Perfect Dark

Perfect Dark

17.10.2013 02:48:06
Frequently Asked Questions and Walkthrough
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~A FAQ/Walkthrough Created By: Croco~

________________________________________________________________________

This Document is Copyrighted 2000 by Croco. Any reproduction of this document
in part or in whole without the author's consent is strictly forbidden
(excluding personal, private use).

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

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


-VERSION HISTORY-
------------------------------------------------------------------------
This is currently Version 2.1 of the Croco FAQ/Walkthrough for Perfect Dark,
Created 11/20/2000.

Version 2.1- Created 11/20/00
So, why haven't I updated for a few months? Laziness. Angry? Too bad! There's
nothing you can do about it! Ha ha ha ha ha!!! Sorry. I'm back finally with a
new Version and some new things for this FAQ. New stuff includes the Perfect
Agent Carrington Villa walkthrough, a New Section explaining the Combat
Simulator Rankings, Challenges 5 and 6 in the Combat Simulator, how to get the
Marquis of Queensbury Rules Cheat, three new Weapons Training tips, new Cheat
Descriptions, and finally some new Reader Set-ups. The wait seems to be well
worth it.

Version 2.0- Created 8/15/00
Since it's only been a few days since my last update, this one isn't as large
as usual. There's three new levels included, as well as another gun added to
the Firing Range. That's all.

Version 1.9- Created 8/11/00
I know I missed the expected update date, but the last update wasn't posted
untill 8/7/00, so I've decided to give you reader's a little extra time to read
it. Anyway, I can't believe I'm already at Version 1.9... it seems like it
happened so quickly (unlike me finishing my FAQ :). My big updates have
returned with four new levels covered, completing the Special Agent
Walkthrough. Also included is a new section: Glitches and Tricks (see Part 4)
and two new Challenges. Finally, this update should put me over 400k. It's
getting pretty big!

Version 1.8- Created 8/4/00
I forgot to tell you all this, but in my last update I implemented a new
feature, found underneath the Update Notice, that will inform you the
approximate date that the next update will be here. A nice handy feature in my
opinion. Anyway, in this update I've gone back to my normal "3 levels, 1 gun"
update with Missions 6 and 7 and the Laptop Gun for the Firing Range.

Version 1.7- Created 7/28/00
Am I crazy or what? In the last update, I covered five levels, more than I
normally do. In this update, I have six new levels explained! Now only that,
but I've started two new sections: Co-Op/Counter-Op Strategies, and the Cheats
Walkthrough. And finally, I've added two new guns to the firing range. What a
nice trend... larger and larger updates.

Version 1.6- Created 7/23/00
Well, a week later and another update, but this one's a little bigger than
usual. I've added five new levels to various Walkthroughs, and have also
updated the Firing Range and Cheats sections. Even better, the entirely new
section, the Combat Simulator Multiplayer Strategies, has been started on. Not
too shabby...

Version 1.5- Created 7/17/00
Hmm... I'm getting a little behind on my updating. Oh well, what matters is
that there's an update now, which includes an added level to the Agent, Special
Agent, and Perfect Agent Walkthroughs. Strangely, each of the levels I covered
this time take place in the same location! Also, I've added a few new Combat
Simulator setups sent in by readers.

Version 1.4- Created 7/10/00
Finally, I'm back from vacation and ready with another update. This update
marks the completion of the Agent Walkthrough (at least the normal missions),
covering the final three missions. Also, as usual I have a mild update to the
Firing Range, and have rewritten and organized the Cheese Guide. Enjoy, and
expect more work on the Special Agent Walkthrough and the start of the Perfect
Agent Walkthrough soon!

Version 1.3- Created 6/30/00
Unfortunately, I didn't get that update "in a few days", but It's still only a
week later. Also, I'm going on vacation next week, so don't expect another
update anytime soon (probably will be 10 days or so). But for now, I've
completed Mission 6 in the Agent Walkthrough, and I've also got a handy Cheese
Guide for those of you who want to find all the hidden pieces of cheese. Oh
yes, I've been handed a way to complete the challenges without any work at all
(well, barely any work) and some more cool setups, so check that out too. See
ya in a couple of weeks.

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

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

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

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

UPDATE NOTICE: New to this update is the Carrington Villa Walkthrough, the
Combat Simulator's Challenges 5-6, how to get the Marquis of Queensbury Rules
cheat, a new section explaining the Combat Simulator Rankings and what you need
to advance, info on how to get the Training medals for the AR34, Super Dragon,
and Shotgun, some new Cheat Descriptions, and finally some new set-ups sent in
by readers.

NEXT UPDATE: Who knows... pray it's sometime in the next ten years...

________________________________________________________________________

~TABLE OF CONTENTS~

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

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

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

________________________________________________________________________

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


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

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


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

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


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

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

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

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

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

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


-GAME STORY:-

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

*Warning! Possible Spoiler!*

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

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

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

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

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

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

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

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

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

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

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

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

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


________________________________________________________________________

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


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

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


~STANDARD CONTROLS~

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

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

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

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

~NEW FEATURES~

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

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

_______________

~ALTERNATE CONTROLS~

-Style 1.2

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

-Style 1.3

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

-Style 1.4

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

_______________

-OPTIONS-

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

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

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

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

_______________

FIGURE 1: Reading the Health Meter

Emergency ----> _______ __________________________ <---- Normal
Health __ / || \ __ Health
\ \_______||__________________________// / Meter
Shield ----> \ \___________________________________/ /
Meter \_____________________________________/

*When the normal Health meter is depleted, the red Emergency Health
Meter is displayed.


________________________________________________________________________

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

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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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

________________________________________________________________________

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

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

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

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

DATADYNE INFANTRY
Weapon: CMP 150, K7 Avenger
Armor: Poor
Intelligence: Low
Found: Levels 1, 3, 4, 14, 15

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


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

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


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

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


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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


ALASKAN GUARD
Weapon: Dragon, Sniper Rifle
Armor: Good
Intelligence: Poor
Found: Level 10, 12

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


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

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


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

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


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

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


PELAGIC II GUARD
Weapon: CMP 150
Armor: Average
Intelligence: Average
Found: Levels 13, 14
The guards of the Pelagic II are sailors and wear red overalls. They will
always carry around CMP 150s and nothing more, and they aren't much of a
threat. However, they often hide behind crates and are found in large numbers
(conviniently near alarms, too).


DISGUISED SKEDAR
Weapon: K7 Avenger
Armor: Average
Intelligence: Average
Found: Levels 11, 12, 14, 15
Disguised Skedar look exactly like Mr. Blonde. All Skedar seem to take on this
form when they disguise themselves as humans, so don't be surprised if you find
a lot of them.


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

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


TRUE SKEDAR
Weapon: Bite
Armor: Average
Intelligence: Average
Found: Level 14, 17

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


________________________________________________________________________

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

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

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


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

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


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

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


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

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


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

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

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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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



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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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

_______________

~CROCO's TOP TEN WEAPON CHOICES~
(No Cheat Weapons)
1. Farsight XR-20
2. RCP-120
3. Double Cyclone
4. Laptop Gun
5. Double Phoenix
6. AR34
7. K7 Avenger
8. Super Dragon
9. Double CMP 150
10. Callisto NTG


~READER's TOP FIVE WEAPON CHOICES~
(No Cheat Weapons)
1. Laptop Gun
2. RCP-120
3. Phoenix
4. AR34
5. Super Dragon

________________________________________________________________________

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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


DRUG SPY
Type: Gadget
Description: None

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


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


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


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


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


N-BOMB
Type: Item
Description: None
The N-Bomb is an experimental weapon, used to kill enemies. How it works is
unknown (at least to me), but it sets off a blinding flash of red light that
slowly damages whomever it comes in contact with. It will only kill those it
comes in contact with and doesn't have a very large radius of attack. It's
quite dangerous, so I suggest using other weapons to take out enemies. However
(thanks to Marcus) I have recently learned some new info about the weapon.
First of all, it will disarm whomever it comes in contact with. Second, it
skips attacking the shields and goes straight to the flesh, making it ideal for
heavily shielded enemies, and is especially good in multiplayer.


________________________________________________________________________

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

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

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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


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

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


________________________________________________________________________

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

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

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

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


-FUN-

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

Cheat: Small Jo
Level: G5 Building - Reconnaissance
Method: Complete Level
Description: Small Jo makes Joanna extra small... even smaller than
Elvis or when you're crouching. unfortunately, Small Jo moves about
at fast as you would when you're crouching. The best part of this
cheat is watching mini-Jo kick butt in the cutscenes while only a
few inches tall.

Cheat: Small Characters
Level: Area 51 - Infiltration
Method: Complete Level
Description: Small characters are about the same size as Small Jo...
which makes them hard targets to hit and very hard to spot. It is
fun shooting the little guys... a tiny explosion from a Phoenix can
kill several at a time.

Cheat: Team Heads Only
Level: Air Base - Espionage
Method: Complete Level
Description: Most players have no idea what this does, because it's not
something you'd notice without knowledge of it. All this does is make
the enemies' faces those of the Perfect Dark Team only, and not
anybody else. If you want to see some of the people that made the
game, try it out.

Cheat: Play As Elvis
Level: Area 51 - Rescue
Difficulty: Perfect Agent
Time: 7:59
Description: Just what it sounds like. Instead of Joanna, you'll take
control of that crazy alien. He's smaller than Jo, so you'll play a
little differently as well.

Cheat: Slo-mo Single Player
Level: dataDyne Research - Investigation
Method: Complete Level
Description: Activate this Cheat and the game will move in Slow Motion.
Since you move in Slo-Mo too, it's more of an annoyance than a
supposedly "fun" cheat.


-GAMEPLAY-

Cheat: Invincible
Level: Area 51 - Escape
Difficulty: Agent
Time: 3:50
Description: This is one of the best cheats. With it on, you can't get
hurt by anything. Stand in front of an autogun. Run over a Proximity
Mine. Laugh in the face of danger - or at those guards as they
realize they can't harm you.

Cheat: Cloaking Device
Level: G5 Building - Reconnaissance
Difficulty: Agent
Time: 1:40
Alternate Method: Transfer Pak
Description: This is essentially an invisibility cheat, but using
Perfect Dark terminology. With it activated, you are supplied with
a Cloaking Device that you can turn on and off freely. The main
problem with it is that it only lasts for 120 seconds. While this is
a nice while, it would be better if it was infinite. It's still an
excellent cheat, however, as it's very fun sneaking up on guards
without them having a clue that you're around.

Cheat: Marquis of Queensbury Rules
Level: dataDyne Central - Defection
Difficulty: Special Agent
Time: 1:30
Description: When activated, this cheat makes the enemies fight with
only their hands. They will still carry around weapons, but they
will only attack with their fists. This is a fun way to play if you
want to play the level but still have some fear of the enemies,
because they can hurt you, but they probably won't if you take them
out quick. It's also a possible substitute for Invincibility if you
haven't gotten it yet.

Cheat: Jo Shield
Level: Deep Sea - Nullify Threat
Method: Complete Level
Description: Activating this cheat will basically just give Joanna a
shield from the start of the level. This is handy if you want to play
a level for fun but haven't gotten Invincibilty.

Cheat: Super Shield
Level: Carrington Institute - Defense
Difficulty: Agent
Time: 1:45
Description: The Super Shield is a shield, more powerful than a regular
shield. A good help if you want to practice a level but not having
Invincibility on.

Cheat: Enemy Shields
Level: Carrington Institute - Defense
Method: Complete Level
Description: When activated, you'll give the enemies semi-powerful
shields. This will increase the difficulty... if Perfect Agent
wasn't enough.

Cheat: Enemy Rockets
Level: Palagic II - Exploration
Method: Complete Level
Description: Like the Goldeneye cheat of the same name, activating this
will give enemies Rocket Launchers. If somehow you think the game
isn't hard enough, supply enemies with these babies to pump up the
difficulty... or if you'd like to pick up the Rocket Launchers of the
fallen foes.

Cheat: Perfect Darkness
Level: Crash Site - Confrontation
Method: Complete Level
Description: When you turn on Perfect Darkness, the entire level will be
shrouded in a mysterious black mist... or in other words, it's dark.
So you can actually see, you'll be provided with a pair of Night
Vision Goggles.


-WEAPONS FOR JO IN SOLO-

Cheat: Rocket Launcher
Level: dataDyne Central - Extraction
Method: Complete Level
Description: This will give you access to a Rocket Launcher from the
start of the level. It starts out with the maximum amount of ammo.

Cheat: Sniper Rifle
Level: Carrington Villa - Hostage One
Method: Complete Level
Description: This will give you access to a Sniper Rifle from the start
of the level. It starts out with the maximum amount of ammo.

Cheat: Super Dragon
Level: Area 51 - Escape
Method: Complete Level
Description: This will give you access to a Super Dragon from the start
of the level. It starts out with the maximum amount of ammo.

Cheat: Laptop Gun
Level: Air Force One - Antiterrorism
Method: Complete Level
Description: This will give you access to a Laptop Gun from the start
of the level. It starts out with the maximum amount of ammo.

Cheat: Phoenix
Level: Attack Ship - Covert Assault
Method: Complete Level
Description: This will give you access to a Phoenix from the start of
the level. It starts out with the maximum amount of ammo.

Cheat: Psychosis Gun
Level: Chicago - Stealth
Difficulty: Perfect Agent
Time: 2:00
Description: This will give you access to a Psychosis Gun from the
start of the level. It starts out with the maximum amount of ammo.

Cheat: Trent's Magnum
Level: Crash Site - Confrontation
Difficulty: Agent
Time: 2:50
Description: This will give you access to a DY357-LX from the start of
the level. It starts out with the maximum amount of ammo.

Cheat: Farsight XR-20
Level: Deep Sea - Nullify Threat
Difficulty: Perfect Agent
Time: 7:27
Description: This will give you access to a Farisight XR-20 from the
start of the level. It will start out with the maximum amount of
energy orbs.


-CLASSIC WEAPONS FOR JO IN SOLO-

Cheat: PP9i
Get Gold Medals With: Falcon 2, Falcon 2 (Silenced), Falcon 2 (Scope)
Description: Bond's main weapon, the PP7, returns in Perfect Dark under
the handle of PP9i. Like all the Classic weapons, it aims and reloads
the same way.

Cheat: DMC
Get Gold Medals With: Proximity Mine, Timed Mine, Remote Mine
Description: The cool, rapid-firing D5K Deu... um... however you
spell it... well, it's quite powerful and is a good Cheat Weapon.

Cheat: KLO1313
Get Gold Medals With: Power Weapons
Description: Although the Klobb is one of the not-so-good guns found
in Goldeneye, it's a tad more powerful in Perfect Dark.


-WEAPONS-

Cheat: Classic Sight
Level: dataDyne Central - Defection
Method: Complete Level
Description: This will be one of the first cheats you get. If you
preferred the red crosshairs of Goldeneye over the new aiming
methods, than you can switch it back with this cheat. When it scans
an enemy, it will make a noise like the other guns, but will not
change colors.

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

Cheat: Hurricane Fists
Level: dataDyne Central - Extraction
Difficulty: Agent
Time: 2:03
Alternate Method: Transfer Pak
Description: With Hurricane Fists, Joanna greatly increases the speed
at which she punches. She will punch so fast that knocking out
guards shouldn't be a problem. This is a pretty cool cheat, but not
the greatest.

Cheat: Unlimited Ammo
Level: Pelagic II - Exploration
Difficulty: Special Agent
Time: 7:07
Description: This is another one of the best cheats, and whether you'd
prefer Reloads or No Reloads is personal taste, although No Reloads
is a tad more convinient. Unlimited Ammo, as it's name implies, gives
you an infinite amount of ammo for all of your weapons. This also
gives you unlimited length to your Cloaking Device, so it's a good
supplement to that cheat as well.

Cheat: Unlimited Ammo, No Reloads
Level: Air Base - Espionage
Difficulty: Special Agent
Time: 3:11
Description: This is the same as the Unlimited Ammo cheat, but you'll
never have to reload your weapon. This is very nice as you will
never have to worry about running low.

Cheat: X-Ray Scanner
Level: Area 51 - Rescue
Method: Complete Level
Description: The X-Ray Scanner, like the one you'll use in level such
as Area 51 - Rescue, allows you to see through walls. It's kinda
like a Farsight without the firing ability,

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

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


-BUDDIES-

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

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

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

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

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


*More Cheats and Cheat Info Coming Soon!*

________________________________________________________________________

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

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

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


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


-BASIC SIMULANTS-

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

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

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

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

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

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


-COMPLEX SIMULANTS-

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

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

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

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

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

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

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

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

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

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

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

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


________________________________________________________________________

- - - - - - - - - - - COMBAT SIMULATOR RANKINGS - - - - - - - - - - -

A lot of people wonder how you go up ranks in the Combat Simulator, and I
don't blame them. It's rather hard to find out. Never fear, Croco (thanks to
Azurewrath) has compiled a chart that will tell you what you need to get to
advance. Once you reach each milestone, you will lower your current number by
one.

*NOTE*- AC= Accuracy HS= Head Shot KM=Kill Master 1:00= 1 day
SR= Surivior Mdl= Medals DIST= Distance Traveled

COMBAT SIMULATOR RANKINGS CHART:
______________________________________________________________________
|KILLS | TIME | DIST |DAMAGE|AMMO USED|WINS|ACMdl|HSMdl|KMMdl|SRMdl|
|______|__________|______|______|_________|____|_____|_____|_____|_____|
| 120 | 2-4 hours| 60 | 600 | 3000 | 6 | 6 | 6 | 6 | 6 |
| 240 | 4-8 hours| 120 | 1200 | 6000 | 12 | 12 | 12 | 12 | 12 |
| 480 |8-16 hours| 240 | 2400 | 12000 | 24 | 24 | 24 | 24 | 24 |
| 960 | 16-1:04 | 480 | 4800 | 24000 | 48 | 48 | 48 | 48 | 48 |
| 1680 |1:04-2:12 | 840 | 8400 | 42000 | 84 | 84 | 84 | 84 | 84 |
| 3600 |2:12-4:04 | 1800 | 18000| 90000 |180 | 180 | 180 | 180 | 180 |
| 6000 |4:04-6:06 | 3000 | 30000| 150000 |300 | 300 | 300 | 300 | 300 |
| 9000 |6:06-8:18 | 4500 | 45000| 225000 |450 | 450 | 450 | 450 | 450 |
|12600 |8:18-12:12| 6300 | 63000| 315000 |630 | 630 | 630 | 630 | 630 |
|18000 | 12:12+ | 9000 | 90000| 450000 |900 | 900 | 900 | 900 | 900 |
|______|__________|______|______|_________|____|_____|_____|_____|_____|

Basically, if you just get higher scores in everything, you'll go up. Since
you'll most likely get these as you play, just play as many games as you can
and you'll build up the stats, but concentrate on raising what's low. Good
luck... you'll need it (or at least a lot of patience).



________________________________________________________________________

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

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

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

________________________________________________________________________

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

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

FIGURE 3: Carrington Institute

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

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

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

________________________________________________________________________

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

This is the training area that you'll be revisiting a lot, because it's the
only one that serves a real purpose and gets updated as you advance in your
quest. As you come across new weapons in the Solo Missions or the Combat
Simulator Challenges, they'll appear in the Firing Range for you to test out
and get to know them. If you really want to get to know them, you can take part
in the challenges here. There are three for each gun: Bronze, Silver, and Gold.
If you complete one, you'll get the medal and move on to the next level of
difficulty. Getting a certain number of Golds will net you Cheats for classic
Goldeneye guns.
Each challenge will either require you to break a certain amount of targets
(by hitting them a varying number of times) or to obtain a score. There is
always a time limit you must do this in, and sometimes even an ammo limit.
Here's how the scoring goes:
________________
FIGURE 4: |A4 __________ A4| A1: 10 points
Target Scoring | / ______ \ | A2: 5 points
| / / __ \ \ | A3: 2 points
|/A3/A2/A1\A2\A3\| A4: 1 point
|\ \ \__/ / /|
| \ \______/ / |
|A4\__________/A4|
|________________|

My best advice is to pay attention to the objectives you must fulfill.
Sometimes you must only destroy a certain number of the targets, not all, or
have to reach a certain score instead of breaking all the targets. Pay
attention and it'll help you succeed.


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

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

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

_______________

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

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

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

_______________

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

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

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

_______________

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

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

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

_______________

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

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

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

_______________

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

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

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

_______________

DY357 MAGNUM: Bronze
Time: 2 minutes
Score: 90
This is yet another easy test. The targets don't move and just flip around
every once in a while, much like the Magsec 4 Bronze test. Just wait for the
targets to turn around, then fire. Repeat until you get 90 points.

DY357 MAGNUM: Silver
Time: 2 minutes
Score: 90
Ammo: 3
This test requires you to hit the center of three targets with one bullet, and
to do it three times. Luckily, the Magnum is so powerful that it shoots clear
through the targets, and if you aim directly at the center, it'll shoot through
all three. Repeat.

DY357 MAGNUM: Gold
Time: 12 seconds
Score: 50
Ammo: 5
The last test is easy as well, but you'll have to have somewhat quick reflexes.
You only have to get 50 points (which means five bulls-eyes), so don't worry
about destroying multiple targets at once. Just wait for a certain target to
flip around, then fire at the center.

_______________

DY357-LX: Bronze
Time: 2 minutes
Score: 90
The targets move slowly and in a rectangular pattern, frequently stopping.
Getting a score of 90 within two minutes should be no problem at all.

DY357-LX: Silver
Time: 30 seconds
Score: 200
Move over to the right or left (the end of the targets' paths), and aim toward
the yellow center. Now all you have to do is fire when the targets come. You
should be able to get two shots (equalling 20 points) each time.

DY357-LX: Gold
Time: 50 seconds
Score: 100
Ammo: 12
This one is kinda difficult. You'll need to spend a little time getting used to
how fast the LX fires and improve your timing. So, don't be discouraged if you
fail on your first try. My best strategy is to stand in the center, and wait
for the target to come by. If you time it right, you can get a bulls-eye. You
even have a couple bullets that you can mess up with, too.

_______________

CMP 150: Bronze
Time: 2 minutes
Score: 240
This test is easy and simple... and rightfully so for one of the tests that is
available from the start of the game. Simply wait for the targets to turn over,
aim near the center, then fire. It won't be long at all until you have 240
points.

CMP 150: Silver
Time: 2 minutes
Targets: 4
Ammo: 80
This test isn't much harder than the last, although you do have an ammo limit.
It shouldn't be too much of a handicap, though. Wait for the targets to stop,
then aim, but don't fire. Wait for them to come back around, then fire bullets
until they break. Repeat for the rest of the targets. Just wait for them to
stop and you'll be fine.

CMP 150: Gold
Time: 20 seconds
Score: 350
Targets: 6
The easiest way to complete this challenge is to switch to the CMP's secondary
function, Follow Lock-On. All you have to do is aim, the fire. Whether or not
you use it, just aim towards the center and keep moving along with the targets.

_______________

CYCLONE: Bronze
Time: 2 minutes
Score: 750
In this test, the targets don't even move. Just stand in front of them and
fire. Obtaining the score should be no sweat. If holding down the Z button
tires your finger, you can switch to the magazine discharge, although it is
less accurate than firing manually.

CYCLONE: Silver
Time: 20 seconds
Targets: 5
It may seem tough, but this test is quite easy. You have plenty of ammo and you
don't have to achieve a score or accuracy level, so just fire at any part of
the target you want. The targets don't move, so it's even easier. Keep firing
until each target breaks.

CYCLONE: Gold
Time: 18 seconds
Score: 400
Targets: 1
The last test isn't so difficult either. Breaking a target won't be a problem
(you'll probably break more than one). Just aim at the center and fire away.
Sidestep along with the targets, or stand at the center, aim at the furthest
back target, and don't let go until you run out of ammo.

_______________

CALLISTO NTG: Bronze
Time: 2 minutes
Score: 480
Another easy test. The targets don't move at all, so just keep firing. The
primary function, while inaccurate, fire much more rapidly, so it'll take less
time if you use it.

CALLISTO NTG: Silver
Time: 30 seconds
Targets: 1
In this test, there are three targets in the front that are blocking the target
in the back. The only way that you'll be able to hit it is by peeking through
the cracks of the front targets to see the back one. Wait until it stops
moving, then find the position that you can shoot it from. Fire, then reload
while it goes to the other side (don't move yourself). Repeat to get the medal.

CALLISTO NTG: Gold
Time: 20 seconds
Score: 250
Targets: 2
This tes is easier than the Silver test. Just fire at the targets when they
flip around, then stop when they go the other way. Be sure to use rapid fire,
and like always, aim towards the center of the target.

_______________

RCP-120: Bronze
Time: 2 minutes
Score: 1000
The score of 1000 may seem like a lot, but with the rapid firing capabilities
of the RCP-120, getting this will be a breeze. The target doesn't move, either.

RCP-120: Silver
Time: 20 seconds
Score: 300
If you're waiting for the targets to turn around in this test, they won't. That
is, unless you trick them. The targets are a little shy and won't turn around
until you're gone. The RCP-120 has a cloaking function, and if you dissapear,
they'll think you're gone. Cloak yourself, wait for them to turn fully around,
then blast them before they can turn back around. Repeat to get the medal.

RCP-120: Gold
Time: 20 seconds
Targets: 9
Ammo: 180
This test seems hard, but with quick firing and conservation, it shouldn't be
too hard. The ammo limit won't be a problem as long as you hit the targets and
stop firing after they're destroyed. To destroy all 9 targets in 20 seconds,
Cloak yourself, wait for one of the front three targets to turn around, then
blast it. Continue firing until the two targets behind it are gone, too. Repeat
this process for the other two turned targets.

_______________

LAPTOP GUN: Bronze
Time: 30 seconds
Score: 750
Bronze medals usually aren't too difficult to get, and this is no exception.
Just keep firing at the targets and you'll reach the score in no time.

LAPTOP GUN: Silver
Time: 20 seconds
Score: 90
Targets: 3
In this test, the targets are facing away, so there's no possible way to hit
them... or is there? Switch to the Secondary Function and deploy the sentry gun
behind the targets. After a couple seconds, it'll begin firing and will destroy
them all.

LAPTOP GUN: Gold
Time: 15 seconds
Score: 750
Targets: 2
Ammo: 250
Your biggest concern in this test is the short time you must complete it in.
You'll need to fire constantly and accurately if you want to pass. Stand over
by the right path and shoot the targets as they go back. If you fire a lot
(empty a magazine before reloading), you should make it.

_______________

DRAGON: Bronze
Time: 2 minutes
Score: 450
Another standard test. Wait for the targets to flip over, then fire. Keep
firing until you get a high enough score to complete the test.

DRAGON: Silver
Time: 10 seconds
Targets: 1
Ammo: 1
With only one round of ammo, this test may seem impossible. Actually, all you
have to do is switch on the Dragon's secondary function, Proximity mine, throw
it under the targets path, and wait for it to explode.

DRAGON: Gold
Time: 15 seconds
Score: 500
Accuracy: 90%
This test will be one of the harder ones you've come across. Every objective
will be pressing, especially the short time. The best way to complete it is to
strafe along with the target closest to you. Move along with it and fire. It
may take a couple tries, but you'll eventually get it.

_______________

K7 AVENGER: Bronze
Time: 2 minutes
Score: 375
Like most bronze tests, this one is super-easy. Just zoom in so you're more
accurate, and fire until the target breaks. Then go on to the next one (until
you reach the score).

K7 AVENGER: Silver
Time: 2 minutes
Targets: 4
Ammo: 4
The next K7 Avenger test requires looks impossible at first sight. You must
destroy four targets with only four rounds of ammo. This is actually much
easier than it seems, because some of the targets will explode when you shoot
them, destroying themselves and possibly other targets around them. How do you
know which ones are the explosive ones? Switch to the Secondary Function,
Threat Detector. Zoom in, and the explosive targets will be highlighted.

