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    Bonus Mission Walkthrough by Magus747

    Version: 1.04 | Updated: 06/30/00 | Printable Version | Search This Guide

                    Perfect Dark Bonus Mission Walkthrough
                                 Version 1.04
                           Last Updated: 06/30/2000
                              Created: 06/26/2000
             Created by:  Magus747 (Mark)--paladin423@hotmail.com
                  
    Table of Contents:
    
       I. Updates/Version History
      II. Introduction
     III. Mr. Blonde's Revenge
      IV. Maian S.O.S.
       V. War!
      VI. The Duel
     VII. Credits
    VIII. Disclaimer and other legal stuff
    ----------------------------------------------------------------
    I.  Updates/Version History
    
    1.04--Fixed additional grammar and spelling errors.  Added a 
    helpful hint on the Maian S.O.S. about a guard with dual DY357-
    LXs.
    
    1.03--Fixed a small error.  If you have the Duel open then you 
    have no need to grab Trent Easton's golden Magnum, as you 
    already passed its test on the firing range.  Added the shield 
    locations on Mr. Blonde's Revenge.
    
    1.01--Fixed grammatical mistakes and alignment errors.  Somehow 
    centering doesn't translate into ascii as well as spaces :-)
    
    1.00--Finished a walkthrough for the special assignments.  
    Spellchecked.  If you catch any spelling or grammatical 
    mistakes, readers, then please let me know.  You will get 
    credit.
    ----------------------------------------------------------------
    II. Introduction
    
    As a Perfect Dark veteran, and a Goldeneye one before that, I 
    felt as though Gamefaqs needed a guide to show you how to 
    complete all the bonus missions on all the difficulty levels.  
    Some of them can be quite difficult even if your skills are up 
    to par.  I will attempt to tell you exactly what you need to 
    know and expect for the bonus missions.  
    
    To unlock the bonus missions, do the following:
    
    complete all the firing range training with at least a bronze 
    rating on every weapon (32 in all) to get The Duel
    
    complete all regular stages on Agent mode to unlock Mr. Blonde's 
    revenge
    
    complete all regular stages on Special Agent mode to unlock 
    Maian S.O.S.
    
    complete all regular stages on Perfect Agent mode to unlock War!
    ----------------------------------------------------------------
    III. Mr. Blonde's Revenge
    
    This mission is not too difficult if you know what to do exactly 
    to keep from getting killed.  You get to play as Mr. Blonde and 
    take care of loose ends that the Skedar want taken care of.  
    This explains how Cassandra is abducted later.
    
    Agent Objectives--
    1) Locate and escort Cassandra to helipad
    
    On agent, this is not a very difficult task.  From the start, go 
    behind the reception desk and grab two CMP 150s.  Head to your 
    right (from facing the part of the desk where the guns were), 
    and take the hallway on your right.  Go almost to the end of 
    this hallway and turn on your cloaking device.  DO NOT let the 
    guards see you.  Go into the Small cubicle on your left, and 
    take the embroidered door into a room full of guards.  Walk near 
    the wall on the far side and a sliding door will open and reveal 
    the lab elevator.  Walk to the left in this room and take cover 
    behind this wall to where the guards cannot see you (and you 
    can't see them).  Switch off your cloaking device and activate 
    you bombspy.  If you quickly lead the guards past the cubicle 
    and into the main hall, they shouldn't find you or shoot your 
    bombspy.  Lead them to the stairway in front of you, clustering 
    as many guards as you can, then hit Z to kill the group of them.  
    You will now be back to Mr. Blonde.  Go out of your hiding spot 
    and carefully make your way around the corner into the cubicle 
    and out to the stairway, picking off any more guards with 
    charged up Mauler shots.  Make sure this floor is clear, then 
    head up the stairway.
    
    (From here you may want to use the double CMP 150 that a guard 
    dropped earlier in the bomb blast).  From the stairway, take the 
    elevator on your left.  There should be a shield near this 
    elevator.  When the elevator is almost ready to stop, you can 
    either scoot against the edge of the elevator (the metal part in 
    the upper left part), or use your cloaking device.  Either way, 
    conceal yourself from the guards on this part, and close the 
    elevator door when it opens to ride it up one more level.  If 
    you really want or need a second shield, one of the guards on 
    this level will drop one; otherwise, keep the guards from seeing 
    you.  On the next level, kill the guard messing with the buttons 
    on the desk, and head right, past Cassandra's office.  You will 
    arrive at a door that leads to the stairwell, and a guard should 
    be coming out of it.  Take care of him quickly as he may have a 
    wonderful N Bomb.  After taking care of him, head up the 
    stairwell he was guarding to the top and open the vent-like 
    door.  Be very careful-these shock troopers have N Bombs; if 
    they throw one, then back away as soon as you see it to try to 
    avoid the blast.  Kill the guard on the ramps in here, and then 
    turn to your right to see if the guard from the top of the 
    building is coming through the door at the top of the ramps.  If 
    he is, kill him too.  If you have time, take care of the camera 
    on the wall to the left as you enter from the vent door, and the 
    one above the ramps that the first guard was on.
    
    Head back down the stairwell to Cassandra's office.  If you were 
    spotted earlier by guards or by the cameras upstairs, you may 
    have some guards to contend with.  If you run out of CMP 150 
    ammo, then use the Mauler.  If you pick up any shotguns, they 
    are effective on double blast here as well.  Before you enter, 
    disarm yourself and set your function to disarm.  Open the doors 
    and punch Cassandra to take her Magnum.  Equip your Mauler now 
    and prod her towards the stairwell that leads to the top of the 
    building.  Continue prodding her and follow her up the ramps to 
    the top of the building.  Agent mode finished.
    
