Perfect Dark Bonus Mission Walkthrough Version 1.04 Last Updated: 06/30/2000 Created: 06/26/2000 Created by: Magus747 (Mark)--paladin423@hotmail.com Table of Contents: I. Updates/Version History II. Introduction III. Mr. Blonde's Revenge IV. Maian S.O.S. V. War! VI. The Duel VII. Credits VIII. Disclaimer and other legal stuff ---------------------------------------------------------------- I. Updates/Version History 1.04--Fixed additional grammar and spelling errors. Added a helpful hint on the Maian S.O.S. about a guard with dual DY357- LXs. 1.03--Fixed a small error. If you have the Duel open then you have no need to grab Trent Easton's golden Magnum, as you already passed its test on the firing range. Added the shield locations on Mr. Blonde's Revenge. 1.01--Fixed grammatical mistakes and alignment errors. Somehow centering doesn't translate into ascii as well as spaces :-) 1.00--Finished a walkthrough for the special assignments. Spellchecked. If you catch any spelling or grammatical mistakes, readers, then please let me know. You will get credit. ---------------------------------------------------------------- II. Introduction As a Perfect Dark veteran, and a Goldeneye one before that, I felt as though Gamefaqs needed a guide to show you how to complete all the bonus missions on all the difficulty levels. Some of them can be quite difficult even if your skills are up to par. I will attempt to tell you exactly what you need to know and expect for the bonus missions. To unlock the bonus missions, do the following: complete all the firing range training with at least a bronze rating on every weapon (32 in all) to get The Duel complete all regular stages on Agent mode to unlock Mr. Blonde's revenge complete all regular stages on Special Agent mode to unlock Maian S.O.S. complete all regular stages on Perfect Agent mode to unlock War! ---------------------------------------------------------------- III. Mr. Blonde's Revenge This mission is not too difficult if you know what to do exactly to keep from getting killed. You get to play as Mr. Blonde and take care of loose ends that the Skedar want taken care of. This explains how Cassandra is abducted later. Agent Objectives-- 1) Locate and escort Cassandra to helipad On agent, this is not a very difficult task. From the start, go behind the reception desk and grab two CMP 150s. Head to your right (from facing the part of the desk where the guns were), and take the hallway on your right. Go almost to the end of this hallway and turn on your cloaking device. DO NOT let the guards see you. Go into the Small cubicle on your left, and take the embroidered door into a room full of guards. Walk near the wall on the far side and a sliding door will open and reveal the lab elevator. Walk to the left in this room and take cover behind this wall to where the guards cannot see you (and you can't see them). Switch off your cloaking device and activate you bombspy. If you quickly lead the guards past the cubicle and into the main hall, they shouldn't find you or shoot your bombspy. Lead them to the stairway in front of you, clustering as many guards as you can, then hit Z to kill the group of them. You will now be back to Mr. Blonde. Go out of your hiding spot and carefully make your way around the corner into the cubicle and out to the stairway, picking off any more guards with charged up Mauler shots. Make sure this floor is clear, then head up the stairway. (From here you may want to use the double CMP 150 that a guard dropped earlier in the bomb blast). From the stairway, take the elevator on your left. There should be a shield near this elevator. When the elevator is almost ready to stop, you can either scoot against the edge of the elevator (the metal part in the upper left part), or use your cloaking device. Either way, conceal yourself from the guards on this part, and close the elevator door when it opens to ride it up one more level. If you really want or need a second shield, one of the guards on this level will drop one; otherwise, keep the guards from seeing you. On the next level, kill the guard messing with the buttons on the desk, and head right, past Cassandra's office. You will arrive at a door that leads to the stairwell, and a guard should be coming out of it. Take care of him quickly as he may have a wonderful N Bomb. After taking care of him, head up the stairwell he was guarding to the top and open the vent-like door. Be very careful-these shock troopers have N Bombs; if they throw one, then back away as soon as you see it to try to avoid the blast. Kill the guard on the ramps in here, and then turn to your right to see if the guard from the top of the building is coming through the door at the top of the ramps. If he is, kill him too. If you have time, take care of the camera on the wall to the left as you enter from the vent door, and the one above the ramps that the first guard was on. Head back down the stairwell to Cassandra's office. If you were spotted earlier by guards or by the cameras upstairs, you may have some guards to contend with. If you run out of CMP 150 ammo, then use the Mauler. If you pick up any shotguns, they are effective on double blast here as well. Before you enter, disarm yourself and set your function to disarm. Open the doors and punch Cassandra to take her Magnum. Equip your Mauler now and prod her towards the stairwell that leads to the top of the building. Continue prodding her and follow her up the ramps to the top of the building. Agent mode finished. Special Agent objectives-- 1) Plant explosive device in lab lift 2) Locate and escort Cassandra to helipad From the start, go behind the reception desk and grab two CMP 150s. Head to your right (from facing the part of the desk where the guns were), and take the hallway on your right. Go almost to the end of this hallway and turn on your cloaking device. DO NOT let the guards see you. Go into the Small cubicle on your left, and take the embroidered door into a room full of guards. Walk near the wall on the far side and a sliding door will open and reveal the lab elevator. Walk to the left in this room and take cover behind this wall to where the guards cannot see you (and you can't see them). Switch off your cloaking