Unoffical Perfect Dark Munitions Guide 
Version v.0.5 - June 21, 2000

By Quizmaster v.4.0

O: Intro
I: Ammunition
II: The Weapons
III: How to succeed at the firing range
IV: The Duel - My very first level walkthrough
V: Miscellany

----

O: Intro

Thanks for picking up my first FAQ. If it makes you better at Perfect
Dark, wins a bet for you, or just puts a smile on your face, I'll know
my job is done.

Anyhow, I really like Perfect Dark, and decided to fill an FAQ niche
with something a little different from a standard walkthrough. Partly
because I think that general strategies are a bit more useful than
specific strategies, and partly because I haven't quite finished the
game on Perfect Agent yet. D'oh!

But I will have a bit of both general and specific strategies in this
FAQ: Part II is how to use each weapon, and Part III is how to beat the
firing range with each weapon. (Part I is about the various Ammuntions
used in the game, but you can probably see the heading from here, so I
digress.) Part IV is about "The Duel" level, which you open up by
showing your skills at the Firing Range. Part V really isn't about
Perfect Dark, but if you're not doing too much, would you mind reading
it anyway? 

----

I: Ammunition

    "Guns don't kill people. Bullets do."
        -Unknown
        
    It's true in Perfect Dark that the weapons really aren't a whole lot
of help without bullets to use them with - so:

Handgun Bullets:
    Can hold: 800 rounds reserve / Up to 820 rounds total

    Collect: 20/gun Agent
             15/gun Special Agent
             10/gun Perfect Agent

    Used in: Falcon 2
             Falcon 2 (silenced)
             Falcon 2 (scope)
             Magsec 4
             Mauler
             Phoenix
             PP9i
             CC13

    You'll start out with a lot of these when you're playing the solo
missions, and they're not bad to have. If only you had the guns to put
them in...

    At any given time you'll have a lot of these (relatively speaking),
because only the Mauler lets you spend more than one with each pull of
the trigger (and that's in a special mode, even.)

SMG Ammo:
    Can hold: 800 rounds reserve / Up to 850 rounds total

    Collect: 20/gun Agent
             15/gun Special Agent
             10/gun Perfect Agent

    Used in: CMP150
             Cyclone
             Laptop Gun
             KLO1313
             ZZT (9mm)
             DMC
    
    Over the first part of the game you'll have this ammo a lot - the
problem is that it's quite easily spent. Show a little accuracy and
you'll be fine.

Rifle Ammo:
    Can hold: 400 rounds reserve / Up to 520 rounds total
    
    Collect: 20/gun Agent
             15/gun Special Agent
             10/gun Perfect Agent

    Used in: Callisto NTG
             RC-P120
             Dragon
             K7 Avenger
             AR34
             SuperDragon (primary)
             Sniper Rifle
             KF7 Special
             AR53
             RCP-45
    
    Now this is the ammo you want to get your hands on (especially since
it's used up even faster than SMG Ammo.) Accuracy, accuracy, accuracy -
or else you won't have any ammo for the really powerful weapons.

Magnum Bullets:
    Can hold: 200 rounds reserve / Up to 206 rounds total
    
    Collect: 10/gun Agent
              7/gun Special Agent
              5/gun Perfect Agent
              
    Used in: DY357 Magnum
             DY357-LX
             
    What can I say besides, "Go ahead. Make my day." You'll have enough
ammo to use when you need it, if only because the guns to put them in
are single-shot only, horrendously slow, and only need more than one
shot if you miss.

Shotgun Shells:
    Can hold: 200 rounds reserve / Up to 209 rounds total
    
    Collect: 10/gun Agent
              7/gun Special Agent
              5/gun Perfect Agent
              
    Used in: Shotgun
    
    I like shotgun shells, I really do, but I don't really have too much
to say about them.

Reaper Ammo:
    Can hold: 800 rounds reserve / Up to 1,000 rounds total
    
    Collect: 200/gun Agent
             150/gun Special Agent
             100/gun Perfect Agent
             
    Used in: Reaper
    
    Chaingun style Ammo to make your enemies do the Chaingun Cha-cha
(see Doom.)

Grenade Rounds:
    Can hold: 40 rounds reserve / Up to 48 rounds total

    Collect: 5/gun Agent
             5/gun Special Agent
             5/gun Perfect Agent

    Used in: SuperDragon (secondary)
             Devestator
    
    Let's face it, folks...grenades are cool.
    
    
Rockets:
    Can hold: 3 rounds reserve / Up to 4 rounds total
    
    Collect: 1/gun Agent
             1/gun Special Agent
             1/gun Perfect Agent
    
    Used in: Rocket Launcher
             Slayer
             
    Rockets are our friends! Well, actually, more like our in-laws...we
try our hardest to pass them off onto other people...

Orbs:
    Can hold: 100 rounds reserve / Up to 108 rounds total
    
    Collect: (Unknown)
    
    Used in: Farsight XR-20
    
    They're Orbs. Who'd have thought?
    
Knives:
    Can hold: 10 knives reserve / Up to 12 knives total
    
    Collect: (Unknown)
    
    Used as: Combat Knife
    
    You know, maybe it wasn't the wisest idea to devote an entire
section to specialized ammunitions that can only be used one way...

Crossbow Bolts:
    Can hold: 69 bolts reserve / Up to 74 bolts total
    
    Collect: (Unknown)
    
    Used in: Crossbow
    
    Crossbows are cool, if not as useful as they're intended to be.
Kinda like those cartoon black bombs with fuses coming out of them. I
doubt they ever actually existed, even as anachorisms.

Sedatives
    Can hold: 200 sedatives reserve / Up to 208 sedatives total
    
    Collect: 32/gun Agent
             24/gun Special Agent
             16/gun Perfect Agent
             
    Used in: Tranquilizer

    This is the most fun ammunition I have ever seen. See what happens
when we stop being so overly violent? Now the only problem is that his
may cause some anti-drug-use backlash...

    Oh yeah, with the quantites you recieve the ammo in, supply won't be
a problem.

Grenades
    Can hold: 10 grenades reserve / Up to 11 grenades total
    
    Collect: (Unknown)
    
    Used as: Grenades
    
    Like the grenade rounds, only you don't need a gun to use them. In
fact, maybe I'd better move this to the Weapons section...nah.

Timed Mines
    Can hold: 10 mines reserve / Up to 11 mines total
    
    Collect: (Unknown)
    
    Used as: Timed Mines
    
    Like grenades, except they stick to things.
    
Proximity mines
    Can hold: 10 mines reserve / Up to 11 mines total
    
    Collect: (Unknown)
    
    Used as: Proximity Mines
    
    Like Timed mines, except...oh, I'm sure you can figure it out. I'm
taking a nap.

Remote mines
    Can hold: 10 mines reserve / Up to 11 mines total
    
    Collect: (Unknown)
    
    Used as: Remote Mines
    
    Zzzzzzz....Zzzzz...
    
N-Bombs
    Can hold: 10 N-Bombs reserve / Up to 11 N-Bombs total
    
    Collect: (Unknown)
    
    Used as: N-Bombs
    
    Zzzzzz...Zzzzz...What's that, Elizabeth Hurley...of course I'll
marry you...Zzzzzz....

----

II: Weapons

Note: The times may be a tad innacurate - do you know how hard it is to
hold an N64 controller and press the buttons on a stopwatch at the same
time?

Falcon 2
    Uses: Handgun Shells
    Holds: 8 rounds
    Reloads in: 1.00 seconds
    Empties in: 1.04 seconds
    Secondary Function: Pistol Whip

    The sidearm you start with a lot - it's not too bad and comes with a
nifty laser sight. Not too useful to me, since it doesn't point out
anything that can't already be seen, but nifty nonetheless. Very
accurate too.

Falcon 2 (silenced)
    Uses: Handgun Shells
    Holds: 8 rounds
    Reloads in: 1.00 seconds
    Empties in: 1.04 seconds
    Secondary Function: Pistol Whip
    
    Another sidearm you start with from time to time. Silent but deadly
- go for the headshot, pick off one enemy at a time, then get the rest
when they try to see what all the commotion is.

Falcon 2 (scope)
    Uses: Handgun Shells
    Holds: 8 rounds
    Reloads in: 1.00 seconds
    Empties in: 1.04 seconds
    Secondary Function: Pistol Whip
    Zoom Function: 2.0x
    
    Yet another starting sidearm. Comes with a scope for long range
headshots.
    
MagSec 4
    Uses: Handgun Shells
    Holds: 9 rounds
    Reloads in: 1.39 seconds
    Empties in: 1.33 seconds
    Secondary Function: 3-round burst
    Zoom Function: 2.4x
    
    A good close range weapon - ironically, though it can zoom in to
2.4x, it's very innacurate at that range. Put it into the three-round
burst and use it shotgun-style at close range.

Mauler:
    Uses: Handgun Shells
    Holds: 20 rounds
    Reloads in: 0.89 seconds
    Empties in: 5.39 seconds
    Secondary Function: Charge-up shot

    A nice gun with a good sized clip with the bonus of having a charge
shot. Use the charge shot when you know a bad guy's coming to gain the
advantage. Be careful not to reload when in charged mode, or you'll lose
some ammo - to add insult to injury, the gun won't even retain its
charge!
    