    Special Agent objectives--
    1) Plant explosive device in lab lift
    2) Locate and escort Cassandra to helipad
    
    From the start, go behind the reception desk and grab two CMP 
    150s.  Head to your right (from facing the part of the desk 
    where the guns were), and take the hallway on your right.  Go 
    almost to the end of this hallway and turn on your cloaking 
    device.  DO NOT let the guards see you.  Go into the Small 
    cubicle on your left, and take the embroidered door into a room 
    full of guards.  Walk near the wall on the far side and a 
    sliding door will open and reveal the lab elevator.  Walk to the 
    left in this room and take cover behind this wall to where the 
    guards cannot see you (and you can't see them).  Switch off your 
    cloaking device and activate you bombspy.  If you quickly lead 
    the guards past the cubicle and into the main hall, they 
    shouldn't find you or shoot your bombspy.  Lead them to the 
    stairway in front of you, clustering as many guards as you can, 
    then hit Z to kill the group of them.  You will now be back to 
    Mr. Blonde.  Go out of your hiding spot and carefully make your 
    way around the corner into the cubicle and out to the stairway, 
    picking off any more guards with charged up Mauler shots.  Make 
    sure this floor is clear.  Go back to the lab elevator and get 
    out your Skedar bomb.  Plant it on the terminal inside the 
    elevator, objective 1 complete.  You now have four minutes to 
    get out.  Go back out past the cubicle and head up the stairway.
    
    (From here you may want to use the double CMP 150 that a guard 
    dropped earlier in the bomb blast).  From the stairway, take the 
    elevator on your left.  When the elevator is almost ready to 
    stop, you can either scoot against the edge of the elevator (the 
    metal part in the upper left part), or use your cloaking device.  
    Either way, conceal yourself from the guards on this part, and 
    close the elevator door when it opens to ride it up one more 
    level.  If you really need a shield, you can get one from one of 
    the guards on this level; otherwise, don't let them see you.  On 
    the next level, kill the guard messing with the buttons on the 
    desk, and head right, past Cassandra's office.  You will arrive 
    at a door that leads to the stairwell, and a guard should be 
    coming out of it.  Take care of him quickly as he may have a 
    wonderful N Bomb.  After taking care of him, head up the 
    stairwell he was guarding to the top and open the vent-like 
    door.  Be very careful-these shock troopers have N Bombs; if 
    they throw one, then back away as soon as you see it to try to 
    avoid the blast.  Kill the guard on the ramps in here, and then 
    turn to your right to see if the guard from the top of the 
    building is coming through the door at the top of the ramps.  If 
    he is, kill him too.  If you have time, take care of the camera 
    on the wall to the left as you enter from the vent door, and the 
    one above the ramps that the first guard was on.
    
    Head back down the stairwell to Cassandra's office.  If you were 
    spotted earlier by guards or by the cameras upstairs, you may 
    have some guards to contend with.  If you run out of CMP 150 
    ammo, then use the Mauler.  If you pick up any shotguns, they 
    are effective on double blast here as well.  Before you enter 
    the office, disarm yourself and set your function to disarm.  
    Open the doors and punch Cassandra to take her Magnum.  Equip 
    your Mauler now and prod her towards the stairwell that leads to 
    the top of the building.  Continue prodding her and follow her 
    up the ramps to the top of the building.  Objective 2 and 
    Special Agent mode complete.
    
    Perfect Agent objectives--
    1) Plant explosive device in lab lift
    2) Eliminate dataDyne Captain
    3) Locate and escort Cassandra to helipad
    
    From the start, go behind the reception desk and grab two CMP 
    150s.  Head to your right (from facing the part of the desk 
    where the guns were), and take the hallway on your right.  Go 
    almost to the end of this hallway and turn on your cloaking 
    device.  DO NOT let the guards see you.  Go into the Small 
    cubicle on your left, and take the embroidered door into a room 
    full of guards.  Walk near the wall on the far side and a 
    sliding door will open and reveal the lab elevator.  Walk to the 
    left in this room and take cover behind this wall to where the 
    guards cannot see you (and you can't see them).  Switch off your 
    cloaking device and activate you bombspy.  If you quickly lead 
    the guards past the cubicle and into the main hall, they 
    shouldn't find you or shoot your bombspy.  Lead them to the 
    stairway in front of you, clustering as many guards as you can, 
    then hit Z to kill the group of them.  You will now be back to 
    Mr. Blonde.  Go out of your hiding spot and carefully make your 
    way around the corner into the cubicle and out to the stairway, 
    picking off any more guards with charged up Mauler shots.  Make 
    sure this floor is clear-once it is, head up the stairway.
    
    Turn to the elevator on your left and blast out the glass with 
    you CMP 150s.   Then when the elevator on your right comes down, 
    blast out the glass on it.  Equip your Mauler with the charged 
    up shot, and get on the elevator on your right.  When the 
    elevator comes to a stop from being disabled, wait about a 
    second then turn on your cloaking device.  Wait for the dataDyne 
    captain to ride up.  She most likely won't see you.  Blast her 
    in the head with your charged up shot, and unequip your cloaking 
    device.  Objective 2 completed.
    
    Ride up this elevator and get in the right corner of it next to 
    the steel beam so that you can't see the guards (and they can't 
    see you).  As soon as the door opens, shut it and ride the 
    elevator all the way back down to the first floor.  Summon the 
    elevator on your left.  Quickly head to the right and down the 
    stairway, into the cubicle on your left, through the embroidered 
    door, and the wall into the lab elevator.  Plant the Skedar bomb 
    in here by selecting it and walking up to the terminal in the 
    elevator.  Objective 1 complete.  You now have four minutes to 
    leave the building.  Quickly head back through the cubicle, up 
    the stairway, and to the elevator on your left, it should be 
    open if you hurried through the bomb planting procedure and 
    summoned it earlier.
    
