____________   _________________  _____________________ ________________
\_________  \ /_______________  \ \___________________//_______________/                    
      ___ \  \ _______   ___  \  \    ____    _______  ___       ___
     /  / /__//  ____/  /  /__/  /   /   /__ /  ____/ /  /      /  /
    /  /     /   /     /  // ___/   /   ___//   /    /  /      /  /
   /  /     /   /___  /  / \  \__  /   /   /   /_____\  \___  /  /
  /__/     /________\/__/   \____\/___/   /__________\\_____\/__/  

            ___________  __________ _____________     ___  _____   /\
            \________  \ \_______  \\__________  \   /  / /  __/ /\\ \
                 ___ \  \    ___ \  \    ___   \  \ /  /_/ _/    \_\\_\ 
                /  /  \  \  /  /__\  \  /  /___/  //  __  /
               /  /   /  / /  ____\\  \/  // ____//  /  \  \
              /  / __/  / /  /      \    / \  \__/  /    \  \
             /__/ /____/ /__/        \__/   \______/      \__\ 

                
                ~A FAQ/Walkthrough Created By: Croco64~

________________________________________________________________________

This Document is Copyrighted 2000 by Croco64. Any reproduction of this document 
in part or in whole without the author's consent is strictly forbidden.

This Extensive FAQ to the Nintendo 64 game Perfect Dark Includes:
          *Character List          *Weapons List         
          *Gadgets List            *Enemy List          
          *Guide to the Carrington Institute (Including how to get Gold     
           Medals in the Target Range)
          *Solo Missions Walkthroughs (For Agent, Special Agent, and 
           Perfect Agent Difficulty Levels)
          *Combat Simulator Challenges Help and Arenas Guide
          *Learn How to Obtain the Cheats in Record Time
          *Co-Op and Counter-Op Strategies
          *More! Read On to find out...

Contact Me: croco64@yahoo.com (see Part 4, Section C for details)


-VERSION HISTORY-
------------------------------------------------------------------------
This is currently Version 1.2 of the Croco64 FAQ/Walkthrough for Perfect Dark, 
Created 6/23/2000.

Version 1.2- Created 6/23/00
Like usual, I've added a new mission onto the Agent Walthrough, but unlike 
usual, I've added a new section. I've finally gotten started on those Combat 
Simulator Challenges, even though I'm not very far as of now. Shockingly, I've 
updated the Special Agent Walkthrough as well with a the second level. I'm 
hoping to update everything again in the next few days, so stick around.

Version 1.1- Created 6/17/00
Well, I decided to update again a mere five days after the original! I think 
this breaks some sort of record for me. Anyway, with this update I've gotten in 
Mission 4 (Area 51) for the Agent Walkthrough, and I've also updated quite a few 
of the sections in Part 2, which includes Sections A, B, C, G, and H. And 
finally, I've finished the Hologram Training Strategies and added some more tips 
for the Firing Range in the Carrington Institute Section. That's all for now, 
stay tuned for more updates soon.

Version 1.0- Created 6/12/00
Well, I've decided to begin work on a Perfect Dark FAQ, which is currently one 
of my favorite games. This game is also very popular, so I hope I'm not making a 
huge mistake, as I will probably be flooded with e-mails... oh well, that's OK. 
Anyway, enjoy this new FAQ by looking through the completed sections, which 
includes all of Part 1, Part 4, most of Part 2, and these specific Sections of 
Part 3: In Part 3, I've begun work on the Carrington Institute, the Agent 
Walkthrough (Levels 1-6) and the Special Agent Walkthrough (Levels 1). I haven't 
started on the others. Have fun looking around, and expect some updates in the 
future.

------------------------------------------------------------------------

UPDATE NOTICE: Well, this time around I've completed Mission 5 (Levels 10-12) in 
the Agent Walkthrough, added Level 2 onto the Special Agent Walkthrough, and 
added the new section, Combat Simulator Challenges, into Part 3 with the first 
two challenges. Also, I've gotten a few new items in such sections as 
Gadgets/Items, Weapons, and the Firing Range, so take a look at those as well. 

________________________________________________________________________

~TABLE OF CONTENTS~

I. Part 1- Introduction 
   A. Introduction
   B. Author's Comments
   C. Story
II. Part 2- Guides and Lists
   A. Controls & Play
   B. Characters
   C. Enemies
   D. Weapons
   E. Gadgets/Items
   F. Vehicles/Robotics
   G. Cheats*
   H. Simulant Types
III. Part 3- Walkthroughs
   A. Carrington Institute
      1. Firing Range*
      2. Gadgets Training
      3. Hologram Training
   B. Agent Mission Walkthrough
      1. Mission 1 (Levels 1-3)
      2. Mission 2 (Level 4)
      3. Mission 3 (Levels 5-6)
      4. Mission 4 (Levels 7-9)
      5. Mission 5 (Levels 10-12)
      6. Mission 6 (Levels 13-14)**
      7. Mission 7 (Level 15)**
      8. Mission 8 (Level 16)**
      9. Mission 9 (Level 17)**
      10. Special Assignments**
   C. Special Agent Mission Walkthrough
      1. Mission 1 (Levels 1-3)*
      2. Mission 2 (Level 4)**
      3. Mission 3 (Levels 5-6)**
      4. Mission 4 (Levels 7-9)**
      5. Mission 5 (Levels 10-12)**
      6. Mission 6 (Levels 13-14)**
      7. Mission 7 (Level 15)**
      8. Mission 8 (Level 16)**
      9. Mission 9 (Level 17)**
      10. Special Assignments**
   D. Perfect Agent Mission Walkthrough
      1. Mission 1 (Levels 1-3)**
      2. Mission 2 (Level 4)**
      3. Mission 3 (Levels 5-6)**
      4. Mission 4 (Levels 7-9)**
      5. Mission 5 (Levels 10-12)**
      6. Mission 6 (Levels 13-14)**
      7. Mission 7 (Level 15)**
      8. Mission 8 (Level 16)**
      9. Mission 9 (Level 17)**
      10. Special Assignments**
   E. Combat Simulator Challenges Walkthrough*
   F. Combat Simulator Multiplayer Strategies
      1. Arenas Guide**
      2. Multiplayer Strategies**
   G. Co-Op/Counter-Op Strategies**
   H. Cheats Walkthrough**
IV. Part 4- Additional Help
   A. Additional Tips
   B. Combat Simulator Suggested Set-Ups
   C. Frequently Asked Questions
   D. Contact Info/Credits
   E. Closing Statement
_______________

*: This symbol indicates that this section has been started on, but is currently 
under completion. Expect more in future updates.
**: This symbol Indicates that this section has not been started on at all. When 
it will be started on is usually based on the order it is on the list.
 : No Marks indicate the section has been completed.

Where Should You Go?
Part 1: This section allows you to get to know my view on the game and 
   why I wrote this FAQ. The story to the game is also included in this
   section. You can skip it if you want.
Part 2: This has good information on the aspects of the game, such as
   enemies and items. If you're an experienced player, you can skip 
   this section, but there still is plenty of good, detailed info that 
   any PD fanatic must know. 
Part 3: This is the real meat of the FAQ, and where you can find info on
   the game, with walkthroughs, guides to the combat simulator, and 
   more.
Part 4: This section is generally miscellaneous things. If you've 
   checked all over and can't find what you need, someone may have the 
   same problem or one of the tips may help you out. If they don't you
   can always contact me, and info on how to do so is found here. Also,
   credits and thanks are given out to those who helped me. Finally, 
   there are some Multiplayer Settings recommendations for interesting 
   battles.

________________________________________________________________________
         
                ___                                    __
          /\---| _ \==================================/  \---/\
         / //\ | __/     -PART I: INTRODUCTION-      / / / /\\ \ 
        /_//_/-| |==================================/___/--\_\\_\
               |/                                    


      - - - - - - - - - - - - INTRODUCTION - - - - - - - - - - - - 

   Does this game even need an introduction? Perfect Dark is nearly Perfect when 
it comes to first-person shooters. Goldeneye was hailed for its FPS greatness 
when it came out, and it looks like PD will be the same way. It takes the 
Goldeneye formula and builds on it with cool new futuristic settings and 
weapons. 
   After countless delays by Rare, who added to and dropped from (Game Boy 
Camera features?) the game, they were finally ready to bring it out in May. And 
I don't think I could've been much more pleased with the results. This is an 
excellent game, and even though it's made by the famous Rareware, it still 
surprised me.
   PD is bound to be compared to Goldeneye. It's quite similar in graphics, play 
control, and even some of the animations have returned. On the outside, it looks 
too similar to Goldeneye. Still, Perfect Dark will come to feel like a different 
game once you get into it. It has all of the things that made Bond great, plus a 
little more to change things a enough to make it more fun to play. PD is 
definitely a step above Goldeneye in every category, be it the cooler weapons 
(each with secondary functions), tons of gadgets for secret spy missions, or the 
enemy AI. Any Goldeneye fan would have a great time with Perfect Dark... I know 
I did. 


     - - - - - - - - - - - - AUTHOR'S COMMENTS - - - - - - - - - - - -

   Of all my FAQs, this is by far the one I've thought about the longest. And I 
mean thinking about it as in "should I do it?". Before the game came out, I 
thought that the second the game did come out, FAQ writers would be racing like 
mad to get in their FAQs first, and within a matter of days there would be 20 or 
so FAQs there, meaning no space for me. I, on the other hand, wanted to play the 
game first, get it down, and beat at least most of it before I start on a FAQ. 
Plus, I tend to like to take my time when writing. Rushing to make one wasn't 
for me, so I thought "Nope, no PD FAQ.".
   Of course, I must have reconsidered this sometime or you wouldn't be reading 
this, right? Despite my decision not to make one, I couldn't get the thought out 
of my head about starting a FAQ. I eventually realized that I really wanted to 
make one, I should make one. Fortunately, by this time I had also realized that 
the number of new FAQs had grinded to a halt and there was plenty of room for 
mine. So I embarked on the mission to make this FAQ. And I'm quite happy I did, 
too.
   Recently I decided to delay to release of this FAQ, so I could fit more stuff 
into each of the sections and add a few extra levels to the walkthroughs (that's 
right, it was about to be even shorter). If I can actually complete everything 
in this difficult game, maybe you'll see the rest of the stuff in the Table of 
Contents... probably not for a while, though. 


           - - - - - - - - - - - - STORY - - - - - - - - - - - - 

   Writing up the story in my own words wouldn't sound too good, so instead I'll 
let you read this nice excerpt from the Perfect Dark manual:

"Since the dawn of man, our planet has been watched. The reasons for this 
interest differ from race to race: some merely wish to observe until humanity 
has evolved to a point where they can introduce themselves without sparking mass 
panic, while the motives of others are considerably less benign.

"Not all humans are oblivious to the watchers above and among us. Daniel 
Carrington, head of the elite Carrington Institute, suspects that rapid 
technological developments at dataDyne HQ are the result of the corporation 
taking a dark path to first contact-a path which apparently branches through 
major government agencies.

"Whether or not his suspicions are justified, it is clear that events are 
rushing to a head. People are being abducted, animals mutilated. Someone amongst 
the stars desperately wants something they believe us to have, and Carrington 
suspects that the grand plan penetrates far deeper than the recent surface 
incidents. Using all means available, the Institute has resolved to find out 
exactly what is going on before urgent messages from one Dr. Caroll located deep 
within the heart of the dataDyne operations. requesting extraction from the 
company before alleged threats on his life are actually carried out.

"Cue freshly qualified Agent Joanna Dark, code-named Perfect Dark thanks to her 
unprecedented achievements in training. Her first real assignment could hardly 
be of more importance: infiltrate the dataDyne skyscraper, locate Dr. Caroll, 
and bring him back to the Institute undetected and unharmed. With events at 
dataDyne shrouded in mystery, yet moving so fast, whatever knowledge Dr. Caroll 
possesses could ultimately decided the fate of the human race."


-GAME STORY:-

To make this section a little more interesting, I've added the story of the game 
here as well. This will describe some of the major events that go through the 
entire story. If you've finished the game, this may be fun to read. If you 
haven't, I suggest not reading this (unless you don't mind finding out about 
what's going to happen).

*Warning! Possible Spoiler!*

Speeding across the skies of the city, the Jumpship prepared to stop above the 
headquarters of the infamous dataDyne Corporation, Lucerne Tower. The Carrington 
Institute, world renowned for its efforts to maintain peace (while at the same 
time producing a hoard of deadly weapons for its operatives), has sent their top 
agent for her first mission: infiltrate the  
Tower and rescue a Dr. Caroll. Dr. Caroll had managed to contact the Institute 
earlier, pleading for them to send someone to rescue him. Dr. Caroll had all the 
information on dataDyne's plans, so Daniel Carrington, founder of the Institute 
so modestly named after himself, didn't think twice about rescuing him. This 
mission would also test the new agent and she if she was all she's cracked up to 
be. 

Joanna Dark, code named Perfect Dark, jumped down to roof of the Lucerne Tower. 
Carrington wondered if would see her again. Several hours later he got word from 
her that she had retrieved Dr. Caroll and was making her escape. That was when 
he also got news from his Jumpship that a Hovercopter was nearby and it would 
not be able to pick Joanna and Dr. Caroll up until it was gone. Carrington was 
in a desperate situation. Only Joanna had the means to take out the Hovercopter, 
but a fully armed Hovercopter against a human? Despite the odds, Joanna took it 
out, and raced to the roof where the Hovercopter was waiting. 

Cassandra de Vries, CEO of the dataDyne Corp., tried to stop Agent Dark from 
taking her best employee and threaten the future of her company. Joanna was too 
fast, however, and was able to escape. But Cassandra knew how to get Dr. Caroll 
back. When Perfect Dark arrived back at the Institute, news of Carrington 
himself being captured reached her and she immediately set out to save him. 

Speeding through Carrington's private villa, Joanna reached his location, but 
was unfortunately too late. Carrington had revealed Dr. Caroll's location, but 
also managed to pick up from his enemies that a meeting at the G5 Building in 
Chicago was scheduled. 

Agent Dark arrived in Chicago and snuck into the G5 building. Sneaking 
stealthily through the building, she took a holograph of the meeting, where she 
learned that the President's life was at stake. She left only after stealing the 
back-up files needing to undo Dr. Caroll's reprogramming. 

Carrington had yet another mission for her as soon as she departed from the 
building. Despite her information on the President, a more pressing matter came 
from Area 51. An alien from the Maian race, whose people contacted Carrington 
frequently, had crash landed and was about to be dissected. Carrington knew this 
guy was important, and risked sending Joanna through the tightest of security to 
retrieve him. Helped by the secret agent inside the complex, known as Jonathan, 
Agent Dark broke into the labs and prevented the Maian from being harmed. An 
escape seemed impossible, but Joanna managed to get out in the now-awake Maian's 
ship. The Maian's name? Why, it's quite a common name for an alien: Elvis.

Now it was time for Joanna to aid the President. Trent Easton, head of the 
National Security Agency (and also working for Cassandra and the mysterious Mr. 
Blonde, who seemed to be the most interested in the plans of dataDyne), 
requested the use of the Deep Sea sub, the Palagic II, from the U.S. government. 
The President refused, so Trent decided to create a President that wouldn't... a 
clone of sorts. But there never could be two President's, so one would have to 
go.

Agent Dark disguised herself and managed to sneak on to Air Force One as it 
departed from its latest stop in Alaska. Managing to get to the President before 
Trent could replace him, she evacuated him to safety. However, as he left a ship 
appeared alongside Air Force One... a Skedar ship. The Skedar, another alien 
race, was much more fearless and ruthless than the Maians. And they had plans 
here as well. The Skedar Shuttle connected to Air Force one and began spewing 
out fearsome enemies. The only way to stop it was to disconnect it. Elvis 
appeared at the last second, but was too foolish and caused all three of their 
crafts to crash in the cold lands of Alaska. 

Emerging from the wreck, this was Joanna's chance to stop the replacement of the 
President once and for all. She found the clone and took it out, and made sure 
that the President was OK. Mr. Blonde, on the other hand, was not very pleased. 
Especially at Trent. This was the last time Trent would fail him, as he changed 
back into his true Skedar form to kill him.

When Joanna, Elvis, and the President were rescued, Carrington informed them of 
the theft of the Palagic II by the dataDyne Corp. Joanna decided to take the sub 
back and see what was on the ocean floor that was needed so badly by Mr. Blonde, 
the Skedar, and the dataDyne Corp. When she arrived, she found a powerful Cetan 
weapon that could destroy earth in mere seconds. Elvis, who had tagged along, 
was able to disable the machine. As they left, Agent Dark and Elvis ran into Dr. 
Caroll. They reprogrammed him back to his normal self, but there was little time 
for greetings. Dr. Caroll immediately told Agent Dark and Elvis to leave fast, 
as he was about the destroy the entire complex beneath the waves. Dark and Elvis 
made it out of there on the sub, the explosion nearly consuming them.

Back on land, everything seemed fine. Carrington, the Maian ambassador, and the 
President had agreed to talk to each other for the first time. But as they were 
about to leave, the Carrington Institute was assaulted by a group of Skedar 
warriors and dataDyne Troops. Joanna managed to get everyone out of the 
Institute safely, but didn't manage to help herself. She awoke on a Skedar 
attack ship, cellmates with Cassandra de Vries. Cassandra decided that she would 
rather get even with the Skedar, and helped Joanna make an escape, sacrificing 
her life in the process. Joanna hacked into the ships defenses and managed to 
get some Maian support. She and Elvis then took control of the ship.

Their next stop was the Skedar homeworld, where they hoped to get rid of the 
Skedar once and for all. Joanna scoured the ruins for their leader, but when she 
found him, he was more heavily armed and shielding then she thought. Devising a 
plan, she managed to shoot a spike from one of the Skedar holy symbols to fall 
on the leader and impaled him. The Skedar were defeated, and Agent Dark had 
succeeded. 

But wait, were all the Skedar defeated? Whatever happened to Mr. Blonde?...


________________________________________________________________________
         
                ___                                    __
          /\---| _ \==================================/  \---/\
         / //\ | __/  -PART II: GUIDES AND LISTS-    / / / /\\ \ 
        /_//_/-| |==================================/___/--\_\\_\
               |/                                    

    
      - - - - - - - - - - - CONTROLS & PLAY - - - - - - - - - - -

   If you've played Goldeneye before, Perfect Dark's controls will be very 
familiar. Nonetheless, Rare has added a few new features to help you out. Note 
that these controls are for the standard control setting, 1.1. To switch your 
control style, go to the options menu and select "Control". You can choose from 
four control styles using one controller and four control styles using two 
controllers, just like in Goldeneye. I recommend 1.1 for anyone, even if you've 
already gotten used to another style. 


~STANDARD CONTROLS~

Control Stick Up: Move Forward
Control Stick Down: Move Backward
Control Stick Left/Right: Turn

A Button: Switch Weapon (Cycle Forward) 
B Button: Action Button (Open Doors, Reload Gun, Grab onto Object, etc.)
Top C Button: Look Down
Bottom C Button: Look Up
Right C Button: Strafe Right
Left C Button: Strafe Left 
R Button: Manual Aim
Z Button: Fire Weapon
Start Button: Pause Game (and open Briefings, Objectives, Inventory, etc.)

Control Pad Up: Look Down
Control Pad Down: Look Up
Control Pad Right: Strafe Right
Control Pad Left: Strafe Left
L Button: Aim

Hold R and Press Bottom C: Duck
Hold R and Press Bottom C Twice: Crouch
Press A and Tap Z: Cycle Backwards Through Weapons
Press B and Tap Z: Use Weapon's Secondary Function

~NEW FEATURES~

Hold A Button: Access Quick Menu
  The Quick Menu is an excellent feature. It allows you to access any 
  of your weapons or gadgets right in the middle of the game and without
  pausing. Hold Down A to activate it, then move the Control Stick so 
  you highlight the weapon/item you want, then release A. You'll 
  immediately switch to the weapon and won't have to cycle through.

Hold B Button: Switch to Secondary Function
  Each weapon has a secondary function in addition to its primary 
  function. Only one can be used at a time (unless the secondary 
  function is an "upgrade" to the primary function), so switch back 
  and forth between the by holding down the B button. When the red box
  at the bottom switches to yellow and a description of the secondary 
  function comes up, its been activated.

_______________

~ALTERNATE CONTROLS~

-Style 1.2 

     Control Stick Up/Down: Look Up/Down
     Control Stick Left/Right: Turn
     A Button: Switch Weapon (Cycle Forward)
     B Button: Action Button (Open Doors, Reload Gun, Grab, etc.)
     Top C Button: Move Forward
     Bottom C Button: Move Backward
     Right C Button: Strafe
     Left C Button: Strafe
     R Button: Aim
     Z Button: Fire    

-Style 1.3

     Control Stick Up/Down: Move Forward/Backward
     Control Stick Left/Right: Turn
     A Button: Fire
     B Button: Action Button (Open Doors, Reload Gun, Grab, etc.)
     Top C Button: Look Down
     Bottom C Button: Look Up
     Right C Button: Strafe
     Left C Button: Strafe
     R Button: Switch Weapon
     Z Button: Aim

-Style 1.4

     Control Stick Up/Down: Look Up/Down
     Control Stick Left/Right: Turn
     A Button: Fire
     B Button: Action Button (Open Doors, Reload Gun, Grab, etc.)
     Top C Button: Move Forward
     Bottom C Button: Move Backward
     Right C Button: Strafe
     Left C Button: Strafe
     R Button: Switch Weapon
     Z Button: Aim    

_______________

-OPTIONS-

Reverse Pitch: When you normally play (when this is on), when you press 
Up/Forward you look/aim down. Switch this off and pressing Up/Forward makes you 
look/aim up. Either way is fine, it's more of personal taste for this one.

Look Ahead: When you look up or down and start walking, with this on it'll 
center your view back to the normal. With it off, you'll continue to look in the 
same direction. This is good in some situations and bad in others. I like to 
leave it on, because it can get my view back to normal quickly. 

Head Roll: It's helpful to turn this off. When you aim, your head would move 
slightly when this is on, messing up your aim. Turning it off will make 
everything stay still. Unless you like realism (like me), it's best to turn it 
off.

Auto-Aim: The Auto-Aim option is always on and quite helpful. When you aim near 
an enemy, the aiming will shift over to the enemy automatically. It's good to 
leave this on, but don't become too dependent on Auto-Aiming, because it takes 
longer than manual aiming. 

_______________

FIGURE 1: Reading the Health Meter            
                                                   
 Emergency ----> _______  __________________________ <---- Normal    
 Health      __ /       ||                          \ __   Health
             \ \\_______||__________________________// /   Meter
 Shield ----> \ \___________________________________/ /  
 Meter         \_____________________________________/   
                                                         
*When the normal Health meter is depleted, the red Emergency Health 
 Meter is displayed.


________________________________________________________________________

         - - - - - - - - - - - CHARACTERS - - - - - - - - - - -

   To follow the story, one must know about each character. Without knowledge of 
them beforehand, you'll most likely be confused when they appear. Knowing them, 
it will be easy to follow the plot, concentrating on the advancing story rather 
than who the characters are. Consult this guide to learn about them. 

Note- There may be some mild spoilers in this character guide. I won't reveal 
any major part of the plot, but some of the profiles may. If you don't want to 
learn about some of the plot, skip the entries for any characters you have not 
met, and even then perhaps skip Mr. Blonde's. 


