Perfect Dark Maps FAQ
For the Nintendo 64
Version 0.2
By Wesley Clifford, parallax@apk.net
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Table of Contents:
1) Introduction
2) Legalities
3) Updates/Revision History
4) The Maps
4.1) Skedar Arena
4.2) Area 52
4.3) Pipes
4.4) Complex
4.5) Warehouse *   (Map on Paper)
4.6) Ravine *
4.7) Temple *
4.8) G5 Building *
4.9) Grid *
4.10) Felicity *
4.11) Villa *
4.12) Sewers *
4.13) Car Park *
4.14) Base *
4.15) Fortress *
4.16) Ruins *
5) Unlocking Stuff *
6) Contact Info
 * Areas of the FAQ that are not finished yet.
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1) Introduction

Hello, and welcome to the Perfect Dark Maps FAQ. I am hoping to fill a
slight void in the PD universe with this FAQ. There are FAQs for the
weapons, FAQs for the challenges, FAQs for single player, but no where
is there a simple advanced multiplayer setup FAQ that tells you where
those weapons are going to be in the level when you put them in slot
1, or 3, or 6, or whatever. Secondly, some of the levels can be a bit
twisty, and more than once I've gotten to a room, took 3 turns, then
not be able to get back to where I was.
This FAQ intends to address both of these issues. Presented below are
maps of each multiplayer arena, in crystal clear (heh, right) ascii
art. These maps show the level layout, where the weapons will be, 
where the hills in King of the Hill will be, where the cases in Capture
the Case will be, and where your character will be spawning.
I hope they are of use.

--Wesley
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2) Legalities:

This document is mine. All mine. Mine mine mine. Dispite the way some
of the maps look, I put a lot of time into them, trying to make them as
readable as possible, and having someone take them, scratch out my
name, and do other nefarious things just makes me sick. Please respect
my work.
This FAQ is Copyright 2000 Wesley Clifford
It may not be altered in any way, or provided to the public in any way,
including electronic distribution, without express written permission
from the author, Wesley Clifford. For personal use, you may modify the
maps for purposes of printing or making them view on your screen, but
you may not distribute those modified maps. If you would like to 
contribute to this FAQ, send an email to me (parallax@apk.net)

Whew. That said, if you ask nicely, I'll let you use this FAQ on your
website if you really want.
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3) Updates/Revision History

Sunday, July 30, 2000 - Version 0.2 online. Added maps of Area 52 and
Complex, missing some case locations and player spawn spots. Fixed some 
minor layout errors in the Pipes map (One hill was on the wrong side of
the room, and the top side hallway should have gone left from the 
window, not right).

Tuesday, July 25, 2000 - Version 0.1 online. Maps of Skedar Arena 
and Pipes made in ascii format, missing some briefcase locations.
Offline, I have Complex and most of Area 52 down on paper. They will
be in the next release of the FAQ.
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4) The Maps!