    (From here you may want to use the double CMP 150 that a guard 
    dropped earlier in the bomb blast).  When the elevator is almost 
    ready to stop, use your cloaking device.  Conceal yourself from 
    the guards on this part, and close the elevator door when it 
    opens to ride it up one more level.  Kill the guard messing with 
    the buttons on the desk, and head right, past Cassandra's 
    office.  You will arrive at a door that leads to the stairwell, 
    and a guard should be coming out of it.  Take care of him 
    quickly as he may have a wonderful N Bomb.  After taking care of 
    him, head up the stairwell he was guarding to the top and open 
    the vent-like door.  Be very careful-these shock troopers have N 
    Bombs; if they throw one, then back away as soon as you see it 
    to try to avoid the blast.  Kill the guard on the ramps in here, 
    and then turn to your right to see if the guard from the top of 
    the building is coming through the door at the top of the ramps.  
    If he is, kill him too.  If you have time, take care of the 
    camera on the wall to the left as you enter from the vent door, 
    and the one above the ramps that the first guard was on.
    
    Head back down the stairwell to Cassandra's office.  If you were 
    spotted earlier by guards or by the cameras upstairs, you may 
    have some guards to contend with.  If you run out of CMP 150 
    ammo, then use the Mauler.  If you pick up any shotguns, they 
    are effective on double blast here as well.  Before you enter 
    the office, disarm yourself and set your function to disarm.  
    Open the doors and punch Cassandra to take her Magnum.  Equip 
    your Mauler now and prod her towards the stairwell that leads to 
    the top of the building.  Continue prodding her and follow her 
    up the ramps to the top of the building.  Objective 3 and 
    Perfect Agent mode complete.
    ----------------------------------------------------------------
    IV. Maian S.O.S.
    
    This mission can be difficult, as you start with only about 1/4 
    life and no ammo.  If you know what to expect, however, it can 
    greatly increase your chances for survival.  You play as one of 
    the Maian Protectors (not Elvis) that sends the distress signal 
    to the Carrington Institute.
    
    Agent objectives--
    1) Activate distress signal
    
    You wake up from being experimented on to have 1/4 life.  Great.  
    Set your punch function to disarm and let the guy at the 
    terminal see you.  Disarm him as long as he still pulls out 
    guns, you will get Falcon 2s.  After knocking him out, the guard 
    behind you should be coming through the door and firing at you.  
    Strafe carefully to avoid his fire, and continue disarming him 
    until he faints.  Grab the psychosis gun from the table in the 
    room that the guard came from.  Go back into the room you woke 
    up in and push the hover bed slowly against the glass.  Pull out 
    your falcon 2 and shoot the hover bed 5-6 times to blow open the 
    glass.  Switch back to disarm and go through the big door in 
    front of you.  Disarm the guy with the Dragon, quickly run 
    backwards back through the door and to the right.  Pause the 
    game and select your Dragon.  Unpause, set it to proximity mine 
    and throw it into the open doors.  Equip your falcon 2.  You 
    should wipe out about 2 of the guards from the next chamber.  
    Head carefully through the door and kill the remaining guards as 
    they open the remaining door out of this double door set.  Head 
    shots would really help here, or at least chest or hand shots.  
    You can also shoot the gun out of their hands.  Once you have 
    some more Dragons, equip them for your primary weapon.  You will 
    now be in a long corridor, head to the end of this corridor.  A 
    guard may be coming through this door if you made too much 
    noise.  If so, cap him.  Head out the door and to the left 
    through a door.  (Alternately, you can go right and search the 
    cryo-lab areas for a guard that has dual DY357-LXs and infect 
    him with the psychosis gun.  This guard can be a great help in 
    clearing out enemies.  If you kill him, you only get one bullet 
    for the DY357-LXs).  There is a guard usually posted here, wipe 
    him out.  Head up this hallway and take out the guy that patrols 
    near the top.  Go to the right, down another hallway, and slowly 
    creep up to a spot in the hall where you can see two short cubby 
    holes on both sides.  Aim carefully and set your Dragon on 
    proximity in the middle between these two holes.  Move slowly 
    down until a guard sees you, then run back up.  The proximity 
    blast should take out the two guards in both cubby holes within 
    a few seconds; if not, go back down and lure a guy to fire at 
    you.  Take their dragons and equip them. Go straight down this 
    hall to the door at the end.  As you approach the door, it will 
    open.  Stay in the doorway until the guards up the ramps on the 
    other side of the room see you, then back up your hallway to 
    gain higher ground.  Hit them with dragon shots, then re-enter 
    the room and lure more guards on your left.  Repeat until the 
    room is clear.  Take all the ammo you get here.  Enter the 
    cleared room, and go left.  At the end of this room on the right 
    is a weird circle door.  Enter it and cross a bridge, going up 
    to your right into a room with columns.  Continue straight and 
    then to the right, taking out a guard on a bridge.  Cross this 
    area and follow the path to a place with doors on the left and 
    right.  Choose the door on the left.  The alarm will now sound.  
    Continue through here and carefully look for an open vent on 
    your lower right.  Duck into it and shoot any guards you can in 
    the head from your perch.  Wait until the alarm stops sounding, 
    then drop into the room.  Take an immediate left and then a 
    right, then another immediate left onto a ramp.  From this ramp, 
    kill any guards you see in the room.  
    
    Take out the guards, and then explore this room, making sure 
    none are still running around.  You may alert guards on the 
    second floor, so be ready for them at the elevator.  Once the 
    elevator has made a couple of trips with no one on it, it is 
    safe to go up, so do so.  From the elevator, take a small left 
    and kill the two guards at the end of the bridge near a door.  
    You will alert a guard on the path slightly straight ahead and 
    on the left.  Take him out when he comes by.  Take the door that 
    the guards you killed were guarding, and get the attention of 
    everyone in this room.  Carefully place your dragon on proximity 
    near the elevator in this room on the outside of it, and wait 
    for the guards upstairs that you alerted to come down.  Grab 
    their weapons and head back out the way you came into this room.  
    Go straight across the bridge, pass the elevator, and continue 
    straight to a door down this hallway.   Get out your psychosis 
    gun.  Open this door and shoot the guy in front of you with the 
    psychosis gun, if you have it, if not shoot him and clear the 
    room carefully.  Immediately pause and get out your dragon if 
    you had the psychosis gun out.  Strafe a tad to the left and 
    take out a guy further in the room near some crates.  Let your 
    converted guard rush ahead and battle some of the rest of the 
    guards in here.  Take out the guards as they come to you, and 
    watch your back, because a few tend to come from the door behind 
    you.  Listen for the door opening and take them out.  Once you 
    feel as though most of this room is clear, take the ramp to your 
    left, and follow the catwalks up here around to an elevator.  Be 
    aware that sometimes there is a guard near this elevator, so 
    take him out if he is.  Enter the elevator and ride it up.  As 
    soon as it opens, take out the guard directly in front of you.  
    Turn left and open the door down the hall.  Carefully peek 
    around the corner on your right, and take out two more guards.  
    Enter the door they were guarding and quickly cap the two 
    scientists in this room.  Retreat into the previous room if you 
    need to.  Once the room with the scientists is clear, head 
    straight to the end of it, turn left, and cap down the plywood 
    board.  Carefully go through and peek around the corner to your 
    left and kill the next two scientists.  Walk up to the computer 
    keyboard and hit B.  In a second, your first objective and Agent 
    mode is complete.
    
