Goldeneye
VS Mode strategy
By Ed the Moogle
Version 1.5
Copyright 1998-1999 Ed the Moogle

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------------------------------------------------------------------------
----
Section 1: Goldeneye
------------------------------------------------------------------------
----
Ah, yes, Goldeneye, one of the best Multiplayer games for the N64.

CHARACTERS
At the beginning of the game you can choose from:

Bond
Natalya
Trevelyan
Ourumov
Xenia
Valentin
Boris
Valentin
Mishkin

Once you advance through the game a bit, you can choose four new
characters:

Jaws
Mayday
Oddjob
Baron Samedi

Once you actually finish the game on any difficulty, you can choose from
many more, including:

Russian Soliders
Russian Commandants
Russian Infantry
Janus Marines
Naval Officers
St. Petersburg Guards
Siberian Guards
Siberian Special Forces
Arctic Commandos
Jungle Commandos
Janus Special Forces
Scientists
Civilians
Moonraker Elites
Helicopter Pilot (one of my favorites)

You can have a total of 37 characters when you complete the game.

The cheat for more characters is...

1.Hold L + R and press C-Left. 
2.Hold L and press C-Up. 
3.Hold L + R and press LEFT on the Control Pad (not the analog stick.) 
4.Hold L and press RIGHT on the Control Pad. 
5.Hold R and press DOWN on the Control Pad. 
6.Hold L + R and press C-Left. 
7.Hold L and press C-Up. 
8.Hold L + R and press RIGHT on the Control Pad. 
9.Hold L + R and press C-Down. 
10.Hold L and press RIGHT on the Control Pad. If that doesn't work,
     hold L and press DOWN on the Control Pad. 

(I got this code off Gamesages, so many thanks to the people that sent 
it in.)

Here is a list of the characters you can enable with this code.

Rosika
Karl
Martin
Mark
Dave
Duncan
B
Steve E
Grant
Graeme
Ken
Alan
Pete
Shaun
Dwayne
Des
Chris
Lee
Neil
Jim
Robin
Steve H
Terrorist
Biker
Joel
Scott
Joe
Sally
Marion
Mandy
Vivian

Most of these are actually the game's programmers and Rare's staff in 
black tuxedoes. The only noticable exception are the Terrorist and 
Biker.

This is a list of the characters that have advantages or disadvantages
over the others.

Mr. Bond is wearing a dark suit, which gives him an advantage in darker 
levels.

Natalya has tall hair, making it easier to get head shots on her.

Jaws is very tall and easy to hit, and can easily shoot over someone at
close range (which you should take advantage of in the main game). More 
experienced gamers may want to play as Jaws.

Baron Samedi is also rather tall, but he is thin as well, making it 
easier to avoid bullets. However, his hat is quite tall, meaning it's 
easier to get head shots on him.

Oddjob is very short and very tough to hit. Great for beginners, very 
cheap for everyone else. Plus, he's wearing black, making him hard to 
hit in dark levels.

The female Moonraker Elite is another short character and can be tough 
to hit.

Boris is also pretty short. He's quick, too. Pool Contaminator's 
favorite.

Xenia is pretty fast. Plus, she's wearing black.

Valentin is rather easy to hit (cause he's the fat guy).

The Siberian Special Forces can blend in with gray walls from a 
distance. Another of my favorites.

LEVELS!

Facility- The Facility from the real game. One of the smaller arenas 
(most of it is closed off). You can sneak up on enemies in a few places 
in the level. There are two ledges near the stairs that make good 
sniping points. It's also possible to trap players in the vent, so get 
out of there fast if you re-appear up there.

Caves- A big arena that is rather dark, with a few overhead walkways and 
big rooms. Try to take out your opponents from the "sniping" points near 
the armor.

"Nothin' like a hail of RC-P90 fire!" -Ed the Moogle, firing from a 
"sniping" point with an RC-P90.

Library- It's one of the biggest arenas, consiting of the Stack and the
Basement. You can often find armor in the secret rooms and attack your 
opponents from the catwalks. You can also stick proxy mines to the 
bottom of the catwalks to eliminate your opponent.

Basement- If you go here, you can't get into the Stack. This arena is
small and dark. Try to hide behind the pillars for cover.

Stack- Well lit and with lots of catwalks. One of my favorites. Lots of 
fun with Grenade Launchers and other explosives.

Caverns- Just like the level from the game, except closed off. The 
narrow catwalks make this one of the smaller arenas. Not available in 
four-player mode.

Complex- A big twisting place with many paths and secret passages. A 
good place to hide out in the vents and snipe enemies. The "pillar" room 
and the room with the two catwalks are good places to ambush opponents- 
or be ambushed. You can also fire from the "windows" in the main room. 
There is also a good "Sniping Spot" above the two catwalks. There is 
also a fake wall in one area, which makes a good place to blast your 
opponents.

Temple- A rather small level with a big room in the center. Good for
beginners. Try to nail your opponent with explosives through the hole in 
the floor. You can shoot through the big "door" blocks with power 
weapons, so do it to get an advantage over your opponents.

Bunker- Large and well-lit. This is the bunker from the original game. 
The weapon of choice is often hidden in the main room (with the big 
screen). There are also two good sniping points in the main room.

Archives- Small and twisty. This is a small, closed off level with 
Exploding desks and crates everywhere. Fun with power weapons and 
explosives (a whole hallway of fire coming right at your opponent! 
AAAHHH!). Not available in four-player games.

Egypt (secret)- Very large and lots of cover. Try to take out your 
target from above. Hiding behind pillars is also effective. This one is 
only available in 2-player matches.

Game Modes

Normal- You choose the rules.

You Only Live Twice- You get two chances. The object is to see who will
live the longest. Last one standing wins.

The Living Daylights- Flag Tag with guns (they call the flag the 
"Token," don't ask me why) The person with the flag cannot defend 
themself. Instead, they must run away while the others try to kill them 
and take the flag for themself. The person with the flag longest wins 
(you may want to play as Xenia or Boris, they run the fastest. Of 
course, I haven't tried a whole lot of the other characters, either.).

Man with the Golden Gun- Once someone gets the Golden Gun, all they need
is one shot to kill someone, even if they are wearing armor. If you see 
an opponent toting the Golden Gun, run away or strafe and fire rapidly.

Licence to Kill- Any hit means instant death. Even a slap in the face is
deadly. Fun in smaller levels like the Archives. Also fun with pistols 
and other slow-firing weapons.

Team- You can team up 3 on 1, 2 on 2 or 2 on 1. Just be careful not to
shoot your teammate.

Game Length

Unlimited- Pointless battle. You just fight forever until someone quits. 
Not very fun, eh?

5 minutes- Short, crazy, mad-whack battle. Good in small areas when 
you'll become claustrophobic (like the Archives).

10 minutes- Not too long, but not too short, either. A good choice for 
any setting.

20 minutes- For long, crazy deathmatches. I highly reccomend choosing a 
big area like the Library or the Complex, otherwise you'll quickly 
become bored.

First to 5 points- Whoever gets 5 points wins. Fun with 4 people in 
large arenas.

First to 10 points- Whoever gets 10 points wins. Lots of fun for 3 or 4 
with some powerful weapons.

First to 20 points- 20 point match. Good for 2-player. Not much fun with 
4 (unless you're playing with explosives...hehe).

WEAPON CHOICES!
------------------------------------------------------------------------
Pistols- Set it on 10-points, four players, and License to Kill for a 
crazy match.

DD44 Dostovei, Silenced PP7, Cougar Magnum, PP7
------------------------------------------------------------------------
Grenades- Hand grenades. My favorite trick is to hold Z, count to three, 
and then throw to ensure a hit (two seconds isn't much time to avoid a 
grenade). I also like shooting the grenades right out of my opponent's 
hands, so it ends up blowing them up instead of me.

DD44 Dostovei, Hand Grenades, KF7 Soviet, Klobb
------------------------------------------------------------------------
Grenade Launchers- They're extremely deadly if you know how to use them. 
Wait until everyone gets one, then go for a bombing raid. Lots of fun in 
smaller levels like the Archives, where you'll see a whole hallway of 
fire scream toward your opponent..

Klobb, DD44 Dostovei, KF7 Soviet, Grenade Launcher
------------------------------------------------------------------------
Rocket Launchers- Low ammo and fire rate but extremely powerful. Lots of 
fun in small levels like the Archives and the Facility.

Rocket Launchers, Klobb, KF7 Soviet, DD44 Dostovei
------------------------------------------------------------------------
Automatics- Rapid-firing weapons. Fun in pretty much any game setting.

DD44 Dostovei, D5K Deutche, Klobb, Silenced PP7
------------------------------------------------------------------------
Power Weapons- The most powerful weapons. Shotguns, RCP-90s, etc. These 
are lots of fun, as they can shoot through doors, weak walls, hit 
multiple opponents with a single bullet, etc. These are useful in levels 
like the Stack, where you can shoot through the hidden doors. Your 
opponent will never know what hit them!

Automatic Shotgun, RC-P90, Cougar Magnum, DD44 Dostovei
------------------------------------------------------------------------
Remote Mines- These are a lot of fun. Plant them behind doors, and then 
lie in wait for some sucker to walk into the room.

ZMG 9mm, Remote Mines, AR33 Assault Rifle, PP7
------------------------------------------------------------------------
Timed Mines- These are really tricky. They're good when people are 
chasing you, but you have to have a 5-second lead. Speed Strafing will 
help you accomplish this. You can also just stick them to the wall and 
then shoot them to set them off.

ZMG 9mm, Timed Mines, PP7, AR33 Assault Rifle
------------------------------------------------------------------------
Sniper Rifles- Take out your enemies from a distance! Just watch out for 
people coming up from behind. Useful in large areas like the Caves and 
the Stack (use the high points to your advantage).

Dostovei, Cougar Magnum, Sniper Rifle, Klobb
------------------------------------------------------------------------
Proximity Mines- These are a lot of fun, too. Plant them on doorways and 
under ammo crates and they'll be in for a suprise when they open the 
door or try to get more ammo. Planting them under catwalks in levels 
like the Stack is also fun.

Proximity Mines, ZMG 9mm, AR33 Assault Rifle, PP7
------------------------------------------------------------------------
Golden Gun- This weapon can kill an opponent instantly, but you need to 
constantly reload. Most of the time it's not worth the effort.

Golden Gun, Klobb, KF7 Soviet, Silenced PP7
------------------------------------------------------------------------
Lasers- Unlimited ammo, AND they can shoot through doors. Nice! Useful 
in stages with hidden passages like the Stack.

KF7 Soviet, Klobb, Moonraker Laser, Dostovei
------------------------------------------------------------------------
Throwing Knives- Urgh. BORING. Just pick them up and throw, and hope you 
hit the opponents. No other weapons. I never use them.

Throwing knives
------------------------------------------------------------------------
Slappers Only!- Just as the name implies, you slap your opponent to 
death. Not very fun. I never play this one either.

None
------------------------------------------------------------------------
Hints

"Don't shoot! I'm unarmed!" -Pool Contaminator
"All the more reason you should be running!" -Ed the Moogle

Of course, the opposite is true ever since the little $@&*$# started 
playing as Boris and Oddjob.

-You can "Camp" in areas near armor and become nearly unstoppable. The 
other players will hate you for it, though, and will most likely gang up 
on you just for the pleasure of killing you.

-If you see proximity or remote mines on the wall, step back and shoot 
at them so that they explode while you're a safe distance away (or throw 
some mines of your own and set them off). This can be useful if you know 
that your opponent is coming, and you know the mines won't be armed in 
time. Just shoot em!

-Be careful with Proximity Mines. Once one sticks to something, it will 
be armed in about three seconds, so don't just keep piling them on or 
they'll blow up and you'll have wasted some valuable mines. Just throw 
one or two, and then clear out.

-You can quickly detonate remote mines by pressing A and B at the same 
time. This way you don't have to switch to the detonator.

-Shoot body armor to damage it so that your opponents don't pile on the 
flak.

-Duck in the dead ends and vents and blast people as they walk by. Just 
don't camp there too long, or you'll get ganged up on.

