____            ____          __     ____             __
   / __ \___  _____/ __/__  _____/ /_   / __ \____ ______/ /__
  / /_/ / _ \/ ___/ /_/ _ \/ ___/ __/  / / / / __ `/ ___/ //_/
 / ____/  __/ /  / __/  __/ /__/ /_   / /_/ / /_/ / /  / ,<
/_/    \___/_/  /_/  \___/\___/\__/  /_____/\__,_/_/  /_/|_|


                                ASCII Art by Figlet, Online Generator

============================================================================

                                Perfect Dark 64
                               FAQ/Walkthrough
                                 Version: 0.99
                       Last Revised: 2002/05/31 3:57 PM
                 Written by: ChaosDemon(vampiro_07@hotmail.com)
                   Lastest Revisions can always be found at:
                           http://www.gamefaqs.com

===========================================================================
--------
Contents
--------
I......Legal
II.....Version History
III....Introduction
IV.....Story
V......Characters
VI.....Controls
VII....Walkthrough
VIII...Weapons
IX.....Cheats(How to get them)
X......Gameshark Codes
XI.....Combat Simulator(Multi-Player)
XII....Cheese Locations *EXCLUSIVE*
XIII...The Duel *NEW*
XIV....Expert Guide
XV,....Credits

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                 Legal
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This part has to be in every FAQ, it's a GameFAQs' rule. I like to put it on
the top because I figure that the faster you get the boring parts done, the
more relaxed you would feel when you are reading this FAQ, so without
further
a due, here it comes.

This FAQ is a Copyright Of Tony J. Tso(ChaosDemon). Some information that
appears in this FAQ is a copyright of their respected owners.All Rights
Reserved. Nothing that appears in this FAQ can be reproduced in whole or in
part with-out the express written permission of the author(I.E. Me). If you
are interested in using this FAQ on your website or webpage, please email me
at: vampiro_07@hotmail.nospam.com, you would have to remove the "nospam" to
email me. Once those sites had be approved, you will find the list here. And
if you use it without permission, I will not hesitate to act Legally.
And one more thing, if your site is a money-making website, don't even email
me, because I already own a website, and I recieve more emails than I can
reply to.

Now that we got all that out of the way, let's begin!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                           Version History
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
10/24/01 03:58:31 PM PST-Yes, here it is, the final version of the FAQ is here,
that means that there won't be any other revisions, because I truly believe that I
finished or covered everything I can in the FAQ.  But however, if you believe I
missed something.  Actually I did miss something, the gameshark codes will be
completed soon.

09/04/01  03:32 PM PST-Added Cheese Locations, and no, I did not discover
them, a lot of people find out before I did. Even though there's a FAQ for
it, I thought I'd add it here.

07/18/01  06:49 PM PST-Done the Walkthrough section, and now onto the other
stuff. One thing, many things will be coming up. I spent too much time on the
walkthrough.
07/16/01  03:49 PM PST-Birth of this FAQ

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                             Introduction
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ah, Perfect Dark, there's a lot to say. Almost everyone knows about PD - the
numerous delays, the GB camera feature that was trashed, the endless
waiting..
and finally it came. Nintendo wanted to make it clear this was a mature game
for 'mature' people with their advertising [go to perfectdark.com and get
the
commercial and you'll see what I mean] and 'mature' themes. The evolution of
Goldeneye has commeth, and even at its worst moments, it's still 30x better
then Goldeneye.

First things first - this is not a sequel to Goldeneye, and it does not have
the Bond license. PD is running on an enhanced Goldeneye engine, and a few
other similiarities.. but that's where it stops. From there on, PD is bigger
badder and better. Just think - up to 8 simulants or bots to play against,
mix and match faces and bodies, save your record, choose what weapons you
want, choose what control style you want, plenty of challenging single
player
 missions, co-op mode, innovative counter-op mode, nearly double the weapons
007 had, and more! It's enough to drive one crazy with anticipation! But
then
 again the countless amount of delays came by, so gamers had to wait... and
wait.. and wait some more.

You play as an agent working for the Carrington Institute -Joanna Dark.
Although she is inexperienced, her achievements in training has spawned a
nickname for her - 'Perfect Dark' hence the name of the game. You must
infiltrate Datadyne, a msyterious company that may be involved with illegal
or strange activities. And so off she goes, on what seems to be a simple
mission - but it spirals off into many others as the story develops. Aliens,
war and peace will be involved - and if you get stuck, play co-op with a
friend. That's right. You can play aaaall the missions with a buddy - but a
few things change around.

The weapons are great, with a few returning classics. And every gun has a
secondary function - whether it be zoom in, lock-on, pistol whip, lethal
injection, targetted rocket, etc. The maps are also very well thought-out
and look very good. Some of the favourite maps from Goldeneye have made a
comeback, but the newer maps are much better [with a few exceptions.] If you
 don't have an expansion pak, you won't be able to fully experience the
game.
 Meaning you'll only be able to play multiplayer with few options. Not so
great, huh?

The graphics are wonderful in PD, with light glare effects, stunninig reload
animations, and so forth. You should be ablle to see the difference between
PD and goldeneye right away if you're comparing graphics. You can also play
with hi-res, but that really hurts the framerate. Note : Framerates will
change depending on the amount of simulants you put in, how many things are
happening in one area, etc.

PD also has a lot to offer audio-wise. The music is up-beat and perfect for
this kinda game. Sometimes it'll have a futuristic or sci-fi type of feel,
or some may sound similar to 007 tunes. The customization in PD is endless..
so you don't have to worry about music choosing.

MULTIPLAYER! Yeah, this is what made Goldeneye [the n64 game obviously..
sheesh] famous. Great multiplayer action. And does Perfect Dark deliver in
this area? Yes, yes, definitley. More so. Customization is the main key
here. Want the weapons to be dragons, rocket launchers, magnums, magsecs,
falcon2s, and shields? sure. Want a completley different combo? go ahead!
There's endless customization so you can play jussst the way you want.
Simuants or bots is definitley a very good idea. If you have no one to play
with, practice against some bots! Want you and your friends to face one big
tough bot? Sure! You can do so much in PD, Goldeneye fans will NOT be
disappointed.

PD provides a great time with multiplayer, as well as on your own. The
framerate doesn't really bother me, but it all depends on how much you can
take. This is what we were waiting for, and the wait was worth it, all the
way.

Scores

Gameplay : 10
Graphics : 9.5
Sound : 10
Music : 10
Multiplayer : 10+
Replay : 10
Controls : 10
Overall : 10

BUY or RENT? - Buy, buy, buy!
Sushi says - I definitley reccomend this game to anyone!

-Cyper Sushi

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

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

Whether or not his suspicions are justified, it is clear that events are
rushing to a head. People are being abducted, animals are being mutilated:
someone amongst the stars desperately wants something they believe us to
have, and Carrington suspects that the grand plan penetrates far deeper
than these surface incidents. Using all means available, the Institute
has resolved to find out exactly what's going on before it's too late,
and only recently has it been offered its first real lead into the
conspiracy: urgent messages from one Dr. Caroll located deep in the heart
of dataDyne operations, requesting extraction from the company before
alleged threats on his life are actually carried out.

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

-Perfect Dark Instruction Booklet =)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                Characters
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Joanna Dark
Alias: Perfect Dark
Age: 23 years
Weapon of Choice: Falcon 2
Status: Player you control.

Jonathan
Alias: None
AGe: 28 years
Weapon of Choice: DY357

Mr. Blonde
Alias: None
Age: ???
Weapon of Choice: Mauler, Slayer
Status: The Big Boss of the Game

Trent Easton
Alias: None
Age: 36 years
Weapon of Choice: Golden Magnum
Status: Cassandra's Right-hand person

Daniel Carrington
Alias: None
Age: 62 Years
Weapon of Choice: None
Status: Your Boss

President
Alias: None
Age: 50 years
Weapon of Choice: None
Status: The President of the United States of America

Cassandra De Vries
Alias: None
Age: 39 Years
Weapon of Choice: None
Status: Operater of dataDyne

Elvis
Alias: None
Age: ???
Weapon of Choice: Phoenix
Status: Bazar Alien from outer space.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                 Controls
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Control Style 1.1: L/R Buttons = Aim
                   C-Up = Look Down
                   C-Down = Look Up
                   C-L/R = Strafe Left/Right
                   A Button = Weapon Select
                   B Button = Action/Reload Weapon
                   Control Stick = Walk/Turn
                   Z Button = Fire Weapon
                   Control-Pad = Same as C-Buttons
                   Hold Weapon button for quick-menu.
                   Hold Action button to toggle function.
                   Action+Fire temporarily changes function.
                   Aim allows you to target accurately.
                   Aim + C-Down button crouches.
                   Aim + C-Up button gets up.

Control Style 1.2: L/R Buttons = Aim
                   C-Up = Forwards
                   C-L/R = Strafe Left/Right
                   C-Down = Backwards
                   A Button = Weapon
                   B Button = Action/Reload
                   Control Stick = Look
                   Z Button = Fire
                   Control-Pad = Same as C-Buttons
                   Hold Weapon button for quick-menu.
                   Hold Action button to toggle function.
                   Action+Fire temporarily changes function.
                   Aim allows you to target accurately.
                   Aim + C-Down button crouches.
                   Aim + C-Up button gets up.


Control Style 1.3: L/R Buttons = Weapon
                   C-Up = Look Down
                   C-L/R = Strafe Left/Right
                   C-Down = Look Up
                   A Button = Fire Weapon
                   B Button = Action/Reload
                   Control Stick = Walk/Turn
                   Z Button = Aim
                   Control-Pad = Same as C-Buttons
                   Hold Weapon button for quick-menu.
                   Hold Action button to toggle function.
                   Action+Fire temporarily changes function.
                   Aim allows you to target accurately.
                   Aim + C-Down button crouches.
                   Aim + C-Up button gets up.

Control Style 1.4: L/R Buttons = Weapon
                   C-Up = Forwards
                   C-L/R = Strafe Left/Right
                   C-Down = Backwards
                   A Button = Fire Weapon
                   B Button = Action/Reload
                   Control Stick = Walk/Turn
                   Z Button = Aim
                   Control-Pad = Same as C-Buttons
                   Hold Weapon button for quick-menu.
                   Hold Action button to toggle function.
                   Action+Fire temporarily changes function.
                   Aim allows you to target accurately.
                   Aim + C-Down button crouches.
                   Aim + C-Up button gets up.

Control Style 2.1 Controller #1:
                   A Button = Weapon
                   B Button = Action/Reload
                   Control Stick = Walk/Turn
                   Z Button = Fire Weapon

Control Style 2.1 Controller #2:
                   A Button = Weapon
                   B Button = Action/Reload
                   Control Stick = Look/Strafe
                   Z Button = Aim

Control Style 2.2 Controller #1:
                   A Button = Weapon
                   B Button = Action/Reload
                   Control Stick = Look
                   Z Button = Fire

Control Style 2.2 Controller #2:
                   A Button = Weapon
                   B Button = Action/Reload
                   Control Stick = Walk/Strafe
                   Z Button = Aim

Control Style 2.3 Controller #1:
                   A Button = Weapon
                   B Button = Action/Reload
                   Control Stick = Walk/Turn
                   Z Button = Aim

Control Style 2.3 Controller #2:
                   A Button = Weapon
                   B Button = Action/Reload
                   Control Stick = Look/Strafe
                   Z Button = Fire Weapon

Control Style 2.4 Controller #1:
                   A Button = Weapon
                   B Button = Action/Reload
                   Control Stick = Look
                   Z Button = Aim

Control Style 2.4 Controller #2:
                   A Button = Weapon
                   B Button = Action/Reload
                   Control Stick = Walk/Strafe
                   Z Button = Fire Weapon


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                 Walkthrough
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

(Regular Walkthrough to come)

                Perfect Dark Bonus Mission Walkthrough

 Mr. Blonde's Revenge

This mission is not too difficult if you know what to do exactly
to keep from getting killed.  You get to play as Mr. Blonde and
take care of loose ends that the Skedar want taken care of.
This explains how Cassandra is abducted later.

Agent Objectives--
1) Locate and escort Cassandra to helipad

On agent, this is not a very difficult task.  From the start, go
behind the reception desk and grab two CMP 150s.  Head to your
right (from facing the part of the desk where the guns were),
and take the hallway on your right.  Go almost to the end of
this hallway and turn on your cloaking device.  DO NOT let the
guards see you.  Go into the Small cubicle on your left, and
take the embroidered door into a room full of guards.  Walk near
the wall on the far side and a sliding door will open and reveal
the lab elevator.  Walk to the left in this room and take cover
behind this wall to where the guards cannot see you (and you
can't see them).  Switch off your cloaking device and activate
you bombspy.  If you quickly lead the guards past the cubicle
and into the main hall, they shouldn't find you or shoot your
bombspy.  Lead them to the stairway in front of you, clustering
as many guards as you can, then hit Z to kill the group of them.
You will now be back to Mr. Blonde.  Go out of your hiding spot
and carefully make your way around the corner into the cubicle
and out to the stairway, picking off any more guards with
charged up Mauler shots.  Make sure this floor is clear, then
head up the stairway.

(From here you may want to use the double CMP 150 that a guard
dropped earlier in the bomb blast).  From the stairway, take the
elevator on your left.  There should be a shield near this
elevator.  When the elevator is almost ready to stop, you can
either scoot against the edge of the elevator (the metal part in
the upper left part), or use your cloaking device.  Either way,
conceal yourself from the guards on this part, and close the
elevator door when it opens to ride it up one more level.  If
you really want or need a second shield, one of the guards on
this level will drop one; otherwise, keep the guards from seeing
you.  On the next level, kill the guard messing with the buttons
on the desk, and head right, past Cassandra's office.  You will
arrive at a door that leads to the stairwell, and a guard should
be coming out of it.  Take care of him quickly as he may have a
wonderful N Bomb.  After taking care of him, head up the
stairwell he was guarding to the top and open the vent-like
door.  Be very careful-these shock troopers have N Bombs; if
they throw one, then back away as soon as you see it to try to
avoid the blast.  Kill the guard on the ramps in here, and then
turn to your right to see if the guard from the top of the
building is coming through the door at the top of the ramps.  If
he is, kill him too.  If you have time, take care of the camera
on the wall to the left as you enter from the vent door, and the
one above the ramps that the first guard was on.

Head back down the stairwell to Cassandra's office.  If you were
spotted earlier by guards or by the cameras upstairs, you may
have some guards to contend with.  If you run out of CMP 150
ammo, then use the Mauler.  If you pick up any shotguns, they
are effective on double blast here as well.  Before you enter,
disarm yourself and set your function to disarm.  Open the doors
and punch Cassandra to take her Magnum.  Equip your Mauler now
and prod her towards the stairwell that leads to the top of the
building.  Continue prodding her and follow her up the ramps to
the top of the building.  Agent mode finished.

Special Agent objectives--
1) Plant explosive device in lab lift
2) Locate and escort Cassandra to helipad

From the start, go behind the reception desk and grab two CMP
150s.  Head to your right (from facing the part of the desk
where the guns were), and take the hallway on your right.  Go
almost to the end of this hallway and turn on your cloaking
device.  DO NOT let the guards see you.  Go into the Small
cubicle on your left, and take the embroidered door into a room
full of guards.  Walk near the wall on the far side and a
sliding door will open and reveal the lab elevator.  Walk to the
left in this room and take cover behind this wall to where the
guards cannot see you (and you can't see them).  Switch off your
cloaking device and activate you bombspy.  If you quickly lead
the guards past the cubicle and into the main hall, they
shouldn't find you or shoot your bombspy.  Lead them to the
stairway in front of you, clustering as many guards as you can,
then hit Z to kill the group of them.  You will now be back to
Mr. Blonde.  Go out of your hiding spot and carefully make your
way around the corner into the cubicle and out to the stairway,
picking off any more guards with charged up Mauler shots.  Make
sure this floor is clear.  Go back to the lab elevator and get
out your Skedar bomb.  Plant it on the terminal inside the
elevator, objective 1 complete.  You now have four minutes to
get out.  Go back out past the cubicle and head up the stairway.

(From here you may want to use the double CMP 150 that a guard
dropped earlier in the bomb blast).  From the stairway, take the
elevator on your left.  When the elevator is almost ready to
stop, you can either scoot against the edge of the elevator (the
metal part in the upper left part), or use your cloaking device.
Either way, conceal yourself from the guards on this part, and
close the elevator door when it opens to ride it up one more
level.  If you really need a shield, you can get one from one of
the guards on this level; otherwise, don't let them see you.  On
the next level, kill the guard messing with the buttons on the
desk, and head right, past Cassandra's office.  You will arrive
at a door that leads to the stairwell, and a guard should be
coming out of it.  Take care of him quickly as he may have a
wonderful N Bomb.  After taking care of him, head up the
stairwell he was guarding to the top and open the vent-like
door.  Be very careful-these shock troopers have N Bombs; if
they throw one, then back away as soon as you see it to try to
avoid the blast.  Kill the guard on the ramps in here, and then
turn to your right to see if the guard from the top of the
building is coming through the door at the top of the ramps.  If
he is, kill him too.  If you have time, take care of the camera
on the wall to the left as you enter from the vent door, and the
one above the ramps that the first guard was on.

Head back down the stairwell to Cassandra's office.  If you were
spotted earlier by guards or by the cameras upstairs, you may
have some guards to contend with.  If you run out of CMP 150
ammo, then use the Mauler.  If you pick up any shotguns, they
are effective on double blast here as well.  Before you enter
the office, disarm yourself and set your function to disarm.
Open the doors and punch Cassandra to take her Magnum.  Equip
your Mauler now and prod her towards the stairwell that leads to
the top of the building.  Continue prodding her and follow her
up the ramps to the top of the building.  Objective 2 and
Special Agent mode complete.

Perfect Agent objectives--
1) Plant explosive device in lab lift
2) Eliminate dataDyne Captain
3) Locate and escort Cassandra to helipad

From the start, go behind the reception desk and grab two CMP
150s.  Head to your right (from facing the part of the desk
where the guns were), and take the hallway on your right.  Go
almost to the end of this hallway and turn on your cloaking
device.  DO NOT let the guards see you.  Go into the Small
cubicle on your left, and take the embroidered door into a room
full of guards.  Walk near the wall on the far side and a
sliding door will open and reveal the lab elevator.  Walk to the
left in this room and take cover behind this wall to where the
guards cannot see you (and you can't see them).  Switch off your
cloaking device and activate you bombspy.  If you quickly lead
the guards past the cubicle and into the main hall, they
shouldn't find you or shoot your bombspy.  Lead them to the
stairway in front of you, clustering as many guards as you can,
then hit Z to kill the group of them.  You will now be back to
Mr. Blonde.  Go out of your hiding spot and carefully make your
way around the corner into the cubicle and out to the stairway,
picking off any more guards with charged up Mauler shots.  Make
sure this floor is clear-once it is, head up the stairway.

Turn to the elevator on your left and blast out the glass with
you CMP 150s.   Then when the elevator on your right comes down,
blast out the glass on it.  Equip your Mauler with the charged
up shot, and get on the elevator on your right.  When the
elevator comes to a stop from being disabled, wait about a
second then turn on your cloaking device.  Wait for the dataDyne
captain to ride up.  She most likely won't see you.  Blast her
in the head with your charged up shot, and unequip your cloaking
device.  Objective 2 completed.

Ride up this elevator and get in the right corner of it next to
the steel beam so that you can't see the guards (and they can't
see you).  As soon as the door opens, shut it and ride the
elevator all the way back down to the first floor.  Summon the
elevator on your left.  Quickly head to the right and down the
stairway, into the cubicle on your left, through the embroidered
door, and the wall into the lab elevator.  Plant the Skedar bomb
in here by selecting it and walking up to the terminal in the
elevator.  Objective 1 complete.  You now have four minutes to
leave the building.  Quickly head back through the cubicle, up
the stairway, and to the elevator on your left, it should be
open if you hurried through the bomb planting procedure and
summoned it earlier.

(From here you may want to use the double CMP 150 that a guard
dropped earlier in the bomb blast).  When the elevator is almost
ready to stop, use your cloaking device.  Conceal yourself from
the guards on this part, and close the elevator door when it
opens to ride it up one more level.  Kill the guard messing with
the buttons on the desk, and head right, past Cassandra's
office.  You will arrive at a door that leads to the stairwell,
and a guard should be coming out of it.  Take care of him
quickly as he may have a wonderful N Bomb.  After taking care of
him, head up the stairwell he was guarding to the top and open
the vent-like door.  Be very careful-these shock troopers have N
Bombs; if they throw one, then back away as soon as you see it
to try to avoid the blast.  Kill the guard on the ramps in here,
and then turn to your right to see if the guard from the top of
the building is coming through the door at the top of the ramps.
If he is, kill him too.  If you have time, take care of the
camera on the wall to the left as you enter from the vent door,
and the one above the ramps that the first guard was on.