Phoenix:
    Uses: Handgun Shells
    Holds: 8 rounds
    Reloads in: 2.04 seconds
    Empties in: 0.92 seconds (Explosive Shells: 3.73 seconds)
    Secondary Function: Explosive Shells

    I like this gun - it has that cool alien sound when it fires and the
morphing reload effect is really nice. As for the actual effectiveness
of the gun - two words: Explosive Shells. Oh yeah.

    But, as Deus Noctis notes: "Be careful when using explosive shells,
though, it does take a bit longer to fire with. Use them like you would
use the Callisto's secondary fire." (After going back to the firing
range and checking it out, it's almost four times as slow! Yikes!)

DY357 Magnum:
    Uses: Magnum Bullets
    Holds: 6 rounds
    Reloads in: 2.92 seconds
    Empties in: 5.11 seconds
    Secondary Function: Pistol Whip
    Based on: Colt Python (Thanks to Wyatt Hanks for the info)

    It's not a .44 Magnum, but feel free to ask punks if they feel lucky
anyway. Aside from the powerful rounds, though, remember that there's a
slight pre-fire delay, so lead your shots a little. Also, it takes
almost a second to recover from firing a round, so take cover when
dealing with automatic weapons.
    
DY357-LX
    Uses: Magnum Bullets
    Holds: 6 rounds
    Reloads in: 2.92 seconds
    Empties in: 6.81 seconds
    Secondary Function: Pistol Whip
    
    This one-shot killer is a fearsome weapon, but it's even slower than
the regular Magnum. Once again - good versus handguns, bad versus
automatics. However, it only takes one shot with this gun, so if you can
hit someone with an automatic on the first shot, go for it. Finally, be
sure to reload in a safe place.

    Also, with all the questions I've recieved about "Where the heck can
I find the DY357-LX?!!" I should make a little addendum here. There are
four possible ways to get it (as far as I know):

    1: (Hardest) Trent Easton is in Mission Five - Crash Site -
Confrontation, next to the real President. After disabling the automated
robot defenses, Trent will say a few words before either firing at you
or running off. Disarm him to get the DY357-LX!

    2: In the level Maian SOS, which you can enter after finishing all
the missions on Special Agent, there is a man in the cyrogenic storage
room with two DY357-LX's in his hands. Use the Psychosis Gun, then let
him die (or kill him) to get the Golden Magnums!

    3: Complete Mission Five - Crash Site - Confrontation on Agent in
under 2:50 and you'll recieve Trent's Magnum as a Cheat! (Be sure to
lower the bike in the cargo bay on the previous level so you can get
around this level faster.)

    4: (Easiest) Enter Challenge 24 in the Combat Simulator. The weapons
used on this level are Devestators, Tranquilzers, SuperDragons...and
Golden Magnums. There are several on the upper level above the bridges.
Collect one and it's in the firing range! 

CMP150
    Uses: SMG Ammo
    Holds: 32 rounds
    Reloads in: 1.75 seconds
    Empties in: 2.25 seconds
    Secondary Function: Follow Lock-on

    This will be your staple gun for much of the single player game, and
it's pretty good. Be sure to take advantage of the Lock-on feature, as
it makes getting good hits considerably easier.

    And, as Deus Noctis notes, "It is very accurate at longer ranges, 
making it good for taking out snipers in levels like the Villa."

Cyclone
    Uses: SMG Ammo
    Holds: 50 rounds
    Reloads in: 2.12 seconds
    Empties in: 3.42 seconds (1.70 seconds Magazine Discharge)
    Secondary Function: Magazine Discharge

    Very nice power gun. However, stick to the regular Rapid Fire mode
most of the time - the Magazine Discharge only works well when you're
surrounded by enemies at close range, as it's hideously innacurate (and
really burns ammo, too).

Callisto NTG
    Uses: Rifle Ammo 
    Holds: 32 rounds
    Reloads in: 2.40 seconds
    Empties in: 2.19 seconds
    Secondary function: High-Impact Shells
    
    The High-Impact shells are very fun when you want to play
"Poor-Man's Farsight", but the standard operation fire rate is good
enough for when your opponent comes out from behind said wall. Just
remember to switch modes or you'll have egg all over your face, OK?

RC-P120
    Uses: SMG Ammo
    Holds: 120 rounds
    Reloads in: 2.58 seconds
    Empties in: 6.55 seconds
    Secondary Function: Cloaking
    
    Oh yes. This is a ridiclously powerful gun, and I'm sure that you
can think of all manner of things to do with the cloaking device. The
only snag is that the cloaking device eats ammo as fast as the gun's
conventional use - meaning that you'll be out of ammo and uncloaked if
you don't use the cloaking power wisely. With 800 rounds, you'll stay
cloaked for 34.08 seconds.

    Also, when you fire, you'll de-cloak, so aim for the head before
then!

Laptop Gun
    Uses: SMG Ammo
    Holds: 50 rounds
    Reloads in: 2.45 seconds
    Empties in: 3.00 seconds
    Secondary Function: Deploy as Sentry Gun
    Zoom function: 2.0x
    
    Not a bad little gun (Hmmm...I think I'm going into Gun Magazine
mode - ever notice that there's no such thing as a bad gun when you read
those magazines? Well, maybe it's an overgeneralization...)

    File away the Sentry Gun mode for multiplayer games of Capture the
Case. Heh heh heh. Also take note of the 2x scope - Zooming weapons are
cool.    

    Deus Noctis chimes in: "The sentry gun is also the best "revenge"
weapon in the game. Throw it at your enemy just before you die and watch
him crumple to the ground with you. Heh heh heh heh heh."

Dragon
    Uses: Rifle Ammo
    Holds: 30 rounds
    Reloads in: 1.88 seconds
    Empties in: 2.64 seconds
    Secondary Function: Proximity Self-Destruct
    Zoom Function: 2.0x
    
    The first real bread and butter assault rifle you'll come across,
it's a good gun (as just about every gun is, see above) with a fast fire
rate and that nice star muzzle flash (careful, though, it's easy to see
and avoid.)

    Another really fun toy for Capture the Case games lies in the
proximity self-destruct feature. I'd go on, but I'd titter like a
schoolgirl if I said any more. He he he he he. The only problem is that
you have to throw the weapon away to use the mine, so be sure to have a
backup weapon handy...

K7 Avenger
    Uses: Rifle Ammo
    Holds: 25 rounds
    Reloads in: 2.59 seconds
    Empties in: 1.61 seconds
    Secondary Function: Threat Detector
    Zoom Function: 3.0x 
    
    A cut above in the Assault Rifle world, mainly because it's accurate
at longer ranges and can put more bullets in enemies faster than the
Dragon can. The only real problems are the fairly small magazine and
long reload times. You'll also want to leave the Threat Detector on all
the time, because it will spot mines and other painful things for you in
case you're not paying attention.
    
AR34
    Uses: Rifle Ammo
    Holds: 30 rounds
    Reloads in: 2.74 seconds
    Empties in: 2.41 seconds
    Secondary Function: Use Scope
    Zoom Function: 3.0x
    Based on: FA-MAS Assault Rifle
    
    This reminds me a bit about Goldeneye's AR33 (and Perfect Dark's
AR53) - it's the real McCoy of Assault Rifles that needs no fancy
features to back up its power. It's a bit innaccurate at long ranges,
though - be sure to lie prone before you try any sniping with this.

SuperDragon
    Uses: Rifle Ammo/Grenade Rounds
    Holds: 30 rounds
    Reloads in: 2.08 seconds (Grenade Launcher: 2.31 seconds)
    Empties in: 2.72 seconds (Grenade Launcher: 2.30 seconds)
    Secondary Function: Grenade Launcher
    Zoom Function: 3.0x
    
    Probably the most versatile weapon in the game, a combination
Assault Rifle/Grenade Launcher. Great weapon for medium-extreme range
combat because of the scope and the grenades in case your aim's a bit
off. Remember, though, that the Grenade Launcher is *not* the best
weapon for close combat.

    Deus Noctis notes that: "It's interesting to note that these
grenades will detonate on contact with anything, be it wall or enemy.
Useful when you don't want to wait 4 seconds for an explosion."

Shotgun
    Uses: Shotgun Shells
    Holds: 9 rounds
    Reloads in: 6.78 seconds (1 round: 2.50 seconds)
    Empties in: 11.25 seconds (Double Blast: 6.90 seconds)
    Secondary Function: Double Blast
    
    "Subtlety is not an option here." A good deal better than
Goldeneye's Auto Shotgun for realism. I still can't figure out why they
never worked the regular Shotgun into that game, yet left it in the
cheats...oh well.

    Anyway, this is not a sniping weapon - this is a close range weapon.
The payload is several pellets per shot that spread out in a random
pattern - close range will ensure that several hit their mark. If you
really want to wreak some havoc, go for double blast.

    Also, aim for the body - better several pellets hit the chest area
than one or two hit the head. Finally, remember to count your shots -
the Shotgun has the longest reload time in the game! (In an emergency,
though, you can stop the reload after each round has been put in the
magazine by pulling the trigger. This will just stop the reload and not
fire, though.)

Reaper
    Uses: Reaper Ammo
    Holds: 200 rounds
    Reloads in: 3.66 seconds
    Empties in: 7.47 seconds
    Secondary Function: Grinder
    
    This is the closest that PD gets to a chaingun, and boy is it a
doozy. Unfortunately, it's innaccurate as all get-out, so you'll have to
stay close to your foes to properly chop them up. Keep in mind that it
has spin-up and spin-down times, too - make sure you're alone when you
stop firing.