-JOANNA DARK-
Race: Human (Female)
Age: 23 years, 2 months
Training Status: Complete
Training Grade: A++
Active Status: Assigned
Relation: Carrington Institute Operative
Preferred Weapon: Falcon 2
Profile: Highly trained but inexperienced. Superb reactions. Proficient
   with a variety of weapons. Very competent all-around agent. Highest
   recorded training scores resulted in the creation of a new class of
   training grade. The embodiment of the Carrington Institute's ideal 
   agent, hence the call sign "Perfect Dark".

Joanna is the top agent at the Carrington Institute, and is the character who 
you will play as throughout most of the game. She is very skilled in stealth, 
weaponry, and technology, making her the best agent the Carrington Institute has 
ever had. Because of her skill, she is often sent on dangerous missions to 
advance the knowledge of the Institute.


-DANIEL CARRINGTON-
Race: Human (Male)
Age: 62 years, 8 months
Training Status: N/A
Training Grade: N/A
Active Status: N/A
Relation: Carrington Institute Owner/Founder
Profile: Intelligent patriarchal scientist/entrepreneur and founder of 
   the Carrington Institute, which introduces new technologies to the
   public. Plans all missions carried out by his agents and runs each
   operation from a link in his office. Strange taste in clothes.

He founded the Carrington Institute, and will be a close friend during your 
missions. He will get you started on your training and will brief you before 
every mission, giving you your objectives and anything he knows about the area 
and the situation.


-MR. BLONDE-
Race: Skedar (disguised as Human Male)
Age: Unknown
Relation: Key Skedar Warrior 
Preferred Weapon: His own claws
Profile: This is a Skedar warrior lurking within a holographic 
   projection of a striking blonde young human male in his late 20's.
   The oral modulation unit gives the Skedar a precise, persuasive, 
   and intelligent voice. It is a propaganda and manipulation tool 
   for the Skedar, and an unusually subtle one.

Mr. Blonde, holographed as a tall, blonde human, is actually a fierce Skedar 
warrior in disguise. He wants to gain access to the sub Palagic II even more 
than Cassandra and Trent, as his race could use what he expects to find on the 
ocean floor to his advantage.


-TRENT EASTON-
Race: Human (Male)
Age: 32 years, ? months
Relation: Head of NSA
Preferred Weapon: Gold Plated DY357 Magnum
Profile: Head of the National Security Agency. Has a friendship of 
   sorts with Cassandra de Vries, although it operates more like a
   partnership of interest. He will tend to do what Cassandra says, 
   possibly because although he has a dominant personality, it is not
   as dominant as hers. Figurehead for some of the rogue elements in 
   the NSA.

Trent works for the government of the United States, but also has strong 
relations with the dataDyne Corporation. He has close relations to the President 
as well, and often debates with him over issues. The latest one is about 
dataDyne's use of the Palagic II submarine, which he explains "will show that 
America supports its businesses." However, the President is reluctant to give 
this powerful vessel to him, which may cause Trent to take action...


-CASSANDRA DE VRIES-
Race: Human (Female)
Age: 39 years, ? months
Relation: dataDyne CEO
Analyst Note: The head of dataDyne Corp. Addicted to power, dislikes 
   being anybody's underling. Hates it when she loses the initiative. 
   Is prepared to do extremely unscrupulous things in order to get 
   ahead of her competition, primarily Daniel Carrington, whom she
   despises.

Cassandra, the leader of the mysterious dataDyne corporation, is very 
intelligent. She is not skilled at combat, but usually has plenty of guards to 
back her up. She often makes negotiations with others to further her company's 
power. She spends most of her time in her office at the top of dataDyne's 
Lucerne Tower. Despite her evil nature, resist temptations to kill her.


-ELVIS-
Race: Maian (Male)
Age: 320 years
Relation: Maian Ambassador's Bodygaurd
Preferred Weapon: Farsight XR-20
Profile: An alien from the Maian race. He is a 'Protector' (bodyguard) 
   for the Maian ambassador who travels to earth at Daniel Carrington's
   request. Protectors are trained to excel in the use of an assortment
   of weaponry. Elvis is a terraphile, finding Earth and everything 
   about it fascinating.

Protector 1, or Elvis as he has people of earth call him, is a Maian alien. He 
crash landed into earth, and was knocked unconscious. He has recently been 
transported to Area 51, where an autopsy is to be taken place. Elvis is of vital 
importance to you missions, so you must not let this operation go through. He 
pilots a saucer-like craft, and uses the powerful Farsight XR-20 as his main 
weapon. He also wears tennis shoes and sometimes an American-flag vest. Which is 
very strange, especially for a respected alien.


-DR. CAROLL-
Race: The Caroll Sapient (AI)
Age: 6 months
Relation: Key Figure in dataDyne Corp.
Profile: An artificial intelligence created by the dataDyne Corp. with
   an emphasis on language skills and code breaking. Fortunately, he has
   morals, and due to his intelligence, has guessed some of dataDyne's 
   future plans. The voice is highly precise and educated and simulates
   the character of an academic.

Dr. Caroll calls for your help at the beginning of your quest. He doesn't 
approve of what dataDyne is doing, and wants to get out of there as soon as he 
can. If he doesn't, dataDyne will reprogram him so he has no moral objection. He 
wishes to defect to the Carrington Institute, and the information he possesses 
is critical. The information he holds regards dataDyne's future plans, which 
would be very helpful to know.


-U.S. PRESIDENT-
Race: Human (Male)
Age: 50 years
Relation: President of the United States
Profile: A highly educated, shrewd African-American who is trying to do
   what is right but is surrounded by people like Trent Easton. He 
   believes he has Trent under control after refusing the request for 
   the loan of the Palagic II to the dataDyne Corp. Perceived as being
   easily led by the majority of political commentators, which is 
   perhaps unfair.

This guy is obviously a big part of America, which is the main reason that 
someone is plotting to get rid of him. His safety may be in danger, and the one 
who's threatening it is the one he least suspects. He's currently trying to get 
Trent Easton off his back for his idea of letting the dataDyne Corp. use the 
deep sea submarine, Palagic II. Although his profile states that he is an 
African-American, he doesn't appear to be so in the game. 


-JONATHAN-
Race: Human (Male)
Age: 28 years, 5 months
Training Status: Complete
Training Grade: A+
Active Status: Undercover
Relation: Carrington Institute Undercover Agent
Preferred Weapon: DY357 Magnum
Profile: The Institute's most experienced undercover agent. Highly 
   accurate with chosen weapon (Magnum Revolver). Perfectly suited to 
   undercover missions. Less suited to out-and-out combat. Before Joanna
   Dark, he held the honor of having the highest recorded training 
   scores.

Jonathan isn't as good at super-dangerous missions, so he instead infiltrates 
the enemy complex as a spy, relaying information to the Institute. He's also 
skilled with explosives and has excellent aim. You'll meet up with him several 
times, and he'll be sure to help you out some way or another.


-FOSTER-
Race: Human (Male)
Age: Unknown
Relation: Carrington Institute's Weapons Expert
Preferred Weapon: RCP-120
Profile: None

Foster, the Carrington Institute's genius at weaponry, hangs out in the firing 
range, having you test the guns he's made and found and working on new weapons 
for you to use. His latest project is the RCP-120, but he won't be finished with 
it until late in the game.


-GRINSHAW-
Race: Human (Male)
Relation: Carrington Institute Identity Expert
Preferred Weapon: His annoying voice
Profile: None

Grinshaw keeps track of any characters you meet with essential data and profiles 
for them. He's quite annoying in person. He'll add any essential characters that 
you meet to the character list.

________________________________________________________________________

          - - - - - - - - - - - ENEMIES - - - - - - - - - - -

   Obviously, there are many different enemies you'll find throughout the game. 
While most of them are guards, there are also some new, alien enemies, such as 
the evil Skedar warriors. Each enemy will have different weapons, armor, and 
speed, which means you'll need to approach each one differently.

   ___________
 _/-TERMS KEY-\________________________________________________________
|Weapon: The weapon explains the weapon the guard uses to attack.      |
|Armor: Armor rates the amount of damage the enemy can sustain by these| 
|      categories:                                                     |
|      *Very Poor, Poor, Average, Good, Excellent                      |
|Intelligence: This rates how quick an enemy will react and how it will|
|      act, rated by these categories:                                 |
|      *Low, Average, High*                                            |
|Found: This tells which levels the enemy can be found in.             |
|______________________________________________________________________|

FIGURE 2: Enemy Hit Areas   __
                           /A1\ <--Head
                         __\  /__        
                        /        \       A1: Headshot  - Maximum Damage
   *Enemy Body* -->    /A/| A2 |\3\      A2: Body Shot - Medium Damage
                      /_/ |    | \_\     A3: Limb Shot - Minimum Damage
                  Body--> | __ |  
                          | || |  
                          | || |     
                          |A||3| <--Limb
                          |_||_|  

DATADYNE INFANTRY
Weapon: CMP 150
Armor: Poor
Intelligence: Low
Found: Levels 1, 3, 4

This is the basic foot soldier. They come equipped with CMP 150's, which are 
good weapons to pick up once you immobilize them. They won't take too many hits 
to kill, and they respond rather slowly to your presence. Any weapon will work 
well against them.


DATADYNE SHOCK TROOPER
Weapon: CMP 150, Shotgun, Dragon, K7 Avenger
Armor: Average
Intelligence: Average
Found: Levels 1, 3

The Shock Troopers are recognizable by the masks they wear, which give them 
night vision. They can use several different weapons as result of their better 
training. They will usually be found with CMP 150s. They are one step above the 
normal CI Soldiers in armor and intelligence.


DATADYNE FEMALE GUARD
Weapon: CMP 150, Shotgun
Armor: Poor
Intelligence: Low
Found: Level 3, 18 (Special Assignment)

These guards are quite similar to the CI Soldier, and when they appear with CMP 
150s there is very little difference. They have a slight increase in 
intelligence, but not enough to make a big difference. Sometimes they will come 
with shotguns in hand, which makes them much more deadly. They can easily be 
recognized by the white pants they wear over their uniform.


DATADYNE TROOPER
Weapon: CMP 150
Armor: Poor
Intelligence: Low
Found: Level 2
These are the lab area counterparts of the normal dataDyne Infantry. The only 
real difference is their green clothing instead of the dataDyne Infantry's blue. 


DATADYNE SNIPER
Weapon: Sniper Rifle
Armor: Average
Intelligence: High
Found: Level 4

The Sniper will stand above ground usually and are sometimes hidden. The Sniper 
Rifles they possess give them great accuracy and they'll notice you quickly. 
It's best to find these guys first and take them out before they get a chance to 
snipe you. Try to stay as far away as possibly, which means using a scope 
yourself is very helpful.


G5 GUARD
Weapon: CMP 150
Armor: Poor
Intelligence: Average
Found: Levels 5, 6
Special: Cloaking (Sometimes)

G5 Guards suspiciously hang around the G5 Building in Chicago. Like most other 
bad guys, they carry CMP 150's. Sometimes, however, G5 Guards may be equipped 
with Cloaking Devices, multiplying their deadliness by 100 times. Take special 
care to attack a G5 guard while he fires, as this is the only time he is 
visible.


G5 SWAT GUARD
Weapon: DY357 Magnum
Armor: Poor
Intelligence: Average
Found: Level 6

These G5 Guards, while never found cloaked, are still quite intelligent. They 
tend to sneak up on you from behind and fire their powerful Magnums at you. The 
blast of a Magnum will hurt a lot, so always be on your guard while in the later 
part of Level 6.


FBI AGENT
Weapon: None
Armor: Poor
Intelligence: Low
Found: Level 5

FBI Agents can be found outside the streets of the G5 Building with G5 Guards 
and CIA Agents, but unlike their friends of the Central Intelligence Agency, 
these guys are ready to sound the alarm if they see you. They don't carry any 
weapons, but they carry communications devices to contact any guards in the area 
to come running. Take them out before they can call anyone (it's not too late if 
they begin talking).


AREA 51 TROOPER
Weapon: Magsec 4, Grenade
Armor: Poor
Intelligence: Average
Found: Level 7

The Area 51 Troopers guard the outer areas of Area 51. They wear tan uniforms 
and carry Magsec 4's. Their aiming is rather good for Magsec users, but they 
also use planning to attack, such as waiting for backup before attacking 
simultaneously. Don't let any one live for too long, or they may throw a deadly 
grenade at you.


PILOT
Weapon: Dragon, Grenade
Armor: Poor
Intelligence: Poor
Found: Levels 7, 8

Pilots wear blue uniforms and hang around the hangars of Area 51. Although 
they're just pilots, they carry the big, powerful Dragon guns. Many also carry 
grenades, and won't hesitate to use them.


AREA 51 GUARD
Weapon: Super Dragon, Double Magsecs
Armor: Average
Intelligence: Poor
Found: Levels 8, 9

Area 51 Guards carry the huge Super Dragons, which are ideal for stopping any 
intruders. They also have a little better armor than their Trooper friends. They 
are most deadly in large numbers, and therfore usually are.


BIOTECHNICIAN
Weapon: Tranquilizer
Armor: Poor
Intelligence: Poor
Found: Levels 8, 9 

For being Biotechnicians, you think these guys would be smarter. If confronted, 
they use their tranquilizers, but aren't very accurate and will only fire a shot 
or two before stopping. These guys are sometimes worse than other enemies, 
because the sedatives in the tranquilizers will make you dizzy and will blur the 
environment. Stay on the move when you see one.


ALASKAN GUARD
Weapon: Dragon
Armor: Average
Intelligence: Poor
Found: Level 10, 11, 12

Alaskan Guards walk around in big, white coats and carry powerful Dragons. They 
aren't incredibly smart, as they're fooled easily, react slowly, and don't 
really have great hearing. They will come to aid others, however.


NSA BODYGUARD
Weapon: K7 Avenger
Armor: Average
Intelligence: Average
Found: Levels 10, 11, 12

These guys work for Trent Easton of the National Security Agency, and are quite 
loyal to him and his policies. They carry the big guns of the dataDyne Corp., K7 
Avengers. They can be very silent at times, and will sneak up on you if you 
aren't paying attention.


NSA LACKEY
Weapon: K7 Avenger, DY357 Magnum
Armor: Poor
Intelligence: Average
Found: Level 10

The Lackeys of the National Security Agency are about the same as the NSA 
Bodyguards, but they sometimes carry different weapons. They usually just tsand 
in a place, making sure everything is OK.


PRESIDENTIAL SECURITY
Weapon: Cyclone
Armor: Poor
Intelligence: Average
Found: Level 11

These guys protect the President and are found all over Air Force One. On the 
Agent difficulty they won't see through your disguide, but they will on Special 
Agent and Perfect Agent. They wear grayish uniforms.


SKEDAR WARRIOR
Weapon: Claws, Mauler, Reaper, Slayer
Armor: Excellent
Intelligence: Average
Found: Levels 15, 16, 17

Skedar warriors are fierce opponents, quick and heavily armored. The usually 
appear in battles with Maulers, but on their homeworld they have been known to 
fight with Reapers, Slayers, and their own deadly claws. The one's that fight 
with claws are often cloaked, surprising their foes when they get close. It will 
take several shots of nearly any weapon to take them down.


TRUE SKEDAR
Weapon: Bite
Armor: Average
Intelligence: Average
Found: Level 17

The True Skedar are how the Skedar really look without any armor on. They are 
only found deep within the Skedar Ruins. They will charge at you, which is both 
stupid and smart. If you notice them, you can dispatch them before they reach 
you. If you don't (which wouldn't be a surprise because of their small size), 
they'll sink their teeth into your leg, causing a lot of damage. Always be on 
the lookout for them in the Skedar Ruins and listen for their cries.


________________________________________________________________________

          - - - - - - - - - - - WEAPONS - - - - - - - - - - -

   Whoa... the number of weapons in Perfect Dark is enormous, and it's great 
finding out how they perform and how powerful they are. Each weapon is used 
differently and had a different effect. Most weapons are guns that are designed 
to kill, but there are others, like the tranquilizer, that have different uses. 
Every weapon also comes equipped with a secondary function, allowing for 
additional ways the destroy things or to provide helpful variations to the 
normal weapon.
   If you ever want to pick up double of a weapon (many you can't), you must 
kill a guard holding double of the desired weapon. You will then pick up a 
second weapon if you collect it.

   ___________
 _/-TERMS KEY-\_______________________________________________________  
|Origin: The company or species the weapon originated from.           | 
|Primary and Secondary Functions are self-explanatory.                |
|Magazine: The number of bullets (or whatever else) you can fire      |
|     before reloading.                                               |
|Power: Rating of damage dealt by these categories:                   |
|      *Very Weak, Weak, Fair, Average, Powerful, Very Powerful*      |
|      *Explosives get their own separate category*                   |                         
|Reload Time: This is how long it takes to reload, based on these     |
|      categories:                                                    |
|      *Very Slow, Slow, Average, Quick, Swift, Fast, Very Fast*      |
|Rate of Fire: How fast it can fire, based on these categories:       |
|     *Very Slow, Slow, Average, Quick, Swift, Fast, Very Fast*       |
|Accuracy: How likely the object will shoot where you aim, based on   |
|      these categories:                                              |
|     *Very Inaccurate, Inaccurate, Accurate, Very Accurate*          |
|_____________________________________________________________________|


-FALCON 2-
Origin: Carrington Institute
Primary Function: Normal Fire
Secondary Function: Pistol Whip
Magazine: 8-round clip
Power: Fair
Rate of Fire: Swift
Reload Time: Swift
Accuracy: Very Accurate
Zoom: None

The Falcon 2 is Joanna's standard weapon, and for most of the missions she'll 
have it. This is usually the weapon you begin with. It can fire rather quickly, 
but be sure to tap Z repeatedly rather than holding it down for maximum ROF. 
It's power is less than great, so you'll need several bullets to take down even 
the weakest guards. Its 8-round clip isn't spectacular, either. If you have the 
chance to get a better weapon, get it. Joanna can also find a second one for 
double Falcon 2's. 


-FALCON 2 (with Silencer)-
Origin: Carrington Institute
Primary Function: Silenced Fire
Secondary Function: Pistol Whip
Magazine: 8-round clip
Power: Weak
Rate of Fire: Quick
Reload Time: Swift
Accuracy: Very Accurate
Zoom: None

The silenced Falcon 2 is the close in attributes to the normal Falcon 2, but 
trades a decrease in sound for a decrease in ROF and power. It's still 
essentially the same gun, so it takes the same time to reload. This is good for 
places you need to be quiet, but a normal Falcon 2 is preferred.


-FALCON 2 (with Scope)-
Origin: Carrington Institute
Primary Function: Normal Fire
Secondary Function: Pistol Whip
Magazine: 8-round clip
Power: Fair
Rate of Fire: Swift
Reload Time: Swift
Accuracy: Very Accurate
Zoom: 200%

This is the normal Falcon 2, with the same statistics. The only difference is 
the handy upgrade of the scope. Because it loses nothing, a scope Falcon 2 with 
a scope is much better than a standard one. The scope allows you to zoom in a 
fair distance.


-MAGSEC 4-
Origin: U.S. Government
Primary Function: Normal Fire
Secondary Function: 3-round burst
Magazine: 9 rounds
Power: Fair
Rate of Fire: Fast
Reload Time: Fast
Accuracy: Very Inaccurate
Zoom: 240%

The Magsec 5 is a unpowerful, rather fast-firing weapon. It's standard issue at 
Area 51. Higher level guards carry double of these, and killing one will allow 
you to do the same. Double Magsec's are an excellent choice as the double 
weapons make up for the less than perfect power. If you set it to its secondary 
function of a three round boost, you'll increase its power but consume ammo much 
more quickly.

-MAULER-
Origin: Skedar
Primary Function: Normal Fire
Secondary Function: Charge-Up Shot
Magazine: 20 rounds
Power: Normal- Fair     Charged- Very Powerful
Rate of Fire: Normal- Fast     Charged- Very Slow
Reload Time: Average
Accuracy: Accurate
Zoom: None

These are standard weapons carried by Skedar Warriors. Their energy ball 
"bullet" is fast but weak. To overcome this, you can charge it up for a super 
powerful blast. However, it takes time to power up. The energy packs take a 
little bit of time to reload, but it isn't bad for a Skedar weapon. Beware of 
Skedar with the weapon.


-PHOENIX-
Origin: Maian
Primary Function: Single Shot
Secondary Function: Explosive Shells
Magazine: 8 rounds
Power: Very Powerful (Explosive with Shells)
Rate of Fire: Swift     Explosive Shells: Quick
Reload Time: Quick
Accuracy: Very Accurate
Zoom: None

The Phoenix, in my humble opinion, is the best weapon in the game. While it's 
small and doesn't look too tough, it's incredibly powerful. Designed by the 
smartest of the Maian engineers, this gun sends an incredible energy beam toward 
the helpless victim. It can fire fairly quickly, and has one of the coolest 
looking reloading animations: it absorbs the ammo like water. It also has an 
incredible secondary function, which causes the energy beams to explode on 
contact (only a small explosion, though). Even better, you can grab two of these 
to double your fun.


-DY357 MAGNUM-
Origin: dataDyne Corporation
Primary Function: Normal Fire
Secondary Function: Pistol Whip
Magazine: 6 rounds
Power: Very Powerful
Rate of Fire: Slow
Reload Time: Slow
Accuracy: Accurate
Zoom: None

The Magnum, a dataDyne creation, is a powerful weapon capable of blasting 
enemies away with one quick shot. It's very slow to fire and to reload, but its 
sheer power makes up for that. If you run out of ammo, it has a Pistol Whip 
function similar to the Falcon 2's.


-DY357-LX-
Origin: dataDyne Corporation
Primary Function: Normal Fire
Secondary Function: Pistol Whip
Magazine: 6 rounds
Power: Very Powerful
Rate of Fire: Slow
Reload Time: Slow
Accuracy: Accurate
Zoom: None

This is a modified version of the DY357 Magnum, used exclusively by Trent 
Easton. If you thought the Magnum was powerful, the LX version is even more 
powerful. It's ROF is about the same, perhaps a little slower. A good weapon, 
but it's slow ROF and reload time often make it awkward.


-CMP 150-
Origin: dataDyne Corporation
Primary Function: Rapid Fire
Secondary Function: Partly Guided Bullets (with Lock On)
Magazine: 32 rounds
Power: Average
Rate of Fire: Very Fast
Reload Time: Fast
Accuracy: Inaccurate
Zoom: None

This weapon is an ideal choice in many situations. It has a nice-sized magazine 
that spews bullets incredibly fast. It's not as much the power of the bullets as 
much as the sheer numbers that make it powerful (which means you'll need to 
shoot a lot of bullets to take down enemies). This weapon also reloads fast, 
too. If that weren't enough, it's also silenced. And there's even more power if 
you manage to pick up double of these. It seems like the perfect weapon, and it 
almost is.


-CYCLONE-
Origin: Unknown
Primary Function: Rapid Fire
Secondary Function: Magazine Discharge
Magazine: 50 rounds
Power: Powerful
Rate of Fire: Very Fast
Reload Time: Quick
Accuracy: Inaccurate
Zoom: None

The Cyclone, a futuristic weapon, shoots quickly and will take down enemies 
easily. Perhaps its most interesting feature is that it only needs to register 
bullets, so the clip will slide through quickly. It has a large magazine but 
consumes it very fast. Its secondary function isn't helpful in most situations. 
It allows you to continue firing the Cyclone without pulling the trigger, and 
will only cease fire once the magazine runs out. Double Cyclones can be found, 
which are the top choice in many situations.