-Try to take out your target from above whenever possible. It's harder 
for the auto-aim to lock onto you if you are above your opponent.

-In the darker levels (Like the Caves) persons with darker clothes will
have a small advantage.

-Plant mines under boxes of ammo or Body Armor. Then wait until someone
comes to get it. They'll never know what hit 'em!

-If someone is chasing you with a grenade or a mine, shoot the grenade 
in their hand and you'll blow them up.

-The infamous "Kamikaze" strategy- grab a grenade, hold down the Z 
trigger, and rush into a group of combatants. BOOM! All of them go up. 
Great against single opponents with powerful weapons, or several 
opponents when you're outnumbered and want to score a point or two.

-Power weapons (like Lasers, Cougar Magnums, and RC-P90s) can often 
shoot through doors and thin walls. Blast 'em before you see the whites 
of their eyes!

-When you open a door, stand to the side to throw off your opponent, 
then retaliate with a grenade off-the-wall or a remote mine if possible.

-Shots to the head can drain more than half of an opponent's life bar or
armor. If you have a fast-firing weapon or a Sniper Rifle, aim for the 
head at every chance you get.

-Sidestep to avoid shots. Also good for avoiding explosives in large 
areas. But if you're caught in a hall, and your opponent has a Rocket 
Launcher...run like there's no tomorrow!

-Speed Strafe at all times. Just hold diagonal forward and the C button 
in the direction you want to go. This makes you a faster target, and 
much harder to hit.

-If someone fires a Grenade launcher, run under it's arc (watch out if 
they ricochet it off the ceiling or the wall) and open fire.

-Try to bounce grenades off the ceiling in narrow hallways to catch your 
opponents off guard.

-Leave Proximity Mines in the shadows so they will be tough to see.

-Drop Proximity Mines or Remote Mines to cover your tracks if someone 
has a powerful gun.

-If you have some sort of explosive, are low on life, and an enemy is 
coming right for you, run up to them and fire. You'll respawn with full 
life, and your opponent will be out of your way momentarily. Best of 
all, you won't lose a point.

-Leave Proxy mines at the areas where characters reappear after being 
killed. Just be careful not to get killed yourself, or else this plan 
will backfire.

Stage Hints

Facility

-Hide in the bathroom stalls or in the small room between the bathroom 
and the main area and fire through the door with a power weapon. Just 
keep in mind that your enemy can do the same.

-Close the door behind you when you are being chased to delay your
pursuer. Fire an explosive at the door when they try to open it, too.

-When you get killed, you may pop up next to someone(it's a small 
arena). So watch out.

-Grab a Sniper Rifle or a rapid-firing weapon and hide out on the top 
ledge outside the bathroom, and snipe anyone below.

-There is also a good sniping spot through the door behind the 
previously mentioned spot.

Caves

-Stick to the shadows, especailly if you're wearing darker colors.

-Snipe opponents from the ledges with explosives or other powerful 
weapons.

Library

-Keep moving so that your opponent can't get a lock on you.

-Fire through the fake walls with powerful weapons to catch your 
opponents off guard.

-Rebound grenade rounds off the walls to catch your opponent off guard.

-Many secret passages contain armor. If you've taken major damage, make 
for the secret hideaways.

Stack

-Plant mines under the ledges to catch your opponents by suprise.

-There is a good sniping spot above the area with the glass panes. Just 
look out for people coming from behind.

Basement

-You'll be fighting up close down here, so aim for the head.

-Use the pillars for cover.

Complex

-The best place to attack is in the vents and balconies, mainly because 
your opponents won't be expecting it unless you do it a lot (you can't 
see through the vents from the outside). If someone comes from behind, 
turn around and shoot 'em.

Temple

-Fire on your opponent from above through the hole in the floor in the 
main room.

-There is also a ledge above an ammo stash in the room below that makes 
a great sniping point.

Caverns

-Aim for your opponents from above the stairs to snipe them.

-There is a slope in one of the rooms that also makes a good sniping 
point. Just get above it and aim down.

-Use the small passage in the largest room (the one with the computers 
and lockers in the main game) to escape from your opponents.

Bunker

-Duck under the stairway to the left of the entrance to the main room 
and blast someone as they walk in.

-Stand on the ledge on the right side of the same room, and lie in wait 
with a long-range weapon like an AR33 or Sniper Rifle.

-Up the stairs on the left-hand side of that room is usually the weapon 
of choice for that scenario. Needless to say, most of the combat is 
going to go on here.

-Use explosives in the narrow corridors. They can be hard to avoid.

Archives

-Duck in the cubicles and fire through the windows. 

-You can also hide out behind doors, and pop open the door and snipe 
anyone nearby.

-Don't take cover behind the crates. They'll explode.

Egypt

-Hide behind the pillars and attack your opponent when they least expect 
it.

WEAPON DESCRIPTIONS

PP7

Clip Amt.   7
Max. Ammo   800
Wpn Power   Weak-Medium
Notes: Very little recoil. A good pistol to use.

Silenced PP7

Clip Amt.   7
Max. Ammo   800
Wpn Power   Weak-Medium
Notes: Useful for sneaking up on enemies. It has very little recoil.

KF7 Soviet

Clip Amt.   30
Max. Ammo   400
Wpn Power   Medium
Notes: You can zoom in with this weapon and attack your enemy from a 
distance.

DD44 Dostovei

Clip Amt.   8
Max. Ammo   800
Wpn Power   Medium-High
Notes: The Dostovei is loud and has a powerful recoil. It's useful in 
pistol shootouts.

Remote Mines

Clip Amt.    N/A
Max. Ammo    11
Wpn Power    High
Notes: These are useful for covering your tracks or just ambushing an 
opponent.

Sniper Rifle

Clip Amt.    8
Max. Ammo    400
Wpn Power    Medium
Notes: This weapon is silenced and has very low recoil. It can also zoom 
in to attack from a distance.

ZMG 9mm

Clip Amt.    30
Max. Ammo    800
Wpn Power    Medium
Notes: The ZMG fires very rapidly, making it perfect for shootouts.

Cougar Magnum

Clip Amt.    6
Max. Ammo    800
Wpn Power    High
Notes: The Cougar Magnum is very loud and has very strong recoil, but 
its power makes up for this.

AR33 Assault Rifle

Clip Amt.    30
Max. Ammo    400
Wpn Power    High
Notes: The Assault Rifle has the ability to zoom in, and its high power 
makes it a useful weapon in a shootout.

Klobb

Clip Amt.    20
Max. Ammo    20
Wpn Power    Low
Notes: The Klobb is a weak weapon, and not particularly useful. Get a 
more powerful weapon.

Rocket Launcher

Clip Amt.     1
Max. Ammo     3
Wpn Power     High
Notes: Rockets are extremely powerful and will make short work of any 
opponents caught in the blast.

Grenades

Clip Amt.     N/A
Max. Ammo     11
Wpn Power     High
Notes: These are powerful weapons, but opponents tend to get out of the 
way before the grenade goes off. Hold Z for about three seconds before 
throwing to avoid this.

Grenade Launcher

Clip Amt.     6
Max. Ammo     12
Wpn Power     High
Notes: These are hard to fight with from a distance, because the shots 
fire at an angle. Bounce them off of ceilings and walls to catch your 
opponents off guard.

Golden Gun

Clip Amt.      1
Max. Ammo      100
Wpn Power      Very high
Notes: A single shot from the Golden Gun will instantly kill an 
opponent.

D5K Deutche

Clip Amt.      30
Max. Ammo      800
Wpn Power      Medium
Notes: The D5K is moderately powerful and fires rapidly.

Automatic Shotgun

Clip Amt.      5
Max. Ammo      100
Wpn Power      High
Notes: The shotgun has a wide fire range and can shoot through doors.

RC-P90

Clip Amt.       80
Max. Ammo       800
Wpn Power       High
Notes: The RC-P90 has a very high fire rate and is very powerful. It can 
also shoot through doors.

Moonraker Laser

Clip Amt.        Infinite
Max. Ammo        N/A
Wpn Power        High
Notes: The Moonraker Laser can shoot through doors and never runs out of 
ammo, making it one of the best weapons.

Throwing Knives

Clip Amt.         N/A
Max. Ammo         11
Wpn Power         Medium
Notes: Throwing knives are silent, and moderately powerful, though their 
low fire rate and speed make them easy to avoid.

Timed Mines

Clip Amt.    N/A
Max. Ammo    11
Wpn Power    High
Notes: These are useful for covering your tracks or just ambushing an 
opponent.

Proximity Mines

Clip Amt.    N/A 
Max. Ammo    11
Wpn Power    High
Notes: These are useful for covering your tracks. You can also stick 
them to ammo boxes or armor (or the backside of doors) to suprise your 
enemy.

Slap

Clip Amt.    N/A
Max Ammo     N/A
Wpn Power    Low
Notes: This is a last-ditch effort. It has very short range and is weak. 
Use it only if you have no other options.

Butt of the Sniper Rifle

Clip Amt.    N/A
Max Ammo     N/A
Wpn Power    Low-Medium
Notes: It's marginally better than the Slap, but still not too powerful 
and the range is just as short. Use it as a last-ditch effort.
------------------------------------------------------------------------
CHEATS

Stick a Remote Mine to an ammo crate and then pick up the crate. The 
mine is invisible, but still there. Wait for some sucker to pick it up, 
then set off the fireworks.

Stick a mine to the glass, then shoot out the glass and the mine will 
stick in mid-air. Now you can catch your enemy off guard by shooting the 
mine when they come to get you.

Up to three people can play as the same character! Set the game to four
players, have Player 4 choose the character to be duplicated. (Skip this 
if you only have three players) Set to three players, have Player 3 
choose the same character, set to two players, set back to four players, 
but don't go back to the select screen.

If you pick up a Sniper Rifle and switch to the butt of the rifle, you 
will keep swinging the rifle as long as you hold down Z. This even works 
after you pick up a flag.
------------------------------------------------------------------------
Awards (you get them after winning a match)

AC -10 Award- The person is constantly going after the armor.

Double Kill- A person who kills two opponents at the same time.

Lemming Award- The person who constantly gets Suicide Counts (they end 
up killing themself).

Longest Innings- The person who stayed in the game the longest of 
anyone.

Marksmanship award- The person with the highest number of bullets 
tearing through his enemies' bodies.

Most Deadly- The person who gets the most kills.

Most Dishonorable- The person likes to shoot people in the back and pull 
off cheap shots. I see Pool Contaminator get this one quite often.

Most Frantic- The person who is constantly running around the arena.

Most Honorable- The person engages his opponents head-on rather than 
sneaking up on them.

Most Professional- The person with the higest number of head shots.

Shortest innings- The person who was mostly killed very quickly. 

Triple kill- The person who managed to kill three people at a time.

Quad kill- The person who killed off all four opponents at the same 
time. Consider yourself a master if you get this one unintentionally.

Where's the Ammo?- The person rarely ever picks up ammo.

Where's the Armor- The person rarely ever picks up armor.
------------------------------------------------------------------------
My favorite rules are

1) No Oddjob (That little punk is annoying)
2) Everyone sets health to -4 (Veteran)
3) Proximity Mines or Grenades
4) First to 10 points
5) No Radar
6) 3 or 4 players

All that said, we move on to the second section of my FAQ- Perfect Dark 
VS Mode Strategy!

Perfect Dark 
VS Mode FAQ
By Ed the Moogle
Copyright 1998-2000 Ed the Moogle

Not official in any way. Don't copy or alter this FAQ without 
permission. If you wish to copy this FAQ, you may not change it from its 
original TXT format, and it must not appear within a frame or with a 
pop-up window or ad banner of any kind. I am not to be held responsible 
for any damages done with this file or it's contents. Latest version is 
at http://www.gamefaqs.com. Check the latest version before you e-mail 
me with questions or comments, or before telling me I'm an idiot because 
I made a mistake. Failure to do this will result in your e-mail being 
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(e-mail me at edmoogle@hotmail.com or brunerp@juno.com to be added to 
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Domains that can NEVER use this FAQ (I have had some bad run-ins with 
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If you see this FAQ on any of these sites, or any other site that uses 
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(subject:chocobo) or brunerp@juno.com)
------------------------------------------------------------------------
---
Section 2: Perfect Dark
------------------------------------------------------------------------
----
Characters
Weapons
Simulants
Scenarios
Levels
Strategy
Awards
Challenges
My favorite matches

If you thought Goldeneye was fun, well, Perfect Dark is even better. It 
only improves on Goldeneye's great game modes, and adds a whole bunch of 
new stuff for you to goof off with.

