Perfect Dark FAQ/Guide
By Kodos86
Copyright, 2001, by Kodos86, all rights reserved
2/19/02
Version 5.1
Platform: Nintendo 64

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                  0. T A B L E  O F  C O N T E N T S

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0. Table of Contents
1. Introduction
2. Updates
3. Tactics/General Tips
4. Weapons
5. Equipment
6. Walkthrough
7. Cheats
8. Co-Operative
9. Counter Operative
10. Combat Simulator
11. Cheese Walkthrough
12. Hidden Weapon Locations
13. Challenges
14. Perfect Dark Fun
15. Characters
16. FAQ
17. Credits
18. Legal Info

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                    1. I N T R O D U C T I O N 

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Welcome to my guide for Perfect Dark, one of the best games ever made (in my 
opinion). Ill try to give the most complete information I can (although I 
havent completed the game yet, so I cant give tips for everything). For each 
stage, Ive given a guide for each difficulty. However, for easier 
stages/difficulties, Ive only given a fairly short walkthrough. Also, if some 
of my Perfect agent strategies seem similar to marshmallows (in his Perfect 
Agent guide), that would be because I used his strategy to beat that stage.

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                          2. U P D A T E S

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Version 5.1: Updated the contact information with info about my new e-mail 
             address.
Version 5.0: Added in the first 10 multiplayer challenges.
Version 4.5: Added the Perfect Agent walkthroughs for Maian SOS and War, 
             completing the walkthrough section.
             Added a reader tip for Combat Simulator.
Version 4.0: Added Hitman Howie Ds information on the Classic Weapons.
             Added the ammunition types to the weapons section.
             Rearranged and expanded the cheat section.
Version 3.0: Changed some of the layout.
             Added the walkthrough for Unlimited Ammo- Sentry Gun.
             Added the Perfect Dark Fun section.
             Added the opposition sections to the Walkthroughs. 
Version 2.1: Added the Characters section.
             Started the Challenges section.
Version 2.1: Fixed the Margins.
Version 2.0: Added the Combat Simulator section.
             Added the Counter-Operative section. 
             Added the Co-Operative section.
             Added the Cheese Walkthrough.
             Added the Hidden Weapons Locations.
Version 1.0: Initial update.

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                 3. T A C T I C S/ G E N E R A L  T I PS

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Here, Ill give you some tactics for completing Perfect Dark (however, you 
probably will need most of these mainly for Perfect agent).

Automatics
---------------------------------------------------------------------------
Ah, the joy of automatics- getting to let loose the entire clip in a matter of 
seconds. Well, the spray and pray method may work in agent, but in the higher 
difficulties, you need to conserve ammo. Its better to fire a short burst or 
single shot (or even better, aim). Youll be more likely to hit the enemy, and 
youll save ammo. However, if your dealing with a crowd of enemies, it may help 
to just spray the clip at them.

There are some people you should be afraid of...
----------------------------------------------------------------------------
These people (marshmallow calls them scary people) would be the enemies that 
have high amounts of health or deadly weaponry. These would include guys with 
double weapons, guys that can cloak, anyone with an explosive, any full-grown 
Skedar, etc. Its good to avoid them, but you usually cant.

Explosives can be harmful to your health
-----------------------------------------------------------------------------
Ah yes, explosives. Great for eliminating big groups of enemies. Just be sure 
you dont stand near where they are going to go off, or there wont be much left 
of you. Nuff said.

Happiness is a HeadShot
-----------------------------------------------------------------------------
As I said, go for head shots if you want to eliminate any enemy, get them in the 
head! The chest would be second best, although it takes a bit longer. Anything 
else, dont hit unless necessary. This doesnt apply to the Skedar; they have 
different weaknesses that well come to later.

Dont shoot the scientist!
-----------------------------------------------------------------------------
Unfortunately, it only takes one dead scientist, civilian, etc. to fail your 
mission, and theyre incredibly weak. Just dont blast them.

Speed Strafing
-----------------------------------------------------------------------------
This becomes one of the most useful techniques in the game. Just hold on the 
sidestep button while running to go faster.

Take advantage of the guards glitches
-----------------------------------------------------------------------------
No Goldeneye glitches here! Unfortunately for us, the guard glitches from 
Goldeneye have been fixed. Remember how guards in Goldeneye wouldnt shoot over 
some platforms? Now they will. And dont try to get right up against them so 
they cant hit you. Now theyll just punch you. The one that still works is the 
kneeling glitch. Once theyve kneeled down, they cant turn while firing, and 
have to stand up to move.

Use Shields, When Provided
-----------------------------------------------------------------------------
Im not just talking about the shields you can get throughout the stages. Im 
referring to the stuff like chairs, tables, etc. If it doesnt move gives you 
some cover, and wont blow up in your face, use it! This also applies to human 
shields.

Run-Away! Run-Away!
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This is actually a lifesaver at times; if you have to reload, are outnumbered, 
etc., and there are large amounts of guards in front of you, run away! It will 
at least prevent them from getting off large amounts of shots at you.

Surprise the guards
-----------------------------------------------------------------------------
If you catch the guards off guard (no pun intended) itll be easier to survive. 
Also, you may attract guards depending on how loud of a weapon you use. 

Use the right weapon for the right job.
-----------------------------------------------------------------------------
This is pretty simple. Each weapon is good for something. Just know when to use 
them. Obviously, you wouldnt try sniping with a DY357, or 
close quarter combat with a Slayer.

Hand Grenades 101
-----------------------------------------------------------------------------
Using hand grenades SHOULD be fairly simple: pull the pin and throw it. Too bad 
the guards are so inept at it, which makes them even more dangerous with them. 
The guards obviously think nothing of blowing up themselves and all their 
coworkers, just to kill you. Thus, if you see someone pulling a pin, or yelling 
something like, Fire in the hole, scramble for cover IMMEDIATELY!

A few other general tips:

- Know a stage's layout before trying to beat it on Perfect Agent
- Side step instead of using the joy stick

So, Whats Different In the Higher Difficulties
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The first thing youll notice is extra objectives. The stages layouts stay the 
same (except for Deep Sea), but some areas of the stages are locked in other 
difficulties. The enemy AI is much higher in Perfect Agent, then in, say Agent. 
The enemies are more accurate, do more damage, are stronger, and are smarter.

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                            4. W E A P O N S

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Heres how this section works:

Name of weapon
--------------
Primary function: the weapons primary function
Secondary function: its secondary function
Reload: how fast it reloads
Ammo type: The type of ammo it uses (pistol, SMG, rifle, etc.)
Clip size: the clip size (duh)
Max Ammo: How much ammo it can carry (not counting the clip)
Double Weapon: this only appears if it can be carried double
Scope range: its range, if it has a scope (only appears if it has one)
(Then would follow a description of it)

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Pistols
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Falcon 2
----------------------------------------------
Primary function: single shot
Secondary function: pistol whip
Reload: fast
Ammo type: Pistol
Clip size: 8
Max ammo: 800
Double Weapon
Scope Range N/A (x2 with Falcon 2 Scope)
Other versions: silencer, scope

The Falcon 2 is your standard starting weapon for most of the stages. The 
silenced version is quieter, and good for stealth missions. The scope gives you 
extra aiming capabilities. Youll usually have to try to get headshots with 
this.

Magsec 4
----------------------------------------------
Primary function: single shot
Secondary function: 3 round burst
Reload: fast
Ammo type: Pistol
Clip size: 9
Max Ammo: 800
Double Weapon
Scope Range: x2.4

This has to be the PD version of the Klobb! Despite its scope, it has horrible 
accuracy! If you use the 3-round burst, the accuracy deteriorates even further. 
Good stopping power almost saves it, though.

Phoenix
----------------------------------------------
Primary function: single shot
Secondary function: explosive shell
Reload: medium
Ammo type: Pistol
Clip size: 8
Max Ammo: 800
Double Weapon

This is one of the best pistols in the game! You should always use the 
secondary function, since that fires explosive shells (you dont have to be as 
accurate). It also makes a cool sound when you fire it.

DY357 Magnum
---------------------------------------
Primary function: single shot
Secondary function: pistol whip
Reload: slow
Ammo type: Magnum
Clip size: 6
Max Ammo: 200
Double Weapon

Some things havent changed. This isnt much difference then current six-
shooters. It has horrible recoil, but great stopping power. It also takes 
forever to reload.

DY357-LX
--------------------------------------
Primary function: single shot
Secondary function: pistol whip
Reload: slow
Ammo type: Magnum
Clip size: 6
Max Ammo: 200
Double Weapon

This is the PD version of the Golden Gun. It has all the same stats as the 
DY357, except that it kills instantly.

Mauler
---------------------------------------
Primary function: single shot
Secondary function: charge-up shot
Reload: fast
Ammo type: Pistol
Clip size: 20
Max Ammo: 800
Double Weapon

The Maulers primary function is horribly weak. Its saving grace is the 
secondary function, which charges up 5 shots and kills instantly (however, 
youll loose the ammo you had charged if you reload).

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Sub-Machine Guns
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CMP150
-----------------------------------------
Primary function: rapid fire
Secondary function: follow lock-on
Reload: fast
Ammo type: SMG
Clip size: 32
Max Ammo: 800
Double Weapon

The CMP150 is usually found in any stage with DataDyne. It seems to be the PD 
version of an Uzi, and has good stopping power and rate of fire. The follow 
lock-on feature lets it lock onto a target youve aimed at, 
and is very helpful in dealing with cloaked enemies.

Cyclone
---------------------------------------------
Primary function: rapid fire
Secondary function: magazine discharge
Ammo type: SMG
Reload: medium
Clip size: 50
Max Ammo: 800

The Cyclone is probably one of the coolest machine guns in the game. It has 
great stopping power, although it is in no way accurate. The secondary function 
discharges the entire clip at once.

Callisto NTG
---------------------------------------------
Primary function: rapid fire
Secondary function: high impact shells
Reload: medium
Ammo type: Rifle
Clip size: 32
Max Ammo: 800

This Maian weapon works great against Skedar. The primary function has a high 
rate of fire. The secondary has greater stopping power, but slower rate of fire. 

RC-P120
------------------------------------------
Primary function: rapid fire
Secondary function: cloak
Reload: medium
Ammo type: SMG
Clip size: 120
Max Ammo: 800

This has to be one of the best weapons in the entire game. It has a ridiculously 
big clip, and great stopping power. Its secondary function uses the ammo to 
power a cloaking device.

Laptop Gun
-------------------------------------------
Primary function: rapid fire
Secondary function: deploy as sentry gun
Reload: fast
Ammo type: SMG
Clip size: 50
Max Ammo: 800
Scope Range: x2

The laptop gun has great stopping power and clip size. The secondary function 
sets it as a drone gun, which is best for multiplayer. 

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Assault Rifles
-----------------------------------------------------------------------------

Dragon
-------------------------------------------
Primary function: burst fire
Secondary function: proximity mine
Reload: fast
Clip Size: 30
Ammo type: Rifle
Max Ammo: 400
Scope range: x2

The Dragon has average stopping power and fairly good accuracy. Setting it as 
proximity mine is great for multiplayer.

K7 Avenger
-------------------------------------------
Primary function: burst fire
Secondary function: threat detector
Reload: medium
Ammo type: Rifle
Clip size: 25
Max Ammo: 400
Scope range: x3

The K7 Avenger has the greatest stopping power and rate of fire of all the 
assault rifles. Unfortunately, its sub-average clip size means that youll have 
to reload a lot. The threat detector shows you where threats such as mines and 
drone guns are.

AR34
------------------------------------------
Primary function: burst fire
Secondary function: use scope
Reload: medium
Ammo type: Rifle
Clip size: 30
Max Ammo: 400
Scope range: x3

The AR34 is probably the most accurate of the assault rifles in PD. Its 
secondary function lets you walk with the scope zoomed in, and is pretty 
useless.

Super Dragon
--------------------------------------------
Primary function: burst fire
Secondary function: grenade launcher
Reload: fast
Ammo type: Rifle (secondary: grenade rounds)
Clip size: 30 (secondary: 6)
Max Ammo: 400 (secondary: 40)
Scope range: x2

The primary function for the Super Dragon is the same as the regular Dragon. 
What separates it from the Dragon is its secondary function: a grenade 
launcher! This becomes very helpful when dealing with large amounts of enemies.

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Other Rifles
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Shotgun
-------------------------------------------
Primary function: shotgun blast
Secondary function: double blast
Reload: very slow
Ammo type: Shotgun Shells
Clip size: 9
Max Ammo: 100

The shotgun has good stopping power, and very slow rate of fire. Like a real 
one, it pumps after every shot. Since the shells scatter, it does more damage at 
close range. The secondary function fires 2 shots at once. To reload, each shell 
is loaded one-by-one, though you can stop the reload by pressing Z.

Sniper Rifle
--------------------------------------------
Primary function: single shot
Secondary function: crouch
Reload: medium
Ammo type: Rifle
Clip size: 8
Max Ammo: 400
Scope Range: x30

PDs sniper rifle beats Goldeneyes by a long shot! The Sniper Rifle (or CI2020, 
according to the manual) is extremely accurate over long distances. However, it 
should never be used for close quarter combat, as its rate of fire is too slow.

Farsight XR-20
--------------------------------------------
Primary function: rail-gun effect
Secondary function: target locator
Reload: slow
Ammo type: Orbs
Clip size: 8
Max Ammo: 100

The ultimate sniping weapon! The Farsight utilizes an X-ray vision for aiming. 
It has the ability to shoot through any amount of obstacles, doors, walls, 
people, etc. It also kills instantly. The target locator seeks out specific 
targets (a multiplayer favorite). However, it is a poor choice for close quarter 
combat, because of a slow rate of fire.

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Explosives
-----------------------------------------------------------------------------

Devastator
--------------------------------------------
Primary function: grenade launcher
Secondary function: wall hugger
Reload: fast
Ammo type: Grenade rounds
Clip size: 8
Max Ammo: 40

The Devastators primary function is a basic grenade launcher. The secondary 
function fires a grenade that grips onto a surface before exploding.

Rocket Launcher
--------------------------------------------
Primary function: rocket launch
Secondary function: targeted rocket
Reload: slow
Ammo type: Rockets
Clip size: 1
Max Ammo: 3

The name says it all, you fire a rocket, and everything in its radius goes boom 
(including you if youre too close). The secondary function lets you lock onto a 
target, which the rocket follows around until it hits.

Slayer
--------------------------------------------
Primary function: rocket launch
Secondary function: fly-by-wire rocket
Reload: slow
Ammo type: Rockets
Clip size: 1
Max Ammo: 3

Its primary function is a basic rocket launcher. The secondary function fires a 
rocket that you can control, and detonate by pressing Z.

Grenade
--------------------------------------------
Primary function: 4-second fuse
Secondary function: proximity pinball
Reload: fast
Ammo type: Grenades
Clip size: 1
Max Ammo: 12

Pull the pin, throw it, wait 4 seconds, and BOOM! Or, you can alternatively use 
the secondary function, which sends it bouncing around until it hits something.

N-Bomb
---------------------------------------------
Primary function: impact detonation
Secondary function: proximity detonation
Reload: fast
Ammo type: N-Bombs
Clip size: 1
Max Ammo: 10

This works like a grenade, except that it unleashes a large blast radius. Those 
near the center are killed; anyone farther away, but still in the radius is 
dazed (you can also get dazed or killed by it). It can be set for impact or 
proximity detonation.

Timed Mine
----------------------------------------------
Primary function: timed explosive
Secondary function: threat detector
Reload: fast
Ammo type: Timed Mines
Clip size: 1
Max Ammo: 10

The name says it all. Its a timed grenade. Boring.

Proximity Mine
--------------------------------------------
Primary function: proximity explosive
Secondary function: threat detector
Reload: fast
Ammo type: Proxy Mines
Clip size: 1
Max Ammo: 10

You stick it to any surface, if something walks on it, BOOM!

Remote Mine
----------------------------------------------
Primary function: remote explosive
Secondary function: detonate
Reload: fast
Ammo type: Remote Mines 
Clip size: 1
Max Ammo: 10

Its a mine that you manually detonate. Need I say more?

-----------------------------------------------------------------------------
Other
-----------------------------------------------------------------------------

Unarmed
--------------------------------------------
Primary function: punch
Secondary function: disarm
Reload: N/A
Ammo type: N/A
Clip size: N/A
Max Ammo: N/A

Only use if youre out of ammo. If you can hit someone in the back, you get a 
KO. Otherwise, use the disarm function to take their weapons.

Reaper
----------------------------------------------
Primary function: reapage
Secondary function: grinder
Reload: slow
Ammo type: Reaper ammo
Clip size: 200
Max Ammo: 800

The Reaper is, without a doubt, the most inaccurate weapon in the entire game. 
Its saving grace would be that it can fire a huge amount of shots at the 
enemies. Ducking will make it slightly more accurate, but there is no point in 
aiming. Just point it in the enemys direction, and spray. The grinder works 
like a chain saw. 

Combat Knife
-------------------------------------------------
Primary function: slash
Secondary function: throw poison knife
Reload: fast
Ammo type: Knifes
Clip size: 1
Max Ammo: 10

Oh yeah. The hunting and throwing knife from Goldeneye combined into 
one. Actually, this isnt that bad of a weapon once you run out of ammo. The 
throwing knife takes a few seconds to take out an enemy.

Crossbow
--------------------------------------------
Primary function: sedate
Secondary function: instant kill
Reload: very slow
Ammo type: Bolts
Clip size: 5
Max Ammo: 69

This is a pretty cool weapon. The primary function knocks out the enemies 
without killing them; instant kill does just that. Its reload is similar to the 
shotgun.

Tranquilizer
----------------------------------------------
Primary function: sedate
Secondary function: lethal injection
Reload: medium
Ammo type: Sedatives
Clip size: 8
Max Ammo: 200

The tranquilizers primary slowly sedates the enemies (useless except for 
multiplayer). The secondary function kills instantly, but uses half the clip and 
is only for close range. It makes a funny popping sound when you reload, though.

Laser
---------------------------------------------
Primary function: laser blast
Secondary function: short stream laser
Reload: N/A
Ammo type: N/A
Clip size: N/A
Max Ammo: N/A

This might actually be useful, if it appeared more often. But, it only appears 
in Carrington Defense, in which the enemies already have super shields, making 
it useless. Its secondary function is more a gadget.

Psychosis Gun
--------------------------------------------
Primary function: psychosis
Reload: medium
Ammo type: Psychosis serum
Clip size:?
Max Ammo:?

The Psychosis gun looks like the tranquilizer, except for one important feature. 
When you shoot someone, they go crazy and think the other guards are enemies. 
Thus, an infected guard leaves you alone, and attacks the other guards. The 
downside is that you can get only a few shots, even if you put on infinite ammo.

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Classic Weapons
-----------------------------------------------------------------------------
All of the classic weapons are from Goldeneye, and must be earned as cheats. 
They do not have secondary functions. The Goldeneye name appears in parenthesis. 

PP9I (PP7)
--------------------------------------------
Primary function: single shot
Reload: very fast
Ammo type: Pistol
Clip size: 7
Max Ammo: 800
Double Weapon
Real name: Walther PPK

The PP7 is back. This has moderate stopping power, meaning you need to go for 
headshots. 

CC13 (DD44)
---------------------------------------------
Primary function: single shot
Reload: very fast
Ammo type: Pistol
Clip size: 8
Max Ammo: 800
Double Weapon
Real Name: TT33

This is much more powerful then the PP9i. It also attracts plenty of guards.

KLO1313 (Klobb)
----------------------------------------------
Primary function: rapid fire
Reload: very fast
Ammo type: SMG
Clip size: 20
Max Ammo: 800
Double Weapon
Real name: Skorpion

Urgh! This was the worst Goldeneye weapon, and its the worst PD weapon. 
Incredibly weak, loud, and horribly inaccurate.

DMC (D5K)
---------------------------------------------
Primary function: rapid fire
Reload: very fast
Ammo type: SMG
Clip size: 30
Max Ammo: 800
Double Weapon
Real name: MP-5K

This was one of the best weapons in Goldeneye. Good stopping power, no recoil, 
fast rate of fire.

ZZT (ZMG)
-----------------------------------------------
Primary function: rapid fire
Reload: very fast
Ammo type: SMG
Clip size: 32
Max Ammo: 800
Double Weapon
Real name: Micro-Uzi

Great rate of fire. Great stopping power. 

RC-P45 (RC-P90)
------------------------------------------
Primary function: rapid fire
Reload: very fast
Ammo type: SMG
Clip size: 80
Max Ammo: 800
Double Weapon
Real name: FN-P90

This just has to be one of the best classic weapons. It has a huge clip and does 
a lot of damage. It also has a cool buzz-saw sound and goes through doors.

KF7 Special (KF7)
--------------------------------------------
Primary function: burst fire
Reload: very fast
Ammo type: Rifle
Clip size: 30
Max Ammo: 400
Scope: x2
Double Weapon
Real name: AK-47

This has a moderate amount of damage, although it is very loud. However, after 
having it in almost every stage in Goldeneye, youre probably still sick of it.

AR53 (AR33)
-------------------------------------------
Primary function: burst fire
Reload: very fast
Ammo type: Rifle
Clip size: 30
Max Ammo: 400
Scope: x3
Double Weapon
Real name: M16 A2

The best weapon from Goldeneye returns! This will drop any guard with a few 
shots, has an excellent scope, and goes through doors!

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                          5. E Q U I P M E N T

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Data Uplink/Reprogrammer
--------------------------------------------
You use this in several stages to either open locked doors, hack into computers, 
or reprogram stuff.

Camspy
----------------------------------------------
This is used in a few missions to take pictures of things. It can go almost 
anywhere, and can open doors.

Night Vision
----------------------------------------------
These are used in some stages to see in the dark. Keep in mind that if you put 
them on while the lights are on, youll be blinded.

R-Tracker
-----------------------------------------------
Use this to locate some targets or personnel.

Combat Boost
------------------------------------------------
This makes it look like every thing has been slowed down. It actually lets you 
react faster, as the enemy reaction time appears to be slowed down.

x-ray Scanner
---------------------------------------------------
Use this to see through walls. You can only see things at fairly close range 
when you out them on, so only use them when there arent any guards around.

Horizon Scanner
---------------------------------------------------
Futuristic binoculars. These are extremely useless.

IR Scanner
----------------------------------------------------
This lets you spot cloaked enemies, cracks in walls, and lets you see in the 
dark.

Cloaking Device
----------------------------------------------------
The cloaking device makes you invisible, although it will temporarily stop 
cloaking you if you fire a weapon. It has a limited amount of time you can be 
cloaked before it disappears.

Door Decoder
---------------------------------------------------
Use this in the G5 building to open the safe.

Comms Rider
---------------------------------------------------
This has to be planted on the antenna in Area 51.

Alien Medpack
----------------------------------------------------
Used to revive Elvis in Area 51: Escape.

ECM Mine
----------------------------------------------------
Used in the first stage to jam two terminals.

Tracer bug
-----------------------------------------
Plant this on Cassandras limo in the Chicago stage.

Backup disc
----------------------------------------
Used to restore Dr. Carolls personality in the Deep-Sea stage.

Target amplifier
-----------------------------------------
Plant these on the 3 special pillars in the Battle Shrine.

Drugspy/Bombspy
------------------------------------------
These are variants of the camspy. The Drugspy is used in the airbase to drug 
enemies. The bombspy can be used to blow up enemies in Mr. Blondes revenge.

Suitcase
-------------------------------------------
Stick your gear in this in the airbase, to avoid setting off the metal 
detectors.

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                          6. W A L K T H R O U G H

=============================================================================

-----------------------------------------------------------------------------
                        Mission 1: Datadyne Central
-----------------------------------------------------------------------------

---------------------------
DataDyne Central: Defection
---------------------------

Objectives
----------
1. Disable internal security hub. SA
2. Obtain keycode necklace. SA
3. Download project files. PA
4. Disable external comms hub. SA
5. Gain entrance to laboratory. A

Weapons
-------
Falcon 2 w/ Silencer (x2)
CMP150
Falcon 2
Laptop Gun (PA only)

Opposition
----------
DataDyne Security: These guys are on the upper floors, and have CMP150s.

DataDyne Shock Troopers: There are several of these guys with CMP150s on the 
ground floor. There is also one on the upper floors armed with double silenced 
Falcons.

Agent
-----
Jump off the roof, and blast the guy there. Go through the door, through the 
next room, and down the stairs. This should take you to the 23rd floor. Kill the 
guards there, and take the elevator all the way down to the ground level. Now 
the music gets fast paced. There are a lot of guards on the ground floor, but 
you dont have to worry about them. Exit the elevator, go down the stairs, head 
to the left, and go through the door there. This will take you to another room. 
Go through the next door, and through some fake walls to the laboratory 
elevator. Open it. 

Special Agent
-------------
This time, youll have security cameras to frustrate your actions at the 
beginning of the stage. Look over the edge of the roof (dont jump down yet). 
Wait until you see the guard walk by, and pop a cap in his 
head. Now, jump off of the platform you started on, and head through the door. 
Go down the ramp, blast the guard, and go to the corner to the LEFT of the next 
door. There should be a computer-type thing. Plant an ECM mine on it (objective 
1 complete) (if youre not sure if its the right one, press B in front of it, 
and it will tell you that you need to plant an ECM mine on it, if youre at the 
right thing). Now, go through the door to the stairwell. Go down the stairs, 
blast the guy thats on them, and go into the next room. Now, youll get a 
message saying youre near Cassandras office. There should be a guard by a 
table, and another one near him. Blast them both. Now, go over to the table. 
There is a buzzer on the table. Press it; it will unlock Cassandras office. 
Now, switch to pistol whip or unarmed. Go into Cassandras office (through the 
huge double doors in the middle of the room). Knock out Cassandra, and take her 
necklace (dont kill her or her assistant, or you will fail). (Objective 2 
complete). Now, go over to the elevator, and take it all the way down to the 
ground floor. Blast the Shock Troops on the ground floor. After they are dead, 
go into the room that was to the RIGHT of the stairs from the elevator (not the 
exit room). Go in, and blast the guards there. Now, there is a computer screen 
like the one at the beginning on the wall. Plant an ECM mine on it. (Objective 3 
complete). Now that this is done, go to the laboratory lift. 

