|\ /| | \ / | __ __ | \ / | ________ | | / / | //\ / | | _____| | | / / | // \| | | | | |/ / |// /| | | |___ | \ / / | | | ___| | |\ \ | / / | | | | | \ \ | | / / | | |__| \__\ | |/ //| |__| \ |\ // | \ | \// | \ | \ | \| \ | \| Kajtek's Perfect Dark FAQ - Version 1.3 -A FAQ/Walkthrough On The N64 Game Perfect Dark- ~The contents of this document are Copyright 2001, Kajtek Bi. Any unauthorized duplication of this FAQ, or any portion of it, is strictly prohibited. If you found this FAQ anywhere else besides the sites listed in the 'Legal Info' section, please contact me at KajtekBi@aol.com and you will be credited for it. Any violation of this statement will be prosecuted to the maximum extent possible under the law. For more information, please see the 'Legal Info' section of this FAQ.~ ____ /\----------------------------------------------------/\ ____ / ___|/\>===============*Table Of Contents*================\|___ \ /_/\ \/----------------------------------------------------\/ /\_\ ****************** *0---Introduction* ****************** 0A--Intro -A Word From The Author 0B--Version Updates -Current Version Update -Past Version Updates -Future Version Updates 0C--Game Info -Control -Display -Story -Characters -Enemies -Machinery -Weapons -Items -Features ************************** *1---Carrington Institute* ************************** 1A--Top Floor -Map Key -Map -Carrington's Office -Your Room -Information Room -Device Lab 1B--Base Floor -Map -Firing Range -Holoprogram Training 1C--Hangar Level -Map -Jumpship Hangar -Landing Pads -Autodefensive Tunnels ************** *2---Missions* ************** 2A--Agent Walkthroughs -Mission 1 -Mission 2 -Mission 3 -Mission 4 -Mission 5 -Mission 6 -Mission 7 -Mission 8 -Mission 9 -Special Assignments 2B--Special Agent Walkthroughs -Mission 1 -Mission 2 -Mission 3 -Mission 4 -Mission 5 -Mission 6 -Mission 7 -Mission 8 -Mission 9 -Special Assignments 2C--Perfect Agent Walkthroughs -Mission 1 -Mission 2 -Mission 3 -Mission 4 -Mission 5 -Mission 6 -Mission 7 -Mission 8 -Mission 9 -Special Assignments 2D--Strategies -Agent -Special Agent -Perfect Agent ********************** *3---Combat Simulator* ********************** 3A--Simulants -Types Of Simulants -Simulant Commands 3B--Arenas -Skedar 3C--Challenges -What's Unlocked? -Challenges 1-30 3D--Things to Help You Win -Strategies -Tips -Top/Bottom 10 Weapons ************* *4---Secrets* ************* 4A--Cheese Locations -What Is This 'Cheese'? -Locations 4B--Cheats -Fun -Gameplay -Weapons For Jo In Solo -Classic Weapons For Jo In Solo -Weapons -Buddies 4C--Cheat Walkthroughs -Invincible 4D--Glitches -Flying Crate -Fly By Wire (and through walls) -Shoot Foster -Slayer Carrington Institute Tour -CamSpy Carrington Institute Tour -ECM Mines That Don't Disappear -Easy Firing Range Completion -Menu Manipulation -Negative Ammo -Ammo Multiplication 4E--Combat Simulator Tricks -Quick Challenge Completion -Quick Player Rank Increase 4F--Pointless But Cool Areas -G5 Bar -dataDyne Pipe 4G--Secret Walls That Break -dataDyne Pipe -Area 51 Research -Skedar Homeworld Sanctum **************** *5---Final Info* **************** 5A--Legal Info -Copyright -Contact -Site Permission 5B--FAQs -Questions 5C--Credits -Game Developers -People That Helped Me 5D--Final Words -Outro *Please be aware that I HAVE NOT FINISHED THIS FAQ! It will be constantly updated, as I work on it about 3-5 Hours a day, updating anything that needs it. Just be patient, please!* ____ /\----------------------------------------------------/\ ____ / ___|/\>=================*0-Introduction*=================\|___ \ /_/\ \/----------------------------------------------------\/ /\_\ This section is a basic Introduction to me, my FAQ, and Perfect Dark, in general, like its weapons. However, this is not a walkthrough. If you want walkthroughs, there's plenty in the Walkthrough section below. ********************************************************************** ******************************0A-Intro******************************** ********************************************************************** Read this to see an overall introduction to the FAQ. -------------------------A Word From The Author----------------------- I have long read the FAQs on the Internet, and I have been recently inspired to write one of my own. After beating the game and discovering much of what there is to know about it, I feel that it shouldn't just be me that knows this. I want to help other people to achieve what I have done, so I've put together this FAQ. It's impossible to make a FAQ that's as Perfect as this game, but it's possible to get quite close. My goal from now on will be to achieve the perfection of this FAQ as close as I can get it. Most people that I know that play this game consider me the best, and I want to assist everybody else in being equal or better. If you don't see what you need here, contact me, and I'll fix it on your command. You'll even be credited for it. It's my job to please you, so don't hesitate to send in your thoughts. Anyway, enjoy what's here, and be patient for what's not. No matter what you do, though, remember: If you need professional help, call 1-800-IM-CRAZY, but if you need Perfect Help, read this FAQ. ********************************************************************** *************************0B-Version Updates*************************** ********************************************************************** This is where I'll keep the version update information. Look here to see what has changed since the last version, what has changed in previous versions, and what is expected in future versions. Here is the usual formula for my Updates: --------------- |3XA + 3XB + 1XC| --------------- A: A Solo Mission level fully covered. B: A Combo of one Combat Simulator Challenge, and one Firing Range gun Training Walkthrough. C: An extra thing or two. This can be anywhere from a new section, to a Cheat Walkthrough, to more Glitches added, etc. Note: I may always go over my formula, or maybe a little under, depending on circumstances that I have no control over. ------------------------Current Version Update------------------------ Version (1.3)-2/9/01-I know, I know, I didn't meet the deadline. But I have a very good excuse, too. You know what I was doing for about two days straight? I was really sick and tired of not having War!, so I played and played for 48 hours. Finally, just when I was about to give up, I beat the last mission, and got it. This is a very cool mission, indeed! You really should unlock it if you haven't already. Anyway, I added War! on Agent, did the promised 3 Special Agent Levels, and, of course, the 2 Firing Range Guns and 2 Challenges. I wasn't able to get in the Cheat Walkthrough(s), but I stuffed in War! instead. -------------------------Past Version Updates------------------------- Version (1.2)-2/4/01-I think that this is average for me, or maybe a little more. Since I missed The Duel in the last version, I included it here. Also, I did the usual three missions, three Firing Range Gun Walkthroughs, and three Challenges. On more thing that I did was the Cheese Locations, because it's been incomplete for a long time, now. Well, I've noticed that the size of this FAQ is getting a little high... and I'm not nearly done, yet. Oh, well, I guess I like to be detailed. Anyway, CYA for now! Version (1.1)-1/31/01-Quite a lot covered, this time. I've added two Special Assignments, since I don't have War! yet, as well as three Challenges, and the same number of guns in the Firing Range. However, to cover the usual three levels, I've put in the Cheat Walkthrough for Invincible, since it's the most popular Cheat. I've made a new section explaining the Simulant Commands, and added a few more cool Glitches, too. This update is bigger than my average, I think! Version (1.0)-1/27/01-I've added five more levels to the Agent Mission Walkthrough, so that wraps up all of the normal levels (not including the Special Assignments). I didn't do much else for this version, but I think five levels is more work than three and a little other stuff. Oh well, now you can read about all of the game, at least on the Agent difficulty. I actually did a few more things besides just those missions, like adding one more glitch, but it isn't really the main issue. This is actually the very first 'official' release of this FAQ. Version (0.3)-1/24/01-For anyone that will E-mail me about this, I DID keep my promise. I said that this version will come out in 2 days OR SO. Look below if you don't believe me. Well, anyway, I've added three more levels to the Agent Mission Walkthrough, covered two more guns in the Firing Range, as well as two more Challenges. If that wasn't big enough, I've also added the Skedar Arena to the Arenas section. Oh, well, here it is... Version (0.2)-1/21/01-I think that this is a little early for an update, but I guess I'm obsessed with writing this FAQ. I've covered 3 more Agent levels, 2 more guns in the Firing Range, 2 more Multiplayer challenges, and added the new Machinery section. I think this is pretty good considering it's a day's work. Two other small changes are the copyright information and that Neoseeker can now use this FAQ on their site. Version (0.1)-1/20/01-I have just started this FAQ, so I'm hoping for a lot of support from the audience. Everything's new... that's good. I've finished up to the G5 Building -Reconnaissance Agent Walkthrough, the whole Carrington Institute section (except the Firing Range), a few Combat Simulator Challenges, and all of the Introduction section. I'm looking for people to send in their glitches and strategies/tips for Combat Simulator, and anything else you think this FAQ needs. I'll give you more in the next version. ------------------------Future Version Updates------------------------ Version (1.4)-Well, what do you think? 3 Special Agent Levels, 2 Firing Range Guns, 2 Challenges, and, this time, the Cheat Walkthroughs that I didn't do in this version. I think I can manage getting it in within the next 3 days. Anyway, I'll try to do what I say, this time, since my record on doing so isn't that good. ********************************************************************** ***************************0C-Game Info******************************* ********************************************************************** This section has information on the basics of the game. Experts may find this section a little dull because you'll probably know most of what's in here. Fun to read if you have some free time on your hands, though. -----------------------------Control---------------------------------- If you've ever played Goldeneye, you'll find these controls rather familiar. Anyway, here is a map of the controller: ____________ ___________| |___________ |_____L_____| |_____R_____| / _ \ / | | C^ \ | __| |__ | | | D-Pad | B C< C> | | -- -- | | | | Start A Cv | |\_____-______ __ ____________/| | / Z->\ (()) / \ | | | | /||\ | | | | | | \__/ | | | | / | | \ | \ / | | \ / \__/ \ / \__/ \ / \____/ Default Controls (1.1) ---------------------- Start- Pause A- Cycle Weapons/Quick Menu (Hold) B- Reload/Open Doors/Switch Function (Hold) ^/v C Buttons- Look Up/Down > C Buttons- Strafe Left/Right L/R- Aim D Pad- Same As C Joystick- Move Forward/Backward/Turn Z- Fire Weapon/Use Selected Object Secondary Controls (1.2) ------------------------ Start- Pause A- Cycle Weapons/Quick Menu (Hold) B- Reload/Open Doors/Switch Function (Hold) ^/v C Buttons- Move Forward/Backward > C Buttons- Turn Left/Right L/R- Aim D Pad- Same As C Joystick- Look Around Z- Fire Weapon/Use Selected Object Tertiary Controls (1.3) ----------------------- Start- Pause A- Fire Weapon/Use Selected Object B- Reload/Open Doors/Switch Function (Hold) ^/v C Buttons- Look Up/Down > C Buttons- Strafe Left/Right L/R- Cycle Weapons/Quick Menu (Hold) D Pad- Same As C Joystick- Move Forward/Backward/Turn Z- Aim Quaternary Controls (1.4) ------------------------- Start- Pause A- Fire Weapon/Use Selected Object B- Reload/Open Doors/Switch Function (Hold) ^/v C Buttons- Move Forward/Backward > C Buttons- Turn Left/Right L/R- Cycle Weapons/Quick Menu (Hold) D Pad- Same As C Joystick- Look Around Z- Aim Besides from the single controller configurations above, you can choose to use two controllers if you're an expert. Only use the ones below if you're good at the game, because it's not easy to hold two controllers at once and still be good at playing. The Dual controls are also fun to play with one person using each controller. Dual Primary Controls (2.1) --------------------------- Controller 1: Start- Pause A- Cycle Weapons/Quick Menu (Hold) B- Reload/Open Doors/Switch Function (Hold) ^/v C Buttons- Nothing > C Buttons- Nothing L/R- Noting D Pad- Nothing Joystick- Move Forward/Backward/Turn Z- Fire Weapon/Use Selected Object Controller 2: Start- Pause A- Cycle Weapons/Quick Menu (Hold) B- Reload/Open Doors/Switch Function (Hold) ^/v C Buttons- Nothing > C Buttons- Nothing L/R- Nothing D Pad- Nothing Joystick- Look Around Vertically/Strafe Z- Aim Dual Secondary Controls (2.2) ----------------------------- Controller 1: A- Cycle Weapons/Quick Menu (Hold) B- Reload/Open Doors/Switch Function (Hold) ^/v C Buttons- Nothing > C Buttons- Nothing L/R- Nothing D Pad- Nothing Joystick- Look Around Z- Fire Weapon/Use Selected Object Controller 2: A- Cycle Weapons/Quick Menu (Hold) B- Reload/Open Doors/Switch Function (Hold) ^/v C Buttons- Nothing > C Buttons- Nothing L/R- Nothing D Pad- Nothing Joystick- Move Forward/Backward/Strafe Z- Aim Dual Tertiary Controls (2.3) ---------------------------- Controller 1: A- Cycle Weapons/Quick Menu (Hold) B- Reload/Open Doors/Switch Function (Hold) ^/v C Buttons- Nothing > C Buttons- Nothing L/R- Nothing D Pad- Nothing Joystick- Move Forward/Backward/Turn Z- Aim Controller 2: A- Cycle Weapons/Quick Menu (Hold) B- Reload/Open Doors/Switch Function (Hold) ^/v C Buttons- Nothing > C Buttons- Nothing L/R- Nothing D Pad- Nothing Joystick- Look Around Vertically/Strafe Z- Fire Weapon/Use Selected Object Dual Quaternary Controls (2.4) ------------------------------ Controller 1: A- Cycle Weapons/Quick Menu (Hold) B- Reload/Open Doors/Switch Function (Hold) ^/v C Buttons- Nothing > C Buttons- Nothing L/R- Nothing D Pad- Nothing Joystick- Look Around Z- Aim Controller 2: A- Cycle Weapons/Quick Menu (Hold) B- Reload/Open Doors/Switch Function (Hold) ^/v C Buttons- Nothing > C Buttons- Nothing L/R- Nothing D Pad- Nothing Joystick- Move Forward/Backward/Strafe Z- Fire Weapon/Use Selected Object I can't say that any of these are better that others... You just go ahead and pick what is better for you. I, personally, like the 1.1 Configuration, because it is what I first played with, but you may have a different choice. That's OK. ------------------------------Display--------------------------------- The game's on-screen display has changed a lot since Goldeneye, but isn't that hard to figure out on your own. If it is, though, you can look here to find out. Normal Health___________ ______ ______|___________ Emergency Health_______/ || \ ___ \ \_\______||__________________/_/ / Shield Energy------\__________________________________/ Ammo In Your Gun's Magazine_________ | | -Your View- |_| |_| |_| |_| |_| |_| |_| _ Extra Ammo Available_________________| | ___ | | | || | Current Gun Function____________|___||_| That's pretty much the layout of the on-screen display. It's easy to learn, but crucial to your success in the game. I recommend learning the display layout before even trying to beat a mission - it'll be very difficult if you don't know your status. Health: When you take damage, your normal green health meter decreases in size. When your normal health meter runs out, you don't die, though. Then, your red emergency health meter comes in and takes damage for you, but unlike the green health meter, it is not good to have it full. The more red you see, the more damaged you are, and the more green you see, the less damaged you are. If you have a shield, though (most levels have one on Agent and Special Agent), any damage you take will decrease your green shield meter, regardless of the status of your health. When your shield runs out, though, you return to using your health for taking damage. The shield does not change your health in any way. It simply increases the time it take for you to get killed. Lastly, no Perfect Agent Solo or Co-operative mission has a shield available. Ammo: Each weapon has a certain number of bullets/grenades/etc, that it can hold inside of it. This is called a magazine. That's what is shown by "Ammo In Your Gun's Magazine". When you run out of ammo in your magazine, or anytime your magazine isn't full, you can choose to use some of your extra ammo and put it into your magazine by pressing B. This is called reloading. You should reload whenever you can, because it helps to always have a full magazine, so you won't have to reload again in the middle of a firefight. -------------------------------Story---------------------------------- I have put the whole Perfect Dark story into my own words and shortened it a little. If you haven't beaten every mission at least once, this may be a spoiler to you. There's no danger, though, if you know the story already. Millions of years ago, an alien military vessel, damaged, yet active, fell to its doom in the Pacific Ocean. This was before the dawn of man, however, which is why nothing of this incident was ever recorded. This was not an ordinary spaceship, though. It was alive. It was a Cetan, a huge, slug-like creature. It sent out a distress signal to its allies, but the signal reached its destination only after the Cetan had perished under the murky depths. Caused by a huge solar eruption, the other Cetans were killed and all evidence of their existence was eliminated... except that single one preserved by the Earth's water... Millions of years passed, and two more life forms had evolved. Mankind was already beginning to build Castles, and Maians, a far more advanced race, had discovered Humans and began to observe them. The Maians felt that their introduction would strike mass panic and war between them, so they decided to let humans to evolve a little more. Near the end of the the 20th century, they contacted Daniel Carrington, the head of Carrington Institute, and he promised to keep his Maian contact secret. The two traded information and technology that was useful to them both. This would not last for very long, though, because the Maians had discovered the Skedar. The Skedar were a very violent race of beings. They were only inches tall in their true form, but with their miraculous technology, could wear battle suits that increased their size to that of a Human being. These creatures loved war, and as soon as they discovered the Maians, set out to destroy them. By decrypting the Cetan distress signal, they learned of the Cetan Megaweapon, and it's current location - planet Earth. They detected that Earth had a powerful source of energy beneath the surface of the Pacific, thinking it to be the mythical Cetan Megaweapon, which it was. The weapon, which had the capacity of annihilating a planet in mere seconds, was a prime target for the Skedar. What more would they want but to use it to destroy the Maians and Humans? Daniel Carrington had been sent an E-mail from a scientist calling himself Dr. Caroll, and he requested that he be freed from Lucrene Tower, the base of dataDyne's operations. dataDyne was a rival company of Carrington Institute, and was recently releasing a huge number of strange technologies far surpassing any other companies'. Carrington knew this was his best chance to find out what was up with dataDyne, so he sent in his best agent, Joanna Dark - code named Perfect Dark - to investigate. A Jumpship dropped her off at the tower, and Jo made it to the bottom, where she found Dr. Caroll, and learned of dataDyne's plans. But do you think that they would let her get away with it that easily? The lights went dim, and Joanna was left in the dark. Luckily, she had some Nigh Vision Goggles to back her up. Cassandra de Vries, the CEO of dataDyne corp. was ready for her, but it seemed that Jo was even more prepared, and managed to defeat her bodyguards and escape. But dataDyne didn't lose hope... They kidnapped Daniel Carrington and took him to his private villa. It was up to Jo to save him. She stealthily got past security and reached Daniel, but it was too late. Daniel had already revealed Dr. Caroll's location to dataDyne, but also overhead that they were having a meeting in the G5 building in Chicago that night. Jo got ready and set off to Illinois. She snuck into the G5 building and recorded the meeting. She learned of Trent Easton, head of the NSA, and some strange man named Mr. Blonde. She found out that dataDyne wanted the Pelagic II, a deep sea research vessel from the President of the U.S.A. Also, she found out that Dr. Caroll had been reprogrammed. She then retrieved Dr. Caroll's personality backup disk and escaped from the building. She immediately contacted the Institute, but then learned that a Maian ship had been shot down at Nevada, specifically Area 51, and that the scientists there would probably see that the technology in that craft is similar to that of the Institute was present in the Maian Vessel. That couldn't be allowed to happen. Joanna snuck into Area 51, and with the help of an agent there, rescued the only Maian survivor, and woke him up. He introduced himself as... Elvis. The three of them then escaped in the Maian's ship, which was only partially damaged, and safely got them out of trouble. Now, it was time to help the President... The President was going on a visit to Norway, and was boarding Air Force One to get there. Trent Easton also was coming aboard, but with plans to clone the President then kill him. Joanna snuck the recording of the G5 meeting onto the plane, then got on herself. She proved that Trent was not loyal, and then got The President to the escape pod before Trent could assassinate him. But a strange ship had attached itself to Air Force One. This was a Skedar Shuttle. Elvis tried to take it out, but he forgot that his ship wasn't equipped with guns. He still took it out, though, by crashing into it. Then, all 3 ships fell to their doom to the bitterly cold arctic land below. Joanna got Elvis, herself, and the President to safety. Under the ice, though, Mr. Blonde revealed himself in his real form to kill Trent. Trent had failed him, and what worse punishment is there but die to a Skedar? The Pelagic II That dataDyne wanted was taken control of by them and their allies, the dreaded Skedar. The Skedar wanted to use the Pelagic II to get to the Cetan, and dataDyne wanted it to help the Skedar, because they were supplying them with their wonderous Alien Technology. Joanna and Elvis went aboard the Pelagic II and entered the Cetan. There, they found Dr. Caroll, and used the backup disk to return him to his original self. But Dr. Caroll had access to the Cetan Megaweapon, and couldn't disconnect himself. The best thing to do was to destroy himself along with the Cetan. Joanna and Elvis barely escaped the Cetan and got back to the Institute. Daniel had arranged contact between the Maian Delegation, him and the President for official contact between Humans and Maians. But the Skedar had their own plans. Just as they were about to leave, Skedar barged through the front door. Joanna managed to evacuate the Institute, but wasn't lucky enough to get out, herself. She then got a concussion from some crates that fell on her and awoke on a Skedar prison ship, cellmates with Cassandra de Vries. Cassandra offered to sacrifice her life for Joanna, who was her best chance for revenge. The Skedar could never be allies with anyone, so they had taken Cassandra hostage and demolished Lucrene Tower. Now it was up to Jo to save herself, fulfil Cassandra's death wish, and most importantly, save the world. With a little help from Elvis, Joanna gained control of the Skedar ship. Elvis immediately smiled and ran to his ship to land on a nearby planet - this was the Skedar Homeworld! The Maians never found this place, but now that they knew where it was, they could destroy the Skedar once and for all. Joanna snuck into the King's shrine and killed him, because he was sure to survive the bombardment. Elvis came down to the planet to look for Joanna, but she was nowhere to be seen. He then found her, and she asked for his gun. She then used it to kill the last determined Skedar, and the two of them got clear of the bombardment of the Maian Fleet. Both Humans and Maians watched in glory as the planet exploded into rubble. Peace For All!!!... ...OR IS IT..... -----------------------------Characters------------------------------- The characters aren't explained very thoroughly during the course of the game, and if you are having trouble keeping track of who's who, look here. I recommend beating the game at least once before you read this, though. Joanna Dark: An agent that works for the Carrington Institute. Her code name is Perfect Dark. She is the Main Character in the game, and you will be playing as her during most of the game. She beat Jonathan Dark's Training scores, making her the best agent right now. She likes to use the Falcon 2 and it's variations, which is what you'll start off with most of the time. She's highly trained, but inexperienced. She comes in many different looks, which you can see by looking in the character select in Combat Simulator. Daniel Carrington: Head of the Carrington Institute, and will be a very good friend of yours during the game. Make sure that he doesn't die, because if he ever does, you fail the mission. You first see him as he walks you around the Training Rooms, and after that, can be found in his office to the right of your room. He will contact you often during your missions, and this will be important, so listen closely. Mr. Blonde: The tall man in a white coat that has a strange, rough voice. He is really a Skedar in disguise, but you don't find out until late in the game. He is the Skedar Ambassador to Earth, and has many look-alikes. These other Mr. Blondes are really other Skedar, and for some odd reason, all Skedar pick this disguise. It is unknown why. Trent Easton: The head of the National Security Agency, or NSA. He wants the President to loan him the Pelagic II, but the President refuses. He then decides to capture him, but his plan is foiled by Joanna. He has relations with Mr. Blonde, Cassandra de Vries, and other mysterious crooks. Elvis: The friendly alien that you meet up with in Area 51. He is a close friend to Jo and is crucial to any mission's success that he appears in. Make sure that he does not die, or you will fail the mission. He uses lots of Maian guns, and sometimes gives you free guns, so what's the point to kill him? The Skedar will try their best to rip him apart, so make sure that they don't. Dr. Caroll: The dataDyne Artificial Intelligence. He has vital information on dataDyne's projects, so he needs to be saved. Make sure that he doesn't die, or you'll fail the mission. He also makes strange comments while he's following you. The U.S. President: The name says it all. Trent is trying to kill him, because he has a clone ready, and there can't be two of the same person. He has no idea that he's in danger, so you need to show him the recording of the G5 meeting to convince him. Like Dr. Caroll, he requires the best protection you can give him, and also talks while he follows you. Jonathan Dark: A Carrington Institute Agent, like Joanna. Had the highest test scores before you showed up. Since he isn't as good at you at combat, he is an undercover agent currently pretending he's a guard at Area 51. If he dies, you fail the mission, so make sure he doesn't. He uses weapons, though, so usually, he can take care of himself. The President's Clone: This is a genetically engineered version of the real U.S. President. Part of Trent Easton's evil plan. He will follow any order that is given to him, and who could ever defy The U.S. President? Trent wants to use him as a puppet to gain access to the Pelagic II. Unfortunately, it won't happen if Joanna has some say in the matter. This Character has pretty little significance in the game, no matter who's clone he is. Foster: The Carrington Institute weapon expert. He is currently working on the prototype RCP-120, a gun that has the power to cloak its user with the ammunition in its magazine. Foster can be found at Carrington Institute at the firing range. Personally, I find him annoying, so I like to use the Shoot Foster glitch in the glitch section to get revenge. Grimshaw: The Carrington Institute top hacker and identity expert. He's the one that hacks for you when you use the Data Uplink. He can be found in the information room on the top floor. He tries to be helpful during your missions, but is just a pain in the butt with his whining voice. However, he has to be respected, because your missions would be impossible without him. ------------------------------Enemies--------------------------------- There are many different types of enemies that don't have names, like guards that are found (and killed) in the game. It would be disgraceful for all of them to die without being noted in this FAQ, so here they are, in order of appearance. Each enemy has different categories, and each of those are rated with up to 3 stars (***). Look here for their statistics. Type: dataDyne Guard Intelligence: * Protection: * Accuracy: * Carries: CMP 150, K7 Avenger, Cloaking Device Description: These are found mainly in level 1. They are possibly the easiest enemies that you'll encounter during your quest. They're a joke, considering they hop around like insane bunnies, take ten seconds to reload, and then waste their ammo, missing you by a mile. Unless you move into their crossfire, they'll hit you with their horrid 1% accuracy. It'll take about 5 minutes for ten of them to team up and take you down when you don't even touch the controller. And I'm not even close to kidding! Type: dataDyne Shock Trooper Intelligence: ** Protection: * Accuracy: ** Carries: CMP 150, Shotgun, Dragon, K7 Avenger, Double Falcon 2 Description: An upgraded version of the original dataDyne Guard. They have better accuracy and intelligence, but are still usually a joke. Anything kills them in about 3-4 shots - even punching. Type: dataDyne Lab Guard Intelligence: * Protection: * Accuracy: * Carries: CMP 150, Dragon Description: These are just like the dataDyne Guards, but they carry different weapons, and are found only in the Lab area of Lucrene Tower. They have green uniforms, but act in pretty much the same way. Type: dataDyne Bodyguard Intelligence: * Protection: ** Accuracy: ** Carries: Shotgun, CMP 150 Description: These are Cassandra's 'bodyguards'. You'll need to defeat all of them on Special Agent in dataDyne -Extraction. They're a little better than Shock Troopers, and may cause some difficulty if they appear in large numbers. Avoid them if possible. Type: dataDyne Sniper Intelligence: ** Protection: * Accuracy: *** Carries: Sniper Rifle Description: These can be found at the top of the house in Carrington Villa. Any one shot from any gun will kill them, but they have superb accuracy with their Sniper Rifles and will damage you lots if you don't take them all out quick. A fair match. Type: G5 Guard Intelligence: ** Protection: * Accuracy: ** Carries: CMP 150, Cloaking Device Description: These guards are in and around the G5 building area. The first few you encounter in the building will have Cloaking Devices, but shouldn't pose too much of a threat, since their armor is rather weak. Still, they may drain a lot of health if you're not careful. Type: CIA Agent Intelligence: * Protection: * Accuracy: - Carries: - Description: These are just people that make the mission harder because you lose if you kill one. They are positioned all around the G5 building, and think that you're there to kill them, so they run away. Be aware where you shoot or one of these will come into the crossfire and do you the honors of failing the mission. Type: FBI Agent Intelligence: *** Protection: * Accuracy: ** Carries: Radio Phone, DY357 Magnum Description: These guys carry a Radio Phone that they use to get reinforcements and sound an alarm. Killing them is your first priority, because the last thing the you need is to be assaulted by every enemy on the level. Also, if they succeed in or are interrupted in calling for help, they will take out their DY357 Magnums, and start shooting at you, although they won't be very good with them. Type: G5 Officer Intelligence: ** Protection: * Accuracy: ** Carries: DY357 Magnum Description: These are higher-ranked soldiers that are better than the average G5 Guard. They use their powerful DY357 Magnums, which are devastating to your health if you're hit. Take these guys out first, because they'll easily kill you if you're not quick. Type: Area 51 Lookout Intelligence: * Protection: ** Accuracy: *** Carries: Magsec 4, Grenade Description: These guys carry around their MagSec 4s, and have relatively good aim with them, considering that they're enemies. Take them out before they start throwing grenades, because you're dead, roasted meat if they do. Type: Area 51 Guard Intelligence: * Protection: ** Accuracy: ** Carries: Super Dragon, Double Magsec 4 Description: These guards have lots of armor, but are fairly stupid, so aren't that much of a threat. They also drop the mighty Super Dragons (which they so badly don't deserve), but also which you can make very good use of. Type: Pilot Guard Intelligence: ** Protection: * Accuracy: ** Carries: Dragon, Grenade Description: These are common in the storage part of A51, but can be deadly if they use a grenade on you. If you see a guy pull it out, take him out immediately if you don't want to die. Type: Lab Biotechnichian Intelligence: * Protection: * Accuracy: * Carries: Tranquilizer, Psychosis Gun Description: These guys are really dumb, but it won't be pleasant if you're hit by their tranquilizers, because it will blur your vision lots. During Maian SOS, some of these guys also carry the Psychosis Gun, but will never use it. Type: Alaskan Guard Intelligence: * Protection: ** Accuracy: * Carries: Dragon Description: These can be found (obviously) in Alaska. They will always carry Dragons, which aren't bad weapons, making them somewhat dangerous. However, they lack common sense and a steady hand when aiming, so they shouldn't be of any problem to defeat. Type: NSA Bodyguard Intelligence: ** Protection: * Accuracy: ** Carries: K7 Avenger Description: These guys are found around Trent Easton. They're not the biggest of your worries, but not the least. Kill them, rather than trying to run past, because they have good accuracy, as well as good guns. Type: Presidential Bodyguard Intelligence: ** Protection: ** Accuracy: ** Carries: Cyclone Description: These will be all around Air Force one. They are Neutral to you unless you kill one of them, which is when they become enemies. After your chat with The President, though, they'll become Allies, so don't kill or Disarm them unless you're in danger. Type: Disguised Skedar Guard Intelligence: ** Protection: ** Accuracy: *** Carries: K7 Avenger, Sniper Rifle Description: These disguised Skedar will be pretty deadly during Crash Site -Confrontation. Kill them before any other enemies, because they have the best accuracy. Type: Pelagic II Security Intelligence: ** Protection: *** Accuracy: ** Carries: CMP 150 Description: These roam the halls of the Pelagic II, and have very good armor, and okay accuracy. Running past them without killing them is very hard, so try to secretly kill them one by one before proceeding. Trust me. Type: Skedar Intelligence: ** Protection: * Accuracy: * Carries: Unarmed, Mauler Description: These little guys are very small, and not very protected, but hard to see and hit because of their really small size. Strafe and move around lots before it hurts you. Few of these carry Maulers, but never use them if they do. It's useful to use your IR Scanner to find them quicker. Type: Skedar In A Battle Suit Intelligence: ** Protection: *** Accuracy: ** Carries: Unarmed, Mauler, Reaper, Slayer Description: These are the best enemies in the game, and they will sometimes pose a challenge to even experienced players. Never ignore any one of these, because they will follow you very quickly and easily tear your head off. They also carry Slayers, which will kill you in one shot if you're hit. Very dangerous to inexperienced players. Type: Carrington Institute Guard Intelligence: ** Protection: ** Accuracy: ** Carries: AR34 Description: These guys aren't exactly enemies. They're good guys, but still fit into this category. They will help you in Carrington Institute -Defense by shooting at and (hopefully), killing enemies. They are fair in all categories, so don't kill them unless you're stupid. Doing so just decreases your chances of completing the mission. Type: Maian Protector Intelligence: ** Protection: * Accuracy: *** Carries: Callisto NTG Description: These guys, just like the Carrington Institute Guards, are on your side. They come in Attack Ship -Convert Assault, and will use their Callisto NTGs with very good accuracy. If they die, nothing happens, but it's a good idea not to let them, because they will prove very helpful in holding off the Skedar. Type: Skedar Leader Intelligence: *** Protection: - Accuracy: *** Carries: Rocket Launch, Call Skedar, Cloaked Strike Description: This is by far the strongest enemy, since he can't even take damage from any gun. The only way to kill him is to use a gun to change his magic shield to green, and then take out the pieces of the Skedar Symbol so they fall on him. He cannot be defeated in any other way. Here is the order in which you must destroy the Symbol. /\ / \ /\ / \ /\ / \ / \ / \ | |/ 3 \| | /\| 1 \\ // 1 |/\ \ \ \\ // / / \2\ \\ // /2/ \ \____\\__//____/ / \______| |______/ This guy has these three attacks. He uses them in no special order, but each one is just as deadly if you get hit. Here they are, followed by their descriptions: Rocket Launch: The Skedar Leader will shoot a rocket out of his club. It's just like any other rocket, but he has infinite of them. Whenever you hear the launch or see the slightest sign of smoke, strafe to evade the shot. Call Skedar: He will raise his arms, and either a Skedar In A Battle Suit or a normal Skedar will appear. The Skedar In Battle Suits always appear on the left, while the normal Skedar appear on the right. Cloaked Strike: He will Cloak himself, but with a better version than the kind that you have access to. While in this mode, the Leader is TOTALLY INVISIBLE. You cannot see him in any way. Then, in a few seconds, he will reappear and hit you with his club. You cannot let him hit you or you'll die. Just keep strafing and moving around smoothly until he misses. Just remember never to stop moving - not even to change direction of the strafe. This mighty warrior has three attacks (each one is listed above). If you just keep moving around, you should easily be able to dodge each and every one (they will probably kill you if you don't, though). Use The Callisto NTG if you still have it, or the Mauler if you don't. If you have neither of those, then just use the Falcon 2 (scope). If you don't even have that, just let him kill you, because you won't win with a Devastator that's low on ammo, or a Reaper, regardless of the amount of ammunition - you probably won't even hit once this way. Type: Skedar King Intelligence: *** Protection: *** Accuracy: *** Carries: Reaper, Slayer, Club Description: The Skedar Kings only appear in the War! Mission. While they closely resemble the Skedar Leader, they are a little weaker. However, unlike the Skedar Leader, they aren't presdictable. The first King carries a Reaper, the second, a Slayer, and the last, an all-purpouse club. The Third King is very dangerous, especially because he can launch rockets from his club. The Skedar Kings are the most dangerous enemies in the game, so be VEEERY cautious around them. -----------------------------Machinery-------------------------------- The things that appear in this section are not items, or weapons, or characters. They're actually a combination of all of them. These are, in simple terms, machines, and most of them attack you. They can be easily distinguished from items because you can't keep then in your inventory. If, ever, you're wondering what that thing over there is, you might want to find out here. Name: Jumpship Attack: - Purpose: Drops an agent off at the mission location. Found In: Almost all missions Description: The game would be nearly impossible if it wasn't for this. It's practically the most important thing in the game. Almost every mission starts by this dropping you off at the location, so it's a very important vehicle. I'd be a little hard to get from the middle of nowhere to Chicago in a matter of hours without the use of the Jumpship - it's a real requirement for any agent. Name: HoverCrate Attack: - Purpose: This is used to carry things quickly and easily. Found In: Description: The HoverCrate appears in only one mission, and the Carrington Institute, so it isn't all that important. It is needed for an objective in the level that it does appear in, though, so the game would be impossible without it. Most of the time, it's used to carry explosives, but many other things will fit. It's fun to play around with, too. Name: HoverBike Attack: - Purpose: This is used for quick, yet controllable ground movement. Found In: Carrington Institute, Area 51, Air Force One, Crash Site Description: This is probably my favorite machine. It lets you move in a much quicker and cooler way, and is a very nice alternative to walking. It'd be awesome if it was real, but it's cool anyway if it isn't. Double tap B when you're looking at it from the side to get on; repeat the process to get off. Name: Cleaning Hovbot Attack: - Purpose: Cleans up buildings. Found In: Lucerne Tower, Air Base Description: These are small robots that are a little bigger than the CamSpy. They have access to all parts of the level, because they must clean every nook and cranny. Follow them, and they'll usually open certain locked doors for you. Never break them if it's possible. Name: G5 Robot Attack: Twin Chain Guns Purpose: Keeps unauthorized visitors out of a designated area. Found In: Chicago, Crash Site Description: These robots are a real nuisance. They will just tell you to 'Stop where you are!', and will then come forward at you, firing its guns. You cannot kill them with your guns if they have their Shields on. If that's the case, they must be hit by a heavy and very quick moving object. Name: A51 Interceptor Attack: Tri Chain Guns Purpose: To quickly and easily eliminate invaders. Found In: Area 51 Description: These look very similar to the HoverBike. They can be told apart from them, however, because they do not have seats. These robots guard the outer perimeter of Area 51, and should be taken very seriously. If one starts to attack you, all you can do is to try to take it out of the sky with one of your guns. Running is futile, because it's much quicker than you. All you can do to defend yourself is to attack. Name: Maian Vessel Attack: Impact Damage Purpose: To carry Maian pilots around. Found In: Area 51, Air Force One, Crash Site Description: This ship may be pretty big, but the interior is only big enough to hold one Maian pilot. A human would be a little crammed in, but up to one Maian and one human may be able to fit inside the ship. This vessel is small, but quick. The downside it it's small capacity, but that still isn't bad enough to overshadow the speed. Name: Skedar Shuttle Attack: Timed Bomb Purpose: Carries Skedar to battle Found In: Air Force One, Crash Site, Carrington Institute, Skedar Prison, Skedar Homeworld Description: A craft used to carry up to ten Skedar In Battle Suits, plus weaponry. If is very dangerous not only because of its content, but because it can also be set to explode. The bomb that creates the effect is fairly powerful, so it can blow down any unarmored building within seconds. Be very aware if you see one. Destroying one of these will take 3 powerful explosions, if not more. ------------------------------Weapons--------------------------------- Perfect Dark features a wide variety of weapons for you to use, so it's no wonder if you can't memorize them all. Use this section as a reference. Each rating is out of 5 stars (*****), 1 being the worst, 5 being the best. If the amount of stars changes in the Secondary Function, it will be noted separately. Most weapons also have a magazine. If the type of ammo the weapon uses is the same (like the Falcon 2's and the Magsec4's), the FAQ will use the same type of ammo under the magazine heading (in this case, it's 'Bullets'). Name: Unarmed Power: * Secondary Function: - Fire Rate: *** Accuracy: ***** Reload Time: - Zoom: - Overall Rating: ** Magazine: - Can Be Doubled: Has To Be Primary Function: Punch Secondary Function: Disarm Description: The worst of the weapons in combat, but there is no substitute to disarming, which is why it has such a high rating. Name: Falcon 2 Power: *** Secondary Function: * Fire Rate: *** Accuracy: ***** Reload Time: **** Secondary Function: - Zoom: - Overall Rating: *** Magazine: 8 Bullets Can Be Doubled: Yes Primary Function: Single Shot Secondary Function: Pistol Whip Description: A very accurate handgun with a decent power and fire rate make it an average weapon to use. However, there are much better choices. Name: Falcon 2 (silenced) Power: ** Secondary Function: * Fire Rate: *** Accuracy: ***** Reload Time: **** Secondary Function: - Zoom: - Overall Rating: *** Magazine: 8 Bullets Can Be Doubled: Yes Primary Function: Single Shot Secondary Function: Pistol Whip Description: This gun is worse that the original Falcon in Multiplayer, because of the lower power, but it is quite good in Solo Missions because other enemies won't be attracted to you if they don't hear the shot. Name: Falcon 2 (scope) Power: *** Secondary Function: * Fire Rate: *** Accuracy: ***** Reload Time: **** Secondary Function: - Zoom: ** Overall Rating: *** Magazine: 8 Bullets Can Be Doubled: Yes Primary Function: Single Shot Secondary Function: Pistol Whip Description: It isn't silenced, but it is just like the original Falcon 2, but better because it has a scope. Okay in Multiplayer, as well as the Solo Missions. However, it can be topped by any submachine gun except the Reaper. Name: Magsec 4 Power: **** Fire Rate: *** Secondary Function: ***** Accuracy: ** Secondary Function: * Reload Time: ***** Zoom: **** Overall Rating: *** Magazine: 9 Bullets Can Be Doubled: Yes Primary Function: Single Shot Secondary Function: 3-Round Burst Description: About as good as the Falcon 2 (scope). It has worse accuracy, but better power, especially when doing a 3-Round Burst. The Single Shot, I think is worthless considering the Secondary Function. Name: Mauler Power: *** Secondary Function: ***** Fire Rate: *** Secondary Function: * Accuracy: *** Reload Time: *** Zoom: - Overall Rating: *** Magazine: 20 Bullets Can Be Doubled: Yes Primary Function: Single Shot Secondary Function: Charge-Up Shot Description: A great Skedar weapon, the Mauler has the potential to take down any in-game enemy with ease. The Charge-Up Shot function is much better in every way, because even if you don't wait to charge the shot up, you can use the shot as a normal one. When it is charged, though, the shot