it will happen, so you still do need to know how to use it. It works just
like any other mine, but you have targets that you have to throw them at.
Get as close as you can to the object before throwing these, because
you'll probably fail if you miss. This device lets out a constantly
changing wave that disrupts any communications device.

Name:     CamSpy
Function: Take Holograph
Use:      This is a remote-controlled camera. You move and open doors
as you would if you were Joanna, and take holographs with Z. You are
vulnerable while using it, though, so make sure the area is clear, first.

Name:     DrugSpy
Function: Shoot Dart
Use:      This works just like the CamSpy, but pressing Z shoots a Sedative
the strength of a Tranquilizer dart. Great when you want to clear an area,
but not risk your life in the process.

Name:     BombSpy
Function: Detonate Bomb
Use:      Works like the other two Spys. The name says exactly what it is.
It's a self-controlled bomb that you can freely detonate. Be advised that
if it is shot, there won't be any explosion, and that once you detonate
it, it's gone, and you only get one.

Name:     Night Vision
Function: Light Amplifier
Use:      This comes in handy when it's dark. It messes up your vision a
little, but is still ten times better than what you would see when not
wearing it. Don't use it in daylight, though, because it will totally
white out your vision and you won't be able to see at all.

Name:     Door Decoder
Function: Crack Lock
Use:      There's only one time in the game that you'll use this, and
it's simple to use, too. Just equip it and press B on the control panel
and the decoder will do the rest. It's a small hacking device that
quickly tries all of the combinations until it opens the door.

Name:     R-Tracker/PresidentScan
Function: Identify Targets
Use:      This is a Radar Tracking Device. It can be programmed to follow
anything, and can then display it on a radar relative to your location.
The dot in the center is you, and whatever is above it is straight
ahead. However, the radar doesn't show a direct route, so you'll have
to find the object yourself.

Name:     IR Scanner
Function: Heat Displayer
Use:      This comes in handy when you want to locate walls that will break
when you shoot explosives at them. It is also good at locating life forms
when they are camouflaged in their environment.

Name:     X-Ray Scanner
Function: See Through Walls
Use:      This allows you to see things that can't be seen by the naked
eye. However, it isn't very helpful if you want to see something that's
far away, because it limits your sight.

Name:     Target Amplifier
Function: Tracking Device
Use:      This device is thrown onto certain objects, and can be located
anywhere by looking on the R-Tracker's radar. Crucial to many objectives
in the game. Be aware that you always get only the amount you need, so
you can't even think about missing.

Name:     Disguise
Function: Wear
Use:      This is somewhat common in the game and lets you trick people
into thinking that you are someone else, but isn't foolproof. If you
take out a gun and shoot someone, they'll be sure to notice you. Also,
you may be unmasked by a smart enemy.

Name:     Cloaking Device
Function: Cloak
Use:      This lets you to become almost invisible to other people in
the game. You will still appear, though, and can be seen as a distortion
of dots. The computer, however, will not notice you while you wear this.

Name:     Shield
Function: Protect
Use:      This is like adding extra health to yourself, as it takes damage
for you. It has limited energy, though, so you still have to be careful.
This makes not changes to your health, and when it runs out, you will be
vulnerable like before. For information on reading your shield's power,
see the Display section above.

Name:     Combat Boost
Functions: Boost/Revert
Use:      This is a drug, that when taken, slows down time for whoever
took it, and in Combat Simulator, for everyone else, too. It's good it
you're surrounded by lots of enemies, but bad when there's nobody around,
because it'll only slow down the time it takes for you to move, which can
be annoying. Good also in Solo, when you have to do something quickly and
don't want to waste time.

Name:     Horizon Scanner
Function: Zoom
Use:      This is an alternative to the Sniper Rifle. It Zooms just as far,
and has only one point in the game. It is actually worse than the Sniper
Rifle because it narrows your vision a lot and blur it some. Use it only
when no enemies are around.

Name:           Psychosis Gun
Power:          -
Fire Rate:      ****
Accuracy:       ****
Reload Time:    ****
Zoom:           -
Overall Rating: *****
Magazine:       8 Infected Sedatives
Can Be Doubled: No
Function:       Infect
Use:            This is not a gun, even if that's what it's name says. It
has no secondary function, making it an item. It does not do damage, either.
What this gun does it better than a one-hit kill, though. It makes the
enemy that is shot become on your side, helping you to complete the mission.
The best thing to have in Solo.

------------------------------Features--------------------------------

As you know, the game requires the N64 Expansion Pak for it to be fully
playable. If you are not lucky enough to have one, you can look here to
see what you can and can't do without and with the Expansion Pak. It
also might convince you to buy it if you know what your missing out on.

Without Expansion Pak
---------------------
Multiplayer Games with up to 2 players
Up to 8 simulants in each game
The ability to set up a Multiplayer Game
Play Challenges with up to 2 players
Access a few video/audio options
Use all Multiplayer weapons

With Expansion Pak
------------------
All of the above
Access to the Carrington Institute
Use Hi-res Mode
Access all Solo/Co-operative/Counter-operative missions
Gain and use Cheats
View cinema sequences
Play up to 4-player Multiplayer games and challenges
Use the better alternate title screen
Change a lot more customizable options
Access all of the cool items



  ____ /\----------------------------------------------------/\ ____  
 / ___|/\>=============*1-Carrington Institute*=============</\|___ \ 
/_/\   \/----------------------------------------------------\/   /\_\



There are many things that happen here, and many of them are to your
advantage. Several Training Rooms will increase your skill and
knowledge, and you can also have lots of fun in this area. Hope you
do!



**********************************************************************
****************************1A-Top Floor******************************
**********************************************************************

This part of the section will explain in detail, the top floor of the
institute.

-------------------------------Map Key--------------------------------

This is the scheme that this FAQ uses for all Maps. This is the only
place that you'll find this information, so memorize it now.

 ________________ 
|Key for all Maps|
|--   Door       |
|==   Locked Door|
|__   Wall       |
|__|  Corner     |
|<>   Elevator   |
| ||| Stairs     |
|(#)  Go To #    |
 ---------------- 

---------------------------------Map----------------------------------

This is a map of the Top Floor of the Carrington Institute. Use the
map key above to figure out how to read it.

           (1)(2)                    (3)(4)
 __________--__--____________________--__--______________
|       _____||_____              _____||_____           |
|                                                    |   |
|_________________________--___________________--____|___|
                          <>                   <>

1- Carrington's Office
2- Your Room
3- Information Room
4- Device Lab

-------------------------Carrington's Office--------------------------

This is a small room with a glass table, a safe, and obviously, Daniel
Carrington in it. This room has almost no purpose in the game, but
it's still cool to look around. The only thing this room does is let
you complete the Cloaking Device Training at the Device Lab. Carrington
also has a camera in the Device Training Tunnels that he can see you
with in his room (don't ask how).

------------------------------Your Room-------------------------------

Where you start off at once you Choose Your Reality. It has no purpose
but a small computer that opens up the Perfect Menu, which is
pointless, because you can just do this by pressing Start. No other
reason for this room.

---------------------------Information Room---------------------------

This room has two PCs in it. The one on the left shows the character,
background, race, and story information, and the other one on the
right shows the Cheat Menu, which you can access by pressing Start
anyway. Grimshaw is the annoying male in this room. He may help you
in your missions, but is still a nuisance. Shoot him with the Slayer
if you want to, using the glitch in the Glitches Section.

------------------------------Device Lab------------------------------

Here is where you get your device training. It's very helpful to get
to know the items and gadgets that you can use during the game, so pay
this place a visit if you ever forget how to use something. Just press
Start, select the device you want to train with, pick up the device from
the table, and do what it says. Here is a map of the device training
tunnels if you ever need to find your way around. The X is the secret
door in the Device Lab, beside the table that you get the device that
you picked on. Look at the Map Key at the top of this section if you
want a refresher on reading my maps.

                                          _    ___________________
                                         |5|  |____   ____________|
                                         | |       | |
                                         | |_______| |
                                         |_________  |
                                     ______________| |_______________
                                    |  ____________   _______________|
                                    |6| _________  | |
                                ____| ||         | | |
                 __________    |  __I ||         | | |
                |          |   | |  |_||___   ___| |-|
        ________|          |___| |         |3|     |4|
       |  ______           7_____|_________| |_____| |___
       | |      |          |     |  _____   ___   _______|1
       | |      |__________|  ___| |     | |   | |
       | |                   |  ___|     | |   | |
    ___| |                   | |         | |   | |
   8_____|                   |2|         | |   |X|

Here is how to complete each training:

Data Uplink: After picking up the Data Uplink, turn around and go up
to the computer (it's the one that has nobody beside it), and press
B. Wait a few seconds, and you will complete the training.

ECM Mine: Pick up the mine, then use the secret door that opens
beside you to enter the maze (this is marked as an X on my Map),
and follow the Map above to get to point 1. There, you should see a
wall terminal. Aim at it and press Z to throw the ECM Mine onto the
terminal. That wasn't so hard, was it?

CamSpy: Pick up the CamSpy, then deploy it inside the secret door
(marked as X on the Map), and follow the map above to point 2. Open
and enter the door that you see there, and look at the PC in the corner
of this room. Press Z, and you've completed the Training.

Night Vision: Take the Night Vision from the table, and make your way
through the secret door (X on the Map above), and go to point 3. It will
be dark there, so put on your Night Vision. In this room, look to your
right, and you will see a light switch. Press B on it to complete the
Training.

Door Decoder: Pick up the Door Decoder and go to point 4 on the map
(where you enter is marked by an X on the Map). Once there, look on the
wall to your right and you will see a wall terminal. Equip your Door
Decoder and press B on it. Then, just wait and you'll complete the
Training.

R-Tracker: Pick it up from the table, equip it, and then, head into the
maze (the entrance is marked as an X on the Map). Follow the Map above
to get to point 5. Pick up the glasses you see there to complete the
Training.

IR Scanner: Take it with you into the maze through the secret door
(it's an X on the Map above), and make your way to point 6 on the Map
above. Activate the IR Scanner and look for a bright red wall on your
right. Press B on it to finish this Training.

X-Ray Scanner: Get the X-Ray Scanner from the table and got through
the secret door (an X on the Map above). Use the Map to get to point
7, and enter this room. Put on the X-Ray Scanner and look to your
left and right. On each side will be a wall panel. Press B on both
of them and the training will be done.

Disguise: Equip the disguise and go through the secret door (an X
on the Map). Go to point 2 and walk in front of the fat nerd with an
annoying voice (his name is Grimshaw). Wait until he gives you the
Cloaking device to complete the Training.

Cloaking Device: Pick up the Cloaking Device and make your way to
point 7. Put on your Cloaking Device. Go to point 8 and enter this
secret door. Take off your Cloaking Device and go to Daniel Carrington
to complete the Training. Congrats! You beat them all!



**********************************************************************
***************************1B-Base Floor******************************
**********************************************************************

This will tell you all about the base floor (below the top floor).
This floor contains two very important Training Rooms, the Main
Entrance, two elevators that lead upstairs, and a path that leads down
to the hanger.

---------------------------------Map----------------------------------

Here's A Map of the Base Floor. If you forgot how to read the maps in
this FAQ, go to the very beginning of this section.

               (1)                                (2)
________________--________________________________--________________
    |                               |                               |
 |  |                                                               |
 |  |                           |__<>___|                   |___<>__|
 |  |                               |                           |   |
 |  |                               |                           |   |
 |  |                               |                           |___|
 |  |                               |                           |   |
 |                                                              |   |
 |___________________==_____________|_______________________________|

1- Firing Range
2- Holoprogram Training

----------------------------Firing Range------------------------------

This is possibly the most important Training Room in the game. It lets
you try out every weapon that you have accessed in both the missions
and Combat Simulator, and it also gets you all of the Classic Weapons
for Jo in Solo cheats. You'll first need to know how the scoring works
on the Targets. Here's a diagram to show you. If you already know, just
skip this part and look below it for how to beat each and every
Training.

                                __
                               |  |
                               |  |
                       ________|__|_________
                   5  |    _____________    |
                      |4  /  _________  \   |
                      |  /3 /         \  \  |
                      | |  / 2  ___    \  | |
                      | | |    / 1 \    | | |
                      | | |    \___/    | | |
                      | | |             | | |
                      |  \ \___________/ /  |
                      |   \_____________/   |
                      |_____________________|

Point Accumulation
------------------
Area 1- 10 Points
Area 2- 5 Points
Area 3- 2 Points
Area 4- 1 Point
Area 5- 0 Points + Loss Of Accuracy

Now that you know how the scoring works, here is how to beat each
Training. The Overall Difficulty is out of 5 stars (*****), one being
the easiest, and five being the hardest.

-Falcon 2-
Bronze
Time Limit:         2 Minutes
Goal Score:         120
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        This is a very easy training. Just aim to the center
of the target, and keep on tapping Z. After your whole magazine is in
the target, it will break, so move onto another target that is just as
close. There is no need to even look at the targets farther away... It'll
just waste your time.

Silver
Time Limit:         15 Seconds
Goal Score:         80
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: ***
Description:        A lot harder than the first Training, by still not
THAT hard. Just press Z very quickly while aiming at the target, and reload
when it flips around. Do this a few times, and if you have decent aim,
you'll pass.

Gold
Time Limit:         10 Seconds
Goal Score:         170
Ammo Limit:         24
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: ****
Description:        Just stay on the right, where  the targets move back,
and hit them when they do. After they all pass by at least once, take
aim and shoot them as they move around the left side with as good aim
as you can. It'll probably take you a few tries to get it right.

-Falcon 2 (silencer)-
Bronze
Time Limit:         2 Minutes
Goal Score:         120
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        Just take aim in the center of the target and
fire away when it flips over. The first one will break, so move on
to the next one. Do it again. If this one breaks, you must have had
poor aim, but you can still hit this target to get enough points.
That's all.

Silver
Time Limit:         2 Minutes
Goal Score:         30
Ammo Limit:         -
Targets To Break:   9
Accuracy Minimum:   -
Overall Difficulty: **
Description:        Just hit each target once with decent aim. They
will flip around, so only shoot when you have to. As long as you get
hits relatively close to the center, you'll pass with flying colors.

Gold
Time Limit:         30 Seconds
Goal Score:         80
Ammo Limit:         -
Targets To Break:   3
Accuracy Minimum:   -
Overall Difficulty: ***
Description:        This is fairly easy, but may take a few tries if
you're not that good. Just strafe along with the first target,
shooting as quick as your finger can. Then, you should have met the
score requirement, then just stand in the middle, and rapidly shoot
the other two targets anywhere (as long as most or all of them are
hits) by aiming. If you're quick and fairly accurate, you should pass
with a second or two to spare.

-Falcon 2 (scope)-
Bronze
Time Limit:         2 Minutes
Goal Score:         120
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        This is very easy, like the last three Bronze
Trainings. All that you have to do is to use your scope to get a
better view of the target, aim in the center, and press Z. When you
discharge the entire magazine into the target, it will break, and
you'll have to move on to the next target. Just aim in the center
again, and if your aim was or was at least close to perfect, you'll
beat the training, and probably in less than 10 seconds.

Silver
Time Limit:         2 Minutes
Goal Score:         120
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   80%
Overall Difficulty: **
Description:        This is only a tiny bit harder than Bronze. The
targets will move this time, so you should stand in the middle of the
room, and fire at them as close as you can to the center. Be aware that
if you miss too much, you won't get the minimum 80% accuracy
requirement. Even so, this training is still very easy and shouldn't
be taken too seriously.

Gold
Time Limit:         10 Seconds
Goal Score:         80
Ammo Limit:         8
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: ***
Description:        This Training is a lot harder than Silver. You get
only 8 bullets, and they must all hit the center of the target, within
10 seconds. When you start and still hear the alarm, give one shot to
the Target on the left, and make sure that it hits the center. Then,
strafe almost completely to the right, and get ready your aim. Put the
crosshair in the center of the Target, and fire 3 bullets. Retry the
Training if not all of them hit the center. Now, strafe almost totally
to the left, and aim once again. When you're sure the bullets will hit
the center of the target, shoot 3 more times. Quickly strafe back to
the right, and aim in the center of the target. Shoot once more, and
you'll complete the training.

-MagSec 4-
Bronze
Time Limit:         2 Minutes
Goal Score:         135
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        Immediately when the training starts, set your gun
to 3-Round Burst. Take one shot in the center of the fist target, then
let it turn around. When it flips back over to the correct side, hit it
two more times quickly. Let go of Z to reload, and when the next target
flips over, hit it three times. Once again, let time to reload, and
repeat the process until you have the required score.

Silver
Time Limit:         2 Minutes
Goal Score:         135
Ammo Limit:         18
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: ***
Description:        This training is a lot harder than the Bronze one.
All you have to do is to get a good score, but you have a long time to
do it in. First of all, don't be on 3-Round Burst. Then, aim at one of
the sides, and when the targets are flipped around, and the target
that blocks the others has just passed by, fire in the center of the
target. Just make shots that you know will hit the center of the target.
You have more than enough time to do this in, so concentrate on aim
rather than speed.

Gold
Time Limit:         12 Seconds
Goal Score:         80
Ammo Limit:         -
Targets To Break:   4
Accuracy Minimum:   -
Overall Difficulty: **
Description:        This training, believe it or not, is easier than
the Silver one. You'll have to be fairly quick, and have good aim.
Just set your gun to 3-Round Burst, and get right in front of the
closest target that's on the very right. Then, aim in the center of
this target, and start shooting like a maniac. The other targets will
come into your crossfire, and will probably get hit with good accuracy.
Just keep shooting here until all of the targets are down, and you'll
probably have good enough accuracy to complete the training.

-Mauler-
Bronze
Time Limit:         2 Minutes
Goal Score:         200
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        What an easy Training! Just get in front of the target
on the left, aim properly, and fire away! Don't use the Charge-up shot for
this Training. It's useless. After a full magazine is in the target, it
will break, and you'll have to move on to the next on. It's not that hard
to get 20 Bull's-eyes in 2 Minutes, so don't even think about worrying
about beating this Training.


Silver
Time Limit:         2 Minutes
Goal Score:         -
Ammo Limit:         50
Targets To Break:   8
Accuracy Minimum:   -
Overall Difficulty: **
Description:        Here, you'll have to be on the Charge-Up Shot function
to complete this Training successfully. All you have to do is to wait until
the shot is completely charged, then shoot. Make sure that every charged
shot makes it, or you will stand very slim chances of completing the
training.

Gold
Time Limit:         15 Seconds
Goal Score:         -
Ammo Limit:         35
Targets To Break:   6
Accuracy Minimum:   -
Overall Difficulty: ****
Description:        This is the final test in using the Charge-Up Shot
function. You have to hit every target with a fully-charged shot. Start by
charging up your gun while running to one of the sides (right or left),
right in front of the target. Immediately when the targets flip over, hit
the first target. Let the gun charge up, and then immediately hit the target
when it flips over. Move on to the center front target, while letting the gun
charge again. this is where you have to be very lucky. IMMEDIATELY, when the
target flips over, hit it, and quickly reload. On your next shot, you'll have
to hit the target before it flips over, yet only after the gun's fully
charged. It isn't easy to get the timing right, but it's possible. From then
on, it's pretty much clear skies as you charge up and hit the last two
targets.

-Phoenix-
Bronze
Time Limit:         2 Minutes
Goal Score:         90
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        Use the Explosive Shells for this one. Try to aim in the
center of the first target, and fire once. The target will break, giving you
ten points, plus some extra points, depending on where you hit. Then, the
targets will go around for a while, giving you time to reload. Then, when
they flip around, shoot in the center once more. Continue this, and the
test will be a piece of cake.

Silver
Time Limit:         2 Minutes
Goal Score:         -
Ammo Limit:         18
Targets To Break:   8
Accuracy Minimum:   -
Overall Difficulty: **
Description:        Use the Explosive Shells here, too. This time, you'll
have to destroy 8 targets with 18 shots. It's pretty simple. Just shoot the
targets as they come across, because they will flip over on either end.
Two hits to each two will break it, and that should only total up to 16
shots. That means that you have two shots to miss with. I shouldn't be that
hard, especially because the explosions stay there for pretty long, giving
the targets time to go into the blast even if you miss a little.

Gold
Time Limit:         20 Seconds
Goal Score:         -
Ammo Limit:         3
Targets To Break:   6
Accuracy Minimum:   -
Overall Difficulty: **
Description:        You know, this isn't even harder than the last
Training. But SIX targets with only THREE ammo? Impossible? We'll see.
You'll have to use the Explosive Shells for this test. When you still
hear the alarm, hit one of the targets closest to you. That will take
both of them down due to the explosion. Immediately when you shoot, get
your aim ready for one of the targets farther down. Now look at the
timer at the top of the screen. When it reaches 2, shoot, then get your
aim ready for the final and most difficult shot. When the timer reaches
4, fire away the last bullet, and if you timed it right, you'll have
completed the Training.

-DY357 Magnum-
Bronze
Time Limit:         2 Minutes
Goal Score:         90
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        A very easy and simple Training. When the target's
paint is visible hit it, and when it isn't don't fire. Just make sure
to have a steady aim to the center of the target. You have all too much
time to do this in, so 1% accuracy is decent enough - really!

Sliver
Time Limit:         2 Minutes
Goal Score:         80
Ammo Limit:         3
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        This Training concentrates purely on accuracy. You'll
have to make sure that you're completely lined up perfectly with the
targets. You can assure this by making sure that only the first target is
visible, and that the things that the target is held on are all behind
each other. Then, aim in the center of the of the target, then fire. It's
simple. If you follow the strategy that I just told you, this test
shouldn't pose any problem whatsoever.

Gold
Time Limit:         12 Seconds
Goal Score:         50
Ammo Limit:         5
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        This is very hard to believe, even for me. This
Training is VERY easy. Use the Silver strategy above to center yourself
onto the middle target, then fire when it turns around. After you hit it,
go to your left, and hit this target in the middle when it turns around.
Then, aim for the target to your left. When it turns around, hit it in
the center. Then, wait for then next target to flip over. When it does,
hit it once in the middle. Then, just wait for the last target to flip
over, and hit it when it does. That should be enough score if you made good
hits, but you can move on to the targets on the right if your score is too
low. I just can't believe that a Gold Training could be this easy...

-DY357-LX Magnum-
Bronze
Time Limit:         2 Minutes
Goal Score:         90
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        Like most Bronze Trainings, this one is very easy. All
you have to do is to aim well. The targets will move around very slowly,
and will never flip over. Just aim in the center of the target, and fire
away! Move with the targets, making sure that every bullet possible makes
it to  the target. Although it's possible to beat the Training with getting
only 1-pointers all of the time, it will take very long, so try to aim as
best as you can to the center.

Silver
Time Limit:         30 Seconds
Goal Score:         200
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: ***
Description:        This Training can present a problem if you don't know
what to do. Although, naturally, you'd think that just firing at any old
target will pass the test, you're not entirely correct. Doing this won't get
you anywhere, as you won't accumulate enough points to pass. But, it you
consider the LX version's incredible penetration power, you'll find a
logical answer. There are two targets that are aligned directly behind one
another. Give you an idea? Never mind the single target! Only hit the two
targets that are lined up. This way, you virtually get double the amount of
points, since your bullets will come through both targets. Just do this, any
you'll probably pass if you aimed pretty well.

Gold
Time Limit:         50 Seconds
Goal Score:         100
Ammo Limit:         12
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *****
Description:        This Training is not as easy as you may think it is.
There will be a target here, that will move from one side of the range to
the other. It will flip around every time it reaches a side, so you'll have
to hit it on the move and it will be a challenge to do it in the little
time you're given. Considering that all but a few bullets must somehow reach
the middle of the target, this Training is a real challenge. You can either
miss totally two times, or make a few hits that aren't in the center, and
still pass, but any more than that, and you stand no chance of completing
this Training. Anyway, the best way to do this is to wait for the target to
flip over, then strafe along with it, until you think that you can get a
good shot in. When that's the thought in your head, tap on the trigger, then
get ready for the next time the target will flip over, and then repeat the
process. It may sound hard, but it's the only way - and it's much harder
when you try it than it sounds while you read it!

-CMP 150-
Bronze
Time Limit:         2 Minutes
Goal Score:         240
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        This is very easy. All you have to do is to hit any of
the targets when they're flipped on the correct side. Just get as many shots
as you can in, and stop when the target turns to the brown side. Then, when
it turns back towards you, continue your assault. That's all!

Silver
Time Limit:         2 Minutes
Goal Score:         -
Ammo Limit:         80
Targets To Break:   4
Accuracy Minimum:   -
Overall Difficulty: **
Description:        It may seem that it's hard because the targets move so
quickly, but don't let that confuse you. The targets will stop and flip
around every once in a while, giving you time to hit them. Don't feel rushed
to hit them, through, as you have a huge amount of time. The key here is
accuracy. As long as you remember to aim properly, you'll complete this
Training. Just pretend that there isn't any time limit here, and you'll be
fine. Hit the targets in any way that you want to, as long as you hit.

Gold
Time Limit:         20 Seconds
Goal Score:         250
Ammo Limit:         -
Targets To Break:   6
Accuracy Minimum:   -
Overall Difficulty: ***
Description:        Just like the last Training, accuracy is your best
friend here. Stand on one side of when the targets are for most of the
time (either left or right, but I like left better, for some reason).
Then, just shoot at the nearby targets. Be as accurate as you can to the
center, because you'll stand more chance of winning. Anyone can take
out these six targets in 20 Seconds, but it's the accuracy that really
counts.

-Cyclone-
Bronze
Time Limit:          Minutes
Goal Score:         750
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        The Cyclone's accuracy is... well, I just don't want
to say a particular word, but it's quite bad if that's how far I have to
go to describe it. However, the targets are pretty close to you, so you
should be able to make good hits most of the time. Anyway, just aim in the
center of the targets, and you'll make it through easily.

Silver
Time Limit:         20 Seconds
Goal Score:         -
Ammo Limit:         -
Targets To Break:   5
Accuracy Minimum:   -
Overall Difficulty: ***
Description:        Here, you'll need good accuracy, which Magazine
Discharge cannot offer you. All you have to do, though, is to hit the
targets with good aim, so that every shot makes damage to the target.
You'll have to take down five of them, which should be about enough to take
care of in 20 Seconds. Just hit the targets that are the closest to you, as
you'll be more likely to hit them.

Gold
Time Limit:         18 Seconds
Goal Score:         400
Ammo Limit:         -
Targets To Break:   1
Accuracy Minimum:   -
Overall Difficulty: ***
Description:        This isn't any harder than the last Training. You'll
have to shoot fairly quickly for this test, especially because you have
infinite ammo. It may sound crazy coming from me, but switch to Magazine
Discharge. Then, aim at the target in the distance, and fire away. You'll
get a few shots in on it, as well as hitting the two targets that will pass
by every once in a while. When both targets in the front break, switch back
to the Primary Function, and continue hitting the target in the distance.
You should be able to get enough points like this to complete the test.

-Callisto NTG-
Bronze
Time Limit:         2 Minutes
Goal Score:         480
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        This test is fairly easy unless you use High Impact
Shells. The Secondary Function will only decrease accuracy and the
lifespans of the targets, so don't use it if you're at least slightly sane.
Anyway, if you just aim in the center of the targets and use Rapid Fire,
you shouldn't have any problem in getting the required score from the
front targets. You can move on to the ones in the back if you had bad aim,
but it's almost impossible to not get enough points if you take the back
ones out, too.

Silver
Time Limit:         30 Seconds
Goal Score:         -
Ammo Limit:         -
Targets To Break:   1
Accuracy Minimum:   -
Overall Difficulty: **
Description:        You almost have to use High Impact Shells here. The
front targets will immediately flip around, but the one behind them
won't. All you have to do is to hit it many times - it doesn't matter
where. You'll also need a bit of imagination. The target in the back will
not always be visible, so you'll have to imagine where it would be behind
the target. You can still shoot through the targets that are facing flipped
over, and the bullets will come through them. Then, if the target in the
distance is behind them, you can get hits on it. Just pretend that those
blocking targets aren't even there.

Gold
Time Limit:         20 Seconds
Goal Score:         250
Ammo Limit:         -
Targets To Break:   2
Accuracy Minimum:   -
Overall Difficulty: **
Description:        This Training is in no way more difficult than Silver.
All you have to do is to be on Rapid Fire, and first, hit the targets on
the sides. Then, when the target in the middle flips over, start shooting
at it, and then, when your ammo runs out, reload. Then, continue, once
again by shooting the side targets first, followed by the one in the
middle when it flips over to the correct side. Just do this until you get
250 points and have destroyed at least two of the targets.

-RCP-120-
Bronze
Time Limit:         2 Minutes
Goal Score:         1000
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        This is very simple. Just aim in the center of the
target, and fire away. If you make good hits, you won't even have to stop
to reload once. However, if your aim was a little off, you can still
reload and continue firing. One thousand points is a little much, but
then, again, so is 120 bullets.

Sliver
Time Limit:         20 Seconds
Goal Score:         300
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: **
Description:        This test will teach you in using the built-in
Cloaking Device. All that you have to do is quickly Cloak, then quickly
uncloak, and wait for the targets to flip around. Then, aim into their
center, and shoot until they flip over again. Now, repeat the process, and
300 points should be a breeze to get. I could probably make 700 if they
asked me to.

Gold
Time Limit:         20 Seconds
Goal Score:         -
Ammo Limit:         180
Targets To Break:   9
Accuracy Minimum:   -
Overall Difficulty: ***
Description:        This is hard unless you know what to do. When you start,
use the strategy you used in Silver to make the targets in the front flip
over. Then, break them all, or if you miss one, just cloak and uncloak
yourself, again, and break it. Now, it's on to the harder ones in the
distance. Just shoot at them, there's no secret here. As long as you at
least hit them, the bullets weren't a waste. If you're quick enough, you'll
pass the test.

-Laptop Gun-
Bronze
Time Limit:         30 Seconds
Goal Score:         750
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        Whoa! Such a harsh time limit on Bronze? And 750 Points?
Hard? I think not! Just hit any of the targets in the distance in the
middle. When you whole magazine is out, the target will break, and a new one
closer up and to the left will appear. Go up to it, and when your reload's
done, make good center shots at it. If you did what I said, you should
complete this Training before the second target breaks.

Silver
Time Limit:         20 Seconds
Goal Score:         90
Ammo Limit:         -
Targets To Break:   3
Accuracy Minimum:   -
Overall Difficulty: *
Description:        This test comes down to one simple throw of the gun. Aim
in between the targets, and deploy your Laptop Gun. Now, if your gun makes
it through the hole, and lands in a decent spot, you can bet that if you
just wait, you'll complete the Training. That's all that you have to do, so
this test is a piece of cake.

Gold
Time Limit:         15 Seconds
Goal Score:         750
Ammo Limit:         250
Targets To Break:   2
Accuracy Minimum:   -
Overall Difficulty: ***
Description:        A significant increase in difficulty since Silver. The
best way to do this is to keep left, and make sure that you are exactly
facing straight ahead to where the targets will be coming towards you from.
Then, just aim in the center of the first target, and keep your aim steadily
there, without moving it. This way, all of the targets will get good hits,
and you won't have to put much effort into simply holding the Control Stick
steady. Just keep shooting until you run out of ammo, then let go of the
trigger, and after the gun reloads, keep blowing the targets to pieces. If
you're good, you should make it through the test without much effort.
However, what's really important is how you first start off shooting.

-Dragon-
Bronze
Time Limit:         2 Minutes
Goal Score:         450
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        What can I say? This is VERY easy. All you have to do
is to get as close as you can to the targets, and hit them when you see
the colored side. Make sure that you aim in the middle of them, though,
because (believe it, or not) it IS possible to fail this test. But anyone
that has proven themselves worthy by beating the first level on Agent
should find this cake. One reminder: DON'T throw the gun away! If you use
the Secondary Function, (and even if you blow up all the targets), you
will NOT beat the Training. I think most of you are smart enough to
understand, but in case you aren't, I put that there as a reminder.

Silver
Time Limit:         10 Seconds
Goal Score:         -
Ammo Limit:         1
Targets To Break:   1
Accuracy Minimum:   -
Overall Difficulty: **
Description:        Hmmm... One ammo? It takes at least ten to take a
target out... but this is where throwing the gun away comes into play.
Just throw the gun as close as you can to the target in the distance, and
the target will soon come forward, to the gun, and be blown up. Ten
seconds should be more than enough to do this in.

Gold
Time Limit:         15 Seconds
Goal Score:         500
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   90%
Overall Difficulty: *****
Description:        This Training is VERY hard. Getting in 50 bull's-eyes
in fifteen seconds is hard enough! And the gun's messed up accuracy makes
the 90% accuracy minimum, alone, decent of a Gold test. However, the test
is a little easier if you screw the targets up close and aim for the ones
in the distance. They will flip over, which won't make it easier, but
since they're stationary, you'll ba able to get much better hits in. Keep
shooting, even if the front targets get in your way, beacuse you might as
well get a few points from them.

-K7 Avenger-
Bronze
Time Limit:         2 Minutes
Goal Score:         375
Ammo Limit:         -
Targets To Break:   -
Accuracy Minimum:   -
Overall Difficulty: *
Description:        Targets in the distance with a random-aiming gun isn't
easy, but considering the enormous time limit, it actually is easy, under
these circumstances. Just aim in the center of the target, although the
bullets will go everywhere, anyway. When a full magazine is in the target,
it will break, so move on to the next one. There's not much more to say
about this...

Silver
Time Limit:         2 Minutes
Goal Score:         -
Ammo Limit:         4
Targets To Break:   4
Accuracy Minimum:   -
Overall Difficulty: **
Description:        The key to this is good aim... and the Secondary
Function! Use it to find the targets that will explode, and only shoot
those. The explosion will blow up others in the radius, and you can beat
the test with only two shots. But don't go wasting any, because it's not
a guarantee.

