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Perfect Dark (Perfect Agent Walktrough) (e)

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          P e r f e c t   A g e n t   W a l k t h r o u g h


            marshmallow 
                      Version 0.8

* -------------------------------------------------------------------  *

 

This file will basically hold you by the hand and lead you through the 
big, bad world of Perfect Dark's "Perfect Agent" difficulty level, which 
is the most difficult of the default difficulty levels. It'll also 
describe basic skills, along with the tools and technology (we're 
talking guns here, folks!) you'll find along the way.  



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


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


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

0.  Table of Incompetence (...)
1.  Revision History / Updates
2.  Important Legal Information
3.  Introduction
     •  Background Story
     •  Basic Moves
     •  Advanced Moves
     •  The Perfect Rules

4.  Perfect Agent Walkthrough

     Mission 1:
     •  dataDyne Central (defection)
     •  dataDyne Research (investigation)
     •  dataDyne Central (extraction)

     Mission 2:   
     •  Carrington Villa (hostage one)

     Mission 3:   
     •  Chicago (stealth)
     •  G5 Building (reconnaissance)

     Mission 4:   
     •  Area 51 (infiltration)
     •  Area 51 (rescue)
     •  Area 51 (escape)

     Mission 5:   
     •  Air Base (espionage)
     •  Air Force One (anti-terrorism)
     •  Crash Site (confrontation)

     Mission 6:   
     •  Pelagic II (exploration)
     •  Deep Sea (nullify threat)

     Mission 7:    
     •  Carrington Institute (defense)

     Mission 8:   
     •  Attack Ship (covert assault)

     Mission 9:   
     •  Skedar Ruins 

     Bonus Stages:   
     •  Mr. Blonde's Revenge
     •  Maian SOS
     •  War!
     •  Duel

5.  Frequently Asked Questions 
6.  Weapons / Gadgets
     •  Semi-Automatics
     •  Automatics
     •  BOOM! Baby
     •  Futuristic
     •  Other
     •  Gadgets
7.  Credits
8.  Contact Information


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


  1.   U P D A T E S  /  R E V I S I O N   H I S T O R Y


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



Note: New update information will appear near the top, pushing older 
      updates towards the bottom.



------------------------------------------------------------------------
Version 8.0 (Friday, July 7th, 2000):
------------------------------------------------------------------------

• Added walkthroughs for Pelagic II, Cetan Ship, Carrington 
  Institute, and Attack Ship on Perfect Agent. That's A LOT of 
  writing...

• Added a cool reader trick to dataDyne: Investigation about the angry 
  scientist. This same reader has also been added to the credits 
  section.

• Another reader trick to Air Force One: Anti-terrorism.


------------------------------------------------------------------------
Version 0.7 (Saturday, June 24th, 2000):
------------------------------------------------------------------------


Added all the Air Force One levels to the walkthrough...


------------------------------------------------------------------------
Version 0.6 (Monday, June 19th, 2000):
------------------------------------------------------------------------


Added the entire Area 51 mission (Infiltration, Rescue, Escape) and 
another tip in the "Enemy AI 101" section. It talks about using enemies 
as live and/or dead shields. I also added another strategy for the lobby 
section of the first dataDyne stage, and the second cloaked guard room 
in the G5 Building. Enjoy.


------------------------------------------------------------------------
Version 0.4 (Saturday, June 10th, 2000):
------------------------------------------------------------------------


According to the game clock, I have totaled 50 hours of Perfect Dark 
goodness. I'm such a freak, aren't I? ;)

I've completed the weapon section, and have started writing detailed 
walkthroughs for the first levels of the game (stopped at G5 Building). 
At first I was really surprised to see PD guides over 200KB at GameFAQs, 
but then I realized they just re-used the Agent walkthrough three times 
(once for each difficulty) and added smaller updates (and extremely 
vague and sloppy at that) for new objectives. Talk about flooding...

Before I forget, I also added another trick to number nine of "The 
Perfect Rules."


------------------------------------------------------------------------
Version 0.01 (Wednesday, May 24th, 2000):
------------------------------------------------------------------------

Cha-ching! I have to admit, writing to this FAQ with what is possibly 
the best game I have ever experienced sitting at my feet is 
quite...difficult, to say the least. School is coming to a fast end, the 
summer light beginning to shine...This means I'll be able to update this 
FAQ/play PD _a lot_ more than before...it'll be ridiculous, up to five 
or six hours straight of nothing but PD. It's the life, isn't it? Go and 
check out this preliminary FAQ with the knowledge it is far from being 
complete. 

Just let me play Perfect Dark for about another week or so, then I'll 
get down to some more serious work. Besides, if you're going to use a 
walkthrough already, then what's the point of getting the game in the 
first place?


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


  2.   I M P O R T A N T   L E G A L   I N F O R M A T I O N


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


This FAQ can only appear on the following sites:

- GameFAQs 
- Cheat Code Central 
- GameSages 

Why? Because those are the only three sites that can keep my FAQs 
updated. GameFAQs gets away with murder, though, on account of the fact 
I send my FAQs there myself. Gamesages is GameFAQs sister site, so they 
share information. Cheat Code Central is great, because they always seem 
to have the most updated version without me having to tell them. Great 
job, guys and gals. 

I just hate it when people have outdated versions of my FAQs, because I 
get loads (e.g. 100+) of e-mails telling me to "update my FAQ" even 
though it IS updated, or they ask a question that has been answered in 
the new versions, or make additions that are already there, etc., etc. 
I've had problems with this with other FAQs, and I'm taking steps (e.g. 
this note) to put an end to it! 

Here are a few "do's" and "don'ts". Webmasters! Take note...

------------------------------------------------------------------------
Webmasters! Do NOT:
------------------------------------------------------------------------

Post this FAQ on your site directly. The only sites that this rule DOES 
NOT apply to are GameFAQs, GameSages, and Cheat Code Central, as shown 
above. 

------------------------------------------------------------------------
Webmasters! Please DO:
------------------------------------------------------------------------

If you are a webmaster of a site that wants to post this FAQ, what do 
you do? As you read above, you can not post it directly. Instead, link 
to the page at www.gamefaqs.com that lists all the FAQs for this game. 
Why GameFAQs? Because I said so. To clear up some confusion, you can not 
link to the URL if it ends in ".txt" or ".doc", you just can't use that. 
If it ends in anything else, such as the page where it lists all the 
FAQs for a game, you can link to THAT, but not to the actual FAQ. I'm 
only repeating myself, but I had to because some people have to be told 
something twice. If you have any questions on linking, notify me. To 
answer the most common question I'll get, you can not link to any 
GameFAQs URL that ends in ".txt" or ".doc" because it's in GameFAQs' 
legal section. So there. 

This FAQ cannot be used in magazines, guides, books, etc. or in any 
other form of printed or electronic media involved in a commercial 
business, in part or in whole, in any way, shape, or form, PERIOD. It 
may not be given away freely, as a "bonus" or "prize", or given away 
with the game itself, etc. This FAQ cannot be used for either profitable 
or promotional purposes, regardless of the situation. Breaking any of 
these rules is in direction violation of U.S. law. 

Any characters, names, places, or miscellaneous objects are copyright 
their respective companies. I am in no way affiliated with Nintendo, 
Rareware, nor any companies that were/are involved with this game.

This document is © 2000 marshmallow
All rights reserved


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


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


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


A simple but elegant "introduction" section never hurt anyone. Certainly 
for a game of this type, there's much to get out of the way before 
getting to the meat (I am of course speaking of the walkthroughs). Even 
if you consider yourself an ace at the game, read the following sub-
sections. You just might learn something.


------------------------------------------------------------------------
                      B A S I C   M O V E S
------------------------------------------------------------------------



Strafing: By using a combination of the C buttons and the analog stick, 
          one can strafe left and right. In open spaces this is 
          extremely important because it will allow you to slightly 
          avoid enemy gunfire. It'll also enable you to find cover much 
          faster.

Aiming: By going to the options screen and checking "Always Show Target" 
        on the "Display" screen, you can get the targeting crosshair to 
        remain on screen at all times. This is EXTREMELY useful, 
        allowing you to accurately shoot while moving at the same time.


------------------------------------------------------------------------
                      A D V A N C E D   M O V E S
------------------------------------------------------------------------


Speed Strafe: This is easily done in control version 1.2 (Turok style), 
              but is still possible in the default setting. In 1.2, you 
              have to hold down C UP and then either C LEFT or C RIGHT, 
              and then hold the analog stick in the direction you're 
              moving. This is the fastest you can possibly go, and is 
              useful just about anytime. Using this is pretty much 
              required for the timed cheats.


Circle Strafe: Again, this is easily done in Turok style control mode. 
               You hold C UP plus either C RIGHT or C LEFT and hold the 
               analog stick in the OPPOSITE direction you're moving. 
               This enables you to literally run circles around your 
               opponents, leaving them confused and dazed.

Leaning: This is pretty simple -- hold "R" and then either C LEFT or C 
         RIGHT. This will allow you to rapidly move yourself either to 
         the left or right, which is especially useful around corners. 
         Use this to show yourself for a split second, and when they 
         stop firing their weapons you can use the "shooting cycles" 
         trick to easily kill them. This remains unchanged from 
         GoldenEye.

Secondary Fire: This is accessed by holding down the B button for a 
                moment. You can tell if you're in secondary mode by the 
                color of the square next to the ammunition display -- 
                red equals primary, yellow signals secondary. The 
                secondary functions of many guns can give you a huge 
                boost in performance -- for example, the secondary 
                function of the Super Dragon is a grenade launcher, 
                which helps IMMENSELY in the levels you find it in. 
                Experiment and see what works for you.


------------------------------------------------------------------------
                 T H E   P E R F E C T   R U L E S
------------------------------------------------------------------------


The following 10 rules give general information over the great game of 
Perfect Dark, as close as I can go without giving specific level 
walkthroughs. Many of them also apply to GoldenEye.

# 1 -- "Know the differences between the difficulty settings."

In Perfect Dark, there are three difficulty settings: (1) Agent (2) 
Special Agent (3) Perfect Agent. There's also another hidden one, but 
let's not get into that yet. 

• In Agent Mode, the enemies take very little damage off of your meter,
  ammunition is ridiculously abundant, and the amount of objectives you
  have is extremely limited. Each stage basically consists of running
  through the area mowing down people, then getting to the end. 

• Special Agent is similar to Agent, except mixed in with a little 
  bit of...

• Perfect Agent! Yowza! This is what the entire game was designed 
  around, as you get barely any ammunition at all, each stage has at 
  LEAST five objectives, and the enemy AI will 
  surprise you at every corner. Beating this will give you some heavy
  bragging rights.


                              •  •  •

# 2 -- "Go for the head shot, and good things will happen."      

Similar to its previous incarnation, GoldenEye, Perfect Dark has an 
accurate body-hit detection system. This is where a shot to the leg will 
cause little damage (though stall the enemy, causing him/her to limp in 
pain), while a shot to the head ensures instant death: one shot, one 
kill. With pistols and even some of the smaller automatics, going for 
the head-shot is crucial for the following reasons: (1) Lack of 
ammunition (2) Few rounds per clip -- reloading wastes time and leaves 
you open. (3) It takes several pistol shots to the chest to down an 
enemy. 

Even with blazing automatics, going for the head shot can be important. 
But realize that the more foes you see at once, and the more powerful 
your weapon, the less important a head-shot becomes. Excluding 
explosives, always at the VERY LEAST try to go for a hit to the chest. 

                             •  •  •

# 3 -- "Surprise the enemy wherever possible."

If the enemy has no idea that you're around the corner, they can't do 
anything about it! It takes them several seconds to react, so if you 
know where they are but they don't have a clue where you are, then 
surprising the bee-jebus out of them can only be good for you. This only 
works if they DON'T know you're there -- for example, in dataDyne 
Extraction, as soon as you turn the corner you'll get fired upon. To 
avoid situations like this, turn the corner and then immediately take 
cover behind the cover. After the firing stops, go drop them.

                             •  •  •

# 4 -- "If all else fails, run. Run far, far away."

This can actually be quite the life-saver. If you're faced with 
overwhelming forces, simply flee to a cleared area (e.g. the starting 
point, or a previous corner) and wait for the people who follow. Attempt 
to break one or two people from the group and take them out one at a 
time...the less people you have to face at any one time, the better. 
Especially considering Perfect Dark has MANY more enemies than GoldenEye 
ever did.

                             •  •  •

# 5 -- "Beware of the scary people."

"Scary" people usually possess some of the following traits: (1) Having 
more than one weapon at a time -- twin Magsec pistols, for example. (2) 
Having peculiar -- or at the least different -- wardrobes. Shock 
troopers, for example, are dressed in black/bluish Darth Vader costumes 
and are extremely dangerous. These usually have more health than normal 
guys, too. 

                             •  •  •

# 6 -- "There's a right weapon, for the right job."

You're not going to snipe someone at 100 yards using a dy357 Magnum. It 
just isn't possible. Instead, use a weapon with a scope, such as the 
Laptop Gun, or better yet, the Sniper Rifle.


                             •  •  •

# 7 -- "Use the environment to protect yourself, lest you be mowed 
down."

I CAN NOT stress this enough. If you're facing some adequate resistance, 
don't try to be Rambo. Hide behind a corner or a group of boxes, or even 
a pillar; cover is remarkably important in Perfect Agent mode. 


                             •  •  •

# 8 -- "Suppress the urge to blow a cap in a scientist's groin."

It only takes a single civilian death to kill the mission. Scientists 
and automatic weapons DO NOT mix. 

                             •  •  •

# 9 -- "Enemy AI 101."

We're all used to GoldenEye's AI, right? We've learned what we can and 
cannot do against it, and exactly what any given soldier will do in any 
given situation. ERASE ALL OF THIS FROM YOUR HEAD. Perfect Dark's enemy 
AI is utterly brilliant, and if you use GoldenEye tactics you are going 
to die a horrible, horrible death.

•  Hiding behind railings or low walls will not save your ass. A guard 
   will simply fire over the railing. They will see you immediately. 
   They will fire straight up, or down at an angle just to peg one shot.

•  Glass is not a barrier. Similar to railings, they will simply shoot 
   through it. EXCEPTION: Bullet proof glass (obviously)

•  Remember the old trick of getting really close to a guard so it can't 
   shoot you? Well, better not try that anymore, because these dataDyne 
   fiends know karate and will KICK you in the head, which can actually 
   be worse than getting shot as your vision will be blurred for several 
   seconds, and your shots will go all over the place. You don't even 
   have to be up against the guard, if you're fighting multiple 
   opponents then sometimes one will break from the group and kick you 
   in the back regardless. 
 
•  If you toy around with a guard he will scream for help, and dozens of 
   enemies will flood into your area (depending on the level)

•  Enemies ARE NOT practically stationary targets anymore. After only a 
   few minutes of fighting them, you'll long for the days when they 
   stayed in place and took their punishment. Now, they run to and fro, 
   where-ever you AREN'T shooting they will go. This increases the 
   challenge dramatically.

•  Remember the "draw the guards" trick? That's where you would go into 
   an area infested with guards, then go to the previous corner and wait 
   for the huge mass of guards to arrive, then you'd blast them with an 
   automatic or a grenade, or whatever you had handy. This doesn't work 
   anymore...well, not ALWAYS. Sometimes a single guard will split from 
   the group to "check up" on you, but it seems that they are playing 
   the "draw the Joanna Dark" trick a majority of the time. 


So, after all of this, is there ANYTHING you can do to defend yourself? 
Thankfully, there is...behold!


•  This one artifact remains from GoldenEye's engine. If you go to an 
   enemy and they raise their arm, and you should happen to quickly move 
   five feet to the left/right, he will fire where his arm was 
   originally pointing, even if you begin to run away or go up close. HE 
   CAN NOT SWIVEL HIS GUN. Use this in open spaces. It does, however, 
   require decent timing. If it wasn't for this trick, the game might be 
   impossible.

•  Shooting cycles. Anyone who is decent at GoldenEye knows exactly what 
   the shooting cycle is. Sure, you may know it by another name, but you 
   know it's there. It's where a soldier will shoot his gun for several 
   seconds, and then stop. During this pause, you can do anything you 
   want to them, because they can't do CRAP. They can't move, they can't 
   shoot you, and well, the game might as well count it as a kill right 
   there and then. 

   A good example of how to exploit this trick is in the dataDyne 
   Extraction stage. At the very start, groups of shock troopers are 
   positioned behind boxes or desks (the part where you use the night 
   vision goggles). As soon as you turn the corner -- BAM BAM BAM. 
   Automatic machine gun fire, and you take severe damage. By the time 
   you reach the foyer elevator, you're almost dead! To get past this 
   tricky section (besides reading the walkthrough, of course) is to 
   show yourself for only a split second, then dash behind the corner 
   you came from as fast as you can. They will open fire with their CMP
   150's, and the pause of the shooting cycle is yours for the picking. 
   Now you can simply walk casually into their area and put a Falcon-2 
   round into their cranium. This trick works THROUGHOUT THE ENTIRE 
   STAGE, especially when fighting Cassandra's body guards at the very 
   end.   

•  Enemies can not -- and will not -- shoot their guns while they are 
   running. As in GoldenEye, they can only shoot when they are standing 
   still. Thus, your first priority should be to take down the still s
   soldiers, and wait for the running ones to calm down. This is a 
   helluva lot more useful than I make it out to be.


There also a few "extra" features in Perfect Dark's AI...

•  If you shoot the enemy's weapon, it will fly out of their hands and 
   they will be reduced to a harmless waste of polygons. Well, this 
   isn't exactly true. They can kick you, and in some cases they will 
   pull out a pistol of some kind and continue the attack. But a 
   majority of the time, they will simply whimper one of the many 
   "surrender" lines (e.g. "Please, don't shoot me!" or "I'm unarmed" 
   etc.). However, if you give them enough time, they can go and 
   retrieve their weapon. Cool animation...

•  Guards are now faced with the physical laws of our world, and must 
   stop to reload their weapons. It's actually cool to watch, until they 
   bust a cap in your head. But the point is that when they do this, 
   they are stationary targets ready for your mercy...but of course, I 
   doubt anyone reading this has mercy and will just go up and direct 
   their automatic weapon fire to the guard's groin area. Don't deny it! 
   I saw you peg that poor, defenseless scientist in the dataDyne 
   Investigation stage...don't even try to hide it...

•  When a guard is rather far away, they will get on all their bellies 
   and shoot you in that position. This is actually quite effective, 
   because the target area is reduced to the point you are pretty much 
   FORCED to go up and shoot them in the back, instead of trying to 
   sniper them.

•  Do you know what a human shield is? It's where you use another person 
   as a shield, whether they are dead or alive, and it works in this 
   game as well. If there are several people in the same room with you, 
   move behind the guy closest to you and they won't be able to hit you, 
   allowing you to focus on just this one guy. Another interesting trait 
   of this is that you can hide behind someone who is in the middle of a 
   death animation. The most useful is the one where the guy slowly 
   falls to his knees, hovers there for a second, then falls flat on his 
   face.


                             •  •  •

# 10 -- "Automatics can be both your friends and enemies."

Aren't fully automatic weapons awesome? They're big, loud, powerful, but 
unfortunately they eat away at your ammunition like a bastard. If 
there's one single thing you know about automatics, it should be this: 
Do not use full auto when going head on head with a single enemy unless 
they are extremely powerful or you have tons of ammo. Use full auto when 
going against groups of guys. A good example of this is in the first 
Area 51 stage, where you have an awesome gun in the Dragon, but 
ammunition is limited. By using one or two shots for a single kill -- 
instead of say, 10 -- you will conserve ammunition very easily.

The second thing you should know, is that when the gun kicks into fully 
automatic fire, its accuracy is going to drop like a used body bag the 
farther away your target is. So, if you are trying to pick off guys you 
should only peck at the trigger, allowing only one or two shots to go 
off. Surprisingly, this can be more powerful than just shooting off 10 
shots in a few seconds. This especially becomes evident when you are 
sniping Drone Guns later in the dataDyne Investigation level.

Of course, the kickback of a gun can also be to your advantage. If 
there's three guys in front of you, spraying bullets everywhere can only 
HELP you.



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


  4.   P E R F E C T   A G E N T   W A L K T H R O U G H


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



Yes, as the title of this entire document suggests, the walkthroughs 
were •specifically• made towards the Perfect Agent difficulty setting. 
Granted, they will work on the lower difficulties, but you'll end up 
doing a lot more mission objectives than you should have to in the first 
place. It's just that the entire game was designed around this 
difficulty setting...everything else is simply child's play.

As for the walkthroughs themselves, I thought these were the best 
strategies for people who might have problems with that level. It 
definitely won't be time efficient (see my other FAQ for that), and it 
might not be the fanciest, but it is generally the safest. But the 
beautiful thing about each level is that there are usually many, many 
different ways to do it, so if you prefer to do something different than 
what I say, and it works, then go ahead and do it! 

          
      __  __  __  ___  ___  __   __   _  _     __   _  _  ___ 
     (  \/  )(  )/ __)/ __)(  ) /  \ ( \( )   /  \ ( \( )(  _)
      )    (  )( \__ \\__ \ )( ( () ) )  (   ( () ) )  (  ) _)
     (_/\/\_)(__)(___/(___/(__) \__/ (_)\_)   \__/ (_)\_)(___)



------------------------------------------------------------------------
                  D A T A D Y N E   C E N T R A L      
------------------------------------------------------------------------


                        TYPE:  Defection


Required Mission Objectives:
---------------------------------------------
•  Disable the Internal Security Hub
•  Obtain the Keycode Necklace
•  Download Project Files
•  Disable the External Comms Hub
•  Gain Entrance to Laboratory


Available Weapons / Gadgets:
----------------------------------
•  Falcon-2 (silenced) (2x) 
•  CMP-150  
•  Laptop Gun 
•  ECM Mine
•  Data Uplink
•  Keycode Necklace


Perfect Agent Walkthrough:
----------------------------------


This is quite possibly my most cherished level of the entire game...if 
you just play it, you'll see why. GOD, I LOVE covert operations! :p


After you are dropped from the helicopter you will find yourself on the 
very top of the dataDyne tower. To get off you may either fall down the 
edge, or climb down the grating to your immediate right. Either way, be 
extremely weary as a single guard is patrolling the area. Shoot him in 
the head and grab his CMP-150. DO NOT use this at all -- you'll want to 
save as much ammunition for this baby as you can for the very end.


To gain access to the building, go through the metallic doors. Here, 
another guard will be shocked, usually saying something to the effect of 
"What the Hell?" When a soldier says something such as this it will 
usually back away in confusion, which gives you precious seconds to cap 
him in the face. 


Go down the bending rampways until you get to the bottom: the area has a 
fan, and a corner bathed in red light. Go here, and you'll get a message 
from Carrington. Go up to the computer console on the wall, take out the 
ECM mine -- three of which you have -- and carefully place it on the 
screen. "OBJECTIVE 1: COMPLETED" should flash on the screen.


Although there are two automated security cameras in this small room 
(they are somewhat camouflaged due to their color) you shouldn't waste 
either your time or bullets to destroy them, seeing as once the first 
objective is completed they will be reduced to nothing more than moving 
light fixtures. And if they DO sound the alarm before completing the 
objective (e.g. you are really slow), I feel sorry for your ass, because 
just about every guard in the entire building is going to warp to your 
location. 