has devastating effects. Name: Phoenix Power: *** Secondary Function: ***** Fire Rate: **** Secondary Function: ** Accuracy: **** Secondary Function: *** Reload Time: *** Zoom: - Overall Rating: **** Magazine: 8 Bullets Can Be Doubled: Yes Primary Function: Single Shot Secondary Function: Explosive Shells Description: A very good gun, the Phoenix can fire the normal but powerful shells, or if ammo is low, the highly dangerous but effective Explosive Shells. Possibly the best handgun, especially when you get a double. Name: DY357 Magnum Power: *** Secondary Function: ** Fire Rate: ** Secondary Function: *** Accuracy: **** Secondary Function: ***** Reload Time: ** Secondary Function: - Zoom: - Overall Rating: **** Magazine: 6 Power Bullets Can Be Doubled: Yes Primary Function: Single Shot Secondary Function: Pistol Whip Description: This is a very powerful gun, but it has a slow fire rate and reload time. It's kind of weird, but it's overall, a good gun to use, mostly because only one shot can go through enemies and kill several at a time. Name: DY357-LX Magnum Power: ***** Secondary Function: ** Fire Rate: ** Secondary Function: *** Accuracy: **** Secondary Function: ***** Reload Time: ** Secondary Function: - Zoom: - Overall Rating: ***** Magazine: 6 Power Bullets Can Be Doubled: Yes Primary Function: Single Shot Secondary Function: Pistol Whip Description: Almost the same as the normal DY357, except it looks better, and has a huge increase in power. A very good gun, even is its fire rate and reload times are slow. Name: CMP 150 Power: *** Fire Rate: **** Secondary Function: *** Accuracy: ** Secondary Function: **** Reload Time: **** Zoom: - Overall Rating: **** Magazine: 32 Rapid Fire Bullets Can Be Doubled: Yes Primary Function: Rapid Fire Secondary Function: Follow Lock-on Description: An average submachine gun, it has a unique Secondary Function. Although it shoots slower, this mode allows a targeted object to be automatically followed by the gun. No matter when you shoot in this mode, it's almost a sure hit. Name: Cyclone Power: *** Fire Rate: **** Secondary Function: ***** Accuracy: ** Secondary Function: * Reload Time: *** Zoom: - Overall Rating: *** Magazine: 50 Rapid Fire Bullets Can Be Doubled: Yes Primary Function: Rapid Fire Secondary Function: Magazine Discharge Description: The Cyclone is a very good gun until you look at its accuracy. It's very poor, especially when doing a Magazine Discharge. This lets you use up all of the ammo in your magazine very quickly, but isn't worth it unless you are aiming at a group of enemies of 10 or more. Name: Callisto NTG Power: *** Secondary Function: ***** Fire Rate: **** Secondary Function: *** Accuracy: **** Secondary Function: ** Reload Time: *** Zoom: - Overall Rating: **** Magazine: 32 Rapid Fire Bullets Can Be Doubled: No Primary Function: Rapid Fire Secondary Function: High-Impact Shells Description: The Callisto NTG is a very good submachine gun. Like the Phoenix, it's Secondary Function uses less ammo for the same effect, but is less accurate. Use whichever function suits you, but the Hi-Impact Shells are probably more worth it. Name: RCP-120 Power: *** Secondary Function: - Fire Rate: ***** Secondary Function: - Accuracy: ** Secondary Function: - Reload Time: *** Zoom: - Overall Rating: ***** Magazine: 120 Rapid Fire Bullets Can Be Doubled: No Primary Function: Rapid Fire Secondary Function: Cloak Description: This gun is very good (about 4 stars) without thinking of its Secondary Function, considering its unbelievable fire rate. When you add the ability to cloak yourself, though, you get 5 stars. A great gun in any situation. If you have the Cloaking Device, though, it's a lot better because it doesn't make you reload so often. Name: Laptop Gun Power: *** Fire Rate: **** Secondary Function: *** Accuracy: *** Secondary Function: ** Reload Time: **** Zoom: **** Overall Rating: **** Magazine: 50 Rapid Fire Bullets Can Be Doubled: No Primary Function: Burst Fire Secondary Function: Deploy As Sentry Gun Description: A good submachine gun in an assortment of situations, and it's even better that you can deploy it as a Drone Gun that shoots enemies for you, considering that you don't have to risk your life when attacking. Name: Dragon Power: *** Secondary Function: ***** Fire Rate: *** Secondary Function: - Accuracy: ** Secondary Function: *** Reload Time: **** Secondary Function: - Zoom: *** Secondary Function: - Overall Rating: *** Magazine: 30 Special Rapid Fire Bullets|Secondary Function: The Gun Can Be Doubled: No Primary Function: Rapid Fire Secondary Function: Proximity Self Destruct Description: A good alternative to a Proximity Mine if it's unavailable, but the downside is that you'll have to throw the gun away when using the Secondary Function. Very useful in Combat Simulator, where enemies think that it's a gun that they can pick up. Name: K7 Avenger Power: **** Secondary Function: *** Fire Rate: *** Accuracy: *** Reload Time: *** Zoom: *** Overall Rating: *** Magazine: 25 Special Rapid Fire Bullets Can Be Doubled: No Primary Function: Burst Fire Secondary Function: Threat Detector Description: Can be useful when playing with Mines and the Dragon. However, the Secondary Function Causes the gun to suffer in bullet power due to the energy being used for the Threat Detector. Name: AR34 Power: **** Fire Rate: **** Accuracy: ** Reload Time: **** Zoom: *** Overall Rating: *** Magazine: 30 Special Rapid Fire Bullets Can Be Doubled: No Primary Function: Burst Fire Secondary Function: Use Scope Description: The Secondary Function isn't that helpful most of the time, as you can't see what's close to you. Nevertheless, It is a good gun in both Fire Rate and power, making it an average gun overall. Name: Super Dragon Power: *** Secondary Function: ***** Fire Rate: **** Secondary Function: ** Accuracy: *** Secondary Function: **** Reload Time: *** Secondary Function: **** Zoom: *** Overall Rating: **** Magazine: 30 Special Rapid Fire Bullets|Secondary Function: 6 Grenade Rounds Can Be Doubled: No Primary Function: Rapid Fire Secondary Function: Grenade Launcher Description: This is a gun that can do many things. Besides the fact that it's a good submachine gun, it can launch grenades for even greater deadliness. Good in Combat Simulator if you want explosions, but not huge, inevitable destruction. Name: Shotgun Power: **** Secondary Function: ***** Fire Rate: ** Secondary Function: **** Accuracy: ** Secondary Function: * Reload Time: ** Secondary Function: * Zoom: - Overall Rating: ** Magazine: 9 Shotgun Cartridges Can Be Doubled: No Primary Function: Shotgun Fire Secondary Function: Double Blast Description: An awesome gun considering its power, but worse and worse as you look at everything else. Don't take it wrongly, though. - One hit usually kills any enemy. There are better choices than this, but there still are a few that are worse. Name: Reaper Power: * Secondary Function: **** Fire Rate: ***** Accuracy: * Secondary Function: ***** Reload Time: **** Secondary Function: - Zoom: - Overall Rating: ** Magazine: 200 Reaper Ammo Can Be Doubled: No Primary Function: Reapage Secondary Function: Grinder Description: The Secondary Function is much better, but considering you have to be right up to the person to do damage, they're about equal. This is the most inaccurate of all guns, so avoid using it unless you have nothing else. Name: Sniper Rifle Power: *** Fire Rate: ** Accuracy: ***** Reload Time: ***** Zoom: ***** Overall Rating: **** Magazine: 8 Rapid Fire Bullets Can Be Doubled: No Primary Function: Single Shot Secondary Function: Crouch Description: The perfect gun for shooting people that are far away. Since you can't crouch while you have this gun out, that's what the Secondary Function does for you. Crouch for maximum accuracy. Name: Farsight XR-20 Power: ***** Fire Rate: * Accuracy: ***** Reload Time: **** Zoom: Depends Overall Rating: ***** Magazine: 8 Orbs Can Be Doubled: No Primary Function: Rail-Gun Effect Secondary Function: Target Locator Description: This gun has the best penetration power of any gun. It can go through ANYTHING, and I mean it. X-Ray vision is the perfect tool for this, which is included if you aim. Also, it's a one-hit kill, and better yet, has Target Locator! Super Gun! Name: Devastator Power: ***** Fire Rate: ** Accuracy: *** Secondary Function: **** Reload Time: **** Zoom: - Overall Rating: **** Magazine: 8 Grenade Rounds Can Be Doubled: No Primary Function: Grenade Launcher Secondary Function: Wall Hugger Description: It's good if you have it and bad if the enemy does. The explosions from these are so devastating, they call it just that. Don't get too close, though, because the explosions are just as dangerous to you. Name: Rocket Launcher Power: ***** Fire Rate: * Accuracy: **** Secondary Function: ***** Reload Time: **** Zoom: - Overall Rating: ***** Magazine: 1 Rocket Can Be Doubled: No Primary Function: Rocket Launch Secondary Function: Targeted Rocket Description: This is a variation of the Devastator. While the Devastator shoots explosives faster, the Rocket Launcher shoots them more accurately, especially during the Secondary Function. Both are pretty good, you pick which one you like for yourself. Name: Slayer Power: ***** Fire Rate: * Accuracy: ***** Reload Time: **** Zoom: - Overall Rating: ***** Magazine: 1 Rocket Can Be Doubled: No Primary Function: Rocket Launch Secondary Function: Fly-By-Wire Rocket Description: As good as the Rocket Launcher, even better when your enemies are far away and you use the Secondary Function. Also fun to use even when you're not after your enemies. Name: Combat Knife Power: *** Secondary Function: ***(hit)/*****(poison) Fire Rate: *** Secondary Function: * Accuracy: ***** Secondary Function: **** Reload Time: - Secondary Function: *** Zoom: - Overall Rating: *** Magazine: - Can Be Doubled: Yes Primary Function: Knife Slash Secondary Function: Throw Poison Knife Description: Better than Unarmed in the Primary Function, and deadly if you are willing to throw a Knife away and have some time to spare in the Secondary Function. Name: Crossbow Power: ** Secondary Function: ***** Fire Rate: **** Accuracy: ***** Reload Time: * Zoom: - Overall Rating: **** Magazine: 5 Bolts Can Be Doubled: No Primary Function: Sedate Secondary Function: Instant Kill Description: A good weapon weather you want to subdue the enemy or kill it. In Combat Simulator, Sedating blurs the enemies' vision, making it great at making your friends suffer. Name: Tranquilizer Power: * Secondary Function: ***** Fire Rate: **** Secondary Function: ** Accuracy: **** Secondary Function: ***** Reload Time: **** Zoom: - Overall Rating: **** Magazine: 8 Sedatives Can Be Doubled: No Primary Function: Sedate Secondary Function: Lethal Injection Description: Has a bigger magazine and a lot quicker reload time than the Crossbow, but blurs vision only 1/3 as much. Also, you need to be up close to your enemy to give them a Lethal Injection, making you very vulnerable. However, the Tranquilizer and Crossbow are about just as good. Name: Laser Power: *** Secondary Function: ** Fire Rate: ** Secondary Function: ***** Accuracy: *** Secondary Function: ***** Reload Time: - Zoom: - Overall Rating: *** Magazine: - Can Be Doubled: No Primary Function: Pulse Fire Secondary Function: Short-Range Stream Description: The Laser is better in its Secondary Function, even if you do have to be fairly close to hit. It is less powerful, but fires a lot quicker, and is more accurate, making it a lot better when used this way. However, there are some people that aren't very good at getting in close, so I'd recommend the Primary Function for those individuals. Name: Grenade Power: ***** Fire Rate: ** Accuracy: ** Secondary Function: **** Reload Time: **** Zoom: - Overall Rating: *** Magazine: - Can Be Doubled: No Primary Function: 4-Second Fuse Secondary Function: Proximity Pinball Description: A small but powerful explosive, but isn't very accurate when thrown. The Proximity Pinball is more likely to hit, but it may be you on the receiving end, so be careful when doing this. Name: Timed Mine Power: ***** Fire Rate: ** Accuracy: ***** Reload Time: **** Zoom: - Overall Rating: **** Magazine: - Can Be Doubled: No Primary Function: Timed Explosive Secondary Function: Threat Detector Description: Basically, a grenade that can stick to walls, and is easier to spot. It also sticks to people, making it very deadly. The Secondary Function is just like the K7 Avenger's, but you can't throw Mines while you are using it. The Threat Detector usually isn't worth using unless the only weapon on the level is a type of Mine. Name: Proximity Mine Power: ***** Fire Rate: ** Accuracy: ***** Reload Time: **** Zoom: - Overall Rating: **** Magazine: - Can Be Doubled: No Primary Function: Proximity Explosive Secondary Function: Threat Detector Description: These are very dangerous if you don't remember where you put them. Put them in areas that you think the enemy won't see them, but will be close enough to detonate it - Preferably, the ceiling. You can't throw mines while you're detecting threats. Name: Remote Mine Power: ***** Fire Rate: ** Accuracy: ***** Reload Time: **** Zoom: - Overall Rating: ***** Magazine: - Can Be Doubled: No Primary Function: Remote Explosive Secondary Function: Detonate Description: These are better than the other two Mines because you can toss them, get clear, then detonate at will. This also ensures that you don't blow yourself up. For quicker detonation, press A+B at the same time. Name: N-Bomb Power: ***** Fire Rate: ** Accuracy: ** Reload Time: **** Zoom: - Overall Rating: **** Magazine: - Can Be Doubled: No Primary Function: Impact Detonation Secondary Function: Proximity Detonation Description: The N-Bomb (I think it stands for Neutron Bomb) is a strange weapon. It doesn't appear in the firing range, making it an item, but it doesn't appear as an item in the training room, either. It is, however, in Combat Simulator, though, making it a weapon... I guess. It's also strange because shields don't get hurt by it - it's like they weren't even there... It also disarms whoever gets caught in the blast... It's the weirdest weapon in the game... -------------------------------Items---------------------------------- There are tons of cool items/gadgets that do lots of cool things in the game, but aren't actually considered weapons. The main thing that sets weapons and gadgets apart is that they only have a Primary Function. Find them here. Name: Data Uplink/Reprogrammer Function: Connect Use: Use this to perform operations with computers. Whenever there is a computer terminal or other mechanical device that you think you have to do something to, equip this and press B in front of the object. It is a linking device that sends and receives data to and from the Institute hackers, who can help you out with unlocking doors and uploading viruses. You need to be right up to and facing the object for this to work, though, and you cant turn away or the time you spent will be wasted. Name: ECM Mine Function: Jamming Device Use: There won't be many times that you'll have to use this, but it will happen, so you still do need to know how to use it. It works just like any other mine, but you have targets that you have to throw them at. Get as close as you can to the object before throwing these, because you'll probably fail if you miss. This device lets out a constantly changing wave that disrupts any communications device. Name: CamSpy Function: Take Holograph Use: This is a remote-controlled camera. You move and open doors as you would if you were Joanna, and take holographs with Z. You are vulnerable while using it, though, so make sure the area is clear, first. Name: DrugSpy Function: Shoot Dart Use: This works just like the CamSpy, but pressing Z shoots a Sedative the strength of a Tranquilizer dart. Great when you want to clear an area, but not risk your life in the process. Name: BombSpy Function: Detonate Bomb Use: Works like the other two Spys. The name says exactly what it is. It's a self-controlled bomb that you can freely detonate. Be advised that if it is shot, there won't be any explosion, and that once you detonate it, it's gone, and you only get one. Name: Night Vision Function: Light Amplifier Use: This comes in handy when it's dark. It messes up your vision a little, but is still ten times better than what you would see when not wearing it. Don't use it in daylight, though, because it will totally white out your vision and you won't be able to see at all. Name: Door Decoder Function: Crack Lock Use: There's only one time in the game that you'll use this, and it's simple to use, too. Just equip it and press B on the control panel and the decoder will do the rest. It's a small hacking device that quickly tries all of the combinations until it opens the door. Name: R-Tracker/PresidentScan Function: Identify Targets Use: This is a Radar Tracking Device. It can be programmed to follow anything, and can then display it on a radar relative to your location. The dot in the center is you, and whatever is above it is straight ahead. However, the radar doesn't show a direct route, so you'll have to find the object yourself. Name: IR Scanner Function: Heat Displayer Use: This comes in handy when you want to locate walls that will break when you shoot explosives at them. It is also good at locating life forms when they are camouflaged in their environment. Name: X-Ray Scanner Function: See Through Walls Use: This allows you to see things that can't be seen by the naked eye. However, it isn't very helpful if you want to see something that's far away, because it limits your sight. Name: Target Amplifier Function: Tracking Device Use: This device is thrown onto certain objects, and can be located anywhere by looking on the R-Tracker's radar. Crucial to many objectives in the game. Be aware that you always get only the amount you need, so you can't even think about missing. Name: Disguise Function: Wear Use: This is somewhat common in the game and lets you trick people into thinking that you are someone else, but isn't foolproof. If you take out a gun and shoot someone, they'll be sure to notice you. Also, you may be unmasked by a smart enemy. Name: Cloaking Device Function: Cloak Use: This lets you to become almost invisible to other people in the game. You will still appear, though, and can be seen as a distortion of dots. The computer, however, will not notice you while you wear this. Name: Shield Function: Protect Use: This is like adding extra health to yourself, as it takes damage for you. It has limited energy, though, so you still have to be careful. This makes not changes to your health, and when it runs out, you will be vulnerable like before. For information on reading your shield's power, see the Display section above. Name: Combat Boost Functions: Boost/Revert Use: This is a drug, that when taken, slows down time for whoever took it, and in Combat Simulator, for everyone else, too. It's good it you're surrounded by lots of enemies, but bad when there's nobody around, because it'll only slow down the time it takes for you to move, which can be annoying. Good also in Solo, when you have to do something quickly and don't want to waste time. Name: Horizon Scanner Function: Zoom Use: This is an alternative to the Sniper Rifle. It Zooms just as far, and has only one point in the game. It is actually worse than the Sniper Rifle because it narrows your vision a lot and blur it some. Use it only when no enemies are around. Name: Psychosis Gun Power: - Fire Rate: **** Accuracy: **** Reload Time: **** Zoom: - Overall Rating: ***** Magazine: 8 Infected Sedatives Can Be Doubled: No Function: Infect Use: This is not a gun, even if that's what it's name says. It has no secondary function, making it an item. It does not do damage, either. What this gun does it better than a one-hit kill, though. It makes the enemy that is shot become on your side, helping you to complete the mission. The best thing to have in Solo. ------------------------------Features-------------------------------- As you know, the game requires the N64 Expansion Pak for it to be fully playable. If you are not lucky enough to have one, you can look here to see what you can and can't do without and with the Expansion Pak. It also might convince you to buy it if you know what your missing out on. Without Expansion Pak --------------------- Multiplayer Games with up to 2 players Up to 8 simulants in each game The ability to set up a Multiplayer Game Play Challenges with up to 2 players Access a few video/audio options Use all Multiplayer weapons With Expansion Pak ------------------ All of the above Access to the Carrington Institute Use Hi-res Mode Access all Solo/Co-operative/Counter-operative missions Gain and use Cheats View cinema sequences Play up to 4-player Multiplayer games and challenges Use the better alternate title screen Change a lot more customizable options Access all of the cool items ____ /\----------------------------------------------------/\ ____ / ___|/\>=============*1-Carrington Institute*=============\|___ \ /_/\ \/----------------------------------------------------\/ /\_\ There are many things that happen here, and many of them are to your advantage. Several Training Rooms will increase your skill and knowledge, and you can also have lots of fun in this area. Hope you do! ********************************************************************** ****************************1A-Top Floor****************************** ********************************************************************** This part of the section will explain in detail, the top floor of the institute. -------------------------------Map Key-------------------------------- This is the scheme that this FAQ uses for all Maps. This is the only place that you'll find this information, so memorize it now. ________________ |Key for all Maps| |-- Door | |== Locked Door| |__ Wall | |__| Corner | |<> Elevator | | ||| Stairs | |(#) Go To # | ---------------- ---------------------------------Map---------------------------------- This is a map of the Top Floor of the Carrington Institute. Use the map key above to figure out how to read it. (1)(2) (3)(4) __________--__--____________________--__--______________ | _____||_____ _____||_____ | | | | |_________________________--___________________--____|___| <> <> 1- Carrington's Office 2- Your Room 3- Information Room 4- Device Lab -------------------------Carrington's Office-------------------------- This is a small room with a glass table, a safe, and obviously, Daniel Carrington in it. This room has almost no purpose in the game, but it's still cool to look around. The only thing this room does is let you complete the Cloaking Device Training at the Device Lab. Carrington also has a camera in the Device Training Tunnels that he can see you with in his room (don't ask how). ------------------------------Your Room------------------------------- Where you start off at once you Choose Your Reality. It has no purpose but a small computer that opens up the Perfect Menu, which is pointless, because you can just do this by pressing Start. No other reason for this room. ---------------------------Information Room--------------------------- This room has two PCs in it. The one on the left shows the character, background, race, and story information, and the other one on the right shows the Cheat Menu, which you can access by pressing Start anyway. Grimshaw is the annoying male in this room. He may help you in your missions, but is still a nuisance. Shoot him with the Slayer if you want to, using the glitch in the Glitches Section. ------------------------------Device Lab------------------------------ Here is where you get your device training. It's very helpful to get to know the items and gadgets that you can use during the game, so pay this place a visit if you ever forget how to use something. Just press Start, select the device you want to train with, pick up the device from the table, and do what it says. Here is a map of the device training tunnels if you ever need to find your way around. The X is the secret door in the Device Lab, beside the table that you get the device that you picked on. Look at the Map Key at the top of this section if you want a refresher on reading my maps. _ ___________________ |5| |____ ____________| | | | | | |_______| | |_________ | ______________| |_______________ | ____________ _______________| |6| _________ | | ____| || | | | __________ | __I || | | | | | | | |_||___ ___| |-| ________| |___| | |3| |4| | ______ 7_____|_________| |_____| |___ | | | | | _____ ___ _______|1 | | |__________| ___| | | | | | | | | ___| | | | | ___| | | | | | | | 8_____| |2| | | |X| Here is how to complete each training: Data Uplink: After picking up the Data Uplink, turn around and go up to the computer (it's the one that has nobody beside it), and press B. Wait a few seconds, and you will complete the training. ECM Mine: Pick up the mine, then use the secret door that opens beside you to enter the maze (this is marked as an X on my Map), and follow the Map above to get to point 1. There, you should see a wall terminal. Aim at it and press Z to throw the ECM Mine onto the terminal. That wasn't so hard, was it? CamSpy: Pick up the CamSpy, then deploy it inside the secret door (marked as X on the Map), and follow the map above to point 2. Open and enter the door that you see there, and look at the PC in the corner of this room. Press Z, and you've completed the Training. Night Vision: Take the Night Vision from the table, and make your way through the secret door (X on the Map above), and go to point 3. It will be dark there, so put on your Night Vision. In this room, look to your right, and you will see a light switch. Press B on it to complete the Training. Door Decoder: Pick up the Door Decoder and go to point 4 on the map (where you enter is marked by an X on the Map). Once there, look on the wall to your right and you will see a wall terminal. Equip your Door Decoder and press B on it. Then, just wait and you'll complete the Training. R-Tracker: Pick it up from the table, equip it, and then, head into the maze (the entrance is marked as an X on the Map). Follow the Map above to get to point 5. Pick up the glasses you see there to complete the Training. IR Scanner: Take it with you into the maze through the secret door (it's an X on the Map above), and make your way to point 6 on the Map above. Activate the IR Scanner and look for a bright red wall on your right. Press B on it to finish this Training. X-Ray Scanner: Get the X-Ray Scanner from the table and got through the secret door (an X on the Map above). Use the Map to get to point 7, and enter this room. Put on the X-Ray Scanner and look to your left and right. On each side will be a wall panel. Press B on both of them and the training will be done. Disguise: Equip the disguise and go through the secret door (an X on the Map). Go to point 2 and walk in front of the fat nerd with an annoying voice (his name is Grimshaw). Wait until he gives you the Cloaking device to complete the Training. Cloaking Device: Pick up the Cloaking Device and make your way to point 7. Put on your Cloaking Device. Go to point 8 and enter this secret door. Take off your Cloaking Device and go to Daniel Carrington to complete the Training. Congrats! You beat them all! ********************************************************************** ***************************1B-Base Floor****************************** ********************************************************************** This will tell you all about the base floor (below the top floor). This floor contains two very important Training Rooms, the Main Entrance, two elevators that lead upstairs, and a path that leads down to the hanger. ---------------------------------Map---------------------------------- Here's A Map of the Base Floor. If you forgot how to read the maps in this FAQ, go to the very beginning of this section. (1) (2) ________________--________________________________--________________ | | | | | | | | |__<>___| |___<>__| | | | | | | | | | | | | | |___| | | | | | | | | |___________________==_____________|_______________________________| 1- Firing Range 2- Holoprogram Training ----------------------------Firing Range------------------------------ This is possibly the most important Training Room in the game. It lets you try out every weapon that you have accessed in both the missions and Combat Simulator, and it also gets you all of the Classic Weapons for Jo in Solo cheats. You'll first need to know how the scoring works on the Targets. Here's a diagram to show you. If you already know, just skip this part and look below it for how to beat each and every Training. __ | | | | ________|__|_________ 5 | _____________ | |4 / _________ \ | | /3 / \ \ | | | / 2 ___ \ | | | | | / 1 \ | | | | | | \___/ | | | | | | | | | | \ \___________/ / | | \_____________/ | |_____________________| Point Accumulation ------------------ Area 1- 10 Points Area 2- 5 Points Area 3- 2 Points Area 4- 1 Point Area 5- 0 Points + Loss Of Accuracy Now that you know how the scoring works, here is how to beat each Training. The Overall Difficulty is out of 5 stars (*****), one being the easiest, and five being the hardest. -Falcon 2- Bronze Time Limit: 2 Minutes Goal Score: 120 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: This is a very easy training. Just aim to the center of the target, and keep on tapping Z. After your whole magazine is in the target, it will break, so move onto another target that is just as close. There is no need to even look at the targets farther away... It'll just waste your time. Silver Time Limit: 15 Seconds Goal Score: 80 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: *** Description: A lot harder than the first Training, by still not THAT hard. Just press Z very quickly while aiming at the target, and reload when it flips around. Do this a few times, and if you have decent aim, you'll pass. Gold Time Limit: 10 Seconds Goal Score: 170 Ammo Limit: 24 Targets To Break: - Accuracy Minimum: - Overall Difficulty: **** Description: Just stay on the right, where the targets move back, and hit them when they do. After they all pass by at least once, take aim and shoot them as they move around the left side with as good aim as you can. It'll probably take you a few tries to get it right. -Falcon 2 (silencer)- Bronze Time Limit: 2 Minutes Goal Score: 120 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: Just take aim in the center of the target and fire away when it flips over. The first one will break, so move on to the next one. Do it again. If this one breaks, you must have had poor aim, but you can still hit this target to get enough points. That's all. Silver Time Limit: 2 Minutes Goal Score: 30 Ammo Limit: - Targets To Break: 9 Accuracy Minimum: - Overall Difficulty: ** Description: Just hit each target once with decent aim. They will flip around, so only shoot when you have to. As long as you get hits relatively close to the center, you'll pass with flying colors. Gold Time Limit: 30 Seconds Goal Score: 80 Ammo Limit: - Targets To Break: 3 Accuracy Minimum: - Overall Difficulty: *** Description: This is fairly easy, but may take a few tries if you're not that good. Just strafe along with the first target, shooting as quick as your finger can. Then, you should have met the score requirement, then just stand in the middle, and rapidly shoot the other two targets anywhere (as long as most or all of them are hits) by aiming. If you're quick and fairly accurate, you should pass with a second or two to spare. -Falcon 2 (scope)- Bronze Time Limit: 2 Minutes Goal Score: 120 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: This is very easy, like the last three Bronze Trainings. All that you have to do is to use your scope to get a better view of the target, aim in the center, and press Z. When you discharge the entire magazine into the target, it will break, and you'll have to move on to the next target. Just aim in the center again, and if your aim was or was at least close to perfect, you'll beat the training, and probably in less than 10 seconds. Silver Time Limit: 2 Minutes Goal Score: 120 Ammo Limit: - Targets To Break: - Accuracy Minimum: 80% Overall Difficulty: ** Description: This is only a tiny bit harder than Bronze. The targets will move this time, so you should stand in the middle of the room, and fire at them as close as you can to the center. Be aware that if you miss too much, you won't get the minimum 80% accuracy requirement. Even so, this training is still very easy and shouldn't be taken too seriously. Gold Time Limit: 10 Seconds Goal Score: 80 Ammo Limit: 8 Targets To Break: - Accuracy Minimum: - Overall Difficulty: *** Description: This Training is a lot harder than Silver. You get only 8 bullets, and they must all hit the center of the target, within 10 seconds. When you start and still hear the alarm, give one shot to the Target on the left, and make sure that it hits the center. Then, strafe almost completely to the right, and get ready your aim. Put the crosshair in the center of the Target, and fire 3 bullets. Retry the Training if not all of them hit the center. Now, strafe almost totally to the left, and aim once again. When you're sure the bullets will hit the center of the target, shoot 3 more times. Quickly strafe back to the right, and aim in the center of the target. Shoot once more, and you'll complete the training. -MagSec 4- Bronze Time Limit: 2 Minutes Goal Score: 135 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: Immediately when the training starts, set your gun to 3-Round Burst. Take one shot in the center of the fist target, then let it turn around. When it flips back over to the correct side, hit it two more times quickly. Let go of Z to reload, and when the next target flips over, hit it three times. Once again, let time to reload, and repeat the process until you have the required score. Silver Time Limit: 2 Minutes Goal Score: 135 Ammo Limit: 18 Targets To Break: - Accuracy Minimum: - Overall Difficulty: *** Description: This training is a lot harder than the Bronze one. All you have to do is to get a good score, but you have a long time to do it in. First of all, don't be on 3-Round Burst. Then, aim at one of the sides, and when the targets are flipped around, and the target that blocks the others has just passed by, fire in the center of the target. Just make shots that you know will hit the center of the target. You have more than enough time to do this in, so concentrate on aim rather than speed. Gold Time Limit: 12 Seconds Goal Score: 80 Ammo Limit: - Targets To Break: 4 Accuracy Minimum: - Overall Difficulty: ** Description: This training, believe it or not, is easier than the Silver one. You'll have to be fairly quick, and have good aim. Just set your gun to 3-Round Burst, and get right in front of the closest target that's on the very right. Then, aim in the center of this target, and start shooting like a maniac. The other targets will come into your crossfire, and will probably get hit with good accuracy. Just keep shooting here until all of the targets are down, and you'll probably have good enough accuracy to complete the training. -Mauler- Bronze Time Limit: 2 Minutes Goal Score: 200 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: What an easy Training! Just get in front of the target on the left, aim properly, and fire away! Don't use the Charge-up shot for this Training. It's useless. After a full magazine is in the target, it will break, and you'll have to move on to the next on. It's not that hard to get 20 Bull's-eyes in 2 Minutes, so don't even think about worrying about beating this Training. Silver Time Limit: 2 Minutes Goal Score: - Ammo Limit: 50 Targets To Break: 8 Accuracy Minimum: - Overall Difficulty: ** Description: Here, you'll have to be on the Charge-Up Shot function to complete this Training successfully. All you have to do is to wait until the shot is completely charged, then shoot. Make sure that every charged shot makes it, or you will stand very slim chances of completing the training. Gold Time Limit: 15 Seconds Goal Score: - Ammo Limit: 35 Targets To Break: 6 Accuracy Minimum: - Overall Difficulty: **** Description: This is the final test in using the Charge-Up Shot function. You have to hit every target with a fully-charged shot. Start by charging up your gun while running to one of the sides (right or left), right in front of the target. Immediately when the targets flip over, hit the first target. Let the gun charge up, and then immediately hit the target when it flips over. Move on to the center front target, while letting the gun charge again. this is where you have to be very lucky. IMMEDIATELY, when the target flips over, hit it, and quickly reload. On your next shot, you'll have to hit the target before it flips over, yet only after the gun's fully charged. It isn't easy to get the timing right, but it's possible. From then on, it's pretty much clear skies as you charge up and hit the last two targets. -Phoenix- Bronze Time Limit: 2 Minutes Goal Score: 90 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: Use the Explosive Shells for this one. Try to aim in the center of the first target, and fire once. The target will break, giving you ten points, plus some extra points, depending on where you hit. Then, the targets will go around for a while, giving you time to reload. Then, when they flip around, shoot in the center once more. Continue this, and the test will be a piece of cake. Silver Time Limit: 2 Minutes Goal Score: - Ammo Limit: 18 Targets To Break: 8 Accuracy Minimum: - Overall Difficulty: ** Description: Use the Explosive Shells here, too. This time, you'll have to destroy 8 targets with 18 shots. It's pretty simple. Just shoot the targets as they come across, because they will flip over on either end. Two hits to each two will break it, and that should only total up to 16 shots. That means that you have two shots to miss with. I shouldn't be that hard, especially because the explosions stay there for pretty long, giving the targets time to go into the blast even if you miss a little. Gold Time Limit: 20 Seconds Goal Score: - Ammo Limit: 3 Targets To Break: 6 Accuracy Minimum: - Overall Difficulty: ** Description: You know, this isn't even harder than the last Training. But SIX targets with only THREE ammo? Impossible? We'll see. You'll have to use the Explosive Shells for this test. When you still hear the alarm, hit one of the targets closest to you. That will take both of them down due to the explosion. Immediately when you shoot, get your aim ready for one of the targets farther down. Now look at the timer at the top of the screen. When it reaches 2, shoot, then get your aim ready for the final and most difficult shot. When the timer reaches 4, fire away the last bullet, and if you timed it right, you'll have completed the Training. -DY357 Magnum- Bronze Time Limit: 2 Minutes Goal Score: 90 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: A very easy and simple Training. When the target's paint is visible hit it, and when it isn't don't fire. Just make sure to have a steady aim to the center of the target. You have all too much time to do this in, so 1% accuracy is decent enough - really! Sliver Time Limit: 2 Minutes Goal Score: 80 Ammo Limit: 3 Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: This Training concentrates purely on accuracy. You'll have to make sure that you're completely lined up perfectly with the targets. You can assure this by making sure that only the first target is visible, and that the things that the target is held on are all behind each other. Then, aim in the center of the of the target, then fire. It's simple. If you follow the strategy that I just told you, this test shouldn't pose any problem whatsoever. Gold Time Limit: 12 Seconds Goal Score: 50 Ammo Limit: 5 Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: This is very hard to believe, even for me. This Training is VERY easy. Use the Silver strategy above to center yourself onto the middle target, then fire when it turns around. After you hit it, go to your left, and hit this target in the middle when it turns around. Then, aim for the target to your left. When it turns around, hit it in the center. Then, wait for then next target to flip over. When it does, hit it once in the middle. Then, just wait for the last target to flip over, and hit it when it does. That should be enough score if you made good hits, but you can move on to the targets on the right if your score is too low. I just can't believe that a Gold Training could be this easy... -DY357-LX Magnum- Bronze Time Limit: 2 Minutes Goal Score: 90 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: Like most Bronze Trainings, this one is very easy. All you have to do is to aim well. The targets will move around very slowly, and will never flip over. Just aim in the center of the target, and fire away! Move with the targets, making sure that every bullet possible makes it to the target. Although it's possible to beat the Training with getting only 1-pointers all of the time, it will take very long, so try to aim as best as you can to the center. Silver Time Limit: 30 Seconds Goal Score: 200 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: *** Description: This Training can present a problem if you don't know what to do. Although, naturally, you'd think that just firing at any old target will pass the test, you're not entirely correct. Doing this won't get you anywhere, as you won't accumulate enough points to pass. But, it you consider the LX version's incredible penetration power, you'll find a logical answer. There are two targets that are aligned directly behind one another. Give you an idea? Never mind the single target! Only hit the two targets that are lined up. This way, you virtually get double the amount of points, since your bullets will come through both targets. Just do this, any you'll probably pass if you aimed pretty well. Gold Time Limit: 50 Seconds Goal Score: 100 Ammo Limit: 12 Targets To Break: - Accuracy Minimum: - Overall Difficulty: ***** Description: This Training is not as easy as you may think it is. There will be a target here, that will move from one side of the range to the other. It will flip around every time it reaches a side, so you'll have to hit it on the move and it will be a challenge to do it in the little time you're given. Considering that all but a few bullets must somehow reach the middle of the target, this Training is a real challenge. You can either miss totally two times, or make a few hits that aren't in the center, and still pass, but any more than that, and you stand no chance of completing this Training. Anyway, the best way to do this is to wait for the target to flip over, then strafe along with it, until you think that you can get a good shot in. When that's the thought in your head, tap on the trigger, then get ready for the next time the target will flip over, and then repeat the process. It may sound hard, but it's the only way - and it's much harder when you try it than it sounds while you read it! -CMP 150- Bronze Time Limit: 2 Minutes Goal Score: 240 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: This is very easy. All you have to do is to hit any of the targets when they're flipped on the correct side. Just get as many shots as you can in, and stop when the target turns to the brown side. Then, when it turns back towards you, continue your assault. That's all! Silver Time Limit: 2 Minutes Goal Score: - Ammo Limit: 80 Targets To Break: 4 Accuracy Minimum: - Overall Difficulty: ** Description: It may seem that it's hard because the targets move so quickly, but don't let that confuse you. The targets will stop and flip around every once in a while, giving you time to hit them. Don't feel rushed to hit them, through, as you have a huge amount of time. The key here is accuracy. As long as you remember to aim properly, you'll complete this Training. Just pretend that there isn't any time limit here, and you'll be fine. Hit the targets in any way that you want to, as long as you hit. Gold Time Limit: 20 Seconds Goal Score: 250 Ammo Limit: - Targets To Break: 6 Accuracy Minimum: - Overall Difficulty: *** Description: Just like the last Training, accuracy is your best friend here. Stand on one side of when the targets are for most of the time (either left or right, but I like left better, for some reason). Then, just shoot at the nearby targets. Be as accurate as you can to the center, because you'll stand more chance of winning. Anyone can take out these six targets in 20 Seconds, but it's the accuracy that really counts. -Cyclone- Bronze Time Limit: Minutes Goal Score: 750 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: The Cyclone's accuracy is... well, I just don't want to say a particular word, but it's quite bad if that's how far I have to go to describe it. However, the targets are pretty close to you, so you should be able to make good hits most of the time. Anyway, just aim in the center of the targets, and you'll make it through easily. Silver Time Limit: 20 Seconds Goal Score: - Ammo Limit: - Targets To Break: 5 Accuracy Minimum: - Overall Difficulty: *** Description: Here, you'll need good accuracy, which Magazine Discharge cannot offer you. All you have to do, though, is to hit the targets with good aim, so that every shot makes damage to the target. You'll have to take down five of them, which should be about enough to take care of in 20 Seconds. Just hit the targets that are the closest to you, as you'll be more likely to hit them. Gold Time Limit: 18 Seconds Goal Score: 400 Ammo Limit: - Targets To Break: 1 Accuracy Minimum: - Overall Difficulty: *** Description: This isn't any harder than the last Training. You'll have to shoot fairly quickly for this test, especially because you have infinite ammo. It may sound crazy coming from me, but switch to Magazine Discharge. Then, aim at the target in the distance, and fire away. You'll get a few shots in on it, as well as hitting the two targets that will pass by every once in a while. When both targets in the front break, switch back to the Primary Function, and continue hitting the target in the distance. You should be able to get enough points like this to complete the test. -Callisto NTG- Bronze Time Limit: 2 Minutes Goal Score: 480 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: This test is fairly easy unless you use High Impact Shells. The Secondary Function will only decrease accuracy and the lifespans of the targets, so don't use it if you're at least slightly sane. Anyway, if you just aim in the center of the targets and use Rapid Fire, you shouldn't have any problem in getting the required score from the front targets. You can move on to the ones in the back if you had bad aim, but it's almost impossible to not get enough points if you take the back ones out, too. Silver Time Limit: 30 Seconds Goal Score: - Ammo Limit: - Targets To Break: 1 Accuracy Minimum: - Overall Difficulty: ** Description: You almost have to use High Impact Shells here. The front targets will immediately flip around, but the one behind them won't. All you have to do is to hit it many times - it doesn't matter where. You'll also need a bit of imagination. The target in the back will not always be visible, so you'll have to imagine where it would be behind the target. You can still shoot through the targets that are facing flipped over, and the bullets will come through them. Then, if