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    FAQ/Walkthrough by Iron Knuckle

    Version: 1.0 | Updated: 08/07/10 | Printable Version | Search Guide | Bookmark Guide

    
    
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        / /__\ \ / /__    / /_/ /  / /__    / /__    / /         / /
       / _____/ / ___/   / _   /  / ___/   / ___/   / /         / /
      / /      / /____  / / | |  / /      / /____  / /____     / /
     /_/      /______/ /_/  |_| /_/      /______/ /______/    /_/
              ______      _____    _____     __   __
             / ____ |    /___ /   / __  |   / /  / /
            / /   / /  / /__/ /  / /_/ /   / /_/ /
           / /   / /  / ___  /  / _   /   / _  /
          / /___/ /  / /  / /  / / | |   / / \ \
         /______/   /_/  /_/  /_/  |_|  /_/   \_\
    
    
    
    
    
    ==============================================
     Game:           Perfect Dark
     Platform:       Nintendo 64
     Version:        1.0
     Last updated:   7 August 2010
     Written by:     Iron Knuckle
     Type:           FAQ/Walkthrough
     GameFAQ status: 90 %
    ==============================================
    
    
    
    =================
    Table of contents
    =================
    
      Version Updates
    
      FAQ
    
      Controls
         Controller
         Institute Menu
         Difficulty levels
           -Agent         (A)
           -Special Agent (SA)
           -Perfect Agent (PA)
           -Perfect Dark  (PD)
    
      Main Characters
         Joanna "Perfect" Dark
         Daniel Carrington
         The U.S. President
         Protector One / "Elvis"
         Jonathan Dark
         Cassandra de Vries
         Mr. Blonde
         Skedar King
         Velvet Dark
    
      Story
       -Intro
       -Background
       -Game
    
      Walkthrough
    
        Assignments
          0   Carrington Institute - 'Preliminary'
          1.1 dataDyne Central     - Defection
          1.2 dataDyne Central     - Research
          1.3 dataDyne Central     - Extraction
          2.1 Carrington Villa     - Hostage One
          3.1 Chicago              - Stealth
          3.2 G5 Building          - Reconnaissance
          4.1 Area 51              - Infiltration
          4.2 Area 51              - Rescue
          4.3 Area 51              - Escape
          5.1 Air Base             - Espionage
          5.2 Air Force One        - Anti-Terrorism
          5.3 Crash Site           - Confrontation
          6.1 Pelagic II           - Exploration
          6.2 Deep Sea             - Threat-Nullify
          7.1 Carrington Institute - Defense
          8.1 Attack Ship          - Covert Assault
          9.1 Skedar Ruins         - Battle Ruins
    
        Bonus Assignments
         10.1 Mr. Blonde's Revenge
         11.1 Maian SOS
         12.1 WAR!
         13.1 The Duel
    
    
    Appendix A:
      Ammo Types
      Weapons
    
    Appendix B:
      Carrington Institute
       -Hologram Training 
       -Device Lab 
       -Firing Range
    
    Appendix C:
      Combat Simulator
       -Simulant types
       -General tactics
       -Challenges
       -Player statistics & Ranking
    
    Appendix D:
      Cheats
       -Overview
       -Cheat Table
       -Time Trials
    
    Appendix E:
      Extra
       -Glitches
       -Stuff
    
    Credits
    
    Copyrights
    
    E-mail, Questions and Contributions
    
    Unfinished business
    
    
    
    
    
    ===========================================================================
    Version Updates
    ===========================================================================
    
    Version 0.0
    1 November 2009
     Started with a walkthrough for this game, seeing that none of the current 
    ones present on Gamefaqs is complete (only Marshmallow's one covers the 
    entire game, but is only on Perfect Agent).
    
    Version 0.1
    19 December 2009
     Completed the walkthrough for the first three levels.
    
    Version 0.4
    23 December 2009
     Completed Carrington Villa, Chicago & Area 51 missions.
    
    Version 0.5
    1 February 2010
     Completed Air base to The Duel missions!
    
    Version 0.7
    18 July 2010
     Updated most sections and inserted additional time cheat descriptions.
    
    Version 0.8
    24 July 2010
     Inserted some basic strategies for the Combat simulator challenges & 
    unlockables.
    
    Version 0.9
    31 July 2010
     Added info on the Device lab & Hologram Training in Appendix B.
    
    Version 1.0
    [First public release]
    7 August 2010
     Written up most of the known bugs and glitches known to me in this game in 
    Appendix E.
    
    
    
    
    
    ===========================================================================
    Frequently Asked Questions
    ===========================================================================
    
    Q: What are the button codes for the cheats in this game?
    A: There are none! Rare Ltd. made sure to remove any of the debug
       codes before they released the game. There are however two cheats
       (including the fabled "All guns" one) you can get for free if you
       have the Gameboy version of Perfect Dark & Transfer Pack. 
    
    
    Q: Ever heard of "Perfect Head"?
    A: Rare initially had plans to use the Gameboy camera in combination with
       the Transfer pack to allow players to map their faces on the heads
       of characters in the multiplayer games. Just before the release of
       the game the feature was mysteriously removed. Officially, it was
       removed due to technical difficulties, but the idea of being able
       to shoot your best friends, teachers or other 'real' people caused
       too much ethical discussions. As a safety precaution we can only 
       speculate it was removed due to these reasons.
    
    
    Q: What are the differences between the difficulty levels?
    A: Well, apart from increasing damage and accuracy of your opposition
       causes there is more to it. Some are very level specific. See the
       "Difficulty levels" section under Controls just below here.
    
    
    
    ===========================================================================
    Controls
    ===========================================================================
    
    ---------------------------------------------------------------------------
    Controller (default setup)
    ---------------------------------------------------------------------------
    
    D-Pad
    ------------
     See C-buttons
    
    Analogue stick
    ------------
     Move forward and back, or turn using the horizontal directions
    
    Start
    ------------
     Pauses the game and brings up the menu
    
    A button
    ------------
     Cycle to next weapon during normal game play. In order to cycle backwards 
    quickly press 'Z' during the time you hold the 'A' button. Cycling through 
    weapons also reloads them, thus a quick: 'A', followed by 'A+Z' reloads 
    your gun without having to watch the entire animation. This however, won't 
    work with some guns like the Shotgun. To view the quick menu hold down the 
    'A' button continuously. In menus this confirms the currently selected 
    option.
    
    B button
    ------------
     Reload your gun, activate consoles, light switches and open/close doors. 
    If you hold down 'B' for a second your current weapon changes into 
    secondary firing mode or back. If you press 'Z' quickly while holding 'B' 
    you'll use your current weapon in the alternate mode once without actually 
    changing to it. In menus this cancels the currently selected option.
    
    C buttons
    ------------
    C-left/right are used to sidestep. This can be combined with the analogue 
    stick to strafe run diagonally, which is the fastest running mode. 
    C-up/down can be used to change your view looking upwards or downwards.
    
    L & R shoulder buttons
    ------------
     Change to aiming mode and make a crosshair appear on screen. During manual 
    aim you can move the crosshair with the analogue stick and the C-buttons 
    are used to sidestep (C-left, C-right) / duck 2x (C-down, C-up) 
    
    Z button
    ------------
     Use the current item in your hand
    
    
    
    
    
    ---------------------------------------------------------------------------
    Institute Menu
    ---------------------------------------------------------------------------
    
    The following five options are available:
    
    Carrington Institute
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Wander around CI headquarters and pay your colleagues a brief visit. Or 
    perform some basic training in either the Firing range, Device lab or 
    Hologram room. You may also want to walk around the perimeter as you might 
    need to visit some of those locations under dire situations later on...
    
    
    Solo Missions
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    There are 17 regular and 4 special bonus missions to play at different 
    difficulty levels. After beating each of the 17 normal levels at a certain 
    level in order you can replay any of them at the higher difficulties, but 
    the last level is only available if you completed all others prior to it. 
    Beating a level a higher difficulty automatically completes it for you on 
    the lower settings, unlike in the predecessor Goldeneye. Can you beat them 
    all on the highest setting? 
    
    The bonus levels are truly bonus in the sense you get nothing for beating 
    them, there are no cheats to be earned there either. However, they show the 
    parts of the plot from the perspective than Joanna Dark. 
    
    Lastly, each of the 17 regular levels bolster 2 cheats to be earned. One 
    for just beating the level and another for beating the level at a certain 
    difficulty within in preset time. Most of the times are rather leisurely, 
    but some can be pretty challenging. Naturally, the time cheats reward you 
    with better cheats than the ones you get for just beating them.
    
    
    Combat Simulator
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    The simulator is the upgraded version of the multiplayer as available in 
    the previous game. You can select various levels and fully customize the 
    setup with weapons and other settings. Next to that the game offers AI 
    controlled bots called simulants. The artificial enemies can be pretty 
    challenging to beat, but nothing is better than playing this game against 
    human opposition. Furthermore, this option features 30 challenges which can 
    be played to unlock even more ludicrous amount of extra options. 
    
    
    Co-Operative
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    If you like to play the missions with someone else you can do that here. 
    Any mission unlocked in solo will be available here except for The Duel. 
    You play as Joanna Dark whereas your friend will be the blonde Velvet Dark 
    (probably her sister of some sort?). If you don't have any friend to play 
    with you can play with a simulant, but the AI doesn't really help you out 
    much. 
    
    Beating the game in this mode on each difficulty level grants you the 
    option of adding another computer controlled simulant in your party. Thus 
    beating the game on Agent allows you to use 2 buddies on Agent, and beating 
    the game on PA gives you 4 buddies on Agent, 3 on Special Agent and 2 on 
    Perfect Agent. 
    
    Time cheats can not be completed in this mode however. But if you complete 
    some level cheats in Solo you can get special buddies, like a dual 
    Dy357/Dy357-LX wielding buddy.
    
    
    Counter-Operative
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    As the name suggest this allows you to play through each of the levels, but 
    this time player 2 will take control over a nearby enemy trying to kill 
    player 1. 
    
    Player 2 will only have as much energy/weapons as the enemy has, and also a 
    suicide pill. If you take the pill the enemy is killed and player 2 is 
    warped into an enemy nearest to Joanna. 
    
    If there are no more regular enemies in the level player 2 will respawn as 
    a Mr. Blonde. It is however not possible to control Skedar. If such a level 
    is played player 2 is automatically a Mr. Blonde.
    
    
    Change Agent...
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    This options allows you to select a different game file or start a new game 
    all together.
    
    
    Options (press Left/Right in the main menu)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A cartload of settings are available to you to tinker around with. I'm not 
    going to name each and every single feature here as most are rather 
    straightforward. You can watch the cinematics of the solo player here and 
    it's also possible to (de)activate Paintball mode as a regular options 
    rather than a cheat. Activating it creates colorful paint wherever you 
    shoot in the wall or other background objects.
    
    
    
    
    
    ---------------------------------------------------------------------------
    Difficulty levels
    ---------------------------------------------------------------------------
    
    Perfect Dark features three basic difficulty levels ranging from easy to 
    hard: Agent, Special Agent & Perfect Agent. Apart from increasing damage 
    and accuracy of your opposition causes there is more to it. Some are very 
    level specific like the 4th mission: Carrington Villa. On Agent/Special 
    Agent you'll start out as a sniper on top of a cliff needing to save the 
    negotiator at the dock, but on Perfect Agent you start on the dock _being_ 
    the unarmed negotiator! Here's a short list:
    
       Agent (A)
       ---------------------
       Little damage & poor accuracy of enemy gunfire
       Enemies/drone guns/etc. have only 50% health
       Weapon pick-ups give 100% ammo capacity (e.g. CMP-150 clip = 20 bullets)
       Auto-aim is triggered almost always
       2 Shields on every regular assignment*
       3 Objectives to complete on regular assignments^
       1 Objective to complete on bonus assignments
    
    
       Special Agent (SA)
       ---------------------
       Medium damage & average accuracy of enemy gunfire
       Enemies/drone guns/etc. have 100% health
       Weapon pick-ups give 75% ammo capacity (e.g. CMP-150 clip = 15 bullets)
       Auto-aim only kicks in at close range
       1 Shield on every regular assignment*
       4 Objectives to complete on regular assignments
       2 Objectives to complete on bonus assignments
    
    
       Perfect Agent (PA)
       ---------------------
       High damage & great accuracy of enemy gunfire
       Enemies/drone guns/etc. have 100% health
       Weapon pick-ups give 50% ammo capacity (e.g. CMP-150 clip = 10 bullets)
       Auto-aim is virtually non-existent
       Not a single operational shield
       5 Objectives to complete on regular assignments
       3 Objectives to complete on bonus assignments
    
       
    * = there a few exceptions like "dataDyne - Extraction"
    ^ = there is the exception of   "dataDyne - Defection"
    
    
    
    
    ===========================================================================
    Main Characters
    ===========================================================================
    
    ---------------------------------------------------------------------------
    Joanna "Perfect" Dark
    ---------------------------------------------------------------------------
    Human (Female)
    23 years 2 months
    Training Status: Complete
    Training Grade: A++
    Active Status: Assigned
    
    Profile
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Highly trained but inexperienced. Reactions superb. Proficient with a 
    variety of weapons. Very competent all-round agent. Highest recorded 
    training scores resulted in the creation of a new class of training grade. 
    The embodiment of the Carrington Institute's ideal agent, hence the call 
    sign 'Perfect Dark.'
    
    
    ---------------------------------------------------------------------------
    Daniel Carrington
    ---------------------------------------------------------------------------
    Human (Male)
    62 years 8 months
    Training Status: N/A
    Training Grade: N/A
    Active Status: N/A
    
    Profile
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Intelligent patriarchal scientist/entrepreneur, and founder of the 
    Carrington Institute. Plans all missions carried out by his agents and runs 
    each operation direct from a link in his office. Strange taste in clothes.
    
    
    ---------------------------------------------------------------------------
    The U.S. President
    ---------------------------------------------------------------------------
    Human (Male)
    50 years
    
    Profile
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A highly educated, shrewd African-American who is trying to do what is 
    right but is surrounded by people like Trent Easton. He believes he has 
    Trent under control after refusing the request for the loan of the Pelagic 
    II to the dataDyne Corp. Perceived as being easily led by the majority of 
    political commentators, which is perhaps unfair.
    
    
    ---------------------------------------------------------------------------
    Aelphaeis Mangarae / Protector One / "Elvis"
    ---------------------------------------------------------------------------
    Maian (Male)
    320 years
    Weapon of Choice: FarSight / Phoenix
    
    Profile
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    An alien from the Maian race. He is a 'Protector' (bodyguard) for the Maian 
    ambassador who travels to Earth at Daniel Carrington's request. Protectors 
    are trained to excel in the use of an assortment of weaponry. Elvis is a 
    terraphile, finding Earth and everything about it fascinating.
    
    
    ---------------------------------------------------------------------------
    Jonathan Dark / Steinberg (in PD Zero)
    ---------------------------------------------------------------------------
    Human (Male)
    28 years 5 months
    Training Status: Complete
    Training Grade: A+
    Active Status: Undercover
    Weapon of Choice: Dy357 Magnum
    
    Profile
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Our most experienced undercover agent. Highly accurate with his chosen 
    weapon (a Magnum Revolver). Perfectly suited to undercover missions. Less 
    suited to out-and-out combat. Before Joanna Dark, he held the honor of 
    having the highest recorded training scores.
    
    
    ---------------------------------------------------------------------------
    Dr. Caroll
    ---------------------------------------------------------------------------
    The Caroll Sapient (AI)
    6 months
    
    Profile 
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    An artificial intelligence created by the dataDyne Corp. with an emphasis 
    on language skills and code breaking. Fortunately, he has morals, and due 
    to his formidable level of intelligence, has guessed some of dataDyne's 
    future plans. The voice is highly precise and educated and simulates the 
    character of an academic.
    
    
    ---------------------------------------------------------------------------
    Cassandra de Vries
    ---------------------------------------------------------------------------
    Human (Female)
    39 years ? months
    
    Analyst note
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    The head of dataDyne Corp. Addicted to power; dislikes being anybody's 
    underling. Hates it when she loses the initiative. Is prepared to do 
    extremely unscrupulous things in order to get ahead of her competition, to 
    whit Daniel Carrington, whom she loathes.
    
    
    ---------------------------------------------------------------------------
    Trent Easton
    ---------------------------------------------------------------------------
    Human (Male)
    46 years ? months
    Weapon of Choice: Dy357-LX
    
    Analyst note
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Head of the National Security Agency. Has a friendship of sorts with 
    Cassandra De Vries, although it operates more like a partnership of 
    interest. He will tend to do what Cassandra says, possibly because although 
    he has a dominant personality, it is not as dominant as hers. Figurehead 
    for some of the rogue elements in the NSA.
    
    
    ---------------------------------------------------------------------------
    Mr. Blonde (Before completing G5 Building - Reconnaissance)
    ---------------------------------------------------------------------------
    Human (Male)
    Late 20's
    
    Profile
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A striking blonde human male. Very tall, wears white clothing, usually a 
    raincoat. Appears to be masterminding the conspiracy in which Cassandra and 
    Trent are involved. Little else is known.
    
    
    ---------------------------------------------------------------------------
    Mr. Blonde (After completing G5 Building - Reconnaissance)
    ---------------------------------------------------------------------------
    Skedar (disguised)
    unknown
    
    Updated Profile
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    This is a Skedar warrior lurking within a holographic projection of a 
    striking blonde young human male in his late 20's.  The oral modulation 
    unit gives the Skedar a precise, persuasive, and intelligent voice. It is a 
    propaganda and manipulation tool for the Skedar, and an unusually subtle 
    one.
    
    
    ---------------------------------------------------------------------------
    Skedar King
    ---------------------------------------------------------------------------
    Skedar High priest
    unknown
    
    The leader of the Skedar whom resides on the Skedar home world. Gifted with 
    a durable shield an regenerating powers granted by praying to the Skedar 
    symbol over his head. Worshipping such an idol will prove to be fatal for 
    him one of those days. It is also rumored that several copies are in statis 
    pods to be released if this maniacal boss would ever meet its demise...
    
    
    ---------------------------------------------------------------------------
    Velvet Dark
    ---------------------------------------------------------------------------
    Human (Female)
    23 years 2 months (if she's twins with Jo)
    Training Status: ?
    Training Grade: ?
    Active Status: Cooperative assigned
    
    This blonde girl only appears in the cooperative mission as a sidekick 
    played by player 2. Not much is known about her otherwise... Does she even 
    exist in the prequel (PD:Zero)?
    
    
    
    
    
    ===========================================================================
    Story 
    ===========================================================================
    
    Intro - (Taken from the Instruction Booklet)
    ---------------------------------------------------------------------------
    Since the dawn of man, our planet has been watched. The reasons for this 
    interest differ from race to race: some merely wish to observe until 
    humanity has evolved to a point where thy can introduce themselves without 
    sparking mass panic, while others are considerably less benign.
    
    Not all humans are oblivious to the watchers above and among us. Daniel 
    Carrington, head of the Carrington Institute, suspects that rapid 
    technological developments at dataDyne HQ are the result of the corporation 
    taking a dark path to first contact, (a path which apparently branches 
    through major government agencies).
    
    Whether or not his suspicions are justified, it is clear that events are 
    rushing to a head. People are being abducted, animals mutilated. Someone 
    amongst the stars desperately wants something they believe us to have, and 
    Carrington suspects that the grand plan penetrates far deeper than the 
    recent surface incidents. Using all means available, the Institute has 
    resolved to find out exactly what is going on before it's too late. Only 
    recently has it been offered its first real lead into the conspiracy: 
    urgent messages from one Dr. Caroll located deep within the heart of 
    dataDyne operations, requesting extraction from the company before alleged 
    threats on his life are actually carried out.
    
    Cue freshly qualified Agent Joanna Dark, code-named Perfect Dark thanks to 
    her unprecedented achievements in training. Her first real assignment could 
    hardly be of more importance: infiltrate the dataDyne skyscraper, locate 
    Dr. Caroll, and bring him back to the Institute undetected and unharmed. 
    With events at dataDyne shrouded in mystery, yet moving so fast, whatever 
    knowledge Dr. Caroll possesses could ultimately decide the fate of the 
    human race.
    
    Background - (Taken from the game; beat it on PA)
    ---------------------------------------------------------------------------
    Millions of years ago, a huge alien ship of immense power was scuttled in 
    the Pacific Ocean. It was equipped with an untried and vastly dangerous 
    weapon: the weak nuclear force de-coupler, which could in theory cause the 
    fundamental bonds between molecules to fail. So that watching eyes would 
    believe in the destruction of the ship, a message pod was despatched to the 
    home galaxy, and vital components of the ship's drives were destroyed in 
    the star system it had chosen as a hiding place. For this ship was a Cetan, 
    a massive, sentient alien creature.
    
    Another extraterrestrial race, the Maians, encountered life on Earth in 
    2000 BC. They saw great potential, but decided to let the primitive human 
    race develop without their interference.
    
    The Maians encountered the Skedar near Delta Eridanus in 1650 AD (Earth 
    date), and the resultant skirmish soon blossomed into all-out war. Only 
    after hundreds of years of fighting did an uneasy peace develop, and even 
    then Skedar fanatics persistently tested the boundaries of this peace with 
    terrorist activities. Fortunately, the Maians refused to be drawn.
    
    Mankind, too, continued to be a cause of concern to the Maians, and they 
    watched with disappointment as Earth suffered more and more crises brought 
    on by the rise of technology and 'outside context situations.' They feared 
    that announcing their presence would only precipitate further wars on the 
    planet, and quietly decided to continue their observation until the race 
    became more mature.
    
    Daniel Carrington jumped the gun in 1985 AD by contacting a Maian ship in 
    orbit above Earth. He put forward a plan that would help both parties, 
    resulting in accelerated contact between Humans and Maians. Having agreed 
    that his plan was sound, and finding him to be a person of integrity, the 
    Maians allowed Carrington to release their technology into the public 
    domain through his considerable Research and Development holdings.
    
    Then, in 2006 AD, Skedar fanatics stumbled across the Cetan message pod. 
    They immediately began to scout Earth in a particularly heavy-handed way, 
    abducting people and mutilating animals in an attempt to determine the 
    location of the lost battle cruiser. In time, their tests inevitably led 
    them to its resting place on the bed of the Pacific Ocean; however, in 
    order to actually reach it, they would need the help of the natives.
    
    Performing their own study of Earth, the Skedar came up with a shortlist of 
    companies possessing the resources to help them recover the sunken ship. At 
    the top of the list was the dataDyne Corporation. They contacted the 
    company head, Cassandra De Vries, and presented her with a deal that 
    sounded too good to be true - which, of course, it was. In return for 
    helping to raise 'their' ship from the ocean floor, the Skedar promised to 
    supply dataDyne with enough alien technology to become the biggest 
    corporation on the face of the planet. All that dataDyne had to do was 
    build an AI unit with language and code-breaking abilities, which was 
    tricky, but certainly within their means. Work commenced on the project 
    immediately.
    
    Cassandra De Vries approached NSA head Trent Easton with the details of the 
    plan, but his attempts to get Presidential approval for the loan of a deep-
    sea research vessel were repeatedly turned down. There was no way that the 
    Skedar or dataDyne could steal the vessel without triggering the wrath of 
    the U.S. Government, so over time they settled instead on a far more 
    sinister plan of replacing the President with a clone that they could 
    control. Of course, this also promised extra rewards for Trent and 
    Cassandra when the Skedar operation was consigned to history.
    
    However, they would not be given much time to gloat. The Skedar fanatics' 
    ultimate plan was to test the weak nuclear force de-coupler on Earth before 
    wiping the Maians out of existence, and both Cassandra and Trent remained 
    blind to the possibility of being double-crossed, so enamored were they 
    with the visions of power and luxury that lay ahead.
    
    But dataDyne had unwittingly created something that could see all too 
    clearly the danger within this multilayered conspiracy: the sapient AI 
    built to crack the core access codes of the Cetan ship. When it expressed 
    concern over the mission for which it had been designed, Cassandra's 
    response was to order its personality removed. Clearly, it was thinking too 
    much. In desperation, and in a move which would make or break a great deal 
    more than dataDyne's 'deal' with the Skedar, the sapient adopted the 
    pseudonym Dr. Caroll and contacted the Carrington Institute with a plea for 
    help...
    
    
    In-game Story - (Taken from the game; beat it on PA)
    ---------------------------------------------------------------------------
    Untried agent Joanna Dark is assigned a mission involving the extraction of 
    a scientist from the high security research area beneath the dataDyne 
    skyscraper. Upon rendezvous, she is surprised to discover that this 'Dr. 
    Caroll' is an AI created by dataDyne itself - but she continues with her 
    task of escorting him/it to a place of safety. When the alarm is raised, 
    Joanna has to fight her way up the tower to reach the helipad and the 
    dropship which presents her only means of escape.
    
    In response to this incursion, dataDyne make Daniel Carrington a personal 
    target and take him hostage two days later at his private villa. They 
    demand the return of the AI - their 'property' - in exchange for his life. 
    Unknown to them, the AI is already at the villa, where it was being 
    questioned by Carrington on dataDyne's future plans. Joanna eventually 
    rescues the head of the Institute but is unable to prevent dataDyne from 
    taking back Dr. Caroll. However, Carrington has heard enough to take the 
    drastic step of summoning a team of Maian specialists to Earth.
    
    Joanna is dispatched to Chicago to spy on a conspirators' meeting at the G5 
    Building, a front for the dataDyne Corp. It is here that she learns of the 
    involvement of Trent Easton, head of the NSA, and of the strange Nordic men 
    that appear to be in control of the whole deadly scheme. Once Trent 
    discloses the plan to usurp the Presidential position, Jo radios the news 
    back to base - only to find that another, more urgent task requires her 
    attention before further action can be taken against Trent.
    
    The Maian specialists have been intercepted and brought down by the 
    conspirators, with survivors and wreckage alike being transported to Area 
    51 in Nevada. Briefed to rescue any survivors and retrieve their equipment, 
    Joanna is dropped in to link up with another Carrington Institute agent. 
    Upon breaking into the medlab, Joanna finally discovers the Institute's 
    secret - their allies are Maians, the alien race commonly known as Greys. 
    The particular Maian she manages to rescue goes by the name of Elvis. He 
    was a bodyguard for the Ambassador who had been flying in at the head of 
    the specialist team.
    
    Having aided the remnants of the Maian delegation, Joanna can return to the 
    matter of the President and dataDyne's designs against him. She poses as a 
    member of the President's entourage to gain access to the air base where 
    Air Force One is stationed, and successfully conceals herself aboard the 
    plane. As soon as it's airborne, Trent and the cloaked Skedar make their 
    move - but Joanna is there to stop them. She rushes the President to a 
    safety capsule while a team of Trent's men scour the aircraft, intent on 
    dragging the hapless politician aboard the Skedar UFO now docked to AF1 via 
    an umbilical. Jo weakens the umbilical but is unable to break it, and 
    ultimately Elvis makes a last-ditch attempt to sever the cord by crashing 
    into it at high speed. All three craft plummet towards the Alaskan 
    wilderness, and the AF1 escape pod is launched.
    
    Coming around, Jo tries to report in but finds her communications jammed by 
    a transmission from the Skedar craft. She sets off through the snow to find 
    the President and Elvis, encountering teams of cloaked Skedar out searching 
    for her, the President, Elvis, and the President's belongings. She tracks 
    one group back to the downed Skedar ship, where she discovers a clone of 
    the President: quickly she destroys it, shuts down the jamming device and 
    calls in the cavalry. The Skedar are thwarted once more, the President is 
    safe, and Trent's incompetence has earned him a nasty fate at the hands of 
    his 'allies.'
    
    But it's not over. Throwing caution to the wind, dataDyne and the Skedar 
    steal the Government's deep-sea research vessel 'Pelagic II' and head out 
    to the Pacific crash site. Joanna and Elvis leave to disrupt activity on 
    board the ship and find out what lies at the heart of the grand Skedar 
    plan. After crippling the vessel's diving operations and recalling the 
    submersible, they head down to the ocean floor, where they get their first 
    sight of the downed Cetan battle cruiser. A portal made by the Skedar 
    offers them access to the ship, where they stumble across a dead Skedar 
    warrior... Clearly the assault team didn't have it all their own way. 
    Fighting off the remaining vengeful Skedar and avoiding the Cetans 
    themselves, Joanna and Elvis make their way down to the core of the ship, 
    where they find the AI that was once Dr. Caroll. They manage to restore his 
    personality, whereupon he urges Joanna and Elvis to leave the ship so that 
    he may destroy it for good.
    
    Later, back at the Carrington Institute, Joanna is about to leave for a 
    Presidential reception at the White House when all hell breaks loose. The 
    Skedar assault team survivors are venting their anger on those they deem 
    responsible for their failure to recover the Cetan ship. Joanna dashes 
    around the Institute, helping CI employees to reach the safety of the 
    hangars, as the Skedar launch attacks on various parts of the building: the 
    majority of the employees make good their escape while Joanna holds the 
    fort, but eventually she is knocked unconscious and taken prisoner.
    
    She comes to in a holding cell on board the Skedar assault ship, with only 
    Cassandra De Vries for company. In a shocking move, the dataDyne CEO 
    willingly gives her life to create the distraction necessary for Joanna to 
    break out. Battling her way through the ship, Jo eventually manages to 
    locate and disable the docking bay shields, allowing Elvis to bring in a 
    few friends for the long-awaited shooting party.
    
    The captured assault ship enters orbit above the Skedar Battle Shrine, 
    which shocks Elvis as the Maians never managed to find this Skedar 'holiest 
    of holies' throughout the long years of interracial war. If the Shrine were 
    destroyed, Skedar morale would be dealt a fatal blow and true peace would 
    finally replace the uneasy ceasefire. So Jo sets her sights on the Skedar 
    leader, the high priest of the Battle Shrine, while Elvis returns to the 
    assault ship in order to summon the Maian fleet.
    
    In the wake of the climactic battle, the temple lies devastated with Elvis 
    calling for a lull in the bombardment so that he can find Joanna. She is 
    alive, held under a pile of rubble by the last tenacious Skedar that caught 
    up during the last few seconds of her escape bid. Elvis quickly offers her 
    a gun to convince the Skedar to let go, and with the job finally done, the 
    Skedar Shrine and morale both in ruins and the conspiracy dealt a mortal 
    blow to the heart, the two of them depart for orbit.
    
    
    
    ===========================================================================
    Walkthrough
    ===========================================================================
    I'll be going through each of the levels using Perfect Agent as a general 
    guideline. In cases where the situation is too different (e.g. Carrington 
    Villa) the walkthrough will be split up for the distinct difficulty levels.
    
    As the lower difficulties have less objectives the actual number appearing 
    on the screen when one is completed may differ from what is listed here, 
    again this shouldn't make any difference in game-play.
    
    Lastly, I'll be aiming for the easiest/safest strategies for each level in 
    order to complete them. I'm certain it is possible to clear any level with 
    what I call 'no damage clear' as inherited from the Super Smash Brothers: 
    Melee awards. The only exception I found so far is Rescue as it requires 
    insane speed running abilities to get out of the toxic fumes at the 
    beginning with the trolley, but the damage is only limited here.... As for 
    the time cheats see appendix D to find level / difficulty specific steps 
    towards unlocking each and every time related level cheat.
    
    (!) = Mission critical people; do not kill them. At best you can knock
          them out cold, if they're enemies.
    
    
    
    ---------------------------------------------------------------------------
    0. Carrington Institute - 'Preliminary'
    ---------------------------------------------------------------------------
    
    After creating a file you start out as a new recruit in the Carrington 
    Institute. Examining the computer has the same effect as pressing "start" 
    anywhere else around this place: showing the main menu. Anyway, if you open 
    the door to the hallway you'll find Daniel eavesdropping.. I mean awaiting 
    you. He insists on guiding you through the place even though Joanna 
    obviously knows the place pretty well..
    
    You can wander around the place, play with the hover cart and hover bike. 
    But after a little while you've seen enough of the area. There are however 
    three locations you may want to visit as some optional objectives can be 
    completed here:
    
    Optional objectives
    ---------------------------------
    A. Complete gadget training
    B. Complete hologram training
    C. Complete firing range training
    
    See Appendix B for descriptions for each of these trials. Most of them 
    yield no reward, but completing the Firing range for all guns unlocks some 
    classic weapon cheats and grants you the "The Duel" bonus level. The latter 
    will only be unlocked if you completed at least the first mission... 
    Apparently, new recruits aren't allowed to proceed to the final training 
    right away.
    
    
    
    ---------------------------------------------------------------------------
    1.1. dataDyne Central - Defection
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    |  | 1| 1| Disable internal security hub
    |  | 2| 2| Obtain keycode necklace
    |  |  | 3| Download project files
    |  | 3| 4| Disable external comms hub
    | 1| 4| 5| Gain entrance to laboratory
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Opposition 
    ------------------------------------- ------------------------------------- 
    Falcon-2                              dataDyne guard
    Falcon-2 (Silenced)                   dataDyne shock trooper
    Dual Falcon-2 (Silenced)              Office clerk(PA, !)
    CMP-150                               Cassandra de Vries(!)
    Laptop Gun (PA)                       Cassandra's office secretary(!)
    ECM Mine                              Security camera
    Data Uplink                           
    Cassandra's Necklace
    Pistol ammo case
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : In the foyer the shield is located next to either one
                     of the main elevators.
    
    Shield 2 (A/SA): On central office floor kill the lone trooper in the
                     leftmost room to make him drop this item. This shield is
                     also available on PA for the Japanese version!
    
    Secret Weapon  : Dual Falcon-2
                     The masked Shock trooper in the office next to the 
                     clerk has these. If you make enough noise he'll
                     get out to attack you head-on!
    
    Secret Weapon  : Laptop Gun (PA only)
                     Let the office clerk escape, and he'll unlock a small
                     inlet near the staircase so he can hide in there. Follow
                     him at a distance to find the weeping clerk with a Laptop
                     gun on the wall along with Falcon-2 ammo.
    
    Cheat 1        : Beat the level
                     Classic sight
    
    Cheat 2        : Special Agent - 1:30
                     Marquis of Queensbury Rules
    
    Cheese         : Not reachable without explosives (i.e. cheats); see
                     dataDyne Extraction for this one.
    ---------------------------------------------------------------------------
    
    All: The level is a descent through "Lucerne Tower": dataDyne Central's 23 
    store high headquarters. This design is used thrice in the game (Defection, 
    Extraction, and the 1st bonus mission: Mr. Blonde's Revenge) so you'll 
    learn your way without too much effort. There are three main areas around:
    
      -The starting point helipad and the indoor area directly below it
      -Three levels of office blocks connected by staircases and two 
       elevators the other 20 stores are 'decoration' and are inaccessible!
      -The foyer on ground level
    
    As for our objectives because it's the very first level you only need to 
    complete 1 itty-bitty objective on Agent. And that one is automatically 
    completed when you reach the level end. Thus on easy mode you can just 
    breeze through it not worrying about anything at all: there's no need to 
    get Cassandra's necklace, security cameras are nonexistent, and no 
    treacherous office clerk. So you can read how to get rid of the guards and 
    ignore any objective related stuff.
    
    In any case, watch the introductory movie to get an idea of the situation 
    if you like, and gaze upon the technological imaging capabilities of the 
    N64 in 1999. After disembarking her aircraft she stands tall on Lucerne 
    Tower's helipad, looks around, and readies her silenced Falcon-2 for 
    action!
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    All: Your very first dataDyne guard is walking underneath the helipad. If 
    you look over the edge you might catch him wandering around the place. 
    Depending on when you entered the level (during the cut scene) he'll be in 
    a different location. If you enter the level straight away, the unwary 
    guard will be straight below you with his back turned to you! You could 
    shoot him from a distance, but alternatively you can fall down behind him 
    and take him out with the secondary option of Falcon-2. Incapacitate him 
    without draining any bullets (ammo is very sparse in Perfect Dark, so don't 
    waste it!). If you punch an adversary in the back, when they don't know 
    you're around makes them fall unconscious in a single swipe! This is called 
    a "surprise attack" and will be very useful in several occasions. Use this 
    element of surprise wherever possible. Collect the CMP-150, but remain 
    using your silenced gun for now.
    
    The door to the left is overlooked by a security camera on SA/PA, so take 
    it out with a single bullet by shooting into the lens. Hitting the casing 
    will require 2 or so shots to make it explode (yes, everything explodes in 
    this game) and stop its recording abilities. You can ignore it and run 
    inside the structure, but if you stay too long within the camera's sight 
    the alarm will trigger. No additional guards appear, but this does put all 
    the guards on the next three office levels on sharp. Effectively blowing 
    away any stealth advantage you had, thus making it harder for yourself.
    
    After going through a second door there's a distant security camera, which 
    is too far away to see you. Just a single direct hit should be enough. The 
    stationary guard in the inlet to right will be startled for a second or two 
    when seeing an armed Joanna. Use this moment to take him out without any 
    hassle. If you hit him at least once he's scripted to drop his gun on the 
    floor and surrender. Jo can just leave them be; in Perfect Dark guards who 
    give in won't betray. They'll just disappear in thin air if they go outside 
    your sight. Don't waste ammo on them, and if you really feel like you want 
    to take them out just punch.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    Objective: Disable internal security hub
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    SA/PA: There's a third camera to the left of this coward, take it out and 
    get your ECM mine ready by selecting it from the inventory. Descend the 
    stairs and Daniel contacts you about the comms hub's location (that's odd 
    the mission reads security hub, the comms hub comes by later...). Look to 
    your left and notice the wall panel next to the cylinder. Place a bug on 
    the panel to disable all security systems for a minute or so (this disables 
    any cameras), and it completes Objective #1.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
    All: You can play around with the light switch here to turn the lights 
    on/off. Remember this as it just might come in handy the next time we pass 
    by here...
    
    Descend the stairs to meet up with guard #3, just be quick and aim for the 
    body/head to take it out with as little effort/ammo as possible. Open the 
    wooden door for another message from Jo's boss. Cassandra's office is 
    supposedly on this floor. Walk around to find a guard with his back to you; 
    easy victory. Be aware that another patrolling goon may enter this floor 
    from the doorway to the far left.
    
    A: On Agent you can enter the elevator right here and get down to the 
    bottom floor (skip reading until after Objective #3).
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    Objective: Obtain keycode necklace
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    SA/PA: The doorway in the center is locked, but if you look on the table 
    where the guard was there's a small red box. Press "B" while standing in 
    front of it to unlock the big doors. Make sure the Falcon-2 is on pistol 
    whip or be unarmed, and walk into the office. The old woman in the blue 
    dress is Cassandra de Vries and the other is a personal secretary or so. 
    The secretary chickens out, but Cass will set off an alarm if you don't 
    make her shut up. Knock the blonde bitches out cold to claim the necklace 
    containing the keycodes. Whatever you do don't shoot either of them, or the 
    mission will fail. This clears the first of three store levels.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
    All: Below the staircase to the left at the bottom there is a small case 
    with Pistol ammo. You can collect it by crouching underneath the stairs, or 
    by breaking the glass on the higher levels and falling down from the rear 
    side. You can clear out the two lower stories on all difficulties, but it's 
    only needed for PA. So just read PA's objectives if you like to know 
    anyway.
    
    SA: After getting Cass' necklace Special agents can enter the elevator as 
    well to get down to the bottom (skip reading until after Objective #3).
    
    PA: The easiest way to go through is by clearing the central floor first, 
    because this clears the way for later, when we're holding the office clerk 
    hostage. Open the doorway and there might be some guards walking around. If 
    so take cover behind the passageway and use the side step (C-left, C-right) 
    while aiming to briefly show yourself and hit your opponents, then hide 
    again. If you're unlucky enough that the guard was just walking through the 
    left doorway 2 more guards will be alerted and come out of their chairs. 
    Again, shoot & hide to get through this section without being hit. You 
    might want to change to the CMP-150 in secondary mode (Lock-on) here.
    
    Follow the left wall to find a lone soldier just watching over the glassy 
    window in the place behind the door. On A/SA this is the bloke who carries 
    the Shield tech item with him (he actually even carries in on PA in the 
    Japanese version of the game, but not for the other regions o_O).
    
    The right back room has a desk with some more pistol ammo on it, which is 
    good as you may start to run low on it for PA. Open the door to the right 
    to notice a guard working on his gun. After you get up close or shoot him, 
    he gets startled and returns fire. Use this moment to take him out safely. 
    Walk up to the dead body and notice the right wall. If you get to close to 
    it the segment opens up just like that (you can also trigger it yourself by 
    opening it like a door). In the back there are three more guards and 
    another case of Pistol ammo.
    
    Before heading to the lowest floor, eliminate the camera next to the left 
    elevator doorway. Descend to the lowest store, open the door and peek 
    around the corner. If the coast is clear enter the opposite rooms to find a 
    single goon behind his desk in each one and another pistol ammo case (3x). 
    The door to your left is locked, for now. If you make too much noise or 
    wait too long around here the Shock trooper will come out of his hiding and 
    fights you with dual silenced Falcon-2s. Kill him to collect the guns, now 
    you can dual wield as well. Otherwise, seek him out in the two office 
    blocks in the back. The other office cube's door is locked, and there's 
    also distant camera (shoot it!).
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    Objective: Download project files
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    PA: If you stand near this locked door you'll overhear a call from an 
    office clerk. He talks about deleting some files and leaves his office. You 
    have to stop him before he completes his objective. Show yourself and he 
    puts up his hands in the air. Joanna tells him about the password problem 
    and he needs to help out, so don't kill him (shooting the limbs once is 
    tolerable)! If you want this level's secret weapon let him escape. He'll 
    run to the distant alcove to hide there. Follow him and now the door should 
    be unlocked allowing you to collect some more Falcon-2 ammo plus the Laptop 
    Gun (how does a Carrington Institute weapon end up here..?)! That will be 
    handy for the foyer. :)
    
    Keep your gun pointed at the programmer and follow him up one floor towards 
    the terminal. Once he says "Right, I'm in..." knock him unconscious 
    otherwise he deletes the files you need to download failing your mission. 
    Once this is completed take out the Data Upload from your inventory and use 
    it on the terminal to complete this objective. Finally, go down the 
    elevator as A/SA already did to the ground floor. 
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
    All: Once you're going down, duck to the lowest level (twice) and move 
    backwards as far much as possible. If you don't the guards at the bottom 
    will see you and attacks you in a group of 5 or 6 which is a little too 
    much. If you did duck correctly no one will notice you, but the music 
    speeds up nonetheless. When the elevator opens up, use the silenced 
    Falcon(s) to break the glass and fall down, then switch to the Laptop Gun.
    
    There's two guards here who are no match for your Laptop Gun. Also the 
    counter can provide some safety and there's two CMP clips located behind 
    it. Walk around counter clockwise, if you did what I just said the guards 
    in the back won't have noticed you and the one in the inlet to your left 
    will get startled. Again, use this in your advantage to take out the 
    remaining three guards.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    Objective: Disable external comms hub
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    SA/PA: Reload your gun and open the right passage in the back. There's 
    three more shock troopers here which can be taken out safely by 
    opening/closing the door repetitively. Don't blow up the terminals in the 
    back here or the guards from the rear left passage hear the racket and come 
    after you! Get your ECM mine out again and stick another one to the low 
    panel to disrupt the communications.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    Objective: Gain entrance to laboratory
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    All: Lastly, the inlet opposite of the comms hub has five more shock 
    troopers in it. Before opening this room deploy the Laptop Gun if you have 
    it as a sentry on the wall opposite of the doorway. This way most of the 
    guards get killed without any effort on your hand. The downside is that the 
    gun chews up 150 machine gun ammo when deploying it. Use your Falcon-2, or 
    CMP-150 if you still have ammo for it, to take out any guards that get past 
    the Sentry.
    
    Afterwards pick up the Sentry again to get the Laptop Gun back. Just press 
    "B", while standing in front of it. There may still be a single sleepyhead 
    guard around the back corner. The dead end actually conceals a doorway 
    (like on the upper floors) where an elevator is hidden. Enter it to 
    complete the level.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
    
    
    
    ---------------------------------------------------------------------------
    1.2. dataDyne Central - Investigation
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    | 1| 1| 1| Holograph radioactive isotope
    | 2| 2| 2| Start security maintenance cycle
    |  | 3| 3| Shut down experiment
    |  |  | 4| Obtain experimental technologies
    | 3| 4| 5| Locate Dr. Caroll
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Opposition 
    ------------------------------------- ------------------------------------- 
    Falcon-2                              dataDyne guard
    CMP-150                               dataDyne shock trooper
    Dual CMP-150                          Autogun
    Dragon                                Scientist(!)
    K7-Avenger
    Proximity mine
    Spycam
    Data Uplink
    K7-Avenger Ammo boxes
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : On a crate in the central room near the radioactive
                     isotope where the hatch door is located.
    
    Shield 2 (A/SA): In terrarium right after the laser grid room.
    
    Secret Weapon  : Dual CMP-150
                     Unlock weapon cache near the cleaning bot's control panel.
                     The cache only unlocks if not a single guard has noticed
                     you at the time the panel is activated.
    
    Secret Weapon  : Proximity Mines
                     In the radioactive room run along the outer wall to
                     collect the box with mines taking minimal damage.
    
    Cheat 1        : Beat the level
                     Slo-Mo Single Player
    
    Cheat 2        : Perfect Agent - 6:30
                     Buddy: Pugilist
    
    Cheese         : Last experiment room, look down through the glass floor
                     to see a small cheese wedge on the grating
    ---------------------------------------------------------------------------
    
    All: After Jo knocks out the unwary guard in who's inspecting the elevator 
    during the cut scene the level begins. As you may notice the silencer from 
    her gun is now gone (why'd she do that for?), so the stealth advantage of 
    the Falcon will be less for this level. Exit the elevator and you go into 
    two directions: left is the actual laboratory and right leads to an 
    optional section.
    
    This optional part has a guard over viewing a red colored control panel. 
    Take him out before he runs into the back area where 2 more men are seated. 
    After that activate the red panel to unlock the hatch door we'll come 
    across soon enough. There's no particular reason to do this, but it allows 
    you to enter a part from the laboratory from a different direction that's 
    all.
    
    From the elevator head left and take out the lone patrolling trooper who is 
    surprised by your presence. Head up to the doorway and notice the wooden 
    wall to your left. If you press 'B' in front of it it'll say "This door is 
    locked". This is a maintenance hatch opens from time to time by the yellow 
    cleaning bot whom hovers around the area. It provides you a shortcut to 
    reach objective 2. The normal passage leads to a room with 3 guards behind 
    bullet-proof glass. If you make too much noise here or one of them calls 
    out for help 2 more guards from the next area will enter this place. So 
    quickly take them all out from behind door entrance's cover. Next up is the 
    large area that connects five different regions with one and another as 
    shown below:
                              | 6|
            _____            _|..|_
           |  C  |          |GG    |
           | #3  |          |__..__|
           |__.__|_________ _/G   |
           |    G|      ___.     G|
           | #2  .     /   \_____/
           |____G|__  |
                    | |___ _____
                    |    G.     |
                    |  __G| NV  |
            _____ __| |   |_____|
           |     |G   |   
           | K7  .   Q|                   _____
           |_'___|G_  |__________________|G    |
             ''''   |  __________________.  #1 |
        ______  '  _|.|_                 |G____|
      <-____  | ' |_ G _|                   
         ___|.|_'___|.|____                 
        |    2  '    3     |        ______   
        |       '          |  __   /   _  \ 
        |       ' _        |_| G|_|     \  |
        |       '|5|      4._  G _.    R |P|
        |         -        | |__| |    _/  |
        |      GG      S   |       \______/ 
        |___ . ____________|                
             1                              
    
       1 : Entrance
       2 : To cleaning bot controls
       3 : To laboratory hallway
       4 : To radioactive isotope
       5 : To hatch door
       6 : To laser grids
    
       . : Door
       ' : Hidden path underneath hatch (Hatch door)
       G : Guard
       Q : Patrolling guard
       C : Cheese wedge
       R : Radio-active isotope
       S : Shield tech (Agent only)
       P : Proximity Mines crate
       K7: Experimental Item: K7-Avenger carried by guard & Scientist
       NV: Experimental Item: Night vision goggles
       #1: Scientist with experiment to shutdown
       #2: Scientist with experiment to shutdown
       #3: Angry Scientist with experiment to shutdown
    
    Note: Rooms K7, NV, #1, #2 contain 2 crates of K7-Avenger ammo each.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Holograph radioactive isotope
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: From (1) you can head to the isotope via the door at (4), which is 
    guarded by 2 stationary people. As the radioactive isotope is too dangerous 
    to get close up to deploy the Camspy via the Pause Menu and take a picture 
    when you're up close to it. If you really want the proximity mines you can 
    strafe run along the wall to collect the box of mines and take minimal 
    damage. If you're fast your health will only be drained a bit once.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Start security maintenance cycle
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Enter the basement area via the cleaning bot's maintenance hatch, or 
    walk through the corridor via (2). Note however, that the latter does mean 
    you have to go through a series of 5 barricades with one guard hiding 
    behind crates each. The accuracy of these guards is low, but because of the 
    lighting effects it can be hard to get a proper view on them. If you go 
    there via the first method you can run through the corridor in reverse 
    direction which is easier, but unfortunately you can't attack them in the 
    back as they'll spot you when you get near.
    
    Either way you'll be in an small area with a ledge and a small glass 
    railing. Punch it three times or shoot 3 bullets into the same segment to 
    shatter it allowing you to fall down to reach the required control panel 
    right away. Alternatively, open the door in the back and walk all the way 
    around. You might spot an unwary enemy through the glass of the door. Shoot 
    through the glass for an easy kill. There's another one lurking around here 
    and he might get attracted by the dead body of the first guard. There are 
    three panels around here:
    
     1. In the far back       - Used for reprogramming the cleaning bot's
        near the glass ledge    cycle. This can only be done if the bot is not
                                actived (which he is by default).
    
