----------------------------------------------------------------------- Perfect Dark FAQ & Walkthrough (For N64) made by Kildread2 (Kildread2@hotmail.com) Started on 01/01/05 ----------------------------------------------------------------------- ***SPECIAL NOTICE*** "My E-Mail address is ONLY to be used by people who have worthwhile contributions or comments even questions, this address is NOT to be used as a mean of advertisement, I DON'T CARE ABOUT WHAT YOU OFFER!!! I do FAQs for nothing, just to help gamers, so you have no reasons to advertise me!! If this continues, I may undertake serious accusations toward any webmaster or site guilty of this." Clear?!?! ----------------------------------------------------------------------- Contents: 1. Updates 2. Introduction *3. Trainings 1. Device Trainings 2. Holotrainings *4. Weapons *5. Agent Walkthroughs 1. DataDyne Central- Defection 2. DataDyne Research- Investigation 3. DataDyne Central- Extraction 4. Carrington Villa- Hostage One 5. Chicago- Stealth 6. G5 Building- Reconnaissance 7. Area 51- Infiltration 8. Area 51- Rescue 9. Area 51- Escape 10.Air Base- Espionnage 11.Air Force One- Antiterrorism 12.Crash Site- Confrontation 13.Pelagic II- Exploration 14.Deep Sea-Nullify Threat 15.Carrington Institute- Defense 16.Attack Ship- Covert Assault 17.Skedar Ruins- Battle Shrine 18.Mr. Blonde's Revenge 19.Maian S.O.S. 20.WAR! 21.The Duel *6. Special Agent Walkthroughs 1. DataDyne Central- Defection 2. DataDyne Research- Investigation 3. DataDyne Central- Extraction 4. Carrington Villa- Hostage One 5. Chicago- Stealth 6. G5 Building- Reconnaissance 7. Area 51- Infiltration 8. Area 51- Rescue 9. Area 51- Escape 10.Air Base- Espionnage 11.Air Force One- Antiterrorism 12.Crash Site- Confrontation 13.Pelagic II- Exploration 14.Deep Sea-Nullify Threat 15.Carrington Institute- Defense 16.Attack Ship- Covert Assault 17.Skedar Ruins- Battle Shrine 18.Mr. Blonde's Revenge 19.Maian S.O.S. 20.WAR! 21.The Duel *7. Perfect Agent Walkthroughs 1. DataDyne Central- Defection 2. DataDyne Research- Investigation 3. DataDyne Central- Extraction 4. Carrington Villa- Hostage One 5. Chicago- Stealth 6. G5 Building- Reconnaissance 7. Area 51- Infiltration 8. Area 51- Rescue 9. Area 51- Escape 10.Air Base- Espionnage 11.Air Force One- Antiterrorism 12.Crash Site- Confrontation 13.Pelagic II- Exploration 14.Deep Sea-Nullify Threat 15.Carrington Institute- Defense 16.Attack Ship- Covert Assault 17.Skedar Ruins- Battle Shrine 18.Mr. Blonde's Revenge 19.Maian S.O.S. 20.WAR! 21.The Duel *8. Cheats 1. Fun 2. Gameplay 3. Weapons for Jo in Solo 4. Classic Weapons for Jo in Solo 5. Weapons 6. Buddies *9. Firing Range *10.Multiplayer Challenges *11.Conclusion 12.Credits & Legal Stuff PS: sections with a * are not completed yet... ----------------------------------------------------------------------- 1. Updates 01/01/05 : Challenge 27 completed. 01/01/04 : Challenge 26 completed. 01/01/03 : Challenge 25 completed. 01/01/02 : Challenge 24 completed. 01/01/01 : Challenge 23 completed. 2K/12/23 : Challenge 22 completed. 2K/12/22 : Challenge 21 completed. 2K/12/21 : Challenge 20 completed. 2K/12/20 : Challenge 19 completed. 2K/12/18 : Challenge 18 completed. 2K/12/15 : Challenge 17 completed. 2K/12/14 : Challenge 16 completed. 2K/12/13 : Challenge 15 completed. 2K/12/12 : Challenge 14 completed. 2K/12/10 : Challenge 13 completed. 2K/12/09 : Challenge 12 completed. 2K/12/08 : Challenge 11 completed. 2K/12/07 : Challenge 10 completed. 2K/12/05 : Challenge 9 completed. 2K/12/04 : Challenge 8 completed. 2K/12/03 : Challenge 7 completed. 2K/11/20 : Challenge 6 completed. 2K/11/16 : Challenge 5 completed. 2K/11/15 : Challenge 4 completed. 2K/11/14 : Challenge 3 completed. 2K/11/13 : Challenge 2 completed. 2K/11/12 : Challenge 1 completed. 2K/11/11 : Made up Alien cheat section. 2K/11/10 : Made up Hit And Run cheat section. 2K/11/09 : Made up Hotshot cheat section. 2K/11/07 : Made up Pugilist cheat section. 2K/11/06 : Made up All Guns cheat section. 2K/11/05 : Made up Unlimited Ammo, No Reloads cheat section. 2K/11/04 : Made up Unlimited Ammo cheat section. 2K/11/03 : Made up Hurricane Fists cheat section. 2K/11/02 : Made up Unlimited Ammo - Laptop Sentry Gun cheat section. 