    Special Agent objectives--
    1) Sabotage enemy medical equipment
    2) Activate distress signal
    
    You wake up from being experimented on to have 1/4 life.  Great.  
    Set your punch function to disarm and let the guy at the 
    terminal see you.  Disarm him as long as he still pulls out 
    guns, you will get Falcon 2s.  After knocking him out, the guard 
    behind you should be coming through the door and firing at you.  
    Strafe carefully to avoid his fire, and continue disarming him 
    until he faints.  Pick up the Psychosis gun from the table in 
    the room that the guard came from.  Go back into the room you 
    woke up in and push the hover bed slowly against the glass.  
    Pull out your falcon 2 and shoot the hover bed 5-6 times to blow 
    open the glass.  Switch back to disarm and go through the big 
    door in front of you.  Disarm the guy with the Dragon, quickly 
    run backwards back through the door and to the right.  Pause the 
    game and select your Dragon.  Unpause, set it to proximity mine 
    and throw it into the open doors.  Equip your falcon 2.  You 
    should wipe out about 2 of the guards from the next chamber.  
    Head carefully through the door and kill the remaining guards as 
    they open the remaining door out of this double door set.  Head 
    shots would really help here, or at least chest or hand shots.  
    You can also shoot the gun out of their hands.  Once you have 
    some more Dragons, equip them for your primary weapon.  You will 
    now be in a long corridor, head to the end of this corridor.  A 
    guard may be coming through this door if you made too much 
    noise.  If so, cap him.  Head out the door and to the left 
    through a door.  (Alternately, you can go right and search the 
    cryo-lab areas for a guard that has dual DY357-LXs and infect 
    him with the psychosis gun.  This guard can be a great help in 
    clearing out enemies.  If you kill him, you only get one bullet 
    for the DY357-LXs).  There is a guard usually posted here, wipe 
    him out.  Head up this hallway and take out the guy that patrols 
    near the top.  
    
    Turn around and head back down the hallway you just came from.  
    Open the first door on your right.  Carefully creep into this 
    room, and watch for four guys sitting at desks.  One should be 
    farther down on you left.  Carefully aim and snipe him with a 
    single head shot.  Creep a little more into the room and take 
    out a closer guy at a desk on your left in the same fashion.  
    Continue to take out the guards in this manner.  If any of them 
    ever becomes alerted to your presence, quickly back out of the 
    room, and place a dragon on proximity mine at the door.  Grab 
    the ammo of downed guards and repeat, or if things are 
    desperate, try for head shots with the falcon 2.  After this 
    long corridor is clear, make for the far side of it and open the 
    double set of doors.  In the next room, under the bright lights, 
    you should be barely able to make out two scientists and a hover 
    bed.  Blow up the hover bed to eliminate the dead body of the 
    Maian Ambassador, and hopefully the two scientists (objective 1 
    completed).  Take out the scientists if needed and collect their 
    tranquilizer guns and psychosis guns.  Go back out the long 
    corridor and make a left down the long hallway.
    
    Go to the right, down another hallway, and slowly creep up to a 
    spot in the hall where you can see two short cubby holes on both 
    sides.  Aim carefully and set your Dragon on proximity in the 
    middle between these two holes.  Move slowly down until a guard 
    sees you, then run back up.  The proximity blast should take out 
    the two guards in both cubby holes within a few seconds; if not, 
    go back down and lure a guy to fire at you.  Take their dragons 
    and equip them. Go straight down this hall to the door at the 
    end.  As you approach the door, it will open.  Stay in the 
    doorway until the guards up the ramps on the other side of the 
    room see you, then back up your hallway to gain higher ground.  
    Hit them with dragon shots, then re-enter the room and lure more 
    guards on your left.  Repeat until the room is clear.  Take all 
    the ammo you get here.  Enter the cleared room, and go left.  At 
    the end of this room on the right is a weird circle door.  Enter 
    it and cross a bridge, going up to your right into a room with 
    columns.  Continue straight and then to the right, taking out a 
    guard on a bridge.  Cross this area and follow the path to a 
    place with doors on the left and right.  Choose the door on the 
    left.  The alarm will now sound.  Continue through here and 
    carefully look for an open vent on your lower right.  Duck into 
    it and shoot any guards you can in the head from your perch.  
    Wait until the alarm stops sounding, then drop into the room.  
    Take an immediate left and then a right, then another immediate 
    left onto a ramp.  From this ramp, kill any guards you see in 
    the room.  
    
