       _____   _____   _____   _____   _____   _____   _____
      |  _  | |  ___| |  _  | |  ___| |  ___| |  ___| |_   _|
      | |_| | | |_    | |_| | | |_    | |_    | |       | |
      |  ___| |  _|   |    _| |  _|   |  _|   | |       | |
      | |     | |___  | |\ \  | |     | |___  | |___    | |
      |_|     |_____| |_| \_\ |_|     |_____| |_____|   |_|
                   ____    _____   _____   _   _
                  |  _ \  |  _  | |  _  | | | / /
                  | | | \ | |_| | | |_| | | |/ /
                  | | | | |  _  | |    _| |   |
                  | |_| / | | | | | |\ \  | |\ \
                  |____/  |_| |_| |_| \_\ |_| \_\

=====================================================================
Perfect Dark Weapons/Devices FAQ
Created By: MetroidMoo
E-mail Address: metroidmoo@earthlink.net
Latest Version: 1.0
Created On: 7/7/00
Last Updated: ---
=====================================================================

Contents:
1)FAQ Updates
2)Devices
3)Device Training
4)Weapons
5)Firing Range
6)Contact/Other Info

===============
1) FAQ UPDATES
===============

Version 1.0 (7/7/00)
  First (and complete) version of the FAQ.

===========
2) DEVICES
===========
This section contains information about the devices and what stages you 
find them in.

Alien Medpack
-------------
Used In: Area 51 - Escape

  This is a special medical device created by the Maians. It can 
diagnose and perform surgery without the use of incisions. This medpack 
can only be used on Maians. Use this to revive Elvis in Area 51.

BombSpy
-------
Used In: Chicago, Mr. Blonde's Revenge

  One of the two variants of the CamSpy. The BombSpy is equipped with a 
powerful plastic explosive that can be detonated with the Z button. 
Useful for creating a distraction or taking out a close group of guards.

CamSpy
------
Used In: dataDyne - Research, G5 Building

  The CamSpy is a tiny camera that you control. Primarily used to take 
holographs and to explore new areas. While it is tiny, enemies can see 
it, and they'll know someone is in the area. Use the Z button to take a 
holograph, and the B button to open any doors you encounter. 

Cloaking Device
---------------
Used In: Mr. Blonde's Revenge

  The Cloaking Device creates a cloaking field around the user. Use it 
to sneak around enemies without being seen. When you attempt to fire or 
punch, the field is disrupted, and you will be exposed. The Cloaking 
Device doesn't last forever, so make use of it when you have it on.

Combat Boost
------------
Used In: Air Force One, Carrington Institute

  These stimulants are designed to slow down the passage of time. Using 
this gives you more time to react to enemy actions, and using this 
multiple times increases the length of the effect. The Secondary 
Function, Revert, decreases the length of the effect.

Comms Rider
-----------
Used In: Area 51 - Infiltration

  A special bug that allows communication between the Institute and the 
agent, even if an area is protected from eavesdropping devices. Throw 
this on the satellite dish in Area 51 to allow communication inside the 
base.

Data Uplink
-----------
Used In: dataDyne - Defection, dataDyne - Research, Area 51 - Rescue,          
Carrington Institute

  The Data Uplink is linked back to the hackers at the Institute, who 
will help you do various tasks. Use it to crack electronic locks to open 
doors or to download data. 

Disguise
--------
Used In: Area 51 - Rescue, Air Base

  The Disguise allows you to walk by certain people without being 
suspected as a foe. Wearing a disguise will not solve everything, you 
also have to act correctly. Firing a weapon or even pulling out a weapon 
will blow your cover. Your disguise will not fool everyone, though. The 
best example the NSA Lackey near the escalator in the Air Base. 

Door Decoder
------------
Used In: G5 Building

  The Door Decoder attaches to a control panel and opens the lock. The 
decoder cannot instantly find the correct combination, so it will take 
time before it is found. Use it to open the large safe door in the G5 
building.

DrugSpy
-------
Used In: Air Base

  A variant of the CamSpy. The DrugSpy comes with eight darts that are 
tipped with nerve toxin. Use the darts on someone to knock him/her out. 
You can't reload darts into the DrugSpy, so once they're used up, 
they're gone for good.

ECM Mine
--------
Used In: dataDyne - Defection

  The ECM Mine is designed to jam an electronic communications device. 
Attach the mine to the object, and the device will be disabled. On some 
devices, the effect of the ECM Mine will only last for a limited time. 
Use these to disable the security system in the dataDyne building.

Explosives
----------
Used In: Area 51 - Infiltration

  A small plastic explosive charge equipped with a timer that cannot be 
tampered with, and it also contains shrapnel. Use it to destroy the air 
intercept radar in Area 51.

Horizon Scanner
---------------
Used In: Air Base, Crash Site

  This is a scanner that is used to see across great distances. It can 
be zoomed in from 1.00x to 30.00x, just like the Sniper Rifle.

IR (Infra-Red) Scanner
----------------------
Used In: Deep Sea, Skedar Ruins

  The IR Scanner detects the body heat of any enemy, even if the enemy 
is cloaked. It can also detect hidden doors and weak wall sections that 
can be destroyed with explosives.

Night Vision
------------
Used In: dataDyne - Extraction, Crash Site

  Use Night Vision when you're in the dark and cannot see anything. 
Everything appears in a green color, and any life form will be 
highlighted in bright green. Take it off when you find an area with 
light, otherwise you won't be able to see.

President Scanner
-----------------
Used In: Crash Site

  This is a special scanner that shows the location of the President and 
his clone in a radar display.

Reprogammer
-----------
Used In: Chicago

  This variant of the Data Uplink is also linked back to the Institute's 
computer hackers. Use this to hack into the cab's navigation systems in 
Chicago.

R-Tracker
---------
Used In: Carrington Villa, Skedar Ruins

  A tracking device that displays radar on your screen. It can show 
locations of things such as weapons.

Skedar Bomb
-----------
Used In: Mr. Blonde's Revenge

  This is a special directional fusion bomb created by the Skedar. Use 
it to destroy the dataDyne research labs, which will cause the rest of 
the building to collapse.

Target Amplifier
----------------
Used In: Skedar Ruins

  The Target Amplifier sends out accurate information to orbital weapons 
about the location of the object the device is attached to. Use these to 
tell the Maian fleet what temples should be destroyed.

Tracer Bug
----------
Used In: Chicago - Stealth

  Attach this bug to an object, and the Tracer Bug will allow the 
Institute to locate the object the bug is attached to. Use this on the 
limousine in Chicago so it can be tracked to where it came from.

X-Ray Scanner
-------------
Used In: Area 51 - Rescue, Pelagic II

  The X-Ray Scanner allows you to see through walls, objects, and other 
things that the IR Scanner and Night Vision cannot. It only provides a 
short-range scan of the area you're in.

===================
3) DEVICE TRAINING
===================
This section tells you how to complete the device training.

Data Uplink
-----------
Go to the table and collect the Data Uplink. Select it and go to the 
terminal next to the little red door. Press Z, and the Data Uplink will 
hack into the terminal.

ECM Mine
--------
Collect the ECM Mine from the table. The hidden door by the table will 
open if you stand next to it. Go into the hall and turn right. You 
should see a panel straight ahead. Throw the ECM Mine onto it. 

CamSpy
------
Collect the CamSpy and select it. Your view should now be from the 
camera. Move the CamSpy to the small red door and open it. Go forward 
and turn left. Continue on through the duct to reach another red door. 
Open it, enter the room, and take a holograph of the computers. 

Night Vision
------------
Pick the Night Vision from the table and go to the end of the hall. If 
you look to your left, you'll notice that the room in there is pitch 
black. Equip your Night Vision, enter the room, and turn on the light 
switch in there.