-CALLISTO NTG-
Origin: Maian
Primary Function: Rapid Fire 
Secondary Function: High Impact Shells
Magazine: 32 rounds
Power: Very Powerful (HI Shells even more powerful)
Rate of Fire: Rapid Fire- Very Fast     HI Shells- Slow
Reload Time: Quick
Accuracy: Inaccurate
Zoom: None

The Callisto is a very powerful weapon originating from the Maian peoples. It 
spurts lasers out at an incredible rate, destroying most anything in its path. 
It reloads by using energy orbs, but unfortunately must do so a lot as the quick 
firing makes for a quick use of the magazine. If you need to conserve ammo, you 
can change to the high impact shells. While much more powerful than the normal 
lasers, they lose overall power because they fire much more slowly. Nonetheless, 
they are a good alternative. This is one of the most powerful weapons in the 
game, and an excellent choice for saving the world.


-RCP-120-
Origin: Carrington Institute
Primary Function: Rapid Fire
Secondary Function: Cloak
Magazine: 120 rounds
Power: Very Powerful
Rate of Fire: Very Fast 
Reload Time: Average
Accuracy: Inaccurate
Zoom: None

A new weapon being created at the Carrington Institute. This is the best of the 
human-made weapons, and has the second largest magazine of any weapon. Its 
bullets are powerful and it shoots very fast, and has a rather short reloading 
time for a rapid fire weapon. Speaking of reloading, this weapon comes equipped 
with an auto reload function if you continue to hold Z after you've emptied the 
magazine. If this power and speed wasn't enough, it has a special function no 
other weapon has. Using a special chip, it can cloak the weapon and the owner. 
However, there are two downsides to this. One, you cannot fire while cloaked. 
Two, remaining cloaked eats up ammo as if you were firing. Another downside is 
the fact the RCP-120 has no scope. Still, this is an excellent gun which makes 
this one of the top choices for weapons.


-LAPTOP GUN-
Origin: Carrington Institute
Primary Function: Burst Fire
Secondary Function: Deploy as Sentry Gun
Magazine: 50 rounds
Power: Powerful
Rate of Fire: Very Fast
Reload Time: Average
Accuracy: Inaccurate
Zoom: 200%

This is a very cool and very interesting weapon. Designed to look exactly like a 
laptop computer, this is actually a gun manufactured by the Carrington 
Institute. This allows for keeping the gun safely away and unnoticed until 
needed. The gun itself can fire decently powerful bullets fairly quickly. It 
also has a zoom ability. If you need to ambush someone of guard an area, you can 
deploy it as a fast-firing sentry gun (so it stays in place and fires at anyone 
within range). This secondary function is especially good in the combat 
simulator.


-DRAGON-
Origin: dataDyne Corp.
Primary Function: Rapid Fire
Secondary Function: Proximity Self Destruct
Magazine: 30 rounds
Power: Powerful
Rate of Fire: Very Fast
Reload Time: Average
Accuracy: Inaccurate
Zoom: 200%

The Dragon is a very powerful weapon concocted by the dataDyne Corporation. It 
is quite large, but reloads as fast as any other rapid fire weapon. The Dragon, 
or its newer counterpart the Super Dragon, are both great weapons equipped with 
a handy scope ability.  If ammo in the Dragon is entirely depleted, it can be 
set as a proximity mine. This is especially useful in the multiplayer mode, 
where opponents will assume its another Dragon they can pick up.


-K7 AVENGER-
Origin: dataDyne Corp.
Primary Function: Burst Fire 
Secondary Function: Threat Detector
Magazine: 25 rounds
Power: Powerful
Rate of Fire: Very Fast
Reload Time: Average
Accuracy: Inaccurate
Zoom: 300%

This is another weapon that fires rapidly and is powerful. IT also isn't much 
different, although it does have a small magazine and a slightly longer 
reloading time. Its main plus is its built-in threat detector, used to detect 
any possible enemies or other threats in the area. While this sounds good (and 
is good in the right situation), more often than not it isn't needed. The K7 
Avenger is still a good weapon with a handy scope ability thrown in.


-AR34-
Origin: Carrington Institute
Primary Function: Burst Fire
Secondary Function: Use Scope
Magazine: 30 rounds
Power: Powerful
Rate of Fire: Very Fast
Reload Time: Average
Accuracy: Inaccurate
Zoom: 300%

The AR34 Assault Rifle was recently created by the Carrington Institute weapons 
experts for use by their top agents. Its quick ROF rivals the K7 Avenger of the 
dataDyne Corporation. This is a very powerful weapon that has a good zooming 
function. It's secondary function allows it to stay zoomed permanently (which 
isn't that useful).


-SUPER DRAGON-
Origin: dataDyne Corporation
Primary Function: Rapid Fire
Secondary Function: Grenade Launcher
Magazine: 30 rounds
Power: Powerful     GL- Explosive
Rate of Fire: Very Fast     GL- Slow
Reload Time: Average
Accuracy: Inaccurate
Zoom: 200%

The Super Dragon, which is very similar to the Dragon, is one of the greatest 
combinations of weapons. A rapid fire gun with a secondary functions of a 
grenade launcher... very nice. It doesn't hurt to have a lot of power, either. 
However, the magazine is a little smaller than most rapid fire guns and it also 
takes a little longer to reload.


-SHOTGUN-
Origin: dataDyne Corp.
Primary Function: Shotgun Fire
Secondary Function: Double Blast
Magazine: 9 rounds
Power: Average
Rate of Fire: Slow
Reload Time: Very Slow
Accuracy: Inaccurate
Zoom: None

This Shotgun is an advanced version with powerful shells created by the dataDyne 
Corporation. It's always gun to use a shotgun, but this version has too many 
cons to make it a great weapon. It has a bad ROF, and reloading takes forever 
(as you must put in each of the nine shells separately). However, it is very 
powerful at close range (not so much when far away), so don't underestimate it. 
The Double Blast function shoots two shells in a row quickly.


-REAPER-
Origin: Skedar
Primary Function: Reapage 
Secondary Function: Grinder 
Magazine: 200 rounds
Power: Powerful
Rate of Fire: Varies
Reload Time: Average
Accuracy: Very Inaccurate
Zoom: None

The Reaper was invented by the Skedar and was designed for their use. Therefore, 
a human may find trouble using it. It takes a human a while to get it up to its 
maximum ROF, which is very fast. At this ROF, it will consume a lot of ammo. 
That's no problem, however, because it has the largest magazine of any weapon. 
It's secondary function is useful if you're out of ammo, as you can use the 
front to grind up enemies. Use this weapon only if you run out of ammo for your 
other weapons.


-SNIPER RIFLE-
Origin: Carrington Institute
Primary Function: Single Shot
Secondary Function: Crouch
Magazine: 8 rounds
Power: Average
Rate of Fire: Average 
Reload Time: Average
Accuracy: Very Accurate
Zoom: 400%

The Sniper Rifle is the ultimate weapon to use from a distance, because its 
scope will zoom in farther than any other gun's. If you can keep yourself 
hidden, you can kill enemies from a distance without them knowing what hit them. 
It's also silenced to avoid detection. Its secondary function keeps you 
permanently crouched, which is a good strategy for the Sniper Rifle, but not 
that great of a secondary function. It's surprisingly powerful, but you can aim 
for head shots anyway. It also makes a decent gun for non-sniping use.


-FARSIGHT XR-20-
Origin: Maian
Primary Function: Rail-gun Effect 
Secondary Function: Target Locator
Magazine: 8 rounds
Power: Very Powerful
Rate of Fire: Very Slow
Reload Time: Quick
Accuracy: Accurate
Zoom: Varies

Another Maian weapon, this is more powerful than the Callisto. It will kill most 
anything with one shot. However, it's not good for situations when there are 
several enemies, as its ROF is incredibly slow, needing time to recharge. It 
reloads the same way as the Callisto. One major plus, especially in multiplayer, 
is its X-ray sight that happens when you use the scope. You can see and shoot 
through walls. However, targets do not appear, so switch to the secondary 
function, target locator (which makes targets appear green), if you will be 
using this. Even better, the Farsight will slowly home in on the enemies in the 
secondary function. A good choice for certain situations.


-DEVASTATOR-
Origin: dataDyne Corp.
Primary Function: Grenade Launcher
Secondary Function: Wall Hugger
Magazine: 8 rounds
Power: Explosive
Rate of Fire: Slow
Reload Time: Average
Accuracy: Inaccurate
Zoom: None

This is a standard Grenade Launcher, not much different from the Super Dragon's 
Grenade Launcher function. However, the major advantage the Devastator has is 
that it can allow grenades to stick to the wall in Wall Hugger mode. 


-ROCKET LAUNCHER-
Origin: Unknown
Primary Function: Rocket Launcher 
Secondary Function: Targeted Rocket
Magazine: 1 round
Power: Explosive
Rate of Fire: Slow
Reload Time: Slow
Accuracy: Accurate
Zoom: None

The new Rocket Launcher fires Rockets at blazing speeds toward any object to 
create a deadly explosion. The difference between rockets and grenades is that 
grenades travel in an arc and sometimes bounce, while rockets do not. For 
increased accuracy, lock on to an enemy and use the Targeted Rocket function to 
have the rocket home in on its target. The Slayer in the Skedar counterpart to 
this weapon.



-SLAYER-
Origin: Skedar
Primary Function: Rocket Launcher 
Secondary Function: Fly-by-wire Rocket
Magazine: 1 round
Power: Explosive
Rate of Fire: Slow
Reload Time: Slow
Accuracy: Inaccurate
Zoom: None

The Slayer is the Skedar version of a Rocket Launcher, which fires with a loud 
screech. The main difference between the two is the secondary functions. With 
the Slayer, you can control the missile yourself with the Fly-by-wire Rocket. 
This travels more slowly, and isn't recommended in some situations.


-COMBAT KNIFE-
Origin: Unknown
Primary Function: Knife Slash 
Secondary Function: Throw Poison Knife
Magazine: N/A
Power: Very Weak
Rate of Fire: Quick
Reload Time: N/A
Accuracy: Accurate
Zoom: None

This is better than punching, but not much. The knife slices into opponents, 
which logically hurts more than a punch. If you have a few knives, you can 
switch to the Secondary function and throw the knives from a distance. This is 
not an ideal choice, but better than nothing.


-CROSSBOW-
Origin: Unknown
Primary Function: Sedate
Secondary Function: Instant Kill
Magazine: 5 rounds 
Power: Average
Rate of Fire: Fast
Reload Time: Very Slow
Accuracy: Very Accurate
Zoom: None

The Crossbow is an excellent stealth weapon, silent and powerful. One well-aimed 
arrow is all you need to take down an enemy, and multiple enemies can be 
defeated quickly with its fast ROF. Its main problem is that it takes a very 
long time to reload. Set normally on its primary function, it will simply knock 
out the enemy for a long period of time (don't worry about them getting up). 
However, you can choose to kill with its secondary function.


-TRANQUILIZER-
Origin: Unknown
Primary Function: Sedate 
Secondary Function: Lethal Injection
Magazine: 8 rounds
Power: Weak
Rate of Fire: Quick
Reload Time: Average
Accuracy: Accurate
Zoom: None

The Tranquilizer can be used to kill, but is more useful in multiplayer where it 
blurs your opponents screen when they move. However, it is actually capable of 
killing if you give the victim an overdose. A few shots and you'll take out an 
enemy. Its secondary function is more interesting, as you can inject the victim 
with a dosage of instant-killing medicine. However, for this to work you must be 
standing right next to your opponent (it's like a shot sort of), and it will 
consume four times the normal ammo to get the needed dosage for death. This 
should be your last choice in the Solo Missions, but is a good way to start an 
attack on your friends.


-LASER-
Origin: Carrington Institute
Primary Function: Pulse Fire
Secondary Function: Short-Range Stream
Magazine: Unlimited
Power: Average
Rate of Fire: Slow
Reload Time: N/A
Accuracy: Inaccurate
Zoom: None

The Laser is an interesting item, especially useful for its unlimited supply of 
ammo. This is definitely handy because you will never have to reload or worry 
about conserving ammo. The Laser is somewhat powerful, but has a rather sluggish 
ROF. It also can turn on a Short-ranged, concentrated stream of energy, which 
will hurt anything that comes in contact with it. A good choice if you have it, 
but there are better weapons to be found.


-GRENADE-
Origin: Unknown
Primary Function: 4 Second Fuse 
Secondary Function: Proximity Pinball
Magazine: N/A
Power: Explosive
Rate of Fire: Very Slow
Reload Time: N/A
Accuracy: Very Inaccurate
Zoom: None

The Grenade is pretty standard, and you hopefully know what this is. These 
grenades have 4 second fuses, so if you want it to explode on contact, switch to 
its secondary function, proximity pinball. In this mode, the grenade will bounce 
around like a pinball, and will explode when someone is near it. This could come 
bouncing back at you, so it's recommended to use the primary function most 
times. Grenades take a while to throw and are inaccurate, so use other 
explosives when possible.


-TIMED MINE-
Origin: Unknown
Primary Function: Timed Explosive
Secondary Function: Threat Detector
Magazine: N/A
Power: Explosive
Rate of Fire: Slow
Reload Time: N/A
Accuracy: Accurate
Zoom: None

There are three different variations of mines, the first being the Timed Mine. 
The Timed Mine, shockingly, explodes after a short amount of time. Your best bet 
is to set it and get away before it explodes. Its secondary function is a handy 
threat detector, but you can't throw mines while in this mode.


-PROXIMITY MINE-
Origin: Unknown
Primary Function: Proximity Explosive
Secondary Function: Threat Detector
Magazine: N/A
Power: Explosive
Rate of Fire: Slow
Reload Time: N/A
Accuracy: Accurate
Zoom: None

The Proximity mine is a the best of the mines. With the Times Mine, it explodes 
after you set it, which may not be when you want it. The Remote Mine must be 
self-activated. But the Proximity Mine Explodes whenever someone comes near it. 
My favorite of the mines, especially in multiplayer.


-REMOTE MINE-
Origin: Unknown
Primary Function: Remote Explosive
Secondary Function: Detonate
Magazine: N/A
Power: Explosive
Rate of Fire: Slow
Reload Time: N/A
Accuracy: Accurate
Zoom: None

The last of the three mines, the Remote Mine is useful for certain situations. 
If you know where your opponents are, you can wait for them to get to the spot 
where you planted the mines, then detonate them. This is usually more helpful in 
multiplayer, but only if you're far away from any opposition. If you're caught 
off guard, you'll be helpless without a weapon. Because of the handy secondary 
function, you won't have to scroll through your weapons anymore (like in 
Goldeneye) to find the detonator, then accidently skip by it.


-UNARMED-
Origin: Joanna Dark's Hands
Primary Function: Punch
Secondary Function: Disarm
Magazine: None
Power: Very Weak
Rate of Fire: Swift
Reload Time: N/A
Accuracy: Accurate
Zoom: None

If all else fails, you can use your fists for unlimited punches. Punching is the 
least powerful of any weapon you can use, so should be avoided. Only use it if 
you run out of ammo. If you want to take out a single enemy, you can run in and 
punch them and eventually kill them before they can regain their senses. For 
larger groups of enemies, switch to the secondary function, disarm. If you're 
lucky, you might get a weapon. Run up to an enemy and stand directly in front of 
him/her. Use disarm to grab their weapon, and use it on the other guys. Disarm 
can also be used to steal items from people.

_______________

~CROCO64's TOP TEN WEAPON CHOICES~
       (No Cheat Weapons)
1. Double Phoenix
2. RCP-120
3. Super Dragon (Dragon)
4. Callisto NTG
5. Double Cyclone
6. Farsight XR-20
7. Laptop Gun
8. AR34
9. Laser 
10. Double CMP 150


~READER's TOP TEN WEAPON CHOICES~
*Send your top weapon choice (only 1) to me, and I'll make a list of the ones 
that you think are the most popular. No cheat weapons.

________________________________________________________________________

       - - - - - - - - - - - GADGETS/ITEMS - - - - - - - - - - -

   Weapons can't be everything in a secret agent type game; you also need 
gadgets and items. The special gadgets in Perfect Dark are, for the most part, 
futuristic. For example, instead of having a camera (like in Goldeneye), there's 
the CamSpy, which takes holographic "pictures". The gadgets are pretty cool and 
can help you do a lot of things you normally couldn't.


DATA UPLINK 
Type: Gadget
Description: Provides a link from the field agent to the Institute hackers back 
at HQ, who can than download data or crack electronic locks remotely.

The Data Uplink, a small transmission device, is mainly used to crack codes or 
to reprogram certain electronic objects. This can all be done by simply standing 
near the desired object (usually a computer) and contacting HQ by pressing Z. 
After a period of time, which you'll be vulnerable to attack, HQ will finish the 
operation. Unfortunately, if you move the Uplink away from the object (if you 
turn, look around, or put it away), the contact between he Data Uplink and the 
object will be broken, wasting the time spent. Clear out the area of enemy 
before using this.


ECM MINE
Type: Gadget
Description: Emits a constant shifting signal designed to jam any electronic 
communications device. Must be placed on the object to be effective.

The ECM Mine will jam any computer it comes in contact with. This is mostly 
useful for taking out communications and security control computers. The waves 
it sends out make the electronic device useless and it's not readily noticeable. 
It's easy to use: just equip it and aim toward the device.


CAMSPY
Type: Gadget
Description: A tiny remote camera for stealthy exploration. Equipped for 
spectroscopic holography. Opens doors by projecting a human-sized pulse of heat.

The CamSpy is commonly used gadget that's very helpful. It comes in several 
variations, which will all be discussed later in this section. The CamSpy is 
used to take holographic images of things, of basically a cooler way to say "3-D 
Photos". You can use this to gain information or to go places that you normally 
couldn't. When you select the CamSpy, your view will shift into the CamSpy's. 
The CamSpy is much smaller than Joanna, so can often go unnoticed. It can also 
enter areas Joanna normally couldn't, because it cannot die. To control the 
CamSpy, press the appropriate C button to move in that direction (Top C makes 
the CamSpy hover upwards, as if it were flying, Bottom C Lowers you down, and 
the control stick moves the CamSpy like normal). Instead of firing a weapon, the 
CamSpy will take a holographic image when you press Z.


NIGHT VISION
Type: Gadget
Description: Enhances any visible light to produce an image of the surrounding 
area. Also highlights life forms. Overloads in normal light conditions, 'whiting 
out' the display.

Night Vision is an interesting way to make the game a little more difficult. 
When things get dark, don't stumble around, but equip the night vision goggles. 
With these goggles on, you can see things in hues of green, and organisms are 
shown with a distinguishable bright green. Whenever things get to dark, check 
your inventory to see if you might have a pair of these goggles with you. Never 
wear them in normal light, as the intense amount of light makes the goggles 
become a very bright green, blocking out all sights. This is the sign to take 
them off.


DOOR DECODER
Type: Gadget
Description: Stand-alone code-breaking device. Attaches to the control panel and 
sifts through the possible combinations until the lock is open.

The Door Decoder will break through locks, if you're fortunate enough to have 
one with you. Simply throw it on the lock, and it'll unlock the door.


R-TRACKER
Type: Gadget
Description: Locates a particular object on a HUD radar map. Shows the relative 
bearing and distance.

The R-Tracker pinpoints certain objects on a radar map similar to the ones in 
the multiplayer modes. This is very helpful for finding things, and vital if the 
certain things change each time you play the level. The radar can be read easily 
if you know how. You are the white dot, and anything straight in front of you 
(if you could walk in a straight line, you'd get to it) appears above you. 
Position one of the yellow dots, or the required object, at the top of the 
radar, then search in the direction you're facing. Use the R-Tracker whenever 
you can.


IR SCANNER
Type: Gadget
Description: Translates thermal data into visible images. Can be used in 
darkness and will also reveal anomalies such as hidden doors and weak wall 
sections.

The IR Scanner's main function is to find where walls are weak (where you can 
bomb them with explosives to continue). It does this by displaying the higher 
levels of heat in the open area behind the weak wall. They can also be used to 
see in the dark, but only sense heat. This will display enemies and heated 
surroundings in a red hue, but it's often much better to use Night Vision 
goggles.


X-RAY SCANNER
Type: Gadget
Description: Used to look through otherwise solid walls and objects, Can see 
things that Night Vision and IR Scanner cannot.

The X-Ray Scanner allows you to see through walls and objects, so you can spy on 
enemies without having to worry about danger. You can also see where a good 
place to bomb is by locating the passage on the opposite wall. The main problem 
with the X-Ray Scanner is that it's hard to see pretty much anything with them 
on. Leave them off unless you've cleared the area of guards and are searching 
for something.


DISGUISE
Type: Gadget/Item
Description: Allay suspicion by the use of a disguise. But, always be alert for 
the possibility of being unmasked by a quick-witted enemy.

The disguise is a very interesting and cool gadget/item (it's kinda both a 
gadget and an item). Most of the enemies will be fooled and will think you're on 
their side. Keep your weapons away to avoid suspicion. The description says that 
there might be someone who will see through your disguise, and there usually is. 
Be careful, and at the first sign of suspicion, pull a gun out and blast 
everyone in the room away.


CLOAKING DEVICE
Type: Gadget/Item
Description: Disrupts the visible spectrum of light around the wearer, creating 
an almost perfect chameleonlike effect. This field is disrupted when the wearer 
fires.

The cloaking device is very cool, unless an enemy is using it. It cloaks you, or 
in other words renders you invisible. Enemies cannot see you while you are 
cloaking, unless you fire a weapon at them, which disrupts the sensitive 
cloaking field. When enemies use it, they'll appear when they fire, and a ripple 
in the cloaking field will occur right before and right after they appear.


DRUG SPY
Type: Gadget
Description: None

The DrugSpy is very similar to the CamSpy. It moves the same exact way, so it 
shouldn't be hard to learn how to use it. Instead of taking holographic images, 
though, it shoots sedatives that knock out whoever it hits. Guards will be 
confused by it's precense, but will eventually shoot it if you don't take them 
out fast. This is the best way to make the area safe, especially when you can't 
kill any guards.


BOMBSPY
Type: Gadget
Description: None
The BombSpy is another variation of the CamSpy, and, like it's name suggests, is 
a bomb. It's small form and speed help it get by enemies and into the desired 
area. When triggered, it'll explode.


HORIZON SCANNER
Type: Gadget
Description: None
These are basically binoculars, specially modified to see far away. There aren't 
many times you'll need to use them, but sometimes they can be useful for 
scouting out the terrain.


PSYCHOSIS GUN
Type: Gadget
Description: None
The Psychosis Gun isn't actually considered a gun, so I'll classify it as a 
gadget. The Psychosis Gun looks like a tranquilizer, but is much more powerful. 
Instead of sedating, it takes control of the enemies' minds. With them under 
your power, they'll fight with you and lead you to special areas. Nice indeed, 
but controlled enemies will be prime targets for other enemies.


COMBAT BOOST
Type: Item
Description: None
The Combat Boost will make everything change from normal to slow motion, giving 
you extra time to react. It blurs the surroundings some, but is useful for when 
you must do something quickly.


N-BOMB
Type: Item
Description: None
The N-Bomb is an experimental weapon, used to kill enemies. How it works is 
unknown (at least to me), but it sets off a blinding flash of red light that 
slowly damages whomever it comes in contact with. It will only kill those it 
comes in contact with and doesn't have a very large radius of attack. It's quite 
dangerous, so I suggest using other weapons to take out enemies.


________________________________________________________________________

      - - - - - - - - - - - VEHICLES/ROBOTICS - - - - - - - - - - -

   In the futuristic world Joanna lives in, there are many different vehicles, 
robots, and objects that she encounters. Take a look at this handy list to see 
what can be found in the future.