Head back down the stairwell to Cassandra's office.  If you were
spotted earlier by guards or by the cameras upstairs, you may
have some guards to contend with.  If you run out of CMP 150
ammo, then use the Mauler.  If you pick up any shotguns, they
are effective on double blast here as well.  Before you enter
the office, disarm yourself and set your function to disarm.
Open the doors and punch Cassandra to take her Magnum.  Equip
your Mauler now and prod her towards the stairwell that leads to
the top of the building.  Continue prodding her and follow her
up the ramps to the top of the building.  Objective 3 and
Perfect Agent mode complete.
----------------------------------------------------------------
IV. Maian S.O.S.

This mission can be difficult, as you start with only about 1/4
life and no ammo.  If you know what to expect, however, it can
greatly increase your chances for survival.  You play as one of
the Maian Protectors (not Elvis) that sends the distress signal
to the Carrington Institute.

Agent objectives--
1) Activate distress signal

You wake up from being experimented on to have 1/4 life.  Great.
Set your punch function to disarm and let the guy at the
terminal see you.  Disarm him as long as he still pulls out
guns, you will get Falcon 2s.  After knocking him out, the guard
behind you should be coming through the door and firing at you.
Strafe carefully to avoid his fire, and continue disarming him
until he faints.  Grab the psychosis gun from the table in the
room that the guard came from.  Go back into the room you woke
up in and push the hover bed slowly against the glass.  Pull out
your falcon 2 and shoot the hover bed 5-6 times to blow open the
glass.  Switch back to disarm and go through the big door in
front of you.  Disarm the guy with the Dragon, quickly run
backwards back through the door and to the right.  Pause the
game and select your Dragon.  Unpause, set it to proximity mine
and throw it into the open doors.  Equip your falcon 2.  You
should wipe out about 2 of the guards from the next chamber.
Head carefully through the door and kill the remaining guards as
they open the remaining door out of this double door set.  Head
shots would really help here, or at least chest or hand shots.
You can also shoot the gun out of their hands.  Once you have
some more Dragons, equip them for your primary weapon.  You will
now be in a long corridor, head to the end of this corridor.  A
guard may be coming through this door if you made too much
noise.  If so, cap him.  Head out the door and to the left
through a door.  (Alternately, you can go right and search the
cryo-lab areas for a guard that has dual DY357-LXs and infect
him with the psychosis gun.  This guard can be a great help in
clearing out enemies.  If you kill him, you only get one bullet
for the DY357-LXs).  There is a guard usually posted here, wipe
him out.  Head up this hallway and take out the guy that patrols
near the top.  Go to the right, down another hallway, and slowly
creep up to a spot in the hall where you can see two short cubby
holes on both sides.  Aim carefully and set your Dragon on
proximity in the middle between these two holes.  Move slowly
down until a guard sees you, then run back up.  The proximity
blast should take out the two guards in both cubby holes within
a few seconds; if not, go back down and lure a guy to fire at
you.  Take their dragons and equip them. Go straight down this
hall to the door at the end.  As you approach the door, it will
open.  Stay in the doorway until the guards up the ramps on the
other side of the room see you, then back up your hallway to
gain higher ground.  Hit them with dragon shots, then re-enter
the room and lure more guards on your left.  Repeat until the
room is clear.  Take all the ammo you get here.  Enter the
cleared room, and go left.  At the end of this room on the right
is a weird circle door.  Enter it and cross a bridge, going up
to your right into a room with columns.  Continue straight and
then to the right, taking out a guard on a bridge.  Cross this
area and follow the path to a place with doors on the left and
right.  Choose the door on the left.  The alarm will now sound.
Continue through here and carefully look for an open vent on
your lower right.  Duck into it and shoot any guards you can in
the head from your perch.  Wait until the alarm stops sounding,
then drop into the room.  Take an immediate left and then a
right, then another immediate left onto a ramp.  From this ramp,
kill any guards you see in the room.

Take out the guards, and then explore this room, making sure
none are still running around.  You may alert guards on the
second floor, so be ready for them at the elevator.  Once the
elevator has made a couple of trips with no one on it, it is
safe to go up, so do so.  From the elevator, take a small left
and kill the two guards at the end of the bridge near a door.
You will alert a guard on the path slightly straight ahead and
on the left.  Take him out when he comes by.  Take the door that
the guards you killed were guarding, and get the attention of
everyone in this room.  Carefully place your dragon on proximity
near the elevator in this room on the outside of it, and wait
for the guards upstairs that you alerted to come down.  Grab
their weapons and head back out the way you came into this room.
Go straight across the bridge, pass the elevator, and continue
straight to a door down this hallway.   Get out your psychosis
gun.  Open this door and shoot the guy in front of you with the
psychosis gun, if you have it, if not shoot him and clear the
room carefully.  Immediately pause and get out your dragon if
you had the psychosis gun out.  Strafe a tad to the left and
take out a guy further in the room near some crates.  Let your
converted guard rush ahead and battle some of the rest of the
guards in here.  Take out the guards as they come to you, and
watch your back, because a few tend to come from the door behind
you.  Listen for the door opening and take them out.  Once you
feel as though most of this room is clear, take the ramp to your
left, and follow the catwalks up here around to an elevator.  Be
aware that sometimes there is a guard near this elevator, so
take him out if he is.  Enter the elevator and ride it up.  As
soon as it opens, take out the guard directly in front of you.
Turn left and open the door down the hall.  Carefully peek
around the corner on your right, and take out two more guards.
Enter the door they were guarding and quickly cap the two
scientists in this room.  Retreat into the previous room if you
need to.  Once the room with the scientists is clear, head
straight to the end of it, turn left, and cap down the plywood
board.  Carefully go through and peek around the corner to your
left and kill the next two scientists.  Walk up to the computer
keyboard and hit B.  In a second, your first objective and Agent
mode is complete.

Special Agent objectives--
1) Sabotage enemy medical equipment
2) Activate distress signal

You wake up from being experimented on to have 1/4 life.  Great.
Set your punch function to disarm and let the guy at the
terminal see you.  Disarm him as long as he still pulls out
guns, you will get Falcon 2s.  After knocking him out, the guard
behind you should be coming through the door and firing at you.
Strafe carefully to avoid his fire, and continue disarming him
until he faints.  Pick up the Psychosis gun from the table in
the room that the guard came from.  Go back into the room you
woke up in and push the hover bed slowly against the glass.
Pull out your falcon 2 and shoot the hover bed 5-6 times to blow
open the glass.  Switch back to disarm and go through the big
door in front of you.  Disarm the guy with the Dragon, quickly
run backwards back through the door and to the right.  Pause the
game and select your Dragon.  Unpause, set it to proximity mine
and throw it into the open doors.  Equip your falcon 2.  You
should wipe out about 2 of the guards from the next chamber.
Head carefully through the door and kill the remaining guards as
they open the remaining door out of this double door set.  Head
shots would really help here, or at least chest or hand shots.
You can also shoot the gun out of their hands.  Once you have
some more Dragons, equip them for your primary weapon.  You will
now be in a long corridor, head to the end of this corridor.  A
guard may be coming through this door if you made too much
noise.  If so, cap him.  Head out the door and to the left
through a door.  (Alternately, you can go right and search the
cryo-lab areas for a guard that has dual DY357-LXs and infect
him with the psychosis gun.  This guard can be a great help in
clearing out enemies.  If you kill him, you only get one bullet
for the DY357-LXs).  There is a guard usually posted here, wipe
him out.  Head up this hallway and take out the guy that patrols
near the top.

Turn around and head back down the hallway you just came from.
Open the first door on your right.  Carefully creep into this
room, and watch for four guys sitting at desks.  One should be
farther down on you left.  Carefully aim and snipe him with a
single head shot.  Creep a little more into the room and take
out a closer guy at a desk on your left in the same fashion.
Continue to take out the guards in this manner.  If any of them
ever becomes alerted to your presence, quickly back out of the
room, and place a dragon on proximity mine at the door.  Grab
the ammo of downed guards and repeat, or if things are
desperate, try for head shots with the falcon 2.  After this
long corridor is clear, make for the far side of it and open the
double set of doors.  In the next room, under the bright lights,
you should be barely able to make out two scientists and a hover
bed.  Blow up the hover bed to eliminate the dead body of the
Maian Ambassador, and hopefully the two scientists (objective 1
completed).  Take out the scientists if needed and collect their
tranquilizer guns and psychosis guns.  Go back out the long
corridor and make a left down the long hallway.

Go to the right, down another hallway, and slowly creep up to a
spot in the hall where you can see two short cubby holes on both
sides.  Aim carefully and set your Dragon on proximity in the
middle between these two holes.  Move slowly down until a guard
sees you, then run back up.  The proximity blast should take out
the two guards in both cubby holes within a few seconds; if not,
go back down and lure a guy to fire at you.  Take their dragons
and equip them. Go straight down this hall to the door at the
end.  As you approach the door, it will open.  Stay in the
doorway until the guards up the ramps on the other side of the
room see you, then back up your hallway to gain higher ground.
Hit them with dragon shots, then re-enter the room and lure more
guards on your left.  Repeat until the room is clear.  Take all
the ammo you get here.  Enter the cleared room, and go left.  At
the end of this room on the right is a weird circle door.  Enter
it and cross a bridge, going up to your right into a room with
columns.  Continue straight and then to the right, taking out a
guard on a bridge.  Cross this area and follow the path to a
place with doors on the left and right.  Choose the door on the
left.  The alarm will now sound.  Continue through here and
carefully look for an open vent on your lower right.  Duck into
it and shoot any guards you can in the head from your perch.
Wait until the alarm stops sounding, then drop into the room.
Take an immediate left and then a right, then another immediate
left onto a ramp.  From this ramp, kill any guards you see in
the room.

Take out the guards, and then explore this room, making sure
none are still running around.  You may alert guards on the
second floor, so be ready for them at the elevator.  Once the
elevator has made a couple of trips with no one on it, it is
safe to go up, so do so.  From the elevator, take a small left
and kill the two guards at the end of the bridge near a door.
You will alert a guard on the path slightly straight ahead and
on the left.  Take him out when he comes by.  Take the door that
the guards you killed were guarding, and get the attention of
everyone in this room.  Carefully place your dragon on proximity
near the elevator in this room on the outside of it, and wait
for the guards upstairs that you alerted to come down.  Grab
their weapons and head back out the way you came into this room.
Go straight across the bridge, pass the elevator, and continue
straight to a door down this hallway.   Get out your psychosis
gun.  Open this door and shoot the guy in front of you with the
psychosis gun, if you have it, if not shoot him and clear the
room carefully.  Immediately pause and get out your dragon if
you had the psychosis gun out.  Strafe a tad to the left and
take out a guy further in the room near some crates.  Let your
converted guard rush ahead and battle some of the rest of the
guards in here.  Take out the guards as they come to you, and
watch your back, because a few tend to come from the door behind
you.  Listen for the door opening and take them out.  Once you
feel as though most of this room is clear, take the ramp to your
left, and follow the catwalks up here around to an elevator.  Be
aware that sometimes there is a guard near this elevator, so
take him out if he is.  Enter the elevator and ride it up.  As
soon as it opens, take out the guard directly in front of you.
Turn left and open the door down the hall.  Carefully peek
around the corner on your right, and take out two more guards.
Enter the door they were guarding and quickly cap the two
scientists in this room.  Retreat into the previous room if you
need to.  Once the room with the scientists is clear, head
straight to the end of it, turn left, and cap down the plywood
board.  Carefully go through and peek around the corner to your
left and kill the next two scientists.  Walk up to the computer
keyboard and hit B.  In a second, your second objective and
Special Agent mode is complete.

Perfect Agent objectives--
1) Sabotage enemy medical equipment
2) Destroy captured Maian saucer
3) Activate distress signal

You wake up from being experimented on to have 1/4 life.  Great.
Set your punch function to disarm and let the guy at the
terminal see you.  Disarm him as long as he still pulls out
guns, you will get Falcon 2s and possibly a Psychosis gun.
After knocking him out, the guard behind you should be coming
through the door and firing at you.  Strafe carefully to avoid
his fire, and continue disarming him until he faints.  Pick up
the Psychosis Gun from the table in the room that the guard came
from.  Go back into the room you woke up in and push the hover
bed slowly against the glass.  Pull out your falcon 2 and shoot
the hover bed 5-6 times to blow open the glass.  Switch back to
disarm and go through the big door in front of you.  Disarm the
guy with the Dragon, quickly run backwards back through the door
and to the right.  Pause the game and select your Dragon.
Unpause, set it to proximity mine and throw it into the open
doors.  Equip your falcon 2.  You should wipe out about 2 of the
guards from the next chamber.  Head carefully through the door
and kill the remaining guards as they open the remaining door
out of this double door set.  Head shots would really help here,
or at least chest or hand shots.  You can also shoot the gun out
of their hands.  Once you have some more Dragons, equip them for
your primary weapon.  You will now be in a long corridor, head
to the end of this corridor.  A guard may be coming through this
door if you made too much noise.  If so, cap him.  Head out the
door and to the left through a door.  (Alternately, you can go
right and search the cryo-lab areas for a guard that has dual
DY357-LXs and infect him with the psychosis gun.  This guard can
be a great help in clearing out enemies.  If you kill him, you
only get one bullet for the DY357-LXs).  There is a guard
usually posted here, wipe him out.  Head up this hallway and
take out the guy that patrols near the top.

Turn around and head back down the hallway you just came from.
Open the first door on your right.  Carefully creep into this
room, and watch for four guys sitting at desks.  One should be
farther down on you left.  Carefully aim and snipe him with a
single head shot.  Creep a little more into the room and take
out a closer guy at a desk on your left in the same fashion.
Continue to take out the guards in this manner.  If any of them
ever becomes alerted to your presence, quickly back out of the
room, and place a dragon on proximity mine at the door.  Grab
the ammo of downed guards and repeat, or if things are
desperate, try for head shots with the falcon 2.  After this
long corridor is clear, make for the far side of it and open the
double set of doors.  In the next room, under the bright lights,
you should be barely able to make out two scientists and a hover
bed.  Blow up the hover bed to eliminate the dead body of the
Maian Ambassador, and hopefully the two scientists (objective 1
completed).  Take out the scientists if needed and collect their
tranquilizer guns and psychosis guns.  Go back out the long
corridor and make a left down the long hallway.

Go to the right, down another hallway, and slowly creep up to a
spot in the hall where you can see two short cubby holes on both
sides.  Aim carefully and set your Dragon on proximity in the
middle between these two holes.  Move slowly down until a guard
sees you, then run back up.  The proximity blast should take out
the two guards in both cubby holes within a few seconds; if not,
go back down and lure a guy to fire at you.  Take their dragons
and equip them. Go straight down this hall to the door at the
end.  As you approach the door, it will open.  Stay in the
doorway until the guards up the ramps on the other side of the
room see you, then back up your hallway to gain higher ground.
Hit them with dragon shots, then re-enter the room and lure more
guards on your left.  Repeat until the room is clear.  Take all
the ammo you get here.  Enter the cleared room, and go left.  At
the end of this room on the right is a weird circle door.  Enter
it and cross a bridge, going up to your right into a room with
columns.  Continue straight and then to the right, taking out a
guard on a bridge.  Cross this area and follow the path to a
place with doors on the left and right.  Choose the door on the
left.  The alarm will now sound.  Continue through here and
carefully look for an open vent on your lower right.  Duck into
it and shoot any guards you can in the head from your perch.
Wait until the alarm stops sounding, then drop into the room.
Take an immediate left and then a right, then another immediate
left onto a ramp.  From this ramp, kill any guards you see in
the room.

Take out the guards, and then explore this room, making sure
none are still running around.  You may alert guards on the
second floor, so be ready for them at the elevator.  Once the
elevator has made a couple of trips with no one on it, it is
safe to go up, so do so.  From the elevator, take a small left
and kill the two guards at the end of the bridge near a door.
You will alert a guard on the path slightly straight ahead and
on the left.  Take him out when he comes by.  Take the door that
the guards you killed were guarding, and get the attention of
everyone in this room.  Carefully place your dragon on proximity
near the elevator in this room on the outside of it, and wait
for the guards upstairs that you alerted to come down.  Grab
their weapons and head back out the way you came into this room.
Go straight across the bridge, pass the elevator, and continue
straight to a door down this hallway.   Get out your psychosis
gun.  Open this door and shoot the guy in front of you with the
psychosis gun, if you have it, if not shoot him and clear the
room carefully.  Immediately pause and get out your dragon if
you had the psychosis gun out.  Strafe a tad to the left and
take out a guy further in the room near some crates.  Let your
converted guard rush ahead and battle some of the rest of the
guards in here.  Take out the guards as they come to you, and
watch your back, because a few tend to come from the door behind
you.  Listen for the door opening and take them out.
Once you feel as though most of this room is clear, head to the
Maian saucer directly in front of you.  Your converted guard may
have already taken it out (hopefully you stayed at the back of
the room as not to get caught in the massive explosion).  If he
didn't, then plug about a clip and a half into it carefully with
your scope from the door.  Stand near the door until it has
completely finished exploding (objective 2 completed).

That done, take the ramp to your left, and follow the catwalks
up here around to an elevator.  Be aware that sometimes there is
a guard near this elevator, so take him out if he is.  Enter the
elevator and ride it up.  As soon as it opens, take out the
guard directly in front of you.  Turn left and open the door
down the hall.  Carefully peek around the corner on your right,
and take out two more guards.  Enter the door they were guarding
and quickly cap the two scientists in this room.  Retreat into
the previous room if you need to.  Once the room with the
scientists is clear, head straight to the end of it, turn left,
and cap down the plywood board.  Carefully go through and peek
around the corner to your left and kill the next two scientists.
Walk up to the computer keyboard and hit B.  In a second, your
third objective and Perfect Agent mode is complete.
----------------------------------------------------------------
V. War!

This is probably one of the hardest stages on the entire game,
next to the Carrington Institute Defense.  I can tell what will
sort of happen, and what you can do to adjust to certain
situations, but some of it will be pure improvisation.  As a
general rule, don't get close to the Skedar,  because A) they
don't miss much, and B) they can kill you with one hit by a
charging headbutt or claw swipe.  Good luck.

Agent objectives--
1) Kill Skedar King

From the very beginning, strafe run straight and then up a small
hill on your right, strafe run slightly right, then left into
the hole in the Skedar Shrine.  Strafe run to your right and
down the ramp, and strafe run to your left.  If you arrived
quickly enough, set your phoenix to explosive shells and cap the
Skedar at the end of the hall and wait for your buddies to come
back you up.  If the Skedar caught up to the first intersection,
back off and group with your buddies.

Now follow your buddies across the bridge, and as soon as you
can, pick up a Mauler.  Set it to charge up shot and back your
buddies up as needed.  Continue to follow them through a few
more curves to the door.  Make sure you back your buddies up as
well as you can until they enter this door.  Immediately pause
and get out your phoenix.  DO NOT hit your buddies with the
phoenix explosive shells on accident, let them take out the
closer guys; you should concentrate on the guys on the corner
farther away.  Turn corners and quickly strafe back and forth to
avoid fire, auto aim, and pull the trigger quickly to take out
groups of guards at the corners.  Tap the trigger quickly as it
will make killing the guards faster, and reloading easier.
Follow your buddies and take corners and hold them.  When you
reach the corner where you can see the generator, two possible
scenarios come into play.  If there are no guards at the end
hallway and none at the top of the bridge, sprint (strafe run as
fast as you can) next to the wall on your left, past the Skedar
king, and behind the generator.  If things go well, you will
have no guards firing at you and will have a clear shot at the
king.  DO NOT let him notice you, creep to where you can see his
head from behind the generator, and let him have it with a fully
charged Mauler shot to his head.

The second scenario is, when you round the corner and the
generator is in view, that a serious amount out guards will come
pouring out from near the generator.  Continue to take them out
until your buddies make their way to the king, and then
immediately sprint behind them and get cover behind the
generator.  Let the king return to his normal position and then
cap him with a fully charged Mauler shot to the head.  Your
buddies may also finish him by luck.  Objective 1 and Agent mode
complete.