the target in the distance is behind them, you can get hits on it. Just pretend that those blocking targets aren't even there. Gold Time Limit: 20 Seconds Goal Score: 250 Ammo Limit: - Targets To Break: 2 Accuracy Minimum: - Overall Difficulty: ** Description: This Training is in no way more difficult than Silver. All you have to do is to be on Rapid Fire, and first, hit the targets on the sides. Then, when the target in the middle flips over, start shooting at it, and then, when your ammo runs out, reload. Then, continue, once again by shooting the side targets first, followed by the one in the middle when it flips over to the correct side. Just do this until you get 250 points and have destroyed at least two of the targets. -RCP-120- Bronze Time Limit: 2 Minutes Goal Score: 1000 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: This is very simple. Just aim in the center of the target, and fire away. If you make good hits, you won't even have to stop to reload once. However, if your aim was a little off, you can still reload and continue firing. One thousand points is a little much, but then, again, so is 120 bullets. Sliver Time Limit: 20 Seconds Goal Score: 300 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: ** Description: This test will teach you in using the built-in Cloaking Device. All that you have to do is quickly Cloak, then quickly uncloak, and wait for the targets to flip around. Then, aim into their center, and shoot until they flip over again. Now, repeat the process, and 300 points should be a breeze to get. I could probably make 700 if they asked me to. Gold Time Limit: 20 Seconds Goal Score: - Ammo Limit: 180 Targets To Break: 9 Accuracy Minimum: - Overall Difficulty: *** Description: This is hard unless you know what to do. When you start, use the strategy you used in Silver to make the targets in the front flip over. Then, break them all, or if you miss one, just cloak and uncloak yourself, again, and break it. Now, it's on to the harder ones in the distance. Just shoot at them, there's no secret here. As long as you at least hit them, the bullets weren't a waste. If you're quick enough, you'll pass the test. -Laptop Gun- Bronze Time Limit: 30 Seconds Goal Score: 750 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: Whoa! Such a harsh time limit on Bronze? And 750 Points? Hard? I think not! Just hit any of the targets in the distance in the middle. When you whole magazine is out, the target will break, and a new one closer up and to the left will appear. Go up to it, and when your reload's done, make good center shots at it. If you did what I said, you should complete this Training before the second target breaks. Silver Time Limit: 20 Seconds Goal Score: 90 Ammo Limit: - Targets To Break: 3 Accuracy Minimum: - Overall Difficulty: * Description: This test comes down to one simple throw of the gun. Aim in between the targets, and deploy your Laptop Gun. Now, if your gun makes it through the hole, and lands in a decent spot, you can bet that if you just wait, you'll complete the Training. That's all that you have to do, so this test is a piece of cake. Gold Time Limit: 15 Seconds Goal Score: 750 Ammo Limit: 250 Targets To Break: 2 Accuracy Minimum: - Overall Difficulty: *** Description: A significant increase in difficulty since Silver. The best way to do this is to keep left, and make sure that you are exactly facing straight ahead to where the targets will be coming towards you from. Then, just aim in the center of the first target, and keep your aim steadily there, without moving it. This way, all of the targets will get good hits, and you won't have to put much effort into simply holding the Control Stick steady. Just keep shooting until you run out of ammo, then let go of the trigger, and after the gun reloads, keep blowing the targets to pieces. If you're good, you should make it through the test without much effort. However, what's really important is how you first start off shooting. -Dragon- Bronze Time Limit: 2 Minutes Goal Score: 450 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: What can I say? This is VERY easy. All you have to do is to get as close as you can to the targets, and hit them when you see the colored side. Make sure that you aim in the middle of them, though, because (believe it, or not) it IS possible to fail this test. But anyone that has proven themselves worthy by beating the first level on Agent should find this cake. One reminder: DON'T throw the gun away! If you use the Secondary Function, (and even if you blow up all the targets), you will NOT beat the Training. I think most of you are smart enough to understand, but in case you aren't, I put that there as a reminder. Silver Time Limit: 10 Seconds Goal Score: - Ammo Limit: 1 Targets To Break: 1 Accuracy Minimum: - Overall Difficulty: ** Description: Hmmm... One ammo? It takes at least ten to take a target out... but this is where throwing the gun away comes into play. Just throw the gun as close as you can to the target in the distance, and the target will soon come forward, to the gun, and be blown up. Ten seconds should be more than enough to do this in. Gold Time Limit: 15 Seconds Goal Score: 500 Ammo Limit: - Targets To Break: - Accuracy Minimum: 90% Overall Difficulty: ***** Description: This Training is VERY hard. Getting in 50 bull's-eyes in fifteen seconds is hard enough! And the gun's messed up accuracy makes the 90% accuracy minimum, alone, decent of a Gold test. However, the test is a little easier if you screw the targets up close and aim for the ones in the distance. They will flip over, which won't make it easier, but since they're stationary, you'll ba able to get much better hits in. Keep shooting, even if the front targets get in your way, beacuse you might as well get a few points from them. -K7 Avenger- Bronze Time Limit: 2 Minutes Goal Score: 375 Ammo Limit: - Targets To Break: - Accuracy Minimum: - Overall Difficulty: * Description: Targets in the distance with a random-aiming gun isn't easy, but considering the enormous time limit, it actually is easy, under these circumstances. Just aim in the center of the target, although the bullets will go everywhere, anyway. When a full magazine is in the target, it will break, so move on to the next one. There's not much more to say about this... Silver Time Limit: 2 Minutes Goal Score: - Ammo Limit: 4 Targets To Break: 4 Accuracy Minimum: - Overall Difficulty: ** Description: The key to this is good aim... and the Secondary Function! Use it to find the targets that will explode, and only shoot those. The explosion will blow up others in the radius, and you can beat the test with only two shots. But don't go wasting any, because it's not a guarantee. Gold Time Limit: 15 Seconds Goal Score: - Ammo Limit: 30 Targets To Break: 3 Accuracy Minimum: - Overall Difficulty: ***** Description: The main issue is that you have just enough ammo to destroy the three targets. You can bet that all of the bullets will hit the target if you aim in the middle, so you shoudl really be paying attention to your ammo. Once ten ammo's gone, stop shooting, or you'll fail the test. Also, the targets will flip over only four times, each, except the middle one, which will do a little more. Save the middle one for last, since you have a second or so more time to destroy it. The trigger is actually more important than aim, here. -------------------------Holoprogram Training------------------------- In this room, you will learn the basics of moving around and fighting in Perfect Dark. Here, I'll show you how to beat every training there is in this room, so you don't have to worry about beating them yourself. Although there is no requirement to ever do this in the game, it lets you sharpen your skills as a Carrington Institute Agent. Here is how the damage done works. It shows you how much damage is made by hits in each area and on each difficulty. ___ / 1 \ \ / ___/ \___ | | | || || | |3|| 2 ||3| |_|| ||_| | _ | | | | | |3| |3| | | | | |_| |_| Agent Damage ------------ Area 1- 3X damage Area 2- 1.5X damage Area 3- 3/4 damage Special Agent Damage -------------------- Area 1- 2X damage Area 2- 1X damage Area 3- 1/2 damage Perfect Agent Damage -------------------- Area 1- 1.5X damage Area 2- 1/2 damage Area 3- 1/3 damage Damage needed to kill average Guard: 1.5X. This is how much damage is done using the Falcon 2. Other more powerful weapons may do more damage, possibly causing the amount of hit points needed to take an enemy out to be lower than 1.5, but the proportions for how much damage is made relative to other locations is the same. Now that you know where to hit, let's get to how you beat the Holoprogram Trainings. Holo 1 - Looking Around: Walk straight ahead until you see a small terminal on the ceiling go right under it and press C-Down to look up until it says 'Code 3 has been obtained'. Reset your view to normal by pressing down on the Control Stick. Turn around and go forward a little bit until you see another terminal on the ceiling. Again, press C-Down to look at it until it says 'Code 4 has been obtained'. Press down on the Control Stick to center your view again and go to the terminal ahead of you on the ground (you may have to turn a little left to see it). Press C-Up to look at it and wait until it says 'Code 2 has been obtained'. Then Turn around totally until you see another terminal close to the ceiling. Press C-Up to look at it until it says 'Code 1 has been obtained'. Look to your left to see 4 terminals on the wall. Go up to them and press B on each one. You've just completed this Holoprogram. Holo 2 - Movement 1: This training is simple, but can put up a challenge to inexperienced players. Simply go to either left or right of all of the terminals, and quickly press B on each one before they reset. You don't have to worry much if you're experienced, because you probably have the reflexes to do it in one try. Be aware that strafing is not necessary here. Holo 3 - Movement 2: Hold the R bottom and press C-Down. Go under the laser to your left, and press B on the terminal. Go back under the laser, turn right, press R and C-Down again, and go under the laser ahead of you. Tap R twice and press B on this terminal. That's all there is to it... Holo 4 - Unarmed Combat 1: First of all, just go up to the guy ahead and punch him. Then, a running guy will appear. This will be a lot harder, but punch him out, too. Then, a guy that punches back at you will appear. Just punch him out quickly and you'll complete this training. Holo 5 - Unarmed Combat 2: Make sure that you are in your Secondary Function, Disarm. Then, punch the guy ahead (he'll run around, but shouldn't be too much of a problem). Then, punch this next guy in the face a little, and quickly get behind him and punch him in the back. This may be a little tricky, but not too hard. Then, a new guy should appear. Quickly punch him before he shoots you to complete this Training. Holo 6 - Live Combat 1: This training is very easy. Just punch each of the four enemies two times until they fall down to the ground. Don't wait too long, because they'll start to run towards you and you'll get hit. Watch out for the enemies behind you, too! Holo 7 - Live Combat 2: The hardest Training in the entire Institute. Even I have trouble beating it (it takes me about 5 tries). First, take the guy straight ahead of you out, then move around so the other guys don't shoot you, and hide behind the wall to your left. Take out your gun and shoot the two unarmed guys that'll come after you. Then, peek out from the wall to kill the last two guards with guns. Whew, now that was hard! ********************************************************************** **************************1C-Hangar Level***************************** ********************************************************************** This is the least important part of the Institute, but is still a fun place to be, considering it has huge tunnels, a Hoverbike and a Hovercrate. This is what it looks like. If you can't decode this Map, look under Map Key at the Beginning of this section. ---------------------------------Map---------------------------------- This Map (that took me ages to make) shows the entire hangar level in detail. Use it if you're ever lost in the huge maze in the north. It took me a long time to make this Map, so I'd better pay off. ___==__==______________ ________ | I_I | | | | | | __| | |__| || | | |____---____| | |_| |_| _|_____ _| _____ |-| |_--______|| | | | | | | | |______| |__| | / |--| | | |--_____I___ |__| | __/(3)/ | | | |_______| |_____ | |__| | __| __/ | | | I ___________ _||______|___| __|_ --_| | |__| | | | | ___ | | I____| | | |__|||_| _____| | | | | | _____| | __________|__--__| | | | | | | |_| |_____|_ _____|________ __| | __| | |____| | | | | | | | | Hovercrate | (2) | | | |____________________ ___| | | (1) | | | |________ | Hoverbike | |____________ |____ | (2) | |_____|_|_|_|___ _|__|__________ ____________| ___|______ __________| To Upstairs ____________| 1- Jumpship Hangar 2- Landing Pads 3- Autodefensive Tunnels --------------------------Jumpship Hangar----------------------------- This is where the Carrington Institute keeps its Jumpships while they're not in use. It's also where you can get information on areas vital to the game. Nothing else happens here, but the Hovercrate that you find there is needed in many glitches, so this area is quite important. ----------------------------Landing Pads------------------------------ These two areas are where the Institute's and visitor's ships land and take off. They are also directly connected to the hangar for quicker access to vehicles. This area is fun, mainly because it has a Hoverbike in it. Other than that, it has no other purpose. ------------------------Autodefensive Tunnels------------------------- These are really complicated tunnels that are fun to play around in, but can trap you forever if you don't know where you're going. Use the Map above as a guide. They serve no purpose, but when playing the Carrington Institute -Defense mission, serve as the location for a crucial objective. ____ /\----------------------------------------------------/\ ____ / ___|/\>=================*2-Missions*=====================\|___ \ /_/\ \/----------------------------------------------------\/ /\_\ Everything in the game revolves around this. It's the main, and coolest attraction of the game, so you'd better know as much as you can about it. Here are walkthroughs for each and every mission, strategies, and so on to help you become the best that's possible (a.k.a. Perfect). ********************************************************************** ***********************2A-Agent Walkthroughs************************** ********************************************************************** All of the missions on this difficulty level will have 3 objectives, with the exception of the first two missions, to get you used to the hang of the game. The Special Assignments are totally different, because they have only one objective on this difficulty. -----------------------------Mission 1-------------------------------- A scientist calling himself Dr. Caroll contacted Carrington Institute, requesting extraction from Lucrene Tower immediately, before dataDyne remove his personality and protect the information he needs to give to the Institute. Daniel Carrington, curious of this information, sends his best agent, Joanna Dark in to investigate the case and rescue Dr. Caroll. But it won't be easy... Joanna has to get into the underground lab area, rescue Dr. Caroll, then get back to the top without either her or Dr. Caroll being killed. The Jumpship drops Agent Dark off, and now the rest is up to her... Agent dataDyne -Defection You will be dropped off at the top of Lucrene Tower upon Dr. Caroll's request of extraction from the building. This is your first mission, but you'll come through just fine if you remember your Institute Training. Good Luck... Let's hope that you don't need it. Start With: Falcon 2 (silencer) Get In Mission: CMP 150: All dataDyne Guards have these. There's also two behind the front counter in the lobby. Double Falcon 2 (silencer): From the guard in the office in the narrow glass hallway. Shield: One of the guards on the middle office floor in the far-left corner room will drop a shield if you kill him. Ammo Clips: Several offices will have these on tables. There's also one under some stairs. Necklace: Knock out Cassandra by Punching, Disarming, or using Pistol Whip on her, and she will drop here necklace, for you to pick up. It really doesn't matter on this difficulty, but from Special Agent and up, it will be required as an Objective. Characters: Cassandra de Vries Negotiator dataDyne Guard dataDyne Shock Trooper Objective 1: Gain entrance to laboratory: Start off by waiting a few seconds, then jumping off the ramp ahead. Turn left, and you'll see a Guard. Kill him and pick up his gun. Then, look left and you'll see a silver door. Go through it. Go through the next door. Strafe around to your left and shoot this guy. Then, go down the stairs. Turn right (almost completely) and there'll be another silver door. Go through it, and go down the stairs. Watch out, there may be a Guard here. Kill him if there is. When you reach the bottom, open this brown door, enter, and turn immediately to your left there may be up to four enemies here (at least 1), so kill them all. You may want to be defended a little more than you are now, so head to the other side of the room, and enter the brown door to your left. There might be a Guard right in front of you, so get ready your trigger, kill him if he's there, then go one floor down the stairs. Enter this brown door, and turn right. Chances are that there's going to be a guard that notices you, and a whole bunch of them will come attacking you. Don't worry, they're weak. When everything seems calm, grab their guns, and change to your CMP 150 because it's much more deadly (your Falcon 2 may be low on ammo, also). Then, go into the door that leads to the left corner of the room. There, you'll see two guys. Kill them both, and one of them will drop a shield. Pick it up and go back up to the top office floor. Go up to one of the elevators and press B on it. Wait while you kill any last guys that were following you, but there probably won't be any though. When the lift opens, enter, and close the door by pressing B. You may go down a floor or two, but press B on the door to close it so that you go down more. This may happen up to three times. Then, the lift will go down fairly quickly, and the music will change, which is your cue to get off. Get out of the lift, and then you can do one of two things. If you're experienced, you can just run past everyone, go down the stairs, turn left, go in the passageway, turn right and open the door, run past these guards, turn right, go forward through the secret door, turn right, and press B to open the elevator and beat the mission. If you're not an expert, you should just wait and look down the stairs, killing everyone that comes, first, then do the above. Be aware that there may still be enemies in the area that leads to the elevator. Remember that if you do the first option, you have to be quick and move around lots. Agent dataDyne -Investigation Here, you will have to get a holograph of the radioactive isotope that is directly linked to Dr. Caroll for further analysis. Of course, you will have to make it through all of the labs and locate the guy yourself, but it would help to know more about this isotope before you leave the lab. Start With: Falcon 2 CamSpy Data Uplink Get In Mission: CMP 150: Most dataDyne Lab Guards in the beginning of the level have these. There's also Two on opposing sides in the room with the glass containment unit with the Shield inside. K7 Avenger: The Guard in the underground Weapons Testing Area is trying this out. It's the first lab on the left, after which you take the small lift down to the guy that has it. Dragon: All of the Shock Troopers near the end of the level use these. Proximity Mine: There's one behind the radioactive isotope. You have to go around the outer perimeter of it, and get the mine at the very back. Be careful - it's a RADIOACTIVE isotope. Shield: This will be in a glass containment unit in the second room past the lasers. Another one can be found on one of the crates in the room before the isotope. Shield Tech Item: This isn't needed on Agent, but is part of the Perfect Agent difficulty. Does absolutely nothing good for you on this difficulty. It's past the corridor in the door to the left instead of ahead in the room full of Shock Troopers (just before you find Dr. Caroll). Characters: Dr. Caroll dataDyne Lab Guard dataDyne Shock Trooper Objective 1: Holograph Radioactive Isotope: Start off by going to your left, turning right at this corner, and killing the Guard there. Enter the door, turn around left, and kill all 4 of the guys that come. Then go through the door across this room. Select your CamSpy, then use it to go through the door on the right wall in this room. Open the next door, but never mind the Guards. Open this door, too. Get your view ready, and when you see the green crystal up close, Press Z. The guards will be attracted to your CamSpy and will die in the radioactive isotope area, so don't worry about them. Objective 2: Locate Dr. Caroll: Press A to return to Jo's view, and go through the door in the far-right corner. Kill the Guard, and go through this next door. You will now be raided by tons of Guards, but kill them all, and don't panic. Once they're all dead, make your way slowly past the labs, looking left and right that no guys survived. Obviously, shoot them if they did. At the end, when you see the dataDyne Logo, first turn left to see if there are any Guards left, then turn right, and go through the door you see ahead. Kill the two guys in this room, and then kill the other two that come through the next door. Once all 4 are dead, go through the next door, followed by the one after that. You'll now be in a room with lots of laser beams. Wait until the Cleaning Hovbot comes and turns each one off before proceeding, or you'll get hurt by the lasers. The Hovbot will open this door, so let it, then kill the guy in this small room. Watch out, as the Hovbot will open the next door, and the enemies there will be alerted. Just enter this next room, and shoot the two guys. Change to your CMP 150, because your Falcon 2 will probably have low ammo now. Turn left, and go up the left wall and look at the glass to your left. Shoot the very right section, and it will break, giving you access to the Shield there. You may want to pick it up (you'd be stupid not to). Then, turn totally around, and you may want to get the two guns on the round table. It's free ammo, so why not? Then, go through the door on the opposite side of the room as the shield was (or if you're stupid, still is). Then, go through the next door (all those damn doors). Enter this room, but immediately turn around and shoot the guys hiding there. There's one to the left and one to the right of the door that you came from. When they're down, take out your Data Uplink and push B on the computer there. Wait until you hear the door ahead or you unlock, get your gun ready, and go down these stairs. Now stop. Think of how you're going to do this next part. Ahead is a room with about 4 Shock Troopers, but it isn't necessary to kill any of them. Past that room are some drone guns that can be avoided or destroyed, whichever you want, and past them, is Dr. Caroll. If you're a good player confident of your skill, you can just run past the Shock Troopers, go through the door on the other side of the room, and evade the drone gun's fire, open the door ahead, and complete the mission with little or no damage. But if you're not that sure that you can make it, you can kill all of the Shock Troopers in the room, open the door, then quickly back off and shoot the two drone guns above from a safe distance. After that, you can go down Victory Road, and complete the mission. I recommend option number two if you have any doubts on if you'll make it, but it takes longer, so don't waste your time clearing the area if you think you're good enough for option number one. Either way... Level 2 Complete. Agent dataDyne -Extraction After you retrieve Dr. Caroll, there is one more thing to do. You have to escape from the building alive, while also making sure that Dr. Caroll doesn't meet that fate. Watch out - everybody on the level is ready for you, so prepare for the worst... Start With: Falcon 2 (scope) Night Vision Get In Mission: CMP 150: All of the Shock Troopers at the Lobby, and some upstairs will carry these. Pick their guns up after you kill them. DY357 Magnum: Don't lets any of the first 5 guards see you (keep your distance), and quickly kill them. If you succeed, the last one will drop a DY357 Magnum, which is worth your while in this mission. Shotgun: All of the dataDyne bodyguards in the higher levels will drop these, but you shouldn't use it unless it's your last resort. Characters: Cassandra de Vries dataDyne Shock Trooper dataDyne Bodyguard Objective 1: Access foyer elevator: Start off by putting on your Night Vision. Then, strafe to the right until you can see the guy, and shoot him once in the head. Go over, get his gun, then get ready for the next guy. Go to the Door you'll see ahead of you, and get to the very left of the wall. Get just close enough to open the door, and press B. Then, quickly run backwards so he doesn't see you. Then, just shoot him in the head once. Go into the room ahead, but hug the right wall, so the guys in the next room don't see you. You will see one of the guy's heads, so shoot it. Then, while still hugging the wall, strafe behind the table, and shoot the next guy's head from as far away as you can. Then, go through this next door, and hug the left wall. Then, hug the blockade that dataDyne set up. Go a little forward, but just enough to see another Guard's head. You know what to do. Then, strafe a tiny bit to the right, so you can see through the next part of the blockade. You may need to go a little closer to the opening, but only until you see the next guy's head. You know the routine. Then, strafe a little right until you're about halfway into the room with the table in it. You'll see another guy's head. Shoot it, and that's all the stealth you'll need to do for the rest of this mission. Go up to the guy you just killed and pick up his CMP 150 and DY357 Magnum - both will be useful to you. Now turn this corner, run past these two guys, and then past the final guy and up the stairs. Call down the left lift and get on. While you're going up, take off your Night Vision, and equip your CMP 150. Exit this lift, go to the other lift, and call it down. Enter it when it comes down, and close the door. Objective 2: Defeat Cassandra's Bodyguards: Exit the lift, and then go right. Turn this corner, and then turn the other corner, and kill the two guys behind the blockade. Go into the door on your left. Turn left, and look to the right of the chair that you see. Go there, and a secret door will open. Turn left in this room, and go through the door that you see. Kill this Bodyguard. Go forward until you're at the glass, then turn left, down the passageway. Bodyguards will shoot at you from the other door, but it's not even any reason to stop moving straight ahead. Just shoot them within 3 minutes, and you should probably make it without getting hit. Turn left, go forward until you hit a wall, strafe right until you hit another wall, and open this door. Enter, and take this staircase up. Open the door there, enter, turn right, and kill the Shock Trooper with the black uniform that has his back to you. Don't kill the other two innocent civilians. The civilian on the right will head through a door that leads to a staircase. Follow him through the door, and then go up the stairs (on your own). Open the silver door there, and you will be surrounded by Bodyguards. Stay calm, and follow these instructions. There will be a Bodyguard beside a computer terminal on the wall with the red light. Run up to her, and quickly kill her. The lights will go off, but there's no time to put on your Night Vision. Get into the safety of that little corner that she was in, but quickly turn around, and look to the silver door that you came from. Let your Auto-Aim target this Bodyguard, and shoot your CMP 150's magazine out to make sure that she's dead. There. The hardest part of this mission is done. Nobody will notice or shoot you as long as you stay here, so it's what I'll call the protective position. Now, put on your Night Vision so you can actually see. You'll be low on ammo now, so switch to your Shotgun. Set it to Double Blast for better chances of surviving the rest of the mission. When you're ready, turn to your left, and strafe right until you see the Bodyguard. She'll have to re-adjust her aim, so quickly take her out while she does. Then, strafe back to your protective position, and reload. This time, turn to the right, and strafe left until you see the next Bodyguard. She'll be adjusting her aim, too. Kill her before she gets a chance to strike. Now, there's only one more Bodyguard left - the one above you, on the floor higher up. Go up the stairs, keeping an eye out for the Bodyguard - she's at the top of them. Quickly kill her to complete this objective. Objective 3: Rendezvous at landing pad: Just head up the rest of the stairs, turn right, turn off your Night Vision, and enter the doors. You'll be on the roof. Turn right, go forward, turn right again, go up this set of stairs, and go to the middle of the landing pad. There. Objective 3 and Mission Completed. ----------------------------Mission 2--------------------------------- After your successful capture of Dr. Caroll, a very important matter came from Cassandra de Vries. She says that she has Daniel Carrington, and is willing to trade him for the dataDyne sapient, which you don't have. Dr. Caroll and Mr. Carrington were at his villa, discussing the information that Dr. Caroll had for him. Obviously, Daniel is being held hostage at the villa, and it's crawling with guards. Get to Carrington and save him before it's too late. Agent Carrington Villa -Rescue Well, it's up to Joanna, again. A member of the Institute Staff is being held hostage by dataDyne troops. She has volunteered to risk her life to create a distraction, and isn't willing to die, so you'll have to save her as your first priority. There's a wind generator at the villa that denies access to everything inside the mansion when deactivated. If the Institute's suspicions are correct, Daniel is being held in the wine cellar. An electronic door that is run by the wind generator blocks your way, so there's no doubt that you have to reactivate it. Lastly and most importantly, you'll have to save Daniel. That's what everything you do here comes down to. Start With: Sniper Rifle R-Tracker Get In Mission: CMP 150: Every single guard has this in their hands. They are powerful guns, so don't think that the guards on this level are harmless. Devastator: This is in the crate in the very left in the Helipad near the entry point of the level. Shield: If you need some extra protection, after going through the main front doors, head down the stairs to your left, and take the first door on the left in this corridor. Go to the far right side of the room, and open the shower door. There may be a dead guard there, his Sniper Rifle, and the Shield. If you need protection even sooner, there is a shield on one of the crates in the Helipad near the beginning. Characters: Daniel Carrington Negotiator dataDyne Guard dataDyne Shock Trooper dataDyne Sniper Objective 1: Save the Negotiator: Immediately when you start the level, go forward, to the ledge, and look down. You'll see two guards pointing their guns at a girl. Zoom in on the guards, then shoot each one once to kill them. That's the first objective. Be careful, because if you hesitate, you'll fail the mission. Objective 2: Reactivate wind generator: Turn around, and go around this building that you see. You'll come to a path, where a dataDyne Guard with a CMP 150 will get down on the ground to try to snipe you. Be quicker and snipe him first. Then, go forward until you reach the ledge, then stop, and look down, and kill the two Guards that you see. Jump down, and go forward. Turn the corner and snipe this guard. Continue straight ahead, and then make a left when the path splits. When you see the red carpet, stop, and look near the top of the right pillar. There's going to be a Sniper there, so take him out before he snipes you (you may have to strafe a little left to see him, first). Then, run past the red carpeted area, and into this helipad. Turn left, and break open the last crate on your left. Go up to the crates, and pick up the Shield and Devastator. Then, go back to the area with the red carpet, but go in the middle. Quickly turn left, and snipe the four dataDyne Snipers that you see (the last one is more on the left, and may not be visible from your current position). Go forward up to the big, brown rock, then turn left, and look up. There's going to be another Sniper there. Go forward, now, and you will see a big mansion. There are some stairs that lead inside (they're on the white wall), so go up, turn right, and go up again. When you're at the top, look straight ahead, and kill the last two Snipers. Now, turn left, and go through the door that you see. This is the main entrance to the Mansion. Quickly snipe the two Guards that come at you. Then, enter, and kill the two Guards on your right. Go forward to collect their ammo, turn around, and go down the stairs ahead. Turn left when you get here, then go forward until a guard sees you, and back off to the back of the corridor. Now, snipe all of the Guards that come at you. If you're not that good, you'll need more Shield power, so go in the door on your left, and go into the shower to find the shield. You'll be entering more hostile territory than before, so get out your CMP 150. Now, get back into the corridor, turn left, and then take your first right (the blue passageway). Turn left, and kill these two Guards. More may come, so kill them all, and go to the other side of the room, where there are stairs that lead down. Obviously, go down them, and kill the two guards that will come at you. Then, go forward, and take the first door that you see behind the barrier on your left. Go down the stairs and kill the guy on your right. Then, go to the left of the stairs, and kill this guard, then wait. The door will open, and a Guard will come in, so kill him. Now go through the door that he came from. Go forward, and then turn right. Go in this room, and kill the three Guards there. There will also be two computer terminals in this room, so press B on both of them, then exit the room. Continue down the passageway, but take your first right. Continue forward, and then take the right passageway. Kill the guard ahead, turn around, then kill the remaining three Guards. After their deaths, go forward into this room, and turn on the terminal around on the right of the light blue pillar. Objective 3: Rescue Carrington: Get out of this room, and continue forward, but only turn left, until you get to a brown door. Go down the stairs here, turn right, and kill the Shock Trooper. Continue down this path, and kill the two guards at the end. Now turn around, go forward, turn right, then get right up to the brown door. Open it, kill the guy behind the shelf, go in, turn right again, and kill this guy. Now go forward, and a little left, into the passageway. Turn right, and wait for the Guard behind the shelf to come out. Kill him, and aim down the corridor. Lodge a bullet in this guy's head, then get into the room that he was in, and kill the enemy that's behind you. There isn't much more of the level left now. Turn right, and spoil this Trooper's hopeless attempts to stop you. Pick up his key card and go through the door that he was covering. There's Daniel! Mission Complete. -----------------------------Mission 3-------------------------------- Daniel Carrington's capture wasn't a total loss. While captive, Daniel managed to pick up that a meeting was being held in the G5 Building in Chicago. Unfortunately, it's not as easy as going in and listening. A Carrington Institute Team was sent in to investigate the situation, and to secure some equipment that you'll need to get in the building itself. It won't be easy, especially because the lift that leads inside is guarded by a few individuals that will seal it shut if they notice you. You'll need to make sure that it doesn't happen, and then get in without getting killed. From then, just use the CamSpy to record the meeting, and then get out of the building alive. Reports say that resistance is high - and Daniel Carrington wouldn't lie to you. Agent Chicago -Stealth Well, you've just arrived in Chicago, and will have to get into the building, before anything else. You'll have to pick up the equipment that the Institute Team left behind for you, making sure that nobody else gets it. You'll probably need the equipment to get into the building, anyway, so getting it should be the first thing that you do. Then, to get into the building, you'll have to distract the guards there - they'll permanently seal off access to the building if they see you. Once both of those things are done, you will be able to get into the building safely. Start With: Falcon 2 (scope) Get In Mission: CMP 150: All of the G5 Guards will carry these and drop them if they die. DY357 Magnum: If the FBI Agents manage to or are interrupted in calling for reinforcements, they will take out these. Kill them at this point to get their DY357 Magnums. Remote Mine: This comes as part of the equipment in the storm drain. Reprogrammer: This comes along as part of the Drop Point equipment, along with the Remote Mine. Shield: This is hidden under the staircase that's in the blue door beside the Limo. Characters: G5 Guard FBI Agent CIA Agent Objective 1: Retrieve drop point equipment: Don't take out any gun yet. Head forward a little, and a bit to the right and wait until a G5 Guard comes by. Get behind him and crack his spinal chord. Now, pick up his gun and go into the passage on your right. Take out your Falcon 2 (scope), and turn left on this corner. Quickly get out into this area, and go up the stairs on your left. There will be at least two guards here, so turn around and kill them. When they're dead, Go across the ledge on your left and then into the alley on your right. There will be a Guard here, so kill him and proceed. When you reach this bigger area, turn left and point your gun at the two CIA Agents. Killing them will fail the mission, so let them run away, and wait about ten seconds to give them the time that they need to escape. Go in the passageway to the left of the dumpster, but go in far enough only so you can see down it. Use the Falcon 2's scope to quickly aim at and kill the FBI Agent (he's the guy wearing a dark brown coat, and is on the very right). If you're quick, he'll die before he gets the chance to turn on the alarm. Now that there's no danger of that happening, go through the passage way and kill the two guards in here. Now, you can choose to look up the stairs and kill the two enemies there if you want, which makes it safer, but is not mandatory. If you look to the left of the stairs, you'll see that there is a hole there that lets you slip back into the main road. Take it, but watch out, because the G5 Robot might be here. You can't kill it, so just run past, but don't turn left down the road. Go forward, but hug the left wall so that the guards at the entrance to the G5 building don't see you. Turn left into the storm drain, and jump down the ramp. Turn around 180 degrees and collect the white briefcase that you see there. You will get a Remote Mine, a Reprogrammer, and complete this objective. Objective 2: Create vehicular diversion: Turn back around, and climb up the ledge up ahead and to your right. Turn right again, and climb up this ledge. Again, the G5 Robot might be here, so watch out. Now, turn right, and run back through the small crack in the buildings that you came through before. Turn right into the passageway that you were in before, continue down it, and stop when you get into the bigger area. Turn left, and go forward into the dumpster to push it to the corner of the room. Now, you have to make the biggest decision in the mission. You can complete this objective in two ways. One way is by reprogramming the taxi and making it crash, creating a diversion. The other is by using the BombSpy and blowing up the terminal that seals the door. The first way is safer, but slower, and the second way is a little quicker and a lot more dangerous, as you're vulnerable to enemy attack when the BombSpy is active. Choose whichever way suits you, and then read on. For the first way, turn right, and go through the passageway. To your left will be a taxi that you will have to use the Reprogrammer on. Take it out, hide behind the taxi, and press B. Wait until the cab flies away, then take out your CMP 150, and hide back in the room with the dumpsters. Wait until you hear the crash, then head back to the street beside the place that you got the Drop Point equipment. Kill the 3 guards here, and go on to the next objective. Or, you can back off from the dumpster, and shoot the barrel to the right of it. Make sure that you aim at the very left of the barrel to make sure that the explosion actually hits the dumpster. A briefcase just like the one that held the equipment will pop out, and inside that briefcase is the BombSpy. Pick it up and use it to go to the street before the storm drain. From here, turn into this passageway, and the guards will come at you. Quickly turn left in this area and head towards the only guard that didn't notice you. Go right up to him and detonate the BombSpy. Now, you'll return to being Jo, so go back to the street that you got to the storm drain from. When this is done, go on to the final objective. I think that either way is good, but I like the second BombSpy method better, because it's funner and quicker. Objective 3: Gain entry to G5 building: Go forward, and take the first right that you can. Go into this area and head towards the yellow lift to complete the level. Agent G5 Building -Reconnaissance You've made it inside the building, but that's all useless unless you do the second part of the mission. You'll have to do several things for this mission to be successful. First, you'll have to record the meeting that is to be held in a matter of minutes. This will give the Carrington Institute a lot of information on what dataDyne's goals are, and also tell them who else plays a role in dataDyne's plans. If you hear the meeting, you see that dataDyne has reprogrammed Dr. Caroll, and probably has made a backup disk just in case. You'll have to find it, and then get out of the building with the data that you're to collect. The G5 Building will be even more guarded on the inside, so get ready for combat. It'll get messy, and only destiny knows for who. Start With: Falcon 2 (silencer) CamSpy Door Decoder Get In Mission: CMP 150: All of the G5 Guards on the level will drop these when you kill them. DY357 Magnum: All of the G5 Officers in the later part of the level will drop these powerful guns once you kill them. Shield: This is found past the second room with the Cloaked Guards, and is to the right of the stairs in the next room. Level 1 Keycard: You get this after defeating the two Guards in the first room. Level 2 Keycard: You get this after killing all of the guys in the second room with the Cloaked Guards. Backup Disk: You get this from the Safe on the higher floor of the building. It is required for one of the Objectives. Characters: Cassandra de Vries Mr. Blonde Trent Easton G5 Guard G5 Officer NSA Bodyguard Objective 1: Holograph meeting conspirators: At the beginning, the two Guards in this room will Cloak themselves, and then secretly assault you from lots of awkward locations around the room. These locations usually follow a pattern, though. As soon as you start the level, turn slightly to the right, and you will see two pillars about three meters ahead of you. Run in between them, then quickly turn right. If he hasn't already, a Guard will uncloak there and start to shoot you. Now is your chance to strike. After a few bullets send him to his doom, another Guard will appear. He will be either to the right of your current position, or right behind you, but a little to the left. Use this chance to kill the Guard. Don't worry if you don't, because this guy is fairly weak, is alone, and has bad aim. Just wait for your next chance to kill him and be quick to take him down before he Cloaks again. When the second Guard is dead, pick up all three guns that are now laying in this room, and also pick up the Level 1 Keycard that the last Guard dropped. There is a door in this room that can be unlocked with your new false identity, so just press B to open it. Go forward a little, and turn left when you get to the corner. You will see a Guard that's inspecting the lights, but don't worry - he won't even notice you. While you head towards him, some Guards on a lower level may notice you, but won't shoot, so just ignore them for now. Go up to the Guard and take your time in killing him, because you're not in a rush. Besides, you don't want to damage the terminal that he's fixing. When he dies and falls to the ground, a wall terminal will be revealed. You'll see some squiggly lines on it, which you don't want there. Press B to turn them off. Doing this will turn on the lights in the next room, and therefore, will help you greatly in seeing the Cloaked enemies you'll encounter. To your left will be the door that leads farther into the complex building. Open it, and you'll see that all of the lights there will be off. This is supposed to happen, so don't go back to the terminal and try to reactivate them. When you go in, nothing will happen, but don't look in every corner of the room to find the Cloaked guards. You won't find them, because they're not even here yet. When you look to the right of where you came in, you will notice two glass panels, and a blue door in them. Go through the two clear sheets, and the lights in this room will turn on. Turn totally around, and run to the dumpster on the other side of the room. You will notice that may Guards will suddenly appear and Cloak themselves, but ignore them for the moment. Just concentrate on getting close to the dumpster, yet far enough that you can see the whole thing. Look closely to the right of the dumpster, and you will see a slight blur. This is a Guard, so don't hesitate to shoot. Just keep shooting until the Guard uncloaks, meaning he's dead. Turn right, and look near the pillar, and a Guard will appear there soon. Kill him, and go get his gun. When you do, turn around, and look back at the pillar. Near here, the two last Guards will show themselves, so kill them and get the last one's Keycard. You know the blue door beside the two pieces of glass? Go in it, and get ready your trigger. A Guard may be right in front of you, so kill him if he is. Go forward, but looking to your left, because if the Guard wasn't in front of the door, he's here. Kill him quickly, but don't go up the stairs. Instead, go straight ahead past the stairs, turn left when you hit the wall, and then turn right when you're