K7 AVENGER: Gold
Time: 15 seconds
Targets: 3
Ammo: 30
OK, this is probably the hardest test so far. There are three targets which
flip over frequently, and you need to fire ten bullets into them to destroy
them. This means you can't waste a single bullet. With a rapid-firing gun like
the K7 Avenger, that means it'll be really hard. The 15 second time limit makes
it even harder. Start at the leftmost target and work your way over. When it
flips around, destroy it before it flips back over. You'll need to reload once,
and you should do this when one of the targets is facing the other way.

_______________

AR34: Bronze
Time: 2 minutes
Score: 450
The targets move slowly and don't flip over in this test, so, like most Bronze
tests, this one's cake.

AR34: Silver
Time: 2 minutes
Targets: 9
Ammo: 120
The targets move around on this test, and the only thing you really have to
worry about is the ammo limit. Still, it's a very easy test and it should be
fairly easy to complete.

AR34: Gold
Time: 20 seconds
Score: 500
Accuracy: 100%
This is probably the hardest test. Not only must you get the insane score of
500 in 20 seconds, but you must hit the target with every bullet... while it
moves. Since it's very hard to obtain the score by just firing when it stops on
either end, it's almost easier to take the time to learn how to strafe right
along with it while firing. Either way is insanely difficult, and I almost
recommend (I don't though) that you use the Laptop Gun trick to get this one.

_______________

SUPER DRAGON: Bronze
Time: 2 minutes
Score: 450
The targets move to slowly the left and right in this test, making them (he he)
easy targets.

SUPER DRAGON: Silver
Time: 2 minutes
Targets: 9
Ammo: 9, 9 grenades
Your regular ammo will do you no good in this test, so switch to the Grenade
Launcher. Each of the three rows of targets can be taken out with one grenade
aimed at the center target. Fire just before they flip over. Take your time,
because you've got plenty of it.

SUPER DRAGON: Gold
Time: 30 seconds
Targets: 5
Ammo: 60, 4 grenades
In this test, there are four targets that move in a circle, stopping and
flipping for only a second, and one in the center. Each of the moving ones
should be destroyed with a grenade. Fire before they stop, or the grenade won't
reach them in time. You must destroy one target each time they stop or you
won't finish in time. Good grenade aim is needed. After they're all gone,
destroy the target in the center with normal ammo.

_______________

SHOTGUN: Bronze
Time: 2 minutes
Score: 240
The targets here stay still, and a Double Blast should finish 'em fast. Easy...
very easy.

SHOTGUN: Silver
Time: 30 seconds
Targets: 9
This one's a bit harder than the first. The targets move back and forth,
flipping at either end. A shot will destroy each target, but the tricky part is
destroying them all in the time limit. It shouldn't be too hard, but it may
take you a couple tries.

SHOTGUN: Gold
Time: 20 seconds
Score: 170
Ammo: 30
This test has a single target moving left and right, which flips over at the
end. Double Blast it as it goes across. Reloading is the major pain in this
test.

_______________

*More Firing Range Strategies Coming Soon!*

________________________________________________________________________

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

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

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

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

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

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

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

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

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

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

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

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

________________________________________________________________________

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

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

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


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

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

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

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

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

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



________________________________________________________________________


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


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

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

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


________________________________________________________________________

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


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

________________________________________________________________________

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

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

_______________


OBJECTIVES:
1. Gain Entrance to Laboratory

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

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

_______________

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

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

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

_______________


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


________________________________________________________________________

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

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

_______________


OBJECTIVES:
1. Holograph Radioactive Isotope
2. Locate Dr. Caroll

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

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

_______________

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

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

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

_______________


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


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

________________________________________________________________________

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

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

_______________


OBJECTIVES:
1. Access Foyer Elevator
2. Defeat Cassandra's Bodyguards
3. Rendezvous at Helipad

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope)
Obtain- CMP 150, Shotgun, DY357 Magnum
Enemies: dataDyne Infantry, dataDyne Shock Trooper, dataDyne Female
Guard
Gadgets: Night Vision

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

_______________

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

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

DY357 MAGNUM: If you stay just far enough away from each of the first five
guards that they don't notice you, you can hit 'em with headshots. If you
succeed without one of them noticing you before they're dead, the last of the
five will drop a DY357 Magnum. This will come in handy later.

_______________


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


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


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


________________________________________________________________________

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


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

________________________________________________________________________

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

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

_______________


OBJECTIVES:
1. Save the Negotiator
2. Activate Wind Generator
3. Rescue Carrington

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

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

_______________

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

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

_______________


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


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

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

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

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


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


________________________________________________________________________

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


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

________________________________________________________________________

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

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

_______________


OBJECTIVES:
1. Retrieve Drop Point Equipment
2. Create Vehicular Diversion
3. Gain Entry to G5 Building

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

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

_______________

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

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

_______________


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


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


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


________________________________________________________________________

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


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

_______________


OBJECTIVES:
1. Holograph Meeting Conspirators
2. Retrieve Dr. Caroll Backup from Safe
3. Exit G5 Building

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

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

_______________

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

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

CROSSBOW: In the first room, kill the first guard. Then put your weapon away
and knock out the second guard with your fists. If you're successful, he'll
drop the ultra-cool Crossbow.

_______________


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


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


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


________________________________________________________________________

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

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


________________________________________________________________________

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


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

_______________


OBJECTIVES:
1. Shut Down Air Intercept Radar
2. Gain Access to Hangar Lift
3. Make Contact with CI Spy

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

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

_______________

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

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

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

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

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

_______________


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

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

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


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


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


________________________________________________________________________

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


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

_______________


OBJECTIVES:
1. Obtain and Use Lab Technician Disguise
2. Gain Access to Autopsy Lab
3. Rescue Crash Survivor

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

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

_______________

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

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

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

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

_______________


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


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


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



________________________________________________________________________

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


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

_______________


OBJECTIVES:
1. Rendezvous with CI Spy
2. Locate Secret Hangar
3. Escape from Area 51

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

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

_______________

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

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

_______________


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


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


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

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

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


________________________________________________________________________

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

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


________________________________________________________________________

- - - - - - -| LEVEL 1: AIR BASE - ESPIONAGE |- - - - - - -

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


_______________


OBJECTIVES:
1. Obtain Disguise and Enter Base
2. Subvert Security Monitoring System
3. Board Air Force One

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

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

_______________

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

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

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

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

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

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

SHIELD: If you're near the end of the level and need shielding badly, jump into
the elevator that's ahead of the front of Air Force One. Take it up three
floors, then head down the hallway and into one of the brown doors. Navigate
through the rooms in here until you come to a safe. On the wall to the right
behind it is a switch (like the one outside Cassandra's office). Press it to
open the safe. Inside is a Shield.

_______________


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


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


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


________________________________________________________________________

- - - - - - -| LEVEL 2: AIR FORCE ONE - ANTITERRORISM |- - - - - - -

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


_______________


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

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

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

_______________

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

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

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

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

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

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

_______________


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


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


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


________________________________________________________________________

- - - - - - -| LEVEL 3: CRASH SITE - CONFRONTATION |- - - - - - -

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


_______________


OBJECTIVES:
1. Activate Distress Beacon
2. Retire Presidential Clone
3. Locate and Rescue President

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

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

_______________

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

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

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

HOVERBIKE: A little ways behind you is the HoverBike (if you lowered it in the
previous level).

_______________


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


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


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


________________________________________________________________________

- - - - - - - - - - - MISSION 5: DEEP SEA THREAT - - - - - - - - - - -
________________________________________________________________________

The President has been rescued, Trent is dead, and it seems everything is
all right. Nothing could be further from the truth. The dataDyne Corp. has
stolen the Pelagic II from the government, and is proceeding with their
operations on the Deep Sea floor. Whatever's down their must be very important
because of these actions. You'll have to go down their and see for yourself
once and for all what dataDyne's up to.


________________________________________________________________________

- - - - - - -| LEVEL 1: PELAGIC II - EXPLORATION |- - - - - - -

The Pelagic II, a gigantic undersea vessel, must be stopped. By delaying it,
the dataDyne Corp. could be crippled and it would give us a window of
opportunity to get down to the ocean floor and stop whatever's going on down
there. To do this, you'll have to shut down the power of the ship, and also
shut down the GPS and Autopilot. This will make the ship wander off course and
not allow it to go where dataDyne wants it to be. Elvis will accompany you on
this mission.


_______________


OBJECTIVES:
1. Disable Primary Power Source
2. Deactivate GPS and Autopilot
3. Rendezvous and Escape with Elvis

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Silenced), Laptop Gun, N-Bomb
Obtain- CMP 150, DY357 Magnum
Enemies: Pelagic II Guard
Gadgets: X-Ray Scanner

ADDITIONAL INFORMATION:
Characters Encountered: Elvis
Vehicles/Robotics: Moon Pool Sub
Cheat Unlocked: None

_______________

CMP 150: The Pelagic II Guards will drop these once you kill them. They're
found all over the ship.

DY357 MAGNUM: The pilots carry these. Pick it up after you kill the one that is
very loyal to dataDyne.

_______________


-OBJECTIVE 1: DISABLE PRIMARY POWER SOURCE-
At the start of the level, Elvis will say "You go on ahead Jo. I'll secure the
perimeter. We'll meet up later." (I love how he says that). That means don't
follow him and go your own way. Head through the door in front of you. To the
immediate right is a Pelagic II Guard. He won't notice you, so a headshot will
be easy and effective. Head down the hall and into the next door. Now, here's
an important lesson: most of the time, you can fire through the glass window on
the doors and the guards won't even notice, giving you time to get headshots
and subdue everyone in sight. This door is one of the few exceptions, but you
can still pull a headshot off the guard you can see, then run in and stop
anyone from triggering the alarm to the right. After everyone in this area is
gone, continue down the passage. On your left, there's a door leading to a
somewhat large room. There may be a few guards here, so search the area above
and below. There's also two security cameras at the top and underneath the
stairs. They probably won't notice you, but better safe than sorry. After
everything is taken care of, head to the upper balcony. In the center is a
large, circular pillar with little wall terminals on the sides. Put on your
X-Ray Scanner. Now, you'll see that the terminals have changed to red and green
buttons. Deactivate the green buttons, then head down to the lower part of the
room. Press B while standing in front of the long tube to shut off the power.


-OBJECTIVE 2: DEACTIVATE GPS AND AUTOPILOT-
After the power has been shut down, you'll need to sabotage dataDyne's plan
even more by deactivating the GPS and Autopilot, which are critical components
of the ships navigation systems. Head back up the stairs and out the door you
came in after you complete the first objective, and head down the hall to the
left. Open the door, and head up the yellowish staircase. Continue forward to
reach a greenish staircase. Go up it as well. In the middle are two guards.
When they're defeated, continue up the stairs into the navigation room. This is
where the pilots are. They can help you shut off these systems, but you need to
convince them first. Hold one at gunpoint and he'll deactivate the GPS. When
he's done, another one of the pilots will pull a DY357 Magnum and attack the
other. Kill him before he can (don't worry, he's quite slow). Then make the
remaining pilot shut off the Autopilot, completing the objective.


-OBJECTIVE 3: RENDEZVOUS AND ESCAPE WITH ELVIS-
Now that the Pelagic II has been taken care of, you only need to escape in the
Moon Pool sub and make it to the ocean floor. Elvis is waiting for you at the
Moon Pool, so head there. Head down the green stairs you came up on, then enter
the door on your right. Inside, you'll have to proceed down a series of
passages filled with crates and hiding Pelagic II Guards. Continue down the
passages, and remember the handy "shooting through the door window" trick. When
you hear Elvis begin to talk, you're getting close. Keep an eye on the left
wall, and soon you'll see a door. It leads outside to the Moon Pool head to the
left to complete the objective.


________________________________________________________________________

- - - - - - -| LEVEL 2: DEEP SEA - NULLIFY THREAT |- - - - - - -

As you followed the signal to the ocean floor, Joanna came across a gigantic
ship that seemingly crashed there. This giant ship is what dataDyne is after,
but it's not the ship, but the incredibly powerful Cetan Megaweapon that
they're after. This weapon must be destroyed at all costs. Elvis is still with
you on this mission, and his knowledge of all things Cetan will help you out
greatly.


_______________


OBJECTIVES:
1. Reactivate Teleportals
2. Disable Cetan Megaweapon
3. Escape from Cetan Ship


VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope), Shotgun
Obtain- CMP 150, Farsight XR-20
Enemies: Pelagic II Guard, Disguised Skedar, dataDyne Infantry
(cloaked), True Skedar
Gadgets: IR Scanner

ADDITIONAL INFORMATION:
Characters Encountered: Elvis, Dr. Caroll
Vehicles/Robotics: None
Cheat Unlocked: None

_______________

CMP 150: The Pelagic II Guards will drop these once you kill them. They're
found after the cloaked dataDyne Infantrymen.

FARSIGHT XR-20: After you take the first teleportal, Elvis will hand over his
Farsight and ask you to take care of the Skedar.

SHIELD: There's a very handy shield found after the teleportal tunnels. Take
the passage to the left, instead of the right one that leads to the first
teleportal. At the end is a shield, and sometimes a dead guard with a CMP 150
nearby.

_______________


-OBJECTIVE 1: REACTIVATE TELEPORTALS-
To get around the ship, you'll have to lead Elvis to the room in which you can
turn on the teleportals, which will transport you around the ship. When you
start the level, equip your IR Scanner. Head down the passages. When you come
into the large, dark, seemingly natural room, you'll see several guards.
They'll cloak themselves, but with the IR Scanner you can see them. Take them
out (Elvis will lend a hand), then head across the room. At the end are two
more cloaked guards. When they're gone, head through the circular door on the
right wall. Inside the second door are two more guards, and two more will come
shortly. Kill all four, then you can take off the IR Scanner. Head down to the
right, where there are several Pelagic II Guards. Elvis can take them out
easily, but you can always lend a hand. You may have noticed one running up
from the left. On the left wall, there's a tunnel going downward. Go into it.
Follow these directions to get through it: Right, Left, Forward, Right, and
Left. Follow a direction whenever you come to an intersection with the glowing
floor and ceiling lights. The last left will take you to the teleportal room.
Inside is a Scandinavian Guard and two Pelagic II Guards. Kill the Scandinavian
Guard first, then target the guards on either side. When they're all dead, let
Elvis ascend the ramp and activate the teleportals.


-OBJECTIVE 2: DISABLE CETAN MEGAWEAPON-
Head back through the tunnels and out onto the main path. Continue down left
and through the large door. You'll come to a fork in the path. The left route
leads to a shield, so go there before heading to the right and the teleportal.
The teleportals are large, green circles on the walls. When you teleport
through them, you'll come up in a new passage. Elvis will hand over his
Farsight, indicating that there will soon be a bunch of True Skedar coming.
He's not defenseless though, as he still has a couple Phoenixes with him. Use
the target locator (the Farsight's secondary function) frequently to scan for
Skedar, but don't stay in any place too long. Your journey to the Cetan
Megaweapon will be long and pointless, but after many large chambers and long
tunnels you'll arrive at two doors. Enter the left one to find the area where
Elvis can disable the weapon. Wait for Elvis to catch up, then guard him from
any Skedar that appear (you can count at least one coming). Elvis will quickly
disable the weapon.


-OBJECTIVE 3: ESCAPE FROM CETAN SHIP-
Head back outside the megaweapon room and enter the other door, which is now on
your right. Inside is the control room, where Dr. Caroll is overseeing
everything. Watch the cutscene where Joanna will install the chip, returning
Dr. Caroll back to his normal self. Even though the Cetan megaweapon was
disabled, is must be destroyed. Dr. Caroll will destroy it and himself in the
progress. Unfortunately, he isn't giving you much time to get out. As soon as
the cutscene is over, take a right and head back to the beginning of the level.
Don't wait for Elvis. After you open the first door, there will be three
Pelagic II Guards. Take out as many as you can, but don't waste any time. When
you open the door leading to the large room where the cloaked guards were,
you'll finish the level.


________________________________________________________________________

- - - - - - - - - - - MISSION 6: CARRINGTON ATTACK - - - - - - - - - - -
________________________________________________________________________

It seems that you are victorious... you've stopped the dataDyne Corp.
(although Cassandra de Vries is missing), foiled the Skedar's evil plans to
destroy the earth, and now are awaiting a meeting between the President, the
new Maian Ambassador, and the Carrington Institute. All is well... a little too
well.


________________________________________________________________________

- - - - - - -| LEVEL 1: CARRINGTON INSTITUTE - DEFENSE |- - - - - - -

Just as you're about to leave to the Presidential meeting, a loud boom is
heard. It seems trouble is afoot. A Skedar Shuttle has landed in the Institute
and has brought Skedar and dataDyne Infantry to assault the Institute. The
Skedar mean business, and now you're playing defense.


_______________


OBJECTIVES:
1. Release Hostages
2. Retrieve Experimental Weapon
3. Deactivate Bomb

VITAL INFORMATION:
Weapons: Start- AR34, Laser
Obtain- Mauler, K7 Avenger, RCP-120
Enemies: dataDyne Infantry, Disguised Skedar, Skedar Warrior
Gadgets: Data Uplink, Combat Boost

ADDITIONAL INFORMATION:
Characters Encountered: Foster, Grinshaw, Carrington Institute Staff
Vehicles/Robotics: Skedar Shuttle
Cheat Unlocked: Super Shield (1:45)

_______________

Mauler: Kill the Skedar at the start of the level and pick up the Mauler it
drops.

K7 Avenger: The dataDyne Infantry carries around powerful K7 Avengers.

RCP-120: You'll retrieve this during the second objective.

_______________

~LEVEL MAP~

KEY: S = Start Location G = Guard H = Hostage
R = RCP-120 D = Disguised Skedar SW = Skedar Warrior
| and _= walls / \= doors - = no rooms area
El.= Elevator Sked. Sh. = Skedar Shuttle

FLOOR 1:
_____________________________________________________________
| | H G |-----------------| H H |------|
| H | G |-----------------| H H |------|
|R \___________|-----------------| |------|
| |-----------------------| ___GGGG___ |------|
|___________/4 \|_______________________|_____ 3 _____|______|
| \ / |
|_________ ____/ \____ ___/ \____|
|--_____--| |---|El.|---| |--|El.|---|
|-| _ |-| |---|___|---| |--|___|---|
|-| |-| |-| |-----------| |--- ____--|
|-| |-| |-| |___________| |___| |-|
|-| |-|S|_| |-|
|-| |-| SW ___ |-|
|_| |_|___________/ \_____________________________|---|____|_|
| | _ | |
| ||5\ |_______|
| || |
|_ |
| |
_| |
| _|
_| |________________
| G |
|D _________ |
| |Sked. Sh.| |
|D G D|_________| |
|__ _______________|
|G|

FLOOR 2:
_____________________________________________________________
|Carring-|-|Joanna's|--------| H G |-| H G |--------|
|ton's |-| Room |--------| G H |-| G |--------|
|Office |-| |--------| |-| || H |--------|
|_____/ \|-|/ \_____|________|_______/1\|-|/2\___||___|--------|
| ___|-|___ ____|-|____ |________|
| |_________| |___________| |
| |
|_________________/ \________________________________/ \___|
|El.| |El.|
|___| |___|
_______________


-OBJECTIVE 1: RELEASE HOSTAGES-
Carrington will buzz you at the beginning of the level and notify you that the
dataDyne Infantrymen have taken hostages (all the brilliant minds at the
Carrington Institute) and they aren't going to let them live much longer. These
people are of vital importance to the Institute, so you can't let more than a
few die. Head up the elevator first into the upper offices. Go to the right,
and use a Combat Boost. Everything will slow down, giving you more time to
react. Enter the first door (Number 1 on the map above) and kill both guards.
While still under the influence of the Combat Boost, run over to Room 2 and
kill both guards (the one to the right is tricky). Head back downstairs and
into Room 3. Enter fast and swing around to face the other side of the wall
near the entrance. There's four guards here. They have shields and are prepared
to execute the four hostages. Take one out at a time and kill as many as you
can before they fire. Once they're done, they'll concentrate on you. After all
are dead, head over to the final room, Room 4, and use the second Combat Boost.
If you're lucky, Foster and his companion will have knocked out the guards
themselves. If not, you'll have to take them out yourself. As long as more than
half of the hostages have escaped, you'll complete the objective.


-OBJECTIVE 2: RETRIEVE EXPERIMENTAL WEAPON-
Foster was working on a new weapon, the RCP-120, before the attack came, and
it'd be nice to have it. And how convenient, when you finished saving the
hostages, you should be in the room you need to be in. If not, head down to the
Weapons/Firing Range area. Go over to the computer and press B to shatter the
glass of a nearby display case. Inside is a RCP-120. Equip it, as its large
magazine will come in handy.


-OBJECTIVE 3: DEACTIVATE BOMB-
Trying to destroy the Institute, the Skedar have planted a bomb in the shuttle,
and if you want to save the Institute, you'll need to deactivate it. Head down
to the hangar area to where the Skedar Shuttle is located. Down here are
several Alaskan Guards and dataDyne Infantry. Don't run out into the hangar
area, but stay in the passage. You might even want to go back behind the
corner. Once they're all gone, go out into the hangar and take out your Data
Uplink. Stand next to the Skedar Shuttle, and activate it to deactivate the
bomb. Now, all you have to do is get out. Head back down the passage you came
in and head to the right (number 5 on the map). Watch out for any Alaskan
Guards.


________________________________________________________________________

- - - - - - - - - - - MISSION 7: SKEDAR BATTLES - - - - - - - - - - -
________________________________________________________________________

Joanna heroically saved the Carrington Institute from disaster, but at the
cost of her own safety. She has been captured by the Skedar, and you can bet
they won't be very nice. As she comes to, who does she find next to her? Why,
none other than the missing Cassandra De Vries, who is angry at the Skedar for
betraying her. Cassandra knows she doesn't stand a chance against them, so she
devises a plan to let Joanna help her get revenge... but she must sacrifice
herself in the process. Now, only armed with a knife, Joanna must take on the
entire ship full of Skedar.


________________________________________________________________________

- - - - - - -| LEVEL 1: ATTACK SHIP - COVERT ASSAULT |- - - - - - -

Things look grim, as Joanna is prisoner aboard the massive Skedar Attack
ship. But nothing's to difficult for Joanna Dark! While she'll have to
single-handedly take out a few Skedar and get the shields down with only a
Combat Knife, it can and will be done. After you get some Maian support, you'll
need to take control of the rest of the ship.


_______________


OBJECTIVES:
1. Disable Shield System
2. Access Navigational Systems
3. Gain Control of Bridge

VITAL INFORMATION:
Weapons: Start- Combat Knife
Obtain- Mauler, AR34
Enemies: Skedar Warrior
Gadgets: None

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

_______________

MAULER: The Skedar carry these around. The charge-up shot is powerful, and
should be your weapon of choice if you run out of ammo with your AR34.

AR34: When you get the shields down, Elvis will come and bring you an AR34.
Very nice indeed, Elvis has good taste.

SHIELD: There's a shield on the table in the door to the right after you come
up on the elevators.

_______________


-OBJECTIVE 1: DISABLE SHIELD SYSTEM-
To allow Elvis and the Maian soldiers access to the ship, you'll have to shut
down the shield systems. Conveniently, the Skedar have brilliantly located
their only weakness (the shield system) right outside the prison cell. As soon
as the level begins, run outside the cell (which the Skedar intelligently left
unlocked) and down the path. If you're quick, one Skedar will be busy with
Cassandra while another will be waiting for you. Slice it a few times with the
Combat Knife, backing away each time to avoid getting sliced yourself with the
Skedar's claws. A few well-placed chops should kill the Skedar. Grab his Mauler
and switch it to Charge-Up shot. Hide behind the corner, then swing around and
blast the other Skedar there. When he's dead, go down the ramp to the lower
area. There are three funny-shaped objects. Blast them all until each has
exploded. This should shut down the shields.


-OBJECTIVE 2: ACCESS NAVIGATIONAL SYSTEMS-
The map which you can access the navigational systems from is located deeper in
the ship. Go down the elevator behind the shields. When you arrive, Elvis will
come running up and will hand you an AR34. Switch to this weapon. Don't worry
about the Skedar in this next area, as the Maian soldiers will take care of
them. When Elvis says "Time to head upward. I'll take this elevator. You take
the other one.", head up the ramp into the hangar area and turn right. At the
end are two bluish doors. Go into the left one. When you arrive at the top,
enter the door ahead. There's two Skedar in here. Kill them and head to the
right. There's another Skedar to the right of you in here. Kill him and pick up
the shield on the table. Head into the door on the left. Inside is another
Skedar. Kill him and move forward. In the next passageway, there's a door on
the left wall. Go inside to find the navigation systems. Guarding the map are
two Skedar. Kill them quick or they'll hurt Elvis (to make sure they don't, you
can go back to the elevators, wait for Elvis, then run back to the room as fast
as you can. Elvis won't be able to keep up with those little legs). If you kill
both Skedar, Elvis will access the systems and you'll complete the objective.


-OBJECTIVE 3: GAIN CONTROL OF BRIDGE-
If you gain control of the bridge, you'll gain control of the ship. In the
navigation room, head back out the door you came in. Take a left and go through
the door. In this dark passage, on your right will be an opening leading
upward. There's a Skedar here, so blast him quick or he'll get you with a
Mauler shot. Head up the path, and continue going down it. There will be
several Skedar on the way. During this time, keep pressed against the right
wall (hold Right C while next to it). Eventually, you'll move into a dark
passage that is hard to find if you simply look. If you come to the blue door,
you've missed it (it's right before it). Take this path up, and continue going
down the passage. When you come to a blue door, enter. Inside are Skedar to
your left and right. Kill them (concentrate on one at a time, and run up to it
so the other doesn't hit you from behind), then head up the ramps to the back.
Elvis will now leave you for a few moments. Take the elevators upward. You'll
soon be in the control room. Kill the large Skedar above in the middle, then
take out the ones to the left and right. Then head underneath the platform the
large Skedar was on and turn around. Elvis will run in soon, proclaiming "I
think we've made them angry". He'll run up above, and soon a few Skedar will
follow. They shouldn't be too hard to take out. After a short while, you'll
complete the objective.


________________________________________________________________________

- - - - - - - - - - MISSION 8: THE FINAL CONFRONTATION - - - - - - - - -
________________________________________________________________________

The Maians have been searching for the Skedar Homeworld for years, and now,
thanks to Joanna and Elvis, have found it. This place is very holy to the
Skedar, and they'll stop at nothing to defend it. This is also where the Skedar
Leader is located. If he is taken out, the Skedar will stop their wrongdoings.
Unfortunately, it won't be easy to do all this.


________________________________________________________________________

- - - - - - -| LEVEL 1: SKEDAR RUINS - BATTLE SHRINE |- - - - - - -

This is the home of the Skedar Leader and the holiest place of the Skedar.
This is it, the final battle. Elvis will escort you here, but will not
accompany you on the mission. For the mission to be a success, there are three
temple targets that must be destroyed, a bridge must be activated, and you must
kill the Skedar Leader. Good luck, Agent Dark.


_______________


OBJECTIVES:
1. Identify Temple Targets
2. Activate Bridge
3. Assassinate the Skedar Leader

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope), Callisto NTG, Devastator
Obtain- Reaper, Mauler, Slayer
Enemies: Skedar Warrior, True Skedar
Gadgets: IR Scanner, Target Amplifier, R-Tracker
Boss: Skedar Leader

ADDITIONAL INFORMATION:
Characters Encountered: Elvis
Vehicles/Robotics: Skedar Shuttle
Cheat Unlocked: None

_______________

REAPER: The Skedar Warriors that are stationary outside the Inner Sanctum carry
Reapers.