Door Decoder
------------
Pick up the Door Decoder, enter the hall, and turn right. Go forward a 
bit and turn left. You should see a panel on the wall near the door. 
Attach the Door Decoder to it.

R-Tracker
---------
Collect the R-Tracker and select it. A radar display will appear, and 
the yellow is the object you should collect. Go through the new door you 
just unlocked and take a left after you pass the first hall on your 
left. Continue through the hall to find the IR Scanner on the ground.

IR Scanner
----------
Pick up the IR Scanner but don't equip it yet. Go through the door you 
unlocked with the decoder and take a left into the first hall you see. 
Continue on to reach a dead end. Take out the IR Scanner and search the 
wall for the secret door. The door will show up brighter on the scanner 
than the rest of the wall.

X-Ray Scanner
-------------
Collect the X-Ray Scanner and go through that secret door you just 
found. Keep going until you reach a small room. Put on the scanner and 
look around the room for the two switches. Activate them to turn off the 
laser grid.

Disguise
--------
Pick up the suitcase and equip the disguise. Remember the computer room 
from the CamSpy test? Enter that room from the duct again. Walk up to 
Grimshaw, and he will give the Cloaking Device if you have the disguise 
on.

Cloaking Device
---------------
Collect the Cloaking Device but don't equip it now. Go past the room 
with the laser grid to find a hallway with a camera at the end of it. 
Activate the Cloaking Device and walk by the camera. Go through the door 
to reach Daniel's office. Walk up to him, and he'll state that you have 
completed the device training.

===========
4) WEAPONS
===========
This section contains information about the weapons.

Fists (Unarmed)
---------------
Primary Function: Punch
Secondary Function: Disarm

  When all else fails, punch! Although punching does little damage, you 
don't need anything to use it. When you punch a human opponent, their 
screen will become blurry (like if you were hit with a Tranquilizer). 
The more you punch them, the blurrier their screen will be.
  If you want to steal an enemy's weapon, you can take it. Set it to 
Disarm and punch the guard. The weapon will fall to the ground, and you 
can use it.

Falcon 2
--------
Designer: Carrington Institute
Primary Function: Single Shot
Secondary Function: Pistol Whip
Holds: 8
Reserve: 800

  You start out with this handgun (or its variants) on many of your 
missions. While it may seem pretty basic, its accuracy is very high. The 
Falcon 2 is also equipped with a laser (which is pretty useless).
  The Pistol Whip works similar to punching, but it seems to do a bit 
more damage. Sneak up on someone and knock him out with it.

Falcon 2 (Silencer)
-------------------
Designer: Carrington Institute
Primary Function: Single Shot
Secondary Function: Pistol Whip
Holds: 8
Reserve: 800

  This variant of the Falcon 2 is primarily used for stealth. Because it 
makes such little noise, you can easily take out guards without having 
to worry about attracting the attention of nearby guards.

Falcon 2 (Scope)
----------------
Designer: Carrington Institute
Primary Function: Single Shot
Secondary Function: Pistol Whip
Holds: 8
Reserve: 800
Scope: 1.00x-2.00x

  The last Falcon 2 variant is useful for shooting opponents from a 
longer range. Like the other two, it has great accuracy.

MagSec 4
--------
Designer: Chesluk Industries
Primary Function: Single Shot
Secondary Function: 3-round Burst
Holds: 9
Reserve: 800
Scope: 1.00x-2.40x

  The advantage that the MagSec 4 has over the Falcon 2 is power. But 
its accuracy is horrible, especially when shooting at an opponent at a 
long range. Crouching can help the accuracy a little.
  The MagSec's 3-Round Burst can be very useful. It fires three rounds 
just with one press of the trigger button. Use this function to damage 
opponents at close-range for the best effect.

Mauler
------
Designer: Skedar
Primary Function: Single Shot
Secondary Function: Charge-up Shot
Holds: 20
Reserve: 800

  You'll find that most of the Skedar you encounter will be carrying a 
Mauler. The Single Shot function is not very powerful, but its charge-up 
can be.
  The secondary function takes up to five rounds and forms it into one 
powerful blast. Just be careful using it because reloading while having 
this function on can result in actually losing ammunition.

Phoenix
-------
Designer: Maian
Primary Function: Single Shot
Secondary Function: Explosive Shells
Holds: 8
Reserve: 800

  This Maian pistol can use two different types of shots. The Single 
Shot simply fires a small laser. You're better off using the Explosive 
Shells. 
  Explosive Shells is where the Phoenix shines. The Phoenix fires a 
laser that creates a small explosion upon impact. Great for taking out 
guards and their shields.

DY357 Magnum
------------
Designer: dataDyne
Primary Function: Single Shot
Secondary Function: Pistol Whip
Holds: 6
Reserve: 200

  The DY357 is a very powerful handgun. Unfortunately, its fire rate is 
very slow, and its magazine is lower in comparison to the other weapons. 
Unlike other weapons, it does not fire as soon as you press the trigger 
button. 
  Like the Falcon 2, it comes with a Pistol Whip for knocking out foes.

DY357-LX
--------
Designer: dataDyne
Primary Function: Single Shot
Secondary Function: Pistol Whip
Holds: 6
Reserve: 200

  This gold-plated version of the DY357 is Trent's personal weapon. It 
kills anyone with one shot, regardless of where you hit them.

CMP150
------
Designer: dataDyne
Average Fire Rate: 900 RPM
Primary Function: Rapid Fire
Secondary Function: Follow Lock-On
Holds: 32
Reserve: 800

  The CMP150 is what you'll find on almost every guard in the beginning 
of the game. It's silent, accurate, and fires quickly. Make use of it.
  The Follow Lock-on function comes in handy. It tracks a target that 
you've put the aiming target over. A red box appears around an enemy, 
indicating that the gun has locked-on to that target. Use this to 
dispose of enemies without wasting a lot of ammo.

Cyclone
-------
Designer: Chesluk Industries
Average Fire Rate: 900 RPM
Primary Function: Rapid Fire
Secondary Function: Magazine Discharge
Holds: 50
Reserve: 800

  The Cyclone has a good fire rate and fairly good accuracy. And it also 
has one of the strangest reload animations in the game.
  The Magazine Discharge, while not quite as accurate, shoots whatever 
is left in the magazine out. Because its shots spread out more, use this 
function to take out a group of guards.

Callisto NTG
------------
Designer: Maian
Average Fire Rate: 900 RPM / 300 RPM
Primary Function: Rapid Fire
Secondary Function: High Impact Shells
Holds: 32
Reserve: 800

  The Callisto NTG is useful for getting rid of those pesky Skedar in 
the Solo Missions. The accuracy on this submachine gun is decent.
  The High Impact Shells easily penetrates through objects, and it's 
also a bit more powerful. But the fire rate is slower than when set on 
Rapid Fire.

RC-P120
-------
Designer: Chesluk Industries
Average Fire Rate: 1,100 RPM
Primary Function: Rapid Fire
Secondary Function: Cloak
Holds: 120
Reserve: 800

  The RC-P120 is just as insanely powerful as the RC-P90 was in 
GoldenEye. Huge magazine, good accuracy, and a short reload time. And to 
top everything off, it even comes with cloaking!
  The ammunition can be used to power a prototype Cloaking Device. But 
the catch is that the Cloaking Device uses up ammo even faster than 
Rapid Fire. As with the regular Cloaking Device, shooting results in 
losing your cloaking field for a short amount of time.

