Perfect Dark FAQ/Guide
By Kodos86
Copyright, 2001 - 2002, by Kodos86, all rights reserved
9/23/02
Version 7.0
Platform: Nintendo 64

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                  0. T A B L E  O F  C O N T E N T S

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0. Table of Contents
1. Introduction
2. Updates
3. Tactics/General Tips
4. Weapons
5. Equipment

6. Walkthrough
7. Co-Operative
8. Counter Operative

9. Combat Simulator
10. Challenges
11. Combat Simulator Settings

12. Cheats
13. Cheese Walkthrough
14. Hidden Weapon Locations
15. Perfect Dark Fun
16. Mysteries
17. Rumor Debunking
18. Characters
19. Guard Dialouge

20. FAQ
21. Credits
22. Legal Info

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                    1. I N T R O D U C T I O N

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

Welcome to my guide for Perfect Dark, one of the best games ever made (in my
opinion). Iíll try to give the most complete information I can (although I
havenít completed the game yet, so I canít give tips for everything). For each
stage, Iíve given a guide for each difficulty. However, for easier
stages/difficulties, Iíve only given a fairly short walkthrough. Also, if some
of my Perfect agent strategies seem similar to marshmallowís (in his Perfect
Agent guide), that would be because I used his strategy to beat that stage.

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                          2. U P D A T E S

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Version 7.0: Added the rest of the Combat Simulator Challenges, which should
(9/23/02)    complete the guide.
             Completely redid the level strategies in Counter Operative to
             include PA objectives.
             Started a combat simulator settings section.
             Put in 2 reader hints for the Attack Ship on PA difficulty.
Version 6.0: Rearranged the guide into a more coherent setup.
             Added the Guard Dialouge section.
             Added a mysteries section.
             Added a rumor debunking section.
             Added a part in the Combat Simulator section about how to make
             your multiplayer ranks go up faster.
Version 5.1: Updated the contact information with info about my new e-mail
             address.
Version 5.0: Added in the first 10 multiplayer challenges.
Version 4.5: Added the Perfect Agent walkthroughs for Maian SOS and War,
             completing the walkthrough section.
             Added a reader tip for Combat Simulator.
Version 4.0: Added Hitman Howie Dís information on the Classic Weapons.
             Added the ammunition types to the weapons section.
             Rearranged and expanded the cheat section.
Version 3.0: Changed some of the layout.
             Added the walkthrough for Unlimited Ammo- Sentry Gun.
             Added the Perfect Dark Fun section.
             Added the opposition sections to the Walkthroughs.
Version 2.1: Added the Characters section.
             Started the Challenges section.
Version 2.1: Fixed the Margins.
Version 2.0: Added the Combat Simulator section.
             Added the Counter-Operative section.
             Added the Co-Operative section.
             Added the Cheese Walkthrough.
             Added the Hidden Weapons Locations.
Version 1.0: Initial update.

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                 3. T A C T I C S/ G E N E R A L  T I PS

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Here, Iíll give you some tactics for completing Perfect Dark (however, you
probably will need most of these mainly for Perfect agent).

Automatics
---------------------------------------------------------------------------
Ah, the joy of automatics- getting to let loose the entire clip in a matter of
seconds. Well, the ďspray and prayĒ method may work in agent, but in the higher
difficulties, you need to conserve ammo. Itís better to fire a short burst or
single shot (or even better, aim). Youíll be more likely to hit the enemy, and
youíll save ammo. However, if your dealing with a crowd of enemies, it may help
to just spray the clip at them.

There are some people you should be afraid of...
----------------------------------------------------------------------------
These people (marshmallow calls them ďscary peopleĒ) would be the enemies that
have high amounts of health or deadly weaponry. These would include guys with
double weapons, guys that can cloak, anyone with an explosive, any full-grown
Skedar, etc. Itís good to avoid them, but you usually canít.

Explosives can be harmful to your health
-----------------------------------------------------------------------------
Ah yes, explosives. Great for eliminating big groups of enemies. Just be sure
you donít stand near where they are going to go off, or there wonít be much
left of you. Nuff said.

Happiness is a HeadShot
-----------------------------------------------------------------------------
As I said, go for head shots if you want to eliminate any enemy, get them in
the head! The chest would be second best, although it takes a bit longer.
Anything else, donít hit unless necessary. This doesnít apply to the Skedar;
they have different weaknesses that weíll come to later.

Donít shoot the scientist!
-----------------------------------------------------------------------------
Unfortunately, it only takes one dead scientist, civilian, etc. to fail your
mission, and theyíre incredibly weak. Just donít blast them.

Speed Strafing
-----------------------------------------------------------------------------
This becomes one of the most useful techniques in the game. Just hold on the
sidestep button while running to go faster.

Take advantage of the guardsí glitches
-----------------------------------------------------------------------------
No Goldeneye glitches here! Unfortunately for us, the guard glitches from
Goldeneye have been fixed. Remember how guards in Goldeneye wouldnít shoot over
some platforms? Now they will. And donít try to get right up against them so
they canít hit you. Now theyíll just punch you. The one that still works is the
kneeling glitch. Once theyíve kneeled down, they canít turn while firing, and
have to stand up to move.

Use Shields, When Provided
-----------------------------------------------------------------------------
Iím not just talking about the shields you can get throughout the stages. Iím
referring to the stuff like chairs, tables, etc. If it doesnít move gives you
some cover, and wonít blow up in your face, use it! This also applies to human
shields.

Run-Away! Run-Away!
-----------------------------------------------------------------------------
This is actually a lifesaver at times; if you have to reload, are outnumbered,
etc., and there are large amounts of guards in front of you, run away! It will
at least prevent them from getting off large amounts of shots at you.

Surprise the guards
-----------------------------------------------------------------------------
If you catch the guards off guard (no pun intended) itíll be easier to survive.
Also, you may attract guards depending on how loud of a weapon you use.

Use the right weapon for the right job.
-----------------------------------------------------------------------------
This is pretty simple. Each weapon is good for something. Just know when to use
them. Obviously, you wouldnít try sniping with a DY357, or close quarter combat
with a Slayer.

Hand Grenades 101
-----------------------------------------------------------------------------
Using hand grenades SHOULD be fairly simple: pull the pin and throw it. Too bad
the guards are so inept at it, which makes them even more dangerous with them.
The guards obviously think nothing of blowing up themselves and all their
coworkers, just to kill you. Thus, if you see someone pulling a pin, or yelling
something like, ďFire in the holeĒ, scramble for cover IMMEDIATELY!

A few other general tips:

- Know a stage's layout before trying to beat it on Perfect Agent
- Side step instead of using the joy stick

So, Whatís Different In the Higher Difficulties
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The first thing youíll notice is extra objectives. The stagesí layouts stay the
same (except for Deep Sea), but some areas of the stages are locked in other
difficulties. The enemy AI is much higher in Perfect Agent, then in, say Agent.
The enemies are more accurate, do more damage, are stronger, and are smarter.

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                            4. W E A P O N S

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Hereís how this section works:

Name of weapon
--------------
Primary function: the weaponís primary function
Secondary function: itís secondary function
Reload: how fast it reloads
Ammo type: The type of ammo it uses (pistol, SMG, rifle, etc.)
Clip size: the clip size (duh)
Max Ammo: How much ammo it can carry (not counting the clip)
Double Weapon: this only appears if it can be carried double
Scope range: itís range, if it has a scope (only appears if it has one)
(Then would follow a description of it)

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Pistols
-----------------------------------------------------------------------------

Falcon 2
----------------------------------------------
Primary function: single shot
Secondary function: pistol whip
Reload: 2.09 sec.
Ammo type: Pistol
Clip size: 8
Max ammo: 800
Double Weapon
Scope Range N/A (x2 with Falcon 2 Scope)
Other versions: silencer, scope

The Falcon 2 is your standard starting weapon for most of the stages. The
silenced version is quieter, and good for stealth missions. The scope gives you
extra aiming capabilities. Youíll usually have to try to get headshots with
this.

Magsec 4
----------------------------------------------
Primary function: single shot
Secondary function: 3 round burst
Reload: 1.63 sec.
Ammo type: Pistol
Clip size: 9
Max Ammo: 800
Double Weapon
Scope Range: x2.4
Based on: Beretta M93R-A6 Auto 9

This has to be the PD version of the Klobb! Despite its scope, it has horrible
accuracy! If you use the 3-round burst, the accuracy deteriorates even further.
Good stopping power almost saves it, though.

Phoenix
----------------------------------------------
Primary function: single shot
Secondary function: explosive shell
Reload: 2.6 sec.
Ammo type: Pistol
Clip size: 8
Max Ammo: 800
Double Weapon

This is one of the best pistols in the game! You should always use the
secondary function, since that fires explosive shells (you donít have to be as
accurate). It also makes a cool sound when you fire it.

DY357 Magnum
---------------------------------------
Primary function: single shot
Secondary function: pistol whip
Reload: 3.18 sec.
Ammo type: Magnum
Clip size: 6
Max Ammo: 200
Double Weapon
Based on: Colt Annaconda

Some things havenít changed. This isnít much difference then current six-
shooters. It has horrible recoil, but great stopping power. It also takes
forever to reload.

DY357-LX
--------------------------------------
Primary function: single shot
Secondary function: pistol whip
Reload: 3.29 sec.
Ammo type: Magnum
Clip size: 6
Max Ammo: 200
Double Weapon

This is the PD version of the Golden Gun. It has all the same stats as the
DY357, except that it kills instantly, which compensates for it's slow rate of
fire.

Mauler
---------------------------------------
Primary function: single shot
Secondary function: charge-up shot
Reload: 2.26 sec.
Ammo type: Pistol
Clip size: 20
Max Ammo: 800
Double Weapon

The Maulerís primary function is horribly weak. Its saving grace is the
secondary function, which charges up 5 shots and kills instantly (however,
youíll loose the ammo you had charged if you reload).

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Sub-Machine Guns
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CMP150
-----------------------------------------
Primary function: rapid fire
Secondary function: follow lock-on
Reload: 2.5 sec.
Ammo type: SMG
Clip size: 32
Max Ammo: 800
Double Weapon
Based on: Steyr TMP

The CMP150 is usually found in any stage with DataDyne. It seems to be the PD
version of an Uzi, and has good stopping power and rate of fire. The follow
lock-on feature lets it lock onto a target youíve aimed at,
and is very helpful in dealing with cloaked enemies.

Cyclone
---------------------------------------------
Primary function: rapid fire
Secondary function: magazine discharge
Ammo type: SMG
Reload: 2.47 sec.
Clip size: 50
Max Ammo: 800

The Cyclone is probably one of the coolest machine guns in the game. It has
great stopping power, although it is in no way accurate. The secondary function
discharges the entire clip at once.

Callisto NTG
---------------------------------------------
Primary function: rapid fire
Secondary function: high impact shells
Reload: 2.83 sec.
Ammo type: Rifle
Clip size: 32
Max Ammo: 800

This Maian weapon works great against Skedar. The primary function has a high
rate of fire. The secondary has greater stopping power, but slower rate of
fire.

RC-P120
------------------------------------------
Primary function: rapid fire
Secondary function: cloak
Reload: 3 sec.
Ammo type: SMG
Clip size: 120
Max Ammo: 800

This has to be one of the best weapons in the entire game. It has a
ridiculously big clip, and great stopping power. Its secondary function uses
the ammo to power a cloaking device.

Laptop Gun
-------------------------------------------
Primary function: rapid fire
Secondary function: deploy as sentry gun
Reload: 2.58 sec.
Ammo type: SMG
Clip size: 50
Max Ammo: 800
Scope Range: x2

The laptop gun has great stopping power and clip size. The secondary function
sets it as a drone gun, which is best for multiplayer.

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Assault Rifles
-----------------------------------------------------------------------------

Dragon
-------------------------------------------
Primary function: burst fire
Secondary function: proximity mine
Reload: 1.75 sec.
Clip Size: 30
Ammo type: Rifle
Max Ammo: 400
Scope range: x2

The Dragon has average stopping power and fairly good accuracy. Setting it as
proximity mine is great for multiplayer.

K7 Avenger
-------------------------------------------
Primary function: burst fire
Secondary function: threat detector
Reload: 2.82 sec.
Ammo type: Rifle
Clip size: 25
Max Ammo: 400
Scope range: x3

The K7 Avenger has the greatest stopping power and rate of fire of all the
assault rifles. Unfortunately, itís sub-average clip size means that youíll
have to reload a lot. The threat detector shows you where threats such as mines
and drone guns are.

AR34
------------------------------------------
Primary function: burst fire
Secondary function: use scope
Reload: 2.51 sec.
Ammo type: Rifle
Clip size: 30
Max Ammo: 400
Scope range: x3
Based on: FAMAS Assault Rifle

The AR34 is probably the most accurate of the assault rifles in PD. Itís
secondary function lets you walk with the scope zoomed in, and is pretty
useless.

Super Dragon
--------------------------------------------
Primary function: burst fire
Secondary function: grenade launcher
Reload: 2.18 sec. (secondary: 2.39 sec)
Ammo type: Rifle (secondary: grenade rounds)
Clip size: 30 (secondary: 6)
Max Ammo: 400 (secondary: 40)
Scope range: x2

The primary function for the Super Dragon is the same as the regular Dragon.
What separates it from the Dragon is itís secondary function: a grenade
launcher! This becomes very helpful when dealing with large amounts of enemies.

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Other Rifles
-----------------------------------------------------------------------------

Shotgun
-------------------------------------------
Primary function: shotgun blast
Secondary function: double blast
Reload: 6.65 sec. (2.3 sec. per round)
Ammo type: Shotgun Shells
Clip size: 9
Max Ammo: 100

The shotgun has good stopping power, and very slow rate of fire. Like a real
one, it pumps after every shot. Since the shells scatter, it does more damage
at close range. The secondary function fires 2 shots at once. To reload, each
shell is loaded one-by-one, though you can stop the reload by pressing ďZĒ.

Sniper Rifle
--------------------------------------------
Primary function: single shot
Secondary function: crouch
Reload: 2.22 sec.
Ammo type: Rifle
Clip size: 8
Max Ammo: 400
Scope Range: x30

PDís sniper rifle beats Goldeneyeís by a long shot! The Sniper Rifle (or
CI2020, according to the manual) is extremely accurate over long distances.
However, it should never be used for close quarter combat, as its rate of fire
is too slow.

Farsight XR-20
--------------------------------------------
Primary function: rail-gun effect
Secondary function: target locator
Reload: 2.62 sec.
Ammo type: Orbs
Clip size: 8
Max Ammo: 100

The ultimate sniping weapon! The Farsight utilizes an X-ray vision for aiming.
It has the ability to shoot through any amount of obstacles, doors, walls,
people, etc. It also kills instantly. The target locator seeks out specific
targets (a multiplayer favorite). However, it is a poor choice for close
quarter combat, because of a slow rate of fire.

-----------------------------------------------------------------------------
Explosives
-----------------------------------------------------------------------------

Devastator
--------------------------------------------
Primary function: grenade launcher
Secondary function: wall hugger
Reload: 2.23 sec.
Ammo type: Grenade rounds
Clip size: 8
Max Ammo: 40

The Devastatorís primary function is a basic grenade launcher. The secondary
function fires a grenade that grips onto a surface before exploding.

Rocket Launcher
--------------------------------------------
Primary function: rocket launch
Secondary function: targeted rocket
Reload: 2.86 sec.
Ammo type: Rockets
Clip size: 1
Max Ammo: 3

The name says it all, you fire a rocket, and everything in its radius goes boom
(including you if youíre too close). The secondary function lets you lock onto
a target, which the rocket follows around until it hits.

Slayer
--------------------------------------------
Primary function: rocket launch
Secondary function: fly-by-wire rocket
Reload: slow
Ammo type: Rockets
Clip size: 1
Max Ammo: 3

Its primary function is a basic rocket launcher. The secondary function fires a
rocket that you can control, and detonate by pressing ďZĒ.

Grenade
--------------------------------------------
Primary function: 4-second fuse
Secondary function: proximity pinball
Reload: fast
Ammo type: Grenades
Clip size: 1
Max Ammo: 12

Pull the pin, throw it, wait 4 seconds, and BOOM! Or, you can alternatively use
the secondary function, which sends it bouncing around until it hits something.

N-Bomb
---------------------------------------------
Primary function: impact detonation
Secondary function: proximity detonation
Reload: fast
Ammo type: N-Bombs
Clip size: 1
Max Ammo: 10

This works like a grenade, except that it unleashes a large blast radius. Those
near the center are killed; anyone farther away, but still in the radius is
dazed (you can also get dazed or killed by it). It can be set for impact or
proximity detonation.

Timed Mine
----------------------------------------------
Primary function: timed explosive
Secondary function: threat detector
Reload: fast
Ammo type: Timed Mines
Clip size: 1
Max Ammo: 10

The name says it all. Itís a timed grenade. Boring.

Proximity Mine
--------------------------------------------
Primary function: proximity explosive
Secondary function: threat detector
Reload: fast
Ammo type: Proxy Mines
Clip size: 1
Max Ammo: 10

You stick it to any surface, if something walks on it, BOOM!

Remote Mine
----------------------------------------------
Primary function: remote explosive
Secondary function: detonate
Reload: fast
Ammo type: Remote Mines
Clip size: 1
Max Ammo: 10

Itís a mine that you manually detonate. Need I say more?

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Other
-----------------------------------------------------------------------------

Unarmed
--------------------------------------------
Primary function: punch
Secondary function: disarm
Reload: N/A
Ammo type: N/A
Clip size: N/A
Max Ammo: N/A

Only use if youíre out of ammo. If you can hit someone in the back, you get a
KO. Otherwise, use the disarm function to take their weapons.

Reaper
----------------------------------------------
Primary function: reapage
Secondary function: grinder
Reload: 3.82 sec.
Ammo type: Reaper ammo
Clip size: 200
Max Ammo: 800

The Reaper is, without a doubt, the most inaccurate weapon in the entire game.
Its saving grace would be that it can fire a huge amount of shots at the
enemies. Ducking will make it slightly more accurate, but there is no point in
aiming. Just point it in the enemyís direction, and spray. The grinder works
like a chain saw.

Combat Knife
-------------------------------------------------
Primary function: slash
Secondary function: throw poison knife
Reload: (secondary function: 1.65 sec)
Ammo type: Knifes
Clip size: 1
Max Ammo: 10

Oh yeah. The hunting and throwing knife from Goldeneye combined into
one. Actually, this isnít that bad of a weapon once you run out of ammo. The
throwing knife takes a few seconds to take out an enemy.

Crossbow
--------------------------------------------
Primary function: sedate
Secondary function: instant kill
Reload: 3.91 sec. (1.36 sec. per round)
Ammo type: Bolts
Clip size: 5
Max Ammo: 69

This is a pretty cool weapon. The primary function knocks out the enemies
without killing them; instant kill does just that. Its reload is similar to the
shotgun.

Tranquilizer
----------------------------------------------
Primary function: sedate
Secondary function: lethal injection
Reload: 2.05 sec.
Ammo type: Sedatives
Clip size: 8
Max Ammo: 200

The tranquilizerís primary slowly sedates the enemies (useless except for
multiplayer). The secondary function kills instantly, but uses half the clip
and is only for close range. It makes a funny popping sound when you reload,
though.

Laser
---------------------------------------------
Primary function: laser blast
Secondary function: short stream laser
Reload: N/A
Ammo type: N/A
Clip size: N/A
Max Ammo: N/A

This might actually be useful, if it appeared more often. But, it only appears
in Carrington Defense, in which the enemies already have super shields, making
it useless. Its secondary function is more a gadget.

Psychosis Gun
--------------------------------------------
Primary function: psychosis
Reload: medium
Ammo type: Psychosis serum
Clip size:?
Max Ammo:?

The Psychosis gun looks like the tranquilizer, except for one important
feature. When you shoot someone, they go crazy and think the other guards are
enemies. Thus, an infected guard leaves you alone, and attacks the other
guards. The downside is that you can get only a few shots, even if you put on
infinite ammo.

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Classic Weapons
-----------------------------------------------------------------------------
All of the classic weapons are from Goldeneye, and must be earned as cheats.
They do not have secondary functions. The Goldeneye name appears in
parenthesis.

PP9I (PP7)
--------------------------------------------
Primary function: single shot
Reload: 1.39 sec.
Ammo type: Pistol
Clip size: 7
Max Ammo: 800
Double Weapon
Real name: Walther PPK

The PP7 is back. This has moderate stopping power, meaning you need to go for
headshots.

CC13 (DD44)
---------------------------------------------
Primary function: single shot
Reload: 1.39 sec.
Ammo type: Pistol
Clip size: 8
Max Ammo: 800
Double Weapon
Real Name: TT33

This is much more powerful then the PP9i. It also attracts plenty of guards.

KLO1313 (Klobb)
----------------------------------------------
Primary function: rapid fire
Reload: 1.39 sec.
Ammo type: SMG
Clip size: 20
Max Ammo: 800
Double Weapon
Real name: Skorpion

Urgh! This was the worst Goldeneye weapon, and itís the worst PD weapon.
Incredibly weak, loud, and horribly inaccurate.

DMC (D5K)
---------------------------------------------
Primary function: rapid fire
Reload: 1.39 sec.
Ammo type: SMG
Clip size: 30
Max Ammo: 800
Double Weapon
Real name: MP-5K

This was one of the best weapons in Goldeneye. Good stopping power, no recoil,
fast rate of fire.

ZZT (ZMG)
-----------------------------------------------
Primary function: rapid fire
Reload: 1.39 sec.
Ammo type: SMG
Clip size: 32
Max Ammo: 800
Double Weapon
Real name: Micro-Uzi

Great rate of fire. Great stopping power.

RC-P45 (RC-P90)
------------------------------------------
Primary function: rapid fire
Reload: 1.39 sec.
Ammo type: SMG
Clip size: 80
Max Ammo: 800
Double Weapon
Real name: FN-P90

This just has to be one of the best classic weapons. It has a huge clip and
does a lot of damage. It also has a cool buzz-saw sound and goes through doors.

KF7 Special (KF7)
--------------------------------------------
Primary function: burst fire
Reload: 1.39 sec.
Ammo type: Rifle
Clip size: 30
Max Ammo: 400
Scope: x2
Double Weapon
Real name: AK-47

This has a moderate amount of damage, although it is very loud. However, after
having it in almost every stage in Goldeneye, youíre probably still sick of it.

AR53 (AR33)
-------------------------------------------
Primary function: burst fire
Reload: 1.39 sec.
Ammo type: Rifle
Clip size: 30
Max Ammo: 400
Scope: x3
Double Weapon
Real name: M16 A2

The best weapon from Goldeneye returns! This will drop any guard with a few
shots, has an excellent scope, and goes through doors!

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

                          5. E Q U I P M E N T

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

Data Uplink/Reprogrammer
--------------------------------------------
You use this in several stages to either open locked doors, hack into
computers, or reprogram stuff.

Camspy
----------------------------------------------
This is used in a few missions to take pictures of things. It can go almost
anywhere, and can open doors.

Night Vision
----------------------------------------------
These are used in some stages to see in the dark. Keep in mind that if you put
them on while the lights are on, youíll be blinded.

R-Tracker
-----------------------------------------------
Use this to locate some targets or personnel.

Combat Boost
------------------------------------------------
This makes it look like every thing has been slowed down. It actually lets you
react faster, as the enemy reaction time appears to be slowed down.

x-ray Scanner
---------------------------------------------------
Use this to see through walls. You can only see things at fairly close range
when you out them on, so only use them when there arenít any guards around.

Horizon Scanner
---------------------------------------------------
Futuristic binoculars. These are extremely useless.

IR Scanner
----------------------------------------------------
This lets you spot cloaked enemies, cracks in walls, and lets you see in the
dark.

Cloaking Device
----------------------------------------------------
The cloaking device makes you invisible, although it will temporarily stop
cloaking you if you fire a weapon. It has a limited amount of time you can be
cloaked before it disappears.

Door Decoder
---------------------------------------------------
Use this in the G5 building to open the safe.

Comms Rider
---------------------------------------------------
This has to be planted on the antenna in Area 51.

Alien Medpack
----------------------------------------------------
Used to revive Elvis in Area 51: Escape.

ECM Mine
----------------------------------------------------
Used in the first stage to jam two terminals.

Tracer bug
-----------------------------------------
Plant this on Cassandraís limo in the Chicago stage.

Backup disc
----------------------------------------
Used to restore Dr. Carollís personality in the Deep-Sea stage.

Target amplifier
-----------------------------------------
Plant these on the 3 special pillars in the Battle Shrine.

Drugspy/Bombspy
------------------------------------------
These are variants of the camspy. The Drugspy is used in the airbase to drug
enemies. The bombspy can be used to blow up enemies in Mr. Blondeís revenge.

Suitcase
-------------------------------------------
Stick your gear in this in the airbase, to avoid setting off the metal
detectors.

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

                          6. W A L K T H R O U G H

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

-----------------------------------------------------------------------------
                        Mission 1: Datadyne Central
-----------------------------------------------------------------------------

---------------------------
DataDyne Central: Defection
---------------------------

Objectives
----------
1. Disable internal security hub. SA
2. Obtain keycode necklace. SA
3. Download project files. PA
4. Disable external comms hub. SA
5. Gain entrance to laboratory. A

Weapons
-------
Falcon 2 w/ Silencer (x2)
CMP150
Falcon 2
Laptop Gun (PA only)

Opposition
----------
DataDyne Security: These guys are on the upper floors, and have CMP150ís.

DataDyne Shock Troopers: There are several of these guys with CMP150ís on the
ground floor. There is also one on the upper floors armed with double silenced
Falcons.

Agent
-----
Jump off the roof, and blast the guy there. Go through the door, through the
next room, and down the stairs. This should take you to the 23rd floor. Kill
the guards there, and take the elevator all the way down to the ground level.
Now the music gets fast paced. There are a lot of guards on the ground floor,
but you donít have to worry about them. Exit the elevator, go down the stairs,
head to the left, and go through the door there. This will take you to another
room. Go through the next door, and through some fake walls to the laboratory
elevator. Open it.

Special Agent
-------------
This time, youíll have security cameras to frustrate your actions at the
beginning of the stage. Look over the edge of the roof (donít jump down yet).
Wait until you see the guard walk by, and pop a cap in his head. Now, jump off
of the platform you started on, and head through the door. Go down the ramp,
blast the guard, and go to the corner to the LEFT of the next
door. There should be a computer-type thing. Plant an ECM mine on it(objective
1 complete) (if youíre not sure if itís the right one, press B in front of it,
and it will tell you that you need to plant an ECM mine on it, if youíre at the
right thing). Now, go through the door to the stairwell. Go down the stairs,
blast the guy thatís on them, and go into the next room. Now, youíll get a
message saying youíre near Cassandraís office. There should be a guard by a
table, and another one near him. Blast them both. Now, go over to the table.
There is a buzzer on the table. Press it; it will unlock Cassandraís office.
Now, switch to pistol whip or unarmed. Go into Cassandraís office (through the
huge double doors in the middle of the room). Knock out Cassandra, and take her
necklace (donít kill her or her assistant, or you will fail). (Objective 2
complete). Now, go over to the elevator, and take it all the way down to the
ground floor. Blast the Shock Troops on the ground floor. After they are dead,
go into the room that was to the RIGHT of the stairs from the elevator (not the
exit room). Go in, and blast the guards there. Now, there is a computer screen
like the one at the beginning on the wall. Plant an ECM mine on it. (Objective
3 complete). Now that this is done, go to the laboratory lift.

Perfect Agent
-------------
At the start, look over the edge of the platform. Blast the guard in the head
as he walks by. Jump down, look near the door, and blast the security camera.
Go through the door, and shoot the guard in the next room. Now, look straight
across the room. You should be able to make out a security camera. Blow it up.
Go over to the ramp down and blow up the security camera there. Go over to the
security hub, and plant an ECM mine on it. (Objective 1 complete). This will
shut off all the security cameras temporarily. Head down the stairwell, and
blast the guy on the stairs. Go through the door, and blast the 2 guys in the
next room. Activate the buzzer to unlock Cassandraís office door, enter her
office, knock her out, and take her necklace. (Objective 2 complete). There is
another door, leading to more ramps to the right of Cassandraís office. Go
through there, and all the way down the stairs. Go through the door at the end
of the stairwell. Go straight past the elevators, blasting anyone you see. At
the end of that hall, take a right, and head down another hall. Go through the
set of doors at the end of it, and shoot the security camera. Head along
through
that section. This will lead to a hall with two offices. Open up the first one,
and blast the Shock Troop in there. Take his weapons to get 2 times Falcon 2
Silenced (Note: Iíve encountered a glitch where one of his pistols falls
through
the floor, to the ground level). Now, go up to the other office (the door is
locked). You should hear a telephone ringing, and someone talking like a hick.
Wait by the LEFT of the office. Once the guy in there finishes talking, heíll
come out and
shout, ďIntruder! Help Me!Ē. Donít go up to him yet, as if you do youíll stop
him from running (youíll understand why in a second). Follow him at a distance,
and he will run over to a security room that had been locked. Run in and grab
the 2 Falcon 2ís and a LAPTOP GUN! YES! Anyone, go over to him now, and, after
some dialogue, heíll head over to the elevator. Follow him into there. He will
take the elevator up the floor above you. Just follow him (he knows where he is
going), and take out any guards you see, as well as one security cam (the
security system should be back online by now). He will go over to an empty room
with a computer on a desk. Close the door, and wait while he logs on. Once he
tells you that heís in, kill him or knock him out. Use your data uplink to
download the project files. (Objective 3 complete). Go over to the elevator,
whip out the Laptop Gun, and take the elevator down to the ground floor. There
are now two ways to do this, depending on how good/bad you are at this game. If
youíre doing fairly well, you can just go around and blast the guys on the
ground floor. Or, you can toss your laptop gun into there as a sentry gun, go
back up, let it kill them, go back down, eliminate the survivors, and pick up
your Laptop gun, either way, once thatís done, go into the room with the other
comms hub, kill the guards in there, and plant the ECM mine. (Objective 4
complete). Go to the section of the ground floor leading to the exit, kill the
guards there, and head through the lift.