Perfect Agent
-------------
At the start, look over the edge of the platform. Blast the guard in the head as 
he walks by. Jump down, look near the door, and blast the security camera. Go 
through the door, and shoot the guard in the next room. Now, look straight 
across the room. You should be able to make out a security camera. Blow it up. 
Go over to the ramp down and blow up the security camera there. Go over to the 
security hub, and plant an ECM mine on it. (Objective 1 complete). This will 
shut off all the security cameras temporarily. Head down the stairwell, and 
blast the guy on the stairs. Go through the door, and blast the 2 guys in the 
next room. Activate the buzzer to unlock Cassandras office door, enter her 
office, knock her out, and take her necklace. (Objective 2 complete). There is 
another door, leading to more ramps to the right of Cassandras office. Go 
through there, and all the way down the stairs. Go through the door at the end 
of the stairwell. Go straight past the elevators, blasting anyone you see. At 
the end of that hall, take a right, and head down another hall. Go through the 
set of doors at the end of it, and shoot the security camera. Head along through 
that section. This will lead to a hall with two offices. Open up the first one, 
and blast the Shock Troop in there. Take his weapons to get 2 times Falcon 2 
Silenced (Note: Ive encountered a glitch where one of his pistols falls through 
the floor, to the ground level). Now, go up to the other office (the door is 
locked). You should hear a telephone ringing, and someone talking like a hick. 
Wait by the LEFT of the office. Once the guy in there finishes talking, hell 
come out and 
shout, Intruder! Help Me!. Dont go up to him yet, as if you do youll stop 
him from running (youll understand why in a second). Follow him at a distance, 
and he will run over to a security room that had been locked. Run in and grab 
the 2 Falcon 2s and a LAPTOP GUN! YES! Anyone, go over to him now, and, after 
some dialogue, hell head over to the elevator. Follow him into there. He will 
take the elevator up the floor above you. Just follow him (he knows where he is 
going), and take out any guards you see, as well as one security cam (the 
security system should be back online by now). He will go over to an empty room 
with a computer on a desk. Close the door, and wait while he logs on. Once he 
tells you that hes in, kill him or knock him out. Use your data uplink to 
download the project files. (Objective 3 complete). Go over to the elevator, 
whip out the Laptop Gun, and take the elevator down to the ground floor. There 
are now two ways to do this, depending on how good/bad you are at this game. If 
youre doing fairly well, you can just go around and blast the guys on the 
ground floor. Or, you can toss your laptop gun into there as a sentry gun, go 
back up, let it kill them, go back down, eliminate the survivors, and pick up 
your Laptop gun, either way, once thats done, go into the room with the other 
comms hub, kill the guards in there, and plant the ECM mine. (Objective 4 
complete). Go to the section of the ground floor leading to the exit, kill the 
guards there, and head through the lift. 

--------------------------------
DataDyne Research: Investigation
--------------------------------

Objectives
----------
1. Holograph the Radioactive Isotope. A
2. Start the Security Maintenance Cycle. SA
3. Shut Down the Experiments. SA
4. Obtain the Experimental Technologies. PA
5. Locate Dr. Caroll. A

Weapons
-------
Falcon 2
CMP150 (x2)
Proximity Mine
K7 Avenger
Dragon

Opposition
----------
DataDyne Troopers: These enemies are scattered throughout the stage armed with 
CMP150s. The ones near the end have Dragons. One has a K7.

Agent
-----
Exit the elevator, and head to the LEFT. Keep heading down that path, and blast 
the guard youll run into. Head through the door, and shoot the guards in the 
next room (you cant shoot them through the glass- its bulletproof. Head 
through the next door, which will take you to a big room. After killing the 
guards in there, head through the doors to the right, marked CAUTION. Kill the 
2 guards after the door. Head past them, until you can see a room that seems to 
be green. If you go in the green room, you will eventually damaged by the 
radiation. Send in the camspy in to photograph the isotope. (Objective 1 
complete). If you want to, you can speed-strafe through the radioactive room, 
and pick up some proximity mines. Head back to the big room, and go through the 
other door (its to your left as you exit the area you were in). Go through 
there, and straight down the next path (there are several guards in this room). 
At the end of the path, take a right, and continue heading forwards. This should 
eventually lead to a room with 3 laser grids. Youll take damage if you touch 
them, and you cant walk through them. Wait for a cleaning bot to come by; the 
lasers disappear as the bot goes up to them. That would be when you should bolt 
through the get to the end of the hall. Head through the next room and to 
another room with 2 guards and a computer. Use the data uplink on the computer 
to unlock the doors. Head through, and keep heading forwards until you get to a 
big room with plenty of guards. Kill the guards, and go through the door in 
front of you. If you speed-strafe through, you can avoid the drone guns. Open up 
the door at the end. (Objective 2 complete). 

Special Agent
-------------
Exit the elevator, and head to the LEFT. Keep heading down that path, and blast 
the guard youll run into. Youll have to wait for a cleaning bot to come by 
here, so open up the door in front of you, and kill the guys in that room. Close 
the door, and return to the hall. To the left of the door in front of you, you 
should notice a maintenance hatch. Wait for a cleaning bot to come by, and the 
hatch will open up for it, head in. Head in and you should see some glass. Go 
over and break the glass, and jump down. This is a computer on the wall directly 
in your path. Activate it, and afterwards, look forwards from there, and the 
wall computer to the left. (Objective 2 completed). Head forwards, kill the two 
guards, and head through the door. Now, go straight, and take a right; this will 
lead to a long stretch of hallway, with several guards behind crates. Carefully 
plow them down while heading through, using the crates for cover. The hall will 
lead you into the big room that leads to the isotope section. Kill the guards 
there, and head through the CAUTION doors. Photograph the isotope with the 
camspy (Objective 1 complete), and head back into the big room, and through the 
doors leading to the main hallway. Kill the guards in the hall by blasting them 
with your CMP150 (preferably with the secondary function), and then head through 
the first path to the right. It leads to a lab; blast the two guards, and go 
over to the scientist to make him start the experiment. Head back to the hall, 
and head forward to the end of it (there are a few more guards). At the end, go 
to the LEFT, through a pair of doors into another lab. Kill the guards and make 
the scientist shut down the experiments. Now, look around, there is another pair 
of doors leading to the final laboratory. Head in, and go over to the guard. 
Now, the previous scientists were smart, and just shut down the experiments. 
This scientist happens to think he is a Navy SEAL or something, and tries to set 
off the alarm. Dont worry, wait till he goes up to a console, and then knock 
him out. That one is the alarm; 2 others are inactive, and the other one shuts 
down the experiments. Activate it to shut the experiment down. (Objective 3 
complete). Now, head out of the labs, and use the path to the right. This will 
lead you to the laser room. Wait for the bot to come by, and follow him through 
as he turns the lasers off. Go into the next room, and blast a few guards there. 
There is a shield inside the glass thing if you need it. Go to the data uplink 
room, and blast the guards with the Dragons. Now, start the uplink on the 
computer, but immediately turn around and pull up your weapon and blast the 2 
guards that try to ambush you. Use the uplink on the computer, and head through 
until you get to the next big room. Blast the guards, and head over to the door 
to Dr. Carroll. IMMEDIATELY, back away, from the door, as some Goldeneye drone 
guns will say Hi by blasting you. Use the Dragon to blast them, and head down 
the hallway, and open the door at the end.

Perfect Agent
-------------
This stage is a bit easier then the previous one. At the beginning, exit the 
elevator, head left, and blast the guard. Go up to the door at the end of the 
hall, open it, peek in, run out, and close it. Wait for the guards to rush out, 
and blast em. Now, wait for the cleaning bot to come by, and let you through 
the maintenance hatch. Head through, break the glass by the ledge, and jump 
down. Head through, and activate the 2 computers in the order you see them, and 
blast the guards there. (Objective 2 complete). The hall will eventually lead to 
the big room that leads to the isotope. Carefully blast the guards in there, and 
head over to the CAUTION doors. Open them up and double-tap the 2 guards there. 
Send in the Camspy to photograph the isotope. (Objective 1 complete). Note: 
Under NO circumstances should you grab the Proxy mine there. Anyway, head to the 
laboratory halls. You want to blast the guys in there without taking much 
damage, so either let them come to you or be very accurate. Continuing, head 
into the hallway. Go to the first side passage on the right, kill the 2 guards 
there, and make the scientist shut down the experiment. Continue forwards to the 
first side passage on the left. Head in, and by the consoles, you should see a 
platform going up and down. Go down, and youll see a guard with a K7 Avenger. 
He has his back to you, so pop him in the head, take the K7 (experimental item 
1), and head back to the halls. Go over to the next passage to the right (there 
may be some guards there) and head in. Blast open the glass thing, and grab the 
Night Vision goggles (experimental item 2). Then head all the way to the end of 
the hall, blast the guards there, and go through the passage on the left. Kill 
the guards and make the scientist shut down the experiments. Now, look around, 
there is another pair of doors leading to the final laboratory. Head in, and go 
over to the guard. Now, the previous scientists were smart, and just shut down 
the experiments. This scientist happens to think he is a Navy SEAL or something, 
and tries to set off the alarm. Dont worry, wait till he goes up to a console, 
and then knock him out. That one is the alarm; 2 others are inactive, and the 
other one shuts down the experiments. Activate it to shut the experiment down. 
(Objective 3 complete). Go back to the halls, and through the right passage. 
Kill the guards it leads to, an head to the laser room. Wait for the bot to come 
by, and go through the lasers as he temporarily deactivates them. At the end, 
open the door and blast the Dragon toting guard it leads to. Go forwards and 
kill the 2 or 3 guards in the next room. Go to the uplink room, and kill the 2 
guards there. Pick up a Dragon, and toss it as a proximity mine near the 
entrance to this area. Use the uplink on the computer to unlock the doors (you 
should hear an explosion as 2 guards kill themselves on the Dragon) and head 
forwards once you are done. This takes you on another path, leading to the final 
big room. Using the K7, carefully pick off the guards in this room. To the LEFT 
of where you entered the room, there is another door. Go through down a path 
laden with several shocktroops, as long as youre careful, you should be fine. 
At the end you will be able to grab the 3rd experimental item. (Objective 4 
complete). Now, head back to the big room. Put your K7 Avenger on the threat 
detector. Open the door leading to Dr. Carrolls hallway, and IMMEDIATELY move 
back, or you will be mowed down by 2 Goldeneye drone guns, Use the K7 to pick 
them off, and then head down the hall, and open the door to Dr. Carroll. 
(Objective 5 complete).

----------------------------
DataDyne Central: Extraction
----------------------------

Objectives
----------
1. Access the Foyer Elevator. A
2. Reactivate the Office Elevator. PA
3. Destroy the DataDyne Hovercopter. SA
4. Defeat Cassandras Bodyguards. A
5. Rendezvous at the Helipad. A

Weapons
-------
Falcon 2 w/ scope
CMP150
Shotgun
DY357 Magnum
Rocket Launcher
Grenade
Dragon

Opposition
----------
DataDyne Shock Troops: More of these buffoons, armed with CMP150s.

DataDyne Female Guard: Cassandras guards, they carry Shotguns.

DataDyne Gunship (SA and PA): These flies around and fires machine guns at you. 
If you allow it to survive when you get to the top, it will shoot rockets.

Agent
-----
The lights have been turned off, so pop on your night vision goggles. Keep in 
mind that you have to protect Dr. Caroll in this mission. Move through the 
ground floor (there is only one path), blasting every guard in sight. Once you 
get to the elevators, call down the elevator, head in, (Objective 1 complete) 
and turn off your night vision. Once you get up the elevator, head out, and call 
the elevator next to yours. Once that one takes you to the next level, head 
through that level, being sure to kill the guards and pick up a few shotguns, 
until you get to the stairwell, head up the stairs, into exit from them into the 
room that led to Cassandras office. Kill the lone guard there, and pick up the 
rocket launcher. Head through the other door, up another flight of stairs. This 
will take you to the room that had the security hub. There, youll find several 
guards. Fire a rocket at the guards near the security hub, and flip the lights 
back on after they turn them off. The bodyguards will be momentarily blinded, so 
take advantage of this, and blast the rest of the bodyguards. (Objective 2 
completed). Now, head up the helipad. (Objective 3 completed). 

Special Agent
-------------
The lights have been turned off, though they will go back on after 90 seconds, 
so put on your night vision. You also have to protect Dr. Carroll. Open the 
first door; the guard shouldnt see you, so pop him in the head. Go to the next 
door, open it, and move back as you do so. If you do it right, the guard wont 
see you; pop a cap in his head. Slowly side step out and youll see a guard 
behind a blockade; pop him in the head too. Side step out a little more, and 
repeat the above on another guard. Now, look through the barricades, and you can 
see two guards at the top of the stairs; blast them both in the head. Continue 
on, doing the same to a guard behind a couch. Then side step out and blast the 2 
guards near the reception desk. Continue onward and blast one more guard. Head 
up the stairs and get in the elevator to the 21st floor. (Objective 1 complete). 
Once you get up, you should hear something taking off. If youre wondering what 
is, the answer is that is the bane of your existence for most of this stage. 
Quickly take the next elevator up to the next floor (22nd). Get out of the 
elevator, and head along the path to the stairs. Once you get to the first 
window, youll see what was making the noise: a DataDyne helicopter. Dont even 
try to stand and fight. Just RUN to the stairs or you will be mowed down. You 
have to kill the bodyguards on this and the previous level, but that can wait. 
Head up the stairs to the room that led to Cassandras office. Blast the guard, 
and pick up the Rocket Launcher. Switch it to the secondary function, and get 
some cover. Once the helicopter shows up, get a lock on it (be absolutely sure 
you have targeted rockets on), and fire. It should blow up the copter. If not, 
use lots of gunfire to finish the job. (Objective 2 completed). Now, go down to 
the 21st and 22nd floors, and take out the female bodyguards there. Once thats 
done, head up to the room where you put the ECM mine on in the first stage. 
Cassandra has a trap, with several bodyguards. Put up the CMP150, and try to 
kill the guard on the upper landing before Cassandra stops talking. When she 
does, put on your night vision, and FIND COVER! Go over to the switch, and turn 
the lights. The guards will momentarily blinded, so use this opportunity to 
blast them to kingdom come! (Objective 3 complete). Now, head up to the helipad. 
(Objective 4 complete).

Perfect Agent
-------------
The lights have been turned off, though they will go back on after 60 seconds, 
so put on your night vision. You also have to protect Dr. Carroll. Open the 
first door; the guard shouldnt see you, so pop him in the head. Go to the next 
door, open it, and move back as you do so. If you do it right, the guard wont 
see you; pop a cap in his head. Slowly side step out and youll see a guard 
behind a blockade; pop him in the head too. Side step out a little more, and 
repeat the above on another guard. Now, look through the barricades, and you can 
see two guards at the top of the stairs; blast them both in the head. Continue 
on, doing the same to a guard behind a couch. Then side step out and blast the 2 
guards near the reception desk. Continue onward and blast one more guard. Head 
up the stairs and get in the elevator to the 21st floor. (Objective 1 complete). 
Once you get up, you should hear something taking off. If youre wondering what 
is, the answer is that is the bane of your existence for most of this stage. The 
next elevator is locked, so run along to the computer (its the only way you can 
go on this floor) while dodging the helicopter (that is what was lifting off), 
and cue the computer to unlock the elevator. (Objective 2 complete). Now, race 
back to the elevator and go up to the next floor. Get out of the elevator, and 
head along the path to the stairs. Dont even try to stand and fight the 
helicopter (once you get to the section with windows). Just RUN to the stairs or 
you will be mowed down. You have to kill the bodyguards on this and the previous 
level, but that can wait. Head up the stairs to the room that led to Cassandras 
office. Blast the guard, and pick up the Rocket Launcher. Switch it to the 
secondary function, and get some cover. Once the helicopter shows up, get a lock 
on it (be absolutely sure you have targeted rockets on), and fire. It should 
blow up the copter. If not, use lots of gunfire to finish the job. (Objective 3 
completed). Now, go down to the 21st and 22nd floors, and take out the female 
bodyguards there. Once thats done, head up to the room where you put the ECM 
mine on in the first stage. Cassandra has a trap, with several bodyguards. Put 
up the CMP150, and try to kill the guard on the upper landing before Cassandra 
stops talking. When she does, put on your night vision, and FIND COVER! Go over 
to the switch, and turn the lights. The guards will momentarily blinded, so use 
this opportunity to blast them to kingdom come! (Objective 4 complete). Now, 
head up to the helipad. (Objective 5 complete).

Mission 1: DataDyne complete.

-----------------------------------------------------------------------------
                        Mission 2: Carrington Villa
-----------------------------------------------------------------------------

-----------------------------
Carrington Villa: Hostage One
-----------------------------

Mission Objectives
------------------
1. Save the Negotiator. Agent and Special Agent only
2. Eliminate Rooftop Snipers. SA
3. Activate the Wind Generator. A
4. Locate and Eliminate the DataDyne Hackers. PA
5. Capture a DataDyne Guard. PA
6. Rescue Carrington. A

Weapons
-------
Sniper Rifle
CMP150 (x2 in Agent and Special Agent)
Laptop Gun (Perfect Agent only)\
Devastator

Opposition
----------
DataDyne Security: More of these guys, armed with the CMP150.

DataDyne Snipers: These soldiers are positioned on the top of the villa, and 
fire Sniper Rifles at you.

Agent
-----
Right at the start, use your Sniper Rifle to kill the 2 guys guarding the 
hostage negotiator. (Objective 1 complete). Head down the path, blast the guy, 
and grab his CMP150. Keep heading down the path, it will lead to an area next to 
the main part of the villa. There are a lot of snipers here, but you dont have 
to worry about them if you speed strafe. Go up the stairs to the villa, and head 
in. Blast the guards in front of you, and head down another path of stairs 
(inside the building). From those stairs, head straight head straight all the 
way, take a right, and head down some more stairs. From those stairs, head 
straight, and go through the second door on your left. Through the door, head 
down some more stairs and through the door to your right. Kill the guard in 
there, and forwards, and take a right. Turn on the two computer things in there, 
and head backwards, turn left, go forwards, and take another left. Turn on 
another computer thing in this room. (Objective 2 Complete). Head forwards from 
the computer thing, through a set of doors. You will come to a cross-paths sort 
of thing. First head to the right, and kill the 3 guards there. Then go along 
the left path, which takes you to a wine cellar. Kill the guards there, get the 
key from the last one, and go through the door at the end of the cellar. 
(Objective 3 Complete). 

Special Agent
-------------
Right at the start, use your Sniper Rifle to kill the 2 guys guarding the 
hostage negotiator. (Objective 1 complete). Head along and grab the first 
guards CMP150, jump down the ledge, and head forwards to a series of short 
stairs. Look up, and you should see a purple sniper (wonderful camouflage, yeah, 
right). Blast him. Head into the big area, and youll have several snipers 
shooting at you. Take cover, and blast them (they only take 1 hit to die). Once 
youre youve killed most of the snipers, head up to the top of the house. Kill 
any snipers that might be remaining (Objective 2 complete), and head into the 
house, while blasting any guard in sight. Go down to the basement, as detailed 
in the agent strategy, and activate the wind generators. (Objective 3 complete). 
Eliminate all the guards in the wine-cellar floor, grab the key, and open the 
door to Carrington. (Objective 4 complete).

Perfect Agent
-------------
This level is insanely hard, mostly due to the large amounts of guards. Unlike 
the previous difficulties, you start the level on the docks, as the negotiator. 
Whip out your Laptop Gun, and kill the startled guards. Blast the sniper in 
front of you, and turn around and blast the Sniper in the distance. One thing 
you should keep in mind is that you have to capture a DataDyne guard sometime in 
the level by knocking him out. Youll have to complete this as the opportunity 
presents itself (like a surrendering guard, or if you knock a gun out of 
someones hand). Anyway, head into the house. Head in and youll be greeted by 
some guards; blast them while trying to avoid too much damage. Head along the 
first floor carefully taking out the guards. Go up the stairs to the next floor, 
and kill the 2 guards there. Head forwards, and kill the rest of the guards on 
this floor. While still on this floor, go to the section that has some plants in 
it (in the middle of the floor) and kill the (2, I think) Snipers there. Go up 
to the room right next to the stairs leading up, and grab the Sniper rifle. Head 
up the stairs to the third floor, peek out so the guards see you, and race for 
some cover (preferably the room where you got the Sniper rifle). The guards 
should head after; kill them in the ambush. Once that is taken care of, head 
back up and kill the remaining guards there. Look around, and you should see a 
door leading to a patio area. Open it, and kill the 2 guards on the ground 
(without entering) and carefully kill the 2 snipers there. Head done to the 
basement area. After killing the 2 guards there. Go to the door (not the one 
leading to the generator area), and kill the guards in there. Then, carefully 
kill the sniper, who can be seen from the section of the room that appears to be 
a sort of pool. Head to the door leading to the generators (you should have 
captured a guard by now), and go to the right path first. Kill the 3 guards on 
the walkways by letting them come out after you, or by aiming for them while are 
still on the walkways. Then, activate the 2 screens there, and go on the path 
that was to the left, and stop at the cross-paths. Peek out at the right path 
and blast the guy you see. Turn to the left, and kill the guards that begin 
coming out at you. After they are dead, activate the generator. (Objective 2 
complete). IMMEDIATELY, activate your R-Tracker, and race back to the 3rd floor. 
You should get a message to eliminate some hackers. Use the R-Tracker to find 
them (a group of 2 on the 3rd floor, and 1 on the 2nd floor). Keep in mind that 
a red dot on the R-Tracker will indicate that you are on the same floor as the 
target. Unless you take over 60 seconds to kill the hackers, you should be fine. 
(Objective 3 complete). While you are up here, step outside, and CAREFULLY take 
out the last sniper. (Objective 1 complete). Go back to where the cross-path 
was, and go down the right path, through the door, and head to the right. Kill 
the 3 guards there (one begins running from you once you open the door) and go 
left to the wine cellar. Do not rush things there. Carefully pick off the guards 
(they are begin the rows of bottles), preferably with your sniper rifle. Once 
they are all dead, grab the key from the last one, and open the door at the end 
of the cellar. (Objective 5 complete).

Mission 2: Carrington Villa complete.
                        
-----------------------------------------------------------------------------
                        Mission 3: Chicago
-----------------------------------------------------------------------------

----------------
Chicago: Stealth
----------------

Objectives
----------
1. Retrieve Drop-Point Equipment. A
2. Attach a Tracer to the Limousine. PA
3. Prepare an Escape Route. SA
4. Create a Vehicular Diversion. A
5. Gain Entry to the G5 Building. A

Weapons
-------
Falcon 2 w/ Scope (x2)
BombSpy
CMP150
DY357 Magnum

Opposition
----------
G5 Guards: They are armed with CMP150s.

G5 SWAT Guards: These Magnum toting guards will only appear if the alarm is 
sounded.

FBI Agents: They have Magnums, and will try to set off the alarm.

G5 Robot: This patrols around, and fires a machine gun at you. It is invincible.

Agent
-----
Before you even start this stage, you should remember that one dead civilian 
(the CIA agents in tan trench coats) will cause you to fail the mission. Anyway, 
at the start, wait for the civilian to come by and knock him out, then pull up 
your gun and blast the nearby guard. As you head into the streets, you may meet 
up with the security robot. You cannot damage him, and if you try to he will set 
off an alarm; just avoid him. Go straight across the street into the gutter 
area. Kill the guards there and head forwards to the spot with the suitcase; 
grab it. (Objective 1 complete). Go back to the street (back through the 
gutter), and crouch down by the taxi. Use the reprogrammer on it, and the taxi 
takes off once you finish it. Now, take cover until you are told that there has 
been an air diversion (the taxi crashes onto the robot). (Objective 2 complete). 
Race along the streets to the parking lot, and enter through the open door. 
(Objective 3 complete). 

Special Agent
-------------
Before you even start this stage, you should remember that one dead civilian 
(the CIA agents in tan trench coats) will cause you to fail the mission. You 
will now also have 2 FBI agents (brown trench coats) who will set off an alarm 
if you dont kill them soon after seeing them. Anyway, at the start, wait for 
the civilian to come by and knock him out, then pull up your gun and blast the 
nearby guard. As you move into the street, to the left is a FBI agent. Kill him 
before he can raise the alarm. As you head into the streets, you may meet up 
with the security robot. You cannot damage him, and if you try to he will set 
off an alarm; just avoid him. Go straight across the street into the gutter 
area. Kill the guards there and heads forwards to the spot with the suitcase; 
grab it. (Objective 1 complete). Head back along the gutter into the streets 
(there are a few more guards to deal with), forget the taxi, and go into the 
doorway across from you. There are 2 civilians that will run away upon seeing 
your gun. Inside this section, look across through the doorway that you DIDNT 
come through. Using your Falcon 2, quickly shoot the FBI agent. Now, see the 
dumpster in the section you are in? Push it up against the wall near the 
explosive canisters. Stand back, and blow up the canisters. The resulting 
explosion blows open the dumpster, revealing... A BOMBSPY! Continuing, go 
through the doorway you didnt go through, and kill the guards it leads to. BE 
VERY CAREFUL NOT TO SHOOT THE CIVILIANS! You should see some fire escapes on a 
building, next to 2 blocked up doors. Go up the fire escape, and place a mine on 
the blocked up door on the lower fire escape (NOT the top fire escape door, or 
the thing on the ground level). (Objective 2 complete). DO NOT BLOW UP THE MINE! 
Now, send the Bombspy over to the carport (where the level ends), and blow up 
the bombspy in the middle of the guards; that will create an alternate air 
diversion. (Objective 3 complete). Head over to the carport area, and 
enter the carport. (Objective 4 complete).