Gold
Time Limit:         15 Seconds
Goal Score:         -
Ammo Limit:         30
Targets To Break:   3
Accuracy Minimum:   -
Overall Difficulty: *****
Description:        The main issue is that you have just enough ammo to
destroy the three targets. You can bet that all of the bullets will hit
the target if you aim in the middle, so you shoudl really be paying
attention to your ammo. Once ten ammo's gone, stop shooting, or you'll
fail the test. Also, the targets will flip over only four times, each,
except the middle one, which will do a little more. Save the middle one
for last, since you have a second or so more time to destroy it. The
trigger is actually more important than aim, here.

-------------------------Holoprogram Training-------------------------         

In this room, you will learn the basics of moving around and fighting
in Perfect Dark. Here, I'll show you how to beat every training there
is in this room, so you don't have to worry about beating them
yourself. Although there is no requirement to ever do this in the game,
it lets you sharpen your skills as a Carrington Institute Agent. Here
is how the damage done works. It shows you how much damage is made by
hits in each area and on each difficulty.

                                   ___
                                  / 1 \
                                  \   /
                               ___/   \___
                              |           |
                              | ||     || |
                              |3||  2  ||3|
                              |_||     ||_|
                                 |  _  |
                                 | | | |
                                 |3| |3|
                                 | | | |
                                 |_| |_|

Agent Damage
------------
Area 1- 3X damage
Area 2- 1.5X damage
Area 3- 3/4 damage

Special Agent Damage
--------------------
Area 1- 2X damage
Area 2- 1X damage
Area 3- 1/2 damage

Perfect Agent Damage
--------------------
Area 1- 1.5X damage
Area 2- 1/2 damage
Area 3- 1/3 damage

Damage needed to kill average Guard: 1.5X.

This is how much damage is done using the Falcon 2. Other more
powerful weapons may do more damage, possibly causing the amount
of hit points needed to take an enemy out to be lower than 1.5, but
the proportions for how much damage is made relative to other locations
is the same.

Now that you know where to hit, let's get to how you beat the
Holoprogram Trainings.

Holo 1 - Looking Around: Walk straight ahead until you see a small
terminal on the ceiling go right under it and press C-Down to look
up until it says 'Code 3 has been obtained'. Reset your view to normal
by pressing down on the Control Stick. Turn around and go forward a
little bit until you see another terminal on the ceiling. Again, press
C-Down to look at it until it says 'Code 4 has been obtained'. Press
down on the Control Stick to center your view again and go to the
terminal ahead of you on the ground (you may have to turn a little
left to see it). Press C-Up to look at it and wait until it says 'Code
2 has been obtained'. Then Turn around totally until you see another
terminal close to the ceiling. Press C-Up to look at it until it says
'Code 1 has been obtained'. Look to your left to see 4 terminals on the
wall. Go up to them and press B on each one. You've just completed this
Holoprogram.

Holo 2 - Movement 1: This training is simple, but can put up a challenge
to inexperienced players. Simply go to either left or right of all of
the terminals, and quickly press B on each one before they reset. You
don't have to worry much if you're experienced, because you probably have
the reflexes to do it in one try. Be aware that strafing is not necessary
here.

Holo 3 - Movement 2: Hold the R bottom and press C-Down. Go under the
laser to your left, and press B on the terminal. Go back under the laser,
turn right, press R and C-Down again, and go under the laser ahead of you.
Tap R twice and press B on this terminal. That's all there is to it...

Holo 4 - Unarmed Combat 1: First of all, just go up to the guy ahead and
punch him. Then, a running guy will appear. This will be a lot harder, but
punch him out, too. Then, a guy that punches back at you will appear. Just
punch him out quickly and you'll complete this training.

Holo 5 - Unarmed Combat 2: Make sure that you are in your Secondary
Function, Disarm. Then, punch the guy ahead (he'll run around, but
shouldn't be too much of a problem). Then, punch this next guy in the face
a little, and quickly get behind him and punch him in the back. This may
be a little tricky, but not too hard. Then, a new guy should appear.
Quickly punch him before he shoots you to complete this Training.

Holo 6 - Live Combat 1: This training is very easy. Just punch each of
the four enemies two times until they fall down to the ground. Don't wait
too long, because they'll start to run towards you and you'll get hit.
Watch out for the enemies behind you, too!

Holo 7 - Live Combat 2: The hardest Training in the entire Institute.
Even I have trouble beating it (it takes me about 5 tries). First, take
the guy straight ahead of you out, then move around so the other guys
don't shoot you, and hide behind the wall to your left. Take out your gun
and shoot the two unarmed guys that'll come after you. Then, peek out from
the wall to kill the last two guards with guns. Whew, now that was hard!



**********************************************************************
**************************1C-Hangar Level*****************************
**********************************************************************

This is the least important part of the Institute, but is still a fun
place to be, considering it has huge tunnels, a Hoverbike and a
Hovercrate. This is what it looks like. If you can't decode this Map,
look under Map Key at the Beginning of this section.

---------------------------------Map----------------------------------

This Map (that took me ages to make) shows the entire hangar level in
detail. Use it if you're ever lost in the huge maze in the north. It
took me a long time to make this Map, so I'd better pay off.

                             ___==__==______________    ________
                            |           I_I   |  |  |  |        |
                            |         __| |   |__| ||  |        |
                            |____---____| |   |_| |_| _|_____  _|
                         _____   |-|      |_--______||   |      |
                        |     |  | |       |  |______|   |__|   |
                       /   |--|  | |       |--_____I___  |__|   |
                    __/(3)/ | |  | |_______|  |_____ |   |__|   |
                 __|   __/  | |  | I  ___________  _||______|___|
              __|_ --_|     | |__| |   |            |
             |  ___ |       | I____|   |            |
             |__|||_|  _____| |                     |
             |      | |  _____|                     |
   __________|__--__| | |     |        |            |
  |                 |_| |_____|_  _____|________  __|
  |      __| | |____|    |                         |
  |     |                |                         |
  |     |  Hovercrate    |          (2)            |
  |     |                |____________________  ___|
  |     |     (1)        |                         |
  |     |________        |      Hoverbike          |
  |____________  |____   |          (2)            |
  |_____|_|_|_|___   _|__|__________   ____________|
               ___|______   __________|
   To Upstairs ____________|

1- Jumpship Hangar
2- Landing Pads
3- Autodefensive Tunnels

--------------------------Jumpship Hangar-----------------------------

This is where the Carrington Institute keeps its Jumpships while
they're not in use. It's also where you can get information on areas
vital to the game. Nothing else happens here, but the Hovercrate that
you find there is needed in many glitches, so this area is quite
important.

----------------------------Landing Pads------------------------------

These two areas are where the Institute's and visitor's ships land and
take off. They are also directly connected to the hangar for quicker
access to vehicles. This area is fun, mainly because it has a Hoverbike
in it. Other than that, it has no other purpose.

------------------------Autodefensive Tunnels-------------------------

These are really complicated tunnels that are fun to play around in,
but can trap you forever if you don't know where you're going. Use the
Map above as a guide. They serve no purpose, but when playing the
Carrington Institute -Defense mission, serve as the location for a
crucial objective.



  ____ /\----------------------------------------------------/\ ____  
 / ___|/\>=================*2-Missions*=====================</\|___ \ 
/_/\   \/----------------------------------------------------\/   /\_\



Everything in the game revolves around this. It's the main, and
coolest attraction of the game, so you'd better know as much as you
can about it. Here are walkthroughs for each and every mission,
strategies, and so on to help you become the best that's possible
(a.k.a. Perfect).



**********************************************************************
***********************2A-Agent Walkthroughs**************************
**********************************************************************

All of the missions on this difficulty level will have 3 objectives,
with the exception of the first two missions, to get you used to the
hang of the game. The Special Assignments are totally different,
because they have only one objective on this difficulty.

-----------------------------Mission 1--------------------------------

A scientist calling himself Dr. Caroll contacted Carrington Institute,
requesting extraction from Lucrene Tower immediately, before dataDyne
remove his personality and protect the information he needs to give to
the Institute. Daniel Carrington, curious of this information, sends
his best agent, Joanna Dark in to investigate the case and rescue Dr.
Caroll. But it won't be easy... Joanna has to get into the underground
lab area, rescue Dr. Caroll, then get back to the top without either
her or Dr. Caroll being killed. The Jumpship drops Agent Dark off, and
now the rest is up to her...

Agent
dataDyne
-Defection

You will be dropped off at the top of Lucrene Tower upon Dr. Caroll's
request of extraction from the building. This is your first mission,
but you'll come through just fine if you remember your Institute Training.
Good Luck... Let's hope that you don't need it.

Start With: Falcon 2 (silencer)

Get In Mission: CMP 150: All dataDyne Guards have these. There's also
                         two behind the front counter in the lobby.

                Double Falcon 2 (silencer): From the guard in the office
                                            in the narrow glass hallway.

                Shield: One of the guards on the middle office floor in
                        the far-left corner room will drop a shield if
                        you kill him.

                Ammo Clips: Several offices will have these on tables.
                            There's also one under some stairs.

                Necklace: Knock out Cassandra by Punching, Disarming,
                          or using Pistol Whip on her, and she will drop
                          here necklace, for you to pick up. It really
                          doesn't matter on this difficulty, but from
                          Special Agent and up, it will be required as
                          an Objective.

Characters:     Cassandra de Vries
                Negotiator
                dataDyne Guard
                dataDyne Shock Trooper

Objective 1: Gain entrance to laboratory: Start off by waiting a few
seconds, then jumping off the ramp ahead. Turn left, and you'll see a
Guard. Kill him and pick up his gun. Then, look left and you'll see a
silver door. Go through it. Go through the next door. Strafe around to
your left and shoot this guy. Then, go down the stairs. Turn right (almost
completely) and there'll be another silver door. Go through it, and go
down the stairs. Watch out, there may be a Guard here.  Kill him if there
is. When you reach the bottom, open this brown door, enter, and turn
immediately to your left there may be up to four enemies here (at least 1),
so kill them all. You may want to be defended a little more than you are
now, so head to the other side of the room, and enter the brown door to
your left. There might be a Guard right in front of you, so get ready your
trigger, kill him if he's there, then go one floor down the stairs. Enter
this brown door, and turn right. Chances are that there's going to be a
guard that notices you, and a whole bunch of them will come attacking
you. Don't worry, they're weak. When everything seems calm, grab their
guns, and change to your CMP 150 because it's much more deadly (your
Falcon 2 may be low on ammo, also). Then, go into the door that leads to
the left corner of the room. There, you'll see two guys. Kill them both,
and one of them will drop a shield. Pick it up and go back up to the top
office floor. Go up to one of the elevators and press B on it. Wait while
you kill any last guys that were following you, but there probably won't
be any though. When the lift opens, enter, and close the door by pressing
B. You may go down a floor or two, but press B on the door to close it so
that you go down more. This may happen up to three times. Then, the lift
will go down fairly quickly, and the music will change, which is your
cue to get off. Get out of the lift, and then you can do one of two
things. If you're experienced, you can just run past everyone, go down
the stairs, turn left, go in the passageway, turn right and open the door,
run past these guards, turn right, go forward through the secret door, turn
right, and press B to open the elevator and beat the mission. If you're
not an expert, you should just wait and look down the stairs, killing
everyone that comes, first, then do the above. Be aware that there may
still be enemies in the area that leads to the elevator. Remember that
if you do the first option, you have to be quick and move around lots.

Agent
dataDyne
-Investigation

Here, you will have to get a holograph of the radioactive isotope that
is directly linked to Dr. Caroll for further analysis. Of course, you
will have to make it through all of the labs and locate the guy yourself,
but it would help to know more about this isotope before you leave the
lab.

Start With: Falcon 2
            CamSpy
            Data Uplink

Get In Mission: CMP 150: Most dataDyne Lab Guards in the beginning of the
                         level have these. There's also Two on opposing
                         sides in the room with the glass containment unit
                         with the Shield inside.

                K7 Avenger: The Guard in the underground Weapons Testing
                            Area is trying this out. It's the first lab on
                            the left, after which you take the small lift
                            down to the guy that has it.

                Dragon: All of the Shock Troopers near the end of the level
                        use these.

                Proximity Mine: There's one behind the radioactive isotope.
                                You have to go around the outer perimeter of
                                it, and get the mine at the very back. Be
                                careful - it's a RADIOACTIVE isotope.

                Shield: This will be in a glass containment unit in the second
                        room past the lasers. Another one can be found on one
                        of the crates in the room before the isotope.

                Shield Tech Item: This isn't needed on Agent, but is part of
                                  the Perfect Agent difficulty. Does
                                  absolutely nothing good for you on this
                                  difficulty. It's past the corridor in the
                                  door to the left instead of ahead in the
                                  room full of Shock Troopers (just before
                                  you find Dr. Caroll).

Characters:     Dr. Caroll
                dataDyne Lab Guard
                dataDyne Shock Trooper

Objective 1: Holograph Radioactive Isotope: Start off by going to your left,
turning right at this corner, and killing the Guard there. Enter the door,
turn around left, and kill all 4 of the guys that come. Then go through the
door across this room. Select your CamSpy, then use it to go through the door
on the right wall in this room. Open the next door, but never mind the Guards.
Open this door, too. Get your view ready, and when you see the green crystal
up close, Press Z. The guards will be attracted to your CamSpy and will die
in the radioactive isotope area, so don't worry about them.

Objective 2: Locate Dr. Caroll: Press A to return to Jo's view, and go
through the door in the far-right corner. Kill the Guard, and go through
this next door. You will now be raided by tons of Guards, but kill them
all, and don't panic. Once they're all dead, make your way slowly past the
labs, looking left and right that no guys survived. Obviously, shoot them
if they did. At the end, when you see the dataDyne Logo, first turn left
to see if there are any Guards left, then turn right, and go through the
door you see ahead. Kill the two guys in this room, and then kill the
other two that come through the next door. Once all 4 are dead, go through
the next door, followed by the one after that. You'll now be in a room
with lots of laser beams. Wait until the Cleaning Hovbot comes and turns
each one off before proceeding, or you'll get hurt by the lasers. The
Hovbot will open this door, so let it, then kill the guy in this small room.
Watch out, as the Hovbot will open the next door, and the enemies there
will be alerted. Just enter this next room, and shoot the two guys. Change
to your CMP 150, because your Falcon 2 will probably have low ammo now.
Turn left, and go up the left wall and look at the glass to your left.
Shoot the very right section, and it will break, giving you access to the
Shield there. You may want to pick it up (you'd be stupid not to). Then,
turn totally around, and you may want to get the two guns on the round
table. It's free ammo, so why not? Then, go through the door on the
opposite side of the room as the shield was (or if you're stupid, still
is). Then, go through the next door (all those damn doors). Enter this
room, but immediately turn around and shoot the guys hiding there. There's
one to the left and one to the right of the door that you came from. When
they're down, take out your Data Uplink and push B on the computer there.
Wait until you hear the door ahead or you unlock, get your gun ready, and
go down these stairs. Now stop. Think of how you're going to do this next
part. Ahead is a room with about 4 Shock Troopers, but it isn't necessary
to kill any of them. Past that room are some drone guns that can be
avoided or destroyed, whichever you want, and past them, is Dr. Caroll.
If you're a good player confident of your skill, you can just run past the
Shock Troopers, go through the door on the other side of the room, and
evade the drone gun's fire, open the door ahead, and complete the mission
with little or no damage. But if you're not that sure that you can make it,
you can kill all of the Shock Troopers in the room, open the door, then
quickly back off and shoot the two drone guns above from a safe distance.
After that, you can go down Victory Road, and complete the mission. I
recommend option number two if you have any doubts on if you'll make it,
but it takes longer, so don't waste your time clearing the area if you
think you're good enough for option number one. Either way... Level 2
Complete.

Agent
dataDyne
-Extraction

After you retrieve Dr. Caroll, there is one more thing to do. You have to
escape from the building alive, while also making sure that Dr. Caroll
doesn't meet that fate. Watch out - everybody on the level is ready for
you, so prepare for the worst...

Start With: Falcon 2 (scope)
            Night Vision

Get In Mission: CMP 150: All of the Shock Troopers at the Lobby, and some
                         upstairs will carry these. Pick their guns up
                         after you kill them.

                DY357 Magnum: Don't lets any of the first 5 guards see
                              you (keep your distance), and quickly kill
                              them. If you succeed, the last one will
                              drop a DY357 Magnum, which is worth your
                              while in this mission.

                Shotgun: All of the dataDyne bodyguards in the higher
                         levels will drop these, but you shouldn't use
                         it unless it's your last resort.

Characters:     Cassandra de Vries
                dataDyne Shock Trooper
                dataDyne Bodyguard

Objective 1: Access foyer elevator: Start off by putting on your Night
Vision. Then, strafe to the right until you can see the guy, and shoot
him once in the head. Go over, get his gun, then get ready for the next
guy. Go to the Door you'll see ahead of you, and get to the very left
of the wall. Get just close enough to open the door, and press B. Then,
quickly run backwards so he doesn't see you. Then, just shoot him in
the head once. Go into the room ahead, but hug the right wall, so the
guys in the next room don't see you. You will see one of the guy's heads,
so shoot it. Then, while still hugging the wall, strafe behind the table,
and shoot the next guy's head from as far away as you can. Then, go
through this next door, and hug the left wall. Then, hug the blockade
that dataDyne set up. Go a little forward, but just enough to see another
Guard's head. You know what to do. Then, strafe a tiny bit to the right,
so you can see through the next part of the blockade. You may need to go
a little closer to the opening, but only until you see the next guy's
head. You know the routine. Then, strafe a little right until you're
about halfway into the room with the table in it. You'll see another
guy's head. Shoot it, and that's all the stealth you'll need to do for
the rest of this mission. Go up to the guy you just killed and pick up
his CMP 150 and DY357 Magnum - both will be useful to you. Now turn this
corner, run past these two guys, and then past the final guy and up the
stairs. Call down the left lift and get on. While you're going up, take
off your Night Vision, and equip your CMP 150. Exit this lift, go to the
other lift, and call it down. Enter it when it comes down, and close the
door.

Objective 2: Defeat Cassandra's Bodyguards: Exit the lift, and then go
right. Turn this corner, and then turn the other corner, and kill the two
guys behind the blockade. Go into the door on your left. Turn left, and
look to the right of the chair that you see. Go there, and a secret door
will open. Turn left in this room, and go through the door that you see.
Kill this Bodyguard. Go forward until you're at the glass, then turn left,
down the passageway. Bodyguards will shoot at you from the other door, but
it's not even any reason to stop moving straight ahead. Just shoot them
within 3 minutes, and you should probably make it without getting hit. Turn
left, go forward until you hit a wall, strafe right until you hit another
wall, and open this door. Enter, and take this staircase up. Open the door
there, enter, turn right, and kill the Shock Trooper with the black uniform
that has his back to you. Don't kill the other two innocent civilians. The
civilian on the right will head through a door that leads to a staircase.
Follow him through the door, and then go up the stairs (on your own). Open
the silver door there, and you will be surrounded by Bodyguards. Stay calm,
and follow these instructions. There will be a Bodyguard beside a computer
terminal on the wall with the red light. Run up to her, and quickly kill her.
The lights will go off, but there's no time to put on your Night Vision. Get
into the safety of that little corner that she was in, but quickly turn
around, and look to the silver door that you came from. Let your Auto-Aim
target this Bodyguard, and shoot your CMP 150's magazine out to make sure
that she's dead. There. The hardest part of this mission is done. Nobody
will notice or shoot you as long as you stay here, so it's what I'll call
the protective position. Now, put on your Night Vision so you can actually
see. You'll be low on ammo now, so switch to your Shotgun. Set it to Double
Blast for better chances of surviving the rest of the mission. When you're
ready, turn to your left, and strafe right until you see the Bodyguard.
She'll have to re-adjust her aim, so quickly take her out while she does.
Then, strafe back to your protective position, and reload. This time, turn
to the right, and strafe left until you see the next Bodyguard. She'll be
adjusting her aim, too. Kill her before she gets a chance to strike. Now,
there's only one more Bodyguard left - the one above you, on the floor
higher up. Go up the stairs, keeping an eye out for the Bodyguard - she's
at the top of them. Quickly kill her to complete this objective.

Objective 3: Rendezvous at landing pad: Just head up the rest of the stairs,
turn right, turn off your Night Vision, and enter the doors. You'll be on
the roof. Turn right, go forward, turn right again, go up this set of
stairs, and go to the middle of the landing pad. There. Objective 3 and
Mission Completed.

----------------------------Mission 2---------------------------------

After your successful capture of Dr. Caroll, a very important matter
came from Cassandra de Vries. She says that she has Daniel Carrington,
and is willing to trade him for the dataDyne sapient, which you don't
have. Dr. Caroll and Mr. Carrington were at his villa, discussing the
information that Dr. Caroll had for him. Obviously, Daniel is being
held hostage at the villa, and it's crawling with guards. Get to
Carrington and save him before it's too late.

Agent
Carrington Villa
-Rescue

Well, it's up to Joanna, again. A member of the Institute Staff is
being held hostage by dataDyne troops. She has volunteered to risk
her life to create a distraction, and isn't willing to die, so you'll
have to save her as your first priority. There's a wind generator
at the villa that denies access to everything inside the mansion
when deactivated. If the Institute's suspicions are correct, Daniel
is being held in the wine cellar. An electronic door that is run
by the wind generator blocks your way, so there's no doubt that you
have to reactivate it. Lastly and most importantly, you'll have to
save Daniel. That's what everything you do here comes down to.

Start With: Sniper Rifle
            R-Tracker

Get In Mission: CMP 150: Every single guard has this in their hands.
                         They are powerful guns, so don't think that
                         the guards on this level are harmless.

                Devastator: This is in the crate in the very left in
                            the Helipad near the entry point of the
                            level.

                Shield: If you need some extra protection, after going
                        through the main front doors, head down the
                        stairs to your left, and take the first door on
                        the left in this corridor. Go to the far right
                        side of the room, and open the shower door.
                        There may be a dead guard there, his Sniper
                        Rifle, and the Shield. If you need protection
                        even sooner, there is a shield on one of the
                        crates in the Helipad near the beginning.

Characters:     Daniel Carrington
                Negotiator
                dataDyne Guard
                dataDyne Shock Trooper
                dataDyne Sniper

Objective 1: Save the Negotiator: Immediately when you start the level, go
forward, to the ledge, and look down. You'll see two guards pointing
their guns at a girl. Zoom in on the guards, then shoot each one once to
kill them. That's the first objective. Be careful, because if you hesitate,
you'll fail the mission.

Objective 2: Reactivate wind generator: Turn around, and go around this
building that you see. You'll come to a path, where a dataDyne Guard with a
CMP 150 will get down on the ground to try to snipe you. Be quicker and snipe
him first. Then, go forward until you reach the ledge, then stop, and look
down, and kill the two Guards that you see. Jump down, and go forward. Turn
the corner and snipe this guard. Continue straight ahead, and then make a
left when the path splits. When you see the red carpet, stop, and look near
the top of the right pillar. There's going to be a Sniper there, so take him
out before he snipes you (you may have to strafe a little left to see him,
first). Then, run past the red carpeted area, and into this helipad. Turn
left, and break open the last crate on your left. Go up to the crates,
and pick up the Shield and Devastator. Then, go back to the area with
the red carpet, but go in the middle. Quickly turn left, and snipe the
four dataDyne Snipers that you see (the last one is more on the left,
and may not be visible from your current position). Go forward up to
the big, brown rock, then turn left, and look up. There's going to be
another Sniper there. Go forward, now, and you will see a big mansion.
There are some stairs that lead inside (they're on the white wall), so
go up, turn right, and go up again. When you're at the top, look
straight ahead, and kill the last two Snipers. Now, turn left, and go
through the door that you see. This is the main entrance to the
Mansion. Quickly snipe the two Guards that come at you. Then, enter,
and kill the two Guards on your right. Go forward to collect their ammo,
turn around, and go down the stairs ahead. Turn left when you get
here, then go forward until a guard sees you, and back off to the back
of the corridor. Now, snipe all of the Guards that come at you. If
you're not that good, you'll need more Shield power, so go in the door
on your left, and go into the shower to find the shield. You'll be
entering more hostile territory than before, so get out your CMP 150.
Now, get back into the corridor, turn left, and then take your first
right (the blue passageway). Turn left, and kill these two Guards.
More may come, so kill them all, and go to the other side of the room,
where there are stairs that lead down. Obviously, go down them, and
kill the two guards that will come at you. Then, go forward, and take
the first door that you see behind the barrier on your left. Go down
the stairs and kill the guy on your right. Then, go to the left of
the stairs, and kill this guard, then wait. The door will open, and a
Guard will come in, so kill him. Now go through the door that he came
from. Go forward, and then turn right. Go in this room, and kill the
three Guards there. There will also be two computer terminals in this
room, so press B on both of them, then exit the room. Continue down
the passageway, but take your first right. Continue forward, and then
take the right passageway. Kill the guard ahead, turn around, then
kill the remaining three Guards. After their deaths, go forward into
this room, and turn on the terminal around on the right of the light
blue pillar.

Objective 3: Rescue Carrington: Get out of this room, and continue
forward, but only turn left, until you get to a brown door. Go down
the stairs here, turn right, and kill the Shock Trooper. Continue down
this path, and kill the two guards at the end. Now turn around, go
forward, turn right, then get right up to the brown door. Open it,
kill the guy behind the shelf, go in, turn right again, and kill this guy.
Now go forward, and a little left, into the passageway. Turn right,
and wait for the Guard behind the shelf to come out. Kill him, and
aim down the corridor. Lodge a bullet in this guy's head, then get
into the room that he was in, and kill the enemy that's behind you.
There isn't much more of the level left now. Turn right, and spoil
this Trooper's hopeless attempts to stop you. Pick up his key card
and go through the door that he was covering. There's Daniel!
Mission Complete.

-----------------------------Mission 3--------------------------------

Daniel Carrington's capture wasn't a total loss. While captive, Daniel
managed to pick up that a meeting was being held in the G5 Building in
Chicago. Unfortunately, it's not as easy as going in and listening. A
Carrington Institute Team was sent in to investigate the situation, and
to secure some equipment that you'll need to get in the building itself.
It won't be easy, especially because the lift that leads inside is
guarded by a few individuals that will seal it shut if they notice you.
You'll need to make sure that it doesn't happen, and then get in without
getting killed. From then, just use the CamSpy to record the meeting,
and then get out of the building alive. Reports say that resistance is
high - and Daniel Carrington wouldn't lie to you.

Agent
Chicago
-Stealth

Well, you've just arrived in Chicago, and will have to get into the
building, before anything else. You'll have to pick up the equipment
that the Institute Team left behind for you, making sure that nobody
else gets it. You'll probably need the equipment to get into the
building, anyway, so getting it should be the first thing that you do.
Then, to get into the building, you'll have to distract the guards
there - they'll permanently seal off access to the building if they see
you. Once both of those things are done, you will be able to get into
the building safely.

Start With: Falcon 2 (scope)

Get In Mission: CMP 150: All of the G5 Guards will carry these and drop
                         them if they die. 

                DY357 Magnum: If the FBI Agents manage to or are
                              interrupted in calling for reinforcements,
                              they will take out these. Kill them at
                              this point to get their DY357 Magnums.

                Remote Mine: This comes as part of the equipment in the
                             storm drain.

                Reprogrammer: This comes along as part of the Drop Point
                              equipment, along with the Remote Mine.

                Shield: This is hidden under the staircase that's in the
                        blue door beside the Limo.

Characters:     G5 Guard
                FBI Agent
                CIA Agent

Objective 1: Retrieve drop point equipment: Don't take out any gun yet.
Head forward a little, and a bit to the right and wait until a G5 Guard
comes by. Get behind him and crack his spinal chord. Now, pick up his
gun and go into the passage on your right. Take out your Falcon 2
(scope), and turn left on this corner. Quickly get out into this area,
and go up the stairs on your left. There will be at least two guards
here, so turn around and kill them. When they're dead, Go across the
ledge on your left and then into the alley on your right. There will
be a Guard here, so kill him and proceed. When you reach this bigger
area, turn left and point your gun at the two CIA Agents. Killing them
will fail the mission, so let them run away, and wait about ten
seconds to give them the time that they need to escape. Go in the
passageway to the left of the dumpster, but go in far enough only so
you can see down it. Use the Falcon 2's scope to quickly aim at and
kill the FBI Agent (he's the guy wearing a dark brown coat, and is on
the very right). If you're quick, he'll die before he gets the chance
to turn on the alarm. Now that there's no danger of that happening, go
through the passage way and kill the two guards in here. Now, you can
choose to look up the stairs and kill the two enemies there if you
want, which makes it safer, but is not mandatory. If you look to the
left of the stairs, you'll see that there is a hole there that lets
you slip back into the main road. Take it, but watch out, because the
G5 Robot might be here. You can't kill it, so just run past, but
don't turn left down the road. Go forward, but hug the left wall so
that the guards at the entrance to the G5 building don't see you. Turn
left into the storm drain, and jump down the ramp. Turn around 180
degrees and collect the white briefcase that you see there. You will
get a Remote Mine, a Reprogrammer, and complete this objective.

Objective 2: Create vehicular diversion: Turn back around, and climb
up the ledge up ahead and to your right. Turn right again, and climb
up this ledge. Again, the G5 Robot might be here, so watch out. Now,
turn right, and run back through the small crack in the buildings
that you came through before. Turn right into the passageway that
you were in before, continue down it, and stop when you get into the
bigger area. Turn left, and go forward into the dumpster to push it to
the corner of the room. Now, you have to make the biggest decision in
the mission. You can complete this objective in two ways. One way is
by reprogramming the taxi and making it crash, creating a diversion.
The other is by using the BombSpy and blowing up the terminal that
seals the door. The first way is safer, but slower, and the second
way is a little quicker and a lot more dangerous, as you're vulnerable
to enemy attack when the BombSpy is active. Choose whichever way suits
you, and then read on. For the first way, turn right, and go through
the passageway. To your left will be a taxi that you will have to use
the Reprogrammer on. Take it out, hide behind the taxi, and press B.
Wait until the cab flies away, then take out your CMP 150, and hide
back in the room with the dumpsters. Wait until you hear the crash,
then head back to the street beside the place that you got the Drop
Point equipment. Kill the 3 guards here, and go on to the next objective.
Or, you can back off from the dumpster, and shoot the barrel to the
right of it. Make sure that you aim at the very left of the barrel to
make sure that the explosion actually hits the dumpster. A briefcase
just like the one that held the equipment will pop out, and inside
that briefcase is the BombSpy. Pick it up and use it to go to the
street before the storm drain. From here, turn into this passageway,
and the guards will come at you. Quickly turn left in this area and
head towards the only guard that didn't notice you. Go right up to
him and detonate the BombSpy. Now, you'll return to being Jo, so go
back to the street that you got to the storm drain from. When this
is done, go on to the final objective. I think that either way is
good, but I like the second BombSpy method better, because it's funner
and quicker.

Objective 3: Gain entry to G5 building: Go forward, and take the first
right that you can. Go into this area and head towards the yellow lift
to complete the level.

Agent
G5 Building
-Reconnaissance

You've made it inside the building, but that's all useless unless you
do the second part of the mission. You'll have to do several things
for this mission to be successful. First, you'll have to record the
meeting that is to be held in a matter of minutes. This will give the
Carrington Institute a lot of information on what dataDyne's goals
are, and also tell them who else plays a role in dataDyne's plans. If
you hear the meeting, you see that dataDyne has reprogrammed Dr.
Caroll, and probably has made a backup disk just in case. You'll have
to find it, and then get out of the building with the data that you're
to collect. The G5 Building will be even more guarded on the inside, so
get ready for combat. It'll get messy, and only destiny knows for who.

Start With: Falcon 2 (silencer)
            CamSpy
            Door Decoder

Get In Mission: CMP 150: All of the G5 Guards on the level will drop
                         these when you kill them.

                DY357 Magnum: All of the G5 Officers in the later
                              part of the level will drop these
                              powerful guns once you kill them.

                Shield: This is found past the second room with the
                        Cloaked Guards, and is to the right of the
                        stairs in the next room.

                Level 1 Keycard: You get this after defeating the two
                                 Guards in the first room.

                Level 2 Keycard: You get this after killing all of the
                                 guys in the second room with the
                                 Cloaked Guards. 

                Backup Disk: You get this from the Safe on the higher
                             floor of the building. It is required for
                             one of the Objectives.