MAULER: The Skedar army in the Inner Sanctum carries Maulers.

SLAYER: Two Skedar guarding the Inner Sanctum will carrying these powerful
explosives.

SHIELD: There's a shield in the area after the two Reaper-carrying Skedar. It's
on the left, up the stairs and behind the over-turned pillar.

SHIELD: Another Shield awaits at the end of the path across the chasm. Instead
of entering the Skedar stronghold, continue down the path. At the end, near the
wall with a crack in it, is a shield.

_______________


-OBJECTIVE 1: IDENTIFY TEMPLE TARGETS-
There are three obelisks in the outskirts of the Skedar Temple that must be
destroyed, but, unfortunately for you, it's different pillars each time you
play the level. At the levels beginning, turn on the R-Tracker. It'll make a
radar screen appear on the top of the screen, indicating where the three
targets are located. Also, you have the powerful Callisto NTG. This is a good
weapon to use at the beginning of the level, but be sure to switch to its
secondary function or you'll run out of ammo quickly. Head forward. There's a
cloaked Skedar nearby. Once it appears, run backwards and fire at it until it's
dead. Always keep on the move so it can't reach you, even if you end up running
in circles. After it's taken care of, continue down the path. Kill the
Reaper-carrying Skedar at the other end of the large chamber, then approach the
cloaked Skedar in the middle (use the same technique as before, as well as on
any other non-armed Skedar). Also in the middle of the chamber is a large,
black, pointed pillar. If it is one of the correct pillars, take out a target
amplifier and throw it onto it. You'll be notified if you placed it correctly.
Do this for any other pillars that are on your R-Tracker. Head out the other
end of the room. Now you'll be going down a slightly curving path. Turn around
and walk backwards, as about halfway through a Skedar will appear from behind.
At the end of the curving path, a Skedar will appear either behind you on the
curving path or ahead of you on the narrow path. Kill him and head down the
narrow path. At the end, on either side is a cloaked Skedar. Stay near the
walls and take them out one at a time. To your right is another pillar. Check
your R-Tracker to see if it's the right one (also watch out for a Skedar that's
either near the pillar or on the path when you come out). Now, head down the
left route. To your right is another narrow path. Kill the Reaper-wielding
Skedar there, then head to the end. To your right are two more Reaper-carrying
Skedar. Kill them. in the corner at the end of the path you just came is
another potential special pillar. Head past the two dead Skedar and into a
messy area. Up the stairs to the right is another very large pillar. Up the
stairs to the left is a shield. As you're coming down the stairs on the left,
you'll notice a slight opening on the left side. Go in, and there's another
potential pillar, the last of the bunch. Also watch out for two cloaked Skedar
in this area. Once all the target amplifiers are placed, support from above
will blow them up.


-OBJECTIVE 2: ACTIVATE BRIDGE-
Head back to the narrow path past the three Reaper-carrying Skedar. Now, head
down the final place to go, to the right. If you look down, there's a large
chasm. There's also a Skedar to the left. Kill him, then jump across the chasm
(hold Up on the control stick and Right C to make it). There's another Skedar
behind you, but if you're quick you can scramble up the ladder to the immediate
left and make it up without getting shot. Run down the path and jump down
below. Right to your left is a Skedar. Kill him fast. If you continue down the
path to the right, you'll eventually come across a shield. But the area you're
in now is where a hidden weak point is that you can use to get into the temple.
Put on your IR Scanner. If you head straight and to the left of the Skedar you
just killed, you'll see an area on the wall that's a lighter shade of red (it's
very noticeable, so don't fire somewhere if you're not sure it's lighter). Now,
equip your Devastator and set it to "Wall-Hugger", it's secondary function.
Blast the wall and enter the hole. Inside, head down the path, and take a left.
Watch out for the tiny True Skedar that are in this area. On the right wall is
a door. Open it, and watch out for the True Skedar inside. Once it's taken care
of, look for a block in the room that you can move. There's a brown area near
the pillar in the room's center that you should push this on to. Once you do,
the bridge over the pit will appear.


-OBJECTIVE 3: ASSASSINATE SKEDAR LEADER-
Head back out and continue down the path. When you cross the bridge, things
will get dark. Put on your IR Scanner so you can see a little better. Keep
going down the path, and kill any True Skedar you see. Soon you'll come to a
ramp heading upwards. You can go up it and run frantically across the bridge
ahead, kill the Skedar Warrior on the other side, and enter the next room, or
kill the Slayer-equipped Skedar Warriors before you head into the next room. If
you choose to kill them, there's a door at the bottom of the ramp. If you go
through it, you'll see one of the Skedar. Pull off a few shots, then retreat
before the rockets hits. Continues until it's dead. Then do the same for the
other Skedar. Finally, kill the Skedar above from below, as it won't notice you
at all from that position. Whatever you do, when you enter the next door,
you'll soon come across a large room. Unfortunately, now you'll have to face
the rest of the Skedar army. They'll come out of chambers in the corners of the
room, so keep on the lookout for them (they luckily come one at a time) and
keep moving. When they're all gone, you can take off your IR Scanner and head
through the door in the front of the room. After a short passage, you'll come
to the room with the Skedar Leader. The Skedar Leader is the final boss, and
has three different attacks, which he does in no particular order.

1. Fire Rocket: He'll shoot a slayer-like missile at you. This is
his most common attack. Keep on the move so he fires away from
you.
2. Call Skedar: His second most-common attack is to call for
assistance from a Skedar Warrior or a True Skedar. When he raises
his arms, look to the left and right corners in the front of the
room for little flashes of white light. If they come from the
left, a Skedar Warrior will be coming soon. The right corner is
where the True Skedar appear.
3. Warp Strike: He doesn't do this very much. When he does this,
he'll warp down to your area, and attempt to take you out with his
own claws. Just keep moving in a figure-eight pattern to avoid him.

To defeat him, I like to use the Falcon 2. And Skedar Warrior or True Skedar
you defeat will drop some ammo for the Falcon or Mauler (whichever you have
equipped), although they never use weapons themselves. To hurt the Leader,
continually fire at him. Although you won't hurt him (he has very good
shielding), you'll eventually turn his shields to green (yellow means you're
weakening them). When they turn green, he'll run to the center of the platform.
Look directly above him, and you'll see the Skedar Holy Symbol. When he's
weakened, part of it will turn Silver. Shoot the Silver parts rapidly until
they fall off. There are five parts in all, specified below.

FIGURE 5: Skedar Holy Symbol /\
/ \ KEY: 1-5 = Order to
/ \ Destroy
/ \
/ \
/\ / 5 \ /\
/ \ \ / / \
\ \ \ / / /
\ \ \ / / /
/\ \ 1 \ \ / / 2 / /\
/ \ \___\ \ / /___/ / \
\ 3 \________ \/ ________/ 4 /
\___________\ /___________/


Each piece will take around fifteen shots to destroy. Once the fifth piece is
gone, it'll fall down and impale the Skedar Leader. Now all you have to do is
sit back and watch the credits.


________________________________________________________________________

- - - - - - - - - - - - SPECIAL ASSIGNMENTS - - - - - - - - - - -
________________________________________________________________________


I've recently thought about these special assignments, and changed my
opinion from "something that could've happened but didn't" to "something that
did happen but you didn't see". In most of the Special Assignments, you won't
play as Joanna, but as other characters as in the game, and their escapades.
This includes such characters as Mr. Blonde and Elvis, and you get to see what
was happening when Joanna wasn't around.


________________________________________________________________________

- - - - - - -| LEVEL 1: MR. BLONDE'S REVENGE |- - - - - - -


This mission is an attempt by Mr. Blonde to infiltrate the Lucerne Tower and
capture Cassandra de Vries. It takes place somewhere between the Deep Sea -
Nullify Threat level and the Attack Ship - Covert Assault mission. This shows
how Mr. Blonde grabbed Cassandra and how she ends up being your cellmate. In
this level, you'll play as Mr. Blonde. This level is unlocked by completing all
of the normal levels on the Agent difficulty level.


_______________


OBJECTIVES:
1. Locate and Escort Cassandra to Helipad

VITAL INFORMATION:
Weapons: Start- Mauler
Obtain- CMP 150, Shotgun, Falcon 2, DY357 Magnum
Enemies: dataDyne Female Guard, dataDyne Shock Trooper
Gadgets: BombSpy

ADDITIONAL INFORMATION:
Characters Encountered: Mr. Blonde, Cassandra de Vries
Vehicles/Robotics: Skedar Shuttle
Cheat Unlocked: None

_______________

DOUBLE CMP-150s: The dataDyne Female Guards carry Double CMP-150s. Just pick up
two from the same person and you'll get Double CMP-150s.

SHOTGUN: On the upper floors, the dataDyne Female Guards carry Shotguns.

FALCON 2: Cassandra protects herself with a Falcon 2. Disarm her to get it.

DY357 MAGNUM: The dataDyne Shock Troopers use these.

SHIELD: There's a shield behind the elevator on the left (your left if you're
going up the stairs to the elevators.).

SHIELD: On the floor that's below Cassandra's office, enter the room to the
left of the elevators. Kill the guard and she'll drop a shield.

_______________


-OBJECTIVE 1: LOCATE AND ESCORT CASSANDRA TO HELIPAD-
You'll begin at the main entrance to Lucerne Tower, down in the Lobby by the
desk. You'll be unnoticed at first, but expect some guards to find you shortly.
The BombSpy can be used to lure a bunch of guards together, then you can
detonate it, killing a bunch easily, but while you're controlling it some other
guards may find your location a shoot you. Whenever you choose to go kill the
guards yourself, switch your Mauler to Charge-Up Shot, so that one shot will
take out a guard. Stay on the side near the entrance, and check both of the
halls on the halls on either side of the stairs for any guards that are coming.
Don't worry about the alarm. Once they're all gone, collect their ammo and head
up the elevator on the left (the left if you're going up the stairs). While
you're waiting, get the shield that's on the other side of it. When you arrive
at the top, a guard will be waiting for you. Kill her, than close the door and
go up until you reach the top floor, the one with Cassandra's office on it.
Once up here, kill any guards (if any are around), then switch your weapon to
"Unarmed" and then to its secondary function, "Disarm". The door to Cassandra's
office is unlocked, so just waltz right in. Once you enter, Cassandra will
scream "Get the hell out of my office!". Of course, if you did this, you
wouldn't be able to capture her. She's quite angry though, so she'll pull out a
Falcon 2 and will start shooting at you. The only way to get her to stop is to
disarm her. Approach her safely from behind the supports on the left or right,
then when she stops firing for a few seconds, run up and disarm her (aim for
her gun, and don't get too close, or you might knock her out). Once she's
disarmed, she'll be convinced to run up to the roof. If you stay too far ahead
or behind her, she'll stop. However, you may want to run ahead to dispatch the
two guards on the roof that may kill Cassandra. One is on the walkway leading
up to the upper portion of the roof. This guy is dangerous and will throw an
N-Bomb, so be very careful (run as fast as you can!). The second guy is beyond
the two doors, and can be killed fairly easily. Once both are dead, go back and
get Cassandra, and follow her as she slowly runs up to the waiting Skedar
Shuttle on the helipad.


________________________________________________________________________

- - - - - - -| LEVEL 2: MAIAN S.O.S |- - - - - - -

In the second level of the Special Assignments, you'll take the role of
Elvis after he recently crash landed into Area 51. The unsuspecting scientists
don't know that he has just awoken from his unconsciousness, but they're in for
a surprise. Elvis' main focus is to get a distress signal out so that those at
the Carrington Institute or in the Maian space vessels might be able to get him
out of there. This level is unlocked by completing all of the normal levels on
Special Agent.


_______________


OBJECTIVES:
1. Activate Distress Signal

VITAL INFORMATION:
Weapons: Start- None
Obtain- Falcon 2, Dragon, Tranquilizer, Psychosis Gun, DY357-LX
Enemies: Area 51 Guard, Pilot
Gadgets: None

ADDITIONAL INFORMATION:
Characters Encountered: None
Vehicles/Robotics: Maian Vessel, Hovercrate
Cheat Unlocked: None

_______________

FALCON 2: The scientists carry these as one of their few forms of protection.
It shouldn't be hard to disarm or kill one and take the gun.

DRAGON: The Area 51 Guards and Pilots that swarm throughout the level will
carry around these powerful weapons.

TRANQUILIZER: Some of the scientists carry Tranquilizers around, too. They
aren't worth the time it'll take to get them.

PSYCHOSIS GUN: The Psychosis Gun is found on the table outside the MedLab you
begin in. Scientists in the other MedLab and in a couple other locations will
provide you with additional ammo.

DOUBLE DY357-LX: A Guard in the left containment lab carries double DY357-LXs,
and killing him will allow you to use them. Unfortunately, he doesn't carry
much ammo with him.

_______________


-OBJECTIVE 1: ACTIVATE DISTRESS SIGNAL-
Your one and only objective in this level is to get out a signal that you need
help... others can do the rest. You'll begin in MedLab 2 and with low health.
The scientist is occupied at the computer. Run in front of him so he sees you
and pulls out a Falcon 2. Disarm him, then hit him again to knock him out. Then
run out the door. On the table in the corner to your right is a Psychosis Gun.
The scientist near the table will pull out a Falcon 2 as well, but ignore him
and go for the gun. Pick it up, select it, and send a shot into the flesh of
the scientist. He'll get some sense knocked into him and will fight for your
side. He'll head out the door of the Autopsy lab that is normally locked (if
you accidentally kill or knock out both scientists, you can break the glass in
the lab with the explosive hover-bed). Follow the scientist out of the lab and
down the hall, and give him some support for killing the other guards. If he
dies, don't worry, but try to keep him alive. Once you get out into the main
hallway, head down to the left. Continue to the right when you reach the turn
at the top of the hill, and start heading down. Guarding two offices on the way
down are two guards. Kill them, then keep on the main path. When you reach the
end, you'll come out in a hangar. Several guards will come running at you, some
from the walkway above. Kill them all, then target the remaining guard across
the room in the back-left corner. Proceed to the back of the room and up the
ramp. Head into the door on your left. After you go through a couple doors, an
alarm will go off. At this time an infinite number of Pilots will come after
you, but only one at a time and not very quickly. Keep that in mind, but don't
worry too much. Now keep your eyes on the right wall. As you enter the next
door, you'll see a small hole near the bottom of the floor. Crouch down and go
through it. You're now in the storage room. There are quite a few guards on the
ground and above on the walkways. Walk around the crates and find them all,
then wait for a group to come down on the elevator. Kill them, take the
elevator up, and kill the rest that are still up above. Then head down to the
right of the elevator. Open the door and kill the guard on the other side. In
this hangar area are more guards on the ground and above on the walkways. It's
safest to kill the guards up above first, and wait for the ones below to come
up to you. At the very end of the walkway is another silver door, but this one
is an elevator. Take it to a cavernous area. Follow down the only route (also
watch out... some Pilots may be on your tail), and kill the few guards you come
across. The last room you'll come to is a larger room with two scientists. Kill
them, then shoot at the tan wall section on the left. They'll break and you can
walk through them. On this side are two more scientists. Kill them before they
can tranquilize you. In the center of the room is a computer. Press B next to
it to activate the distress signal. While you succeed, a cunning scientist will
get you with some tranquilizer, and you'll be captured (it's up to Jo to save
you now!).


________________________________________________________________________

- - - - - - -| BONUS LEVEL: THE DUEL |- - - - - - -

Carrington has been working on special simulants in the hologram training
area that have great intelligence and are very skilled warriors. He made these
with Joanna in mind, trying to create enemies that could stop her in her
tracks. Now that it's complete, he proposes several duels between Joanna and
these simulants, to see if Joanna is even better than he himself thinks she is.
This is the only Special Assignment you'll play as Joanna, and also the only
one not unlocked by completing the Solo Missions on a certain difficulty.
Instead, it's opened by getting Bronze medals with every gun on the Firing
Range.

_______________


OBJECTIVES:
1. Defeat dataDyne Guard

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope)
Obtain- None
Enemies: dataDyne Guard
Gadgets: None

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

_______________


-OBJECTIVE 1: DEFEAT DATADYNE GUARD-
This guy is pretty easy to kill, but it may take you a couple of tries to get
it right. You start the Duel off by taking several paces. After you do this,
immediately swing around by turning on the control stick and pressing the
strafe buttons. When you see the guard, aim and shoot. You'll start this level
with very low health, and if you're shot, you'll die. The guard won't wait too
long, so be quick and shoot any part of his body that you can. It may take a
couple shots, but when he's dead, you'll complete this level (on Agent).

________________________________________________________________________


=======================================
WAR! Special Assignment Coming Soon!!!
=======================================


* * *


________________________________________________________________________


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

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

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

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


________________________________________________________________________

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

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


________________________________________________________________________

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

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

_______________


OBJECTIVES:
1. Disable Internal Communications Hub
2. Obtain Keycode Necklace
3. Disable External Security Hub
4. Gain Entrance to Laboratory

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

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

_______________

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

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

_______________

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


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


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


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

________________________________________________________________________

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

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

_______________


OBJECTIVES:
1. Holograph Radioactive Isotope
2. Start Security Maintenance Cycle
3. Shut Down Experiments
4. Locate Dr. Caroll

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

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

_______________

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

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

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

_______________


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


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


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


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


________________________________________________________________________

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

Your work in the Lucerne Tower is done, and all that's left is to get back
up to the Jumpship and leave. However, you made quite a ruckus on your way
down, and don't expect the way up to be easy. This time Cassandra is ready for
you, and she's placed blockades and plenty of guards around to stop you. She
doesn't want you to escape, and she'll do anything to try and stop you.

_______________


OBJECTIVES:
1. Access Foyer Elevator
2. Destroy dataDyne Hovercopter
3. Defeat Cassandra's Bodyguards
4. Rendezvous at Helipad

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope)
Obtain- CMP 150, Shotgun, DY357 Magnum, Grenade
Enemies: dataDyne Shock Trooper, dataDyne Female Guard
Gadgets: Night Vision Goggles

ADDITIONAL INFORMATION:
Characters Encountered: Cassandra de Vries, Dr. Caroll
Vehicles: Jumpship
Cheat Unlocked: None

_______________

CMP 150: The dataDyne Shock Troopers down in the lobby will drop these once
they've been killed.

SHOTGUN: Pick up a Shotgun after taking care of one of the dataDyne Female
guards on one of the upper floors.

DY357 MAGNUM: Kill the first five guards in the level without being noticed to
make the fifth guard drop a DY357 Magnum.

GRENADE: Pick this up from Cassandra's desk. You can get in to her office by
going back down to the lowest of the upper floors after taking care of the
Hovercopter. A Shock Trooper should be there, and you can kill him to pick up
the keycard to her office. Note that this isn't really worth it for the
grenade.

_______________


-OBJECTIVE 1: ACCESS FOYER ELEVATOR-
Although you have to protect Dr. Caroll, he's not the target (he is very
valuable to the dataDyne Corp., too, after all), and will only be shot at if
caught in crossfire, so you shouldn't worry about him too much. When you start
the level, Cassandra will begin her first attempt to stop you from escaping.
She does so by turning off all the lighting, so it's pitch black inside. Only
those with Night Vision Goggles can see... and fortunately you have a pair!
Even better, the dataDyne Shock Troopers that are positioned on the bottom
floor have limited range in their Night Vision sight, so if you keep your
distance, you can take them out before they even notice you. The lights are off
for one full minute on this difficulty level. When you start, the door to your
left will open. Kill the guard waiting for you with one accurate headshot, then
proceed into the room. To the left is another door. Open it, then back up as
far as you can. If you're far enough back, the guard on the other side won't be
able to see you. Head shot, anyone? Enter the room he was in and immediately
back up against the wall to your right. Move slowly along it, and kill the
first guard you see with a headshot. Then rush to the corner, and kill the
other guard. If you look above the blockades, you can see the guards on top of
the stairs. Fortunately, they can't see you. Position yourself (don't worry,
they won't see you) until you can get them both. Then, face into the path
around the stairs (don't start going on it), and you'll see another guard. Take
him out from a distance. Then enter the area, and move along the right wall
until you reach the corner. Turn around and behind the desk you'll see two
guards. Cap 'em in the head, then stay along the other wall that comes together
at the corner. Eventually you'll see a guard. Shoot him. By now, the lights
should go on, and no one even noticed you before they were dead! If the lights
come on sooner, you'll have to face the guards when they can see you. Either
way, head up the stairs and into the elevator on the left. If you want to keep
Dr. Caroll safe, don't let him in the elevator and go up alone (he'll follow
eventually).


-OBJECTIVE 2: DESTROY DATADYNE HOVERCOPTER-
When you reach the top, get out. Now, simply go over to the other elevator and
open it to get to the next floor. The floor above is a little tougher to get
by, with a blockade preventing you from reaching the stairwell. Instead, head
right. Be careful, because situated behind the elevator shaft are two Shock
Troopers waiting for you. Jump out for a second, pull off a few shots, then
jump back behind the wall. When both are dead, pick up their ammo and head into
the door on the left wall. Unfortunately, a dataDyne Hovercopter is patrolling
this floor waiting for you, so check to see if it's in the area. If the coast
is clear, barrel through the door to your left, and continue heading through
the rooms. You'll encounter a Female Guard, but just shoot her a few times and
run by. Chances are the Hovercopter will find you by now, so don't pause for a
second. As you exit the room the first guard was in, a door from another room
will open and two more guards will start firing. Ignore them and head left to
the stairwell. They won't follow. Go up the stairs (the elevator isn't working)
to the top floor. When you reach it, you'll find that several employees are
piecing together a Rocket Launcher to stop you fast. Fortunately, they're
confused whether they put it together right or not. Kill the Shock Trooper
facing away from you, but you can let the other office workers live (or die...
you won't fail the mission if they do). Grab the Rocket Launcher on the
pedestal (they put it together right) and duck into the stairwell. Take out
your Shotgun, and blast a hole in one of the windows on your right. Then, take
out your Rocket Launcher and set it to its secondary function, Target Locator.
This will work pretty good, and as long as you aim generally at the
Hovercopter, it'll take it down. Wait for it to stop moving, aim, and fire.
After a few seconds, you should hear a small explosion and it'll probably be
taken out. If not, you can use a lot of ammo from your other guns and attack it
with normal bullets. Keep in mind that it will take a long time.


-OBJECTIVE 3: DEFEAT CASSANDRA'S BODYGUARDS-
The dataDyne Female Guards are Cassandra's personal bodyguards, and you have to
take them all out. Now that the annoying Hovercopter is gone, you can take out
the bodyguards on the floors below without the worry of be shot at any moment.
There are three bodyguards on the floor below, and three more on the floor
below that. Just don't get too close to the powerful Shotgun blasts and you
should be fine. After the guards on the inside are killed, head up towards the
roof. When you exit the stairwell, Cassandra will say a few things, then wait
for you to make your move. When you do, she'll turn off the lights and the
Night Vison-equipped Guards will blast you. You know how hard it is to see once
the lights come on when you're wearing Night Vision Goggles? Well, it'll hurt
the enemies too. As soon as you get a chance, move to the right towards the
fan. To the right of the fan is a light switch. Turn it on the blind the Guards
until they can get their goggles off. This'll take a while, and by the time
they do, you can kill the four on the lower level. Then head up the ramps on
the left to kill the last one on up above. If you've killed them all, you'll
complete the objective.


-OBJECTIVE 4: RENDEZVOUS AT HELIPAD-
This last objective is simple. Head past the defeated bodyguards, and up to
ramps to the helipad. No guards will be there to stop you, so you can go up
easily. You don't even have to wait for Dr. Caroll.


________________________________________________________________________

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


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


________________________________________________________________________

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

The dataDyne Corp. has secured this area and is making sure Carrington will
go nowhere until he talks. To prove their point, they're going to kill the
negotiator that was sent to negotiate (wow! a negotiator negotiating?)
Carrington's release. If you want to get the Villa back under control, you must
also kill all the snipers positioned on the roof. Finally, you must rescue
Carrington (and get the wind generator working so you can get to the basement
where he is being kept).

_______________


OBJECTIVES:
1. Save the Negotiator
2. Eliminate Rooftop Snipers
3. Activate Wind Generator
4. Rescue Carrington


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

ADDITIONAL INFORMATION:
Characters Encountered: Daniel Carrington
Vehicles: Dropship
Cheat Unlocked: Hit and Run Buddy (2:30)

_______________

CMP 150: Shoot one of the guards patrolling the paths outside the Villa or
inside the massive mansion and they'll drop a CMP 150.

DEVASTATOR: Shoot the crate furthest left on the helipad that's to the left of
where you come out of the sandy tunnels. Inside is a Devastator.

_______________


-OBJECTIVE 1: SAVE THE NEGOTIATOR-
When the level begins, run straight ahead and look down from your perch atop
the mountain. Out on the dock are two evil dataDyne Infantrymen, ready to take
out the Negotiator. Whatever they're waiting for, they'll stand their for a bit
of time. A couple shots will kill them quickly. Try not to hit the limbs, or it
likely won't kill them. Once both guards are dead, the Negotiator will run to
freedom.


-OBJECTIVE 2: ELIMINATE ROOFTOP SNIPERS-
Head down the sandy tunnel and towards Carrington's Villa. Using the Sniper
Rifle may be a pain in the arse, but you can stay far away from the guards and
fire. Conveniently, many of the guards will fall to the ground when you
approach. While this makes them smaller targets, if you aim you'll likely get a
headshot. After you go through all the way down, the path will split. Look to
your left. Standing on the wall above is a Sniper. Kill him quickly. Then turn
around and go down the right path. Stop when you get to the corner. Turn to the
left and look out at the Villa. You should see the lower half of one Sniper.
Kill him before moving out any further. Now, slowly move out of the tunnel and
closer to the Villa. On your left you'll begin to see more and more Snipers. As
soon as you spot one, take him out. There is also a Sniper out along the wall
in the ocean to your right. Finally, be ready for a guard to appear patrolling
the path. Take him out quick. From this position outside the tunnel, you should
be able to kill every Sniper.


-OBJECTIVE 3: ACTIVATE WIND GENERATOR-
Now that the Snipers are taken care of, you can walk around the Villa without
the fear of being shot in the head from above. Head back into the tunnel, and
continue down right onto the helipad. Pick up the Devastator inside one of the
crates, and then head back off the helipad and down the stairs to your left.
Keep along the left wall and go down the stairs surrounded by the concrete
walls into another path. Two guards are patrolling here, so be wary. When you
arrive at the front of the Villa, look out for two guards ahead of you. When
both are dead, head into the Villa through the front doors. Inside are two
guards to your left. Kill them, then head back the other way. Right before the
stairs, look into the room to your right to find two more guards. Don't let
them live. Proceed down the stairs. Head forward, kill the guards here, then
take a right along the glass windows overlooking the garden. In the room on the
other side are two more guards. Defeat them, then look behind the cupboards of
the kitchen to find a secret staircase. Downstairs are four more guards, spread
out across the long room. When they're dead, search along the outside wall for
a brown door near where you came down. Go inside and down the stairs. Rush over
underneath the stairs, and kill the guard. Wait underneath the stairs for
another guard to come out of the brown doors. Kill him, then take out the last
guard (he should be coming at you by now). You may also want to kill the three
guards inside the room at the bottom of the stairs. After everyone has been
killed, enter the door underneath the stairs. Keep going straight down the path
(follow the line on the floor) until you reach an open room with a catwalk.
Three guards are here, but you may want to wait for them to come to you. Stay
outside the room until they appear, then blast them. About halfway down the
catwalk are two wall terminals on the side of large objects. Activate them to
complete the first two steps in activating the wind generator. Then head out of
the cavernous room and follow the line down the tunnels. After you turn right,
head down into the next path and kill the guard to your right. Then retreat
backwards. Several more guards will come to you, and you'll be able to kill
them easily. Then continue down the path (following the line on the floor)
until you reach a room with a large cylindrical object in the center. Kill any
remaining guards, then activate a final wall terminal on the side of the
cylinder. This will complete Objective 3.