    And if you run out of ammo, be sure to try the "Grinder Rush" if
your opponent still happens to be close by...

Sniper Rifle
    Uses: Rifle Ammo
    Holds: 8 rounds
    Reloads in: 2.43 seconds
    Empties in: 2.11 seconds
    Secondary Function: Crouch
    Zoom Function: 1.0x to 30.0x (default 4.0x)

    Everyone's favorite weapon from Goldeneye is back for more, and
enhanced, too! To zoom in and out, use the C-up and C-down buttons while
aiming. (And use the secondary mode to crouch, and tap the Aim button to
stand up again.)

    Crouching removes the waving of the weapon apparent while you're
standing up - the only downside is that you can't get away as fast if
the enemy's heading towards you.

FarSight XR-20
    Uses: Orbs
    Holds: 8 rounds
    Reloads in: 2.75 seconds
    Empties in: 13.81 seconds
    Secondary Function: Target Locator
    
    The second most fun gun in the game, due solely to the secondary
Target Locator feature. This little baby will look through several
levels of walls to find an enemy, and keep moving along following said
enemy. The orbs this weapon uses pass like a Rail-gun through several
layers of walls, too!

    Of course, there are a few strings attached: The Target Locator
can't keep up with targets running at full speed, it's easy to get
tunnel vision and completely miss people coming up next to you, and the
fire rate is unbelivably slow.
    
    Just remember to only use this gun when everyone's pretty far away,
and it will become your best friend. Let's face it - killing someone
through six layers of walls is just plain cool.

    And, as Deus Noctis says: "This gun gets my award for "Best
Simulation of an acid trip". Heh heh." That's right. So when you see the
D.A.R.E program at elementary schools next summer, all they'll have to
do is turn on a Nintendo with Perfect Dark, and go through the levels
saying "This is Joanna." *switches to Farsight* "This is Joanna - on
acid. Any quesitons?" Then they'll ask for volunteers to get through the
game with only the Farsight...but I digress.
    
Devestator
    Uses: Grenade Rounds
    Holds: 8 rounds
    Reloads in: 2.39 seconds
    Empties in: 8.57 seconds
    Secondary Function: Wall Hugger

    This lovely weapon does a great job of littering the surrounding
area with explosions. Just remember to keep in mind the fact that the
grenade lobs (that is, doesn't fly straight) and you'll be golden.

    The secondary mode is also quite fun - you can use the wall hugger
function to set up traps in multiplayer. Not for long though, as "The
wall hugger grenades will fall down after about 5 seconds, so make sure
your opponent is close." Thanks, Deus Noctis!

Rocket Launcher
    Uses: Rockets
    Holds: 1 round
    Reloads in: 2.57 seconds
    Empties in: (N/A - 1 shot)
    Secondary Function: Targeted Rocket

    This is your standard Rocket Launcher, and most of the conventional
Rocket Launching rules apply - don't use this gun at close range, be
sure to account for the real long reload time, and make sure you don't
miss (well, don't miss too much) with your one shot.

    The rocket launcher does have an interesting feature, though. The
secondary mode fires a much slower homing rocket, that will turn towards
the target and everything. However, it will still detonate if it hits a
wall or somesuch.

    (Little tip if you're being singled out with targeted rockets...if
you know that you can't get away from the rocket, run straight towards
the person that fired the rocket! If you go down, you'll take 'em with
you!

Slayer
    Uses: Rockets
    Holds: 1 round
    Reloads in: 3.41 seconds
    Empties in: (N/A - 1 shot)
    Secondary Function: Fly-By-Wire Rocket

    Here's another weapon that truly has been designed solely for
amusement. The Slayer's regular launch is nothing special, and it's even
slower on the reload than the regular rocket launcher. However, the
secondary Fly-By-Wire rocket mode is amazing. You actually steer the
rocket towards your enemies, stopping only when the rocket explodes on
impact (or when you tap Z to trigger it.)

    One major problem, though, is that you can't move your character
while you're steering the rocket - so be sure to get into a safe place
(that will remain safe for a while) before you let one fly.

    Deus Noctis sends along a couple more tips too: "You can slow down
fly-by-wire rockets by holding down the A button in flight. The
fly-by-wire rockets do travel slower than regular rockets, so be
careful."

Combat Knife
    Uses: Knives
    Holds: 1 or 2 knives
    Reloads in: N/A - Throw Posion Knife: 1.33 seconds to re-ready knife
    Empties in: (N/A - 1 knife)
    Secondary Function: Throw Posion Knife

    The knives from Goldeneye return, combined into one weapon. I never
really cared much for knives, even throwing ones. I don't know why. I
suppose that if they put in shriukens, I'd like this type of weapon
more. Or spears. I can see it now...

        Spear (not really in the game)
        Uses: Spears
        Holds: 1 or 2 spears
        Reloads in: N/A
        Empties in: N/A
        Secondary Function: Pole Vault
        
    Ah, sigh. As for the actual aspects of the weapon, I'll turn it over
to Deus Noctis: "Pretty much the same as Goldeneye. Does quite a bit of
damage, slow firing rate, VERY inaccurate at long ranges, and virtually
no reload time.
    Can be used to good effect, but I wouldn't recommend it."

    As a final note, if you miss with the throwing the Combat Knife, it
will skitter on the floor. You, or your opponent, can pick it up and use
it again...

Crossbow
    Uses: Crossbow Bolts
    Holds: 5 Bolts
    Reloads in: 4.96 seconds (1 bolt: 1.76 seconds)
    Empties in: 1.35 seconds
    Secondary Function: Instant Kill

    The crossbow can be a very potent weapon in the right hands, with
the ability to sedate an opponent before killing them instantly as
pluses. However, it is quite hampered by its need for specialized ammo,
paltry 5-round clip, and the extremely slow reload time. (However, you
can stop reloading after each bolt has been put in by tapping the
trigger, just like with the Shotgun.)

    Also, according to Deus Noctis: "This weapon is very quiet and very
accurate, so using it as a sniper or assasination weapon in the
secondary function can easily turn the tide of battle in your favor."

    Finally, the arrows stick in the wall if you happen to miss, and
they can be picked up and reused. (For more on the fun of sedation, see
below...)

Tranquilizer
    Uses: Sedatives
    Holds: 8 sedatives
    Reloads in: 2.07 seconds
    Empties in: 1.44 seconds (1.46 seconds Lethal Injection)
    Secondary Function: Lethal Injection

    This is the single most enjoyable weapon in Perfect Dark. It does
very little damage, it uses specialized ammunition, and it can't zoom.

    What it does do is worth the price of the game itself - it fogs up
your opponent's screen more and more, the more tranq's you hit with!
After four, your opponent will be unable to do anything except in short
bursts, is subject to constant blackouts, and won't know heads or tails
about what's going on!

    If you like, you can put your opponent out of their misery with the
secondary very close range Lethal Injection, but it's better to just
switch to another gun and headshot them down.

    Of course, if you get hit by the tranquilzer, it won't be nearly as
much fun, but that's the breaks. Also, though the computer does a good
job of simulating being tranquilzed when you sedate them, perhaps you
should stick to the conventional means of using standard weapons...

Laser
    Uses: (N/A)
    Holds: (N/A)
    Reloads in: (N/A)
    Empties in: (N/A)
    Secondary Function: Constant Stream
    
    The Laser is another Goldeneye amalagm, this time combining the old
Moonraker Laser and Watch Laser into a pretty nice short range weapon.
Your aim may be a little off at first due to the southpaw use of this
weapon, but it's quite effective - it needs no ammo, has a very powerful
short range attack, and looks pretty nice, too boot.

Grenade
    Uses: Grenades
    Holds: 1 grenade
    Reloads in: N/A - Grenade readies in 1.05 seconds
    Empties in: (N/A - 1 grenade)
    Secondary Function: Proximity Pinball

    Pull the pin, count to three, and throw. However the real fun comes
in with the proximity pinball mode - the grenade will keep bouncing
around until it comes within the range of a target of some sort (and the
four second fuse doesn't apply here.) This includes yourself, so
exercise caution. Don't throw grenades head on at walls - throw so it
hits at an angle.

    Also, though it seems a bit obvious, it just has to be said: don't
hold the grenade for more than four seconds after you've pulled the pin!

Before I get to the mines, I'll let Deus Noctis talk for a while on
various overt political statements.  What? I can't do that? All right,
we'll listen to a little talk on mines in general then:

"Note on all mines: Mines are MUCH less useful in multiplayer games now
that guns and the mines themselves have a threat detector. Whenever I'm
playing in a multiplayer game, I always have a threat detector turned
on. It certainly makes it easier to invade the bathroom in
facility/felicity so you won't always get killed by remotes."

Timed Mine
    Uses: Timed Mines
    Holds: 1 mine
    Reloads in: N/A - Mine readies in 0.69 seconds
    Empties in: (N/A - 1 mine)
    Secondary Function: Threat Detector
    
    These are a lot like grenades, except that they don't bounce at all
- they stick to walls and the floor, and even the ceiling! The secondary
mode comes in handy for multiplayer, since you can detect traps easily,
but since you can't throw mines while you're detecting, it may not be
the best thing to do under fire.