Characters:     Cassandra de Vries
                Mr. Blonde
                Trent Easton
                G5 Guard
                G5 Officer
                NSA Bodyguard

Objective 1: Holograph meeting conspirators: At the beginning, the two
Guards in this room will Cloak themselves, and then secretly assault
you from lots of awkward locations around the room. These locations
usually follow a pattern, though. As soon as you start the level, turn
slightly to the right, and you will see two pillars about three meters
ahead of you. Run in between them, then quickly turn right. If he
hasn't already, a Guard will uncloak there and start to shoot you. Now
is your chance to strike. After a few bullets send him to his doom,
another Guard will appear. He will be either to the right of your current
position, or right behind you, but a little to the left. Use this chance
to kill the Guard. Don't worry if you don't, because this guy is fairly
weak, is alone, and has bad aim. Just wait for your next chance to kill
him and be quick to take him down before he Cloaks again. When the
second Guard is dead, pick up all three guns that are now laying in this
room, and also pick up the Level 1 Keycard that the last Guard dropped.
There is a door in this room that can be unlocked with your new false
identity, so just press B to open it. Go forward a little, and turn
left when you get to the corner. You will see a Guard that's inspecting
the lights, but don't worry - he won't even notice you. While you head
towards him, some Guards on a lower level may notice you, but won't
shoot, so just ignore them for now. Go up to the Guard and take your
time in killing him, because you're not in a rush. Besides, you don't
want to damage the terminal that he's fixing. When he dies and falls to
the ground, a wall terminal will be revealed. You'll see some squiggly
lines on it, which you don't want there. Press B to turn them off. Doing
this will turn on the lights in the next room, and therefore, will help
you greatly in seeing the Cloaked enemies you'll encounter. To your left
will be the door that leads farther into the complex building. Open it,
and you'll see that all of the lights there will be off. This is supposed
to happen, so don't go back to the terminal and try to reactivate them.
When you go in, nothing will happen, but don't look in every corner of
the room to find the Cloaked guards. You won't find them, because they're
not even here yet. When you look to the right of where you came in, you
will notice two glass panels, and a blue door in them. Go through the
two clear sheets, and the lights in this room will turn on. Turn totally
around, and run to the dumpster on the other side of the room. You will
notice that may Guards will suddenly appear and Cloak themselves, but
ignore them for the moment. Just concentrate on getting close to the
dumpster, yet far enough that you can see the whole thing. Look closely
to the right of the dumpster, and you will see a slight blur. This is a
Guard, so don't hesitate to shoot. Just keep shooting until the Guard
uncloaks, meaning he's dead. Turn right, and look near the pillar, and
a Guard will appear there soon. Kill him, and go get his gun. When you
do, turn around, and look back at the pillar. Near here, the two last
Guards will show themselves, so kill them and get the last one's Keycard.
You know the blue door beside the two pieces of glass? Go in it, and
get ready your trigger. A Guard may be right in front of you, so kill
him if he is. Go forward, but looking to your left, because if the Guard
wasn't in front of the door, he's here. Kill him quickly, but don't go
up the stairs. Instead, go straight ahead past the stairs, turn left
when you hit the wall, and then turn right when you're at the next one.
There will be a Shield on the ground here, so obviously get it, and
then go up the bluish stairs. Open the door up here, and go into the
room. Very quickly turn right, go forward until you're past the pillar
that you'll see on the right of your screen, and then make another
right-turn. There is an alarm here that cannot be allowed to go off.
Never mind any Guards here that will shoot you. Just look at the alarm,
and kill the guy that will try to turn it on. When that threat is
eliminated, turn around, and kill the Guard that was hiding here. The
last Guard, which will be shooting you, too, will be to the left of
your position. When all three Guards are dead, go forward to the place
that you killed the last one. Pick up his gun, and go up the blue
stairs. Continue down this way, and crouch down when you think you've
reached a dead end. There will be a few pipes here that are strong
enough to support you, and your CamSpy. To avoid a guard triggering the
alarm in the next section, deploy your CamSpy, and follow this series
of turns with it to get to a small opening to another room. Even Jo
can't fit here, but the CamSpy can. Go in and watch the cutscene if
you wish.

Objective 2: Retrieve Dr. Caroll backup from safe: You'll return to
Jo's view when the movie finishes playing, so just go forward, but
stop when the pipe ends. Turn left, go forward until you hit a wall,
then turn right and go forward down this long pipe segment. When you
reach the end, stand at the edge, and tap R twice to return to
standing up. Turn right, and jump down to the room below. Two Guards
in this area will notice you and try to trigger the alarm ahead, so
don't let them. It won't make you fail any objectives if they do, but
it would help if not everyone on the level comes to kill you. Once the
two Guards here are dead, another Guard will come through the door at
the end of the room. Kill him, as well, then go through the door that
he just opened for you. Go up the stairs that you see, and then go
through the door. Turn right immediately when you go through, and kill
the two G5 Officers that will be right ahead. There's a door that they
were guarding that you need to go through, so run there and get into
the room. You will see a silver safe in this room, but it's locked
right now. A Guard will come at you from behind soon, so kill him. Then
get out your Door Decoder, and attach it to the wall panel on the right
(if you're looking at the safe, itself). An alarm will go off and
there's nothing that you can do about it. Just get out your CMP 150
and face the door. An infinite amount of G5 Guards and Officers will
come at you, so kill them all. When the counter at the bottom of the
screen gets to zero, wait about ten seconds, while still killing the
Guards that come at you. After the ten seconds, the safe door should
be wide open, so go in, and get the disk that's to the right of the
golden head.

Objective 3: Exit building: Get out of the safe, because another alarm
will sound, but double the guys will come this time. Just run out of
the room with the safe, and turn left. Go forward, but take your first
right, and, following that, your first left. Go through the smoking
passage to complete the mission.

-----------------------------Mission 4--------------------------------

While Agent Dark was in the G5 building, an urgent distress signal was
received by the Carrington Institute. It seems that a Maian craft was
shot down over Area 51, Nevada. A survivor there managed to contact
the Institute with an urgent rescue request, but nothing has been
heard ever since. A Carrington Institute undercover agent was sent in
to investigate, and has gotten some helpful information out to us.
You'll have to use it to get into Area 51, get into the research
section, and then rescue the survivor (if he still is one). There's
not much time for explanations, so you'll have to leave quickly before
the scientists experiment on our friend. Away you go.

Agent
Area 51
-Infiltration

The first out of three parts to this mission deals with actually getting
into the Area 51 complex. You'll have to destroy the air intercept radar
that will take you out if you ever decide to fly out of Area 51. You'll
then open up the possibility of an air escape if it's ever in need. Once
that's done, you'll have to get into the Hangar, and, of course, meet up
with our undercover agent. He may be able to help you, but we don't know
exactly where he is. Just explore and tryst your instincts.

Start With: Falcon 2
            Explosives

Get In Mission: MagSec 4: All of the Area 51 Lookouts at the beginning
                          of the level will drop these when they die.

                Grenade: Most of the Lookouts at the beginning of the
                         level will drop them, as well as a few in the
                         communications antenna area have Grenades. Watch
                         out if they throw one!

                Dragon: All of the Pilot Guards that are in the Hangar
                        will have these. Also, the Pilot Guards may come
                        when you install the Explosives.

                Rocket Launcher: This is very dangerous to get. It's past
                                 the place where you get the Shield. Some
                                 explosions may kill you there (I don't
                                 know where they come from), so do it at
                                 your own risk. You can also see the
                                 Rocket Launcher through the broken cage
                                 beside the passageway that leads to the
                                 comms antenna, but explosions will kill
                                 you before you get it.

                Shield: This is found in the area with the three drone guns
                        and the lifts down to the hangar. Behind the big,
                        squared wall that's to your right when you first
                        enter this area, there is a small hole near the
                        ground. If you crouch down and go in it, you'll
                        find a Shield there.

                Lift Key Card: The guy that's fixing the Robot Interceptor
                               in the place with the three drones has one 
                               of these. You need it to enter the lifts
                               down to the hangar.

Characters:     Jonathan Dark
                Area 51 Lookout
                Area 51 Guard
                Pilot Guard

Objective 1: Shut down air intercept radar: When you start off, there may
be a Guard right in front of your face. Take him out quickly, but if you
do, watch out for the two Guards up ahead. One of them will probably go
and try to activate a drone gun, and the other will try to kill you. Take
out the guy that's attacking you, first, and then blow up the drone gun
if that other guy's at it. Of course, if neither of them goes for the
drone, you won't have to blow it up, because it won't be active. Also, if
at the beginning there is no Guard right in front of you, you won't have
to worry about the two guys up ahead noticing you. When you finish
killing the two or three Guards here, collect their guns and possibly
Grenades, and turn around. If there wasn't a Guard right in front of you
at the beginning, he'll probably be right here. Kill him if he is. Now,
continue forward, and turn left when you can. There will be another guy
here, so kill him. Go a little forward, but only up to the first pillar
that you see on your right. There's a drone gun at the end of this path,
so get your aim ready. When your aim is at the same level as the drone,
jump out at it, and start firing. If you're quick, it'll break before it
even starts shooting. Now you can safely go down this path. Turn left when
you reach the wall, but keep your eye to the left side of the path. The
reason for this is that when the path ends, there's going to be a drone
gun right there. Again, vertically center your aim, then jump out at the
gun and keep firing until it's down. Now, there isn't much more threat
in this area. Go into this open location and look right. You'll see two
guards in a tower here, but won't  notice you, so this is you chance to
kill one easily. Just aim well with your Falcon 2, and shoot 2 or 3
times. The other guard there will try to shoot you, so go towards the
tower while strafing to avoid damage. When you get to the base of it,
go up the ladder, and kill the remaining Guard. If you go up the ladder
totally, go totally forward, and then turn right, you'll see a red
screen. Press B on it to change it to green, and to open the secret door
to the area with the lifts that you'll need to access. Get down from the
tower, and turn around. Go forward to the left of the ladder and you'll
see that the big door on your right is now open. Go through, and run as
quick as you can to the other end. Drone guns will start shooting, and
Lookouts will start tooting, but no matter what, just get to the other
side. When you get there, quickly turn right, and go forward into this
safe area. One or two guards will be after you, so look both ways and
kill them. When you're done, turn back to a position so that you can see
a ladder leading down. But don't go down it yet. Go around to the right
of it and then take a right when you hit the wall here. A Guard may be
crammed into this small place, so kill him if he is. You'll be able to
fit through this place, too, and when you get to the other side, turn
right. Don't be scared, I know that there's a drone gun right in front
of your face. Relax - it won't have a clue you're there. Just put your
back to the wall and shoot it a few times. When it explodes, head a
little forward, and take out the next one. There, now there's only one
more drone left. Go around the corner that'll be on your right. If you
peek out, you'll see another drone. This one won't see you, either.
Just break it down with a few swift shots. Now, you can move around here
freely. Head forward, and take your next right. Now, you can go down the
ladder. When you're down, turn right, and you'll be in front of a silver
door. Go through, and turn right. Go forward, turn left, go forward again,
and finally turn left again. You'll be in a room with many computers.
Take out your Explosives and press Z on the computer with the green writing.
What are you standing there for! RUN!!! Get out of this room through the
silver door, but watch out. Get out your MagSec 4 and set it to 3-Round
Burst. Kill the Pilot Guard if he's here, and then go up the ladder. At
the top, it's possible that there's another Guard, and I don't think I
have to tell you what to do with him. Wait until you hear the explosions,
and then move on.

Objective 2: Gain access to hangar lift: You see that guy inspecting the
A51 Interceptor? It's funny that he hasn't noticed you, yet! Anyway, blow
up the interceptor, and that'll kill him as well. Wait until the
explosions clear up, then go in and pick up the guy's Lift Key Card. Now
you see the two brown doors that look like they belong to a garage? To
the right of the one on the right is a small panel. Press B on it, and
that'll activate the lift. Look at the right brown door, and it will open
soon. Kill the two Pilot Guards in the lift, and go in and get their
Dragons. Take your Dragon out, and wait until you get down to the lower
level. Exit the lift, and continue on to the next objective.

Objective 3: Make contact with CI spy: It's just much easier here if you
run through the rest of the level. Quickly kill the two Guards beside
the crates up ahead, and go around to the left of the wall that they
were beside. A guy in the distance here will try to snipe you, so snipe
back. The guy you just killed was beside some stairs that lead upwards,
so use them. A Guard will most likely be at the top, so kill him. When
you get to the top, turn around, and take the path here. continue down
it, and kill any Guards that you find up here. Take the right fork when
you come to it, and kill the Guard up ahead if he's there. You'll see a
blue-doored lift up ahead. It it's open, go in, and close the door. It
it isn't open, just call it, and then go in and shut the door behind you.
The next area has a lot more guards than the last one, so get ready. When
the door opens again, Kill the two Guards that will be in front of you.
Run across this platform, and take the left way when you get to a split
path. Continue here, until you get to the stairs. Go down them, and then
shoot a little at the twenty Guards on your left. Under the stairs that
you just came down from will be a silver door. If you were quick just
now, it will still be open. Go through it. If it isn't just open it and
then go through. Here's Jonathan, and that's the mission!

Agent
Area 51
-Rescue

You've gotten into the complex alive, and have met up with Jonathan. Now
what? You rescue the survivor! He's almost surely being kept in the
research section, which is totally sealed off from the section that
you're currently in. The only way in from here is to blow a hole in a
weak wall that is directly beside this section. You'll need to use a
crate full of explosives to do the job, but you'll have to make sure
that the crate isn't destroyed prematurely - it's the only one of its
kind. It'll be though work, but if it can be done, you're the girl for
the job.

Start With: Falcon 2 (silencer)
            X-Ray Scanner
            Data Uplink

Get In Mission: Super Dragon: All of the Area 51 Guards in the beginning
                              of the level will grant you these upon
                              their deaths.

                Double Falcon 2 (silencer): At the back of the crates that
                                            are on your right when you
                                            first enter the storage room
                                            is a cylindrical container of
                                            explosives. If you blow it up,
                                            you will reveal another Falcon
                                            2 (silenced) that's there for
                                            you to grab.

                Tranquilizer: All of the Biotechnicians in the research
                              section have these and will drop them when
                              they die.

                Shield: If you go around the corner on the left past the
                        elevator, kill this Guard, go forward, then make
                        a right at this corner, you'll see another Guard.
                        Kill him to get a Shield.

                Lab Clothes: A scientist in the research section has this
                             disguise on, and will give it to you if you
                             kill him.

                Medlab 2 Keycard: The scientist in the Medlab 1 operation
                                  room has this in his possession.

                Operation Room Keycard: A guard in Medlab 2 drops this if
                                        he dies.

Characters:     Jonathan Dark
                Elvis
                Pilot Guard
                Area 51 Guard
                Lab Biotechnichian

Objective 1: Obtain and use lab technician disguise: Don't touch the
explosives yet. Head past them, turn right, and then enter this storage
room. There will be a Guard far away, but still in your view, so snipe him
with your Falcon 2. I must warn you. There are a lot of Guards in this
section, and it's gonna take a while to explain how to kill each one. After
you kill the first guy, which may have seen you, turn right. There's a
chance that another Guard will come at you from here. It'll only take him
up to 5 seconds to get here, so don't wait any longer than that if he
doesn't show up. You will see a small opening between the crates here. Go
through, then make a right, go forward, then turn right. There is going
to be one or two Guards here, so kill them. After that's done, go forward,
and turn right again. A Guard will be up ahead, and if he isn't, he'll
come from the left very soon. Kill him, and doing so will attract another 
Guard to practice your aim on. This Guard that you kill here will drop his
Shield, so go and get it. When you get the Shield, look a little to your
right, and there will be a platform up above you. Guards up there may notice
you, but ignore them for now. Follow in this direction, and when you get to
the end, turn around, and there will be a Guard behind you. Kill him. Now,
go to where he was, and look behind you and up at the platform above. If you
see anybody shooting at you, shoot back. When you've killed anybody up there
that's noticed you, turn left, and kill the one or two Guards here that may
be on your tail. When that's done, turn left, and go forward until you can
make a right. When you do, go through these openings, and you'll see an
elevator. Press B on it to get it down, but watch out when it comes - there
may be enemies on it. You'll have to get on this elevator, and when it reaches
the top, exit, and look to your right. There may be a guy there, or maybe not.
Once you eliminate the possibility of a Guard there blowing up the explosives
when it's time to use them, turn totally around. Go forward, but look to your
left around this corner. There might be a Guard there, but it's not always
true. Now, look to your right, and kill any more Guards there that may have
survived. That will eliminate all of the Guards on this level, so go back
down the elevator, turn right, and head back to the HoverCrate you left
behind earlier. Wait ten seconds to make sure that nobody is after you, and
then grab the crate and get to the elevator, again. Be aware that there is
still a small chance that a few Guards have survived, so keep an eye out.
When you're at the top, turn left, and head straight ahead with the crate.
You'll reach a silver door that opens by proximity, and there will be Guards
in the next room, so leave the crate behind here. Take out your Dragon, and
you're ready to head in. When you go through the door, look above and shoot
a little so all of the Guards notice you. Then, throw your gun as a proximity
mine down beside the elevator on your left, making sure that there is no way
to get to you without triggering the explosion. Get your Falcon 2 (silencer)
out, and get back to the crate. When you hear the explosion, go through the
silver door with your crate, and go up the elevator that will now be open.
Let go of the crate, and look up. There may (and probably will) be one or
two guys still up there, so take them out. Then, take the crate once again,
and exit the elevator. Turn right, and continue down this ramp until you get
to the end. At the last silver thing that you see on your right (the one
with an X), let the crate go, take out your Dragon, and blow the crate up.
This will open up the research section to you. There may be a Guard to either
your left or your right when you go in, so kill him. When he's dead, go right
(from the position that you were at when you just entered the research
section). Go forward until you get to the end of the corridor, kill any
Guards here, and then turn right, and go down the next corridor. There are
two nooks, one on either side of this corridor, where Guards are waiting in
ambush. Kill them both, then continue. Eventually, you'll get to a locked
door. However, to the left and right of this door are two other smaller doors.
Take the door on the left, and go in. This door may be locked. If it is, go
back to the place that you first entered this area, and look for some clothes
on the ground. Pick them up, put them on, and then move on to the next
objective. If these doors are open, though, go in, turn left, and search this
area for a single guy. Kill him to get his uniform, then exit this area, kill
any Guards that may still be after you, and go back to the broken wall that
you came in through to get into the research section. Put on the clothes,
then move on to the next objective.

Objective 2: Gain access to autopsy lab: There will be a timer at the bottom
of the screen that cannot reach zero, or you'll fail the mission. You have
to go through the silver door that's near the broken wall, kill both of the
Guards here, and then take off your gun. Open the door ahead, and let that
guy through the window open the door for you. when the door's open, take
out your gun again, and kill the guy near the door. Then, kill the scientist
on the right, break the glass to the operation room ahead, and then kill
the scientist in there. He'll drop a Medlab 2 Keycard, buy you have to
watch out the second that you get it. Now, many Guards will come from the
door that you came through to get into this lab, so watch out. First,
two Lab Biotechnichians will attack you, followed by some Guards. Kill
everyone that comes, and when things have calmed down, head back out of
this room. In the long corridor here, there will be two brown walls that
are the cover for two Guards. Be ready for them. When you kill them, that
will be all of the Guards for this area, so just head on down the corridor
 and get back out into the main hallway.

Objective 3: Rescue the crash Survivor: Turn right from here, and go
through the silver door. On your right, you'll see another silver door
that looks exactly like the one you went through before. Inside, there
will be a few Guards up ahead. Kill the first two that are hiding behind
the two pillars up ahead, and then a Lab Biotechnichian will come from
the right side of the room. Kill him, and then kill the final Guard that
will come from the right. That's all the Guards here, so continue down
this corridor, and open the two doors up ahead. A Guard from the left
of the room will go to the right side, and he's the guy that is carrying
the Operation Room Keycard. pick it up, them run through the silver door
that's on the right of the glass-covered room. Turn left here, go
forward, turn left again, and go towards the silver door here to
complete the mission.

Agent
Area 51
-Escape

After rescuing the survivor of the crash, you must face an even greater
problem - getting out with him. One of the scientists that was about to
operate on the alien has gotten mad and flooded the area with nerve gas
to try and stop you. Jonathan may be able to help you if you can get to
him, and then you can use Maian Vessel kept in the secret hangar to
escape from Area 51. Sound easy? You just wait and see.

Start With: Falcon 2 (scope)
            Alien Medpack

Get In Mission: Tranquilizer: All of the Lab Biotechnichians in the
                              tissue containment labs carry these.

                Super Dragon: Each Area 51 Guard has a Super Dragon. This
                              is the best weapon that you can use during
                              the mission, so use it whenever you can.

                Remote Mine: This is right in front of you when you enter
                             the maintenance hatch.

Characters:     Elvis
                Jonathan Dark
                Area 51 Guard
                Lab Biotechnichian

Objective 1: Rendezvous with CI spy: The nerve gas here will drain your
health really quickly. You have to get out of here as soon as you can.
Head through the two doors up ahead, go down this corridor, and then
exit the gassed area through the door at the end. Turn right here, go
through the silver door, and kill the two Lab Biotechnichians in this
room. Now, head through the brown door up ahead. Turn left here, and then
go down this corridor. When the door up ahead opens, go through, and
throw the HoverBed into this room. Turn around, and go back up this way.
Turn right here, go through the brown door again, and go forward a
little. On your right will be a silver door. Go through it, then go
through the next door. Kill the two Lab Biotechnichians in this room. At
the back of this lab is a small path that leads down to a silver
maintenance hatch. Go through it, and immediately turn right. Kill this
guy, then wait for another one to come right up to you. After he's dead,
one last Guard will come through a door up ahead, so force his early
death. Go through the door that the last Guard came through, and follow
this ramp across the canyon. There will be many Guards on it, but just
keep your cool and keep shooting. When you get to the end, you'll come
across a silver door. Open it, head a little forward, and turn right to
find Jonathan!

Objective 2: Locate secret hangar: When Jonathan says 'We need to get
back to our friend.', turn right and go back outside and across the ramp.
Get out your Super Dragon, and set it to Grenade Launcher. When you get to
the other side of the canyon, open the silver door, and blow up all of the
Guards here. Go in this room, set your Super Dragon back to Rapid fire,
and wait for Jonathan. When he gets here, he'll start to plant some
explosives. He won't be able to defend himself for now, so you'll have to
cover him. Many Guards will make their way across the canyon and come from
the maintenance hatch, so be ready for them. Make sure that the Guards
don't kill Jonathan, then stand back when he tells you to. The wall will
explode, exposing the secret hangar. Go through the smoking wall.

Objective 3: Escape from Area 51: Quickly run down the stairs on your left,
turn around, go to the right of the stairs, and turn left again when you
hit the wall. Go forward towards this brown wall, and it will open, and a
movie will play, showing how Elvis wakes up. When it's done, Elvis and
Jonathan will run towards the Maian Vessel, while you'll have to cover them
both. Turn right, and exit through the brown door again. Go back up the
stairs, and kill anybody that tries to come down. You don't want them
getting to Jonathan or Elvis. When everything is clear, go back down the
stairs, continue forward, and when you reach the wall, turn left and go to
Jonathan to listen in on his conversation. Look to the ramp on your right,
and kill the guy on it. When you tell Elvis to get into the ship, turn
right again, go forward, and make a right up the stairs when you hit the
wall. Then, turn around, go to the right of the stairs, and follow this
ramp until you get to a fork. Take the left way, and go up to the computer
there. When the music changes, press B on the computer, then turn around
and run forward. On this fork, go left, and run across the ramp to this
computer. Press B on it, and you'll complete the mission.

-----------------------------Mission 5--------------------------------

After a slight interference that came from Area 51, it's now time to
save The President from his abductors. Trent Easton has plans about
cloning The President, and then eliminating the real one in order to
gain access to the Pelagic II. The President of the United States of
America is a very important political figure, so Trent's plan cannot
be allowed to come through. Even more importantly, Trent cannot be
allowed access to the Pelagic II. It takes a very strange person to
kill The President without a very important cause, and Trent Easton
isn't the kind of person that would risk a life in jail for a stupid
submarine. It's not likely that anything he's doing here is for the
good of the nation, so it must be stopped as soon as possible. Any
mistake here can have serious consequences.

Agent
Air Base
-Espionage

The President has just boarded Air Force One, and behind him, like
expected is Trent Easton. It looks like Trent is going through with
his plans, after all, and It's going up to you to foil them. You're
useless if you're on the ground and the plane's up in the sky, so
you'll have to get on before it leaves. The Air Base is your only way
of getting on, and that's what this part of the mission is situated
at. Also, be aware of the neutral forces in the area, so make sure
that they don't die. Of course, you can always put them to sleep...

Start With: Crossbow
            DrugSpy
            Horizon Scanner

Get In Mission: Dragon: All of the Alaskan Guards in the beginning of
                        the level have these practically waiting for
                        you.

                K7 Avenger: At the end of the level, there are quite a
                            lot of NSA Bodyguards. They'll all use K7
                            Avengers.

                Proximity Mine: Near the Cable Car area at the start of
                                the level, there is a box of these.

                DY357 Magnum: Some Guards that come when you complete the
                              second Objective will carry these, but
                              they're rare.

                Shield: The Guard beside the crosslift has this for you.
                        You can also get a Shield in the later part of
                        the level if you go near the main lift down to
                        Air Force One, but instead of going in, turning
                        left. Go across this next room, and go through
                        the opening here. In this next room, blow up the
                        Remote Mine that's on your left. This will break
                        some glass which just covered the only way into
                        the next room with the safe. Go in, then make
                        your way to the far-right corner. There, you'll
                        find a switch covered in glass. Press B to slide
                        the glass off, then B again to flip the switch.
                        This will open the safe, and inside, you'll find
                        the Flight Plans, and a Shield.

                Flight Plans: In the safe with the Shield (look above on
                              how to get it). This is required for a
                              Perfect Agent Objective, but useless on this
                              difficulty.

Characters:     Trent Easton
                Alaskan Guard
                NSA Bodyguard

Objective 1: Obtain disguise and enter base: First of all, MAKE SURE that
your Crossbow is set on Sedate. Now, walk out of this cranny and turn left.
There will be a Guard with his back to you here. Lodge a bolt in his butt,
then go forward and through the somewhat dark tunnel. At the end, you'll
see a Stewardess and two Guards. Sedate them all, then pick up the
Stewardess' Uniform. Put it on, take your gun off, then turn around. Go back
through this tunnel, and at the end, enter the silver door to the base that
will be on your right. Don't pull out your gun and start blasting the people
here, because now that you have the uniform on, they won't have a clue of
who you are. Go up to the front desk. When the woman behind the counter says
'Okay, you know the way from here.', go through the brown door that's left
of her. Shut it behind you to ensure that nobody in the pervious area comes
after you when you go on to the next objective.

Objective 2: Subvert security monitoring system: First, get out your
Crossbow. Head forward and turn left on this corner. There will be a guy
here, so quickly Sedate him. To the right of where he was, there is an
escalator. Go down it, and Sedate the person that's to the left of you when
you get down. A Guard may be in this area, also, so do the same to him.
Now, turn right, go completely forward until you hit the wall, then turn
right again. From here, take the passage that you'll see on your left. Go
forward, turn the corner, and you'll see a bunch of pillars on your right.
There will be a Guard somewhere in these passages, so keep your eyes out
for him. Go to the end of this corridor, then turn right. Go forward, then
make another right when you hit the wall. Go to the end of this hallway,
and go up the stairs at the end. Before going up, though, make sure that 
you either have at least two bolts in your Crossbow left, or get out your
DrugSpy, go up the stairs with it, sedate these two people up here, then
press A to return to Jo's view. Now, go up the stairs, and shoot the two
Guards here if you didn't already with your DrugSpy. If you used the
DrugSpy, however, switch back to it, make it go right up to you, then
press A. This will make it still accessible for you, because you'll need
to use it later in the mission. There is a computer on the right side of
this room that you must turn off. Go up to it and press B to complete
this Objective, but also be aware that doing this will cause an enormous
amount of Guards to be called in to your location.

Objective 3: Board Air Force One: Immediately when you shut off the
computer, pull out your Dragon, then turn right. Go back down the stairs
ahead, then turn around. Go around to the right of the stairs that you
just came down, and run down this corridor. There will be a flood of
Guards that will arrive here, so it's in your best interest to hurry up.
When you get to the end of this corridor, go through the smaller,
strange-Shaped passage ahead. At the end, turn left at the corner, then
head down this way to the blue door up ahead. To the left of it will be
a single guy. Kill him, then pick up his Shield. Press B on the elevator
door, then deploy your DrugSpy behind you. Go forward a little with it,
then switch back to your view. A lot of Guards will probably be after
you now, so keep shooting ahead until the lift behind you opens. When
it does, go in, shut the door, then switch to your DrugSpy. This will
give you a chance to hold back the enemies from getting to you instead
of just pointlessly waiting for the lift to come down while doing
nothing. When your ammo is depleted, switch back to Jo. Turn around,
and wait until the lift comes to a door and the door opens. Go through,
but watch out for the two Guards up ahead. After you kill them, make a
left around this corner. Go forward this way, into the big open area
with Air Force One on your right. After you make it past the two
pillars on your right, peek out from the last one. There will be many
Guards here by now, so kill them from a distance. Now, go forward,
making sure that you're right up to the red laser on your right.
You'll eventually reach a ramp that you can go up onto. Once you're on
it, turn left, go up, then turn right, and kill any more Guards that
you may see. When the coast is clear, go forward towards the white
segment of wall ahead. When you reach it, turn left and go up the
stairs you see. Kill the Guard up here, go forward a little, then turn
left and go up the two flights of stairs, killing all of the Guards in
the way. When you reach the top, go forward to the end of this
corridor, turn left, go forward, and turn right on the corner over
here. Kill any remaining Guards, then go forward into the blue and
white Shuttle leading to Air Force One (the doors will open
automatically). That's all for this mission!

Agent
Air Force One
-Antiterrorism

It was a bumpy ride, but you've made it aboard Air Force One. Now,
it's time to rescue The President. Carrington suspects, from his
knowledge of plane design, that the safest place for anyone to stay is
about 20 meters away from the cockpit. The President wouldn't be far
away from there, considering his importance. And that importance must
be preserved - by you.

Start With: Laptop Gun
            Timed Mine
            Combat Boost
            Suitcase

Get In Mission: Cyclone: The Presidential Bodyguards all have these.
                         It will do them good in helping you, so don't
                         go Disarming them. Pick their guns up after
                         the NSA Bodyguards come and kill them.

                Double Cyclone: The two Presidential Bodyguards near
                                the staircase that leads up to the
                                President's level each have a Keycard.
                                There are also two doors beside the
                                staircase. The Keycards that the
                                Guards drop will give you access to
                                here, where you will find another
                                Cyclone to add to your collection.

                K7 Avenger: All of the NSA Bodyguards will have these
                            with them.

                Shield: There is a room past the stairs that lead to
                        The President's level. In that room is another
                        door that leads to an entertainment room. In
                        the far-left of this room is a counter, and
                        if you go around it, you'll notice a Shield
                        there. There is also another one in the
                        kitchen in the very back of the plane. The
                        kitchen's small, so it shouldn't be that hard
                        to spot. It's on the stove to the far right
                        when you first come in.

                Keycard: There's actually two of these. One is held by
                         each Presidential Bodyguard beside the
                         staircase that leads up to the floor that The
                         President is on.

Characters:     The U.S. President
                Trent Easton
                Presidential Bodyguard
                NSA Bodyguard
                Disguised Skedar Guard

Objective 1: Locate President: When you start, turn around, go forward
a little, then turn left. You'll see a brownish door with a strange
design on it. Open it, then go in. You'll see a few Guards here, but
they won't shoot you unless you have a gun (which you shouldn't,
considering I haven't mentioned anything about taking one out). Also
in this room is an exceptionally professional staircase. Go up it,
then turn left. Go forward to the wall ahead, then turn right. Go
forward here, too, and go up to the wall. If you turn right from here,
you'll notice a door on the left side of this corridor. Go through it,
and enter this wacky room. In the far-left of it is a counter (it's
actually pretty low for a counter). Anyway, if you go around it, you'll
find a Shield there. After you pick it up, exit this weird room. Now,
turn right, go forward, then turn left at this corner. Continue going
forward until you come to a door. Open it, go in, and turn left. There,
you'll see The President. Don't exit this room at this point, but
instead keep The President in your view at all times for the dialogue
to proceed the quickest. In the meantime, get out your Laptop Gun.
Watch the cutscene if you wish, and then just wait until the Objective
is complete.

Objective 2: Get President to escape capsule: Get out of this room the
same way that you came (if you look at the TV, back off from it,
then look to your left, you'll see the door that I mean). Go forward
until you see some those familiar stairs on your left. Go down them,
then turn left at the bottom. An NSA Bodyguard or two will come through
the door here, so be ready. If they don't come for a while, don't be
alarmed, just go on. Go through the door ahead of you (and maybe a
little to the left). Look left when you enter the next area, because
a Guard may be coming from the silver pipe on the left. Kill him if he
is, then go up to the pipe, but not in it. Turn right, then go through
the door ahead. Kill the Guard ahead of you, followed by the one more
over to the right. Then, go across this room and enter the door
ahead. Go in, and open the next door. In here, you'll see Trent
Easton, but you won't be able to harm him. Just look to the right of
him, and kill this Disguised Skedar Guard. Reload, then go in the room
and strafe a little to the right. On the left, you'll see another
Disguised Skedar Guard. Kill him as well. Behind the Guard you just
killed will be a door that Trent just opened. Go in, killing any Guards
that are alive inside there. When you've eliminated all of the threats,
go in, but look near the bottom-right corner of the screen. You'll see
an open hatch, that Trent also opened. Wait for a Guard to come from
here, then kill him. When that's done, go into the hatch yourself.
Depending on how you came in, there will be a door either in front of
or to the right of you. Once you've located it, go through, and kill
the Guard inside. Wait in this room until The President gets here, and
he'll do the rest. When The President gets inside the little room with
the escape pod, move on to the next Objective.

Objective 3: Detach UFO from Air Force One: Get out your Timed Mine
and turn around. Exit this room, and go up the stairs ahead. When
you're at the top (what a long staircase!), press B to open the hatch.
Go up and out of the lower level, then turn around. Strafe fully to
the right, then go forward, and open the door ahead. Go into this
room, and make your way quickly to the door in the far-left. Just
forget any Guards that come from the door on the right. When you get
to the next room, just go forward and open the next door. Again, just
evade any Guards you encounter. Go across this room, then open the
door on the other side. Go forward until you hit a wall, then turn
right. Hold Z, then go in the silver pipe ahead. Just get a little in
to the pipe, to make sure that the mine detonates in the right place,
and release Z. Turn around, run like an insane, drugged maniac out of
the pipe, then just wait. That's how you beat this mission. Just make
sure not to waste time on killing the Guards at the end, because it
isn't necessary.

Agent
Crash Site
-Confrontation

Air Force One, Elvis' Ship, and A Skedar Shuttle have all collided, and
crashed in the harsh climate and snowy mountains of Alaska. You are
unable to contact Carrington due to an electromagnetic wave that's
emanating from the Skedar Shuttle. Your obvious objectives are to
activate a distress beacon so a search team can find you, to kill the
clone, preventing Trent from harming the real President, and to, finally,
locate and escort him to a safe location. You've never made up your own
objectives, so let's just hope that you made the right choice in what's
important and what's not. Ultimately, your decisions may decide if
Trent's plan succeeds or fails, and therefore, the United States' fate.