Laptop Gun
----------
Designer: Carrington Institute
Average Fire Rate: 1,000 RPM
Primary Function: Burst Fire
Secondary Function: Deploy as Sentry Gun
Holds: 50
Reserve: 800
Scope: 1.00x-2.00x

  Another useful weapon to add to your arsenal. It looks like a laptop 
computer (and it can even boot up like one), and it can unfold into a 
submachine gun with decent accuracy and a scope.
  The unique feature is that it can also turn into a Sentry Gun. The 
Sentry Gun will attack any enemy moves by it, so it's a deadly weapon 
when available in multiplayer. Remember that the Sentry Gun uses 
whatever ammunition was left in it when you deployed it. So once it's 
out of ammo, you can pick it up and reload it.
  The downside to its Secondary Function is that there can be only one 
Sentry Gun deployed at a time. If you set up another one, the first one 
put down will self-destruct.

Dragon
------
Designer: dataDyne
Average Fire Rate: 700 RPM
Primary Function: Rapid Fire
Secondary Function: Proximity Self-Destruct
Holds: 30
Reserve: 400
Scope: 1.00x-2.00x

  This is a fairly good assault rifle. Although it comes equipped with a 
scope, the Dragon is better used for shooting targets at close-range.
  Hidden in the Dragon is a proximity explosive. Toss the weapon on the 
ground and watch it explode in someone's face when they walk by it. 
Because you can't tell the difference between a Dragon lying on the 
ground and its proximity function, it makes an excellent trap in 
multiplayer. But if there's a Threat Detector available, anyone can see 
if it is set on self-destruct.

K7 Avenger
----------
Designer: dataDyne
Average Fire Rate: 950 RPM
Primary Function: Burst Fire
Secondary Function: Threat Detector
Holds: 25
Reserve: 400
Scope: 1.00x-3.00x

  The K7 Avenger has a cool appearance, and it's a decent assault rifle. 
It can fire 25 rounds in less than 3 seconds, which causes the problem 
of having to reload frequently. Its accuracy is not too bad, and it 
seems to go through shields easily.
  The Threat Detector is great when you play multiplayer games with 
mines and other explosives. It creates boxes around the explosives, so 
you can tell what to avoid. It is also useful to tell if a Dragon is set 
on Proximity Self-Destruct. 

AR34
----
Designer: Carrington Institute
Average Fire Rate: 750 RPM
Primary Function: Burst Fire
Secondary Function: Use Scope
Holds: 30
Reserve: 400
Scope: 1.00x-3.00x

  The AR34 is a great weapon to use. Unlike the Avenger, it doesn't use 
up an entire magazine quickly. Its accuracy isn't the greatest, so 
crouch down if you're trying to snipe someone.
  The Use Scope function is not that useful. It allows you to run while 
having the scope zoomed in at 3.00x.

SuperDragon
-----------
Designer: dataDyne
Average Fire Rate: 700 RPM
Primary Function: Rapid Fire
Secondary Function: Grenade Launcher
Holds: 30/6
Reserve: 400/40

  The SuperDragon is useful in many situations. This assault rifle is 
mostly the same as the Dragon, except for its Secondary Function.
  Instead of a proximity mine, it's equipped with a small grenade 
launcher. The Grenade Launcher is very useful for taking out a group of 
guards that are close together.

Shotgun
-------
Designer: dataDyne
Primary Function: Shotgun Fire
Secondary Function: Double Blast
Holds: 9
Reserve: 100

  The Shotgun is all about power. Use this at close-range and blow 
everyone away with it. While it is powerful, the Shotgun has one of the 
longest reload times of any weapon in the game. Remember that pressing 
the trigger button while reloading will stop the auto-reload.
  Set it to Double Blast, and you should have little trouble stopping 
anyone. Instead of one shell, it will simultaneously shoot two shells. 

Reaper
------
Designer: Skedar
Maximum Fire Rate: 1,800 RPM 
Primary Function: Reapage
Secondary Function: Grinder
Holds: 200
Reserve: 800

  The Reaper the definition of inaccurate. This chain gun was created 
for use by the Skedar, not humans. So you're going to have a tough time 
trying to be accurate with it. Crouching helps steady the Reaper, but 
even then it is still inaccurate.
  The Reapage function sprays bullets all over the place. While it 
boasts a 200-round clip, the Reaper uses it up in a matter of seconds. 
  If someone manages to get past all of the fire, you can set it to 
Grinder and cut up anyone that walks by you.

Sniper Rifle
------------
Designer: Carrington Institute
Primary Function: Single Shot
Secondary Function: Crouch
Holds: 8
Reserve: 400
Scope: 1.00x-30.00x

  The Sniper Rifle is silent and has a very high-powered zoom. You can 
use C-Up and C-Down to adjust how far you want to zoom in. It cannot 
fire as fast as many other weapons, so never use it in close-range 
combat.
  Because of the special scope, you can only crouch down using the 
Secondary Function. The Sniper Rifle has incredible accuracy, so crouch 
to make use of it. Once you've already crouched down, select the 
function again to get back up.

FarSight XR-20
--------------
Designer: Maian
Primary Function: Rail-Gun Effect
Secondary Function: Target Locator
Holds: 8
Reserve: 100

  The FarSight allows you take an opponent from practically anywhere in 
the level. Its shots go through anything, and it has an X-Ray scan 
whenever you use its aiming mode. The downside to the FarSight is that 
it has a very slow fire rate.
  The Target Locator tracks an enemy uses its X-Ray scan. This makes it 
easy to take out stationary targets, but if the target is moving, you'll 
have a problem. It can find a target quicker if you aim the FarSight in 
the general direction of that target.

Devastator
----------
Designer: dataDyne
Primary Function: Grenade Launcher
Secondary Function: Wall Hugger
Holds: 8
Reserve: 40

  This is a recent dataDyne creation with a lot of power. The Primary 
Function launches a grenade that simply explodes when it comes in 
contact with the ground.
  The Wall Hugger is a great death trap for multiplayer. The grenade 
will stick to almost any surface (even people!). Then after 2-3 seconds, 
the grenade will drop to the ground and explodes on impact.

Rocket Launcher
---------------
Designer: dataDyne
Primary Function: Rocket Launch
Secondary Function: Targeted Rocket
Holds: 1
Reserve: 3

  This weapon kills almost anyone that gets hit by it, even if they have 
a shield. Be careful using this in enclosed areas, it's very easy to 
take damage or kill yourself with a rocket.
  The lock-on system in the Rocket Launcher works much like the one on 
the CMP150. Pick a target with the crosshair and launch a homing rocket 
at 'em. Because it travels slower than the standard rocket, it can 
easily hit a wall and explode. So make sure you time your shots well.

Slayer
------
Designer: Skedar
Primary Function: Rocket Launch
Secondary Function: Fly-by-Wire Rockets
Holds: 1
Reserve: 3

  This weapon is the Skedar's take on the Rocket Launcher. The Rocket 
Launch launches a simple rocket. Set it to Fly-by-Wire for some real 
fun.
  The Fly-by-Wire mode allows you to manually move the rocket. You can 
use A, B, L, or R to slow it down to maneuver it easier. The rocket will 
explode either on contact or whenever you press the trigger button.
  The major weakness of Fly-by-Wire is that you cannot move your 
character. This makes you vulnerable to any attack from an opponent. 
Make sure you know where everyone before hand, so you don't get 
ambushed. 

Combat Knife
------------
Designer: dataDyne
Primary Function: Knife Slash
Secondary Function: Throw Poison Knife
Holds: 1
Reserve: 10

  The Combat Knife is a combo of GoldenEye's Hunting Knife and Throwing 
Knife. The Primary Function allows you slash someone with a knife.
  Switch to secondary to throw a poisonous knife. Because of its poison, 
it will gradually damage anyone who is hit by it. If you miss throwing a 
knife at someone, you can pick the knife up and use it again. 