    "This is probably the least useful mine. Just use it as a sticky
grenade if you HAVE to use it, which I wouldn't recommend doing." - Deus
Noctis

Proximity Mine
    Uses: Proximity Mines
    Holds: 1 mine
    Reloads in: N/A - Mine readies in 0.69 seconds
    Empties in: (N/A - 1 mine)
    Secondary Function: Threat Detector

    Proxy mines are my personal favorite sort of mine, just so long as
you remember where you put them! An especially low trick would be to
place two on the inside of a commonly accessed door and watch the fun
happen. It also comes with the handy threat detector so you know when
your friends are pulling this trick too.

    When your opponents attack you with Proxy Mines, use another mine,
or the K7 Avenger to find them, and shoot them to clear the way. Also,
try very hard not to stand still, or your 'friends' may throw one onto
your back. If they do, turn around and give them a big hug!

    "Well, this is certainly better than the timed mine, but it's
usefulness has been undermined tremendously by the threat detectors. Can
be useful against enemies that don't use the threat detector. If you're
the devious type, try placing them in respawn spots or on weapons/ammo
boxes." - Deus Noctis

Remote Mine
    Uses: Remote Mines
    Holds: 1 mine
    Reloads in: N/A - Mine readies in 0.69 seconds
    Empties in: (N/A - 1 mine)
    Secondary Function: Detonator

    This doesn't come with the handy threat detector, so you have to
keep your eyes peeled here. Also, if you absolutely, positively, have to
detonate the mines on time (and have the primary mode selected), press A
and B at the same time. (Thanks to Nick Leaf for reminding me of this
Goldeneye classic.)

    "Now we're talking! Because this weapon doesn't have a threat
detector, if you only use this mine type in multiplayer without
including the K7 Avenger, you can have lots of evil fun. You can do the
aforementioned tricks with the proxy mines, or you can use them as a
grenade with a short fuse. Just throw it at an opponent and detonate it
just as it passes by him! Mwahahahaha!

N-Bomb
    Uses: N-Bombs
    Holds: 1 N-Bomb
    Reloads in:
    Empties in: (N/A - 1 mine)
    Secondary Function: Proximity

    N-Bombs are the surly, cigar-chomping cousins of the Tranquilizers -
they cause a fair amount of damage when they detonate, but they make
everyone caught in its spherical radius see black and blurred for a
while - about the same as three or four Tranquilizer hits.

    And one last comment from the ever-present Deus Noctis: "One of the
most fun weapons in the game. It has a HUGE blast radius and will take
off about half a lifebar on an unshielded opponent. The fun part,
though, is that if the enemy is affected they will feel the effect of 3
tranquilizer shots! They won't even be able to tell where they are! A
perfect opportunity to emerge from the shadows and smack 'em down with a
Cyclone magazine discharge. The secondary function can be useful, but I
don't find myself using it much...but hey. Whatever floats your boat."

---- Classic Guns

(Note: All Classic Guns use the classic sight - a red crosshair instead
of the green-red-blue sight. As well, the sight does not change from
green to red/blue when an enemy is in the sight, it remains a red
crosshair. However, the buzzing sound is still there.)

    Wyatt Hanks has a note on whether or not matching the classic
weapons (and Goldeneye's weapons) is justified: "All of this matching is
kind of pointless though because the guns are all changed for gameplay
reasons - Rate of fire:  In reality the KLO1313 and the ZZT would be the
fastest guns of the bunch.  The calibers:  The M-16A2 is no where close
the the same caliber as the AK-47,  The FN P90 uses .22, not 9mm, etc. 
Third the guns are all much larger than they would normally be for
obvious gameplay reasons."

    These are all good points, but I personally feel even if the guns
aren't represented 100% accurately, at least they're pretty darn close.
It would be a rather interesting experiment to make each gun require its
own caliber ammunition, though. It'd be a bit more challenging to run
out of ammo for your favorite weapon and have to make do with what you
can find. Maybe in the next game...

PP9i
    Uses: Handgun Shells
    Holds: 7 rounds
    Reloads in: 1.25 seconds
    Empties in: 0.85 seconds
    Secondary Function: (None)
    Goldeneye Counterpart: PP7
    Real Life Counterpart: Walther PPK

    "Bond. Joanna Bond." While it may make for an interesting premise
for Danjaq's Ian Fleming novel movie adaptations...no. (Though part of
the problem, admittedly, is that she's not Sean Connery. I think she
could outgun Pierce Brosnan, though. And she'd maul George Latzenby,
too. Roger Moore, I'm not too sure.)

    Anyhow, the default gun from Goldeneye is there if you'd like it.
I'd stick with the Falcon, personally. The problem is that this gun has
been outclassed. Who can compete with an extra round per clip and a
laser sight? Then again, it's a pretty fun gun to go through the game
with, and isn't that what it's all about?
    

CC13
    Uses: Handgun Shells
    Holds: 8 rounds
    Reloads in: 1.25 seconds
    Empties in: 0.96 seconds
    Secondary Function: (None)  
    Goldeneye Counterpart: DD44
    Real Life Counterpart: TT33 Tokorev (Special thanks to Mod. #15 for
pointing this out)

    Another gun that gets by on the fun factor - it's not nearly as
accurate as the Falcon 2. Even at medium range, you'll miss a whole lot
of headshots. But the sound is spot on.

KLO1313
    Uses: SMG Ammo
    Holds: 20 rounds
    Reloads in: 1.25 seconds
    Empties in: 2.68 seconds
    Secondary Function: (None)
    Goldeneye Counterpart: Klobb
    Real Life Counterpart: WVZ61 Skorpion (Special thanks to Mod. #15
for pointing this out)

    Sigh. The best thing about this gun is the noise it makes when it
fires - it just screams "Machine Pistol!" Unfortunately, it's horribly
innaccurate and its shells have very little power. Oh well.

KF7 Special
    Uses: Rifle Ammo
    Holds: 30 rounds
    Reloads in: 1.25 seconds
    Empties in: 3.97 seconds
    Secondary Function: (None)
    Goldeneye Counterpart: KF7 Soviet
    Real Life Counterpart: AK-47 Assault Rifle
        
    Everyone's second favorite Rifle from Goldeneye is back -
unfortunately, as in Goldeneye, it's outclassed by the AR(5)33.
        
ZZT (9mm)
    Uses: SMG Ammo
    Holds: 32 rounds
    Reloads in: 1.25 seconds
    Empties in: 3.24 seconds
    Secondary Function: (None)
    Goldeneye Counterpart: ZMG (9mm)
    Real Life Counterpart: Ingram MAC-10 (Thanks to Wyatt Hanks for the
correction)

    I thought the name for this gun was the Uzi, but it never hurts to
be technically correct. Anyhow, this is a real room clearer - it makes
you feel like one of the bad guys from the action flicks (Don't say
James Bond films, now) - it's got more power than the CMP150, as well.

DMC
    Uses: SMG Ammo
    Holds: 30 rounds
    Reloads in: 1.25 seconds
    Empties in: 4.01 seconds
    Secondary Function: (None)
    Goldeneye Counterpart: D5K
    Real Life Counterpart: Heckler & Koch MP5K Sub-Machine Gun (Thanks
again to Wyatt Hanks for another correction)
    
    Wyatt informed me that: "The DMC/DK5 is actually an MP5K which is
much smaller than the MP5 in comparison and features a forward pistol
grip, no stock, and a completely different barrel and frame."

    I really, really, really wish that they had put in the silenced
version instead - that would have just made everyone's day. Still, not a
bad SMG, though.

AR53
    Uses: Rifle Ammo
    Holds: 30 rounds
    Reloads in: 1.25 seconds
    Empties in: 3.25 seconds
    Secondary Function: (None)
    Goldeneye Counterpart: US AR33 Assault
    Real Life Counterpart: Colt M-16/A2 Assault Rifle
    
    Perhaps the best all around classic weapon. It's fast, it's
accurate, and it even has a zoom capability. The only snag is that the
penetrating power it had in Goldeneye is no longer there. Snaps!
        
RCP-45
    Uses: SMG Ammo
    Holds: 80 rounds
    Reloads in: 1.25 seconds
    Empties in: 8.00 seconds
    Secondary Function: (None)
    Goldeneye Counterpart: RCP-90
    Real Life Counterpart: FN-P90 (Fabrique Nationale Pistol 90)
    (Thanks to Wyatt Hanks for the proper spelling)
    
    In previous versions of this FAQ, I didn't know the real life
counterpart of this gun (or even if it had one) but a kind e-mail from
one Garrett Patton set the record straight. Take it away, Garrett!

    "In your strategy guide you said that you did not know what the
RCP-90's reallife counterpart was, well it is the FN-P90, or Fabrique
Nationale Pistol 90. It is a fairly compact machine pistol that uses .22
hollowpoint frangibles at the rate of about 1000 RPM.  Because of their
small size and the fact that the shred whatever they hit upon impact,
they render body armor rather unimportant after a few rounds.  Thank you
and i hope you give me credit if you use this. :)"

    Thanks again, Garrett. I guess it didn't stand for "Really Crappin'
Powerful" after all.
    
    Anyhow, this is an unbelievable weapon - it has a huge magazine and
a fast fire rate. Once you get this cheat, you'd be amazed at how much
fun you'll have chopping enemies to ribbons in single player (instead of
with just the Falcon 2) - it's like going from Joanna Dark to John
Rambo.
    
