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    Weapons/Devices Guide by MetroidMoo

    Version: 1.56 | Updated: 09/26/04 | Printable Version | Search Guide | Bookmark Guide

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     =-                           Perfect Dark (N64)                          -=
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                        Written By: Ryan "MetroidMoo" Ammerman
    
                 GUIDE TYPE ................... Weapons & Devices FAQ
                 FILE SIZE .................................... 72 KB
                 FIRST RELEASED ........................ July 7, 2000
                 LAST UPDATED .................... September 26, 2004
                 LATEST VERSION ................................ 1.56
    
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    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    <<<                            TABLE OF CONTENTS                           >>>
    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    1) Version History
    2) Devices
    3) Device Training
    4) Weapons
    5) Firing Range
    6) Credits
    7) Contact/Legal Information
    
    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    
    
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     =-   1)   VERSION HISTORY                                                -=
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    VERSION 1.56 - SEPTEMBER 26, 2004
      Updated e-mail address.
    
    VERSION 1.55 - NOVEMBER 16, 2003
      Revised the file's format.
    
    VERSION 1.45 - OCTOBER 15, 2002
      Updated contact information and made a few other changes.
    
    VERSION 1.41 - JULY 25, 2001
      Changed posting notice.
    
    VERSION 1.4 - JANUARY 17, 2001
      Made some minor changes.
    
    VERSION 1.38 - AUGUST 13, 2000
      Updated legal information and finished damage ratings.
    
    VERSION 1.36 - AUGUST 2, 2000
      Changed the look of the FAQ a bit and made a correction.
    
    VERSION 1.35 - JULY 25, 2000
      Fixed an error and added a strategy for Rocket Launcher - Gold.
    
    VERSION 1.3 - JULY 12, 2000
      Added damage ratings for nearly every weapon and some other info.
    
    VERSION 1.0 - JULY 7, 2000
      First (and complete) version of the FAQ.
    
    
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     =-   2)   DEVICES                                                        -=
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    This section contains information about the devices.
    
    -------------
    Alien Medpack
    -------------
    Used In: Area 51 - Escape
    
      This is a special medical device created by the Maians. It can diagnose and 
    perform surgery without the use of incisions. This medpack can only be used on 
    Maians. Use this to revive Elvis in Area 51.
    
    -------
    BombSpy
    -------
    Used In: Chicago, Mr. Blonde's Revenge
    
      One of the two variants of the CamSpy. The BombSpy is equipped with a 
    powerful plastic explosive that can be detonated with the Z button. Useful for 
    creating a distraction or taking out a close group of guards.
    
    ------
    CamSpy
    ------
    Used In: dataDyne - Research, G5 Building
    
      The CamSpy is a tiny camera that you control. Primarily used to take 
    holographs and to explore new areas. While it is tiny, enemies can see it, and 
    they'll know someone is in the area. Use the Z button to take a holograph, and 
    the B button to open any doors you encounter. 
    
    ---------------
    Cloaking Device
    ---------------
    Used In: Mr. Blonde's Revenge
    
      The Cloaking Device creates a cloaking field around the user. Use it to 
    sneak around enemies without being seen. When you attempt to fire or punch, 
    the field is disrupted, and you will be exposed. The Cloaking Device doesn't 
    last forever, so make use of it when you have it on.
    
    ------------
    Combat Boost
    ------------
    Used In: Air Force One, Carrington Institute
    
      These stimulants are designed to slow down the passage of time. Using this 
    gives you more time to react to enemy actions, and using this multiple times 
    increases the length of the effect. The secondary function, Revert, decreases 
    the length of the effect.
    
    -----------
    Comms Rider
    -----------
    Used In: Area 51 - Infiltration
    
      A special bug that allows communication between the Institute and the agent, 
    even if an area is protected from eavesdropping devices. Throw this on the 
    satellite dish in Area 51 to allow communication inside the base.
    
    -----------
    Data Uplink
    -----------
    Used In: dataDyne - Defection, dataDyne - Research, Area 51 - Rescue,          
    Carrington Institute
    
      The Data Uplink is linked back to the hackers at the Institute, who will 
    help you do various tasks. Use it to crack electronic locks to open doors or 
    to download data. 
    
    --------
    Disguise
    --------
    Used In: Area 51 - Rescue, Air Base
    
      The Disguise allows you to walk by certain people without being suspected as 
    a foe. Wearing a disguise will not solve everything, you also have to act 
    correctly. Firing a weapon or even pulling out a weapon will blow your cover. 
    Your disguise will not fool everyone, though. The best example the NSA Lackey 
    near the escalator in the Air Base. 
    
    ------------
    Door Decoder
    ------------
    Used In: G5 Building
    
      The Door Decoder attaches to a control panel and opens the lock. The decoder 
    cannot instantly find the correct combination, so it will take time before it 
    is found. Use it to open the large safe door in the G5 building.
    
    -------
    DrugSpy
    -------
    Used In: Air Base
    
      A variant of the CamSpy. The DrugSpy comes with eight darts that are tipped 
    with nerve toxin. Use the darts on someone to knock him/her out. You can't 
    reload darts into the DrugSpy, so once they're used up, they're gone for good.
    
    --------
    ECM Mine
    --------
    Used In: dataDyne - Defection
    
      The ECM Mine is designed to jam an electronic communications device. Attach 
    the mine to the object, and the device will be disabled. On some devices, the 
    effect of the ECM Mine will only last for a limited time. Use these to disable 
    the security system in the dataDyne building.
    
    ----------
    Explosives
    ----------
    Used In: Area 51 - Infiltration
    
      A small plastic explosive charge equipped with a timer that cannot be 
    tampered with, and it also contains shrapnel. Use it to destroy the air 
    intercept radar in Area 51.
    
    ---------------
    Horizon Scanner
    ---------------
    Used In: Air Base, Crash Site
    
      This is a scanner that is used to see across great distances. It can be 
    zoomed in from 1.00x to 31.00x, just like the Sniper Rifle.
    
    ----------------------
    IR (Infra-Red) Scanner
    ----------------------
    Used In: Deep Sea, Skedar Ruins
    
      The IR Scanner detects the body heat of any enemy, even if the enemy is 
    cloaked. It can also detect hidden doors and weak wall sections that can be 
    destroyed with explosives.
    
    ------------
    Night Vision
    ------------
    Used In: dataDyne - Extraction, Crash Site
    
      Use Night Vision when you're in the dark and cannot see anything. Everything 
    appears in a green color, and any life form will be highlighted in bright 
    green. Take it off when you find an area with light, otherwise you won't be 
    able to see.
    
    -----------------
    President Scanner
    -----------------
    Used In: Crash Site
    
      This is a special scanner that shows the location of the President and his 
    clone in a radar display.
    
    -----------
    Reprogammer
    -----------
    Used In: Chicago
    
      This variant of the Data Uplink is also linked back to the Institute's 
    computer hackers. Use this to hack into the cab's navigation systems in 
    Chicago.
    
    ---------
    R-Tracker
    ---------
    Used In: Carrington Villa, Skedar Ruins
    
      A tracking device that displays radar on your screen. It can show locations 
    of things such as weapons.
    
    ------
    Shield
    ------
      The shield works similar to the body armor found in GoldenEye. You find this 
    in nearly every mission on Agent/Special Agent, but you will never find it on 
    Perfect Agent.
    
      This device will protect you from any harm, but it can only take so much 
    damage before it will disappear. You can tell how much protection is left in 
    the shield by looking at the meter under your health.
    
    -----------
    Skedar Bomb
    -----------
    Used In: Mr. Blonde's Revenge
    
      This is a special directional fusion bomb created by the Skedar. Use it to 
    destroy the dataDyne research labs, which will cause the rest of the building 
    to collapse.
    
    ----------------
    Target Amplifier
    ----------------
    Used In: Skedar Ruins
    
      The Target Amplifier sends out accurate information to orbital weapons about 
    the location of the object the device is attached to. Use these to tell the 
    Maian fleet what temples should be destroyed.
    
    ----------
    Tracer Bug
    ----------
    Used In: Chicago - Stealth
    
      Attach this bug to an object, and the Tracer Bug will allow the Institute to 
    locate the object the bug is attached to. Use this on the limousine in Chicago 
    so it can be tracked to where it came from.
    
    -------------
    X-Ray Scanner
    -------------
    Used In: Area 51 - Rescue, Pelagic II
    
      The X-Ray Scanner allows you to see through walls, objects, and other things 
    that the IR Scanner and Night Vision cannot. It only provides a short-range 
    scan of the area you're in.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     =-   3)   DEVICE TRAINING                                                -=
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    This section tells you how to complete the device training.
    
    -----------
    Data Uplink
    -----------
      Go to the table and collect the Data Uplink. Select it and go to the
    terminal next to the little red door. Press Z, and the Data Uplink will hack
    into the terminal.
    
    --------
    ECM Mine
    --------
      Collect the ECM Mine from the table. The hidden door by the table will open
    if you stand next to it. Go into the hall and turn right. You should see a
    panel straight ahead. Throw the ECM Mine onto it. 
    
    ------
    CamSpy
    ------
      Collect the CamSpy and select it. Your view should now be from the camera. 
    Move the CamSpy to the small red door and open it. Go forward and turn left. 
    Continue on through the duct to reach another red door. Open it, enter the 
    room, and take a holograph of the computers. 
    