Falcon-2 in hand, go to the grated door in the corner and open it. Right 
about now the awesome part of the level's music should kick in, and good 
lord is it glorious. But that's beside the point; make your way down the 
curving stairs until you reach the brown door at the bottom. Open it up 
and quickly dash behind the wall on your RIGHT; you should hear gunfire 
and see the sparks of bullets hitting the wall. When it dies down, head 
into the open and blast the goons down. If they start to shoot, 
immediately find cover either behind the wall or a pillar. Once the area 
is cleared, head to the table in front of the computer monitor, and 
locate the red button. Press it (action button) and the door to 
Cassandra's office will unlock. The door in question is much larger than 
any other in the region, so it is easy to locate. Go inside and punch 
out both Cassandra and her secretary, then collect the keycode necklace; 
"OBJECTIVE 2: COMPLETED" should flash on screen.


This is where you will first encounter the foyer elevators (made of 
glass and they look absolutely breath-taking, etc.) There are two of 
them; one on the left side of Cassandra's office, and the other on the 
right. At this point, I would NOT go inside of them, because it's 
anyone's guess where they'll go. Instead, go to the brown door you 
haven't entered yet. Inside is a similar spiraling staircase as before, 
except this time it's going DOWN. If you go to the wrong one, the stairs 
will be going UP. This can confuse newbies, but like all levels, once 
you play it awhile the map will become engraved in your skull.


Go all the way down the stairs, so you are as far down as you can go. 
Enter the door on the bottom (NOT THE ONE IN THE MIDDLE) and quickly 
open the brown door across from that. Mow down the man behind the desk 
and grab the ammunition laying there. Show yourself in the hallway and 
three dataDyne goons will begin to fire. Pick them off as you please, 
using a combination of strafing and the shooting cycle trick. Once done, 
go to the door on the left, go inside, kill the guy behind the desk, and 
go back into the hall. Open the next door you come to, kill the guy, 
then the man behind the desk (notice a pattern?). These people will be 
so surprised their reaction time will slow to a crawl. By the time they 
reach for their weapons, your targeting reticule should be on their 
forehead.


The final hall holds two doors and a security camera. Right about now 
you should get a message that says that the security systems are back 
online; for this very reason you should take out the camera. Now open 
the brown door nearest the camera and mow down the shock-trooper that 
holds double Falcon-2's; they will be equipped immediately. Now go in 
front of the other door -- it's locked, but you can hear a telephone 
conversation inside. After a bit, the door opens and the programmer 
there will scream for help, then run away. Chase him down and he will 
slowly walk back to the foyer elevators, he's now your hostage. 


AWESOME TIP: When he is waiting for the elevator, if you run far away he 
             will go and hide in a weapon storage room that was locked 
             before. Go inside and collect the LAPTOP GUN! Oh baby, 
             where have you been all my life? This will become extremely 
             useful in the lobby sequence (read on). 


When the elevator goes to the middle floor, you will quickly learn that 
you have not cleared this floor yet. You really don't have to, but 
several guards are lurking in these halls. The first thing you should 
accomplish is the destruction of the camera, and then take care of any 
would-be threats. 


Now, finally, the programmer is inside the computer room and hacking 
into the files you require. Once he says, "I-I'm in..." you should bust 
a cap in the side of his head, because he will then try to sabotage the 
system, thus failing your mission. Once that is done, take out your Data 
Uplink and download the files. "OBJECTIVE 3: COMPLETE" will flash on 
screen.


Return to the foyer elevators, board either one you please, and take it 
ALL the way down to the lobby. This is the infamous "lobby sequence" I 
was speaking of earlier. As soon as the doors slide open, a shock 
trooper will scream something and everyone within earshot will come to 
you, and then this awesome music score will begin (if this doesn't put 
your adrenaline gland into action, nothing will). This scenario is 
extremely challenging and requires a large amount of skill and strategy.


Immediately after the doors open, rush forward (DO NOT GO DOWN THE 
STAIRS) and shoot the guy on the lower level. The bullets will go 
through both the glass and his body. Due to the automatic fire, the 
glass should shatter before you reach it, enabling you to fall below. 
Quickly mow down the other shock trooper. You now have to deal with 
three or even FOUR other guys. One will come through the left side of 
the stairs, the other two-three the right side. Go to the side with the 
more guys, shoot one down, and then go to the other side with the one 
guy and easily kill him. 


Now it's time to play a nice game of "Run Around the Mulberry Bush" and 
catch the troopers from behind. In other words, run totally around the 
stairs and shoot them in the back. Remember to use every trick in your 
bag; shooting cycles, leaning out, whatever it takes. If you dick around 
with these guys you're going to die very quickly. Once completed, 
collect the ammunition and go in front of the staircase.


NOTE: Using the laptop gun here can give you a much higher amount of 
      success than the CMP-150. The laptop gun has a much larger 
      magazine clip, a zoom feature, and is more powerful. What more 
      could you want? Well, aside from some prostitutes...but 
      regardless, you should be able to do this just using the CMP-150 
      with practice. Besides, it just looks awesome when you mow guys 
      down with it! 

SECOND NOTE: If you really, reeeeealy suck, you can deploy the laptop as 
             a sentry turret and watch the guys fall like sacks of 
             potatoes, then kill any survivors using your double 
             Falcons.


Go into the office and open the door, and then peg the shock trooper 
that is directly in front of you. Take cover, and in almost a GoldenEye-
fashion they will all come right in front of you. *BAM* Watch them all 
fall. Now go to the other side of the lobby and open the bronze colored 
door, kill everyone there (if you shoot the computer console, the 
explosion will kill two guys!). Throw another ECM mine on the screen 
near the floor ("OBJECTIVE 4: COMPLETED" will appear on screen), then go 
back to the office. Go near the wall and a secret door will open, and 
the elevator -- and thus the exit -- has been found. "OBJECTIVE 5: 
COMPLETED"



                        E N D   S T A G E 


------------------------------------------------------------------------
                  D A T A D Y N E   R E S E A R C H
------------------------------------------------------------------------


                         TYPE:  Investigation


Required Mission Objectives:
-------------------------------------------
•  Holograph radioactive isotope
•  Start security maintenance cycle
•  Shut down experiments
•  Obtain experimental technologies
•  Locate Dr. Caroll


Available Weapons / Gadgets:
-------------------------------------------
•  Falcon-2
•  CMP-150
•  K7 Avenger
•  Dragon
•  Proximity Mine
•  CamSpy
•  Data Uplink


Perfect Agent Walkthrough:
------------------------------------------


You start out with the Falcon-2, except this time it's not silenced! 
What gives?! Oh well, you'll have to make due...outside the elevator you 
used to get here, turn to your right and head down the hallway to the 
metal door. Inside is a room caked with machinery, and a single dataDyne 
guard is monitoring the computers. Take him out with a headshot and grab 
his CMP-150. Further inside there is a lounge of sorts, with two 
soldiers taking a rest on sofas. They'll be caught off guard, and you 
should be able to kill them without much trouble. Since this is a dead-
end, you'll have to go back.


If you go up to the computer that has red text on its screen (as opposed 
to green) and activate it, the "maintenance hatch" will become open. You 
don't need to do this, and it doesn't make the mission any easier, so 
you can skip it if you wish.


Return to the elevator and take out the guard mingling around the 
pillars. You should have enough ammunition for your CMP-150 by now, so 
whip it out and get ready for some action. Follow the brown hallway to 
the next door, open it up, and be surprised as two guards will 
immediately call for backup. There is a large, bullet-proof wall of 
glass in the middle of the room shaped like an "L". Since it is bullet-
proof neither yourself nor the soldiers can shoot through it. So wait 
for them to round the corner of the glass and shoot them in the head. 
Remember that the soldiers behind a dying guard can not shoot through 
their comrade as in GoldenEye, so use this to your advantage!


When all four threats are gone, grab the plentiful amount of ammo and 
head through the next door. This large chamber has four doors -- the one 
you entered, a large one inside of an alcove marked "SECTOR TWO", 
another one marked "CAUTION", and another regular metallic door. Go 
through the one marked "CAUTION"; it is to the right side of the 
chamber. Inside you will find two green men, side by side. They'll be 
stunned at your arrival, so just shoot your CMP-150 into their chest. 
Deploy your CamSpy and let it open the next door for you, then guide it 
to the glowing piece of green material in the middle of dark room. Hit 
the trigger button to flash some pictures, and OBJECTIVE 1: COMPLETED 
will appear on screen.


NOTE: You can find a box of Proximity Mines in the glowing room, but 
      they are not necessary for this mission. These are better used for 
      when you are trying to get the cheat.


Now go inside the door to the left of the entrance marked "SECTOR TWO." 
Here you will discover a long, twisting brown hallway filled with 
soldiers hiding behind crates. I definitely recommend turning auto-aim 
OFF, because it makes the cursor go to the chest, and in this section 
the chest will be behind the crate, meaning you'll hit nothing but 
metal. All you have to do here is line up the guy's head with the cursor 
and shoot off four or five rounds, and they'll drop. Grab their gun, and 
then simply rinse and repeat until you get to an intersection. Take the 
right path, go down the slope, open the door here, and expertly take 
down two green dataDyne guards. You'll now get a message from Grimshaw 
informing you to reprogram the cleaning bots. Go to the computer console 
in the back and activate it, then go to the one nearest the entrance, 
activate that, and "OBJECTIVE 2: COMPLETED" should flash on screen. If 
you do it in the incorrect order you won't get the objective completed! 


Return to the large chamber with blue walls, and enter the final door 
marked "SECTOR TWO." Kill the guy there, open the doorway behind him, 
and immediately take cover behind the support pillar. Wait for the men 
to come up to you, then peg them in the chest with sub-machine gun 
blasts. There's about five of them, and as long as you hide behind the 
slanted support pillar you shouldn't even get hit once. 


Here is an ASCII map of the hallway:


           L __________________ 
           A                    --> To laser grid system 
           B ______       _____
           4       |     |
                   |     |   
                   |     |___L 
                   |         A
                   |      ___B
                   |     |   3
              L ___|     |
              A          |
              B ___      |
              2    |     |__________ L
                   |                 A 
                   |      __________ B 
                   |     |           1
                   |     |
                   |     |
                    ENTER



I'm really sorry I had to do that. I promise I won't torture you with 
any more crappy, half-assed maps...I'll torture you with crappy, half-
assed walkthroughs! Ho ho!


Laboratory 1:
-----------------

As soon as you enter, run to your left and mow down the guard standing 
there, then immediately find cover behind the large wall of glass in the 
middle of the room as another moron will open fire as soon as he sees 
you. After he stops shooting, go into the open and blast him in the 
chest. Now turn around and greet the astonished scientist. Joanna will 
do all the hard work, ordering him to shut down the experiment. While 
he's busy with that, collect the two brown ammunition cases in the small 
alcoves. This is for an assault rifle you'll get soon.


Laboratory 2:
----------------

Collect the two cases of ammunition, then make your way to the back of 
the room to discover a large lift. Stand on it and it'll take you down 
to a darkened chamber. This part is pretty neat...it shows a dataDyne 
soldier testing out an experimental assault rifle, and alongside him is 
a scientist telling him what to do, and asking him questions about the 
gun. You can watch for awhile, but ultimately you'll want to shoot the 
trainee in the head. The scientist will scream, "Help! Help! She has a 
gun!" in the most pathetic voice I've ever heard, then run and huddle in 
the corner. It all actuality it is quite hilarious! Now go pick up the 
assault rifle -- it's called the K7 Avenger and you'll probably want to 
switch to it immediately. This is the first experimental item, and 
there's two more to go.


Laboratory 3:
----------------

As soon as you round the corner you'll see two guards, so immediately 
back up behind the slanted pillar and wait for them to come to you (a 
bit like GoldenEye, eh?). After they're dead, enter the lab and shoot 
out the glass surrounding the pillar. Collect the item on the pillar, it 
is the second experimental item (Night Vision Goggles). Collect the two 
boxes of ammunition in the corner for much needed K7 Avenger power.


Laboratory 4:
----------------

Talk about Deja-vu! You can handle the two guards exactly like in lab 3, 
and the ones inside the actual lab can be killed in the same manner as 
the ones in lab 1. Collect the two ammo cases and order the scientist to 
shut the experiments down. Make your way to the back of the room and 
open the large metallic doors, and a prissy scientist will scream, "Who 
the HELL are you?" If you tell him to shut off the experiments he'll 
sound an alarm, so you should just knock him out. Go to the computer 
terminal that is the closest to where he was originally standing, and 
operate it. One of three things will happen:

•  Nothing 
•  The experiment will be shut down (90% of the time)
•  An alarm will sound

If the alarm sounds, quickly shut it off. Check all the other terminals 
until you find the one that shuts the experiment off ("OBJECTIVE 3: 
COMPLETED"). If an alarm did sound, a single soldier will run into the 
hallway...not much of a threat, really. 

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

Garrett_Clardy@stateindustrial.com has this to say about the pissed off 
scientist:

"When entering the 4th lab and the labcoat says, "Who the hell are you?"  
instead of knocking him out immediately, follow him to the terminal 
which will always be the alarm then knock him out.  You've just 
eliminated the guess work and now no longer need to worry about alarms 
while you find the right terminal."

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



Getting past the laser beams:
---------------------------------

K7 Avenger equipped, open the final door and carefully shoot each of the 
four guards in the chest/head around with a single tap of the trigger. 
Although the Avenger has an obvious magazine shortage (25 rounds per 
clip? What gives?!) you should be able to kill a single guard with only 
three or four bullets. Take your time to line up the shot, and not 
spurting bullets every which way as they run around like a chicken with 
their heads cut off. You should only have to use a single clip to take 
out these four guards (and that's if you missed a few shots).


When you get to the lasers, wait for the cleaning robot to come. Since 
it has to clean the rooms further in, it has the ability to shut the 
lasers off long enough for it to pass. So follow it through the fields 
of lasers, until you get to the end. Ta-da!


Of course, this won't work if you didn't reprogram them earlier. The bot 
will be stationary.


Continuing with the rest of the stage...:
--------------------------------------------


Open the door, kill the guy there rather easily, then open the door 
behind him. Use the Avenger's scope to pick off the soldier to the 
right, then run into the room and hide behind the pillar in the center. 
When the guard further in stops shooting, cap in the face. On the pillar 
is a shelf with more CMP-150 ammunition, but since you'll be using the 
Avenger for the rest of the mission, you may as well skip it.


When you're about to open the next entrance, Carrington will radio in 
with a message talking about how you're near the highest security 
sector. Guarding this very sensitive area are two shock-troopers armed 
with Dragons! Blow them away using whatever means possible, collect 
their dangerous weapons, and then turn around to the door you entered. 
Open it. Hold down B to activate the Dragon's secondary function -- a 
proximity mine. Now launch this in the small room before the chamber 
that holds the computer monitor. Now that you don't have the Dragon 
anymore, you'll have to use the Avenger.


Go up to the monitor and use the Data Uplink to crack the code to the 
door. While you do this, you'll hear a huge explosion from the room you 
put the Dragon, and you'll hear the death screams of several people. 
When the door is unlocked, go in there and you'll find that many 
soldiers snuck up on you! This is just like in GoldenEye -- they 
magically appeared out of nowhere (remember the Facility?). Don't worry, 
though, these are the only people whom will come. The proximity Dragon 
took care of them, so head into the now unlocked door!


After a long series of hallways you'll come to a large metallic door 
marked "SECTOR FOUR." This is it, the final section! 


This huge chamber has three shock troopers armed with Dragons, each 
positioned far from each other. Luckily, they won't see you when you 
enter. Carefully slide inside, and look straight ahead, slightly to your 
right. Use the scope of the K7 Avenger and put a single round in his 
head. Immediately turn to your left and there will be another one in the 
corner, behind the glass: BAM BAM BAM! Only one remains, and you can 
avoid his shots by getting behind the large pillars. Once they are all 
dead, collect at least a single Dragon and open the door marked 
"RESTRICTED." It's on the left side of the room.


Here you will find three more shock troopers, again equipped with the 
lethal Dragon assault rifle. Use the Dragon you picked up, set it to a 
proximity mine, toss it into the middle of the room, and hide behind a 
pillar. KABOOM! All three will be killed while they shoot at you, 
missing pathetically. Wasn't that fun? :) Now only was it cool, but it's 
a lot easier than just shooting them. At the back of the room they were 
guarding you will find the third -- and final -- experimental item, the 
shield. "OBJECTIVE 4: COMPLETED."


The final door in the large chamber holds three drone guns, two which 
are facing you. Now if THIS doesn't bring back painful memories of 
GoldenEye, what does? :P The easiest way is to simply run through, 
clinging to the side of the room while speed strafing. You shouldn't get 
hit once. But, not everyone is skilled in the art of speed strafing, so 
you novices can just use the scope on the K7 Avenger to pick the guns 
off. Either way, it's not that difficult. The final door holds Dr. 
Caroll...his form is more surprising than you would imagine. "OBJECTIVE 
5: COMPLETED"


                        E N D   S T A G E 



------------------------------------------------------------------------
                    D A T A D Y N E   C E N T R A L
------------------------------------------------------------------------


                            TYPE:  Extraction


Required Mission Objectives:
--------------------------------------
•  Access foyer elevator
•  Reactivate office elevator
•  Destroy dataDyne hovercopter
•  Defeat Cassandra's bodyguards
•  Rendezvous at helipad


Available Weapons / Gadgets:
-------------------------------------
•  Falcon-2 (scope)
•  Shotgun
•  CMP-150
•  Hand Grenade
•  Dragon
•  Night Vision Goggles
•  Office Key Card


Perfect Agent Walkthrough:
------------------------------------


This is quite possibly the most frantic mission in the game! You have to 
escape to the roof of the dataDyne building while the entire staff it 
seems is chasing you down, and they even have a HELICOPTER equipped with 
a chain-gun gunning for you.


When you start off, the lights will go off so immediately equip your 
night vision goggles so you can see everything in a sexy green tint. 
Enemies appear as light shades of green blobs. Because they don't have 
any goggles of their own, their reaction time will be extremely slow, so 
you can take your time and line up a head shot. The trick to getting 
around this section is to show yourself around the corner for a single 
second -- just long enough for them to shoot -- and then immediately 
hide behind the corner again so you won't be hit. Then simply strafe 
back out and cap them in the forehead. It comes with practice.


Once you reach the foyer elevators, take off your night vision goggles 
and call for an elevator (only the one on the right works, the other one 
is locked at this floor). Once you step on, "OBJECTIVE 1: COMPLETED" 
will appear in large letters, as always. Once it stops at the next 
floor, immediately run out, go around the corners, and show yourself for 
an instant. The shock trooper behind the barricade will fire off his 
gun, so go back behind the cover and then show yourself again and shoot 
him dead. Easy pickings...


NOTE: In the lobby, when you shoot the guys hiding behind barricades, if 
      you shoot each guard within seconds of them shooting at you, then 
      an extra shock trooper will appear at this floor. Upon killing 
      him, he drops a key card. This will be of use later. If you go too 
      slow, though, he won't be there. So you'll need some quick 
      reaction speed.  
                                           

While going through the long hallway, be extremely wary as two of 
Cassandra's leather-clad, female "assistants" will pop out and begin to 
shoot off their shotguns. Take them down immediately with your CMP-150, 
take their lethal weapons, but keep your CMP-150 on the ready. By now, 
you should have already met the dataDyne helicopter with its front-
mounted chain gun, the pilot yelling at you the entire way. "Give it up, 
NOW!" and "Halt, fugitive!", etc. This guy will be the bane of your 
entire existence until near the end, so just avoid his streams of 
gunfire the best you can. Go to the room at the end, kill the bodyguard, 
and go up to the computer on the desk. Press the action button near it, 
and the locked elevator will become available for use. "OBJECTIVE 2: 
COMPLETED"


So what are ya waiting for? Go back and use it! By now, Dr. Caroll 
should've caught up. Whatever you do, don't let him on the lift with 
you! He'll just get in the wrong place at the wrong time, get blown up 
(though you should kill him once just to see the effects...it's funny), 
and your mission objectives will be failed. So just leave him behind -- 
he'll find his own way up.


On this next floor, your main goal is to make it to the brown door with 
the stairway that leads to the floor with Cassandra's office. Only 
problem is the fact that there's a large blue barricade blocking the 
way! So you'll need to take a slight detour. Your only resistance will 
be two shock-troopers and a handful of shotgun-wielding lesbians (three, 
to be specific). Make short work of them with the CMP-150, and be sure 
to grab more ammunition.


When you finally reach the story that holds Cassandra's office, you will 
find a shock trooper and two office workers arguing over what to do with 
a military rocket launcher. You can listen if you wish, or just shoot 
them all and watch their pathetic screams for help (sadistic, yes, but 
ever so fun). Grab the rocket launcher and head up the long stairs near 
their bodies.


NOTE: If you have the key card to Cassandra's office, go inside and you 
      will find a hand grenade on her desk. You can do two things with 
      this: (1) Use it to escape much easier (2) Use it to blow a large 
      hole in the right wall, which reveals a secret room containing a 
      Dragon. Personally, I like the first choice myself.


When you make it to the room with the fans, you will be surrounded by 
Cassandra's bodyguards, all equipped with night vision goggles and 
shotguns, and Cassandra will begin to shoot her mouth off. Don't just 
stand there! Move to the back of the room -- where the red light and the 
computer monitor are located -- and blow the bodyguard on the RIGHT away 
with your shotgun (G1). They will react by turning out the lights, so 
equip your night vision goggles as fast as you can. Some new fast-paced 
music starts, indicating the fight. Hide behind the corner and take out 
the other bodyguard back here (G2). There are three more -- one around 
each corner, and one who will snipe you as soon as you go into the open.


ASCII map of the "fan-room sequence":

                 Exit
                   ___________
               G5 |   |  |    |
              ____|G2 |__|  G1|
             |S G4        ____|
             |t           G3 | 
             |a            __Light Switch
             |i           |
             |r           |
             |s           Enter
             |____________| 


The easiest one to take out from here is G3; the one near the light 
switch. Just barely show yourself (stand where G2 is located above) and 
she'll shoot her shotgun, whose shells will merely hit the wall. So now 
just shoot her dead. Now, as fast as you can, run to the corner where G3 
was, and both G4 and 5 will shoot, hopefully missing you. From this 
vantage point you can kill G4, and then stop to reload. Taking out G5 is 
the hardest of all, because she has the height advantage (a ten foot 
one, at that). There are three main ways -- (1) Running into the corner 
where G4 was, and she'll shoot her gun, then you can quickly get into 
the open and mow her down. (2) Show yourself for a second so she shoots 
her gun, then quickly going to the light-switch, turning the lights ON, 
and taking your goggles off. This will paralyze her for roughly five 
seconds, giving you plenty of time to snipe her down. (3) Using the hand 
grenade. Either way, it goes to this --> "OBJECTIVE 4: COMPLETED"


Make your way to the roof of the dataDyne building -- a mere jog -- and 
the helicopter will greet you, "THIS IS YOUR FINAL WARNING! GIVE IT UP 
OR DIE!" then spray the entire place with automatic fire. That's not 
good, in case you're wondering...whip out your handy-dandy rocket 
launcher, go to the secondary function, and place your targeting 
reticule over the lethal flying machine so a box appears around it. Make 
sure you get the lock, because you only get one chance. The rocket will 
slowly make its way to the chopper, where it will violently explode and 
send the hovercopter to the streets below, killing dozens of people in 
the process (hooray!). "OBJECTIVE 3: COMPLETED"


NOTE: If you screw up somehow, it is possible to destroy the helicopter 
      using conventional weaponry. It will take several hundred rounds 
      of ammunition, but just so you know, it IS possible. You'll need a 
      lot of cover and strafing techniques to make it through the 
      process, though.