Special Agent objectives--
1) Kill Skedar King
2) Kill Skedar King 2

From the very beginning, strafe run straight and then up a small
hill on your right, strafe run slightly right, then left into
the hole in the Skedar Shrine.  Strafe run to your right and
down the ramp, and strafe run to your left.  If you arrived
quickly enough, set your phoenix to explosive shells and cap the
Skedar at the end of the hall and wait for your buddies to come
back you up.  If the Skedar caught up to the first intersection,
back off and group with your buddies.

Now follow your buddies across the bridge, and as soon as you
can, pick up a Mauler.  Set it to charge up shot and back your
buddies up as needed.  Continue to follow them through a few
more curves to the door.  Make sure you back your buddies up as
well as you can until they enter this door.  Immediately pause
and get out your phoenix.  DO NOT hit your buddies with the
phoenix explosive shells on accident, let them take out the
closer guys; you should concentrate on the guys on the corner
farther away.  Turn corners and quickly strafe back and forth to
avoid fire, auto aim, and pull the trigger quickly to take out
groups of guards at the corners.  Tap the trigger quickly as it
will make killing the guards faster, and reloading easier.
Follow your buddies and take corners and hold them.  When you
reach the corner where you can see the generator, two possible
scenarios come into play.  If there are no guards at the end
hallway and none at the top of the bridge, sprint (strafe run as
fast as you can) next to the wall on your left, past the Skedar
king, and behind the generator.  If things go well, you will
have no guards firing at you and will have a clear shot at the
king.  DO NOT let him notice you, creep to where you can see his
head from behind the generator, and let him have it with a fully
charged Mauler shot to his head.

The second scenario is, when you round the corner and the
generator is in view, that a serious amount out guards will come
pouring out from near the generator.  Continue to take them out
until your buddies make their way to the king, and then
immediately sprint behind them and get cover behind the
generator.  Let the king return to his normal position and then
cap him with a fully charged Mauler shot to the head.  Your
buddies may also finish him by luck.  Objective 1 complete.

Now continue to rotate around the generator from your hiding
spot and sometimes excess guards will disappear.  Go back to the
door at the far end of the room, and kill any remaining Skedar
from afar with explosive phoenix shells.  Strafe to avoid their
fire.  Enter the door carefully and take out any Skedar guards
in the immediate area or on the ramp in front of you.  Kill the
Skedar guards at the top of the ramp, and as they enter the door
at the top of the ramp.  Once you feel it is safe, approach the
door at the top of the ramp and take out any more Skedar opening
it from a slight distance so your Phoenix shells don't hurt you.
Go through the door cautiously and watch the corner ahead of you
on the glass bridge.  Take out any guards coming from around
this area.  Then take the bridge and shoot any guards coming
through the next door, camp here until a group has been defeated
(2-3 usually in a group), then proceed through this door, face
right, defeat anyone here, move forward, face left, and defeat
any guards here.  Take out the next group coming through the
door.  If some charge, move out of the way, use the barricade in
the center of the room for cover, and let them have it while
strafing as they try to hit you from behind.  Juggle the guards
in front and behind you now.  If you finish this part, take out
the next group of guards coming through the double door set,
whip out your mauler, carefully go around the center column
until you can see the next king's head, and let him have it with
a fully charged blast to the head.  Quickly take out any more
Skedar behind you, using the center column for cover.  Objective
2 and Special Agent mode complete.

Perfect Agent objectives--
1) Kill Skedar King
2) Kill Skedar King 2
3) Kill Skedar King 3

AS IF TWO WASN'T BAD ENOUGH, NOW YOU HAVE THREE TO CONTEND WITH.
THAT DARN CLONING MACHINE!

From the very beginning, strafe run straight and then up a small
hill on your right, strafe run slightly right, then left into
the hole in the Skedar Shrine.  Strafe run to your right and
down the ramp, and strafe run to your left.  If you arrived
quickly enough, set your phoenix to explosive shells and cap the
Skedar at the end of the hall and wait for your buddies to come
back you up.  If the Skedar caught up to the first intersection,
back off and group with your buddies.

Now follow your buddies across the bridge, and as soon as you
can, pick up a Mauler.  Set it to charge up shot and back your
buddies up as needed.  Continue to follow them through a few
more curves to the door.  Make sure you back your buddies up as
well as you can until they enter this door.  Immediately pause
and get out your phoenix.  DO NOT hit your buddies with the
phoenix explosive shells on accident, let them take out the
closer guys; you should concentrate on the guys on the corner
farther away.  Turn corners and quickly strafe back and forth to
avoid fire, auto aim, and pull the trigger quickly to take out
groups of guards at the corners.  Tap the trigger quickly as it
will make killing the guards faster, and reloading easier.
Follow your buddies and take corners and hold them.  When you
reach the corner where you can see the generator, two possible
scenarios come into play.  If there are no guards at the end
hallway and none at the top of the stairs, sprint (strafe run as
fast as you can) next to the wall on your left, past the Skedar
king, and behind the generator.  If things go well, you will
have no guards firing at you and will have a clear shot at the
king.  DO NOT let him notice you, creep to where you can see his
head from behind the generator, and let him have it with a fully
charged Mauler shot to his head.

The second scenario is, when you round the corner and the
generator is in view, that a serious amount out guards will come
pouring out from near the generator.  Continue to take them out
until your buddies make their way to the king, and then
immediately sprint behind them and get cover behind the
generator.  Let the king return to his normal position and then
cap him with a fully charged Mauler shot to the head.  Your
buddies may also finish him by luck.  Objective 1 complete.

Now continue to rotate around the generator from your hiding
spot and sometimes excess guards will disappear.  Go back to the
door at the far end of the room, and kill any remaining Skedar
from afar with explosive phoenix shells.  Strafe to avoid their
fire.  Enter the door carefully and take out any Skedar guards
in the immediate area or on the ramp in front of you.  Kill the
Skedar guards at the top of the ramp, and as they enter the door
at the top of the ramp.  Once you feel it is safe, approach the
door at the top of the ramp and take out any more Skedar opening
it from a slight distance so your Phoenix shells don't hurt you.
Go through the door cautiously and watch the corner ahead of you
on the glass bridge.  Take out any guards coming from around
this area.  Then take the bridge and shoot any guards coming
through the next door, camp here until a group has been defeated
(2-3 usually in a group), then proceed through this door, face
right, defeat anyone here, move forward, face left, and defeat
any guards here.  Take out the next group coming through the
door.  If some charge, move out of the way, use the barricade in
the center of the room for cover, and let them have it while
strafing as they try to hit you from behind.  Juggle the guards
in front and behind you now.  If you finish this part, take out
the next group of guards coming through the double door set,
whip out your mauler, carefully go around the center column
until you can see the next king's head, and let him have it with
a fully charged blast to the head.  Quickly take out any more
Skedar behind you, using the center column for cover.  Objective
2 complete.

Thank goodness you took out the guy behind you.  Now grab the
Slayer that the second king dropped and wait for the door in
front of you to open.  Kill the group of Skedar coming through
it; if they charge into the room then just run through the door
they came through to the next room.  Kill any that come from the
door around the center column, or if you can, run past them.
Get out your Mauler and set it to charge up shot.  Run near the
last king; he will fire a rocket, so strafe.  Line up your
sights with his head and continue to strafe.  Quickly cap him
with one or two fully charged Mauler shots and hope the guards
you left didn't catch up with you.  If you had enough health and
got lucky, then objective 3 and perfect agent mode is complete.
----------------------------------------------------------------
VI. The Duel

In The Duel, you will take several paces, then turn, as in a
real duel.  But you don't have to fire immediately.  Use the
barricade in the room as cover if you need.

Agent objectives--
1) Defeat dataDyne guard

Pretty easy and straightforward for the dataDyne guard.  After
you gain control, turn and work your way behind the guard and
cap him, or run behind the barricade, let him fire four shots,
then finish him.  Objective 1 and Agent mode complete.

Special Agent objectives--
1) Defeat dataDyne guard
2) Defeat Jonathan Dark

Pretty easy and straightforward for the dataDyne guard.  After
you gain control, turn and work your way behind the guard and
cap him, or run behind the barricade, let him fire four shots,
then finish him.  Objective 1 complete.  Reload and grab his gun
if you need ammo.

Next you fight Jonathan.  He will run and hide behind the
barricade, so watch your end of it.  He should roll out in a few
seconds.  Cap him when he does.  If he doesn't, go behind the
barricade yourself and find him there, or in the room.  He is
not very accurate.  Objective 2 and special agent mode complete.

Perfect Agent objectives--
1) Defeat dataDyne guard
2) Defeat Jonathan Dark
3) Defeat Trent Easton

Pretty easy and straightforward for the dataDyne guard.  After
you gain control, turn and work your way behind the guard and
cap him, or run behind the barricade, let him fire four shots,
then finish him.  Objective 1 complete.  Reload and grab his gun
if you need ammo.

Next you fight Jonathan.  He will run and hide behind the
barricade, so watch your end of it.  He should roll out in a few
seconds.  Cap him when he does.  If he doesn't, go behind the
barricade yourself and find him there, or in the room.  He is
not very accurate.  Objective 2 complete.  Reload and pick up
the magnum if you need it.

Lastly, we have Trent Easton.  This guy is VERY accurate and
tough.  Do as Jonathan did, run behind the barricade.  If you
creep up on the edge where Trent is, have your sights in the
right direction, and then charge and get off a good shot before
he shoots, plug him until he is defeated.  Good job, you
completed objective 3 and the perfect agent mode.

-Magus747




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                               Cheats
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
...Coming Soon
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                          Gameshark Codes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
"Unlock All Simulant Types, Unl" .off
800ACCE1 0001
800ACCE2 0001
800ACCE4 0001

"Unlock Capture/Hold the Briefc" .off
800ACCE5 0001
800ACCE8 0001
800ACCE9 0001

"Unlock Warehouse, Carpark, Tem" .off
800ACCEB 0001
800ACCEC 0001
800ACCED 0001
800ACCEF 0001

"Unlock Ravine, G5 Building, Gr" .off
800ACCEE 0001
800ACCF0 0001
800ACCF1 0001
800ACCF2 0001
800ACCF3 0001
800ACCF4 0001
800ACCF5 0001
800ACCF6 0001
800ACCF8 0001

"Unlock Have 8 Simulants" .off
800ACD08 0001

"Unlock Pop A Cap, Hacker Centr" .off
800ACD15 0001
800ACD16 0001

"Unlock Laser Weapon" .off
800ACD17 0001

"Unlock Falcon 2(Silencer), Sup" .off
800ACCCB 0001
800ACCCC 0001
800ACCCD 0001

"Unlock Falcon 2(Scope), Mauler" .off
800ACCCE 0001
800ACCCF 0001
800ACCD0 0001

"Unlock Gold Magnum (DY-357-LX)" .off
800ACCD1 0001
800ACCD2 0001
800ACCD3 0001

"Unlock RC-P120, Shotgun, Reape" .off
800ACCD5 0001
800ACCD6 0001
800ACCD7 0001

"Unlock Grenade Launcher Set, D" .off
800ACCD8 0001
800ACCD9 0001
800ACCDA 0001

"Unlock Proximity Mine, Proximi" .off
800ACCDB 0001
800ACCDC 0001
800ACCDD 0001

"Unlock Cloaking Device, Combat" .off
800ACCDF 0001
800ACCE0 0001
800ACCE1 0001

"Unlock Golden Magnum Set" .off
800ACCCD 0001
800ACCD1 0001

"Unlock Heavy Set" .off
800ACCC8 0001
800ACCCB 0001
800ACCCF 0001
800ACCD0 0001
800ACCD1 0001
800ACCD2 0001
800ACCD3 0001
800ACCD4 0001
800ACCD5 0001
800ACCD6 0001
800ACCD7 0001

"Unlock Jo Shield, Super Shield" .off
800A226A 0001
800A2273 0001
800A2275 0001

"Unlock Hit and Run(Buddy), Sni" .off
800A2220 0001
800A2223 0001
800A2235 0001

"Unlock Hotshot(Buddy), Psychos" .off
800A223D 0001
800A223F 0001
800A2247 0001

"Unlock Team Heads Only, Play a" .off
800A224F 0001
800A2259 0001
800A2261 0001

"Unlock Phoenix, R-Tracker/Weap" .off
800A227D 0001
800A2285 0001
800AA5A0 0001

"Unlock Perfect Darkness Cheat" .off
800A2262 0001

"Unlock Cheat Slo-mo Single Pla" .off
800A2225 0001
800A2228 0001
800A2229 0001
800A222A 0001

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                       Combat Simulator(Multi-Player)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
***********************
*1. Battle Preparation*
***********************
One of the greatest features of Perfect Dark is its fully customizable
multiplayer options.  This means that you can specify every detail on how you
want to battle.  But, maybe you don't want to wait.  You want to start and
start now!  Or maybe you've discovered a setup that suits your style
perfectly, or a cool minigame, and you want to save it for easy future
access.  These are all possibilities in the expansive Combat Sim.

The Basics: "Quick Start"
*************************
The Quick Start is for you combatants that don't need all that customization,
and just want to get into battle quickly.  There are five choices that allow
you to make minor changes.

---Quick Team---
The following options in the Quick Team menu are self-explanatory.
Players Only
Players and Simulants
Player Teams
Players Vs. Simulants
Player Simulant Teams

---Game Setup---
This is where you can make minor changes to your Gameplay.  If you'd rather
make more drastic changes, you can go to the Advanced Setup options.
-Scenario-
  Early in the game, your only option is normal combat.  As you progress
through the challenges, however, more will become available to you.
-Options-
  Here you can do some simple changes to change the settings of the game.
There are options such as, One Hit Kills (License to Kill), Slow Motion and
others.
-Arena-
  Here, you can choose where you and your opponent will duke it out.  Once
again, few are available in the beginning, but as you progress through the
challenges, more will be unlocked.
-Weapons-
  Do you prefer using simple pistols, automatics, or explosives? Or maybe you
prefer no weapons at all!  This is where you choose a weapon set, or create
your own custom set.
-Limits-
  How long do you want this bloodbath to go on?  10 minutes?  10 kills?  For
eternity?  This is where you can make that choice.

You can also save your game settings at the bottom of the screen for future
use.  But in my opinion, you should customize your settings further in the
Advanced Setup option, before you take up your memory space.

Play Your Scenarios: "Load Preset Games"
****************************************
So you've stumbled across a setup that you spent a painstaking amount of time
perfecting, and you can't bear to lose it.  Or maybe you've found a cool
minigame setup that you found on the net, and you want to preserve it for
future use.  Now, it's a button press away.  After you setup the game, simply
click on Save Game Settings, and you can save your file to either the
cartridge or your controller pack.  How sweet it is.
There are also a couple of preset scenarios for you to choose from already in
the menu.  Most must be unlocked, but a few are already available.  They are…

---Rocket Launchers---
Rocket Launchers are lots of explosive fun, and this scenario set in Area 52
is no exception.

---Complex Farsight---
Ah, does this place bring back memories!  Welcome back to the complex, this
time with a Maian Farsight added into the mix.  Sure, camping with the
Farsight is dirty, but it's sure a lot of fun!

---Capture the Case---
The classic capture the flag, only with a new Perfect Dark twist.  Set inside
the Skedar arena, this is even more fun with 4 humans, and no Simulants.

---Temple Explosives---
Once again, you return to the Goldeneye past with the classic Temple with an
explosive twist.

---Simulants---
Simulants, Simulants, and more Simulants!  Tons and tons of MeatSims and
NormalSims in the Skedar arena.  It is in my opinion, one of the coolest
presets, cuz since you're only against Meats and "Normies," it is a
slaughter.

---Hold the Briefcase---
This is another great preset, but be prepared to run.  First, find the case
on the ground, or pry it out of an opponents cold dead hands, then run like
the wind.  Its all about keeping on the move.

---Tranquilizer---
Welcome to the Warehouse.  The tranquilizer weapon set is at your disposal to
find and drug your opponents.  Lotsa fun.

---Slayer---
Another return to the Skedar arena, this time with the Slayer rocket launcher
at your disposal.  The fly-by-wire mode is great for seeking and destroying
your opponents without even moving.

---No Shields---
Once again, your pitted against your opponent in the Skedar arena, but now
there's (surprise!) no shields!  Staying on the move is incredibly important
to your survival.

---Automatics---
Machine guns in cramped hallways?  You better move!  The Pipes is full of
tight hallways to hide and stalk your enemies.

---King of the Hill---
King of the Hill in the good 'ol Skedar arena.  Its that simple!

---Pistol One-Hit Kills---
This is definitely my favorite preset scenario.  Why?  Cuz I love to get the
Most Professional award.  It's my fighting style to go stalking around, going
for headshots with a handgun.  This particular preset is based in Area 52.

---Sllllllooooooowwwwww Mooooootiiiooooonnnnn---
Perfect Dark ala Matrix.  Slow Motion in the Facility brings everything down
to a crawl, allowing you to plan your attacks in advanced.  It's also a lot
easier to achieve the coveted headshot.

---Cloaking---
We return to the Skedar arena a final time to duke it out.  This time,
there's Cloaking devices, so expect your opponents to come out of thin air.
Sweet.

You can also create your own scenarios in the Advanced setup or Quick Start
menus to save in this menu for future use.  The possibilities are endless,
and don't be afraid to experiment! ?

The Advanced Setup Guide
************************
As the name suggests, this is a guide to the Advanced Setup options.  There
are tons of customizable features in the Combat Simulator, and you can find
them all in here.  The Advanced Setup is for more experienced players, or
just the players that want to customize their options more than the Quick
Start offers.  I never go back to the Quick Start, now that I know what the
Advanced Setup.  For the more experienced player, there is no need for the
Quick Start.

---Game Setup---
Here, you can setup your game in a much more detailed way.  The menu choices
to customize are…

*Scenario*
Choose from the types of combat available to you.  The scenarios are covered
in much greater detail later on, but they include Combat, Hold the Briefcase,
Hacker Central, King of the Hill, Capture the Case, and Pop a Cap.  As with
most options in the Combat Sim, you need to unlock most of these first in the
Challenges.

*Options*
These are the basics of the basics.  The options menu includes options that
affect your basic Gameplay, such as slow motion and one-hit-kills.

*Arena*
The arena is where you and your opponents will duke it out.  Most of the maps
will need to be unlocked in the challenges, but only a few will be available
when you start.  Of course, these arenas will be covered in much more detail
later on in the fact.

*Weapons*
Now, seriously, is this that big of a surprise?  What would a deathmatch be
without weaponry?  A boring game, that's what!  There are several weapon sets
to choose from (most must be unlocked), but you can also customize your own
weapon set!  The weapons will be covered in more detail in the next section.

*Limits*
How long do you want your game to last?  There are three bars to move.  You
can choose your time limit, your kill limit, or your team kill limit… or all
three!  Choose what best suits your game.

*Simulants*
Do you want a huge war in the Combat Sim, but the only player available to
participate is you?  This was a huge dilemma in GoldenEye, but not anymore in
Perfect Dark.  Simulants (or bots) are computer-controlled opponents to fight
with or against.  They can be used to spice up a game with 4 human players,
or as a sole opponent in any scenario.  Once again, the Simulants will be
covered in more detail later on in the FAQ.

*Teams*
So, you want to take care of a grudge team style?  Do want to team up with
another player to take on a legion of Simulants?  There are tons of options
so mix and match.  There are several colors for teams, so you don't need to
pick color Coordinating characters as in GoldenEye.

---Stuff---
The "Stuff" menu includes stuff that either wouldn't fit, or didn't apply to
the setup menu.

*Soundtrack*
The Perfect Dark soundtrack is a great feature of the game that can make the
battle into an epic one.  There is a soundtrack to every level to choose
from, including an "X" track for every level.  An "X" track can be found in
the level when something intense happens, and the music follows suit!  There
are also a couple of other tracks, such as the ending credits that are worth
a look.

*Team Names*
Are you sick and tired being called the "Yellow Team?"  Now you can fix that
by changing the team name.  Now the Yellow Team can be know by a cooler name,
like the Yellow Jackets, and the Cyan team can be the Cyanides.  Use your
imagination!

*Lock*
Lets say that you're in a tournament, and you want to specify that the loser
of the last game can't customize.  Instead of using the honor system, this is
a lot easier.  You can lock out the last loser, winner, and more.