--------------------------------
DataDyne Research: Investigation
--------------------------------

Objectives
----------
1. Holograph the Radioactive Isotope. A
2. Start the Security Maintenance Cycle. SA
3. Shut Down the Experiments. SA
4. Obtain the Experimental Technologies. PA
5. Locate Dr. Caroll. A

Weapons
-------
Falcon 2
CMP150 (x2)
Proximity Mine
K7 Avenger
Dragon

Opposition
----------
DataDyne Troopers: These enemies are scattered throughout the stage armed with
CMP150ís. The ones near the end have Dragons. One has a K7.

Agent
-----
Exit the elevator, and head to the LEFT. Keep heading down that path, and blast
the guard youíll run into. Head through the door, and shoot the guards in the
next room (you canít shoot them through the glass- itís bulletproof. Head
through the next door, which will take you to a big room. After killing the
guards in there, head through the doors to the right, marked ďCAUTIONĒ. Kill
the
2 guards after the door. Head past them, until you can see a room that seems to
be green. If you go in the green room, you will eventually damaged by the
radiation. Send in the camspy in to photograph the isotope. (Objective 1
complete). If you want to, you can speed-strafe through the radioactive room,
and pick up some proximity mines. Head back to the big room, and go through the
other door (itís to your left as you exit the area you were in). Go through
there, and straight down the next path (there are several guards in this room).
At the end of the path, take a right, and continue heading forwards. This
should
eventually lead to a room with 3 laser grids. Youíll take damage if you touch
them, and you canít walk through them. Wait for a cleaning bot to come by; the
lasers disappear as the bot goes up to them. That would be when you should bolt
through the get to the end of the hall. Head through the next room and to
another room with 2 guards and a computer. Use the data uplink on the computer
to unlock the doors. Head through, and keep heading forwards until you get to a
big room with plenty of guards. Kill the guards, and go through the door in
front of you. If you speed-strafe through, you can avoid the drone guns. Open
up
the door at the end. (Objective 2 complete).

Special Agent
-------------
Exit the elevator, and head to the LEFT. Keep heading down that path, and blast
the guard youíll run into. Youíll have to wait for a cleaning bot to come by
here, so open up the door in front of you, and kill the guys in that room.
Close
the door, and return to the hall. To the left of the door in front of you, you
should notice a maintenance hatch. Wait for a cleaning bot to come by, and the
hatch will open up for it, head in. Head in and you should see some glass. Go
over and break the glass, and jump down. This is a computer on the wall
directly
in your path. Activate it, and afterwards, look forwards from there, and the
wall computer to the left. (Objective 2 completed). Head forwards, kill the two
guards, and head through the door. Now, go straight, and take a right; this
will
lead to a long stretch of hallway, with several guards behind crates. Carefully
plow them down while heading through, using the crates for cover. The hall will
lead you into the big room that leads to the isotope section. Kill the guards
there, and head through the CAUTION doors. Photograph the isotope with the
camspy (Objective 1 complete), and head back into the big room, and through the
doors leading to the main hallway. Kill the guards in the hall by blasting them
with your CMP150 (preferably with the secondary function), and then head
through
the first path to the right. It leads to a lab; blast the two guards, and go
over to the scientist to make him start the experiment. Head back to the hall,
and head forward to the end of it (there are a few more guards). At the end, go
to the LEFT, through a pair of doors into another lab. Kill the guards and make
the scientist shut down the experiments. Now, look around, there is another
pair
of doors leading to the final laboratory. Head in, and go over to the guard.
Now, the previous scientists were smart, and just shut down the experiments.
This scientist happens to think he is a Navy SEAL or something, and tries to
set
off the alarm. Donít worry, wait till he goes up to a console, and then knock
him out. That one is the alarm; 2 others are inactive, and the other one shuts
down the experiments. Activate it to shut the experiment down. (Objective 3
complete). Now, head out of the labs, and use the path to the right. This will
lead you to the laser room. Wait for the bot to come by, and follow him through
as he turns the lasers off. Go into the next room, and blast a few guards
there.
There is a shield inside the glass thing if you need it. Go to the data uplink
room, and blast the guards with the Dragons. Now, start the uplink on the
computer, but immediately turn around and pull up your weapon and blast the 2
guards that try to ambush you. Use the uplink on the computer, and head through
until you get to the next big room. Blast the guards, and head over to the door
to Dr. Carroll. IMMEDIATELY, back away, from the door, as some Goldeneye drone
guns will say ďHiĒ by blasting you. Use the Dragon to blast them, and head down
the hallway, and open the door at the end.

Perfect Agent
-------------
This stage is a bit easier then the previous one. At the beginning, exit the
elevator, head left, and blast the guard. Go up to the door at the end of the
hall, open it, peek in, run out, and close it. Wait for the guards to rush out,
and blast Ďem. Now, wait for the cleaning bot to come by, and let you through
the maintenance hatch. Head through, break the glass by the ledge, and jump
down. Head through, and activate the 2 computers in the order you see them, and
blast the guards there. (Objective 2 complete). The hall will eventually lead
to
the big room that leads to the isotope. Carefully blast the guards in there,
and
head over to the CAUTION doors. Open them up and double-tap the 2 guards there.
Send in the Camspy to photograph the isotope. (Objective 1 complete). Note:
Under NO circumstances should you grab the Proxy mine there. Anyway, head to
the
laboratory halls. You want to blast the guys in there without taking much
damage, so either let them come to you or be very accurate. Continuing, head
into the hallway. Go to the first side passage on the right, kill the 2 guards
there, and make the scientist shut down the experiment. Continue forwards to
the
first side passage on the left. Head in, and by the consoles, you should see a
platform going up and down. Go down, and youíll see a guard with a K7 Avenger.
He has his back to you, so pop him in the head, take the K7 (experimental item
1), and head back to the halls. Go over to the next passage to the right (there
may be some guards there) and head in. Blast open the glass thing, and grab the
Night Vision goggles (experimental item 2). Then head all the way to the end of
the hall, blast the guards there, and go through the passage on the left. Kill
the guards and make the scientist shut down the experiments. Now, look around,
there is another pair of doors leading to the final laboratory. Head in, and go
over to the guard. Now, the previous scientists were smart, and just shut down
the experiments. This scientist happens to think he is a Navy SEAL or
something,
and tries to set off the alarm. Donít worry, wait till he goes up to a console,
and then knock him out. That one is the alarm; 2 others are inactive, and the
other one shuts down the experiments. Activate it to shut the experiment down.
(Objective 3 complete). Go back to the halls, and through the right passage.
Kill the guards it leads to, an head to the laser room. Wait for the bot to
come
by, and go through the lasers as he temporarily deactivates them. At the end,
open the door and blast the Dragon toting guard it leads to. Go forwards and
kill the 2 or 3 guards in the next room. Go to the uplink room, and kill the 2
guards there. Pick up a Dragon, and toss it as a proximity mine near the
entrance to this area. Use the uplink on the computer to unlock the doors (you
should hear an explosion as 2 guards kill themselves on the Dragon) and head
forwards once you are done. This takes you on another path, leading to the
final
big room. Using the K7, carefully pick off the guards in this room. To the LEFT
of where you entered the room, there is another door. Go through down a path
laden with several shocktroops, as long as youíre careful, you should be fine.
At the end you will be able to grab the 3rd experimental item. (Objective 4
complete). Now, head back to the big room. Put your K7 Avenger on the threat
detector. Open the door leading to Dr. Carrollís hallway, and IMMEDIATELY move
back, or you will be mowed down by 2 Goldeneye drone guns, Use the K7 to pick
them off, and then head down the hall, and open the door to Dr. Carroll.
(Objective 5 complete).

----------------------------
DataDyne Central: Extraction
----------------------------

Objectives
----------
1. Access the Foyer Elevator. A
2. Reactivate the Office Elevator. PA
3. Destroy the DataDyne Hovercopter. SA
4. Defeat Cassandraís Bodyguards. A
5. Rendezvous at the Helipad. A

Weapons
-------
Falcon 2 w/ scope
CMP150
Shotgun
DY357 Magnum
Rocket Launcher
Grenade
Dragon

Opposition
----------
DataDyne Shock Troops: More of these buffoons, armed with CMP150ís.

DataDyne Female Guard: Cassandraís guards, they carry Shotguns.

DataDyne Gunship (SA and PA): These flies around and fires machine guns at you.
If you allow it to survive when you get to the top, it will shoot rockets.

Agent
-----
The lights have been turned off, so pop on your night vision goggles. Keep in
mind that you have to protect Dr. Caroll in this mission. Move through the
ground floor (there is only one path), blasting every guard in sight. Once you
get to the elevators, call down the elevator, head in, (Objective 1 complete)
and turn off your night vision. Once you get up the elevator, head out, and
call
the elevator next to yours. Once that one takes you to the next level, head
through that level, being sure to kill the guards and pick up a few shotguns,
until you get to the stairwell, head up the stairs, into exit from them into
the
room that led to Cassandraís office. Kill the lone guard there, and pick up the
rocket launcher. Head through the other door, up another flight of stairs. This
will take you to the room that had the security hub. There, youíll find several
guards. Fire a rocket at the guards near the security hub, and flip the lights
back on after they turn them off. The bodyguards will be momentarily blinded,
so
take advantage of this, and blast the rest of the bodyguards. (Objective 2
completed). Now, head up the helipad. (Objective 3 completed).

Special Agent
-------------
The lights have been turned off, though they will go back on after 90 seconds,
so put on your night vision. You also have to protect Dr. Carroll. Open the
first door; the guard shouldnít see you, so pop him in the head. Go to the next
door, open it, and move back as you do so. If you do it right, the guard wonít
see you; pop a cap in his head. Slowly side step out and youíll see a guard
behind a blockade; pop him in the head too. Side step out a little more, and
repeat the above on another guard. Now, look through the barricades, and you
can
see two guards at the top of the stairs; blast them both in the head. Continue
on, doing the same to a guard behind a couch. Then side step out and blast the
2
guards near the reception desk. Continue onward and blast one more guard. Head
up the stairs and get in the elevator to the 21st floor. (Objective 1
complete).
Once you get up, you should hear something taking off. If youíre wondering what
is, the answer is that is the bane of your existence for most of this stage.
Quickly take the next elevator up to the next floor (22nd). Get out of the
elevator, and head along the path to the stairs. Once you get to the first
window, youíll see what was making the noise: a DataDyne helicopter. Donít even
try to stand and fight. Just RUN to the stairs or you will be mowed down. You
have to kill the bodyguards on this and the previous level, but that can wait.
Head up the stairs to the room that led to Cassandraís office. Blast the guard,
and pick up the Rocket Launcher. Switch it to the secondary function, and get
some cover. Once the helicopter shows up, get a lock on it (be absolutely sure
you have targeted rockets on), and fire. It should blow up the copter. If not,
use lots of gunfire to finish the job. (Objective 2 completed). Now, go down to
the 21st and 22nd floors, and take out the female bodyguards there. Once thatís
done, head up to the room where you put the ECM mine on in the first stage.
Cassandra has a trap, with several bodyguards. Put up the CMP150, and try to
kill the guard on the upper landing before Cassandra stops talking. When she
does, put on your night vision, and FIND COVER! Go over to the switch, and turn
the lights. The guards will momentarily blinded, so use this opportunity to
blast them to kingdom come! (Objective 3 complete). Now, head up to the
helipad.
(Objective 4 complete).

Perfect Agent
-------------
The lights have been turned off, though they will go back on after 60 seconds,
so put on your night vision. You also have to protect Dr. Carroll. Open the
first door; the guard shouldnít see you, so pop him in the head. Go to the next
door, open it, and move back as you do so. If you do it right, the guard wonít
see you; pop a cap in his head. Slowly side step out and youíll see a guard
behind a blockade; pop him in the head too. Side step out a little more, and
repeat the above on another guard. Now, look through the barricades, and you
can
see two guards at the top of the stairs; blast them both in the head. Continue
on, doing the same to a guard behind a couch. Then side step out and blast the
2
guards near the reception desk. Continue onward and blast one more guard. Head
up the stairs and get in the elevator to the 21st floor. (Objective 1
complete).
Once you get up, you should hear something taking off. If youíre wondering what
is, the answer is that is the bane of your existence for most of this stage.
The
next elevator is locked, so run along to the computer (itís the only way you
can
go on this floor) while dodging the helicopter (that is what was lifting off),
and cue the computer to unlock the elevator. (Objective 2 complete). Now, race
back to the elevator and go up to the next floor. Get out of the elevator, and
head along the path to the stairs. Donít even try to stand and fight the
helicopter (once you get to the section with windows). Just RUN to the stairs
or
you will be mowed down. You have to kill the bodyguards on this and the
previous
level, but that can wait. Head up the stairs to the room that led to
Cassandraís
office. Blast the guard, and pick up the Rocket Launcher. Switch it to the
secondary function, and get some cover. Once the helicopter shows up, get a
lock
on it (be absolutely sure you have targeted rockets on), and fire. It should
blow up the copter. If not, use lots of gunfire to finish the job. (Objective 3
completed). Now, go down to the 21st and 22nd floors, and take out the female
bodyguards there. Once thatís done, head up to the room where you put the ECM
mine on in the first stage. Cassandra has a trap, with several bodyguards. Put
up the CMP150, and try to kill the guard on the upper landing before Cassandra
stops talking. When she does, put on your night vision, and FIND COVER! Go over
to the switch, and turn the lights. The guards will momentarily blinded, so use
this opportunity to blast them to kingdom come! (Objective 4 complete). Now,
head up to the helipad. (Objective 5 complete).

Mission 1: DataDyne complete.

-----------------------------------------------------------------------------
                        Mission 2: Carrington Villa
-----------------------------------------------------------------------------

-----------------------------
Carrington Villa: Hostage One
-----------------------------

Mission Objectives
------------------
1. Save the Negotiator. Agent and Special Agent only
2. Eliminate Rooftop Snipers. SA
3. Activate the Wind Generator. A
4. Locate and Eliminate the DataDyne Hackers. PA
5. Capture a DataDyne Guard. PA
6. Rescue Carrington. A

Weapons
-------
Sniper Rifle
CMP150 (x2 in Agent and Special Agent)
Laptop Gun (Perfect Agent only)\
Devastator

Opposition
----------
DataDyne Security: More of these guys, armed with the CMP150.

DataDyne Snipers: These soldiers are positioned on the top of the villa, and
fire Sniper Rifles at you.

Agent
-----
Right at the start, use your Sniper Rifle to kill the 2 guys guarding the
hostage negotiator. (Objective 1 complete). Head down the path, blast the guy,
and grab his CMP150. Keep heading down the path, it will lead to an area next
to
the main part of the villa. There are a lot of snipers here, but you donít have
to worry about them if you speed strafe. Go up the stairs to the villa, and
head
in. Blast the guards in front of you, and head down another path of stairs
(inside the building). From those stairs, head straight head straight all the
way, take a right, and head down some more stairs. From those stairs, head
straight, and go through the second door on your left. Through the door, head
down some more stairs and through the door to your right. Kill the guard in
there, and forwards, and take a right. Turn on the two computer things in
there,
and head backwards, turn left, go forwards, and take another left. Turn on
another computer thing in this room. (Objective 2 Complete). Head forwards from
the computer thing, through a set of doors. You will come to a cross-paths sort
of thing. First head to the right, and kill the 3 guards there. Then go along
the left path, which takes you to a wine cellar. Kill the guards there, get the
key from the last one, and go through the door at the end of the cellar.
(Objective 3 Complete).

Special Agent
-------------
Right at the start, use your Sniper Rifle to kill the 2 guys guarding the
hostage negotiator. (Objective 1 complete). Head along and grab the first
guardís CMP150, jump down the ledge, and head forwards to a series of short
stairs. Look up, and you should see a purple sniper (wonderful camouflage,
yeah,
right). Blast him. Head into the big area, and youíll have several snipers
shooting at you. Take cover, and blast them (they only take 1 hit to die). Once
youíre youíve killed most of the snipers, head up to the top of the house. Kill
any snipers that might be remaining (Objective 2 complete), and head into the
house, while blasting any guard in sight. Go down to the basement, as detailed
in the agent strategy, and activate the wind generators. (Objective 3
complete).
Eliminate all the guards in the wine-cellar floor, grab the key, and open the
door to Carrington. (Objective 4 complete).

Perfect Agent
-------------
This level is insanely hard, mostly due to the large amounts of guards. Unlike
the previous difficulties, you start the level on the docks, as the negotiator.
Whip out your Laptop Gun, and kill the startled guards. Blast the sniper in
front of you, and turn around and blast the Sniper in the distance. One thing
you should keep in mind is that you have to capture a DataDyne guard sometime
in
the level by knocking him out. Youíll have to complete this as the opportunity
presents itself (like a surrendering guard, or if you knock a gun out of
someoneís hand). Anyway, head into the house. Head in and youíll be greeted by
some guards; blast them while trying to avoid too much damage. Head along the
first floor carefully taking out the guards. Go up the stairs to the next
floor,
and kill the 2 guards there. Head forwards, and kill the rest of the guards on
this floor. While still on this floor, go to the section that has some plants
in
it (in the middle of the floor) and kill the (2, I think) Snipers there. Go up
to the room right next to the stairs leading up, and grab the Sniper rifle.
Head
up the stairs to the third floor, peek out so the guards see you, and race for
some cover (preferably the room where you got the Sniper rifle). The guards
should head after; kill them in the ambush. Once that is taken care of, head
back up and kill the remaining guards there. Look around, and you should see a
door leading to a patio area. Open it, and kill the 2 guards on the ground
(without entering) and carefully kill the 2 snipers there. Head done to the
basement area. After killing the 2 guards there. Go to the door (not the one
leading to the generator area), and kill the guards in there. Then, carefully
kill the sniper, who can be seen from the section of the room that appears to
be
a sort of pool. Head to the door leading to the generators (you should have
captured a guard by now), and go to the right path first. Kill the 3 guards on
the walkways by letting them come out after you, or by aiming for them while
are
still on the walkways. Then, activate the 2 screens there, and go on the path
that was to the left, and stop at the cross-paths. Peek out at the right path
and blast the guy you see. Turn to the left, and kill the guards that begin
coming out at you. After they are dead, activate the generator. (Objective 2
complete). IMMEDIATELY, activate your R-Tracker, and race back to the 3rd
floor.
You should get a message to eliminate some hackers. Use the R-Tracker to find
them (a group of 2 on the 3rd floor, and 1 on the 2nd floor). Keep in mind that
a red dot on the R-Tracker will indicate that you are on the same floor as the
target. Unless you take over 60 seconds to kill the hackers, you should be
fine.
(Objective 3 complete). While you are up here, step outside, and CAREFULLY take
out the last sniper. (Objective 1 complete). Go back to where the cross-path
was, and go down the right path, through the door, and head to the right. Kill
the 3 guards there (one begins running from you once you open the door) and go
left to the wine cellar. Do not rush things there. Carefully pick off the
guards
(they are begin the rows of bottles), preferably with your sniper rifle. Once
they are all dead, grab the key from the last one, and open the door at the end
of the cellar. (Objective 5 complete).

Mission 2: Carrington Villa complete.

-----------------------------------------------------------------------------
                        Mission 3: Chicago
-----------------------------------------------------------------------------

----------------
Chicago: Stealth
----------------

Objectives
----------
1. Retrieve Drop-Point Equipment. A
2. Attach a Tracer to the Limousine. PA
3. Prepare an Escape Route. SA
4. Create a Vehicular Diversion. A
5. Gain Entry to the G5 Building. A

Weapons
-------
Falcon 2 w/ Scope (x2)
BombSpy
CMP150
DY357 Magnum

Opposition
----------
G5 Guards: They are armed with CMP150ís.

G5 SWAT Guards: These Magnum toting guards will only appear if the alarm is
sounded.

FBI Agents: They have Magnums, and will try to set off the alarm.

G5 Robot: This patrols around, and fires a machine gun at you. It is
invincible.

Agent
-----
Before you even start this stage, you should remember that one dead civilian
(the CIA agents in tan trench coats) will cause you to fail the mission.
Anyway,
at the start, wait for the civilian to come by and knock him out, then pull up
your gun and blast the nearby guard. As you head into the streets, you may meet
up with the security robot. You cannot damage him, and if you try to he will
set
off an alarm; just avoid him. Go straight across the street into the gutter
area. Kill the guards there and head forwards to the spot with the suitcase;
grab it. (Objective 1 complete). Go back to the street (back through the
gutter), and crouch down by the taxi. Use the reprogrammer on it, and the taxi
takes off once you finish it. Now, take cover until you are told that there has
been an air diversion (the taxi crashes onto the robot). (Objective 2
complete).
Race along the streets to the parking lot, and enter through the open door.
(Objective 3 complete).

Special Agent
-------------
Before you even start this stage, you should remember that one dead civilian
(the CIA agents in tan trench coats) will cause you to fail the mission. You
will now also have 2 FBI agents (brown trench coats) who will set off an alarm
if you donít kill them soon after seeing them. Anyway, at the start, wait for
the civilian to come by and knock him out, then pull up your gun and blast the
nearby guard. As you move into the street, to the left is a FBI agent. Kill him
before he can raise the alarm. As you head into the streets, you may meet up
with the security robot. You cannot damage him, and if you try to he will set
off an alarm; just avoid him. Go straight across the street into the gutter
area. Kill the guards there and heads forwards to the spot with the suitcase;
grab it. (Objective 1 complete). Head back along the gutter into the streets
(there are a few more guards to deal with), forget the taxi, and go into the
doorway across from you. There are 2 civilians that will run away upon seeing
your gun. Inside this section, look across through the doorway that you DIDNíT
come through. Using your Falcon 2, quickly shoot the FBI agent. Now, see the
dumpster in the section you are in? Push it up against the wall near the
explosive canisters. Stand back, and blow up the canisters. The resulting
explosion blows open the dumpster, revealing... A BOMBSPY! Continuing, go
through the doorway you didnít go through, and kill the guards it leads to. BE
VERY CAREFUL NOT TO SHOOT THE CIVILIANS! You should see some fire escapes on a
building, next to 2 blocked up doors. Go up the fire escape, and place a mine
on
the blocked up door on the lower fire escape (NOT the top fire escape door, or
the thing on the ground level). (Objective 2 complete). DO NOT BLOW UP THE
MINE!
Now, send the Bombspy over to the carport (where the level ends), and blow up
the bombspy in the middle of the guards; that will create an alternate air
diversion. (Objective 3 complete). Head over to the carport area, and
enter the carport. (Objective 4 complete).

Perfect Agent
-------------
Before you even start this stage, you should remember that one dead civilian
(the CIA agents in tan trench coats) will cause you to fail the mission. You
will now also have 3 FBI agents (brown trench coats) who will set off an alarm
if you donít kill them soon after seeing them. You need to remember that for
planting the tracker on the limousine, you have about 60 seconds before it
leaves, so donít dawdle. Anyway, at the start, wait for the civilian to come by
and knock him out, then pull up your gun and blast the nearby guard. As you
head
into the streets, you may meet up with the security robot. You cannot damage
him, and if you try to he will set off an alarm; just avoid him. Kill the 2
guards in the street, and race across the gutter. Either in the opening or to
the left of it, is a FBI agent. Kill him! Carefully kill the guards in the
gutter without taking too much damage. Off to the right of where you entered
the
gutter, is a small passage. Duck down, and head through there. At the end, open
the grating, and plant the tracer on the limousine. (Objective 2 complete).
Now,
before exiting the passage you are in, kill any guards that may be up against
the opening and head through to grab your equipment. (Objective 1 complete).
When you return to the gutter area, there are 2 more guards present. Kill them,
and continue back to the street. Forget the taxi, and go into the doorway
across
from you. There are 2 civilians that will run away upon seeing your gun. Inside
this section, look across through the doorway that you DIDNíT come through.
Using your Falcon 2, quickly shoot the FBI agent. Get positioned so that you
canít be seen through the doorway, and pick off the guards that come after you.
Now, see the dumpster in the section you are in? Push it up against the wall
near the explosive canisters. Stand back, and blow up the canisters. The
resulting explosion blows open the dumpster, revealing... A BOMBSPY!
Continuing,
go through the doorway you didnít go through, and kill the guards it leads to.
BE VERY CAREFUL NOT TO SHOOT THE CIVILIANS! You should see some fire escapes on
a building, next to 2 blocked up doors. Go up the fire escape, and place a mine
on the blocked up door on the lower fire escape (NOT the top fire escape door,
or the thing on the ground level). (Objective 2 complete). DO NOT BLOW UP THE
MINE! Now, send the Bombspy over to the carport (where the level ends), and
blow
up the bombspy in the middle of the guards; that will create an alternate air
diversion. (Objective 3 complete). Head over to the carport area, and enter the
carport. (Objective 4 complete).

---------------------------
G5 Building: Reconnaissance
---------------------------

Objectives
----------
1. Disable the Damping Field Generator. PA
2. De-Activate the Laser Grid Systems. SA
3. Photograph the Meeting Conspirators. A
4. Retrieve the Dr. Caroll Backup From the Safe. A
5. Exit the building. A

Weapons
-------
Falcon 2 Silenced
CMP150
DY357 Magnum
Crossbow
N-Bomb

Opposition
----------
Cloaked G5 SWAT Guards: They are in the first 2 rooms, and have cloaking
devices
and CMP150ís.

G5 Guards: They have CMP150ís.

G5 SWAT Guards: They appear once the alarm is sounded, and carry Magnums.

Agent
-----
As you start the stage, youíll see 2 guards start to cloak. Wait for them to
reappear as they fire at you, and blast them. Grab their keycard, and head
through the door. Shoot the guard at the end of the hall in the back, and go
through the next door. This takes you to a large room. Go through it over to
the
next door, and more cloaked guards appear. Kill them using the same strategies
as from the previous ones, grab the keycard, and go up to the next door. Wait
until you see a guard through the glass on the door, and pop him in the head.
Open the door, and go through to the next door. In the next door, is an alarm.
If any guard sets it off, you will fail. Rush in, head over to the alarm (itís
in the back of the room), blast the guards by it, and work your way back to the
earlier parts of the room. Head up the stairs and through the vent it leads to.
At the end, send the campspy through the small opening to photograph the
conspirators. (Objective 1 complete). Jump down, and blast the 2 guards there
(you donít have to worry about the alarm being set now). Run up the stairs, and
head to the safe room. Plant the decoder on the door switch on the wall. The
decoder takes a while, so just wait until it finishes, while blasting the
guards
that appear. Head in the safe once the decoder is done, and grab the disk.
(Objective 2 complete). Leave the safe room, and run through the door in front
of you. (Objective 3 complete).

Special Agent
-------------
As you start the stage, youíll see 2 guards start to cloak. Wait for them to
reappear as they fire at you, and blast them. Grab their keycard, and head
through the door. Shoot the guard at the end of the hall in the back, and go
through the next door. This takes you to a large room. Go through it over to
the
next door, and more cloaked guards appear. Here, the CMP150ís follow lock on
really helps, as the lock on will show where the target is even while cloaked.
Anyway, kill them and grab the keycard, and go up to the next door. Wait until
you see a guard through the glass on the door, and pop him in the head. Open
the
door, and go through to the next door. In the next door, is an alarm. If any
guard sets it off, you will fail. Rush in, head over to the alarm (itís in the
back of the room), blast the guards by it, and work your way back to the
earlier
parts of the room. Now, you have to deactivate the laser grids. There are 4
laser grid consoles on the walls; press B on them to deactivate the lasers. BE
SURE NOT to the mistake the alarm (itís red and says ALARM on it) for one of
the
laser grid consoles. (Objective 1 complete). Head up the stairs and through the
vent it leads to. At the end, send the campspy through the small opening to
photograph the conspirators. (Objective 1 complete). Jump down, and blast the 2
guards there (you donít have to worry about the alarm being set now). Run up
the
stairs, and head to the safe room. Plant the decoder on the door switch on the
wall. The decoder takes a while, so just wait until it finishes, while blasting
the guards that appear. While the door is decoding, you might as well detonate
the mine you placed last mission. Head in the safe once the decoder is done,
and
grab the disk. (Objective 3 complete). Leave the safe room, and run through the
door in front of you (it will be on the next floor if you didnít listen to me
in
the guide for the last mission). (Objective 4 complete).

Perfect Agent
-------------
As you start the stage, youíll see 2 guards start to cloak. Wait for them to
reappear as they fire at you, and blast them. Grab their keycard, and head
through the door. Shoot the guard at the end of the hall in the back, and go
through the next door. This takes you to a large room. Go up to the next door,
and some more cloaked guards appear. This can be a lot of trouble if you donít
do it right. Take out the CMP150, and use the lock on to keep track of the
targets while they are cloaked. Grab the keycard once they are dead and go up
to
the next door. Wait until you see a guard through the glass on the door, and
pop
him in the head. Open the door, and go through to the next door. In the next
door, is an alarm. If any guard sets it off, you will fail. Rush in, head over
to the alarm (itís in the back of the room), blast the guards by it, and work
your way back to the earlier parts of the room. Now, you have to deactivate the
laser grids. There are 4 laser grid consoles on the walls; press B on them to
deactivate the lasers. BE SURE NOT to the mistake the alarm (itís red and says
ALARM on it) for one of the laser grid consoles. (Objective 2 complete). There
is a door next to the alarm. Go through, blast the guy on the stairs, and go
down them. This will lead to another room. Peek in and out from where you are
positioned, to eliminate the guards without getting hit. Once they are dead, go
up to the machinery directly in your path, and press B on it. (Objective 1
complete). Go back to the alarm room, Head up the stairs, and through the vent
it leads to. At the end, send the Campsy up to the small opening, BUT DO NOT
SEND IT THROUGH! Jump down and blast the 2 guys there (they cannot set off the
alarm or youíll fail), and head upstairs to the safe room. Plant the door
decoder, and IMMEDIATELY send the campspy in (if you are too slow the alarm
will
be sounded). (Objective 3 complete). Watch the entire cinema that follows, as
the door will unlock and open by the end of it. Once the cinema stops, run into
the safe, grab the Dr. Carroll backup disk (Objective 4 complete), and detonate
your remote mine. Plow through the guards by the door, and rush through the
exit. (Objective 5 complete).