     2. Near the second guard - Used for activating the cleaning bot. If you
                                didn't reprogram the cycle using the other
                                console it will just hover around in circles
                                right here.
    
     3. In an inlet           - Used for opening the weapon's cache. This will 
                                unlock the dual CMP-150, but it requires you
                                not to be seen by any person up to that point!
    
    So after using the data-uplink on the first panel, then activate the second 
    panel the maintenance bot will start a different cycle. You'll need him to 
    deactivate the laser grid later on. 
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    A: If you're playing on Agent you can just skip through the corridor and go 
    to laser grids (6) straightaway. Skip reading until after "Obtain 
    experimental technologies" objective.
    
    SA/PA: Back in the main room you can progress via (3), or (5) if you 
    activated the hatch near the beginning of the level. Although, you don't 
    need to go to the K7-Avenger room for Special agent at all. If you follow 
    (3) you could clear out all the guards in each laboratory segment before 
    doing objectives 3 and/or 4 in order or do them all interleaving. For each 
    set of two you can use the Lock-on feature of the CMP-150 to know their 
    position even if you lose line of sight. Once you hear them stop shooting 
    you can pelt them down yourself with 'automatic' accuracy. :) It's pretty 
    easy actually, as long as you don't push forward too fast. The only thing 
    that can screw things up is the patrolling guard which can be anywhere in 
    the corridor. So as soon as you enter strafe into the first sideway to have 
    a good hiding place.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Shut down experiment
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: Our next objective is to take all running experiments out of 
    commission. To do so Joanna has to visit the three "#" marked laboratory 
    rooms on the map above. Inside each one she finds a scientist and 4 
    consoles. 
    
     -Two of them are inactive
     -One triggers the alarm
     -One disables the experiment
    
    The combination is randomized each time you play the level! If the alarm is 
    triggered for the first time 2 or 3 shock troopers will spawn in the 
    radioactive isotope room and hunt you down, which is probably not a good 
    thing (although it's not that dangerous as well...). So you'd better not 
    risk a chance yourself. Instead, talk to the scientist to make him shut 
    down the experiment for you. The unarmed professor will then walk to the 
    correct console and deactivate it. 
    
    The last scientist you make contact with will always trigger the alarm 
    rather than shutting it down. The last one is usually the angry scientist 
    (#3), but not necessarily. For example if you deactivate the console in #1 
    yourself without talking to the scientist the other two willingly 
    deactivate their experiments, despite the fact that the arrogant attitude 
    of the scientist (#3) doesn't sound very sincere about it. Thus for the 
    last scientist just follow him around and wait until he stops. Knock the 
    doctor out, before he activates the console with the alarm. Now you know 
    which one is the red herring and can safely activate the 3 other consoles 
    yourself to stop the last experiment.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Obtain experimental technologies
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: This level contains 3 different experimental items Jo has to bring back 
    to the Carrington Institute. The items in question are:
    
    1. K7-Avenger
    -------------
    Enter the "K7" marked room and stand on the slow moving elevator. Once it 
    goes down you'll notice a scientist and a guard practicing on a distant 
    shooting target constantly making comments. Because they both have their 
    back turned to you it's easy to overpower them and collect the Avenger.
    
    If you enter the room via the maintenance hatch you'll come in face-to-face 
    with the K7-avenger practitioner. Because he pauses between shooting that 
    leaving you a moment to take him out, while he's reloading. The advantage 
    of doing this however is that once you get up the elevator again, you can 
    shoot the guards near the door through the glass without them noticing you 
    at all!
    
    2. Night Vision goggles
    -----------------------
    Pretty simple, go to the "NV" room and shatter the glass barrier with 
    either some bullets, a pistol whip or a few punches. If you look more 
    closely at the item you'll notice the magenta color of it suggesting it is  
    pair of Infra Red goggles (Night Vision goggles in the next level are also 
    green), but the game insists that these are Night Vision goggles.
     
    3. Shield tech item (the non-functional one, that is)
    -------------------
    There's one shield tech item near the very end of the level which appears 
    on all difficulty levels (I'll mark it later on). This one is not 
    functional, but it is required to pick this one up to complete the PA 
    objective. Oh well, if you made it that far you can pull through the last 
    room as well.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Once you're done with all the laboratories, disabled experiments, and 
    collected all the goods, enter the distant right path to find two guards of 
    which one is dead ahead. Take them both out and watch out for movement of 
    the door on the left. It can denote the moment the two guards in the back 
    are triggered by the noise. Ready yourself and take all four out in total. 
    The last one is sometimes difficult to spot around the corner behind the 
    door.
    
    Now you need to wait for the cleaning bot to pass through the laser grid in 
    your direction. Touching the grid depletes all your energy in less than a 
    second! As there are three grids you really need to wait for it,  until it 
    travels in the same direction as you. This is a very tedious process and 
    will also be the bottleneck for getting the time cheat in Perfect Agent, 
    mind you.
    
    After the 3rd grid run ahead and open the first door to find a lone thug 
    waiting for your arrival. The passage behind him leads to a larger room 
    with two guards on both left/right sides. I usually strafe in a ellipse 
    shape around the right one and take the other out afterwards. If you keep 
    moving around it's hard for the two of them to hit you. Take them out, 
    collect the CMP-150 from the hexagon table and shoot the terrarium's glass 
    window to the left for shield #2 (A/SA).
    
    Another set of double doors awaits you where two goons with Dragons are 
    standing on either side of the doorway. Just look around to corner to see 
    one of them. Quickly take it out and either wait for the other to come 
    towards you, or run into the room to circle around him. Now use the Data 
    Uplink again on the console to unlock the doorway to the security level 4 
    rooms. However, while you're doing this 2 guards will spawn two rooms back. 
    To remedy this pick up 1 Dragon, select it, and press 'B' to get secondary 
    mode: "Proximity Mine". Open the first door and throw the proximity Dragon 
    back against the other. When you uplink the spawned adversaries will be 
    blown away! Collect the second Dragon afterwards if you still want to be 
    able to use this weapon. Alternatively, you could stick one of those 
    proximity mines on the door as well. Once unlocked run down the path 
    towards another large room.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Locate Dr. Caroll
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: We're getting close to the end here. Before entering crouch down, and 
    manual aim with either Dragon or K7-Avenger because of their enhanced zoom. 
    Open the door and reclose it before it is completely opened so you can spot 
    the distant guard without him noticing you. Repeat it one or two times, 
    until you have a steady shot on his head and fire for an instant kill. This 
    will attract the other 2 Dragon guards to the left. Again, opening/closing 
    the door several times will tell you where they are going for. If they get 
    closer to the door move back and sniper them down, while they open the door 
    themselves. The AI doesn't shoot when they are waiting for a door to open 
    so that gives you a good chance of nailing them down.
    
    PA (Shield Tech item): When you finally enter the large room, head through 
    the left doorway to find a huge metallic wall. If you get close it'll open 
    up like a door by itself. Don't run forward here, but instead put on manual 
    aiming. A guard will appear from behind the corner and after that two more 
    will run forward from the next 'wall-door' behind him. With manual aim you 
    should be able to shoot them down with a single magazine and taking no 
    damage. Run to the far back to find another different looking wall. Get 
    close again to make it open up magically; inside are a lot of lights and 
    the necessary Shield Tech item to complete Perfect Agent objective #4.
    
    All: Back in the larger room, get out the K7-Avenger and get ready to meet 
    up with drone guns! Open the door and quickly run back several steps. 
    Crouch, take aim and shoot with the K7-Avenger to eliminate the drones. If 
    the door closes, reload, reopen, run back out of their range, and repeat 
    the process, until they're all gone. The secondary mode of the K7-Avenger 
    will tell you if all 3 are destroyed (one is hidden on the backside of the 
    other). If you're going for a fast time you could try to strafe run through 
    the corridor hoping to get hit as little as possible, but I wouldn't bet on 
    making it all the time. Open the door at the other end to find Dr. Carroll 
    and exit the level.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    1.3. dataDyne Central - Extraction
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    | 1| 1| 1| Access foyer elevator
    |  |  | 2| Reactivate office elevator
    |  | 2| 3| Destroy dataDyne hovercopter
    | 2| 3| 4| Defeat Cassandra's bodyguards
    | 3| 4| 5| Rendezvous at helipad
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Opposition 
    ------------------------------------- ------------------------------------- 
    Falcon-2                              dataDyne office clerk(!)
    Falcon-2 (Scope)                      dataDyne guard
    CMP-150                               dataDyne shock trooper 
    Dy-357                                dataDyne female guard
    Dragon                                dataDyne female guard* (invincible)
    Shotgun                               Cassandra (invincible)
    Rocket Launcher                       Mr. Blonde* (invincible)
    Grenade                               Hovercopter
    Office key card
    Rocket crates
    
    * = Inanimate dummy models used during the cut scene; only accessible
        with the keycard. Cassandra too, but only after you finish the
        in-level cut scene.
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : Up the lowest office block in the small closet to the 
                     left of the elevators.
    
    Shield 2 (A/SA): -
    
    Secret Weapon  : Dy-357
                     Kill the first 5 guards in the foyer without being seen
    
    Secret Weapon  : Grenade
                     Kill all 10 guards in the foyer before the lights turn
                     on (on Agent lights never go on). Go up the elevator,
                     now a guard will appear which holds a keycard. Collect 
                     the keycard to be able to enter Cass' room. Inside there
                     is one lying on her desk. Hmm....
    
    Secret Weapon  : Dragon
                     Use the Grenade (or another explosive) on the back-end
                     right wall in Cassandra's office to blow a hole into it.
                     Enter the secret room to find the Dragon lying abound.
    
    Cheat 1        : Beat the level
                     Rocket Launcher
    
    Cheat 2        : Agent - 2:03
                     Hurricane Fists
    
    Cheese         : In a grate near the secret Dragon weapon.
    ---------------------------------------------------------------------------
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Access foyer elevator
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: There's a lot of optional weaponry and stuff to be found in a level 
    which is otherwise pretty short! Dr. Caroll will be following you through 
    the entire level which can be problematic as he sometimes appears from a 
    different route (read: warps in) and thus may get caught in your line of 
    fire. Most guards focus their attention shooting Joanna, but if you leave 
    the doctor behind he will surely get destroyed, so make sure to clear all 
    the guards along the way. Once the elevator guard from the previous level 
    wakens, his lights go out again and then everything turns dark.
    
    As soon as the level starts equip the night vision goggles to regain sight. 
    The lights will remain off a denoted by the timer at the bottom for:
    
      A - Unlimited time (no timer)
     SA - 2:30
     PA - 1:00
    
    If you can kill all 10 guards in the foyer before the lights go on you get 
    a chance of obtaining a special keycard which can come in handy for some 
    optional gear (such as an early Rocket Launcher!). Next to that killing the 
    first 5 guards without being seen nets you a Dy-357 magnum, which is not 
    very usable in this level. But still, killing enemies without them seeing 
    you means that they can't damage you as well. ^_^
    
    For the 1st enemy, open the door and shoot him through the head with the 
    scoped Falcon-2. Next stand near the second door and open it from a side, 
    step a few away from it so the guard behind the table won't see you (his 
    eye-sight is limited, but does extend little beyond the doorway itself). 
    Another manual headshot should do it here. For the next to hug the right 
    wall with your back as you sidestep towards the right. You'll notice the 
    two stationary goons which are easy prey, but if you miss they'll be 
    alerted! For the fifth guard step around the barricade table and look to 
    the right around the corner, but don't step out to far or the two near the 
    top elevator may spot you! This guard shouldn't be able to see you from 
    this distance. Cap his head correctly for a Dy-357.
    
    Next up are two troopers hiding behind the counter, which has another set 
    of two CMP-150s. Again, go for headshots to prevent them from reacting. 
    Around the corner is another lone fool waiting for his death. And lastly, 
    the two guards upstairs are a bit harder. Carefully, step into their view 
    and take the left one out, and then the righter. If the lights are still 
    off when he falls a guy will spawn upstairs whom carries a special keycard. 
    Now enter the foyer elevator leaving Dr. Carroll behind, it's better for 
    his health (don't worry; he automatically catches up with you once you exit 
    the level). And take off the goggles if you don't want to get blinded by 
    the bright light.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Once upstairs get out of the elevator and the previously mentioned 
    guard should have spawned around the corner if you were fast enough. Take 
    him out to get his keycard. Now that you have this card, go back down the 
    foyer and access the Comms hub (from the 1st level) to find Mr. Blonde, 
    Cassandra and 2 dataDyne female guards along with two Rocket crates. 
    Collect the rockets to receive a free Rocket Launcher along with it! These 
    characters are inanimate and invincible. Actually, they are supposed to 
    participate in the end of level cut scene. The two Rocket crates are to 
    appear on the roof top to give you some extra ammo, so that's why.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Destroy dataDyne hovercopter
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: Now that you have the Rocket Launcher you can take out the 
    Hovercopter patrolling around the building with relative ease. On Agent 
    there's no hovercopter to be seen. Rather scrambling around the level like 
    mad dodging the stream of bullets (granted the shots only do minimal 
    damage), and getting the launcher from the top floor. Just shatter the 
    glass and Lock-on to the hovercopter before shooting the projectile. 
    Without rockets you need a huge amount of conventional bullets to take it 
    out, but it can be done...
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Reactivate office elevator
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: On Perfect agent you need to reach out for the distant console on the 
    lowest office floor to reactivate the other elevator leading up. So after 
    passing through the keycard guard, take out the two of them behind 
    barricaded tables (show yourself, hide, wait until fire stops, shoot them). 
    Run around the outer ring corridor and kill the two shotgun wielding female 
    guards. The office in the back has another female shotgun guard waiting for 
    you. Once they're all gone (also see next objective) press 'B' in front of 
    the blue table console to complete this objective.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: The bottom & second floor don't contain anything interesting other 
    than some female guards which can be entirely avoided on Agent level. The 
    blue barricade to your left can be destroyed with another rocket, which 
    allows you to reach the stairs to the top level right away. Also a glitch 
    can get you up the top floor in even less time. After entering the foyer 
    elevator hug the left wall and wait until you reach the office floor. 
    Instead of getting outside press 'B' here to open the locked door from the 
    backside through the wall! A small oversight in the game allows the user to 
    open the staircase doorway from the elevator's side. Very handy for the 
    time trial cheat.
    
    The top floor has two office clerks and a trooper watching over a pedestal 
    with a peculiar item on it. You can overhear their clumsy conversation or 
    just kill the trooper and claim the Rocket Launcher if you haven't gotten 
    it already. If you have the keycard open Cassandra's office to find a 
    Grenade on her table. Chuck it into the right corner to blow up a wall 
    uncovering a secret passage leading to the level's cheese wedge and a 
    hidden Dragon weapon. Once you're done here enter the left staircase to 
    reach the top area where you meet up with Cassandra.
    
    Once the door is opened you'll be forced to enter the room and face 
    Cassandra. Get your Rocket Launcher, slowly step to the right where the 
    light switch is, and patiently wait until she's done talking.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Defeat Cassandra's bodyguards
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: This is a rather confusing objective to complete. On Agent you only 
    need to kill the guards directly surrounding Cassandra to complete the 
    objective. On Special/Perfect Agent you also need to kill the guards on the 
    lower floors as well. Keep this in mind, as you don't need to waste running 
    around the bottom floors on Agent. 
    
    SA/PA: As we already went past the guards on the bottom floor in order to 
    get the previous objective only the middle floor remains. It is still a 
    good idea to blow up the blue barricade with a rocket as mentioned above as 
    you can catch the women off guard by entering their rooms from the opposite 
    direction. There should be 2 in the office blocks to the left and 1 in the 
    opposite block as well as some normal troopers in the inner area. Take 
    cover if needed and make the best of the idle time between their shots 
    (Shotguns are slow weapons).
    
    All: As for the top floor the lay-out is like the following:
           _____
          |     |          C: Cassandra
      ____|#    .(exit)    #: dataDyne female shotgun guard
     |      C   |          ': Light switch
     |    ______|          .: Door
     |  _|#    #|_
     | |          |
     | |#        #|
     | | |       '|
     |___|   _____|
     |      |
     |      .(entrance)
     |      |
    
    The lights will go out, and thus you switch them back on and shoot a rocket 
    near the left area to kill 2 female guards in a single go. The light will 
    blind them for a few seconds giving you some free time. I'd suggest to use 
    a Dragon / CMP-150, then take out any of the remaining 4 women on the 
    bottom floor and get underneath for a relative safe spot. There's only one 
    more left so you should be able to get through this part. Once the last 
    girl falls you'll see an Objective completed message on-screen.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Rendezvous at helipad
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    With all obstructions removed completing this objective just boils down to 
    running towards the helipad where the first level started. As the 
    hovercopter is gone by now this should be a piece of cake. If not you can 
    still blow it up with the Rocket Launcher.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    2.1. Carrington Villa - Hostage One
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    | 1| 1|  | Save negotiator
    |  | 2| 1| Eliminate rooftop snipers
    | 2| 3| 2| Activate wind generator
    |  |  | 3| Locate and eliminate dataDyne hacker
    |  |  | 4| Capture dataDyne guard
    | 3| 4| 5| Rescue Carrington
    |--|--|--|-----------------------------------------------------------------
    
    
    Items                                 Characters
    ------------------------------------- ------------------------------------- 
    Falcon-2                              dataDyne Sniper
    CMP-150                               dataDyne Trooper (blue/shades)
    Dual CMP-150                          dataDyne Trooper (blue)
    Laptop Gun (PA)                       dataDyne Trooper (green, PA)
    Sniper Rifle                          Daniel Carrington
    K9 Devastator                         CI guard (dead, PA)
    Devastator ammo crate                 CI negotiator (A/SA)
    CMP-150 ammo crate
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : Atop of a crate near the helipad (next to the Devastator)
    
    Shield 2 (A/SA): In Daniel's bathroom & toilet.
    
    Secret Weapon  : Dual CMP-150
                     Kill the sniper closest to the Devastator crate in under
                     0:40 seconds to make him drop dual CMPs.
    
    Secret Weapon  : K9 Devastator
                     Blow up the left crate near the helipad by shooting it
                     a few times. A Devastator will pop out of it.
    
    Secret Weapon  : Sniper Rifle (PA only)
                     When playing on PA, there'll be a dead CI guard in
                     Carrington's toilet along with a Sniper Rifle next
                     to him.
    
    Cheat 1        : Beat the level
                     Sniper Rifle
    
    Cheat 2        : Special Agent - 2:30
                     Buddy: Hit and Run
    
    Cheese         : In the wine cellar's tight corridor on top of the right
                     shelf.
    ---------------------------------------------------------------------------
    
    All: I'll first explain the A/SA route, and separately go through PA as the 
    starting points are completely different. On A/SA you start near the 
    observatory where Daniel watches out to the stars with a Sniper Rifle, and 
    need to save the negotiator. But on PA you _are_ the negotiator and start 
    out on the dock with a Laptop Gun instead.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Save Negotiator
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A/SA: Once you take control over Joanna on A or SA only a fairly simple 
    procedure is required here. Take one step forward from your starting point, 
    aiming with the Sniper Rifle and take both guards out on the dock within 20 
    seconds. Otherwise the guards will shoot her dead at point blank range. If 
    you save her she runs off around the corner of the dock never to be seen 
    again...
    
    Complete the first objective, then turn around and run down caverns. There 
    are several dataDyne guards here, but their reactions are pretty slow. 
    After getting a CMP-150 from the first one switch to that as the Sniper 
    Rifle is not suitable for close range combat. Notice that the metal boxes 
    contain ammo crates so you may want to shoot those as well. Run along the 
    path taking out the other guards to reach the first sniper. There are no 
    guards in this area on Perfect Agent...
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Capture dataDyne guard
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: Once you take control over Joanna on Perfect Agent you start out on the 
    dock being unarmed. Your inventory has a Laptop gun, but it might be better 
    to take out the guards with your fists instead. Select the secondary 
    "Disarm" command and run around the thugs before they can start shooting. 
    Hit them in the back to collect their CMPs, to disable the immediate treat 
    and complete the objective denoted in the surrounding context box. Once 
    they're are both defeated the snipers will start to aim at you so take 
    care! Yes, sniper directly in your sight at the start ignores you until 
    both the normal guards are defeated.
    
    You might as well complete PA objective #4 here. This objective is pretty 
    lame, couldn't they think of anything better? Well, now that you've 
    disabled a guard on the dock you're done already.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    All: The following objective goes through the exterior and upper floor of 
    the Villa. Once you clear this one both PA and A/SA are aligned again. So 
    therefore, it is explained here in one go. Although, not necessary it might 
    be wise for A to follow SA here as the snipers can cause some agony even on 
    Agent.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Eliminate rooftop snipers
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: Here's a quick overview of the area showing you the location of each 
    of the 8 snipers in the level. Note that all of the snipers have no health 
    at all so shooting them once in the toe will suffice in taking one of them 
    down. On the other hand they do seem to have a near impeccable marksmanship 
    so don't stay in their sight for too long. Another note about the snipers 
    is that they remain inactive until the 2 henchmen at the dock are killed. 
    Thus if you don't kill those the Snipers will never retaliate and fire back 
    at you. This might be a good thing to know on PA.
                    ____________________________________________
                   |  b           |___      |                   \
         __________|__.______     |  _      |                    \
       /|       #6 |  _|patio|#5 a._|       |__                   \
      / |______   c._|_______|____|_________   |                  |\
     /         |   |    #3                  |  |                  | |
     |         .d  |__________     _____    |  |                  | \
     /   ______|   |_         |   |     | #7|  |                  |  |
    |   |   #2    e. |        |   |pool |   |  |______            |#8|
    |   |__________| |        |   |_____|  f.   ______|           | /
    |_____  |   _____|        |#4           |__|   Start PA       |/
          | |_________        |_____________|                     /
       ___|                                 |                    /
      |                           __________|                   /
      |_______________     ______/                             /
        ____________#1|   |_______                            |
       /           ____ __        \___________________________/
      /                \  \
     |   Helipad        | |  Start (A/SA)
     |                  | \____ 
      \    (devastator)/
       \______________/
    
    SA: For SA (and also recommendable for A to clear the area) it's the 
    easiest to take out #1. Then go for #3 and #4 immediately when entering the 
    open area. If you stand close to Sniper #1's spot you can spot the head of 
    #2 in the far distance over the left wall as well.
    
    Next walk up the stairs towards door (e) and shoot #7 and #8 in a straight 
    line before entering the villa. Inside there's 2 guards in the back and 2 
    to the right. If you use the door opening as cover it shouldn't be to hard 
    to get them all. Follow the right wall and go outside again (door c). 
    Sniper #5 is little to the right of you and directly on the roof above you 
    is another (#6). So take both out to complete this task.
    
    Optionally, you can kill the guards outside door (d) and go down the stairs 
    near (e). This gives you a better vantage point over the staircase near 
    (b). Down under enter Daniel's bedroom to find a dead CI guard along with a 
    Sniper Rifle. Further in the back are three more guards which come running 
    towards you if the distance is too far. They will never shoot from that 
    far, thus they make easy prey when coming right towards you. Finally, walk 
    over to the right to find the last two guards at (a). You are in the 
    kitchen now and the path merges with PA.
    
    
    PA: Given your position on the dock and using either CMP or Laptop Gun, 
    first go for #7, #8, walk around the dock so you can just make out #5 in 
    the distance. Head for entrance (a) and take out the lone guard in the 
    corner down the stairs. Just behind the door you notice 2 guards through 
    the glass window (they can't see you and you can't shoot them through the 
    glass either!). Open the doorway and kill them while the door is still 
    opening.
    
    Once inside go a few steps to the right to notice 3 or so adversaries 
    running towards you. As on SA you can easily nail them down from such a 
    long distance without them firing back. Continue forward past the staircase 
    and head left to find Daniel's bedroom. On PA you don't start out with a 
    Sniper Rifle, but sometimes the snipers will drop one off/near the edge of 
    the roof. Just shoot it again to collect one (also works on other 
    difficulties, naturally). This may not always work, so the dead Carrington 
    Institute guard in Daniel's shower will have Sniper Rifle next to him as 
    well, hurrah. The dead corpse will only be there on PA for some reason...
    
    Trace back to the previous staircase and ascend it to reach (b). This 
    allows you to shoot snipers #6, #5 & #1 in the very distance. The patio can 
    be reached from Daniel's bed room as well to see Sniper #3's knees without 
    him being able to hit you.
    
    Reenter via doorway (c), 2 guards will be directly in front of you and 
    another duo is near the computer in the far back. Sniper #2 can be shot in 
    the feet by exiting the building at passage (d), but watch out for yet 
    another set of stationary guard twins outside the building to your right. 
    Head back to door (a) to meet up with A/SA's path as we go down the 
    kitchen's stairs.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: If you put a little effort to it you can reach the first dataDyne 
    sniper (#1) near the end of the tunnel in under 0:40. If you kill him 
    within this time limit he will drop dual CMP-150s. For PA sniping him at 
    doorway (b) may allow you kill the guard within the time limit as well, but 
    it's actually not worth hurrying that much. In the back of the helipad 
    there are three crates of which only the leftmost can be broken. If you do 
    so you can collect the grenade launcher of this game: the K9 Devastator! 
    One ammo crate in the cavern corridor's crates also contains grenade rounds 
    to provide a few extra rounds.
    
    Once you go down the tight staircase in the kitchen there will be one idle 
    dataDyne guy up in front of you, and another will be on the opposite side 
    of the wall panel. Further in the back another set of two guards are back-
    to-back watching over... the walls I guess. In both situations you can use 
    the wall panels for cover, if needed, so make use of it. The rest of this 
    floor is empty, but you can enter/exit the building from doorway (f) here.
    
    In order to continue on you need to find the door which is closest to the 
    kitchen's staircase we just went down. This leads to another set of stairs 
    leading to the basement level. As soon as you step into this room take care 
    of the guard around the right corner and directly below the entrance on the 
    basement floor. Optionally, you can go and save the swimming pool as well 
    here. Open the right doorway to find one guard directly opposite of you, 
    one around the left corner, and a last man to the far right standing near 
    the pool itself. Take them all three out to liberate Carrington's pool in 
    the process. Turn around and enter the other doorway to reach the interior 
    basement (sand colored floor along with stone textured walls).
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Activate wind generator
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: After reaching the interior basement there will be a single goon up in 
    front of you. Again, you should be able to take him out before he can react 
    and fire back. Walk up ahead and notice the metallic construction over the 
    water. There are two control panels on the machines here which operate the 
    windmill, but before activating them take out all 3 guards here. The latter 
    two usually hide behind the central wall pillar, so you may overlook them 
    on your first run. These have caused me some serious damage, so thread 
    slowly towards them, until their arms are in sight to get an easy kill or 
    at least stun them.
    
    Once the panels are on, you are still required to operate a third panel to 
    actually enable the windmill. Just follow the metal gully in the floor to 
    find it. The panel is guarded by three more guards, one in each corner so 
    be on your guard (as well as an additional 4th guard in the other passage). 
    Using the Devastator here may be tempting, but beware that control panels 
    don't like explosions... Only if you activated the other 2 panels 
    beforehand this 3rd will be operable. So hit it once you've done that to 
    complete the objective.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Now that power has been restored to the lower basement the door 
    opposite of last control panel unlocks. Go down there to find the lowest 
    level of the basement along with Carrington's wine cellar. 
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Locate and eliminate dataDyne hacker
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: At the very moment you enter the basement floor with Shock Troopers you 
    receive a message from Grimshaw at CI. He tells you to seek out the hackers 
    that have appeared at the villa, and take them out before they break in and 
    get to CI's precious files. At this moment 3 green robed dataDyne hackers 
    will spawn near the computers. You have to take them out before completing 
    the level, thus a backtrack begins. To find them either activate the R-
    Tracker or just follow these directions from the first Shock Trooper you 
    encountered:
    
     -Go back up some stairs and follow right
     -Take the first left branch, then right to get out of the basement
     -Up the stairs, to the right, and the stairs again to find the kitchen
     -Run along the right corridor to find the first 2 hackers
     -From the computer room opening run forward, up the stairs, and turn left
     -The 3rd hacker will be here in the distant corner of the room
    
    As the hackers are busy with there hackery ways they only notice you when 
    you're already at point blank range, so it should be easy to beat them in 
    their face. Yes, they can type whilst holding a gun in one of their hands. 
    Now retrace back to the wine cellar with Shock Troopers.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Rescue Carrington
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Joanna has to take out all 9 Shock Troopers on this floor to receive a 
    keycard which opens the final door. Note that if you failed one of the 
    objectives (or haven't completed one of the others) there are only 8 guards 
    down here with the 9th person being missing. So if you can't find the last 
    Shock Trooper make sure to check you mission status. 
    
    1, 2 and 3: Immediately to the right there will be the first masked shock 
    trooper who runs off to the far corner to call for 2 of his cronies to help 
    him out. Just shoot him in the back when he runs off, and take out the 
    other two as well. The door behind them is locked and can't be opened.
    
    4 and 5: The left branch door leads to the actual cellar. One shock trooper 
    will be hiding behind one of the 2 bottle racks each.
    
    6 and 7: Follow the corridor after this and don't get caught off-guard by 
    the two goons hiding behind the second set of wine racks. They'll pop up 
    out of nowhere if you get closer. Maybe you'd like to use one of those 
    shiny Devastator rounds right about now... Also notice the cheese on the 
    very top of the right rack.
    
    8 and 9: As with fourth and fifth Trooper these will be hiding behind the 
    two last racks. Once you take out the final guard he'll drop the keycard 
    which in turn allows you to open the door just next to him. End of Mission!
    
    PA: If you haven't completed the "Capture dataDyne guard" objective by the 
    time you enter the cellar, and you've killed all of the guards besides the 
    Shock Troopers you get a "Objective Failed" on-screen. However, if you 
    punch down a Shock Trooper the objective will go from Incomplete to 
    Complete after all! Don't be fooled by this objective failure too easily.
    
    All: Here's a small quirk. Try to destroy all the wine bottles. Carrington 
    has a remark for you in case you do this, but it only works if you shoot 
    the last bottle with a normal gun. If you take out the last bottle along 
    with some others, e..g using explosives, it won't work. 
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    3.1. Chicago - Stealth
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    | 1| 1| 1| Retrieve drop point equipment
    |  |  | 2| Attach tracer to limousine
    |  | 2| 3| Prepare escape route
    | 2| 3| 4| Create vehicular diversion
    | 3| 4| 5| Gain entry to G5 building
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Opposition 
    ------------------------------------- ------------------------------------- 
    Falcon-2                              G5 Guard
    Falcon-2 (Scoped)                     G5 Special Forces
    Dual Falcon-2                         CIA personnel(!)
    CMP-150                               FBI personnel
    Dy-357                                Robot droid(invincible)
    Remote Mine                           
    BombSpy
    Tracer bug
    Data Uplink
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : Down the stairs near the entrance to the Pond Punk bar.
    
    Shield 2 (A/SA): At the end of the tight storm drain in the back alley.
    
    Secret Weapon  : Dual Falcon-2
                     There's a set of two lying around inside the Pond Punk
                     bar.
    
    Secret Weapon  : BombSpy
                     Blow up the garbage bin near the flammable gas tanks.
    
    Cheat 1        : Beat the level
                     DK-mode
    
    Cheat 2        : Perfect Agent - 2:00
                     Psychosis Gun (with 4 shots)
    
    Cheese         : In one of the Pond Punk bar's toilets...
    ---------------------------------------------------------------------------
    
    All: This level is rather short and very different from the others. Perfect 
    Agent runners might as well go directly for the time cheat description in 
    Appendix as this level is super easy to complete in <1:00 using the BombSpy 
    method. First some explanation of what is going on here using a map of this 
    tiny level area (yes, that's the entire level):
    
     ____ ________________      __________  $ = Control panel G5 Door entrance
    |    |                |    |    ___   |     guarded by 4 G5 people!
    | G  |________ __ ____|    |___|$  .G5| # = Limousine, leaves after 1:00
    |         G   |==|     ==== _______|  | G = G5 Guard
    |     ________|==|____ ====|E         | C = CIA personnel
    |      | Ponk Punk    |    |          | F = FBI personnel
    |    | |______._______| X  |    _W____| B = BombSpy crate
    |   F|=|=====G#     C      |   | G(3x)| E = Equipment case 
    | G  |        ___________  |___|      | W = Remote mine wall section 
    |    | G     |     ______|     G C    | X = Patrolling robot droid 
    |    |=T   G |____|C C  _        F    | T = Taxi yellow cab 
    |    |        G_____B__|_|____________| . = Door 
    |    |        |G _____      |         | = = Storm drain passage (crouch) 
    |    |==    |F|C|     |     |         | E = Equipment box 
    |____|      |___|_____|Start|_________|
    
    
    G5 Entrance: In the top right corner is the exit. It is controlled by the 
    ($) control panel which is guarded by 4 or so people. If any of them sees 
    you the panel is automatically triggered and the G5 building is shut 
    permanently -> Mission failure. Thus you should not wander into this place 
    without creating a diversion to lure the guards away. However, because the 
    level is so small the AI is crippled to a very large degree. The guards 
    around the level exit can't see further than the entrance of the passage. 
    In essence this means you can run around the street area in the vicinity of 
    the entrance without them noticing you at all!
    
    CIA personnel: These people don't carry anything on them, more like plain 
    citizens. If you approach them without a gun they try to sell you stuff, 
    but if you show up with a gun they'll quake in fear. As the blue colored 
    manual aim suggests these guys are not to be killed lest mission failure 
    occurs...
    
    FBI personnel: For some reason this is a completely different matter. They 
    carry Dy-357s and will call for back-up as soon as they spot you. You must 
    take them out before they complete their calls or otherwise some major 
    sirens go off, the G5 entrance gets shut down, and lots of G5 special 
    forces carrying Magnums will be flooding the area. In other words you need 
    to restart the level. Fortunately, there's only three of these people in 
    the level. Disable them ASAP!
    
    Robot Droid: This invincible floating juggernaut is patrolling the area and 
    has a shoot-then-ask policy. It will shoot Jo on plain sight and can't be 
    destroyed using conventional means. The only way to have it get destroyed 
    is by reprogramming the taxi so it crashes into the droid. This is the 
    conventional means of completing the "Create vehicular diversion" 
    objective. If you do this the guards at ($) will move away from their 
    position allowing you to enter the structure. But it's not necessary to do 
    it like this at all.
    
    Pond Punk bar: This is a rather peculiar place the programmers put into the 
    game. The bar isn't accessible directly as the door is locked, but at the 
    entrance is one lone guard and two more directly near the doorway (there's 
    a Shield here too on Agent). There are two ways of getting in here:
    
    1. Shoot the lone guard once in the limbs so it runs off to call for
       help from within the bar. This may be difficult to pull off as the 2
       other guards may force you shoot them all.
    
    2. Make enough noise so the guards on the other side of the door will
       come running out. This is practically only possible by having the
       BombSpy explode right in front of the doorway.
    
    Once you're in there's really not that much to see. On the bar there's one 
    half of the Dual Falcon-2 and the other piece is on the central table. As 
    you may notice the table itself has an innocent pole sticking out of the 
    center. If you're old enough to legally play this game I think you should 
    be able to understand what that's supposed to mean. There is even so much 
    detail that there's an actual section of toilets. Inside one of them is 
    this level's cheese wedge... yuck.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Retrieve drop point equipment
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: From the start take out the first G5 guard and the first FBI dude 
    pronto! Then enter the alley to the right side of the road without drawing 
    the attention of the other guards around here. If you did, then you also 
    need to take out the FBI personnel in the sewer area to the left, otherwise 
    you can skip that entire area as you don't need to go there to get the drop 
    point equipment.
    
    In the alley hit the single patrolling G5 man as he walks away from you. In 
    the central area ignore the CIA agents and look through the passageway for 
    the last FBI guy. Use the range of the Scoped Falcon-2 to eliminate this 
    treat right away. Once he's gone one or two more G5 people may come towards 
    you. Take cover behind the wall and sidestep into view once they stop 
    shooting to take them out.
    
    Step forward and look for the guards on the fire exits, they spawn here in 
    random positions either at the bottom or on the 1st/2nd floor whichever 
    fools you the most. Once they're gone you should not need to worry about 
    any of the other guards in the level. From the back alley walk forward (PA 
    can do method 2 of the next objective in the meanwhile). 
    
    Now face away from the right and stay on the left side of the street. If 
    you do this the guards at the level exit will not see you at all! Fall down 
    the ledge and walk underneath the street to find the Equipment case marked 
    (E) on the map. You can walk back via the main street as well, just make 
    sure that when you climb the left wall section you are not looking directly 
    into the guards. If you look away the guards won't notice you, again. Btw: 
    if you're not in a hurry you could try to complete Objective "Create 
    vehicular diversion" using the BombSpy (see below) to remove the guards all 
    the same!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Attach tracer to limousine
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: Outside the Pond Punk bar there will be a parked limousine. You need to 
    attach the tracer bug (which you start out with, rather than in the 
    equipment case) before it leaves after 1:00. You can't just place the bug 
    on it in plain sight as some of the guards will notice you doing that. But 
    there are two ways of doing this successfully:
    
    1. Enter the longest storm drain and open the hatch from underneath. You
       should now see the car's underside, so just select the tracer bug and
       attach it to the vehicle to complete the objective.
    
    2. If you walk around the BombSpy area and reenter the main street via the
       back alley you can simply shoot the tracer bug from there onto the back
       of the limousine and no one will notice, piece of cake.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Prepare escape route
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: Walk back to the alley with the fire ladders and throw a remote mine 
    on either the bottom / top brick inlet on the wall. This will make a 
    difference for the next level so make a pick:
    
     Lower: Next level has a shorter escape route (ideal for the time cheat)
     Upper: Next level has a slightly longer escape route, but you get a crate
            of N-bombs which you otherwise can't have
    
    The game remembers the last successful mission instance where you threw the 
    remote mine against the wall (this is difficulty independent!). If you're 
    playing on Agent and never completed the level on the higher difficulties 
    the game will assume the lower wall section has a remote mine on it.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Create vehicular diversion
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: The goal of this objective is to remove the guards from the G5 
    building car park entrance from their positions, so you can enter the 
    place. Like stated above if any of them sees you the car park entry is 
    locked via the control panel on the wall and can't be reopened. Like most 
    things in this level this can be achieved in multiple ways:
    
    1. Retrieve drop point equipment, enter the middle storm drain from the
       back sewer area, and open the hatch above you. The cab should be next 
       to you and can be reprogrammed safely. If you try to reprogram the cab
       on the main street level the security droid will return and start
       shooting at you before you can complete this objective. After successful
       reprogramming the cab flies off, and will crash into the G5 Robot
       destroying it. This will lure the G5 guards away from their posts. The
       distraction gives you a chance to get into the car park.
    
    2. In the area marked with (B) on the map there's a dumpster which can be
       pushed around. If you push it as close as possible to the flammable
       metal cans it will explode, when you shoot those cans several times.
       Inside is a briefcase containing a BombSpy. This alternate version of
       the CamSpy will explode if you press 'B', while controlling it.
       Basically, it's a CamSpy with a grenade or remote mine inside of it. 
       If you maneuver the BombSpy around the G5 guards they won't notice it
       straight away. So if you can get it in the center (preferably a little
       nearer to the control panel) and blow up. The alternate diversion has
       been created as well! Moreover, all the guards should be toast about
       now. It's not only easier, but much faster too!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Gain entry to G5 building
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: After completing the previous objective this is rather trivial. Just 
    enter the bloody car park (isn't that door too small for a car to fit in?). 
    Notice that if you blew up the control panel the door won't be able to 
    close during the ending cut scene. XD
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    3.2. G5 Building - Reconnaissance
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    |  |  | 1| Disable damping field generator
    |  | 1| 2| Deactivate laser grid system
    | 1| 2| 3| Holograph meeting conspirators
    | 2| 3| 4| Retrieve Dr. Caroll backup from safe
    | 3| 4| 5| Exit building
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Characters
    ------------------------------------- ------------------------------------- 
    Falcon-2                              G5 Guard
    Falcon-2 (Silenced)                   G5 Guard (Cloaked)
    CMP-150                               G5 Special forces
    Dy-357                                Mr. Blonde*
    N-Bomb                                Trent Easton*
    Crossbow                              NSA body guard*
    Remote Mines (SA/PA)                  Cassandra de Vries*
    Door Decoder 
    Caroll data back-up
    CamSpy
    Keycard 1
    Keycard 2
    
    * = intermediate cut scene only
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : On the staircase leading to the top exit & N-bombs crate
    
    Shield 2 (A/SA): After the 2 cloaked guard rooms and before the laser 
                     grid room at the end of the corridor in plain sight.
    
    Secret Weapon  : N-Bombs
                     Place the Remote mine on the top exit in the 
                     previous Chicago Streets level. Then you'll find
                     this crate close by the location of the mine.
    
    Secret Weapon  : Crossbow
                     Defeat the last cloaked guard in the first room by
                     punching him to a knock out (how random...).
    
    Cheat 1        : Beat the level 
                     Small Joanna
    
    Cheat 2        : Agent - 1:40
                     Cloaking Device
    
    Cheese         : In the damping field generator room behind a grate
    ---------------------------------------------------------------------------
    
    All: After Jo shoots a guard in the intro cut scene with her silenced 
    Falcon-2 his two buddies are alerted and put on their cloaking devices... 
    As you enter the level the guards are invisible, but the cloaking device 
    isn't perfect. If you look carefully you can distinguish a characteristic 
    darker silhouette of the people in the hiding places. Anyway, the first 
    guard usually materializes to shoot you on the very right side of the room. 
    After that the movements are more random.
    
    The best help I can give here is to keep moving around in circles. If you 
    stand still for too long you'll be a prime target for them. You could try 
    to run around punch/disarming around. If you make contact they loose their 
    guns which makes them rather harmless. Lastly, knocking out the second 
    guard rather than killing him nets you the Crossbow. Although very stealthy 
    it's not very useful in this place.
    
    When eliminated you get the Keycard 1 to unlock the door and continue on. 
    In the back of the next room there's a guy inspecting... the light switch. 
    As he's facing away from you he can be punched down in just a single hit. 
    Also notice the grating to the right were sometimes you may notice a guard 
    walking around. If they see you they will move into battle formation, but 
    this is only interesting for PA as that room is the damping field generator 
    room.
    
    Before entering the third area turn the light switch off (press it once) 
    the reason for doing so is that in the next room the lights will be toggled 
    on/off automatically. Thus if you have the lights off initially they will 
    turn on making things easier for you to see. Enter the room and make way to 
    the glass section. This will trigger 4 cloaked guards to materialize in the 
    room and toggles said light. If you strafe really quick you can make it 
    back outside the doorway before it closes, but it's not that useful.
    
    Anyway, you have 4 cloaked guards in about each corner of the room whom 
    just appeared. Bring out the CMP-150 and stand against the doorway you 
    enter (center path of the room). The guards will start running towards the 
    center so if you ready you CMP here you can get 1, 2 or sometimes 3 kills 
    right away by emptying the magazine at the right moment. If short on ammo 
    switch back to the Falcon-2 and hunt down the remaining foes like in the 
    initial room. Same tactics apply here; guards will only shoot after 
    materializing and they won't move once they start shooting. Thus moving 
    around is the best way to prevent damage. After killing the quartet the 
    last one gives another Keycard required to continue on. Before going 
    through the door notice the walking guard. It's very easy to kill him 
    either with a headshot through the glass or a punch in the back once he 
    turns away from you. 
    
    The next area is little harder to clear if you don't know what you're 
    doing. There will be 2 stationary and 1 patrolling guard around there. To 
    the right is an alarm box and triggering the alarm is the top priority for 
    them. If one of them spots you the others are alerted and one will stop 
    doing whatever it was doing, ignore you, and head straight for the alarm. 
    If you kill this person the next guard will take his place and so on, until 
    no one is left over. Thus if you stand near the alarm box you can get 
    sequential kills rather easily as they all go there one-by-one. This also 
    works in other levels with alarm boxes (such as Pelagic II). In any case 
    it's your top priority not to let the alarm sound as this will fail the 
    "Holograph meeting conspirators" objective.
    
    So, once you notice the guard walk past the doorway towards the right (the 
    left has too little breathing room; he turns back almost immediately) enter 
    the laser grid room and shoot the guy in the back. Walk to the right and 
    kill the other guard as he makes way to alarm box if alerted. Lastly, the 
    guard from the far left may try his feeble attempt at the alarm box, but as 
    you know of his ways just let him come and shoot him down as he stops just 
    in front of the box. Note: It's not a good idea to reload in front of alarm 
    boxes as they tend to go off if you press 'B' nearby them!
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Disable damping field generator
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: In the laser grid room there's a doorway to the right of the alarm box. 
    Head down here and watch out for a guard on the staircase. If they got 
    alerted earlier on (through the grid) there will be one shooting you as 
    soon as he sees you.
    
    Take him out, go down the stairs and kill the other guards hiding in their 
    places (2 to the right and one in front of you behind the last pillar). If 
    you crouch and step forward very carefully you can see their limbs before 
    they can see you. This allows you to kill them without too much difficulty. 
    Just shoot the limb so the move out of their position and go for a body / 
    head shot to nail them down one-by-one. Lastly, press 'B' near the blue 
    mainframe terminal to turn off the generator. Also the cheese is in the air 
    vent behind a grid here.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Deactivate laser grid system
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A: On agent these are already shut down, but you can re-enable them any 
    time if you feel like being silly. 
    
    SA/PA: This does sound interesting, but all you need to do is press all 5 
    green lit control boxes to disable the entire grid, a rather contrived 
    objective.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Before moving on through the laser grid, make sure to get a headshot 
    on the guard through the glass behind the rightmost door. Easy kill. 
    Anyway, head up the stairs to the left and crouch down to get through the 
    disabled grid area. At the end the path bends off to the far left. There's 
    a guard down to the bottom right, but he can't see you.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Holograph meeting conspirators
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: When you're still on the higher ledge of the room deploy the CamSpy 
    and move it into the small opening to the left to witness the plot of the 
    conspirator meeting between Cassandra, Mr. Blonde & Trent Easton.
    
    There is however, a much more effective approach which makes cracking the 
    safe (see below) much easier. Just deploy the CamSpy and let it hover in 
    front of the gaping hole. Do not enter it as you DON'T want to trigger the 
    cut scene, yet. The Agent time cheat is so fast the game is pretested on 
    you abusing this trick to get through the sluggish safe cracking routines 
    in a fast manner!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Regain control of Jo and look down to see the lone guard here. Cap him 
    through the head and fall down the railing. Pick up the ammo of both 
    unknowingly guards you shot and watch out for the patrolling geezer who 
    walks through the stair case section here. Once you're up, open the door 
    and carefully look towards the right. There's a guard on either side of the 
    safe door entry whom can be shot before they have time to react.
    
    Walk forward, follow the left passage to find 2 more guards. In the left 
    wall the distinct brick pattern can be seen; this is the lower escape route 
    wall from the previous level. Continue up ahead to find a staircase and a 
    single guard watching over the wall. Once gone all floors are cleared. Take 
    a look around here if you put a mine on the top wall panel in the previous 
    level to find a crate with N-bombs near the top exit. Sweet! 
    
    On your way back to the safe door place some N-bombs in proximity 
    detonation along the hallway and stair case. Not too close to each other as 
    they may detonate prematurely otherwise.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Retrieve Dr. Caroll backup from safe
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Once your in the room with the giant safe itself get the door decoder 
    out and place it on the wall's control panel to initiate the cracking 
    routines. This will trigger the alarm and an infinite stream of G5 special 
    forces with Dy-357s will be pouring into the building. The cracking itself 
    takes up 1:00 plus it takes 10 to 15 more seconds before the super slow 
    safe door finally opens far enough for you to grab the data disk. 
    
    This can be quite a challenging objective to complete and survive, but it 
    can be done more easily using a well-known trick. Once you attach the door 
    decoder, quickly go into the pause menu, select the CamSpy and press 
    forward. If you do this before the alarm sounds you can witness the 
    conspiracy meeting, while cracking the safe in the meanwhile! It's okay if 
    the alarm goes off during the meeting (it can't be aborted once it has 
    started XD). And because it is a cut scene all the guards are frozen in 
    position, thus they can't attack you. Your N-Bombs may detonate during the 
    scene as the guards can spawn into the level already at fixed locations.
    
    After the 1:00 timer has expired still wait a couple of extra seconds in 
    order to assure that the snailing safe door has opened properly. You really 
    need this trick to get the 1:40 time on Agent for the Cloaking device 
    cheat!
    
    Get the data back-up for Dr. Caroll's personality and gaze on the BAFTA 
    award that is next to it (Rare won a BAFTA award for Goldeneye so there's 
    the link).
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Exit building
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Now it's time to get the hell out of here!
    
    A:     The Carrington team will blow a hole in the wall for you.
    SA/PA: On higher settings you need to select the Remote Mines, select
           secondary mode "Detonate", and press 'Z' to break the wall. 
    
    All: All that's left is running past the special forces guards, and head 
    towards the exit. There may be huge pile of ammo on the floor if the N-
    bombs exploded, but that's not important now. Once Jo gets outside during 
    the outro the building and all the calmness has been restored (that's weird 
    seeing an entire swat team chasing after her just a second ago...).
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    4.1. Area 51 - Infiltration
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    | 1| 1| 1| Shut down air intercept radar
    |  | 2| 2| Plant comms device on antenna
    |  |  | 3| Disable all robot interceptors
    | 2| 3| 4| Gain access to hangar lift
    | 3| 4| 5| Make contact with CI spy
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Characters
    ------------------------------------- ------------------------------------- 
    Falcon-2                              Area 51 guard
    Magsec-4                              Area 51 special forces
    Dual Magsec-4                         Area 51 blue coats
    Dragon                                Air interceptors
    Rocket Launcher                       Drone guns
    Grenade
    Comms Rider (SA/PA)
    Explosives
    Hoverbike
    Keycard
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : On the floor right in front of the main entrance with
                     the dual Magsec dude.
    