2K/11/01 : Made up FarSight cheat section. 2K/10/31 : Made up Trent's Magnum cheat section. 2K/10/29 : Made up Psychosis Gun cheat section. 2K/10/28 : Made up Super Shield cheat section. 2K/10/27 : Made up Marquis Of Queensbury Rules cheat section. 2K/10/26 : Made up Cloaking Device cheat section. 2K/10/24 : Made up Invincible cheat section. 2K/10/23 : Made up Play as Elvis cheat section. 2K/10/22 : Added walkthrough on Perfect Agent (The Duel). 2K/10/21 : Added walkthrough on Perfect Agent (WAR!). 2K/10/20 : Added walkthrough on Special Agent (WAR!). 2K/10/19 : Added walkthrough on Agent (WAR!). 2K/10/17 : Added walkthrough on Perfect Agent (Maian S.O.S.). 2K/10/16 : Added walkthrough on Perfect Agent (Mr. Blonde's Revenge). 2K/10/15 : Added walkthrough on Perfect Agent (Skedar Ruins- Battle Shrine). 2K/10/14 : Added walkthrough on Perfect Agent (Attack Ship- Covert Assault). 2K/10/13 : Added walkthrough on Perfect Agent (Carrington Institute- Defense). 2K/10/12 : Added walkthrough on Perfect Agent (Deep Sea- Nullify Threat). 2K/10/11 : Added walkthrough on Perfect Agent (Pelagic II- Exploration). 2K/10/10 : Added walkthrough on Perfect Agent (Crash Site- Confrontation). 2K/10/09 : Added walkthrough on Perfect Agent (Air Force One- Antiterrorism). 2K/10/08 : Added walkthrough on Perfect Agent (Air Base- Espionnage). 2K/10/07 : Added walkthrough on Perfect Agent (Area 51- Escape). 2K/10/06 : Added walkthrough on Perfect Agent (Area 51- Rescue). 2K/10/05 : Added walkthrough on Perfect Agent (Area 51- Infiltration). 2K/10/03 : Added walkthrough on Perfect Agent (G5 Building- Reconnaissance). 2K/10/02 : Added walkthrough on Perfect Agent (Chicago- Stealth). 2K/10/01 : Added walkthrough on Perfect Agent (Carrington Villa- Hostage One). 2K/09/30 : Added walkthrough on Perfect Agent (DataDyne Central- Extraction). 2K/09/29 : Added walkthrough on Perfect Agent (DataDyne Research- Investigation). 2K/09/28 : Added walkthrough on Perfect Agent (DataDyne Central- Defection). 2K/09/26 : Added walkthrough on Special Agent (The Duel). 2K/09/25 : Added walkthrough on Agent (The Duel). 2K/09/24 : Entered a Firing Range Challenge (DY357-LX) and made up the CC13 cheat section. 2K/09/23 : Added walkthrough on Special Agent (Maian S.O.S). 2K/09/21 : Added walkthrough on Agent (Maian S.O.S). 2K/09/20 : Added walkthrough on Special Agent (Mr. Blonde's Revenge). 2K/09/19 : Added walkthrough on Special Agent (Skedar Ruins- Battle Shrine). 2K/09/18 : Added walkthrough on Special Agent (Attack Ship- Covert Assault). 2K/09/01 : Added walkthrough on Special Agent (Carrington Institute- Defense). 2K/08/27 : Added walkthroughs on Special Agent (Area 51- Rescue, Area 51- Escape, Air Base- Espionnage, Air Force One- Antiterrorism, Crash Site- Confrontation, Pelagic II- Exploration, Deep Sea- Nullify Threat). 2K/08/19 : Added walkthrough on Special Agent (Area 51- Infiltration). 2K/08/18 : Added walkthrough on Special Agent (G5 Building- Reconnaissance). 2K/08/17 : Added walkthrough on Special Agent (Chicago- Stealth). 2K/08/16 : Added walkthrough on Special Agent (Carrington Villa- Hostage One). 2K/08/15 : Added walkthrough on Special Agent (DataDyne Central- Extraction). 2K/08/14 : Added walkthrough on Special Agent (DataDyne Research- Investigation). 2K/08/13 : Added walkthrough on Special Agent (DataDyne Central- Defection). 2K/08/12 : Added walkthrough on Agent (Mr. Blonde's Revenge). 2K/08/11 : Entered 2 Firing Range Challenges (Callisto NTG, Reaper). Made up KLOI3I3 & RC-P45 cheat sections. 2K/08/10 : Added walkthrough on Agent (Skedar Ruins- Battle Shrine). Made up R-Tracker/Weapon Cache Locations cheat section. 2K/08/09 : Entered 2 Firing Range Challenges (Combat Knife, Slayer). Made up ZZT (9mm) & AR53 cheat sections. 2K/08/08 : Added walkthrough on Agent (Attack Ship- Covert Assault). Made up Phoenix cheat section. 2K/08/07 : Entered 3 Firing Range Challenges (Mauler, RC-P120, Devastator). 2K/08/06 : Added walkthrough on Agent (Carrington Institute- Defense). Made up Enemy Shields cheat section. 2K/08/05 : Entered 3 Firing Range Challenges (AR34, FarSight XR-20, Laser). Made up KF7 Special cheat section. 