Start With: Falcon 2 (scope)
            Remote Mine
            Night Vision
            Horizon Scanner
            President Scanner

Get In Mission: K7 Avenger: Trent's henchmen, or the NSA Bodyguards,
                            carry these as a means of protection. Kill
                            them, then pick up these guns.

                Sniper Rifle: The Disguised Skedar Guards around the
                              level have these. There's not much of them
                              around the level, so don't waste Sniper
                              Rifle ammo if possible.

Characters:     The U.S. President
                Trent Easton
                The President's Clone
                Elvis
                Mr. Blonde

Objective 1: Activate distress beacon: This is a really long and
complex level, so make sure that you follow this walkthrough very
closely. From the start, you'll see a big snow pillar ahead of you.
The way you want to go is to the right of it. It's a long way, I know.
When you get past the pillar, turn right, then continue forward. The
farther you get, you'll start noticing that there are two NSA Bodyguards
up ahead. Don't worry... They're really stupid, and will only realize
that you're there if you go within 5 meters of them. You really should
be able to kill them by then. These guys will have acted like markers.
Somewhere in between them, you should be able to see a strange
cone-shaped object. Look familiar? That's because it is! It's the Escape
Pod from the last level. This thing is also the distress beacon that
you'll need to activate. There won't be any enemies for a mile or two, so
you can calmly head towards the Escape Pod. When you're right up to it,
press B. That's all for this Objective.

Objective 2: Retire Presidential clone: Turn around, and you'll see
another huge pillar (it's kind of squared). Head to the right of it.
If you pass by a little piece of Air Force One's wing here, you're going
in the right direction. It's going to take a little while, but you're
not in any sort of a rush. There will probably be a guy coming at you
from ahead. Just make a quick kill on him. Behind him will be a passage
where one more NSA Bodyguard and one Disguised Skedar Guard will come
from. Kill them both. Then, go in the path that they came from, and
turn right when you get in. You'll see a messed up piano here, but just
go past it, to the right. At the end of this place, turn left. There
will be a Guard or two in your view, but they won't see you yet. Kill
any of them that are visible, then go in this next area. Turn right,
and look ahead. There may be a guy coming at you here, so kill him. If
there is or isn't, though, two more will shortly come at you from the
big dent in the snow far in the horizon. When that's done, turn left,
and you'll see a small hole in the snow here. Go in, then turn right on
the fork here. Continue down this tunnel, then make the first right that
you can. Make some slight corners here, and when you get outside, turn
right. Go forward and jump down the cliff (no, you won't die). When
you're at the bottom, turn left, and go in here. When you're in this
dead end, it seems, kill the two Guards on your left. Then, kill another
guy that's a little bit to your right. The last signs of gunfire are
coming from your right, so kill the last guy there. Now, turn left,
and look down. If you're not yet right up to the hole in the ground,
go there now. In this hole, you'll see a lone guy in the darkness. It's
really the Presidential clone. Kill him to complete the Objective.

Objective 3: Locate and rescue President: Turn around and go back out
of this area. Once you're out again, turn right, and go back up the
cliff here. Ahead of you (and probably a little to the left) will be the
passage that you used before. Go in, and make a left at this next fork.
Keep going forward, but keep right at the next few times that you can
make a left. You'll eventually come to a corner. Turn left at it, turn
right at the next one, but then stop. Take out your K7 Avenger before
proceeding. Now turn right (I know you're facing a wall), and strafe
left. You'll very soon reach a room with The President, Trent Easton,
and a few G5 Robots. Blow up the two G5 Robots in front of you first,
then the two in the back. While you're doing this, keep on the move so
neither Trent nor one of the G5 Robots hits you too much. When all of
the G5 Robots are down, hit Trent Easton a little, and he'll run away.
Then, The President will start to follow you. He won't be the enemy's
main target, so you can let him be for the rest of the mission. Turn
right, then go back up this way. Take the first passageway on your right,
and go through it. It'll be a pretty smooth way up to the surface. When
you get to the top, turn right, and look ahead for an arch that extends
over the snow. The inside of it will look a little like a space shuttle
facing to the right. Anyway, go through it, and turn 45 degrees left.
Keep going forward over the hills and dents, and you will soon come across
Elvis and his ship. Look for any guys that are coming at you, because they
will be placed randomly around this open area. You don't want them going
and killing The President, do you. Eventually, after you wait around with
Elvis a little, and help him kill a few guys, The President will arrive
here, and you'll complete the final Objective, and therefore, the mission,
too.

-----------------------------Mission 6--------------------------------

dataDyne and the Skedar have finally ditched the possibility of a calm
way of getting the Pelagic II, and have nothing to resort to but brute
force. They have overrun the whole submarine, and taken control of its
navigational systems. It seems that they want to get to a huge alien
craft at the bottom of the Pacific. Such an act would not be done if
this was some ordinary piece of junk. There's something on that ship
that the Skedar want really badly, or they wouldn't have taken this
drastic step. It may be hopeless, but at least you can try to get onto
the alien vessel, and destroy anything there that the Skedar want.
Whatever their intentions are, they aren't good.

Agent
Pelagic II
-Exploration

You've just entered the Pelagic II, and it's time for action. For the
Skedar, this is the most important thing in the world right now, so
very high defense on their side is a guarantee. You'll have to disrupt
many things aboard the Pelagic II if you want to get into the alien ship
without attracting too much attention. First of all, you'll have to
power down the power generator so no tracking devices may detect you.
Secondly, you'll have to deactivate the GPS and autopilot systems so the
ship wanders off course and cannot be detected by other Skedar
reinforcements. And finally, you'll have to get on a small sub that will
take you down to the alien ship, where you can continue with the rest of
this mission.

Start With: Falcon 2 (silencer)
            Laptop Gun
            N-Bomb
            X-Ray Scanner

Get In Mission: CMP 150: All of the Pelagic II Security will have these.
                         They can be found all throughout the level.

                DY357 Magnum: There's only one of these in the whole level.
                              It's held by one of the personnel that has
                              access to the GPS and autopilot systems.
                              He'll point his Magnum at you, and the only
                              way to stop him is to kill him. Pick up his
                              DY357 when you kill him.

Characters:     Elvis
                Pelagic II Security

Objective 1: Disable primary power source: When you start, turn right, and
open the blue door ahead. Go in a little bit and look to your right. There
will be Pelagic II Security here, so kill him with a head shot (he won't
notice you until you enter the room, which you shouldn't do until he's
dead). When you kill him, turn back to the left and enter this hallway.
Now, turn right, and go down the ramp ahead and turn left at the corner
when you reach it. There will be a guy close to you here, but he won't
shoot you, because he's after the alarm. Kill him before he turns it on.
Then, go down this way, and look through the door up ahead. You'll see a
guy here, so get ready for a head shot. When you're sure that it'll hit
his head, make the shot, then immediately enter this room and kill the
guy that will come at you from ahead. Then, quickly turn right, go forward
up to the alarm, then turn left. There will be two guys that will come at
you, so kill them both. Soon, a door on the left side of the hallway will
open, and a guy will come through. Kill him, too. Then, go into the door
that he just opened up for you. In here, strafe a little to the right,
go forward past the pillar that you'll see on your left, then turn left.
Break the camera here down. When that's done, make a right turn, and put
on your X-Ray Scanner. You'll need it to complete this Objective. Then,
a little to your right, you'll see some red and green boxes on a pillar.
Press B on each green one that you see on this pillar. Then, when it says
'Reactor shutdown control hatch opened', take off your X-Ray scanner, and
make your way around the pillar that you were just pressing B on until
you see the broken camera. Get into the position that you were in when
you destroyed it, then turn right. You'll see a ramp here leading down.
Use it, and at the bottom, turn right. Go Forward until you reach a small
green switch on your right. Turn towards it, then press B. This will
complete the Objective, but cause a slight blackout in this room. It'll
be dark, but not as dark as Prefect Dark!

Objective 2: Disable GPS and autopilot: Turn right, go forward until
you're up to the wall, then turn left and go back up this ramp. Go
around the pillar ahead, then enter the blue door that leads back to the
hallways. From here, turn left, and go forward and through the door
ahead. Unlike most of the time, do not go through the next one. It's
tempting, I know, because there are many guys that are fun to kill on
the other side. Instead, turn left, and go up this yellow staircase.
Sadly, there won't be any Guards to kill up here, either. What a bummer!
Go to the other side of the hallway, then go up the green stairs at the
end. At the top, kill the Guard ahead, and then, the one that's coming
at you from the right. Then, go forward, and turn the corner ahead to
the right. Go up these next stairs that you see, and go into this large
room. Keep going forward, but keep your eye on the silver path below.
When it turns right, follow it, but don't kill any of the three guys
here yet. Go down into the place surrounded by the computers. Now, point
your gun at one of the guys here, and you'll say 'Pull the plug on that,
NOW!'. Now, look at the two other guys here. One of them will pull out a
Magnum, so kill him. Then, point your gun at one of the two remaining
guys, and you'll say 'Switch this thing off!'. The guy will obey, and
once he does, the Objective will be complete.

Objective 3: Rendezvous and escape with Elvis: The First thing you should
do is get out your Laptop Gun. Then, get out of this place with the
computers and go around the corners of this room. In one of them, there
will be that staircase with the yellow arrow above it. It's the one you
used to get up here. Go back down it, and make the first left that you
can. Here, you'll see another door. Go through it, then kill the guy
that's on your left. Once he's dead, turn around and go around these two
sets of crates, and open the door ahead. Go in, and kill the guy that's
behind the first crate on your left. Then, turn right, go forward, turn
left, the kill the last Guard in the room here. Now, strafe a little to
the left, until you can get through the crates and go forward. Then, turn
right around the pillar on your right, and go forward until you hit the
wall. Turn left here, and go through the door ahead. Kill the guy that
will start shooting at you from a crate on your right, first. Then, zoom
in on the guy in the distance behind the crate. Now, go to the end of
this hallway, and turn left when you get to the other side. Open the door
here, and go in past the crates on your right. Quickly turn right here,
and kill the guy on the very left of the hallway. Then, kill the final
guy in this hallway that's behind where the last one was. Now, go to the
end of this hallway, and go through the door at the end. Kill the guy
that's here. Then, go forward and turn left at the next corner. Don't
open the door here. Instead, look through the window, and kill the two
guys in the next room through it. Then, a third guy will come from
another room up ahead, so kill him, too. Go into the room, now, and go
to the other side with the door that the last guy just used. Go in the
door, then turn left. Go forward to the end of this small hall, then
look through the window at the door like before. Kill the two guys in
here, then enter the room. Go down the hallway, and turn right when you
get to the end. Go through the door here, go in and past the crate that
you'll see ahead, and then turn left. Kill the guy on the left of the
hallway, followed by the guy that's behind the crate on the right. Now,
go down this hallway, but look to your left for a blue door roughly 3/4
of the way down. Go in it, and then just continue forward until you
reach the next room. This Objective is over with, and so's this long
mission.

Agent
Deep Sea
-Nullify Threat

After penetrating security on the Pelagic II, you must now disable the
Cetan, an alien ship, at the bottom of the ocean. Now you know why the
Skedar wanted this so badly - to get control of the Cetan Megaweapon!
This is a device that can eliminate the bonds between particles,
ripping all matter that it is targeted for into a scrambled mess. Unless
you want to become part of that mess, you'd better deactivate it, and
fast. It would be good to disable the weapon, but it would be even
better if you could destroy it. Dr. Caroll, who is aboard the Cetan, has
access to a bomb that the Skedar have planted for emergency purposes.
If you can restore his personality, he will be able to activate the bomb
once you're clear. However, it's not as easy as 1-2-3. The Skedar's
grand scheme won't be easy to foil, so don't expect a guaranteed win.
You can expect, however, that only one side will reign supreme.

Start With: Falcon 2 (scope)
            Shotgun
            IR Scanner

Get In Mission: CMP 150: All of the Pelagic II Security will have
                         these for you. Kill them and pick their guns
                         up.

                Farsight XR-20: After you go through the first
                                teleportal, Elvis will give you this
                                for free.

                Shield: There's one of these down the left path at the
                        fork past the door that you go through right
                        after you use the first teleportal.

Characters:     Elvis
                Dr. Caroll
                dataDyne Guard
                Pelagic II Security
                Disguised Skedar Guard

Objective 1: Reactivate teleportals: When you start, go forward and
through the door ahead. Then, go forward, again, and go through the next
huge door. You'll see many Guards as they Cloak themselves. However,
although it's risky, go right into the room, and start running around
like an insane dataDyne Guard. The other real dataDyne Guards will try
to shoot you, but will need to uncloak to do so. When they're vulnerable,
hit them a few times until they die, and it you don't kill them, Elvis
will. Just let Elvis do all of the work, while you distract the enemies.
While you do this, though, make sure only to stay in the part of this
room closest to where you came from (you'll find out why later). When all
of the Guards are dead (you'll know by if you hear gunfire), reorient
yourself by going back to the silver door, turning around, then heading
back into the room. From here, strafe all the way to the left of the room,
and go forward while still hugging the left wall. You'll see a shadow near
the ground somewhere, and you can't pass it if you don't want the
remaining Guards seeing you. If you're at the very left edge of the
shadow, though, you can see another silverish door to your right. You can
also see a dataDyne Guard here. Shoot him until he dies (he won't notice
you, even if you shoot, him unless you step over the shadow). Then, you
can cross the shadow since that guy's now dead. Now, another guy will
appear ahead of you, but Elvis will take care of him. The room's clear
of enemies now. YAY! Now, go to that silver door that the guy you killed
was covering. Open it, go through this small corridor, then open the next
door up ahead. Two guys will Cloak themselves here, then switch places.
If you aim at the spot that one of the guys was before, the other guy will
come in his place, so there won't be much difference. Take care of one of
the guys while Elvis takes the other one. Then, go into this hallway, but
continue going forward until you hit the wall on the other side. Then,
turn around, and shoot at any more Guards that will uncloak themselves.
There will only be two Guards that will do this - no more, no less, so
make sure that none of them live, and that you don't wait for all eternity
for Guards that will never show up. When they're both dead, turn left, and
go down this passageway. You'll see a dead Skedar In A Battle Suit here,
but notice how I said DEAD. Go past him, then continue down the
passageway. You'll have to make a smooth left turn, and then the
passageway will slope down. There may be a Guard on the slope, so kill him
if he is. Then, go down the slope, but keep an eye out for guys around the
corner to the right. Kill any that you see, then, when you're at the
bottom of the slope, make the smooth right corner, and kill any last Guards
that you see here. Then, go forward up to where they just were, and turn
left. You'll see a dark passageway here, and there may be a Guard in it.
Kill him if he is, then get out your CMP 150. Now, then, go into the dark
passageway, yourself. Kill any guys in front of you, then go forward util
you reach the light on the ground. From here, turn left, and kill any guys
that will be here, then go forward. When you reach the next light on the
ground, turn left, and kill the Guard close by. Then, look in the distance,
and kill the four guys in the distance. It may take a while for all of them
to arrive, but make sure that they're all dead before you proceed. Now, go
forward, right up to the green cylinder on the ground. Here, turn right,
and go up this slope. When you reach the light on the ground here, turn
left, and go forward down this passageway. You will soon come across a big
room with guys in it. Now, turn a little left, and kill the Disguised
Skedar Guard ahead (he's the one with the white coat). When he's down, turn
a little more to the left and kill this guard on the ramp. Now, just wait
until Elvis says 'Time to reactivate those teleportals.'. Now all you have
to do is to turn around back into the passageways, and wait until Elvis is
done reactivating the teleportals. That will complete the Objective.

Objective 2: Disable Cetan megaweapon: Go forward, up to the second light
that you see on the ground. Here, turn left, and go down to the next light.
Turn left, and then go down the corridor until you reach the green
cylinder. Here, turn right, and go down to the next light. Now, turn
around, and stop. you will see a slight blur ahead. Believe it or not, this
is a Guard. He won't notice you for a while, so kill him before he does.
Then, when he's dead, wait for another guy to arrive. Kill him, then go
forward and up the slope, out of these annoying tunnels. When you're out,
turn left, and go through the door ahead. It's quite large for a door,
actually, but it acts like one, so that's what I'll call it. Now, go forward
and up to the oval-shaped hole ahead. The, turn left, and go forward, down
this hallway, and make the right turn when you get to it. When you're at the
end with all of the lights, collect the Shield that's near the left of the
lit web (or whatever that stuff is). At this point, turn around, and go
forward down this passageway, and make the left turn when you come to it.
Then, just continue forward, without making the sharp turn to the right.
However, make the smooth left turn when you get to it, because there is no
other way to go. Open to door that you'll reach soon, and go through it.
You'll now be in another hallway with a now active teleportal on the other
side. Never mind the door on the left, just get to the teleportal. When you
get through it, Elvis will come to you and give you his Farsight, but it
won't be very useful in this mission. When he gives it to you, go forward
through the long, somewhat warped hallway. When you reach the end, put on
your IR Scanner, and go through the door. Go into this room, and turn left.
Go forward, while making slight adjustments to the right. You'll soon come
across a Skedar that'll come out of a passage high up that you cannot reach.
Kill it, then look a little to your right, and you'll see another Skedar
coming at you. Kill, him, too, but don't wait. Turn off your IR Scanner, and
go forward, and through the door ahead. Since the number of Skedar that will
come at you is infinite, there's no point in waiting here to get killed.
When you get through the door, you'll be in another, really long, warped
tunnel. Go through it, and when you finally reach the end, open the door
there. Go to the center of this room, turn right, and go through the door
ahead. In here, go up the ramp that leads to the higher platform, and turn
around. An infinite amount of Skedar will come from passages near the
ceiling, and will go up the platform to attack you. Don't let any Skedar
get you. You'll have to wait here, killing Skedar, until Elvis catches up
and gets here. When he finally arrives, cover him while he hacks at the
computer, killing more Skedar. When Elvis is done' the Objective will be
complete.

Objective 3: Escape from Cetan ship: Go forward and out of the room using
the door up ahead. Get to the center of this room, again, and turn right.
Go through the door up ahead, and you'll be in a warped tunnel (again).
But don't worry, this one is pretty short. Go through it, and at the end,
you'll come to another teleportal. Go through it, and you'll appear in
front of a door. Go through it, and go into this room. Watch this dramatic
cutscene if you wish. When it's done, you'll have to escape from the Cetan,
and quick. Your only hope is to follow this walkthrough, because there are
many passages that you must take to get out. Don't worry. It should be
pretty easy if you follow along with me. First of all, get out your
Shotgun, and set it to Double Blast. Then, quickly turn right and go
through the door up ahead. Go through this tunnel, but take your first
left, and go through the door there. Shoot at the few guys here, but don't
stop. Just continue down this hallway, make a left when you have to, go up
the slope, then make a right when you come to the turn. You'll see that
dead Skedar In A Battle Suit here, again, and past him, to the left, will
be that silver passage with the door. Go in the door here, then go
forward, and go through the next door ahead. That's when you'll complete
this Objective. Since it's the last one, the mission's also done.

-----------------------------Mission 7--------------------------------

All seems well! You've been very lucky to have stayed alive throughout
all of your previous missions, and you've foiled dataDyne and the
Skedar's grand plan. It seems that all is well... You, Carrington,
Elvis, The U.S. President, and two other Maians from the delegation
have agreed to make official contact. It seems that nothing can go
wrong. You are just about to leave in your Jumpship, when you hear a
loud bang up on ground level. You rush upstairs, where you find out
that Skedar are attacking the Institute. You can't blame them. You'd be
pretty mad, too, if someone destroyed something important to you...
Say... the Institute? The Skedar are here for revenge, and they want
to kill everyone here, because you did that pretty much to them. Expect
no mercy, unless you think you showed them some. You didn't? Then
you're dead meat, or at least that's what they think...

Agent
Carrington Institute
-Defense

The Skedar are mad, very mad, in fact. You can't let them kill anyone
or destroy anything. You'll have to get out all of the hostages that
are in the offices, first. There are also some in the base floor
Training Rooms, which have equal importance. Don't let anyone come to
harm. Also, you'll have to retrieve a prototype weapon that Foster was
working on. It's the best thing that we have, and who knows what will
happen if the Skedar get their hands on it... Also, a Skedar Shuttle
is coming in our direction, and our sensors say that it's being
programmed to explode within minutes. You'll have to take care of it
before it blows up the Institute. Our only hope now is if we have the
hometown advantage. Actually, we have two hopes - the other one is
you. You've managed to be victorious in much more desperate
situations, so this should be easy, right? Well, you're surely
outnumbered, but are you outmatched...?

Start With: AR34
            Laser
            Combat Boost
            Data Uplink

Get In Mission: Mauler: At the start of the mission, go forward, turn
                        left, and kill this Skedar In A Battle Suit. He
                        will drop a Mauler. Also, all of the Disguised
                        Skedar Guards will have these.

                K7 Avenger: Kill a dataDyne Guard found later on in
                            the level, and he will drop this.

                RCP-120: This is in the Firing Range, in one of the
                         glass windows. After you complete the first
                         objective, open the door to the Firing Range,
                         go in, and turn left. Now, go forward until
                         you can make a right. When you do so, go
                         forward to the end of the room. Here, turn
                         left, and press B on the computer. Now all
                         you have to do is to strafe left until you're
                         right in front of the gun, then pick it up.

                Shield: There's one in the small room to the right of
                        the right elevator (if you're looking from the
                        main entrance). There's also a second one in
                        the main room in the autodefensive tunnels
                        (the one with all of the garage doors and
                        indentations in the ground).

Characters:     Foster
                Grimshaw
                Institute Personnel
                Carrington Institute Guard
                Skedar In A Battle Suit
                dataDyne Guard
                Disguised Skedar Guard

Objective 1: Release hostages: When you first start, go forward a little,
then turn left. You will see a Skedar In A Battle Suit here, so put a few
bullets in it. Then, go up to where it was, and turn left. Go forward
until you hit a wall, then turn right. Go forward a little, until you're
in the center of this small room. Then, turn right, and go in the open
elevator. Turn around, and press B to close the doors. When the elevator
reaches the top, go forward until you're up to the wall, then turn right.
Go forward, again, here, and when you reach the end of the hall, turn
left, and go through the brown door here. Quickly kill the Guard up ahead,
then quickly turn to the left, and kill this second guy. Now, turn around,
get out of this room, then turn right. Go back this way, but only until
the wall to the left of you ends. Then, turn around, and strafe all the
way to the right. now, go forward until the wall on the left ends again.
Now, turn around, strafe to the right, again, and go forward to the end
of this small hall. Turn right, but don't open the door yet. Get out your
Combat Boosts, and take one, but leave the other. Get your AR34 back out,
and open the door. Now go a little into this room, while shooting at the
guy ahead. When he's dead, turn right, and kill the Guard over the wall
that's holding the personnel hostage. When he's dead, turn right, and exit
this room. From here, turn left, and go to the end of the hall, past the
elevator. You'll now be in a small room. Turn to the right and pick up the
Shield, then back off. Now, turn right, and go forward until you're
halfway into this room. Turn left, and go up to the elevator. It the
elevator's here, go in, and if it isn't call it, then go in when it comes
up, then close the door. Your Combat Boost should have worn off by the
time you're at the bottom. When the door opens, exit the elevator, and
turn left. Now, go forward until you see the door on your right. Before
going in, use your second Combat Boost. Then, get out your AR34, and go
through the door. In here, turn right, go forward until you're at the wall,
turn around, and then strafe a little right. Shoot at the first guy here,
while going forward to the others. Keep shooting while advancing through
the guys. When all three of them are dead, keep going forward until you're
at the wall ahead. Now, just turn around, strafe all the way to the right,
and go forward until you're at the door to this room, which should still be
open. Turn right, and exit this room. Turn right, again, here, and go
forward, past the elevator room, and take the next door that you'll see on
your right. Go in and through it, and turn left. When you can, make a
right, and keep going forward until you're up to the wall. Here, turn
right, again, and kill the guy that's a little to the right of where you're
facing right now. Quickly turn back a little to the left, as a Guard will
come from behind the wall here. When he's dead, go on to the next Objective.

Objective 2: Retrieve experimental weapon: This is very simple, especially
since you're already where you need to be. From this position, just turn
around, go up to the computer, then press B. Now, strafe a little to your
left, until you see the gun. Then, just pick it up off the wall.

Objective 3: Deactivate bomb: You will have only a limited amount of time
to do this in, so you'll have to be quick unless you want the bomb to
detonate. Get out your RCP-120, then turn left. Kill the guy if he's here.
Go forward up to the wall, then turn left again. Take the door on your
right, then get into the main lobby. Turn right, here, and go forward to
get protection behind the sofa. When you're behind it, turn left, then
duck. Like this, you'll still have a good view of the enemies that will
come from the hangar, while being a very small target for them. A huge
amount of guys will come from the right, so be ready. Kill them all using
this strategy, and when things calm down, tap R, strafe a little left,
then go forward to the end of the room. From here, turn right, and go
into this area that leads down to the hangar. When you're in, turn right
again, and go down the ramp. At the bottom, turn around, then strafe
right, and kill the guy if he's here. Now, ignore any other guys that
will come at you. Go down this corridor. Strafe left when you hit the
small wall, then continue your sprint. When you get to the bottom, turn
the corner left. Go into this area, but ignore any Guards that may be
here. Just get out your Data Uplink. Then, strafe right until you can get
to the backside of the ship here. Go forward until you're right behind
it, then turn left so that you're facing it. Press B, now, and strafe
around the ship while still having the Data Uplink out to prevent too
much damage from being done to you by any Guards that are here or will
come. When the Skedar Shuttle flies away, get out your RCP-120, and Cloak
yourself with the Secondary Function. Then, go back into the tunnel that
you just came from. When you get in, turn right on the corner, and
continue forward to the end of the passageway. When you get there, turn
right, open the door, and go in. You've just evacuated the Institute.
There goes this mission! Only a few more to go!

-----------------------------Mission 8--------------------------------

In your desperate attempt to evacuate the Institute, you forgot about
one crucial element - getting out, yourself! The other people from
Carrington Institute have safely gotten away, but you've been taken
prisoner aboard a Skedar prison ship. And what's worse, you're cellmates
with Cassandra de Vries! She says that she'll make a distraction for
you so tat you can get out. Of course, she wouldn't be doing this for
anybody. She believes that you can avenge her death, and kill the
Skedar, once, and for all. The idea seems stupid, actually. But, hey,
it's always worked before, so why wouldn't it, this time?

Agent
Attack Ship
-Convert Assault

After Cassandra's noble sacrifice, you're left with a lot to do. But
you won't be alone. Elvis is following the prison ship you're in, and
is ready to come in and help. But in order to do that, he must dock,
which he can't do if the ship's shields are active. Destroy them, then
Elvis and his companions may be able to help you. You need all of the
assistance that you can get. Also, there are some star charts aboard
the ship. If you can get Elvis to them, he'll make a copy of them.
This information can be useful to the Maian Fleet in destroying the
Skedar. But that still won't make you the boss of the ship. You'll
have to get to the bridge, and take over the ship from the control of
the Captain. Once you do that, any remaining Skedar that may still be
on board are powerless to do anything against you. You'll be Queen of
the ship.

Start With: Combat Knife

Get In Mission: Mauler: All of the Skedar IN Battle Suits will have
                        these for you when they die.

                AR34: Elvis will give this to you after you destroy
                      the shields and go down the lift.

                Slayer: This is on one of the higher floors. It's in
                        the room that's past that room with all of
                        those Skedar in the green doors. In there, if
                        you manage to get by the Skedar, and go to the
                        back of the room, you'll find this laying on
                        the ground.

                Shield: If, when you go up the lift, you go into the
                        next room, kill both Skedar, then take the door
                        that leads to the right, you'll be in a room
                        with a small table on your right. On it is a
                        Shield.

Characters:     Cassandra de Vries
                Elvis
                Maian Protector
                Skedar In A Battle Suit

Objective 1: Disable shield system: Immediately when you start, set your
Combat Knife to Throw Poison Knife. Then, go through the door up ahead.
The next door should be open, so go through. Now look to your right. You
will see a Skedar running. Wait until it's up on the ramp ahead of you.
This way, it won't see you anymore. Then, go up to the railing ahead, and
get your Knife ready to throw. Then, aim at the Skedar In A Battle Suit
on the other side of the room, and release Z. You will throw the Knife,
and it will hit the Skedar. When it does, turn left, and go forward down
this way. Make slight rights to keep on course, and when you get to the
end, you'll see the Skedar In A Battle Suit that you hit here. He will
probably run around a little before dying, so let him. Then, collect his
Mauler, and back off until there is a passageway on your left. Get out
your Mauler now, and set it to Charge-Up Shot. Wait until the shot is
fully charged, then strafe left. You'll see another Skedar In A Battle
Suit here, so shoot it once with your charged Mauler. When it's dead, go
forward, and make the corner to the right when you can. Keep going
forward until you hit a wall. Then, turn around, and look a little left.
You will see three strangely-shaped consoles here. Shoot the first one
with a Charged shot, then hit the second one. For the third, you don't
need to reload. Just hit it with your slightly charged Mauler, and that
will still easily take it out. Then, turn right and look to the
passageway that you came from.

Objective 2: Access navigational systems: Go forward, and when you reach
the corner, turn around. Strafe a little to the right, until you see the
door ahead. This is a lift. Go up to it and press B to call it. It will
then come up, soon. When it does, go in, turn around, and close the
doors. Wait a little while until the doors open, then get out when they
do. There's Elvis! Go up to him, and he'll give you an AR34. Get it out.
You won't have to worry about Elvis too much, because he has his Double
Phoenix to back to back him up. Do not proceed yet, however. Just wait
until Elvis says 'Time to head upwards. I'll take this lift, you take
the other one.'. Then, go forward, and turn left at this corner. Go up
the small ramp, then head to the center of this room. From here, turn
left, and you'll see an open door up ahead. This is another lift. Go in
it, and turn around. You cannot close the doors manually, so just wait.
On your way up, push against the left wall. The reason for this is that
upstairs, there's a window that a Skedar can see you through, and will
attack. He will also inform another Skedar, and they will both team up
and attack you. You'll probably take lots of damage this way, and also,
you'll lose your only chance to make a surprise attack. When you get to
the top, strafe a little more left, go through the small hallway ahead,
then go through the door at the end. In here, quickly turn left, and
kill this Skedar In A Battle Suit. Once he's dead, just as quickly turn
right, and kill this last guy. Now center your view straight at the door
on the other side of the room, but don't go through it. Just go forward
until you're in the middle of this room, then turn right. Go up to this
door and open it. Go in here, then turn right, and kill the guy here.
Near to where he was should be a table, and on it, a Shield. Pick up the
Shield, then turn left. At the end of this corner of the room will be
another door. Go through it, then, you'll be in a room with small
pillars in the center. To the right of those pillars will be another
Skedar In A Battle Suit. Kill it from a distance, and then go to the other
end of this long room. Here, you'll see yet another door (when will they
end?!?). Go through it, then, in this room, make a left at the fork.
There will be another door here, so open it, and go a little into this
small room. Immediately, turn right, now, and you will see a strange
object, and to either side of it, a Skedar In A Battle Suit. Kill them
both, then wait for Elvis to get here. That strange object that you see
is really a star map. Elvis will go up to it, and make a copy, and then,
you'll complete this Objective.

Objective 3: Gain control of bridge: When Elvis is done, turn right, and
go back out of this room using this door. Go forward from here, and make
a left when you come to the split path. There will be another door here,
so go through it. you will now be in a fairly dark tunnel with some
scrolling writing at the end. Go down it, but make a right when you can.
Here, there will be a ramp that leads up. But not any ordinary ramp - there
will be a Skedar on it! Once you kill the Skedar and get to the top, turn
right, and kill this next Skedar. Now go forward, and when you reach the
end, turn right on the corner. Continue forward. Now, you'll see light up
ahead, but that's not where you should be heading. Right before that
well - lit room, there is a small passageway on your right. Take it, then
when you get to the end, turn left. Now, go backwards until you hit a wall,
then strafe left, up the next ramp. Keep your eyes peeled, because when you
get to the top, there will be a Skedar In A Battle Suit ahead of you. Kill
him, then go into the room up ahead. When you're in, turn right. You'll
see another door here. Go through it, then go through the next one. Get a
little into this room, then strafe left. You'll soon come to a Skedar In A
Battle Suit. Kill him, then turn right. Go down the ramp, and when you see
the Skedar coming at you, kill it. That's all the Skedar in this room. Now
keep going forward until you hit the wall, then turn left. Keep going up
this way, then turn left again when you get to the wall. Now, go forward
until you see the door on your left. Go through it, then go through the
other door ahead. Actually, it's not even a door, it's a lift, but press B
on it as if it was a door, and it will open soon. Go in here, then turn
around and close the door. The lift will go up, and when you get to the top,
turn around, and go up to the next lift. Call it down, get in, turn around,
and close the door. While it's going up, turn around, again, and get ready.
When you get to the top, you'll see a huge Skedar In A Battle suit up ahead.
Kill it, then look a little to your left. Kill this one, then turn right,
and kill the last one. But it's not over, yet. Go a little forward, until
you're at the ramp, then turn around. You'll see Elvis come through the
door on the left, and then, you'll be assaulted by an enormous amount of
Skedar In Battle Suits. They will come through the doors ahead. Kill all of
them that come, and most importantly, don't let them kill Elvis. Keep
killing them, and after about 30 seconds of doing so, you'll complete the
mission.

-----------------------------Mission 9--------------------------------

You've taken over the Skedar prison ship, and now, a golden
opportunity arises. Both Humans and Maians want to get rid of the
Skedar, right? well now's your chance. Elvis has discovered that the
brownish planet that you can see here is actually the Skedar Homeworld!
If this place is destroyed, that will mark the end of the Skedar's
warring ways, and a new era of peace will dawn, but it's not that
simple to do... You'll have to prepare the planet for bombardment,
which won't be easy.