    Shield 2 (A/SA): In small passage connecting the mine field with inner
                     area. It also appears in PA for the Japanese version
                     of the game.
    
    Secret Weapon  : Dual Magsec-4
                     Plant the comms bug on the antenna. This triggers a
                     special forces guard to appear carrying these weapons.
    
    Secret Weapon  : Rocket Launcher
                     In the mine field near the dead body. It's just up 
                     for the grabs.
    
    Cheat 1        : Beat the level
                     Small characters
     
    Cheat 2        : Special Agent - 5:00        
                     Buddy: Hotshot
    
    Cheese         : See next level. It's only viewable from within this level
                     with FarSight XR-20 cheat.
    ---------------------------------------------------------------------------
    
    All: If you start the level immediately the game screws you over as there 
    will be a guard in your face whom attacks you straight-away. If you are 
    patient and look at the cut scene, until after the communication antenna 
    has been shown this guard will have wandered off around the corner and 
    won't bother you. Thus start the level properly this time and take out the 
    2 guards facing away from you on the helipad base. Alerting them will 
    trigger either one of them to head for the disabled drone gun to the far 
    right. If you let him tinker around too long the gun will be activated and 
    firing a constant stream of bullets at you. Easiest way to prevent this 
    from happening is shooting 3 bullets into the turret so it explodes along 
    with the guard (the other drones require 10 bullets however).
    
    Collect the dropped Magsecs and also try to collect their grenades if 
    possible. Sometimes the grenades may be in such awkward positions that they 
    cannot be collected (glitch?), but otherwise you should have two grenades 
    with you right now. Proceed forward around the corner and use the Magsec's 
    extended zoom range to take out the guards. You may need to crouch as the 
    gun is highly inaccurate, but it's also more powerful. It's even worse in 
    secondary fire mode, so don't rely on that too much.
    
    Keep to the right side of the track and collect the dropped ammo & grenade 
    to find the first operational drone gun. You can shoot it without 
    backfiring as long as the pivot point of the gun is outside your view. 
    Alternatively, chuck a grenade diagonally into the wall so it lands near 
    the drone to take it out. Continue forward, and repeat the process for the 
    following drone gun on the left side.
    
    The distant watchtower can be taken on using two methods: 1. crouch down 
    nudge around the edge, and manual aim with the Magsec to hit both guards. 
    2. Run towards the tower and shoot them from the backside at a much closer 
    range. The latter is not as dangerous as it seems, because the guard's aim 
    is not very good when you are moving. Up in the tower there's a door 
    switch, but we're not going to use it.
    
    Get down the base of the tower and slowly walk towards the long passage 
    leading to the main entry of the base. There's a single guard walking down 
    here. If he spots you he'll run off towards the back area. If he reaches it 
    before you kill him he calls for two newly spawned enemies to attack you. 
    Moreover, if you manage to hit him or his buddies, while they're in the 
    back area the two regular stationary guards will also be alerted. Thus you 
    might have to fight up to 5 of them at once. Fortunately, the long distance 
    means you have plenty of them to shoot them all down. Again, when using the 
    Magsec double crouch to make its accuracy at least mediocre.
    
    Before going down there, which is only needed on SA/PA, go over to the mine 
    field (the area with the hole in the fence and the rocket launcher lying 
    about in the helipad area. You can get through either by putting a grenade 
    in the first half of the area to take out the mines, or more daringly align 
    yourself with the right 'leg' of the "H" marking on the floor and walk in a 
    straight line towards it. This line is safe, but if you sway off too much 
    you will get hit by an explosion. Once you're on the deserted helipad 
    collect the handy-dandy Rocket Launcher from the bloke who's lying dead 
    around here (he gets spawned in the level with no health and dies right 
    away, like the CI personnel in the Villa. I wonder why the programmers did 
    this).
    
    Look for a hole in the back end of the wall here. There are no mines in 
    this part of the field, so you can safely enter the hole. Inside there's a 
    shield on the lower difficulties, and at the end is the 'backdoor' entry to 
    Area 51's base. There are two guards patrolling around the square bunker 
    you see directly before you. Take them out, but don't walk out too far as 
    there are 3 drone guns attached to the bunker. Walk around the back to 
    destroy all three (two on the left and one on the front right) from a safe 
    position.
    
    In the huge open area you notice a technician working on an Air interceptor 
    bot. You might be tempted to shoot the interceptor from a distance so it 
    kills the technician in the explosion afterwards, but this is NOT a good 
    idea, unless you're going for a speed run. Instead, walk up to the 
    technician, let him see you and move back. He'll follow you away from the 
    interceptor so you can knock him out rather than killing him. The reason 
    for doing so is that you can get a really, really, _really_ handy weapon 
    (the Phoenix) in the next level if you let him live. It is recommended that 
    you do this as this makes the next level significantly more easy to 
    complete. Once he's lying unconscious outside the interceptor's blast 
    radius grab the keycard he drops and shoot the bot to pieces!
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Shut down air intercept radar
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Enter the bunker using the staircase next to it. Enter the central 
    room and walk around the edge to reach the central area with a console. 
    Before going there chuck a grenade against the outer wall in the central 
    area to blow up the laser pads (they are not present on Agent). These 
    lasers become active after you setup the explosives on the computer which 
    can be a huge hindrance.
    
    After doing so select the "Explosives" from your inventory and put them on 
    the computer to complete the objective. With the lasers destroyed you can 
    safely get outside the bunker before the auto-self-destruct sequence 
    completes. Otherwise, you have to wait for the lasers to cycle through the 
    on/off status.
    
    Be wary that either one or two Dragon wielding blue overalls may spawn just 
    outside the bunker. This can be a nuisance when you try to ascend the 
    stairs. Sometimes they won't appear, but other times they do. It's not 
    known to me what triggers them exactly. So in any case be ready for some 
    opposition!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    SA/PA: Now that the interceptor and radar are taken out of commission you 
    can enter the back area we skipped earlier on without worries for later. If 
    you complete the following objective first the interceptor will be flying 
    around the main area causing havoc to your health. You'd better take it 
    out, while it's turned off. Moreover, the technician will be inside the 
    bunker meaning that you can't have him live through the level (the 
    explosion will kill him) which in turns means that you can't get the next 
    level's Phoenix.
    
    With that said, head down the slope and get out your Rocket Launcher. Walk 
    forward and look to the left for a drone gun. As soon as you spot it shoot 
    the rocket straight at it. The drone needs time to pivot around so that 
    gives you some leeway to aim. This drone is otherwise pretty hard to deal 
    with as the area surrounding it is very open!
    
    Afterwards, switch back to either Magsec or Falcon and take care of the 
    other guards around here. Be careful as one of the guards near the back of 
    the area is very anxious in throwing a grenade right in front of your feet! 
    In worst case trace back a few steps so you can see the guards running 
    towards from the distance. When taken down head forward again, and follow 
    the left wall as close as possible. 
    
    There's a drone gun watching over the main entrance door. Slowly move 
    forward and shoot it as soon as you can spot the muzzle. Lastly, two more 
    guards may appear here on either left/right side of the doorway. Afterwards 
    the coast is clear.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Plant comms device on antenna
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: When you approach the Comm's rider antenna Jo will comment on her 
    inability to throw the bug that high. So, press the red button to the left 
    to lower the dish. Once its down you can throw the bug on it. Note: If you 
    crouch and throw the bug, while getting up Joanna is able to throw the bug 
    on the antenna dish without lowering it, because of the extra momentum. But 
    I wouldn't bet on it always succeeding!
    
    Once the bug is attached get out a good gun as a special Area 51 guard will 
    appear from the locked doorway. He carries dual Magsecs which is the secret 
    dual weapon for this level. Shortly after that three more goons appear on 
    the scene as well. You might want to put a proxy-Dragon in front of the 
    doorway before throwing the bug up there... Alternatively, I found that 
    pushing the Hoverbike into the doorway also works wonders. The guards will 
    continuously try to get past the bike, but can't. They won't shoot you as 
    they're busy getting past the bike, so they're easy targets for you. Only 
    downside is that once you remove the bike to collect the guns the door will 
    almost immediately lock up again, and you can't reopen it yourself. Drat.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Disable all robot interceptors
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: If you took out the first interceptor as I suggested earlier on, you 
    only need to destroy the other two inactive bots right behind the 
    communication's antenna. Either a grenade or a few Magsec rounds will do 
    the trick. 'Nuff said.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    SA/PA: Get on the hoverbike and ride back to the minefield. At the time you 
    get there two guards will run towards you from behind the mine field's 
    fence. Get off the bike and either use it as coverage or push it forward so 
    it hinders their movement. Get the Magsec(s) ready, crouch, and fire into 
    the distance. There's two newly spawned guards near the guard tower as 
    well, but if you enter the minefield straight away you will never have to 
    fight them.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Gain access to hangar lift
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: With the technician's keycard in tow activate either left or right 
    control panel outside the hangar bay to enable the elevator. The left 
    elevator has all flammable barrels inside and the right one has normal 
    crates and two blue overalls with Dragons. Personally, I prefer the right 
    one as the Dragons are nice to collect and the crates provide some 
    protection for the upcoming event down under. Leave at least one of their 
    Dragons lying around for later collecting.
    
    When your at the bottom the other side of the fence opens and several blue 
    overalls spot you. There are two directly in front of you, so aim for those 
    first. They will start running towards you so shoot them with the Dragon or 
    Magsec. Before the fence auto-closes chuck the Dragon in Proximity mode out 
    of the doorway so it will blast them away when they get close up. On your 
    way up get the other Dragon and head down again. If there are any survivors 
    left a few shots with the Dragon will take them out. When you get outside 
    the elevator the objective completes itself.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Make contact with CI spy
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: The only thing left now is making it to the exit, which is not too far 
    away. Walk around the wall and notice the guard lying on the ground. Snipe 
    him, then walk up the ramp to find another blue guard. Kick his ass, and 
    continue running around the higher level following the right path. There's 
    three more guards in this area of which the first two are preprogrammed to 
    throw grenades at your feet! Dispose of those before they get a chance to 
    blow you up instead.
    
    Enter the elevator and reload your gun if necessary (you should do that any 
    spare moment you have left). During the trip you'll receive a message from 
    the spy telling you you're getting close. Once the door opens there's one 
    guard right in front of you and another in the distance. Take both of them 
    out. The latter will run for help if you let him live for too long.
    
    Run around the area and note the music speeds up. Some guards spawn behind 
    you, but that's not important right now. Keep running, kill/maim the 
    overall you come across, fall down the ramp and enter the doorway right 
    away to exit the level.
    
    On the PAL version of the game 6 or so guards appear running in this 
    corridor. You don't need to worry about them as they won't fire at you when 
    the door opens (i.e. if you enter as soon as the door opens nothing bad can 
    happen). There's also a neat trick I found out about these guys. During the 
    ending cut scene they are still there, but only turned invisible. If you 
    place a proxy Dragon in the passage before exiting the level they'll blow 
    up during the cutscene! One time I actually saw some feet flying through 
    the air just above Jo's head as the shot changed to her face. XD! As said 
    this only works in PAL, as there are no guards in the NTSC version of the 
    game...
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    4.2. Area 51 - Rescue
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    |  |  | 1| Destroy computer records
    |  | 1| 2| Locate conspiracy evidence
    | 1| 2| 3| Obtain and use lab technician disguise
    | 2| 3| 4| Gain access to autopsy lab
    | 3| 4| 5| Rescue the crash Survivor
    |--|--|--|-----------------------------------------------------------------
     
    
    Items                                 Characters / Opposition 
    ------------------------------------- ------------------------------------- 
    Falcon-2                              Area 51 overalls
    Falcon-2 (Silenced)                   Lab Technician
    Dual Falcon-2 (Silenced)              Bio Technician
    Phoenix                               Technician(*)
    Dragon                                Protector-1 "Elvis"
    Super Dragon
    Tranquilizer
    Grenade
    Lab clothes
    X-ray scanner
    Data Uplink
    Disguise
    
    * = only appears if you didn't kill him in the last level.
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : One of the guards after the first elevator drops it
                     when you kill him.
    
    Shield 2 (A/SA): After entering the lab section, go right, then enter
                     the left doorway to find it on a table
    
    Secret Weapon  : Dual Falcon-2 (Silenced)
                     In the cylindrical crate to the far right
                     near the start
    
    Secret Weapon  : Phoenix
                     Incapacitate the technician in the previous level;
                     DON'T kill him. In this level go up the first elevator,
                     then go to the far right. Try to open the locked door.
                     After a few seconds the technician will open it for you!
                     Walk all the way to the end of the path to find the
                     Phoenix lying on a small table.
    
    Secret Weapon  : Grenade
                     There's one guard in the warehouse whom has this.
                     Kill him when he pulls one out, but before he throws it.
                     This item is a one-of-a-kind and really rare!
    
    Cheat 1        : Beat the level
                     X-ray scanner
    
    Cheat 2        : Perfect Agent - 7:29
                     Play as Elvis
    
    Cheese         : In the ventilation shaft above the wardrobe / showers
    ---------------------------------------------------------------------------
     
    All: First off, leave the clumsy hover crate where it is, we won't be 
    needing it as we have other means to break through the marked wall. Notice 
    that even if the crate explodes one of the objective may fail, but it can 
    be 're-'completed after blasting the wall with other means afterwards 
    (figures).
    
    Like the previous level, starting this level straightaway isn't a good 
    idea. Like Jonathan says the warehouse is filled with many guards, so a 
    different tactic is necessary to get through (at least on the higher 
    difficulty settings). Start the level either when Jo says: "Doesn't sound 
    the problem is me." or when she says: "Cute. Very cute." The reason for 
    this is that you can strafe into the elevator and get up to the first floor 
    using that, without having to wait. In the first instance elevator is at 
    the bottom and the door just opens (you only need to close it with 'B') as 
    you approach it and in the second it is about to close. So this gives you 
    two good entry points to reach the elevator. One or two guards will still 
    notice you, but they shouldn't be able to hit you at all.
    
    Get outside the elevator on the first floor and head directly to the right. 
    There's a lone overall here which can easily be defeated. Now press 'B' in 
    an attempt to open the door and you see that it is locked. However, if you 
    let the Technician from the previous level live he will open it for you in 
    a like 3 seconds from that moment on. When this happens the defenseless 
    technician will run away as he sees you. Don't bother with him (or just 
    slap him once), run up the ramp, get into the elevator and run all the way 
    to the back room to find a small table with a Phoenix!
    
    Why all this trouble for just this gun you may ask? If you ever used it 
    before you've noticed that any human opposition in Solo gameplay will get 
    killed instantaneously, when they get in contact with the explosions caused 
    by the gun in secondary fire mode. Thus switch to secondary fire mode and 
    stick with it for the rest of the level. You can also have an overview of 
    the previous level if you watch through the windows here.
    
    With the Phoenix in your possession return to the warehouse. You might run 
    into some of the guards that were following you on your way here, but with 
    this explosive gun it should be very easy to mow them all down. Just blast 
    'em all over the place. Back at the elevator, take the guard down around 
    the corner and then aim for the more distant guards. I've noticed that 
    aiming for the floor directly in front of them can be very useful as they 
    die, when walking over the explosion. This makes getting some of the 
    distant kills more easily. Especially, considering that the gun's manual 
    aiming reticule is rather awkward.
    
    Continue on to find another slow moving elevator and some guards along the 
    upper corridor. Again, blast them into oblivion using the Phoenix! If there 
    are any guards waiting for the elevator on the upper floor, just shoot 
    straight up to kill those as well. Enter the elevator, and get up there 
    yourself. Look carefully, with the Phoenix if any guards are still up so 
    they can be taken out in a single go.
    
    Once you're up here select the Dragon and throw it in proximital mode a few 
    steps away from the elevator. This should prevent other goons in the 
    immediate are from following. Pick up one of the Dragons the other guards 
    dropped as we're going to need one for a specific strategy in the very last 
    stretch. Walk up to the cracked wall section and take it out using 3 
    possible methods:
    
     1. Let the hover crate explode (hard)
     2. Throw a proxy Dragon in front of it, and shoot it (medium)
     3. Shoot the section with a Phoenix in secondary mode (easy; preferred)
    
    A: In agent mode you can go straight for the claim lab technician disguise 
    objective.
    
    SA/PA: A lot less luxurious game has to be played here. We'll first locate 
    the conspiracy evidence. You could go for the disguise first, but once you 
    put it on you're under a much stricter time limit. So I find this method 
    easier, and actually less time consuming, even though in the other case the 
    guards won't recognize you as a foe and don't mind you at all.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Locate conspiracy evidence
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA/SA: From the breakthrough point go left. There may be a SuperDragon 
    guard here so quickly dispose of him and collect his upgraded Dragon. 
    Continue on and at the junction go right. Take out the guard behind the 
    glass door, enter the circular room and run around it in counter-clockwise 
    fashion to find your first surgeon bio technician. Kill him for a 
    Tranquilizer, further on take out the other guards, and go back to the 
    entry to find a newly spawned guard here. You'd better take them all three 
    out before looking for the evidence itself.
    
    There are four red buttons on the outer perimeter of this room the one 
    directly to the left of the entrance is the one we need. Press to make it 
    turn green and a pod will rise up. Put on your X-ray scanner and watch 
    around, until you see an alien silhouette, and get a confirmation that the 
    target has been locked. You can safely put the X-ray goggles off, but don't 
    move as off now or you'll lose the lock. After a few seconds the objective 
    will be completed.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    SA/PA: As you backtrack to the broken wall section 1 or 2 more guards might 
    appear, but it's nothing special. Look through the crack if you can see any 
    blue overalls waiting for the elevator to come down. They're sitting ducks, 
    when you use a single Phoenix shot right now. You might as well take them 
    out now, if there are any of course. 
    
    Continue on to the next junction. The empty room to the left has a 
    shield(A/SA). Use the Data Uplink on the console in here if you like to 
    make the lights go all haywire, but it's just optional and for fun to do 
    so. The room in front of you is locked, but necessary for the PA objective 
    as it contains the computer records console. Walk down the right passage 
    and shoot some Phoenix shells into the ground right in front of the guards 
    overlooking two opposite rooms to kill them straightaway.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Destroy computer records
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: At the intersection the right room contains two consoles, an inactive 
    drone gun & two lab technicians, whereas the left room has an unarmed lab 
    technician with one console. If you try to enter the right room the lab 
    techs try to activate the drone gun, but if they succeed you can disable it 
    by downloading a virus with the Data Uplink in the opposite room. 
    
    Alternatively, just shoot the console and the lab coats before they get the 
    chance to turn the bloody thing on. The second console is necessary to 
    download another virus to. If you succeed at this one the doors will start 
    to open/close randomly. This also unlocks the previously mentioned doorway.
    
    Head back for this door and throw in some Phoenix explosive shells or some 
    Super Dragon grenades to blow up all three people in there. If you manage 
    to destroy the console the objective will be completed.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Obtain and use lab technician disguise
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A: An lab technician will be standing right behind the cracked wall and he 
    drops the suit right in front of your nose as he dies due to the explosion 
    you caused when entering the lab section.
    
    SA: Open one of the two smaller doors at the end of the corridor to find 
    the showers and locker rooms. Inside is a Super Dragon guard, and further 
    on is a lab technician holding a suit. Just nail him down to find the suit 
    on the floor.
    
    PA: The doors are locked on PA... So open the central door instead to find 
    yourself in a very large room. Several guards will fall down from the 
    walkway and come towards you. Pick them off with the Phoenix before they 
    can aim at you. Get out the Super Dragon and dispatch of the group of 4 to 
    the left before they spot you with a grenade. Otherwise use the crates for 
    cover and get in some good shots.
    
    Go up the ramp, head right, walk over the small ledge and enter the 
    ventilation shaft (the cheese wedge is just up ahead). The hole in the 
    floor is exactly above the locker room. Fall down, take out the Super 
    Dragon guard and enter the shower section. The lab technician won't be 
    carrying anything on him as he was on A/SA! Put him to rest and search 
    through the lockers to the right of him to find it. The X-ray scanner makes 
    it easier for you to locate the correct random locker.
    
    All: Collect, equip the disguise, unarm yourself and go for the autopsy. 
    Your name is now Harry as some people will call you that later on. There's 
    also a time limit to complete the "Gain access to autopsy lab" objective. 
    The timer denotes how long it takes before the enemies see through your 
    disguise. You need to finish the objective before this happens, or you'll 
    otherwise fail the mission.
    
    Guards whom see you for the first time will react with "How are you" 
    responses, whereas guards whom are already alerted will see through your 
    disguise. As long as you remain unarmed the friendly guards won't have any 
    idea of what is going on.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Gain access to autopsy lab
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Back at the breached section enter the doorway to the side. In the 
    long corridor punch the guards out in the back and walk up ahead. Make sure 
    you are unarmed here and talk to the security personnel behind the glass. 
    He'll unlock the door and let you in. Once this happens punch him out (KO) 
    and punch out the lab technician close by (also KO).
    
    You no longer need to worry about your disguise so equip the Phoenix and 
    shoot through the glass to kill the second technician. Collect his keycard 
    to complete the objective. 
    
    Quickly turn towards the door now as 2 Bio technicians attempt to run over 
    the door. Use the Phoenix's explosives to finish the job in a correct 
    manner. Next to that 4 Super Dragon guards will spawn each behind an office 
    wall. They remain hiding there until you get too close to them. Again, with 
    the explosive power of the Phoenix this should be rather easy. Just shoot 
    the feeble office walls to kill the guards hiding behind them as well.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Rescue the crash Survivor
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Now that you have the keycard exit the long corridor and go into the 
    room adjacent to this one. It's another corridor with 3 more Area 51 guards 
    and 1 bio technician.  Just shoot more Phoenix shells near their feet to 
    take them out, and have them do a silly dance for you.
    
    At the end ready your regular Dragon, look down a bit and open both doors. 
    Chuck another proximity self-destruct Dragon into the back room and close 
    the door as you pull back. What happens is that four enemies will start 
    shooting at you as the music speeds up, but with you behind the door they 
    come towards and get blown up by the proxy Dragon instead. This is by far 
    the easiest and also relative fast way of dealing with them. Sometimes one 
    guard may survive, but you should be able to handle the silly bugger by 
    yourself.
    
    Collect the keycard the last one of them is carrying and enter the surgery 
    room to find the alien along with 2 doctors. In the cut scene Jo will be 
    carrying a Scoped Falcon even though there isn't one in this level at 
    all... Next to that there's no laser in the room as well, maybe she's 
    getting a little delirious here.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    4.3. Area 51 - Escape
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    |  |  | 1| Locate alien tech medpack
    |  | 1| 2| Rendezvous with CI spy
    | 1| 2| 3| Locate secret hangar
    | 2| 3| 4| Revive Maian bodyguard
    | 3| 4| 5| Escape from Area 51
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Characters 
    ------------------------------------- ------------------------------------- 
    Falcon-2                              Bio technician
    Falcon-2 (Scope)                      Lab Technician
    Dual Falcon-2 (Scope)                 Area 51 overalls
    Super Dragon                          Protector-1 "Elvis"
    Tranquilizer                          Jonathan
    Remote mines
    Alien Medpack
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : ? 
    
    Shield 2 (A/SA): Right behind Jonathan's location on Agent
                     (the Alien Medpack is here on PA).
    
    Secret Weapon  : Dual Falcon-2 (Scope)
                     At the start reenter the autopsy room to find both
                     left & right pieces lying on the floor
    
    Secret Weapon  : Remote Mines
                     Get Elvis' trolley into the hanger in under ~40 seconds.
                     You'll find a crate right after the first four bio
                     technicians.
    
    Cheat 1        : Beat the level
                     Super Dragon
    
    Cheat 2        : Agent 3:50
                     Invincibility
    
    Cheese         : Still in the same vent as the previous level
    ---------------------------------------------------------------------------
    
    Note: From here on you'll encounter guards that have more health that the 
    regular ones. Thus it becomes more important to aim for body/head shots in 
    order to conserve ammo. Up to now 2 body hits are sufficient for a kill, 
    but that's not enough for the in this level. Explosions still get the 
    better of them nonetheless!
    
    
    All: At the level start you'll be exposed to nerve gas, thus you have to 
    escape fairly quick in order to sustain minimal damage. Therefore, I would 
    not recommend getting the dual scoped Falcon-2s if I were you, but if you 
    like you'd better get them now. The guards on this level have more health 
    than usual, but once we get explosives this will make little difference. XD
    
    Strafe run diagonally forward towards the double door. The doors will open 
    automatically if you get close enough (read: bump the trolley into them). 
    Continue strafe running, until you get outside the next corridor to reach 
    the main hallway with fresh air. You should take damage a single time, if 
    you put some effort into it (If you're a real speed demon you might make it 
    without any damage at all, but this is rather difficult).
    
    Continue to the left and scoot past the bio technicians. You can try to 
    shoot the one straight ahead of you, while running but don't worry about 
    the other. Keep running forward and the brown wall segment will open up, go 
    down the ramp and release the trolley, while strafing down if you time it 
    right you can get ahead of it to manually open the door so the trolley will 
    slide into the back room. If you do this before 0:40 has elapsed you get 
    some Remote mines soon enough. Once you're done a message from Jon comes in 
    telling you come look for him.
    
    Return to the Bio technicians and take them both out, if they are any left, 
    and head into the passage the second tech was standing in front of. Open 
    the next door to find two more lab coats. Most of the time one will be 
    standing directly behind the door, thus shoot him, close the door, reload 
    and get ready for the second one. Afterwards, head forward to find a door 
    that was locked in the previous level.
    
    Open it, and the box of mines should be lying in the alcove ahead of you. 
    There are 2 Super Dragon guards to the right (plus one directly outside the 
    doorway). You only have a Falcon-2 and a stapler.. Tranquilizer gun. Even 
    if you look very carefully around the corner they still notice you very 
    easily, which makes this section harder than usual. If you can't get direct 
    hits on them open/close the door so you can target them while they're still 
    waiting for the door to completely open. 
    
    Collect the Super Dragons and switch to secondary fire mode. Go outside and 
    dispose of the two goofs waiting up for you. I'm also very tempting to blow 
    up the lights here, because they're annoyingly bright here, but that's just 
    optional. Sometimes I've noticed that the guards can shoot through sections 
    of the walls so don't bet on being safe if you're outside their line of 
    sight. Anyhow, walk up to the metallic door to find...
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Locate alien tech medpack
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: On PA (or SA for that matter) there's no Jonathan to be found here. 
    Blow up the bullet proof glass with a Super Dragon grenade, press the 
    switch that was behind the glass, walk around the S turn and kill the guard 
    in the distant corner. Look to the right here to see a small containment 
    room. If you press the switch the door is unlocked and you can get a small 
    case with the Alien medpack inside (you already have it at the start for 
    SA).
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Rendezvous with CI spy
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A: Jonathan will be right at the entrance of the door we just opened, 
    replacing the medpack that is not in this difficulty setting. That's a 
    quick rendezvous.
    
    SA/PA: With the Super Dragon in secondary mode, run through 4 doors in the 
    long hexagon corridor. At the end shoot a grenade that the lone trooper 
    guarding a door. Sidestep to the right, blow away the next dude, continue 
    on, aim slightly upward, and send the next guard a few grenade presents. 
    Run around the walkway to find Jonathan around the corner here.
    
    After the chitchat he'll follow you. Immediately shoot some grenades at the 
    doorway to the right (there's 3 A51 people behind it). Run back all the 
    way, open the door the original lone guard was standing in front of, then 
    shoot some more grenades at the second door to take out another quartet of 
    fresh guards all the same.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Wait for Jon to catch up and run all the way back over the metal 
    grating, until you reach the room with the remote mines. As you open the 
    door 4 guards are standing next to one another. Chuck in another grenade 
    round to see the amazing domino brothers fly around. Collect their ammo 
    while waiting for Jonathan to appear. If he doesn't appear go back after 
    him, it might be the case that he's off fighting some guards with his 
    Magnum or bare hands (he has this feature to knock any guard out in a 
    single swipe o_O).
    
    SA/PA: Place 1 remote mine near both doors in this room before Jonathan 
    gets back and keep the last one to yourself for now. It will aid you later 
    on (see "Revive Maian bodyguard") for the details.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Locate secret hangar
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Upon Jonathan's entry of the hangar he starts examining the reddish 
    colored wall for like 30 seconds to find the passage. You in the meanwhile 
    have to cover him as guards can come pouring in from any direction, but 
    only if you're not to close to the spawn points.
    
    The best way of dealing with this situation is by standing in the door 
    opening that leads to the outside. If you do this, the guards won't enter 
    via the other doorway (proven by many playthroughs) and the guards on the 
    metal grating will have to run through your barrage of Super Dragon 
    grenades. Really, it's quite easy to pick them off with manual aiming. Just 
    shoot a grenade if a guard appears and he'll die just because of the 
    explosion. Keep on doing this even after Jonathan is done with his 
    investigation of the wall. He'll setup an explosion with breaches the wall 
    and allows the two of you to reach the hidden hangar. Once you hear the 
    explosion leave your post and go through the newly created hole. Don't 
    worry about Jon!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: There's a guard up ahead which is an easy target for your Super 
    Dragon. Just fall down the ledge here and enter the doorway below to find 
    Elvis' trolley. On Agent you don't need to do anything, the cut scene plays 
    immediately.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Revive Maian bodyguard
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: Apply the medpack on the alien and get out your remote mines. Run 
    through the corridor where you was when depositing him here. Throw the last 
    mine in the distance and wait two/three seconds. Regardless of whether 
    guards are coming in or not detonate the mines. The reason for doing so is 
    that the medpack works faster if you kill more people. So next to clearing 
    the hallways it also means you need to wait through less time. Afterwards 
    go see Jonathan. He may require some assistance if he's surrounded by more 
    than a few guards.
    
    After like 45 seconds or killing ~5 guards (can be done in 5 seconds with 
    the remote mines) the medpack will activate regardless of how many people 
    you took out after administering it. You'll hear a bleep when it completes 
    to denote this fact, when that happens just run back to Elvis to trigger 
    the cut scene.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: You see Protector-1 waking up with a comedic headache. He prefers to 
    be called Elvis and will help you escape from the 'area' if you can guide 
    him to the last remaining vessel (read the typical saucer UFO).
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Escape from Area 51
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: After you regain control get outside, up the ramp and shoot a few 
    Super Dragon grenade rounds in the room. This to clear them out once again 
    as new guards may have spawned. Fall down the ledge again and follow 
    Jonathan & Elvis. Once Jon stops look to the upper right railing to see a 
    distant guard. Switch to primary fire mode and shoot the goon down. Don't 
    use explosives here as the console next to him is of vital essence!
    
    Elvis explains that there is no room to take all three of them away. So you 
    are left with a decision. Either you or Jonathan has to escape the base by 
    him/herself. Initially, Jonathan will volunteer to stay behind and he'll 
    run off to activate the consoles to open the hatch doors. However, if you 
    walk up to Jon as he makes his way to the ramp Joanna will counter 
    volunteer and thus you have to activate the consoles and escape by 
    yourself. This will impact the game-play in more than one way:
    
     Jonathan stays behind:
      -Quickest escape.
      -Jon will activate the consoles for you.
      -Jon will not reappear in Carrington Institute: Defense level,
       thus suggesting he didn't make it out.
    
     Joanna stays behind:
      -You have to activate the consoles.
      -You have to escape on foot/hoverbike through the front entrance of
       Area 51 (recall Infiltration). It is a nice exciting ride, but
       can be difficult.
      -Jon appears in CI: Defense near Carrington's safe helping you out a
       little.
    
    So if you made up your choice head towards the consoles in either case. 
    Once Jonathan is stuck with his role the music will speed up and the 
    consoles become active. Now you can press the buttons on both of them long 
    before Jonny boy makes it to the first one. That is much faster, and safer 
    than just waiting around. End of Mission. In case you remain behind the 
    quickest route on the hoverbike is as following (from the point you get on 
    the bike):
    
     -Up through the brown door
     -Left and take the doorway to Right (brown door)
     -Up ahead through 3 sets of doors then Right at the end
     -Further forward, through another door
     -Take the hexagon passage in the far back left
     -Continue on through a door
     -Go to the left and through 2 more doors to reach the foot entrance/exit
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    5.1. Air Base - Espionage
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    | 1| 1| 1| Obtain disguise and enter base
    |  | 2| 2| Check-in equipment
    | 2| 3| 3| Subvert security monitoring system
    |  |  | 4| Obtain flight plans from safe
    | 3| 4| 5| Board Air Force One
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Opposition 
    ------------------------------------- ------------------------------------- 
    Falcon-2                              Alaskan guard(!, >3)
    Dy-357                                Stewardess(!)
    Dual Dy-357                           Receptionist(!)
    Dragon                                Office clerk
    K7 Avenger                            NSA Lackey
    Crossbow                              NSA bodyguard
    Proximity mines 
    Horizon Scanner
    Suitcase
    Flight Plans
    Disguise
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : Dropped by the NSA Lackey near the elevator leading
                     down to the actual plane.
    
    Shield 2 (A/SA): In safe where the Flight Plans are
    
    Secret Weapon  : Dual Dy-357
                     Eliminate the NSA lackey near the console before he
                     can kill the Alaskan body guard. Only then will you get
                     dual Dy-357s from him. If the Alaskan guard gets killed by
                     you or an exploding console this still allows you to get
                     the dual weapons!
    
    Secret Weapon  : Proximity mines
                     In the far left passage near the cable car arrival point.
    
    Cheat 1        : Beat the level
                     Team heads only
    
    Cheat 2        : Special Agent - 3:11
                     Infinite Ammo, no reloads
    
    Cheese         : Use the scanner to find it in the bottom of the abyss near
                     the cable car arrival point.
    ---------------------------------------------------------------------------
    
    A: On Agent the 2 Alaskan guards on either side of the entrance won't 
    appear so you don't need to worry about those.
    
    SA/PA: Once you start, first make sure the Crossbow is completely deployed. 
    Turn around the corner to the left to come face-to-face with a white coated 
    Alaskan Guard. Shoot him with the Crossbow before he runs off, then go into 
    the other inlet and quickly kill the second guard. If you fail at the 
    former, he'll run to alert his buddy on the other side whom is next to a 
    security console. Only the white coat next to the console itself will 
    activate the alarm, but if he does so it's a mission failure!
    
    All: Don't enter the Air Base just yet as you first need to obtain & wear a 
    disguise. Take out the guard patrolling back and forth the entrance and 
    cavern, if you're slow a guard will walk through the front door. Don't 
    shoot him there. If the receptionist inside sees a dead body or you without 
    a disguise the alarms will go off and it's again a mission failure.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Obtain disguise and enter base
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Enter the cavern entrance and walk around the S-turn. Ready yourself 
    as the stewardess and 2 Alaskan Guards are wandering around this area. Try 
    to pick them off from a distance, otherwise wait around the corner and once 
    the firing stops drug them. Make sure to sedate the stewardess as it is not 
    allowed to get her killed. Select the disguise from the pause menu to wear 
    it. Once this happens switch to "Unarmed" as you cannot go with weapons for 
    now. There is also a box of proximity mines lying in the far back. You may 
    want to get these to make a later section easier.
    
    Once you punch/drug the stewardess a guard might come running from the base 
    towards the tunnel (even if you make no noise at all). If you're disguised 
    already you can just punch him out with single strike as he doesn't suspect 
    you at all. Time to enter the Air Base itself. If you're not sure that 
    you're wearing the disguise just punch once or twice and note the color of 
    Joanna's sleeves. If they're blue, then you're correctly wearing the 
    disguise.
    
    So, when disguised & unarmed enter the base and walk up to the 
    receptionist. She'll after two lines of chitchat she unlocks the wooden 
    door in the center. You can now punch out the receptionist from the back, 
    when you stand behind her. Do the same with the Alaskan guards to claim 
    their guns, if you really want to.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Check-in equipment
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: At the Air base's entry head towards the left and get up the second 
    floor using the elevator. Upstairs there are two office clerks sitting at a 
    table. They don't recognize you so just punch them out (one punch each is 
    sufficient). One of them will start to attack you and another attempts to 
    run off to the alarm switch outside. Pick up the white briefcase you'll 
    need this later on at the conveyor belt.
    
    Enter the back area of the base and go down the escalator up ahead. Down 
    under you'll find the said conveyor belt. Select the Briefcase from the 
    pause menu and press 'Z' to put it on the square next to the belt. Now you 
    lose your entire inventory's contents and you'll also need to disable the 
    monitoring system within a preset time limit. But doing the latter will 
    bring out ~16 NSA bodyguards which makes this section very hard. 
    
    So before placing the suitcase on the belt follow the instructions in the 
    objective below to make this section much, much easier!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Again, here's a map with the overview of the Air base's back area and 
    all the points of interest. The most optimal path (i.e. safest / quickest) 
    is different for each difficulty so this is explained below.
            ___
           |   | (Elevator
           |_._|  to exit 1)
     _______| |
    |NNN      |
    |A, |_._|N|                            ___
    |Ż Ż|O  .N|                           |   | (Elevator
    |'P |   | |                           |_._|  to exit 2)
     ŻŻŻ ŻŻŻ|A|______                     |L  |
            |_    NO |                     Ż| |
              |_ A __|                      | |
                | |     _________   ________| |__
                | |____|         | | N    __     |          ____
                |______.     ~   | |   N |  | NN |         |  L |
                _______|  ~      | |_   _|  | A  |         |  AC|
        _____  |NN_____          |___| |    |  __|         |  __|
       | :   | | |     |  L     A _____|    |.|            |.|
       | :   | !!!     |   |*|   |           ................
       | :[] |_| |_____|___|*|___|
       |_ N  A   ______|A        |___________________
         |   ~   ******   N S N                      |
         |N   ~  ŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ              (entry point)
    
    
    A = Alaskan Guard
    C = Security monitoring system console
    L = NSA Lackey
    N = NSA Bodyguard (spawn points; after monitor system shutdown)
    O = Office clerk
    P = Flight Plans (in safe)
    ' = Switch to open safe
    S = Sign
    
    . = Door
    , = Door with a Remote mine attached
    : = Conveyor belt
    []= Deposit place for Suitcase
    ! = Metal detector
    ~ = Cleaning Hovbots
    
    Notes:
    -The metal detector gate at (!) will make a lot of noise if you trespass
     without placing the suitcase on the conveyor. If it's triggered you can
     still quickly walk back to make it stop. Oddly enough, if you walk through
     it after placing the trunk on the conveyor and getting another Dragon
     afterwards it doesn't sound.
    
    -After you deposit the suitcase you'll lose all your items/weapons, but
     not ammo. Thus collecting another Dragon afterwards you can still
     use your entire magazine like before.
    
    -Alaskan guards will attack you if they see any unconscious bodies lying
     around or when see you with a gun. Otherwise they just walk around and
     greet you.
    
    -NSA bodyguards only spawn right after you shut down the system. All
     Alaskan guards will disappear at the same time, but each one leaves his
     respective Dragon lying around on the floor. These can come in handy when
     placing proxy Dragon traps around or for getting a weapon period. They're
     scattered everywhere so use this in your advantage!
    
    -Spawning of the NSA bodyguards can only occur if you're not too close or 
     in visual range of the spawn point. If you fall down the staircase at (C)
     quickly, the first 2 or even 4 guards cannot appear if you make it
     around the corner ASAP.
    
    -NSA Lackeys are expendable and may be killed. They are also traitors
     that work together with the bodyguards once the system is shut
     down. Two of them wield a Dy357, but the one near the console has a 
     K7-Avenger. 
    
    -If you kill the NSA Lackey with the K7 before he can eliminate the
     Alaskan guard he'll drop dual Dy357s as an additional prize. I really
     don't find it worth it. If by some accident the Alaskan guard is killed
     by something else (say an exploding console) you can still get the dual
     Dy357s from him afterwards. It has happened on some occasions that this
     guard keeps shooting at thin air after the console exploded, or that he
     dropped the guns when I killed him later on in the game.
    
    -An office clerk will be executed by an NSA bodyguard in one of the upper
     left rooms. To witness this you'd have to be very quick as most of the
     time there will only be a dead body or nothing at all to be seen in that
     room. Moreover, sometimes the clerk is still standing there crouched with
     his hands over his head with no NSA bodyguard to execute him (might be a
     glitch). Even if you manage to save the clerk you get nothing from it.
     He'll just remain crouched for the rest of the level. Also the clerks are
     expendable so if you happen to (accidently) kill one this is no issue.
    
    -The door to the Flight plan safe and exit 1 only opens after shutting down
     the monitoring system. Agents/Special agents don't need to go here. For
     them the elevator leading to exit 2 is a much easier/quicker route.
    
    -Take care when throwing proximity (Dragon) mines around that the movement
     of the Hovbots / escalators in the two larger areas can trigger them
     prematurely. I used to throw a proxy Dragon right behind the door leading
     to the back area, but if placed too close at the entrance the Hovbots
     trigger it even if the mine was on the other side of the doorway. This
     was not what I had in mind for it.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Subvert security monitoring system
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A: At the sign go down the escalator to the right and ignore the NSA Lackey 
    whom tells you that you shouldn't have come here. Go right through the 
    corridors, but before going to the console head up to the elevator door. 
    Even though the door is locked, press 'B' to bring the elevator up; this 
    allows for a quicker exit when the black robed bodyguards spawn. Now run to 
    the console and disarm the Alaskan guard to claim his Dragon. At the 
    console press 'B' and quickly fall down the stairs to prevent the 2 NSA 
    bodyguards from spawning (enemies can't appear if you're looking at the 
    spawn point). Run to the elevator and get inside. This should allow you to 
    get through without any trouble.
    
    
    SA: The route for Special Agent is basically the same as for Agent. The 
    only difference is that you first need to place the suitcase on the 
    conveyor belt. Doing so will put up a time limit of roughly 20 seconds. It 
    should be possible to call the elevator (see Agent), and then disable the 
    security. Again, after shutting it down fall down as quick as possible to 
    prevent 2 bodyguards from spawning.
    
    
    PA: Perfect Agents also need to go through the upper left route to obtain 
    the flight plans. As the door to that region is locked, until the 
    monitoring system is shut down. If you follow the initial SA strategy, 
    until the monitoring system off you have to go through the hell of all 
    those NSA bodyguards. This will and can very easily kill you as they all 
    carry the powerful K7 avengers! To get through this area safely follow 
    these instructions:
    
    1. Upon entering the place deploy the DrugCam so the Alaskan guard at the
       junction of the escalators comes towards you. Once he is in the corridor
       drug him to get rid of the nuisance. The reason for doing this is that
       I've noticed that knocking him out in the area where he stands will
       trigger other Alaskan guards. These guys are sometimes rather psychic
       and can see through obstacles if the body is in the same area. And we
       don't want to alert all of them.
    
    2. Collect the DrugSpy and arm yourself with the crossbow. Use it to knock
       out the NSA Lackey, or run down the slope and punch him out. Take care
       that the Alaskan guard to the right doesn't wander in at this moment or
       he'll notice you.
    
    3. Go for the two Alaskan guards to the right, try to drug them with the
       Crossbow so the Dragons fall down to the floor. You'll want to collect
       them after depositing the suitcase. Right now you can also kill the
       lackey at the second elevator so he won't bother you later on. If you
       disarm them you'll often collect the gun right away and that's not the 
       intention.
    
    4. Head for the conveyor belt and drug the last Alaskan guard. Now, before
       placing the suitcase on the conveyor get your 5 Proximity mines out:
    
        - 1 on either side of the sign at the upper junction of the escalators. 
          It shouldn't explode too early, but will kill off 2 NSA bodyguards
          later.
        - 1 in the corner of the corridor with the metal detector. This should
          kill 2 more men in black.
        - 1 at the base of the most distant pillar in the room to the right of
          the first Lackey. If you walk around the distant wall you won't trip
          over the mine yourself when heading for the console. Another set of
          two guards is down for the count.
    
       The last two can be placed either in the room directly below the
       console, but these guys shouldn't spawn in the first place if you're
       quick. Or in the room with the conveyor belt, but I've noticed that if
       you don't walk into the area yourself the guards won't follow you at
       all. So they are no treat, but if you do place mines put them at 
       eye height against the wall otherwise the Hovbots will trigger them.
      
    5. Place the suitcase on the conveyor and head for the console. Get there
       without tripping any proximity mines you placed, and collect 1 Dragon
       along the way so you have a weapon to defend yourself. Trigger the
       mainframe. Now read on in the next section as this objective intertwines
       with the next.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Obtain flight plans from safe
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: Only Perfect Agents need to do this, and it follows directly from the 
    strategy spelled out above.
    
    5. (continued)
       Fall down and listen for any explosions as you make your way
       past the now unlocked door in the large room. If you did everything
       correctly not a single NSA bodyguard should be able to attack you. As
       they'll all get blown away by the proximity mine traps. :)
    
    6. Pick up some dropped K7 Avengers along the way and place a proximity
       Dragon right after passing through the previously mentioned doorway
       (just not too close or the hovbots trigger it). Use the K7 to kill the
       single NSA bodyguard up ahead and ignore the scared clerk, if he's alive
       at all. The bodyguard should be looking away at the wall so go for a 
       single headshot, so the 2 guys in the corridor don't get alerted as
       well! The proxy Dragon's explosion will tell you, if and, when any
       other guards are on your tail. So listen to it! Although, it shouldn't
       go off at all. It's a last line of strategic defense before you have to
       fight guards from both sides of the corridors, which is a terrible thing
       to do I know from experience.
    
    7. Pick up the Dragon(s) lying around here, there is guaranteed to be at
       least one in this place. Reload the K7 or switch to the Dragon and look
       around the corridor. There should be one guard standing here, if you
       didn't make too much noise. Shoot him with several bullets so another
       guard is lured out. Wait a second or two and he'll appear, take this one
       out as well as he's running straight towards you... the fool!
    
    8. As noted by the map there are still 3 more NSA bodyguards in the top
       left room. There's also an remote mine attached to the door there, but
       it's difficult to shoot the mine without getting hit by the three of
       them. A much easier way is using another proxy Dragon. I always save
       that last Dragon for this part. Enter the first room to the left with
       the clerk. He'll whine about saving the plans in the safe, just cap or
       ignore him. Open the door to the right and carefully look around the
       left corner. You should just be out of first NSA bodyguard's range.
       Ready the proximity Dragon and throw it a little upward into the
       entrance. It should bounce off the wall and lie in the middle. Now
       shoot or move around to make the guards trip on the proxy Dragon and
       double BOOM this should kill all of the last remaining goons around.
    
    Now the coast has been cleared completely you can go for the Flight plans 
    themselves. They are in the safe inside the completely locked off room. You 
    can only shatter the glass with explosives (perhaps that's why the Remote 
    mine is attached to the door for some reason).
    
    If you followed to previous steps all the glass should have been shattered 
    now by the explosions. Crouch and enter this back area, but the safe is 
    locked... Look in the back right corner of the room to find switch under a 
    glass blub. Press 'B' twice to move the glass away and press the switch. 
    This slowly opens the safe from which the plans can be recovered; easy!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Board Air Force One
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: As mentioned before there are two exits in this level. Each elevator 
    takes you to one of them. The exit you take will also determine the entry 
    point in the next level, so there's some advantage to taking one as opposed 
    to the other. The elevator to Exit 1 will have you start in the center of 
    the Air Force One craft. The other, Exit 2, will have you start in the rear 
    cargo area which is very close to the first objective, for SA/PA that is. 
    However, I've noted that using Exit 1 has the tradeoff that the 
    presidential bodyguards will see you as a friend. Using Exit 2 will have 
    them think you're a terrorist/stowaway and attack you (at least until you 
    meet up with the President himself).
    
    Personally, I'd opt for Exit 2, but on Perfect Agent you might want to take 
    the safer path along Exit 1 if you're badly damaged as no guards appear 
    along it. You can then play it again on Agent optionally with cheats and 
    get Exit 2 or the other way around. The game only remembers the last exit 
    path taken and is difficulty/(non-)cheat independent. You do have to 
    complete all mission objectives as a failure doesn't count.
    
    Exit 1: Enter the elevator, wait until it stops at the bottom floor, close 
    the doors, wait for the next stop, get out follow the left corridor, and 
    enter the plane via the boarding pod. If you alert the guards at the bottom 
    floor the pod and thus the exit will be locked down. This leaves you only 
    the other option. However, because you don't need to get down there at all 
    this should not occur.
    
    Exit 2: Enter the other elevator and wait until the doors open at the 
    bottom. Make sure to have your Dragon / K7 ready when it does. Step forward 
    and look around the corner. There's one guard in plain sight and another 
    around the second corner. Shoot them both! Now blow up the console near 
    them, or do this right away to have the explosion kill them in the process. 
    Blowing up the console will make the laser grid malfunction continuously 
    putting the grid on/off in a repeating cycle. Use this to find the path 
    (there's only one way) to board the plane via the ladder. There may be some 
    guards in the distance shooting at you, but they shouldn't be able to hit 
    you from that faraway. You could try to pick them off, but it's not as easy 
    even with the Avenger's 3x scope view.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    5.2. Air Force One - Anti-Terrorism
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    |  | 1| 1| Locate and retrieve equipment
    | 1| 2| 2| Locate President
    | 2| 3| 3| Get President to escape capsule 
    |  |  | 4| Secure Air Force One flight path
    | 3| 4| 5| Detach UFO from Air Force One
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Characters 
    ------------------------------------- ------------------------------------- 
    Falcon-2                              Presidential Guards
    Cyclone                               Steward(!)
    Dual Cyclone                          Stewardess(!)
    Laptop Gun                            US President(!)
    K7 Avenger                            NSA Bodyguard
    Timed Mine                            Elvis (cut scene)
    Combat Boost                          Trent Easton (invincible)
    Suitcase                              Mr. Blonde
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : In the kitchen's right corner.
    