device and activate you bombspy. If you quickly lead the guards past the cubicle and into the main hall, they shouldn't find you or shoot your bombspy. Lead them to the stairway in front of you, clustering as many guards as you can, then hit Z to kill the group of them. You will now be back to Mr. Blonde. Go out of your hiding spot and carefully make your way around the corner into the cubicle and out to the stairway, picking off any more guards with charged up Mauler shots. Make sure this floor is clear. Go back to the lab elevator and get out your Skedar bomb. Plant it on the terminal inside the elevator, objective 1 complete. You now have four minutes to get out. Go back out past the cubicle and head up the stairway. (From here you may want to use the double CMP 150 that a guard dropped earlier in the bomb blast). From the stairway, take the elevator on your left. When the elevator is almost ready to stop, you can either scoot against the edge of the elevator (the metal part in the upper left part), or use your cloaking device. Either way, conceal yourself from the guards on this part, and close the elevator door when it opens to ride it up one more level. If you really need a shield, you can get one from one of the guards on this level; otherwise, don't let them see you. On the next level, kill the guard messing with the buttons on the desk, and head right, past Cassandra's office. You will arrive at a door that leads to the stairwell, and a guard should be coming out of it. Take care of him quickly as he may have a wonderful N Bomb. After taking care of him, head up the stairwell he was guarding to the top and open the vent-like door. Be very careful-these shock troopers have N Bombs; if they throw one, then back away as soon as you see it to try to avoid the blast. Kill the guard on the ramps in here, and then turn to your right to see if the guard from the top of the building is coming through the door at the top of the ramps. If he is, kill him too. If you have time, take care of the camera on the wall to the left as you enter from the vent door, and the one above the ramps that the first guard was on. Head back down the stairwell to Cassandra's office. If you were spotted earlier by guards or by the cameras upstairs, you may have some guards to contend with. If you run out of CMP 150 ammo, then use the Mauler. If you pick up any shotguns, they are effective on double blast here as well. Before you enter the office, disarm yourself and set your function to disarm. Open the doors and punch Cassandra to take her Magnum. Equip your Mauler now and prod her towards the stairwell that leads to the top of the building. Continue prodding her and follow her up the ramps to the top of the building. Objective 2 and Special Agent mode complete. Perfect Agent objectives-- 1) Plant explosive device in lab lift 2) Eliminate dataDyne Captain 3) Locate and escort Cassandra to helipad From the start, go behind the reception desk and grab two CMP 150s. Head to your right (from facing the part of the desk where the guns were), and take the hallway on your right. Go almost to the end of this hallway and turn on your cloaking device. DO NOT let the guards see you. Go into the Small cubicle on your left, and take the embroidered door into a room full of guards. Walk near the wall on the far side and a sliding door will open and reveal the lab elevator. Walk to the left in this room and take cover behind this wall to where the guards cannot see you (and you can't see them). Switch off your cloaking device and activate you bombspy. If you quickly lead the guards past the cubicle and into the main hall, they shouldn't find you or shoot your bombspy. Lead them to the stairway in front of you, clustering as many guards as you can, then hit Z to kill the group of them. You will now be back to Mr. Blonde. Go out of your hiding spot and carefully make your way around the corner into the cubicle and out to the stairway, picking off any more guards with charged up Mauler shots. Make sure this floor is clear-once it is, head up the stairway. Turn to the elevator on your left and blast out the glass with you CMP 150s. Then when the elevator on your right comes down, blast out the glass on it. Equip your Mauler with the charged up shot, and get on the elevator on your right. When the elevator comes to a stop from being disabled, wait about a second then turn on your cloaking device. Wait for the dataDyne captain to ride up. She most likely won't see you. Blast her in the head with your charged up shot, and unequip your cloaking device. Objective 2 completed. Ride up this elevator and get in the right corner of it next to the steel beam so that you can't see the guards (and they can't see you). As soon as the door opens, shut it and ride the elevator all the way back down to the first floor. Summon the elevator on your left. Quickly head to the right and down the stairway, into the cubicle on your left, through the embroidered door, and the wall into the lab elevator. Plant the Skedar bomb in here by selecting it and walking up to the terminal in the elevator. Objective 1 complete. You now have four minutes to leave the building. Quickly head back through the cubicle, up the stairway, and to the elevator on your left, it should be open if you hurried through the bomb planting procedure and summoned it earlier. (From here you may want to use the double CMP 150 that a guard dropped earlier in the bomb blast). When the elevator is almost ready to stop, use your cloaking device. Conceal yourself from the guards on this part, and close the elevator door when it opens to ride it up one more level. Kill the guard messing with the buttons on the desk, and head right, past Cassandra's office. You will arrive at a door that leads to the stairwell, and a guard should be coming out of it. Take care of him quickly as he may have a wonderful N Bomb. After taking care of him, head up the stairwell he was guarding to the top and open the vent-like door. Be very careful-these shock troopers have N Bombs; if they throw one, then back away as soon as you see it to try to avoid the blast. Kill the guard on the ramps in here, and then turn to your right to see if the guard from the top of the