    Take out the guards, and then explore this room, making sure 
    none are still running around.  You may alert guards on the 
    second floor, so be ready for them at the elevator.  Once the 
    elevator has made a couple of trips with no one on it, it is 
    safe to go up, so do so.  From the elevator, take a small left 
    and kill the two guards at the end of the bridge near a door.  
    You will alert a guard on the path slightly straight ahead and 
    on the left.  Take him out when he comes by.  Take the door that 
    the guards you killed were guarding, and get the attention of 
    everyone in this room.  Carefully place your dragon on proximity 
    near the elevator in this room on the outside of it, and wait 
    for the guards upstairs that you alerted to come down.  Grab 
    their weapons and head back out the way you came into this room.  
    Go straight across the bridge, pass the elevator, and continue 
    straight to a door down this hallway.   Get out your psychosis 
    gun.  Open this door and shoot the guy in front of you with the 
    psychosis gun, if you have it, if not shoot him and clear the 
    room carefully.  Immediately pause and get out your dragon if 
    you had the psychosis gun out.  Strafe a tad to the left and 
    take out a guy further in the room near some crates.  Let your 
    converted guard rush ahead and battle some of the rest of the 
    guards in here.  Take out the guards as they come to you, and 
    watch your back, because a few tend to come from the door behind 
    you.  Listen for the door opening and take them out.  Once you 
    feel as though most of this room is clear, take the ramp to your 
    left, and follow the catwalks up here around to an elevator.  Be 
    aware that sometimes there is a guard near this elevator, so 
    take him out if he is.  Enter the elevator and ride it up.  As 
    soon as it opens, take out the guard directly in front of you.  
    Turn left and open the door down the hall.  Carefully peek 
    around the corner on your right, and take out two more guards.  
    Enter the door they were guarding and quickly cap the two 
    scientists in this room.  Retreat into the previous room if you 
    need to.  Once the room with the scientists is clear, head 
    straight to the end of it, turn left, and cap down the plywood 
    board.  Carefully go through and peek around the corner to your 
    left and kill the next two scientists.  Walk up to the computer 
    keyboard and hit B.  In a second, your second objective and 
    Special Agent mode is complete.
    
    Perfect Agent objectives--
    1) Sabotage enemy medical equipment
    2) Destroy captured Maian saucer
    3) Activate distress signal
    
    You wake up from being experimented on to have 1/4 life.  Great.  
    Set your punch function to disarm and let the guy at the 
    terminal see you.  Disarm him as long as he still pulls out 
    guns, you will get Falcon 2s and possibly a Psychosis gun.  
    After knocking him out, the guard behind you should be coming 
    through the door and firing at you.  Strafe carefully to avoid 
    his fire, and continue disarming him until he faints.  Pick up 
    the Psychosis Gun from the table in the room that the guard came 
    from.  Go back into the room you woke up in and push the hover 
    bed slowly against the glass.  Pull out your falcon 2 and shoot 
    the hover bed 5-6 times to blow open the glass.  Switch back to 
    disarm and go through the big door in front of you.  Disarm the 
    guy with the Dragon, quickly run backwards back through the door 
    and to the right.  Pause the game and select your Dragon.  
    Unpause, set it to proximity mine and throw it into the open 
    doors.  Equip your falcon 2.  You should wipe out about 2 of the 
    guards from the next chamber.  Head carefully through the door 
    and kill the remaining guards as they open the remaining door 
    out of this double door set.  Head shots would really help here, 
    or at least chest or hand shots.  You can also shoot the gun out 
    of their hands.  Once you have some more Dragons, equip them for 
    your primary weapon.  You will now be in a long corridor, head 
    to the end of this corridor.  A guard may be coming through this 
    door if you made too much noise.  If so, cap him.  Head out the 
    door and to the left through a door.  (Alternately, you can go 
    right and search the cryo-lab areas for a guard that has dual 
    DY357-LXs and infect him with the psychosis gun.  This guard can 
    be a great help in clearing out enemies.  If you kill him, you 
    only get one bullet for the DY357-LXs).  There is a guard 
    usually posted here, wipe him out.  Head up this hallway and 
    take out the guy that patrols near the top.  
    
    Turn around and head back down the hallway you just came from.  
    Open the first door on your right.  Carefully creep into this 
    room, and watch for four guys sitting at desks.  One should be 
    farther down on you left.  Carefully aim and snipe him with a 
    single head shot.  Creep a little more into the room and take 
    out a closer guy at a desk on your left in the same fashion.  
    Continue to take out the guards in this manner.  If any of them 
    ever becomes alerted to your presence, quickly back out of the 
    room, and place a dragon on proximity mine at the door.  Grab 
    the ammo of downed guards and repeat, or if things are 
    desperate, try for head shots with the falcon 2.  After this 
    long corridor is clear, make for the far side of it and open the 
    double set of doors.  In the next room, under the bright lights, 
    you should be barely able to make out two scientists and a hover 
    bed.  Blow up the hover bed to eliminate the dead body of the 
    Maian Ambassador, and hopefully the two scientists (objective 1 
    completed).  Take out the scientists if needed and collect their 
    tranquilizer guns and psychosis guns.  Go back out the long 
    corridor and make a left down the long hallway.
    
    Go to the right, down another hallway, and slowly creep up to a 
    spot in the hall where you can see two short cubby holes on both 
    sides.  Aim carefully and set your Dragon on proximity in the 
    middle between these two holes.  Move slowly down until a guard 
    sees you, then run back up.  The proximity blast should take out 
    the two guards in both cubby holes within a few seconds; if not, 
    go back down and lure a guy to fire at you.  Take their dragons 
    and equip them. Go straight down this hall to the door at the 
    end.  As you approach the door, it will open.  Stay in the 
    doorway until the guards up the ramps on the other side of the 
    room see you, then back up your hallway to gain higher ground.  
    Hit them with dragon shots, then re-enter the room and lure more 
    guards on your left.  Repeat until the room is clear.  Take all 
    the ammo you get here.  Enter the cleared room, and go left.  At 
    the end of this room on the right is a weird circle door.  Enter 
    it and cross a bridge, going up to your right into a room with 
    columns.  Continue straight and then to the right, taking out a 
    guard on a bridge.  Cross this area and follow the path to a 
    place with doors on the left and right.  Choose the door on the 
    left.  The alarm will now sound.  Continue through here and 
    carefully look for an open vent on your lower right.  Duck into 
    it and shoot any guards you can in the head from your perch.  
    Wait until the alarm stops sounding, then drop into the room.  
    Take an immediate left and then a right, then another immediate 
    left onto a ramp.  From this ramp, kill any guards you see in 
    the room.  
    