*Ratio*
Screen to screen ratio?  I think so…

*Split*
Do you want the two-player screen to be a horizontal split, or a vertical
split?  The choice is yours, but the horizontal split is the default, and is
a lot easier in my opinion.

*Start Game*
Duh… Or you could just hit "Start."

*Drop Out*
Let's say that you just prepped a battle with your three friends, and you… I
dunno… get the runs.  Your friends sure don't want to wait, so just drop out
and let your friends play.  Then you can come back and wait for them to
finish.  Sorry bout the stupid analogy… hehehehe.

*Abort Game*
Um…duh?

So there you have it, the Advanced Setup.  But now you're ready for combat!
Now you know the specifics of battle prep, but there's a long way to go.
You'll probably want to know more about weapons, Simulants, and how to build
and keep a track record on your own character's career.  These are only a few
of the things in store…
************************************************
*2. Arm Yourself!: The Definitive Weapons Guide*
************************************************
Lets get to the raw, juicy bit of the FAQ… the weaponry!  Ranging from
primitive to explosive, to alien; Perfect Dark has it all!  The definitive
weapons guide covers any weapon available in the Combat Simulator.

---Unarmed---
If you completely exhaust your ammo supply, or if you have recently spawned,
you are left to rely simply on your hands for survival.  Surprisingly, it's
not the end of the world.  Even taking on a heavily armed enemy, you can
still survive by disarming him and killing him with his own gun.  Or you can
simply beat him to death…
Primary Fire  - Punch
Secondary Fire- Disarm
Zero's Tip    - The only time punching will do you any good is against an
                unarmed opponent. Disarming, on the other hand, is very
                useful when you are unarmed, and an enemy is charging at you,
                armed to the teeth.  Simply swipe it away to really tick him
                off.  Hehehehe ?

---Falcon 2 (Silenced, w/ Scope)
This beauty is a standard sidearm for every Carrington agent, and for good
reason.  It is extremely accurate in close range shootouts, and only loses a
little of that accuracy in long range.  With a silencer, it's all of the
advantage of the Falcon, with none of the noise.  Also, with the scope, you
can improve the Falcon's long-range accuracy.  The auto aim is very useful in
dark levels, or to detect a camper hidden in the shadows.
Primary Fire  - Single Shot
Secondary Fire- Pistol Whip
Zero's Tip    - This is a standard weapon on most weapon sets, and is truly
                balanced in all of its aspects.  It is used primarily by me
                as a last resort weapon.  The silencer provides no extra
                advantage in a deathmatch, but the scope is useful to see
                over long distances.

---MagSec 4---
The MagSec 4 is for those of you that prefer power and ROF instead of
accuracy, and for those that feel that quantity over quality in a handgun.
The scope is a truly useful addition, but it extends far over any accurate
range.  But the three round burst function goes by the theory that at least
ONE has to hit.  ?
Primary Fire  - Single Shot
Secondary Fire- Three Round Burst
Zero's Tip    - MagSec 4, how do I love thee?  Let me count the ways…  Sure,
                I love fighting like a professional with sniper rifles and
                stuff like that, but sometimes, brutality beats accuracy.
                In a close range firefight, the skilled MagSec 4 user would
                probably win out against the skilled Falcon 2 user.  Why?
                Accuracy does jack when you're facing off in point-blank
                range.  Plus, with the three round burst, you can practically
                finish off your opponent in no time.

---Phoenix---
As far as Maian weapons go, this is just a little baby, but it still packs a
punch as far as pistols go.  Despite some weaknesses, though, this green gun
is still a fair choice.
Primary Fire  - Single Shot
Secondary Fire- Explosive Shells
Zero's Tip    - I must say, I was pretty psyched when I first earned this gun
                for the Combat Sim.  After I used it a few times though, I
                started seeking a better gun.  The explosive shells alone
                make this one of the best pistols easily, but I usually seek
                out the MagSec4 as a pistol.

---DY357 Magnum---
Its good to know that in the world of laser guns and explosives, that the
good old trusty Magnum still has a place.  It is extremely powerful, but it's
reloading and its ROF are extremely slow.
Primary Fire  - Single Shot
Secondary Fire- Pistol Whip
Zero's Tip    - No other pistol besides the next one packs the same punch as
                the Magnum.  In fact, its bullets are powerful enough to
                punch through not only doors, but through other combatants as
                well!  This can be especially useful for catching the coveted
                double or triple kill.

---DY357-LX---
This is the equivalent of the Golden Gun of GoldenEye, and has the same
effect.  This golden magnum was hand crafted for Trent Easton, and is like
the Magnum with one important difference… due to the gun's increased muzzle
velocity, any enemy hit by it will be killed on contact.
Primary Fire  - Single Shot
Secondary Fire- Pistol Whip
Zero's Tip    - It doesn't get more damaging then this!  If you can get your
                hands on this puppy, why go back to the magnum?  Try to get
                two of these puppies to help double the speed of the wickedly
                slow fire rate.

---CMP150---
This DataDyne machine gun isn't as strong as other machine guns, but it is
one of the most useful ones you can get your hands on.  The rapid fire uses
up the 32-round clip, and the fact that you can get two at a time makes this
a solid choice.
Primary Fire  - Rapid Fire
Secondary Fire- Follow Lock-On
Zero's Tip    - Some people will look down on this gun because it is the
                simplest generic one, but this is definitely one of the best
                to get in the heat of the battle.  It has an extremely fast
                ROF and reloading time, so you can finish some opponents off
                before they even know what hit them.

---Cyclone---
Okay, it DOES look like a vacuum cleaner… But its still cool!  This is one of
the fastest machine guns in the game, it does good damage, and you can hold
two of them.  This baby can empty its 50 round clip in a heartbeat.
Primary Fire  - Rapid Fire
Secondary Fire- Magazine Discharge
Zero's Tip    - Wow!  This is undoubtedly one of my favorite machine guns in
                the game!  I mean, one of these is good enough, but if you
                can find two, you're in business.  The coolest feature is the
                magazine discharge.  Basically, that means it unleashes its
                entire 50 round clip in about a couple of seconds.  Sweeet.

---Callisto NTG---
This is the main infantry weapon of the Maian army, and for good reason.
This is a rapid fire machine gun that spits the same laser bolts as the
Phoenix, only faster, and the secondary fire charges up for more powerful
shots.
Primary Fire  - Rapid Fire
Secondary Fire- High Impact Shells
Zero's Tip    - This is another lovely bit of Maian killing technology. The
                primary fire rivals most other machine guns, and the
                secondary fire punches an even stronger punch.  This is
                probably the second coolest alien gun available, behind the
                incredible FarSightXR-20.

---RC-P120---
Remember the RC-P90?  Think that, only bigger and better!  Now equipped with
a bigger clip and a faster ROF.  Not only that, but now you can use it to
cloak to surprise your enemy with the fastest gun in the game.
Primary Fire  - Rapid Fire
Secondary Fire- Cloak
Zero's Tip    - Once you earn this gun in the challenges, you'll probably
                finding yourself using this a LOT.  Why?  Cuz it doesn't get
                much better than this!  The rapid fire is great enough, but
                the cloak lets you pop out of the shadows to give your
                opponents a nice surprise, and then cloak again to go back on
                the hunt.

---Laptop Gun---
This concealed weapon is one of the fastest and best machine guns in the
game.  It comes with a 50 round clip to unload on your enemies, so this is
definitely one of the best choices you can make in battle.
Primary Fire  - Rapid Fire
Secondary Fire- Deploy as Sentry Gun
Zero's Tip    - Oooh, baby!  This is the most popular gun in my circle of
                diehard deathmatchers!  You can feel very secure with this
                gun in your arms… unless you're against a legion of Slayers…
                but never mind!  But even if you find a better gun, leave the
                Laptop Gun behind as a sentry turrent for a nice surprise.

---Dragon---
This beauty of killing technology is a true powerhouse of a machine gun.
Since this is such a great gun to pick up, that makes its secondary function
even more useful. ?
Primary Fire  - Burst Fire
Secondary Fire- Proximity Self-Destruct
Zero's Tip    - Never has a name described a gun so well!  This gun is so
                well rounded that some people put this on their top 10 list!
                and its popularity is one of its strong advantages.  Since
                it's so good, lots of people will go for it, but what if you
                used its second function as a proxy mine to plant near the
                real gun?!?  A fiery treat for the next one to go for it,
                that's what!

---K7 Avenger---
Remember the Soviet from GoldenEye?  Think of that, only… worse.  It's a
basic assault rifle, only with a puny clip at your disposal.  Be warned.
Primary Fire  - Burst Fire
Secondary Fire- Threat Detector
Zero's Tip    - When I first saw this gun, I rejoiced, thinking of how good
                the K7 Soviet was in GoldenEye Live and Let Die.  I picked up
                this gun to do battle with my AR34 equipped brother.  We both
                opened fire, and a couple seconds later, I found myself
                reloading as my brother shot me into pieces.  Don't get me
                wrong.  This is a good gun, just that you should know about
                its small clip.

---AR34---
When I first picked up this gun, I immediately noticed its striking
similarities to the AR33 of GoldenEye.  After a couple minutes, I realized
that it was only a little similar, despite its name.  For one, it lost its
star shaped muzzle fire, and it is a lot more accurate.  This is much more
versatile than the K7, so this is a good choice.
Primary Fire  - Burst Fire
Secondary Fire- Use Scope
Zero's Tip    - This is definitely one of the best choices to use in the
                Combat Sim.  It is strong, fast, accurate… and has a bigger
                clip than the K7.  It's just great…

---SuperDragon---
Yes!  What a beaut!  This heavier version of the Dragon packs a much bigger
wallop.  Plus, the Proxy mine function has been removed to make room for a
GRENADE LAUNCHER!  Doesn't get any better than this…
Primary Fire  - Rapid Fire
Secondary Fire- Grenade Launch
Zero's Tip    - Oh, yeah!  This is definitely, without question, my favorite
                gun in the game!  I mean, it so perfectly blends two types of
                firepower, that it is perfect.  Plus, it reloads at an
                alarming speed.  I mean, click the clip in, and you're done.
                In fact, I prefer this gun's grenade launch hands down over
                the Devastator's any day.  This is a keeper.

---Shotgun---
What would a deathmatch be without a shotgun?  Subtlety is not an option with
this all-powerful baby.  It does impressive splash damage for a non-explosive
gun, and can even shoot two shells at a time, if you want it too.
Primary Fire  - Shotgun Fire
Secondary Fire- Double Blast
Zero's Tip    - While this gun won't hold up to well against machine guns, it
                sure fairs well against pistols.  It is a average gun in my
                opinion, that packs a huge punch, if you can get by the slow
                ROF and reloading time.

---Sniper Rifle---
This was meant as a support weapon to pick off your enemies from afar, and
not a weapon to use in a heated firefight.  Therefore, it doesn't do much in
a deathmatch.  However, since it is so precise, it is useful in large arenas
to find campers and kill them with a headshot or two.
Primary Fire  - Single Shot
Secondary Fire- Sorry, but I have a bias here.  Since I like to think of my
                gaming style as professional, guns like this have a special
                place in my arsenal.  But using this gun is an acquired
                skill, especially in the Combat Sim.  It is not a good choice
                for levels such as the Facility, but is a good choice for
                ones such as the Skedar and the Temple.  Practice makes
                perfect.

---Mauler---
A typical Skedar weapon, brutal and vicious.  It fires as fast as you pull
the trigger, but it is fairly weak.
Primary Fire  - Single Shot
Secondary Fire- Charge Up Shot
Zero's Tip    - Okay, here's another bit of alien technology.  But you'd
                expect more from the Skedar, wouldn't you?  Sure, it fires as
                fast as you can pull the trigger, but it is weak.  Use the
                charge up shot to do some actual damage or look for a better
                gun.

---FarSight XR-20---
The ultimate sniper rifle.  Not only does this Maian weapon have a rail gun
effect that can shoot through walls, but it also has a target locator that
can track down opponents from across the arena to shoot them.  Sweeeeet.
Primary Fire  - Rail Gun Effect
Secondary Fire- Target Locator
Zero's Tip    - Believe it or not, this was meant as an anti-campers weapon!
                Instead, this makes it 10x worse!  If you get this gun, just
                find a dark corner or alcove and pick off your enemies from a
                safe distance.  Dirty?  Cheap?  You bet.

---Reaper---
Big, heavy, brutal, and inaccurate.  Much like a Skedar.  On the other hand,
it spews an unbelievable number of projectiles at an incredible ROF.  Forget
aiming, just let 'er rip.
Primary Fire  - Reapage
Secondary Fire- Grinder
Zero's Tip    - Awwww… the Reaper?  That's basically the reaction of my
                brother when he finds this gun.  Why?  Cuz he's one of the
                many warriors who have yet to master this gun.  Sure, I
                openly hate this gun.  But, I don't deny that this is a
                powerful option to wield.  Why?  Cuz it will scare the crap
                out of anyone near you when you let it rip.

---Devastator---
This is basically a grenade launcher.  The primary fire is a high velocity
grenade launch, and the secondary fire sticks grenades to a solid surface.
Primary Fire  - Grenade Launch
Secondary Fire- Wall Hugger
Zero's Tip    - Cool.  Yeah, that's it, cool.  That's IT.  It is extremely
                powerful, but the SuperDragon grenades seem more accurate, so
                I prefer the SuperDragon over the Devastator.

---Rocket Launcher---
You are hard pressed to find a deathmatch game without a Rocket Launcher of
some sort.  This game actually sports two!  The standard Rocket Launcher is
faster and more accurate than the Slayer, but I still prefer the Slayer.
Primary Fire  - Rocket Launch
Secondary Fire- Targeted Rocket
Zero's Tip    - Ooooh, baby!  In GoldenEye, the rocket launcher was the most
                powerful non-Golden gun available, and was the most fun to
                use.  The Perfect Dark version doesn't disappoint.  Sure,
                most people will discard this once they get the Slayer, but
                this is an extremely solid gun.  It's more accurate and fast,
                for one!

---Slayer---
Wow!  This gun holds it's ground well enough as a standard rocket launcher,
but the Fly by Wire mode is pure evil genius!  Use this mode to chase a
mobile opponent through a huge room.
Primary Fire  - Rocket Launch
Secondary Fire- Fly by Wire Rocket
Zero's Tip    - Okay, I know that I went through a huge speech on how the
                rocket launcher was a solid gun, but who needs that with this
                baby?  The Fly by Wire is simply phenomenal, and you'll
                quickly discover its perverse uses.  Try piloting this
                into the bathroom through the vents!

---Combat Knife---
Oh well.  I could just go on and on about the good features of a knife, but
what good is a knife against a guy with a gun?  Plenty.  This is great to get
the drop on your opponent and slit the poor fool's throat.  Guerilla warfare,
baby!  Or, you could keep your distance and lob a poison knife to
incapacitate your enemy.
Primary Fire  - Knife Slash
Secondary Fire- Throw Poison Knife
Zero's Tip    - Okay, maybe it can't compete with a gun of any kind, but it's
                still hella cool.  My favorite game is to have a couple of
                other players set up a fortification somewhere on the map.
                One of them has to go on patrol around the base.  In the mean
                time, the other team of two more players has cloaking, and
                knives to go after the patrol.  This has to be on one hit
                kills to be fun, though.

---Crossbow---
This is a great stealth weapon, but not much more.  The sedate function can
really mess up your opponent's vision, and the one hit kill is great.  I opt
for the sedate to get your opponent spitting mad.  Beware of the difficult
aiming and slow reloading.
Primary Fire  - Sedate
Secondary Fire- Instant Kill
Zero's Tip    - While some view this as a sporting weapon, I just don't like
                it.  I mean, come on!  It's slow, weak, and inaccurate.
                Where's the strong point?

---Tranquilizer---
This can make for an interesting game.  This fancy hypodermic needle strikes
fear into all of my enemies.  Why?  Either you can sedate them to screw up
their screen, or you can get up close and send em to where they came from.
Primary Fire  - Sedate
Secondary Fire- Lethal Injection
Zero's Tip    - Almost any game with the Tranquilizer is a good game.  Maybe
                not for your score, but its fun.  Nothing cracks me up more
                than sedating your enemy, and watch them stumble around,
                waiting for their screen to clear up.  This is kind of like
                an advanced crossbow.

---Laser---
Remember the Moonraker Laser from GoldenEye?  How could anyone expect the
coolest gun not to return?  This laser is a wrist-mounted hybrid of the
Moonraker and the Laser Watch, and does massive damage.  Plus, it has
infinite ammo.  Sweet!
Primary Fire  - Laser Blast
Secondary Fire- Short Stream Laser
Zero's Tip    - Yay!  The good 'ol laser is back!  I have so many memories of
                intense GoldenEye battles, dodging the blue beams that would
                constantly buzz by your head.  Now, its no longer a memory.
                First, it doesn't need ammo.  Second, its fairly strong.
                Third, it sucks.  That's right, it sucks.  Forget it.

---Grenade---
In my opinion, this is the supreme anti-camper weapon, especially in the old
favorite, the Facility.  But, I'll get to that soon.  Anyway, the primary
fire is simple enough.  Pull the pin, and it blows up in four seconds.  But
the secondary fire is a hyper bouncing version that won't blow up until
someone's nearby.  Sweet!
Primary Fire  - 4-Second Fuse
Secondary Fire- Proximity Pinball
Zero's Tip    - As I said before, this is great in many situations, including
                flushing out snipers or campers.  For instance, in the
                facility, give your enemies in the bathroom a surprise, by
                opening the door, lobbing in a Proxy Pinball, and close the
                door again.  Hehehehe…  Plus, its good to clear out a big
                room.  Experiment.

---N-Bomb---
A hand held Neutron Bomb?  It's not as devastating as you may think.  Be sure
to lob this far away from your own body as possible, because it will emit
energy waves that incapacitate anyone unlucky (or stupid) enough to be inside
the blast radius.
Primary Fire  - Impact Detonation
Secondary Fire- Proximity Detonation
Zero's Tip    - Ooooh!  There's nothing like setting one of these off in a
                crowded room!  The ominous rumbling and the fact that this
                darkens most of any arena will scare anyone sh… uh, witless.
                If you want it to explode on impact, stand back.  Or, you can
                leave it behind as a proxy detonator as an unpleasant
                surprise.

---Timed Mine---
Boom!  This is the simplest of all mines.  Nothing fancy here, just plant it
anywhere and it will explode in a few seconds.  It's that simple.
Primary Fire  - Timed Explosive
Secondary Fire- Threat Detector
Zero's Tip    - Okay, I found it!  I found the funniest thing in the game!
                Well, it's tied with sedating enemies.  Place a timed mine on
                an opponent!  Yes!  In a matter of seconds, they'll explode,
                wondering what happened.  Hehehe…

---Proximity Mine---
Sure, the Timed mines are a nice surprise for unsuspecting stationary
targets, but nothing beats the ambulatory features of the Proximity Mines.
Anyone who walks by one of these sets off a proximity fuse to blow them to
kingdom come.
Primary Fire  - Proximity Explosive
Secondary Fire- Threat Detector
Zero's Tip    - This was the coolest part of GoldenEye MP, now its better
                then ever!  This is either a pro ambush, or one to stop an
                ambush.  My favorite strategy is to place these in
                doorjambs, so no-one will see them until they open the door
                and it's too late.  Hehehehe…

---Remote Mine---
And finally there's the remote mine.  The remote mine is similar to the other
mines, except that now YOU choose when to detonate.  Simply place, and
detonate.  Ooooohhhhh, yeah!
Primary Fire  - Remote Explosive
Secondary Fire- Detonate
Zero's Tip    - This is in my opinion the second best mine available, behind
                the super-stealthy proxy mine.  The best strategy with these
                is to take hostages by placing the mine on your opponents,
                and threaten to detonate.  Be warned, that most won't listen
                to you.