Crossbow
--------
Designer: Unknown
Primary Function: Sedate
Secondary Function: Instant Kill
Holds: 5
Reserve: 69

  The Crossbow is designed more for stealth than for close combat. The 
Primary Function fires a drugged shot, which either knocks someone out 
or damages them. The reload is similar to the Shotgun's, so take cover 
while reloading.
  If you're forced into close combat, set it to Instant Kill. As the 
name says, whoever gets hit by it dies. If you miss, you can pick the 
bolt up and use it another time.

Tranquilizer
------------
Designer: Unknown
Primary Function: Sedate
Secondary Function: Lethal Injection
Holds: 8
Reserve: 200

  The Tranquilizer is typically used by bio technicians. Sedate works 
like it did with the Crossbow. Use it to knock 'em out or damage 'em.
The Tranquilizer's Sedate has another interesting effect.
  If you hit someone (or you get hit) about 3-4 times, the screen 
becomes very blurry and makes it nearly impossible to move around. The 
effect gradually wears off, but it can really be annoying.
  Lethal Injection takes 4 sedatives and combines it into a lethal dose 
that causes instant death. You have use it right up against someone in 
order to inject him/her.

Laser
-----
Designer: Carrington Institute
Primary Function: Pulse Fire
Secondary Function: Short Range Stream
Holds: Infinite
Reserve: Infinite

  This wrist-mounted laser isn't too bad overall. Because it is an 
energy weapon, it does not require ammunition in order to fire. The 
Pulse Fire setting fires a laser with decent power over a long range.
  When set on Short Range Stream, it fires a smaller continual beam as 
long as you hold the trigger. This is used primarily for cutting through 
objects.

Grenade
-------
Designer: Unknown
Primary Function: 4-Second Fuse
Secondary Function: Proximity Pinball
Holds: 1
Reserve: 12

  This grenade works same as it did in GoldenEye. Pull the pin and throw 
it. You can also hold the grenade and throw it later.
  The Proximity Pinball can be deadly. This special grenade will bounce 
around the room with a yellow stream of smoke behind it. Whenever 
someone (including you) walks near it, it will explode.

N-Bomb
------
Designer: Unknown
Primary Function: Impact Detonation
Secondary Function: Proximity Detonation
Holds: 1
Reserve: 10

  The Neutron Bomb can be useful to annoy people, just like the 
Tranquilizer. Once the N-Bomb detonates, it creates a large black sphere 
instead of an explosion. Whoever is inside of it will take damage and 
have blurred vision. It also darkens the room when one detonates.
  You can set it so it either detonates on impact or detonates whenever 
someone walks by it.

Timed Mine
----------
Designer: Unknown
Primary Function: Timed Explosive
Secondary Function: Threat Detector
Holds: 1
Reserve: 10

  This mine works the same way as the grenade. Throw it onto a surface, 
wait about four seconds, and it will explode. Time your throwing 
carefully so your target doesn't get past the mine's explosion.
  The Threat Detector is same one found on the K7 Avenger. It identifies 
any explosives that in the room. Unlike the K7, though, you cannot use 
the mine while it is set on its Secondary Function.

Proximity Mine
--------------
Designer: Unknown
Primary Function: Proximity Explosive
Secondary Function: Threat Detector
Holds: 1
Reserve: 10

  The ultimate multiplayer death trap. Set these up around frequently 
used doors or hallways. Whenever someone walks by, the mines will 
detonate on him/her.
  Another Threat Detector is equipped on this mine. Works the same as 
the other ones do.

Remote Mine
-----------
Designer: Unknown
Primary Function: Remote Explosive
Secondary Function: Detonate
Holds: 1
Reserve: 10

  Just like they were in GoldenEye. Throw them on a surface and detonate 
them at your leisure. Like the other two mines, you can throw them on 
someone. Now you can take your opponent hostage in multiplayer and 
threaten to detonate them if he moves. ;)
  The Secondary Function does just what it says, detonates any remote 
mines you have put out. Just like GoldenEye, pressing A and B at the 
same time detonates the mines.

---------------------------
Classic (GoldenEye) Weapons
---------------------------
  You can access these weapons from GoldenEye by earning gold medals on 
certain weapons in the Firing Range. Remember that you cannot use these 
in multiplayer. You can only have them in the Solo Missions. 
  Most of these weapons are great to use, but the Klobb is still as bad 
as it was in the GoldenEye. They don't use up ammo quickly like other 
weapons (such as the K7 Avenger), and their accuracy is great even if 
you're not crouching. The only weapon here that has bad accuracy is the 
Klobb.
  All of the classic weapons use the red crosshair from GoldenEye, even 
if you do not have the Classic Sight cheat activated. 

PP9i
----
GoldenEye Version: PP7
Primary Function: Single Shot
Secondary Function: None
Holds: 7
Reserve: 800

CC13
----
GoldenEye Version: DD44 Dostovei
Primary Function: Single Shot
Secondary Function: None
Holds: 8
Reserve: 800

KLO1313
-------
GoldenEye Version: Klobb
Primary Function: Rapid Fire
Secondary Function: None
Holds: 20
Reserve: 800

KF7 Special
-----------
GoldenEye Version: KF7 Soviet
Primary Function: Burst Fire
Secondary Function: None
Holds: 30
Reserve: 400

ZZT (9mm)
---------
GoldenEye Version: ZMG (9mm)
Primary Function: Rapid Fire
Secondary Function: None
Holds: 32
Reserve: 800

DMC
---
GoldenEye Version: D5K Deutsche
Primary Function: Rapid Fire
Secondary Function: None
Holds: 30
Reserve: 800

AR53
----
GoldenEye Version: AR33
Primary Function: Burst Fire
Secondary Function: None
Holds: 30
Reserve: 400

RC-P45
------
GoldenEye Version: RC-P90
Primary Function: Rapid Fire
Secondary Function: None
Holds: 80
Reserve: 800

================
5) FIRING RANGE
================
This section tells you how to get the medals in the Firing Range.

Accessing the Weapons
---------------------
  There are two different methods to accessing the weapons in the Firing 
Range. One can be easier than the other method.
  The first method is getting it in the Solo Missions. All you have to 
do is collect the weapon, and it will appear in the Firing Range.
  The second method can be more difficult. For this one, you have to 
complete certain Challenges in the Combat Simulator.

The Easy Way to Win
-------------------
  Is trying to get that one medal impossible to you? Here's a way to get 
it. It's cheap, but you can use it if you like.
  Select either Bronze or Silver for the Laptop Gun from the Weapon 
menu. Before the buzzer stops, use its Secondary Function. Once the gun 
begins to fold up into a Sentry Gun, press Start and abort the test.
  Now, quickly hit Start and pick the weapon and difficulty you want to 
beat. If you wait a couple seconds, the Sentry Gun will be tossed into 
whatever direction you're facing. It will help you complete whatever 
test you had selected. 

Falcon 2
--------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 120

  1  2  3

  3 targets face you, and they don't move. A target breaks after 
receiving 8 shots, and a new one appears. Not difficult.

Silver
Time: 15 seconds
Ammo: Unlimited
Targets: None
Score: 80

   <->   1

  1 target moves side-to-side and turns away from when it stops. 8 shots 
break a target, and a new appears moving the same way as the first. 
Shoot the target repeatedly while it's to the other side.

Gold
Time: 10 seconds
Ammo: 24
Targets: None
Score: 170

   - - - 2
  |      |
  3 -    |
     |   |
     |   |
       - 1

  3 targets move in an L-shaped pattern counterclockwise while facing 
you. They also break after 8 shots. Before the clock starts, aim your 
crosshair at the bull's-eye of 1. Then quickly fire an entire clip into 
that target. Reload and fire all/most of your clip into target 3. Reload 
again and fire into target 2. 