----------

III: How to succeed at the Firing Range

Notes: Far and near refer to distance from Joanna. Also, you start with
only the Falcon 2 and the CMP 150 at the Range - to get more weapons,
you must collect (or start) with them in either the Solo missions or the
Combat Simulator.


Falcon 2

    Bronze: 
    120 seconds
    120 points
    Unlimited Ammo
    
    There are three close targets here - they will break after eight
hits. A new target will pop up for every broken one. Pretty simple.

    Silver:
    15 seconds
    80 points
    Unlimited Ammo
    
    One close moving target - it will flip around when it reaches the
end of its line. When the back side of the target is showing, shooting
it will score no points, nor will it contribute to the target's breakup.
It will break after eight shots as well - a new target will appear
behind the old one and follow the same pattern. 

    Gold:
    10 seconds
    170 points
    24 rounds (3 full clips)
    
    Three close-to-medium moving targets that break after eight shots
move in an "L" pattern here:
    
    
    -------1  
    |      |  ^
    2---|  |  | (Targets move counterclockwise)
        |  |
        ---3

    Well, not too bad for my first attempt at ASCII art. Anyway, the
easiest way I found to do this was to start in front of the 1 and 3
targets and fire as the 3 went back - pump a full clip into 3 (80), then
4-5 rounds into 2 as it comes around (120-130), reload, and then get a
full clip into 1 when it comes around (above 170).
    

Falcon 2 (silencer)

    Bronze:
    120 seconds
    120 points
    Unlimited Ammo
    
    One target that flips every 2 seconds and breaks after eight shots
(another pops up to the target's right.) Nothing too tough.

    Silver:
    120 seconds
    30 points
    Unlimited Ammo
    Must break 9 targets
    
    A little different from what you've seen so far - three rows of
three flipping targets each! However, these targets will break after one
shot. Don't get too firing crazy, though, as you'll need 3 bullseyes (or
6 zone 1's) to pass. But, let's face it, pretty simple.

    Gold:
    30 seconds
    80 points
    Unlimited Ammo
    Must break 3 targets
    
    There are three rows of one target each - they move left and right
facing you and then stop for two seconds facing away - so work on your
moving target skills! These targets take twelve hits to break, so you'll
have to fire at least 36 rounds (and reload at least four times)  to do
the job. Be sure to aim a bit too.

    I tend to go for the 80 points first, then start firing like a
madman once I get to that point. Bullseyes be damned! Smash the suckers!


Falcon 2 (scope)

    Bronze:
    120 seconds
    120 points
    Unlimited Ammo
    
    Stationary close-medium range targets that break after eight hits
(there's just one at a time, though). You should hit 120 points in 12
shots.

    Silver:
    120 seconds
    120 points
    Unlimited Ammo
    Must have => 80% Accuracy (It's not a smiley, it's
greater-than-equal-to)
    
    One target that moves in a square pattern - moves faster when close
to you and slower when far from you. Reminds me of my last girlfriend,
really...

    Anyhow, keep in mind that you have to have at least 80% Accuracy -
which means that you'll have to hit 4 out of 5 shots. By the time you
play the game a little, you should make at least 4.9 of 5 shots, but I
digress. It's easier to use the scope and snipe at the target far away
then deal with its fast movement up close. And if you're still not
accurate enough after 120 points, just keep firing at the target until
your average slowly pulls up.

    Gold:
    10 seconds
    80 points
    8 rounds (1 full clip)
    
    One target at close-medium range that moves from left to right, and
doesn't flip. Pretty simple, but the Carrington guys want you to really
shine on this one...doing the math says that you have to have 8
bullseyes to pass. (And the target breaks, but that's not really the
point.)

    You (and I) really should work on moving target skills here, but I
tend to get one bullseye before the buzzer sounds and seven more while
it's stopped on the right side. 
    
    
MagSec 4

    Bronze:
    120 seconds
    135 points
    Unlimited Ammo
    
    One flipping target that breaks after nine hits at close-medium
range, but remains stationary otherwise (and is replaced by another
after it breaks). Use the 3-round burst to destroy the target quickly.

    Silver:
    120 seconds
    135 points
    18 rounds (2 full clips)
    
    There are two rows of 3 targets each that flip, with one close
blocking target which is always facing away and moving to obstruct the
other 3 targets:

-  -  -

-  -  -

<- - -> (blocking target)

    Remember, you ony have 18 rounds, so don't waste them on the target
backs! However, you do have a really long time, so pick your shots one
by one. Keep in mind that these targets break after 3 hits and are not
replaced, so you may want to move over to the other targets after that
happens. Also remember to turn off the 3 round burst - we're going for
accuracy here.

    Gold:
    12 seconds
    80 points
    Unlimited Ammo
    Must break 4 targets
    
    These targets move in a square pattern (facing you when they move)
and then stop for a second (and not face you). These targets break after
3 hits (and are not replaced). They'll move in the square pattern three
times during the time limit. Don't use the three round burst - it will
lower your score considerably.

    What you should do is park yourself in front of the right targets
(since they move towards you) and fire at whatever comes towards you.
Don't forget to reload after the targets flip - you don't want to get
caught empty while you can shoot the targets.

Mauler

    Bronze:
    120 seconds
    200 points
    Unlimited Ammo
    
    One target that moves from medium to close range (with no lateral
movement) that breaks after 20 hits. Is replaced by another target. Not
a problem.

    Silver:
    120 seconds
    50 rounds (2 full clips and 1/2 clip)
    Must break 8 targets
    
    Eight targets that move in a circle pattern and stop after each
target has moved two spots, always facing you. Here, use the Charge-up
shot and hit one target at a time. If you don't reload, the fourth shot
will be a weak shot - fire the weak shot at one target and remember
which one it is. You don't want to hit this target quite yet.

    Repeat with the second clip, putting the fourth shot into the same
target previously designated. Finally, reload and place the charged shot
into the non-desinated target, then place the final shot into the
designated target. Voila!

    As an alternative, you can simply put five regular shots in each
target to get them to break...but where's the fun in that?

    Gold:
    15 seconds
    35 rounds (1 full clip and 3/4 clip)
    Must break 6 targets
    
    Six stationary targets (two rows of three) that remain stationary
but flip towards and away from you at close range. 


4  5  6

1  2  3

    Here, charge up a shot before the buzzer sounds, and shoot a charged
shot into target 2 when it's towards you. Charge up another shot, shoot
it into target 1. Charge up another shot, shoot it into target 4. While
the targets are towards you, fire any remaining rounds into target 5.
Reload automatically.

    Charge up a shot, fire into 3. Charge up a shot, fire into 6. While
the targets are still facing you, fire your remaining rounds into 5. If
you get at least 5 rounds into 5, it will break.

    Be sure to be quick about it, as you only get six target flips (and
one of them will be wasted due to reloading and shot charging.)

    As an alternative, you can try this strategy from RBJones - 
    
    "Using your 1,2,3,4,5, and 6 diagram ill tell 
you a much easier way that works 99 out of 100 times, provided you do
know how to play the game, even if you suck.  First, get the charge up
shot thingy, then hit 1target, then 2target, then 3target using the
charge shot.  
    IMMEDIATLY after you hit the 3 target or the RELOAD.  You wont get
but two or three rounds into the next charge, but its enough.  Shoot the
6target with however many rounds you have in that charge, but wait until
the last second when the target starts flipping for maximum roundage. 
It wont break, but now you dont have to reload.  Hit the remaining to
targets with your charge and they will break, but the split second after
you hit the last target, aim for the 6 target that you shot and didnt
break earlier, it will break now, and you will get gold.  I can do this
in 12.36 seconds, and its not that confusing when you try it, if you
understand."


Phoenix

    Bronze:
    120 seconds
    90 points
    Unlimited Ammo
    
    Two targets (that break after 8 shots and are replaced) that move in
a box pattern from close to extreme range. I like to mess around with
the explosive shells here, but it's really up to you.

    Silver:
    120 seconds
    18 sounds (2 full clips and 1/4 clip)
    Must break 8 targets
    
    Time to break out those explosive shells - these targets can take a
bit of punishment, so you'll have to shoot them twice with the shells to
get them to break up. Also, these targets are replaced by targets that
follow the same pattern (from close to extreme range moving laterally,
flipping away from you when they stop), so try and go for the combo -
making the splash damage of the explosive spread across more than 1
target. It will help for:

    Gold:
    20 seconds
    3 rounds (3/8 clip)
    Must break 6 targets
    
    With 3 rounds and 6 targets, you'll have to do a bit of economizing.
The three rows of two targets move laterally back and forth from close
to medium range - and they meet at the midpoint of their lines. So, aim
an explosive shell at the midpoint - the explosion will break up both of
that row's targets. Repeat two more times and you're done!


DY357 Magnum

    Bronze:
    120 seconds
    90 points
    Unlimited Ammo
    
    One stationary target that flips towards and away from you at close
range. If you anticipate when the target flips and pull the trigger
slightly before the target flips (there's a small pre-fire delay with
Magnums), then you can get in two shots per flip.