Mission 3: Chicago complete

-----------------------------------------------------------------------------
                      Mission 4: Area 51, Nevada
-----------------------------------------------------------------------------

---------------------
Area 51: Infiltration
---------------------

Objectives
----------
1. Shut Down the Air Intercept Radar. A
2. Plant the Comms Device on the Antenna. SA
3. Disable All Robot Interceptors. PA
4. Gain Access to the Hangar Lift. A
5. Make Contact with the CI Spy. A

Weapons
-------
Falcon 2
MagSec 4 (x2)
Dragon
Rocket Launcher
Grenade

Opposition
----------
Area 51 Trooper: The standard guards here. They carry MagSec 4ís.

Technician: He has a Falcon 2.

Pilot: They appear inside the hangar, with Dragons.

Alien Interceptor: This will take off if you wait too long. It fires machine
guns and rockets.

Area 51 Guard: He has double MagSec 4ís, and appears after the comms rider is
planted.

Agent
-----
Do not stop the cinema as soon as it begins. You should see a guard walking on
patrol. Wait until the camera shows him walk past your position before you
start
the stage. Anyway, once it starts, blast one of the guys in front of you in the
head and then the other one as he tries to activate the auto-gun. Turn around
and blast the other guy. As you continue, you will come to a drone gun. Destroy
it with the MagSec by peeking out, firing a burst, sidestepping back to cover,
and then peeking back out once it stops firing. Move onwards until you get to
the next auto-gun. Repeat the strategy for the previous one. Step out and you
will see a guard tower. Move towards it in a zigzag motion, until you get to
the
ladder. Head up, and blast the 2 guards in there. Activate the switch in the
tower; it opens up the big gate. Enter though the gate and scramble for cover,
and take out the 3 drone guns. Once they are gone, eliminate the guards in
there, and the alien interceptor. Once youíve blown it up, go over and grab the
key card from the dead technician (you kill him after blowing up the
interceptor). Head down the hole near where one of the drone guns was, enter
the
bunker it leads to, and place the explosives on it. Scramble out of there
before
the explosives go off, and blast the Dragon toting guard that came out.
(Objective 1 complete). There are 2 lifts in the back of this area (to the left
of the hole). Activate, and enter the one on the left. It leads to a room with
LOTS of guards. Speed-strafe along the room, up the ramp, and into the
elevator.
(Objective 2 complete). Take the elevator down to another level; speed-strafe
off the platform, through the door near the left of a bunch of soldiers.
(Objective 3 complete).

Special Agent
-------------
Do not stop the cinema as soon as it begins. You should see a guard walking on
patrol. Wait until the camera shows him walk past your position before you
start
the stage. Anyway, once it starts, blast one of the guys in front of you in the
head and then the other one as he tries to activate the auto-gun. Turn around
and blast the other guy. As you continue, you will come to a drone gun. Destroy
it with the MagSec by peeking out, firing a burst, sidestepping back to cover,
and then peeking back out once it stops firing. Move onwards until you get to
the next auto-gun. Repeat the strategy for the previous one. Step out and you
will see a guard tower. Move towards it in a zigzag motion, until you get to
the
ladder. Head up, and blast the 2 guards in there. Activate the switch in the
tower; it opens up the big gate. Do not enter through the gate, just blow up
the
alien interceptor with your MagSec. Leave the gate, and head down the tunnel.
Toss a grenade at the point near the end to eliminate some of the enemies
there,
and blast the guys that come after you. To left is another auto gun, so use the
same method as for the previous ones. Kill any other guards you can see. There
is a drone gun in the back to the left, so be careful. You should see a
squarish
thing with an antenna on it. Run along the right, and take cover by it. Peek
out, and activate the switch on it, and race back to the right of the square
thing. Toss a comms rider on the top of the antenna thing. (Objective 2
complete). A few guys, including a soldier with 2 MagSecs, will come out. Let
them cover to you, and blast them. Go back up the tunnel, and kill the two
guards that have appeared there. NOTE: If you did not listen to me, and did not
blow up the alien interceptor, it will now be in the air, firing machine guns
at
you. Anyway, you should see a helipad, with a Rocket Launcher in the middle of
it. It looks to good to be true, and it is, as the pad is mined. Toss a few
grenades near the front and back of the helipad to get rid of some of the
mines.
Now, move all the way to the right until you are lined up with the edge of the
pad. Move over the edge of the pad; grab the R. Launcher, and move all the way
over to the left. Go up to the passage to the fenced area, hugging the wall.
Through the passage you will receive a shield, which you will probably need.
Kill the guy near you, and blow up the 3 drone guns from behind with a 3-round
burst, before they can blast you. Go over to where the interceptor was, grab
the
keycard, and head down the hole near where one of the drone guns was. Go in the
bunker, and plant the explosives. (Objective 1 complete). Now, you will have to
deal with lasers. Wait for a laser to disappear, and go past it before it
reappears. Repeat this to get out of the bunker. Go over to the left lift,
activate it, and get in. Once it gets down, take cover behind the crates in the
lift, and take out the guards in the big room the lift leads too. Head into the
room, and down the elevator. (Objective 3 complete). Once the elevator takes
you
down, blast the guy it opens up near, and race to the exit (the enemies
shouldnít hit you if you speed strafe). (Objective 4 complete).

Perfect Agent
-------------
Ugh, this is one of the hardest Perfect Agent stages! Do not stop the cinema as
soon as it begins. You should see a guard walking on patrol. Wait until the
camera shows him walk past your position before you start the stage. Anyway,
once it starts, blast one of the guys in front of you in the head and then the
other one as he tries to activate the auto-gun. Turn around and blast the other
guy. As you continue, you will come to a drone gun. Destroy it with the MagSec
by peeking out, firing a burst, sidestepping back to cover, and then peeking
back out once it stops firing. Move onwards until you get to the next auto-gun.
Repeat the strategy for the previous one. Step out and you will see a guard
tower. Move towards it in a zigzag motion, until you get to the ladder. Once at
the ladder, wait for them to run down, and pump the two of Ďem full of lead.
Climb up the ladder, and open the gate. Do not enter through the gate, just
blow
up the alien interceptor with your MagSec. Leave the gate, and look down at the
tunnel. There should be some guards coming up towards you, so blast them. Once
they stop coming, head over to the minefield. Chuck a bunch of grenades in
there, and head in, hugging the right wall until you get to the bottom edge of
the pad, move across and grab the R. Launcher, and then hug the left side of
the
wall up to the exit (not to where you came from). Go through the path into the
gated area, kill the guards there, and blow up the drone guns from behind.
Then,
exit this section, and head down the tunnel. Near the end of the tunnel, chuck
a
grenade to the part near the end to kill some of the guards, and then shoot the
ones that
come out after you. To the left is a auto gun, so use the same method as for
the
previous ones. Kill any other guards you can see. Get some cover, and get up
the
Rocket Launcher once any visible guards are dead. Strafe out for a second so
you
can see the drone gun in the back (to the left) and fire a rocket a it (do NOT
miss) before it can shoot you. Kill any other guards here, lower the antenna,
and plant the comms rider on it. (Objective 2 complete). Focus your aim on the
door near where the drone gun was, as several guards will come out. Kill them
and take their ammo. Now, blow up the 2 alien interceptors along the wall.
(Objective 3 complete). Head back up the tunnel, and kill any guards you can
see
from there. NOTE: If you did not listen to me, and did not blow up the alien
interceptor, it will now be in the air, firing machine guns at you, and will
probably kill you. Do not go near the tower, head through the minefield, and
into the gated area. Go down the hole, and into the bunker. Plant the
explosives
on the console, and GET OUT OF THERE (donít forget the lasers). By now, one or
two guards are probably out there, so blast them, and head into the lift. Once
the lift reaches the bottom, crouch by the crates in the lift, and take out the
guards in the big room. Once they are all dead, go into the elevator (Objective
4 complete), and go down the hangar. Once the elevator takes you down, blast
the
guards in front of the opening. Speed strafe off the platform, past the crates,
and into the exit. (Objective 5 complete).

---------------
Area 51: Rescue
---------------

Objectives
----------
1. Destroy the Computer Records. PA
2. Locate the Conspiracy Evidence. SA
3. Obtain and Use the Lab Technician Disguise. A
4. Gain Access to the Autopsy Lab. A
5. Rescue the Crash Survivor. A

Weapons
-------
Falcon 2 w/ Silencer (x2)
Dragon
Super Dragon
Phoenix
Grenade

Opposition
----------
Pilots: These guards carry Dragons, and are present throughout the first half.

Area 51 Guards: They also have Dragons, and appear later on.

Biotechnicians: These guys have Tranquilizers, and appear much later on.

Agent
-----
You start off in a passageway, with some sort of hovercrate. Ignore the crate,
and head straight to the elevator. You donít need to worry about most of the
guards here, but blast them if they get in your way. Go up on the elevator to
the next level, and head forwards from there past a set of doors into another
elevator. Kill the guards on the level it leads to, and head over to the other
side. Near the end of the other side, turn on the x-ray Scanner. It should show
a section of wall that is weaker then the rest. Stand back, and toss a Dragon
there as a proximity mine. Shoot the Dragon, and the explosion will blow up the
section of the wall. Head through and grab the lab clothes door. (Objective 1
complete). Put them on, and put your weapons down (now the guards wonít shoot
you). Head to the left until the first door you see. Enter the door, and head
all the way down the path it leads to. At this point, you MUST have on the
disguise, and have your weapons down. A guard will think you are one of the
scientists, and unlock the door. Punch him out, pull up his Super Dragon, and
blast the scientists in the glassed in area. Grab the keycard from the glassed
in area (Objective 2 complete), and return to the hall. Continue in the
direction that you had been on, until you come to another door. Enter the door,
and go through it to the autopsy lab. Once in, a countdown will start. Kill the
guards in the autopsy lab, grab the keycard, and enter the area with the 2 guys
working on the alien. (Objective 3 complete).

Special Agent
-------------
Forget the crate, and head into the room with lots of stacked crates. You
should
probably move around here and eliminate all the guards on this floor. Also,
behind one of the crates, blow up an explosive device to get 2x Falcon 2 w/
Silencer. Head up the elevator to the next level, and kill the guards there. Go
across through the doors. Look up, and you can see some guards running for the
elevator. Blast as many of them as you can, and take out the rest when they
come
down. Take the elevator up, and blow up the weak section of the wall using the
Dragon proximity mine. Head through the hole in the wall (the disguise is not
here this time), and head all the way down to the left. At the end of the hall
are 2 doors on opposite sides. Look through the glass on the one on the left,
and blast a guard in the head. Go in and kill the guards here. The room is sort
of circular, and you should see various switches. After pressing one, a
containment unit will raise up. Look at each containment unit with the x-ray
scanner. One of them has an alien in it. The positioning of the alien is
entirely random; if it isnít in this room, it is in the room to the right. Once
you find the alien in one of the containment units, just wait for it to confirm
that it is of extraterrestrial origin. (Objective 1 complete). Once this is
done, head all the way down the hall the opposite way (to the right), at the
end
are two 2 doors. Go through one of them into a shower room. Look around and you
should find someone holding a uniform. Punch him out, take the uniform, put it
on, and put your weapons down. Head to the first lab area (first door on the
left after the hole in the wall), and head through there to the room with the
scientists. The door into it is locked, but a guard will think you are a
scientist and let you in. Punch him out, pull up his Super Dragon, and blast
the
scientists in the glassed in area. Grab the keycard from the glassed in area
(Objective 2 complete), and fire a Super Dragon grenade at the guards that have
swarmed in after you. Return to the hall and into the second lab area (next
door
on the right). It will lead to another hall-like section. Follow it into the
autopsy lab. You must kill all the guards there, as the last you kill will have
the keycard. Upon getting it, enter the glassed in area through the door in the
back of the autopsy lab.

Perfect Agent
-------------
Before you even start this mission on Perfect Agent, go back to the A51:
Infiltration stage (on agent with cheats) and complete it, while letting the
technician working on the alien interceptor live. For this mission, youíll have
to be fairly stealthy. Forget the crate, and head forwards. Kill the guards on
this floor, grab the 2x Falcon 2 Silenced, and take the elevator upstairs. To
the right of the elevator is a door. Kill the guard in front of it, and try to
open it. It is locked, but wait a few seconds and the technician will open it
(provided you let him live the last time you did the previous stage in any
difficulty). Head in, up the ramp, and into another elevator. Once it takes you
to the next floor, head forwards into a big room. In the back of the middle of
this room is a Phoenix. Grab it; set it to explosive shells, and head back to
the door that was locked. Head along the normal path, through the other door.
Use the shells to kill as many guards on the upper level as possible. Take the
elevator up, and use a Phoenix shell to blow the hole in the wall. Go through
the hole, and head all the way to the left. At the end of the hall are 2 doors
on opposite sides. Look through the glass on the one on the left, and blast a
guard in the head. Go in and kill the guards here. Close the doors, you used to
come into here, and begin checking the containers for an alien, by raising them
up with the switches, and using the X-ray Scanner. If, at any time, you hear
the
door open, stop what you are doing, and kill the guard about to enter the area.
If the alien isnít in this room, try the other one; his placement is completely
random. Once you find the alien in one of the containment units, just wait for
it to confirm that it is of extraterrestrial origin. (Objective 2 complete).
Once this is done, head all the way down the hall the opposite way (to the
right). After the corner, keep heading forward, and you should see 2 doors.
First, enter the room to the left, knock out the scientist there, and use the
data uplink on the computer to disable the drone guns. Go into the room to the
right, subdue the scientists, and use the uplink on the computer in the back.
The doors will now start opening and closing. Head back to the corner, enter
the
room there that is now to your right, and blow up the computer and guards in
there. (Objective 1 complete). Head all the way back to the end of this
section,
and enter the door there. It leads to a room with LOTS of guards. Kill them
with
the Super Dragon, and switch back to the Phoenix. Go onto the ramp in there,
and
you should see a catwalk. Go onto it, crawl across, into the vents, and jump
into the showers. Find the area with the lockers, and punch out the scientist.
Check each of the lockers on the right; one of them has the disguise.
(Objective
3 complete). Put it on and put down your weapons. Head to the first lab area
(first door on the left after the hole in the wall), and head through there to
the room with the scientists. The door into it is locked, but a guard will
think
you are a scientist and let you in. Punch him out, pull up his Super Dragon,
and
blast the scientists in the glassed in area. Grab the keycard from the glassed
in area (Objective 4 complete), and fire a Super Dragon grenade at the guards
that have swarmed in after you. Return to the hall and into the second lab area
(next door on the right). It will lead to another hall-like section. Kill the
guards in there, and head to the autopsy lab. Do not rush in, or you will be
mowed down. Use the Super Dragonís grenade launcher to kill the guards in
there,
from the doorway. The last one will drop a keycard. Grab it, and head through
the doors in the back of the room. (Objective 5 complete).

---------------
Area 51: Escape
---------------

Objectives
----------
1. Locate the Alien Tech Medpack PA
2. Rendezvous with the CI Spy. A
3. Locate the Secret Hangar. A
4. Revive the Alien Bodyguard. A
5. Escape From Area 51. A

Weapons
-------
Falcon 2 w/ Scope (x2)
Super Dragon
Tranquilizer
Remote Mines
DY357 Magnum (if you fail the mission)

Opposition
----------
Biotechnicians: There are a few of these guys, with Tranquilizers.

Area 51 Guards: They make up the main bulk, and have Dragons.

Agent
-----
You start the mission in the autopsy lab, which the scientists have flooded
with
nerve gas. Since you are carrying the alien, you cannot press B until you
deposit him. Race through the lab into the hall (the doors open automatically
as
you get up to them) and then go right to the end of the hall. At the end,
youíll
be in a brownish room, and the alien will be immediately deposited there. Go
back into the hallway, head forwards and turn right into the circular
containment room. Follow it into a maintenance area with several guards. Kill
them and head through the door there onto a series of ramps. Follow them to
another room, in which you will find Jonathan. (Objective 1 complete). After a
brief talk, you must head back to the maintenance area. Take out the guards
there, and wait for Johnny boy to get there. He will then begin working on some
explosives. Watch the door you just came through, as several guards will come
from it. Once Jonathan tells you to get back, MOVE BACK! Once the explosion
dies
down, head through the hole into the secret hangar. (Objective 2 complete).
Jump
down from the ramp, and through the door near the hover bike. This leads to a
cinema in which the alien (his name is Elvis) is revived. (Objective 3
complete). After the cinema, head back to the UFO, and wait for Johnny and
Elvis
to get there. They then begin talking until Jonathan decides to open the doors
and leave on the hover bike. Wait by the saucer. If you go up to Jonathan, it
will lead to something where you have to open the doors, and leave on the jet
bike. If you do opt to open the doors yourself, youíll have work your way back
through the base to escape. Once Jonathan opens both doors, you fly away with
Elvis in the UFO. (Objective 4 complete).

Special Agent
-------------
You start the mission in the autopsy lab, which the scientists have flooded
with
nerve gas. Since you are carrying the alien, you cannot press B until you
deposit him. Move fast, as you need to deposit Elvis
in under 36 seconds (youíll see why later). Race through the lab into the hall
(the doors open automatically as you get up to them) and then go right to the
end of the hall (ignore the guards). At the end, youíll be in a brownish room,
and the alien will be immediately deposited there. Go back into the hallway,
head forwards and turn right into the circular containment room (be sure to
pick
off the guards this time). This leads to a maintenance area, with several
guards. Peek in and out to blast the guards without taking much damage. Grab
the
remote mines, which should be there, provided you deposited Elvis in less than
36 seconds. Place one mine near the door leading out to the ramps (donít blow
it
yet), and head across the ramps into the next room. Jonathan isnít here this
time, so youíll have to go farther to find him. Head along this roomís hall,
and
turn right at the first point at which the path branches. Keep going forwards
after that, and you should get to Jonathan. Go over to him, and he will start
talking. Run up to the door past him, and plant a remote mine. Go back to him,
and heíll finish talking. (Objective 1 complete). Now, immediately detonate the
remote mines, and you should blow up a swarm of guards that would have attacked
you. Head back to the maintenance area (the new guards should have been killed
by the mine), and wait for Johnny boy to show up. He will then begin working on
some explosives. Watch the door you just came through, as several guards will
come from it. Once Jonathan tells you to get back, MOVE BACK! Once the
explosion
dies down, head through the hole into the secret hangar. (Objective 2
complete).
Race through there past the hover bike, into the room with Elvis (the alien),
and activate the Alien Medpack (check your inventory). It will take it some
time
to kick in, so race back up to the maintenance area. Jonathan will get killed
by
the guards (he only has a magnum) unless you help him out, so keep blasting the
guards there. Eventually, the cinema will start, and Elvis is revived.
(Objective 3 complete). Head over to the UFO, and wait for Jonathan and Elvis
to
get there. They then begin talking until Jonathan decides to open the doors and
leave on the hover bike. Wait by the saucer. If you go up to Jonathan, it will
lead to something where you have to open the doors, and leave on the jet bike.
If you do opt to open the doors yourself, youíll have work your way back
through
the base to escape. Once Jonathan opens both doors, you fly away with Elvis in
the UFO. (Objective 4 complete).

Perfect Agent
-------------
You start the mission in the autopsy lab, which the scientists have flooded
with
nerve gas. Since you are carrying the alien, you cannot press B until you
deposit him. Move fast, as you need to deposit Elvis in less than 36 seconds
(youíll see why later). Race through the lab into the hall (the doors open
automatically as you get up to them) and then go right to the end of the hall
(ignore the guards). At the end, youíll be in a brownish room, and the alien
will be immediately deposited there. Go back into the hallway, head forwards
and
turn right into the circular containment room (be sure to pick off the guards
this time). This leads to a maintenance area, with several guards. Peek in and
out to blast the guards without taking much damage. Grab the remote mines,
which
should be there, provided you deposited Elvis in less than 36 seconds. Place
one
mine near the door leading out to the ramps (donít blow it yet), and head
across
the ramps into the next room. Jonathan isnít here this time, so youíll have to
go farther to find him. But, right where Jonathan was in agent is glass is
front
of there, and an explosive thing. Push the explosive up to the glass, stand
back, and blow it up. The explosion should destroy the glass. Enter it, and
activate a switch on the back of the wall. Head forwards to the next door, head
in, and grab the suitcase there. (Objective 1 complete). Anyway, head along the
halls (being careful to blast any guards there). Head along this roomís hall,
and turn right at the first point at which the path branches. Keep going
forwards after that, and you should get to Jonathan. Go over to him, and he
will
start talking. Run up to the door past him, and plant a remote mine. Go back to
him, and heíll finish talking. (Objective 2 complete). Now, immediately
detonate
the remote mines, and you should blow up a swarm of guards that would have
attacked you. Head back to the maintenance area (the new guards should have
been
killed by the mine), and wait for Johnny boy to show up. He will then begin
working on some explosives. Watch the door you just came through, as several
guards will come from it. Once Jonathan tells you to get back, MOVE BACK! Once
the explosion dies down, head through the hole into the secret hangar.
(Objective 2 complete). Race down into the section with Elvis, and activate the
medpack on him. The medpack takes a while to start up, so race up to where
Jonathan is, and help him out against the guards he is fighting (he is
seriously
out-gunned and will be killed if you donít help). Once it says that the medpack
has been administered, go back to where Elvis was, and the cinema will start.
(Objective 4 complete). Head back up to the maintenance area, and keep killing
the guards there (Elvis and Johnny will head over to the UFO). Go over to them
at the UFO, and it will lead to Jonathan opening the hangar doors. Under NO
circumstances you open the hangar doors, and leave on the hover bike, as you
will be killed. Anyway, Jonathan runs up and activates the hangar doors, after
which you take off in the UFO. (Objective 5 complete).

Mission 4: Area 51 complete

-----------------------------------------------------------------------------
                    Mission 5: Air Force One
-----------------------------------------------------------------------------

-------------------
Air Base: Espionage
-------------------

Objectives
----------
1. Obtain the Disguise and enter the Base. A
2. Check in the Equipment. SA
3. Subvert the Security Monitoring System. A
4. Obtain the Flight Plans from the Safe. PA
5. Board Air Force One. A

Weapons
-------
Crossbow
Dragon
K7 Avenger
Proximity Mines
DY357 Magnum (x2)

Opposition: They have Dragons; if you kill them, you will fail.

NSA Lackey: There are 3 of these guys, armed with magnums.

NSA Bodyguard: They appear after the system is shut down, and have K7ís.

Agent
-----
You start out with a Crossbow. Use its primary function, as you cannot kill the
first few guards without failing. You should see a guard walking away from you
towards a tunnel. Blast him with the crossbow, and head down the tunnel to the
stewardess and 2 guards. Shoot them with the crossbow, and take the disguise.
Put it on, and put your weapons down (now the guards wonít shoot at you for
now). (Objective 1 complete). Enter the building near where you started. Go up
to the desk, and the receptionist will let you in. Head in, and go down the
escalator to the right. From there, go along the path to the right, and turn
right again when it branches. It will lead up a pair of stairs to the security
monitoring system. Go up to it (it looks like a computer), and shut it down.
(Objective 2 complete). The NSA lackey in the room will then shoot the guard
near the console. Kill the NSA guy, and take his K7 Avenger. Put it up, as the
air base is now attacked by NSA terrorists. Head down the stairs, and forwards
to a lift. Kill the NSA guy near it for his shield, and take the lift to the
lower floor. Upon getting out, you should see 2 guards and a console. Kill the
guards and blow up the console. Head forwards into a hangar with Air Force One.
Head all the way to the right and head up the ramp there. Take the elevator to
the left of it up to another level. Exit the elevator, and head left into the
Air Force One shuttle. (Objective 3 complete).

Special Agent
-------------
You start out with a Crossbow. Use its primary function, as you cannot kill the
first few guards without failing. This time there are more guards outside, so
youíll have to do things differently. Strafe out, and shoot the guard in front
of the door. Strafe out some more until you see another guard by an alarm.
SHOOT
HIM (if he sets off the alarm you fail). Shoot the other guard near the tunnel.
Now, deploy your Drug Spy, and use it to sedate the other 2 guards and the
maid.
Go over to the maid, and grab the disguise. Put it on, and put your weapons
down. (Objective 1 complete). Enter the building where you started, and go up
the elevator to the left. Take it up to the next floor, where there are 2 guys
at a desk. Punch them out and take the case in the room. Go back down, and go
up
to the desk. Go up to the desk, and the receptionist will let you in. Head in,
and go down the escalator to the left. You should see a conveyor belt thing in
the back of this room. Place the suitcase on it (you will now have NO weapons
at
all). (Objective 2 complete). Head along the path into the next room, and to
the
security monitor (you have a limited amount of time to do this). Be sure to
disarm a few guards along the way to collect their ammo. Shut down the monitor
(Objective 3 complete), and shoot the NSA guy once he kills the guard. Grab his
K7, and head down the stairs. Instead of going to the lift, go back along the
path, into the second main room (after the room with the escalator. There is
another door, across from where you enter the room from the hall. Go in, and
head through there (kill the NSA guys there), at the end is an elevator. Call
it
down (by the way, this is a bad place to get trapped with no ammo). Get in it,
and it will open on the ground floor of the hangar. DO NOT shoot the guards
with
their backs to you. Close the elevator, and it will take you to a different
floor. Exit the elevator, and head along the left into the Air Force One
shuttle. (Objective 4 complete).

Perfect Agent
-------------
You start out with a Crossbow. Use its primary function, as you cannot
kill the first few guards without failing. This time there are more guards
outside, so youíll have to do things differently. Strafe out, and shoot the
guard in front of the door. Strafe out some more until you see another guard by
an alarm. SHOOT HIM (if he sets off the alarm you fail). Shoot the other guard
near the tunnel. Eventually, another guard will come out of the building; you
may want to wait for him to come by before deploying the Drug Spy. Anyway,
deploy your Drug Spy, and use it to sedate the other 2 guards and the maid. Go
over to the maid, and grab the disguise. Put it on, and put your weapons down.
(Objective 1 complete). Enter the building where you started, and go up the
elevator to the left. Take it up to the next floor, where there are 2 guys at a
desk. Punch them out and take the case in the room. Go back down, and go up to
the desk. Go up to the desk, and the receptionist will let you in. Head in, and
go down the escalator to the left. You should see a conveyor belt thing in the
back of this room. Place the suitcase on it (you will now have NO weapons at
all). (Objective 2 complete). Head along the path into the next room, and to
the
security monitor (you have a limited amount of time to do this). Be sure to
disarm a few guards along the way to collect their ammo. Shut down the monitor
(Objective 3 complete), and shoot the NSA guy once he kills the guard. Get up
the Dragon you took from one of the guards. Head down the stairs, and peek out
so the NSA terrorists see you. Run back up the stairs, and toss the Dragon as
proximity mine, at the foot of the stairs. Put up the K7, and wait for the mine
to be blown up. Once it is, head down the stairs, duck all the way down (this
makes you more accurate), peek out, and blast the NSA guys. Un-duck and head
back down the path to the second main room (after the room with the escalator.
There is another door, across from where you enter the room from the hall.
Blast
the guards heading in from the doorway, the hall, and the escalator. Then,
enter
the door, and carefully kill the guards in there. Head through there until you
reach the hall leading to the elevator. Go in the first room to the left, and a
guy will tell you that the guards are breaking into the safe. Head through
there
into another room. Kill the guards there. They have knocked down one door (go
through it), and placed a mine on another door. Stand back, and shoot the mine;
the explosion will break the glass next to it. Duck down, and enter through
where the glass was. Inside the room, go to the right, and youíll see a switch.
Slide open the glass in front of it, and activate the switch to open the safe.
Grab the suitcase inside the safe (Objective 4 complete), and head back to the
hall leading to the elevator. Call it down (by the way, this is a bad place to
get trapped with no ammo). Get in it, and it will open on the ground floor of
the hangar. DO NOT shoot the guards with their backs to you. Close the
elevator,
and it will take you to a different floor. Exit the elevator, and head along
the
left into the Air Force One shuttle. (Objective 5 complete).

-----------------------------
Air Force One: Anti-Terrorism
-----------------------------

Objectives
----------
1. Locate and Retrieve the Equipment. SA
2. Locate the President. A
3. Get the President to the Escape Capsule. A
4. Secure the Air Force One Flight Path. PA
5. Detach the UFO from Air Force One. A

Weapons
-------
Laptop Gun
Cyclone (x2)
K7 Avenger
Timed Mine
Combat Boost

Opposition
----------
Presidential Security: At the beginning, they will pull Cyclones out, if you
mess up. After speaking to the president, they will help you.

NSA Bodyguards: They have K7ís, and appear after you talk to the president.

Trent Easton: He is invincible, and has a DY357-LX. Unless you antagonize him,
you are safe.

Mr. Blondes: There are 2 of them, with K7 Avengers.

NOTE: Keep in mind that these strategies will assume you ended the previous
stage in the shuttle, as opposed to entering the cargo bay.

Agent
-----
When you start, you gun is down. Keep it that way until I tell you. Also,
remember that killing any of the Secret Service guys will fail you. Go straight
through the door in front of you, and up the stairs in the room it leads to.
From the stairs, head backward to the left, into the Presidentís room. After
some dialogue, he believes you that Trent is trying to kidnap him. At this
point, cinema starts in which a UFO attaches itself to the plane (Objective 1
complete). Now you will have to protect the president, and get him to the
escape
pod. Once the cinema starts, pull up your Laptop gun, as NSA terrorists begin
attacking the plane. Head down the stairs, and kill any terrorists there. The
Secret Service guys will pull out Cyclones and attack the terrorists, but they
wonít last too long (be sure to grab their Cyclones if they die). Head back
through the door that you came through and go forwards through there. Head
through one large room, with 1 guard, and into another large room. In this
room,
there are 2 Mr. Blondes, and Trent. Trent is invincible, so kill the 2 Blondes,
and continue forward. WARNING: Trent has a DY357-LX, which kills instantly (he
will disappear unless you antagonize him). Head along and you should see a red
grating. Open it, and drop down. Head forwards through another door. Directly
ahead is the escape capsule. The president will come down, and run in.
(Objective 2 complete). Return to where you started the level. You should see
the UFOís umbilical. Plant your timed mine on it, and wait for it to blow.
(Objective 3 complete).

