________ _______ _____ _______ _______ _______ ________ \__ __ \ / _____/ / __ | / _____/ / _____/ / _____/ /__ ___/ / /__\ \ / /__ / /_/ / / /__ / /__ / / / / / _____/ / ___/ / _ / / ___/ / ___/ / / / / / / / /____ / / | | / / / /____ / /____ / / /_/ /______/ /_/ |_| /_/ /______/ /______/ /_/ ______ _____ _____ __ __ / ____ | /___ / / __ | / / / / / / / / / /__/ / / /_/ / / /_/ / / / / / / ___ / / _ / / _ / / /___/ / / / / / / / | | / / \ \ /______/ /_/ /_/ /_/ |_| /_/ \_\ ============================================== Game: Perfect Dark Platform: Nintendo 64 Version: 1.0 Last updated: 7 August 2010 Written by: Iron Knuckle Type: FAQ/Walkthrough GameFAQ status: 90 % ============================================== ================= Table of contents ================= Version Updates FAQ Controls Controller Institute Menu Difficulty levels -Agent (A) -Special Agent (SA) -Perfect Agent (PA) -Perfect Dark (PD) Main Characters Joanna "Perfect" Dark Daniel Carrington The U.S. President Protector One / "Elvis" Jonathan Dark Cassandra de Vries Mr. Blonde Skedar King Velvet Dark Story -Intro -Background -Game Walkthrough Assignments 0 Carrington Institute - 'Preliminary' 1.1 dataDyne Central - Defection 1.2 dataDyne Central - Research 1.3 dataDyne Central - Extraction 2.1 Carrington Villa - Hostage One 3.1 Chicago - Stealth 3.2 G5 Building - Reconnaissance 4.1 Area 51 - Infiltration 4.2 Area 51 - Rescue 4.3 Area 51 - Escape 5.1 Air Base - Espionage 5.2 Air Force One - Anti-Terrorism 5.3 Crash Site - Confrontation 6.1 Pelagic II - Exploration 6.2 Deep Sea - Threat-Nullify 7.1 Carrington Institute - Defense 8.1 Attack Ship - Covert Assault 9.1 Skedar Ruins - Battle Ruins Bonus Assignments 10.1 Mr. Blonde's Revenge 11.1 Maian SOS 12.1 WAR! 13.1 The Duel Appendix A: Ammo Types Weapons Appendix B: Carrington Institute -Hologram Training -Device Lab -Firing Range Appendix C: Combat Simulator -Simulant types -General tactics -Challenges -Player statistics & Ranking Appendix D: Cheats -Overview -Cheat Table -Time Trials Appendix E: Extra -Glitches -Stuff Credits Copyrights E-mail, Questions and Contributions Unfinished business =========================================================================== Version Updates =========================================================================== Version 0.0 1 November 2009 Started with a walkthrough for this game, seeing that none of the current ones present on Gamefaqs is complete (only Marshmallow's one covers the entire game, but is only on Perfect Agent). Version 0.1 19 December 2009 Completed the walkthrough for the first three levels. Version 0.4 23 December 2009 Completed Carrington Villa, Chicago & Area 51 missions. Version 0.5 1 February 2010 Completed Air base to The Duel missions! Version 0.7 18 July 2010 Updated most sections and inserted additional time cheat descriptions. Version 0.8 24 July 2010 Inserted some basic strategies for the Combat simulator challenges & unlockables. Version 0.9 31 July 2010 Added info on the Device lab & Hologram Training in Appendix B. Version 1.0 [First public release] 7 August 2010 Written up most of the known bugs and glitches known to me in this game in Appendix E. =========================================================================== Frequently Asked Questions =========================================================================== Q: What are the button codes for the cheats in this game? A: There are none! Rare Ltd. made sure to remove any of the debug codes before they released the game. There are however two cheats (including the fabled "All guns" one) you can get for free if you have the Gameboy version of Perfect Dark & Transfer Pack. Q: Ever heard of "Perfect Head"? A: Rare initially had plans to use the Gameboy camera in combination with the Transfer pack to allow players to map their faces on the heads of characters in the multiplayer games. Just before the release of the game the feature was mysteriously removed. Officially, it was removed due to technical difficulties, but the idea of being able to shoot your best friends, teachers or other 'real' people caused too much ethical discussions. As a safety precaution we can only speculate it was removed due to these reasons. Q: What are the differences between the difficulty levels? A: Well, apart from increasing damage and accuracy of your opposition causes there is more to it. Some are very level specific. See the "Difficulty levels" section under Controls just below here. =========================================================================== Controls =========================================================================== --------------------------------------------------------------------------- Controller (default setup) --------------------------------------------------------------------------- D-Pad ------------ See C-buttons Analogue stick ------------ Move forward and back, or turn using the horizontal directions Start ------------ Pauses the game and brings up the menu A button ------------ Cycle to next weapon during normal game play. In order to cycle backwards quickly press 'Z' during the time you hold the 'A' button. Cycling through weapons also reloads them, thus a quick: 'A', followed by 'A+Z' reloads your gun without having to watch the entire animation. This however, won't work with some guns like the Shotgun. To view the quick menu hold down the 'A' button continuously. In menus this confirms the currently selected option. B button ------------ Reload your gun, activate consoles, light switches and open/close doors. If you hold down 'B' for a second your current weapon changes into secondary firing mode or back. If you press 'Z' quickly while holding 'B' you'll use your current weapon in the alternate mode once without actually changing to it. In menus this cancels the currently selected option. C buttons ------------ C-left/right are used to sidestep. This can be combined with the analogue stick to strafe run diagonally, which is the fastest running mode. C-up/down can be used to change your view looking upwards or downwards. L & R shoulder buttons ------------ Change to aiming mode and make a crosshair appear on screen. During manual aim you can move the crosshair with the analogue stick and the C-buttons are used to sidestep (C-left, C-right) / duck 2x (C-down, C-up) Z button ------------ Use the current item in your hand --------------------------------------------------------------------------- Institute Menu --------------------------------------------------------------------------- The following five options are available: Carrington Institute - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Wander around CI headquarters and pay your colleagues a brief visit. Or perform some basic training in either the Firing range, Device lab or Hologram room. You may also want to walk around the perimeter as you might need to visit some of those locations under dire situations later on... Solo Missions - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There are 17 regular and 4 special bonus missions to play at different difficulty levels. After beating each of the 17 normal levels at a certain level in order you can replay any of them at the higher difficulties, but the last level is only available if you completed all others prior to it. Beating a level a higher difficulty automatically completes it for you on the lower settings, unlike in the predecessor Goldeneye. Can you beat them all on the highest setting? The bonus levels are truly bonus in the sense you get nothing for beating them, there are no cheats to be earned there either. However, they show the parts of the plot from the perspective than Joanna Dark. Lastly, each of the 17 regular levels bolster 2 cheats to be earned. One for just beating the level and another for beating the level at a certain difficulty within in preset time. Most of the times are rather leisurely, but some can be pretty challenging. Naturally, the time cheats reward you with better cheats than the ones you get for just beating them. Combat Simulator - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The simulator is the upgraded version of the multiplayer as available in the previous game. You can select various levels and fully customize the setup with weapons and other settings. Next to that the game offers AI controlled bots called simulants. The artificial enemies can be pretty challenging to beat, but nothing is better than playing this game against human opposition. Furthermore, this option features 30 challenges which can be played to unlock even more ludicrous amount of extra options. Co-Operative - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If you like to play the missions with someone else you can do that here. Any mission unlocked in solo will be available here except for The Duel. You play as Joanna Dark whereas your friend will be the blonde Velvet Dark (probably her sister of some sort?). If you don't have any friend to play with you can play with a simulant, but the AI doesn't really help you out much. Beating the game in this mode on each difficulty level grants you the option of adding another computer controlled simulant in your party. Thus beating the game on Agent allows you to use 2 buddies on Agent, and beating the game on PA gives you 4 buddies on Agent, 3 on Special Agent and 2 on Perfect Agent. Time cheats can not be completed in this mode however. But if you complete some level cheats in Solo you can get special buddies, like a dual Dy357/Dy357-LX wielding buddy. Counter-Operative - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - As the name suggest this allows you to play through each of the levels, but this time player 2 will take control over a nearby enemy trying to kill player 1. Player 2 will only have as much energy/weapons as the enemy has, and also a suicide pill. If you take the pill the enemy is killed and player 2 is warped into an enemy nearest to Joanna. If there are no more regular enemies in the level player 2 will respawn as a Mr. Blonde. It is however not possible to control Skedar. If such a level is played player 2 is automatically a Mr. Blonde. Change Agent... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This options allows you to select a different game file or start a new game all together. Options (press Left/Right in the main menu) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A cartload of settings are available to you to tinker around with. I'm not going to name each and every single feature here as most are rather straightforward. You can watch the cinematics of the solo player here and it's also possible to (de)activate Paintball mode as a regular options rather than a cheat. Activating it creates colorful paint wherever you shoot in the wall or other background objects. --------------------------------------------------------------------------- Difficulty levels --------------------------------------------------------------------------- Perfect Dark features three basic difficulty levels ranging from easy to hard: Agent, Special Agent & Perfect Agent. Apart from increasing damage and accuracy of your opposition causes there is more to it. Some are very level specific like the 4th mission: Carrington Villa. On Agent/Special Agent you'll start out as a sniper on top of a cliff needing to save the negotiator at the dock, but on Perfect Agent you start on the dock _being_ the unarmed negotiator! Here's a short list: Agent (A) --------------------- Little damage & poor accuracy of enemy gunfire Enemies/drone guns/etc. have only 50% health Weapon pick-ups give 100% ammo capacity (e.g. CMP-150 clip = 20 bullets) Auto-aim is triggered almost always 2 Shields on every regular assignment* 3 Objectives to complete on regular assignments^ 1 Objective to complete on bonus assignments Special Agent (SA) --------------------- Medium damage & average accuracy of enemy gunfire Enemies/drone guns/etc. have 100% health Weapon pick-ups give 75% ammo capacity (e.g. CMP-150 clip = 15 bullets) Auto-aim only kicks in at close range 1 Shield on every regular assignment* 4 Objectives to complete on regular assignments 2 Objectives to complete on bonus assignments Perfect Agent (PA) --------------------- High damage & great accuracy of enemy gunfire Enemies/drone guns/etc. have 100% health Weapon pick-ups give 50% ammo capacity (e.g. CMP-150 clip = 10 bullets) Auto-aim is virtually non-existent Not a single operational shield 5 Objectives to complete on regular assignments 3 Objectives to complete on bonus assignments * = there a few exceptions like "dataDyne - Extraction" ^ = there is the exception of "dataDyne - Defection" =========================================================================== Main Characters =========================================================================== --------------------------------------------------------------------------- Joanna "Perfect" Dark --------------------------------------------------------------------------- Human (Female) 23 years 2 months Training Status: Complete Training Grade: A++ Active Status: Assigned Profile - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Highly trained but inexperienced. Reactions superb. Proficient with a variety of weapons. Very competent all-round agent. Highest recorded training scores resulted in the creation of a new class of training grade. The embodiment of the Carrington Institute's ideal agent, hence the call sign 'Perfect Dark.' --------------------------------------------------------------------------- Daniel Carrington --------------------------------------------------------------------------- Human (Male) 62 years 8 months Training Status: N/A Training Grade: N/A Active Status: N/A Profile - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Intelligent patriarchal scientist/entrepreneur, and founder of the Carrington Institute. Plans all missions carried out by his agents and runs each operation direct from a link in his office. Strange taste in clothes. --------------------------------------------------------------------------- The U.S. President --------------------------------------------------------------------------- Human (Male) 50 years Profile - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A highly educated, shrewd African-American who is trying to do what is right but is surrounded by people like Trent Easton. He believes he has Trent under control after refusing the request for the loan of the Pelagic II to the dataDyne Corp. Perceived as being easily led by the majority of political commentators, which is perhaps unfair. --------------------------------------------------------------------------- Aelphaeis Mangarae / Protector One / "Elvis" --------------------------------------------------------------------------- Maian (Male) 320 years Weapon of Choice: FarSight / Phoenix Profile - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - An alien from the Maian race. He is a 'Protector' (bodyguard) for the Maian ambassador who travels to Earth at Daniel Carrington's request. Protectors are trained to excel in the use of an assortment of weaponry. Elvis is a terraphile, finding Earth and everything about it fascinating. --------------------------------------------------------------------------- Jonathan Dark / Steinberg (in PD Zero) --------------------------------------------------------------------------- Human (Male) 28 years 5 months Training Status: Complete Training Grade: A+ Active Status: Undercover Weapon of Choice: Dy357 Magnum Profile - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Our most experienced undercover agent. Highly accurate with his chosen weapon (a Magnum Revolver). Perfectly suited to undercover missions. Less suited to out-and-out combat. Before Joanna Dark, he held the honor of having the highest recorded training scores. --------------------------------------------------------------------------- Dr. Caroll --------------------------------------------------------------------------- The Caroll Sapient (AI) 6 months Profile - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - An artificial intelligence created by the dataDyne Corp. with an emphasis on language skills and code breaking. Fortunately, he has morals, and due to his formidable level of intelligence, has guessed some of dataDyne's future plans. The voice is highly precise and educated and simulates the character of an academic. --------------------------------------------------------------------------- Cassandra de Vries --------------------------------------------------------------------------- Human (Female) 39 years ? months Analyst note - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The head of dataDyne Corp. Addicted to power; dislikes being anybody's underling. Hates it when she loses the initiative. Is prepared to do extremely unscrupulous things in order to get ahead of her competition, to whit Daniel Carrington, whom she loathes. --------------------------------------------------------------------------- Trent Easton --------------------------------------------------------------------------- Human (Male) 46 years ? months Weapon of Choice: Dy357-LX Analyst note - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Head of the National Security Agency. Has a friendship of sorts with Cassandra De Vries, although it operates more like a partnership of interest. He will tend to do what Cassandra says, possibly because although he has a dominant personality, it is not as dominant as hers. Figurehead for some of the rogue elements in the NSA. --------------------------------------------------------------------------- Mr. Blonde (Before completing G5 Building - Reconnaissance) --------------------------------------------------------------------------- Human (Male) Late 20's Profile - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A striking blonde human male. Very tall, wears white clothing, usually a raincoat. Appears to be masterminding the conspiracy in which Cassandra and Trent are involved. Little else is known. --------------------------------------------------------------------------- Mr. Blonde (After completing G5 Building - Reconnaissance) --------------------------------------------------------------------------- Skedar (disguised) unknown Updated Profile - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This is a Skedar warrior lurking within a holographic projection of a striking blonde young human male in his late 20's. The oral modulation unit gives the Skedar a precise, persuasive, and intelligent voice. It is a propaganda and manipulation tool for the Skedar, and an unusually subtle one. --------------------------------------------------------------------------- Skedar King --------------------------------------------------------------------------- Skedar High priest unknown The leader of the Skedar whom resides on the Skedar home world. Gifted with a durable shield an regenerating powers granted by praying to the Skedar symbol over his head. Worshipping such an idol will prove to be fatal for him one of those days. It is also rumored that several copies are in statis pods to be released if this maniacal boss would ever meet its demise... --------------------------------------------------------------------------- Velvet Dark --------------------------------------------------------------------------- Human (Female) 23 years 2 months (if she's twins with Jo) Training Status: ? Training Grade: ? Active Status: Cooperative assigned This blonde girl only appears in the cooperative mission as a sidekick played by player 2. Not much is known about her otherwise... Does she even exist in the prequel (PD:Zero)? =========================================================================== Story =========================================================================== Intro - (Taken from the Instruction Booklet) --------------------------------------------------------------------------- Since the dawn of man, our planet has been watched. The reasons for this interest differ from race to race: some merely wish to observe until humanity has evolved to a point where thy can introduce themselves without sparking mass panic, while others are considerably less benign. Not all humans are oblivious to the watchers above and among us. Daniel Carrington, head of the Carrington Institute, suspects that rapid technological developments at dataDyne HQ are the result of the corporation taking a dark path to first contact, (a path which apparently branches through major government agencies). Whether or not his suspicions are justified, it is clear that events are rushing to a head. People are being abducted, animals mutilated. Someone amongst the stars desperately wants something they believe us to have, and Carrington suspects that the grand plan penetrates far deeper than the recent surface incidents. Using all means available, the Institute has resolved to find out exactly what is going on before it's too late. Only recently has it been offered its first real lead into the conspiracy: urgent messages from one Dr. Caroll located deep within the heart of dataDyne operations, requesting extraction from the company before alleged threats on his life are actually carried out. Cue freshly qualified Agent Joanna Dark, code-named Perfect Dark thanks to her unprecedented achievements in training. Her first real assignment could hardly be of more importance: infiltrate the dataDyne skyscraper, locate Dr. Caroll, and bring him back to the Institute undetected and unharmed. With events at dataDyne shrouded in mystery, yet moving so fast, whatever knowledge Dr. Caroll possesses could ultimately decide the fate of the human race. Background - (Taken from the game; beat it on PA) --------------------------------------------------------------------------- Millions of years ago, a huge alien ship of immense power was scuttled in the Pacific Ocean. It was equipped with an untried and vastly dangerous weapon: the weak nuclear force de-coupler, which could in theory cause the fundamental bonds between molecules to fail. So that watching eyes would believe in the destruction of the ship, a message pod was despatched to the home galaxy, and vital components of the ship's drives were destroyed in the star system it had chosen as a hiding place. For this ship was a Cetan, a massive, sentient alien creature. Another extraterrestrial race, the Maians, encountered life on Earth in 2000 BC. They saw great potential, but decided to let the primitive human race develop without their interference. The Maians encountered the Skedar near Delta Eridanus in 1650 AD (Earth date), and the resultant skirmish soon blossomed into all-out war. Only after hundreds of years of fighting did an uneasy peace develop, and even then Skedar fanatics persistently tested the boundaries of this peace with terrorist activities. Fortunately, the Maians refused to be drawn. Mankind, too, continued to be a cause of concern to the Maians, and they watched with disappointment as Earth suffered more and more crises brought on by the rise of technology and 'outside context situations.' They feared that announcing their presence would only precipitate further wars on the planet, and quietly decided to continue their observation until the race became more mature. Daniel Carrington jumped the gun in 1985 AD by contacting a Maian ship in orbit above Earth. He put forward a plan that would help both parties, resulting in accelerated contact between Humans and Maians. Having agreed that his plan was sound, and finding him to be a person of integrity, the Maians allowed Carrington to release their technology into the public domain through his considerable Research and Development holdings. Then, in 2006 AD, Skedar fanatics stumbled across the Cetan message pod. They immediately began to scout Earth in a particularly heavy-handed way, abducting people and mutilating animals in an attempt to determine the location of the lost battle cruiser. In time, their tests inevitably led them to its resting place on the bed of the Pacific Ocean; however, in order to actually reach it, they would need the help of the natives. Performing their own study of Earth, the Skedar came up with a shortlist of companies possessing the resources to help them recover the sunken ship. At the top of the list was the dataDyne Corporation. They contacted the company head, Cassandra De Vries, and presented her with a deal that sounded too good to be true - which, of course, it was. In return for helping to raise 'their' ship from the ocean floor, the Skedar promised to supply dataDyne with enough alien technology to become the biggest corporation on the face of the planet. All that dataDyne had to do was build an AI unit with language and code-breaking abilities, which was tricky, but certainly within their means. Work commenced on the project immediately. Cassandra De Vries approached NSA head Trent Easton with the details of the plan, but his attempts to get Presidential approval for the loan of a deep- sea research vessel were repeatedly turned down. There was no way that the Skedar or dataDyne could steal the vessel without triggering the wrath of the U.S. Government, so over time they settled instead on a far more sinister plan of replacing the President with a clone that they could control. Of course, this also promised extra rewards for Trent and Cassandra when the Skedar operation was consigned to history. However, they would not be given much time to gloat. The Skedar fanatics' ultimate plan was to test the weak nuclear force de-coupler on Earth before wiping the Maians out of existence, and both Cassandra and Trent remained blind to the possibility of being double-crossed, so enamored were they with the visions of power and luxury that lay ahead. But dataDyne had unwittingly created something that could see all too clearly the danger within this multilayered conspiracy: the sapient AI built to crack the core access codes of the Cetan ship. When it expressed concern over the mission for which it had been designed, Cassandra's response was to order its personality removed. Clearly, it was thinking too much. In desperation, and in a move which would make or break a great deal more than dataDyne's 'deal' with the Skedar, the sapient adopted the pseudonym Dr. Caroll and contacted the Carrington Institute with a plea for help... In-game Story - (Taken from the game; beat it on PA) --------------------------------------------------------------------------- Untried agent Joanna Dark is assigned a mission involving the extraction of a scientist from the high security research area beneath the dataDyne skyscraper. Upon rendezvous, she is surprised to discover that this 'Dr. Caroll' is an AI created by dataDyne itself - but she continues with her task of escorting him/it to a place of safety. When the alarm is raised, Joanna has to fight her way up the tower to reach the helipad and the dropship which presents her only means of escape. In response to this incursion, dataDyne make Daniel Carrington a personal target and take him hostage two days later at his private villa. They demand the return of the AI - their 'property' - in exchange for his life. Unknown to them, the AI is already at the villa, where it was being questioned by Carrington on dataDyne's future plans. Joanna eventually rescues the head of the Institute but is unable to prevent dataDyne from taking back Dr. Caroll. However, Carrington has heard enough to take the drastic step of summoning a team of Maian specialists to Earth. Joanna is dispatched to Chicago to spy on a conspirators' meeting at the G5 Building, a front for the dataDyne Corp. It is here that she learns of the involvement of Trent Easton, head of the NSA, and of the strange Nordic men that appear to be in control of the whole deadly scheme. Once Trent discloses the plan to usurp the Presidential position, Jo radios the news back to base - only to find that another, more urgent task requires her attention before further action can be taken against Trent. The Maian specialists have been intercepted and brought down by the conspirators, with survivors and wreckage alike being transported to Area 51 in Nevada. Briefed to rescue any survivors and retrieve their equipment, Joanna is dropped in to link up with another Carrington Institute agent. Upon breaking into the medlab, Joanna finally discovers the Institute's secret - their allies are Maians, the alien race commonly known as Greys. The particular Maian she manages to rescue goes by the name of Elvis. He was a bodyguard for the Ambassador who had been flying in at the head of the specialist team. Having aided the remnants of the Maian delegation, Joanna can return to the matter of the President and dataDyne's designs against him. She poses as a member of the President's entourage to gain access to the air base where Air Force One is stationed, and successfully conceals herself aboard the plane. As soon as it's airborne, Trent and the cloaked Skedar make their move - but Joanna is there to stop them. She rushes the President to a safety capsule while a team of Trent's men scour the aircraft, intent on dragging the hapless politician aboard the Skedar UFO now docked to AF1 via an umbilical. Jo weakens the umbilical but is unable to break it, and ultimately Elvis makes a last-ditch attempt to sever the cord by crashing into it at high speed. All three craft plummet towards the Alaskan wilderness, and the AF1 escape pod is launched. Coming around, Jo tries to report in but finds her communications jammed by a transmission from the Skedar craft. She sets off through the snow to find the President and Elvis, encountering teams of cloaked Skedar out searching for her, the President, Elvis, and the President's belongings. She tracks one group back to the downed Skedar ship, where she discovers a clone of the President: quickly she destroys it, shuts down the jamming device and calls in the cavalry. The Skedar are thwarted once more, the President is safe, and Trent's incompetence has earned him a nasty fate at the hands of his 'allies.' But it's not over. Throwing caution to the wind, dataDyne and the Skedar steal the Government's deep-sea research vessel 'Pelagic II' and head out to the Pacific crash site. Joanna and Elvis leave to disrupt activity on board the ship and find out what lies at the heart of the grand Skedar plan. After crippling the vessel's diving operations and recalling the submersible, they head down to the ocean floor, where they get their first sight of the downed Cetan battle cruiser. A portal made by the Skedar offers them access to the ship, where they stumble across a dead Skedar warrior... Clearly the assault team didn't have it all their own way. Fighting off the remaining vengeful Skedar and avoiding the Cetans themselves, Joanna and Elvis make their way down to the core of the ship, where they find the AI that was once Dr. Caroll. They manage to restore his personality, whereupon he urges Joanna and Elvis to leave the ship so that he may destroy it for good. Later, back at the Carrington Institute, Joanna is about to leave for a Presidential reception at the White House when all hell breaks loose. The Skedar assault team survivors are venting their anger on those they deem responsible for their failure to recover the Cetan ship. Joanna dashes around the Institute, helping CI employees to reach the safety of the hangars, as the Skedar launch attacks on various parts of the building: the majority of the employees make good their escape while Joanna holds the fort, but eventually she is knocked unconscious and taken prisoner. She comes to in a holding cell on board the Skedar assault ship, with only Cassandra De Vries for company. In a shocking move, the dataDyne CEO willingly gives her life to create the distraction necessary for Joanna to break out. Battling her way through the ship, Jo eventually manages to locate and disable the docking bay shields, allowing Elvis to bring in a few friends for the long-awaited shooting party. The captured assault ship enters orbit above the Skedar Battle Shrine, which shocks Elvis as the Maians never managed to find this Skedar 'holiest of holies' throughout the long years of interracial war. If the Shrine were destroyed, Skedar morale would be dealt a fatal blow and true peace would finally replace the uneasy ceasefire. So Jo sets her sights on the Skedar leader, the high priest of the Battle Shrine, while Elvis returns to the assault ship in order to summon the Maian fleet. In the wake of the climactic battle, the temple lies devastated with Elvis calling for a lull in the bombardment so that he can find Joanna. She is alive, held under a pile of rubble by the last tenacious Skedar that caught up during the last few seconds of her escape bid. Elvis quickly offers her a gun to convince the Skedar to let go, and with the job finally done, the Skedar Shrine and morale both in ruins and the conspiracy dealt a mortal blow to the heart, the two of them depart for orbit. =========================================================================== Walkthrough =========================================================================== I'll be going through each of the levels using Perfect Agent as a general guideline. In cases where the situation is too different (e.g. Carrington Villa) the walkthrough will be split up for the distinct difficulty levels. As the lower difficulties have less objectives the actual number appearing on the screen when one is completed may differ from what is listed here, again this shouldn't make any difference in game-play. Lastly, I'll be aiming for the easiest/safest strategies for each level in order to complete them. I'm certain it is possible to clear any level with what I call 'no damage clear' as inherited from the Super Smash Brothers: Melee awards. The only exception I found so far is Rescue as it requires insane speed running abilities to get out of the toxic fumes at the beginning with the trolley, but the damage is only limited here.... As for the time cheats see appendix D to find level / difficulty specific steps towards unlocking each and every time related level cheat. (!) = Mission critical people; do not kill them. At best you can knock them out cold, if they're enemies. --------------------------------------------------------------------------- 0. Carrington Institute - 'Preliminary' --------------------------------------------------------------------------- After creating a file you start out as a new recruit in the Carrington Institute. Examining the computer has the same effect as pressing "start" anywhere else around this place: showing the main menu. Anyway, if you open the door to the hallway you'll find Daniel eavesdropping.. I mean awaiting you. He insists on guiding you through the place even though Joanna obviously knows the place pretty well.. You can wander around the place, play with the hover cart and hover bike. But after a little while you've seen enough of the area. There are however three locations you may want to visit as some optional objectives can be completed here: Optional objectives --------------------------------- A. Complete gadget training B. Complete hologram training C. Complete firing range training See Appendix B for descriptions for each of these trials. Most of them yield no reward, but completing the Firing range for all guns unlocks some classic weapon cheats and grants you the "The Duel" bonus level. The latter will only be unlocked if you completed at least the first mission... Apparently, new recruits aren't allowed to proceed to the final training right away. --------------------------------------------------------------------------- 1.1. dataDyne Central - Defection --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | | 1| 1| Disable internal security hub | | 2| 2| Obtain keycode necklace | | | 3| Download project files | | 3| 4| Disable external comms hub | 1| 4| 5| Gain entrance to laboratory |--|--|--|----------------------------------------------------------------- Items Opposition ------------------------------------- ------------------------------------- Falcon-2 dataDyne guard Falcon-2 (Silenced) dataDyne shock trooper Dual Falcon-2 (Silenced) Office clerk(PA, !) CMP-150 Cassandra de Vries(!) Laptop Gun (PA) Cassandra's office secretary(!) ECM Mine Security camera Data Uplink Cassandra's Necklace Pistol ammo case Stuff --------------------------------------------------------------------------- Shield 1 (A) : In the foyer the shield is located next to either one of the main elevators. Shield 2 (A/SA): On central office floor kill the lone trooper in the leftmost room to make him drop this item. This shield is also available on PA for the Japanese version! Secret Weapon : Dual Falcon-2 The masked Shock trooper in the office next to the clerk has these. If you make enough noise he'll get out to attack you head-on! Secret Weapon : Laptop Gun (PA only) Let the office clerk escape, and he'll unlock a small inlet near the staircase so he can hide in there. Follow him at a distance to find the weeping clerk with a Laptop gun on the wall along with Falcon-2 ammo. Cheat 1 : Beat the level Classic sight Cheat 2 : Special Agent - 1:30 Marquis of Queensbury Rules Cheese : Not reachable without explosives (i.e. cheats); see dataDyne Extraction for this one. --------------------------------------------------------------------------- All: The level is a descent through "Lucerne Tower": dataDyne Central's 23 store high headquarters. This design is used thrice in the game (Defection, Extraction, and the 1st bonus mission: Mr. Blonde's Revenge) so you'll learn your way without too much effort. There are three main areas around: -The starting point helipad and the indoor area directly below it -Three levels of office blocks connected by staircases and two elevators the other 20 stores are 'decoration' and are inaccessible! -The foyer on ground level As for our objectives because it's the very first level you only need to complete 1 itty-bitty objective on Agent. And that one is automatically completed when you reach the level end. Thus on easy mode you can just breeze through it not worrying about anything at all: there's no need to get Cassandra's necklace, security cameras are nonexistent, and no treacherous office clerk. So you can read how to get rid of the guards and ignore any objective related stuff. In any case, watch the introductory movie to get an idea of the situation if you like, and gaze upon the technological imaging capabilities of the N64 in 1999. After disembarking her aircraft she stands tall on Lucerne Tower's helipad, looks around, and readies her silenced Falcon-2 for action! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Your very first dataDyne guard is walking underneath the helipad. If you look over the edge you might catch him wandering around the place. Depending on when you entered the level (during the cut scene) he'll be in a different location. If you enter the level straight away, the unwary guard will be straight below you with his back turned to you! You could shoot him from a distance, but alternatively you can fall down behind him and take him out with the secondary option of Falcon-2. Incapacitate him without draining any bullets (ammo is very sparse in Perfect Dark, so don't waste it!). If you punch an adversary in the back, when they don't know you're around makes them fall unconscious in a single swipe! This is called a "surprise attack" and will be very useful in several occasions. Use this element of surprise wherever possible. Collect the CMP-150, but remain using your silenced gun for now. The door to the left is overlooked by a security camera on SA/PA, so take it out with a single bullet by shooting into the lens. Hitting the casing will require 2 or so shots to make it explode (yes, everything explodes in this game) and stop its recording abilities. You can ignore it and run inside the structure, but if you stay too long within the camera's sight the alarm will trigger. No additional guards appear, but this does put all the guards on the next three office levels on sharp. Effectively blowing away any stealth advantage you had, thus making it harder for yourself. After going through a second door there's a distant security camera, which is too far away to see you. Just a single direct hit should be enough. The stationary guard in the inlet to right will be startled for a second or two when seeing an armed Joanna. Use this moment to take him out without any hassle. If you hit him at least once he's scripted to drop his gun on the floor and surrender. Jo can just leave them be; in Perfect Dark guards who give in won't betray. They'll just disappear in thin air if they go outside your sight. Don't waste ammo on them, and if you really feel like you want to take them out just punch. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Disable internal security hub - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: There's a third camera to the left of this coward, take it out and get your ECM mine ready by selecting it from the inventory. Descend the stairs and Daniel contacts you about the comms hub's location (that's odd the mission reads security hub, the comms hub comes by later...). Look to your left and notice the wall panel next to the cylinder. Place a bug on the panel to disable all security systems for a minute or so (this disables any cameras), and it completes Objective #1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: You can play around with the light switch here to turn the lights on/off. Remember this as it just might come in handy the next time we pass by here... Descend the stairs to meet up with guard #3, just be quick and aim for the body/head to take it out with as little effort/ammo as possible. Open the wooden door for another message from Jo's boss. Cassandra's office is supposedly on this floor. Walk around to find a guard with his back to you; easy victory. Be aware that another patrolling goon may enter this floor from the doorway to the far left. A: On Agent you can enter the elevator right here and get down to the bottom floor (skip reading until after Objective #3). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Obtain keycode necklace - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: The doorway in the center is locked, but if you look on the table where the guard was there's a small red box. Press "B" while standing in front of it to unlock the big doors. Make sure the Falcon-2 is on pistol whip or be unarmed, and walk into the office. The old woman in the blue dress is Cassandra de Vries and the other is a personal secretary or so. The secretary chickens out, but Cass will set off an alarm if you don't make her shut up. Knock the blonde bitches out cold to claim the necklace containing the keycodes. Whatever you do don't shoot either of them, or the mission will fail. This clears the first of three store levels. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Below the staircase to the left at the bottom there is a small case with Pistol ammo. You can collect it by crouching underneath the stairs, or by breaking the glass on the higher levels and falling down from the rear side. You can clear out the two lower stories on all difficulties, but it's only needed for PA. So just read PA's objectives if you like to know anyway. SA: After getting Cass' necklace Special agents can enter the elevator as well to get down to the bottom (skip reading until after Objective #3). PA: The easiest way to go through is by clearing the central floor first, because this clears the way for later, when we're holding the office clerk hostage. Open the doorway and there might be some guards walking around. If so take cover behind the passageway and use the side step (C-left, C-right) while aiming to briefly show yourself and hit your opponents, then hide again. If you're unlucky enough that the guard was just walking through the left doorway 2 more guards will be alerted and come out of their chairs. Again, shoot & hide to get through this section without being hit. You might want to change to the CMP-150 in secondary mode (Lock-on) here. Follow the left wall to find a lone soldier just watching over the glassy window in the place behind the door. On A/SA this is the bloke who carries the Shield tech item with him (he actually even carries in on PA in the Japanese version of the game, but not for the other regions o_O). The right back room has a desk with some more pistol ammo on it, which is good as you may start to run low on it for PA. Open the door to the right to notice a guard working on his gun. After you get up close or shoot him, he gets startled and returns fire. Use this moment to take him out safely. Walk up to the dead body and notice the right wall. If you get to close to it the segment opens up just like that (you can also trigger it yourself by opening it like a door). In the back there are three more guards and another case of Pistol ammo. Before heading to the lowest floor, eliminate the camera next to the left elevator doorway. Descend to the lowest store, open the door and peek around the corner. If the coast is clear enter the opposite rooms to find a single goon behind his desk in each one and another pistol ammo case (3x). The door to your left is locked, for now. If you make too much noise or wait too long around here the Shock trooper will come out of his hiding and fights you with dual silenced Falcon-2s. Kill him to collect the guns, now you can dual wield as well. Otherwise, seek him out in the two office blocks in the back. The other office cube's door is locked, and there's also distant camera (shoot it!). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Download project files - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: If you stand near this locked door you'll overhear a call from an office clerk. He talks about deleting some files and leaves his office. You have to stop him before he completes his objective. Show yourself and he puts up his hands in the air. Joanna tells him about the password problem and he needs to help out, so don't kill him (shooting the limbs once is tolerable)! If you want this level's secret weapon let him escape. He'll run to the distant alcove to hide there. Follow him and now the door should be unlocked allowing you to collect some more Falcon-2 ammo plus the Laptop Gun (how does a Carrington Institute weapon end up here..?)! That will be handy for the foyer. :) Keep your gun pointed at the programmer and follow him up one floor towards the terminal. Once he says "Right, I'm in..." knock him unconscious otherwise he deletes the files you need to download failing your mission. Once this is completed take out the Data Upload from your inventory and use it on the terminal to complete this objective. Finally, go down the elevator as A/SA already did to the ground floor. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Once you're going down, duck to the lowest level (twice) and move backwards as far much as possible. If you don't the guards at the bottom will see you and attacks you in a group of 5 or 6 which is a little too much. If you did duck correctly no one will notice you, but the music speeds up nonetheless. When the elevator opens up, use the silenced Falcon(s) to break the glass and fall down, then switch to the Laptop Gun. There's two guards here who are no match for your Laptop Gun. Also the counter can provide some safety and there's two CMP clips located behind it. Walk around counter clockwise, if you did what I just said the guards in the back won't have noticed you and the one in the inlet to your left will get startled. Again, use this in your advantage to take out the remaining three guards. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Disable external comms hub - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: Reload your gun and open the right passage in the back. There's three more shock troopers here which can be taken out safely by opening/closing the door repetitively. Don't blow up the terminals in the back here or the guards from the rear left passage hear the racket and come after you! Get your ECM mine out again and stick another one to the low panel to disrupt the communications. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Gain entrance to laboratory - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Lastly, the inlet opposite of the comms hub has five more shock troopers in it. Before opening this room deploy the Laptop Gun if you have it as a sentry on the wall opposite of the doorway. This way most of the guards get killed without any effort on your hand. The downside is that the gun chews up 150 machine gun ammo when deploying it. Use your Falcon-2, or CMP-150 if you still have ammo for it, to take out any guards that get past the Sentry. Afterwards pick up the Sentry again to get the Laptop Gun back. Just press "B", while standing in front of it. There may still be a single sleepyhead guard around the back corner. The dead end actually conceals a doorway (like on the upper floors) where an elevator is hidden. Enter it to complete the level. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 1.2. dataDyne Central - Investigation --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | 1| 1| 1| Holograph radioactive isotope | 2| 2| 2| Start security maintenance cycle | | 3| 3| Shut down experiment | | | 4| Obtain experimental technologies | 3| 4| 5| Locate Dr. Caroll |--|--|--|----------------------------------------------------------------- Items Opposition ------------------------------------- ------------------------------------- Falcon-2 dataDyne guard CMP-150 dataDyne shock trooper Dual CMP-150 Autogun Dragon Scientist(!) K7-Avenger Proximity mine Spycam Data Uplink K7-Avenger Ammo boxes Stuff --------------------------------------------------------------------------- Shield 1 (A) : On a crate in the central room near the radioactive isotope where the hatch door is located. Shield 2 (A/SA): In terrarium right after the laser grid room. Secret Weapon : Dual CMP-150 Unlock weapon cache near the cleaning bot's control panel. The cache only unlocks if not a single guard has noticed you at the time the panel is activated. Secret Weapon : Proximity Mines In the radioactive room run along the outer wall to collect the box with mines taking minimal damage. Cheat 1 : Beat the level Slo-Mo Single Player Cheat 2 : Perfect Agent - 6:30 Buddy: Pugilist Cheese : Last experiment room, look down through the glass floor to see a small cheese wedge on the grating --------------------------------------------------------------------------- All: After Jo knocks out the unwary guard in who's inspecting the elevator during the cut scene the level begins. As you may notice the silencer from her gun is now gone (why'd she do that for?), so the stealth advantage of the Falcon will be less for this level. Exit the elevator and you go into two directions: left is the actual laboratory and right leads to an optional section. This optional part has a guard over viewing a red colored control panel. Take him out before he runs into the back area where 2 more men are seated. After that activate the red panel to unlock the hatch door we'll come across soon enough. There's no particular reason to do this, but it allows you to enter a part from the laboratory from a different direction that's all. From the elevator head left and take out the lone patrolling trooper who is surprised by your presence. Head up to the doorway and notice the wooden wall to your left. If you press 'B' in front of it it'll say "This door is locked". This is a maintenance hatch opens from time to time by the yellow cleaning bot whom hovers around the area. It provides you a shortcut to reach objective 2. The normal passage leads to a room with 3 guards behind bullet-proof glass. If you make too much noise here or one of them calls out for help 2 more guards from the next area will enter this place. So quickly take them all out from behind door entrance's cover. Next up is the large area that connects five different regions with one and another as shown below: | 6| _____ _|..|_ | C | |GG | | #3 | |__..__| |__.__|_________ _/G | | G| ___. G| | #2 . / \_____/ |____G|__ | | |___ _____ | G. | | __G| NV | _____ __| | |_____| | |G | | K7 . Q| _____ |_'___|G_ |__________________|G | '''' | __________________. #1 | ______ ' _|.|_ |G____| <-____ | ' |_ G _| ___|.|_'___|.|____ | 2 ' 3 | ______ | ' | __ / _ \ | ' _ |_| G|_| \ | | '|5| 4._ G _. R |P| | - | |__| | _/ | | GG S | \______/ |___ . ____________| 1 1 : Entrance 2 : To cleaning bot controls 3 : To laboratory hallway 4 : To radioactive isotope 5 : To hatch door 6 : To laser grids . : Door ' : Hidden path underneath hatch (Hatch door) G : Guard Q : Patrolling guard C : Cheese wedge R : Radio-active isotope S : Shield tech (Agent only) P : Proximity Mines crate K7: Experimental Item: K7-Avenger carried by guard & Scientist NV: Experimental Item: Night vision goggles #1: Scientist with experiment to shutdown #2: Scientist with experiment to shutdown #3: Angry Scientist with experiment to shutdown Note: Rooms K7, NV, #1, #2 contain 2 crates of K7-Avenger ammo each. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Holograph radioactive isotope - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: From (1) you can head to the isotope via the door at (4), which is guarded by 2 stationary people. As the radioactive isotope is too dangerous to get close up to deploy the Camspy via the Pause Menu and take a picture when you're up close to it. If you really want the proximity mines you can strafe run along the wall to collect the box of mines and take minimal damage. If you're fast your health will only be drained a bit once. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Start security maintenance cycle - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Enter the basement area via the cleaning bot's maintenance hatch, or walk through the corridor via (2). Note however, that the latter does mean you have to go through a series of 5 barricades with one guard hiding behind crates each. The accuracy of these guards is low, but because of the lighting effects it can be hard to get a proper view on them. If you go there via the first method you can run through the corridor in reverse direction which is easier, but unfortunately you can't attack them in the back as they'll spot you when you get near. Either way you'll be in an small area with a ledge and a small glass railing. Punch it three times or shoot 3 bullets into the same segment to shatter it allowing you to fall down to reach the required control panel right away. Alternatively, open the door in the back and walk all the way around. You might spot an unwary enemy through the glass of the door. Shoot through the glass for an easy kill. There's another one lurking around here and he might get attracted by the dead body of the first guard. There are three panels around here: 1. In the far back - Used for reprogramming the cleaning bot's near the glass ledge cycle. This can only be done if the bot is not actived (which he is by default). 2. Near the second guard - Used for activating the cleaning bot. If you didn't reprogram the cycle using the other console it will just hover around in circles right here. 3. In an inlet - Used for opening the weapon's cache. This will unlock the dual CMP-150, but it requires you not to be seen by any person up to that point! So after using the data-uplink on the first panel, then activate the second panel the maintenance bot will start a different cycle. You'll need him to deactivate the laser grid later on. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A: If you're playing on Agent you can just skip through the corridor and go to laser grids (6) straightaway. Skip reading until after "Obtain experimental technologies" objective. SA/PA: Back in the main room you can progress via (3), or (5) if you activated the hatch near the beginning of the level. Although, you don't need to go to the K7-Avenger room for Special agent at all. If you follow (3) you could clear out all the guards in each laboratory segment before doing objectives 3 and/or 4 in order or do them all interleaving. For each set of two you can use the Lock-on feature of the CMP-150 to know their position even if you lose line of sight. Once you hear them stop shooting you can pelt them down yourself with 'automatic' accuracy. :) It's pretty easy actually, as long as you don't push forward too fast. The only thing that can screw things up is the patrolling guard which can be anywhere in the corridor. So as soon as you enter strafe into the first sideway to have a good hiding place. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Shut down experiment - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: Our next objective is to take all running experiments out of commission. To do so Joanna has to visit the three "#" marked laboratory rooms on the map above. Inside each one she finds a scientist and 4 consoles. -Two of them are inactive -One triggers the alarm -One disables the experiment The combination is randomized each time you play the level! If the alarm is triggered for the first time 2 or 3 shock troopers will spawn in the radioactive isotope room and hunt you down, which is probably not a good thing (although it's not that dangerous as well...). So you'd better not risk a chance yourself. Instead, talk to the scientist to make him shut down the experiment for you. The unarmed professor will then walk to the correct console and deactivate it. The last scientist you make contact with will always trigger the alarm rather than shutting it down. The last one is usually the angry scientist (#3), but not necessarily. For example if you deactivate the console in #1 yourself without talking to the scientist the other two willingly deactivate their experiments, despite the fact that the arrogant attitude of the scientist (#3) doesn't sound very sincere about it. Thus for the last scientist just follow him around and wait until he stops. Knock the doctor out, before he activates the console with the alarm. Now you know which one is the red herring and can safely activate the 3 other consoles yourself to stop the last experiment. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Obtain experimental technologies - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: This level contains 3 different experimental items Jo has to bring back to the Carrington Institute. The items in question are: 1. K7-Avenger ------------- Enter the "K7" marked room and stand on the slow moving elevator. Once it goes down you'll notice a scientist and a guard practicing on a distant shooting target constantly making comments. Because they both have their back turned to you it's easy to overpower them and collect the Avenger. If you enter the room via the maintenance hatch you'll come in face-to-face with the K7-avenger practitioner. Because he pauses between shooting that leaving you a moment to take him out, while he's reloading. The advantage of doing this however is that once you get up the elevator again, you can shoot the guards near the door through the glass without them noticing you at all! 2. Night Vision goggles ----------------------- Pretty simple, go to the "NV" room and shatter the glass barrier with either some bullets, a pistol whip or a few punches. If you look more closely at the item you'll notice the magenta color of it suggesting it is pair of Infra Red goggles (Night Vision goggles in the next level are also green), but the game insists that these are Night Vision goggles. 3. Shield tech item (the non-functional one, that is) ------------------- There's one shield tech item near the very end of the level which appears on all difficulty levels (I'll mark it later on). This one is not functional, but it is required to pick this one up to complete the PA objective. Oh well, if you made it that far you can pull through the last room as well. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Once you're done with all the laboratories, disabled experiments, and collected all the goods, enter the distant right path to find two guards of which one is dead ahead. Take them both out and watch out for movement of the door on the left. It can denote the moment the two guards in the back are triggered by the noise. Ready yourself and take all four out in total. The last one is sometimes difficult to spot around the corner behind the door. Now you need to wait for the cleaning bot to pass through the laser grid in your direction. Touching the grid depletes all your energy in less than a second! As there are three grids you really need to wait for it, until it travels in the same direction as you. This is a very tedious process and will also be the bottleneck for getting the time cheat in Perfect Agent, mind you. After the 3rd grid run ahead and open the first door to find a lone thug waiting for your arrival. The passage behind him leads to a larger room with two guards on both left/right sides. I usually strafe in a ellipse shape around the right one and take the other out afterwards. If you keep moving around it's hard for the two of them to hit you. Take them out, collect the CMP-150 from the hexagon table and shoot the terrarium's glass window to the left for shield #2 (A/SA). Another set of double doors awaits you where two goons with Dragons are standing on either side of the doorway. Just look around to corner to see one of them. Quickly take it out and either wait for the other to come towards you, or run into the room to circle around him. Now use the Data Uplink again on the console to unlock the doorway to the security level 4 rooms. However, while you're doing this 2 guards will spawn two rooms back. To remedy this pick up 1 Dragon, select it, and press 'B' to get secondary mode: "Proximity Mine". Open the first door and throw the proximity Dragon back against the other. When you uplink the spawned adversaries will be blown away! Collect the second Dragon afterwards if you still want to be able to use this weapon. Alternatively, you could stick one of those proximity mines on the door as well. Once unlocked run down the path towards another large room. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Locate Dr. Caroll - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: We're getting close to the end here. Before entering crouch down, and manual aim with either Dragon or K7-Avenger because of their enhanced zoom. Open the door and reclose it before it is completely opened so you can spot the distant guard without him noticing you. Repeat it one or two times, until you have a steady shot on his head and fire for an instant kill. This will attract the other 2 Dragon guards to the left. Again, opening/closing the door several times will tell you where they are going for. If they get closer to the door move back and sniper them down, while they open the door themselves. The AI doesn't shoot when they are waiting for a door to open so that gives you a good chance of nailing them down. PA (Shield Tech item): When you finally enter the large room, head through the left doorway to find a huge metallic wall. If you get close it'll open up like a door by itself. Don't run forward here, but instead put on manual aiming. A guard will appear from behind the corner and after that two more will run forward from the next 'wall-door' behind him. With manual aim you should be able to shoot them down with a single magazine and taking no damage. Run to the far back to find another different looking wall. Get close again to make it open up magically; inside are a lot of lights and the necessary Shield Tech item to complete Perfect Agent objective #4. All: Back in the larger room, get out the K7-Avenger and get ready to meet up with drone guns! Open the door and quickly run back several steps. Crouch, take aim and shoot with the K7-Avenger to eliminate the drones. If the door closes, reload, reopen, run back out of their range, and repeat the process, until they're all gone. The secondary mode of the K7-Avenger will tell you if all 3 are destroyed (one is hidden on the backside of the other). If you're going for a fast time you could try to strafe run through the corridor hoping to get hit as little as possible, but I wouldn't bet on making it all the time. Open the door at the other end to find Dr. Carroll and exit the level. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 1.3. dataDyne Central - Extraction --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | 1| 1| 1| Access foyer elevator | | | 2| Reactivate office elevator | | 2| 3| Destroy dataDyne hovercopter | 2| 3| 4| Defeat Cassandra's bodyguards | 3| 4| 5| Rendezvous at helipad |--|--|--|----------------------------------------------------------------- Items Opposition ------------------------------------- ------------------------------------- Falcon-2 dataDyne office clerk(!) Falcon-2 (Scope) dataDyne guard CMP-150 dataDyne shock trooper Dy-357 dataDyne female guard Dragon dataDyne female guard* (invincible) Shotgun Cassandra (invincible) Rocket Launcher Mr. Blonde* (invincible) Grenade Hovercopter Office key card Rocket crates * = Inanimate dummy models used during the cut scene; only accessible with the keycard. Cassandra too, but only after you finish the in-level cut scene. Stuff --------------------------------------------------------------------------- Shield 1 (A) : Up the lowest office block in the small closet to the left of the elevators. Shield 2 (A/SA): - Secret Weapon : Dy-357 Kill the first 5 guards in the foyer without being seen Secret Weapon : Grenade Kill all 10 guards in the foyer before the lights turn on (on Agent lights never go on). Go up the elevator, now a guard will appear which holds a keycard. Collect the keycard to be able to enter Cass' room. Inside there is one lying on her desk. Hmm.... Secret Weapon : Dragon Use the Grenade (or another explosive) on the back-end right wall in Cassandra's office to blow a hole into it. Enter the secret room to find the Dragon lying abound. Cheat 1 : Beat the level Rocket Launcher Cheat 2 : Agent - 2:03 Hurricane Fists Cheese : In a grate near the secret Dragon weapon. --------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Access foyer elevator - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: There's a lot of optional weaponry and stuff to be found in a level which is otherwise pretty short! Dr. Caroll will be following you through the entire level which can be problematic as he sometimes appears from a different route (read: warps in) and thus may get caught in your line of fire. Most guards focus their attention shooting Joanna, but if you leave the doctor behind he will surely get destroyed, so make sure to clear all the guards along the way. Once the elevator guard from the previous level wakens, his lights go out again and then everything turns dark. As soon as the level starts equip the night vision goggles to regain sight. The lights will remain off a denoted by the timer at the bottom for: A - Unlimited time (no timer) SA - 2:30 PA - 1:00 If you can kill all 10 guards in the foyer before the lights go on you get a chance of obtaining a special keycard which can come in handy for some optional gear (such as an early Rocket Launcher!). Next to that killing the first 5 guards without being seen nets you a Dy-357 magnum, which is not very usable in this level. But still, killing enemies without them seeing you means that they can't damage you as well. ^_^ For the 1st enemy, open the door and shoot him through the head with the scoped Falcon-2. Next stand near the second door and open it from a side, step a few away from it so the guard behind the table won't see you (his eye-sight is limited, but does extend little beyond the doorway itself). Another manual headshot should do it here. For the next to hug the right wall with your back as you sidestep towards the right. You'll notice the two stationary goons which are easy prey, but if you miss they'll be alerted! For the fifth guard step around the barricade table and look to the right around the corner, but don't step out to far or the two near the top elevator may spot you! This guard shouldn't be able to see you from this distance. Cap his head correctly for a Dy-357. Next up are two troopers hiding behind the counter, which has another set of two CMP-150s. Again, go for headshots to prevent them from reacting. Around the corner is another lone fool waiting for his death. And lastly, the two guards upstairs are a bit harder. Carefully, step into their view and take the left one out, and then the righter. If the lights are still off when he falls a guy will spawn upstairs whom carries a special keycard. Now enter the foyer elevator leaving Dr. Carroll behind, it's better for his health (don't worry; he automatically catches up with you once you exit the level). And take off the goggles if you don't want to get blinded by the bright light. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Once upstairs get out of the elevator and the previously mentioned guard should have spawned around the corner if you were fast enough. Take him out to get his keycard. Now that you have this card, go back down the foyer and access the Comms hub (from the 1st level) to find Mr. Blonde, Cassandra and 2 dataDyne female guards along with two Rocket crates. Collect the rockets to receive a free Rocket Launcher along with it! These characters are inanimate and invincible. Actually, they are supposed to participate in the end of level cut scene. The two Rocket crates are to appear on the roof top to give you some extra ammo, so that's why. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Destroy dataDyne hovercopter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: Now that you have the Rocket Launcher you can take out the Hovercopter patrolling around the building with relative ease. On Agent there's no hovercopter to be seen. Rather scrambling around the level like mad dodging the stream of bullets (granted the shots only do minimal damage), and getting the launcher from the top floor. Just shatter the glass and Lock-on to the hovercopter before shooting the projectile. Without rockets you need a huge amount of conventional bullets to take it out, but it can be done... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Reactivate office elevator - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: On Perfect agent you need to reach out for the distant console on the lowest office floor to reactivate the other elevator leading up. So after passing through the keycard guard, take out the two of them behind barricaded tables (show yourself, hide, wait until fire stops, shoot them). Run around the outer ring corridor and kill the two shotgun wielding female guards. The office in the back has another female shotgun guard waiting for you. Once they're all gone (also see next objective) press 'B' in front of the blue table console to complete this objective. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: The bottom & second floor don't contain anything interesting other than some female guards which can be entirely avoided on Agent level. The blue barricade to your left can be destroyed with another rocket, which allows you to reach the stairs to the top level right away. Also a glitch can get you up the top floor in even less time. After entering the foyer elevator hug the left wall and wait until you reach the office floor. Instead of getting outside press 'B' here to open the locked door from the backside through the wall! A small oversight in the game allows the user to open the staircase doorway from the elevator's side. Very handy for the time trial cheat. The top floor has two office clerks and a trooper watching over a pedestal with a peculiar item on it. You can overhear their clumsy conversation or just kill the trooper and claim the Rocket Launcher if you haven't gotten it already. If you have the keycard open Cassandra's office to find a Grenade on her table. Chuck it into the right corner to blow up a wall uncovering a secret passage leading to the level's cheese wedge and a hidden Dragon weapon. Once you're done here enter the left staircase to reach the top area where you meet up with Cassandra. Once the door is opened you'll be forced to enter the room and face Cassandra. Get your Rocket Launcher, slowly step to the right where the light switch is, and patiently wait until she's done talking. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Defeat Cassandra's bodyguards - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: This is a rather confusing objective to complete. On Agent you only need to kill the guards directly surrounding Cassandra to complete the objective. On Special/Perfect Agent you also need to kill the guards on the lower floors as well. Keep this in mind, as you don't need to waste running around the bottom floors on Agent. SA/PA: As we already went past the guards on the bottom floor in order to get the previous objective only the middle floor remains. It is still a good idea to blow up the blue barricade with a rocket as mentioned above as you can catch the women off guard by entering their rooms from the opposite direction. There should be 2 in the office blocks to the left and 1 in the opposite block as well as some normal troopers in the inner area. Take cover if needed and make the best of the idle time between their shots (Shotguns are slow weapons). All: As for the top floor the lay-out is like the following: _____ | | C: Cassandra ____|# .(exit) #: dataDyne female shotgun guard | C | ': Light switch | ______| .: Door | _|# #|_ | | | | |# #| | | | '| |___| _____| | | | .(entrance) | | The lights will go out, and thus you switch them back on and shoot a rocket near the left area to kill 2 female guards in a single go. The light will blind them for a few seconds giving you some free time. I'd suggest to use a Dragon / CMP-150, then take out any of the remaining 4 women on the bottom floor and get underneath for a relative safe spot. There's only one more left so you should be able to get through this part. Once the last girl falls you'll see an Objective completed message on-screen. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Rendezvous at helipad - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - With all obstructions removed completing this objective just boils down to running towards the helipad where the first level started. As the hovercopter is gone by now this should be a piece of cake. If not you can still blow it up with the Rocket Launcher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 2.1. Carrington Villa - Hostage One --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | 1| 1| | Save negotiator | | 2| 1| Eliminate rooftop snipers | 2| 3| 2| Activate wind generator | | | 3| Locate and eliminate dataDyne hacker | | | 4| Capture dataDyne guard | 3| 4| 5| Rescue Carrington |--|--|--|----------------------------------------------------------------- Items Characters ------------------------------------- ------------------------------------- Falcon-2 dataDyne Sniper CMP-150 dataDyne Trooper (blue/shades) Dual CMP-150 dataDyne Trooper (blue) Laptop Gun (PA) dataDyne Trooper (green, PA) Sniper Rifle Daniel Carrington K9 Devastator CI guard (dead, PA) Devastator ammo crate CI negotiator (A/SA) CMP-150 ammo crate Stuff --------------------------------------------------------------------------- Shield 1 (A) : Atop of a crate near the helipad (next to the Devastator) Shield 2 (A/SA): In Daniel's bathroom & toilet. Secret Weapon : Dual CMP-150 Kill the sniper closest to the Devastator crate in under 0:40 seconds to make him drop dual CMPs. Secret Weapon : K9 Devastator Blow up the left crate near the helipad by shooting it a few times. A Devastator will pop out of it. Secret Weapon : Sniper Rifle (PA only) When playing on PA, there'll be a dead CI guard in Carrington's toilet along with a Sniper Rifle next to him. Cheat 1 : Beat the level Sniper Rifle Cheat 2 : Special Agent - 2:30 Buddy: Hit and Run Cheese : In the wine cellar's tight corridor on top of the right shelf. --------------------------------------------------------------------------- All: I'll first explain the A/SA route, and separately go through PA as the starting points are completely different. On A/SA you start near the observatory where Daniel watches out to the stars with a Sniper Rifle, and need to save the negotiator. But on PA you _are_ the negotiator and start out on the dock with a Laptop Gun instead. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Save Negotiator - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A/SA: Once you take control over Joanna on A or SA only a fairly simple procedure is required here. Take one step forward from your starting point, aiming with the Sniper Rifle and take both guards out on the dock within 20 seconds. Otherwise the guards will shoot her dead at point blank range. If you save her she runs off around the corner of the dock never to be seen again... Complete the first objective, then turn around and run down caverns. There are several dataDyne guards here, but their reactions are pretty slow. After getting a CMP-150 from the first one switch to that as the Sniper Rifle is not suitable for close range combat. Notice that the metal boxes contain ammo crates so you may want to shoot those as well. Run along the path taking out the other guards to reach the first sniper. There are no guards in this area on Perfect Agent... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Capture dataDyne guard - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: Once you take control over Joanna on Perfect Agent you start out on the dock being unarmed. Your inventory has a Laptop gun, but it might be better to take out the guards with your fists instead. Select the secondary "Disarm" command and run around the thugs before they can start shooting. Hit them in the back to collect their CMPs, to disable the immediate treat and complete the objective denoted in the surrounding context box. Once they're are both defeated the snipers will start to aim at you so take care! Yes, sniper directly in your sight at the start ignores you until both the normal guards are defeated. You might as well complete PA objective #4 here. This objective is pretty lame, couldn't they think of anything better? Well, now that you've disabled a guard on the dock you're done already. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: The following objective goes through the exterior and upper floor of the Villa. Once you clear this one both PA and A/SA are aligned again. So therefore, it is explained here in one go. Although, not necessary it might be wise for A to follow SA here as the snipers can cause some agony even on Agent. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Eliminate rooftop snipers - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: Here's a quick overview of the area showing you the location of each of the 8 snipers in the level. Note that all of the snipers have no health at all so shooting them once in the toe will suffice in taking one of them down. On the other hand they do seem to have a near impeccable marksmanship so don't stay in their sight for too long. Another note about the snipers is that they remain inactive until the 2 henchmen at the dock are killed. Thus if you don't kill those the Snipers will never retaliate and fire back at you. This might be a good thing to know on PA. ____________________________________________ | b |___ | \ __________|__.______ | _ | \ /| #6 | _|patio|#5 a._| |__ \ / |______ c._|_______|____|_________ | |\ / | | #3 | | | | | .d |__________ _____ | | | \ / ______| |_ | | | #7| | | | | | #2 e. | | |pool | | |______ |#8| | |__________| | | |_____| f. ______| | / |_____ | _____| |#4 |__| Start PA |/ | |_________ |_____________| / ___| | / | __________| / |_______________ ______/ / ____________#1| |_______ | / ____ __ \___________________________/ / \ \ | Helipad | | Start (A/SA) | | \____ \ (devastator)/ \______________/ SA: For SA (and also recommendable for A to clear the area) it's the easiest to take out #1. Then go for #3 and #4 immediately when entering the open area. If you stand close to Sniper #1's spot you can spot the head of #2 in the far distance over the left wall as well. Next walk up the stairs towards door (e) and shoot #7 and #8 in a straight line before entering the villa. Inside there's 2 guards in the back and 2 to the right. If you use the door opening as cover it shouldn't be to hard to get them all. Follow the right wall and go outside again (door c). Sniper #5 is little to the right of you and directly on the roof above you is another (#6). So take both out to complete this task. Optionally, you can kill the guards outside door (d) and go down the stairs near (e). This gives you a better vantage point over the staircase near (b). Down under enter Daniel's bedroom to find a dead CI guard along with a Sniper Rifle. Further in the back are three more guards which come running towards you if the distance is too far. They will never shoot from that far, thus they make easy prey when coming right towards you. Finally, walk over to the right to find the last two guards at (a). You are in the kitchen now and the path merges with PA. PA: Given your position on the dock and using either CMP or Laptop Gun, first go for #7, #8, walk around the dock so you can just make out #5 in the distance. Head for entrance (a) and take out the lone guard in the corner down the stairs. Just behind the door you notice 2 guards through the glass window (they can't see you and you can't shoot them through the glass either!). Open the doorway and kill them while the door is still opening. Once inside go a few steps to the right to notice 3 or so adversaries running towards you. As on SA you can easily nail them down from such a long distance without them firing back. Continue forward past the staircase and head left to find Daniel's bedroom. On PA you don't start out with a Sniper Rifle, but sometimes the snipers will drop one off/near the edge of the roof. Just shoot it again to collect one (also works on other difficulties, naturally). This may not always work, so the dead Carrington Institute guard in Daniel's shower will have Sniper Rifle next to him as well, hurrah. The dead corpse will only be there on PA for some reason... Trace back to the previous staircase and ascend it to reach (b). This allows you to shoot snipers #6, #5 & #1 in the very distance. The patio can be reached from Daniel's bed room as well to see Sniper #3's knees without him being able to hit you. Reenter via doorway (c), 2 guards will be directly in front of you and another duo is near the computer in the far back. Sniper #2 can be shot in the feet by exiting the building at passage (d), but watch out for yet another set of stationary guard twins outside the building to your right. Head back to door (a) to meet up with A/SA's path as we go down the kitchen's stairs. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: If you put a little effort to it you can reach the first dataDyne sniper (#1) near the end of the tunnel in under 0:40. If you kill him within this time limit he will drop dual CMP-150s. For PA sniping him at doorway (b) may allow you kill the guard within the time limit as well, but it's actually not worth hurrying that much. In the back of the helipad there are three crates of which only the leftmost can be broken. If you do so you can collect the grenade launcher of this game: the K9 Devastator! One ammo crate in the cavern corridor's crates also contains grenade rounds to provide a few extra rounds. Once you go down the tight staircase in the kitchen there will be one idle dataDyne guy up in front of you, and another will be on the opposite side of the wall panel. Further in the back another set of two guards are back- to-back watching over... the walls I guess. In both situations you can use the wall panels for cover, if needed, so make use of it. The rest of this floor is empty, but you can enter/exit the building from doorway (f) here. In order to continue on you need to find the door which is closest to the kitchen's staircase we just went down. This leads to another set of stairs leading to the basement level. As soon as you step into this room take care of the guard around the right corner and directly below the entrance on the basement floor. Optionally, you can go and save the swimming pool as well here. Open the right doorway to find one guard directly opposite of you, one around the left corner, and a last man to the far right standing near the pool itself. Take them all three out to liberate Carrington's pool in the process. Turn around and enter the other doorway to reach the interior basement (sand colored floor along with stone textured walls). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Activate wind generator - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: After reaching the interior basement there will be a single goon up in front of you. Again, you should be able to take him out before he can react and fire back. Walk up ahead and notice the metallic construction over the water. There are two control panels on the machines here which operate the windmill, but before activating them take out all 3 guards here. The latter two usually hide behind the central wall pillar, so you may overlook them on your first run. These have caused me some serious damage, so thread slowly towards them, until their arms are in sight to get an easy kill or at least stun them. Once the panels are on, you are still required to operate a third panel to actually enable the windmill. Just follow the metal gully in the floor to find it. The panel is guarded by three more guards, one in each corner so be on your guard (as well as an additional 4th guard in the other passage). Using the Devastator here may be tempting, but beware that control panels don't like explosions... Only if you activated the other 2 panels beforehand this 3rd will be operable. So hit it once you've done that to complete the objective. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Now that power has been restored to the lower basement the door opposite of last control panel unlocks. Go down there to find the lowest level of the basement along with Carrington's wine cellar. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Locate and eliminate dataDyne hacker - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: At the very moment you enter the basement floor with Shock Troopers you receive a message from Grimshaw at CI. He tells you to seek out the hackers that have appeared at the villa, and take them out before they break in and get to CI's precious files. At this moment 3 green robed dataDyne hackers will spawn near the computers. You have to take them out before completing the level, thus a backtrack begins. To find them either activate the R- Tracker or just follow these directions from the first Shock Trooper you encountered: -Go back up some stairs and follow right -Take the first left branch, then right to get out of the basement -Up the stairs, to the right, and the stairs again to find the kitchen -Run along the right corridor to find the first 2 hackers -From the computer room opening run forward, up the stairs, and turn left -The 3rd hacker will be here in the distant corner of the room As the hackers are busy with there hackery ways they only notice you when you're already at point blank range, so it should be easy to beat them in their face. Yes, they can type whilst holding a gun in one of their hands. Now retrace back to the wine cellar with Shock Troopers. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Rescue Carrington - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Joanna has to take out all 9 Shock Troopers on this floor to receive a keycard which opens the final door. Note that if you failed one of the objectives (or haven't completed one of the others) there are only 8 guards down here with the 9th person being missing. So if you can't find the last Shock Trooper make sure to check you mission status. 1, 2 and 3: Immediately to the right there will be the first masked shock trooper who runs off to the far corner to call for 2 of his cronies to help him out. Just shoot him in the back when he runs off, and take out the other two as well. The door behind them is locked and can't be opened. 4 and 5: The left branch door leads to the actual cellar. One shock trooper will be hiding behind one of the 2 bottle racks each. 6 and 7: Follow the corridor after this and don't get caught off-guard by the two goons hiding behind the second set of wine racks. They'll pop up out of nowhere if you get closer. Maybe you'd like to use one of those shiny Devastator rounds right about now... Also notice the cheese on the very top of the right rack. 8 and 9: As with fourth and fifth Trooper these will be hiding behind the two last racks. Once you take out the final guard he'll drop the keycard which in turn allows you to open the door just next to him. End of Mission! PA: If you haven't completed the "Capture dataDyne guard" objective by the time you enter the cellar, and you've killed all of the guards besides the Shock Troopers you get a "Objective Failed" on-screen. However, if you punch down a Shock Trooper the objective will go from Incomplete to Complete after all! Don't be fooled by this objective failure too easily. All: Here's a small quirk. Try to destroy all the wine bottles. Carrington has a remark for you in case you do this, but it only works if you shoot the last bottle with a normal gun. If you take out the last bottle along with some others, e..g using explosives, it won't work. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 3.1. Chicago - Stealth --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | 1| 1| 1| Retrieve drop point equipment | | | 2| Attach tracer to limousine | | 2| 3| Prepare escape route | 2| 3| 4| Create vehicular diversion | 3| 4| 5| Gain entry to G5 building |--|--|--|----------------------------------------------------------------- Items Opposition ------------------------------------- ------------------------------------- Falcon-2 G5 Guard Falcon-2 (Scoped) G5 Special Forces Dual Falcon-2 CIA personnel(!) CMP-150 FBI personnel Dy-357 Robot droid(invincible) Remote Mine BombSpy Tracer bug Data Uplink Stuff --------------------------------------------------------------------------- Shield 1 (A) : Down the stairs near the entrance to the Pond Punk bar. Shield 2 (A/SA): At the end of the tight storm drain in the back alley. Secret Weapon : Dual Falcon-2 There's a set of two lying around inside the Pond Punk bar. Secret Weapon : BombSpy Blow up the garbage bin near the flammable gas tanks. Cheat 1 : Beat the level DK-mode Cheat 2 : Perfect Agent - 2:00 Psychosis Gun (with 4 shots) Cheese : In one of the Pond Punk bar's toilets... --------------------------------------------------------------------------- All: This level is rather short and very different from the others. Perfect Agent runners might as well go directly for the time cheat description in Appendix as this level is super easy to complete in <1:00 using the BombSpy method. First some explanation of what is going on here using a map of this tiny level area (yes, that's the entire level): ____ ________________ __________ $ = Control panel G5 Door entrance | | | | ___ | guarded by 4 G5 people! | G |________ __ ____| |___|$ .G5| # = Limousine, leaves after 1:00 | G |==| ==== _______| | G = G5 Guard | ________|==|____ ====|E | C = CIA personnel | | Ponk Punk | | | F = FBI personnel | | |______._______| X | _W____| B = BombSpy crate | F|=|=====G# C | | G(3x)| E = Equipment case | G | ___________ |___| | W = Remote mine wall section | | G | ______| G C | X = Patrolling robot droid | |=T G |____|C C _ F | T = Taxi yellow cab | | G_____B__|_|____________| . = Door | | |G _____ | | = = Storm drain passage (crouch) | |== |F|C| | | | E = Equipment box |____| |___|_____|Start|_________| G5 Entrance: In the top right corner is the exit. It is controlled by the ($) control panel which is guarded by 4 or so people. If any of them sees you the panel is automatically triggered and the G5 building is shut permanently -> Mission failure. Thus you should not wander into this place without creating a diversion to lure the guards away. However, because the level is so small the AI is crippled to a very large degree. The guards around the level exit can't see further than the entrance of the passage. In essence this means you can run around the street area in the vicinity of the entrance without them noticing you at all! CIA personnel: These people don't carry anything on them, more like plain citizens. If you approach them without a gun they try to sell you stuff, but if you show up with a gun they'll quake in fear. As the blue colored manual aim suggests these guys are not to be killed lest mission failure occurs... FBI personnel: For some reason this is a completely different matter. They carry Dy-357s and will call for back-up as soon as they spot you. You must take them out before they complete their calls or otherwise some major sirens go off, the G5 entrance gets shut down, and lots of G5 special forces carrying Magnums will be flooding the area. In other words you need to restart the level. Fortunately, there's only three of these people in the level. Disable them ASAP! Robot Droid: This invincible floating juggernaut is patrolling the area and has a shoot-then-ask policy. It will shoot Jo on plain sight and can't be destroyed using conventional means. The only way to have it get destroyed is by reprogramming the taxi so it crashes into the droid. This is the conventional means of completing the "Create vehicular diversion" objective. If you do this the guards at ($) will move away from their position allowing you to enter the structure. But it's not necessary to do it like this at all. Pond Punk bar: This is a rather peculiar place the programmers put into the game. The bar isn't accessible directly as the door is locked, but at the entrance is one lone guard and two more directly near the doorway (there's a Shield here too on Agent). There are two ways of getting in here: 1. Shoot the lone guard once in the limbs so it runs off to call for help from within the bar. This may be difficult to pull off as the 2 other guards may force you shoot them all. 2. Make enough noise so the guards on the other side of the door will come running out. This is practically only possible by having the BombSpy explode right in front of the doorway. Once you're in there's really not that much to see. On the bar there's one half of the Dual Falcon-2 and the other piece is on the central table. As you may notice the table itself has an innocent pole sticking out of the center. If you're old enough to legally play this game I think you should be able to understand what that's supposed to mean. There is even so much detail that there's an actual section of toilets. Inside one of them is this level's cheese wedge... yuck. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Retrieve drop point equipment - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: From the start take out the first G5 guard and the first FBI dude pronto! Then enter the alley to the right side of the road without drawing the attention of the other guards around here. If you did, then you also need to take out the FBI personnel in the sewer area to the left, otherwise you can skip that entire area as you don't need to go there to get the drop point equipment. In the alley hit the single patrolling G5 man as he walks away from you. In the central area ignore the CIA agents and look through the passageway for the last FBI guy. Use the range of the Scoped Falcon-2 to eliminate this treat right away. Once he's gone one or two more G5 people may come towards you. Take cover behind the wall and sidestep into view once they stop shooting to take them out. Step forward and look for the guards on the fire exits, they spawn here in random positions either at the bottom or on the 1st/2nd floor whichever fools you the most. Once they're gone you should not need to worry about any of the other guards in the level. From the back alley walk forward (PA can do method 2 of the next objective in the meanwhile). Now face away from the right and stay on the left side of the street. If you do this the guards at the level exit will not see you at all! Fall down the ledge and walk underneath the street to find the Equipment case marked (E) on the map. You can walk back via the main street as well, just make sure that when you climb the left wall section you are not looking directly into the guards. If you look away the guards won't notice you, again. Btw: if you're not in a hurry you could try to complete Objective "Create vehicular diversion" using the BombSpy (see below) to remove the guards all the same! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Attach tracer to limousine - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: Outside the Pond Punk bar there will be a parked limousine. You need to attach the tracer bug (which you start out with, rather than in the equipment case) before it leaves after 1:00. You can't just place the bug on it in plain sight as some of the guards will notice you doing that. But there are two ways of doing this successfully: 1. Enter the longest storm drain and open the hatch from underneath. You should now see the car's underside, so just select the tracer bug and attach it to the vehicle to complete the objective. 2. If you walk around the BombSpy area and reenter the main street via the back alley you can simply shoot the tracer bug from there onto the back of the limousine and no one will notice, piece of cake. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Prepare escape route - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: Walk back to the alley with the fire ladders and throw a remote mine on either the bottom / top brick inlet on the wall. This will make a difference for the next level so make a pick: Lower: Next level has a shorter escape route (ideal for the time cheat) Upper: Next level has a slightly longer escape route, but you get a crate of N-bombs which you otherwise can't have The game remembers the last successful mission instance where you threw the remote mine against the wall (this is difficulty independent!). If you're playing on Agent and never completed the level on the higher difficulties the game will assume the lower wall section has a remote mine on it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Create vehicular diversion - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: The goal of this objective is to remove the guards from the G5 building car park entrance from their positions, so you can enter the place. Like stated above if any of them sees you the car park entry is locked via the control panel on the wall and can't be reopened. Like most things in this level this can be achieved in multiple ways: 1. Retrieve drop point equipment, enter the middle storm drain from the back sewer area, and open the hatch above you. The cab should be next to you and can be reprogrammed safely. If you try to reprogram the cab on the main street level the security droid will return and start shooting at you before you can complete this objective. After successful reprogramming the cab flies off, and will crash into the G5 Robot destroying it. This will lure the G5 guards away from their posts. The distraction gives you a chance to get into the car park. 2. In the area marked with (B) on the map there's a dumpster which can be pushed around. If you push it as close as possible to the flammable metal cans it will explode, when you shoot those cans several times. Inside is a briefcase containing a BombSpy. This alternate version of the CamSpy will explode if you press 'B', while controlling it. Basically, it's a CamSpy with a grenade or remote mine inside of it. If you maneuver the BombSpy around the G5 guards they won't notice it straight away. So if you can get it in the center (preferably a little nearer to the control panel) and blow up. The alternate diversion has been created as well! Moreover, all the guards should be toast about now. It's not only easier, but much faster too! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Gain entry to G5 building - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: After completing the previous objective this is rather trivial. Just enter the bloody car park (isn't that door too small for a car to fit in?). Notice that if you blew up the control panel the door won't be able to close during the ending cut scene. XD - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 3.2. G5 Building - Reconnaissance --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | | | 1| Disable damping field generator | | 1| 2| Deactivate laser grid system | 1| 2| 3| Holograph meeting conspirators | 2| 3| 4| Retrieve Dr. Caroll backup from safe | 3| 4| 5| Exit building |--|--|--|----------------------------------------------------------------- Items Characters ------------------------------------- ------------------------------------- Falcon-2 G5 Guard Falcon-2 (Silenced) G5 Guard (Cloaked) CMP-150 G5 Special forces Dy-357 Mr. Blonde* N-Bomb Trent Easton* Crossbow NSA body guard* Remote Mines (SA/PA) Cassandra de Vries* Door Decoder Caroll data back-up CamSpy Keycard 1 Keycard 2 * = intermediate cut scene only Stuff --------------------------------------------------------------------------- Shield 1 (A) : On the staircase leading to the top exit & N-bombs crate Shield 2 (A/SA): After the 2 cloaked guard rooms and before the laser grid room at the end of the corridor in plain sight. Secret Weapon : N-Bombs Place the Remote mine on the top exit in the previous Chicago Streets level. Then you'll find this crate close by the location of the mine. Secret Weapon : Crossbow Defeat the last cloaked guard in the first room by punching him to a knock out (how random...). Cheat 1 : Beat the level Small Joanna Cheat 2 : Agent - 1:40 Cloaking Device Cheese : In the damping field generator room behind a grate --------------------------------------------------------------------------- All: After Jo shoots a guard in the intro cut scene with her silenced Falcon-2 his two buddies are alerted and put on their cloaking devices... As you enter the level the guards are invisible, but the cloaking device isn't perfect. If you look carefully you can distinguish a characteristic darker silhouette of the people in the hiding places. Anyway, the first guard usually materializes to shoot you on the very right side of the room. After that the movements are more random. The best help I can give here is to keep moving around in circles. If you stand still for too long you'll be a prime target for them. You could try to run around punch/disarming around. If you make contact they loose their guns which makes them rather harmless. Lastly, knocking out the second guard rather than killing him nets you the Crossbow. Although very stealthy it's not very useful in this place. When eliminated you get the Keycard 1 to unlock the door and continue on. In the back of the next room there's a guy inspecting... the light switch. As he's facing away from you he can be punched down in just a single hit. Also notice the grating to the right were sometimes you may notice a guard walking around. If they see you they will move into battle formation, but this is only interesting for PA as that room is the damping field generator room. Before entering the third area turn the light switch off (press it once) the reason for doing so is that in the next room the lights will be toggled on/off automatically. Thus if you have the lights off initially they will turn on making things easier for you to see. Enter the room and make way to the glass section. This will trigger 4 cloaked guards to materialize in the room and toggles said light. If you strafe really quick you can make it back outside the doorway before it closes, but it's not that useful. Anyway, you have 4 cloaked guards in about each corner of the room whom just appeared. Bring out the CMP-150 and stand against the doorway you enter (center path of the room). The guards will start running towards the center so if you ready you CMP here you can get 1, 2 or sometimes 3 kills right away by emptying the magazine at the right moment. If short on ammo switch back to the Falcon-2 and hunt down the remaining foes like in the initial room. Same tactics apply here; guards will only shoot after materializing and they won't move once they start shooting. Thus moving around is the best way to prevent damage. After killing the quartet the last one gives another Keycard required to continue on. Before going through the door notice the walking guard. It's very easy to kill him either with a headshot through the glass or a punch in the back once he turns away from you. The next area is little harder to clear if you don't know what you're doing. There will be 2 stationary and 1 patrolling guard around there. To the right is an alarm box and triggering the alarm is the top priority for them. If one of them spots you the others are alerted and one will stop doing whatever it was doing, ignore you, and head straight for the alarm. If you kill this person the next guard will take his place and so on, until no one is left over. Thus if you stand near the alarm box you can get sequential kills rather easily as they all go there one-by-one. This also works in other levels with alarm boxes (such as Pelagic II). In any case it's your top priority not to let the alarm sound as this will fail the "Holograph meeting conspirators" objective. So, once you notice the guard walk past the doorway towards the right (the left has too little breathing room; he turns back almost immediately) enter the laser grid room and shoot the guy in the back. Walk to the right and kill the other guard as he makes way to alarm box if alerted. Lastly, the guard from the far left may try his feeble attempt at the alarm box, but as you know of his ways just let him come and shoot him down as he stops just in front of the box. Note: It's not a good idea to reload in front of alarm boxes as they tend to go off if you press 'B' nearby them! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Disable damping field generator - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: In the laser grid room there's a doorway to the right of the alarm box. Head down here and watch out for a guard on the staircase. If they got alerted earlier on (through the grid) there will be one shooting you as soon as he sees you. Take him out, go down the stairs and kill the other guards hiding in their places (2 to the right and one in front of you behind the last pillar). If you crouch and step forward very carefully you can see their limbs before they can see you. This allows you to kill them without too much difficulty. Just shoot the limb so the move out of their position and go for a body / head shot to nail them down one-by-one. Lastly, press 'B' near the blue mainframe terminal to turn off the generator. Also the cheese is in the air vent behind a grid here. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Deactivate laser grid system - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A: On agent these are already shut down, but you can re-enable them any time if you feel like being silly. SA/PA: This does sound interesting, but all you need to do is press all 5 green lit control boxes to disable the entire grid, a rather contrived objective. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Before moving on through the laser grid, make sure to get a headshot on the guard through the glass behind the rightmost door. Easy kill. Anyway, head up the stairs to the left and crouch down to get through the disabled grid area. At the end the path bends off to the far left. There's a guard down to the bottom right, but he can't see you. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Holograph meeting conspirators - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: When you're still on the higher ledge of the room deploy the CamSpy and move it into the small opening to the left to witness the plot of the conspirator meeting between Cassandra, Mr. Blonde & Trent Easton. There is however, a much more effective approach which makes cracking the safe (see below) much easier. Just deploy the CamSpy and let it hover in front of the gaping hole. Do not enter it as you DON'T want to trigger the cut scene, yet. The Agent time cheat is so fast the game is pretested on you abusing this trick to get through the sluggish safe cracking routines in a fast manner! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Regain control of Jo and look down to see the lone guard here. Cap him through the head and fall down the railing. Pick up the ammo of both unknowingly guards you shot and watch out for the patrolling geezer who walks through the stair case section here. Once you're up, open the door and carefully look towards the right. There's a guard on either side of the safe door entry whom can be shot before they have time to react. Walk forward, follow the left passage to find 2 more guards. In the left wall the distinct brick pattern can be seen; this is the lower escape route wall from the previous level. Continue up ahead to find a staircase and a single guard watching over the wall. Once gone all floors are cleared. Take a look around here if you put a mine on the top wall panel in the previous level to find a crate with N-bombs near the top exit. Sweet! On your way back to the safe door place some N-bombs in proximity detonation along the hallway and stair case. Not too close to each other as they may detonate prematurely otherwise. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Retrieve Dr. Caroll backup from safe - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Once your in the room with the giant safe itself get the door decoder out and place it on the wall's control panel to initiate the cracking routines. This will trigger the alarm and an infinite stream of G5 special forces with Dy-357s will be pouring into the building. The cracking itself takes up 1:00 plus it takes 10 to 15 more seconds before the super slow safe door finally opens far enough for you to grab the data disk. This can be quite a challenging objective to complete and survive, but it can be done more easily using a well-known trick. Once you attach the door decoder, quickly go into the pause menu, select the CamSpy and press forward. If you do this before the alarm sounds you can witness the conspiracy meeting, while cracking the safe in the meanwhile! It's okay if the alarm goes off during the meeting (it can't be aborted once it has started XD). And because it is a cut scene all the guards are frozen in position, thus they can't attack you. Your N-Bombs may detonate during the scene as the guards can spawn into the level already at fixed locations. After the 1:00 timer has expired still wait a couple of extra seconds in order to assure that the snailing safe door has opened properly. You really need this trick to get the 1:40 time on Agent for the Cloaking device cheat! Get the data back-up for Dr. Caroll's personality and gaze on the BAFTA award that is next to it (Rare won a BAFTA award for Goldeneye so there's the link). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Exit building - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Now it's time to get the hell out of here! A: The Carrington team will blow a hole in the wall for you. SA/PA: On higher settings you need to select the Remote Mines, select secondary mode "Detonate", and press 'Z' to break the wall. All: All that's left is running past the special forces guards, and head towards the exit. There may be huge pile of ammo on the floor if the N- bombs exploded, but that's not important now. Once Jo gets outside during the outro the building and all the calmness has been restored (that's weird seeing an entire swat team chasing after her just a second ago...). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 4.1. Area 51 - Infiltration --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | 1| 1| 1| Shut down air intercept radar | | 2| 2| Plant comms device on antenna | | | 3| Disable all robot interceptors | 2| 3| 4| Gain access to hangar lift | 3| 4| 5| Make contact with CI spy |--|--|--|----------------------------------------------------------------- Items Characters ------------------------------------- ------------------------------------- Falcon-2 Area 51 guard Magsec-4 Area 51 special forces Dual Magsec-4 Area 51 blue coats Dragon Air interceptors Rocket Launcher Drone guns Grenade Comms Rider (SA/PA) Explosives Hoverbike Keycard Stuff --------------------------------------------------------------------------- Shield 1 (A) : On the floor right in front of the main entrance with the dual Magsec dude. Shield 2 (A/SA): In small passage connecting the mine field with inner area. It also appears in PA for the Japanese version of the game. Secret Weapon : Dual Magsec-4 Plant the comms bug on the antenna. This triggers a special forces guard to appear carrying these weapons. Secret Weapon : Rocket Launcher In the mine field near the dead body. It's just up for the grabs. Cheat 1 : Beat the level Small characters Cheat 2 : Special Agent - 5:00 Buddy: Hotshot Cheese : See next level. It's only viewable from within this level with FarSight XR-20 cheat. --------------------------------------------------------------------------- All: If you start the level immediately the game screws you over as there will be a guard in your face whom attacks you straight-away. If you are patient and look at the cut scene, until after the communication antenna has been shown this guard will have wandered off around the corner and won't bother you. Thus start the level properly this time and take out the 2 guards facing away from you on the helipad base. Alerting them will trigger either one of them to head for the disabled drone gun to the far right. If you let him tinker around too long the gun will be activated and firing a constant stream of bullets at you. Easiest way to prevent this from happening is shooting 3 bullets into the turret so it explodes along with the guard (the other drones require 10 bullets however). Collect the dropped Magsecs and also try to collect their grenades if possible. Sometimes the grenades may be in such awkward positions that they cannot be collected (glitch?), but otherwise you should have two grenades with you right now. Proceed forward around the corner and use the Magsec's extended zoom range to take out the guards. You may need to crouch as the gun is highly inaccurate, but it's also more powerful. It's even worse in secondary fire mode, so don't rely on that too much. Keep to the right side of the track and collect the dropped ammo & grenade to find the first operational drone gun. You can shoot it without backfiring as long as the pivot point of the gun is outside your view. Alternatively, chuck a grenade diagonally into the wall so it lands near the drone to take it out. Continue forward, and repeat the process for the following drone gun on the left side. The distant watchtower can be taken on using two methods: 1. crouch down nudge around the edge, and manual aim with the Magsec to hit both guards. 2. Run towards the tower and shoot them from the backside at a much closer range. The latter is not as dangerous as it seems, because the guard's aim is not very good when you are moving. Up in the tower there's a door switch, but we're not going to use it. Get down the base of the tower and slowly walk towards the long passage leading to the main entry of the base. There's a single guard walking down here. If he spots you he'll run off towards the back area. If he reaches it before you kill him he calls for two newly spawned enemies to attack you. Moreover, if you manage to hit him or his buddies, while they're in the back area the two regular stationary guards will also be alerted. Thus you might have to fight up to 5 of them at once. Fortunately, the long distance means you have plenty of them to shoot them all down. Again, when using the Magsec double crouch to make its accuracy at least mediocre. Before going down there, which is only needed on SA/PA, go over to the mine field (the area with the hole in the fence and the rocket launcher lying about in the helipad area. You can get through either by putting a grenade in the first half of the area to take out the mines, or more daringly align yourself with the right 'leg' of the "H" marking on the floor and walk in a straight line towards it. This line is safe, but if you sway off too much you will get hit by an explosion. Once you're on the deserted helipad collect the handy-dandy Rocket Launcher from the bloke who's lying dead around here (he gets spawned in the level with no health and dies right away, like the CI personnel in the Villa. I wonder why the programmers did this). Look for a hole in the back end of the wall here. There are no mines in this part of the field, so you can safely enter the hole. Inside there's a shield on the lower difficulties, and at the end is the 'backdoor' entry to Area 51's base. There are two guards patrolling around the square bunker you see directly before you. Take them out, but don't walk out too far as there are 3 drone guns attached to the bunker. Walk around the back to destroy all three (two on the left and one on the front right) from a safe position. In the huge open area you notice a technician working on an Air interceptor bot. You might be tempted to shoot the interceptor from a distance so it kills the technician in the explosion afterwards, but this is NOT a good idea, unless you're going for a speed run. Instead, walk up to the technician, let him see you and move back. He'll follow you away from the interceptor so you can knock him out rather than killing him. The reason for doing so is that you can get a really, really, _really_ handy weapon (the Phoenix) in the next level if you let him live. It is recommended that you do this as this makes the next level significantly more easy to complete. Once he's lying unconscious outside the interceptor's blast radius grab the keycard he drops and shoot the bot to pieces! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Shut down air intercept radar - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Enter the bunker using the staircase next to it. Enter the central room and walk around the edge to reach the central area with a console. Before going there chuck a grenade against the outer wall in the central area to blow up the laser pads (they are not present on Agent). These lasers become active after you setup the explosives on the computer which can be a huge hindrance. After doing so select the "Explosives" from your inventory and put them on the computer to complete the objective. With the lasers destroyed you can safely get outside the bunker before the auto-self-destruct sequence completes. Otherwise, you have to wait for the lasers to cycle through the on/off status. Be wary that either one or two Dragon wielding blue overalls may spawn just outside the bunker. This can be a nuisance when you try to ascend the stairs. Sometimes they won't appear, but other times they do. It's not known to me what triggers them exactly. So in any case be ready for some opposition! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: Now that the interceptor and radar are taken out of commission you can enter the back area we skipped earlier on without worries for later. If you complete the following objective first the interceptor will be flying around the main area causing havoc to your health. You'd better take it out, while it's turned off. Moreover, the technician will be inside the bunker meaning that you can't have him live through the level (the explosion will kill him) which in turns means that you can't get the next level's Phoenix. With that said, head down the slope and get out your Rocket Launcher. Walk forward and look to the left for a drone gun. As soon as you spot it shoot the rocket straight at it. The drone needs time to pivot around so that gives you some leeway to aim. This drone is otherwise pretty hard to deal with as the area surrounding it is very open! Afterwards, switch back to either Magsec or Falcon and take care of the other guards around here. Be careful as one of the guards near the back of the area is very anxious in throwing a grenade right in front of your feet! In worst case trace back a few steps so you can see the guards running towards from the distance. When taken down head forward again, and follow the left wall as close as possible. There's a drone gun watching over the main entrance door. Slowly move forward and shoot it as soon as you can spot the muzzle. Lastly, two more guards may appear here on either left/right side of the doorway. Afterwards the coast is clear. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Plant comms device on antenna - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: When you approach the Comm's rider antenna Jo will comment on her inability to throw the bug that high. So, press the red button to the left to lower the dish. Once its down you can throw the bug on it. Note: If you crouch and throw the bug, while getting up Joanna is able to throw the bug on the antenna dish without lowering it, because of the extra momentum. But I wouldn't bet on it always succeeding! Once the bug is attached get out a good gun as a special Area 51 guard will appear from the locked doorway. He carries dual Magsecs which is the secret dual weapon for this level. Shortly after that three more goons appear on the scene as well. You might want to put a proxy-Dragon in front of the doorway before throwing the bug up there... Alternatively, I found that pushing the Hoverbike into the doorway also works wonders. The guards will continuously try to get past the bike, but can't. They won't shoot you as they're busy getting past the bike, so they're easy targets for you. Only downside is that once you remove the bike to collect the guns the door will almost immediately lock up again, and you can't reopen it yourself. Drat. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Disable all robot interceptors - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: If you took out the first interceptor as I suggested earlier on, you only need to destroy the other two inactive bots right behind the communication's antenna. Either a grenade or a few Magsec rounds will do the trick. 'Nuff said. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: Get on the hoverbike and ride back to the minefield. At the time you get there two guards will run towards you from behind the mine field's fence. Get off the bike and either use it as coverage or push it forward so it hinders their movement. Get the Magsec(s) ready, crouch, and fire into the distance. There's two newly spawned guards near the guard tower as well, but if you enter the minefield straight away you will never have to fight them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Gain access to hangar lift - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: With the technician's keycard in tow activate either left or right control panel outside the hangar bay to enable the elevator. The left elevator has all flammable barrels inside and the right one has normal crates and two blue overalls with Dragons. Personally, I prefer the right one as the Dragons are nice to collect and the crates provide some protection for the upcoming event down under. Leave at least one of their Dragons lying around for later collecting. When your at the bottom the other side of the fence opens and several blue overalls spot you. There are two directly in front of you, so aim for those first. They will start running towards you so shoot them with the Dragon or Magsec. Before the fence auto-closes chuck the Dragon in Proximity mode out of the doorway so it will blast them away when they get close up. On your way up get the other Dragon and head down again. If there are any survivors left a few shots with the Dragon will take them out. When you get outside the elevator the objective completes itself. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Make contact with CI spy - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: The only thing left now is making it to the exit, which is not too far away. Walk around the wall and notice the guard lying on the ground. Snipe him, then walk up the ramp to find another blue guard. Kick his ass, and continue running around the higher level following the right path. There's three more guards in this area of which the first two are preprogrammed to throw grenades at your feet! Dispose of those before they get a chance to blow you up instead. Enter the elevator and reload your gun if necessary (you should do that any spare moment you have left). During the trip you'll receive a message from the spy telling you you're getting close. Once the door opens there's one guard right in front of you and another in the distance. Take both of them out. The latter will run for help if you let him live for too long. Run around the area and note the music speeds up. Some guards spawn behind you, but that's not important right now. Keep running, kill/maim the overall you come across, fall down the ramp and enter the doorway right away to exit the level. On the PAL version of the game 6 or so guards appear running in this corridor. You don't need to worry about them as they won't fire at you when the door opens (i.e. if you enter as soon as the door opens nothing bad can happen). There's also a neat trick I found out about these guys. During the ending cut scene they are still there, but only turned invisible. If you place a proxy Dragon in the passage before exiting the level they'll blow up during the cutscene! One time I actually saw some feet flying through the air just above Jo's head as the shot changed to her face. XD! As said this only works in PAL, as there are no guards in the NTSC version of the game... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 4.2. Area 51 - Rescue --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | | | 1| Destroy computer records | | 1| 2| Locate conspiracy evidence | 1| 2| 3| Obtain and use lab technician disguise | 2| 3| 4| Gain access to autopsy lab | 3| 4| 5| Rescue the crash Survivor |--|--|--|----------------------------------------------------------------- Items Characters / Opposition ------------------------------------- ------------------------------------- Falcon-2 Area 51 overalls Falcon-2 (Silenced) Lab Technician Dual Falcon-2 (Silenced) Bio Technician Phoenix Technician(*) Dragon Protector-1 "Elvis" Super Dragon Tranquilizer Grenade Lab clothes X-ray scanner Data Uplink Disguise * = only appears if you didn't kill him in the last level. Stuff --------------------------------------------------------------------------- Shield 1 (A) : One of the guards after the first elevator drops it when you kill him. Shield 2 (A/SA): After entering the lab section, go right, then enter the left doorway to find it on a table Secret Weapon : Dual Falcon-2 (Silenced) In the cylindrical crate to the far right near the start Secret Weapon : Phoenix Incapacitate the technician in the previous level; DON'T kill him. In this level go up the first elevator, then go to the far right. Try to open the locked door. After a few seconds the technician will open it for you! Walk all the way to the end of the path to find the Phoenix lying on a small table. Secret Weapon : Grenade There's one guard in the warehouse whom has this. Kill him when he pulls one out, but before he throws it. This item is a one-of-a-kind and really rare! Cheat 1 : Beat the level X-ray scanner Cheat 2 : Perfect Agent - 7:29 Play as Elvis Cheese : In the ventilation shaft above the wardrobe / showers --------------------------------------------------------------------------- All: First off, leave the clumsy hover crate where it is, we won't be needing it as we have other means to break through the marked wall. Notice that even if the crate explodes one of the objective may fail, but it can be 're-'completed after blasting the wall with other means afterwards (figures). Like the previous level, starting this level straightaway isn't a good idea. Like Jonathan says the warehouse is filled with many guards, so a different tactic is necessary to get through (at least on the higher difficulty settings). Start the level either when Jo says: "Doesn't sound the problem is me." or when she says: "Cute. Very cute." The reason for this is that you can strafe into the elevator and get up to the first floor using that, without having to wait. In the first instance elevator is at the bottom and the door just opens (you only need to close it with 'B') as you approach it and in the second it is about to close. So this gives you two good entry points to reach the elevator. One or two guards will still notice you, but they shouldn't be able to hit you at all. Get outside the elevator on the first floor and head directly to the right. There's a lone overall here which can easily be defeated. Now press 'B' in an attempt to open the door and you see that it is locked. However, if you let the Technician from the previous level live he will open it for you in a like 3 seconds from that moment on. When this happens the defenseless technician will run away as he sees you. Don't bother with him (or just slap him once), run up the ramp, get into the elevator and run all the way to the back room to find a small table with a Phoenix! Why all this trouble for just this gun you may ask? If you ever used it before you've noticed that any human opposition in Solo gameplay will get killed instantaneously, when they get in contact with the explosions caused by the gun in secondary fire mode. Thus switch to secondary fire mode and stick with it for the rest of the level. You can also have an overview of the previous level if you watch through the windows here. With the Phoenix in your possession return to the warehouse. You might run into some of the guards that were following you on your way here, but with this explosive gun it should be very easy to mow them all down. Just blast 'em all over the place. Back at the elevator, take the guard down around the corner and then aim for the more distant guards. I've noticed that aiming for the floor directly in front of them can be very useful as they die, when walking over the explosion. This makes getting some of the distant kills more easily. Especially, considering that the gun's manual aiming reticule is rather awkward. Continue on to find another slow moving elevator and some guards along the upper corridor. Again, blast them into oblivion using the Phoenix! If there are any guards waiting for the elevator on the upper floor, just shoot straight up to kill those as well. Enter the elevator, and get up there yourself. Look carefully, with the Phoenix if any guards are still up so they can be taken out in a single go. Once you're up here select the Dragon and throw it in proximital mode a few steps away from the elevator. This should prevent other goons in the immediate are from following. Pick up one of the Dragons the other guards dropped as we're going to need one for a specific strategy in the very last stretch. Walk up to the cracked wall section and take it out using 3 possible methods: 1. Let the hover crate explode (hard) 2. Throw a proxy Dragon in front of it, and shoot it (medium) 3. Shoot the section with a Phoenix in secondary mode (easy; preferred) A: In agent mode you can go straight for the claim lab technician disguise objective. SA/PA: A lot less luxurious game has to be played here. We'll first locate the conspiracy evidence. You could go for the disguise first, but once you put it on you're under a much stricter time limit. So I find this method easier, and actually less time consuming, even though in the other case the guards won't recognize you as a foe and don't mind you at all. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Locate conspiracy evidence - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA/SA: From the breakthrough point go left. There may be a SuperDragon guard here so quickly dispose of him and collect his upgraded Dragon. Continue on and at the junction go right. Take out the guard behind the glass door, enter the circular room and run around it in counter-clockwise fashion to find your first surgeon bio technician. Kill him for a Tranquilizer, further on take out the other guards, and go back to the entry to find a newly spawned guard here. You'd better take them all three out before looking for the evidence itself. There are four red buttons on the outer perimeter of this room the one directly to the left of the entrance is the one we need. Press to make it turn green and a pod will rise up. Put on your X-ray scanner and watch around, until you see an alien silhouette, and get a confirmation that the target has been locked. You can safely put the X-ray goggles off, but don't move as off now or you'll lose the lock. After a few seconds the objective will be completed. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: As you backtrack to the broken wall section 1 or 2 more guards might appear, but it's nothing special. Look through the crack if you can see any blue overalls waiting for the elevator to come down. They're sitting ducks, when you use a single Phoenix shot right now. You might as well take them out now, if there are any of course. Continue on to the next junction. The empty room to the left has a shield(A/SA). Use the Data Uplink on the console in here if you like to make the lights go all haywire, but it's just optional and for fun to do so. The room in front of you is locked, but necessary for the PA objective as it contains the computer records console. Walk down the right passage and shoot some Phoenix shells into the ground right in front of the guards overlooking two opposite rooms to kill them straightaway. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Destroy computer records - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: At the intersection the right room contains two consoles, an inactive drone gun & two lab technicians, whereas the left room has an unarmed lab technician with one console. If you try to enter the right room the lab techs try to activate the drone gun, but if they succeed you can disable it by downloading a virus with the Data Uplink in the opposite room. Alternatively, just shoot the console and the lab coats before they get the chance to turn the bloody thing on. The second console is necessary to download another virus to. If you succeed at this one the doors will start to open/close randomly. This also unlocks the previously mentioned doorway. Head back for this door and throw in some Phoenix explosive shells or some Super Dragon grenades to blow up all three people in there. If you manage to destroy the console the objective will be completed. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Obtain and use lab technician disguise - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A: An lab technician will be standing right behind the cracked wall and he drops the suit right in front of your nose as he dies due to the explosion you caused when entering the lab section. SA: Open one of the two smaller doors at the end of the corridor to find the showers and locker rooms. Inside is a Super Dragon guard, and further on is a lab technician holding a suit. Just nail him down to find the suit on the floor. PA: The doors are locked on PA... So open the central door instead to find yourself in a very large room. Several guards will fall down from the walkway and come towards you. Pick them off with the Phoenix before they can aim at you. Get out the Super Dragon and dispatch of the group of 4 to the left before they spot you with a grenade. Otherwise use the crates for cover and get in some good shots. Go up the ramp, head right, walk over the small ledge and enter the ventilation shaft (the cheese wedge is just up ahead). The hole in the floor is exactly above the locker room. Fall down, take out the Super Dragon guard and enter the shower section. The lab technician won't be carrying anything on him as he was on A/SA! Put him to rest and search through the lockers to the right of him to find it. The X-ray scanner makes it easier for you to locate the correct random locker. All: Collect, equip the disguise, unarm yourself and go for the autopsy. Your name is now Harry as some people will call you that later on. There's also a time limit to complete the "Gain access to autopsy lab" objective. The timer denotes how long it takes before the enemies see through your disguise. You need to finish the objective before this happens, or you'll otherwise fail the mission. Guards whom see you for the first time will react with "How are you" responses, whereas guards whom are already alerted will see through your disguise. As long as you remain unarmed the friendly guards won't have any idea of what is going on. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Gain access to autopsy lab - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Back at the breached section enter the doorway to the side. In the long corridor punch the guards out in the back and walk up ahead. Make sure you are unarmed here and talk to the security personnel behind the glass. He'll unlock the door and let you in. Once this happens punch him out (KO) and punch out the lab technician close by (also KO). You no longer need to worry about your disguise so equip the Phoenix and shoot through the glass to kill the second technician. Collect his keycard to complete the objective. Quickly turn towards the door now as 2 Bio technicians attempt to run over the door. Use the Phoenix's explosives to finish the job in a correct manner. Next to that 4 Super Dragon guards will spawn each behind an office wall. They remain hiding there until you get too close to them. Again, with the explosive power of the Phoenix this should be rather easy. Just shoot the feeble office walls to kill the guards hiding behind them as well. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Rescue the crash Survivor - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Now that you have the keycard exit the long corridor and go into the room adjacent to this one. It's another corridor with 3 more Area 51 guards and 1 bio technician. Just shoot more Phoenix shells near their feet to take them out, and have them do a silly dance for you. At the end ready your regular Dragon, look down a bit and open both doors. Chuck another proximity self-destruct Dragon into the back room and close the door as you pull back. What happens is that four enemies will start shooting at you as the music speeds up, but with you behind the door they come towards and get blown up by the proxy Dragon instead. This is by far the easiest and also relative fast way of dealing with them. Sometimes one guard may survive, but you should be able to handle the silly bugger by yourself. Collect the keycard the last one of them is carrying and enter the surgery room to find the alien along with 2 doctors. In the cut scene Jo will be carrying a Scoped Falcon even though there isn't one in this level at all... Next to that there's no laser in the room as well, maybe she's getting a little delirious here. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 4.3. Area 51 - Escape --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | | | 1| Locate alien tech medpack | | 1| 2| Rendezvous with CI spy | 1| 2| 3| Locate secret hangar | 2| 3| 4| Revive Maian bodyguard | 3| 4| 5| Escape from Area 51 |--|--|--|----------------------------------------------------------------- Items Characters ------------------------------------- ------------------------------------- Falcon-2 Bio technician Falcon-2 (Scope) Lab Technician Dual Falcon-2 (Scope) Area 51 overalls Super Dragon Protector-1 "Elvis" Tranquilizer Jonathan Remote mines Alien Medpack Stuff --------------------------------------------------------------------------- Shield 1 (A) : ? Shield 2 (A/SA): Right behind Jonathan's location on Agent (the Alien Medpack is here on PA). Secret Weapon : Dual Falcon-2 (Scope) At the start reenter the autopsy room to find both left & right pieces lying on the floor Secret Weapon : Remote Mines Get Elvis' trolley into the hanger in under ~40 seconds. You'll find a crate right after the first four bio technicians. Cheat 1 : Beat the level Super Dragon Cheat 2 : Agent 3:50 Invincibility Cheese : Still in the same vent as the previous level --------------------------------------------------------------------------- Note: From here on you'll encounter guards that have more health that the regular ones. Thus it becomes more important to aim for body/head shots in order to conserve ammo. Up to now 2 body hits are sufficient for a kill, but that's not enough for the in this level. Explosions still get the better of them nonetheless! All: At the level start you'll be exposed to nerve gas, thus you have to escape fairly quick in order to sustain minimal damage. Therefore, I would not recommend getting the dual scoped Falcon-2s if I were you, but if you like you'd better get them now. The guards on this level have more health than usual, but once we get explosives this will make little difference. XD Strafe run diagonally forward towards the double door. The doors will open automatically if you get close enough (read: bump the trolley into them). Continue strafe running, until you get outside the next corridor to reach the main hallway with fresh air. You should take damage a single time, if you put some effort into it (If you're a real speed demon you might make it without any damage at all, but this is rather difficult). Continue to the left and scoot past the bio technicians. You can try to shoot the one straight ahead of you, while running but don't worry about the other. Keep running forward and the brown wall segment will open up, go down the ramp and release the trolley, while strafing down if you time it right you can get ahead of it to manually open the door so the trolley will slide into the back room. If you do this before 0:40 has elapsed you get some Remote mines soon enough. Once you're done a message from Jon comes in telling you come look for him. Return to the Bio technicians and take them both out, if they are any left, and head into the passage the second tech was standing in front of. Open the next door to find two more lab coats. Most of the time one will be standing directly behind the door, thus shoot him, close the door, reload and get ready for the second one. Afterwards, head forward to find a door that was locked in the previous level. Open it, and the box of mines should be lying in the alcove ahead of you. There are 2 Super Dragon guards to the right (plus one directly outside the doorway). You only have a Falcon-2 and a stapler.. Tranquilizer gun. Even if you look very carefully around the corner they still notice you very easily, which makes this section harder than usual. If you can't get direct hits on them open/close the door so you can target them while they're still waiting for the door to completely open. Collect the Super Dragons and switch to secondary fire mode. Go outside and dispose of the two goofs waiting up for you. I'm also very tempting to blow up the lights here, because they're annoyingly bright here, but that's just optional. Sometimes I've noticed that the guards can shoot through sections of the walls so don't bet on being safe if you're outside their line of sight. Anyhow, walk up to the metallic door to find... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Locate alien tech medpack - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: On PA (or SA for that matter) there's no Jonathan to be found here. Blow up the bullet proof glass with a Super Dragon grenade, press the switch that was behind the glass, walk around the S turn and kill the guard in the distant corner. Look to the right here to see a small containment room. If you press the switch the door is unlocked and you can get a small case with the Alien medpack inside (you already have it at the start for SA). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Rendezvous with CI spy - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A: Jonathan will be right at the entrance of the door we just opened, replacing the medpack that is not in this difficulty setting. That's a quick rendezvous. SA/PA: With the Super Dragon in secondary mode, run through 4 doors in the long hexagon corridor. At the end shoot a grenade that the lone trooper guarding a door. Sidestep to the right, blow away the next dude, continue on, aim slightly upward, and send the next guard a few grenade presents. Run around the walkway to find Jonathan around the corner here. After the chitchat he'll follow you. Immediately shoot some grenades at the doorway to the right (there's 3 A51 people behind it). Run back all the way, open the door the original lone guard was standing in front of, then shoot some more grenades at the second door to take out another quartet of fresh guards all the same. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Wait for Jon to catch up and run all the way back over the metal grating, until you reach the room with the remote mines. As you open the door 4 guards are standing next to one another. Chuck in another grenade round to see the amazing domino brothers fly around. Collect their ammo while waiting for Jonathan to appear. If he doesn't appear go back after him, it might be the case that he's off fighting some guards with his Magnum or bare hands (he has this feature to knock any guard out in a single swipe o_O). SA/PA: Place 1 remote mine near both doors in this room before Jonathan gets back and keep the last one to yourself for now. It will aid you later on (see "Revive Maian bodyguard") for the details. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Locate secret hangar - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Upon Jonathan's entry of the hangar he starts examining the reddish colored wall for like 30 seconds to find the passage. You in the meanwhile have to cover him as guards can come pouring in from any direction, but only if you're not to close to the spawn points. The best way of dealing with this situation is by standing in the door opening that leads to the outside. If you do this, the guards won't enter via the other doorway (proven by many playthroughs) and the guards on the metal grating will have to run through your barrage of Super Dragon grenades. Really, it's quite easy to pick them off with manual aiming. Just shoot a grenade if a guard appears and he'll die just because of the explosion. Keep on doing this even after Jonathan is done with his investigation of the wall. He'll setup an explosion with breaches the wall and allows the two of you to reach the hidden hangar. Once you hear the explosion leave your post and go through the newly created hole. Don't worry about Jon! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: There's a guard up ahead which is an easy target for your Super Dragon. Just fall down the ledge here and enter the doorway below to find Elvis' trolley. On Agent you don't need to do anything, the cut scene plays immediately. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Revive Maian bodyguard - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: Apply the medpack on the alien and get out your remote mines. Run through the corridor where you was when depositing him here. Throw the last mine in the distance and wait two/three seconds. Regardless of whether guards are coming in or not detonate the mines. The reason for doing so is that the medpack works faster if you kill more people. So next to clearing the hallways it also means you need to wait through less time. Afterwards go see Jonathan. He may require some assistance if he's surrounded by more than a few guards. After like 45 seconds or killing ~5 guards (can be done in 5 seconds with the remote mines) the medpack will activate regardless of how many people you took out after administering it. You'll hear a bleep when it completes to denote this fact, when that happens just run back to Elvis to trigger the cut scene. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: You see Protector-1 waking up with a comedic headache. He prefers to be called Elvis and will help you escape from the 'area' if you can guide him to the last remaining vessel (read the typical saucer UFO). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Escape from Area 51 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: After you regain control get outside, up the ramp and shoot a few Super Dragon grenade rounds in the room. This to clear them out once again as new guards may have spawned. Fall down the ledge again and follow Jonathan & Elvis. Once Jon stops look to the upper right railing to see a distant guard. Switch to primary fire mode and shoot the goon down. Don't use explosives here as the console next to him is of vital essence! Elvis explains that there is no room to take all three of them away. So you are left with a decision. Either you or Jonathan has to escape the base by him/herself. Initially, Jonathan will volunteer to stay behind and he'll run off to activate the consoles to open the hatch doors. However, if you walk up to Jon as he makes his way to the ramp Joanna will counter volunteer and thus you have to activate the consoles and escape by yourself. This will impact the game-play in more than one way: Jonathan stays behind: -Quickest escape. -Jon will activate the consoles for you. -Jon will not reappear in Carrington Institute: Defense level, thus suggesting he didn't make it out. Joanna stays behind: -You have to activate the consoles. -You have to escape on foot/hoverbike through the front entrance of Area 51 (recall Infiltration). It is a nice exciting ride, but can be difficult. -Jon appears in CI: Defense near Carrington's safe helping you out a little. So if you made up your choice head towards the consoles in either case. Once Jonathan is stuck with his role the music will speed up and the consoles become active. Now you can press the buttons on both of them long before Jonny boy makes it to the first one. That is much faster, and safer than just waiting around. End of Mission. In case you remain behind the quickest route on the hoverbike is as following (from the point you get on the bike): -Up through the brown door -Left and take the doorway to Right (brown door) -Up ahead through 3 sets of doors then Right at the end -Further forward, through another door -Take the hexagon passage in the far back left -Continue on through a door -Go to the left and through 2 more doors to reach the foot entrance/exit - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 5.1. Air Base - Espionage --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | 1| 1| 1| Obtain disguise and enter base | | 2| 2| Check-in equipment | 2| 3| 3| Subvert security monitoring system | | | 4| Obtain flight plans from safe | 3| 4| 5| Board Air Force One |--|--|--|----------------------------------------------------------------- Items Opposition ------------------------------------- ------------------------------------- Falcon-2 Alaskan guard(!, >3) Dy-357 Stewardess(!) Dual Dy-357 Receptionist(!) Dragon Office clerk K7 Avenger NSA Lackey Crossbow NSA bodyguard Proximity mines Horizon Scanner Suitcase Flight Plans Disguise Stuff --------------------------------------------------------------------------- Shield 1 (A) : Dropped by the NSA Lackey near the elevator leading down to the actual plane. Shield 2 (A/SA): In safe where the Flight Plans are Secret Weapon : Dual Dy-357 Eliminate the NSA lackey near the console before he can kill the Alaskan body guard. Only then will you get dual Dy-357s from him. If the Alaskan guard gets killed by you or an exploding console this still allows you to get the dual weapons! Secret Weapon : Proximity mines In the far left passage near the cable car arrival point. Cheat 1 : Beat the level Team heads only Cheat 2 : Special Agent - 3:11 Infinite Ammo, no reloads Cheese : Use the scanner to find it in the bottom of the abyss near the cable car arrival point. --------------------------------------------------------------------------- A: On Agent the 2 Alaskan guards on either side of the entrance won't appear so you don't need to worry about those. SA/PA: Once you start, first make sure the Crossbow is completely deployed. Turn around the corner to the left to come face-to-face with a white coated Alaskan Guard. Shoot him with the Crossbow before he runs off, then go into the other inlet and quickly kill the second guard. If you fail at the former, he'll run to alert his buddy on the other side whom is next to a security console. Only the white coat next to the console itself will activate the alarm, but if he does so it's a mission failure! All: Don't enter the Air Base just yet as you first need to obtain & wear a disguise. Take out the guard patrolling back and forth the entrance and cavern, if you're slow a guard will walk through the front door. Don't shoot him there. If the receptionist inside sees a dead body or you without a disguise the alarms will go off and it's again a mission failure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Obtain disguise and enter base - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Enter the cavern entrance and walk around the S-turn. Ready yourself as the stewardess and 2 Alaskan Guards are wandering around this area. Try to pick them off from a distance, otherwise wait around the corner and once the firing stops drug them. Make sure to sedate the stewardess as it is not allowed to get her killed. Select the disguise from the pause menu to wear it. Once this happens switch to "Unarmed" as you cannot go with weapons for now. There is also a box of proximity mines lying in the far back. You may want to get these to make a later section easier. Once you punch/drug the stewardess a guard might come running from the base towards the tunnel (even if you make no noise at all). If you're disguised already you can just punch him out with single strike as he doesn't suspect you at all. Time to enter the Air Base itself. If you're not sure that you're wearing the disguise just punch once or twice and note the color of Joanna's sleeves. If they're blue, then you're correctly wearing the disguise. So, when disguised & unarmed enter the base and walk up to the receptionist. She'll after two lines of chitchat she unlocks the wooden door in the center. You can now punch out the receptionist from the back, when you stand behind her. Do the same with the Alaskan guards to claim their guns, if you really want to. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Check-in equipment - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: At the Air base's entry head towards the left and get up the second floor using the elevator. Upstairs there are two office clerks sitting at a table. They don't recognize you so just punch them out (one punch each is sufficient). One of them will start to attack you and another attempts to run off to the alarm switch outside. Pick up the white briefcase you'll need this later on at the conveyor belt. Enter the back area of the base and go down the escalator up ahead. Down under you'll find the said conveyor belt. Select the Briefcase from the pause menu and press 'Z' to put it on the square next to the belt. Now you lose your entire inventory's contents and you'll also need to disable the monitoring system within a preset time limit. But doing the latter will bring out ~16 NSA bodyguards which makes this section very hard. So before placing the suitcase on the belt follow the instructions in the objective below to make this section much, much easier! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Again, here's a map with the overview of the Air base's back area and all the points of interest. The most optimal path (i.e. safest / quickest) is different for each difficulty so this is explained below. ___ | | (Elevator |_._| to exit 1) _______| | |NNN | |A, |_._|N| ___ |¯ ¯|O .N| | | (Elevator |'P | | | |_._| to exit 2) ¯¯¯ ¯¯¯|A|______ |L | |_ NO | ¯| | |_ A __| | | | | _________ ________| |__ | |____| | | N __ | ____ |______. ~ | | N | | NN | | L | _______| ~ | |_ _| | A | | AC| _____ |NN_____ |___| | | __| | __| | : | | | | L A _____| |.| |.| | : | !!! | |*| | ................ | :[] |_| |_____|___|*|___| |_ N A ______|A |___________________ | ~ ****** N S N | |N ~ ¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ (entry point) A = Alaskan Guard C = Security monitoring system console L = NSA Lackey N = NSA Bodyguard (spawn points; after monitor system shutdown) O = Office clerk P = Flight Plans (in safe) ' = Switch to open safe S = Sign . = Door , = Door with a Remote mine attached : = Conveyor belt []= Deposit place for Suitcase ! = Metal detector ~ = Cleaning Hovbots Notes: -The metal detector gate at (!) will make a lot of noise if you trespass without placing the suitcase on the conveyor. If it's triggered you can still quickly walk back to make it stop. Oddly enough, if you walk through it after placing the trunk on the conveyor and getting another Dragon afterwards it doesn't sound. -After you deposit the suitcase you'll lose all your items/weapons, but not ammo. Thus collecting another Dragon afterwards you can still use your entire magazine like before. -Alaskan guards will attack you if they see any unconscious bodies lying around or when see you with a gun. Otherwise they just walk around and greet you. -NSA bodyguards only spawn right after you shut down the system. All Alaskan guards will disappear at the same time, but each one leaves his respective Dragon lying around on the floor. These can come in handy when placing proxy Dragon traps around or for getting a weapon period. They're scattered everywhere so use this in your advantage! -Spawning of the NSA bodyguards can only occur if you're not too close or in visual range of the spawn point. If you fall down the staircase at (C) quickly, the first 2 or even 4 guards cannot appear if you make it around the corner ASAP. -NSA Lackeys are expendable and may be killed. They are also traitors that work together with the bodyguards once the system is shut down. Two of them wield a Dy357, but the one near the console has a K7-Avenger. -If you kill the NSA Lackey with the K7 before he can eliminate the Alaskan guard he'll drop dual Dy357s as an additional prize. I really don't find it worth it. If by some accident the Alaskan guard is killed by something else (say an exploding console) you can still get the dual Dy357s from him afterwards. It has happened on some occasions that this guard keeps shooting at thin air after the console exploded, or that he dropped the guns when I killed him later on in the game. -An office clerk will be executed by an NSA bodyguard in one of the upper left rooms. To witness this you'd have to be very quick as most of the time there will only be a dead body or nothing at all to be seen in that room. Moreover, sometimes the clerk is still standing there crouched with his hands over his head with no NSA bodyguard to execute him (might be a glitch). Even if you manage to save the clerk you get nothing from it. He'll just remain crouched for the rest of the level. Also the clerks are expendable so if you happen to (accidently) kill one this is no issue. -The door to the Flight plan safe and exit 1 only opens after shutting down the monitoring system. Agents/Special agents don't need to go here. For them the elevator leading to exit 2 is a much easier/quicker route. -Take care when throwing proximity (Dragon) mines around that the movement of the Hovbots / escalators in the two larger areas can trigger them prematurely. I used to throw a proxy Dragon right behind the door leading to the back area, but if placed too close at the entrance the Hovbots trigger it even if the mine was on the other side of the doorway. This was not what I had in mind for it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Subvert security monitoring system - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A: At the sign go down the escalator to the right and ignore the NSA Lackey whom tells you that you shouldn't have come here. Go right through the corridors, but before going to the console head up to the elevator door. Even though the door is locked, press 'B' to bring the elevator up; this allows for a quicker exit when the black robed bodyguards spawn. Now run to the console and disarm the Alaskan guard to claim his Dragon. At the console press 'B' and quickly fall down the stairs to prevent the 2 NSA bodyguards from spawning (enemies can't appear if you're looking at the spawn point). Run to the elevator and get inside. This should allow you to get through without any trouble. SA: The route for Special Agent is basically the same as for Agent. The only difference is that you first need to place the suitcase on the conveyor belt. Doing so will put up a time limit of roughly 20 seconds. It should be possible to call the elevator (see Agent), and then disable the security. Again, after shutting it down fall down as quick as possible to prevent 2 bodyguards from spawning. PA: Perfect Agents also need to go through the upper left route to obtain the flight plans. As the door to that region is locked, until the monitoring system is shut down. If you follow the initial SA strategy, until the monitoring system off you have to go through the hell of all those NSA bodyguards. This will and can very easily kill you as they all carry the powerful K7 avengers! To get through this area safely follow these instructions: 1. Upon entering the place deploy the DrugCam so the Alaskan guard at the junction of the escalators comes towards you. Once he is in the corridor drug him to get rid of the nuisance. The reason for doing this is that I've noticed that knocking him out in the area where he stands will trigger other Alaskan guards. These guys are sometimes rather psychic and can see through obstacles if the body is in the same area. And we don't want to alert all of them. 2. Collect the DrugSpy and arm yourself with the crossbow. Use it to knock out the NSA Lackey, or run down the slope and punch him out. Take care that the Alaskan guard to the right doesn't wander in at this moment or he'll notice you. 3. Go for the two Alaskan guards to the right, try to drug them with the Crossbow so the Dragons fall down to the floor. You'll want to collect them after depositing the suitcase. Right now you can also kill the lackey at the second elevator so he won't bother you later on. If you disarm them you'll often collect the gun right away and that's not the intention. 4. Head for the conveyor belt and drug the last Alaskan guard. Now, before placing the suitcase on the conveyor get your 5 Proximity mines out: - 1 on either side of the sign at the upper junction of the escalators. It shouldn't explode too early, but will kill off 2 NSA bodyguards later. - 1 in the corner of the corridor with the metal detector. This should kill 2 more men in black. - 1 at the base of the most distant pillar in the room to the right of the first Lackey. If you walk around the distant wall you won't trip over the mine yourself when heading for the console. Another set of two guards is down for the count. The last two can be placed either in the room directly below the console, but these guys shouldn't spawn in the first place if you're quick. Or in the room with the conveyor belt, but I've noticed that if you don't walk into the area yourself the guards won't follow you at all. So they are no treat, but if you do place mines put them at eye height against the wall otherwise the Hovbots will trigger them. 5. Place the suitcase on the conveyor and head for the console. Get there without tripping any proximity mines you placed, and collect 1 Dragon along the way so you have a weapon to defend yourself. Trigger the mainframe. Now read on in the next section as this objective intertwines with the next. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Obtain flight plans from safe - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: Only Perfect Agents need to do this, and it follows directly from the strategy spelled out above. 5. (continued) Fall down and listen for any explosions as you make your way past the now unlocked door in the large room. If you did everything correctly not a single NSA bodyguard should be able to attack you. As they'll all get blown away by the proximity mine traps. :) 6. Pick up some dropped K7 Avengers along the way and place a proximity Dragon right after passing through the previously mentioned doorway (just not too close or the hovbots trigger it). Use the K7 to kill the single NSA bodyguard up ahead and ignore the scared clerk, if he's alive at all. The bodyguard should be looking away at the wall so go for a single headshot, so the 2 guys in the corridor don't get alerted as well! The proxy Dragon's explosion will tell you, if and, when any other guards are on your tail. So listen to it! Although, it shouldn't go off at all. It's a last line of strategic defense before you have to fight guards from both sides of the corridors, which is a terrible thing to do I know from experience. 