Perfect Agent
-------------
Before you even start this stage, you should remember that one dead civilian 
(the CIA agents in tan trench coats) will cause you to fail the mission. You 
will now also have 3 FBI agents (brown trench coats) who will set off an alarm 
if you dont kill them soon after seeing them. You need to remember that for 
planting the tracker on the limousine, you have about 60 seconds before it 
leaves, so dont dawdle. Anyway, at the start, wait for the civilian to come by 
and knock him out, then pull up your gun and blast the nearby guard. As you head 
into the streets, you may meet up with the security robot. You cannot damage 
him, and if you try to he will set off an alarm; just avoid him. Kill the 2 
guards in the street, and race across the gutter. Either in the opening or to 
the left of it, is a FBI agent. Kill him! Carefully kill the guards in the 
gutter without taking too much damage. Off to the right of where you entered the 
gutter, is a small passage. Duck down, and head through there. At the end, open 
the grating, and plant the tracer on the limousine. (Objective 2 complete). Now, 
before exiting the passage you are in, kill any guards that may be up against 
the opening and head through to grab your equipment. (Objective 1 complete). 
When you return to the gutter area, there are 2 more guards present. Kill them, 
and continue back to the street. Forget the taxi, and go into the doorway across 
from you. There are 2 civilians that will run away upon seeing your gun. Inside 
this section, look across through the doorway that you DIDNT come through. 
Using your Falcon 2, quickly shoot the FBI agent. Get positioned so that you 
cant be seen through the doorway, and pick off the guards that come after you. 
Now, see the dumpster in the section you are in? Push it up against the wall 
near the explosive canisters. Stand back, and blow up the canisters. The 
resulting explosion blows open the dumpster, revealing... A BOMBSPY! Continuing, 
go through the doorway you didnt go through, and kill the guards it leads to. 
BE VERY CAREFUL NOT TO SHOOT THE CIVILIANS! You should see some fire escapes on 
a building, next to 2 blocked up doors. Go up the fire escape, and place a mine 
on the blocked up door on the lower fire escape (NOT the top fire escape door, 
or the thing on the ground level). (Objective 2 complete). DO NOT BLOW UP THE 
MINE! Now, send the Bombspy over to the carport (where the level ends), and blow 
up the bombspy in the middle of the guards; that will create an alternate air 
diversion. (Objective 3 complete). Head over to the carport area, and enter the 
carport. (Objective 4 complete).
 
---------------------------
G5 Building: Reconnaissance
---------------------------

Objectives
----------
1. Disable the Damping Field Generator. PA
2. De-Activate the Laser Grid Systems. SA
3. Photograph the Meeting Conspirators. A
4. Retrieve the Dr. Caroll Backup From the Safe. A
5. Exit the building. A

Weapons
-------
Falcon 2 Silenced
CMP150
DY357 Magnum
Crossbow
N-Bomb

Opposition
----------
Cloaked G5 SWAT Guards: They are in the first 2 rooms, and have cloaking devices 
and CMP150s.

G5 Guards: They have CMP150s.

G5 SWAT Guards: They appear once the alarm is sounded, and carry Magnums.

Agent
-----
As you start the stage, youll see 2 guards start to cloak. Wait for them to 
reappear as they fire at you, and blast them. Grab their keycard, and head 
through the door. Shoot the guard at the end of the hall in the back, and go 
through the next door. This takes you to a large room. Go through it over to the 
next door, and more cloaked guards appear. Kill them using the same strategies 
as from the previous ones, grab the keycard, and go up to the next door. Wait 
until you see a guard through the glass on the door, and pop him in the head. 
Open the door, and go through to the next door. In the next door, is an alarm. 
If any guard sets it off, you will fail. Rush in, head over to the alarm (its 
in the back of the room), blast the guards by it, and work your way back to the 
earlier parts of the room. Head up the stairs and through the vent it leads to. 
At the end, send the campspy through the small opening to photograph the 
conspirators. (Objective 1 complete). Jump down, and blast the 2 guards there 
(you dont have to worry about the alarm being set now). Run up the stairs, and 
head to the safe room. Plant the decoder on the door switch on the wall. The 
decoder takes a while, so just wait until it finishes, while blasting the guards 
that appear. Head in the safe once the decoder is done, and grab the disk. 
(Objective 2 complete). Leave the safe room, and run through the door in front 
of you. (Objective 3 complete).

Special Agent
-------------
As you start the stage, youll see 2 guards start to cloak. Wait for them to 
reappear as they fire at you, and blast them. Grab their keycard, and head 
through the door. Shoot the guard at the end of the hall in the back, and go 
through the next door. This takes you to a large room. Go through it over to the 
next door, and more cloaked guards appear. Here, the CMP150s follow lock on 
really helps, as the lock on will show where the target is even while cloaked. 
Anyway, kill them and grab the keycard, and go up to the next door. Wait until 
you see a guard through the glass on the door, and pop him in the head. Open the 
door, and go through to the next door. In the next door, is an alarm. If any 
guard sets it off, you will fail. Rush in, head over to the alarm (its in the 
back of the room), blast the guards by it, and work your way back to the earlier 
parts of the room. Now, you have to deactivate the laser grids. There are 4 
laser grid consoles on the walls; press B on them to deactivate the lasers. BE 
SURE NOT to the mistake the alarm (its red and says ALARM on it) for one of the 
laser grid consoles. (Objective 1 complete). Head up the stairs and through the 
vent it leads to. At the end, send the campspy through the small opening to 
photograph the conspirators. (Objective 1 complete). Jump down, and blast the 2 
guards there (you dont have to worry about the alarm being set now). Run up the 
stairs, and head to the safe room. Plant the decoder on the door switch on the 
wall. The decoder takes a while, so just wait until it finishes, while blasting 
the guards that appear. While the door is decoding, you might as well detonate 
the mine you placed last mission. Head in the safe once the decoder is done, and 
grab the disk. (Objective 3 complete). Leave the safe room, and run through the 
door in front of you (it will be on the next floor if you didnt listen to me in 
the guide for the last mission). (Objective 4 complete). 

Perfect Agent
-------------
As you start the stage, youll see 2 guards start to cloak. Wait for them to 
reappear as they fire at you, and blast them. Grab their keycard, and head 
through the door. Shoot the guard at the end of the hall in the back, and go 
through the next door. This takes you to a large room. Go up to the next door, 
and some more cloaked guards appear. This can be a lot of trouble if you dont 
do it right. Take out the CMP150, and use the lock on to keep track of the 
targets while they are cloaked. Grab the keycard once they are dead and go up to 
the next door. Wait until you see a guard through the glass on the door, and pop 
him in the head. Open the door, and go through to the next door. In the next 
door, is an alarm. If any guard sets it off, you will fail. Rush in, head over 
to the alarm (its in the back of the room), blast the guards by it, and work 
your way back to the earlier parts of the room. Now, you have to deactivate the 
laser grids. There are 4 laser grid consoles on the walls; press B on them to 
deactivate the lasers. BE SURE NOT to the mistake the alarm (its red and says 
ALARM on it) for one of the laser grid consoles. (Objective 2 complete). There 
is a door next to the alarm. Go through, blast the guy on the stairs, and go 
down them. This will lead to another room. Peek in and out from where you are 
positioned, to eliminate the guards without getting hit. Once they are dead, go 
up to the machinery directly in your path, and press B on it. (Objective 1 
complete). Go back to the alarm room, Head up the stairs, and through the vent 
it leads to. At the end, send the Campsy up to the small opening, BUT DO NOT 
SEND IT THROUGH! Jump down and blast the 2 guys there (they cannot set off the 
alarm or youll fail), and head upstairs to the safe room. Plant the door 
decoder, and IMMEDIATELY send the campspy in (if you are too slow the alarm will 
be sounded). (Objective 3 complete). Watch the entire cinema that follows, as 
the door will unlock and open by the end of it. Once the cinema stops, run into 
the safe, grab the Dr. Carroll backup disk (Objective 4 complete), and detonate 
your remote mine. Plow through the guards by the door, and rush through the 
exit. (Objective 5 complete).

Mission 3: Chicago complete

-----------------------------------------------------------------------------
                      Mission 4: Area 51, Nevada
-----------------------------------------------------------------------------

---------------------
Area 51: Infiltration
---------------------

Objectives
----------
1. Shut Down the Air Intercept Radar. A
2. Plant the Comms Device on the Antenna. SA
3. Disable All Robot Interceptors. PA
4. Gain Access to the Hangar Lift. A
5. Make Contact with the CI Spy. A

Weapons
-------
Falcon 2
MagSec 4 (x2)
Dragon
Rocket Launcher
Grenade

Opposition
----------
Area 51 Trooper: The standard guards here. They carry MagSec 4s.

Technician: He has a Falcon 2.

Pilot: They appear inside the hangar, with Dragons.

Alien Interceptor: This will take off if you wait too long. It fires machine 
guns and rockets.

Area 51 Guard: He has double MagSec 4s, and appears after the comms rider is 
planted.

Agent
-----
Do not stop the cinema as soon as it begins. You should see a guard walking on 
patrol. Wait until the camera shows him walk past your position before you start 
the stage. Anyway, once it starts, blast one of the guys in front of you in the 
head and then the other one as he tries to activate the auto-gun. Turn around 
and blast the other guy. As you continue, you will come to a drone gun. Destroy 
it with the MagSec by peeking out, firing a burst, sidestepping back to cover, 
and then peeking back out once it stops firing. Move onwards until you get to 
the next auto-gun. Repeat the strategy for the previous one. Step out and you 
will see a guard tower. Move towards it in a zigzag motion, until you get to the 
ladder. Head up, and blast the 2 guards in there. Activate the switch in the 
tower; it opens up the big gate. Enter though the gate and scramble for cover, 
and take out the 3 drone guns. Once they are gone, eliminate the guards in 
there, and the alien interceptor. Once youve blown it up, go over and grab the 
key card from the dead technician (you kill him after blowing up the 
interceptor). Head down the hole near where one of the drone guns was, enter the 
bunker it leads to, and place the explosives on it. Scramble out of there before 
the explosives go off, and blast the Dragon toting guard that came out. 
(Objective 1 complete). There are 2 lifts in the back of this area (to the left 
of the hole). Activate, and enter the one on the left. It leads to a room with 
LOTS of guards. Speed-strafe along the room, up the ramp, and into the elevator. 
(Objective 2 complete). Take the elevator down to another level; speed-strafe 
off the platform, through the door near the left of a bunch of soldiers. 
(Objective 3 complete).

Special Agent
-------------
Do not stop the cinema as soon as it begins. You should see a guard walking on 
patrol. Wait until the camera shows him walk past your position before you start 
the stage. Anyway, once it starts, blast one of the guys in front of you in the 
head and then the other one as he tries to activate the auto-gun. Turn around 
and blast the other guy. As you continue, you will come to a drone gun. Destroy 
it with the MagSec by peeking out, firing a burst, sidestepping back to cover, 
and then peeking back out once it stops firing. Move onwards until you get to 
the next auto-gun. Repeat the strategy for the previous one. Step out and you 
will see a guard tower. Move towards it in a zigzag motion, until you get to the 
ladder. Head up, and blast the 2 guards in there. Activate the switch in the 
tower; it opens up the big gate. Do not enter through the gate, just blow up the 
alien interceptor with your MagSec. Leave the gate, and head down the tunnel. 
Toss a grenade at the point near the end to eliminate some of the enemies there, 
and blast the guys that come after you. To left is another auto gun, so use the 
same method as for the previous ones. Kill any other guards you can see. There 
is a drone gun in the back to the left, so be careful. You should see a squarish 
thing with an antenna on it. Run along the right, and take cover by it. Peek 
out, and activate the switch on it, and race back to the right of the square 
thing. Toss a comms rider on the top of the antenna thing. (Objective 2 
complete). A few guys, including a soldier with 2 MagSecs, will come out. Let 
them cover to you, and blast them. Go back up the tunnel, and kill the two 
guards that have appeared there. NOTE: If you did not listen to me, and did not 
blow up the alien interceptor, it will now be in the air, firing machine guns at 
you. Anyway, you should see a helipad, with a Rocket Launcher in the middle of 
it. It looks to good to be true, and it is, as the pad is mined. Toss a few 
grenades near the front and back of the helipad to get rid of some of the mines. 
Now, move all the way to the right until you are lined up with the edge of the 
pad. Move over the edge of the pad; grab the R. Launcher, and move all the way 
over to the left. Go up to the passage to the fenced area, hugging the wall. 
Through the passage you will receive a shield, which you will probably need. 
Kill the guy near you, and blow up the 3 drone guns from behind with a 3-round 
burst, before they can blast you. Go over to where the interceptor was, grab the 
keycard, and head down the hole near where one of the drone guns was. Go in the 
bunker, and plant the explosives. (Objective 1 complete). Now, you will have to 
deal with lasers. Wait for a laser to disappear, and go past it before it 
reappears. Repeat this to get out of the bunker. Go over to the left lift, 
activate it, and get in. Once it gets down, take cover behind the crates in the 
lift, and take out the guards in the big room the lift leads too. Head into the 
room, and down the elevator. (Objective 3 complete). Once the elevator takes you 
down, blast the guy it opens up near, and race to the exit (the enemies 
shouldnt hit you if you speed strafe). (Objective 4 complete).

Perfect Agent
-------------
Ugh, this is one of the hardest Perfect Agent stages! Do not stop the cinema as 
soon as it begins. You should see a guard walking on patrol. Wait until the 
camera shows him walk past your position before you start the stage. Anyway, 
once it starts, blast one of the guys in front of you in the head and then the 
other one as he tries to activate the auto-gun. Turn around and blast the other 
guy. As you continue, you will come to a drone gun. Destroy it with the MagSec 
by peeking out, firing a burst, sidestepping back to cover, and then peeking 
back out once it stops firing. Move onwards until you get to the next auto-gun. 
Repeat the strategy for the previous one. Step out and you will see a guard 
tower. Move towards it in a zigzag motion, until you get to the ladder. Once at 
the ladder, wait for them to run down, and pump the two of em full of lead. 
Climb up the ladder, and open the gate. Do not enter through the gate, just blow 
up the alien interceptor with your MagSec. Leave the gate, and look down at the 
tunnel. There should be some guards coming up towards you, so blast them. Once 
they stop coming, head over to the minefield. Chuck a bunch of grenades in 
there, and head in, hugging the right wall until you get to the bottom edge of 
the pad, move across and grab the R. Launcher, and then hug the left side of the 
wall up to the exit (not to where you came from). Go through the path into the 
gated area, kill the guards there, and blow up the drone guns from behind. Then, 
exit this section, and head down the tunnel. Near the end of the tunnel, chuck a 
grenade to the part near the end to kill some of the guards, and then shoot the 
ones that 
come out after you. To the left is a auto gun, so use the same method as for the 
previous ones. Kill any other guards you can see. Get some cover, and get up the 
Rocket Launcher once any visible guards are dead. Strafe out for a second so you 
can see the drone gun in the back (to the left) and fire a rocket a it (do NOT 
miss) before it can shoot you. Kill any other guards here, lower the antenna, 
and plant the comms rider on it. (Objective 2 complete). Focus your aim on the 
door near where the drone gun was, as several guards will come out. Kill them 
and take their ammo. Now, blow up the 2 alien interceptors along the wall. 
(Objective 3 complete). Head back up the tunnel, and kill any guards you can see 
from there. NOTE: If you did not listen to me, and did not blow up the alien 
interceptor, it will now be in the air, firing machine guns at you, and will 
probably kill you. Do not go near the tower, head through the minefield, and 
into the gated area. Go down the hole, and into the bunker. Plant the explosives 
on the console, and GET OUT OF THERE (dont forget the lasers). By now, one or 
two guards are probably out there, so blast them, and head into the lift. Once 
the lift reaches the bottom, crouch by the crates in the lift, and take out the 
guards in the big room. Once they are all dead, go into the elevator (Objective 
4 complete), and go down the hangar. Once the elevator takes you down, blast the 
guards in front of the opening. Speed strafe off the platform, past the crates, 
and into the exit. (Objective 5 complete).

---------------
Area 51: Rescue
---------------

Objectives
----------
1. Destroy the Computer Records. PA
2. Locate the Conspiracy Evidence. SA
3. Obtain and Use the Lab Technician Disguise. A
4. Gain Access to the Autopsy Lab. A
5. Rescue the Crash Survivor. A

Weapons
-------
Falcon 2 w/ Silencer (x2)
Dragon
Super Dragon
Phoenix
Grenade

Opposition
----------
Pilots: These guards carry Dragons, and are present throughout the first half.

Area 51 Guards: They also have Dragons, and appear later on.

Biotechnicians: These guys have Tranquilizers, and appear much later on.

Agent
-----
You start off in a passageway, with some sort of hovercrate. Ignore the crate, 
and head straight to the elevator. You dont need to worry about most of the 
guards here, but blast them if they get in your way. Go up on the elevator to 
the next level, and head forwards from there past a set of doors into another 
elevator. Kill the guards on the level it leads to, and head over to the other 
side. Near the end of the other side, turn on the x-ray Scanner. It should show 
a section of wall that is weaker then the rest. Stand back, and toss a Dragon 
there as a proximity mine. Shoot the Dragon, and the explosion will blow up the 
section of the wall. Head through and grab the lab clothes door. (Objective 1 
complete). Put them on, and put your weapons down (now the guards wont shoot 
you). Head to the left until the first door you see. Enter the door, and head 
all the way down the path it leads to. At this point, you MUST have on the 
disguise, and have your weapons down. A guard will think you are one of the 
scientists, and unlock the door. Punch him out, pull up his Super Dragon, and 
blast the scientists in the glassed in area. Grab the keycard from the glassed 
in area (Objective 2 complete), and return to the hall. Continue in the 
direction that you had been on, until you come to another door. Enter the door, 
and go through it to the autopsy lab. Once in, a countdown will start. Kill the 
guards in the autopsy lab, grab the keycard, and enter the area with the 2 guys 
working on the alien. (Objective 3 complete).

Special Agent
-------------
Forget the crate, and head into the room with lots of stacked crates. You should 
probably move around here and eliminate all the guards on this floor. Also, 
behind one of the crates, blow up an explosive device to get 2x Falcon 2 w/ 
Silencer. Head up the elevator to the next level, and kill the guards there. Go 
across through the doors. Look up, and you can see some guards running for the 
elevator. Blast as many of them as you can, and take out the rest when they come 
down. Take the elevator up, and blow up the weak section of the wall using the 
Dragon proximity mine. Head through the hole in the wall (the disguise is not 
here this time), and head all the way down to the left. At the end of the hall 
are 2 doors on opposite sides. Look through the glass on the one on the left, 
and blast a guard in the head. Go in and kill the guards here. The room is sort 
of circular, and you should see various switches. After pressing one, a 
containment unit will raise up. Look at each containment unit with the x-ray 
scanner. One of them has an alien in it. The positioning of the alien is 
entirely random; if it isnt in this room, it is in the room to the right. Once 
you find the alien in one of the containment units, just wait for it to confirm 
that it is of extraterrestrial origin. (Objective 1 complete). Once this is 
done, head all the way down the hall the opposite way (to the right), at the end 
are two 2 doors. Go through one of them into a shower room. Look around and you 
should find someone holding a uniform. Punch him out, take the uniform, put it 
on, and put your weapons down. Head to the first lab area (first door on the 
left after the hole in the wall), and head through there to the room with the 
scientists. The door into it is locked, but a guard will think you are a 
scientist and let you in. Punch him out, pull up his Super Dragon, and blast the 
scientists in the glassed in area. Grab the keycard from the glassed in area 
(Objective 2 complete), and fire a Super Dragon grenade at the guards that have 
swarmed in after you. Return to the hall and into the second lab area (next door 
on the right). It will lead to another hall-like section. Follow it into the 
autopsy lab. You must kill all the guards there, as the last you kill will have 
the keycard. Upon getting it, enter the glassed in area through the door in the 
back of the autopsy lab.

Perfect Agent
-------------
Before you even start this mission on Perfect Agent, go back to the A51: 
Infiltration stage (on agent with cheats) and complete it, while letting the 
technician working on the alien interceptor live. For this mission, youll have 
to be fairly stealthy. Forget the crate, and head forwards. Kill the guards on 
this floor, grab the 2x Falcon 2 Silenced, and take the elevator upstairs. To 
the right of the elevator is a door. Kill the guard in front of it, and try to 
open it. It is locked, but wait a few seconds and the technician will open it 
(provided you let him live the last time you did the previous stage in any 
difficulty). Head in, up the ramp, and into another elevator. Once it takes you 
to the next floor, head forwards into a big room. In the back of the middle of 
this room is a Phoenix. Grab it; set it to explosive shells, and head back to 
the door that was locked. Head along the normal path, through the other door. 
Use the shells to kill as many guards on the upper level as possible. Take the 
elevator up, and use a Phoenix shell to blow the hole in the wall. Go through 
the hole, and head all the way to the left. At the end of the hall are 2 doors 
on opposite sides. Look through the glass on the one on the left, and blast a 
guard in the head. Go in and kill the guards here. Close the doors, you used to 
come into here, and begin checking the containers for an alien, by raising them 
up with the switches, and using the X-ray Scanner. If, at any time, you hear the 
door open, stop what you are doing, and kill the guard about to enter the area. 
If the alien isnt in this room, try the other one; his placement is completely 
random. Once you find the alien in one of the containment units, just wait for 
it to confirm that it is of extraterrestrial origin. (Objective 2 complete). 
Once this is done, head all the way down the hall the opposite way (to the 
right). After the corner, keep heading forward, and you should see 2 doors. 
First, enter the room to the left, knock out the scientist there, and use the 
data uplink on the computer to disable the drone guns. Go into the room to the 
right, subdue the scientists, and use the uplink on the computer in the back. 
The doors will now start opening and closing. Head back to the corner, enter the 
room there that is now to your right, and blow up the computer and guards in 
there. (Objective 1 complete). Head all the way back to the end of this section, 
and enter the door there. It leads to a room with LOTS of guards. Kill them with 
the Super Dragon, and switch back to the Phoenix. Go onto the ramp in there, and 
you should see a catwalk. Go onto it, crawl across, into the vents, and jump 
into the showers. Find the area with the lockers, and punch out the scientist. 
Check each of the lockers on the right; one of them has the disguise. (Objective 
3 complete). Put it on and put down your weapons. Head to the first lab area 
(first door on the left after the hole in the wall), and head through there to 
the room with the scientists. The door into it is locked, but a guard will think 
you are a scientist and let you in. Punch him out, pull up his Super Dragon, and 
blast the scientists in the glassed in area. Grab the keycard from the glassed 
in area (Objective 4 complete), and fire a Super Dragon grenade at the guards 
that have swarmed in after you. Return to the hall and into the second lab area 
(next door on the right). It will lead to another hall-like section. Kill the 
guards in there, and head to the autopsy lab. Do not rush in, or you will be 
mowed down. Use the Super Dragons grenade launcher to kill the guards in there, 
from the doorway. The last one will drop a keycard. Grab it, and head through 
the doors in the back of the room. (Objective 5 complete).

---------------
Area 51: Escape
---------------

Objectives
----------
1. Locate the Alien Tech Medpack PA
2. Rendezvous with the CI Spy. A
3. Locate the Secret Hangar. A
4. Revive the Alien Bodyguard. A
5. Escape From Area 51. A

Weapons
-------
Falcon 2 w/ Scope (x2)
Super Dragon
Tranquilizer
Remote Mines 
DY357 Magnum (if you fail the mission)

Opposition
----------
Biotechnicians: There are a few of these guys, with Tranquilizers.

Area 51 Guards: They make up the main bulk, and have Dragons.

Agent
-----
You start the mission in the autopsy lab, which the scientists have flooded with 
nerve gas. Since you are carrying the alien, you cannot press B until you 
deposit him. Race through the lab into the hall (the doors open automatically as 
you get up to them) and then go right to the end of the hall. At the end, youll 
be in a brownish room, and the alien will be immediately deposited there. Go 
back into the hallway, head forwards and turn right into the circular 
containment room. Follow it into a maintenance area with several guards. Kill 
them and head through the door there onto a series of ramps. Follow them to 
another room, in which you will find Jonathan. (Objective 1 complete). After a 
brief talk, you must head back to the maintenance area. Take out the guards 
there, and wait for Johnny boy to get there. He will then begin working on some 
explosives. Watch the door you just came through, as several guards will come 
from it. Once Jonathan tells you to get back, MOVE BACK! Once the explosion dies 
down, head through the hole into the secret hangar. (Objective 2 complete). Jump 
down from the ramp, and through the door near the hover bike. This leads to a 
cinema in which the alien (his name is Elvis) is revived. (Objective 3 
complete). After the cinema, head back to the UFO, and wait for Johnny and Elvis 
to get there. They then begin talking until Jonathan decides to open the doors 
and leave on the hover bike. Wait by the saucer. If you go up to Jonathan, it 
will lead to something where you have to open the doors, and leave on the jet 
bike. If you do opt to open the doors yourself, youll have work your way back 
through the base to escape. Once Jonathan opens both doors, you fly away with 
Elvis in the UFO. (Objective 4 complete).

Special Agent
-------------
You start the mission in the autopsy lab, which the scientists have flooded with 
nerve gas. Since you are carrying the alien, you cannot press B until you 
deposit him. Move fast, as you need to deposit Elvis 
in under 36 seconds (youll see why later). Race through the lab into the hall 
(the doors open automatically as you get up to them) and then go right to the 
end of the hall (ignore the guards). At the end, youll be in a brownish room, 
and the alien will be immediately deposited there. Go back into the hallway, 
head forwards and turn right into the circular containment room (be sure to pick 
off the guards this time). This leads to a maintenance area, with several 
guards. Peek in and out to blast the guards without taking much damage. Grab the 
remote mines, which should be there, provided you deposited Elvis in less than 
36 seconds. Place one mine near the door leading out to the ramps (dont blow it 
yet), and head across the ramps into the next room. Jonathan isnt here this 
time, so youll have to go farther to find him. Head along this rooms hall, and 
turn right at the first point at which the path branches. Keep going forwards 
after that, and you should get to Jonathan. Go over to him, and he will start 
talking. Run up to the door past him, and plant a remote mine. Go back to him, 
and hell finish talking. (Objective 1 complete). Now, immediately detonate the 
remote mines, and you should blow up a swarm of guards that would have attacked 
you. Head back to the maintenance area (the new guards should have been killed 
by the mine), and wait for Johnny boy to show up. He will then begin working on 
some explosives. Watch the door you just came through, as several guards will 
come from it. Once Jonathan tells you to get back, MOVE BACK! Once the explosion 
dies down, head through the hole into the secret hangar. (Objective 2 complete). 
Race through there past the hover bike, into the room with Elvis (the alien), 
and activate the Alien Medpack (check your inventory). It will take it some time 
to kick in, so race back up to the maintenance area. Jonathan will get killed by 
the guards (he only has a magnum) unless you help him out, so keep blasting the 
guards there. Eventually, the cinema will start, and Elvis is revived. 
(Objective 3 complete). Head over to the UFO, and wait for Jonathan and Elvis to 
get there. They then begin talking until Jonathan decides to open the doors and 
leave on the hover bike. Wait by the saucer. If you go up to Jonathan, it will 
lead to something where you have to open the doors, and leave on the jet bike. 
If you do opt to open the doors yourself, youll have work your way back through 
the base to escape. Once Jonathan opens both doors, you fly away with Elvis in 
the UFO. (Objective 4 complete).