Here's what you've all been waiting for. Hope it was worth it.
Maps are listed in the order that you unlock them while playing the
game (Except the first 3, which are unlocked by default, as they are
in the first 4 challenges)
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4.1) Skedar Arena (Available when you start)
This is my personal favorite level. It's big enough to fit 6+ players
easily, small enough to make 1 on 1 games not so bad, simple enough to
learn quickly, and twisty enough to make for good fights. Also, with
the exception of the hill near one of the weapon 5 slots, all hills are
exciting to both take, and to hold.
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#          6        ##                #  ##  1-6 = Weapon placements  #
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# C                 ##                ##### Note: Ammo is always near #
#                   ##------   -------#####       weapons.            #
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######################       3        ##    and does not replace      #
###########################     ########    experience with the level.#
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Placement suggestions: For weapons that you can get dual of, put them
in slots 1 or 3. for slot 1, you can easily get two of them in the
upper portion of the middle area. For slot 3, you can easily get them
by taking one from the bottom portion of the middle area, and another
up the ramped hallway to the top of the map. Putting a good defensive 
weapon (Laptop gun, proximity mines) in slots 2 or 4 will allow you to
hold most hills easily. Slots 5 and 6 are good for shields, if you like
shields, as they are nicely spread through the level.
My personal favorite setup is:
1) Scoped Falcon    2) Laptop Gun    3) Cyclone
4) Proximity Mines  5) Shield        6) RC-P120
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4.2) Area 52 (Available when you start)
It's just too bad. That really cool area with the moat and the four
towers doesn't have a hill. I can't believe they left it out. I would
have made it either the moat, or the central area, or one of the towers.
Oh well, for the most part, this level is good, and for how big it is,
it's pretty easy to get everywhere. All in all, a fairly decent level.
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# LEGEND                        Note: Map is not to scale, and does not  #
# # = Wall                       replace experience with the level.      #
# | = Half Wall/Window          Note: Ammo is always near the weapons.   #
# - = Door/underground passageway                                        #
# L = Ladder                P = Player spawn spots                       #
# 1-6 = Weapons             . = Hill areas.         C = Case locations   #
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Placement suggestions: Slots 1 and 3 are good for dual weapons. For slot
1, you can get them from the room at the very bottom of the map, and then
taking a zigzag course to the middle right hallway. Slot 3 is a better
choice, from the glassed-in room in the middle, to the 4-doored hallway
room to it's lower left. Slot 2 is a good 'hill defense' type weapon, or
perhaps a 1-shot kill weapon. For slots 4 and 5, something powerful, as
the areas where you pick them up are fairly out of the way. Lastly, slot 6
can be almost anything. There is only one area to pick up the weapons, but
that one area is well traveled.
My personal favorite is:
1) Falcon 2 (Scope)      2) Mauler             3) Cyclone
4) RC-P120               5) Rocket Launcher    6) Proximity Mines
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4.3) Pipes (Available when you start)
I'm not sure why they named this level 'Pipes', as there are a total of
8 pipes in the level, and they're all on the bottom level, away from the
main action. They should have called it 'Walkways' because of all the
elevated walkways that connect most of the rooms on the upper level. In
any case, it's not a bad level, and a couple of the hills are quite hard
to hold (the one on the far left of my map is quite hard to hold,
especially in a game with more than 2 teams).
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# LEGEND                        Note: Map is not to scale, and does not #
# # = Wall                       replace experience with the level.     #
# | = Half Wall/Window          Note: Ammo is always near the weapons.  #
# - = Elevated Walkway                                                  #
# L = Lift (Elevator)       P = Player spawn spots                      #
# 1-6 = Weapons             . = Hill areas.         C = Case locations  #
# * = Top level-Hole in floor ; Bottom level-Hole in ceiling.           #
#########################################################################
Placement suggestions: 
Slot 1 is the perfect place to put a dual weapon. You can grab one in the
room on the upper level, drop through the hole, and grab another on the
bottom level. It's also a good place to put 'hill defense' weapons. Slot
2 is good for a long range weapon, like the sniper rifle, farsight, or a
rocket/grenade launcher. Because of the darkness of the lower level,
slots 3 and 4 may be good for proximity mines or, because they are so out
of the way from the main action, perhaps the most powerful weapon should
go in one of them. Slot 5 is another good 'hill defense' weapon, as it's
very close to three of the hills, and the fourth and fifth hills are
fairly close to it. Its central location makes it probabally the best
utility weapon in the level. The 6th weapon is near two hills, but far
from the rest. Its location at the top of the level makes it a
good grenade slot, and it's distance from the action makes it a good
powerful weapon slot.
Personal Favorite:
1) Cyclone      2) Slayer      3) Proximity mines
4) Devistator   5) Laptop Gun  6) Farsight
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4.4) Complex (Beat Challenge 1)
They ain't lying, this map is complex. It took actually drawing this
map for me to get the layout committed to memory, but then I haven't
played Goldeneye much. In my experience, this is one of the more fun
levels to play in, but if you get lost it's quite a pain to get to
where you want to go.
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######################################################################