JUMPSHIP
Description: A small, fast, highly maneuverable agent-deployment craft designed 
for use in urban areas. Can be either computer controlled or remote pilots. It 
has enough room inside for three to four agents, plus equipment.

The Jumpship will often carry Joanna into battle, as it is fast an usually not 
noticed. It will drop you off at your location and leave, so don't expect much 
backup from it. It also picks Jo up when she's done with her mission.


HOVERCRATE
Description: An antigrav device designed to aid warehouse workers. It is 
attached to the side of a crate. When activated, the AG field lifts the crate 
and removes some of the inertia.

Hovercrates are easy to move around, so sometimes you'll use them to transport 
objects in. You can grab onto them by pressing B, and let go by pressing B 
again. If explosives are inside, the crate will not fully shield them, so be 
careful.


HOVERBIKE
Description: A low-altitude patrol bike. Uses a small AG unit to hover, then a 
small but powerful turbine with vectored thrust to move and provide directional 
control.

Hoverbikes are fun to ride and will move much quicker than Joanna on her own two 
feet. Press B twice to get on it. Press B twice again to get off. However, you 
can make it through your entire quest without riding one.  Anyway, Hoverbikes 
won't be driven by enemies, so you don't have to worry about that. These are a 
good mode of transportation and may help you out sometime.


CLEANING HOVBOT
Description: Keeps the place clean and tidy. Tends to have access to all areas 
of a building-agents are advised to leave such robots intact where possible, as 
they can unwittingly provide a means of ingress to sensitive zones.

The Cleaning Hovbots are efficient ways to keep a place clean, so many building 
will have some. They are allowed into any part of the building, so try following 
them to get into new places or by obstacles. They have no real direct use except 
being cute. They also make fun targets.


HOVERCOPTER
Description: An urban patrol and suppression vehicle. Two-man crew, armed with a 
vulcan cannon on the nose pod, and two wingtip-mounted  dumbfire missile pods. 
Can be taken out with sustained gunfire or, preferably, one well-aimed rocket.

Hovercopters are generally used by the dataDyne Corporation, to keep airborne 
intruders away from Lucerne tower and other places. Astonishingly, they have 
been know to fire into buildings to take out their foes. Take this copter down 
with a Rocket. Any other methods will most likely cause a great loss of life, as 
the Hovercopter shoots bullets at you extremely quickly. It's not very 
maneuverable, and usually travels slowly, so use this to your advantage.


G5 ROBOT
Description: A combat robot designed for urban warfare. Uses an antigrav unit to 
hover; heavily armed and shielded. Often used to keep out unwanted visitors, due 
to its 'shoot first and don't ask questions later' programming.

G5 robots are an annoying sight, as they have twin rapid fire cannons to 
dispense bullets quickly, and are often found shielded so heavily that any 
attack on them would be suicide. In most cases it's best just to avoid them 
altogether. When they discover an intruder, they ask them to "Stop where you 
are", but then blasts them with their guns regardless of what they do. Not a 
nice robot to meet up with.


ASI INTERCEPTOR
Description: A robotic variant of the HoverBike, with more powerful AG and 
turbine units; it can reach Mach 2 with ease and yet can cruise for hours at 
walking pace. Although quite well armed, it relies on maneuverability rather 
than shielding.

The Interceptor resembles a sleeker version of the HoverBike. These are actually 
robots, and are very powerful. They tend to fly above you and surprise you, 
shooting their weapons like a sentry gun. If you want to distinguish one from a 
HoverBike, aim your weapon at it. If the aiming box becomes red, it's an 
Interceptor. If not, it's a HoverBike. Interceptor can be destroyed as well.


MAIAN VESSAL
Description: Designed to carry a single Maian pilot. A passenger would find 
themselves cramped-a human passenger even moreso.

The Maian Vessel resembles your basic saucer-shaped UFO, and is what many Maian 
pilots fly. Elvis is one of them. These can move with incredible speed, but it 
is yet to be determined how (and why the spinning motion helps it).


SKEDAR SHUTTLE
Description: Capable of carrying ten fully armed and armored Skedar warriors to 
battle. Undetectable by conventional radar. It can broadcast powerful jamming 
waves over a considerable area-these disrupt communications as well as detection 
equipment.

Skedar shuttles are interesting in design, and are very quick. They usually 
house Skedar warriors and are used for attacking. They land similarly to the 
ship in "Futurama", deploying landing "legs" when they reach the ground. 


________________________________________________________________________

        - - - - - - - - - - - - CHEATS - - - - - - - - - - - -

   What would this game be without cheats? Pretty much the same, but cheats sure 
are fun (and incredibly frustrating to get). There are two ways to get cheats in 
the normal levels. You get half the cheats one way and half the cheats the 
other. You can also unlock some cheats elsewhere.

Method 1: Complete each Level on Agent Difficulty
Method 2: Complete each Level on a certain difficulty in a certain time.
Method 3: Obtain a certain number of Gold Medals in the Firing Range.

   There are several different categories for cheats, which hare unlocked after 
fulfilling the specified conditions. You can access cheats from the main options 
menu (get to the main options menu by pressing left/right on the Perfect Menu, 
or the menu that you go to when you open a file) or by going to the 
Profile/Cheats Room in the Carrington Institute (See Part 3 Section 1).


-FUN-
 
Cheat: DK Mode
Level: Chicago - Stealth
Method: Complete Level
Description: This cheat gives all the characters, including enemies and
   allies, big heads and big arms (like Donkey Kong). One of the classic
   cheats from Goldeneye.

Cheat: Small Jo
Level: G5 Building - Reconnaissance
Method: Complete Level
Description: Currently Unavailable

Cheat: Small Characters
Level: Area 51 - Infiltration
Method: Complete Level
Description: Currently Unavailable

Cheat: Team Heads Only
Level: Air Base - Espionage
Method: Complete Level
Description: Currently Unavailable

Cheat: Play As Elvis
Level: Area 51 - Rescue
Difficulty: Perfect Agent
Time: 7:59
Description: Currently Unavailable

Cheat: Slo-mo Single Player
Level: dataDyne Research - Investigation
Method: Complete Level
Description: Currently Unavailable


-GAMEPLAY-

Cheat: Invincible
Level: Area 51 - Escape
Difficulty: Agent
Time: 3:50
Description: Currently Unavailable

Cheat: Cloaking Device
Level: G5 Building - Reconnaissance
Difficulty: Agent
Time: 1:40
Alternate Method: Transfer Pak
Description: Currently Unavailable

Cheat: Marquis of Queensbury Rules
Level: dataDyne Central - Defection
Difficulty: Special Agent
Time: 1:30
Description: When activated, this cheat makes the enemies fight with 
   only their hands. They will still carry around weapons, but they 
   will only attack with their fists. 

Cheat: Jo Shield
Level: Deep Sea - Nullify Threat
Method: Complete Level
Description: Currently Unavailable

Cheat: Super Shield
Level: Carrington Institute - Defense
Difficulty: Agent
Time: 1:45
Description: Currently Unavailable

Cheat: Enemy Shields
Level: Carrington Institute - Defense
Method: Complete Level
Description: Currently Unavailable

Cheat: Enemy Rockets
Level: Palagic II - Exploration
Method: Complete Level
Description: Currently Unavailable

Cheat: Perfect Darkness
Level: Crash Site - Confrontation
Method: Complete Level
Description: Currently Unavailable


-WEAPONS FOR JO IN SOLO-

Cheat: Rocket Launcher
Level: dataDyne Central - Extraction
Method: Complete Level
Description: Currently Unavailable

Cheat: Sniper Rifle
Level: Carrington Villa - Hostage One
Method: Complete Level
Description: Currently Unavailable

Cheat: Super Dragon
Level: Area 51 - Escape
Method: Complete Level
Description: Currently Unavailable

Cheat: Laptop Gun 
Level: Air Force One - Antiterrorism
Method: Complete Level
Description: Currently Unavailable

Cheat: Phoenix
Level: Attack Ship - Covert Assault
Method: Complete Level
Description: Currently Unavailable

Cheat: Psychosis Gun
Level: Chicago - Stealth
Difficulty: Perfect Agent
Time: 2:00
Description: Currently Unavailable

Cheat: Trent's Magnum
Level: Crash Site - Confrontation
Difficulty: Agent
Time: 2:50
Description: Currently Unavailable


-CLASSIC WEAPONS FOR JO IN SOLO-

*Coming Soon!*


-WEAPONS-

Cheat: Classic Sight
Level: dataDyne Central - Defection
Method: Complete Level
Description: Currently Unavailable

Cheat: Unlimted Ammo for Laptop Sentry Gun
Level: Air Force 1 - Antiterrorism
Difficulty: Perfect Agent
Time: 3:55
Description: Currently Unavailable

Cheat: Hurricane Fists 
Level: dataDyne Central - Extraction
Difficulty: Agent
Time: 2:03
Alternate Method: Transfer Pak
Description: Currently Unavailable

Cheat: Unlimited Ammo
Level: Pelagic II - Exploration
Difficulty: Special Agent
Time: 7:07
Description: Currently Unavailable

Cheat: Unlimited Ammo, No Reloads
Level: Air Base - Espionage
Difficulty: Special Agent
Time: 3:11
Description: Currently Unavailable

Cheat: X-Ray Scanner
Level: Area 51 - Rescue
Method: Complete Level
Description: Currently Unavailable

Cheat: R-Tracker/Weapons Cache Locator
Level: Skedar Ruins
Method: Complete Level
Description: Currently Unavailable

Cheat: All Guns in Solo
Level: Skedar Ruins - Battle Shrine
Difficulty: Perfect Agent
Time: 5:31
Alternate Method: Transfer Pak
Description: Currently Unavailable


-BUDDIES-

Cheat: Velvet Dark
Method: Open from Beginning
Description: Velvet is your basic Co-Op partner, and whoever plays as 
   the second player (or the computer) will be her. She has no relation
   to anything in the game, and is just there to fill in for Co-Op.

Cheat: Pugilist
Level: dataDyne Research - Investigation
Difficulty: Perfect Agent
Time: 6:30
Description: Currently Unavailable

Cheat: Hotshot
Level: Area 51 - Infiltration
Difficulty: Special Agent
Time: 5:00
Description: Currently Unavailable

Cheat: Hit and Run
Level: Carrington Villa - Hostage One
Difficulty: Special Agent
Time: 2: 30
Description: Currently Unavailable

Cheat: Alien
Level: Attack Ship - Covert Assault
Difficulty: Special Agent
Time: 5:17
Description: Currently Unavailable


*More Cheats and Cheat Info Coming Soon!*

________________________________________________________________________

       - - - - - - - - - - - SIMULANT TYPES - - - - - - - - - - -

   In the Co-Op and Combat Simulator games, you can use the assitance of a 
computer-controlled simulant. Sometimes they will not assist you, however, and 
will take on the form of the enemy in the Combat Simulator Challenges. There are 
different difficulty levels and emotions for each simulant, described in this 
section. Below is a list of commands you can give to a simulant if they are on 
your team:

*Normal: Nothing will change with this command, and the computer will
       control the simulant as it normally would.
*Attack: This command is useful if you want the simulant to go after
       one opponent while you go after another. He will hunt down the
       opponent and attack him. Also good if you want to stay back and
       protect the briefcase in Capture the Case.
*Follow: This makes the simulant come with you, but if any of the 
       opponents attacks, it'll go after them.
*Protect: If you need some extra protection (especially useful if 
       you're playing Hold the Briefcase), command the simulant to
       Protect, and it will stay by your side, attacking anybody who 
       tries to hurt you.
*Defend: This command makes the simulant defend the area that it is 
       currently in. If an opponent comes by, it'll attack it and 
       follow it until it takes care of him.
*Hold: This command is like the Defend command, but the simulant will
       not chase after any enemies that come by. This is useful for 
       when you need to download with the Data Uplink in Hacker Central
       or if you need it to protect the briefcase in Capture the Case.


   Here are the different types of simulants. The Basic Simulants all have 
different difficulty levels, but don't have any emotions (that determine who or 
what they go afetr and when). Complex Simulants do have different emotions, 
which drastically effects how the game will be played.


-BASIC SIMULANTS-

MeatSim: This is the lowest level Simulant, both in difficulty and in 
   intelligence. It hardly puts up a fight, and can be disposed of 
   easily. However, MeatSims have been known to cause trouble, mostly
   with explosive weapons. They usually just run around blindly, hoping
   to stumble on a weapon. 

EasySim: These guys are definitely more intelligent than MeatSims, but
   they lack the skills needed to be effective fighters in combat. 
   EasySims are harder than MeatSims, but still easy (of course).

NormalSim: NormalSims are actually decent at fighting, much better than
   EasySims. They still aren't very hard to kill, but with the right 
   weapons they may eventually take you out. They have good intelligence,
   being the first of the really intelligent Basic Simulants.

HardSim: The HardSim is much harder than the NormalSim, and will pose a
   challenge. Don't turn your back or you may find yourself dead.

PerfectSim: The PerfectSim is the next step up in difficulty. It is 
   very hard to beat and will require a skilled player to take it out.

DarkSim: The DarkSim is the at the top of all the Simulants and beating
   it will be very hard, sometimes nearly impossible. You'll need a lot
   of practice to overcome its intelligence and skill.


-COMPLEX SIMULANTS-

PeaceSim: The PeaceSim is the easiest of all the Complex Simulants to 
   defeat. It detests fighting, and will try to create a peacful 
   environment. To do this, it collects the weapons in the arena so no
   one can use them for evil. If you find it, it'll tend to run away. 
   If you get close to it, it'll try to ensure peace by disarming you. 
   Other than that, it'll never attack.

ShieldSim: ShieldSims are very paranoid and can't stand being 
   unshielded, so they'll seek out shields before anything else. Expect
   them to always be shielded. They attack like a normal Simulant.

RocketSim: RocketSims love explosives more than anything, and this is 
   what they'll use to attack with, whether it be with a Rocket Launcher
   or the Phoenix's Explosive Shells. Because of the danger of 
   explosives, these guys are quite hazardous to be around.

KazeSim: These Simulants first find a weapon (sometimes they don't even
   get that far), then go crazy and go after anyone it can find, no 
   matter what chance it has of winning. They're less dangerous than 
   most Simulants, but their relentless attacks will wear down anyone's
   health.

FistSim: The FistSims won't use any weapons, but will only punch. If you
   get close, they'll try to disarm you. They'll attack, but if they get
   hurt they usually run away. One of the easier Simulants.

PreySim: PreySims only attack those that are weaker than it. If you are
   fully loaded, they'll stay away. They're most dangerous when you come
   back after being killed. 

CowardSim: CowardSims run away from strong opponents and attack the 
   weak, sort of like the PreySim. Unlike the PreySim, though, it'll go   
   after most anyone if it has full shielding and strong weapons.

JudgeSim: These are the best Simulants to add to any multiplayer match,
   as they are fair and will go after whoever is in the lead. These guys
   help to even out the odds when one playe gets to far ahead.

FeudSim: The FeudSim is one of the most annoying Simulants out there. 
   Once it chooses a target, it will go after it for the rest of the 
   game, no matter how many times you or it dies.

SpeedSim: SpeedSims are faster than the average player and can run 
   around very fast. Adding these will make games such as Hacker Central   
   nearly impossible. They can run away very fast, but they can sneak up
   fast as well.

TurtleSim: The opposite of the SpeedSim, the TurtleSim is much slower 
   than the average player. He attacks normally but moves slowly. These 
   guys aren't very interesting in a multiplayer match.

VengeSim: The VengeSim will get revenge on whoever kills it. If it's 
   weak, than tha means more kills for the killer (as he will keep 
   coming back), but a difficult Sim will haunt its killer. Stay away 
   from these guys and avoid killing them unless you're threatened.



________________________________________________________________________
         
                ___                                    __
          /\---| _ \==================================/  \---/\
         / //\ | __/    -PART III: WALKTHROUGHS-     / / / /\\ \ 
        /_//_/-| |==================================/___/--\_\\_\
               |/                                    

    Well, now you've got all the information, but now you need to apply it. The 
Solo Missions, Combat Simulator Challenges, and more are covered in these handy 
walkthroughs. If you take a look at these, it'll make getting everything in the 
game a whole lot easier.

WALKTHROUGHS: 
-Carrington Institute (Look here to find how to get Gold Medals)
-Agent Walkthrough (For completing the Agent Difficulty)
-Special Agent Walkthrough (For completing the Special Agent Difficulty)
-Perfect Agent Walkthrough (For completing the Perfect Agent Difficulty)
-Combat Simulator Challenges (For Unlocking the Secrets of Multiplayer)
-Cheat Walkthrough (For Unlocking All the Cheats)
PLUS: Combat Simulator Multiplayer Arenas and Strategies Guide

________________________________________________________________________

    - - - - - - - - - - - CARRINGTON INSTITUTE - - - - - - - - - - - 
________________________________________________________________________

   When you begin a game, Daniel Carrington will give you a tour of his complex, 
the Carrington Institute. This is where you'll train to become better at the 
basics of the game. You'll get to know the employees here and will take part in 
their challenges. Even if you've played Goldeneye before, there's plenty to 
learn here. Follow Carrington as he slowly walks around. Here's a map of the 
complex.

FIGURE 3: Carrington Institute

KEY: | and _= walls           /  \= doors     - = no rooms area
     El.= Elevator            /__\= Locked Doors

FLOOR 1:
 _____________________________________________________________
|         |  Firing   |-----------------|  Hologram    |------|        
|Weapons  |  Range    |-----------------|  Training    |------|
|Research \___________|-----------------|   ________   |------|
|               |-----------------------|              |------|
|___________/  \|_______________________|_____/  \_____|______| 
|                                                             |
|_________              ____/ \____                 ___/ \_____|
|--_____--|            |---|El.|---|               |--|El.|---|
|-|  _  |-|            |---|___|---|               |--|___|---|
|-| |-| |-|            |-----------|               |--- ____--|
|-| |-| |-|            |___________|               |___|    |-|
|-| |-| |_|                                                 |-|
|-| |-|         Entrance                            ___     |-|
|_| |_|___________/__\_____________________________|---|____|_|
To Hangar Area     
   |
   V                                             ^
                                                 |
FLOOR 2:                             To Gadgets Training Tunnels
 _______________________________________________| |____________
|Carring-|-|Joanna's|--------|Profile/  |-|  Gadgets  |--------|
|ton's   |-| Room   |--------| Cheats   |-|   Room    |--------|
|Office  |-|        |--------|  Room    |-|           |--------|
|_____/ \|-|/ \_____|________|_______/ \|-|/ \________|--------|                                                  
|     ___|-|___                     ____|-|____       |________|                
|    |_________|                   |___________|               |                            
|                                                              |
|_________________/   \________________________________/   \___| 
                  |El.|                                |El.|
                  |___|                                |___|

   Well, that's the Institute. The first place you should visit is the Hologram 
Training Room. After that, check out the Gadgets Room and the Firing Range. Then 
head to the Gadgets Room, and finally take a look around the expansive hangar. 
In case you're having trouble passing the tests, the following are quick tips 
for each of the areas. I'll go more in depth on the Firing Range, as getting 
gold medals in it will gain you rewards.

________________________________________________________________________

        - - - - - - - - - - - FIRING RANGE - - - - - - - - - - -

   This is the training area that you'll be revisiting a lot, because it's the 
only one that serves a real purpose and gets updated as you advance in your 
quest. As you come across new weapons in the Solo Missions or the Combat 
Simulator Challenges, they'll appear in the Firing Range for you to test out and 
get to know them. If you really want to get to know them, you can take part in 
the challenges here. There are three for each gun: Bronze, Silver, and Gold. If 
you complete one, you'll get the medal and move on to the next level of 
difficulty. Getting a certain number of Golds will net you Cheats for classic 
Goldeneye guns. 
   Each challenge will either require you to break a certain amount of targets 
(by hitting them a varying number of times) or to obtain a score. There is 
always a time limit you must do this in, and sometimes even an ammo limit. 
Here's how the scoring goes:
                        ________________ 
    FIGURE 4:          |A4 __________ A4|     A1: 10 points
  Target Scoring       |  /  ______  \  |     A2: 5 points
                       | /  /  __  \  \ |     A3: 2 points
                       |/A3/A2/A1\A2\A3\|     A4: 1 point
                       |\  \  \__/  /  /|
                       | \  \______/  / |
                       |A4\__________/A4|
                       |________________|
  
   My best advice is to pay attention to the objectives you must fulfill. 
Sometimes you must only destroy a certain number of the targets, not all, or 
have to reach a certain score instead of breaking all the targets. Pay attention 
and it'll help you succeed.


FALCON 2: Bronze
Time: 2 minutes
Score: 120
Tips: This is one of the easiest tests. Simply aim toward the center of the 
targets and shoot. There are plenty of targets to shoot and an incredibly long 
time to play, so there's no excuse for failing this one.

FALCON 2: Silver
Time: 15 seconds
Score: 80
Tips: This challenge is a bit harder than the first, because this time the 
target will be moving, and when it reaches the end will flip around so you can't 
shoot it. Strafe along with it and try to aim toward the yellow center. Don't 
worry about missing because accuracy doesn't matter in this test. 

FALCON 2: Gold
Time: 10 seconds
Score: 120
Ammo: 24 rounds
Tips: In the final Falcon 2 test, you must get 150% the amount of the silver 
score in 2/3 the time, and also with a limit of 24 bullets. It sounds harder 
than it is. Move down to the right at the beginning, and when the targets start 
moving back, unload your clip on it. Then wait for the next one. You should use 
an entire clip (8 rounds) on each target. Do so by pressing Z rapidly instead of 
holding it down. If you're a little short, chase the remaining targets and shoot 
them.

_______________

FALCON 2 (SILENCED): Bronze
Time: 2 minutes
Score: 120 
Tips: This test is simple. Stand in front of the target, then fire at the yellow 
center. When it turns around, stop firing and reload. When it turns around, fire 
again. 12 bulls-eyes is all it takes, but you'll break the first target before 
you get there. Another will appear in the center, so repeat the process on this 
one.

FALCON 2 (SILENCED): Silver
Time: 2 minutes
Score: 30 
Targets: 9
You must break nine of the nine targets (that means all of them) to pass this 
test. Each target will break with one shot, so three fast shots and you'll break 
one of the three rows of targets. As long as you aim near the center, you should 
have no problem achieving the score. 

FALCON 2 (SILENCED): Gold
Time: 30 seconds
Score: 80
Targets: 3
The targets in the Gold trial move quickly across the firing range, flipping 
over when they reach the end. Sidestep at their speed and shoot quickly to 
destroy them (tap Z).Achieving the score shouldn't be too much of a problem as 
long as you aim near the center. Repeat this for all three targets and you'll 
get the medal.

_______________

FALCON 2 (SCOPE): Bronze
Time: 2 minutes
Score: 120 
This challenge is very easy. The targets don't budge and you have plenty of 
time. Aim towards the center, but you won't need to use the available scope.

FALCON 2 (SCOPE): Silver
Time: 2 minutes
Score: 120
Accuracy: 80%
This is a bit more difficult than the bronze test, as you must fulfill the same 
conditions while hitting the targets 80% of the time while they are moving. The 
best time to shoot them is when they are at their farthest point and are moving 
sideways, as they travel much more slowly then than at other times. Don't use 
your scope for this challenge, either. Sidestep instead.

FALCON 2 (SCOPE): Gold
Time: 10 seconds
Score: 80
Ammo: 8 rounds
You'll have to hit all bullseyes on this test if you want to succeed. This time 
around you'll need to use your scope. Wait until the targets have stopped 
moving, then fire a few rounds at it. If you aim well, this test shouldn't be 
too hard.