*The Weapon Sets*
>From the weapons menu, there are several sets available to you, including a
custom set!  Of course, you will have to earn most of the guns, along with
the sets.
Please Note:  Slot 5 is always Shield, and Slot 6 is always Disabled
---Pistols---          ---Golden Magnum---
1. Falcon 2            1. Falcon 2 (Silenced)
2. MagSec 4            2. Grenade
3. Phoenix             3. CMP150
4. Mauler              4. Golden Magnum

---Automatics---       ---Explosive---
1. Falcon 2            1. Devastator
2. CMP 150             2. Devastator
3. Laptop Gun          3. Super Dragon
4. AR-34               4. Super Dragon

---Power---            ---Grenade Launcher---
1. MagSec 4            1. MagSec4
2. Magnum              2. CMP150
3. Shotgun             3. AR34
4. RC-P120             4. Devastator

---FarSight---         ---Rocket Launcher---
1. Phoenix             1. Mauler
2. Cyclone             2. Cyclone
3. Callisto NTG        3. Dragon
4. FarSight-XR20       4. Rocket Launcher

---Tranquilizer---     ---Prox. Mine---
1. Falcon 2            1. MagSec 4
2. CMP150              2. Laptop Gun
3. Dragon              3. K7 Avenger
4. Tranquilizer        4. Proxy. Mine

---Heavy---            ---Close Combat---
1. Mauler              1. Combat Knife
2. K7 Avenger          2. Combat Knife
3. Reaper              3. Timed Mine
4. Super Dragon        4. Crossbow

---Random---
1-6. Random

---Random Five---
1-5. Random

---Custom---
1-6.  You Choose! (Cool, huh?)

*************
*3. The Cast*
*************
In Perfect Dark, your character is everything!  In GoldenEye, most of the
characters' were almost identical, with the exceptions of Oddjob, Jaws,
Valentin, and the sort.  But, in PD, the characters have extremely different
builds.  For example, Cassandra is skinny, but is also extremely tall.
Carrington is really fat, but he's also short.  And the little Maians are,
well, little.  Except that they have big heads.  Hmmm… but don't forget that
you can choose heads AND bodies, so give a Maian a human head!  Sure, you'll
look like a freak, but its still effective.  Without further ado, here is the
cast list of Perfect Dark!  Remember, that most of these must be unlocked in
the challenges or the solo missions.
1. Joanna (Combat)
2. Daniel Carrington
3. Cassandra De Vries
4. CI Male Lab Technician
5. CI Female Lab Technician
6. CI Soldier
7.  DataDyne Shock Trooper
8.  DataDyne Security
9.  DataDyne Infantry
10. DataDyne Trooper
11. Secretary
Note: The rest of the characters must be unlocked
12. DataDyne Female Guard
13. Office Suit
14. Office Casual
15. DataDyne Sniper
16. Trent Easton
17. NSA Lackey
18. Joanna Leather (Grrrrr… ;-))
19. G5 Guard
20. G5 SWAT Guard ?~~~ My Character
21. Mr. Blonde
22. Joanna Trench Coat
23. CIA Agent
24. FBI Agent
25. Area 51 Guard
26. Area 51 Trooper
27. Pilot
28. Overalls
29. Male Lab Technician
30. Female Lab Technician
31. DataDyne Lab Technician
32. Biotechnician
33. Elvis
34. Maian
35. Elvis (Waistcoat)
36. Maian Soldier
37. Air Force One Pilot
38. Steward
39. Stewardess
40. Head Stewardess
41. Joanna Arctic
42. Alaskan Guard
43. The President
44. Presidential Security
45. NSA Bodyguard
46. President's Clone
47. Pelagic II Guard
48. Joanna Party Frock
49. Joanna Party Frock (Ripped)
50. Joanna Stewardess
51. Joanna Negotiator
52. Joanna Wetsuit
53. Joanna Aqualung
54. Joanna Lab Technician
55. Carrington Evening Wear
56. Jonathan Dark
57. Negotiator
58. Dinner Jacket 1
59. Dinner Jacket 2
60. Dinner Jacket 3
61. Dinner Jacket 4
There!  That's all!  But I have a few questions…
Didja notice that the name Maian could refer to the lost Mayans?  Doesn't
that make sense?
Didja notice that the Dinner Jackets look like our other favorite secret
agent?

---Choosing Your Character---
So, if character is everything, who will you choose to do your dirty work?
This is a pressing question, so I've devoted this section to pointers on
choosing a character that fits your style.

Pointer One:  Camouflage Counts
Use a character that can blend into the surroundings in the arena that you
are doing battle.  For example, put your character in a trench coat for
levels such as the Ravine.

Pointer Two:  Who Are You?
If you're taking on a legion of Dinner Jackets, join the crowd!  That will
surely make you more difficult to find if you're being pursued.

Pointer Three:  Super Freak
That's right, be "The Dirty Freak."  Of course, I mean the Maian/Human
hybrid.  Put the tiny human head, on the tiny Maian body to be the toughest
opponent around to hit.  You're opponents will curse your name in no time.

Didn't like my strategies?  Then pick whoever you want!  In fact, I don't
even usually listen.  My favorite is the G5 SWAT guard, but with a better
head.

---Character Setup/ Rankings and Awards---
My favorite feature of the Perfect Dark Combat Simulator is the option to
save your character for future use!  It tracks your record, and how many
medals you've won!  The possibilities are endless.

-Name-
What's your name?  You have a couple of options here.  First, just put your
name.  Ewww, how uninventive.  Second, choose a name that strikes fear into
the hearts of all of your opponents.  A name that will keep your foes at bay.
Mine is currently… ZeRo.  Oh well, but before that it was Megadeth.  Cool,
huh?

-Control Settings-
Once you've chosen your name, customize everything else as well!  Choose your
control style, Reverse Pitch, Look Ahead, Head Roll, Auto-Aim, Aim Control…
and lots more.  Also, here's the other main feature… Paintball.  Before, I
thought this was cool, until I found out this was the no-blood mode.  What
fun is that?

-Character-
As I said before, character is everything, so you should pick the coolest
character you can find.  Or most strategic, as strategy goes.  My three
favorites are the G5 SWAT Guard, the Shock Trooper, and the Sniper.  Pick
your favorite.

-Player Options-
These are basic options that will affect only your character during Gameplay.
They include, highlight pickups, highlight players, highlight teams, and
radar.

-Statistics-
The ultimate bragging rights.  By saving your statistics, you can prove to
all of your friends your unquestionable skill.  The stats saved on your pak
include…
Kills- How many kills you have
Deaths- How many times you died
Accuracy- How accurate are you?
Head Shots- How many head shots do you have?
Ammo Used- The amount of ammo you used.  This can get quite high…
Damage Dealt- The amount of blood you've spilt… literally.
Pain Received- The amount of blood that you lost.
Games Played- The amount of games you've played
Games Won- The number of games you've won
Games Lost- The number of games you've lost
Time Spent- How long have you played.  For addicts, this will be really high.
Distance- How much distance have you traveled?  Campers will find this number
          Strangely low…
Medals
******
Green Star- Accuracy
Yellow Star- Head Shot
Red Star- Kill Master
Blue Star- Survivor

Ranking
*******
The better the player you are, the higher your ranking.  There are 21
rankings, and you start on 21, working your way up.  You'll need to devote a
lot of time into this, if you want to be #1.
21) Beginner
20) Trainee
19) Amateur
18) Rookie
17) Novice
16) Trooper
15) Agent
14) Star Agent
13) Special Agent
12) Expert
11) Veteran
10) Professional
9) Dangerous
8) Deadly
7) Killer
6) Assassin
5) Lethal
4) Elite
3) Invincible
2) Near Perfect
1) Perfect

Well, there you have it.  The cast of Perfect Dark is ever expansive, and is
filled with tons of customizable options.  But we still have a long way to
go… So here we go!

***************
*4. The Arenas*
***************
The Combat Arenas will be your new homes, so get to know them well.  They
range from sprawling rooms to cramped hallways.  They are designed for
maximum playing fun and experience.  It is incredibly important to know these
arenas as well as the back of your hand.
PS:  I am looking for someone to make ASCII maps for my FAQ.  Please submit
one of any Combat Sim level for review.  I will pick the author of the best
map to make the other maps for me.  Submit your maps to ZeroX2004@hotmail.com

*Dark Arenas*
The Dark Arenas are brand spanking new maps for your combat pleasure.  That
means all you GoldenEye veterans are faced with new challenges.  I,
personally, know every level off by heart, but that's because I'm obsessed.

---Skedar Arena---
This is Skedar architecture at its best.  This is a fairly simple arena, and
full of tight hallways, uneven surfaces, and large rooms.  This is a good
level for beginners, and an old fave for some veterans.
Difficulty: 2/10
Fun: 7/10

---Pipes---
The Pipes are meant to remind you of the DataDyne basement, but I don't see
much of a resemblance, do you?  Take heed, this is a very dangerous arena,
full of dark pits that beginners can easily loose their footing and plummet
to their own death.  It's also fairly easy for seasoned veterans to slip up.
Unfortunately for you, the best weapon is located on the thin strip of pipes
below, making you an easy target.  Good luck
Difficulty: 9/10
Fun: 7/10

---Area 52---
Area 52 has the feeling to it that makes it feel like a military base meant
to withstand an atomic bomb!  There are complex underground hallways that are
easy for some to get lost in, gigantic rooms full of brick hideaways, and
sniper battlements to pick off your opponents.  Its tons of fun to put a
sentry turret on one of the sniper points to clean out any invader that
decides to come through, while you're across the way, cleaning out your side
of the map.
Difficulty: 7/10
Fun: 8/10

---Warehouse---
The Warehouse is a pleasant mix of open spaces and cramped crawlways with
something for any type of combatant.  There are chambers filled with stacks
of crates to crawl upon and shoot at passerbies unfortunate enough to cross
your path.  Be warned though:  the air shafts are extremely claustrophobic,
and the wrong place to solve problems with explosives.
Difficulty: 7/10
Fun: 7/10

---Ravine---
You thought the Pipes were dangerous?  Wait until you see this place!  The
Ravine is cut into rock walls and overlaps itself several times, making a
sniper's paradise.  Unfortunately, the gigantic chambers of the Ravine are
surrounded by endless pits, meaning that one fell step spells disaster for
all.  When I am in this level, I can't help but feel paranoid.  After all,
there are tons of hallways and shadows for your opponents to ambush you, and
if you blaze through this level too fast, you fall into a pit.  Watch your
step.
Difficulty: 10/10
Fun: 6/10

---G5 Building---
This is another dangerous level.  The G5 Building is a compact, multilevel
complex, with a bottomless pit separating both sides.  Several dangerously
thin bridges cross the pit.  To make matters worse, many intense battles take
place over this pit, so choose your battles wisely.  There are tons of tight
hallways, and one foxhole to lay traps and the sort.  The best approach is to
find the upper footbridge with the wall on one side and camp out.  Or, just
plant a sentry turret!  Pure evil genius!
Difficulty: 8/10
Fun: 9/10

--Grid---
This is Matrix ala Perfect Dark.  The Grid is an exquisite mix of grand
foyers and cramped hallways, blending into a diverse battlefield (whoa…big
words!).  This is one of my favorite levels in the game, and is the main
arena in my deathmatching group.  Why?  Well, the Matrix is my favorite
movie, and the two giant foyers are filled with pillars, just like the
infamous infiltration scene.  But anyway… The largest foyer is split into two
floors, with an elevator on the top floor, and a glass floor bridging the gap
across the foyer.  There are rows of pillars on each floor, providing good
cover during the many intense firefights that will inevitably occur here.
The two large foyers are connected by a series of cramped hallways and
cubicles.  It is impossible to get lost in this level, so it's great for
beginners and veterans alike.  This is one of the best levels, so arm
yourself and enter the Matrix!  Well, not really, but you know…
Difficulty: 1/10
Fun: 10/10

---Villa---
Don't let the serene beach atmosphere fool you.  This is a place of death.
This is a HUGE arena, with mostly large split-level rooms connected by
tunnels or hallways.  However, the tunnel system is fairly basic, and it's
pretty hard to get lost.  This arena has lots of bright colors, except for
the shadows, so choose your character accordingly.  Most people feel that
this is the best multiplayer arena, but I'm unsure of that.  The main
strategy here is to keep moving.  This arena is very large, so the weapons
are spread out.  Find a gun and keep on the move.
Difficulty: 3/10
Fun: 8/10

---Sewers---
Dank, dark, cramped tunnels make up the Sewers arena.  This of course means
that you'll probably need to get in your enemy's face to earn a kill.  There
are only peepholes, and no wide-open spaces, so try to know this
claustrophobic maze of the top of your head.  There are few rest stops from
the tight tunnels, so these are great places to camp out and wait for the
next wary traveler to journey into your line of fire.  All in all, I
definitely dislike this arena.  Maybe because it's the only one that still
confuses me!
Difficulty: 9/10
Fun: 3/10

---Base---
The Base is made up of narrow hallways and ramps that connect the two floors,
leaving little room for an expansive firefight.
The Base décor reminds me of the Warehouse, and there are tons of tight
crawlspaces to match!  In my opinion, the coolest feature of the level is the
bulletproof glass floors and the waist high walls on the second floor.  I
have had many battles turn sour by not crouching here, so keep low to the
ground.  This level can be confusing, and the last thing that you want is to
get lost while evading pursuers, so know it well!  In the main rooms with the
glass flooring, there are plenty of crates on the first floor to use for
cover, so duck while laying down cover fire.
Difficulty: 6/10
Fun: 7/10

---Fortress---
It is obvious that this arena was made with hardcore deathmatching in mind.
The Fortress is divided into four color coded sectors, with three floors.
The main Fortress room on the third floor has overhangs for each color, and
waist high pillboxes to seek cover behind.  The first floor in the main room
is in shape of four thin bridges that cross the pit below the upstairs.  The
bridges are very bad places to be.  I suggest that you stock up on ammo and
weaponry, and hide behind one of the pillboxes, defending your color.  This
is a phenomenal arena, so happy hunting!
Difficulty: 1/10
Fun: 10/10

---Ruins---
The topography of the Skedar Ruins makes this the eeriest arena in the Combat
Sim.  On the outside of the Ruins, cramped ravines cut through the
mountainside, while the inside has the feel of a long abandoned military
base, with the power shorting out.  I always feel paranoid wandering through
the halls, with the lights flickering, while I hear the deathcries of a
victim a couple of hallways over.  Bloodthirsty players (like me!) will enjoy
the added feature of scaring the crap out of their victims, before they send
them to the afterlife. Walk slowly, and get a big and good gun.  It feels
like something out of Aliens.
Difficulty: 7/10
Fun: 7/10

---Car Park---
Warriors, arm yourselves and get ready to rrrrrrrumble!  The Car Park is full
of wide-open rooms and staircases to set the scene for epic battles.  This is
especially fun with Proxy mines or grenades, because half of the fun is
lobbing them down the winding staircases.  Jo never sees this in the Solo
Missions, but I figure that it's from the G5 Building.  One of the most
important things to remember is that to beware of guerillas hiding in the
shadows.  Therefore, the shadows make excellent spots for your sentry turret
or Proxy mines.  Hehehehe…
Difficulty:  0/10  (oh, please!)
Fun: 9/10

*Classic Arenas*
Yesss!  This is a dream come true for old GoldenEye veterans, and an
opportunity for those who never played GoldenEye to see what they missed.  I
only have a few regrets about some of the arenas that were left out, such as
Library, Bunker and Archives.  However, Rare did an excellent job of picking
the best of the best.

---Temple---
Abandon all hope, ye who enters here.  The Temple should definitely be a
familiar memory for anyone who played GoldenEye MP, and I am glad to see it
back.  It is almost identical to the GoldenEye Temple, except that it has a
gloomy color scheme, and now you can fall through the gaping hole in the main
chamber!  No more going the long way around to chase someone that's right
under you!
Difficulty: 1/10 (come on, remember?!?)
Fun: 9/10

---Complex---
Ugh!  In GoldenEye, I absolutely despised this level.  It was cramped,
confusing, and big.  But I changed my mind once I played the new version.
There are a slew of minor changes throughout the arena, such as new sniper
positions, connecting passageways, and of course you can fall of ledges now!
The colors make it feel techy, and cold… so warm it up with some bright red
(understand?)!
Difficulty:  7/10
Fun: 8/10

---FACILITY---
I refuse to call this the Felicity.  Where did they come up with that name?
Anyway, the Facility is back and better than ever.  Unfortunately, I was led
to believe that you would be able to access the entire Facility now, but the
arena is still the same.  The vents now have an alternate exit that drops
off behind the bathroom, which is useful when you spawn and there's someone
 in the bathroom trying to shove a Slayer in your face.  This was my favorite
 level in GoldenEye, and it doesn't upset in Perfect Dark.
Difficulty: 2/10
Fun: 10/10

As I said before, these arenas will be your new homes, so know these like the
back of your hand.  Know the spawning locations of items and opponents to
gain an (unfair?) advantage.

******************
*5. The Simulants*
******************
Hallelujah!  Finally, GoldenEye's biggest MP problem has been fixed!  With
the addition of Simulants/Bots, you can play a good deathmatch, all by your
lonesome.  While even the most advanced Simulants can never match the
challenge of a human opponent, they provide a definite challenge.  Whether
you're taking on a legion of Simulants, or you use a couple to spruce up
Gameplay with your friends, Simulants are a welcome addition.

*Simulant Types*
There are several different types of Simulants to place in Gameplay with you,
and their personalities differ with each type.  You can simply designate
their difficulty level, their specific personality, or both!

---Normal Simulants (Difficulty)---

MeatSim
A waste of bioengineering.  It is basically a piece of meat to slaughter as
you please, for it has no accuracy, skill, or speed.  Even beginners should
have no problem.

EasySim
Unlike the idiotic MeatSim, the EasySim possesses at least the bare minimum
of survival tactics.  While still severely inaccurate, it can still be a
threat, albeit a minor one, at close range.  It won't put up much of a fight.

NormalSim
The NormalSim was made to equal to the abilities of an average player who is
a fairly good player in a deathmatch.  It usually won't keep you running for
safety, but this Sim can hold its own.  Don't underestimate it.

HardSim
The hardened veteran of the Sims.  The HardSim hunts for the best weapons,
uses radar, lays traps, and will pursue you until it destroys you.  Keep on
the move, or you won't live to see another battle.

PerfectSim
Though the PerfectSim is fiendishly skillful, it is hardly perfect.  It uses
all the tools available to it, and some that shouldn't be available to it
(it's a cheater!) to hunt you down.  When it finds you, it will definitely
achieve the headshot, and you'll die in seconds.  Beware.

DarkSim
This doesn't represent any skill level.  This is simply a twisted joke from
DataDyne that operates at a skill level above that which can be achieved by
any human player.  Within seconds of spawning, it will have double Cyclones
and be in your face, shooting you in the head. The DarkSim is the ultimate
cheater, and the ultimate opponent.


---Special Simulants---

PeaceSim
As the name implies, this Sim hates violence.  In fact, the PeaceSim will go
around hoarding weapons so people don't pick them up, and disarm people for
their weapons.  Therefore, they'll drop a payload of weapons when you kill
them.  Just don't let them sneak up on you…

ShieldSim
Like some human players I know, this Sim is a shield addict.  It will always
go for the shield, even if it has no weapons!  In fact, if you damage its
shield in the least bit, it will retreat to get another shield!  My advice is
don't let it.

RocketSim
This is the pyromaniac of the Simulants!  The RocketSim will always pursue
the explosive weapons, and will set them off, even if doing so would spell
death for itself!  Avoid this Sim, or kill it before it can get an explosive.

KazeSim
This is fearless, suicidal menace.  It will make suicidal runs, even with no
weapons, to try and destroy you.  It fears nothing, and that makes it a
dangerous enemy.

FistSim
Unlike the PeaceSim, the FistSim is violent.  Like the PeaceSim, though, it
will hoard weapons and try to engage you in hand-to-hand combat.  It won't
use weapons, but it will do good damage with its hands.

PreySim
This Sim truly feels that honor is a minor detail in a fight to the death.
The PreySim dislikes competition, so it will hunt down the easiest targets to
gain an easy kill.  Its favorite targets include weakened opponents that are
unarmed or armed with a weak weapon, and enemies that have just spawned.  The
PreySim also loves to cloak, so beware.

CowardSim
This is the SimWussy.  It flees to safety at the mere sign of confrontation,
and will only confront you if it has a superior weapon.  Carry a big gun, and
you will rarely meet this Sim.  Hide out and try to catch the coward off its
guard.

FeudSim
Stay out of this Sim's way!  If the FeudSim goes after you, it will hunt you
until the end of the game!  It will mercilessly hunt its target, even if you
kill it.

SpeedSim
As the name suggests, this Sim is extremely fast.  It's definitely faster
than you, so it's difficult to hit with standard weaponry.  It's impossible
to flee, so stand and fight like a man.

TurtleSim
This Sim is the opposite of the SpeedSim.  It moves at a much slower rate
than most players, but it has a shield that is twice as strong as the
standard shield!  Fortunately for you, it has restricted mobility due to its
shield.