2K/08/04 : Added walkthrough on Agent (Deep Sea- Nullify Threat). Made up Jo Shield cheat section. 2K/08/03 : Added walkthrough on Agent (Pelagic II- Exploration). Made up Enemy Rockets cheat section. 2K/08/01 : Added walkthrough on Agent (Crash Site- Confrontation). Made up Perfect Darkness cheat section. 2K/07/31 : Entered 3 Firing Range Challenge (Cyclone, Laptop Gun, Timed Mine). Made up DMC cheat section. 2K/07/30 : Added walkthrough on Agent (Air Force One- Antiterrorism). Made up Laptop Gun cheat section. 2K/07/28 : Entered a Firing Range Challenge (Proximity Mine). 2K/07/27 : Added walkthrough on Agent (Air Base- Espionnage). Made up Team Heads Only cheat section. 2K/07/26 : Added walkthrough on Agent (Area 51- Escape). Made up SuperDragon cheat section. 2K/07/24 : Entered 3 Firing Range Challenges (Phoenix, SuperDragon, Tranquilizer). Made up the Velvet Dark cheat section. 2K/07/22 : Added walkthrough on Agent (Area 51- Rescue). Made up X-Ray Scanner cheat section. 2K/07/21 : Entered 2 Firing Range challenges (MagSec 4, Grenade). 2K/07/20 : Added walkthrough on Agent (Area 51- Infiltration). Made up Small Characters cheat section. 2K/07/19 : Entered a Firing Range Challenge (Crossbow). 2K/07/18 : Added walkthrough on Agent (G5 Building- Reconnaissance). Made up Small Jo cheat section. Also added an item for Chicago- Stealth on Agent. 2K/07/17 : 2 weeks with no real updates? Is he dead or what? I'm not gone.... yet. I have been busy with a few rented games (RE:CV, Carrier, Vagrant Story, Vanguard Bandits) so now that I finished them, I'm back for more updates! Let's get down to business..... Entered 2 Firing Range Challenges (DY357 Magnum & Remote Mine). 2K/07/07 : Added tips for the Combat Knife and Cyclone.... (Thanks to HTOWNpjs for those). Also.... You will have noticed I'm rather low on updates lately... I've been trying the DC and now i'm playing Vagrant Story.... I'll get back to normal updating once I finished that game.... 2K/07/01 : Added walkthrough on Agent (Chicago- Stealth). Made up DK Mode cheat section. 2K/06/30 : Entered a Firing Range challenge (Sniper Rifle). 2K/06/25 : Added walkthrough on Agent (Carrington Villa- Hostage One). Made up the Sniper Rifle cheat section. 2K/06/24 : 3 Firing Range challenges entered (Falcon 2 (Scope), Shotgun, Rocket Launcher). Made up the PP9i cheat section. 2K/06/23 : Added a walkthrough on Agent (DataDyne Central- Extraction) and made up the section for the Rocket Launcher cheat. 2K/06/22 : Entered 2 Firing Range challenges (Dragon & K7 Avenger) 2K/06/20 : Added second walkthrough on Agent (DataDyne Research- Investigation) and made up the section for the Slo-Mo Single Player cheat. 2K/06/19 : Entered a Firing Range challenge..... (Falcon 2 (Silencer)) MESSAGE TO ALL THE MORONS FROM AOL E-MAILING ME TO "ADD SOME CONTENT" Be aware that I update everyday, EVEN THOUGH I GOT a full-time job on weeks!!! SO you'd better put up with small, daily updates when you have nothing else to do than to read my hard-work. Clear??? 2K/06/18 : Made up the walkthrough for DataDyne Central- Defection on Agent. Made the Classic Sight cheat section. 2K/06/17 : Entered 2 Firing Range challenges. (Falcon 2 and CMP150). First walkthrough coming tomorrow. 2K/06/16 : Remaining 14 weapons entered..... 1 day in advance, happy? (Tranquilizer, Laser, Grenade, Timed Mine, Proximity Mine, Remote Mine, PP9i, CCI3, KLOI3I3, KF7 Special, ZZT (9mm), DMC, AR53, RC-P45) 2K/06/15 : 6 weapons entered...... Still 2 days of weapons entering and I'll be finished with this section. (FarSight XR-20, Devastator, Rocket Launcher, Slayer, Combat Knife, Crossbow). 2K/06/14 : 12 weapons entered..... (CMP150, Cyclone, Callisto NTG, RC-P120, Laptop Gun, Dragon, K7 Avenger, AR34, SuperDragon, Shotgun, Reaper, Sniper Rifle). No, no walkthroughs before I finish the basic sections, stop asking me. Entered the strategy for Challenge 30! All thanks to ArmorKing for all of it!!! 2K/06/12 : 8 weapons descriptions are in (Falcon 2, Falcon 2(Silencer), Falcon 2(Scope), MagSec 4, Mauler, Phoenix, DY357 Magnum, DY357-LX). 