    ------------
    Night Vision
    ------------
      Pick the Night Vision from the table and go to the end of the hall. If you 
    look to your left, you'll notice that the room in there is pitch black. Equip 
    your Night Vision, enter the room, and turn on the light switch in there.
    
    ------------
    Door Decoder
    ------------
      Pick up the Door Decoder, enter the hall, and turn right. Go forward a bit
    and turn left. You should see a panel on the wall near the door. Attach the
    Door Decoder to it.
    
    ---------
    R-Tracker
    ---------
      Collect the R-Tracker and select it. A radar display will appear, and the 
    yellow is the object you should collect. Go through the new door you just 
    unlocked and take a left after you pass the first hall on your left. Continue 
    through the hall to find the IR Scanner on the ground.
    
    ----------
    IR Scanner
    ----------
      Pick up the IR Scanner but don't equip it yet. Go through the door you 
    unlocked with the decoder and take a left into the first hall you see. 
    Continue on to reach a dead end. Take out the IR Scanner and search the wall 
    for the secret door. The door will show up brighter on the scanner than the 
    rest of the wall.
    
    -------------
    X-Ray Scanner
    -------------
      Collect the X-Ray Scanner and go through that secret door you just found.
    Keep going until you reach a small room. Put on the scanner and look around
    the room for the two switches. Activate them to turn off the laser grid.
    
    --------
    Disguise
    --------
      Pick up the suitcase and equip the disguise. Remember the computer room from 
    the CamSpy test? Enter that room from the duct again. Walk up to Grimshaw, and 
    he will give the Cloaking Device if you have the disguise on.
    
    ---------------
    Cloaking Device
    ---------------
      Collect the Cloaking Device but don't activate it now. Go past the room with 
    the laser grid to find a hallway with a camera at the end of it. Activate the 
    Cloaking Device and walk by the camera. Go through the door to reach Daniel's 
    office. Walk up to him, and he'll state that you have completed the device 
    training.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     =-   4)   WEAPONS                                                        -=
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    This section contains information about the weapons.
    
    NOTE: The damage ratings for the weapons are based on a 100% handicap in the 
          Combat Simulator.
    
    NOTE: If you hit an enemy in a place other than the head or chest, the damage 
          applies to the "Other" rating.
    
    ---------------
    Fists (Unarmed)
    ---------------
    Primary Function: Punch
    Secondary Function: Disarm
    
    Head: 1/20 -- None
    Chest: 1/20 -- None
    Other: 1/20 -- None
    
      When all else fails, punch! Although punching does little damage, you don't 
    need anything to use it. When you punch a human opponent, their screen will 
    become blurry (like if you were hit with a Tranquilizer). The more you punch 
    them, the blurrier their screen will be.
    
      If you want to steal an enemy's weapon, you can take it. Set it to Disarm 
    and punch the guard. The weapon will fall to the ground, and you can use it.
    
    --------
    Falcon 2
    --------
    Designer: Carrington Institute
    Primary Function: Single Shot
    Secondary Function: Pistol Whip
    Holds: 8
    Reserve: 800
    
    Head: 1/2 -- 1/12
    Chest: 1/4 -- 1/12
    Other: 1/8 -- 1/12
    
      You start out with this handgun (or its variants) on many of your missions. 
    While it may seem pretty basic, its accuracy is very high. The Falcon 2 is 
    also equipped with a laser (which is pretty useless).
    
      The Pistol Whip works similar to punching, but it does a bit more damage. 
    Sneak up on enemies and knock them out with it.
    
    -------------------
    Falcon 2 (Silencer)
    -------------------
    Designer: Carrington Institute
    Primary Function: Single Shot
    Secondary Function: Pistol Whip
    Holds: 8
    Reserve: 800
    
    Head: 1/2 -- 1/12
    Chest: 1/4 -- 1/12
    Other: 1/8 -- 1/12
    
      This variant of the Falcon 2 is primarily used for stealth. Because it makes 
    such little noise, you can easily take out guards without having to worry 
    about attracting the attention of nearby guards.
    
    ----------------
    Falcon 2 (Scope)
    ----------------
    Designer: Carrington Institute
    Primary Function: Single Shot
    Secondary Function: Pistol Whip
    Holds: 8
    Reserve: 800
    Scope: 1.00x-2.00x
    
    Head: 1/2 -- 1/12
    Chest: 1/4 -- 1/12
    Other: 1/8 -- 1/12
    
      The last Falcon 2 variant is useful for shooting opponents from a longer 
    range. Like the other two, it has great accuracy.
    
    --------
    MagSec 4
    --------
    Designer: Chesluk Industries
    Primary Function: Single Shot
    Secondary Function: 3-round Burst
    Holds: 9
    Reserve: 800
    Scope: 1.00x-2.40x
    
    Head: 1/2
    Chest: 1/4
    Other: 1/8
    
      The MagSec 4 is not a great weapon mainly because its accuracy is horrible, 
    especially when shooting at an opponent at a long range. Crouching can help 
    the accuracy a little.
    
      The MagSec's 3-Round Burst can be very useful. It fires three rounds just 
    with one press of the trigger button. Use this function to damage opponents at 
    close-range.
    
    ------
    Mauler
    ------
    Designer: Skedar
    Primary Function: Single Shot
    Secondary Function: Charge-up Shot
    Holds: 20
    Reserve: 800
    
    Head: 1/2 -- Fatal
    Chest: 1/4 -- Fatal
    Other: 1/7 -- Fatal
    
      You'll find that most of the Skedar you encounter will be carrying a Mauler. 
    The Single Shot function is not very powerful, but its charged shot is.
    
      The secondary function takes up to five rounds and forms it into one 
    powerful blast. Just be careful using it because reloading while having this 
    function on can result in actually losing ammunition.
    
    -------
    Phoenix
    -------
    Designer: Maian
    Primary Function: Single Shot
    Secondary Function: Explosive Shells
    Holds: 8
    Reserve: 800
    
    Head: 1/2 -- Fatal
    Chest: 1/4 -- 1/2
    Other: 1/8 -- 1/4
    
      This Maian pistol can use two different types of shots. The Single Shot 
    simply fires a small laser. You're better off using the Explosive Shells. 
    
      Explosive Shells is where the Phoenix shines. The Phoenix fires a laser that 
    creates a small explosion upon impact. Great for taking out guards and their 
    shields.
    
    ------------
    DY357 Magnum
    ------------
    Designer: dataDyne
    Primary Function: Single Shot
    Secondary Function: Pistol Whip
    Holds: 6
    Reserve: 200
    
    Head: Fatal -- 1/12
    Chest: 1/2 -- 1/12
    Other: 1/4 -- 1/12
    
      The DY357 is a very powerful handgun. Unfortunately, its fire rate is very 
    slow, and its magazine is lower in comparison to the other weapons. Unlike 
    other weapons, it does not fire as soon as you press the trigger button. 
    
      Like the Falcon 2, it comes with a Pistol Whip for knocking out foes.
    
    --------
    DY357-LX
    --------
    Designer: dataDyne
    Primary Function: Single Shot
    Secondary Function: Pistol Whip
    Holds: 6
    Reserve: 200
    
    Head: Fatal -- 1/12
    Chest: Fatal -- 1/12
    Other: Fatal -- 1/12
    
      This gold-plated version of the DY357 is Trent's personal weapon. It kills 
    anyone with one shot, regardless of where you hit them.
    
    ------
    CMP150
    ------
    Designer: dataDyne
    Average Fire Rate: 900 RPM
    Primary Function: Rapid Fire
    Secondary Function: Follow Lock-On
    Holds: 32
    Reserve: 800
    
    Head: 1/2
    Chest: 1/4
    Other: 1/8
    
      The CMP150 is what you'll find on almost every guard in the beginning of the 
    game. It's quiet, accurate, and fires quickly. Make use of it.
    
      The Follow Lock-on function comes in handy. It tracks a target that you've 
    put the aiming target over. A red box appears around an enemy, indicating that 
    the gun has locked-on to that target. Use this to dispose of enemies without 
    wasting a lot of ammo.
    
    -------
    Cyclone
    -------
    Designer: Chesluk Industries
    Average Fire Rate: 900 RPM
    Primary Function: Rapid Fire
    Secondary Function: Magazine Discharge
    Holds: 50
    Reserve: 800
    
    Head: 1/3
    Chest: 1/6
    Other: 1/10
    
      The Cyclone has a good fire rate and fairly good accuracy. And it also has 
    one of the strangest reload animations in the game.
    
      The Magazine Discharge, while not quite as accurate, shoots whatever is left 
    in the magazine out. Because its shots spread out more, use this function to 
    take out a group of guards.
    
    ------------
    Callisto NTG
    ------------
    Designer: Maian
    Average Fire Rate: 900 RPM / 300 RPM
    Primary Function: Rapid Fire
    Secondary Function: High Impact Shells
    Holds: 32
    Reserve: 800
    
    Head: 1/2 -- Fatal
    Chest: 1/4 -- 1/2
    Other: 1/7 -- 1/4
    
      The Callisto NTG is useful for getting rid of those pesky Skedar in the Solo 
    Missions. The accuracy on this submachine gun is decent.
    