-OBJECTIVE 4: RESCUE CARRINGTON-
The power is back on, so now you can reach the wine cellar and Carrington's
location. Head out of the room with the last terminal, and head straight down
the path. Head through the brown doors, but don't go all the way down the
stairs. Be prepared for a guard on your immediate right at the bottom of the
stairs. Kill him, then continue right. Two Shock Troopers at the end of the
path. A good way to take them out is with the Devastator. After they're dealt
with, head back past the stairs and though he brown doors. You're now in the
wine cellar. Behind many of the cabinets are Shock Troopers, hiding behind the
bottles of wine. While you can kill them by shooting though the bottles, it's
easier to run behind the cabinets and kill them. Continue through the cellar,
and the guard before the brown doors in back will drop a keycard. Use this to
open the doors, which lead to the area where Carrington is being held.


________________________________________________________________________

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


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

________________________________________________________________________

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

The first half of your mission is to get inside the G5 Building, where the
conspirators are meeting. It won't be easy, as the security here is very
tight... there's even some FBI and CIA Agents around. You'll have to divert
your attention from your entrance, and an explosion in the street is the
perfect way to do that. Of course, an explosion won't be easy, so you'll need
to retrieve the equipment dropped in earlier. Also, plan ahead and prepare an
escape route out of the Building... you'll be happy you did later.

_______________


OBJECTIVES:
1. Retrieve Drop Point Equipment
2. Prepare Escape Route
3. Create Vehicular Diversion
4. Gain Entry to G5 Building

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope)
Obtain- CMP 150, DY357 Magnum, Remote Mine
Enemies: G5 Guard, FBI Agent
Gadgets: Reprogrammer

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

_______________

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

DY357 MAGNUM: The FBI Agents carry around Magnums, and if you're lucky, one may
pull one out for you to grab.

REMOTE MINE: A remote mine is included in the drop point equipment.

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

_______________


-OBJECTIVE 1: RETRIEVE DROP POINT EQUIPMENT-
To be able to complete the rest of the objectives, you first must get the
equipment needed to do so. It's located in a storm drain down the road, but if
you approach from the street you may fail the mission. However, if you go in
from the sewers, you'll be able to get it. From the start of the level, pull
out your Falcon 2. Proceed down the ally, and watch out for the guard on the
left. Head down the ramp and into the enclosed passage. Around the corner is a
FBI agent, who'll sound the alarm if you don't kill him quickly. Head out into
the street, and kill the guards on either side of the road. Then head over to
the left side, and walk along the wall. Near the end is a hole that leads to
the sewer area. Turn around to your left and kill the guard waiting at the
bottom of the pipe. Then turn around, and prepare to kill several more guards
running down the sewer and up on the ledge to the right. Once they're dead,
continue down the sewer, then head to the right when you see a path. Head to
the end, then crouch down to get under. Continue on forward, and at the end of
the drain is a small crevice with the equipment.


-OBJECTIVE 2: PREPARE ESCAPE ROUTE-
Head back into the sewer, but when you reach it, watch out for two guards on
either side waiting for you. Kill them, then head back through the hole you
came into the sewer area from. Head down the street, and next to the passage
you came onto the street from is another passage. Enter it. There will be a
guard or two inside. After you get past the two CIA Agents, you'll come to an
open area with a fire escape leading up the side of a building. A CIA Agent
will be to the right, so kill him first before he calls for backup. There will
be a few more guards to kill. After everyone on the ground is dead, look up at
the fire escape. At most of the parts where it turns around are guards. Aim
your gun, wait until it turns red, then fire. There are three guards up there.
When everybody in this area is taken care of, go up the fire escape to the
first landing. The will be an imprinted tan "door", surrounded by bricks. Throw
a Remote Mine on it to complete the objective. There is another door above, but
it's easier in the next level if you use this one.


-OBJECTIVE 3: CREATE VEHICULAR DIVERSION-
Head back down the fire escape and out into the street from the way you came.
Out at the end is a big yellow taxi. If you could get this to crash, then it
would make a great diversion. But to do it, you'll have to reprogram it... and
the reprogrammer is perfect for doing that job. Stand next to the taxi and use
the reprogrammer to make the taxi fly up into the air, and crash after a little
while. Watch out while it's working, because the patrolling G5 Robot might find
you and seriously hurt you.


-OBJECTIVE 4: GAIN ENTRY TO G5 BUILDING-
Wait around (in an alley, not in the middle of the road) for the taxi to crash.
Once you complete the objective, head back to the fire escape area. Turn left
and go out into the street, and head down the road. On your left near the end
of the road is a large opening between buildings. Go through here, kill any
guards, and head into the brown opening in the back. Now you're inside the G5
Building.


________________________________________________________________________

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

Now you're in, and your main objective is to holograph the meeting between
Cassandra, Mr. Blonde, and Trent Easton. To do this, you'll need to deactivate
the lasers guarding the room. Also of importance is getting Dr Caroll's backup
files from the well-secured safe. These files are vital if Dr. Caroll is ever
to be restored back to his old self. Finally, you must make it out alive. That
may be difficult.


_______________


OBJECTIVES:
1. Deactivate Laser Grid System
2. Holograph Meeting Conspirators
3. Retrieve Dr. Caroll Backup from Safe
4. Exit G5 Building

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

ADDITIONAL INFORMATION:
Characters Encountered: Cassandra de Vries, Mr. Blonde, Trent Easton
Vehicles/Robotics: None
Cheat Unlocked: None

_______________

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

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

_______________


-OBJECTIVE 1: DEACTIVATE LASER GRID SYSTEM-
In the first room, there are two guards that immediately cloak themselves. the
only time you can see them is when they fire, so pay attention. Move over to
the right some, and wait for them to appear. When you hear the "bzz" sound they
make when they appear, look around. The second one will drop a keycard when
defeated. Use it to open the brown door in the back. Kill the guard at the end
of the hallway, and if you can, the guard that may run alongside you below and
to the right. Activate the switch behind the guard you killed, then enter the
next brown door. Head over to the right and in between the glass panes. When
this happens, the lights will go on (they would normally go off if you didn't
hit the switch in the previous hall) and four cloaked guards will be ready to
do battle. Be only the lookout for disturbances in the air and listen for them
to appear. The fourth one will drop a keycard that opens the door behind the
glass panes. Enter and kill the guard patrolling around here. Enter the next
door, and immediately head over to the right. There's an alarm to the left of
the door here, and if someone activates it, you'll fail the mission. There are
three guards in this room you must kill. Guard the alarm and wait for them to
come to you. After they're dead, look along the walls for switches with green
lights. These control the lasers above. Turn off all of them (there's three on
the back wall and one on the front near the stairs) to complete the objective.


-OBJECTIVE 2: HOLOGRAPH MEETING CONSPIRATORS-
Head up the stairs to the left of the door where you came in. Follow the
walkway above along its twisting route. On the walkway above, crouch down to be
able to get by the low walls. When you near the end, Joanna will say "Time to
use the CamSpy". Switch to the CamSpy and head forward to the meeting room,
where you'll be treated to a cutscene and having the objective completed.


-OBJECTIVE 3: RETRIEVE DR. CAROLL BACKUP FROM SAFE-
After you finish watching the conspirators, stand up and jump off the walkway
and down below. There's two guards in this room that you must kill quickly, or
they'll sound an alarm (you won't fail the mission if it's activated, but you
will have to deal with a bunch of guards). A third guard will come in through
the far door. Head into the door he just came from and up the stairs. Head
straight, killing any and all guards you see. On your right you'll see another
door. Inside is the safe. Put the door decoder on the switch to the right and
wait for the safe to open. Unfortunately, at this time, the alarm will sound
and hundreds of guards will come at you while you wait for the safe to unlock.
The Magnum can shoot through guards, but fires slowly and takes a long time to
reload, so it's best if you use the CMP 150 now. When the door decoder
finishes, it'll take a few seconds for the safe itself to open. When it finally
is, head in and pick up the black object on the right to get the files.


-OBJECTIVE 4: EXIT G5 BUILDING-
After you get the files, pull out your remote mine detonator and press it to
blow open an escape route. Head out of the safe and out of the safe room, but
don't leave too many guards standing. If you head forward, you should see an
opening on your left (if you set the mine on the upper door in the previous
mission, head down the passage some more, up the stairs, and down the passage
up there to find the opening). When you go through it, you'll finish the
mission.


________________________________________________________________________

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

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


________________________________________________________________________

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

The first part of your mission is located on the perimeter of the Area 51
complex, where you'll have to get by masses of guards and break inside. Because
this is such a top secret and important facility, the government is making sure
that there is sufficient defense. Many guards patrol the outskirts, and
autoguns are placed at key locations to take out intruders. Also, deadly ASI
Interceptors are getting ready to take off. To get into the compound safely,
you'll not only have to meet up with the spy inside through the hangar
entrance, but also shut down the Air Intercept Radar, among other things.


_______________


OBJECTIVES:
1. Shut Down Air Intercept Radar
2. Plant Comms Device on Antenna
3. Gain Access to Hangar Lift
4. Make contact with CI Spy

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

ADDITIONAL INFORMATION:
Characters Encountered: Jonathan
Vehicles/Robotics: HoverBike, ASI Interceptor
Cheat Unlocked: Hotshot (5:00)

_______________

MAGSEC 4: All the Area 51 Troopers, the ones with the tan suits on, will guard
the outsides of Area 51 with Magsec 4s.

DOUBLE MAGSEC 4: An Area 51 Guard will come running from the complex when you
throw the Comms device onto the antenna. Kill him and pick up his guns to get
Double Magsecs.

DRAGON: The pilots in the hangars and the hangar lift use the powerful
Dragon... as a weapon and as a shield.

ROCKET LAUNCHER: If you continue down the tiny opening mentioned below in the
shield description, you'll come to an open area. In actuality, this is a mine
field, but if you head straight for the Rocket Launcher on the helipad and
back, you should be fine.

SHIELD: The shield can be found in a small opening along the wall behind where
the underground area (where you disable the Air Intercept Radar) is. Crouch
down to get inside. Right inside is a shield.

_______________


-OBJECTIVE 1: SHUT DOWN AIR INTERCEPT RADAR-
If you watched the entire intro, you'll start out in a more hidden position
than if you skipped it. Jump out and shoot the three guards on the helipad (one
will run for the sentry gun... kill him if the others aren't too pressing.
Otherwise, you'll have to deal with the autogun, in which case you should
target it from afar). When all are dead, pick up the weapons and grenades, then
head the other way down the path. There will be a guard around the corner.
Shoot him, then take out a Magsec. Use the zoom to aim at the autogun in the
far corner. While this gun is inaccurate, it's easiest to take out these sentry
guns with its zoom function. Shoot the base of the gun to be more accurate.
When it explodes, head down and turn around the corner. Strafe slowly along the
right wall until you see the front of the next autogun appear. Aim at the
larger base, and fire until it's destroyed. Continue along the left wall, then
peak out around the corner. In the distance is a guard tower. In it are two
guards. Zoom and aim at their heads the best you can, then fire. Keep firing
until you think they're dead (or until you can't hit them anymore). Then
quickly move up to the base of the tower and climb up. Kill any remaining
guards, then jump down. Coming up the tunnel ahead will be three guards. Kill
them before they get near. Now Go back up into the tower and open the gate.
Stand in front of it and destroy the sentry gun far away (if you're quick it
won't be able to fire until it's destroyed). Gun inside, past the other two
autoguns (if you want, you can sneak up from behind and destroy them without
worry, but you don't have to). Head over to the open helipads and destroy the
ASI Interceptor, and take the keycard from the mechanic who was working on it.
Head back over to the building with the autoguns on the walls and go to the
other side. You'll see a ladder leading down into a hole. Go down and into the
silver door at the bottom. Head to the back where you'll see some computers. Go
up to the monitor, take out your explosives, and plant them. This will activate
a laser defense system. Head back out the way you came, waiting for the lasers
to disappear before moving on. For the last laser, crouch down and slide under
it when you can. If you don't panic, you should make it out, and shut down the
Air Intercept Radar.


-OBJECTIVE 2: PLANT COMMS DEVICE ON ANTENNA-
You can complete this objective before or after you complete objective number
one, but if you don't destroy the ASI Interceptor in the outside hangar, it'll
come back at an unpleasant time, ready to do battle. The easiest way to
complete all the objectives is to destroy the ASI Interceptor before completing
either objective, but then head to complete objective two before objective one.
This way you won't have to deal with the mine field or the ASI Interceptor.

If you completed objective one first, you'll need to get out of the outside
hangar. Go to the far right wall of the area (near where you destroyed the Air
Intercept Radar) and look for a small opening. Crouch down to fit inside, then
go out to the other end. The area you're in is full of Proximity Mines, but
it's the only way out. If you keep along the right wall until the far edge of
the grey helipad platform, the move along the left wall, you should avoid all
the mines. There's a hole in the far fence you can jump out of. You'll now be
right next to the tunnel behind the guard tower. Head down it, but when you
near the end start to move slowly along the right wall. When you see part of a
sentry gun on the left, stop and start firing. After a few shots, a couple
guards will notice you and plan an attack. Wait for them to come, then blast
them (some more may come from far away). When all are dead, go back to
destroying the autogun. When it's destroyed, head over to where it was, and
watch out for guards. If you position yourself behind the wall behind where the
sentry gun was, you can have some decent protection while you take the autogun
above the door out. Kill all the guards, destroy the ASI Interceptors in the
back if you want, then press the button on the base of the satellite/antenna.
Now it's low enough for you to throw the Comms rider on. When you do, expect
four guards to come out of the silver door and attack you.


-OBJECTIVE 3: GAIN ACCESS TO HANGAR LIFT-
Head back from the antenna area and back through the tunnel. Several guards
will charge you from the top, as well as a couple that are stationed at the
bottom of the guard tower. If you left the ASI Interceptor operational in the
outside hangar, it'll be flying overhead, and you'll have to shoot it down (NOT
a preferable option). When everyone's gone, head back up into the tower and hit
the switch to open the gate. Enter and head to the back. Those big, long rusty
doors are the lifts, and have controls on either side (depending on which lift
you want to take). Hit the right switch, and wait for the lift to come up.
Inside are two Pilots. Kill them, pick up their Dragons, and equip one. As the
door closes and you head down, you'll complete the objective.


-OBJECTIVE 4: MAKE CONTACT WITH CI SPY-
When the lift door opens, charge out into the hangar and shoot the two guards
ahead of you. When you reach their spot, don't dawdle, because a Pilot to the
left will be chucking a grenade your way. Kill him, then target any guards on
the ground or on the walkways above (don't stay still or you have a better
chance of getting hurt). When you feel comfortable, head to the back of the
hangar and up the ramp to the walkways. Kill any guards you see, and be careful
about one a little ways down that likes to throw grenades. Head down the
walkway and take a right when it splits paths. This will take you to an
elevator. Take it down, where two guards will be waiting for you. Kill them,
then head down the walkway. When the upbeat music starts, Several guards will
be coming. Continue down the walkway (there's another guard up here, too), then
go down the ramp at the end. Four guards will now take position behind crates,
so run away from them, while trying to take them out. Stay on the move until
you kill them all, then head into the large door underneath the ramp. Go inside
the complete the level.


________________________________________________________________________

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

Now you're inside Area 51. You won't be able to look around much, though, or
the surgeons will begin the autopsy on the Maian protector. In this mission,
not only will you have to disguise yourself and find evidence of a conspiracy,
you'll also need to get to the autopsy lab before our Maian friend is killed.
You won't have much time, and getting to the labs may be hard, as there isn't
any entrance from where you are.


_______________


OBJECTIVES:
1. Locate Conspiracy Evidence
2. Obtain and use Lab Technician Disguise
3. Gain Access to Autopsy Lab
4. Rescue Crash Survivor

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

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

_______________

DOUBLE FALCON 2 (SILENCED): The big stack of crates immediately to your right
when you enter the storage area has a small container on the other side. Shoot
it and it will explode. Crouch down and move to where it was and you'll find an
extra Falcon 2.

DRAGON: The Pilots and the Area 51 guards both carry the rapid-firing Dragons
around.

TRANQUILIZER: The Biotechnicians carry these, despite the fact they're not very
powerful.

SHIELD: Head right from the hole you created, and up the hill. When the hallway
turns at the top, enter the door to your left. Inside on the desk is a shield.

_______________


-OBJECTIVE 1: LOCATE CONSPIRACY EVIDENCE-
At the start of the level, leave the Hovercrate where it is and head up the
ramp. At the top, where the passage connects to the storage room, stop. There
should be a guard or two patrolling. Shoot him, and a few more will run out.
Once the flow of guards stops (after about five), head out into the storage
room and to the right. Head in between the stacks of crates, then go to the
right to surprise the guard from behind. Then head over along the right side
the crates, killing guards on the ground and up above on the walkway. After you
get tot he corner, head over to the area of crates to the left. Kill the guard
over there, then head back to the elevator. Some guards will be at the bottom
or coming down, so be prepared for a furious battle. When they're dead, head up
the elevator. There may be some guards up here still (there will definitely be
one to your right when you come off the elevator, but kill him last as he's far
away), so kill them quick. Head down the walkway left of the elevator, and
through the door at the end. In this next room, several more guards will be
positioned above on another walkway. Kill as many as you can from below, then
wait for the rest to come down the elevator. When they're all dead, head back
for the hovercrate (there will be two more guards on your way back... be
careful). Grab on to it by pressing B, and haul it up both elevators. Continue
to the end of the walkway in the second room. On the last of the silver bands
that the lights are on is a small crack in the shape of an X. If you want to
make sure you're at the right place, you can look with your X-Ray Scanner.
Place the hovercrate next to it, then shoot it a few times for it to explode
and destroy the wall. Enter the hallway, and kill any guards in the vicinity.
Then head left. When you come inside the second door, you'll face some guards
and Biotechnicians. Kill them, then head into the containment lab on the right.
When you enter, press the button to your left to raise a containment unit.
Inside this unit is a Maian, and use your X-Ray Scanner to see it. This will
complete your first objective.


-OBJECTIVE 2: OBTAIN AND USE LAB TECHNICIAN DISGUISE-
Head out of the containment lab and back down the hall (past the hole you blew
open). Continue following the hallway, killing any guards you come across. When
you near the door at the end, look on either wall for small doors (look
carefully, they blend into the walls). Enter them to get into the showers. Kill
any guards inside, then head past the lockers and into the shower area. There
is a scientist here, holding an extra uniform. Kill him, take his uniform, and
put it on. Also put away your weapon.


-OBJECTIVE 3: GAIN ACCESS TO AUTOPSY LAB-
Head back down the hallway, and right past the exploded hole on the right wall
is a silver door. Enter it and head down to the end of the passage. When you
get there, a guard will say that "everyone's been waiting for you" and will let
you into the lab.


-OBJECTIVE 4: RESCUE CRASH SURVIVOR-
As you head to the glass lab, the scientist on the right near the chart will
recognize your a fake. Before you get to him, pull out a weapon (preferably a
Dragon) and neutralize all the guards, then kill the scientist in the lab (the
glass room). He might have run out of the lab by now. When he's taken out,
he'll drop a keycard to the MedLab 2. Pick it up and head back out of the lab.
On your way back, there will be several guards waiting to ambush you. Locate
them before they locate you and take them out. Head out into the main hall,
then go to the right. Through the doors, look on the right wall for another
silver door. Inside is another long hall, identical to the one leading to
MedLab 1. More guards are in here as well, waiting to ambush you. However,
they're easier to spot and can't seem to find you until you're really close, so
kill them from a distance. When they're dead, head to the back and into the
lab. As you enter, the guards inside will begin fire. One on the right side of
the room holds a keycard to the lab. Kill him and rush into the lab to complete
the level.


________________________________________________________________________

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

Now you've found the Maian and saved him from death... at least death from
the surgeons. You'll have to escape with him and Jonathan, who is at risk of
being discovered. Find Jonathan, find the secret hangar when the Maian's vessel
is, wake him up, and escape.


_______________


OBJECTIVES:
1. Rendezvous with CI Spy
2. Locate Secret Hangar
3. Revive Maian Bodyguard
4. Escape from Area 51

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

ADDITIONAL INFORMATION:
Characters Encountered: Jonathan, Elvis
Vehicles/Robotics: HoverBike, Maian Vessel
Cheat Unlocked: None

_______________

DOUBLE FALCON 2 (SCOPE): At the start of the level, leave Elvis and head back
into the lab where the scientists were. They each dropped Falcon 2s, and if you
pick them up, you'll be able to get Double. However, the gas may harm you a tad
more than usual.

SUPER DRAGON: The Area 51 Guards use these to make sure no one escapes.

TRANQUILIZER: The Biotechnicians are aware of your presense and will try to
stop you with whatever they've got... which happens to be Tranquilizers.

_______________


-OBJECTIVE 1: RENDEZVOUS WITH CI SPY-
At the beginning, take Elvis through the doors ahead and continue down the
hallway. When you get out the door on the other end, you will be free of the
nerve gas. Head down the hall to the right, and kill the Biotechnicians behind
the door. Keep going straight and down the slope. At the bottom, go through the
door to find the place where you put Elvis. When you arrive, Jonathan will
contact you. Head back up the slope, and through the brown door into the
containment lab. Kill the two Biotechnicians on either side, then head down the
passage in the back and through the silver door. Inside this area are three
Area 51 Guards, and they'll notice you quickly. Kill them and head into the
next silver door on the back wall. Proceed down the walkway (watch out for the
two guards that are hard to see with the bright lights there), and through the
door at the end. Head down the passage and deeper into the complex, going
through the many silver doors. When you see an opening on the right. Head that
way. Watch out for the guard to the left behind the bend and another guard on
the following walkway. Continue down the path until you come to a larger room.
Jonathan is in the corner to your left.


-OBJECTIVE 2: LOCATE SECRET HANGAR-
Jonathan has been found, but you'll need to get back to Elvis. Pull out your
Super Dragon as he talks, then aim towards the door to the right of him. When
he finishes, a group of guards will come pouring out. Use the secondary
function, grenade launcher, to take them all out quickly. Then head back the
way you came (watch out for the guard positioned near the place Jonathan was on
the Agent difficulty). When you're on the long walkway leading to the room
connected to the containment lab, get your grenade launcher ready. Aim low,
open the silver door, and fire a grenade to kill all four of the waiting guards
at once (you may have to fire a couple more if you missed). Head into this
room, take a position facing the front of the door you just came in, and wait
for Jonathan. As he prepares the explosives, watch the door for guards. Shoot
them with the grenade launcher or just rapid-fire. When the wall explodes,
you'll complete the objective.


-OBJECTIVE 3: REVIVE MAIAN BODYGUARD-
Head inside the newly-created hole, kill the guard ahead of you on the walkway,
then go down the ramp. Underneath the ramp is where you put Elvis. Take out the
Alien Medpack and apply it to him. This'll take a few seconds, so head back up
the ramp and help Jonathan take out a few of the pursuing guards up above. As
you head back down, watch out for guards near Elvis. When you enter the room,
it'll activate the cutscene.


-OBJECTIVE 4: ESCAPE FROM AREA 51-
When he cutscene ends, head back out into the secret hangar, then back up the
ramp. Kill any guards around here, then head on over to Jonathan and Elvis near
the Maian Vessel. While you all chat, kill the guard up above on the walkway
behind you. Also, watch out for any guards that may sneak up on you (they'll
come from behind Elvis). Once again, it's decision time. Here's you options for
the escape:

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

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


________________________________________________________________________

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

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


________________________________________________________________________

- - - - - - -| LEVEL 1: AIR BASE - ESPIONAGE |- - - - - - -

The Alaskan Air Base is where Air Force One is stationed, and you'd better
believe that there's going to be heavy security. You won't be able to kill
anyone in this mission until we're sure that they're bad... which means you'll
need to knock them out with your fists or sedate them with your crossbow. To
get on to the plane, you'll need to take a stewardess uniform from the kind
lady that is just arriving at the base, find a suitcase to stash your gear in,
turn off the security (so your suitcase can actually make it onto the plane),
and get on to Air Force One before it takes off.


_______________


OBJECTIVES:
1. Obtain Disguise and Enter Base
2. Check in Equipment
3. Subvert Security Monitoring System
4. Board Air Force One

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

ADDITIONAL INFORMATION:
Characters Encountered: None
Vehicles/Robotics: None
Cheat Unlocked: Unlimited Ammo - No Reloads (2:59)

_______________

DRAGON: Subdue the Alaskan Guards to get one of these.

K7 AVENGER: The NSA Bodyguards and one of the NSA Lackeys use these powerful
weapons.

DY357 MAGNUM: The NSA Lackey near the elevator uses this to kill any intruders.

FALCON 2: Like most bad guys, the guards second line of defense is the Falcon
2... disarm them and they'll pull one out.

PROXIMITY MINES: On the edge of the cliff near the loading area of the rail-car
that the stewardess comes off of is a big brown box of Proximity Mines.

_______________


-OBJECTIVE 1: OBTAIN DISGUISE AND ENTER BASE-
You'll start out outside the Air Base, far away from where the stewardess is
coming. Swing around to the left and shoot the guard there, then quickly shoot
a bolt into the guard out in front of the base before he notices. Then quickly
run over to the other side and shoot another guard near the alarm. You must do
all this very quickly or one of the guards will sound the alarm. When your work
is done here, head into the tunnel. When you reach the stewardess, shoot her
while she pauses for a second, then shoot the two Alaskan Guards escorting her
(they will most likely be further behind). Pick up the bag the stewardess
dropped, put on the disguise, put away your weapon, and enter the Air Base.


-OBJECTIVE 2: CHECK IN EQUIPMENT-
When you enter the base, head to the left and go into the elevator. It'll take
you up to the meeting room. Inside are two office workers. Use your Crossbow or
punch them out, then pick up the suitcase in the very back of the room. Head
back downstairs and through the door behind the Alaskan Guards. Close them,
then pull out the DrugSpy. It has eight shots, which is just enough to knock
out the eight guards, so don't miss. If you do, you can knock out the rest of
the guards, but you must shoot the NSA Lackey (the guy in black) at the bottom
of the elevator and the two guards in the security monitoring room up the
stairs. After the DrusSpy runs out of ammo, switch back to Jo, and head down
the elevator straight ahead. Any guards left will be angry, so knock them out.
Get out your suitcase and go over to the conveyor belt. Place your suitcase on
the platform next to it and complete the objective.


-OBJECTIVE 3: SUBVERT SECURITY MONITORING SYSTEM-
If you don't shut down the security monitoring system, your suitcase will be
discovered. Head down the passage next to the conveyor belt and to the security
monitoring room (up the stairs). If you drugged enough enemies, your trip
should be easy. Pick up any dropped weapons you can find. When you reach the
room, Press B next to the computer to shut it off. This will also notify
everyone else in the building, causing the alarm to sound.


-OBJECTIVE 4: BOARD AIR FORCE ONE-
Run down the stairs and straight down the hallway, killing any guards you see.
At the end, Press B next to the elevator to summon it. It'll take a while for
it to come up, so look back down the passage for any more guards (this is also
a great place to put Proximity Mines for protection). When it finally arrives,
enter and start going down. Take out your K7 Avenger. When it arrives at the
bottom, kill the two guards around the bend, then shoot the computer on the
wall. This will make the security laser grid malfunction. Head out into the
open area where Air Force One is. Move next to the laser at the end, and target
the guards far away. When they're all dead, head back, and look for a laser
that flickers, going on and off. When it goes off, it's safe to go by. You must
be extra careful, as the lasers are very powerful and a couple misjudged
movements could kill you. Make your way through the lasers that go on and off,
until you're underneath Air Force One. Go to the ladder near the front to climb
into the plane and complete the level.