Characters
Some of these characters may be unavailable at the start. To unlock 
more, simply play through the Solo Missions.

Joanna Combat
Joanna Trench Coat
Joanna Party Frock
Joanna Frock (ripped)
Joanna Stewardess
Joanna Leather
Joanna Negotiator
Joanna Wetsuit
Joanna Aqualung
Joanna Arctic
Joanna Lab Tech
Elvis
Maian
Elvis Waistcoat
Carrington
Carrington Evening Wear
Mr. Blonde
Cassandra de Vries
Trent
CI Male Lab Tech
CI Female Lab Tech
CI Soldier
Datadyne Shock Trooper
Datadyne Female Guard
Datadyne Security
Datadyne Infantry
Datadyne Trooper
Secretary
Office Suit
Office Casual
Negotiator
Datadyne Sniper
G5 Guard
G5 Swat Guard
CIA Agent
FBI Agent
Area 51 Guard
Area 51 Trooper
Pilot
Overalls
Bodyguard
Male Lab Tech
Female Lab Tech
Biotechnician
Alaskan Guard
Air Force 1 Pilot
Steward
Stewardess
Head Stewardess
President
NSA Lackey
Presidential Security
President Clone
Pelagic II Guard
Maian Soldier
Dinner Jacket
Dinner Jacket
Dinner Jacket
Dinner Jacket

Here's a list of advantages and disadvantages of the characters.

-Any of Joanna's dark suits blend in in dark arenas. Plus, Jo is skinny, 
allowing her to avoid bullets more easily.

-All of the Maian characters are very small, enabling them to avoid 
bullets more easily. However, they are easier to get headshots on.

-Carrington is easier to hit than most other characters, seeing as how 
he is practically PD's version of Valentin. He's shorter than most 
characters, though.

-Mr. Blonde is very tall and has a wide chest, making him very easy to 
hit. Expert players may want to try playing as Mr. Blonde.

-Cassandra de Vries is skinny as a wire, making it easier to dodge 
bullets. However, her hair sticks up, making it easier to get a 
headshot.

-The Datadyne Shock Trooper's helmet is rather large, making it easier 
to get a head shot on him.

-The Datadyne Sniper fairly large helmet, making him easier to hit in 
the head.

-The Biotechnician is fairly skinny, making it easier to avoid bullets.

-Most of the Dinner Jackets have dark clothes, giving them an advantage 
in darker areas.

Note: Since you can switch the character's heads around, you can 
potentially make some very funny-looking characters (put the Darth 
Vader-like mask on the secretary's body. Darth Mom!!). Of course, this 
includes the Maian characters, who have huge heads but small bodies. So 
the best character for a beginner to the game (or against the tougher 
Challenges) would be a Maian character with a human head. Yes, it looks 
completely ridiculous, and the Maian's neck doesn't even connect to the 
human's head (it just kinda floats there...) but they will be much 
harder to hit than any other character due to their small size. The 
WORST character would be Mr. Blonde in the ugly red helmet. Not only is 
this character very tall and have a huge head, but it looks really ugly. 
I hate that red helmet!
------------------------------------------------------------------------
----
Weapons

Pistol weapons

Note: All pistol weapons can be doubled up if you collect another from a 
fallen opponent, or from a different area than where you got your first 
one (camping near a Mauler point won't get you two, unless you already 
had one from somewhere else. Sorry!)

Falcon 2

Clip Amt.   8
Max. Ammo   800
Wpn Power   Medium
Zoom Amt.   N/A
Secondary Mode: Pistol Whip 
Weak short-range attack.
Notes: Very little recoil. Can be fired very rapidly if the button is 
tapped very fast. Best when doubled up. Pistol-whip is a good 
alternative when you are out of bullets, as it can blur your victim's 
vision for a while.

Falcon 2 (Silenced)

Clip Amt.   8
Max. Ammo   800
Wpn Power   Medium
Zoom Amt.   N/A
Secondary Mode: Pistol Whip 
Weak short-range attack.
Notes: Fires slightly slower than other Falcon 2's, but is still a very 
good pistol weapon.

Falcon 2 (Scope)

Clip Amt.   8
Max. Ammo   800
Wpn Power   Medium
Zoom Amt.   2.00x
Secondary Mode: Pistol Whip 
Weak short-range attack.

Notes: Zooms in slightly, making it easier to hit your opponents. The 
best variation of the Falcon 2.

Magsec 4

Clip Amt.   9
Max. Ammo   ???
Wpn Power   Medium
Zoom Amt.   3.00x
Secondary Mode: Triple Fire (3 bullets spent per shot)
Notes: An inaccurate, although fairly powerful, pistol. Best at close 
range with Triple Fire.

DY357 Magnum

Clip Amt.   6
Max. Ammo   200
Wpn Power   Medium-High 
Zoom Amt.   N/A
Secondary Mode: Pistol Whip 
Weak-medium short range attack.

Notes: Slower than the Falcon 2 pistols, but more powerful. The force of 
the bullet can knock an enemy backward. Pistol Whip is slightly stronger 
than that of the Falcon 2.

DY357-LX
Clip Amt.   6
Max. Ammo   ???
Wpn Power   One-hit kill
Zoom Amt.   N/A
Secondary Mode: Pistol Whip 
Weak-medium short range attack

Notes: One hit from the LX's Primary Function means instant death. This 
is PD's equivalent to the Gold PP7. An experienced player with two LX's 
can be nearly unstoppable.

Mauler
Clip Amt.   20
Max. Ammo   800
Wpn Power   Low-Medium
Zoom Amt.   N/A
Secondary Mode: Charge Shot 
Spends 2-6 bullets per shot, but results in a 1-hit kill if fully 
charged.

Notes: The Mauler is very deadly in the hands of a marksman. Its 
secondary mode, when fully charged, can equal a 1-hit kill, and with two 
of them, they can be just as good as, if not better than, DY357-LX's. 
Plus, the gun's normal function fires fairly rapidly, meaning if you 
miss with a charged shot than you can make up for it with rapid shots.

Phoenix

Clip Amt.   8
Max. Ammo   800
Wpn Power   Low
Zoom Amt.   N/A
Secondary Mode: Explosive Shells 
Creates a small explosion with every hit, but lowers the gun's fire 
rate.

Notes: The Phoenix is one of the best pistols you can get. Its Primary 
function is weak, but its secondary function is very powerful, and can 
take about 3/4 of an opponent's life bar if it hits solidly enough. It's 
especially deadly when doubled up.

Automatic Weapons

CMP150
Clip Amt.   32
Max. Ammo   800
Wpn Power   Low
Zoom Amt.   N/A
Secondary Mode: Follow Lock On 
The gun automatically follows anyone that is "locked on."

Notes: The CMP is not especially powerful, but it does fire very 
rapidly, which is best taken advantage of in its secondary mode. It can 
also be doubled up for twice as much damage.

K7 Avenger
Clip Amt.   25
Max. Ammo   800
Wpn Power   High
Zoom Amt.   3.00x
Secondary Mode: Threat Detector
The gun will point out various dangers, including Proximity Mines and 
sentry guns. Needless to say, this mode should be left on at all times, 
especially in matches where you'll be using lots of mines.

Notes: Once again, a marksman is a deadly force with this weapon. It is 
a very rapid-firing gun, and can fire off its entire clip within a 
second. If you can manage to get all those bullets into your opponent, 
they will most likely die. On the other hand, its high rate of fire is 
very unforgiving in shootouts, because if you miss you're screwed.

Laptop Gun
Clip Amt.   50
Max. Ammo   800
Wpn Power   Medium
Zoom Amt.   2.00x
Secondary Mode: Deploy as Sentry Gun
When the Secondary mode is used, the gun will fly out and stick to the 
wall or ceiling. If an enemy gets too close to the gun, it will 
automatically fire until the target is dead or it runs out of ammo. Each 
sentry gun holds up to 150 bullets, and each player may only have one 
sentry gun at a time. 

Notes: A good all-purpose automatic weapon. It is actually quite 
accurate for an automatic, and its rate of fire is neither too fast nor 
too slow. The Sentry function is a good alternative for guarding a 
specific area in special matches, such as Capture the Case.

Cyclone
Clip Amt.   50
Max. Ammo   800
Wpn Power   Medium
Zoom Amt.   N/A
Secondary Mode: Magazine Discharge
The Cyclone, upon being fired, will fire its entire clip at the enemy at 
a very high rate. Unfortunately, the fire storm cannot be stopped until 
the clip is depleted.

The Cyclone is possibly the deadliest automatic around. It is rather 
inaccurate, although its rate of fire is respectable even without the 
clip discharge. When a player has two Cyclones, they can be nearly 
unstoppable.
Dragon
Clip Amt.   30
Max. Ammo   800
Wpn Power   Medium
Zoom Amt.   2.00x
Secondary Mode: Proximity Self Destruct
The player will discard the gun (but not its ammo) and it will become a 
fully functional proximity mine after about three seconds. If anything 
gets close enough to the gun, it will explode. Plant it next to the ammo 
for the real Dragon to throw off your opponent.

Notes: I don't really like the Dragon. Its clip is too small to be 
effective, and it can be easy to avoid the Proxy Dragon unless its 
hidden in a very dark room or something. Fortunately its "Super" 
variation is much more useful. The large size of the gun can sometimes 
block shots to the chest.

Super Dragon
Clip Amt.   30/8
Max. Ammo   800/100
Wpn Power   Medium/High
Zoom Amt.   2.00x
Secondary Mode: Grenade Launcher
The gun is actually two weapons in one. One is an automatic machine gun, 
the other is a grenade launcher. As you can imagine, the Grenade 
Launcher mode does not fire as fast as the gun, but is much more 
powerful. The large size of the gun can sometimes block shots to the 
chest.

Notes: Once you grab one, always use the Grenade Launcher mode. The 
machine gun mode just isn't as useful unless you have no other weapon.

AR34
Clip Amt.   30
Max. Ammo   800
Wpn Power   Medium-High
Zoom Amt.   3.00x
Secondary Mode: Use Scope
When in place, the scope will always be zoomed in. This allows the 
player to easily zoom in and dodge fire simultaneously.

Notes: The AR34 is pretty good for an automatic. Its zoom-in 
capabilities make it easier to hit distant targets, and it packs a 
decent amount of power as well. The only disadvantage is its small clip 
size.

RC-P120
Clip Amt.   120
Max. Ammo   800
Wpn Power   Medium
Zoom Amt.   N/A
Secondary Mode: Cloak
The user will become nearly invisible as long as this mode is in effect. 
The cloaking field consumes the gun's clip at a fast rate, however. 
About 1 clip every 5 seconds or so. Be sure someone is nearby before you 
Cloak yourself.

Notes: Remember the RC-P90 from Goldeneye? If you thought that was bad, 
the RC-P120 is your worst nightmare. It can hold 120 rounds, fires at a 
respectable rate, and now its holder can even become INVISIBLE! Very, 
very deadly in the hands of almost anyone.

Reaper
Clip Amt.   200
Max. Ammo   800
Wpn Power   Medium-High
Zoom Amt.   N/A
Secondary Mode: Grind
The barrels of the gun are rather sharp, so the secondary mode uses them 
to slice the opponent to ribbons.

Notes: The infamously innacurate Reaper can hold 200 rounds, but takes a 
long time to get its spinning barrels up to speed, and even longer to 
cool down after exhausting its clip. It is almost completely ineffective 
in long distance combat, but is very deadly against suicidal opponents 
like Kazesims. The large size of the gun can sometimes block shots to 
the chest.

Callisto NTG
Clip Amt.   32
Max. Ammo   800
Wpn Power   Medium/High
Zoom Amt.   N/A
Secondary Mode: High Impact Shells
The secondary mode lowers the fire rate, but increases the power of each 
individual shot. It still fires fairly rapidly, so I would recommend 
leaving it on secondary at all times.