    Take out the guards, and then explore this room, making sure 
    none are still running around.  You may alert guards on the 
    second floor, so be ready for them at the elevator.  Once the 
    elevator has made a couple of trips with no one on it, it is 
    safe to go up, so do so.  From the elevator, take a small left 
    and kill the two guards at the end of the bridge near a door.  
    You will alert a guard on the path slightly straight ahead and 
    on the left.  Take him out when he comes by.  Take the door that 
    the guards you killed were guarding, and get the attention of 
    everyone in this room.  Carefully place your dragon on proximity 
    near the elevator in this room on the outside of it, and wait 
    for the guards upstairs that you alerted to come down.  Grab 
    their weapons and head back out the way you came into this room.  
    Go straight across the bridge, pass the elevator, and continue 
    straight to a door down this hallway.   Get out your psychosis 
    gun.  Open this door and shoot the guy in front of you with the 
    psychosis gun, if you have it, if not shoot him and clear the 
    room carefully.  Immediately pause and get out your dragon if 
    you had the psychosis gun out.  Strafe a tad to the left and 
    take out a guy further in the room near some crates.  Let your 
    converted guard rush ahead and battle some of the rest of the 
    guards in here.  Take out the guards as they come to you, and 
    watch your back, because a few tend to come from the door behind 
    you.  Listen for the door opening and take them out. 
    Once you feel as though most of this room is clear, head to the 
    Maian saucer directly in front of you.  Your converted guard may 
    have already taken it out (hopefully you stayed at the back of 
    the room as not to get caught in the massive explosion).  If he 
    didn't, then plug about a clip and a half into it carefully with 
    your scope from the door.  Stand near the door until it has 
    completely finished exploding (objective 2 completed).  
    
    That done, take the ramp to your left, and follow the catwalks 
    up here around to an elevator.  Be aware that sometimes there is 
    a guard near this elevator, so take him out if he is.  Enter the 
    elevator and ride it up.  As soon as it opens, take out the 
    guard directly in front of you.  Turn left and open the door 
    down the hall.  Carefully peek around the corner on your right, 
    and take out two more guards.  Enter the door they were guarding 
    and quickly cap the two scientists in this room.  Retreat into 
    the previous room if you need to.  Once the room with the 
    scientists is clear, head straight to the end of it, turn left, 
    and cap down the plywood board.  Carefully go through and peek 
    around the corner to your left and kill the next two scientists.  
    Walk up to the computer keyboard and hit B.  In a second, your 
    third objective and Perfect Agent mode is complete.
    ----------------------------------------------------------------
    V. War!
    
    This is probably one of the hardest stages on the entire game, 
    next to the Carrington Institute Defense.  I can tell what will 
    sort of happen, and what you can do to adjust to certain 
    situations, but some of it will be pure improvisation.  As a 
    general rule, don't get close to the Skedar,  because A) they 
    don't miss much, and B) they can kill you with one hit by a 
    charging headbutt or claw swipe.  Good luck.
    
    Agent objectives--
    1) Kill Skedar King
    
    From the very beginning, strafe run straight and then up a small 
    hill on your right, strafe run slightly right, then left into 
    the hole in the Skedar Shrine.  Strafe run to your right and 
    down the ramp, and strafe run to your left.  If you arrived 
    quickly enough, set your phoenix to explosive shells and cap the 
    Skedar at the end of the hall and wait for your buddies to come 
    back you up.  If the Skedar caught up to the first intersection, 
    back off and group with your buddies.  
    
    Now follow your buddies across the bridge, and as soon as you 
    can, pick up a Mauler.  Set it to charge up shot and back your 
    buddies up as needed.  Continue to follow them through a few 
    more curves to the door.  Make sure you back your buddies up as 
    well as you can until they enter this door.  Immediately pause 
    and get out your phoenix.  DO NOT hit your buddies with the 
    phoenix explosive shells on accident, let them take out the 
    closer guys; you should concentrate on the guys on the corner 
    farther away.  Turn corners and quickly strafe back and forth to 
    avoid fire, auto aim, and pull the trigger quickly to take out 
    groups of guards at the corners.  Tap the trigger quickly as it 
    will make killing the guards faster, and reloading easier.  
    Follow your buddies and take corners and hold them.  When you 
    reach the corner where you can see the generator, two possible 
    scenarios come into play.  If there are no guards at the end 
    hallway and none at the top of the bridge, sprint (strafe run as 
    fast as you can) next to the wall on your left, past the Skedar 
    king, and behind the generator.  If things go well, you will 
    have no guards firing at you and will have a clear shot at the 
    king.  DO NOT let him notice you, creep to where you can see his 
    head from behind the generator, and let him have it with a fully 
    charged Mauler shot to his head.  
    
    The second scenario is, when you round the corner and the 
    generator is in view, that a serious amount out guards will come 
    pouring out from near the generator.  Continue to take them out 
    until your buddies make their way to the king, and then 
    immediately sprint behind them and get cover behind the 
    generator.  Let the king return to his normal position and then 
    cap him with a fully charged Mauler shot to the head.  Your 
    buddies may also finish him by luck.  Objective 1 and Agent mode 
    complete.
    
    Special Agent objectives--
    1) Kill Skedar King
    2) Kill Skedar King 2
    
    From the very beginning, strafe run straight and then up a small 
    hill on your right, strafe run slightly right, then left into 
    the hole in the Skedar Shrine.  Strafe run to your right and 
    down the ramp, and strafe run to your left.  If you arrived 
    quickly enough, set your phoenix to explosive shells and cap the 
    Skedar at the end of the hall and wait for your buddies to come 
    back you up.  If the Skedar caught up to the first intersection, 
    back off and group with your buddies.  
    