________________________________________________________________________

- - - - - - -| LEVEL 2: AIR FORCE ONE - ANTITERRORISM |- - - - - - -

Air Force One has taken off, and the President won't be safe for very long.
Trent intends to take care of him on this flight, so you'll need to find him
fast. However, you must have your equipment you took onto the plane, so find it
first, then go searching for the President. Included in your equipment is the
holograph of the meeting, and you won't convince the President without it. Once
he's with you, take him to the escape pod. We expect interference, so don't be
surprised if you have to detach a plane from Air Force One as well.

_______________


OBJECTIVES:
1. Locate and Retrieve Equipment
2. Locate President
3. Get President to Escape Capsule
4. Detach UFO from Air Force One

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

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

_______________

CYCLONE: The Presidential Security guards that are around the plane will use
Cyclones. If you alert one that you are not a stewardess (if you pull out a
gun, carry the suitcase full of weapon, or punch them), they'll take one out.
You can also pick them up when they die after the NSA Bodyguards storm the
plane. DOUBLE CYCLONE: The two Presidential Security guards at the bottom of
the staircase carry keycards that allow you access to the doors on either side
of the staircase. Inside are Cyclones. Pick them both up to get Double. K7
AVENGER: The NSA Bodyguards use these.

SHIELD: There's a shield in the front of the ship, to the left of the grand
piano, behind the ledge.

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

_______________


-OBJECTIVE 1: LOCATE AND RETRIEVE EQUIPMENT-
If you entered the ship from the bottom, you'll be in a good position to get
your equipment. Head to the right from your starting point to come to the end
of the hold. Knock out the guard here, pick up his keycard, and press the red
button on the side of the room to bring up your equipment on the red, roped-off
platform. Keep in mind that once you pick up your equipment, the guards will
know you're an imposter. If you'd like, you can go around the ship beforehand
and knock them out. However, this means they'll be knocked out when the NSA
Bodyguards come. It's best to only knock out a few key guards.


-OBJECTIVE 2: LOCATE PRESIDENT-
Now it's time to notify the President. Head back pass the room you started out
in and into the next room. Inside is a steward and a stewardess. Knock them
both out, then look for the dumbwaiter on the other side of the room (in
between the doors). Activate it, then duck down so you can fit in. This will
take you up to the next level, close to the stairs leading to the President.
Head through the doors ahead of you, then rush up the stairs. Turn to the left
and enter the door at the end. Inside is the President. While you talk, pull
out a weapon, because trouble is coming.


-OBJECTIVE 3: GET PRESIDENT TO ESCAPE CAPSULE-
Head back down the stairs and through the doors you came in. In this area is
the boarding tube, where the NSA Bodyguards will come in. Continue down the
ship, and watch out for any guards along the way. In the second area of
passenger seats awaits Trent Easton and two Disguised Skedar. Target the
Skedar, as Trent has a powerful shield (and he'll run away like the coward he
is). Continue your way down the left side of the ship, until you reach the
back. On the ground is the red sliding trap door that leads to the hold. Go
down, and into the next room. Kill the guard here, then open the brown door to
find the Escape Capsule. Wait for the president to catch up and run in.


-OBJECTIVE 4: DETACH UFO FROM AIR FORCE ONE-
Head back up to where the boarding tube was, right outside the room with the
staircase. When you arrive, clear out any boarding guards, pull out a Timed
Mine, and throw it into the tube. When it explodes, you'll complete the level.


________________________________________________________________________

- - - - - - -| LEVEL 3: CRASH SITE - CONFRONTATION |- - - - - - -

Air Force One has crashed, and while you were knocked out, Trent found and
kidnapped the President, and is holding him hostage. Also, the clone he
intended to replace the President with is waiting around here. This is your
chance to stop the replacement of the President once and for all. Find the
Presidential Medical scanner, locate the escape capsule so you can send a
distress signal, kill the clone, and rescue the President.


_______________


OBJECTIVES:
1. Retrieve Presidential Medical Scanner
2. Activate Distress Beacon
3. Retire Presidential Clone
4. Locate and Rescue President

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

ADDITIONAL INFORMATION:
Characters Encountered: The President, Trent Easton, Mr. Blonde, Elvis
Vehicles/Robotics: G5 Robot, HoverBike, Maian Vessel, Skedar Shuttle
Cheat Unlocked: None

_______________

K7 AVENGER: The NSA Bodyguards use these.

SNIPER RIFLE: The Alaskan Guards use these to take you out from a distance.

HOVERBIKE: A little ways behind you is the HoverBike (if you lowered it in the
previous level).

_______________


-OBJECTIVE 1: RETRIEVE PRESIDENTIAL MEDICAL SCANNER-
When you start the mission, you'll need to locate this item, which is found in
a suitcase near Air Force One. Head straight ahead, in between the wall to the
right and the large rock formation on the left. In the open area ahead is a
guard. Shoot him from a distance, move into this area, then look to the dark
area to the right. Another guard will be here too (let the auto-aim do it's
work if you can't find him). On the other side of the open area is the Escape
Pod. Head to the right of it. Continue until you see Air Force One. Kill any
and all guards around, then head up to the nose. If you're facing Air Force
One, move to the left. A little ways down the hill is the grey suitcase you
need.


-OBJECTIVE 2: ACTIVATE DISTRESS BEACON-
Head back the way you came to find the escape pod. Remember, it's in that open
area? If you don't, just follow the cliff and wall to the left of Air Force One
(if you're facing it) and you'll come across it soon. Press B while standing
next to the top to activate it.


-OBJECTIVE 3: RETIRE PRESIDENTIAL CLONE-
Keep moving along the right wall (watch out... several guards are a little ways
past the escape pod) until you reach an opening, a large path. Go down it
(you'll know you're going the right way if you see the grand piano). Soon
you'll come to another open area. In here are several guards. When you shoot
one, a few more will come running. Kill them all, then head to the right, down
the steep slope. Look inside the cave ahead, and you may be able to kill a
couple guards. Then head into the cave. Put your Night Vision Goggles on, and
continue down straight. Kill any guards you see. After a short time, you'll
come across a figure standing still. Shoot him, because it's the clone. When
he's dead, kill any guards the might threaten you (you might want to run out of
the cave first), then get back out of the cave.


-OBJECTIVE 4: LOCATE AND RESCUE PRESIDENT-
It's time to save to President. Head back out of the cave and up the slope. On
the wall ahead of you, look for a small opening. It leads into a cramped, icy
tunnel. Go inside. At the first fork, go left, and at the second fork, go
right. Up ahead is the room with the President and Trent Easton, but don't be
too hasty. Instead, slowly peek into the room. Three G5 Robots are guarding
Trent, so wait until you see them, then back up some. When they come to you,
shoot them until they explode. When all three are down, rush into the room and
fire a few bullets into Trent's shield. While this won't kill him, it'll scare
him off. The President is now yours. Go up to him, then head back up to the
second fork you came across. This time head to the left. You'll now be in a
wide open area, with many rock formations. If you head in a generally straight
direction, you'll come across Elvis' crashed ship. Watch out for guards and
protect the President on the way there. When you arrive, you'll finish the
mission.


________________________________________________________________________

- - - - - - - - - - - MISSION 5: DEEP SEA THREAT - - - - - - - - - - -
________________________________________________________________________

The President has been rescued, Trent is dead, and it seems everything is
all right. Nothing could be further from the truth. The dataDyne Corp. has
stolen the Pelagic II from the government, and is proceeding with their
operations on the Deep Sea floor. Whatever's down their must be very important
because of these actions. You'll have to go down their and see for yourself
once and for all what dataDyne's up to.


________________________________________________________________________

- - - - - - -| LEVEL 1: PELAGIC II - EXPLORATION |- - - - - - -

The Pelagic II is one of the U.S.'s best ships, and it's unfortunate that
you'll have to mess it up in order to prevent Cassandra and the Skedar from
using it to its potential. Get on and shut off the power, GPS, and Autopilot,
ready the sub you'll use to traverse to the Cetan Ship on the ocean floor, and
escape. Elvis will accompany you in this mission.


_______________


OBJECTIVES:
1. Disable Primary Power Source
2. Deactivate GPS and Autopilot
3. Activate Moon Pool Lift
4. Rendezvous and Escape with Elvis

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Silenced), Laptop Gun, N-Bomb
Obtain- CMP 150, DY357 Magnum
Enemies: Pelagic II Guard
Gadgets: X-Ray Scanner

ADDITIONAL INFORMATION:
Characters Encountered: Elvis
Vehicles/Robotics: Moon Pool Sub
Cheat Unlocked: Unlimited Ammo (7:07)

_______________

CMP 150: The Pelagic II Guards will drop these once you kill them. They're
found all over the ship.

DY357 MAGNUM: The pilots carry these. Pick it up after you kill the one that is
very loyal to dataDyne.

SHIELD: There's a shield in the room where you activate the moon pool lift.
It's on one of the crates towards the left.

_______________


-OBJECTIVE 1: DISABLE PRIMARY POWER SOURCE-
"They won't be able to conduct operations without any power." says Joanna.
Switching it off is important in foiling dataDyne's evil plans. When the level
begins, you'll separate with Elvis. Head into the door ahead, and cap the guard
on the other side in the head (he won't even notice you). Head down the hallway
and kill the guard around the bend. Through the door behind him, shoot the
guard on the other side in the head, then rush in to kill any other guards
before they can hit the alarm. If they manage to activate it, quickly turn it
off or you may have some interference. When everyone around here is taken care
of, go into the door on the left wall (in the long hallway). Inside is a large
chamber where you can shut off the power. There may be several guards here (as
well as two security cameras), so check above and below to eliminate them all.
When they're gone, head to the upper area and put on your X-Ray Scanner. The
switches on the side of the circular centerpiece are either red or green. Turn
off the green ones. When they're all deactivated, take off the X-Ray Scanner
and go down below. You can now turn off the power from the shaft protruding out
from the center.


-OBJECTIVE 2: DEACTIVATE GPS AND AUTOPILOT-
Your next order of business is to turn off the GPS and Autopilot, which are
critical components of the ship's navigation systems. There are several pilots
controlling these functions at the top of the ship. From the now-darkened power
room, go back through the door you came in and head left down the hallway and
into the door at the end. In the next room on your left is a yellow-colored
staircase. Go up it. Keep heading forward and up the green staircase in the
next room. At the landing are two guards (you may want to retreat back down the
stairs for protection). When they're dead continue up the stairs and into the
navigational controls room. The pilots in the center will help you. Stand next
to one to get it to shut down the GPS. When he finishes, a second will pull out
a Magnum and attempt to kill the others. A couple quick bullets into his side
should take care of him. Walk up to the remaining pilot and he'll switch off
the Autopilot, completing the objective.


-OBJECTIVE 3: ACTIVATE MOON POOL LIFT-
This will help you get down to the ocean floor in the next mission by raising
the deep sea sub you'll be riding in. Head back down both sets of stairs, but
enter the door on your left (instead of toward the power room). Head down to
the end of this silver-toned area, and on the back left wall is another door.
Inside, look on the right wall to find another door. Open it, and kill the four
guards in this large room from afar. Then enter, pick up the shield on the
crate, and press B near the computer on the right wall.


-OBJECTIVE 4: RENDEZVOUS AND ESCAPE WITH ELVIS-
Everything's set... all you need to do now is find Elvis and get off the ship
with him. Head out of the room you're in and back into the room on the left. Go
down and halfway through the room is another door. Open it and head to the
blue-colored stairs on the left. At the bottom are two guards, and you should
be able to cause some significant damage before they notice you if you stay up
at the top of the stairs. Head down them after they're gone and into the door
at the end of the hallway. In this room, enter the door on the right. Along
this long passage are several guards (as well as a security camera). Eventually
you'll come to some stairs. At the bottom are guards to your left and right.
Run down, and run towards the guard on the right (don't forget to kill him!).
Duck behind the wall, reload, then pop back out to get the other guard. There
are several more guards that may come running, so kill them to. Head around to
the back part of the room (watch out for the two guards there), ten kill the
guards at the bottom of the stairs. A final guard is in the next room. Kill him
and continue through the doors. At the end is Elvis. When he starts talking,
head back all the way to the yellow stairs you went up earlier (if you forgot,
just follow Elvis). Instead of going up the green stairs, enter the door on the
right. You'll come to a series of rooms with crates and guards hiding behind
them. If you'd like, you can clear out the guards beforehand to make sure Elvis
survives, but it won't be too hard if you wait (plus Elvis will help a little
with his Phoenix). Eventually you'll come to a door on the left wall. Enter it,
then head to the left side of the Moon Pool to complete the level.


________________________________________________________________________

- - - - - - -| LEVEL 2: DEEP SEA - NULLIFY THREAT |- - - - - - -

This is the most important mission you've faced so far, and this is the most
important part of this. In this level you'll save the world. To do this, you
must deactivate the Cetan Megaweapon (which the Skedar could use to destroy
earth) and blow up the ship. You may encounter Dr. Caroll as well. Elvis will
accompany you.


_______________


OBJECTIVES:
1. Reactivate Teleportals
2. Disable Cetan Megaweapon
3. Secure Control Room
4. Escape from Cetan Ship


VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope), Shotgun
Obtain- CMP 150, Farsight XR-20
Enemies: Pelagic II Guard, Disguised Skedar, dataDyne Infantry
(cloaked), True Skedar
Gadgets: IR Scanner

ADDITIONAL INFORMATION:
Characters Encountered: Elvis, Dr. Caroll
Vehicles/Robotics: None
Cheat Unlocked: None

_______________

CMP 150: The Pelagic II Guards will drop these once you kill them. They're
found after the cloaked dataDyne Infantrymen.

FARSIGHT XR-20: After you take the first teleportal, Elvis will hand over his
Farsight and ask you to take care of the Skedar.

PROXIMITY MINES: One of the four cloaked guards at the entrance to the ship
(near the dead Skedar) carries a box of Proximity Mines, but will only drop
them if you kill him instead of letting Elvis do the dirty work. These will
definitely come in handy later.

SHIELD: There's a very handy shield found after the teleportal tunnels. Take
the passage to the left, instead of the right one that leads to the first
teleportal. At the end is a shield, and sometimes a dead guard with a dropped
CMP 150 or Shotgun nearby.

_______________


-OBJECTIVE 1: REACTIVATE TELEPORTALS-
To get around the massive ship, you'll need to teleport through the
teleportals. Unfortunately, they're not activated, but that's not enough to
stop Joanna Dark. When the level starts, put on the IR Scanner and head through
the doors. Soon you'll come to a large cavernous area, where several cloaked
guards are. With the IR Scanner, you can see them. Shoot them, but don't worry
too much a Elvis can kill them quick with the Farsight (but if you want to
ensure his safety, kill them yourself). When the guards are dead, head into the
cavern. Two more cloaked guards will come at you. Go through the door on the
right wall when they're taken care of. Behind two doors are four more cloaked
guards, but thankfully the last of the bunch. Kill them, then head down the
passage to the right (you can also take off the IR Scanner now). A ways down on
the left you'll see a tunnel leading downwards. Kill the Pelagic II Guards
hanging around here, then go into the depths of the tunnel system. Kill the
guards in here, the search for a lantern on the ground. It's behind the door
leading to the next area. When shot, the lantern will light up and open the
door. In the next area, kill the guards and search for two more lanterns like
the first. Shooting both will open another door to where you can activate the
teleportals. Kill the Disguised Skedar and two Pelagic II Guards inside before
entering, then let Elvis activate the teleportals.


-OBJECTIVE 2: DISABLE CETAN MEGAWEAPON-
Head back out of the tunnel systems, but put back on your IR Scanner, and kill
the two cloaked guards waiting for you at the tunnel's exit. Elvis can help,
too. Head left, and in the next room, go towards the right. At the end of the
passage is the first teleportal. Go through it. On the other side, Elvis will
hand you his Farsight and tell you to cover him. Elvis is now vulnerable to
attacks, as he has no weapon to defend himself with. The Farsight fires too
slowly, so don't equip it. Head into the large room ahead, and quickly kill the
guards inside before they can hurt Elvis. Continue to the back and out the door
(DON'T wait up for Elvis). Kill the guards in this room, the go to the right
and into the door. Head down the stairs, but watch out for the guards around
many of the corners. Strafe around them so you can take them out quickly. At
the bottom, you'll enter a humongous chamber where Elvis will disable the
weapon. While he works, many True Skedar will come hopping from the walkway to
the right of where he is. If you place Proximity Mines here, you can kill them
without even thinking. Just keep on replacing them. Don't get too comfy,
though, as a couple Skedar may come from other places. Stay by Elvis while he
works, and if you don't have mines, shoot the Skedar with the CMP 150. After a
while Elvis will finish.


-OBJECTIVE 3: SECURE CONTROL ROOM-
Kill any remaining Skedar, then head out of the large chamber, up the
spiralling stairs, and into the greenish room. Head into the door on the far
end (the one you haven't gone into yet). In this room are a couple Disguised
Skedar guarding Dr. Caroll. Kill them (Elvis will assist), then go over to Dr.
Caroll.


-OBJECTIVE 4: ESCAPE FROM CETAN SHIP-
When the cutscene finished (and after Dr. Caroll tells you that you must escape
quickly), run as fast as you can back to the beginning of the ship. You're now
near the first teleportal. Head to the right and you'll soon recognize your
surroundings. Through the second door are several guards. Take out as many as
you can, but don't stop. When you get through the two circular doors, you'll
finish the mission. If you don't hurry, you'll get caught in the explosion and
fail.


________________________________________________________________________

- - - - - - - - - - - MISSION 6: CARRINGTON ATTACK - - - - - - - - - - -
________________________________________________________________________

It seems that you are victorious... you've stopped the dataDyne Corp.
(although Cassandra de Vries is missing), foiled the Skedar's evil plans to
destroy the earth, and now are awaiting a meeting between the President, the
new Maian Ambassador, and the Carrington Institute. All is well... a little too
well.


________________________________________________________________________

- - - - - - -| LEVEL 1: CARRINGTON INSTITUTE - DEFENSE |- - - - - - -

The Skedar aren't willing to give up without a fight, and they're willing to
prove it by assaulting the Carrington Institute and by causing as much damage
as they can. Protect the Institute from their forces by activating the
automatic defenses, save the hostages, pick up the secret weapon we don't want
them getting their hands... err... claws on, and get rid of the bomb in the
hangar. It's a lot of work and you don't have much time, but if anyone can do
it, it's Joanna Dark.


_______________


OBJECTIVES:
1. Reactivate Automatic Defenses
2. Release Hostages
3. Retrieve Experimental Weapon
4. Deactivate Bomb

VITAL INFORMATION:
Weapons: Start- AR34, Laser
Obtain- Mauler, K7 Avenger, RCP-120
Enemies: dataDyne Infantry, Disguised Skedar, Skedar Warrior
Gadgets: Data Uplink, Combat Boost

ADDITIONAL INFORMATION:
Characters Encountered: Foster, Grinshaw, Carrington Institute Staff
Vehicles/Robotics: Skedar Shuttle, Dropship
Cheat Unlocked: None

_______________

Mauler: Kill the Skedar at the start of the level and pick up the Mauler it
drops.

K7 Avenger: The dataDyne Infantry carries around powerful K7 Avengers.

RCP-120: You'll retrieve this during the second objective.

_______________

~LEVEL MAP~

KEY: S = Start Location G = Guard H = Hostage
R = RCP-120 D = Disguised Skedar SW = Skedar Warrior
| and _= walls / \= doors - = no rooms area
El.= Elevator Sked. Sh. = Skedar Shuttle
1-6 = Where you should go (and in what order)

FLOOR 1:
_____________________________________________________________
| | H G |-----------------| H H |------|
| H | G |-----------------| H H |------|
|R \___________|-----------------| |------|
| |-----------------------| ___GGGG___ |------|
|___________/5 \|_______________________|_____ 4 _____|______|
| \ / |
|_________ ____/ \____ ___/ \____|
|--_____--| |---|El.|---| |--|El.|---|
|-| _ |-| |---|___|---| |--|___|---|
|-| |-| |-| |-----------| |--- ____--|
|-| |-| |-| |___________| |___| |-|
|-| |-|S|_| |-|
|-| |-| SW ___ |-|
|_| |_|___________/ \_____________________________|---|____|_|
| | _ | |
| ||6\ |_______|
| || |
|_ |
| |
_| |
| _|
_| |________________
| G |
|D _________ |
| |Sked. Sh.| |
|D G D|_________| |
|__ _______________|
|G|
1
FLOOR 2:
_____________________________________________________________
|Carring-|-|Joanna's|--------| H G |-| H G |--------|
|ton's |-| Room |--------| G H |-| G |--------|
|Office |-| |--------| |-| || H |--------|
|_____/ \|-|/ \_____|________|_______/2\|-|/3\___||___|--------|
| ___|-|___ ____|-|____ |________|
| |_________| |___________| |
| |
|_________________/ \________________________________/ \___|
|El.| |El.|
|___| |___|
_______________

-OBJECTIVE 1: REACTIVATE AUTOMATIC DEFENSES-
The CI Soldiers won't hold out forever, especially against the heavily-shielded
dataDyne Infantry. To help them out, activate the autoguns located at key areas
of the hangar. Kill the Skedar Warrior, then head down to the hangars. Go past
both landing pads, but stay on the right wall. Go past the gray hangar area,
and through in the small passage you come to, at the very right end, is the
first auto gun. Turn on the console located down the passage and just in the
branching passage on the right. Head back out of it and down the first passage.
At the end, enter the door and head to the left. Enter the next door, and go to
the left again. Along the right wall is another console. Activate it, then
backtrack and go past the door. Continue through the next two doors. Right to
the left on the inside on the second is the last console.


-OBJECTIVE 2: RELEASE HOSTAGES-
When all the autoguns are activated and defending the hangar from attack, head
through the door past the last one and up the catwalks of the main hangar, and
back into the main area of the Carrington Institute. Several dataDyne guards
have taken hostages, and it's up to you to save them. Enter the rooms in the
correct order (indicated on the map above). Using combat boosts will help you
react quicker (by slowing everything down). You can use one boost for both the
offices upstairs. When the hostages upstairs have been saved, head downstairs
into the hologram training room. Use another boost, and swing around the wall
in the center and target the heads of the shielded firing squad. Kill as many
as you can before they fire. After they fire, they'll target you, so don't
hesitate to kill. Finally, head towards the Firing Range. The two Carrington
Institute employees here may not have a good chance of survival (as they have
already started fighting the guards themselves), but help them out if possible.
If you saved most of the employees, you'll complete the objective.


-OBJECTIVE 3: RETRIEVE EXPERIMENTAL WEAPON-
You're in the Firing Range already, where you can complete Objective 3. Press B
while standing next to the computer to shatter the glass container of the
RCP-120. Take it out and equip it. It's the best Skedar-kickin' weapon around.


-OBJECTIVE 4: DEACTIVATE BOMB-
Finally, head down to the first hangar, where a Skedar Shuttle with a bomb has
landed. Several guards will be defending it. Watch out for reinforcements
coming from deeper in the hangar. When all the guards are dead, take out the
Data Uplink and activate it while standing near the Shuttle. Soon it'll take
off. Finally, head to point 6 on the map and into the main hangar to complete
the mission.


________________________________________________________________________

- - - - - - - - - - - MISSION 7: SKEDAR BATTLES - - - - - - - - - - -
________________________________________________________________________

Joanna heroically saved the Carrington Institute from disaster, but at the
cost of her own safety. She has been captured by the Skedar, and you can bet
they won't be very nice. As she comes to, who does she find next to her? Why,
none other than the missing Cassandra De Vries, who is angry at the Skedar for
betraying her. Cassandra knows she doesn't stand a chance against them, so she
devises a plan to let Joanna help her get revenge... but she must sacrifice
herself in the process. Now, only armed with a knife, Joanna must take on the
entire ship full of Skedar.


________________________________________________________________________

- - - - - - -| LEVEL 1: ATTACK SHIP - COVERT ASSAULT |- - - - - - -

First and foremost, you must get out of the cell and let the Maian soldiers
(and Elvis) come in to help you. This won't be easy, as all you have is a
Combat Knife while the powerful Skedar have Maulers and their deadly claws.
After you escape, get the shields down and start heading into the depths of the
ship with Elvis. Access the ship's navigation systems, destroy the engine
systems, and take control of the ship.


_______________


OBJECTIVES:
1. Disable Shield System
2. Access Navigational Systems
3. Sabotage Engine Systems
4. Gain Control of Bridge

VITAL INFORMATION:
Weapons: Start- Combat Knife
Obtain- Mauler, AR34, Slayer
Enemies: Skedar Warrior
Gadgets: None

ADDITIONAL INFORMATION:
Characters Encountered: Elvis
Vehicles/Robotics: None
Cheat Unlocked: Alien (5:17)

_______________

MAULER: The Skedar carry these around. The charge-up shot is powerful, and
should be your weapon of choice if you run out of ammo with your AR34. A
precisely-aimed charge-up shot can take out a Skedar, and that's quite a feat.

AR34: When you get the shields down, Elvis will come and bring you an AR34.
Very nice indeed, Elvis has good taste. Unfortunately, the ammo won't last
long, so use it wisely.

SLAYER: There's a Slayer located in the center of the area above the hangar.
After you go up the elevators with Elvis, head into the door straight ahead (at
the intersection). Inside, watch out for Skedar coming out of the green
chambers and inside the next room. In the back of the next room is a Slayer.
It's not really worth it, though, as it only has a few rockets.

SHIELD: There's a shield on the table in the door to the right after you come
up on the elevators from the hangar.

_______________


-OBJECTIVE 1: DISABLE SHIELD SYSTEM-
You'll begin the level in your small cell, and Cassandra has just escaped and
is causing a diversion. This is your chance. Run out of the cell, and wait a
few seconds for the Skedar closest to you to turn around to look at Cassandra.
Chop him in the back to take him out quickly (don't let him see you). There's
still one left, though. Pick up the dropped Mauler of the Skedar you just
killed, equip it, switch to it's secondary function (Charge-Up shot), and get
ready. A couple quick blasts will take the Skedar out, and now the room is
safe. Intelligently, the Skedar have located the shield system right outside of
the cell. The three strange-looking devices on the lower platform are what you
need to shoot to get the Shields down. A few shots to each will cause them to
explode and will let Elvis and his colleauges in.


-OBJECTIVE 2: ACCESS NAVIGATIONAL SYSTEMS-
Enter the elevator and go down to the hangar. Elvis will be waiting for you,
and he'll hand you an AR34... you should find it useful. This is your best
weapon for now, and will take Skedar out fairly easily (at least a lot easier
than the Combat Knife). Hang around with Elvis for a while, and soon, he'll
tell you that it's "Time to head upward". Proceed to the back of the hangar,
where to two blue elevators are. Enter the one on the left to go up to the main
area of the ship. Wait for Elvis (he'll provide decent support with his Double
Phoenixes), then head into the yellow door ahead. Two Skedar will be in this
intersection area. Shoot them, then head into the door on the right. Kill the
Skedar Warrior inside, and don't forget to pick up the shield on the table. Go
into the other door in this room, kill the single Skedar in the next room, and
proceed to the back door. Go through, then go into the door on the left wall
halfway through the passage. Inside is the navigation room. Guarding the
navigation systems are two armed Skedar. Kill them before Elvis can enter (you
may want to lure Elvis to the back of the ship, then dash to the room and kill
the Skedar before he can catch up). If Elvis is free of the evil Skedar, he'll
complete the objective.