7. Pick up the Dragon(s) lying around here, there is guaranteed to be at least one in this place. Reload the K7 or switch to the Dragon and look around the corridor. There should be one guard standing here, if you didn't make too much noise. Shoot him with several bullets so another guard is lured out. Wait a second or two and he'll appear, take this one out as well as he's running straight towards you... the fool! 8. As noted by the map there are still 3 more NSA bodyguards in the top left room. There's also an remote mine attached to the door there, but it's difficult to shoot the mine without getting hit by the three of them. A much easier way is using another proxy Dragon. I always save that last Dragon for this part. Enter the first room to the left with the clerk. He'll whine about saving the plans in the safe, just cap or ignore him. Open the door to the right and carefully look around the left corner. You should just be out of first NSA bodyguard's range. Ready the proximity Dragon and throw it a little upward into the entrance. It should bounce off the wall and lie in the middle. Now shoot or move around to make the guards trip on the proxy Dragon and double BOOM this should kill all of the last remaining goons around. Now the coast has been cleared completely you can go for the Flight plans themselves. They are in the safe inside the completely locked off room. You can only shatter the glass with explosives (perhaps that's why the Remote mine is attached to the door for some reason). If you followed to previous steps all the glass should have been shattered now by the explosions. Crouch and enter this back area, but the safe is locked... Look in the back right corner of the room to find switch under a glass blub. Press 'B' twice to move the glass away and press the switch. This slowly opens the safe from which the plans can be recovered; easy! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Board Air Force One - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: As mentioned before there are two exits in this level. Each elevator takes you to one of them. The exit you take will also determine the entry point in the next level, so there's some advantage to taking one as opposed to the other. The elevator to Exit 1 will have you start in the center of the Air Force One craft. The other, Exit 2, will have you start in the rear cargo area which is very close to the first objective, for SA/PA that is. However, I've noted that using Exit 1 has the tradeoff that the presidential bodyguards will see you as a friend. Using Exit 2 will have them think you're a terrorist/stowaway and attack you (at least until you meet up with the President himself). Personally, I'd opt for Exit 2, but on Perfect Agent you might want to take the safer path along Exit 1 if you're badly damaged as no guards appear along it. You can then play it again on Agent optionally with cheats and get Exit 2 or the other way around. The game only remembers the last exit path taken and is difficulty/(non-)cheat independent. You do have to complete all mission objectives as a failure doesn't count. Exit 1: Enter the elevator, wait until it stops at the bottom floor, close the doors, wait for the next stop, get out follow the left corridor, and enter the plane via the boarding pod. If you alert the guards at the bottom floor the pod and thus the exit will be locked down. This leaves you only the other option. However, because you don't need to get down there at all this should not occur. Exit 2: Enter the other elevator and wait until the doors open at the bottom. Make sure to have your Dragon / K7 ready when it does. Step forward and look around the corner. There's one guard in plain sight and another around the second corner. Shoot them both! Now blow up the console near them, or do this right away to have the explosion kill them in the process. Blowing up the console will make the laser grid malfunction continuously putting the grid on/off in a repeating cycle. Use this to find the path (there's only one way) to board the plane via the ladder. There may be some guards in the distance shooting at you, but they shouldn't be able to hit you from that faraway. You could try to pick them off, but it's not as easy even with the Avenger's 3x scope view. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 5.2. Air Force One - Anti-Terrorism --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | | 1| 1| Locate and retrieve equipment | 1| 2| 2| Locate President | 2| 3| 3| Get President to escape capsule | | | 4| Secure Air Force One flight path | 3| 4| 5| Detach UFO from Air Force One |--|--|--|----------------------------------------------------------------- Items Characters ------------------------------------- ------------------------------------- Falcon-2 Presidential Guards Cyclone Steward(!) Dual Cyclone Stewardess(!) Laptop Gun US President(!) K7 Avenger NSA Bodyguard Timed Mine Elvis (cut scene) Combat Boost Trent Easton (invincible) Suitcase Mr. Blonde Stuff --------------------------------------------------------------------------- Shield 1 (A) : In the kitchen's right corner. Shield 2 (A/SA): In the large room with the piano. Secret Weapon : Dual Cyclone Enter the left & right hub near the ramp leading to the president. Punch out the nearby Presidential guards to claim their keycards to open the doors. Cheat 1 : Beat the level Laptop Gun Cheat 2 : Perfect Agent - 3:55 Infinite Ammo, Laptop sentry gun Cheese : In the room just before reaching the escape pod there are some pipes in the floor. Look down and observe the small wedge sitting between them. --------------------------------------------------------------------------- All: If you exited the last level via the pod you'll start in this level in the center of the plane. All the presidential guards will recognize you as a stewardess so they don't mind you wandering around all over the place. Use this to explore the place and also to collect the dual Cyclones if you're really interested. Otherwise just complete the first (two) objective(s) below here in order. In the cargo bay there's also a Hoverbike on a platform. If you lower the bike by pressing the red button in front of it the bike will be lowered. If you do this you'll start out with a Hoverbike close by you in the next level. This can be a very handy thing, so it might be worth the going here even on Agent. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Locate and retrieve equipment - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: If you started in the cargo bay, just walk back one more room. For the other entry point walk up to the back end of the plane on the base floor. You can explore freely so take your time. There's a red/brown hatch in the floor around here which leads to the bottom floor. Climb down the ladder and go all the way to the back to reach the same room. In here you'll find a lone technician. Punch him out before he points his Cyclone at you and press the red button to make it green. This raises the platform close by which has the suitcase from the previous level on it. It doesn't contain the stuff you had last time, but it does have a Laptop Gun, a Timed Mine and 2 Combat Boosts inside (Strange.. That's not what was inside during the last mission). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Locate President - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: From the cargo bay area you don't need to walk all the way to the front of the plane to get to the panel leading to the main level. Instead, walk up to the kitchen area. Punch out the two stewards in here before they can make too much noise. Walk up to the dataDyne panel you see here and activate it. A small elevator drops down, so duck twice and crawl inside. Wait until it reaches the top and open the small door to exit this confined place. Once you stand up straight again, you'll notice this is the entry point of Exit 1 in the previous Air Base level. Which is the same as a possible starting point for Agent player who did not need to complete the previous objective. With all paths aligned, walk up the central large wooden door and open it. Then go up the square staircase in the center to reach the top level. A presidential guard nearby might see through your disguise by now. Ignore him after talking to the president they'll become your allies, anyway. Upstairs go directly to the left to find the Presidential chamber. Inside talk to the guy and wait for the entire conversation to pass. Make sure to remain in the same room, or have eye-contact. If you fail to meet this requirement only for a split second you'll fail the objective! Once done a cut scene is shown were an alien craft attached a tube to Air Force One. And thus several (not one) Mr. Blondes and NSA bodyguards start to appear on the ship! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: These last three objectives can be done in any order. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Detach UFO from Air Force One - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Even though, this objective is last in the list its easiest to clear it right now. Dash down the staircase, go through the door to the left of the stairs. Equip the Timed mine and throw it into the tube as you pass by. That's all. XD - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Get President to escape capsule - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Now quickly switch to the Combat Boosts and press 'Z' twice to administer both. This makes the upcoming section really easy to complete. Once done switch to the Laptop Gun and open the door just right of the alien tube, while the gun is deploying. Enter the room, make use of Slow-motion game play and kill both NSA bodyguards quickly with well aimed head shots! Run through, start reloading the gun as you need the full magazine in the next section, open the door, open another one behind that to find Trent in the back of a stretched passage. There's also 2 Mr. Blondes which have a lot of health, one of them to the left of Trent outside of your view. So first take out the Blonde in sight to the right (go for a headshot), then run through the other Mr. Blonde. Ignore the invincible Trent and exit via the left doorway. In the back there are two more NSA bodyguards whom MUST be killed otherwise they'll execute the president, when he trails in after you. Go down the opened hatch, kill the lone bodyguard to the left, enter the doorway and take out the last goon standing in front of the president's escape pod. The effect of the double Combat boost should wear off by now, but the hardest part is done so that's okay. If you took out all guard the prez will make it to the pod by himself. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Secure Air Force One flight path - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: During your time creating the escape route for the president the two pilots will get shot in the cockpit. So to complete this objective you can either kill the NSA bodyguards in the cockpit before they execute them, or enable the self-stabilizing autopilot. The latter is the easiest option as your top priority is getting the President safely into the escape pod. If he dies in the gunfire it's a mission failure all the same. So after clearing out all the guards in the previous objective make your way to the square staircase again. Upstairs follow the path along the right wall towards a small door in the front. Enter it, plough through another NSA bodyguard and run through two more doors to find the cockpit. There's two more black guards in here, but you can just press the button in the center to end the mission (the guards are also facing away from you). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 5.3. Crash Site - Confrontation --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | | | 1| Retrieve Presidential medical scanner | 1| 1| 2| Activate distress beacon | | 2| 3| Shut down enemy jamming device | 2| 3| 4| Retire Presidential clone | 3| 4| 5| Locate and rescue President |--|--|--|----------------------------------------------------------------- Items Characters ------------------------------------- ------------------------------------- Falcon-2 NSA Bodyguard Falcon-2 (Scope) Mr. Blonde Dy357 LX US President(!) K7 Avenger Elvis (invincible) Sniper Rifle Trent Easton (invincible) Phoenix G5 Drone robot Proximity Mine Remote Mine Stuff --------------------------------------------------------------------------- Shield 1 (A) : Next to Elvis' saucer Shield 2 (A/SA): Near the presidential clone's inside the darkened cave Secret Weapon : Proximity Mine Talk to Elvis before rescuing the President Secret Weapon : Dy357 LX Disarm Trent while he's holding the president as a hostage. There's only one chance. After he starts running you can't disarm him anymore. Cheat 1 : Beat the level Perfect Darkness Cheat 2 : Agent 2:50 Trent's magnum (Dy357 LX) Cheese : Go to the area with where the AF1's cockpit is located. Use the sniper rifle to zoom in on the wrecked wing. In the distant far right of the wing the cheese is located. It may be hard to spot and you might need to adjust your position, but it is out there somewhere. --------------------------------------------------------------------------- All: This level is rather huge and has a dark maze of caverns connecting one place and another. The simplest solution to my knowledge for PA is first saving the president and then doing the other objectives. As you otherwise be hunted down by Blonde's and Avenger wielding NSA bodyguards all over the place. The hoverbike, if you dropped it down in the previous level, will make traveling around somewhat easier and faster. On agent it is just as easy to do the objectives in numerical order, though. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Locate and rescue President - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: From the start walk back to the hoverbike. Ride it (press 'B' twice) and go further down the field. At the end you'll find two NSA bodyguards and a Mr. Blonde with a Sniper Rifle. Get off the hoverbike and take all three of them out. Continue in that direction, walk over the wooden log (you can't fall off the ledge here) and you'll arrive in a very huge area. This is one of the few spots in the game where you may notice lag even without anything special going on. Continue running over the plain to find Elvis. Meet up with him to receive a proximity mine, but it's not really that useful here. Keep on going, until you find a hole in the wall. Enter the crevice and ready your Remote Mines. You'll hear a humming sound caused by 4 floating drones (like the G5 robot only smaller). If you attack any one of them the other three will find their way to you, so you need a different approach here. This is the place where the President is being held hostage by Trent. Look through the gap to see one maybe two drones. Now chuck a mine down under and have it explode in mid-air (press 'B' + 'A' at the same time for a quick detonation). This clears half of the drone robots for you. Walk down the ramp to the left and carefully look around the corner. Two more drones appear here. Again, throw a Remote mine in and have it explode. Just make sure not to detonate it too early or else the President might get caught in the explosion. Once the coast is clear run down the ramp and walk up to Trent. Select "Disarm" and try to knock the Dy357-LX magnum out of Trent's hands, on SA/PA this gun will be very handy for another objective. You only have one chance at getting it; if Trent starts running you can no longer get it. So either way get the gun and start running back to Elvis. The president will follow right behind you. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Get back to the Hoverbike near the wooden log where we left it be. Get on it and drive along the plain in the other direction, follow the right wall a bit. You'll come along a gap in the right wall which leads to the Medical scanner (PA objective). If you come across any guards you can safely continue on as it's nearly impossible for them to hit you when you travel on the bike. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Retrieve Presidential medical scanner - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: When you reach the previously said gap enter the area and keep left. Look around the plane and find the white suitcase lying abound. There's an NSA bodyguard here with his back turned to you (he won't notice you). It may be hard to spot, but it's there. Once you found it leave this subarea and continue on. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Activate distress beacon - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: After passing that gap leading to the scanner continue up ahead. The presidential escape pod is lying on its side. Approach it and press 'B' to activate beacon. This can be done while riding the hoverbike, but may require a bit of practice. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Keep following the right wall, ignore any distant guards, ride past the piano, then go down the ledge to find a dark cave. You have to turn very tightly at the wall's end to make it there in one go on the hoverbike. At the bottom get off the bike, equip the night vision goggles and enter the right tunnel. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Retire Presidential clone - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: In the dark there's a Mr. Blonde hiding directly to the left of the entrance. Kill him quickly, follow the left wall, take down a second Mr. Blonde, reload before continuing on, look in the distance and notice two people. the right one is a Mr. Blonde (large silhouette) and the left is the clone of Mr. President. Kill him using the K7's scope view and ignore the Blonde. Otherwise you may have to run after the clone (and use the R-tracker) to locate him. He's unarmed and stationary when you go for him now. But as soon as they see you he runs off so make sure to nail him quickly! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Shut down enemy jamming device - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: If you go for the President after doing this objective you need to run through a lot of guards on the way back through the caverns, therefore the Prez should be saved beforehand. Now it's only a one-way path from the Presidential clone (previous objective) to the level end (the jamming device). From the location where you killed the clone look in the nearby right wall section for a hole. Enter this place, reload the K7 and unequip Night vision as well. Continue running along and kill the stationary guard at the end of the crevice. Get outside and you'll find some guards on tight passages hanging over bottom less pits (yep, just like in the Mario games). Shoot the guards directly in front of you, and follow the path to the right along the left wall. There are 2 or 3 lonely guards here, but there will be a large group coming out of the same cave entrance so keep running. At the end there's a sharp bend to the left which leads to a field with two drone guns. The K7-Avenger's secondary mode will detect them. Crouch for better accuracy and use an entire clip to destroy the right one nearest to you. Now equip Trent's golden Dy357-LX magnum as the Skedar ship would require 3 or 4 entire clips to destroy with regular bullets. Run closer up to where the drone gun was and look in the distance, when you spot the alien ship shoot to destroy the craft with a single bullet. Make sure you're standing in a distant place as the following explosion will destroy anything nearby. Once it's over the level ends (given you completed all other objectives). This should happen before the guards on your trail catch up with you. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 6.1. Pelagic II - Exploration --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | 1| 1| 1| Disable primary power source | | | 2| Secure laboratories and research data | 2| 2| 3| Deactivate GPS and autopilot | 3| 3| 4| Activate Moon Pool lift | | 4| 5| Rendezvous and escape with Elvis |--|--|--|----------------------------------------------------------------- Items Characters ------------------------------------- ------------------------------------- Falcon-2 Pelagic II guard Falcon-2 (Silenced) Elvis(!) Dual Falcon-2 (Silenced) Scientist(!) Dy357 Naval officer CMP-150 Laptop Gun Phoenix X-ray Scanner N-Bomb Research Data Stuff --------------------------------------------------------------------------- Shield 1 (A) : In the center of the helipad on the back of the ship Shield 2 (A/SA): On a crate near the panel for the Moon Pool lift Secret Weapon : Dual Falcon-2 (Silenced) Clear the entire base floor level without triggering the alarm. The last guard will drop the dual weapons, when killed. Cheat 1 : Beat the level Enemy Rockets Cheat 2 : SA 7:07 Infinite Ammo Cheese : Near the door of the power generator look down on the grate to the right. --------------------------------------------------------------------------- All: You'll be shooting red overalls all over this level. The crew of this old tub all wear the same stuff and there's lots of them in every corridor. The first section will be feature alarm boxes which should not be triggered. Doing so will add several more guards to the level and in the Moon Pool lift panel room, which is otherwise empty. You'll also lose your chance at having dual silenced Falcon-2s when that happens, by the way. As in the G5 Building a guard who goes for the alarm will ignore anything else so they're rather easy to kill. From the start get out your Laptop Gun, open the first blue door and shoot the guard whom is facing away from you. There's no need to hide behind the portal window here, but shooting through the glass will come in handy later on. Run down the slope and take out the next guard around the corner. This clears the first corridor. Run over to the next doorway and aim through the glass window. You'll notice the head of the guard looking at the door. Shoot him through the head with a single bullet and a second guard will kneel next to him. Again, a headshot takes him out with relative ease as well. Now you can safely enter the corridor yourself. Look around the left corner to find two more guards, when those are gone the second corridor is yours. The passage to the left leads to the first objective. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Disable primary power source - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Enter the blue room and look around for a security camera near the staircase (there's another one behind the staircase as well). A patrolling red overalls soldier may come into the room so listen carefully. Once all is safe go back to the upper ledge and equip the X-ray scanner. Look for the green panels and disable those (press 'B'). Once they're all out, unequip the X-ray scanner and press the button on the cylinder down under to turn the room dark and complete the objective. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - First, the rest of the corridors need to be cleared as this needs to be done anyway. I prefer not to continue on along the previous corridor, but instead go into the blue hallways via the doorway opposite of the power source's button. Follow the path to the right and you'll notice two guards watching over each other through the porthole. Again, shoot them both down and enter their place. The other doorway with no porthole is where we go later on (SA/PA, on A it's locked). Two more red overalls will stumble down the stairs here so wait a few seconds for those. Once they're all gone carefully look up for a bypassing guard. He should appear right after the previous two are dispatched off. Don't let him see or it all the other guards will get alarmed. Wait a few seconds until he's gone and out of sight. Walk up the stairs and look carefully around the corner to the left. As soon as you spot the stationary guard shoot him in the limbs so he'll cripple for a moment allowing you to take him down. Follow the path to the left, open the door and shoot the 3 guards in this hallway. It's one long straight path so it should be rather easy to do. The door to the left here leads to the Moon Pool lift panel for SA/PA. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Activate Moon Pool lift - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: If the alarm didn't go off by now this room will be quiet and clear, otherwise you need to dispose of 4 or 5 additional guards in here. The best way to deal with them is opening/closing the door over and over to get some shots in while not sustaining any damage yourself. Once the coast is clear enter and press 'B' in front of the console screen to the right. A/SA can also get a shield here. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Continue up ahead and use the single headshot through a porthole trick to kill the two guards in the next room. Reload your gun and once the door opens dash to the right like mad. The 2 last guards over there will notice you and run for the alarm. If you take these clowns down you'll get a dual Falcon-2 (silenced) from the last dude as he drops dead. That was the last of the alarm boxes in this game! If you walk through the doorway to the left of you you'll return to the corridor where you came up stairs. Going through the doors up ahead gets you back in the second corridor. However, the passage between here and that other corridor leads to a whole new section of the Pelagic II. Enter this place to find an empty stretched path leading up to a green walled section. Just before going up there are also two doors opposite of each other at the intersection as it were. The left leads to the PA objective and the right leads to the 'golden' corridors which lead to the level exit. However, that is the hard way of reaching the exit as well see later on. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Secure laboratories and research data - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: As stated above take the left doorway to find some yellowish/golden corridor with a security camera in the distance. Shoot it down, as soon as you enter the place. Then run up to camera to find another intersection. The doors to the left and right lead to two scientist rooms. Enter them and punch out all three scientists to claim their research data to complete the objective. Don't try to shoot them or it's a mission failure. Next to that these scientist run all over the place so slay them as soon as you can. From here return to the doorway were we strayed off just before this objective. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Deactivate GPS and autopilot - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Go up the stairs here and you'll find two guards in the green walled section. Eliminate them and head up some more stairs to find the GPS and auto-pilot commandeered by three naval officers. Show them a gun and they'll wimper around. Jo will 'politely' ask them to shut everything down and the first one obliges. Once he's done the second (it's random which one) will pull out a Magnum, so just punch him out and the remaining pilot will disable the other console completing the objective for you. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: You really don't need to go through the entire golden hallway sections, unless you really feel like it. A glitch in the game which is explained below makes it possible for you to reach the end right away. Although SA/PA still need to get to Elvis first in the blue corridors. Agents can skip this section. They can return to the Moon Pool lift control panel right away. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Rendezvous and escape with Elvis - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A: Head directly for the Moon Pool Room. Read on at the "All:" section. SA/PA: Make sure to have activated the Moon Pool lift or Elvis won't appear at the end! Having ensured that return to the blue corridors and walk back to the other doorway whose porthole was sealed off. Open it and walk through it. On the left there's a lone guard and another security camera. Take both out, and walk through three more corridors filled with two guards each. You'll now be near a small stairway leading down. Walk down here and again carefully look around either left/right corner to spot a guard. Shoot him several times and immediately retreat back up. This will lure 2 or 3 guards towards the stairs where you can easily take them out as they run towards you. Go down again, and walk all around the place toward the end. There's another duo of guards here. Just nail them down and look down the stairs to find another set of two which can be shot without them seeing you. Go through two more doors (another lone guard is in here) to find a huge glassy area where Elvis is waiting for you. He tells you it is time to leave the old boat and so we do. As with Agent, you don't need to go through the golden corridors, but instead return to the Moon Pool lift control panel room. All: Enter the Moon Pool control panel room and walk up the ramp on either left/right side. Equip the X-ray scanner and look for a rectangle on the wall. That's the control panel on the other side of the wall. You can just press 'B' to enable it right through the wall! This will complete the objective for you and end the level. This works provided you completed all the other objectives before this, otherwise you have to complete those objectives afterwards, just to find out that the door can't be 'unlocked' a second time. Thus if that happens you do need to go through the hallways. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 6.2. Deep Sea - Threat Nullify --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | 1| 1| 1| Reactivate teleportals | 2| 2| 2| Disable Cetan megaweapon | | | 3| Secure control room | *| 3| 4| Restore Dr. Caroll's personality | 3| 4| 5| Escape from Cetan ship |--|--|--|----------------------------------------------------------------- * = You go through the section anyway... Items Characters ------------------------------------- ------------------------------------- Falcon-2 dataDyne Snipers Falcon-2 (Scope) Skedar Phoenix Skedar Warrior (dead corpse) FarSight XR-20 Mr. Blonde CMP-150 Pelagic II guard K7 Avenger Cetan bioweapon drone Shotgun Dr. Caroll Proximity Mines Stuff --------------------------------------------------------------------------- Shield 1 (A) : ? Shield 2 (A/SA): Locate to the left of the first teleportal at a dead end. You may see a dead Pelagic II guard next to it. Secret Weapon : Proximity Mines In the area with the dead Skedar kill the Shotgun carrying guard on the far left. He'll drop a box with the mines. Be careful to not shoot this box, or else... Cheat 1 : Beat the level Jo Shield Cheat 2 : Perfect Agent - 7:27 Farsight XR-20 Cheese : In the first corridor at the start look through the left window at the ocean floor. You may want to zoom in using either a Sniper Rifle or the FarSight to see this one. --------------------------------------------------------------------------- All: As the intro showed the purple dataDyne sniper cronies have Shotguns and cloaking devices. Moreover, they have shields as well so this is going to be a very hard section to begin with. - The Falcon-2 requires too much shots to disable the shield and kill a sniper guard - Disarming a guard doesn't work, again because of the shield - Shotguns fire is hazardous to your health, especially considering the high degree of accuracy the AI has - There are no objects to hide behind - Elvis can instantaneously kill a guard with the FarSight, but he does need to be able to target it. He can also punch them out in a single swipe like Jonathan did in Area 51: Escape. - A Shotgun on secondary fire mode (Double shot) is the only practical way of dealing with them, but the gun's reload is horrible so make sure you don't piddle dry when you need it the most. - IR-scanner we coincidentally have will reveal the guards even when cloaked, but this does make the entire vision rather dark and limited. - When guards are cloaked they are sitting (rather standing) ducks. Make use of this! From the start run through the corridors, change to the Shotgun (double shot) & Infrared sight and ready for a hard battle. Open the second doorway to find a guard running away from you and two more. Follow the former and shoot him as soon as he stops, then go after the other two. Don't walk out too far or the two snipers in the distance will get attracted. First these three need to be taken down. With a little luck Elvis will kill the third before he can shoot you. Reload the entire magazine, then walk up ahead as you notice a single guard running down the slope. He should stop near a rocky section to the left. Kill him there before he readies a shot, then carefully move around the rock to find another guard hiding around here. He won't notice you if you don't get too close by so that's another easy kill! Again, completely reload the Shotgun and walk up the slope and enter the first section of the double doors. Wait a bit for Elvis if needed, then open the other part of the double door. Two guards opposite of each other will run across one and another. This gives you an opportunity to strike them both with double kill if you shoot right at the moment they run past each other. Lastly, kill one more guard to the right and two more on the left. The rear left one will drop a box of Proximity Mines, so don't get to close by when shooting him or the recoil of double shot may cause the crate to explode! Once they're dealt with get the mines if possible. The rest of the level is rather easy if you know what you're doing. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Reactivate teleportals - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Switch over to the Falcon-2 and unequip the IR-scanner as you walk down the long ramp to the right. There's also a dead Skedar warrior around here we'll be seeing more than enough of those cretins later on, but they won't be dead. For now we need to worry about more hillbillies in red overalls. There's three of them around the corner, so take them out with the scoped range of the Falcon-2 before they can retreat. Walk down the dark passage to find two more Pelagic II guards and what appears to be a dead end. Look around and you'll notice a small pillar in an inlet. Shoot it to light the pillar up and this also opens a passage opposite of it. Make sure Elvis is close by as he can shoot down all the blokes in this hallway with perfect aim single shots. Joanna is better off supporting him by shooting the ones that get too nearby. Elvis is rather slow and defenseless when punching people out. Shoot the second pillar in the distance to reveal another corridor. Go through here to find two more guards and a third pillar in the right inlet. When this one is shot go back to the first intersection to find the control room. In here a Mr. Blonde and two red overalls are waiting for you, if you made too much noise, otherwise they'll be scrambling about making it easier for you to take them down. In either case move forward and use side stepping to take each one out individually. Alternatively, just run into the room and go in circles to make it impossible for them to hit you. Once Elvis steps in you can leave. He'll tinker around with the controls and complete the objective. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: In the meanwhile you can just run back to the main corridor and head through the first green metallic doorway. Then go along the right passage to reach the first teleporter in the distance. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Disable Cetan megaweapon - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This objective goes completely different for each difficulty scale so here's a split up for all three of them. A: SA: PA: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Secure control room - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: After warping out of the Farsight section you'll find yourself one door away from Dr. Caroll's location. There are 2 Mr. Blonde's there as well, and the entire objective is eliminating those fiends. On A/SA they won't appear at all. Just shoot them through the door with the Farsight and that's all. This objective is really lame... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Restore Dr. Caroll's personality - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Select the memory back-up from your inventory and walk up to Dr. Caroll. Agents can just walk up to him without selecting the item. Watch the cut scene and see how our dear doctor gives up his life for prevention of a greater danger and he initiates a self-destruct countdown sequence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Escape from Cetan ship - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: After the scene select a gun if you like (a submachine gun like the CMP will do best), run through the door ahead of you and trace your steps back to the start of the level. Some guards, 3 red overalls and 2 snipers will spawn around here, but they shouldn't cause any trouble. You can run past them; time is more of the essence here. Spray some bullet around to make all red overalls stutter and cripple for a moment allowing you a safe passage past by. Once you open the second circular door the level is over. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 7.1. Carrington Institute - Defense --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | | 1| 1| Reactivate automatic defenses | 1| 2| 2| Release hostages | 2| 3| 3| Retrieve experimental weapon | | | 4| Destroy sensitive information | 3| 4| 5| Deactivate bomb |--|--|--|----------------------------------------------------------------- Items Characters ------------------------------------- ------------------------------------- Falcon-2 CI-personnel Mauler Daniel Carrington K7 Avenger Jonathan(*) AR-34 dataDyne Troopers(Shield) RC-P120 Mr. Blonde Devastator Skedar Warrior Laser dataDyne Sniper Data Uplink CI-trooper * = only appears if you let him take the saucer in Area 51. Stuff --------------------------------------------------------------------------- Shield 1 (A) : At the dead end near the device training room Shield 2 (A/SA): In the center of the hangar basement Secret Weapon : Devastator Save Grimshaw and his companion. Either one will drop it. This will only happen if none of the CI personnel is killed by dataDyne the moment you rescue them. Cheat 1 : Beat the level Enemy Shields Cheat 2 : Agent - 1:45 Super Shield Cheese : Outside the door the Skedar crashes in during the cinema --------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Reactivate automatic defenses - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: You'd better do this objective first as dataDyne guards with shields keep pouring into the base and without the gun turrets they'll quickly overwhelm the institute. From the start ignore the Skedar Warrior for now, run backwards, go down the ramp through the open passage to get on the helipad outside. Keep running forth and enter the right entrance to reach a brown walled section. Run to the left and activate the first gun by pressing the panel. Continue on to the left, through a door, and another to find another panel on the wall which activates the second drone gun. Instead of continuing on left go right, and walk around the ledge. There should be metallic crates in the deep pit here. There might be a single shielded dD bloke here, but a good portion of the AR-43 clip should put a halt to him. Enter through the doorway above which an inactive auto-defense is located to find its control panel. That makes 3 and completes the objective. Now head back to the starting point. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Release hostages - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: There are 8 Carrington personnel people kept hostage in all in groups of two. The most fluent way to do this is to go for the people upstairs first (information and item training), then the hologram room and lastly the firing range as the experimental weapon is also there. You need to save at least the following amount to complete the objective: A : 2 or more SA: 4 or more PA: 6 or more At the starting point kill the Skedar Warrior if the CI guard hasn't done so already. This should have at least weakened the Skedar. Collect his Mauler or not, and go up one of the elevators. Run towards the most right room and before entering it use 1 Combat boost to make things easier. Ready the AR-43, open the door and just hit both hostage takers once with manual aim from the doorway. It doesn't matter whereas they have no health whatsoever. Immediately leave the place and strafe run around the wall to the neighboring room with Grimshaw. Kill both hostage takers here as well to save two more people. Now get inside and collect the Devastator with 3 shells which is a must for PA. A/SA: You can go downstairs now and just visit the other rooms having the hostages get killed. If you insist on freeing them read along PA's lines. PA: You might rather want to complete the special PA objective "Destroy Sensitive Information" right now as things heat up later on... Once that is done go downstairs as well and enter the hologram room with the Devastator equipped (2 shells remaining). There are 3 shielded guards in here taking the personnel under fire. Shoot a grenade a diagonally into the right wall so it lands right behind the wall section. This kills two of them! In the meanwhile run backwards around the left side of the wall. Shoot the last grenade at the last remaining guard's feet to obliterate all of them. Alternatively, shoot him with an AR-43 clip, but you can't kill all three guards before they start shooting as the shields take too much time to tear down completely. Now head over to the firing range and enter the place making sure the AR-43 is completely reloaded. In here two more dataDyne thugs are shooting K7- Avenger bullets at the 2 CI people whom defend themselves with Falcon-2s. They might be able to ward off the troopers themselves, but most of the time you rather need to help them out in order to save them. These two are the hardest to save in my opinion as they get killed rather quick when you enter the place. In any case the "Objective Completed" should appear by now. Walk up to the computer in the firing range and you'll notice a new gun in the wall's glass casing. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Destroy sensitive information - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: With the Devastator in tow halfway through the "Release hostages" objective, run to Daniel's room (the leftmost place). Jonathan will be standing here helping out a little, if you escaped Area 51 on foot the last time you played it. Enter the room and shoot a grenade shell at the distant panel in the wall. This destroys the sensitive information in the safe which you otherwise need to come back for after the next objective. But by then the place will be flooded with shielded guards. And even with the experimental weapon this is not a good thing... Btw. The laser will only work on the safe's door panel after completing the first three objectives in order. It's pretty strange in my opinion, but you can only break it afterwards. Explosives however just bypass the door & lock and blow up the info in one go. Much easier, faster & safer! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Retrieve experimental weapon - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: If you followed the strategy during the time you saved the other CI personnel you should be in the firing range by now looking at the gun in the glass casing. Once all people are freed you can access the computer and when you activate it the glass shatters. Walk up to the gun and collect Foster's latest invention: the RC-P120. This gun doesn't come a moment too soon. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Deactivate bomb - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Immediately select the RC-P120, run back towards the door and set it to secondary fire mode "Cloak". Apply the cloaking as literary a dozen of shield guards and Mr. Blondes come pouring in. While being cloaked dash back towards the helipad outside as there will be a Skedar ship located here. If you were cloaked all the way to here this place should be completely empty (maybe there's just one Mr. Blonde looking away from you, don't attract him). Change to "Data Uplink" and bide your time around the vessel as you wait until it leaves. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Once you hear the completing 'bleep' during the virus upload change back to the RC-P120 and you should still have ~3/4 magazine left. This should be sufficient to run back along the right passage towards the jump ship in the hangar. When you reach that place the level will be over. --------------------------------------------------------------------------- 8.1. Attack Ship - Covert Assault --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | 1| 1| 1| Disable shield system | | | 2| Open hangar doors | 2| 2| 3| Access navigational systems | | 3| 4| Sabotage engine systems | 3| 4| 5| Gain control of bridge |--|--|--|----------------------------------------------------------------- Items Characters ------------------------------------- ------------------------------------- Combat Knife / Falcon-2* Cassandra de Vries AR-34 Elvis(!) Mauler Maian Protector Dual Mauler Skedar Warrior Phoenix Callisto NTG Slayer * = US / European version start out with 1 Combat knife. Japanese version starts out with a Falcon-2. Stuff --------------------------------------------------------------------------- Shield 1 (A) : - Actually it is there, but inaccessible without a cheat device. If you go to where the engine room is the door will be locked, but if you bypass it with a gameshark or so you'll find a dead Maian body here with a shield right next to him. Shield 2 (A/SA): After going up the blue elevator in the first room to the right with the lone Skedar. It's in plain sight on the table. Secret Weapon : Dual Mauler Kill the Skedar leader on the ship's bridge. Secret Weapon : Slayer Take out all four Skedar in the green statis pods. After doing so a door opens to a chamber with the Slayer lying around on the floor. Cheat 1 : Beat the level Phoenix Cheat 2 : Special Agent - 5:17 Alien (Buddy) Cheese : In the large hangar face the blue elevators and go into the room to the right. Look down through a crack to see a yellow tiny smelly thing lying around. --------------------------------------------------------------------------- All: This is probably the hardest level next to "WAR!" on the Perfect Agent difficulty setting. You should prepare for this level and get accustomed to fighting Skedar Warriors as it is not the same as fighting the human AI. Skedar Warriors are a lot less sophisticated and have a much more simple script running. Most Skedar wait for you to appear, then they shoot you a few times and move into a different place, then shoot you again and so on and on. You do need to take care when you get close by, as a single swipe or head butt is hazardous and sometimes lethal even at full energy. Like Deep Sea the first section is by far the hardest part of the level in my opinion. So once you control Joanna open up the first door and wait a little until you see a Skedar running off. Wander around the passage and stay back, until Cassandra gets killed and the Skedar in front of you turns his back to you. Walk up to the alien and slash knife into the back of its head. If it didn't notice you you'll land a surprise attack and kill it in a single swipe. Otherwise you may have a very hard time..., you'd better restart. Collect the Mauler from him (you start out with a little ammo so on PA you should have 20 bullets rather than 10 at this point!) and carefully look around the corner for the second Skedar. Make sure the Mauler is set to secondary "Charge-up" and once you can get a clear headshot shoot once to kill it as well. Don't waste too many bullets on him! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Disable shield system - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: There are three alien terminals in the lower area next to where Cassandra got killed. Walk down here and shoot all three of them to complete the objective. It costs 3 regular shots with the Mauler or a single partially charged up shot (2 bullets charged or more). If you do the game will say you failed the objective. It is technically still possible to win, if you fight the upcoming Skedar with the Combat Knife, get the bullets and recomplete the objective afterwards. But I wouldn't bet on you winning that fight; you're best off restarting, when this happens. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: You can collect Cassandra's necklace and read the description in the Pause menu to find a secret key code, which has no use. For some reason you can only get the necklace on PA! Apart from that PA players need to open the hangar doors first before Elvis and his crew can join the party. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Open hangar doors - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: Go down the turbo elevator to reach the hangar. There are 2 Skedar walking around here, but you should ignore them as you're very low on ammo. And you may need the shots a little later on. So instead, run up the ramp and strafe down the other opposite of it. The Skedar have low accuracy at the long distances so this method is safe enough. You'll find another elevator over on that side that brings you up. Once you get out of the elevator, crouch and look around the left corner to see a single Skedar. If you have any bullets left try to go for a charged up Mauler headshot in order to eliminate him. If you don't have any ammo strafe directly to the left to find two alien terminals. Press 'B' in front of one of them to unlock the hangar doors. Do all of this rather quick as the two Skedar in the main hangar might come after you on the elevator. Also keep your Mauler ready when going back down as they may be waiting for you just before you can meet up with Elvis... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Go down the turbo elevator to reach the hangar where Elvis meets up with you. He'll hand you over an AR-43 along with 200 bullets! Next to that two of his comrade protectors are to be found in the hangar bay each carrying a Callisto NTG. You could kill them for the gun, but you'd better not as they'll help you out during the fight in the hangar bay. There are six bays and Skedars will start to appear randomly from each one. You're objective is to kill as many as possible, after a certain number (I think it's something like ~10 kills) the blue elevators on the left side will activate allowing you to continue. So ready your AR-43 and go for the two rightmost bay doors. Stand in the central path and constantly turn around to notice any opening hatches. Once you spot one use manual aiming to kill them. Don't be conservative about ammo, just keep shooting. The 'greys' will take care of the other door bays. After taking out 6 to 9 make your way to the blue elevator door and once it opens get inside to reach the next section. Elvis may come up towards you, tell you that he'll take the other elevator and follows after you. Note: The Skedar appearing from the hangar door spawn points are only half as strong as normal specimen, thus they are much easier to dispose of. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Access navigational systems - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: While going up to explore the rest of the ship make sure to look at the direction the entrance door was (thus turn around 180 degrees) and walk into the left wall. This is important if you don't want to alert the Skedar at the top. The reason for this is that a Skedar will be looking through a window right at the elevator pad, but he can't see you if you stand completely to the left. You can open/close the 'window' portals to have a brief look at the universe, but it's not really useful. Rare Ltd. also went a bit overboard with the lighting in this place, virtually anything is a light source in here. Anyway, when you're done messing around crouch and open the door while standing a little on the left side of it (not too close to the wall). Take one step forward and you should be able to see the body of a Skedar to the left. Shoot him, while he can't see you. A single charged-up Mauler shot is preferable. Next turn to the right and repeat the process on the other (this is the Skedar that watched over the elevator through the window a second ago). Enter the room behind him to find a Skedar facing away to the right from the doorway. Again, if you step in carefully you can shoot the Skedar's head tail without him noticing you for an quick kill. On A/SA there's a shield on the table so you may want to collect it. Reload your gun and enter the doorway to the left to find a distant Skedar opening fire on you from the right side of the corridor. Walk a bit closer towards him and shoot the head to slay this beast. This part can be very damaging for your health so take care. Next to that Elvis is really easily killed around here, so make sure you keep ahead of him... Continue forward to find a T-junction in the next room. Take the left path to find green 3D holographic star map. There's a Skedar on either side of the room, so crouch and step in carefully for single head shots with the charged Mauler. That is the safest tactic I can think of. You may need to step forward a bit more as the Mauler sometimes shoots in the wall rather than hitting the target if you're close to an edge. Once you inside the room Elvis will run up to the space map and complete the objective. You can continue up ahead already. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Run through the other exit, reload the Mauler, go through the right passage, kill the Skedar right after the door and head up the ramp to the left. In the distance you'll notice a Skedar shooting at you. The first two shots he fires at you always miss, so run closer up to him and kill him then. The third is most likely to connect, hence do this quickly! Go around the corner and you may notice a Skedar running off. You can kill him if you like, but he shouldn't pose a treat. A: Agents can continue running up the ramp you come across right now, until you reach the top. Continue below the following objective. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Sabotage engine systems - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: Instead of going up the second ramp, follow the right wall to find a blue door with a Skedar hiding behind the doorway, and there's also another to the left. Make sure your gun is ready to fire when opening it! Now you can go either left or right around a corridor towards the engine room. I found a rather safe strategy in the following approach: -Go through the right passage, kill the Skedar behind the second door, crouch and look around the corner across the light blue engine room. You'll notice two Skedar in the opposing corridor. You can just sniper them down with the AR-43! Even if you miss them they'll stay put and won't come after you. Misuse this shortcoming of the AI to shoot their tail sticking out of the head. Step forward a bit, until you can see the brown object that is up against the central energy beam. Just shoot it while standing in the corridor as the 3 Skedar in the engine room won't come after you. -Head back into the central room, then go up the left passage. It should be empty at the end as you killed both Skedar in the previous run. Repeat the same process by using crouched manual aim from within the corridor to prevent getting hit by the Skedar in the main room. -Once the second brown object is destroyed a timer will trigger initiating a countdown, until total destruction of the place. Strafe run back like the wind past the blue door to make it to safety. All Skedar within will be fried so if you like to pick up more Mauler ammo, be my guest. Afterwards, go up the ramp like Agents did already. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: At the top of the ramp, crouch again (for better accuracy), and look around the right corner. A Skedar is near the next doorway, but shouldn't be able to notice you. Again, shoot the tail thingy on the head for a kill with only 2 or 3 bullets. Enter the passage, reload and open the next door. There will be another alien atop the ramp on either left/right side. I'd prefer to go for the right one. Run up the right ramp into the corner, shoot the Skedar coming for you and turn to the left. The other Skedar should be running down the slope. This makes him an easy target for you. Watch out in case Elvis comes blundering into the room, you do not want to kill him. Elvis will stay behind here, securing the perimeter, right. <_< Go up two more elevators, and on the second get ready to get shot by three Skedar on the bridge of the ship. Crouch and run into the right wall to seek refuge. Once more step forward slowly to fight them one-by-one (they are stationary at all times). The center Skedar holds dual Maulers and may drop down the ramp, because he steps forward each time he aims at you. Once you got them all three quickly run around to collect the ammo and dual Maulers! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Gain control of bridge - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: the last part of the level is really hard even with double charged up Maulers. You have to fight 6 to 8 Skedar running into the place in groups. However, there is a trick that allows you to beat it really easy. Once Elvis comes running into the place, run up to the doorway which is now opened. Stand against the left or right wall so the passage cannot close. If you do this correctly it'll remain open allowing you to kill the single Skedar that is spawned in here. Now quickly run over to the right passage and shoot both Skedar whom appear here. If you can kill the one in the back the level finishes, but this alien stays behind so if the doors close you cannot yet beat the level. Keep waiting for another chance. It's not the number of Skedar you beat to finish the level, but those two specific Skedar are the key to beating it. This can be very handy for completing the time cheat on Special Agent. ;) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- 9.1. Skedar Ruins - Battle Ruins --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | 1| 1| 1| Identify temple targets | 2| 2| 2| Activate bridge | | | 3| Gain access to Inner Sanctum | | 3| 4| Destroy secret Skedar army | 3| 4| 5| Assassinate Skedar leader |--|--|--|----------------------------------------------------------------- Items Opposition ------------------------------------- ------------------------------------- Falcon-2 (Scope) Skedar Warrior (cloaked, unarmed) Dual Phoenix Skedar Warrior (stationary, Reaper) Callisto NTG Skedar Warrior (stationary, Slayer) Mauler Skedar Warrior (Mauler) Reaper Skedar Slayer Skedar King Devastator R-Tracker Target Amplifier IR-Scanner Stuff --------------------------------------------------------------------------- Shield 1 (A) : Near the large fallen pillar and the last two obelisks. Shield 2 (A/SA): After the ravine climb the ladder and find it underneath a Skedar holding a Reaper. Secret Weapon : Dual Phoenix Destroy the non-special pillar with the Devastator. 2 Phoenixes will be lying around near the ravine. Cheat 1 : Beat the level R-tracker / Weapon cache detector Cheat 2 : Perfect Agent - 5:31 All Guns in Solo Cheese : At Shield #2 walk forward towards a wall with a large crack. Three guesses what you see when looking through it... --------------------------------------------------------------------------- All: This is it! The final part till the end of the game. Skedar attacks are numerous around here, but it's not that bad once you get to know what to do and where traps are located. From the start change to the Callisto NTG on High Impact shells. With this gun you can take out most Skedar Warriors effectively with only a few shots. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Identify temple targets - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: At the start also turn on the R-Tracker in the inventory to make 3 green dots appear on the map. These mark the 3 obelisks (random selection out of 5 obelisks in total) you need to tag with a Target Amplifier. Enter the passage to the left and look for an unarmed Skedar Warrior warping in from either left or right. This is random, and usually it appears usually in the way it screws you the most. Continue on and hide behind the first obelisk as there is a Skedar with a Reaper after that. From the current safety point turn left and eliminate the Skedar Warrior who's coming for you. Reload the Callisto, tag obelisk #1 (if it is marked). Jo will also make a remark upon passing the first valid pillar so you now know what to look for. Sidestep from behind the obelisk to trigger the Reaper Skedar to shoot you. Once you hear no more bullets rain sidestep again and kill him. Continue on past him and before you reach the junction turn around to kill a Skedar that was trailing on you. That bad beastie warped in just after you passed by. Reload and look for Skedar warping in from both left/right sides. Start shooting as soon as you hear them. The right branch leads to obelisk #2 behind a wall segment, tag it with the Target Amplifier if it's on the R-Tracker's radar. The left branch leads to a ravine, but we don't want to go down there right now. Follow the right wall and hide behind the little niches in the left side of the corridor where a Reaper Skedar starts shooting. Once he stops take him down, and walk up to the back area to find obelisk #3. To the right are two stationary Skedar Warriors with Reapers attacking you on sight from behind a fallen obelisk. Fight them one-by-one using the same sidestep-wait-sidestep tactics as before to kill them, when they're reloading. Collect the Reapers for ammo if you like, then run past to the right side to find a very huge pillar being obelisk #4. The last pillar is in the chamber behind this place. There will be two Skedar warping in, if you walk in too deeply. So just chuck the Target Amplifier directly forward to hit obelisk #5 if it's the required one. This makes things easier. Once the objective is completed all pillars will shatter to pieces by some mysterious force... Note: Use the Devastator on the 2 incorrect obelisks so they blow up. The large obelisk (#4) requires 2 shots. If you do this double Phoenixes will by lying on the floor near the ravine. They are not as useful as that bonus Phoenix in Area 51, though. But you may want to reconsider. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Return to the ravine, collect the Phoenixes if you blew up the other two obelisks, and look directly down towards the right. There's a Skedar Warrior with a Reaper down here. You'd better make short work of him before he nails you. Once he's gone look over to the left and notice another Reaper Skedar. Take him out as well to secure the area. Go down the ladder and walk over to the left. Thread carefully here as the ravine can mean a plunge into the bottomless pit. From here you can go two ways: 1. Blow up the rock using either Devastator or Phoenix and climb atop the ladder on the side. You'll find a dark metallic wall section on the left side. When you wear the IR-scanner a dark outline appears. Blow this piece of wall up with an explosive to enter the catacombs of the Skedar ruins. Several mini Skedar keep spawning in here as you run around the place. Go left and enter the doorway to find a small puzzle room. 2. Follow the left ledge along the left wall, walk past the rock segment and switch over to the ledge on the right after that. Then fall down the ledge while strafe running forward into the wall (use C-right). If you do this correctly you'll end up near the switch room. The advantage of doing this is that you can skip the wall blasting section and the mini Skedar won't appear in the next section. Go right and open the door in the wall to find a puzzle room. (Btw: if you use this second method don't waste the last Devastator round or else the game thinks you failed the objective, as it reads the wall not being breached). The Falcon 2 might be good to use here as single pistol shots will kill the mini Skedar with ease and you may want to conserve on Callisto NTG ammo for the boss fight. Doors in this place randomly jam, so if they don't budge press 'B' again to make them open properly. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Activate bridge - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: There's one baby Skedar in here so just shoot him once with any gun. The puzzle you have to complete in here is pushing the broken pillar section onto the corresponding brown tile. Just run into the pillar to push it around. Once you do so you'll get a message saying that the bridge extends. Through the open gap in the wall you can even see the platform move. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: On the other side of the bridge you'll find a few more mini Skedar with their feeble attempts to attack you. Considering it's dark in here you may want to use the IR-scanner if you don't know the place. Otherwise use the Falcon-2 to take them out and run along the corridor going right, left, left until you reach a door on the left and a ramp to the right. Perfect Agent players can better go through the doorway as they need to clear the lower area first. A/SA can continue reading below the following PA-only objective. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Gain access to Inner Sanctum - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: When you enter this area there are two stationary Skedar Warriors in here each carrying the alien version of the rocket launcher: the Slayer. Shoot them down with the Callisto or Phoenix (the explosions from the Phoenix can blow their rockets up in their face). Collect the Slayer rockets and watch out for the Skedar with a Reaper up on the higher section. Use either a guided Slayer missile or some Phoenix/Callisto rounds to take him down from a safe distance. Walk up to the small pedestal next under the Reaper Skedar. Look down a little and you'll get a message that you need to sacrifice a gun in order to continue. So select a gun you can miss (Falcon-2 most likely) and press 'B'. After a second or so the gun should be taken from your inventory. Wait until the objective completed message appears before switching guns otherwise it might take your Callisto NTG which is perhaps not a good thing. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Walk up the ramp and continue over the transparent ledge, through the doorway, around the corner and another set of double doors. Agents can skip through the following room and head for the boss straightaway. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Destroy secret Skedar army - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: If you enter this room the easiest way to get rid of all 7 Skedar (one in each green statis pod) is using explosives. If you don't have the Phoenixes you should have 3 Devastator rounds left over. Shoot a grenade in the center of each set of two doors (two on the left and one on the right) to kill the first 6 Skedar. Then use the Callisto / Phoenixes on the last single pod to the left in the rear. The first Skedar to appear is always in the right back statis pod so aim for that directly when entering the room. Once all Skedar are gone collect the Maulers and ammo if you like and continue along through the double doors to meet the boss. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Assassinate Skedar leader - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: First some introduction on this boss. When you enter the room the Skedar leader will be standing in the back of the room just in front of the holy altar. The leader itself is invincible, because it has a shield so you can't kill him directly. The leader's attacks consists of the following list: 1. Summon a Skedar (Warrior) into the scene whom attacks you in turn. Just shoot the Skedar before continuing to hit the leader. 2. Disappears and warps into the battle arena in an attempt to ram you. Run around in circles and never stop! 3. Shoot a slayer missile at you. Don't get too close up when this happens. At a longer distance it's easy to side step the projectile. What you need to do is shoot the shield, until it turns black and the leader will kneel down in the center to regenerate his shield. During the shield's regeneration time the Skedar insignia at the top will be vulnerable. Shoot the non-shielded parts (starting at the bottom). After several shots the weakened piece(s) fall off. Once the leader's shield has been restored the attack pattern starts all over again and you need to hit the shield until it turns black again to repeat the process. Now that you know of the leader's ways select the Callisto NTG on high impact shells, open the final door, aim up a little and start shooting while running towards him. If you do it right you should get his shield entirely drained before he can even start his first attack. Walk up to the front right corner, crouch once, reload, and shoot diagonally upward at the junction of the bottom two prongs. If you hit at the connection point of the two bottom prongs you can eliminate those both at the same time! Each time a prong is destroyed the leader can restore less energy for his shield, thus it should become easier each time round to take his energy shield down to black. The nice thing about this strat is that the leader shouldn't be able to get a single attack on you! The hardest part is not having the leader attack you during the 2nd iteration as the leader's shield will have the most energy (the first isn't that bad as you get lots of time when entering the room). The best way to ensure him not attacking is to reload the Callisto only once the leader runs off to regenerate (use the pause menu reload for even better results). You don't want to reload after a prong is destroyed as the leader gets up immediately afterwards in an attemp to attack you! In all the pattern is like this: Start | v -> Disintegrate leader's shield | | | v | Reload Callisto NTG | | | v | Destroy a prong | | ---------------- The leader will get up with his shield restored. Shoot him continuously, until he kneels, reload now while it's safe, and shoot either left or right prong (you can't get them both this time). Upon shooting the final center prong the game ends stabbing the leader through the head. With a little practice (practice the level with a Super Shield or Invincibility cheat otherwise) you can follow this pattern without the leader ever attacking you regardless of the level difficulty A/SA/PA. For a little variation I tried shooting a Slayer rocket at the leader the moment I entered the room, that did make the first phase go faster, but the smoke makes things harder to see so it's up to you to decide whether to make use of this. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Congratulations, you beat Perfect Dark on the respective difficulty level! View the credits and listen to some funky music. Depending on that difficulty you get the following: A : Unlock "Bonus 1. Mr. Blonde's Revenge" Alternate title screen (a scrolling PD logo with many visual effects) SA: Everything (A) unlocked Unlock "Bonus 2. Maian SOS" PA: Everything (SA) unlocked Unlock "Bonus 3. WAR!" Unlock "Background info" in CI's intelligence room Unlock "Story" in CI's intelligence room Unlock Perfect Darkness difficulty setting --------------------------------------------------------------------------- Bonus 1. Mr. Blonde's Revenge --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | | 1| 1| Plant an explosive device in the lift | | | 2| Eliminate dataDyne Captain | 1| 2| 3| Locate and escort de Vries to Helipad |--|--|--|----------------------------------------------------------------- Items Characters ----------------------------------- --------------------------------------- Cloaking Device(30) Female dataDyne guard (CMP-150) Mauler Female dataDyne captain (dual Falcon2) BombSpy Cassandra de Vries(!) Skedar Bomb dataDyne Shock Trooper (Dy357, N-Bomb) Falcon-2 Dual Falcon-2 CMP-150 Dy357 N-Bomb Stuff --------------------------------------------------------------------------- Shield : - Secret Weapon : Dual Falcon-2 Kill the dataDyne captain for these Cheese : Same place as in dataDyne - Defection / Extraction --------------------------------------------------------------------------- All: In this first bonus level you get to play as Mr. Blonde. The level takes place somewhere between "Deep Sea" and "Attack Ship" and shows how the Skedar captured Cassandra whom you meet up with in the last mentioned level. Being a Skedar means that we start out with a Mauler, a Cloaking device & BombSpy. "dataDyne action" will be playing for the background music in this level. You start out at the foyer entrance and you'd better take care in here as this section is completely filled with female dataDyne guards. Collect the CMPs from behind the receptionist desk (they're still here) run around the left corner and when you get near the end activate your cloaking device immediately. Only do this here as you want to conserve as much cloak time for later on! A: Can skip planting a bomb, so read on below. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Plant an explosive device in the lift - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: Once you're cloaked run up into the secret elevator area where you exited the first level. While going there select the Skedar Bomb from your inventory and Mr. Blonde will automatically place it in the lift, once you enter it. This sets off a timer for 3:00, but you should only be needing ~1:30 at all. This is a very short level. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Continue being cloaked and enter the right elevator (from the staircase's perspective) and ride along to the top. As soon as you see a solid wall on your left side. Uncloak right now, you should have 10~15 seconds worth of cloaking time left over. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Eliminate dataDyne Captain - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: Once you go up the elevator the captain will spawn into the other elevator and comes in after you. You could fight her upstairs, but that could get messy. Instead, before enter the elevator yourself deploy the BombSpy near the left elevator. Then just after uncloaking, take control over the BombSpy and wait until you see the captain appear spontaneously. Press 'Z' to self- destruct blowing up the captain for you! This is by far the easiest way to dispose of her. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Before reaching the bottom office floor make sure to walk into the doorway as much as possible. If you do this none of the guards on the higher levels will notice you! Failing to do so can alert guards on the higher office floors as they can see you. They can't see directly below them so staying as close to the door will ensure you not being detected. Get outside and there should be no one on this floor to bother you. Enter the staircase place through the door on the left, go up the stairs and kill the single dataDyne shock trooper in here. Stand in front of the door, wait a moment, cloak, open the door and enter the elevator that just came up (holding a dead dD captain and dual Falcon-2). Close the door and go up to the top floor. Your cloak time will be nearly depleted so make sure to run into the elevator's doorway to prevent the guards on the other levels detecting you. At the top there's a lone dataDyne trooper facing away from you. A single charged Mauler shot will do him in! Mr. Blonde is now near Cass' office, so you could go in for her right now. You may want to clear out the area up to the rooftop helipad. There are only two guards up there, but these are carrying N-bombs! If they chuck one into the arena either you or Cass might get badly injured. Cassandra should not be incapacitated, unfortunately.., or she cannot be brought to Skedar justice, thus you'd better go up stairs alone first. There are also some cameras here in the same location as the first level, mind you. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Locate and escort de Vries to Helipad - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: With the last area cleared return to the top office floor and head over to Cass' room. If you have any second worth of cloaking left use it here. There be two reasons for it: 1. When walking over the ramp to her office guards on the lower floors won't be able to notice you. 2. Cassandra starts shooting at you with a Falcon-2 as soon as she sees you. Thus keep cloaked when entering the room. Uncloak, run towards her, select the "Disarm" command and punch her once. Don't punch when being cloaked as it will count as surprise attack which knocks her out! She'll drop the gun and listens to what Mr. Blonde has to say. All that's left is walking to the helipad making sure the silly witch doesn't get stuck along the way. This part can be a bit tedious as the AI has some difficulty with finding the path to the level end. On your way out the guards may notice you on the lower floors, but they should never be able to catch up. It's only a single run to the level exit. As soon as Cassandra reaches the helipad herself the level finishes. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- Bonus 2. Maian SOS --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | | 1| 1| Sabotage enemy medical experiment | | | 2| Destroy captured Maian craft | 1| 2| 3| Send distress signal to allies |--|--|--|----------------------------------------------------------------- Items Characters ------------------------------------- ------------------------------------- Falcon-2 Blue overalls (Dragon) Dual Dy357-LX A51: Special forces (Dual Dy357-LX) Dragon Lab technician (Tranquilizer) Tranquilizer Drone gun Psychosis Gun Stuff --------------------------------------------------------------------------- Shield : - Secret Weapon : Psychosis Gun Collect it from the table in the back room where you start. Secret Weapon : Dual Dy357-LX Kill the guard in the left circular containment lab. Oddly enough, collecting both guns only yields a single Magnum bullet! Cheese : See Area 51 - Rescue --------------------------------------------------------------------------- All: This level takes place right after the Maian craft was shot in Nevada and before Joanna finishes her task in the G5 Building. You play as Elvis the Maian in the Area 51 - Rescue environment and need to send the distress signal to the Carrington Institute so they can help him out. Appropriately, the "Maian Tears" song is playing as BGM in here. This bonus seems very hard at first hand. You start out with nothing, and because of all the trauma Elvis went through there is only 50% health from to begin with and no shields. On the other hand this level is not that bad if you go through it on a slow pace with a stealthy strategy. I've found one which works wonders for this level. Here goes! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once you gain control of Elvis walk up to the lab technician who is facing a transparent computer console. Make him startle, disarm the Falcon-2 he pulls, and punch some more for a KO. He might drop a second piece, which is only good as you get additional ammo. By the time he falls down another Lab tech from the rear entrance comes in. Again, run around him, disarm the Falcon-2 he pulls and go for a knock-out. You should have anything at least 20 bullets by now. Pick up the super secret Psychosis gun from the table and read its description to understand what it does. This gun can fire darts that warps the perceived reality of the target. In simple English hitting your enemies with it turns them into your buddies! You only get 1 shot, but there are 3 more Psychosis serum shots to be found later on so keep hold of it for now. You'll notice that the only door leading out is locked... To solve this puzzle, move the hover stretcher against the glass and make it explode using 5 pistol shots from the Falcon-2. This allows you to escape from your confined room. Walk up to the grey double door, disarm the Dragon from the guard, knock him out, and place a proxy Dragon in this small chamber. Quickly back up and close the door in front of you. The 3 guards in the larger corridor behind will come running up to this place and die in the explosion. Once you hear the "boom" enter the place and collect 3 more Dragons lying abound. The rest of the room is empty so make your way to the long corridor. A guard might be patrolling here so first check out the left part of the corridor. Kill him with the Dragon, and turn around, now go over to the right section. Set the Dragon to proximity self-destruct and throw it into the center of the junction. Shoot either guard on the left/right side to make the other come for you. One of them trips over the proxy mine and the two go flying through the room! But wait, a blue overall will also spawn in the center out of nowhere and die. o_O This is one of the three guards whom will sneak up on you when the alarms go off later on; you've eliminated 1 threat here and got extra ammo. Woohoo! The circular containment lab on both sides contain 2 guards. I usually don't bother with the right lab, but the left contains the particular guard who is holding dual Dy357-LXs. Many people say you should use the Psychosis ammo on him. He'll become a personal bodyguard, but from experience I don't think he's that useful for the following reasons: 1. He dies fairly quick because he doesn't do anything about self-preservation. 2. You can't command this buddy; the guard goes attacking other enemies in a very aggressive manner. This means that entire groups will get alerted and you have to deal with those yourself! 3. There are other (better) uses for the Psychosis ammo as we'll see later on. I rather like to collect his guns for the single bullet, because the PA objective this one bullet can make things much easier for you later on. But you want to do this objective on A/SA as well as it helps you a great deal (see the PA objective). So collect 1 of the dropped Dragons, set it to proximity mine, enter the left area, chuck it against the door in the back, and now quickly open the door to show your face to the Dy357-LX guard. Close the door again and back off to a safer place collecting another Dragon in the process (don't worry, the proxy Dragon will arm itself only after ~3 seconds). The Golden magnum goon will try to open the door and trips over the proxy Dragon killing him and possibly his other companion in that room. Collect the guns and preserve that 1 Magnum bullet for later on! A: Return to the long corridor where you came from. The neighboring research lab contains the SA/PA objective, so Agents can continue up along the path. Although, they might want to do this objective to get 2 more Psychosis ammo shots! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Sabotage enemy medical experiment - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: This is easiest to do without a psychosis buddy. Open the doorway, crouch and take one step forward. You'll notice a guard sitting behind a desk facing towards you. Oddly enough, I observed that this guy still doesn't see you. Go for a manually aimed headshot in order to _not_ alert the other 3 guards in this room. Step forward along the right, until you can see the second guard to the left. He's also sitting, but facing away. Carefully aim for the head and kill him with another headshot. Stay crouched when walking forward to find another guard on the left in the back. Again, a single headshot is the best way to go. Nudge around the back wall panel on the right, until you can barely make out the torso/head of the guard sitting here. Shoot him when you get a clear view. This clears the room so now you can collect 4 Dragons for their ammo. Considering you used single head shots your magazine should become much more leisurely now. Open the door in the back to find lab dissection chamber. Use the Dragon to shoot the stretcher contains Elvis' protégée to blow him up and prevent the humans from continuing their research on your kind. The two lab techs will die in the blast leaving behind 2 Tranquilizer and 2 Psychosis darts on the floor. Collect them to watch the Psychosis gun reload animation if you like. XD - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Back in the main corridor ascend the ramp and enter the left room. Inside place a proximity Dragon mine near the center and blow it up using a Tranquilizer dart (or some other ammo you can afford to waste) to kill the a blue overalls guy. That's two down! He leaves behind another Dragon for you to collect. Exit the room and go down the ramp to the right. At the junction there are two more guards. Place another proximity Dragon in the center and attract them by shooting them / running around. They'll die over the proxy mine and you get two more Dragons. The left room is empty, but the one on the right contains a drone gun, 2 consoles a guard and a lab technician. If you like a 4th Psychosis ammo dart do the following: -Walk up to the right door and hug the right wall. -The drone gun won't fire at you from that position, unless you attack it -Open the door and quickly aim for the console in the center. -Blow it up to make both lab tech / guard die in the process. -Destroy the drone gun using manual aim. -Enter the room to collect the goodies. Continue along the path leading to the huge hall. Like the original Rescue level some guards will fall down the railing in an attempt to attack you. Just shoot them as they run towards you, there's not much to it. Don't run into the room blatantly yourself. Let them come out, not the other way. Take care of the guard near the top right door as he tends to sniper you. Once you cleared them all enter the place to find a fourth guard near the doorway on the left. Run around him to evade all his shots as you shoot back. You could continue along this passage here, but if you want to clear all blue overalls there is something you still need to do. Optional/All: Enter the air duct like on PA Rescue, fall down the dressing room, run around the place to the locker room on the other side. Turn around to look at the passage you came through and throw a proxy Dragon in the corner. Shoot it with the tranquilizer to make a 3rd blue overall spawn out of nowhere and die in the explosion. Doing so clears the threat later on, and you can collect his Dragon for some more ammo. Return to the area where we left off. Continue along the path killing one or two more guards as you go along the way. At some point you'll get close to the large warehouse where you start in the Rescue level. The alarm will go off, and usually the 3 blue overalls will come after you right now. But because you killed them already they won't.~ Follow the corridor to the far right to find another lone guard, but he won't bother you if you don't make any noise. Now you are expected to drop down the small gap in the wall and make it through the large warehouse. This is almost like suicide! Fortunately, there is a non-lethal way of doing this. The section to the left of the wall gap has some grating you can look through. Use this to observe the activity in the warehouse. If you see a guard wandering off to the right you can attempt to shoot him with the Psychosis gun so he in turn shoots the guards around here. To keep it safe, make sure you keep 1 shot to yourself for later on. Take note that the Psychosis serum requires a few seconds to kick in, thus your new buddy might get killed by his former fellows when he defects. Therefore, only shoot when no other guards are nearby. Otherwise or if you only have one Psychosis shot left, use the Dragon to wreck havoc in the warehouse. This is actually not a bad idea at all. Even if you miss, the guards will try to enter the slow elevator to get up to the higher ledge, but this makes them easy prey for you (they can't shoot through the grating you're hiding behind). In all, with a little patience you can clear the warehouse from a safe hiding point. When you think all is clear, fall down into the warehouse section yourself. Enter the elevator, get up on the higher ledge, kill the guard in front of the door from a distance and turn around to find a second stationary guard to the left of the elevator. With these guys gone you can safely approach the door to the hangar. A/SA: You could skip the following section and run through it all to get to the end, but might want to do this too as the following section has many guards. Completing the PA in the proposed manner will take care of them all with relative ease. Btw. There's another blue overalls hiding on the ledge next to the elevator on the upper floor. Again, explosives will make him pop up. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Destroy captured Maian craft - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: The Maian craft requires roughly 50 Dragon bullets to destroy which is an awful lot. This is where the 1-shot Dy357-LX comes into play; it can destroy the UFO in a single blow. As soon as you open the door to the hangar there will be a guard facing away from you. I prefer to Psychosis gun this guy with the last remaining dart as he can take act as a shield, while you go for the Maian Saucer. Once you disable/infect the guard switch over to the Dy357-LX, sidestep along the back wall into the right corner. This should give you a clear view at the Maian saucer in the back. Now aim and make sure the bullet connects with the craft. If it does it'll kill 4-7 guards roaming around here in the giant explosion it causes clearing out most of the room. Otherwise you have to empty two complete Dragon magazines into the craft to achieve the same effect (and this will surely lure those guards out...). The Psyched buddy is there for cover as the enemies will pick him, while you target for the distant craft. Humans are good for cannon fodder, Elvis must think by now. XD Anyway, after the big explosion, change back to the Dragon and look for other guards. Your buddy might survive this part so have him walk along as you head up the ledge towards the elevator. There might be a single guard still around, but 2-on-1 should give you an advantage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Send distress signal to allies - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Get inside the elevator with or without a buddy, reload the Dragon and shoot the guard directly facing you when the doors open. Collect his gun, go through the double door and look over to the right to find two more guards in the distance. Kill the left one first and the right will run towards you. As he runs in your line-of-fire nail him down. Only one more room to go! Approach the next double doors and shoot the Dragon wielding guards when it opens. Close the door, reload and reopen to take both of them out. For the last stretch blow away one of the beige wall panels (preferably the one in the back). Look around the corner to find two lab techs with Tranquilizers. Shoot them down and the road is cleared to the console in the center. Press 'B' when standing near it to contact Carrington Institute. Mission completed, help is on the way! Unfortunately for Elvis he gets captured in the cut scene directly following it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- Bonus 3. WAR! --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | 1| 1| 1| Kill Skedar king | | 2| 2| Kill Skedar king 2 | | | 3| Kill Skedar king 3 |--|--|--|----------------------------------------------------------------- Items Characters ------------------------------------- ------------------------------------- Phoenix Maian Protector (buddy, 4x) Callisto NTG Skedar Warrior Mauler Skedar King Slayer Reaper Stuff --------------------------------------------------------------------------- Shield : - Secret Weapon : - Cheese : See Skedar Ruins - Battle Ruins --------------------------------------------------------------------------- All: This level is in opinion of most people by far the hardest single player mission in the game. It's more like you complete it without a scratch or you won't. Physical attacks by the Skedar instantaneously kill you, so getting close up to a Skedar results Game Over most of the time. Speed is the key to beating the level as an endless supply these aliens will spawn from everywhere. The slower you play the more Skedar will spawn and the slimmer your chance of success becomes. You start out with four Maian protector buddies whom aid you in your quest. One of them stays behind and joins in 1 minute later after the others. They'll be helpful in stopping and killing Skedar for you, but don't expect them to win the level for you. They are supporting characters, you need to clear the stronger Skedar kings for them as they get killed by them too easily! The preferred attack in here is a charged up Mauler as it instantly kills a Skedar Warrior / King when shot through the head. If you hit the body a following non-charged shot will do them in as well. Before attempting to clear this thing on PA I recommend you practice the level with invincibility beforehand. You really need to know where the Skedar appear, how to strafe run most efficiently through the corridors and know all the tidbits I'll explain below. If you make use of all these details; you just might make it through to the end. Different from the previous levels the level ends as soon as you complete the required objective(s). Thus this makes it possible for me to write the entire walkthrough in one go. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Kill Skedar king - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: It doesn't matter at which moment during the cut scene you start. Start strafe running, along the path, through the breached wall section and over the bridge. You should meet up with your first Skedar right about here. He should pop up from behind the corner, so start shooting some Phoenix explosives in the wall to inflict enough damage to kill him. Collect the Mauler and switch to that as you continue to strafe run past the other 3 Skedar in this corridor. Only kill them if they are directly in your way, you have no second to lose. Your buddies will clear these goons up for you. Shooting a bit will weaken them, thus making it easier for them, but speed is top priority here! Go through the left door, a Skedar should be directly behind it, a single charged up Mauler shot should take him down. Ignore collecting his gun, and strafe run around the corner. If you are quick enough you should make it past the next corner without seeing a single Skedar. Behind the second corner there are two; kill them quickly and hug the right wall. Look a little to the left as you come into sight of the first Skedar king wielding a Reaper. Let the Mauler charge up, show yourself and go for a headshot. Take note that the Skedar spawn point is just directly to the right of you; so if you look a bit to the right, while hugging the wall no Skedar Warriors can spawn! Otherwise you'll be attacked by 3 or 4 Skedar Warriors that appear out of nowhere. If you miss you can try to back up and charge a second shot, but if you fail that too, you might better restart... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A: you're done now! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Kill Skedar king 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: Return to the door you entered this room, and head up the ramp. Your buddies should be catching up with you and your group can proceed through the upper ledge. As soon as the door opens (it may not budge, and open a just a bit) look through the gap and shoot any Skedar on sight. There are 2 directly attacking you and another near the end. Once they are gone, run through the door and around the two corners. If you are swift no other Skedar will appear here, if slower more Skedar must be faced. As you approach the last double door near the Skedar army pods in the regular mission listen for any growling sounds while opening the door. Again, if you were fast enough no Skedar will spawn here and you can go directly for the second Skedar King. Otherwise back up a little and shoot charged shots through the door. In any case the King is hiding behind the pillar and is not very aggressive. It's sits there most of the time doing nothing. However, when you see him move it means either a Slayer rocket will be fired or Skedar Warriors will be spawned so be wary. Kill the king with a well-aimed charged-up Mauler headshot for an easy victory. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA: you're done now! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Kill Skedar king 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: Probably the most intense moment, very hard but also short, in the game. Quickly make your way to the altar chamber. Sometimes no Skedar will spawn behind this door, but this happens only rarely. If they do there are going to be 4 of them trying to make their way through to you. You do have some Slayer rockets from the previous King use those, but take care not to get caught in the explosion yourself. Unfortunately, I can't think of a better way to do this, the Mauler / Phoenix is too slow to take them all out before they can backfire at you... Just make sure whatever you do is quick, otherwise the next batch of Skedar Warriors will be spawned to replace them, which is awful. Enter the altar room switch with either Slayer / Phoenix (explosive shell) / Mauler (Charged up) to kill the leader in one go. The explosives will make the Skedar King's rockets blow up in his face causing an instant kill as well, that's why the Phoenix is an viable option here too! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------------- Bonus 4. The Duel --------------------------------------------------------------------------- | A|SA|PA| Objectives |--|--|--|----------------------------------------------------------------- | 1| 1| 1| Defeat dataDyne Guard | | 2| 2| Defeat Jonathan Dark | | | 3| Defeat Trent Easton |--|--|--|----------------------------------------------------------------- Items Characters ------------------------------------- ------------------------------------- Falcon-2 dataDyne Shock Trooper Falcon-2 (Scope) Jonathan Dark Dy357 Trent Easton Dy357-LX Stuff --------------------------------------------------------------------------- Shield : - Secret Weapon : - Cheese : See Carrington Institute - Defense --------------------------------------------------------------------------- All: This level is rather simple. Like a classic gun duel you each walk away from each other a few steps, turn around and shoot. Not much to it, you may think... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Defeat dataDyne Guard - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All: Turn around and shoot, indeed this was pretty simple. You can collect his regular Falcon-2, but your scoped version is better. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Defeat Jonathan Dark - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SA/PA: Jonny boy has a trick up his sleeve, he'll sneak up on you from behind the wall section to the left. Thus instead of just turning around, walk around the panel and attack Jonathan in the back himself! Collect the Dy357 if you like. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Defeat Trent Easton - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PA: Trent has very quick reflexes, which are hard to outperform if you play it the normal way. His accuracy is 100% perfect so you don't get a second chance on him. Instead of turning around, run behind the wall panel and briefly sidestep into view to draw his attack out. Quickly hide again, and just after he shot there is a small window for you to aim and shoot him down, while Trent is incapable of reacting. Use this small window to get him. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ========================================== Game Finished ========================================== =========================================================================== Appendix A: Weaponry =========================================================================== Perfect Dark features a huge arsenal of weapons below is a list of all the ammo type and all the guns available in the game. --------------------------------------------------------------------------- Ammo Types --------------------------------------------------------------------------- Pistol - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Magazine pickups (A: 20, SA: 15, PA: 10) Weapons used: Falcon-2(all), MagSec4, Phoenix, Mauler, etc. Used for a wide range of weapons, such as all versions of the Falcon-2, MagSec4, but also the Phoenix. On missions where you start out with a Falcon-2 you always have an initial capacity of 100 bullets. SMG - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Magazine pickups (A: 20, SA: 15, PA: 10) Weapons used: CMP-150, Cyclone, Callisto NTG This type of ammunition is meant of the semi automatic guns in the game which usually have really high firing rates. You'll run dry on this type of ammo really easily on PA if you don't take care! Most of the early levels will have opposition which carry guns for this weapon type. Assault Rifle - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Magazine pickups: (A: 20, SA: 15, PA: 10) Weapons used: Dragon, Super Dragon, K7 Avenger, Laptop Gun, AR-34 The assault rifles in the game share this type of ammo, usually bolstering quite a lot of fire power and high fire rates. Picking up sentry guns from the floor of wall can also replenish part of your ammunitions for this type. Magnum bullets - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Magazine pickups: (A: 10, SA: 7, PA: 5) Weapons used: Dy357, Dy357-LX This ammo is used for the strongest types of regular gunfire in the game. Amazingly, the ammunition for the regular Magnum is also compatible with Trent's golden version! Specifics - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Magazine pickups: various (200 to 1) Weapons used: various There are many weapons in this game that require their own special type of ammunition that isn't commonly shared between a group of weapons. Examples of these are the Rocket Launcher, FarSight, Mines, Crossbow and Reaper. Since applications vary widely you just have to make the best of it and not worry about the numbers too much. --------------------------------------------------------------------------- Weapons --------------------------------------------------------------------------- Unarmed --------------------------------------------------------------------------- Company : Your parents Primary mode : Punch Secondary mode : Disarm Ammo Type : n/a Magazine : n/a Fire rate : ? [s] Reload rate : n/a Zoom rate : 1.0x Training info : - Menu crawl : Even without a weapon, you are still a worthy adversary. Use your fists to knock your opponents out or disarm them and use their weapons against them. Counterpart : - Falcon-2 --------------------------------------------------------------------------- Company : Carrington Institute Primary mode : Single shot Secondary mode : Pistol whip Ammo Type : Pistol Magazine : 8 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : The Falcon 2 is a very accurate handgun, so any error in this test is your own. The secondary mode is a pistol-whip and is, therefore, useless in a firing range. Menu crawl : Accurate and trustworthy, this gun is the workhorse of the Institute's operations. Use the laser sight to place bullets with deadly effect, or pistol-whip adversaries to knock them out. Counterpart : Glock 17 Pistol / Browning M1911 Falcon-2 (Silenced) --------------------------------------------------------------------------- Company : Carrington Institute Primary mode : Single shot Secondary mode : Pistol whip Ammo Type : Pistol Magazine : 8 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : The silenced version of the Falcon 2 is an excellent stealth weapon, designed to give you the advantage of surprise over your opponents. Test your accuracy to ensure you never waste your chances. Menu crawl : An upgraded Falcon 2, which has the added benefit of being silent, but deadly. Counterpart : See Falcon-2 Falcon-2 (Scoped) --------------------------------------------------------------------------- Company : Carrington Institute Primary mode : Single shot Secondary mode : Pistol whip Ammo Type : Pistol Magazine : 8 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 2.0x Training info : To make better use of the accuracy of the Falcon 2, a scope has been attached to the pistol. As with the unmodified Falcon 2, the pistol-whip secondary mode is useless during the firing range test. Menu crawl : An upgraded Falcon 2, featuring a 2x magnification scope with allows you to take advantage of the Falcon's superior accuracy. Counterpart : See Falcon-2 Magsec 4 --------------------------------------------------------------------------- Company : Chesluk industries Primary mode : Single shot Secondary mode : 3-round burst Ammo Type : Pistol Magazine : 9 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 3.0x Training info : The MagSec 4 has excellent shot power at the cost of accuracy, especially when used in the 3-round burst secondary mode. The only serious drawback to the weapon is a limited magazine size. Menu crawl : A state-of-the-art Military pistol, largely used by peacekeeping forces. It has a slight zoom capability, and boasts a 3-round burst secondary fire mode. Counterpart : Beretta M93R (Robocop also has a version of this gun) Mauler --------------------------------------------------------------------------- Company : Skedar Primary mode : Single shot Secondary mode : Charge-up shot Ammo Type : Pistol Magazine : 20 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : This is a typical Skedar weapon, brutal and powerful. By sacrificing some of the magazine, the shot can be charged up to give a devastating blast. The large ammo capacity is a bonus. Menu crawl : If you see a skedar coming at you chances are it's carrying one of these. A large magazine and bladed barrel make this pistol a formidable hangun, but the killer blow comes from the secondary function-charge the shot up for extra power at the cost of a few rounds of ammo. Counterpart : - Phoenix --------------------------------------------------------------------------- Company : Maian Primary mode : Single shot Secondary mode : Explosive shell Ammo Type : Pistol (yes, the orbs count as pistol ammo!) Magazine : 8 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : This versatile pistol gives two different delivery system for the rounds it fires: a standard shot or an explosive round. Maian engineers managed to do this without compromising the energy usage of the weapon, though the fire rate is reduced. Menu crawl : The Maian standard issue sidearm. A flexible gun, the pistol fires standard shots, or explosive shots at no cost to the rest of the magazine. Counterpart : - Dy-357 --------------------------------------------------------------------------- Company : dataDyne Primary mode : Single shot Secondary mode : Pistol whip Ammo Type : Magnum Magazine : 6 / 200 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : The key to the DY357 is in knowing when to reload. A six-round magazine means that you must always be alert in a firefight. The weight of the handgun can be useful if you have to clip someone with it. Menu crawl : The dataDyne DY357 is the most powerful handgun in the world. Each round has an impressive penetration factor and knocks the target back with the weight and power of the shot. Custom models are made for valued clients; NSA director Trent Easton is rumored to have a gold plated variant. Counterpart : Colt Python Dy-357-LX --------------------------------------------------------------------------- Company : dataDyne Primary mode : Single shot Secondary mode : Pistol whip Ammo Type : Magnum Magazine : 6 / 200 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : Trent Easton is always looking for that extra edge, and this gun is no exception. The bullets are as special as the rest of the gun; they are designed to shatter inside opponents to take them down quickly. Menu crawl : The DY357-LX was custom made for NSA director Trent Easton. Besides boasting an attractive genuine tiger grip skin, this golden gun features a velocity optimized barrel, meaning that each bullet always meets its target with fatal force. Counterpart : Colt Python CMP-150 --------------------------------------------------------------------------- Company : dataDyne Primary mode : Rapid fire Secondary mode : Follow lock-on Ammo Type : SMG Magazine : 32 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : A reliable and effective submachine gun, it is not difficult to see why this is the best-selling dataDyne weapon of the past two years even if the secondary mode is not taken into account. The target designate and lock-on system is excellent, and you should familiarize yourself with the complete operation of the weapon. Menu crawl : A dataDyne classic, and a bestseller, this submachine gun boasts a 32 rnd mag and and a special feature - the ability to designate and lock on to targets in the line of sight. It turns an average marksman into an excellent one, provided he or she is clever enough to operate the gun. Average fire rate: 900 RPM. Counterpart : Steyr TMP Cyclone --------------------------------------------------------------------------- Company : Chesluk Industries Primary mode : Rapid fire Secondary mode : Magazine discharge Ammo Type : SMG Magazine : 50 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : The Cyclone submachine gun was specifically designed NOT to be accurate, though it is worth your time practicing. It can put a lot of bullets out in a short time, however, and is an excellent suppression weapon because of it. Menu crawl : Designed for use by bodyguards, the Cyclone has been adopted by Presidential Security due to its excellent capability when used for suppression. In extreme circumstances, it can more than double the fire rate, discharging the magazine in a second. Average fire rate: 900 rpm. Unloads at 2000 rpm. Counterpart : - Callisto NTG --------------------------------------------------------------------------- Company : Maian Primary mode : Rapid fire Secondary mode : High-impact shells Ammo Type : Assault Rifle Magazine : 32 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : Maian flexibility in design has produced this submachine gun with an interesting secondary mode - a high-velocity bullet that can penetrate objects easily. The fire rate, as with the Phoenix, is reduced during the secondary mode; this is to prevent damage to the firing mechanism and barrel. Menu crawl : Another example of excellent Maian firearm design. It can fire standard shots as fast as any other SMG, or it can fire high velocity rounds which will easily penetrate objects to find targets hiding in cover. The only drawbacks with the secondary fire mode are that the fire rate is lower and the accuracy suffers from the power of the