Perfect Agent
-------------
You start the mission in the autopsy lab, which the scientists have flooded with 
nerve gas. Since you are carrying the alien, you cannot press B until you 
deposit him. Move fast, as you need to deposit Elvis in less than 36 seconds 
(youll see why later). Race through the lab into the hall (the doors open 
automatically as you get up to them) and then go right to the end of the hall 
(ignore the guards). At the end, youll be in a brownish room, and the alien 
will be immediately deposited there. Go back into the hallway, head forwards and 
turn right into the circular containment room (be sure to pick off the guards 
this time). This leads to a maintenance area, with several guards. Peek in and 
out to blast the guards without taking much damage. Grab the remote mines, which 
should be there, provided you deposited Elvis in less than 36 seconds. Place one 
mine near the door leading out to the ramps (dont blow it yet), and head across 
the ramps into the next room. Jonathan isnt here this time, so youll have to 
go farther to find him. But, right where Jonathan was in agent is glass is front 
of there, and an explosive thing. Push the explosive up to the glass, stand 
back, and blow it up. The explosion should destroy the glass. Enter it, and 
activate a switch on the back of the wall. Head forwards to the next door, head 
in, and grab the suitcase there. (Objective 1 complete). Anyway, head along the 
halls (being careful to blast any guards there). Head along this rooms hall, 
and turn right at the first point at which the path branches. Keep going 
forwards after that, and you should get to Jonathan. Go over to him, and he will 
start talking. Run up to the door past him, and plant a remote mine. Go back to 
him, and hell finish talking. (Objective 2 complete). Now, immediately detonate 
the remote mines, and you should blow up a swarm of guards that would have 
attacked you. Head back to the maintenance area (the new guards should have been 
killed by the mine), and wait for Johnny boy to show up. He will then begin 
working on some explosives. Watch the door you just came through, as several 
guards will come from it. Once Jonathan tells you to get back, MOVE BACK! Once 
the explosion dies down, head through the hole into the secret hangar. 
(Objective 2 complete). Race down into the section with Elvis, and activate the 
medpack on him. The medpack takes a while to start up, so race up to where 
Jonathan is, and help him out against the guards he is fighting (he is seriously 
out-gunned and will be killed if you dont help). Once it says that the medpack 
has been administered, go back to where Elvis was, and the cinema will start. 
(Objective 4 complete). Head back up to the maintenance area, and keep killing 
the guards there (Elvis and Johnny will head over to the UFO). Go over to them 
at the UFO, and it will lead to Jonathan opening the hangar doors. Under NO 
circumstances you open the hangar doors, and leave on the hover bike, as you 
will be killed. Anyway, Jonathan runs up and activates the hangar doors, after 
which you take off in the UFO. (Objective 5 complete).

Mission 4: Area 51 complete

-----------------------------------------------------------------------------
                    Mission 5: Air Force One
-----------------------------------------------------------------------------

-------------------
Air Base: Espionage
-------------------

Objectives
----------
1. Obtain the Disguise and enter the Base. A
2. Check in the Equipment. SA
3. Subvert the Security Monitoring System. A
4. Obtain the Flight Plans from the Safe. PA
5. Board Air Force One. A

Weapons
-------
Crossbow
Dragon
K7 Avenger
Proximity Mines
DY357 Magnum (x2)

Opposition: They have Dragons; if you kill them, you will fail.

NSA Lackey: There are 3 of these guys, armed with magnums.

NSA Bodyguard: They appear after the system is shut down, and have K7s.

Agent
-----
You start out with a Crossbow. Use its primary function, as you cannot kill the 
first few guards without failing. You should see a guard walking away from you 
towards a tunnel. Blast him with the crossbow, and head down the tunnel to the 
stewardess and 2 guards. Shoot them with the crossbow, and take the disguise. 
Put it on, and put your weapons down (now the guards wont shoot at you for 
now). (Objective 1 complete). Enter the building near where you started. Go up 
to the desk, and the receptionist will let you in. Head in, and go down the 
escalator to the right. From there, go along the path to the right, and turn 
right again when it branches. It will lead up a pair of stairs to the security 
monitoring system. Go up to it (it looks like a computer), and shut it down. 
(Objective 2 complete). The NSA lackey in the room will then shoot the guard 
near the console. Kill the NSA guy, and take his K7 Avenger. Put it up, as the 
air base is now attacked by NSA terrorists. Head down the stairs, and forwards 
to a lift. Kill the NSA guy near it for his shield, and take the lift to the 
lower floor. Upon getting out, you should see 2 guards and a console. Kill the 
guards and blow up the console. Head forwards into a hangar with Air Force One. 
Head all the way to the right and head up the ramp there. Take the elevator to 
the left of it up to another level. Exit the elevator, and head left into the 
Air Force One shuttle. (Objective 3 complete).

Special Agent
-------------
You start out with a Crossbow. Use its primary function, as you cannot kill the 
first few guards without failing. This time there are more guards outside, so 
youll have to do things differently. Strafe out, and shoot the guard in front 
of the door. Strafe out some more until you see another guard by an alarm. SHOOT 
HIM (if he sets off the alarm you fail). Shoot the other guard near the tunnel. 
Now, deploy your Drug Spy, and use it to sedate the other 2 guards and the maid. 
Go over to the maid, and grab the disguise. Put it on, and put your weapons 
down. (Objective 1 complete). Enter the building where you started, and go up 
the elevator to the left. Take it up to the next floor, where there are 2 guys 
at a desk. Punch them out and take the case in the room. Go back down, and go up 
to the desk. Go up to the desk, and the receptionist will let you in. Head in, 
and go down the escalator to the left. You should see a conveyor belt thing in 
the back of this room. Place the suitcase on it (you will now have NO weapons at 
all). (Objective 2 complete). Head along the path into the next room, and to the 
security monitor (you have a limited amount of time to do this). Be sure to 
disarm a few guards along the way to collect their ammo. Shut down the monitor 
(Objective 3 complete), and shoot the NSA guy once he kills the guard. Grab his 
K7, and head down the stairs. Instead of going to the lift, go back along the 
path, into the second main room (after the room with the escalator. There is 
another door, across from where you enter the room from the hall. Go in, and 
head through there (kill the NSA guys there), at the end is an elevator. Call it 
down (by the way, this is a bad place to get trapped with no ammo). Get in it, 
and it will open on the ground floor of the hangar. DO NOT shoot the guards with 
their backs to you. Close the elevator, and it will take you to a different 
floor. Exit the elevator, and head along the left into the Air Force One 
shuttle. (Objective 4 complete).

Perfect Agent
-------------
You start out with a Crossbow. Use its primary function, as you cannot 
kill the first few guards without failing. This time there are more guards 
outside, so youll have to do things differently. Strafe out, and shoot the 
guard in front of the door. Strafe out some more until you see another guard by 
an alarm. SHOOT HIM (if he sets off the alarm you fail). Shoot the other guard 
near the tunnel. Eventually, another guard will come out of the building; you 
may want to wait for him to come by before deploying the Drug Spy. Anyway, 
deploy your Drug Spy, and use it to sedate the other 2 guards and the maid. Go 
over to the maid, and grab the disguise. Put it on, and put your weapons down. 
(Objective 1 complete). Enter the building where you started, and go up the 
elevator to the left. Take it up to the next floor, where there are 2 guys at a 
desk. Punch them out and take the case in the room. Go back down, and go up to 
the desk. Go up to the desk, and the receptionist will let you in. Head in, and 
go down the escalator to the left. You should see a conveyor belt thing in the 
back of this room. Place the suitcase on it (you will now have NO weapons at 
all). (Objective 2 complete). Head along the path into the next room, and to the 
security monitor (you have a limited amount of time to do this). Be sure to 
disarm a few guards along the way to collect their ammo. Shut down the monitor 
(Objective 3 complete), and shoot the NSA guy once he kills the guard. Get up 
the Dragon you took from one of the guards. Head down the stairs, and peek out 
so the NSA terrorists see you. Run back up the stairs, and toss the Dragon as 
proximity mine, at the foot of the stairs. Put up the K7, and wait for the mine 
to be blown up. Once it is, head down the stairs, duck all the way down (this 
makes you more accurate), peek out, and blast the NSA guys. Un-duck and head 
back down the path to the second main room (after the room with the escalator. 
There is another door, across from where you enter the room from the hall. Blast 
the guards heading in from the doorway, the hall, and the escalator. Then, enter 
the door, and carefully kill the guards in there. Head through there until you 
reach the hall leading to the elevator. Go in the first room to the left, and a 
guy will tell you that the guards are breaking into the safe. Head through there 
into another room. Kill the guards there. They have knocked down one door (go 
through it), and placed a mine on another door. Stand back, and shoot the mine; 
the explosion will break the glass next to it. Duck down, and enter through 
where the glass was. Inside the room, go to the right, and youll see a switch. 
Slide open the glass in front of it, and activate the switch to open the safe. 
Grab the suitcase inside the safe (Objective 4 complete), and head back to the 
hall leading to the elevator. Call it down (by the way, this is a bad place to 
get trapped with no ammo). Get in it, and it will open on the ground floor of 
the hangar. DO NOT shoot the guards with their backs to you. Close the elevator, 
and it will take you to a different floor. Exit the elevator, and head along the 
left into the Air Force One shuttle. (Objective 5 complete).

-----------------------------
Air Force One: Anti-Terrorism
-----------------------------

Objectives
----------
1. Locate and Retrieve the Equipment. SA
2. Locate the President. A
3. Get the President to the Escape Capsule. A
4. Secure the Air Force One Flight Path. PA
5. Detach the UFO from Air Force One. A

Weapons
-------
Laptop Gun
Cyclone (x2)
K7 Avenger
Timed Mine
Combat Boost

Opposition
----------
Presidential Security: At the beginning, they will pull Cyclones out, if you 
mess up. After speaking to the president, they will help you.

NSA Bodyguards: They have K7s, and appear after you talk to the president.

Trent Easton: He is invincible, and has a DY357-LX. Unless you antagonize him, 
you are safe.

Mr. Blondes: There are 2 of them, with K7 Avengers.

NOTE: Keep in mind that these strategies will assume you ended the previous 
stage in the shuttle, as opposed to entering the cargo bay.

Agent
-----
When you start, you gun is down. Keep it that way until I tell you. Also, 
remember that killing any of the Secret Service guys will fail you. Go straight 
through the door in front of you, and up the stairs in the room it leads to. 
From the stairs, head backward to the left, into the Presidents room. After 
some dialogue, he believes you that Trent is trying to kidnap him. At this 
point, cinema starts in which a UFO attaches itself to the plane (Objective 1 
complete). Now you will have to protect the president, and get him to the escape 
pod. Once the cinema starts, pull up your Laptop gun, as NSA terrorists begin 
attacking the plane. Head down the stairs, and kill any terrorists there. The 
Secret Service guys will pull out Cyclones and attack the terrorists, but they 
wont last too long (be sure to grab their Cyclones if they die). Head back 
through the door that you came through and go forwards through there. Head 
through one large room, with 1 guard, and into another large room. In this room, 
there are 2 Mr. Blondes, and Trent. Trent is invincible, so kill the 2 Blondes, 
and continue forward. WARNING: Trent has a DY357-LX, which kills instantly (he 
will disappear unless you antagonize him). Head along and you should see a red 
grating. Open it, and drop down. Head forwards through another door. Directly 
ahead is the escape capsule. The president will come down, and run in. 
(Objective 2 complete). Return to where you started the level. You should see 
the UFOs umbilical. Plant your timed mine on it, and wait for it to blow. 
(Objective 3 complete).

Special Agent
-------------
When you start, you gun is down. Keep it that way until I tell you. Also, 
remember that killing any of the Secret Service guys will fail you. Turn around, 
and head backward, down through the grating, into the hangar level. Keep going 
backward to the cargo bay. Knock out the lone guard, and take his key card. 
Activate the switch to raise to cargo bay. Pick up the suitcase to retrieve your 
gear. (Objective 1 complete). Turn around and head to the previous room, and 
activate the switch to lower the hover bike. In the back of the next room is a 
dumbwaiter. Use it like an elevator to return to your starting position. Go 
straight through the door in front of you, and up the stairs in the room it 
leads to. From the stairs, head backward to the left, into the Presidents room. 
After some dialogue, he believes you that Trent is trying to kidnap him. At this 
point, cinema starts in which a UFO attaches itself to the plane. (Objective 2 
complete). Now you will have to protect the president, and get him to the escape 
pod. Once the cinema starts, pull up your Laptop gun, as NSA terrorists begin 
attacking the plane. The Secret Service guys will pull out Cyclones and attack 
the terrorists, but they wont last too long (be sure to grab their Cyclones if 
they die). Head down the stairs, and kill any terrorists there. Go back along 
the way to the cargo bay. Before opening the door to the room with Trent (you 
should remember it from agent), pop a combat boost, pull up your gun, open the 
door, and kill the 2 Mr. Blondes. Trent is invincible, so dont waste your ammo, 
and continue forward. WARNING: Trent has a DY357-LX, which kills instantly (he 
will disappear unless you antagonize him). Head along and you should see a red 
grating. Open it, and drop down. Head forwards through another door. Directly 
ahead is the escape capsule. The president will come down, and run in. 
(Objective 3 complete). Return to where you started the level. You should see 
the UFOs umbilical. Plant your timed mine on it, and wait for it to blow. 
(Objective 4 complete).

Perfect Agent
-------------
When you start, you gun is down. Keep it that way until I tell you. Also, 
remember that killing any of the Secret Service guys will fail you. Turn around, 
and head backward, down through the grating, into the hangar level. Keep going 
backward to the cargo bay. Eventually, you come to a room with 2 stewards 
preparing food. Knock them out so they dont alert the entire plane. If they are 
able to shout anything before you knock them out, the Secret Service guards will 
try to shoot you until the NSA attacks. Anyway, keep heading to the end of the 
cargo bay. Knock out the lone guard, and take his key card. Activate the switch 
to raise to cargo bay. Pick up the suitcase to retrieve your gear. (Objective 1 
complete). Turn around and head to the previous room, and activate the switch to 
lower the hover bike. In the back of the next room is a dumbwaiter. Use it like 
an elevator to return to your starting position. Go straight through the door in 
front of you, and up the stairs in the room it leads to. From the stairs, head 
backward to the left, into the Presidents room. After some dialogue, he 
believes you that Trent is trying to kidnap him. At this point, cinema starts in 
which a UFO attaches itself to the plane. (Objective 2 complete). Now you will 
have to protect the president, and get him to the escape pod. Once the cinema 
starts, pull up your Laptop gun, as NSA terrorists begin attacking the plane. 
The Secret Service guys will pull out Cyclones and attack the terrorists, but 
they wont last too long (be sure to grab their Cyclones if they die). Head down 
the stairs, and kill any terrorists there. Go back along the way to the cargo 
bay. Before you open the door to the room with Trent (you should remember where 
this is from agent), duck all the way down, pop a combat boost, and pull up your 
gun. Open the door so only one Mr. Blonde can see you. Kill him, and strafe out 
to get the other Mr. Blonde. Trent is invincible, so dont waste your ammo (and 
if you corner him, he will kill you with his DY357-LX). Head along and you 
should see a red grating. Open it, and drop down. Head forwards through another 
door. Directly ahead is the escape capsule. The president will come down, and 
run in. (Objective 3 complete). Return to where you started the level. You 
should see the UFOs umbilical. Plant your timed mine on it. (Objective 5 
complete). Dont wait for it to blow, race into the next room, up the stairs, 
and over to the room in the very back. Carrington will tell you (once the mine) 
has blown, that the NSA guards have, in a stroke of genius (sarcasm), killed the 
only 2 people who know how to fly the stupid plane. Since we dont feel like 
dying in an airplane crash, open the door, and kill the guard. Pop another 
combat boost, and head forwards to the cockpit. Kill the 2 idiot guards (they 
killed the 
pilots), and activate the switch in the middle of the room to start the 
autopilot. (Objective 4 complete).

-------------------------
Crash Site: Confrontation
-------------------------

Objectives
----------
1. Retrieve the Presidential Medical Scanner. SA
2. Activate the Distress Beacon. A
3. Shut Down the Enemy Jamming Device. PA
4. Retire (i.e.: kill) the Presidential Clone. A
5. Locate and Rescue the President. A

Weapons
-------
Falcon 2 w/ Scope
K7 Avenger
Sniper Rifle
DY357-LX
Proximity Mine

Opposition
----------
NSA Bodyguards: Theyre back, with K7s.

Mr. Blondes: There are several of them with Sniper Rifles, and a few with K7s.

Trent: He is invincible.

G5 Robots: There are a few of these guarding Trent.

This level is pretty non-descript, so Ill just have to try to give you some 
idea as to where to go.

Agent
-----
Turn on the president scan, turn around, and head straight to the escape 
capsule. Press B on it. (Objective 1 complete). Turn around, and head towards 
the opening that several guards are coming from. Head forwards, past a cave 
entrance (one of the dots on the scan is coming from there), forwards to a hole 
where the other dot on the scan is coming from. Aim down at the hole, and kill 
the President clone with the Sniper Rifle. (Objective 2 complete). Head back to 
the cave where the remaining dot on the scan is coming from. Blow up the robots 
in there. Trent has the president at gunpoint, and is about to blast him. Blast 
Trent until his shield turns green, and he will run away. The president will 
follow you. Head over to where you entered the cave; there is another exit, to 
the right of the one you entered from. Through the exit, head forwards to 
Elviss downed ship, and wait for the president to catch up. (Objective 3 
complete). 

Special Agent
-------------
Turn around, and head straight towards the escape capsule. There are 2 guards 
with their backs to you. Pop them in the head, and activate the escape capsule. 
(Objective 2 complete). Head through the side passage to the right, and grab the 
suitcase near the downed plane. (Objective 1 complete). Turn on the President 
scan, and head toward the 2 dots. This should lead to several guards. Blast 
them. One of the dots leads to a cave; dont go in there yet. Head towards the 
other one, to a hole. Kill the guards there, aim down through the hole, and kill 
the President clone. (Objective 3 complete). Head on to the cave (kill the Mr. 
Blondes there), and go into the cave. Kill the robots as they come out to blast 
you. Head forwards; Trent has the president at gunpoint, and is about to blast 
him. Blast Trent until his shield turns green, and he will run away. The 
president will follow you. Head over to where you entered the cave; there is 
another exit, to the right of the one you entered from. Get ahead of the 
President, and kill ALL the guards you can see in this section. Go up to Elvis, 
and wait for the President to arrive. (Objective 4 complete).

Perfect Agent
-------------
For this strategy, I will have to assume you now where most of the objectives in 
the previous levels are. Head for the escape capsule, and blast the 2 guards 
with their backs to you. Activate the capsule. (Objective 2 complete). Head 
towards where the President scan is, and grab it (you dont have to worry about 
the guards here). (Objective 1 complete). Turn on the president scan, and head 
towards where a group of guards are coming from. Blast them with your K7 
Avenger. Head to the area around where the president is. Duck down, and blast 
the guards there. Head forwards along the path in front of you (ignore the 2 
presidents for now). It leads through a tunnel with the enemy ship, and several 
drone guns. Turn on the threat detector, and blast those that you see from here. 
Strafe across to the cave entrance across from you, and blow up the other drone 
guns from there. Go up to the enemy ship, and plant ALL of your remote mines on 
it. Get WAY back, and detonate them. (Objective 3 complete). Head back to the 
cave with the President. Peek out, and let the robots come to you. Blow them up 
with the K7. Once they are taken care of, head down to Trent. Blast him until 
his shield turns green so he runs away. Take the President back to Elvis 
(Objective 5 complete). Now that that is done, head back to the hole near the 
President clone. Duck all the way down, and shoot the guy near the hole that you 
can see. The other guards will come out after you; kill them. Head up to the 
hole, and kill the President clone with your sniper rifle (the level ends after 
you complete all objectives, so you dont have to deal with the Mr. Blondes this 
way. (Objective 4 complete).

And now, provide you watched the end cinema for the crash site, <SPOLIER> you 
now know the truth about Mr. Blonde. He is actually a disguised Skedar warrior. 
And he also killed Trent. <END SPOILER>

Mission 5: Air Force One complete.

-----------------------------------------------------------------------------
                              Mission 6: Deep Sea
-----------------------------------------------------------------------------

-----------------------
Pelagic II: Exploration
-----------------------

Objectives
----------
1. Disable the Primary Power Source. A
2. Secure the Laboratories and Research Data. PA
3. Deactivate the GPS and AutoPilot. A
4. Activate the Moon Pool Lift. SA
5. Rendezvous and Escape With Elvis. A

Weapons
-------
Falcon 2 w/ Silencer (x2)
CMP150
Laptop Gun
DY357 Magnum
N-Bomb

Opposition
----------
Pelagic II Guards: They wear red overalls, are strong, and have CMP150s.

Air Force One Pilot: Two of them will comply, but one pulls a magnum.

Agent
-----
Go up to the first door, shoot the guard, and head through. Head along, while 
being sure to kill all the guards here. Once you get through another door, 
follow the path, and enter the door to the right. Blow up the security camera, 
and go over to the circular thing in the center of the room. Put on your X-ray 
scan, and activate the switches that are green colored, to unlock the hatch. 
Once that is done, go one level lower, and activate the switch (it looks like a 
smaller version of the switches upstairs) to shut down the power. (Objective 1 
complete). Go back through the door you entered from, and head through the door 
in front of you. Go up the stairs to the right, and youll be in a gold plated 
hallway. Go forwards up some more stairs, into the bridge. Since you have a big 
gun, and the bridge officers dont, youre the captain. Go over to one of them, 
and he will start deactivated the GPS. One of them will pull out a DY357, and 
try to kill the other 2. Kill him. Go over to the other officer, and he will 
deactivate the autopilot. (Objective 2 complete). Go back to the gold hallway, 
and go through the door to the left (the one that isnt locked). Head along the 
path to the right (there are lots of guards here), and to will lead to the moon 
pool lift, and Elvis. (Objective 3 complete).

Special Agent
-------------
This time around, youll have to be considerably more stealthy. Go up to the 
first door, and shoot the guard through the window. Go in, and kill the other 
guard. Look through the glass of the next door, and shoot the guy there in the 
head, as well as the guy that comes over to his body. Go in, and kill the next 
few guards as they rush for the alarm. This would be a good point to pause the 
guide for a quick explanation of the alarms.
-----------------------------------------------------------------------
Alarms 101
As youve probably noticed in the Pelagic II, the hallways are filled with 
alarms, which the guards will not hesitate to attempt to set off. Although you 
can shut them off, you still have to deal with more guards. If an alarm is set 
off, there will be twice as many guards in the golden hallways. Plus, there are 
NO guards in the room where you reactivate the moon-pool lift. Whenever the 
guards start to try to set off an alarm, one guard is designated for off the 
alarm, and will not shoot you. Basically, avoid setting off the alarms whenever 
you can.
-----------------------------------------------------------------------
Anyway, continuing the walkthrough, after killing the guards in this hall, and 
go through the door on the right. Shoot the 2 security cameras (1 on each 
level), and the guard in here. Go over to the circular thing in the middle of 
the room, turn on the X-ray scanner, and activate the green switches to unlock 
the shutdown switch. Go down the stairs, and activate the smaller switch to 
shutdown the power. (Objective 1 complete). Go back through the door you came 
from, into 
the next door, and up the stairs to the right. Go up two more flights of stairs 
to the bridge. Since you have a big gun, and the bridge officers dont, youre 
the captain. Go over to one of them, and he will start deactivated the GPS. One 
of them will pull out a DY357, and try to kill the other 2. Kill him. Go over to 
the other officer, and he will deactivate the autopilot. (Objective 2 complete). 
Go back down all three flights of stairs. Go forwards into another hall. Go all 
the way to the back of it, and to the right. This leads to a hall with a door in 
the middle. Open the door; if you didnt set off the alarm, there are no guards 
in here. Otherwise, you have a few choices:
1. Take out the guards by blasting them.
2. Chuck the laptop gun in as a sentry gun and let it do its work.
3. Toss in a few N-Bombs.
I prefer blasting them, but the other two are preferable if you are low on 
health. Anyway, head in, grab the shield, and activate the console on the right 
of the room. (Objective 3 complete). Before exiting the room, go up the ramp to 
two huge doors. They are locked, but turn on the X-ray scan, and look to the 
right of them. You should see a console through the wall. Activate it to unlock 
the doors. This lets you skip the golden halls. Leave the room, and circle 
around. You should see some stairs leading down. Pull up the Laptop gun, and 
head down. This area is heavily guarded, so be careful, and use the strafe to 
peek in and out to blast the guards. This will lead through a long path to 
Elvis. Once you get to Elvis, he starts heading off to the golden halls on his 
own. Run to the room where you activated the moon pool, and open the doors (you 
dont have to cue the console again). Head through them into the moon pool. 
(Objective 4 complete).

Perfect Agent
-------------
This time around, youll have to be considerably more stealthy. Go up to the 
first door, and shoot the guard through the window. Go in, and kill the other 
guard. Look through the glass of the next door, and shoot the guy there in the 
head, as well as the guy that comes over to his body. Go in, and kill the next 
few guards as they rush for the alarm. Ive already stressed the importance of 
not setting this off in the guide for the previous difficulty. After killing the 
guards in this hall, and go through the door on the right. Shoot the 2 security 
cameras (1 on each level), and the guard in here. Go over to the circular thing 
in the middle of the room, turn on the X-ray scanner, and activate the green 
switches to unlock the shutdown switch. Go down the stairs, and activate the 
smaller switch to shutdown the power. (Objective 1 complete). Go back through 
the door you came from, into 
the next door, and up the stairs to the right. Go up two more flights of stairs 
to the bridge. Since you have a big gun, and the bridge officers dont, youre 
the captain. Go over to one of them, and he will start deactivated the GPS. One 
of them will pull out a DY357, and try to kill the other 2. Kill him. Go over to 
the other officer, and he will deactivate the autopilot. (Objective 3 complete). 
Go down the stairs into the golden plated hall. Enter the door with plating over 
the window. Shoot the camera in the hall it leads to, and head over to the back 
of this hall. There are 2 doors, one to the right and one to the left. First go 
into the one on the right. Peek in, and wait by the entrance, and punch out the 
lone scientist as he comes over to the door, and grab his disk. Go over to the 
door on the left, and do the same thing, except this time there are two 
scientists. Grab the disks they drop. (Objective 2 complete). Go back down the 
other flight of stairs. Go forwards into another hall. Go all the way to the 
back of it, and to the right. This leads to a hall with a door in the middle. 
Open the door; if you didnt set off the alarm, there are no guards in here. 
Otherwise, you have a few choices:
1. Take out the guards by blasting them.
2. Chuck the laptop gun in as a sentry gun and let it do its work.
3. Toss in a few N-Bombs.
I prefer blasting them, but the other two are preferable if you are low on 
health. Anyway, head in, grab the shield, and activate the console on the right 
of the room. (Objective 3 complete). Before exiting the room, go up the ramp to 
two huge doors. They are locked, but turn on the X-ray scan, and look to the 
right of them. You should see a console through the wall. Activate it to unlock 
the doors. This lets you skip the golden halls. Leave the room, and circle 
around. You should see some stairs leading down. Pull up the Laptop gun, and 
head down. This area is heavily guarded, so be careful, and use the strafe to 
peek in and out to blast the guards. This will lead through a long path to 
Elvis. Once you get to Elvis, he starts heading off to the golden halls on his 
own. Run to the room where you activated the moon pool, and open the doors (you 
dont have to cue the console again). Head through them into the moon pool. 
(Objective 4 complete).