      The High Impact Shells easily penetrates through objects, and it's also a 
    bit more powerful. But the fire rate is slower than when set on Rapid Fire.
    
    -------
    RC-P120
    -------
    Designer: Chesluk Industries
    Average Fire Rate: 1,100 RPM
    Primary Function: Rapid Fire
    Secondary Function: Cloak
    Holds: 120
    Reserve: 800
    
    Head: 1/2
    Chest: 1/4
    Other: 1/7
    
      The RC-P120 is just as insanely powerful as the RC-P90 was in GoldenEye. 
    Huge magazine, good accuracy, and a short reload time. And to top everything 
    off, it even comes with cloaking!
    
      The ammunition can be used to power a prototype Cloaking Device. But the 
    catch is that the Cloaking Device uses up ammo even faster than Rapid Fire. As 
    with the regular Cloaking Device, shooting results in losing your cloaking 
    field for a short amount of time.
    
    ----------
    Laptop Gun
    ----------
    Designer: Carrington Institute
    Average Fire Rate: 1,000 RPM
    Primary Function: Burst Fire
    Secondary Function: Deploy as Sentry Gun
    Holds: 50
    Reserve: 800
    Scope: 1.00x-2.00x
    
    Head: 1/2
    Chest: 1/4
    Other: 1/7
    
      Another useful weapon to add to your arsenal. It looks like a laptop 
    computer (and it can even boot up like one), and it can unfold into a 
    submachine gun with decent accuracy and a scope.
    
      The unique feature is that it can also turn into a Sentry Gun. The Sentry 
    Gun will attack any enemy moves by it, so it's a deadly weapon when available 
    in multiplayer. Remember that the Sentry Gun uses whatever ammunition was left 
    in it when you deployed it. So once it's out of ammo, you can pick it up and 
    reload it. Activate the "Unlimited Ammo -- Laptop Sentry Gun" cheat to 
    eliminate this problem. 
    
      The downside to its secondary function is that there can be only one Sentry 
    Gun deployed at a time. If you set up another one, the first one put down will 
    self-destruct.
    
    ------
    Dragon
    ------
    Designer: dataDyne
    Average Fire Rate: 700 RPM
    Primary Function: Rapid Fire
    Secondary Function: Proximity Self-Destruct
    Holds: 30
    Reserve: 400
    Scope: 1.00x-2.00x
    
    Head: 1/2
    Chest: 1/4
    Other: 1/7
    
      This is a fairly good assault rifle. Although it comes equipped with a
    scope, the Dragon is better used for shooting targets at close-range.
    
      Hidden in the Dragon is a proximity explosive. Toss the weapon on the ground 
    and watch it explode in someone's face when they walk by it. Because you can't 
    tell the difference between a Dragon lying on the ground and its proximity 
    function, it makes an excellent trap in multiplayer. But if there's a Threat 
    Detector available, anyone can see if it is set on self-destruct.
    
    ----------
    K7 Avenger
    ----------
    Designer: dataDyne
    Average Fire Rate: 950 RPM
    Primary Function: Burst Fire
    Secondary Function: Threat Detector
    Holds: 25
    Reserve: 400
    Scope: 1.00x-3.00x
    
    Head: 1/2
    Chest: 1/3
    Other: 1/6
    
      The K7 Avenger has a cool appearance, and it's a decent assault rifle. It 
    can fire 25 rounds in less than 3 seconds, which causes the problem of having 
    to reload frequently. Its accuracy is not too bad, and it seems to go through 
    shields easily because it fires so fast.
    
      The Threat Detector is great when you play multiplayer games with mines and 
    other explosives. It creates boxes around the explosives, so you can tell what 
    to avoid. It is also useful to tell if a Dragon is set on Proximity Self-
    Destruct. 
    
    ----
    AR34
    ----
    Designer: Carrington Institute
    Average Fire Rate: 750 RPM
    Primary Function: Burst Fire
    Secondary Function: Use Scope
    Holds: 30
    Reserve: 400
    Scope: 1.00x-3.00x
    
    Head: 1/2
    Chest: 1/3
    Other: 1/6
    
      The AR34 is a great weapon to use. Unlike the Avenger, it doesn't use up its 
    entire magazine quickly. Its accuracy isn't the greatest, so crouch down if 
    you're trying to snipe someone.
    
      The Use Scope function is not that useful. It allows you to run while having 
    the scope zoomed in at 3.00x.
    
    -----------
    SuperDragon
    -----------
    Designer: dataDyne
    Average Fire Rate: 700 RPM
    Primary Function: Rapid Fire
    Secondary Function: Grenade Launcher
    Holds: 30/6
    Reserve: 400/40
    
    Head: 1/2
    Chest: 1/4
    Other: 1/7
    
      The SuperDragon is useful in many situations. This assault rifle is mostly 
    the same as the Dragon, except for its secondary function.
    
      Instead of a proximity mine, it's equipped with a small grenade launcher. 
    The Grenade Launcher is very useful for taking out a group of guards that are 
    close together.
    
    -------
    Shotgun
    -------
    Designer: dataDyne
    Primary Function: Shotgun Fire
    Secondary Function: Double Blast
    Holds: 9
    Reserve: 100
    
    Head: Fatal
    Chest: 1/2
    Other: 1/3
    
      The Shotgun is all about power. Each time you press the trigger button, it 
    fires a spray of shots. While it is powerful, the Shotgun has one of the 
    longest reload times of any weapon in the game. Remember that pressing the 
    trigger button while reloading will stop the auto-reload.
    
      Set it to Double Blast, and you should have little trouble stopping anyone. 
    Instead of one shell, it will simultaneously shoot two shells. 
    
    ------
    Reaper
    ------
    Designer: Skedar
    Maximum Fire Rate: 1,800 RPM 
    Primary Function: Reapage
    Secondary Function: Grinder
    Holds: 200
    Reserve: 800
    
    Head: 1/3
    Chest: 1/4
    Other: 1/7
    
      The Reaper the definition of inaccurate. This chain gun was created for use 
    by the Skedar, not humans. So you're going to have a tough time trying to be 
    accurate with it. Crouching helps steady the Reaper, but even then it is still 
    inaccurate.
    
      The Reapage function sprays bullets all over the place. While it boasts a 
    200-round clip, the Reaper uses it up in a matter of seconds. If someone 
    manages to get past all of the fire, you can set it to Grinder and cut up 
    anyone that walks by you.
    
    ------------
    Sniper Rifle
    ------------
    Designer: Carrington Institute
    Primary Function: Single Shot
    Secondary Function: Crouch
    Holds: 8
    Reserve: 400
    Scope: 1.00x-30.00x
    
    Head: 1/2
    Chest: 1/4
    Other: 1/7
    
      The Sniper Rifle is silent and has a very high-powered zoom. You can use C-
    Up and C-Down to adjust how far you want to zoom in. It cannot fire as fast as 
    many other weapons, so never use it in close-range combat.
    
      Because of the special scope, you can only crouch down using the secondary 
    function. The Sniper Rifle has incredible accuracy, so crouch to make use of 
    it. Once you've already crouched down, select the function again to get back 
    up.
    
    --------------
    FarSight XR-20
    --------------
    Designer: Maian
    Primary Function: Rail-Gun Effect
    Secondary Function: Target Locator
    Holds: 8
    Reserve: 100
    
    Head: Fatal
    Chest: Fatal
    Other: Fatal
    
      The FarSight allows you take an opponent from practically anywhere in the 
    level. Its shots go through anything, and it has an X-Ray scan whenever you 
    use its aiming mode. The downside to the FarSight is that it has a very slow 
    fire rate.
    
      The Target Locator tracks an enemy uses its X-Ray scan. This makes it easy 
    to take out stationary targets, but if the target is moving, you'll have a 
    problem. It can find a target quicker if you aim the FarSight in the general 
    direction of that target.
    
    ----------
    Devastator
    ----------
    Designer: dataDyne
    Primary Function: Grenade Launcher
    Secondary Function: Wall Hugger
    Holds: 8
    Reserve: 40
    
    Head: Fatal
    Chest: Fatal
    Other: Fatal
    
      This is a recent dataDyne creation with a lot of power. The Primary Function 
    launches a grenade that simply explodes when it comes in contact with the 
    ground.
    
      The Wall Hugger is a great death trap for multiplayer. The grenade will 
    stick to almost any surface (even people!). Then after 2-3 seconds, the 
    grenade will drop to the ground and explodes on impact.
    
    ---------------
    Rocket Launcher
    ---------------
    Designer: dataDyne
    Primary Function: Rocket Launch
    Secondary Function: Targeted Rocket
    Holds: 1
    Reserve: 3
    
    Head: Fatal
    Chest: Fatal
    Other: Fatal
    
      This weapon kills almost anyone that gets hit by it, even if they have a 
    shield. Be careful using this in enclosed areas, it's very easy to take damage 
    or kill yourself with a rocket.
    
      The lock-on system in the Rocket Launcher works much like the one on the 
    CMP150. Pick a target with the crosshair and launch a homing rocket at 'em. 
    Because it travels slower than the standard rocket, it can easily hit a wall 
    and explode. So make sure you time your shots well.
    