_______________

MAGSEC 4: Bronze
Time: 2 minutes
Score: 135
The bronze Magsec 4 challenge is quite simple. Wait for the targets to turn 
around, then aim toward the center (you may want to zoom) and shoot them. When 
they turn around, stop. It's quite simple.

MAGSEC 4: Silver
Time: 2 minutes
Score: 135
Ammo: 18 rounds
This challenge is much harder than the first one. There are six targets that 
will never move an inch, but a pesky target that's facing away moves across 
them, blocking your aim sometimes. It's easiest to shoot the outside ones, so go 
for them first. You have plenty of time, so wait until the front target is out 
of the way and the targets are facing you before firing at the center. You may 
want to use the aiming function for this challenge.

MAGSEC 4: Gold
Time: 20 seconds
Score: 120
Accuracy: 80%
This test isn't hard, and you can easily overcome the accuracy and somewhat 
short time constraints. Each target takes three shots to break, so you'll need 
12 bullseyes to complete the test. Switch to the Magsec 4's secondary function, 
which shoots three bullets at a time. Go to the end of the targets' paths, and 
line up the aim with the exact center of the targets. Fire when the targets are 
at the back, but not while they're near you. You have enough time to do this in, 
so take care of two targets each rotation, then reload.

_______________

MAULER: Bronze
Time: 2 minutes
Score: 200
The first Mauler test couldn't be simpler. Each target moves back and forth, so 
aim toward the center and fire off single burts until the target is destroyed. 
Continue until you have the needed points.

MAULER: Silver
Time: 2 minutes
Targets: 8
Ammo: 50
The key to passing this test is using the Mauler's secondary function, the 
charge-up shot. By doing this, you'll destroy the targets easily. Reload if you 
don't have enough ammo for a full charge. 

MAULER: Gold
Time: 15 seconds
Targets: 6
Ammo: 35
When a target flips over, blast it with a single charged-up shot to break it. 
However, to pass in 15 seconds, you'll need to fire single shots shortly before 
and after you reload (keep firing single shots until the target is broken). 

_______________

PHOENIX: Bronze
Time: 2 minutes
Score: 90
The first Phoenix test is quite simple as you have a bunch of time and a bunch 
of ammo. The targets move around in a big rectangle and don't flip over much, 
but when they do, you should be able to get three or four shots in. 

PHOENIX: Silver
Time: 2 minutes
Targets: 8 
Ammo: 18
This is easy if you simply switch to the Phoenix's secondary function, explosive 
shells. One shell per target and you'll make it well under the ammo limit.

PHOENIX: Gold
Time: 20 seconds
Targets: 6
Ammo: 3
The gold test is harder than the first two, but still isn't hard if you can time 
right. The six targets bunch up in pairs of twos, and will cross each others 
path in the center. One nicely-timed explosive shell will kill two birds with 
one stone, and all you have to do is repeat it two more times.

_______________

*More Firing Range Strategies Coming Soon!*

________________________________________________________________________

    - - - - - - - - - - - - GADGETS TRAINING - - - - - - - - - - - -

   While in the Institute, you'll need to learn how to use all the gadgets as 
well. Passing a test with one gadget will allow you to go on to the next gadget, 
but sometimes a difficult test will get in the way of experimenting with more 
gadgets. So here's how to pass the tests located in the Gadget Room.

DATA UPLINK TEST
Once you pick up the Data Uplink and equip it, turn around and move next to the 
computer you see there. Face it and activate the Uplink. Stand still while it 
works, and when it's done, you'll pass the test.

ECM MINE TEST
Pick up the ECM Mine and go through the door near the table in the back of the 
room. Follow the tunnel, then take a right. At the end, you'll see a computer on 
the wall behind an opening you cannot go through (this is not the one near the 
door). Throw the ECM Mine onto the computer, and it'll do its work.

CAMSPY TEST
Retrieve the CamSpy from the table, then activate it. Travel into the passage in 
the back of the room, then take a left. See a ventilator system at the end of 
the passage? Continue forward into it, and keep going until you reach the 
Profile/Cheats Room. Holograph the Cheats computer, or the one that the woman is 
sitting at.

NIGHT VISION TEST
Pick up the Night Vision Goggles from the equipment table, and head into the 
tunnel area in the back of the room. Take the passage down, then turn left. Soon 
to your right is another passage, and by this time you might need to equip you 
Night Vision goggles. Turn right into it, and go into the room it leads to. On 
the right wall is a white light switch. Turn it on to pass the test. 

DOOR DECODER TEST
This test is very simple, but by completing it you will open up a whole new area 
in the testing grounds. Take the Door Decoder from the table, then go into the 
tunnel area. Take a right, then a left to get to a wall computer near a reddish 
door. Throw the Door Decoder on the computer, and that's all for the test.

R-TRACKER TEST
The R-Tracker test is easy if you know how to use it. When you equip it, look at 
the radar in the upper right corner. The yellow dot is the IR Scanner, the item 
you must collect to complete this test. Just head towards the dot (when it's 
above you on the radar, you're headed toward it). If that doesn't work, enter 
the reddish door that you just opened with the door decoder, which will lead to 
what I call the maze area. At each chance you can turn/go straight, follow these 
directions: Straight, Left, Right. You'll come to the IR Scanner this way.

IR SCANNER TEST
The IR Scanner can help you see somewhat clearly in the dark, but it's main 
function is its ability to locate weak spots in the walls. Using it, you'll have 
to find a secret door that looks like another part of the wall in the maze. Head 
to the maze (past the reddish door you opened with the Door Decoder) and take a 
left at the intersection, then when you come to another one (in a dark area) 
take another left. Keep an eye on the right wall to see a red panel, which is 
the hidden door.

X-RAY SCANNER TEST
After you pick up the X-Ray Scanner, leave it off (despite what the game may 
tell you to do). Head back to the door you just found with the IR Scanner. This 
time it'll open automatically once you get near it. Once inside the room, equip 
it. With it on, you'll be able to see two invisible wall terminals to either 
side of the laser in front of you. After activating them both, you'll complete 
the test.

DISGUISE TEST
In order to get the cloaking device needed to surprise Carrington (which all the 
tests so far have been leading up to), you'll need to pick it up from Grinshaw 
in the Profiles/Cheats Room. However, he is expecting someone else. Use the 
disguise to dress up, then enter the Profile/Cheats room from the vent. Inside, 
walk up to Grinshaw to get the Cloaking Device.

CLOAKING DEVICE TEST
With the cloaking device, you can finally get past the last bit of security to 
Carrington's room. Pick it up from the table, then head to the maze. Go to where 
you shut off the lasers, then equip the cloaking device. Head down the passage 
that the lasers guarded earlier, and you'll slip by the security camera 
unnoticed. The door will now open. Give Carrington a punch to surprise him and 
complete all the Gadgets Training (if you want, you can also go into the 
Profiles/Cheats Room and give that annoying Grinshaw a few punches...). 

________________________________________________________________________

   - - - - - - - - - - - - HOLOGRAM TRAINING - - - - - - - - - - - -

   You should stop by this place to get to know the basics of the game. Here 
you'll take part in a variety of tests, from looking around to armed combat. 
Take a look at each test to improve your skills, and below are a few tips to 
help you pass. All the tests have no time limit, so be sure to take your time 
(when possible).

HOLOGRAM 1: Looking Around
Looking around is the simplest of the holograms. When you enter, you'll have to 
find four wall computers and activate them by looking at them. One is on the 
floor in the middle of the room. Another is high up on the left wall (not near 
the door). The final two are on the ceiling, one in the middle of the room and 
one on the side opposite where you started. After looking at them all (confirmed 
by the computers turning green), go back to where you started and turn all the 
computers on the wall from red to green.


HOLOGRAM 2: Movement 1
In movement one, there are four wall-mounted computers. You must activate them, 
but after a few short seconds they will deactivate automatically. To activate 
them all at the same time, you'll need to move fast. The test is for 
sidestepping, but it's actually easier to just move around with the control 
stick. Sidestepping will limit your view and you won't know when you're about to 
come to the computer. You'll need to be extra quick, and activate them on your 
first try (be sure to stand directly in front of them).

HOLOGRAM 3: Movement 2
This second Movement test also tests how well you can move. In this one, you'll 
need to learn how to duck and crouch. There are many lasers set up, and the only 
way to get to the wall terminals on the other side is by ducking and crouching. 
When you start out, duck to get under the laser to the left. There's a wall 
terminal there. Get back out and go to the end of the area. Crouch to get to the 
computer behind the low laser here. There's only two computers, so your test is 
complete.

HOLOGRAM 4: Unarmed Combat 1
You'll learn how to punch enemies in this hologram training session. The first 
part of the test is simple. All you have to do is punch a guy that's standing 
still. The second one is a bit harder. Now you must punch a guy who's running. 
It's easiest to let him run farther away, and he'll stop for a second. That's 
the time to hit him. Finally, you'll fight a guard who fights back. He's not 
hard though, just run up fast and get the first punch in. 

HOLOGRAM 5: Unarmed Combat 2
The second test for unarmed combat teaches the diarm function. Like the first 
Unarmed Combat Hologram, this one has three parts. To complete the first, run up 
the guard and disarm him (hold B to switch to Disarm), then knock him out by 
punching him a couple times. The second guy can only be disarmed from behind. 
Run behind the wall near the entrance door, and wait for a few seconds. If you 
wait enough, the guard will begin walking around the wall. Run up and punch him 
from behind. The final guard is armed, and you must disarm him without getting 
hit. Strafe while running to him (keep your distance). When he stops firing for 
a few seconds, run up to him and disarm him. Finally, knock him out to complete 
the test.

HOLOGRAM 6: Live Combat 1
Now you'll be facing some fearsome foes with your bare hands. Live Combat tests 
are some of the hardest. One hit from an enemy and you fail the test, so always 
be on the move. There are four guards that will simultaneously attack, but lucky 
for you they only punch. If you stay on the move while swinging your fists 
crazily, you'll eventually take them all out (they don't seem to like moving 
targets). 

HOLOGRAM 7: Live Combat 2
The final test is the hardest of them all. Four guards, each armed with a 
pistol, will try to stop you. You have to knock them all out without taking a 
single hit. The easiest way to do it is to let them come to you. While they're 
running, they won't shoot, so this is the best time to punch. Hide behind the 
wall near the entrance, and take peeks to see if a guard is near. While they're 
running, hit them and run back to cover and wait for the next one. Don't hide 
too long, or they'll come over and fire. 


*More Hologram Strategies Coming Soon!* 

________________________________________________________________________


|______________________________________________________________________|
 \____________________________________________________________________/
  |                                                                  |
  |- - - - - - - - - - AGENT MISSION WALKTHROUGH - - - - - - - - - - |  
  |__________________________________________________________________|
 /____________________________________________________________________\
|                                                                      |


   Your first time through the game, you'll be forced to play each level on the 
Agent difficulty level to advance on to higher difficulty levels. This 
walkthrough is to help you complete your simple and few objectives that you'll 
need to pass on the Agent level Missions to be able to play the harder modes and 
to get farther into the game. Here's the layout of your missions:

   ______________
 _/AGENT MISSIONS\____________________________________________________ 
|---------------------------------------------------------------------\
|MISSION 1: Level 1: dataDyne Central - Defection                     |
|           Level 2: dataDyne Research - Investigation                |
|           Level 3: dataDyne Central - Extraction                    |
|MISSION 2: Level 1: Carrington Villa - Hostage One                   |
|MISSION 3: Level 1: Chicago - Stealth                                |
|           Level 2: G5 Building - Reconnaissance                     |
|MISSION 4: Level 1: Area 51 - Infiltration                           |
|           Level 2: Area 51 - Rescue                                 |
|           Level 3: Area 51 - Escape                                 |
|MISSION 5: Level 1: Air Base - Espionage                             |
|           Level 2: Air Force 1 - Antiterrorism                      |
|           Level 3: Crash Site - Confrontation                       |
|MISSION 6: Level 1: Pelagic II - Exploration                         |
|           Level 2: Deep Sea - Nullify Threat                        |
|MISSION 7: Level 1: Carrington Institute - Defense                   |
|MISSION 8: Level 1: Attack Ship - Covert Assault                     |
|MISSION 9: Level 1: Skedar Ruins - Battle Shrine                     |
|SPECIAL ASSIGNMENT: Level 1: Mr. Blonde's Revenge                    |
|           Level 2: Maian S.O.S.                                     |
|           Level 3: WAR!                                             |
|           Bonus Level: The Duel                                     |                   
|_____________________________________________________________________|

   There are a total of 18 levels you can play by completing the game on Agent 
mode. I suggest beating every level on the Agent difficulty before moving on to 
the Secret Agent difficulty.


________________________________________________________________________

- - - - - - - - - - - - MISSION 1: LUCERNE TOWER - - - - - - - - - - - -
________________________________________________________________________

   
   Your first mission take place on the many floors of the skyscraper and 
Headquarters of the dataDyne Corp., Lucerne Tower. Who knew you'd be 
infiltrating the enemy base on your first mission? There's a good reason for 
this dangerous assignment, as Dr. Caroll, an employee of the dataDyne Corp., has 
requested to be taken out of the lab he is working in. He feels that what 
dataDyne is doing is morally wrong, and wishes to leave before anyone finds out 
his beliefs. You'll have to get into the tower, get into the lab, save Dr. 
Caroll, and escape. It may be your first mission, but you can handle it as a A++ 
student.

________________________________________________________________________
                                                     
   - - - - - - -| LEVEL 1: DATADYNE CENTRAL - DEFECTION |- - - - - - -

   Your first assignment in this three part mission will require you to go 
through the heart of Lucerne Tower to get to the expansive lab beneath this 
structure. This is the only way in, so you have to take it. Fortunately, 
dataDyne has not been expecting any attacks, so the tower is relatively weak 
when it comes to defenses. you only have a single objective, which is to get to 
the elevator which will lead you to the laboratory. This can be found on the 
bottom floor of the tower. 

_______________


OBJECTIVES:
1. Gain entrance to laboratory

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Silenced)
         Obtain- CMP 150
Enemies: dataDyne Infantry, dataDyne Shock Trooper
Gadgets: None

ADDITIONAL INFORMATION:
Characters Encountered: Cassandra de Vries
Vehicles/Robotics: Hovercopter
Cheat Unlocked: None

_______________

CMP-150: Any of the guards in this level will have this weapon, making it easy 
to pick up. There are also two behind the front desk in the lobby.

DOUBLE FALCON 2 (Silenced): You can pick up a second Falcon 2 (Silenced) from a 
dataDyne Shock Trooper on the third floor from the top. Located behind the 
elevators, look for a smallish passage that runs by the windows. On the wall 
opposite the window are two brown doors. The left one has a Shock Trooper inside 
with Double Silenced Falcon 2's. Defeat him and pick up his guns to get an extra 
Falcon 2. This guy might leave his post if he hears of any trouble.

SHIELD: On the second floor from the top, face away from the elevators, go 
straight, and go into the brown door on the left. Inside is a normal Trooper. 
Shoot him and he'll drop a shield onto the ground. Pick it up for extra health. 

_______________


-OBJECTIVE 1: GAIN ENTRANCE TO LABORATORY-
Your one and only objective in this level is to make it into the laboratory in 
which Dr. Caroll is located. You'll be dropped off by the Jumpship on the 
helipad atop the Lucerne Tower, so the only way to go is down. Follow the ramps 
down to the roof. There may be a guard here hidden in the darkness, so be 
careful. Enter the brownish door to the left. Go through the next door and down 
the ramp. Hidden behind the end of the wall to your right is another guard. 
Shoot him before he notices you. Go down the rest of the ramp then through the 
next brown door to the right of the big fan. Go down the stairs, and look out 
for the guard at the bottom. Enter the door to the top floor. A guard is 
situated behind the desk to your left, but will not notice you. Scout this floor 
for any other guards (but avoid going through the big brown doors). When the 
floor is cleared, go to the elevator on the right and press B to summon it. 
Enter it and go down a floor. Instead of making trouble on this floor, close the 
door when it begins to open to go down another floor. Repeat again for the third 
floor. Now you'll be speeding past many floors, heading down toward the lowest 
level. This is where you get out, in the lobby of the great Lucerne Tower. As 
you exit, an alarm will be sounded, so watch out for any advancing guards. Try 
to find a safer place than the top of the stairs to stay protected while you 
fire at the enemies, perhaps in one of the corners. If you're ever running low 
on ammo, head around behind the stairs to the front desk. Behind it are two CMP 
150's. After the flow of enemies stops, head towards the big, brown door (a 
square panel with some sort of ancient picture on it) to the left of the stairs. 
Dispatch the dataDyne Shock Troopers that you find inside, and turn right to go 
through the door that leads to the elevator (disguised as a wall, but will open 
up when you approach it).


________________________________________________________________________
                                                     
- - - - - - -| LEVEL 2: DATADYNE RESEARCH - INVESTIGATION |- - - - - - -

   Now that you've made it into the lab, you must find Dr. Caroll. Dr. Caroll is 
located in a high-security sector, so don't be surprised to find a lot of guards 
around here. Dr. Caroll should be fine, assuming you make it to him without 
dawdling along the way. Oh yes, there's also a radioactive isotope located in 
this very same lab, and it would be quite helpful for the Institute to have a 
holograph of it.

_______________


OBJECTIVES:
1. Holograph radioactive isotope
2. Locate Dr. Caroll

VITAL INFORMATION:
Weapons: Start- Falcon 2
         Obtain- CMP 150, Dragon, K7 Avenger
Enemies: dataDyne Trooper, dataDyne Shock Trooper
Gadgets: CamSpy, Data Uplink

ADDITIONAL INFORMATION:
Characters Encountered: Dr. Caroll
Vehicles/Robotics: Cleaning Hovbot 
Cheat Unlocked: None

_______________

CMP-150: Many of the guards early on in the level carry CMP-150's with them. 
There are also two on the circular center table in the lobby before the main 
lab.  

Dragon: The guards in the high security sector (the later part of the level) all 
use Dragons. Pick one up when you defeat them.

K7 Avenger: When entering the lab projects area (the long hall with labs on the 
sides), enter the first left lab. Behind the counter with the computers, you can 
take a slowly moving platform down to a target range area. The guard practicing 
there is trying out the new K7 Avenger.

_______________


-OBJECTIVE 1: HOLOGRAPH RADIOACTIVE ISOTOPE-
When you get out of the elevator, head to you left. Turn right at the end and 
enter the door. Inside, there will be four guards. Take them out. Continue out 
the door in the back of the room, which will lead you to a lab room with several 
square holes in the center (going from largest to smallest). To the right of 
this room is the room with the radioactive isotope. Head through the doors until 
you meet two guards. After killing them, switch to the CamSpy. You can't enter 
the isotope's room yourself because of the high level of radioactivity. The 
CamSpy can open doors itself, so it should have no problems. The green, elevated 
thing in the radioactive room is the isotope itself, so holograph it, then head 
back to Joanna so she can retrieve it.


-OBJECTIVE 2: LOCATE DR. CAROLL-
Head back to the lab room with the square pits in the center, and continue 
through the only other door (the door straight ahead from the door you first 
came in). Inside is the lab projects area. You don't need to worry about the 
projects, so you can skip messing with anything here. There are quite a few 
guards here, and the CMP 150 may perform better than the Falcon 2. At the end of 
the long hallway, turn right and through several doors. You'll come to a large, 
decorated room full of chairs and couches (and a couple guards). After taking 
care of business, head to the back where another door will take you into the 
high security sector. Inside, watch out for the two guards hiding on either side 
of the door. After they're taken care of, get out the Data Uplink and activate 
it while facing the computer. This will crack the password and allow you through 
the locked door. Soon you'll reach a large lab room. There's a guard with a 
Dragon to your left, and take him out first. Two other guards are in the 
opposite left and right corners, so go after them next. Once all three are taken 
care of, open the door opposite the one you came in, but don't enter the room. 
Above, hanging on to the supports are two drone guns. Take them out with your 
Dragon, then proceed. You should be reaching Dr. Caroll very shortly. 

________________________________________________________________________
                                                     
  - - - - - - -| LEVEL 3: DATADYNE CENTRAL - EXTRACTION |- - - - - - -

   Finally, Dr. Caroll is in safe hands. But while he's in safe hands, he isn't 
safe yet. Dr. Caroll and yourself must escape back to the rooftop where the 
jumpship is waiting. This time, Cassandra is ready for you, so don't expect the 
escape to be easy. The Caroll sapient is incredibly valuable to her, and she 
will go to great lengths to stop you. Her guards are somewhat careless and might 
shoot Dr. Caroll, so always take out any threats and keep an eye on Dr. Caroll.

_______________


OBJECTIVES:
1. Access foyer elevator
2. Defeat Cassandra's bodyguards
3. Rendezvous at helipad

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope)
         Obtain- CMP 150, Shotgun
Enemies: dataDyne Infantry, dataDyne Shock Trooper, dataDyne Female 
         Guard
Gadgets: Night Vision

ADDITIONAL INFORMATION:
Characters Encountered: Dr. Caroll, Cassandra de Vries, Mr. Blonde
Vehicles/Robotics: Hovercopter
Cheat Unlocked: Hurricane Fists (2:03)

_______________

CMP-150: The guards on the ground floor all possess CMP 150's. Be sure to 
collect as many as you can, because ammo in this level is rather limited.

Shotgun: Cassandra's bodyguards (the dataDyne Female Guards) have Shotguns. Pick 
one up, but use this only after you deplete your ammo in other guns.

_______________


-OBJECTIVE 1: ACCESS FOYER ELEVATOR-
The foyer elevator is the elevator you used to get down to the ground floor. 
When you arrive up from the lab, the guard you knocked out earlier will sound 
the alarm, and the lights will go out. If you want to be able to see at all, 
equip the night vision goggles that are in your inventory. Do not leave any 
guards standing, or they may try to take out Dr. Caroll. Immediately to your 
left when you begin is a guard, but he doesn't seem to have any night vision 
goggles of his own. You can get an easy head shot on him. Proceed by him, then 
open the door behind him. Inside is a Shock Trooper, who is ready for the 
mission with his night goggles. Get out of the doorway and wait for his fire to 
cease. Blast him quickly. Don't be too eager to pick up his ammo, because to 
your left are two more Shock Troopers surrounded by shielding. Take them out one 
at a time by peeking around the wall. Because of the shield barrier, you'll have 
to run around the stairs to get to the elevator. There are guards behind couches 
on either side of the stairs, and two guards behind the front desk. When you 
reach the stairs, there are two final guards at the top behind barriers. Peek 
around the wall until you can see the very top of the right one's head. A head 
shot should kill him. Charge the one on the left, strafing to avoid his fire. 
Head to the foyer elevator on your left, which will take you up. 