-OBJECTIVE 3: SABOTAGE ENGINE SYSTEMS-
The next thing to do on your mission objectives list is to sabotage the engine
systems. The engine is a critical component to any vehicle, and if you can
sabotage it, the ship will be useless. Head back out of the navigation room and
take a left. On the right wall in this next room is a ramp leading upward
(watch out for the Skedar Warrior positioned on it). Head down the passage, and
be sure to kill the Skedar along the way. Eventually you'll come across a blue
door on your left. Enter it, and kill the two Skedar inside. Head into either
door and down the passage. Soon you'll enter a enormous room with a large blue
beam pulsating in the center. Many Skedar are guarding it. Kill them (or, if
you're feeling daring, let the explosion from the blast kill them), then shoot
the two yellowish supporters on the sides of the beam. As soon as you blow them
both up, run out of the room before the explosion consumes you. The objective
should be complete.


-OBJECTIVE 4: GAIN CONTROL OF BRIDGE-
Now that the vital components of the ship have been sbotaged, all you have to
do is take control of the ship. You can do so from the bridge, but don't expect
the Skedar to just let you waltz right in. Head back out the blue door and into
the dark passage. Head to the left and keep along to left wall (or to the right
and keep along the left wall). if you strafe against it, you'll go into another
dark passage leading upward. Continue down the passage and enter the blue door
when you come across it. Inside, kill the two Skedar to the left and right on
the ramps, or Elvis may have some trouble. Head to the back of the room and go
up the elevator. When it reaches the top, enter the elevator behind you. When
you reach the top, you'll be in the bridge. Kill the three Skedar guarding it,
then turn around and face the blue doors near the elevator. Soon Elvis will
come running, proclaiming "I think we've made them angry...". Kill the Skedar
that come through the doors (they come in packs of 2-4). After a little while
(even if you don't kill all the Skedar), you'll take control of the bridge, and
the Skedar Attack Ship.


________________________________________________________________________

- - - - - - - - - - MISSION 8: THE FINAL CONFRONTATION - - - - - - - - -
________________________________________________________________________

The Maians have been searching for the Skedar Homeworld for years, and now,
thanks to Joanna and Elvis, have found it. This place is very holy to the
Skedar, and they'll stop at nothing to defend it. This is also where the Skedar
Leader is located. If he is taken out, the Skedar will stop their wrongdoings.
Unfortunately, it won't be easy to do all this.


________________________________________________________________________

- - - - - - -| LEVEL 1: SKEDAR RUINS - BATTLE SHRINE |- - - - - - -

Once again, you're at the last level. On Special Agent, you won't traverse
new territory, and the new mission objective isn't hard to complete, but it is
much harder than before. Destroy the special pillars, activate the bridge to
get across the chasm, make a tribute to the Skedar war god, and kill the evil
Skedar leader to leave the ruins triumphant.


_______________


OBJECTIVES:
1. Identify Temple Targets
2. Activate Bridge
3. Gain Access to Inner Sanctum
4. Assassinate the Skedar Leader

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope), Callisto NTG, Devastator
Obtain- Reaper, Mauler, Slayer, Phoenix
Enemies: Skedar Warrior, True Skedar
Gadgets: IR Scanner, Target Amplifier, R-Tracker
Boss: Skedar Leader

ADDITIONAL INFORMATION:
Characters Encountered: Elvis
Vehicles/Robotics: Skedar Shuttle
Cheat Unlocked: None

_______________

REAPER: The Skedar Warriors that are stationary outside the Inner Sanctum carry
Reapers.

MAULER: The Skedar army in the Inner Sanctum carries Maulers.

SLAYER: Two Skedar guarding the Inner Sanctum will carrying these powerful
explosives.

DOUBLE PHOENIX: After you plant the Target Ampliphiers on all the correct
pillars, Elvis will blow them up. Use your Devastator to destroy the other two
pillars. If you do, a Phoenix will appear right before the chasm. You can now
use Double Phoenixes.

SHIELD: A shield awaits at the end of the path across the chasm. Instead of
entering the Skedar stronghold, continue down the path. At the end, near the
wall with a crack in it, is a shield.

_______________


-OBJECTIVE 1: IDENTIFY TEMPLE TARGETS-
Elvis will drop you off in a remote part of the ruins, but there are plenty of
Skedar patrolling the area. They come in two forms - cloaked, and armed.
Cloaked Skedar won't appear until you reach a certain piont, and armed ones are
stationary and fire Reapers. Your first objective is to identify the temple
targets, which Elvis can destroy from above. The targets take the form of black
pillars. While there are five of these throughout the ruins, only three are
correct ones. Use the R-Tracker to find the right ones. When you come across a
correct pillar, get out your Target Ampliphiers and toss it onto them. OK, now
onto the level. Head straight ahead when you start. In this tight passage,
either to the right or your left (whichever way you're not looking), a cloaked
Skedar will appear. Run back into the area you came from, firing at it. Keep
running so it can't reach you and sink its deadly claws into you. After a lot
of shots (around 12-16), it'll die. Head back down the passage and into the
next room. Inside is a cloaked Skedar in the center (it usually won't appear
until you approch it) and a Reaper-carrying Skedar in the back. Kill the
Reaper-carrying one first (if the other one isn't on your tail), then use the
same running away technique you used before on the cloaked one. In the middle
of the room is a possible special pillar. When everything's done in this room,
head out the back. You'll soon be going down a long, curving passage. About
halfway through a cloaked Skedar will appear from behind. Move down the path
backwards and you'll see it. When you reach the end of the curving passage and
come to a building of sorts, a Skedar will either appear further down alongside
the building or behind you on the curving path. Kill it, then continue on. When
the path you're on ends, watch out. To the left and right are two more paths,
but a Skedar is on each one. Stay alongside the wall until you see one, kill
it, then do the same for the other. Down the right path is another possible
pillar. To find the rest, take the left path, then turn right. Kill the
Reaper-carrying Skedar, then proceed. Near the end there will be an opening on
your right. Two Reaper-carrying Skedar will be positioned inside. Target and
kill them through this opening. Further down the path is a pillar. Head behind
the two dead Skedar. To the right (up the stairs) is a large pillar, which may
be a special pillar. Straight ahead, behind the wall, is another pillar (and
two cloaked Skedar). Once all the Target Ampliphiers are placed, Elvis will
blow up the pillars from above.


-OBJECTIVE 2: ACTIVATE BRIDGE-
Head back past the place where the two Reaper-carrying Skedar were, through the
opening, and down the path. Take a right. You'll soon come to a chasm. Below
and to the left is a Skedar. Kill it. There's another directly below you, but
it can't hit you from it's position. Take out the Devastator, and shoot the
large rock across the chasm that's blocking the ladder. Jump across the chasm
(press forward and strafe to make it), and quickly climb up the ladder before
the Skedar behind you can hit you. Jump down off the other side, and kill the
Skedar to your left. Then head straight ahead. To your left is the weak section
of wall that will let you into the Skedar lair. Use your IR Scanner to see it,
then use your Devastator's Wall Hugger function to destroy it. Enter the lair,
and continue down the dark path. Watch out for the little True Skedar. A ways
down the passage you'll see a door on the right. Open it, kill the True Skedar
on the right side of the room, and move the strange-looking block onto the tan
plate behind the pillar in the center of the room. When you do this, the bridge
will come out and you'll complete the objective.


-OBJECTIVE 3: GAIN ACCESS TO INNER SANCTUM-
Head back out of the room where you activated the bridge and go across the
chasm. It'll begin to get dark now, and to see the True Skedar that'll attack
you, you'll need to put on the IR Scanner. As you proceed down the passage, be
sure to look at the ground for incoming Skedar. Eventually you'll reach a ramp
heading upward. instead of going up it, turn around and enter the door behind
it. Behind the corner to your right will be a Skedar with a powerful Slayer.
Pop out, shoot it a couple times, then duck back behind the wall before the
rocket from the Slayer reaches you. The Phoenix works best in this situation.
When the Skedar is dead, head over to it, but beware that another Skedar with a
Slayer is around the next corner. Use the same strategy to kill it, then head
over to its carcass. To the left of it is where you must make the tribute to
the war god (how you get into the Inner Sanctum). On the platform above is a
Skedar with a Reaper. Surprise it from below. Place a weapon you don't need
(like the Devastator) down in front of the Skedar holy symbol by pressing B.


-OBJECTIVE 4: ASSASINATE SKEDAR LEADER-
Now that you've made your tribute, head back past the dead Skedar and up the
ramp you came across before. Go across the room and into the door on the far
side. After you go through another door, Joanna will be worried about the
incoming Skedar army. Fortunately, you don't have to fight them. Just go
through the door on the opposite side of the room and forget about them. You
can take off your IR Scanner now. Enter the next door to find the Skedar
Leader. He has three attacks that he'll use.

1. Fire Rocket: He'll shoot a slayer-like missile at you. This is
his most common attack. Keep on the move so he fires away from
you.
2. Call Skedar: His second most-common attack is to call for
assistance from a Skedar Warrior or a True Skedar. When he raises
his arms, look to the left and right corners in the front of the
room for little flashes of white light. If they come from the
left, a Skedar Warrior will be coming soon. The right corner is
where the True Skedar appear.
3. Warp Strike: He doesn't do this very much. When he does this,
he'll warp down to your area, and attempt to take you out with his
own claws. Just keep moving in a figure-eight pattern to avoid him.

The Maians must have designed their weapons with killing Skedar in mind,
because the Callisto NTG's High Impact Shells and the Phoenix are incredibly
effective against the king. These weapons will make quick work of his shields,
and with the Phoenix's explosive shells, you can even cause the King's rockets
to explode right in front of him. When the Leader's shields turn green (yellow
will mean you're getting close), he'll rn under the holy symbol. Target each
part in the recommended order below to defeat him.

FIGURE 5: Skedar Holy Symbol /\
/ \ KEY: 1-5 = Order to
/ \ Destroy
/ \
/ \
/\ / 5 \ /\
/ \ \ / / \
\ \ \ / / /
\ \ \ / / /
/\ \ 1 \ \ / / 2 / /\
/ \ \___\ \ / /___/ / \
\ 3 \________ \/ ________/ 4 /
\___________\ /___________/


Each piece will take around fifteen shots to destroy with the Falcon, and only
a few with the Callisto (High Impact Shells) or Phoenix (Explosive Shells).
Once the fifth piece is gone, it'll fall down and impale the Skedar Leader. Now
all you have to do is sit back and watch the credits.


________________________________________________________________________

- - - - - - - - - - - - SPECIAL ASSIGNMENTS - - - - - - - - - - -
________________________________________________________________________


I've recently thought about these special assignments, and changed my
opinion from "something that could've happened but didn't" to "something that
did happen but you didn't see". In most of the Special Assignments, you won't
play as Joanna, but as other characters as in the game, and their escapades.
This includes such characters as Mr. Blonde and Elvis, and you get to see what
was happening when Joanna wasn't around.


________________________________________________________________________

- - - - - - -| LEVEL 1: MR. BLONDE'S REVENGE |- - - - - - -


This mission is an attempt by Mr. Blonde to infiltrate the Lucerne Tower and
capture Cassandra de Vries. It takes place somewhere between the Deep Sea -
Nullify Threat level and the Attack Ship - Covert Assault mission. This shows
how Mr. Blonde grabbed Cassandra and how she ends up being your cellmate. In
this level, you'll play as Mr. Blonde. This level is unlocked by completing all
of the normal levels on the Agent difficulty level.


_______________


OBJECTIVES:
1. Plant Explosive Device in Lab Lift
2. Locate and Escort Cassandra to Helipad

VITAL INFORMATION:
Weapons: Start- Mauler
Obtain- CMP 150, Shotgun, Falcon 2, DY357 Magnum
Enemies: dataDyne Female Guard, dataDyne Shock Trooper
Gadgets: BombSpy, Skedar Bomb

ADDITIONAL INFORMATION:
Characters Encountered: Mr. Blonde, Cassandra de Vries
Vehicles/Robotics: Skedar Shuttle
Cheat Unlocked: None

_______________

DOUBLE CMP-150s: The dataDyne Female Guards carry Double CMP-150s. Just pick up
two from the same person and you'll get Double CMP-150s.

SHOTGUN: On the upper floors, the dataDyne Female Guards carry Shotguns.

FALCON 2: Cassandra protects herself with a Falcon 2. Disarm her to get it.

DY357 MAGNUM: The dataDyne Shock Troopers use these.

SHIELD: On the floor that's below Cassandra's office, enter the room to the
left of the elevators. Kill the guard and she'll drop a shield.

_______________

-OBJECTIVE 1: PLANT EXPLOSIVE DEVICE IN LAB LIFT-
The easiest way to get to the lift (where you enter the lab in the first level)
is to cloak yourself. If you don't, a swarm of guards will come running at you,
and some may sound the alarm (the alarm is located near the lift, so watch out
for any guards running to it). When you start the level, cloak yourself, then
dash to the lift. Equip the bomb, and when you enter the lift, it'll
automatically be placed.


-OBJECTIVE 2: LOCATE AND ESCORT CASSANDRA TO HELIPAD-
Now that the laboratory will be destroyed (the Skedar sure know how to make
bombs), you have to get Cassandra. The bomb will explode in a few minutes, and
if it does, the explosion will reach you no matter where you are (it seems that
Mr. Blonde wants to destroy Lucerne Tower, too). Use the rest of your Cloaking
Device to get to the elevators and go up without being detected. You'll arrive
on the second floor from the top, and you'll be greeted by a guard. Kill her,
then close the door to go up to the top floor. Kill the Shock Troopers, then
enter Cassandra's Office. She'll yella t you to get out, but if you did, you
wouldn't be able to capture her, now would you? Switch to "unarmed" and the
"disarm" function. Grab her Falcon 2, then pull out your other weapon. After a
brief conversation, she'll start for the helipad. If you leave her behind or
let her go to far ahead, she won't go. When Cassandra is disarmed, the alarm
will also sound, so head to the roof as quickly as possible. There are two
guards here. Kill them quickly. Race to the helipad before the bomb explodes to
complete the level.

________________________________________________________________________

- - - - - - -| LEVEL 2: MAIAN S.O.S |- - - - - - -

In the second level of the Special Assignments, you'll take the role of
Elvis after he recently crash landed into Area 51. The unsuspecting scientists
don't know that he has just awoken from his unconsciousness, but they're in for
a surprise. Elvis' main focus is to get a distress signal out so that those at
the Carrington Institute or in the Maian space vessels might be able to get him
out of there. This level is unlocked by completing all of the normal levels on
Special Agent.


_______________


OBJECTIVES:
1. Sabotage Enemy Medical Experiment
2. Activate Distress Signal

VITAL INFORMATION:
Weapons: Start- None
Obtain- Falcon 2, Dragon, Tranquilizer, Psychosis Gun, DY357-LX
Enemies: Area 51 Guard, Pilot
Gadgets: None

ADDITIONAL INFORMATION:
Characters Encountered: None
Vehicles/Robotics: Maian Vessel, Hovercrate
Cheat Unlocked: None

_______________

FALCON 2: The scientists carry these as one of their few forms of protection.
It shouldn't be hard to disarm or kill one and take the gun.

DRAGON: The Area 51 Guards and Pilots that swarm throughout the level will
carry around these powerful weapons.

TRANQUILIZER: Some of the scientists carry Tranquilizers around, too. They
aren't worth the time it'll take to get them.

PSYCHOSIS GUN: The Psychosis Gun is found on the table outside the MedLab you
begin in. Scientists in the other MedLab and in a couple other locations will
provide you with additional ammo.

DOUBLE DY357-LX: A Guard in the left containment lab carries double DY357-LXs,
and killing him will allow you to use them. Unfortunately, he doesn't carry
much ammo with him.

_______________

-OBJECTIVE 1: SABOTAGE ENEMY MEDICAL EXPERIMENT-
The ambassador wasn't fortunate enough to survive the crash, and now the Area
51 scientists are performing an autopsy. It is every Maian Protector's duty to
dispose of the body if the protectee dies. When you begin the level, provoke
the scientist in the room to pull out his Falcon 2, then steal it from him, and
knock him out. The scientist in the next area is a little more trigger-happy,
so you might want to use the Falcon 2 to kill him. Pick up the ammo, then grab
the Psychosis Gun on the table. If you left one of the Scientists alive (and
conscious), you can use the Psychosis Gun to make them open the door. An easier
way to get out of the lab is to push the hoverbed over to the window and shoot
it a couple times so it will explode, shattering the glass. When you're out,
get out of the MedLab and go down the long hall (there will be several Area 51
Guards here). Head to the MedLab to the left. Once inside, kill the guards
(watch out for one that might sneak up from behind), then go into the MedLab.
Shoot the glass to break it, then shoot the hoverbed to complete the objective
(and kill the scientists near it).


-OBJECTIVE 2: ACTIVATE DISTRESS SIGNAL-
Head back out of the MedLab, down the hall, and start heading left. Continue
down the hallway, killing any guards that come upon you. Eventually, you'll
come to a hangar. Step inside to get the guards to come at you. Wait inside the
door for them to come, then shoot them as they arrive. Head up the ramp
straight ahead in the hangar (there should be another guard on the left side of
the hangar, too... kill him), and go into the silver door behind the ramp. When
you go through the next door, and alarm will sound. This means a steady flow of
Pilots will attack every once in a while. You're in no danger now, so head
through the next door. On the bottom part of the right wall is a small hole.
Duck and squeeze through it. You'll plop down inside the storage room. Watch
out for a large swarm of guards positioned in here (you may want to retreat to
the entrance - where the hovercrate is - so you only have to face one way).
Once most of the guards are dead, head up the elevator. On the walkway above,
terminate any remaining guards, and head to the right. Open the door at the
end, kill the guard, and head up the ramp to the left. Head down this walkway,
killing any guards you see (above or below). At the end, activate the elevator
and wait patiently as it comes. When it does, enter and take it up. You'll now
be in a cavernous area. Head down the passage until you reach a room with two
scientists. Kill them, then blast one of the tan walls on the left side of the
room. Head over to that side, and kill the two scientists there. There's also a
computer over here, that you can use to activate the distress signal.


________________________________________________________________________

- - - - - - -| BONUS LEVEL: THE DUEL |- - - - - - -

Carrington has been working on special simulants in the hologram training
area that have great intelligence and are very skilled warriors. He made these
with Joanna in mind, trying to create enemies that could stop her in her
tracks. Now that it's complete, he proposes several duels between Joanna and
these simulants, to see if Joanna is even better than he himself thinks she is.
This is the only Special Assignment you'll play as Joanna, and also the only
one not unlocked by completing the Solo Missions on a certain difficulty.
Instead, it's opened by getting Bronze medals with every gun on the Firing
Range.

_______________


OBJECTIVES:
1. Defeat dataDyne Guard
2. Defeat Jonathan Dark

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope)
Obtain- None
Enemies: dataDyne Guard
Gadgets: None

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

_______________


-OBJECTIVE 1: DEFEAT DATADYNE GUARD-
The dataDyne Guard is just like the one on the Agent difficulty. After you take
your paces, turn around, aim, and fire until he's dead. Try not to waste too
much ammo (you can pick up his gun for extra ammo if you're fast).


-OBJECTIVE 2: DEFEAT JONATHAN DARK-
When you kill the dataDyne Guard, the next Simulant, Jonathan Dark, will
challenge you. When you turn around, though, he's no where to be seen. He's
actually hiding behind the wall next to the door. Go to the back of the room,
move to the right along the back wall, and fire as soon as you see him. You can
also sneak up from behind, but this is riskier (because you're closer and he'll
be more accurate).


________________________________________________________________________


=============================================
More of the Special Assignments Coming Soon!
=============================================


* * *


________________________________________________________________________


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

Well, you've come a long way if you're needing help on the Perfect Agent
levels, but you're still far from the end. If you thought the Special Agent
difficulty was tough, wait until you get a taste of Perfect Agent. You'll spend
days trying to get by seemingly impossible levels, smashing the controller
against the ground and yelling that you'll never play the stupid game again.
Fun, isn't it? Anyway, here's some help for that oh-so-difficult setting.

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

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


________________________________________________________________________

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

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


________________________________________________________________________

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

You've already been here twice before, and you must complete all of the
objectives you had to before. This mission isn't all that hard, so don't worry
too much. Still, you'll have to not only accomplish all of the feats that you
did before (and survive the onslaught of guards in the lobby), but you'll also
need to download the project files. You'll need the assistance of a friendly
dataDyne employee, but he may not be as friendly as he seems...

_______________


OBJECTIVES:
1. Disable Internal Security Hub
2. Obtain Keycode Necklace
3. Download Project Files
4. Disable External Communications Hub
5. Gain Entrance to Laboratory.

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

ADDITIONAL INFORMATION:
Characters Encountered: Cassandra de Vries
Vehicles: Jumpship
Cheat Unlocked: None

_______________

CMP 150: Shoot a guard, pick up the CMP 150. Most guards have 'em.

DOUBLE FLACON 2: The Shock Trooper on the lowest of the Upper floors carries
two deadly Falcon 2's. Kill him and pick them up.

LAPTOP GUN: The office worker may do more than help you gain access to the
project files... if you let him escape, he may enter the storage room by the
stairwell, where a very helpful Laptop Gun is located.

_______________

-OBJECTIVE 1: DISABLE INTERNAL COMMUNICATIONS HUB-
When you start the mission on the helipad, turn to your left, move to the end
of the platform, and look down. On the wall below you should see a camera. Blow
it up. Wait a few seconds for the guard to walk by, then, as he opens the door,
jump down behind him and plug a few bullets into his back. Go through the two
doors, then look to your left to see another security camera. Destroy it. Then
continue down the ramp (don't forget about the guard), and turn around to head
towards the area under the glow of the red light. On the wall is a computer.
Throw an ECM Mine onto it to complete the objective.


-OBJECTIVE 2: OBTAIN KEYCODE NECKLACE-
Head through the door into the building and down the stairwell, where a guard
is waiting for you. Kill him, then run out of the stairwell. To the left is
another guard, as well as another to his direct right. Kill them both, then
head over to where the second guard mentioned was standing. On the table is a
little red/white box. Look directly at it, Press B, and it'll unlock the door
to Cassandra's office. Inside, either Pistol Whip or Punch Cassandra until she
falls down. Pick up her necklace to complete the objective,


-OBJECTIVE 3: DOWNLOAD PROJECT FILES-
Work your way through the two floors below, and be sure to kill all the guards
(also keep your eyes open for security cameras... there's one on the side of
the elevator shaft on the floor below and one in the corner by the
glass-window/wall on the lowest floor). It may take a little time, but when all
guards are killed, head back up to the top floor. Wait a few seconds, then go
back down the stair well to the lowest of the upper floors. An office worker
should be around, so find him (if you let him escape, he may open up a storage
room with a Laptop Gun, also on this floor). Once you're ready, point your gun
at him and tell him that you need him to access the files. Follow him up the
elevator to the floor above, then to the office at the end of the hall. He'll
go up to the computer and say "I'm logging in now...". Get your Pistol Whip or
Punch ready. Then he'll say "I'm in...". This is your key to knock him out. If
you wait any longer, he'll delete the files and you'll fail the mission. Now,
take out your Data Uplink, face the computer, and press Z to download the files
yourself.


-OBJECTIVE 4: DISABLE EXTERNAL COMMUNICATIONS HUB-
Head back into the elevators and down to the bottom floor. If you remember,
now's the time that the guards come swarming at you madly, and on Perfect Agent
this could mean very possibly death. Crouch down in the elevator, because
guards behind the stairs may pick you off if you're standing. If you found the
Laptop Gun, you may want to place it on the stairs and let it kill a few guards
for you. Stay at the top of the stairs, crouched and constantly moving, and
kill any guards that make it up. When there's been a long pause between guards,
stand up, head down the stairs, and into the room on the right. Inside may (or
may not) be a few guards. Wait for them to come to you, and kill them. When all
are dead, enter and place another ECM Mine on the Computer on the wall to the
left.


-OBJECTIVE 5: GAIN ENTRY TO LABORATORY-
Go back into the lobby and head to the decorated door on the left. If you
didn't use the Laptop Gun before, this is another great place to place it (or
if you have ammo left you can pick up your old one). Inside the decorated door
are quite a few guards, which can easily kill you. The only way to take them
out without a Laptop Gun is to strafe into the doorway, pull off a few rounds,
then retreat and repeat. When all the guards have been killed, head into the
room and into the elevator in the back to be on your way to the lab.


________________________________________________________________________

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

The labs beneath the dataDyne Corp.'s Lucerne Tower is where they invent
such technologies as the K7 Avenger, Night Vision Goggles, and shields. It's
also where Dr. Caroll is located, and you'll have to go through the labs to get
to him. While you're here, you might as well pick up the items mentioned above
(so the Carrington Institute can catch up), holograph the radioactive isotope
they have, shut down their experiments (to put them behind the Carrington
Institute), and get to Dr. Caroll before anything happens to him.

_______________


OBJECTIVES:
1. Holograph Radioactive Isotope
2. Start Security Maintenance Cycle
3. Shut Down Experiments
4. Obtain Experimental Technologies
5. Locate Dr. Caroll

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

ADDITIONAL INFORMATION:
Characters Encountered: Dr. Caroll
Vehicles: Cleaning Hovbot
Cheat Unlocked: Pugilist (6:30)

_______________

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

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

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

_______________


-OBJECTIVE 1: HOLOGRAPH RADIOACTIVE ISOTOPE-
You can complete either this objective or the second objective first. You'll
begin the level in the elevator you took down to the labs in the previous
level. Like the times you've visited the labs on Agent and Special Agent, head
down to the left. There will be a guard patrolling here, and be sure to shoot
him before he can react. Head into the door at the end of the hallway. Don't go
into the room, but stand in the doorway. Wait for the guards to come out from
behind the glass wall, then kill them. There's four that will come. When
they're all dead, head into the door in the back. In this room, got into the
large silver doors on the right. In the second area are two guards. Kill them,
then get out the CamSpy. Send it into the radioactive area and snap a picture
of the isotope.


-OBJECTIVE 2: START SECURITY MAINTENANCE CYCLE-
If you completed the Objective 1 first, head back into the brown hallways near
the elevator. Just outside the door leading from the room where the four guards
were is a secret passage. It'll open up when the cleaning hovbot comes by.
Enter and proceed to the back. By taking this shortcut, you can bypass a long
line of guards positioned in a dark passage. If you continue straight ahead,
you'll come to a pane of glass blocking the way. Shoot it, then jump down
below. Behind you is the first terminal you must activate. Down the hall is the
next. After both are activated, you'll complete the objective. To get back out,
head up the ramp to the place where you shot the glass, then wait for the
Hovbot to come by and open the door again.


-OBJECTIVE 3: SHUT DOWN EXPERIMENTS-
Wherever you are, go to the lab area with the strange cube-pattern in the
center of the floor. Head into the large door across from the entrance (where
the office is). Inside is a guard. Take care of him and head through the next
door. You'll be in a long hallway. This is where all the labs are. A few guards
will attack you, so kill them before you continue. When the time is right, go
into the first hallway on the right. Go all the way down and into the room.
Kill the guards inside, the walk over to the scientist. He'll soon shut down
the experiment. Head back out to the main hallway and all the way to the end
(watch out for guards). Take a left and enter the lab. Kill the guards and
force the scientist to shut off the experiment. Then head into the large silver
doors in the back of the lab. Inside is the last scientist and the last
experiment. He won't be willing to destroy his work, so he'll sound the alarm
(if you don't knock him out). You can shut down the experiment yourself by
pressing B in front of one of the computers. If the alarm does go on, quickly
turn it off. When all three experiments are shut down, you'll complete the
objective.