VengeSim
This is a psychopathic Sim!  This Sim will completely ignore other players
just to attack the player that last killed it!  It attacks with a vicious
rage; so to avoid its rage, just leave it alone.

JudgeSim
This is the only decent Sim.  The JudgeSim acts like the judge of the
battlefield, going after the winning player to even out the odds.  That means
if you are an expert playing against some young rookies, expect this Sim to
come after you!


*A Simulant Teammate*
Fighting a Simulant opens up new strategies, but what if you are paired with
a Simulant on your team.  Luckily, a Simulant is just a computer program, so
you are its boss.  Perfect Dark is revolutionary in its ability for you to
command your legion of Sims to send them into battle for you!  How?  It's
easy…
First, Hold down 'A' and press 'Z' twice.  Then, a pie menu should show up
with some orders.  If you have multiple Simulants on your team, hit 'Z' again
to bring up a new Simulant's menu.  Or, hold down 'R' to give the orders to
all of your Sims at once!
---Commands---
-Attack-
The Simulant will hunt down your selected target with a vengeance.  Choose
the target and watch as your Sim hunts down its target in cold blood.

-Follow-
If your Sim is in danger, and you want it to join you in a retreat, tell it
to follow you.  It will follow you, but will leave your side to kill
attackers.

-Defend-
This will make the Sim more passive than aggressive.  The Sim will stake out
its territory and guard it against intruders, attacking only if it is
directly assaulted.

-Protect-
If you are badly wounded, this will make your Sim stick by your side and
protect you from enemies.  The Sim will stick by your side even if it is
attacked.

-Hold-
This will make the Sim hold its ground.  It will stay in the same place, even
if it is attacked!  This is a great way to set up traps for your enemy.  Hide
in the shadows and wait for someone to go after your Sim, then shoot the
enemy.  Sweet!

****************************
*6. Zero's Laws of Survival*
****************************
This is a returning feature from my Rage Wars FAQ to help you tone your
deathmatching abilities and strategies.  Some of these are directly from my
Rage Wars FAQ, but most are new.  If you would like to submit some of your
Laws of Survival for full credit on my FAQ, submit them to
ZeroX2004@hotmail.com .  If they are good, I will post them in an upcoming
version.

Rule No. 1: Mercy Is For The Weak
Okay, this is from my Rage Wars FAQ, but it is a useful and necessary law.
Basically this says "Don't let wounded enemies escape!"  They will return
with possibly a shield or better gun to massacre your merciful self.  It just
doesn't pay to be nice…

Rule No. 2: Hide the Shields
That's right, hide the shields!  How?  Shoot the all-important shield into a
corner or into the shadows.  The spawning location will change to the new
location, and only you will know where it is.  By passers will just think
that someone picked it up, when it is actually in a new spot.

Rule No. 3: Understand the Radar
I know what you're thinking.  Retard, everyone knows how to use radar.
Actually, it's a little different and more useful than you may think.  If a
dot is a square on the radar, the player is on the same level as you.  If it
is an up or down facing triangle, they're on a different level than you.
Items may appear too, depending whether you turned that option on.

Rule No. 4: Remember Pickup Locations
Pay attention to where you find your weapons, because it is good to know
where you found it in the future.  For example, usually the Slot 4 Weapon is
the best in the weapon sets.  If you find it, remember where so you can pick
it up in the future.  Or better yet, use Rule 2's strategy to hide it!

Rule No. 5: Lay Traps
Don't be afraid to plant down your Laptop Turret once you find a stronger
weapon.  But there are certain rules to planting traps efficiently.  First
off, plant Proxy Mines, Dragons, Sentry Turrets, etc. in shadows.  That way,
they will harder to detect, and will work better.  Its also advantageous to
plant sentry turrets in high-traffic areas so they can have a chance to kill
more people and work at max efficiency.  It's also a good idea to plant Proxy
mines near human spawning locations to take out your enemy before they know
what hit them.

Rule No. 6: "He Who Fights And Runs Away…"
"…Lives to fight another day."  Yep, it's true.  Retreating is definitely the
way to survive when the battle's not going your way.  Sure, your opponents
will get really aggravated and call you a wuss, but you will be alive.  This
is especially useful when you are taking on a Laptop Gun with a Falcon 2.
Come back with a stronger gun to show them who's the wuss.

Rule No. 7: Take Cover
Take cover during prolonged firefights.  If a group of people is fighting it
out all around you, take shelter in a doorway or behind a pillar.  Once the
action tones down, take out the survivors.

Rule No. 8: To Camp or Not to Camp?
Camping is a dirty tactic, and even campers know that.  But it is extremely
effective.  There's no safer way to rack up the kills from a safe distance
quite like camping out with the FarSight.  But that way, you miss out on much
of the fun and frenzy involved with a firefight.  Plus, you're opponents will
be extremely frustrated with you for camping.  I usually alternate between
camping and getting in your enemies' faces.  If you do camp, be sure to camp
from the shadows, or in a secluded alcove.

Rule No. 9: Go Out With A Bang
If your health is next to nothing, and you've got five opponents after you,
what do you do?  Give up?  NO!  If you're going down, take someone with you!
Even if its in close quartered combat, launch a few explosives to take down
some chargers.  Or let lose a machine gun barrage.  Go out with a bang, not
with a whisper.

Rule No. 10: Manage Your Weapons
If you're heading into an airshaft that you know is chock full of enemies,
what weapon do you equip?  Explosives will just get you killed.  So think.
In such close quarters, do you really need accuracy?  Pull out a strong,
fast, non-explosive weapon to get the job done.  Always have the weapon to
get the job done right.

As I said before, I love contributions.  I know that there's a lot of better
Laws of Survival out there, so send them in to ZeroX2004@hotmail.com for
credit!  I'll anticipate your input…

**************
*7. Scenarios*
**************
There are several different varied methods of Gameplay available to you in
Perfect Dark.  They range from Classic Combat to Pop A Cap, and they all will
test your skills in different ways.  By the way, I know that this is a weird
location for this section, and I hope to move it up further in the future.
Most of the Scenarios must be accessed in the Challenges, and all can be
accessed once they're earned in the Scenario menu in the Advanced Setup and
Quick Start menus.

---Combat---
Pure and simple deathmatching.  This is classic deathmatching, and is the way
to hone in on your basic skills.  Find the best weapons and kill your
enemies.  Lay traps, and fortify positions around the map.  This is classic
multiplayer fun at it's best.

---King of the Hill---
This is classic KOTH with a new Perfect Dark twist.  KOTH has an interesting
blend that requires both the methods of camping and keeping on the move.  A
section of the map will light up in green, and that is the new location of
the "hill."  Once you run into the green light, the light will change into
your team color, and you have the "hill."  Hold it for about 20-30 seconds,
defending it at all costs, and the hill will move to a different location,
and you gain a point.

---Hold the Briefcase---
Remember "The Living Daylights" in GoldenEye?  Maybe not, because it sucked.
Anyway, the old LD from GoldenEye has been redone, so that it fits into the
revamped PD Gameplay.  A briefcase is placed at a random location, and the
object is to pick it up.  If you hold it for 30 seconds, you earn a point.
If you are killed, the briefcase can be picked up by another player.  The
object is to hold the case as long as possible, therefore you need to keep on
the move constantly.

---Capture the Case---
Capture the Flag, Perfect Dark style.  Each color team has a case in a base
somewhere on the map.  The goal is to infiltrate the enemy's base and steal
their case.  Once you have their case, take it back to your base to earn a
point and reset their case back to it's default position.  Note:  You cannot
earn a point if they are in possession of your case at the time.

---Hacker Central---
This is a unique method of Gameplay that proves to be a challenge, especially
in small arenas.  A computer terminal and a Data Uplink are placed in random
spots around the map.  The object is to pick up the DU and hack into the
terminal with it.  When you are hacking in, you are defenseless, and if you
step away, the connection download is severed.  If you can stay connected
without being killed, the download will finish and you will earn a point.
Sound hard?  Damn straight it is.

---Pop A Cap---
In my opinion, this is one of the most fun scenarios.  It's combat with a
twist, where you alternate being an aggressor, and the victim.  One person is
randomly chosen to be "The Victim," meaning that they are the hunted.  If the
victim is killed, the killer will gain two points.  If the victim stays alive
for a set period of time, he will earn a point.

Those are all of the scenarios.  To unlock them you must beat…
Hold the Briefcase   2 Challenges
Capture the Case     4 Challenges
Hacker Central       6 Challenges
Pop A Cap           12 Challenges

***************
*8. Challenges*
***************
So these are the Challenges.  You already heard that to unlock 98% of the
stuff in the Combat Sim, you have to beat the Challenges.  What are the
Challenges anyway?  They are a series of 30 challenges that test your skill
to the max.  The first 10 or 15 are basically simple enough, but the last 10
are ridiculously difficult to push your gameplaying ability to the max.  It
seems that these were thrown in only as a sick, cruel joke by Rare, and they
used the rewards to hang over your head.  Yes, fellow gamers, you must beat
the challenges.  How?  Here are some strategies to use… Good Luck.

---Challenge One---
Scenario: Combat
Arena: Skedar
Sims: ShockSim (Meat)
Weapons: Falcon-2
         CMP-150
         Sniper Rifle
         Dy357 Magnum
         Dragon
         Disabled

Oh, come on!  Do you really need help?  This is easier than easy!  The stupid
Shock Trooper will wander around getting stuck at walls, never pulling the
trigger.  He'll run away from you, getting lost in the process.  If you can't
beat this, why are you reading this?  Close your internet browser, and try to
sell your game.
To Win: 4 Points
Time: 5 min
Difficulty: Give me a Break!


---Challenge (?) Two---
Scenario: Combat
Arena: Area 52
Sims: ShockSim (Meat)
Weapons: Combat Knife
         Falcon 2
         Cyclone
         Dragon
         Rocket Launcher
         Disabled

Yawn.  You should be able to beat this without picking up any weapons.  But
what's the fun in that?  Especially with Rockets.  Find a gun (it doesn't
matter which one!) and hunt down the little wuss.  If he finds a rocket,
he'll just kill himself when he tries to get you.  *Snicker*
To Win: 8 Points
Time: 5 min
Difficulty: What Difficulty?


---Challenge Three---
Arena: Pipes
Sims: TechSim (2 Meats)
Weapons: MagSec 4
         CMP-150
         Timed Mine
         Dragon
         AR-34
         Disabled

Since you ARE in the Pipes, remember that the bottom of the level is a
bottomless pit with crisscrossing pipes.  With that in mind, expect another
cakewalk.  You're against two Sims now, so be careful!  Hehehe… Yeah Right!
Plant a Timed Mine on one to create a messenger of death for your opponents.
To Win: 8 Points
Time: 5 min
Difficulty: Still None…


---Challenge Four---
Scenario: King of the Hill
Arena: Skedar
Sims: CISim (Easy)
Weapons: MagSec 4
         CMP-150
         Dragon
         K7 Avenger
         Shield
         Disabled

Oh, God!  Pack your bags and run!  Not an EasySim!  Hahaha!  It's still an
idiot, so chill.  It's easy.  Go to the hill and stay there.  Usually, you
won't even see the EasySim unless it's in passing.  If it shoots, shoot back.
No sweat here.
To Win: 4 Points
Time: 10 min
Difficulty: Yawn… 0


---Challenge Five---
Scenario: Combat
Arena: Complex
Sims: CassSim (Easy)
Weapons: Cyclone
         Hand Grenade
         AR-34
         FarSight-XR 20
         Shield
         Disabled

Yawn!  Welcome back to the Complex for what may be the anti-challenge.  This
is so simple, it's hilarious!  I don't think you need any help, but since
this is a FAQ… Find the FarSight-XR20 and go into the main upstairs room.
You know which one I mean.  The one with two sniper points and one ramp
leading up to it.  That's where it is.  Hide there and pick off Cass with the
FarSight.  Easy as pie.
To Win: 10 Points
Time: 10 min
Difficulty: None


---Challenge Six---
Scenario: Hold The Briefcase
Arena: Area 52
Sims: 4 WorkSims (Meat)
Weapons: CMP-150
         Dy357-Magnum
         Shotgun
         K7 Avenger
         Shield
         Disabled

Area 52 can be a little confusing for some beginners, but that won't be a
problem.  You are practically invincible against these Meats, so just find
the case.  Maybe, you'll need to remove the case from a MeatSim's cold, dead
hands, but that shouldn't even pose a minor problem.  Find the case and keep
mobile.  Enjoy the simplicity while you can.
To Win: 6 points
Time: 10 min
Difficulty: Zip


---Challenge Seven---
Scenario: King of the Hill
Arena: Warehouse
Sims: JoSim (Easy)
Weapons: Falcon 2
         MagSec 4
         Cyclone
         Grenade
         Shield
         Disabled
Other: One-Hit Kills

Since it's one hit kills, the Cyclone is the weapon to get.  It's especially
effective if you can get double Cyclones to use.  Simply find the hill on
radar and go there.  If she intervenes, blast her with the Cyclones.  Since
she is stupid, though, watch out for her grenades.
To Win: 5 points
Time: 10 min
Difficulty: ehhh… none


---Challenge Eight---
Scenario: Capture the Case
Arena: Skedar
Sims: SnipeSim (Easy)
Weapons: MagSec 4
         K7 Avenger
         Shotgun
         SuperDragon
         Shield
         Disabled

Okay, now.  You only need to get the enemy's case three times against an
EASYSIM.  Get ready to run.  Sure, its easy, but the Sniper's base is across
the map.  You can run much faster than him, so grab his case and return it to
you base.  Then, wait until he arrives and blast him before you make another
case run.
To Win: 9 points
Time: 10 min
Difficulty: Zilch


---Challenge Nine---
Scenario: Combat
Arena: Ravine
Sims: TrentSim (Normal)
Weapons: Falcon 2
         Dy357 Magnum
         Timed Mine
         Laptop Gun
         FarSight-XR20
         Disabled
Other: One Hit Kills

NormalSim???  Don't sweat it; you're ready for this.  Grab the FarSight and
find a nice hidey-hole to camp in.  Camp out, sniping out Trent before he
knows what hit him.  Since you are facing a NormalSim, you might want to
place a Laptop Gun as a last line of defense.  Other than that, it's a
breeze.
To Win: 10 points
Time: 10 min
Difficulty: ZeRo


---Challenge Ten---
Scenario: Hacker Central
Arena: Temple
Sims: GuardSim (Easy)
Weapons: CMP-150
         Cyclone
         Remote Mine
         AR-34
         Shield
         Disabled

First, find the Data Uplink and gather a nice cache of weaponry.  Then, head
to the CPU terminal.  If the Sim is nearby, wait until he arrives and blast
him.  Immediately start downloading.  If you're lucky, you'll get finished
with both before he returns.  Simple.
To Win: 4 points
Time: 10 min
Difficulty: None


---Challenge 11---
Scenario: King of the Hill
Arena: Complex
Sims: BlondeSim (Normal)
Weapons: MagSec 4
         Tranquilizer
         Shotgun
         K7 Avenger
         Shield
         Disabled

This could take awhile.  First of all, find an Avenger and a shield.  Second
of all, find the hill on radar and head for there.  If you're lucky, you will
have beaten Blonde to it, otherwise, you'll need to fight for it.  Take the
hill, and watch your radar to guess on what entrance he'll come through.
When he walks through, blast him.  This is a fairly difficult challenge, and
the Sim will always have a shield.  Therefore, if you fight him without a
shield, you will loose.  This is a cruel awakening from the simple challenges
of 1-10.  Good Luck.
To Win: 10 points
Time: 10 min
Difficulty: 5/10


---Challenge Twelve---
Scenario: Combat
Arena: Skedar
Sims: JoSim (Hard)
Weapons: Falcon 2
         Sniper Rifle
         Shotgun
         SuperDragon
         Shield
         Disabled
Other: Slow Motion

Well, now we're getting into the challenging ones.  This is your first
encounter with a HardSim in the challenges, but you probably won't notice.
After all, this challenge is in super slow motion.  Slow motion is a feature
that you should take advantage of.  The JoSim will immediately go for the
SuperDragon.  YOU CANNOT LET HER GET IT!  Why?  It's simple.  The guns are
super slow in slow motion, but the SuperDragon's secondary grenade launcher
knows no bounds.  Jo will launch those grenades at an alarming speed, blowing
you to smithereens.  Instead, guard the SuperDragon in the large room with
the pillars, and use the grenades on Jo when she tries to enter.  Not too
hard…
To Win: 3 points
Time: 10 min
Difficulty: 4/10


---Challenge Thirteen---
Scenario: Combat
Arena: G5 Building
Sims: CIASim (Normal)
Weapons: Falcon 2
         Tranquilizer
         Laptop Gun
         Hand Grenade
         Reaper
         Disabled
Other: One Hit Kills

This is not too hard, even against a NormalSim.  Since it is on one hit
kills, the two guns to get are the Laptop Gun and the Reaper.  Find a nice
little cubbyhole and plant a sentry turret.  Better yet, plant it on a nice
over looking spot in the bridge room, and equip the Reaper.  The Laptop Gun
will provide nice coverage while you use the Reaper to shred the Sim if he
decides to get in your face.
To Win: 10 points
Time: 10 min
Difficulty: 3 min


---Challenge Fourteen---
Scenario: Capture the Case
Arena: Area 52
Sims: GuardSim (Normal)
      TroopSim (Easy)
Weapons: Cyclone
         SuperDragon
         K7 Avenger
         FarSight-XR20
         Cloaking Device
         Disabled

Despite being against an Easy and a NormalSim, this can be semi tricky.  Why?
Because you are against TWO of them in a Capture the Case scenario.  That
means that the jobs of hunting and guarding can be divided.  However, I do
not find this remotely difficult.  Gather up a nice cache of weaponry on you
way to the enemy base.  Cloaking is especially effective.  Breach the base,
and beware of the NormalSim.  The NormalSim loves cloaking and the FarSight:
a dangerous combo.  Grab the case and run.  If by remote chance that you case
is taken, use the FarSight to kill the thief and return it to your base.  You
may notice that the Challenges are getting more difficult, but you ain't seen
nothing yet!
To Win: 10 points
Time: 10 min
Difficulty: 3/10


---Challenge Fifteen---
Scenario: Hold the Briefcase
Arena: Grid
Sims: LabSim1 (Normal)
      LabSim2 (Meat)
Weapons: MagSec 4
         Dragon
         Shotgun
         Devastator
         Shield
         Disabled

The Sims aren't the problem here.  The grenade launcher is the problem.  It
is amazing of how accurate even the MeatSim is with grenades, and believe me,
grenades hurt.  Plus, the Sims will always have launchers.  So first thing,
get your own launcher and a shield.  By now, they already have the case, so
pry it from their cold dead fingers.  Once you have it, RUN!  If the Sims see
you, a barrage of grenades will come your way, and at least one will probably
make contact.  Pay attention to radar, and try to stay out of their way.
Don't be surprised if it takes you a few times to beat this, because the
worst is yet to come.
To Win: 10 points
Time: 10 min
Difficulty: 6/10


---Challenge Sixteen---
Scenario: Combat
Arena: Facility (Note: It is known as the Felicity in Perfect Dark)
Sims: BioSim (Perfect)
Weapons: Falcon 2
         K7 Avenger
         SuperDragon
         Proximity Mine
         Shield
         Disabled
Other: No Radar

My, oh, my what a long way we have come.  We went from fighting the lowest
MeatSim to the mighty PerfectSim.  Except now, not even flawless skill will
make this easy for you.  That's right, you gotta play dirty.  Get down and
dirty with the dirtiest weapons in the game: the Proxy Mines.  Plant yourself
in one of the rooms with Proxy Mines (Bathroom, or the gas tank room) and
block off the exits with them.  I prefer the gas tank room, because you can
see them coming.  If you use the tank room, place a mine on the door, and one
on the starting location on the staircase.  If the Sim tries to come through
the door, he'll have a nice surprise.  The mine on the staircase is basically
for if he spawns up there.  The only challenging part is getting to the room
safely.  If you choose the bathroom, put mines on the door and by the vent.
Simple.
To Win: 10 points
Time: 10 min
Difficulty: 3/10


---Challenge Seventeen---
Scenario: King of the Hill
Arena: Temple
Sims: DanSim (Perfect)
Weapons: Dy357 Magnum
         AR-34
         Reaper
         Slayer
         Shield
         Disabled