Special Agent
-------------
When you start, you gun is down. Keep it that way until I tell you. Also,
remember that killing any of the Secret Service guys will fail you. Turn
around,
and head backward, down through the grating, into the hangar level. Keep going
backward to the cargo bay. Knock out the lone guard, and take his key card.
Activate the switch to raise to cargo bay. Pick up the suitcase to retrieve
your
gear. (Objective 1 complete). Turn around and head to the previous room, and
activate the switch to lower the hover bike. In the back of the next room is a
dumbwaiter. Use it like an elevator to return to your starting position. Go
straight through the door in front of you, and up the stairs in the room it
leads to. From the stairs, head backward to the left, into the Presidentís
room.
After some dialogue, he believes you that Trent is trying to kidnap him. At
this
point, cinema starts in which a UFO attaches itself to the plane. (Objective 2
complete). Now you will have to protect the president, and get him to the
escape
pod. Once the cinema starts, pull up your Laptop gun, as NSA terrorists begin
attacking the plane. The Secret Service guys will pull out Cyclones and attack
the terrorists, but they wonít last too long (be sure to grab their Cyclones if
they die). Head down the stairs, and kill any terrorists there. Go back along
the way to the cargo bay. Before opening the door to the room with Trent (you
should remember it from agent), pop a combat boost, pull up your gun, open the
door, and kill the 2 Mr. Blondes. Trent is invincible, so donít waste your
ammo,
and continue forward. WARNING: Trent has a DY357-LX, which kills instantly (he
will disappear unless you antagonize him). Head along and you should see a red
grating. Open it, and drop down. Head forwards through another door. Directly
ahead is the escape capsule. The president will come down, and run in.
(Objective 3 complete). Return to where you started the level. You should see
the UFOís umbilical. Plant your timed mine on it, and wait for it to blow.
(Objective 4 complete).

Perfect Agent
-------------
When you start, you gun is down. Keep it that way until I tell you. Also,
remember that killing any of the Secret Service guys will fail you. Turn
around,
and head backward, down through the grating, into the hangar level. Keep going
backward to the cargo bay. Eventually, you come to a room with 2 stewards
preparing food. Knock them out so they donít alert the entire plane. If they
are
able to shout anything before you knock them out, the Secret Service guards
will
try to shoot you until the NSA attacks. Anyway, keep heading to the end of the
cargo bay. Knock out the lone guard, and take his key card. Activate the switch
to raise to cargo bay. Pick up the suitcase to retrieve your gear. (Objective 1
complete). Turn around and head to the previous room, and activate the switch
to
lower the hover bike. In the back of the next room is a dumbwaiter. Use it like
an elevator to return to your starting position. Go straight through the door
in
front of you, and up the stairs in the room it leads to. From the stairs, head
backward to the left, into the Presidentís room. After some dialogue, he
believes you that Trent is trying to kidnap him. At this point, cinema starts
in
which a UFO attaches itself to the plane. (Objective 2 complete). Now you will
have to protect the president, and get him to the escape pod. Once the cinema
starts, pull up your Laptop gun, as NSA terrorists begin attacking the plane.
The Secret Service guys will pull out Cyclones and attack the terrorists, but
they wonít last too long (be sure to grab their Cyclones if they die). Head
down
the stairs, and kill any terrorists there. Go back along the way to the cargo
bay. Before you open the door to the room with Trent (you should remember where
this is from agent), duck all the way down, pop a combat boost, and pull up
your
gun. Open the door so only one Mr. Blonde can see you. Kill him, and strafe out
to get the other Mr. Blonde. Trent is invincible, so donít waste your ammo (and
if you corner him, he will kill you with his DY357-LX). Head along and you
should see a red grating. Open it, and drop down. Head forwards through another
door. Directly ahead is the escape capsule. The president will come down, and
run in. (Objective 3 complete). Return to where you started the level. You
should see the UFOís umbilical. Plant your timed mine on it. (Objective 5
complete). Donít wait for it to blow, race into the next room, up the stairs,
and over to the room in the very back. Carrington will tell you (once the mine)
has blown, that the NSA guards have, in a stroke of genius (sarcasm), killed
the
only 2 people who know how to fly the stupid plane. Since we donít feel like
dying in an airplane crash, open the door, and kill the guard. Pop another
combat boost, and head forwards to the cockpit. Kill the 2 idiot guards (they
killed the
pilots), and activate the switch in the middle of the room to start the
autopilot. (Objective 4 complete).

-------------------------
Crash Site: Confrontation
-------------------------

Objectives
----------
1. Retrieve the Presidential Medical Scanner. SA
2. Activate the Distress Beacon. A
3. Shut Down the Enemy Jamming Device. PA
4. Retire (i.e.: kill) the Presidential Clone. A
5. Locate and Rescue the President. A

Weapons
-------
Falcon 2 w/ Scope
K7 Avenger
Sniper Rifle
DY357-LX
Proximity Mine

Opposition
----------
NSA Bodyguards: Theyíre back, with K7ís.

Mr. Blondes: There are several of them with Sniper Rifles, and a few with K7ís.

Trent: He is invincible.

G5 Robots: There are a few of these guarding Trent.

This level is pretty non-descript, so Iíll just have to try to give you some
idea as to where to go.

Agent
-----
Turn on the president scan, turn around, and head straight to the escape
capsule. Press B on it. (Objective 1 complete). Turn around, and head towards
the opening that several guards are coming from. Head forwards, past a cave
entrance (one of the dots on the scan is coming from there), forwards to a hole
where the other dot on the scan is coming from. Aim down at the hole, and kill
the President clone with the Sniper Rifle. (Objective 2 complete). Head back to
the cave where the remaining dot on the scan is coming from. Blow up the robots
in there. Trent has the president at gunpoint, and is about to blast him. Blast
Trent until his shield turns green, and he will run away. The president will
follow you. Head over to where you entered the cave; there is another exit, to
the right of the one you entered from. Through the exit, head forwards to
Elvisís downed ship, and wait for the president to catch up. (Objective 3
complete).

Special Agent
-------------
Turn around, and head straight towards the escape capsule. There are 2 guards
with their backs to you. Pop them in the head, and activate the escape capsule.
(Objective 2 complete). Head through the side passage to the right, and grab
the
suitcase near the downed plane. (Objective 1 complete). Turn on the President
scan, and head toward the 2 dots. This should lead to several guards. Blast
them. One of the dots leads to a cave; donít go in there yet. Head towards the
other one, to a hole. Kill the guards there, aim down through the hole, and
kill
the President clone. (Objective 3 complete). Head on to the cave (kill the Mr.
Blondes there), and go into the cave. Kill the robots as they come out to blast
you. Head forwards; Trent has the president at gunpoint, and is about to blast
him. Blast Trent until his shield turns green, and he will run away. The
president will follow you. Head over to where you entered the cave; there is
another exit, to the right of the one you entered from. Get ahead of the
President, and kill ALL the guards you can see in this section. Go up to Elvis,
and wait for the President to arrive. (Objective 4 complete).

Perfect Agent
-------------
For this strategy, I will have to assume you now where most of the objectives
in
the previous levels are. Head for the escape capsule, and blast the 2 guards
with their backs to you. Activate the capsule. (Objective 2 complete). Head
towards where the President scan is, and grab it (you donít have to worry about
the guards here). (Objective 1 complete). Turn on the president scan, and head
towards where a group of guards are coming from. Blast them with your K7
Avenger. Head to the area around where the president is. Duck down, and blast
the guards there. Head forwards along the path in front of you (ignore the 2
presidents for now). It leads through a tunnel with the enemy ship, and several
drone guns. Turn on the threat detector, and blast those that you see from
here.
Strafe across to the cave entrance across from you, and blow up the other drone
guns from there. Go up to the enemy ship, and plant ALL of your remote mines on
it. Get WAY back, and detonate them. (Objective 3 complete). Head back to the
cave with the President. Peek out, and let the robots come to you. Blow them up
with the K7. Once they are taken care of, head down to Trent. Blast him until
his shield turns green so he runs away. Take the President back to Elvis
(Objective 5 complete). Now that that is done, head back to the hole near the
President clone. Duck all the way down, and shoot the guy near the hole that
you
can see. The other guards will come out after you; kill them. Head up to the
hole, and kill the President clone with your sniper rifle (the level ends after
you complete all objectives, so you donít have to deal with the Mr. Blondes
this
way. (Objective 4 complete).

And now, provide you watched the end cinema for the crash site, <SPOLIER> you
now know the truth about Mr. Blonde. He is actually a disguised Skedar warrior.
And he also killed Trent. <END SPOILER>

Mission 5: Air Force One complete.

-----------------------------------------------------------------------------
                              Mission 6: Deep Sea
-----------------------------------------------------------------------------

-----------------------
Pelagic II: Exploration
-----------------------

Objectives
----------
1. Disable the Primary Power Source. A
2. Secure the Laboratories and Research Data. PA
3. Deactivate the GPS and AutoPilot. A
4. Activate the Moon Pool Lift. SA
5. Rendezvous and Escape With Elvis. A

Weapons
-------
Falcon 2 w/ Silencer (x2)
CMP150
Laptop Gun
DY357 Magnum
N-Bomb

Opposition
----------
Pelagic II Guards: They wear red overalls, are strong, and have CMP150ís.

Air Force One Pilot: Two of them will comply, but one pulls a magnum.

Agent
-----
Go up to the first door, shoot the guard, and head through. Head along, while
being sure to kill all the guards here. Once you get through another door,
follow the path, and enter the door to the right. Blow up the security camera,
and go over to the circular thing in the center of the room. Put on your X-ray
scan, and activate the switches that are green colored, to unlock the hatch.
Once that is done, go one level lower, and activate the switch (it looks like a
smaller version of the switches upstairs) to shut down the power. (Objective 1
complete). Go back through the door you entered from, and head through the door
in front of you. Go up the stairs to the right, and youíll be in a gold plated
hallway. Go forwards up some more stairs, into the bridge. Since you have a big
gun, and the bridge officers donít, youíre the captain. Go over to one of them,
and he will start deactivated the GPS. One of them will pull out a DY357, and
try to kill the other 2. Kill him. Go over to the other officer, and he will
deactivate the autopilot. (Objective 2 complete). Go back to the gold hallway,
and go through the door to the left (the one that isnít locked). Head along the
path to the right (there are lots of guards here), and to will lead to the moon
pool lift, and Elvis. (Objective 3 complete).

Special Agent
-------------
This time around, youíll have to be considerably more stealthy. Go up to the
first door, and shoot the guard through the window. Go in, and kill the other
guard. Look through the glass of the next door, and shoot the guy there in the
head, as well as the guy that comes over to his body. Go in, and kill the next
few guards as they rush for the alarm. This would be a good point to pause the
guide for a quick explanation of the alarms.
-----------------------------------------------------------------------
Alarms 101
As youíve probably noticed in the Pelagic II, the hallways are filled with
alarms, which the guards will not hesitate to attempt to set off. Although you
can shut them off, you still have to deal with more guards. If an alarm is set
off, there will be twice as many guards in the golden hallways. Plus, there are
NO guards in the room where you reactivate the moon-pool lift. Whenever the
guards start to try to set off an alarm, one guard is designated for off the
alarm, and will not shoot you. Basically, avoid setting off the alarms whenever
you can.
-----------------------------------------------------------------------
Anyway, continuing the walkthrough, after killing the guards in this hall, and
go through the door on the right. Shoot the 2 security cameras (1 on each
level), and the guard in here. Go over to the circular thing in the middle of
the room, turn on the X-ray scanner, and activate the green switches to unlock
the shutdown switch. Go down the stairs, and activate the smaller switch to
shutdown the power. (Objective 1 complete). Go back through the door you came
from, into
the next door, and up the stairs to the right. Go up two more flights of stairs
to the bridge. Since you have a big gun, and the bridge officers donít, youíre
the captain. Go over to one of them, and he will start deactivated the GPS. One
of them will pull out a DY357, and try to kill the other 2. Kill him. Go over
to
the other officer, and he will deactivate the autopilot. (Objective 2
complete).
Go back down all three flights of stairs. Go forwards into another hall. Go all
the way to the back of it, and to the right. This leads to a hall with a door
in
the middle. Open the door; if you didnít set off the alarm, there are no guards
in here. Otherwise, you have a few choices:
1. Take out the guards by blasting them.
2. Chuck the laptop gun in as a sentry gun and let it do its work.
3. Toss in a few N-Bombs.
I prefer blasting them, but the other two are preferable if you are low on
health. Anyway, head in, grab the shield, and activate the console on the right
of the room. (Objective 3 complete). Before exiting the room, go up the ramp to
two huge doors. They are locked, but turn on the X-ray scan, and look to the
right of them. You should see a console through the wall. Activate it to unlock
the doors. This lets you skip the golden halls. Leave the room, and circle
around. You should see some stairs leading down. Pull up the Laptop gun, and
head down. This area is heavily guarded, so be careful, and use the strafe to
peek in and out to blast the guards. This will lead through a long path to
Elvis. Once you get to Elvis, he starts heading off to the golden halls on his
own. Run to the room where you activated the moon pool, and open the doors (you
donít have to cue the console again). Head through them into the moon pool.
(Objective 4 complete).

Perfect Agent
-------------
This time around, youíll have to be considerably more stealthy. Go up to the
first door, and shoot the guard through the window. Go in, and kill the other
guard. Look through the glass of the next door, and shoot the guy there in the
head, as well as the guy that comes over to his body. Go in, and kill the next
few guards as they rush for the alarm. Iíve already stressed the importance of
not setting this off in the guide for the previous difficulty. After killing
the
guards in this hall, and go through the door on the right. Shoot the 2 security
cameras (1 on each level), and the guard in here. Go over to the circular thing
in the middle of the room, turn on the X-ray scanner, and activate the green
switches to unlock the shutdown switch. Go down the stairs, and activate the
smaller switch to shutdown the power. (Objective 1 complete). Go back through
the door you came from, into
the next door, and up the stairs to the right. Go up two more flights of stairs
to the bridge. Since you have a big gun, and the bridge officers donít, youíre
the captain. Go over to one of them, and he will start deactivated the GPS. One
of them will pull out a DY357, and try to kill the other 2. Kill him. Go over
to
the other officer, and he will deactivate the autopilot. (Objective 3
complete).
Go down the stairs into the golden plated hall. Enter the door with plating
over
the window. Shoot the camera in the hall it leads to, and head over to the back
of this hall. There are 2 doors, one to the right and one to the left. First go
into the one on the right. Peek in, and wait by the entrance, and punch out the
lone scientist as he comes over to the door, and grab his disk. Go over to the
door on the left, and do the same thing, except this time there are two
scientists. Grab the disks they drop. (Objective 2 complete). Go back down the
other flight of stairs. Go forwards into another hall. Go all the way to the
back of it, and to the right. This leads to a hall with a door in the middle.
Open the door; if you didnít set off the alarm, there are no guards in here.
Otherwise, you have a few choices:
1. Take out the guards by blasting them.
2. Chuck the laptop gun in as a sentry gun and let it do its work.
3. Toss in a few N-Bombs.
I prefer blasting them, but the other two are preferable if you are low on
health. Anyway, head in, grab the shield, and activate the console on the right
of the room. (Objective 3 complete). Before exiting the room, go up the ramp to
two huge doors. They are locked, but turn on the X-ray scan, and look to the
right of them. You should see a console through the wall. Activate it to unlock
the doors. This lets you skip the golden halls. Leave the room, and circle
around. You should see some stairs leading down. Pull up the Laptop gun, and
head down. This area is heavily guarded, so be careful, and use the strafe to
peek in and out to blast the guards. This will lead through a long path to
Elvis. Once you get to Elvis, he starts heading off to the golden halls on his
own. Run to the room where you activated the moon pool, and open the doors (you
donít have to cue the console again). Head through them into the moon pool.
(Objective 4 complete).

------------------------
Deep Sea: Nullify Threat
------------------------

Objectives
----------
1. Reactivate the Teleportals. A
2. Disable the Cetan Megaweapon. A
3. Secure the Control Room. SA
4. Restore Dr. Carollís Personality. PA
5. Escape From the Cetan Ship. A

Weapons
-------
Falcon 2 w/ Scope
Shotgun
CMP150
K7 Avenger
Farsight
Proximity Mines
Phoenix (if you fail by killing Elvis)

Opposition
----------
DataDyne Snipers: They have cloaking devices, and wield shotguns.

Pelagic II Guards: More of these guys, with CMP150ís.

Baby Skedar: They are unarmed, and populate the second half of the ship.

Mr. Blondes: There are 2 of them in SA and PA. They have K7 Avengers.

Agent
-----
Turn on the IR Scanner, and head through the first few doors into a weird
organic looking room (its also green). There are several cloaked guards, but
you
can see them with the IR Scanner. Kill them all, and head through two doors
into
another organic room. Here you are greeted by more cloaked guards; kill them,
and turn off the IR scanner. Head to the right, past a dead Skedar and turn
left
when the path branches. Head through here to a room with several guards. Kill
them, and wait for Elvis to catch up. He will go up to the computer in the
room,
and activate the teleportals. Head back down the path, and kill the 2 cloaked
guards. Go through the door to your right, and take the path the path to the
right. It leads to a teleportal. Head through, and you appear somewhere else.
Elvis gives you his Farsight, and pulls out a Phoenix. From here youíll
encounter lots of baby Skedar. Nothing a shotgun blast wonít take care of. Head
forwards until you see two different doors. Go through the one on the right,
and
wait for Elvis to show up. Put on your IR so you can see in here. Elvis will
come in and deactivate the megaweapon; be sure to kill any baby Skedar that
appear here. (Objective 2 complete). Head out, and through the other door. Head
forwards to another portal; go through it. It leads to Dr. Caroll. Go up to him
to start the cinema. Uh-oh. Seems has decided to blow up the Cetan ship. Once
the cinema ends, speed-strafe back to the beginning of the level before the
ship
blows up. (Objective 3 complete).

Special Agent
-------------
Turn on the IR Scanner, and head through the first few doors into a weird
organic looking room (its also green). There are several cloaked guards, but
you
can see them with the IR Scanner. Kill them all, and head through two doors
into
another organic room. Here you are greeted by more cloaked guards; kill them,
and turn off the IR scanner. Head to the right, past a dead Skedar and turn
left
when the path branches. This time, there are several locked doors here; to open
them, you need to shoot the various green lanterns here. Head through here to a
room with several guards. Kill them, and wait for Elvis to catch up. He will go
up to the computer in the room, and activate the teleportals. Head back down
the
path, and kill the 2 cloaked guards. Go through the door to your right, and
take
the path the path to the left to grab a shield. Then head along the path to the
right, into the teleportal. NOTE: The path from here on, to the megaweapon
differs for each difficulty. After you reappear, Elvis will give you his
Farsight. Head through into a circular room; kill the guards and baby Skedar in
there. Head through there into another room, and turn right. This leads down a
winding path with several guards; itís a good idea to use the Farsight here.
The
end of it leads to the core of the Cetan ship. Elvis will start to deactivate
it
from the thing in the middle. Pull up your CMP150, and kill the baby Skedar
that
will begin swarming from here. It takes Elvis a LONG time to deactivate the
megaweapon (Objective 2 complete), race back up the way you came, and go
through
the portal to the left. This puts you very close to Caroll. Go up to the door
that leads to him, and pull up the Farsight. Aim with it to kill one of the two
Mr. Blondes in there. Then, open the door and kill the other one. (Objective 3
complete). Go up to Caroll to start the cinema. Uh-oh. Seems has decided to
blow
up the Cetan ship. Once the cinema ends, speed-strafe back to the beginning of
the level before the ship blows up. (Objective 4 complete).

Perfect Agent
-------------
Turn on your IR scanner, and pull up the shotgun (set it to double blast). Open
the door leading to the first room with cloaked guards. DO NOT attempt to kill
them; speed strafe to left, past the guards and through the other door. When
you
come to the next room with cloaked guards, fire a double blast at the 2 guards
in front of you. Speed strafe past them, to the right (Elvis will kill them
all). Head down the path to the room where you reactivate the teleportals.
Shoot
the green lights to unlock the doors. Head into the room where you activate the
portals, and kill the guards there (they have HORRIBLE accuracy). Wait for
Elvis
to come, and reactivate the portals. Head back through the path, and kill the 2
cloaked guards at the end. Go through the door to the right and along the path
to the right. At the end, head through the teleportal. Elvis will give you his
Farsight. Open the door to the circular room, and blast the guards in there.
Head through there, and go through the portal to the left. This will take you
to
a long stretch of area, with many baby Skedar; you have to strafe past them, or
theyíll just kill you. Pull up the Farsight, and look through the door in front
of you. Blow up the tanks in there to unlock the next door. Run through, and
head through the next door. Head along to the next door. DO NOT open it. Look
through with the Farsight, and blow up the oddly shaped drone gun. Head
through,
and stop at the next door. Use the Farsight to blow up the tank. Run through,
and repeat this for the next two doors. After the next two rooms like this,
look
through the door with the Farsight, and blow up another drone gun. Head through
the door into a hall. In the middle of the hall is a locked door. Look through
it through the middle and blow up the last drone gun. Look to the left and
right
of this room with the Farsight, and youíll see two tanks, each with a baby
Skedar nearby. Blow them both up. (Objective 2 complete). Now, look through the
door at the end of this hall, and blow another tank. Look through even further
to blow up the last tank. This unlocks the middle door. Rush through it, into
the portal. You end up near the room with Dr. Caroll. Look through with the
Farsight, and kill one of the Mr. Blondes there. Immediately switch the CMP150
(shotgun if thatís out of ammo), and spray the entire clip into the remaining
Mr. Blonde as the door slowly opens (he wonít be able to see you until the door
is fully open, and if you wait till then, youíll get a few K7 rounds to the
face). (Objective 3 complete). Go over to Dr. Caroll, and pull out the backup
disc. (Objective 4 complete). This immediately leads to the cinema. Dr. Caroll
has started the timer to destroy the Cetan ship, so as soon as the cinema
stops,
pull out the K7, and speed strafe to where you started the level (you donít
need
to worry about the guards, but you can fire a burst at them if you want to).
(Objective 5 complete).

Mission 6: Deep Sea Complete

-----------------------------------------------------------------------------
                   Mission 7: Carrington Institute
-----------------------------------------------------------------------------

-----------------------------
Carrington Institute: Defense
-----------------------------

Objectives
----------
1. Reactivate the Automatic Defenses. SA
2. Release the Hostages. A
3. Retrieve the Experimental Weapon. A
4. Destroy the Sensitive Information. PA
5. Deactivate the Bomb. A

Weapons
-------
AR34
K7 Avenger
Mauler
Falcon 2
RC-P120
DY357 Magnum
Devestator
Laser
Combat Boost

Opposition
----------
DataDyne Shock Troopers: Theyíre back. This time around, they have shields and
K7ís, and are unlimited.

Mr. Blondes: They are shielded and carry Maulers.

Skedar: There is one adult Skedar, with a Mauler.

NOTE: Before playing this stage, it is a very good idea to get an idea as to
where how the Carrington Institute is set up, by playing around in it in
training.

Agent
-----
As you start the level, your first full-grown Skedar will greet you by firing
several shots at you. Blast him, and head up in the elevator. There are
hostages
being held in both the device room, and the character profiles room (the two
sets of rooms to the far right of the second floor). Head in, and kill the guys
guarding them (2 guards and 2 hostages in each room). Once they are rescued
head
back to the ground floor. Keep in mind that all the other guards have powerful
shields, and take much more damage then usual. Go into the holotraining room
(far right of ground floor). Head in, and plow through the four guards in
there.
Go over to the weapons room (next room, to the left), where Foster and his
assistant have begun fighting the guards. Kill the guards in there. (Objective
1
complete). Immediately cue the computer in there to break the glass, and
grab...
the RC-P120! (Objective 2 complete). Put it up, and head down the ramp where
you
started, into the hangar area. In the first room are a Skedar ship, and several
Mr. Blondes. Kill the Mr. Blondes, and use the data uplink to send the Skedar
ship (which is a bomb) out of the Institute. (Objective 3 complete). Use the
RC-
P120ís cloak function, head halfway up the ramp, and through the door to the
right into the hangar.

Special Agent
-------------
NOTE: All the guards are extremely strong, so you will have to spray several
shots into them. You have to activate the drone guns fast, or Carrington will
be
killed. At the start, turn around, and head halfway down the ramp. Go through
the door to your left, across to the other side of the ramp it leads to, and
into another room. Activate the drone gun in there. Head back out onto the ramp
you entered the hangar from, and head all the way down. Go through the first 3
rooms, into a hall, and cue the console to the upper left. You should see the
drone gun you just activated. Head forward from where it is, through a door,
and
head left until you see another console. Activate it. (Objective 1 complete).
There is a shield a ways to the right of the last 2 drone guns. Head back up to
the start. Kill the Skedar, if the CI soldiers havenít already. Put up the K7
Avenger you probably got from one of the guards earlier on; it spits out
bullets
far faster then the AR34. Head up the elevator. Go to the group of rooms to the
right. DO NOT use your combat boosts here. Go into the rooms here, and rescue
the hostages. You need to rescue all the hostages here, as if you do, Grimshaw
will give you a Devestator. Go down to the ground floor. Go into the
holotraining room, and rescue the lone hostage there. Exit, but do not enter
the
weapons room yet. Go down the ramp to the lower area, into the first room there
(the one where the bomb is). Fire a Devestator grenade at the floor right next
to the crate to the left of the room. If you do it right, you should see a dead
Mr. Blonde pop up. Youíve just destroyed a spawning point. Go back to the
weapons room, and rescue the two hostages there. (Objective 2 complete). Cue
the
console to break the glass, and grab the RC-P120. (Objective 3 complete). Pull
up the RC-P120, and use ALL of your combat boosts. Head out, and kill the
guards
swarming from where you started, and head down the ramp to the Skedar ship. If
you did the spawning point glitch right, there shouldnít be any Mr. Blondes
there. Use the data uplink to send the Skedar ship out of the Institute.
(Objective 4 complete). Cloak with the RC-P120, and head halfway up the ramp,
and through the door to the right into the hangar.

Perfect Agent
-------------
Most people I know say that this stage is impossible in Perfect Agent. I laugh
in their faces, and you can too with this strategy. You need to activate the
first 3 drone guns fast, or Carrington will be killed. Turn around, and race
halfway down the ramp. Go through the door to the left, across the ramp it
leads
to, and into another room. Activate the console in there, then leave that room,
and jump off of the ramp. Go through the door to the right, and activate the
console in front of you. Go back through the door, back up onto the ramp, and
back the way you came (to the initial ramp). Head all the way down. Go through
the first 3 rooms, into a hall, and cue the console to the upper left.
(Objective 1 complete). If youíve killed any of the guards yet put up the K7
you
grabbed from them. The AR34 may be better, but the K7 spits out bullets far
faster. Head back up the ramp to the ground floor. Kill the Skedar, if he
hasnít
been killed by one of the CI soldiers. Go up the elevator to the next floor. Go
to the rooms to far left. DO NOT use your combat boosts here. In each room are
two guards and two hostages. Remember that you have to kill the guard to the
right first. Keep in mind that if more then 2 hostages die you will fail. Also,
all the hostages on this floor must live, as that way Grimshaw will give you
the
Devestator. Once the hostages here are saved, go back down to the next floor.
DO
NOT rescue the other hostages yet. Go down the ramp to the lower area, into the
first room there (the one where the bomb is). Fire a Devestator grenade at the
floor right next to the crate to the left of the room. If you do it right, you
should see a dead Mr. Blonde pop up. Youíve just destroyed a spawning point. Go
back up to where you started the stage (on the ramp), and fire a grenade at
that
exact spot; the same thing will happen, except a DataDyne guard will pop up. Go
back up to the second floor, and go into Carringtonís office, all the way to
the
left. Enter it, and you should see a safe. Switch the Devestator to
wall-hugger,
and fire one at the safe. This should blow up the sensitive information.
(Objective 4 complete). Go down the elevator to the ground level. Normally, you
would have swarms of guards coming, but you destroyed the spawn point. Go into
the holoroom, peek out from the right, and kill as many of the guards as you
can
with the K7. Reload, peek out, and kill the rest. Go into the weapons room, and
kill the 2 guards, to rescue the hostages. (Objective 2 complete). Cue the
computer to break the glass, and grab the RC-P120. (Objective 3 complete). Use
ALL your combat boosts now, pull up the RC-P120, and kill the guards swarming
out (the combat boosts allow you to take out huge amounts of guards with the
RC-
P120). Head down the ramp to the room with the Skedar ship. You blew up the
spawn point, so there shouldnít be any Mr. Blondes there, but kill anyone that
is there. Use
the uplink on the ship to send it out of the Institute. Cloak, and race halfway
up the ramp. Wait by the door to the right, until Carrington tells you ďthe
last
dropship is waiting for youĒ. Race through the door into the hangar.

Mission 7: Carrington Institute complete

-----------------------------------------------------------------------------
                   Mission 8: Skedar Attack Ship
-----------------------------------------------------------------------------

---------------------------
Attack Ship: Covert Assault
---------------------------

Objectives
----------
1. Disable the Shield System. A
2. Open the Hangar Doors. PA
3. Access the Navigational Systems. A
4. Sabotage the Engine Systems. SA
5. Gain Control of the Bridge. A

Weapons
-------
Combat Knife
Mauler (x2)
AR34
Callisto NTG
Slayer
Phoenix (if you fail by killing Elvis)

Opposition
----------
Skedar: The level is filled with adult Skedar, armed with Maulers. The captain
has 2 Maulers.