building is coming through the door at the top of the ramps. If he is, kill him too. If you have time, take care of the camera on the wall to the left as you enter from the vent door, and the one above the ramps that the first guard was on. Head back down the stairwell to Cassandra's office. If you were spotted earlier by guards or by the cameras upstairs, you may have some guards to contend with. If you run out of CMP 150 ammo, then use the Mauler. If you pick up any shotguns, they are effective on double blast here as well. Before you enter the office, disarm yourself and set your function to disarm. Open the doors and punch Cassandra to take her Magnum. Equip your Mauler now and prod her towards the stairwell that leads to the top of the building. Continue prodding her and follow her up the ramps to the top of the building. Objective 3 and Perfect Agent mode complete. ---------------------------------------------------------------- IV. Maian S.O.S. This mission can be difficult, as you start with only about 1/4 life and no ammo. If you know what to expect, however, it can greatly increase your chances for survival. You play as one of the Maian Protectors (not Elvis) that sends the distress signal to the Carrington Institute. Agent objectives-- 1) Activate distress signal You wake up from being experimented on to have 1/4 life. Great. Set your punch function to disarm and let the guy at the terminal see you. Disarm him as long as he still pulls out guns, you will get Falcon 2s. After knocking him out, the guard behind you should be coming through the door and firing at you. Strafe carefully to avoid his fire, and continue disarming him until he faints. Grab the psychosis gun from the table in the room that the guard came from. Go back into the room you woke up in and push the hover bed slowly against the glass. Pull out your falcon 2 and shoot the hover bed 5-6 times to blow open the glass. Switch back to disarm and go through the big door in front of you. Disarm the guy with the Dragon, quickly run backwards back through the door and to the right. Pause the game and select your Dragon. Unpause, set it to proximity mine and throw it into the open doors. Equip your falcon 2. You should wipe out about 2 of the guards from the next chamber. Head carefully through the door and kill the remaining guards as they open the remaining door out of this double door set. Head shots would really help here, or at least chest or hand shots. You can also shoot the gun out of their hands. Once you have some more Dragons, equip them for your primary weapon. You will now be in a long corridor, head to the end of this corridor. A guard may be coming through this door if you made too much noise. If so, cap him. Head out the door and to the left through a door. (Alternately, you can go right and search the cryo-lab areas for a guard that has dual DY357-LXs and infect him with the psychosis gun. This guard can be a great help in clearing out enemies. If you kill him, you only get one bullet for the DY357-LXs). There is a guard usually posted here, wipe him out. Head up this hallway and take out the guy that patrols near the top. Go to the right, down another hallway, and slowly creep up to a spot in the hall where you can see two short cubby holes on both sides. Aim carefully and set your Dragon on proximity in the middle between these two holes. Move slowly down until a guard sees you, then run back up. The proximity blast should take out the two guards in both cubby holes within a few seconds; if not, go back down and lure a guy to fire at you. Take their dragons and equip them. Go straight down this hall to the door at the end. As you approach the door, it will open. Stay in the doorway until the guards up the ramps on the other side of the room see you, then back up your hallway to gain higher ground. Hit them with dragon shots, then re-enter the room and lure more guards on your left. Repeat until the room is clear. Take all the ammo you get here. Enter the cleared room, and go left. At the end of this room on the right is a weird circle door. Enter it and cross a bridge, going up to your right into a room with columns. Continue straight and then to the right, taking out a guard on a bridge. Cross this area and follow the path to a place with doors on the left and right. Choose the door on the left. The alarm will now sound. Continue through here and carefully look for an open vent on your lower right. Duck into it and shoot any guards you can in the head from your perch. Wait until the alarm stops sounding, then drop into the room. Take an immediate left and then a right, then another immediate left onto a ramp. From this ramp, kill any guards you see in the room. Take out the guards, and then explore this room, making sure none are still running around. You may alert guards on the second floor, so be ready for them at the elevator. Once the elevator has made a couple of trips with no one on it, it is safe to go up, so do so. From the elevator, take a small left and kill the two guards at the end of the bridge near a door. You will alert a guard on the path slightly straight ahead and on the left. Take him out when he comes by. Take the door that the guards you killed were guarding, and get the attention of everyone in this room. Carefully place your dragon on proximity near the elevator in this room on the outside of it, and wait for the guards upstairs that you alerted to come down. Grab their weapons and head back out the way you came into this room. Go straight across the bridge, pass the elevator, and continue straight to a door down this hallway. Get out your psychosis gun. Open this door and shoot the guy in front of you with the psychosis gun, if you have it, if not shoot him and clear the room carefully. Immediately pause and get out your dragon if you had the psychosis gun out. Strafe a tad to the left and take out a guy further in the room near some crates. Let your converted guard rush ahead and battle some of the rest of the guards in here. Take out the guards as they come to you, and watch your back, because a few tend to come from the door behind you. Listen for the door opening and take them out. Once you feel as though most of this room is clear, take