Notes: For being such a wierd-looking weapon (resembles a blue fish or 
something), it's actually a pretty good automatic. It fires at a good 
rate and has respectable power to boot.

Explosives

Rocket Launcher
Clip Amt.   1
Max. Ammo   3
Wpn Power   Very High
Zoom Amt.   N/A
Secondary Mode: Targeted Rocket
The Targeted Rocket will relentlessly pursue whoever it locks on to. 
While it does not move as fast as a standard rocket, it will continue to 
chase them until it hits something (it's not smart enough to compensate 
for walls and other obstacles).

Notes: Aww... all the other explosives get cool names, but this one's 
just the plain ol' Rocket Launcher. Oh well. It's pretty much a 
graphically improved version of the one from Goldeneye.

Devastator
Clip Amt.   6
Max. Ammo   ???
Wpn Power   Very High
Zoom Amt.   N/A
Secondary Mode: Wall Hugger
The Wall Hugger will emit a magnetic field around the grenade, letting 
it stick to walls and ceilings for about three seconds before falling. 
While not entirely useful, it can be good for catching a pursuing 
opponent by suprise.

Notes: It's basically just a graphically improved version of Goldeneye's 
Grenade Launcher.

Slayer
Clip Amt.   1
Max. Ammo   3
Wpn Power   Very High
Zoom Amt.   N/A
Secondary Mode: Fly By Wire Rocket
The Slayer's secondary mode enables the player to assume control of the 
rocket and fly around the level enabling them to have a much finer 
seeking ability than the standard Rocket Launcher. It can be detonated 
at any desired time by pressing Z. The only disadvantage to it is that 
it leaves you open to everyone else in the level.

Notes: An improved Rocket Launcher. Steering the rocket around is cool.

Remote Mine
Clip Amt.   1
Max. Ammo   11
Wpn Power   Very High
Zoom Amt.   N/A
Secondary Mode: Detonate
After setting all the mines you want, they can be detonated via the 
secondary mode.

Notes: Once again, a graphically enhanced (and slightly more user-
friendly) version of Goldeneye's variation. Just wait for your opponent, 
then BOOM! Press A and B to detonate faster.

Timed Mine

Clip Amt.   1
Max. Ammo   11
Wpn Power   Very High
Zoom Amt.   N/A
Secondary Mode: Threat Detector
The secondary mode enables you to spot sentry guns, proxy mines, and 
other potential hazards. You can also throw a mine at Proxies to 
detonate them.

Notes: An improvement over Goldeneye's. Now you can use them to spot 
hazards like sentries, and destroy them before they become a hazard.

Proximity Mine

Clip Amt.   1
Max. Ammo   11
Wpn Power   Very High
Zoom Amt.   N/A
Secondary Mode: Threat Detector
The secondary mode enables you to spot sentry guns, proxy mines, and 
other potential hazards. You can also throw a mine at Proxies to 
detonate them.

Notes: Now you can spot enemy proxies and destroy them before they 
become a problem. The enemies can do the same with yours, though.

Grenade

Clip Amt.   1
Max. Ammo   11
Wpn Power   Very High
Zoom Amt.   N/A
Secondary Mode: Proximity Pinball
If you want to make a match about 100 times more hectic, throw a few 
proxy pinballs around. They randomly bounce around and high speed, 
blowing anyone that gets too close to hell and back (especially fun with 
Combat Boosts). Or, you could use them the traditional way and throw the 
standard four-second bombs. Up to you. 

Notes: Basically the same as Goldeneye.

Other

Shotgun

Clip Amt.   9
Max. Ammo   100
Wpn Power   High
Zoom Amt.   N/A
Secondary Mode: Double Blast
The secondary mode simply fires two shotgun shells consecutively. Eats 
ammo faster, but packs more punch.

Notes: An improvement over Goldeneye's version. Not only can you hold 
more shells, but a double-blast on an up close opponent is extremely 
deadly.

Sniper Rifle

Clip Amt.   8
Max. Ammo   ???
Wpn Power   Medium
Zoom Amt.   1.00x-30.00x
Secondary Mode: Crouch
Holding down the secondary mode will cause your character to crouch, 
which improves accuracy and makes you harder to see.

Notes: Not a good weapon for up-close combat. It fires and reloads very 
slowly. Better suited for long range attacks because of its high 
accuracy.

Laser

Clip Amt.   N/A
Max. Ammo   Infinite
Wpn Power   Low-Medium
Zoom Amt.   N/A
Secondary Mode: Short range stream
Similar to the Watch Laser from Goldeneye. It will zap a close-range 
opponent and inflict damage as long as they are within the beam.

Notes: The Laser is not a particularly powerful weapon, but it will 
never run out of ammo. The primary mode is much more useful than the 
secondary.

Farsight XR-20

Clip Amt.   8
Max. Ammo   ??
Wpn Power   One-hit kill
Zoom Amt.   ????
Secondary Mode: Target seeker
The gun will automatically zoom in on opponents throughout the level and 
target their general area.

Notes: The Farsight XR-20 is a very dangerous gun. While very slow 
firing, its shots can kill with a single hit, and its targeting system 
allows it to see and fire through walls. The secondary mode can 
poentially lock on to opponents all the way across the level. The 
ultimate weapon for "campers." Plus, the large size of the gun can 
sometimes block shots to the chest.

N-Bomb

Clip Amt.   1
Max. Ammo   11
Wpn Power   Low
Zoom Amt.   N/A
Secondary Mode: Proximity Explosion
If the enemy gets close enough to the bomb in Proxy mode, it will 
automatically detonate.

Notes: The N-Bomb is not particularly powerful. Rather, its use is to 
blur the vision of enemies and cause them to drop their weapons, 
although it can still be fatal if the opponent stays within the blast 
radius long enough, or is caught in the direct center of the blast. The 
fact that it makes the area darker can provide cover for dark-clothed 
characters.

Tranquilizer

Clip Amt.   8
Max. Ammo   100
Wpn Power   Very Low
Zoom Amt.   N/A
Secondary Mode: Lethal Injection
The secondary mode consumes four shots of the Tranq's clip, but will 
kill an opponent instantly if they are within range.

Notes: The Tranquilizer is rather weak, but it will blur an opponent's 
vision, temporarily making it harder for them to aim shots. It can slow 
the reactions of even a PerfectSim to a crawl.

Shield

Clip Amt.   N/A
Max. Ammo   N/A
Wpn Power   N/A
Zoom Amt.   N/A
Secondary Mode: N/A

Notes: Shields act like Perfect Dark's version of body armor. You will 
be shielded from the effects of bullets and bombs, although a solid 
enough blow from an explosion can eat right through your shield. Shield 
power will decrease as it takes hits, eventually disappearing. Shots to 
the head do not drain half the shield, unlike in Goldeneye.

Cloaking Device

Clip Amt.   N/A
Max. Ammo   N/A
Wpn Power   N/A
Zoom Amt.   N/A
Secondary Mode: N/A

Notes: Cloaking Devices will temporarily make the user nearly invisible. 
All simulants and most human opponents will usually look right past 
them, although there are exceptions to this rule. The cloak will be 
disrupted if you fire, so that you cannot just cheaply run everybody 
over without giving them a chance to fight back.

Combat Boost

Clip Amt.   1
Max. Ammo   4
Wpn Power   N/A
Zoom Amt.   N/A
Secondary Mode: Return to normal

Notes: Combat Boosts slow down the game speed for all human opponents. 
Due to this, you are able to react to dangers much more effectively and 
get head shots more easily. One of the most useful items in the game.

X-Ray Scanner

Clip Amt.   N/A
Max. Ammo   N/A
Wpn Power   N/A
Zoom Amt.   N/A
Secondary Mode: N/A

Notes: The X-Ray scanner enables you to see through walls, and see 
enemies, ammo boxes, etc. The disadvantage to this is that you cannot 
see things that are very close to you, meaning you are in deep trouble 
if you get attacked while scoping out the terrain.

Crossbow

Clip Amt.   5
Max. Ammo   69 (!)
Wpn Power   Low/One-hit Kill
Zoom Amt.   N/A
Secondary Mode: Instant Kill
On secondary mode, a single crossbow dart will equal instant death.

Notes: The crossbow is rather fast firing, but only holds 5 shots and 
takes a long time to reload. Its instant kill capabilities make it 
lethal if no other weapons are available.

Knife

Clip Amt.   1. Ammo   11
Wpn Power   Low-Medium
Zoom Amt.   N/A
Secondary Mode: Throw Knife
The secondary mode will throw the knife with a poisoned tip that will 
kill in about 6 seconds after hitting the opponent.

Notes: If you're stuck fighting opponents up close, the knife is a good 
choice. Its secondary mode takes some time to kill an opponent, so be 
ready to run if you have no other weapons and you throw a knife.

Fists
Clip Amt.   N/A
Max. Ammo   Infinite
Wpn Power   Low
Zoom Amt.   N/A
Secondary Mode: Disarm
The secondary mode will cause your opponent to drop their weapon when 
hit, and will deliver a normal punch otherwise. Needless to say, 
Secondary mode should be on at all times.

Notes: Punches are not too powerful, but will blur your opponent's 
vision temporarily and cause them to drop their weapons. You are still a 
force to be reckoned with with just your fists.

I don't think you can use the classic Goldeneye weapons without some 
sort of Gameshark code or hack. Too bad, though. It would've been fun 
just to go around firing "ZZTs" at people :.
------------------------------------------------------------------------
----
Simulants

The difficulty settings for the simulants (on standard Combat mode) are 
as follows.

Meat- By far the weakest and dumbest simulant in the game. Nine times 
out of ten they will simply run away upon seeing you, and when they do 
stop to fight you they will stand in place and have about a 5% chance of 
hitting you. Needless to say, they get mowed down easily.

Easy- It pretty much follows the same strategy as a Meat simulant, but 
rather than have such crappy accuracy, it's bumped up to about 30%. 
However, they still stand in place during combat and run away often, 
making for an easy target.

Normal- Just your average sim. They know a few tricks, such as side 
strafing and improved accuracy (about 50%), but other than that they 
aren't too terribly much tougher than an Easy sim.

Hard- This is where the challege starts to pick up. Hardsims have rather 
good (about 65%) accuracy, and they side strafe and try to disarm their 
opponents, then blast them. They are tough, but managable if you have 
some combat experience.

Perfect- Good god. Give them an automatic weapon and they'll never let 
up. They always speed strafe, are constantly moving, and always know 
where their opponents are. On top of that, they are very accurate (80%), 
and always go after the shield at the beginning of each life (you can 
use this against them, however, by camping near the shield). Also, nine 
times out of ten, if you are in a room with multiple levels (like the 
ledges in the Complex), they will mow you down. However, they do have a 
couple of weaknesses. For one, when they think they have you cornered, 
they will stand in place and begin firing, making themselves a rather 
easy target. If you are speed strafing, they will often miss, because 
they only aim at where you are, not where you are going. This does not 
apply if you meet them when they are trying to get somewhere, however. 
They will simply strafe right past you, firing all the while. For 
another thing, they cannot seem to aim pistols effectively if you just 
stand still. Finally, they do not try to camp in one area. They are 
always moving. Thus, the best tactic against them is to camp yourself.

Dark- AAAHHHHH! It's like a Perfect sim on speed! Seriously, these guys 
are a nightmare. They always get shields and the best weapons within 
seconds, they almost always connect (about 90% accuracy) even over HUGE 
distances (you usually can't even see them when they start firing), they 
almost always get headshots (usually meaning instant death), and they 
are ALWAYS speed strafing. On top of all that, they actually stop and 
fire AHEAD of you, so that you run right into their bullets- the exact 
opposite of what the Perfectsim does. It's so easy to get killed by 
these guys that it's not even funny. Your best bet is to fire a grenade 
right into their face, or just have a lot of luck, some major cover, and 
an automatic weapon, and fire away. These guys make Perfectsims look 
easy!

The various "special" simulants.