Now simply step up to the helipad, and your final mission objective is 
complete, and the level is over.


                          E N D   S T A G E 


                M I S S I O N   O N E   C O M P L E T E D



      __  __  __  ___  ___  __   __   _  _    ____  _    _   __  
     (  \/  )(  )/ __)/ __)(  ) /  \ ( \( )  (_  _)( \/\/ ) /  \ 
      )    (  )( \__ \\__ \ )( ( () ) )  (     )(   \    / ( () )
     (_/\/\_)(__)(___/(___/(__) \__/ (_)\_)   (__)   \/\/   \__/



------------------------------------------------------------------------
                   C A R R I N G T O N    V I L L A
------------------------------------------------------------------------


                        TYPE:  Hostage one


Required Mission Objectives:
----------------------------------------------
•  Eliminate rooftop snipers
•  Activate wind generator 
•  Locate and eliminate dataDyne hackers
•  Capture dataDyne guard
•  Rescue Carrington


Available Weapons / Gadgets:
----------------------------------------------
•  CMP-150
•  Sniper Rifle
•  Laptop Gun
•  Devastator
•  R-Tracker
•  Stores Room Key Card


Perfect Agent Walkthrough:
---------------------------------------------



In Agent / Special Agent, you have to save the negotiator by sniping 
some guards. In Perfect Agent, you _ARE_ the negotiator! To escape, pull 
out your Laptop Gun (cleverly disguised as a regular laptop computer) 
and mow down both of your hostage-takers. Then swivel your view to your 
right and snipe the purple man on the roof -- this is one of the many 
snipers you are supposed to take out. Now turn 180 degrees, go down the 
dock, and snipe the purple man on the other side of the lake.


Collect the CMP-150's, but don't use it, not in the entire stage. The 
Laptop Gun is twice as efficient as the CMP-150: it has a scope, it has 
a clip almost twice as large, and is more powerful and easier to control 
(it has little kickback). However, since they both use the same type of 
ammunition, you should collect all the guns the soldiers in this level 
drop.

In all actuality, you can complete one of your mission objectives right 
away. All you have to do is knock a soldier unconscious, and "OBJECTIVE 
4: COMPLETED" will appear on screen. The easiest way to do this is to 
sneak up on someone -- that, or shooting someone in the legs several 
times, then disarming them, then punching them out. Whatever works for 
you.


Now, as you probably have already realized, the biggest problem with 
this stage is the ridiculous amount of guards you're going to face, and 
the maze-like layout of the level. Thankfully, both problems can be 
solved easily with practice.


Go up the ramp, and go through the double doors right in front of you. 
You should see a sofa and some other miscellaneous furniture. Turn the 
corner, and two guys will be right there. Kill them, then kill the other 
two men down the hallway. Do a 180 degree turn and go through the double 
doors, returning to the docks. Follow the brown path until you reach an 
open area with a purple sniper on the roof: kill him, using the wall as 
cover if you must. There's another guard behind the staircase, I 
personally like to knock him out, since he's all alone and can't call 
for help.


Speaking of staircases, go right up the stone staircase. Open the door 
and kill both men. You should see a small kitchen to your right, and a 
long hallway to the left of it. Go down here, and four dataDyne thugs 
will begin their assault. You can just stay in the open and use your 
Laptop's scope to take them all down: remember, they can't shoot through 
each other like in GoldenEye, so take down the guys in the front first. 
When all of that is done, pick up the large amount of ammunition. Make 
note of the small computer room here, we'll be coming back later.


It's pretty hard to miss the small garden near the computer room, filled 
with shrubs and ferns. Go inside and look up immediately: purple man! 
Purple man are mean...they want to shoot you in the head. I suggest you 
do the same to him before he gets a chance to do his dirty work. You 
gotta love his death animation...he rolls down the slanted roof and 
falls on the hard ground. "OOMPH!" is right!


Straight ahead is a long corridor; for reference it has a double door on 
its right hand side, a painting of two people dancing, and a yellow 
carpet in the center. Go inside the door to find a master bedroom, and 
open the sliding glass doors. A bathroom with glass walls? Hmmm, I 
didn't know Carrington was an exhibitionist! Ugh, now that puts a nasty 
image into my head...regardless, collect the Sniper Rifle leaning 
against the toilet. You probably won't need it, but you never know.


Near the bathroom, straight ahead in fact, is a staircase that bends in 
the center. Go up, right into the open, and fire off about 5 rounds or 
so of your gun. Then IMMEDIATELY run back into the master bedroom, shut 
the door, reload your gun, and get ready. In GoldenEye fashion, about 10 
soldiers will try to jam themselves into the doorway. Take out the guys 
in the front first, then the ones in the back, etc. It'll take about an 
entire clip to take down all 10 or so of them. When the coast is clear, 
collect the ridiculous amount of ammunition, and then go up the stairs. 


Here, there are three doors, each of them double doors. The one you want 
to go through has several windows by it, and leads to an area filled 
with stone pillars. Kill the two guys (I like to go outside for a brief 
moment, go back inside, and then peg them as they come through the 
door). Two purple snipers await your appearance in the stone-pillar 
area...both of which are easy to take down. Now follow the dirt path, 
killing two dataDyne men along the way, until you reach a clearing with 
a high wall straight ahead. Use the scope on your Laptop to kill the 
sniper there (or, if you prefer, your Sniper Rifle). There's only one 
more sniper left, and he's on top of a roof nearby. If you can't find 
him, don't worry, he'll find you. Kill him easily. "OBJECTIVE 1: 
COMPLETED"


If you want a really cool weapon (and hot damn, who DOESN'T?) then go to 
the staircase that's near the high wall. Go up, turn to your right, and 
you'll find a helipad. In the back, against the wall, are several 
crates. One of them can be blown up using a gun, and doing so will 
reward you with a DEVASTATOR! You gotta love grenade launchers -- and 
this one will become quite handy in a few minutes. You get three rounds, 
but that's more than enough for this stage.


Now what you want to do is backtrack ALL the way back to the kitchen 
area. It sounds far away, but it should take about 10 seconds to speed 
strafe back there. Once here, look behind the kitchen, and you'll find a 
long, thin, red staircase. Go down it to find a huge corridor (it's the 
one where we briefly entered and killed four guys near the start of this 
entire stage). Keep your eye on the LEFT HAND SIDE wall, and you should 
find a brown double door. Go inside, down the stairs, and kill the man 
there. Open the door next to him, and from the doorway you can kill 
three guys. The first has his back to you, and his death will cause the 
one near the couch and another in the swimming pool to rush in to see 
what's going on. BANG, BANG; they're dead.


Return to the staircase, and look to the side to discover two men and a 
double door. Go through to discover some extensive underground caverns. 
Look at the ground and follow the metallic line straight ahead to a 
large chamber filled with water. Show yourself for an instant, firing 
off your gun, and then quickly leave, following the metal line to yet 
another chamber filled with guys. Shoot your gun to get their attention, 
and as fast as you can, speed strafe back to the staircase inside the 
villa. Shut the double doors and keep your body against them. This 
"trick" (or oversight, I suppose) remains from GoldenEye. There's going 
to be about 20 people on the other side of this door, all trying to get 
in, but since you're there the door can't open the way they want it! 
Wait about ten seconds, so everyone can catch up, then back away and 
shoot a grenade into the wall. 


After the smoke clears, go back into the underground passage and collect 
an insane amount of ammunition from the ground. Go straight ahead, into 
the chamber that has a lake and two large metallic boxes. Each one has a 
computer console on it; so switch both on to activate the cooling and 
power systems to the wind generator. Now follow the metallic line in the 
floor until you arrive at a large, white pillar. Activate the monitor 
there, and the wind generator will start up. "OBJECTIVE 2: COMPLETED"


About now you're going to get a message from base telling you to take 
care of the dataDyne hackers...ugh! Now you have to backtrack quite a 
bit, go back to the computer rooms, and kill three guys in under 30 or 
so seconds. This isn't so hard, unless you're a newbie to the level, 
then it'll get really confusing. If this is the case, you can use your 
R-Tracker for some help. But here are specific steps to reach the 
hackers:

1. Get out of the caves, back into the villa.

2. Go up the stairs.

3. Through the double doors.

4. Turn right and go up the long red stairs.

5. Arriving at the kitchen, go down the long hall. Turn right and kill 
   both guys seated at the computer screens.

6. Go down the long hallway (yellow carpet, painting, master bedroom to 
   the side, etc.) and up the stairs.

7. At the top of the stairs, turn left and go to the back of the room.

8. Kill the guy there. "OBJECTIVE 3: COMPLETED"


Now backtrack to the underground passageway. Go through the door near 
the windmill room, and down the small stairway. Turn right and kill all 
three shock troopers. This next part is really cool, it's a shootout in 
the middle of a wine cellar! Glass shards will be flying 
everywhere...it's great. Be sure to take down every single shock trooper 
you see. The last one will drop a key card that will open the door at 
the end. Funny thing, though, considering there's no keycard slot to put 
it to deactivate any locking mechanism. Oh well, it works, so I won't 
complain! "OBJECTIVE 5: COMPLETED"



                          E N D   S T A G E 


                M I S S I O N   T W O   C O M P L E T E D



   __  __  __  ___  ___  __   __   _  _    ____  _  _  ___   ___  ___ 
  (  \/  )(  )/ __)/ __)(  ) /  \ ( \( )  (_  _)( )( )(  ,) (  _)(  _)
   )    (  )( \__ \\__ \ )( ( () ) )  (     )(   )__(  )  \  ) _) ) _)
  (_/\/\_)(__)(___/(___/(__) \__/ (_)\_)   (__) (_)(_)(_)\_)(___)(___)




------------------------------------------------------------------------
                   C H I C A G O   S T R E E T S 
------------------------------------------------------------------------


                          TYPE:  Stealth


Required Mission Objectives:
--------------------------------------
•  Retrieve drop point equipment
•  Attach tracer to limousine
•  Prepare escape route
•  Create vehicular diversion
•  Gain entry to G5 building


Available Weapons / Gadgets:
--------------------------------------
•  Falcon-2 (scope) (2x)
•  CMP-150
•  dy-357 magnum
•  BombSpy
•  Reprogrammer
•  Remote Mine


Perfect Agent Walkthrough:
-------------------------------------


Dang, this level is too awesome...I just like to play this only to shoot 
civilians, mess around with the robot, or explore the bathroom. Heheh, 
and you can't forget the awesome rain effects!


Run to the first corner and wait here, you should see a guard walk past. 
When he turns his back, run up to him and punch him out, along with the 
nearby civilian. Go into the dark tunnel and punch out the FBI agent at 
the end. These guys will become the bane of your existence, as if you 
allow them to call for backup then the entire level will open up and 
super-soldiers will flood the streets, all equipped with dy357 magnums. 
Scary stuff...so it's in your best interest to take these FBI guys out. 
There's only two more left.


Go out into the streets, and you should note two guards. Duck into the 
nearby alcove that has a red square on the wall, and two sliding doors. 
One soldier in the streets will be walking away, unless you were really 
slow. Shoot him in the back of the head. If the second guard -- the one 
by the dumpster -- notices this, then shoot him dead as well, and then 
quickly move to the split in the fence and kill the FBI agent there. 
Move away because this will attract guards back there. Move to the 
large, black limousine and start the small conversation with the 
civilian. Punch him out, but be careful because if the robotic sentry 
starts shooting and the civilian gets caught in the crossfire, he'll die 
and the mission will be failed. Now put the tracer bug on the limo 
(NOTE: If the civilian sees you do this, he'll scream for help and you 
fail the mission, which is why you should knock him out). "OBJECTIVE 2: 
COMPLETED"


Now, return to the hole in the fence and take out the guys there. Go 
into the ditch, and take out anyone in the area. You should now be 
getting a message from Carrington, telling you where they hid the drop-
point equipment. Go up the long ditch, and then duck to get by the small 
hole. Run to the very end and retrieve the suitcase off the ledge -- you 
now have possession of a reprogramming device and a single remote mine. 
"OBJECTIVE 1: COMPLETED"


Backtrack to the area with the yellow cab. You'll get a message from 
Grimshaw telling you to reprogram it, but ignore this for now. Go into 
the alley illuminated by a red light, and take care of any threats. 
Don't bother to punch out the civilians, just let them run away (Hahah, 
"Here, t-take the wallet...I-I don't want any trouble!"). Continue past 
the barrels, and you'll see an FBI agent at the end...quickly shoot him 
in the head and retreat back into the area with the barrels, because 
this will attract the attention of two soldiers. Don't even think of 
going into the next area to take them out, because you will be mowed 
down. There is a large fire-escape filled with baddies. It is possible 
to take them out using conventional ways (and it is somewhat cool, 
because one will climb over the railing and fall 20 feet to the ground). 
Exploring the area with the barrels, you will find a trash dumpster. 
Push this into a stack of barrels, and then shoot the cans to cause them 
to erupt into a huge fireball. The dumpster will explode, and a suitcase 
will spill out. Collect this to acquire a BombSpy.


Deploy this little treasure just like you did the CamSpy, and send it 
right up the fire-escape. The soldiers will ignore it, so drive it to 
the very top and detonate it. All four guards will die a pathetic death, 
and the civilian on the ground will be safe (as long as you detonate it 
at the highest part of the escape). Now collect the ammunition and equip 
the CMP-150, and throw the remote mine on the blocked up doors. I HIGHLY 
recommend throwing the mine on the higher of the two, due to the fact 
you'll get a bonus weapon in the next stage by doing so (which makes the 
level a piece of cake). "OBJECTIVE 3: COMPLETED"


Now backtrack to the taxi and use the reprogrammar to put in a new 
instruction set to its navigational system. When that's done it will fly 
off somewhere else...so now you can just wander around for awhile if you 
want.


NOTE: Near where the limousine was originally parked, there is a door 
      you can go inside. Down the ramps are several guards, and if you 
      dis-arm them all using the secondary function of the fist, one of 
      them will eventually open the locked double doors, which allows 
      access to the "Punk Pond Bar", and you can find double Falcon-2's 
      on the bar shelf. You can also explore the bathroom, heheh. But 
      all this is optional, so don't feel like you have to come down 
      here.


After about 20 seconds the taxi will crash into the streets, blowing up 
the cyborg in an hilarious scene. "OBJECTIVE 4: COMPLETED". If you wait 
near a corner for a few seconds, the soldiers guarding the entrance to 
the building will come out and start talking about the robot and car 
parts littering the streets. 

"What the hell was that?!"
"What a mess!"
"I never liked that robot anyways..."
"The boss ain't gonna like this!"
"We can always get a new one."

Great stuff. Now you can either run right past them and into the 
entrance to the G5 Building, or kill them if you wish. Either way = 
"OBJECTIVE 5: COMPLETED"


NOTE: If you send the BombSpy into the area with the entrance to the G5 
      building, all four or so men will immediately run to it. Detonate 
      the device and all of them will die, and "Alternate Diversion 
      Created" will appear on screen. So you don't HAVE to program the 
      taxi if you don't want.



                         E N D   S T A G E 




------------------------------------------------------------------------
                     G 5   B U I L D I N G
------------------------------------------------------------------------


                     TYPE:  Reconnaissance


Required Mission Objectives:
--------------------------------------------
•  Disable damping field generator
•  Deactivate laser grid systems
•  Holograph meeting conspirators
•  Retrieve Dr. Caroll backup from safe
•  Exit building


Available Weapons / Gadgets:
-------------------------------------------
•  Falcon-2 (Silenced)
•  CMP-150
•  CamSpy
•  Remote Mine Trigger
•  dy-357 magnum
•  Door Decoder
•  Level 1 Key Card
•  Level 2 Key Card
•  N-Bomb


Perfect Agent Walkthrough:
-------------------------------------------


You start off in what is supposedly a car garage, but I see no cars nor 
places to park cars! Talk about a crappy concept. Regardless, you get to 
meet a brand new breed of nemesis -- cloaked guards. They'll become 
somewhat invisible and will run around the room. Then they find a nice 
corner and peg you full of sub-machine gun rounds...the thing is though, 
once they shoot their weapons they will become visible again. And 
finding them when they are cloaked isn't so hard, because they leave a 
"Predator"-effect, which can be easy to follow if you can spot it (which 
can be difficult to the untrained eye). The best strategy for the first 
room is to go to the dead body, collect his gun, turn to your right, and 
kill the guy that appears there. Do a 180 and another soldier will 
appear against the wall near the dumpster. He'll drop the keycard to the 
door when defeated.


Run through the hall and mow down the man standing next to the switch. 
Collect the ammunition and equip the CMP-150; you should have a full 
clip and change. In this next room, the lights will go out and about 
five guards will cloak themselves. The best method of attack is to hide 
behind the dumpster to the left of the entrance, duck down for cover, 
and take out anyone who gets in front of you using manual targeting (R 
button). You shouldn't even get hit once...as before, the last guy will 
drop the keycard for the exit.


NOTE: Another cool trick is to go near the glass walls to activate the 
      guards, then run to the entrance and look down the middle of the 
      room. All five guys will run across here, so get your CMP-150 and 
      extend its entire clip in the middle, creating a sort of wire of 
      bullets, and once they cross the wire, they're dead. You should 
      kill them all within a five second period, which is absolutely 
      wicked to see.


Wait next to the door and look through the glass...when the guy comes 
by, peg him in the head. Rush into the next room and turn to your RIGHT. 
There should be a guy either walking away or towards you, depending on 
the time it took you to get here. Shoot him immediately and move further 
into the room, blocking access to the alarm console. If one single alarm 
goes off your mission objectives are failed! There are two other guys 
here, so take them both down immediately. Now go through the door near 
the alarm console, and immediately find cover behind the corner, then 
peak out to kill the guy near the bend in the middle of the stairwell. 
This dead-end room has three guys: one near the computers, and two in 
other corners. Move in slowly and pick them off one at a time, using 
pillars as cover. When it is clear, collect the ammunition and shut off 
the computer equipment. "OBJECTIVE 1: COMPLETED"


Return to the room with the alarm box and you should notice several 
switches, all with green lights. Go up to each one and press the action 
button to switch it off. When they are all disabled the laser grid will 
be inactive, giving you access to the ceiling assemblage. Climb up the 
stairs, duck down, and follow the large metallic line (really, what else 
IS there to follow?) until you get into the room with the locked door 
(it's one-way only; it has no key). 


Look down, and you should see a man standing next to an alarm. Cap him 
in the face before he sees you. Another guy should come running...kill 
him as well. Now all should be silent, so send your CamSpy through the 
small hole, view the long cinema if you wish, and then drop down into 
the room. "OBJECTIVE 3: COMPLETED"


If there's anyone left, be sure to kill them swiftly. Although an alarm 
won't fail the mission now, it won't exactly help you either. Go through 
the door near the alarm and up the stairs. Two more soldiers are 
guarding the vault: a single sweep with the CMP-150 and they'll be down 
on the ground. Move there quickly to get the attention of another pair 
of guys deeper inside, hiding behind a support pillar. Circle around and 
mow them down. Go up the stairs further in and kill the final man of the 
stage...at least, the final regular man. This area is bathed in red 
light, and a box of N-Bombs should be laying in wait -- that is, if you 
put the remote mine on the upper door in the Chicago: Stealth mission. 
If not, it won't be there for reasons that are simply beyond me. 


Equip the N-Bomb and set them to their secondary function: proximity! 
Oolala! Set four-to-five of these at strategic locations -- in the 
middle of stairways, near doors, in the middle of halls, and at the very 
entrance to the vault. Save about two for later. Inside the vault, 
you'll get a message from the Institute. Place the door-decoder on the 
console and an alarm will sound. Back up against the shining vault door 
and set off your remote mine device, blowing a large-sized hole in the 
side of the building that will do well for an escape. 


Now wait, patiently, and listen with delight as N-Bomb after N-Bomb 
explodes, sending bodies flying and shrieks echoing down the metal 
halls. At about the 25 second mark (the countdown to the vault door's 
opening) the first dazed and extremely confused wave of guards will 
enter the room, their accuracy at about 5% (read: they couldn't hit you 
if you were two feet away). To add further insult to injury, they carry 
dy357 magnums, the slowest firing weapon in the game. Kill these guys 
easily. Now the heavy vault door will be slowly sliding open, and this 
alone takes about 20 seconds, so throw your last N-Bombs into the 
corridor, laughing as people wander into their black eruptions. 


When the door FINALLY comes to rest, rush inside and grab the floppy 
diskette off the shelf. It's the year 2023 and people are still using 
these? Sure, why not, it's almost as believable as hover cars going 
mainstream within the decade [/sarcasm]. "OBJECTIVE 4: COMPLETED" 
Regardless, the stage now simply consists of rushing past the now-
drooling guards and through the exit. "OBJECTIVE 5: COMPLETED"



                         E N D   S T A G E 


              M I S S I O N   T H R E E   C O M P L E T E D





  __  __  __  ___  ___  ___  __   __   _  _    ___   __   _  _  ___  
 (  \/  )(  )/ __)/ __)/ __)(  ) /  \ ( \( )  (  _) /  \ ( )( )(  ,) 
  )    (  )( \__ \\__ \\__ \ )( ( () ) )  (    ) _)( () ) )()(  )  \ 
 (_/\/\_)(__)(___/(___/(___/(__) \__/ (_)\_)  (_)   \__/  \__/ (_)\_)




------------------------------------------------------------------------
                         A R E A   5 1
------------------------------------------------------------------------


                      TYPE:  Infiltration


Required Mission Objectives:
--------------------------------------
•  Shut down air intercept radar
•  Plant comms device on antenna
•  Disable all robot interceptors 
•  Gain access to hangar lift
•  Make contact with CI spy


Available Weapons / Gadgets:
--------------------------------------
•  Falcon-2
•  Magsec-4 (2x)
•  Hand grenade
•  Dragon
•  Rocket Launcher
•  Explosives
•  Comms rider


Perfect Agent Walkthrough:
-------------------------------------


The way you take on this stage largely depends on one factor: do you 
want to kill the technician? It's easier to kill him, but it makes the 
next stage harder. In this walkthrough I made it so he lives, so you 
don't have to come back. BUT, you can kill him if you want and come back 
and let him live with a cheat (like invincible). 


First off, let the opening cinema run until the soldier walking in the 
sand gets past the slanted pillars. When that happens, press start and 
shoot one of the men who have their back to you. The survivor will 
normally run to the auto-gun and try to activate it, but you should be 
able to kill him before he even reaches it. The man who was walking away 
should have heard the commotion, so dive behind a wall and when he stops 
shooting, come back out and peg him in the head. Grab the MagSec's, but 
don't use them yet. Be sure to collect all the hand grenades, as well. 