Falcon 2 (Silencer)
-------------------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 120

  1

  One target that just flips. Fire a clip at the bull's-eye when you see 
it. After 8 shots, it will break and another one appears beside it. Fire 
at it when it flips to you.  

Silver 
Time: 2 minutes
Ammo: Unlimited
Targets: 3
Score: 30

  7  8  9
  4  5  6
  1  2  3

  Nine targets that flip, each one breaks after taking 1 shot. Just aim 
for the bull's-eye on three targets, and you should be fine.

Gold 
Time: 30 seconds
Ammo: Unlimited
Targets: 3
Score: 80

   <->  3
   <->  2
   <->  1

  Three targets that move side-to-side and flip when they stop. They 
break after about 12 hits. You have unlimited ammo, so just unload a 
clip each time they move to the other side.

Falcon 2 (Scope)
----------------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 120

  1

  One target that doesn't move and breaks after 8 shots. Another target 
will appear after breaking one. Just zoom in and keep shooting at the 
targets.

Silver 
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 120
Minimum Accuracy: 80%

  1- - - 
  |     |
  |     |
   - - - 

  One target that moves in a clockwise square and breaks after 7 shots. 
When it's moving in the back, it moves much slower. There are only two 
replacement targets, so don't mess up your shots too much. Aim and fire 
towards the center of the target when it's moving in the back. You 
accuracy should be OK if you shoot it that way.

Gold 
Time: 10 seconds
Ammo: 8
Targets: None
Score: 80

  1 <->

  One target that moves side-to-side and stops when it reaches a side. 
Every shot you make has to be a bull's-eye or else you'll have to start 
over. Shoot the bull's-eye once before the buzzer goes off. Then strafe 
with the target and shoot it 2-3 (preferably 3) times when it stops.

MagSec 4
--------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 135

       1

  One target that just flips and breaks after 8 shots. Crouch and aim 
for the bull's-eye. Or set it to 3-Round Burst if you want to make this 
test go quicker.

Silver 
Time: 2 minutes
Ammo: 18
Targets: None
Score: 135

  5  6  7
  2  3  4
  1 <->  

  Seven targets that flip and break after 3 hits, and target 1 moves 
side to side in hopes of blocking your shots. Don't use the 3-Round 
Burst. Because you have limited ammo, crouch down and shoot the bull's-
eye. After breaking the target, move to the next and shoot that one. 
Keep repeating this. 

Gold 
Time: 12 seconds
Ammo: Unlimited
Targets: 4
Score: 80

  3- - -4
  |     |
  |     |
  1- - -2

  Four targets that move in a counterclockwise square pattern at the 
same time. They also flip and break after taking 3 hits. Because these 
targets are not replaced, you'll have to at least try to aim for the 
center. Shoot at 2 and shoot at the other ones as they come by. 

Mauler
------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 200

  1

  One target that moves forward and backward and breaks after 20 hits. 
Just hold down the trigger button and aim for the center.

Silver 
Time: 2 minutes
Ammo: 50
Targets: 8
Score: None

  6  7  8
  4     5
  1  2  3

  Eight targets that move in a counterclockwise square pattern. Simply 
fire a fully charged shot into each target. As long as you don't miss, 
you should have enough ammo to take them all out.

Gold 
Time: 15 seconds
Ammo: 35
Targets: 6
Score: None

  4  5  6
  1  2  3

  Six targets that flip and break after 5 hits (or a charged shot). Let 
the Mauler charge up before the buzzer. Fire a charged shot into 3. Then 
fire one into 6 when it flips to you. Then quickly fire 2 shots into 2.
  Fire a charged shot into 1. Reload. Then fire a charged shot at 4 when 
it flips to you. As soon as you shoot at 4, fire at 2. If you're quick 
enough, 2 should be destroyed. Shoot the last charged shot into 5.

Phoenix
-------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 90

  2- - - 
  |     |
  |     |
   - - -1

  Two targets that move in a clockwise pattern and flip away when they 
move. Just fire rapidly whenever they flip to you.

Silver 
Time: 2 minutes
Ammo: 18
Targets: 9
Score: None

 <->  3
 <->  2
 <->  1

  Three targets that move side-to-side. Fire Explosive Shells at them to 
break them. A new target will appear for each one that is destroyed. It 
should only take two Explosive Shells at the most to break one. 
Sometimes it may only take one.

Gold 
Time: 20 seconds
Ammo: 3
Targets: 6
Score: None

 5 <-> 6
 3 <-> 4
 1 <-> 2

  Six targets that move side-to-side. You have to break two targets with 
one Explosive Shell when they cross each other. Have the shot reach the 
two targets when they cross in the middle. The explosion from the shot 
should break both of them. Do the same for the other two pairs. 

DY357 Magnum
------------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 90

  1

  One target that just flips and doesn't move. Shoot the bull's-eye each 
time it flips to you. 

Silver 
Time: 2 minutes
Ammo: 3
Targets: None
Score: 80

  7  8  9
  4  5  6
  1  2  3

  Nine targets that don't flip or move. This test shows how the magnum 
bullets can penetrate through multiple targets. Stand directly in front 
of 1, 2, or 3. Move so that you don't see any parts of the two targets 
behind it. Aim for the bull's-eye and fire. You should get a bull's-eye 
on all three targets there. Do the same for the other two groups.

Gold 
Time: 12 seconds
Ammo: 5
Targets: None
Score: 50

  7  8  9
  4  5  6
  1  2  3

  Nine targets that flip in two groups. While the buzzer is going off, 
stand in front of a target and aim for the center. Fire when they flip 
towards you, and all three targets should break. Then just fire at the 
bull's-eye on the other targets. You should be able to get the 50 points 
if you aim well.

DY357-LX
--------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 90

  1- - - 
  |     |
  |     |
   - - - 
 
  One target that moves in a square pattern and stops at each corner.
The target breaks after taking six hits, and it's replaced by another 
target. 

Silver 
Time: 30 seconds
Ammo: Unlimited
Targets: None
Score: 200

   <-> 3
 1 <-> 2

  Three targets move side-to-side. They all cross in the middle, and 
your shots can penetrate through all three. So shoot them when they 
cross the middle. Remember that the DY357 fires a little bit after you 
press the trigger button.
  Once they take six hits, another three will appear farther away. Shoot 
the targets when they cross in the middle.

Gold 
Time: 50 seconds
Ammo: 12
Targets: None
Score: 100

  <-> 1

  One target that moves side-to-side and flips when it reaches a side. 
You have to have great accuracy to complete this test. You have to get 
at least 8 bull's-eyes and 4 Zone 1 hits. 
  Stand in the center and try to fire at the bull's-eye each time it 
makes a pass (except when you have to reload). This can be difficult, so 
don't expect to beat this test on the first try.

CMP150
------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 240

  1  2  3

  Three targets that flip. No strategy needed...

Silver 
Time: 2 minutes
Ammo: 80
Targets: 4
Score: None

  3- - -4
  |     |
  |     |
  1- - -2

  Four targets that move in a clockwise square pattern, and they flip 
whenever they move. They break after taking 12 hits. Use the lock-on 
system to help you out. Not difficult, but remember not to waste too 
many shots.

Gold 
Time: 20 seconds
Ammo: Unlimited
Targets: 6
Score: 350

  3- - - 
  |     |
  |     |
  1- - -2

  Three targets that move in a counterclockwise pattern and break after 
taking 12 hits (then it's replaced). It's easy to break all six targets 
without meeting the score requirement, so use the Follow Lock-on 
function to help. You can reset what targets the gun is locked-on to by 
tapping R.

Cyclone
-------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 750

  1  2  3

  Three stationary targets. Not hard, is it?