Agent
-----
Go through the first 2 doors, and wait while one of the Skedar chases
Cassandra.
The other Skedar will wait with his back to you. Run over and stab him in the
back with your knife. Take his Mauler, charge it up, and blow up the 3 weird
computers. (Objective 1 complete). Go to the elevator, kill the other Skedar,
and take the elevator down. Elvis will come out to greet you, and gives you an
AR34. Heís got taste! Head up into the hangar; the alarm has been set off. Big
deal; you have 2 Maian soldiers with Callistos in there. Go up to the back of
the room, by the big elevators, and wait for the elevator to come down. Head
into it, and take it up. Go into the next room, and kill the 2 Skedar there. Go
through the door to the left, through a hall and another door, and then through
the door to the right. Kill the 2 Skedar in there, and wait for Elvis to show
up. He goes over to the computer and accesses the navigational information.
(Objective 2 complete). Go back through the door you came from, and through the
door that is now to your right, Kill the Skedar in front of you, and head down
the blue halls. Once you get to a big blue door, itís locked, look around.
There
should be a side passage. Go through it to another door. Head in, kill the
Skedar there, and go up the next two elevators into the bridge. Kill the 3
Skedar there. Go up to where the middle Skedar was, and grab his 2x Maulers!
Wait there, and Elvis will come in. Elvis will come up to you, as Skedar start
to pour in. Kill all the Skedar that come in, until Elvis takes control of the
bridge. (Objective 3 complete).

Special Agent
-------------
Go through the first 2 doors, and wait while one of the Skedar chases
Cassandra.
The other Skedar will wait with his back to you. Run over and stab him in the
back with your knife. Take his Mauler, charge it up, and blow up the 3 weird
computers. (Objective 1 complete). Go to the elevator, kill the other Skedar,
and take the elevator down. Elvis will come out to greet you, and gives you an
AR34. I recommend using the charged up Mauler, as it kills the Skedar
instantly.
Head up into the hangar; the alarm has been set off. Big deal; you have 2 Maian
soldiers with Callistos in there. Go up to the back of the room, by the big
elevators, and wait for the elevator to come down. Head into it, and take it
up.
Go into the next room, and kill the 2 Skedar there. Go through the door to the
left, through a hall and another door, and then through the door to the right.
Kill the 2 Skedar in there, and wait for Elvis to show up. He goes over to the
computer and accesses the navigational information. (Objective 2 complete). Go
back through the door you came from, and through the door that is now to your
right, Kill the Skedar in front of you, and head down the blue halls. Once you
get to a big blue door, head in (it takes you to the engine room), and blast
the
Skedar in front of you, as well as the other one in the room. Head through
either of the side doors, and head along their paths to the reactor. Kill as
many Skedar in the reactor room from the hall, and then head in and kill the
rest. See the pole in the middle? Thatís the reactor. There are 2 brownish
things supporting it; blow them both up. Now RUN back to the blue door you
entered the engine room from (back into the blue hall) or you will be blown up
in a massive explosion. (Objective 3 complete). Look around. There should be a
side passage near the blue door. Go through it to another door. Head in, kill
the Skedar there, and go up the next two elevators into the bridge. Kill the 3
Skedar there. Go up to where the middle Skedar was, and grab his 2x Maulers!
Wait there, and Elvis will come in. Elvis will come up to you, as Skedar start
to pour in. Kill all the Skedar that come in, until Elvis takes control of the
bridge. (Objective 4 complete).

Perfect Agent
-------------
The Attack Ship on Perfect Agent is the hardest stage in the entire game, the
equivalent of Aztec from Goldeneye. Because of the extreme difficulty of this
stage, I will go into lots of detail. But, before that, I should explain how
youíre supposed to kill these Skedar.
-----------------------------------------------------------------------
Skedar 101
As you probably have realized, the Skedar are an alien species, evolved on
another planet, and completely different from humans. The Skedar are actually
snake-like creatures in mechanical bodies (thatís why theyíre so strong). Thus,
it is not the head that kills instantly. The tail thing you see sticking out of
the back of the Skedarsí heads is the real weak point. Shooting that will
usually kill them with a few shots. The head and chest will require a good
amount of damage before the Skedar is killed; thus, if you are both firing at
each other, you will take substantial damage before killing him. The arms and
legs take twice as much as the head and chest. Even more dangerous then getting
shot by them is being slashed by them. ALWAYS KEEP YOUR DISTANCE! It only takes
two slashes for them to kill you. Other then shooting them, they can be killed
with a knife to their back, or an explosion.
-----------------------------------------------------------------------
Now, letís start the walkthrough (much credit goes to Marshmallow for a lot of
the strategies for this stage). Go through the first two doors, and wait until
the Skedar has his back to you. Go up to him, and stab him in the back. Take
his Mauler. There is a trick to saving ammo on destroying the 3 computers.
Charge up the Mauler, but donít wait till it is fully charged. Once it (the
gun) turns fairly red, you blow up one of the computers with it. Once you blow
them up (Objective 1 complete), you should have about 10 shots left. Wait by
the wall next to the elevator (DO NOT let the other Skedar see you). Wait until
you hear the elevator open up, and circle strafe into the elevator. As long as
you close the elevator as you run in you wonít get hit. Once it takes you down,
speed strafe across to the hall across from you. Go up the elevator there, to
the next
control room. Strafe out of the elevator, and you should see a Skedar across
from you. He shouldnít see you; shoot him. Once he is dead, run over to the
weird console, and activate it. (Objective 2 complete). Grab the dead Skedarís
ammo, and take the elevator down. As you come out of the elevator, Elvis and
the
Maians are fighting the two Skedar you ran past in the hangar. Help them out by
killing the two Skedar there. Elvis will give you an AR34, which you should be
using for most of the mission. Head out into the hangar. You donít need to
worry
about the Skedar teleporting in; they have horrible accuracy and die with two
shots. Grab some ammo, and wait by the blue elevator. Once it comes down, head
in on the RIGHT side of it. Once it comes up, DO NOT let the 2 Skedar in the
next room see you. Get all the way to the left of the door, and open it. First
kill the Skedar to the left. You can only see his leg, but he canít see you.
Look to the right, and shoot the other Skedar in his snakelike tail. Go into
the
room, and go through the door to the left. Head into the next room from there.
Go up to the pillar, strafe out, duck all the way down, and blast the Skedar at
the end of the room. Head through and up to the door to the right. Put up your
charged Mauler, open the door, and strafe out. Your auto-aim should catch the
Skedar there; shoot him! Strafe out some more, and kill the other Skedar in the
room. While Elvis checks the computer (Objective 3 complete), go back through
the door you came from and up to the door now to the right. Open it, and
immediately blast the Skedar in front of you. Switch to the AR34, and head down
the hall. At the turn, strafe out and kill the Skedar at the end of the hall.
At
the next turn, you may see a Skedar walking to the left. Shoot him! If not,
head
down and up to the blue door to the left (the one that leads to the engine
area). Put the Mauler back up, open the door, and close it, as the Skedar fires
repeatedly at the door. Open the door and kill him. Strafe out, and kill the
other Skedar. Head through the door on either side and up to the next one. Open
it, and immediately shoot the Skedar in front of you. Head up to the end of the
hall. Pull up the AR34, and blast any Skedar you can see from your hall. Then
blast the brown thing supporting the rod in the center of the room (the one you
can see from here). Strafe out and kill the remaining Skedar in there, and blow
up the other brown support thing. RUN out of the engine room, and into the blue
halls, to avoid the huge explosion. (Objective 4 complete). Pull up the Mauler,
go down the side passage, and blast the Skedar by the next blue door. Open the
door, and enter the big room with two Skedar. Peek out so one sees you. Run
out,
and close the door. Once it runs up to the door and opens it, kill him. Do the
same to the other Skedar. Head through that room, and up the first elevator. Go
into the next elevator, and get by the back of it. As soon, as it gets up,
scramble for cover, or you will be mowed down by 3 Skedar warriors. Pull up the
AR34, duck all the way down, and
strafe out so you can see one Skedar. Kill him, and repeat for the other two.
Grab the DOUBLE MAULERS from the one in the middle, and wait where he was. Once
the Skedar start coming in, blast them before they can get to you or Elvis. You
should probably beat the stage soon, unless Elvis runs in front of your guns as
you are firing them. Kill killing the Skedar, and Elvis will eventually take
control of the bridge. (Objective 5 complete). Now you can let your heart rate
subside, since youíve just beaten the hardest stage in the game.

I've recieved 2 reader hints, both from Shane Williams which should make the
stage easier. The information from the e-mail is reproduced below:
     As such, I wanted to share with you two tricks I've dicovered for the
     Skedar Attack Ship level. First, it is poosible to complete objective
     1 (destroying the shields) without ever firing a shot. Here's how I
     now start the level.

     As Cassandra is being killed, sneak up behind the first Skedar and
     kill him with one knife swipe. Pick up his weapon, arm it, and change
     it to charge-up mode. Now peek out around the elevator shaft just
     long enough for the the second Skedar to see you. Once he roars,
     high-tail it back to the prison door. Open the first door, and turn
     back to face the Skedar.

     The trick here is that once he sees you, he will stop and shoot.
     First position yourself so that as soon as he comes around the
     elevator shaft he'll see you. When he does see you, drop farther back
     into the space between the two prison door. Repeat a few times, being
     careful not to get shot, and he'll destroy the right-most panel. Make
     sure to keep the door open.

     The next two are easier. Simply position yourself so you can just see
     the center panel from behind the door, and when he sees you he'll
     shoot. He can't even hit you until the panel is destroyed. Repeat
     with the left panel. All told, this may take two minutes, but it's
     worth the time.

     Once he's destroyed all three panels, close the prison door and back
     up. Eventually, you'll hear his footsteps and he'll open the door.
     One clean shot with the fully charged Mauler will do him in (true for
     all the other Skedar on the level as well. The charged up Mauler is
     my weapon of choice for almost the entire level). Pick up his weapon
     and even in charge up mode, you've got four good shots.

     Once you head downstairs, you can kill the two Skedar patrolling, pick
     up their weapons, and you've got plenty of ammo to kill the Skedar in
     the hanger-bay control room.

     The next trick is for objective 4 (destroying the engines). In the
     blue hallways on either side of the engine structure, it is possible
     to lay down (crouch twice), and hit the very bottom of the two brown
     panels using the AR34 (this is one of the few places I use it). If
     everything goes right (depending mostly on what Elvis does), you don't
     have to face the two (or is it three) skedar in the circular engine
     room itself.
Mission 8: Attack Ship complete :-)

-----------------------------------------------------------------------------
               Mission 9: Skedar Battle Shrine
-----------------------------------------------------------------------------

---------------------------
Skedar Ruins: Battle Shrine
---------------------------

Objectives
----------
1. Identify the Temple Targets. A
2. Activate the Bridge. A
3. Gain Access to the Inner Sanctum. SA
4. Destroy the Secret Skedar Army. PA
5. Assassinate the Skedar Leader. A

Weapons
-------
Falcon 2 w/ Scope
Callisto NTG
Reaper
Phoenix (x2)
Slayer
Devestator
Mauler

Opposition
----------
Skedar: These guys will pop out from no-where. Most of them are unarmed. A few
have Reapers, the secret army has Maulers, and 2 have Slayers.

Baby Skedar: They appear in the shrine, and will pounce on you.

Skedar Leader: He has a Slayer and a shield. See the strategy for beating him.

Agent
-----
The final level is a piece of cake, donít worry. This stage is filled with
cloaked Skedar, but donít bother with the IR Scanner either way. Switch to your
Callisto, and put on the R-Tracker. The dots on it correspond to the 3 pillars
you have to put amplifiers on. There are 5 pillars, 2 of which are duds. It is
totally random which ones are the right pillars, so you have to use the R-
Tracker. The two that are duds must be blown up with a wall hugger from the
Devestator (Iíll explain why later). Most of the Skedar are unarmed; just keep
your distance. Head into the first area, and kill the Skedar there. There is a
pillar in there. Head onward and youíll see another Skedar. Kill him, turn
around, and kill the other one. Head on, turn around and another one will
uncloak behind you. Head down the path and turn right into a section with
another pillar. Go back down the path; kill the Skedar with a Reaper, and
behind
him is another pillar. Turn right from there, duck all the way down, and kill
the two Skedar with Reapers. Head forwards in there, past where the 2 Skedar
were. To the right is a fat pillar (this one takes 2 wall huggers at once).
Ahead is another section with several Skedar, and the final pillar. (Objective
1
complete). Head back to where the 2 Skedar with Reapers were back down the
right, to a cliff. At the edge of the cliff are 2 Phoenixes, provided you blew
up the other two pillars. Across from you is a Skedar; kill him, and then the
one down to the left. Go down the ladder and head along the gorge until you see
a path to the other side. Head along to the ladder on the other side of the
gorge, and go up it. Head over, and jump down to a slightly lower level. Kill
the Skedar there, and head to the back. To the left, turn on the IR Scanner,
and
look at the wall. You should see an oval; shoot it with an explosive shell to
blow a hole in the wall. Head in. There are unlimited Skedar babies, but it
only
takes one explosive shell to kill them. Head forward until you see a door to
the
right, go in, and kill the baby Skedar. There is a small wall fragment. Push it
onto the square in the room to activate the bridge. (Objective 2 complete). Go
back into the hall, and head forwards, to the next door. Open it, and youíll be
on a bridge. Look to the left, and shoot at the Skedar below. Jump down as he
fires a rocket at you, and find cover. Kill him, and the other Skedar across
from him. Go back through the room into the hall, and onto the bridge. Kill the
Skedar with a Reaper, and head forwards through the door into another hall, and
into another room. RUN through here into the next big room. Now, itís time to
kill the Skedar leader. He has a Slayer, but you can blow up the rockets with
your shells. Fire Phoenix shells repeatedly at him, until his shield turns
green. If he teleports down at you strafe around and shoot him once he appears.
Sometimes he will create Skedar (they appear to the left), and baby Skedar
(they
appear in the center). Once his shield turns green, you need to blow out the
parts of the statue behind him. First, the part to the upper right, then to the
upper left, then to the lower right, the lower left, and finally, the remaining
middle piece. Keep in mind that eventually he begins attacking you again, and
you have to shoot him some more. Once you blast off the final part of the
statue, it will fall down, and impale the leader in the head. (Objective 3
complete).

Special Agent
-------------
The final level is a piece of cake, donít worry. This stage is filled with
cloaked Skedar, but donít bother with the IR Scanner either way. Switch to your
Callisto, and put on the R-Tracker. The dots on it correspond to the 3 pillars
you have to put amplifiers on. There are 5 pillars, 2 of which are duds. It is
totally random which ones are the right pillars, so you have to use the R-
Tracker. The two that are duds must be blown up with a wall hugger from the
Devestator (Iíll explain why later). Most of the Skedar are unarmed; just keep
your distance. Head into the first area, and kill the Skedar there. There is a
pillar in there. Head onward and youíll see another Skedar. Kill him, turn
around, and kill the other one. Head on, turn around and another one will
uncloak behind you. Head down the path and turn right into a section with
another pillar. Go back down the path; kill the Skedar with a Reaper, and
behind
him is another pillar. Turn right from there, duck all the way down, and kill
the two Skedar with Reapers. Head forwards in there, past where the 2 Skedar
were. To the right is a fat pillar (this one takes 2 wall huggers at once).
Ahead is another section with several Skedar, and the final pillar. (Objective
1
complete). Head back to where the 2 Skedar with Reapers were back down the
right, to a cliff. At the edge of the cliff are 2 Phoenixes, provided you blew
up the other two pillars. Across from you is a Skedar; kill him, and then the
one down to the left. Fire a Phoenix
shell at the rocks across from you to unearth the other ladder. Go down the
ladder and head along the gorge until you see a path to the other side. Head
along to the ladder on the other side of the gorge, and go up it. Head over,
and
jump down to a slightly lower level. Kill the Skedar there, and head to the
back. To the left, turn on the IR Scanner, and look at the wall. You should see
an oval; shoot it with an explosive shell to blow a hole in the wall. Head in.
There are unlimited Skedar babies, but it only takes one explosive shell to
kill
them. Head forward until you see a door to the right, go in, and kill the baby
Skedar. There is a small wall fragment. Push it onto the square in the room to
activate the bridge. (Objective 2 complete). Go back into the hall, and head
forwards, to the next door. Open it, and youíll be on a bridge. Look to the
left, and shoot at the Skedar below. Jump down as he fires a rocket at you, and
find cover. Kill him, and the other Skedar across from him. Collect their
Slayers, and head to the back of this room. At the back is a miniature shrine,
which tells you to ďmake your sacrifice to the Skedar god of warĒ. Get up the
Falcon 2, and press B to place it there. (Objective 3 complete). Look up, and
kill the other Skedar on the bridge. Go back through the room into the hall,
and
onto the bridge. Head forwards through the door into another hall, and into
another room. RUN through here into the next big room. Now, itís time to kill
the Skedar leader. He has a Slayer, but you can blow up the rockets with your
shells. Fire Phoenix shells repeatedly at him, until his shield turns green. If
he teleports down at you strafe around and shoot him once he appears. Sometimes
he will create Skedar (they appear to the left), and baby Skedar (they appear
in
the center). Once his shield turns green, you need to blow out the parts of the
statue behind him. First, the part to the upper right, then to the upper left,
then to the lower right, the lower left, and finally, the remaining middle
piece. Keep in mind that eventually he begins attacking you again, and you have
to shoot him some more. Once you blast off the final part of the statue, it
will
fall down, and impale the leader in the head. (Objective 4 complete).

Perfect Agent
-------------
The final level is a piece of cake, donít worry. This stage is filled with
cloaked Skedar, but donít bother with the IR Scanner either way. Switch to your
Callisto, and put on the R-Tracker. The dots on it correspond to the 3 pillars
you have to put amplifiers on. There are 5 pillars, 2 of which are duds. It is
totally random which ones are the right pillars, so you have to use the R-
Tracker. The two that are duds must be blown up with a wall hugger from the
Devestator (Iíll explain why later). Most of the Skedar are unarmed, just keep
your distance. Head into the first area, and kill the Skedar there. There is a
pillar in there. Head onward and youíll see another Skedar. Kill him, turn
around, and kill the other one. Head on, turn around and another one will
uncloak behind you. Head down the path and turn right into a section with
another pillar. Go back down the path; kill the Skedar with a Reaper, and
behind
him is another pillar. Turn right from there, duck all the way down, and kill
the two Skedar with Reapers. Head forwards in there, past where the 2 Skedar
were. To the right is a fat pillar (this one takes 2 wall huggers at once).
Ahead is another section with several Skedar, and the final pillar. (Objective
1
complete). Head back to where the 2 Skedar with Reapers were back down the
right, to a cliff. At the edge of the cliff are 2 Phoenixes, provided you blew
up the other two pillars. Across from you is a Skedar; kill him, and then the
one down to the left. Fire a Phoenix
shell at the rocks across from you to unearth the other ladder. Go down the
ladder and head along the gorge until you see a path to the other side. Head
along to the ladder on the other side of the gorge, and go up it. Head over,
and
jump down to a slightly lower level. Kill the Skedar there, and head to the
back. To the left, turn on the IR Scanner, and look at the wall. You should see
an oval; shoot it with an explosive shell to blow a hole in the wall. Head in.
There are unlimited Skedar babies, but it only takes one explosive shell to
kill
them. Head forward until you see a door to the right, go in, and kill the baby
Skedar. There is a small wall fragment. Push it onto the square in the room to
activate the bridge. (Objective 2 complete). Go back into the hall, and head
forwards, to the next door. Open it, and youíll be on a bridge. Look to the
left, and shoot at the Skedar below. Jump down as he fires a rocket at you, and
find cover. Kill him, and the other Skedar across from him. Collect their
Slayers, and head to the back of this room. At the back is a miniature shrine,
which tells you to ďmake your sacrifice to the Skedar god of warĒ. Get up the
Falcon 2, and press B to place it there. (Objective 3 complete). Look up, and
kill the other Skedar on the bridge. Go back through the room into the hall,
and
onto the bridge. Head forwards through the door into another hall, and into
another room. As soon as the lights go on, the Skedar army in suspended
animation will begin attacking, as they come out of the green containers on the
wall. The first one to come out is in the third container on the right, then
the
second one on the left, then the first container on the right, the fourth
container on the right, the third container on the left, and finally, the first
container on the left. Once they are all dead (Objective 4 complete), head into
the next, where you are greeted by the Skedar Leader. He has a Slayer, but you
can blow up the rockets with your shells. Fire Phoenix shells repeatedly at
him,
until his shield turns green. If he teleports down at you strafe around and
shoot him once he appears. Sometimes he will create Skedar (they appear to the
left), and baby Skedar (they appear in the center). Once his shield turns
green,
you need to blow out the parts of the statue behind him. First, the part to the
upper right, then to the upper left, then to the lower right, the lower left,
and finally, the remaining middle piece. Keep in mind that eventually he begins
attacking you again, and you have to shoot him some more. Once you blast off
the
final part of the statue, it will fall down, and impale the leader in the head.
(Objective 4 complete).

Congratulations, you have just beat all of the regular missions, on Perfect
Agent. So now, what do you get as a reward? <SPOILER> Your reward is Perfect
Dark Mode. For those of you who earned 007 mode in Goldeneye, you probably have
guessed what this is like. Now you can edit the enemy health, damage, and
accuracy from 10-100. You also have the Special Assignments. <END SPOILER>

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

--------------------
Mr. Blondeís Revenge
--------------------

To enable this stage, you must complete the regular missions on agent or
higher.

Objectives
----------
1. Plant the Explosive Device in the Lab Lift. SA
2. Eliminate the DataDyne Captain. PA
3. Locate and Escort Cassandra to Helipad. A

Weapons
-------
Mauler
Falcon 2 (x2 in PA)
CMP150
Shotgun
DY357 Magnum
Bombspy
N-Bomb

Opposition
----------
DataDyne Female Security: They have CMP150ís.

DataDyne Captain (PA only): She has twin Falcons.

DataDyne Shock Troops: They have magnums and N-Bombs.

Agent
-----
Youíre back in the DataDyne building, but as Mr. Blonde! Turn on your cloaking
device and scramble up to the elevators, and take one of them up. By the time
it
gets up, your cloak has probably run out. Oh well. Make your way up to
Cassandraís office, via the elevators and stairwells (you should remember how
to
do this). Head into Cassandraís office. Apparently, she doesnít want any
visitors (especially aliens intent on abducting her), so she pulls out a Falcon
2 and sets off the alarm. Disarm he; she has horrible accuracy and head up to
the helipad (where you started the first mission). She will follow you as long
as you stay close. Beware, however. The guards closer to the top have the
infamous N-Bombs, and will use them. Get her to the top, and the ship flies
away. (Objective 1 complete).

Special Agent
-------------
Youíre back in the DataDyne building, but as Mr. Blonde! Turn on your cloaking
device and speed strafe to the laboratory lift, and plant the Skedar bomb.
(Objective 1 complete). You have a limited amount of time before it goes off,
so
donít waste time. Scramble into the elevator, and take it up to the next
section
(by which time your cloak has run out). Make your way to Cassandraís office,
via
the elevators and stairwells (you should remember how to do this). Head into
Cassandraís office. Apparently, she doesnít want any visitors (especially
aliens
intent on abducting her), so she pulls out a Falcon 2 and sets off the alarm.
Disarm he; she has horrible accuracy and head up to the helipad (where you
started the first mission). She will follow you as long as you stay close.
Beware, however. The guards closer to the top have the infamous N-Bombs, and
will use them. Get her to the top, and the ship flies away. (Objective 2
complete).

Perfect Agent
-------------
Youíre back in the DataDyne building, but as Mr. Blonde! Turn on your cloaking
device and speed strafe to the laboratory lift, and plant the Skedar bomb.
(Objective 1 complete). You have a limited amount of time before it goes off,
so
donít waste time. Scramble over to the elevator.
Before going in, leave your Bombspy by the locked elevator. Go in the elevator,
and switch to the Bombspy. Wait a little bit, and a guard will appear into the
locked elevator. Detonate the Bombspy, and BOOM! You just blew up the DataDyne
security chief. (Objective 2 complete). Make your way to Cassandraís office,
via
the elevators and stairwells (you should remember how to do this). Head into
Cassandraís office. Apparently, she doesnít want any visitors (especially
aliens
intent on abducting her), so she pulls out a Falcon 2 and sets off the alarm.
Disarm he; she has horrible accuracy and head up to the helipad (where you
started the first mission). She will follow you as long as you stay close.
Beware, however. The guards closer to the top have the infamous N-Bombs, and
will use them. Get her to the top, and the ship flies away. (Objective 2
complete).

---------
Maian SOS
---------

To enable this stage, you must complete the regular missions in Special agent,
or higher.

Objectives
----------
1. Sabotage the Enemy Medical Experiment. SA
2. Destroy the Captured Maian Saucer. PA
3. Activate the Distress. A

Weapons
-------
Falcon 2
Dragon
Psychosis Gun
DY357-LX (x2)
Tranquilizer

Opposition
----------
Technicians: There a few of these guys, with Falcons or Tranquilizers.

Area 51 Guards: They have Dragons. One has double DY357-LXís.

Pilots: They appear later on, and have Dragons.

Agent
-----
Back to Area 51 (the sections from Rescue and Escape, that is), as Elvis,
shortly after heís been captured. Elvis has taken a nice beating, as his health
is about half or so. Go in front of the first scientist so he sees you. Wait
till he pulls his gun out, and disarm him. Run into the next room, punch out
the
scientist, and grab the Psychosis gun. Head back to the start, and push the
gurney against the glass. Blow it up; the explosion breaks the glass. Head out,
through the door in front of you. Kill the guard there, and the guys in the
hall-like room it leads. From there, head right, if you want to get the guy
with
2 DY357-LXís with the Psychosis Gun. Otherwise, head left. Head all the way,
into the room with the vents to the showers. Kill the guards, and head onto the
platform. Go to the right, and head to a vent to the room with crates. The
alarm
will set off by now. Head through the vents, and youíre in the crate room from
Area 51: Rescue. Go up in the elevator, and turn right, through the door that
led to a Phoenix. Head through there, past an army of guards, to where the
Phoenix was. You should see some partitions; blast them until they blow up.
Kill
the guards the new opening leads to, and activate the distress signal on the
computer. (Objective 1 complete).

Special Agent
-------------
Back to Area 51 (the sections from Rescue and Escape, that is), as Elvis,
shortly after heís been captured. Elvis has taken a nice beating, as his health
is about half or so. Go in front of the first scientist so he sees you. Wait
till he pulls his gun out, and disarm him. Run into the next room, punch out
the
scientist, and grab the Psychosis gun. Head back to the start, and push the
gurney against the glass. Blow it up; the explosion breaks the glass. Head out,
through the door in front of you. Kill the guard there, and the guys in the
hall-like room it leads. From there, head right, if you want to get the guy
with
2 DY357-LXís with the Psychosis Gun. Otherwise, head left. Stop in the first
lab
room (where you got the keycard in Rescue). Head through there, and you should
see some scientists operating on another Maian. Use your Dragon to blow up the
alien (shoot the gurney). (Objective 1 complete). Be sure to grab some more
Psychosis serum from there. Then, head all the way to the left, into the room
with the vents to the showers. Kill the guards, and head onto the platform. Go
to the right, and head to a vent to the room with crates. The alarm will set
off
by now. Head through the vents, and youíre in the crate room from Area 51:
Rescue. Go up in the elevator, and turn right, through the door that led to a
Phoenix. Head through there, past an army of guards, to where the Phoenix was.
You should see some partitions; blast them until they blow up. Kill the guards
the new opening leads to, and activate the distress signal on the computer.
(Objective 2 complete).

Perfect Agent
-------------
As you already know, you start out with only a partial health meter, which only
serves to mess things up further. Get off the gurney, and let the scientist see
you. Punch him out once he pulls out his Falcon. Go to the next room, punch out
the scientist, and swipe the Psychosis Gun. Go back to the gurney, and push it
against the glass. Blow up the gurney, which will break the glass. Head
forwards, and open the door. Pop a cap in the soldierís head, and open the door
ahead. Kill the first guards ahead of you, and RUN back. Let the remaining
guards in there come to you. Kill them, and collect the ammo. Head to the
hallway, and look to the right and left, to see if any guards are patrolling
the
halls. Go to the right, and kill the 2 guards there. Open the door to the left
of the guards, and TAKE COVER! Otherwise, Mr. Double DY357-LX will probably
kill
you. Infect him with the Psychosis Gun, and you will gain a deadly ally. You
MUST grab his double Magnums if he gets killed. Turn around, and head forwards.
Open the first door after the autopsy room, and kill the guards there. Head
through, into another autopsy room. Load your shots into the gurney to destroy
the alien, and kill a few guards. (Objective 1 complete). Head back to the
hall,
and head down to the hangar. At this point, let Mr. Double LX run in, and kill
a
fair amount of guards. Go in after him, and finish the rest of. He is probably
dead now (kill him if he isnít), so grab his double DY357-LXs. DO NOT use them
yet, as you only get 1 shot. Head up to the ramp, and down through the door, to
the vents. Drop down, and kill the guards there. You may want to infect another
guard, but he wonít last long. You are now in the crate area from Area 51:
Rescue. Head to the elevator, and take it up. Run through the door that led to
the Phoenix, and kill the guard with his back to you. RUN up to the ramps, and
go near the elevator. Pull up the double DY357-LXs, and fire a single shot into
the captured saucer (be SURE you are FAR away from it, as the explosion is
huge). (Objective 2 complete). Take the elevator up, and make your way to the
end room, killing the various guards. At the end room, blast away the
partition,
and kill the scientists in there. Activate the computer to end the stage.
(Objective 3 complete).

------
War!
------

To enable this stage, you must beat the regular missions on Perfect Agent.