    Shield 2 (A/SA): In the large room with the piano.
    
    Secret Weapon  : Dual Cyclone
                     Enter the left & right hub near the ramp leading to the
                     president. Punch out the nearby Presidential guards to 
                     claim their keycards to open the doors.
    
    Cheat 1        : Beat the level
                     Laptop Gun
    
    Cheat 2        : Perfect Agent - 3:55 
                     Infinite Ammo, Laptop sentry gun
    
    Cheese         : In the room just before reaching the escape pod there
                     are some pipes in the floor. Look down and observe the
                     small wedge sitting between them.
    ---------------------------------------------------------------------------
    
    All: If you exited the last level via the pod you'll start in this level in 
    the center of the plane. All the presidential guards will recognize you as 
    a stewardess so they don't mind you wandering around all over the place. 
    Use this to explore the place and also to collect the dual Cyclones if 
    you're really interested. Otherwise just complete the first (two) 
    objective(s) below here in order.
    
    In the cargo bay there's also a Hoverbike on a platform. If you lower the 
    bike by pressing the red button in front of it the bike will be lowered. If 
    you do this you'll start out with a Hoverbike close by you in the next 
    level. This can be a very handy thing, so it might be worth the going here 
    even on Agent.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Locate and retrieve equipment
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: If you started in the cargo bay, just walk back one more room. For 
    the other entry point walk up to the back end of the plane on the base 
    floor. You can explore freely so take your time. There's a red/brown hatch 
    in the floor around here which leads to the bottom floor. Climb down the 
    ladder and go all the way to the back to reach the same room.
    
    In here you'll find a lone technician. Punch him out before he points his 
    Cyclone at you and press the red button to make it green. This raises the 
    platform close by which has the suitcase from the previous level on it. It 
    doesn't contain the stuff you had last time, but it does have a Laptop Gun, 
    a Timed Mine and 2 Combat Boosts inside (Strange.. That's not what was 
    inside during the last mission).
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Locate President
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: From the cargo bay area you don't need to walk all the way to the 
    front of the plane to get to the panel leading to the main level. Instead, 
    walk up to the kitchen area. Punch out the two stewards in here before they 
    can make too much noise. Walk up to the dataDyne panel you see here and 
    activate it. A small elevator drops down, so duck twice and crawl inside. 
    Wait until it reaches the top and open the small door to exit this confined 
    place. 
    
    Once you stand up straight again, you'll notice this is the entry point of 
    Exit 1 in the previous Air Base level. Which is the same as a possible 
    starting point for Agent player who did not need to complete the previous 
    objective. 
    
    With all paths aligned, walk up the central large wooden door and open it. 
    Then go up the square staircase in the center to reach the top level. A 
    presidential guard nearby might see through your disguise by now. Ignore 
    him after talking to the president they'll become your allies, anyway. 
    Upstairs go directly to the left to find the Presidential chamber. 
    
    Inside talk to the guy and wait for the entire conversation to pass. Make 
    sure to remain in the same room, or have eye-contact. If you fail to meet 
    this requirement only for a split second you'll fail the objective! Once 
    done a cut scene is shown were an alien craft attached a tube to Air Force 
    One. And thus several (not one) Mr. Blondes and NSA bodyguards start to 
    appear on the ship!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Note: These last three objectives can be done in any order.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Detach UFO from Air Force One
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Even though, this objective is last in the list its easiest to clear 
    it right now. Dash down the staircase, go through the door to the left of 
    the stairs. Equip the Timed mine and throw it into the tube as you pass by. 
    That's all. XD
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Get President to escape capsule 
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Now quickly switch to the Combat Boosts and press 'Z' twice to 
    administer both. This makes the upcoming section really easy to complete. 
    Once done switch to the Laptop Gun and open the door just right of the 
    alien tube, while the gun is deploying. 
    
    Enter the room, make use of Slow-motion game play and kill both NSA 
    bodyguards quickly with well aimed head shots! Run through, start reloading 
    the gun as you need the full magazine in the next section, open the door, 
    open another one behind that to find Trent in the back of a stretched 
    passage. There's also 2 Mr. Blondes which have a lot of health, one of them 
    to the left of Trent outside of your view. So first take out the Blonde in 
    sight to the right (go for a headshot), then run through the other Mr. 
    Blonde.
    
    Ignore the invincible Trent and exit via the left doorway. In the back 
    there are two more NSA bodyguards whom MUST be killed otherwise they'll 
    execute the president, when he trails in after you. Go down the opened 
    hatch, kill the lone bodyguard to the left, enter the doorway and take out 
    the last goon standing in front of the president's escape pod. 
    
    The effect of the double Combat boost should wear off by now, but the 
    hardest part is done so that's okay. If you took out all guard the prez 
    will make it to the pod by himself.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Secure Air Force One flight path
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: During your time creating the escape route for the president the two 
    pilots will get shot in the cockpit. So to complete this objective you can 
    either kill the NSA bodyguards in the cockpit before they execute them, or 
    enable the self-stabilizing autopilot. The latter is the easiest option as 
    your top priority is getting the President safely into the escape pod. If 
    he dies in the gunfire it's a mission failure all the same.
    
    So after clearing out all the guards in the previous objective make your 
    way to the square staircase again. Upstairs follow the path along the right 
    wall towards a small door in the front. Enter it, plough through another 
    NSA bodyguard and run through two more doors to find the cockpit. There's 
    two more black guards in here, but you can just press the button in the 
    center to end the mission (the guards are also facing away from you).
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    5.3. Crash Site - Confrontation
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    |  |  | 1| Retrieve Presidential medical scanner
    | 1| 1| 2| Activate distress beacon
    |  | 2| 3| Shut down enemy jamming device
    | 2| 3| 4| Retire Presidential clone
    | 3| 4| 5| Locate and rescue President
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Characters 
    ------------------------------------- ------------------------------------- 
    Falcon-2                              NSA Bodyguard
    Falcon-2 (Scope)                      Mr. Blonde
    Dy357 LX                              US President(!)
    K7 Avenger                            Elvis (invincible)
    Sniper Rifle                          Trent Easton (invincible)
    Phoenix                               G5 Drone robot
    Proximity Mine
    Remote Mine
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : Next to Elvis' saucer
    
    Shield 2 (A/SA): Near the presidential clone's inside the darkened cave
    
    Secret Weapon  : Proximity Mine
                     Talk to Elvis before rescuing the President
     
    Secret Weapon  : Dy357 LX
                     Disarm Trent while he's holding the president as 
                     a hostage. There's only one chance. After he starts 
                     running you can't disarm him anymore.
    
    Cheat 1        : Beat the level
                     Perfect Darkness
    
    Cheat 2        : Agent 2:50 
                     Trent's magnum (Dy357 LX)
    
    Cheese         : Go to the area with where the AF1's cockpit is located.
                     Use the sniper rifle to zoom in on the wrecked wing. In
                     the distant far right of the wing the cheese is located.
                     It may be hard to spot and you might need to adjust your
                     position, but it is out there somewhere.
    ---------------------------------------------------------------------------
    
    All: This level is rather huge and has a dark maze of caverns connecting 
    one place and another. The simplest solution to my knowledge for PA is 
    first saving the president and then doing the other objectives. As you 
    otherwise be hunted down by Blonde's and Avenger wielding NSA bodyguards 
    all over the place. The hoverbike, if you dropped it down in the previous 
    level, will make traveling around somewhat easier and faster. On agent it 
    is just as easy to do the objectives in numerical order, though.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Locate and rescue President
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: From the start walk back to the hoverbike. Ride it (press 'B' twice) 
    and go further down the field. At the end you'll find two NSA bodyguards 
    and a Mr. Blonde with a Sniper Rifle. Get off the hoverbike and take all 
    three of them out. Continue in that direction, walk over the wooden log 
    (you can't fall off the ledge here) and you'll arrive in a very huge area. 
    This is one of the few spots in the game where you may notice lag even 
    without anything special going on.
    
    Continue running over the plain to find Elvis. Meet up with him to receive 
    a proximity mine, but it's not really that useful here. Keep on going, 
    until you find a hole in the wall. Enter the crevice and ready your Remote 
    Mines. You'll hear a humming sound caused by 4 floating drones (like the G5 
    robot only smaller). If you attack any one of them the other three will 
    find their way to you, so you need a different approach here. This is the 
    place where the President is being held hostage by Trent.
    
    Look through the gap to see one maybe two drones. Now chuck a mine down 
    under and have it explode in mid-air (press 'B' + 'A' at the same time for 
    a quick detonation). This clears half of the drone robots for you. Walk 
    down the ramp to the left and carefully look around the corner. Two more 
    drones appear here. 
    
    Again, throw a Remote mine in and have it explode. Just make sure not to 
    detonate it too early or else the President might get caught in the 
    explosion. Once the coast is clear run down the ramp and walk up to Trent. 
    Select "Disarm" and try to knock the Dy357-LX magnum out of Trent's hands, 
    on SA/PA this gun will be very handy for another objective. You only have 
    one chance at getting it; if Trent starts running you can no longer get it. 
    So either way get the gun and start running back to Elvis. The president 
    will follow right behind you.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Get back to the Hoverbike near the wooden log where we left it be. Get 
    on it and drive along the plain in the other direction, follow the right 
    wall a bit. You'll come along a gap in the right wall which leads to the 
    Medical scanner (PA objective). If you come across any guards you can 
    safely continue on as it's nearly impossible for them to hit you when you 
    travel on the bike.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Retrieve Presidential medical scanner
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: When you reach the previously said gap enter the area and keep left. 
    Look around the plane and find the white suitcase lying abound. There's an 
    NSA bodyguard here with his back turned to you (he won't notice you). It 
    may be hard to spot, but it's there. Once you found it leave this subarea 
    and continue on.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Activate distress beacon
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: After passing that gap leading to the scanner continue up ahead. The 
    presidential escape pod is lying on its side. Approach it and press 'B' to 
    activate beacon. This can be done while riding the hoverbike, but may 
    require a bit of practice.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Keep following the right wall, ignore any distant guards, ride past 
    the piano, then go down the ledge to find a dark cave. You have to turn 
    very tightly at the wall's end to make it there in one go on the hoverbike. 
    At the bottom get off the bike, equip the night vision goggles and enter 
    the right tunnel. 
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Retire Presidential clone
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: In the dark there's a Mr. Blonde hiding directly to the left of the 
    entrance. Kill him quickly, follow the left wall, take down a second Mr. 
    Blonde, reload before continuing on, look in the distance and notice two 
    people. the right one is a Mr. Blonde (large silhouette) and the left is 
    the clone of Mr. President. Kill him using the K7's scope view and ignore 
    the Blonde.
    
    Otherwise you may have to run after the clone (and use the R-tracker) to 
    locate him. He's unarmed and stationary when you go for him now. But as 
    soon as they see you he runs off so make sure to nail him quickly!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Shut down enemy jamming device
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: If you go for the President after doing this objective you need to 
    run through a lot of guards on the way back through the caverns, therefore 
    the Prez should be saved beforehand. Now it's only a one-way path from the 
    Presidential clone (previous objective) to the level end (the jamming 
    device).
    
    From the location where you killed the clone look in the nearby right wall 
    section for a hole. Enter this place, reload the K7 and unequip Night 
    vision as well. Continue running along and kill the stationary guard at the 
    end of the crevice. Get outside and you'll find some guards on tight 
    passages hanging over bottom less pits (yep, just like in the Mario games). 
    
    Shoot the guards directly in front of you, and follow the path to the right 
    along the left wall. There are 2 or 3 lonely guards here, but there will be 
    a large group coming out of the same cave entrance so keep running.
    
    At the end there's a sharp bend to the left which leads to a field with two 
    drone guns. The K7-Avenger's secondary mode will detect them. Crouch for 
    better accuracy and use an entire clip to destroy the right one nearest to 
    you. Now equip Trent's golden Dy357-LX magnum as the Skedar ship would 
    require 3 or 4 entire clips to destroy with regular bullets. Run closer up 
    to where the drone gun was and look in the distance, when you spot the 
    alien ship shoot to destroy the craft with a single bullet. Make sure 
    you're standing in a distant place as the following explosion will destroy 
    anything nearby. Once it's over the level ends (given you completed all 
    other objectives). This should happen before the guards on your trail catch 
    up with you.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    
    ---------------------------------------------------------------------------
    6.1. Pelagic II - Exploration
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    | 1| 1| 1| Disable primary power source
    |  |  | 2| Secure laboratories and research data
    | 2| 2| 3| Deactivate GPS and autopilot
    | 3| 3| 4| Activate Moon Pool lift
    |  | 4| 5| Rendezvous and escape with Elvis
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Characters
    ------------------------------------- ------------------------------------- 
    Falcon-2                              Pelagic II guard
    Falcon-2 (Silenced)                   Elvis(!)
    Dual Falcon-2 (Silenced)              Scientist(!)
    Dy357                                 Naval officer
    CMP-150
    Laptop Gun                            
    Phoenix
    X-ray Scanner
    N-Bomb
    Research Data
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : In the center of the helipad on the back of the ship
    
    Shield 2 (A/SA): On a crate near the panel for the Moon Pool lift
    
    Secret Weapon  : Dual Falcon-2 (Silenced)
                     Clear the entire base floor level without triggering the
                     alarm. The last guard will drop the dual weapons, when
                     killed.
    
    Cheat 1        : Beat the level
                     Enemy Rockets
    
    Cheat 2        : SA 7:07
                     Infinite Ammo
    
    Cheese         : Near the door of the power generator look down on the
                     grate to the right.
    ---------------------------------------------------------------------------
    
    All: You'll be shooting red overalls all over this level. The crew of this 
    old tub all wear the same stuff and there's lots of them in every corridor. 
    The first section will be feature alarm boxes which should not be 
    triggered. Doing so will add several more guards to the level and in the 
    Moon Pool lift panel room, which is otherwise empty. You'll also lose your 
    chance at having dual silenced Falcon-2s when that happens, by the way. As 
    in the G5 Building a guard who goes for the alarm will ignore anything else 
    so they're rather easy to kill.
    
    From the start get out your Laptop Gun, open the first blue door and shoot 
    the guard whom is facing away from you. There's no need to hide behind the 
    portal window here, but shooting through the glass will come in handy later 
    on. Run down the slope and take out the next guard around the corner. This 
    clears the first corridor.
    
    Run over to the next doorway and aim through the glass window. You'll 
    notice the head of the guard looking at the door. Shoot him through the 
    head with a single bullet and a second guard will kneel next to him. Again, 
    a headshot takes him out with relative ease as well. Now you can safely 
    enter the corridor yourself. Look around the left corner to find two more 
    guards, when those are gone the second corridor is yours. The passage to 
    the left leads to the first objective.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Disable primary power source
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Enter the blue room and look around for a security camera near the 
    staircase (there's another one behind the staircase as well). A patrolling 
    red overalls soldier may come into the room so listen carefully. Once all 
    is safe go back to the upper ledge and equip the X-ray scanner. Look for 
    the green panels and disable those (press 'B'). Once they're all out, 
    unequip the X-ray scanner and press the button on the cylinder down under 
    to turn the room dark and complete the objective.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    First, the rest of the corridors need to be cleared as this needs to be 
    done anyway. I prefer not to continue on along the previous corridor, but 
    instead go into the blue hallways via the doorway opposite of the power 
    source's button. Follow the path to the right and you'll notice two guards 
    watching over each other through the porthole. Again, shoot them both down 
    and enter their place. The other doorway with no porthole is where we go 
    later on (SA/PA, on A it's locked).
    
    Two more red overalls will stumble down the stairs here so wait a few 
    seconds for those. Once they're all gone carefully look up for a bypassing 
    guard. He should appear right after the previous two are dispatched off. 
    Don't let him see or it all the other guards will get alarmed. Wait a few 
    seconds until he's gone and out of sight. Walk up the stairs and look 
    carefully around the corner to the left. As soon as you spot the stationary 
    guard shoot him in the limbs so he'll cripple for a moment allowing you to 
    take him down.
    
    Follow the path to the left, open the door and shoot the 3 guards in this 
    hallway. It's one long straight path so it should be rather easy to do. The 
    door to the left here leads to the Moon Pool lift panel for SA/PA.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Activate Moon Pool lift
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: If the alarm didn't go off by now this room will be quiet and clear, 
    otherwise you need to dispose of 4 or 5 additional guards in here. The best 
    way to deal with them is opening/closing the door over and over to get some 
    shots in while not sustaining any damage yourself. Once the coast is clear 
    enter and press 'B' in front of the console screen to the right. A/SA can 
    also get a shield here.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Continue up ahead and use the single headshot through a porthole trick 
    to kill the two guards in the next room. Reload your gun and once the door 
    opens dash to the right like mad. The 2 last guards over there will notice 
    you and run for the alarm. If you take these clowns down you'll get a dual 
    Falcon-2 (silenced) from the last dude as he drops dead. That was the last 
    of the alarm boxes in this game!
    
    If you walk through the doorway to the left of you you'll return to the 
    corridor where you came up stairs. Going through the doors up ahead gets 
    you back in the second corridor. However, the passage between here and that 
    other corridor leads to a whole new section of the Pelagic II.
    
    Enter this place to find an empty stretched path leading up to a green 
    walled section. Just before going up there are also two doors opposite of 
    each other at the intersection as it were. The left leads to the PA 
    objective and the right leads to the 'golden' corridors which lead to the 
    level exit. However, that is the hard way of reaching the exit as well see 
    later on.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Secure laboratories and research data
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: As stated above take the left doorway to find some yellowish/golden 
    corridor with a security camera in the distance. Shoot it down, as soon as 
    you enter the place. Then run up to camera to find another intersection. 
    The doors to the left and right lead to two scientist rooms. Enter them and 
    punch out all three scientists to claim their research data to complete the 
    objective. Don't try to shoot them or it's a mission failure. Next to that 
    these scientist run all over the place so slay them as soon as you can. 
    From here return to the doorway were we strayed off just before this 
    objective.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Deactivate GPS and autopilot
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Go up the stairs here and you'll find two guards in the green walled 
    section. Eliminate them and head up some more stairs to find the GPS and 
    auto-pilot commandeered by three naval officers. Show them a gun and 
    they'll wimper around. Jo will 'politely' ask them to shut everything down 
    and the first one obliges. Once he's done the second (it's random which 
    one) will pull out a Magnum, so just punch him out and the remaining pilot 
    will disable the other console completing the objective for you.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    All: You really don't need to go through the entire golden hallway 
    sections, unless you really feel like it. A glitch in the game which is 
    explained below makes it possible for you to reach the end right away. 
    Although SA/PA still need to get to Elvis first in the blue corridors. 
    Agents can skip this section. They can return to the Moon Pool lift control 
    panel right away.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Rendezvous and escape with Elvis
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    A: Head directly for the Moon Pool Room. Read on at the "All:" section.
    
    SA/PA: Make sure to have activated the Moon Pool lift or Elvis won't appear 
    at the end! Having ensured that return to the blue corridors and walk back 
    to the other doorway whose porthole was sealed off. Open it and walk 
    through it. On the left there's a lone guard and another security camera. 
    Take both out, and walk through three more corridors filled with two guards 
    each.
    
    You'll now be near a small stairway leading down. Walk down here and again 
    carefully look around either left/right corner to spot a guard. Shoot him 
    several times and immediately retreat back up. This will lure 2 or 3 guards 
    towards the stairs where you can easily take them out as they run towards 
    you. Go down again, and walk all around the place toward the end. There's 
    another duo of guards here. Just nail them down and look down the stairs to 
    find another set of two which can be shot without them seeing you. 
    
    Go through two more doors (another lone guard is in here) to find a huge 
    glassy area where Elvis is waiting for you. He tells you it is time to 
    leave the old boat and so we do. As with Agent, you don't need to go 
    through the golden corridors, but instead return to the Moon Pool lift 
    control panel room.
    
    All: Enter the Moon Pool control panel room and walk up the ramp on either 
    left/right side. Equip the X-ray scanner and look for a rectangle on the 
    wall. That's the control panel on the other side of the wall. You can just 
    press 'B' to enable it right through the wall! This will complete the 
    objective for you and end the level.
    
    This works provided you completed all the other objectives before this, 
    otherwise you have to complete those objectives afterwards, just to find 
    out that the door can't be 'unlocked' a second time. Thus if that happens 
    you do need to go through the hallways.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    6.2. Deep Sea - Threat Nullify
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    | 1| 1| 1| Reactivate teleportals
    | 2| 2| 2| Disable Cetan megaweapon
    |  |  | 3| Secure control room
    | *| 3| 4| Restore Dr. Caroll's personality
    | 3| 4| 5| Escape from Cetan ship
    |--|--|--|-----------------------------------------------------------------
    
    * = You go through the section anyway...
    
    Items                                 Characters 
    ------------------------------------- ------------------------------------- 
    Falcon-2                              dataDyne Snipers
    Falcon-2 (Scope)                      Skedar
    Phoenix                               Skedar Warrior (dead corpse)
    FarSight XR-20                        Mr. Blonde
    CMP-150                               Pelagic II guard
    K7 Avenger                            Cetan bioweapon drone
    Shotgun                               Dr. Caroll
    Proximity Mines
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : ?
    
    Shield 2 (A/SA): Locate to the left of the first teleportal at a dead end.
                     You may see a dead Pelagic II guard next to it.
    
    Secret Weapon  : Proximity Mines
                     In the area with the dead Skedar kill the Shotgun carrying
                     guard on the far left. He'll drop a box with the mines.
                     Be careful to not shoot this box, or else...
    
    Cheat 1        : Beat the level
                     Jo Shield
    
    Cheat 2        : Perfect Agent - 7:27
                     Farsight XR-20
    
    Cheese         : In the first corridor at the start look through the left
                     window at the ocean floor. You may want to zoom in using
                     either a Sniper Rifle or the FarSight to see this one.
    ---------------------------------------------------------------------------
    
    All: As the intro showed the purple dataDyne sniper cronies have Shotguns 
    and cloaking devices. Moreover, they have shields as well so this is going 
    to be a very hard section to begin with. 
    
     - The Falcon-2 requires too much shots to disable the shield and kill
       a sniper guard
     - Disarming a guard doesn't work, again because of the shield
     - Shotguns fire is hazardous to your health, especially considering
       the high degree of accuracy the AI has
     - There are no objects to hide behind
     - Elvis can instantaneously kill a guard with the FarSight, but he does
       need to be able to target it. He can also punch them out in a single
       swipe like Jonathan did in Area 51: Escape.
     - A Shotgun on secondary fire mode (Double shot) is the only practical way
       of dealing with them, but the gun's reload is horrible so make sure you
       don't piddle dry when you need it the most.
     - IR-scanner we coincidentally have will reveal the guards even when
       cloaked, but this does make the entire vision rather dark and limited.
     - When guards are cloaked they are sitting (rather standing) ducks.
       Make use of this!
    
    From the start run through the corridors, change to the Shotgun (double 
    shot) & Infrared sight and ready for a hard battle. Open the second doorway 
    to find a guard running away from you and two more. Follow the former and 
    shoot him as soon as he stops, then go after the other two. Don't walk out 
    too far or the two snipers in the distance will get attracted. First these 
    three need to be taken down. With a little luck Elvis will kill the third 
    before he can shoot you.
    
    Reload the entire magazine, then walk up ahead as you notice a single guard 
    running down the slope. He should stop near a rocky section to the left. 
    Kill him there before he readies a shot, then carefully move around the 
    rock to find another guard hiding around here. He won't notice you if you 
    don't get too close by so that's another easy kill!
    
    Again, completely reload the Shotgun and walk up the slope and enter the 
    first section of the double doors. Wait a bit for Elvis if needed, then 
    open the other part of the double door. Two guards opposite of each other 
    will run across one and another. This gives you an opportunity to strike 
    them both with double kill if you shoot right at the moment they run past 
    each other.
    
    Lastly, kill one more guard to the right and two more on the left. The rear 
    left one will drop a box of Proximity Mines, so don't get to close by when 
    shooting him or the recoil of double shot may cause the crate to explode! 
    Once they're dealt with get the mines if possible. The rest of the level is 
    rather easy if you know what you're doing.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Reactivate teleportals
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Switch over to the Falcon-2 and unequip the IR-scanner as you walk 
    down the long ramp to the right. There's also a dead Skedar warrior around 
    here we'll be seeing more than enough of those cretins later on, but they 
    won't be dead. For now we need to worry about more hillbillies in red 
    overalls. There's three of them around the corner, so take them out with 
    the scoped range of the Falcon-2 before they can retreat.
    
    Walk down the dark passage to find two more Pelagic II guards and what 
    appears to be a dead end. Look around and you'll notice a small pillar in 
    an inlet. Shoot it to light the pillar up and this also opens a passage 
    opposite of it. Make sure Elvis is close by as he can shoot down all the 
    blokes in this hallway with perfect aim single shots. Joanna is better off 
    supporting him by shooting the ones that get too nearby. Elvis is rather 
    slow and defenseless when punching people out.
    
    Shoot the second pillar in the distance to reveal another corridor. Go 
    through here to find two more guards and a third pillar in the right inlet. 
    When this one is shot go back to the first intersection to find the control 
    room. In here a Mr. Blonde and two red overalls are waiting for you, if you 
    made too much noise, otherwise they'll be scrambling about making it easier 
    for you to take them down. 
    
    In either case move forward and use side stepping to take each one out 
    individually. Alternatively, just run into the room and go in circles to 
    make it impossible for them to hit you. Once Elvis steps in you can leave. 
    He'll tinker around with the controls and complete the objective.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    All: In the meanwhile you can just run back to the main corridor and head 
    through the first green metallic doorway. Then go along the right passage 
    to reach the first teleporter in the distance.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Disable Cetan megaweapon
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    This objective goes completely different for each difficulty scale so 
    here's a split up for all three of them.
    
    A:
    
    SA:
    
    PA:
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Secure control room
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: After warping out of the Farsight section you'll find yourself one door 
    away from Dr. Caroll's location. There are 2 Mr. Blonde's there as well, 
    and the entire objective is eliminating those fiends. On A/SA they won't 
    appear at all. Just shoot them through the door with the Farsight and 
    that's all. This objective is really lame...
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Restore Dr. Caroll's personality
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Select the memory back-up from your inventory and walk up to Dr. 
    Caroll. Agents can just walk up to him without selecting the item. Watch 
    the cut scene and see how our dear doctor gives up his life for prevention 
    of a greater danger and he initiates a self-destruct countdown sequence.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Escape from Cetan ship
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: After the scene select a gun if you like (a submachine gun like the 
    CMP will do best), run through the door ahead of you and trace your steps 
    back to the start of the level. Some guards, 3 red overalls and 2 snipers 
    will spawn around here, but they shouldn't cause any trouble. You can run 
    past them; time is more of the essence here. Spray some bullet around to 
    make all red overalls stutter and cripple for a moment allowing you a safe 
    passage past by. Once you open the second circular door the level is over.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    7.1. Carrington Institute - Defense
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    |  | 1| 1| Reactivate automatic defenses
    | 1| 2| 2| Release hostages
    | 2| 3| 3| Retrieve experimental weapon
    |  |  | 4| Destroy sensitive information
    | 3| 4| 5| Deactivate bomb
    |--|--|--|-----------------------------------------------------------------
     
    
    Items                                 Characters 
    ------------------------------------- ------------------------------------- 
    Falcon-2                              CI-personnel
    Mauler                                Daniel Carrington
    K7 Avenger                            Jonathan(*)
    AR-34                                 dataDyne Troopers(Shield)
    RC-P120                               Mr. Blonde
    Devastator                            Skedar Warrior
    Laser                                 dataDyne Sniper
    Data Uplink                           CI-trooper
    
    * = only appears if you let him take the saucer in Area 51.
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : At the dead end near the device training room
    
    Shield 2 (A/SA): In the center of the hangar basement
    
    Secret Weapon  : Devastator
                     Save Grimshaw and his companion. Either one will drop it.
                     This will only happen if none of the CI personnel is
                     killed by dataDyne the moment you rescue them.
    
    Cheat 1        : Beat the level
                     Enemy Shields
    
    Cheat 2        : Agent - 1:45
                     Super Shield
    
    Cheese         : Outside the door the Skedar crashes in during the cinema
    ---------------------------------------------------------------------------
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Reactivate automatic defenses
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: You'd better do this objective first as dataDyne guards with shields 
    keep pouring into the base and without the gun turrets they'll quickly 
    overwhelm the institute. From the start ignore the Skedar Warrior for now, 
    run backwards, go down the ramp through the open passage to get on the 
    helipad outside. 
    
    Keep running forth and enter the right entrance to reach a brown walled 
    section. Run to the left and activate the first gun by pressing the panel. 
    Continue on to the left, through a door, and another to find another panel 
    on the wall which activates the second drone gun. 
    
    Instead of continuing on left go right, and walk around the ledge. There 
    should be metallic crates in the deep pit here. There might be a single 
    shielded dD bloke here, but a good portion of the AR-43 clip should put a 
    halt to him. Enter through the doorway above which an inactive auto-defense 
    is located to find its control panel. That makes 3 and completes the 
    objective. Now head back to the starting point.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Release hostages
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: There are 8 Carrington personnel people kept hostage in all in groups 
    of two. The most fluent way to do this is to go for the people upstairs 
    first (information and item training), then the hologram room and lastly 
    the firing range as the experimental weapon is also there. You need to save 
    at least the following amount to complete the objective:
    
         A : 2 or more
         SA: 4 or more
         PA: 6 or more
    
    At the starting point kill the Skedar Warrior if the CI guard hasn't done 
    so already. This should have at least weakened the Skedar. Collect his 
    Mauler or not, and go up one of the elevators. Run towards the most right 
    room and before entering it use 1 Combat boost to make things easier. Ready 
    the AR-43, open the door and just hit both hostage takers once with manual 
    aim from the doorway. It doesn't matter whereas they have no health 
    whatsoever. 
    
    Immediately leave the place and strafe run around the wall to the 
    neighboring room with Grimshaw. Kill both hostage takers here as well to 
    save two more people. Now get inside and collect the Devastator with 3 
    shells which is a must for PA. 
    
    A/SA: You can go downstairs now and just visit the other rooms having the 
    hostages get killed. If you insist on freeing them read along PA's lines.
    
    PA: You might rather want to complete the special PA objective "Destroy 
    Sensitive Information" right now as things heat up later on... Once that is 
    done go downstairs as well and enter the hologram room with the Devastator 
    equipped (2 shells remaining). There are 3 shielded guards in here taking 
    the personnel under fire. Shoot a grenade a diagonally into the right wall 
    so it lands right behind the wall section. This kills two of them! In the 
    meanwhile run backwards around the left side of the wall. Shoot the last 
    grenade at the last remaining guard's feet to obliterate all of them. 
    Alternatively, shoot him with an AR-43 clip, but you can't kill all three 
    guards before they start shooting as the shields take too much time to tear 
    down completely.
    
    Now head over to the firing range and enter the place making sure the AR-43 
    is completely reloaded. In here two more dataDyne thugs are shooting K7-
    Avenger bullets at the 2 CI people whom defend themselves with Falcon-2s. 
    They might be able to ward off the troopers themselves, but most of the 
    time you rather need to help them out in order to save them. These two are 
    the hardest to save in my opinion as they get killed rather quick when you 
    enter the place.
    
    In any case the "Objective Completed" should appear by now. Walk up to the 
    computer in the firing range and you'll notice a new gun in the wall's 
    glass casing.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Destroy sensitive information
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: With the Devastator in tow halfway through the "Release hostages" 
    objective, run to Daniel's room (the leftmost place). Jonathan will be 
    standing here helping out a little, if you escaped Area 51 on foot the last 
    time you played it. Enter the room and shoot a grenade shell at the distant 
    panel in the wall. This destroys the sensitive information in the safe 
    which you otherwise need to come back for after the next objective. But by 
    then the place will be flooded with shielded guards. And even with the 
    experimental weapon this is not a good thing... 
    
    Btw. The laser will only work on the safe's door panel after completing the 
    first three objectives in order. It's pretty strange in my opinion, but you 
    can only break it afterwards. Explosives however just bypass the door & 
    lock and blow up the info in one go. Much easier, faster & safer!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Retrieve experimental weapon
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: If you followed the strategy during the time you saved the other CI 
    personnel you should be in the firing range by now looking at the gun in 
    the glass casing. Once all people are freed you can access the computer and 
    when you activate it the glass shatters. Walk up to the gun and collect 
    Foster's latest invention: the RC-P120. This gun doesn't come a moment too 
    soon.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Deactivate bomb
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Immediately select the RC-P120, run back towards the door and set it 
    to secondary fire mode "Cloak". Apply the cloaking as literary a dozen of 
    shield guards and Mr. Blondes come pouring in. While being cloaked dash 
    back towards the helipad outside as there will be a Skedar ship located 
    here. If you were cloaked all the way to here this place should be 
    completely empty (maybe there's just one Mr. Blonde looking away from you, 
    don't attract him). 
    
    Change to "Data Uplink" and bide your time around the vessel as you wait 
    until it leaves.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Once you hear the completing 'bleep' during the virus upload change 
    back to the RC-P120 and you should still have ~3/4 magazine left. This 
    should be sufficient to run back along the right passage towards the jump 
    ship in the hangar. When you reach that place the level will be over.
    
    
    ---------------------------------------------------------------------------
    8.1. Attack Ship - Covert Assault
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    | 1| 1| 1| Disable shield system
    |  |  | 2| Open hangar doors
    | 2| 2| 3| Access navigational systems
    |  | 3| 4| Sabotage engine systems
    | 3| 4| 5| Gain control of bridge
    |--|--|--|-----------------------------------------------------------------
    
    
    Items                                 Characters 
    ------------------------------------- ------------------------------------- 
    Combat Knife / Falcon-2*              Cassandra de Vries
    AR-34                                 Elvis(!)
    Mauler                                Maian Protector
    Dual Mauler                           Skedar Warrior
    Phoenix
    Callisto NTG
    Slayer
    
    * = US / European version start out with 1 Combat knife.
        Japanese version starts out with a Falcon-2.
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : -
                     Actually it is there, but inaccessible without a cheat
                     device. If you go to where the engine room is the door
                     will be locked, but if you bypass it with a gameshark
                     or so you'll find a dead Maian body here with a shield
                     right next to him.
    
    Shield 2 (A/SA): After going up the blue elevator in the first room to
                     the right with the lone Skedar. It's in plain sight on
                     the table.
    
    Secret Weapon  : Dual Mauler
                     Kill the Skedar leader on the ship's bridge.
    
    Secret Weapon  : Slayer
                     Take out all four Skedar in the green statis pods. 
                     After doing so a door opens to a chamber with the 
                     Slayer lying around on the floor.
    
    Cheat 1        : Beat the level
                     Phoenix
    
    Cheat 2        : Special Agent - 5:17
                     Alien (Buddy)
    
    Cheese         : In the large hangar face the blue elevators and go into
                     the room to the right. Look down through a crack to see
                     a yellow tiny smelly thing lying around.
    ---------------------------------------------------------------------------
    
    All: This is probably the hardest level next to "WAR!" on the Perfect Agent 
    difficulty setting. You should prepare for this level and get accustomed to 
    fighting Skedar Warriors as it is not the same as fighting the human AI. 
    Skedar Warriors are a lot less sophisticated and have a much more simple 
    script running. 
    
    Most Skedar wait for you to appear, then they shoot you a few times and 
    move into a different place, then shoot you again and so on and on. You do 
    need to take care when you get close by, as a single swipe or head butt is 
    hazardous and sometimes lethal even at full energy.
    
    Like Deep Sea the first section is by far the hardest part of the level in 
    my opinion. So once you control Joanna open up the first door and wait a 
    little until you see a Skedar running off. Wander around the passage and 
    stay back, until Cassandra gets killed and the Skedar in front of you turns 
    his back to you. 
    
    Walk up to the alien and slash knife into the back of its head. If it 
    didn't notice you you'll land a surprise attack and kill it in a single 
    swipe. Otherwise you may have a very hard time..., you'd better restart. 
    Collect the Mauler from him (you start out with a little ammo so on PA you 
    should have 20 bullets rather than 10 at this point!) and carefully look 
    around the corner for the second Skedar. Make sure the Mauler is set to 
    secondary "Charge-up" and once you can get a clear headshot shoot once to 
    kill it as well. Don't waste too many bullets on him!
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Disable shield system
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: There are three alien terminals in the lower area next to where 
    Cassandra got killed. Walk down here and shoot all three of them to 
    complete the objective. It costs 3 regular shots with the Mauler or a 
    single partially charged up shot (2 bullets charged or more). 
    
    If you do the game will say you failed the objective. It is technically 
    still possible to win, if you fight the upcoming Skedar with the Combat 
    Knife, get the bullets and recomplete the objective afterwards. But I 
    wouldn't bet on you winning that fight; you're best off restarting, when 
    this happens.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    PA: You can collect Cassandra's necklace and read the description in the 
    Pause menu to find a secret key code, which has no use. For some reason you 
    can only get the necklace on PA! Apart from that PA players need to open 
    the hangar doors first before Elvis and his crew can join the party.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Open hangar doors
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: Go down the turbo elevator to reach the hangar. There are 2 Skedar 
    walking around here, but you should ignore them as you're very low on ammo. 
    And you may need the shots a little later on. So instead, run up the ramp 
    and strafe down the other opposite of it. The Skedar have low accuracy at 
    the long distances so this method is safe enough. You'll find another 
    elevator over on that side that brings you up.
    
    Once you get out of the elevator, crouch and look around the left corner to 
    see a single Skedar. If you have any bullets left try to go for a charged 
    up Mauler headshot in order to eliminate him. If you don't have any ammo 
    strafe directly to the left to find two alien terminals. Press 'B' in front 
    of one of them to unlock the hangar doors.
    
    Do all of this rather quick as the two Skedar in the main hangar might come 
    after you on the elevator. Also keep your Mauler ready when going back down 
    as they may be waiting for you just before you can meet up with Elvis...
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Go down the turbo elevator to reach the hangar where Elvis meets up 
    with you. He'll hand you over an AR-43 along with 200 bullets! Next to that 
    two of his comrade protectors are to be found in the hangar bay each 
    carrying a Callisto NTG. You could kill them for the gun, but you'd better 
    not as they'll help you out during the fight in the hangar bay.
    
    There are six bays and Skedars will start to appear randomly from each one. 
    You're objective is to kill as many as possible, after a certain number (I 
    think it's something like ~10 kills) the blue elevators on the left side 
    will activate allowing you to continue. So ready your AR-43 and go for the 
    two rightmost bay doors. Stand in the central path and constantly turn 
    around to notice any opening hatches. Once you spot one use manual aiming 
    to kill them. Don't be conservative about ammo, just keep shooting. The 
    'greys' will take care of the other door bays. After taking out 6 to 9 make 
    your way to the blue elevator door and once it opens get inside to reach 
    the next section. Elvis may come up towards you, tell you that he'll take 
    the other elevator and follows after you.
    
    Note: The Skedar appearing from the hangar door spawn points are only half 
    as strong as normal specimen, thus they are much easier to dispose of. 
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Access navigational systems
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: While going up to explore the rest of the ship make sure to look at 
    the direction the entrance door was (thus turn around 180 degrees) and walk 
    into the left wall. This is important if you don't want to alert the Skedar 
    at the top. The reason for this is that a Skedar will be looking through a 
    window right at the elevator pad, but he can't see you if you stand 
    completely to the left.
    
    You can open/close the 'window' portals to have a brief look at the 
    universe, but it's not really useful. Rare Ltd. also went a bit overboard 
    with the lighting in this place, virtually anything is a light source in 
    here.
    
    Anyway, when you're done messing around crouch and open the door while 
    standing a little on the left side of it (not too close to the wall). Take 
    one step forward and you should be able to see the body of a Skedar to the 
    left. Shoot him, while he can't see you. A single charged-up Mauler shot is 
    preferable. Next turn to the right and repeat the process on the other 
    (this is the Skedar that watched over the elevator through the window a 
    second ago).
    
    Enter the room behind him to find a Skedar facing away to the right from 
    the doorway. Again, if you step in carefully you can shoot the Skedar's 
    head tail without him noticing you for an quick kill. On A/SA there's a 
    shield on the table so you may want to collect it.
    
    Reload your gun and enter the doorway to the left to find a distant Skedar 
    opening fire on you from the right side of the corridor. Walk a bit closer 
    towards him and shoot the head to slay this beast. This part can be very 
    damaging for your health so take care. Next to that Elvis is really easily 
    killed around here, so make sure you keep ahead of him...
    
    Continue forward to find a T-junction in the next room. Take the left path 
    to find green 3D holographic star map. There's a Skedar on either side of 
    the room, so crouch and step in carefully for single head shots with the 
    charged Mauler. That is the safest tactic I can think of. You may need to 
    step forward a bit more as the Mauler sometimes shoots in the wall rather 
    than hitting the target if you're close to an edge. Once you inside the 
    room Elvis will run up to the space map and complete the objective. You can 
    continue up ahead already.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    All: Run through the other exit, reload the Mauler, go through the right 
    passage, kill the Skedar right after the door and head up the ramp to the 
    left. In the distance you'll notice a Skedar shooting at you. The first two 
    shots he fires at you always miss, so run closer up to him and kill him 
    then. The third is most likely to connect, hence do this quickly! Go around 
    the corner and you may notice a Skedar running off. You can kill him if you 
    like, but he shouldn't pose a treat.
    
    A: Agents can continue running up the ramp you come across right now, until 
    you reach the top. Continue below the following objective.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Sabotage engine systems
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: Instead of going up the second ramp, follow the right wall to find a 
    blue door with a Skedar hiding behind the doorway, and there's also another 
    to the left. Make sure your gun is ready to fire when opening it! Now you 
    can go either left or right around a corridor towards the engine room. I 
    found a rather safe strategy in the following approach:
    
    -Go through the right passage, kill the Skedar behind the second door, 
    crouch and look around the corner across the light blue engine room. You'll 
    notice two Skedar in the opposing corridor. You can just sniper them down 
    with the AR-43! Even if you miss them they'll stay put and won't come after 
    you. Misuse this shortcoming of the AI to shoot their tail sticking out of 
    the head. Step forward a bit, until you can see the brown object that is up 
    against the central energy beam. Just shoot it while standing in the 
    corridor as the 3 Skedar in the engine room won't come after you.
    
    -Head back into the central room, then go up the left passage. It should be 
    empty at the end as you killed both Skedar in the previous run. Repeat the 
    same process by using crouched manual aim from within the corridor to 
    prevent getting hit by the Skedar in the main room. 
    
    -Once the second brown object is destroyed a timer will trigger initiating 
    a countdown, until total destruction of the place. Strafe run back like the 
    wind past the blue door to make it to safety. All Skedar within will be 
    fried so if you like to pick up more Mauler ammo, be my guest. Afterwards, 
    go up the ramp like Agents did already.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: At the top of the ramp, crouch again (for better accuracy), and look 
    around the right corner. A Skedar is near the next doorway, but shouldn't 
    be able to notice you. Again, shoot the tail thingy on the head for a kill 
    with only 2 or 3 bullets.
    
    Enter the passage, reload and open the next door. There will be another 
    alien atop the ramp on either left/right side. I'd prefer to go for the 
    right one. Run up the right ramp into the corner, shoot the Skedar coming 
    for you and turn to the left. The other Skedar should be running down the 
    slope. This makes him an easy target for you. Watch out in case Elvis comes 
    blundering into the room, you do not want to kill him. Elvis will stay 
    behind here, securing the perimeter, right. <_< 
    
    Go up two more elevators, and on the second get ready to get shot by three 
    Skedar on the bridge of the ship. Crouch and run into the right wall to 
    seek refuge. Once more step forward slowly to fight them one-by-one (they 
    are stationary at all times). The center Skedar holds dual Maulers and may 
    drop down the ramp, because he steps forward each time he aims at you. Once 
    you got them all three quickly run around to collect the ammo and dual 
    Maulers!
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Gain control of bridge
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: the last part of the level is really hard even with double charged up 
    Maulers. You have to fight 6 to 8 Skedar running into the place in groups. 
    However, there is a trick that allows you to beat it really easy.
    
    Once Elvis comes running into the place, run up to the doorway which is now 
    opened. Stand against the left or right wall so the passage cannot close. 
    If you do this correctly it'll remain open allowing you to kill the single 
    Skedar that is spawned in here.
    
    Now quickly run over to the right passage and shoot both Skedar whom appear 
    here. If you can kill the one in the back the level finishes, but this 
    alien stays behind so if the doors close you cannot yet beat the level. 
    Keep waiting for another chance. It's not the number of Skedar you beat to 
    finish the level, but those two specific Skedar are the key to beating it. 
    This can be very handy for completing the time cheat on Special Agent. ;)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    9.1. Skedar Ruins - Battle Ruins
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    | 1| 1| 1| Identify temple targets
    | 2| 2| 2| Activate bridge
    |  |  | 3| Gain access to Inner Sanctum
    |  | 3| 4| Destroy secret Skedar army
    | 3| 4| 5| Assassinate Skedar leader
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Opposition 
    ------------------------------------- ------------------------------------- 
    Falcon-2 (Scope)                      Skedar Warrior (cloaked, unarmed)
    Dual Phoenix                          Skedar Warrior (stationary, Reaper)
    Callisto NTG                          Skedar Warrior (stationary, Slayer)
    Mauler                                Skedar Warrior (Mauler)
    Reaper                                Skedar
    Slayer                                Skedar King
    Devastator
    R-Tracker
    Target Amplifier
    IR-Scanner
    
    Stuff
    ---------------------------------------------------------------------------
    Shield 1 (A)   : Near the large fallen pillar and the last two obelisks.
    
    Shield 2 (A/SA): After the ravine climb the ladder and find it underneath
                     a Skedar holding a Reaper.
    
    Secret Weapon  : Dual Phoenix
                     Destroy the non-special pillar with the Devastator.
                     2 Phoenixes will be lying around near the ravine.
    
    Cheat 1        : Beat the level
                     R-tracker / Weapon cache detector
     
    Cheat 2        : Perfect Agent - 5:31
                     All Guns in Solo
    
    Cheese         : At Shield #2 walk forward towards a wall with a large
                     crack. Three guesses what you see when looking
                     through it...
    ---------------------------------------------------------------------------
    
    All: This is it! The final part till the end of the game. Skedar attacks 
    are numerous around here, but it's not that bad once you get to know what 
    to do and where traps are located. From the start change to the Callisto 
    NTG on High Impact shells. With this gun you can take out most Skedar 
    Warriors effectively with only a few shots. 
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Identify temple targets
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: At the start also turn on the R-Tracker in the inventory to make 3 
    green dots appear on the map. These mark the 3 obelisks (random selection 
    out of 5 obelisks in total) you need to tag with a Target Amplifier.
    
    Enter the passage to the left and look for an unarmed Skedar Warrior 
    warping in from either left or right. This is random, and usually it 
    appears usually in the way it screws you the most. Continue on and hide 
    behind the first obelisk as there is a Skedar with a Reaper after that. 
    From the current safety point turn left and eliminate the Skedar Warrior 
    who's coming for you. 
    
    Reload the Callisto, tag obelisk #1 (if it is marked). Jo will also make a 
    remark upon passing the first valid pillar so you now know what to look 
    for. Sidestep from behind the obelisk to trigger the Reaper Skedar to shoot 
    you. Once you hear no more bullets rain sidestep again and kill him.
    
    Continue on past him and before you reach the junction turn around to kill 
    a Skedar that was trailing on you. That bad beastie warped in just after 
    you passed by. Reload and look for Skedar warping in from both left/right 
    sides. Start shooting as soon as you hear them.
    
    The right branch leads to obelisk #2 behind a wall segment, tag it with the 
    Target Amplifier if it's on the R-Tracker's radar. The left branch leads to 
    a ravine, but we don't want to go down there right now. Follow the right 
    wall and hide behind the little niches in the left side of the corridor 
    where a Reaper Skedar starts shooting. Once he stops take him down, and 
    walk up to the back area to find obelisk #3.
    
    To the right are two stationary Skedar Warriors with Reapers attacking you 
    on sight from behind a fallen obelisk. Fight them one-by-one using the same 
    sidestep-wait-sidestep tactics as before to kill them, when they're 
    reloading. Collect the Reapers for ammo if you like, then run past to the 
    right side to find a very huge pillar being obelisk #4.
    
    The last pillar is in the chamber behind this place. There will be two 
    Skedar warping in, if you walk in too deeply. So just chuck the Target 
    Amplifier directly forward to hit obelisk #5 if it's the required one. This 
    makes things easier. Once the objective is completed all pillars will 
    shatter to pieces by some mysterious force...
    
    Note: Use the Devastator on the 2 incorrect obelisks so they blow up. The 
    large obelisk (#4) requires 2 shots. If you do this double Phoenixes will 
    by lying on the floor near the ravine. They are not as useful as that bonus 
    Phoenix in Area 51, though. But you may want to reconsider.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    All: Return to the ravine, collect the Phoenixes if you blew up the other 
    two obelisks, and look directly down towards the right. There's a Skedar 
    Warrior with a Reaper down here. You'd better make short work of him before 
    he nails you. Once he's gone look over to the left and notice another 
    Reaper Skedar. Take him out as well to secure the area.
    