Silver 
Time: 20 seconds
Ammo: Unlimited
Targets: 5
Score: None

  1   
      
     2

  Two targets that move forward and backward. About 25 hits will break a 
target and another target will replace it. Don't use Magazine Discharge, 
just stick with Rapid Fire.

Gold 
Time: 18 seconds: Unlimited
Targets: 1
Score: 400

     2   
         
  1 <-> 3

  Targets 1 and 3 move side-to-side, one is slower than the other. 
Target 2 won't do anything. Stand in the center and aim for 2. Then just 
keep firing and reloading. You should be able to finish the test in less 
than 10 seconds doing it that way.

Callisto NTG
------------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 480

  4  5  6
         
  1  2  3

  Six stationary targets. Simple.

Silver 
Time: 30 seconds
Ammo: Unlimited
Targets: 1
Score: None

  4 <->  
         
  1  2  3

  Targets 1-3 don't move and stay flipped away from you. Target 4 is 
what you should go after. Switch to High Impact Shells. Those shots will 
travel through the front three targets. So just fire at 4, even if it's 
behind a target. It will eventually break.

Gold 
Time: 20 seconds
Ammo: Unlimited
Targets: 2
Score: 250

  6  7  8
  4     5
  1  2  3

  Eight targets that flip in two groups. Stand in front of a target and 
wait for it to flip at you. Then use Rapid Fire on it. If you didn't 
break it, wait for it to flip back to you and fire at it. Do this to 
another target, and you should complete the test.

RC-P120
-------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 1,000

     1

  One target in the center that doesn't do anything. Hold down the 
trigger button and let the points rack up.

Silver 
Time: 20 seconds
Ammo: Unlimited
Targets: None
Score: 300

  1  2  3

  The three targets will be facing away from you when this test starts 
out. Switch to the Cloak function, and they'll turn towards you. Pick a 
target and keep shooting at it until it turns around. Repeat this until 
you get the required score.

Gold 
Time: 20 seconds
Ammo: 180
Targets: 9
Score: None

  7  8  9
  4  5  6
  1  2  3

  Targets 1-3 will only turn around when you cloak. Cloak and wait for 
them to turn. Go to target 1 and shoot it until it breaks. Quickly 
strafe and do the same for 2 and 3.
  You won't have to cloak to get the other targets' attention. Take out 
the rest of the targets and try not to miss too much.

Laptop Gun
----------
Bronze
Time: 30 seconds
Ammo: Unlimited
Targets: None
Score: 750

  1  2  3

  Throw a Sentry Gun on the wall behind you towards the center. Wait a 
bit, and you're done. 

Silver 
Time: 20 seconds
Ammo: Unlimited
Targets: 3 
Score: 90

  1  2  3

  The three targets are facing away from you, and they'll never turn 
toward you. Throw a Sentry Gun so it can fire on the front of the 
targets. Wait a while, and you're done.

Gold 
Time: 15 seconds
Ammo: 250
Targets: 2
Score: 750

  3- - - 
  |     |
  |     |
  1- - -2

  Three targets move in a counterclockwise manner. Throw a Sentry Gun 
around the same spot as you did in the Bronze. It can complete this test 
for you. If it doesn't, you can pick up the Laptop Gun and finish it 
yourself.

Dragon
------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 450

  1  2  3

  Three targets that flip. Shoot 'em when they flip to you.

Silver 
Time: 10 seconds
Ammo: 1
Targets: 1
Score: None

  1

  One target that moves forward and backward. Use the Dragon's Proximity 
Self-Destruct and throw it on the path of the target. When the target 
moves to it, the Dragon will explode and should take the target out.

Gold 
Time: 15 seconds
Ammo: Unlimited
Targets: None
Score: 500
Minimum Accuracy: 90%

  3  4  5
         
  1 <-> 2

  Targets 1 and 2 move side-to-side, and targets 3-5 flip. Because 1 
does not flip and moves slower, you should shoot at it most of the time. 
Don't zoom in and fire, just strafe with the target's movement and keep 
the crosshair on/near the bull's-eye. 

K7 Avenger
----------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 375

  1

  One stationary target that breaks after taking 25 hits. Not hard...

Silver 
Time: 2 minutes
Ammo: 4
Targets: 4
Score: None

  4  5  6
         
  1  2   

  Switch to the Threat Detector, and you'll notice that some targets 
have a red box surrounding it. These targets explode when they get hit. 
So just hit the exploding targets.

Gold 
Time: 15 seconds
Ammo: 30
Targets: 3
Score: None

  1  2  3

  This test is very difficult. The three targets flip (target 2 flips a 
little faster). You have to put 10 rounds into each target to break it. 
So not ONE bullet can be wasted.
  Put 10 rounds into 2, then 1, and finish off 3. If you don't have 10 
rounds by the time you go after 3, you will have to start this over. 
Keep practicing until you can fire the correct amount of bullets at the 
right time.

AR34
----
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 450

  2     3
         
     1   

   The three targets simply move forward and backward, and they break 
after 30 hits. Simple.

Silver 
Time: 2 minutes
Ammo: 120
Targets: 9
Score: None

  3- - - 
  |     |
  |     |
  1- - -2

  Three targets that move in a counterclockwise square pattern. A target 
breaks after taking 10 hits. Because the AR34's accuracy at long range 
is not good, just shoot the targets when they get close to you.

Gold 
Time: 20 seconds
Ammo: Unlimited
Targets: None
Score: 500
Minimum Accuracy: 100%

  1 <->

  You're probably thinking this is impossible because you have to get a 
100% accuracy rating, but it's not that hard. Stand a little bit to the 
right of computer and crouch down twice. You may have to back up so you 
can see the target.
  The target will stop when it reaches a side. When it stops, aim for 
the bull's-eye and fire. When it reaches the other side, do the same. 
Keep repeating this, and you should be fine.  

SuperDragon
-----------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 450

   <->  1

  One target that moves side-to-side and breaks after 30 hits.

Silver 
Time: 2 minutes
Ammo: 9/9
Targets: 9
Score: None

  7  8  9
  4  5  6
  1  2  3

  Nine targets that flip. Switch to the SuperDragon's Grenade Launcher 
to take them out. It's a good idea to practice using it to used to the 
grenade trajectory.

Gold 
Time: 30 seconds
Ammo: 60/4
Targets: 5
Score: None

  3- - -4
  |  5  |
  1- - -2

  This one can be a pain. The four targets around 5 move in a 
counterclockwise pattern and flip when they do so. You only have 60 
bullets and 4 grenades to complete this test. Remember the targets do 
not instantly break after coming in contact with an explosion. It takes 
them a second or two to absorb the damage.
  Put 10 rounds in 5 to break it. Now, you should take out the other 4 
targets with the 4 grenades. Stand directly in front of the computer. 
Move your crosshair right on the bottom edge of 1 and launch a grenade 
at it. If you fired early enough, the target should break. Do the same 
thing for 2.
  Here's the tricky part. Move the crosshair on the top edge of 3 and 
launch a grenade. Make sure you launch it before the target reaches its 
position and flips because it takes time for the grenade to reach the 
target. Do the same for 4.

Shotgun
-------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 240

        1

  One target that breaks after getting hit with two shells and is then 
replaced by another. Just set it to Double Blast to beat this quicker.

Silver 
Time: 30 seconds
Ammo: Unlimited
Targets: 9
Score: None

  <-> 3
  <-> 2
  <-> 1

  Three targets that move side-to-side. They break after getting hit 
with one shell and are also replaced by another target. You can break 
one at a time with the Single Shot, or you can take two out with Double 
Blast if you can aim it right. Either way, it's not hard.

Gold 
Time: 20 seconds
Ammo: 30
Targets: None
Score: 170

  <->  1

  One target that moves side-to-side. Set it to Double Blast, strafe 
with the target and shoot it as you do that. Make sure that you don't 
miss too often because the Shotgun's long reload time will probably 
cause you to fail.