the ramp to your left, and follow the catwalks up here around to an elevator. Be aware that sometimes there is a guard near this elevator, so take him out if he is. Enter the elevator and ride it up. As soon as it opens, take out the guard directly in front of you. Turn left and open the door down the hall. Carefully peek around the corner on your right, and take out two more guards. Enter the door they were guarding and quickly cap the two scientists in this room. Retreat into the previous room if you need to. Once the room with the scientists is clear, head straight to the end of it, turn left, and cap down the plywood board. Carefully go through and peek around the corner to your left and kill the next two scientists. Walk up to the computer keyboard and hit B. In a second, your first objective and Agent mode is complete. Special Agent objectives-- 1) Sabotage enemy medical equipment 2) Activate distress signal You wake up from being experimented on to have 1/4 life. Great. Set your punch function to disarm and let the guy at the terminal see you. Disarm him as long as he still pulls out guns, you will get Falcon 2s. After knocking him out, the guard behind you should be coming through the door and firing at you. Strafe carefully to avoid his fire, and continue disarming him until he faints. Pick up the Psychosis gun from the table in the room that the guard came from. Go back into the room you woke up in and push the hover bed slowly against the glass. Pull out your falcon 2 and shoot the hover bed 5-6 times to blow open the glass. Switch back to disarm and go through the big door in front of you. Disarm the guy with the Dragon, quickly run backwards back through the door and to the right. Pause the game and select your Dragon. Unpause, set it to proximity mine and throw it into the open doors. Equip your falcon 2. You should wipe out about 2 of the guards from the next chamber. Head carefully through the door and kill the remaining guards as they open the remaining door out of this double door set. Head shots would really help here, or at least chest or hand shots. You can also shoot the gun out of their hands. Once you have some more Dragons, equip them for your primary weapon. You will now be in a long corridor, head to the end of this corridor. A guard may be coming through this door if you made too much noise. If so, cap him. Head out the door and to the left through a door. (Alternately, you can go right and search the cryo-lab areas for a guard that has dual DY357-LXs and infect him with the psychosis gun. This guard can be a great help in clearing out enemies. If you kill him, you only get one bullet for the DY357-LXs). There is a guard usually posted here, wipe him out. Head up this hallway and take out the guy that patrols near the top. Turn around and head back down the hallway you just came from. Open the first door on your right. Carefully creep into this room, and watch for four guys sitting at desks. One should be farther down on you left. Carefully aim and snipe him with a single head shot. Creep a little more into the room and take out a closer guy at a desk on your left in the same fashion. Continue to take out the guards in this manner. If any of them ever becomes alerted to your presence, quickly back out of the room, and place a dragon on proximity mine at the door. Grab the ammo of downed guards and repeat, or if things are desperate, try for head shots with the falcon 2. After this long corridor is clear, make for the far side of it and open the double set of doors. In the next room, under the bright lights, you should be barely able to make out two scientists and a hover bed. Blow up the hover bed to eliminate the dead body of the Maian Ambassador, and hopefully the two scientists (objective 1 completed). Take out the scientists if needed and collect their tranquilizer guns and psychosis guns. Go back out the long corridor and make a left down the long hallway. Go to the right, down another hallway, and slowly creep up to a spot in the hall where you can see two short cubby holes on both sides. Aim carefully and set your Dragon on proximity in the middle between these two holes. Move slowly down until a guard sees you, then run back up. The proximity blast should take out the two guards in both cubby holes within a few seconds; if not, go back down and lure a guy to fire at you. Take their dragons and equip them. Go straight down this hall to the door at the end. As you approach the door, it will open. Stay in the doorway until the guards up the ramps on the other side of the room see you, then back up your hallway to gain higher ground. Hit them with dragon shots, then re-enter the room and lure more guards on your left. Repeat until the room is clear. Take all the ammo you get here. Enter the cleared room, and go left. At the end of this room on the right is a weird circle door. Enter it and cross a bridge, going up to your right into a room with columns. Continue straight and then to the right, taking out a guard on a bridge. Cross this area and follow the path to a place with doors on the left and right. Choose the door on the left. The alarm will now sound. Continue through here and carefully look for an open vent on your lower right. Duck into it and shoot any guards you can in the head from your perch. Wait until the alarm stops sounding, then drop into the room. Take an immediate left and then a right, then another immediate left onto a ramp. From this ramp, kill any guards you see in the room. Take out the guards, and then explore this room, making sure none are still running around. You may alert guards on the second floor, so be ready for them at the elevator. Once the elevator has made a couple of trips with no one on it, it is safe to go up, so do so. From the elevator, take a small left and kill the two guards at the end of the bridge near a door. You will alert a guard on the path slightly straight ahead and on the left. Take him out when he comes by. Take the door that the guards you killed were guarding, and get the attention of everyone in this room. Carefully place your dragon on proximity near the elevator in this room on the outside of it, and wait for the guards upstairs that you alerted to come