    ------
    Slayer
    ------
    Designer: Skedar
    Primary Function: Rocket Launch
    Secondary Function: Fly-by-Wire Rockets
    Holds: 1
    Reserve: 3
    
    Head: Fatal
    Chest: Fatal
    Other: Fatal
    
      This weapon is the Skedar's take on the Rocket Launcher. The Rocket Launch 
    launches a simple rocket. Set it to Fly-by-Wire for some real fun.
    
      The Fly-by-Wire mode allows you to manually move the rocket. You can use A, 
    B, L, or R to slow it down to maneuver it easier. The rocket will explode 
    either on contact or whenever you press the trigger button.
    
      The major weakness of Fly-by-Wire is that you cannot move your character. 
    This makes you vulnerable to any attack from an opponent. Make sure you know 
    where everyone before hand, so you don't get ambushed. 
    
    ------------
    Combat Knife
    ------------
    Designer: dataDyne
    Primary Function: Knife Slash
    Secondary Function: Throw Poison Knife
    Holds: 1
    Reserve: 10
    
    Head: 1/2 -- 1/2 (w/ Poison)
    Chest: 1/2 -- 1/4 (w/ Poison)
    Other: 1/2 -- 1/6 (w/ Poison)
    
      The Combat Knife is a combo of GoldenEye's Hunting Knife and Throwing Knife. 
    The Primary Function allows you slash someone with the knife. The slash can 
    also instantly destroy glass.
    
      Switch to secondary to throw a poisonous knife. Because of its poison, it 
    will gradually damage anyone who is hit by it. If you miss throwing a knife at 
    someone, you can pick the knife up and use it again. 
    
    --------
    Crossbow
    --------
    Designer: Unknown
    Primary Function: Sedate
    Secondary Function: Instant Kill
    Holds: 5
    Reserve: 69
    
    Head: 1/2 -- Fatal
    Chest: 1/4 -- Fatal
    Other: 1/7 -- Fatal
    
      The Crossbow is designed more for stealth than for close combat. The Primary 
    Function fires a drugged shot, which either knocks someone out or damages 
    them. The reload is similar to the Shotgun's, so take cover while reloading.
    
      If you're forced into close combat, set it to Instant Kill. As the name 
    says, whoever gets hit by it dies. If you miss, you can pick the bolt up and 
    use it another time.
    
    ------------
    Tranquilizer
    ------------
    Designer: Unknown
    Primary Function: Sedate
    Secondary Function: Lethal Injection
    Holds: 8
    Reserve: 200
    
    Head: 1/8 -- Fatal
    Chest: 1/16 -- Fatal
    Other: 1/32 -- Fatal
    
      The Tranquilizer is typically used by bio technicians. Sedate works like it 
    did with the Crossbow. Because it causes so little damage, don't make it your 
    main weapon in combat. The Tranquilizer's Sedate has another interesting 
    effect.
    
      If you hit someone (or if you get hit) about 3-4 times, the screen becomes 
    very blurry and makes it nearly impossible to move around. The effect 
    gradually wears off, but it can really be annoying.
    
      Lethal Injection takes 4 sedatives and combines it into a lethal dose that 
    causes instant death. You have use it right up against someone in order to 
    inject him/her.
    
    -----
    Laser
    -----
    Designer: Carrington Institute
    Primary Function: Pulse Fire
    Secondary Function: Short Range Stream
    Holds: N/A
    Reserve: Unlimited
    
    Head: 1/2
    Chest: 1/4
    Other: 1/8
    
      This wrist-mounted laser isn't too bad overall. Because it is an energy 
    weapon, it does not require ammunition in order to fire. The Pulse Fire 
    setting fires a laser with decent power over a long range.
    
      When set on Short Range Stream, it fires a smaller continual beam as long as 
    you hold the trigger button. It takes a while for it to take out an opponent 
    (especially if they have a shield), so just stick with using Pulse Fire. The 
    beam is useful for moving around ammo crates in multiplayer.
    
    -------
    Grenade
    -------
    Designer: Unknown
    Primary Function: 4-Second Fuse
    Secondary Function: Proximity Pinball
    Holds: 1
    Reserve: 12
    
      This grenade works same as it did in GoldenEye. Pull the pin and throw it. 
    You can also hold the grenade and throw it later.
    
      The Proximity Pinball can be deadly. This special grenade will bounce around 
    the room with a yellow stream of smoke behind it. Whenever someone (including 
    you) walks near it, it will explode.
    
    ------
    N-Bomb
    ------
    Designer: Unknown
    Primary Function: Impact Detonation
    Secondary Function: Proximity Detonation
    Holds: 1
    Reserve: 10
    
      The Neutron Bomb can be useful to annoy people, just like the Tranquilizer. 
    Once the N-Bomb detonates, it creates a large black sphere instead of an 
    explosion. It doesn't do that much damage in multiplayer, but it does make 
    your vision blurry. It also darkens the room when one detonates.
    
      You can set it so it either detonates on impact or detonates whenever 
    someone walks by it. Set a couple on proximity and place them around doors and 
    halls to surprise someone.
    
    ----------
    Timed Mine
    ----------
    Designer: Unknown
    Primary Function: Timed Explosive
    Secondary Function: Threat Detector
    Holds: 1
    Reserve: 10
    
    Head: Fatal
    Chest: Fatal
    Other: Fatal
    
      This mine works the same way as the grenade. Throw it onto a surface, wait 
    about four seconds, and it will explode. Time your throwing carefully so your 
    target doesn't get past the mine's explosion.
    
      The Threat Detector is same one found on the K7 Avenger. It identifies any 
    explosives that in the room. Unlike the K7, though, you cannot use the mine 
    while it is set on its secondary function.
    
    --------------
    Proximity Mine
    --------------
    Designer: Unknown
    Primary Function: Proximity Explosive
    Secondary Function: Threat Detector
    Holds: 1
    Reserve: 10
    
    Head: Fatal
    Chest: Fatal
    Other: Fatal
    
      The ultimate multiplayer death trap. Set these up around frequently used 
    doors or hallways. Whenever someone walks by, the mines will detonate on 
    him/her.
    
      Another Threat Detector is equipped on this mine. Works the same as the 
    other ones do.
    
    -----------
    Remote Mine
    -----------
    Designer: Unknown
    Primary Function: Remote Explosive
    Secondary Function: Detonate
    Holds: 1
    Reserve: 10
    
    Head: Fatal
    Chest: Fatal
    Other: Fatal
    
      Just like they were in GoldenEye. Throw them on a surface and detonate them 
    at your leisure. Like the other two mines, you can throw them on someone. Now 
    you can take your friend hostage in multiplayer and threaten to detonate them 
    if he moves!
    
      The secondary function does just what it says, detonates any remote mines 
    you have put out. Just like GoldenEye, pressing A and B at the same time 
    detonates the mines.
    
    -------------
    Psychosis Gun
    -------------
    Designer: Area 51
    Primary Function: Infect
    Secondary Function: None
    Holds: 8
    
    Head: None
    Chest: None
    Other: None
    
      The Psychosis Gun looks identical to the Tranquilizer but works very 
    differently. The shots it fires warps the mind of whoever it hits, but it 
    won't cause any damage. Whenever it hits an enemy, that enemy will attack 
    other soldiers.
    
      This weapon works best when used against soldiers that carry special weapons 
    (like the guard with the double MagSecs in Area 51). You have very little ammo 
    to use with the Psychosis Gun, so make use of every shot.
    
    ---------------------------
    Classic (GoldenEye) Weapons
    ---------------------------
      You can access these weapons from GoldenEye by earning gold medals on 
    certain weapons in the Firing Range. Remember that you cannot use these in 
    multiplayer. You can only have them in the Solo Missions. 
    
      All of the classic weapons use the red crosshair from GoldenEye, even if you 
    do not have the Classic Sight cheat activated. 
    
    ----
    PP9i
    ----
    GoldenEye Version: PP7
    Primary Function: Single Shot
    Secondary Function: None
    Holds: 7
    Reserve: 800
    
    ----
    CC13
    ----
    GoldenEye Version: DD44 Dostovei
    Primary Function: Single Shot
    Secondary Function: None
    Holds: 8
    Reserve: 800
    
    -------
    KLO1313
    -------
    GoldenEye Version: Klobb
    Primary Function: Rapid Fire
    Secondary Function: None
    Holds: 20
    Reserve: 800
    
    -----------
    KF7 Special
    -----------
    GoldenEye Version: KF7 Soviet
    Primary Function: Burst Fire
    Secondary Function: None
    Holds: 30
    Reserve: 400
    
    ---------
    ZZT (9mm)
    ---------
    GoldenEye Version: ZMG (9mm)
    Primary Function: Rapid Fire
    Secondary Function: None
    Holds: 32
    Reserve: 800
    
    ---
    DMC
    ---
    GoldenEye Version: D5K Deutsche
    Primary Function: Rapid Fire
    Secondary Function: None
    Holds: 30: 800
    
    ----
    AR53
    ----
    GoldenEye Version: AR33
    Primary Function: Burst Fire
    Secondary Function: None
    Holds: 30
    Reserve: 400
    
    ------
    RC-P45
    ------
    GoldenEye Version: RC-P90
    Primary Function: Rapid Fire
    Secondary Function: None
    Holds: 80
    Reserve: 800
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     =-   5)   FIRING RANGE                                                   -=
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    This section tells you how to get the medals in the Firing Range.
    