shot. Average fire rate: 900 rpm (s/f:300 rpm). Counterpart : - RC-P120 --------------------------------------------------------------------------- Company : Chesluk Industries (CI Foster's creation) Primary mode : Rapid fire Secondary mode : Cloak Ammo Type : SMG Magazine : 120 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : The RC-P120 fires a special mineral bullet that, coupled with a high fire rate and a huge magazine, makes this a perfect tool to be used against the Skedar, should the need arise. The bullets can be used to fuel a prototype Cloaking Device - the training has been altered to reflect this particular characteristic. Menu crawl : The Carrington Institute secret weapon. It fires at a phenomenal rate and has a huge magazine capacity. The secondary mode is a cloaking device that runs off the ammunition in the magazine. A devastating weapon. Average fire rate: 1100 rpm. Counterpart : FN-P90 Laptop Gun --------------------------------------------------------------------------- Company : Carrington Institute Primary mode : Burst fire Secondary mode : Deploy as sentry gun Ammo Type : SMG Magazine : 50 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : ?.0x Training info : Not only can the gun fold up to resemble a laptop PC, but it can be deployed as a sentry gun in secondary mode to cover an escape route or to protect a location. Menu crawl : A submachine gun made to look like a laptop PC. In disguised form, the gun cannot fire, but when activated, it unfolds into shape. The PC gun will not bear close inspection: it will boot up, but the memory is a quarter of what it is supposed to be. Average fire rate: 1000 RPM. Counterpart : There are some experimental models, but not too useful for real applications... Dragon --------------------------------------------------------------------------- Company : dataDyne Primary mode : Rapid fire Secondary mode : Proximity self destruct Ammo Type : Assault Rifle Magazine : 30 / 400 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 2.0x Training info : This is the model that dataDyne successfully submitted to the U.S. military, though it has yet to be widely adopted. In keeping with the tendency of dataDyne to give people nasty surprises, the basic model assault rifle carries a proximity mine below the barrel. Using the secondary mode rather obviously means you have to throw the weapon away. Menu crawl : A standard assault rifle* with an evil twist - when the secondary mode is activated, it becomes a proximity-activated mine that looks like a gun. Average fire rate: 700 RPM. Counterpart : G36 Assault Rifle(?), M4A1 and the M203 K7 Avenger --------------------------------------------------------------------------- Company : dataDyne Primary mode : Burst fire Secondary mode : Treat detector Ammo Type : Assault Rifle Magazine : 25 / 400 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 3.0x Training info : As far as we can ascertain, the secondary mode of the weapon seems to be a threat identifier, targeting mines, hidden explosive devices (such as the Dragon in secondary mode), and automatic guns. Though a powerful gun, the assault rifle's magazine is perhaps too small. Menu crawl : Another piece of high-tech kit from dataDyne. Ordinarily an assault rifle with a smallish magazine and a powerful punch, it has a threat detection mode that highlights explosives, wall guns, and similar hazards. Average fire rate: 950 RPM. Counterpart : M41-A Pulse Rifle AR-34 --------------------------------------------------------------------------- Company : Carrington Primary mode : Burst fire Secondary mode : Use scope Ammo Type : Assault Rifle Magazine : 30 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 3.0x Training info : The Institute's first attempt at a support weapon, the AR34 is a fairly basic assault rifle. The secondary mode is a permanent zoom. Testing is weighted towards accuracy training. Menu crawl : The Carrington Institute's main assault rifle. A good range and magazine size make it a useful weapon; the secondary mode enables the user to move while zoomed in on a target. Average fire rate: 750 rpm. Counterpart : ? Super Dragon --------------------------------------------------------------------------- Company : dataDyne Primary mode : Rapid fire Secondary mode : Grenade launcher Ammo Type : Assault Rifle Grenade rounds Magazine : 30 / 400 6 / 40 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 3.0x Training info : The heavier variant of the Dragon, with the proximity mine removed and replaced by a small grenade launcher. Adopted by the U.S. military as a squad heavy support weapon - it is not hard to see why. Use the tests to get used to the grenade trajectory. Menu crawl : A variant of the Dragon Assault Rifle - instead of a proximity explosive, it has a small grenade launcher. Excellent support weapon. Average fire rate: 700 RPM. Counterpart : See Dragon Shotgun --------------------------------------------------------------------------- Company : dataDyne Primary mode : Shotgun fire Secondary mode : double blast Ammo Type : Shotgun shells Magazine : 9 / 100 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : Subtlety is not an option here. There are two modes, single or double blast. The magazine is quite large for a shotgun, but be aware of the long reload times and plan your movements accordingly. Menu crawl : A dataDyne weapon manufactured for security forces. A nine-cartridge magazine combined with single or double fire modes make it a dangerous close-quarters weapon. Counterpart : Rather generic if you ask me... Reaper --------------------------------------------------------------------------- Company : Skedar Primary mode : Reapage Secondary mode : Grinder Ammo Type : Reaper ammo Magazine : 200 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : Try to control this weapon as best you can. It was designed for a far stronger user than a human, that much is certain. Kneeling down may help steady your aim, but not refine it. If any opponents do make it past the hail of fire, then the barrels can be used as a grinder to inflict damage. Menu crawl : A truly terrifying weapon in the hands of someone strong enough to control the massive recoil; for anyone else, a highly unwieldy but effective corridor clearance weapon. Maximum fire rate: 1800 rpm. Counterpart : - Sniper Rifle --------------------------------------------------------------------------- Company : Carrington Primary mode : Single shot Secondary mode : Crouch (results in perfect manual aim) Ammo Type : Assault Rifle ammo Magazine : 8 / 400 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0 - 30.0x Training info : A finely engineered, silenced sniper rifle with a high-powered zoom. The only part of the operation that can interfere with the accuracy of the weapon is the sniper. Make sure you use the secondary mode to crouch down and steady your aim. Menu crawl : With a powerful zoom and a high velocity bullet, this Carrington Institute weapon is one of the best sniper rifles ever made. Crouch down for perfect accuracy. Counterpart : An upgrade from Goldeneye's Sniper rifle FarSight XR-20 --------------------------------------------------------------------------- Company : Maian Primary mode : Rail gun effect Secondary mode : Target locator Ammo Type : 8 /100 Magazine : FarSight orbs (oddly, pistol ammo won't work here) Fire rate : ? [s] Reload rate : ? [s] Zoom rate : variable(?) Training info : Menu crawl : The FarSight rifle is a Maian hybrid of an X-ray scanning device coupled with a rifle that can shoot through solid objects. The scope can lock onto and track life sources, though the device does not pan as fast as a running enemy can move. Counterpart : - Devastator --------------------------------------------------------------------------- Company : dataDyne Primary mode : Grenade launcher Secondary mode : Wall hugger Ammo Type : Grenade rounds Magazine : 8 / 40 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : A recent dataDyne product, with interesting technology inside it. The secondary mode activates a magnetic field around the bomb, providing adhesion for a limited amount of time. When a certain amount of time has passed, the field is reversed and the bomb falls from the impact point and explodes. Menu crawl : A long range grenade delivery system manufactured by dataDyne. The secondary fire mode coats the grenade with a sticky substance: when fired, the bomb attaches itself to wall or ceiling. After a few seconds, it detaches to fall to the ground, where it detonates. Counterpart : Looks a little similar to a beefed-up sten gun. Rocket Launcher --------------------------------------------------------------------------- Company : dataDyne Primary mode : Rocket launch Secondary mode : Targeted rocket Ammo Type : Rockets Magazine : 1 / 3 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : A compact, reusable missile launcher - reloads after each shot. The secondary mode uses a variant of the lock-on system from the CMP150 submachine gun, with a single designated target. The missle travels at a slower speed as it tracks the target, so plan for this and time your shots carefully. Menu crawl : A cumbersome weapon. Fires either a standard rocket or a slower, homing rocket when locked on to the unfortunate target. Counterpart : - Slayer --------------------------------------------------------------------------- Company : Skedar Primary mode : Secondary mode : Fly-by-wire rocket Ammo Type : Rockets Magazine : 1 / 3 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : This Skedar handheld missile launcher can fire either an unguided rocket or a user-controlled remote rocket. Presumably this gave the Skedar some perverse satisfaction when the warhead camera closed on the target, but a Carrington Institute agent is beyond such things. The guided rocket speeds up automatically, but can be slowed down for greater maneuverability. Detonation occurs on contact or when the trigger is pressed. Menu crawl : The Skedar enjoy seeing the terror of their enemies. It seems natural that they should have a remote-controlled rocket as a secondary fire mode on their basic rocket launcher, so that they can take pleasure from the prey's vain attempts to escape the closing projectile. Counterpart : - Combat knife --------------------------------------------------------------------------- Company : Primary mode : Knife slash Secondary mode : Throw poisonous knife Ammo Type : Knives Magazine : 1 / 10 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : A finely tempered fighting knife, which is also balanced for throwing. Practice is essential to get accustomed to the range and trajectory of the thrown blade. Menu crawl : A large and vicious combat knife. It contains a vial of poison that shatters when thrown, giving a wounded enemy at most 6 seconds to live. A dataDyne weapon through and through. Counterpart : Kitchen knife Crossbow --------------------------------------------------------------------------- Company : Primary mode : Sedate Secondary mode : Instant kill Ammo Type : Bolts Magazine : 5 / 69 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : The primary function of the crossbow is a nonlethal drugged shot, while the secondary is an instant kill. It is a stealth weapon first and foremost, so the reloading can be time-consuming and inconvenient in a firefight. Menu crawl : This crossbow is a short-ranged 'pistol' sized example, mounted on a Carrington Institute agent's wrist. It folds up to aid concealment and can fire up to five bolts, either the more usual drugged shots, or a lethal bolt. Counterpart : Crossbow Tranquilizer --------------------------------------------------------------------------- Company : Primary mode : Sedate Secondary mode : Instant kill Ammo Type : Sedatives Magazine : 8 / 200 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : The tranquilizer is a common design, found in many medical laboratories and hospitals worldwide. It can be switched from the tranquilizer pellets to a short-range lethal dose which uses up a lot more of the reservoir of sedative. Menu crawl : A rapid-fire device, it can be used as a weapon in an emergency, but is designed primarily as a dermal spray injector for sedative drugs. Users are advised that a full discharge of the drug reservoir can be fatal. Counterpart : Medical injector Laser --------------------------------------------------------------------------- Company : Primary mode : Pulse fire Secondary mode : Constant stream Ammo Type : n/a Magazine : n/a Fire rate : ? [s] Reload rate : n/a Zoom rate : 1.0x Training info : The experimental weapons department has come up with a small but effective wrist-mounted laser with two beam settings. The primary mode fires a blast out to a considerable range, while the secondary mode provides a continual beam for as long as the trigger is pressed. Menu crawl : The laser is wrist-mounted and deadly accurate. It can either fire long-range pulses, or it can sustain a constant, concentrated stream of energy at short range. Counterpart : Laser gun Grenade --------------------------------------------------------------------------- Company : - Primary mode : 4-second fuse Secondary mode : Proximity pinball Ammo Type : Grenades Magazine : 1 / 12 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : The fragmentation anti-personnel grenade has four seconds from activation to detonation on the basic fuse. For your entertainment and delight, we have included a secondary mode - proximity pinball. The grenade will bounce around until the charge wears off or the proximity detector is triggered. Menu crawl : An updated version of the trusty grenade. Can be thrown with a four-second fuse or used as a bouncing proximity bomb. Counterpart : Grenade Timed Mine --------------------------------------------------------------------------- Company : Primary mode : Secondary mode : Threat detector Ammo Type : Timed mines Magazine : 1 / 10 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : A degree of judgement is required for the effective use of timed mines, otherwise the intended target may overrun the explosion range and come after you. Hone your skills in the tests before you make a critical error in the field. The secondary function is a threat detector identical to that found on the K7 Avenger assault rifle. Menu crawl : A mine with a short timed fuse. It has a threat detection/evaluation sensor that can be activated as a secondary mode. Counterpart : Proximity Mines --------------------------------------------------------------------------- Company : Primary mode : Proximity Explosive Secondary mode : Threat detector Ammo Type : Proximity mines Magazine : 1 / 10 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : The key to successful placement of proximity mines is to put them where your opponent doesn't expect to encounter them. If you find yourself on the receiving end of proximity mines use the threat detector secondary mode to make sure of your surroundings. It may be wasting time, but if it isn't, it could safe your life. Menu crawl : A mine with a proximity fuse. It has a threat detection/evaluation sensor that can be activated as a secondary mode. Counterpart : Remote Mines --------------------------------------------------------------------------- Company : - Primary mode : Remote explosive Secondary mode : Detonate Ammo Type : Remote mines Magazine : 1 / 10 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : The latest variety of remote detonated mines, essentially the same as all that have gone before. The primary mode is placing the mines, while the secondary mode is giving the detonation command. If you can't see the mine, you'll have to rely on old-fashioned guesswork and timing. Menu crawl : A mine that can be triggered remotely, the activation command is the secondary mode. Counterpart : N-bomb --------------------------------------------------------------------------- Company : - Primary mode : Impact detonation Secondary mode : Proximity detonation Ammo Type : N-Bomb Magazine : 1 / 10 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : - Menu crawl : A hand-held, small area effect neutron bomb. It can either detonate on impact or be set to proximity detonation. Counterpart : Psychosis Gun --------------------------------------------------------------------------- Company : Primary mode : Infect Secondary mode : - Ammo Type : Sedatives (Psychosis serum) Magazine : 8 / ? Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : - Menu crawl : A chemical cocktail that warps the perceived reality of the target. Good becomes bad, bad becomes good; enemies and friends change places. Another one of the darker research projects from Trent Easton's Area 51. Counterpart : - PP9i --------------------------------------------------------------------------- Company : GoldenEye Primary mode : Single shot Secondary mode : - Ammo Type : Pistol Magazine : 7 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : - Menu crawl : - Counterpart : PP7 (Goldeneye) Walther PPK CC13 --------------------------------------------------------------------------- Company : GoldenEye Primary mode : Single shot Secondary mode : - Ammo Type : Pistol Magazine : 8 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : - Menu crawl : - Counterpart : DD44 Dostovei (Goldeneye) TT33 Tokorev KLO1313 --------------------------------------------------------------------------- Company : GoldenEye Primary mode : Rapid fire Secondary mode : - Ammo Type : SMG Magazine : 20 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : - Menu crawl : - Counterpart : Klobb (Goldeneye) WVZ61 Skorpion / Uzi KF7 Special --------------------------------------------------------------------------- Company : GoldenEye Primary mode : Burst fire Secondary mode : - Ammo Type : Assault rifle Magazine : 30 / 400 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 2.0x Training info : - Menu crawl : - Counterpart : K7 Soviet (Goldeneye) Automatic Kalashnikov(AK)-47 Assault rifle ZZT (9mm) --------------------------------------------------------------------------- Company : GoldenEye Primary mode : Rapid fire Secondary mode : - Ammo Type : SMG Magazine : 32 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : - Menu crawl : - Counterpart : ZMG (9mm) (Goldeneye) Ingram MAC-10 DMC --------------------------------------------------------------------------- Company : GoldenEye Primary mode : Rapid fire Secondary mode : - Ammo Type : 30 / 800 Magazine : SMG Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : - Menu crawl : - Counterpart : D5K Deutsche (Goldeneye) Heckler & Koch MP5K submachine gun AR53 --------------------------------------------------------------------------- Company : GoldenEye Primary mode : Burst fire Secondary mode : - Ammo Type : Assault Rifle Magazine : 30 / 400 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 2.0x Training info : - Menu crawl : - Counterpart : US AR33 Assault Rifle (Goldeneye) Colt M-16 Assault Rifle RCP-45 --------------------------------------------------------------------------- Company : GoldenEye Primary mode : Rapid fire Secondary mode : - Ammo Type : SMG Magazine : 80 / 800 Fire rate : ? [s] Reload rate : ? [s] Zoom rate : 1.0x Training info : - Menu crawl : - Counterpart : RCP-90 (Goldeneye) FN-P90 Combat boost --------------------------------------------------------------------------- Primary mode : Boost Secondary mode : Revert Magazine : 4 Ability : Slo-mo gameplay for 10 seconds = 20 seconds in-game; Enter the Matrix as some may be reminded of... Menu crawl : Geneered stimulants designed for combat applications. When administered, they seem to slow down the passage of time to give a reaction window. Counterpart : ? Cloaking Device --------------------------------------------------------------------------- Primary mode : Cloak Secondary mode : - Magazine : 120 seconds Ability : Become invisible, but if you shoot the barrier is broken. Menu crawl : Uses the light-warping qualities of an alien crystal to create a refractive field around the wearer. Functions as long as there is little kinetic disturbance within the field boundary; the act of firing a gun is enough to cause a return to visibility. Night vision goggles --------------------------------------------------------------------------- Ability : Allows you to see in the dark, in black/green color palette. You get blinded by light sources, however. Menu crawl : The latest of a line of 'starlight' scopes that enhance visible light to produce a clearer picture of the surrounding environment. Uses a target-movement algorithm to highlight possible threats. Infra-red goggles --------------------------------------------------------------------------- Ability : Allows you to see cloaked guards by detecting heat sources. Menu crawl : This scope uses infra-red scanning modulated with ultrasonic data to provide not only a clearer picture of the surrounding area, but also a location of any structural irregularities. It can also locate enemies using cloaking technology or other optical baffles. X-ray scanner --------------------------------------------------------------------------- Ability : Allows you to see through objects, but sight is shorted to nearby ranges. Menu crawl : A short-range scope that can see through any material - even lead - producing a simplified chromatic representation of the environment. =========================================================================== Appendix B: Carrington Institute =========================================================================== There are three main training areas in the Carrington Institute. These are mostly meant as a tutorial to get into the game. The firing range is the real interesting section as you can unlock a bonus level + classic weapon cheats by getting the golds there. --------------------------------------------------------------------------- Simulant Training --------------------------------------------------------------------------- The training in the simulant room teaches you the very basic skills and mechanics which are important in this game. The first 5 or so are really a merit, but the latter three or so can teach you some new aspects. Also the last test here is actually deviously hard! You can beat it properly, but it's also possible to cheat at it. Holo 1 - Looking Around - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - First look at the 2 consoles on the ceiling, one up the high wall against the ceiling and one of the floor (use C-Up / C-down to pivot your view). Then press "B" in front of the 4 consoles aligned in a row. Holo 2 - Movement 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Use C-Right / C-Left to strafe into horizontal direction so you can activate all four consoles right away. Holo 3 - Movement 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Use single and double crouching to reach each one of the 2 consoles behind the laser grids. Holo 4 - Unarmed Combat 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Just punch out 3 consecutive guards to know how the punch attack works. The first one is completely stationary, the second will run around a bit, and the third attacks back, but his reactions are very poor. So with a few hits you'll beat it in a single swipe. Holo 5 - Unarmed Combat 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Make sure you are using secondary fire mode to disarm the first guard. The second guard is invincible while he can see you. Thus wait behind the wall section until you hear his footsteps. Sneak up from behind at him to knock him out in a single hit. This last tactic can be very vital in some later on mission. The third guard is pretty hard. Again hide behind the wall and quickly side step in to view and back to bluff him into shooting you. Once he commits himself to the shot he'll be open for a second or two for your attacks. So after the shot missed punch him several times to take him down. Holo 6 - Live Combat 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Just go for each guard individually running circles around them. Hit them when you get the chance to knock them out. Rinse and repeat 4 times to complete the training. Holo 7 - Live Combat 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This last one is rather hard actually. Quickly hide behind the wall (as usual). Draw out the unarmed guards on the right side of the wall first towards you. Knock them out to clear that part. Now for the 3 stationary ones to the left. Bluff the closest one out into shooting you by sidestepping, but be really quick as their accuracy is really quite high. Once he's still working on the recoil go for the first one, disarm his gun, collect and run back behind the wall (and pray the other two miss you). This time round you can fire back at them, so fake the side step once again, and hit them with your freshly collected Falcon-2. If you want to complete this last training, but can't seem to get it right. Start it again, punch out any armed guard (don't mind getting hit) and press "A" when the training almost stops so Jo starts pulling out the Falcon-2. If you time it right you'll start with the Falcon the next time if you restart the test straight away. Now it should be a 10-fold easier to beat the crap out of all 5 of them. --------------------------------------------------------------------------- Device Lab --------------------------------------------------------------------------- There are 10 training exercises to be completed in the device laboratory. The training is built up in such a way that you progress through the training area further with each completed test. You don't get anything for beating them other than knowledge about some of the gadgets you'll be using during the game and getting to scare the hell out of Daniel whom awaits you at the end of the last trial (or alternatively getting a punch at him ;)). 1. Data Uplink - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Just walk up to the table, get the device, select it with the analogue stick while holding the "A" button. Walk up the to PC with while holding the uplink device and press "B" to gain access to the PC and complete the uplink. 2. ECM Mine - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Walk through the opened doorway, while collecting the mine from the table, and chuck the ECM mine through the porthole on the distant screen. Use manual aim and take note of the slight arc in which Jo throws the device. 3. CamSpy - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Crouch walk through the metallic corridor to reach the info room. Deploy the CamSpy and use to hover/rotate around to get a view of the monitor and press "Z" to take a picture. 4. Night Vision Goggles - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Enter the dark corridors first, equip the goggles just now (via the quick/pause menu) and look around for a green box. To activate the light switch. 5. Door Decoder - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Just as much the same as the ECM mine. Plant it onto the console next to the locked door just after where you ditched the said mine and presto. 6. R-Tracker - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Activate the R-Tracker and go to where X-marks-the-spot. 7. IR-Scanner - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Near the dead end equip the IR-scanner near the corridor with a reddish glow to it to see a light red panel. Press "B" while wearing the scanner to unlock the doorway. 8. X-Ray scanner - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After the IR-scanner passage equip the X-ray device to see through the walls. Not only can you see through them, but you can also activate the consoles on either side behind them using this technology... This knowledge might come in handy for the Pelagic II. 9. Disguise - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Immediately don the disguise by selecting it from the menu and run to Grimshaw at the other end of the long corridors section. Stand in front of him to get the Cloaking Device item from him. 10. Cloaking Device - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This baby only has 40 seconds of 'fuel/capacity' whatever you like to call it. So make your way through the corridors, until you get close to the security camera near Daniel's room. Because we don't want him to notice you activate the device just now, then run by the camera and in Daniel's face. Show yourself either by deactivating it or punching him (attacking will decloak!). That's all there is to it, had any fun..? --------------------------------------------------------------------------- Firing Range --------------------------------------------------------------------------- The firing range consists of three tests (bronze, silver and gold) for each of the 31 available weapons, bar the Psychosis gun and classic guns. The targets consider of a center and two rings around them. Hitting the brown edges also gives you a score but only very little: Yellow - Bull's eye: 10 points Red - Inner Ring: 5 points Blue - Outer Ring: 2 points Other - Outside : 1 point Explosives always get 10 points if they connect with the target so they're always dead on. -The bronze test basically is super easy where you just use the weapon in primary fire mode. -The Silver is usually to test the secondary fire mode, if that is possible in the firing range. Otherwise it's just about the same as the bronze. -The golden test is the real qualification of your abilities (sometimes combining usage of primary / secondary fire mode). Some of them are mildly easy, but there are a few really hard ones that tolerate little to no mistake on your hand. Because bronze and silver are hardly worth a strategy I'll only focus on the golden ones. It's also possible to cheat a bit using the Laptop Gun and Dragon by deploying them in secondary fire mode. If you do this while Jo is still in the animation of removing the gun from first person view you can quickly switch to another test. If you do it correctly the Laptop gun sentry or Proximity Dragon mine will be deployed the moment you enter the new test. This benefit you a lot in some occasions, but it won't always help you (for example with the Dy357-LX gold challenge). Unlockables --------------------------------------------------------------------------- In order to unlock each of the classic guns you need to get gold stars for the following enlisted weapons: PP9i CC13 KLO1313 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Falcon-2 -Magsec4 -Callisto NTG -Falcon-2 (silencer) -Mauler -CMP-150 -Falcon-2 (scope) -Phoenix -RC-P120 -Dy357 -Cyclone -Dy357-LX KF7 Special ZZT (9mm) DMC - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Laptop Gun -Sniper Rifle -Remote Mines -Dragon -Shotgun -Proximity Mines -K7 Avenger -Slayer -Timed Mines -AR34 -Rocket Launcher -Super Dragon AR-53 RC-P45 - - - - - - - - - - - - - - - - - - - - - - -FarSight XR-20 -Tranquilizer -Combat Knife -Reaper -Grenade -Devastator -Crossbow Strategies (Gold) --------------------------------------------------------------------------- The following section gives some guidance and strategies for getting the gold stars for each of the individual guns. Bronze and silver are rather contrived so I'm not going to spend any time on them. Falcon-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 170 Goal Targets: - Goal Accuracy: - Time Limit: 10s Ammo Limit: 24 There are 3 targets to shoot at. You have 7 spare bullets for the score, given you all hit bull's eyes. Stand on the leftmost side and hit the target as it moves towards the back. If you're in a straight line with it you can empty a whole magazine into it scoring a string of bull's eyes. Repeat this two more times on the other targets, then reload and hit any remaining targets if you still need to. Falcon-2 (silencer) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 80 Goal Targets: 3 Goal Accuracy: - Time Limit: 30s Ammo Limit: Infinite Destroy all 3 targets making sure you hit close enough to the bull enough times as the targets break after 12 hits. It's not that hard at all to do, just empty your magazine while following the target from left/right by strafing at the same speed. You can reload each iteration while the targets are facing away from you. Falcon-2 (scope) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 80 Goal Targets: - Goal Accuracy: - (100% implied) Time Limit: 10s Ammo Limit: 8 You need to score 8/8 bull's eyes on this one. So make sure you're dead on target! Only shoot when the target is stationary on either side. Other than that there's not much to it. MagSec 4 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 80 Goal Targets: 4 Goal Accuracy: - Time Limit: 12s Ammo Limit: Infinite Rather easy if you ask me, you can crouch to compensate the inaccuracy of this gun and get more bull's eyes. Each target breaks after 3 shots, so make sure to hit the center. Stand on either left/right side and hit the targets as they move in toward/away from you. Aligning yourself should allow you to get decent bull's eyes or inner rings all over. Mauler - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: - Goal Targets: 6 Goal Accuracy: - Time Limit: 15s Ammo Limit: 35 You'll need to fire the Mauler in secondary fire mode to get the targets to break in a single hit (6 bullets) otherwise you won't make it. Thus make sure to wait until the Mauler is completely charged with the reddish glow before firing. You don't have any spare bullets, so you must reload directly after hitting the 3rd target! And do so quickly as you need to hit the following target the next time they turn around. In all hit all 6 targets with a single fully charged hit and you're done. Phoenix - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: - Goal Targets: 6 Goal Accuracy: - (100% implied) Time Limit: 20s Ammo Limit: 3 You'll need to hit the targets using secondary fire mode. As they cross each other near the center, or when they start to move so the second target crashes into the explosion. Do this 3 times and you win. Dy357 Magnum - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 50 Goal Targets: - Goal Accuracy: - (100% implied) Time Limit: 12s Ammo Limit: 5 You don't need to worry about the slow reload of this gun for this test. The key to beating this one easily is aligned yourself with a column of three targets. Then shoot them when they're all turned around to shatter them all (the bullets penetrate through objects). This allows you to get the score with as little as 2 direct hits. Dy357-LX - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 100 Goal Targets: - Goal Accuracy: - Time Limit: 50s Ammo Limit: 12 You have 2 bullets to spare on this one, but it's very hard nonetheless. The best tip I can give you here is that you learn to preempt the magnum to compensate its huge fire delay. Shoot the bull's eye by aiming past it when it's turning towards you again (you need to stand a little to the inside of the target's path). Then strafe after the target as it moves to the other side and get ready for the next shot. Btw: you can get the first bull's eye for free if you hit the target the moment you ready your gun! The target shatters after 12 hits, so deploying the Laptop gun sentry cheat won't get you the required score! CMP-150 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 350 Goal Targets: 6 Goal Accuracy: - Time Limit: 20s Ammo Limit: - Use this gun for what it is good at; emptying the magazine in a second or so. As with the Falcon-2 strat align yourself to either left or right columns to get a string of bull's eyes as the target approaches you. With a little effort you get all the targets with enough points. Cyclone - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 400 Goal Targets: 1 Goal Accuracy: - Time Limit: 18s Ammo Limit: - You could try to use the magazine discharge, but the lack of accuracy means you'll miss most of the hits. Better use the primary fire mode and empty the entire magazine each turn. With 3 targets to pick from it's quite easy. Just stand in the center; aim for the stationary one in the back and unleash. You'll rack up enough points before you know it. Callisto NTG - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 250 Goal Targets: 2 Goal Accuracy: - Time Limit: 20s Ammo Limit: - Primary fire mode works the best here, destroying 2 targets is more difficult on this run than getting the score down. Just switch between either outer and center front targets continuously and you'll get the score like nothing. RC-P120 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: - Goal Targets: 9 Goal Accuracy: - Time Limit: 20s Ammo Limit: 180 The front three only rotate towards you while you're cloaked, and seeing that consumes a hell of a lot bullets make sure to hit the front three first before going for the ones in the back. So cloak, wait until the three targets have completely flipped and then hit them all in a single go. Reload afterwards and go for the remaining stationary ones. Laptop Gun - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 750 Goal Targets: 2 Goal Accuracy: - Time Limit: 15s Ammo Limit: 250 Again, stand on either left or right side and hit the targets as they move vertically. There's not much to it, only reload when the magazine is (near) completely drained. Dragon - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 500 Goal Targets: - Goal Accuracy: 90% Time Limit: 15s Ammo Limit: - Accuracy is the most important factor here. The best strategy I found was crouching in either left/right corner and hitting the stationary rear targets, while ignoring the ones in the front. Get a feel for the rhythm in which they rotate so you don't waste too many bullets on missing them. K7 Avenger - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: - Goal Targets: 3 Goal Accuracy: - (100% implied) Time Limit: 15s Ammo Limit: 30 Three targets move only vertically so again, make sure to align yourself with each target before firing and they all take 10 hits before they are destroyed. This means that you need to learn to work with the rapid discharge as you can't afford to waste a single bullet on this one. AR34 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 500 Goal Targets: - Goal Accuracy: 100% Time Limit: 20s Ammo Limit: - Given that you need perfect accuracy only shoot when the lone target is stationary, and reload while it moves around. You should try to empty half a magazine at each halt so the reload happens naturally. Super Dragon - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: - Goal Targets: 5 Goal Accuracy: - Time Limit: 30s Ammo Limit: 60 / 4 The most difficult part is hitting the four rotating targets using grenades. With a little luck the neighboring target crashes into the explosion as it starts to move into the explosion of the grenade. The last remaining bullets can be used to take out 2 targets, if you connect with all bullets, that is (giving you a little leeway). Shotgun - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 170 Goal Targets: - Goal Accuracy: - Time Limit: 20s Ammo Limit: 30 This is a little too easy if you ask me. Set the gun to double shot and hit the target as it is about to move. If the hail of bullets hits the center with two double shots you're a winner already. Reaper - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 750 Goal Targets: 1 Goal Accuracy: - Time Limit: 30s Ammo Limit: - This is actually a bit challenging to say the least. Make sure to double crouch for a little improvement in accuracy and don't try to reload before running dry as you otherwise have to wait for the barrel to stop spinning. Follow the target's center with the crosshair and you're right on track. Sniper Rifle - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 150 Goal Targets: - Goal Accuracy: - (100% implied) Time Limit: 12s Ammo Limit: 15 Another perfect score required for this one, and it works exactly the same as the K7 Avenger one. Hit each target 5 times to shatter it, align and switch to the next. Personally, I find a zoom range of ~8.50 the best as it still allows you to effectively move the crosshair whilst keeping a good sight on the bull's eye at all time. FarSight XR-20 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 40 Goal Targets: 6 Goal Accuracy: - Time Limit: 20s Ammo Limit: 3 With 3 bullets you have to make sure you hit multiple targets per turn. Aligning for the stationary diagonals and saving the last shot for the moving target. To get a decent score you should aim with "R" for the center of the most distant target for the first two shots. Doing so ensure you get a least 1 bull's eye plus good score for the intermediate targets. It also ensures you hit all the targets along the diagonal. Devastator - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: - Goal Targets: 6 Goal Accuracy: - Time Limit: 30s Ammo Limit: 6 Quite a hard one to pull off correctly. You need to aim about 2 cross hair heights over the most distant targets to get a good shot at them. The closer ones should be hit by aiming halfway down the target and the floor. If you're a lucky the large explosion sometimes takes out the following target in a single go, giving you a spare round for the other targets! Rocket Launcher - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 40 Goal Targets: 4 Goal Accuracy: - (100% implied) Time Limit: 30s Ammo Limit: 4 Align with either column and time it so the rocket hits the target when it's about to turn around. Go for the closer one first, then for the one in the behind. Because of the reload delays you should only shoot one rocket each time the targets cycle around the chamber (30 seconds is more than enough for 4 cycles). Slayer - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 60 Goal Targets: 6 Goal Accuracy: - Time Limit: 40s Ammo Limit: 8 Use fly-by-wire secondary mode and detonate with "Z" when you get close to each of the 3 pairs. If you let the rocket detonate in the center of each set they are bound to run into the following explosion allowing you to effectively take out two targets in a single strike. Combat Knife - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 80 Goal Targets: 8 Goal Accuracy: - Time Limit: 30s Ammo Limit: Infinite Stand on either left/right side and hit a target with manual aim for the foremost target each cycle. That's all. Crossbow - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 150 Goal Targets: - Goal Accuracy: - Time Limit: 30s Ammo Limit: - The single auto-reload is a hell with such time constraints. Make sure to press "B" after emptying the magazine to ensure Jo reloads the bow completely which is much faster than individual insertions. Hit the target when it's stationary and pivot around a bit as darts will bounce off if too many are on the same spot. Tranquilizer - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: - Goal Targets: 18 Goal Accuracy: - (100% implied) Time Limit: 15s Ammo Limit: 18 Getting high scores isn't relevant here, just hit the target anywhere and quick! With 2 needed reloads you need all the remaining time to hit each target. Learn the pattern in which the targets appear and you can get the gold very quick. Grenade - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: - Goal Targets: 4 Goal Accuracy: - Time Limit: 30s Ammo Limit: 6 Ouch, getting the proper aim is the most important part of this test. The grenades are thrown in an arc so you need to correct for that and also for the correct timing as you can only score when the lone target is facing you. As with other explosives involved, multiple scores are possible if the flames connect with the next spawned target. Timed Mine - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: 60 Goal Targets: 6 Goal Accuracy: - (100% implied) Time Limit: 12s Ammo Limit: 1 With a single mine it's double or nothing. Throw it against the center target and aim it so that it explodes when the target is in the center to eliminate all 6 of them. Proximity Mine - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: - Goal Targets: 5 Goal Accuracy: - Time Limit: 30s Ammo Limit: 4 Just chuck around some mines in the center and throw in some more to extend the explosion towards the front. With four mines it should be relatively easy to get them all if you get the explosion in the right position. Remote Mine - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Goal Score: - Goal Targets: 7 Goal Accuracy: - Time Limit: 12s Ammo Limit: 2 Throw a mine against the center target and have it explode to get 5 targets. Use the second mine on either of the two remaining targets and have it explode when it intersects with the other to get the job done. =========================================================================== Appendix C: Combat Simulator =========================================================================== The multiplayer mode of this game. It has under gown quite a drastic update compared to the death match in the predecessor. A tremendous amount of options is available to you, computer controlled AI, a ranking system, a set of challenges and some of the levels as well! I'm not going to explain each and every feature that can be used. Most of them are pretty much self-explained and the game does offer some good descriptions and an instruction booklet. --------------------------------------------------------------------------- Simulant types --------------------------------------------------------------------------- As with many multiplayer games the most important thing to know is what all your weapons can and cannot do. How all the maps are build up and where all the good weapons get spawned. Also knowing your opposition is very important. There are six general difficulty variations in which the simulants come: Meat Sim - Human equivalent of a near brain dead person Bad in every area just plain cannon fodder Hardly ever shoots, if reacting at all Hardly ever hits anything Doesn't run Doesn't know where the weapons are Wanders aimless around Easy Sim - Human equivalent of a beginner Not too good either, but will play out more actively Reacts a bit faster Still bad accuracy and reaction speed Normal Sim - Human equivalent of a novice player Knows its surroundings Has some decent reactions Can execute tasks reasonably well Hard Sim - Human equivalent of good player Great accuracy High level of speed Perfect Sim - Human equivalent of an expert, but with better accuracy Head shots with near impeccable accuracy from any distance Always running at maximum speed Dark Sim - No human equivalent, this is an extra difficulty to challenge the best players out there! Spawns with the best weapons / shield (if available) Shooting abilities seem identical to the Perfect Sim Runs faster than you, even when strafing Some say that only the top tiered Dark Sim cheats, whereas the others don't however this is not true. Here are some properties that are shared amongst all simulants levels: -They have short & fixed reload time from GE for all of their weapons You'll even hear the GE reload sound effect if they're close to you -They get instant lock-on you when they use a Rocket launcher & CMP-150 -They know where to find you even if there is radar is turned off -They always disarm you when coming in contact while they're unarmed -Drugging them using sedatives doesn't seem to have any real impact on their navigation On the other hand the AI also has some shortcomings: -They can't use mines properly. Just setup a match with all remote mines To see what I mean. -They can't detect mines / explosives. No human will walk into a proximity mine if he/she knows it's there, but sims just carelessly plunge into them. --------------------------------------------------------------------------- General tactics --------------------------------------------------------------------------- As a human you can't get 100.0% accuracy so you'll have to think of other ways to beat simulant or other humans to the score. Some general strategies that can always be applied are: -Picking up all guns you come across so your opposition can't collect them -Damage is area sensitive in this game: Head hits score 2x more damage as Body hits Body hits score 2x more damage as Limb hits That's why you always want to go for the upper torso / head! Thus make sure your sight is a little upward most of the time. -Always keep strafe running so you're a hard to hit target -Know all the maps & weapons & spawn points by heart -Find out which guns work best for you and for which given situation: Laptop guns as sentry's on key locations work pretty well! -Tagging a shield or ammo crate with a mine works nicely -Instead of reloading, use "A" + "Z&A" cycle trick to reload. Now you'll be almost as quick at reloading as those blasted sims -When playing with sedatives (knives/crossbow/tranquilizer) also make sure to hit a dead corpse before it is gone. If you manage to do this successfully your opponents view will be all drowsy when he/she respawns! -You can only run half as fast while being crouched, but your opponent might not be suspecting an opponent who's only half as tall coming from behind the corner. -Statically speaking, a Maian body with a human head has by far the smallest hit box so this should make you harder to hit. But more generally, when playing against other humans picking a character whose colors blend in with the background can help you a lot. Naturally, this has no effect on simulants. To them Trent Easton's red suit will look the same as Arctic Joanna on a grey background. --------------------------------------------------------------------------- Challenges --------------------------------------------------------------------------- The challenges are a total set of 30 preprogrammed multiplayer scenario setups where you have to beat the AI opponent. Initially, only the first set of 4 will be available, but for every challenge you complete a new one will be opened in the list. Completing a specific challenge may unlock new features for the multiplayer (guns that are picked up for the first time in multiplayer are also unlocked for the solo Firing Range). The first 10 challenges are just as easy as a walk in the park, but after that it gets pretty intense. In fact after challenge 20 it gets downright insane, as the computer controlled AI can kill you for a hundred miles with a single headshot all over the place. There's hardly any fun to those challenges in my opinion. Either you find a weakness in the AI script (like their inability to detect mines such as a proximity Dragon) or a hiding place that makes it impossible for your enemies to attack you. And if you think that starting with more humans players helps out your pretty wrong. Almost all of the later challenges ensure the AI has at least one more character in the battle field than you. And if they're Perfect/Dark sims that will only work against you. In fact it seems to make most challenges only even harder. You can peek down below or in Appendix E for a super easy way to beat all the challenges by using an oversight in the game. (A) Strategies - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Challenge 1 --------------------------------------------------------------------------- Weapons: Falcon-2 Time: 5 minutes CMP-150 Arena: Skedar Sniper Rifle Dy357 Magnum Dragon Desc.: A Challenge against basic Simulants using standard weaponry. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 4 | >= 8 | >= 10 | >= 12 | -----------|------------|------------|------------|------------| Simulants | 1x Meat | 2x Meat | 2x Meat | 2x Meat | -----------|------------|------------|------------|------------| Not much is going on here. If this is the first time you're playing the game, use this match to get used to the mechanics of the game and such. You shouldn't have any trouble wiping out the opposition here. --------------------------------------------------------------------------- Challenge 2 --------------------------------------------------------------------------- Weapons: Falcon-2 Time: 5 minutes Combat Knife Arena: Area 52 Cyclone Rocket Launcher Dragon Desc.: A Challenge against basic Simulants that includes the use of Rocket Launchers. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 6 | >= 12 | >= 15 | >= 18 | -----------|------------|------------|------------|------------| Simulants | 1x Meat | 2x Meat | 2x Meat | 3x Meat | -----------|------------|------------|------------|------------| Pretty much the same as the previous exercise. You only need to rack up a few more kills. Still be wary the blast radius of a rocket could get you killed... --------------------------------------------------------------------------- Challenge 3 --------------------------------------------------------------------------- Weapons: MagSec-4 Time: 5 minutes CMP-150 Arena: Pipes Timed Mine Dragon AR34 Desc.: A Challenge against basic simulants that includes Assault Rifles and Timed Mines. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 4 | >= 8 | >= 10 | >= 12 | -----------|------------|------------|------------|------------| Simulants | 1x Meat | 2x Meat | 3x Meat | 4x Meat | -----------|------------|------------|------------|------------| Make use of the weapons here as well and you'll be victorious without too much effort. Mind you that sims can't detect explosives (Proxy dragons anyone?). --------------------------------------------------------------------------- Challenge 4 --------------------------------------------------------------------------- Weapons: MagSec-4 Time: 10 minutes CMP-150 Arena: Skedar K7-Avenger Dragon Shield Desc.: Take control of the hill against a team of standard Simulants. Shield technology is available, as well as the K7 Avenger. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 4 | >= 8 | >= 10 | >= 12 | -----------|------------|------------|------------|------------| Simulants | 1x Easy | 1x Easy | 2x Easy | 2x Easy | | | 1x Meat | 1x Meat | 2x Meat | -----------|------------|------------|------------|------------| The easy simulants make their debut here. You'll notice that they at least try to put up a fight. Shields are not necessary yet, but it is never a bad idea to pick them up. --------------------------------------------------------------------------- Challenge 5 --------------------------------------------------------------------------- Weapons: Cyclone Time: 10 minutes Grenade Arena: Complex AR-34 FarSight XR-20 Shield Desc.: Combat a team of standard Simulants using the specialized FarSight weapon in the Complex. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 20 | >= 25 | >= 30 | -----------|------------|------------|------------|------------| Simulants | 1x Easy | 1x Easy | 1x Easy | 2x Easy | | | 1x Meat | 2x Meat | 2x Meat | -----------|------------|------------|------------|------------| Pick up the FarSight and track down your opponent. They're not moving very fast so you should be able to hit them. Take note that enemies with shields require a second hit to kill (the shield absorbs the first hit). --------------------------------------------------------------------------- Challenge 6 --------------------------------------------------------------------------- Weapons: CMP-150 Time: 10 minutes Dy357 Arena: Area 52 Shotgun K7-Avenger Shield Desc.: Hold the briefcase for as long as possible against a large team of basic Simulants. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 6 | >= 6 | >= 6 | >= 6 | -----------|------------|------------|------------|------------| Simulants | 4x Meat | 4x Meat | 4x Meat | 4x Meat | | | | 1x Easy | 2x Easy | -----------|------------|------------|------------|------------| You can't pick up any more shields once you have the briefcase so make sure you got one before picking the case up. After doing stay clear of the enemies' clutches for as long as possible. The opposition may be in larger numbers, but most of them are still nothing more than rubbish meat. --------------------------------------------------------------------------- Challenge 7 --------------------------------------------------------------------------- Weapons: Falcon-2 (s) Time: 10 minutes Magsec-4 Arena: Warehouse Cyclone Grenade Shield Desc.: Take control of the hill against a team of advanced Simulants in the Warehouse. All weapons kill with only one hit. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 5 | >= 10 | >= 12 | >= 15 | -----------|------------|------------|------------|------------| Simulants | 1x Easy | 1x Easy | 2x Easy | 2x Easy | | | 1x Meat | 1x Meat | 1x Meat | -----------|------------|------------|------------|------------| I wouldn't want to call this an advanced team, but with one hit kills a single mistake can be fatal. Of course this also holds the other way around. Just get as many players on the hill when the timer expires to rack up as much points as possible. --------------------------------------------------------------------------- Challenge 8 --------------------------------------------------------------------------- Weapons: Shotgun Time: 10 minutes Magsec-4 Arena: Skedar K7-Avenger Super Dragon Shield Desc.: Capture the enemy's case while defending your own. Killing the case carrier means the case returns to the base. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 9 | >= 9 | >= 9 | >= 9 | -----------|------------|------------|------------|------------| Simulants | 1x Easy | 2x Easy | 2x Easy | 2x Easy | | | | 1x Meat | 2x Meat | -----------|------------|------------|------------|------------| The Super Dragon is the best weapon around here to find. Get it, then go for the enemy's case and return it to yours. When playing with more than one player have the someone defend your case as they'll try to sneak off with yours in any case. --------------------------------------------------------------------------- Challenge 9 --------------------------------------------------------------------------- Weapons: Falcon-2 Time: 10 minutes Dy357 Arena: Ravine Timed Mine Laptop Gun FarSight XR-20 Desc.: Capture the enemy's case while defending your own. Killing the case carrier means the case returns to the base. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 20 | >= 25 | >= 30 | -----------|------------|------------|------------|------------| Simulants | 1x Normal | 1x Normal | 1x Normal | 1x Normal | | | | 1x Meat | 1x Meat | | | | | 1x Easy | -----------|------------|------------|------------|------------| The reign of the easy/meat sims has ended with the first entry for the normal sim... Not that you'll notice that much difference. Enjoy the easy ride while it still lasts. FarSight and the Laptop sentry are key to victory here. Note that this time round you'll have to work without shields. --------------------------------------------------------------------------- Challenge 10 --------------------------------------------------------------------------- Weapons: CMP-150 Time: 10 minutes Cyclone Arena: Temple Remote Mine AR34 Shield Desc.: Fight against a team of simulants to hack the terminal using the data uplink. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 3 | >= 3 | >= 3 | >= 3 | -----------|------------|------------|------------|------------| Simulants | 1x Easy | 2x Easy | 3x Easy | 3x Easy | | | 1x Normal | 1x Normal | 2x Normal | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 11 --------------------------------------------------------------------------- Weapons: MagSec4 Time: 10 minutes Tranquilizer Arena: Complex Shotgun K7 Avenger Shield Desc.: King of the Hill against expert Simulants. Weapons include the Shotgun and Tranquilizer. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 10 | >= 10 | >= 10 | -----------|------------|------------|------------|------------| Simulants | 1x Normal | 2x Normal | 2x Normal | 2x Normal | | | | 1x Hard | 2x Hard | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 12 --------------------------------------------------------------------------- Weapons: Falcon-2 (Scope) Time: 10 minutes Sniper Rifle Arena: Skedar Shotgun Super Dragon Shield Desc.: Slow-motion combat in the Skedar Arena. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 3 | >= 6 | >= 7 | >= 9 | -----------|------------|------------|------------|------------| Simulants | 1x Hard | 1x Hard | 1x Hard | 1x Hard | | | 1x Normal | 1x Normal | 1x Normal | | | | 1x Easy | 2x Easy | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 13 --------------------------------------------------------------------------- Weapons: Falcon-2 (silencer) Time: 10 minutes Tranquilizer Arena: G5 Building Laptop Gun Grenade Reaper Desc.: One-hit kills in the G5 building with Tranquilizers. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 20 | >= 25 | >= 30 | -----------|------------|------------|------------|------------| Simulants | 1x Normal | 1x Normal | 1x Normal | 1x Normal | | | 1x Hard | 1x Hard | 1x Hard | | | 1x Easy | 2x Easy | 2x Easy | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 14 --------------------------------------------------------------------------- Weapons: Cyclone Time: 10 minutes Super Dragon Arena: Area 52 K7 Avenger FarSight XR-20 Cloaking Device Desc.: Capture the case in Area 52 with cloaking. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 10 | >= 10 | >= 10 | -----------|------------|------------|------------|------------| Simulants | 1x Easy | 3x Easy | 4x Easy | 5x Easy | | 1x Normal | 1x Normal | 2x Normal | 2x Normal | | | | 1x Hard | 1x Hard | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 15 --------------------------------------------------------------------------- Weapons: MagSec-4 Time: 10 minutes Dragon Arena: Grid Shotgun Devastator Cloaking Device Desc.: Hold the Briefcase in the Grid with Devastators. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 10 | >= 10 | >= 10 | -----------|------------|------------|------------|------------| Simulants | 1x Meat | 2x Meat | 3x Meat | 4x Meat | | | | 1x Easy | 2x Easy | | 1x Normal | 2x Normal | 2x Normal | 2x Normal | | | 1x Hard | 1x Hard | 1x Hard | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 16 --------------------------------------------------------------------------- Weapons: Falcon-2 Time: 10 minutes K7 Avenger Arena: Felicity Super Dragon Proximity Mine Shield Desc.: Standard combat. Weapons include Proximity Mines. There is no radar on this Challenge. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 20 | >= 25 | >= 30 | -----------|------------|------------|------------|------------| Simulants | | | 1x Meat | 1x Meat | | | | | 2x Easy | | | 1x Normal | 1x Normal | 1x Normal | | | | 1x Hard | 1x Hard | | 1x Perfect | 1x Perfect | 1x Perfect | 1x Perfect | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 17 --------------------------------------------------------------------------- Weapons: Dy357 Time: 10 minutes AR34 Arena: Temple Reaper Slayer Shield Desc.: A King of the Hill game. Weapons include Fly-By-Wire Missiles. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 20 | >= 25 | >= 30 | -----------|------------|------------|------------|------------| Simulants | | 2x Meat | 1x Meat | 2x Meat | | | 1x Easy | 2x Easy | 2x Easy | | | | 1x Normal | 1x Normal | | | 1x Hard | 1x Hard | 1x Hard | | 1x Perfect | 1x Perfect | 2x Perfect | 2x Perfect | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 18 --------------------------------------------------------------------------- Weapons: Falcon-2 Time: 10 minutes Phoenix Arena: Villa Tranquilizer Laptop Gun Shield Cloaking Device Desc.: A King of the Hill game against a team of expert Simulants. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 20 | >= 25 | >= 30 | -----------|------------|------------|------------|------------| Simulants | 1x Meat | 1x Meat | 2x Meat | 4x Meat | | | | 1x Easy | 2x Easy | | | | | 2x Normal | | | 1x Hard | 1x Hard | 1x Hard | | 1x Perfect | 1x Perfect | 1x Perfect | 1x Perfect | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 19 --------------------------------------------------------------------------- Weapons: CMP-150 Time: 10 minutes Shotgun Arena: G5 Building Rocket Launcher FarSight XR-20 Shield Combat Boost Desc.: Fast movement combat against expert Simulants. Weapons include the Rocket Launcher and the FarSight. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 20 | >= 25 | >= 30 | -----------|------------|------------|------------|------------| Simulants | | | | | | 1x Easy | 1x Easy | 1x Easy | 2x Easy | | | | | 2x Normal | | 1x Hard | 1x Hard | 2x Hard | 2x Hard | | | 2x Perfect | 2x Perfect | 2x Perfect | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 20 --------------------------------------------------------------------------- Weapons: Mauler Time: 10 minutes Falcon-2 Arena: Sewers MagSec4 Dy357 Shield Desc.: One-hit kill combat with a twist - protect the weaker Simulants on your team. Weapons include pistols and Shields. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 20 | >= 25 | >= 30 | -----------|------------|------------|------------|------------| Simulants | 1x Hard | 2x Hard | 2x Hard | 2x Hard | | | 1x Perfect | 1x Perfect | 2x Perfect | -----------|------------|------------|------------|------------| Friend | 1x Normal | 3x Normal | 3x Normal | 3x Normal | Simulants | | | | | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 21 --------------------------------------------------------------------------- Weapons: Mauler Time: 10 minutes Reaper Arena: Grid Shotgun Callisto NTG Cloaking Device Desc.: Hack into the terminal using the Data Uplink. The Cloaking Device is available. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 10 | >= 10 | >= 10 | -----------|------------|------------|------------|------------| Simulants | | | 1x Easy | 2x Easy | | | 1x Normal | 1x Normal | 2x Normal | | 1x Perfect | 1x Perfect | 1x Perfect | 1x Perfect | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 22 --------------------------------------------------------------------------- Weapons: Falcon-2 Time: 10 minutes Sniper Rifle Arena: Base Crossbow K7 Avenger Shield Desc.: Hack into the terminal using the Data Uplink. The Cloaking Device is available. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 10 | >= 10 | >= 10 | -----------|------------|------------|------------|------------| Simulants | | 1x Easy | 1x Easy | 2x Easy | | 1x Normal | 1x Normal | 2x Normal | 3x Normal | | | | 1x Hard | 2x Hard | | 1x Perfect | 1x Perfect | 1x Perfect | 1x Perfect | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 23 --------------------------------------------------------------------------- Weapons: MagSec4 Time: 10 minutes Grenade Arena: Complex Laptop Gun RC-P120 Shield Cloaking Device Desc.: Combat in slow motion. Weapons include the RC-P120. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 2 | >= 4 | >= 5 | >= 6 | -----------|------------|------------|------------|------------| Simulants | | | 1x Normal | 2x Normal | | 2x Hard | 2x Hard | 3x Hard | 3x Hard | | | 2x Perfect | 2x Perfect | 2x Perfect | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 24 --------------------------------------------------------------------------- Weapons: CMP-150 Time: Infinite Tranquilizer Arena: Fortress Devastator Super Dragon Dy357-LX Desc.: Capture the Case game against a team of expert Simulants. Weapons include the Gold DY357 Magnum and the Tranquilizer. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 9 | >= 9 | >= 9 | >= 9 | -----------|------------|------------|------------|------------| Simulants | 4x Easy | 4x Easy | 5x Easy | 6x Easy | | | 3x Normal | 4x Normal | 4x Normal | | | | 1x Hard | 2x Hard | | | | 1x Perfect | 1x Perfect | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 25 --------------------------------------------------------------------------- Weapons: Mauler Time: 3 minutes N-Bomb Arena: Ravine K7 Avenger FarSight XR-20 Cloaking Device Desc.: A standard combat game with N-Bombs and Cloaking Devices. The simulant team is composed of experts. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 20 | >= 25 | >= 30 | -----------|------------|------------|------------|------------| Simulants | | | 1x Easy | 1x Easy | | | | 1x Normal | 1x Normal | | | 2x Hard | 2x Hard | 3x Hard | | 1x Perfect | 2x Perfect | 2x Perfect | 3x Perfect | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 26 --------------------------------------------------------------------------- Weapons: Falcon-2 Time: 10 minutes Mauler Arena: Ruins Cyclone Laptop Gun Reaper Desc.: A standard King of the Hill game with no shields. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 20 | >= 25 | >= 30 | -----------|------------|------------|------------|------------| Simulants | | 1x Easy | 1x Easy | 1x Easy | | 1x Hard | 2x Hard | 2x Hard | 2x Hard | | 1x Perfect | 2x Perfect | 4x Perfect | 5x Perfect | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 27 --------------------------------------------------------------------------- Weapons: Falcon-2 Time: 10 minutes MagSec4 Arena: Sewers CMP-150 Rocket Launcher Shield Desc.: A Hacker Central game featuring Rocket Launchers and expert opponents. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 10 | >= 10 | >= 10 | -----------|------------|------------|------------|------------| Simulants | 1x Perfect | 2x Perfect | 3x Perfect | 4x Perfect | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 28 --------------------------------------------------------------------------- Weapons: Falcon-2 Time: 10 minutes Falcon-2 (silenced) Arena: Villa Dy357 AR34 Shotgun Desc.: A Capture the Case game with no Shields, but expert opponents. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 9 | >= 9 | >= 9 | >= 9 | -----------|------------|------------|------------|------------| Simulants | 2x Dark | 3x Dark | 4x Dark | 5x Dark | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 29 --------------------------------------------------------------------------- Weapons: Falcon-2 Time: 10 minutes Cyclone Arena: G5 Building Dy357 CMP-150 Dragon Desc.: Standard combat with no Shields available. Weapons include the DY357 and the Dragon. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 20 | >= 25 | >= 30 | -----------|------------|------------|------------|------------| Simulants | 2x Dark | 3x Dark | 4x Dark | 5x Dark | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Challenge 30 --------------------------------------------------------------------------- Weapons: Falcon-2 Time: 10 minutes Falcon-2 (Scope) Arena: Skedar MagSec4 Mauler Dy357 Desc.: A pistols-only King of the Hill game against elite opposition. | 1 player | 2 players | 3 player | 4 players | -----------|------------|------------|------------|------------| Team Score | >= 10 | >= 20 | >= 25 | >= 30 | -----------|------------|------------|------------|------------| Simulants | 2x Dark | 3x Dark | 4x Dark | 5x Dark | -----------|------------|------------|------------|------------| Friend | 1x Normal | 1x Normal | 1x Normal | 1x Normal | Simulants | | | | | -----------|------------|------------|------------|------------| --------------------------------------------------------------------------- Cheap cheat strategy - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - As expected attempting to play the challenges with cheats enabled prevents you from progressing, but you can however use an oversight in the game to beat a challenge without any effort. What you need to do is the following: Prerequisites: -Have 2 controllers attached plus 1 memory pack to the N64 -Save a very simple scenario on memory pack (e.g. pistols against 1 Meat Sim; with a limit of 1) Now repeat the following steps for each challenge you want to complete: -Have player 2 select "Load scenario" -Highlight the saved scenario, but DON'T confirm yet -Have player 1 select the required challenge & confirm (player 1 should now say "and waiting...") -Now player 2 should confirm the selection of the loaded scenario -Start the challenge, beat the Sim to win -The game now thinks you completed the scenario and awarded you With all its gifts! Unlockables list - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The table below shows what you get for beating each individual challenge. As noticeable you don't need to beat challenges 25 and up to gain any new features. So you can avoid the Dark Sims if you're only interested in getting every option the game has to offer. --|------------------|---------------|-----------|------------------------- ##|Character |Weapon |Level |Sim/Scenario/Other --|------------------|---------------|-----------|------------------------- -|Jo Combat |Falcon-2 |Skedar |4x Simulant |Daniel Carrington |Magsec4 |Pipes |Meat Sim |Cassandra de Vries|Dy357 |Area 52 |Easy Sim |CI male lab tech |CMP-150 | |Normal Sim |CI female lab tech|Cyclone | |Combat |CI soldier |Dragon | |King of the Hill |dD Shock trooper |K7 Avenger | |Pistol |dD Security |AR-34 | |Automatic |dD Infantry |Sniper Rifle | |Power |dD Trooper |Rocket Launcher| |Close Combat |Secretary |Grenade | |Random 5 | |Timed Mine | |Random | |Shield | |Custom | |Combat Knife | | --|------------------|---------------|-----------|------------------------- 1|dD female guard |FarSight XR-20 |Complex | --|------------------|---------------|-----------|------------------------- 2|Office Suit |Shotgun | |Hold the Briefcase |Office Casual | | |Pistol 1-hit kills --|------------------|---------------|-----------|------------------------- 3| |Falcon-2(s) |Warehouse | --|------------------|---------------|-----------|------------------------- 4|Joanna Negotiator |Super Dragon | |Capture the Case |Negotiator | | | |dataDyne Sniper | | | --|------------------|---------------|-----------|------------------------- 5|NSA Lackey |Laptop Gun |Ravine | |Trent Easton | | | --|------------------|---------------|-----------|------------------------- 6|Joanna Leather |Remote Mine | |Hacker Central |G5 guard | | | |G5 swat guard | | | --|------------------|---------------|-----------|------------------------- 7|Mr. Blonde |Tranquilizer |Temple |Tranquilizer | | | |8x Simulant | | | |Hard Sim --|------------------|---------------|-----------|------------------------- 8|Dinner Jacket(4x) |Falcon-2 (+) | |Slow motion |Joanna Trench coat| | | --|------------------|---------------|-----------|------------------------- 9|CIA agent |Reaper |G5 Building| |FBI agent | | | --|------------------|---------------|-----------|------------------------- 10|Joanna Lab tech |Cloaking Device| | |Area 51 Guard | | | |Area 51 Trooper | | | |Pilot | | | |Overalls | | | --|------------------|---------------|-----------|------------------------- 11|Male Lab Tech |Devastator |Grid |Temple Explosives |Female Lab Tech | | | |dD Lab Tech | | | --|------------------|---------------|-----------|------------------------- 12|Bio Technician |Proximity Mine |Felicity |Proximity Mine | | | |Perfect Sim | | | |Pop a cap --|------------------|---------------|-----------|------------------------- 13| |Slayer | |Slayer --|------------------|---------------|-----------|------------------------- 14|Elvis |Phoenix |Villa | |Elvis (Waistcoat) | | | |Maian | | | |Maian Soldier | | | --|------------------|---------------|-----------|------------------------- 15| |Combat Boost | | --|------------------|---------------|-----------|------------------------- 16|Joanna Stewardess |Mauler |Sewers |Cloaking |Air Force 1 Pilot | | |Heavy |Steward | | | |Stewardess | | | |Head Stewardess | | | --|------------------|---------------|-----------|------------------------- 17|Joanna Arctic |Callisto NTG |Car Park | |Alaskan Guard | | | --|------------------|---------------|-----------|------------------------- 18|Joanna Party Frock|Crossbow |Base |Farsight |Joanna Frock | | | | (Ripped) | | | |Carrington | | | | Evening Wear | | | |The US President | | | |Presidential | | | Security | | | --|------------------|---------------|-----------|------------------------- 19|NSA Bodyguard |RC-P120 | | |Presidential clone| | | --|------------------|---------------|-----------|------------------------- 20| |Dy357-LX | |Golden Magnum --|------------------|---------------|-----------|------------------------- 21| |N-Bomb |Fortress | --|------------------|---------------|-----------|------------------------- 22| |Laser |Ruins |Dark Sim --|------------------|---------------|-----------|------------------------- 23| |X-Ray Scanner | | --|------------------|---------------|-----------|------------------------- 24|Joanna Wetsuit | | | |Joanna Aqualung | | | |Pelagic II guard | | | --|------------------|---------------|-----------|------------------------- 25| | | | --|------------------|---------------|-----------|------------------------- 26| | | | --|------------------|---------------|-----------|------------------------- 27| | | | --|------------------|---------------|-----------|------------------------- 28| | | | --|------------------|---------------|-----------|------------------------- 29| | | | --|------------------|---------------|-----------|------------------------- 30| | | | --|------------------|---------------|-----------|------------------------- --------------------------------------------------------------------------- Player statistics & Ranking --------------------------------------------------------------------------- Perfect Dark's combat simulator keeps track of various player statistics that can be saved on the game pack or memory card. The following stats are recorded: Item | Description --------------|------------------------------------------------------------ Kills | Number of deaths you caused Deaths | Number of deaths you endured --------------|------------------------------------------------------------ Accuracy | Hit percentage (only tracked down for the last ~4 games) Head Shots | Number of head shots you got (shooting dead doesn't help!) Ammo Used | Quantity of ammo you discharged Damage Dealt | Number of pain you caused | (under normal settings 1.0 is equivalent to a kill) Pain Received | Amount of pain you endured --------------|------------------------------------------------------------ Games Played | Number of games you played Games Won | Games that you won Games Lost | Games that you lost Time Spent | Number of days/hours/minutes/seconds you played Distance | Number of virtual kilometers you character ran --------------|------------------------------------------------------------ Green Stars | Accuracy awards (highest accuracy) Yellow Stars | Head Shot awards (most head shots) Red Stars | Kill Master awards (most kills) Blue Stars | Survivor awards (least amount of deaths) --------------|------------------------------------------------------------ Ranking | Ranking from 21 to 1 weighted over cumulative stats only --------------|------------------------------------------------------------ Similar to Blast Corps' (also a game by Rare) rating system getting the top ranking doesn't give you anything except a name & password that have no meaning whatsoever. Perhaps those passwords were meant to gain access on websites that no longer exist (see Appendix E for details). The #1 user name and password are: Username: Entropicdecay Password: zero-tau Here's a complete list of all the possible rankings: Ranking ------------------ Beginner: 21 Trainee: 20 Amateur: 19 Rookie: 18 Novice: 17 Trooper: 16 Agent: 15 Star Agent: 14 Special Agent: 13 Expert: 12 Veteran: 11 Professional: 10 Dangerous: 9 Deadly: 8 Killer: 7 Assassin: 6 Lethal: 5 Elite: 4 Invincible: 3 Near Perfect: 2 Perfect: 1 ------------------ The ranking itself is based on 10 milestones for 10 different categories. For every 5 milestones you complete your ranking is incremented by 1 (thus you have 20 ranks plus the initial first one). Only after completing all milestones will your ranking become #1: Perfect. For a list of milestones see below. Furthermore, an online calculator is available by Curtis Bright at: http://www.curtisbright.com/pd/ranking.php . It shows you the current rank based on the statistics and the next closest milestones to complete. -----|-------|------|------|-----|----------|------|-----|-----|-----|----- Mile-| Kills | Ammo | Dmg |Games| Time* | Dist.| Acc | Head| Kill| Surv Stone| | Used | Dealt| Won |[DD:HH:MM]| [km] | Star| Star| Star| Star -----|-------|------|------|-----|----------|------|-----|-----|-----|----- 1 | 120 | 3K | 0.6 | 6 | 2:00 | 60 | 6 | 6 | 6 | 6 2 | 240 | 6K | 1.2 | 12 | 4:00 | 120 | 12 | 12 | 12 | 12 3 | 480 | 12K | 2.4 | 24 | 8:00 | 240 | 24 | 24 | 24 | 24 4 | 960 | 24K | 4.8 | 48 | 16:00 | 480 | 48 | 48 | 48 | 48 5 | 1680 | 42K | 8.4 | 84 | 1:04:00 | 840 | 84 | 84 | 84 | 84 6 | 3600 | 90K | 18.0 | 180 | 2:12:00 | 1800 | 180 | 180 | 180 | 180 7 | 6000 | 150K | 30.0 | 300 | 4:04:00 | 3000 | 300 | 300 | 300 | 300 8 | 9000 | 225K | 45.0 | 450 | 6:06:00 | 4500 | 450 | 450 | 450 | 450 9 | 12600 | 315K | 63.0 | 630 | 8:18:00 | 6300 | 630 | 630 | 630 | 630 10 | 18000 | 450K | 90.0 | 900 | 12:12:00 | 9000 | 900 | 900 | 900 | 900 -----|-------|------|------|-----|----------|------|-----|-----|-----|----- * = when playing less than 24 hours your time is displayed as HH:MM.SS, note the "." to see the difference between time registration. As you can see the numbers go quite insane for some of the statistics like Ammo Used, Distance and Time Spent (12:12:00 = 300 hours!). Given that a match takes ~2 minutes you'd have to play over half a million matches to get scores like that, which is pretty much as silly as getting the 1,000,000 VS modes matches messages in SSB:Melee or SSB:Brawl. Even more if you consider you don't get much out of it. If you still want to max out all of these take a look just below here for some guides: Kills (Target = 18000) --------------------------------------------------------------------------- Select the following scenario: -Simulants: 8 Dark sims on your team (they spawn with weapons) -Weapons: All slots remote mine -Level: Felicity -Time limit: 1 hour -Kill limit: Infinite -Scenario: Hold the Briefcase Restart the level until your base is in the lavatory / toilets. Set all your sims to hold/guard the base (hold "A" pressed for the Simulant quick menu). This will make all your sims run around the toilets throwing mines around, but never detonating them simply because simulants can't do that. Get your self some mines and throw one mine into the lavatory before running back outside down the stairs. Detonate your mine and watch the fireworks through the walls. Your simulants will blow up, respawn into the toilets, but because they're Dark Sims they'll be holding mines upon reentering. If this happens within the current explosion a chain reaction is created which lasts indefinitely. Just leave you N64 running until time expires to get >15000 kills or so. Mind you not to leave the time limit on infinite as well. The reason for this is that if you exceed the 2^15 = 32768 kills the numbers will become negative as the kill count is stored as a signed integer. It's safer to leave it on one hour as that should be sufficient for you. Conclusion: with the above method it's 5 minutes work to get the setup done, and zero effort to get the required target. Ammo used (Target: 450,000) --------------------------------------------------------------------------- This is a bit of a jinx actually. Using logic you'd pick the Reaper or dual Cyclones on secondary fire (magazine discharge) as they have ludicrous fire rates. Keeping the "Z" trigger pressed to waste as much ammo as possible, right? After doing some exact measurements I came to some unexpected results. The really fast shooting guns don't get all their ammo counted when shooting an entire magazine empty. For example record the current number of ammo used, start a solo player match, pick up a Reaper or Cyclone, empty an entire magazine, quit the match, check the new number and subtract the two to get the exact numbers. I got the following numbers on a PAL machine: Dual Cyclone: ~74 bullets (out of 100; magazine discharge) Reaper: ~140 bullets (out of 200) What seems to happen is that the game counts the number of frames you press the "Z" trigger, while firing rather than the actual wasted amount of ammo! Therefore I came to the following setup which is most effective: -Weapons: RC-P120 (for all 6 slots) -Time limit: Infinite -Simulants: None -Level: doesn't matter; Temple / Sewers seems to work fine -Character: doesn't matter; but Mr. Blonde makes the best runner The RC-P120 has 100% efficiency, not a single bullet gets wasted, when it comes to unloading the entire magazine. It a fire rate of 1200 RPM according to the game, has reasonable fast reload times, plus at 120 bullets you don't need to reload as often as other guns. The only unfortunate thing is that no ammo is counted when using cloaking as you'd otherwise could use that and wait on top of a ammo crate spawning point and leave the console on over night... So the actual strategy is running around in a path that works well for you. The base center areas of Sewers and Temple work well to run around in large squares/circles picking up ammo along the way as you hold "Z" to discharge your magazine. Using the RC-P120 I got target nearly thrice as fast as with the dual Cyclones so I really encourage you to use it! It is tedious enough as it is. Btw. When doing this run you can also rack up some distance for that other statistic! Keep running around for several hours and you'll get the 450,000 eventually. Damage Dealt (Target: 90.0) --------------------------------------------------------------------------- Did Rare make a mistake here? Where they intending 90K? Maybe it is deliberate to have beginner player boost their ranking a little faster... No one knows, but I'm not complainging. XD At 90.0 you just need to get 90 kills on normal settings to complete this task. Seeing that this comes down to just a few matches no strategy is required here. Games Won / 4x Medals (Target: 900 each) --------------------------------------------------------------------------- It's easiest to do all of these 5 together in one go. Because Head shots & Accuracy medals are only awarded with at least 2 human players you can't work with sims here (not that we were going to). Select the following setup: -Weapons: All slots FarSight -Sims: None -Controllers: 2, one for you and a stationary target -Level: doesn't matter; Random (just to get a some variation) -Character: doesn't matter; but Mr. Blonde makes the best runner -Kill limit: 2 In order to get all medals during each game you need to kill your opponent at least twice with a headshot, without missing. Using the FarSight XR-20 you only need to hit him/her once to get the kill. If you make sure the non-moving human player is directly in front of you the auto-tracker feature of the FarSight will spot your opponent's face really quick. Get the two kills and end the match to receive all four stars and rack up another victorious battle. Repeat 900 times so you get sufficient medals for all four categories. --------------------------------------------------------------------------- Time / Distance (Target: 12:12:00.00 = 300 hours, 9000 km) --------------------------------------------------------------------------- The most insane numbers are the 10th milestones for both Time & Distance. You'll need to have your N64 on for at least 300 hours plus possibly some extra time if you can't rack up enough distance. Make sure to complete the other milestones first, because this is a waste of time any other way. The following setup works best: -Sims: None -Character: Mr. Blonde (long legs and thus fastest runner) -Level: Temple -Time Limit: Infinite Enter the level and run towards the basement floor in the center or the large sandy room. Make your controller point diagonally backward so Blonde is running around in reverse circle continuously. Now press "L+R+Start" to lock this position as the neutral position for your controller. If you let go of the analogue stick afterwards Mr. Blonde will be running around in circles in a forward direction, because the game now thinks you're continuously pressing diagonally forward. Additionally, tape down the C-left or C-right button go gain some extra strafing speed! And in fact, you might just get a little more speed if you tape down the analogue stick in forward direction too (even with the changed neutral position you can still gain a bit). Turn your television off and let him run around the same circle for 12 days. Make sure to check on him every now and then, as he might stray off into a corner from time to time. After the required time has elapsed. Stop the running match and look at your stats. --------------------------------------------------------------------------- =========================================================================== Appendix D: Cheats =========================================================================== --------------------------------------------------------------------------- Overview --------------------------------------------------------------------------- All of Perfect Dark's cheat codes are awarded to the player for making progression in the solo missions. Each of the regular 17 levels can unlock two cheats. One for beating the level for the first time on any difficulty and one for beating the level at a specific difficulty setting and within a certain time limit. Activating cheats automatically means that beating the level doesn't count. If you finish a level with any cheat enabled your status changes to dishonored and thus you can unlock any other cheats even if the time limit was met. Here's a short overview of all the cheats in the game: Fun Category - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Donkey Kong Mode ---------------- This well known cheat returns in the spiritual sequel to GoldenEye. Essentially, this cheat changes the body layout of all the human characters in the game to have very small bodies, normal limbs, and huge heads which makes them appear like the gorilla Donkey Kong. The nice thing about this cheat is that it becomes much easier to get those instant kill head shots on your opposition during the mission. Small Joanna ------------ What more can I say; this make you as short as a Maian, but with the physic of a human. It does make you a harder target for enemies, so there is small advantage for the player with this one. A bit like some sort of Oddjob... Small characters ---------------- Makes all the human characters around you appear like midgets. Now you can see past all the guards into the distance. Team heads only --------------- This cheat causes all regular humanoid enemies to bear faces of the Perfect Dark game staff exclusively. Care to beat up Duncan Botwood or some of the others? It does decrease the variation in characters, though. Play as Elvis ------------- Ever wanted to know what it's like for a little alien with a big head to appear in the cut scenes or walk around the levels? It does give you a slightly different view of the whole scenario. Btw. because of the way the characters positions are predetermined in the cut scenes Elvis' body floats in mid air to make up for his short size compared to Jo. Slo-mo Single player -------------------- The effect of a permanent Combat boost, but to be honest it doesn't work out too well. Slow motion really is sluggishly slow. Not nearly as much fun as the Slow Animation cheat from its predecessor. Then again, this should ensure that frame rate issues are nonexistent. Gameplay Category - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Invincible ---------- It shouldn't be too hard to see what this does, neh. The God mode cheat equivalent as in most first person shooter games. Now you can exchange the careful sneaking around for Rambo tactics! However, you should be aware that missions can still be failed if objectives aren't met or if you plunge into a pit. Invincibility is not yet immortality! Cloaking Device --------------- One of the four cheats unlocked with the Transfer pack. This cheat let's you start with a device on each level with enough capacity for 120 seconds of invisibility. And the nice thing is you can turn it on/off whether you like to. GoldenEye had some issues with character interaction if you had this cheat on. Marquis of Queensbury Rules --------------------------- What the heck is this? you may wonder. All it does is unarming all your enemies. The cheat enforces them to fight you with their bare hands like a boxing match. And that is where the reference of the cheat lies. The Marquis of Queensbury made up the rules for modern day boxing. Jo Shield --------- Start out the level with a full shield gauge. Finally, you can have a shield on Perfect Agent difficulty all along! Perhaps this cheat may be useful when practicing some new strategies on a level your stuck at. Or otherwise you may consider the next one below here. Super Shield ------------ Now you're shield power is boosted about 5-fold. Better armor can't be had! But still beware of Easton's golden magnum... It can still deplete the shield in a single hit, but otherwise you're pretty much invincible were it not for the stun effect you momentarily endure when being hit. Enemy Shields ------------- All enemies in the level now start out with a shield just like some of them do in CI - Defense. This is a nice handicap for player who found PA too easy. Rather than boosting their energy in Perfect Dark mode the shield means that enemies no longer quake in agony when you hit them, but strike back as if nothing happened. Enemy Rockets ------------- Another blast from the past. This funny cheat replaces the regular guns for Rocket Launcher for all enemies in the level, even the ones that are spawned/generated during action. You really need to change you tactics of approaching them in some cases. Even if you evade a rocket the explosion can wreck havoc on your health..., or the safety of your objectives! Perfect Darkness ---------------- Turns off all the light sources in the game making everything pitch black. The designers however were nice enough to let you start with some Night Vision goggles when you start a mission using this cheat. You should also try to play the outdoor levels Villa and Crash Site to see some extraordinary effects that are a bit like a solar eclipse. Weapons for Jo in Solo category - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Rocket Launcher/Sniper Rifle/Super Dragon/Laptop Gun/Phoenix/FarSight --------------------------------------------------------------------- These six cheats are about pretty common guns so I'm not going to elaborate them any further. Unlike the All guns cheat these do give you some initial ammo to play with. Psychosis Gun ------------- A very special gun that resembles a regular Tranquilizer. It is so secret most players never even see it. The psychosis gun is a weapon that infects the enemies so they turn into buddies. Because the "Infinite ammo" cheats don't work on this gun the All guns cheat is pretty much useless for this one. I think this is mostly because the game would lock up / crash if you were to have an infinite amount of buddies. Using this cheat you start out with 4 shots! The only regular level you'll encounter the gun is in the Maian SOS bonus, where you can find 4 shots for it. Thus this cheat combined with that level allows you to have 8 shots in total. By doing so you can even see the gun reload which does feature a different animation than the similar Tranquilizer. Trent's Magnum -------------- The Golden gun equivalent of Perfect Dark, which is also known as the golplated version of the Dy357 magnum. Causes so much damage that it virtually kills/destroys anything with a single shot. Enemies with shields however take two hits as a shield can absorb one hit too. Classic guns category - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PP9i / KF7 Special / Klo1313 / AR-34 / ZMG (9mm) / RC-P45 --------------------------------------------------------- Each of these guns are on display near the Firing range for you to look at them. The classic guns are exact replicas of the Goldeneye guns, but have been renamed once again. For most of the names its easy to fill in the GE counterpart. If you use these guns you'll quickly discover that they're much more efficient than the PD ones. They don't eat up as much ammo, reload nearly instantaneously, but they don't have any secondary fire modes. These are the only cheats that aren't unlocked by playing solo missions. Rather you need to get gold medals in the Firing Range to unlock these. Weapons category - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Classic Sight ------------- Changes the manual aiming reticule to the red target as used in GE. That's all. Infinite Ammo: Laptop Sentry ---------------------------- With this cheat deploying the Laptop sentry gun doesn't eat up any ammo from your magazine plus it never runs out of bullets as well. However, picking up the gun (press "B" when near it) doesn't yield any bullets all the same. Hurricane Fists --------------- This makes Joanna punch roughly ~3 times faster than usual when unarmed. Now you can easily slap your opponents to death or claim guns from them really fast. This is also the second cheat that is unlocked using the Transfer pack! Infinite Ammo ------------- The well fabled infinite ammo cheat. You really need this cheat when using the "all guns" cheat or otherwise most of the guns will be pretty useless anyway. If you have trouble unlocking this one you could try the cheat just below here for a near similar effect... Lastly, the Psychosis gun doesn't work with this cheat. The only way to get 4 ammo for that one is using the specific cheat. Infinite Ammo: No reloads -------------------------- Does the same as the previous cheat, but also ensure your magazine never runs empty thus allowing you to keep on shoot continuously without ever having to reload. It would have been nicer if this cheat would have been "no reloads" on itself without the infinite ammo, so the previous cheat wouldn't be superfluous. Also note that the magazine discharge of the Cyclone still only shoots a stream of 50 bullets (It doesn't keep on shooting indefinitely). X-Ray scanner ------------- Handy if you want to see through the walls what is going on around you. See if you can find any uses for this cheat. R-Tracker / Weapons cache detector ---------------------------------- Using this cheat on any level enables a mini radar in the solo mission which you can use to locate where all the secret guns are (like the dual CMP-150 in dD: Investigation. This is the third cheat that can be unlocked with the transfer pack. All Guns -------- Fills your inventory with all of the regular guns in the game (including duals), plus the classic guns (also including duals), plus the Psychosis gun. But you don't get any ammo along with it! A bit of a jinx if you ask me. Make sure to get the Infinite ammo & Psychosis gun cheats to ensure you get some ammo for all your weapons. Buddies category - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Because your type of buddy is confined to one, you can only select one out of these five cheats at the same time. Velvet Dark (doesn't count as a cheat) ----------- Unlocked/enabled by default for you to use in the Co-op missions. Seems to be Joanna's sister considering the surname, but this was never officially confirmed. Just as much as Jonathan's surname changed all of a sudden for the prequel. Pugilist -------- Resembles Carrington's pudgy body, but with a different head. The pugilist as the name suspects only fights using his hands, thus he gets killed rather easily when he approached a distant guard. Hotshot ------- An Area-51 guard wielding a mixed pair of Dy357 & Dy357-LX magnums. If you unlock this cheat straightaway during a new setup, this is the earliest moment in the game where you can unlock the Dy357-LX magnum long before reaching the Crash Site. Hit and Run ----------- A tall standing Mr. Blonde whom carries a K7-avenger. Fortunately for him, he doesn't need to reload as long as you normally would. This guy has a lot of stopping force! Alien ----- A little midget of an Alien will be your supporting character. However, as small as he may be he does carry an RC-P120. Now you have some real fire power to back you up! --------------------------------------------------------------------------- Unlock Conditions --------------------------------------------------------------------------- - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - - Cheat | Beat level (any time / difficulty) - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - - Classic Sight | dataDyne Central Defection Slo-mo Single player | dataDyne Central Research Rocket Launcher | dataDyne Central Extraction Sniper Rifle | Carrington Villa Hostage One Donkey Kong Mode | Chicago Stealth Small Joanna | G5 Building Reconnaissance Small Characters | Area 51 Infiltration X-ray scanner | Area 51 Rescue Super Dragon | Area 51 Escape Team Heads Only | Air Base Espionage Laptop Gun | Air Force One Anti-Terrorism Perfect Darkness | Crash Site Confrontation Enemy Rockets | Pelagic II Exploration Jo Shield | Deep Sea Threat-Nullify Enemy Shields | Carrington Institute Defense Phoenix | Attack Ship Covert Assault R-Tracker/Weapon Cache Loc.*| Skedar Ruins Battle Ruins - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - - Cheat | Beat level (time / level specific) - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - - Marquis of Queensbury Rules | dataDyne Central Defection (SA) 1:30 Pugilist | dataDyne Central Research (PA) 6:30 Hurricane Fists* | dataDyne Central Extraction ( A) 2:03 Hit & Run | Carrington Villa Hostage One (SA) 2:30 Psychosis Gun | Chicago Stealth (PA) 2:00 Cloaking Device* | G5 Building Reconnaissance ( A) 1:40 Hotshot | Area 51 Infiltration (SA) 5:00 Play as Elvis | Area 51 Rescue (PA) 7:29 Invincibility | Area 51 Escape ( A) 3:50 Infinite Ammo: No Reloads | Air Base Espionage (SA) 3:11 Infinite Ammo: Laptop Sentry| Air Force One Anti-Terrorism (PA) 3:55 Trent's Magnum | Crash Site Confrontation ( A) 2:40 Infinite Ammo | Pelagic II Exploration (SA) 7:07 FarSight XR-20 | Deep Sea Threat-Nullify (PA) 7:27 Super Shield | Carrington Institute Defense ( A) 1:45 Alien | Attack Ship Covert Assault (SA) 5:17 All Guns* | Skedar Ruins Battle Ruins (PA) 5:31 - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Cheat | Get golden medals in firing range - - - - - - | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PP9i | Falcon-2, Falcon-2 (silencer), Falcon-2 (scope) CC13 | Magsec4, Mauler, Phoenix, Dy357, Dy357-LX KLO1313 | Callisto NTG, CMP-150, RC-P120, Cyclone KF7 Special | Laptop Gun, Dragon, K7 Avenger, AR34, Super Dragon ZZT (9mm) | Sniper Rifle, Shotgun, Slayer, Rocket Launcher DMC | Remote Mines, Proximity Mines, Timed Mines AR-53 | FarSight XR-20, Combat Knife, Grenade, Crossbow RC-P45 | Tranquilizer, Reaper, Devastator - - - - - - | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * = Also unlocked with Gameboy transfer pack connection --------------------------------------------------------------------------- Time Trial descriptions --------------------------------------------------------------------------- Below you'll find step wise instructions for completing each of the time limited missions in solo player. For unlocking the classic guns look up the strategies in Appendix B: Carrington Institute. --------------------------------------------------------------------------- 1.1. dataDyne Central - Defection 1:30 (SA) --------------------------------------------------------------------------- Cheat: Marquis of Queensbury Rules --------------------------------------------------------------------------- This cheat is easy for the first part, until you reach the foyer. You really need to take out the guards fast near the hub, because they otherwise shoot the console right of it in the crossfire. When this happens the panel will get blown up in the explosion as well failing the mission. -Skip cinema immediately -Strafe left, fall down, go into the doorway -Open the second door -Immediately follow with "Start" to get ECM mine out, while you wait -Rotate and strafe around staircase/ramp -Align the crosshair slightly above the hub & press "Z" -Wait for preemption and run as soon as the mine is launched [OBJECTIVE 1] -Select "Disarm" and use it on the lone guard downstairs -Open the door, strafe into Cassandra's office -Punch Cass to retrieve the necklace [OBJECTIVE 2] -Run back to the left elevator (00:30) The elevator is still here, if you reach it before ~30 seconds elapse -Go down to foyer There's 2 options at this point which may work out. "A" is the slower/safer one, and "B" is the faster all-out option, but I've found this one very hard to pull off myself. The main problem is that the guards will shoot the console next to the hub when I shoot the ECM mine, when that happens it explodes and blows up the console as well... Running past the guards in the left branch is doable if you're fast. Remember, it's only Special Agent! A. -Crouch & move back to not alert any guards. -Shoot the glass, fall down the ledge -Take out the two guards here -Run around counter clockwise -Take out 2 more guards -Open comms hub door & eliminate the other three -Place the ECM mine [OBJECTIVE 3] -Head to the left passage -Run past any guards, while heading to the elevator [OBJECTIVE 4] B. -Get ECM mine ready right away -Run to the hub & place the mine [OBJECTIVE 3] -Head to the left passage -Run past any guards, while heading to the elevator [OBJECTIVE 4] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 1.2. dataDyne Central - Investigation 6:30 (PA) --------------------------------------------------------------------------- Cheat: Pugilist --------------------------------------------------------------------------- This is one of the hardest time based cheats to get. 6:30 may seem undoable at first, but it can be done with proper planning ahead. The real time limit is reaching the laser grid in under 4:10. That's your last chance of getting through with the cleaning bot. If you make it past that point, you can play the rest of the level as usual. -Wait during the cinema, until the guard's view goes to the left -Strafe directly to the left and take out the single enemy -Continue running and the cleaning bot opens the wooden doorway right away -Run towards the glass ledge -Shoot 4 bullets to shatter it allowing you to fall down here -Press "Start" to get the Data Uplink ready -Use it on the console to program the bot -Kill the guard, and activate the other console [OBJECTIVE 1] At this moment the bot starts its cleaning cycle. You need to complete objectives 2, 3 and reach the laser grid before ~4:10. This is your last chance option of getting through the grid within the cheat's time limit. I find it easier to run back to the initial room rather than going to through the corridor. For one I find this route more time consuming plus your entry point in the large room means that a lot of guards get alarmed, which is bad. -Run back to the wooden doorway -Shoot either 3 or 4 (but no more) bullets in the left wall This lures out the two guards in the next room, without alerting the ones in the large room behind them. If you don't do this you'll have to fight 4 of them at once from behind the bullet proof glass; this costs a lot of time as they all tend to retreat behind it! Next to that the guards in the large room won't see/hear you coming at all, this means they're rendered harmless for a few seconds when you enter. -The cleaning bot should open the wooden maintenance hatch at this moment -Shoot the two goons in the doorway, which are right in front of you now -Continue to the next room -Surprise the guys in the large room for an easy victory -Run towards the center, look rightward, press "Start" to deploy the CamSpy -Leave it near the right doorway (don't open the door yet) -Switch back to Joanna with a CMP-150 and continue up ahead -Kill the lone guard -Open the next door and shoot some bullets into the back hallway -Dive into the first passage to the right (a patrolling guard should have his back turned to you right here) -Take out the 3 or so guards which come towards you -First enter the left doorway and run to the sluggish elevator thingy -It should be nearly down, so get down under -Eliminate the K7 Avenger toting man -Collect it and dash back on the elevator (You must get on it right away) -Return to the CamSpy and photograph of the isotope [OBJECTIVE 2] -Once you're done the elevator should be back up again -Run down the right hallway, enter the room & take out the two guards -Talk to the scientist, when Joanna says: "Pull the plug on that" you can safely leave (you can only communicate if no guards are nearby) -Strafe back, and head towards the next right hand corridor -There's two more dudes here -Shoot the glass column while opening the doorway -Collect the Night vision goggles from the shattered glass column -Run back towards the left passage (the door should still be open) -Look into the hallway to see another duo of goofs -Take them down, enter the next room, and kill another set of 2 guards -This should trigger the first sentence of the scientist, ignore him -Enter the back room, and talk to the angry scientist. -Activate any consoles he passes by -When he stops punch him out, and skip that console -Return to the last room, have Jo say: "Pull the plug.." before you leave -The last scientist will deactivate the third experiment [OBJECTIVE 3] You should be at 4:00 right now. Also if you didn't communicate with the first two scientists, the angry scientist will actually obey and deactivate the experiment by hitting the correct panel. If that happens the other scientist will trigger the alarm instead. It's not the angry scientist per se, but the last one you make contact with. -Enter the last path, take out the guard directly in front of you -Then take out 3 more and look around for the cleaning bot -If you did all properly you can follow it past the lasers right away -Once you're through kill the guards in the next two rooms -Enter the room with the security room while looking left -Kill the Dragon guy, and turn around to lock-on the right one -After they're both gone, pick up a single Dragon -Throw it back as a proxy in the small room -Activate the security console with the Data Uplink -The proxy Dragon will obliterate the guards sneaking up on you -Select either the Dragon / K7 Avenger and go down to the level 4 door -Aim a little to the right, open, sniper the distant guard -Close, reload, wait a second and open/close the door -Use this to get a good shot at the 2 remaining guards -Enter the left passage, aim with the K7 Avenger -A Dragon trooper will pop up, if you kill him the door behind him opens -Use the aiming view to take the two in the door opening too -Run towards the end, collect the shield and return [OBJECTIVE 4] If you're above 6:15 there's no time to shoot the drone guns, thus try to strafe via either left/right side past all three of them. It can be done without taking damage, if you're a little lucky. Otherwise, Open the door, run back a few steps, and take a quick well aimed