-OBJECTIVE 4: OBTAIN EXPERIMENTAL TECHNOLOGIES-
Also in this long hallway of labs are two of the three experimental weapons.
Head back down the main hallway and enter all the labs you missed. The one
farther away has a lift going down to the target range below. Shoot the guard
and pick up the K7 Avenger he was trying out. The other lab has a nifty pair of
Night Vision Goggles. Shoot the glass surrounding it and pick them up. Now that
you've explored all the labs, head to the end of the hallway and go to the
right. At the end of this series of curving passages is a long hall, but it has
one significant feature: a laser grid defense system. Wait for the cleaning
hovbot you reprogrammed to come by and make those nasty laser go away, then
head into the next room. kill the guards inside, and continue through the doors
until you reach the locked door. Get the Data Uplink out, and start it, but
immediately get your gun out. In the room behind you, two guards will appear.
Kill them, then go back to cracking the code. Enter the locked door, and head
into the large lab. Move around it in a clockwise direction, killing the guards
you meet. Then head into the door on the left (left from the entrance). Head
down the hallways, killing the Dragon-toting guards you see. at the end, head
to the back and pick up the shield item, which is the last of the experimental
technologies.


-OBJECTIVE 5: LOCATE DR. CAROLL-
Head back to the large lab and start toward the door in the back. Inside are
three drone guns, and the closer one will fire at you if you stand in the
doorway. Open the door, and quickly back up out of its range. You can use the
K7 Avenger's Threat Detector to pinpoint their location. Destroy them all, then
head into the next room, where Dr. Caroll is situated.



________________________________________________________________________

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

Now that Dr. Caroll has been rescued and you've made it out of the labs, you
have to get back to the helipad. Why Joanna doesn't go out the front door?
Because she can do better than that. Cassandra is ready for you this time, and
she has a bunch of guards waiting for you, hiding in darkness and behind
protective barriers. You'll need to get up to the offices, activate the office
elevator, demolish the Hovercopter, and kill all of Cassandra's bodyguards
before you can go to the helipad.

_______________


OBJECTIVES:
1. Access Foyer Elevator
2. Reactivate Office Elevator
3. Destroy dataDyne Hovercopter
4. Defeat Cassandra's Bodyguards
5. Rendezvous at Helipad

VITAL INFORMATION:
Weapons: Start- Falcon 2 (Scope)
Obtain- CMP 150, Shotgun, DY357 Magnum, Grenade
Enemies: dataDyne Shock Trooper, dataDyne Female Guard
Gadgets: Night Vision Goggles

ADDITIONAL INFORMATION:
Characters Encountered: Cassandra de Vries, Dr. Caroll
Vehicles: Jumpship
Cheat Unlocked: None

_______________

CMP 150: The dataDyne Shock Troopers down in the lobby will drop these once
they've been killed.

SHOTGUN: Pick up a Shotgun after taking care of one of the dataDyne Female
guards on one of the upper floors.

DY357 MAGNUM: Kill the first five guards in the level without being noticed to
make the fifth guard drop a DY357 Magnum.

GRENADE: Pick this up from Cassandra's desk. You can get in to her office by
going back down to the lowest of the upper floors after taking care of the
Hovercopter. A Shock Trooper should be there, and you can kill him to pick up
the keycard to her office. Note that this isn't really worth it for the
grenade.

_______________


-OBJECTIVE 1: ACCESS FOYER ELEVATOR-
Cassandra is trying to make things difficult by turning out the lights, but
little does she know you have a pair of Night Vision Goggles and her guards
can't see that well in the dark. When the level starts, throw on your Night
Vision Goggles. You have thirty seconds of darkness, and if you stay far enough
away from the guards, they won't even see you. Kill the first guard from the
doorway. Head inside, and go to the next door. Open it, then back up. Shoot the
guy inside in the head, then enter and head to the back of the room. Kill the
two guards positioned behind the protective blockers, then shoot the guards on
the stairs behind them. Kill the guard in the next passage from here as well,
then head into the back corner (by the plant). Kill the two guards positioned
behind the desk, and if you have time, the one on the other side of the stairs.
If the lights come on before you're done, you'll have to battle them when they
can see you. Head up the stairs when you're finished and into the elevator on
the left to complete the objective.


-OBJECTIVE 2: REACTIVATE OFFICE ELEVATOR-
OK, now you're on the lowest office floor, but the stairwell is locked and the
other elevator is shut down. Luckily, there's a computer on this floor that can
reactivate it. Unfortunately, it's on the other side of the building. Head
behind the elevators, kill the guard, the enter the door behind him. Watch out
for the hovercopter in this area. If it appears, duck into the office inside
the brown door or back behind the elevators. When the coast is clear, rush down
the hallways, kill the guards, and continue until you reach the last room (with
the computer). Kill the guard, activate the computer, then dash back out of the
hovercopter's range and to the elevators.


-OBJECTIVE 3: DESTROY DATADYNE HOVERCOPTER-
Head back to the elevators and go into the one on the left. Take it up to the
next floor. To get up to the top floor, you'll have to take the stairs.
Cassandra has made things complicated, though, by blocking off the easy way to
them. Now you'll have to go through all the offices to reach the stairs.
There's two guards behind the elevators, and three of Cassandra's bodyguards
throughout the offices. The biggest threat will be the hovercopter, though.
When you reach the stairs, ignore the two guards that come out of the door
ahead. You an get them later when the hovercopter isn't bothering you (plus
they won't follow you). Head up the stairs, shoot the Shock Trooper, and pick
up the Rocket Launcher. On Perfect Agent, the Targeted Rocket doesn't target so
well, but still switch to it's secondary function. Blast one of the windows
open with the shotgun, then take out the Rocket Launcher and wait in the
stairwell lending upward. When the hovercopter comes by, run out. Wait for it
to stop moving, then aim and fire a Rocket right at it. If your aim is good,
it'll hit it and destroy it. if you miss, use a bunch of your CMP 150's ammo to
take it out.


-OBJECTIVE 4: DEFEAT CASSANDRA'S BODYGUARDS-
First, go down to the floors below and kill any remaining bodyguards you missed
or bypassed while the hovercopter was on your heels. Then head up to the roof.
When Cassandra starts talking, face the bodyguard near the light switch (to the
right), shoot her, the run towards it. Right when the lights go out, turn them
back on. The bodyguards will take a few seconds to get their Night Vision
Goggles off, giving you time to kill most of them. When they're all dead,
you'll complete the objective.


-OBJECTIVE 5: RENDEZVOUS AT HELIPAD-
Now that all the guards are taken care of, it'll be simple to just run up the
ramps to the helipad. You don't have to wait up for Dr. Caroll, as he'll
immediately come when you arrive at the helipad.


________________________________________________________________________

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


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


________________________________________________________________________

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

The dataDyne Corp. has secured this area and is making sure Carrington will
go nowhere until he talks. Joanna has been sent down to negotiate, but it seems
dataDyne isn't willing to bargain and has taken Jo out to the pier to be
executed. Of course, Joanna will find some way to get out of this mess, kill
all the Snipers, capture a guard, activate the wind generator, save Carrington,
and take care of any troubles along the way.

_______________


OBJECTIVES:
1. Eliminate Rooftop Snipers
2. Activate Wind Generator
3. Locate and Eliminate dataDyne Hackers
4. Capture dataDyne Guard
5. Rescue Carrington


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

ADDITIONAL INFORMATION:
Characters Encountered: Daniel Carrington
Vehicles: Dropship
Cheat Unlocked: None

_______________

SNIPER RIFLE: Where the shield is on the Agent Difficulty (the bathroom near
the front entrance to the Villa) is a handy Sniper Rifle.

CMP 150: Shoot one of the guards patrolling the paths outside the Villa or
inside the massive mansion and they'll drop a CMP 150.

DEVASTATOR: Shoot the crate furthest left on the helipad that's to the left of
where you come out of the sandy tunnels. Inside is a Devastator.

_______________


-OBJECTIVE 1: ELIMINATE ROOFTOP SNIPERS-
Before you can get to the task of killing the Snipers, you must first get out
of being executed. On Agent and Special Agent difficulties, you had to save the
negotiater, but this time, you are the negotiator. Not only does that mean
you're in peril from the start, but you'll begin the level in an entirely
different location. Fortunately, the guards thought nothing of your Carrington
Laptop, which conviniently transforms into a Laptop Gun. Pull it out and waste
the guards (they're very surprised and will react slowly to your weapon).
Immediately after they're dead, take out the Sniper on the roof above. If you
dawdle, he'll notice you and fire. Next, turn around and zoom in to the wall
out at sea. A Sniper is there, too. Head up to the manor after he's dead, but
don't go in the doors. Instead, head to the right alongside the walls. Around
the corner you'll find another Sniper. Kill him before he sees you. Go into the
door ahead, but keep in mind this is the best place to complete Objective 4
(capture dataDyne guard). Inside, take out the guards on the floor, then head
up the stairs to the kitchen. This is where things get ugly. There are several
guards in the kitchen, and a lot more in the rooms across the hall and above
the stairs. Wait in the kitchen for them to come, and take them out. Duck
behind the cupboards when you need to reload. Once the slew of guards is taken
care of, you may want to head up the stairs. Outside the door are two Snipers
that are very close. While this means you can take them out quickly, it also
means their alreay accurate Sniper Rifles will be even more accurate. It may be
best to just wait. Whatever you do, down the hall opposite the kitchen and up
the stairs. Kill the guards on this floor, then open the front door. Wait
inside as the two guards out here come to you, then quickly run two the right,
where the celing will protect you from Sniper fire. Move close enough to the
Sniper on the roof so that you see his feet, then take him out. If you chose
not to go up the stairs by the kitchen, another friendly Sniper will await you
when you get out in the open. Your only choice is to run out and kill him
quickly. Now head down the path outside the Villa, and after a few guards
you'll see a Sniper ahead. Shoot him. If you still have more Snipers to
eliminate, run across the open area to where the Sniper fell, and kill any
remaining Snipers from here or the other side of the path.


-OBJECTIVE 2: ACTIVATE WIND GENERATOR-
Head all the way back to the first room you entered in the Villa. go into the
door by the table with chairs and down the stairs (hey, got some rhyming
going). Shoot the guard by the door and the two underneath the stairs (one will
come running in). You might also want to eliminate the guards in the room
behind the first guard you shot. Afterwards, go into the door underneath the
stairs and continue going straight down the tunnel. In this room, kill the
three guards and activate the two computers, then head back into the tunnel and
follow the line on the ground to the third computer (watch out for guards along
the way). When you activate it the last console, you'll complete the objective.


-OBJECTIVE 3: LOCATE AND ELIMINATE DATADYNE HACKERS-
As soon as Objective 2 is completed, head back into the Villa and to the
kitchen. After a short while, Grinshaw will contact you and tell you that there
are hackers that need to be stopped. Two are in the room across the hall from
the kitchen (from the kitchen go past the stairs and into the room on the
right), and one is in the room that's next to the entrance (up the stairs from
the floor the kitchen is on). You'll only have about a minute to do this, but
it should be plenty of time if you know where to go.


-OBJECTIVE 4: CAPTURE DATADYNE GUARD-
To "capture" a guard, simply knock one out. The best place to do this is
outside the Villa near the beginning (see Objective 1). A guard behind the
stairs is easy to approach without being seen, and can be knocked out easily.


-OBJECTIVE 5: RESCUE CARRINGTON-
After the hackers are taken care of, head back into the tunnels and into the
brown door leading further underground. Kill the Shock Troopers in these
tunnels, then enter the wine cellar. Since standing still while trying to find
where the guards are behind the wine bottles makes you an easy target, it's
easier to just run behind the cabinets and shoot the guards (in most cases).
The last guard in the cellar will drop a keycard that's needed to get into the
last door, where Carrington is.



________________________________________________________________________

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


* * *

________________________________________________________________________

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


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


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

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


-CHALLENGE 1-
Description: A challenge against basic simulants using standard
weaponry.
Time: 5 minutes Team Score: 4
Opponents: ShockSim (Difficulty- Meat Type- MeatSim)
Scenario: Combat
Options: None
Arena: Skedar
Weapons: 1: Falcon 2 2: CMP 150 3: Sniper Rifle
4: DY357 Magnum 5: Dragon 6: Disabled

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


-CHALLENGE 2-
Description: A challenge against basic simulants which includes the use
of Rocket Launchers.
Time: 5 minutes Team Score: 6
Opponents: ShockSim (Difficulty- Meat Type- MeatSim)
Scenario: Combat
Options: None
Arena: Area 52
Weapons: 1: Combat Knife 2: Falcon 2 3: Cyclone
4: Dragon 5: Rocket Launcher 6: Disabled

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


-CHALLENGE 3-
Description: A challenge against basic simulants which includes Assault
Rifles and Timed Mines.
Time: 5 minutes Team Score: 8
Opponents: TechSim1 (Difficulty- Meat Type- MeatSim), TechSim2
(Difficulty- Meat Type- MeatSim)
Scenario: Combat
Options: None
Arena: Pipes
Weapons: 1: Magsec 4 2: CMP 150 3: Timed Mine
4: Dragon 5: AR34 6: Disabled

This is the first challenge to take place in an Arena other than the Skedar,
and the difficulty is increased a tad by having two MeatSims instead of one.
Two heads are better than one, but if both heads don't know how to think, it's
still gonna be easy to kill them. The MeatSims are slow to respond and have
horrible aim, so obtaining 8 kills against the yellow team should be a breeze.
The weapon of choice should be the AR34, although Double CMP 150s and the
Dragon are good as well.


-CHALLENGE 4-
Description: Take control of the hill against a team of standard
simulants. Shield technology is available, as well as the K7 Avenger.
Time: 10 minutes Team Score: 4
Opponents: CISim (Difficulty- Easy Type- EasySim)
Scenario: Hill
Options: Hill On Radar, Mobile Hill, 20 seconds = Point
Arena: Skedar
Weapons: 1: Magsec 4 2: CMP 150 3: Dragon
4: K7 Avenger 5: Shield 6: Disabled

The description says that you'll be facing a team of simulants, but the team is
only made up of one guy. Still, the difficulty has been moved up a notch, as
this simulant is an EasySim. While he's more dangerous than the MeatSims, as
the name suggests, he's still easy. The K7 Avenger is handy, and there's a
shield at the dead-end. The Dragon can also be used as a handy Proximity mine.


-CHALLENGE 5-
Description: Combat a team of standard simulants using the specialized
Farsight weapon in the Complex.
Time: 10 minutes Team Score: 10
Opponents: CassSim (Difficulty- Easy Type- EasySim)
Scenario: Combat
Options: None
Arena: Complex
Weapons: 1: Cyclone 2: Grenade 3: AR34
4: Farsight XR-20 5: Shield 6: Disabled

With access the the immensely powerful Farsight, this challenge should't be
tough at all. The Farsight will appear in two locations: one in the base area
that has a hole in the floor and windows that look out upon the arena, and one
in the pit above the two narrow bridges near the pillar room. These
destinations should be where you go first. In case you're not proficient in
using the Farsight, switch to its secondary function, make sure your opponent
is above you on the radar, and aim. The rest is simple shooting. After
collecting a good amount of ammo in the Farsight area, head to one of the
shields. A good place is above the arena on the balcony that can be reached by
climbing up the vents, which is a safe place to stay as well. With a shield to
take a Farsight hit, an opponent that only fires when they can see you (they
won't shoot through walls), and a one-hit kill weapon, getting ten kills will
be a cinch.


-CHALLENGE 6-
Description: Hold the briefcase for as long as possible against a large
team of basic simulants.
Time: 10 minutes Team Score: 6
Opponents: WorkSim 1 (Difficulty- Meat Type- MeatSim)
WorkSim 2 (Difficulty- Meat Type- MeatSim)
WorkSim 3 (Difficulty- Meat Type- MeatSim)
WorkSim 4 (Difficulty- Meat Type- MeatSim)
Scenario: Hold the Briefcase
Options: Highlight Case, Case on Radar
Arena: Area 52
Weapons: 1: CMP150 2: DY357 Magnum 3: Shotgun
4: K7 Avenger 5: Shield 6: Disabled

The first thing you need to do is find the case. Pick up a weapon (even a
shotgun will do if you set it on Double Blast), and head to where the case is
on the radar. Snatch it up, then run to the large room with the sniper towers.
In the center is a K7 Avenger, with some ammo boxes on either side. Grab them,
then with your new weapon and the case climb up the Sniper Tower furthest from
any of the entrances. From here you can monitor all the entrances and kill any
of the simulants when they enter. When they're all far away, go down and stock
up on ammo. After holding the case for 3 minutes, you'll win.


*More Challenges Coming Soon!*


CHALLENGE COMPLETION TRICK
Although I recommend completing everything honestly, I feel that I must tell
the readers of this FAQ everything I could possibly know, and my friend
DragonHunter7911 has supplied me with this great trick for "completing" the
challenges without having to do any real work. Here's the step-by-step way to
beat 'em all:

1. Player 1 selects Combat Simulator.
2. Player 1 selects Advanced Setup.
3. Player 2 presses start.
4. Player 1 goes to the Load Setting Menu.
5. Player 2 selects the Challenge they wish to beat.
6. Player 2 presses A until the "Ready! And waiting..." screen appears.
7. Player 1 selects the pre-made file (see 7a.) they wish to use.
7a. The pre-made file should be an easy one. One that comes to mind is one
player versus a MeatSim, with a 1 kill limit.
8. Player 1 presses B and drops out
9. Now Player 2 will start automatically to play through the pre-made file that
was loaded by Player 1 instead of the Challenge they chose. However, when they
finish the pre-made file, Player 2 will still get the "Challenge Completed!"
screen and it will count as if they really completed the challenge.



________________________________________________________________________

- - - - - - - - COMBAT SIMULATOR MULTIPLAYER STRATEGIES - - - - - - - -
________________________________________________________________________


One of the best ways to play Perfect Dark is with a few friends in the
Combat Simulator, or if you're a tad on the unpopular side, with a few friendly
Simulants. However, to suceed in winning, you'll need to know the levels, as
well as a few strategies on how to improve your game. And guess what? That's
just what I'm gonna give you in this section.


________________________________________________________________________

- - - - - - - - - - - - - ARENAS GUIDE - - - - - - - - - - - -

In the first part of this guide to the Combat Simulator, I'll take you
through the levels and not only tell you a few good tips on how you can utilize
your environment, but also where weapons will be located, where hills may
appear in "King of the Hill", and other vital information.

___________
_/-TERMS KEY-\_______________________________________________________
|Size: The Overall Size of the Arena, either Small, Medium, Large, or |
| Very Large. |
|Floors: The number of floors in the Arena. |
|Unlock: How many Challenges you must complete to unlock the Arena |
|Overall Rating: A Rating of how fun the level is to play in, based on|
| scale of 1 to 10. |
|Notable Features: A few unique parts of the Arena that make it fun. |
|Semi-Map: A view of the level's basic layout. |
|Weapons Locations: Where the weapons assigned to certain numbers (on |
| the Weapons list) will appear in the Arena. |
|Hill Locations: Where the Hill in the "King of the Hill" scenario may|
| appear (in order of size, the first being the largest hill). |
|Case Bases: Where the bases will appear in the scenario "Capture the |
| Case" are located. |
|Recommended Laptop Locations: Locations of good places to plant a |
| Laptop Gun. |
|Recommended Base Locations: Locations of good areas to set up bases. |
|_____________________________________________________________________|



-SKEDAR-
Size: Medium
Floors: 3
Lighting: Dim
Unlock: Available from the Start
Overall Rating: 8
Notable Features: Pillars, Bumpy Dirt/Snow Areas, Large Rooms

The Skedar Arena is a basic level for playing in, available from the start. It
is somewhat maze-like, and even experienced players may find themselves unable
to reach other locations sometimes. Overall, this level offers a fair variety
of play, and while it holds nothing really special, it's great for basic
multiplayer matches. The Hills in this level are usually very large, so finding
where the holder is in the hill may be somewhat of a challenge.

SEMI-MAP:
FAR BALCONY
^
|
CORNER PILLAR BALCONY ROOM <------
^ \ ^ _ |
| \ | / \ |
| V V V \ V
----> CENTER ROOM <----> PILLAR ROOM <---> DIRT AREA
| ^ \ ^
| | DEAD-END | |
V V ^ | |
DIAMOND ROOM <------------| | |
| V V
---> SNOW AREA

WEAPONS LOCATIONS:
1. This is found on the ground floor of the Balcony Room, in between
the two pillars. It can also be found down either hall from the
Diamond Room, near the passages that connect the halls to the
Center Room.
2. You can find Weapon #2 on the top of the Far Balcony, in the
corner of the Diamond Room, or on the ledge leading from the
Center Room in the Pillar Room.
3. Locate these weapons on the upped ledge leading from the Dirt Area
in the Pillar Room, in the center of the bottom floor in the Center
Room, or behind the Corner Pillar.
4. Weapon #4 is probably the hardest to locate, as it can only be
found in the back of the Dirt Area or at the short dead-end in
the underground Tunnel.
5. Look for #5 in the Dead-End or in the long passage connecting
the Pillar Room and the Balcony Room.
6. The last of the Weapons is found either in the bottom of the
Snow Area or in the Central Area in front of the passage leading
to the Balcony Room.

HILL LOCATIONS:
1. The bottom floor of the Center Room.
2. The Dirt Area.
3. The Diamond Room.
4. On top of the Far Balcony.
5. The Dead-End (near the Snow Area).

CASE BASES:
1. The Snow Area
2. The Dirt Area
3. The Diamond Room
4. The Far Balcony

RECOMMENDED LAPTOP LOCATIONS:
-A good place to place one of the Laptop guns is on the wall in the
center of the passages leading from the center room. These passages
are taken a lot, and opponents won't know about the gun until it's
too late. Place it in the lower corner of the outer wall.
-Planting a Gun in the Snow Area is a good idea, too. It'll be hard
to spot it with all the bumps and hills, and quite a few people go
through this area.

RECOMMENDED BASE LOCATIONS:
-One of the best places to set up a base in this level is on the Far
Balcony. There's only one entrance, so it'll be hard to get up to
your level. The biggest problem with this area is that the wall on
the balcony is very low, not offering much protection. To make use
of it, kneel down (crouching is too much).
-The bumpy Dirt Area is another good place for a base. It only has
one entrance, and it'll be hard to hit anyone in the base if they
keep moving. Also, there is a hole in the bottom that you can
escape through if you have to.

STRATEGIES:
-Use the many pillars and other structures in this to your advantage.
You can hide behind them and only stick a little bit of your body out
to fire. You can also hide behind larger pillars, than unexpectedly
leap out at your opponents (if you're playing with no radar).
-Practically every part of the level is accessible from the Center
Room. Not only can you jump down to the ground floor, but each
corner allows access to another part of the level.
-It's very hard to hit people running up and down the hills in the
Dirt or Snow areas, so run in here if you're being chased. However,
keep in mind that it will be hard for you to fire as well if you're
running around these slopes.
-The Underground Tunnel is another good way to get around the arena
quickly, especially if you're on the lower floor. However, watch
out for explosives in these tight areas, as one is hard to dodge.


*More Arenas Coming Soon!!!*

-CROCO'S TOP 10 ARENAS-
1. Complex
2. Area 52
3. Skedar
4. Felicity
5. G5 Building
6. Grid
7. Temple
8. Villa
9. Ravine
10. Fortress

-READER'S TOP 5 ARENAS-
*Send In Your Favorite Arena!*

________________________________________________________________________

- - - - - - - - - - - - MULTIPLAYER STRATEGIES - - - - - - - - - - -


Well, the Arenas Guide will help you out with all the levels, but there
still are a bunch of extra tips that can be used in many situations and in many
games. These strategies will help to improve your game and make you a better
player. These are intended mostly for humans, but can work for Simulants too.
Humans and Simulants think very differently, so the experience is different
when playing them, and so are some of the strategies. Anyway, below are a few
tips I've come up with. Feel free to send me any you think are good and that
I'm missing.


-STRATEGIES-

- If someone's holding up in an area and you're having trouble getting them
out, look for a hole in the walls, ceiling or floor. Oftentimes there is one.
If you're playing with Laptop Guns, throw one into it and the opponent will be
dead before he can react.

- When placing a Laptop Gun, don't throw it right out in the open. If an
opponent can see it, they can avoid it, or even worse, destroy it. Try to plant
it in out-of-the-way spots, preferably darker areas. Surprise is key when
placing a Laptop. On levels like the Complex, the Laptop blends in with the
surroundings.

- After you get two kills with a Laptop Gun, it's about time to replace it.
First of all, it may very well be out of ammo by now. Also, by this time
opponents will probably know its location, and will start to avoid the area.
Place it in another well-traveled area. You may pull three or four kills off,
but it'll take too long to get a kill to make up for what you could have gotten
if you replaced it.

- There are three effective ways to take out players in a fortified base. One
is the Laptop method described earlier. The best way is to use the Farsight's
Target Locator, and it'll be a rather easy kill (they probably won't have much
room to move... and if you don't kill them, they'll run away). Another good
method is to use the Slayer's Fly-By-Wire function. You'll be able to control
it's movement, heading for their base.

- Use the Threat Detector on the K7 Avenger or Timed/Proximity Mines to locate
dangerous materials. This is especially useful for finding mines and Dragons in
their proximity mine form.

- You can also discover whether or not a Dragon is real by fire bullets... a
fake one will explode, while a real one will not. Shoot mines, too, to get rid
of them.

- Set up a base when you need to; like when you're ahead and you want to keep
your lead or if you have a case. Set up protection like Laptop Guns and mines,
but be aware that you may need to evacuate your base... so choose an area with
a suitable escape route. Also keep in mind that when setting up a base, don't
make one when you're behind. The other team must have an incentive to come to
your base... they won't if they're ahead.

- Never use ladders! When you climb up ladders, you leave yourself incredibly
vulnerable to attacks. Most places have several routes that lead to the same
area, so avoid climbing up these deathtraps whenever possible.


-WEAPONS-
Go for the good weapons and avoid the bad ones when you're playing in the
Combat Simulator!

-Best Weapon: Farsight XR-20
-Trap Weapons: Dragon, Proximity Mine, Laptop Gun
-Unexpectedly Good: Crossbow (Instant Kill), Mauler (Charge-Up Shot),
DY357-LX, N-Bomb
-Good Standard Weapon: RCP-120, Cyclone
-Also Good Standard Weapons: AR34, K7 Avenger, Super Dragon
-Good Explosive Weapons: Rocket Launcher, Slayer
-Also Good Explosive Weapons: Devastator, Super Dragon
-Unexpectedly Bad: Laser, Reaper, Shotgun, Callisto NTG (less so)
-Trick: Cloaking, X-Ray (opponents might think you have the Farsight)
-Annoying: Combat Boost, Tranquilizer, Punch, Disarm


-READER'S TIPS-

- Lodin Says: "The remote mines don't just stick to walls. Try tossing one on
your friends. You can also throw one on a FistSim and have him attack someone.
When he gets close to a group of people let them rip!"



________________________________________________________________________

- - - - - - - - - - - CO-OP/COUNTER-OP STRATEGIES - - - - - - - - - -
________________________________________________________________________


While playing the game by yourself is fun, it's even more fun to play the
Solo Missions with a friend (or a simulant if you don't have any). You can do
so in two different ways. The first option is to play on a team together and
help each other out in beating those difficult missions. The second is to go
head-to-head, one player taking the role of the player you play in the Solo
Missions and the other the enemy. Both are great ways to have fun with friends
in the Solo Missions, but both require some strategy as well.


~CO-OP STRATEGIES~

- Have a plan when you start out. Decide whether one person will tackle the
objectives while the other protects him, whether the players should split up
and meet after completing objectives, or both just try to complete the same
objective.

- Human buddies are a lot more helpful than Simulant buddies, because they can
do things the Simulants can't and you won't have to waste time telling them
what to do in the game.

- Adjust the Co-Op options beforehand. Radar is helpful to have in case you get
separated. Friendly Fire is best turned off so you don't harm your partner if
you fire their way. However, it will detract some from the realism.