    Go down the ladder and walk over to the left. Thread carefully here as the 
    ravine can mean a plunge into the bottomless pit. From here you can go two 
    ways:
    
    1. Blow up the rock using either Devastator or Phoenix and climb atop the 
    ladder on the side. You'll find a dark metallic wall section on the left 
    side. When you wear the IR-scanner a dark outline appears. Blow this piece 
    of wall up with an explosive to enter the catacombs of the Skedar ruins. 
    Several mini Skedar keep spawning in here as you run around the place. Go 
    left and enter the doorway to find a small puzzle room. 
    
    2. Follow the left ledge along the left wall, walk past the rock segment 
    and switch over to the ledge on the right after that. Then fall down the 
    ledge while strafe running forward into the wall (use C-right). If you do 
    this correctly you'll end up near the switch room. The advantage of doing 
    this is that you can skip the wall blasting section and the mini Skedar 
    won't appear in the next section. Go right and open the door in the wall to 
    find a puzzle room. (Btw: if you use this second method don't waste the 
    last Devastator round or else the game thinks you failed the objective, as 
    it reads the wall not being breached).
    
    The Falcon 2 might be good to use here as single pistol shots will kill the 
    mini Skedar with ease and you may want to conserve on Callisto NTG ammo for 
    the boss fight. Doors in this place randomly jam, so if they don't budge  
    press 'B' again to make them open properly.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Activate bridge
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: There's one baby Skedar in here so just shoot him once with any gun. 
    The puzzle you have to complete in here is pushing the broken pillar 
    section onto the corresponding brown tile. Just run into the pillar to push 
    it around. Once you do so you'll get a message saying that the bridge 
    extends. Through the open gap in the wall you can even see the platform 
    move.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    All: On the other side of the bridge you'll find a few more mini Skedar 
    with their feeble attempts to attack you. Considering it's dark in here you 
    may want to use the IR-scanner if you don't know the place. Otherwise use 
    the Falcon-2 to take them out and run along the corridor going right, left, 
    left until you reach a door on the left and a ramp to the right. Perfect 
    Agent players can better go through the doorway as they need to clear the 
    lower area first. A/SA can continue reading below the following PA-only 
    objective.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Gain access to Inner Sanctum
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: When you enter this area there are two stationary Skedar Warriors in 
    here each carrying the alien version of the rocket launcher: the Slayer. 
    Shoot them down with the Callisto or Phoenix (the explosions from the 
    Phoenix can blow their rockets up in their face). 
    
    Collect the Slayer rockets and watch out for the Skedar with a Reaper up on 
    the higher section. Use either a guided Slayer missile or some 
    Phoenix/Callisto rounds to take him down from a safe distance. Walk up to 
    the small pedestal next under the Reaper Skedar. Look down a little and 
    you'll get a message that you need to sacrifice a gun in order to continue. 
    So select a gun you can miss (Falcon-2 most likely) and press 'B'. After a 
    second or so the gun should be taken from your inventory.
    
    Wait until the objective completed message appears before switching guns 
    otherwise it might take your Callisto NTG which is perhaps not a good 
    thing.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    All: Walk up the ramp and continue over the transparent ledge, through the 
    doorway, around the corner and another set of double doors. Agents can skip 
    through the following room and head for the boss straightaway.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Destroy secret Skedar army
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: If you enter this room the easiest way to get rid of all 7 Skedar 
    (one in each green statis pod) is using explosives. If you don't have the 
    Phoenixes you should have 3 Devastator rounds left over. Shoot a grenade in 
    the center of each set of two doors (two on the left and one on the right) 
    to kill the first 6 Skedar. 
    
    Then use the Callisto / Phoenixes on the last single pod to the left in the 
    rear. The first Skedar to appear is always in the right back statis pod so 
    aim for that directly when entering the room. Once all Skedar are gone 
    collect the Maulers and ammo if you like and continue along through the 
    double doors to meet the boss.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Assassinate Skedar leader
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: First some introduction on this boss. When you enter the room the 
    Skedar leader will be standing in the back of the room just in front of the 
    holy altar. The leader itself is invincible, because it has a shield so you 
    can't kill him directly. The leader's attacks consists of the following 
    list:
    
     1. Summon a Skedar (Warrior) into the scene whom attacks you in turn.
        Just shoot the Skedar before continuing to hit the leader.
    
     2. Disappears and warps into the battle arena in an attempt to ram you.
        Run around in circles and never stop!
    
     3. Shoot a slayer missile at you.
        Don't get too close up when this happens. At a longer distance it's
        easy to side step the projectile.
    
    What you need to do is shoot the shield, until it turns black and the 
    leader will kneel down in the center to regenerate his shield. During the 
    shield's regeneration time the Skedar insignia at the top will be 
    vulnerable. Shoot the non-shielded parts (starting at the bottom). After 
    several shots the weakened piece(s) fall off. Once the leader's shield has 
    been restored the attack pattern starts all over again and you need to hit 
    the shield until it turns black again to repeat the process. 
    
    Now that you know of the leader's ways select the Callisto NTG on high 
    impact shells, open the final door, aim up a little and start shooting 
    while running towards him. If you do it right you should get his shield 
    entirely drained before he can even start his first attack. Walk up to the 
    front right corner, crouch once, reload, and shoot diagonally upward at the 
    junction of the bottom two prongs. If you hit at the connection point of 
    the two bottom prongs you can eliminate those both at the same time!
    
    Each time a prong is destroyed the leader can restore less energy for his 
    shield, thus it should become easier each time round to take his energy 
    shield down to black. The nice thing about this strat is that the leader 
    shouldn't be able to get a single attack on you! The hardest part is not 
    having the leader attack you during the 2nd iteration as the leader's 
    shield will have the most energy (the first isn't that bad as you get lots 
    of time when entering the room). The best way to ensure him not attacking 
    is to reload the Callisto only once the leader runs off to regenerate (use 
    the pause menu reload for even better results). You don't want to reload 
    after a prong is destroyed as the leader gets up immediately afterwards in 
    an attemp to attack you! In all the pattern is like this:
    
                                  Start
                                    |
                                    v
                    -> Disintegrate leader's shield
                   |                |
                   |                v
                   |       Reload Callisto NTG
                   |                |
                   |                v
                   |         Destroy a prong
                   |                |
                    ----------------
    
    The leader will get up with his shield restored. Shoot him continuously, 
    until he kneels, reload now while it's safe, and shoot either left or right 
    prong (you can't get them both this time). Upon shooting the final center 
    prong the game ends stabbing the leader through the head.
    
    With a little practice (practice the level with a Super Shield or 
    Invincibility cheat otherwise) you can follow this pattern without the 
    leader ever attacking you regardless of the level difficulty A/SA/PA. For a 
    little variation I tried shooting a Slayer rocket at the leader the moment 
    I entered the room, that did make the first phase go faster, but the smoke 
    makes things harder to see so it's up to you to decide whether to make use 
    of this.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Congratulations, you beat Perfect Dark on the respective difficulty level! 
    View the credits and listen to some funky music. Depending on that 
    difficulty you get the following:
    
     A : Unlock "Bonus 1. Mr. Blonde's Revenge"
         Alternate title screen (a scrolling PD logo with many visual effects)
    
     SA: Everything (A) unlocked
         Unlock "Bonus 2. Maian SOS"
    
     PA: Everything (SA) unlocked
         Unlock "Bonus 3. WAR!"
         Unlock "Background info" in CI's intelligence room
         Unlock "Story" in CI's intelligence room
         Unlock Perfect Darkness difficulty setting
    
    
    
    ---------------------------------------------------------------------------
    Bonus 1. Mr. Blonde's Revenge
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    |  | 1| 1| Plant an explosive device in the lift
    |  |  | 2| Eliminate dataDyne Captain
    | 1| 2| 3| Locate and escort de Vries to Helipad
    |--|--|--|-----------------------------------------------------------------
    
    Items                               Characters 
    ----------------------------------- --------------------------------------- 
    Cloaking Device(30)                 Female dataDyne guard (CMP-150)
    Mauler                              Female dataDyne captain (dual Falcon2)
    BombSpy                             Cassandra de Vries(!)
    Skedar Bomb                         dataDyne Shock Trooper (Dy357, N-Bomb)
    Falcon-2
    Dual Falcon-2
    CMP-150
    Dy357
    N-Bomb
    
    Stuff
    ---------------------------------------------------------------------------
    Shield         : -
    
    Secret Weapon  : Dual Falcon-2
                     Kill the dataDyne captain for these
    
    Cheese         : Same place as in dataDyne - Defection / Extraction
    ---------------------------------------------------------------------------
    
    All: In this first bonus level you get to play as Mr. Blonde. The level 
    takes place somewhere between "Deep Sea" and "Attack Ship" and shows how 
    the Skedar captured Cassandra whom you meet up with in the last mentioned 
    level. Being a Skedar means that we start out with a Mauler, a Cloaking 
    device & BombSpy. "dataDyne action" will be playing for the background 
    music in this level.
    
    You start out at the foyer entrance and you'd better take care in here as 
    this section is completely filled with female dataDyne guards. Collect the 
    CMPs from behind the receptionist desk (they're still here) run around the 
    left corner and when you get near the end activate your cloaking device 
    immediately. Only do this here as you want to conserve as much cloak time 
    for later on!
    
    A: Can skip planting a bomb, so read on below.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Plant an explosive device in the lift
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: Once you're cloaked run up into the secret elevator area where you 
    exited the first level. While going there select the Skedar Bomb from your 
    inventory and Mr. Blonde will automatically place it in the lift, once you 
    enter it.
    
    This sets off a timer for 3:00, but you should only be needing ~1:30 at 
    all. This is a very short level.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    All: Continue being cloaked and enter the right elevator (from the 
    staircase's perspective) and ride along to the top. As soon as you see a 
    solid wall on your left side. Uncloak right now, you should have 10~15 
    seconds worth of cloaking time left over.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Eliminate dataDyne Captain
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: Once you go up the elevator the captain will spawn into the other 
    elevator and comes in after you. You could fight her upstairs, but that 
    could get messy. 
    
    Instead, before enter the elevator yourself deploy the BombSpy near the 
    left elevator. Then just after uncloaking, take control over the BombSpy 
    and wait until you see the captain appear spontaneously. Press 'Z' to self-
    destruct blowing up the captain for you! This is by far the easiest way to 
    dispose of her.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    All: Before reaching the bottom office floor make sure to walk into the 
    doorway as much as possible. If you do this none of the guards on the 
    higher levels will notice you! Failing to do so can alert guards on the 
    higher office floors as they can see you. They can't see directly below 
    them so staying as close to the door will ensure you not being detected.
    
    Get outside and there should be no one on this floor to bother you. Enter 
    the staircase place through the door on the left, go up the stairs and kill 
    the single dataDyne shock trooper in here. Stand in front of the door, wait 
    a moment, cloak, open the door and enter the elevator that just came up 
    (holding a dead dD captain and dual Falcon-2). Close the door and go up to 
    the top floor.
    
    Your cloak time will be nearly depleted so make sure to run into the 
    elevator's doorway to prevent the guards on the other levels detecting you. 
    At the top there's a lone dataDyne trooper facing away from you. A single 
    charged Mauler shot will do him in!
    
    Mr. Blonde is now near Cass' office, so you could go in for her right now. 
    You may want to clear out the area up to the rooftop helipad. There are 
    only two guards up there, but these are carrying N-bombs! If they chuck one 
    into the arena either you or Cass might get badly injured. Cassandra should 
    not be incapacitated, unfortunately.., or she cannot be brought to Skedar 
    justice, thus you'd better go up stairs alone first. There are also some 
    cameras here in the same location as the first level, mind you.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Locate and escort de Vries to Helipad
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: With the last area cleared return to the top office floor and head 
    over to Cass' room. If you have any second worth of cloaking left use it 
    here. There be two reasons for it:
    
     1. When walking over the ramp to her office guards on the lower floors
        won't be able to notice you.
     2. Cassandra starts shooting at you with a Falcon-2 as soon as she
        sees you. Thus keep cloaked when entering the room.
    
    Uncloak, run towards her, select the "Disarm" command and punch her once. 
    Don't punch when being cloaked as it will count as surprise attack which 
    knocks her out! 
    
    She'll drop the gun and listens to what Mr. Blonde has to say. All that's 
    left is walking to the helipad making sure the silly witch doesn't get 
    stuck along the way. This part can be a bit tedious as the AI has some 
    difficulty with finding the path to the level end. On your way out the 
    guards may notice you on the lower floors, but they should never be able to 
    catch up. It's only a single run to the level exit. As soon as Cassandra 
    reaches the helipad herself the level finishes.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    Bonus 2. Maian SOS
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    |  | 1| 1| Sabotage enemy medical experiment
    |  |  | 2| Destroy captured Maian craft
    | 1| 2| 3| Send distress signal to allies
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Characters
    ------------------------------------- ------------------------------------- 
    Falcon-2                              Blue overalls (Dragon)
    Dual Dy357-LX                         A51: Special forces (Dual Dy357-LX)
    Dragon                                Lab technician (Tranquilizer)
    Tranquilizer                          Drone gun
    Psychosis Gun
    
    Stuff
    ---------------------------------------------------------------------------
    Shield         : -
    
    Secret Weapon  : Psychosis Gun
                     Collect it from the table in the back room where 
                     you start.
    
    Secret Weapon  : Dual Dy357-LX
                     Kill the guard in the left circular containment lab.
                     Oddly enough, collecting both guns only yields a
                     single Magnum bullet!
    
    Cheese         : See Area 51 - Rescue
    ---------------------------------------------------------------------------
    
    All: This level takes place right after the Maian craft was shot in Nevada 
    and before Joanna finishes her task in the G5 Building. You play as Elvis 
    the Maian in the Area 51 - Rescue environment and need to send the distress 
    signal to the Carrington Institute so they can help him out. Appropriately, 
    the "Maian Tears" song is playing as BGM in here.
    
    This bonus seems very hard at first hand. You start out with nothing, and 
    because of all the trauma Elvis went through there is only 50% health from 
    to begin with and no shields. On the other hand this level is not that bad 
    if you go through it on a slow pace with a stealthy strategy. I've found 
    one which works wonders for this level. Here goes!
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Once you gain control of Elvis walk up to the lab technician who is facing 
    a transparent computer console. Make him startle, disarm the Falcon-2 he 
    pulls, and punch some more for a KO. He might drop a second piece, which is 
    only good as you get additional ammo. By the time he falls down another Lab 
    tech from the rear entrance comes in. Again, run around him, disarm the 
    Falcon-2 he pulls and go for a knock-out. You should have anything at least 
    20 bullets by now. 
    
    Pick up the super secret Psychosis gun from the table and read its 
    description to understand what it does. This gun can fire darts that warps 
    the perceived reality of the target. In simple English hitting your enemies 
    with it turns them into your buddies! You only get 1 shot, but there are 3 
    more Psychosis serum shots to be found later on so keep hold of it for now.
    
    You'll notice that the only door leading out is locked... To solve this 
    puzzle, move the hover stretcher against the glass and make it explode 
    using 5 pistol shots from the Falcon-2. This allows you to escape from your 
    confined room. 
    
    Walk up to the grey double door, disarm the Dragon from the guard, knock 
    him out, and place a proxy Dragon in this small chamber. Quickly back up 
    and close the door in front of you. The 3 guards in the larger corridor 
    behind will come running up to this place and die in the explosion. Once 
    you hear the "boom" enter the place and collect 3 more Dragons lying 
    abound. The rest of the room is empty so make your way to the long 
    corridor.
    
    A guard might be patrolling here so first check out the left part of the 
    corridor. Kill him with the Dragon, and turn around, now go over to the 
    right section. Set the Dragon to proximity self-destruct and throw it into 
    the center of the junction. Shoot either guard on the left/right side to 
    make the other come for you. One of them trips over the proxy mine and the 
    two go flying through the room! But wait, a blue overall will also spawn in 
    the center out of nowhere and die. o_O This is one of the three guards whom 
    will sneak up on you when the alarms go off later on; you've eliminated 1 
    threat here and got extra ammo. Woohoo!
    
    The circular containment lab on both sides contain 2 guards. I usually 
    don't bother with the right lab, but the left contains the particular guard 
    who is holding dual Dy357-LXs. Many people say you should use the Psychosis 
    ammo on him. He'll become a personal bodyguard, but from experience I don't 
    think he's that useful for the following reasons:
    
     1. He dies fairly quick because he doesn't do anything about
        self-preservation.
     2. You can't command this buddy; the guard goes attacking other enemies
        in a very aggressive manner. This means that entire groups will get
        alerted and you have to deal with those yourself!
     3. There are other (better) uses for the Psychosis ammo as we'll 
        see later on.
    
    I rather like to collect his guns for the single bullet, because the PA 
    objective this one bullet can make things much easier for you later on. But 
    you want to do this objective on A/SA as well as it helps you a great deal 
    (see the PA objective). So collect 1 of the dropped Dragons, set it to 
    proximity mine, enter the left area, chuck it against the door in the back, 
    and now quickly open the door to show your face to the Dy357-LX guard. 
    Close the door again and back off to a safer place collecting another 
    Dragon in the process (don't worry, the proxy Dragon will arm itself only 
    after ~3 seconds). The Golden magnum goon will try to open the door and 
    trips over the proxy Dragon killing him and possibly his other companion in 
    that room. Collect the guns and preserve that 1 Magnum bullet for later on!
    
    A: Return to the long corridor where you came from. The neighboring 
    research lab contains the SA/PA objective, so Agents can continue up along 
    the path. Although, they might want to do this objective to get 2 more 
    Psychosis ammo shots!
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Sabotage enemy medical experiment
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: This is easiest to do without a psychosis buddy. Open the doorway, 
    crouch and take one step forward. You'll notice a guard sitting behind a 
    desk facing towards you. Oddly enough, I observed that this guy still 
    doesn't see you. Go for a manually aimed headshot in order to _not_ alert 
    the other 3 guards in this room.
    
    Step forward along the right, until you can see the second guard to the 
    left. He's also sitting, but facing away. Carefully aim for the head and 
    kill him with another headshot. Stay crouched when walking forward to find 
    another guard on the left in the back. Again, a single headshot is the best 
    way to go. Nudge around the back wall panel on the right, until you can 
    barely make out the torso/head of the guard sitting here. Shoot him when 
    you get a clear view. This clears the room so now you can collect 4 Dragons 
    for their ammo. Considering you used single head shots your magazine should 
    become much more leisurely now.
    
    Open the door in the back to find lab dissection chamber. Use the Dragon to 
    shoot the stretcher contains Elvis' protégée to blow him up and prevent the 
    humans from continuing their research on your kind. The two lab techs will 
    die in the blast leaving behind 2 Tranquilizer and 2 Psychosis darts on the 
    floor. Collect them to watch the Psychosis gun reload animation if you 
    like. XD
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    All: Back in the main corridor ascend the ramp and enter the left room. 
    Inside place a proximity Dragon mine near the center and blow it up using a 
    Tranquilizer dart (or some other ammo you can afford to waste) to kill the 
    a blue overalls guy. That's two down! He leaves behind another Dragon for 
    you to collect. Exit the room and go down the ramp to the right.
    
    At the junction there are two more guards. Place another proximity Dragon 
    in the center and attract them by shooting them / running around. They'll 
    die over the proxy mine and you get two more Dragons. The left room is 
    empty, but the one on the right contains a drone gun, 2 consoles a guard 
    and a lab technician. If you like a 4th Psychosis ammo dart do the 
    following:
    
     -Walk up to the right door and hug the right wall.
     -The drone gun won't fire at you from that position, unless you attack it
     -Open the door and quickly aim for the console in the center.
     -Blow it up to make both lab tech / guard die in the process.
     -Destroy the drone gun using manual aim.
     -Enter the room to collect the goodies.
    
    Continue along the path leading to the huge hall. Like the original Rescue 
    level some guards will fall down the railing in an attempt to attack you. 
    Just shoot them as they run towards you, there's not much to it. Don't run 
    into the room blatantly yourself. Let them come out, not the other way. 
    Take care of the guard near the top right door as he tends to sniper you. 
    Once you cleared them all enter the place to find a fourth guard near the 
    doorway on the left. Run around him to evade all his shots as you shoot 
    back. You could continue along this passage here, but if you want to clear 
    all blue overalls there is something you still need to do.
    
    Optional/All: Enter the air duct like on PA Rescue, fall down the dressing 
    room, run around the place to the locker room on the other side. Turn 
    around to look at the passage you came through and throw a proxy Dragon in 
    the corner. Shoot it with the tranquilizer to make a 3rd blue overall spawn 
    out of nowhere and die in the explosion. Doing so clears the threat later 
    on, and you can collect his Dragon for some more ammo. Return to the area 
    where we left off.
    
    Continue along the path killing one or two more guards as you go along the 
    way. At some point you'll get close to the large warehouse where you start 
    in the Rescue level. The alarm will go off, and usually the 3 blue overalls 
    will come after you right now. But because you killed them already they 
    won't.~ Follow the corridor to the far right to find another lone guard, 
    but he won't bother you if you don't make any noise.
    
    Now you are expected to drop down the small gap in the wall and make it 
    through the large warehouse. This is almost like suicide! Fortunately, 
    there is a non-lethal way of doing this. The section to the left of the 
    wall gap has some grating you can look through. Use this to observe the 
    activity in the warehouse. If you see a guard wandering off to the right 
    you can attempt to shoot him with the Psychosis gun so he in turn shoots 
    the guards around here. To keep it safe, make sure you keep 1 shot to 
    yourself for later on. 
    
    Take note that the Psychosis serum requires a few seconds to kick in, thus 
    your new buddy might get killed by his former fellows when he defects. 
    Therefore, only shoot when no other guards are nearby. Otherwise or if you 
    only have one Psychosis shot left, use the Dragon to wreck havoc in the 
    warehouse. This is actually not a bad idea at all. Even if you miss, the 
    guards will try to enter the slow elevator to get up to the higher ledge, 
    but this makes them easy prey for you (they can't shoot through the grating 
    you're hiding behind). In all, with a little patience you can clear the 
    warehouse from a safe hiding point.
    
    When you think all is clear, fall down into the warehouse section yourself. 
    Enter the elevator, get up on the higher ledge, kill the guard in front of 
    the door from a distance and turn around to find a second stationary guard 
    to the left of the elevator. With these guys gone you can safely approach 
    the door to the hangar.
    
    A/SA: You could skip the following section and run through it all to get to 
    the end, but might want to do this too as the following section has many 
    guards. Completing the PA in the proposed manner will take care of them all 
    with relative ease. Btw. There's another blue overalls hiding on the ledge 
    next to the elevator on the upper floor. Again, explosives will make him 
    pop up.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Destroy captured Maian craft
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: The Maian craft requires roughly 50 Dragon bullets to destroy which is 
    an awful lot. This is where the 1-shot Dy357-LX comes into play; it can 
    destroy the UFO in a single blow.
    
    As soon as you open the door to the hangar there will be a guard facing 
    away from you. I prefer to Psychosis gun this guy with the last remaining 
    dart as he can take act as a shield, while you go for the Maian Saucer. 
    Once you disable/infect the guard switch over to the Dy357-LX, sidestep 
    along the back wall into the right corner. This should give you a clear 
    view at the Maian saucer in the back. Now aim and make sure the bullet 
    connects with the craft. 
    
    If it does it'll kill 4-7 guards roaming around here in the giant explosion 
    it causes clearing out most of the room. Otherwise you have to empty two 
    complete Dragon magazines into the craft to achieve the same effect (and 
    this will surely lure those guards out...). The Psyched buddy is there for 
    cover as the enemies will pick him, while you target for the distant craft. 
    Humans are good for cannon fodder, Elvis must think by now. XD
    
    Anyway, after the big explosion, change back to the Dragon and look for 
    other guards. Your buddy might survive this part so have him walk along as 
    you head up the ledge towards the elevator. There might be a single guard 
    still around, but 2-on-1 should give you an advantage.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Send distress signal to allies
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Get inside the elevator with or without a buddy, reload the Dragon and 
    shoot the guard directly facing you when the doors open. Collect his gun, 
    go through the double door and look over to the right to find two more 
    guards in the distance. Kill the left one first and the right will run 
    towards you. As he runs in your line-of-fire nail him down.
    
    Only one more room to go! Approach the next double doors and shoot the 
    Dragon wielding guards when it opens. Close the door, reload and reopen to 
    take both of them out. For the last stretch blow away one of the beige wall 
    panels (preferably the one in the back). Look around the corner to find two 
    lab techs with Tranquilizers. Shoot them down and the road is cleared to 
    the console in the center. Press 'B' when standing near it to contact 
    Carrington Institute. Mission completed, help is on the way! Unfortunately 
    for Elvis he gets captured in the cut scene directly following it.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
    ---------------------------------------------------------------------------
    Bonus 3. WAR!
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    | 1| 1| 1| Kill Skedar king
    |  | 2| 2| Kill Skedar king 2
    |  |  | 3| Kill Skedar king 3
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Characters
    ------------------------------------- ------------------------------------- 
    Phoenix                               Maian Protector (buddy, 4x)
    Callisto NTG                          Skedar Warrior
    Mauler                                Skedar King
    Slayer
    Reaper
    
    Stuff
    ---------------------------------------------------------------------------
    Shield         : -
    
    Secret Weapon  : -
    
    Cheese         : See Skedar Ruins - Battle Ruins
    ---------------------------------------------------------------------------
    
    All: This level is in opinion of most people by far the hardest single 
    player mission in the game. It's more like you complete it without a 
    scratch or you won't. Physical attacks by the Skedar instantaneously kill 
    you, so getting close up to a Skedar results Game Over most of the time. 
    Speed is the key to beating the level as an endless supply these aliens 
    will spawn from everywhere. The slower you play the more Skedar will spawn 
    and the slimmer your chance of success becomes.
    
    You start out with four Maian protector buddies whom aid you in your quest. 
    One of them stays behind and joins in 1 minute later after the others. 
    They'll be helpful in stopping and killing Skedar for you, but don't expect 
    them to win the level for you. They are supporting characters, you need to 
    clear the stronger Skedar kings for them as they get killed by them too 
    easily! The preferred attack in here is a charged up Mauler as it instantly 
    kills a Skedar Warrior / King when shot through the head. If you hit the 
    body a following non-charged shot will do them in as well.
    
    Before attempting to clear this thing on PA I recommend you practice the 
    level with invincibility beforehand. You really need to know where the 
    Skedar appear, how to strafe run most efficiently through the corridors and 
    know all the tidbits I'll explain below. If you make use of all these 
    details; you just might make it through to the end.
    
    Different from the previous levels the level ends as soon as you complete 
    the required objective(s). Thus this makes it possible for me to write the 
    entire walkthrough in one go.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Kill Skedar king
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: It doesn't matter at which moment during the cut scene you start. 
    Start strafe running, along the path, through the breached wall section and 
    over the bridge.
    
    You should meet up with your first Skedar right about here. He should pop 
    up from behind the corner, so start shooting some Phoenix explosives in the 
    wall to inflict enough damage to kill him. Collect the Mauler and switch to 
    that as you continue to strafe run past the other 3 Skedar in this 
    corridor. Only kill them if they are directly in your way, you have no 
    second to lose. Your buddies will clear these goons up for you. Shooting a 
    bit will weaken them, thus making it easier for them, but speed is top 
    priority here!
    
    Go through the left door, a Skedar should be directly behind it, a single 
    charged up Mauler shot should take him down. Ignore collecting his gun, and 
    strafe run around the corner. If you are quick enough you should make it 
    past the next corner without seeing a single Skedar. Behind the second 
    corner there are two; kill them quickly and hug the right wall. Look a 
    little to the left as you come into sight of the first Skedar king wielding 
    a Reaper. 
    
    Let the Mauler charge up, show yourself and go for a headshot. Take note 
    that the Skedar spawn point is just directly to the right of you; so if you 
    look a bit to the right, while hugging the wall no Skedar Warriors can 
    spawn! Otherwise you'll be attacked by 3 or 4 Skedar Warriors that appear 
    out of nowhere. If you miss you can try to back up and charge a second 
    shot, but if you fail that too, you might better restart...
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    A: you're done now!
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Kill Skedar king 2
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: Return to the door you entered this room, and head up the ramp. Your 
    buddies should be catching up with you and your group can proceed through 
    the upper ledge.
    
    As soon as the door opens (it may not budge, and open a just a bit) look 
    through the gap and shoot any Skedar on sight. There are 2 directly 
    attacking you and another near the end. Once they are gone, run through the 
    door and around the two corners. If you are swift no other Skedar will 
    appear here, if slower more Skedar must be faced.
    
    As you approach the last double door near the Skedar army pods in the 
    regular mission listen for any growling sounds while opening the door. 
    Again, if you were fast enough no Skedar will spawn here and you can go 
    directly for the second Skedar King. Otherwise back up a little and shoot 
    charged shots through the door.
    
    In any case the King is hiding behind the pillar and is not very 
    aggressive. It's sits there most of the time doing nothing. However, when 
    you see him move it means either a Slayer rocket will be fired or Skedar 
    Warriors will be spawned so be wary. Kill the king with a well-aimed 
    charged-up Mauler headshot for an easy victory.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    SA: you're done now!
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Kill Skedar king 3
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: Probably the most intense moment, very hard but also short, in the 
    game. Quickly make your way to the altar chamber. Sometimes no Skedar will 
    spawn behind this door, but this happens only rarely. If they do there are 
    going to be 4 of them trying to make their way through to you. You do have 
    some Slayer rockets from the previous King use those, but take care not to 
    get caught in the explosion yourself. Unfortunately, I can't think of a 
    better way to do this, the Mauler / Phoenix is too slow to take them all 
    out before they can backfire at you...
    
    Just make sure whatever you do is quick, otherwise the next batch of Skedar 
    Warriors will be spawned to replace them, which is awful. Enter the altar 
    room switch with either Slayer / Phoenix (explosive shell) / Mauler 
    (Charged up) to kill the leader in one go. The explosives will make the 
    Skedar King's rockets blow up in his face causing an instant kill as well, 
    that's why the Phoenix is an viable option here too!
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    ---------------------------------------------------------------------------
    Bonus 4. The Duel
    ---------------------------------------------------------------------------
    
    | A|SA|PA| Objectives
    |--|--|--|-----------------------------------------------------------------
    | 1| 1| 1| Defeat dataDyne Guard
    |  | 2| 2| Defeat Jonathan Dark
    |  |  | 3| Defeat Trent Easton
    |--|--|--|-----------------------------------------------------------------
    
    Items                                 Characters 
    ------------------------------------- ------------------------------------- 
    Falcon-2                              dataDyne Shock Trooper
    Falcon-2 (Scope)                      Jonathan Dark
    Dy357                                 Trent Easton
    Dy357-LX
    
    Stuff
    ---------------------------------------------------------------------------
    Shield         : -
    
    Secret Weapon  : -
    
    Cheese         : See Carrington Institute - Defense
    ---------------------------------------------------------------------------
    
    All: This level is rather simple. Like a classic gun duel you each walk 
    away from each other a few steps, turn around and shoot. Not much to it, 
    you may think...
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Defeat dataDyne Guard
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    All: Turn around and shoot, indeed this was pretty simple. You can collect 
    his regular Falcon-2, but your scoped version is better.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Defeat Jonathan Dark
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SA/PA: Jonny boy has a trick up his sleeve, he'll sneak up on you from 
    behind the wall section to the left. Thus instead of just turning around, 
    walk around the panel and attack Jonathan in the back himself! Collect the 
    Dy357 if you like. 
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Objective: Defeat Trent Easton
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PA: Trent has very quick reflexes, which are hard to outperform if you play 
    it the normal way. His accuracy is 100% perfect so you don't get a second 
    chance on him.  
    
    Instead of turning around, run behind the wall panel and briefly sidestep 
    into view to draw his attack out. Quickly hide again, and just after he 
    shot there is a small window for you to aim and shoot him down, while Trent 
    is incapable of reacting. Use this small window to get him.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    
    
                    ==========================================
                                 Game Finished
                    ==========================================
    
    
    
    
    
    ===========================================================================
    Appendix A: Weaponry
    ===========================================================================
    
    Perfect Dark features a huge arsenal of weapons below is a list of all the 
    ammo type and all the guns available in the game.
    
    ---------------------------------------------------------------------------
    Ammo Types
    ---------------------------------------------------------------------------
    
    Pistol
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Magazine pickups (A: 20, SA: 15, PA: 10)
    Weapons used: Falcon-2(all), MagSec4, Phoenix, Mauler, etc.
    
    Used for a wide range of weapons, such as all versions of the Falcon-2, 
    MagSec4, but also the Phoenix. On missions where you start out with a 
    Falcon-2 you always have an initial capacity of 100 bullets.
    
    
    SMG
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Magazine pickups (A: 20, SA: 15, PA: 10)
    Weapons used: CMP-150, Cyclone, Callisto NTG
    
    This type of ammunition is meant of the semi automatic guns in the game 
    which usually have really high firing rates. You'll run dry on this type of 
    ammo really easily on PA if you don't take care! Most of the early levels 
    will have opposition which carry guns for this weapon type.
    
    
    Assault Rifle
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Magazine pickups: (A: 20, SA: 15, PA: 10)
    Weapons used: Dragon, Super Dragon, K7 Avenger, Laptop Gun, AR-34
    
    The assault rifles in the game share this type of ammo, usually bolstering 
    quite a lot of fire power and high fire rates. Picking up sentry guns from 
    the floor of wall can also replenish part of your ammunitions for this 
    type.
    
    
    Magnum bullets
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Magazine pickups: (A: 10, SA: 7, PA: 5)
    Weapons used: Dy357, Dy357-LX
    
    This ammo is used for the strongest types of regular gunfire in the game. 
    Amazingly, the ammunition for the regular Magnum is also compatible with 
    Trent's golden version!
    
    
    Specifics
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Magazine pickups: various (200 to 1)
    Weapons used: various
    
    There are many weapons in this game that require their own special type of 
    ammunition that isn't commonly shared between a group of weapons. Examples 
    of these are the Rocket Launcher, FarSight, Mines, Crossbow and Reaper. 
    Since applications vary widely you just have to make the best of it and not 
    worry about the numbers too much.
    
    
    
    ---------------------------------------------------------------------------
    Weapons
    ---------------------------------------------------------------------------
    
    Unarmed
    ---------------------------------------------------------------------------
    Company        : Your parents
    Primary mode   : Punch
    Secondary mode : Disarm
    Ammo Type      : n/a
    Magazine       : n/a
    Fire rate      : ? [s]
    Reload rate    : n/a
    Zoom rate      : 1.0x
    Training info  : -
    Menu crawl     : Even without a weapon, you are still a worthy adversary. 
                     Use your fists to knock your opponents out or disarm them
                     and use their weapons against them.
    Counterpart    : -
    
    
    Falcon-2
    ---------------------------------------------------------------------------
    Company        : Carrington Institute
    Primary mode   : Single shot
    Secondary mode : Pistol whip
    Ammo Type      : Pistol
    Magazine       : 8 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : The Falcon 2 is a very accurate handgun, so any error in
                     this test is your own. The secondary mode is a pistol-whip
                     and is, therefore, useless in a firing range.
    Menu crawl     : Accurate and trustworthy, this gun is the workhorse of the 
                     Institute's operations. Use the laser sight to place 
                     bullets with deadly effect, or pistol-whip adversaries
                     to knock them out.
    Counterpart    : Glock 17 Pistol / Browning M1911
    
    
    Falcon-2 (Silenced)
    ---------------------------------------------------------------------------
    Company        : Carrington Institute
    Primary mode   : Single shot
    Secondary mode : Pistol whip
    Ammo Type      : Pistol
    Magazine       : 8 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : The silenced version of the Falcon 2 is an excellent 
                     stealth weapon, designed to give you the advantage of 
                     surprise over your opponents. Test your accuracy to 
                     ensure you never waste your chances.
    Menu crawl     : An upgraded Falcon 2, which has the added benefit of 
                     being silent, but deadly.
    Counterpart    : See Falcon-2
    
    
    Falcon-2 (Scoped)
    ---------------------------------------------------------------------------
    Company        : Carrington Institute
    Primary mode   : Single shot
    Secondary mode : Pistol whip
    Ammo Type      : Pistol
    Magazine       : 8 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 2.0x
    Training info  : To make better use of the accuracy of the Falcon 2,
                     a scope has been attached to the pistol. As with the 
                     unmodified Falcon 2, the pistol-whip secondary mode 
                     is useless during the firing range test.
    Menu crawl     : An upgraded Falcon 2, featuring a 2x magnification 
                     scope with allows you to take advantage of the 
                     Falcon's superior accuracy.
    Counterpart    : See Falcon-2
    
    
    Magsec 4
    ---------------------------------------------------------------------------
    Company        : Chesluk industries
    Primary mode   : Single shot
    Secondary mode : 3-round burst
    Ammo Type      : Pistol
    Magazine       : 9 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 3.0x
    Training info  : The MagSec 4 has excellent shot power at the cost of 
                     accuracy, especially when used in the 3-round burst 
                     secondary mode. The only serious drawback to the weapon 
                     is a limited magazine size.
    Menu crawl     : A state-of-the-art Military pistol, largely used by
                     peacekeeping forces. It has a slight zoom capability, 
                     and boasts a 3-round burst secondary fire mode.
    Counterpart    : Beretta M93R (Robocop also has a version of this gun)
    
    
    Mauler
    ---------------------------------------------------------------------------
    Company        : Skedar
    Primary mode   : Single shot
    Secondary mode : Charge-up shot
    Ammo Type      : Pistol
    Magazine       : 20 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : This is a typical Skedar weapon, brutal and powerful.
                     By sacrificing some of the magazine, the shot can be
                     charged up to give a devastating blast. The large ammo 
                     capacity is a bonus.
    Menu crawl     : If you see a skedar coming at you chances are it's 
                     carrying one of these. A large magazine and bladed
                     barrel make this pistol a formidable hangun, but the
                     killer blow comes from the secondary function-charge
                     the shot up for extra power at the cost of a few rounds
                     of ammo.
    Counterpart    : -
    
    Phoenix
    ---------------------------------------------------------------------------
    Company        : Maian
    Primary mode   : Single shot
    Secondary mode : Explosive shell
    Ammo Type      : Pistol (yes, the orbs count as pistol ammo!)
    Magazine       : 8 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : This versatile pistol gives two different delivery 
                     system for the rounds it fires: a standard shot or an
                     explosive round. Maian engineers managed to do this
                     without compromising the energy usage of the weapon,
                     though the fire rate is reduced.
    Menu crawl     : The Maian standard issue sidearm. A flexible gun, 
                     the pistol fires standard shots, or explosive shots 
                     at no cost to the rest of the magazine.
    Counterpart    : -
    
    Dy-357
    ---------------------------------------------------------------------------
    Company        : dataDyne
    Primary mode   : Single shot
    Secondary mode : Pistol whip
    Ammo Type      : Magnum
    Magazine       : 6 / 200
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : The key to the DY357 is in knowing when to reload. A 
                     six-round magazine means that you must always be alert
                     in a firefight. The weight of the handgun can be useful
                     if you have to clip someone with it.
    Menu crawl     : The dataDyne DY357 is the most powerful handgun in 
                     the world. Each round has an impressive penetration 
                     factor and knocks the target back with the weight and
                     power of the shot. Custom models are made for valued 
                     clients; NSA director Trent Easton is rumored to have
                     a gold plated variant.
    Counterpart    : Colt Python
    
    
    Dy-357-LX
    ---------------------------------------------------------------------------
    Company        : dataDyne
    Primary mode   : Single shot
    Secondary mode : Pistol whip
    Ammo Type      : Magnum
    Magazine       : 6 / 200
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : Trent Easton is always looking for that extra edge, and
                     this gun is no exception. The bullets are as special as
                     the rest of the gun; they are designed to shatter inside
                     opponents to take them down quickly.
    Menu crawl     : The DY357-LX was custom made for NSA director Trent 
                     Easton. Besides boasting an attractive genuine tiger 
                     grip skin, this golden gun features a velocity optimized
                     barrel, meaning that each bullet always meets its target
                     with fatal force.
    Counterpart    : Colt Python
    
    
    CMP-150
    ---------------------------------------------------------------------------
    Company        : dataDyne
    Primary mode   : Rapid fire
    Secondary mode : Follow lock-on
    Ammo Type      : SMG
    Magazine       : 32 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : A reliable and effective submachine gun, it is not 
                     difficult to see why this is the best-selling dataDyne 
                     weapon of the past two years even if the secondary mode 
                     is not taken into account. The target designate and 
                     lock-on system is excellent, and you should familiarize
                     yourself with the complete operation of the weapon.
    Menu crawl     : A dataDyne classic, and a bestseller, this submachine 
                     gun boasts a 32 rnd mag and and a special feature - 
                     the ability to designate and lock on to targets in the 
                     line of sight. It turns an average marksman into an 
                     excellent one, provided he or she is clever enough to
                     operate the gun. Average fire rate: 900 RPM.
    Counterpart    : Steyr TMP
    
    
    Cyclone
    ---------------------------------------------------------------------------
    Company        : Chesluk Industries
    Primary mode   : Rapid fire
    Secondary mode : Magazine discharge
    Ammo Type      : SMG
    Magazine       : 50 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : The Cyclone submachine gun was specifically designed NOT
                     to be accurate, though it is worth your time practicing. 
                     It can put a lot of bullets out in a short time, however,
                     and is an excellent suppression weapon because of it.
    Menu crawl     : Designed for use by bodyguards, the Cyclone has been 
                     adopted by Presidential Security due to its excellent 
                     capability when used for suppression. In extreme 
                     circumstances, it can more than double the fire rate, 
                     discharging the magazine in a second. Average fire rate: 
                     900 rpm. Unloads at 2000 rpm.
    Counterpart    : -
    
    
    Callisto NTG
    ---------------------------------------------------------------------------
    Company        : Maian
    Primary mode   : Rapid fire
    Secondary mode : High-impact shells
    Ammo Type      : Assault Rifle
    Magazine       : 32 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : Maian flexibility in design has produced this submachine
                     gun with an interesting secondary mode - a high-velocity
                     bullet that can penetrate objects easily. The fire rate,
                     as with the Phoenix, is reduced during the secondary mode;
                     this is to prevent damage to the firing mechanism and
                     barrel.
    Menu crawl     : Another example of excellent Maian firearm design. It can 
                     fire standard shots as fast as any other SMG, or it can 
                     fire high velocity rounds which will easily penetrate 
                     objects to find targets hiding in cover. The only 
                     drawbacks with the secondary fire mode are that the fire 
                     rate is lower and the accuracy suffers from the power of 
                     the shot. Average fire rate: 900 rpm (s/f:300 rpm).
    Counterpart    : -
    
    
    RC-P120
    ---------------------------------------------------------------------------
    Company        : Chesluk Industries (CI Foster's creation)
    Primary mode   : Rapid fire
    Secondary mode : Cloak
    Ammo Type      : SMG
    Magazine       : 120 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : The RC-P120 fires a special mineral bullet that,
                     coupled with a high fire rate and a huge magazine, 
                     makes this a perfect tool to be used against the Skedar,
                     should the need arise. The bullets can be used to fuel
                     a prototype Cloaking Device - the training has been
                     altered to reflect this particular characteristic.
    Menu crawl     : The Carrington Institute secret weapon. It fires at a 
                     phenomenal rate and has a huge magazine capacity. The 
                     secondary mode is a cloaking device that runs off the 
                     ammunition in the magazine. A devastating weapon. 
                     Average fire rate: 1100 rpm.
    Counterpart    : FN-P90
    
    
    Laptop Gun
    ---------------------------------------------------------------------------
    Company        : Carrington Institute
    Primary mode   : Burst fire
    Secondary mode : Deploy as sentry gun
    Ammo Type      : SMG
    Magazine       : 50 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : ?.0x
    Training info  : Not only can the gun fold up to resemble a laptop PC,
                     but it can be deployed as a sentry gun in secondary 
                     mode to cover an escape route or to protect a location.
    Menu crawl     : A submachine gun made to look like a laptop PC. In
                     disguised form, the gun cannot fire, but when activated, 
                     it unfolds into shape. The PC gun will not bear close
                     inspection: it will boot up, but the memory is a quarter 
                     of what it is supposed to be. Average fire rate:
                     1000 RPM.
    Counterpart    : There are some experimental models, but not too useful
                     for real applications...
    
    
    Dragon
    ---------------------------------------------------------------------------
    Company        : dataDyne
    Primary mode   : Rapid fire
    Secondary mode : Proximity self destruct
    Ammo Type      : Assault Rifle
    Magazine       : 30 / 400
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 2.0x
    Training info  : This is the model that dataDyne successfully submitted
                     to the U.S. military, though it has yet to be widely
                     adopted. In keeping with the tendency of dataDyne to 
                     give people nasty surprises, the basic model assault 
                     rifle carries a proximity mine below the barrel. Using
                     the secondary mode rather obviously means you have to
                     throw the weapon away.
    Menu crawl     : A standard assault rifle* with an evil twist - when 
                     the secondary mode is activated, it becomes a 
                     proximity-activated mine that looks like a gun. 
                     Average fire rate: 700 RPM.
    Counterpart    : G36 Assault Rifle(?), M4A1 and the M203
    
    
    K7 Avenger
    ---------------------------------------------------------------------------
    Company        : dataDyne
    Primary mode   : Burst fire
    Secondary mode : Treat detector
    Ammo Type      : Assault Rifle
    Magazine       : 25 / 400
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 3.0x
    Training info  : As far as we can ascertain, the secondary mode of the
                     weapon seems to be a threat identifier, targeting 
                     mines, hidden explosive devices (such as the Dragon 
                     in secondary mode), and automatic guns. Though a 
                     powerful gun, the assault rifle's magazine is perhaps 
                     too small.
    Menu crawl     : Another piece of high-tech kit from dataDyne.
                     Ordinarily an assault rifle with a smallish magazine 
                     and a powerful punch, it has a threat detection mode 
                     that highlights explosives, wall guns, and similar 
                     hazards. Average fire rate: 950 RPM.
    Counterpart    : M41-A Pulse Rifle
    
    
    AR-34
    ---------------------------------------------------------------------------
    Company        : Carrington
    Primary mode   : Burst fire
    Secondary mode : Use scope
    Ammo Type      : Assault Rifle
    Magazine       : 30 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 3.0x
    Training info  : The Institute's first attempt at a support weapon, the 
                     AR34 is a fairly basic assault rifle. The secondary mode 
                     is a permanent zoom. Testing is weighted towards accuracy 
                     training.
    Menu crawl     : The Carrington Institute's main assault rifle. A good 
                     range and magazine size make it a useful weapon; the
                     secondary mode enables the user to move while zoomed in 
                     on a target. Average fire rate: 750 rpm.
    Counterpart    : ?
    
    
    Super Dragon
    ---------------------------------------------------------------------------
    Company        : dataDyne
    Primary mode   : Rapid fire
    Secondary mode : Grenade launcher
    Ammo Type      : Assault Rifle
                     Grenade rounds
    Magazine       : 30 / 400
                      6 /  40
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 3.0x
    Training info  : The heavier variant of the Dragon, with the proximity 
                     mine removed and replaced by a small grenade launcher.
                     Adopted by the U.S. military as a squad heavy support
                     weapon - it is not hard to see why. Use the tests to 
                     get used to the grenade trajectory.
    Menu crawl     : A variant of the Dragon Assault Rifle - instead of 
                     a proximity explosive, it has a small grenade launcher. 
                     Excellent support weapon. Average fire rate: 700 RPM.
    Counterpart    : See Dragon
    
    
    Shotgun
    ---------------------------------------------------------------------------
    Company        : dataDyne
    Primary mode   : Shotgun fire
    Secondary mode : double blast
    Ammo Type      : Shotgun shells
    Magazine       : 9 / 100
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : Subtlety is not an option here. There are two modes,
                     single or double blast. The magazine is quite large for
                     a shotgun, but be aware of the long reload times and 
                     plan your movements accordingly.
    Menu crawl     : A dataDyne weapon manufactured for security forces. A
                     nine-cartridge magazine combined with single or double 
                     fire modes make it a dangerous close-quarters weapon.
    Counterpart    : Rather generic if you ask me...
    
    
    Reaper
    ---------------------------------------------------------------------------
    Company        : Skedar
    Primary mode   : Reapage
    Secondary mode : Grinder
    Ammo Type      : Reaper ammo
    Magazine       : 200 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : Try to control this weapon as best you can. It was
                     designed for a far stronger user than a human, that much
                     is certain. Kneeling down may help steady your aim, but
                     not refine it. If any opponents do make it past the hail
                     of fire, then the barrels can be used as a grinder to
                     inflict damage.
    Menu crawl     : A truly terrifying weapon in the hands of someone strong
                     enough to control the massive recoil; for anyone else, a 
                     highly unwieldy but effective corridor clearance weapon. 
                     Maximum fire rate: 1800 rpm.
    Counterpart    : -
    
    
    Sniper Rifle
    ---------------------------------------------------------------------------
    Company        : Carrington
    Primary mode   : Single shot
    Secondary mode : Crouch (results in perfect manual aim)
    Ammo Type      : Assault Rifle ammo
    Magazine       : 8 / 400
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0 - 30.0x
    Training info  : A finely engineered, silenced sniper rifle with a
                     high-powered zoom. The only part of the operation that
                     can interfere with the accuracy of the weapon is the 
                     sniper. Make sure you use the secondary mode to crouch 
                     down and steady your aim.
    Menu crawl     : With a powerful zoom and a high velocity bullet, 
                     this Carrington Institute weapon is one of the best 
                     sniper rifles ever made. Crouch down for perfect 
                     accuracy.
    Counterpart    : An upgrade from Goldeneye's Sniper rifle
    
    
    FarSight XR-20
    ---------------------------------------------------------------------------
    Company        : Maian
    Primary mode   : Rail gun effect
    Secondary mode : Target locator
    Ammo Type      : 8 /100
    Magazine       : FarSight orbs (oddly, pistol ammo won't work here)
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : variable(?)
    Training info  : 
    Menu crawl     : The FarSight rifle is a Maian hybrid of an X-ray scanning 
                     device coupled with a rifle that can shoot through solid 
                     objects. The scope can lock onto and track life sources, 
                     though the device does not pan as fast as a running enemy 
                     can move.
    Counterpart    : -
    
    
    Devastator
    ---------------------------------------------------------------------------
    Company        : dataDyne
    Primary mode   : Grenade launcher
    Secondary mode : Wall hugger
    Ammo Type      : Grenade rounds
    Magazine       : 8 / 40
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : A recent dataDyne product, with interesting technology
                     inside it. The secondary mode activates a magnetic field
                     around the bomb, providing adhesion for a limited amount 
                     of time. When a certain amount of time has passed, the 
                     field is reversed and the bomb falls from the impact 
                     point and explodes.
    Menu crawl     : A long range grenade delivery system manufactured by
                     dataDyne. The secondary fire mode coats the grenade 
                     with a sticky substance: when fired, the bomb attaches 
                     itself to wall or ceiling. After a few seconds, it 
                     detaches to fall to the ground, where it detonates.
    Counterpart    : Looks a little similar to a beefed-up sten gun.
    