# LEGEND                     Note: Map is not to scale, and does not #
# # = Wall                    replace experience with the level.     #
# | = Half Wall/Window/Hole  Note: Ammo is always near the weapons.  #
# - = Elevated Walkway     P = Player spawn spots                    #
# ~ = Water                L/U = Upper/Lower hallway designations    #
# 1-6 = Weapons            . = Hill areas.       C = Case locations  #
# * = Hole in floor        = = Elevated platform                     #
######################################################################
The L and U letters are to help you see if a hallway entering a room
is connected to that room in the upper or lower portion of the room
(two story only). For some rooms, there is both a lower and upper
hallway, and that is designated with LU. On the far right, there is
a 3 floor room, and the lowermost exit is marked with LL. The middle
floor exits are marked with L and the top floor are U.
Placement Suggestions: Slot 1, as usual, is a good place to put your
'dual' weapons. You can grab one of them in the room in the upper left
of the map, and then run into the upper-central room and grab your
second one. Slot 2 is good for camping weapons, because the two places
you can get one are both fairly out of the way. Slot 3 is a good
'utility' weapon place, and also not a bad place for both a hill
defense, and offense weapon. Slot 4 is another good utility slot. 5
is tailor made for your powerful weapon, because it's so far from the
action. Finally, slot 6 is one of those 'grab and run' slots, you
could pretty much put any weapon there.
Personal favorite:
1) Cyclone              2) Devistator        3) Laptop Gun
4) Dragon               5) Farsight          6) Proximity Mines
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4.5) Warehouse (Beat Challenge 3)
This level is a bit large, good for 6+ players. All out combat may be
hindered by the sheer size of the level, but it can make a good hill
or case level, as these game modes tend to cluster players around
specific areas.
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4.6) Ravine (Beat Challenge 5)
I hate to say this, because I do like this level, but the first word
that comes to mind whenever I think about it is ANNOYING. Multiple
levels, an elevator that's a bit too slow for the speed you need to go
mid-battle, and the fact that, unless you're on one of the top few
levels, it can easily take all 30 seconds you have just to GET to some
of the hills, makes this level sub-par. In this game, of course, sub-par
means it's still a good level.
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4.7) Temple (Beat Challenge 6)
Another Goldeneye classic (Or so I'm told), and, before I found out that
some of the walls were doors, I hated it. Now, it's not so bad, but the
hill locations keep you out of some places (The 'outside' region in
particular comes to mind). The big room in the middle is a bit annoying,
but it is fun picking off sims from 100 yards away.
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4.8) G5 Building (Beat Challenge 9)
This level doesn't feel like the G5 Building from the solo missions, but
who cares, it's a blast! The kicker was putting a hill right in the big
bottomless pit in the middle, where you pretty much have to stand,
totally exposed to attack, on one of the many catwalks for 30 seconds
while enemies pick at you from all sides. Great level.
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4.9) Grid (Beat Challenge 11)
Many people have called this the Matrix level, and all you have to do
is play a king of the hill with a static hill in one of the 'Matrix 
Rooms' to find out why. The only thing that's odd is the fact that you
can shatter the glass in the level, and a few seconds later it's back.
Oh well, it lets you shatter it again, at least.
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4.10) Felicity (Beat Challenge 12)
This level seems really small when you're playing it, but that's just
because the hills are all in the building part, and not in the, well,
I don't know what part it really is, but it's the big rooms with the
large concrete tubes and stuff in them. You spawn in them, and they
have weapons in them, but basically all you do in them is grab the
weapon and head back out into the fray, which can get quite hectic
because everybody is slugging it out in the main hallway.
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4.11) Villa (Beat Challenge 14)
I don't know if it's just because I haven't played it much, but this
level is annoyingly laid out to me. Perhaps when I map it, I'll change
my mind.
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4.12) Sewers (Beat Challenge 16)
And I thought Villa was bad! By the time I make it to the hill, it's
moved. With a static hill, I can, once I find it, do OK. This one is
going to be fun to map (right!)
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4.13) Car Park (Beat Challenge 17)
Haven't unlocked this one yet. The main problem is, whenever I unlock a
new level, I want to play in it as much as possible before moving on.
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4.14) Base (Beat Challenge 18)
Haven't unlocked this one either.
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4.15) Fortress (Beat Challenge 20)
This one too.
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4.16) Ruins (Beat Challenge 22)
And, lastly, this one.
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5) Unlocking stuff:
Here's the number of challenges you need to beat to get each type of
map, weapon, item, sim, and game mode. Anything not listed here is
unlocked at the beginning.
C  Map		Weapon(s)/Item	    Simulant	Mode
1  Complex	Farsight, Grenade
2 		Shotgun		    		Hold the Case
3  Warehouse	Falcon (Silencer)		One Hit Kills
4		Superdragon	    Hard	Capture the Case
5  Ravine	Laptop Gun
6  Temple	Remote Mine			Hacker Central
7		Tranquilizer
8		Falcon (Scope)			Slow Motion
9  G5 Building	Reaper		    Perfect
10		Cloaking Device
11 Grid		Devistator
12 Felicity	Proximity Mine			Pop a Cap
13		Slayer
14 Villa	Phoenix
15		Combat Boost
16 Sewers	Mauler
17 Car Park	Callisto NTG
18 Base		Crossbow
19		RC-P120
20 Fortress	DY357-LX
21		N-Bomb		    Dark
22 Ruins	Laser
23		X-Ray Scanner
Some weapons and items can also be unlocked by playing solo missions, so
you may get them earlier than this chart shows.
I do not have the specialty Sims listed here, if you know what challenge
unlocks them, please send me an email, and I'll credit you in the FAQ if
you would like.
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6) Contact info

I can be reached via email at parallax@apk.net
Up the counter at my webpage by going to http://apk.net/~parallax