    Silver:
    120 seconds
    80 points
    3 rounds (1/2 clip)
    
    Here you'll learn the fine art of target penetration - there are
three rows of three targets each: completely stationary, and which break
after one shot. Here, get completely lined up with all three targets in
the column (you shouldn't be able to see the targets behind the front
one in that column), aim and the bullseys, and fire. You should get
three bullseyes. Repeat twice.

    Gold:
    12 seconds
    50 points
    5 rounds (5/6 clip)
    
    More target penetration - but this time the targets have a weird
flipping pattern. Instead of describe the pattern, here's what I do to
exploit it - once the buzzer sounds, shoot the three targets in the
center row with one penetrating shot. Then move over to the right row
and aim at the bullseye, but to not fire...yet. Look at the left
targets. When you can see the front of all three, fire. That should do
it!
    
    
DY357-LX

    Bronze:
    120 seconds
    90 points
    Unlimited Ammo
    
    One target that moves in a rectangular pattern, periodically
stopping. Breaks after six hits, but is replaced by another target.

    Silver:
    30 seconds
    200 points
    Unlimited Ammo
    
    Three targets (one close, one close-medium, one medium) move left to
right. It starts with two on the right and one on the left. Wait until
they cross in the middle to get three bullseyes with one shot (remember
to lead the shot.)

    After six shots, the three targets will break and reveal three more
targets at medium to extreme range. Follow the same strategy - however,
chances are that you have >150 points from the previous three targets,
so follow the group of two targets around to finish up quicker.
    
    Gold:
    50 seconds
    100 points
    12 rounds (2 full clips)
    
    One target at closr range that moves laterally left and right, flips
away from you at the ends of its movement, and breaks after 12 hits. You
should make 1 bullseye shot per movement (remember to lead the shot a
little because of that pre-fire delay), not needing to fire on the
movement where you have to reload. Accuracy counts - you can only afford
4 zone1's to get 100 points.

CMP150

    Bronze:
    120 seconds
    240 points
    Unlimited Ammo
    
    Three flipping targets at close range. Piece of cake.
    
    Silver:
    120 seconds
    80 rounds (2 full clips and 1/2 clip)
    Must break 4 targets
    
    Four targets here that move in a box pattern facing away from you
and then stop facing towards you. Use the lock-on feature of this gun to
pump twelve rounds into each target to break it. Remember to stop firing
when the targets flip around and move and you'll be fine.
    
    Gold:
    20 seconds
    350 points
    Unlimited Ammo
    Must break 6 targets
    
    Three targets move in a box pattern - quickly from close to extreme
range - when one breaks after twelve hits, it is replaced, for a total
of six targets. The way to do this is to go to the left side, aim for
the bullseye of the target there, fire until it moves laterally, tap 'R'
to reset the lock-on aim, and fire at the bullseye of the approaching
target.

    Remember to reset the lock-on aim each time, as your shots will veer
towards the other targets for low points (since you're not aiming that
way) if you don't reset it.
    
    
Cyclone

    Bronze:
    120 seconds
    750 points
    Unlimited Ammo
    
    Three stationary targets, not even flipping ones. Go hog-wild with
the cool but wildly innaccurate Magazine Discharge, or just aim at the
bullseyes in regular mode to get it overwith quickly.

    Silver:
    20 seconds
    Unlimited Ammo
    Must break 5 targets
    
    Three targets that move from close to extreme range - time for
Magazine Discharge, right? Well, no. The problem is that it's so
innaccurate that the twenty-five required shots for each target won't
hit with a full clip at anything farther away than close-medium range!

    Instead, just use Magazine Discharge on the close center target at
the beginning, then use Rapid Fire on the remaining targets (two appear
after the first two are broken.)

    Gold:
    18 seconds
    400 points
    Unlimited Ammo
    Must break 1 target
    
    No Magazine Discharge for you here, either - Rapid Fire will do the
job fine. The front two targets at close and close medium range that
move back and forth break after 25 shots, so breaking the one target
shouldn't be a problem. Just aim at the center target (which doesn't
break at all, apparently) and one of the other two targets in front of
the center target should break from all the bullets it picks up. 


Callisto NTG

    Bronze:
    120 seconds
    480 points
    Unlimited Ammo
    
    Six stationary targets - three at close range, three at medium
range. Here you can have fun with the penetrating High-Impact Shells to
get two bullseyes at once.

    Silver:
    30 seconds
    Unlimited Ammo
    Must break 1 target
    
    One target at medium range, moving laterally, is behind three
blocking targets that always face away from you. Break out those
High-Impact Shells and fire at where the target will be. Alternatively,
you could play sniper and get the target as it peeks out from between
its cover, but I don't think you'll get the forty required hits for the
target to break in time.

    Gold:
    20 seconds
    250 points
    Unlimited Ammo
    Must break 2 targets
    
    There are nine targets here the follow a weird flipping pattern -
instead of describing it, switch to rapid fire, wait until one of the
targets flips your way, and pump twenty rounds into it to break it.
Repeat.

    
RC-P120

    Bronze:
    120 seconds
    1,000 points
    Unlimited Ammo
    
    One stationary target at close range. Whoop-de-doo. 

    Silver:
    20 seconds
    300 points
    Unlimited Ammo
    
    Here you'll get to use the ultra-sneaky cloaking function. The three
targets at close range will face away from you at the start - cloak
yourself to make the targets turn towards you, then pump 'em full of
lead! Since they break after twenty hits, you'll have to cloak, pump
twenty rounds into the target, re-cloak to make the targets face you
again, then unload on another target.

    Gold:
    20 seconds
    180 rounds (1 and 1/2 clips)
    Must break 9 targets
    
    Three rows of three targets each from close-medium to medium-extreme
range - which all break after eight hits. However, the front row won't
turn towards you unless you cloak. So:

    Cloak to make the targets turn towards you, then try to destroy ALL
the front targets so you don't have to cloak again (which will waste
copious amounts of your limited ammo). Finish off the remaining targets
- if you have to cloak again to get a straggler front target, then do so
before you finish off the rest of the targets...we wouldn't want to end
up without enough ammo to finish the job, right? By that same token,
remember to reload before you cloak a second time.


Laptop Gun

    Bronze:
    30 seconds
    750 points
    Unlimited Ammo
    
    Pretty simple here - you get three stationary targets at medium
range (no problem if you use the 2x zoom), and when they break, they're
replaced by targets at close range! Whoo-hoo!

    Silver:
    20 seconds
    90 points
    Unlimited Ammo
    
    "There's got to be a trick to this," you're probably saying, "since
the stationary three targets at close-medium range aren't facing me!"
And you're right, there's a trick - use the computer twice to open up
the counter and walk onto the firing range. Watch out when Johnathan
Dark comes in to practice, though, he's rather miffed that he's now
number two and he's packing a DY357 Magnum!

    Oh, all right. You've got to throw away the laptop - use the Sentry
Gun command and watch the fun happen! One word of advice, though...get
to the sides of the targets to throw the Laptop Gun - otherwise it'll
bounce off the back end of a target. That would be bad.

    Gold:
    15 seconds
    750 points
    250 rounds (5 full clips)
    Must break 2 targets
    
    There are three targets here that move in a box pattern from close
to medium range. I like to move over the the left side, aim at the
bulleyes that come my way, and reload when necessary. Once you reach 750
points, pump the most shot-up target(s) full of lead, wherever it (they)
move (s) to. Since the targets break up after fifty shots, better to
break than go for accuracy (after 750 points, of course.)
    
    Or your could use this tip from Bjorn Carlsson to get through it
easier:
    
    "I've discovered a way to easily get Gold for the Laptop Gun in the
firing 
range.  All you have to do is use the secondary fire and toss it onto
the 
wall behind you.  The Laptop Gun will quickly (and accurately) make 
mincemeat of the targets.

Note: This might not always work, it doesn't work for my brother but
it's 
Perfect for me (pun intended).

Bjorn Carlsson
(I rule!!!)"

    Thanks, Bjorn. I'd like to make a little addendum here, though.
Having tried this a couple times, I noticed that there are much higher
secores if you throw the laptop gun down a little (Don't keep the aim at
eye level, look down.) Also, be sure to ready throwing the gun before
the timer starts. Finally, if the gun runs out of ammo before you score
750 points, press B to pick it up: you still have 50 bullets left to use
to gun down that last target with. 

Dragon

    Bronze:
    120 seconds
    450 points
    Unlimited Ammo
    
    Three flipping targets at close range that are replaced by medium
range targets after they are broken by thirty shots. Make short work of
this one with the zoom.

    Silver:
    10 seconds
    10 points
    1 round (1/30 clip)
    
    Well, the target won't break with one shot. D'oh. What you need to
do then is to use the proximity self-destruct and throw the weapon
towards the target moving from close to medium range. Get in front of
the target when you throw it, otherwise it may end up outside the gun's
proximity radius. Either that, or use the Laptop Gun's Silver
walkthrough to punch the target down! That'll show it. (OK, not really.)

    Gold:
    15 seconds
    500 points
    Unlimited Ammo
    Must have => 90% Accuracy (It's not a smiley, it's
greater-than-equal-to)

    There are three targets at medium range that flip back and forth at
odd times and two moving targets at close range that never flip.
Concentrate on those moving targets (don't worry when the targets cross
- you can still get at least 500 points and your accuracy won't drop)
reloading when necessary. Just keep your crosshairs on the bullseye and
that should solve the accuracy problem, even with the Dragon's shot
spread.

