|\ /| | \ / | __ __ | \ / | ________ | | / / | //\ / | | _____| | | / / | // \| | | | | |/ / |// /| | | |___ | \ / / | | | ___| | |\ \ | / / | | | | | \ \ | | / / | | |__| \__\ | |/ //| |__| \ |\ // | \ | \// | \ | \ | \| \ | \| 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*====================![]()