down. Grab their weapons and head back out the way you came into this room. Go straight across the bridge, pass the elevator, and continue straight to a door down this hallway. Get out your psychosis gun. Open this door and shoot the guy in front of you with the psychosis gun, if you have it, if not shoot him and clear the room carefully. Immediately pause and get out your dragon if you had the psychosis gun out. Strafe a tad to the left and take out a guy further in the room near some crates. Let your converted guard rush ahead and battle some of the rest of the guards in here. Take out the guards as they come to you, and watch your back, because a few tend to come from the door behind you. Listen for the door opening and take them out. Once you feel as though most of this room is clear, take the ramp to your left, and follow the catwalks up here around to an elevator. Be aware that sometimes there is a guard near this elevator, so take him out if he is. Enter the elevator and ride it up. As soon as it opens, take out the guard directly in front of you. Turn left and open the door down the hall. Carefully peek around the corner on your right, and take out two more guards. Enter the door they were guarding and quickly cap the two scientists in this room. Retreat into the previous room if you need to. Once the room with the scientists is clear, head straight to the end of it, turn left, and cap down the plywood board. Carefully go through and peek around the corner to your left and kill the next two scientists. Walk up to the computer keyboard and hit B. In a second, your second objective and Special Agent mode is complete. Perfect Agent objectives-- 1) Sabotage enemy medical equipment 2) Destroy captured Maian saucer 3) Activate distress signal You wake up from being experimented on to have 1/4 life. Great. Set your punch function to disarm and let the guy at the terminal see you. Disarm him as long as he still pulls out guns, you will get Falcon 2s and possibly a Psychosis gun. After knocking him out, the guard behind you should be coming through the door and firing at you. Strafe carefully to avoid his fire, and continue disarming him until he faints. Pick up the Psychosis Gun from the table in the room that the guard came from. Go back into the room you woke up in and push the hover bed slowly against the glass. Pull out your falcon 2 and shoot the hover bed 5-6 times to blow open the glass. Switch back to disarm and go through the big door in front of you. Disarm the guy with the Dragon, quickly run backwards back through the door and to the right. Pause the game and select your Dragon. Unpause, set it to proximity mine and throw it into the open doors. Equip your falcon 2. You should wipe out about 2 of the guards from the next chamber. Head carefully through the door and kill the remaining guards as they open the remaining door out of this double door set. Head shots would really help here, or at least chest or hand shots. You can also shoot the gun out of their hands. Once you have some more Dragons, equip them for your primary weapon. You will now be in a long corridor, head to the end of this corridor. A guard may be coming through this door if you made too much noise. If so, cap him. Head out the door and to the left through a door. (Alternately, you can go right and search the cryo-lab areas for a guard that has dual DY357-LXs and infect him with the psychosis gun. This guard can be a great help in clearing out enemies. If you kill him, you only get one bullet for the DY357-LXs). There is a guard usually posted here, wipe him out. Head up this hallway and take out the guy that patrols near the top. Turn around and head back down the hallway you just came from. Open the first door on your right. Carefully creep into this room, and watch for four guys sitting at desks. One should be farther down on you left. Carefully aim and snipe him with a single head shot. Creep a little more into the room and take out a closer guy at a desk on your left in the same fashion. Continue to take out the guards in this manner. If any of them ever becomes alerted to your presence, quickly back out of the room, and place a dragon on proximity mine at the door. Grab the ammo of downed guards and repeat, or if things are desperate, try for head shots with the falcon 2. After this long corridor is clear, make for the far side of it and open the double set of doors. In the next room, under the bright lights, you should be barely able to make out two scientists and a hover bed. Blow up the hover bed to eliminate the dead body of the Maian Ambassador, and hopefully the two scientists (objective 1 completed). Take out the scientists if needed and collect their tranquilizer guns and psychosis guns. Go back out the long corridor and make a left down the long hallway. Go to the right, down another hallway, and slowly creep up to a spot in the hall where you can see two short cubby holes on both sides. Aim carefully and set your Dragon on proximity in the middle between these two holes. Move slowly down until a guard sees you, then run back up. The proximity blast should take out the two guards in both cubby holes within a few seconds; if not, go back down and lure a guy to fire at you. Take their dragons and equip them. Go straight down this hall to the door at the end. As you approach the door, it will open. Stay in the doorway until the guards up the ramps on the other side of the room see you, then back up your hallway to gain higher ground. Hit them with dragon shots, then re-enter the room and lure more guards on your left. Repeat until the room is clear. Take all the ammo you get here. Enter the cleared room, and go left. At the end of this room on the right is a weird circle door. Enter it and cross a bridge, going up to your right into a room with columns. Continue straight and then to the right, taking out a guard on a bridge. Cross this area and follow the path to a place with doors on the left and right. Choose the door on the left. The alarm will now sound. Continue through here and carefully look for an open vent on your lower right. Duck into it and shoot any guards you can in the head from your perch. Wait until the alarm stops sounding, then drop into the