Peacesim- These guys detest fighting, and run around the arena picking 
up weapons and disarming combatants just to steal their weapons. If you 
come across one, kill it. You'll collect enough weapons to supply an 
armored division.

Kazesim- Like its name implies, the Kazesim will ignore all dangers and 
charge toward its target, firing/swinging fists rapidly. They can be 
very deadly if you can't kill them in time, or they can simply be cannon 
fodder if you come across them before they can get a weapon.

Preysim- The least honorable simulant. They will almost always go after 
weakened or unarmed combatants, and terminate them with extreme 
prejudice.

Shieldsim- Remember those players that always run away when injured just 
to go collect another shield? These guys mimic those kinds of players. 
As soon as you damage one, it will run away to collect another shield. 
To make matters worse, it starts out with its own shield as well.

Cowardsim- These guys will always run away from confrontations unless 
they have the upper hand. If you are unarmed or badly injured, they will 
usually stand and fight. A Preysim, of sorts.

Fistsim- Similar to the Peacesim in the fact that it collects weaponry, 
but does not actually use it. Rather, it will run around, punching at 
opponents and stealing their weapons, and standing to fight after that. 
Usually they get mowed down very quickly, but they are very agressive if 
you don't kill them in time.

Judgesim- Sort of the opposite of the Preysim. The Judgesim will go 
after whoever has the most points in the match, although it will not 
hesitate to shoot anyone else that gets in its way.

Turtlesim- A slow moving simulant with a very thick shield- twice as 
thick as a normal shield. However, their slow speed makes them an easy 
target, but tough to kill. They can be dangerous if they attack while 
you are low on life.

Speedsim- The exact opposite of the Turtlesim. It moves very quickly and 
will relentlessly chase down its target. Since you can't really outrun 
it, the best way to defeat it is with an automatic weapon. Perfect and 
Dark Speedsims are a major nightmare.

Feudsim- The Feudsim randomly selects an opponent at the beginning of 
the match, then dedicates themself to their downfall for the entire 
battle. It will ignore everyone else to get to its target. If it chooses 
you as its victim, be careful!

Vengesim- The ultimate grudge holder. Once you injure or kill one, it 
will dedicate itself to your downfall. It will always ignore everyone 
else and come after you- that is, until somebody else shoots it. You're 
usually better off leaving them alone.
------------------------------------------------------------------------
----
Scenarios

Combat- Your standard combat scenario. You can set time and point limits 
to your liking- anywhere from 1 to several hundred points/minutes. Be 
sure to turn off Kills Score if you're going to play one of the other 
scenarios. It prevents every match from becoming another Combat with a 
few extra rules.

Hacker Central- This one is weird. A computer console is located 
somewhere in the level, and the Data Uplink will randomly appear 
elsewhere. Your objective is to find the Uplink and use it on the 
console to download a file. Every file downloaded earns you two points. 
However, you are completely open to attack while downloading, which is 
where sentry guns/proxy mines and cloaking devices come into play. If 
the person with the uplink is killed, it will randomly appear elsewhere 
in the level.

Pop a Cap- A random combatant is labeled the "Victim" and must run from 
the other players. For every minute they stay alive, they earn one 
point. But the opponent who finally manages to kill the victim will get 
two points. When the victim is killed, another random combatant will 
become the Victim. A very fast-paced, hectic match- similar to Capture 
the Case, but a bit more unpredictable.

King of the Hill- A green "hill" is randomly placed throughout the 
arena. When a combatant steps on it, it will become their team's color 
and a 20-second timer will count down. When the timer reaches 0, the 
team will score a point for every player on the hill (have multiple 
people on the hill at a time for more points), then the hill will 
randomly appear somewhere else. If an opponent steps onto the hill while 
it is under the posession of another player, the countdown will stop 
until one player is left, and start over if the player is not the 
original captor.

Hold the Briefcase- Similar to Flag Tag from Goldeneye. If you manage to 
capture the case and hold onto it for 30 seconds, you will score a 
point. Everyone else tries to kill you and take the case away, at which 
the same rule applies to them. The only difference is that the person 
with the case can shoot back. The person with the case will always glow 
a bright green, so fire on anyone that's looking greener than usual.

Capture the Case- My favorite. Each team has a base, with a briefcase in 
it. Players try to storm each other's forts and take the enemy's case 
back to their own base, at which point they will gain three points- 
unless the opponent has their case as well. From there, it's a matter of 
eliminating the player with the case. Every time a person with a case is 
killed, it will return to its original base. Especially fun with proxy 
mines and drone guns.

Levels

PD Originals

Skedar- The default arena. Several rooms with overlooking ledges, a few 
points to drop down and take your opponent by suprise, and big pillars 
for you to hide behind. A great game for melee matches.

Area 52- A large arena with lots of opening doors and tunnels, as well 
as a few rooms with good weapons that leave you open to attack. It's a 
great level for Capture the Case or Hacker Central, though.

Pipes- A level with a ton of ramps, narrow paths, and death-inducing 
bottomless pits (which freeze the game if you are using a Rumble Pack 
and fall in). This area can be dangerous if you are caught on the 
catwalks, because you can easily get knocked into a pit. On the other 
hand, it's a lot of fun for Capture the Case matches.

Warehouse- A level that has almost too much cover and not enough at the 
same time. The main rooms have large boxes and small tunnels to hide 
with, and the rest of the level is mainly narrow corridors- tons of fun 
with Grenades on Proxy Pinball. Hacker Central is cool.

Ravine- Floating elevators, spread-out terrain and multiple levels make 
this a level where you'll be doing a lot of long range combat and some 
short-range combat as well. Fun with Sniper Rifles and other zoom-in 
weapons.

G5 Building- Mostly consists of ramps and small rooms, with a few ledges 
suspended over a deep bottomless pit. Fun with automatics. Pop a Cap and 
Hold the Briefcase are fun as well.

Grid- A pretty small arena with two levels and a glass floor in one of 
the main rooms, and lots of pillars for cover. Fun with automatics, or 
pistols with one-hit kills. Slow Motion is also a lot of fun, seeing as 
how the level isn't too large.

Villa- A large level with little cover, but a lot of paths and hidden 
areas to hide in. Fun for King of the Hill.

Base- A level with multiple floors, several transparent walkways, and 
large ramps to take cover behind. A fun one with one-hit kills, because 
matches can get downright frantic.

Sewers-An area with many small corridors, multiple levels, and lots of 
cover. Fun for one-hit kills.

Fortress- The most ingeniously designed level in the entire Combat 
Simulator, in my opinion. Four giant fortresses, each with a path to the 
rooftop and an exit to the middle of the arena with four pathways that 
connect. Great for Capture the Case and Hacker Central.

Ruins- A large level with narrow corridors and several twisting paths. 
Good for King of the Hill.

Car Park- A level with three spiraling ramps leading to three different 
floors. There's going to be a lot of close-up combat here, so look out 
for sims armed with explosives and snipers that fire down from above on 
the ramps. Since all three rooms also have multiple levels, Perfectsims 
can be a real nightmare.

Classic Levels from Goldeneyes

Temple- The main room and the room below the main one is where most 
combat is going to take place. You can now drop through the hole in the 
floor to get the jump on your enemies. Look out in the narrow corridors, 
as it is hard to maneuver when an enemy spots you.

Complex- A large arena with several levels and sniping points. Fun with 
automatics. There's almost too much cover in the room with the small 
pillars (the fake wall is gone, though).

Facility (Felicity?! ARGH!)- A very small, compact level with a lot of 
cover. The only real difference from Goldeneye is that now the vent has 
two exits (and you can climb up there from the bathroom without a huge 
effort). Fun for short, crazy matches with automatics or explosives. 
Most combat usually takes place in the main hall (outside the bathrooms) 
or in the small room with the big pillar (past where the two locked 
doors were in Goldeneye).

They should have left the Library in the game IMO. It was my favorite 
back in Goldeneye. Oh well, the Facility is as fun as ever.
------------------------------------------------------------------------
----
Strategy

-If your opponent is firing at you from a distance and you're stuck with 
a crappy-accuracy weapon, crouch down. This instantly improves the gun's 
accuracy greatly, and makes you a little harder to hit, although you 
move slower.

- First and foremost, multiple shots do not cause you to take a small 
amount of damage at a time, as in Goldeneye. If you take 25 rounds from 
an Avenger all at once, you will die. Each hit will register damage, 
adding up until you die. Much more realistic than in Goldeneye. Keep 
this in mind when facing opponents toting K7 Avengers and other 
automatics.

- Circle and Side strafe to avoid fire. Better yet, speed strafe by 
holding C Left or Right, and holding the control pad diagonally forward 
with the C button you are holding. This makes you much faster, and much 
harder to hit.

- As in Goldeneye, go for head shots whenever possible. Each shot will 
take off anywhere from half their life (weaker weapons) to all of it 
(strong weapons).

-If you don't have time to line up a head shot, always try to hit your 
opponent's chest. It's the second-most damaging area.

-Take cover behind poles and walls by holding R, and then lean out with 
C left and right to get your opponent in your sight. Fire a few shots 
their way, then duck back when they retaliate. Repeat until they get too 
close.

-Always use upper to your advantage. Its harder for opponents to line up 
their aim if you are on a platform above them. Take advantage by raining 
bullets on them or aiming for a head shot if they don't see you.

-If a gun has a Scope on it (Laptop Gun, Avenger, etc.) use it whenever 
possible. It will often be harder for your opponent to hit you if you 
have the advantage of the extra accuracy the scope offers.

-Use Smart Slow Motion in multi-player matches with a lot of sims. It 
will make the game slower, but it won't sacrifice the frame rate.

-If you are unarmed and your enemy has some kind of explosive, run 
toward them as they fire. If you are close enough and get hit, they will 
kill themself. Both of you will reset, and neither will lose a point.

-I guess this is pretty much common sense, but if you are given a choice 
between a pistol and an automatic, choose the automatic. Choose 
explosives over both of them (unless, of course, it's Timed Mines and 
your opponent is firing at you).

-Do not underestimate any sims, even Meatsims. This may sound stupid, 
but it really isn't. Even the weakest sims seem to have great accuracy 
with explosive weapons (Rocket Launchers, Devastators, etc.), and 
anything higher than an EasySim can usually hit you over great distances 
with a Reaper. I don't know how they do it, but they will if they are 
given half a chance.

-Plant explosives and drone guns in "high-traffic" areas where most 
battles take place for maximum efficiency. Be sure to have a sim or 
teammate (or yourself) stand guard so that your enemies don't just set 
them off early. They also make great cover for defending Hills and Bases 
in KOTH and Capture the Case.

-When facing tougher opponents and simulants, I've found that it's 
usually wise to collect a Shield before going for a weapon. Nine times 
out of ten you'll last longer.

-Camping in an area with a powerful weapon or shield can make you a very 
dangerous force. However, this is a good way to get ganged up on, 
although it is pretty effective in Pop a Cap, seeing as how the victim 
is always getting ganged up on anyway.

-Leave Proxy mines at the areas where characters reappear after being 
killed. Just be careful not to get killed yourself, or else this plan 
will backfire.

Stage Hints

Skedar

-Use the ledges to your advantage. Duck down to avoid fire and stand up 
to shoot back. Just watch out for people who will attack from behind.

Area 52

-Try to catch opponents off guard when they go into one of the "trap" 
rooms with one exit (the steel-windowed room outside and glass room 
inside). Just be sure that they don't do the same to you.

-If you have a weapon with a scope, hide out in the "towers" and snipe 
anyone that walks by.

Pipes

-Shoot at your opponent on the narrow pathways and try to knock them 
off. You won't gain a point, but they will lose a point. Especially 
useful if you're behind on points.

-Shoot at your opponents from above whenever possible. They will have a 
harder time locking on to you if you attack from above.

-Take cover behind low walls in the area above the bottom of the stage.

-Try to stay high up in the level so that you don't fall into the 
bottomless pits and get killed.

Warehouse

-Look out for people who crawl through the gaps in the boxes.

-Attack from above on the catwalks.

-Send proxy pinball grenades through the narrow pathways to really wreak 
havoc.