Continue along the sandy path until you reach your first automated 
chain-gun sentry. It won't see you, so fill it with Falcon-2 shots. The 
guns in this game are really tough, requiring up to 15 rounds before 
exploding. If you position yourself just right, the gun won't turn to 
face you. You can use hand grenades, but I prefer to save them for 
something more difficult than this, ya know?


The second auto-gun is a piece of cake. Simply duck down and position 
yourself against the wall so you can just a sliver of it, then use your 
Falcon to take it out. It's nigh-impossible to use the MagSec, because 
it is much more inaccurate than the Falcon -- the only thing it has over 
it is an extended clip and more punch to each round (notice how people 
fly back like 10 feet when you hit them in the chest?).


The guard tower that's roughly 50 feet ahead gives many people 
headaches, mainly because they position themselves in the group of 
crates, thinking that's the only way to find cover. WRONG! Here's what 
ya do: speed strafe against the wall while simultaneously firing off 
your pistol at the tower, and the two men inside will duck (if not, one 
will die for sure from a headshot). Position yourself at the foot of the 
ladder, use the scope of the MagSec to look up, and kill them both 
easily (they won't shoot down the ladder unless you start climbing up). 



You'll find that a lone soldier is running down the tunnel to get help, 
and if you're (un)lucky he'll already bring backup from the next 
section. They won't start firing upon you until they get relatively 
close, so kneel all the way down and shoot them all dead, aiming for the 
chest (kneeling greatly increases your accuracy over long distances, 
regardless of the gun). After this, go through the large hole in the 
chain-link fence, but don't go across the sand! It's littered with 
landmines -- take out a single hand grenade, toss it a few feet from the 
hole, and watch the flames soar into the air. Go across the sand to the 
deserted helipad and pick up the rocket launcher. What smart alec kid 
left a loaded rocket launcher in the middle of an abandoned lot? Oh 
well, I thank his incompetence...


Go across the sand behind the helipad and you'll find a small hole, go 
through to another section. Here you will find two guys, take them down. 
From this position you can sneak up behind all three drone guns and 
blast them to kingdom come (these only require four or five shots 
insetad of 15). You'll notice a technician tending to a robot 
interceptor. Shoot him in the leg then run away and allow him to limp 
after you. He'll pull out a Falcon, but his aim is pathetic and he is 
extremely slow. When he gets far enough from the robot, punch him out 
and grab his keycard. Destroy the robot he was working on. Go back tot 
he small tunnel that took you to this area and go back through, exiting 
through the hole in the chain-link fence.


Go through the large tunnel, and you should all be fairly aware of the 
drone gun that sits around the corner. In the other difficulties he 
wasn't so bad, but this is PA and the longer you mess around with him 
the worse it gets. The easiest and decidedly most healthy strategy is to 
rush forward a few feet from the tunnel entrance, fire off your single 
rocket -- don't worry about aiming, just hit the wall the auto-gun is 
connected to -- then immediately get back into the cave. You shouldn't 
get hit once, and all that will be left of the drone gun will be some 
blackened, charbroiled polygons. Yummy.


When you stepped out into the open several Area 51 security guards 
should have noticed you, so step into the tunnel and pick them off. Now, 
behind the wall that had the drone gun is a huge satellite dish. "I 
can't throw the rider that high!" remarks Joanna. Pfft, if you were a 
guy you could, you know, baseball and everything? ;) The simple solution 
is to hit the shiny button, which will cause it to lower, then you can 
throw it on. 


However, before doing this you'll want to lure out some guards flanking 
the walls of the dish. One carries a hand grenade and will often kill 
both you and himself with it, so be extremely cautious -- stay as far 
away as possible. And if he throws it, just start backpedaling as fast 
as you can, and hopefully you won't get hurt too much. 


When you get up to the dish, you will find a silver door (that is 
locked) with two guards on either side, plus another auto-gun. Ignore 
the auto-gun, it can't hit you from your position, just find cover 
behind the structure that supports the satellite dish and kill both men 
as they come running. Now the coast is clear, so toss that comms rider 
up there like there's no tomorrow. "OBJECTIVE 2: COMPLETED" With this, 
immediately take out your hand grenades and move towards the silver door 
and the auto-gun. Position yourself behind one of the pillars (What are 
they for? Who cares, it's cover so don't ask questions) so the gun's 
bullets can't hit you, then toss a grenade against the door. It will 
open, and a man with twin MagSec's will step out into the night air.  
 
KABOOM!!

Both him and the automated sentry will be blown into the next existence, 
but don't celebrate yet, there are three -- count 'em -- perverts yet to 
be dispatched inside this room, so quickly go within and take care of 
them using your new found toys (2x MagSecs, silly). The doors leading 
further inside are locked, so go back outside. Do you see those robots 
docked in their landing alcoves? Well, a single clip will take them out 
-- be sure to do so to both of them. As long as you took care of the one 
near the lifts, "OBJECTIVE 3: COMPLETED" will flash on screen.


Now hop on the hoverbike (double tap B while next to it) and ride like 
the wind back to the chainlink fence. Well, maybe not; stop in the 
middle of the tunnel, get off, and use the hoverbike as cover if need 
be, because four guards have magically appeared ahead. Take them out 
from your vantage point -- they can be somewhat aggressive, but as long 
as you snipe them using the MagSec (remember to duck all the way down) 
you should be fine. If you allowed the robot interceptor near the lifts 
to live, you will see him flying around the skies, taking pots shots at 
you: kill him quickly, and make sure he doesn't land on you when he 
falls out of the sky...that would be just plain embarrassing (It's 
happened to me before, ugh...). 


Go through the hole in the fence, duck down, and go through the small 
cubby-hole that spills out into the area near the freight elevators. I 
said it once, and I'll say it again: you should really come here before 
the area with the satellite dish, shoot the technician in the leg, watch 
him chase you pathetically, then punch him out when he's about 10 feet 
away from the parked robot. Then blow the robot away, and presto, you 
won't have to fight the robot and the technician will enable the next 
level -- which is very difficult the first time you play it, I might add 
-- to become a lot less frustrating.


Where were we? Ah, yes, the freight elevator area. You should all be 
familiar with the underground bunker, so go down there and plant your 
explosives on the computer (tap B), then patiently wait for the lasers 
to vanish, then run past. This scenario begs two questions: (1) How can 
the computer know its a bomb? I mean, it's on the keyboard, how does it 
know someone just isn't typing something? (2) What's the point of lasers 
if they go on and off and can be gotten past? 
 
Oh well, I guess if those problems were fixed then the level would be 
impossible. Gotta live with it I suppose...

Once you exit the bunker you will hear a series of explosions indicating 
your plastique wasn't a dud, and "OBJECTIVE 1: COMPLETED" will appear on 
screen. 

You have that fancy-smancy keycard from the technician, right? Well, go 
up to the computer monitor near the large sliding doors and put it to 
use. You'll hear some loud mechanical noises, and hear the elevator 
coming up. Ready a hand grenade (you should have two left) and when the 
door opens, toss it right at the ground so it bounces across the ground 
and lands at the feet of two men, the blast sending the two unsuspecting 
soldiers flying through the air. Collect their Dragon assault rifles, 
but don't switch to it. Stay with your double MagSecs. 


When the door opens, kneel all the way down and get against a crate, and 
look to the left-hand side of the hangar: there should be a single 
Dragon-toting soldier here. Shoot him immediately, or he will send a 
grenade spiraling through the air and right into the lift, probably 
killing you instantly. If he does this hideous act before you shoot him 
(e.g. you're kind of slow...), back up against the rear wall and pray. 
Now then, all this shooting will have caused quite a commotion, and the 
freight doors will probably close by the time anyone starts shooting, so 
use this to check yourself. 


Do you have any hand grenades left? You should have one, but if not a 
proximity Dragon will do just fine. When the elevator goes back down, 
about four guys will be ready to get in -- throw your explosive of 
choice against the door so when the door slides open the group will find 
a very special surprise (They'll thank you by saying such things as, "OH 
MY GOD I'M DYING!" or "WHY ME!?" etc.). Rush into the hangar ("OBJECTIVE 
4: COMPLETED") and collect all the ammunition. Switch to the Dragon, and 
well, it's all pretty much down-hill from here. The only thing that will 
screw you up is one more grenade-psychotic (definition: n. a person who 
has no qualms about killing himself and all his friends, just as long as 
you go down along with them) up on the metallic catwalks. Your best bet 
is to move in so they notice, then run FAR away and snipe them using 
your Dragon as they come running for you. They magically appear out of 
nowhere, which can throw a lot of people off at first, so be very aware 
of your surroundings.


Once you reach the elevator (have you noticed this game has a lot of 
elevators?) you'll get a message from the person you're supposed to meet 
with, so go on down to the next floor. Kill the two guys in front of 
you, then some fast music will start and guys will magically appear 
behind some crates. You COULD throw some grenades down them, have a 
really big gunfight and win easily, but why bother? The exit is right 
there, just fall off the part of the catwalk with no railings and speed 
strafe right into the open doorway that leads to your Carrington 
Institute contact, Jonathan. "OBJECTIVE 5: COMPLETED"


                     S T A G E   CO M P L E T E D 



------------------------------------------------------------------------
                         A R E A   5 1
------------------------------------------------------------------------


                         TYPE:  Rescue


Required Mission Objectives:
---------------------------------------------
•  Destroy computer records
•  Locate conspiracy evidence
•  Obtain and use lab technician disguise
•  Gain access to autopsy lab
•  Rescue the crash Survivor


Available Weapons / Gadgets:
---------------------------------------------
•  Falcon-2 (Silenced) (2x)
•  Phoenix
•  Dragon
•  Super Dragon
•  Hand grenade (rare)
•  Lab clothes
•  Tranquilizer
•  X-ray Scanner
•  Data Uplink
•  Medlab 2 key card
•  Operations room key card


Perfect Agent Walkthrough:
--------------------------------------------


This level plays with your mind. It tells you to do one thing when in 
reality you can do many different things to do the same task much more 
easily. What am I babbling on about? Why, the first half of the 
level...you're "supposed" to clear out the stores room (a task in 
itself), push the box of explosives to the marked wall, and detonate it. 
But this is extremely challenging and frustrating. 


Thankfully, there's a way around it.


There are three main ways to get past the wall:

•  Using the explosive hovercraft (HARD)
•  Tossing a proximity Dragon in front of it, then shooting it (MEDIUM)
•  Using the Phoenix to clear the path, then blow the wall (EASY)

How do you get the Phoenix? I would usually only include this in my 
bonus guide, but since it makes the level about 10X easier, I'll tell 
you. In the Area 51: Infiltration stage (the one we just got past) you 
will note a man tending to a robot interceptor near the large lifts. If 
you kill this man, you can't get the Phoenix. Instead, shoot him in the 
leg, let him limp about 10 feet away from the robot, punch him out, then 
blow the robot away. Then finish the stage...Hell, you can even use 
cheats to do it if you want! Just make sure it's on Perfect Agent, all 
the objectives are completed successfully, and you reach the end.


Now, in the current level (Area 51: Rescue), watch the opening cinema 
until Jonathan triggers the hovercrate, then press start and speed 
strafe to the lift and you'll be able to get on just as the doors close. 
Don't mess with any guards. When the elevator takes you to the catwalks 
above, turn RIGHT and follow the long path to a lone soldier. Kill him 
then attempt to open the door. "This door is locked." Wait for it...aha! 
That same guy you punched out will open the door for you from the other 
side, then run away -- so kill him or punch him out, whatever it takes. 
Inside this secret hangar, go up the ramp to the left, take the 
elevator, go through the halls, and you'll find the Phoenix pistol -- 
aka the dildo gun -- lying on a table near some bulletproof windows.


Immediately switch to it, and be on its secondary function -- explosive 
shells. 


Backtrack to the catwalks above the stores room, go past the elevator, 
turn left and take out the man right there. Then go towards the doors 
that lead to the room with the cracked wall -- kill both guys by sending 
explosions around their feet, which will send them flying through the 
air before they can even get a single shot off. Go through the two doors 
and look at the catwalks above -- several guys will come running. 
Usually you would have to take cover and battle them inside the 
elevator, causing huge health losses, but again, the Phoenix takes care 
of everything -- shoot a few shells up there, and bodies will go flying. 
Even if one guy gets past, you can board the elevator and shoot an 
explosive shell at the next level before he can even realize you're 
there. It makes it sooooo easy. No more getting mowed down while you 
attempt to get off the elevator!


Now use the alien-crafted gun to blow a hole in the weak wall, turn 
left, and go into the cryo room on the RIGHT. You will go through a 
single Area 51 soldier armed with a Super Dragon, and a disturbing 
doctor dressed in blue with a face-mask. Go into the containment lab, 
activate all the red switches, and use your X-ray scanner on them all -- 
you're looking for a dead alien body inside one of these tubes. When you 
find it, look at it for a couple of seconds until "OBJECTIVE 2: 
COMPLETED" flashes on screen. 


Backtrack to the hole in the wall, taking out soldiers as you go. Be 
sure to collect their weapons. Go past the hole and up the hill, 
ignoring all doors. Just keep following the hallways, illuminated by 
fiercely bright lights. You'll soon reach an area with a door on either 
side, and two soldiers will come out. Kill them, follow the path, and 
you'll reach another large room for storage. Immediately switch to your 
Super Dragon's secondary function: grenade launcher baby! Strafe to the 
left and unload about four-five rounds right into the fray, laughing as 
bodies fly across the room. A single guy will drop from above, take him 
out as well. Run up the ramp and you'll notice two large planks coming 
off the catwalks -- and on one there is no grating, which means you can 
climb across, access the air-conditioning system, and drop right into 
the showers (the doors are locked in PA, as you should have noticed).


Once inside the showers, head back into the locker room, kill the man 
there ("Oh my GOD, a GUN!" -- am I the only one who thinks that is kind 
of funny?), and open up all the lockers until you find the clothes, its 
location is random so check them all. Immediately equip it via the pause 
screen, and make sure you are UNARMED! The uniform is no good if you're 
toting an automatic weapon around, ya know? "OBJECTIVE 3: COMPLETE" If 
you want to be absolutely sure you're in the disguise, try punching thin 
air -- you should be wearing white for your arms.


Exit the showers and you'll notice you only have one minute and 30 
seconds (1:30) before the entire place realizes you're a fake, so go on 
the double! Race up the corridors until you reach the place with two 
doors across from each other, and go through the one on the left (coming 
from the showers). Inside is a drone gun, but the programmers here won't 
recognize you as a foe and will greet you cheerfully. Punch both of them 
out, go to the computer console in the back, whip out your data uplink, 
and download the virus into its hard-drive. Now all the doors in the 
immediate area are going to go haywire, opening and closing at random, 
totally out of control.


Continue back through the hall, coming closer to the hole in the wall. 
You'll reach two large silver doors, both opening and closing furiously. 
One of them was locked before, but now you can go inside and have a 
small conversation with two Area 51 soldiers and a programmer. Position 
yourself behind one of the soldiers and take out your Dragon, they'll 
say something like "What are you going to do with THAT?!" or "Are you 
authorized for that gun?" Before you can answer those questions, they 
should be in a bloody heap on the floor. See that computer console? 
Destroy it. "OBJECTIVE 1: COMPLETED" Not too shabby, eh? ;)


You should have about 50 seconds left on your timer. Run back to the 
hole in the wall and nearby you should note a slanted silver door -- 
open it and a very long corridor awaits you, filled with office cubicles 
and soldiers. You did remember to put your weapon away, right? 
Regardless, run through to the other side (Joanna will make a comment 
about how the air is being recycled), open the door, and a man on the 
other side of the door will let you in when he checks your ID. Note, 
however, that you must have:

• Completed objectives 1, 2 and 3 for him to appear.
• Be disguised
• Be unarmed

...then he'll let you into the autopsy lab. "OBJECTIVE 4: COMPLETED" 
Punch him out, then run across the room and punch the guy next to the 
drawing, then equip your Super Dragon and kill the single doctor inside 
the glass room, and be sure to collect his "Medlab 2 keycard." 


About now, roughly three billion men and doctors (the scary kind) will 
flood the room. They're psychics, knowing where you without them having 
any kind of clue whatsoever...use a flurry of grenades from your trusty 
Super Dragon and then collect the ridiculous amount of ammunition 
littering the floor.


Exit back into the main hallway, turn right, and you should note yet 
ANOTHER slanted silver door with a similar corridor littered with 
offices and tables. Since you have the keycard, you can go inside. 
You'll also find a few guards...take care of them using some grenades. 
Then go into the final door, blow everyone away, then get the 
"operations room key card." It can be hard to find, because the 
explosions will sometimes knock it around the room a bit. When you get 
that, use it on the doors to finish the stage. "OBJECTIVE 5: COMPLETED"

Whoo! That was a long one!


                         E N D   S T A G E



------------------------------------------------------------------------
                         A R E A   5 1
------------------------------------------------------------------------


                         TYPE:  Escape



Required Mission Objectives:
-------------------------------------
•  Locate alien tech medpack
•  Rendezvous with CI spy
•  Locate secret hangar
•  Revive Maian Bodyguard
•  Escape from Area 51


Available Weapons / Gadgets:
------------------------------------
•  Falcon 2 (scope) (2x)
•  Remote Mines
•  Super Dragon
•  dy357 magnum (failed mission)
•  Alien medpack
•  Tranquilizer


Perfect Agent Walkthrough:
------------------------------------


I hate this stage. Repeat, I hate this stage. I hate waiting for that 
dumbass Jonathan that takes 10 minutes to follow me, and I hate waiting 
for Elvis to catch up with his short, scrawny little legs. I don't care 
if he's a riot, he's too slow! But oh well.


You start out the stage pushing Elvis along in his hoverbed, which you 
have doubtlessly seen hundreds of time in .mpeg movies before, right? 
Not what you expected, I guess. Just keep pushing him forward through 
the doors, in no particular hurry, listening to Jonathan keep 
talking...and talking some more. 


Eventually you'll reach the cal-de-sac that holds the entrances to the 
two cryogenic rooms, and two maniacal doctors (the scary kind with 
masks) are there to teach you a lesson by filling you with drugs. You'll 
get high, everything will become a swirl of light and colors, and you'll 
lose health, but the only good thing is the "high" bit, so you may as 
well shoot them dead using your scoped Falcon-2. Run through the brown 
door that looks like a wall, and rush down the sloped corridor. At about 
the middle let go of the bed by pressing B, then speed strafe ahead and 
open the door. Elvis will slide in smoothly, and Johnny-boy will tell 
you "good job" and hand over a cookie. 


Run back up the hill and go through the cryogenic room on the right-hand 
side. Two more doctors await, and running through blindly isn't the best 
of strategies, namely because you WILL become blind by doing so. Wait at 
the entrance and use the corner for cover, and shoot them from your 
vantage point. Collect their Tranquilizers if you wish, but it's useless 
IMO.


In the back of the room you'll find a short corridor and a doorway, go 
inside. If you rescued Elvis (e.g. got him to the designation point) in 
under 40 seconds a box of three remote mines will be sitting here. Why? 
I'm not so sure (I know I should've taken that class in quantum 
physics). If you get them just fling them all over the room, detonate, 
and watch gleefully as the three Area 51 soldiers fly across the room. 
Collect their Super Dragons and change to the secondary function, 
grenade launchers. 


Go out onto the huge zigzagging catwalk and take out both soldiers using 
your grenades. I think it's extra-funny when one of them flies over the 
railing and into the darkness below. "Ahhhhhhh..."


On the other side is a door, open it and Joanna will make a remark about 
how the alien medpack should be near here. Who knows how she knew this, 
but more importantly who cares? Use a grenade to break the glass wall 
into millions of tiny shards, and walk up to the console and activate 
it. This will unlock a door around the next corner (beware of the 
guard), and inside the alien medpack rests on a pile of gasoline 
canisters. Collecting it = "OBJECTIVE 1: COMPLETED"


Follow the path, watching in amazement as every door opens for you 
automatically. You'll soon see a guard right in front of you, plaster 
him. Ignore the door behind him and turn right, kill that guard, then 
kill the third guard in the third room. The next chamber has several 
compute consoles/lockers, and you'll find Jonathan inside. "OBJECTIVE 2: 
COMPLETED" After a short conversation three soldiers will burst into the 
room, but one grenade will take care of them. 


Here's an important tip: don't just run back to the room where you first 
found guys with Super Dragons. No, that's bad. What you want to do is go 
to the room with the door I told you to ignore, open it up, and about 
five guys will be RIGHT there -- single grenade, flying bodies 
everywhere. Collect the lot of ammunition and wait here for Jonathan to 
catch up. Go through the automatic doors, waiting for him to catch up. 
If you don't, some pixie-dust laden guards will magically teleport in 
and start fighting Johnny boy. Sure, he'll win, but his health will be 
depleted and it will take forever to catch up.


When you finally get back to the zigzagging catwalks and see that he is 
on it, run back to the original room, and again, about five guards will 
be there, out of nowhere. BOOM, BOOM! Dang, that's a lot of bodies on 
the floor...step carefully. John will begin to set his bomb, and you'll 
have to "protect him"...not exactly the height of difficulty. When it 
explodes, go inside ("OBJECTIVE 3: COMPLETED") and kill the two men on 
the catwalks, then turn your attention back to John and make sure to 
kill anyone he's fighting, because if he dies you fail the mission. 


Return to the Maian and use the alien medpack on him (select it, tap Z). 
You should hear this weird noise to confirm is working. From here on 
out, make sure to kill anyone who gets near John. Don't worry about the 
alien, he'll be fine. When it says "Alien medpack has been administered" 
run back to our diminutive friend, a cinema will take place, and god 
damn is Elvis (the alien's name) a riot. His voice sounds like Yoda and 
he cracks me up everytime he says one of his corny jokes. Sad, I 
suppose, but I don't care. 


Then we will all make a trip to the Maian flying saucer, and here's 
where things get complicated. There are THREE ways to exit this stage, 
and each one has its own positives and negatives. I'll list them all, 
going from the easiest to the most challenging.


Ways To Exit Area 51: Escape:
----------------------------------------

•  (Easiest) Once the conversation by the saucer begins, run back to the 
   ramp, go up, and kill people who come through the doors. When Joanna 
   says something to the affect of "We can't leave you behind!" go to 
   one of the two computer consoles on the catwalks. When the fast music 
   begins, activate it, then run back to the second and activate that as 
   well. Both hangar doors will open and the UFO will leave, and the 
   stage will be over. Weird, if I must say so myself. I think this may 
   be a glitch, I just hope it isn't fixed in PAL territory.

•  (Medium) When the conversation begins and Jonathan volunteers to open 
   the hangar doors, just wait by Elvis and protect him from any 
   soldiers. Just stay right here...and when both doors are open, you 
   and Elvis will leave. 

•  (Hardest) When the conversation ends and Jonathan volunteers to open 
   the hangar doors, run up to him before he reaches the ramp and Joanna 
   will say something to the affect, "You leave on the saucer, I'll open 
   the doors." Now open both hangar doors as in the easiest method, but 
   now John will leave on the UFO, leaving you here, which means you 
   have to get on the hoverbike (double tap the B button) and go through 
   hundreds of guards, then find the exit. Here are some directions...