-OBJECTIVE 2: DEFEAT CASSANDRA'S BODYGUARDS-
Cassandra has a total of twelve bodyguards throughout the building, which she 
hopes can stop you. Each of them is a dataDyne Female Guard and wields a 
shotgun. Every one must be defeated to complete this objective. As you go up the 
elevator, the lights will come back on, overloading the night vision goggles. 
Take them off (you'll have plenty of time during the long ride). From now on, 
don't worry too much where Dr. Caroll is. Concentrate on other things. After 
arriving on the first floor, search around to find three of the bodyguards 
(there's a Shock Trooper behind the elevators, too, but you don't need to kill 
him). Watch out for their powerful shotguns. After they're gone, head up the 
other elevator (the one you took up will only go back down) to reach the second 
of the floors. They have more firepower here with four bodyguards (and two Shock 
Troopers behind the elevators). The stairs are the only way to get to the top 
floor, so enter them. As you arrive, three employees will be trying to piece 
together a Rocket Launcher. Don't worry, their attempt will fail. The only 
threat is the Shock Trooper, so you can let the two office workers live (or die-
it won't count as a civilian casualty). Head up to the roof, where Cassandra 
will be waiting. Up here she has five bodyguards, with shotguns aimed right at 
you. The CMP 150 will work best for the upcoming battle. You can get the edge by 
attacking before Cassandra can give orders to fire. Shoot the leftmost one first 
and run over to where she was. At about the same time you arrive there the 
lights will go out, so pause the game and put on night vision (the quick menu 
will take too long). Immediately turn around and shoot the bodyguard near the 
fan. Reload your gun, then run out from behind the wall and take out the other 
two guards. Then run up the ramp and take care of the final guard. This should 
be the last bodyguard (if you don't complete the objective, check to see if you 
missed any bodyguards before).


-OBJECTIVE 3: RENDEZVOUS AT HELIPAD-
There won't be any problems from now on. All you have to do is climb up the 
ramps to the helipad. Don't worry if Dr. Caroll is no where near you, because if 
you make it to the helipad, he'll magically appear during the outro.


________________________________________________________________________

- - - - - - - - - - - MISSION 2: CARRINGTON VILLA - - - - - - - - - - -
________________________________________________________________________

   
   Dr. Caroll has been rescued, but it seems Cassandra has decided to take 
something of the Carrington Institutes. While at his spacious villa, the house 
was infiltrated by dataDyne employees and the entire area was soon surrounded by 
guards ensuring that he would stay there until he told of Dr. Caroll's location. 
A short while ago, a negotiator was sent to... well, negotiate about 
Carrington's release.

________________________________________________________________________
                                                     
 - - - - - - -| LEVEL 1: CARRINGTON VILLA - HOSTAGE ONE |- - - - - - -

   The situation has grown dim. Nothing is still known about Carrington and 
whether he is safe, and the negotiations have failed. In fact, dataDyne 
Infantrymen have taken her to the dock to be shot. By the time you arrive, she 
won't have very much time, so you'll have to save her-then Carrington before the 
location of Dr. Caroll is revealed.

_______________


OBJECTIVES:
1. Save the negotiator
2. Activate wind generator
3. Rescue Carrington

VITAL INFORMATION:
Weapons: Start- Sniper Rifle
         Obtain- CMP 150
Enemies: dataDyne Infantry, dataDyne Shock Trooper, dataDyne Sniper
Gadgets: R-Tracker

ADDITIONAL INFORMATION:
Characters Encountered: Daniel Carrington
Vehicles/Robotics: Jumpship
Cheat Unlocked: None

_______________

CMP-150: The infantry guarding the Villa all carry the standard CMP 150, like in 
most other levels.

SHIELD: After entering the front doors of the Villa, proceed right and go down 
the stairs. A little ways down on you left is a door. Inside is a bedroom. To 
the right is a bathroom. Inside the bathroom is a shield. 

_______________


-OBJECTIVE 1: SAVE THE NEGOTIATOR-
Joanna yells "Got to be quick or they'll kill the negotiator!" at the start of 
the level. Well, you can't go around completing other objectives first, but 
you'll have plenty of time to save her. When you begin, head forward to the 
opening in the cliffside. Use the scope on your Sniper Rifle to zoom in to the 
dock, where two guards are preparing to shoot the negotiator. Blast them (one 
shot will do because of the Sniper Rifle's good Power), but don't worry about 
one firing after the other is down-they react rather slowly. The second the two 
are down the negotiator will run to safety. She'll be fine, so you can continue 
on with your mission to save Carrington.


-OBJECTIVE 2: ACTIVATE WIND GENERATOR-
Turn around and head down the path to the Villa. On your way, you'll encounter 
several guards. They have a new technique, laying down, that they'll use here. 
Just stay far away and aim with your Sniper Rifle for an easy head shot. 
Eventually you'll come to a fork, and you have two decisions: 

1. Take out all the Snipers. This isn't a mission objective, but it may be 
helpful. If you decide to, start by taking out the one right above you on the 
left. Go over and shoot any that you can see. Then go to the left. Take out the 
legs of the one you can only see half of, then move out farther to get the rest. 
If you look well, this should be them all. Continue on.

2. Don't take out the Snipers and run like crazy through open areas. This 
actually isn't a bad idea, because for the vast majority of the level you'll be 
safely inside the house.

Whatever you do, you'll need to kill the sniper above the stairs to your left. 
After he's gone, Continue left and stay near the left wall. In the open area, 
you'll see some stairs going down to a tunnel, and on either side are concrete 
walls. Head there. Follow the tunnel (watch out for guards). You'll soon come to 
the main entrance of the villa. Run across the open area and duck under the 
covered area if you didn't kill the Snipers. There are two guards in the left 
covered area, so you're still not safe until you kill them. Now you can enter 
the doors. There are many enemies throughout the Villa, and always expect to 
find some when you open a door or enter a new room. The first room is no 
exception. Kill the guards and head right and down the stairs. Pick up the 
shield in the bedroom, and continue down the hall. Turn right and go along the 
perimeter of the courtyard (on the inside). To your left is a kitchen area. 
Behind the stoves and cupboards is a hidden staircase. Go down it. Hug the left 
wall and search for a door on it. When you come to a pair that's unlocked, go 
through. Go down the stairs, and then head underneath them. There is another 
door, leading to the underground area. Head straight and follow the line on the 
ground. In the place you come to, three guards protect two wall terminals that 
are key components in activating the wind generator. Leave this area and follow 
the line on the path to another area with a large cylindrical figure in the 
center. Take care of the guards here, then activate the final computer on the 
side of the cylinder. Now you've gotten the wind generator running,


-OBJECTIVE 3: RESCUE CARRINGTON-
Carrington is also underground, but he is in his extensive wine cellar. Exit the 
wind generator area where you were just at, and continue straight down the path 
(don't follow the line). When you come to some stair, watch out for guards 
hiding at the bottom. Continue right and you'll soon reach the wine cellar. 
Behind each wine cabinet is a Shock Trooper. Run behind the cabinets to take 
them out (don't fire through them). Continue through, taking out guards until 
you reach two brown doors. They're locked, and you'll need a keycard that one of 
the Shock Troopers dropped to enter. Search around the wine cellar for one, then 
open the doors to find Carrington.


________________________________________________________________________

   - - - - - - - - - - - MISSION 3: G5 BUILDING - - - - - - - - - - -
________________________________________________________________________

   
   Carrington has unfortunately revealed the location of Dr. Caroll and the 
dataDyne Corp. has gotten him back. However, Carrington did manage to pick up 
that a meeting between Cassandra and several others believed to be involved in 
dataDyne's mysterious plot are meeting at the G5 Building in Chicago. Someone 
needs to record that meeting, and that someone is Joanna Dark.  

________________________________________________________________________
                                                     
        - - - - - - -| LEVEL 1: CHICAGO - STEALTH |- - - - - - -

   The area outside the G5 Building is swarming with security, from G5 Guards to 
G5 Robots, and from CIA Agents to FBI Agents. Don't expect an easy entry. You'll 
have to divert everyone's attention from your entrance by creating a diversion. 
The equipment you need for the diversion is has been dropped off in a storm 
drain. With luck, you can enter the G5 Building unnoticed.

_______________


OBJECTIVES:
1. Retrieve drop point equipment
2. Create vehicular diversion
3. Gain entry to G5 Building

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope)
         Obtain- CMP 150
Enemies: G5 Guard, FBI Agent
Gadgets: Reprogrammer, Remote Mine

ADDITIONAL INFORMATION:
Characters Encountered: None
Vehicles/Robotics: G5 Robot
Cheat Unlocked: None

_______________

CMP-150: All the guards carry CMP 150's, as usual.

DOUBLE FALCON 2's (SCOPE): Alongside the HoverLimo, you'll see a blue door. 
Enter it and head downward. Kill the guard inside. The door will open, and two 
more guards will come out. Kill the first, but simply disarm the second. Block 
his path outside and he'll turn around into the club, opening the locked door. 
Kill the guards inside, then turn to your left. On the left side, there's a 
counter with a Falcon 2 on it.

_______________


-OBJECTIVE 1: RETRIEVE DROP POINT EQUIPMENT-
The only place that the Institute could safely store the drop point equipment 
was a storm drain, so be prepared to get your feet wet in this mission. When you 
begin the level, forget about coming in without anyone noticing at all and pull 
out your Falcon 2. In the first area of the alley, a CIA Agent and a G5 Guard 
are patrolling. The CIA Agent will run away (don't kill him, he counts as a 
civilian), but you'll need to kill the eG5 Guard. Continue out of the alley and 
into the streets near taxi. Two guards will be patrolling either side. Kill them 
(you may want to stay in the alley to do this). Hug the left wall and a small 
opening will take you into a sewer area. While doing this, watch out for the 
nearby G5 Robot. If it finds you, it'll begin firing at you. Do not try to fire 
back, as it has immense shielding that you cannot destroy. Instead enter the 
opening in the wall as fast as you can. Immediately look to your left and kill a 
guard at the bottom of the pipe. To your right there will be another guard. 
Charge him and kill him. You should be near the storm drain now. Turn to the 
right and climb up onto it, where another guard is patrolling. The only way out 
back to the streets (and where the equipment is) is by crouching. Crouch and 
crawl through the low area, then continue forward to the end of the drain to 
pick up the equipment. 


-OBJECTIVE 2: CREATE VEHICULAR DIVERSION-
With the Reprogrammer you picked up in the equipment, you can reprogram the taxi 
you saw earlier to create a diversion, allowing you an entry to the G5 Building. 
Head back into the sewer. At the end of the storm drain are two guards waiting 
for you. Strafe around them and take them out. Go back up to the streets through 
the wall, then head back to the taxi. Be sure no guards are around, then get out 
the Reprogrammer. Hit Z while standing near the taxi and it will begin to 
reprogram it. After it takes off, seek cover from any possible enemies in an 
alley or the warehouse behind where the taxi was. Wait for a little while and 
you'll hear the taxi explode and OBJECTIVE 2: COMPLETE to flash before 
continuing.


-OBJECTIVE 3: GAIN ENTRY TO G5 BUILDING-
Head out of your hiding place and run down the streets. You can stay in the 
streets because, if you move fast, you won't get hit very much and you can 
quickly run to the entrance. At the end of the street, turn right into a large 
opening between buildings. There will be several guards here. Kill them all, 
then enter the open door to the left. You are now inside the G5 Building.


________________________________________________________________________
                                                     
  - - - - - - -| LEVEL 2: G5 BUILDING - RECONNAISSANCE |- - - - - - -


   Now you're inside. This place has even higher security than the outside. Most 
of all, you'll need to be stealthy, because if any alarm goes off, the 
conspirators will cancel the meeting. After the meeting, any alarm will send 
hoards of guards after you. Other than the meeting, there are also backup files 
for Dr. Caroll located in the safe. If we get these, we can bring Dr. Caroll 
back to his normal self after we find him. Oh yes, one last thing. You'll need 
to escape alive. 

_______________


OBJECTIVES:
1. Holograph meeting conspirators
2. Retrieve Dr. Caroll backup from safe
3. Exit G5 Building

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Silenced)
         Obtain- CMP 150, DY357 Magnum
Enemies: G5 Guard, G5 Swat Guard
Gadgets: Door Decoder, CamSpy

ADDITIONAL INFORMATION:
Characters Encountered: Cassandra de Vries, Mr. Blonde, Trent Easton
Vehicles/Robotics: None
Cheat Unlocked: Cloaking Device (1:40)

_______________

CMP-150: All the G5 Guards carry CMP 150's. This includes the majority, 
especially the ones at the beginning of the level.

DY357 Magnum: The G5 Swat Guards carry these. After an alarm is sounded, they'll 
come running.

_______________


-OBJECTIVE 1: HOLOGRAPH MEETING CONSPIRATORS-
When you start the level, you'll be inside a room with two other guards... wait, 
where'd they go? They've cloaked themselves, and you'll need to find them and 
kill them before you can get the keycard to move on. When they stop to fire 
they'll appear for a brief moment. Once you hear gunfire, use this time to shoot 
them. Find a corner you can hide in, but always keep on the move. The last one 
alive holds a key card. Enter the door and kill the guard facing the other way 
at the end of the passage. The switch behind him turns on and off the lights in 
the next room. Turn them off. Sounds strange? It'll make sense. In that room, 
turn right and head between the glass walls. Now the lights will go back on and 
four cloaked guards will be in the room (without hitting the light switch 
earlier it'll be dark). Take care of them and pick up the keycard of the last 
one. Head through the door after the glass walls and dispatch the guard inside. 
The next door leads to a very important area. There are three guards in here and 
an alarm. When you enter, head right to the alarm and guard it. If any one of 
them touches it, the mission will fail. Take them out as they charge you. Turn 
left and go to the end where there's some stairs. Go up them and follow the 
small path up above the room, crouching when necessary. Continue to follow it 
until Joanna says "Time to use the CamSpy". Get out the CamSpy and use it to 
continue down the path and into the conspirators' room. The cinema you see if 
now being holographed at your convenience.


-OBJECTIVE 2: RETRIEVE DR. CAROLL BACKUP FROM SAFE-
After holographing the meeting, turn around and look below. You're in a new room 
and below are two guards and an alarm. Take out the one in front of you with a 
head shot, then the other as you jump down. If they activate the alarm, you 
won't fail, but an endless supply of Guards will attack. Head to the door at the 
end and go up the stairs inside. Up here is where the safe is. Go through the 
door to your right to find the safe. On the right wall is a computer. Attach the 
Door Decoder to it. As it works, it'll set off the alarm, causing hundreds of 
enemies to attack. Stay inside the safe room and close the doors whenever you 
need to reload. If you need cover, the back right corner has a beam protecting 
it. After the Door Decoder finishes, it'll take a few seconds for it to really 
finish. Then turn around and open the safe (it's opening, it just moves REALLY 
slowly). Enter, and on the right side are the Dr. Caroll backup files.


-OBJECTIVE 3: EXIT G5 BUILDING-
After you retrieve the backup, Carrington will contact you and detonate an 
explosive to make your escape route. Exit the safe and the safe room, and head 
to your right. On the left wall nearby there should be a door that was just 
blown open. Go through it to finish the mission.


________________________________________________________________________

    - - - - - - - - - - - MISSION 4: AREA 51 - - - - - - - - - - -
________________________________________________________________________

   While you were in the G5 Building, a Maian Spacecraft crashed in the United 
States desert. Inside was a bodyguard of the Maian ambassador to earth, who was 
transported to Area 51. Here, they plan to perform an autopsy, one that cannot 
be allowed to happen. You mission is the break into Area 51, meet up with an 
undercover agent who will help you,  locate the alien, transport him to safety, 
and get out. This is definitely a dangerous mission that must be done quickly 
and without raising suspicion throughout the complex.  


________________________________________________________________________
                                                     
      - - - - - - -| LEVEL 1: AREA 51 - INFILTRATION |- - - - - - -


   Your first order of business is the get inside the Area 51 complex. Getting 
into the perimeter shouldn't be difficult, but getting into the labs where the 
crash survivor is will be. Area 51 is, as you may have guessed, very well 
guarded. To get inside, you must shut down the intercept radar and enter through 
the hangars. If you can manage to get by the many guards, our undercover agent, 
Jonathan, is waiting to give you further instructions. 

_______________


OBJECTIVES:
1. Shut down air intercept radar
2. Gain access to hangar lift
3. Make contact with CI spy

VITAL INFORMATION:
Weapons: Start- Falcon 2
         Obtain- Magsec 4, Dragon, Rocket Launcher
Enemies: Area 51 Trooper, Pilot, Area 51 Guard
Gadgets: Comms Rider

ADDITIONAL INFORMATION:
Characters Encountered: Jonathan
Vehicles/Robotics: HoverBike, ASI Interceptor
Cheat Unlocked: None

_______________

DOUBLE MAGSEC 4's:  When you approach the door behind the drone gun in the 
antenna area, an Area 51 Guard will come out will dual Magsec 4's. Take him out 
and pick up his guns to be able to hold two yourself. Watch out for the three 
Area 51 Troopers behind him, though.

DRAGON: The Pilots in the hangar lift and in the hangar area use Dragons. 

SHIELD: Under the drone gun in the antenna area lies a shield. This will be easy 
to pick up while going for the Double Magsecs.

SHIELD: There's another shield in the outer hangar area. Go behind the entrance 
to the Air Intercept Radar area. If you scan the bottom of the wall, you'll find 
a small opening. Inside is a shield.

ROCKET LAUNCHER: The Rocket Launcher has no real use in this level, but if you 
want it, continue down the tunnel mentioned above to find the shield, and you'll 
come into an open area. A Rocket Launcher is in the center. There's also a hole 
in the fence at the back that let's you get out of the above-ground hangar area.

_______________


-OBJECTIVE 1: SHUT DOWN AIR INTERCEPT RADAR-
If you watch the entire intro at the beginning, you'll start out hidden behind a 
support beam rather than out in the open, giving you the edge on the three 
guards ahead. Spring out and take them out. Before picking up their weapons, 
target the black structure to the right and fire. This is a sentry gun. After 
it's gone, pick up the Magsecs. Turn around and head down the path. Shoot the 
guard after the left turn, then pull out your Magsec. Resting in the corner of 
the next turn is a sentry gun. Your Magsec, while inaccurate, has a handy zoom 
feature. Target the base of the gun for better accuracy. Eight shots should take 
it out. Run down the path and turn left, but don't go too fast or you'll run 
into another sentry gun. Slide along the wall until part of it is in view, then 
take it out. Keep near the wall and peek around to the right. Zoom in with your 
Magsec and you'll see two guards in a tower overlooking the outer hangar. Shoot 
one in the head from this position, and if you can, the other. If he jumps out 
of the tower, run after him and kill him. Go up into the tower they were in and 
activate the button, which opens the gate to the outer hangar.

*Note- At this point, you can skip entering the hangar and go to the antanna 
area further down the path, where a shield, HoverBike, and Double Magsecs await. 
I suggest skipping it, but the HoverBike may be helpful later. If choose to do 
it, watch out for the many guards at the end of the tunnel. There's also a 
sentry gun to the left of the tunnel. Once again, edge alongside the wall until 
part of it is in view, then destroy it. In the antenna area, run to the right, 
then quickly turn left into a small opening between the first of the two major 
buildings in this area and the first wall. This is a good place to take out the 
drone gun near the door. When returning, watch out for three guards who will run 
down the tunnel and two more outside.

After the hangar is open, aim toward the drone gun on the side of the wall and 
take it out. Run in (forget about the other two drone guns) and kill any guards 
in there (most hang out on the back side of the building). Also behind the 
building is a ladder leading underground. Go down and enter the door at the 
bottom. Continue to the back where you'll find a computer. Take out your 
explosives and plant them on the screen. Now get out of there as fast as you 
can. This will destroy the Air Intercept Radar.


-OBJECTIVE 2: GAIN ACCESS TO HANGAR LIFT-
Head over to the ASI Interceptor and the hangar worker in the open area of the 
outer hangar area. Shoot the worker and he'll drop a keycard, one which 
activates the hangar lift. Select on of the monitors on either side of the large 
hangar doors and activate the lift. The right one had two Pilots inside. It's 
actually better to activate this one because then you'll have a Dragon for the 
upcoming area. When the doors open, take out both pilots quickly and pick p 
their weapons. Switch to them if you think you'll have enough ammo. When the 
door opens when you arrive at the inner hangar area, you'll complete the 
objective.


-OBJECTIVE 3: MAKE CONTACT WITH CI SPY-
When the door opens, rush out and kill the two guards ahead. Keep running 
nonstop, and when you reach them, whether they're dead or not, turn left. The 
guard to your left will throw a grenade, so get out of the way fast and kill 
him. Turn around and kill the other two is they're still alive.  Ahead of you, 
several other guards will be coming. Kill them and proceed forward and to the 
right. Go up the ramp (watch out for the Pilot at the top). continue on the 
catwalks and take a right when you come to the fork. Some more guards will be 
here, which you can easily take out. Enter the elevator behind them. When it 
opens, two guards will be there to greet you. Kill them and proceed to the end 
of the catwalk. The music will change, indicating an intense battle. Go down the 
ramp and run away from the four guards hiding behind the crates. Use the Dragon 
and it's zoom to kill them. Once they're all gone, head under the ramp you came 
down here on. Under it is a door. Open it to find the CI Spy.


________________________________________________________________________
                                                     
        - - - - - - -| LEVEL 2: AREA 51 - RESCUE |- - - - - - -


   Now that you've made it inside, you have to find and rescue the crash 
survivor before he gets killed. Unfotunately, while this route was the easiest 
way in, it wasn't the most effecient. You're now in the storage area, but not 
the labs. There are no doors connecting the two, but they do run closely 
together and some explosives used on a weak portion of the wall may grant you 
some impromtu access. Once you're in, get into a lab technician disguise as soon 
as possible. They only way into the necessary rooms is to fool the guards into 
letting you in. If you can make it to the autopsy lab in time, you may rescue 
our Maian friend.

_______________


OBJECTIVES:
1. Obtain and use lab technician disguise
2. Gain access to autopsy lab
3. Rescue crash survivor

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Silenced)
         Obtain- Super Dragon, Tranquilizer
Enemies: Area 51 Guard, Biotechnician
Gadgets: X-Ray Scanner

ADDITIONAL INFORMATION:
Characters Encountered: Jonathan, Elvis
Vehicles/Robotics: Hovercrate
Cheat Unlocked: None

_______________

DOUBLE FALCON 2's (SILENCED): At the entrance to the storage room, turn right 
and follow the wall. Soon you'll come across a container on your left. Shoot it 
until it explodes. Inside the small area is another Falcon 2.

SHIELD: The guard at the far left end of the storage area has a shield for you 
if you kill him.

SUPER DRAGON: All the Area 51 Guards use Super Dragons.

TRANQUILIZER: The Biotechinicians carry tranquilizers with them at all times. 
Find them in the containment labs and the autopsy labs.

_______________


-OBJECTIVE 1: OBTAIN AND USE LAB TECHNICIAN DISGUISE-
Follow the passage until you come to the storage room (leave the container 
behind). Take out the guard here, and wait for more to come. After you've killed 
four, head to the right and hug the wall. A guard is behind here, so kill him. 
Continue along the wall (don't forget to pick up the extra Falcon 2). Stay 
behind the storage containers and slowly move until you can see the next guard. 
Kill him and look up above on the catwalks. There's another guard up here. If 
you miss, he'll be coming down will two other friends ont he elevator. Turn to 
the left and take out any other guards. The guards above will probably see you 
now. Wait for them to come down, then kill them. Now go back and get the 
Hovercrate (grab it by pressing B). Take it up the elevator. Kill the guard to 
the right if you want, but head left to the door on the other side. Leave the 
crate outside, and enter. Above you on the other side are several guards. Try to 
take them out from here (it's easiest to do this with the Super Dragon), but if 
you don't you can get them when they come down on the elevator. When they're all 
taken care of, go back and pick up the hovercrate. Take it up the elevator and 
walk over to the other side. On the last white light fixture that runs up the 
wall, you'll see a small "X". If you want to make sure this is the right place 
to use the explosives, take out your X-Ray goggles and look through the wall. 
Place the Hovercrate in front of it, stand back, and shoot it a few times so it 
explodes. This will blow open the wall and kill the guard there. Run inside, 
take out any other guards there, and look on the ground nearby for a lab 
technician disguise. Put it on to complete the objective (don't forget to put 
away your weapon, too).