    ---------------------
    Accessing the Weapons
    ---------------------
      There are two different methods to accessing the weapons in the Firing 
    Range. One can be easier than the other method.
    
      The first method is getting it in the Solo Missions. All you have to do is 
    collect the weapon, and it will appear in the Firing Range.
    
      The second method can be more difficult. For this one, you have to complete 
    certain Challenges in the Combat Simulator.
    
    -------------------
    The Easy Way to Win
    -------------------
      Is trying to get that one medal impossible to you? Here's a way to get it. 
    It's cheap, but you can use it if you like.
    
      Select either Bronze or Silver for the Laptop Gun from the Weapon menu. 
    Before the buzzer stops, use its secondary function. Once the gun begins to 
    fold up into a Sentry Gun, press Start and abort the test.
    
      Now, quickly hit Start and pick the weapon and difficulty you want to beat. 
    If you wait a couple seconds, the Sentry Gun will be tossed into whatever 
    direction you're facing. It will help you complete whatever test you had 
    selected. 
    
    --------
    Falcon 2
    --------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 120
    
      1  2  3
    
      3 targets face you, and they don't move. A target breaks after receiving 8 
    shots, and a new one appears. Not difficult.
    
    Silver
    Time: 15 seconds
    Ammo: Unlimited
    Targets: None
    Score: 80
    
       <->   1
    
      1 target moves side-to-side and turns away from when it stops. 8 shots break 
    a target, and a new appears moving the same way as the first. Shoot the target 
    repeatedly while it's to the other side.
    
    Gold
    Time: 10 seconds
    Ammo: 24
    Targets: None
    Score: 170
    
       - - - 2
      |      |
      3 -    |
         |   |
         |   |
           - 1
    
      3 targets move in an L-shaped pattern counterclockwise while facing you. 
    They also break after 8 shots. Before the clock starts, aim your crosshair at 
    the bull's-eye of 1. Then quickly fire an entire clip into that target. Reload 
    and fire all/most of your clip into target 3. Reload again and fire into 
    target 2. 
    
    -------------------
    Falcon 2 (Silencer)
    -------------------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 120
    
      1
    
      One target that just flips. Fire a clip at the bull's-eye when you see it. 
    After 8 shots, it will break and another one appears beside it. Fire at it 
    when it flips to you.  
    
    Silver 
    Time: 2 minutes
    Ammo: Unlimited
    Targets: 3
    Score: 30
    
      7  8  9
      4  5  6
      1  2  3
    
      Nine targets that flip, each one breaks after taking 1 shot. Just aim for 
    the bull's-eye on three targets, and you should be fine.
    
    Gold 
    Time: 30 seconds
    Ammo: Unlimited
    Targets: 3
    Score: 80
    
       <->  3
       <->  2
       <->  1
    
      Three targets that move side-to-side and flip when they stop. They break 
    after about 12 hits. You have unlimited ammo, so just unload a clip each time 
    they move to the other side.
    
    ----------------
    Falcon 2 (Scope)
    ----------------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 120
    
      1
    
      One target that doesn't move and breaks after 8 shots. Another target will 
    appear after breaking one. Just zoom in and keep shooting at the targets.
    
    Silver 
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 120
    Minimum Accuracy: 80%
    
      1- - - 
      |     |
      |     |
       - - - 
    
      One target that moves in a clockwise square and breaks after 7 shots. When 
    it's moving in the back, it moves much slower. There are only two replacement 
    targets, so don't mess up your shots too much. Aim and fire towards the center 
    of the target when it's moving in the back. You accuracy should be OK if you 
    shoot it that way.
    
    Time: 10 seconds
    Ammo: 8
    Targets: None
    Score: 80
    
      1 <->
    
      One target that moves side-to-side and stops when it reaches a side. Every 
    shot you make has to be a bull's-eye or else you'll have to start over. Shoot 
    the bull's-eye once before the buzzer goes off. Then strafe with the target 
    and shoot it 2-3 (preferably 3) times when it stops.
    
    --------
    MagSec 4
    --------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 135
    
           1
    
      One target that just flips and breaks after 8 shots. Crouch and aim for the 
    bull's-eye. Or set it to 3-Round Burst if you want to make this test go 
    quicker.
    
    Silver 
    Time: 2 minutes
    Ammo: 18
    Targets: None
    Score: 135
    
      5  6  7
      2  3  4
      1 <->  
    
      Seven targets that flip and break after 3 hits, and target 1 moves side to 
    side in hopes of blocking your shots. Don't use the 3-Round Burst. Because you 
    have limited ammo, crouch down and shoot the bull's-eye. After breaking the 
    target, move to the next and shoot that one. Keep repeating this. 
    
    Gold 
    Time: 12 seconds
    Ammo: Unlimited
    Targets: 4
    Score: 80
    
      3- - -4
      |     |
      |     |
      1- - -2
    
      Four targets that move in a counterclockwise square pattern at the same 
    time. They also flip and break after taking 3 hits. Because these targets are 
    not replaced, you'll have to at least try to aim for the center. Shoot at 2 
    and shoot at the other ones as they come by. 
    
    ------
    Mauler
    ------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 200
    
      1
    
      One target that moves forward and backward and breaks after 20 hits. Just 
    hold down the trigger button and aim for the center.
    
    Silver 
    Time: 2 minutes
    Ammo: 50
    Targets: 8
    Score: None
    
      6  7  8
      4     5
      1  2  3
    
      Eight targets that move in a counterclockwise square pattern. Simply fire a 
    fully charged shot into each target. As long as you don't miss, you should 
    have enough ammo to take them all out.
    
    Gold 
    Time: 15 seconds
    Ammo: 35
    Targets: 6
    Score: None
    
      4  5  6
      1  2  3
    
      Six targets that flip and break after 5 hits (or a charged shot). Let the 
    Mauler charge up before the buzzer. Fire a charged shot into 3. Then fire one 
    into 6 when it flips to you. Then quickly fire 2 shots into 2.
    
      Fire a charged shot into 1. Reload. Then fire a charged shot at 4 when it 
    flips to you. As soon as you shoot at 4, fire at 2. If you're quick enough, 2 
    should be destroyed. Shoot the last charged shot into 5.
    
    -------
    Phoenix
    -------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 90
    
      2- - - 
      |     |
      |     |
       - - -1
    
      Two targets that move in a clockwise pattern and flip away when they move. 
    Just fire rapidly whenever they flip to you.
    
    Silver 
    Time: 2 minutes
    Ammo: 18
    Targets: 9
    Score: None
    
     <->  3
     <->  2
     <->  1
    
      Three targets that move side-to-side. Fire Explosive Shells at them to break 
    them. A new target will appear for each one that is destroyed. It should only 
    take two Explosive Shells at the most to break one. Sometimes it may only take 
    one.
    
    Gold 
    Time: 20 seconds
    Ammo: 3
    Targets: 6
    Score: None
    
     5 <-> 6
     3 <-> 4
     1 <-> 2
    
      Six targets that move side-to-side. You have to break two targets with one 
    Explosive Shell when they cross each other. Have the shot reach the two 
    targets when they cross in the middle. The explosion from the shot should 
    break both of them. Do the same for the other two pairs. 
    
    ------------
    DY357 Magnum
    ------------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 90
    
      1
    
      One target that just flips and doesn't move. Shoot the bull's-eye each time 
    it flips to you. 
    
    Silver 
    Time: 2 minutes
    Ammo: 3
    Targets: None
    Score: 80
    
      7  8  9
      4  5  6
      1  2  3
    
      Nine targets that don't flip or move. This test shows how the magnum bullets 
    can penetrate through multiple targets. Stand directly in front of 1, 2, or 3. 
    Move so that you don't see any parts of the two targets behind it. Aim for the 
    bull's-eye and fire. You should get a bull's-eye on all three targets there. 
    Do the same for the other two groups.
    
    Gold 
    Time: 12 seconds
    Ammo: 5
    Targets: None
    Score: 50
    
      7  8  9
      4  5  6
      1  2  3
    
      Nine targets that flip in two groups. While the buzzer is going off, stand 
    in front of a target and aim for the center. Fire when they flip towards you, 
    and all three targets should break. Then just fire at the bull's-eye on the 
    other targets. You should be able to get the 50 points if you aim well.
    
    --------
    DY357-LX
    --------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 90
    
      1- - - 
      |     |
      |     |
       - - - 
     
      One target that moves in a square pattern and stops at each corner.
    The target breaks after taking six hits, and it's replaced by another target. 
    
    Silver 
    Time: 30 seconds
    Ammo: Unlimited
    Targets: None
    Score: 200
    
       <-> 3
     1 <-> 2
    
      Three targets move side-to-side. They all cross in the middle, and your 
    shots can penetrate through all three. So shoot them when they cross the 
    middle. Remember that the DY357 fires a little bit after you press the trigger 
    button.
    
      Once they take six hits, another three will appear farther away. Shoot the 
    targets when they cross in the middle.
    
    Gold 
    Time: 50 seconds
    Ammo: 12
    Targets: None
    Score: 100
    
      <-> 1
    
      One target that moves side-to-side and flips when it reaches a side. You 
    have to have great accuracy to complete this test. You have to get at least 8 
    bull's-eyes and 4 Zone 1 hits. 
    
      Stand in the center and try to fire at the bull's-eye each time it makes a 
    pass (except when you have to reload). This can be difficult, so don't expect 
    to beat this test on the first try.
    