    
    Rocket Launcher
    ---------------------------------------------------------------------------
    Company        : dataDyne
    Primary mode   : Rocket launch
    Secondary mode : Targeted rocket
    Ammo Type      : Rockets
    Magazine       : 1 / 3
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : A compact, reusable missile launcher - reloads after
                     each shot. The secondary mode uses a variant of the
                     lock-on system from the CMP150 submachine gun, with a 
                     single designated target. The missle travels at a 
                     slower speed as it tracks the target, so plan for this
                     and time your shots carefully.
    Menu crawl     : A cumbersome weapon. Fires either a standard rocket 
                     or a slower, homing rocket when locked on to the 
                     unfortunate target.
    Counterpart    : -
    
    
    Slayer
    ---------------------------------------------------------------------------
    Company        : Skedar
    Primary mode   : 
    Secondary mode : Fly-by-wire rocket
    Ammo Type      : Rockets
    Magazine       : 1 / 3
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : This Skedar handheld missile launcher can fire either an
                     unguided rocket or a user-controlled remote rocket. 
                     Presumably this gave the Skedar some perverse satisfaction 
                     when the warhead camera closed on the target, but a 
                     Carrington Institute agent is beyond such things. The 
                     guided rocket speeds up automatically, but can be slowed 
                     down for greater maneuverability. Detonation occurs on
                     contact or when the trigger is pressed.
    Menu crawl     : The Skedar enjoy seeing the terror of their enemies. It 
                     seems natural that they should have a remote-controlled 
                     rocket as a secondary fire mode on their basic rocket 
                     launcher, so that they can take pleasure from the prey's 
                     vain attempts to escape the closing projectile.
    Counterpart    : -
    
    
    Combat knife
    ---------------------------------------------------------------------------
    Company        : 
    Primary mode   : Knife slash
    Secondary mode : Throw poisonous knife
    Ammo Type      : Knives
    Magazine       : 1 / 10
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : A finely tempered fighting knife, which is also balanced
                     for throwing. Practice is essential to get accustomed to
                     the range and trajectory of the thrown blade.
    Menu crawl     : A large and vicious combat knife. It contains a vial of 
                     poison that shatters when thrown, giving a wounded enemy 
                     at most 6 seconds to live. A dataDyne weapon through and 
                     through.
    Counterpart    : Kitchen knife
    
    
    Crossbow
    ---------------------------------------------------------------------------
    Company        : 
    Primary mode   : Sedate
    Secondary mode : Instant kill
    Ammo Type      : Bolts
    Magazine       : 5 / 69
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : The primary function of the crossbow is a nonlethal 
                     drugged shot, while the secondary is an instant kill. 
                     It is a stealth weapon first and foremost, so the 
                     reloading can be time-consuming and inconvenient in a 
                     firefight.
    Menu crawl     : This crossbow is a short-ranged 'pistol' sized 
                     example, mounted on a Carrington Institute agent's 
                     wrist. It folds up to aid concealment and can fire up 
                     to five bolts, either the more usual drugged shots, or
                     a lethal bolt.
    Counterpart    : Crossbow
    
    
    Tranquilizer
    ---------------------------------------------------------------------------
    Company        : 
    Primary mode   : Sedate
    Secondary mode : Instant kill
    Ammo Type      : Sedatives
    Magazine       : 8 / 200
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : The tranquilizer is a common design, found in many medical
                     laboratories and hospitals worldwide. It can be switched
                     from the tranquilizer pellets to a short-range lethal dose
                     which uses up a lot more of the reservoir of sedative.
    Menu crawl     : A rapid-fire device, it can be used as a weapon in an
                     emergency, but is designed primarily as a dermal spray 
                     injector for sedative drugs. Users are advised that a 
                     full discharge of the drug reservoir can be fatal.
    Counterpart    : Medical injector
    
    
    Laser
    ---------------------------------------------------------------------------
    Company        :
    Primary mode   : Pulse fire
    Secondary mode : Constant stream
    Ammo Type      : n/a
    Magazine       : n/a
    Fire rate      : ? [s]
    Reload rate    : n/a
    Zoom rate      : 1.0x
    Training info  : The experimental weapons department has come up with a 
                     small but effective wrist-mounted laser with two beam
                     settings. The primary mode fires a blast out to a
                     considerable range, while the secondary mode provides a
                     continual beam for as long as the trigger is pressed.
    Menu crawl     : The laser is wrist-mounted and deadly accurate. It can 
                     either fire long-range pulses, or it can sustain a
                     constant, concentrated stream of energy at short range.
    Counterpart    : Laser gun
    
    
    Grenade
    ---------------------------------------------------------------------------
    Company        : -
    Primary mode   : 4-second fuse
    Secondary mode : Proximity pinball
    Ammo Type      : Grenades
    Magazine       : 1 / 12
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : The fragmentation anti-personnel grenade has four
                     seconds from activation to detonation on the basic 
                     fuse. For your entertainment and delight, we have 
                     included a secondary mode - proximity pinball. The 
                     grenade will bounce around until the charge wears off 
                     or the proximity detector is triggered.
    Menu crawl     : An updated version of the trusty grenade. Can be
                     thrown with a four-second fuse or used as a bouncing 
                     proximity bomb.
    Counterpart    : Grenade
    
    
    Timed Mine
    ---------------------------------------------------------------------------
    Company        :
    Primary mode   : 
    Secondary mode : Threat detector
    Ammo Type      : Timed mines
    Magazine       : 1 / 10
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : A degree of judgement is required for the effective use 
                     of timed mines, otherwise the intended target may overrun 
                     the explosion range and come after you. Hone your skills 
                     in the tests before you make a critical error in the 
                     field. The secondary function is a threat detector 
                     identical to that found on the K7 Avenger assault rifle.
    Menu crawl     : A mine with a short timed fuse. It has a threat 
                     detection/evaluation sensor that can be activated as 
                     a secondary mode.
    Counterpart    : 
    
    
    Proximity Mines
    ---------------------------------------------------------------------------
    Company        :
    Primary mode   : Proximity Explosive
    Secondary mode : Threat detector 
    Ammo Type      : Proximity mines
    Magazine       : 1 / 10
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : The key to successful placement of proximity mines is
                     to put them where your opponent doesn't expect to
                     encounter them. If you find yourself on the receiving
                     end of proximity mines use the threat detector 
                     secondary mode to make sure of your surroundings. 
                     It may be wasting time, but if it isn't, it could
                     safe your life.
    Menu crawl     : A mine with a proximity fuse. It has a threat
                     detection/evaluation sensor that can be activated as
                     a secondary mode.
    Counterpart    : 
    
    
    Remote Mines
    ---------------------------------------------------------------------------
    Company        : -
    Primary mode   : Remote explosive
    Secondary mode : Detonate
    Ammo Type      : Remote mines
    Magazine       : 1 / 10
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : The latest variety of remote detonated mines, essentially
                     the same as all that have gone before. The primary mode
                     is placing the mines, while the secondary mode is giving
                     the detonation command. If you can't see the mine, you'll
                     have to rely on old-fashioned guesswork and timing.
    Menu crawl     : A mine that can be triggered remotely, the activation
                     command is the secondary mode.
    Counterpart    : 
    
    
    N-bomb
    ---------------------------------------------------------------------------
    Company        : -
    Primary mode   : Impact detonation
    Secondary mode : Proximity detonation
    Ammo Type      : N-Bomb
    Magazine       : 1 / 10
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : -
    Menu crawl     : A hand-held, small area effect neutron bomb. It can
                     either detonate on impact or be set to proximity 
                     detonation.
    Counterpart    : 
    
    
    Psychosis Gun
    ---------------------------------------------------------------------------
    Company        : 
    Primary mode   : Infect
    Secondary mode : -
    Ammo Type      : Sedatives (Psychosis serum)
    Magazine       : 8 / ?
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : -
    Menu crawl     : A chemical cocktail that warps the perceived reality of 
                     the target. Good becomes bad, bad becomes good; enemies 
                     and friends change places. Another one of the darker 
                     research projects from Trent Easton's Area 51.
    Counterpart    : -
    
    
    PP9i
    ---------------------------------------------------------------------------
    Company        : GoldenEye
    Primary mode   : Single shot
    Secondary mode : -
    Ammo Type      : Pistol
    Magazine       : 7 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : -
    Menu crawl     : -
    Counterpart    : PP7 (Goldeneye)
                     Walther PPK
    
    CC13
    ---------------------------------------------------------------------------
    Company        : GoldenEye
    Primary mode   : Single shot
    Secondary mode : -
    Ammo Type      : Pistol
    Magazine       : 8 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : -
    Menu crawl     : -
    Counterpart    : DD44 Dostovei (Goldeneye)
                     TT33 Tokorev
    
    
    KLO1313
    ---------------------------------------------------------------------------
    Company        : GoldenEye
    Primary mode   : Rapid fire
    Secondary mode : -
    Ammo Type      : SMG
    Magazine       : 20 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : -
    Menu crawl     : -
    Counterpart    : Klobb (Goldeneye)
                     WVZ61 Skorpion / Uzi
    
    
    KF7 Special
    ---------------------------------------------------------------------------
    Company        : GoldenEye
    Primary mode   : Burst fire
    Secondary mode : -
    Ammo Type      : Assault rifle
    Magazine       : 30 / 400
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 2.0x
    Training info  : -
    Menu crawl     : -
    Counterpart    : K7 Soviet (Goldeneye)
                     Automatic Kalashnikov(AK)-47 Assault rifle
    
    ZZT (9mm)
    ---------------------------------------------------------------------------
    Company        : GoldenEye
    Primary mode   : Rapid fire
    Secondary mode : -
    Ammo Type      : SMG
    Magazine       : 32 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : -
    Menu crawl     : -
    Counterpart    : ZMG (9mm) (Goldeneye)
                     Ingram MAC-10
    
    
    DMC
    ---------------------------------------------------------------------------
    Company        : GoldenEye
    Primary mode   : Rapid fire
    Secondary mode : -
    Ammo Type      : 30 / 800
    Magazine       : SMG
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : -
    Menu crawl     : -
    Counterpart    : D5K Deutsche (Goldeneye)
                     Heckler & Koch MP5K submachine gun
    
    
    AR53
    ---------------------------------------------------------------------------
    Company        : GoldenEye
    Primary mode   : Burst fire
    Secondary mode : -
    Ammo Type      : Assault Rifle
    Magazine       : 30 / 400
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 2.0x
    Training info  : -
    Menu crawl     : -
    Counterpart    : US AR33 Assault Rifle (Goldeneye)
                     Colt M-16 Assault Rifle
    
    
    RCP-45
    ---------------------------------------------------------------------------
    Company        : GoldenEye
    Primary mode   : Rapid fire
    Secondary mode : -
    Ammo Type      : SMG
    Magazine       : 80 / 800
    Fire rate      : ? [s]
    Reload rate    : ? [s]
    Zoom rate      : 1.0x
    Training info  : -
    Menu crawl     : -
    Counterpart    : RCP-90 (Goldeneye)
                     FN-P90
    
    
    Combat boost
    ---------------------------------------------------------------------------
    Primary mode   : Boost
    Secondary mode : Revert
    Magazine       : 4
    Ability        : Slo-mo gameplay for 10 seconds = 20 seconds in-game;
                     Enter the Matrix as some may be reminded of...
    Menu crawl     : Geneered stimulants designed for combat applications.
                     When administered, they seem to slow down the passage 
                     of time to give a reaction window.
    Counterpart    : ?
    
    
    Cloaking Device
    ---------------------------------------------------------------------------
    Primary mode   : Cloak
    Secondary mode : -
    Magazine       : 120 seconds
    Ability        : Become invisible, but if you shoot the barrier is broken.
    Menu crawl     : Uses the light-warping qualities of an alien crystal to
                     create a refractive field around the wearer. Functions as 
                     long as there is little kinetic disturbance within the 
                     field boundary; the act of firing a gun is enough to cause
                     a return to visibility.
    
    
    Night vision goggles
    ---------------------------------------------------------------------------
    Ability        : Allows you to see in the dark, in black/green
                     color palette. You get blinded by light sources, however.
    Menu crawl     : The latest of a line of 'starlight' scopes that enhance 
                     visible light to produce a clearer picture of the 
                     surrounding environment. Uses a target-movement 
                     algorithm to highlight possible threats.
    
    Infra-red goggles
    ---------------------------------------------------------------------------
    Ability        : Allows you to see cloaked guards by detecting heat
                     sources.
    Menu crawl     : This scope uses infra-red scanning modulated with 
                     ultrasonic data to provide not only a clearer picture of 
                     the surrounding area, but also a location of any 
                     structural irregularities. It can also locate enemies 
                     using cloaking technology or other optical baffles.
    
    X-ray scanner
    ---------------------------------------------------------------------------
    Ability        : Allows you to see through objects, but sight is 
                     shorted to nearby ranges.
    Menu crawl     : A short-range scope that can see through any material
                     - even lead - producing a simplified chromatic 
                     representation of the environment.
    
    
    
    
    ===========================================================================
    Appendix B: Carrington Institute
    ===========================================================================
    
    There are three main training areas in the Carrington Institute. These are 
    mostly meant as a tutorial to get into the game. The firing range is the 
    real interesting section as you can unlock a bonus level + classic weapon 
    cheats by getting the golds there.
    
    
    
    ---------------------------------------------------------------------------
    Simulant Training
    ---------------------------------------------------------------------------
    
    The training in the simulant room teaches you the very basic skills and 
    mechanics which are important in this game. The first 5 or so are really a 
    merit, but the latter three or so can teach you some new aspects. Also the 
    last test here is actually deviously hard! You can beat it properly, but 
    it's also possible to cheat at it.
    
    Holo 1 - Looking Around
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    First look at the 2 consoles on the ceiling, one up the high wall against 
    the ceiling and one of the floor (use C-Up / C-down to pivot your view). 
    Then press "B" in front of the 4 consoles aligned in a row.
    
    
    Holo 2 - Movement 1
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Use C-Right / C-Left to strafe into horizontal direction so you can 
    activate all four consoles right away.
    
    
    Holo 3 - Movement 2
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Use single and double crouching to reach each one of the 2 consoles behind 
    the laser grids.
    
    
    Holo 4 - Unarmed Combat 1
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Just punch out 3 consecutive guards to know how the punch attack works. The 
    first one is completely stationary, the second will run around a bit, and 
    the third attacks back, but his reactions are very poor. So with a few hits 
    you'll beat it in a single swipe.
    
    
    Holo 5 - Unarmed Combat 2
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Make sure you are using secondary fire mode to disarm the first guard. The 
    second guard is invincible while he can see you. Thus wait behind the wall 
    section until you hear his footsteps. Sneak up from behind at him to knock 
    him out in a single hit. This last tactic can be very vital in some later 
    on mission. 
    
    The third guard is pretty hard. Again hide behind the wall and quickly side 
    step in to view and back to bluff him into shooting you. Once he commits 
    himself to the shot he'll be open for a second or two for your attacks. So 
    after the shot missed punch him several times to take him down.
    
    
    Holo 6 - Live Combat 1
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Just go for each guard individually running circles around them. Hit them 
    when you get the chance to knock them out. Rinse and repeat 4 times to 
    complete the training.
    
    
    Holo 7 - Live Combat 2
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    This last one is rather hard actually. Quickly hide behind the wall (as 
    usual). Draw out the unarmed guards on the right side of the wall first 
    towards you. Knock them out to clear that part. 
    
    Now for the 3 stationary ones to the left. Bluff the closest one out into 
    shooting you by sidestepping, but be really quick as their accuracy is 
    really quite high. Once he's still working on the recoil go for the first 
    one, disarm his gun, collect and run back behind the wall (and pray the 
    other two miss you). This time round you can fire back at them, so fake the 
    side step once again, and hit them with your freshly collected Falcon-2.
    
    If you want to complete this last training, but can't seem to get it right. 
    Start it again, punch out any armed guard (don't mind getting hit) and 
    press "A" when the training almost stops so Jo starts pulling out the 
    Falcon-2. If you time it right you'll start with the Falcon the next time 
    if you restart the test straight away. Now it should be a 10-fold easier to 
    beat the crap out of all 5 of them.
    
    
    
    ---------------------------------------------------------------------------
    Device Lab
    ---------------------------------------------------------------------------
    
    There are 10 training exercises to be completed in the device laboratory. 
    The training is built up in such a way that you progress through the 
    training area further with each completed test. You don't get anything for 
    beating them other than knowledge about some of the gadgets you'll be using 
    during the game and getting to scare the hell out of Daniel whom awaits you 
    at the end of the last trial (or alternatively getting a punch at him ;)).
    
    1. Data Uplink
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Just walk up to the table, get the device, select it with the analogue 
    stick while holding the "A" button. Walk up the to PC with while holding 
    the uplink device and press "B" to gain access to the PC and complete the 
    uplink.
    
    2. ECM Mine
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Walk through the opened doorway, while collecting the mine from the table, 
    and chuck the ECM mine through the porthole on the distant screen. Use 
    manual aim and take note of the slight arc in which Jo throws the device.
    
    3. CamSpy
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Crouch walk through the metallic corridor to reach the info room. Deploy 
    the CamSpy and use to hover/rotate around to get a view of the monitor and 
    press "Z" to take a picture.
    
    4. Night Vision Goggles
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Enter the dark corridors first, equip the goggles just now (via the 
    quick/pause menu) and look around for a green box. To activate the light 
    switch.
    
    5. Door Decoder
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Just as much the same as the ECM mine. Plant it onto the console next to 
    the locked door just after where you ditched the said mine and presto.
    
    6. R-Tracker
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Activate the R-Tracker and go to where X-marks-the-spot.
    
    7. IR-Scanner
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Near the dead end equip the IR-scanner near the corridor with a reddish 
    glow to it to see a light red panel. Press "B" while wearing the scanner to 
    unlock the doorway.
    
    8. X-Ray scanner
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    After the IR-scanner passage equip the X-ray device to see through the 
    walls. Not only can you see through them, but you can also activate the 
    consoles on either side behind them using this technology... This knowledge 
    might come in handy for the Pelagic II.
    
    9. Disguise
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Immediately don the disguise by selecting it from the menu and run to 
    Grimshaw at the other end of the long corridors section. Stand in front of 
    him to get the Cloaking Device item from him.
    
    
    10. Cloaking Device
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    This baby only has 40 seconds of 'fuel/capacity' whatever you like to call 
    it. So make your way through the corridors, until you get close to the 
    security camera near Daniel's room. Because we don't want him to notice you 
    activate the device just now, then run by the camera and in Daniel's face. 
    Show yourself either by deactivating it or punching him (attacking will 
    decloak!). That's all there is to it, had any fun..?
    
    
    
    ---------------------------------------------------------------------------
    Firing Range
    ---------------------------------------------------------------------------
    
    The firing range consists of three tests (bronze, silver and gold) for each 
    of the 31 available weapons, bar the Psychosis gun and classic guns. The 
    targets consider of a center and two rings around them. Hitting the brown 
    edges also gives you a score but only very little:
    
    Yellow - Bull's eye: 10 points
    Red    - Inner Ring:  5 points
    Blue   - Outer Ring:  2 points
    Other  - Outside   :  1 point
    
    Explosives always get 10 points if they connect with the target so they're 
    always dead on.
    
    -The bronze test basically is super easy where you just use the weapon in 
    primary fire mode. 
    
    -The Silver is usually to test the secondary fire mode, if that is possible 
    in the firing range. Otherwise it's just about the same as the bronze.
    
    -The golden test is the real qualification of your abilities (sometimes 
    combining usage of primary / secondary fire mode). Some of them are mildly 
    easy, but there are a few really hard ones that tolerate little to no 
    mistake on your hand.
    
    Because bronze and silver are hardly worth a strategy I'll only focus on 
    the golden ones. It's also possible to cheat a bit using the Laptop Gun and 
    Dragon by deploying them in secondary fire mode. If you do this while Jo is 
    still in the animation of removing the gun from first person view you can 
    quickly switch to another test. If you do it correctly the Laptop gun 
    sentry or Proximity Dragon mine will be deployed the moment you enter the 
    new test. This benefit you a lot in some occasions, but it won't always 
    help you (for example with the Dy357-LX gold challenge).
    
    
    
    Unlockables
    ---------------------------------------------------------------------------
    In order to unlock each of the classic guns you need to get gold stars for 
    the following enlisted weapons: 
    
    PP9i                    CC13                     KLO1313
    - - - - - - - - - - -   - - - - - - - - - - -    - - - - - - - - - - -
     -Falcon-2               -Magsec4                 -Callisto NTG
     -Falcon-2 (silencer)    -Mauler                  -CMP-150
     -Falcon-2 (scope)       -Phoenix                 -RC-P120
                             -Dy357                   -Cyclone
                             -Dy357-LX   
    
    KF7 Special             ZZT (9mm)                DMC
    - - - - - - - - - - -   - - - - - - - - - - -    - - - - - - - - - - -
     -Laptop Gun             -Sniper Rifle            -Remote Mines
     -Dragon                 -Shotgun                 -Proximity Mines
     -K7 Avenger             -Slayer                  -Timed Mines
     -AR34                   -Rocket Launcher
     -Super Dragon  
    
    AR-53                   RC-P45
    - - - - - - - - - - -   - - - - - - - - - - -
     -FarSight XR-20         -Tranquilizer
     -Combat Knife           -Reaper
     -Grenade                -Devastator
     -Crossbow
    
    
    
    Strategies (Gold)
    ---------------------------------------------------------------------------
    The following section gives some guidance and strategies for getting the 
    gold stars for each of the individual guns. Bronze and silver are rather 
    contrived so I'm not going to spend any time on them.
    
    Falcon-2
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    170 
    Goal Targets:  -
    Goal Accuracy: -
    Time Limit:    10s
    Ammo Limit:    24
    
    There are 3 targets to shoot at. You have 7 spare bullets for the score, 
    given you all hit bull's eyes. Stand on the leftmost side and hit the 
    target as it moves towards the back. If you're in a straight line with it 
    you can empty a whole magazine into it scoring a string of bull's eyes. 
    Repeat this two more times on the other targets, then reload and hit any 
    remaining targets if you still need to.
    
    
    Falcon-2 (silencer)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    80
    Goal Targets:   3
    Goal Accuracy:  -
    Time Limit:    30s
    Ammo Limit:    Infinite
    
    Destroy all 3 targets making sure you hit close enough to the bull enough 
    times as the targets break after 12 hits. It's not that hard at all to do, 
    just empty your magazine while following the target from left/right by 
    strafing at the same speed. You can reload each iteration while the targets 
    are facing away from you.
    
    
    Falcon-2 (scope)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    80 
    Goal Targets:   -
    Goal Accuracy:  - (100% implied)
    Time Limit:    10s
    Ammo Limit:     8
    
    You need to score 8/8 bull's eyes on this one. So make sure you're dead on 
    target! Only shoot when the target is stationary on either side. Other than 
    that there's not much to it.
    
    MagSec 4
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    80
    Goal Targets:   4
    Goal Accuracy:  -
    Time Limit:    12s
    Ammo Limit:    Infinite
    
    Rather easy if you ask me, you can crouch to compensate the inaccuracy of 
    this gun and get more bull's eyes. Each target breaks after 3 shots, so 
    make sure to hit the center. Stand on either left/right side and hit the 
    targets as they move in toward/away from you. Aligning yourself should 
    allow you to get decent bull's eyes or inner rings all over.
    
    
    Mauler
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    -
    Goal Targets:  6
    Goal Accuracy: -
    Time Limit:    15s
    Ammo Limit:    35
    
    You'll need to fire the Mauler in secondary fire mode to get the targets to 
    break in a single hit (6 bullets) otherwise you won't make it. Thus make 
    sure to wait until the Mauler is completely charged with the reddish glow 
    before firing. You don't have any spare bullets, so you must reload 
    directly after hitting the 3rd target! And do so quickly as you need to hit 
    the following target the next time they turn around. In all hit all 6 
    targets with a single fully charged hit and you're done.
    
    
    Phoenix
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    -
    Goal Targets:  6
    Goal Accuracy: - (100% implied)
    Time Limit:   20s
    Ammo Limit:    3
    
    You'll need to hit the targets using secondary fire mode. As they cross 
    each other near the center, or when they start to move so the second target 
    crashes into the explosion. Do this 3 times and you win.
    
    
    Dy357 Magnum
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    50
    Goal Targets:   -
    Goal Accuracy:  - (100% implied)
    Time Limit:    12s
    Ammo Limit:     5
    
    You don't need to worry about the slow reload of this gun for this test. 
    The key to beating this one easily is aligned yourself with a column of 
    three targets. Then shoot them when they're all turned around to shatter 
    them all (the bullets penetrate through objects). This allows you to get 
    the score with as little as 2 direct hits.
    
    
    Dy357-LX
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    100
    Goal Targets:    -
    Goal Accuracy:   -
    Time Limit:     50s
    Ammo Limit:     12
    
    You have 2 bullets to spare on this one, but it's very hard nonetheless. 
    The best tip I can give you here is that you learn to preempt the magnum to 
    compensate its huge fire delay. Shoot the bull's eye by aiming past it when 
    it's turning towards you again (you need to stand a little to the inside of 
    the target's path). Then strafe after the target as it moves to the other 
    side and get ready for the next shot. Btw: you can get the first bull's eye 
    for free if you hit the target the moment you ready your gun!
    
    The target shatters after 12 hits, so deploying the Laptop gun sentry cheat 
    won't get you the required score! 
    
    
    CMP-150
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    350
    Goal Targets:    6
    Goal Accuracy:   -
    Time Limit:     20s
    Ammo Limit:      -
    
    Use this gun for what it is good at; emptying the magazine in a second or 
    so. As with the Falcon-2 strat align yourself to either left or right 
    columns to get a string of bull's eyes as the target approaches you. With a 
    little effort you get all the targets with enough points.
    
    
    Cyclone
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    400
    Goal Targets:    1
    Goal Accuracy:   -
    Time Limit:     18s
    Ammo Limit:      -
    
    You could try to use the magazine discharge, but the lack of accuracy means 
    you'll miss most of the hits. Better use the primary fire mode and empty 
    the entire magazine each turn. With 3 targets to pick from it's quite easy. 
    Just stand in the center; aim for the stationary one in the back and 
    unleash. You'll rack up enough points before you know it.
    
    
    Callisto NTG
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    250
    Goal Targets:    2
    Goal Accuracy:   -
    Time Limit:     20s
    Ammo Limit:      -
    
    Primary fire mode works the best here, destroying 2 targets is more 
    difficult on this run than getting the score down. Just switch between 
    either outer and center front targets continuously and you'll get the score 
    like nothing.
    
    
    RC-P120
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:     -
    Goal Targets:   9
    Goal Accuracy:  -
    Time Limit:    20s
    Ammo Limit:   180
    
    The front three only rotate towards you while you're cloaked, and seeing 
    that consumes a hell of a lot bullets make sure to hit the front three 
    first before going for the ones in the back. So cloak, wait until the three 
    targets have completely flipped and then hit them all in a single go. 
    Reload afterwards and go for the remaining stationary ones.
    
    
    Laptop Gun
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    750
    Goal Targets:    2
    Goal Accuracy:   -
    Time Limit:     15s
    Ammo Limit:    250
    
    Again, stand on either left or right side and hit the targets as they move 
    vertically. There's not much to it, only reload when the magazine is (near) 
    completely drained.
    
    
    Dragon
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    500
    Goal Targets:    -
    Goal Accuracy:  90%
    Time Limit:     15s
    Ammo Limit:      -
    
    Accuracy is the most important factor here. The best strategy I found was 
    crouching in either left/right corner and hitting the stationary rear 
    targets, while ignoring the ones in the front. Get a feel for the rhythm in 
    which they rotate so you don't waste too many bullets on missing them.
    
    
    K7 Avenger
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:     -
    Goal Targets:   3
    Goal Accuracy:  - (100% implied)
    Time Limit:    15s
    Ammo Limit:    30
    
    Three targets move only vertically so again, make sure to align yourself 
    with each target before firing and they all take 10 hits before they are 
    destroyed. This means that you need to learn to work with the rapid 
    discharge as you can't afford to waste a single bullet on this one.
    
    
    AR34
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    500
    Goal Targets:    -
    Goal Accuracy: 100%
    Time Limit:     20s
    Ammo Limit:      -
    
    Given that you need perfect accuracy only shoot when the lone target is 
    stationary, and reload while it moves around. You should try to empty half 
    a magazine at each halt so the reload happens naturally.
    
    
    Super Dragon
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:     -
    Goal Targets:   5
    Goal Accuracy:  -
    Time Limit:    30s
    Ammo Limit:    60 / 4
    
    The most difficult part is hitting the four rotating targets using 
    grenades. With a little luck the neighboring target crashes into the 
    explosion as it starts to move into the explosion of the grenade. The last 
    remaining bullets can be used to take out 2 targets, if you connect with 
    all bullets, that is (giving you a little leeway).
    
    
    Shotgun
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    170
    Goal Targets:    -
    Goal Accuracy:   -
    Time Limit:     20s
    Ammo Limit:     30
    
    This is a little too easy if you ask me. Set the gun to double shot and hit 
    the target as it is about to move. If the hail of bullets hits the center 
    with two double shots you're a winner already.
    
    
    Reaper
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    750
    Goal Targets:    1
    Goal Accuracy:   -
    Time Limit:     30s
    Ammo Limit:      -
    
    This is actually a bit challenging to say the least. Make sure to double 
    crouch for a little improvement in accuracy and don't try to reload before 
    running dry as you otherwise have to wait for the barrel to stop spinning. 
    Follow the target's center with the crosshair and you're right on track.
    
    
    Sniper Rifle
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    150
    Goal Targets:    -
    Goal Accuracy:   - (100% implied)
    Time Limit:     12s
    Ammo Limit:     15
    
    Another perfect score required for this one, and it works exactly the same 
    as the K7 Avenger one. Hit each target 5 times to shatter it, align and 
    switch to the next. Personally, I find a zoom range of ~8.50 the best as it 
    still allows you to effectively move the crosshair whilst keeping a good 
    sight on the bull's eye at all time.
    
    
    FarSight XR-20
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    40
    Goal Targets:   6
    Goal Accuracy:  -
    Time Limit:    20s
    Ammo Limit:     3
    
    With 3 bullets you have to make sure you hit multiple targets per turn. 
    Aligning for the stationary diagonals and saving the last shot for the 
    moving target. To get a decent score you should aim with "R" for the center 
    of the most distant target for the first two shots. Doing so ensure you get 
    a least 1 bull's eye plus good score for the intermediate targets. It also 
    ensures you hit all the targets along the diagonal.
    
    
    Devastator
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    -
    Goal Targets:  6
    Goal Accuracy: -
    Time Limit:    30s
    Ammo Limit:    6
    
    Quite a hard one to pull off correctly. You need to aim about 2 cross hair 
    heights over the most distant targets to get a good shot at them. The 
    closer ones should be hit by aiming halfway down the target and the floor. 
    If you're a lucky the large explosion sometimes takes out the following 
    target in a single go, giving you a spare round for the other targets!
    
    
    Rocket Launcher
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    40
    Goal Targets:   4
    Goal Accuracy:  - (100% implied)
    Time Limit:    30s
    Ammo Limit:     4
    
    Align with either column and time it so the rocket hits the target when 
    it's about to turn around. Go for the closer one first, then for the one in 
    the behind. Because of the reload delays you should only shoot one rocket 
    each time the targets cycle around the chamber (30 seconds is more than 
    enough for 4 cycles).
    
    
    Slayer
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    60
    Goal Targets:   6
    Goal Accuracy:  -
    Time Limit:    40s
    Ammo Limit:     8
    
    Use fly-by-wire secondary mode and detonate with "Z" when you get close to 
    each of the 3 pairs. If you let the rocket detonate in the center of each 
    set they are bound to run into the following explosion allowing you to 
    effectively take out two targets in a single strike.
    
    
    Combat Knife
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    80
    Goal Targets:   8
    Goal Accuracy:  -
    Time Limit:    30s
    Ammo Limit:    Infinite
    
    Stand on either left/right side and hit a target with manual aim for the 
    foremost target each cycle. That's all.
    
    
    Crossbow
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    150
    Goal Targets:    -
    Goal Accuracy:   -
    Time Limit:     30s
    Ammo Limit:      -
    
    The single auto-reload is a hell with such time constraints. Make sure to 
    press "B" after emptying the magazine to ensure Jo reloads the bow 
    completely which is much faster than individual insertions. Hit the target 
    when it's stationary and pivot around a bit as darts will bounce off if too 
    many are on the same spot.
    
    
    Tranquilizer
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:     -
    Goal Targets:  18
    Goal Accuracy:  - (100% implied)
    Time Limit:    15s
    Ammo Limit:    18
    
    Getting high scores isn't relevant here, just hit the target anywhere and 
    quick! With 2 needed reloads you need all the remaining time to hit each 
    target. Learn the pattern in which the targets appear and you can get the 
    gold very quick.
    
    
    Grenade
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:    -
    Goal Targets:  4
    Goal Accuracy: -
    Time Limit:   30s
    Ammo Limit:    6
    
    Ouch, getting the proper aim is the most important part of this test. The 
    grenades are thrown in an arc so you need to correct for that and also for 
    the correct timing as you can only score when the lone target is facing 
    you. As with other explosives involved, multiple scores are possible if the 
    flames connect with the next spawned target.
    
    
    Timed Mine
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:   60
    Goal Targets:  6
    Goal Accuracy: - (100% implied)
    Time Limit:   12s
    Ammo Limit:    1
    
    With a single mine it's double or nothing. Throw it against the center 
    target and aim it so that it explodes when the target is in the center to 
    eliminate all 6 of them.
    
    
    Proximity Mine
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:     - 
    Goal Targets:   5
    Goal Accuracy:  -
    Time Limit:    30s
    Ammo Limit:     4
    
    Just chuck around some mines in the center and throw in some more to extend 
    the explosion towards the front. With four mines it should be relatively 
    easy to get them all if you get the explosion in the right position.
    
    
    Remote Mine
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Goal Score:     -
    Goal Targets:   7
    Goal Accuracy:  -
    Time Limit:    12s
    Ammo Limit:     2
    
    Throw a mine against the center target and have it explode to get 5 
    targets. Use the second mine on either of the two remaining targets and 
    have it explode when it intersects with the other to get the job done.
    
    
    
    
    ===========================================================================
    Appendix C: Combat Simulator
    ===========================================================================
    
    The multiplayer mode of this game. It has under gown quite a drastic update 
    compared to the death match in the predecessor. A tremendous amount of 
    options is available to you, computer controlled AI, a ranking system, a 
    set of challenges and some of the levels as well!
    
    I'm not going to explain each and every feature that can be used. Most of 
    them are pretty much self-explained and the game does offer some good 
    descriptions and an instruction booklet.
    
    ---------------------------------------------------------------------------
    Simulant types
    ---------------------------------------------------------------------------
    As with many multiplayer games the most important thing to know is what all 
    your weapons can and cannot do. How all the maps are build up and where all 
    the good weapons get spawned. Also knowing your opposition is very 
    important. There are six general difficulty variations in which the 
    simulants come:
    
    Meat Sim    - Human equivalent of a near brain dead person
                  Bad in every area just plain cannon fodder
                  Hardly ever shoots, if reacting at all
                  Hardly ever hits anything
                  Doesn't run
                  Doesn't know where the weapons are
                  Wanders aimless around
    
    Easy Sim    - Human equivalent of a beginner
                  Not too good either, but will play out more actively
                  Reacts a bit faster
                  Still bad accuracy and reaction speed
    
    Normal Sim  - Human equivalent of a novice player
                  Knows its surroundings
                  Has some decent reactions
                  Can execute tasks reasonably well
    
    Hard Sim    - Human equivalent of good player
                  Great accuracy
                  High level of speed
    
    Perfect Sim - Human equivalent of an expert, but with better accuracy
                  Head shots with near impeccable accuracy from any distance 
                  Always running at maximum speed
    
    Dark Sim    - No human equivalent, this is an extra difficulty to challenge
                  the best players out there!
                  Spawns with the best weapons / shield (if available)
                  Shooting abilities seem identical to the Perfect Sim
                  Runs faster than you, even when strafing
    
    Some say that only the top tiered Dark Sim cheats, whereas the others don't 
    however this is not true. Here are some properties that are shared amongst 
    all simulants levels:
    
     -They have short & fixed reload time from GE for all of their weapons
      You'll even hear the GE reload sound effect if they're close to you
     -They get instant lock-on you when they use a Rocket launcher & CMP-150
     -They know where to find you even if there is radar is turned off
     -They always disarm you when coming in contact while they're unarmed
     -Drugging them using sedatives doesn't seem to have any real impact on
      their navigation
    
    On the other hand the AI also has some shortcomings:
    
     -They can't use mines properly. Just setup a match with all remote mines
      To see what I mean.
     -They can't detect mines / explosives. No human will walk into a proximity
      mine if he/she knows it's there, but sims just carelessly plunge into
      them.
    
    
    ---------------------------------------------------------------------------
    General tactics
    ---------------------------------------------------------------------------
    As a human you can't get 100.0% accuracy so you'll have to think of other 
    ways to beat simulant or other humans to the score. Some general strategies 
    that can always be applied are:
    
     -Picking up all guns you come across so your opposition can't collect them 
    
     -Damage is area sensitive in this game:
      Head hits score 2x more damage as Body hits
      Body hits score 2x more damage as Limb hits
      That's why you always want to go for the upper torso / head! Thus make
      sure your sight is a little upward most of the time.
    
     -Always keep strafe running so you're a hard to hit target
    
     -Know all the maps & weapons & spawn points by heart
    
     -Find out which guns work best for you and for which given situation:
      Laptop guns as sentry's on key locations work pretty well!
    
     -Tagging a shield or ammo crate with a mine works nicely
    
     -Instead of reloading, use "A" + "Z&A" cycle trick to reload. 
      Now you'll be almost as quick at reloading as those blasted sims
    
     -When playing with sedatives (knives/crossbow/tranquilizer) also
      make sure to hit a dead corpse before it is gone. If you manage to do
      this successfully your opponents view will be all drowsy when he/she
      respawns!
    
     -You can only run half as fast while being crouched, but your opponent
      might not be suspecting an opponent who's only half as tall coming from
      behind the corner.
    
     -Statically speaking, a Maian body with a human head has by far the
      smallest hit box so this should make you harder to hit. But more
      generally, when playing against other humans picking a character whose
      colors blend in with the background can help you a lot. Naturally, this
      has no effect on simulants. To them Trent Easton's red suit will look
      the same as Arctic Joanna on a grey background.
    
    
    
    ---------------------------------------------------------------------------
    Challenges
    ---------------------------------------------------------------------------
    The challenges are a total set of 30 preprogrammed multiplayer scenario 
    setups where you have to beat the AI opponent. Initially, only the first 
    set of 4 will be available, but for every challenge you complete a new one 
    will be opened in the list. Completing a specific challenge may unlock new 
    features for the multiplayer (guns that are picked up for the first time in 
    multiplayer are also unlocked for the solo Firing Range).
    
    The first 10 challenges are just as easy as a walk in the park, but after 
    that it gets pretty intense. In fact after challenge 20 it gets downright 
    insane, as the computer controlled AI can kill you for a hundred miles with 
    a single headshot all over the place. There's hardly any fun to those 
    challenges in my opinion. Either you find a weakness in the AI script (like 
    their inability to detect mines such as a proximity Dragon) or a hiding 
    place that makes it impossible for your enemies to attack you. 
    
    And if you think that starting with more humans players helps out your 
    pretty wrong. Almost all of the later challenges ensure the AI has at least 
    one more character in the battle field than you. And if they're 
    Perfect/Dark sims that will only work against you. In fact it seems to make 
    most challenges only even harder. You can peek down below or in Appendix E 
    for a super easy way to beat all the challenges by using an oversight in 
    the game. (A)
    
    
    Strategies
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Challenge 1
    ---------------------------------------------------------------------------
    Weapons: Falcon-2            Time:     5 minutes
             CMP-150             Arena:    Skedar              
             Sniper Rifle
             Dy357 Magnum
             Dragon
    
    Desc.:   A Challenge against basic Simulants using standard weaponry.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 4       | >= 8       | >= 10      | >= 12      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Meat    | 2x Meat    | 2x Meat    | 2x Meat    |
    -----------|------------|------------|------------|------------|
    
    Not much is going on here. If this is the first time you're playing the 
    game, use this match to get used to the mechanics of the game and such. You 
    shouldn't have any trouble wiping out the opposition here.
    ---------------------------------------------------------------------------
    
    Challenge 2
    ---------------------------------------------------------------------------
    Weapons: Falcon-2            Time:     5 minutes
             Combat Knife        Arena:    Area 52
             Cyclone
             Rocket Launcher
             Dragon
    
    Desc.:   A Challenge against basic Simulants that includes the use of
             Rocket Launchers.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 6       | >= 12      | >= 15      | >= 18      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Meat    | 2x Meat    | 2x Meat    | 3x Meat    |
    -----------|------------|------------|------------|------------|
    
    Pretty much the same as the previous exercise. You only need to rack up a 
    few more kills. Still be wary the blast radius of a rocket could get you 
    killed...
    ---------------------------------------------------------------------------
    
    Challenge 3
    ---------------------------------------------------------------------------
    Weapons: MagSec-4            Time:     5 minutes     
             CMP-150             Arena:    Pipes          
             Timed Mine
             Dragon
             AR34
    
    Desc.:   A Challenge against basic simulants that includes Assault 
             Rifles and Timed Mines.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 4       | >= 8       | >= 10      | >= 12      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Meat    | 2x Meat    | 3x Meat    | 4x Meat    |
    -----------|------------|------------|------------|------------|
    
    Make use of the weapons here as well and you'll be victorious without too 
    much effort. Mind you that sims can't detect explosives (Proxy dragons 
    anyone?).
    ---------------------------------------------------------------------------
    
    Challenge 4
    ---------------------------------------------------------------------------
    Weapons: MagSec-4            Time:     10 minutes     
             CMP-150             Arena:    Skedar          
             K7-Avenger
             Dragon
             Shield
    
    Desc.:   Take control of the hill against a team of standard Simulants.
             Shield technology is available, as well as the K7 Avenger.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 4       | >= 8       | >= 10      | >= 12      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Easy    | 1x Easy    | 2x Easy    | 2x Easy    |
               |            | 1x Meat    | 1x Meat    | 2x Meat    |
    -----------|------------|------------|------------|------------|
    
    The easy simulants make their debut here. You'll notice that they at least 
    try to put up a fight. Shields are not necessary yet, but it is never a bad 
    idea to pick them up.
    ---------------------------------------------------------------------------
    
    Challenge 5
    ---------------------------------------------------------------------------
    Weapons: Cyclone             Time:     10 minutes
             Grenade             Arena:    Complex
             AR-34
             FarSight XR-20
             Shield
    
    Desc.:   Combat a team of standard Simulants using the specialized
             FarSight weapon in the Complex.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 20      | >= 25      | >= 30      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Easy    | 1x Easy    | 1x Easy    | 2x Easy    |
               |            | 1x Meat    | 2x Meat    | 2x Meat    |
    -----------|------------|------------|------------|------------|
    
    Pick up the FarSight and track down your opponent. They're not moving very 
    fast so you should be able to hit them. Take note that enemies with shields 
    require a second hit to kill (the shield absorbs the first hit).
    ---------------------------------------------------------------------------
    
    Challenge 6
    ---------------------------------------------------------------------------
    Weapons: CMP-150             Time:     10 minutes
             Dy357               Arena:    Area 52
             Shotgun
             K7-Avenger
             Shield
    
    Desc.:   Hold the briefcase for as long as possible against a large team
             of basic Simulants.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 6       | >= 6       | >= 6       | >= 6       |
    -----------|------------|------------|------------|------------|
    Simulants  | 4x Meat    | 4x Meat    | 4x Meat    | 4x Meat    |
               |            |            | 1x Easy    | 2x Easy    |
    -----------|------------|------------|------------|------------|
    
    You can't pick up any more shields once you have the briefcase so make sure 
    you got one before picking the case up. After doing stay clear of the 
    enemies' clutches for as long as possible. The opposition may be in larger 
    numbers, but most of them are still nothing more than rubbish meat.
    ---------------------------------------------------------------------------
    
    Challenge 7
    ---------------------------------------------------------------------------
    Weapons: Falcon-2 (s)        Time:     10 minutes
             Magsec-4            Arena:    Warehouse
             Cyclone
             Grenade
             Shield
    
    Desc.:   Take control of the hill against a team of advanced Simulants 
             in the Warehouse. All weapons kill with only one hit.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 5       | >= 10      | >= 12      | >= 15      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Easy    | 1x Easy    | 2x Easy    | 2x Easy    |
               |            | 1x Meat    | 1x Meat    | 1x Meat    |
    -----------|------------|------------|------------|------------|
    
    I wouldn't want to call this an advanced team, but with one hit kills a 
    single mistake can be fatal. Of course this also holds the other way 
    around. Just get as many players on the hill when the timer expires to rack 
    up as much points as possible.
    ---------------------------------------------------------------------------
    
    Challenge 8
    ---------------------------------------------------------------------------
    Weapons: Shotgun             Time:     10 minutes
             Magsec-4            Arena:    Skedar
             K7-Avenger
             Super Dragon
             Shield
    
    Desc.:   Capture the enemy's case while defending your own. Killing the
             case carrier means the case returns to the base.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 9       | >= 9       | >= 9       | >= 9       |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Easy    | 2x Easy    | 2x Easy    | 2x Easy    |
               |            |            | 1x Meat    | 2x Meat    |
    -----------|------------|------------|------------|------------|
    
    The Super Dragon is the best weapon around here to find. Get it, then go 
    for the enemy's case and return it to yours. When playing with more than 
    one player have the someone defend your case as they'll try to sneak off 
    with yours in any case.
    ---------------------------------------------------------------------------
    
    Challenge 9
    ---------------------------------------------------------------------------
    Weapons: Falcon-2             Time:     10 minutes
             Dy357                Arena:    Ravine
             Timed Mine
             Laptop Gun
             FarSight XR-20
    
    Desc.:   Capture the enemy's case while defending your own. Killing the
             case carrier means the case returns to the base.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 20      | >= 25      | >= 30      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Normal  | 1x Normal  | 1x Normal  | 1x Normal  |
               |            |            | 1x Meat    | 1x Meat    |
               |            |            |            | 1x Easy    |
    -----------|------------|------------|------------|------------|
    
    The reign of the easy/meat sims has ended with the first entry for the 
    normal sim... Not that you'll notice that much difference. Enjoy the easy 
    ride while it still lasts. FarSight and the Laptop sentry are key to 
    victory here. Note that this time round you'll have to work without 
    shields.
    ---------------------------------------------------------------------------
    
    Challenge 10
    ---------------------------------------------------------------------------
    Weapons: CMP-150              Time:     10 minutes
             Cyclone              Arena:    Temple
             Remote Mine
             AR34
             Shield
    
    Desc.:   Fight against a team of simulants to hack the terminal using
             the data uplink.
    