Do you miss the first 10 challenges yet?  This one will make you spasm with
anger.  Dan Carrington is unbelievably skilled with any weapon that he can
get his pudgy little hands on, including the Reaper, even though the Reaper
is the most inaccurate weapon in the game.  Anyway, since this is King of the
Hill, you are supposed to get the hill.  Unfortunately, that's easier said
than done.  He will almost always get the hill first, so use this time to
find a Slayer.  You will almost undoubtedly loose against him in a direct
fight, especially if he has the Reaper, so don't confront him.  Wait until he
has the hill, and launch a Guided missile into the hill, detonating it in his
face.  Then, the hill is yours.  Repeat this over and over, and you'll win.
Maybe I made it sound too easy, but this is not a walk in the park.
To Win: 10 points
Time: 10 min
Difficulty: 6/10


---Challenge Eighteen---
Scenario: King of the Hill
Arena: Villa
Sims: ElvisSim (Perfect)
      MaianSim (Normal?)
Weapons: Falcon 2
         Phoenix
         Tranquilizer
         Laptop Gun
         Shield
         Cloaking Device

This is in my opinion, one of the most difficult challenges.  This took me
SEVERAL tries to perfect my strategy, and it was still difficult.  Be aware,
that the little stupid aliens will always have a Laptop Gun and
Shield/Cloaking device, so beware.  The best way to beat this is to
immediately grab a cloaking device, shield, Tranquilizer, and Laptop Gun.
Then, charge the little stupid PerfectSim, pumping the piece of crap full
of sedatives.  Drugged, the PerfectSim should be out of your way for a few
minutes.  Use this time to find the hill and gain a substantial lead.  The
best strategy if you are unable to continuously sedate the Sims is to plant a
sentry turret whenever you take the hill.  They should be held back long
enough for you to gain a point.  Then, pick up the sentry turret and move
along.  Continue doing this, and you'll probably still need to try again.
Good luck, this could take awhile.
To Win: 10 points
Time: 10 min
Difficulty: 7/10


---Challenge Nineteen---
Scenario: Combat
Arena: G5 Building
Sims: CassSim (Hard)
      TrentSim (Normal?)
Weapons: CMP-150
         Shotgun
         Rocket Launcher
         FarSight-XR20
         Shield
         Combat Boost

This challenge is reasonably challenging, but nothing you can't probably
handle.  The Sims are especially dangerous with Rockets and the FarSight, and
will take kamikaze runs at you, killing you and themselves in the process.
With the FarSight, they will take you down in one hit, and the Rockets are
dangerous too.  My advice is to find the FarSight, and a nice hidey-hole and
camp out, picking off the Sims from a distance.
To Win: 10 points
Time: 10 points
Difficulty: 4/10


---Challenge Twenty---
Scenario: Combat
Arena: Sewers
Sims: PilotSim (Hard)
Friendly Sims: AirSim (Normal)
Weapons: Mauler
         Falcon 2
         MagSec4
         Dy357 Magnum
         Shield
         Disabled
Other: One Hit Kills

First of all, realize that your Sim won't fight worth jack, so you need to
take her under your protective wing.  You'd think that two on one would be to
your advantage, but that's one of your weaknesses in this challenge.  The
HardSim will massacre your teammate in a heartbeat, so letting her out of
your sight is a fatal mistake that you can't afford to make.  Therefore,
command her to follow you.  Since it is on One Hit Kills, speed is better
than accuracy, so get the MagSec 4 for you and your friend.  Shields are
necessary also, so find one for you and your useless partner.  Find a little
alcove for you and you partner to camp out in, and fire the instant the POS
HardSim comes through the door.  The 3 round burst is especially useful,
because it will kill him even through the shield.  This challenge is
difficult and time consuming, so be forewarned.
To Win: 10 points
Time: 10 min
Difficulty: 6/10


---Challenge Twenty-One---
Scenario: Hacker Central
Arena: Grid
Sims: JoSim (Hard)
Weapons: Mauler
         Reaper
         Shotgun
         Callisto NTG
         Cloaking Device
         Disabled

Challenge 21 is all about the cloaking device.  Once you have that, prepare
for smooth sailing.  Actually, you need a LOT of cloaking devices.  Get the
cloaking device in the pinkish hallway below the glass cubicle and get it
every time it respawns.  Forget about Jo, and load up on cloaking devices.
Hunt your way to the Data Uplink, and find the terminal.  With both of these
in hand, avoid Jo on your way to the terminal.  When you arrive, cloak while
you download the files, undetected.  You may need to get more cloaking
devices between downloads, but you should beat this in a snap as long as you
can hide from Jo for long enough.
To Win: 10 points
Time: 10 min
Difficulty: 5/10


---Challenge Twenty-Two---
Scenario: Hold the Briefcase
Arena: Base
Sims: PressSim (Perfect)
      GuardSim (Hard)
Weapons: Falcon 2
         Sniper Rifle
         Crossbow
         K7 Avenger
         Shield
         Disabled
Other: One Hit Kills

Mentioning this challenge is usually followed by a mournful silence in my
deathmatching group.  Why?  Because I am the only one that has beaten it.
The Sims will bury even the most skilled players with a fury of bullets from
the K7.  This is especially dangerous on One Hit Kills.  I have yet to come
up with a perfected strategy, and it better be your lucky day.  Here are some
pointers…
1.Have a shield!  It will make you twice as strong, and twice as difficult to
kill.
2. Remember, this is a PerfectSim.  It won't mess around.  Try to sabotage
the case holder, and run like the wind!  Find a nice camping spot and hide
there.  The Sims will know where you are, but hold them off with the Avenger.
As I said before, this better be your lucky day.  Sorry that I couldn't be
more of a help.  If you want a better strategy, try marshmallow's Challenge
Guide.
To Win: 10 points
Time: 10 min
Difficulty: 10/10


---Challenge Twenty-Three---
Scenario: Combat
Arena: Complex
Sims: CloneSim (Hard)
      StripeSim (Hard)
Weapons: MagSec 4
         Grenade
         Laptop Gun
         RC-P120
         Shield
         Combat Boost
Other: Slow Motion

This is a nice refreshment from the horror that you just got through, and the
hell yet to come.  This is amazingly easy for a challenge in the 23rd spot,
but believe it.  Simply find the RC-P120 (Ya gotta love it!) and cloak until
you get right into the little sucker's faces.  Shoot em both in the head, and
the match is over. Game. Set. Match.
To Win: 2 points
Time: 10 min (A little excessive, especially on slow mo)
Difficulty: 1/10


---Challenge Twenty-Four---
Scenario: Capture the Case
Arena: Fortress
Sims: GuardSim1 (Easy)
      GuardSim2 (Easy)
      AirSim1 (Easy)
      AirSim2 (Easy)
Weapons: CMP-150
         Tranquilizer
         Devastator
         SuperDragon
         Dy357-LX (Golden Mag.)
         Disabled

This challenge is more fun than it is work.  Its just you against a legion of
EasySims in one of the coolest levels in the game.  Have fun!  Get your hands
on double Golden Mags for the ultimate edge in the game.  The Mags can kill
anybody that's unshielded with one hit, and there are no shields in this
challenge!  The only thing to watch out for is the devastatingly accurate
Devastator shots that will plague you throughout the game.  Other than that,
you can blast through the Sims with relative ease.
To Win: 9 points
Time: (><) infinite
Difficulty: 3/10


---Challenge Twenty-Five---
Scenario: Combat
Arena: Ravine
Sims: ShockSim1 (Perfect)
      ShockSim2 (Hard)
Weapons: Mauler
         N-Bomb
         K7 Avenger
         FarSight-XR20
         Cloaking Device
         Disabled

So, Mr.ShockSim is back for more, eh?  And just because he's a PerfectSim now
doesn't mean that this will be hard.  Even though he brought along a little
friend, you'll still end up cracking up while they go through the throes of
death.  How?  FarSight and Cloaking, baby!  I don't think I need to say more,
but remember that you can't find cloakers with the Target Locator, so hide
the Cloaking Devices.  Hehehehe…
To Win: 10 points
Time: 10 min
Difficulty: Well… I'll give it a 1/10


---Challenge Twenty-Six---
Scenario: King of the Hill
Arena: Ruins
Sims: TechSim1 (Perfect)
      TechSim2 (Hard)
Weapons: Falcon 2
         Mauler
         Cyclone
         Laptop Gun
         Reaper
         Disabled

Wake up!  After those previous cakewalks, you might of thought that the
difficulty was easing up.  Think again.  Those last few battles only
succeeded in lulling your aggressiveness, and it might have worked.  In this
Ruins-based challenge, you are required to know every aspect of this level.
The Ruins level is confusing, and very easy to get lost in, so that only adds
to the difficulty.  The only guns worth jack are the double maulers, laptop
gun, and maybe double Cyclones.  If you know the layout of this level, the
difficulty goes down substantially, but not enough to make it easy.  You're
in the big numbers now.  Expect challenges twice as bad.  Anyway, if you find
the hill, plant your sentry turret, pull out your double Maulers and pray.
The charged up shots will kill with one hit, so that gives you an edge.
Practice and you will have a chance.  This is the time to hone in on your
skills.
To Win: 10 points
Time: 10 min
Difficulty: 8/10


---Challenge Twenty-Seven---
Scenario:  Hacker Central
Arena: Sewers
Sims: CIASim (Perfect)
Weapons: Falcon 2
         MagSec 4
         CMP-150
         Rocket Launcher
         Shield
         Disabled

In my opinion, Hacker Central is enough stress, but the PerfectSim just makes
it worse.  Take it from me: PerfectSim and Rockets are not a good combination
for you.  As soon as the Sim sets eyes on you, he'll pound your helpless body
with several rockets.  If this piece of crap finds you downloading, you might
as well put down your controller, because you're dead.  However.  If the
terminal is at the very top of the level, you are in luck.  It will take the
Sim a much longer time to reach you, and will sometimes kill himself trying
to get you.  If the terminal is elsewhere, expect a real brawl.
To Win: 10 points
Time: 10 min
Difficulty: 8/10


---Challenge Twenty-Eight---
Scenario: Capture the Case
Arena: Villa
Sims: GuardSim1 (Dark)
      GuardSim2 (Dark)
Weapons: Falcon 2
         Falcon 2 (Silenced)
         Dy357 Magnum
         AR-34
         Shotgun
         Disabled

You're kidding, right?  Two…Dark…Sims?  Good, Lord, I hope you've been
practicing, cuz otherwise you will get the crap knocked out of you.  Know
this, the DarkSims will NOT miss, so you better stand clear.  The only gun
worth jack is the AR-34, so you better get it soon.  It will be 99%
impossible to take these guys head on, so you need to be sneaky about it.
Unfortunately, the DarkSims will always know where you are.  This means, run
like the wind!  Get into the Sims' base, firing your AR-34 for all that its
worth, grab the case and get outta there!  If you're lucky, you'll
get it back for a point.  That's right, boys and girls, luck.  You need to be
lucky.  Good luck.
To Win: 10 points
Time: 10 min
Difficulty: 10/10


---Challenge Twenty-Nine---
Scenario: Combat
Arena: G5 Building
Sims: WorkSim1 (Dark)
      WorkSim2 (Dark)
Weapons: Falcon 2
         Cyclone
         Dy357 Magnum
         CMP-150
         Dragon
         Disabled

*Sob* Get ready to die.  This stupid thing will slowly drive you insane by
the 50th time you try it.  It will probably take you longer.
Basically, you don't have a chance fighting like a man, so it's time to fight
like a wuss.  That's right, camping.  But where?  The DarkSims have 99.999%
accuracy, so your body will get riddled with bullets the second that the Sims
see you.  So…
First, I gotta credit Marshmallow for this trick, because this little glitch
saved me, and helped me beat it.
Second, make your character a Maian with a human head.  You'll be short, and
the safest you can be.  Second, find the little foxhole on the bottom floor.
It is quite deep, so if you are "the freak," and you crouch all of the way
down, pushing into the upper left corner, the Sims will NOT hit you!  But you
MUST be in the upper left corner.  When the Sims come, blast them,
and they'll drop a payload of weapons into the foxhole.  Just repeat over and
over, and you're on to challenge 30.  On the other hand, maybe you just want
to give up now.
To Win: 10 points
Time: 10 min
Difficulty: 8/10


---Challenge 30---
Scenario: King of the Hill
Arena: Skedar
SimEnemies: BlondeSim (Dark)
            CassSim (Dark)
SimAlly: JoSim (Normal)
Weapons: Falcon 2
         Falcon 2 (scope)
         MagSec 4
         Mauler
         Dy357 Magnum
         Disabled
Other: IMPOSSIBLE

HAHAHAHAHAHA!  So you've come this far!  HAHAHA!  Get ready for a rude
awakening!  You need to realize that your NormalSim is USELESS.  The only
advantage for having her is that you'll get an extra point if she's on the
hill.  Other than that, she'll only draw fire.  If the Sims get the hill
first, let them have it, cuz there's no way you'll get it from them.  Once
they score, get Jo to follow you and run to the new hill.  You better have
double maulers, cuz anything else is suicide.  Actually, even double Maulers
are suicide.  The Sims will not be far behind, so find a good spot to hide in
the hill, and fire before you even see the whites of their eyes.  The
DarkSims are superfast strafers, so you need to be on the top of your game.
Even experts will be stuck on this POS for weeks, maybe.  Practice, and try
to find and exploit any weakness you find.  Good luck.
To Win: 10 points
Time: 10 min
Difficulty: 11/10


So there you have it, the Challenges guide.  The Challenges are extremely
difficult, so don't expect for them to be a breeze.  The guide was the
strategies that worked for me, but if they don't work for you, you might want
to check out Marshmallow's Challenges Guide.

*****************************************************************************
***The Super Cheap Trick***
So, you've tried your hardest, and you still can't beat that stupid
challenge!  You're at your wits end, and are about to go insane.  Well, this
is for you less honorable players, who don't mind the lack of respect for
cheating.  Yes, there is a cheat/glitch to beat the challenges.  How?
More honorable players may want to skip this part…
Notes: You need two players for this to work.

First, create a scenario that is easy to beat (ex. Vs. one MeatSim in the
Temple) and save it.  It's better if the time and kill limits are low, or
one.
Second, go to load scenario, and highlight the one you want, but DON'T select
it yet!
Have player two join in, and have him select the challenge that you want to
beat.  Make sure that he keeps pressing "A" until his screen says "And
Waiting."
Then, have player one load the scenario, and start the game.
Viola!  The "Challenge" will begin, with the settings of your scenario!
Simple beat the "Challenge," and your stats will say that you beat it!  How
cheap!
*****************************************************************************

***Unlocking Stuff***
---Unlocking Preset Games---
Hold the Briefcase- 2 Challenges
Pistol One-Hit Kills- 3 Challenges
Capture the Case- 4 Challenges
Tranquilizer- 7 Challenges
Slow Motion- 8 Challenges
Temple Explosives- 11 Challenges
Slayer- 13 Challenges
Cloaking- 16 Challenges

---Unlocking Scenarios---
Hold the Briefcase- 2 Challenges
Capture the Case- 4 Challenges
Hacker Central- 6 Challenges
Pop a Cap- 12 Challenges

---Unlocking Arenas---
Complex- 1 Challenge
Warehouse- 3 Challenges
Ravine- 5 Challenges
Temple- 6 Challenges
G5 Building- 9 Challenges
Grid- 11 Challenges
Facility- 12 Challenges
Villa- 14 Challenges
Sewers- 16 Challenges
Car Park- 17 Challenges
Base- 18 Challenges
Fortress- 20 Challenges
Ruins- 22 Challenges

---Unlocking Weapons---
FarSight- 1
Grenade- 1
Shotgun- 2
Falcon 2 (Silenced)- 3
SuperDragon- 4
Laptop Gun- 5
Remote Mine- 6
Tranquilizer- 7
Falcon 2 (Scope)- 8
Reaper- 9
Cloaking Device- 10
Devastator- 11
Proximity Mine- 12
Slayer- 13
Phoenix- 14
Combat Boost- 15
Mauler- 16
Callisto NTG- 17
Crossbow- 18
RC-P120- 19
DY357-LX- 20
N-Bomb- 21
Laser- 22
X-Ray Scanner- 23

***************************************
*9. Surveying the Damage (Post-Battle)*
***************************************
So, you've finished your battle.  How did you do?  Sure, it can be that easy
to find out what place you came in, but after the battle is over, and the
smoke clears, where do you really stand?  You can see all of the statistics
of the match, including point totals, number of deaths, and much more.

---Game Statistics, etc.---
Most of the menus contain overall, and specific totals of the match, such as
how many times you killed a certain player, and how many times that player
killed you.  There are tons of pages of information here.

---Game Over (Personal Stats.)---
Here is the coolest part of the Post-Battle stats menu.  On this menu, you
can find out the weapon of choice (the one you used the most), what place you
came in, and your awards.  The awards were an interesting aspect of
GoldenEye, where everyone was designated awards, judging on their fighting
style from the match.  They were carried over to PD too, so here's a list of
the awards that you can win.

Most Shielded- You had a shield through most of the match

Least Shielded- You had barely or no armor through the match

Marksmanship Award- You were the most accurate player

Who Needs Ammo?- You carried little ammo through the round

Double Kill- You killed two people simultaneously

Triple Kill- You killed three people simultaneously

Quad Kill- You killed four people simultaneously

Most Dishonorable- You shot a lot of people from behind, and laid traps.  You
also shot unarmed people

Most Honorable- You were an honorable warrior, only fighting people face-to-
face, and fighting out to the death

Most Professional- Like a PerfectSim, you didn't mess around.  You went for
the headshots, dealt a lot of damage, and were difficult to hit.

Most Deadly- You did the most damage, and killed the most people

Shortest Life- You died a lot, and when you were alive, you weren't alive for
long

Longest Life- You didn't die much, and when you were alive, you were alive
for a long period of time

Most Ammo(?)- You carried a lot of ammo during the round

Ac-10 Award- You were very difficult to hit during the match

Most Harmless- You did very little damage, and was basically the worst
overall fighter

Most Cowardly- CAMPER!  You stayed out of most firefights, picking of people
from a distance.  Basically, you fought like a wuss.

*Tallied Awards*
Certain Awards are counted as a medal, and your statistics track them for
you.  These medals are kept track of by 4 stars.
Green Star- Accuracy Award
Yellow Star- Head Shot Award
Red Star- KillMaster Award
Blue Star- Survivor Award

---Your Ranking---
Once you win enough Medals, your ranking goes up a level.  There are 21
rankings, and they are listed earlier in the FAQ.

*****************
*10. War Stories*
*****************
Once you've been playing Perfect Dark for a while, you probably have played a
few matches that really stick with you.  Whether you came back from a
devastating point deficit, or there was a game that really cracked you up,
this is the place to share your stories!  I hope to one day open a forum for
this on my website, but that could take a while, so here we go.  Submit your
War Story to ZeroX2004@hotmail.com and it will be posted.  I will start off
with one story, and start sending yours in.  You don't need to be an author
to express yourself, so send in today!

"Messenger of Death"
An amusing story of a lucky win from a minor deficit.
Author: ZeRo
   Not too long ago, I was playing with my brother and my friend Ryan Strom
in the Grid.  There were two MeatSims in the mix, and Timed Mines in every
slot.  You should know that Ryan is really good with Timed Mines, and I was
down by 2 points with less than a minute left in the game.  I was in the
large foyer with a MeatSim, while my brother and Ryan were in the other foyer
duking it out.  The MeatSim took off down the hallway to the foyer that my
brother and friend were in, so I knew that I needed to act fast.  The stupid
Sim was running a few "game feet" in front of me, and I planted a mine right
on its back.  The Sim, unaware of its imminent death, the MeatSim ran right
towards my brother and friend, carrying its payload.  My brother and friend
cried out as the MeatSim stumbled in, detonating a gigantic explosion, due to
all of the other undetonated mines lying on the floor.  The explosion filled
the entire chamber as the time ran out.  Of course, I won by one kill, but I
was too busy cracking up to care."