    ------
    CMP150
    ------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 240
    
      1  2  3
    
      Three targets that flip. No strategy needed...
    
    Silver 
    Time: 2 minutes
    Ammo: 80
    Targets: 4
    Score: None
    
      3- - -4
      |     |
      |     |
      1- - -2
    
      Four targets that move in a clockwise square pattern, and they flip whenever 
    they move. They break after taking 12 hits. Use the lock-on system to help you 
    out. Not difficult, but remember not to waste too many shots.
    
    Gold 
    Time: 20 seconds
    Ammo: Unlimited
    Targets: 6
    Score: 350
    
      3- - - 
      |     |
      |     |
      1- - -2
    
      Three targets that move in a counterclockwise pattern and break after taking 
    12 hits (then it's replaced). It's easy to break all six targets without 
    meeting the score requirement, so use the Follow Lock-on function to help. You 
    can reset what targets the gun is locked-on to by tapping R.
    
    -------
    Cyclone
    -------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 750
    
      1  2  3
    
      Three stationary targets. Not hard, is it?
    
    Silver 
    Time: 20 seconds
    Ammo: Unlimited
    Targets: 5
    Score: None
    
      1   
          
         2
    
      Two targets that move forward and backward. About 25 hits will break a 
    target and another target will replace it. Don't use Magazine Discharge, just 
    stick with Rapid Fire.
    
    Gold 
    Time: 18 seconds: Unlimited
    Targets: 1
    Score: 400
    
         2   
             
      1 <-> 3
    
      Targets 1 and 3 move side-to-side, one is slower than the other. Target 2 
    won't do anything. Stand in the center and aim for 2. Then just keep firing 
    and reloading. You should be able to finish the test in less than 10 seconds 
    doing it that way.
    
    ------------
    Callisto NTG
    ------------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 480
    
      4  5  6
             
      1  2  3
    
      Six stationary targets. Simple.
    
    Silver 
    Time: 30 seconds
    Ammo: Unlimited
    Targets: 1
    Score: None
    
      4 <->  
             
      1  2  3
    
      Targets 1-3 don't move and stay flipped away from you. Target 4 is what you 
    should go after. Switch to High Impact Shells. Those shots will travel through 
    the front three targets. So just fire at 4, even if it's behind a target. It 
    will eventually break.
    
    Gold 
    Time: 20 seconds
    Ammo: Unlimited
    Targets: 2
    Score: 250
    
      6  7  8
      4     5
      1  2  3
    
      Eight targets that flip in two groups. Stand in front of a target and wait 
    for it to flip at you. Then use Rapid Fire on it. If you didn't break it, wait 
    for it to flip back to you and fire at it. Do this to another target, and you 
    should complete the test.
    
    -------
    RC-P120
    -------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited: None
    Score: 1,000
    
         1
    
      One target in the center that doesn't do anything. Hold down the trigger 
    button and let the points rack up.
    
    Silver 
    Time: 20 seconds
    Ammo: Unlimited
    Targets: None
    Score: 300
    
      1  2  3
    
      The three targets will be facing away from you when this test starts out. 
    Switch to the Cloak function, and they'll turn towards you. Pick a target and 
    keep shooting at it until it turns around. Repeat this until you get the 
    required score.
    
    Gold 
    Time: 20 seconds
    Ammo: 180
    Targets: 9
    Score: None
    
      7  8  9
      4  5  6
      1  2  3
    
      Targets 1-3 will only turn around when you cloak. Cloak and wait for them to 
    turn. Go to target 1 and shoot it until it breaks. Quickly strafe and do the 
    same for 2 and 3.
    
      You won't have to cloak to get the other targets' attention. Take out the 
    rest of the targets and try not to miss too much.
    
    ----------
    Laptop Gun
    ----------
    Bronze
    Time: 30 seconds
    Ammo: Unlimited
    Targets: None
    Score: 750
    
      1  2  3
    
      Throw a Sentry Gun on the wall behind you towards the center. Wait a bit, 
    and you're done. 
    
    Silver 
    Time: 20 seconds
    Ammo: Unlimited
    Targets: 3 
    Score: 90
    
      1  2  3
    
      The three targets are facing away from you, and they'll never turn toward 
    you. Throw a Sentry Gun so it can fire on the front of the targets. Wait a 
    while, and you're done.
    
    Gold 
    Time: 15 seconds
    Ammo: 250
    Targets: 2
    Score: 750
    
      3- - - 
      |     |
      |     |
      1- - -2
    
      Three targets move in a counterclockwise manner. Throw a Sentry Gun around 
    the same spot as you did in the Bronze. It can complete this test for you. If 
    it doesn't, you can pick up the Laptop Gun and finish it yourself.
    
    ------
    Dragon
    ------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 450
    
      1  2  3
    
      Three targets that flip. Shoot 'em when they flip to you.
    
    Silver 
    Time: 10 seconds
    Ammo: 1
    Targets: 1
    Score: None
    
      1
    
      One target that moves forward and backward. Use the Dragon's Proximity Self-
    Destruct and throw it on the path of the target. When the target moves to it, 
    the Dragon will explode and should take the target out.
    
    Gold 
    Time: 15 seconds
    Ammo: Unlimited
    Targets: None
    Score: 500
    Minimum Accuracy: 90%
    
      3  4  5
             
      1 <-> 2
    
      Targets 1 and 2 move side-to-side, and targets 3-5 flip. Because 1 does not 
    flip and moves slower, you should shoot at it most of the time. Don't zoom in 
    and fire, just strafe with the target's movement and keep the crosshair 
    on/near the bull's-eye. 
    
    ----------
    K7 Avenger
    ----------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 375
    
      1
    
      One stationary target that breaks after taking 25 hits. Not hard...
    
    Silver 
    Time: 2 minutes
    Ammo: 4
    Targets: 4
    Score: None
    
      4  5  6
             
      1  2   
    
      Switch to the Threat Detector, and you'll notice that some targets have a 
    red box surrounding it. These targets explode when they get hit. So just hit 
    the exploding targets.
    
    Gold 
    Time: 15 seconds
    Ammo: 30
    Targets: 3
    Score: None
    
      1  2  3
    
      This test is very difficult. The three targets flip (target 2 flips a little 
    faster). You have to put 10 rounds into each target to break it. So not ONE 
    bullet can be wasted.
    
      Put 10 rounds into 2, then 1, and finish off 3. If you don't have 10 rounds 
    by the time you go after 3, you will have to start this over. Keep practicing 
    until you can fire the correct amount of bullets at the right time.
    
    ----
    AR34
    ----
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 450
    
      2     3
             
         1   
    
       The three targets simply move forward and backward, and they break after 30 
    hits. Simple.
    
    Silver 
    Time: 2 minutes
    Ammo: 120
    Targets: 9
    Score: None
    
      3- - - 
      |     |
      |     |
      1- - -2
    
      Three targets that move in a counterclockwise square pattern. A target 
    breaks after taking 10 hits. Because the AR34's accuracy at long range is not 
    good, just shoot the targets when they get close to you.
    
    Gold 
    Time: 20 seconds
    Ammo: Unlimited
    Targets: None
    Score: 500
    Minimum Accuracy: 100%
    
      1 <->
    
      You're probably thinking this is impossible because you have to get a 100% 
    accuracy rating, but it's not that hard. Stand a little bit to the right of 
    computer and crouch down twice. You may have to back up so you can see the 
    target.
    
      The target will stop when it reaches a side. When it stops, aim for the 
    bull's-eye and fire. When it reaches the other side, do the same. Keep 
    repeating this, and you should be fine.  
    
    -----------
    SuperDragon
    -----------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 450
    
       <->  1
    
      One target that moves side-to-side and breaks after 30 hits.
    
    Silver 
    Time: 2 minutes
    Ammo: 9/9
    Targets: 9
    Score: None
    
      7  8  9
      4  5  6
      1  2  3
    
      Nine targets that flip. Switch to the SuperDragon's Grenade Launcher to take 
    them out. It's a good idea to practice using it to used to the grenade 
    trajectory.
    
    Gold 
    Time: 30 seconds
    Ammo: 60/4
    Targets: 5
    Score: None
    
      3- - -4
      |  5  |
      1- - -2
    
      This one can be a pain. The four targets around 5 move in a counterclockwise 
    pattern and flip when they do so. You only have 60 bullets and 4 grenades to 
    complete this test. Remember the targets do not instantly break after coming 
    in contact with an explosion. It takes them a second or two to absorb the 
    damage.
    
      Put 10 rounds in 5 to break it. Now, you should take out the other 4 targets 
    with the 4 grenades. Stand directly in front of the computer. Move your 
    crosshair right on the bottom edge of 1 and launch a grenade at it. If you 
    fired early enough, the target should break. Do the same thing for 2.
    
      Here's the tricky part. Move the crosshair on the top edge of 3 and launch a 
    grenade. Make sure you launch it before the target reaches its position and 
    flips because it takes time for the grenade to reach the target. Do the same 
    for 4.
    
    -------
    Shotgun
    -------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 240
    
            1
    
      One target that breaks after getting hit with two shells and is then 
    replaced by another. Just set it to Double Blast to beat this quicker.
    