~COUNTER-OP STRATEGIES~

- Heroes should speed through the level as quickly as they can. If they can
leave the Villain in their dust, they may not have a chance to catch up or
follow you to your new location. Always be on the move so it's harder to find
you.

- Heroes, be wary of the Villain's position. When he approaches, get ready to
kill him fast, or he may get in some damage.

- Villains shouldn't assault the Hero carefully... it'll just waste precious
time. Instead, charge in to battle. Surprise is the best, but don't spend too
much time on it or it won't be worth it.

- Villains, if you spawn far away from the action and it'll take a very long
time to get to the Hero, swallow a suicide pill. You'll die and re-spawn in a
new, possibly more convenient location.

- Villains only will take a couple shots to kill, so try to get in as much
damage as you can before you die. A great way to do this is with explosives,
which will damage the Hero severely.


________________________________________________________________________

- - - - - - - - - - - - - CHEATS WALKTHROUGH - - - - - - - - - - - - -
________________________________________________________________________


Cheats: everybody loves 'em, but everybody would rather just punch in a few
letters and have immediate access to them. However, good ol' Rare makes you
work for them, and by doing so, makes victory so much sweeter. As you probably
know, you can unlock a cheat by completing a certain level on a certain
difficulty in a super-fast time. And it's definitely not easy to do this,
especially for the more valuable cheats.

*SPEED TIP*: Keep in mind that strafing is faster than normal walking. Strafe
as much as you can to decrease your times.


ARQUIS OF QUEENSBURY RULES~
Level: dataDyne Central - Defection
Difficulty: Special Agent
Time: 1'30"
This cheat will likely take you a few tries to get, because of several
variables such as enemies' aim, their positions, and your accuracy all play
critical roles in whether or not you suceed. Before you start moving, pause the
game and take out the ECM Mine. Now you're ready to tackle the challenge. From
your starting point of the helipad, jump off the side side that's to the left
of where you start (and a little bit forward). You'll drop down right before
the door leading into the next area. Ignore the guard behind you and race
throught he doors. Run by the guard up here, and down the ramp. Quickly head to
the Security Hub and throw your mine onto it (it takes a couple seconds to
throw the mine, so if you can time it just right, press the fire button before
reaching the hub). Pull out your Falcon (while moving) and head back to the
door and head down the stairwell. At the bottom is a guard, which may be
blocking the door. Shoot him, but don't do so if it'll slow you down. In the
office area, shoot the guard by the door switch. Next, pause and switch to
"Disarm", and enter Cassandra's office. Quickly knock her out and pick up the
necklace, then get out your Falcon 2 again and head to the left elevator. It
should be near the top, and press B to summon it. While you wait, kill any
threatening guards, but be ready to hop in as soon as it arrives. Once you're
inside, close the door. The elevator will annoyingly stop at every floor, but
this way is still quicker if you close the door before it gets a chance to
open. After going down two floors you'll head to the lobby. When the elevator
opens, get out and run downt he stairs. Unfortunately, the only guard that'll
be around now is the one near the Comms Hub door, although many more will
appear later. Kill him, pause, take out the ECM Mine, then enter the Comms Hub
room. This is the hardest part. You won't have time to take out the guards
inside, so just run over to the Hub and throw the ECM Mine. Pressing the fire
button before you reach the hub is almost necessary, because standing around
while guards are firing is not a good thing. As soon as it's attached, get out
your Falcon 2 and blast your way out of the room (there may very well be a
group of guards blocking your exit). Don't slow down at all between the Comms
Hub room and the elevator, even to kill guards. Enter the door on the other
side of the lobby and kill as many guards as you can while racing to the
elevator (it'd really suck to die here). It's only a few more steps to the
elevator, which as soon as you open will complete the mission.


~CLOAKING DEVICE~
Level: G5 Building - Reconnaissance
Difficulty: Agent
Time: 1'40"
Speed is key here... and cheating. When the level begins, strafe to the left
side of the room. The first guard should appear near the dumpster (if you have
good eyes, you can see the slight disturbance in the air long before he
appears, as he stands still for awhile). The second guard will most likely
appear to your left. If they both take too long to show up, you might as well
restart. The second guard will drop a keycard... grab it and rush to the brown
door. As you run down the hall, shoot the guard and open the next brown door.
As it opens, hit the switch behind the guard you just killed. Run into the next
room and into the glass area. The cloaked guards will now attack, so run out
into the middle of the room to motivate them. This is where you really need to
get lucky... hope they all appear fast so you can pick up the keycard and jet
out the door behind the glass. Enter the door, kill the patrolling guard, and
enter the next room. Kill every guard here; you don't want one sounding the
alarm. Head over to the left side of the room, up the stairs, and down the
walkway. Only crouch when you have to; stand up to move faster in other spots.
When Jo says it's time to use the CamSpy, get it out, but do not send it into
the meeting room! Instead hit A to switch back to Joanna, then jump down off
the walkway. Kill the two guards before they can reach the alarm, then kill the
next guard who'll come through the door (but don't wait for him). Run up the
stairs and head straight for the safe room. kill nay guards you can on the way,
but don't stop. When you get into the safe room, pause and take out the Door
Decoder. Place it on the terminal, then switch over to the CamSpy. Take it into
the meeting room now. The alarm will sound and the timer for the safe will
count down, but it won't count towards your time as long as you watch the
cutscene! Wait for the entire thing to finish (the safe takes longer to open
than the timer shows), then run into the safe and grab the files on the right.
Pull out a gun, and dash towards the newly-created exit (run through the
explosion if you have to). If you're really fast, you'll get the cheat.


~INVINCIBLE~
Level: Area 51 - Escape
Difficulty: Agent
Time: 3'50"
This cheat may seem very hard if you don't know what to do. If you do know
what to do, you'll finish it with plenty of time left over. When you start the
level, head through the doors ahead. Hope they open quickly, because sometimes
they will and sometimes you'll position yourself poorly. If they don't, restart
(it's the beginning of the level anyway). Head out of the lab area and down
into the hall. Turn right, and quickly kill the Biotechnician in the middle of
the room. Forget the other one for now and head to the area where you leave
Elvis. As you come back up, the other Biotechnician will present himself,
giving you time to kill him while you run up. Head into the containment lab on
the right, but only kill one of the Biotechnicians. Head down into the next
room, and make a dash for the silver door in the back. Kill any guards as you
run by, but don't stop. Head down the walkway and kill the guards on it. In the
next room, meet up with Jonathan and pull out a Super Dragon while he talks.
Head back down the walkway, killing any guards that might have caught up.
Switch to the grenade launcher function and toast the guards (which might
include the Biotechnician you left earlier) on the other side of the door. Run
in, kill any other guards inside, and wait for Jonathan. When he comes in,
offer him protection like you normally would. As soon as the wall explodes, run
through (but wait for the flames to clear), kill the guard ahead of you on the
walkway, the jump off the ramp and go into the door underneath it to see the
cutscene. Skip it and head back out. Go up the ramp and kill any guards (if you
don't Jonathan will and will waste a bunch of time doing it), then head back to
meet up with Jonathan and Elvis. Kill the guard up on the walkway behind you
while they talk, then head up to the walkway as they continue to talk. Kill any
guards around, then wait for Jonathan and Elvis to stop talking. Head over to
the terminals that open the hangar doors, and get ready. When the faster music
starts, activate them both. As soon as you open both hangar doors, you'll
finish the level, hopefully with a new cheat activated.


~UNLIMITED AMMO~
Level: Pelagic II - Exploration
Difficulty: Special Agent
Time: 7'07"
This cheat is pretty good, and as long as you don't waste time, it'll be
pretty easy to get. When the level begins, head over to the door ahead, open
it, and take a second to aim and shoot the guard in the head. Head down the
passage, and kill the guard around the corner. Target the next guard through
the door (with a head shoot), the burst inside and kill the rest of the guards
before they can hit the alarm button. When they're dead, head into the door on
your left and into the power room. Kill the guard in here, take out the
security camera, then put on the X-Ray Scanner. Quickly turn off the green
buttons, then run downstairs and shut off the power. Head back up the stairs
and back out into the passage. Go through the door to the left, then head up
the yellow stairs. Continue up the green stairs, and kill the two guards on the
landing. Continue up into the navigation room. Stand next to one of the crew
members to get him to shut off the power, then kill the loyalist. Go over to
the remaining crew member, the head back down both of the flights of stairs
(even before he finishes shutting it off). Head into the other door down here,
and work your way through the masses of guards. Then go inside the blue door at
the end on the left. In this passage, enter the door on the right wall. Take
the guards out (if there are any) from the doorway, grab the shield on the
crate to the left (it's worth the time spent getting it), then Press B next to
the computer on the right side of the room. Exit the room, go to the left, go
right, and enter the blue door on the right wall. Inside, go down the stairs on
the left wall, kill the guards at the bottom, and go through the door. Go into
the right door here. Head down the passages, but take the time to kill the
guards and destroy the security cameras. When you reach the bottom, you'll meet
up with Elvis. Leave the little blue guy in your dust and go up the yellow
stairs that lead to the navigation room. Don't go up the green stairs, but
instead into the door on the right. Head into the right door. In the following
series of passages, kill all guards (it's easiest to kill them from the glass
window on the doors) so Elvis won't get hurt. When you see a blue door on the
left wall, enter, and head to the left side of the pool to complete the mission
(you don't have to wait up for Elvis).


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


________________________________________________________________________

- - - - - - - - - - - - - CHEESE GUIDE - - - - - - - - - - - - -
________________________________________________________________________


Sorry if this is a little cheesy (he he), but I've decided to include an
extensive guide to finding all those pieces of cheese. For those of you that
are unaware of the presence of cheese, there are many pieces of cheese found in
the game. In each level, there is a very well hidden piece of cheese. Here's a
guide to finding them all, thanks to Azz.


-MISSION 1-

Level 1: Activate one of the cheats that will allow you to gain access to an
explosive of some sort. Go down until you reach the part of the room with the
fan and light switch. Go on over to the Internal Comms Hub. Next to it is a
pillar. Shoot it with an explosive. Go down the ladder here, and look inside
the vents to find the cheese. Also, blowing up the walls in here may lead you
into Cassandra's office.

Level 2: This level's piece of cheese can be found in the last lab on the left.
Actually, it's the one behind the last one of the left (go through the door in
the back of the lab). Go forward and look on the floor. There's some glass, and
on some pipes on the other side is the cheese... I think.

Level 3: This is in the same location as in the first level (it is in the same
location, after all). You can use the Grenade in Cassandra's office to bomb the
wall on the right, or use an explosive from cheats.


-MISSION 2-

Level 1: The cheese in this level is located in the wine cellar, on one of the
wine racks. It's on the top shelf of the one that's right up against the wall,
and is rather hard to see. Thanks to Robbie for this one.


-MISSION 3-

Level 1: Enter the blue door on the wall behind the limo. Go downstairs, and
kill two of the guards, but disarm the third. He'll open the door to the bar.
Head to your left and into the bathroom. Inside the first stall's toilet is the
cheese.

Level 2: This is inside a vent near where you shut down the dampening field on
Perfect Agent. Thanks to Robbie for this one too.


-MISSION 4-

Level 1: Coming Soon

Level 2: You must play this level on Special or Perfect Agent to see this, and
it helps if activate a cheat that allows you have a weapon that will zoom
(specifically a Sniper Rifle). Head down to the Locker Rooms, but instead go by
them and into the hangar. Go up the ramp straight ahead, and go onto the
railing that goes above the hangar and into the ventilation shaft. Enter it,
but before you drop into the hole leading to the Locker Room, look ahead to
find the cheese.

Level 3: This is in the same place as Level 2. Playing on Special Agent or
higher, head past the area where Jonathan can be found on the Agent difficulty,
and continue through the doors until you reach the hangar mentioned in the
Level 2 guide. You know what to do from there (if you don't, go back and read
it).


-MISSION 5-

Level 1: This one is in an interesting location. COntinue down the tunnel where
the stewardess comes from and past the cable car loading area. Go up to the
very edge, and take out a Sniper Rifle (from cheats). An arrow-shaped mountain
seems to indicate where to look. Zoom down at the water to find the cheese.

Level 2: The cheese here in below in the hold. Look near the escape pod. On
some of the equipment in this area is the cheese.

Level 3: Head towards the right side of the crashed Air Force One (the left
side if you're looking from the plane itself). Look through a crevasse on the
right wall, and you'll see a little speck of yellow. Upon closer inspection,
you'll see that it's the cheese! Use the Sniper Rifle to zoom in. This may be
hard to see because an invisible wall prevents you from getting a good viewing
angle.


-MISSION 6-

Level 1: Say goodbye to Elvis and head through the first door. Go down the hall
and enter the door at the end. This room has a pillar in it. Go over to the
other side and continue down the path. To the left is a door leading to the
Power room. Instead of entering, use this door as a cue to look down at the
floor. If any lights are annoying you, take them out. Inside a grate on the
floor is a big piece of that lovely cheese!

Level 2: Right at the start of the level, look to your right through the
window. On the ocean floor, near the rock wall, is a piece of cheese. You can
get a better view of it if you enter the first door and look through the right
wall.


-MISSION 7-

Level 1: Enter the door to your left at the beginning that the Skedar just
broke down. On the other side is a balcony overlooking the landing pad.
Directly to your right you'll see a ramp leading up to a shiny door. Go up it,
then turn around. Above the door you just came through, in a tiny crack, is the
piece of cheese. Just follow your nose, that piece of cheese has been in the
sun for quite some time.


-MISSION 8-

Level 1: Go down the elevator from the prison area to the hangar. Go up the
ramp to the hangar itself, then take a right towards the elevators going up.
Instead of going into them, take another right into the door. Crouch and look
on the ground in here. Near the entrance is a hole. In the back left corner is
a lovely piece of that famous Swiss cheese.


-MISSION 9-

Level 1: This is near to the shield in the dead end tunnel (the shield is only
found in Agent and Special Agent). Continue down the path after jumping the
chasm instead of going into the lair. Look through the crack (or use an X-Ray
Scanner) to find the cheese.


-SPECIAL ASSIGNMENTS-

Mr. Blonde's Revenge: Same as Levels 1 and 3 (Mission 1).

Maian S.O.S.: The Same Place as Levels 2 and 3 (Mission 4).

WAR!: The Same Place As Level 1 (Mission 9)

*More Cheesiness Coming Soon!*

________________________________________________________________________

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


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

_______________________________________________________________________

- - - - - - - - - - - - ADDITIONAL TIPS - - - - - - - - - - - -

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

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

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

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

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

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

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

_______________________________________________________________________

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

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


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

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


CARRINGTON'S VACATION
Type: Capture the Case
Level: Villa
Weapons: Falcon 2, AR34, Sniper Rifle, Laptop Gun, RCP-120, Shield
Simulants: None/JudgeSim
Limits: Score 10, Unlimited Time
Variations: None
Carrington has decided to play a friendly game of Capture the Case while
vacationing in his Villa, but it may not turn out so friendly when everyone
finds the Carrington Institute-made guns lying about. The Sniper Rifle allows
for Snipers to guard the case, but the other rapid fire weapons will be more of
a threat, especially the RCP-120. First one to ten points wins.


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


MMMM... FARSIGHT
Type: Combat
Level: Complex
Weapons: Farsight XR-20, Slayer, Laptop Gun, Cyclone, Mauler, X-Ray Scanner
Simulants: None/SpeedSim
Limits: Unlimited Score, 15 Minutes
Variations: None
I'm a big fan of the Farsight, and this setup shows one of my favorite ways to
play. Whoever gets their hands on the Farsight has a great chance of getting in
some great kills, especially if they plant a Laptop Gun nearby to protect them.
Other players can try using the Slayer to take out the Farsight holder, but
keep in mind that you have to stand still to use the Fly-By-Wire... and
Farsight Experts love people who stand still. I've also included some other
guns I like, along with the X-Ray Scanner so people can find the Farsight
holder... or trick others into thinking that they posess it.


-READER's SUGGESTED SETUPS-




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


DIZZY WAR By: Andrew Minke
Type: Combat
Level: Skedar
Weapons: N-Bomb, N-Bomb, Crossbow, Crossbow, Tranquilizer, Tranquilizer
Simulants: 8 MeatSims
Limits: Unlimited Time, 100 Kills, No Team Score
Variations: The Skedar are gone. But all the people have gone crazy. They are
all dizzy and confused, and they won't stop. So Joanna has to defeat all of
them.


BLOOD BATH By: Marcus "Dark Sim" Huggins
Type: Capture the Case
Level: Fortress
Weapons: DY 357-LX, Laptop Gun, Farsight XR-20, Proximity Mine, Shield, Shield
Simulants: PerfectSims
Limits: Unlimited Time, Unlimited Score, 50 Team Score
Variations: None
A deadly game of Capture the Case in the already deadly Fortress Arena.
PerfectSims readily kill any player who doesn't stay frosty. Powerful weapons,
sentry guns, and proximity mines make it dangerous to go anywhere. A great way
to gain experience in the art of stealth. Also fun if you use Rocket Launchers
and/or Slayers.


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


HING OF THE KILL By: Wesley
Type: King of the Hill
Level: Random (or any you prefer)
Weapons: Random (Laptop Gun, Proximity Mines, Slayer, Dragon, Falcon (Scope),
and Cyclone is recommended)
Simulants: NormalSims (or any other difficulty level you'd prefer)
Limits: 30-50 Team Score, 10 minute Time
Variations: 10-second hill, Stationary Hill
The key here is to have a lot of people running around (4 teams of 2 each is a
blast for you and a friend). Even with NormalSims, it takes quite a bit of work
to to get and hold the hill. Some hills are almost impossible to hold for the
necessary ten seconds total in this setup, hence the time limit (before putting
the time limit in, a friend and I played a game for over an hour before
losing).


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


N-LAPTOP GUN-N By: Michael
Type: Combat
Level: Complex
Weapons: Falcon 2, Laptop Gun, MagSec 4, Shield, N-Bomb, Laptop Gun
Simulants: 7 MeatSims, 1 PreySim
Limits: 15 minutes, 51 Team Kills
Variations: None
In order to distinguish the PreySim from the MeatSims, it is recommended that
you make the PreySim Mr. Blonde (so he stands out). As the title implies, the
two main weapons of this setup are the Laptop Gun and the N-Bomb.


OLD SCHOOL By: David Pham
Type: Pop a Cap
Level: Complex
Weapons: Castillo NTG, RCP-120, Laptop Gun, Dragon, Shield, and Mine (any type,
suggested Proximity)
Simulants: 2, JudgeSim and/or PreySim (or None)
Limits: Unlimited Time, 25 kills
Variations: None
This is an Old School game a la Goldeneye, with a maximum of four players
(preferably 2 human, 2 simulants), played in the classic Goldeneye level, the
Complex. The weapons are mostly pretty powerful, and there's also mines and
Laptop Sentry Guns to watch out for.


CHAOS By: Jim B.
Type: Combat
Level: Complex
Weapons: Proximity Mines, Remote Mines, Grenades, Rocket Launcher, Slayer,
Shield
Simulants: 4 RocketSims, 2 JudgeSims, 2 VengeSims
Limits: 150 Team Score, Unlimited Time, Unlimited Kills
Variations: None
Think 150 kills will take forever? Wrong! RocketSims will grab the Slayer, find
you, and turn you into a pile of smoldering flesh. Or they'll grab the Rocket
Launcher, lock on, and kill you that way. The JudgeSims and VengeSims will make
the battles even more frantic as they hunt down their helpless victims. This
becomes a "save your own butt arena with mines everywhere and crap exploding."


SQUADS By: Mr. Cactus
Type: Capture the Case
Level: Area 52
Weapons: Magsec 4, K7 Avenger, Laptop Gun, Super Dragon, RCP-120, Proximity
Mine
Simulants: 4 NormalSims, 2 PeaceSims (Dark), 2 SpeedSims (Easy)
Limits: Unlimited Time, Team Score 30
Variations: Kills Score Off


LAY-Z WAR By: Brok
Type: Combat
Level: Fortress
Weapons: Farsight XR-20, Slayer, Laptop Gun, Proximity Mines, Dragon, Disabled
Simulants: None
Limits: 20 kills
Variations: None
What with all the modern technology, the common soldier is no longer necessary.
All the would-be Napoleons and Pattons sit in their rooms (the upper lift
rooms) and take pot shots at each other. Doors must be opened to get ammo, set
Laptop Guns, and throw Proximity Mines, but beware of the terrifying Slayer
rockets! Keep moving as well, because there is no escaping a Farsight standing
still. But don't move, because the Proximity Mines may rearrange your face
without asking. And don't stray too far or a Sentry Gun will catch you
unexpectedly.


THE PRESIDENT'S PRESS CONFERENCE, MK 1 By: Brok
Type: Hold the Briefcase
Level: Ravine
Weapons: Sniper Rifle, AR34, Shield, Sniper Rifle, AR34, Shield
Simulants: None
Limits: None
Variations: One-Hit Kills
Where the hell is the press? As the President walks around searching (he only
has a shield and a briefcase for looks), a Sniper lies in wait somewhere high
up and will try to kill the Pres. The two body guards accompanying Mr.
President carry their trusty rifles (AR34s). The President can only run when
he's being attacked. The first one to ten points win, based on the point system
of 5 for killing the President, one for bodyguards, and two for the Sniper.


THE PRESIDENT'S PRESS CONFERENCE, MK 2 By: Brok
Type: Capture the Case
Level: Ravine
Weapons: Sniper Rifle, K7 Avenger, Proximity Mines, Shield, None, None
Simulants: None
Limits: Score 1 (optional)
Variations: One-Hit Kills
Tha ransom has been paid. The sensitive information has been left for the
terrorist to pick up, but he isn't satisfied. The same basic rules as MK 1
apply, except the bodyguards carry K7 Avengers, the terrorist throws Proximity
Mines, and the President must retrieve the sensitive information (the Sniper's
briefcase) and get back to the helicopter rendezvous point (his own briefcase)
before the terrorist wreaks vengeance from some country ending in "-stan".


THE OLYMPICS By: Brok
Type: Combat
Level: Varies
Weapons: Varies
Simulants: Varies
Limits: None
Variations: Optional
Sure, we all know that the Olympics are gone, but for those of you with the
Games still in mind, relive it yourself! There are many events which are: (feel
free to add on to these)

-Biathlon: This is done in the Fortress, with several variations. The events
are running and -wait for it- shooting! The object is to open (and close behind
you) a door on the upper and lower levels of the four lift houses. They get
back...
*And grab a Sniper Rifle and aim at their team's remote mines placed on the far
wall before the start. First one to blow their's wins.
*Two runners, each with a Sniper on their team. Their sniper tries to knock out
the other runner. No shields, and/or one-hit kills optional.

-High Diving: In the Ravine, do you know that place where you can fall for
ages? Well, this is where we do diving! Have someone stand down at the bottom,
and you must land on top of them. Accuracy is the essence here. You can't get
off unless the divers have, say a Falcon to kill the spectator with.

-Shotput: This should be in an open area (perhaps the Temple) with Remote
Mines. Players stand with back and shoulder to the wall and throw a "shotput"
along the wall. When ten each have been thrown onto the ground, All players
stand above the furthest mine, and all detonate. When they respawn, the one
with a suicide count wins the match.

-Archery: Simply done with Crossbows without sights on screen. The players have
to turn a full circle between shots to disorient, and they can shoot at bullet
holes or some other marker from a distance.


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

_______________________________________________________________________

- - - - - - - - - - - - GLITCHES & TRICKS - - - - - - - - - - - -

There seems to be quite a few Glitches and Tricks you can use to your
advantage in this game, so I've decided to start a section with them included.
If you know any other ones, feel free to send them in.

Laptop Gun in Firing Range:
In the Firing Range, you can complete challenges much more easily by using the
Laptop Gun. First, select the Laptop Gun. Go to any test, and hold B to switch
to its secondary function. Press Z to begin throwing it, but immediately press
start and abort the test. As soon as you do, press start again to get to the
weapons list. Select the test you're having trouble on. If you aborted and
selected a new test before you threw the gun, you'll toss it into the firing
range as soon as the new challenge starts. The Laptop Gun fires quickly and is
100% accurate, but doesn't have an unlimited supply of ammo.

Dragon/Crossbow:
In the level Air Base - Espionage, you can see this strange glitch... it's not
useful, but interesting nonetheless. Kill the first Alaskan Guard you see with
your Crossbow's Instant Kill function. Pick up the Dragon and use up all the
ammo. Take out your Crossbow, and shoot a bolt in front of you. go back to your
Dragon, and pick up the bolt. It'll say you picked up a bolt, but you'll have a
bullet in your Dragon instead.

Shoot Foster:
If you've ever wanted to kill that annoying Foster, you can shoot him as much
as you want with this trick. Go down to the firing range, and stand in the
doorway. Select a weapon (I prefer to use Throwing Knives and Crossbow Bolts),
and the door won't be able to close (because you're in the way). Shoot, blow
up, or impale Foster as much as you'd like now.


_______________________________________________________________________

- - - - - - - - - FREQUENTLY ASKED QUESTIONS - - - - - - - - -

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

Q: How come I can't use the Laser/X-Ray Scanner in multiplayer? I've completed
the necessary number of challenges...
A: If you want to use these cool weapons, you must find them in the Solo
Missions first. After you've used them there, you can use them in multiplayer.

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

Q: How come I can't play the Solo Missions? I can only play Challenges!
A: Without the Expansion Pak, you can only access the Combat Simulator
Challenges and 1-2 Player Multiplayer. With it, you can play the Solo Missions,
1-4 Player Multiplayer, Co-Op, Counter-Op, and access more options.

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

Q: How do I advance ranks in the Combat Simulator?
A: Many people are at high rankings, but many also are baffled at how they got
there. To get up ranks, you must have a certain number of kills, medals, ammo
dispensed, etc. However, concentrate on kills, as you'll usually complete the
other requirements as you go.

________________________________________________________________________

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


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

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

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

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

Poll: In addition to the favorite weapons poll I'm taking (send in your #1
weapon for the poll!), I'm also starting a favorite multiplayer level poll.
Send in your favorite level, and see the results in a few weeks.

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

Help Wanted: If you're an expert at the firing range (i.e.- you've gotten all
the gold medals) and are willing to do it all over again, contact me. Note- I
don't need help writing how to get the medals but am interested in knowing what
weapons you must get golds with to get a Classic Weapon.


* * *


- CREDITS -

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

Azz: For the awesome Cheese Guide
DragonHunter7911: For the cool Challenge Completion trick.
Jim Skinner: For telling me what the Reverse Pitch does.
Shustmill: For some of the glitches.
Azurewrath: For the Combat Simulator Rankings Info.

* * *


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


* * *

These Sites have been given permission to use my FAQ:

*GameFAQs (www.gamefaqs.com)
*Video Game Strategies (www.vgstrategies.about.com)
*www.gamingplanet.com
*Tim's Vault
*www.cheatcity.com

There are several other sites in which I've given permission, but these are the
main ones. I'd appreciate it if you contacted me if you see this FAQ anywhere
else.

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

* * *

COMING SOON: *Mission 3 in the Perfect Agent Walkthrough
*More Combat Simulator Challenges Explained
*More Multiplayer Arena Maps and Strategies
*More Firing Range Strategies
*More of the Cheats Walkthrough

* * *


-CLOSING STATEMENT-

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

This FAQ Has Been _______
__________ Brought To You By: /.\____/.\ / ___ \
/ /_____ _____ ______ _____ \________/ \ \ \ \
/ ______/ __ \/ _ \ / ____// _ \ \/ \/\ \_/ \ \
/ / / / \__\ // // / / // / \ \/-\_______\ \
/ / / / / // // /____/ // / \ \ \\\\\ /
/ / /__/ \_____//______/\_____/ / / _/
/ /_____________________________________ / / __/ /___\ \
/ \ /\____/\ //___/ /___\
/____________________________________________\ \________/

 
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