2K/06/11 : Another small updates..... need more time...... Holotrainings in. 2K/06/09 : Smallish update..... had somethings to go through today and missed time to do a large update..... only the Device Trainings are in.... more to come tomorrow.... I know you all want walkthroughs, but I'll get rid of the basic info first (Not the Challenges & CHeats right away, mind you) 2K/06/08 : Just put in the various sections...... info to input tomorrow. The FAQ amounts to a good amount.... but it's only headlines and no info..... I'll work on that tomorrow..... errrr...... today. ----------------------------------------------------------------------- 2. Introduction There it is........ so long awaited Perfect Dark.... ok, this is not the first FAQ for this game.... but I don't care. I was to enjoy the game first instead of putting up the urges of others before me. Now that I'm ready..... let's get started....... ----------------------------------------------------------------------- 3. Trainings This where the basics of the trainings in the Carrington Institute are.... you don't really need those though. Just for fun lectures.... I guess. *********************************************************************** DEVICE TRAININGS Data Uplink- Collect the Data Uplink on the table in the room and head to the inoccupied terminal in the corner. Equip the Data Uplink and heck the terminal. ECM Mine- Collect the ECM Mine on the table in the room and head through the secret door nearby. Turn to the right at the intersection and go straigth to the end. Equip the ECM Mine and throw it at the terminal you see on the wall so it attaches to it. CamSpy- Collect the CamSpy on the table in the room and activate it. Guide it through the secret door to the intersection and head through the air duct to the left. Take the second passage to the left in the air duct and get out of the duct via the door at the end. Photography the inoccupied terminal there. Night Vision- Collect the Night Vision on the table in the room and go through the secret door nearby. Turn to the left at the intersection and equip the Night Vision. Continue along the dark corridor to a room. Flip the switch on the right wall. Door Decoder- Collect the Door Decoder on the table in the room and head through the secret door. Turn to the right at the intersection and take the next corridor to the left. Equip the Door Decoder and use it on the terminal to the right. R-Tracker- Collect the R-Tracker on the table in the room and head through the secret door. Turn to the right at the intersection and take the next corridor to the left. Open the door there and equip the R-Tracker. Go past an intersection and take the next path to the left. Collect the IR Scanner at the end. IR-Scanner- Collect the IR Scanner on the table in the room and head through the secret door. Turn to the right at the intersection and take the corridor to the left after that. Open the door and continue to an intersection. Equip the IR Scanner and go to the left. Look for a bright-red wall after the first turn. X-Ray Scanner- Collect the X-Ray Scanner on the table in the room and head through the secret door. Turn to the right at the intersection and take the corridor to the left after that. Open the door and continue to an intersection. Go to the left and take the hidden corridor along the way. Follow the path to a room. Equip the X-Ray Scanner and switch down the lasers with the terminals on each side of the room. Disguise- Collect the Disguise on the table in the room and head through the secret door. Go in the air duct to the left and equip the Disguise. Take the second passage to the left and open the door at the end. Talk to the man there to receive the Cloaking Device. Cloaking Device- Collect the Cloaking Device on the table in the room and head through the secret door. Go to the right at the intersection and take the next corridor to the left. Open the door there and head to the left at the next intersection. Take the hidden corridor along the way to a room. Equip the Cloaking Device and run all the way to a door. Punch Carrington to surprise him. *********************************************************************** HOLOTRAININGS Looking Around- Advance a little and go near the left wall. Look up to obtain the first code and go to the opposite wall on the right. Look down to