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 3       | >= 3       | >= 3       | >= 3       |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Easy    | 2x Easy    | 3x Easy    | 3x Easy    |
               |            | 1x Normal  | 1x Normal  | 2x Normal  |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 11
    ---------------------------------------------------------------------------
    Weapons: MagSec4              Time:     10 minutes
             Tranquilizer         Arena:    Complex
             Shotgun
             K7 Avenger
             Shield
    
    Desc.:   King of the Hill against expert Simulants. Weapons include
             the Shotgun and Tranquilizer.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 10      | >= 10      | >= 10      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Normal  | 2x Normal  | 2x Normal  | 2x Normal  |
               |            |            | 1x Hard    | 2x Hard    |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 12
    ---------------------------------------------------------------------------
    Weapons: Falcon-2 (Scope)     Time:     10 minutes
             Sniper Rifle         Arena:    Skedar
             Shotgun
             Super Dragon
             Shield
    
    Desc.:   Slow-motion combat in the Skedar Arena.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 3       | >= 6       | >= 7       | >= 9       |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Hard    | 1x Hard    | 1x Hard    | 1x Hard    |
               |            | 1x Normal  | 1x Normal  | 1x Normal  |
               |            |            | 1x Easy    | 2x Easy    |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 13
    ---------------------------------------------------------------------------
    Weapons: Falcon-2 (silencer)  Time:     10 minutes
             Tranquilizer         Arena:    G5 Building
             Laptop Gun
             Grenade
             Reaper
    
    Desc.:   One-hit kills in the G5 building with Tranquilizers.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 20      | >= 25      | >= 30      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Normal  | 1x Normal  | 1x Normal  | 1x Normal  |
               |            | 1x Hard    | 1x Hard    | 1x Hard    |
               |            | 1x Easy    | 2x Easy    | 2x Easy    |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 14
    ---------------------------------------------------------------------------
    Weapons: Cyclone              Time:     10 minutes
             Super Dragon         Arena:    Area 52
             K7 Avenger
             FarSight XR-20
             Cloaking Device
    
    Desc.:   Capture the case in Area 52 with cloaking.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 10      | >= 10      | >= 10      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Easy    | 3x Easy    | 4x Easy    | 5x Easy    |
               | 1x Normal  | 1x Normal  | 2x Normal  | 2x Normal  |
               |            |            | 1x Hard    | 1x Hard    |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 15
    ---------------------------------------------------------------------------
    Weapons: MagSec-4             Time:     10 minutes
             Dragon               Arena:    Grid
             Shotgun
             Devastator
             Cloaking Device
    
    Desc.:   Hold the Briefcase in the Grid with Devastators.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 10      | >= 10      | >= 10      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Meat    | 2x Meat    | 3x Meat    | 4x Meat    |
               |            |            | 1x Easy    | 2x Easy    |
               | 1x Normal  | 2x Normal  | 2x Normal  | 2x Normal  |
               |            | 1x Hard    | 1x Hard    | 1x Hard    |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 16
    ---------------------------------------------------------------------------
    Weapons: Falcon-2             Time:     10 minutes
             K7 Avenger           Arena:    Felicity
             Super Dragon
             Proximity Mine
             Shield
    
    Desc.:   Standard combat. Weapons include Proximity Mines. There is
             no radar on this Challenge.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 20      | >= 25      | >= 30      |
    -----------|------------|------------|------------|------------|
    Simulants  |            |            | 1x Meat    | 1x Meat    |
               |            |            |            | 2x Easy    |
               |            | 1x Normal  | 1x Normal  | 1x Normal  |
               |            |            | 1x Hard    | 1x Hard    |
               | 1x Perfect | 1x Perfect | 1x Perfect | 1x Perfect |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 17
    ---------------------------------------------------------------------------
    Weapons: Dy357                Time:     10 minutes
             AR34                 Arena:    Temple
             Reaper
             Slayer
             Shield
    
    Desc.:   A King of the Hill game. Weapons include Fly-By-Wire Missiles.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 20      | >= 25      | >= 30      |
    -----------|------------|------------|------------|------------|
    Simulants  |            | 2x Meat    | 1x Meat    | 2x Meat    |
               |            | 1x Easy    | 2x Easy    | 2x Easy    |
               |            |            | 1x Normal  | 1x Normal  |
               |            | 1x Hard    | 1x Hard    | 1x Hard    |
               | 1x Perfect | 1x Perfect | 2x Perfect | 2x Perfect |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 18
    ---------------------------------------------------------------------------
    Weapons: Falcon-2             Time:     10 minutes
             Phoenix              Arena:    Villa
             Tranquilizer
             Laptop Gun
             Shield
             Cloaking Device
    
    Desc.:   A King of the Hill game against a team of expert Simulants.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 20      | >= 25      | >= 30      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Meat    | 1x Meat    | 2x Meat    | 4x Meat    |
               |            |            | 1x Easy    | 2x Easy    |
               |            |            |            | 2x Normal  |
               |            | 1x Hard    | 1x Hard    | 1x Hard    |
               | 1x Perfect | 1x Perfect | 1x Perfect | 1x Perfect |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 19
    ---------------------------------------------------------------------------
    Weapons: CMP-150             Time:     10 minutes
             Shotgun             Arena:    G5 Building
             Rocket Launcher
             FarSight XR-20
             Shield
             Combat Boost
    
    Desc.:   Fast movement combat against expert Simulants. Weapons include
             the Rocket Launcher and the FarSight.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 20      | >= 25      | >= 30      |
    -----------|------------|------------|------------|------------|
    Simulants  |            |            |            |            |
               | 1x Easy    | 1x Easy    | 1x Easy    | 2x Easy    |
               |            |            |            | 2x Normal  |
               | 1x Hard    | 1x Hard    | 2x Hard    | 2x Hard    |
               |            | 2x Perfect | 2x Perfect | 2x Perfect |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 20
    ---------------------------------------------------------------------------
    Weapons: Mauler              Time:     10 minutes
             Falcon-2            Arena:    Sewers
             MagSec4
             Dy357
             Shield
    
    Desc.:   One-hit kill combat with a twist - protect the weaker Simulants
             on your team. Weapons include pistols and Shields.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 20      | >= 25      | >= 30      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Hard    | 2x Hard    | 2x Hard    | 2x Hard    |
               |            | 1x Perfect | 1x Perfect | 2x Perfect |
    -----------|------------|------------|------------|------------|
    Friend     | 1x Normal  | 3x Normal  | 3x Normal  | 3x Normal  |
    Simulants  |            |            |            |            |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 21
    ---------------------------------------------------------------------------
    Weapons: Mauler              Time:     10 minutes
             Reaper              Arena:    Grid
             Shotgun
             Callisto NTG
             Cloaking Device
    
    Desc.:   Hack into the terminal using the Data Uplink. The Cloaking 
             Device is available.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 10      | >= 10      | >= 10      |
    -----------|------------|------------|------------|------------|
    Simulants  |            |            | 1x Easy    | 2x Easy    |
               |            | 1x Normal  | 1x Normal  | 2x Normal  |
               | 1x Perfect | 1x Perfect | 1x Perfect | 1x Perfect |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 22
    ---------------------------------------------------------------------------
    Weapons: Falcon-2            Time:     10 minutes
             Sniper Rifle        Arena:    Base
             Crossbow
             K7 Avenger
             Shield
    
    Desc.:   Hack into the terminal using the Data Uplink. The Cloaking 
             Device is available.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 10      | >= 10      | >= 10      |
    -----------|------------|------------|------------|------------|
    Simulants  |            | 1x Easy    | 1x Easy    | 2x Easy    |
               | 1x Normal  | 1x Normal  | 2x Normal  | 3x Normal  |
               |            |            | 1x Hard    | 2x Hard    |
               | 1x Perfect | 1x Perfect | 1x Perfect | 1x Perfect |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 23
    ---------------------------------------------------------------------------
    Weapons: MagSec4             Time:     10 minutes
             Grenade             Arena:    Complex
             Laptop Gun
             RC-P120
             Shield
             Cloaking Device
    
    Desc.:   Combat in slow motion. Weapons include the RC-P120.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 2       | >= 4       | >= 5       | >= 6       |
    -----------|------------|------------|------------|------------|
    Simulants  |            |            | 1x Normal  | 2x Normal  |
               | 2x Hard    | 2x Hard    | 3x Hard    | 3x Hard    |
               |            | 2x Perfect | 2x Perfect | 2x Perfect |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 24
    ---------------------------------------------------------------------------
    Weapons: CMP-150             Time:     Infinite
             Tranquilizer        Arena:    Fortress
             Devastator
             Super Dragon
             Dy357-LX
    
    Desc.:   Capture the Case game against a team of expert Simulants. Weapons 
             include the Gold DY357 Magnum and the Tranquilizer.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 9       | >= 9       | >= 9       | >= 9       |
    -----------|------------|------------|------------|------------|
    Simulants  | 4x Easy    | 4x Easy    | 5x Easy    | 6x Easy    |
               |            | 3x Normal  | 4x Normal  | 4x Normal  |
               |            |            | 1x Hard    | 2x Hard    |
               |            |            | 1x Perfect | 1x Perfect |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 25
    ---------------------------------------------------------------------------
    Weapons: Mauler              Time:     3 minutes
             N-Bomb              Arena:    Ravine
             K7 Avenger
             FarSight XR-20
             Cloaking Device
    
    Desc.:   A standard combat game with N-Bombs and Cloaking Devices. The
             simulant team is composed of experts.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 20      | >= 25      | >= 30      |
    -----------|------------|------------|------------|------------|
    Simulants  |            |            | 1x Easy    | 1x Easy    |
               |            |            | 1x Normal  | 1x Normal  |
               |            | 2x Hard    | 2x Hard    | 3x Hard    |
               | 1x Perfect | 2x Perfect | 2x Perfect | 3x Perfect |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 26
    ---------------------------------------------------------------------------
    Weapons: Falcon-2            Time:     10 minutes
             Mauler              Arena:    Ruins
             Cyclone
             Laptop Gun
             Reaper
    
    Desc.:   A standard King of the Hill game with no shields.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 20      | >= 25      | >= 30      |
    -----------|------------|------------|------------|------------|
    Simulants  |            | 1x Easy    | 1x Easy    | 1x Easy    |
               | 1x Hard    | 2x Hard    | 2x Hard    | 2x Hard    |
               | 1x Perfect | 2x Perfect | 4x Perfect | 5x Perfect |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 27
    ---------------------------------------------------------------------------
    Weapons: Falcon-2            Time:     10 minutes
             MagSec4             Arena:    Sewers
             CMP-150
             Rocket Launcher
             Shield
    
    Desc.:   A Hacker Central game featuring Rocket Launchers and 
             expert opponents.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 10      | >= 10      | >= 10      |
    -----------|------------|------------|------------|------------|
    Simulants  | 1x Perfect | 2x Perfect | 3x Perfect | 4x Perfect |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 28
    ---------------------------------------------------------------------------
    Weapons: Falcon-2            Time:     10 minutes
             Falcon-2 (silenced) Arena:    Villa
             Dy357
             AR34
             Shotgun
    
    Desc.:   A Capture the Case game with no Shields, but expert opponents.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 9       | >= 9       | >= 9       | >= 9       |
    -----------|------------|------------|------------|------------|
    Simulants  | 2x Dark    | 3x Dark    | 4x Dark    | 5x Dark    |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 29
    ---------------------------------------------------------------------------
    Weapons: Falcon-2            Time:     10 minutes
             Cyclone             Arena:    G5 Building
             Dy357
             CMP-150
             Dragon
    
    Desc.:   Standard combat with no Shields available. Weapons include the 
             DY357 and the Dragon.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 20      | >= 25      | >= 30      |
    -----------|------------|------------|------------|------------|
    Simulants  | 2x Dark    | 3x Dark    | 4x Dark    | 5x Dark    |
    -----------|------------|------------|------------|------------|
    
    ---------------------------------------------------------------------------
    
    Challenge 30
    ---------------------------------------------------------------------------
    Weapons: Falcon-2            Time:     10 minutes
             Falcon-2 (Scope)    Arena:    Skedar
             MagSec4
             Mauler
             Dy357
    
    Desc.:   A pistols-only King of the Hill game against elite opposition.
    
               | 1 player   | 2 players  | 3 player   | 4 players  |
    -----------|------------|------------|------------|------------|
    Team Score | >= 10      | >= 20      | >= 25      | >= 30      |
    -----------|------------|------------|------------|------------|
    Simulants  | 2x Dark    | 3x Dark    | 4x Dark    | 5x Dark    |
    -----------|------------|------------|------------|------------|
    Friend     | 1x Normal  | 1x Normal  | 1x Normal  | 1x Normal  |
    Simulants  |            |            |            |            |
    -----------|------------|------------|------------|------------|
    
    
    ---------------------------------------------------------------------------
    
    
    Cheap cheat strategy
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    As expected attempting to play the challenges with cheats enabled prevents 
    you from progressing, but you can however use an oversight in the game to 
    beat a challenge without any effort. What you need to do is the following:
    
    Prerequisites:
     -Have 2 controllers attached plus 1 memory pack to the N64
     -Save a very simple scenario on memory pack
      (e.g. pistols against 1 Meat Sim; with a limit of 1)
    
    Now repeat the following steps for each challenge you want to complete:
     -Have player 2 select "Load scenario"
     -Highlight the saved scenario, but DON'T confirm yet
     -Have player 1 select the required challenge & confirm
      (player 1 should now say "and waiting...")
     -Now player 2 should confirm the selection of the loaded scenario
     -Start the challenge, beat the Sim to win
     -The game now thinks you completed the scenario and awarded you
      With all its gifts!
    
    
    Unlockables list
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    The table below shows what you get for beating each individual challenge. 
    As noticeable you don't need to beat challenges 25 and up to gain any new 
    features. So you can avoid the Dark Sims if you're only interested in 
    getting every option the game has to offer.
    
    --|------------------|---------------|-----------|-------------------------
    ##|Character         |Weapon         |Level      |Sim/Scenario/Other
    --|------------------|---------------|-----------|-------------------------
     -|Jo Combat         |Falcon-2       |Skedar     |4x Simulant
      |Daniel Carrington |Magsec4        |Pipes      |Meat Sim
      |Cassandra de Vries|Dy357          |Area 52    |Easy Sim
      |CI male lab tech  |CMP-150        |           |Normal Sim
      |CI female lab tech|Cyclone        |           |Combat
      |CI soldier        |Dragon         |           |King of the Hill
      |dD Shock trooper  |K7 Avenger     |           |Pistol
      |dD Security       |AR-34          |           |Automatic
      |dD Infantry       |Sniper Rifle   |           |Power
      |dD Trooper        |Rocket Launcher|           |Close Combat
      |Secretary         |Grenade        |           |Random 5
      |                  |Timed Mine     |           |Random
      |                  |Shield         |           |Custom
      |                  |Combat Knife   |           |
    --|------------------|---------------|-----------|-------------------------
     1|dD female guard   |FarSight XR-20 |Complex    |
    --|------------------|---------------|-----------|-------------------------
     2|Office Suit       |Shotgun        |           |Hold the Briefcase
      |Office Casual     |               |           |Pistol 1-hit kills
    --|------------------|---------------|-----------|-------------------------
     3|                  |Falcon-2(s)    |Warehouse  |
    --|------------------|---------------|-----------|-------------------------
     4|Joanna Negotiator |Super Dragon   |           |Capture the Case
      |Negotiator        |               |           |
      |dataDyne Sniper   |               |           |
    --|------------------|---------------|-----------|-------------------------
     5|NSA Lackey        |Laptop Gun     |Ravine     |
      |Trent Easton      |               |           |
    --|------------------|---------------|-----------|-------------------------
     6|Joanna Leather    |Remote Mine    |           |Hacker Central
      |G5 guard          |               |           |
      |G5 swat guard     |               |           |
    --|------------------|---------------|-----------|-------------------------
     7|Mr. Blonde        |Tranquilizer   |Temple     |Tranquilizer
      |                  |               |           |8x Simulant
      |                  |               |           |Hard Sim
    --|------------------|---------------|-----------|-------------------------
     8|Dinner Jacket(4x) |Falcon-2 (+)   |           |Slow motion
      |Joanna Trench coat|               |           |
    --|------------------|---------------|-----------|-------------------------
     9|CIA agent         |Reaper         |G5 Building|
      |FBI agent         |               |           |
    --|------------------|---------------|-----------|-------------------------
    10|Joanna Lab tech   |Cloaking Device|           |
      |Area 51 Guard     |               |           |
      |Area 51 Trooper   |               |           |
      |Pilot             |               |           |
      |Overalls          |               |           |
    --|------------------|---------------|-----------|-------------------------
    11|Male Lab Tech     |Devastator     |Grid       |Temple Explosives
      |Female Lab Tech   |               |           |
      |dD Lab Tech       |               |           |
    --|------------------|---------------|-----------|-------------------------
    12|Bio Technician    |Proximity Mine |Felicity   |Proximity Mine
      |                  |               |           |Perfect Sim
      |                  |               |           |Pop a cap
    --|------------------|---------------|-----------|-------------------------
    13|                  |Slayer         |           |Slayer
    --|------------------|---------------|-----------|-------------------------
    14|Elvis             |Phoenix        |Villa      |
      |Elvis (Waistcoat) |               |           |
      |Maian             |               |           |
      |Maian Soldier     |               |           |
    --|------------------|---------------|-----------|-------------------------
    15|                  |Combat Boost   |           |
    --|------------------|---------------|-----------|-------------------------
    16|Joanna Stewardess |Mauler         |Sewers     |Cloaking
      |Air Force 1 Pilot |               |           |Heavy
      |Steward           |               |           |
      |Stewardess        |               |           |
      |Head Stewardess   |               |           |
    --|------------------|---------------|-----------|-------------------------
    17|Joanna Arctic     |Callisto NTG   |Car Park   |
      |Alaskan Guard     |               |           |
    --|------------------|---------------|-----------|-------------------------
    18|Joanna Party Frock|Crossbow       |Base       |Farsight
      |Joanna Frock      |               |           |
      | (Ripped)         |               |           |
      |Carrington        |               |           |
      | Evening Wear     |               |           |
      |The US President  |               |           |
      |Presidential      |               |           |
        Security         |               |           |
    --|------------------|---------------|-----------|-------------------------
    19|NSA Bodyguard     |RC-P120        |           |
      |Presidential clone|               |           |
    --|------------------|---------------|-----------|-------------------------
    20|                  |Dy357-LX       |           |Golden Magnum
    --|------------------|---------------|-----------|-------------------------
    21|                  |N-Bomb         |Fortress   |
    --|------------------|---------------|-----------|-------------------------
    22|                  |Laser          |Ruins      |Dark Sim
    --|------------------|---------------|-----------|-------------------------
    23|                  |X-Ray Scanner  |           |
    --|------------------|---------------|-----------|-------------------------
    24|Joanna Wetsuit    |               |           |
      |Joanna Aqualung   |               |           |
      |Pelagic II guard  |               |           |
    --|------------------|---------------|-----------|-------------------------
    25|                  |               |           |
    --|------------------|---------------|-----------|-------------------------
    26|                  |               |           |
    --|------------------|---------------|-----------|-------------------------
    27|                  |               |           |
    --|------------------|---------------|-----------|-------------------------
    28|                  |               |           |
    --|------------------|---------------|-----------|-------------------------
    29|                  |               |           |
    --|------------------|---------------|-----------|-------------------------
    30|                  |               |           |
    --|------------------|---------------|-----------|-------------------------
    
    
    ---------------------------------------------------------------------------
    Player statistics & Ranking
    ---------------------------------------------------------------------------
    Perfect Dark's combat simulator keeps track of various player statistics 
    that can be saved on the game pack or memory card. The following stats are 
    recorded:
    
    Item          | Description
    --------------|------------------------------------------------------------
    Kills         | Number of deaths you caused
    Deaths        | Number of deaths you endured
    --------------|------------------------------------------------------------
    Accuracy      | Hit percentage (only tracked down for the last ~4 games)
    Head Shots    | Number of head shots you got (shooting dead doesn't help!)
    Ammo Used     | Quantity of ammo you discharged
    Damage Dealt  | Number of pain you caused 
                  | (under normal settings 1.0 is equivalent to a kill)
    Pain Received | Amount of pain you endured
    --------------|------------------------------------------------------------
    Games Played  | Number of games you played
    Games Won     | Games that you won
    Games Lost    | Games that you lost
    Time Spent    | Number of days/hours/minutes/seconds you played
    Distance      | Number of virtual kilometers you character ran
    --------------|------------------------------------------------------------
    Green Stars   | Accuracy awards    (highest accuracy)
    Yellow Stars  | Head Shot awards   (most head shots)
    Red Stars     | Kill Master awards (most kills)
    Blue Stars    | Survivor awards    (least amount of deaths)
    --------------|------------------------------------------------------------
    Ranking       | Ranking from 21 to 1 weighted over cumulative stats only
    --------------|------------------------------------------------------------
    
    Similar to Blast Corps' (also a game by Rare) rating system getting the top 
    ranking doesn't give you anything except a name & password that have no 
    meaning whatsoever. Perhaps those passwords were meant to gain access on 
    websites that no longer exist (see Appendix E for details). The #1 user 
    name and password are:
    
     Username: Entropicdecay 
     Password: zero-tau
    
    Here's a complete list of all the possible rankings:
    
    Ranking
    ------------------
    Beginner: 21
    Trainee: 20
    Amateur: 19
    Rookie: 18
    Novice: 17
    Trooper: 16
    Agent: 15
    Star Agent: 14
    Special Agent: 13
    Expert: 12
    Veteran: 11
    Professional: 10
    Dangerous: 9
    Deadly: 8
    Killer: 7
    Assassin: 6
    Lethal: 5
    Elite: 4
    Invincible: 3
    Near Perfect: 2 
    Perfect: 1        
    ------------------
    
    The ranking itself is based on 10 milestones for 10 different categories. 
    For every 5 milestones you complete your ranking is incremented by 1 (thus 
    you have 20 ranks plus the initial first one). Only after completing all 
    milestones will your ranking become #1: Perfect. 
    
    For a list of milestones see below. Furthermore, an online calculator is 
    available by Curtis Bright at: http://www.curtisbright.com/pd/ranking.php . 
    It shows you the current rank based on the statistics and the next closest 
    milestones to complete.
    
    -----|-------|------|------|-----|----------|------|-----|-----|-----|-----
    Mile-| Kills | Ammo | Dmg  |Games| Time*    | Dist.| Acc | Head| Kill| Surv
    Stone|       | Used | Dealt| Won |[DD:HH:MM]| [km] | Star| Star| Star| Star
    -----|-------|------|------|-----|----------|------|-----|-----|-----|-----
       1 |   120 |   3K |  0.6 |   6 |     2:00 |   60 |   6 |   6 |   6 |   6
       2 |   240 |   6K |  1.2 |  12 |     4:00 |  120 |  12 |  12 |  12 |  12
       3 |   480 |  12K |  2.4 |  24 |     8:00 |  240 |  24 |  24 |  24 |  24
       4 |   960 |  24K |  4.8 |  48 |    16:00 |  480 |  48 |  48 |  48 |  48
       5 |  1680 |  42K |  8.4 |  84 |  1:04:00 |  840 |  84 |  84 |  84 |  84
       6 |  3600 |  90K | 18.0 | 180 |  2:12:00 | 1800 | 180 | 180 | 180 | 180
       7 |  6000 | 150K | 30.0 | 300 |  4:04:00 | 3000 | 300 | 300 | 300 | 300
       8 |  9000 | 225K | 45.0 | 450 |  6:06:00 | 4500 | 450 | 450 | 450 | 450
       9 | 12600 | 315K | 63.0 | 630 |  8:18:00 | 6300 | 630 | 630 | 630 | 630
      10 | 18000 | 450K | 90.0 | 900 | 12:12:00 | 9000 | 900 | 900 | 900 | 900
    -----|-------|------|------|-----|----------|------|-----|-----|-----|-----
    
    * = when playing less than 24 hours your time is displayed as HH:MM.SS, 
    note the "." to see the difference between time registration.
    
    As you can see the numbers go quite insane for some of the statistics like 
    Ammo Used, Distance and Time Spent (12:12:00 = 300 hours!). Given that a 
    match takes ~2 minutes you'd have to play over half a million matches to 
    get scores like that, which is pretty much as silly as getting the 
    1,000,000 VS modes matches messages in SSB:Melee or SSB:Brawl. Even more if 
    you consider you don't get much out of it.
    
    If you still want to max out all of these take a look just below here for 
    some guides:
    
    Kills (Target = 18000)
    ---------------------------------------------------------------------------
    Select the following scenario:
     -Simulants:  8 Dark sims on your team (they spawn with weapons)
     -Weapons:    All slots remote mine
     -Level:      Felicity
     -Time limit: 1 hour
     -Kill limit: Infinite
     -Scenario:   Hold the Briefcase
    
    Restart the level until your base is in the lavatory / toilets. Set all 
    your sims to hold/guard the base (hold "A" pressed for the Simulant quick 
    menu). This will make all your sims run around the toilets throwing mines 
    around, but never detonating them simply because simulants can't do that.
    
    Get your self some mines and throw one mine into the lavatory before 
    running back outside down the stairs. Detonate your mine and watch the 
    fireworks through the walls. Your simulants will blow up, respawn into the 
    toilets, but because they're Dark Sims they'll be holding mines upon 
    reentering. If this happens within the current explosion a chain reaction 
    is created which lasts indefinitely. Just leave you N64 running until time 
    expires to get >15000 kills or so. 
    
    Mind you not to leave the time limit on infinite as well. The reason for 
    this is that if you exceed the 2^15 = 32768 kills the numbers will become 
    negative as the kill count is stored as a signed integer. It's safer to 
    leave it on one hour as that should be sufficient for you. 
    
    Conclusion: with the above method it's 5 minutes work to get the setup 
    done, and zero effort to get the required target.
    
    Ammo used (Target: 450,000)
    ---------------------------------------------------------------------------
    This is a bit of a jinx actually. Using logic you'd pick the Reaper or dual 
    Cyclones on secondary fire (magazine discharge) as they have ludicrous fire 
    rates. Keeping the "Z" trigger pressed to waste as much ammo as possible, 
    right?
    
    After doing some exact measurements I came to some unexpected results. The 
    really fast shooting guns don't get all their ammo counted when shooting an 
    entire magazine empty. For example record the current number of ammo used, 
    start a solo player match, pick up a Reaper or Cyclone, empty an entire 
    magazine, quit the match, check the new number and subtract the two to get 
    the exact numbers. I got the following numbers on a PAL machine:
    
     Dual Cyclone:  ~74 bullets (out of 100; magazine discharge)
     Reaper:       ~140 bullets (out of 200)
    
    What seems to happen is that the game counts the number of frames you press 
    the "Z" trigger, while firing rather than the actual wasted amount of ammo! 
    Therefore I came to the following setup which is most effective:
    
     -Weapons:    RC-P120 (for all 6 slots)
     -Time limit: Infinite
     -Simulants:  None
     -Level:      doesn't matter; Temple / Sewers seems to work fine
     -Character:  doesn't matter; but Mr. Blonde makes the best runner
    
    The RC-P120 has 100% efficiency, not a single bullet gets wasted, when it 
    comes to unloading the entire magazine. It a fire rate of 1200 RPM 
    according to the game, has reasonable fast reload times, plus at 120 
    bullets you don't need to reload as often as other guns. The only 
    unfortunate thing is that no ammo is counted when using cloaking as you'd 
    otherwise could use that and wait on top of a ammo crate spawning point and 
    leave the console on over night...
    
    So the actual strategy is running around in a path that works well for you. 
    The base center areas of Sewers and Temple work well to run around in large 
    squares/circles picking up ammo along the way as you hold "Z" to discharge 
    your magazine. Using the RC-P120 I got target nearly thrice as fast as with 
    the dual Cyclones so I really encourage you to use it! It is tedious enough 
    as it is. Btw. When doing this run you can also rack up some distance for 
    that other statistic! Keep running around for several hours and you'll get 
    the 450,000 eventually.
    
    Damage Dealt (Target: 90.0)
    ---------------------------------------------------------------------------
    Did Rare make a mistake here? Where they intending 90K? Maybe it is 
    deliberate to have beginner player boost their ranking a little faster... 
    No one knows, but I'm not complainging. XD 
    
    At 90.0 you just need to get 90 kills on normal settings to complete this 
    task. Seeing that this comes down to just a few matches no strategy is 
    required here.
    
    Games Won / 4x Medals (Target: 900 each)
    ---------------------------------------------------------------------------
    It's easiest to do all of these 5 together in one go. Because Head shots & 
    Accuracy medals are only awarded with at least 2 human players you can't 
    work with sims here (not that we were going to). Select the following 
    setup:
    
     -Weapons:     All slots FarSight
     -Sims:        None
     -Controllers: 2, one for you and a stationary target
     -Level:       doesn't matter; Random (just to get a some variation)
     -Character:   doesn't matter; but Mr. Blonde makes the best runner
     -Kill limit:  2
    
    In order to get all medals during each game you need to kill your opponent 
    at least twice with a headshot, without missing. Using the FarSight XR-20 
    you only need to hit him/her once to get the kill. If you make sure the 
    non-moving human player is directly in front of you the auto-tracker 
    feature of the FarSight will spot your opponent's face really quick. 
    
    Get the two kills and end the match to receive all four stars and rack up 
    another victorious battle. Repeat 900 times so you get sufficient medals 
    for all four categories.
    ---------------------------------------------------------------------------
    
    Time / Distance (Target: 12:12:00.00 = 300 hours, 9000 km)
    ---------------------------------------------------------------------------
    The most insane numbers are the 10th milestones for both Time & Distance. 
    You'll need to have your N64 on for at least 300 hours plus possibly some 
    extra time if you can't rack up enough distance. Make sure to complete the 
    other milestones first, because this is a waste of time any other way. The 
    following setup works best:
    
     -Sims:       None
     -Character:  Mr. Blonde (long legs and thus fastest runner)
     -Level:      Temple
     -Time Limit: Infinite
    
    Enter the level and run towards the basement floor in the center or the 
    large sandy room. Make your controller point diagonally backward so Blonde 
    is running around in reverse circle continuously. Now press "L+R+Start" to 
    lock this position as the neutral position for your controller. If you let 
    go of the analogue stick afterwards Mr. Blonde will be running around in 
    circles in a forward direction, because the game now thinks you're 
    continuously pressing diagonally forward. 
    
    Additionally, tape down the C-left or C-right button go gain some extra 
    strafing speed! And in fact, you might just get a little more speed if you 
    tape down the analogue stick in forward direction too (even with the 
    changed neutral position you can still gain a bit). Turn your television 
    off and let him run around the same circle for 12 days. Make sure to check 
    on him every now and then, as he might stray off into a corner from time to 
    time. After the required time has elapsed. Stop the running match and look 
    at your stats. 
    ---------------------------------------------------------------------------
    
    
    
    
    ===========================================================================
    Appendix D: Cheats
    ===========================================================================
    
    ---------------------------------------------------------------------------
    Overview
    ---------------------------------------------------------------------------
    
    All of Perfect Dark's cheat codes are awarded to the player for making 
    progression in the solo missions. Each of the regular 17 levels can unlock 
    two cheats. One for beating the level for the first time on any difficulty 
    and one for beating the level at a specific difficulty setting and within a 
    certain time limit.
    
    Activating cheats automatically means that beating the level doesn't count. 
    If you finish a level with any cheat enabled your status changes to 
    dishonored and thus you can unlock any other cheats even if the time limit 
    was met. Here's a short overview of all the cheats in the game:
    
    
    Fun Category
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Donkey Kong Mode
    ----------------
    This well known cheat returns in the spiritual sequel to GoldenEye. 
    Essentially, this cheat changes the body layout of all the human characters 
    in the game to have very small bodies, normal limbs, and huge heads which 
    makes them appear like the gorilla Donkey Kong. The nice thing about this 
    cheat is that it becomes much easier to get those instant kill head shots 
    on your opposition during the mission.
    
    Small Joanna
    ------------
    What more can I say; this make you as short as a Maian, but with the physic 
    of a human. It does make you a harder target for enemies, so there is small 
    advantage for the player with this one. A bit like some sort of Oddjob...
    
    Small characters
    ----------------
    Makes all the human characters around you appear like midgets. Now you can 
    see past all the guards into the distance.
    
    Team heads only
    ---------------
    This cheat causes all regular humanoid enemies to bear faces of the Perfect 
    Dark game staff exclusively. Care to beat up Duncan Botwood or some of the 
    others? It does decrease the variation in characters, though.
    
    Play as Elvis
    -------------
    Ever wanted to know what it's like for a little alien with a big head to 
    appear in the cut scenes or walk around the levels? It does give you a 
    slightly different view of the whole scenario. Btw. because of the way the 
    characters positions are predetermined in the cut scenes Elvis' body floats 
    in mid air to make up for his short size compared to Jo.
    
    Slo-mo Single player
    --------------------
    The effect of a permanent Combat boost, but to be honest it doesn't work 
    out too well. Slow motion really is sluggishly slow. Not nearly as much fun 
    as the Slow Animation cheat from its predecessor. Then again, this should 
    ensure that frame rate issues are nonexistent.
    
    
    
    Gameplay Category
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Invincible
    ----------
    It shouldn't be too hard to see what this does, neh. The God mode cheat 
    equivalent as in most first person shooter games. Now you can exchange the 
    careful sneaking around for Rambo tactics! However, you should be aware 
    that missions can still be failed if objectives aren't met or if you plunge 
    into a pit. Invincibility is not yet immortality! 
    
    Cloaking Device
    ---------------
    One of the four cheats unlocked with the Transfer pack. This cheat let's 
    you start with a device on each level with enough capacity for 120 seconds 
    of invisibility. And the nice thing is you can turn it on/off whether you 
    like to. GoldenEye had some issues with character interaction if you had 
    this cheat on.
    
    Marquis of Queensbury Rules
    ---------------------------
    What the heck is this? you may wonder. All it does is unarming all your 
    enemies. The cheat enforces them to fight you with their bare hands like a 
    boxing match. And that is where the reference of the cheat lies. The 
    Marquis of Queensbury made up the rules for modern day boxing.
    
    Jo Shield
    ---------
    Start out the level with a full shield gauge. Finally, you can have a 
    shield on Perfect Agent difficulty all along! Perhaps this cheat may be 
    useful when practicing some new strategies on a level your stuck at. Or 
    otherwise you may consider the next one below here.
    
    Super Shield
    ------------
    Now you're shield power is boosted about 5-fold. Better armor can't be had! 
    But still beware of Easton's golden magnum... It can still deplete the 
    shield in a single hit, but otherwise you're pretty much invincible were it 
    not for the stun effect you momentarily endure when being hit.
    
    Enemy Shields
    -------------
    All enemies in the level now start out with a shield just like some of them 
    do in CI - Defense. This is a nice handicap for player who found PA too 
    easy. Rather than boosting their energy in Perfect Dark mode the shield 
    means that enemies no longer quake in agony when you hit them, but strike 
    back as if nothing happened.
    
    Enemy Rockets
    -------------
    Another blast from the past. This funny cheat replaces the regular guns for 
    Rocket Launcher for all enemies in the level, even the ones that are 
    spawned/generated during action. You really need to change you tactics of 
    approaching them in some cases. Even if you evade a rocket the explosion 
    can wreck havoc on your health..., or the safety of your objectives! 
    
    Perfect Darkness
    ----------------
    Turns off all the light sources in the game making everything pitch black. 
    The designers however were nice enough to let you start with some Night 
    Vision goggles when you start a mission using this cheat. You should also 
    try to play the outdoor levels Villa and Crash Site to see some 
    extraordinary effects that are a bit like a solar eclipse.
    
    
    
    Weapons for Jo in Solo category
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Rocket Launcher/Sniper Rifle/Super Dragon/Laptop Gun/Phoenix/FarSight
    ---------------------------------------------------------------------
    These six cheats are about pretty common guns so I'm not going to elaborate 
    them any further. Unlike the All guns cheat these do give you some initial 
    ammo to play with.
    
    Psychosis Gun
    -------------
    A very special gun that resembles a regular Tranquilizer. It is so secret 
    most players never even see it. The psychosis gun is a weapon that infects 
    the enemies so they turn into buddies. Because the "Infinite ammo" cheats 
    don't work on this gun the All guns cheat is pretty much useless for this 
    one. I think this is mostly because the game would lock up / crash if you 
    were to have an infinite amount of buddies. Using this cheat you start out 
    with 4 shots!
    
    The only regular level you'll encounter the gun is in the Maian SOS bonus, 
    where you can find 4 shots for it. Thus this cheat combined with that level 
    allows you to have 8 shots in total. By doing so you can even see the gun 
    reload which does feature a different animation than the similar 
    Tranquilizer.
    
    Trent's Magnum
    --------------
    The Golden gun equivalent of Perfect Dark, which is also known as the 
    golplated version of the Dy357 magnum. Causes so much damage that it 
    virtually kills/destroys anything with a single shot. Enemies with shields 
    however take two hits as a shield can absorb one hit too.
    
    
    Classic guns category
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    PP9i / KF7 Special / Klo1313 / AR-34 / ZMG (9mm) / RC-P45
    ---------------------------------------------------------
    Each of these guns are on display near the Firing range for you to look at 
    them. The classic guns are exact replicas of the Goldeneye guns, but have 
    been renamed once again. For most of the names its easy to fill in the GE 
    counterpart. 
    
    If you use these guns you'll quickly discover that they're much more 
    efficient than the PD ones. They don't eat up as much ammo, reload nearly 
    instantaneously, but they don't have any secondary fire modes.
    
    These are the only cheats that aren't unlocked by playing solo missions. 
    Rather you need to get gold medals in the Firing Range to unlock these.
    
    
    Weapons category
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Classic Sight
    -------------
    Changes the manual aiming reticule to the red target as used in GE. That's 
    all.
    
    Infinite Ammo: Laptop Sentry
    ----------------------------
    With this cheat deploying the Laptop sentry gun doesn't eat up any ammo 
    from your magazine plus it never runs out of bullets as well. However, 
    picking up the gun (press "B" when near it) doesn't yield any bullets all 
    the same.
    
    Hurricane Fists
    ---------------
    This makes Joanna punch roughly ~3 times faster than usual when unarmed. 
    Now you can easily slap your opponents to death or claim guns from them 
    really fast. This is also the second cheat that is unlocked using the 
    Transfer pack!
    
    Infinite Ammo
    -------------
    The well fabled infinite ammo cheat. You really need this cheat when using 
    the "all guns" cheat or otherwise most of the guns will be pretty useless 
    anyway. If you have trouble unlocking this one you could try the cheat just 
    below here for a near similar effect... Lastly, the Psychosis gun doesn't 
    work with this cheat. The only way to get 4 ammo for that one is using the 
    specific cheat.
    
    Infinite Ammo: No reloads
    --------------------------
    Does the same as the previous cheat, but also ensure your magazine never 
    runs empty thus allowing you to keep on shoot continuously without ever 
    having to reload. It would have been nicer if this cheat would have been 
    "no reloads" on itself without the infinite ammo, so the previous cheat 
    wouldn't be superfluous. Also note that the magazine discharge of the 
    Cyclone still only shoots a stream of 50 bullets (It doesn't keep on 
    shooting indefinitely).
    
    X-Ray scanner
    -------------
    Handy if you want to see through the walls what is going on around you. See 
    if you can find any uses for this cheat.
    
    R-Tracker / Weapons cache detector
    ----------------------------------
    Using this cheat on any level enables a mini radar in the solo mission 
    which you can use to locate where all the secret guns are (like the dual 
    CMP-150 in dD: Investigation. This is the third cheat that can be unlocked 
    with the transfer pack.
    
    All Guns
    --------
    Fills your inventory with all of the regular guns in the game (including 
    duals), plus the classic guns (also including duals), plus the Psychosis 
    gun. But you don't get any ammo along with it! A bit of a jinx if you ask 
    me. Make sure to get the Infinite ammo & Psychosis gun cheats to ensure you 
    get some ammo for all your weapons.
    
    
    Buddies category
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Because your type of buddy is confined to one, you can only select one out 
    of these five cheats at the same time.
    
    Velvet Dark (doesn't count as a cheat)
    -----------
    Unlocked/enabled by default for you to use in the Co-op missions. Seems to 
    be Joanna's sister considering the surname, but this was never officially 
    confirmed. Just as much as Jonathan's surname changed all of a sudden for 
    the prequel.
    
    Pugilist
    --------
    Resembles Carrington's pudgy body, but with a different head. The pugilist 
    as the name suspects only fights using his hands, thus he gets killed 
    rather easily when he approached a distant guard.
    
    Hotshot
    -------
    An Area-51 guard wielding a mixed pair of Dy357 & Dy357-LX magnums. If you 
    unlock this cheat straightaway during a new setup, this is the earliest 
    moment in the game where you can unlock the Dy357-LX magnum long before 
    reaching the Crash Site.
    
    Hit and Run
    -----------
    A tall standing Mr. Blonde whom carries a K7-avenger. Fortunately for him, 
    he doesn't need to reload as long as you normally would. This guy has a lot 
    of stopping force!
    
    Alien
    -----
    A little midget of an Alien will be your supporting character. However, as 
    small as he may be he does carry an RC-P120. Now you have some real fire 
    power to back you up!
    
    
    
    ---------------------------------------------------------------------------
    Unlock Conditions
    ---------------------------------------------------------------------------
    
    - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - -
    Cheat                       | Beat level (any time / difficulty)
    - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - -
    Classic Sight               | dataDyne Central     Defection
    Slo-mo Single player        | dataDyne Central     Research
    Rocket Launcher             | dataDyne Central     Extraction
    Sniper Rifle                | Carrington Villa     Hostage One
    Donkey Kong Mode            | Chicago              Stealth
    Small Joanna                | G5 Building          Reconnaissance
    Small Characters            | Area 51              Infiltration
    X-ray scanner               | Area 51              Rescue
    Super Dragon                | Area 51              Escape
    Team Heads Only             | Air Base             Espionage
    Laptop Gun                  | Air Force One        Anti-Terrorism
    Perfect Darkness            | Crash Site           Confrontation
    Enemy Rockets               | Pelagic II           Exploration
    Jo Shield                   | Deep Sea             Threat-Nullify
    Enemy Shields               | Carrington Institute Defense
    Phoenix                     | Attack Ship          Covert Assault
    R-Tracker/Weapon Cache Loc.*| Skedar Ruins         Battle Ruins
    - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - -
    Cheat                       | Beat level (time / level specific)
    - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - -
    Marquis of Queensbury Rules | dataDyne Central     Defection      (SA) 1:30
    Pugilist                    | dataDyne Central     Research       (PA) 6:30
    Hurricane Fists*            | dataDyne Central     Extraction     ( A) 2:03
    Hit & Run                   | Carrington Villa     Hostage One    (SA) 2:30
    Psychosis Gun               | Chicago              Stealth        (PA) 2:00
    Cloaking Device*            | G5 Building          Reconnaissance ( A) 1:40
    Hotshot                     | Area 51              Infiltration   (SA) 5:00
    Play as Elvis               | Area 51              Rescue         (PA) 7:29
    Invincibility               | Area 51              Escape         ( A) 3:50
    Infinite Ammo: No Reloads   | Air Base             Espionage      (SA) 3:11
    Infinite Ammo: Laptop Sentry| Air Force One        Anti-Terrorism (PA) 3:55
    Trent's Magnum              | Crash Site           Confrontation  ( A) 2:40
    Infinite Ammo               | Pelagic II           Exploration    (SA) 7:07
    FarSight XR-20              | Deep Sea             Threat-Nullify (PA) 7:27
    Super Shield                | Carrington Institute Defense        ( A) 1:45
    Alien                       | Attack Ship          Covert Assault (SA) 5:17
    All Guns*                   | Skedar Ruins         Battle Ruins   (PA) 5:31
    - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - -
    
    - - - - - - | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Cheat       | Get golden medals in firing range
    - - - - - - | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PP9i        | Falcon-2, Falcon-2 (silencer), Falcon-2 (scope)
    CC13        | Magsec4, Mauler, Phoenix, Dy357, Dy357-LX
    KLO1313     | Callisto NTG, CMP-150, RC-P120, Cyclone
    KF7 Special | Laptop Gun, Dragon, K7 Avenger, AR34, Super Dragon
    ZZT (9mm)   | Sniper Rifle, Shotgun, Slayer, Rocket Launcher
    DMC         | Remote Mines, Proximity Mines, Timed Mines
    AR-53       | FarSight XR-20, Combat Knife, Grenade, Crossbow
    RC-P45      | Tranquilizer, Reaper, Devastator
    - - - - - - | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    * = Also unlocked with Gameboy transfer pack connection
    
    
    
    ---------------------------------------------------------------------------
    Time Trial descriptions
    ---------------------------------------------------------------------------
    
    Below you'll find step wise instructions for completing each of the time 
    limited missions in solo player. For unlocking the classic guns look up the 
    strategies in Appendix B: Carrington Institute.
    
    ---------------------------------------------------------------------------
    1.1. dataDyne Central - Defection 1:30 (SA)
    ---------------------------------------------------------------------------
    Cheat: Marquis of Queensbury Rules
    ---------------------------------------------------------------------------
    This cheat is easy for the first part, until you reach the foyer. You 
    really need to take out the guards fast near the hub, because they 
    otherwise shoot the console right of it in the crossfire. When this happens 
    the panel will get blown up in the explosion as well failing the mission.
    
    -Skip cinema immediately
    -Strafe left, fall down, go into the doorway
    -Open the second door
    -Immediately follow with "Start" to get ECM mine out, while you wait
    -Rotate and strafe around staircase/ramp
    -Align the crosshair slightly above the hub & press "Z"
    -Wait for preemption and run as soon as the mine is launched  [OBJECTIVE 1]
    -Select "Disarm" and use it on the lone guard downstairs
    -Open the door, strafe into Cassandra's office
    -Punch Cass to retrieve the necklace                          [OBJECTIVE 2]
    -Run back to the left elevator (00:30)
     The elevator is still here, if you reach it before ~30 seconds elapse
    -Go down to foyer
    
    There's 2 options at this point which may work out. "A" is the slower/safer 
    one, and "B" is the faster all-out option, but I've found this one very 
    hard to pull off myself. The main problem is that the guards will shoot the 
    console next to the hub when I shoot the ECM mine, when that happens it 
    explodes and blows up the console as well... Running past the guards in the 
    left branch is doable if you're fast. Remember, it's only Special Agent!
    
    A. -Crouch & move back to not alert any guards. 
       -Shoot the glass, fall down the ledge
       -Take out the two guards here
       -Run around counter clockwise
       -Take out 2 more guards
       -Open comms hub door & eliminate the other three
       -Place the ECM mine                                        [OBJECTIVE 3]
       -Head to the left passage 
       -Run past any guards, while heading to the elevator        [OBJECTIVE 4]
    
    B. -Get ECM mine ready right away
       -Run to the hub & place the mine                           [OBJECTIVE 3]
       -Head to the left passage 
       -Run past any guards, while heading to the elevator        [OBJECTIVE 4]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    1.2. dataDyne Central - Investigation 6:30 (PA)
    ---------------------------------------------------------------------------
    Cheat: Pugilist
    ---------------------------------------------------------------------------
    This is one of the hardest time based cheats to get. 6:30 may seem undoable 
    at first, but it can be done with proper planning ahead. The real time 
    limit is reaching the laser grid in under 4:10. That's your last chance of 
    getting through with the cleaning bot. If you make it past that point, you 
    can play the rest of the level as usual.
    
    -Wait during the cinema, until the guard's view goes to the left
    -Strafe directly to the left and take out the single enemy
    -Continue running and the cleaning bot opens the wooden doorway right away
    -Run towards the glass ledge
    -Shoot 4 bullets to shatter it allowing you to fall down here
    -Press "Start" to get the Data Uplink ready
    -Use it on the console to program the bot
    -Kill the guard, and activate the other console               [OBJECTIVE 1]
    
    At this moment the bot starts its cleaning cycle. You need to complete 
    objectives 2, 3 and reach the laser grid before ~4:10. This is your last 
    chance option of getting through the grid within the cheat's time limit. I 
    find it easier to run back to the initial room rather than going to through 
    the corridor. For one I find this route more time consuming plus your entry 
    point in the large room means that a lot of guards get alarmed, which is 
    bad.
    
    -Run back to the wooden doorway
    -Shoot either 3 or 4 (but no more) bullets in the left wall
    
    This lures out the two guards in the next room, without alerting the ones 
    in the large room behind them. If you don't do this you'll have to fight 4 
    of them at once from behind the bullet proof glass; this costs a lot of 
    time as they all tend to retreat behind it! Next to that the guards in the 
    large room won't see/hear you coming at all, this means they're rendered 
    harmless for a few seconds when you enter.
    
    -The cleaning bot should open the wooden maintenance hatch at this moment
    -Shoot the two goons in the doorway, which are right in front of you now
    -Continue to the next room
    -Surprise the guys in the large room for an easy victory
    -Run towards the center, look rightward, press "Start" to deploy the CamSpy
    -Leave it near the right doorway (don't open the door yet)
    -Switch back to Joanna with a CMP-150 and continue up ahead
    -Kill the lone guard
    -Open the next door and shoot some bullets into the back hallway
    -Dive into the first passage to the right 
     (a patrolling guard should have his back turned to you right here)
    -Take out the 3 or so guards which come towards you
    -First enter the left doorway and run to the sluggish elevator thingy
    -It should be nearly down, so get down under
    -Eliminate the K7 Avenger toting man
    -Collect it and dash back on the elevator (You must get on it right away)
    -Return to the CamSpy and photograph of the isotope           [OBJECTIVE 2]
    -Once you're done the elevator should be back up again
    -Run down the right hallway, enter the room & take out the two guards
    -Talk to the scientist, when Joanna says: "Pull the plug on that" you can
     safely leave (you can only communicate if no guards are nearby)
    -Strafe back, and head towards the next right hand corridor
    -There's two more dudes here
    -Shoot the glass column while opening the doorway
    -Collect the Night vision goggles from the shattered glass column
    -Run back towards the left passage (the door should still be open)
    -Look into the hallway to see another duo of goofs
    -Take them down, enter the next room, and kill another set of 2 guards
    -This should trigger the first sentence of the scientist, ignore him
    -Enter the back room, and talk to the angry scientist.
    -Activate any consoles he passes by
    -When he stops punch him out, and skip that console
    -Return to the last room, have Jo say: "Pull the plug.." before you leave
    -The last scientist will deactivate the third experiment      [OBJECTIVE 3]
    
    You should be at 4:00 right now. Also if you didn't communicate with the 
    first two scientists, the angry scientist will actually obey and deactivate 
    the experiment by hitting the correct panel. If that happens the other 
    scientist will trigger the alarm instead. It's not the angry scientist per 
    se, but the last one you make contact with.
    