Objectives
----------
1. Defeat the Skedar King. A
2. Defeat the Second Skedar King. SA
3. Defeat the Third Skedar King. PA

Weapons
-------
Phoenix
Callisto NTG
Mauler
Slayer
Reaper

Opposition
----------
Skedar: There is a limitless amount of them, armed with Maulers.

Skedar Kings: The first one has a Reaper. The other 2 have Slayers.

Agent
-----
Youíre back in the Battle Shrine, but as a Maian soldier, with 3 buddies. There
is also the Maian leader, who just stays at the beginning; if he dies, the
mission is failed. Head forwards, through where the hole was made in the wall.
Just head towards the room that
had the two Skedar with Slayers. Stick with your Maian friends, as they will
take down plenty of Skedar. Be sure to pick up their Callistos if they are
killed. Once you get to the room that had the Skedar with Slayers, kill one of
the Maians, and take his Callisto. Run in, and use it to kill the Skedar king
(looks just like the original leader). (Objective 1 complete).

Special Agent
-------------
Youíre back in the Battle Shrine, but as a Maian soldier, with 3 buddies. There
is also the Maian leader, who just stays at the beginning; if he dies, the
mission is failed. Head forwards, through where the hole was made in the wall.
Just head towards the room that had the two Skedar with Slayers. Stick with
your
Maian friends, as they will take down plenty of Skedar. Be sure to pick up
their
Callistos if they are killed. Once you get to the room that had the Skedar with
Slayers, kill one of the Maians, and take his Callisto. Run in, and use it to
kill the Skedar king (looks just like the original leader). (Objective 1
complete). Thereís still more, though. Head back up to the bridge in this room,
and head forwards to the room that had the Secret Skedar army. Gobs of Skedar
will swarm out, so kill them, and head in, to battle the second Skedar king.
This one has a Slayer, so be careful, although chances are that he will blow
himself up. Kill him, either way. (Objective 2 complete).

Perfect Agent
-------------
Teamwork becomes essential in this stage; it gives the enemy something else to
shoot at. Switch to explosive shells, and follow your Maian pals to the inner
sanctum. BE SURE NOT to kill your Maian friends. Keep advancing with them, and
helping kill the Skedar, until you get near the first Skedar king. Pull up a
Mauler, and set it to Charge up shot. Run over to the king, strafe around, and
pop him with the blast. (Objective 1 complete). Head back through the door, and
up to the ramps. Kill any Skedar ahead of you, until you reach the room in
which
you killed the Secret Skedar Army. Kill any Skedar, and switch to the Mauler.
Strafe over to the pillar, and kill the next king. Now, RUN to any of the green
things, and hide in there. Several Skedar will run by and head past you. Once
they are gone, run out, and head forwards to the room where you killed the
Skedar leader. Switch to the Phoenix, and run in, firing the blasts at the
final
king. You should detonate one of his rockets, and kill him instantly.
(Objective
3 complete).

Congratulations, you have now completed Perfect Agent mode. :P

--------
The Duel
--------

To unlock this level, you must get a Bronze for each weapon in the shooting
range.

Objectives
----------
1. Defeat the DataDyne Guard. A
2. Defeat Jonathan Dark. SA
3. Defeat Trent Easton. PA

Weapons
-------
Falcon 2 w/ Scope
DY357 Magnum

Opposition
----------
DataDyne Guard: He has a Falcon 2 w/ Scope.
Jonathan: He uses a Magnum, and has horrible aim.
Trent Easton: He uses a DY357-Lx, and is a crack-shot.

Objective 1
-----------
Youíll notice that you only have one hit left on your energy bar, but thatís
the
point of this level. Turn around, and the DataDyne guard will jump over. Blast
him in the chest a few times; you could get a head shot, but youíll risk being
killed. (Objective 1 complete).

Objective 2
-----------
Run over and grab the DataDyne guardís ammo; Jonathan hides, anyway. Go
to where the door is; heís hiding there. After trying in Perfect Dark mode,
with
maximum enemy accuracy, I have realized that Jonathan cannot hit you, unless he
punches you. Just cap him in the face. (Objective 2 complete).

Objective 3
------------
Trent Easton has a DY357-LX, and is extremely accurate. You have no chance in a
straight fight, unless you get a lucky shot. As soon as you can move, strafe to
where Jonathan had been hiding. Crouch ALL the way down. Slowly peek out, so
you
can see Trent, but he canít see you. Aim, and blast him. (Objective 3
complete).

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

                         7. C O - O P E R A T I V E

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

In Co-Operative mode, you go through the solo missions, but with either a human
friend, or a simulant. Except for the smaller screen, a human buddy is far
better.

-----------------------------
General Tips for the Simulant
-----------------------------

If you choose to have a simulant, you will be joined by Velvet Dark, who always
has a Falcon 2. Because she is part of the AI, she is more likely to know where
the enemies are, and be more accurate then a human. Unlike having a human
buddy,
you cannot split up the objectives, as Velvet will follow you. You can control
her, to a limited extent. Setting her as passive makes her follow you, and
shoot
any enemies nearby. If she is set as aggressive, she will go out of her way to
attack the enemies, and will get her killed pretty quickly. Stealth makes her
cloak, but it wears off after a few seconds. Although she can be helpful,
Velvet
will usually attract more guards, and mess things up for you. Thus, you may
want
to just kill her at the beginning.

--------------------------------
General Tips for the Human Buddy
--------------------------------

The human buddy comes equipped with whatever you have, and is considerably
smarter. When playing with a human buddy, one should split up the objectives
between the two. If you move together, be sure to cover each otherís backs. You
can also respawn several times, although you will be weaker after respawning.
As
a last ditch effort, you can have one person (preferably the more wounded one)
draw fire from the enemy.

---------------------
Specific Mission Tips
---------------------

These tips deal with using a human buddy. These tips are for perfect agent. For
other difficulties, simply remove some parts.

DataDyne Central- Defection: Have one player place the ECM mine while
the other knocks out Cassandra. One should get the worker for downloading the
files, and the other clear out the room above. Both should go down and split
up,
one planting the ECM mine, the other going for the exit.

DataDyne Research- Investigation: One person should head for the maintenance
cycle, while the other goes for the isotope. Split up the rooms of the lab
section, and stick together for the rest of the mission.

DataDyne Central- Extraction: Keep together on the ground floor. Activate the
elevator, and head up to the floor near Cassandraís office. Whoever is more
accurate should use the targeted rocket to blow up the helicopter. Go up to the
bodyguard room, and take down separate guards.

Carrington Villa- Hostage One: Pull out the Laptop gun, and blast the guards.
Stick together while clearing the upper rooms. When it is time to head down to
the basement, one person should stay near the computers, while the other takes
care of the generators. The one downstairs should head for the exit, while the
other dispatches the hackers.

Chicago- Stealth: Stick together throughout the streets, and head to the
gutter.
Have one person plant the tracer and plant the remote mine. The other should
pick up the equipment, and start the alternate air diversion.

G5 Building- Reconnaissance: Split up to kill the cloaked guards. Have one
player shut down the generator, and the other shut down the laser grids and
plant the camspy by the vent. Both should meet up at the safe.

Area 51- Infiltration: Stick together until you are past the guard tower. One
person should deal with the technician, alien interceptor, and explosives. The
other should plant the comms rider and destroy the alien interceptors. Meet up
at the lift, and enter the base.

Area 51- Rescue: Stay together until you blow the hole in the wall. One person
finds the conspiracy evidence and destroys the computer records. The other
should get the disguise and the keycard to the lab. Go into the final lab
together and take down the guards.

Area 51- Escape: For this mission, the 2 players should just keep together the
entire mission and give each other cover.

Air Base- Espionage: The 2 should stay together until the NSA terrorists start
poring in. At this point, mow down the guards, and have one person go for the
safe, while the other scrambles for the exit.

Air Force One- Anti-Terrorism: Stay together until the NSA starts attacking. At
that point one should escort the president to the capsule, and plant the mine.
The other needs to secure Air Force Oneís flight path.

Crash Site: Confrontation: One person should get the medical scanner,
and start the distress signal. The other should kill the clone and rescue the
president. Whoever is doing better should go for the jamming device.

Pelagic II- Exploration: Have one person shut down the GPS and autopilot, and
secure the research data. The other should shut down the power source and
activate the moon pool. Have him open the doors, and enter the moon pool. The
other person should rendezvous with Elvis.

Deep Sea- Nullify Threat: Stay together for basically the entire mission,
except
for while deactivating the megaweapon. At this point, one should go ahead and
shut it down, while the other protects Elvis.

Carrington Institute- Defense: Split up the drone guns however you want to.
Then
have one person rescue the hostages, destroy the spawning points, and destroy
the sensitive information. The other should rescue the hostages downstairs and
grab the RC-P120. Have the player with the RC-P120 protect the other while he
disarms the bomb.

Attack Ship- Covert Assault: Donít bother splitting up, until the reactor room.
In the reactor room, take the separate paths to destroy the things supporting
the core more easily. Otherwise, just cover each other.

Skedar Ruins- Battle Shrine: Split up for the temple targets. Then, stick
together until the Skedar with Slayers. Split up those two, as well as the
Secret Skedar Army. At the Skedar leader, both players should concentrate their
firepower on the leader.

Mr. Blondeís Revenge: One person should wait in the lift (do not plant the bomb
yet), while the other goes upstairs to kill the security chief and abduct
Cassandra. Once the person upstairs is almost done, plant the bomb in the lift.

Maian SOS: While one person goes to destroy the medical experiment, have the
other infect the guy with double LXís with Psychosis serum. Then meet up, and
stick together for the rest of the mission.

War!: Stay together for the entire mission; have one person kill each Skedar
king, and the other kills the swarms of Skedar warriors.

Now, you may be wondering if there are any rewards for beating co-operative.
The
answer is yes, but donít get your hopes up. If you beat it on agent, you get
two
buddies for agent. If you beat it on special agent, you get 3 buddies for agent
and 2 for special agent. If you beat it on perfect agent, you get 4 agent
buddies, 3 special agent buddies, and 2 for Perfect agent. Not much of a
reward,
though.

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

                     8. C O U N T E R- O P E R A T I V E

=============================================================================
In counter-operative mode, you also play any of the stages (except Duel) with
two players. The catch is that this time, one person is Jo Dark, and the other
plays as the enemy!

----------------------------
Tips for playing as the hero
----------------------------

Your most dangerous enemy will of course be the counter-operative. Feel free to
spray bullets at him. Although the counter-operative cannot do things to
specifically make you fail, there are some cheap tricks he can use. Be sure to
keep track of the counter-operative, and move fast. Remember that you only have
one life for this. If playing in agent, just rush for the exit. If playing in
SA or PA, you'll have to move through the level more slowly.

----------------------------
Tips for Playing the Villain
----------------------------

As the counter-operative, you play as one of the enemies throughout the stage.

You usually have a powerful automatic weapon to start with. You can forget
anything you learned about saving ammo. You have hundreds of shots, and only
need to kill the hero once to win. Although you have a very small life meter,
you might as well forget whatever youíve learned about self-preservation. If
you die, you merely keep respawning as another guard. You can also use the
suicide pill as a means of warping to another guard. You cannot pick up other
weapons or ammo, either.

Although you can't fail Jo's objectives directly, you can make her fail them
indirectly (ie: make her shoot at you and destroy/kill equipment/civilians).

----------------------------------------
Level Specific Tips for the Enemy Player
----------------------------------------

DataDyne Central: Defection
Try to ambush Jo at some of the early objectives and try to make her blow up
some of the mission critical equipment. If Jo gets far enough, try to ambush
her at the bottom floor, especially since you'll have plenty of other guards.

DataDyne Research: Investigation
If you're lucky, you'll appear as a the guy with the K7 Avenger. Otherwise,
just ambush Jo in some of the different labs.

DataDyne Central: Extraction
You don't have any Night Vision, so you can't see in the bottom floor. Try to
attack Jo when you also have the Chopper nearby, so Jo will probably be too
busy running from the chopper to deal with you.

Carrington Villa: Hostage One
Try to attack Jo while shes trying to kill the snipers, you may be able to
shoot her to where the snipers see her and pop some more caps in her. Also try
to make her shoot the windmill generators, and stall her when she has to stop
the hackers.

Chicago: Stealth
You may want to try to make Jo set off the alarm or kill civilians. Also try to
stall her until the limo leaves so she fails the tracker objective. Also attack
her when she tries to use the Uplink on the Taxi.

G5 Building: Reconaiisance
Try to keep her from killing any guards about to hit the alarm. When Jo starts
up the safe, head in their with the rest of the guards and try to kill her.

Area 51: Infiltration
Take advantage of the fact that drone guns don't hurt you; try to shoot her
into them.

Area 51: Rescue
If you want to be a complete cheap-ass, just take the Suicide Pill until you
appear in the hall leading to Elvis; walk over to the room with him and the
countdown will start, causing Jo to fail!

Area 51: Escape
Try to ambush Jo, and hopefully givew the other guards time to kill Jonathan or
Elvis.

Air Base: Espionage
Unless you appear as an NSA guy, Jo can't kill you without failing, allowing
you to just keep attacking her. As an NSA guy, take advantage of your superior
firepower.

Air Force One: Counter-Terrorism
As in the last stage, Jo will fail if she kills one of the President's
bodyguards. If you appear as an NSA guy later in the stage, just try ti blow Jo
away with your K7.

Crashsite: Confrontation
Just keep attacking Jo and wearing her down with your K7 Avenger.

Pelagic II: Exploration
Try to ambush Jo in different spots, especially when she is using the X-Ray
Scanner.

Deep Sea: Nullify Threat
Keep in mind that Elvis can kill you, but not vice versa.

Carrington Institute: Defense
The fact that you have a Super Shield and a K7 Avenger makes this insanely
easy. Just don't go by the drone guns after they're activated.

Attack Ship: Covert Assault
If you're able to, try to attack Jo before she gets the AR34 and make her waste
her ammo. Or just charge up your Mauler and manage to hit Jo once.

Skedar Ruins: Battle Shrine
Chances are that you'll appear as one of the unarmed enemies, so you really
have no chance. Though you can make Jo fail by just deactivating the bridge
after she crosses it.

Mr. Blonde's Revenge
JUst take advantage of your better weaponry.

Maian SOS
This is such a joke, since Elvis already has a low health meter. JUst pop hi in
the face a few times.

WAR!
Try to hit your opponent with one charged up shot. You can also make your enemy
fail by killing the Maian commander standing by the start of the stage.

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

                     9. C O M B A T  S I M U L A T O R

=============================================================================
Despite the excellent solo missions, Combat Simulator (a.k.a. multiplayer) it
what will probably cause people to continue playing Perfect Dark.

-----------------------------------------------------------------------------
                             Game Setup
-----------------------------------------------------------------------------

---------
Scenarios
---------

Combat: This is your basic normal death-match.

Hold the Briefcase: A briefcase is placed somewhere, and you try to kill who
has
it, and hang on to it for 30 seconds to get a point.

Hacker Central: A data uplink and a computer are placed somewhere in the level.
To get points, you have to use the uplink on the computer.

King of the Hill: For this, there is a hill (which moves after a bit), and you
try to stay in the hill to get points.

Capture the Case: This is a game of ďCapture the FlagĒ. The difference is that
you use guns, and a briefcase instead of a flag.

Pop a Cap: This is regular combat with a twist. The game randomly selects a
person that becomes ďthe victimĒ. Along with getting points for killing
enemies,
you get two points for killing the victim. You also get points if you survive
long enough as the victim.

------
Arenas
------

These are (obviously) the stages you play Combat Simulator in. You start out
with Area 52, Skedar, and Pipes. The rest have to be earned.

Skedar: This place is another Skedar type area, though very different from the
Battle Shrine. It is confusing, because of itís lack of compactness.

Pipes: The upper floor of this slightly resembles the DataDyne labs. The lower
floor is a network of pipes over a bottomless pit.

Area 52: This is similar in some ways to the outside of Area 51. It has several
guard towers and hiding spots.

Complex: The complex from Goldeneye has been slightly redone. It now is more
compact and great for close quarter combat.

Warehouse: This is filled with large rooms (with lots of crates) and small
tunnels. It has a hovercrate.

Ravine: This is a large rocky area. Many of the sections look down on each
other, making it good for sniping. It also has lots of bottomless pits.

Temple: This is another Goldeneye arena. The only big difference is that you
can
jump through the space on the top floor.

G5 Building: Despite the name, this is really different from the level. The
walls look similar, but the similarities end there. It also has a bottomless
pit
in the middle.

Grid: This is supposed to be another section of the G5 building. It has a large
room with a glass floor above it, and a hallway like the one in The Matrix. It
also has an elevator.

Felicity: The Facility is back! The vents have been redone so you go back up
them, and they have another exit. The coloring is also different. The one
disturbing thing is that the stall doors have been removed...

Villa: This has lots of open spaces. Sadly, it looks nothing like the
Carrington
Villa stage.

Sewers: This is incredibly confusing. Two floors close together make for slow
matches and confusing radar.

Base: This has lots of winding, narrow hallways. You donít have much room to
maneuver in, so youíd better find cover.

Fortress: This has four identical sections, all connecting to a huge bottomless
pit.

Ruins: This is slightly modeled after the Battle Shrine (I think). The canyon
is
good for sniping from.

Car Park: This arena is filled with lots of stairs and other rooms (whereís the
cars?).

---------
Simulants
---------
Along with human players, you also have the option to add in up to 8 different
CPU simulants.

MeatSim: This simulant has next to no intelligence. This putz might hit you if
he manages to miss the wall he is shooting at.

EasySim: This simulant at least knows how to fight. This could be compared to a
beginning player.

NormalSim: The average simulant. It has basic skills, and is like an average
player.

HardSim: This simulant is considerably more crafty, and is fairly intelligent.
Itís sort of like a good human player.

PerfectSim: The PerfectSim is really near perfect. It could be compared to a
very good human player that has been playing the game for a while. It is very
accurate and usually gets good weapons.

DarkSim: The DarkSim cheats, and is a cruel joke. It is faster then you, nearly
always gets headshots, and always has the best weapon. Itís only weakness is
that it wonít detect proximity mines.

PeaceSim: This guy doesnít like fighting. He runs away and takes everyoneís
weapons. Be sure to kill him.

ShieldSim: As the name implies, he always goes for shields.

RocketSim: A true pyro, this guy loves explosives.

FistSim: He runs around and does nothing but punch you.

PreySim: The PreySim goes after the weak and the unarmed, avoiding anyone that
can put up a fight.

CowardSim: This wus is a complete pussy and will only attack people weaker then
him. If you carry big gun heíll run away.

KazeSim: This guy will think nothing of suicidal charges through explosions and
automatic fire.

FeudSim: He picks one person and picks on them for the entire battle.

SpeedSim: This guy is really fast.

TurtleSim: Like his name, he is slow and well shielded.

VengeSim: The VengeSim mainly just goes after whoever killed him last.

JudgeSim: The JudgeSim is the only simulant with any sense of honor. He usually
goes after whoever is winning, to even up the score.

------------------------
Other Game Setup Options
------------------------

Options: This lets you set it for one hit kills, slow motion, fast
motion, etc.

Weapons: Select the weapons for the round. Any weapon you find during the game
will become available for use (except the Psychosis Gun and classic weapons).

Limits: Set the limits for when the game ends.

Player Handicaps: Change the health for each player.

Teams: Choose the teams.

-----------------------------------------------------------------------------
                         Character Setup
-----------------------------------------------------------------------------
Perfect Dark gives you the option the name and save a multiplayer character.

Characters
----------
When you first begin Combat Simulator, you have only 11 characters. You can
unlock the rest by playing through the solo missions and beating the
Challenges.
Many of the characters have advantages and disadvantages. Mr. Blonde and
Cassandra are very tall. Carrington is very fat. The Maians are small, but have
huge heads. But, you can also change their heads. Tactically, the best
character
is a Maian soldier with a human head. It looks ridiculous, but youíll be hard
to
hit. You can unlock a total of 60 characters (over 1000 if you include every
head possibility). Rather then list every single character, you basically get
every single variety of character in the game (including their different
costumes) except Dr. Caroll, the Skedar leader, a Skedar warrior, the baby
Skedar, and the various robots/vehicles. Other then that, you have every single
character from the game.

Multiplayer Rankings
--------------------
You may have noticed that if you save a multiplayer character, the game will
keep track of statistics like kill count, ammo used, damage dealt, distance,
medals won, etc., etc. The statistics also have a bearing on the your
multiplayer ranking. The ranking is cumulative, so I donít think you cam be
demoted. However, once you get far in the ranks, it will take much longer to be
promoted.

                  ----------------------------------------
                            Cheating the System
                  ----------------------------------------

There are several ways to "cheat the system" and make it easier to increase
your multiplayer ranking. It will still take a while to be promoted.

Kills
-------------------------------
This is rather complex, but allows for a riduculous killcount. Start a scenario
in the Felicity with you on a team with 2 Easy Sims against a team of 6 Meat
Sims. All weapons should be Proximity Mines and the scenario should be Capture
the Case. Keep restarting until the enemy team has their base in the bathroom.
Figure out which part they are respawning in, toss A LOT of Proxy Mines on
there, and send both of your Easy Sims to get get the case. Then, just kill any
enemies that are still abroad. The MeatSims will keep repearing and dying in
the explosion and your EasySims will feed the explosion with the mines they
grab. You should end up with thousands of kills in only half an hour.

Damage Dealt: This is so low that just playing the game normally will soon
fulfill this stat.

Time and Distance
----------------------------------
Set all limits to unlimited, put on Fast Animation, no sims, go into a arena
with no holes that you will get killed in, and where you won't get stuck
somewhere (I use the Felicity). Then wrap a rubber band around the joystick so
it keeps you moving. Then just leave the system on and do something else. After
a while, stop the game, and you'll have plenty of time and distance.

Medals and Games Won: Start a game with a limit of one kill, and put in one
other player, and use all Farsights. Using the Target Locater to get a single
head shot on the other character, ending the game and giving you all medals.

Ammo Used: Just go into a game with double Cyclone, stand ontop of 2 ammo
boxes, and keep firing. You could also use duct-tape to hold down the Z button
and go do something else.

                         ---------------------
                         The Rules of Survival
                         ---------------------

Hide the Items
--------------
If you get the chance, you can hide the items by shooting them into a different
area. Of course, if you have 8 simulants, youíll probably get killed doing
this.

Shields Are Your Friends
------------------------
Always get the shields when possible. Even better, grab the shield, and place a
trap.

Never Surrender!
----------------
At worst, youíll just die and respawn. If a stronger opponent is about to kill
you and has you cornered; blow the two of you up. Likewise, if you fall of a
cliff, fire upwards. You might actually hit something. Another trick for when
you are almost dead is to pull up an explosive, run into a crowd of other
players. Sure, youíll get a suicide count, and loose a point, but the other
kills will still count.

Use the Right Character
-----------------------
Some characters blend into the scenery better then others. Plus some characters
are harder to hit then others (i.e.: Maians). Or, you could just use whatever
character looks coolest.

Booby Traps Rí Us
-----------------
Booby traps are your friends in multiplayer- provided they donít backfire on
you. Place proximity mines on doors, or plant Dragons as proximity mines in
spots where they would appear. You can also use N-Bombs as proximity mines. Or,
best of all, use the Laptop gunís sentry gun function. To thwart enemy traps,
use the threat detector on the K7 or one of the mines.

Cheap Tricks 101
----------------
WARNING: Do not use these on people that are bigger or stronger then you. There
are plenty of great cheap tricks for multiplayer. For example, kill an enemy,
and then toss a poisoned knife into their corpse. Theyíll be poisoned when they
reappear! You can also plant mines on top of people. Donít forget that the
dizzying effects of Tranquilizers and punches donít wear off after someone is
dead. Or, use everyoneís favorite dirty move- the Farsight.

Mercy is for the Weak
---------------------
It goes like this; if you take pity on someone because they have no weapon or
are half-dead, they generally will NOT repay your kindness. Instead, they will
just come back with a big gun and pop a few caps in your head.

A Good Way to Get Kills
-----------------------
Lawrence pointed out in an e-mail that using Peace Sims is a good way to gain
kills; just donít get near them, as they will make your vision blurry.

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

                     10. C H A L L E N G E S

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

The Challenges are preset multiplayer scenarios that one must beat to obtain
more multiplayer options. The early challenges are easy, although they
eventually become extremely hard. The following is a list of what is unlocked
with challenges (other then characters):

Unlock Scenarios
----------------
Hold the Briefcase: Complete 2 challenges
Capture the Case: Complete 4 challenges
Hacker Central: Complete 6 challenges
Pop a Cap: Complete 12 challenges

Unlock Presets
--------------
Hold the Briefcase: Complete 2 challenges
Pistol One-Hit Kills: Complete 3 challenges
Capture the Case: Complete 4 challenges
Tranquilizer: Complete 7 challenges
Slow Motion: Complete 8 challenges
Temple Explosives: Complete 11 challenges
Slayer: Complete 13 challenges
Cloaking: Complete 16 challenges

Unlock Arenas
-------------
Complex: Complete 1 challenge
Warehouse: Complete 3 challenges
Ravine: Complete 5 challenges
Temple: Complete 6 challenges
G5 Building: Complete 9 challenges
Grid: Complete 11 challenges
Felicity: Complete 12 challenges
Villa: Complete 14 challenges
Sewers: Complete 16 challenges
Car Park: Complete 17 challenges
Base: Complete 18 challenges
Fortress: Complete 20 challenges
Ruins: Complete 22 challenges

Unlock Weapons
--------------
Farsight XR-20: Complete 1 challenge
Grenade: Complete 1 challenge
Shotgun: Complete 2 challenges
Falcon 2 (silencer): Complete 3 challenges
Super Dragon: Complete 4 challenges
Laptop Gun: Complete 5 challenges
Remote Mine: Complete 6 challenges
Tranquilizer: Complete 7 challenges
Falcon 2 (Scope): Complete 8 challenges
Reaper: Complete 9 challenges
Cloaking Device: Complete 10 challenges
Devestator: Complete 11 challenges
Proximity Mine: Complete 12 challenges
Slayer: Complete 13 challenges
Phoenix: Complete 14 challenges
Combat Boost: Complete 15 challenges
Mauler: Complete 16 challenges
Callisto NTG: Complete 17 challenges
Crossbow: Complete 18 challenges
RC-P120: Complete 19 challenges
DY357-LX: Complete 20 challenges
N-Bomb: Complete 21 challenges
Laser: Complete all challenges
X-ray Scanner: Complete all challenges

Unlock Simulants
----------------
8 Simulants at Once: Complete 7 challenges
HardSim: Complete 4 challenges
PerfectSim: Complete 9 challenges
DarkSim: Complete 21 challenges

-----------------------------------------------------------------------------
                          Challenge Strategies
-----------------------------------------------------------------------------


Here is where you will find strategies for the 30 Combat Simulator Challenges.

------------------------------------
Challenge #1
------------------------------------
Scenario: Combat
Level: Skedar
Weapons: 1. Falcon 2
         2. CMP150
         3. Sniper Rifle
         4. DY357
         5. Dragon
Limits: 5 minutes
        Team Score- 4
Simulant: ShockSim (meat)
The challenges start out incredibly easy, and since your first opponent is a
MeatSim, heíll be too busy running into walls to attack you. Just hunt him
down, and put him out of his misery.

------------------------------------
Challenge #2
------------------------------------
Scenario: Combat
Level: Area 52
Weapons: 1. Combat Knife
         2. Falcon 2
         3. Cyclone
         4. Dragon
         5. R. Launcher
Limits: 5 minutes
        Team Score- 6
Simulants: Shocksim (meat)
This challenge isnít any harder, as your enemy is a complete idiot. The only
way he might kill you is if he decides to fire an explosive in close quarters.
Hunt him down and kill him.

------------------------------------
Challenge #3
------------------------------------
Scenario: Combat
Level: Pipes
Weapons: 1. MagSec 4
         2. CMP150
         3. Timed Mine
         4. Dragon
         5. AR34
Limits: 5 minutes
        Team Score- 8
Simulants: TechSim 1 (Meat)
           TechSim 2 (Meat)
Yet another group of IdiotSims (this time thereís 2 of them). Grab a big gun
and pop a few caps in their collective foreheads.

------------------------------------
Challenge #4
------------------------------------
Scenario: King of the Hill
Level: Skedar
Weapons: 1. MagSec4
         2. CMP150
         3. Dragon
         4. K7 Avenger
         5. Shield
Limits: 10 minutes
        Team score- 4
Simulants: CI Sim (easy)
This time the scenario is King of the Hill. Just go around and capture the hill
to receive points, as well as killing the StupidSim that will come around a few
times.

-------------------------------------
Challenge #5
-------------------------------------
Scenario: Scenario
Level: Complex
Weapons: 1. Cyclone
         2. Grenade
         3. AR34
         4. Farsight
         5. Shield
Limits: 10 minutes
        Team Score- 10
Simulants: CassSim (Easy)
Just grab a Farsight, and use itís target locator to blast your enemy away; she
shouldnít even get off a shot.

-------------------------------------
Challenge #6
-------------------------------------
Scenario: Hold the Briefcase
Level: Area 52
Weapons: 1. CMP150
         2. DY357
         3. Shotgun
         4. K7 Avenger
         5. Shield
Limits: 10 minutes
        Team Score- 6
Simulants: WorkSim (Meat)
           WorkSim2 (Meat)
           WorkSim3 (Meat)
           WorkSim4 (Meat)
Now you have a whole gang of sims against you- big deal. Grab the case, and
while you rack up points, go around and have some target practice with the
simulants.

--------------------------------------
Challenge #7
--------------------------------------
Scenario: Combat
Options: One-Hit Kills
Level: Warehouse
Weapons: 1. Falcon 2 (Silencer)
         2. MagSec 4
         3. Cyclone
         4. Grenade
         5. Shield
Limits: 10 minutes
        Team Score- 5
Simulants: JoSim (Easy)
You have one hit kills on, which can make this challenge slightly harder, but
not by much. Try to get the Cyclone, and go around to hill to gain points.