Ravine

-You'll be doing mainly long-distance fighting, so use scope weapons 
whenever possible.

-Attack from above on the catwalks and elevators. I've mentioned this 
several times by now, but it's effective!

-Be careful in the ramps leading up and the narrow tunnels. They can be 
dangerous if your opponent is carrying explosives.

G5 Building

-Shoot at your opponent on the narrow pathways and try to knock them 
off. You won't gain a point, but they will lose a point. Especially 
useful if you're behind on points.

-attach mines inside the catwalks and the rooms inside the "vents."

Grid

-Shoot from the top levels and the top of the ramps to catch your 
opponents off guard.

-Most combat will be in the room with the glass floor and the room with 
the pillars (the elevator connects the two), so set up some traps in 
these rooms to protect yourself. Strafe behind the pillars for even 
better defense.

-Avoid using the elevator unless nobody else is around. The door closes 
very slowly, which can leave you open.

Base

-If an opponent is chasing you up a ladder, drop an explosive as you get 
away.

-Aim down from the top of the ramps and the upper ledges, and crouch 
down behind the walls if somebody is coming to catch them off guard.

Villa

-There's not a lot of ground cover, so duck behind the low walls.

-Fire down on your opponent from the catwalks.

Sewers

-Much of the level is narrow corridors, so take advantage of the lack of 
mobility, and watch out for sneak-attacking opponents that attack from 
behind.

-The best camping spot is the top area with the elevator and the ramp 
leading down.

-Avoid falling into the "water trap" in the middle room. You're easy 
pickings if you fall down there, because you'll have to take the ladder 
back up, and it's a LONG ladder.

Fortress

-Stay off the lower catwalks whenever possible. You're an easy target 
down there. Of course, you can use this to your advantage as well.

-If there are any pistols/CMP150s on the roof, you can get doubles by 
simply going to another "sniper post." Easy dual Maulers or Golden 
Magnums. Hehehe.

-Use the sniper posts for cover by either standing to the side on the 
slanted roof or ducking down inside them. Stand up to return fire if you 
are ducking down.

Ruins

-If you click on any door just once, it will only open halfway. Use this 
to cover yourself from fire.

-The level is mainly narrow corridors, so use walls to cover yourself 
whenever possible.

-Drop through holes in the floor for a quick escape.

-Don't remain at the top of the "hill" with the pathways heading up for 
too long. Opponents can come at you from almost any angle. Of course, if 
you can manage to stay up there, it makes a great sniper post.

Car Park

-Fire down on opponents from above the ramps, and the raised ledges in 
the rooms.

Complex

-Don't remain in the three-level room with the upper ramp and the drop-
down hole in the floor too long. Easy to get sniped. Run into the nearby 
pillar room for cover.

-Drop down from the ledges to suprise your opponents.

-You can climb up the grates in the area with the big ramp (between the 
"pillar room" and the room with the two windows, two ramps, and two big 
doors) by walking into the left-hand grate. From here you can climb up 
and collect weaponry. Makes a good sniping point, too. Makes up for the 
missing "Fake wall," I suppose.

Temple

-Shoot at opponents through the hole in the floor in the main arena.

-Much of the arena is slanted corridors, so use walls for cover and run 
away if you are at a disadvantage (your opponent is firing from above).

Facility

-There are two exits from the vents, so if someone is climbing up after 
your or has the bathroom sealed off, use the other exit. Also good for 
quick getaways.

-Fire down from the stairs and ledges outside the bathroom and through 
the doors behind it with the straight-down stairway. 

-The exit to the vent is nearby the long stairway behind the bathrooms 
as well, so if someone is escaping, fire 'em down.

-Use the raised ledge in one of the labs to fire at ambushing opponents.

-Use the pipes in the labs for cover.

-Don't linger too long the end room behind the two labs. There's no 
other way out besides the main exit.

-The room between the two "Checkpoint" doors and the labs is a pretty 
high traffic area, so set some traps there.

-Sometimes you can get "stuck" in the closing door and fire at your 
opponent while being protected yourself.
------------------------------------------------------------------------
----
Awards

"Medals"

Head Shots- The person who got the most head shots.
Marksmanship- The person who overall had the best aim.
Killmaster- The person who scored the most kills in one match.
Survivor- The person who died less than everybody else.

Post-match awards.

Most Deadly- The person with the most kills.

Most Professional- The person with the most shots to the head.

Most Frantic- The person who was generally avoiding everybody throughout 
the entire match.

Most Honorable- The person who takes on his opponents head on rather 
than trying to sneak up on them.

Most Dishonorable- The person who shoots their enemies in the back, as 
well as shooting their own allies.

Double Kill- The person who kills two people within a window of a few 
seconds, either by blowing them up or flying into the room and mowing 
everybody down. Best done when two opponents are fighting, and when 
they're both weakened.

Triple Kill- The person who kills three people within a window of a few 
seconds, either by blowing them up or flying into the room and mowing 
everybody down.

Quad Kill- The person who kills four people within a window of a few 
seconds, either by blowing them up or flying into the room and mowing 
everybody down.

More in a later revision.
------------------------------------------------------------------------
----
Challenges

To unlock many of the game's levels, Simulant skill levels, and weapons, 
you will have to complete the Challenges. While they can be beaten with 
one player, up to four can play at a time to make the levels easier or 
tougher (usually there are more sims and higher point requirements on 
higher difficulties, which i'll include data on in a later revision). 
Many of these are pretty easy, but some can be very tough.

Many thanks to Marshmallow's Challenges FAQ for specific stage/weapon 
info on this section.
------------------------------------------------------------------------
----
Challenge 1

Difficulty: *
Scenario: Combat
Level: Skedar

Limits
Time: 5 minutes
Score: 4 Points
Team Score: N/A

Opponents

1. Shocksim 
Difficulty: Meat

Weaponry

1. Falcon 2
2. CMP-150
3. Sniper Rifle
4. DY357 Magnum
5. Dragon

This is the second-easiest challenge in the entire Simulator. The 'sim 
will wander around the level at a pitifull slow pace. You can easily win 
by just aiming at him and putting a few rapid-fire Dragon or Falcon 2 
shots in his chest, or a single Magnum shot in his head. He barely ever 
stands to fight, and when he does he can't aim worth crap. My four-year-
old cousin could whip this guy.
------------------------------------------------------------------------
----
Challenge 2

Difficulty: *
Scenario: Combat
Level: Area 52

Limits
Time: 5 minutes
Score: 6 Points
Team Score: N/A

Opponents

1. Shocksim
Difficulty: Meat

Weaponry

1. Combat Knife
2. Falcon 2
3. Cyclone
4. Dragon
5. Rocket Launcher

The easiest battle in the entire game. Not only are you against the most 
dim-witted simulant ever made, but you get awesome weaponry to destroy 
him with. Just grab a Cyclone or Rocket Launcher and blow him away on 
sight. Of course, you could let him get a Rocket Launcher and blow 
himself up when he tries to shoot you with it. That's always good for a 
laugh.
------------------------------------------------------------------------
----
Challenge 3

Difficulty: *
Scenario: Combat
Level: Pipes

Limits
Time: 10 minutes
Score: N/A
Team Score: 4 Points

Opponents

1. Techsim:1
Difficulty: Meat

2. Techsim:2
Difficulty: Meat

Weaponry

1. Magsec 4
2. CMP-150
3. Timed Mine
4. Dragon
5. AR34

Oh no! TWO meatsims! Not. The only real danger into this level is the 
pit below, which, if they get lucky enough to hit you, can mean instant 
death if you fall off. Just throw a few timed-mines at a simulant that 
shoots at you to stop this, then finish them off with some rapid fire 
from double Magsecs, CMP150s, or any other weapon for that matter.
------------------------------------------------------------------------
----
Chapter 4

Difficulty: *
Scenario: King of the Hill
Level: Skedar

Limits
Time: 10 minutes
Score: 4 Points
Team Score: N/A

Opponents

1. CIASim
Difficulty: Easy

Weaponry

1. Magsec 4
2. CMP150
3. Dragon
4. K7 Avenger
5. Shield

Another simple challenge. Just rush for the hill and take out the little 
pest if he's already on it. Just stand there, wait out the 20 seconds, 
and move on to the next hill. When he rushes in blindly to try and stop 
you, blow him away before he messes up the timing on the hill.
------------------------------------------------------------------------
----
Challenge 5

Difficulty: *
Scenario: Combat
Level: Complex

Limits
Time: 10 minutes
Score: 10 Points
Team Score: N/A

Opponents

1. CassSim
Difficulty: Easy

Weaponry

1. Cyclone
2. Grenades
3. AR34
4. Farsight XR-20
5. Shield

Seeing as how you're facing an Easysim, and some of the best weapons in 
the game are on this map, poor Cassandra won't stand a chance. Just hunt 
her down relentlessly with a Cyclone (watch out for grenades she may 
throw), or camp out on the top ledge with the Farsight XR-20, possibly 
the cheapest gun ever created.
------------------------------------------------------------------------
----
Challenge 6

Difficulty: *
Scenario: Hold the Briefcase
Level: Area 52

Limits
Time: 10 minutes
Score: N/A
Team Score: 6 Points

Opponents

1. Worksim:1
Difficulty: Meat

2. Worksim:2
Difficulty: Meat

3. Worksim:3
Difficulty: Meat

4. Worksim:4
Difficulty: Meat

Weaponry

1. CMP-150
2. DY-357 Magnum
3. Shotgun
4. K7 Avenger
5. Shield

Another pitifully easy challenge. You've probably unlocked a few more 
maps and weapons by now, so all the more reason to press on. Just find 
the case, camp out in the area with the towers (great hideout in almost 
any match), and blast anyone that gets close to you. There's shields and 
weapons immediately nearby the towers, so it's just a matter of waiting 
out the 3 minutes after you get the case.
------------------------------------------------------------------------
----
Challenge 7

Difficulty: *
Scenario: King of the Hill
Level: Area 52

Limits
Time: 10 minutes
Score: 5 Points
Team Score: N/A
One-hit kills

Opponents

1. JoSim
Difficulty: Easy

Weaponry

1. Falcon 2 (Silenced)
2. Magsec 4
3. Cyclone
4. Grenades
5. Shield

Easy, easy, easy, seeing as how this is a frickin' one hit kills match 
with automatic weaponry! Just grab a Cyclone and a Shield and shoot down 
the Sim, then collect her Cyclone. Once you have double Cyclones, you're 
practically unstoppable. Just camp out on the hills and blow her away if 
she gets too close, then move on once you've scored a point. Rinse and 
repeat until you win.
------------------------------------------------------------------------
----
Challenge 8

Difficulty: *
Scenario: Capture the Case
Level: Skedar

Limits
Time: 10 minutes
Score: 9 Points
Team Score: N/A

Opponents

1. Snipesim
Difficulty: Easy

Weaponry

1. Magsec 4
2. K7 Avenger
3. Shotgun
4. Super Dragon
5. Shield

One easy battle. Just charge into the sim's base, grab the case, and 
return it to your own. If the sim has your case when you return, blast 
him. Repeat two more times and you win. There isn't anything even 
remotely challenging about a one-on-one match with an Easysim. 
------------------------------------------------------------------------
----
Challenge 9

Difficulty: *
Scenario: Combat
Level: Ravine
One-hit kills

Limits
Time: 10 minutes
Score: 10 Points
Team Score: N/A

Opponents

1. Trentsim
Difficulty: Normal

Weaponry

1. Falcon 2
2. Dy357 Magnum
3. Timed Mine
4. Laptop Gun
5. Farsight XR-20

Your opponent is actually semi-challenging this time, but you'll never 
notice. Just grab a Laptop Gun and a Farsight, and throw the Laptop up 
against a wall, then set the Farsight on secondary and seek out your 
opponent. Blast him into submission every time he's in your sights. The 
Laptop gun will take care of him if he gets too close. You should get 10 
points in a matter of minutes. 
------------------------------------------------------------------------
----
Challenge 10