   - Go up the slanted hill that leads to the two cryogenic rooms.
   - Go through the long corridors (you'll see some of the nerve gas for 
     a few seconds), and make your way all the way back to the hangar 
     where you dropped into the showers from the air-conditioning vents.
   - There's only one door on the ground level, and it's ahead and to 
     the extreme right of the entrance. Follow the path, killing the 
     soldiers who block the corridor.
   - When you reach the large room with slanted pillars, go through the
     door that all the pillars are in front of...you'll burst out into 
     the satellite dish area from the first Area 51 level 
    (Infiltration).


"Captain Sith Jago...please report in...Captain Sith Jago..." Sheesh, 
this is the same message from the second Area 51 level! He must be, uh, 
occupied in the bathroom or something. Sorry Miss.

Regardless of which way you exit the stage, it leads to: "OBJECTIVE 5: 
COMPLETED"


                           E N D   S T A G E

                M I S S I O N   F O U R   C O M P L E T E D



     __  __  __  ___  ___  __   __   _  _    ___  __  _  _  ___ 
    (  \/  )(  )/ __)/ __)(  ) /  \ ( \( )  (  _)(  )( )( )(  _)
     )    (  )( \__ \\__ \ )( ( () ) )  (    ) _) )(  \\//  ) _)
    (_/\/\_)(__)(___/(___/(__) \__/ (_)\_)  (_)  (__) (__) (___)



------------------------------------------------------------------------
                          A I R     B A S E
------------------------------------------------------------------------


                           TYPE: Espionage



Required Mission Objectives:
---------------------------------------
•  Obtain disguise and enter base
•  Check in equipment
•  Subvert security monitoring system
•  Obtain flight plans from safe
•  Board Air Force One


Available Weapons / Gadgets:
---------------------------------------
•  Crossbow
•  Dragon
•  K7 Avenger
•  dy357 magnum (2x)
•  DrugSpy
•  Stewardess's clothing
•  Suitcase
•  Proximity Mines
•  Horizon Scanner


Perfect Agent Walkthrough:
-------------------------------------


Let the cinema run for a few seconds, so the guard that is walking away 
can get towards the entrance to the cavern. Then press start to enter 
the level -- allow the crossbow to totally deploy. Now turn the corner 
and nail the guy right there. He will always back away and his arms will 
move out of the way, allowing you to him right in the chest. The 
crossbow is set on sedate, so a single shot will cause a person to be 
unconscious for hours. Be sure to collect his Dragon, too.


Now move towards the alarm box and kill that guy. The man walking 
towards the cavern has his back to you, so he's easy prey. Walk inside 
the cavern and deploy the DrugSpy, and drive it around the corner until 
you see the stewardess and her two bodyguards. The guys will usually run 
up to investigate this strange object in front of them, so nail them 
both using the DrugSpy's high speed darts. Take out the woman, as well.


Now return to Joanna's view and collect the ammunition, and don't forget 
the bag that the woman was carrying. Go to the pause menu and equip the 
disguise, and make sure you're not carrying any weapons. If you want to 
double-check to make sure you're in the disguise, punch thin air. Your 
arms should be blue, with golden rings around the wrists.


Turn around and go back to the airbase, and enter through the door. You 
will have a brief conversation with the secretary at the front desk, who 
will grant you access to the entrance to the base. Before going in, 
however, find the elevator in one of the corners. Call it down, ride it 
up, and you'll find two men at a table. Behind them you'll discover a 
suitcase -- grab it and punch out both men before they can take their 
plan into action. Return to the elevator, go down, and enter the airport 
("OBJECTIVE 1: COMPLETED").


When you enter you will see a single soldier toting a Dragon and two 
escalators, one right in front of you and one to the right. Go down the 
one in front of you and will you find a conveyor belt and a small table. 
Equip your suitcase and lay it on the table. ("OBJECTIVE 2: COMPLETED") 
You now have no weapons on you at all, so you can go through the nearby 
tunnel with blue lights without setting off the metal detector.


Carrington will now inform you that the case will be checked soon, so 
you must now shut down the security systems or else your ass will be 
arrested. After the tunnel with blue lights go across the lobby (A man 
in blue will say, "You shouldn't have come here, girl!") and through the 
hall filled with pillars. Steal one of the Dragons from the men in white 
by disarming them (do it to only one guy). Run up the stairs and you'll 
find a man in white in front of a computer console and a man in blue, 
toting a K7 Avenger. Go to the computer and shut the security systems 
off ("OBJECTIVE 3: COMPLETED") The man in blue will then shoot the man 
in white and scream, "We're taking over!"


Now fast paced music starts and all Hell breaks loose as dataDyne 
employees flood the airbase, armed with K7 Avengers and old-fashioned 
body armor (unless you have another theory why they can take automatic 
fire to the chest and still live). 


Now this is the ultimate challenge, the most difficult section we have 
seen in the game yet. I can't even do it 100% of the time, but I suppose 
that will come with practice. Here is the only strategy that has worked 
for me on a consistent basis (3/4 times, only time it doesn't work is 
due to a sloppy mistake):


When you go down the stairs (after killing the guy who had the Avenger) 
there will be about 3-4 soldiers in the distance. Fire off your Dragon 
to get their attention, plus some guys around the next corner you can't 
see yet. Keep firing off your Dragon to make noise -- as they start to 
advance into the room, retreat up the stairs. Look down...when you see 
guys trying to climb the stairs, throw a proximity Dragon down there and 
about 10 bodies will go flying as a huge fireball erupts in the small 
room. Collect the bounty of ammunition and switch to your Avenger. 


Follow the hall back to the lobby (it has the escalator) and you will 
find a Dragon lying on the ground, probably from the guy that was 
walking there and was killed from the dD thugs. Go into the lobby and 
you'll see a hallway with several guys there: shoot in there to attract 
their attention, then look up the escalator, shoot up there, then 
fucking RUN back to the hallway with all the pillars. Hide behind one of 
the pillars until people start to come in. Again, throw a proxy Dragon 
there and watch the people fly. This won't get them all, but it will get 
a majority of them. Peek around the corner and peg anyone who didn't 
catch up to the explosion.


Return to the cleared lobby and enter the brown door. Here a man will be 
staring at the marble wall, pondering the mysteries of the universe. Cap 
his ass and move in, collect the Dragon at his corpse. Go into the 
nearby hall and there should be a single man there, kill him as well. In 
the room next to him there is sometimes a group of four-five guards; I'm 
not sure what triggers them, but if they are there toss your proxy-
Dragon in there and watch the fun. Move in and you will spot a proximity 
mine on a door -- move far away and shoot it. The explosion will shatter 
the nearby windows.


Go into the small space the glass once covered, and you'll find a safe. 
Behind it, on a wall, is a small switch. Move the glass casing off, then 
press the switch, and the safe will open. Yeah, no criminal could EVER 
open such a complicated safety device (chortle). Collect the suitcase 
inside, which happens to be the flight plans ("OBJECTIVE 4: COMPLETED" 
and go on your merry way.


Back in the hallway with the purple/orange strips on the floor you will 
find an elevator. Call it up and enter. You can now sigh in relief, the 
worst of the worst is over. The elevator will go all the way down, and 
when it opens there will be two men with their backs to you. DON'T SHOOT 
THEM OR GET THEIR ATTENTION IN ANY WAY! Just close the doors and the 
elevator will go up a few floors, dropping you off in a silent area. 
Follow the path to the left and step on the shuttle that will take you 
to Air Force One. "OBJECTIVE 5: COMPLETED"


If you did get the attention of the two guys, the "silent area" would 
have been overflowing with guys. Some people even try to kill the two 
guys, go up the stair-cases fighting off huge amounts of people, 
thinking that's the only way to reach the shuttle. Using the above 
"trick" or "detour", whatever you want to call it, drastically decreases 
the insane challenge of this level. 



                         E N D   S T A G E


------------------------------------------------------------------------
                    A I R    F O R C E    O N E
------------------------------------------------------------------------


                      TYPE:  Anti-terrorism


Required Mission Objectives:
-----------------------------------------
•  Locate and retrieve equipment
•  Locate President
•  Get President to escape capsule
•  Secure Air Force One flight path
•  Detach UFO from Air Force One


Available Weapons / Gadgets:
-----------------------------------------
•  Laptop Gun
•  Cyclone (2x)
•  K7 Avenger
•  Timed Mine
•  Combat Boost (2 boosts)
•  Suitcase
•  Lift key card
•  Closet key card A
•  Closet key card B



Perfect Agent Walkthrough:
-----------------------------------------


Damn, this level is awesome. Definitely one of my more played missions.


You start the stage facing a doorway, so open it up. Keep going down the 
side of the plane, always going through the door on the left. Eventually 
you'll reach an area where a man is walking towards you. Near him, on 
the floor, you'll find a large grating, the color of red. Kneel all the 
way down and open it, going down into the lower compartments of the 
plane.


Once again, keep going through the doors. Eventually you'll reach the 
kitchen, inhabited by two stewardesses. Sometimes they see through your 
disguise, sometimes they don't. I don't understand what causes them to 
see through it, but in the big picture it really doesn't matter. Just 
keep going. You'll eventually reach the baggage room, a dead-end, and 
the man here will either greet you nicely or fill you with hot lead, 
depending on if you the people in the kitchen saw through your disguise. 
Just keep punching him until he goes under, grab his lift key card, and 
activate the red button nearby. This will cause an elevator to come up. 
Grab the suitcase on it ("OBJECTIVE 1: COMPLETED") and inside you'll 
find a Laptop Gun and a single Timed Mine. 


In the room with the hoverbike, if you press the nearby button it will 
go down and you can use the bike on the next level. Not all too useful, 
but still, it'll be there.


Back in the kitchen, activate the button to cause the dumbwaiter to come 
down. Get on, wait a second, and it will go up a floor, delivering you 
right where you started the level. Go through the bronze door -- by now 
everyone on the plane knows you're not a steward -- and go up the ramp. 
Turn to your left and open the door there. Aha, the President! 
"OBJECTIVE 2: COMPLETED"


This presidential situation is totally unrealistic. Yes, he's black, but 
that's a small matter compared to this next fact (and I'm no hater 
either). Look under his desk: there's no slut under there waiting for a 
little sucky sucky. This is just a flagrant disrespect for the real 
world and totally ruined the vividness of this level for me. 


That's enough sarcasm for awhile. After the long conversation with the 
President (Who doesn't even bother to check the tapes. For all he knows 
it could be the Golden Oldies.) a cinema will show a Skedar ship dock 
with plane. Uh-oh...now fast paced music begins and dD men will flood 
the level. Hasn't this happened before? ;)


Equip the timed mine, gone down the stairs as fast as you can, and open 
the bronze door that allowed you to get in here in the first place. Now 
toss the mine right inside the tunnel that connects the alien ship to 
AF1. You've done it dozens of times, so I won't bother to explain that 
there's a single man in here and when the mine blows it will kill many 
bad-guys. "OBJECTIVE 5: COMPLETED"


Now rush back to the lobby with the ramp/stairway. Whip out your weapon 
of choice, Cyclone or Laptop Gun. I prefer the Cyclone for two reasons: 
(1) It has more bullet-spread than the accuracy of the Laptop, meaning 
you will always hit the intended target. (2) Its friggin' cool looking 
and you can't get it in any other level. Good enough reasons for you? 
They both use the same type of ammunition, as well. Quite nice.


Err, where was I again? Oh yes, the lobby. Go around the base of the 
ramp, helping out the president's bodyguards in taking out Trent's men, 
dressed in black and toting Avengers, just like the last stage. There 
are some other guys in black in the rooms behind the rampway, two to be 
exact, one in the hall and another in the room with the grand piano. I'd 
take them both out. 


By now you should get the message that the Pilots have been killed, so 
rush up the ramp, head straight ahead, open the door, mow down the guy 
in front of the entrance, and head inside the cockpit. Both of these 
guys have their back to you, so it is easy pickings. I wonder what they 
were thinking? "Yeah, we'll just kill the only people who know how to 
fly this plane, then we can all crash and die! YEAH BABY!" To activate 
the auto-pilot simply press the large, glowing button near the windows. 
"OBJECTIVE 4: COMPLETED". Now that the plane is stabilized you won't 
have to worry about getting blown away from crashing into the ocean.


Go back down into the lobby, meeting the President again. "Are you sure 
this is the way to the escape pod?" Hmmm Mr. P, I dunno, isn't this YOUR 
friggin' plane? Shouldn't you know? Sheesh, no wonder he's El 
Presidente... 


Clean up any extra men down here, collecting ammunition as you please. 
The President's body guards should have held fort quite nicely, and if 
you kill them you get extra Cyclone ammo and two keycards that open the 
locked closets, enabling you to collect double Cyclones. Oh, baby...


Continue through the plane until you reach the "Twin Mr. Blonde 
Scenario." Trent Easton will say a few words of encouragement, then run 
away laughing as Mr. Blondes (not THE Mr. Blonde; they're uhh, well 
you'll see after the next level) attempt to mow you down. I find it 
easiest to go through the door on the right-hand side, show myself for 
an instant, and allow them to shoot at thin air as I find cover. When 
they stop to reload, use both of your combat boosts at once, whip out 
your gun of choice, rush in, and blow them against the wall, 
sadistically watching as their bodies fall against the wall, blood 
spurting from their open chest, then they slide down, limp. What, am I 
the only one who does that? Stop looking at me like that!


Now the Combat Boosts should still be affecting you, so run after Trent, 
taking out two of his black-clothed friends. Go down into the lower 
compartment and kill the two guys there as well. And that's just about 
it, the President will come down and enter the pod and the level will be 
over. "OBJECTIVE 3: COMPLETED"


                           E N D   S T A G E


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

Aturn has this to say:

"Hey, did you know it is actually possible to start in the cargo area of 
AF1? In the AF base, if you shoot the laser control panel, it will go 
haywire and certain lasers will disappear and reappear like in area 51. 
You'll be able to get to that litttle latter under the plane. This makes 
the laptop gun cheat even easier than it was before. You can use cheats 
too on the AF base. It's not much, but it made my life easier. 

Thanks,
Aturn. 

P.S. (the panel is after the lift that seems to go diagonally down, in 
the middle of those two rooms with the pillars and control panel, just 
in case you forgot like I did)." 


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

marshmallow's notes: 

To climb the ladder (I was confused on this for awhile) you have to 
stand in front of it and then press the action button. You'll start out 
in the room that has the hoverbike on Air Force One. Quite handy, and a 
huge secret.




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


                          TYPE:  Confrontation


Primary Mission Objectives: 
------------------------------------------
•  Retrieve Presidential medical scanner
•  Activate distress beacon
•  Shut down enemy jamming device
•  Retire Presidential clone
•  Locate and rescue President


Available Weapons / Gadgets:
------------------------------------------
•  Falcon-2 (scope)
•  K7 Avenger
•  Sniper Rifle
•  Remote Mine
•  Night Vision
•  Horizon Scanner 
•  President Scanner


Perfect Agent Walkthrough:
------------------------------------------


Of all the half-assed, half breed, wanna-be-cool but I'm not piece of 
crap levels I have ever played, this has got to be in the top 10. It's 
not that this level isn't fun, or its music isn't really catchy (because 
it is), but the premise is just so out-of-whack it's unbelievable. They 
expect us to believe AF1 and the Skedar craft crashed right in the 
middle of the Alaskan wilderness (even though we were flying over the 
ocean), nobody got hurt, and all these soldiers, sentry guns, and bases 
just magically appeared within seconds. But oh well, on with the 
strategy (whatever THAT is...).


Go forward from your starting position and you will come upon two 
soldiers with their backs to you. One shot, one kill. Collect their K7 
Avengers and equip them immediately, you'll have a little over 100 
rounds of ammunition. Go to the nearby escape pod, buried in the snow, 
and up to the red, glowing button that is just begging to be pressed. Do 
so. "OBJECTIVE 2: COMPLETED"


On the right-hand side of this snow plain is a huge wall, and two large 
passages are carved into it. Take either one you please, and you will 
find the wreckage of AF1 in all its glory, smoke and ashes, pieces and 
parts littering the field, and sparks spitting from the cockpit. On the 
left side of it, in its shadow, there is a suitcase that is well 
camouflaged against the white snow. It's on the side with the man in 
black facing the wall -- if you're on the side with the Mr. Blonde, 
you're on the wrong half. Pick it up ("OBJECTIVE 1: COMPLETED") to 
acquire the magical Presidential Scanner, which will allow you to see 
where the President and his clone are located. 


Return to the area with the pod, and keep against the right side of the 
snow field. You will find a small traveling party consisting of two men 
in black wielding Avengers, and the third a Mr. Blonde with a Sniper 
Rifle. Go through the small tunnel that goes through the snowdrift 
(there will be the grand piano from the plane buried in the snow) to 
reach a large valley full of soldiers, one of AF1's tires will be in the 
middle. I like to kill all men to the left side of the tire, then rush 
in and hide behind the tire and shoot people from this area. If they 
start shooting back, simply duck down and the ruined tire will take all 
the bullets for you. Clear the area.


To the right side of the tire are two passages, one to the left and one 
straight ahead -- take the one straight ahead to see a precarious bridge 
of ice going across what appears to be a bottomless pit. Take out any 
men you see, even the ones on the upper ledge. Go across the bridge and 
into the underground tunnel, being very cautious as you will usually 
encounter one or two soldiers in here (sometimes with their backs to 
you, sometimes not). You will eventually be spilled out into a large 
snowfield with what look like withered palm trees (???) and two drone 
guns similar to the ones found in GoldenEye's Jungle mission, except 
these are much stronger. From this tunnel's exit you can take the one 
out on the far left using your Sniper Rifle. When that's nothing but 
dust, run to the tunnel straight ahead, dodging machine gun fire from 
the second one. From this tunnel's entrance/exit (depends on which way 
you're going I suppose) you can take out the final gun -- I prefer to 
duck all the way down and use the Avenger myself. 


With both guns history, rush into the field of trees and you will spot 
the Skedar ship in the snow. Two men will start shooting at you from the 
bottom of the hill, so retreat, using the trees as cover. Watch them run 
up, and since the trees will mess up their aim, you can kill them as you 
please. Empty an entire clip of your K7 Avenger into the Skedar ship, 
then two clips of your Falcon-2 (be sure to stand FAR away) and a HUGE 
explosion will take place, reaching all the way to the front of the 
tree-field. Impressive. "OBJECTIVE 3: COMPLETED"


Coming from the wreck of the Skedar ship, on the RIGHT side of the wall 
there will be a tunnel (where you took out the last drone gun), so go 
down it, spilling onto another icy bridge. There will be two men down 
there, take them out. Follow the bridge across the pit and into the 
underground cave. Eventually you come to a huge hole, pitch black 
inside. Take out your remote mines, you will have three of them (that's 
tres for my Spanish-speaking fellows). Put two of them on the walls of 
the cave -- one near the black hole, one a few feet away from first one. 
Switch to the Avenger, put your Night Vision Goggles on, and rush into 
the cave and turn to your right -- you will see two green blobs, but one 
is shorter, thinner, and unarmed. This is the clone of El Presidente! 
Shoot him dead and fucking run BACK to where you put your trap of remote 
mines because about five or six Mr. Blondes will come running to see 
what all the noise is about.


Hide behind the corner but keep peaking out, looking at the black hole. 
When Mr. Blondes are overflowing the tunnel, set off your two bombs and 
watch the bodies fly. Be wary as one or two will sometimes survive the 
blast, either because they barely touched it or they were at the very 
back of the line. Mr. Blondes are extremely strong and have impeccable 
aim, so don't screw around with these guys unless you want to see the 
red screen of death.


Go back inside the dark ice cavern, collecting the ton of ammunition 
littering the floor. On the other side there will be a single Mr. Blonde 
left, facing away from you (thankfully). Cap in the face and go through 
the tunnel behind him, arriving in a lighted area again, so take your 
goggles off. Uh-oh. Three "cop" robots are ahead, firing machine gun 
fire at you. Take out your last remote mine, toss it up there and watch 
the fireworks. If one survives, about a clip of the Avenger will make it 
think twice. In the next cavern is the President being held hostage by 
Trent. When he says, "You'll never save him now!" shoot him a couple of 
times and he'll run off with his tail between his knees. El Presidente 
will now follow you.


Follow the snow drift up, going through the first passage to the right-
hand side you see. It will spill you out in the rim of a HUGE snow 
field, so gigantic the game will begin to stutter if you speedstrafe. In 
the middle of it all is Elvis and his crashed saucer, and the Maian 
rocket-star will take down guys from a great distance using his Phoenix. 
The President will arrive, and the level will be over. "OBJECTIVE 5: 
COMPLETED"


Of other interests...some people like to rescue the President, then save 
killing the clone for last. This way when you kill the clone the level 
will be over, and you won't have to face the herd of Mr. Blondes. You 
can save the President and skip the blondes by going into the cave on 
the left-hand side of the valley that has a tire in the middle (shortly 
after the tunnel with the grand piano in the middle). In those caves 
you'll also find a passage (this gets really confusing) that will spill 
you out into an area that has a huge hole in the ground that will allow 
you to snipe the clone without having any harm dealt to yourself. Very 
cool. And a run on sentence. But let's not be picky.

 
I prefer my method when all is said and done.


You'll also find out what's behind all these "Mr. Blondes" that are 
running around if you watch the cinema that ends the level. Very nice.


                          E N D   S T A G E 


              M I S S I O N     F I V E     C O M P L E T E D





       __  __  __  ___  ___  __   __   _  _    ___  __  _  _ 
      (  \/  )(  )/ __)/ __)(  ) /  \ ( \( )  / __)(  )( \/ )
       )    (  )( \__ \\__ \ )( ( () ) )  (   \__ \ )(  )  ( 
      (_/\/\_)(__)(___/(___/(__) \__/ (_)\_)  (___/(__)(_/\_)



------------------------------------------------------------------------
                      P E L A G I C     I I 
------------------------------------------------------------------------


                        TYPE:  Exploration


Required Mission Objectives:
---------------------------------------------
•  Disable primary power sources
•  Secure laboratories and research data
•  Deactivate GPS and autopilot
•  Activate Moon Pool lift
•  Rendezvous and escape with Elvis


Available Weapons / Gadgets:
--------------------------------------------
•  Falcon-2 (silenced) (2x)
•  Laptop Gun
•  CMP-150
•  dy357 magnum
•  N-Bomb
•  X-Ray Scanner
•  Phoenix (failed mission)
•  Research data disk A
•  Research data disk B 
•  Research data disk C


Perfect Agent Walkthrough:
-------------------------------------------


In this level we are going to go through hallways and kill guys dressed 
like redneck hillbillies. Then we're going to go down hallways and kill 
more hillbillies. After that, we will consider killing more hillbillies. 
After this, we change gears and kill more hillbillies. After lunch, we 
will continue killing hillbillies. Not just any hillbillies, mind you, 
but hillbillies down the next hallway. For a change of pace, we will 
then kill several hundred hillbillies.