-----------------------------------------
Challenge #8
-----------------------------------------
Scenario: Capture the Case
Level: Skedar
Weapons: 1. MagSec 4
         2. K7 Avenger
         3. Shotgun
         4. Super Dragon
         5. Shield
Limits: 10 minutes
        Team Score- 5
Simulants: SnipeSim (Easy)
This time around, its Capture the Case. Race over to the other side, grab the
case, and return to your case to get a point. Repeat until the challenge is
over.

------------------------------------------
Challenge #9
------------------------------------------
Scenario: Combat
OPtions: One-Hit Kills
Level: Ravine
Weapons: 1. Falcon 2
         2. DY357
         3. Timed Mine
         4. Laptop Gun
         5. Farsight
Limits: 10 minutes
        Team SCore- 10
Simulants: TrentSim (Normal)
Once again, it is on one-hit kills. This is the most skilled simulant so far in
the challenges, but donít worry. Either go around with the Laptop Gun and pop a
few caps in his head, and use the Farsight from a camping position.

-----------------------------------------
Challenge #10
-----------------------------------------
Scenario: Hacker Central
Level: Temple
Weapons: 1. CMP150
         2. Cyclone
         3. Remote Mine
         4. AR34
         5. Shield
Limits: 10 minutes
        Team Score- 3
Simulants: GuardSim (Easy)
Because of the Hacker Central scenario, this will require a slightly different
strategy. Grab the Uplink, and find the computer. Wait for the simulant to find
you, and kill him. Then, use the uplink on the terminal to gain some points.
Repeat this until the challenge ends.

------------------------------------------
Challenge #11
------------------------------------------
Scenario: KIng of the Hill
Level: Complex
Scenario: King of the Hill
Weapons: 1. MagSec 4
         2. Tranquilizer
         3. Shotgun
         4. K7 Avenger
         5. Shield
Limits: 10 minutes
        Team Score- 10
Simulants: BlondeSim (Normal)
Now is when the challenges start to get somewhat frustrating. As soon as you
respawn, head for the K7 Avenger, as you'll stand little chance without it.
Then head for the hill, and get in a defensive spot inside the hill. Keep
repeating this throughout the challenge. Remember that the opposition has
gotten better, so this will be harder then the other challenges.

------------------------------------------
Challenge #12
------------------------------------------
Scenario: Combat
Options: Slo-Mo
Level: Skedar
Weapons: 1. Falcon 2 Scope
         2. Sniper Rifle
         3. Shotgun
         4. Super Dragon
         5. Shield
Limits: 10 minutes
        Team Score- 3
Simulants: JoSim (Hard)
This challenge can get really agravating, as you are against a HardSim, and it
is in slow motion. As soon as you spawn, head for the Super Dragon, and
carefully go for the sim. If possible, sneak up on her, and kill her before she
can blow you away with her grenades. After you kill her once, try to get to her
before she can get ahold of any powerful weaponry.

------------------------------------------
Challenge #13
------------------------------------------
Scenario: Combat
Options: One Hit Kills
Level: G5 Building
Weapons: 1. Falcon 2 Silencer
         2. Tranquilizer
         3. Laptop Gun
         4. grenade
         5. Reaper
Limits: 10 minutes
        Team Score- 10
Simulants: CIA Sim (Normal)
You're facing a rather intelligent sim, so you'll have to be careful. Place a
Laptop Gun at one of the high-traffic points (which should get you some kills)
and then use the Falcon or the Laptop Gun. Whatever you do, do not use the
Reaper, as it sucks and will get you killed.

------------------------------------------
Challenge #14
------------------------------------------
Scenario: Capture the Case
Level: Area 52
Weapons: 1. Cyclone
         2. Super Dragon
         3. K7 Avenger
         4. Farsight XR-20
         5. Cloaking Device
Limits: 10 minutes
        Team Score- 10
Simulants: GuardSim (Normal)
           TroopSim (Easy)
You would think this challenge would end being really hard, but it's the exact
opposite. The sims seem more interested in collecting the weaponry in here, and
rarely seem to go for your case. Keep heading for their case, and blast them
with the Farsight if the get your case.

------------------------------------------
Challenge #15
------------------------------------------
Scenario: Hold the Case
Level: Grid
Weapons: 1. MagSec 4
         2. Dragon
         3. Shotgun
         4. Devestator
         5. Shield
Limits: 10 minutes
        Team Score- 10
Simulants: LabSim 1 (Normal)
           LabSim 2 (Meat)
This time, even the MeatSim is deadly, as both of the Sims will go for the
Devestators (and even the MeatSim becomes a crackshot with the Devestator).
Grab the case, and either try to avoid the sims as long as possible, and blow
them up when they catch up to you, or just find a camping spot after you get
the case. Either way, this a hard challenge, especially since the sims have no
problem with blowing themselves up to kill you.

------------------------------------------
Challenge #16
------------------------------------------
Scenario: Combat
Options: No Radar
Level: Felicity
Weapons: 1. Falcon 2
         2. K7 Avenger
         3. Super Dragon
         4. Proximity Mine
         5. Shield
Limits: 10 minutes
        Team SCore- 10
Simulant: BioSim (Perfect)
Because of the absence of radar, this stage is hell. You could do it the man's
way (running around and blasting the sim), but that would just get you killed
(unless you happen to be very, very good), so you'll have to settle for the
coward's way. Just get in the one of the rooms with mines (the bathroom or the
room with the tipped over canisters) while you have the lead. Chuck a mine on
the entrance, and stand on the spawning point in there. If the sim runs up to
the door he'll be blown away, and then you put another mine on there.
Eventually he'll wise up to you and stop coming to the room, but as long as you
have the higher score, you can just wait for the challenge to run out of time.

------------------------------------------
Challenge #17
------------------------------------------
Scenario: King of the Hill
Level: Temple
Weapons: 1. DY357 Magnum
         2. AR34
         3. Reaper
         4. Slayer
         5. Shield
Limits: 10 minutes
        Team Score- 10
Simulants: DanSim (Perfect)
The sim you're fighting almost always uses fly-by-wire rockets, so this thing
is hard. If someone is in the hill, send in a fly-by-wire rocket and blow up
the sim. Then head in, and hope that you last long enough. If you hear a Slayer
rocket whizzing by, try to strafe around- you might get lucky and dodge the
rocket. Always try to get a shield, as it will save you from one of the
rockets.

------------------------------------------
Challenge #18
------------------------------------------
Scenario: King of the Hill
Level: Villa
Weapons: 1. Falcon 2
         2. Phoenix
         3. Tranquilizer
         4. Laptop Gun
         5. Shield
         6. Cloaking Device
Limits: 10 minutes
        Team Score- 10
Simulants: ElvisSim (Perfect)
           MaianSim (Meat)
This challenge can be utter hell, as you have a perfect sim and the fact thats
its KIng of the Hill in a rather large level. Try to grab a Cloaking Device, a
Shield, Laptop Gun, and Tranquilizer early on. Go after the PerfectSim on your
radar, cloak, and load the Tranquilizer into the little shit. He'll still be
dangerous, but the Sedatives will make his aim somewhat worse. Now just try the
best you can to get enough points from holding the hill (the Laptop Gun's
secondary function can come in handu here).

------------------------------------------
Challenge #19
------------------------------------------
Scenario: Combat
Options: Fast Animation
Level: G5 Building
Weapons: 1. CMP150
         2. Shotgun
         3. Rocket Launcher
         4. Farsight XR-20
         5. Shield
         6. Combat Boost
Limits: 10 minutes
        Team Score- 10
Simulants: CassSim (Hard)
           TrentSim (Easy)
How hard this challenge is depends on which weapons you manage to get. You're
up against fairly good simulants, and the fast animation makes shooting them
harder. If you manage to grab the Farsight, just snipe them with the target
locater. Otherwise, carefully proceed through the challenge, and beware of
targeted rockets.

------------------------------------------
Challenge #20
------------------------------------------
Scenario: Combat
Options: One Hit Kills
Level: Sewers
Weapons: 1. Mauler
         2. Falcon 2
         3. MagSec 4
         4. DY357 Magnum
         5. Shield
Limits: 10 minutes
        Team Score- 10
Simulants: AirSim (Normal)
           PilotSim (Hard)
Teams: You and AirSim vs. PilotSim
This thing is friggin' hard. In addition to the one hit kills, you have
NormalSim on your team which you must protect. Your NormalSim is something of a
dunce, and often gets itself killed. At the very start, use the quick menu to
make the sim follow you. Then, go to the middle of the level (it has a MageSec4
and a shield nearby). Stand on the shield, select the MagSec, and duck all the
way down. Continue camping here, and your opponent will come after you; you
should be able to get him before he shoots you, and your shield gives you an
extra hit. By the way, it helps if you make sure the NormalSim gets a shield
too.

------------------------------------------
Challenge #21
------------------------------------------
Scenario: Hacker Central
Level: Grid
Weapons: 1. Mauler
         2. Reaper
         3. Shotgun
         4. Callisto NTG
         5. Cloaking Device
Limits: 10 minutes
        Team Score- 10
Simulants: JoSim (Hard)
You'll want to grab the Callisto and the cloaking device early in the stage. If
the sim hasn't already gotten it, head for the uplink, go to the terminal,
cloak, and use the uplink. If the sim already has the uplink, head to the
terminal and wait there. The sim will fire a few bursts at you and then head to
the terminal (and probably cloak). If the sim is cloaked, fire in the general
direction of where the sim would be; otherwise, just shoot the sim in the head.
Go back and get the uplink, go to the terminal, cloak, and use the uplink. Get
some more cloaking device ammo, and repeat the steps until the challenge is
over.

------------------------------------------
Challenge #22
------------------------------------------
Scenario: Hold the Briefcase
Options: One Hit Kills
Level: Base
Weapons: 1. Falcon2
         2. Sniper Rifle
         3. Crossbow
         4. K7 Avenger
         5. Shield
Limits: 10 minutes
        Team Score- 10
Simulants: PresSim (Perfect)
           GuardSim (Normal)
My God, this is nigh impossible. I find that this is far easier with two people
on your team. The score limit is higher, but then you can have someone protect
you while you hold onto the case. If you do this, just get the K7 and the case,
and hide in one of the rooms with two or less entrances.

If you do it alone, you're in for some hell. First get the K7 Avenger and
Shield. Then try to get the case. If the sims already have it, ALWAYS shoot
whoever has the case first; this way you reset their timer for the case. Once
you have the case try to cower over in some area of the stage, or keep running
away from them (which only works for so long). Chances are that this will turn
into just trying to keep them from having a score higher then you until the
time limit kicks in.

------------------------------------------
Challenge #23
------------------------------------------
Scenario: Combat
Options: Slo-Mo
Level: Complex
Weapons: 1. MagSec 4
         2. Grenade
         3. Laptop Gun
         4. RC-P120
         5. Shield
         6. Combat Boost
Limits: 10 minutes
        Team Score- 2
Simulants: CloneSim (Hard)
           StripeSim (Hard)
You only need 2 kills to win this challenge, which is both an advantage and a
disadvantage. Your best bet is to grab the RC-P120 and try to hide in a camping
spot. Once your enemies get fairly close to you on the radar, cloak with the
RC-P120 and kill them. Hopefully, you'll get both of them at once (and manage
to kill them). Otherwise, repeat the above again.

------------------------------------------
Challenge #24
------------------------------------------
Scenario: Capture the Case
Level: Fortress
Weapons: 1. CMP150
         2. Tranquilizer
         3. Devestator
         4. SuperDragon
         5. DY357-LX
Limits: Unlimited time
        Team Score- 9
Simulants: GuardSim (Easy)
           TroopSim (Easy)
           AirSim (Easy)
           GuardSim 2 (Easy)
The simulants in this stage are relatively unskilled, but the sheer amount of
them, and the fact they almost always use explosives, make this challenge
pretty hard. First off all, NEVER, NEVER go into the bottom middle part, as
this is akin to suicide, and the sims will just blow you up there. Go up the
elevator after grabbing your weapon, and go up to the upper part of the level.
Speed strafe over to the door to the enemy base (hopefully you won't get blown
up) and head over to their case. Go carefully, as there's usually someone with
a Devestator standing on the case. Get the case, and get back to your base.
Repeat this a few more times to end the challenge.

------------------------------------------
Challenge #25
------------------------------------------
Scenario: Combat
Level: Ravine
Weapons: 1. Mauler
         2. N-Bomb
         3. K7 Avenger
         4. Farsight XR-20
         5. Cloaking Device
Limits: 3 minutes
        Team Score- 10
Simulants: ShockSim (Perfect)
           ShockSim 2 (Hard)
Once again, the Farsight is your friend in this challenge. Your opponents are
intelligent, and you'd have a hard time against them otherwise. Try to grab the
Farsight and make short work of them with the Farsight's target locater.

------------------------------------------
Challenge #26
------------------------------------------
Scenario: King of the Hill
Level: Ruins
Weapons: 1. Falcon 2
         2. Mauler
         3. Cyclone
         4. Laptop Gun
         5. Reaper
Limits: 10 minutes
        Team Score- 10
Simulants: TechSim (Perfect)
           TechSim 2 (Hard)
This one is incredibly hard, and I don't really have much in the way of tips.
Try using the Laptop Gun's sentry function on the hill. Additionally, you
should get to know the stages layout VERY well before this challenge.

------------------------------------------
Challenge #27
------------------------------------------
Scenario: Hacker Central
Level: Sewers
Weapons: 1. Falcon 2
         2. MagSec 4
         3. CMP150
         4. Rocket Launcher
         5. Shield
Limits: 10 minutes
        Team Score- 10
Simulants: CIA Sim (Perfect)
This is almost no way you're going to beat this challenge by using the
terminal; the simulant's rocket launcher will see to that, and the way the
Sewers is set up makes it harder to find the uplink. Just camp by the terminal,
and kill the sim whenever he comes by to use the uplink. If he gets any points
from using the uplink, you will have to use the uplink to get back to first
place, and continue this until the time runs out, ending the challenge
automatically. If you still have trouble, I reccomend getting a second player
to guard you while you try to use the uplink.

------------------------------------------
Challenge #28
------------------------------------------
Scenario: Capture the Case
Level: Villa
Weapons: 1. Falcon 2
         2. Falcon 2 (Silencer)
         3. DY357 Magnum
         4. AR34
         5. Shotgun
Limits: 10 minutes
        Team Score- 9
Simulants: GuardSim (Dark)
           GuardSim2 (Dark)
TWO DarkSims, TWO ****ING DARKSIMS? I would recommend that you keep restarting
this until you start off in the base with the AR34, at least you'll have some
chance. Race over to the enemy base, grab the case, and pray that you make it
back to your base. After this it'll get much harder, as the DarkSims get their
weaponry and start moving in on you by now. Try to kill them when they attack,
though you'll probably take a lot of damage in the process, and try to capture
the case enough to win this challenge.

------------------------------------------
Challenge #29
------------------------------------------
Scenario: Combat
Level: G5 Building
Weapons: 1. Falcon 2
         2. Cyclone
         3. DY357 Magnum
         4. CMP150
         5. Dragon
Limits: 10 minutes
        Team Score- 10
Simulants: WorkSim (Dark)
           WorkSim2 (Dark)
This is by far one of the hardest challenges in the game, in fact it is nigh
impossible if you try to beat this by going after the sims in hand to hand
combat. However, theres a nice glitch that makes this incredibly easy. After
the number 3 spot (no the one on the bridge), go across the bridge nearby and
you should come into a room which has a small depression in the floor by the
corner of the wall. Jump in here, duck all the way down, and press the edge to
left. The sims will not be able to shoot you (at least long enough for you to
cap them), allowing you to calmly blast them away. Continue with this, and you
should have no problem.

------------------------------------------
Challenge #30
------------------------------------------
Scenario: King of the Hill
Level: Skedar
Weapons: 1. Falcon 2
         2. Falcon 2 (scope)
         3. MagSec 4
         4. Mauler
         5. DY357 Magnum
Limits: 10 minutes
        Team Score- 10
Simulants: BlondeSim (Dark)
           CassSim (Dark)
           JoSim (Normal)
Teams: You and JoSim vs. DarkSims
Your JoSim really isn't much help and will provide little more then target
practice for the DarkSims. I really don't know of many tips to make this
easier. Use the charged up Mauler, so you can at least kill the DarkSims with
one shot each. Then just try to get to the hill, and preferably position
yourself in a nice corner that they can't sneak up and shoot you in the back
from.

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

            11. C O M B A T  S I M U L A T O R  S E T T I N G S

=============================================================================
In this section I will put in combat simulator setups that I have created
(which won't be many, as I'm not very creative with these things) and ones that
readers have sent in. So, by all means, e-mail me any good multiplayer settings
you may have.

Scenario: Combat
Options: Fast Animation
Arena: Random
Weapons: 1. Rocket Launcher
         2. Devestator
         3. N-Bomb
         4. Slayer
         5. Grenade
         6. Proximity Mine
Limits: Unlimited
Simulants: 4 RocketSims, 4 KazeSims
Teams: None
Created by: Kodos86

Scenario: Combat
Options: One-Hit Kills
Arena: Felicity
Weapons: All Laptop Guns
Limits: Team Score: 20
Simulants: 8 DarkSims
Teams: Humans vs. Simulants
Created by: Kodos86

Scenario: Combat
Arena: Random
Weapons: 1. Nothing
         2. Shotgun
         3. Nothing
         4. Shield
         5. Nothing
         6. Nothing
Limits: Score: 1
Simulants: None
Human Players: 2-4
Teams: None
Created by: Kodos86

Scenario: Combat
Arena: Skedar
Weapons: 1. MagSec 4
         2. Laptop Gun
         3. K7 Avenger
         4. Crossbow
         5. Shield
         6. Timed Mines
Limits: Time: 20 minutes
Simulants: 2 EasySims
Teams: Humans vs. Sims
Created by: Rick L

Scenario: Combat
Arena: Car Park
Weapons: 1. Combat Knife
         2. Crossbow
         3. Laser
         4. Remote Mines
         5. Shield
         6. Cloaking Device
Limits: Team Score: 20
Simulants: 2 Hard FistSims
Teams: Humans vs. Simulants
Created by: Rick L

Scenario: Combat
Options: One hit Kill
Arena: G5 Building
Weapons: 1. MagSec 4
         2. Laptop Gun
         3. Cyclone
         4. Proximity Mines
         5. Shield
         6. RCP-120
Limits: Team Score: 25
Simulants: 2 PerfectSims
Teams: Humans vs. Simulants
Created by: Rick L

Scenario: Combat
Options: One-Hit Kill
Arena: Villa
Weapons: Pistols Set
Limits: Team Score: 30
Simulants: 1 NormalSim
           2 DarkSims
Teams: You and NormalSim vs. DarkSims
Created by: Rick L

Scenario: Combat
Options: Slow Motion
Arena: Facility
Weapons: 1. DY357-LX
         2. Crossbow
         3. Rocket Launcher
         4. Slayer
         5. SuperDragon
         6. Cloaking Device
Limits: Team Score: 10
Simulants: 3 PerfectSims
Teams: Humans vs. Simulants
Created by: Rick L

Scenario: Combat
Options: Fast Animation
Arena: G5 Building
Weapons: Random
Limits: Team Score: 50
Simulants: 1 MeatSim, 1 EasySim, 1 NormalSim
Teams: Maximum Teams
Created by: Rick L

Scenario: Hold the Briefcase
Arena: Skedar
Weapons: All Farsight, except a Shield in the 5th slot
Limits: Team Score: 30
Simulants: 2 HardSims
Teams: Humans vs. Simulants
Created by: Rick L

Scenario: Combat
Options: No Radar
Arena: Sewers
Weapons: 1. Phoenix
         2. Dragon
         3. Proximity Mine
         4. Slayer
         5. Shield
         6. Super Dragon
Limits: Team Score: 30
Simulants: 2 HardSims
Teams: Humans vs. Simulants
Created by: Rick L

Scenario: Combat
Options: One-Hit Kills
Arena: G5 Building
Weapons: 1. MagSec 4
         2. Crossbow
         3. Laptop Gun
         4. Remote Mine
         5. Shield
         6. Cloaking Device
Limits: Team Score: 30
Simulants: 1 NormalSim, 1 Hard SpeedSim
Teams: Humans vs. Simulants
Created by: Rick L

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

                             12. C H E A T S

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

NOTE: I will not provide a complete walkthrough for each cheat; it is assumed
that you know where youíre going in the level.

General Tips for Earning Cheats:

- Speed strafe a lot.
- You donít need to kill every single guard.
- Donít use the quick menu; use the pause screen.
- Know the layout of the stage.

-----------------------------------------------------------------------------
                 F I N I S H  L E V E L  C H E A T S
-----------------------------------------------------------------------------

Classic Sight
Complete DataDyne Central: Defection
Explanation: Chances are, youíve gotten sick off the faint green aiming box.
Now, you can use this cheat to have the good ol Goldeneye aiming.
Coolness: ***

Slo-Mo Single Player
Complete DataDyne Research: Investigation
Explanation: This cheat makes everything in the level slow. It can be cool in a
big gun fight, but is extremely boring when just walking around.
Coolness: **

Rocket Launcher
Complete DataDyne Central: Extraction
Explanation: You get a Rocket Launcher.
Coolness: ***

Sniper Rifle
Complete Carrington Villa: Hostage One
Explanation: You get a Sniper Rifle.
Coolness: **

DK Mode
Complete Chicago: Stealth
Explanation: This is a classic cheat from Goldeneye. It gives everyone bloated
heads and large arms, like a certain primate. For more laughter, look at Elvis
with this cheat on. This makes headshots very easy.
Coolness: ***

Small Jo
Complete G5 Building: Reconnaissance
Explanation: This makes you really small, and slow. BORING. On the plus side,
Joanna looks incredibly small during the cinemas, which are pretty funny.
Coolness: **

Small Characters
Complete Area 51: Infiltration
Explanation: This makes all the enemies extremely tiny. This is hilarious,
although they are hard to hit. Even better, combine it with DK mode.
Coolness: ***

X-ray Scanner
Complete Area 51: Rescue
Explanation: You get an X-ray Scanner. Sometimes it can be fun, but usually is
pointless.
Coolness: *

Super Dragon
Complete Area 51: Escape
Explanation: You get to use a Super Dragon.
Coolness: ***

Team Heads Only
Complete Air Base: Espionage
Explanation: Instead of using the various heads that were designed for the
game,
the enemiesí heads are all of the Rareware people that worked on the game.
Coolness: **

Laptop Gun
Complete Air Force One: Anti-Terrorism
Explanation: You get a Laptop Gun.
Coolness: ***

Perfect Darkness
Complete Crash Site: Confrontation
Explanation: With this cheat, the level is made pitch black, and you are given
a
pair of Night Vision goggles. Also, the enemies wonít see you unless you get
fairly close.
Coolness: ****

Enemy Rockets
Complete Pelagic II: Exploration
Explanation: All the enemies have Rocket Launchers. This is a good way to make
the game more challenging (in agent, anything else would be suicide). The
levels
become a frantic dash to the exit.
Coolness: ***

Jo Shield
Complete Deep Sea: Nullify Threat
Explanation: Now you start off with a shield. Wow (sarcasm).
Coolness: * (and thatís being generous)

Enemy Shields
Complete Carrington Institute: Defense
Explanation: All the enemies receive powerful shields, like those in the
Carrington: Defense stage.
Coolness: **

Phoenix
Complete Attack Ship: Covert Assault
Explanation: You get to use a Phoenix.
Coolness: ***

R-Tracker/Weapon Caches
Complete Skedar Ruins: Battle Shrine
Explanation: You are given an R-Tracker that shows where the secret weapons
are.
<Yawn>.
Coolness: *

-----------------------------------------------------------------------------
                  T I M E  T R I A L  C H E A T S
-----------------------------------------------------------------------------

---------------------------------
Marquis of Queensbury Rules
---------------------------------

Complete DataDyne Central: Defection under 1:30
Difficulty: **
Coolness: ***

Jump off the platform, and ignore the guard. Race into the next room; plant the
ECM mine, and head down the stairs. As you go to Cassandraís office, call the
elevator. Knock out Cassandra and grab her keycard. Run over to the elevator,
and head down the ground floor. Plant the other ECM mine, and race to the exit.

Explanation: Now all the enemies use their fists only, and it only takes one
punch to knock them out. If you want no challenge, you can use your weapons.
Or,
even better, just use your fists, and turn the levels into a big fistfight.

----------------------------------
Hurricane Fists
----------------------------------

Complete DataDyne Central: Extraction under 2:03, in agent
Difficulty: *
Coolness: *

At the beginning, you have to kill all the guards so they donít kill Caroll.
Race through the level, ignoring all the guards, except for the bodyguards at
the end.

Explanation: Now you get to punch really fast. Big deal.

---------------------------------
Cloaking Device
---------------------------------

Complete G5 Building: Reconnaissance under 1:40, in agent
Difficulty: ****
Coolness: ****

Kill the cloaked guards at the start; you have to memorize their positions or
get lucky. Go to the alarm room and kill the guards there. Go into the catwalks
and leave the camspy by the vent; DO NOT send it in yet. Head up to the safe
room. Plant the decoder, and immediately send in the camspy. Watch the entire
cinema; by the end the safe will be open. Grab the disc and race out.

Explanation: You now have a cloaking device, which makes you invisible.
However,
to make it last permanently, you must also use infinite ammo. Using this cheat
can also let you hear some new enemy voice-overs.

---------------------------------
Hotshot
---------------------------------

Complete Area 51: Infiltration under 5:00, in Special Agent
Difficulty: ***
Coolness: ***

(Largely based on marshmallowís tips) Start the stage once the cinema shows the
guard walk past your starting point. Pistol whip him, and kill the next guy.
Blow up the drone guns, and run past the guard tower through the minefield.
Blow
up the drone guns and alien interceptor in there, and plant the explosives. Go
back through the minefield, and grab the Rocket Launcher. Run down the tunnel,
and blow up the autogun with the rocket. Plant the comms rider, run up the
tunnel, and through the minefield. Activate the lift, and strafe past the
guards
into the elevator, and to the exit.

Explanation: This simulant is dressed as a CI soldier, and carries a DY357, and
a DY357-LX.

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


Complete Area 51: Escape under 3:50, in agent
Difficulty: **
Coolness: ****

Push Elvis to the hiding place, ignoring the guards, and speed strafe over to
Jonathan (still ignoring any guards; kill them on the way back). Rendezvous,
and
take out the enemies on the way back. Wait for Johnny to blow up the wall, and
rush over to Elvis. Stop the cinema, and rush up to the hole and kill the
guards
so Jonathan will head to the saucer. Run down, and push Elvis to the saucer.
Wait for them to begin talking, and race over to the computers on the catwalk.
They will continue talking. Once the other music start, activate the computers
to end the stage.

Explanation: This should be obvious. You are invincible and take NO damage.

--------------------------------
Unlimited Ammo- No Reloads
--------------------------------

Complete Air Base: Espionage under 3:11, in Special Agent
Difficulty: ****
Coolness: *****

Head to the stewardess (be sure to sedate all the guards) and grab the
disguise.
Head into the building, and strafe over to the elevator so the secretary sees
you. Grab the case, head in, and place it. Deactivate the security system, and
speed strafe to the elevator (be sure to at least wound SOME of the guards).
Use
it to board the Air Force One shuttle.

Explanation: You get unlimited ammo without having to reload- ever. Just hold
down the trigger, and start perforating things. Now you can turn the Rocket
Launcher into a fully automatic weapon.

------------------------------
Unlimited Ammo- Laptop Gun
------------------------------

Complete Air Force One: Anti-Terrorism under 3:55, in Perfect Agent
Difficulty: **
Coolness: ***

First, play through Air Base, and end by going through the ladder to the plane.
Grab the gear, and head up to the president. Pull up your Laptop Gun, and race
to the cockpit. Kill the guards there (you MUST save at least one pilot). Head
to the thing you have to mine, get against the wall, and toss the mine. Once
the
explosion dies down, head to the capsule. You can probably take some time with
the 2 Mr. Blondes. On the way to the capsule, the pilots will secure the
flight-
path, and the stage will end once the president reaches the capsule.

Explanation: If you place a Laptop Gun as a sentry gun, it will never run out
of
ammo.

----------------------------------
Trentís Magnum
----------------------------------

Complete Crash Site: Confrontation under 2:50, in agent
Difficulty: ***
Coolness: ***

You may want to use the jetbike for part of this time trial; I prefer not to.
Race over and activate the escape pod. Strafe to where the clone is; kill the
nearby guards and snipe at him from the hole. Rescue the president, and take
him
to Elvis.

Explanation: Now you get to use the DY357-LX, the PD version of the Golden Gun.

---------------------------------
Unlimited Ammo
----------------------------------

Complete Pelagic II: Exploration under 7:07, in Special Agent
Difficulty: ***
Coolness: ****

Donít worry too much about stealth this time. Pull up the Laptop Gun, and plow
through the enemies. Complete the objectives as they are listed. At the moon
pool, charge in, kill the guards, grab the shield, activate the console, and
open the big doors to the exit. Race down to Elvis (be sure to kill most of the
guards). Once you get to him, race back up to the moon pool lift, and exit
through the doors you opened.

Explanation: As the name says, you now have unlimited ammo. There isnít much
else to say.

---------------------------------
Super Shield
---------------------------------

Complete Carrington Institute: Defense under 1:45, in agent
Difficulty: **
Coolness: *

Strafe to the second elevator, and rescue the hostages upstairs. Go back down,
and rescue the hostage in the holoroom, and then the two in the weapon room.
Cue
the computer to break the glass, and grab the RC-P120. Cloak, disarm the bomb,
and race to the exit.

Explanation: Now you get an even stronger shield. <Snore>

----------------------------------
Alien
----------------------------------

Complete Attack Ship: Covert Assault under 5:17, in Special Agent
Difficulty: ****
Coolness: ****

Knife the Skedar once he has his back to you, and blow up the computers. Go
down
the elevator, and up the hangar elevator. Use the Mauler for most of the
mission. Head to the room with the navigational information. While Elvis checks
the computer, head along the blue halls (you must kill every Skedar here, or
Elvis will be killed) to the engine room. Blow up the reactor things, and head
to the bridge. Get the double Maulers, and kill the Skedar that swarm in.