Agent
Skedar Ruins
-Battle Shrine

Elvis is right. There is some groundwork to do. You can't just blow up
the planet that easily. There are a few holy pillars on the surface
that form a semi-powerful shield, which is designed to protect the
planet from total destruction. If those pillars are not eliminated, a
few Skedar may survive the bombardment. They cannot be allowed to
live. But most importantly, there's the Skedar Leader. He probably is
equipped with Shields superior to any type of explosion we induce.
That way, he may survive and reproduce more Skedar on another planet,
and war and chaos will rule the land again. That would only make
things worse than they are now, as the Skedar Leader will make every
attempt that he can to stop this from ever happening again. We must
make sure he's dead before we attack. The only way to hurt him will be
to trick his shield system. His shields turn on only when something is
coming at him very quickly. Anything else wouldn't hurt him. Except,
if a very sharp object hit him at an even low speed in the right
place, that may be enough to eliminate him once and for all!

Start With: Falcon 2 (scope)
            Callisto NTG
            Devastator
            IR scanner
            R-Tracker
            Target Amplifier

Get In Mission: Reaper: A few Skedar In Battle Suits have these for
                        you when they die. They can be found mainly
                        in the beginning of the level.

                Slayer: Two Skedar In Battle Suits have these. They
                        are found in the area just before the Inner
                        Sanctum.

                Mauler: The Skedar secret army just before the Skedar
                        Leader have these. Also, when the Skedar Leader
                        summons one of his guards, you can kill them,
                        and pick up their Maulers.

                Double Phoenix: If you blow up two holy pillars that
                                aren't part of your Objective, then go
                                up to the cliff area, you will find this
                                laying on the ground.

                Shield: This can be found in the room with the huge
                        pillar. It's on the opposite side of the room as
                        the pillar, itself. There's also one near the
                        place that you blow a hole in the wall. If you
                        look at the broken wall, itself, there is a small
                        hole on the opposite corner of the room that
                        leads to a new area. There will be two Skedar In
                        Battle Suits here, and the Shield is under the
                        second one.

Characters:     Elvis
                Skedar In A Battle Suit
                Skedar
                Skedar Leader

Objective 1: Identify temple targets: When you start, go forward through
the passageway ahead. When you get in, however, Immediately back off,
because a Skedar In A Battle Suit will appear and come after you. Shoot
it down, then go back into the passageway. This time, turn right, go
forward until you hit the wall, then turn around strafe totally to the
right, then continue forward. Make the right when you can. Go in this
place, but look around this area a little, and you'll see a Skedar In A
Battle Suit appear. Kill him, quickly, then aim at the other guy in the
distance. He may be shooting you, but he probably won't hit by the time
that you kill him. Then, when he's dead, turn on your R-Tracker. Now,
go forward about halfway into this room, then turn right. Now, look on
your Radar to see if the pillar ahead is one of your targets (there will
be a yellow dot right in front of the green plus if it is). If this
pillar is a target, then take out your Target Amplifiers, and throw one
onto the pillar. Now, out your Callisto NTG, set it to High Impact
Shells, and then continue. Turn left, and go through the passageway that
the last guy was covering. When you get in here, turn right. You'll now
be entering a claw-shaped room, where two Skedar will appear. Continue
forward, making slight adjustments to keep on course. Soon, you'll see
a knocked-over pillar on your left. Slowly go past it, then turn around,
and run back the way you came from. You'll see another Skedar In A
Battle Suit here, so take him out. When he's dead, quickly turn around,
again, and kill the next Skedar that will come after you. There, now
it'll be safe to proceed. Go forward, staying on the path, and when you
reach the end, quickly run backwards from here. Another Skedar In A
Battle Suit will come after you, so kill it while you run backwards.
When it's dead, go back to the end of this claw-shaped passageway, and
turn right when you hit the wall at the other side. Go forward here,
and when you get to the end, start going backwards, because, not one, but
two Skedar In Battle Suits will be coming after you, this time. Kill
them both, then go back to where you started running backwards. From
here, turn right, and go forward until your up to what seems like a dead
end. Now strafe left, and you will squeeze through a small crack and go
past this wall. Now go forward halfway into this room, then turn right.
Now check to see if this is a target, then put a Target Amplifier on it
if it is. Now, turn right, and go forward until you hit a wall. Now,
quickly strafe a little left, past the Skedar In A Battle Suit, if he's
here, then go forward about five steps. Now, Quickly turn around, and
start running backwards, while killing the guy. You may have to wait for
him to get out of the previous room, first, though. When he's dead, Go
back to the (almost) dead end, then turn around. Now go forward, but
take your first right while you're going down this passageway. Look down
this corridor, and kill the guy with a Slayer ahead. Now go down this
way until you reach the end. Just never mind the Skedar shooting at you.
When you get to the end of the corridor, you'll see a pillar in the very
left corner. Check if it's a target, then throw a Target Amplifier on it
if it is (you may have completed the Objective, already, but still
continue following this walkthrough to keep on track). Then, go forward
until you hit the wall ahead, then turn right. Go forward into the next
area, then look slightly to your right. You will see to guys here, each
with their own Slayer. Kill them both, then get to the other side of the
room. Here, there will be another passageway, so go in it. In here, turn
right, and go up the stairs. At the top, there will be a huge pillar. It
it's a target, put another Target Amplifier here. Now, turn around, and
go back down the stairs. Keep going forward, until you hit a wall. Now,
turn around, and collect the Shield a little to the left of the screen.
Now, strafe all the way to the left, and then, go forward until you hit
the small bump. From here, strafe totally to the right, then continue
going forward. You'll soon see an entrance to an empty room on your left,
so go in. Form here, run forward, past the pillar (don't ask why, just do
it), then turn around. How's this for an empty room? When you kill the
two Skedar In Battle Suits here, check to see if the pillar in the middle
of the room is a target. If it is, place another Target Amplifier onto it.
Then, get out of this room, strafe right a little, then go under the
pillar ahead. Now, strafe a little left, then go through the hole in the
wall, and you'll now be in the room where you killed the two guys with
Reapers. Then, from here, take the passageway to the left of the Skedar
Holy Symbol, and when you're in this hallway, turn left. Go forward, here,
then make a right when you get to the end. Continue forward, but
(obviously) stop when you reach the edge on the cliff. Now, go on to the
next Objective.

Objective 2: Activate bridge: Get to the very edge of the cliff, then turn
about 70 degrees left. Now look down, and kill the Skedar In A Battle Suit
here. Then, strafe a little to the left, then quickly strafe to the right,
while going forward (I'm aware that you're jumping off the cliff). If you
do as I told you, you should make it to the other side of the cliff. Now,
there will be a Skedar In A Battle Suit shooting at you from behind. Don't
even bother to look back, just continue forward until you reach a small
ladder. Go up it, and then go a little forward to be safe from the guy that
was shooting at you from behind. Now, catch your breath, and get out your
Devastator. From here, go forward, until you reach the slight drop. Now,
look down, on the snowy area on your left. Set your Devastator to Wall
Hugger, then shoot there. Now, back off, and wait for the explosion to
clear before proceeding. Now, jump down to this area, and then, go forward
until you hit the wall. Now, turn left, and shoot another Wall Hugger
grenade at this wall, over here. Then, back off, and wait for the smoke to
clear. Then, get out your Callisto NTG, again, and go into the hole in the
wall. Here, turn left, and then go forward until you hit the wall. Now
look left. three Skedar will come at you from here, so make sure that you
kill all three before proceeding. Then, go forward, and make a left turn
when the path splits. Now, go forward, here, until you hear a Skedar roar.
Look straight ahead, and wait for six Skedar to come at you. Make sure
that you kill all six of them. Then, go forward, and you'll soon see a
blue door on your left. Open it (it's broken, so it may take more than one
try). Now, get into this room. However, look a little to your right, and
kill this Skedar before doing anything else. Now, look straight ahead,
and you'll see a strange block on the ground. Also, to the left of it,
you'll see a pillar. Also, behind the pillar, you'll see a hole in the
pavement. Your job is to push the block into the unpaved area. It may take
a while to get the hang of pushing it in the right direction, but you'll
soon get it. What makes this hard is that you can't grab onto the block
like many other objects by pressing B. After you put the block in its
rightful place, wait a little while, and the Objective will complete
itself.

Objective 3: Assassinate Skedar Leader: This is the hardest Objective of
all. After you put the block where it's supposed to go, get out of this
room, then turn right. Go forward here, but make the corner to the right
when you get to it. Just keep going forward here, and go across the clear
bridge, to the other side of the canyon. Stop when you get off the
bridge. Now, look ahead for the three Skedar that will come at you. Kill
them all before proceeding. Then, go forward, but turn right at the
corner when you get to it. Keep going forward, but when you get to the
next wall, turn al little left, so you look in between this wall and the
pillar to the left. Here, you'll see three Skedar that will come at you,
one at a time. Kill them all, then turn left, and go down this hall. Make
the corner left when you get to it, then run forward, and turn right when
you get to the split path. You'll see a lone Skedar here, so kill him,
then go up the ramp here. At the top, you'll reach a door. Go through it,
then keep an eye on the clear path below you. You won't fall. Just follow
the path, and you'll come to a Skedar In A Battle Suit holding a Reaper
at the end. Kill him, then go through the door behind him. Turn right on
the first corner that you get to, and a left at the second. Now, keep
going forward until you hit a wall. From here, just strafe right a
little, and you'll be in front of another door. Open it, then go through.
There will be one more door ahead, so go through it, too (gee, those
Skedar really love doors!). Immediately when you get in this room, turn
left, and start going forward. The lights will come on, soon, so shoot
some High Impact Shells through the green door up ahead. Then, move back
a little, then strafe right until you see another green door. Shoot some
more, here, too. Then, strafe right, once again, and make a few more 
shots at the next green door. Now, reload, and turn around. Go to the
other side of the room, and shoot inside this green door. Then, look to
your right, and kill the Skedar that will be here. Then, turn left,
again, and strafe right a little. Shoot at the next closed door that you
see, and then strafe a little more to the right, and shoot at the next
closed door (it may already be opening if you were slow). So, why were
you shooting green doors? There was once Skedar In A Battle Suit behind
each green door, that's why. Now, turn left, and go forward to the end
of the room. Now, strafe left until you're in front of the door ahead,
then go through it. You'll now be in front of a greenish pillar. Behind
it, you'll find a door that leads to the Skedar Leader's room. Open it,
go through, then kill him. If you don't know how, look in the Enemies
section or just try to figure it out, yourself!

------------------------Special Assignments---------------------------

Most people wonder what these missions are about. Well, in my
opinion, they are little parts of the game that happen sometime
during the course of your Solo Missions. These are parts of the game
that happen, but that you never get to experience, for yourself during
the Solo Missions. In most of them, you will not be Joanna, but
another character that's relevant to the story. They aren't required
to be beat during the game, but are still cool and fun.

Agent
Mr. Blonde's Revenge

This happens sometime between Area 51 -Infiltration and Attack Ship
-Convert Assault. Now, Mr. Blonde must capture Cassandra De Vries and
bring her to the helipad, where she may be brought to Skedar justice.
Since she failed to provide the Skedar with her promised AI, we shall
now break ours by terminating our peace treaty. Of course, there are
fates worse than death, so you must not let her come to any harm yet.
We will ensure that she is tortured to the maximum extent before her
sacrifice to the God Of War.

Start With: Mauler
            BombSpy
            Cloaking Device
            Skedar Bomb

Get In Mission: CMP 150: All of the dataDyne Bodyguards on the lower
                         level have these. Kill one and pick up a CMP
                         150.

                Double CMP 150: All of the dataDyne Bodyguards in the
                                lobby have Double CMP 150s. Kill one
                                of them, then pick up both CMP 150s
                                that they drop to get a double.

                Shotgun: All of the dataDyne Bodyguards on the higher
                         levels have these for you when they die.

                DY357 Magnum: Every Shock Trooper in the level has
                              one of these. They can be found at the
                              very top of the building.

                N-Bomb: There are a few Shock Troopers at the very top
                        of the building that have these, but it's hard
                        to kill them before they throw the N-Bombs at
                        you, themselves.

                Falcon 2: The moment Cassandra De Vries sees you, she
                          will pull this out. Disarm her to get it for
                          yourself, but make sure to punch only
                          once - a second punch will knock her out.

                Shield: There's one to the right of the right elevator
                       (from the position you're in when you start).
                       Also, if you use the stairs to get to the middle
                       office floor, exit the staircase, turn right,
                       then go forward, but when the wall on your left
                       ends, turn around, you'll see a door to the right
                       of the wall that separates these two areas.
                       Inside, there is another dataDyne Bodyguard, but
                       the difference is that she carries a Shield.

Characters:     Mr. Blonde
                Cassandra De Vries
                dataDyne Bodyguard
                dataDyne Shock Trooper

Objective 1: Locate and Escort Cassandra to helipad: When you begin,
start by setting your Mauler to Charge-Up Shot. Then, strafe a little
left, so you're left of the desk ahead. Then, go forward until you're
past it, then turn right. Go forward until you're about halfway into
the desk, then strafe right, into it. You will pick up the two CMP 150s
that were just behind the desk. Now, go forward, until you hit the wall.
Then strafe right until the wall ahead ends. Then, put on your Cloaking
Device, and head forward a little. Then, from here, turn left, and go
forward, ignoring any Guard you see. When you hit the wall, turn left,
again, and go forward until you're about halfway into the stairs. Then,
turn left, and go up, and stop when you hit the glass railing. Here,
turn right, and go forward, until you see the open elevator on your
right. Go in it, then turn around, and close the door. Now, turn off
your Cloaking Device, and get out of the elevator when you reach this
floor. Now, kill any Guards that will be here, and when you think you've
killed pretty much all of them, get back into the position that you were
in when you came out of the elevator, then turn left. Go down the hall
this way, and when you get to the end, turn left. There will be a door
right in front of you, so take it. You will now be in the staircase.
Take it up one floor, and then use the door on your left when you get
there. Here, never mind the Guards for now, but turn around, strafe a
little left, so you're in front of the elevator door, and call it to this
floor. Be aware while you wait for it, because Guards will come at you
during this time. Kill them all. When the elevator gets here, there may
be Guards in it, so kill them if there is any. Then, get in the elevator,
turn around, and shut the door. When you get to the top, kill any guys
waiting for you, then exit the elevator. From here, turn right, and go
forward, halfway into this room. Now, turn right again. You will now be
in front of Cassandra De Vries' Office. Take off any gun that you have,
then set your fists to Disarm. Now, go into the office, and go forward
until you hit the desk. Now, crouch, then go around the desk, and Disarm
Cassandra at her knees. Then, tap R twice to get up, then get out a gun.
Point it at Cassandra, then follow her as she goes to the helipad. This
may be tricky, because you can't harm her, However, kill any Guards that
you encounter on the way, making sure not to hit Cassandra while you do
so. Be especially careful when you get to the room right before the roof,
as there are Shock Troopers here that will throw N-Bombs at you. When you
get to that room, immediately turn right, then look up at the ramp. Kill
that Shock Trooper first, because he will be the most likely to throw his
N-Bomb. And also, watch out for the Guard that's in between the two doors
that lead up to the roof. Once he's dead, just continue following
Cassandra to the helipad, and when she gets there, you'll complete the
Objective. That's all for the mission, since this level has only one
Objective on the Agent difficulty.

Agent
Maian SOS

This takes place between Chicago -Stealth, and G5 Building
-Reconnaissance. This mission is all about how Carrington first finds
out about the ship that had been shot down at Area 51. You play as
Elvis, as you make a desperate attempt at a call for help to the
Institute. You're on an unknown planet, but with your expertise in
firearms, it shouldn't be too much of a problem to get past
security... not too much...

Start With: Nothing

Get In Mission: Falcon 2: When you start, go through the silver door
                          ahead. Now, go into this room, then turn
                          right. Here, there will be a guy with a
                          Falcon 2.

                Dragon: The Area 51 and Pilot Guards have these. Kill
                        one and pick this mighty gun up.

                Tranquilizer: The scientists in Medlab 1 and in a few
                              other places have these. Watch out,
                              because a sedative can impair your combat
                              abilities greatly.

                Double DY357-LX Magnum: In Medlab 1, there is an Area
                                        51 Guard that carries these.
                                        Sadly, it's not worth getting,
                                        because you'll run out of ammo
                                        all too soon.

                Psychosis Gun: When you start, go through the silver
                               door ahead. In here, turn right, and
                               you'll see the Psychosis Gun on a
                               table. Also, in Medlab 1 and in the
                               later part of the level, there are some
                               Scientists that carry these, but they
                               only provide you with 1 Infected
                               Sedative, each.

Characters:     Elvis
                Area 51 Guard
                Pilot Guard

Objective 1: Activate distress signal: You will start with low health,
and no gun, which won't make this mission too easy, but that's how it is
when your ship crashes on an Alien planet. Oh well, when you start, Go
up to the scientist ahead, and knock him out from behind. Then, when he
falls to the ground, turn right a little, then go through the silver
door up ahead, here. In this room, make sure that you're up to the right
wall, because there's a Guard here that you don't want noticing you. Now,
while strafing right, go forward into this room, but only a little, so
you can move right, while still keeping as far away as possible from
the front of the room. You will soon come across a guy ahead. Knock him
out from behind, then pick up his Falcon 2. You'll need it to complete
the mission. Now, go forward, and collect the Psychosis Gun from the
table ahead. It will be very handy soon. Then, turn left, and go forward
a little. Now, turn left, and go back into the operation room through
the door ahead. In here, go up to the HoverBed, and push it to the glass
window up ahead. Now, back off from the HoverBed, then get out your Falcon
2. Now, hit the HoverBed with a few bullets, and try hard not to miss,
because you don't have very much ammo to do it in. After the HoverBed
explodes and shatters the glass, wait for the explosion to clear up, then
exit the operation room, and go across this room, to the other end with
the door. Get out your Psychosis Gun, then open the door ahead. Now, wait
until the guy ahead gets ready to shoot, then make sure that you get a
hit on him. From now on, forget about the guy that you just hit, because
he will fight for your side from now on. Now, quickly pull out your
Falcon 2, and get ready for the door ahead of you to open. Another guy will
come through, and start shooting. Your newly acquired 'friend' will get
close to try to punch him, but that won't be enough. You'll have to help
him, but making sure that you don't hurt him in the process. It's risky,
but he'll die without your help. Now, after you help him, pick up the
Dragon that the last guy dropped. Get it out, then look back at the guy
you hit with your Psychosis Gun. He will go ahead into the long corridor
ahead. Follow him as he shoots at the guys in this room, and assist him
in his attack. Don't worry if he dies - it really doesn't matter, but it
helps, so try your best to keep him alive. Now, when all of the Guards
in this room are dead, go to the other end of the room, then go through
the door there. When you go through, look to your left and right to
check if any guys are ready for you here, and kill them if they are.
Then, turn left, go through the door here, and go down this hallway, and
then, up the ramp. When you get to the top, turn right at this corner.
Now, continue going forward, down the ramp, but watch out when you get to
the bottom. There will be two little crevices, one on either side of the
hallway, and on either one will be a Guard. Kill them both, then continue
going down this hallway, then down the next ramp. At the bottom, you'll
come to another silver door. Go through it, and then, you'll be in one of
the hangars. There will be a lot of enemies here, so just bear with me,
and you'll be fine. First of all, look up, and kill the three guys that
will run around the ramp ahead. Then, go a little into this room, then
turn left. You'll see another guy here, so kill him as well. Then, there
shouldn't be any more guys in this room, so turn right, then go forward
until you can see the ramp that leads to the higher level. Once you see
it, use it, and when you get to the top, turn around. From here, strafe
all the way right. Now, go forward, and through the silver door up ahead.
Go through the next door, and an alarm will sound. This is perfectly
normal, but isn't exactly a good thing. From now on to the end of the
level, Pilot Guards will come at you. They cannot be stopped, because
their numbers are infinite. However, if you follow this walkthrough
closely, you should be able to make it through the rest of the level
without ever encountering even one of them. Okay. Now, go through the
next door up ahead, ignoring the passageway on the left. Once you're
through this door, set your eyes on the bottom of the right wall. There
will be a small hole there, soon. When you see it, crouch down, and go
through it. You will then fall down into the storage area. Now, tap R
twice to get up, then look left and right to see if there is any Guards
around here. Kill them if there is, but don't stand around for long,
because more guys will come to the dead one's aid. Anyway, when he's
dead, turn left, then go forward until you hit the wall. from here, turn
right, and then go forward, going past the huge pile of crates on your
right. Keep going forward, and kill the guy ahead if he's there. He may
not, but that just makes things worse, as you don't get the opportunity
to take him out now, while he doesn't see you, yet. After you've
checked for (and hopefully, killed) him, turn left. Now, keep strafing
right until you see a lift door ahead. When you do, go up to it, and
call it down. Look around while it's on its way, because you maybe
discovered by more Guards at this time. But don't be an easy
target - when the lift gets here, go in it, then shut the door quickly.
When you reach the top, kill any guys that may be waiting for you, get
out, then turn right. You will see another Guard in the distance, and he
won't shoot at you from afar, but you should kill him before you get into
range. Then, go forward, this way, and go through the door that you get
to at the end of your long journey there. There will be a guy ahead (or
maybe a little to your left), and pretty close by. However, his back will
be turned, so he won't see you before it's too late. When he's dead, go
a little into this hangar, and turn left. Go up the ramp here, and at
the top, turn left. Go forward, until you hit the wall, then turn left,
again. Go forward down this ramp, making any corners  you come to. You
will soon encounter a guy that will be after you, so kill him. Ignore
any gunfire that you hear on the lower level, and continue down the ramp.
When you get the choice to make a left on this ramp, just keep on going
straight, until you hit the wall. From here, turn right, and kill the
Guard that will be here. Behind him is a lift. It may be open, so go in
if it is. If it isn't, that's just your luck, so call it down, while
keeping an eye out behind you, because guys will come to avenge their
pals. Kill them, too. When the lift gets here, just go in, and shut the
door. When it gets to the top, kill the guy up ahead. Then, get out of
the elevator, go into the center of this small room, then turn left. Go
through the door up ahead, followed by the next one. Go a little into
this room, then turn right, and kill the two guys in the distance. Go
through the door that they were covering, then, through the next one,
ahead. In the next room, there will be two Guards. One will be closer, on
the right, and the other, on the left, but further in the distance. After
you kill them both, turn left. Here, you will see a brown board. Give it
a few shots, until it changes color, and falls over. Then, walk over it,
and into this next room. The last two enemies that you will have to face
will be here. There will be one up close to you a little to the right, and
one, farther right, in the distance. After you cause their sad (not really)
deaths, search the far side of this room for a computer terminal with
scrolling, green writing. Go up to it, and press B to complete this
Objective. Since it's the only one, you complete the mission, too.

Agent
War!

Do you think the Skedar would be gotten rid of that easily? Having
predicted such disaster, the Skedar have set up a secret defense mechanism.
When the Skedar Leader is killed, a set of clones of him are activated,
and the Skedar once again have a leader! Since the Maian Fleet has
detected traces of Skedar activity, the bombardament has been ceased and a
team of Maians has been sent down to investigate. And if the King isn't
killed soon, the Skedar might present an even bigger problem then before!!!

Start With: Phoenix

Get In Mission: Mauler: All of the Skedar In Battle Suits on the entire
                        level have one of these. Considering the huge
                        amounts of them on the level, it shouldn't be
                        hard to kill one and pick a Mauler up.

                Callisto NTG: The Maian Protectors that will fight
                              alongside you will carry these. Weather
                              the Skedar or you kill them, they will
                              drop their Callisto NTGs.

                Reaper: The Skedar King has this, and uses it with
                        deadly accuracy. Kill him to get it.

Characters:     Maian Protector
                Skedar In A Battle Suit
                Skedar King

IMPORTANT NOTE:

First thing's first - This mission is very different from all of the
others, as you'll soon discover. The whole mission is an all-out war,
like the name suggests. You really should know a few things before you
start that will help you enormously in successfully completing the
mission - it takes a while to get used to the new style of play. First
of all, there is no limit to the amount of Skedar that will come at you.
Weather you kill 1 or 1 million, there will still be at least 1 Skedar
on the level. You should also know that the locations and amount of
Skedar that appear is unpredictable, so the best advice that I can give
you is to be careful where you go. Also, running past the Skedar is
suicude. There should NEVER be a Skedar in the areas behind you,
because if there is, you'll just get killed from both sides. Just
advance through the level slowly, killing any Skedar ahead before
proceeding. Now, about your fellow Maians. Fighting alongside with you
will be a few other Maians with Callisto NTGs. They will run through the
level, helping you kill the Skedar, but on their own, they won't stand a
chance. They aren't nearly able to put up with the huge amounts of
Skedar. If you help them to survive, both of you will benefit. Besides
the fact that your buddies won't be able to eliminate the Skedar on their
own, they can be very helpful in dealing damage to them if you cover
them. Don't let any of them die if possible, but don't worry if they do.
Upon their slow and brutal deaths (what do you expect from their huge
heads), they will reappear at the very beggining of the level. However,
the further you are, the longer it will take them to come back to you
and help, so try not to let any of them die best as you can. Enough
about the Maians. Let's talk Skedar. So, each of them has a trusty
Mauler. There's not much more to say about that. The Maulers they have
are somewhat stronger thant the kind you get, and they have okay
accuracy with them, too. This means that you'll die really soon if you
let any Skedar live for more than a few seconds. Keep that in mind
while you slaughter their alien butts. But, sadly, the Skedar aren't
the biggest of your worries. You seem to have forgotten about the
Skedar King(s). Each one of them will have a lot more health than any
normal Skedar, a more powerful weapon, way better aim, and, of course,
more intelligence. The Phoenix, alone won't be able to kill the King in
time, and you'll take a huge amount of damage trying to do this. A
better way of killing the King(s) is to use the Mauler set on Charge-Up
Shot. Once the Mauler is charged to the max, one shot to the King's
head should take him down. You may be able to get another shot in if you
miss, but it may be better to restart the mission anyway since you'll
probably take lots of damage and die if you make even this one mistake.
Shows how hard this mission really is... Anyway, VERY good luck. It's
going to be your only hope in surviving the Skedar raids this mission.

Objective 1: Kill Skedar King.: I won't pinpoint many enemy locations,
here. If I listed all of them, I would be writing until the end of time,
which I'm not willing to do. To find out why, read the Important Note
above. Immediately when you start, set your Phoenix to Explosive Shells.
Any other guns won't give you the power you need during this mission, so
don't use them unless I specifically say so. If you disobey, you will be
killed, and I probably know that better than you, having made this
mistake an enormous amount of times before I clued in. Now, strafe
totally to the right, then go forward until you're up to the wall. Now,
turn right, and run up this passageway. In this area, strafe to the very
right of the room. Now, go forward, through the hole in the wall (it may
still be smoking). You will now be in a series of tunnels (they should
be sort of familiar to you by now). Strafe right until you see the
passageway ahead. Now, go forward, until you're up to the solid wall.
Now, quickly turn left, and look for Skedar here. If you were VERY slow,
you wil see Skedar here, and he will start shooting. If you were at
least decent in your speed, just continue forward, and turn right at the
corner. Look down this hallway, and into the next one. If you were quick
enough, you should have a few seconds left before the Skedar get here.
Kill them off, then continue forward. From now on, I won't say all of
the Skedar's locations, so just be aware at all times. Go down this
corridor, and make a right at the corner at the end. Then, go forward,
but make a left when you can. Now, force your way forward, and make
another left when you get to the end. Go down this hall until you reach
the end. From here, turn left, and go through the door ahead. When you
get in here, turn right, keep pushing forward through the masses of
Skedar, and make your first right. Now, continue your rampage, and get
your Mauler out in the meantime. Set it to Charge-Up Shot, and when your
Mauler's Fully charged, you're ready to take on the leader. When you
can, make a left into this small corner. You'll need quick and good aim
to survive this. Shoot the Skedar King here with your charged shot. The
Objective will be complete if you hit him even once. If you miss, there
is still hope, but it's much smaller. All you have to do if you miss is
to run for your life, wait for the shot to charge up again while your
guts start to flow out, and make another shot at the king without him
tearing you to shreds. Simple, isn't it? But it's kinda worth your while
to get the first shot right...

Agent
The Duel

Having completed all of your Training, it's time for the final test. You
will now go into the Holoprogram Training Room, and go head to head with
a set of Simulants that will test your skill. You'll have to be quick,
through, because this isn't an ordinary fight. It's a one-hit Duel!

Start With: Falcon 2 (scope)

Get In Mission: Nothing

Characters:     dataDyne Guard

Objective 1: Defeat dataDyne guard: When you start, you will begin by
taking a few steps forward. Immediately after this, you'll have to
quickly turn around, and hit the dataDyne Guard behind you. First, he'll
strafe to either the left or right, and then aim, and shoot. Wait until
he's steady before getting your aim ready. You stand almost no chance
without using the Aim Mode, so use it to your advantage. Surprisingly,
this Guard's Aim is perfect. He will never miss, so you stand no chance
unless you take him down quickly. Basically, this level's best defense
is offense.



**********************************************************************
********************2B-Special Agent Walkthroughs*********************
**********************************************************************

On this difficulty, all of the levels have four Objectives. This does
not apply to the Special Assignments, as each of them only has two.
You may need some help during these missions, but after beating Agent,
you should have very little trouble facing the Special Agent Missions.

-----------------------------Mission 1--------------------------------

A scientist calling himself Dr. Caroll contacted Carrington Institute,
requesting extraction from Lucrene Tower immediately, before dataDyne
remove his personality and protect the information he needs to give to
the Institute. Daniel Carrington, curious of this information, sends
his best agent, Joanna Dark in to investigate the case and rescue Dr.
Caroll. But it won't be easy... Joanna has to get into the underground
lab area, rescue Dr. Caroll, then get back to the top without either
her or Dr. Caroll being killed. The Jumpship drops Agent Dark off, and
now the rest is up to her...

Special Agent
dataDyne
-Defection

You will be dropped off at the top of Lucrene Tower upon Dr. Caroll's
request of extraction from the building. This is your first mission,
but you'll come through just fine if you remember your Institute Training.
Good Luck... Let's hope that you don't need it.

Start With: Falcon 2 (silencer)

Get In Mission: CMP 150: All dataDyne Guards have these. There's also
                         two behind the front counter in the lobby.

                Double Falcon 2 (silencer): From the guard in the office
                                            in the narrow glass hallway.

                Shield: One of the guards on the middle office floor in
                        the far-left corner room will drop a shield if
                        you kill him.

                Ammo Clips: Several offices will have these on tables.
                            There's also one under some stairs.

                Necklace: Knock out Cassandra by Punching, Disarming,
                          or using Pistol Whip on her, and she will drop
                          here necklace, for you to pick up. It is
                          required for one of the Objectives.

Characters:     Cassandra de Vries
                Negotiator
                dataDyne Guard
                dataDyne Shock Trooper

Objective 1: Disable internal security hub: When you first start, you will
be on the helipad of Lucerne Tower. But this place is much more defended
this time. there will be cameras everywhere, so make sure that you follow
along accurately if you don't want to be faced with hoards of Guards.
Okay, let's get started... When you start the mission, turn left slightly.
You'll see the corner of the helipad here. Go up to it, then look down
here (and maybe a little more to the left). If you just ignore the light
blinding you, you should be able to make out a small, silvery object. Get
used to this sight, because that, down there is a security camera. If you
don't want an alarm being sounded, you'd better take it out before you
jump down, here. You may see a guy down there, but ignore him for now.
Just blow up the camera. Wait until the Guard down there goes through the
door, and then, jump down. It's quite a fall, but due to the programmers
at Rare, you won't take any damage. Now, turn left, and kill the guy that
you had mercy on before. He will have kindly shown you the way you have
to go, and he's not wrong. When you go through the first open door, go
through the next one, ahead. When you get into this room, you'll have to
eliminate a few cameras. First, turn left, and you'll see a camera at the
other end of the room. You may be able to make it past it without being
seen, but it's better to play it safe. When it burns into black flakes,
strafe all the way right, turn right, and strafe left a little. You will
find yourself right in front of a dataDyne Guard. He will be very
surprised, and will raise his arms slightly, and will actually do this for
a while, giving you a chance to make good aim and pop a cap in his head.
He will choke on the bullet, and fall to the ground. While this may be
funny to watch, there are more important matters. Go forward to where he
was, then strafe a little left, until you're past that barrier ahead.
Then, go forward, to jump down the ramp. When you're her, turn right, and
go down to where the ramp ends. Now, get out an ECM Mine, and then, strafe
a little right. You'll soon find yourself in front of a computer terminal
on the wall ahead, with an eerie, red light above it. Go forward, up to
the terminal, and toss an ECM Mine onto it to complete the Objective.

Objective 2: Obtain keycode necklace: From your current position, turn
around, and keep your eyes on the ramp on the right. When it ends, that's
your cue to turn left. Right here, you'll see a silvery door. Open it,
then go through. A guy may have noticed you by now, so kill him if he's
here. If he isn't, just wait, and he'll show up sooner or later. When he's
dead, which is very important, because you'll be in trouble trying to kill
him on the stairs, go forward, and into the door. In here, turn right, and
go two floors down, at which point, you will hit a door. There may be a
Guard here, but if there isn't, just wait for him to show up. Then, go
through the door, and turn left in this room. Behind a pillar, you will see
a guy (he'll be sticking out a little), so kill him. Then, when he's dead,
go forward, until you can see the little path to the big, brown door on your
left. When you see it, go into this room, and Pistol Whip Cassandra de
Vries (the one on the left) until she falls to the ground. If you're not
quick, an alarm will sound, but you actually have about 5 seconds to do this
all in, so it shouldn't be too much of a problem to knock her out in time.
Then, pick up her necklace, and do away with this Objective.