    -Enter the last path, take out the guard directly in front of you
    -Then take out 3 more and look around for the cleaning bot
    -If you did all properly you can follow it past the lasers right away
    -Once you're through kill the guards in the next two rooms
    -Enter the room with the security room while looking left
    -Kill the Dragon guy, and turn around to lock-on the right one
    -After they're both gone, pick up a single Dragon
    -Throw it back as a proxy in the small room
    -Activate the security console with the Data Uplink
    -The proxy Dragon will obliterate the guards sneaking up on you
    -Select either the Dragon / K7 Avenger and go down to the level 4 door
    -Aim a little to the right, open, sniper the distant guard
    -Close, reload, wait a second and open/close the door
    -Use this to get a good shot at the 2 remaining guards
    -Enter the left passage, aim with the K7 Avenger
    -A Dragon trooper will pop up, if you kill him the door behind him opens
    -Use the aiming view to take the two in the door opening too
    -Run towards the end, collect the shield and return           [OBJECTIVE 4]
    
    If you're above 6:15 there's no time to shoot the drone guns, thus try to 
    strafe via either left/right side past all three of them. It can be done 
    without taking damage, if you're a little lucky. Otherwise, Open the door, 
    run back a few steps, and take a quick well aimed shot at the closest gun. 
    Afterwards, Close/Reload/Open to get the other two out of the picture.
    
    -Strafe through the hallway (with or without drone guns)
    -Press "B" to open the very last doorway.                     [OBJECTIVE 5]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    1.3. dataDyne Central - Extraction 2:03 (A)
    ---------------------------------------------------------------------------
    Cheat: Hurricane Fists
    ---------------------------------------------------------------------------
    This cheat is super easy to get. You only need to kill the female guards 
    surrounding Cassandra to complete objective 2, not the rest of them like on 
    PA. Secondly, a glitch allows you to open the supposedly 'locked' staircase 
    doorway. By doing so you can skip the bottom two office blocks all the 
    same!
    
    -Skip cinema immediately
    -Press "Start" to activate the night vision goggles
    -Strafe through the entire corridor ignoring all guards
    -Near the elevator take out the two guards, because Dr. Caroll gets shot 
    otherwise.
    -Enter the lift (it should still be here)                     [OBJECTIVE 1]
    -Go all the way up, and hug the left wall
    -At the top press "B" to mysteriously open the locked staircase door
     (the game allows you to glitch this through the wall!)
    -Ascend the stairs
    -Collect the rocked and enter Cassandra's scene
    -Shoot it right below Cassandra, head for the light switch
    -When the lights go out, turn it back on to blind all the gals
    -Use any weapon to get rid of the other women                 [OBJECTIVE 2]
    -Just strafe run to the helipad                               [OBJECTIVE 3]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    2.1. Carrington Villa - Hostage One 2:30 (SA)
    ---------------------------------------------------------------------------
    Cheat: Hit & Run
    ---------------------------------------------------------------------------
    This cheat requires you to blaze through the level at very high speed. It 
    really tests your ability to take out all the snipers in very limited time. 
    Other than that there's little too it Well, not stopping as you otherwise 
    get flooded over by all the shaded terrorists. Also snipers have no health 
    and die instantly when shot anywhere (unless you shoot their gun of 
    course).
    
    -Skip cinema immediately
    -Run towards the balcony as Jo auto-selects her Sniper Rifle
    -Look down before changing to manual aim to save time on sniping
    -Use single precision hits on the hostage takers at the dock  [OBJECTIVE 1]
    -Release "R", turn around, select Unarmed (Disarm) while strafe running
    -Disarm the first guard's CMP-150, fall down the ledge to the right
    -Shoot and run while heading towards the first sniper
    -Turn left, while looking up already to get the Sniper without aiming
    -Run forward into the open center area
    -Kill the Sniper at 3, 12 possibly without using "R" for better speed
    -Hit the sniper at 10 o' clock (don't run too far in or you can't see him)
    -Strafe up the stairs towards the door
    -Look out into the distance to see 2 more Snipers for easy kills
    -Enter the doorway, ignore anyone unless they block you
    -Follow the right wall and go outside again, close the door as pass through
    -One sniper is up ahead, run towards the next door
    -Open it, and turn 180 degrees to find the last sniper
    -Shoot this sniper and enter the now opened doorway           [OBJECTIVE 2]
    -Ignore all guards, run down the stairs, go left past the kitchen
    -Down again, open the door, down and around the U turn
    -Enter the doorway to the basement level
    -Go up ahead and activate both consoles while dodging most guards
    -Backtrack, take the left branch for the 3rd console          [OBJECTIVE 3]
    -Walk forth, down the last set of stairs & kill the shock trooper
    -Kill the two at the dead end to the right, before going to the wine cellar
    -Dash through all the guards in the cellar (use pause screen reloads)
    -The last trooper has the clearance card
    -Open the door, and run into Carrington's chamber             [OBJECTIVE 4]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    3.1 Chicago - Stealth 2:00 (PA)
    ---------------------------------------------------------------------------
    Cheat: Psychosis Gun
    ---------------------------------------------------------------------------
    This strategy relies on the fact that the limosine guard doesn't notice you 
    from behind and the fact that the guards at the parking lot entry won't 
    notice you if you don't face them (but to be safe keep on the left side of 
    the road).
    
    -Wait during the intro, until Carrington says: "... in this plot.". 
    -Enter the level & disable the first guard by punching him in the back
    -Knock out the FBI geezer to the left
    -Head right into the alcove (patrolling guards have their back to you)
    -Disarm another guard, while running towards the garbage container
    -Select Falcon-2, manual aim for the FBI guy from a distance
    -Ignore the CIA people, and push the dumpster into the cans
    -Shoot the flammable barrels 5x to break the dumpster for a BombSpy
    -Run towards the fire stairs and go left
    -Change to the Bugtracker and shoot it from here on the limo  [OBJECTIVE 2]
    -Run up, fall down the storm drain and collect the white case [OBJECTIVE 1]
    -Get back up, face away from G5 entry and return to stairs
    -Throw a mine against the lower (or higher) wall section      [OBJECTIVE 3]
    -Run back to storm drain
    -Deploy the BombSpy and press 'Z' when nearing the panel      [OBJECTIVE 4]
    -Enter G5 parking lot pronto                                  [OBJECTIVE 5]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    3.2 G5 Building - Reconnaissance 1:40 (A)
    ---------------------------------------------------------------------------
    Cheat: Cloaking Device
    ---------------------------------------------------------------------------
    Beforehand you should practice the first three rooms, until you know the 
    positions of the guards perfectly. This allows you to kill them with very 
    little effort (in time) when needed. Moreover, placing the remote mine on 
    the lower wall section in the previous level saves you a few seconds. Just 
    clear that level with/without cheats. This time is impossible to achieve 
    without the CamSpy/Decoder trick as written out below.
    
    -Start the level immediately
    -Walk to the right, notice the shadowy figures and shoot for a kill
    -Circle around for the other and collect the card he drops
    -Run to the next room, shoot the guard in the back
    -Open the door to the left and hit the switch to turn the lights off
    -Enter the place and trigger the guards
    -Quickly run back to the entry door with your back to it
    -Spread CMP bullets along the center as all guards move into your sight
    -Track down any remaining guards for the second clearance card
    -Slap or shoot the next lone guard to reach the grid room
    -Take out all three guards here (remember they will go for the alarm!)
    -Kill the guard in the back by shooting through the glass
    -Climb up the stairs and crouch through tight sections
    -Get up and stafe run along the intermediate path
    -Deploy the CamSpy, but don't push it through the gap yet
    -Fall down the edge and kill another stationary guard
    -Run up the stairs and take out the last 5 guards before the safe
    -Forget the N-bombs or the very last guard, but enter the safe room
    -Use the door decoder, and Immediately switch to CamSpy
    -Move the spy forward into the meeting room
    -Wait throughout the cinema as the alarms go off              [OBJECTIVE 1]
    -Wait 20 more seconds after timer expires to allow the safe doors to open 
    -Retrieve backup                                              [OBJECTIVE 2]
    -Run towards the fire exit blown up by CI                     [OBJECTIVE 3]
    ---------------------------------------------------------------------------
    
    
    
    ---------------------------------------------------------------------------
    4.1 Area 51 - Infiltration 5:00 (SA)
    ---------------------------------------------------------------------------
    Cheat: Hotshot
    ---------------------------------------------------------------------------
    This cheat can be a bit challenging for maintaining good health, but it 
    isn't too bad timing wise. This time round the lab technician is expendable 
    so shoot the interceptor right away! It's also better to wait several 
    seconds near the beginning to avoid the guards from appearing in your face 
    when you start... This does make restarting the level a bit tedious.
    
    The method written out below isn't the quickest; you could trade objectives 
    1 and 2, but then the air interceptor will be airborne making things harder 
    for you. Also practicing the walk through the minefield helps a lot. It's 
    really quite well possible to get through without tripping anything. 
    Alternatively, you could throw a grenade into the field.
    
    -Wait until Carrington says: "Antenna", then start the level
    -Disarm the two guards to the right for the grenades
    -Run along the path
    -Kill 2 more guards and shoot the turrent 9x to get rid of it
    -Continue on and take out the other turrent as well
    -Run to the right, ascend the watchtower to clear 2 more guards
    -Get down, and use crouched Magsec4 manual zoom to take out lone guard
     he'll gather several more cronies if you leave him be...
    -Enter the mine field and walk towards the helipad (or throw a grenade)
    -Walk directly in line with the right vertical stripe of "H" to avoid mines
    -Collect the Rocket launcher
    -Enter the small crevice for a shield
    -On the other side kill 2 more patrolling guards
    -Shoot the 2 walled autoguns
    -blow up the air interceptor from a distance to take out the tech too
    -Run back and get down the ladder, and ready a grenade
    -Inside chuck it against the center outer wall
    -Select explosives and attach them to the computer console
    -The grenade will clear all laser pads allowing a quick escape[OBJECTIVE 1]
    -Outside 2 blue overall may be waiting
    -Run back over the mine field and head into the tunnel
    -Use the Rocket launcher to disable the last turret
    -Select the comm's rider bug only kill immediate threats
    -Activate the panel, attach the bug and run back immediately  [OBJECTIVE 2]
    -Run back through the mine field (or via the main entry)
    -Collect the tech's dropped keycard
    -Open either left or right hangar
    -Once down under scoot along all the guards into the elevator [OBJECTIVE 3]
    -Cripple some of the guards as you run towards the exit       [OBJECTIVE 4]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    4.2 Area 51 - Rescue 7:29 (PA)
    ---------------------------------------------------------------------------
    Cheat: Play as Elvis
    ---------------------------------------------------------------------------
    This may seem like a pain at first, but it's not that bad at all. Time is 
    very leisurely here, but surviving the level can be hard. The method below 
    is just a slightly more efficient run of the main walkthrough entry. 
    Getting the Phoenix just makes your life so much easier it's worth wasting 
    a minute or so for getting it. Thus before starting the level make sure the 
    last time you played Infiltration you cleared the level (cheats can be 
    used) whilst keeping the technician alive.
    
    -Wait until Jo says ".. the problem is me." Or "Cute. Very cute."
    -Strafe run for the opening/closing elevator
    -Get inside and dodge any incoming firing while going up one level
    -Run towards the right and kill the guard
    -Attempt to open the door, wait 3 secs and it opens up
    -Knock out the technician and strafe run for the Phoenix
    -Return to the doorway, from here Phoenix's secondary fire kills all
    -Go along the catwalk to the next elevator
    -Kill all guards above you while waiting, you can also shoot the crack
    -Once on the top level deploy a proximity Dragon mine or two
    -Collect another Dragon for safekeeping
    -Enter the breached wall                                      [OBJECTIVE 1]
    -Head left, at the end go right, blow up all guards lab techs
    -Raise the correct pod and check outside the door to ensure it's clear
    -View it with the X-ray                                       [OBJECTIVE 2]
    -Run through the hallway, go around the corner, blow up 2 more goons
    -At the intersection enter the right room, kill yet another duo
    -Download the virus to make all doors go haywire
    -Run back up the slope enter the previously locked door
    -Chuck 6 Super Dragon grenades to blast all 3 guys + console  [OBJECTIVE 3]
    -Ready the Phoenix again, and kill all the guards in the large warehouse
    -Once cleared enter the air duct and fall down the gap
    -Run to the showers and select the X-ray to find the disguise quickly
    -Remove your gun and wear the disguise to start the timer
    -Run back to the breached wall, enter the opposite doorway
    -Punch out both unwary guards
    -Select Super Dragon and enter the back area
    -Shoot the Lab tech through the glass (not necessary, but a bit faster ;))
    -Quickly change to unarmed before the bodyguard says something about it
    -Once granted access punch out the bodyguard and KO the other tech
    -Collect the clearance card and ready the Phoenix again       [OBJECTIVE 4]
    -Shoot the distant door so 2 blue lab techs are killed
    -Return and shoot the panels to kill any hiding guards
    -Enter the hallway adjacent to this one
    -Again, kill 4 more people, then select the Dragon
    -Enter the back area here too, only to throw a proxy Dragon in the center
    -Close door and retreat
    -Wait for explosion then enter the place
    -Probably all four are down now
    -Collect the card and exit the level                          [OBJECTIVE 5]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    4.3 Area 51 - Escape 3:50 (A)
    ---------------------------------------------------------------------------
    Cheat: Invincible
    ---------------------------------------------------------------------------
    Unlike GE the cheat many people want to have is much easier to obtain. You 
    just may need to practice the beginning a bit as you need to be perfectly 
    aligned to get the doors to open fluently with Elvis' trolley in front of 
    you.
    
    -Start the level immediately
    -Strafe run the trolley to out the fumes (at most 1 cough should be heard)
    -Turn right, scoot/shoot past the bio tech
    -Take the passage up ahead
    -Strafe down, release the trolley 2/3rd of the way
    -Run ahead of it to open the door
    -Elvis should drift fluently into the final room
    -Leave him and take out the lab techs up ahead
    -In the circular room take out two more bio techs
    -Run down the ramp, collect the mines (if you like)
    -Kill all 3 Area51 forces and get outside
    -Ready your Super Dragon (secondary mode)
    -Kill the lone guard on the walkway
    -Enter the back room to meet up with Jonathan                 [OBJECTIVE 1]
    -Trace you steps back, open the door and shoot a grenade
    -All 4 guards should get killed right away
    -Let Jon do his magic as you stand in the door entrance
    -Shoot grenade rounds at any guards near from the walkway
    -Once he's done inspecting the wall run up to it
    -Shoot a round to make it break more quick
    -Blast the stationary guard in the back
    -Fall down the ramp and enter Elvis' room
    -Administer the medpack and skip the cinema all the same      [OBJECTIVE 2]
    -Run after Jon & Elvis towards the saucer
    -Kill the guard on the upper right ledge, using bullets!
    -Once the convo starts run towards the walkway (It won't break the convo)
    -Clear any guards coming in and make your way around the top railing
    -Listen to the rest of the convo and wait for Jon to ascend the stairs
    -When the music speeds up activate both consoles
    -After the second is triggered the level ends right away      [OBJECTIVE 3]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    5.1 Air Base - Espionage 3:11 (SA)
    ---------------------------------------------------------------------------
    Cheat: Infinite Ammo - No Reloads
    ---------------------------------------------------------------------------
    
    -Wait until Jo says: ".. cable car arrival point"
    -Let the crossbow deploy, then run around the corner
    -Sedate the guard and do the same for the other at the panel
    -Watch for the patrolling guard and drug him too
    -Strafe run through the S-turn, while reloading some bolts
    -Aim for the distant Alaskan guards & stewardess
    -Collect her gear and take on the dress then change to "unarmed"
    -Enter the Air base and enter the elevator to the left
    -Upstairs punch out the clerks and collect the suitcase
    -At the reception wait for the conversation to complete
    -Enter the passage                                            [OBJECTIVE 1]
    -Place the suitcase on the conveyor belt                      [OBJECTIVE 2]
    -Strafe run through the metal detector
    -Punch out the NSA lackey such that the Alaskan doesn't see it
    -Run up ahead around the corner
    -Follow the _left_ wall to find the door to the elevator
    -Press 'B' to queue a call for it (it takes a while to get up there)
    -Now run back, go upstairs and disable the monitoring system  [OBJECTIVE 3]
    -Go back down again, collect a Dragon, and get back to the elevator
    -It should waiting for you, so enter right away
    -Down under shoot both guards and the panel to disable the lasers
    -Sidestep through the grid to reach the ladder                [OBJECTIVE 4]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    5.2 Air Force One - Anti-Terrorism 3:55 (PA)
    ---------------------------------------------------------------------------
    Cheat: Infinite Ammo - Laptop Sentry
    ---------------------------------------------------------------------------
    This cheat is also very easy to get if you know your way around the ship 
    (i.e. time is not very critical here). Not much opposition to deal with 
    just like in Chicago streets. To save some time make sure to start in the 
    cargo area by exiting the previous level via AF1's ladder.
    
    -Start level immediately
    -From the hover bike go back into the backroom
    -Punch out the technician
    -Press the red button to make the equipment rise up
    -Collect the briefcase                                        [OBJECTIVE 1]
    -Head into the kitchen
    -Activate the mini elevator using the dD console
    -Knock out stewards in the meanwhile
    -Get into the elevator by crouching
    -Look upwards to preempt the opening of the exit door
    -Get out of the elevator and get up straight again
    -Go forward up the center squarish staircase
    -Follow the left path to the President's room
    -Talk to the US president and don't lose eye-sight            [OBJECTIVE 2]
    -Skip the cut scene
    -Go back downstairs again, the president will follow
    -Head right through the door past the alien tube
    -Use up _both_ Combat Boosts for 40 seconds of slow motion
    -Go through the door while the Laptop gun unfolds
    -Once ready shoot both NSA bodyguards through the head
    -Continue on, reload, and open two doors
    -Go for a headshot with the first Mr. Blonde in sight
    -Walk forward to get a view of the other while Trent runs off
    -Open the left door to kill both guards in here
    -Fall down the ladder
    -Take out another black robed NSA guy
    -Open the door behind you to find the escape pod and another guard
    -After clearing a path the President will find his way        [OBJECTIVE 3]
    -Run back along the cleared path while selected your one Timed Mine
    -Chuck it into the tube                                       [OBJECTIVE 5]
    -Run up the square staircase again
    -Upstairs go right, then enter the most distant doorway
    -Take out another NSAer and barge into the cockpit
    -Hit the button in the center to exit the level               [OBJECTIVE 4]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    5.3 Crash Site - Confrontation 2:40 (A)
    ---------------------------------------------------------------------------
    Cheat: Trent's Magnum (Dy357-LX)
    ---------------------------------------------------------------------------
    Not a very hard cheat to get. Just make sure you know the way through the 
    dark maze. Make sure to drop down the hoverbike in the cargo bay of the 
    previous level, the last time you played it before going through this one.
    
    -Start the level immediately
    -Get on the hoverbike 10 steps behind you
    -Go past the inlet to find & trigger the escape pod           [OBJECTIVE 1]
    -Continue on to the right, then follow the left wall again
    -Go straight down the right path into the dark cave
    -Disembark from the hoverbike
    -Kill both Mr. Blonde's coming for you, then reload your gun
    -Get out of the inlet
    -Manually aim for good shot at the non-moving clone           [OBJECTIVE 2]
    -Follow the path to the left
    -Kill the Blonde from behind
    -Head up into the lighter tunnel
    -Run up to Trent (disarm him if you like ;))
    -Escort the president along the path behind him to the outside
    -Run towards Elvis' UFO and keep an eye on the president      [OBJECTIVE 3]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    6.1 Pelagic II - Exploration 7:07 (SA)
    ---------------------------------------------------------------------------
    Cheat: Infinite Ammo
    ---------------------------------------------------------------------------
    Seven minutes doesn't sound very much like a speed run to me. Even without 
    the shortcut of the X-ray scanner Moon pool glitch which allows you to skip 
    the yellow/golden hallways completely. ^_^ But here goes anyway:
    
    -Start the level immediately
    -Bring out the Laptop gun
    -Kill the first two guards in the corridor
    -Snipe through the porthole for a headshot
    -Repeat on his pal whom kneels next to him for a second kill
    -Enter room yourself
    -Kill the other two guards in the back corridor
    -Go inside the left door for the X-ray scanner section
    -Hit the correct panels and disable the energy source         [OBJECTIVE 1]
    -Exit via the passage behind the power switch
    -Go right through the blue hallway
    -Another double kill through the porthole window
    -Enter through it (remember the other door here for when you come back)
    -Two more guards should drop down here in a few seconds
    -After waiting a bit go upstairs hugging the right wall
    -Kill the guard on the left as soon as you can see _any_ part of him
    -Enter the left passageway
    -Take out 2 more red overalls
    -A third can appear in the back, he'll go directly for the alarm box!
    -Run along the path to find a door with no porthole
    -There should be no overalls in here, unless the alarm went off...
    -Enter it to find the moon pool panel: activate it.           [OBJECTIVE 2]
    -Go back one room, and look through the porthole again
    -Repeat the procedure for another dual head shot kill
    -Open the door and immediately go for the last two guards on the right
    -Take them out and collect the Dual Falcon-2s if no alarm sounded
    -Enter the door behind them to find a staircase leading to the control room
    -Keep climbing, when the wall turns green take out another set of 2
    -At the top convey the captains to shut down the system       [OBJECTIVE 3]
    -Slap them all if you like, then return to the blue hallway
    -Enter the door marked earlier
    -Kill the stationary guard under the security camera
    -Make your way through the long corridor to reach Elvis
    -Now strafe run all the way back to the Moon pool lift room
    -Put on the X-ray scanner
    -Trigger the panel from the other side of the wall            [OBJECTIVE 4]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    6.2 Deep Sea - Threat Nullify 7:27 (PA)
    ---------------------------------------------------------------------------
    Cheat: FarSight XR-20
    ---------------------------------------------------------------------------
    This is almost like the regular walkthrough, as there is hardly anything 
    you can do to save time. On the other hand, you don't need to rush through 
    this level, because the time has a huge leeway.
    
    -Start the level immediately
    -Switch to Shotgun (Secondary mode) & IR-scanner
    -Run through the corridors
    -Kill the first purple sniper with double shot
    -Repeat for the second and go for the third if Elvis didn't get him
    -Reload your gun, then run towards the ship entrance
    -Take out another guard who comes down
    -Follow up with the last one around the corner
    -Reload while going through the double doors
    -With 1 Double shot kill both purple guards when they run past each other
    -Take out three more snipers
    -Pick up the remote mines if possible (the hardest part is now over!)
    -Switch to the Falcon-2 and take off the IR-scanner 
    -Strafe run down the long alley
    -Kill 3 red overalls before they run off
    -Go down the path to find 2 more guards
    -Shoot them
    -Wait a bit for Elvis, then enable the green pillar by shooting it
    -Elvis can easily take out all distant guards
    -You fend off the closer ones so he can keep on shooting
    -Repeat the procedure to lit a third green pillar
    -Enter the control room and annihilate Blonde & Cronies
    -Wait for Elvis to start talking, then run off for the teleportal
    -Strafe run all the way                                       [OBJECTIVE 1]
    -On the other side receive the FarSight
    -Get rid of the three redneck hillbillies in the deep circular chamber
    -Use the FarSight to get rid of the guards in the next room
    -Enter the portal to the left while reloading the FarSight
    -Shoot all 5 light green pillars with the FarSight
    -After doing use the CMP-150 to kill the baby Skedar
    -Use the FarSight to take out the distant bio drone gun with the C-buttons
    -Run along the corridor and change to proximity mines
    -Chuck a proxy mine against the bottom of the distant door
    -Change to FarSight again
    -Shoot the tube with manual aim through the door
    -The 5 baby Skedar get attracted by this, but get blown up by the mine
    -Run through the following rooms each time shooting the tubes
    -After the second drone gun walk up to the doorway, but don't open!
    -Look to the left and use manual aim to find the distant tube
    -Shoot that one to kill all Skedar surrounding it in the explosion
    -Only then shoot the tube directly behind the door
     (This would have attracted the Skedar otherwise)
    -Back at the drone, enter the right passage
    -Shoot the drone gun in the next room from there
    -Open the door and hit both left/right tubes behind the wall  [OBJECTIVE 2]
    -Run forward into the teleportal while reloading
    -Kill both Blondes using the FarSight (don't hit Dr. Caroll!) [OBJECTIVE 3]
    -Go through the door and use the backup data on the doctor    [OBJECTIVE 4]
    -Skip the animation and run like mad back to the beginning    [OBJECTIVE 5]
    -You might want to spread CMP bullets to cripple any appearing guards
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    7.1 Carrington Institute - Defense 1:45 (A)
    ---------------------------------------------------------------------------
    Cheat: Super Shield
    ---------------------------------------------------------------------------
    On agent this level is not too hard. You also don't need to consider about 
    having Jonathan here by saving him in Area 51, we won't even be going to 
    the safe area because of the objectives. Objective 1 will only be completed 
    if at least all areas have been visited. As some take too long to clear 
    (the hologram room) just open the door and let the woman die.
    
    -Wait ~5 seconds in the cut scene before entering the level
    -Shoot the Skedar along the way, but it's not relevant if he lives through
    -Run for the last elevator
    -Open the Hologram room doorway to have the CI personnel get killed
     (the three shielded dD thugs take too much time to deal with)
    -The elevator should just be down if you timed level entry right
    -Enter to get upstairs
    -Change to combat boost and one pill
    -Switch to AR-34
    -Open the doorway to device lab and hit both guards
    -Repeat for Grimshaw's room to save 4 people (this is sufficient for Agent)
    -The boost should wear off just after saving him
    -Make way to the Firing range
    -Enter the range and quickly kill the dD adversaries          [OBJECTIVE 1]
    -Hit the computer once the objective is complete for RC-P120  [OBJECTIVE 2]
    -Get cloaked and make way to the helipad ignoring all enemies
    -Find a relative safe spot and use the uplink
    -Bide you time around, until the bleep is heard               [OBJECTIVE 3]
    -Once done, reequip the RC-P120 (it should still have 3/4 magazine left)
    -Run back cloaked along the passage to the jumpship
    -Enter the room and wait for the explosion
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    8.1 Attack Ship - Covert Assault 5:17 (SA)
    ---------------------------------------------------------------------------
    Cheat: Alien (Buddy)
    ---------------------------------------------------------------------------
    If you can complete the level it is little extra effort to get the cheat. 
    Again, time that tight for that mission.
    
    -Wait until Jo stands up in the cut scene before entering
    -You'll hear Cass scream in peril when you enter the level
    -Get the knife ready and watch for the Skedar who turns his back to you
    -Sneak up to him and slash his neck
    -Collect the Mauler (secondary fire mode)
    -Hit all three consoles near you                              [OBJECTIVE 1]
    -Kill the second Skedar around the corner
    -Get in the elevator and get down
    -Walk up the main hall to find Elvis
    -Change to the AR-34 and kill some wimpy Skedar
    -Run to the elevator when you got a few
    -Once it is enabled go upstairs
    -Keep to the very left so the Skedar won't see you getting up
    -Crouch as you approach the door
    -Kill the left Skedar with a single shot of the charged Mauler
    -Repeat for the Skedar to its right
    -Get up again, go through the door for another Skedar
    -Collect the shield from the table if you need
    -Run forward along all the lights taking down a lone alien along the way
    -In the next corridor go left at the junction to find the map room
    -Carefully nudge around the corner to get both Skedar in this chamber
    -Elvis should follow behind you as he inspects the map        [OBJECTIVE 2]
    -Don't wait for him, keep going
    -In the next corridor go right to find a Skedar directly behind the door
    -Go up the ramp to find yet another one waiting in the distant corner
    -Take him out then turn left to find larger room connecting two paths
    -Take the door to the right
    -Quickly kill the one popping up from behind the door
    -The next is to the left of him
    -Follow either left or right path towards the engine room
    -Right is slightly easier
    -Before entering the room switch to AR-34
    -Aim for the Skedar in the opposite corridor 
     (They won't react to your shots)
    -Rush into the center of the room and take out both parts of the engine
    -Strafe run back before the timer expires                     [OBJECTIVE 3]
    -Ascend the ramp to the left
    -Nudge around the corner to ambush a lone Skedar at the top
    -Enter the double door behind him
    -Go up via the right passage
    -Kill the Skedar in front of you
    -Followed by the on running down the left ramp
    -Enter two more elevators
    -Keep to the right to avoid most of the gunfire
    -Take all three Skedar on the bridge down one-by-one
    -Collect the dual Mauler and ammo
    -Once Elvis barges in stand in against the door opening
    -Shoot the Skedar that teleports into the room
    -Back off and wait for the other passage to open
    -Shoot both Skedar in here to quickly end the mission         [OBJECTIVE 4]
    ---------------------------------------------------------------------------
    
    
    ---------------------------------------------------------------------------
    9.1 Skedar Ruins - Battle Ruins 5:31 (PA)
    ---------------------------------------------------------------------------
    Cheat: All guns
    ---------------------------------------------------------------------------
    For the last level no real tricks need to be applied to beat the required 
    time other than surviving the level itself. You can look up the strategy in 
    the normal walkthrough to find out the most effective (and quickest) path 
    to success when battling the Skedar King. If you need to hit the huge 
    obelisk you could try to throw the bug a long distance, it might save you 
    an entire walk to it.
    
    -Star the level immediately
    -Change to the Callisto NTG (secondary mode) and enable R-tracker
    -Kill the Skedar whom appears to either your left or right
    -Run along the passage as usual
    -Kill both regular and Reaper Skedar using coverage of the obelisk
    -Attach a bug in case this is one of the needed three pillars
    -Run along the path taking out all Skedars
    -Locate the other two obelisks                                [OBJECTIVE 1]
    -Make way to the ravine
    -Kill both Reaper Skedars down under
    -Fall down and run along the path to the left
    
    -You can either climb the ladder and follow the normal route
    OR
    -Follow the path along the ravine
    -Cross it over to the right
    -Strafe run along the wall to reach the entry/exit where the bridge is
     (This saves you some time for reaching the pillar room)
    
    -Enter the pillar room
    -Take out the baby Skedar in here
    -Push the pillar onto the symbol to enable the bridge         [OBJECTIVE 2]
    -Run over it and clear the entire bottom area of the sanctum
    -Look up to find a Reaper Skedar
    -Take him out before sacrificing the Falcon-2                 [OBJECTIVE 3]
    -Run back up the ramp over the previously killed reaper Skedar
    -Continue along the path to find the Skedar army
    -Chuck three grenade rounds into each set of two statis pods
    -Use the Callisto NTG on the last pod to finish it off        [OBJECTIVE 4]
    -Enter the room of the Skedar king
    -Follow the main guide's strategy to beat it quick without
     taking damage                                                [OBJECTIVE 5]
    ---------------------------------------------------------------------------
    
    
    
    
    
    ===========================================================================
    Appendix E: Extra
    ===========================================================================
    
    ---------------------------------------------------------------------------
    Bug, Glitches & Stuff
    ---------------------------------------------------------------------------
    
    Here I will describe some of the glitches that are present in this game.
    
    
    Combat Simulator Easy Challenge wins
    ---------------------------------------------------------------------------
    As expected attempting to play the challenges with cheats enabled prevents 
    you from progressing, but you can however use an oversight in the game to 
    beat a challenge without any effort. What you need to do is the following:
    
    Prerequisites:
     -Have 2 controllers attached plus 1 memory pack to the N64
     -Save a very simple scenario on memory pack
      (e.g. pistols against 1 Meat Sim; with a limit of 1)
    
    Now repeat the following steps for each challenge you want to complete:
     -Have player 2 select "Load scenario"
     -Highlight the saved scenario, but DON'T confirm yet
     -Have player 1 select the required challenge & confirm
      (player 1 should now say "and waiting...")
     -Now player 2 should confirm the selection of the loaded scenario
     -Start the challenge, beat the Sim to win
     -The game now thinks you completed the scenario and awarded you
      With all its gifts!
    
    
    dataDyne - Defection: Doorway glitch to sub 10 second Agent times
    ---------------------------------------------------------------------------
    A well known glitch to speed runners is the one at the very start of the 
    game. Just down below the helipad is a door which can open in both ways. If 
    you make it so that the door opens towards the outside and then fall ontop 
    of the door's ledge by jumping off the helipad you can stand on it. 
    
    If you double crouch at this point and walk forward you can enter through 
    the wall into the building's interior. Because the game was not designed 
    for this most of the screen will look black and rather odd. When you 
    continue forward you'll fall down to the very bottom of Lucerne tower 
    effectively killing you as there is no floor to stand on. However, with a 
    little practice you can end up in the foyer elevator instead. This 
    completes the only objective on agent and thus allows you to finish the 
    level ludicrously quick. The trick can also be pulled off on SA / PA, but 
    with the other objectives it becomes a lot harder to get all of them done 
    in the process...
    
    
    dataDyne - Extraction: open the locked fire stairway
    ---------------------------------------------------------------------------
    This works on all difficulty settings and can actually benefit you to get 
    much quicker times for the Agent cheat. After ascending the building using 
    the left elevator you'll end up on the bottom office floor where the door 
    leading to the stairs is locked up tight. This door can be opened from the 
    other side, for example when you make it upstairs and then go back down 
    again. However, if you stand inside the elevator cabinet stand diagonally 
    left into wall (facing the door behind it) and press "B" the door will also 
    open up!
    
    Doing so allows you to skip the bottom two floors entirely and get the 
    Rocket Launcher straight away. Apparently, the hitbox of the door extends 
    far enough for you to interact with it even when there's still a wall 
    between you and the door.
    
    
    dataDyne - Extraction: The security card that gives too much privileges
    ---------------------------------------------------------------------------
    As mentioned in the general walkthrough killing all guards in the foyer 
    before the lights turn on will spawn an extra guard upstairs whom drops a 
    secret security clearance card. Collecting it unlocks Cassandra's office so 
    you can get the grenade and the Dragon secret weapons. But the card unlocks 
    much more than that.
    
    -The main entrance of the building can now be opened too. This means that 
    you can have a stroll outside the building just to find that there is 
    nothing there in the first place. If you walk too far away of it, you'll 
    fall in a bottomless pit and die. Still it's a nice view see the foyer from 
    the streets.
    
    -The card also unlocks the door opposite of the laboratory elevator in the 
    foyer. In here you'll find Mr. Blonde & 2 dataDyne female guards. These 
    appear in the ending cut scene. They're all invincible and don't react to 
    you. After meeting Cassandra at the top she'll be located here too waiting 
    for the cut scene to kick in. Moreover, if you're playing on SA/PA the two 
    Rocket Launcher crates that spawn on the roof of the building in Agent will 
    be here too. Collecting them automagically gets you the Rocket Launcher 
    itself as well. This makes destroying the hostile hovercopter a breeze or 
    blowing up the blue barricades.
    
    
    dataDyne - Extraction: Explosive cut scene
    ---------------------------------------------------------------------------
    Using the previous glitch you do anything to the people in the room. Using 
    the all guns + infinite ammo cheats you could 'rework' them using knives or 
    remote mines. They'll look all funky during the cut scene as well. 
    Moreover, if you throw a proximity Dragon onto the helipad just before 
    leaving Dr. Carroll will blow up during the scene. This leads to some 
    strange effects as well. XD
    
    
    dataDyne - Extraction: Hovercopter kamikaze selfdestruct
    ---------------------------------------------------------------------------
    Make it to the top of the roof with the hovercopter still circling around 
    you (invincibility can be used). Show and hide to make the copter turn 
    towards the front end of the building. At some point once it get's to the 
    front side of the building something strange happens. The hovercopter will 
    attempt to shoot a guided rocket at you from its wings. But because it 
    swivels around continuously and because the guided rocket moves much slower 
    the hovercopter will inevitably crash into it destroying itself just like 
    that. This seems like a really strange strategy to me...
    
    
    Carrington Villa - Hostage One: Immobilized snipers
    ---------------------------------------------------------------------------
    The snipers on the rooftops of the village have a peculiar property. They 
    can't do anything until the two guards in the dock are killed. That is they 
    won't shoot you even if you are in clear sight or shoot at them. But as 
    soon as those two guards are down for the count they will start firing at 
    you. You could make use of this property as the Snipers can do a lot of 
    damage on you.
    
    
    Carrington Villa - Hostage One: Windmill = Autogun
    ---------------------------------------------------------------------------
    Using the all guns cheat and the K7 Avenger's threat detector on the 
    windmill's blades you'll notice that the dectector senses an autogun 
    present inside of it. What is actually going on is that the game designers 
    reused the autogun for its rotating barrel to make the mill's blades turn 
    around, after it is activated. They just forgot to remove the autogun 
    identification from it.
    
    
    Carrington Villa - Hostage One: Fail the objective then complete it
    ---------------------------------------------------------------------------
    When playing on Perfect agent one of the objectives is to capture a guard 
    by punching him unconscious. If you don't do this until you reach the wine 
    cellar you'll get a message that you failed the objective. However, if you 
    punch out of the masked shock troopers down under you'll recomplete it 
    again.
    
    
    Carrington Villa - Hostage One: Hidden comment
    ---------------------------------------------------------------------------
    If you blow up all the wine bottles in Daniel's cellar you'll get a remark 
    from Mr. Carrington himself. This will only work if the last bottle is 
    broken separately (a Devastator shell will break multiple bottles at the 
    same time).
    
    
    G5 Building - Reconnaissance: Floating guards in the sewers
    ---------------------------------------------------------------------------
    The guards in the back area halfpipe act strange if you kill them while 
    they are one the halfpipe itself. This is mainly a side effect of the 
    sloped terrain and leads to some awkward positions for the dead to hold.
    
    
    Area 51 - Infiltration: invisible men exploding in the cut scene
    ---------------------------------------------------------------------------
    At the very end of the level the last exit door has several men jumping out 
    of it after the music speeds up. When you quickly throw a proximity Dragon 
    in there and then exit through it the following cut scene will have the 
    Dragon explode in Jo's face. The guards that were running around there will 
    still be there in the scene, but made invisible, so if the Dragon explodes 
    at the correct place you see several bodies flying through the scene as she 
    approaches Jonathan. Such interactivity is still not seen in modern games 
    of today!
    
    
    Area 51 - Infiltration: guard spawn in plain sight
    ---------------------------------------------------------------------------
    Again in the last room of the level before the exit door you'll enter the 
    place from an elevator. If you quickly run around the ledge the music 
    should speed up by the time you have turn around. When this happens you'll 
    see a guard spawning in plain sight in front of the elevator. Because the 
    game usually tries its best to hide the spawning from the player's view 
    this is quite an exceptional occasion.
    
    
    Area 51 - Rescue: Complete the failed objective II
    ---------------------------------------------------------------------------
    Just like in the Villa there is an objective here that can be recompleted 
    after failing it. The objective in question is the very first one in here. 
    The game instructs you to use the explosive crate to break through the 
    wall, but everybody knows any explosive will do (Phoenix or proximity 
    Dragon). 
    
    If you destroy the crate the game will notify you that the 1st objective 
    can't be cleared anymore, then break the wall with any other explosive 
    means and voila the objective recompletes itself just like that!
    
    
    Area 51 - Rescue: See through the cloak
    ---------------------------------------------------------------------------
    Enter the level with a Cloaking device (use a cheat) on Special Agent, then 
    go to the showers while being cloaked. The doctor holding the disguise will 
    be able to see you even if you are invisible, the cheat!
    
    
    Area 51 - Escape: Multiple Elvises?
    ---------------------------------------------------------------------------
    Start out the level with a FarSight and in the first few corridors look 
    around for any targets using the x-ray sight. If you explore a bit you'll 
    notice the trolley Elvis is on you just pushed out of the poisonous area, a 
    second trolley with an Elvis on it, and a third stationary standing up 
    straight Elvis. If you shoot either of them the mission will fail. 
    
    What happens here is that the second trolley is the one used in the cut 
    scene and the third Elvis is the alien that walks around after the cut 
    scene. They are spawned at the beginning of the level, but only used for 
    the appropriate times.
    
    
    Area 51 - Escape: The respawning quartet
    ---------------------------------------------------------------------------
    After meeting up with Jonathan on SA/PA you come across a group of 4 guards 
    that appear from behind a double door. However, I've had several occassions 
    that after beating them all 4 up another set of 4 spawned directly after 
    them when I had my back turned to the doorway. This caused some deaths and 
    other strange situations where Jonathan was punching out the guards all by 
    himself.
    
    
    Airbase - Espionage: Guards with eyes in their backs?
    ---------------------------------------------------------------------------
    Perhaps this is somehing more general, but I've noticed that silently 
    taking out the guards from a distance with the DrugSpy or Crossbow will 
    alert other guards in the vicinity even if they have their backs turned to 
    you and the victim. This happens a lot in the interior of the building. 
    
    
    Pelagic II - Exploration: The secret door
    ---------------------------------------------------------------------------
    
    
    Pelagic II - Exploration: Activating a console through the wall
    ---------------------------------------------------------------------------
    When you're in the moon pool lift room walk up the stairs on either side 
    and put on the X-ray vision to see a console on the other side of the wall. 
    If you press "B" the console will be activated and the door is opened to 
    the submarine area with the exit. If you do this right after completing the 
    other objectives you can exit the level skipping the yellow/golden 
    corridors entirely!
    
    
    Deep Sea - Threat Nullify: Elvis left the building
    ---------------------------------------------------------------------------
    During one or two of my perfect agent runs something very strange happened. 
    I cleared the first area with shotgun toting guards and walked back to find 
    out where Elvis was. But I could not find him anywhere. A few moments later 
    the message appeared that Elvis had died, but there was no body to be found 
    nor dropped FarSight. It was quite a bugger as I had to restart the hardest 
    section of this level all over again, even though I had a good run going.
    
    
    Carrington Institute - Defense: Blow up an invisible man 
    ---------------------------------------------------------------------------
    If you create an explosion in the area where you start out the level a dead 
    guard will appear out of nowhere. This seems very strange as the guy never 
    ever spawns during the actual level...
    
    
    Carrington Institute - Defense: Blowing up the confidential stuff 
    ---------------------------------------------------------------------------
    When playing the game normally (on PA), you're supposed to work out all the 
    objectives in the proper order. The laser can only be used on the panel in 
    Daniel's room after completing the first 3 objectives. But if you have the 
    Devastator dropped by some of the personnel, then you can break this 
    sequence by chucking a grenade round against the safe. The explosion will 
    extend through the wall blowing up the confidential stuff for you. This 
    trick however does not work on the Japanese version of the game, however.
    
    
    Attack Ship - Covert Assault: Blow up the spawn points
    ---------------------------------------------------------------------------
    In the main hangar there are 6 passage ways that open up revealing new 
    Skedar over time. If you plant some explosives in each of these rooms a 
    blown up Skedar will pop up out of nowhere and no additional Skedar can 
    spawn from that point. Apparently, killing the hidden Skedar prevents the 
    game from creating any new ones.
    
    
    Skedar Ruins - Battle Ruins: Jumping over the gap
    ---------------------------------------------------------------------------
    It is possible to skip the push-the-broken-pillar-on-the-icon room entirely 
    for those daredevils out there. By strafe running off the edge it is 
    possible (albeit very hard) to get to the other side before losing too much 
    height. Having an explosive explode behind you might get you an extra boost 
    to make it through, but this doesn't help that much. 
    
    
    Maian SOS: Hidden blue overalls
    ---------------------------------------------------------------------------
    There are four invisible blue overalls in this level waiting for you to 
    seek them out with explosives. As with the others hitting them by blowing 
    up a proximity Dragon reveals their locations to you. They are:
      -In the room where the Rescue level had a shield in A/SA
      -At the center of the junction with two opposite circular tube rooms
      -In the shower area where the doctor was during Rescue
      -Next to the warehouse elevator on the high ledge
    
    
    WAR!: Spawn point issues
    ---------------------------------------------------------------------------
    This level looks a little messy to me. I've had numerous occasions where 
    Skedar spawned still in the edge of my view or that they didn't spawn at 
    all (the latter is a blessing on PA in the very final room!). I'm not sure 
    why this is all so sloppy, but maybe it's because the last level was rushed 
    through a bit too much...
    
    
    The Duel: The adversary that could not shoot you
    ---------------------------------------------------------------------------
    If you play the Duel on SA/PA you'll fight Jonathan. However, because the 
    programmers used Jon's model from CI - Defense he is buddy of yours. This 
    is marked by the blue outline when you have your crosshair over him. As a 
    consequence of this Jonathan will aim at you, but can never hit you with 
    his magnum! However, you do need to be aware that Jon can still swipe/punch 
    you causing death at the 0 health you begin with.
    
    
    The living dead
    ---------------------------------------------------------------------------
    There are to my knowledge 4 characters in the game that spawn with no 
    health and die the instant you start the level. All of them carry goods 
    that are dropped the moment they die. If you start the level on Perfect 
    Dark difficulty and crank the health level up to 1000% you can still meet 
    them.
    
    Villa       - CI guard         (Sniper Rifle)
    Area 51     - A51 guard        (Rocket launcher)
    Deep Sea    - Pelagic II guard (Shield, A/SA)
    Attack ship - Maian            (Shield, A)
    
    
    Air Force 1: The living dead II
    ---------------------------------------------------------------------------
    On 1000% health in PD setting the pilots will survive the assault by 
    Trent's men meaning that objective 4 completes itself.
    
    
    Japanese differences
    ---------------------------------------------------------------------------
    For some reason the Japanese version of the game has a few version 
    differences that are not seen in the US/EUR releases of the game, other 
    than easternizing Joanna's face:
    
    -Defection   : The A/SA shield is also dropped on PA by the same guard
    -Infiltration: The A/SA shield in the mine field is also here on PA
    -Attack Ship : You start out with a Falcon-2 instead of a single knife
    -Defense     : The safe can no longer be blown up with explosives
    
    
    Passwords, passwords, & more password... But what for?
    ---------------------------------------------------------------------------
    This game has quite a lot of passwords that are unknown to most people. For 
    example when the game was released to websites were created by Rare Ltd. as 
    commercial release about Carrington & dataDyne. Rare then 'leaked' two 
    passwords which allowed you to see some additional content which is 
    otherwise inaccessible. The sites are no longer active, and redirect 
    directly to www.rareware.com. For nostalgia there are written out here:
    
    http://www.carringtoninstitute.com/     Username: solaris
                                            Password: pal32ver21z
    
    http://www.datadyne.com/                Username: JamesTann07
                                            Password: 8CR31D29
    
    Furthermore, there are two more passwords to be obtained in-game. No one 
    knows what these are used for, but they are awarded for either beating the 
    combat simulator with #1 ranking or reading the description of Cass' 
    dropped necklace on PA in Attack ship.
    
    Combat simulator Ranking - Perfect: 1   Username: Entropicdecay
                                            Password: zero-tau
    
    De Vries' necklace (Attack ship - PA):  Username: CDV780322 
                                            Password: 18M0ZYM8ND185
    
    
    
    "Touch that Box" dropped multiplayer option
    ---------------------------------------------------------------------------
    In the beta days of the game another multiplayer scenario was announced 
    called Touch that Box. This was later silently dropped, but hackers still 
    found some traces of the original scenario. You had to change the color of 
    certain panels spread through the level to earn points. In an interview 
    Rare later declared that it was dropped, because it didn't seem fun enough 
    to leave it in.
    
    
    "Retaking the Institute" dropped bonus mission
    ---------------------------------------------------------------------------
    After dissecting the text dumps of the game traces of a hidden / dropped 
    solo mission was found called Retaking the Institute. As the name suggests 
    this level might have been the follow up to the loss after the Defense 
    level. Not much data was found on it other than a few text objective 
    strings that are written out below:
    
    ____________________________________________________________
    Retaking the Institute.
    Lead the team and clean out the building.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ____________________________________________________________
    Lead the team and clean out the building.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ____________________________________________________________
    Lead the team and clean out the building.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ____________________________________________________________
    Kill All Enemy Agents
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ____________________________________________________________
    Do Something Else
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    ____________________________________________________________
    And Something Else
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
    
    
    ===========================================================================
    Credits
    ===========================================================================
    
    The credits go to:
    
     Rare Limited:
      For making an original FPS-interpretation using their "GoldenEye 007"
      engine.
    
     Gamefaqs.com:
      For putting this up the website.
    
     You:
      For reading this FAQ.
    
     Me:
      As I enjoyed making this FAQ.
    
     MKayKitkats:
      For some of the real life counterparts of the guns in this game.
    
    
    
    ===========================================================================
    Copyrights
    ===========================================================================
    
    Iron Knuckle 2009, 2010 (c)
     Nothing out of this walkthrough may be copied for use on own websites, or 
    own profit. The following link is the only website on which my FAQ / 
    walkthrough is available, if you wish to upload the FAQ to your own website 
    please notify me before doing so. If I am interested enough I will grant 
    permission for an additional upload.
    
    
    -----------------
    Website locations
    -----------------
     http://www.gamefaqs.com
    
    
    -----------------------
    Other Interesting Links
    -----------------------
    A free online calculator for finding out the next milestones in the
    PD combat simulator. Made by Curtis Bright.
     -http://www.curtisbright.com/pd/milestones.html
     -http://www.curtisbright.com/pd/ranking.php
    
    
    -------------------------
    Total GameFAQ productions
    -------------------------
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    ===========================================================================
    E-mail, Questions and Contributions
    ===========================================================================
    
    If you want to ask / contribute / correct anything about this Walkthrough / 
    FAQ about Perfect Dark, mail to knuckle_iron(at)hotmail(dot)com . Only send 
    mail that has to do with this game. ALL OTHER MAIL WILL BE IGNORED. I don't 
    mean to be rude, but this is a Gamefaq. I almost forgot, but don't submit 
    anything that has been done already in this FAQ. In the section below this 
    you can see a list with examples of things that are incomplete.
    
    
    
    
    
    ===========================================================================
    Unfinished business
    ===========================================================================
    
      -Any glitches/stuff/weapon info or interesting things that I missed
    
    
    
                                        -
                                      -===-
                                    -= END =-