K7 Avenger

    Bronze:
    120 seconds
    375 points
    Unlimited Ammo
    
    One stationary target at medium-extreme range here, which is
replaced by another one when it breaks after twenty-five shots. As I've
said before, nothing too tough.

    Silver:
    120 seconds
    4 rounds (4/25 clip)
    Must break 4 targets
    
    Now this one's a little tricky - no way you can break even one
target with 4 shots, right? Well, pretty much. Unless you remember to
turn on the threat detector. See those targets with the red outlines on
them? Go for them. Be careful to step to the sides, though, as most of
the targets you want to hit are not in the front row.

    Gold:
    15 seconds
    30 rounds (1 full and 1/5 clip)
    Must break 3 targets
    
    This one's got no fancy tricks - you need to know exactly when to
pull the trigger and for how long. In order to destroy the three
flipping targets at medium-extreme range, you can't waste a round, or
you won't have the ten rounds necessary to destroy each target.

    Here, the middle target flips every two seconds and the left and
right every three. So, put five to eight rounds in the middle target
(and remember how many you put in there - subtract from ten to get the
number of rounds you need to finish it), then put ten rounds in the left
target. Then finish off the center target, then reload, then finish the
right target.

    Be sure to take some time to practice getting the proper number of
rounds in each target, or else you'll end up putting one in the back
wall.

AR34

    Bronze:
    120 seconds 
    450 points
    Unlimited Ammo
    
    Three targets with no lateral movement - from close to extreme
range. Please say that you don't need help with this one.

    SIlver:
    120 seconds
    120 rounds (4 full clips)
    Must break 9 targets
    
    There are three targets (which are replaced with up to six others)
moving slowly in a box pattern from close to medium range. Ten shots
break a target. You may run into some minor snags here with the AR34's
long range innaccuracy - since you have a lot of time, you can stay on
the left side of the box pattern and let the targets come to you.

    Gold:
    20 seconds
    500 points
    Must have 100% Accuracy
    
    Ouch. I hated this one. It was well-nigh impossible to beat...until
I found the secret. So to fully appreciate the anguish I went through,
take a couple of tries at it first. I'll wait.


    You didn't really do it, did you? Go on, do it!


    Back so soon? Ah. Surely you discovered that the lone target at
medium/extreme range which only moves laterally, doesn't flip, and stops
at the ends of its line is a bit tougher to hit than it seems. Mainly
because the AR34 is really darn innaccurate at that range.

    What I tried to do before was to always keep the crosshair trained
on the bullseye - the target is just far away enough that aiming at the
bullseye will ensure that the bullets hit the target (Yes, the accuraccy
is that bad.)

    Until I stumbled onto the obvious secret. I can't believe I didn't
think of it sooner. And it is: kneeling.

    Kneeling down twice will dramatically improve your accuracy! Soon
the notion of not even hitting the target when not keeping the
crosshairs trained exactly on the bullseye dissapated into only getting
a Zone 2 or 3. (And not having to start over, AGAIN, due to lack of
accuracy.)

    Kneeling down will actually increase your accuracy with any gun.
However, I don't recommend that you do so, unless you intend to kneel
down every time an enemy's coming (or in multiplayer) Thus, one of these
days, I'll go back and get the Gold for the AR34 standing up. 

    But not today.
    
    And that's my corageous story.
    
SuperDragon

    Bronze:
    120 seconds
    450 points
    Unlimited Ammo (both types)
    
    Yes, yes, I know you're all chomping at the bit to try out the
grenade launcher, but you really shouldn't. Instead, just use the rapid
fire to shoot each target thirty times for the points.

    (See, I tried playing around with the grenade launcher, and got 10
points a target for the explosions. Unfortunately, there are only seven
targets that appear - though you only have one at close range to start
and is later replaced - so you don't end up with enough points to get
by.)

    Silver:
    120 seconds
    9 bullets (9/30 clip) / 9 Grenade Rounds (1 full and 1/2 clip)
    Must break 9 targets
    
    The targets take more than nine rounds to break, so get out that
Grenade Launcher - These nine targets at close to medium range flip, but
don't move otherwise, so it should be pretty easy. Just remember to
launch the grenades about a half second before the targets flip - and
make sure that when you fire, the target *backs* are showing. That way
the explosion happens while the targets can be affected, OK?

    Gold:
    30 seconds
    60 bullets (2 full clips) / 4 Grenade Rounds
    Must break 5 targets
    
    This is one of the tricker ones - here you have to learn the fine
art of grenade lobbing. Grenade rounds are affected by gravity, and so
they fire in an arc instead of in a straight line. So:

    There are five targets here: one is stationary in the center (and
takes 10 shots to break) while the other four travel in a box pattern
around it (flipped away from you while they move) - stopping in the box
corners (and flipping your way) periodically.

    First, take out the center target with your regular bullets - it
will take ten, and should be easy to hit, even with all the other
targets flying around. Now, you'll have to take out the other four
targets with grenades. (You can take them out with bullets, but it takes
30 rounds, which have to be delivered over at least three passes of the
targets. You get five passes of the targets before time is up. D'oh.)

    To complete this one, aim the grenades for the close targets a
little below the targets, and the grenades for the far targets a little
above those targets. Also, fire a little before the targets settle into
position and flip - it takes the grenade a little while to get there
(and the target a little time to soak up the explosion.)

Shotgun

    Bronze:
    120 seconds
    240 points
    Unlimited Ammo
    
    You get to have a little fun with stationary close range targets
here (one at a time) - they'll break after two shots, so turn on your
Double Blast if you'd like.

    Silver:
    30 seconds
    Must break 9 targets
    
    I tried to take advantage of the shotgun spread here, but the
targets are too solid to break under one or two pellets. Each target
requires a solid blast to break it. Since there are nine, you should be
able to do this without reloading. Simply fire at the bullseye at the
bullseye of any target you can get a clean shot at. There are up to
three at once, at close to medium range, that move laterally and flip
when they get to the ends of their lines, so it shouldn't be too much
trouble at all.

    Gold:
    20 seconds
    170 points
    30 Shells (3 full clips and 3 shells)
    
    One close range target here that moves laterally and flips at the
ends of its line. Switch to Double Blast to get more points quicker.
Just remember to follow the target's movement before you fire the second
shot - so fire, tap left, fire, for example.

Reaper

    Bronze:
    120 seconds
    1,000 points
    Unlimited Ammo
    
    Man, and you thought the AR33 and Cyclone were innaccurate - the
Reaper can't even hold its fire to a single target! Anyhow, take the
man's advice and kneel down (twice) at the beginning so that your aim is
a little more bearable.

    Nothing much to mention here - just three stationary targets at very
close range. They flip every now and then, as well. Since ammo and time
aren't problems (and spin-up and spin-down times are), I say just keep
firing at the bullseye regardless of which way the target's facing. (You
can, however, ease off the trigger while the targets facing away. Keep
the gun spinning at a fair rate. Not that ammo's a problem, but just
that you don't have to reload so often.)

    Silver:
    30 seconds
    Unlimited Ammo
    Must break 18 targets
    
    This one's real fun. The targets here are stationary, at close to
medium range, and break after nine hits. There are three targets on the
range at a time, with the others replaced in seemingly random spots.
Just hold the trigger and make a sweep from one target to the next,
mowing them all down. You've got enough time for three reloads.

    Gold:
    30 seconds
    750 points
    Unlimited Ammo
    Must break 1 target
    
    There are three targets here that move in a box pattern - one is
seperated from the other two by a larger gap. They don't flip, so keep
the trigger on that Reaper! (And kneel, too!) The targets take about a
hundred to a hundred fifty hits to break, so pick a target to break and
stick with it until it's broken. You can use the other two targets for
points after you break the target.

Sniper Rifle

    Bronze:
    120 seconds
    120 points
    Unlimited Ammo
    
    Ahhh...after all that it's really nice to have an unbelivably
accurate weapon! First order of business to deal with these extreme
range targets is to use C-up while aiming to change the zoom from 4.0x
to 30.0x. Now that's cool. Also, if you use the secondary mode to
crouch, you'll eliminate all the bouncing around that occurs while
aiming. Personally, though, I'd rather try to fight the bouncing. It'll
prepare you for real-world sniping.

    (Disclaimer: Please don't go out and become a real-world sniper
after playing this game. If you have to, say that you became a sniper
playing "Deer Hunter 3D" or something.)

    Silver:
    120 seconds
    120 points
    Unlimited Ammo
    Must have => 90% Accuraccy (It's not a smiley, it's
greater-than-equal-to)
    
    A lot like the Bronze one, except now the targets flip, a new target
appears at medium-extreme range after the targets break after eight
shots, and you have an accuracy quota. No real problems.
    
    Gold:
    12 seconds
    150 points
    15 rounds (1 full and 7/8 clip)
    
    Whoa! The difficulty sure ramped up a bit here. You'll have to deal
with three targets that move from close to extreme range, and break
after five shots. As well, you'll have to get 15 bulleyes to pass this
one. Add in the fact that this must be all done in 12 seconds and you
begin to see that this one will be a little tricky.

    Here's what I did. First, back off the zoom a bit - zooming to 30.0x
wastes too much time. Go to about 9-10x. Second, crouch only once. There
will still be a bit of wobbling, but it won't be as bad as it was
before. Now, zoom in on the right target, and get five bullseyes.
Quickly, too. Then strafe left to the center and get three more.
Auto-reload. Then put two more bullets into the center, strafe left,
then put two into the left target. 