Difficulty: *
Scenario: Hacker Central
Level: Temple

Limits
Time: 10 minutes
Score: 4 Points
Team Score: N/A

Opponents

1. Guardsim
Difficulty: Easy

Weaponry

1. CMP150
2. Cyclone
3. Remote Mine
4. AR34
5. Shield

First, grab the uplink (or wait for your opponent to do it for you, then 
shoot him), then head to the console. Start a download. If your opponent 
comes in with his guns blazing, switch to a gun and blow him away, then 
restart the download. Once you get two complete files downloaded, this 
challenge is over and done with.
------------------------------------------------------------------------
----
Challenge 11

Difficulty: **
Scenario: King of the Hill
Level: Complex

Limits
Time: 10 minutes
Score: 10 Points
Team Score: N/A

Opponents

1. Blondesim
Difficulty: Normal

Weaponry

1. Magsec 4
2. Tranquilizer
3. Shotgun
4. K7 Avenger
5. Shield

Wow. A semi-challenging match at last. This one can be somewhat time 
consuming, but ultimately easy. Just pick up a Shotgun or an Avenger and 
head for the hill whenever it reappears. If Blonde shows up, give him a 
nice shotgun blast or a chest full of Avenger fire to dispatch him. If 
he gets the hill, try to get him off of it unless he's way on the other 
side of the level. If that's the case, it's usually better to let him 
have the point, because when the next hill appears it will usually be 
closer to you, so you can get to it sooner.
------------------------------------------------------------------------
----
Challenge 12

Difficulty: **
Scenario: Combat
Level: Skedar

Limits
Time: 10 minutes
Score: 3 Points
Team Score: N/A
Slow Motion Combat

Opponents

1. JoSim
Difficulty: Hard

Weaponry

1. Falcon 2 (Scope)
2. Sniper Rifle
3. Shotgun
4. Superdragon
5. Shield

Straight from a Normalsim to a Hardsim? Normally this would be a very 
tough challenge for a relatively new player, but not this time. The 
entire level takes place in slow motion, enabling you to have superb 
reaction time and aim compared to your opponent. You can win relatively 
easily by grabbing a Shotgun and a Superdragon, and firing at your 
opponent whenever you see her. If she gets the Superdragon, though, 
watch out. Every sim has incredible accuracy with nearly any explosive, 
and the Hardsim is no different. If this occurs, try to take her out 
from a distance with the Sniper Rifle, or simply run up to her so that 
you both blow up. Nobody will score or lose a point, and she will no 
longer have that Super Dragon.
------------------------------------------------------------------------
----
Challenge 13

Difficulty: **
Scenario: Combat
Level: G5 Building

Limits
Time: 10 minutes
Score: 10 Points
Team Score: N/A
One-hit kills

Opponents

1. CIAsim
Difficulty: Normal

Weaponry

1. Falcon 2
2. Tranquilizer
3. Laptop Gun
4. Hand Grenade
5. Reaper

This match is pretty difficult in the fact that Normalsims actually have 
pretty decent aim, and there are one-hit kills in this sense. Of course, 
with the Laptop Gun at your side, you have a huge advantage. Just grab 
one, stick it to the wall, and camp out with another Laptop Gun or a 
Falcon. You should be able to mow him down easily upon sight. Just be 
sure to keep your Laptop gun loaded. If the need arises, you can pick it 
back up by pressing B to reload. You could also do it the hard way and 
chase him through the corridors if you're looking for a challenge. It 
should be fairly easy even then, seeing as how nine times out of ten he 
will try to get you with the horribly-inaccurate Reaper, which takes 
several seconds to get up to full lead-spewing speed, plenty of time to 
put a bullet in his chest.
------------------------------------------------------------------------
----
Challenge 14

Difficulty: **
Scenario: Capture the Case
Level: Area 52

Limits
Time: 10 minutes
Score: N/A
Team Score: 10 Points

Opponents

1. Guardsim
Difficulty: Normal

2. Troopsim
Difficulty: Easy

Weaponry

1. Cyclone
2. Superdragon
3. K7 Avenger
4. Farsight XR-20
5. Cloaking Device

As if the Farsight weren't already super-cheap, now you have Cloaks to 
go along with it. Woohoo! Unfortunately, this is a Capture the Case 
match, not Combat :(. Oh well. Since the Hardsim will often be defending 
the base with a cloak and an XR-20, cloak yourself before running into 
their base. Then grab their case, and return to your base with it to 
score a few points. If someone else has your case, go into XR-20's 
Target Locator and hunt them down. Just watch out for the sims if 
they're carrying the grenade-launching Superdragons- they somehow have 
impeccable aim with explosives regardless of difficulty level.
------------------------------------------------------------------------
----
Challenge 15

Difficulty: ***
Scenario: Hold the Briefcase
Level: Grid

Limits
Time: 10 minutes
Score: N/A
Team Score: 10 points

Opponents

1. Labsim:1
Difficulty: Normal

2. Labsim:2
Difficulty: Meat

Weaponry

1. Magsec 4
2. Dragon
3. Shotgun
4. Devastator
5. Shield

Uh oh...there's grenade launchers, and you're outnumbered 2 to 1. Not a 
good combination (if you've been reading the previous Challenge entries, 
you'll know what I'm talking about). First of all, if they get the case 
first you could be in trouble. For the best chance of taking both of 
them out (they always stick together), you should grab a shield and a 
Dragon or Devastator. Set the Dragon to Proxy mode and throw it in their 
path if you see them coming, and if the Dragon doesn't kill them, finish 
the job with the Devastator. From there, it's a matter of staying one 
step ahead of them and keeping them at bay with shields and 
grenades/heavy gunfire.
------------------------------------------------------------------------
----
Challenge 16

Difficulty: ****
Scenario: Combat
Level: Facility

Limits
Time: 10 minutes
Score: 10 Points
Team Score: N/A
No Radar

Opponents

1. Biosim
Difficulty: Perfect

Weaponry

1. Falcon 2
2. K7 Avenger
3. Super Dragon
4. Proximity Mine
5. Shield

This level is a cruel joke on the programmers' part- straight from a 
Normal and a Meatsim to a Perfectsim! Argh! Plus, there's no radar, and 
Perfectsims seem to always know where you are, so you're at a 
disadvantage right from the start. There are two ways to win this 
challenge. The easy way or the hard way.

The easy way just requires a few proximity mines and a lot of patience. 
Just duck into the bathrooms, and throw a few around the entrance vents- 
the one above the left-hand stall and the door leading up from the 
stairs. After the Sim gets blown up two or three times, he will simply 
stand outside, waiting for you to come out. Wait out the ten minutes and 
you'll win.

The hard way is a lot tougher- full blown combat. The only weapons worth 
crap in this level are the Avenger and the Superdragon, so collect one 
of those and a shield. Now when you meet up with Mr. Perfect, fire a 
grenade at him or pump him full of lead, taking cover and strafing as 
nessesary. Once you've gotten a kill, retreat to the small room between 
the "security checkpoint" and the labs (the one with the pillar). Now 
hide out in here and fire a grenade from the Super Dragon at either door 
if it is about to open. You'll kill the Sim before he can even react. If 
that doesn't work, though, you're in trouble. Open fire on him and take 
cover behind the pillar, being sure to refill your shield after every 
kill.
------------------------------------------------------------------------
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Challenge 17

Difficulty: ***
Scenario: King of the Hill
Level: Temple

Limits
Time: 10 minutes
Score: 10 Points
Team Score: N/A

Opponents

1. Dansim
Difficulty: Perfect

Weaponry

1. DY357 Magnum
2. AR34
3. Reaper
4. Slayer
5. Shield

Pretty much every challenge from here on out has at least one Perfectsim 
or some other way of having an unfair advantage, so you'd better get 
used to it. This one is fairly difficult, but not overwhelming. Just 
stay away from him if he has a Reaper, though, as he will easily pump 
you full of high-speed lead over long distances, same story as 
Sims+Devastators. Anyway, once he tries to take the hill, don't rush in 
with your gun blazing. Instead, use the Slayer's secondary mode to 
direct Skedar missile at him. He won't try to avoid it, and will be 
blown up with minimal effort. At this point you can take the hill, wait 
out the 20 seconds, then move on to the next. If Dan comes after you on 
the next hill, fire a Slayer rocket at him before he fully opens the 
door to take him down quickly. If he begins rapidly firing Slayer 
rockets, let him take the hill, then return the favor with a rocket of 
your own.
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Challenge 18

Difficulty: ****
Scenario: King of the Hill
Level: Villa

Limits
Time: 10 minutes
Score: N/A
Team Score: 10 Points

Opponents

1. ElvisSim
Difficulty: Perfect

2. Troopsim
Difficulty: Meat

Weaponry

1. Falcon 2
2. Phoenix    
3. Tranquilizer
4. Laptop Gun
5. Shield
6. Cloaking Device

Sure, that Meatsim may not look like much of a threat, but do remember 
that every "capture" of the hill will earn one point for every team 
member on it. So they have the potential to score twice as fast as you. 
That's where the Meatsim comes into play, and that Perfectsim is a 
deadly force, both capturing and defending the hill. On top of that, 
both these guys are smaller than your average combatants.

Fortunately, both these problems can be taken care of. Grab the 
Tranquilizer and a shield, and pump the Elvissim full of them upon 
sight. This will slow his reaction time and accuracy down to about the 
level of an Easysim, and the effect will remain for a good three or four 
minutes. Of course, that just leaves the Meatsim, who is the only real 
danger left in the level. Of course, Meatsims can't do crap on their 
own, so you're all set. Run to the hills and score some points, but once 
that Perfectsim starts to get back up to speed, you'll have to use the 
Laptop Gun. Attach it to the wall and duck and cover with another weapon 
to attack, preferably Double Phoenixes. If you get finished off, nine 
times out of ten the Laptop sentry will finish THEM off, so nobody gets 
the hill. Sounds good to me. Run back there while they're distracted and 
get the point, pick up your Laptop gun, and move on.
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Challenge 19

Difficulty: **
Scenario: Combat
Level: G5 Building

Limits
Time: 10 minutes
Score: N/A
Team Score: 10 Points

Opponents

1. CassSim
Difficulty: Hard

2. Trentsim
Difficulty: Easy

Weaponry

1. CMP150
2. Shotgun
3. Rocket Launcher
4. Farsight XR-20
5. Shield
6. Combat Boost

It's that time again. Farsight time. That's right. Just grab one, camp 
out, and blow everybody to Kingdom Come long before they ever see you. 
If they manage to find you, they'll usually fire a rocket, killing 
themself in the process most of the time. Oh well. You should be able to 
win with a major lead if you can keep ahold of the Farsight.
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Challenge 20

Difficulty: ***
Scenario: Combat
Level: Sewers

Limits
Time: 10 minutes
Score: N/A
Team Score: 10 Points
One-hit kills

Opponents

1. Pilotsim
Difficulty: Hard

Allies

1. Airsim
Difficulty: Normal

Weaponry

1. Mauler
2. Falcon 2
3. Magsec 4
4. DY357 Magnum
5. Shield

Now, you may appear to be at an advantage in this level- after all, it 
is a two-on-one match, but that's not the case. The Normalsim on your 
team generally isn't too bright, and will often run around after your 
opponent, frequently getting herself killed. At this point the Hardsim 
will usually come for you, and if he succeeds in getting two kills, he 
gets two points. Meanwhile, there's only one of him, so he can score 
twice as fast as you can.

The best way to get around this is to order your Sim to Follow you. Now 
ascend to the top of the arena- a small room with an elevator on one 
end, a hole in the floor with a shield nearby, and a ramp that is the 
other exit. Camp up here and tell your simulant to Hold so that she 
doesn't try to play the hero when the Hardsim comes up after you. Now 
shield yourself, crouch down, and watch the radar. When the sim shows 
up, fire him down with the help of your buddy, and collect his Magsec. 
At this point you should have two. Equip them both and set on Triple 
Shot. Now re-shield yourself and your sim buddy if nessesary, and wait 
for him to walk right into your trap. Just be sure to watch both exits 
in case he tries to sneak attack you, and if your sim gets killed order 
her to Follow so that she comes upstairs to you, then Hold. Many thanks 
to Marshmallow for this effective strategy.
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Challenge 20

Difficulty: **
Scenario: Hacker Central
Level: Grid

Limits
Time: 10 minutes
Score: 10 Points
Team Score: N/A

Opponents

1. JoSim
Difficulty: Hard

Weaponry

1. Mauler
2. Reaper
3. Shotgun
4. Callisto NTG
5. Cloaking Device

The only futuristic weapon they were missing is the Phoenix...

