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Perfect Dark (e)

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               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*=================  |
             |   --   --                              |
             |     | |          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*=============   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*====================================*3-Combat Simulator*=================================*4-Secrets*=====================================*5-Final Info*====================