    Of course, it won't work quite that way the first time you try
it...just keep practicing until your sniping skills are second-to-none.

FarSight XR-20

    Bronze:
    120 seconds
    Unlimited Ammo
    Must break 3 targets

    Oh yes. This is one cool weapon. If you do this properly, you can
break the three stationary targets at close, medium, and far range with
three shots. (Each target needs three shots to break. Move to the right
and shuffle around so that you can only see one target, turn on the
target locator, and fire!

    Silver:
    15 seconds
    Unlimited Ammo
    Must break 6 targets
    
    Right, time to switch on that Target Locator again -  you'll use it
with this gun a lot. The deal here is that there are two rows of three
flipping targets at far range - which are blocked by a row of three
stationary blocking targets always facing away. 

    The tricky part is that the targets in the back flip. So, you should
line up in front of a blocking target, turn on target locator, and fire
when you get a clear shot. You'll probably fire twice, though, because
you can't tell whether the targets in the back have flipped or not. So,
fire, and if the targets don't break, fire again when they flip. Shift
to the left/right and repeat.

    Gold:
    20 seconds
    40 points
    3 rounds (3/8 clip)
    Must break 6 targets
    
    Ok, this is all about penetrating multiple targets simultaneously.
(And don't you read anything dirty into that, mister!) You've got five
targets forming a long X pattern from close to extreme range, and one
laterally moving target at extreme range.

    Here's how I handle it: move on over to the left side of the targets
and wait until the moving one is in the line of fire. Aim for the
bullseyes (well, the center of the target, anyhow) and you should get 30
points. Then line up one of the far targets with the near target and
fire to destroy both (and get >40 points.) Finally, shoot the last far
target. It may be too far to let the threat detector show it properly,
so just line it up in the sights without aiming and fire.

Devestator

Rocket Launcher

Slayer

Combat Knife

Crossbow

    Bronze:
    120 seconds
    72 points
    Unlimited Ammo
    
    Three stationary targets at close range here. Nothing too tough,
except remember that you're not Robin Hood. (i.e. Firing a bolt and
hitting another bolt will cause the bolt to deflect off its path - not
penetrate to the target.)

    SIlver:
    120 seconds
    90 points
    20 bolts
    
    Three stationary targets at close/medium range here. Just remember
to move your aim around a little - you really don't need that
deflection.

    Gold:
    30 seconds
    150 points
    Unlimited Ammo
    
    This one's pretty tricky. You have one target that faces you at
close range when it's still, and moves laterally, turning away from you
when it moves. 15 bullseyes would normally be pretty easy, but the
problem is the deflection of the arrows. So, you'll have to move your
aim around the bullseye slightly so that the arrows don't bounce off of
each other.

    Also, keep in mind that it takes about 5 seconds to fully reload.
You should fully reload each time, too, as it takes longer to load 5
bolts seprately than all at once. So, keep your finger off the trigger
while reloading.

    OK. Pop one (just one) in the target before the buzzer goes off.
Then pop four in the target in the next flip. Keep the pattern of
one-four-reload to get in the most shots on the target. Remember to jog
the aim a little so that the arrows don't deflect off other arrows to
score zero, and you should be OK.

Tranquilizer

Laser

Grenade

Timed Mine

Proximity Mine

Remote Mine

-----------

Part IV: The Duel - My very first level walkthrough:

"There are three factors that determine who wins a duel. The least
important is speed. The second least important is accuracy. The most
important is courage - looking your opponent in the eyes and knowing
you'll have to kill him."
    - Old West Wisdom, Author Unknown


Congratulations! You're now Gold certified with a good chunk of all the
firearms in the game! That means that you've opened up the special
assignment - The Duel. (Well, actually you opened it up when you got
Bronze certified with all the weapons in the game, but let's not bother
with semantics, OK?)

And what better to get you past it than this FAQ! (Don't worry, it's not
quite as hard as the Facility, and it can be done faster than 2:05.)

Agent Objectives:
    1: Defeat Datadyne Guard
    
Special Agent Objectives:
    1: Defeat Datadyne Guard
    2: Defeat Johnathan Dark
    
Perfect Agent Objectives:
    1: Defeat Datadyne Guard
    2: Defeat Johnathan Dark
    3: Defeat Trent Easton
    
1: Defeat Datadyne Guard - 
    All three skill levels start you off here. A brief cinema shows you
and the guard back to back, then you'll (uncontrolled) take a few steps
forward. You have a Scoped Falcon 2 with 1 clip, and your health is so
low that a single hit will kill you.

    When you gain control of Joanna, turn around and aim at the guard.
The guard will make a lateral jump and then fire. Your job is to fire
(and hit him) before he does. You may need to fire twice or thrice to
bring him down, but be careful since you only have 8 bullets.

    After you kill him, if you're on Agent, you're done! If not, grab
his gun for some ammo, reload, and prepare to...

2: Defeat Johnathan Dark -
    A short cinema here with you and Johnathan back to back,
uncontrolled walking a few steps, turn around and...he's not there! Be
careful, as he's lurking in the hallway of the holochamber to suprise
you. Watch carefully to see which end of the hall he comes out from (or
enter the hall.)

    He will go into a roll, and then fire. Hit him while he's in the
roll to stall him, then finish him off with a head shot. Don't worry if
you miss, however, because for some reason, he's horribly innaccurate!
Special Agents are now done! Perfect Agents should grab the DY357 Magnum
that he drops and prepare to...

3: Defeat Trent Easton -
    Cinema, walking, turning, death. Cinema, walking, turning, death.
You'll need nerves of steel to finish him off the proper duel way - turn
and fire before he does. You also only get one chance, as he will turn
and shoot as fast as you do. Your best shot is when he uses the
"extending arm slowly out to shoot" animation - gives you a little more
time than usual to set up the shot.

    As an alternative, you can try what is technically known as the
"wuss method." Granted, it's not that honorable, but the only other
person in the room that knows what you did ain't gonna tell, is he?

    When you gain control, strafe to the right so that the hall pylon
blocks Trent's shot. (Trent won't even shoot if you do this right.) Then
turn around and go down the hallway. (Trent will not move.) Stop when
you're close to where Trent will see (and shoot) you. It should look a
little like this...

_________________
|
|         O  <- Trent
|
|    |
|  X | <- Joanna
|    |
|    |
|    |
|    |

    Now face in Trent's general direction and aim. While aiming, hold
the sidestep left button so that Trent can see you, and release after a
half second. Trent's shot should hit the wall. Now, while aiming you got
a good idea of where his head was, right? If not, repeat until you find
the right spot to train the crosshairs on his head with a left sidestep.
Sidestep and fire!

    Congratulations! You have (rather unfairly, but such is the life of
a Perfect Agent) beaten a skilled government agent in a gunfight!

-----------

Part V: Miscellany

"Gee, there really are a lot of blank spots in this FAQ..."
Well, I haven't quite finished it yet. It's a work in progress.

    Current Version: v.0.5 - June 21, 2000
    
    Why the long break? Well, after I filled in some information for the
FAQ, I sat back and I thought, "You know, I'm really not enjoying this
game too much, given that all I'm doing is sitting around with a
stopwatch taking notes on all the guns. I'm gonna sit back and play for
a while." So I did. Well, there's also the fact that I've been taking
some summer classes at the college and 'volunteering' to work for the
local Bingo place...but we won't get into that. Look, it's updated, OK?

----

Changes so far:

v.0.1-v.0.2: Filled in a lot of Weapons info, added "The Duel" and
"Ammuntion" sections.

v.0.2-v.0.3: Filled in more Firing Range and Weapons blanks.

v.0.3-v.0.4: More holes filled in.

v.0.4-v.0.5: Finally got all the Weapons done! Huzzah! Also added a
little blurb on how to get the DY357-LX.
    
----

"Hey! You misspelled something!"
"You know, you could use the gun for this purpose..."

Like all mortals, I'm not Perfect. (Don't worry, no Perfect Dark pun
here.) Well, yet anyway. If you find an improvement or mistake in this
FAQ, send an e-mail to quizmaster@zianet.com and I'll fix it right up
(and credit you for it)

----

Special thanks to - 
    
    Deus Noctis: For supplying a heaping helping of Weapon commentary.
    
    Garrett Patton: For supplying the info on the RCP-90's real life
equivalent, the FN-P90.
    
    Mod. #15: For supplying info on the CC13's, KLO1313's, and RCP-45's
real life equivalents.

    Bjorn Carlsson: For the easy way to get the Laptop Gun Gold.
    
    Nick Leaf: For the quick detonation trick for Remote Mines.
    
    Wyatt Hanks: For a lot of info on the Classic weapons (and proper
spellings.)

    RBJones: For the info on how to get the Mauler Firing Range Gold.
    
----

Legal Stuff: 

This document is not intended for commercial use. 

All Perfect Dark related items are (c) 1998-2000 Rareware
(www.rareware.com)

This document and its author are not endorsed or affiliated with
Nintendo or Rareware.

This document is (c) 2000 Quizmaster v.4.0.

----

Coming Soon:
How much damage each weapon does!
How to counter each weapon!

----

Parting Shot:

"If something should happen to me, all the world's women will greive!"
    -Edgar Rene Figaro