Alright, I think you got the idea. 


The main theme of this level (besides killing hillbillies) is not to 
allow anyone to trigger an alarm. If this happens, you are fucked 
sideways. This is because about 20-30 guards will magically teleport in, 
then kill you immediately when you go to specific areas of the ship 
(mainly the place with the moon pool lift and the halls that lead to the 
submarine docking area). The only reason you should continue to play the 
level after an alarm is to challenge yourself, or if you're feeling like 
a lucky first-timer.


As you start off leave Elvis behind, and immediately equip the Laptop 
Gun. This is going to be your bread and butter for the rest of the 
mission. Open the first door and peg the guy right in the head, watching 
as he slowly falls to the ground. Go down the hall to the first alarm 
box, and the single soldier there will run to the alarm while screaming 
something to the effect of, "Warn the others!" or "Activate the alarms, 
we have an intruder!", etc. 


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

ALARM BOX LESSONS -- 101: 

As soon as you enter an area, one guard will be designated as the alarm 
trigger. At this point in time, he is the only person on the ship that 
can activate an alarm anywhere. He will not shoot you or attempt harm to 
you in anyway, he will only run to the alarm box and ignore you, even if 
you are shooting at him and you can smell his breath. Once he is killed, 
someone else will be designated as the alarm trigger (usually the one 
nearest the box) and will do the same. Use this information to your 
advantage while in the middle of a firefight

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


Because this is only one person, you can kill him easily and he runs to 
the box. Move to the door and look through the glass, you will see a man 
standing against a wall. Remember Bunker from GoldenEye? Same method 
here. Shoot him through the glass. BUT THIS IS IMPORTANT: Make sure it 
is only a single round, and it is right to the head. If you do this 
correctly another person will come and stand next to his body, and make 
a comment, ranging from the serious ("Oh my God, he was my best 
friend!") to the comical ("Eh, I never liked him anyway..." or "ARE YOU 
OK!?" while his body is slumped against the wall, lying in a puddle of 
his own blood). If you make too much noise, or miss him, an alarm is 
activated. So get it right.


When the second guy is standing next to the body, shoot him dead and 
move into the hall. The man nearest the alarm will suddenly become the 
alarm trigger, and will immediately run to the alarm (which is behind 
you). Shoot him easily, and the man down the hall will suddenly start 
shooting. Easy pickings.


Go through the first door you see to be ushered into the nuclear reactor 
room. Before doing ANYTHING be sure to check the staircase. If you were 
slow one of the hillbillies will be at the top, but if not he will be 
down below. Shoot out the cameras (one on top, one on bottom) and then 
move to the large blue cylindrical structure in the middle of the room. 
Activate the X-Ray Goggles and the buttons will become either red or 
green. There are four green ones, placed randomly: activate them all. 
Now go downstairs, and go to the large, phallic tube sticking out of the 
core. At the tip is a button, activate it to disable all nuclear power 
to the ship. "OBJECTIVE 1: COMPLETED"


Exit the room through the door you came inside of in the first place, 
and continue down the hall. On your left will be a staircase, 
illuminated yellow. Climb up to reach a crossroads of sorts: there's a 
door on the left, a green staircase ahead, and a door on the right. Take 
the door on the left to enter the research section. Shoot out the camera 
and then unarm yourself. Here you see a ladder, and two doors. Inside 
each door is a small laboratory filled with scientists who will try to 
escape. I wish I could shoot them in the face with automatic fire and 
enjoy their final death throes as they watch me kill their friends in 
cold blood, but unfortunately that would fail the mission. So instead 
punch them out, then collect the research disk that falls out of their 
pockets. Three scientists, three disks. "OBJECTIVE 2: COMPLETED"


Return to the crossroads and go up the green / lime stairs, and two more 
hillbilly yokels await their death. Further inside are the pilot 
systems, filled with three civilians controlling the ship. Order them 
around like the bitches they are, grinning as they say such things as, 
"You win! I-I give up!" and "Please don't hurt me, please..." etc. 
However, one of them will get a bit overconfident and try to kill 
everyone with a magnum. Thankfully it takes him awhile to reload it, so 
just shoot him dead. The remaining pilots, after seeing the power a sub-
machine gun has when you shoot someone in the face point-blank, will be 
quite co-operative in your wishes. "OBJECTIVE 3: COMPLETED" 
Interestingly enough, you can shoot them all dead after the objective is 
complete without consequences. This is what I'm talking about, baby! 


As you return to the crossroads be wary as one (sometimes two) guards 
will magically teleport around the lime staircase. After dispatching 
them -- if you get my drift -- go back down the yellow staircase 
(Everything on this ship is color-coded, makes it hard to get lost and 
easy to write a guide, eh?). 


THIS IS IT!!! 


No, I haven't had an overdose of cocaine (don't do drugs, kiddies) again 
and lost my mind, this is it! It's the most complicated alarm box 
scenario (whatever you want to call it) in the entire level and where 
about 95% of all people screw themselves over. So you can bet I'm going 
to go into some considerable detail.


I hope you bet big.



ASCII map of the final alarm box scenario:
-------------------------------------------------


   __________________
  |                  |             ----------------------
  |  moon pool room  |                 LEGEND / KEY:
  |____    __________|             ----------------------
 _______^^^__________________         ^^^ = Doorway
|    ^     *    ^   A  _   * |          * = Single redneck soldier
|A   ^          ^     |_|    |         _ 
|    ^__________^      _____*|        |_| = Support pillar
|*   |          |     |                 
|    |          | #1  |_______          A = Alarm box
|    |          |       _  *  |
|    |__________|*     |_|    |     #1, 2 = choices (see walkthrough  
|*   ^    *     ^            A|            below to understand this)
|    ^      #2  ^             |
|____^___( B )__^_________    |     ( B ) = Blue stars
         ( B )            |   |     ( Y ) = Yellow stairs
                          |   |
                          |^^^|      
                          |   |
                          Enter
                ( Y )( Y )

 
I realize the map above looks slightly cluttered, but if you take into 
account the amount of things you have to keep track of, the above is 
just barely enough. 


The map has the locations of stationary redneck soldiers, eight in all, 
but it doesn't take into account a ninth soldier who walks around the 
entire circle (or square, I suppose) of halls. The location of this 
ninth and wandering redneck will greatly affect how you take on this 
sensitive area.


In the "enter" area above, peer through the window and you will see the 
first soldier straight ahead. Shoot him in the head without making too 
much noise. The man nearest him will inspect his body if you were 
silent, or try to kill you if you were loud. Either way, dispatch him. 
This is where things get tricky. As you enter this hallway, you have two 
choices: # 1 and # 2 (and I ain't talking about the bathroom). Neither 
is better than the other, but you have to choose very carefully. If the 
doorway that leads to choice 2 is open, the man inside will see you and 
run off to alert the others, sending an alarm off. If this is the case, 
you must take choice 2. If it is shut and he does not know you are 
there, take choice 1. However, the wandering guard can screw things up 
because he can run away before your realize what's going on, so PAY 
ATTENTION! Listen up, when someone says "Activate the alarm!" and starts 
running towards an alarm. There are three boxes, keep close eye on them. 


In the end, practice will prevail and make this section rather easy. But 
when you first get to it, it's a killer. 


Inside the moon pool room, there is a computer console on the wall. 
Joanna will make a comment about submarine control systems, so activate 
the computer. Of other note, if an alarm was activated there will be 
roughly 10 people in here, all coming out of nowhere. Throw an N-Bomb 
into the middle of the chamber and hope for the best. When you activate 
the console the moon pool lift is activated, which leads to this: 
"OBJECTIVE 4: COMPLETED"


Now go down the blue stairs. Well, before that you'll want to shoot and 
kill the chest of the man you can see, which will alert his friend, whom 
you can also kill rather easily. Now go down the blue stairs and go 
through the door with no window. This is the blue hallway section, 
leading all the way to Elvis. There really are no tricks, just plain 
ol'e shooting fun. Shoot through windows where possible, and do your 
best. In the final circular hall, show yourself for an instant and make 
some noise, then retreat up the stairs and shoot the huge group of 
people that come. 


When you finally reach Elvis he will greet you with that hyper-extended 
voice of his. You can either follow him to the last section or go there 
yourself. The last section is the door in the crossroads that we didn't 
go through yet, it leads to the golden hallways, which in turn leads to 
the exit. The golden hallways are tricky in a few spots, but overall it 
is extremely easy. However, if an alarm was activated then you are in a 
pickle, as about 10-20 people will be added to the mix. Then it becomes 
extremely difficult.


The only parts that are difficult are the parts where you can't shoot 
through windows. In the first case, it is the third room. I just show 
myself for a couple of seconds, and then use the shooting cycle trick to 
kill them. For the second instance, this time the last room of the 
golden hallway, strafe behind the small obstruction in the wall. This 
will give you cover from the guard at the back, and allow you to kill 
the man near the exit. Once he's done kill the guy in the back, then go 
to the diving control center. "OBJECTIVE 5: COMPLETED"



                          E N D   S T A G E



------------------------------------------------------------------------
                            D E E P   S E A 
------------------------------------------------------------------------


                          TYPE:  Nullify Threat



Required Mission Objectives:
---------------------------------------
•  Reactivate teleportals
•  Disable Cetan megaweapon
•  Secure control room
•  Restore Dr. Caroll's personality
•  Escape from Cetan ship


Available Weapons / Gadgets:
---------------------------------------
•  Falcon-2 (scope)
•  Shotgun
•  CMP-150
•  Farsight XR-20
•  Proximity Mines
•  K7 Avenger
•  Backup disk
•  Infra-red Goggles
•  Phoenix (failed mission)


Perfect Agent Walkthrough:
--------------------------------------


This is what the entire conspiracy is all about, and what the Skedar 
have been searching the galaxy for centuries so they can obtain it...the 
Cetan Ship, crashed millions of years ago into our oceans, holding a 
weapon of such power its magnitude can not be perceived by our feeble 
minds. Dude, that is like, totally rad! :p


This mission is long and quite naturally very challenging. The main idea 
is to stay as healthy as possible.


At the start you will run through a series of tubes, eventually spitting 
you out into a green chamber like the slippery, wet spermatozoa that you 
really are, that you hide from all your friends and family. But don't 
worry, I won't hold that against you. Many people find the two rooms 
full of cloaked guards wielding shotguns (and drugs, by the look of 
their outfits) impossible, but there's no reason to get through without 
taking a single hit. For the first room, run down the middle of the 
room, slightly to the left, and run through the left-hand side of the 
pool of water in the middle of the room. By now several people will have 
shot, and thankfully, missed you. Now run straight ahead to the huge 
doorway, another penis corridor, if you will.


The second room: as soon as the doors open several guards will cloak 
themselves right in front of you. Rapidly fire your Falcon-2 (or Shotun, 
if you want) by tapping the "Z" trigger while simultaneously running to 
the right, and you will injure the two guards that will shoot at you. 
They will be in too much pain to even lift their weapons, so run down 
the hill as fast as you can. You will then spot a lone redneck trooper, 
armed with a CMP-150. Shoot him and take his weapon. Continue to use 
your Falcon-2, picking off the two rednecks loitering the nearby hall. 
Ignore the large green door, and instead make a detour down the large 
hole in the side of the wall, going down a hill, and into the 
underground caverns, illuminated by alien lights. Mmmm, this reminds me 
of a really good acid trip. Num nums!


There's only one more trooper before you come face to face with a door, 
sealed tight. To open it, simply shoot the cylindrical object in front 
of it.  Now you'll get the full attention of five-six redneck 
soldiers...continue to fire your Falcon-2 into the fray, keeping your 
distance, until you run out of pistol ammunition. Switch to the CMP-150 
and finish off the survivors, then rush in and collect the ridiculous 
amount of ammunition of the floor. You should have two clips of ammo, 
easily. Shoot the second lantern on the floor to open the next door.


Only one trooper patrols this hall, so have your way with him. Shoot the 
last lantern to open the door to a sort of control room. Ignore it, 
however, and return to the second cloaked guard room. You will see Elvis 
coming towards you, and there might even be a surviving guard behind him 
(use your Infra-red Goggles to make sure they're all gone). When you are 
sure Elvis is following you, return to the control room in the 
underground halls. You will find two soldiers and a Mr. Blonde inside, 
who for some reason have shit for accuracy. I wonder why? You can stand 
in the doorway and take them all out with little effort. Grab their guns 
and wait for your date -- that is to say, Elvis. Eh, same difference, 
right!? 
 

When he enters the room and says in his Yoda-voice, "Time to activate 
those teleportals!" immediately run back to the second cloaked guard 
room. Go right to the entrance to the underground tunnels. "OBJECTIVE 1: 
COMPLETED" should flash on screen. Now run back in the direction of the 
FIRST cloaked guard room, and you should hear a little "zip", the sound 
a guard makes when he cloaks himself. Behind you, near the entrance to 
the underground tunnels, two guards have magically appeared! Damn, isn't 
that annoying?! If you don't kill these guys, escaping the ship later 
will be a bastard, so be sure to take them out. They only appear when 
the first objective is complete, and when you're about 50 videogame feet 
away.


After they are taken care of, go through the big green door and keep 
going right. Eventually you will find the first teleportal, a large hub 
on the wall with some trippy effects. Touch it to get some flashy sh*t 
going on, and you will magically appear in a totally different part of 
the ship. Elvis will also hand over his FarSight XR-20...sweet. 


The idea of this short section is to reach the next teleportal, 
preferably without getting hit once. There are six Kentucky-rednecks 
waiting, and they are relatively easy to take out. I prefer using my 
CMP-150, a short burst to their overall-covered chest will send them to 
the floor. 


Once you reach the teleportal and go through, you will reach a huge 
system of corridors and hallways, filled to the brink with baby Skedars. 
You should ignore them all, because if you stop to fight you will just 
get killed from behind, but if you keep on the move you won't get hit 
once. The idea here is to use the FarSight's one-hit-kills power to 
destroy the large, liquid filled glowing tubes you see around here. A 
large explosion will ensue, so try to stand back. You will also meet two 
biomechanical auto-guns, but they won't shoot until you get relatively 
close, and everytime you see them they are about 20 feet away, so no 
worry. Take your time to line up the shot and they die.


Near the end, things get semi-complicated. When you destroy all the main 
tubes, a door will unlock. So go through, and here you will immediately 
see a biomechanical gun right above your face. You have just enough time 
to line up the shot and destroy it before it begins shooting. If you 
miss, you will probably get hit, so start circle strafing immediately. 
It won't be able to turn fast enough to hit you, so quickly shoot it 
dead. The door here is locked. To open it, go up against the sides of 
the room. Each wall has a set of two blinding lights. Use the FarSight's 
secondary function and you will home in on a tube in another room you 
can't reach. Shoot the cleverly hidden tube, hidden from view behind the 
wall, and then the second one, and the door will open. "OBJECTIVE 2: 
COMPLETE" will also flash on screen. Go through the teleportal.


Before opening the door in front of you, use the FarSight's secondary 
function to look through it. Inside you will find two Mr. Blondes 
standing guard. Shoot one of them, then go back to your normal view. The 
first one will be alerted by his comrade's death, and will open the 
door. However, he will not begin shooting his deadly Avenger until the 
door is fully open. Since it slides rather slowly, you can shoot him in 
the belly or chest region and kill him before you even see his face! 
Nice trick if I ever saw one, because right now we don't need any K7 
Avenger rounds in our face. Now the control room is secure. "OBJECTIVE 
3: COMPLETED"


Here you will find Dr. Caroll on a table. Use the backup disk (from the 
pause menu) on him and a cinema will begin. After it ends, or you skip 
it, whatever, "OBJECTIVE 4: COMPLETED" will flash on screen.  
 
 
Now all hell breaks loose, as the ship is about to explode and you have 
only 60 seconds to do the obvious: escape. Standing in your way is a 
group of three redneck guards, which aren't too smart because they all 
congregate into a small group, enabling you to kill them very quickly 
using your CMP-150 of Avenger (but that only has 20 rounds, not even a 
full clip). This will be about 10X harder if you didn't kill or if you 
just ignored the cloaked guards who magically appear after the first 
objective is complete. They will still be here, cloaked and all, and 
shoot you in the face with a shotgun, killing you just about instantly. 
So it'd be a good idea to take them out earlier, enabling you to escape 
the ship rather easily. "OBJECTIVE 5: COMPLETED"


                         E N D   S T A G E 


               M I S S I O N     S I X     C O M P L E T E




  __  __  __  ___  ___  __   __   _  _    ___  ___  _  _  ___  _  _ 
 (  \/  )(  )/ __)/ __)(  ) /  \ ( \( )  / __)(  _)( )( )(  _)( \( )
  )    (  )( \__ \\__ \ )( ( () ) )  (   \__ \ ) _) \\//  ) _) )  ( 
 (_/\/\_)(__)(___/(___/(__) \__/ (_)\_)  (___/(___) (__) (___)(_)\_)




------------------------------------------------------------------------
                C A R R I N G T O N     I N S T I T U T E
------------------------------------------------------------------------


                            TYPE:  Defense


Required Mission Objectives:
-----------------------------------------
•  Reactivate automatic defenses
•  Release hostages
•  Retrieve experimental weapon
•  Destroy sensitive information
•  Deactivate bomb


Available Weapons / Gadgets:
-----------------------------------------
•  AR-34 Assault Rifle
•  K7 Avenger
•  Falcon-2
•  Mauler
•  Devastator
•  dy357 magnum 
•  Laser
•  Combat Boosts
•  Data Uplink


Perfect Agent Walkthrough:
-----------------------------------------


This is a level some people say is impossible to beat on PA. I laugh in 
their face, mainly because I can beat it just about everytime. It 
doesn't take super-speedy reaction time or a cold-hearted aim. All it 
takes is strategy. And here's the one that always works...


You start off near the ramp that goes down to the hangars. If you turn 
the corner you will come face to face with your first adult Skedar, in 
terrifying sight. I think they look pretty intimidating myself. But 
ignore the Skedar, he will be busy fighting with a Carrington Institute 
(CI, for short) soldier.


Instead, run down the ramp to the hangar with the big blue ship. 
Carrington will plead with you to save them by activating the auto-
defense mechanisms. When you enter, shoot the glass out and fall to the 
ground. Run around the ship and through the tunnel dead-ahead, and 
activate the first gun by pressing the action button in front of the 
computer console on the wall. Now open the door around the corner and 
straight ahead. Open the second door straight ahead, and quickly 
activate the second gun. Now turn around and strafe like hell back to 
the hangar with the blue jumpship. If you go too slow a pair of K7 
Avenger-toting dataDyne hooligans will blow you away. If you speedstrafe 
you'll make it without getting shot once -- in fact, you won't even see 
them.


Back inside the hangar, go to the ramp on the other side, where you 
originally entered. Go past all the gasoline canisters and enter the 
door at the other end, and two CI agents will be standing right there. 
Why the hell can't they turn the damned auto-guns on themselves? Lazy 
'tards. Oh well, do this simple task and "OBJECTIVE 1: COMPLETED" will 
appear on screen. Return to the lobby, to your starting position.


Depending on how fast you went, around 1:00 (one minute) should have 
elapsed when you enter the lobby. The Skedar that was up here is usually 
dead, but if not he will be very weak, so kill him. Go to the first 
elevator and board it, taking it up to the second floor. Turn right and 
you will find two doors: left and right. Go through the one on the 
right. Some guides say to use your combat boosts, but this is a MISTAKE. 
DO NOT USE ANY COMBAT BOOSTS UNTIL I SAY SO. They are very important to 
surviving.


Through the room on the right door, the first hostage situation awaits 
you. There is one hostage-taker right in front of you, and another 
behind a short wall, to your right. The one to the right will back away 
and say, "What?" and then immediately shoot the hostage. So he is your 
first target. The second hostage-taker, straight ahead, will bumble 
around and have to reload, giving you more than enough time to take him 
down. Don't bother to collect the Avengers, just go through the left 
door this time.


This time there's a hostage-taker right in front of you, with his gun 
pointed to Grimshaw's head, and the other one is to the left, but he 
isn't even looking at the hostage. He'll have to turn around to shoot. 
So take out the one straight ahead, the one behind Grimshaw (the guy 
with the nasally voice). Kill him, then swivel your view and kill the 
one in the middle of the room. Sometimes the woman will run in front of 
your rifle-barrel and punch out the guy. If this happens, don't make the 
mistake of shooting your gun. Obviously, assault rifle bullets to her 
brain won't help you with the hostage objectives. 


Go inside and one of the hostages will drop a devastator grenade 
launcher as a thank-you present.  This only seems to happen if you go 
through the door on the RIGHT first, then come in here. But then it 
happens 101% of the time, so no worry. It has three rounds, two of which 
you must not waste, and the last you can play around with. Go to the 
other set of brown doors on this same floor, and go inside Carrington's 
office (he's not there, obviously). Later in the mission, Carrington 
will tell you to destroy some sensitive information in his office. If 
you do it then you will be killed. DO NOT try to do it when he tells you 
to. You'll just get shot from behind by magically appearing soldiers. So 
instead, shoot a sticky grenade from the devastator on the safe (the 
blue panel on the wall) and it will explode, destroying the sensitive 
information much earlier than you have to. "OBJECTIVE 4: COMPLETED" This 
is going to save you a ***HUGE*** amount of trouble and grief. And, for 
some strange reason, you can't use the laser to rip the safe door off. 
Weird.


Now quickly go to the elevator that all the hostages are boarding, and 
go down with them. The ground floor should be completely empty of enemy 
presence IF AND ONLY IF you went fast enough. Under 2:10 seems to be the 
limit, but that's easy to beat (I average 1:45 and below...). If you 
_DO_ see any soldiers, do NOT use the AR-34 on them. Although not as 
powerful, the Avenger shoots bullets MUCH faster, which allows you to 
take them down much more efficiently, hence, you will not die.


Make your way to the holograph room (a right turn from the hostage-
elevator) and you will see three soldiers, lined up executioner style, 
facing a large group of CI employees. Take out your devastator and shoot 
a grenade slightly to the left of the feet of the middle soldier. 
Sometimes, VERY RARELY, there's a weird glitch and the grenade goes 
through the floor, having no effect. This only seems to happen if you 
shoot the grenade and it hits the foot of the man...you want to hit the 
floor, not his foot! If this happens, shoot the last grenade as fast as 
you can! Whichever grenade works, it will explode and send all three 
soldiers flying. No hostages will die. If you try to go through them all 
using an assault rifle at least two or three hostages will die. Two or 
three is unacceptable in Perfect Agent.


Finally, go to the firing range, the final stop for hostages. If you 
went fast enough there STILL shouldn't be anyone in the lobby, but it 
doesn't matter, your saving grace is coming up. Inside the firing range, 
several CI employees will be fighting two guards -- rather well, I might 
add -- using Falcon-2 pistols. Blast the mothermuggers while they're 
distracted and "OBJECTIVE 2: COMPLETED" will flash on screen. As fast as 
you can, go to the computer, activate it, and the glass surrounding the 
experimental gun will shatter. Collect it to retrieve the God-like RC-
P120. "OBJECTIVE 3: COMPLETED"


Now about two or three trillion (or somewhere in-between, I didn't 
bother to count) soldiers and Mr. Blondes wielding Maulers will flood 
into the level. This is where people f*ck themselves, they have no 
combat boosts! But we do. So activate both of them to enter the 
Matrix...I mean slow motion. In real-time the RC-P120 couldn't really 
give you that big a boost in performance. In slow motion...you may as 
well be invincible with infinite ammunition. YOU CAN GO UP AGAINST A 
GROUP OF EIGHT GUARDS and kill them all without getting hit once! If you 
don't feel like Neo right now, you never will. 