------------------------
Deep Sea: Nullify Threat
------------------------

Objectives
----------
1. Reactivate the Teleportals. A
2. Disable the Cetan Megaweapon. A
3. Secure the Control Room. SA
4. Restore Dr. Carolls Personality. PA
5. Escape From the Cetan Ship. A

Weapons
-------
Falcon 2 w/ Scope
Shotgun
CMP150
K7 Avenger
Farsight
Proximity Mines
Phoenix (if you fail by killing Elvis)

Opposition
----------
DataDyne Snipers: They have cloaking devices, and wield shotguns.

Pelagic II Guards: More of these guys, with CMP150s.

Baby Skedar: They are unarmed, and populate the second half of the ship.

Mr. Blondes: There are 2 of them in SA and PA. They have K7 Avengers.

Agent
-----
Turn on the IR Scanner, and head through the first few doors into a weird 
organic looking room (its also green). There are several cloaked guards, but you 
can see them with the IR Scanner. Kill them all, and head through two doors into 
another organic room. Here you are greeted by more cloaked guards; kill them, 
and turn off the IR scanner. Head to the right, past a dead Skedar and turn left 
when the path branches. Head through here to a room with several guards. Kill 
them, and wait for Elvis to catch up. He will go up to the computer in the room, 
and activate the teleportals. Head back down the path, and kill the 2 cloaked 
guards. Go through the door to your right, and take the path the path to the 
right. It leads to a teleportal. Head through, and you appear somewhere else. 
Elvis gives you his Farsight, and pulls out a Phoenix. From here youll 
encounter lots of baby Skedar. Nothing a shotgun blast wont take care of. Head 
forwards until you see two different doors. Go through the one on the right, and 
wait for Elvis to show up. Put on your IR so you can see in here. Elvis will 
come in and deactivate the megaweapon; be sure to kill any baby Skedar that 
appear here. (Objective 2 complete). Head out, and through the other door. Head 
forwards to another portal; go through it. It leads to Dr. Caroll. Go up to him 
to start the cinema. Uh-oh. Seems has decided to blow up the Cetan ship. Once 
the cinema ends, speed-strafe back to the beginning of the level before the ship 
blows up. (Objective 3 complete).

Special Agent
-------------
Turn on the IR Scanner, and head through the first few doors into a weird 
organic looking room (its also green). There are several cloaked guards, but you 
can see them with the IR Scanner. Kill them all, and head through two doors into 
another organic room. Here you are greeted by more cloaked guards; kill them, 
and turn off the IR scanner. Head to the right, past a dead Skedar and turn left 
when the path branches. This time, there are several locked doors here; to open 
them, you need to shoot the various green lanterns here. Head through here to a 
room with several guards. Kill them, and wait for Elvis to catch up. He will go 
up to the computer in the room, and activate the teleportals. Head back down the 
path, and kill the 2 cloaked guards. Go through the door to your right, and take 
the path the path to the left to grab a shield. Then head along the path to the 
right, into the teleportal. NOTE: The path from here on, to the megaweapon 
differs for each difficulty. After you reappear, Elvis will give you his 
Farsight. Head through into a circular room; kill the guards and baby Skedar in 
there. Head through there into another room, and turn right. This leads down a 
winding path with several guards; its a good idea to use the Farsight here. The 
end of it leads to the core of the Cetan ship. Elvis will start to deactivate it 
from the thing in the middle. Pull up your CMP150, and kill the baby Skedar that 
will begin swarming from here. It takes Elvis a LONG time to deactivate the 
megaweapon (Objective 2 complete), race back up the way you came, and go through 
the portal to the left. This puts you very close to Caroll. Go up to the door 
that leads to him, and pull up the Farsight. Aim with it to kill one of the two 
Mr. Blondes in there. Then, open the door and kill the other one. (Objective 3 
complete). Go up to Caroll to start the cinema. Uh-oh. Seems has decided to blow 
up the Cetan ship. Once the cinema ends, speed-strafe back to the beginning of 
the level before the ship blows up. (Objective 4 complete).

Perfect Agent
-------------
Turn on your IR scanner, and pull up the shotgun (set it to double blast). Open 
the door leading to the first room with cloaked guards. DO NOT attempt to kill 
them; speed strafe to left, past the guards and through the other door. When you 
come to the next room with cloaked guards, fire a double blast at the 2 guards 
in front of you. Speed strafe past them, to the right (Elvis will kill them 
all). Head down the path to the room where you reactivate the teleportals. Shoot 
the green lights to unlock the doors. Head into the room where you activate the 
portals, and kill the guards there (they have HORRIBLE accuracy). Wait for Elvis 
to come, and reactivate the portals. Head back through the path, and kill the 2 
cloaked guards at the end. Go through the door to the right and along the path 
to the right. At the end, head through the teleportal. Elvis will give you his 
Farsight. Open the door to the circular room, and blast the guards in there. 
Head through there, and go through the portal to the left. This will take you to 
a long stretch of area, with many baby Skedar; you have to strafe past them, or 
theyll just kill you. Pull up the Farsight, and look through the door in front 
of you. Blow up the tanks in there to unlock the next door. Run through, and 
head through the next door. Head along to the next door. DO NOT open it. Look 
through with the Farsight, and blow up the oddly shaped drone gun. Head through, 
and stop at the next door. Use the Farsight to blow up the tank. Run through, 
and repeat this for the next two doors. After the next two rooms like this, look 
through the door with the Farsight, and blow up another drone gun. Head through 
the door into a hall. In the middle of the hall is a locked door. Look through 
it through the middle and blow up the last drone gun. Look to the left and right 
of this room with the Farsight, and youll see two tanks, each with a baby 
Skedar nearby. Blow them both up. (Objective 2 complete). Now, look through the 
door at the end of this hall, and blow another tank. Look through even further 
to blow up the last tank. This unlocks the middle door. Rush through it, into 
the portal. You end up near the room with Dr. Caroll. Look through with the 
Farsight, and kill one of the Mr. Blondes there. Immediately switch the CMP150 
(shotgun if thats out of ammo), and spray the entire clip into the remaining 
Mr. Blonde as the door slowly opens (he wont be able to see you until the door 
is fully open, and if you wait till then, youll get a few K7 rounds to the 
face). (Objective 3 complete). Go over to Dr. Caroll, and pull out the backup 
disc. (Objective 4 complete). This immediately leads to the cinema. Dr. Caroll 
has started the timer to destroy the Cetan ship, so as soon as the cinema stops, 
pull out the K7, and speed strafe to where you started the level (you dont need 
to worry about the guards, but you can fire a burst at them if you want to). 
(Objective 5 complete).

Mission 6: Deep Sea Complete

-----------------------------------------------------------------------------
                   Mission 7: Carrington Institute
-----------------------------------------------------------------------------

-----------------------------
Carrington Institute: Defense
-----------------------------

Objectives
----------
1. Reactivate the Automatic Defenses. SA
2. Release the Hostages. A
3. Retrieve the Experimental Weapon. A
4. Destroy the Sensitive Information. PA
5. Deactivate the Bomb. A

Weapons
-------
AR34
K7 Avenger
Mauler 
Falcon 2
RC-P120
DY357 Magnum
Devestator
Laser
Combat Boost

Opposition
----------
DataDyne Shock Troopers: Theyre back. This time around, they have shields and 
K7s, and are unlimited.

Mr. Blondes: They are shielded and carry Maulers.

Skedar: There is one adult Skedar, with a Mauler.

NOTE: Before playing this stage, it is a very good idea to get an idea as to 
where how the Carrington Institute is set up, by playing around in it in 
training.

Agent
-----
As you start the level, your first full-grown Skedar will greet you by firing 
several shots at you. Blast him, and head up in the elevator. There are hostages 
being held in both the device room, and the character profiles room (the two 
sets of rooms to the far right of the second floor). Head in, and kill the guys 
guarding them (2 guards and 2 hostages in each room). Once they are rescued head 
back to the ground floor. Keep in mind that all the other guards have powerful 
shields, and take much more damage then usual. Go into the holotraining room 
(far right of ground floor). Head in, and plow through the four guards in there. 
Go over to the weapons room (next room, to the left), where Foster and his 
assistant have begun fighting the guards. Kill the guards in there. (Objective 1 
complete). Immediately cue the computer in there to break the glass, and grab... 
the RC-P120! (Objective 2 complete). Put it up, and head down the ramp where you 
started, into the hangar area. In the first room are a Skedar ship, and several 
Mr. Blondes. Kill the Mr. Blondes, and use the data uplink to send the Skedar 
ship (which is a bomb) out of the Institute. (Objective 3 complete). Use the RC-
P120s cloak function, head halfway up the ramp, and through the door to the 
right into the hangar. 

Special Agent
-------------
NOTE: All the guards are extremely strong, so you will have to spray several 
shots into them. You have to activate the drone guns fast, or Carrington will be 
killed. At the start, turn around, and head halfway down the ramp. Go through 
the door to your left, across to the other side of the ramp it leads to, and 
into another room. Activate the drone gun in there. Head back out onto the ramp 
you entered the hangar from, and head all the way down. Go through the first 3 
rooms, into a hall, and cue the console to the upper left. You should see the 
drone gun you just activated. Head forward from where it is, through a door, and 
head left until you see another console. Activate it. (Objective 1 complete). 
There is a shield a ways to the right of the last 2 drone guns. Head back up to 
the start. Kill the Skedar, if the CI soldiers havent already. Put up the K7 
Avenger you probably got from one of the guards earlier on; it spits out bullets 
far faster then the AR34. Head up the elevator. Go to the group of rooms to the 
right. DO NOT use your combat boosts here. Go into the rooms here, and rescue 
the hostages. You need to rescue all the hostages here, as if you do, Grimshaw 
will give you a Devestator. Go down to the ground floor. Go into the 
holotraining room, and rescue the lone hostage there. Exit, but do not enter the 
weapons room yet. Go down the ramp to the lower area, into the first room there 
(the one where the bomb is). Fire a Devestator grenade at the floor right next 
to the crate to the left of the room. If you do it right, you should see a dead 
Mr. Blonde pop up. Youve just destroyed a spawning point. Go back to the 
weapons room, and rescue the two hostages there. (Objective 2 complete). Cue the 
console to break the glass, and grab the RC-P120. (Objective 3 complete). Pull 
up the RC-P120, and use ALL of your combat boosts. Head out, and kill the guards 
swarming from where you started, and head down the ramp to the Skedar ship. If 
you did the spawning point glitch right, there shouldnt be any Mr. Blondes 
there. Use the data uplink to send the Skedar ship out of the Institute. 
(Objective 4 complete). Cloak with the RC-P120, and head halfway up the ramp, 
and through the door to the right into the hangar. 

Perfect Agent
-------------
Most people I know say that this stage is impossible in Perfect Agent. I laugh 
in their faces, and you can too with this strategy. You need to activate the 
first 3 drone guns fast, or Carrington will be killed. Turn around, and race 
halfway down the ramp. Go through the door to the left, across the ramp it leads 
to, and into another room. Activate the console in there, then leave that room, 
and jump off of the ramp. Go through the door to the right, and activate the 
console in front of you. Go back through the door, back up onto the ramp, and 
back the way you came (to the initial ramp). Head all the way down. Go through 
the first 3 rooms, into a hall, and cue the console to the upper left. 
(Objective 1 complete). If youve killed any of the guards yet put up the K7 you 
grabbed from them. The AR34 may be better, but the K7 spits out bullets far 
faster. Head back up the ramp to the ground floor. Kill the Skedar, if he hasnt 
been killed by one of the CI soldiers. Go up the elevator to the next floor. Go 
to the rooms to far left. DO NOT use your combat boosts here. In each room are 
two guards and two hostages. Remember that you have to kill the guard to the 
right first. Keep in mind that if more then 2 hostages die you will fail. Also, 
all the hostages on this floor must live, as that way Grimshaw will give you the 
Devestator. Once the hostages here are saved, go back down to the next floor. DO 
NOT rescue the other hostages yet. Go down the ramp to the lower area, into the 
first room there (the one where the bomb is). Fire a Devestator grenade at the 
floor right next to the crate to the left of the room. If you do it right, you 
should see a dead Mr. Blonde pop up. Youve just destroyed a spawning point. Go 
back up to where you started the stage (on the ramp), and fire a grenade at that 
exact spot; the same thing will happen, except a DataDyne guard will pop up. Go 
back up to the second floor, and go into Carringtons office, all the way to the 
left. Enter it, and you should see a safe. Switch the Devestator to wall-hugger, 
and fire one at the safe. This should blow up the sensitive information. 
(Objective 4 complete). Go down the elevator to the ground level. Normally, you 
would have swarms of guards coming, but you destroyed the spawn point. Go into 
the holoroom, peek out from the right, and kill as many of the guards as you can 
with the K7. Reload, peek out, and kill the rest. Go into the weapons room, and 
kill the 2 guards, to rescue the hostages. (Objective 2 complete). Cue the 
computer to break the glass, and grab the RC-P120. (Objective 3 complete). Use 
ALL your combat boosts now, pull up the RC-P120, and kill the guards swarming 
out (the combat boosts allow you to take out huge amounts of guards with the RC-
P120). Head down the ramp to the room with the Skedar ship. You blew up the 
spawn point, so there shouldnt be any Mr. Blondes there, but kill anyone that 
is there. Use 
the uplink on the ship to send it out of the Institute. Cloak, and race halfway 
up the ramp. Wait by the door to the right, until Carrington tells you the last 
dropship is waiting for you. Race through the door into the hangar.

Mission 7: Carrington Institute complete

-----------------------------------------------------------------------------
                   Mission 8: Skedar Attack Ship
-----------------------------------------------------------------------------

---------------------------
Attack Ship: Covert Assault
---------------------------

Objectives
----------
1. Disable the Shield System. A
2. Open the Hangar Doors. PA
3. Access the Navigational Systems. A
4. Sabotage the Engine Systems. SA
5. Gain Control of the Bridge. A

Weapons
-------
Combat Knife
Mauler (x2)
AR34 
Callisto NTG
Slayer
Phoenix (if you fail by killing Elvis)

Opposition
----------
Skedar: The level is filled with adult Skedar, armed with Maulers. The captain 
has 2 Maulers.

Agent
-----
Go through the first 2 doors, and wait while one of the Skedar chases Cassandra. 
The other Skedar will wait with his back to you. Run over and stab him in the 
back with your knife. Take his Mauler, charge it up, and blow up the 3 weird 
computers. (Objective 1 complete). Go to the elevator, kill the other Skedar, 
and take the elevator down. Elvis will come out to greet you, and gives you an 
AR34. Hes got taste! Head up into the hangar; the alarm has been set off. Big 
deal; you have 2 Maian soldiers with Callistos in there. Go up to the back of 
the room, by the big elevators, and wait for the elevator to come down. Head 
into it, and take it up. Go into the next room, and kill the 2 Skedar there. Go 
through the door to the left, through a hall and another door, and then through 
the door to the right. Kill the 2 Skedar in there, and wait for Elvis to show 
up. He goes over to the computer and accesses the navigational information. 
(Objective 2 complete). Go back through the door you came from, and through the 
door that is now to your right, Kill the Skedar in front of you, and head down 
the blue halls. Once you get to a big blue door, its locked, look around. There 
should be a side passage. Go through it to another door. Head in, kill the 
Skedar there, and go up the next two elevators into the bridge. Kill the 3 
Skedar there. Go up to where the middle Skedar was, and grab his 2x Maulers! 
Wait there, and Elvis will come in. Elvis will come up to you, as Skedar start 
to pour in. Kill all the Skedar that come in, until Elvis takes control of the 
bridge. (Objective 3 complete).

Special Agent
-------------
Go through the first 2 doors, and wait while one of the Skedar chases Cassandra. 
The other Skedar will wait with his back to you. Run over and stab him in the 
back with your knife. Take his Mauler, charge it up, and blow up the 3 weird 
computers. (Objective 1 complete). Go to the elevator, kill the other Skedar, 
and take the elevator down. Elvis will come out to greet you, and gives you an 
AR34. I recommend using the charged up Mauler, as it kills the Skedar instantly. 
Head up into the hangar; the alarm has been set off. Big deal; you have 2 Maian 
soldiers with Callistos in there. Go up to the back of the room, by the big 
elevators, and wait for the elevator to come down. Head into it, and take it up. 
Go into the next room, and kill the 2 Skedar there. Go through the door to the 
left, through a hall and another door, and then through the door to the right. 
Kill the 2 Skedar in there, and wait for Elvis to show up. He goes over to the 
computer and accesses the navigational information. (Objective 2 complete). Go 
back through the door you came from, and through the door that is now to your 
right, Kill the Skedar in front of you, and head down the blue halls. Once you 
get to a big blue door, head in (it takes you to the engine room), and blast the 
Skedar in front of you, as well as the other one in the room. Head through 
either of the side doors, and head along their paths to the reactor. Kill as 
many Skedar in the reactor room from the hall, and then head in and kill the 
rest. See the pole in the middle? Thats the reactor. There are 2 brownish 
things supporting it; blow them both up. Now RUN back to the blue door you 
entered the engine room from (back into the blue hall) or you will be blown up 
in a massive explosion. (Objective 3 complete). Look around. There should be a 
side passage near the blue door. Go through it to another door. Head in, kill 
the Skedar there, and go up the next two elevators into the bridge. Kill the 3 
Skedar there. Go up to where the middle Skedar was, and grab his 2x Maulers! 
Wait there, and Elvis will come in. Elvis will come up to you, as Skedar start 
to pour in. Kill all the Skedar that come in, until Elvis takes control of the 
bridge. (Objective 4 complete).

Perfect Agent
-------------
The Attack Ship on Perfect Agent is the hardest stage in the entire game, the 
equivalent of Aztec from Goldeneye. Because of the extreme difficulty of this 
stage, I will go into lots of detail. But, before that, I should explain how 
youre supposed to kill these Skedar.
-----------------------------------------------------------------------
Skedar 101
As you probably have realized, the Skedar are an alien species, evolved on 
another planet, and completely different from humans. The Skedar are actually 
snake-like creatures in mechanical bodies (thats why theyre so strong). Thus, 
it is not the head that kills instantly. The tail thing you see sticking out of 
the back of the Skedars heads is the real weak point. Shooting that will 
usually kill them with a few shots. The head and chest will require a good 
amount of damage before the Skedar is killed; thus, if you are both firing at 
each other, you will take substantial damage before killing him. The arms and 
legs take twice as much as the head and chest. Even more dangerous then getting 
shot by them is being slashed by them. ALWAYS KEEP YOUR DISTANCE! It only takes 
two slashes for them to kill you. Other then shooting them, they can be killed 
with a knife to their back, or an explosion.
-----------------------------------------------------------------------
Now, lets start the walkthrough (much credit goes to Marshmallow for a lot of 
the strategies for this stage). Go through the first two doors, and wait until 
the Skedar has his back to you. Go up to him, and stab him in the back. Take his 
Mauler. There is a trick to saving ammo on destroying the 3 computers. Charge up 
the Mauler, but dont wait till it is fully charged. Once it (the gun) turns 
fairly red, you blow up one of the computers with it. Once you blow them up 
(Objective 1 complete), you should have about 10 shots left. Wait by the wall 
next to the elevator (DO NOT let the other Skedar see you). Wait until you hear 
the elevator open up, and circle strafe into the elevator. As long as you close 
the elevator as you run in you wont get hit. Once it takes you down, speed 
strafe across to the hall across from you. Go up the elevator there, to the next 
control room. Strafe out of the elevator, and you should see a Skedar across 
from you. He shouldnt see you; shoot him. Once he is dead, run over to the 
weird console, and activate it. (Objective 2 complete). Grab the dead Skedars 
ammo, and take the elevator down. As you come out of the elevator, Elvis and the 
Maians are fighting the two Skedar you ran past in the hangar. Help them out by 
killing the two Skedar there. Elvis will give you an AR34, which you should be 
using for most of the mission. Head out into the hangar. You dont need to worry 
about the Skedar teleporting in; they have horrible accuracy and die with two 
shots. Grab some ammo, and wait by the blue elevator. Once it comes down, head 
in on the RIGHT side of it. Once it comes up, DO NOT let the 2 Skedar in the 
next room see you. Get all the way to the left of the door, and open it. First 
kill the Skedar to the left. You can only see his leg, but he cant see you. 
Look to the right, and shoot the other Skedar in his snakelike tail. Go into the 
room, and go through the door to the left. Head into the next room from there. 
Go up to the pillar, strafe out, duck all the way down, and blast the Skedar at 
the end of the room. Head through and up to the door to the right. Put up your 
charged Mauler, open the door, and strafe out. Your auto-aim should catch the 
Skedar there; shoot him! Strafe out some more, and kill the other Skedar in the 
room. While Elvis checks the computer (Objective 3 complete), go back through 
the door you came from and up to the door now to the right. Open it, and 
immediately blast the Skedar in front of you. Switch to the AR34, and head down 
the hall. At the turn, strafe out and kill the Skedar at the end of the hall. At 
the next turn, you may see a Skedar walking to the left. Shoot him! If not, head 
down and up to the blue door to the left (the one that leads to the engine 
area). Put the Mauler back up, open the door, and close it, as the Skedar fires 
repeatedly at the door. Open the door and kill him. Strafe out, and kill the 
other Skedar. Head through the door on either side and up to the next one. Open 
it, and immediately shoot the Skedar in front of you. Head up to the end of the 
hall. Pull up the AR34, and blast any Skedar you can see from your hall. Then 
blast the brown thing supporting the rod in the center of the room (the one you 
can see from here). Strafe out and kill the remaining Skedar in there, and blow 
up the other brown support thing. RUN out of the engine room, and into the blue 
halls, to avoid the huge explosion. (Objective 4 complete). Pull up the Mauler, 
go down the side passage, and blast the Skedar by the next blue door. Open the 
door, and enter the big room with two Skedar. Peek out so one sees you. Run out, 
and close the door. Once it runs up to the door and opens it, kill him. Do the 
same to the other Skedar. Head through that room, and up the first elevator. Go 
into the next elevator, and get by the back of it. As soon, as it gets up, 
scramble for cover, or you will be mowed down by 3 Skedar warriors. Pull up the 
AR34, duck all the way down, and 
strafe out so you can see one Skedar. Kill him, and repeat for the other two. 
Grab the DOUBLE MAULERS from the one in the middle, and wait where he was. Once 
the Skedar start coming in, blast them before they can get to you or Elvis. You 
should probably beat the stage soon, unless Elvis runs in front of your guns as 
you are firing them. Kill killing the Skedar, and Elvis will eventually take 
control of the bridge. (Objective 5 complete). Now you can let your heart rate 
subside, since youve just beaten the hardest stage in the game.

Mission 8: Attack Ship complete :-)

-----------------------------------------------------------------------------
               Mission 9: Skedar Battle Shrine
-----------------------------------------------------------------------------

---------------------------
Skedar Ruins: Battle Shrine
---------------------------

Objectives
----------
1. Identify the Temple Targets. A
2. Activate the Bridge. A
3. Gain Access to the Inner Sanctum. SA
4. Destroy the Secret Skedar Army. PA
5. Assassinate the Skedar Leader. A

Weapons
-------
Falcon 2 w/ Scope
Callisto NTG 
Reaper
Phoenix (x2)
Slayer
Devestator
Mauler

Opposition
----------
Skedar: These guys will pop out from no-where. Most of them are unarmed. A few 
have Reapers, the secret army has Maulers, and 2 have Slayers.

Baby Skedar: They appear in the shrine, and will pounce on you.

Skedar Leader: He has a Slayer and a shield. See the strategy for beating him.

Agent
-----
The final level is a piece of cake, dont worry. This stage is filled with 
cloaked Skedar, but dont bother with the IR Scanner either way. Switch to your 
Callisto, and put on the R-Tracker. The dots on it correspond to the 3 pillars 
you have to put amplifiers on. There are 5 pillars, 2 of which are duds. It is 
totally random which ones are the right pillars, so you have to use the R-
Tracker. The two that are duds must be blown up with a wall hugger from the 
Devestator (Ill explain why later). Most of the Skedar are unarmed; just keep 
your distance. Head into the first area, and kill the Skedar there. There is a 
pillar in there. Head onward and youll see another Skedar. Kill him, turn 
around, and kill the other one. Head on, turn around and another one will 
uncloak behind you. Head down the path and turn right into a section with 
another pillar. Go back down the path; kill the Skedar with a Reaper, and behind 
him is another pillar. Turn right from there, duck all the way down, and kill 
the two Skedar with Reapers. Head forwards in there, past where the 2 Skedar 
were. To the right is a fat pillar (this one takes 2 wall huggers at once). 
Ahead is another section with several Skedar, and the final pillar. (Objective 1 
complete). Head back to where the 2 Skedar with Reapers were back down the 
right, to a cliff. At the edge of the cliff are 2 Phoenixes, provided you blew 
up the other two pillars. Across from you is a Skedar; kill him, and then the 
one down to the left. Go down the ladder and head along the gorge until you see 
a path to the other side. Head along to the ladder on the other side of the 
gorge, and go up it. Head over, and jump down to a slightly lower level. Kill 
the Skedar there, and head to the back. To the left, turn on the IR Scanner, and 
look at the wall. You should see an oval; shoot it with an explosive shell to 
blow a hole in the wall. Head in. There are unlimited Skedar babies, but it only 
takes one explosive shell to kill them. Head forward until you see a door to the 
right, go in, and kill the baby Skedar. There is a small wall fragment. Push it 
onto the square in the room to activate the bridge. (Objective 2 complete). Go 
back into the hall, and head forwards, to the next door. Open it, and youll be 
on a bridge. Look to the left, and shoot at the Skedar below. Jump down as he 
fires a rocket at you, and find cover. Kill him, and the other Skedar across 
from him. Go back through the room into the hall, and onto the bridge. Kill the 
Skedar with a Reaper, and head forwards through the door into another hall, and 
into another room. RUN through here into the next big room. Now, its time to 
kill the Skedar leader. He has a Slayer, but you can blow up the rockets with 
your shells. Fire Phoenix shells repeatedly at him, until his shield turns 
green. If he teleports down at you strafe around and shoot him once he appears. 
Sometimes he will create Skedar (they appear to the left), and baby Skedar (they 
appear in the center). Once his shield turns green, you need to blow out the 
parts of the statue behind him. First, the part to the upper right, then to the 
upper left, then to the lower right, the lower left, and finally, the remaining 
middle piece. Keep in mind that eventually he begins attacking you again, and 
you have to shoot him some more. Once you blast off the final part of the 
statue, it will fall down, and impale the leader in the head. (Objective 3 
complete).