    Now follow your buddies across the bridge, and as soon as you 
    can, pick up a Mauler.  Set it to charge up shot and back your 
    buddies up as needed.  Continue to follow them through a few 
    more curves to the door.  Make sure you back your buddies up as 
    well as you can until they enter this door.  Immediately pause 
    and get out your phoenix.  DO NOT hit your buddies with the 
    phoenix explosive shells on accident, let them take out the 
    closer guys; you should concentrate on the guys on the corner 
    farther away.  Turn corners and quickly strafe back and forth to 
    avoid fire, auto aim, and pull the trigger quickly to take out 
    groups of guards at the corners.  Tap the trigger quickly as it 
    will make killing the guards faster, and reloading easier.  
    Follow your buddies and take corners and hold them.  When you 
    reach the corner where you can see the generator, two possible 
    scenarios come into play.  If there are no guards at the end 
    hallway and none at the top of the bridge, sprint (strafe run as 
    fast as you can) next to the wall on your left, past the Skedar 
    king, and behind the generator.  If things go well, you will 
    have no guards firing at you and will have a clear shot at the 
    king.  DO NOT let him notice you, creep to where you can see his 
    head from behind the generator, and let him have it with a fully 
    charged Mauler shot to his head.  
    
    The second scenario is, when you round the corner and the 
    generator is in view, that a serious amount out guards will come 
    pouring out from near the generator.  Continue to take them out 
    until your buddies make their way to the king, and then 
    immediately sprint behind them and get cover behind the 
    generator.  Let the king return to his normal position and then 
    cap him with a fully charged Mauler shot to the head.  Your 
    buddies may also finish him by luck.  Objective 1 complete.
    
    Now continue to rotate around the generator from your hiding 
    spot and sometimes excess guards will disappear.  Go back to the 
    door at the far end of the room, and kill any remaining Skedar 
    from afar with explosive phoenix shells.  Strafe to avoid their 
    fire.  Enter the door carefully and take out any Skedar guards 
    in the immediate area or on the ramp in front of you.  Kill the 
    Skedar guards at the top of the ramp, and as they enter the door 
    at the top of the ramp.  Once you feel it is safe, approach the 
    door at the top of the ramp and take out any more Skedar opening 
    it from a slight distance so your Phoenix shells don't hurt you.  
    Go through the door cautiously and watch the corner ahead of you 
    on the glass bridge.  Take out any guards coming from around 
    this area.  Then take the bridge and shoot any guards coming 
    through the next door, camp here until a group has been defeated 
    (2-3 usually in a group), then proceed through this door, face 
    right, defeat anyone here, move forward, face left, and defeat 
    any guards here.  Take out the next group coming through the 
    door.  If some charge, move out of the way, use the barricade in 
    the center of the room for cover, and let them have it while 
    strafing as they try to hit you from behind.  Juggle the guards 
    in front and behind you now.  If you finish this part, take out 
    the next group of guards coming through the double door set, 
    whip out your mauler, carefully go around the center column 
    until you can see the next king's head, and let him have it with 
    a fully charged blast to the head.  Quickly take out any more 
    Skedar behind you, using the center column for cover.  Objective 
    2 and Special Agent mode complete.
    
    Perfect Agent objectives--
    1) Kill Skedar King
    2) Kill Skedar King 2
    3) Kill Skedar King 3
    
    AS IF TWO WASN'T BAD ENOUGH, NOW YOU HAVE THREE TO CONTEND WITH.  
    THAT DARN CLONING MACHINE!  
    
    From the very beginning, strafe run straight and then up a small 
    hill on your right, strafe run slightly right, then left into 
    the hole in the Skedar Shrine.  Strafe run to your right and 
    down the ramp, and strafe run to your left.  If you arrived 
    quickly enough, set your phoenix to explosive shells and cap the 
    Skedar at the end of the hall and wait for your buddies to come 
    back you up.  If the Skedar caught up to the first intersection, 
    back off and group with your buddies.  
    
    Now follow your buddies across the bridge, and as soon as you 
    can, pick up a Mauler.  Set it to charge up shot and back your 
    buddies up as needed.  Continue to follow them through a few 
    more curves to the door.  Make sure you back your buddies up as 
    well as you can until they enter this door.  Immediately pause 
    and get out your phoenix.  DO NOT hit your buddies with the 
    phoenix explosive shells on accident, let them take out the 
    closer guys; you should concentrate on the guys on the corner 
    farther away.  Turn corners and quickly strafe back and forth to 
    avoid fire, auto aim, and pull the trigger quickly to take out 
    groups of guards at the corners.  Tap the trigger quickly as it 
    will make killing the guards faster, and reloading easier.  
    Follow your buddies and take corners and hold them.  When you 
    reach the corner where you can see the generator, two possible 
    scenarios come into play.  If there are no guards at the end 
    hallway and none at the top of the stairs, sprint (strafe run as 
    fast as you can) next to the wall on your left, past the Skedar 
    king, and behind the generator.  If things go well, you will 
    have no guards firing at you and will have a clear shot at the 
    king.  DO NOT let him notice you, creep to where you can see his 
    head from behind the generator, and let him have it with a fully 
    charged Mauler shot to his head.  
    
    The second scenario is, when you round the corner and the 
    generator is in view, that a serious amount out guards will come 
    pouring out from near the generator.  Continue to take them out 
    until your buddies make their way to the king, and then 
    immediately sprint behind them and get cover behind the 
    generator.  Let the king return to his normal position and then 
    cap him with a fully charged Mauler shot to the head.  Your 
    buddies may also finish him by luck.  Objective 1 complete.
    