at the next one. There will be a Shield on the ground here, so obviously get it, and then go up the bluish stairs. Open the door up here, and go into the room. Very quickly turn right, go forward until you're past the pillar that you'll see on the right of your screen, and then make another right-turn. There is an alarm here that cannot be allowed to go off. Never mind any Guards here that will shoot you. Just look at the alarm, and kill the guy that will try to turn it on. When that threat is eliminated, turn around, and kill the Guard that was hiding here. The last Guard, which will be shooting you, too, will be to the left of your position. When all three Guards are dead, go forward to the place that you killed the last one. Pick up his gun, and go up the blue stairs. Continue down this way, and crouch down when you think you've reached a dead end. There will be a few pipes here that are strong enough to support you, and your CamSpy. To avoid a guard triggering the alarm in the next section, deploy your CamSpy, and follow this series of turns with it to get to a small opening to another room. Even Jo can't fit here, but the CamSpy can. Go in and watch the cutscene if you wish. Objective 2: Retrieve Dr. Caroll backup from safe: You'll return to Jo's view when the movie finishes playing, so just go forward, but stop when the pipe ends. Turn left, go forward until you hit a wall, then turn right and go forward down this long pipe segment. When you reach the end, stand at the edge, and tap R twice to return to standing up. Turn right, and jump down to the room below. Two Guards in this area will notice you and try to trigger the alarm ahead, so don't let them. It won't make you fail any objectives if they do, but it would help if not everyone on the level comes to kill you. Once the two Guards here are dead, another Guard will come through the door at the end of the room. Kill him, as well, then go through the door that he just opened for you. Go up the stairs that you see, and then go through the door. Turn right immediately when you go through, and kill the two G5 Officers that will be right ahead. There's a door that they were guarding that you need to go through, so run there and get into the room. You will see a silver safe in this room, but it's locked right now. A Guard will come at you from behind soon, so kill him. Then get out your Door Decoder, and attach it to the wall panel on the right (if you're looking at the safe, itself). An alarm will go off and there's nothing that you can do about it. Just get out your CMP 150 and face the door. An infinite amount of G5 Guards and Officers will come at you, so kill them all. When the counter at the bottom of the screen gets to zero, wait about ten seconds, while still killing the Guards that come at you. After the ten seconds, the safe door should be wide open, so go in, and get the disk that's to the right of the golden head. Objective 3: Exit building: Get out of the safe, because another alarm will sound, but double the guys will come this time. Just run out of the room with the safe, and turn left. Go forward, but take your first right, and, following that, your first left. Go through the smoking passage to complete the mission. -----------------------------Mission 4-------------------------------- While Agent Dark was in the G5 building, an urgent distress signal was received by the Carrington Institute. It seems that a Maian craft was shot down over Area 51, Nevada. A survivor there managed to contact the Institute with an urgent rescue request, but nothing has been heard ever since. A Carrington Institute undercover agent was sent in to investigate, and has gotten some helpful information out to us. You'll have to use it to get into Area 51, get into the research section, and then rescue the survivor (if he still is one). There's not much time for explanations, so you'll have to leave quickly before the scientists experiment on our friend. Away you go. Agent Area 51 -Infiltration The first out of three parts to this mission deals with actually getting into the Area 51 complex. You'll have to destroy the air intercept radar that will take you out if you ever decide to fly out of Area 51. You'll then open up the possibility of an air escape if it's ever in need. Once that's done, you'll have to get into the Hangar, and, of course, meet up with our undercover agent. He may be able to help you, but we don't know exactly where he is. Just explore and tryst your instincts. Start With: Falcon 2 Explosives Get In Mission: MagSec 4: All of the Area 51 Lookouts at the beginning of the level will drop these when they die. Grenade: Most of the Lookouts at the beginning of the level will drop them, as well as a few in the communications antenna area have Grenades. Watch out if they throw one! Dragon: All of the Pilot Guards that are in the Hangar will have these. Also, the Pilot Guards may come when you install the Explosives. Rocket Launcher: This is very dangerous to get. It's past the place where you get the Shield. Some explosions may kill you there (I don't know where they come from), so do it at your own risk. You can also see the Rocket Launcher through the broken cage beside the passageway that leads to the comms antenna, but explosions will kill you before you get it. Shield: This is found in the area with the three drone guns and the lifts down to the hangar. Behind the big, squared wall that's to your right when you first enter this area, there is a small hole near the ground. If you crouch down and go in it, you'll find a Shield there. Lift Key Card: The guy that's fixing the Robot Interceptor in the place with the three drones has one of these. You need it to enter the lifts down to the hangar. Characters: Jonathan Dark Area 51 Lookout Area 51 Guard Pilot Guard Objective 1: Shut down air intercept radar: When you start off, there may be a Guard right in front of your face. Take him out quickly, but if you do, watch out for the two Guards up ahead. One of them will probably go and try to activate a drone gun, and the other will try to kill you. Take out the guy that's attacking you, first, and then blow up the drone gun if that other guy's at it. Of course, if neither of them goes for the drone, you won't have to blow it up, because it won't be active. Also, if at the beginning there is no Guard right in front of you, you won't have to worry about the two guys up ahead noticing you. When you finish killing the two or three Guards here, collect their guns and possibly Grenades, and turn around. If there wasn't a Guard right in front of you at the beginning, he'll probably be right here. Kill him if he is. Now, continue forward, and turn left when you can. There will be another guy here, so kill him. Go a little forward, but only up to the first pillar that you see on your right. There's a drone gun at the end of this path, so get your aim ready. When your aim is at the same level as the drone, jump out at it, and start firing. If you're quick, it'll break before it even starts shooting. Now you can safely go down this path. Turn left when you reach the wall, but keep your eye to the left side of the path. The reason for this is that when the path ends, there's going to be a drone gun right there. Again, vertically center your aim, then jump out at the gun and keep firing until it's down. Now, there isn't much more threat in this area. Go into this open location and look right. You'll see two guards in a tower here, but won't notice you, so this is you chance to kill one easily. Just aim well with your Falcon 2, and shoot 2 or 3 times. The other guard there will try to shoot you, so go towards the tower while strafing to avoid damage. When you get to the base of it, go up the ladder, and kill the remaining Guard. If you go up the ladder totally, go totally forward, and then turn right, you'll see a red screen. Press B on it to change it to green, and to open the secret door to the area with the lifts that you'll need to access. Get down from the tower, and turn around. Go forward to the left of the ladder and you'll see that the big door on your right is now open. Go through, and run as quick as you can to the other end. Drone guns will start shooting, and Lookouts will start tooting, but no matter what, just get to the other side. When you get there, quickly turn right, and go forward into this safe area. One or two guards will be after you, so look both ways and kill them. When you're done, turn back to a position so that you can see a ladder leading down. But don't go down it yet. Go around to the right of it and then take a right when you hit the wall here. A Guard may be crammed into this small place, so kill him if he is. You'll be able to fit through this place, too, and when you get to the other side, turn right. Don't be scared, I know that there's a drone gun right in front of your face. Relax - it won't have a clue you're there. Just put your back to the wall and shoot it a few times. When it explodes, head a little forward, and take out the next one. There, now there's only one more drone left. Go around the corner that'll be on your right. If you peek out, you'll see another drone. This one won't see you, either. Just break it down with a few swift shots. Now, you can move around here freely. Head forward, and take your next right. Now, you can go down the ladder. When you're down, turn right, and you'll be in front of a silver door. Go through, and turn right. Go forward, turn left, go forward again, and finally turn left again. You'll be in a room with many computers. Take out your Explosives and press Z on the computer with the green writing. What are you standing there for! RUN!!! Get out of this room through the silver door, but watch out. Get out your MagSec 4 and set it to 3-Round Burst. Kill the Pilot Guard if he's here, and then go up the ladder. At the top, it's possible that there's another Guard, and I don't think I have to tell you what to do with him. Wait until you hear the explosions, and then move on. Objective 2: Gain access to hangar lift: You see that guy inspecting the A51 Interceptor? It's funny that he hasn't noticed you, yet! Anyway, blow up the interceptor, and that'll kill him as well. Wait until the explosions clear up, then go in and pick up the guy's Lift Key Card. Now you see the two brown doors that look like they belong to a garage? To the right of the one on the right is a small panel. Press B on it, and that'll activate the lift. Look at the right brown door, and it will open soon. Kill the two Pilot Guards in the lift, and go in and get their Dragons. Take your Dragon out, and wait until you get down to the lower level. Exit the lift, and continue on to the next objective. Objective 3: Make contact with CI spy: It's just much easier here if you run through the rest of the level. Quickly kill the two Guards beside the crates up ahead, and go around to the left of the wall that they were beside. A guy in the distance here will try to snipe you, so snipe back. The guy you just killed was beside some stairs that lead upwards, so use them. A Guard will most likely be at the top, so kill him. When you get to the top, turn around, and take the path here. continue down it, and kill any Guards that you find up here. Take the right fork when you come to it, and kill the Guard up ahead if he's there. You'll see a blue-doored lift up ahead. It it's open, go in, and close the door. It it isn't open, just call it, and then go in and shut the door behind you. The next area has a lot more guards than the last one, so get ready. When the door opens again, Kill the two Guards that will be in front of you. Run across this platform, and take the left way when you get to a split path. Continue here, until you get to the stairs. Go down them, and then shoot a little at the twenty Guards on your left. Under the stairs that you just came down from will be a silver door. If you were quick just now, it will still be open. Go through it. If it isn't just open it and then go through. Here's Jonathan, and that's the mission! Agent Area 51 -Rescue You've gotten into the complex alive, and have met up with Jonathan. Now what? You rescue the survivor! He's almost surely being kept in the research section, which is totally sealed off from the section that you're currently in. The only way in from here is to blow a hole in a weak wall that is directly beside this section. You'll need to use a crate full of explosives to do the job, but you'll have to make sure that the crate isn't destroyed prematurely - it's the only one of its kind. It'll be though work, but if it can be done, you're the girl for the job. Start With: Falcon 2 (silencer) X-Ray Scanner Data Uplink Get In Mission: Super Dragon: All of the Area 51 Guards in the beginning of the level will grant you these upon their deaths. Double Falcon 2 (silencer): At the back of the crates that are on your right when you first enter the storage room is a cylindrical container of explosives. If you blow it up, you will reveal another Falcon 2 (silenced) that's there for you to grab. Tranquilizer: All of the Biotechnicians in the research section have these and will drop them when they die. Shield: If you go around the corner on the left past the elevator, kill this Guard, go forward, then make a right at this corner, you'll see another Guard. Kill him to get a Shield. Lab Clothes: A scientist in the research section has this disguise on, and will give it to you if you kill him. Medlab 2 Keycard: The scientist in the Medlab 1 operation room has this in his possession. Operation Room Keycard: A guard in Medlab 2 drops this if he dies. Characters: Jonathan Dark Elvis Pilot Guard Area 51 Guard Lab Biotechnichian Objective 1: Obtain and use lab technician disguise: Don't touch the explosives yet. Head past them, turn right, and then enter this storage room. There will be a Guard far away, but still in your view, so snipe him with your Falcon 2. I must warn you. There are a lot of Guards in this section, and it's gonna take a while to explain how to kill each one. After you kill the first guy, which may have seen you, turn right. There's a chance that another Guard will come at you from here. It'll only take him up to 5 seconds to get here, so don't wait any longer than that if he doesn't show up. You will see a small opening between the crates here. Go through, then make a right, go forward, then turn right. There is going to be one or two Guards here, so kill them. After that's done, go forward, and turn right again. A Guard will be up ahead, and if he isn't, he'll come from the left very soon. Kill him, and doing so will attract another Guard to practice your aim on. This Guard that you kill here will drop his Shield, so go and get it. When you get the Shield, look a little to your right, and there will be a platform up above you. Guards up there may notice you, but ignore them for now. Follow in this direction, and when you get to the end, turn around, and there will be a Guard behind you. Kill him. Now, go to where he was, and look behind you and up at the platform above. If you see anybody shooting at you, shoot back. When you've killed anybody up there that's noticed you, turn left, and kill the one or two Guards here that may be on your tail. When that's done, turn left, and go forward until you can make a right. When you do, go through these openings, and you'll see an elevator. Press B on it to get it down, but watch out when it comes - there may be enemies on it. You'll have to get on this elevator, and when it reaches the top, exit, and look to your right. There may be a guy there, or maybe not. Once you eliminate the possibility of a Guard there blowing up the explosives when it's time to use them, turn totally around. Go forward, but look to your left around this corner. There might be a Guard there, but it's not always true. Now, look to your right, and kill any more Guards there that may have survived. That will eliminate all of the Guards on this level, so go back down the elevator, turn right, and head back to the HoverCrate you left behind earlier. Wait ten seconds to make sure that nobody is after you, and then grab the crate and get to the elevator, again. Be aware that there is still a small chance that a few Guards have survived, so keep an eye out. When you're at the top, turn left, and head straight ahead with the crate. You'll reach a silver door that opens by proximity, and there will be Guards in the next room, so leave the crate behind here. Take out your Dragon, and you're ready to head in. When you go through the door, look above and shoot a little so all of the Guards notice you. Then, throw your gun as a proximity mine down beside the elevator on your left, making sure that there is no way to get to you without triggering the explosion. Get your Falcon 2 (silencer) out, and get back to the crate. When you hear the explosion, go through the silver door with your crate, and go up the elevator that will now be open. Let go of the crate, and look up. There may (and probably will) be one or two guys still up there, so take them out. Then, take the crate once again, and exit the elevator. Turn right, and continue down this ramp until you get to the end. At the last silver thing that you see on your right (the one with an X), let the crate go, take out your Dragon, and blow the crate up. This will open up the research section to you. There may be a Guard to either your left or your right when you go in, so kill him. When he's dead, go right (from the position that you were at when you just entered the research section). Go forward until you get to the end of the corridor, kill any Guards here, and then turn right, and go down the next corridor. There are two nooks, one on either side of this corridor, where Guards are waiting in ambush. Kill them both, then continue. Eventually, you'll get to a locked door. However, to the left and right of this door are two other smaller doors. Take the door on the left, and go in. This door may be locked. If it is, go back to the place that you first entered this area, and look for some clothes on the ground. Pick them up, put them on, and then move on to the next objective. If these doors are open, though, go in, turn left, and search this area for a single guy. Kill him to get his uniform, then exit this area, kill any Guards that may still be after you, and go back to the broken wall that you came in through to get into the research section. Put on the clothes, then move on to the next objective. Objective 2: Gain access to autopsy lab: There will be a timer at the bottom of the screen that cannot reach zero, or you'll fail the mission. You have to go through the silver door that's near the broken wall, kill both of the Guards here, and then take off your gun. Open the door ahead, and let that guy through the window open the door for you. when the door's open, take out your gun again, and kill the guy near the door. Then, kill the scientist on the right, break the glass to the operation room ahead, and then kill the scientist in there. He'll drop a Medlab 2 Keycard, buy you have to watch out the second that you get it. Now, many Guards will come from the door that you came through to get into this lab, so watch out. First, two Lab Biotechnichians will attack you, followed by some Guards. Kill everyone that comes, and when things have calmed down, head back out of this room. In the long corridor here, there will be two brown walls that are the cover for two Guards. Be ready for them. When you kill them, that will be all of the Guards for this area, so just head on down the corridor and get back out into the main hallway. Objective 3: Rescue the crash Survivor: Turn right from here, and go through the silver door. On your right, you'll see another silver door that looks exactly like the one you went through before. Inside, there will be a few Guards up ahead. Kill the first two that are hiding behind the two pillars up ahead, and then a Lab Biotechnichian will come from the right side of the room. Kill him, and then kill the final Guard that will come from the right. That's all the Guards here, so continue down this corridor, and open the two doors up ahead. A Guard from the left of the room will go to the right side, and he's the guy that is carrying the Operation Room Keycard. pick it up, them run through the silver door that's on the right of the glass-covered room. Turn left here, go forward, turn left again, and go towards the silver door here to complete the mission. Agent Area 51 -Escape After rescuing the survivor of the crash, you must face an even greater problem - getting out with him. One of the scientists that was about to operate on the alien has gotten mad and flooded the area with nerve gas to try and stop you. Jonathan may be able to help you if you can get to him, and then you can use Maian Vessel kept in the secret hangar to escape from Area 51. Sound easy? You just wait and see. Start With: Falcon 2 (scope) Alien Medpack Get In Mission: Tranquilizer: All of the Lab Biotechnichians in the tissue containment labs carry these. Super Dragon: Each Area 51 Guard has a Super Dragon. This is the best weapon that you can use during the mission, so use it whenever you can. Remote Mine: This is right in front of you when you enter the maintenance hatch. Characters: Elvis Jonathan Dark Area 51 Guard Lab Biotechnichian Objective 1: Rendezvous with CI spy: The nerve gas here will drain your health really quickly. You have to get out of here as soon as you can. Head through the two doors up ahead, go down this corridor, and then exit the gassed area through the door at the end. Turn right here, go through the silver door, and kill the two Lab Biotechnichians in this room. Now, head through the brown door up ahead. Turn left here, and then go down this corridor. When the door up ahead opens, go through, and throw the HoverBed into this room. Turn around, and go back up this way. Turn right here, go through the brown door again, and go forward a little. On your right will be a silver door. Go through it, then go through the next door. Kill the two Lab Biotechnichians in this room. At the back of this lab is a small path that leads down to a silver maintenance hatch. Go through it, and immediately turn right. Kill this guy, then wait for another one to come right up to you. After he's dead, one last Guard will come through a door up ahead, so force his early death. Go through the door that the last Guard came through, and follow this ramp across the canyon. There will be many Guards on it, but just keep your cool and keep shooting. When you get to the end, you'll come across a silver door. Open it, head a little forward, and turn right to find Jonathan! Objective 2: Locate secret hangar: When Jonathan says 'We need to get back to our friend.', turn right and go back outside and across the ramp. Get out your Super Dragon, and set it to Grenade Launcher. When you get to the other side of the canyon, open the silver door, and blow up all of the Guards here. Go in this room, set your Super Dragon back to Rapid fire, and wait for Jonathan. When he gets here, he'll start to plant some explosives. He won't be able to defend himself for now, so you'll have to cover him. Many Guards will make their way across the canyon and come from the maintenance hatch, so be ready for them. Make sure that the Guards don't kill Jonathan, then stand back when he tells you to. The wall will explode, exposing the secret hangar. Go through the smoking wall. Objective 3: Escape from Area 51: Quickly run down the stairs on your left, turn around, go to the right of the stairs, and turn left again when you hit the wall. Go forward towards this brown wall, and it will open, and a movie will play, showing how Elvis wakes up. When it's done, Elvis and Jonathan will run towards the Maian Vessel, while you'll have to cover them both. Turn right, and exit through the brown door again. Go back up the stairs, and kill anybody that tries to come down. You don't want them getting to Jonathan or Elvis. When everything is clear, go back down the stairs, continue forward, and when you reach the wall, turn left and go to Jonathan to listen in on his conversation. Look to the ramp on your right, and kill the guy on it. When you tell Elvis to get into the ship, turn right again, go forward, and make a right up the stairs when you hit the wall. Then, turn around, go to the right of the stairs, and follow this ramp until you get to a fork. Take the left way, and go up to the computer there. When the music changes, press B on the computer, then turn around and run forward. On this fork, go left, and run across the ramp to this computer. Press B on it, and you'll complete the mission. -----------------------------Mission 5-------------------------------- After a slight interference that came from Area 51, it's now time to save The President from his abductors. Trent Easton has plans about cloning The President, and then eliminating the real one in order to gain access to the Pelagic II. The President of the United States of America is a very important political figure, so Trent's plan cannot be allowed to come through. Even more importantly, Trent cannot be allowed access to the Pelagic II. It takes a very strange person to kill The President without a very important cause, and Trent Easton isn't the kind of person that would risk a life in jail for a stupid submarine. It's not likely that anything he's doing here is for the good of the nation, so it must be stopped as soon as possible. Any mistake here can have serious consequences. Agent Air Base -Espionage The President has just boarded Air Force One, and behind him, like expected is Trent Easton. It looks like Trent is going through with his plans, after all, and It's going up to you to foil them. You're useless if you're on the ground and the plane's up in the sky, so you'll have to get on before it leaves. The Air Base is your only way of getting on, and that's what this part of the mission is situated at. Also, be aware of the neutral forces in the area, so make sure that they don't die. Of course, you can always put them to sleep... Start With: Crossbow DrugSpy Horizon Scanner Get In Mission: Dragon: All of the Alaskan Guards in the beginning of the level have these practically waiting for you. K7 Avenger: At the end of the level, there are quite a lot of NSA Bodyguards. They'll all use K7 Avengers. Proximity Mine: Near the Cable Car area at the start of the level, there is a box of these. DY357 Magnum: Some Guards that come when you complete the second Objective will carry these, but they're rare. Shield: The Guard beside the crosslift has this for you. You can also get a Shield in the later part of the level if you go near the main lift down to Air Force One, but instead of going in, turning left. Go across this next room, and go through the opening here. In this next room, blow up the Remote Mine that's on your left. This will break some glass which just covered the only way into the next room with the safe. Go in, then make your way to the far-right corner. There, you'll find a switch covered in glass. Press B to slide the glass off, then B again to flip the switch. This will open the safe, and inside, you'll find the Flight Plans, and a Shield. Flight Plans: In the safe with the Shield (look above on how to get it). This is required for a Perfect Agent Objective, but useless on this difficulty. Characters: Trent Easton Alaskan Guard NSA Bodyguard Objective 1: Obtain disguise and enter base: First of all, MAKE SURE that your Crossbow is set on Sedate. Now, walk out of this cranny and turn left. There will be a Guard with his back to you here. Lodge a bolt in his butt, then go forward and through the somewhat dark tunnel. At the end, you'll see a Stewardess and two Guards. Sedate them all, then pick up the Stewardess' Uniform. Put it on, take your gun off, then turn around. Go back through this tunnel, and at the end, enter the silver door to the base that will be on your right. Don't pull out your gun and start blasting the people here, because now that you have the uniform on, they won't have a clue of who you are. Go up to the front desk. When the woman behind the counter says 'Okay, you know the way from here.', go through the brown door that's left of her. Shut it behind you to ensure that nobody in the pervious area comes after you when you go on to the next objective. Objective 2: Subvert security monitoring system: First, get out your Crossbow. Head forward and turn left on this corner. There will be a guy here, so quickly Sedate him. To the right of where he was, there is an escalator. Go down it, and Sedate the person that's to the left of you when you get down. A Guard may be in this area, also, so do the same to him. Now, turn right, go completely forward until you hit the wall, then turn right again. From here, take the passage that you'll see on your left. Go forward, turn the corner, and you'll see a bunch of pillars on your right. There will be a Guard somewhere in these passages, so keep your eyes out for him. Go to the end of this corridor, then turn right. Go forward, then make another right when you hit the wall. Go to the end of this hallway, and go up the stairs at the end. Before going up, though, make sure that you either have at least two bolts in your Crossbow left, or get out your DrugSpy, go up the stairs with it, sedate these two people up here, then press A to return to Jo's view. Now, go up the stairs, and shoot the two Guards here if you didn't already with your DrugSpy. If you used the DrugSpy, however, switch back to it, make it go right up to you, then press A. This will make it still accessible for you, because you'll need to use it later in the mission. There is a computer on the right side of this room that you must turn off. Go up to it and press B to complete this Objective, but also be aware that doing this will cause an enormous amount of Guards to be called in to your location. Objective 3: Board Air Force One: Immediately when you shut off the computer, pull out your Dragon, then turn right. Go back down the stairs ahead, then turn around. Go around to the right of the stairs that you just came down, and run down this corridor. There will be a flood of Guards that will arrive here, so it's in your best interest to hurry up. When you get to the end of this corridor, go through the smaller, strange-Shaped passage ahead. At the end, turn left at the corner, then head down this way to the blue door up ahead. To the left of it will be a single guy. Kill him, then pick up his Shield. Press B on the elevator door, then deploy your DrugSpy behind you. Go forward a little with it, then switch back to your view. A lot of Guards will probably be after you now, so keep shooting ahead until the lift behind you opens. When it does, go in, shut the door, then switch to your DrugSpy. This will give you a chance to hold back the enemies from getting to you instead of just pointlessly waiting for the lift to come down while doing nothing. When your ammo is depleted, switch back to Jo. Turn around, and wait until the lift comes to a door and the door opens. Go through, but watch out for the two Guards up ahead. After you kill them, make a left around this corner. Go forward this way, into the big open area with Air Force One on your right. After you make it past the two pillars on your right, peek out from the last one. There will be many Guards here by now, so kill them from a distance. Now, go forward, making sure that you're right up to the red laser on your right. You'll eventually reach a ramp that you can go up onto. Once you're on it, turn left, go up, then turn right, and kill any more Guards that you may see. When the coast is clear, go forward towards the white segment of wall ahead. When you reach it, turn left and go up the stairs you see. Kill the Guard up here, go forward a little, then turn left and go up the two flights of stairs, killing all of the Guards in the way. When you reach the top, go forward to the end of this corridor, turn left, go forward, and turn right on the corner over here. Kill any remaining Guards, then go forward into the blue and white Shuttle leading to Air Force One (the doors will open automatically). That's all for this mission! Agent Air Force One -Antiterrorism It was a bumpy ride, but you've made it aboard Air Force One. Now, it's time to rescue The President. Carrington suspects, from his knowledge of plane design, that the safest place for anyone to stay is about 20 meters away from the cockpit. The President wouldn't be far away from there, considering his importance. And that importance must be preserved - by you. Start With: Laptop Gun Timed Mine Combat Boost Suitcase Get In Mission: Cyclone: The Presidential Bodyguards all have these. It will do them good in helping you, so don't go Disarming them. Pick their guns up after the NSA Bodyguards come and kill them. Double Cyclone: The two Presidential Bodyguards near the staircase that leads up to the President's level each have a Keycard. There are also two doors beside the staircase. The Keycards that the Guards drop will give you access to here, where you will find another Cyclone to add to your collection. K7 Avenger: All of the NSA Bodyguards will have these with them. Shield: There is a room past the stairs that lead to The President's level. In that room is another door that leads to an entertainment room. In the far-left of this room is a counter, and if you go around it, you'll notice a Shield there. There is also another one in the kitchen in the very back of the plane. The kitchen's small, so it shouldn't be that hard to spot. It's on the stove to the far right when you first come in. Keycard: There's actually two of these. One is held by each Presidential Bodyguard beside the staircase that leads up to the floor that The President is on. Characters: The U.S. President Trent Easton Presidential Bodyguard NSA Bodyguard Disguised Skedar Guard Objective 1: Locate President: When you start, turn around, go forward a little, then turn left. You'll see a brownish door with a strange design on it. Open it, then go in. You'll see a few Guards here, but they won't shoot you unless you have a gun (which you shouldn't, considering I haven't mentioned anything about taking one out). Also in this room is an exceptionally professional staircase. Go up it, then turn left. Go forward to the wall ahead, then turn right. Go forward here, too, and go up to the wall. If you turn right from here, you'll notice a door on the left side of this corridor. Go through it, and enter this wacky room. In the far-left of it is a counter (it's actually pretty low for a counter). Anyway, if you go around it, you'll find a Shield there. After you pick it up, exit this weird room. Now, turn right, go forward, then turn left at this corner. Continue going forward until you come to a door. Open it, go in, and turn left. There, you'll see The President. Don't exit this room at this point, but instead keep The President in your view at all times for the dialogue to proceed the quickest. In the meantime, get out your Laptop Gun. Watch the cutscene if you wish, and then just wait until the Objective is complete. Objective 2: Get President to escape capsule: Get out of this room the same way that you came (if you look at the TV, back off from it, then look to your left, you'll see the door that I mean). Go forward until you see some those familiar stairs on your left. Go down them, then turn left at the bottom. An NSA Bodyguard or two will come through the door here, so be ready. If they don't come for a while, don't be alarmed, just go on. Go through the door ahead of you (and maybe a little to the left). Look left when you enter the next area, because a Guard may be coming from the silver pipe on the left. Kill him if he is, then go up to the pipe, but not in it. Turn right, then go through the door ahead. Kill the Guard ahead of you, followed by the one more over to the right. Then, go across this room and enter the door ahead. Go in, and open the next door. In here, you'll see Trent Easton, but you won't be able to harm him. Just look to the right of him, and kill this Disguised Skedar Guard. Reload, then go in the room and strafe a little to the right. On the left, you'll see another Disguised Skedar Guard. Kill him as well. Behind the Guard you just killed will be a door that Trent just opened. Go in, killing any Guards that are alive inside there. When you've eliminated all of the threats, go in, but look near the bottom-right corner of the screen. You'll see an open hatch, that Trent also opened. Wait for a Guard to come from here, then kill him. When that's done, go into the hatch yourself. Depending on how you came in, there will be a door either in front of or to the right of you. Once you've located it, go through, and kill the Guard inside. Wait in this room until The President gets here, and he'll do the rest. When The President gets inside the little room with the escape pod, move on to the next Objective. Objective 3: Detach UFO from Air Force One: Get out your Timed Mine and turn around. Exit this room, and go up the stairs ahead. When you're at the top (what a long staircase!), press B to open the hatch. Go up and out of the lower level, then turn around. Strafe fully to the right, then go forward, and open the door ahead. Go into this room, and make your way quickly to the door in the far-left. Just forget any Guards that come from the door on the right. When you get to the next room, just go forward and open the next door. Again, just evade any Guards you encounter. Go across this room, then open the door on the other side. Go forward until you hit a wall, then turn right. Hold Z, then go in the silver pipe ahead. Just get a little in to the pipe, to make sure that the mine detonates in the right place, and release Z. Turn around, run like an insane, drugged maniac out of the pipe, then just wait. That's how you beat this mission. Just make sure not to waste time on killing the Guards at the end, because it isn't necessary. Agent Crash Site -Confrontation Air Force One, Elvis' Ship, and A Skedar Shuttle have all collided, and crashed in the harsh climate and snowy mountains of Alaska. You are unable to contact Carrington due to an electromagnetic wave that's emanating from the Skedar Shuttle. Your obvious objectives are to activate a distress beacon so a search team can find you, to kill the clone, preventing Trent from harming the real President, and to, finally, locate and escort him to a safe location. You've never made up your own objectives, so let's just hope that you made the right choice in what's important and what's not. Ultimately, your decisions may decide if Trent's plan succeeds or fails, and therefore, the United States' fate. Start With: Falcon 2 (scope) Remote Mine Night Vision Horizon Scanner President Scanner Get In Mission: K7 Avenger: Trent's henchmen, or the NSA Bodyguards, carry these as a means of protection. Kill them, then pick up these guns. Sniper Rifle: The Disguised Skedar Guards around the level have these. There's not much of them around the level, so don't waste Sniper Rifle ammo if possible. Characters: The U.S. President Trent Easton The President's Clone Elvis Mr. Blonde Objective 1: Activate distress beacon: This is a really long and complex level, so make sure that you follow this walkthrough very closely. From the start, you'll see a big snow pillar ahead of you. The way you want to go is to the right of it. It's a long way, I know. When you get past the pillar, turn right, then continue forward. The farther you get, you'll start noticing that there are two NSA Bodyguards up ahead. Don't worry... They're really stupid, and will only realize that you're there if you go within 5 meters of them. You really should be able to kill them by then. These guys will have acted like markers. Somewhere in between them, you should be able to see a strange cone-shaped object. Look familiar? That's because it is! It's the Escape Pod from the last level. This thing is also the distress beacon that you'll need to activate. There won't be any enemies for a mile or two, so you can calmly head towards the Escape Pod. When you're right up to it, press B. That's all for this Objective. Objective 2: Retire Presidential clone: Turn around, and you'll see another huge pillar (it's kind of squared). Head to the right of it. If you pass by a little piece of Air Force One's wing here, you're going in the right direction. It's going to take a little while, but you're not in any sort of a rush. There will probably be a guy coming at you from ahead. Just make a quick kill on him. Behind him will be a passage where one more NSA Bodyguard and one Disguised Skedar Guard will come from. Kill them both. Then, go in the path that they came from, and turn right when you get in. You'll see a messed up piano here, but just go past it, to the right. At the end of this place, turn left. There will be a Guard or two in your view, but they won't see you yet. Kill any of them that are visible, then go in this next area. Turn right, and look ahead. There may be a guy coming at you here, so kill him. If there is or isn't, though, two more will shortly come at you from the big dent in the snow far in the horizon. When that's done, turn left, and you'll see a small hole in the snow here. Go in, then turn right on the fork here. Continue down this tunnel, then make the first right that you can. Make some slight corners here, and when you get outside, turn right. Go forward and jump down the cliff (no, you won't die). When you're at the bottom, turn left, and go in here. When you're in this dead end, it seems, kill the two Guards on your left. Then, kill another guy that's a little bit to your right. The last signs of gunfire are coming from your right, so kill the last guy there. Now, turn left, and look down. If you're not yet right up to the hole in the ground, go there now. In this hole, you'll see a lone guy in the darkness. It's really the Presidential clone. Kill him to complete the Objective. Objective 3: Locate and rescue President: Turn around and go back out of this area. Once you're out again, turn right, and go back up the cliff here. Ahead of you (and probably a little to the left) will be the passage that you used before. Go in, and make a left at this next fork. Keep going forward, but keep right at the next few times that you can make a left. You'll eventually come to a corner. Turn left at it, turn right at the next one, but then stop. Take out your K7 Avenger before proceeding. Now turn right (I know you're facing a wall), and strafe left. You'll very soon reach a room with The President, Trent Easton, and a few G5 Robots. Blow up the two G5 Robots in front of you first, then the two in the back. While you're doing this, keep on the move so neither Trent nor one of the G5 Robots hits you too much. When all of the G5 Robots are down, hit Trent Easton a little, and he'll run away. Then, The President will start to follow you. He won't be the enemy's main target, so you can let him be for the rest of the mission. Turn right, then go back up this way. Take the first passageway on your right, and go through it. It'll be a pretty smooth way up to the surface. When you get to the top, turn right, and look ahead for an arch that extends over the snow. The inside of it will look a little like a space shuttle facing to the right. Anyway, go through it, and turn 45 degrees left. Keep going forward over the hills and dents, and you will soon come across Elvis and his ship. Look for any guys that are coming at you, because they will be placed randomly around this open area. You don't want them going and killing The President, do you. Eventually, after you wait around with Elvis a little, and help him kill a few guys, The President will arrive here, and you'll complete the final Objective, and therefore, the mission, too. -----------------------------Mission 6-------------------------------- dataDyne and the Skedar have finally ditched the possibility of a calm way of getting the Pelagic II, and have nothing to resort to but brute force. They have overrun the whole submarine, and taken control of its navigational systems. It seems that they want to get to a huge alien craft at the bottom of the Pacific. Such an act would not be done if this was some ordinary piece of junk. There's something on that ship that the Skedar want really badly, or they wouldn't have taken this drastic step. It may be hopeless, but at least you can try to get onto the alien vessel, and destroy anything there that the Skedar want. Whatever their intentions are, they aren't good. Agent Pelagic II -Exploration You've just entered the Pelagic II, and it's time for action. For the Skedar, this is the most important thing in the world right now, so very high defense on their side is a guarantee. You'll have to disrupt many things aboard the Pelagic II if you want to get into the alien ship without attracting too much attention. First of all, you'll have to power down the power generator so no tracking devices may detect you. Secondly, you'll have to deactivate the GPS and autopilot systems so the ship wanders off course and cannot be detected by other Skedar reinforcements. And finally, you'll have to get on a small sub that will take you down to the alien ship, where you can continue with the rest of this mission. Start With: Falcon 2 (silencer) Laptop Gun N-Bomb X-Ray Scanner Get In Mission: CMP 150: All of the Pelagic II Security will have these. They can be found all throughout the level. DY357 Magnum: There's only one of these in the whole level. It's held by one of the personnel that has access to the GPS and autopilot systems. He'll point his Magnum at you, and the only way to stop him is to kill him. Pick up his DY357 when you kill him. Characters: Elvis Pelagic II Security Objective 1: Disable primary power source: When you start, turn right, and open the blue door ahead. Go in a little bit and look to your right. There will be Pelagic II Security here, so kill him with a head shot (he won't notice you until you enter the room, which you shouldn't do until he's dead). When you kill him, turn back to the left and enter this hallway. Now, turn right, and go down the ramp ahead and turn left at the corner when you reach it. There will be a guy close to you here, but he won't shoot you, because he's after the alarm. Kill him before he turns it on. Then, go down this way, and look through the door up ahead. You'll see a guy here, so get ready for a head shot. When you're sure that it'll hit his head, make the shot, then immediately enter this room and kill the guy that will come at you from ahead. Then, quickly turn right, go forward up to the alarm, then turn left. There will be two guys that will come at you, so kill them both. Soon, a door on the left side of the hallway will open, and a guy will come through. Kill him, too. Then, go into the door that he just opened up for you. In here, strafe a little to the right, go forward past the pillar that you'll see on your left, then turn left. Break the camera here down. When that's done, make a right turn, and put on your X-Ray Scanner. You'll need it to complete this Objective. Then, a little to your right, you'll see some red and green boxes on a pillar. Press B on each green one that you see on this pillar. Then, when it says 'Reactor shutdown control hatch opened', take off your X-Ray scanner, and make your way around the pillar that you were just pressing B on until you see the broken camera. Get into the position that you were in when you destroyed it, then turn right. You'll see a ramp here leading down. Use it, and at the bottom, turn right. Go Forward until you reach a small green switch on your right. Turn towards it, then press B. This will complete the Objective, but cause a slight blackout in this room. It'll be dark, but not as dark as Prefect Dark! Objective 2: Disable GPS and autopilot: Turn right, go forward until you're up to the wall, then turn left and go back up this ramp. Go around the pillar ahead, then enter the blue door that leads back to the hallways. From here, turn left, and go forward and through the door ahead. Unlike most of the time, do not go through the next one. It's tempting, I know, because there are many guys that are fun to kill on the other side. Instead, turn left, and go up this yellow staircase. Sadly, there won't be any Guards to kill up here, either. What a bummer! Go to the other side of the hallway, then go up the green stairs at the end. At the top, kill the Guard ahead, and then, the one that's coming at you from the right. Then, go forward, and turn the corner ahead to the right. Go up these next stairs that you see, and go into this large room. Keep going forward, but keep your eye on the silver path below. When it turns right, follow it, but don't kill any of the three guys here yet. Go down into the place surrounded by the computers. Now, point your gun at one of the guys here, and you'll say 'Pull the plug on that, NOW!'