Special Agent
-------------
The final level is a piece of cake, dont worry. This stage is filled with 
cloaked Skedar, but dont bother with the IR Scanner either way. Switch to your 
Callisto, and put on the R-Tracker. The dots on it correspond to the 3 pillars 
you have to put amplifiers on. There are 5 pillars, 2 of which are duds. It is 
totally random which ones are the right pillars, so you have to use the R-
Tracker. The two that are duds must be blown up with a wall hugger from the 
Devestator (Ill explain why later). Most of the Skedar are unarmed; just keep 
your distance. Head into the first area, and kill the Skedar there. There is a 
pillar in there. Head onward and youll see another Skedar. Kill him, turn 
around, and kill the other one. Head on, turn around and another one will 
uncloak behind you. Head down the path and turn right into a section with 
another pillar. Go back down the path; kill the Skedar with a Reaper, and behind 
him is another pillar. Turn right from there, duck all the way down, and kill 
the two Skedar with Reapers. Head forwards in there, past where the 2 Skedar 
were. To the right is a fat pillar (this one takes 2 wall huggers at once). 
Ahead is another section with several Skedar, and the final pillar. (Objective 1 
complete). Head back to where the 2 Skedar with Reapers were back down the 
right, to a cliff. At the edge of the cliff are 2 Phoenixes, provided you blew 
up the other two pillars. Across from you is a Skedar; kill him, and then the 
one down to the left. Fire a Phoenix 
shell at the rocks across from you to unearth the other ladder. Go down the 
ladder and head along the gorge until you see a path to the other side. Head 
along to the ladder on the other side of the gorge, and go up it. Head over, and 
jump down to a slightly lower level. Kill the Skedar there, and head to the 
back. To the left, turn on the IR Scanner, and look at the wall. You should see 
an oval; shoot it with an explosive shell to blow a hole in the wall. Head in. 
There are unlimited Skedar babies, but it only takes one explosive shell to kill 
them. Head forward until you see a door to the right, go in, and kill the baby 
Skedar. There is a small wall fragment. Push it onto the square in the room to 
activate the bridge. (Objective 2 complete). Go back into the hall, and head 
forwards, to the next door. Open it, and youll be on a bridge. Look to the 
left, and shoot at the Skedar below. Jump down as he fires a rocket at you, and 
find cover. Kill him, and the other Skedar across from him. Collect their 
Slayers, and head to the back of this room. At the back is a miniature shrine, 
which tells you to make your sacrifice to the Skedar god of war. Get up the 
Falcon 2, and press B to place it there. (Objective 3 complete). Look up, and 
kill the other Skedar on the bridge. Go back through the room into the hall, and 
onto the bridge. Head forwards through the door into another hall, and into 
another room. RUN through here into the next big room. Now, its time to kill 
the Skedar leader. He has a Slayer, but you can blow up the rockets with your 
shells. Fire Phoenix shells repeatedly at him, until his shield turns green. If 
he teleports down at you strafe around and shoot him once he appears. Sometimes 
he will create Skedar (they appear to the left), and baby Skedar (they appear in 
the center). Once his shield turns green, you need to blow out the parts of the 
statue behind him. First, the part to the upper right, then to the upper left, 
then to the lower right, the lower left, and finally, the remaining middle 
piece. Keep in mind that eventually he begins attacking you again, and you have 
to shoot him some more. Once you blast off the final part of the statue, it will 
fall down, and impale the leader in the head. (Objective 4 complete).

Perfect Agent
-------------
The final level is a piece of cake, dont worry. This stage is filled with 
cloaked Skedar, but dont bother with the IR Scanner either way. Switch to your 
Callisto, and put on the R-Tracker. The dots on it correspond to the 3 pillars 
you have to put amplifiers on. There are 5 pillars, 2 of which are duds. It is 
totally random which ones are the right pillars, so you have to use the R-
Tracker. The two that are duds must be blown up with a wall hugger from the 
Devestator (Ill explain why later). Most of the Skedar are unarmed, just keep 
your distance. Head into the first area, and kill the Skedar there. There is a 
pillar in there. Head onward and youll see another Skedar. Kill him, turn 
around, and kill the other one. Head on, turn around and another one will 
uncloak behind you. Head down the path and turn right into a section with 
another pillar. Go back down the path; kill the Skedar with a Reaper, and behind 
him is another pillar. Turn right from there, duck all the way down, and kill 
the two Skedar with Reapers. Head forwards in there, past where the 2 Skedar 
were. To the right is a fat pillar (this one takes 2 wall huggers at once). 
Ahead is another section with several Skedar, and the final pillar. (Objective 1 
complete). Head back to where the 2 Skedar with Reapers were back down the 
right, to a cliff. At the edge of the cliff are 2 Phoenixes, provided you blew 
up the other two pillars. Across from you is a Skedar; kill him, and then the 
one down to the left. Fire a Phoenix 
shell at the rocks across from you to unearth the other ladder. Go down the 
ladder and head along the gorge until you see a path to the other side. Head 
along to the ladder on the other side of the gorge, and go up it. Head over, and 
jump down to a slightly lower level. Kill the Skedar there, and head to the 
back. To the left, turn on the IR Scanner, and look at the wall. You should see 
an oval; shoot it with an explosive shell to blow a hole in the wall. Head in. 
There are unlimited Skedar babies, but it only takes one explosive shell to kill 
them. Head forward until you see a door to the right, go in, and kill the baby 
Skedar. There is a small wall fragment. Push it onto the square in the room to 
activate the bridge. (Objective 2 complete). Go back into the hall, and head 
forwards, to the next door. Open it, and youll be on a bridge. Look to the 
left, and shoot at the Skedar below. Jump down as he fires a rocket at you, and 
find cover. Kill him, and the other Skedar across from him. Collect their 
Slayers, and head to the back of this room. At the back is a miniature shrine, 
which tells you to make your sacrifice to the Skedar god of war. Get up the 
Falcon 2, and press B to place it there. (Objective 3 complete). Look up, and 
kill the other Skedar on the bridge. Go back through the room into the hall, and 
onto the bridge. Head forwards through the door into another hall, and into 
another room. As soon as the lights go on, the Skedar army in suspended 
animation will begin attacking, as they come out of the green containers on the 
wall. The first one to come out is in the third container on the right, then the 
second one on the left, then the first container on the right, the fourth 
container on the right, the third container on the left, and finally, the first 
container on the left. Once they are all dead (Objective 4 complete), head into 
the next, where you are greeted by the Skedar Leader. He has a Slayer, but you 
can blow up the rockets with your shells. Fire Phoenix shells repeatedly at him, 
until his shield turns green. If he teleports down at you strafe around and 
shoot him once he appears. Sometimes he will create Skedar (they appear to the 
left), and baby Skedar (they appear in the center). Once his shield turns green, 
you need to blow out the parts of the statue behind him. First, the part to the 
upper right, then to the upper left, then to the lower right, the lower left, 
and finally, the remaining middle piece. Keep in mind that eventually he begins 
attacking you again, and you have to shoot him some more. Once you blast off the 
final part of the statue, it will fall down, and impale the leader in the head. 
(Objective 4 complete).

Congratulations, you have just beat all of the regular missions, on Perfect 
Agent. So now, what do you get as a reward? <SPOILER> Your reward is Perfect 
Dark Mode. For those of you who earned 007 mode in Goldeneye, you probably have 
guessed what this is like. Now you can edit the enemy health, damage, and 
accuracy from 10-100. You also have the Special Assignments. <END SPOILER>

-----------------------------------------------------------------------------
                      Special Assignments
-----------------------------------------------------------------------------

--------------------
Mr. Blondes Revenge
--------------------

To enable this stage, you must complete the regular missions on agent or higher.

Objectives
----------
1. Plant the Explosive Device in the Lab Lift. SA
2. Eliminate the DataDyne Captain. PA
3. Locate and Escort Cassandra to Helipad. A

Weapons
-------
Mauler
Falcon 2 (x2 in PA)
CMP150
Shotgun
DY357 Magnum
Bombspy
N-Bomb

Opposition
----------
DataDyne Female Security: They have CMP150s.

DataDyne Captain (PA only): She has twin Falcons.

DataDyne Shock Troops: They have magnums and N-Bombs.

Agent
-----
Youre back in the DataDyne building, but as Mr. Blonde! Turn on your cloaking 
device and scramble up to the elevators, and take one of them up. By the time it 
gets up, your cloak has probably run out. Oh well. Make your way up to 
Cassandras office, via the elevators and stairwells (you should remember how to 
do this). Head into Cassandras office. Apparently, she doesnt want any 
visitors (especially aliens intent on abducting her), so she pulls out a Falcon 
2 and sets off the alarm. Disarm he; she has horrible accuracy and head up to 
the helipad (where you started the first mission). She will follow you as long 
as you stay close. Beware, however. The guards closer to the top have the 
infamous N-Bombs, and will use them. Get her to the top, and the ship flies 
away. (Objective 1 complete).

Special Agent
-------------
Youre back in the DataDyne building, but as Mr. Blonde! Turn on your cloaking 
device and speed strafe to the laboratory lift, and plant the Skedar bomb. 
(Objective 1 complete). You have a limited amount of time before it goes off, so 
dont waste time. Scramble into the elevator, and take it up to the next section 
(by which time your cloak has run out). Make your way to Cassandras office, via 
the elevators and stairwells (you should remember how to do this). Head into 
Cassandras office. Apparently, she doesnt want any visitors (especially aliens 
intent on abducting her), so she pulls out a Falcon 2 and sets off the alarm. 
Disarm he; she has horrible accuracy and head up to the helipad (where you 
started the first mission). She will follow you as long as you stay close. 
Beware, however. The guards closer to the top have the infamous N-Bombs, and 
will use them. Get her to the top, and the ship flies away. (Objective 2 
complete).

Perfect Agent
-------------
Youre back in the DataDyne building, but as Mr. Blonde! Turn on your cloaking 
device and speed strafe to the laboratory lift, and plant the Skedar bomb. 
(Objective 1 complete). You have a limited amount of time before it goes off, so 
dont waste time. Scramble over to the elevator. 
Before going in, leave your Bombspy by the locked elevator. Go in the elevator, 
and switch to the Bombspy. Wait a little bit, and a guard will appear into the 
locked elevator. Detonate the Bombspy, and BOOM! You just blew up the DataDyne 
security chief. (Objective 2 complete). Make your way to Cassandras office, via 
the elevators and stairwells (you should remember how to do this). Head into 
Cassandras office. Apparently, she doesnt want any visitors (especially aliens 
intent on abducting her), so she pulls out a Falcon 2 and sets off the alarm. 
Disarm he; she has horrible accuracy and head up to the helipad (where you 
started the first mission). She will follow you as long as you stay close. 
Beware, however. The guards closer to the top have the infamous N-Bombs, and 
will use them. Get her to the top, and the ship flies away. (Objective 2 
complete).

---------
Maian SOS
---------

To enable this stage, you must complete the regular missions in Special agent, 
or higher.

Objectives
----------
1. Sabotage the Enemy Medical Experiment. SA
2. Destroy the Captured Maian Saucer. PA
3. Activate the Distress. A

Weapons
-------
Falcon 2
Dragon
Psychosis Gun
DY357-LX (x2)
Tranquilizer

Opposition
----------
Technicians: There a few of these guys, with Falcons or Tranquilizers.

Area 51 Guards: They have Dragons. One has double DY357-LXs.

Pilots: They appear later on, and have Dragons. 

Agent
-----
Back to Area 51 (the sections from Rescue and Escape, that is), as Elvis, 
shortly after hes been captured. Elvis has taken a nice beating, as his health 
is about half or so. Go in front of the first scientist so he sees you. Wait 
till he pulls his gun out, and disarm him. Run into the next room, punch out the 
scientist, and grab the Psychosis gun. Head back to the start, and push the 
gurney against the glass. Blow it up; the explosion breaks the glass. Head out, 
through the door in front of you. Kill the guard there, and the guys in the 
hall-like room it leads. From there, head right, if you want to get the guy with 
2 DY357-LXs with the Psychosis Gun. Otherwise, head left. Head all the way, 
into the room with the vents to the showers. Kill the guards, and head onto the 
platform. Go to the right, and head to a vent to the room with crates. The alarm 
will set off by now. Head through the vents, and youre in the crate room from 
Area 51: Rescue. Go up in the elevator, and turn right, through the door that 
led to a Phoenix. Head through there, past an army of guards, to where the 
Phoenix was. You should see some partitions; blast them until they blow up. Kill 
the guards the new opening leads to, and activate the distress signal on the 
computer. (Objective 1 complete). 

Special Agent
-------------
Back to Area 51 (the sections from Rescue and Escape, that is), as Elvis, 
shortly after hes been captured. Elvis has taken a nice beating, as his health 
is about half or so. Go in front of the first scientist so he sees you. Wait 
till he pulls his gun out, and disarm him. Run into the next room, punch out the 
scientist, and grab the Psychosis gun. Head back to the start, and push the 
gurney against the glass. Blow it up; the explosion breaks the glass. Head out, 
through the door in front of you. Kill the guard there, and the guys in the 
hall-like room it leads. From there, head right, if you want to get the guy with 
2 DY357-LXs with the Psychosis Gun. Otherwise, head left. Stop in the first lab 
room (where you got the keycard in Rescue). Head through there, and you should 
see some scientists operating on another Maian. Use your Dragon to blow up the 
alien (shoot the gurney). (Objective 1 complete). Be sure to grab some more 
Psychosis serum from there. Then, head all the way to the left, into the room 
with the vents to the showers. Kill the guards, and head onto the platform. Go 
to the right, and head to a vent to the room with crates. The alarm will set off 
by now. Head through the vents, and youre in the crate room from Area 51: 
Rescue. Go up in the elevator, and turn right, through the door that led to a 
Phoenix. Head through there, past an army of guards, to where the Phoenix was. 
You should see some partitions; blast them until they blow up. Kill the guards 
the new opening leads to, and activate the distress signal on the computer. 
(Objective 2 complete). 

Perfect Agent
-------------
As you already know, you start out with only a partial health meter, which only 
serves to mess things up further. Get off the gurney, and let the scientist see 
you. Punch him out once he pulls out his Falcon. Go to the next room, punch out 
the scientist, and swipe the Psychosis Gun. Go back to the gurney, and push it 
against the glass. Blow up the gurney, which will break the glass. Head 
forwards, and open the door. Pop a cap in the soldiers head, and open the door 
ahead. Kill the first guards ahead of you, and RUN back. Let the remaining 
guards in there come to you. Kill them, and collect the ammo. Head to the 
hallway, and look to the right and left, to see if any guards are patrolling the 
halls. Go to the right, and kill the 2 guards there. Open the door to the left 
of the guards, and TAKE COVER! Otherwise, Mr. Double DY357-LX will probably kill 
you. Infect him with the Psychosis Gun, and you will gain a deadly ally. You 
MUST grab his double Magnums if he gets killed. Turn around, and head forwards. 
Open the first door after the autopsy room, and kill the guards there. Head 
through, into another autopsy room. Load your shots into the gurney to destroy 
the alien, and kill a few guards. (Objective 1 complete). Head back to the hall, 
and head down to the hangar. At this point, let Mr. Double LX run in, and kill a 
fair amount of guards. Go in after him, and finish the rest of. He is probably 
dead now (kill him if he isnt), so grab his double DY357-LXs. DO NOT use them 
yet, as you only get 1 shot. Head up to the ramp, and down through the door, to 
the vents. Drop down, and kill the guards there. You may want to infect another 
guard, but he wont last long. You are now in the crate area from Area 51: 
Rescue. Head to the elevator, and take it up. Run through the door that led to 
the Phoenix, and kill the guard with his back to you. RUN up to the ramps, and 
go near the elevator. Pull up the double DY357-LXs, and fire a single shot into 
the captured saucer (be SURE you are FAR away from it, as the explosion is 
huge). (Objective 2 complete). Take the elevator up, and make your way to the 
end room, killing the various guards. At the end room, blast away the partition, 
and kill the scientists in there. Activate the computer to end the stage. 
(Objective 3 complete). 

------
War!
------

To enable this stage, you must beat the regular missions on Perfect Agent.

Objectives
----------
1. Defeat the Skedar King. A
2. Defeat the Second Skedar King. SA
3. Defeat the Third Skedar King. PA

Weapons
-------
Phoenix
Callisto NTG
Mauler
Slayer
Reaper

Opposition
----------
Skedar: There is a limitless amount of them, armed with Maulers.

Skedar Kings: The first one has a Reaper. The other 2 have Slayers.

Agent
-----
Youre back in the Battle Shrine, but as a Maian soldier, with 3 buddies. There 
is also the Maian leader, who just stays at the beginning; if he dies, the 
mission is failed. Head forwards, through where the hole was made in the wall. 
Just head towards the room that 
had the two Skedar with Slayers. Stick with your Maian friends, as they will 
take down plenty of Skedar. Be sure to pick up their Callistos if they are 
killed. Once you get to the room that had the Skedar with Slayers, kill one of 
the Maians, and take his Callisto. Run in, and use it to kill the Skedar king 
(looks just like the original leader). (Objective 1 complete).

Special Agent
-------------
Youre back in the Battle Shrine, but as a Maian soldier, with 3 buddies. There 
is also the Maian leader, who just stays at the beginning; if he dies, the 
mission is failed. Head forwards, through where the hole was made in the wall. 
Just head towards the room that had the two Skedar with Slayers. Stick with your 
Maian friends, as they will take down plenty of Skedar. Be sure to pick up their 
Callistos if they are killed. Once you get to the room that had the Skedar with 
Slayers, kill one of the Maians, and take his Callisto. Run in, and use it to 
kill the Skedar king (looks just like the original leader). (Objective 1 
complete). Theres still more, though. Head back up to the bridge in this room, 
and head forwards to the room that had the Secret Skedar army. Gobs of Skedar 
will swarm out, so kill them, and head in, to battle the second Skedar king. 
This one has a Slayer, so be careful, although chances are that he will blow 
himself up. Kill him, either way. (Objective 2 complete).

Perfect Agent
-------------
Teamwork becomes essential in this stage; it gives the enemy something else to 
shoot at. Switch to explosive shells, and follow your Maian pals to the inner 
sanctum. BE SURE NOT to kill your Maian friends. Keep advancing with them, and 
helping kill the Skedar, until you get near the first Skedar king. Pull up a 
Mauler, and set it to Charge up shot. Run over to the king, strafe around, and 
pop him with the blast. (Objective 1 complete). Head back through the door, and 
up to the ramps. Kill any Skedar ahead of you, until you reach the room in which 
you killed the Secret Skedar Army. Kill any Skedar, and switch to the Mauler. 
Strafe over to the pillar, and kill the next king. Now, RUN to any of the green 
things, and hide in there. Several Skedar will run by and head past you. Once 
they are gone, run out, and head forwards to the room where you killed the 
Skedar leader. Switch to the Phoenix, and run in, firing the blasts at the final 
king. You should detonate one of his rockets, and kill him instantly. (Objective 
3 complete).

Congratulations, you have now completed Perfect Agent mode. :P

--------
The Duel
--------

To unlock this level, you must get a Bronze for each weapon in the shooting 
range. 

Objectives
----------
1. Defeat the DataDyne Guard. A
2. Defeat Jonathan Dark. SA
3. Defeat Trent Easton. PA

Weapons
-------
Falcon 2 w/ Scope
DY357 Magnum

Opposition
----------
DataDyne Guard: He has a Falcon 2 w/ Scope.
Jonathan: He uses a Magnum, and has horrible aim.
Trent Easton: He uses a DY357-Lx, and is a crack-shot.

Objective 1
-----------
Youll notice that you only have one hit left on your energy bar, but thats the 
point of this level. Turn around, and the DataDyne guard will jump over. Blast 
him in the chest a few times; you could get a head shot, but youll risk being 
killed. (Objective 1 complete).

Objective 2
-----------
Run over and grab the DataDyne guards ammo; Jonathan hides, anyway. Go 
to where the door is; hes hiding there. After trying in Perfect Dark mode, with 
maximum enemy accuracy, I have realized that Jonathan cannot hit you, unless he 
punches you. Just cap him in the face. (Objective 2 complete). 

Objective 3
------------
Trent Easton has a DY357-LX, and is extremely accurate. You have no chance in a 
straight fight, unless you get a lucky shot. As soon as you can move, strafe to 
where Jonathan had been hiding. Crouch ALL the way down. Slowly peek out, so you 
can see Trent, but he cant see you. Aim, and blast him. (Objective 3 complete).

=============================================================================

                             7. C H E A T S

=============================================================================

NOTE: I will not provide a complete walkthrough for each cheat; it is assumed 
that you know where youre going in the level.

General Tips for Earning Cheats:

- Speed strafe a lot.
- You dont need to kill every single guard.
- Dont use the quick menu; use the pause screen.
- Know the layout of the stage.

-----------------------------------------------------------------------------
                 F I N I S H  L E V E L  C H E A T S
-----------------------------------------------------------------------------

Classic Sight
Complete DataDyne Central: Defection
Explanation: Chances are, youve gotten sick off the faint green aiming box. 
Now, you can use this cheat to have the good ol Goldeneye aiming.
Coolness: ***

Slo-Mo Single Player
Complete DataDyne Research: Investigation
Explanation: This cheat makes everything in the level slow. It can be cool in a 
big gun fight, but is extremely boring when just walking around.
Coolness: **

Rocket Launcher
Complete DataDyne Central: Extraction
Explanation: You get a Rocket Launcher.
Coolness: ***

Sniper Rifle
Complete Carrington Villa: Hostage One
Explanation: You get a Sniper Rifle.
Coolness: **

DK Mode
Complete Chicago: Stealth
Explanation: This is a classic cheat from Goldeneye. It gives everyone bloated 
heads and large arms, like a certain primate. For more laughter, look at Elvis 
with this cheat on. This makes headshots very easy.
Coolness: ***

Small Jo
Complete G5 Building: Reconnaissance
Explanation: This makes you really small, and slow. BORING. On the plus side, 
Joanna looks incredibly small during the cinemas, which are pretty funny.
Coolness: **

Small Characters
Complete Area 51: Infiltration
Explanation: This makes all the enemies extremely tiny. This is hilarious, 
although they are hard to hit. Even better, combine it with DK mode.
Coolness: ***

X-ray Scanner
Complete Area 51: Rescue
Explanation: You get an X-ray Scanner. Sometimes it can be fun, but usually is 
pointless.
Coolness: * 

Super Dragon
Complete Area 51: Escape
Explanation: You get to use a Super Dragon. 
Coolness: ***

Team Heads Only
Complete Air Base: Espionage
Explanation: Instead of using the various heads that were designed for the game, 
the enemies heads are all of the Rareware people that worked on the game.
Coolness: **

Laptop Gun
Complete Air Force One: Anti-Terrorism
Explanation: You get a Laptop Gun.
Coolness: ***

Perfect Darkness
Complete Crash Site: Confrontation
Explanation: With this cheat, the level is made pitch black, and you are given a 
pair of Night Vision goggles. Also, the enemies wont see you unless you get 
fairly close. 
Coolness: ****

Enemy Rockets
Complete Pelagic II: Exploration
Explanation: All the enemies have Rocket Launchers. This is a good way to make 
the game more challenging (in agent, anything else would be suicide). The levels 
become a frantic dash to the exit.
Coolness: ***

Jo Shield
Complete Deep Sea: Nullify Threat
Explanation: Now you start off with a shield. Wow (sarcasm).
Coolness: * (and thats being generous) 

Enemy Shields
Complete Carrington Institute: Defense
Explanation: All the enemies receive powerful shields, like those in the 
Carrington: Defense stage.
Coolness: **

Phoenix
Complete Attack Ship: Covert Assault
Explanation: You get to use a Phoenix.
Coolness: ***

R-Tracker/Weapon Caches
Complete Skedar Ruins: Battle Shrine 
Explanation: You are given an R-Tracker that shows where the secret weapons are. 
<Yawn>.
Coolness: *

-----------------------------------------------------------------------------
                  T I M E  T R I A L  C H E A T S
-----------------------------------------------------------------------------

---------------------------------
Marquis of Queensbury Rules
---------------------------------

Complete DataDyne Central: Defection under 1:30
Difficulty: **
Coolness: ***

Jump off the platform, and ignore the guard. Race into the next room; plant the 
ECM mine, and head down the stairs. As you go to Cassandras office, call the 
elevator. Knock out Cassandra and grab her keycard. Run over to the elevator, 
and head down the ground floor. Plant the other ECM mine, and race to the exit.

Explanation: Now all the enemies use their fists only, and it only takes one 
punch to knock them out. If you want no challenge, you can use your weapons. Or, 
even better, just use your fists, and turn the levels into a big fistfight.

----------------------------------
Hurricane Fists
----------------------------------

Complete DataDyne Central: Extraction under 2:03, in agent
Difficulty: *
Coolness: *

At the beginning, you have to kill all the guards so they dont kill Caroll. 
Race through the level, ignoring all the guards, except for the bodyguards at 
the end.

Explanation: Now you get to punch really fast. Big deal.

---------------------------------
Cloaking Device
---------------------------------

Complete G5 Building: Reconnaissance under 1:40, in agent
Difficulty: ****
Coolness: ****

Kill the cloaked guards at the start; you have to memorize their positions or 
get lucky. Go to the alarm room and kill the guards there. Go into the catwalks 
and leave the camspy by the vent; DO NOT send it in yet. Head up to the safe 
room. Plant the decoder, and immediately send in the camspy. Watch the entire 
cinema; by the end the safe will be open. Grab the disc and race out.