    Now continue to rotate around the generator from your hiding 
    spot and sometimes excess guards will disappear.  Go back to the 
    door at the far end of the room, and kill any remaining Skedar 
    from afar with explosive phoenix shells.  Strafe to avoid their 
    fire.  Enter the door carefully and take out any Skedar guards 
    in the immediate area or on the ramp in front of you.  Kill the 
    Skedar guards at the top of the ramp, and as they enter the door 
    at the top of the ramp.  Once you feel it is safe, approach the 
    door at the top of the ramp and take out any more Skedar opening 
    it from a slight distance so your Phoenix shells don't hurt you.  
    Go through the door cautiously and watch the corner ahead of you 
    on the glass bridge.  Take out any guards coming from around 
    this area.  Then take the bridge and shoot any guards coming 
    through the next door, camp here until a group has been defeated 
    (2-3 usually in a group), then proceed through this door, face 
    right, defeat anyone here, move forward, face left, and defeat 
    any guards here.  Take out the next group coming through the 
    door.  If some charge, move out of the way, use the barricade in 
    the center of the room for cover, and let them have it while 
    strafing as they try to hit you from behind.  Juggle the guards 
    in front and behind you now.  If you finish this part, take out 
    the next group of guards coming through the double door set, 
    whip out your mauler, carefully go around the center column 
    until you can see the next king's head, and let him have it with 
    a fully charged blast to the head.  Quickly take out any more 
    Skedar behind you, using the center column for cover.  Objective 
    2 complete.
    
    Thank goodness you took out the guy behind you.  Now grab the 
    Slayer that the second king dropped and wait for the door in 
    front of you to open.  Kill the group of Skedar coming through 
    it; if they charge into the room then just run through the door 
    they came through to the next room.  Kill any that come from the 
    door around the center column, or if you can, run past them.  
    Get out your Mauler and set it to charge up shot.  Run near the 
    last king; he will fire a rocket, so strafe.  Line up your 
    sights with his head and continue to strafe.  Quickly cap him 
    with one or two fully charged Mauler shots and hope the guards 
    you left didn't catch up with you.  If you had enough health and 
    got lucky, then objective 3 and perfect agent mode is complete.
    ----------------------------------------------------------------
    VI. The Duel
    
    In The Duel, you will take several paces, then turn, as in a 
    real duel.  But you don't have to fire immediately.  Use the 
    barricade in the room as cover if you need.
    
    Agent objectives--
    1) Defeat dataDyne guard
    
    Pretty easy and straightforward for the dataDyne guard.  After 
    you gain control, turn and work your way behind the guard and 
    cap him, or run behind the barricade, let him fire four shots, 
    then finish him.  Objective 1 and Agent mode complete.
    
    Special Agent objectives--
    1) Defeat dataDyne guard
    2) Defeat Jonathan Dark
    
    Pretty easy and straightforward for the dataDyne guard.  After 
    you gain control, turn and work your way behind the guard and 
    cap him, or run behind the barricade, let him fire four shots, 
    then finish him.  Objective 1 complete.  Reload and grab his gun 
    if you need ammo.
    
    Next you fight Jonathan.  He will run and hide behind the 
    barricade, so watch your end of it.  He should roll out in a few 
    seconds.  Cap him when he does.  If he doesn't, go behind the 
    barricade yourself and find him there, or in the room.  He is 
    not very accurate.  Objective 2 and special agent mode complete.
    
    Perfect Agent objectives--
    1) Defeat dataDyne guard
    2) Defeat Jonathan Dark
    3) Defeat Trent Easton
    
    Pretty easy and straightforward for the dataDyne guard.  After 
    you gain control, turn and work your way behind the guard and 
    cap him, or run behind the barricade, let him fire four shots, 
    then finish him.  Objective 1 complete.  Reload and grab his gun 
    if you need ammo.
    
    Next you fight Jonathan.  He will run and hide behind the 
    barricade, so watch your end of it.  He should roll out in a few 
    seconds.  Cap him when he does.  If he doesn't, go behind the 
    barricade yourself and find him there, or in the room.  He is 
    not very accurate.  Objective 2 complete.  Reload and pick up 
    the magnum if you need it. 
    
    Lastly, we have Trent Easton.  This guy is VERY accurate and 
    tough.  Do as Jonathan did, run behind the barricade.  If you 
    creep up on the edge where Trent is, have your sights in the 
    right direction, and then charge and get off a good shot before 
    he shoots, plug him until he is defeated.  Good job, you 
    completed objective 3 and the perfect agent mode.  
    ----------------------------------------------------------------
    VII. Credits
    
    Thanks to Rare and Nintendo for producing such a great game.
    
    If anyone knows all the shield locations for the Agent and 
    Secret Agent modes of these levels, email me and I will give you 
    credit.  Remember to get your information from gameplay, not off 
    other sites, in magazines, etc.
    
    Thanks to greg_viola@yahoo.com for the notice about the golden 
    magnum error.
    
    Thanks to chrisdietz@ziplip.com for the shield locations on Mr. 
    Blonde's Revenge.
    ----------------------------------------------------------------
    VIII. Disclaimer and other legal stuff
    
    This guide is copyright 2000 to Mark aka Magus747, who authored 
    it.  Perfect Dark is Copyright 2000 to Rare, Ltd.  Information 
    was taken only from my hard work and game play, and the people 
    in the credits.  Any similarity to other guides/information is 
    coincidental.  My sources in the credits agreed to get their 
    information from gameplay and hard work, not by taking from any 
    illegal sources.  If they had sources, they agreed to verify 
    that their sources--or the original source somewhere down the 
    line--had acquired their information through hard work and game 
    play, not by plagiarism.  Information from this page, in part or 
    in full, to be used in any magazine, FAQ, guide, sale and 
    profit, webpage, or any other public use without my permission 
    is illegal and prosecutable.  You may print this guide out for 
    personal use and share it with your friends provided that they 
    don't misuse it in the ways stated above.  You are assumed to 
    have read and understood this disclaimer, and know that it 
    applies to you, if you have ever read, seen, or uploaded this 
    guide, in part or in full, by web browser or other means.  This 
    guide is only to appear on the following: 
    http://www.gamefaqs.com/ .  I have had a problem with receiving 
    more junk mail since the publication of my guides.  NO ONE is to 
    sell my email address or anyone's email address that appears on 
    the guide (person who publishes my guide or person who reads my 
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    game, submit my email (or anyone's that appears on the guide) to 
    any organization that SPAMS or bulk mails, AND ABSOLUTELY NO ONE 
    is to get the stated email addresses off of this guide and then 
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