Explanation: You get a Maian soldier to help you out. Even better, he has a RC-
P120!!!! Heís a bit slow, but oh well.

-----------------------------------
All Guns
-----------------------------------

Complete Skedar Ruins: Battle Shrine under 5:31, in Perfect Agent
Difficulty: ****
Coolness: *****

(This is largely based on marshmallowís tips) Keep in mind that you need to
kill
every cloaked Skedar. If the first pillar isnít one of the special pillars,
abort. Plant the amplifier on it, strafe out, and kill the Skedar with the
Reaper. The easiest combination of pillars is the next 2, but the others will
work. Donít waste time getting the Phoenix; go over to the cliff, and kill the
2
Skedar there. Jump down, and go to the point where you cross to the other side;
at this point push against the side that leads to the hole in the wall. You
will
eventually appear next to the bridge. Activate the bridge, and head across.
Ignore the baby Skedar. Kill the guys with Slayers, and use the Falcon 2 to
open the inner sanctum. Head to the secret Skedar army. Fire a Devestator
grenade at the 2 groups of containers on the right, and the group on the left.
DO NOT use all your Devestator ammo, or you will fail. Fire a Slayer at the
last container. Grab some of their Maulers (if time permits), and head into the
room with the Skedar. Follow the walkthrough for beating him; just do it really
fast.

Explanation: Except for the Slayer, you have every single gun in the entire
game, including the classic weapons and combat boosts. You have two of the same
weapon, when possible.

STILL TO COME: Play as Elvis, Psychosis Gun, Farsight, Pugilist, and Hit and
Run.

-----------------------------------------------------------------------------
                  Classic Weapons for Jo in Solo
-----------------------------------------------------------------------------
These give you the various classic weapons from Goldeneye. To earn all of them,
you must the specified gold medals in the firing range.
Information on which golds get which weapons was submitted by Hitman Howie.

PP9I (PP7)
--------------------------------
Earn gold medals for: Falcon 2, Falcon 2 w/ Silencer, and Falcon 2 w/ Scope.

CC13 (DD44)
--------------------------------
Earn gold medals for: MagSec 4, Mauler, Phoenix, DY357, DY357-LX

KLO1313 (Klobb)
--------------------------------
Earn gold medals for: Remote Mines, Timed Mines, Proxy Mines

KF7 Special
--------------------------------
Earn gold medals for: Super Dragon, AR34, K7 Avenger, Dragon

ZZT (ZMG)
--------------------------------
Earn gold medals for: Rocket Launcher, Devestator, Grenade

DMC (D5K)
--------------------------------
Earn gold medals for: CMP150, Cyclone, Callisto NTG, RC-P120, Laptop Gun

AR53 (AR33)
--------------------------------
Earn gold medals for: Tranquilizer, Crossbow, Combat Knife, Slayer

RC-P45 (RC-P90)
---------------------------------
Earn gold medals for: Shotgun, Reaper, Sniper Rifle, Farsight

You donít need the gold medal for the Laser to earn anything.
NOTE: Although I have not actually ascertained wheter these are the correct
medals, I am very sure that Hitman Howie was telling the truth.

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

                   13. C H E E S E  W A L K T H R O U G H

=============================================================================
Hidden within every stage of Perfect Dark, is a piece of cheese. They no longer
serve any purpose, except to drive you crazy. The most you can do is put bullet
holes in them.

Thanks to PD Extreme for the locations.

Carrington Institute: Grab the hover crate in the hangar. Bring it to the
weapon
room, and place it in front of the door (so it wonít close). Go into the firing
range, and stand in the sliding door so it doesnít close. Select the Slayer.
Send a fly-by-wire rocket out of the weapons room, down the ramp, and into the
room with the hover-bike. Look on the ledge to find the cheese.

DataDyne Central- Defection: Put on any cheat that gives you an explosive (All
guns, Rocket Launcher, etc.). Go to where you plant the first ECM mine, and
fire
a rocket in the general location. Head through the hole it makes, and down the
ladder. Look through the grate to find the cheese.

DataDyne Research- Investigation: Go the room where you shut down the last
experiment. Look through the glass panel on the floor to find the cheese.

DataDyne Central- Extraction: Same as in Defection.

Carrington Villa- Hostage One: Go down to the wine cellar. Look at the top
right
corner of the fourth bottle shelf. Itís there, but is pretty small.

Chicago- Stealth: Go into the Pond Punk bar (near the limo). At the locked
door,
kill all but one of the guards. Disarm him, and he will open the door. Go to
the
bathrooms in the end of here; the cheese is in a toilet.

G5 Building- Reconnaissance: Go to the room with the field generator. The
cheese
is by the ramp to the right.

Area 51- Infiltration: Turn on the Farsight or All Guns cheat. Attach the comms
rider, and enter through the door that the guy with double MagSecs comes from.
Look through the wall with the Farsight to find the cheese.

Area 51- Rescue: Before dropping down from the vent into the bathroom, look
across the vent, the cheese is there.

Area 51- Escape: Same as Area 51- Rescue.

Air Base- Espionage: At the end of the cliff, look at the corner of the water,
with the Horizon Scanner. You should see a VERY small piece of cheese.

Air Force One- Anti-terrorism: Go to the escape capsule. The cheese is on the
pipes on the wall.

Crash Site- Confrontation: Go to where the plane has crashed. Look through the
crack between the plane and the snow. There it is.

Pelagic II- Exploration: Walk out of the room after completing the first
objective. You should see the cheese under the floor vents.

Deep Sea- Nullify Threat: Go to the first hall with clear walls. Look through
the water for the cheese (you may need the Sniper Rifle cheat).

Carrington Institute- Defense: Go through the doors that have been broken down.
Look outside on the roof above for the cheese.

Attack Ship- Covert Assault: In the big hangar room, go to the room to the
right
of the lift. Look through the corner of the clear glass to see the cheese.

Skedar Ruins- Battle Shrine: Go past the wall you blow up, into the rocky
section where a Skedar is standing on a shield. Look through the crack there
with either your Farsight or Sniper Rifle.

Mr. Blondeís Revenge: Same as DataDyne- Defection.

Maian SOS: Same as Area 51- Rescue.

War!: Same as in the Battle Shrine.

Duel: Hide by the door, and look through with the Farsight. The cheese is where
it was in Carrington- Defense.

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

              14. H I D D E N  W E A P O N  L O C A T I O N S

=============================================================================
In most of the levels are several hidden weapons, which would not normally be
found during the normal course of play. (Locations found in the Nintendo
playerís guide).

DataDyne Central: Defection
---------------------------
Falcon 2 w/ Silencer x2: Go to the hall with the office workerís office. Enter
the other office, and kill the Shocktroop in there to grab his double silenced
Falcons.

Laptop Gun: On Perfect Agent, let the prisoner (the office worker) escape. He
will run to a weapons room with a Laptop Gun.

DataDyne Research: Investigation
--------------------------------
CMP150 x2: If you get to the section where you reprogram the robots without
being seen by anyone, you can open a weapons catch with twin CMP150ís.

Proximity Mine: Go to where the isotope is. Speed strafe through there to pick
up some mines (why are they glowing?).

DataDyne Central: Extraction
----------------------------
DY357 Magnum: If you take out the first 5 guards on the ground floor without
being seen by them (requires a headshot), the 5th one will yield a Magnum.

Dragon and Grenade: If you kill all of the ground floor guards in a few seconds
after seeing them, there will be an extra guard on the next floor. Kill him to
grab the key to Cassandraís office. On her desk is a grenade. Throw it against
the right of the wall to blow a hole leading to a Dragon.

Carrington Villa: Hostage One
-----------------------------
Devestator: Blow up the crates by the helipad to uncover a Devestator.

CMP150 x2: If you kill the Sniper guarding the helipad in less then 38 seconds,
he will yield twin CMP150ís.

Chicago: Stealth
----------------
Bombspy: Go into the room with the oil cans. Push the dumpster against them,
and
blow up the cans to get a bombspy.

Falcon 2 w/ Scope x2: Go into the Pond Punk Bar (see the cheese walkthrough).
To
the left of the bar is another scoped Falcon.

G5 Building: Reconnaissance
---------------------------
Crossbow: Kill the first cloaked guard. Knock out the second one to get a
Crossbow.

N-Bomb: If you placed the remote mine on the upper door in the previous level,
there will be some N-Bombs by the exit.

Area 51: Infiltration
---------------------
Rocket Launcher: Go through the minefield (see the walkthrough) and grab the
Rocket Launcher.

MagSec 4 x2: After planting the comms rider, several guards will come out of a
locked door. Kill the one in the brown suit for double MagSecs.

Area 51: Rescue
---------------
Falcon 2 Silencer x2: Shoot the oil drum behind the crates to the right of the
start. Grab the Falcon 2ís that emerge.

Phoenix: If you didnít kill the technician in the previous level, go to the
door
to the right of the elevator (after you take it up). After you try to open it,
he unlocks it. Head forwards through there to get to the Phoenix.

Area 51: Escape
---------------
Falcon 2 w/ Scope x2: If you run back into the gassed section to where the
scientists were, you can swipe double scoped Falcons.

Remote Mines: If you deposit Elvis in less then 36 seconds, 3 remote mines will
be in the section where Jonathan blows up the wall.

Air Base: Espionage
-------------------
Proximity Mines: Follow the tunnel all the way to the edge of the cliff to grab
some proximity mines.

DY357 x2: If you eliminate the 3 NSA lackeys (one by the escalator, one by the
freight elevator, and one by the security monitoring thing) before subverting
the security system, you can get double magnums.

Air Force One: Anti-terrorism
-----------------------------
Cyclone x2: The two guards near the ramp leading to the president both have
keycards. Knock them out, use the cards to open the 2 side doors, and grab
double Cyclones.

Crash Site: Confrontation
-------------------------
Proximity Mines: If you go over to Elvis before completing any objectives, you
can get some mines.

DY357-LX: If you are VERY fast, you can disarm Trent before he kills the
President, and swipe a LX.

Pelagic II: Exploration
-----------------------
Falcon 2 w/ Silencer x2: One of the guards past the place with the first
objective has 2 silenced Falcons. To get them, you must kill him before ANY
alarms are sounded.

Deep Sea: Nullify Threat
------------------------
Proximity Mines: One of the cloaked guards will yield Proximity Mines if you
kill him before Elvis does.

Carrington Institute: Defense
-----------------------------
Devestator: Rescue all the hostages on the second floor, and Grimshaw will give
you a Devestator.

Attack Ship: Covert Assault
---------------------------
Slayer: After taking the lift from the hangar, if you head straight, you past a
huge amount of Skedar warriors, and eventually find a Slayer. Itís more trouble
then itís worth.

Mauler x2: Kill the Skedar in the middle of the bridge at the end to swipe
double Maulers.

Skedar Ruins: Battle Shrine
---------------------------
Phoenix x2: Blow up the 2 remaining pillars (the ones you donít put amplifiers
on) with the Devestator. There will be 2 Phoenixes at the canyon edge.

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

                  15. P E R F E C T  D A R K  F U N

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

So, youíve beaten the Solo Missions, Co-operative, and the Challenges, earned
all the cheats, and exhausted multiplayer and counter-operative? You need
something to do in the game, other then replay it for the 100th time? Then this
would be the section to visit. These are various glitches, hidden stuff (other
then the cheese), etc., which can be used to have something else to do in the
game. They are arranged by the stage(s) they appear in.

General Things
--------------

X-ray Cinemas: Turn on the X-ray Scanner cheat, and end any stage with it on.
The cinema shows up in X-ray view.

Carrington Institute
--------------------

Campspy Tour: Go to the hangar, grab the crate, bring it up, and stick it in
front of the training room door (so it wonít close). Select the Campsy. Now you
can send out of the room and through the building.

Slayer Tour: Grab the hover crate in the hangar. Bring it to the weapon room,
and place it in front of the door (so it wonít close). Go into the firing
range,
and stand in the sliding door so it doesnít close. Select the Slayer. Send a
fly-by-wire rocket out of the weapons room, and now you can send it through the
building.

Shoot Foster: Go to the weapons room, stand in the doorway leading to the range
so that it wonít close. Select the crossbow or throwing knife, and you fill
Foster up with various sharp objects.

DataDyne Central: Defection
---------------------------

Alarm Glitch: For this, turn on infinite ammo and cloaking device. Go into
Cassandraís office, and let her see you. Once she turns on the alarm, cloak,
and
wait for the guards to appear. They will come in, look around, and not see you.
After looking around, theyíll utter new lines, like, ďMust be a false alarmĒ,
ďI
thought I heard a noiseĒ, etc.

Mean Office Worker: Start the stage in Perfect Agent, and go to the floor with
the computer you need to download from. Blow it up, and go down to the office
worker, and get him to come up. When he sees the broken computer, heíll say,
ďYou vandal. You broke it!Ē. Then he tries to punch you.

DataDyne Central: Extraction
----------------------------

Really bloody Mr. Blonde: Go in any difficulty, and go through the bottom
floor,
making work of the guards in seconds. On the next floor, there is an extra
guard
with a key. Get it, and go back down. Open the door to the room that had the
second hub (in stage 1), and youíll see Mr. Blonde and 2 bodyguards. They donít
do anything, but you can blast them, and make them bloody. Cassandra also
teleports here after you kill the bodyguards. End the stage, and the guards in
the cinema will all appear bloody (provided you shot them several times).

Kill Caroll in the cinema: Go through the stage, and at the very end, pull up
the Rocket Launcher, and target Caroll (with a targeted rocket). Run up, and
fire the rocket as you end the stage. In the cinema, the rocket will blow up
Caroll, but Joanna acts like he is still there.

Carrington Villa: Hostage One
-----------------------------

Act Your Age: Go down to the wine cellar, and destroy every bottle. Carrington
will tell you to act your age.

Make Carrington Float: Put on All Guns or Farsight. Make your way through the
level, until you reach the wine cellar. Kill the guards, and use the Farsight
to
look through the door. Youíll see Carrington; he is invincible, but you can
blow
up the chair he is on. Complete the stage, and the cinema shows him floating.

Chicago: Stealth
----------------

Guard Talk: Go through the stage, and reprogram the taxi. Go to where the
blocked door is, and wait for the taxi to crash. Wait, and you should hear the
following guard conservation (it may help to turn off the music): ďWhat the
****
was that?Ē ďWhat a mess.Ē ďI never liked that robot anyways.Ē ďThe boss wonít
be
pleased.Ē ďWe can always get another one.Ē At that point, feel free to blast
them, as the conversation ends.

G5 Building: Espionage
----------------------

Shoot Cassandra and Mr. Blonde: Put on All Guns or Farsight. Go through the
stage to the crawl space. Look through the door with the Farsight, and you can
shoot Cassandra and Mr. Blonde (although they donít die). You can also blow up
the chairs there.

Alarm Glitch: Turn on cloaking device, and go through the stage, to the safe
room, and plant the decoder. Cloak, and the guards that come will say stuff
like
in the previous alarm glitch.

Area 51: Infiltration
---------------------

Extra Guards: In the first hangar bay, go up to the door, and look through it
with the Farsight. You should see Jonathan and another guard. Johnny is
invincible; the guard is not.

Area 51: Rescue
---------------

Invincible Guards: Turn on Farsight or All Guns, and go to the room with Elvis.
If you try to blast the guards with the Farsight, they wonít die.

Area 51: Escape
---------------

Late Explosion: Go through the stage until Jonathan sets the explosives. Once
he
tells you to stand back, fire a grenade at the wall; it blows up. The
explosives
will blow a few seconds later.

Air Base: Espionage
-------------------

Stupid Worker: Go into the air base, and once inside, set off the alarm, and
get
the guards to open the door leading to the room with the safe. Head through,
and
go to the office where the office worker is. Even though you have a gun, he
will
say stuff like, ďGo awayĒ, ďListen, I canít help youĒ.

Deep Sea: Nullify Threat
------------------------

Kill Elvis and Caroll: Turn on the Rocket Launcher, and go through to the room
with Caroll. Fire a Rocket, and rush over to start the cinema. The rocket will
go through and kill Caroll and Elvis, but Joanna acts like they are still
there.
You will fail though.


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

                      15. C H A R A C T E R S

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

This gives information about the main characters in the game.

Joanna Dark: You play as Jo Dark, an untested field agent who received perfect
scores at the Institute.

Dr. Carrington: A pudgy guy that founded the Carrington Institute after
contacting aliens.

Cassandra de Vries: The CEO of the DataDyne Corporation. She makes a deal with
the Skedar to recover the Cetan ship. She eventually pays the ultimate price.

Dr. Caroll: A living computer-thing that reveals DataDyneís plot. He blows
himself up to destroy the Cetan.

Elvis: He is part of an alien race that has been fighting the Skedar for
centuries. He is captured by Area 51, and eventually helps Jo.

Trent Easton: Trent is a wimpy sounding guy that helps Cassandra, and uses the
NSA to try to attack the president. He thinks Mr. Blonde is his ally, until he
messes up the attack on Air Force One. Trent is killed with one swipe.

Mr. Blonde: The leader of the conspiracy, Mr. Blonde is really a disguised
Skedar warrior.

Jonathan: He is an active agent who has been in Area 51. If you have him leave
in the UFO, he lives. Otherwise, the guards kill him.

The U.S. President: He tries to do the right in politics, but Trent Easton
tries
to kill and clone him.

The Skedar: The Skedar are an alien race that has made war a religion. They
have
been fighting the Maians for centuries. The war ended with the destruction of
the Battle Shrine, and death of the Skedar leader.

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

                       17. M Y S T E R I E S

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

As with many games, there are plenty of unsolved mysteries and rumors that
begin circulating. Most of these mysteries were found at Will Mistreta's
Perfect Dark page (see the credits section for more info). Screenshots of most
all of these can be found at Will's site, along with many other mysteries. I
have mostly included mysteries that can be seen without a Gameshark, although
his site has many mysteries that do require a Gameshark.

#1 Unacessible multiplayer Areas
--------------------------------------------
In the Warehouse, above the vents, is a room with a question mark and an ammo
box (possibly for the 6th weapon spot?). Interestingly, Gameshark has been used
to prove that the ammo box is just an object, and cannot be picked up. There is
also a ladder that cannot be reached in the Sewers, and an unreachable shaft
above one of the doors in the Temple. There is also an unreachable section of
vents in the Felicity, a thing present in the Goldeneye version also. These
seem to be more useless areas the programmers were too lazy to take out.

#2 Cassandra's Necklase
-----------------------------------------------
In the Attack Ship, you can pick up Cassandra's necklase after the Skedar kill
her. On the pause screen it gives the password, "18MOZYM8ND185". This
translates as "IAMOZYMANDIAS", the first line of a poem written by Shelley.
Apparently this is a comparision between Cassandra and Ozymandias, both of whom
thought they were in control of things, but ultimately screwed up.

#3 Perfect:1
-----------------------------------------------
After acheiving the ultimate rank, Perfect:1, you are given the following:
USERNAME: ENTROPICDECAY
PASSWORD: ZERO-TAU
They don't seem to have any known use, though they may be used in a sequel to
Perfect Dark.

#4 Secret Maian
-----------------------------------------------
In the Attack Ship, set the enemy health to 500%. After completing your first 3
objectives, go to the room near where objective 4 is completed. There is a
Maian soldier that does not respond to you and just stands there and ignores
you. This seems to be another character that would normally be killed instantly
at the beginning of the stage. Interestingly, Elvis will attack and kill the
Maian if Elvis is brought to the room.

#5 Second agent in Area 51?
------------------------------------------------
In Area 51 Infiltration, there is another guard with a DY357 (at the end) that
begins shooting the other guards. When playing the enemy in counter-operative
you can see this guard standing next to Jonathan.

#6 Dead guards in Area 51 and Carrington Villa
-------------------------------------------------
You can see dead guards in Area 51 (by the rocket launcher) and the Villa (in
the shower) if you get to those parts fast. If you play in Perfect Dark mode,
and have the enemy health at 500-1000, the 2 guards will be alive, but ignore
you and don't do anything. There is also one near the shield in Deep Sea.

#7 G5 Shafts
--------------------------------------------
At the vent shaft with the cheese, one can, with the Farsight, see a long
series of vents that cannot be reached, but go on for a large distance.

#8 The Pond Punk
----------------------------------------------
In the Chicago stage, one can get to a bar (see the cheese section for details)
that contains double Falcons, guards, and a cheese. It seems odd that such a
detailed place would have next to no purpose.

#9 Chicago Grafitti
-----------------------------------------------
In the Chicago stage, there are several Japanese symbols written on the walls
that, when translated are just several apparently unrelated words. The question
is, do they mean something, or were they added merely for no reason at all?

#10 Air Force One holes
------------------------------------------------
There are several holes in Air Force one, underneath a bunk by the cockpit, in
the room with the piano, and above the bathroom in the middle floor. Oddy,
these things seem like a person would fit through them, but they cannot be
reached.

#11 Villa Drone Gun
-------------------------------------------------
If you use a K7 Avenger in the Villa with the threat detector on, turn off the
generator, and go back outside. The windmill is registered as a drone gun,
though it doesn't do anything to you. Apparently, it is a modified drone gun,
which wouldn't effect much, since you can't get near it. If you use a Gameshark
to get close to it, it will start shooting you.

#12 Jonathan
--------------------------------------------------
As I've already pointed out in the walkthrough section, Jonathan is completely
unable to harm you during the Duel. Apparently, the Jonathan from Carrington-
Defense was just copied into the Duel, so the game still reads him as an ally.

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

                18. R U M O R  D E B U N K I N G

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

As with many popular games, there are plenty of stupid half-assed rumors,
created by people with nothing better to do. Screenshots of Egyptian, Ark
Hives, and Star Battles can be found at Will Mistretta's site.

#1 Egyptian
-----------------------------------------------
This was created by Greystar, who claimed to have found a secret battle arena
from Goldeneye, but refused to give the code. A screenshot was given, which was
later proven to be Perfect Dark characters superimposed over a Goldeneye
screenshot.

#2 Ark Hives
------------------------------------------------
Another hoaxer claimed to have found the Archives level from Goldeneye in
multiplayer, but renamed "Ark Hives". The first part was somewhat believable, a
screenshot showing the name Ark Hives listed in the battle arenas. However,
game text can be manipulated with a Gameshark, so this didn't prove much.
Later, a screenshot was given, but the shot is utter crap, with oversized ammo
bars that were obviously drawnb with some computer program. Later, Greystar
provided a new shot, which looked even worse, and was slightly less crappy then
the previous shot.

#3 Star Battles
--------------------------------------------------
Another hoaxer, this one calling himself Zeroxx, claimed to have used Gameshark
to find 3 new levels: Star Battlers 1, Star Battles 2, and Star Battles 3. He
also said that trying to start any of the levels made the game crash, and he
wouldn't reveal his code. The screenshot that he showed, however, showed Star
Battles 1 & 2 being beaten beaten on all difficulties, and Star Battles 3 was
beaten on agent. The picture of Star Battles 1 also appears to a picture of the
Deep Sea level.

#4 You get an alternate beginning for Deep Sea the first time
--------------------------------------------------------------
I tried, and you don't.

#5 The password from Cassandra's necklace unlocks something.
------------------------------------------------------------
It doesn't, it's only purpose is to compare Cassandra to Ozymandias.

#6 If you beat Carrington-Defense in PA, using the laser to open the safe,
something good will happen.
----------------------------------------------------------------------
Nope. I tried that, and nothing happens. The only thing likely to happen is
that you'll get killed, because beating the stage that way is hard as hell.

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

                   19 G U A R D  D I A L O U G E

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

This section is meant to cover the various lines that guards will say. This
does not include dialouge that also occurs (the lines that appear in subtitles
if you have that option on).

"Who the?"
"Aaah!"
"Stop!"
"Ugh"
"C'mon!"
"What the!?"
"You *****!"
"Oh my God"
"Come here!"
"Damn, she's good."
"Target sighted"
"She got me!"
"I'm hit!"
"I don't wanna die!"
"What are you waiting for?"
We've got a contact!"
"My gun!"
"Bloody damn gun!"
"Taking damage!"
"waste her!"
"Ay caramba!"
"Wha?"
"Theres someone here"
"Why me?"
"Damn, missing stinks"
"Jeez!"
"NOOOO!"
"Wipe her out!"
"Imposter!"
"Let 'er have it!"
"It's a terrorist!"
"Open fire!"
"How did i miss?"
"Hey, you!"
"You win, I surrender"
"Please! Don't shoot me"
"Intruder alert"
"For God's sake, someone hit her"
"I'm only doing my job"
"Help me out here"
"body count's too high"
"What the hell?"
"Freeze!"
"There she is!"
"I don't believe it!"
"Come here!"
"Greetings citizen"
"Guns don't scare me"
"Whoa! Take it easy there lady"
"Here! Take the wallet"
"I don't want any trouble"
"Request backup immediately!"
"Get back!"
"It's a spy!"
"Activate the alarm!"
"Warn the others!"
"Take her down men!"
"Can't see anybody"
"Sure I heard a noise"
"I must be hearing things"
"False alarm"
"What a mess"
"I never liked that robot anyways"
"The boss ain't gonna be pleased"
"We can always get another one"
"Get the hell outta here!"
"Hows things?"
"Hi there"
"She's a tricky one"
"Hey, whats up"
"Watch it! That thing could go off"
"You shouldn't have come here girl"
"Hello"
"God! I'm dying"
"Hey! That's dangerous"
"Put your hands up"
"Stop right there"
"Don't point that at me"
"Trigger the alarm"
"Holy!"
"I've got a clear shot"
"Yeah, baby"
"I don't like this anymore"
"We've got problems"
"I'm bleeding!"

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

                              20. F A Q

=============================================================================
Seeing as the guide just came out, these are just questions I thought up.

Q: What are the pieces of cheese for?
A: According to Rareware: the cheese pieces hidden in every level were
originally intended as a way to earn the cheats. They no longer serve any
purpose, except to drive you crazy.

Q: Why donít you have the walkthrough and explanation for (Insert cheat name
here)?
A: Because I didnít earn (Insert cheat name here).

Q: Does Infinite Ammo work on the Psychosis Gun?
A: No.

Q: What happened to the ďPerfect face optionĒ.
A: This would have allowed you to use game boy camera to scan a face into the
game. Rare dropped it to avoid legal problems.

Q: Why didnít you include the Duel in the co-operative and counter-operative
section?
A: Mainly because you canít play the Duel in co-operative.

Q: Whatís this about ďghost charactersĒ?
A: These have been circulating many boards; various people have said that they
were killed by invisible characters or. Rareware seems to deny their existence.

Q: Whereís the push button codes?
A: There arenít any.

Q: Whatís this about Star Battles, Egyptian, and Ark Hives?
A: Those are all stupid hoaxes.

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

                           21. C R E D I T S

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

Nintendo: They made the system youíve been playing this game on. I also used
their playersí guide to check were some of the weapons were.

Rareware: The video game company that made Perfect Dark.

Jeff "CJayC" Veasey: For hosting this guide, and making Game FAQS.

Marshmallow: His excellent Perfect Agent guide allowed me to complete Perfect
Agent mode. The strategies for the Attack Ship in Perfect Agent mostly came
from him. The strategies for the All Guns and Hotshot cheats were mainly based
on his tips.

Hitman Howie ďDĒ (Hitman_Howie_D@hotmail.com): He sent me the information on
which gold medals earn which Classic Weapons.

Lawrence: He pointed out that using Peace Sims is a good way to rack up kills.

Will Mistretta: For letting me use information from his site in my guide. His
PD site can be found at: http://willmistretta.tripod.com/pdark.html

Rick L: He let me use some of his combat simulator settings.

Shane Williams: He sent in 2 tips for the Attack Ship stage on Perfect Agent
level.

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

                       22. L E G A L  I N F O

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

This guide is copyright, 2001 - 2002, of Kodos86 (that would be me), all rights
reserved. This guide may not be reproduced in any means, except
as a personal electronic copy, or as a personal computer print-off. This guide
may not be bought, sold, or given away as a bonus with another purchase.

The ONLY official sites carrying this guide are:
         Game FAQS (www.gamefaqs.com)
         Neoseeker (www.neoseeker.com)
If any of you see this guide at any site other then the above, PLEASE notify me
immediately. Do not e-mail me asking if you can use this guide, as I will NOT
give permission.

Contacting Me
-------------
NOTE: Unless you tell me to do otherwise, your e-mail address will be kept
private.

Feel free to contact me at kodos86@adelphia.com. Below is my policy regarding
the various kinds of messages I may recieve.

Questions: I will try to answer questions you send me to the best of my
ability.
Please remember that I am not affiliated with Nintendo or any other video game
company. Before asking me something, READ THROUGH THE GUIDE to see if your
question is already answered. If your question is already answered in the
guide,
I will ignore it.

Comments: Any comments on the guide or how it could be made better are
appreciated. Valid complaints about the guide are also appreciated.

Information about my guides being ripped off: If you ever see one of my guides
being used illegally, please contact me immediately. Also, it helps if you have
the word "plagiarism" somewhere in the subject of the e-mail.

Flames: Don't waste my time with these. I will post the message on the GameFAQs
boards so we can make fun of your stupidity, and then I will delete the
message.
The same goes for messages with horrendous grammar (ex: "hey, sup dawg. ah got
a
q").

Chain Letters: No, I don't believe that I will recieve large amounts of money
if
I forwards a stupid e-mail to several people. Neither do I believe that not
sending an e-mail will give me bad luck or cause me to have unsuccesful
relationships, or that I will mysteriously die because of it. Honestly, chain
letters are cute for about 20 seconds, after which they become plain STUPID.
Yes, I will delete them.

Spam Letters: Not only is it illegal, but I have spam blocking software; don't
waste your time.

~End of Document~