Explanation: You now have a cloaking device, which makes you invisible. However, 
to make it last permanently, you must also use infinite ammo. Using this cheat 
can also let you hear some new enemy voice-overs.

---------------------------------
Hotshot
---------------------------------

Complete Area 51: Infiltration under 5:00, in Special Agent
Difficulty: ***
Coolness: ***

(Largely based on marshmallows tips) Start the stage once the cinema shows the 
guard walk past your starting point. Pistol whip him, and kill the next guy. 
Blow up the drone guns, and run past the guard tower through the minefield. Blow 
up the drone guns and alien interceptor in there, and plant the explosives. Go 
back through the minefield, and grab the Rocket Launcher. Run down the tunnel, 
and blow up the autogun with the rocket. Plant the comms rider, run up the 
tunnel, and through the minefield. Activate the lift, and strafe past the guards 
into the elevator, and to the exit.

Explanation: This simulant is dressed as a CI soldier, and carries a DY357, and 
a DY357-LX.

--------------------------------
Invincible
--------------------------------


Complete Area 51: Escape under 3:50, in agent
Difficulty: **
Coolness: ****

Push Elvis to the hiding place, ignoring the guards, and speed strafe over to 
Jonathan (still ignoring any guards; kill them on the way back). Rendezvous, and 
take out the enemies on the way back. Wait for Johnny to blow up the wall, and 
rush over to Elvis. Stop the cinema, and rush up to the hole and kill the guards 
so Jonathan will head to the saucer. Run down, and push Elvis to the saucer. 
Wait for them to begin talking, and race over to the computers on the catwalk. 
They will continue talking. Once the other music start, activate the computers 
to end the stage.

Explanation: This should be obvious. You are invincible and take NO damage.

--------------------------------
Unlimited Ammo- No Reloads
--------------------------------

Complete Air Base: Espionage under 3:11, in Special Agent
Difficulty: ****
Coolness: *****

Head to the stewardess (be sure to sedate all the guards) and grab the disguise. 
Head into the building, and strafe over to the elevator so the secretary sees 
you. Grab the case, head in, and place it. Deactivate the security system, and 
speed strafe to the elevator (be sure to at least wound SOME of the guards). Use 
it to board the Air Force One shuttle. 

Explanation: You get unlimited ammo without having to reload- ever. Just hold 
down the trigger, and start perforating things. Now you can turn the Rocket 
Launcher into a fully automatic weapon.

------------------------------
Unlimited Ammo- Laptop Gun
------------------------------

Complete Air Force One: Anti-Terrorism under 3:55, in Perfect Agent
Difficulty: **
Coolness: ***

First, play through Air Base, and end by going through the ladder to the plane. 
Grab the gear, and head up to the president. Pull up your Laptop Gun, and race 
to the cockpit. Kill the guards there (you MUST save at least one pilot). Head 
to the thing you have to mine, get against the wall, and toss the mine. Once the 
explosion dies down, head to the capsule. You can probably take some time with 
the 2 Mr. Blondes. On the way to the capsule, the pilots will secure the flight-
path, and the stage will end once the president reaches the capsule.

Explanation: If you place a Laptop Gun as a sentry gun, it will never run out of 
ammo.

----------------------------------
Trents Magnum
----------------------------------

Complete Crash Site: Confrontation under 2:50, in agent
Difficulty: ***
Coolness: ***

You may want to use the jetbike for part of this time trial; I prefer not to. 
Race over and activate the escape pod. Strafe to where the clone is; kill the 
nearby guards and snipe at him from the hole. Rescue the president, and take him 
to Elvis.

Explanation: Now you get to use the DY357-LX, the PD version of the Golden Gun.

---------------------------------
Unlimited Ammo
----------------------------------

Complete Pelagic II: Exploration under 7:07, in Special Agent
Difficulty: ***
Coolness: ****

Dont worry too much about stealth this time. Pull up the Laptop Gun, and plow 
through the enemies. Complete the objectives as they are listed. At the moon 
pool, charge in, kill the guards, grab the shield, activate the console, and 
open the big doors to the exit. Race down to Elvis (be sure to kill most of the 
guards). Once you get to him, race back up to the moon pool lift, and exit 
through the doors you opened.

Explanation: As the name says, you now have unlimited ammo. There isnt much 
else to say. 

---------------------------------
Super Shield
---------------------------------

Complete Carrington Institute: Defense under 1:45, in agent
Difficulty: **
Coolness: *

Strafe to the second elevator, and rescue the hostages upstairs. Go back down, 
and rescue the hostage in the holoroom, and then the two in the weapon room. Cue 
the computer to break the glass, and grab the RC-P120. Cloak, disarm the bomb, 
and race to the exit.

Explanation: Now you get an even stronger shield. <Snore>

----------------------------------
Alien
----------------------------------

Complete Attack Ship: Covert Assault under 5:17, in Special Agent
Difficulty: ****
Coolness: ****

Knife the Skedar once he has his back to you, and blow up the computers. Go down 
the elevator, and up the hangar elevator. Use the Mauler for most of the 
mission. Head to the room with the navigational information. While Elvis checks 
the computer, head along the blue halls (you must kill every Skedar here, or 
Elvis will be killed) to the engine room. Blow up the reactor things, and head 
to the bridge. Get the double Maulers, and kill the Skedar that swarm in.

Explanation: You get a Maian soldier to help you out. Even better, he has a RC-
P120!!!! Hes a bit slow, but oh well.

-----------------------------------
All Guns
-----------------------------------

Complete Skedar Ruins: Battle Shrine under 5:31, in Perfect Agent
Difficulty: ****
Coolness: *****

(This is largely based on marshmallows tips) Keep in mind that you need to kill 
every cloaked Skedar. If the first pillar isnt one of the special pillars, 
abort. Plant the amplifier on it, strafe out, and kill the Skedar with the 
Reaper. The easiest combination of pillars is the next 2, but the others will 
work. Dont waste time getting the Phoenix; go over to the cliff, and kill the 2 
Skedar there. Jump down, and go to the point where you cross to the other side; 
at this point push against the side that leads to the hole in the wall. You will 
eventually appear next to the bridge. Activate the bridge, and head across. 
Ignore the baby Skedar. Kill the guys with Slayers, and use the Falcon 2 to open 
the inner sanctum. Head to the secret Skedar army. Fire a Devestator grenade at 
the 2 groups of containers on the right, and the group on the left. DO NOT use 
all your Devestator ammo, or you will fail. Fire a Slayer at the last container. 
Grab some of their Maulers (if time permits), and head into the room with the 
Skedar. Follow the walkthrough for beating him; just do it really fast.

Explanation: Except for the Slayer, you have every single gun in the entire 
game, including the classic weapons and combat boosts. You have two of the same 
weapon, when possible.

STILL TO COME: Play as Elvis, Psychosis Gun, Farsight, Pugilist, and Hit and 
Run. 

-----------------------------------------------------------------------------
                  Classic Weapons for Jo in Solo
-----------------------------------------------------------------------------
These give you the various classic weapons from Goldeneye. To earn all of them, 
you must the specified gold medals in the firing range.
Information on which golds get which weapons was submitted by Hitman Howie.

PP9I (PP7)
--------------------------------
Earn gold medals for: Falcon 2, Falcon 2 w/ Silencer, and Falcon 2 w/ Scope.

CC13 (DD44)
--------------------------------
Earn gold medals for: MagSec 4, Mauler, Phoenix, DY357, DY357-LX

KLO1313 (Klobb)
--------------------------------
Earn gold medals for: Remote Mines, Timed Mines, Proxy Mines

KF7 Special
--------------------------------
Earn gold medals for: Super Dragon, AR34, K7 Avenger, Dragon

ZZT (ZMG)
--------------------------------
Earn gold medals for: Rocket Launcher, Devestator, Grenade

DMC (D5K)
--------------------------------
Earn gold medals for: CMP150, Cyclone, Callisto NTG, RC-P120, Laptop Gun

AR53 (AR33)
--------------------------------
Earn gold medals for: Tranquilizer, Crossbow, Combat Knife, Slayer

RC-P45 (RC-P90)
---------------------------------
Earn gold medals for: Shotgun, Reaper, Sniper Rifle, Farsight

You dont need the gold medal for the Laser to earn anything.
NOTE: Although I have not actually ascertained wheter these are the correct 
medals, I am very sure that Hitman Howie was telling the truth.

=============================================================================

                         8. C O- O P E R A T I V E

=============================================================================

In Co-Operative mode, you go through the solo missions, but with either a human 
friend, or a simulant. Except for the smaller screen, a human buddy is far 
better.

-----------------------------
General Tips for the Simulant
-----------------------------

If you choose to have a simulant, you will be joined by Velvet Dark, who always 
has a Falcon 2. Because she is part of the AI, she is more likely to know where 
the enemies are, and be more accurate then a human. Unlike having a human buddy, 
you cannot split up the objectives, as Velvet will follow you. You can control 
her, to a limited extent. Setting her as passive makes her follow you, and shoot 
any enemies nearby. If she is set as aggressive, she will go out of her way to 
attack the enemies, and will get her killed pretty quickly. Stealth makes her 
cloak, but it wears off after a few seconds. Although she can be helpful, Velvet 
will usually attract more guards, and mess things up for you. Thus, you may want 
to just kill her at the beginning.

--------------------------------
General Tips for the Human Buddy
--------------------------------

The human buddy comes equipped with whatever you have, and is considerably 
smarter. When playing with a human buddy, one should split up the objectives 
between the two. If you move together, be sure to cover each others backs. You 
can also respawn several times, although you will be weaker after respawning. As 
a last ditch effort, you can have one person (preferably the more wounded one) 
draw fire from the enemy.

---------------------
Specific Mission Tips
---------------------

These tips deal with using a human buddy. These tips are for perfect agent. For 
other difficulties, simply remove some parts.

DataDyne Central- Defection: Have one player place the ECM mine while 
the other knocks out Cassandra. One should get the worker for downloading the 
files, and the other clear out the room above. Both should go down and split up, 
one planting the ECM mine, the other going for the exit.

DataDyne Research- Investigation: One person should head for the maintenance 
cycle, while the other goes for the isotope. Split up the rooms of the lab 
section, and stick together for the rest of the mission.

DataDyne Central- Extraction: Keep together on the ground floor. Activate the 
elevator, and head up to the floor near Cassandras office. Whoever is more 
accurate should use the targeted rocket to blow up the helicopter. Go up to the 
bodyguard room, and take down separate guards.

Carrington Villa- Hostage One: Pull out the Laptop gun, and blast the guards. 
Stick together while clearing the upper rooms. When it is time to head down to 
the basement, one person should stay near the computers, while the other takes 
care of the generators. The one downstairs should head for the exit, while the 
other dispatches the hackers.

Chicago- Stealth: Stick together throughout the streets, and head to the gutter. 
Have one person plant the tracer and plant the remote mine. The other should 
pick up the equipment, and start the alternate air diversion.

G5 Building- Reconnaissance: Split up to kill the cloaked guards. Have one 
player shut down the generator, and the other shut down the laser grids and 
plant the camspy by the vent. Both should meet up at the safe.

Area 51- Infiltration: Stick together until you are past the guard tower. One 
person should deal with the technician, alien interceptor, and explosives. The 
other should plant the comms rider and destroy the alien interceptors. Meet up 
at the lift, and enter the base.

Area 51- Rescue: Stay together until you blow the hole in the wall. One person 
finds the conspiracy evidence and destroys the computer records. The other 
should get the disguise and the keycard to the lab. Go into the final lab 
together and take down the guards.

Area 51- Escape: For this mission, the 2 players should just keep together the 
entire mission and give each other cover.

Air Base- Espionage: The 2 should stay together until the NSA terrorists start 
poring in. At this point, mow down the guards, and have one person go for the 
safe, while the other scrambles for the exit.

Air Force One- Anti-Terrorism: Stay together until the NSA starts attacking. At 
that point one should escort the president to the capsule, and plant the mine. 
The other needs to secure Air Force Ones flight path.

Crash Site: Confrontation: One person should get the medical scanner, 
and start the distress signal. The other should kill the clone and rescue the 
president. Whoever is doing better should go for the jamming device.

Pelagic II- Exploration: Have one person shut down the GPS and autopilot, and 
secure the research data. The other should shut down the power source and 
activate the moon pool. Have him open the doors, and enter the moon pool. The 
other person should rendezvous with Elvis.

Deep Sea- Nullify Threat: Stay together for basically the entire mission, except 
for while deactivating the megaweapon. At this point, one should go ahead and 
shut it down, while the other protects Elvis. 

Carrington Institute- Defense: Split up the drone guns however you want to. Then 
have one person rescue the hostages, destroy the spawning points, and destroy 
the sensitive information. The other should rescue the hostages downstairs and 
grab the RC-P120. Have the player with the RC-P120 protect the other while he 
disarms the bomb.

Attack Ship- Covert Assault: Dont bother splitting up, until the reactor room. 
In the reactor room, take the separate paths to destroy the things supporting 
the core more easily. Otherwise, just cover each other.

Skedar Ruins- Battle Shrine: Split up for the temple targets. Then, stick 
together until the Skedar with Slayers. Split up those two, as well as the 
Secret Skedar Army. At the Skedar leader, both players should concentrate their 
firepower on the leader.

Mr. Blondes Revenge: One person should wait in the lift (do not plant the bomb 
yet), while the other goes upstairs to kill the security chief and abduct 
Cassandra. Once the person upstairs is almost done, plant the bomb in the lift.

Maian SOS: While one person goes to destroy the medical experiment, have the 
other infect the guy with double LXs with Psychosis serum. Then meet up, and 
stick together for the rest of the mission.

War!: Stay together for the entire mission; have one person kill each Skedar 
king, and the other kills the swarms of Skedar warriors.

Now, you may be wondering if there are any rewards for beating co-operative. The 
answer is yes, but dont get your hopes up. If you beat it on agent, you get two 
buddies for agent. If you beat it on special agent, you get 3 buddies for agent 
and 2 for special agent. If you beat it on perfect agent, you get 4 agent 
buddies, 3 special agent buddies, and 2 for Perfect agent. Not much of a reward, 
though.

============================================================================

                     9. C O U N T E R- O P E R A T I V E

=============================================================================
In counter-operative mode, you also play any of the stages (except Duel) with 
two players. The catch is that this time, one person is Jo Dark, and the other 
plays as the enemy!

----------------------------
Tips for playing as the hero
----------------------------

Your most dangerous enemy will of course be the counter-operative. Feel free the 
spray bullets at him. Although the counter-operative cannot do things to 
specifically make you fail, there are some cheap tricks he can use. Be sure to 
keep track of the counter-operative, and move fast. Remember that you only have 
one life for this.

----------------------------
Tips for Playing the Villain
----------------------------

As the counter-operative, you play as one of the enemies throughout the stage. 
You usually have a powerful automatic weapon to start with. You can forget 
anything you learned about saving ammo. You have hundreds of shots, and only 
need to kill the hero once to win. Although you have a very small life meter, 
you might as well forget whatever youve learned about self-preservation. If you 
die, you merely keep respawning as another guard. You can also use the suicide 
pill as a means of warping to another guard. You cannot pick up other weapons or 
ammo, either.

-------------------
Level Specific Tips
-------------------
Note: From now on, I will refer to the person playing the hero as Player 1, 
and the counter-operative as Player 2. The level tips are for agent (I dont 
really see the point in playing it in the other difficulties).

DataDyne Central- Defection: Player 1 should just rush through here to the exit 
as fast as he can. As for player 2, make use of the CMP150s lock on function, 
and try to catch player 1 on the ground level.

DataDyne Research- Investigation: Player 1 should move a bit more slowly, and be 
careful not to get stuck in-between the laser grids. Player 2 should try to get 
spawned as either the guy with the K7, or someone with a Dragon. If player 1 is 
trapped in-between the laser grids, take advantage of it!

DataDyne Central- Extraction: Player 2 does get night vision for the pitch-black 
areas, so your only means of seeing is constantly firing your gun. Remember that 
player 2 cannot kill Elvis.

Carrington Villa- Hostage One: Player 1 should get a CMP150 early in the game, 
and move fast through the stage. If possible, player 2 should take advantage of 
player 1 at the beginning (while he only has a sniper rifle).

Chicago- Stealth: Player 2 cannot kill the civilians. Player 1 should move 
quickly through the level. There is a very cheap trick that player 2 can use. 
Fire at player 1 as he gets the equipment, and you will probably cause the 
parking guards to close the doors.

G5 Building- Reconnaissance: Player 1 needs to keep quiet for most of the 
mission; player 2 should take advantage of that. While player 1 is trying to go 
through the vent, player 2 should position himself to fire at player 1 as he 
(player 1) tries to send in the camspy.

Area 51- Infiltration: Player 2 should start the stage right away, so the guards 
begin attacking player 1 immediately. Player 1 should move slowly and take 
advantage of player 2s inaccurate weapons.

Area 51- Rescue: Player 1 MUST move through the level FAST. Player 2 should kill 
himself until he ends up in a position to enter the lab with Elvis in it. As 
soon as he enters it, the countdown starts, so player 1 will probably fail 
(Dont do this if player 1 is: a) bigger then you b) stronger then you or c) 
your boss).

Area 51- Escape: Player 1 should move pretty fast through the level. I dont 
think the gas hurts player 2, so if you end up in there, take advantage of the 
fact that player 1 has the bulky gurney and kill him. Remember that player 2 
cannot kill Elvis or Jonathan.

Air Base- Espionage: Player 2 will appear as one of the arctic guards at the 
beginning. Since player 1 cant kill you without failing, take advantage of 
this. 

Air Force One- Anti-terrorism: The trick for player 2 to use at the beginning is 
the same as the one in Air Base. Otherwise, its whoever has better firepower.

Crash Site- Confrontation: Player 1 has to be careful in this stage, although 
player 2 cant kill the president. Player 2 has far superior firepower, and can 
kill player 1 with a few bursts.

Pelagic II- Exploration: Player 1 should be stealthy for most of the mission. 
Player 2 should take advantage of player 1 while using the X-ray Scanner.

Deep Sea- Nullify Threat: There isnt much for tip for player 1. Player 2 should 
just remember that Elvis could kill you, but not vice versa.

Carrington Institute- Defense: Player 2 is almost guaranteed to win, as a result 
of far superior firepower, and shielding. Player 1 should move through the stage 
quickly, and use the RC-P120 to his advantage.

Attack Ship- Covert Assault: Player 2 will appear as Mr. Blonde for this 
mission, not a Skedar warrior. Player 1 should use the AR34 to his advantage. As 
for player 2, remember that it only takes one charged up Mauler shot to kill 
player 1.

Skedar Ruins- Battle Shrine: The regular Skedar will probably be far more 
dangerous then player 2! Along with appearing as Mr. Blonde, player 2 rarely 
even gets a weapon (although you can always make player 1 really dizzy by 
punching him). If player 2 does get a weapon, it is usually the Reaper (although 
you might get lucky and get a Slayer).

Mr. Blondes Revenge: Player 1 can kill any of the enemies with one Mauler shot. 
Player 2 should take advantage of his relatively better weaponry (CMP150, 
magnum, and shotgun).

Maian SOS: This is a joke! Because of hid battered condition, player 1 has the 
same health as player 2! Because of player 1s huge head, player 2 only needs to 
be able to shoot straight to win.

War!: This is one of the best stages for counter-operative. Player 1 should use 
his explosive shells and Maian friends to do in player 2. Player 2 only needs to 
use one charged shot to kill player 1. Player 2 can also kill the Maian leader, 
if he somehow gets past player 1 and his Maian friends.

=============================================================================

                     10. C O M B A T  S I M U L A T O R

=============================================================================
Despite the excellent solo missions, Combat Simulator (a.k.a. multiplayer) it 
what will probably cause people to continue playing Perfect Dark.

-----------------------------------------------------------------------------
                             Game Setup
-----------------------------------------------------------------------------

---------                            
Scenarios
---------                            

Combat: This is your basic normal death-match.

Hold the Briefcase: A briefcase is placed somewhere, and you try to kill who has 
it, and hang on to it for 30 seconds to get a point.

Hacker Central: A data uplink and a computer are placed somewhere in the level. 
To get points, you have to use the uplink on the computer.

King of the Hill: For this, there is a hill (which moves after a bit), and you 
try to stay in the hill to get points.

Capture the Case: This is a game of Capture the Flag. The difference is that 
you use guns, and a briefcase instead of a flag.

Pop a Cap: This is regular combat with a twist. The game randomly selects a 
person that becomes the victim. Along with getting points for killing enemies, 
you get two points for killing the victim. You also get points if you survive 
long enough as the victim.

------                             
Arenas
------                             

These are (obviously) the stages you play Combat Simulator in. You start out 
with Area 52, Skedar, and Pipes. The rest have to be earned.

Skedar: This place is another Skedar type area, though very different from the 
Battle Shrine. It is confusing, because of its lack of compactness.

Pipes: The upper floor of this slightly resembles the DataDyne labs. The lower 
floor is a network of pipes over a bottomless pit.

Area 52: This is similar in some ways to the outside of Area 51. It has several 
guard towers and hiding spots.

Complex: The complex from Goldeneye has been slightly redone. It now is more 
compact and great for close quarter combat.

Warehouse: This is filled with large rooms (with lots of crates) and small 
tunnels. It has a hovercrate.

Ravine: This is a large rocky area. Many of the sections look down on each 
other, making it good for sniping. It also has lots of bottomless pits.

Temple: This is another Goldeneye arena. The only big difference is that you can 
jump through the space on the top floor. 

G5 Building: Despite the name, this is really different from the level. The 
walls look similar, but the similarities end there. It also has a bottomless pit 
in the middle.

Grid: This is supposed to be another section of the G5 building. It has a large 
room with a glass floor above it, and a hallway like the one in The Matrix. It 
also has an elevator.

Felicity: The Facility is back! The vents have been redone so you go back up 
them, and they have another exit. The coloring is also different. The one 
disturbing thing is that the stall doors have been removed...

Villa: This has lots of open spaces. Sadly, it looks nothing like the Carrington 
Villa stage.

Sewers: This is incredibly confusing. Two floors close together make for slow 
matches and confusing radar.

Base: This has lots of winding, narrow hallways. You dont have much room to 
maneuver in, so youd better find cover.

Fortress: This has four identical sections, all connecting to a huge bottomless 
pit.

Ruins: This is slightly modeled after the Battle Shrine (I think). The canyon is 
good for sniping from.

Car Park: This arena is filled with lots of stairs and other rooms (wheres the 
cars?).

---------
Simulants
---------
Along with human players, you also have the option to add in up to 8 different 
CPU simulants.

MeatSim: This simulant has next to no intelligence. This putz might hit you if 
he manages to miss the wall he is shooting at.

EasySim: This simulant at least knows how to fight. This could be compared to a 
beginning player.

NormalSim: The average simulant. It has basic skills, and is like an average 
player.

HardSim: This simulant is considerably more crafty, and is fairly intelligent. 
Its sort of like a good human player.

PerfectSim: The PerfectSim is really near perfect. It could be compared to a 
very good human player that has been playing the game for a while. It is very 
accurate and usually gets good weapons.

DarkSim: The DarkSim cheats, and is a cruel joke. It is faster then you, nearly 
always gets headshots, and always has the best weapon. Its only weakness is 
that it wont detect proximity mines.

PeaceSim: This guy doesnt like fighting. He runs away and takes everyones 
weapons. Be sure to kill him.

ShieldSim: As the name implies, he always goes for shields.

RocketSim: A true pyro, this guy loves explosives.

FistSim: He runs around and does nothing but punch you.

PreySim: The PreySim goes after the weak and the unarmed, avoiding anyone that 
can put up a fight.

CowardSim: This wus will only attack people weaker then him. If you carry a big 
gun hell run away.

KazeSim: This guy will think nothing of suicidal charges through explosions and 
automatic fire.

FeudSim: He picks one person and picks on them for the entire battle.

SpeedSim: This guy is really fast.

TurtleSim: Like his name, he is slow and well shielded.

VengeSim: The VengeSim mainly just goes after whoever killed him last.

JudgeSim: The JudgeSim is the only simulant with any sense of honor. He usually 
goes after whoever is winning, to even up the score.

------------------------
Other Game Setup Options
------------------------

Options: This lets you set it for one hit kills, slow motion, fast 
motion, etc.

Weapons: Select the weapons for the round. Any weapon you find during the game 
will become available for use (except the Psychosis Gun and classic weapons).

Limits: Set the limits for when the game ends.

Player Handicaps: Change the health for each player.

Teams: Choose the teams.

-----------------------------------------------------------------------------
                         Character Setup
-----------------------------------------------------------------------------
Perfect Dark gives you the option the name and save a multiplayer character.

Characters
----------
When you first begin Combat Simulator, you have only 11 characters. You can 
unlock the rest by playing through the solo missions and beating the Challenges. 
Many of the characters have advantages and disadvantages. Mr. Blonde and 
Cassandra are very tall. Carrington is very fat. The Maians are small, but have 
huge heads. But, you can also change their heads. Tactically, the best character 
is a Maian soldier with a human head. It looks ridiculous, but youll be hard to 
hit. You can unlock a total of 60 characters (over 1000 if you include every 
head possibility). Rather then list every single character, you basically get 
every single variety of character in the game (including their different 
costumes) except Dr. Caroll, the Skedar leader, a Skedar warrior, the baby 
Skedar, and the various robots/vehicles. Other then that, you have every single 
character from the game.

Multiplayer Rankings
--------------------
You may have noticed that if you save a multiplayer character, the game will 
keep track of statistics like kill count, ammo used, damage dealt, distance, 
medals won, etc., etc. The statistics also have a bearing on the your 
multiplayer ranking. The ranking is cumulative, so I dont think you cam be 
demoted. However, once you get far in the ranks, it will take much longer to be 
promoted. 

                         ---------------------
                         The Rules of Survival
                         ---------------------

Hide the Items
--------------
If you get the chance, you can hide the items by shooting them into a different 
area. Of course, if you have 8 simulants, youll probably get killed doing this.

Shields Are Your Friends
------------------------
Always get the shields when possible. Even better, grab the shield, and place a 
trap.

Never Surrender!
----------------
At worst, youll just die and respawn. If a stronger opponent is about to kill 
you and has you cornered; blow the two of you up. Likewise, if you fall of a 
cliff, fire upwards. You might actually hit something. Another trick for when 
you are almost dead is to pull up an explosive, run into a crowd of other 
players. Sure, youll get a suicide count, and loose a point, but the other 
kills will still count.