-OBJECTIVE 2: GAIN ACCESS TO AUTOPSY LAB-
Head down to the left, but keep an eye out for a door on the right wall. Enter 
that door when you find it, and proceed down the long passage. At the end is the 
sutopsy lab. A guard there will open the door and let you in. When you get 
inside, you'll be in the sutopsy lab.


-OBJECTIVE 3: RESCUE CRASH SURVIVOR-
In the back right section of this room is another technician, who will reveal 
that you aren't who you're supposed to be. Pull out a weapon and kill the guards 
in the room. The worker inside the glass room has the Medlab 2 keycard. Pick it 
up after he's dead and head back down the long passage. In the middle, four 
guards will be waiting to ambush you, hidden behind the cubicle walls. After 
they're gone, head back out and to the right. A short ways down on the right 
wall is another door. Enter it to come into an identical long passage. Two 
guards behind the supports in this passage wait, as well as another guard and a 
Biotechnician further back. Enter the door at the end and quickly take out the 
guard in the back right, ignoring all other guards. He'll drop a keycard to the 
glass chamber where the sutopsy is taking place. Enter to complete the mission.



________________________________________________________________________
                                                     
        - - - - - - -| LEVEL 3: AREA 51 - ESCAPE |- - - - - - -
 

   The crash survivor has been saved from death, and now you have to get him out 
of there before he gets harmed. He hasn't come to yet, so find a place to keep 
him safe until later. Jonathan is still hanging around the complex, so find him. 
He knows the way into the secret hangar, where the Maian Vessal that the crash 
survivor came here in is. Find the secret hangar and escape in the spacecraft. 

_______________


OBJECTIVES:
1. Rendezvous with CI spy
2. Locate secret hangar
3. Escape from Area 51

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope)
         Obtain- Tranquilizer, Super Dragon
Enemies: Area 51 Guard, Biotechnician
Gadgets: Alien Medpack

ADDITIONAL INFORMATION:
Characters Encountered: Jonathan, Elvis
Vehicles/Robotics: HoverBike, Maian Vessal
Cheat Unlocked: Invincible (3:50)

_______________

TRANQUILIZER: The Biotechnicians in the containment chambers carry these. 
Although they fire quickly, Tranquilizers won't be your top choice in this 
level.

SUPER DRAGON: The Area 51 Guards found outside the labs carry Super Dragons. 
Watch out for their firepower, but they can also be very helpful in your hands.  

_______________


-OBJECTIVE 1: RENDEZVOUS WITH CI SPY-
After you saved the alien, the Biotechnicians in the room sent out a huge amount 
of nerve gas to stop you. Quickly head out the doors and down the passage. Once 
you get out to the main hallway you'll be safe. Turn right and enter the door. 
In here are two Biotechnicians. Kill them quick and continue on straight ahead. 
Take a left and go down. Behind the next door is a safe place to store the 
alien. Jonathan will contact you when he's secured, and will open a door in one 
of the containment labs. Go back up to where you killed the two Biotechnicians, 
and head into the containment lab on your right. There are two more 
Biotechnicians in here. Once they're dead, head to the back and down the 
passage. Open the door and look to you right. Take out the Area 51 Guard, then 
retreat back into the passage to reload (close the door to be safe). Come back 
out and kill the other two guards. Head into the room and on the left is a door. 
Open it and head down the catwalks on the other side. There are two guards here, 
hidden by the bright lights. At the end of the catwalk, enter the room. To your 
right is Jonathan. 


-OBJECTIVE 2: LOCATE SECRET HANGAR-
After you talk to Jonathan, head back to the room on the other side of the 
catwalks. Waiting for you inside are four guards. Use the Super Dragon's 
secondary function, the grenade launcher, to kill them quickly. Take out any you 
missed with the rapid fire of the Super Dragon. When Jonathan arrives, he'll 
begin to plant explosives that will make an entrance to the secret hangar. Face 
the door and take out the 3-4 guards that'll try to stop him. Once the 
explosives go off, head inside. 


-OBJECTIVE 3: ESCAPE FROM AREA 51-
Inside the secret hangar, continue down the catwalks and kill the two guards 
there. Then head down the ramp near where you came in and enter the door under 
it. After the cinema, head over to the back of the lower hangar where the Maian 
Vessal is located. After the dialogue, you have two decisions leading to your 
escape:

1. Let Jonathan open the doors. Wait for him to get up the catwalks, then go to 
the base of the ramp. Take out any guards that come in so they won't hurt 
Jonathan. After they're all gone, head back to the craft and stand near Elvis. 
Eventually you'll take off and complete the mission. This is the easiest option.

2. Open the doors yourself. Follow closely with Jonathan and you'll tell him to 
leave with Elvis. Now, head up the ramp and take out any guards. Then head down 
the catwalk and activate the two computers at each end. Now Jonathan and Elvis 
will escape. Kill any more guards on the way to the HoverBike. Get on by 
Pressing B twice, then head into the lab area (where you kept Elvis at the 
beginning of the level). Head down the hall and past the containment and autopsy 
labs. Continue down the main path until you come outside. Kill the guards out 
here, then go to the back right corner and enter the circular door. Continue 
down the passage until you enter the room with several large support beams and a 
few guards. Kill the guards and head to the door in the back. Continue down the 
passage inside to get out of the complex and complete the mission.


________________________________________________________________________

  - - - - - - - - - - - MISSION 5: THE PRESIDENT - - - - - - - - - - -
________________________________________________________________________

   Now that the urgent matter of rescuing the Maian is completed, you must go 
and save the President. Unfortunately, your trip to Area 51 cut into the time 
you had to rescue him from danger, so now you'll have to sneak on to Air Force 
One to reach him. It's about to tke off from the Air Base in Alaska. Be careful, 
because who knows what could happen if you're too late.


________________________________________________________________________
                                                     
       - - - - - - -| LEVEL 1: AIR BASE - ESPIONAGE |- - - - - - -
 
   Your first order of business is to infiltrate the Alaskan Air Base and board 
Air Force One. However, we are unaware if the guards located here are supporting 
Trent Easton in his plot to clone the President, so they musn't be harmed until 
we are sure of it. You'll have to sneak in without alarming anyone, or Air Force 
One may take off before you can reach it. There's a stewardess coming up from 
outside the base. If you can steal her extra uniform, you could sneak in 
unnoticed.  


_______________


OBJECTIVES:
1. Obtain disguise and enter base
2. Subvert security monitoring system
3. Board Air Force One

VITAL INFORMATION:
Weapons: Start- Crossbow
         Obtain- Dragon, K7 Avenger, Falcon 2, DY357 Magnum, Proximity
                 Mines
Enemies: NSA Bodyguard, NSA Lackey, Alaskan Guard 
Gadgets: DrugSpy, Horizon Scanner

ADDITIONAL INFORMATION:
Characters Encountered: None
Vehicles/Robotics: None
Cheat Unlocked: None

_______________

DRAGON: The Alaskan Guards carry these. Pick one up outside or from the guards 
inside at the beginning of the Air Base.

K7 AVENGER: The NSA Bodyguards carry K7's around. They can be found after the 
alarm is sounded (not really the alarm, but the faster music pace) or outside 
near Air Force One.

FALCON 2: The guard that's facing the security computer carries a Falcon 2 for 
protection. 

PROXIMITY MINES: Go to where the lift that brings the stewardess up was (outside 
the very end of the tunnel). Search around the furthest back part to find a box 
of handy Proximity Mines.

DY357 MAGNUM: The NSA Lackey standing by the elevator platform holds a Magnum. 

SHIELD: The NSA Lackey by the elevator platform also holds a shield as well!

_______________


-OBJECTIVE 1: OBTAIN DISGUISE AND ENTER BASE-
When you start out, head to your left where the Alaskan Guard is patrolling. 
Shoot him in the back with a Crossbow bolt (you can pick up any missed bolts), 
then head into the tunnel ahead. If you wait, the stewardess will come to you 
with the guards far behind. Or, you can run through the tunnel and confront them 
all at once. Either way, shoot them with your Crossbow and pick up the suitcase 
the stewardess drops. Inside is a uniform. Put it on, and switch to "unarmed" so 
no one suspects you. Now you can safely enter the base. Head through the door 
beyond the two guards. A little ways down the hall, pull out the DrugSpy. The 
DrugSpy can knock out enemies in the blink of an eye, and there is at least one 
you'll need to knock out if you want to have a somewhat easy mission. Take out 
the guard at the top of the elevators, then go down the right one. To the left 
is a NSA Lackey standing still. Take him out, or he'll notice you later. Take 
out the guard here, then head down the hall to the right. Continue taking right 
turns until you reach the staircase. Go up, and take out the two guards up here 
(don't leave them standing! If you can't get them both, skip them). Drug anyone 
else you can (except the NSA Lackey by the door to the elevator platform), then 
switch back to Joanna. 


-OBJECTIVE 2: SUBVERT SECURITY MONITORING SYSTEM- 
After making it through the door to the main part of the base and you're a 
little ways down the hall, pull out the DrugSpy. The DrugSpy can knock out 
enemies in the blink of an eye, and there is at least one you'll need to knock 
out if you want to have a somewhat easy mission. Take out the guard at the top 
of the elevators, then go down the right one. To the left is a NSA Lackey 
standing still. Take him out, or he'll notice you later. Take out the guard 
here, then head down the hall to the right. Continue taking right turns until 
you reach the staircase. Go up, and take out the two guards up here (don't leave 
them standing! If you can't get them both, skip them). Drug anyone else you can 
(except the NSA Lackey by the door to the elevator platform), then switch back 
to Joanna. Head down the right elevator and through the hall mentioned before. 
Keep taking rights until you reach the area with the two guards. If they're 
still around, take them out with your Dragon. Whenever they're gone, quickly 
shut off the computer. After a few seconds, the security monitoring systems will 
be shut down. Unfortunately, you've caught the attention of a few guards.


-OBJECTIVE 3: BOARD AIR FORCE ONE-
Head down the stairs and continue forward down the hall. At the end, turn to 
your left and shoot the NSA Lackey. Pick up his Magnum and Shield, then activate 
the elevator door. Turn around and you may find a few NSA Bodyguards on your 
tail. Use your Dragon to take them out (you may want to pick up their ammo). If 
you have time before they come, a Proximity Mine will take them out quickly. 
Eventually, the elevator platform will come. Board it and take it to the bottom. 
When you come out, there will be a few guards. Kill them and head outside to 
where Air Force One is. Continue forward (ignore the laser field, don't go near 
it), then take out any guards to your right. Head in that direction. Now, you 
can either board Air Force One from below (and end up in the lower section) or 
take the normal entrance and enter from the side. Both ways are fine, although I 
prefer the normal entrance more. The ladder to enter from below is to the right 
and you won't have to encounter any more guards. The side entrance is up ahead. 
Walk to the end and ascend the many stairs (watch out for the guards). Soom 
you'll reach Air Force One. 


________________________________________________________________________
                                                     
   - - - - - - -| LEVEL 2: AIR FORCE ONE - ANTITERRORISM |- - - - - - -
 
   You've made it on to Air Force One, conviniently disguised as a stewardess. 
Presidential Security will not see through your disguise, so you can wander 
around the plane as much as you like with no fear. However, getting to the 
President is urgent, and you should try to find him before any trouble arises. 
And don't expect trouble to stay away during this mission.


_______________


OBJECTIVES:
1. Locate President
2. Get President to escape capsule
3. Detach UFO from Air Force One

VITAL INFORMATION:
Weapons: Start- Laptop Gun, Timed Mine
         Obtain- Cyclone, K7 Avenger
Enemies: NSA Bodyguard, Alaskan Guard 
Gadgets: Combat Boost, Suitcase

ADDITIONAL INFORMATION:
Characters Encountered: The President, Trent Easton, Elvis
Vehicles/Robotics: Skedar Shuttle, HoverBike, Maian Vessal 
Cheat Unlocked: None

_______________

CYCLONE: The Presidential Security guards carry Cyclones. They will only drop 
them if they are killed by enemies, so you can't kill them and pick up their 
weapon (despite the fact that the other security guards won't notice).

DOUBLE CYCLONES: Whether you kill them or NSA Bodyguards kill them, the two 
Presidential Security guards at the bottom of the staircase to the President's 
level carry keycards. On either side of the staircase are decorated doors. 
Inside are Cyclones. Pick them up to get Double Cyclones.

K7 AVENGER: The NSA Bodyguards will come pouring in after the Skedar Shuttle 
attaches itself, giving you plenty of K7 Avengers to pick up.

SHIELD: There's a shield at the front of the plane in the large party room. Look 
for it to the left of the grand piano.

SHIELD: There's another shield at the back of the plane in the kitchen. This one 
is easier to get in the second half of the level, so you may want to leave it 
for later in case you need to get one fast.

HOVERBIKE: In the cargo area in the bottom of the ship, knock out the guard at 
the very end to pick up his keycard. You can then lower the cargo bay with the 
HoverBike on it. This will make it available in the next level.

_______________


-OBJECTIVE 1: LOCATE PRESIDENT-
Depending on where you start, you'll have different lengthed journeys to get to 
the President. Luckily, everyone is fooled by your disguise and you can travers 
Air Force One without any worries. If you came in the side entrance, turn to 
your right and enter the decorated door. Inside, go up the stairs and take two 
lefts. Head down the hall and you're already in the President's room. If you 
started in the hold, continue to the end, climb up the stairs, and open the 
floor panel to enter the main level of the ship. Turn left and continue walking 
forward until you reach the staircase to the Presidents level. When you meet up 
with the President, talk to him briefly and pull out your Laptop Gun. At this 
time, a Skedar Shuttle will attach itself and will supply the plane with a 
steady flow of NSA Bodyguards.


-OBJECTIVE 2: GET PRESIDENT TO ESCAPE CAPSULE-
The President must escape safely, so get him to the escape capsule before 
Trent's men get to him. The escape capsule is in the hold, so proceed down the 
stairs, take out any NSA Bodyguards the Presidential Security missed, and head 
to the back of the plane. In the second passanger section, Trent will be waiting 
with two Alaskan guards. Ignore Trent and shoot the guards. Then head to the 
entrance to the hold, which is on the left side of the ship, right before the 
kitchen. Open the door panel and go down. Go through the door ahead, then open 
the door in the next room. Inside is the escape capsule. Wait for the President 
to get inside, then shut the door.


-OBJECTIVE 3: DETACH UFO FROM AIR FORCE ONE-
The Skedar Shuttle must be detached if everything is to go right, so head back 
to the grayish tunnel you saw just after you came down the stairs. There may be 
a few more guards here and there, but they'll be easy to take out. Once you get 
back, take out your Timed Mine and throw it into the tunnel. After it explodes, 
you'll see the Outro and complete the level (unfortunately, everything didn't go 
right).


________________________________________________________________________
                                                     
    - - - - - - -| LEVEL 3: CRASH SITE - CONFRONTATION |- - - - - - -
 
    Elvis' quick thinking caused Air Force One to crash. Luckily, everyone on 
board survived. The President escaped in the escape pod, but Trent Easton picked 
him up and is now waiting for Mr. Blonde to come pick him up and "take care of 
him", then replace him with the clone. This is one of your most important 
missions. You'll have to sace the President, get him to safety, eliminate the 
clone, and make it out alive. You're still in Alaska, so don't expect the cold 
terrain to be easy to navigate.


_______________


OBJECTIVES:
1. Activate distress beacon
2. Retire Presidential clone
3. Locate and rescue President

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope)
         Obtain- K7 Avenger, Sniper Rifle
Enemies: NSA Bodyguard, Alaskan Guard 
Gadgets: Horizon Scanner, President Scanner, Combat Boost, Night Vision 
         Goggles

ADDITIONAL INFORMATION:
Characters Encountered: The President, Trent Easton, Mr. Blonde, Elvis
Vehicles/Robotics: G5 Robot, HoverBike, Maian Vessal, Skedar Shuttle
Cheat Unlocked: Trent's Magnum (2:50)

_______________

K7 AVENGER: The NSA Bodyguards carry these around. Take them out and pick them 
up.

SNIPER RIFLE: The Alaskan Guards use Sniper Rifles. They usually support NSA 
Bodyguards when they know there's trouble, so look for them.

SHIELD: There's a shield behind the sentry guns in the open area with the trees 
and the crashed Skedar Shuttle. However, this is far out of your way and it'd be 
best just to skip getting it.

_______________


-OBJECTIVE 1: ACTIVATE DISTRESS BEACON-
Despite the fact that the communications are jammed, if you activate this 
distress beacon that's attached to the escape pod of the President, the moment 
they get back on the Carrington Institute will be able to locate your position 
and send help. When you start, move along the wall to your right. After you pass 
the rock formation on your left, look into your Falcon 2's scope to see a guard 
ahead. Take him out (there's also one to your right you should take out 
sometime, too). When the guard is gone, head forawrd and a little bit to your 
left (out into the center of the open area). Ahead you'll see the escape pod. 
Run up to it and press B to activate the beacon.


-OBJECTIVE 2: RETIRE PRESIDENTIAL CLONE-
You next objective is to take out the clone of the President that may cause 
future turmoil if not stopped. From the escape pod, turn left and head alongside 
the wall to your right. You'll soon come to an opening in the wall. Go inside 
(you'll know you're going the right way if you see the Grand Piano). Up ahead is 
another open area. Kill all the guards here and any that may come. Then head 
down the steep slope to you right. This lead down into a dark cavern. Put on 
your Night Vision Goggles. With them on, take out any guards around. Then take a 
right at the branch and continue through the caverns in a straight path. Ahead 
you'll see another figure. This is the clone. Shoot him and you'll complete the 
objective. Take out the other guards around him, but don't get lost in the 
caverns.


-OBJECTIVE 3: LOCATE AND RESCUE PRESIDENT-
With the clone gone and help coming as soon as it can, the last thing you have 
to do is find the President and rescue him from Trent Easton and his men. Head 
back out of the caverns where the clone was located and climb back up the steep 
slope. Head toward the way you came in to this area. Then follow the left wall 
until you come to a tunnel. Go inside. At the branch in the path, take a left. 
Then take a right at the next branch. Up here you'll meet four G5 Robots. Unlike 
the G5 Robot in Chicago, these ones can be destroyed. Take them out with your K7 
Avenger (you might kill more than one at once because they bunch together and 
explode). Also, head back down the tunnel a little ways to find cover. Once 
they're all gone, head into the room they came from. To your right is Trent 
Easton with a DY357-LX pointed into the President's back. A few shots at Trent 
won't kill him, but it will scare him off. Once Trent runs away, head back to 
the last branch with the President. This time take a left. From here, head 
almost directly forward and you'll eventually come to Elvis and his crshed Maian 
Vessal. There will be approximately two guards on the way. Don't let them harm 
the President. When the President arrives at Elvis' craft, you'll complete the 
objective, the level, and the mission.


________________________________________________________________________

===========================================
More of the Agent Walkthrough Coming Soon!
===========================================

 
                             *     *     *

________________________________________________________________________

                                                                      
|______________________________________________________________________|
 \____________________________________________________________________/
  |                                                                  |
  | - - - - - - - - SPECIAL AGENT MISSION WALKTHROUGH - - - - - - - -|  
  |__________________________________________________________________|
 /____________________________________________________________________\
|                                                                      |

   After completing a level on the Agent difficulty, you can then advance to 
play that level on the Special Agent difficulty level. On this difficulty, every 
level will have at least one extra objective, and the enemies' intelligence will 
increase, along with their accuracy and damage they deal. You won't be able to 
go through the levels the same way you used to, and there may be some new areas 
to explore. Take a look at this special walkthrough for the Special Agent levels 
for all your medium-difficulty needs. Here's the mission set-up, similar to the 
Agent mode's set-up:

   ______________________
 _/SPECIAL AGENT MISSIONS\____________________________________________ 
|---------------------------------------------------------------------\
|MISSION 1: Level 1: dataDyne Central - Defection                     |
|           Level 2: dataDyne Research - Investigation                |
|           Level 3: dataDyne Central - Extraction                    |
|MISSION 2: Level 1: Carrington Villa - Hostage One                   |
|MISSION 3: Level 1: Chicago - Stealth                                |
|           Level 2: G5 Building - Reconnaissance                     |
|MISSION 4: Level 1: Area 51 - Infiltration                           |
|           Level 2: Area 51 - Rescue                                 |
|           Level 3: Area 51 - Escape                                 |
|MISSION 5: Level 1: Air Base - Espionage                             |
|           Level 2: Air Force 1 - Antiterrorism                      |
|           Level 3: Crash Site - Confrontation                       |
|MISSION 6: Level 1: Pelagic II - Exploration                         |
|           Level 2: Deep Sea - Nullify Threat                        |
|MISSION 7: Level 1: Carrington Institute - Defense                   |
|MISSION 8: Level 1: Attack Ship - Covert Assault                     |
|MISSION 9: Level 1: Skedar Ruins - Battle Shrine                     |
|SPECIAL ASSIGNMENTS: Level 1: Mr. Blonde's Revenge                   |
|           Level 2: Maian S.O.S.                                     |
|           Level 3: WAR!                                             |
|           Bonus Level: The Duel                                     |
|_____________________________________________________________________|

*Note- Seeing as you must complete the Agent levels before playing the Special 
agent ones, it is assumed that you know the general way around the building, 
won't need detailed directions to places you've been before. If you've 
forgotten, take a look back into the Agent Walkthrough. Any new places you must 
go will be described in detail.


________________________________________________________________________

- - - - - - - - - - - - MISSION 1: LUCERNE TOWER - - - - - - - - - - - -
________________________________________________________________________

      Your first mission take place on the many floors of the skyscraper and 
Headquarters of the dataDyne Corp., Lucerne Tower. Who knew you'd be 
infiltrating the enemy base on your first mission? There's a good reason for 
this dangerous assignment, as Dr. Caroll, an employee of the dataDyne Corp., has 
requested to be taken out of the lab he is working in. He feels that what 
dataDyne is doing is morally wrong, and wishes to leave before anyone finds out 
his beliefs. You'll have to get into the tower, get into the lab, save Dr. 
Caroll, and escape. Security is tight, so you may have to find some special ways 
to get in. It may be your first mission, but you can handle it as a A++ student.


________________________________________________________________________
                                                     
   - - - - - - -| LEVEL 1: DATADYNE CENTRAL - DEFECTION |- - - - - - -

   The first part of your mission will require you to break into the dataDyne 
Corp.'s building, make it past all the obstacles, and into the laboratory where 
Dr. Caroll is waiting. To do this, you'll have to disable the security and 
communications, and obtain the key to the nearly everything in the building, 
Cassandra de Vries' personal keycode necklace. It'll be a tough mission, but 
this is only the easy part. You'll have to escape later, when everyone is ready 
for you.

_______________


OBJECTIVES:
1. Disable internal communications hub
2. Obtain Keycode necklace
3. Disable external security hub
4. Gain entrance to laboratory

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Silenced)
         Obtain- CMP 150
Enemies: dataDyne Infantry, dataDyne Shock Trooper
Gadgets: ECM Mine

ADDITIONAL INFORMATION:
Characters Encountered: Cassandra de Vries
Vehicles: Jumpship
Cheat Unlocked: Marquis of Queensbury Rules (1:30)

_______________

CMP 150: The guards around these here parts all carry the nice CMP 150.