The RC-P120, combined with slow motion, will allow you to carve a path 
right to the hangar that contains the Skedar Bomb, which is inside their 
landing ship. Remember that last Devastator grenade I told you to "play 
around" with? Well, if you see a lot of guards bunched together...you 
know what to do. Watching three Mr. Blondes spiral 10 feet through the 
air in slow motion must be experienced by everyone.


Once you reach the area with the Skdar ship make sure the coast is 
clear, take out your data uplink, and begin uploading the virus into the 
ship (by now the boost's effects have ended). Back away so you can see 
both entrances...If anyone comes in, stop and shoot them. You can't take 
any risks. Simply start the download again if you have to do so. When it 
takes off ("OBJECTIVE 5: COMPLETED") you can either stick around and 
watch one of the most impressive real-time explosions of the game, or 
run to the exit while cloaked using the RC-P120's secondary function. 
Either way, the level is over.


                         E N D    S T A G E 


              M I S S I O N   S E V E N   C O M P L E T E D 



    __  __  __  ___  ___  __   __   _  _    ___  __   __  _  _  ____ 
   (  \/  )(  )/ __)/ __)(  ) /  \ ( \( )  (  _)(  ) / _)( )( )(_  _)
    )    (  )( \__ \\__ \ )( ( () ) )  (    ) _) )( ( (/\ )__(   )(  
   (_/\/\_)(__)(___/(___/(__) \__/ (_)\_)  (___)(__) \__/(_)(_) (__)


 
------------------------------------------------------------------------
                       A T T A C K     S H I P
------------------------------------------------------------------------

 
                         TYPE:  Covert Assault


Required Mission Objectives:
----------------------------------------
•  Disable shield system
•  Open hangar doors
•  Access navigational system
•  Sabotage engine systems
•  Gain control of bridge


Available Weapons / Gadgets:
----------------------------------------
•  Combat Knife
•  Mauler (2x)
•  AR-34 Assault Rifle
•  Callisto NTG
•  Slayer
•  Cassandra's Keycode Necklace


Perfect Agent Walkthrough:
----------------------------------------


I would compare this to the Aztec level in GoldenEye...it's very long, 
the enemies have very strong weapons, dying is a piece of cake, but once 
you learn a trick for each group of guards, it becomes pie (yes, I just 
made an analogy involving two different baked goods...I must be hungry)! 
But still, this is certainly one of (if not ***THE***) hardest levels of 
the game on Perfect Agent. It was actually pretty easy on Special 
Agent...but not any more. No siree bob! For this reason, I'm going to go 
into so much detail your eyes swill glaze over if you try to read it all 
in one sitting. That, or you will get brain cancer from the computer 
screen radiation. You should really get outside more. ;)


Before doing anything, we need to realize we are not fighting people 
(duh hyuk, hyuk, really?). We are fighting an alien civilization evolved 
on a totally different planet. Therefore, we need to study their 
physiology if we want any chances of killing them.


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

EVERYTHING YOU WANTED TO KNOW ABOUT THE SKEDAR, BUT WERE AFRAID TO ASK


The Skedar are not what they appear...they are hidden under a guise, 
protected from the outside world by a mask of lies. In reality, the 
Skedar are small, snakelike creatures about six feet in length. The 
monstrosities you see are purely biomechanical, a combination of living 
tissue and robotic mechanisms. The head is not the most vulnerable part 
of their body as in humans, but it is the snake-like object trailing 
behind it, wavering in the air like a flag everytime they run. This is 
the tail of the real Skedar inside the mask. 

Amount of damage a single Skedar can withstand (In AR-34 bullets. A 
single clip, need I remind you, is 30 rounds):

• It takes 20 rounds to the leg or thigh of a Skedar for it to die.

• Around 15 to the chest (or whatever you want to call the object the
  two arms are connected to...I guess it's a chest).

• Around 10 to the face or head.

• Less than four shots to the snake (closer to base: less...closer to 
  the tip, more).

So you see, knowing the truth about the Skedar makes them weaker.

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



Ha, all this talking and no walkthrough yet! Well, here it goes. The 
mission starts off with you holding a combat knife (be sure it's set to 
primary function, knife slash) and just escaping a holding cell. 
Cassandra de Vries is running around in the next area and is going to 
make a very useful diversion for you. If you watch closely, you will see 
two Skedar -- one stationary, one moving. DO NOT get the attention of 
either, just hang back inside the cell. When you hear Cassandra scream, 
run out and the Skedar that was running will be inspecting the body, and 
the stationary one will now have his back to you. PERFECT! Use the 
combat knife on the one with his back to you and he will die instantly 
due to the fact you surprised him. Grab his Mauler, and for some reason 
you get 20 rounds instead of the standard 10...oh well, I'm not 
complaining! 


Stay right here, and look behind you. The three shield consoles are 
right there, below you: charge up the Mauler, and when it turns a pink 
color, shoot each console to bring the shields down, as Elvis 
instructed. "OBJECTIVE 1: COMPLETED" This is actually more ammunition-
efficient than shooting them with the primary function. Now move to the 
corner, where the second Skedar is waiting. In a second you'll hear the 
mechanical whir of an elevator. As of now, you have two choices: (1) 
Running inside the open elevator while simultaneously shutting its door. 
You won't get hit once, and waste no ammo of life if you do it right! 
Just don't go inside the lift, then turn around and shut the door. If 
you do that you take some nasty damage. You have to shut the door WHILE 
going inside. (2) Killing the Skedar using the combat knife or Mauler. I 
prefer the knife, because right now ammunition is precious. 


Either way, you will go down to the Skedar Ship's runway, where the 
hangar doors are located, being guarded by two trailer-park Skedar. The 
idea here is to run straight across and down the hallway straight ahead, 
where another elevator waits. IF you can, shoot the Skedar on the left, 
towards the direction you're running, with an auto-aimed charged Mauler 
shot. However, if you miss, you don't want to shoot again. But if you 
kill him, quickly run and pick up his Mauler.  
 
 
Now go to the elevator. You should have around 10 rounds, maybe only 
five or six. Each charged shot you blast takes off five, so this is 
critical. When the second elevator reaches the top, go to your left and 
a Skedar will be dead-ahead. He will fall off the ledge while 
simultaneously shooting off his alien-crafted pistol. Stand still for a 
second, then strafe to the right while shooting your charged Mauler, and 
if you auto-aimed correctly he should be laying in a pool of his own 
blood. If not, backtrack and try again. If you run out of ammunition, 
use the knife as a last, desperate plea.


Either way, you'll want to walk up to the alien console and activate the 
one on the left-hand side. The hangar doors will open and the pimp crew, 
consisting of Elvis (the master pimp) and two of his cronies will enter 
the ship, brandishing wicked sub-machine guns called Callisto NTG's. 
"OBJECTIVE 2: COMPLETED" When you return to the runway, several 
different scenarios can take place. We didn't kill all the Skedar, so 
chances are, there will be one near Elvis. You will have enough 
ammunition to shoot off one, maybe even two, charged shots. Make them 
count, and make sure Elvis isn't in the line of fire. It might not even 
matter if you miss, half the time Elvis' group of boys will blast them 
away.


Anyway, Elvis will greet you in his pimp-ways, and hand over an AR-34 
Assault Rifle with over 400 rounds of ammunition. "Here, take this! You 
may find it useful..." Hell yeah! We be hanging out in the Maian crib, 
yo?! 


Now run into the runway and find cover, and watch in awe as Elvis' 
friends, well it had to be said, kick some serious Skedar ass. Two 
Maians with NTG's will basically take down 20 Skedar AT ONCE. Damn 
they're good! But I'm not sure if that really counts, because if you 
examine closely you'll discover that the Skedar are slightly weaker than 
normal...but I won't hold that against them! 


After a few seconds of this Skedar-arse-beating thing, an elevator will 
come down and Elvis will tell you to take it. So do so. Short, gray men 
can never lead you wrong. However, before leaving, you may want to 
(gulp) shoot the little Maians and take their Callisto NTG's, setting 
them to their secondary function: high impact shells. You only get 20 
rounds, and that's all you get. If you have good aim, this can take down 
two, maybe even three Skedar, but only save it if you run out of AR-34 
ammunition. 


When the elevator arrives at the top floor, go to the door straight 
ahead, go to the VERY left-hand side of it, and open it. To your left 
and right, on each side, is a Skedar. But if you DO NOT let them see 
you, you can shoot both of them dead without them evening moving. For 
the one on the left, you might be able to see his head if you're lucky, 
but I usually have to settle for thigh/chest shots. That takes a bit of 
ammo for the AR-34 (which is what you REALLY SHOULD be using MOST of the 
entire mission UNLESS I SAY SO SPEFICIALLY! THIS IS IMPORTANT!).

However, the one on the right, you can see the pink underside of the 
snake! So shoot it about three times and boom, he's dead. Go in and grab 
their Maulers, and go through the door on the LEFT. Then take the door 
to the right, and here is an elongated room with a single Skedar at the 
end, and there's some sort of alien structure in the middle. Here's what 
you do IN THE EXACT ORDER I SAY:


1. Strafe out to the right-hand side of the structure. The Skedar will 
   immediately notice you.
2. Crouch all the way down.
3. Shoot him in the head with your assault rifle.


DO NOT switch steps 1 & 2, because then the Skedar will not try to shoot 
you, he will simply run around the structure. The Skedar, although very 
good fighters, have terrible aim over long distances. So you won't get 
hit here. Another cool thing is that if you do the above tick, his gun 
(all Skedar are right-handed) will be shooting nothing but the structure 
in the middle of the room.


Collect the ammunition and head through the door straight ahead to come 
to an intersection, then head RIGHT. But to do not rush into the 
navigation room. Stay in the doorway, duck ALL THE WAY DOWN, and slowly 
enter the room, looking to your left. Joanna will make a comment about a 
machine that contains information. To your right will be a single 
Skedar. If you are crouching all the way down his gun will not be 
visible and he will shoot nothing but the wall (there is a small ramp 
that leads to a lower area, which is why he is lower than you). Then 
there is another Skedar in this room, this time on the left-side. What I 
always do is strafe diagonally backwards (still crouched all the way 
down) and he will start shooting at you, but again, his gun's shots will 
be blocked by the low wall that surrounds the lower area. Cap him in the 
head as fast as you can and he will fall. Grab the ammo and Elvis will 
come in and investigate the computer (trippy graphical effects...). 
"OBJECTIVE 3: COMPLETED"


Elvis will then say, "Time to head upwards!" Reusing voice samples 
already? For shame. Exit through the door you DIDN'T come in here from, 
and then turn left at the intersection. Go up the long corridor, and at 
the end will be a Skedar. It's very far away, so his first two or three 
shots will miss. However, his third of fourth shot will always hit. To 
kill him as fast as possible, duck all the way down and fire off as many 
bullets into his head as you can. He shouldn't get past his second shot. 
Around the corner is another Skedar, only this time even farther away! 
Take care of him in the same manner by crouching all the way down 
(which, I think, makes you an even harder target to hit, and improves 
you accracy ten-fold).


Now you enter an area with a blue door. Equip your Mauler, and set it to 
a full charge. Now open the door and immediately close it. A Skedar will 
be RIGHT THERE IN YOUR FACE and begin shooting off his deadly gun. After 
three shots open the door again and tap the "Z" trigger. He's so close, 
auto-aim will work almost instantly. He will die. If you miss...not only 
do you suck (hang your head in shame), but you will take heavy damage 
from the survivor. 


This is the room I like to call the "Christmas Light Room." That has a 
cheery name, doesn't it? Maybe too cheery...how about, the "Christmas 
Light Room...of Death." That sets a better impression. I call it the 
Christmas Light Room because of the fact all the lights are hideously 
green and make me feel all jolly. 


But getting to the point, a single Skedar inhabits this room, to the 
left. He's turned at an angle, and will have to turn around before 
shooting. Because of this, you should use a Mauler (on charge, duh) to 
take him out, because you'll have enough time to line up a shot. Now 
take out your AR-34 rifle again, and enter the door behind him. Open the 
second door, and there will be another straight ahead, who will again 
have to turn around. Immediately crouch all the way down and blast him 
with your rifle -- you may even hit the snake a few times. Now turn the 
corner and another piece of alien trash is in wait. Allow him to shoot 
two or three shots, then turn the corner, crouch, and kill. "Crouch and 
kill" basically describes the strategy for this level...



DO NOT, I repeat, DO NOT enter the engine room. You will be mowed down. 
Instead, crouch all the way down and destroy the brown panels on the 
central pillar from the corridors. When both panels are destroyed, Elvis 
will scream that we need to get out of here, so run back to the 
Christmas Light Room (Of death...) to escape the huge explosion that 
ensues, killing all the Skedar in the engine room. So don't worry about 
anyone following you. "OBJECTIVE 4: COMPLETED"


Exit the Christmas Light Room through the door you took to enter it in 
the first place. Turn to the right and go up the small ramp there, it 
twists into another hallway. Kill the Skedar there (strafe out, crouch 
down, shoot its head) and then enter the next room. Two Skedar are on 
two different ramps, and will begin shooting at you. Quickly head up the 
ramp to your left and shoot that Skedar as fast as you can, maybe using 
a charged Mauler to take him down faster. The second Skedar, on the 
other side, will now be on the bottom, distracted by Elvis. You have the 
height advantage: take him down with the scope of your AR-34. You should 
have around 100 rounds left.


Go into the elevator, and Elvis will use another recycled line (this 
time from Pelagic II! They have no shame!). After the second elevator 
you will enter the bridge, with three Skedar and new "action" music! And 
one of them has double Maulers! Ouch! Find cover behind the walls 
immediately, and crouch all the way down, and take them out one at a 
time. Switch to your Mauler and go deep into the bridge, retrieving the 
extra Mauler from the dead Skedar body in the middle...you may have to 
search around for it, but be sure to snag it. Ooooh, baby, double -- 
CHARGED -- Maulers. Highly erotic.


Now Elvis will burst in, and behind him will be about five or six 
Skedar, all waiting to die. They have guns, but never shoot them. They 
totally ignore you, they all go right to Elvis. Every time. If you've 
reached this point the mission is pretty much over, as long as Elvis 
doesn't do anything retarded, like -- for example -- running in front of 
your guns and getting shot in the side of his big-ass head (even though 
his joke about the headache was funny). When all the Skedar lay dead the 
ship is in your control. "OBJECTIVE 5: COMPLETED"



                           E N D   S T A G E 

               M I S S I O N    E I G H T    C O M P L E T E


 

* To be continued... *



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


  5.   F R E Q U E N T L Y   A S K E D   Q U E S T I O N S 


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



Question: I'm in a small room with 3+ guards and with a wimpy pistol. 
          They're all facing at me...what should I do in a situation
          like this?

  Answer: Peg each guard with a shot to the arm or leg. This will stun 
          them, causing them to stagger in pain. While they're busy with
          this, mow down one of the others. Rinse and repeat.

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

Question: How do I get  for ? I'm 
          having a lot of trouble on this one!

  Answer: As with GoldenEye, I'm working on a separate Cheats/Secrets 
          FAQ for Perfect Dark. Be patient.

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

Question: Ack! In  there is something different in it! 
          I'm not on Perfect Agent, so your guide can't help. What do I 
          do?

  Answer: Agent? Secret Agent? BAHAHA! The only use those two modes have 
          are for unlocking cheats and practicing for the Perfect Agent 
          setting. C'mon, be a man. ;)

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

Question: In GoldenEye, I could peg guys in the head from 50 feet using 
          the scope of my AR33. But how come in this game I can't do 
          that? The bullets just get too inaccurate over long distances! 

  Answer: It turns out you can still peg people from far away with 
          automatics! If you kneel all the way down, your bullets will 
          go EXACTLY in the center of the square! This makes it harder 
          to move, yes, but it's a great trade-off for being able to 
          make head shots from so far away. 



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


  6.   W E A P O N S   /   G A D G E T S


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


No matter how hideously genius the levels are designed, or how smart the 
enemies may be, or how the missions are set up, each first person 
shooter has one thing in common: guns. Whether you're sniping a dataDyne 
guard at 30 yards or literally bowling over people with the Super 
Dragon, Perfect Dark offers some of the most extensive weaponry for a 
first person shooter to date. 

This section is split up into smaller sub-sections, making it much more 
organized than if I were to simply list all the weapons in one huge 
index. 


------------------------------------------------------------------------
                  S E M I   A U T O M A T I C S
------------------------------------------------------------------------


Semi-automatics consist mainly of pistols and slow shooting weapons. 
They make up a majority of your arsenal as you start out the game.


=-=-=-=-=-=-=-=-=-=-=-
Falcon-2
=-=-=-=-=-=-=-=-=-=-=-

• A small, grayish-blue pistol. It can be fitted with a silencer, a 
  scope, and a laserbeam. 

• Mainly for covert operations where silence is key, and surprising your 
  opponents is more important than rushing into a room and mowing down 
  guards. With only eight bullets per clip, you're going to need to be 
  very accurate. Aim for the head if possible.

• Its secondary function is a pistol whip, where you will (as Joanna 
  says) "bosh" people using the gun. Sort of like the Sniper Rifle 
  butting in GoldenEye.

• This is Perfect Dark's equivalent to the PP7. 


=-=-=-=-=-=-=-=-=-=-=-
Magsec-4
=-=-=-=-=-=-=-=-=-=-=-

• An elongated pistol with a reddish-brown handle and a gray coloring to 
  the rest. Its filled with small valleys and craters, giving it a very 
  futuristic look. Rounds are standard pistol shots with an extra punch.

• The Magsec-4 is considerably more powerful than the Falcon-2, and its 
  shots are extremely high pitched which indicate the speed of the 
  bullets. Although it has a scope (2x) its accuracy becomes pathetic 
  the more and more distance you put between yourself and the target. 
  This weapon was clearly made for close-quarter fighting. 

• Its secondary function is a three-shot burst, similar to the upgraded 
  pistol in Turok II: Seeds of Evil. Use this when facing many guards at 
  once.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
dataDyne dy-357 Magnum
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

• Pretty much the same as the Cougar Magnum in GoldenEye, except a bit 
  trimmed down.

• The Magnum is annoyingly slow, up to two seconds between shots even if 
  you rapidly press the trigger. Even worse is the fact that the reload 
  time is about five seconds -- Joanna flips the used cases out and 
  shoves new ones in, then flips the magazine back into the gun. 

• This weapon's only saving grace is that it can usually kill a man in a 
  single round, causing them to fly back several yards. 

• The dy-357's secondary function is a pistol whip, similar to that of 
  the Falcon-2.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
dataDyne dy-357-LX
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

• Exactly the same as a regular magnum, except plated in gold and can 
  kill in a single shot regardless of where you shoot the person.


=-=-=-=-=-=-=-=-=-=-=-
Shotgun
=-=-=-=-=-=-=-=-=-=-=-

• Perfect Dark's shotgun makes GoldenEye's look like a pea shooter by 
  comparison, not only in looks but in action as well.

• The shotgun's primary function is a single shot, a short reload, and 
  then you're set again. But you really don't want to use 
  that...instead, try the secondary function, which causes TWO shells to 
  burst out of the muzzle, and then there's the short reload, and you're 
  ready to go again. Aside from explosives, this is the only weapon that 
  can kill more than one person with a single pull of the trigger.

• The obvious downside to the shotgun is the ridiculously long reloading 
  time -- up to 10 seconds! In the field, if you are left in the middle 
  of the room with no offensive weapon and nothing to hide behind while 
  reloading, you may as well just quit right there. Pay close attention 
  to the magazine in the bottom right-hand corner of the screen and 
  anticipate when you're going to reload. When this occurs, quickly get 
  cover until it's over. Using this weapon takes a huge amount of skill. 

• If you're in the middle of reloading and need to shoot, press the 
  trigger button and you will stop reloading.


=-=-=-=-=-=-=-=-=-=-=-
Sniper Rifle
=-=-=-=-=-=-=-=-=-=-=-

• Yet again, the Perfect Dark version of a GoldenEye weapon makes the 
  latter look quite sad. PD's sniper rifle is everything you could ever 
  want in such a gun: a huge scope, awesome detail, cool reloading 
  animation, power, and being able to zoom in well over the distance of 
  any football field.

• The Sniper Rifle IS NOT meant for close-quarter fighting. Doing so 
  will leave you wide open because the time between shots is long enough 
  for the enemy to get a shot in.

• The Sniper Rifle's secondary function allows you to get on your belly, 
  similar to the way some of the guards do. This makes you much more 
  difficult to hit!


------------------------------------------------------------------------
                        A U T O M A T I C S
------------------------------------------------------------------------


Ah, *these* are the fast firing children of love. Hold the triggers down 
on one of these bad boys and a stream of bullets will fly out. Lethal. 
For more information on how to correctly operate these machines, check 
out rule 10 of "The Perfect Rules." 


=-=-=-=-=-=-=-=-=-=-=-
CMP-150
=-=-=-=-=-=-=-=-=-=-=-

• A small, silent sub-machine gun that has extreme detail in its sides. 
  You'll find this in just about every level that involves dataDyne.

• The CMP-150 isn't terribly powerful, but it can extend its entire clip 
  within seconds. This is both a plus and a minus...on the positive 
  side, you can take down a guard very quickly. On the negative side, 
  its clip is empty within seconds and you're forced to reload again and 
  again.

• Its secondary function is a lock-on target, which points the gun at 
  any enemy that you have you put the aiming target over (a red box and 
  a number will appear around the enemy once the lock has occurred). 
  This works even in Perfect Agent mode, and even if the auto-aim option 
  has been turned off. It is a built-in feature of the gun.


=-=-=-=-=-=-=-=-=-=-=-
AR-34
=-=-=-=-=-=-=-=-=-=-=-

• It's supposed to be an upgraded version of GoldenEye's AR-33, but it 
  seems to look more like an upgraded RC-P90. Odd.

• This is, in my opinion, the best assault rifle in the game hands down. 
  Its clip of thirty rounds isn't evaporated in seconds like other guns 
  (ahem, K7 Avenger!) and each individual bullet does an insane amount 
  of damage to any one enemy. Add in the fact it is awesome in both 
  close-range battles and long-distance ones (thanks to the scope), 
  well, I think you can understand my reasoning.

• The AR-34's secondary function allows you to walk around while zoomed 
  in. Not all that useful, but at least people can't complain about not 
  being able to do that now.


=-=-=-=-=-=-=-=-=-=-=-
Cyclone
=-=-=-=-=-=-=-=-=-=-=-

• Although bizarre in appearance, the Cyclone is one mean automatic. It 
  has 50 bullets per clip and its accuracy is rather decent. And let's 
  not forget about the crazy reload animation that shows the clip going 
  through one end of the gun and out the other...