Reaper
------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None: 1,000

  1  2  3

  Three stationary targets that flip. Practice using the Reaper on this 
test to get used to its incredibly bad accuracy. Crouch down to try to 
help make it a bit easier.

Silver 
Time: 30 seconds
Ammo: Unlimited
Targets: 18
Score: None

     3   
        2
     1   

  The targets won't move in this test. Crouch twice to help steady your 
aim. Just hold down the trigger button and take out all of the targets.

Gold 
Time: 30 seconds
Ammo: Unlimited
Targets: 1
Score: 750

  3- - - 
  |     |
  |     |
  1- - -2

  The three targets move counterclockwise in a square. 1 and 3 move 
close together, so there's a big gap between those targets and 2. It 
takes over 100 hits to break one target. Just concentrate your fire on 
one target.
  As usual, crouch down twice. Aim for the bull's-eye but with the 
Reaper's accuracy, it probably won't hit it too often. It's difficult 
but practice more if you can't beat it.

Sniper Rifle
------------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 120

  1  2  3

  Three targets way in the back of the Firing Range that break after 8 
hits. Just zoom in with the scope and fire at the targets.

Silver 
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 120
Minimum Accuracy: 90%

  1  2  3

  Three targets also in the back, but they flip this time. You can 
crouch down if you want to improve your aim, but you don't have to.

Gold 
Time: 12 seconds
Ammo: 15
Targets: None
Score: 150

  2     3
         
     1   

  You have 15 bullets, so EVERY hit must be a bull's-eye. These targets 
will move forward and backward, and they break after 5 hits. Don't zoom 
in too far or else it's going to be difficult to follow the targets. 
10.00x works well.
  Start off by zooming in and putting 5 shots into either 2 or 3 
(doesn't matter). Then put the 3 bullets into 1. Reload, put 2 more in, 
and then 5 into the last target.

FarSight XR-20
--------------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: 3
Score: None

  3      
     2   
        1

  Three targets that break after receiving 3 hits. Not difficult.

Silver 
Time: 15 seconds
Ammo: Unlimited
Targets: 6
Score: None

  7  8  9
  4  5  6
  1  2  3

  Use the Target Locator to break 4-9. Because those targets flip, you 
cannot tell what side you're shooting at, so just hope you hit the right 
side. Once one target breaks, the Target Locator will move to another 
one. 

Gold 
Time: 20 seconds
Ammo: 3
Targets: 6
Score: 40

     5     6
<->  3  4   
     1     2

  Target 3 will be the only one moving. When 3 move between 1 and 5, 
fire towards the center of the target. If you aimed correctly, you 
should be able to get 30 points (3 bull's-eyes). Now, shoot at 2 so shot 
goes through both 2 and 6. Then break 4. 

Devastator
----------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: 6
Score: None

     3
  1  2

  Easy. Each target that is destroyed will be replaced with another one. 
If you're really good, you can complete with using only two grenade. 
Like I said for the SuperDragon, get used to the way the grenades arc 
while moving in the air.

Silver 
Time: 50 seconds
Ammo: 10
Targets: 6
Score: None
  
  4  5  6
  2     3
         
     1   

  Targets 1, 2, and 3 will move back and worth while the others don't do 
anything. If you break the all three of the moving targets, you won't be 
able to complete this.
  Switch to Wall Hugger. As one of the moving targets comes at you, 
launch a grenade at it. If you aimed correctly, it should stick to the 
target. The grenade will come off the target when goes to the back of 
the room. This should damage/break the targets in the back. If you're 
lucky, you might be able to take out four targets with one grenade.
  If there are any moving targets left, use the Primary Function to 
break them up. 

Gold 
Time: 30 seconds
Ammo: 6
Targets: 6
Score: None

  1

  The one target will flip. Each target you break will be replaced by 
another. Don't use the Wall Hugger on this one because every grenade has 
to count! You have to really use the arcing of the grenade to beat this 
test. Here's where you should have the crosshair for each target before 
you fire.
  For the first target, have the crosshair a little bit above the part 
where the target is attached to the ceiling. On the second target, have 
the crosshair on the bottom edge of the target. On the third one, do the 
same as the first.
  For the fourth target, aim for the bottom edge again. Fifth target, 
aim a little bit above the part where the target attaches to the 
ceiling. And the final target, have the crosshair on the bottom edge.

Rocket Launcher
---------------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: 9
Score: None

  7  8  9
  4  5  6
  1  2  3

  Just launch a rocket at the center target in each row. You might want 
to use a Targeted Rocket to break the last row.

Silver 
Time: 2 minutes
Ammo: 18
Targets: 8
Score: None

  6  7  8
  4     5
  1  2  3

  The eight targets move in a counterclockwise square pattern. Whenever 
the three targets move and stay in the very front, launch a rocket at 
the center target. This should break all three.
  When the next two targets move to the front, use a rocket to take 
those two out. The rest of the targets will move to the front, so you 
shouldn't have a problem destroying them.

Gold 
Time: 30 seconds
Ammo: 4
Targets: 4
Score: 40

  3- - -4
  |     |
  |     |
  1- - -2

  Don't worry about the points, you get 10 just for breaking a target. 
The four targets flip and move in a clockwise manner. Wait for the 
targets to stop moving, then launch a rocket at 1 to destroy it. Wait 
again and break 2. 
  Getting 3 and 4 is a little more difficult. The only way I was able to 
destroy was by doing this: As the targets 3 and 4 approach the back of 
the room, launch a rocket at one of them and hope it destroys the 
target. Do the same for the other one.
  If you have another strategy that's easier to do, e-mail me.

Slayer
------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: 6
Score: None

        1

  You'll start out with one target that flips. Breaking target results 
in another one appearing. Use Rocket Launch to destroy the targets 
towards and use Fly-by-Wire to break the ones in the back.

Silver 
Time: 2 minutes
Ammo: 5
Targets: 4
Score: 40

  3- - -4
  |     |
  |     |
  1- - -2

  Four targets move in a counterclockwise square and stop at different 
points. Break them when they stop. You can also use Fly-by-Wire if want 
to.

Gold 
Time: 40 seconds
Ammo: 8
Targets: 6
Score: 60

  <->   3
  <->   2
  <->   1

  The three targets move side-to-side and flip. Break a target and 
another one appears. Use Fly-by-Wire rockets and detonate them when 
they're in the path of a target. The target should move right into the 
explosion. You'll have to move fast to beat this.

Combat Knife
------------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 72

  1

 One target that doesn't move or flip. Throw Poison Knives at the 
target. Like the grenades, get used to the way the knives are thrown. 
Notice how if you throw a knife in the same spot that there's already 
knife, the one you threw will not count as hitting the target.

Silver 
Time: 2 minutes
Ammo: 18
Targets: None
Score: 90

  1  2  3

  Three targets that flip and break after 6 hits. Throw a knife at the 
bull's-eye each time the targets flip to you.

Gold 
Time: 30 seconds
Ammo: Unlimited
Targets: 8
Score: 80

  6  7  8
  4     5
  1  2  3

  All eight targets move in a counterclockwise manner at the same time. 
Each target breaks after one hit. Before the buzzer goes off, aim for 
the bull's-eye in the center target but don't throw a knife yet.
  Now, each time a target comes to the center, throw a knife at it. Keep 
repeating this and then only targets 1, 3, 6, and 8 should remain. Do 
the same thing as before, but this time focus your aim on either 1 or 3. 
It's easy to complete the test without making the 80-point requirement, 
so focus on accuracy. 