    Silver 
    Time: 30 seconds
    Ammo: Unlimited
    Targets: 9
    Score: None
    
      <-> 3
      <-> 2
      <-> 1
    
      Three targets that move side-to-side. They break after getting hit with one 
    shell and are also replaced by another target. You can break one at a time 
    with the Single Shot, or you can take two out with Double Blast if you can aim 
    it right. Either way, it's not hard.
    
    Gold 
    Time: 20 seconds
    Ammo: 30
    Targets: None
    Score: 170
    
      <->  1
    
      One target that moves side-to-side. Set it to Double Blast, strafe with the 
    target and shoot it as you do that. Make sure that you don't miss too often 
    because the Shotgun's long reload time will probably cause you to fail.
    
    ------
    Reaper
    ------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None: 1,000
    
      1  2  3
    
      Three stationary targets that flip. Practice using the Reaper on this test 
    to get used to its incredibly bad accuracy. Crouch down to try to help make it 
    a bit easier.
    
    Silver 
    Time: 30 seconds
    Ammo: Unlimited
    Targets: 18
    Score: None
    
         3   
            2
         1   
    
      The targets won't move in this test. Crouch twice to help steady your aim. 
    Just hold down the trigger button and take out all of the targets.
    
    Gold 
    Time: 30 seconds
    Ammo: Unlimited
    Targets: 1
    Score: 750
    
      3- - - 
      |     |
      |     |
      1- - -2
    
      The three targets move counterclockwise in a square. 1 and 3 move close 
    together, so there's a big gap between those targets and 2. It takes over 100 
    hits to break one target. Just concentrate your fire on one target.
    
      As usual, crouch down twice. Aim for the bull's-eye but with the Reaper's 
    accuracy, it probably won't hit it too often. It's difficult but practice more 
    if you can't beat it.
    
    ------------
    Sniper Rifle
    ------------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 120
    
      1  2  3
    
      Three targets way in the back of the Firing Range that break after 8 hits. 
    Just zoom in with the scope and fire at the targets.
    
    Silver 
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 120
    Minimum Accuracy: 90%
    
      1  2  3
    
      Three targets also in the back, but they flip this time. You can crouch down 
    if you want to improve your aim, but you don't have to.
    
    Gold 
    Time: 12 seconds
    Ammo: 15
    Targets: None
    Score: 150
    
      2     3
             
         1   
    
      You have 15 bullets, so EVERY hit must be a bull's-eye. These targets will 
    move forward and backward, and they break after 5 hits. Don't zoom in too far 
    or else it's going to be difficult to follow the targets. 10.00x works well.
    
      Start off by zooming in and putting 5 shots into either 2 or 3 (doesn't 
    matter). Then put the 3 bullets into 1. Reload, put 2 more in, and then 5 into 
    the last target.
    
    --------------
    FarSight XR-20
    --------------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: 3
    Score: None
    
      3      
         2   
            1
    
      Three targets that break after receiving 3 hits. Not difficult.
    
    Silver 
    Time: 15 seconds
    Ammo: Unlimited
    Targets: 6
    Score: None
    
      7  8  9
      4  5  6
      1  2  3
    
      Use the Target Locator to break 4-9. Because those targets flip, you cannot 
    tell what side you're shooting at, so just hope you hit the right side. Once 
    one target breaks, the Target Locator will move to another one. 
    
    Gold 
    Time: 20 seconds
    Ammo: 3
    Targets: 6
    Score: 40
    
         5     6
    <->  3  4   
         1     2
    
      Target 3 will be the only one moving. When 3 move between 1 and 5, fire 
    towards the center of the target. If you aimed correctly, you should be able 
    to get 30 points (3 bull's-eyes). Now, shoot at 2 so shot goes through both 2 
    and 6. Then break 4. 
    
    ----------
    Devastator
    ----------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: 6
    Score: None
    
         3
      1  2
    
      Easy. Each target that is destroyed will be replaced with another one. If 
    you're really good, you can complete with using only two grenade. Like I said 
    for the SuperDragon, get used to the way the grenades arc while moving in the 
    air.
    
    Silver 
    Time: 50 seconds
    Ammo: 10
    Targets: 6
    Score: None
      
      4  5  6
      2     3
             
         1   
    
      Targets 1, 2, and 3 will move back and worth while the others don't do 
    anything. If you break the all three of the moving targets, you won't be able 
    to complete this.
    
      Switch to Wall Hugger. As one of the moving targets comes at you, launch a 
    grenade at it. If you aimed correctly, it should stick to the target. The 
    grenade will come off the target when goes to the back of the room. This 
    should damage/break the targets in the back. If you're lucky, you might be 
    able to take out four targets with one grenade.
    
      If there are any moving targets left, use the Primary Function to break them 
    up. 
    
    Gold 
    Time: 30 seconds
    Ammo: 6
    Targets: 6
    Score: None
    
      1
    
      The one target will flip. Each target you break will be replaced by another. 
    Don't use the Wall Hugger on this one because every grenade has to count! You 
    have to really use the arcing of the grenade to beat this test. Here's where 
    you should have the crosshair for each target before you fire.
    
      For the first target, have the crosshair a little bit above the part where 
    the target is attached to the ceiling. On the second target, have the 
    crosshair on the bottom edge of the target. On the third one, do the same as 
    the first.
    
      For the fourth target, aim for the bottom edge again. Fifth target, aim a 
    little bit above the part where the target attaches to the ceiling. And the 
    final target, have the crosshair on the bottom edge.
    
    ---------------
    Rocket Launcher
    ---------------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: 9
    Score: None
    
      7  8  9
      4  5  6
      1  2  3
    
      Just launch a rocket at the center target in each row. You might want to use 
    a Targeted Rocket to break the last row.
    
    Silver 
    Time: 2 minutes
    Ammo: 18
    Targets: 8
    Score: None
    
      6  7  8
      4     5
      1  2  3
    
      The eight targets move in a counterclockwise square pattern. Whenever the 
    three targets move and stay in the very front, launch a rocket at the center 
    target. This should break all three.
    
      When the next two targets move to the front, use a rocket to take those two 
    out. The rest of the targets will move to the front, so you shouldn't have a 
    problem destroying them.
    
    Gold 
    Time: 30 seconds
    Ammo: 4
    Targets: 4
    Score: 40
    
      3- - -4
      |     |
      |     |
      1- - -2
    
      Don't worry about the points, you get 10 just for breaking a target. The 
    four targets flip and move in a clockwise manner. Wait for the targets to stop 
    moving, then launch a rocket at 1 to destroy it. Wait again and break 2. 
    
      Getting 3 and 4 is a little more difficult. The only way I was able to 
    destroy was by doing this: As the targets 3 and 4 approach the back of the 
    room, launch a rocket at one of them and hope it destroys the target. Do the 
    same for the other one.
    
      Here's another strategy submitted by Mr. Cactus:
    
      "First, allow the timer to go off.  Then, the targets should start moving. 
    Wait until they stop, and fire a rocket at the floor between the first two 
    targets (the closest ones).  This should take out both with one shot. After 
    they are gone you can try one of two things to destroy the other two targets 
    (the farthest ones). You can launch a rocket between the targets hitting the 
    floor or ceiling, causing them to break, or you can try to shoot both with a 
    rocket. If you try to hit the targets with a rocket remember to fire early."
    
    ------
    Slayer
    ------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: 6
    Score: None
    
            1
    
      You'll start out with one target that flips. Breaking target results in 
    another one appearing. Use Rocket Launch to destroy the targets towards and 
    use Fly-by-Wire to break the ones in the back.
    
    Silver 
    Time: 2 minutes
    Ammo: 5
    Targets: 4
    Score: 40
    
      3- - -4
      |     |
      |     |
      1- - -2
    
      Four targets move in a counterclockwise square and stop at different points. 
    Break them when they stop. You can also use Fly-by-Wire if want to.
    
    Gold 
    Time: 40 seconds
    Ammo: 8
    Targets: 6
    Score: 60
    
      <->   3
      <->   2
      <->   1
    
      The three targets move side-to-side and flip. Break a target and another one 
    appears. Use Fly-by-Wire rockets and detonate them when they're in the path of 
    a target. The target should move right into the explosion. You'll have to move 
    fast to beat this.
    
    ------------
    Combat Knife
    ------------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 72
    
      1
    
     One target that doesn't move or flip. Throw Poison Knives at the target. Like 
    the grenades, get used to the way the knives are thrown. Notice how if you 
    throw a knife in the same spot that there's already knife, the one you threw 
    will not count as hitting the target.
    
    Silver 
    Time: 2 minutes
    Ammo: 18
    Targets: None
    Score: 90
    
      1  2  3
    
      Three targets that flip and break after 6 hits. Throw a knife at the bull's-
    eye each time the targets flip to you.
    
    Gold 
    Time: 30 seconds
    Ammo: Unlimited
    Targets: 8
    Score: 80
    
      6  7  8
      4     5
      1  2  3
    
      All eight targets move in a counterclockwise manner at the same time. Each 
    target breaks after one hit. Before the buzzer goes off, aim for the bull's-
    eye in the center target but don't throw a knife yet.
    
      Now, each time a target comes to the center, throw a knife at it. Keep 
    repeating this and then only targets 1, 3, 6, and 8 should remain. Do the same 
    thing as before, but this time focus your aim on either 1 or 3. It's easy to 
    complete the test without making the 80-point requirement, so focus on 
    accuracy. 
    