DOUBLE FALCON 2's (SILENCED): The Shock Trooper on the lowest of the top three 
floors carries dual Falcon 2's. He can be found in the room near the smallish 
passage running alongside a real wall and the outside glass wall or you can wait 
for him to find you.

_______________

-OBJECTIVE 1: DISABLE INTERNAL COMMUNICATIONS HUB-
The internal communications hub must be jammed if you wish to stop the enemies 
in the tower from alerting those in the laboratory. They also may call for 
support if you don't do this. The communications hub is located outside on the 
roof, conveniently near where you're dropped off. Run down the ramps, but watch 
out for the dataDyne Trooper patrolling near the first door. Enter the doors, 
and go down the next ramp (don't forget about the Trooper on this ramp either). 
As you get to the bottom of this ramp, Carrington will contact you telling you 
that the comms hub is nearby. Turn to the left, and head towards the area 
lighted by a red light. Over there is a terminal, which happens to be the 
communications hub. Throw an ECM Mine onto it and it will be disabled.


-OBJECTIVE 2: OBTAIN KEYCODE NECKLACE-
You'll need to pick up Cassandra's necklace, which is a special key that allows 
access to most areas of the Tower. After completing the first objective, enter 
the stairway that leads to the top floor of the building. Take care of all the 
guards on this floor, then switch your weapon to "unarmed". Enable the secondary 
function, disarm, and enter Cassandra's office. When you enter, run up to 
Cassandra and hit Z to take the necklace from her. Don't wait too long or she 
may call security (don't worry too much, you'll have plenty of time, just don't 
dawdle). She may fall down to the floor, but she's just knocked out, not dead. 


-OBJECTIVE 3: DISABLE EXTERNAL SECURITY HUB-
It's always nice to disable the security (especially for the Jumpship that'll be 
coming to pick you up later in the Mission), so you need to locate the security 
hub room and disable it. Leave Cassandra's office and enter the elevator (or 
take the stairs to the right if you prefer). Don't spend too much time killing 
enemies on these floors, as it is unnecessary. Whichever way you go, eventually 
get into the elevator and go down to the lobby. While you're still coming down, 
an alarm will be activated, and plenty of dataDyne Troopers and Shock Troopers 
will come running. Choose a location you feel comfortable with (the stairs is a 
good place, as they will decrease the amount of guards attacking at once), and 
bear the seemingly endless flow of soldiers. When the flow finally starts to 
stop, go down the stairs and to the right. One of the big, brown, decorated 
doors will be here. Open it up and enter. If there's any guards left in here 
(it's doubtful after the alarm went off), take them out. Look to the left side 
of the wall to your left to find the security hub. Throw one of your other ECM 
Mines onto it to jam it.


-OBJECTIVE 4: GAIN ENTRANCE TO LABORATORY
With all the guards taken care of, it'll be a piece of cake finding the elevator 
that'll take you down to the lab. It's located in the same place as it was when 
you played this level on the Agent difficulty. Exit the security hub room and 
turn and walk to the right. Enter the other brown, decorated door and then go 
through the self-moving wall to get to the elevator. Mission complete.

________________________________________________________________________
                                                     
   - - - - - - -| LEVEL 2: DATADYNE CENTRAL - RESEARCH |- - - - - - -

   You've made it past the heavy security of Lucerne Tower, and are now about to 
face the heavy security of the labs. In addition to saving Dr. Caroll, there are 
a couple other things that would be helpful for you to do while you're in the 
labs. First, holograph the radioactive isotope dataDyne is holding in their lab. 
Second, shut down the experiments that the scientists are working on. It's 
always nice to set dataDyne's technology back a little bit so they don't get too 
advanced. Be careful, because getting into the Dr. Caroll's lab will not be 
easy.

_______________


OBJECTIVES:
1. Holograph radioactive isotope
2. Start security maintenance cycle
3. Shut down experiments
4. Locate Dr. Caroll

VITAL INFORMATION:
Weapons: Start- Falcon 2 
         Obtain- CMP 150, K7 Avenger, Dragon
Enemies: dataDyne Trooper, dataDyne Shock Trooper
Gadgets: CamSpy

ADDITIONAL INFORMATION:
Characters Encountered: Dr. Caroll
Vehicles: Cleaning Hovbot
Cheat Unlocked: None

_______________

CMP 150: Like the tower above, the Troopers in the lab carry CMP 150's.

K7 AVENGER: In the first lab on your left, a elevator platorm behind the 
computers' counter leads to the firing range, where a Shock Trooper is trying 
out the K7 Avenger.

DRAGON: The Shock Troopers in Sector Four (the big lab before Dr. Caroll) use 
Dragons.

_______________


-OBJECTIVE 1: HOLOGRAPH RADIOACTIVE ISOTOPE-
After getting off the elevator and subduing the guard in the intro cutscene, 
head down the hall to your left. Take a right, kill the guard, then open the 
silver door ahead. Inside are four more guards. Stay outside the door and limit 
your view into the room so it's hard for them to hit you. After they're gone, 
enter and proceed into the silver door on the other side. In this large room 
with the strange, descending-cube-pattern center, take a right into the silver 
door. Kill the two guards you come across, then pull out the CamSpy. Open the 
door ahead and holograph the green object above. Then take the CamSpy back to Jo 
and switch back to her control with A.


-OBJECTIVE 2: START SECURITY MAINTENANCE CYCLE-
Head back out into the room with the descending-cube-pattern center (I don't 
know what else to call it). Head into the door on the far left. Inside, you'll 
be heading through a dark tunnel with guards hiding around nearly every corner, 
partially protected by big gray boxes. Head shots shouldn't be too hard to 
acheive when the duck behind the crates. After you go down the steep ramp, turn 
right and go down another. Enter the door marked "SECTOR ONE". Inside, defeat 
the two guards, then activate the two computers on the wall by pressing B. This 
will complete the objective. Head back up to the cube-pattern room.


-OBJECTIVE 3: SHUT DOWN EXPERIMENTS-
Sabotaging the dataDyne experiments could really help let the Carrington 
Institute catch up to their technological levels. Enter the last door in the 
cube-pattern room and kill the guard inside. Enter "SECTOR TWO" and kill all the 
guards in the long hall. Then start shutting down the experiments. One is down 
the long passage to the right of where you first enter. Hold a gun to the 
scientist to get him to shut it down. The last two are in the last lab on the 
left. Make the scientist shut the first one down, then head through the big 
silver doors in the back of the room. Inside is another scientist, but this one 
isn't as cooperative. When he sounds the alarm, shut it off (Press B by the 
computer he's standing next to). He won't help you, so you'll have to shut down 
the experiment yourself. Press B next to the two computers at the front of the 
table to shut them off. This will also complete the objective.


-OBJECTIVE 4: LOCATE DR. CAROLL-
Exit the labs (watch out for guards coming because of the alarm) and head into 
the big silver doors on the opposite side on the really long hall. Inside, kill 
the guards. Now you'll come across a big laser field. The maintenance cycle you 
started earlier will cause a Cleaning Hovbot to come by every once n a while. Be 
patient and wait. When it comes (and is going in your direction), follow it as 
it shuts down the lasers temporarily. Now, enter the large room and kill the two 
guards inside (there are also two CMP 150's on the circular center table). Enter 
the door in the back and start to enter the higher security sector. When you 
open a door and see a computer, stop. To either side of you are Dragon-wielding 
Shock Troopers. Run in the room for a split-second, pull off a round or two, 
then retreat. Wait for the Troopers to come to you. After they're gone, wait for 
two more guards to come up from behind (they would seriously harm you if they 
caught you with only a Data Uplink). After they're dead, take out the DataUplink 
and use it on the computer to crack the code. Enter and proceed to the very 
large lab. Inside, head to your left. There's a Shock Trooper there. Going 
counter-clockwise, sweep the room and take out the other two Shock Troopers. 
When all are dead, head to the back of the room (the opposite of where you 
entered). Open the silver door, then retreat so the drone gun above won't hurt 
you. When the drone gun comes back down, zoom with your Dragon and fire a few 
rounds into it. When it explodes, stand in the doorway and shoot the second 
drone gun behind it. Proceed to the end of the room and you'll be in Dr. 
Caroll's lab.

________________________________________________________________________

===================================================
More of the Special Agent Walkthrough Coming Soon!
===================================================

 
                            *     *     *

________________________________________________________________________

 - - - - - - - - - - - COMBAT SIMULATOR CHALLENGES - - - - - - - - - - - 
________________________________________________________________________


   The thirty challenges found in the combat simulator are the second largest 
attraction of this game, only second to the Solo Missions. The challenges test 
your skill in multiplayer settings, and if you can complete them, you'll unlock 
new weapons, arenas, and more to use in the Multiplayer matches. So, in order to 
get all the cool weapons for big brawls with your friends, you'll need to finish 
as many missions as you can. Instead of unlocking something when you complete a 
challenge, however, once you open a new challenge you can use the weapons in it 
for multiplayer as soon as you get it. Therefore, you must only complete a 
certain number of challenges to unlock things, not a specific challenge. Here's 
what you'll unlock by completing the specified number of challenges:


   1: Complex (Arena), Farsight XR-20 (Weapon), Grenade (Weapon)
   2: Hold the Briefcase (Scenario), Shotgun (Weapon)
   3: Warehouse (Arena), Falcon 2 (Silenced)(Weapon) 
   4: Capture the Case (Scenario), HardSim (Simulant), 
      Super Dragon (Weapon)
   5: Ravine (Arena), Laptop Gun (Weapon)
   6: Hacker Central (Scenario), Temple (Arena), Remote Mine (Weapon)
   7: Tranquilizer (Weapon)
   8: Falcon 2 (Scope)(Weapon)
   9: G5 Building (Arena), PerfectSim (Simulant), Reaper (Weapon)
   10: Cloaking Device (Gadget)
   11: Grid (Arena), Devastator (Weapon)
   12: Pop a Cap (Scenario), Felicity (Arena), Proximity Mine (Weapon)
   13: Slayer (Weapon)
   14: Villa (Arena), Phoenix (Weapon)
   15: Combat Boost (Item)
   16: Sewers (Arena), Mauler (Weapon)
   17: Car Park (Arena), Callisto NTG (Weapon)
   18: Base (Arena), Crossbow (Weapon)
   19: RCP-120 (Weapon)
   20: Fortress (Arena), DY357-LX (Weapon)
   21: DarkSim (Simulant), N-Bomb (Item)
   22: Ruins (Arena), Laser (Weapon), X-Ray Scanner (Gadget)

   Any weapons you unlock will appear in the target range if you haven't found 
them in the Solo Missions. Now that you know what you get if you beat them, 
here's how to actually beat them.


-CHALLENGE 1-
Description: A challenge against basic simulants using standard weaponry.
Limits: 5 minutes, 4 kills
Opponents: ShockSim (Difficulty- Meat  Type- MeatSim)
Scenario: Combat
Options: None 
Arena: Skedar
Weapons: Falcon 2, CMP 150, Sniper Rifle, DY357 Magnum, Dragon, Disabled

The first challenge shouldn't be a problem at all. The MeatSim opponent is an 
incredibly easy opponent, as it is slow, has poor aim, and will run away after 
it gets in a few shots. The choice weapon here is the Dragon, but the CMP 150 
works well also. I suggest you act like a KazeSim and use your radar to find the 
ShockSim as soon as you can, because you can easily disarm it if you don't find 
a weapon along the way. Four kills and you're done.


-CHALLENGE 2-
Description: A challenge againstbasic simulants which includes the use of Rocket 
Launchers.
Limits: 5 minutes, 6 kills
Opponents: ShockSim (Difficulty- Meat  Type- MeatSim)
Scenario: Combat
Options: None
Arena: Area 52
Weapons: Combat Knife, Falcon 2, Cyclone, Dragon, Rocket Launcher, Disabled

The easy ShockSim is back for more punishment, but this time you're playing with 
more deadly weapons, including the fearsome Rocket Launcer. Beware, as even a 
MeatSim with explosives can be deadly if it gets a shot off. The Rocket Launcher 
is the featured weapon, but it's not the best, as the explosion may accidentally 
cause damage to you as well. The Cyclone and Dragon are your best choices for 
this match.


*More Challenges Coming Soon!*

________________________________________________________________________
         
                ___                                    __
          /\---| _ \==================================/  \---/\
         / //\ | __/   -PART IV: ADDITIONAL HELP-    / / / /\\ \ 
        /_//_/-| |==================================/___/--\_\\_\
               |/                                    

   
   The last part of this FAQ is for any other additional information I might 
possess. The first section deals with tips you can use to improve your game, 
such as using head shots and times to reload. The second part is more for fun. 
It's for any Advanced Setups that would be fun to with. Send in your own or try 
some there for maximum multiplayer pleasure. The next section is the Frequently 
Asked Questions, where any commonly asked questions will be answered. After 
that, you can get info on where and how to e-mail me, look at the contributors 
to this FAQ in the Credits, or read my closing statement in the final parts.

_______________________________________________________________________
    
    - - - - - - - - - - - - ADDITIONAL TIPS - - - - - - - - - - - -

   Here are a few good strategies and tips that I've learned and picked up 
that'll improve your game and help you out in most of the levels. 

1. Aim for Maximum Success
Head shots will deal much more damage than other shots, so take the time to aim 
for the head if there aren't many enemies around. Head shots can usually take 
out an enemy with one hit. If you're busy fighting, body shots will also give 
out some good damage. Try to avoid limb shots.

2. Try Not to Attract Attention
In each level, no matter where it is, it's not in your best interest to attract 
the attention of every guard in the area. If someone notices you, they may fire 
a loud weapon or signal an alarm, causing other enemies to come to their aid. 
Try using silenced weapons and moving softly whenever you can.

3. Duck and Cover
Ducking and finding cover from attacks is key. Ducking makes you a much smaller 
target, so in any area that you won't be needing to move much (because ducking 
slows you down a lot), it may be smart to duck. Also, when you face enemies look 
for any crates or pillars you can hide behind while they fire at you. When the 
fire ceases, jump out and unload a magazine of ammo at them, then retreat back 
to the covered area to reload.

4. Look Around Corners
While aiming, press Left or Right C to move slightly over to the side. You can 
quickly look around corners for any enemies. If there are some, you can peek 
around the corner, shoot a couple shots at them, then retreat back in a quick 
time. 

5. Standing Still
If you stand still, enemies will have a greater chance of hitting you. Instead, 
always keep on the move, especially when you have to stop firing to reload. 
Strafing is the best choice to use for this.

6. Have a Full Magazine
It's a good idea to keep your weapon's current ammo at the maximum by reloading 
whenever you have the chance. Whenever you're in a non-dangerous location, take 
the time to reload. A full magazine may come in handy.

_______________________________________________________________________
    
 - - - - - - - - - COMBAT SIMULATOR SUGGESTED SETUPS - - - - - - - - -

   Have any setups that you like to use when you play multiplayer? Any good 
ideas from readers will be posted here, along with credit given to the creator 
of the scenario. I've also put some of my ideas down here for you to try out. If 
you send one in yourself, be sure to include all the necessary components.


-CROCO64's SUGGESTED SETUPS-
My setups tend to have some sort of theme to them. Feel free to use any 
simulants you want, but I've suggested a simulant type or two to add in. It's 
also fun to play with no simulants sometimes. If you have not unlocked a certain 
weapon yet, feel free to double another weapon on the list. Enjoy. 

SKEDAR BATTLES
Type: Combat
Level: Skedar
Weapons: Slayer, Mauler, Reaper, Mauler, Cloaking Device, Shield
Simulants: None/KazeSim
Limits: 10 kills, Unlimited Time
Variations: None
This setup has everything Skedar in it: Skedar Arena, Skedar Weapons, and two 
other things, cloaking and shields, that the Skedar are strong in. The Maulers 
are great weapons, but the Reaper's fast rate of fire makes it good once you get 
it going. The Slayer adds some explosives to the mix. Whoever gets ten kills 
will win. The KazeSim adds a sense of fear, but if you find that kills are 
obtained to quickly you can play without it.


CARRINGTON'S VACATION
Type: Capture the Case
Level: Villa
Weapons: Falcon 2, AR 34, Sniper Rifle, Laptop Gun, RCP-120, Shield
Simulants: None/JudgeSim
Limits: Score 10, Unlimited Time
Variations: None
Carrington has decided to play a friendly game of Capture the Case while 
vacationing in his Villa, but it may not turn out so friendly when everyone 
finds the Carrington Institute-made guns lying about. The Sniper Rifle allows 
for Snipers to guard the case, but the other rapid fire weapons will be more of 
a threat, especially the RCP-120. First one to ten points wins.


GHOST
Type: Combat
Level: Complex
Weapons: Cloaking Device, RCP-120, Cloaking Device, RCP-120, Cloaking Device, 
Remote Mine
Simulants: FistSim
Limits: Unlimited Score, 10 minutes
Variations: One-hit Kills
Most anything you find in this level will allow you to cloak, so finding an 
enemy may be tough. The RCP-120's can automatically cloak, but this consumes 
ammo. Your best bet for taking out the RCP-120 holders is to surprise them while 
cloaked or to cunningly plant some remote mines.


-READER's SUGGESTED SETUPS-

POP A CAP, DATADYNE STYLE     By: Phil N.
Type: Pop A Cap
Level: Grid
Weapons: Magsec 4, CMP 150, DY 357 Magnum, Super Dragon, Devastator, Shield
Simulants: NormalSim, SpeedSim
Limits: Unlimited Score, 10 minutes
Variations: None
This is an interesting setup featuring dataDyne weapons and dataDyne characters. 
The author recommends giving the Simulants dataDyne Guard, Trooper, etc. skins, 
while human players should take on the appearence of Mr. Blonde, Trent Easton, 
Cassandra de Vries, etc. This setup also works well with Capture the Case and 
Hold the Briefcase.


CHAMPION SKIRMISH      By: Azz
Type:Combat
Level: Villa
Weapons: Combat Knife, Slayer, RCP-120, Callisto NTG, Laptop Gun, Laser
Simulants: 8 of any type
Limits: Personal Selection
Variations: None
This setting is mainly an all-out war. The weapons are mostly powerful and 
there's also the almighty Laptop/Sentry gun. The Villa is a big level, and that 
equals big firefights if everyone is caught up together. There are lots of good 
ambush points as well.

SNIPER WAR     By: Jesse Wiebe
Type: Combat
Level: Ravine
Weapons: Sniper Rifle, Sniper Rifle, Falcon 2 (Scope), Laser, Shield, Farsight 
XR-20
Simulants: KazeSim, SpeedSim, VengeSim, NormalSim, PreySim, JudgeSim, ShieldSim, 
FistSim (Set on Hard or Normal Difficulty)
Limits: No Time or Score Limit, Team Score 50
Variations: One-hit Kills, No Radar
My scenario doesn't really have any story or background... I just like Snipers. 
Team 1 should consist of You, the VengeSim, the PreySim, and the ShieldSim. Team 
2 should consist of the KazeSim, the SpeedSim, the NormalSim, the JudgeSim, and 
the FistSim.


*Thanks to all the contributors of these setups for sending your ideas in! 
Anyone else can feel free to contribute their own, too!*
_______________________________________________________________________
    
    - - - - - - - - - FREQUENTLY ASKED QUESTIONS - - - - - - - - -

   Believe it or not, a lot of the time you may have a completely normal 
question that many other people have. If a lot of people ask me a question, I'll 
put the answer here so you don't have to e-mail me.

Q: How do I get on the HoverBike?
A: To get on the HoverBike, stand next to it and Double Tap B. If you want to 
get off, simply Double Tap B again. That wasn't so hard, was it?

Q: How do I assasinate the Skedar Leader?
A: To kill it, you actually don't have to shoot it once. It's shields are too 
powerful, but there is another way. The Skedar holy symbol above it is what you 
have to shoot. When the Leader's shields turn green, look up at the holy symbol. 
Part of it will turn silver. Shoot the parts until they fall off. Continue doing 
this until all the parts are gone.

________________________________________________________________________

        - - - - - - - - CLOSING/CREDITS - - - - - - - -
                                

CONTACT INFO: 
Have some questions about the game? Comments about my FAQ? Something I left out? 
Info that I got wrong? If there's something you need to know or say about my 
FAQ, be sure to: 

E-mail me Questions or Comments- croco64@yahoo.com

Before you send me stuff, however, make sure you read this first:
1. Please look at the walkthrough before you send me questions! I made the 
walkthrough for a reason. It was so you could look at it, not so you could find 
my e-mail address and ask me what you want to know before you glance at it. Be 
sure to check the walkthrough to see if it can answer your question(s) before 
asking me.
2. When e-mailing me, put the words "Perfect Dark" or similar phrasing into the 
title. That would help me a lot.
3. What you see is pretty much what you get. If you have a question regarding 
something in Part 3 I haven't covered, I can't guarantee an excellent answer. 
You'll have to wait until I update.
4. If you would like to help me out in my FAQ writing, feel free to send 
anything that I missed in Part 2. Do not send any information regarding the 
walkthroughs in Part 3 that I haven't gotten to, as it will definitely not be 
accepted. If you send me something, be sure to include a name that you want me 
to put you down as in the Credits section. If there is no name, than I can 
guarantee your work will not show up here. Not all work will accepted.

Stuff to Send Me: If you have any multiplayer strategies you use or multiplayer 
setups that you like to play, send 'em in. I'll appreciate the help and if I 
accept your work, your name will go in the Credits section.

Question to Ponder: If you have any Sections that you'd like to see updated, 
request them to me and there's a greater chance you'll see more of that updated 
in the future.

Poll: What's your favorite weapon? I'm making a list of the Reader's Top Ten 
favorite weapons in the Weapons Section, so tell me your opinion about your 
favorite (only 1) weapon.

Help Wanted: If you're an expert at the firing range (i.e.- you've gotten all 
the gold medals) and are willing to do it all over again, contact me. Also, any 
cheese experts willing to do some work should contact me (cheese experts should 
know what I mean by cheese expert).


                               *   *   *


                              - CREDITS -

   A special thanks goes out to this kind people for contributing to help make 
my FAQ better and more fun and informative to read:

There are currently no contributors. 
   
                               *   *   *


Special Thanks to:
*Rareware- Excellent game, Rare, I'll be playing it for a long time to find out 
the rest of the info I need for this FAQ. 
*Perfect Dark- I got some of the descriptions from the game.
*Nintendo Power and Game Informer Magazines- Helped me with the game.
*The Instruction Booklet- I also got some of the descriptions from the manual, 
as well as the Story.

   
                               *   *   *

These Sites have been given permission to use my FAQ:
   
     *GameFAQs (www.gamefaqs.com)
     *Video Game Strategies (www.vgstrategies.about.com)

If you see this FAQ at any other sites than those listed above, please contact 
me. Thank you.

Check www.gamefaqs.com for the most recent version of this FAQ. 

                               *   *   *

COMING SOON: *Mission 6 in the Agent Walkthrough
             *Completed Mission 1 in the Special Agent Walkthrough
             *More Combat Simulator Challenges Explained
             *Multiplayer Arena Maps and Strategies
             *Multiplayer Strategies and Setups
             *More Firing Range Strategies
             *Cheats Walkthrough

                                 *   *   *


                            -CLOSING STATEMENT-
 
   "Perfect Dark is perfect!" This is a tasteless, overused semi-pun. However, 
it couldn't be more true. While no game is perfect, Perfect Dark is almost as 
close as you can get to obtaining perfection. This game has so much to do in it, 
and it'll take an incredibly skilled player to be able to do it all. I hope to 
update the guide with more info on how to complete everything in this game. Just 
be patient and wait... perfection doesn't come easily.