Objective 3: Disable external comms hub: When you get the Necklace, turn
around, and go back out of the office. Now, go across the platform until
you get to the actual room, and turn right. Now, go forward, and when you
see the lift on your right, go into it, turn around, and close the door.
If the lift isn't here, you didn't follow the walkthrough very well, but you
can still call it, killing any guys, and take it down when it gets here.
Totally ignore anybody that you see on your way down. Then, when you get to
the bottom, exit the lift, and go up to the glass railing ahead. Now, look
down, through it, and kill the guy on the left through the glass. When the
glass breaks, jump down, and kill the second guy ahead of you. Now, you'll
have to be the best you've ever been during the game, so far. You're never
going to make it with a measly Falcon 2, especially because of the power
decrease due to the silencer. Plus, what do you need the silencer for when
everybody already knows you're here? This is a job for the CMP 150. Get it
out, then wait for about two guys to show up, then kill them, but don't wait
any longer than that. From here, turn left, and strafe right, a little, so
that you're on the right side of the desk. Now, go forward until you hit the
wall, and then turn left. Kill anybody here, then go forward a few steps.
Now, strafe all the way left, and continue forward. When you hit a wall,
strafe left, until you're past the barrier, then go forward. You will see a
decorated door, soon, so go in it. In here, there will be lots of guys, so
kill them all. When the room's clear, turn left, get out an ECM Mine, and
throw it onto the hub that's on a wall near the ground ahead. Then, turn
left, and tab A to get your gun out, again.

Objective 4: Gain entrance to laboratory: Now, strafe left, until you see
the door, again, and go through. Kill any guys here, and then, turn right.
You will see a hole in the wall ahead, so go in it. In here, turn right, and
go through the door. You have two choices, here. You can kill all of the
guys, until no more come at you, then go forward until you can make a right,
do so, go forward, through the secret door ahead, then turn right, and go in
the lift. But, if you're confident in your maneuvering skills, you can run
in, shooting at the guys, then make a right when you can, go forward, through
the secret door, then turn right, and go into the lift here. There's no
correct choice, although there's no point in killing the guys if you're good
enough to just run through the rest of the level. Either way, you should make
it, and complete this mission.

Special Agent
dataDyne
-Investigation

Here, you will have to get a holograph of the radioactive isotope that
is directly linked to Dr. Caroll for further analysis. Of course, you
will have to make it through all of the labs and locate the guy yourself,
but it would help to know more about this isotope before you leave the
lab. Also, there is no way into the more restricted part of the lab for
you. The only thing that you can do is to get someone - or something - to
open the door for you. One last thing, there is some strange disturbance
that's causing trouble during transmissions. Shut it down before it
totally destroys your equipment. We wouldn't want that happening, would
we?

Start With: Falcon 2
            CamSpy
            Data Uplink

Get In Mission: CMP 150: Most dataDyne Lab Guards in the beginning of the
                         level have these. There's also Two on opposing
                         sides in the room with the glass containment unit
                         with the Shield inside.

                K7 Avenger: The Guard in the underground Weapons Testing
                            Area is trying this out. It's the first lab on
                            the left, after which you take the small lift
                            down to the guy that has it.

                Dragon: All of the Shock Troopers near the end of the level
                        use these.

                Proximity Mine: There's one behind the radioactive isotope.
                                You have to go around the outer perimeter of
                                it, and get the mine at the very back. Be
                                careful - it's a RADIOACTIVE isotope.

                Shield: This will be in a glass containment unit in the second
                        room past the lasers. Another one can be found on one
                        of the crates in the room before the isotope.

                Shield Tech Item: This isn't needed here, but is part of
                                  the Perfect Agent difficulty. Does
                                  absolutely nothing good for you on this
                                  difficulty. It's past the corridor in the
                                  door to the left instead of ahead in the
                                  room full of Shock Troopers (just before
                                  you find Dr. Caroll).

Characters:     Dr. Caroll
                dataDyne Lab Guard
                dataDyne Shock Trooper

Objective 1: Holograph Radioactive Isotope: Start off by going to your left,
turning right at this corner, and killing the Guard there. Enter the door,
turn around left, and kill all 4 of the guys that come. Then go through the
door across this room. Select your CamSpy, then use it to go through the door
on the right wall in this room. Open the next door, but never mind the Guards.
Open this door, too. Get your view ready, and when you see the green crystal
up close, Press Z. The guards will be attracted to your CamSpy and will die
in the radioactive isotope area, so don't worry about them.

Objective 2: Start security maintenance cycle: Press A to return to Jo's
view, and go across the room. You will soon come to a door. Go through it,
and go forward. Turn the corner left, here, and kill the Guard behind the
crate. Then, continue forward, past him, and make the corner left when you
get to it. Kill this guy, behind the crate, too. Now, go past the crate (you
have to be to the right of it to do so), and when you're ahead of the crate,
strafe a little right. Now, kill the two guys behind crates, here, and head
down this passageway when they're dead. At the end, turn left, and kill this
last guy. Now, go forward, and make a right when you hit the wall. You will
now be looking down a somewhat different passageway, but that doesn't change
the fact that you have to go down it. When you get to the bottom, turn
around, strafe left until you see the next passageway down, and then, go
down it. This time, at the end, there won't be a corner to turn, but a door.
Go through it, and ahead of you, there may be a guy or two. Kill them if
there are, but don't wait for them if they aren't here. Now, turn around,
and strafe right. You will soon come across another passageway. Look down it
to see if anybody's there, and kill anyone that you may see. Then, go
forward until you hit the wall. Now, turn left, and scan for guys. A few
bullets will do away with anybody that you find. Then, go to the end of this
hallway, and look for a computer on the left side. Press B on it to
reprogram the cleaning robot. Now, to activate it... Turn left, and go
forward, but look to the left wall for a computer. When you get to it, press
B, then turn left. This Objective's done, but now you're lost. Well, not
exactly - read on.

Objective 3: Shut down experiments: You've had a hard time getting here,
but unless you do what I say, it's going to be just as hard getting out.
From this position, look near the ground for the robot that you just
reprogrammed. It will come towards you, and head back upstairs, so it's the
perfect way to get out of here. Follow it close behind, and it will set you
back on track. Keep following it until it opens the door to the small room
with the Guard inside. Quickly kill him, then get ready for the robot to
open the door ahead. When it does, a guy will see you, and call everyone
else in the area to help him. Then, you'll be in a firefight with all of the
guys in this area. Just kill them all, and remember that they're outmatched.
When it seems okay to move, again, go forward, into this area, but take
your first right. You will now be in a small hallway with a door at the
end. Go up to the door, and get out your CMP 150. Now, open and go through
the door, and turn slightly left. Kill the guy here, and then, turn right,
and kill this last guy. Now, look at the glass tube, and go around it. After
you go around, you will see a scientist. Point your gun at him, and wait for
him to say 'I'll shut it down.'. Now, turn around, and make your way around
the glass tube, again. Exit the room through the door you came through, then
get back onto the main hallway. Once you're there, turn right, go forward,
but make your first right, again. There may be two guys that survived your
onslaught here, so kill them. Don't go down this way, through. Turn left,
and continue down the hallway. At the end, where you see the dataDyne
symbol, turn left. Kill the two guys here if they have survived, and then,
go down this short passageway. At the end, there will be a door, so go
through it. In this room, look slightly left to kill one of the guys, and
right, to kill the second one. Now, a little to the left of the second guy
will be a set of computers, and behind it, a scientist. Go up to him, and
when he says 'Please don't hurt me.', turn right. Now, go forward, until you
hit the wall, and then, turn left. From here, go forward, about three steps,
then turn right. You'll see a door here. Go through it, then go through the
second door. In here, look left, and you'll see another scientist. Take your
gun off, and when he says 'Allow me to assist you.', follow him until he
starts typing at one of the computers. He will be making an attempt to
activate an alarm, so quickly knock him out. Then, get your gun out, again,
and press B on each of the terminals here, except the one that the guy was
typing on. One of them will turn off the experiment, and complete the
Objective.

Objective 4: Locate Dr. Caroll: Exit this room, and go through the second
door, back into the previous lab. In here, turn left, and go forward until
you reach the wall. Now, strafe right, until you come across the door that
leads back into the main hallway. Go through it, go forward, and when you
reach the next door, go through it, also. Kill the two guys in this room,
and then kill the other two that come through the next door. Once all 4 are
dead, go through the next door, followed by the one after that. You'll now
be in a room with lots of laser beams. Wait until the Cleaning Hovbot that
you reprogrammed earlier comes and turns each one off before proceeding, or
you'll get hurt by the lasers. The Hovbot will open this door, so let it,
then kill the guy in this small room. Watch out, as the Hovbot will open
the next door, and the enemies there will be alerted. Just enter this next
room, and shoot the two guys. Change to your CMP 150, because your Falcon 2
will probably have low ammo now. Turn left, and go up the left wall and
look at the glass to your left. Shoot the very right section, and it will
break, giving you access to the Shield there. You may want to pick it up
(you'd be stupid not to). Then, turn totally around, and you may want to
get the two guns on the round table. It's free ammo, so why not? Then, go
through the door on the opposite side of the room as the shield was (or if
you're stupid, still is). Then, go through the next door (all those damn
doors). Enter this room, but immediately turn around and shoot the guys
hiding there. There's one to the left and one to the right of the door that
you came from. When they're down, take out your Data Uplink and push B on
the computer there. Wait until you hear the door ahead or you unlock, get
your gun ready, and go down these stairs. Now stop. Think of how you're
going to do this next part. Ahead is a room with about 4 Shock Troopers,
but it isn't necessary to kill any of them. Past that room are some drone
guns that can be avoided or destroyed, whichever you want, and past them,
is Dr. Caroll. If you're a good player confident of your skill, you can
just run past the Shock Troopers, go through the door on the other side of
the room, and evade the drone gun's fire, open the door ahead, and complete
the mission with little or no damage. But if you're not that sure that you
can make it, you can kill all of the Shock Troopers in the room, open the
door, then quickly back off and shoot the two drone guns above from a safe
distance. After that, you can go down Victory Road, and complete the
mission. I recommend option number two if you have any doubts on if you'll
make it, but it takes longer, so don't waste your time clearing the area
if you think you're good enough for option number one. Either way... Level
2 Complete.

Special Agent
dataDyne
-Extraction

After you retrieve Dr. Caroll, there is one more thing to do. You have to
escape from the building alive, while also making sure that Dr. Caroll
doesn't meet that fate. Watch out - everybody on the level is ready for
you, so prepare for the worst...

Start With: Falcon 2 (scope)
            Night Vision

Get In Mission: CMP 150: All of the Shock Troopers at the Lobby, and some
                         upstairs will carry these. Pick their guns up
                         after you kill them.

                DY357 Magnum: Don't lets any of the first 5 guards see
                              you (keep your distance), and quickly kill
                              them. If you succeed, the last one will
                              drop a DY357 Magnum, which is worth your
                              while in this mission.

                Shotgun: All of the dataDyne bodyguards in the higher
                         levels will drop these, but you shouldn't use
                         it unless it's your last resort.

Characters:     Cassandra de Vries
                dataDyne Shock Trooper
                dataDyne Bodyguard

Objective 1: Access foyer elevator: Start off by putting on your Night
Vision. Then, strafe to the right until you can see the guy, and shoot
him once in the head. Go over, get his gun, then get ready for the next
guy. Go to the Door you'll see ahead of you, and get to the very left
of the wall. Get just close enough to open the door, and press B. Then,
quickly run backwards so he doesn't see you. Then, just shoot him in the
head once. Go into the room ahead, but hug the right wall, so the guys in
the next room don't see you. You will see one of the guy's heads, so
shoot it. Then, while still hugging the wall, strafe behind the table,
and shoot the next guy's head from as far away as you can. Then, go
through this next door, and you'll see a timer appear at the bottom of
the screen. That's how much more time of no lights you get, so be quick.
Now, hug the left wall. Then, hug the blockade that dataDyne set up. Go a
little forward, but just enough to see another Guard's head. You know what
to do. Then, strafe a tiny bit to the right, so you can see through the
next part of the blockade. You may need to go a little closer to the
opening, but only until you see the next guy's head. You know the routine.
Then, strafe a little right until you're about halfway into the room with
the table in it. You'll see another guy's head. Shoot it, and that's all
the stealth you'll need to do for the rest of this mission. Go up to the
guy you just killed and pick up his CMP 150 and DY357 Magnum - both will
be useful to you. Now turn this corner, run past these two guys, and then
past the final guy and up the stairs. Call down the left lift and get on.
While you're going up, take off your Night Vision, and equip your CMP 150.
Exit this lift, go to the other lift, and call it down. Enter it when it
comes down, and close the door.

Objective 2: Destroy dataDyne hovercopter: When this lift gets to the top,
exit it, and turn right. Go forward until you hit the wall, then turn
right. Keep going forward, and make a right at this next corner. Now, kill
the two guys behind the blockade. Then, go forward, up to the blockade, and
turn left. Now, go through the door ahead. You may see the HoverCopter
outside, here, but never mind it. Just quickly, and I mean QUICKLY, turn
left,  Turn left, and look to the right of the chair that you see. Go there,
and a secret door will open. Turn left in this room, and go through the
door that you see. Kill this Bodyguard. Go forward until you're at the
glass, then turn left, down the passageway. Bodyguards will shoot at you
from the other door, but it's not any reason to stop moving straight ahead.
Turn left, go forward until you hit a wall, strafe right until you hit
another wall, and open this door. Go through, shutting the door behind you.
Now, catch your breath, and go one floor up the stairs. At the top, turn
left, and go through the door here. Enter this room, and turn right. You
will see a Shock Trooper and two civilians reloading their Rocket Launcher.
Kill the Shock Trooper, but let the wimpy civilians escape. Now, go get the
Rocket Launcher from the stand. Now, turn around, go forward until you're
past the second lift, and turn left. Go back into this staircase, turn
right, and go down three flights of stairs. If the HoverCopter is outside,
just take cover in any of the corners far away from the windows until it
goes away. Then, when you reach the place three flights of stairs down
from the top office floor, you will be in front of some glass. Shatter
both the top and bottom segments, then get out your Rocket launcher. Set
it to Targeted Rocket, then look out the broken window, and wait for the
HoverCopter to get here. Immediately when you see it, target it with R, so
you see the box around it. Then, shoot your rocket out the window. The
HoverCopter will be shooting you, now, so take cover in the back of the
room. Now, just wait for the rocket to hit the HoverCopter, at which point
you'll complete the Objective. However, if, for some strange reason, the
rocket misses, you can still destroy the HoverCopter with any gun, but
the CMP 150's your best bet. But, if the rocket misses, it may be better
to simply restart the mission, because taking the copter down with
bullets will take extremely long, and will probably, also drain a lot of
health.

Objective 3: Defeat Cassandra's Bodyguards: Go back up to the top of the
stairs, and go through the door that leads to the top office floor. Now,
turn right, go forward, and when you're past the second lift, turn right.
Go through the door here, and then, go up the stairs. At the top, you'll
come to a silverish door, so go in it. Now, you will be surrounded by
Bodyguards. Stay calm, and follow these instructions. There will be a
Bodyguard beside a computer terminal on the wall with the red light. Run
up to her, and quickly kill her. The lights will go off, but there's no
time to put on your Night Vision. Get into the safety of that little
corner that she was in, but quickly turn around, and look to the silver
door that you came from. Let your Auto-Aim target this Bodyguard, and
shoot your CMP 150's magazine out to make sure that she's dead. There.
The hardest part of this mission is done. Nobody will notice or shoot you
as long as you stay here, so it's what I'll call the protective position.
Now, put on your Night Vision so you can actually see. You'll be low on
ammo now, so switch to your Shotgun. Set it to Double Blast for better
chances of surviving the rest of the mission. When you're ready, turn to
your left, and strafe right until you see the Bodyguard. She'll have to
re-adjust her aim, so quickly take her out while she does. Then, strafe
back to your protective position, and reload. This time, turn to the
right, and strafe left until you see the next Bodyguard. She'll be
adjusting her aim, too. Kill her before she gets a chance to strike. Now,
there's only one more Bodyguard left - the one above you, on the floor
higher up. Go up the stairs, keeping an eye out for the Bodyguard - she's
at the top of them. Quickly kill her, and when you do, you might complete
the Objective, but probably not. Why not? Because that's not exactly ALL
of the Bodyguards! You've forgotten about the Bodyguards that you let live
on the floors below. It shouldn't be a problem, so just go down, to the
middle and lower office floors, and search the rooms there to find and
kill any remaining Bodyguards. When they're all dead, you'll complete the
Objective. When it's done, go back up to position you were in when you
killed the last of Cassandra's Bodyguards (excluding ones on the office
floors).

Objective 4: Rendezvous at landing pad: Just head up the rest of the stairs,
turn right, turn off your Night Vision, and enter the doors. You'll be on
the roof. Turn right, go forward, turn right again, go up this set of
stairs, and go to the middle of the landing pad. There. Objective 4 and
Mission Completed.

----------------------------Mission 2---------------------------------

After your successful capture of Dr. Caroll, a very important matter
came from Cassandra de Vries. She says that she has Daniel Carrington,
and is willing to trade him for the dataDyne sapient, which you don't
have. Dr. Caroll and Mr. Carrington were at his villa, discussing the
information that Dr. Caroll had for him. Obviously, Daniel is being
held hostage at the villa, and it's crawling with guards. Get to
Carrington and save him before it's too late.

Special Agent
Carrington Villa
-Rescue

Well, it's up to Joanna, again. A member of the Institute Staff is
being held hostage by dataDyne troops. She has volunteered to risk
her life to create a distraction, and isn't willing to die, so you'll
have to save her as your first priority. There's a wind generator
at the villa that denies access to everything inside the mansion
when deactivated. If the Institute's suspicions are correct, Daniel
is being held in the wine cellar. An electronic door that is run
by the wind generator blocks your way, so there's no doubt that you
have to reactivate it. Lastly and most importantly, you'll have to
save Daniel. That's what everything you do here comes down to.

Start With: Sniper Rifle
            R-Tracker

Get In Mission: CMP 150: Every single guard has this in their hands.
                         They are powerful guns, so don't think that
                         the guards on this level are harmless.

                Devastator: This is in the crate in the very left in
                            the Helipad near the entry point of the
                            level.

                Shield: If you need some extra protection, after going
                        through the main front doors, head down the
                        stairs to your left, and take the first door on
                        the left in this corridor. Go to the far right
                        side of the room, and open the shower door.
                        There may be a dead guard there, his Sniper
                        Rifle, and the Shield. If you need protection
                        even sooner, there is a shield on one of the
                        crates in the Helipad near the beginning.

Characters:     Daniel Carrington
                Negotiator
                dataDyne Guard
                dataDyne Shock Trooper
                dataDyne Sniper

Objective 1: Save the Negotiator: Immediately when you start the level, go
forward, to the ledge, and look down. You'll see two guards pointing
their guns at a girl. Zoom in on the guards, then shoot each one once to
kill them. That's the first objective. Be careful, because if you hesitate,
you'll fail the mission.

Objective 2: Eliminate rooftop snipers: Turn around, and go around this
building that you see. You'll come to a path, where a dataDyne Guard with a
CMP 150 will get down on the ground to try to snipe you. Be quicker and snipe
him first. Then, go forward until you reach the ledge, then stop, and look
down, and kill the two Guards that you see. Jump down, and go forward. Turn
the corner and snipe this guard. Continue straight ahead, and then make a
left when the path splits. When you see the red carpet, stop, and look near
the top of the right pillar. There's going to be a Sniper there, so take him
out before he snipes you (you may have to strafe a little left to see him,
first). Then, run past the red carpeted area, and into this helipad. Turn
left, and break open the last crate on your left. Go up to the crates,
and pick up the Shield and Devastator. Then, go back to the area with
the red carpet, but go in the middle. Quickly turn left, and snipe the
four dataDyne Snipers that you see (the last one is more on the left,
and may not be visible from your current position). Go forward up to
the big, brown rock, then turn left, and look up. There's going to be
another Sniper there. Go forward, now, and you will see a big mansion.
There are some stairs that lead inside (they're on the white wall), so
go up, turn right, and go up again. When you're at the top, look
straight ahead, and kill the last two Snipers.

Objective 3: Reactivate wind generator: Okay, now, turn left, and go
through the door that you see. This is the main entrance to the
Mansion. Quickly snipe the two Guards that come at you. Then, enter,
and kill the two Guards on your right. Go forward to collect their ammo,
turn around, and go down the stairs ahead. Turn left when you get
here, then go forward until a guard sees you, and back off to the back
of the corridor. Now, snipe all of the Guards that come at you. If
you're not that good, you'll need more Shield power, so go in the door
on your left, and go into the shower to find the shield. You'll be
entering more hostile territory than before, so get out your CMP 150.
Now, get back into the corridor, turn left, and then take your first
right (the blue passageway). Turn left, and kill these two Guards.
More may come, so kill them all, and go to the other side of the room,
where there are stairs that lead down. Obviously, go down them, and
kill the two guards that will come at you. Then, go forward, and take
the first door that you see behind the barrier on your left. Go down
the stairs and kill the guy on your right. Then, go to the left of
the stairs, and kill this guard, then wait. The door will open, and a
Guard will come in, so kill him. Now go through the door that he came
from. Go forward, and then turn right. Go in this room, and kill the
three Guards there. There will also be two computer terminals in this
room, so press B on both of them, then exit the room. Continue down
the passageway, but take your first right. Continue forward, and then
take the right passageway. Kill the guard ahead, turn around, then
kill the remaining three Guards. After their deaths, go forward into
this room, and turn on the terminal around on the right of the light
blue pillar.

Objective 3: Rescue Carrington: Get out of this room, and continue
forward, but only turn left, until you get to a brown door. Go down
the stairs here, turn right, and kill the Shock Trooper. Continue down
this path, and kill the two guards at the end. Now turn around, go
forward, turn right, then get right up to the brown door. Open it,
kill the guy behind the shelf, go in, turn right again, and kill this guy.
Now go forward, and a little left, into the passageway. Turn right,
and wait for the Guard behind the shelf to come out. Kill him, and
aim down the corridor. Lodge a bullet in this guy's head, then get
into the room that he was in, and kill the enemy that's behind you.
There isn't much more of the level left now. Turn right, and spoil
this Trooper's hopeless attempts to stop you. Pick up his key card
and go through the door that he was covering. There's Daniel!
Mission Complete.

-----------------------------Mission 3--------------------------------

Daniel Carrington's capture wasn't a total loss. While captive, Daniel
managed to pick up that a meeting was being held in the G5 Building in
Chicago. Unfortunately, it's not as easy as going in and listening. A
Carrington Institute Team was sent in to investigate the situation, and
to secure some equipment that you'll need to get in the building itself.
It won't be easy, especially because the lift that leads inside is
guarded by a few individuals that will seal it shut if they notice you.
You'll need to make sure that it doesn't happen, and then get in without
getting killed. From then, just use the CamSpy to record the meeting,
and then get out of the building alive. Reports say that resistance is
high - and Daniel Carrington wouldn't lie to you.

Special Agent
Chicago
-Stealth

Well, you've just arrived in Chicago, and will have to get into the
building, before anything else. You'll have to pick up the equipment
that the Institute Team left behind for you, making sure that nobody
else gets it. You'll probably need the equipment to get into the
building, anyway, so getting it should be the first thing that you do.
Then, to get into the building, you'll have to distract the guards
there - they'll permanently seal off access to the building if they see
you. Once both of those things are done, you will be able to get into
the building safely.

Start With: Falcon 2 (scope)

Get In Mission: CMP 150: All of the G5 Guards will carry these and drop
                         them if they die. 

                DY357 Magnum: If the FBI Agents manage to or are
                              interrupted in calling for reinforcements,
                              they will take out these. Kill them at
                              this point to get their DY357 Magnums.

                Remote Mine: This comes as part of the equipment in the
                             storm drain.

                Reprogrammer: This comes along as part of the Drop Point
                              equipment, along with the Remote Mine.

                Shield: This is hidden under the staircase that's in the
                        blue door beside the Limo.

Characters:     G5 Guard
                FBI Agent
                CIA Agent

Objective 1: Retrieve drop point equipment: Don't take out any gun yet.
Head forward a little, and a bit to the right and wait until a G5
Guard comes by. Get behind him and crack his spinal chord. Now, pick
up his gun and go into the passage on your right. Take out your
Falcon 2 (scope), and turn left on this corner. Quickly get out into
this area, then, turn left, and quickly take this FBI Agent out - he'll
make attempts to call for reinforcements. Now, go up the stairs he was
on. There will be at least two guards here, so turn around and kill
them. When they're dead, Go across the ledge on your left and then into
the alley on your right. There will be a Guard here, so kill him and
proceed. When you reach this bigger area, turn left and point your gun
at the two CIA Agents. Killing them will fail the mission, so let them
run away, and wait about ten seconds to give them the time that they
need to escape. Go in the passageway to the left of the dumpster, but
go in far enough only so you can see down it. Use the Falcon 2's scope
to quickly aim at and kill the FBI Agent (he's the guy wearing a dark
brown coat, and is on the very right). If you're quick, he'll die
before he gets the chance to turn on the alarm. Now that there's no
danger of that happening, go through the passage way and kill the two
Guards in here. Now, kill the two enemies on the big staircase
attatched to the building. If you look to the left of the stairs,
you'll see that there is a hole there that lets you slip back into
the main road. Take it, but watch out, because the G5 Robot might be
here. You can't kill it, so just run past, but don't turn left down
the road. Go forward, but hug the left wall so that the guards at the
entrance to the G5 building don't see you. Turn left into the storm
drain, and jump down the ramp. Turn around 180 degrees and collect
the white briefcase that you see there. You will get a Remote Mine,
a Reprogrammer, and complete this Objective.

Objective 2: Prepare escape route: Don't waste your Remote Mine on
a stupid guard, you'll need it. Turn back around, and climb up the
ledge up ahead and to your right. Turn right again, and climb up this
ledge. Again, the G5 Robot might be here, so watch out. Now, turn
right, and run back through the small crack in the buildings that
you came through before. Turn left, and go forward, but only until
you can make another left. Do so when you can. You will come across
a wall. When you meet up with it, turn right, and go one floor up, to
the wall that seems to be a sealed-up door. this is where yor prepare
your escape route. Get out your Remote Mine, and place it on the
paved door. DO NOT detonate, or you'll fail the mission. You get to
blow the door down in the next mission, which you can repeat as much
as you want, if you get to it, so resist temptations to blow it up,
now. Now, that that's clear, go on to the next Objective.

Objective 3: Create vehicular diversion: Get down these stairs, and
at the bottom, hug the left wall. You'll see the small passageway you
came through, before, right here. Go through it, and stop when you get
into the bigger area. Turn left, and go forward into the dumpster to
push it to the corner of the room. Now, you have to make the biggest
decision in the mission. You can complete this objective in two ways.
One way is by reprogramming the taxi and making it crash, creating a
diversion. The other is by using the BombSpy and blowing up the
terminal that seals the door. The first way is safer, but slower, and
the second way is a little quicker and a lot more dangerous, as
you're vulnerable to enemy attack when the BombSpy is active. Choose
whichever way suits you, and then read on. For the first way, turn
right, and go through the passageway. To your left will be a taxi that
you will have to use the Reprogrammer on. Take it out, hide behind
the taxi, and press B. Wait until the cab flies away, then take out
your CMP 150, and hide back in the room with the dumpsters. Wait until
you hear the crash, then head back to the street beside the place
that you got the Drop Point equipment. Kill the 3 guards here, and go
on to the next Objective. Or, you can back off from the dumpster, and
shoot the barrel to the right of it. Make sure that you aim at the
very left of the barrel to make sure that the explosion actually hits
the dumpster. A briefcase just like the one that held the equipment
will pop out, and inside that briefcase is the BombSpy. Pick it up
and use it to go to the street before the storm drain. From here,
turn into this passageway, and the guards will come at you. Quickly
turn left in this area and head towards the only guard that didn't
notice you. Go right up to him and detonate the BombSpy. Now, you'll
return to being Jo, so go back to the street that you got to the
storm drain from. When this is done, go on to the final Objective. I
think that either way is good, but I like the second BombSpy method
better, because it's funner and quicker.

Objective 4: Gain entry to G5 building: Go forward, and take the first
right that you can. Go into this area and head towards the yellow lift
to complete the level.

Special Agent
G5 Building
-Reconnaissance

You've made it inside the building, but that's all useless unless you
do the second part of the mission. You'll have to do several things
for this mission to be successful. First, you'll have to record the
meeting that is to be held in a matter of minutes. This will give the
Carrington Institute a lot of information on what dataDyne's goals
are, and also tell them who else plays a role in dataDyne's plans. If
you hear the meeting, you see that dataDyne has reprogrammed Dr.
Caroll, and probably has made a backup disk just in case. You'll have
to find it, and then get out of the building with the data that you're
to collect. The G5 Building will be even more guarded on the inside, so
get ready for combat. It'll get messy, and only destiny knows for who.

Start With: Falcon 2 (silencer)
            CamSpy
            Door Decoder

Get In Mission: CMP 150: All of the G5 Guards on the level will drop
                         these when you kill them.

                DY357 Magnum: All of the G5 Officers in the later
                              part of the level will drop these
                              powerful guns once you kill them.

                Shield: This is found past the second room with the
                        Cloaked Guards, and is to the right of the
                        stairs in the next room.

                Level 1 Keycard: You get this after defeating the two
                                 Guards in the first room.

                Level 2 Keycard: You get this after killing all of the
                                 guys in the second room with the
                                 Cloaked Guards. 

                Backup Disk: You get this from the Safe on the higher
                             floor of the building. It is required for
                             one of the Objectives.

Characters:     Cassandra de Vries
                Mr. Blonde
                Trent Easton
                G5 Guard
                G5 Officer
                NSA Bodyguard

Objective 1: Deactivate laser grid systems: At the beginning, the two
Guards in this room will Cloak themselves, and then secretly assault
you from lots of awkward locations around the room. These locations
usually follow a pattern, though. As soon as you start the level, turn
slightly to the right, and you will see two pillars about three meters
ahead of you. Run in between them, then quickly turn right. If he
hasn't already, a Guard will uncloak there and start to shoot you. Now
is your chance to strike. After a few bullets send him to his doom,
another Guard will appear. He will be either to the right of your current
position, or right behind you, but a little to the left. Use this chance
to kill the Guard. Don't worry if you don't, because this guy is fairly
weak, is alone, and has bad aim. Just wait for your next chance to kill
him and be quick to take him down before he Cloaks again. When the
second Guard is dead, pick up all three guns that are now laying in this
room, and also pick up the Level 1 Keycard that the last Guard dropped.
There is a door in this room that can be unlocked with your new false
identity, so just press B to open it. Go forward a little, and turn
left when you get to the corner. You will see a Guard that's inspecting
the lights, but don't worry - he won't even notice you. While you head
towards him, some Guards on a lower level may notice you, but won't
shoot, so just ignore them for now. Go up to the Guard and take your
time in killing him, because you're not in a rush. Besides, you don't
want to damage the terminal that he's fixing. When he dies and falls to
the ground, a wall terminal will be revealed. You'll see some squiggly
lines on it, which you don't want there. Press B to turn them off. Doing
this will turn on the lights in the next room, and therefore, will help
you greatly in seeing the Cloaked enemies you'll encounter. To your left
will be the door that leads farther into the complex building. Open it,
and you'll see that all of the lights there will be off. This is supposed
to happen, so don't go back to the terminal and try to reactivate them.
When you go in, nothing will happen, but don't look in every corner of
the room to find the Cloaked guards. You won't find them, because they're
not even here yet. When you look to the right of where you came in, you
will notice two glass panels, and a blue door in them. Go through the
two clear sheets, and the lights in this room will turn on. Turn totally
around, and run to the dumpster on the other side of the room. You will
notice that may Guards will suddenly appear and Cloak themselves, but
ignore them for the moment. Just concentrate on getting close to the
dumpster, yet far enough that you can see the whole thing. Look closely
to the right of the dumpster, and you will see a slight blur. This is a
Guard, so don't hesitate to shoot. Just keep shooting until the Guard
uncloaks, meaning he's dead. Turn right, and look near the pillar, and
a Guard will appear there soon. Kill him, and go get his gun. When you
do, turn around, and look back at the pillar. Near here, the two last
Guards will show themselves, so kill them and get the last one's Keycard.
You know the blue door beside the two pieces of glass? Go in it, and
get ready your trigger. A Guard may be right in front of you, so kill
him if he is. Go forward, but looking to your left, because if the Guard
wasn't in front of the door, he's here. Kill him quickly, but don't go
up the stairs. Instead, go straight ahead past the stairs, turn left
when you hit the wall, and then turn right when you're at the next one.
There will be a Shield on the ground here, so obviously get it, and
then go up the bluish stairs. Open the door up here, and go into the
room. Very quickly turn right, go forward until you're past the pillar
that you'll see on the right of your screen, and then make another
right-turn. There is an alarm here that cannot be allowed to go off.
Never mind any Guards here that will shoot you. Just look at the alarm,
and kill the guy that will try to turn it on. When that threat is
eliminated, turn around, and kill the Guard that was hiding here. The
last Guard, which will be shooting you, too, will be to the left of
your position. When all three Guards are dead, go forward to the place
that you killed the last one. From here, turn left, and go up to the
wall terminal you'll see here. Now, turn around, and press B on the
next terminal you'll see. Now, turn around, and go up to the blue
doors. Don't go through them, though - this will just lead back into
the previous areas. Instead, turn left, and go forward until you're
past the thick pillar on the left side. Now, turn left, and you'll
see another wall terminal. Deactivate it, then turn right. There's
only one more wall terminal to go. Make your way forward until you
see the small dent in the left wall. Turn to it, and deactivate this
final terminal to complete the Objective.

Objective 2: Holograph meeting conspirators: Go back to the place
where you encaounered and turned off the first wall terminal. Form
facing it, if you turn around, you will see a staircase a little to
your left. Go up it, and make a right turn when you get to the top.
Now, continue down this way, and crouch down when you think you've
reached a dead end. There will be a few pipes here that are strong
enough to support you, and your CamSpy. To avoid a guard triggering the
alarm in the next section, deploy your CamSpy, and follow this series
of turns with it to get to a small opening to another room. Even Jo
can't fit here, but the CamSpy can. Go in and watch the cutscene if
you wish. Whatever you do, this Objective's over with...