shot at the closest gun. Afterwards, Close/Reload/Open to get the other two out of the picture. -Strafe through the hallway (with or without drone guns) -Press "B" to open the very last doorway. [OBJECTIVE 5] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 1.3. dataDyne Central - Extraction 2:03 (A) --------------------------------------------------------------------------- Cheat: Hurricane Fists --------------------------------------------------------------------------- This cheat is super easy to get. You only need to kill the female guards surrounding Cassandra to complete objective 2, not the rest of them like on PA. Secondly, a glitch allows you to open the supposedly 'locked' staircase doorway. By doing so you can skip the bottom two office blocks all the same! -Skip cinema immediately -Press "Start" to activate the night vision goggles -Strafe through the entire corridor ignoring all guards -Near the elevator take out the two guards, because Dr. Caroll gets shot otherwise. -Enter the lift (it should still be here) [OBJECTIVE 1] -Go all the way up, and hug the left wall -At the top press "B" to mysteriously open the locked staircase door (the game allows you to glitch this through the wall!) -Ascend the stairs -Collect the rocked and enter Cassandra's scene -Shoot it right below Cassandra, head for the light switch -When the lights go out, turn it back on to blind all the gals -Use any weapon to get rid of the other women [OBJECTIVE 2] -Just strafe run to the helipad [OBJECTIVE 3] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 2.1. Carrington Villa - Hostage One 2:30 (SA) --------------------------------------------------------------------------- Cheat: Hit & Run --------------------------------------------------------------------------- This cheat requires you to blaze through the level at very high speed. It really tests your ability to take out all the snipers in very limited time. Other than that there's little too it Well, not stopping as you otherwise get flooded over by all the shaded terrorists. Also snipers have no health and die instantly when shot anywhere (unless you shoot their gun of course). -Skip cinema immediately -Run towards the balcony as Jo auto-selects her Sniper Rifle -Look down before changing to manual aim to save time on sniping -Use single precision hits on the hostage takers at the dock [OBJECTIVE 1] -Release "R", turn around, select Unarmed (Disarm) while strafe running -Disarm the first guard's CMP-150, fall down the ledge to the right -Shoot and run while heading towards the first sniper -Turn left, while looking up already to get the Sniper without aiming -Run forward into the open center area -Kill the Sniper at 3, 12 possibly without using "R" for better speed -Hit the sniper at 10 o' clock (don't run too far in or you can't see him) -Strafe up the stairs towards the door -Look out into the distance to see 2 more Snipers for easy kills -Enter the doorway, ignore anyone unless they block you -Follow the right wall and go outside again, close the door as pass through -One sniper is up ahead, run towards the next door -Open it, and turn 180 degrees to find the last sniper -Shoot this sniper and enter the now opened doorway [OBJECTIVE 2] -Ignore all guards, run down the stairs, go left past the kitchen -Down again, open the door, down and around the U turn -Enter the doorway to the basement level -Go up ahead and activate both consoles while dodging most guards -Backtrack, take the left branch for the 3rd console [OBJECTIVE 3] -Walk forth, down the last set of stairs & kill the shock trooper -Kill the two at the dead end to the right, before going to the wine cellar -Dash through all the guards in the cellar (use pause screen reloads) -The last trooper has the clearance card -Open the door, and run into Carrington's chamber [OBJECTIVE 4] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 3.1 Chicago - Stealth 2:00 (PA) --------------------------------------------------------------------------- Cheat: Psychosis Gun --------------------------------------------------------------------------- This strategy relies on the fact that the limosine guard doesn't notice you from behind and the fact that the guards at the parking lot entry won't notice you if you don't face them (but to be safe keep on the left side of the road). -Wait during the intro, until Carrington says: "... in this plot.". -Enter the level & disable the first guard by punching him in the back -Knock out the FBI geezer to the left -Head right into the alcove (patrolling guards have their back to you) -Disarm another guard, while running towards the garbage container -Select Falcon-2, manual aim for the FBI guy from a distance -Ignore the CIA people, and push the dumpster into the cans -Shoot the flammable barrels 5x to break the dumpster for a BombSpy -Run towards the fire stairs and go left -Change to the Bugtracker and shoot it from here on the limo [OBJECTIVE 2] -Run up, fall down the storm drain and collect the white case [OBJECTIVE 1] -Get back up, face away from G5 entry and return to stairs -Throw a mine against the lower (or higher) wall section [OBJECTIVE 3] -Run back to storm drain -Deploy the BombSpy and press 'Z' when nearing the panel [OBJECTIVE 4] -Enter G5 parking lot pronto [OBJECTIVE 5] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 3.2 G5 Building - Reconnaissance 1:40 (A) --------------------------------------------------------------------------- Cheat: Cloaking Device --------------------------------------------------------------------------- Beforehand you should practice the first three rooms, until you know the positions of the guards perfectly. This allows you to kill them with very little effort (in time) when needed. Moreover, placing the remote mine on the lower wall section in the previous level saves you a few seconds. Just clear that level with/without cheats. This time is impossible to achieve without the CamSpy/Decoder trick as written out below. -Start the level immediately -Walk to the right, notice the shadowy figures and shoot for a kill -Circle around for the other and collect the card he drops -Run to the next room, shoot the guard in the back -Open the door to the left and hit the switch to turn the lights off -Enter the place and trigger the guards -Quickly run back to the entry door with your back to it -Spread CMP bullets along the center as all guards move into your sight -Track down any remaining guards for the second clearance card -Slap or shoot the next lone guard to reach the grid room -Take out all three guards here (remember they will go for the alarm!) -Kill the guard in the back by shooting through the glass -Climb up the stairs and crouch through tight sections -Get up and stafe run along the intermediate path -Deploy the CamSpy, but don't push it through the gap yet -Fall down the edge and kill another stationary guard -Run up the stairs and take out the last 5 guards before the safe -Forget the N-bombs or the very last guard, but enter the safe room -Use the door decoder, and Immediately switch to CamSpy -Move the spy forward into the meeting room -Wait throughout the cinema as the alarms go off [OBJECTIVE 1] -Wait 20 more seconds after timer expires to allow the safe doors to open -Retrieve backup [OBJECTIVE 2] -Run towards the fire exit blown up by CI [OBJECTIVE 3] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 4.1 Area 51 - Infiltration 5:00 (SA) --------------------------------------------------------------------------- Cheat: Hotshot --------------------------------------------------------------------------- This cheat can be a bit challenging for maintaining good health, but it isn't too bad timing wise. This time round the lab technician is expendable so shoot the interceptor right away! It's also better to wait several seconds near the beginning to avoid the guards from appearing in your face when you start... This does make restarting the level a bit tedious. The method written out below isn't the quickest; you could trade objectives 1 and 2, but then the air interceptor will be airborne making things harder for you. Also practicing the walk through the minefield helps a lot. It's really quite well possible to get through without tripping anything. Alternatively, you could throw a grenade into the field. -Wait until Carrington says: "Antenna", then start the level -Disarm the two guards to the right for the grenades -Run along the path -Kill 2 more guards and shoot the turrent 9x to get rid of it -Continue on and take out the other turrent as well -Run to the right, ascend the watchtower to clear 2 more guards -Get down, and use crouched Magsec4 manual zoom to take out lone guard he'll gather several more cronies if you leave him be... -Enter the mine field and walk towards the helipad (or throw a grenade) -Walk directly in line with the right vertical stripe of "H" to avoid mines -Collect the Rocket launcher -Enter the small crevice for a shield -On the other side kill 2 more patrolling guards -Shoot the 2 walled autoguns -blow up the air interceptor from a distance to take out the tech too -Run back and get down the ladder, and ready a grenade -Inside chuck it against the center outer wall -Select explosives and attach them to the computer console -The grenade will clear all laser pads allowing a quick escape[OBJECTIVE 1] -Outside 2 blue overall may be waiting -Run back over the mine field and head into the tunnel -Use the Rocket launcher to disable the last turret -Select the comm's rider bug only kill immediate threats -Activate the panel, attach the bug and run back immediately [OBJECTIVE 2] -Run back through the mine field (or via the main entry) -Collect the tech's dropped keycard -Open either left or right hangar -Once down under scoot along all the guards into the elevator [OBJECTIVE 3] -Cripple some of the guards as you run towards the exit [OBJECTIVE 4] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 4.2 Area 51 - Rescue 7:29 (PA) --------------------------------------------------------------------------- Cheat: Play as Elvis --------------------------------------------------------------------------- This may seem like a pain at first, but it's not that bad at all. Time is very leisurely here, but surviving the level can be hard. The method below is just a slightly more efficient run of the main walkthrough entry. Getting the Phoenix just makes your life so much easier it's worth wasting a minute or so for getting it. Thus before starting the level make sure the last time you played Infiltration you cleared the level (cheats can be used) whilst keeping the technician alive. -Wait until Jo says ".. the problem is me." Or "Cute. Very cute." -Strafe run for the opening/closing elevator -Get inside and dodge any incoming firing while going up one level -Run towards the right and kill the guard -Attempt to open the door, wait 3 secs and it opens up -Knock out the technician and strafe run for the Phoenix -Return to the doorway, from here Phoenix's secondary fire kills all -Go along the catwalk to the next elevator -Kill all guards above you while waiting, you can also shoot the crack -Once on the top level deploy a proximity Dragon mine or two -Collect another Dragon for safekeeping -Enter the breached wall [OBJECTIVE 1] -Head left, at the end go right, blow up all guards lab techs -Raise the correct pod and check outside the door to ensure it's clear -View it with the X-ray [OBJECTIVE 2] -Run through the hallway, go around the corner, blow up 2 more goons -At the intersection enter the right room, kill yet another duo -Download the virus to make all doors go haywire -Run back up the slope enter the previously locked door -Chuck 6 Super Dragon grenades to blast all 3 guys + console [OBJECTIVE 3] -Ready the Phoenix again, and kill all the guards in the large warehouse -Once cleared enter the air duct and fall down the gap -Run to the showers and select the X-ray to find the disguise quickly -Remove your gun and wear the disguise to start the timer -Run back to the breached wall, enter the opposite doorway -Punch out both unwary guards -Select Super Dragon and enter the back area -Shoot the Lab tech through the glass (not necessary, but a bit faster ;)) -Quickly change to unarmed before the bodyguard says something about it -Once granted access punch out the bodyguard and KO the other tech -Collect the clearance card and ready the Phoenix again [OBJECTIVE 4] -Shoot the distant door so 2 blue lab techs are killed -Return and shoot the panels to kill any hiding guards -Enter the hallway adjacent to this one -Again, kill 4 more people, then select the Dragon -Enter the back area here too, only to throw a proxy Dragon in the center -Close door and retreat -Wait for explosion then enter the place -Probably all four are down now -Collect the card and exit the level [OBJECTIVE 5] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 4.3 Area 51 - Escape 3:50 (A) --------------------------------------------------------------------------- Cheat: Invincible --------------------------------------------------------------------------- Unlike GE the cheat many people want to have is much easier to obtain. You just may need to practice the beginning a bit as you need to be perfectly aligned to get the doors to open fluently with Elvis' trolley in front of you. -Start the level immediately -Strafe run the trolley to out the fumes (at most 1 cough should be heard) -Turn right, scoot/shoot past the bio tech -Take the passage up ahead -Strafe down, release the trolley 2/3rd of the way -Run ahead of it to open the door -Elvis should drift fluently into the final room -Leave him and take out the lab techs up ahead -In the circular room take out two more bio techs -Run down the ramp, collect the mines (if you like) -Kill all 3 Area51 forces and get outside -Ready your Super Dragon (secondary mode) -Kill the lone guard on the walkway -Enter the back room to meet up with Jonathan [OBJECTIVE 1] -Trace you steps back, open the door and shoot a grenade -All 4 guards should get killed right away -Let Jon do his magic as you stand in the door entrance -Shoot grenade rounds at any guards near from the walkway -Once he's done inspecting the wall run up to it -Shoot a round to make it break more quick -Blast the stationary guard in the back -Fall down the ramp and enter Elvis' room -Administer the medpack and skip the cinema all the same [OBJECTIVE 2] -Run after Jon & Elvis towards the saucer -Kill the guard on the upper right ledge, using bullets! -Once the convo starts run towards the walkway (It won't break the convo) -Clear any guards coming in and make your way around the top railing -Listen to the rest of the convo and wait for Jon to ascend the stairs -When the music speeds up activate both consoles -After the second is triggered the level ends right away [OBJECTIVE 3] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 5.1 Air Base - Espionage 3:11 (SA) --------------------------------------------------------------------------- Cheat: Infinite Ammo - No Reloads --------------------------------------------------------------------------- -Wait until Jo says: ".. cable car arrival point" -Let the crossbow deploy, then run around the corner -Sedate the guard and do the same for the other at the panel -Watch for the patrolling guard and drug him too -Strafe run through the S-turn, while reloading some bolts -Aim for the distant Alaskan guards & stewardess -Collect her gear and take on the dress then change to "unarmed" -Enter the Air base and enter the elevator to the left -Upstairs punch out the clerks and collect the suitcase -At the reception wait for the conversation to complete -Enter the passage [OBJECTIVE 1] -Place the suitcase on the conveyor belt [OBJECTIVE 2] -Strafe run through the metal detector -Punch out the NSA lackey such that the Alaskan doesn't see it -Run up ahead around the corner -Follow the _left_ wall to find the door to the elevator -Press 'B' to queue a call for it (it takes a while to get up there) -Now run back, go upstairs and disable the monitoring system [OBJECTIVE 3] -Go back down again, collect a Dragon, and get back to the elevator -It should waiting for you, so enter right away -Down under shoot both guards and the panel to disable the lasers -Sidestep through the grid to reach the ladder [OBJECTIVE 4] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 5.2 Air Force One - Anti-Terrorism 3:55 (PA) --------------------------------------------------------------------------- Cheat: Infinite Ammo - Laptop Sentry --------------------------------------------------------------------------- This cheat is also very easy to get if you know your way around the ship (i.e. time is not very critical here). Not much opposition to deal with just like in Chicago streets. To save some time make sure to start in the cargo area by exiting the previous level via AF1's ladder. -Start level immediately -From the hover bike go back into the backroom -Punch out the technician -Press the red button to make the equipment rise up -Collect the briefcase [OBJECTIVE 1] -Head into the kitchen -Activate the mini elevator using the dD console -Knock out stewards in the meanwhile -Get into the elevator by crouching -Look upwards to preempt the opening of the exit door -Get out of the elevator and get up straight again -Go forward up the center squarish staircase -Follow the left path to the President's room -Talk to the US president and don't lose eye-sight [OBJECTIVE 2] -Skip the cut scene -Go back downstairs again, the president will follow -Head right through the door past the alien tube -Use up _both_ Combat Boosts for 40 seconds of slow motion -Go through the door while the Laptop gun unfolds -Once ready shoot both NSA bodyguards through the head -Continue on, reload, and open two doors -Go for a headshot with the first Mr. Blonde in sight -Walk forward to get a view of the other while Trent runs off -Open the left door to kill both guards in here -Fall down the ladder -Take out another black robed NSA guy -Open the door behind you to find the escape pod and another guard -After clearing a path the President will find his way [OBJECTIVE 3] -Run back along the cleared path while selected your one Timed Mine -Chuck it into the tube [OBJECTIVE 5] -Run up the square staircase again -Upstairs go right, then enter the most distant doorway -Take out another NSAer and barge into the cockpit -Hit the button in the center to exit the level [OBJECTIVE 4] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 5.3 Crash Site - Confrontation 2:40 (A) --------------------------------------------------------------------------- Cheat: Trent's Magnum (Dy357-LX) --------------------------------------------------------------------------- Not a very hard cheat to get. Just make sure you know the way through the dark maze. Make sure to drop down the hoverbike in the cargo bay of the previous level, the last time you played it before going through this one. -Start the level immediately -Get on the hoverbike 10 steps behind you -Go past the inlet to find & trigger the escape pod [OBJECTIVE 1] -Continue on to the right, then follow the left wall again -Go straight down the right path into the dark cave -Disembark from the hoverbike -Kill both Mr. Blonde's coming for you, then reload your gun -Get out of the inlet -Manually aim for good shot at the non-moving clone [OBJECTIVE 2] -Follow the path to the left -Kill the Blonde from behind -Head up into the lighter tunnel -Run up to Trent (disarm him if you like ;)) -Escort the president along the path behind him to the outside -Run towards Elvis' UFO and keep an eye on the president [OBJECTIVE 3] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 6.1 Pelagic II - Exploration 7:07 (SA) --------------------------------------------------------------------------- Cheat: Infinite Ammo --------------------------------------------------------------------------- Seven minutes doesn't sound very much like a speed run to me. Even without the shortcut of the X-ray scanner Moon pool glitch which allows you to skip the yellow/golden hallways completely. ^_^ But here goes anyway: -Start the level immediately -Bring out the Laptop gun -Kill the first two guards in the corridor -Snipe through the porthole for a headshot -Repeat on his pal whom kneels next to him for a second kill -Enter room yourself -Kill the other two guards in the back corridor -Go inside the left door for the X-ray scanner section -Hit the correct panels and disable the energy source [OBJECTIVE 1] -Exit via the passage behind the power switch -Go right through the blue hallway -Another double kill through the porthole window -Enter through it (remember the other door here for when you come back) -Two more guards should drop down here in a few seconds -After waiting a bit go upstairs hugging the right wall -Kill the guard on the left as soon as you can see _any_ part of him -Enter the left passageway -Take out 2 more red overalls -A third can appear in the back, he'll go directly for the alarm box! -Run along the path to find a door with no porthole -There should be no overalls in here, unless the alarm went off... -Enter it to find the moon pool panel: activate it. [OBJECTIVE 2] -Go back one room, and look through the porthole again -Repeat the procedure for another dual head shot kill -Open the door and immediately go for the last two guards on the right -Take them out and collect the Dual Falcon-2s if no alarm sounded -Enter the door behind them to find a staircase leading to the control room -Keep climbing, when the wall turns green take out another set of 2 -At the top convey the captains to shut down the system [OBJECTIVE 3] -Slap them all if you like, then return to the blue hallway -Enter the door marked earlier -Kill the stationary guard under the security camera -Make your way through the long corridor to reach Elvis -Now strafe run all the way back to the Moon pool lift room -Put on the X-ray scanner -Trigger the panel from the other side of the wall [OBJECTIVE 4] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 6.2 Deep Sea - Threat Nullify 7:27 (PA) --------------------------------------------------------------------------- Cheat: FarSight XR-20 --------------------------------------------------------------------------- This is almost like the regular walkthrough, as there is hardly anything you can do to save time. On the other hand, you don't need to rush through this level, because the time has a huge leeway. -Start the level immediately -Switch to Shotgun (Secondary mode) & IR-scanner -Run through the corridors -Kill the first purple sniper with double shot -Repeat for the second and go for the third if Elvis didn't get him -Reload your gun, then run towards the ship entrance -Take out another guard who comes down -Follow up with the last one around the corner -Reload while going through the double doors -With 1 Double shot kill both purple guards when they run past each other -Take out three more snipers -Pick up the remote mines if possible (the hardest part is now over!) -Switch to the Falcon-2 and take off the IR-scanner -Strafe run down the long alley -Kill 3 red overalls before they run off -Go down the path to find 2 more guards -Shoot them -Wait a bit for Elvis, then enable the green pillar by shooting it -Elvis can easily take out all distant guards -You fend off the closer ones so he can keep on shooting -Repeat the procedure to lit a third green pillar -Enter the control room and annihilate Blonde & Cronies -Wait for Elvis to start talking, then run off for the teleportal -Strafe run all the way [OBJECTIVE 1] -On the other side receive the FarSight -Get rid of the three redneck hillbillies in the deep circular chamber -Use the FarSight to get rid of the guards in the next room -Enter the portal to the left while reloading the FarSight -Shoot all 5 light green pillars with the FarSight -After doing use the CMP-150 to kill the baby Skedar -Use the FarSight to take out the distant bio drone gun with the C-buttons -Run along the corridor and change to proximity mines -Chuck a proxy mine against the bottom of the distant door -Change to FarSight again -Shoot the tube with manual aim through the door -The 5 baby Skedar get attracted by this, but get blown up by the mine -Run through the following rooms each time shooting the tubes -After the second drone gun walk up to the doorway, but don't open! -Look to the left and use manual aim to find the distant tube -Shoot that one to kill all Skedar surrounding it in the explosion -Only then shoot the tube directly behind the door (This would have attracted the Skedar otherwise) -Back at the drone, enter the right passage -Shoot the drone gun in the next room from there -Open the door and hit both left/right tubes behind the wall [OBJECTIVE 2] -Run forward into the teleportal while reloading -Kill both Blondes using the FarSight (don't hit Dr. Caroll!) [OBJECTIVE 3] -Go through the door and use the backup data on the doctor [OBJECTIVE 4] -Skip the animation and run like mad back to the beginning [OBJECTIVE 5] -You might want to spread CMP bullets to cripple any appearing guards --------------------------------------------------------------------------- --------------------------------------------------------------------------- 7.1 Carrington Institute - Defense 1:45 (A) --------------------------------------------------------------------------- Cheat: Super Shield --------------------------------------------------------------------------- On agent this level is not too hard. You also don't need to consider about having Jonathan here by saving him in Area 51, we won't even be going to the safe area because of the objectives. Objective 1 will only be completed if at least all areas have been visited. As some take too long to clear (the hologram room) just open the door and let the woman die. -Wait ~5 seconds in the cut scene before entering the level -Shoot the Skedar along the way, but it's not relevant if he lives through -Run for the last elevator -Open the Hologram room doorway to have the CI personnel get killed (the three shielded dD thugs take too much time to deal with) -The elevator should just be down if you timed level entry right -Enter to get upstairs -Change to combat boost and one pill -Switch to AR-34 -Open the doorway to device lab and hit both guards -Repeat for Grimshaw's room to save 4 people (this is sufficient for Agent) -The boost should wear off just after saving him -Make way to the Firing range -Enter the range and quickly kill the dD adversaries [OBJECTIVE 1] -Hit the computer once the objective is complete for RC-P120 [OBJECTIVE 2] -Get cloaked and make way to the helipad ignoring all enemies -Find a relative safe spot and use the uplink -Bide you time around, until the bleep is heard [OBJECTIVE 3] -Once done, reequip the RC-P120 (it should still have 3/4 magazine left) -Run back cloaked along the passage to the jumpship -Enter the room and wait for the explosion --------------------------------------------------------------------------- --------------------------------------------------------------------------- 8.1 Attack Ship - Covert Assault 5:17 (SA) --------------------------------------------------------------------------- Cheat: Alien (Buddy) --------------------------------------------------------------------------- If you can complete the level it is little extra effort to get the cheat. Again, time that tight for that mission. -Wait until Jo stands up in the cut scene before entering -You'll hear Cass scream in peril when you enter the level -Get the knife ready and watch for the Skedar who turns his back to you -Sneak up to him and slash his neck -Collect the Mauler (secondary fire mode) -Hit all three consoles near you [OBJECTIVE 1] -Kill the second Skedar around the corner -Get in the elevator and get down -Walk up the main hall to find Elvis -Change to the AR-34 and kill some wimpy Skedar -Run to the elevator when you got a few -Once it is enabled go upstairs -Keep to the very left so the Skedar won't see you getting up -Crouch as you approach the door -Kill the left Skedar with a single shot of the charged Mauler -Repeat for the Skedar to its right -Get up again, go through the door for another Skedar -Collect the shield from the table if you need -Run forward along all the lights taking down a lone alien along the way -In the next corridor go left at the junction to find the map room -Carefully nudge around the corner to get both Skedar in this chamber -Elvis should follow behind you as he inspects the map [OBJECTIVE 2] -Don't wait for him, keep going -In the next corridor go right to find a Skedar directly behind the door -Go up the ramp to find yet another one waiting in the distant corner -Take him out then turn left to find larger room connecting two paths -Take the door to the right -Quickly kill the one popping up from behind the door -The next is to the left of him -Follow either left or right path towards the engine room -Right is slightly easier -Before entering the room switch to AR-34 -Aim for the Skedar in the opposite corridor (They won't react to your shots) -Rush into the center of the room and take out both parts of the engine -Strafe run back before the timer expires [OBJECTIVE 3] -Ascend the ramp to the left -Nudge around the corner to ambush a lone Skedar at the top -Enter the double door behind him -Go up via the right passage -Kill the Skedar in front of you -Followed by the on running down the left ramp -Enter two more elevators -Keep to the right to avoid most of the gunfire -Take all three Skedar on the bridge down one-by-one -Collect the dual Mauler and ammo -Once Elvis barges in stand in against the door opening -Shoot the Skedar that teleports into the room -Back off and wait for the other passage to open -Shoot both Skedar in here to quickly end the mission [OBJECTIVE 4] --------------------------------------------------------------------------- --------------------------------------------------------------------------- 9.1 Skedar Ruins - Battle Ruins 5:31 (PA) --------------------------------------------------------------------------- Cheat: All guns --------------------------------------------------------------------------- For the last level no real tricks need to be applied to beat the required time other than surviving the level itself. You can look up the strategy in the normal walkthrough to find out the most effective (and quickest) path to success when battling the Skedar King. If you need to hit the huge obelisk you could try to throw the bug a long distance, it might save you an entire walk to it. -Star the level immediately -Change to the Callisto NTG (secondary mode) and enable R-tracker -Kill the Skedar whom appears to either your left or right -Run along the passage as usual -Kill both regular and Reaper Skedar using coverage of the obelisk -Attach a bug in case this is one of the needed three pillars -Run along the path taking out all Skedars -Locate the other two obelisks [OBJECTIVE 1] -Make way to the ravine -Kill both Reaper Skedars down under -Fall down and run along the path to the left -You can either climb the ladder and follow the normal route OR -Follow the path along the ravine -Cross it over to the right -Strafe run along the wall to reach the entry/exit where the bridge is (This saves you some time for reaching the pillar room) -Enter the pillar room -Take out the baby Skedar in here -Push the pillar onto the symbol to enable the bridge [OBJECTIVE 2] -Run over it and clear the entire bottom area of the sanctum -Look up to find a Reaper Skedar -Take him out before sacrificing the Falcon-2 [OBJECTIVE 3] -Run back up the ramp over the previously killed reaper Skedar -Continue along the path to find the Skedar army -Chuck three grenade rounds into each set of two statis pods -Use the Callisto NTG on the last pod to finish it off [OBJECTIVE 4] -Enter the room of the Skedar king -Follow the main guide's strategy to beat it quick without taking damage [OBJECTIVE 5] --------------------------------------------------------------------------- =========================================================================== Appendix E: Extra =========================================================================== --------------------------------------------------------------------------- Bug, Glitches & Stuff --------------------------------------------------------------------------- Here I will describe some of the glitches that are present in this game. Combat Simulator Easy Challenge wins --------------------------------------------------------------------------- As expected attempting to play the challenges with cheats enabled prevents you from progressing, but you can however use an oversight in the game to beat a challenge without any effort. What you need to do is the following: Prerequisites: -Have 2 controllers attached plus 1 memory pack to the N64 -Save a very simple scenario on memory pack (e.g. pistols against 1 Meat Sim; with a limit of 1) Now repeat the following steps for each challenge you want to complete: -Have player 2 select "Load scenario" -Highlight the saved scenario, but DON'T confirm yet -Have player 1 select the required challenge & confirm (player 1 should now say "and waiting...") -Now player 2 should confirm the selection of the loaded scenario -Start the challenge, beat the Sim to win -The game now thinks you completed the scenario and awarded you With all its gifts! dataDyne - Defection: Doorway glitch to sub 10 second Agent times --------------------------------------------------------------------------- A well known glitch to speed runners is the one at the very start of the game. Just down below the helipad is a door which can open in both ways. If you make it so that the door opens towards the outside and then fall ontop of the door's ledge by jumping off the helipad you can stand on it. If you double crouch at this point and walk forward you can enter through the wall into the building's interior. Because the game was not designed for this most of the screen will look black and rather odd. When you continue forward you'll fall down to the very bottom of Lucerne tower effectively killing you as there is no floor to stand on. However, with a little practice you can end up in the foyer elevator instead. This completes the only objective on agent and thus allows you to finish the level ludicrously quick. The trick can also be pulled off on SA / PA, but with the other objectives it becomes a lot harder to get all of them done in the process... dataDyne - Extraction: open the locked fire stairway --------------------------------------------------------------------------- This works on all difficulty settings and can actually benefit you to get much quicker times for the Agent cheat. After ascending the building using the left elevator you'll end up on the bottom office floor where the door leading to the stairs is locked up tight. This door can be opened from the other side, for example when you make it upstairs and then go back down again. However, if you stand inside the elevator cabinet stand diagonally left into wall (facing the door behind it) and press "B" the door will also open up! Doing so allows you to skip the bottom two floors entirely and get the Rocket Launcher straight away. Apparently, the hitbox of the door extends far enough for you to interact with it even when there's still a wall between you and the door. dataDyne - Extraction: The security card that gives too much privileges --------------------------------------------------------------------------- As mentioned in the general walkthrough killing all guards in the foyer before the lights turn on will spawn an extra guard upstairs whom drops a secret security clearance card. Collecting it unlocks Cassandra's office so you can get the grenade and the Dragon secret weapons. But the card unlocks much more than that. -The main entrance of the building can now be opened too. This means that you can have a stroll outside the building just to find that there is nothing there in the first place. If you walk too far away of it, you'll fall in a bottomless pit and die. Still it's a nice view see the foyer from the streets. -The card also unlocks the door opposite of the laboratory elevator in the foyer. In here you'll find Mr. Blonde & 2 dataDyne female guards. These appear in the ending cut scene. They're all invincible and don't react to you. After meeting Cassandra at the top she'll be located here too waiting for the cut scene to kick in. Moreover, if you're playing on SA/PA the two Rocket Launcher crates that spawn on the roof of the building in Agent will be here too. Collecting them automagically gets you the Rocket Launcher itself as well. This makes destroying the hostile hovercopter a breeze or blowing up the blue barricades. dataDyne - Extraction: Explosive cut scene --------------------------------------------------------------------------- Using the previous glitch you do anything to the people in the room. Using the all guns + infinite ammo cheats you could 'rework' them using knives or remote mines. They'll look all funky during the cut scene as well. Moreover, if you throw a proximity Dragon onto the helipad just before leaving Dr. Carroll will blow up during the scene. This leads to some strange effects as well. XD dataDyne - Extraction: Hovercopter kamikaze selfdestruct --------------------------------------------------------------------------- Make it to the top of the roof with the hovercopter still circling around you (invincibility can be used). Show and hide to make the copter turn towards the front end of the building. At some point once it get's to the front side of the building something strange happens. The hovercopter will attempt to shoot a guided rocket at you from its wings. But because it swivels around continuously and because the guided rocket moves much slower the hovercopter will inevitably crash into it destroying itself just like that. This seems like a really strange strategy to me... Carrington Villa - Hostage One: Immobilized snipers --------------------------------------------------------------------------- The snipers on the rooftops of the village have a peculiar property. They can't do anything until the two guards in the dock are killed. That is they won't shoot you even if you are in clear sight or shoot at them. But as soon as those two guards are down for the count they will start firing at you. You could make use of this property as the Snipers can do a lot of damage on you. Carrington Villa - Hostage One: Windmill = Autogun --------------------------------------------------------------------------- Using the all guns cheat and the K7 Avenger's threat detector on the windmill's blades you'll notice that the dectector senses an autogun present inside of it. What is actually going on is that the game designers reused the autogun for its rotating barrel to make the mill's blades turn around, after it is activated. They just forgot to remove the autogun identification from it. Carrington Villa - Hostage One: Fail the objective then complete it --------------------------------------------------------------------------- When playing on Perfect agent one of the objectives is to capture a guard by punching him unconscious. If you don't do this until you reach the wine cellar you'll get a message that you failed the objective. However, if you punch out of the masked shock troopers down under you'll recomplete it again. Carrington Villa - Hostage One: Hidden comment --------------------------------------------------------------------------- If you blow up all the wine bottles in Daniel's cellar you'll get a remark from Mr. Carrington himself. This will only work if the last bottle is broken separately (a Devastator shell will break multiple bottles at the same time). G5 Building - Reconnaissance: Floating guards in the sewers --------------------------------------------------------------------------- The guards in the back area halfpipe act strange if you kill them while they are one the halfpipe itself. This is mainly a side effect of the sloped terrain and leads to some awkward positions for the dead to hold. Area 51 - Infiltration: invisible men exploding in the cut scene --------------------------------------------------------------------------- At the very end of the level the last exit door has several men jumping out of it after the music speeds up. When you quickly throw a proximity Dragon in there and then exit through it the following cut scene will have the Dragon explode in Jo's face. The guards that were running around there will still be there in the scene, but made invisible, so if the Dragon explodes at the correct place you see several bodies flying through the scene as she approaches Jonathan. Such interactivity is still not seen in modern games of today! Area 51 - Infiltration: guard spawn in plain sight --------------------------------------------------------------------------- Again in the last room of the level before the exit door you'll enter the place from an elevator. If you quickly run around the ledge the music should speed up by the time you have turn around. When this happens you'll see a guard spawning in plain sight in front of the elevator. Because the game usually tries its best to hide the spawning from the player's view this is quite an exceptional occasion. Area 51 - Rescue: Complete the failed objective II --------------------------------------------------------------------------- Just like in the Villa there is an objective here that can be recompleted after failing it. The objective in question is the very first one in here. The game instructs you to use the explosive crate to break through the wall, but everybody knows any explosive will do (Phoenix or proximity Dragon). If you destroy the crate the game will notify you that the 1st objective can't be cleared anymore, then break the wall with any other explosive means and voila the objective recompletes itself just like that! Area 51 - Rescue: See through the cloak --------------------------------------------------------------------------- Enter the level with a Cloaking device (use a cheat) on Special Agent, then go to the showers while being cloaked. The doctor holding the disguise will be able to see you even if you are invisible, the cheat! Area 51 - Escape: Multiple Elvises? --------------------------------------------------------------------------- Start out the level with a FarSight and in the first few corridors look around for any targets using the x-ray sight. If you explore a bit you'll notice the trolley Elvis is on you just pushed out of the poisonous area, a second trolley with an Elvis on it, and a third stationary standing up straight Elvis. If you shoot either of them the mission will fail. What happens here is that the second trolley is the one used in the cut scene and the third Elvis is the alien that walks around after the cut scene. They are spawned at the beginning of the level, but only used for the appropriate times. Area 51 - Escape: The respawning quartet --------------------------------------------------------------------------- After meeting up with Jonathan on SA/PA you come across a group of 4 guards that appear from behind a double door. However, I've had several occassions that after beating them all 4 up another set of 4 spawned directly after them when I had my back turned to the doorway. This caused some deaths and other strange situations where Jonathan was punching out the guards all by himself. Airbase - Espionage: Guards with eyes in their backs? --------------------------------------------------------------------------- Perhaps this is somehing more general, but I've noticed that silently taking out the guards from a distance with the DrugSpy or Crossbow will alert other guards in the vicinity even if they have their backs turned to you and the victim. This happens a lot in the interior of the building. Pelagic II - Exploration: The secret door --------------------------------------------------------------------------- Pelagic II - Exploration: Activating a console through the wall --------------------------------------------------------------------------- When you're in the moon pool lift room walk up the stairs on either side and put on the X-ray vision to see a console on the other side of the wall. If you press "B" the console will be activated and the door is opened to the submarine area with the exit. If you do this right after completing the other objectives you can exit the level skipping the yellow/golden corridors entirely! Deep Sea - Threat Nullify: Elvis left the building --------------------------------------------------------------------------- During one or two of my perfect agent runs something very strange happened. I cleared the first area with shotgun toting guards and walked back to find out where Elvis was. But I could not find him anywhere. A few moments later the message appeared that Elvis had died, but there was no body to be found nor dropped FarSight. It was quite a bugger as I had to restart the hardest section of this level all over again, even though I had a good run going. Carrington Institute - Defense: Blow up an invisible man --------------------------------------------------------------------------- If you create an explosion in the area where you start out the level a dead guard will appear out of nowhere. This seems very strange as the guy never ever spawns during the actual level... Carrington Institute - Defense: Blowing up the confidential stuff --------------------------------------------------------------------------- When playing the game normally (on PA), you're supposed to work out all the objectives in the proper order. The laser can only be used on the panel in Daniel's room after completing the first 3 objectives. But if you have the Devastator dropped by some of the personnel, then you can break this sequence by chucking a grenade round against the safe. The explosion will extend through the wall blowing up the confidential stuff for you. This trick however does not work on the Japanese version of the game, however. Attack Ship - Covert Assault: Blow up the spawn points --------------------------------------------------------------------------- In the main hangar there are 6 passage ways that open up revealing new Skedar over time. If you plant some explosives in each of these rooms a blown up Skedar will pop up out of nowhere and no additional Skedar can spawn from that point. Apparently, killing the hidden Skedar prevents the game from creating any new ones. Skedar Ruins - Battle Ruins: Jumping over the gap --------------------------------------------------------------------------- It is possible to skip the push-the-broken-pillar-on-the-icon room entirely for those daredevils out there. By strafe running off the edge it is possible (albeit very hard) to get to the other side before losing too much height. Having an explosive explode behind you might get you an extra boost to make it through, but this doesn't help that much. Maian SOS: Hidden blue overalls --------------------------------------------------------------------------- There are four invisible blue overalls in this level waiting for you to seek them out with explosives. As with the others hitting them by blowing up a proximity Dragon reveals their locations to you. They are: -In the room where the Rescue level had a shield in A/SA -At the center of the junction with two opposite circular tube rooms -In the shower area where the doctor was during Rescue -Next to the warehouse elevator on the high ledge WAR!: Spawn point issues --------------------------------------------------------------------------- This level looks a little messy to me. I've had numerous occasions where Skedar spawned still in the edge of my view or that they didn't spawn at all (the latter is a blessing on PA in the very final room!). I'm not sure why this is all so sloppy, but maybe it's because the last level was rushed through a bit too much... The Duel: The adversary that could not shoot you --------------------------------------------------------------------------- If you play the Duel on SA/PA you'll fight Jonathan. However, because the programmers used Jon's model from CI - Defense he is buddy of yours. This is marked by the blue outline when you have your crosshair over him. As a consequence of this Jonathan will aim at you, but can never hit you with his magnum! However, you do need to be aware that Jon can still swipe/punch you causing death at the 0 health you begin with. The living dead --------------------------------------------------------------------------- There are to my knowledge 4 characters in the game that spawn with no health and die the instant you start the level. All of them carry goods that are dropped the moment they die. If you start the level on Perfect Dark difficulty and crank the health level up to 1000% you can still meet them. Villa - CI guard (Sniper Rifle) Area 51 - A51 guard (Rocket launcher) Deep Sea - Pelagic II guard (Shield, A/SA) Attack ship - Maian (Shield, A) Air Force 1: The living dead II --------------------------------------------------------------------------- On 1000% health in PD setting the pilots will survive the assault by Trent's men meaning that objective 4 completes itself. Japanese differences --------------------------------------------------------------------------- For some reason the Japanese version of the game has a few version differences that are not seen in the US/EUR releases of the game, other than easternizing Joanna's face: -Defection : The A/SA shield is also dropped on PA by the same guard -Infiltration: The A/SA shield in the mine field is also here on PA -Attack Ship : You start out with a Falcon-2 instead of a single knife -Defense : The safe can no longer be blown up with explosives Passwords, passwords, & more password... But what for? --------------------------------------------------------------------------- This game has quite a lot of passwords that are unknown to most people. For example when the game was released to websites were created by Rare Ltd. as commercial release about Carrington & dataDyne. Rare then 'leaked' two passwords which allowed you to see some additional content which is otherwise inaccessible. The sites are no longer active, and redirect directly to www.rareware.com. For nostalgia there are written out here: http://www.carringtoninstitute.com/ Username: solaris Password: pal32ver21z http://www.datadyne.com/ Username: JamesTann07 Password: 8CR31D29 Furthermore, there are two more passwords to be obtained in-game. No one knows what these are used for, but they are awarded for either beating the combat simulator with #1 ranking or reading the description of Cass' dropped necklace on PA in Attack ship. Combat simulator Ranking - Perfect: 1 Username: Entropicdecay Password: zero-tau De Vries' necklace (Attack ship - PA): Username: CDV780322 Password: 18M0ZYM8ND185 "Touch that Box" dropped multiplayer option --------------------------------------------------------------------------- In the beta days of the game another multiplayer scenario was announced called Touch that Box. This was later silently dropped, but hackers still found some traces of the original scenario. You had to change the color of certain panels spread through the level to earn points. In an interview Rare later declared that it was dropped, because it didn't seem fun enough to leave it in. "Retaking the Institute" dropped bonus mission --------------------------------------------------------------------------- After dissecting the text dumps of the game traces of a hidden / dropped solo mission was found called Retaking the Institute. As the name suggests this level might have been the follow up to the loss after the Defense level. Not much data was found on it other than a few text objective strings that are written out below: ____________________________________________________________ Retaking the Institute. Lead the team and clean out the building. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ____________________________________________________________ Lead the team and clean out the building. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ____________________________________________________________ Lead the team and clean out the building. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ____________________________________________________________ Kill All Enemy Agents ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ____________________________________________________________ Do Something Else ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ____________________________________________________________ And Something Else ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =========================================================================== Credits =========================================================================== The credits go to: Rare Limited: For making an original FPS-interpretation using their "GoldenEye 007" engine. Gamefaqs.com: For putting this up the website. You: For reading this FAQ. Me: As I enjoyed making this FAQ. MKayKitkats: For some of the real life counterparts of the guns in this game. =========================================================================== Copyrights =========================================================================== Iron Knuckle 2009, 2010 (c) Nothing out of this walkthrough may be copied for use on own websites, or own profit. The following link is the only website on which my FAQ / walkthrough is available, if you wish to upload the FAQ to your own website please notify me before doing so. If I am interested enough I will grant permission for an additional upload. ----------------- Website locations ----------------- http://www.gamefaqs.com ----------------------- Other Interesting Links ----------------------- A free online calculator for finding out the next milestones in the PD combat simulator. Made by Curtis Bright. -http://www.curtisbright.com/pd/milestones.html -http://www.curtisbright.com/pd/ranking.php ------------------------- Total GameFAQ productions ------------------------- Donkey Kong Country Speed Guide Donkey Kong Country: 2 Diddy's Kong Quest Speed Guide Dungeon Keeper FAQ/Walkthrough Golden Sun FAQ/Walkthrough Golden Sun: the Lost Age FAQ/Walkthrough Jet Force Gemini In-depth; Capacity Crates Lufia 2: Rise of the Sinistrals FAQ/Walkthrough Lufia 2: Rise of the Sinistrals World Map Monkey Island 3: Curse of Monkey Island FAQ/Walkthrough Paper Mario FAQ/Walkthrough Perfect Dark FAQ/Walkthrough Secret of Evermore FAQ/Walkthrough Terranigma FAQ/Walkthrough =========================================================================== E-mail, Questions and Contributions =========================================================================== If you want to ask / contribute / correct anything about this Walkthrough / FAQ about Perfect Dark, mail to knuckle_iron(at)hotmail(dot)com . Only send mail that has to do with this game. ALL OTHER MAIL WILL BE IGNORED. I don't mean to be rude, but this is a Gamefaq. I almost forgot, but don't submit anything that has been done already in this FAQ. In the section below this you can see a list with examples of things that are incomplete. =========================================================================== Unfinished business =========================================================================== -Any glitches/stuff/weapon info or interesting things that I missed - -===- -= END =-