Use the Right Character
-----------------------
Some characters blend into the scenery better then others. Plus some characters 
are harder to hit then others (i.e.: Maians). Or, you could just use whatever 
character looks coolest.

Booby Traps R Us
-----------------
Booby traps are your friends in multiplayer- provided they dont backfire on 
you. Place proximity mines on doors, or plant Dragons as proximity mines in 
spots where they would appear. You can also use N-Bombs as proximity mines. Or, 
best of all, use the Laptop guns sentry gun function. To thwart enemy traps, 
use the threat detector on the K7 or one of the mines. 

Cheap Tricks 101
----------------
WARNING: Do not use these on people that are bigger or stronger then you. There 
are plenty of great cheap tricks for multiplayer. For example, kill an enemy, 
and then toss a poisoned knife into their corpse. Theyll be poisoned when they 
reappear! You can also plant mines on top of people. Dont forget that the 
dizzying effects of Tranquilizers and punches dont wear off after someone is 
dead. Or, use everyones favorite dirty move- the Farsight.

Mercy is for the Weak
---------------------
It goes like this; if you take pity on someone because they have no weapon or 
are half-dead, they generally will NOT repay your kindness. Instead, they will 
just come back with a big gun and pop a few caps in your head.

A Good Way to Get Kills
-----------------------
Lawrence pointed out in an e-mail that using Peace Sims is a good way to gain 
kills; just dont get near them, as they will make your vision blurry.

============================================================================

                   11. C H E E S E  W A L K T H R O U G H

=============================================================================
Hidden within every stage of Perfect Dark, is a piece of cheese. They no longer 
serve any purpose, except to drive you crazy. The most you can do is put bullet 
holes in them.

Thanks to PD Extreme for the locations.

Carrington Institute: Grab the hover crate in the hangar. Bring it to the weapon 
room, and place it in front of the door (so it wont close). Go into the firing 
range, and stand in the sliding door so it doesnt close. Select the Slayer. 
Send a fly-by-wire rocket out of the weapons room, down the ramp, and into the 
room with the hover-bike. Look on the ledge to find the cheese.

DataDyne Central- Defection: Put on any cheat that gives you an explosive (All 
guns, Rocket Launcher, etc.). Go to where you plant the first ECM mine, and fire 
a rocket in the general location. Head through the hole it makes, and down the 
ladder. Look through the grate to find the cheese.

DataDyne Research- Investigation: Go the room where you shut down the last 
experiment. Look through the glass panel on the floor to find the cheese.

DataDyne Central- Extraction: Same as in Defection.

Carrington Villa- Hostage One: Go down to the wine cellar. Look at the top right 
corner of the fourth bottle shelf. Its there, but is pretty small.

Chicago- Stealth: Go into the Pond Punk bar (near the limo). At the locked door, 
kill all but one of the guards. Disarm him, and he will open the door. Go to the 
bathrooms in the end of here; the cheese is in a toilet.

G5 Building- Reconnaissance: Go to the room with the field generator. The cheese 
is by the ramp to the right.

Area 51- Infiltration: Turn on the Farsight or All Guns cheat. Attach the comms 
rider, and enter through the door that the guy with double MagSecs comes from. 
Look through the wall with the Farsight to find the cheese.

Area 51- Rescue: Before dropping down from the vent into the bathroom, look 
across the vent, the cheese is there.

Area 51- Escape: Same as Area 51- Rescue.

Air Base- Espionage: At the end of the cliff, look at the corner of the water, 
with the Horizon Scanner. You should see a VERY small piece of cheese.

Air Force One- Anti-terrorism: Go to the escape capsule. The cheese is on the 
pipes on the wall.

Crash Site- Confrontation: Go to where the plane has crashed. Look through the 
crack between the plane and the snow. There it is.

Pelagic II- Exploration: Walk out of the room after completing the first 
objective. You should see the cheese under the floor vents.

Deep Sea- Nullify Threat: Go to the first hall with clear walls. Look through 
the water for the cheese (you may need the Sniper Rifle cheat).

Carrington Institute- Defense: Go through the doors that have been broken down. 
Look outside on the roof above for the cheese.

Attack Ship- Covert Assault: In the big hangar room, go to the room to the right 
of the lift. Look through the corner of the clear glass to see the cheese.

Skedar Ruins- Battle Shrine: Go past the wall you blow up, into the rocky 
section where a Skedar is standing on a shield. Look through the crack there 
with either your Farsight or Sniper Rifle.

Mr. Blondes Revenge: Same as DataDyne- Defection.

Maian SOS: Same as Area 51- Rescue.

War!: Same as in the Battle Shrine.

Duel: Hide by the door, and look through with the Farsight. The cheese is where 
it was in Carrington- Defense.

=============================================================================

              12. H I D D E N  W E A P O N  L O C A T I O N S

=============================================================================
In most of the levels are several hidden weapons, which would not normally be 
found during the normal course of play. (Locations found in the Nintendo 
players guide).

DataDyne Central: Defection
---------------------------
Falcon 2 w/ Silencer x2: Go to the hall with the office workers office. Enter 
the other office, and kill the Shocktroop in there to grab his double silenced 
Falcons.

Laptop Gun: On Perfect Agent, let the prisoner (the office worker) escape. He 
will run to a weapons room with a Laptop Gun.

DataDyne Research: Investigation
--------------------------------
CMP150 x2: If you get to the section where you reprogram the robots without 
being seen by anyone, you can open a weapons catch with twin CMP150s.

Proximity Mine: Go to where the isotope is. Speed strafe through there to pick 
up some mines (why are they glowing?).

DataDyne Central: Extraction
----------------------------
DY357 Magnum: If you take out the first 5 guards on the ground floor without 
being seen by them (requires a headshot), the 5th one will yield a Magnum.

Dragon and Grenade: If you kill all of the ground floor guards in a few seconds 
after seeing them, there will be an extra guard on the next floor. Kill him to 
grab the key to Cassandras office. On her desk is a grenade. Throw it against 
the right of the wall to blow a hole leading to a Dragon.

Carrington Villa: Hostage One
-----------------------------
Devestator: Blow up the crates by the helipad to uncover a Devestator.

CMP150 x2: If you kill the Sniper guarding the helipad in less then 38 seconds, 
he will yield twin CMP150s.

Chicago: Stealth
----------------
Bombspy: Go into the room with the oil cans. Push the dumpster against them, and 
blow up the cans to get a bombspy.

Falcon 2 w/ Scope x2: Go into the Pond Punk Bar (see the cheese walkthrough). To 
the left of the bar is another scoped Falcon.

G5 Building: Reconnaissance
---------------------------
Crossbow: Kill the first cloaked guard. Knock out the second one to get a 
Crossbow.

N-Bomb: If you placed the remote mine on the upper door in the previous level, 
there will be some N-Bombs by the exit.

Area 51: Infiltration
---------------------
Rocket Launcher: Go through the minefield (see the walkthrough) and grab the 
Rocket Launcher.

MagSec 4 x2: After planting the comms rider, several guards will come out of a 
locked door. Kill the one in the brown suit for double MagSecs.

Area 51: Rescue
---------------
Falcon 2 Silencer x2: Shoot the oil drum behind the crates to the right of the 
start. Grab the Falcon 2s that emerge.

Phoenix: If you didnt kill the technician in the previous level, go to the door 
to the right of the elevator (after you take it up). After you try to open it, 
he unlocks it. Head forwards through there to get to the Phoenix.

Area 51: Escape
---------------
Falcon 2 w/ Scope x2: If you run back into the gassed section to where the 
scientists were, you can swipe double scoped Falcons.

Remote Mines: If you deposit Elvis in less then 36 seconds, 3 remote mines will 
be in the section where Jonathan blows up the wall.

Air Base: Espionage
-------------------
Proximity Mines: Follow the tunnel all the way to the edge of the cliff to grab 
some proximity mines.

DY357 x2: If you eliminate the 3 NSA lackeys (one by the escalator, one by the 
freight elevator, and one by the security monitoring thing) before subverting 
the security system, you can get double magnums.

Air Force One: Anti-terrorism
-----------------------------
Cyclone x2: The two guards near the ramp leading to the president both have 
keycards. Knock them out, use the cards to open the 2 side doors, and grab 
double Cyclones.

Crash Site: Confrontation
-------------------------
Proximity Mines: If you go over to Elvis before completing any objectives, you 
can get some mines.

DY357-LX: If you are VERY fast, you can disarm Trent before he kills the 
President, and swipe a LX.

Pelagic II: Exploration
-----------------------
Falcon 2 w/ Silencer x2: One of the guards past the place with the first 
objective has 2 silenced Falcons. To get them, you must kill him before ANY 
alarms are sounded.

Deep Sea: Nullify Threat
------------------------
Proximity Mines: One of the cloaked guards will yield Proximity Mines if you 
kill him before Elvis does.

Carrington Institute: Defense
-----------------------------
Devestator: Rescue all the hostages on the second floor, and Grimshaw will give 
you a Devestator.

Attack Ship: Covert Assault
---------------------------
Slayer: After taking the lift from the hangar, if you head straight, you past a 
huge amount of Skedar warriors, and eventually find a Slayer. Its more trouble 
then its worth.

Mauler x2: Kill the Skedar in the middle of the bridge at the end to swipe 
double Maulers.

Skedar Ruins: Battle Shrine
---------------------------
Phoenix x2: Blow up the 2 remaining pillars (the ones you dont put amplifiers 
on) with the Devestator. There will be 2 Phoenixes at the canyon edge. 

=============================================================================

                     13. C H A L L E N G E S

=============================================================================

The Challenges are preset multiplayer scenarios that one must beat to obtain 
more multiplayer options. The early challenges are easy, although they 
eventually become extremely hard. The following is a list of what is unlocked 
with challenges (other then characters):

Unlock Scenarios
----------------
Hold the Briefcase: Complete 2 challenges
Capture the Case: Complete 4 challenges
Hacker Central: Complete 6 challenges
Pop a Cap: Complete 12 challenges

Unlock Presets
--------------
Hold the Briefcase: Complete 2 challenges
Pistol One-Hit Kills: Complete 3 challenges
Capture the Case: Complete 4 challenges
Tranquilizer: Complete 7 challenges
Slow Motion: Complete 8 challenges
Temple Explosives: Complete 11 challenges
Slayer: Complete 13 challenges
Cloaking: Complete 16 challenges

Unlock Arenas
-------------
Complex: Complete 1 challenge
Warehouse: Complete 3 challenges
Ravine: Complete 5 challenges
Temple: Complete 6 challenges
G5 Building: Complete 9 challenges
Grid: Complete 11 challenges
Felicity: Complete 12 challenges
Villa: Complete 14 challenges
Sewers: Complete 16 challenges
Car Park: Complete 17 challenges
Base: Complete 18 challenges
Fortress: Complete 20 challenges
Ruins: Complete 22 challenges

Unlock Weapons
--------------
Farsight XR-20: Complete 1 challenge
Grenade: Complete 1 challenge
Shotgun: Complete 2 challenges
Falcon 2 (silencer): Complete 3 challenges
Super Dragon: Complete 4 challenges
Laptop Gun: Complete 5 challenges
Remote Mine: Complete 6 challenges
Tranquilizer: Complete 7 challenges
Falcon 2 (Scope): Complete 8 challenges
Reaper: Complete 9 challenges
Cloaking Device: Complete 10 challenges
Devestator: Complete 11 challenges
Proximity Mine: Complete 12 challenges
Slayer: Complete 13 challenges
Phoenix: Complete 14 challenges
Combat Boost: Complete 15 challenges
Mauler: Complete 16 challenges
Callisto NTG: Complete 17 challenges
Crossbow: Complete 18 challenges
RC-P120: Complete 19 challenges
DY357-LX: Complete 20 challenges
N-Bomb: Complete 21 challenges
Laser: Complete all challenges
X-ray Scanner: Complete all challenges

Unlock Simulants
----------------
8 Simulants at Once: Complete 7 challenges
HardSim: Complete 4 challenges
PerfectSim: Complete 9 challenges
DarkSim: Complete 21 challenges

-----------------------------------------------------------------------------
                       Challenge Strategies
-----------------------------------------------------------------------------

Here is where you will find strategies for the 30 Combat Simulator Challenges, 
although I dont have them all beaten yet.

------------------------------------
Challenge #1
------------------------------------

Level: Skedar
Weapons: 1. Falcon 2
         2. CMP150
         3. Sniper Rifle
         4. DY357
         5. Dragon
Simulant: MeatSim
The challenges start out incredibly easy, and since your first opponent is a 
MeatSim, hell be too busy running into walls to attack you. Just hunt him down, 
and put him out of his misery.

------------------------------------
Challenge #2
------------------------------------
Level: Area 52
Weapons: 1. Combat Knife
         2. Falcon 2
         3. Cyclone
         4. Dragon
         5. R. Launcher
This challenge isnt any harder, as your enemy is a complete idiot. The only way 
he might kill you is if he decides to fire an explosive in close quarters. Hunt 
him down and kill him.

------------------------------------
Challenge #3 
------------------------------------
Level: Pipes
Weapons: 1. MagSec 4
         2. CMP150
         3. Timed Mine
         4. Dragon
         5. AR34
Yet another group of IdiotSims (this time theres 2 of them). Grab a big gun and 
pop a few caps in their collective foreheads.

------------------------------------
Challenge #4
------------------------------------
Level: Skedar
Weapons: 1. MagSec4 
         2. CMP150
         3. Dragon
         4. K7 Avenger
         5. Shield
This time the scenario is King of the Hill. Just go around and capture the hill 
to receive points, as well as killing the StupidSim that will come around a few 
times.

-------------------------------------
Challenge #5
-------------------------------------
Level: Complex
Weapons: 1. Cyclone
         2. Grenade
         3. AR34
         4. Farsight
         5. Shield
Just grab a Farsight, and use its target locator to blast your enemy away; she 
shouldnt even get off a shot.

-------------------------------------
Challenge #6
-------------------------------------
Level: Area 52
Weapons: 1. CMP150
         2. DY357
         3. Shotgun
         4. K7 Avenger
         5. Shield
Now you have a whole gang of sims against you- big deal. Grab the case, and 
while you rack up points, go around and have some target practice with the 
simulants.

--------------------------------------
Challenge #7
--------------------------------------
Level: Warehouse
Weapons: 1. Falcon 2 (Silencer)
         2. MagSec 4
         3. Cyclone
         4. Grenade
         5. Shield
You have one hit kills on, which can make this challenge slightly harder, but 
not by much. Try to get the Cyclone, and go around to hill to gain points.

-----------------------------------------
Challenge #8
-----------------------------------------
Level: Skedar
Weapons: 1. MagSec 4
         2. K7 Avenger
         3. Shotgun
         4. Super Dragon
         5. Shield
This time around, its Capture the Case. Race over to the other side, grab the 
case, and return to your case to get a point. Repeat until the challenge is 
over.

------------------------------------------
Challenge #9
------------------------------------------
Level: Ravine
Weapons: 1. Falcon 2
         2. DY357
         3. Timed Mine 
         4. Laptop Gun
         5. Farsight
Once again, it is on one-hit kills. This is the most skilled simulant so far in 
the challenges, but dont worry. Either go around with the Laptop Gun and pop a 
few caps in his head, and use the Farsight from a camping position.

-----------------------------------------
Challenge #10
-----------------------------------------
Level: Temple
Weapons: 1. CMP150
         2. Cyclone
         3. Remote Mine
         4. AR34
         5. Shield
Because of the Hacker Central scenario, this will require a slightly different 
strategy. Grab the Uplink, and find the computer. Wait for the simulant to find 
you, and kill him. Then, use the uplink on the terminal to gain some points. 
Repeat this until the challenge ends.

=============================================================================

                  14. P E R F E C T  D A R K  F U N

=============================================================================

So, youve beaten the Solo Missions, Co-operative, and the Challenges, earned 
all the cheats, and exhausted multiplayer and counter-operative? You need 
something to do in the game, other then replay it for the 100th time? Then this 
would be the section to visit. These are various glitches, hidden stuff (other 
then the cheese), etc., which can be used to have something else to do in the 
game. They are arranged by the stage(s) they appear in.

General Things
--------------

X-ray Cinemas: Turn on the X-ray Scanner cheat, and end any stage with it on. 
The cinema shows up in X-ray view.

Carrington Institute
--------------------

Campspy Tour: Go to the hangar, grab the crate, bring it up, and stick it in 
front of the training room door (so it wont close). Select the Campsy. Now you 
can send out of the room and through the building.

Slayer Tour: Grab the hover crate in the hangar. Bring it to the weapon room, 
and place it in front of the door (so it wont close). Go into the firing range, 
and stand in the sliding door so it doesnt close. Select the Slayer. Send a 
fly-by-wire rocket out of the weapons room, and now you can send it through the 
building.

Shoot Foster: Go to the weapons room, stand in the doorway leading to the range 
so that it wont close. Select the crossbow or throwing knife, and you fill 
Foster up with various sharp objects.

DataDyne Central: Defection
---------------------------

Alarm Glitch: For this, turn on infinite ammo and cloaking device. Go into 
Cassandras office, and let her see you. Once she turns on the alarm, cloak, and 
wait for the guards to appear. They will come in, look around, and not see you. 
After looking around, theyll utter new lines, like, Must be a false alarm, I 
thought I heard a noise, etc. 

Mean Office Worker: Start the stage in Perfect Agent, and go to the floor with 
the computer you need to download from. Blow it up, and go down to the office 
worker, and get him to come up. When he sees the broken computer, hell say, 
You vandal. You broke it!. Then he tries to punch you. 

DataDyne Central: Extraction
----------------------------

Really bloody Mr. Blonde: Go in any difficulty, and go through the bottom floor, 
making work of the guards in seconds. On the next floor, there is an extra guard 
with a key. Get it, and go back down. Open the door to the room that had the 
second hub (in stage 1), and youll see Mr. Blonde and 2 bodyguards. They dont 
do anything, but you can blast them, and make them bloody. Cassandra also 
teleports here after you kill the bodyguards. End the stage, and the guards in 
the cinema will all appear bloody (provided you shot them several times). 

Kill Caroll in the cinema: Go through the stage, and at the very end, pull up 
the Rocket Launcher, and target Caroll (with a targeted rocket). Run up, and 
fire the rocket as you end the stage. In the cinema, the rocket will blow up 
Caroll, but Joanna acts like he is still there.

Carrington Villa: Hostage One
-----------------------------

Act Your Age: Go down to the wine cellar, and destroy every bottle. Carrington 
will tell you to act your age.

Make Carrington Float: Put on All Guns or Farsight. Make your way through the 
level, until you reach the wine cellar. Kill the guards, and use the Farsight to 
look through the door. Youll see Carrington; he is invincible, but you can blow 
up the chair he is on. Complete the stage, and the cinema shows him floating.

Chicago: Stealth
----------------

Guard Talk: Go through the stage, and reprogram the taxi. Go to where the 
blocked door is, and wait for the taxi to crash. Wait, and you should hear the 
following guard conservation (it may help to turn off the music): What the **** 
was that? What a mess. I never liked that robot anyways. The boss wont be 
pleased. We can always get another one. At that point, feel free to blast 
them, as the conversation ends.

G5 Building: Espionage
----------------------

Shoot Cassandra and Mr. Blonde: Put on All Guns or Farsight. Go through the 
stage to the crawl space. Look through the door with the Farsight, and you can 
shoot Cassandra and Mr. Blonde (although they dont die). You can also blow up 
the chairs there.

Alarm Glitch: Turn on cloaking device, and go through the stage, to the safe 
room, and plant the decoder. Cloak, and the guards that come will say stuff like 
in the previous alarm glitch.

Area 51: Infiltration
---------------------

Extra Guards: In the first hangar bay, go up to the door, and look through it 
with the Farsight. You should see Jonathan and another guard. Johnny is 
invincible; the guard is not.

Area 51: Rescue
---------------

Invincible Guards: Turn on Farsight or All Guns, and go to the room with Elvis. 
If you try to blast the guards with the Farsight, they wont die.

Area 51: Escape
---------------

Late Explosion: Go through the stage until Jonathan sets the explosives. Once he 
tells you to stand back, fire a grenade at the wall; it blows up. The explosives 
will blow a few seconds later.

Air Base: Espionage
-------------------

Stupid Worker: Go into the air base, and once inside, set off the alarm, and get 
the guards to open the door leading to the room with the safe. Head through, and 
go to the office where the office worker is. Even though you have a gun, he will 
say stuff like, Go away, Listen, I cant help you.

Deep Sea: Nullify Threat
------------------------

Kill Elvis and Caroll: Turn on the Rocket Launcher, and go through to the room 
with Caroll. Fire a Rocket, and rush over to start the cinema. The rocket will 
go through and kill Caroll and Elvis, but Joanna acts like they are still there. 
You will fail though.

=============================================================================

                      15. C H A R A C T E R S

=============================================================================

This gives information about the main characters in the game.

Joanna Dark: You play as Jo Dark, an untested field agent who received perfect 
scores at the Institute.

Dr. Carrington: A pudgy guy that founded the Carrington Institute after 
contacting aliens.

Cassandra de Vries: The CEO of the DataDyne Corporation. She makes a deal with 
the Skedar to recover the Cetan ship. She eventually pays the ultimate price.

Dr. Caroll: A living computer-thing that reveals DataDynes plot. He blows 
himself up to destroy the Cetan.

Elvis: He is part of an alien race that has been fighting the Skedar for 
centuries. He is captured by Area 51, and eventually helps Jo.

Trent Easton: Trent is a wimpy sounding guy that helps Cassandra, and uses the 
NSA to try to attack the president. He thinks Mr. Blonde is his ally, until he 
messes up the attack on Air Force One. Trent is killed with one swipe.

Mr. Blonde: The leader of the conspiracy, Mr. Blonde is really a disguised 
Skedar warrior.

Jonathan: He is an active agent who has been in Area 51. If you have him leave 
in the UFO, he lives. Otherwise, the guards kill him.

The U.S. President: He tries to do the right in politics, but Trent Easton tries 
to kill and clone him.

The Skedar: The Skedar are an alien race that has made war a religion. They have 
been fighting the Maians for centuries. The war ended with the destruction of 
the Battle Shrine, and death of the Skedar leader.

=============================================================================

                              16. F A Q
=============================================================================
Seeing as the guide just came out, these are just questions I thought up.

Q: What are the pieces of cheese for?
A: According to Rareware: the cheese pieces hidden in every level were 
originally intended as a way to earn the cheats. They no longer serve any 
purpose, except to drive you crazy.

Q: Why dont you have the walkthrough and explanation for (Insert cheat name 
here)?
A: Because I didnt earn (Insert cheat name here).

Q: Does Infinite Ammo work on the Psychosis Gun?
A: No.

Q: What happened to the Perfect face option.
A: This would have allowed you to use game boy camera to scan a face into the 
game. Rare dropped it to avoid legal problems.

Q: Why didnt you include the Duel in the co-operative and counter-operative 
section?
A: Mainly because you cant play the Duel in co-operative.

Q: Whats this about ghost characters?
A: These have been circulating many boards; honestly, I have no clue what they 
are. Rareware seems to deny their existence.

Q: Wheres the push button codes?
A: There arent any.

Q: Whats this about Star Battles, Egyptian, and Ark Hives?
A: Those are all stupid hoaxes.

=============================================================================

                           17. C R E D I T S

=============================================================================

Nintendo: They made the system youve been playing this game on. I also used 
their players guide to check were some of the weapons were.

Rareware: The video game company that made Perfect Dark.

CjayC: For hosting this guide, and making Game FAQS.

Marshmallow: His excellent Perfect Agent guide allowed me to complete Perfect 
Agent mode. The strategies for the Attack Ship in Perfect Agent mostly came from 
him. The strategies for the All Guns and Hotshot cheats were mainly based on his 
tips.

Hitman Howie D (Hitman_Howie_D@hotmail.com): He sent me the information on 
which gold medals earn which Classic Weapons. 

Lawrence: He pointed out that using Peace Sims is a good way to rack up kills.

=============================================================================

                       18. L E G A L  I N F O

=============================================================================

This guide is copyright, 2001, of Kodos86 (that would be me), all rights 
reserved. This guide may not be reproduced in any means, except 
as a personal electronic copy, or as a personal computer print-off. This guide 
may not be bought, sold, or given away as a bonus with another purchase. The 
ONLY official site carrying this guide is Game FAQS (www.gamefaqs.com), and is 
where one can always find the most recent update. If any of you see this guide 
at any site other then the above, PLEASE notify me immediately (they may have 
permission to use it, but they might not). If you wish to use this guide on your 
site, contact me at Kodos86@aol.com. I will probably allow you to use it, 
although there are some guidelines:

1. You must give me sole credit for the guide, and keep the guide intact.
2. You may not be profiting from this guide in any way.
3. You must have a legitimate site.
4. You must TRY to keep the guide updated (recent updates will always to found 
at Game FAQS).

Contacting Me
-------------
Please note that my e-mail address has changed. My aol account will be shut down 
by the end of the month, and will probably not be checked again. If you have 
sent an e-mail to my aol address and I have not responded yet, please send the 
e-mail to my new address, as otherwise the e-mail will most likely never to seen 
or read.

Feel free to contact me at kodos86@adelphia.com. Below is my policy regarding 
the various kinds of messages I may recieve.

Questions: I will try to answer questions you send me to the best of my ability. 
Please remember that I am not affiliated with Nintendo or any other video game 
company. Before asking me something, READ THROUGH THE GUIDE to see if your 
question is already answered. If your question is already answered in the guide, 
I will ignore it.

Comments: Any comments on the guide or how it could be made better are 
appreciated. Valid complaints about the guide are also appreciated.

Information about my guides being ripped off: If you ever see one of my guides 
being used illegally, please contact me immediately. Also, it helps if you have 
the word "plagiarism" somewhere in the subject of the e-mail.

Flames: Don't waste my time with these. I will post the message on the GameFAQs 
boards so we can make fun of your stupidity, and then I will delete the message. 
The same goes for messages with horrendous grammar (ex: "hey, sup dawg. ah got a 
q").

Chain Letters: No, I don't believe that I will recieve large amounts of money if 
I forwards a stupid e-mail to several people. Neither do I believe that not 
sending an e-mail will give me bad luck or cause me to have unsuccesful 
relationships, or that I will mysteriously die because of it. Honestly, chain 
letters are cute for about 20 seconds, after which they become plain STUPID. 
Yes, I will delete them.

Spam Letters: Not only is it illegal, but I have spam blocking software; don't 
waste your time.

~End of Document~