Objective 2: Retrieve Dr. Caroll backup from safe: You'll return to
Jo's view when the movie finishes playing, so just go forward, but
stop when the pipe ends. Turn left, go forward until you hit a wall,
then turn right and go forward down this long pipe segment. When you
reach the end, stand at the edge, and tap R twice to return to
standing up. Turn right, and jump down to the room below. Two Guards
in this area will notice you and try to trigger the alarm ahead, so
don't let them. It won't make you fail any objectives if they do, but
it would help if not everyone on the level comes to kill you. Once the
two Guards here are dead, another Guard will come through the door at
the end of the room. Kill him, as well, then go through the door that
he just opened for you. Go up the stairs that you see, and then go
through the door. Turn right immediately when you go through, and kill
the two G5 Officers that will be right ahead. There's a door that they
were guarding that you need to go through, so run there and get into
the room. You will see a silver safe in this room, but it's locked
right now. A Guard will come at you from behind soon, so kill him. Then
get out your Door Decoder, and attach it to the wall panel on the right
(if you're looking at the safe, itself). An alarm will go off and
there's nothing that you can do about it. Just get out your CMP 150
and face the door. An infinite amount of G5 Guards and Officers will
come at you, so kill them all. When the counter at the bottom of the
screen gets to zero, wait about ten seconds, while still killing the
Guards that come at you. After the ten seconds, the safe door should
be wide open, so go in, and get the disk that's to the right of the
golden head.

Objective 3: Exit building: Get out your Remote Mine detonator and use
it. Now, run out of the safe, because another alarm will sound, but
double the guys will come this time. Just run out of the room with the
safe, and turn left. Go forward, but take your first right, and,
following that, your first left. Go through the smoking passage to
complete the mission.



**********************************************************************
***************************2D-Strategies******************************
**********************************************************************

You may need help not just in how to beat a mission specifically, you
may need help in playing, overall. Each difficulty should be
approached differently, and if you're having trouble adjusting to a
new one, consult this section for help.

-------------------------------Agent----------------------------------

This is a fairly easy difficulty setting, and is the perfect way to
build up your skills as a beginner. Here is a list of things to do
when you're playing under this setting:

-Try to use lots of head-on attacks and go all-out on the enemy. They
probably won't hurt you very much if you do, and you stand much more
of a chance during a surprise attack.

-When attacking Drone Guns, get your aim ready, and jump out and
rapidly push the trigger. Most guns will probably be destroyed before
they hit you with this strategy.

-Strafe around the enemy by pressing a horizontal C button and the
opposite direction on the Control Stick when they're about to shoot,
then hit them from behind.

-Don't worry about keeping your distance. Honestly, you stand a greater
chance of victory if you just get in close and kill the enemy rather
than hiding. If you hide, the enemy will still shoot, and probably hit
you more than if you just barged in and quickly killed it.

-You may want to just run through the level instead of killing everyone.
It's quicker, but more risky. If you're a novice, you shouldn't do this,
but feel free to do it if you're confident in you speed and maneuvering
skills.

---------------------------Special Agent------------------------------

This is much harder than Agent, but also much easier than Perfect
Agent. The tactics for Agent might work here, but you'd better get
uses to the newer style of playing if you want to be good.

-Try to kill people when they're close, but hide if they're far away.
You will lose a lot of health by trying to make head-on strikes on this
difficulty, so don't do it anymore. Snipe people with a scope when you
can, and make sure that they stop shooting before you go in and take
them out.

-This time, when blowing up Drone Guns, try to get in so it can't see
you, then kill it before it starts shooting. The Agent method will cause
a major decrease in health.

-Try to hit enemies when they have just finished shooting. They will be
vulnerable for about one second after they finish shooting. Use this to
your advantage.

-Try not to let the enemies see you rather than practically announcing
your presence. Try to see just a limb, and hit it. This will stun them
for a few seconds, giving you a chance to finish them off.

- Don't let any guard live if you're playing by the 'Stealth' rules.
Most better guards will kill you if you try to run past them. Also, it
may be a better idea not to run through the level at all. Take your
time, because it may kill you if you don't.

---------------------------Perfect Agent------------------------------

This is a very hard difficulty level. It's much more of a challenge
than Special Agent. You need to use a totally different approach here,
because anything written above won't just cut it here.

-NEVER get close to an enemy. This will just increase their accuracy,
any you will take a huge amount of damage, if not die. And I'm talking
every single guard. If you let one live, they won't show mercy.

-Don't let any Drone Gun see you if you don't want to be shredded into
smithereens. Just spy on the drone and shoot it to take it out. If it
sees you, run far away so it stops, and then continue secretly blowing
it up.

-Go into a room filled with enemies, and then close the door or hide
behind a wall. Every once in a while, a guard will come, so kill him,
and continue waiting for another one. When you don't get a guard in a
while, they should probably all be dead. Now, it's safe to go into the
room without worries of there being Guards there anymore.

-Spy on your enemies and snipe them when the time is right. If you
manage to surprise them like this, taking them out will be a lot
easier. Also, never go straight into a room full of enemies. Just open
the door to the room and close it, or if the room has no door, go in,
get out, and then hide and look to the room that you were just in. A
guard will come at a time, so kill all of them that come, and when they
don't come for a while, it means that all of them that noticed you are
now dead. You can now go into the room safely.

-Don't even think about trying to run through the level. It's impossible
on this difficulty. Use stealth and all of the cheap tricks in the book
to your advantage, or you won't win. It's not as easy as you think. If
you want to try running through, fine. But I'm not responsible for
cleaning up any blood and gore that enemies induce.



  ____ /\----------------------------------------------------/\ ____  
 / ___|/\>===============*3-Combat Simulator*===============</\|___ \ 
/_/\   \/----------------------------------------------------\/   /\_\



This is the second most attractive part of the game other than the
Solo Missions. You'll want to know as much as you can about this, so
don't miss out on these next few sections. Have Fun!



**********************************************************************
*****************************3A-Simulants*****************************
**********************************************************************

Unlike the much older Goldeneye, this game features computer
controlled players in Multiplayer. Each Simulant has different
characteristics, so you have to approach each one differently. If you
don't, you'll find yourself drowning in a pool of blood. Oh, well,
it's not my fault if you don't read this...

-------------------------Types Of Simulants---------------------------

Killing a RocketSim is a good idea, but it isn't the same for a
VengeSim. There are a wide variety of simulants that all have their
own strengths and weaknesses, so you'd better learn them. The last
thing you need is everybody killing you just because you don't know
how to deal with each Simulant in a special way. How about looking
here if that's how you feel after every Combat Simulator game you
play?

Normal Simulants:

-MeatSim: A very dumb and inaccurate Simulant. These will try to
kill you with their fists and shoot rockets at their feet. Usually,
you can win just by standing still. Okay, maybe I'm exaggerating.
But they will probably kill themselves more than they kill you, so
I'm not all wrong. If I put them in a game, their score is almost
always negative.

-EasySim: Better than the MeatSim, but is still pretty stupid and
easy to kill. In an average game (for me), they usually get around a
score of zero. They also have pretty bad taste in weaponry.

-NormalSim: Its skills are that of a player than can beat half of
the game on Agent. It really isn't much of a match for anybody that
I know. Good for people that have had the game for about 1 week, and
have no experience of playing a shooter game beforehand should find
this a fair match.

-HardSim: This Simulant is as good as a person that has beaten the
game on Agent, and halfway through Special Agent. Much better than
the NormalSim. Puts up a little match for me now and then.

-PerfectSim: These are at a small disadvantage to me, and are very
skilled. They're about as good as any player that has beaten about
half of the Perfect Agent Missions. They pose very much threat to
any inexperienced player.

-DarkSim: The difficulty of this Simulant is the exact of mine. I
usually find my score close to or the same as his. Impossible to
anyone that ever looks at their controller, doesn't use the Radar,
or uses sucky weapons. A good match to me, and a nightmare to
everybody else that I know.

Special Simulants:

-PeaceSim: These cannot do any damage to you. They will just collect
all of the guns on the level so other players can't. However, if you
have a gun out, they will take it, too. Kill these people to hit the
jackpot in ammo and guns.

-ShieldSim: This Sim will always try to be Shielded, and getting
Shields is its first priority - it comes before getting a gun. When
its Shields go down, even a little bit, it will get a refill. It will
go crazy if there aren't any shields on the level, so make sure that
there are.

-RocketSim: These Simulants will only use explosive weapons - no
matter how big or how small. This ranges from the Devastator to the
Dragon to the Phoenix. Very dangerous, so keep your distance from
them when you can.

-KazeSim: This Simulant is on drugs. It just goes and finds a weapon
(it might not even), and then blow everyone and everything it sees
down as quick as it can. They're not afraid of dying, so be careful
when they use explosives. They may get a suicide count, but kill
quite a few others in the process.

-FistSim: These will never have a gun out. They will just try to use
their fists to Punch or Disarm whoever they see. Watch out, though.
This means that you can't Auto-Aim them!

-PreySim: These are Simulants that prey on others that are weaker
than it. It will go after only those that have a bad record during
the game and also people with no or bad guns. If one of these is in
the game, make sure that you have a good gun out at all times.

-CowardSim: These will run from almost everything. However, if it
feels that it can win against you, it will attack. Hit it a few
times to prove that you're better, and the chase is on again. Just
make sure that it doesn't feel safe, so it runs away, giving you
time to blow its head off.

-JudgeSim: This Sim will always attack the enemy player with the
highest score. It will make a radius decision if two players have
the same score, and go after the closer one. These are the most
fair of all of the Simulants, because they never hurt anyone that
has a score disadvantage.

-FeudSim: This is the most annoying Simulant. It makes a random
decision at the start of every game to attack a single opponent,
and only kill them for the rest of the game. They are dangerous,
because they will never change their mind, and they will always
chase you wherever you go. Be aware if one ever shoots at you.
This means that you're its target.

-SpeedSim: These Sims are very quick and will easily chase you
down if you try to run. Just kill it if it's after you, because
it will do the same to you eventually if you try to run. Also,
this Simulant can run away very quickly if it's ever outmatched,
so you really have to be prepared for its arrival.

-TurtleSim: These are the opposite of the SpeedSim. They are
very slow at moving around, but instead have a really strong
Shield that gives them incredible defensive power. Even if there
is no Shield on the level, it will still start off with one.
Their Shields are much more powerful that the ones that you can
get, so be cautious when planning your attack.

-VengeSim: It's a very bad move to kill one. It will always go
after the person that last killed it, so try to avoid doing so
unless your life's on the line. A careless kill could doom you
for the rest of the game.

--------------------------Simulant Commands---------------------------

Here is a list of all of the commands that you can give to Simulants
that are on your side. To access these options, during the game, press
and hold A, then tap Z twice. Now, you can select from a bunch of
options for your Simulant(s). Look here to see what each of them do.

Combat Commands:

Normal: The computer will make all of the decisions as far as what
the Simulant does goes. Expect the computer to make good choices, but
since it doesn't know exactly what you want, you way want to command
it to do specific orders.

Attack: After you select this, you will be taken to another menu
listing all of the players. Here, you can tell the simulant to attack
a specific player or Simulant. The Sim will then only go after that
person until you tell it otherwise.

Protect: The Simulant that you give this order to will get a good gun
if it hasn't already got one, and then come to you. When it's at your
side, it will follow alongside with you, helping you kill anyone that
you encounter. This is very helpful right after you've just respawned,
because you probably won't get a good gun that quickly.

Hold: When you tell a Simulant to do this, it will stay in the stop
that you issued the command from, and shoot at any enemies that come
within range.

Defend: After you issue this command the Simulant will stay in one
spot, but once it sees an enemy, it will go after them. If it or the
enemy gets killed, it will return to its post.

Follow: The Simulant will go to you and follow close behind. However,
when it sees an enemy, it will run away after it. When the enemy or it
dies, it will return to you.

Capture The Case Commands:

Get Case: The Simulant will get the briefcase, then go somewhere for
protection. It may be helpful if you help it stay alive. Also, if you
have the Case, the Simulant will come and protect you.

Hacker Central:

Download: The Simulant will get the Data Uplink from any enemy that
has it, or, if it's free, pick it up. Then, it will run to the
Terminal and hack it. Also, if you have the Uplink, the Simulant will
come to you to protect you.

Pop A Cap:

Pop Cap: The Simulant will attack the current victim. If you are the
victim, however, it will run to you to protect you and to make sure
that you don't get killed.

King Of The Hill:

Hold Hill: The Sim will go to the hill and stay in it, doing its best
to hold off intruders. You may want to help it, though, just in case
it's killed.

Def Hill: The Simulant will go near the hill and repel any intruders.
However, it will not concentrate on actually being IN the hill, so
you'll have to be in yourself. It's better if you want defense, as the
Sim won't be limited to staying inside the hill.

Capture The Briefcase:

Save Case: The Simulant will go to the case or the case holder, and
kill them, making sure that the case doesn't fall into enemy hands. It
will never go and get the enemy's case, though, so you'll have to do
it, yourself.

Get Case: The Simulant will attack the enemy's base and get their
case, then try it's hardest to run back to your base without being
killed. Don't leave your base undefended, though!



**********************************************************************
******************************3B-Arenas*******************************
**********************************************************************

Look here for information on all of your favorite Combat Simulator
Arenas. You'll need to know your way around if you want to survive.
The Overall Rating and Overall Size are out of five starts (*****),
one being the worst/smallest, and five being the best/largest.

-------------------------------Skedar---------------------------------

Map:

    ____
   |  _ \                  __________
   | |_| \                |  _____   |
   |      \             __| |__   / /
   |  |\   \         __/_______\_/ /
   |  | \   \       |   O    O    /
   |  |  \   \      | |________   \  __________________
   |  |   \   \     | |\      /\   \/                  |
   |  |    \   \    | | | |\  \ \     ___________      |
   |  |     \   \   | | | | \  \ \   /           |     |
   |  |      \   \  | | |_|  \  \/  /            |     |
   |  |       \   \ | |||_||  \    /             |     |
   |  |  _____ \ __\|_|_| |___/___/              |     |
   |  |_|  _  |_|  ____________  |          _____|     |_____
   |      | |     |  /      \  | |         |   __|     |__   |   ______________
   |   _  |_|  _  | /        \ | |         |  |__|     |__|  |  |              |
   |  | |_____| | |/          \| |  _____  |  |__|     |__|  |  |             /|
   |  |         | |\          /| |_|  _  |_|  |__|  _  |__|  |__|\           / |
   |  |         | | \        / |     | |      |    | |    |       \         |  |
   |  |         | |__\______/__|  _  |_|  _   |__  |_|  __|   __  /         |  |
   |  |         |___     ________| |_____| |  |__|     |__|  |  |/           \ |
   |  |__________   |   |                  |  |__|     |__|  |  |             \|
   |             | _|   |_         __      |  |__|     |__|  |  |______________|
   |      ___    ||  ___  |       |  |     |_____|     |_____|
   |     |   |   || |___| |       |  |            |   |
   |     |___|   ||_     _|       |  |            |   |
   |             |__|   |_________|  |       _____|   |___
   |                                 |      |  \        / |
   |______________________________   |      |   \______/  |
                                  |  |      |             |
                                  |  |      |             |
                                  |  |______|    ______   |
                                  |             /      \  |
                                  |____________/________\_|

Rooms:             6
Overall Size:      ****
Offense Locations: A great way to attack people here is to go to the
                   room with the four ramps, one on each corner, and
                   Cloak yourself if it's available. Then, sneak up on
                   people and give them head shots.
Defense Locations: If you want to defend yourself, go to the small
                   balcony overlooking the big main room. This way,
                   nobody can come in without you noticing, because
                   there is only one way up here. Crouch so nobody on
                   the lower level can hit you, and kill anyone that
                   tries to come up here for the best protection. It
                   may also help to plant a Laptop in the passageway
                   to here to help fend off invaders.
Common Activity:   The majority of people use the room with the four
                   ramps in the four corners of the room to get around.
                   Don't go here unless you're comfortable in facing a
                   lot of people at a time.
Weapon Locations:  1: In the room with the two balconies, and also in a
                      hallway near the room with the big crystal in the
                      middle.
                   2: At a balcony in the room where there is two
                      balconies across each other. It's the one with
                      only one entrance. It can also be found on one of
                      the ledges in the room with the ramps. Finally,
                      it can also be found in the room with the big
                      crystal.
                   3: This can be found in the middle of the main room
                      that has tons of passageways leading from it. It's
                      also in the room with the four ramps, on the ledge
                      that leads to the bumpy room with the dirt floor.
                      It's also behind a small pillar in a corner of the
                      level.
                   4: In the bumpy area with dirt on the ground, as well
                      as in the underground tunnels.
                   5: In the path from the room with the ramps to the
                      room with the balconies. It can also be found in
                      a small dead end of the level.
                   6: This is at the very beginning of the passageway
                      that starts at the bottom of the area with the
                      snow on the ground, and it's also in the
                      passageway that connects the top of the main
                      room to one of the balconies in the balcony
                      room.
Overall Rating:    ****
Description:       This is a fairly good and fun Arena to play in. It
features a wide variety of locations where battles may be held, as well
as good weapon locations. This Arena is more suited, though, to games
with 6 people (Players or Sims) or more, since it's quite large. It's
also a little hard to navigate your way around here, since the whole
place is big and has lots of small passages that lead to all sorts of
locations.



**********************************************************************
*****************************3C-Challenges****************************
**********************************************************************

Do you think Rare would give you all of those cool weapons and options
before you did any work to earn them? No-ho... You'll have to beat
the computer before you can play to beat it. Look here for the lowdown
on how to unlock all of those cool features.

----------------------------What's Unlocked?--------------------------

Quite a few things, actually. It's hard to explain in words, so look
on the chart below to find out.

By beating...                   You get access to...
                Simulants      Scenarios     Arenas           Weapons/Items
-------------   ---------      ---------     ------           -------------
1 Challenge                                 Complex   Farsight XR-20, Grenade

2 Challenges              Hold the Briefcase                    Shotgun

3 Challenges                               Warehouse      Falcon 2 (Silenced)

4 Challenges    HardSim    Capture the Case                    Super Dragon

5 Challenges                                 Ravine            Laptop Gun

6 Challenges                Hacker Central   Temple            Remote Mine

7 Challenges                                                   Tranquilizer

8 Challenges                                                 Falcon 2 (Scope)

9 Challenges    PerfectSim                G5 Building            Reaper

10 Challenges                                               Cloaking Device

11 Challenges                                 Grid              Devastator

12 Challenges                 Pop a Cap     Felicity          Proximity Mine

13 Challenges                                                     Slayer

14 Challenges                                Villa               Phoenix

15 Challenges                                                  Combat Boost

16 Challenges                               Sewers                Mauler

17 Challenges                              Car Park            Callisto NTG

18 Challenges                                Base                Crossbow

19 Challenges                                                     RCP-120

20 Challenges                              Fortress              DY357-LX

21 Challenges   DarkSim                                           N-Bomb

22 Challenges                               Ruins        Laser, X-Ray Scanner

23 Challenges   Pat On The Back - pointless reward

24 Challenges   Thumbs Up - pointless reward

25 Challenges   Congrats - pointless reward

26 Challenges   Being Proud Of Yourself - pointless reward

27 Challenges   Overabundant Coolness - pointless reward

28 Challenges   Beating Everybody Else You Know - pointless reward

29 Challenges   Almost Impossible Person To Beat - pointless reward

30 Challenges   Perfect Player Award - pointless reward

Look below to see how to beat each challenge. The Overall Rating is a
rating of the difficulty of the Challenge out of 5 stars (*****), One
being the easiest, and five being the hardest.

----------------------------Challenge 1-------------------------------

Arena:          Skedar
Scenario:       Combat
Simulants:      ShockSim (Standard MeatSim)
Weapons:        Falcon 2, CMP 150, Sniper Rifle, DY357 Magnum, Dragon, Disabled
Limits:         5 Minutes, 4 Kills
Special:        -
Overall Rating: *
Description:    Piece of Cake. ShockSim's right. He's just as easy to
defeat as the standard dataDyne Shock Trooper set on the Agent
difficulty. If you can't beat this Challenge, I don't know what to
say. Just keep on practicing in the Holoprogram Training Room on the
Base Floor of the Carrington Institute. It shouldn't really be a
'Challenge'. It took me about 1 Min. to beat it the very first time I
tried it. Don't know about you, but this, in my opinion, is as easy
as you can possibly make a Challenge. Of course, you could make the
Sim have Mr. Blonde's huge body, and Elvis' big head, but that's about
it.

----------------------------Challenge 2-------------------------------

Arena:          Skedar
Scenario:       Combat
Simulants:      ShockSim (Standard MeatSim)
Weapons:        Combat Knife, Falcon 2, Cyclone, Dragon, Rocket Launcher,
                Disabled
Limits:         5 Minutes, 6 Kills
Special:        -
Overall Rating: *
Description:    You'd think this guy'd learn after dying 4 times... but
he's come back so you can extend his deaths to 10. All that's different
in this Challenge is the Weapons Layout. You should quickly take out the
Sim, because you never want to underestimate this guy's deadliness with
a Rocket Launcher if he gets his hands on one. His aiming capabilities
may be totally insane, but they may kill you, keeping in mind the
Rocket Launcher's huge explosions. This should still be very easy, but
it may be up to luck if he launches a rocket at you.

----------------------------Challenge 3-------------------------------

Arena:          Pipes
Scenario:       Combat
Simulants:      TechSim (Standard MeatSim) X2
Weapons:        MagSec 4, CMP 150, Timed Mine, Dragon, AR34, Disabled
Limits:         5 Minutes, 8 Kills
Special:        -
Overall Rating: **
Description:    A little harder than the previous two challenges. By
adding two bad simulants instead of one, you get twice the kills. But,
the downside is that it's played on a harder Arena, where you can easily
suicide yourself if you're not careful at the bottom floor. It still
shouldn't pose too much of a problem, though. Anybody as good as a
NormalSim should be able to do this pretty easily. Use the AR34 or
double CMP 150 for the most chances of winning.

----------------------------Challenge 4-------------------------------

Arena:          Skedar
Scenario:       King Of The Hill
Simulants:      CISim (Standard EasySim)
Weapons:        MagSec 4, CMP 150, Dragon, K7 Avenger, Shield, Disabled
Limits:         10 Minutes, 4 Kills
Special:        Hill On Radar, Mobile Hill, 20 Seconds/Point
Overall Rating: **
Description:    This may seem easier because there's less Sims than the
last Challenge, but it's a little harder due to the use of more
advanced weaponry (mostly machine guns). The Sim has very good skills
with the machine guns in this level, so it's difficulty pretty much
increases to that of a NormalSim. However, it is played in the more
familiar Skedar Arena, which partially nullifies the increase in
difficulty. This Challenge should still take no more than two tries for
a novice player.

----------------------------Challenge 5-------------------------------

Arena:          Complex
Scenario:       Combat
Simulants:      CassSim (Standard EasySim)
Weapons:        Cyclone, Grenade, AR34, Farsight XR-20, Shield, Disabled
Limits:         10 Minutes, 10 Kills
Special:        -
Overall Rating: **
Description:    This popular Arena finally adds some quality gameplay
to the Challenges. The weaponry here isn't half bad, either. The
Simulant is somewhat skilled, and is only a tad better than the one
in the last challenge. You should be getting good at this by now, so
this Challenge should be easy. Use the AR34 and Farsight XR-20 for the
most effectiveness.

----------------------------Challenge 6-------------------------------

Arena:          Area 52
Scenario:       Hold The Briefcase
Simulants:      WorkSim (Standard MeatSim) X4
Weapons:        CMP 150, DY357 Magnum, Shotgun, K7 Avenger, Shield,
                Disabled
Limits:         10 Minutes, 6 Points
Special:        Highlight Briefcase, Show On Radar
Overall Rating: **
Description:    This Challenge, although having many Simulants, is
still quite easy due to each Sim's difficulty. All of the Simulants
are MeatSims, making them not too much of a threat. However, there are
a lot of them to protect each other if one of them has the briefcase.
Still, this challenge is fairly easy and shouldn't take more than
three tries for sure, even if you're a novice. If you know a lot about
first-person shooters, already, this will be a synch. Just don't even
think about the disadvantage you have. You may be outnumbered, but
they're seriously outmatched.

----------------------------Challenge 7-------------------------------

Arena:          Warehouse
Scenario:       King Of The Hill
Simulants:      JoSim (Standard EasySim)
Weapons:        Falcon 2 (silencer), MagSec 4, Cyclone, Grenade, Shield,
                Disabled
Limits:         10 Minutes, 5 Points
Special:        One-Hit Kills, Hill On Radar, Mobile Hill, 20 Seconds/Point
Overall Rating: **
Description:    This is a pretty simple challenge, but it includes the
deadly Grenade. It also has a strange twist - One Hit Kills. Although a
Proximity Pinball is nice, the Cyclone is the best weapon here due to
One Hit Kills. If even one bullet hits the Sim, she dies, making it
very easy to hold the hill. Your worst choice is the Falcon 2
(silencer), since it has a very slow fire rate comparing to the other
weapons that can be found.

----------------------------Challenge 8-------------------------------

Arena:          Skedar
Scenario:       Capture The Case
Simulants:      SnipeSim (Standard EasySim)
Weapons:        MagSec 4, K7 Avenger, Shotgun, Super Dragon, Shield,
                Disabled
Limits:         10 Minutes, 9 Points
Special:        Show On Radar
Overall Rating: **
Description:    This SnipeSim can really be a problem if it starts to use
the Super Dragon. When it sets it to Grenade Launcher, even an EasySim
can be deadly. Go to it's base, as it will usually be undefended. Then,
run back to your base as quickly as possible, killing the Sim is it's
after you. Just do this until you have enough points to beat the
Challenge. The Sim can be a threat, so don't underestimate it's power
with explosives! However, if you manage to get your hands on the Super
Dragon, you'll be fine.

----------------------------Challenge 9-------------------------------

Arena:          Ravine
Scenario:       Combat
Simulants:      TrentSim (standard NormalSim)
Weapons:        Falcon 2, DY357 Magnum, Timed Mine, Laptop Gun,
                Farsight XR-20, Disabled
Limits:         10 Minutes, 10 Kills
Special:        One-Hit Kills
Overall Rating: **
Description:    The Sim is very good at getting the right weapons, but
his weakness is that it takes him a while. You stand the most chances
just after the Sim respawns. The best way to take him out like this is to
get a Farsight and set it to Target Locator. This way, you can quickly
kill him before he even gets the chance to get a gun, and therefore, make
a cheap and easy win. Just make sure that you don't let him live too long,
or he'll get a good arsenal, and hunt you down. If you do miss out on
killing him quickly, you can still revert to brute force if you use the
Laptop Gun. Better yet, plant it as a drone to protect you while you
snipe!

---------------------------Challenge 10-------------------------------

Arena:          Temple
Scenario:       Hacker Central
Simulants:      GuardSim (Standard EasySim)
Weapons:        CMP 150, Cyclone, Remote Mine, AR34, Shield, Disabled
Limits:         10 Minutes, 3 Points
Special:        Highlight Terminal, Show On Radar
Overall Rating: **
Description:    Back to the EasySims, but this time, you're playing a
totally new scenario, not to mention with more sophisticated weaponry. The
Cyclone, which can shoot through walls, will be helpful if you manage to
get it. However, even if you're well armed, you cannot use any of it while
you actually hack the terminal. Make sure that your Shields are full before
you go and get the Uplink and start hacking, because you probably won't
last very long under the Cyclone's fire, especially without protection.
Also, it helps if you duck while you hack - it makes you less vulnerable.

---------------------------Challenge 11-------------------------------

Arena:          Complex
Scenario:       King Of The Hill
Simulants:      BlondeSim (Standard NormalSim)
Weapons:        MagSec 4, Tranquilizer, Shotgun, K7 Avenger, Shield,
                Disabled
Limits:         10 Minutes, 10 Points
Special:        Hill On Radar, Mobile Hill, 20 Seconds/Point
Overall Rating: **
Description:    Now, it's on to the NormalSims. This Sim may be more
intelligent, but Mr. Blonde's body and head aren't very small. Use this
to your advantage, because it's what makes this Challenge not much harder
than the previous one. The Shotgun is a very good weapon if it's set for
Double Blast, but the downside is it's very long reload times. If you
want to stand the most chance against the Simulant, use the K7 Avenger.
If you can't find it, the MagSec 4 set on 3-Round Burst will have to do.
Also, you might want to go for the Shield for a good lifespan while
you're in the hill.

---------------------------Challenge 12-------------------------------

Arena:          Skedar
Scenario:       Combat
Simulants:      JoSim (Standard HardSim)
Weapons:        Falcon 2 (scope), Sniper Rifle, Shotgun, Super Dragon,
                Shield, Disabled
Limits:         10 Minutes, 3 Kills
Special:        Slow Motion
Overall Rating: ***
Description:    This Challenge is much harder and much more annoying than
the previous one. By the inclusion of Slow Motion, you are more aware of
your surroundings, and can react more quickly. The downside, however, is
that the NormalSim is now a HardSim... But, if you know what to do and
are a good player, you should be able to overcome this obstacle with ease.
And just because it's 3 Kills doesn't mean it's a quick game - it takes
about 30 Seconds for you to die.

---------------------------Challenge 13-------------------------------

Arena:          G5 Building
Scenario:       Combat
Simulants:      CIASim (Standard NormalSim)
Weapons:        Falcon 2 (silencer), Tranquilizer, Laptop Gun, Grenade,
                Reaper, Disabled
Limits:         10 Minutes, 10 Kills
Special:        One-Hit Kills
Overall Rating: ***
Description:    The Simulant will not be like the cheesy ones before. The
Reaper, which fires at an insane rate, will be the Sim's top choice, and
with all of those bullets, a hit is sure to come quickly. You can plant a
Laptop Gun in a common area, to help you get kills, but the Laptop Gun will
probably be better in your hands, alone. One hit is easy to get. That
counts for you, and the Sim, so watch out... Just concentrate hard, and
you'll probably beat the Challenge.

---------------------------Challenge 14-------------------------------

Arena:          Area 52
Scenario:       Capture The Case
Simulants:      GuardSim, TroopSim (Standard NormalSims)
Weapons:        Cyclone, Super Dragon, K7 Avenger, Farsight XR-20,
                Cloaking Device, Disabled
Limits:         10 Minutes, 10 Points
Special:        Show On Radar
Overall Rating: ***
Description:    The best way to do this is to restart the Challenge until
your base is the one with the Farsight in it. This way, you can keep
killing the Sims for ten minutes, and since the game's a tie, you'll win.
However, if the enemies get close, you're doomed, since the Farsight's
slow panning won't be a match for their automatics. Just keep them at bay
by killing them.

---------------------------Challenge 15-------------------------------

Arena:          Grid
Scenario:       Hold The Briefcase
Simulants:      LabSim (Standard NormalSim), LabSim (Standard MeatSim)
Weapons:        MagSec 4, Dragon, Shotgun, Devastator, Shield, Disabled
Limits:         10 Minutes, 10 Points
Special:        Highlight Briefcase, Show On Radar
Overall Rating: ****
Description:    Remarkably, this isn't that easy. The Sims (although
they're supposed to be easy), will use the Devastator to blow you to
shreds - even moreso if you have the case. You should use a gun such as
the Dragon to protect yourself while you take cover in an area with one
or two entrances (NOT the elevator - this makes you an easy target,
because the explosions come through walls). This way, you can repel
intruders quickly and easily. Don't just stand in a big room, because
this is suicide. The Devastators are perfectly suited to this kind of
scenario, so try to avoid it. If someone else has the case, well, you're
screwed, because they really know how to defend themselves with explosives.
If there's one thing that you shouldn't do here is use the Devastator,
yourself. You will probably kill the enemy, yes, but there's no guarantee
that you won't get a suicide count!



**********************************************************************
**********************3D-Things To Help You Win***********************
**********************************************************************

You can't just give a walkthrough for Combat Simulator. That's why
this section's here. It tells you Strategies, Tips, and more to help
you be the best.

-----------------------------Strategies-------------------------------

Here are the Top Ten Strategies that I use when I'm playing in Combat
Simulator. You might want to consider some of the things that I do,
because I often beat a DarkSim at combat when I do these things.

10- Reload Often: The last thing that you need during a firefight is
the inability of actually 'firing'. It then becomes a
runawayandgetkilledfight. Always keep a full magazine whenever possible.
If there's no enemies around, and your magazine isn't full, Reload! It
may save your life. Also, if you do have to reload during a bloody battle,
hide first, Reload, then get back into the fight.

9- Don't Head Into Battle Unarmed: If you've just respawned, and are
Unarmed, or have an inferior weapon, NEVER head into a battle or enemy
base. This may sound stupid now, but you'll find that you'll do it a lot,
too. Try to anticipate such situations, and try to grab a good gun as
quickly as possible.

8- Strafe Lots: Did you know that Strafing is quicker than simply pushing
the Joystick forward? It's very helpful, especially when you master this
technique, because you can outrun any inexperienced player that doesn't
know this trick. Most harder Simulants do this, making them so good.

7- Hide: If you find yourself outmatched, try to hide and/or run away
for protection, an possibly, a better gun. Usually, a well-defended
base will kill you before you get a chance to even touch the people in
it. Don't try this unless you're prepared, and run far away if you come
across it.

6- Plan Your Attacks: Make sure that you and your allies have a rough
idea of how you'll do your attack, and also a backup plan if it doesn't
work. Also, try to scout out the area, first to get an idea of how much
you need to prepare for your raid. You can't just go in and expect to
blow everything and everybody out. You'll learn that they'll just
probably do it to you.

5- Expect The Unexpected: Never drop your guard. At any time, a cloaked
person may pop up and kill you, even if your base it totally fortified.
Move around lots, and always be prepared for the worst - this means
only switching guns in safe locations, and reloading only when you're
sure you won't be detected.