• The Cyclone's secondary function empties the entire clip with one pull 
  of the trigger. The amount of damage this causes is astounding -- use 
  this when a group of guards just won't go away. Be aware, however, 
  that once the process begins, it can not be stopped.


=-=-=-=-=-=-=-=-=-=-=-
Dragon
=-=-=-=-=-=-=-=-=-=-=-

• An assault rifle that resembles the guns used in Aliens film (the 
  second one), it suffers the same fate as many other rifles in the game 
  -- that is, a very small magazine with two fast of fire.

• The Dragon has a scope, but its accuracy over long distance isn't too 
  hot. Use it sparingly unless you are crouched down. 

• The Dragon's secondary function causes you to throw it on the ground. 
  Whoever comes by will cause it to explode into a huge cloud of fire 
  and smoke. This is best used in multiplayer (aka "Combat Simulator"). 


=-=-=-=-=-=-=-=-=-=-=-
Super Dragon
=-=-=-=-=-=-=-=-=-=-=-

• The differences between the Dragon and Super Dragon are difficult to 
  spot. The only major contrast is its secondary function -- a small 
  grenade launcher instead of a proximity mine. A combination of fire 
  and automatic rounds make this a much deadlier weapon than the Dragon.


=-=-=-=-=-=-=-=-=-=-=-
Laptop Gun
=-=-=-=-=-=-=-=-=-=-=-

• This is quite possibly one of the most clever guns in the entire game. 
  The laptop gun is named so due to the fact that it is meant to look 
  like a regular laptop computer. You carry this into an area, and then 
  with a click of a button it will fold out into a lethal sub-machine 
  gun that spits bullets like nobody's business. Add in the fact that it 
  has a zoom function, and you have one awesome piece of weaponry.

• The laptop gun's secondary function turns it into an automated sentry 
  gun which you can attach to any surface: wall, floor, ceiling, hill, 
  stairway, slope -- whatever you wish. When anything passes by, it'll 
  burst out into automatic fire and mow them down. This is best used in 
  multiplayer instead of solo play, however. Once it is laid, it'll run 
  out of ammunition after about a minute. You may pick it back up by 
  pressing the action button and then reload it. Or, instead, you can 
  get another laptop gun and throw it somewhere else. NOTE: There can 
  only be one sentry gun at one time. If you throw a second one down, 
  the first one will explode.

• The sentry gun is simply HILARIOUS in multiplayer, especially Capture 
  the Case or King of the Hill. Use it often to defend an area, or put 
  it in an area where many people go. Be aware that it will not shoot 
  at either the person who laid it, or their team-mates.


=-=-=-=-=-=-=-=-=-=-=-
K7 Avenger
=-=-=-=-=-=-=-=-=-=-=-

• Although it looks quite lethal in appearance, it is quite possibly the 
  worst automatic in the game. With that said, it is ever-so useful in 
  the few levels you find it.

• The K7 Avenger's largest and most obvious flaw is the fact that its 
  magazine capacity is simply too small for the speed at which it spits 
  out lead. You'll find that it takes up to 10 bullets just to kill a 
  single guy, because most of the time you'll miss and by the time you 
  stop half the clip is practically gone. You'll definitely want to make 
  sure your target is standing still before shooting this baby.

• The K7's secondary function is a "threat detector" which tells you 
  information about various objects around the area. Talk about 
  pointless...


=-=-=-=-=-=-=-=-=-=-=-
RC-P120
=-=-=-=-=-=-=-=-=-=-=-

• A new, revolutionary gun made by the Carrington Institute, they 
  upgraded the design of the RC-P90 from GoldenEye. 

• Can anyone say best gun of the game? The only problem is its 
  absence...Yeah, it has a simply ridiculous amount of ammunition, and 
  its reload time is surprisingly short, but you'll hardly EVER find 
  this in solo play (which really is a shame due to its secondary 
  function). Why you couldn't pick this up in the last few levels is 
  beyond me!

• Secondary function? Why yes, the RC-P120's extra "revolutionary" 
  feature is a cloaking device that is built into the gun itself and 
  draws its fuel from the bullets in the magazine. Once cloaked you can 
  not shoot your weapon, but you can sneak behind people and then unload 
  40 rounds into the back of their skull. S-w-e-e-t...


------------------------------------------------------------------------
                      B O O M ! ! ! B A B Y 
------------------------------------------------------------------------


   

You'll oftentimes hear the above sound-effects (often at once) when 
playing with these dangerous toys. Just don't wander too close to the 
blast radius because, suffice to say, you'll be blown away. 


=-=-=-=-=-=-=-=-=-=-=-
Devastator
=-=-=-=-=-=-=-=-=-=-=-

• A fancy name for a regular grenade launcher. It is a gray cylinder 
  with a handle.

• The Devastator's shots are extremely difficult to shoot precisely, 
  because they will arc wildly and bounce all over the place. It takes 
  an extreme amount of skill to use this; to novices this will be a 
  suicide weapon, to experts it will be a lethal tool. 

• Its explosions will send groups of guards flying, and can blow down 
  downs, barrels, and just about anything you want. 

• Its secondary function is a "sticky grenade" similar to that found in 
  the movie Saving Private Ryan. The grenade will stick to a wall or 
  ceiling for several seconds, then fall and explode. Very nice!


=-=-=-=-=-=-=-=-=-=-=-
Timed Mine
=-=-=-=-=-=-=-=-=-=-=-

• Exactly the same as found in GoldenEye. After five seconds, BOOM! 
  They're gone. Its secondary function is a threat detector, which can 
  detect if there are any timed mines ahead. This way you won't kill 
  yourself with your own mines (note: this is actually pretty useful in 
  multiplayer modes).


=-=-=-=-=-=-=-=-=-=-=-
Remote Mine
=-=-=-=-=-=-=-=-=-=-=-

• In Perfect Dark, the remote mine takes on a lesser role than that of 
  its cousins in GoldenEye. When you do get a chance to use it you only 
  get ONE, which means you can't play around with it.. It's a 
  shame, really -- but maybe that's what the cheats are for, such as 
  infinite ammunition? ;)

• To detonate, press A + B at the same time. KABOOM!


=-=-=-=-=-=-=-=-=-=-=-
Proximity Mine
=-=-=-=-=-=-=-=-=-=-=-

• Exactly the same as found in GoldenEye. When someone comes by, BOOM! 
  They're gone. Its secondary function is a threat detector, which can 
  detect if there are any mines ahead. This way you won't kill 
  yourself with your own mines (note: this is actually pretty useful in 
  multiplayer modes).


=-=-=-=-=-=-=-=-=-=-=-
Rocket Launcher
=-=-=-=-=-=-=-=-=-=-=-

• Wow, talk about flashy. The entire rocket is gray, but on the side of 
  it is a shiny sticker with caution stripes that say "CAUTION" in bold 
  type. 

• Pretty simple -- point to your target, press the trigger, and watch it 
  be blown into the next world. You have to reload after every shot, but 
  considering the radius of the blast, I doubt anyone is going to 
  survive to shoot you.

• The Rocket Launcher's secondary function is a homing missile that will 
  track any target that you point the aiming target at (a box will 
  appear around it, similar to that of the CMP-150, indicating the 
  lock). Press the trigger, and a large blue rocket will fly out -- it's 
  slower than your run-of-the-mill rocket, but it will go around corners 
  and slopes just to get to the target.

• The Slayer and Devastator get bad-ass names, but this is just a plain
  old "Rocket Launcher." Discrimination I say! ;)

• WARNING: Keep out of hands of children under eight.


=-=-=-=-=-=-=-=-=-=-=-
Slayer
=-=-=-=-=-=-=-=-=-=-=-

• A nasty bit of alien technology. Its primary function is a normal 
  rocket launcher, massive smoke trail and all.

• Where this weapon earns its infamous reputation is its secondary 
  function, where you get the view of the rocket and can physically 
  control it using the analog stick! You can go around corners, up 
  slopes and stairs, anywhere you want. You can also press the "R" 
  button to slow down, if you wish. Once you hit the target, the screen 
  goes static and then you return to Joanna's view, and see a huge 
  fireball in front of you. This is just too cool...you MUST experience 
  this.

• A multiplayer favorite.


=-=-=-=-=-=-=-=-=-=-=-=-=-=
Hand Grenade
=-=-=-=-=-=-=-=-=-=-=-=-=-=

• Similar to that of GoldenEye -- when you pull the pin (nice sound 
  effects, if I may add) the timer starts. It can ricochet off walls and 
  corners, and its explosions will send guards flying. You can hold it 
  longer, so that you won't have to wait so long for it to detonate. If 
  you hold it long enough you can throw it so it explodes in mid-air, 
  which means no one will be able to successfully dodge it. Don't hold 
  it TOO long, though -- I shouldn't have to tell you what will happen 
  if you do! 


=-=-=-=-=-=-=-=-=-=-=-
N-Bomb
=-=-=-=-=-=-=-=-=-=-=-

• A cylindrical grenade, but much darker than usual. When you throw it 
  the resulting explosion will make every guard and enemy totally dis-
  oriented; and you too if you get too close! The ones at the center of 
  the blast will be killed.

• Primary function explodes on contact with the floor, the secondary is 
  a proximity mine.


------------------------------------------------------------------------
                        F U T U R I S T I C
------------------------------------------------------------------------


The following guns are devices that can't be fathomed in today's time. 
Only the world of Joanna Dark can hold these gruesome weapons.



=-=-=-=-=-=-=-=-=-=-=-
Callisto NTG
=-=-=-=-=-=-=-=-=-=-=-

• A Maian sub machine gun, the inner workings can not even be fathomed 
  by our primitive brains. Reloading consists of inserting a liquid ball 
  in the side, which morphs into a liquid itself and sucks it in. 
  Weird...

• The Callisto's primary function is a quick fire, laser machine gun, 
  while its secondary function is slower, yet more powerful laser. This 
  is one nasty toy!


=-=-=-=-=-=-=-=-=-=-=-
Phoenix
=-=-=-=-=-=-=-=-=-=-=-

• Another liquid morphing reloading alien device (say that three times 
  fast!)

• This alien pistol shoots regular laser shots as standard, but its 
  secondary function spits out shells that explode on contact. This can 
  take down even the strongest of shields within seconds.


=-=-=-=-=-=-=-=-=-=-=-
Reaper
=-=-=-=-=-=-=-=-=-=-=-

• This titanic, three-barreled chain gun was especially fitted for the 
  Skedar race, which are much more muscular than humans. Due to this, 
  the accuracy of this machine is absolutely pathetic, as once this 
  baby starts up almost everything you look at will be filled with lead. 
  It can unload its ridiculous 200 clip within seconds.
 
• If anything manages to get by the radius of your devastation, use its 
  secondary function, which uses its cooling fans as a sort of thresher 
  and will cut a regular person to pieces. 


=-=-=-=-=-=-=-=-=-=-=-
Mauler
=-=-=-=-=-=-=-=-=-=-=-

• Another laser, made this time by the Skedar. I consider this the Klobb 
  of the game, as its slow shooting and each individual shot seems to do 
  little damage. Its only saving grace is the secondary function, which 
  charges up the gun (it will turn red) and allow you to kill in a 
  single round. This is VERY useful in levels where you fight the Skedar 
  themselves.


=-=-=-=-=-=-=-=-=-=-=-=-=-
Pyschosis Gun
=-=-=-=-=-=-=-=-=-=-=-=-=-

• Similar to the tranquilizer, except each dart will now cause the 
  person you shoot to become mentally disorganized. He will shoot other 
  soldiers and open up previously locked doors just for you. Ammunition 
  for this machine is very limited, so make every shot count! 


=-=-=-=-=-=-=-=-=-=-=-
Farsight XR20
=-=-=-=-=-=-=-=-=-=-=-

• Although never said specifically, one can infer this was created by 
  the Maians. It shares the same liquid-metal morphing reload animation 
  as the Callisto and Phoenix, and it has a similar color scheme 
  (blue/white)

• The mechanisms that drive this machine defy our basic principles of 
  physics. Its secondary function shows an X-Ray view of the level in 
  real-time, showing people and everything, and here it is a sniper 
  scope that can view hundreds of feet into the level. But the 
  incredible thing is that a single shot will go through walls, floors, 
  and shields, and kill a person with a single hit. No hole is left in 
  the walls.

• Its primary function is a similar one-hit kills shot, but it is rather
  slow.



------------------------------------------------------------------------
                             O T H E R S
------------------------------------------------------------------------


Those that couldn't fit in any other category have all been non-
cerismonily dumped into the "others" file. Most are worthless, save for 
the knives and Classic Weapons.


=-=-=-=-=-=-=-=-=-=-=-
Crossbow
=-=-=-=-=-=-=-=-=-=-=-

• Hints of Turok abound, but let's focus on the gun itself. Its primary 
  function is a fast, totally silent arrow that will sedate a person 
  with a single hit. They'll be out cold for hours. Its secondary 
  function is a poison tipped arrow, which kills.

• The only drawback of this tool is the fact that reloading is similar 
  to the shotgun; individual arrows are put in at a time. 


=-=-=-=-=-=-=-=-=-=-=-
Knives
=-=-=-=-=-=-=-=-=-=-=-

• Primary function is the slash and clash of a sharp edge, which has a 
  similar range to that of the fist. Secondary function will send a 
  poison tipped knife flying through the air, killing anyone it touches.


=-=-=-=-=-=-=-=-=-=-=-
Fists
=-=-=-=-=-=-=-=-=-=-=-

• Even when unarmed, Joanna is a deadly force. Regular punching will 
  send a person to dreamland, while the secondary function will allow 
  you to steal a weapon from a person. This is most useful in 
  multiplayer...


=-=-=-=-=-=-=-=-=-=-=-
Tranquilizer
=-=-=-=-=-=-=-=-=-=-=-

• A small gun that shoots high-speed darts that will cause a person's 
  view to be incredibly blurry. After about four shots they'll basically 
  become blind as everything will become a swirl of lights and colors. 
  In the solo missions this can kill guys in a few shots.

• I love the "pop" of the reloading animation!


=-=-=-=-=-=-=-=-=-=-=-
Classic Weapons
=-=-=-=-=-=-=-=-=-=-=-


By getting gold stars in the shooting range of the Carrington Institute, 
you can unlock these "classic weapons" from the great game of GoldenEye 
007 (check the cheats section). Their names were changed slightly, 
however...


Perfect Dark Version      GoldenEye Version
------------------------------------------------
•  CC13                  •  DD44 Dostovei
•  KF7 Special           •  KF7 Soviet
•  DMC                   •  D5K
•  RC-P45                •  RC-P90
•  PP9i                  •  PP7
•  KLO1313               •  Klobb
•  ZZT                   •  ZMG
•  AR53                  •  AR33


Strangely enough, these "old" guns make PD's arsenal look like complete 
and utter crap. They don't expend their clips as quickly (compare the 
D5K to the CMP-150, the AR33 to the AR34, and the KF7 Special to the KF 
Avenger...HUGE DIFFERENCE!) and you don't have to crouch to get good 
accuracy. Suddenly, getting headshots in this game from far-away when 
the guard knows you're there isn't so tough! 


------------------------------------------------------------------------
                          G A D G E T S
------------------------------------------------------------------------


These stabbers, grabbers, and bob-blasted doo-hickies will all help you 
succeed in the field somehow. 


=-=-=-=-=-=-=-=-=-=-=-
Combat Boost
=-=-=-=-=-=-=-=-=-=-=-

• A revolutionary type of pill that will affect the nervous system and 
  allow you to view things thousands of times faster than any regular 
  person. You can watch in awe as individual bullets cases fly from your 
  automatic weapon, soar though the air, and peg a poor guard in the 
  head. If they miss, a huge shower of sparks will light up the room.

• Put this in the last weapon slot in multiplayer. This basically allows 
  you to have the slow motion effects of "The Matrix" upon activation. 
  It lasts for about one minute and allows for action that you simply 
  can not do otherwise.

• The only downside to this is that when you die, it will take FOREVER 
  for you to 'wake up' again.


=-=-=-=-=-=-=-=-=-=-=-
X-Ray Goggles
=-=-=-=-=-=-=-=-=-=-=-

• Special goggles that allow you to view X-rays of the surrounding 
  environment in real-time. It shows everything as shades of red, 
  purple, and green. Humans also appear, but disappear when you get up 
  close. This is especially useful in the second Area 51 level, near the 
  start.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Night Vision Goggles
=-=-=-=-=-=-=-=-=-=-=-=-=-=-

• These are nothing new in the year 2023, but they have been much 
  improved over the decades. It's quite simple really: when it's so dark 
  you can't even see your gun, use these. Everything will appear as a 
  sexy green tint. 


=-=-=-=-=-=-=-=-=-=-=-
CamSpy
=-=-=-=-=-=-=-=-=-=-=-

• A small mechanical camera-bot, once deployed you gain control of it 
  through its warped view. This allows you to go places that Joanna 
  can't, either for safety or space reasons. 


=-=-=-=-=-=-=-=-=-=-=-
DrugSpy
=-=-=-=-=-=-=-=-=-=-=-

• A variant of the CamSpy, it is exactly the same except for the fact it 
  can shoot high-speed darts tipped with a poison that will cause a 
  person to be knocked unconscious for hours. 


=-=-=-=-=-=-=-=-=-=-=-
BombSpy
=-=-=-=-=-=-=-=-=-=-=-

• As you may have already guessed, this is exactly the same as the two 
  former "Spies", but this baby can be detonated upon a push of a 
  button. The resulting blast has the same radius as that of a rocket 
  launcher explosion! 


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Infra-Red Vision Goggles
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

• Exactly the same as the Night-Vision Goggles, except these tint 
  everything in red, and allow you to see the body heat of all enemies. 
  Because of this, this device enables you to see cloaked soldiers. 
  Quite useful!


=-=-=-=-=-=-=-=-=-=-=-
Energy Shield
=-=-=-=-=-=-=-=-=-=-=-

• dataDyne suddenly introduced this technology shortly after meeting 
  with the Skedar (i.e. it was part of their trade: dataDyne gets lots 
  of new alien merchandise to make them billionaires, Skedar get access 
  to the Pelagic II). It is an extremely diminutive machine, but it can 
  save your life. Once equipped it will form a protective energy shield 
  that will block anything from bullets to lasers. However, after a 
  short while it will collapse and you will be left vulnerable once 
  again.

• The shield is similar to the body armor found in GoldenEye.



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


  7.   C R E D I T S   S E C T I O N


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


I have to thank the following people, companies, sites, inanimate 
objects, horrific demons, and whatever is left over.

------------------------------------------------------------------------
COMPANIES
------------------------------------------------------------------------

Nintendo: If you didn't know, you're playing it on their system.

Rareware: They made this awesome game, along with GoldenEye, Jet Force 
Gemini, Donkey Kong 1-4, Perfect Dark, Blast Corps, Marble Madness, 
Battletoads, Snake Rattle 'n' Roll...and countless other AAA+ titles. 
 

------------------------------------------------------------------------
INTERNET SITES
------------------------------------------------------------------------


Rareware : Rareware's official site. This is the best 
official company site ever made, for one of the best companies there is 
in the world of video games. This site's tongue-in-cheek humor is 
irresistible! You have to love those Brits...

Gamefaqs : Besides the fact that my massive collection 
of FAQs is there (cough, cough), it is also the largest FAQ site on the 
Internet. Please, if you copy this FAQ, make sure it's from THIS site 
and you keep it updated. If this FAQ has not been updated awhile and 
there's a lot of information missing, make SURE you're not viewing an 
outdated version. Please, for the sake of my e-mail box...

IGN64 : Apparently, I took many of their tips from their 
site...

Cheat Code Central : The biggest video game code 
resource site on planet Earth. 



------------------------------------------------------------------------
SPECIFIC PERFECT DARK SITES
------------------------------------------------------------------------


www.pdark.com      
                   <-- You may catch me on their message boards...
www.pdcentral.com  

www.perfectdark.com


------------------------------------------------------------------------
PEOPLE / HORRIFIC DEMONS
------------------------------------------------------------------------


Jeff "CJayC" Veasey : For kindly accepting my 
FAQs, and for making such a cool site.

Super Foot : Typing error corrections....

garrett_clardy@stateindustrial.com: For information on the angry 
scientist in dataDyne: Investigation.

Aturn: For telling me you can climb the ladder to the airplane in the 
Air Base to start out in the lower compartments on Air Force One. Very 
cool trick.


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


  8.   C O N T A C T   I N F O R M A T I O N


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


Feel free to contact the insane author of this FAQ, marshmallow, with 
any e-mail, corrections, adorations, admonitions, praise, damnation, 
condemnation, or death threats at: marshmallow@planetn2000.com.

Basically, there are five different types of e-mail I will receive on a 
daily basis. 

------------------------------------------------------------------------
QUESTIONS
------------------------------------------------------------------------
 
I will answer questions to the best of my ability, but not necessarily 
immediately. Who knows...you may get an answer hours after sending it, 
or maybe even weeks. Do not e-mail me telling me to "answer your 
questions", unless you like to be ignored. Also, please realize that I 
 do have a real life outside the Internet. 
School, friends, what have you. Hey, sometimes I might not even get on 
the Internet for a few days if I pick up a hot new game that I enjoy.  

If you ask a question that has been answered in the FAQ, I will most 
definitely ignore it. If your question is poorly written (e.g. "Hez waz 
up, dawg? Got mez uh q!") I will delete it.  Etc., etc...

------------------------------------------------------------------------
PRAISE LETTERS 
------------------------------------------------------------------------

Hey, you mean people actually receive help from me and like to praise my 
work? Believe me, though I may not reply to it, I do appreciate your 
comments. Though, most people, if they praise me, do it along with a 
question, in which I might reply something like, "Yeah, thanks for the 
support. As for your problem..." 

------------------------------------------------------------------------
HATE LETTERS
------------------------------------------------------------------------
 
I've received very few of these, but it's happened. Chances are high 
that I may not reply, but if you present a valid criticism, I may 
acknowledge your critique. As for those less intellectual letters, heh, 
they're always good for laughs.

------------------------------------------------------------------------
JOB APPLICATIONS
------------------------------------------------------------------------

Though I can assure you I will be flattered, I will *not* work for your 
site exclusively (or even as a third party). I don't care how much 
money, women, or drugs you offer me, either. No means no, okay?

------------------------------------------------------------------------
CHAIN LETTERS 
------------------------------------------------------------------------

No, I don't care about what kind of whore house your uncle runs. No, I 
don't know who Louie is and why he has a fetish for panties. No, I don't 
think a piano is going to mysteriously appear out of thin air and fall 
on me if I don't send a piece of sh!t letter to other people. No, I 
won't send you cash for a "dying" (yeah, right) kid who is infected with 
brain cancer, though sometimes I wonder if YOU'RE the one with brain 
cancer. No, I don't care about this new, amazing revelation about weight 
loss (my muscle to fat ratio is quite normal, thank you very much). And, 
finally, I will *not* make out with you!  

I apologize for the aforementioned subjects, because they had some 
questionable material. However, considering this is a FAQ for a M rated 
game with copious amounts of violence and guns, I assume you will not be 
offended by a little sexual innuendo. 
 
Sincerely, 
marshmallow



                           ~ End of Document ~