Anyway, the only real trick to this challenge is getting ahold of the 
Cloak. Just find it and camp out near it until you pick up about 80 
seconds (4 pickups) worth. Now head to where the console is. If Jo's 
already hacking away, gun her down and find the uplink quickly. Now 
return to the console, cloak yourself, and download away. You should win 
about 10-4 or 10-6 if you're quick enough.
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Challenge 22

Difficulty: *****
Scenario: Hold the Briefcase
Level: Base

Limits
Time: 10 minutes
Score: N/A
Team Score: 10 Points
One-hit kills

Opponents

1. PresSim
Difficulty: Perfect

2. Guardsim
Difficulty: Hard

Weaponry

1. Falcon 2
2. Sniper Rifle
3. Crossbow
4. K7 Avenger
5. Shield

This challenge is frustratingly difficult, since the sims like to stick 
together and fire on you simultaneously, and if they camp out you're 
pretty much screwed. Of course, there is a way around this, but the 
challenge is still very difficult.

For one thing, pick up a Shield and an Avenger ASAP, and go looking for 
the case if the AI doesn't already have it. If they do get it, go to the 
far side of the level to the area with the two large ramps and the big 
ladder. Duck down behind one of the ramps, keep your back to the wall, 
and train your sights on the top of the two ramps. If a sim pops in and 
comes down one of the ramps, fire at them like mad and you will usually 
be able to get in two hits before they do the same to you. If it's both 
sims, it's a bit tougher to win, but still possible. Once the one with 
the case is down, grab a shield, then return and grab the case. You 
can't pick up shields while you have the case, so quickly run up and 
grab one, then return. Then just camp out here until the timer runs out, 
or you score enough points to win. If they get the case from you, get it 
back ASAP.
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Challenge 23

Difficulty: *
Scenario: Combat
Level: Complex

Limits
Time: ????
Score: N/A
Team Score: 2 Points
Slow Motion

Opponents

1. Clonesim
Difficulty: Hard

2. Stripesim
Difficulty: Hard

Weaponry

1. Magsec 4
2. Grenades
3. Laptop Gun
4. RC-P120
5. Shield
6. Combat Boost

Talk about easy. The RC-P120 makes this match a breeze. Don't ask me why 
they put Combat Boosts in a Slow Motion bout, I have no clue why. Just 
grab the RC-P120, and wait until the simulants get fairly close. Cloak 
yourself, walk up to them, and greet them with several high-powered 
rounds each. Two points. Game over.
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Challenge 24

Difficulty: ***
Scenario: Capture the Case
Level: Fortress

Limits
Time: N/A
Score: N/A
Team Score: 9 Points

Opponents

Guardsim:1
Difficulty: Easy

Guardsim:2
Difficulty: Easy

Airsim:1
Difficulty: Easy

Airsim:2
Difficulty: Easy

Weaponry

1. CMP-150
2. Tranquilizer
3. Devastator
4. Super Dragon
5. DY357-LX

Four sims, two grenade-throwing weapons, and the fact that you can't 
concentrate on defense after scoring some points (there's no time limit) 
mean that this match can be brutal. Fortunately, they're only Easysims, 
so they're not too smart overall.

The best way to win is to grab two LX's, run into their base, and grab 
their case. Be sure to gun anybody down on sight- if you let them live 
long enough to get a Superdragon or Devastator, there's going to be 
trouble. Now just run back to your base at high speed, case in tow, and 
tag your case to score three points. Repeat two more times to win. If 
you think your base is in danger, just get killed. You'll pop up inside 
your base, with some weapons readily available to the right and left of 
you. Enough to hunt down the freak that stole your case. Don't panic if 
they get ahead, either. There's no time limit.
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Challenge 25

Difficulty: *
Scenario: Combat
Level: Ravine

Limits
Time: 3 minutes
Score: N/A
Team Score: 10 Points

Opponents

1. ShockSim:1
Difficulty: Perfect

2. ShockSim:2
Difficulty: Hard

Weaponry

1. Mauler
2. N-Bomb
3. K7 Avenger
4. Farsight XR-20
5. Cloaking Device

After all those tough levels, Rare decided to cut gamers some break with 
an insanely easy level. Farsights AND Cloaks. Need I say more? Grab a 
Farsight, cloak yourself, stand on the point where the Device 
regenerates, and fire away. 10-0, here I come! On the other hand, if the 
sims have caught you between the XR 20 and the Cloak, dispatch them with 
the Mauler or Avenger.
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Challenge 26

Difficulty: ****
Scenario: King of the Hill
Level: Ruins

Limits
Time: 10 minutes
Score: N/A
Team Score: 10 Points

Opponents

1. Techsim:1
Difficulty: Perfect

2. Techsim:2
Difficulty: Hard

Weaponry

1. Falcon 2
2. Mauler
3. Cyclone
4. Laptop Gun
5. Reaper

Argh. This challenge is a pain in the arse. The sims stick together 
pretty much all the time, and have deadly accuracy with any weapon, 
usually toting double Cyclones. Fortunately, this challenge is far from 
impossible. It is very tough, but managable.

First off, get Double Maulers and the Laptop Gun (located at the very 
tip-top of the level, where five or so paths connect) before you even 
think of trying to take the Hill. When you're fortunate enough to get 
there before the Sims do, stick the Laptop Gun to the wall, and whip out 
your Double Maulers. If the sims show up, blow them away with the 
Maulers on sight. But if they manage to kill you off, the Laptop Gun 
will finish the job. Sounds good to me. Just run back there and wait out 
the 20 seconds, grab your Laptop, head to the next hill, repeat. It is 
difficult, but possible.
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Challenge 27

Difficulty: ****
Scenario: Hacker Central
Level: Sewers

Limits
Time: 10 minutes
Score: 10 Points
Team Score: N/A

Opponents

1. CIAsim
Difficulty: Perfect

Weaponry

1. Falcon 2
2. Magsec-4
3. CMP150
4. Rocket Launcher
5. Shield

You've gotta be kidding me. Hacker Central? With ROCKET LAUNCHERS? Holy 
crap! Unfortunately, it's no joke. There's going to be a lot of 
explosions in this match, that's for certain. Anyway, the only real 
trick here is hanging on to the uplink and your position at the console 
long enough to download a file. Camp near the console, and if he comes 
in toting a Rocket Launcher, answer with a rocket or some CMP fire. 
After that, you should be able to get in a download before he hunts you 
down again. But if he gets there when you're almost done, stop 
downloading IMMEDIATELY and confront him. An ignored Perfectsim with a 
Rocket Launcher is practically instant defeat. Another note: If the 
match starts out on the area above the main room (the one on the lowest 
floor with the water at the bottom), restart the match. There's about a 
one-in-a-million chance you'll last long enough to get a point in there. 
The sim will easily find you and blow you up. Almost anywhere is better 
than there.
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Challenge 28


Difficulty: *****
Scenario: Capture the Case
Level: Villa

Limits
Time: 10 minutes
Score: N/A
Team Score: 9 Points

Opponents

1. GuardSim:1
Difficulty: Dark

2. GuardSim:2
Difficulty: Dark

Weaponry

1. Falcon 2
2. Falcon 2 (Silencer)
3. DY357 Magnum
4. AR34
5. Shotgun

An INRCREDIBLY difficult level. Not only are you outnumbered, but your 
opponents are DARKSIMS. This means that they almost always get 
headshots, and they can hit you over the most insane of distances, even 
long before they can see you.

Fortunately, it is still possible to win. Keep restarting the match 
until you are in a base where there is an AR34 readily available. Grab 
the gun and load it up, then charge into their base, grab the case, and 
immediately run back to your base to score some points. With some luck, 
you should be able to do this once or twice, but after that things will 
get difficult. One will almost always defend the base, while the other 
one will constantly be stalking you. When this occurs, run like hell 
back to your base and fire at him from above. With some luck, you should 
take him out before he grabs your case. 

You could just concentrate on defending the rest of the match and win, 
but holding out for 10 minutes against a case-craving Darksim just isn't 
practical. Once you go down, they will near-always charge back to their 
base and score. The best way to counter this is to kill one when he 
comes for you, then rush into their base, quickly fire down the other 
one, and grab the case. Then RUN like mad until you're back at your 
base. If they have your case, just lie in wait for them. They'll come to 
you, enabling you to retake your own case. Extremely difficult, requires 
a lot of luck, but possible.
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Challenge 29

Difficulty: ****************************
Scenario: Combat
Level: G5 Building

Limits
Time: 10 minutes
Score: N/A
Team Score: 10 Points

Opponents

1. WorkSim:1
Difficulty: Dark

2. WorkSim:2
Difficulty: Dark

Weaponry

1. Falcon 2
2. Cyclone
3. DY357 Magnum
4. CMP-150
5. Dragon

"AAAAAAAAAARRRRRRRRRRRGGGGGGGGGGGGHHHHHHHHHH!" sums up this challenge in 
one word. Two Darksims, straight-out combat, three automatic weapons 
(two of which can be doubled up). Need I say more? This match is a 
nightmare and a half.

I haven't actually completed this challenge yet, but I do have some 
suggestions for strategy. One, find a room to camp out in, hopefully 
with two exits and one level (NO RAMPS OR STAIRS! DARKIES MOW YOU DOWN 
WITHIN TWO SECONDS!). Two, throw a Proxy Dragon in front of one door. 
Three, get out double Cyclones on Secondary and face the other door. If 
a Sim comes screaming through that door, hit Z like there's no tomorrow. 
Hopefully they should go down. If they come through the other exit, 
hopefully the explosion will kill them. If it doesn't, turn around and 
shoot your Cyclones off. Repeat. Of course, it's incredibly hard to even 
get this set up before they start hunting you down, much less keep it up 
long enough to win.
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Challenge 30

Difficulty: *****************************
Scenario: King of the Hill
Level: Skedar

Limits
Time: 10 minutes
Score: N/A
Team Score: 10 Points

Opponents

1. CassSim
Difficulty: Dark

2. BlondeSim
Difficulty: Dark

Allies

1. JoSim
Difficulty: Normal

Weaponry

1. Falcon 2
2. Falcon 2 (Scope)
3. Magsec 4
4. Mauler
5. DY357 Magnum

You, the player, are allied with a Normalsim, and pitted against two 
trigger-happy Darksims that both camp on the hill in order to get two 
points and smite you twice as fast as before.

Like 29, I haven't finished this one either. I do have a few 
suggestions, but I can't really write a full-blown strategy guide on it.

One, have your Sim stick with you at all times. She will provide cover 
fire, and the enemy will almost always aim for you rather than her, so 
you can get a few more hits in, and kill them off for a few seconds if 
you are lucky. If you manage to get the hill and wait out the 20 seconds 
with both of you on it, you'll get two points- a definite plus. Of 
course, if both of them are after you, look out.

Two, avoid the sims when moving between hills. They get excellent 
accuracy over the most insane of distances, so steer clear. If you know 
they are both on the hill, try to kill at least one of them so that they 
only get a single point. It is difficult, but can be done. If you get 
both of them, all the better!

Third, ALWAYS have Double Maulers or Falcons. The rest of the weapons 
are pretty worthless. The Magnum's too slow, and the Magsec is too 
innaccurate. Meanwhile, Maulers merit a one-hit kill, and Falcons can 
fire hella fast if you jam on the Z trigger like a madman.

The trick to this challenge is getting to the hill before the sims do. 
Trying to take it away from them is suicide. They get 99% accuracy 
across the level with the Magsec, for pete's sake!

That's it. If you come up with a foolproof (or at least somewhat 
foolproof) strategy, let me know. Of course, once you finish about 26 of 
these challenges, you unlock all the features available, so it's not 
absolutely REQUIRED to finish all challenges to get the full effect of 
the Simulator.
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questions/comments/corrections? E-mail brunerp@juno.com--