. Now, look at the two other guys here. One of them will pull out a Magnum, so kill him. Then, point your gun at one of the two remaining guys, and you'll say 'Switch this thing off!'. The guy will obey, and once he does, the Objective will be complete. Objective 3: Rendezvous and escape with Elvis: The First thing you should do is get out your Laptop Gun. Then, get out of this place with the computers and go around the corners of this room. In one of them, there will be that staircase with the yellow arrow above it. It's the one you used to get up here. Go back down it, and make the first left that you can. Here, you'll see another door. Go through it, then kill the guy that's on your left. Once he's dead, turn around and go around these two sets of crates, and open the door ahead. Go in, and kill the guy that's behind the first crate on your left. Then, turn right, go forward, turn left, the kill the last Guard in the room here. Now, strafe a little to the left, until you can get through the crates and go forward. Then, turn right around the pillar on your right, and go forward until you hit the wall. Turn left here, and go through the door ahead. Kill the guy that will start shooting at you from a crate on your right, first. Then, zoom in on the guy in the distance behind the crate. Now, go to the end of this hallway, and turn left when you get to the other side. Open the door here, and go in past the crates on your right. Quickly turn right here, and kill the guy on the very left of the hallway. Then, kill the final guy in this hallway that's behind where the last one was. Now, go to the end of this hallway, and go through the door at the end. Kill the guy that's here. Then, go forward and turn left at the next corner. Don't open the door here. Instead, look through the window, and kill the two guys in the next room through it. Then, a third guy will come from another room up ahead, so kill him, too. Go into the room, now, and go to the other side with the door that the last guy just used. Go in the door, then turn left. Go forward to the end of this small hall, then look through the window at the door like before. Kill the two guys in here, then enter the room. Go down the hallway, and turn right when you get to the end. Go through the door here, go in and past the crate that you'll see ahead, and then turn left. Kill the guy on the left of the hallway, followed by the guy that's behind the crate on the right. Now, go down this hallway, but look to your left for a blue door roughly 3/4 of the way down. Go in it, and then just continue forward until you reach the next room. This Objective is over with, and so's this long mission. Agent Deep Sea -Nullify Threat After penetrating security on the Pelagic II, you must now disable the Cetan, an alien ship, at the bottom of the ocean. Now you know why the Skedar wanted this so badly - to get control of the Cetan Megaweapon! This is a device that can eliminate the bonds between particles, ripping all matter that it is targeted for into a scrambled mess. Unless you want to become part of that mess, you'd better deactivate it, and fast. It would be good to disable the weapon, but it would be even better if you could destroy it. Dr. Caroll, who is aboard the Cetan, has access to a bomb that the Skedar have planted for emergency purposes. If you can restore his personality, he will be able to activate the bomb once you're clear. However, it's not as easy as 1-2-3. The Skedar's grand scheme won't be easy to foil, so don't expect a guaranteed win. You can expect, however, that only one side will reign supreme. Start With: Falcon 2 (scope) Shotgun IR Scanner Get In Mission: CMP 150: All of the Pelagic II Security will have these for you. Kill them and pick their guns up. Farsight XR-20: After you go through the first teleportal, Elvis will give you this for free. Shield: There's one of these down the left path at the fork past the door that you go through right after you use the first teleportal. Characters: Elvis Dr. Caroll dataDyne Guard Pelagic II Security Disguised Skedar Guard Objective 1: Reactivate teleportals: When you start, go forward and through the door ahead. Then, go forward, again, and go through the next huge door. You'll see many Guards as they Cloak themselves. However, although it's risky, go right into the room, and start running around like an insane dataDyne Guard. The other real dataDyne Guards will try to shoot you, but will need to uncloak to do so. When they're vulnerable, hit them a few times until they die, and it you don't kill them, Elvis will. Just let Elvis do all of the work, while you distract the enemies. While you do this, though, make sure only to stay in the part of this room closest to where you came from (you'll find out why later). When all of the Guards are dead (you'll know by if you hear gunfire), reorient yourself by going back to the silver door, turning around, then heading back into the room. From here, strafe all the way to the left of the room, and go forward while still hugging the left wall. You'll see a shadow near the ground somewhere, and you can't pass it if you don't want the remaining Guards seeing you. If you're at the very left edge of the shadow, though, you can see another silverish door to your right. You can also see a dataDyne Guard here. Shoot him until he dies (he won't notice you, even if you shoot, him unless you step over the shadow). Then, you can cross the shadow since that guy's now dead. Now, another guy will appear ahead of you, but Elvis will take care of him. The room's clear of enemies now. YAY! Now, go to that silver door that the guy you killed was covering. Open it, go through this small corridor, then open the next door up ahead. Two guys will Cloak themselves here, then switch places. If you aim at the spot that one of the guys was before, the other guy will come in his place, so there won't be much difference. Take care of one of the guys while Elvis takes the other one. Then, go into this hallway, but continue going forward until you hit the wall on the other side. Then, turn around, and shoot at any more Guards that will uncloak themselves. There will only be two Guards that will do this - no more, no less, so make sure that none of them live, and that you don't wait for all eternity for Guards that will never show up. When they're both dead, turn left, and go down this passageway. You'll see a dead Skedar In A Battle Suit here, but notice how I said DEAD. Go past him, then continue down the passageway. You'll have to make a smooth left turn, and then the passageway will slope down. There may be a Guard on the slope, so kill him if he is. Then, go down the slope, but keep an eye out for guys around the corner to the right. Kill any that you see, then, when you're at the bottom of the slope, make the smooth right corner, and kill any last Guards that you see here. Then, go forward up to where they just were, and turn left. You'll see a dark passageway here, and there may be a Guard in it. Kill him if he is, then get out your CMP 150. Now, then, go into the dark passageway, yourself. Kill any guys in front of you, then go forward util you reach the light on the ground. From here, turn left, and kill any guys that will be here, then go forward. When you reach the next light on the ground, turn left, and kill the Guard close by. Then, look in the distance, and kill the four guys in the distance. It may take a while for all of them to arrive, but make sure that they're all dead before you proceed. Now, go forward, right up to the green cylinder on the ground. Here, turn right, and go up this slope. When you reach the light on the ground here, turn left, and go forward down this passageway. You will soon come across a big room with guys in it. Now, turn a little left, and kill the Disguised Skedar Guard ahead (he's the one with the white coat). When he's down, turn a little more to the left and kill this guard on the ramp. Now, just wait until Elvis says 'Time to reactivate those teleportals.'. Now all you have to do is to turn around back into the passageways, and wait until Elvis is done reactivating the teleportals. That will complete the Objective. Objective 2: Disable Cetan megaweapon: Go forward, up to the second light that you see on the ground. Here, turn left, and go down to the next light. Turn left, and then go down the corridor until you reach the green cylinder. Here, turn right, and go down to the next light. Now, turn around, and stop. you will see a slight blur ahead. Believe it or not, this is a Guard. He won't notice you for a while, so kill him before he does. Then, when he's dead, wait for another guy to arrive. Kill him, then go forward and up the slope, out of these annoying tunnels. When you're out, turn left, and go through the door ahead. It's quite large for a door, actually, but it acts like one, so that's what I'll call it. Now, go forward and up to the oval-shaped hole ahead. The, turn left, and go forward, down this hallway, and make the right turn when you get to it. When you're at the end with all of the lights, collect the Shield that's near the left of the lit web (or whatever that stuff is). At this point, turn around, and go forward down this passageway, and make the left turn when you come to it. Then, just continue forward, without making the sharp turn to the right. However, make the smooth left turn when you get to it, because there is no other way to go. Open to door that you'll reach soon, and go through it. You'll now be in another hallway with a now active teleportal on the other side. Never mind the door on the left, just get to the teleportal. When you get through it, Elvis will come to you and give you his Farsight, but it won't be very useful in this mission. When he gives it to you, go forward through the long, somewhat warped hallway. When you reach the end, put on your IR Scanner, and go through the door. Go into this room, and turn left. Go forward, while making slight adjustments to the right. You'll soon come across a Skedar that'll come out of a passage high up that you cannot reach. Kill it, then look a little to your right, and you'll see another Skedar coming at you. Kill, him, too, but don't wait. Turn off your IR Scanner, and go forward, and through the door ahead. Since the number of Skedar that will come at you is infinite, there's no point in waiting here to get killed. When you get through the door, you'll be in another, really long, warped tunnel. Go through it, and when you finally reach the end, open the door there. Go to the center of this room, turn right, and go through the door ahead. In here, go up the ramp that leads to the higher platform, and turn around. An infinite amount of Skedar will come from passages near the ceiling, and will go up the platform to attack you. Don't let any Skedar get you. You'll have to wait here, killing Skedar, until Elvis catches up and gets here. When he finally arrives, cover him while he hacks at the computer, killing more Skedar. When Elvis is done' the Objective will be complete. Objective 3: Escape from Cetan ship: Go forward and out of the room using the door up ahead. Get to the center of this room, again, and turn right. Go through the door up ahead, and you'll be in a warped tunnel (again). But don't worry, this one is pretty short. Go through it, and at the end, you'll come to another teleportal. Go through it, and you'll appear in front of a door. Go through it, and go into this room. Watch this dramatic cutscene if you wish. When it's done, you'll have to escape from the Cetan, and quick. Your only hope is to follow this walkthrough, because there are many passages that you must take to get out. Don't worry. It should be pretty easy if you follow along with me. First of all, get out your Shotgun, and set it to Double Blast. Then, quickly turn right and go through the door up ahead. Go through this tunnel, but take your first left, and go through the door there. Shoot at the few guys here, but don't stop. Just continue down this hallway, make a left when you have to, go up the slope, then make a right when you come to the turn. You'll see that dead Skedar In A Battle Suit here, again, and past him, to the left, will be that silver passage with the door. Go in the door here, then go forward, and go through the next door ahead. That's when you'll complete this Objective. Since it's the last one, the mission's also done. -----------------------------Mission 7-------------------------------- All seems well! You've been very lucky to have stayed alive throughout all of your previous missions, and you've foiled dataDyne and the Skedar's grand plan. It seems that all is well... You, Carrington, Elvis, The U.S. President, and two other Maians from the delegation have agreed to make official contact. It seems that nothing can go wrong. You are just about to leave in your Jumpship, when you hear a loud bang up on ground level. You rush upstairs, where you find out that Skedar are attacking the Institute. You can't blame them. You'd be pretty mad, too, if someone destroyed something important to you... Say... the Institute? The Skedar are here for revenge, and they want to kill everyone here, because you did that pretty much to them. Expect no mercy, unless you think you showed them some. You didn't? Then you're dead meat, or at least that's what they think... Agent Carrington Institute -Defense The Skedar are mad, very mad, in fact. You can't let them kill anyone or destroy anything. You'll have to get out all of the hostages that are in the offices, first. There are also some in the base floor Training Rooms, which have equal importance. Don't let anyone come to harm. Also, you'll have to retrieve a prototype weapon that Foster was working on. It's the best thing that we have, and who knows what will happen if the Skedar get their hands on it... Also, a Skedar Shuttle is coming in our direction, and our sensors say that it's being programmed to explode within minutes. You'll have to take care of it before it blows up the Institute. Our only hope now is if we have the hometown advantage. Actually, we have two hopes - the other one is you. You've managed to be victorious in much more desperate situations, so this should be easy, right? Well, you're surely outnumbered, but are you outmatched...? Start With: AR34 Laser Combat Boost Data Uplink Get In Mission: Mauler: At the start of the mission, go forward, turn left, and kill this Skedar In A Battle Suit. He will drop a Mauler. Also, all of the Disguised Skedar Guards will have these. K7 Avenger: Kill a dataDyne Guard found later on in the level, and he will drop this. RCP-120: This is in the Firing Range, in one of the glass windows. After you complete the first objective, open the door to the Firing Range, go in, and turn left. Now, go forward until you can make a right. When you do so, go forward to the end of the room. Here, turn left, and press B on the computer. Now all you have to do is to strafe left until you're right in front of the gun, then pick it up. Shield: There's one in the small room to the right of the right elevator (if you're looking from the main entrance). There's also a second one in the main room in the autodefensive tunnels (the one with all of the garage doors and indentations in the ground). Characters: Foster Grimshaw Institute Personnel Carrington Institute Guard Skedar In A Battle Suit dataDyne Guard Disguised Skedar Guard Objective 1: Release hostages: When you first start, go forward a little, then turn left. You will see a Skedar In A Battle Suit here, so put a few bullets in it. Then, go up to where it was, and turn left. Go forward until you hit a wall, then turn right. Go forward a little, until you're in the center of this small room. Then, turn right, and go in the open elevator. Turn around, and press B to close the doors. When the elevator reaches the top, go forward until you're up to the wall, then turn right. Go forward, again, here, and when you reach the end of the hall, turn left, and go through the brown door here. Quickly kill the Guard up ahead, then quickly turn to the left, and kill this second guy. Now, turn around, get out of this room, then turn right. Go back this way, but only until the wall to the left of you ends. Then, turn around, and strafe all the way to the right. now, go forward until the wall on the left ends again. Now, turn around, strafe to the right, again, and go forward to the end of this small hall. Turn right, but don't open the door yet. Get out your Combat Boosts, and take one, but leave the other. Get your AR34 back out, and open the door. Now go a little into this room, while shooting at the guy ahead. When he's dead, turn right, and kill the Guard over the wall that's holding the personnel hostage. When he's dead, turn right, and exit this room. From here, turn left, and go to the end of the hall, past the elevator. You'll now be in a small room. Turn to the right and pick up the Shield, then back off. Now, turn right, and go forward until you're halfway into this room. Turn left, and go up to the elevator. It the elevator's here, go in, and if it isn't call it, then go in when it comes up, then close the door. Your Combat Boost should have worn off by the time you're at the bottom. When the door opens, exit the elevator, and turn left. Now, go forward until you see the door on your right. Before going in, use your second Combat Boost. Then, get out your AR34, and go through the door. In here, turn right, go forward until you're at the wall, turn around, and then strafe a little right. Shoot at the first guy here, while going forward to the others. Keep shooting while advancing through the guys. When all three of them are dead, keep going forward until you're at the wall ahead. Now, just turn around, strafe all the way to the right, and go forward until you're at the door to this room, which should still be open. Turn right, and exit this room. Turn right, again, here, and go forward, past the elevator room, and take the next door that you'll see on your right. Go in and through it, and turn left. When you can, make a right, and keep going forward until you're up to the wall. Here, turn right, again, and kill the guy that's a little to the right of where you're facing right now. Quickly turn back a little to the left, as a Guard will come from behind the wall here. When he's dead, go on to the next Objective. Objective 2: Retrieve experimental weapon: This is very simple, especially since you're already where you need to be. From this position, just turn around, go up to the computer, then press B. Now, strafe a little to your left, until you see the gun. Then, just pick it up off the wall. Objective 3: Deactivate bomb: You will have only a limited amount of time to do this in, so you'll have to be quick unless you want the bomb to detonate. Get out your RCP-120, then turn left. Kill the guy if he's here. Go forward up to the wall, then turn left again. Take the door on your right, then get into the main lobby. Turn right, here, and go forward to get protection behind the sofa. When you're behind it, turn left, then duck. Like this, you'll still have a good view of the enemies that will come from the hangar, while being a very small target for them. A huge amount of guys will come from the right, so be ready. Kill them all using this strategy, and when things calm down, tap R, strafe a little left, then go forward to the end of the room. From here, turn right, and go into this area that leads down to the hangar. When you're in, turn right again, and go down the ramp. At the bottom, turn around, then strafe right, and kill the guy if he's here. Now, ignore any other guys that will come at you. Go down this corridor. Strafe left when you hit the small wall, then continue your sprint. When you get to the bottom, turn the corner left. Go into this area, but ignore any Guards that may be here. Just get out your Data Uplink. Then, strafe right until you can get to the backside of the ship here. Go forward until you're right behind it, then turn left so that you're facing it. Press B, now, and strafe around the ship while still having the Data Uplink out to prevent too much damage from being done to you by any Guards that are here or will come. When the Skedar Shuttle flies away, get out your RCP-120, and Cloak yourself with the Secondary Function. Then, go back into the tunnel that you just came from. When you get in, turn right on the corner, and continue forward to the end of the passageway. When you get there, turn right, open the door, and go in. You've just evacuated the Institute. There goes this mission! Only a few more to go! -----------------------------Mission 8-------------------------------- In your desperate attempt to evacuate the Institute, you forgot about one crucial element - getting out, yourself! The other people from Carrington Institute have safely gotten away, but you've been taken prisoner aboard a Skedar prison ship. And what's worse, you're cellmates with Cassandra de Vries! She says that she'll make a distraction for you so tat you can get out. Of course, she wouldn't be doing this for anybody. She believes that you can avenge her death, and kill the Skedar, once, and for all. The idea seems stupid, actually. But, hey, it's always worked before, so why wouldn't it, this time? Agent Attack Ship -Convert Assault After Cassandra's noble sacrifice, you're left with a lot to do. But you won't be alone. Elvis is following the prison ship you're in, and is ready to come in and help. But in order to do that, he must dock, which he can't do if the ship's shields are active. Destroy them, then Elvis and his companions may be able to help you. You need all of the assistance that you can get. Also, there are some star charts aboard the ship. If you can get Elvis to them, he'll make a copy of them. This information can be useful to the Maian Fleet in destroying the Skedar. But that still won't make you the boss of the ship. You'll have to get to the bridge, and take over the ship from the control of the Captain. Once you do that, any remaining Skedar that may still be on board are powerless to do anything against you. You'll be Queen of the ship. Start With: Combat Knife Get In Mission: Mauler: All of the Skedar IN Battle Suits will have these for you when they die. AR34: Elvis will give this to you after you destroy the shields and go down the lift. Slayer: This is on one of the higher floors. It's in the room that's past that room with all of those Skedar in the green doors. In there, if you manage to get by the Skedar, and go to the back of the room, you'll find this laying on the ground. Shield: If, when you go up the lift, you go into the next room, kill both Skedar, then take the door that leads to the right, you'll be in a room with a small table on your right. On it is a Shield. Characters: Cassandra de Vries Elvis Maian Protector Skedar In A Battle Suit Objective 1: Disable shield system: Immediately when you start, set your Combat Knife to Throw Poison Knife. Then, go through the door up ahead. The next door should be open, so go through. Now look to your right. You will see a Skedar running. Wait until it's up on the ramp ahead of you. This way, it won't see you anymore. Then, go up to the railing ahead, and get your Knife ready to throw. Then, aim at the Skedar In A Battle Suit on the other side of the room, and release Z. You will throw the Knife, and it will hit the Skedar. When it does, turn left, and go forward down this way. Make slight rights to keep on course, and when you get to the end, you'll see the Skedar In A Battle Suit that you hit here. He will probably run around a little before dying, so let him. Then, collect his Mauler, and back off until there is a passageway on your left. Get out your Mauler now, and set it to Charge-Up Shot. Wait until the shot is fully charged, then strafe left. You'll see another Skedar In A Battle Suit here, so shoot it once with your charged Mauler. When it's dead, go forward, and make the corner to the right when you can. Keep going forward until you hit a wall. Then, turn around, and look a little left. You will see three strangely-shaped consoles here. Shoot the first one with a Charged shot, then hit the second one. For the third, you don't need to reload. Just hit it with your slightly charged Mauler, and that will still easily take it out. Then, turn right and look to the passageway that you came from. Objective 2: Access navigational systems: Go forward, and when you reach the corner, turn around. Strafe a little to the right, until you see the door ahead. This is a lift. Go up to it and press B to call it. It will then come up, soon. When it does, go in, turn around, and close the doors. Wait a little while until the doors open, then get out when they do. There's Elvis! Go up to him, and he'll give you an AR34. Get it out. You won't have to worry about Elvis too much, because he has his Double Phoenix to back to back him up. Do not proceed yet, however. Just wait until Elvis says 'Time to head upwards. I'll take this lift, you take the other one.'. Then, go forward, and turn left at this corner. Go up the small ramp, then head to the center of this room. From here, turn left, and you'll see an open door up ahead. This is another lift. Go in it, and turn around. You cannot close the doors manually, so just wait. On your way up, push against the left wall. The reason for this is that upstairs, there's a window that a Skedar can see you through, and will attack. He will also inform another Skedar, and they will both team up and attack you. You'll probably take lots of damage this way, and also, you'll lose your only chance to make a surprise attack. When you get to the top, strafe a little more left, go through the small hallway ahead, then go through the door at the end. In here, quickly turn left, and kill this Skedar In A Battle Suit. Once he's dead, just as quickly turn right, and kill this last guy. Now center your view straight at the door on the other side of the room, but don't go through it. Just go forward until you're in the middle of this room, then turn right. Go up to this door and open it. Go in here, then turn right, and kill the guy here. Near to where he was should be a table, and on it, a Shield. Pick up the Shield, then turn left. At the end of this corner of the room will be another door. Go through it, then, you'll be in a room with small pillars in the center. To the right of those pillars will be another Skedar In A Battle Suit. Kill it from a distance, and then go to the other end of this long room. Here, you'll see yet another door (when will they end?!?). Go through it, then, in this room, make a left at the fork. There will be another door here, so open it, and go a little into this small room. Immediately, turn right, now, and you will see a strange object, and to either side of it, a Skedar In A Battle Suit. Kill them both, then wait for Elvis to get here. That strange object that you see is really a star map. Elvis will go up to it, and make a copy, and then, you'll complete this Objective. Objective 3: Gain control of bridge: When Elvis is done, turn right, and go back out of this room using this door. Go forward from here, and make a left when you come to the split path. There will be another door here, so go through it. you will now be in a fairly dark tunnel with some scrolling writing at the end. Go down it, but make a right when you can. Here, there will be a ramp that leads up. But not any ordinary ramp - there will be a Skedar on it! Once you kill the Skedar and get to the top, turn right, and kill this next Skedar. Now go forward, and when you reach the end, turn right on the corner. Continue forward. Now, you'll see light up ahead, but that's not where you should be heading. Right before that well - lit room, there is a small passageway on your right. Take it, then when you get to the end, turn left. Now, go backwards until you hit a wall, then strafe left, up the next ramp. Keep your eyes peeled, because when you get to the top, there will be a Skedar In A Battle Suit ahead of you. Kill him, then go into the room up ahead. When you're in, turn right. You'll see another door here. Go through it, then go through the next one. Get a little into this room, then strafe left. You'll soon come to a Skedar In A Battle Suit. Kill him, then turn right. Go down the ramp, and when you see the Skedar coming at you, kill it. That's all the Skedar in this room. Now keep going forward until you hit the wall, then turn left. Keep going up this way, then turn left again when you get to the wall. Now, go forward until you see the door on your left. Go through it, then go through the other door ahead. Actually, it's not even a door, it's a lift, but press B on it as if it was a door, and it will open soon. Go in here, then turn around and close the door. The lift will go up, and when you get to the top, turn around, and go up to the next lift. Call it down, get in, turn around, and close the door. While it's going up, turn around, again, and get ready. When you get to the top, you'll see a huge Skedar In A Battle suit up ahead. Kill it, then look a little to your left. Kill this one, then turn right, and kill the last one. But it's not over, yet. Go a little forward, until you're at the ramp, then turn around. You'll see Elvis come through the door on the left, and then, you'll be assaulted by an enormous amount of Skedar In Battle Suits. They will come through the doors ahead. Kill all of them that come, and most importantly, don't let them kill Elvis. Keep killing them, and after about 30 seconds of doing so, you'll complete the mission. -----------------------------Mission 9-------------------------------- You've taken over the Skedar prison ship, and now, a golden opportunity arises. Both Humans and Maians want to get rid of the Skedar, right? well now's your chance. Elvis has discovered that the brownish planet that you can see here is actually the Skedar Homeworld! If this place is destroyed, that will mark the end of the Skedar's warring ways, and a new era of peace will dawn, but it's not that simple to do... You'll have to prepare the planet for bombardment, which won't be easy. Agent Skedar Ruins -Battle Shrine Elvis is right. There is some groundwork to do. You can't just blow up the planet that easily. There are a few holy pillars on the surface that form a semi-powerful shield, which is designed to protect the planet from total destruction. If those pillars are not eliminated, a few Skedar may survive the bombardment. They cannot be allowed to live. But most importantly, there's the Skedar Leader. He probably is equipped with Shields superior to any type of explosion we induce. That way, he may survive and reproduce more Skedar on another planet, and war and chaos will rule the land again. That would only make things worse than they are now, as the Skedar Leader will make every attempt that he can to stop this from ever happening again. We must make sure he's dead before we attack. The only way to hurt him will be to trick his shield system. His shields turn on only when something is coming at him very quickly. Anything else wouldn't hurt him. Except, if a very sharp object hit him at an even low speed in the right place, that may be enough to eliminate him once and for all! Start With: Falcon 2 (scope) Callisto NTG Devastator IR scanner R-Tracker Target Amplifier Get In Mission: Reaper: A few Skedar In Battle Suits have these for you when they die. They can be found mainly in the beginning of the level. Slayer: Two Skedar In Battle Suits have these. They are found in the area just before the Inner Sanctum. Mauler: The Skedar secret army just before the Skedar Leader have these. Also, when the Skedar Leader summons one of his guards, you can kill them, and pick up their Maulers. Double Phoenix: If you blow up two holy pillars that aren't part of your Objective, then go up to the cliff area, you will find this laying on the ground. Shield: This can be found in the room with the huge pillar. It's on the opposite side of the room as the pillar, itself. There's also one near the place that you blow a hole in the wall. If you look at the broken wall, itself, there is a small hole on the opposite corner of the room that leads to a new area. There will be two Skedar In Battle Suits here, and the Shield is under the second one. Characters: Elvis Skedar In A Battle Suit Skedar Skedar Leader Objective 1: Identify temple targets: When you start, go forward through the passageway ahead. When you get in, however, Immediately back off, because a Skedar In A Battle Suit will appear and come after you. Shoot it down, then go back into the passageway. This time, turn right, go forward until you hit the wall, then turn around strafe totally to the right, then continue forward. Make the right when you can. Go in this place, but look around this area a little, and you'll see a Skedar In A Battle Suit appear. Kill him, quickly, then aim at the other guy in the distance. He may be shooting you, but he probably won't hit by the time that you kill him. Then, when he's dead, turn on your R-Tracker. Now, go forward about halfway into this room, then turn right. Now, look on your Radar to see if the pillar ahead is one of your targets (there will be a yellow dot right in front of the green plus if it is). If this pillar is a target, then take out your Target Amplifiers, and throw one onto the pillar. Now, out your Callisto NTG, set it to High Impact Shells, and then continue. Turn left, and go through the passageway that the last guy was covering. When you get in here, turn right. You'll now be entering a claw-shaped room, where two Skedar will appear. Continue forward, making slight adjustments to keep on course. Soon, you'll see a knocked-over pillar on your left. Slowly go past it, then turn around, and run back the way you came from. You'll see another Skedar In A Battle Suit here, so take him out. When he's dead, quickly turn around, again, and kill the next Skedar that will come after you. There, now it'll be safe to proceed. Go forward, staying on the path, and when you reach the end, quickly run backwards from here. Another Skedar In A Battle Suit will come after you, so kill it while you run backwards. When it's dead, go back to the end of this claw-shaped passageway, and turn right when you hit the wall at the other side. Go forward here, and when you get to the end, start going backwards, because, not one, but two Skedar In Battle Suits will be coming after you, this time. Kill them both, then go back to where you started running backwards. From here, turn right, and go forward until your up to what seems like a dead end. Now strafe left, and you will squeeze through a small crack and go past this wall. Now go forward halfway into this room, then turn right. Now check to see if this is a target, then put a Target Amplifier on it if it is. Now, turn right, and go forward until you hit a wall. Now, quickly strafe a little left, past the Skedar In A Battle Suit, if he's here, then go forward about five steps. Now, Quickly turn around, and start running backwards, while killing the guy. You may have to wait for him to get out of the previous room, first, though. When he's dead, Go back to the (almost) dead end, then turn around. Now go forward, but take your first right while you're going down this passageway. Look down this corridor, and kill the guy with a Slayer ahead. Now go down this way until you reach the end. Just never mind the Skedar shooting at you. When you get to the end of the corridor, you'll see a pillar in the very left corner. Check if it's a target, then throw a Target Amplifier on it if it is (you may have completed the Objective, already, but still continue following this walkthrough to keep on track). Then, go forward until you hit the wall ahead, then turn right. Go forward into the next area, then look slightly to your right. You will see to guys here, each with their own Slayer. Kill them both, then get to the other side of the room. Here, there will be another passageway, so go in it. In here, turn right, and go up the stairs. At the top, there will be a huge pillar. It it's a target, put another Target Amplifier here. Now, turn around, and go back down the stairs. Keep going forward, until you hit a wall. Now, turn around, and collect the Shield a little to the left of the screen. Now, strafe all the way to the left, and then, go forward until you hit the small bump. From here, strafe totally to the right, then continue going forward. You'll soon see an entrance to an empty room on your left, so go in. Form here, run forward, past the pillar (don't ask why, just do it), then turn around. How's this for an empty room? When you kill the two Skedar In Battle Suits here, check to see if the pillar in the middle of the room is a target. If it is, place another Target Amplifier onto it. Then, get out of this room, strafe right a little, then go under the pillar ahead. Now, strafe a little left, then go through the hole in the wall, and you'll now be in the room where you killed the two guys with Reapers. Then, from here, take the passageway to the left of the Skedar Holy Symbol, and when you're in this hallway, turn left. Go forward, here, then make a right when you get to the end. Continue forward, but (obviously) stop when you reach the edge on the cliff. Now, go on to the next Objective. Objective 2: Activate bridge: Get to the very edge of the cliff, then turn about 70 degrees left. Now look down, and kill the Skedar In A Battle Suit here. Then, strafe a little to the left, then quickly strafe to the right, while going forward (I'm aware that you're jumping off the cliff). If you do as I told you, you should make it to the other side of the cliff. Now, there will be a Skedar In A Battle Suit shooting at you from behind. Don't even bother to look back, just continue forward until you reach a small ladder. Go up it, and then go a little forward to be safe from the guy that was shooting at you from behind. Now, catch your breath, and get out your Devastator. From here, go forward, until you reach the slight drop. Now, look down, on the snowy area on your left. Set your Devastator to Wall Hugger, then shoot there. Now, back off, and wait for the explosion to clear before proceeding. Now, jump down to this area, and then, go forward until you hit the wall. Now, turn left, and shoot another Wall Hugger grenade at this wall, over here. Then, back off, and wait for the smoke to clear. Then, get out your Callisto NTG, again, and go into the hole in the wall. Here, turn left, and then go forward until you hit the wall. Now look left. three Skedar will come at you from here, so make sure that you kill all three before proceeding. Then, go forward, and make a left turn when the path splits. Now, go forward, here, until you hear a Skedar roar. Look straight ahead, and wait for six Skedar to come at you. Make sure that you kill all six of them. Then, go forward, and you'll soon see a blue door on your left. Open it (it's broken, so it may take more than one try). Now, get into this room. However, look a little to your right, and kill this Skedar before doing anything else. Now, look straight ahead, and you'll see a strange block on the ground. Also, to the left of it, you'll see a pillar. Also, behind the pillar, you'll see a hole in the pavement. Your job is to push the block into the unpaved area. It may take a while to get the hang of pushing it in the right direction, but you'll soon get it. What makes this hard is that you can't grab onto the block like many other objects by pressing B. After you put the block in its rightful place, wait a little while, and the Objective will complete itself. Objective 3: Assassinate Skedar Leader: This is the hardest Objective of all. After you put the block where it's supposed to go, get out of this room, then turn right. Go forward here, but make the corner to the right when you get to it. Just keep going forward here, and go across the clear bridge, to the other side of the canyon. Stop when you get off the bridge. Now, look ahead for the three Skedar that will come at you. Kill them all before proceeding. Then, go forward, but turn right at the corner when you get to it. Keep going forward, but when you get to the next wall, turn al little left, so you look in between this wall and the pillar to the left. Here, you'll see three Skedar that will come at you, one at a time. Kill them all, then turn left, and go down this hall. Make the corner left when you get to it, then run forward, and turn right when you get to the split path. You'll see a lone Skedar here, so kill him, then go up the ramp here. At the top, you'll reach a door. Go through it, then keep an eye on the clear path below you. You won't fall. Just follow the path, and you'll come to a Skedar In A Battle Suit holding a Reaper at the end. Kill him, then go through the door behind him. Turn right on the first corner that you get to, and a left at the second. Now, keep going forward until you hit a wall. From here, just strafe right a little, and you'll be in front of another door. Open it, then go through. There will be one more door ahead, so go through it, too (gee, those Skedar really love doors!). Immediately when you get in this room, turn left, and start going forward. The lights will come on, soon, so shoot some High Impact Shells through the green door up ahead. Then, move back a little, then strafe right until you see another green door. Shoot some more, here, too. Then, strafe right, once again, and make a few more shots at the next green door. Now, reload, and turn around. Go to the other side of the room, and shoot inside this green door. Then, look to your right, and kill the Skedar that will be here. Then, turn left, again, and strafe right a little. Shoot at the next closed door that you see, and then strafe a little more to the right, and shoot at the next closed door (it may already be opening if you were slow). So, why were you shooting green doors? There was once Skedar In A Battle Suit behind each green door, that's why. Now, turn left, and go forward to the end of the room. Now, strafe left until you're in front of the door ahead, then go through it. You'll now be in front of a greenish pillar. Behind it, you'll find a door that leads to the Skedar Leader's room. Open it, go through, then kill him. If you don't know how, look in the Enemies section or just try to figure it out, yourself! ------------------------Special Assignments--------------------------- Most people wonder what these missions are about. Well, in my opinion, they are little parts of the game that happen sometime during the course of your Solo Missions. These are parts of the game that happen, but that you never get to experience, for yourself during the Solo Missions. In most of them, you will not be Joanna, but another character that's relevant to the story. They aren't required to be beat during the game, but are still cool and fun. Agent Mr. Blonde's Revenge This happens sometime between Area 51 -Infiltration and Attack Ship -Convert Assault. Now, Mr. Blonde must capture Cassandra De Vries and bring her to the helipad, where she may be brought to Skedar justice. Since she failed to provide the Skedar with her promised AI, we shall now break ours by terminating our peace treaty. Of course, there are fates worse than death, so you must not let her come to any harm yet. We will ensure that she is tortured to the maximum extent before her sacrifice to the God Of War. Start With: Mauler BombSpy Cloaking Device Skedar Bomb Get In Mission: CMP 150: All of the dataDyne Bodyguards on the lower level have these. Kill one and pick up a CMP 150. Double CMP 150: All of the dataDyne Bodyguards in the lobby have Double CMP 150s. Kill one of them, then pick up both CMP 150s that they drop to get a double. Shotgun: All of the dataDyne Bodyguards on the higher levels have these for you when they die. DY357 Magnum: Every Shock Trooper in the level has one of these. They can be found at the very top of the building. N-Bomb: There are a few Shock Troopers at the very top of the building that have these, but it's hard to kill them before they throw the N-Bombs at you, themselves. Falcon 2: The moment Cassandra De Vries sees you, she will pull this out. Disarm her to get it for yourself, but make sure to punch only once - a second punch will knock her out. Shield: There's one to the right of the right elevator (from the position you're in when you start). Also, if you use the stairs to get to the middle office floor, exit the staircase, turn right, then go forward, but when the wall on your left ends, turn around, you'll see a door to the right of the wall that separates these two areas. Inside, there is another dataDyne Bodyguard, but the difference is that she carries a Shield. Characters: Mr. Blonde Cassandra De Vries dataDyne Bodyguard dataDyne Shock Trooper Objective 1: Locate and Escort Cassandra to helipad: When you begin, start by setting your Mauler to Charge-Up Shot. Then, strafe a little left, so you're left of the desk ahead. Then, go forward until you're past it, then turn right. Go forward until you're about halfway into the desk, then strafe right, into it. You will pick up the two CMP 150s that were just behind the desk. Now, go forward, until you hit the wall. Then strafe right until the wall ahead ends. Then, put on your Cloaking Device, and head forward a little. Then, from here, turn left, and go forward, ignoring any Guard you see. When you hit the wall, turn left, again, and go forward until you're about halfway into the stairs. Then, turn left, and go up, and stop when you hit the glass railing. Here, turn right, and go forward, until you see the open elevator on your right. Go in it, then turn around, and close the door. Now, turn off your Cloaking Device, and get out of the elevator when you reach this floor. Now, kill any Guards that will be here, and when you think you've killed pretty much all of them, get back into the position that you were in when you came out of the elevator, then turn left. Go down the