4- Use Only Good Guns: It's impossible to defeat an enemy with skills
just as good as you when you have a Tranquilizer, and they have a
Devastator. It just isn't realistic. Get the best gun and remember it's 
location so you can get it again if you die or need more ammo.

3- Do What You Need To: You can't just attack with low ammo, defend
yourself when you have full health and a Shield, or try to attack a
base when you have no gun out. Sure, it might work, but you stand a
much better chance if you know your status and act accordingly. Your
life span will be short if you don't.

2- Know Everyone's Status: You have to use your radar, and know how
to react. The radar is your best hope if you're under attack. You're
the dot in the middle, and the top of the radar is straight ahead of
you. Any other dots are enemies on your level, a triangle pointing
up is an enemy on a level higher up, and a triangle pointing
downwards indicates an enemy below you. Make sure that you are aware
of where your enemies are, and that you know when they're closing in
to attack you.

1- Use All Types Of Strategies: Don't be like most of the Special
Simulants. Do everything well when you need to, and prioritize what
is most important and time efficient. You have to be quick, quicker 
than your enemies, and know your status better than they do. If it's
the opposite, they'll do exactly what you don't want them to - kill
you.

-----------------------------Tips-------------------------------------

Here is where I keep all of the information that you people send in,
of course crediting you for it. Send in any tips that you have for the
other readers of this FAQ.

-Not Done-

----------------------Top/Bottom Ten Weapons--------------------------

I have rated some the weapons in the game as the Top or Bottom Ten.
Note that this is only my opinion, and should not be taken too seriously,
as most of the weapons were difficult to choose. You should use the Top
10 Weapons whenever you can get your hands on them, and only use the
Bottom 10 Weapons as a last resort.

Top 10 Weapons
--------------

1.  RCP-120
2.  Laptop Gun
3.  Farsight XR-20
4.  Callisto NTG
5.  Phoenix
6.  DY357-LX Magnum
7.  Crossbow
8.  Super Dragon
9.  CMP-150
10. Remote Mine

Bottom 10 Weapons
-----------------

1.  Slayer
2.  Shotgun
3.  Grenade
4.  Combat Knife
5.  Tranquilizer
6.  Timed Mine
7.  Falcon 2 (silenced)
8.  Cyclone
9.  Mauler
10. Falcon 2



  ____ /\----------------------------------------------------/\ ____  
 / ___|/\>==================*4-Secrets*=====================</\|___ \ 
/_/\   \/----------------------------------------------------\/   /\_\



This is a section that I made for any cool things that don't have to
do with the Solo Missions or Combat Simulator in particular. I'm open
to any suggestions on new sections to add here, in particular, so
feel free to send them in.



**********************************************************************
*****************************4A-Cheese********************************
**********************************************************************

This is a small part of the FAQ that I dedicate to the various pieces
of cheese found throughout the game's Solo Missions and Carrington
Institute. Look here for your daily intake of dairy products.

-----------------------What is this 'Cheese'?-------------------------

This was an original idea and attempt by Rare to boost the replay value
of the game. They were planning to make the Cheeses to be secrets, and
sort of like the Challenges in Combat Simulator, unlock cheats and new
features. However, they realized that they were too short on time to
add the secrets, and too short on time to take the cheese out, so they
left it in. It's fun to find them, anyway. You cannot actually touch
any of the cheeses, though. Below is where to find them all.

-----------------------------Locations--------------------------------

Look here to find all of those elusive pieces of cheese. Be aware that
there isn't one on Area 51 -Infiltration.

Carrington Institute

See the Glitches section and look for a glitch named 'Slayer Carrington
Institute Tour' for information on this piece of cheese.

dataDyne
-Defection

You will need some sort of explosive for this. Just use a Cheat like
the Phoenix, and you're ready to find the cheese. Go to the room where
you meet Cassandra in dataDyne -Extraction, and look to the right of
the terminal on the wall that's lit with a read light. You will see a
pipe here. Shoot it with your explosive, then go in. When you fall to
the bottom, look down a little, and you'll see the cheese there.

dataDyne
-Investigation

Nothing special is required here, except being on Special Agent or
higher. Just go to the lab at the very end of the hallway leading into
all of the labs, and go into the lab on the left. In here, go through
the door on the right side of this lab, followed by the next door,
ahead. Now, look down, and go forward until you can see through the
glass below. A little to your left is the cheese.

dataDyne
-Extraction

This is in the same place as in dataDyne -Defection. This time,
however, you must get the keycard from the guy on the middle office
floor, and go up to Cassandra's Office, and pick up the Grenade on the
table. Now, take it and put it near the wall on the right, then back
off. When the explosion clears up, you can go into the pipe just like
in the last level. Now, go forward, to the end, and turn left. Look
down a little, and you'll see the cheese, here.

Carrington Villa
-Rescue

This one is down in the wine cellar, at the top of the second wine
shelf that's right up to the wall. You'll need the Sniper Rifle to get
a better view of it.

Chicago
-Stealth

This is in the bar's washroom. Just go through the blue door near the
Limo, go down the stairs, and kill the first two guys that will come,
but only Disarm the third one. He will turn around, and open the door
to the bar. If you take the passageway to the left and go into the
washroom, and look into the first toilet on the left, you'll see that
it houses this level's cheese.

G5 Building
-Reconnaissance

This is inside the vent under the ramp beside the damping field
generator. You have to be to the left of the vent so you can actually
see the cheese.

Area 51
-Infiltration

There is no cheese on this level. Save yourself some time and don't
try to look for it.

Area 51
-Rescue

You need to be on Special Agent or Perfect Agent to see it. Go through
the showers, until you come to the hangar. Now, continue down the ramp
until you come across the small cable that leads across the hangar on
your left. Use it, then go into this vent. At the end, before falling
down the hole, look ahead using a weapon that can zoom, and you'll see
the cheese here.

Area 51
-Escape

In the same place as the last level. However, to see it here, you
need to once again play on Special or Perfect Agent. Go past the cliff
leading to where Jonathan is on Agent, but continue forward, instead.
Go through the series of doors, until you come to the hangar. Now,
just like before, take the cable, across the hangar, go into the vent,
and just before the hole, zoom in ahead to see the cheese.

Air Base
-Espionage

Go to the place where the cable car is, and go as far right as
possible. Now, look down the cliff and into the water with your
Horizon Scanner, and you'll see the cheese there.

Air Force One
-Antiterrorism

This is in the luggage area at the bottom of the plane. It can
be found to the left of the escape pod, along with some
pressure equipment.

Crash Site
-Confrontation

If you look at the cockpit of Air Force One, then go to the
very right side of the plane, itself, and use the Sniper Rifle
here, you'll see the cheese.

Pelagic II
-Exploration

If you go past the power generator room, and then, look down
through the floor, you'll see the cheese, here. You may need
to break some lights so that you can see it better, and it
also helps if you crouch down.

Deep Sea
-Nullify Threat

Immediately when you start, look a little left, and through
the glass plate. On the ocean floor, here, you'll see the
cheese. You may need to use the Sniper Rifle for a better view
(get it by using a Cheat).

Carrington Institute
-Defense

Go through the door that the Skedar broke down, then, turn
left. Back off a little, and then, zoom in on the crevice above
the door that you just came through. There's the cheese.

Attack Ship
-Convert Assault

When you get to the hangar, go towards the elevators, but make a
right when you get to them. Go through the door, here, and go to
the middle of this room. There will be a crack in the blue ground
here, and if you go to the right of it, then look in, you'll see
the cheese.

Skedar Ruins
-Battle Shrine

When you get to the area where you blow a hole in the wall, take
the secret passageway on the other side of this room, and when
you reach the Shield, look through the crack in the rock or use
the X-Ray Scanner (from Cheats), and you'll find the cheese,
here.

Mr. Blonde's Revenge

This is in the same place as dataDyne -Defection and dataDyne
-Extraction.

Maian SOS

This is in the same place as Area 51 -Rescue and Area 51 -Escape.

War!

This is in the same place as Skedar Ruins -Battle Shrine.

The Duel

Use the Farsight (from Cheats) to look through the wall on the right
and find the cheese (it's in the same place as Carrington Institute
-Defense.



**********************************************************************
***********************4B-Cheat Descriptions**************************
**********************************************************************

Just like Goldeneye, this game has a wide variety of ways to tinker
with your experience playing. Of course, you have to unlock the cheats
before you can use them, which also adds to the challenge of beating
the entire game. Here is where you'll learn about each and every Cheat
and what they do. It also might convince you to try to get a certain
cheat.

-------------------------------Fun------------------------------------

DK Mode: This makes everybody (including you) have a big head and arms,
and an awkward slouch. The DK stands for Donkey Kong, and you'll see that
that's what this cheat pretty much changes everyone into.

Small Jo: This makes you very small and hard to hit. However, you also
move at a very small pace, which evens out this cheat's pros and cons.
It also makes you small during the cutscenes, which can be quite humorous
to watch.

Small Characters: This has the same effect that Small Jo has on you, but
it does it to everyone EXCEPT you.

Team Heads Only: This is possibly the worst cheat. It does nothing to
help you. It just makes the heads of the enemies that you meet be the
heads of the people that developed the game. There's no point at all to
this - disappointing, I know.

Play As Elvis: This is not helpful in most cases, but is fun, nevertheless.
Instead of being Joanna, you'll be Elvis. He's shorter, and has a big head,
so you'll need to adjust yourself to being a Maian.

Slow-mo Single Player: This is a terrible cheat. You might as well pop a
cap in your skull rather then play with this on. If you've used a Combat
Boost, and couldn't turn it off, you'll know what I mean.

-----------------------------Gameplay---------------------------------

Invincible: What a great Cheat! Like its name suggests, You cannot get
hurt if this cheat is on. I think that it's the best Cheat in the game.
Or maybe it's just as good as All Guns or Unlimited Ammo, No Reloads.

Cloaking Device: This gives you a Cloaking Device from the start of the
level. It only lasts for 120 Seconds, unless you turn Unlimited Ammo on.
It's like the Goldeneye equivalent of Bond Invisible, by which can be
freely activated and de-activated.

Marquis of Queensbury Rules: This makes the in-game enemies be unable
to use their weapons. They can only punch if this cheat is on.

Jo Shield: This cheat lets you start with a normal Shield when you start
the level. This helps if you want to practice a level on Perfect Agent,
and since you are still vulnerable, you will gain experience. This
forces you to still be careful, so it's that Perfect way to learn.

Super Shield: This gives you a very powerful Shield from the start of
the level. It's three times the strength of a normal one. It's practically
as good as invincibility, because there aren't many things than can
penetrate this kind of protection.

Enemy Shields: This gives the in-game enemies weak Shields from the start
of the level. It increases the difficulty of the level, so therefore
increases your skill. Some Perfect Agent levels are close to impossible
with this on.

Enemy Rockets: This makes each of the in-game enemies start with a Rocket
Launcher. Obviously, makes the game a lot harder, or easier in the case you
manage to get your hands on the super-powerful weapons that the enemies
leave behind.

Perfect Darkness: This is mostly a pointless, but cool cheat. It makes the
whole level pitch-black. This, alone, would be pointless, but you start off
with Night Vision so you can actually make out the level. This also prevents
the Night Vision from ever overloading.

----------------------Weapons For Jo In Solo--------------------------

Rocket Launcher: You start off with a Rocket Launcher, with a full amount of
extra ammo.

Sniper Rifle: You start off with a Sniper Rifle, with a full amount of extra
ammo.

Super Dragon: You start off with a Super Dragon, with a full amount of extra
ammo.

Laptop Gun: You start off with a Laptop Gun, with a full amount of extra ammo.

Phoenix: You start off with a Phoenix, with a full amount of extra ammo.

Psychosis Gun: You start off with a Psychosis Gun, with 4 extra ammo.

Trent's Magnum: You start off with a DY357-LX Magnum, with a full amount of
extra ammo.

Farsight: You start off with a Farsight XR-20, with a full amount of extra
ammo.

-------------------Classic Weapons For Jo In Solo---------------------

PP9i: You start off with a PP9i, with a full amount of extra ammo. The Perfect
Dark equivalent of the PP7.

CC13: You start off with a CC13, with a full amount of extra ammo. The Perfect
Dark equivalent of the DD5 Dastovel.

Klo1313: You start off with a Klo1313, with a full amount of extra ammo. The
Perfect Dark equivalent of the Klobb.

KF7 Special: You start off with a KF7 Special, with a full amount of extra
ammo. The Perfect Dark equivalent of the KF7 Soviet.

ZZT (9mm): You start off with a ZZT (9mm), with a full amount of extra ammo.
The Perfect Dark equivalent of the ZMG (9mm).

DMC: You start off with a DMC, with a full amount of extra ammo. The Perfect
Dark equivalent of the DK5 Deusche.

AR53: You start off with an AR53, with a full amount of extra ammo. The Perfect
Dark equivalent of the AR33.

RC-P45: You start off with an RC-P45, with a full amount of extra ammo. The
Perfect Dark equivalent of the RC-P90.

-----------------------------Weapons----------------------------------

Classic Sight: Some players may prefer the Goldeneye target over the new,
futuristic ones. If this is the case for you, turn this cheat on, and your
wish will be granted.

Unlimited Ammo - Laptop Sentry Gun: This is good if you have the Laptop Gun
cheat. When you set it as a drone gun, it will never run out of ammo, and
therefore, never need replanting.

Hurricane Fists: This is just what it sounds like. It makes your punches have
a very quick Fire Rate, making Unarmed a fairly good weapon. It's funny how
quick Jo can punch...

Unlimited Ammo: This gives you an unlimited supply of extra ammo. It's a
fairly good cheat, and isn't that hard to get either.

Unlimited Ammo, No Reloads: This gives you an unlimited supply of extra
ammo, and ammo in your magazine. This makes everything shoot very rapidly,
especially Mines, Grenades, and the Rocket Launcher/Slayer.

X-Ray Scanner: This lets you start with an X-Ray Scanner. It isn't that
good of a cheat, but fun to use if you want to see what people on the other
side of the wall are doing.

R-Tracker/Weapon Cache Locations: This gives you an R-Tracker when you start.
When activated, it shows the locations of weapons on your radar.

All Guns: I can't stress how good this cheat is. It gives you access to every
weapon when you start, and each weapon starts with a full amount of extra ammo.
A sweet cheat, indeed!

-----------------------------Buddies----------------------------------

Velvet Dark: The standard Co-op partner, and obviously has some relation to
Joanna. My guess is that she's her older sister, or cousin. She's the only
partner that you can actually get credit for completing the mission with.
She carries a Falcon 2, even if it isn't available during the mission.

Pugilist: Not Done

Hotshot: Not Done

Hit And Run: This is a simulant that has Mr. Blonde's body, and Grimshaw's
face. He carries his K7 Avenger, and quickly kills and runs from the location
when he's done. Surely better than Velvet.

Alien: This changes the simulant that you have in Co-op into Elvis, who
carries an RC-P120. Possibly, the best Buddy.



**********************************************************************
***********************4C-Cheat Walkthroughs**************************
**********************************************************************

This tells you how to get each of the cheats above. It's sort of like
a mission walkthrough for the missions that you need to complete to get
the Cheat, but concentrating more on the time aspect. This section
will really help if you are having trouble getting a certain Cheat.

-----------------------------Invincible-------------------------------

You need to beat Area 51 -Escape on Agent in under 3:50 for this one.
Here's how to actually do it. When you start, run, and I mean RUN
through the door up ahead. Then, go through the next door. Run down
this corridor, and then, go through the door on the other end.
Immediately, when you come through, turn right, then zoom through the
next door. Shoot at the guy ahead, but don't stop. Good if he dies,
but it really doesn't matter now. There will also be a guy more on the
left, but he's much less of a threat, and you can take him out later.
When you get to the other side of the room, go through the door, then
turn left in here. Tilt a little to the right, and then strafe left
while pressing forward. You'll travel much quicker here, this way.
When you get to the end open the door here, and throw Elvis into the
small room here. Now, turn around, and go back up this ramp. There
will be that guy that you left alone up here, so kill him while still
running up. When you get to the top, turn right, and go through this
door, again. Now, run into here, then, make a right when you can. Go
through the two doors here, then kill any visible Guards here. When
that's done, take either the left or right ways so you get to the
other side of the room, here. At the other side, you will see a small
passageway. Go through it, and at the end, open the door. Go in here,
then turn right. Kill any Guards you see, then look on the far left
side of the room for a door. Go through it, then, run across the ramp,
here. Kill any Guards that you meet on the way, but don't fret if you
miss a few. At the end, you'll come to a door. Go through it, then go
forward until you hit the wall. Here, turn right, then wait until
Jonathan says 'We need to get back to our friend.' Now, turn right,
kill any Guards that will be after you here, then go through the
door. Go back this way, but make sure that you kill all of the Guards
before proceeding, because you don't want Jonathan wasting your time,
doing it. On the way, get out your Super Dragon, and set it to Grenade
Launcher. When you reach the end, go through the door, and shoot a few
grenades into this room so all of the guys here die. Then, go into
this room, set your Super Dragon back to Rapid Fire, and wait for
Johnny to show up. When he does, defend him from the huge amount of
guys that will be on their way here. Then, when he finally says 'Okay,
Jo. Stand Back!', get away from the area that he was planting the
explosives in, and look to them. When the explosion clears up, go
through the smoke, and then head down the ramp on your left. Actually,
don't head down it, just jump off. Now, turn around, and go through
the door a little to your right. Watch the cutscene, or just skip it,
then turn right. Go through this door, and head into this room so that
you're past the ramp on your right. Then, turn right, and go forward
until you're far enough to go up the ramp. Then, turn around, strafe
a little left, and go forward, up the ramp. Quickly kill any guys
coming from the previous area, or Jonathan will waste your time,
again, and you probably won't get the required time. After you hold
them off for a little while, turn around, go back down the ramp, and
turn left when you hit the wall. Meet up with Jonathan and Elvis,
here, and they will start talking. When they do, Turn around, and turn
right when you hit the wall. Then, go forward and up the ramp ahead,
and at the top, turn around. Then strafe right a little, and head down
this ramp, killing any guys that may still be alive here. Make a left
when you can, and you'll soon come to a computer. Go up to it, and
wait for the music to change. When it does, press B on the computer.
Then, quickly turn around, and make the left when you get to it.
Continue this way, and you'll soon reach another computer. Press B on
it to complete the mission. If you followed with me closely, you
should have gotten the cheat, but it also defends on your gun's aim,
the enemy's aim, Jonathan's speed, and so on. However, you should
still be able to get the cheat without any trouble.



**********************************************************************
****************************4D-Glitches*******************************
**********************************************************************

You see, this game isn't Perfect. There are a whole bunch of weird
things that happen, but aren't supposed to during the game. They are
sometimes cool and fun, too. Anyway, send in your Glitches or Tricks,
and I'll credit you and post it up on this FAQ.

----------------------------Flying Crate------------------------------

There's a Hovercrate in the hangar area. Didn't know that? Well how
about if I told you that it could fly and even pass through walls?
You'd be pretty amazed, huh? Well, I'm telling you. First, go down to
the Jumpship Hangar area, and pick up the Hovercrate. Take it up to
the ramp that is above the ground level of this room. Now, take it to
the place on that ramp that has that slight drop, continues, then ends
in a tunnel. Now, let go of the crate, and grab it as far away as
possible. Then, get up to the very top of the drop, but not on it, and
face the way of the drop. Now, strafe right, until the box starts to
fly. If you noticed, the glass railing is preventing you from holding
the box, yet you still control it. Odd... Now, try strafing even more
right, and it will fly halfway into the section divider. Weird, but
that's not the end. Now try backing off quickly, and the crate will
fly a little through the railing, then drop to the floor below. Really
weird...

-------------------Fly By Wire (and through walls)--------------------

Set up a normal Combat Simulator game with one player, and make one of
the Weapons the Slayer. Now, start the game, and pick up a Slayer, and
set it to the Secondary Function. Go to the room with the four open
paths (one in each corner), and a rough floor. Now, take the path that
leads up, and while you're going up the ramp, stop, and press Z.
Quickly press A or B to slow down the rocket, and make it fly up and
above the wall ahead. Go down a little, and turn right. You will see
through the walls to the left, but you'll crash on them. Sooner or
later, you will stop seeing through the wall, because the transparency
will end. Pretend that this transparent wall is a normal wall, and the
end is a corner that you must turn. When the wall ends, immediately
turn right, around the corner, and your vision will blur. Never mind,
and keep on going straight. You will soon emerge back in the level,
and behind you, will be a wall. How about that? If you look at it with
a character, though, you'll actually see that the missile goes through
the wall!

------------------------------Shoot Foster----------------------------

This is a really funny glitch, but doesn't need the crate from the
hangar, although it is much easier. First, if you want to, get the crate,
and block off the door to the Firing Range so that it doesn't close
when you start the Training. Now, go in, Select a weapon (preferably
Combat Knives or the Crossbow) and select Bronze, because you get the
most time. Then, peek out from the door that's now open, and shoot Foster.
Some types off ammo will even get stuck in him, and it's really funny
to see him all pulverized. Trust me. You'll laugh, too.

------------------Slayer Carrington Institute Tour--------------------

It's cool to do this, because Fly By Wire is fun, and you can even see
the Cheese when you do this. Here Goes. First, if you want to make it
easier, get the crate from the hangar, and block the entrance to the
Weapons Research part on the Base Floor. Then, go in, open the door to
the Firing Range, and quickly get in the Firing Range, but in the way
of the door so it can't close (you don't have to hurry if you put the
crate in). When you're in the right place, Press Start, select Slayer
on Bronze (for the most time), and Shoot a Fly By Wire Missile into the
Door that you aren't normally be able to shoot into. Quickly but
accurately shoot your missile through the area, and exit through the door
that (hopefully) is still open or is blocked. Then, you're free to go
anywhere you want with this missile. Go down the hangar path, then go
outside, and turn left. See that door up there? Go to it, but then turn
right, and you'll see a little crevice. Go in, and when you're there,
you'll see the cheese. Cool, eh?

------------------CamSpy Carrington Institute Tour--------------------

Take the crate in the hangar upstairs, and block the door in the Device
Lab from closing. Now, get in the lab, and press Start. Select CamSpy,
and pick it up from the table across the room. Set down the CamSpy,
and exit the Device Lab. Then, you're free to roam the Institute with
your CamSpy.

--------------------ECM Mines That Don't Disappear--------------------

This is funny, as you can stick ECM Mines to people's faces, and they
don't even disappear. Here's how to do it. Go to the Device Lab and
Start up the ECM Mine Training. Pick up the ECM Mine, and equip it.
Now, abort the Training and then Start it up again. Pick up the ECM
Mine and equip it. You'll notice that you have 2 of them... Now, throw
the first one wherever you want your mine to permanently stay, and
throw the next mine anywhere else. Now, either wait or abort the
Training, and the mine that you placed first will stay there forever.

---------------------Easy Firing Range Completion---------------------

Do Not - I repeat, DO NOT read this unless you have completed all of
the Firing Range tests yet. It'll spoil the challenge. If you have beaten
them all, then feel free to read through and do this for fun. Go to the
Firing Range, and select the Laptop Gun on any difficulty. Aim where you
want this gun shooting from, and hold B. Then, quickly Tap Z, tap Start,
tap down on the joystick, press A, and press Start. Then, you'll be at
the Weapon Select screen. Select the test you wish to easily pass, and
then the difficulty, then start, and don't move your joystick. When the
Laptop Gun gets thrown on the place that you wanted it, It will start
shooting, and you will still get the gun that you picked training for.
Help the Laptop to get an even better score together.

--------------------------Menu Manipulation---------------------------

There's a little trick that you can do to change the backgrounds in
the Perfect Menu and the Combat Simulator Menus. There are two ways of
doing this. Change the Perfect Menu to that of the Combat Simulator:
Select 'Combat Simulator', press A, then very quickly, press B. There,
like the new background? Or, you can change the Combat Simulator Menus
to the background of the Perfect Menu: Select Combat Simulator and
press A. Wait 3 seconds, then quickly press B, tap down on the Control
Stick, then press A again. Now, there will be no flames in the
background. Try it for a change.

---------------------------Negative Ammo------------------------------

This is really weird, considering that you have ammo in your magazine
when it isn't there. I know it sounds strange, so listen up. Get out
an RCP-120, and Cloak yourself with the Secondary Function. Then,
start shooting, so your magazine is empty, but don't stop when your
ammo runs out. You won't shoot anymore, but you will still Cloak!
Although you don't see your ammo go down, if you wait too long, all of
your ammo will immediately disappear, for some odd reason... But to
prove my negative ammo theory, let go of the trigger after a while of
Cloaking without using ammo. Now, you will see your gun insanely
reload, but your magazine won't go up a bit. After you wait a while
for all of the 'negative' ammo to be deleted, your gun will go back to
normal, and the bullets will go up. It's strange, and the only way that
it's possible is if you have less than no ammo in your magazine.
Okay... I'm even confusing myself right now.

-------------------------Ammo Multiplication--------------------------

This would really be cool if you could do it in real life! First of
all, you need to be set on either Combat Simulator or Co-Op, but it's
much more useful in Co-Op. Have the first player get out any gun, and
the second player Disarm it. Now, make the second player take the gun
they just got out, and then, let the first person Disarm it. You will
notice that each time that you do this, the amount of ammo that you
have will increase. This is an unexplained phenomenon, but it really
works. Even better, you can get a really good gun like the Rocket
Launcher to do this with, and you'll have virtually infinite ammo,
and you'll still get credit for the mission!



**********************************************************************
**********************4E-Combat Simulator Tricks**********************
**********************************************************************

This section has tricks that you can do to get better things in the
Combat Simulator. I still recommend that you use the official way to
beat the Combat Simulator, though.

-----------------------Easy Challenge Completion----------------------

You need two controllers for this to be done. First, make a preset file
that should be easy to beat. This can be anything, but I recommend a
game with one MeatSim, with a one-kill limit, in an Arena without a pit.
When the preset is made, save it, and go to 'Load Settings' on Player
1's Controller. Now, with player 2's controller, press Start, tap the
Control Stick left, and highlight the challenge that you want to beat.
Now, press A twice, followed by B. Now, with Player 1's Controller,
select the preset that you just made, and then press Start. Now, the
challenge that you selected is being played, but the computer thinks
that the challenge has the settings of your pre-made file, so if you
complete it, it's like completing the Challenge, and if you don't, it's
like failing it.

-----------------------Easy Player Rank Increase----------------------

This lets you easily gain stats for your character in Combat Simulator.
First, (obviously) load your player onto Player 1, and make up a game
with a simple pitless arena, and very powerful weapon, like the DY357-LX
Magnum. Then, make all of the opponents Meat PeaceSims. Make sure that
the second player is in the game, too. Then, start your game. Take
Player 2's Controller, and pick up any gun, and miss with a full
magazine of ammo. Then, get player 1 to pick up a gun, and make a head
shot on Player 2, or two, or three - Whatever amount it takes to kill
him. Then, run away from any attacking Simulants, and find the powerful
gun you set up. Get it, and make 3 head shots on the guys that are
behind you. Take off your weapon, then press start on Player 2's
controller, so he's revived. Then,  quit the game using Player 1's
controller, and you'll get all four medals, and great statistics, too.



**********************************************************************
*********************4F-Pointless But Cool Areas**********************
**********************************************************************

There are many places on this game that are cool, but still have no
real significance to the game. This isn't a bad thing, as it's cool to
play around in them.

----------------------------dataDyne Pipe-----------------------------

Go to dataDyne -Defection, and go to the area that you meet Cassandra
and her Bodyguards at the end of the dataDyne -Extraction. There, use
anything that explodes (use a cheat), and blow through that pipe that's
right under the door that leads to the roof. Go in to find the area
with no point. The cheese is there, too.

-------------------------------G5 Bar---------------------------------

Go to Chicago -Stealth, and go to the black limousine. Go in the blue
elevator-like door, to the left of it, and kill the first two guards
that you see, but disarm the last one. He'll turn around, and head
through a locked door into what appears to be a bar.



**********************************************************************
*********************4G-Secret Walls That Break***********************
**********************************************************************

There are a number of walls that break when you shoot them with
explosives in the Solo Missions. However, they are meant to be there,
but are still cool.

---------------------------dataDyne Pipe------------------------------

Go to dataDyne -Defection, and go to the area that you meet Cassandra
and her Bodyguards at the end of the dataDyne -Extraction. There, use
anything that explodes (use a cheat), and blow through that pipe that's
right under the door that leads to the roof. Go in to find the area
with no point. The cheese is there, too. Please also note that if you
blow up the wall to the left of the ladder (when you come down), you
will break into Cassandra de Vries' office.

--------------------------Area 51 Research----------------------------

Go to Area 51 -Rescue, and kill all of the guards in the following two
rooms. Then, take the crate to the place that is marked by an X in the
room with the big, black pit and all of the railings on the sides. When
the crate is in place, blow it up quickly using any gun. The wall will
then break.

-----------------------Skedar Homeworld Sanctum-----------------------

Go to Skedar Ruins -Battle Shrine, and to the area past the cliff. There
will be a Skedar here, so watch out. If you use your IR-Scanner on one of
the walls, it will become bright-red. this is the signal to pull out
your Devastator and blow a Grenade there.



  ____ /\----------------------------------------------------/\ ____  
 / ___|/\>================*5-Final Info*====================</\|___ \ 
/_/\   \/----------------------------------------------------\/   /\_\



Here is where you'll find all of the copyright, credits, and other
Final Information about this FAQ, but not about the game. Look through
the Credits, too. If you're information was added, you can see your
name in glory.



**********************************************************************
***************************5A-Legal Info******************************
**********************************************************************

If you want to know the rules and regulations of the use of this FAQ,
be sure to look at this section.

----------------------------Copyright---------------------------------

This document is Copyright 2001, Kajtek Bi. It may not be posted on
any other sites besides those listed in the Site Permission section,
under no exceptions whatsoever. It may not be kept anywhere except a
Temporary Web Browser folder for quicker access. It may not be sold by
any entity of group. It may never be published, duplicated (in whole
or in part), or distributed by anyone other than the indicated sites.
This document may not be used as an incentive, under any condition.
Also, this document or any portion of it may be printed and used for
private and personal game assistance purposes only. Any violation of
the preceding is an international criminal offense, and is therefore
subject to criminal penalties, fines, and/or imprisonment.

-----------------------------Contact----------------------------------

You can contact me anytime by E-mail, or if you're lucky, IM on AOL.
Contact me ONLY if you meet at least one of the following conditions:

-You want to suggest an idea for a new section to this FAQ.

-You want to suggest improvements or add something to a section that
already exists.

-You want to make constructive criticism on this FAQ.

-You want to say your positive thoughts on me or my FAQ.

-You want to ask a question about Perfect Dark and you're sure that
the answer isn't in this FAQ.

-You know me personally.

That's It!

I will not read anything that is not relevant to the above. If this is
the case, I will immediately trash your E-mail and block you from sending
me more rubbish of that sort ever again.

My E-mail address is KajtekBi@aol.com and my Screen Name for IMs is (duh)
Kajtek Bi.

-------------------------Site Permission------------------------------

There are only specific sites that can legally use this FAQ, and even
if they are, they have no permission to modify it. If you found this
FAQ anywhere else, please report to KajtekBi@aol.com. Copyright
violation is a serious international offense, and should not be
treated irrelevantly. These are the sites that have my permission to
use this FAQ:

-GameFAQs (www.gamefaqs.com)

-Neoseeker (www.neoseeker.com)

You may only use this FAQ on your site if your site appears above. To
get it on the list, contact me with your site's URL, and I will see
if your site is worthy enough. I will contact you with my decision
after I think about it, and when the next version is released, having
your site on the list, you can copy it and put it up on your site.



**********************************************************************
*****************************5B-FAQs**********************************
**********************************************************************

I really hate when I have to answer questions that I've answered a
million times already. Look here before sending me a question, please,
or I will ignore your E-mail. I just don't have the time for writing a
FAQ, and being asked questions that have the answers in here.

----------------------------Questions---------------------------------

-Not Done-



**********************************************************************
***************************5C-Credits*********************************
**********************************************************************

There are people that I just have to thank, because of their huge help
to me. If you sent something in that I put in this FAQ, you'll see your
name here, too.

-------------------------Game Developers-----------------------------

Rareware: For making such a Perfect game that won't be left in the Dark
of a trash can. You know what I mean. This is the best game in the world!

Nintendo: For releasing this awesome game! It wasn't a mistake to do so,
because I will be playing it all the way until Nintendo releases a better
game.

-----------------------People That Helped Me--------------------------

cubefan@hotmail.com - Pinpointed a few 'errors' in the FAQ, so I used
the advice.



**********************************************************************
**************************5D-Final Words******************************
**********************************************************************

Well, this is goodbye. Hope to see you again soon. There's only a few
more things I have to say:

-------------------------------Outro----------------------------------

This is a (near) Perfect game that won't see the Dark of a trash can
for a long time to come. It is the masterpiece of all masterpieces -
possibly better. I couldn't have wrote this FAQ without the game being
invented, so I once again bow to Rareware and Nintendo. Don't be left
in the Dark. With my FAQ, you'll be a Perfect Agent in no time.

-Thanks For Reading

Signed,

                /\__/\
               /  \   \
              /    \   \
             /          \
            /            \
           /   /          \
          /   / \          \
         /   /  /\         _\
        /   / \\ /\      /| |\
       /   /   \\//\    /_|_|_\
       \  /    /\/  \  /*******\
        \/____/      \ |**/\****\
                      \\\*/\\*//\\
                        \\/\\///\\|
                         \/\\//  \/
                            \/\ \ \
                             \_\  /
                               \ \\
                                \\\\
                                 \  \
                                  \  \
                                   (__)

                              K a j t e k - B i

"If you need professional help, call 1-800-IM-CRAZY, but if you need
Perfect Help, read this FAQ."