    --------
    Crossbow
    --------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 72
    
      1  2  3
    
      Three stationary targets that don't do anything. This test is not difficult. 
    One thing you should remember is that, like knives, bolts can be deflected if 
    you shoot a bolt into the same spot as another bolt. This doesn't always 
    happen but it can. Also, like the Shotgun, you'll have to put up with long 
    reload times.
    
      Learn how to slowly move the crosshair around the bull's-eye so that 
    all/most of the bolts you fire will actually hit the target instead of being 
    deflected.
    
    Silver
    Time: 2 minutes
    Ammo: 20: None
    Score: 90
    
      1  2  3
    
      Three more stationary targets, except these are a little farther away. This 
    isn't much more difficult than the last one.
    
    Gold 
    Time: 30 seconds
    Ammo: Unlimited
    Targets: None
    Score: 150
    
      <->   1
    
      One target that move side-to-side, but it turns away from you when it moves. 
    Before the buzzer goes off, you can get a free bull's-eye. Stay towards the 
    right and fire 4 shots in the bull's-eye. Fully reload. When it comes back put 
    about 3-4 more shots in. Reload and keep repeating this until you get the 
    points. Remember to slowly move the crosshair around the bull's-eye so you 
    don't deflect any shots.
    
    ------------
    Tranquilizer
    ------------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: None
    Score: 120
    
      6  7  8
      4     5
      1  2  3
    
      The targets slowly move in a counterclockwise pattern and breaks after eight 
    hits. No strategy needed.
    
    Silver 
    Time: 20 seconds
    Ammo: Unlimited
    Targets: None
    Score: 250
    
      1  2  3
    
      Three stationary targets that flip and also break after eight hits. Another 
    target appears when you break one. 
    
      Get a bull's-eye on target 1 before the buzzer goes off. When it flips back 
    to you, try to put 7 shots in to break it. Reload and then get a bull's-eye on 
    target 2. Keep repeating this. You have to be quick to win.
    
    Gold 
    Time: 15 seconds
    Ammo: 18
    Targets: 18
    Score: None
    
      You have to destroy 18 targets in 15 seconds or less and not ONE of your 
    shots can miss. Obviously, this is one of the most difficult tests in the 
    Firing Range...
    
      Stand a little bit to the right of the computer. Use the R button to move 
    the crosshair to make your shots. Keep practicing this test until you know 
    where all or most of the targets will appear. You're going to have to move 
    fast in order to complete this.
    
    -----
    Laser
    -----
    Bronze
    Time: 2 minutes
    Targets: None
    Score: 250
    
            3
         2   
      1      
    
      Just aim for the bull's-eye on one of the targets and hold down the trigger 
    button until you get 250 points...
    
    Silver 
    Time: 20 seconds
    Targets: None
    Score: 180
    Minimum Accuracy: 80%
    
      <->  1
    
      One target that moves side-to-side and flips. Strafe with the target when it 
    moves and fire towards the bull's-eye. This one is a difficult Silver test, so 
    keep practicing if you fail.
    
    Gold 
    Time: 20 seconds
    Targets: None
    Score: 250
    Minimum Accuracy: 100%
    
      2     3
             
         1   
    
      The three targets will move forward and backward and break after 12 hits. 
    Pick a target, aim for the bull's-eye, and fire 12 shots into it. Just repeat 
    that, and you should be able to complete without too much trouble.
    
    -------
    Grenade
    -------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: 3
    Score: None
    
      1
    
      You'll start out with one target that does nothing. Throw a grenade under 
    the target and watch it explode. Do the same for the other two targets.
    
    Silver 
    Time: 30 seconds
    Ammo: Unlimited
    Targets: 18
    Score: None
    
      2     3
             
         1   
    
      The three targets you start with do not do anything either. Use the 4-Second 
    Fuse to take out the targets in the very front. Use the Proximity Pinball 
    function to destroy the targets that are farther away.
    
    Gold 
    Time: 30 seconds
    Ammo: 6
    Targets: 4
    Score: None
    
      1- - - 
      |     |
      |     |
       - - - 
    
      The targets move in a clockwise square pattern. As the first target moves to 
    the back of the room to its original position, throw a Proximity Pinball 
    grenade after it. When the flips, the grenade should hit it and destroy it.
    
      The second target appears in the upper-right corner in the diagram. Again, 
    use Proximity Pinball. A second or two before it turns the corner where 1 used 
    to be, throw it to 2's original position. The target will flip and should get 
    hit by the grenade.
    
      The third one appears in the lower-left corner. This time use the 4-Second 
    Fuse. Start holding the grenade right before it turns where 2 was. When it 
    stops, throw the grenade right under the target. If you held it long enough, 
    the grenade will explode right under it.
    
      The last target appears in the lower-right corner. Do the same thing for the 
    other target. Hold the grenade right before it turns where 1 used to be. Then 
    throw it under the target when it stops.
    
    ----------
    Timed Mine
    ----------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: 3
    Score: None
    
      1  2  3
    
      Three targets that flip. Throw a mine on the center target, and it should 
    take out all three.
    
    Silver 
    Time: 2 minutes
    Ammo: 6
    Targets: 6
    Score: None
    
      4  5  6
      2     3
             
         1   
    
      This almost the same test as Devastator's Silver. 1, 2, and 3 will move 
    forward and backward while the others just stay. Throw a mine on 1, and it 
    will send the mine to the other targets. When the mine explodes, it should 
    take out 4, 5, and 6. If there are any moving targets around, just throw a 
    mine into their path.
    
    Gold 
    Time: 12 seconds
    Ammo: 1
    Targets: 6
    Score: 60
    
      5     6
      2  3  4
             
         1   
    
      This test is almost the same as the last one, except 1, 5, and 6 are the 
    ones that move. Throw the mine so it lands under 3. The explosion should take 
    out all of the targets.
    
    --------------
    Proximity Mine
    --------------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: 3
    Score: None
    
      1  2  3
    
      Three targets that don't move or flip. Just throw a mine on 2. Wait a while, 
    and it will destroy the target.
    
    Silver 
    Time: 2 minutes
    Ammo: 6
    Targets: 3
    Score: None
    
      2     3
             
         1   
    
      Just throw a mine on each target and wait for them to explode. If one 
    doesn't go off, throw another mine on it. It will sense the motion of that 
    mine and explode.
    
    Gold 
    Time: 30 seconds
    Ammo: 4
    Targets: 5
    Score: None
    
      4     5
             
            3
             
         1  2
    
      Targets 2 and 3 move side-to-side while the others move backward and 
    forward. Throw a mine towards the center of the group of targets. The 
    explosion can take out 1, 3, 4, and 5. To destroy 2, throw a mine on it. Even 
    if you hit the back of the target, the mine will destroy it.
    
    -----------
    Remote Mine
    -----------
    Bronze
    Time: 2 minutes
    Ammo: Unlimited
    Targets: 3
    Score: None
    
      1  2  3
    
      Throw a mine on 2 and detonate it...
    
    Silver 
    Time: 2 minutes
    Ammo: 4
    Targets: 4
    Score: None
    
      3- - -4
      |     |
      |     |
      1- - -2
    
      The targets move in a clockwise square pattern. Throw a mine on the front of 
    a target and detonate when they stop moving. Repeat this for the other three 
    targets.
    
    Gold 
    Time: 12 seconds
    Ammo: 2
    Targets: 7
    Score: None
    
      6     7
      3  4  5
      1     2
    
      Target 4 doesn't move, but all of the other targets move side-to-side. Throw 
    a mine on 4 and detonate it when the targets start moving. If 6 and 7 are 
    still there, throw a mine towards the back and detonate it when they start to 
    move. You can quickly detonate the mine by pressing A and B at the same time.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     =-   6)   CREDITS                                                          -=
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    This section is here to recognize those who have contributed to this FAQ.
    
    Mr. Cactus - For the strategy on Rocket Launcher - Gold.
    
    EYEMSEAN - For a correction on the Psychosis Gun.
    
    Blackoshi - For a correction on the Horizon Scanner.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     =-   7)   CONTACT / LEGAL INFORMATION                                    -=
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    ---------------------
    Copyright Information
    ---------------------
    (c) Copyright 2000-2004 Ryan "MetroidMoo" Ammerman
    
      This FAQ cannot be distributed in books, magazines, etc. or in any other
    form of printed or electronic media (CDs, etc.) in any way. It may not be
    given away as some sort of prize or bonus with a purchase, and it may not be
    used for promotional or profitable purposes.
    
      Any characters, names, or other objects are copyright their respective
    companies. This document and its author are in no way affiliated with any
    company involved with this game.
    
    ------------------
    E-mail Information
    ------------------
    E-mail Address: ryanammerman[at]gmail[dot]com
    
      Before you e-mail me a question, make sure you've looked through the FAQ to
    see if your question is answered. If you send me a question that is answered
    in the FAQ, it WILL be ignored.
    
    --------------
    Posting Notice
    --------------
      If you wish to use this guide on your site, you may post it without my
    permission as long as this document is **NOT** changed in any way, shape, or
    form. The latest version of this guide can always be found at GameFAQs
    (http://www.gamefaqs.com).
    
    
                                                             --End of Transmission