hall this way, and when you get to the end, turn left. There will be a door right in front of you, so take it. You will now be in the staircase. Take it up one floor, and then use the door on your left when you get there. Here, never mind the Guards for now, but turn around, strafe a little left, so you're in front of the elevator door, and call it to this floor. Be aware while you wait for it, because Guards will come at you during this time. Kill them all. When the elevator gets here, there may be Guards in it, so kill them if there is any. Then, get in the elevator, turn around, and shut the door. When you get to the top, kill any guys waiting for you, then exit the elevator. From here, turn right, and go forward, halfway into this room. Now, turn right again. You will now be in front of Cassandra De Vries' Office. Take off any gun that you have, then set your fists to Disarm. Now, go into the office, and go forward until you hit the desk. Now, crouch, then go around the desk, and Disarm Cassandra at her knees. Then, tap R twice to get up, then get out a gun. Point it at Cassandra, then follow her as she goes to the helipad. This may be tricky, because you can't harm her, However, kill any Guards that you encounter on the way, making sure not to hit Cassandra while you do so. Be especially careful when you get to the room right before the roof, as there are Shock Troopers here that will throw N-Bombs at you. When you get to that room, immediately turn right, then look up at the ramp. Kill that Shock Trooper first, because he will be the most likely to throw his N-Bomb. And also, watch out for the Guard that's in between the two doors that lead up to the roof. Once he's dead, just continue following Cassandra to the helipad, and when she gets there, you'll complete the Objective. That's all for the mission, since this level has only one Objective on the Agent difficulty. Agent Maian SOS This takes place between Chicago -Stealth, and G5 Building -Reconnaissance. This mission is all about how Carrington first finds out about the ship that had been shot down at Area 51. You play as Elvis, as you make a desperate attempt at a call for help to the Institute. You're on an unknown planet, but with your expertise in firearms, it shouldn't be too much of a problem to get past security... not too much... Start With: Nothing Get In Mission: Falcon 2: When you start, go through the silver door ahead. Now, go into this room, then turn right. Here, there will be a guy with a Falcon 2. Dragon: The Area 51 and Pilot Guards have these. Kill one and pick this mighty gun up. Tranquilizer: The scientists in Medlab 1 and in a few other places have these. Watch out, because a sedative can impair your combat abilities greatly. Double DY357-LX Magnum: In Medlab 1, there is an Area 51 Guard that carries these. Sadly, it's not worth getting, because you'll run out of ammo all too soon. Psychosis Gun: When you start, go through the silver door ahead. In here, turn right, and you'll see the Psychosis Gun on a table. Also, in Medlab 1 and in the later part of the level, there are some Scientists that carry these, but they only provide you with 1 Infected Sedative, each. Characters: Elvis Area 51 Guard Pilot Guard Objective 1: Activate distress signal: You will start with low health, and no gun, which won't make this mission too easy, but that's how it is when your ship crashes on an Alien planet. Oh well, when you start, Go up to the scientist ahead, and knock him out from behind. Then, when he falls to the ground, turn right a little, then go through the silver door up ahead, here. In this room, make sure that you're up to the right wall, because there's a Guard here that you don't want noticing you. Now, while strafing right, go forward into this room, but only a little, so you can move right, while still keeping as far away as possible from the front of the room. You will soon come across a guy ahead. Knock him out from behind, then pick up his Falcon 2. You'll need it to complete the mission. Now, go forward, and collect the Psychosis Gun from the table ahead. It will be very handy soon. Then, turn left, and go forward a little. Now, turn left, and go back into the operation room through the door ahead. In here, go up to the HoverBed, and push it to the glass window up ahead. Now, back off from the HoverBed, then get out your Falcon 2. Now, hit the HoverBed with a few bullets, and try hard not to miss, because you don't have very much ammo to do it in. After the HoverBed explodes and shatters the glass, wait for the explosion to clear up, then exit the operation room, and go across this room, to the other end with the door. Get out your Psychosis Gun, then open the door ahead. Now, wait until the guy ahead gets ready to shoot, then make sure that you get a hit on him. From now on, forget about the guy that you just hit, because he will fight for your side from now on. Now, quickly pull out your Falcon 2, and get ready for the door ahead of you to open. Another guy will come through, and start shooting. Your newly acquired 'friend' will get close to try to punch him, but that won't be enough. You'll have to help him, but making sure that you don't hurt him in the process. It's risky, but he'll die without your help. Now, after you help him, pick up the Dragon that the last guy dropped. Get it out, then look back at the guy you hit with your Psychosis Gun. He will go ahead into the long corridor ahead. Follow him as he shoots at the guys in this room, and assist him in his attack. Don't worry if he dies - it really doesn't matter, but it helps, so try your best to keep him alive. Now, when all of the Guards in this room are dead, go to the other end of the room, then go through the door there. When you go through, look to your left and right to check if any guys are ready for you here, and kill them if they are. Then, turn left, go through the door here, and go down this hallway, and then, up the ramp. When you get to the top, turn right at this corner. Now, continue going forward, down the ramp, but watch out when you get to the bottom. There will be two little crevices, one on either side of the hallway, and on either one will be a Guard. Kill them both, then continue going down this hallway, then down the next ramp. At the bottom, you'll come to another silver door. Go through it, and then, you'll be in one of the hangars. There will be a lot of enemies here, so just bear with me, and you'll be fine. First of all, look up, and kill the three guys that will run around the ramp ahead. Then, go a little into this room, then turn left. You'll see another guy here, so kill him as well. Then, there shouldn't be any more guys in this room, so turn right, then go forward until you can see the ramp that leads to the higher level. Once you see it, use it, and when you get to the top, turn around. From here, strafe all the way right. Now, go forward, and through the silver door up ahead. Go through the next door, and an alarm will sound. This is perfectly normal, but isn't exactly a good thing. From now on to the end of the level, Pilot Guards will come at you. They cannot be stopped, because their numbers are infinite. However, if you follow this walkthrough closely, you should be able to make it through the rest of the level without ever encountering even one of them. Okay. Now, go through the next door up ahead, ignoring the passageway on the left. Once you're through this door, set your eyes on the bottom of the right wall. There will be a small hole there, soon. When you see it, crouch down, and go through it. You will then fall down into the storage area. Now, tap R twice to get up, then look left and right to see if there is any Guards around here. Kill them if there is, but don't stand around for long, because more guys will come to the dead one's aid. Anyway, when he's dead, turn left, then go forward until you hit the wall. from here, turn right, and then go forward, going past the huge pile of crates on your right. Keep going forward, and kill the guy ahead if he's there. He may not, but that just makes things worse, as you don't get the opportunity to take him out now, while he doesn't see you, yet. After you've checked for (and hopefully, killed) him, turn left. Now, keep strafing right until you see a lift door ahead. When you do, go up to it, and call it down. Look around while it's on its way, because you maybe discovered by more Guards at this time. But don't be an easy target - when the lift gets here, go in it, then shut the door quickly. When you reach the top, kill any guys that may be waiting for you, get out, then turn right. You will see another Guard in the distance, and he won't shoot at you from afar, but you should kill him before you get into range. Then, go forward, this way, and go through the door that you get to at the end of your long journey there. There will be a guy ahead (or maybe a little to your left), and pretty close by. However, his back will be turned, so he won't see you before it's too late. When he's dead, go a little into this hangar, and turn left. Go up the ramp here, and at the top, turn left. Go forward, until you hit the wall, then turn left, again. Go forward down this ramp, making any corners you come to. You will soon encounter a guy that will be after you, so kill him. Ignore any gunfire that you hear on the lower level, and continue down the ramp. When you get the choice to make a left on this ramp, just keep on going straight, until you hit the wall. From here, turn right, and kill the Guard that will be here. Behind him is a lift. It may be open, so go in if it is. If it isn't, that's just your luck, so call it down, while keeping an eye out behind you, because guys will come to avenge their pals. Kill them, too. When the lift gets here, just go in, and shut the door. When it gets to the top, kill the guy up ahead. Then, get out of the elevator, go into the center of this small room, then turn left. Go through the door up ahead, followed by the next one. Go a little into this room, then turn right, and kill the two guys in the distance. Go through the door that they were covering, then, through the next one, ahead. In the next room, there will be two Guards. One will be closer, on the right, and the other, on the left, but further in the distance. After you kill them both, turn left. Here, you will see a brown board. Give it a few shots, until it changes color, and falls over. Then, walk over it, and into this next room. The last two enemies that you will have to face will be here. There will be one up close to you a little to the right, and one, farther right, in the distance. After you cause their sad (not really) deaths, search the far side of this room for a computer terminal with scrolling, green writing. Go up to it, and press B to complete this Objective. Since it's the only one, you complete the mission, too. Agent War! Do you think the Skedar would be gotten rid of that easily? Having predicted such disaster, the Skedar have set up a secret defense mechanism. When the Skedar Leader is killed, a set of clones of him are activated, and the Skedar once again have a leader! Since the Maian Fleet has detected traces of Skedar activity, the bombardament has been ceased and a team of Maians has been sent down to investigate. And if the King isn't killed soon, the Skedar might present an even bigger problem then before!!! Start With: Phoenix Get In Mission: Mauler: All of the Skedar In Battle Suits on the entire level have one of these. Considering the huge amounts of them on the level, it shouldn't be hard to kill one and pick a Mauler up. Callisto NTG: The Maian Protectors that will fight alongside you will carry these. Weather the Skedar or you kill them, they will drop their Callisto NTGs. Reaper: The Skedar King has this, and uses it with deadly accuracy. Kill him to get it. Characters: Maian Protector Skedar In A Battle Suit Skedar King IMPORTANT NOTE: First thing's first - This mission is very different from all of the others, as you'll soon discover. The whole mission is an all-out war, like the name suggests. You really should know a few things before you start that will help you enormously in successfully completing the mission - it takes a while to get used to the new style of play. First of all, there is no limit to the amount of Skedar that will come at you. Weather you kill 1 or 1 million, there will still be at least 1 Skedar on the level. You should also know that the locations and amount of Skedar that appear is unpredictable, so the best advice that I can give you is to be careful where you go. Also, running past the Skedar is suicude. There should NEVER be a Skedar in the areas behind you, because if there is, you'll just get killed from both sides. Just advance through the level slowly, killing any Skedar ahead before proceeding. Now, about your fellow Maians. Fighting alongside with you will be a few other Maians with Callisto NTGs. They will run through the level, helping you kill the Skedar, but on their own, they won't stand a chance. They aren't nearly able to put up with the huge amounts of Skedar. If you help them to survive, both of you will benefit. Besides the fact that your buddies won't be able to eliminate the Skedar on their own, they can be very helpful in dealing damage to them if you cover them. Don't let any of them die if possible, but don't worry if they do. Upon their slow and brutal deaths (what do you expect from their huge heads), they will reappear at the very beggining of the level. However, the further you are, the longer it will take them to come back to you and help, so try not to let any of them die best as you can. Enough about the Maians. Let's talk Skedar. So, each of them has a trusty Mauler. There's not much more to say about that. The Maulers they have are somewhat stronger thant the kind you get, and they have okay accuracy with them, too. This means that you'll die really soon if you let any Skedar live for more than a few seconds. Keep that in mind while you slaughter their alien butts. But, sadly, the Skedar aren't the biggest of your worries. You seem to have forgotten about the Skedar King(s). Each one of them will have a lot more health than any normal Skedar, a more powerful weapon, way better aim, and, of course, more intelligence. The Phoenix, alone won't be able to kill the King in time, and you'll take a huge amount of damage trying to do this. A better way of killing the King(s) is to use the Mauler set on Charge-Up Shot. Once the Mauler is charged to the max, one shot to the King's head should take him down. You may be able to get another shot in if you miss, but it may be better to restart the mission anyway since you'll probably take lots of damage and die if you make even this one mistake. Shows how hard this mission really is... Anyway, VERY good luck. It's going to be your only hope in surviving the Skedar raids this mission. Objective 1: Kill Skedar King.: I won't pinpoint many enemy locations, here. If I listed all of them, I would be writing until the end of time, which I'm not willing to do. To find out why, read the Important Note above. Immediately when you start, set your Phoenix to Explosive Shells. Any other guns won't give you the power you need during this mission, so don't use them unless I specifically say so. If you disobey, you will be killed, and I probably know that better than you, having made this mistake an enormous amount of times before I clued in. Now, strafe totally to the right, then go forward until you're up to the wall. Now, turn right, and run up this passageway. In this area, strafe to the very right of the room. Now, go forward, through the hole in the wall (it may still be smoking). You will now be in a series of tunnels (they should be sort of familiar to you by now). Strafe right until you see the passageway ahead. Now, go forward, until you're up to the solid wall. Now, quickly turn left, and look for Skedar here. If you were VERY slow, you wil see Skedar here, and he will start shooting. If you were at least decent in your speed, just continue forward, and turn right at the corner. Look down this hallway, and into the next one. If you were quick enough, you should have a few seconds left before the Skedar get here. Kill them off, then continue forward. From now on, I won't say all of the Skedar's locations, so just be aware at all times. Go down this corridor, and make a right at the corner at the end. Then, go forward, but make a left when you can. Now, force your way forward, and make another left when you get to the end. Go down this hall until you reach the end. From here, turn left, and go through the door ahead. When you get in here, turn right, keep pushing forward through the masses of Skedar, and make your first right. Now, continue your rampage, and get your Mauler out in the meantime. Set it to Charge-Up Shot, and when your Mauler's Fully charged, you're ready to take on the leader. When you can, make a left into this small corner. You'll need quick and good aim to survive this. Shoot the Skedar King here with your charged shot. The Objective will be complete if you hit him even once. If you miss, there is still hope, but it's much smaller. All you have to do if you miss is to run for your life, wait for the shot to charge up again while your guts start to flow out, and make another shot at the king without him tearing you to shreds. Simple, isn't it? But it's kinda worth your while to get the first shot right... Agent The Duel Having completed all of your Training, it's time for the final test. You will now go into the Holoprogram Training Room, and go head to head with a set of Simulants that will test your skill. You'll have to be quick, through, because this isn't an ordinary fight. It's a one-hit Duel! Start With: Falcon 2 (scope) Get In Mission: Nothing Characters: dataDyne Guard Objective 1: Defeat dataDyne guard: When you start, you will begin by taking a few steps forward. Immediately after this, you'll have to quickly turn around, and hit the dataDyne Guard behind you. First, he'll strafe to either the left or right, and then aim, and shoot. Wait until he's steady before getting your aim ready. You stand almost no chance without using the Aim Mode, so use it to your advantage. Surprisingly, this Guard's Aim is perfect. He will never miss, so you stand no chance unless you take him down quickly. Basically, this level's best defense is offense. ********************************************************************** ********************2B-Special Agent Walkthroughs********************* ********************************************************************** On this difficulty, all of the levels have four Objectives. This does not apply to the Special Assignments, as each of them only has two. You may need some help during these missions, but after beating Agent, you should have very little trouble facing the Special Agent Missions. -----------------------------Mission 1-------------------------------- A scientist calling himself Dr. Caroll contacted Carrington Institute, requesting extraction from Lucrene Tower immediately, before dataDyne remove his personality and protect the information he needs to give to the Institute. Daniel Carrington, curious of this information, sends his best agent, Joanna Dark in to investigate the case and rescue Dr. Caroll. But it won't be easy... Joanna has to get into the underground lab area, rescue Dr. Caroll, then get back to the top without either her or Dr. Caroll being killed. The Jumpship drops Agent Dark off, and now the rest is up to her... Special Agent dataDyne -Defection You will be dropped off at the top of Lucrene Tower upon Dr. Caroll's request of extraction from the building. This is your first mission, but you'll come through just fine if you remember your Institute Training. Good Luck... Let's hope that you don't need it. Start With: Falcon 2 (silencer) Get In Mission: CMP 150: All dataDyne Guards have these. There's also two behind the front counter in the lobby. Double Falcon 2 (silencer): From the guard in the office in the narrow glass hallway. Shield: One of the guards on the middle office floor in the far-left corner room will drop a shield if you kill him. Ammo Clips: Several offices will have these on tables. There's also one under some stairs. Necklace: Knock out Cassandra by Punching, Disarming, or using Pistol Whip on her, and she will drop here necklace, for you to pick up. It is required for one of the Objectives. Characters: Cassandra de Vries Negotiator dataDyne Guard dataDyne Shock Trooper Objective 1: Disable internal security hub: When you first start, you will be on the helipad of Lucerne Tower. But this place is much more defended this time. there will be cameras everywhere, so make sure that you follow along accurately if you don't want to be faced with hoards of Guards. Okay, let's get started... When you start the mission, turn left slightly. You'll see the corner of the helipad here. Go up to it, then look down here (and maybe a little more to the left). If you just ignore the light blinding you, you should be able to make out a small, silvery object. Get used to this sight, because that, down there is a security camera. If you don't want an alarm being sounded, you'd better take it out before you jump down, here. You may see a guy down there, but ignore him for now. Just blow up the camera. Wait until the Guard down there goes through the door, and then, jump down. It's quite a fall, but due to the programmers at Rare, you won't take any damage. Now, turn left, and kill the guy that you had mercy on before. He will have kindly shown you the way you have to go, and he's not wrong. When you go through the first open door, go through the next one, ahead. When you get into this room, you'll have to eliminate a few cameras. First, turn left, and you'll see a camera at the other end of the room. You may be able to make it past it without being seen, but it's better to play it safe. When it burns into black flakes, strafe all the way right, turn right, and strafe left a little. You will find yourself right in front of a dataDyne Guard. He will be very surprised, and will raise his arms slightly, and will actually do this for a while, giving you a chance to make good aim and pop a cap in his head. He will choke on the bullet, and fall to the ground. While this may be funny to watch, there are more important matters. Go forward to where he was, then strafe a little left, until you're past that barrier ahead. Then, go forward, to jump down the ramp. When you're her, turn right, and go down to where the ramp ends. Now, get out an ECM Mine, and then, strafe a little right. You'll soon find yourself in front of a computer terminal on the wall ahead, with an eerie, red light above it. Go forward, up to the terminal, and toss an ECM Mine onto it to complete the Objective. Objective 2: Obtain keycode necklace: From your current position, turn around, and keep your eyes on the ramp on the right. When it ends, that's your cue to turn left. Right here, you'll see a silvery door. Open it, then go through. A guy may have noticed you by now, so kill him if he's here. If he isn't, just wait, and he'll show up sooner or later. When he's dead, which is very important, because you'll be in trouble trying to kill him on the stairs, go forward, and into the door. In here, turn right, and go two floors down, at which point, you will hit a door. There may be a Guard here, but if there isn't, just wait for him to show up. Then, go through the door, and turn left in this room. Behind a pillar, you will see a guy (he'll be sticking out a little), so kill him. Then, when he's dead, go forward, until you can see the little path to the big, brown door on your left. When you see it, go into this room, and Pistol Whip Cassandra de Vries (the one on the left) until she falls to the ground. If you're not quick, an alarm will sound, but you actually have about 5 seconds to do this all in, so it shouldn't be too much of a problem to knock her out in time. Then, pick up her necklace, and do away with this Objective. Objective 3: Disable external comms hub: When you get the Necklace, turn around, and go back out of the office. Now, go across the platform until you get to the actual room, and turn right. Now, go forward, and when you see the lift on your right, go into it, turn around, and close the door. If the lift isn't here, you didn't follow the walkthrough very well, but you can still call it, killing any guys, and take it down when it gets here. Totally ignore anybody that you see on your way down. Then, when you get to the bottom, exit the lift, and go up to the glass railing ahead. Now, look down, through it, and kill the guy on the left through the glass. When the glass breaks, jump down, and kill the second guy ahead of you. Now, you'll have to be the best you've ever been during the game, so far. You're never going to make it with a measly Falcon 2, especially because of the power decrease due to the silencer. Plus, what do you need the silencer for when everybody already knows you're here? This is a job for the CMP 150. Get it out, then wait for about two guys to show up, then kill them, but don't wait any longer than that. From here, turn left, and strafe right, a little, so that you're on the right side of the desk. Now, go forward until you hit the wall, and then turn left. Kill anybody here, then go forward a few steps. Now, strafe all the way left, and continue forward. When you hit a wall, strafe left, until you're past the barrier, then go forward. You will see a decorated door, soon, so go in it. In here, there will be lots of guys, so kill them all. When the room's clear, turn left, get out an ECM Mine, and throw it onto the hub that's on a wall near the ground ahead. Then, turn left, and tab A to get your gun out, again. Objective 4: Gain entrance to laboratory: Now, strafe left, until you see the door, again, and go through. Kill any guys here, and then, turn right. You will see a hole in the wall ahead, so go in it. In here, turn right, and go through the door. You have two choices, here. You can kill all of the guys, until no more come at you, then go forward until you can make a right, do so, go forward, through the secret door ahead, then turn right, and go in the lift. But, if you're confident in your maneuvering skills, you can run in, shooting at the guys, then make a right when you can, go forward, through the secret door, then turn right, and go into the lift here. There's no correct choice, although there's no point in killing the guys if you're good enough to just run through the rest of the level. Either way, you should make it, and complete this mission. Special Agent dataDyne -Investigation Here, you will have to get a holograph of the radioactive isotope that is directly linked to Dr. Caroll for further analysis. Of course, you will have to make it through all of the labs and locate the guy yourself, but it would help to know more about this isotope before you leave the lab. Also, there is no way into the more restricted part of the lab for you. The only thing that you can do is to get someone - or something - to open the door for you. One last thing, there is some strange disturbance that's causing trouble during transmissions. Shut it down before it totally destroys your equipment. We wouldn't want that happening, would we? Start With: Falcon 2 CamSpy Data Uplink Get In Mission: CMP 150: Most dataDyne Lab Guards in the beginning of the level have these. There's also Two on opposing sides in the room with the glass containment unit with the Shield inside. K7 Avenger: The Guard in the underground Weapons Testing Area is trying this out. It's the first lab on the left, after which you take the small lift down to the guy that has it. Dragon: All of the Shock Troopers near the end of the level use these. Proximity Mine: There's one behind the radioactive isotope. You have to go around the outer perimeter of it, and get the mine at the very back. Be careful - it's a RADIOACTIVE isotope. Shield: This will be in a glass containment unit in the second room past the lasers. Another one can be found on one of the crates in the room before the isotope. Shield Tech Item: This isn't needed here, but is part of the Perfect Agent difficulty. Does absolutely nothing good for you on this difficulty. It's past the corridor in the door to the left instead of ahead in the room full of Shock Troopers (just before you find Dr. Caroll). Characters: Dr. Caroll dataDyne Lab Guard dataDyne Shock Trooper Objective 1: Holograph Radioactive Isotope: Start off by going to your left, turning right at this corner, and killing the Guard there. Enter the door, turn around left, and kill all 4 of the guys that come. Then go through the door across this room. Select your CamSpy, then use it to go through the door on the right wall in this room. Open the next door, but never mind the Guards. Open this door, too. Get your view ready, and when you see the green crystal up close, Press Z. The guards will be attracted to your CamSpy and will die in the radioactive isotope area, so don't worry about them. Objective 2: Start security maintenance cycle: Press A to return to Jo's view, and go across the room. You will soon come to a door. Go through it, and go forward. Turn the corner left, here, and kill the Guard behind the crate. Then, continue forward, past him, and make the corner left when you get to it. Kill this guy, behind the crate, too. Now, go past the crate (you have to be to the right of it to do so), and when you're ahead of the crate, strafe a little right. Now, kill the two guys behind crates, here, and head down this passageway when they're dead. At the end, turn left, and kill this last guy. Now, go forward, and make a right when you hit the wall. You will now be looking down a somewhat different passageway, but that doesn't change the fact that you have to go down it. When you get to the bottom, turn around, strafe left until you see the next passageway down, and then, go down it. This time, at the end, there won't be a corner to turn, but a door. Go through it, and ahead of you, there may be a guy or two. Kill them if there are, but don't wait for them if they aren't here. Now, turn around, and strafe right. You will soon come across another passageway. Look down it to see if anybody's there, and kill anyone that you may see. Then, go forward until you hit the wall. Now, turn left, and scan for guys. A few bullets will do away with anybody that you find. Then, go to the end of this hallway, and look for a computer on the left side. Press B on it to reprogram the cleaning robot. Now, to activate it... Turn left, and go forward, but look to the left wall for a computer. When you get to it, press B, then turn left. This Objective's done, but now you're lost. Well, not exactly - read on. Objective 3: Shut down experiments: You've had a hard time getting here, but unless you do what I say, it's going to be just as hard getting out. From this position, look near the ground for the robot that you just reprogrammed. It will come towards you, and head back upstairs, so it's the perfect way to get out of here. Follow it close behind, and it will set you back on track. Keep following it until it opens the door to the small room with the Guard inside. Quickly kill him, then get ready for the robot to open the door ahead. When it does, a guy will see you, and call everyone else in the area to help him. Then, you'll be in a firefight with all of the guys in this area. Just kill them all, and remember that they're outmatched. When it seems okay to move, again, go forward, into this area, but take your first right. You will now be in a small hallway with a door at the end. Go up to the door, and get out your CMP 150. Now, open and go through the door, and turn slightly left. Kill the guy here, and then, turn right, and kill this last guy. Now, look at the glass tube, and go around it. After you go around, you will see a scientist. Point your gun at him, and wait for him to say 'I'll shut it down.'. Now, turn around, and make your way around the glass tube, again. Exit the room through the door you came through, then get back onto the main hallway. Once you're there, turn right, go forward, but make your first right, again. There may be two guys that survived your onslaught here, so kill them. Don't go down this way, through. Turn left, and continue down the hallway. At the end, where you see the dataDyne symbol, turn left. Kill the two guys here if they have survived, and then, go down this short passageway. At the end, there will be a door, so go through it. In this room, look slightly left to kill one of the guys, and right, to kill the second one. Now, a little to the left of the second guy will be a set of computers, and behind it, a scientist. Go up to him, and when he says 'Please don't hurt me.', turn right. Now, go forward, until you hit the wall, and then, turn left. From here, go forward, about three steps, then turn right. You'll see a door here. Go through it, then go through the second door. In here, look left, and you'll see another scientist. Take your gun off, and when he says 'Allow me to assist you.', follow him until he starts typing at one of the computers. He will be making an attempt to activate an alarm, so quickly knock him out. Then, get your gun out, again, and press B on each of the terminals here, except the one that the guy was typing on. One of them will turn off the experiment, and complete the Objective. Objective 4: Locate Dr. Caroll: Exit this room, and go through the second door, back into the previous lab. In here, turn left, and go forward until you reach the wall. Now, strafe right, until you come across the door that leads back into the main hallway. Go through it, go forward, and when you reach the next door, go through it, also. Kill the two guys in this room, and then kill the other two that come through the next door. Once all 4 are dead, go through the next door, followed by the one after that. You'll now be in a room with lots of laser beams. Wait until the Cleaning Hovbot that you reprogrammed earlier comes and turns each one off before proceeding, or you'll get hurt by the lasers. The Hovbot will open this door, so let it, then kill the guy in this small room. Watch out, as the Hovbot will open the next door, and the enemies there will be alerted. Just enter this next room, and shoot the two guys. Change to your CMP 150, because your Falcon 2 will probably have low ammo now. Turn left, and go up the left wall and look at the glass to your left. Shoot the very right section, and it will break, giving you access to the Shield there. You may want to pick it up (you'd be stupid not to). Then, turn totally around, and you may want to get the two guns on the round table. It's free ammo, so why not? Then, go through the door on the opposite side of the room as the shield was (or if you're stupid, still is). Then, go through the next door (all those damn doors). Enter this room, but immediately turn around and shoot the guys hiding there. There's one to the left and one to the right of the door that you came from. When they're down, take out your Data Uplink and push B on the computer there. Wait until you hear the door ahead or you unlock, get your gun ready, and go down these stairs. Now stop. Think of how you're going to do this next part. Ahead is a room with about 4 Shock Troopers, but it isn't necessary to kill any of them. Past that room are some drone guns that can be avoided or destroyed, whichever you want, and past them, is Dr. Caroll. If you're a good player confident of your skill, you can just run past the Shock Troopers, go through the door on the other side of the room, and evade the drone gun's fire, open the door ahead, and complete the mission with little or no damage. But if you're not that sure that you can make it, you can kill all of the Shock Troopers in the room, open the door, then quickly back off and shoot the two drone guns above from a safe distance. After that, you can go down Victory Road, and complete the mission. I recommend option number two if you have any doubts on if you'll make it, but it takes longer, so don't waste your time clearing the area if you think you're good enough for option number one. Either way... Level 2 Complete. Special Agent dataDyne -Extraction After you retrieve Dr. Caroll, there is one more thing to do. You have to escape from the building alive, while also making sure that Dr. Caroll doesn't meet that fate. Watch out - everybody on the level is ready for you, so prepare for the worst... Start With: Falcon 2 (scope) Night Vision Get In Mission: CMP 150: All of the Shock Troopers at the Lobby, and some upstairs will carry these. Pick their guns up after you kill them. DY357 Magnum: Don't lets any of the first 5 guards see you (keep your distance), and quickly kill them. If you succeed, the last one will drop a DY357 Magnum, which is worth your while in this mission. Shotgun: All of the dataDyne bodyguards in the higher levels will drop these, but you shouldn't use it unless it's your last resort. Characters: Cassandra de Vries dataDyne Shock Trooper dataDyne Bodyguard Objective 1: Access foyer elevator: Start off by putting on your Night Vision. Then, strafe to the right until you can see the guy, and shoot him once in the head. Go over, get his gun, then get ready for the next guy. Go to the Door you'll see ahead of you, and get to the very left of the wall. Get just close enough to open the door, and press B. Then, quickly run backwards so he doesn't see you. Then, just shoot him in the head once. Go into the room ahead, but hug the right wall, so the guys in the next room don't see you. You will see one of the guy's heads, so shoot it. Then, while still hugging the wall, strafe behind the table, and shoot the next guy's head from as far away as you can. Then, go through this next door, and you'll see a timer appear at the bottom of the screen. That's how much more time of no lights you get, so be quick. Now, hug the left wall. Then, hug the blockade that dataDyne set up. Go a little forward, but just enough to see another Guard's head. You know what to do. Then, strafe a tiny bit to the right, so you can see through the next part of the blockade. You may need to go a little closer to the opening, but only until you see the next guy's head. You know the routine. Then, strafe a little right until you're about halfway into the room with the table in it. You'll see another guy's head. Shoot it, and that's all the stealth you'll need to do for the rest of this mission. Go up to the guy you just killed and pick up his CMP 150 and DY357 Magnum - both will be useful to you. Now turn this corner, run past these two guys, and then past the final guy and up the stairs. Call down the left lift and get on. While you're going up, take off your Night Vision, and equip your CMP 150. Exit this lift, go to the other lift, and call it down. Enter it when it comes down, and close the door. Objective 2: Destroy dataDyne hovercopter: When this lift gets to the top, exit it, and turn right. Go forward until you hit the wall, then turn right. Keep going forward, and make a right at this next corner. Now, kill the two guys behind the blockade. Then, go forward, up to the blockade, and turn left. Now, go through the door ahead. You may see the HoverCopter outside, here, but never mind it. Just quickly, and I mean QUICKLY, turn left, Turn left, and look to the right of the chair that you see. Go there, and a secret door will open. Turn left in this room, and go through the door that you see. Kill this Bodyguard. Go forward until you're at the glass, then turn left, down the passageway. Bodyguards will shoot at you from the other door, but it's not any reason to stop moving straight ahead. Turn left, go forward until you hit a wall, strafe right until you hit another wall, and open this door. Go through, shutting the door behind you. Now, catch your breath, and go one floor up the stairs. At the top, turn left, and go through the door here. Enter this room, and turn right. You will see a Shock Trooper and two civilians reloading their Rocket Launcher. Kill the Shock Trooper, but let the wimpy civilians escape. Now, go get the Rocket Launcher from the stand. Now, turn around, go forward until you're past the second lift, and turn left. Go back into this staircase, turn right, and go down three flights of stairs. If the HoverCopter is outside, just take cover in any of the corners far away from the windows until it goes away. Then, when you reach the place three flights of stairs down from the top office floor, you will be in front of some glass. Shatter both the top and bottom segments, then get out your Rocket launcher. Set it to Targeted Rocket, then look out the broken window, and wait for the HoverCopter to get here. Immediately when you see it, target it with R, so you see the box around it. Then, shoot your rocket out the window. The HoverCopter will be shooting you, now, so take cover in the back of the room. Now, just wait for the rocket to hit the HoverCopter, at which point you'll complete the Objective. However, if, for some strange reason, the rocket misses, you can still destroy the HoverCopter with any gun, but the CMP 150's your best bet. But, if the rocket misses, it may be better to simply restart the mission, because taking the copter down with bullets will take extremely long, and will probably, also drain a lot of health. Objective 3: Defeat Cassandra's Bodyguards: Go back up to the top of the stairs, and go through the door that leads to the top office floor. Now, turn right, go forward, and when you're past the second lift, turn right. Go through the door here, and then, go up the stairs. At the top, you'll come to a silverish door, so go in it. Now, you will be surrounded by Bodyguards. Stay calm, and follow these instructions. There will be a Bodyguard beside a computer terminal on the wall with the red light. Run up to her, and quickly kill her. The lights will go off, but there's no time to put on your Night Vision. Get into the safety of that little corner that she was in, but quickly turn around, and look to the silver door that you came from. Let your Auto-Aim target this Bodyguard, and shoot your CMP 150's magazine out to make sure that she's dead. There. The hardest part of this mission is done. Nobody will notice or shoot you as long as you stay here, so it's what I'll call the protective position. Now, put on your Night Vision so you can actually see. You'll be low on ammo now, so switch to your Shotgun. Set it to Double Blast for better chances of surviving the rest of the mission. When you're ready, turn to your left, and strafe right until you see the Bodyguard. She'll have to re-adjust her aim, so quickly take her out while she does. Then, strafe back to your protective position, and reload. This time, turn to the right, and strafe left until you see the next Bodyguard. She'll be adjusting her aim, too. Kill her before she gets a chance to strike. Now, there's only one more Bodyguard left - the one above you, on the floor higher up. Go up the stairs, keeping an eye out for the Bodyguard - she's at the top of them. Quickly kill her, and when you do, you might complete the Objective, but probably not. Why not? Because that's not exactly ALL of the Bodyguards! You've forgotten about the Bodyguards that you let live on the floors below. It shouldn't be a problem, so just go down, to the middle and lower office floors, and search the rooms there to find and kill any remaining Bodyguards. When they're all dead, you'll complete the Objective. When it's done, go back up to position you were in when you killed the last of Cassandra's Bodyguards (excluding ones on the office floors). Objective 4: Rendezvous at landing pad: Just head up the rest of the stairs, turn right, turn off your Night Vision, and enter the doors. You'll be on the roof. Turn right, go forward, turn right again, go up this set of stairs, and go to the middle of the landing pad. There. Objective 4 and Mission Completed. ----------------------------Mission 2--------------------------------- After your successful capture of Dr. Caroll, a very important matter came from Cassandra de Vries. She says that she has Daniel Carrington, and is willing to trade him for the dataDyne sapient, which you don't have. Dr. Caroll and Mr. Carrington were at his villa, discussing the information that Dr. Caroll had for him. Obviously, Daniel is being held hostage at the villa, and it's crawling with guards. Get to Carrington and save him before it's too late. Special Agent Carrington Villa -Rescue Well, it's up to Joanna, again. A member of the Institute Staff is being held hostage by dataDyne troops. She has volunteered to risk her life to create a distraction, and isn't willing to die, so you'll have to save her as your first priority. There's a wind generator at the villa that denies access to everything inside the mansion when deactivated. If the Institute's suspicions are correct, Daniel is being held in the wine cellar. An electronic door that is run by the wind generator blocks your way, so there's no doubt that you have to reactivate it. Lastly and most importantly, you'll have to save Daniel. That's what everything you do here comes down to. Start With: Sniper Rifle R-Tracker Get In Mission: CMP 150: Every single guard has this in their hands. They are powerful guns, so don't think that the guards on this level are harmless. Devastator: This is in the crate in the very left in the Helipad near the entry point of the level. Shield: If you need some extra protection, after going through the main front doors, head down the stairs to your left, and take the first door on the left in this corridor. Go to the far right side of the room, and open the shower door. There may be a dead guard there, his Sniper Rifle, and the Shield. If you need protection even sooner, there is a shield on one of the crates in the Helipad near the beginning. Characters: Daniel Carrington Negotiator dataDyne Guard dataDyne Shock Trooper dataDyne Sniper Objective 1: Save the Negotiator: Immediately when you start the level, go forward, to the ledge, and look down. You'll see two guards pointing their guns at a girl. Zoom in on the guards, then shoot each one once to kill them. That's the first objective. Be careful, because if you hesitate, you'll fail the mission. Objective 2: Eliminate rooftop snipers: Turn around, and go around this building that you see. You'll come to a path, where a dataDyne Guard with a CMP 150 will get down on the ground to try to snipe you. Be quicker and snipe him first. Then, go forward until you reach the ledge, then stop, and look down, and kill the two Guards that you see. Jump down, and go forward. Turn the corner and snipe this guard. Continue straight ahead, and then make a left when the path splits. When you see the red carpet, stop, and look near the top of the right pillar. There's going to be a Sniper there, so take him out before he snipes you (you may have to strafe a little left to see him, first). Then, run past the red carpeted area, and into this helipad. Turn left, and break open the last crate on your left. Go up to the crates, and pick up the Shield and Devastator. Then, go back to the area with the red carpet, but go in the middle. Quickly turn left, and snipe the four dataDyne Snipers that you see (the last one is more on the left, and may not be visible from your current position). Go forward up to the big, brown rock, then turn left, and look up. There's going to