room. Take an immediate left and then a right, then another immediate left onto a ramp. From this ramp, kill any guards you see in the room. Take out the guards, and then explore this room, making sure none are still running around. You may alert guards on the second floor, so be ready for them at the elevator. Once the elevator has made a couple of trips with no one on it, it is safe to go up, so do so. From the elevator, take a small left and kill the two guards at the end of the bridge near a door. You will alert a guard on the path slightly straight ahead and on the left. Take him out when he comes by. Take the door that the guards you killed were guarding, and get the attention of everyone in this room. Carefully place your dragon on proximity near the elevator in this room on the outside of it, and wait for the guards upstairs that you alerted to come down. Grab their weapons and head back out the way you came into this room. Go straight across the bridge, pass the elevator, and continue straight to a door down this hallway. Get out your psychosis gun. Open this door and shoot the guy in front of you with the psychosis gun, if you have it, if not shoot him and clear the room carefully. Immediately pause and get out your dragon if you had the psychosis gun out. Strafe a tad to the left and take out a guy further in the room near some crates. Let your converted guard rush ahead and battle some of the rest of the guards in here. Take out the guards as they come to you, and watch your back, because a few tend to come from the door behind you. Listen for the door opening and take them out. Once you feel as though most of this room is clear, head to the Maian saucer directly in front of you. Your converted guard may have already taken it out (hopefully you stayed at the back of the room as not to get caught in the massive explosion). If he didn't, then plug about a clip and a half into it carefully with your scope from the door. Stand near the door until it has completely finished exploding (objective 2 completed). That done, take the ramp to your left, and follow the catwalks up here around to an elevator. Be aware that sometimes there is a guard near this elevator, so take him out if he is. Enter the elevator and ride it up. As soon as it opens, take out the guard directly in front of you. Turn left and open the door down the hall. Carefully peek around the corner on your right, and take out two more guards. Enter the door they were guarding and quickly cap the two scientists in this room. Retreat into the previous room if you need to. Once the room with the scientists is clear, head straight to the end of it, turn left, and cap down the plywood board. Carefully go through and peek around the corner to your left and kill the next two scientists. Walk up to the computer keyboard and hit B. In a second, your third objective and Perfect Agent mode is complete. ---------------------------------------------------------------- V. War! This is probably one of the hardest stages on the entire game, next to the Carrington Institute Defense. I can tell what will sort of happen, and what you can do to adjust to certain situations, but some of it will be pure improvisation. As a general rule, don't get close to the Skedar, because A) they don't miss much, and B) they can kill you with one hit by a charging headbutt or claw swipe. Good luck. Agent objectives-- 1) Kill Skedar King From the very beginning, strafe run straight and then up a small hill on your right, strafe run slightly right, then left into the hole in the Skedar Shrine. Strafe run to your right and down the ramp, and strafe run to your left. If you arrived quickly enough, set your phoenix to explosive shells and cap the Skedar at the end of the hall and wait for your buddies to come back you up. If the Skedar caught up to the first intersection, back off and group with your buddies. Now follow your buddies across the bridge, and as soon as you can, pick up a Mauler. Set it to charge up shot and back your buddies up as needed. Continue to follow them through a few more curves to the door. Make sure you back your buddies up as well as you can until they enter this door. Immediately pause and get out your phoenix. DO NOT hit your buddies with the phoenix explosive shells on accident, let them take out the closer guys; you should concentrate on the guys on the corner farther away. Turn corners and quickly strafe back and forth to avoid fire, auto aim, and pull the trigger quickly to take out groups of guards at the corners. Tap the trigger quickly as it will make killing the guards faster, and reloading easier. Follow your buddies and take corners and hold them. When you reach the corner where you can see the generator, two possible scenarios come into play. If there are no guards at the end hallway and none at the top of the bridge, sprint (strafe run as fast as you can) next to the wall on your left, past the Skedar king, and behind the generator. If things go well, you will have no guards firing at you and will have a clear shot at the king. DO NOT let him notice you, creep to where you can see his head from behind the generator, and let him have it with a fully charged Mauler shot to his head. The second scenario is, when you round the corner and the generator is in view, that a serious amount out guards will come pouring out from near the generator. Continue to take them out until your buddies make their way to the king, and then immediately sprint behind them and get cover behind the generator. Let the king return to his normal position and then cap him with a fully charged Mauler shot to the head. Your buddies may also finish him by luck. Objective 1 and Agent mode complete. Special Agent objectives-- 1) Kill Skedar King 2) Kill Skedar King 2 From the very beginning, strafe run straight and then up a small hill on your right, strafe run slightly right, then left into the hole in the Skedar Shrine. Strafe run to your right and down the ramp, and strafe run to your left. If you arrived quickly enough, set your phoenix to explosive shells and cap the Skedar at the end of the hall and wait for your buddies to come back you up. If the Skedar caught up to the first intersection, back off and group