"War is Hell"
A story of a total and complete massacre.
Author: ZeRo
"I was playing the "War" scenario, and I was leading the Bad Guy army against my brother who was
leading the Good Guys, in the Temple   My army had set up a nice fortification up top.
I planted a Sentry Turret near the center of the upper room, and my troops were covering
different spots around the area.  We were up 97-94, so as long as we stayed safe and held back
my brother for the final minute, victory would be ours.  Out of the center of the floor, a
sentry gun flew through the opening, and landed next to me.  It went beserk, spewing bullets
across the room, slaying my troops.  Then, my brother made his move, coming up through the far
door, Avengers blazing.  I was defeated, so I commanded my troops to "Protect" as I attempted
my escape.  Unfortunately, my brother had placed a Dragon proximity mine nearby, and it detonated,
killing me and the remainder of my army.  Yes, my evil army had fallen to the tyranny of my
brother.  But defeat was bitter, and I defeated him in the next game.  So, to anyone who has not
tried my "War" scenario, I reccomend that you do so.  Trust me, you'll be hooked."

The following two War Stories are sent in by someone named "Agent Zer0."  "Agent Zer0" is NOT
me!

"Dark Devices"
A story of what sounds like what would be hell, and a lucky win.
Author: Agent Zer0 (Spunky9876@aol.com)
"A few days ago, I was playing a game with 6 MeatSims and 2 DarkSims.  3 Meat Sims and 1
DarkSim were on each team against me and my brother."  We had One-Hit Kills, Hurricane Fists,
Unlimited Ammo (No Reloads), Unlimited Ammo Sentry Gun, and Cloaking Device were the cheats
that were on.  In the beginning me and my brother each started out with a cloaking device with
unlimited time.  As soon as we died, the computer would take the device from our rotting
bodies.  So when we got re-born, we didn't know who had the cloaking device. Eventually, we
found out (the hard way) that each of the DarkSims had the cloaking on.  >From there on the game
was living hell.  Luckily, we won."

"Grid Rockets"
A Cool Storyy with a neat idea for a minigame.
Author: Agent Zer0 (Spunky9876@aol.com)
"This game happened a long time ago.  The level was the Grid.  Perfect Darkness was on.  8
MeatSims (these guys are fun).  All Rocket Launchers.  No teams.  As you probably know, with
the cheat Perfect Darkness, each person starts with one Night Vision thing, and the entire
level is completely dark.  The first time you die, you are gonna hope that no one took the
night vision.  When you get re-born, you don't know where you are, and you can only pray that
you find a Rocket Launcher so you can fire it and see where you are.  Thats the only good
thing.  Whenever an explosion happens, the whole room is lit up for about half a second.  It
soon will get very hard.  You'll think the MeatSims are actually DarkSims, because they can see
in the dark.  Suicides will happen alot, especially to you.  This was so scary that I never had
the guts to play it again."

"(No Title)"
Author: AggroSk8er (AggroSk8er810@aol.com)
"My friends (2 of them) were playing Capture the Case against 6 HardSims.  Somehow they got a huge
lead after taking our case and getting the most powerful weapons (mind you that kills score was
on).  We were down by about 12 points with 3 minutes left.  My friend finally found a
SuperDragon and elected to guard the case.  He got about 3 kills while me and my other
friend were on our way to the case.  We picked off the Sims guarding the case for a point,
killed 2 on our way back, my guarding friend got a kill and we captured the case, putting up a
mear 5 behind but with a minute left.  After killing another Sim, we disarmed a Laptop Gun and
a K7 Avenger from him.  We had about 45 seconds left so we just ran to their case, firing a few
bullets at oncoming Sims.  I got the case and ran back with my friend protecting me, he got
1 kill and died.  We were down by 4 with somewhere around 30 seconds.  I got a kill to put us
down by three.  I captured the case for a tie, and we picked off the last Sim that was trying
for our case to get the win.  Pure luck, I think not.  Ok...I do think so, but it takes talent
to do such a thing."

"(No Title)" *New*
A cool new minigame idea.
Author: Pure Canadian Kid (mr_x3001@hotmail.com)
"I felt like slaughtering a bunch of pansy @$$ normal sims so I made 8 sims on a FFA game in
the Fortress.  The gun that starts just past the sliding doors on the bottom level was a
Tranquilizer.  I had a bunch of kick @$$ guns, but instead I took the puny Tranquilizer.  I
opened the sliding door and stupid sim was there, so I filled him up with drugs and watched
him walk off the edge.  I kept on doing it for the whole game (while I was laughing my
@$$ off at the suicidal sims).  The score came to something like -15 to 1 (I killed one with
a Dragon or something).  In other words, if you're bored pump some sims with Tranquilizer
stuff and watch.  This also works on the G5 Building pretty well."

As I said before, send in your stories to ZeroX2004@hotmail.com for them to
be posted.

**********************
*11. My Own Scenarios*
**********************
This is a section for scenarios that I have come up with.  If you want to send in yours,
then I will post them, but don't take credit for anyone else's ideas, okay?

"War!"
Author: ZeRo
In this scenario, it is all out anarchy!  There must be eight sims, preferrably Normal or Hard
sims.  It works best with two human players.  Split the Sims into two teams, with the human
players split evenly between the two.  One team is the "Good Guys" (Jo, Carrington, Jonathon,
etc.) and the other team is the "Bad Guys" (Trent, Cass, Blonde, etc.).  I prefer using Trent,
Cass, Blonde, Presidential Clone, and an NSA Bodyguard for the Bad Guys, and Jo, Velvet,
Jonathon, Carrington, and Elvis for the Good Guys.  Pick any weapons you want, but be sure to
include the K7 Avenger and Laptop Gun.  The level is your pick, but the most fun to me is the
Temple.  The limits are your choice, but dont put on score limits, and give it a LOT of time.
Feel free to experiment with commanding your army.
   Alternately, have Jo on the Good Guys and Trent on the Bad Guys command an army of CI
Soldiers and G5 Swat Gaurds.  The possibilites are endless.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                             Cheese Locations
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
These are the cheese locations, before anyone asks what they're for(most of
you know) there is no use! If these don't help you, look at The Cheese
Locations FAQ.

-UPDATE-
I did the first two and I thought I'd give up, all the ones after Investigation
are from Nemesis!

-----------------------------------------------------------------------------
                     dataDyne Central - Defection
 ----------------------------------------------------------------------------
First, you'll need the All Guns Cheat or some kind of Explosive Weapon. I
only did this with All Guns and I'm not sure does other Explosives work.
Anyways, if you have All Guns Cheat. Good, if you don't, read the next one.
Right at the begining, go forward a bit and use your Falcon 2 to pick off
the guard there. Jump down and go into the door on the left. Keep going
forward and take out the guard a long the way. Continue down the ramp and
look around for two big pipes next to a computer. Take out your Explosive
Weapon (Remote Mine) and throw a Remote Mine to the Tube right next to the
computer and blow it up. Jump down and there should be two 'windows' here.
One of them is the location of the cheese.

There's also another way. Make your way to Cassandra's Office, and kill
Cassandra so she doesn't hit the alarm. Then go behind the desk (facing the
door) go left and put a lot of Remote Mines on the wall. Proceed and stand
clear, and press A and B together. One of the walls should be broken, go
in there and look around for the window with the Cheese.

*TIP* If its to dark, use the Laser And set it Short Range Stream. Use it
to lighten up the dark room.

-----------------------------------------------------------------------------
                      dataDyne Central - Investigation
-----------------------------------------------------------------------------
Set the difficulty to either Special Agent or Perfect Agent, so you'll have
the objective "Shut Down Experiments". Right from the begining, take a left
down the hallway and through the nearby door. Take out the guards here and
continue on. Make your way to Sector 2. Look around this section with a
Scientist, AND theres two big doors in the room where the Scientist is.
Shut down this experiment and continue on through the big doors. There
should be a a glass floor infront of you. Take a short left and go around
the computers and pillar. You should now be infront of another glass floor.
On the plate on the far left side, there is the cheese.

-----------------------------------------------------------------------------
                     dataDyne Central - Extraction
-----------------------------------------------------------------------------
Also on the 1st stage 2nd level in the large area before the isotope and
the experimental labs there is a part of the room that sinks down and there
is a floor panel if you try to open it will open letting you down the
ladder into the firing range.  I used the farsite to find out what the
ladder was for in the firing range on that level.  Also if your fast enough
in the room where the radio active isotope is if you run behind the isotope
room.  There will be a crate with a proximity mine in it.

-----------------------------------------------------------------------------
                         Carington Villa - Hostage One
-----------------------------------------------------------------------------
Head down into the basement of the building. Search all of the shelves
within the basement area. Find the wine cellar, and you should find a
piece of cheese on top of one of the wine cellar shelves.

-----------------------------------------------------------------------------
                    Carington Villa - Hostage One(alternative)
-----------------------------------------------------------------------------
Carrington Villa:  After you go through the doors and start seeing the
wine racks, it on top of the 2nd wine rack in the first hallway.  You
will enter the doors into a room with 2 wine racks in it.  Go past them
into the hall. There are 2 wine racks lining the walls the 2nd one (the
one on the right wall) has the cheese on top of it.  You can see a slither
of it by looking up, or you can see all of it using a farsight.

-----------------------------------------------------------------------------
                             Chicago - Stealth
-----------------------------------------------------------------------------
This one is an easy one. Make your way through the first part of the level
until you get to the main streets. Look for the Pond Punk Bar (there's a
sign), and go inside. Make your way to the back and into the bathrooms.
Look inside the toliet to find a piece of cheese floating inside.

------------------------------------------------------------------------------
                           Chicago - Reconaissance
------------------------------------------------------------------------------
Another semi-easy piece of cheese to find. Make your way into the vents
that lead to the control room. Search inside the vents to find the piece
of cheese you are looking for. Ha....I love easy cheese.

                             or...

First, go in the room with the damping field generator. You should see a vent
on the wall under the sloping ceiling. The cheese is in there, towards the
right.

-MetroidMoo

-----------------------------------------------------------------------------
                               Area 51 - Rescue
-----------------------------------------------------------------------------
On area 51, 2nd mission. Once you knock a hold in the wall and get the
disguise and do all the other stuff.   but don't rescue Elvis go to the
area where you can download the two virus's go down the long hall way and
you will see a large door and 2 small that lead into the bathrooms shoot or
blow up the large door in order to get guard on the other side attention
and thus opening it.  the door is locked by the way.  go up the stairs and
to the cat walk where there's a break in to and there's a small walk way
there takes you into the vents stop right before you fall into the bathroom
and take out a sniper rifle and look to the end of the tubes and you should
see the cheese there.

-----------------------------------------------------------------------------
                           Area 51 - All Three Stages
-----------------------------------------------------------------------------
All area 51 stages the cheese is in the same place in the vents above the
bathrooms.  But in the first area you either need to put it on counter op so
that your friend can mabey appear there or use the FarSight.  IF you got
Gameshark 3.3 go to http://www.cmgsccc.com/index2.shtml GameShark Code
creators club for the moon jump walk, thru walls & doors.  To see the cheese
up close.

-----------------------------------------------------------------------------
                             Air Base: Esponiage
-----------------------------------------------------------------------------
Go to the area where the rail car lets off the stewardess and after you
knock em all out.  You go to the far left until you are agents the ropes.
Go to the corner where the rope turns and goes to the wall. Take out your
sniper rifle or horizon scan and look down.  There should be a patch of
water and when you area looking and a close enough zoom you should find it.
Might have to move around a bit but it is in that area.

-----------------------------------------------------------------------------
                            Air Force One - Antiterrorism
-----------------------------------------------------------------------------
Air force One : One the plane, go downstairs to the room with the entrance to
the room housing the escape pod.  As you open the door you there are some
pipes to your left.  Go past them and turn around.  Looking down, the piece
of cheese is sitting there.

-----------------------------------------------------------------------------
                             Crash Site - Confrontation
-----------------------------------------------------------------------------
Hahaha I found it.  Go to the area the front end on the plane crashed.  Or
the area where the pres. Ir. scanner is.  Go to the nose of the plane.  Then
go right kill the blonde guy and there.  Go Forward till you area where you
see till the planes broken wind wing, back up, take out a sniper rifle.  Then
look between the broken part of the planes wing and the snow wall and the
cheese should be on the ground there.  If you still can't find it.  Right of
the plane and look kill blonde and it is in that proximity.

(I STILL can't find this one!)-ChaosDemon

-----------------------------------------------------------------------------
                              Pelagic II - Exploration
-----------------------------------------------------------------------------
Pelagic II: Right out side the power room where you use the x ray goggles look
down on the floor out side of that room and it is below a floor panel around
there.

-----------------------------------------------------------------------------
                           Deep Sea - Nullify Threat
-----------------------------------------------------------------------------
Mission 6: Ceatan Mega Weapons Stage. Or the stage where you have to destroy
the mega weapon and dr. carol dies.  When you start the stage. Don't move!
Take out a sniper rifle and in the hallway That has the glass on the bottom
looking at the bottom of the sea.  You should be in the hallway at the
beginning.  Look to the left with the sniper rifle and Zoom in.  Look around
the corner area or just scan the area.  There cheese is a little off from the
corner!  You might see it as a yellow blip with the falcon you start out
with.  But the sniper is how you see it.

-----------------------------------------------------------------------------
                       Carington Institute - Defense
-----------------------------------------------------------------------------
Carrington institute: go though the door that the skedar guy broke down and
go all the way back to the locked door and use the sniper rifle to look at
the cheese.

-----------------------------------------------------------------------------
                           Attack Ship - Covert Assault
-----------------------------------------------------------------------------
Skedar Battle Ship: Go out get Elvis Esc.  But do NOT go in the elevators!
Stand in front of them. Go to the room on the right where some of the skedar
come out of.  Look down thought the glass plate on the floor you might need
to move around a bit but the cheese in right around there.

-----------------------------------------------------------------------------
                         Skedar Ruins - Battle Shrine
-----------------------------------------------------------------------------
On the skedar battle shrine. Final area. Right before you blast a hole in
the wall to get into the hall way that takes you to the room that operates
the bridge.  Go back and to the area where on agent there is a shield
there and a big crack in the wall and two skedar there as well.  Use the
far sight or sniper (you will have to kneel down to use the sniper look
though the crack and the cheese is in there).  I am now looking for it in
air force 1 stage the others.

-----------------------------------------------------------------------------
                                Mr. Blonde's Revenge
-----------------------------------------------------------------------------
It's in the same place as the ones in the first three dataDyne levels.  Or...

First, you'll need the All Guns Cheat or some kind of Explosive Weapon(BombSpy).
I only did this with All Guns and I'm not sure does other Explosives work.
Anyways, if you have All Guns Cheat. Good, if you don't, read the next one.
Right at the begining, go forward a bit and use your Falcon 2 to pick off
the guard there. Jump down and go into the door on the left. Keep going
forward and take out the guard a long the way. Continue down the ramp and
look around for two big pipes next to a computer. Take out your Explosive
Weapon (Remote Mine) and throw a Remote Mine to the Tube right next to the
computer and blow it up. Jump down and there should be two 'windows' here.
One of them is the location of the cheese.

-----------------------------------------------------------------------------
                                  Maian SOS
-----------------------------------------------------------------------------
Maian SOS same place as in the previous stage in the vents above the
bathroom.  Or...

On area 51, 2nd mission. Once you knock a hold in the wall and get the
disguise and do all the other stuff.   but don't rescue Elvis go to the
area where you can download the two virus's go down the long hall way and
you will see a large door and 2 small that lead into the bathrooms shoot or
blow up the large door in order to get guard on the other side attention
and thus opening it.  the door is locked by the way.  go up the stairs and
to the cat walk where there's a break in to and there's a small walk way
there takes you into the vents stop right before you fall into the bathroom
and take out a sniper rifle and look to the end of the tubes and you should
see the cheese there.

-----------------------------------------------------------------------------
                                    WAR!
-----------------------------------------------------------------------------
WAR!  Same place where that giant crack in the wall is. Or...

On the skedar battle shrine. Final area. Right before you blast a hole in
the wall to get into the hall way that takes you to the room that operates
the bridge.  Go back and to the area where on agent there is a shield
there and a big crack in the wall and two skedar there as well.  Use the
far sight or sniper (you will have to kneel down to use the sniper look
though the crack and the cheese is in there).  I am now looking for it in
air force 1 stage the others.

-----------------------------------------------------------------------------
                                   The Duel
-----------------------------------------------------------------------------
The Duel: you need to use the far site for this one.

-----------------------------------------------------------------------------
                              Carington Institute
-----------------------------------------------------------------------------
To get to the cheese in carrington institute, you have do the firing range
trick with the hover crate(propping open the door so it doesn't close).
Now leave enough room so you can run out, open the double doors leading
into the firing range, run into the range, select the slayer, set it on
guided rockets, and fire.  Guide it outside the range.  Take a right and
go down the ramps leading to the basement.  You obviously cant open doors
as a rocket, so take a right at the fork in the ramp.  Go outside into
the open!

If you go up to a higher level, youll be above the entire area
with the hoverbike and crates and stuff.  Head over to the door to the
institute, the shiny blue one, and a little higher than the level of the
door.  Turn right, next to the building, and there is cheese, sitting on the
ledge.  Its a lot easier and faster than that, just read through and follow
carefully.  An alternative pathway is just following the partition wall
between the two helipads and staying a little right of it when you come to
the big block.

-Brett "Nemesis" Franklin

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                    The Duel
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
To unlock The Duel, goto the Firing Range and earn at least bronze medals on
all the guns.

This is a special section I made to help all you people out there that just
can't seem to beat your final test: The Duel.  This is a special mission where
there's three objectives:

Objective One: Defeat dataDyne Guard
Objective Two: Defeat Jonathan Dark
Objective Three: Defeat Trent Easton

If you selected agent, you just play the first dude (dataDyne Guard) and the
if you selected special agent, it'll be the first two dudes, and finally on
perfect agent, you'll face all three of them.  You only have ONE gun however,
and it only has eight(8) rounds in it.  You have no health so one shot will
kill you and ending the mission, so without further a due, here we go.

[End Credits Theme Rolls]

------------------------------------
Objective One: Defeat dataDyne Guard
------------------------------------
This is a simple objective, after the short cinema, with your back towards the
guard, turn around and charge at him, he'll try to make a quick jump to either
the left or right.  Charge him and shoot him a couple of times but make sure
you're C-L-O-S-E to him so you can grab his ammo.

-----------------------------------
Objective Two: Defeat Jonathan Dark
-----------------------------------
This objective isn't too much more difficult, for some reason, Jonathan has
REALLY poor aiming, I mean REALLY poor aiming, but nevertheless, don't take
him to lightly.  You'll notice that after the cinema, Jonathan isn't anywhere,
go forward and turn left, but DON'T go around the wall.  Instead, go back down
and take the other route to behind the wall, Jonathan should be really close
to you, shoot him a couple of times to kill him (either he's close to you are
far from you, either way, you can take him out) for some odd reason, I was
NEVER killed by Jonathan before.

------------------------------------
Objective Three: Defeat Trent Easton
------------------------------------
Ahhh...yes, the most hardest opponent in the whole Duel, he's VERY accurate
and not-quite as FAST, but if you miss your oppourtunity, you won't get another
one.  After the short cinema, turn around and DO NOT AIM, "why?" you ask?
Well, after you get your aim he'll of killed you already, so if you get the
idea, DON'T aim.  Instead, try to get some ugly(lucky) shots in by not aiming,
once you've stunned him, you can aim if you wish, but you can just finish him
off with other shots.

Yes, there's an alternative, instead of facing him man-to-man, go like Jonathan
and make a high-tail for the wall.  You can stay here if you wish for a little
bit, but then strafe to Trent and PUNCH HIM OUT!  You can easily punch Trent
out on the first whack if you punch him from the BACK.  If you've followed my
great guidelines, this will work out great and you'll have won the Duel.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                  Contacting
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

      This is a new section I decided to make, this clears up things for
contacting.  A lot of people send me hate mail after I fail to reply to their
so-called "important" letter.  The truth is, I determine whethere your letter
is an important one or not.  I get a lot of email everyday, and I don't have
the time (nor the patience) to answer each of the everylast 26 emails I get.
However, questions mentioned in the FAQ will NOT be answered.  So, before
sending in your email, make sure it's not mentioned in the FAQ, alright?
With the disclaimer taken care of, here are the methods how you can contact
me through.

Email: vampiro_07@hotmail.com
MSN Messenger: vampiro_07@hotmail.com
Aol Instant Messenger(AIM): ChaosDemon007

If you didn't read this section, make sure you do. :P

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                   Credits
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CJayC: For posting this FAQ

Dallas: For the Controls

Nemesis: For the Cheese Locations



Zeroxx: For the ENTIRE Combat Simulator section

Magus747: For Bonus Mission Walkthrough

Gameshark Central(http://www.gscentral.com): For the Gameshark Codes.
============================================================================
Copyright 2001 Tony J. Tso

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