be another Sniper there. Go forward, now, and you will see a big mansion. There are some stairs that lead inside (they're on the white wall), so go up, turn right, and go up again. When you're at the top, look straight ahead, and kill the last two Snipers. Objective 3: Reactivate wind generator: Okay, now, turn left, and go through the door that you see. This is the main entrance to the Mansion. Quickly snipe the two Guards that come at you. Then, enter, and kill the two Guards on your right. Go forward to collect their ammo, turn around, and go down the stairs ahead. Turn left when you get here, then go forward until a guard sees you, and back off to the back of the corridor. Now, snipe all of the Guards that come at you. If you're not that good, you'll need more Shield power, so go in the door on your left, and go into the shower to find the shield. You'll be entering more hostile territory than before, so get out your CMP 150. Now, get back into the corridor, turn left, and then take your first right (the blue passageway). Turn left, and kill these two Guards. More may come, so kill them all, and go to the other side of the room, where there are stairs that lead down. Obviously, go down them, and kill the two guards that will come at you. Then, go forward, and take the first door that you see behind the barrier on your left. Go down the stairs and kill the guy on your right. Then, go to the left of the stairs, and kill this guard, then wait. The door will open, and a Guard will come in, so kill him. Now go through the door that he came from. Go forward, and then turn right. Go in this room, and kill the three Guards there. There will also be two computer terminals in this room, so press B on both of them, then exit the room. Continue down the passageway, but take your first right. Continue forward, and then take the right passageway. Kill the guard ahead, turn around, then kill the remaining three Guards. After their deaths, go forward into this room, and turn on the terminal around on the right of the light blue pillar. Objective 3: Rescue Carrington: Get out of this room, and continue forward, but only turn left, until you get to a brown door. Go down the stairs here, turn right, and kill the Shock Trooper. Continue down this path, and kill the two guards at the end. Now turn around, go forward, turn right, then get right up to the brown door. Open it, kill the guy behind the shelf, go in, turn right again, and kill this guy. Now go forward, and a little left, into the passageway. Turn right, and wait for the Guard behind the shelf to come out. Kill him, and aim down the corridor. Lodge a bullet in this guy's head, then get into the room that he was in, and kill the enemy that's behind you. There isn't much more of the level left now. Turn right, and spoil this Trooper's hopeless attempts to stop you. Pick up his key card and go through the door that he was covering. There's Daniel! Mission Complete. -----------------------------Mission 3-------------------------------- Daniel Carrington's capture wasn't a total loss. While captive, Daniel managed to pick up that a meeting was being held in the G5 Building in Chicago. Unfortunately, it's not as easy as going in and listening. A Carrington Institute Team was sent in to investigate the situation, and to secure some equipment that you'll need to get in the building itself. It won't be easy, especially because the lift that leads inside is guarded by a few individuals that will seal it shut if they notice you. You'll need to make sure that it doesn't happen, and then get in without getting killed. From then, just use the CamSpy to record the meeting, and then get out of the building alive. Reports say that resistance is high - and Daniel Carrington wouldn't lie to you. Special Agent Chicago -Stealth Well, you've just arrived in Chicago, and will have to get into the building, before anything else. You'll have to pick up the equipment that the Institute Team left behind for you, making sure that nobody else gets it. You'll probably need the equipment to get into the building, anyway, so getting it should be the first thing that you do. Then, to get into the building, you'll have to distract the guards there - they'll permanently seal off access to the building if they see you. Once both of those things are done, you will be able to get into the building safely. Start With: Falcon 2 (scope) Get In Mission: CMP 150: All of the G5 Guards will carry these and drop them if they die. DY357 Magnum: If the FBI Agents manage to or are interrupted in calling for reinforcements, they will take out these. Kill them at this point to get their DY357 Magnums. Remote Mine: This comes as part of the equipment in the storm drain. Reprogrammer: This comes along as part of the Drop Point equipment, along with the Remote Mine. Shield: This is hidden under the staircase that's in the blue door beside the Limo. Characters: G5 Guard FBI Agent CIA Agent Objective 1: Retrieve drop point equipment: Don't take out any gun yet. Head forward a little, and a bit to the right and wait until a G5 Guard comes by. Get behind him and crack his spinal chord. Now, pick up his gun and go into the passage on your right. Take out your Falcon 2 (scope), and turn left on this corner. Quickly get out into this area, then, turn left, and quickly take this FBI Agent out - he'll make attempts to call for reinforcements. Now, go up the stairs he was on. There will be at least two guards here, so turn around and kill them. When they're dead, Go across the ledge on your left and then into the alley on your right. There will be a Guard here, so kill him and proceed. When you reach this bigger area, turn left and point your gun at the two CIA Agents. Killing them will fail the mission, so let them run away, and wait about ten seconds to give them the time that they need to escape. Go in the passageway to the left of the dumpster, but go in far enough only so you can see down it. Use the Falcon 2's scope to quickly aim at and kill the FBI Agent (he's the guy wearing a dark brown coat, and is on the very right). If you're quick, he'll die before he gets the chance to turn on the alarm. Now that there's no danger of that happening, go through the passage way and kill the two Guards in here. Now, kill the two enemies on the big staircase attatched to the building. If you look to the left of the stairs, you'll see that there is a hole there that lets you slip back into the main road. Take it, but watch out, because the G5 Robot might be here. You can't kill it, so just run past, but don't turn left down the road. Go forward, but hug the left wall so that the guards at the entrance to the G5 building don't see you. Turn left into the storm drain, and jump down the ramp. Turn around 180 degrees and collect the white briefcase that you see there. You will get a Remote Mine, a Reprogrammer, and complete this Objective. Objective 2: Prepare escape route: Don't waste your Remote Mine on a stupid guard, you'll need it. Turn back around, and climb up the ledge up ahead and to your right. Turn right again, and climb up this ledge. Again, the G5 Robot might be here, so watch out. Now, turn right, and run back through the small crack in the buildings that you came through before. Turn left, and go forward, but only until you can make another left. Do so when you can. You will come across a wall. When you meet up with it, turn right, and go one floor up, to the wall that seems to be a sealed-up door. this is where yor prepare your escape route. Get out your Remote Mine, and place it on the paved door. DO NOT detonate, or you'll fail the mission. You get to blow the door down in the next mission, which you can repeat as much as you want, if you get to it, so resist temptations to blow it up, now. Now, that that's clear, go on to the next Objective. Objective 3: Create vehicular diversion: Get down these stairs, and at the bottom, hug the left wall. You'll see the small passageway you came through, before, right here. Go through it, and stop when you get into the bigger area. Turn left, and go forward into the dumpster to push it to the corner of the room. Now, you have to make the biggest decision in the mission. You can complete this objective in two ways. One way is by reprogramming the taxi and making it crash, creating a diversion. The other is by using the BombSpy and blowing up the terminal that seals the door. The first way is safer, but slower, and the second way is a little quicker and a lot more dangerous, as you're vulnerable to enemy attack when the BombSpy is active. Choose whichever way suits you, and then read on. For the first way, turn right, and go through the passageway. To your left will be a taxi that you will have to use the Reprogrammer on. Take it out, hide behind the taxi, and press B. Wait until the cab flies away, then take out your CMP 150, and hide back in the room with the dumpsters. Wait until you hear the crash, then head back to the street beside the place that you got the Drop Point equipment. Kill the 3 guards here, and go on to the next Objective. Or, you can back off from the dumpster, and shoot the barrel to the right of it. Make sure that you aim at the very left of the barrel to make sure that the explosion actually hits the dumpster. A briefcase just like the one that held the equipment will pop out, and inside that briefcase is the BombSpy. Pick it up and use it to go to the street before the storm drain. From here, turn into this passageway, and the guards will come at you. Quickly turn left in this area and head towards the only guard that didn't notice you. Go right up to him and detonate the BombSpy. Now, you'll return to being Jo, so go back to the street that you got to the storm drain from. When this is done, go on to the final Objective. I think that either way is good, but I like the second BombSpy method better, because it's funner and quicker. Objective 4: Gain entry to G5 building: Go forward, and take the first right that you can. Go into this area and head towards the yellow lift to complete the level. Special Agent G5 Building -Reconnaissance You've made it inside the building, but that's all useless unless you do the second part of the mission. You'll have to do several things for this mission to be successful. First, you'll have to record the meeting that is to be held in a matter of minutes. This will give the Carrington Institute a lot of information on what dataDyne's goals are, and also tell them who else plays a role in dataDyne's plans. If you hear the meeting, you see that dataDyne has reprogrammed Dr. Caroll, and probably has made a backup disk just in case. You'll have to find it, and then get out of the building with the data that you're to collect. The G5 Building will be even more guarded on the inside, so get ready for combat. It'll get messy, and only destiny knows for who. Start With: Falcon 2 (silencer) CamSpy Door Decoder Get In Mission: CMP 150: All of the G5 Guards on the level will drop these when you kill them. DY357 Magnum: All of the G5 Officers in the later part of the level will drop these powerful guns once you kill them. Shield: This is found past the second room with the Cloaked Guards, and is to the right of the stairs in the next room. Level 1 Keycard: You get this after defeating the two Guards in the first room. Level 2 Keycard: You get this after killing all of the guys in the second room with the Cloaked Guards. Backup Disk: You get this from the Safe on the higher floor of the building. It is required for one of the Objectives. Characters: Cassandra de Vries Mr. Blonde Trent Easton G5 Guard G5 Officer NSA Bodyguard Objective 1: Deactivate laser grid systems: At the beginning, the two Guards in this room will Cloak themselves, and then secretly assault you from lots of awkward locations around the room. These locations usually follow a pattern, though. As soon as you start the level, turn slightly to the right, and you will see two pillars about three meters ahead of you. Run in between them, then quickly turn right. If he hasn't already, a Guard will uncloak there and start to shoot you. Now is your chance to strike. After a few bullets send him to his doom, another Guard will appear. He will be either to the right of your current position, or right behind you, but a little to the left. Use this chance to kill the Guard. Don't worry if you don't, because this guy is fairly weak, is alone, and has bad aim. Just wait for your next chance to kill him and be quick to take him down before he Cloaks again. When the second Guard is dead, pick up all three guns that are now laying in this room, and also pick up the Level 1 Keycard that the last Guard dropped. There is a door in this room that can be unlocked with your new false identity, so just press B to open it. Go forward a little, and turn left when you get to the corner. You will see a Guard that's inspecting the lights, but don't worry - he won't even notice you. While you head towards him, some Guards on a lower level may notice you, but won't shoot, so just ignore them for now. Go up to the Guard and take your time in killing him, because you're not in a rush. Besides, you don't want to damage the terminal that he's fixing. When he dies and falls to the ground, a wall terminal will be revealed. You'll see some squiggly lines on it, which you don't want there. Press B to turn them off. Doing this will turn on the lights in the next room, and therefore, will help you greatly in seeing the Cloaked enemies you'll encounter. To your left will be the door that leads farther into the complex building. Open it, and you'll see that all of the lights there will be off. This is supposed to happen, so don't go back to the terminal and try to reactivate them. When you go in, nothing will happen, but don't look in every corner of the room to find the Cloaked guards. You won't find them, because they're not even here yet. When you look to the right of where you came in, you will notice two glass panels, and a blue door in them. Go through the two clear sheets, and the lights in this room will turn on. Turn totally around, and run to the dumpster on the other side of the room. You will notice that may Guards will suddenly appear and Cloak themselves, but ignore them for the moment. Just concentrate on getting close to the dumpster, yet far enough that you can see the whole thing. Look closely to the right of the dumpster, and you will see a slight blur. This is a Guard, so don't hesitate to shoot. Just keep shooting until the Guard uncloaks, meaning he's dead. Turn right, and look near the pillar, and a Guard will appear there soon. Kill him, and go get his gun. When you do, turn around, and look back at the pillar. Near here, the two last Guards will show themselves, so kill them and get the last one's Keycard. You know the blue door beside the two pieces of glass? Go in it, and get ready your trigger. A Guard may be right in front of you, so kill him if he is. Go forward, but looking to your left, because if the Guard wasn't in front of the door, he's here. Kill him quickly, but don't go up the stairs. Instead, go straight ahead past the stairs, turn left when you hit the wall, and then turn right when you're at the next one. There will be a Shield on the ground here, so obviously get it, and then go up the bluish stairs. Open the door up here, and go into the room. Very quickly turn right, go forward until you're past the pillar that you'll see on the right of your screen, and then make another right-turn. There is an alarm here that cannot be allowed to go off. Never mind any Guards here that will shoot you. Just look at the alarm, and kill the guy that will try to turn it on. When that threat is eliminated, turn around, and kill the Guard that was hiding here. The last Guard, which will be shooting you, too, will be to the left of your position. When all three Guards are dead, go forward to the place that you killed the last one. From here, turn left, and go up to the wall terminal you'll see here. Now, turn around, and press B on the next terminal you'll see. Now, turn around, and go up to the blue doors. Don't go through them, though - this will just lead back into the previous areas. Instead, turn left, and go forward until you're past the thick pillar on the left side. Now, turn left, and you'll see another wall terminal. Deactivate it, then turn right. There's only one more wall terminal to go. Make your way forward until you see the small dent in the left wall. Turn to it, and deactivate this final terminal to complete the Objective. Objective 2: Holograph meeting conspirators: Go back to the place where you encaounered and turned off the first wall terminal. Form facing it, if you turn around, you will see a staircase a little to your left. Go up it, and make a right turn when you get to the top. Now, continue down this way, and crouch down when you think you've reached a dead end. There will be a few pipes here that are strong enough to support you, and your CamSpy. To avoid a guard triggering the alarm in the next section, deploy your CamSpy, and follow this series of turns with it to get to a small opening to another room. Even Jo can't fit here, but the CamSpy can. Go in and watch the cutscene if you wish. Whatever you do, this Objective's over with... Objective 2: Retrieve Dr. Caroll backup from safe: You'll return to Jo's view when the movie finishes playing, so just go forward, but stop when the pipe ends. Turn left, go forward until you hit a wall, then turn right and go forward down this long pipe segment. When you reach the end, stand at the edge, and tap R twice to return to standing up. Turn right, and jump down to the room below. Two Guards in this area will notice you and try to trigger the alarm ahead, so don't let them. It won't make you fail any objectives if they do, but it would help if not everyone on the level comes to kill you. Once the two Guards here are dead, another Guard will come through the door at the end of the room. Kill him, as well, then go through the door that he just opened for you. Go up the stairs that you see, and then go through the door. Turn right immediately when you go through, and kill the two G5 Officers that will be right ahead. There's a door that they were guarding that you need to go through, so run there and get into the room. You will see a silver safe in this room, but it's locked right now. A Guard will come at you from behind soon, so kill him. Then get out your Door Decoder, and attach it to the wall panel on the right (if you're looking at the safe, itself). An alarm will go off and there's nothing that you can do about it. Just get out your CMP 150 and face the door. An infinite amount of G5 Guards and Officers will come at you, so kill them all. When the counter at the bottom of the screen gets to zero, wait about ten seconds, while still killing the Guards that come at you. After the ten seconds, the safe door should be wide open, so go in, and get the disk that's to the right of the golden head. Objective 3: Exit building: Get out your Remote Mine detonator and use it. Now, run out of the safe, because another alarm will sound, but double the guys will come this time. Just run out of the room with the safe, and turn left. Go forward, but take your first right, and, following that, your first left. Go through the smoking passage to complete the mission. ********************************************************************** ***************************2D-Strategies****************************** ********************************************************************** You may need help not just in how to beat a mission specifically, you may need help in playing, overall. Each difficulty should be approached differently, and if you're having trouble adjusting to a new one, consult this section for help. -------------------------------Agent---------------------------------- This is a fairly easy difficulty setting, and is the perfect way to build up your skills as a beginner. Here is a list of things to do when you're playing under this setting: -Try to use lots of head-on attacks and go all-out on the enemy. They probably won't hurt you very much if you do, and you stand much more of a chance during a surprise attack. -When attacking Drone Guns, get your aim ready, and jump out and rapidly push the trigger. Most guns will probably be destroyed before they hit you with this strategy. -Strafe around the enemy by pressing a horizontal C button and the opposite direction on the Control Stick when they're about to shoot, then hit them from behind. -Don't worry about keeping your distance. Honestly, you stand a greater chance of victory if you just get in close and kill the enemy rather than hiding. If you hide, the enemy will still shoot, and probably hit you more than if you just barged in and quickly killed it. -You may want to just run through the level instead of killing everyone. It's quicker, but more risky. If you're a novice, you shouldn't do this, but feel free to do it if you're confident in you speed and maneuvering skills. ---------------------------Special Agent------------------------------ This is much harder than Agent, but also much easier than Perfect Agent. The tactics for Agent might work here, but you'd better get uses to the newer style of playing if you want to be good. -Try to kill people when they're close, but hide if they're far away. You will lose a lot of health by trying to make head-on strikes on this difficulty, so don't do it anymore. Snipe people with a scope when you can, and make sure that they stop shooting before you go in and take them out. -This time, when blowing up Drone Guns, try to get in so it can't see you, then kill it before it starts shooting. The Agent method will cause a major decrease in health. -Try to hit enemies when they have just finished shooting. They will be vulnerable for about one second after they finish shooting. Use this to your advantage. -Try not to let the enemies see you rather than practically announcing your presence. Try to see just a limb, and hit it. This will stun them for a few seconds, giving you a chance to finish them off. - Don't let any guard live if you're playing by the 'Stealth' rules. Most better guards will kill you if you try to run past them. Also, it may be a better idea not to run through the level at all. Take your time, because it may kill you if you don't. ---------------------------Perfect Agent------------------------------ This is a very hard difficulty level. It's much more of a challenge than Special Agent. You need to use a totally different approach here, because anything written above won't just cut it here. -NEVER get close to an enemy. This will just increase their accuracy, any you will take a huge amount of damage, if not die. And I'm talking every single guard. If you let one live, they won't show mercy. -Don't let any Drone Gun see you if you don't want to be shredded into smithereens. Just spy on the drone and shoot it to take it out. If it sees you, run far away so it stops, and then continue secretly blowing it up. -Go into a room filled with enemies, and then close the door or hide behind a wall. Every once in a while, a guard will come, so kill him, and continue waiting for another one. When you don't get a guard in a while, they should probably all be dead. Now, it's safe to go into the room without worries of there being Guards there anymore. -Spy on your enemies and snipe them when the time is right. If you manage to surprise them like this, taking them out will be a lot easier. Also, never go straight into a room full of enemies. Just open the door to the room and close it, or if the room has no door, go in, get out, and then hide and look to the room that you were just in. A guard will come at a time, so kill all of them that come, and when they don't come for a while, it means that all of them that noticed you are now dead. You can now go into the room safely. -Don't even think about trying to run through the level. It's impossible on this difficulty. Use stealth and all of the cheap tricks in the book to your advantage, or you won't win. It's not as easy as you think. If you want to try running through, fine. But I'm not responsible for cleaning up any blood and gore that enemies induce. ____ /\----------------------------------------------------/\ ____ / ___|/\>===============*3-Combat Simulator*===============\|___ \ /_/\ \/----------------------------------------------------\/ /\_\ This is the second most attractive part of the game other than the Solo Missions. You'll want to know as much as you can about this, so don't miss out on these next few sections. Have Fun! ********************************************************************** *****************************3A-Simulants***************************** ********************************************************************** Unlike the much older Goldeneye, this game features computer controlled players in Multiplayer. Each Simulant has different characteristics, so you have to approach each one differently. If you don't, you'll find yourself drowning in a pool of blood. Oh, well, it's not my fault if you don't read this... -------------------------Types Of Simulants--------------------------- Killing a RocketSim is a good idea, but it isn't the same for a VengeSim. There are a wide variety of simulants that all have their own strengths and weaknesses, so you'd better learn them. The last thing you need is everybody killing you just because you don't know how to deal with each Simulant in a special way. How about looking here if that's how you feel after every Combat Simulator game you play? Normal Simulants: -MeatSim: A very dumb and inaccurate Simulant. These will try to kill you with their fists and shoot rockets at their feet. Usually, you can win just by standing still. Okay, maybe I'm exaggerating. But they will probably kill themselves more than they kill you, so I'm not all wrong. If I put them in a game, their score is almost always negative. -EasySim: Better than the MeatSim, but is still pretty stupid and easy to kill. In an average game (for me), they usually get around a score of zero. They also have pretty bad taste in weaponry. -NormalSim: Its skills are that of a player than can beat half of the game on Agent. It really isn't much of a match for anybody that I know. Good for people that have had the game for about 1 week, and have no experience of playing a shooter game beforehand should find this a fair match. -HardSim: This Simulant is as good as a person that has beaten the game on Agent, and halfway through Special Agent. Much better than the NormalSim. Puts up a little match for me now and then. -PerfectSim: These are at a small disadvantage to me, and are very skilled. They're about as good as any player that has beaten about half of the Perfect Agent Missions. They pose very much threat to any inexperienced player. -DarkSim: The difficulty of this Simulant is the exact of mine. I usually find my score close to or the same as his. Impossible to anyone that ever looks at their controller, doesn't use the Radar, or uses sucky weapons. A good match to me, and a nightmare to everybody else that I know. Special Simulants: -PeaceSim: These cannot do any damage to you. They will just collect all of the guns on the level so other players can't. However, if you have a gun out, they will take it, too. Kill these people to hit the jackpot in ammo and guns. -ShieldSim: This Sim will always try to be Shielded, and getting Shields is its first priority - it comes before getting a gun. When its Shields go down, even a little bit, it will get a refill. It will go crazy if there aren't any shields on the level, so make sure that there are. -RocketSim: These Simulants will only use explosive weapons - no matter how big or how small. This ranges from the Devastator to the Dragon to the Phoenix. Very dangerous, so keep your distance from them when you can. -KazeSim: This Simulant is on drugs. It just goes and finds a weapon (it might not even), and then blow everyone and everything it sees down as quick as it can. They're not afraid of dying, so be careful when they use explosives. They may get a suicide count, but kill quite a few others in the process. -FistSim: These will never have a gun out. They will just try to use their fists to Punch or Disarm whoever they see. Watch out, though. This means that you can't Auto-Aim them! -PreySim: These are Simulants that prey on others that are weaker than it. It will go after only those that have a bad record during the game and also people with no or bad guns. If one of these is in the game, make sure that you have a good gun out at all times. -CowardSim: These will run from almost everything. However, if it feels that it can win against you, it will attack. Hit it a few times to prove that you're better, and the chase is on again. Just make sure that it doesn't feel safe, so it runs away, giving you time to blow its head off. -JudgeSim: This Sim will always attack the enemy player with the highest score. It will make a radius decision if two players have the same score, and go after the closer one. These are the most fair of all of the Simulants, because they never hurt anyone that has a score disadvantage. -FeudSim: This is the most annoying Simulant. It makes a random decision at the start of every game to attack a single opponent, and only kill them for the rest of the game. They are dangerous, because they will never change their mind, and they will always chase you wherever you go. Be aware if one ever shoots at you. This means that you're its target. -SpeedSim: These Sims are very quick and will easily chase you down if you try to run. Just kill it if it's after you, because it will do the same to you eventually if you try to run. Also, this Simulant can run away very quickly if it's ever outmatched, so you really have to be prepared for its arrival. -TurtleSim: These are the opposite of the SpeedSim. They are very slow at moving around, but instead have a really strong Shield that gives them incredible defensive power. Even if there is no Shield on the level, it will still start off with one. Their Shields are much more powerful that the ones that you can get, so be cautious when planning your attack. -VengeSim: It's a very bad move to kill one. It will always go after the person that last killed it, so try to avoid doing so unless your life's on the line. A careless kill could doom you for the rest of the game. --------------------------Simulant Commands--------------------------- Here is a list of all of the commands that you can give to Simulants that are on your side. To access these options, during the game, press and hold A, then tap Z twice. Now, you can select from a bunch of options for your Simulant(s). Look here to see what each of them do. Combat Commands: Normal: The computer will make all of the decisions as far as what the Simulant does goes. Expect the computer to make good choices, but since it doesn't know exactly what you want, you way want to command it to do specific orders. Attack: After you select this, you will be taken to another menu listing all of the players. Here, you can tell the simulant to attack a specific player or Simulant. The Sim will then only go after that person until you tell it otherwise. Protect: The Simulant that you give this order to will get a good gun if it hasn't already got one, and then come to you. When it's at your side, it will follow alongside with you, helping you kill anyone that you encounter. This is very helpful right after you've just respawned, because you probably won't get a good gun that quickly. Hold: When you tell a Simulant to do this, it will stay in the stop that you issued the command from, and shoot at any enemies that come within range. Defend: After you issue this command the Simulant will stay in one spot, but once it sees an enemy, it will go after them. If it or the enemy gets killed, it will return to its post. Follow: The Simulant will go to you and follow close behind. However, when it sees an enemy, it will run away after it. When the enemy or it dies, it will return to you. Capture The Case Commands: Get Case: The Simulant will get the briefcase, then go somewhere for protection. It may be helpful if you help it stay alive. Also, if you have the Case, the Simulant will come and protect you. Hacker Central: Download: The Simulant will get the Data Uplink from any enemy that has it, or, if it's free, pick it up. Then, it will run to the Terminal and hack it. Also, if you have the Uplink, the Simulant will come to you to protect you. Pop A Cap: Pop Cap: The Simulant will attack the current victim. If you are the victim, however, it will run to you to protect you and to make sure that you don't get killed. King Of The Hill: Hold Hill: The Sim will go to the hill and stay in it, doing its best to hold off intruders. You may want to help it, though, just in case it's killed. Def Hill: The Simulant will go near the hill and repel any intruders. However, it will not concentrate on actually being IN the hill, so you'll have to be in yourself. It's better if you want defense, as the Sim won't be limited to staying inside the hill. Capture The Briefcase: Save Case: The Simulant will go to the case or the case holder, and kill them, making sure that the case doesn't fall into enemy hands. It will never go and get the enemy's case, though, so you'll have to do it, yourself. Get Case: The Simulant will attack the enemy's base and get their case, then try it's hardest to run back to your base without being killed. Don't leave your base undefended, though! ********************************************************************** ******************************3B-Arenas******************************* ********************************************************************** Look here for information on all of your favorite Combat Simulator Arenas. You'll need to know your way around if you want to survive. The Overall Rating and Overall Size are out of five starts (*****), one being the worst/smallest, and five being the best/largest. -------------------------------Skedar--------------------------------- Map: ____ | _ \ __________ | |_| \ | _____ | | \ __| |__ / / | |\ \ __/_______\_/ / | | \ \ | O O / | | \ \ | |________ \ __________________ | | \ \ | |\ /\ \/ | | | \ \ | | | |\ \ \ ___________ | | | \ \ | | | | \ \ \ / | | | | \ \ | | |_| \ \/ / | | | | \ \ | |||_|| \ / | | | | _____ \ __\|_|_| |___/___/ | | | |_| _ |_| ____________ | _____| |_____ | | | | / \ | | | __| |__ | ______________ | _ |_| _ | / \ | | | |__| |__| | | | | | |_____| | |/ \| | _____ | |__| |__| | | /| | | | |\ /| |_| _ |_| |__| _ |__| |__|\ / | | | | | \ / | | | | | | | \ | | | | | |__\______/__| _ |_| _ |__ |_| __| __ / | | | | |___ ________| |_____| | |__| |__| | |/ \ | | |__________ | | | |__| |__| | | \| | | _| |_ __ | |__| |__| | |______________| | ___ || ___ | | | |_____| |_____| | | | || |___| | | | | | | |___| ||_ _| | | | | | |__| |_________| | _____| |___ | | | \ / | |______________________________ | | \______/ | | | | | | | | | | |______| ______ | | / \ | |____________/________\_| Rooms: 6 Overall Size: **** Offense Locations: A great way to attack people here is to go to the room with the four ramps, one on each corner, and Cloak yourself if it's available. Then, sneak up on people and give them head shots. Defense Locations: If you want to defend yourself, go to the small balcony overlooking the big main room. This way, nobody can come in without you noticing, because there is only one way up here. Crouch so nobody on the lower level can hit you, and kill anyone that tries to come up here for the best protection. It may also help to plant a Laptop in the passageway to here to help fend off invaders. Common Activity: The majority of people use the room with the four ramps in the four corners of the room to get around. Don't go here unless you're comfortable in facing a lot of people at a time. Weapon Locations: 1: In the room with the two balconies, and also in a hallway near the room with the big crystal in the middle. 2: At a balcony in the room where there is two balconies across each other. It's the one with only one entrance. It can also be found on one of the ledges in the room with the ramps. Finally, it can also be found in the room with the big crystal. 3: This can be found in the middle of the main room that has tons of passageways leading from it. It's also in the room with the four ramps, on the ledge that leads to the bumpy room with the dirt floor. It's also behind a small pillar in a corner of the level. 4: In the bumpy area with dirt on the ground, as well as in the underground tunnels. 5: In the path from the room with the ramps to the room with the balconies. It can also be found in a small dead end of the level. 6: This is at the very beginning of the passageway that starts at the bottom of the area with the snow on the ground, and it's also in the passageway that connects the top of the main room to one of the balconies in the balcony room. Overall Rating: **** Description: This is a fairly good and fun Arena to play in. It features a wide variety of locations where battles may be held, as well as good weapon locations. This Arena is more suited, though, to games with 6 people (Players or Sims) or more, since it's quite large. It's also a little hard to navigate your way around here, since the whole place is big and has lots of small passages that lead to all sorts of locations. ********************************************************************** *****************************3C-Challenges**************************** ********************************************************************** Do you think Rare would give you all of those cool weapons and options before you did any work to earn them? No-ho... You'll have to beat the computer before you can play to beat it. Look here for the lowdown on how to unlock all of those cool features. ----------------------------What's Unlocked?-------------------------- Quite a few things, actually. It's hard to explain in words, so look on the chart below to find out. By beating... You get access to... Simulants Scenarios Arenas Weapons/Items ------------- --------- --------- ------ ------------- 1 Challenge Complex Farsight XR-20, Grenade 2 Challenges Hold the Briefcase Shotgun 3 Challenges Warehouse Falcon 2 (Silenced) 4 Challenges HardSim Capture the Case Super Dragon 5 Challenges Ravine Laptop Gun 6 Challenges Hacker Central Temple Remote Mine 7 Challenges Tranquilizer 8 Challenges Falcon 2 (Scope) 9 Challenges PerfectSim G5 Building Reaper 10 Challenges Cloaking Device 11 Challenges Grid Devastator 12 Challenges Pop a Cap Felicity Proximity Mine 13 Challenges Slayer 14 Challenges Villa Phoenix 15 Challenges Combat Boost 16 Challenges Sewers Mauler 17 Challenges Car Park Callisto NTG 18 Challenges Base Crossbow 19 Challenges RCP-120 20 Challenges Fortress DY357-LX 21 Challenges DarkSim N-Bomb 22 Challenges Ruins Laser, X-Ray Scanner 23 Challenges Pat On The Back - pointless reward 24 Challenges Thumbs Up - pointless reward 25 Challenges Congrats - pointless reward 26 Challenges Being Proud Of Yourself - pointless reward 27 Challenges Overabundant Coolness - pointless reward 28 Challenges Beating Everybody Else You Know - pointless reward 29 Challenges Almost Impossible Person To Beat - pointless reward 30 Challenges Perfect Player Award - pointless reward Look below to see how to beat each challenge. The Overall Rating is a rating of the difficulty of the Challenge out of 5 stars (*****), One being the easiest, and five being the hardest. ----------------------------Challenge 1------------------------------- Arena: Skedar Scenario: Combat Simulants: ShockSim (Standard MeatSim) Weapons: Falcon 2, CMP 150, Sniper Rifle, DY357 Magnum, Dragon, Disabled Limits: 5 Minutes, 4 Kills Special: - Overall Rating: * Description: Piece of Cake. ShockSim's right. He's just as easy to defeat as the standard dataDyne Shock Trooper set on the Agent difficulty. If you can't beat this Challenge, I don't know what to say. Just keep on practicing in the Holoprogram Training Room on the Base Floor of the Carrington Institute. It shouldn't really be a 'Challenge'. It took me about 1 Min. to beat it the very first time I tried it. Don't know about you, but this, in my opinion, is as easy as you can possibly make a Challenge. Of course, you could make the Sim have Mr. Blonde's huge body, and Elvis' big head, but that's about it. ----------------------------Challenge 2------------------------------- Arena: Skedar Scenario: Combat Simulants: ShockSim (Standard MeatSim) Weapons: Combat Knife, Falcon 2, Cyclone, Dragon, Rocket Launcher, Disabled Limits: 5 Minutes, 6 Kills Special: - Overall Rating: * Description: You'd think this guy'd learn after dying 4 times... but he's come back so you can extend his deaths to 10. All that's different in this Challenge is the Weapons Layout. You should quickly take out the Sim, because you never want to underestimate this guy's deadliness with a Rocket Launcher if he gets his hands on one. His aiming capabilities may be totally insane, but they may kill you, keeping in mind the Rocket Launcher's huge explosions. This should still be very easy, but it may be up to luck if he launches a rocket at you. ----------------------------Challenge 3------------------------------- Arena: Pipes Scenario: Combat Simulants: TechSim (Standard MeatSim) X2 Weapons: MagSec 4, CMP 150, Timed Mine, Dragon, AR34, Disabled Limits: 5 Minutes, 8 Kills Special: - Overall Rating: ** Description: A little harder than the previous two challenges. By adding two bad simulants instead of one, you get twice the kills. But, the downside is that it's played on a harder Arena, where you can easily suicide yourself if you're not careful at the bottom floor. It still shouldn't pose too much of a problem, though. Anybody as good as a NormalSim should be able to do this pretty easily. Use the AR34 or double CMP 150 for the most chances of winning. ----------------------------Challenge 4------------------------------- Arena: Skedar Scenario: King Of The Hill Simulants: CISim (Standard EasySim) Weapons: MagSec 4, CMP 150, Dragon, K7 Avenger, Shield, Disabled Limits: 10 Minutes, 4 Kills Special: Hill On Radar, Mobile Hill, 20 Seconds/Point Overall Rating: ** Description: This may seem easier because there's less Sims than the last Challenge, but it's a little harder due to the use of more advanced weaponry (mostly machine guns). The Sim has very good skills with the machine guns in this level, so it's difficulty pretty much increases to that of a NormalSim. However, it is played in the more familiar Skedar Arena, which partially nullifies the increase in difficulty. This Challenge should still take no more than two tries for a novice player. ----------------------------Challenge 5------------------------------- Arena: Complex Scenario: Combat Simulants: CassSim (Standard EasySim) Weapons: Cyclone, Grenade, AR34, Farsight XR-20, Shield, Disabled Limits: 10 Minutes, 10 Kills Special: - Overall Rating: ** Description: This popular Arena finally adds some quality gameplay to the Challenges. The weaponry here isn't half bad, either. The Simulant is somewhat skilled, and is only a tad better than the one in the last challenge. You should be getting good at this by now, so this Challenge should be easy. Use the AR34 and Farsight XR-20 for the most effectiveness. ----------------------------Challenge 6------------------------------- Arena: Area 52 Scenario: Hold The Briefcase Simulants: WorkSim (Standard MeatSim) X4 Weapons: CMP 150, DY357 Magnum, Shotgun, K7 Avenger, Shield, Disabled Limits: 10 Minutes, 6 Points Special: Highlight Briefcase, Show On Radar Overall Rating: ** Description: This Challenge, although having many Simulants, is still quite easy due to each Sim's difficulty. All of the Simulants are MeatSims, making them not too much of a threat. However, there are a lot of them to protect each other if one of them has the briefcase. Still, this challenge is fairly easy and shouldn't take more than three tries for sure, even if you're a novice. If you know a lot about first-person shooters, already, this will be a synch. Just don't even think about the disadvantage you have. You may be outnumbered, but they're seriously outmatched. ----------------------------Challenge 7------------------------------- Arena: Warehouse Scenario: King Of The Hill Simulants: JoSim (Standard EasySim) Weapons: Falcon 2 (silencer), MagSec 4, Cyclone, Grenade, Shield, Disabled Limits: 10 Minutes, 5 Points Special: One-Hit Kills, Hill On Radar, Mobile Hill, 20 Seconds/Point Overall Rating: ** Description: This is a pretty simple challenge, but it includes the deadly Grenade. It also has a strange twist - One Hit Kills. Although a Proximity Pinball is nice, the Cyclone is the best weapon here due to One Hit Kills. If even one bullet hits the Sim, she dies, making it very easy to hold the hill. Your worst choice is the Falcon 2 (silencer), since it has a very slow fire rate comparing to the other weapons that can be found. ----------------------------Challenge 8------------------------------- Arena: Skedar Scenario: Capture The Case Simulants: SnipeSim (Standard EasySim) Weapons: MagSec 4, K7 Avenger, Shotgun, Super Dragon, Shield, Disabled Limits: 10 Minutes, 9 Points Special: Show On Radar Overall Rating: ** Description: This SnipeSim can really be a problem if it starts to use the Super Dragon. When it sets it to Grenade Launcher, even an EasySim can be deadly. Go to it's base, as it will usually be undefended. Then, run back to your base as quickly as possible, killing the Sim is it's after you. Just do this until you have enough points to beat the Challenge. The Sim can be a threat, so don't underestimate it's power with explosives! However, if you manage to get your hands on the Super Dragon, you'll be fine. ----------------------------Challenge 9------------------------------- Arena: Ravine Scenario: Combat Simulants: TrentSim (standard NormalSim) Weapons: Falcon 2, DY357 Magnum, Timed Mine, Laptop Gun, Farsight XR-20, Disabled Limits: 10 Minutes, 10 Kills Special: One-Hit Kills Overall Rating: ** Description: The Sim is very good at getting the right weapons, but his weakness is that it takes him a while. You stand the most chances just after the Sim respawns. The best way to take him out like this is to get a Farsight and set it to Target Locator. This way, you can quickly kill him before he even gets the chance to get a gun, and therefore, make a cheap and easy win. Just make sure that you don't let him live too long, or he'll get a good arsenal, and hunt you down. If you do miss out on killing him quickly, you can still revert to brute force if you use the Laptop Gun. Better yet, plant it as a drone to protect you while you snipe! ---------------------------Challenge 10------------------------------- Arena: Temple Scenario: Hacker Central Simulants: GuardSim (Standard EasySim) Weapons: CMP 150, Cyclone, Remote Mine, AR34, Shield, Disabled Limits: 10 Minutes, 3 Points Special: Highlight Terminal, Show On Radar Overall Rating: ** Description: Back to the EasySims, but this time, you're playing a totally new scenario, not to mention with more sophisticated weaponry. The Cyclone, which can shoot through walls, will be helpful if you manage to get it. However, even if you're well armed, you cannot use any of it while you actually hack the terminal. Make sure that your Shields are full before you go and get the Uplink and start hacking, because you probably won't last very long under the Cyclone's fire, especially without protection. Also, it helps if you duck while you hack - it makes you less vulnerable. ---------------------------Challenge 11------------------------------- Arena: Complex Scenario: King Of The Hill Simulants: BlondeSim (Standard NormalSim) Weapons: MagSec 4, Tranquilizer, Shotgun, K7 Avenger, Shield, Disabled Limits: 10 Minutes, 10 Points Special: Hill On Radar, Mobile Hill, 20 Seconds/Point Overall Rating: ** Description: Now, it's on to the NormalSims. This Sim may be more intelligent, but Mr. Blonde's body and head aren't very small. Use this to your advantage, because it's what makes this Challenge not much harder than the previous one. The Shotgun is a very good weapon if it's set for Double Blast, but the downside is it's very long reload times. If you want to stand the most chance against the Simulant, use the K7 Avenger. If you can't find it, the MagSec 4 set on 3-Round Burst will have to do. Also, you might want to go for the Shield for a good lifespan while you're in the hill. ---------------------------Challenge 12------------------------------- Arena: Skedar Scenario: Combat Simulants: JoSim (Standard HardSim) Weapons: Falcon 2 (scope), Sniper Rifle, Shotgun, Super Dragon, Shield, Disabled Limits: 10 Minutes, 3 Kills Special: Slow Motion Overall Rating: *** Description: This Challenge is much harder and much more annoying than the previous one. By the inclusion of Slow Motion, you are more aware of your surroundings, and can react more quickly. The downside, however, is that the NormalSim is now a HardSim... But, if you know what to do and are a good player, you should be able to overcome this obstacle with ease. And just because it's 3 Kills doesn't mean it's a quick game - it takes about 30 Seconds for you to die. ---------------------------Challenge 13------------------------------- Arena: G5 Building Scenario: Combat Simulants: CIASim (Standard NormalSim) Weapons: Falcon 2 (silencer), Tranquilizer, Laptop Gun, Grenade, Reaper, Disabled Limits: 10 Minutes, 10 Kills Special: One-Hit Kills Overall Rating: *** Description: The Simulant will not be like the cheesy ones before. The Reaper, which fires at an insane rate, will be the Sim's top choice, and with all of those bullets, a hit is sure to come quickly. You can plant a Laptop Gun in a common area, to help you get kills, but the Laptop Gun will probably be better in your hands, alone. One hit is easy to get. That counts for you, and the Sim, so watch out... Just concentrate hard, and you'll probably beat the Challenge. ---------------------------Challenge 14------------------------------- Arena: Area 52 Scenario: Capture The Case Simulants: GuardSim, TroopSim (Standard NormalSims) Weapons: Cyclone, Super Dragon, K7 Avenger, Farsight XR-20, Cloaking Device, Disabled Limits: 10 Minutes, 10 Points Special: Show On Radar Overall Rating: *** Description: The best way to do this is to restart the Challenge until your base is the one with the Farsight in it. This way, you can keep killing the Sims for ten minutes, and since the game's a tie, you'll win. However, if the enemies get close, you're doomed, since the Farsight's slow panning won't be a match for their automatics. Just keep them at bay by killing them. ---------------------------Challenge 15------------------------------- Arena: Grid Scenario: Hold The Briefcase Simulants: LabSim (Standard NormalSim), LabSim (Standard MeatSim) Weapons: MagSec 4, Dragon, Shotgun, Devastator, Shield, Disabled Limits: 10 Minutes, 10 Points Special: Highlight Briefcase, Show On Radar Overall Rating: **** Description: Remarkably, this isn't that easy. The Sims (although they're supposed to be easy), will use the Devastator to blow you to shreds - even moreso if you have the case. You should use a gun such as the Dragon to protect yourself while you take cover in an area with one or two entrances (NOT the elevator - this makes you an easy target, because the explosions come through walls). This way, you can repel intruders quickly and easily. Don't just stand in a big room, because this is suicide. The Devastators are perfectly suited to this kind of scenario, so try to avoid it. If someone else has the case, well, you're screwed, because they really know how to defend themselves with explosives. If there's one thing that you shouldn't do here is use the Devastator, yourself. You will probably kill the enemy, yes, but there's no guarantee that you won't get a suicide count! ********************************************************************** **********************3D-Things To Help You Win*********************** ********************************************************************** You can't just give a walkthrough for Combat Simulator. That's why this section's here. It tells you Strategies, Tips, and more to help you be the best. -----------------------------Strategies------------------------------- Here are the Top Ten Strategies that I use when I'm playing in Combat Simulator. You might want to consider some of the things that I do, because I often beat a DarkSim at combat when I do these things. 