with your buddies. Now follow your buddies across the bridge, and as soon as you can, pick up a Mauler. Set it to charge up shot and back your buddies up as needed. Continue to follow them through a few more curves to the door. Make sure you back your buddies up as well as you can until they enter this door. Immediately pause and get out your phoenix. DO NOT hit your buddies with the phoenix explosive shells on accident, let them take out the closer guys; you should concentrate on the guys on the corner farther away. Turn corners and quickly strafe back and forth to avoid fire, auto aim, and pull the trigger quickly to take out groups of guards at the corners. Tap the trigger quickly as it will make killing the guards faster, and reloading easier. Follow your buddies and take corners and hold them. When you reach the corner where you can see the generator, two possible scenarios come into play. If there are no guards at the end hallway and none at the top of the bridge, sprint (strafe run as fast as you can) next to the wall on your left, past the Skedar king, and behind the generator. If things go well, you will have no guards firing at you and will have a clear shot at the king. DO NOT let him notice you, creep to where you can see his head from behind the generator, and let him have it with a fully charged Mauler shot to his head. The second scenario is, when you round the corner and the generator is in view, that a serious amount out guards will come pouring out from near the generator. Continue to take them out until your buddies make their way to the king, and then immediately sprint behind them and get cover behind the generator. Let the king return to his normal position and then cap him with a fully charged Mauler shot to the head. Your buddies may also finish him by luck. Objective 1 complete. Now continue to rotate around the generator from your hiding spot and sometimes excess guards will disappear. Go back to the door at the far end of the room, and kill any remaining Skedar from afar with explosive phoenix shells. Strafe to avoid their fire. Enter the door carefully and take out any Skedar guards in the immediate area or on the ramp in front of you. Kill the Skedar guards at the top of the ramp, and as they enter the door at the top of the ramp. Once you feel it is safe, approach the door at the top of the ramp and take out any more Skedar opening it from a slight distance so your Phoenix shells don't hurt you. Go through the door cautiously and watch the corner ahead of you on the glass bridge. Take out any guards coming from around this area. Then take the bridge and shoot any guards coming through the next door, camp here until a group has been defeated (2-3 usually in a group), then proceed through this door, face right, defeat anyone here, move forward, face left, and defeat any guards here. Take out the next group coming through the door. If some charge, move out of the way, use the barricade in the center of the room for cover, and let them have it while strafing as they try to hit you from behind. Juggle the guards in front and behind you now. If you finish this part, take out the next group of guards coming through the double door set, whip out your mauler, carefully go around the center column until you can see the next king's head, and let him have it with a fully charged blast to the head. Quickly take out any more Skedar behind you, using the center column for cover. Objective 2 and Special Agent mode complete. Perfect Agent objectives-- 1) Kill Skedar King 2) Kill Skedar King 2 3) Kill Skedar King 3 AS IF TWO WASN'T BAD ENOUGH, NOW YOU HAVE THREE TO CONTEND WITH. THAT DARN CLONING MACHINE! From the very beginning, strafe run straight and then up a small hill on your right, strafe run slightly right, then left into the hole in the Skedar Shrine. Strafe run to your right and down the ramp, and strafe run to your left. If you arrived quickly enough, set your phoenix to explosive shells and cap the Skedar at the end of the hall and wait for your buddies to come back you up. If the Skedar caught up to the first intersection, back off and group with your buddies. Now follow your buddies across the bridge, and as soon as you can, pick up a Mauler. Set it to charge up shot and back your buddies up as needed. Continue to follow them through a few more curves to the door. Make sure you back your buddies up as well as you can until they enter this door. Immediately pause and get out your phoenix. DO NOT hit your buddies with the phoenix explosive shells on accident, let them take out the closer guys; you should concentrate on the guys on the corner farther away. Turn corners and quickly strafe back and forth to avoid fire, auto aim, and pull the trigger quickly to take out groups of guards at the corners. Tap the trigger quickly as it will make killing the guards faster, and reloading easier. Follow your buddies and take corners and hold them. When you reach the corner where you can see the generator, two possible scenarios come into play. If there are no guards at the end hallway and none at the top of the stairs, sprint (strafe run as fast as you can) next to the wall on your left, past the Skedar king, and behind the generator. If things go well, you will have no guards firing at you and will have a clear shot at the king. DO NOT let him notice you, creep to where you can see his head from behind the generator, and let him have it with a fully charged Mauler shot to his head. The second scenario is, when you round the corner and the generator is in view, that a serious amount out guards will come pouring out from near the generator. Continue to take them out until your buddies make their way to the king, and then immediately sprint behind them and get cover behind the generator. Let the king return to his normal position and then cap him with a fully charged Mauler shot to the head. Your buddies may also finish him by luck. Objective 1 complete. Now continue to rotate around the generator from your hiding spot and sometimes excess guards will disappear. Go back to the door at the far end of the room, and kill any remaining Skedar from afar with explosive phoenix shells. Strafe to avoid their fire. Enter the door carefully and take