Crossbow
--------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 72

  1  2  3

  Three stationary targets that don't do anything. This test is not 
difficult. One thing you should remember is that, like knives, bolts can 
be deflected if you shoot a bolt into the same spot as another bolt. 
This doesn't always happen but it can. Also, like the Shotgun, you'll 
have to put up with long reload times.
  Learn how to slowly move the crosshair around the bull's-eye so that 
all/most of the bolts you fire will actually hit the target instead of 
being deflected.

Silver 
Time: 2 minutes
Ammo: 20
Targets: None
Score: 90

  1  2  3

  Three more stationary targets, except these are a little farther away. 
This isn't much more difficult than the last one.

Gold 
Time: 30 seconds
Ammo: Unlimited
Targets: None
Score: 150

  <->   1

  One target that move side-to-side, but it turns away from you when it 
moves. Before the buzzer goes off, you can get a free bull's-eye. Stay 
towards the right and fire 4 shots in the bull's-eye. Fully reload. When 
it comes back put about 3-4 more shots in. Reload and keep repeating 
this until you get the points. Remember to slowly move the crosshair 
around the bull's-eye so you don't deflect any shots.

Tranquilizer
------------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: None
Score: 120

  6  7  8
  4     5
  1  2  3

  The targets slowly move in a counterclockwise pattern and breaks after 
eight hits. No strategy needed.

Silver 
Time: 20 seconds
Ammo: Unlimited
Targets: None
Score: 250

  1  2  3

  Three stationary targets that flip and also break after eight hits. 
Another target appears when you break one. 
  Get a bull's-eye on target 1 before the buzzer goes off. When it flips 
back to you, try to put 7 shots in to break it. Reload and then get a 
bull's-eye on target 2. Keep repeating this. You have to be quick to 
win.

Gold 
Time: 15 seconds
Ammo: 18
Targets: 18
Score: None

  You have to destroy 18 targets in 15 seconds or less and not ONE of 
your shots can miss. Obviously, this is one of the most difficult tests 
in the Firing Range...
  Stand a little bit to the right of the computer. Use the R button to 
move the crosshair to make your shots. Keep practicing this test until 
you know where all or most of the targets will appear. You're going to 
have to move fast in order to complete this.

Laser
-----
Bronze
Time: 2 minutes
Targets: None
Score: 250

        3
     2   
  1      

  Just aim for the bull's-eye on one of the targets and hold down the 
trigger button until you get 250 points...

Silver 
Time: 20 seconds
Targets: None
Score: 180
Minimum Accuracy: 80%

  <->  1

  One target that moves side-to-side and flips. Strafe with the target 
when it moves and fire towards the bull's-eye. This one is a difficult 
Silver test, so keep practicing if you fail.

Gold 
Time: 20 seconds
Targets: None
Score: 250
Minimum Accuracy: 100%

  2     3
         
     1   

  The three targets will move forward and backward and break after 12 
hits. Pick a target, aim for the bull's-eye, and fire 12 shots into it. 
Just repeat that, and you should be able to complete without too much 
trouble.

Grenade
-------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: 3
Score: None

  1

  You'll start out with one target that does nothing. Throw a grenade 
under the target and watch it explode. Do the same for the other two 
targets.

Silver 
Time: 30 seconds
Ammo: Unlimited
Targets: 18
Score: None

  2     3
         
     1   

  The three targets you start with do not do anything either. Use the 4-
Second Fuse to take out the targets in the very front. Use the Proximity 
Pinball function to destroy the targets that are farther away.

Gold 
Time: 30 seconds
Ammo: 6
Targets: 4
Score: None

  1- - - 
  |     |
  |     |
   - - - 

  The targets move in a clockwise square pattern. As the first target 
moves to the back of the room to its original position, throw a 
Proximity Pinball grenade after it. When the flips, the grenade should 
hit it and destroy it.
  The second target appears in the upper-right corner in the diagram. 
Again, use Proximity Pinball. A second or two before it turns the corner 
where 1 used to be, throw it to 2's original position. The target will 
flip and should get hit by the grenade.
  The third one appears in the lower-left corner. This time use the 4-
Second Fuse. Start holding the grenade right before it turns where 2 
was. When it stops, throw the grenade right under the target. If you 
held it long enough, the grenade will explode right under it.
  The last target appears in the lower-right corner. Do the same thing 
for the other target. Hold the grenade right before it turns where 1 
used to be. Then throw it under the target when it stops.

Timed Mine
----------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: 3
Score: None

  1  2  3

  Three targets that flip. Throw a mine on the center target, and it 
should take out all three.

Silver 
Time: 2 minutes
Ammo: 6
Targets: 6
Score: None

  4  5  6
  2     3
         
     1   

  This almost the same test as Devastator's Silver. 1, 2, and 3 will 
move forward and backward while the others just stay. Throw a mine on 1, 
and it will send the mine to the other targets. When the mine explodes, 
it should take out 4, 5, and 6. If there are any moving targets around, 
just throw a mine into their path.

Gold 
Time: 12 seconds
Ammo: 1
Targets: 6
Score: 60

  5     6
  2  3  4
         
     1   

  This test is almost the same as the last one, except 1, 5, and 6 are 
the ones that move. Throw the mine so it lands under 3. The explosion 
should take out all of the targets.

Proximity Mine
--------------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: 3
Score: None

  1  2  3

  Three targets that don't move or flip. Just throw a mine on 2. Wait a 
while, and it will destroy the target.

Silver 
Time: 2 minutes
Ammo: 6
Targets: 3
Score: None

  2     3
         
     1   

  Just throw a mine on each target and wait for them to explode. If one 
doesn't go off, throw another mine on it. It will sense the motion of 
that mine and explode.

Gold 
Time: 30 seconds
Ammo: 4
Targets: 5
Score: None

  4     5
         
        3
         
     1  2

  Targets 2 and 3 move side-to-side while the others move backward and 
forward. Throw a mine towards the center of the group of targets. The 
explosion can take out 1, 3, 4, and 5. To destroy 2, throw a mine on it. 
Even if you hit the back of the target, the mine will destroy it.

Remote Mine
-----------
Bronze
Time: 2 minutes
Ammo: Unlimited
Targets: 3
Score: None

  1  2  3

  Throw a mine on 2 and detonate it...

Silver 
Time: 2 minutes
Ammo: 4
Targets: 4
Score: None

  3- - -4
  |     |
  |     |
  1- - -2

  The targets move in a clockwise square pattern. Throw a mine on the 
front of a target and detonate when they stop moving. Repeat this for 
the other three targets.

Gold 
Time: 12 seconds
Ammo: 2
Targets: 7
Score: None

  6     7
  3  4  5
  1     2

  Target 4 doesn't move, but all of the other targets move side-to-side. 
Throw a mine on 4 and detonate it when the targets start moving. If 6 
and 7 are still there, throw a mine towards the back and detonate it 
when they start to move. You can quickly detonate the mine by pressing A 
and B at the same time.

========================
6) CONTACT / OTHER INFO
========================
E-mail Address: metroidmoo@earthlink.net

Copyright Information:
(c) Copyright 2000 MetroidMoo 
  This FAQ cannot be distributed in books, magazines, etc. or in any 
other form of printed or electronic media in any way. It cannot not be 
given away as some sort of prize or bonus and cannot be given away with 
a purchase. It also must not be used for promotional or profitable 
purposes.
  Any characters, names, or other objects are copyright their respective 
companies. This document and its author are in no way affiliated with 
any company.

E-mail Notices:
- Before you e-mail me a question, make sure you've looked through the 
FAQ to see if your question is answered. If the question you send is 
answered in the FAQ, it will be ingnored.
- Only ask me questions related to the weapons and devices. Questions 
such as how do I beat this mission, how do I get this cheat, etc. will 
be ignored.

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  Why only those sites? Many sites have never bothered to update the FAQ 
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