10- Reload Often: The last thing that you need during a firefight is the inability of actually 'firing'. It then becomes a runawayandgetkilledfight. Always keep a full magazine whenever possible. If there's no enemies around, and your magazine isn't full, Reload! It may save your life. Also, if you do have to reload during a bloody battle, hide first, Reload, then get back into the fight. 9- Don't Head Into Battle Unarmed: If you've just respawned, and are Unarmed, or have an inferior weapon, NEVER head into a battle or enemy base. This may sound stupid now, but you'll find that you'll do it a lot, too. Try to anticipate such situations, and try to grab a good gun as quickly as possible. 8- Strafe Lots: Did you know that Strafing is quicker than simply pushing the Joystick forward? It's very helpful, especially when you master this technique, because you can outrun any inexperienced player that doesn't know this trick. Most harder Simulants do this, making them so good. 7- Hide: If you find yourself outmatched, try to hide and/or run away for protection, an possibly, a better gun. Usually, a well-defended base will kill you before you get a chance to even touch the people in it. Don't try this unless you're prepared, and run far away if you come across it. 6- Plan Your Attacks: Make sure that you and your allies have a rough idea of how you'll do your attack, and also a backup plan if it doesn't work. Also, try to scout out the area, first to get an idea of how much you need to prepare for your raid. You can't just go in and expect to blow everything and everybody out. You'll learn that they'll just probably do it to you. 5- Expect The Unexpected: Never drop your guard. At any time, a cloaked person may pop up and kill you, even if your base it totally fortified. Move around lots, and always be prepared for the worst - this means only switching guns in safe locations, and reloading only when you're sure you won't be detected. 4- Use Only Good Guns: It's impossible to defeat an enemy with skills just as good as you when you have a Tranquilizer, and they have a Devastator. It just isn't realistic. Get the best gun and remember it's location so you can get it again if you die or need more ammo. 3- Do What You Need To: You can't just attack with low ammo, defend yourself when you have full health and a Shield, or try to attack a base when you have no gun out. Sure, it might work, but you stand a much better chance if you know your status and act accordingly. Your life span will be short if you don't. 2- Know Everyone's Status: You have to use your radar, and know how to react. The radar is your best hope if you're under attack. You're the dot in the middle, and the top of the radar is straight ahead of you. Any other dots are enemies on your level, a triangle pointing up is an enemy on a level higher up, and a triangle pointing downwards indicates an enemy below you. Make sure that you are aware of where your enemies are, and that you know when they're closing in to attack you. 1- Use All Types Of Strategies: Don't be like most of the Special Simulants. Do everything well when you need to, and prioritize what is most important and time efficient. You have to be quick, quicker than your enemies, and know your status better than they do. If it's the opposite, they'll do exactly what you don't want them to - kill you. -----------------------------Tips------------------------------------- Here is where I keep all of the information that you people send in, of course crediting you for it. Send in any tips that you have for the other readers of this FAQ. -Not Done- ----------------------Top/Bottom Ten Weapons-------------------------- I have rated some the weapons in the game as the Top or Bottom Ten. Note that this is only my opinion, and should not be taken too seriously, as most of the weapons were difficult to choose. You should use the Top 10 Weapons whenever you can get your hands on them, and only use the Bottom 10 Weapons as a last resort. Top 10 Weapons -------------- 1. RCP-120 2. Laptop Gun 3. Farsight XR-20 4. Callisto NTG 5. Phoenix 6. DY357-LX Magnum 7. Crossbow 8. Super Dragon 9. CMP-150 10. Remote Mine Bottom 10 Weapons ----------------- 1. Slayer 2. Shotgun 3. Grenade 4. Combat Knife 5. Tranquilizer 6. Timed Mine 7. Falcon 2 (silenced) 8. Cyclone 9. Mauler 10. Falcon 2 ____ /\----------------------------------------------------/\ ____ / ___|/\>==================*4-Secrets*=====================\|___ \ /_/\ \/----------------------------------------------------\/ /\_\ This is a section that I made for any cool things that don't have to do with the Solo Missions or Combat Simulator in particular. I'm open to any suggestions on new sections to add here, in particular, so feel free to send them in. ********************************************************************** *****************************4A-Cheese******************************** ********************************************************************** This is a small part of the FAQ that I dedicate to the various pieces of cheese found throughout the game's Solo Missions and Carrington Institute. Look here for your daily intake of dairy products. -----------------------What is this 'Cheese'?------------------------- This was an original idea and attempt by Rare to boost the replay value of the game. They were planning to make the Cheeses to be secrets, and sort of like the Challenges in Combat Simulator, unlock cheats and new features. However, they realized that they were too short on time to add the secrets, and too short on time to take the cheese out, so they left it in. It's fun to find them, anyway. You cannot actually touch any of the cheeses, though. Below is where to find them all. -----------------------------Locations-------------------------------- Look here to find all of those elusive pieces of cheese. Be aware that there isn't one on Area 51 -Infiltration. Carrington Institute See the Glitches section and look for a glitch named 'Slayer Carrington Institute Tour' for information on this piece of cheese. dataDyne -Defection You will need some sort of explosive for this. Just use a Cheat like the Phoenix, and you're ready to find the cheese. Go to the room where you meet Cassandra in dataDyne -Extraction, and look to the right of the terminal on the wall that's lit with a read light. You will see a pipe here. Shoot it with your explosive, then go in. When you fall to the bottom, look down a little, and you'll see the cheese there. dataDyne -Investigation Nothing special is required here, except being on Special Agent or higher. Just go to the lab at the very end of the hallway leading into all of the labs, and go into the lab on the left. In here, go through the door on the right side of this lab, followed by the next door, ahead. Now, look down, and go forward until you can see through the glass below. A little to your left is the cheese. dataDyne -Extraction This is in the same place as in dataDyne -Defection. This time, however, you must get the keycard from the guy on the middle office floor, and go up to Cassandra's Office, and pick up the Grenade on the table. Now, take it and put it near the wall on the right, then back off. When the explosion clears up, you can go into the pipe just like in the last level. Now, go forward, to the end, and turn left. Look down a little, and you'll see the cheese, here. Carrington Villa -Rescue This one is down in the wine cellar, at the top of the second wine shelf that's right up to the wall. You'll need the Sniper Rifle to get a better view of it. Chicago -Stealth This is in the bar's washroom. Just go through the blue door near the Limo, go down the stairs, and kill the first two guys that will come, but only Disarm the third one. He will turn around, and open the door to the bar. If you take the passageway to the left and go into the washroom, and look into the first toilet on the left, you'll see that it houses this level's cheese. G5 Building -Reconnaissance This is inside the vent under the ramp beside the damping field generator. You have to be to the left of the vent so you can actually see the cheese. Area 51 -Infiltration There is no cheese on this level. Save yourself some time and don't try to look for it. Area 51 -Rescue You need to be on Special Agent or Perfect Agent to see it. Go through the showers, until you come to the hangar. Now, continue down the ramp until you come across the small cable that leads across the hangar on your left. Use it, then go into this vent. At the end, before falling down the hole, look ahead using a weapon that can zoom, and you'll see the cheese here. Area 51 -Escape In the same place as the last level. However, to see it here, you need to once again play on Special or Perfect Agent. Go past the cliff leading to where Jonathan is on Agent, but continue forward, instead. Go through the series of doors, until you come to the hangar. Now, just like before, take the cable, across the hangar, go into the vent, and just before the hole, zoom in ahead to see the cheese. Air Base -Espionage Go to the place where the cable car is, and go as far right as possible. Now, look down the cliff and into the water with your Horizon Scanner, and you'll see the cheese there. Air Force One -Antiterrorism This is in the luggage area at the bottom of the plane. It can be found to the left of the escape pod, along with some pressure equipment. Crash Site -Confrontation If you look at the cockpit of Air Force One, then go to the very right side of the plane, itself, and use the Sniper Rifle here, you'll see the cheese. Pelagic II -Exploration If you go past the power generator room, and then, look down through the floor, you'll see the cheese, here. You may need to break some lights so that you can see it better, and it also helps if you crouch down. Deep Sea -Nullify Threat Immediately when you start, look a little left, and through the glass plate. On the ocean floor, here, you'll see the cheese. You may need to use the Sniper Rifle for a better view (get it by using a Cheat). Carrington Institute -Defense Go through the door that the Skedar broke down, then, turn left. Back off a little, and then, zoom in on the crevice above the door that you just came through. There's the cheese. Attack Ship -Convert Assault When you get to the hangar, go towards the elevators, but make a right when you get to them. Go through the door, here, and go to the middle of this room. There will be a crack in the blue ground here, and if you go to the right of it, then look in, you'll see the cheese. Skedar Ruins -Battle Shrine When you get to the area where you blow a hole in the wall, take the secret passageway on the other side of this room, and when you reach the Shield, look through the crack in the rock or use the X-Ray Scanner (from Cheats), and you'll find the cheese, here. Mr. Blonde's Revenge This is in the same place as dataDyne -Defection and dataDyne -Extraction. Maian SOS This is in the same place as Area 51 -Rescue and Area 51 -Escape. War! This is in the same place as Skedar Ruins -Battle Shrine. The Duel Use the Farsight (from Cheats) to look through the wall on the right and find the cheese (it's in the same place as Carrington Institute -Defense. ********************************************************************** ***********************4B-Cheat Descriptions************************** ********************************************************************** Just like Goldeneye, this game has a wide variety of ways to tinker with your experience playing. Of course, you have to unlock the cheats before you can use them, which also adds to the challenge of beating the entire game. Here is where you'll learn about each and every Cheat and what they do. It also might convince you to try to get a certain cheat. -------------------------------Fun------------------------------------ DK Mode: This makes everybody (including you) have a big head and arms, and an awkward slouch. The DK stands for Donkey Kong, and you'll see that that's what this cheat pretty much changes everyone into. Small Jo: This makes you very small and hard to hit. However, you also move at a very small pace, which evens out this cheat's pros and cons. It also makes you small during the cutscenes, which can be quite humorous to watch. Small Characters: This has the same effect that Small Jo has on you, but it does it to everyone EXCEPT you. Team Heads Only: This is possibly the worst cheat. It does nothing to help you. It just makes the heads of the enemies that you meet be the heads of the people that developed the game. There's no point at all to this - disappointing, I know. Play As Elvis: This is not helpful in most cases, but is fun, nevertheless. Instead of being Joanna, you'll be Elvis. He's shorter, and has a big head, so you'll need to adjust yourself to being a Maian. Slow-mo Single Player: This is a terrible cheat. You might as well pop a cap in your skull rather then play with this on. If you've used a Combat Boost, and couldn't turn it off, you'll know what I mean. -----------------------------Gameplay--------------------------------- Invincible: What a great Cheat! Like its name suggests, You cannot get hurt if this cheat is on. I think that it's the best Cheat in the game. Or maybe it's just as good as All Guns or Unlimited Ammo, No Reloads. Cloaking Device: This gives you a Cloaking Device from the start of the level. It only lasts for 120 Seconds, unless you turn Unlimited Ammo on. It's like the Goldeneye equivalent of Bond Invisible, by which can be freely activated and de-activated. Marquis of Queensbury Rules: This makes the in-game enemies be unable to use their weapons. They can only punch if this cheat is on. Jo Shield: This cheat lets you start with a normal Shield when you start the level. This helps if you want to practice a level on Perfect Agent, and since you are still vulnerable, you will gain experience. This forces you to still be careful, so it's that Perfect way to learn. Super Shield: This gives you a very powerful Shield from the start of the level. It's three times the strength of a normal one. It's practically as good as invincibility, because there aren't many things than can penetrate this kind of protection. Enemy Shields: This gives the in-game enemies weak Shields from the start of the level. It increases the difficulty of the level, so therefore increases your skill. Some Perfect Agent levels are close to impossible with this on. Enemy Rockets: This makes each of the in-game enemies start with a Rocket Launcher. Obviously, makes the game a lot harder, or easier in the case you manage to get your hands on the super-powerful weapons that the enemies leave behind. Perfect Darkness: This is mostly a pointless, but cool cheat. It makes the whole level pitch-black. This, alone, would be pointless, but you start off with Night Vision so you can actually make out the level. This also prevents the Night Vision from ever overloading. ----------------------Weapons For Jo In Solo-------------------------- Rocket Launcher: You start off with a Rocket Launcher, with a full amount of extra ammo. Sniper Rifle: You start off with a Sniper Rifle, with a full amount of extra ammo. Super Dragon: You start off with a Super Dragon, with a full amount of extra ammo. Laptop Gun: You start off with a Laptop Gun, with a full amount of extra ammo. Phoenix: You start off with a Phoenix, with a full amount of extra ammo. Psychosis Gun: You start off with a Psychosis Gun, with 4 extra ammo. Trent's Magnum: You start off with a DY357-LX Magnum, with a full amount of extra ammo. Farsight: You start off with a Farsight XR-20, with a full amount of extra ammo. -------------------Classic Weapons For Jo In Solo--------------------- PP9i: You start off with a PP9i, with a full amount of extra ammo. The Perfect Dark equivalent of the PP7. CC13: You start off with a CC13, with a full amount of extra ammo. The Perfect Dark equivalent of the DD5 Dastovel. Klo1313: You start off with a Klo1313, with a full amount of extra ammo. The Perfect Dark equivalent of the Klobb. KF7 Special: You start off with a KF7 Special, with a full amount of extra ammo. The Perfect Dark equivalent of the KF7 Soviet. ZZT (9mm): You start off with a ZZT (9mm), with a full amount of extra ammo. The Perfect Dark equivalent of the ZMG (9mm). DMC: You start off with a DMC, with a full amount of extra ammo. The Perfect Dark equivalent of the DK5 Deusche. AR53: You start off with an AR53, with a full amount of extra ammo. The Perfect Dark equivalent of the AR33. RC-P45: You start off with an RC-P45, with a full amount of extra ammo. The Perfect Dark equivalent of the RC-P90. -----------------------------Weapons---------------------------------- Classic Sight: Some players may prefer the Goldeneye target over the new, futuristic ones. If this is the case for you, turn this cheat on, and your wish will be granted. Unlimited Ammo - Laptop Sentry Gun: This is good if you have the Laptop Gun cheat. When you set it as a drone gun, it will never run out of ammo, and therefore, never need replanting. Hurricane Fists: This is just what it sounds like. It makes your punches have a very quick Fire Rate, making Unarmed a fairly good weapon. It's funny how quick Jo can punch... Unlimited Ammo: This gives you an unlimited supply of extra ammo. It's a fairly good cheat, and isn't that hard to get either. Unlimited Ammo, No Reloads: This gives you an unlimited supply of extra ammo, and ammo in your magazine. This makes everything shoot very rapidly, especially Mines, Grenades, and the Rocket Launcher/Slayer. X-Ray Scanner: This lets you start with an X-Ray Scanner. It isn't that good of a cheat, but fun to use if you want to see what people on the other side of the wall are doing. R-Tracker/Weapon Cache Locations: This gives you an R-Tracker when you start. When activated, it shows the locations of weapons on your radar. All Guns: I can't stress how good this cheat is. It gives you access to every weapon when you start, and each weapon starts with a full amount of extra ammo. A sweet cheat, indeed! -----------------------------Buddies---------------------------------- Velvet Dark: The standard Co-op partner, and obviously has some relation to Joanna. My guess is that she's her older sister, or cousin. She's the only partner that you can actually get credit for completing the mission with. She carries a Falcon 2, even if it isn't available during the mission. Pugilist: Not Done Hotshot: Not Done Hit And Run: This is a simulant that has Mr. Blonde's body, and Grimshaw's face. He carries his K7 Avenger, and quickly kills and runs from the location when he's done. Surely better than Velvet. Alien: This changes the simulant that you have in Co-op into Elvis, who carries an RC-P120. Possibly, the best Buddy. ********************************************************************** ***********************4C-Cheat Walkthroughs************************** ********************************************************************** This tells you how to get each of the cheats above. It's sort of like a mission walkthrough for the missions that you need to complete to get the Cheat, but concentrating more on the time aspect. This section will really help if you are having trouble getting a certain Cheat. -----------------------------Invincible------------------------------- You need to beat Area 51 -Escape on Agent in under 3:50 for this one. Here's how to actually do it. When you start, run, and I mean RUN through the door up ahead. Then, go through the next door. Run down this corridor, and then, go through the door on the other end. Immediately, when you come through, turn right, then zoom through the next door. Shoot at the guy ahead, but don't stop. Good if he dies, but it really doesn't matter now. There will also be a guy more on the left, but he's much less of a threat, and you can take him out later. When you get to the other side of the room, go through the door, then turn left in here. Tilt a little to the right, and then strafe left while pressing forward. You'll travel much quicker here, this way. When you get to the end open the door here, and throw Elvis into the small room here. Now, turn around, and go back up this ramp. There will be that guy that you left alone up here, so kill him while still running up. When you get to the top, turn right, and go through this door, again. Now, run into here, then, make a right when you can. Go through the two doors here, then kill any visible Guards here. When that's done, take either the left or right ways so you get to the other side of the room, here. At the other side, you will see a small passageway. Go through it, and at the end, open the door. Go in here, then turn right. Kill any Guards you see, then look on the far left side of the room for a door. Go through it, then, run across the ramp, here. Kill any Guards that you meet on the way, but don't fret if you miss a few. At the end, you'll come to a door. Go through it, then go forward until you hit the wall. Here, turn right, then wait until Jonathan says 'We need to get back to our friend.' Now, turn right, kill any Guards that will be after you here, then go through the door. Go back this way, but make sure that you kill all of the Guards before proceeding, because you don't want Jonathan wasting your time, doing it. On the way, get out your Super Dragon, and set it to Grenade Launcher. When you reach the end, go through the door, and shoot a few grenades into this room so all of the guys here die. Then, go into this room, set your Super Dragon back to Rapid Fire, and wait for Johnny to show up. When he does, defend him from the huge amount of guys that will be on their way here. Then, when he finally says 'Okay, Jo. Stand Back!', get away from the area that he was planting the explosives in, and look to them. When the explosion clears up, go through the smoke, and then head down the ramp on your left. Actually, don't head down it, just jump off. Now, turn around, and go through the door a little to your right. Watch the cutscene, or just skip it, then turn right. Go through this door, and head into this room so that you're past the ramp on your right. Then, turn right, and go forward until you're far enough to go up the ramp. Then, turn around, strafe a little left, and go forward, up the ramp. Quickly kill any guys coming from the previous area, or Jonathan will waste your time, again, and you probably won't get the required time. After you hold them off for a little while, turn around, go back down the ramp, and turn left when you hit the wall. Meet up with Jonathan and Elvis, here, and they will start talking. When they do, Turn around, and turn right when you hit the wall. Then, go forward and up the ramp ahead, and at the top, turn around. Then strafe right a little, and head down this ramp, killing any guys that may still be alive here. Make a left when you can, and you'll soon come to a computer. Go up to it, and wait for the music to change. When it does, press B on the computer. Then, quickly turn around, and make the left when you get to it. Continue this way, and you'll soon reach another computer. Press B on it to complete the mission. If you followed with me closely, you should have gotten the cheat, but it also defends on your gun's aim, the enemy's aim, Jonathan's speed, and so on. However, you should still be able to get the cheat without any trouble. ********************************************************************** ****************************4D-Glitches******************************* ********************************************************************** You see, this game isn't Perfect. There are a whole bunch of weird things that happen, but aren't supposed to during the game. They are sometimes cool and fun, too. Anyway, send in your Glitches or Tricks, and I'll credit you and post it up on this FAQ. ----------------------------Flying Crate------------------------------ There's a Hovercrate in the hangar area. Didn't know that? Well how about if I told you that it could fly and even pass through walls? You'd be pretty amazed, huh? Well, I'm telling you. First, go down to the Jumpship Hangar area, and pick up the Hovercrate. Take it up to the ramp that is above the ground level of this room. Now, take it to the place on that ramp that has that slight drop, continues, then ends in a tunnel. Now, let go of the crate, and grab it as far away as possible. Then, get up to the very top of the drop, but not on it, and face the way of the drop. Now, strafe right, until the box starts to fly. If you noticed, the glass railing is preventing you from holding the box, yet you still control it. Odd... Now, try strafing even more right, and it will fly halfway into the section divider. Weird, but that's not the end. Now try backing off quickly, and the crate will fly a little through the railing, then drop to the floor below. Really weird... -------------------Fly By Wire (and through walls)-------------------- Set up a normal Combat Simulator game with one player, and make one of the Weapons the Slayer. Now, start the game, and pick up a Slayer, and set it to the Secondary Function. Go to the room with the four open paths (one in each corner), and a rough floor. Now, take the path that leads up, and while you're going up the ramp, stop, and press Z. Quickly press A or B to slow down the rocket, and make it fly up and above the wall ahead. Go down a little, and turn right. You will see through the walls to the left, but you'll crash on them. Sooner or later, you will stop seeing through the wall, because the transparency will end. Pretend that this transparent wall is a normal wall, and the end is a corner that you must turn. When the wall ends, immediately turn right, around the corner, and your vision will blur. Never mind, and keep on going straight. You will soon emerge back in the level, and behind you, will be a wall. How about that? If you look at it with a character, though, you'll actually see that the missile goes through the wall! ------------------------------Shoot Foster---------------------------- This is a really funny glitch, but doesn't need the crate from the hangar, although it is much easier. First, if you want to, get the crate, and block off the door to the Firing Range so that it doesn't close when you start the Training. Now, go in, Select a weapon (preferably Combat Knives or the Crossbow) and select Bronze, because you get the most time. Then, peek out from the door that's now open, and shoot Foster. Some types off ammo will even get stuck in him, and it's really funny to see him all pulverized. Trust me. You'll laugh, too. ------------------Slayer Carrington Institute Tour-------------------- It's cool to do this, because Fly By Wire is fun, and you can even see the Cheese when you do this. Here Goes. First, if you want to make it easier, get the crate from the hangar, and block the entrance to the Weapons Research part on the Base Floor. Then, go in, open the door to the Firing Range, and quickly get in the Firing Range, but in the way of the door so it can't close (you don't have to hurry if you put the crate in). When you're in the right place, Press Start, select Slayer on Bronze (for the most time), and Shoot a Fly By Wire Missile into the Door that you aren't normally be able to shoot into. Quickly but accurately shoot your missile through the area, and exit through the door that (hopefully) is still open or is blocked. Then, you're free to go anywhere you want with this missile. Go down the hangar path, then go outside, and turn left. See that door up there? Go to it, but then turn right, and you'll see a little crevice. Go in, and when you're there, you'll see the cheese. Cool, eh? ------------------CamSpy Carrington Institute Tour-------------------- Take the crate in the hangar upstairs, and block the door in the Device Lab from closing. Now, get in the lab, and press Start. Select CamSpy, and pick it up from the table across the room. Set down the CamSpy, and exit the Device Lab. Then, you're free to roam the Institute with your CamSpy. --------------------ECM Mines That Don't Disappear-------------------- This is funny, as you can stick ECM Mines to people's faces, and they don't even disappear. Here's how to do it. Go to the Device Lab and Start up the ECM Mine Training. Pick up the ECM Mine, and equip it. Now, abort the Training and then Start it up again. Pick up the ECM Mine and equip it. You'll notice that you have 2 of them... Now, throw the first one wherever you want your mine to permanently stay, and throw the next mine anywhere else. Now, either wait or abort the Training, and the mine that you placed first will stay there forever. ---------------------Easy Firing Range Completion--------------------- Do Not - I repeat, DO NOT read this unless you have completed all of the Firing Range tests yet. It'll spoil the challenge. If you have beaten them all, then feel free to read through and do this for fun. Go to the Firing Range, and select the Laptop Gun on any difficulty. Aim where you want this gun shooting from, and hold B. Then, quickly Tap Z, tap Start, tap down on the joystick, press A, and press Start. Then, you'll be at the Weapon Select screen. Select the test you wish to easily pass, and then the difficulty, then start, and don't move your joystick. When the Laptop Gun gets thrown on the place that you wanted it, It will start shooting, and you will still get the gun that you picked training for. Help the Laptop to get an even better score together. --------------------------Menu Manipulation--------------------------- There's a little trick that you can do to change the backgrounds in the Perfect Menu and the Combat Simulator Menus. There are two ways of doing this. Change the Perfect Menu to that of the Combat Simulator: Select 'Combat Simulator', press A, then very quickly, press B. There, like the new background? Or, you can change the Combat Simulator Menus to the background of the Perfect Menu: Select Combat Simulator and press A. Wait 3 seconds, then quickly press B, tap down on the Control Stick, then press A again. Now, there will be no flames in the background. Try it for a change. ---------------------------Negative Ammo------------------------------ This is really weird, considering that you have ammo in your magazine when it isn't there. I know it sounds strange, so listen up. Get out an RCP-120, and Cloak yourself with the Secondary Function. Then, start shooting, so your magazine is empty, but don't stop when your ammo runs out. You won't shoot anymore, but you will still Cloak! Although you don't see your ammo go down, if you wait too long, all of your ammo will immediately disappear, for some odd reason... But to prove my negative ammo theory, let go of the trigger after a while of Cloaking without using ammo. Now, you will see your gun insanely reload, but your magazine won't go up a bit. After you wait a while for all of the 'negative' ammo to be deleted, your gun will go back to normal, and the bullets will go up. It's strange, and the only way that it's possible is if you have less than no ammo in your magazine. Okay... I'm even confusing myself right now. -------------------------Ammo Multiplication-------------------------- This would really be cool if you could do it in real life! First of all, you need to be set on either Combat Simulator or Co-Op, but it's much more useful in Co-Op. Have the first player get out any gun, and the second player Disarm it. Now, make the second player take the gun they just got out, and then, let the first person Disarm it. You will notice that each time that you do this, the amount of ammo that you have will increase. This is an unexplained phenomenon, but it really works. Even better, you can get a really good gun like the Rocket Launcher to do this with, and you'll have virtually infinite ammo, and you'll still get credit for the mission! ********************************************************************** **********************4E-Combat Simulator Tricks********************** ********************************************************************** This section has tricks that you can do to get better things in the Combat Simulator. I still recommend that you use the official way to beat the Combat Simulator, though. -----------------------Easy Challenge Completion---------------------- You need two controllers for this to be done. First, make a preset file that should be easy to beat. This can be anything, but I recommend a game with one MeatSim, with a one-kill limit, in an Arena without a pit. When the preset is made, save it, and go to 'Load Settings' on Player 1's Controller. Now, with player 2's controller, press Start, tap the Control Stick left, and highlight the challenge that you want to beat. Now, press A twice, followed by B. Now, with Player 1's Controller, select the preset that you just made, and then press Start. Now, the challenge that you selected is being played, but the computer thinks that the challenge has the settings of your pre-made file, so if you complete it, it's like completing the Challenge, and if you don't, it's like failing it. -----------------------Easy Player Rank Increase---------------------- This lets you easily gain stats for your character in Combat Simulator. First, (obviously) load your player onto Player 1, and make up a game with a simple pitless arena, and very powerful weapon, like the DY357-LX Magnum. Then, make all of the opponents Meat PeaceSims. Make sure that the second player is in the game, too. Then, start your game. Take Player 2's Controller, and pick up any gun, and miss with a full magazine of ammo. Then, get player 1 to pick up a gun, and make a head shot on Player 2, or two, or three - Whatever amount it takes to kill him. Then, run away from any attacking Simulants, and find the powerful gun you set up. Get it, and make 3 head shots on the guys that are behind you. Take off your weapon, then press start on Player 2's controller, so he's revived. Then, quit the game using Player 1's controller, and you'll get all four medals, and great statistics, too. ********************************************************************** *********************4F-Pointless But Cool Areas********************** ********************************************************************** There are many places on this game that are cool, but still have no real significance to the game. This isn't a bad thing, as it's cool to play around in them. ----------------------------dataDyne Pipe----------------------------- Go to dataDyne -Defection, and go to the area that you meet Cassandra and her Bodyguards at the end of the dataDyne -Extraction. There, use anything that explodes (use a cheat), and blow through that pipe that's right under the door that leads to the roof. Go in to find the area with no point. The cheese is there, too. -------------------------------G5 Bar--------------------------------- Go to Chicago -Stealth, and go to the black limousine. Go in the blue elevator-like door, to the left of it, and kill the first two guards that you see, but disarm the last one. He'll turn around, and head through a locked door into what appears to be a bar. ********************************************************************** *********************4G-Secret Walls That Break*********************** ********************************************************************** There are a number of walls that break when you shoot them with explosives in the Solo Missions. However, they are meant to be there, but are still cool. ---------------------------dataDyne Pipe------------------------------ Go to dataDyne -Defection, and go to the area that you meet Cassandra and her Bodyguards at the end of the dataDyne -Extraction. There, use anything that explodes (use a cheat), and blow through that pipe that's right under the door that leads to the roof. Go in to find the area with no point. The cheese is there, too. Please also note that if you blow up the wall to the left of the ladder (when you come down), you will break into Cassandra de Vries' office. --------------------------Area 51 Research---------------------------- Go to Area 51 -Rescue, and kill all of the guards in the following two rooms. Then, take the crate to the place that is marked by an X in the room with the big, black pit and all of the railings on the sides. When the crate is in place, blow it up quickly using any gun. The wall will then break. -----------------------Skedar Homeworld Sanctum----------------------- Go to Skedar Ruins -Battle Shrine, and to the area past the cliff. There will be a Skedar here, so watch out. If you use your IR-Scanner on one of the walls, it will become bright-red. this is the signal to pull out your Devastator and blow a Grenade there. ____ /\----------------------------------------------------/\ ____ / ___|/\>================*5-Final Info*====================\|___ \ /_/\ \/----------------------------------------------------\/ /\_\ Here is where you'll find all of the copyright, credits, and other Final Information about this FAQ, but not about the game. Look through the Credits, too. If you're information was added, you can see your name in glory. ********************************************************************** ***************************5A-Legal Info****************************** ********************************************************************** If you want to know the rules and regulations of the use of this FAQ, be sure to look at this section. ----------------------------Copyright--------------------------------- This document is Copyright 2001, Kajtek Bi. It may not be posted on any other sites besides those listed in the Site Permission section, under no exceptions whatsoever. It may not be kept anywhere except a Temporary Web Browser folder for quicker access. It may not be sold by any entity of group. It may never be published, duplicated (in whole or in part), or distributed by anyone other than the indicated sites. This document may not be used as an incentive, under any condition. Also, this document or any portion of it may be printed and used for private and personal game assistance purposes only. Any violation of the preceding is an international criminal offense, and is therefore subject to criminal penalties, fines, and/or imprisonment. -----------------------------Contact---------------------------------- You can contact me anytime by E-mail, or if you're lucky, IM on AOL. Contact me ONLY if you meet at least one of the following conditions: -You want to suggest an idea for a new section to this FAQ. -You want to suggest improvements or add something to a section that already exists. -You want to make constructive criticism on this FAQ. -You want to say your positive thoughts on me or my FAQ. -You want to ask a question about Perfect Dark and you're sure that the answer isn't in this FAQ. -You know me personally. That's It! I will not read anything that is not relevant to the above. If this is the case, I will immediately trash your E-mail and block you from sending me more rubbish of that sort ever again. My E-mail address is KajtekBi@aol.com and my Screen Name for IMs is (duh) Kajtek Bi. -------------------------Site Permission------------------------------ There are only specific sites that can legally use this FAQ, and even if they are, they have no permission to modify it. If you found this FAQ anywhere else, please report to KajtekBi@aol.com. Copyright violation is a serious international offense, and should not be treated irrelevantly. These are the sites that have my permission to use this FAQ: -GameFAQs (www.gamefaqs.com) -Neoseeker (www.neoseeker.com) You may only use this FAQ on your site if your site appears above. To get it on the list, contact me with your site's URL, and I will see if your site is worthy enough. I will contact you with my decision after I think about it, and when the next version is released, having your site on the list, you can copy it and put it up on your site. ********************************************************************** *****************************5B-FAQs********************************** ********************************************************************** I really hate when I have to answer questions that I've answered a million times already. Look here before sending me a question, please, or I will ignore your E-mail. I just don't have the time for writing a FAQ, and being asked questions that have the answers in here. ----------------------------Questions--------------------------------- -Not Done- ********************************************************************** ***************************5C-Credits********************************* ********************************************************************** There are people that I just have to thank, because of their huge help to me. If you sent something in that I put in this FAQ, you'll see your name here, too. -------------------------Game Developers----------------------------- Rareware: For making such a Perfect game that won't be left in the Dark of a trash can. You know what I mean. This is the best game in the world! Nintendo: For releasing this awesome game! It wasn't a mistake to do so, because I will be playing it all the way until Nintendo releases a better game. -----------------------People That Helped Me-------------------------- cubefan@hotmail.com - Pinpointed a few 'errors' in the FAQ, so I used the advice. ********************************************************************** **************************5D-Final Words****************************** ********************************************************************** Well, this is goodbye. Hope to see you again soon. There's only a few more things I have to say: -------------------------------Outro---------------------------------- This is a (near) Perfect game that won't see the Dark of a trash can for a long time to come. It is the masterpiece of all masterpieces - possibly better. I couldn't have wrote this FAQ without the game being invented, so I once again bow to Rareware and Nintendo. Don't be left in the Dark. With my FAQ, you'll be a Perfect Agent in no time. -Thanks For Reading Signed, /\__/\ / \ \ / \ \ / \ / \ / / \ / / \ \ / / /\ _\ / / \\ /\ /| |\ / / \\//\ /_|_|_\ \ / /\/ \ /*******\ \/____/ \ |**/\****\ \\\*/\\*//\\ \\/\\///\\| \/\\// \/ \/\ \ \ \_\ / \ \\ \\\\ \ \ \ \ (__) K a j t e k - B i "If you need professional help, call 1-800-IM-CRAZY, but if you need Perfect Help, read this FAQ."