out any Skedar guards in the immediate area or on the ramp in front of you. Kill the Skedar guards at the top of the ramp, and as they enter the door at the top of the ramp. Once you feel it is safe, approach the door at the top of the ramp and take out any more Skedar opening it from a slight distance so your Phoenix shells don't hurt you. Go through the door cautiously and watch the corner ahead of you on the glass bridge. Take out any guards coming from around this area. Then take the bridge and shoot any guards coming through the next door, camp here until a group has been defeated (2-3 usually in a group), then proceed through this door, face right, defeat anyone here, move forward, face left, and defeat any guards here. Take out the next group coming through the door. If some charge, move out of the way, use the barricade in the center of the room for cover, and let them have it while strafing as they try to hit you from behind. Juggle the guards in front and behind you now. If you finish this part, take out the next group of guards coming through the double door set, whip out your mauler, carefully go around the center column until you can see the next king's head, and let him have it with a fully charged blast to the head. Quickly take out any more Skedar behind you, using the center column for cover. Objective 2 complete. Thank goodness you took out the guy behind you. Now grab the Slayer that the second king dropped and wait for the door in front of you to open. Kill the group of Skedar coming through it; if they charge into the room then just run through the door they came through to the next room. Kill any that come from the door around the center column, or if you can, run past them. Get out your Mauler and set it to charge up shot. Run near the last king; he will fire a rocket, so strafe. Line up your sights with his head and continue to strafe. Quickly cap him with one or two fully charged Mauler shots and hope the guards you left didn't catch up with you. If you had enough health and got lucky, then objective 3 and perfect agent mode is complete. ---------------------------------------------------------------- VI. The Duel In The Duel, you will take several paces, then turn, as in a real duel. But you don't have to fire immediately. Use the barricade in the room as cover if you need. Agent objectives-- 1) Defeat dataDyne guard Pretty easy and straightforward for the dataDyne guard. After you gain control, turn and work your way behind the guard and cap him, or run behind the barricade, let him fire four shots, then finish him. Objective 1 and Agent mode complete. Special Agent objectives-- 1) Defeat dataDyne guard 2) Defeat Jonathan Dark Pretty easy and straightforward for the dataDyne guard. After you gain control, turn and work your way behind the guard and cap him, or run behind the barricade, let him fire four shots, then finish him. Objective 1 complete. Reload and grab his gun if you need ammo. Next you fight Jonathan. He will run and hide behind the barricade, so watch your end of it. He should roll out in a few seconds. Cap him when he does. If he doesn't, go behind the barricade yourself and find him there, or in the room. He is not very accurate. Objective 2 and special agent mode complete. Perfect Agent objectives-- 1) Defeat dataDyne guard 2) Defeat Jonathan Dark 3) Defeat Trent Easton Pretty easy and straightforward for the dataDyne guard. After you gain control, turn and work your way behind the guard and cap him, or run behind the barricade, let him fire four shots, then finish him. Objective 1 complete. Reload and grab his gun if you need ammo. Next you fight Jonathan. He will run and hide behind the barricade, so watch your end of it. He should roll out in a few seconds. Cap him when he does. If he doesn't, go behind the barricade yourself and find him there, or in the room. He is not very accurate. Objective 2 complete. Reload and pick up the magnum if you need it. Lastly, we have Trent Easton. This guy is VERY accurate and tough. Do as Jonathan did, run behind the barricade. If you creep up on the edge where Trent is, have your sights in the right direction, and then charge and get off a good shot before he shoots, plug him until he is defeated. Good job, you completed objective 3 and the perfect agent mode. ---------------------------------------------------------------- VII. Credits Thanks to Rare and Nintendo for producing such a great game. If anyone knows all the shield locations for the Agent and Secret Agent modes of these levels, email me and I will give you credit. Remember to get your information from gameplay, not off other sites, in magazines, etc. Thanks to greg_viola@yahoo.com for the notice about the golden magnum error. Thanks to chrisdietz@ziplip.com for the shield locations on Mr. Blonde's Revenge. ---------------------------------------------------------------- VIII. Disclaimer and other legal stuff This guide is copyright 2000 to Mark aka Magus747, who authored it. Perfect Dark is Copyright 2000 to Rare, Ltd. Information was taken only from my hard work and game play, and the people in the credits. Any similarity to other guides/information is coincidental. My sources in the credits agreed to get their information from gameplay and hard work, not by taking from any illegal sources. If they had sources, they agreed to verify that their sources--or the original source somewhere down the line--had acquired their information through hard work and game play, not by plagiarism. Information from this page, in part or in full, to be used in any magazine, FAQ, guide, sale and profit, webpage, or any other public use without my permission is illegal and prosecutable. You may print this guide out for personal use and share it with your friends provided that they don't misuse it in the ways stated above. You are assumed to have read and understood this disclaimer, and know that it applies to you, if you have ever read, seen, or uploaded this guide, in part or in full, by web browser or other means. This guide is only to appear on the following: http://www.gamefaqs.com/ . I have had a problem with receiving more junk mail since the publication of my guides. 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