obtain the second code and go a little farther, to the middle of the room. Look up and to the right for the fourth code, head to the end of the room, in the middle. Look up for the third code and go back to the beginning to input them into all 4 terminals. Movement 1- Activate the leftmost switch, strafe to the right, activate the second switch, repeat until completion, easy, no? Be aware that you must be quick enough so all 4 switches are activated at any given time.... Movement 2- Crouch down once and pass under the laser to the left to activate the switch on the other side. Return to the beginning and go straigth ahead to a laser. Crouch down completly, pass under the laser and get up to activate the second switch. Unarmed Combat 1- Just advance to the guard and punch him down. Now, run after the moving guard and knock him down too. For the last guard, use the strafing buttons to avoid his blow and knock him out while he recovers. Unarmed Combat 2- Hold the B button to switch to Disarm and punch the guard to gain his weapon. Hold B to switch back to punch and knock this guard out. Go hide behind the wall near the entrance of the room and wait a small while. Get out from the left and run behind the moving guard. Knock him out from behind (Only way to do so). Use the strafing buttons to avoid the gunfire from the last guard and knock him out while he reloads. Live Combat 1- Use the strafing to avoid the hits and counterattack right after it to knock the guards out. Repeat the pattern for all 4 guards. Live Combat 2- Knock out the 2 guards (1 to the left and 1 to the right) quickly and go hide behind the wall to the left. Show yourself to the left of the wall and hide back. Once they finish shooting, quickly go and knock one of them out. With his gun, go back in hiding. Use strafing and shoot down the remaining 2 guards. Can be tricky to pull off since the guards aim VERY well. ----------------------------------------------------------------------- 4. Weapons All the weapons in the game! Descriptions, attacks, good points and all that banter! ENJOY!!!! *********************************************************************** FALCON 2 Ammo Clip: 8 bullets Primary Mode: Single Shot Secondary Mode: Pistol Whip Description: Basic handgun with modest firepower. Good/Bad: Very accurate and easy to use for headshots. Very good in Single Player, but worthless in multiplayer. A VERY fast reload. Can use 2 guns at the same time. Secondary mode is worthless (Think basic punch). *********************************************************************** FALCON 2 (SILENCER) Ammo Clip: 8 bullets Primary Mode: Single Shot Secondary Mode: Pistol Whip Description: Basic handgun with a silencer, for covert ops. Good/Bad: Pretty much the same as the Falcon 2. The added silencer supresses the noise, but seems to hamper the power of the weapon. The secondary mode is useless. *********************************************************************** FALCON 2 (SCOPE) Ammo Clip: 8 bullets Primary Mode: Single Shot Secondary Mode: Pistol Whip Description: Basic handgun with an added scope for long-range shots. Good/Bad: Nothing really different from the Falcon 2, except for the added scope (X2) for easier & farther head shots. *********************************************************************** MAGSEC 4 Ammo Clip: 9 bullets Primary Mode: Single Shot Secondary Mode: 3-Round Burst Description: A stylish hangun with inaccurate, but powerful shots. Good/Bad: Has good firepower, but is not very accurate. It has a scope for targeting (X2,4), but the inaccuracy still shows. A great weapon in close-range (Especially double), the secondary mode shoots 3 bullets in rapid succession, makes for quicker kills, but empties a clip faster. The reload is quick though. *********************************************************************** MAULER Ammo Clip: 20 bullets Primary Mode: Single Shot Secondary Mode: Charge-Up Shot Description: An alien handgun which shoots powerful energy bursts. Good/Bad: Average firepower here, and slightly inaccurate. The big clip is a nice addition to an handgun to minimize the reloads. This weapon shows off in its secondary mode which charges 5 bullets into a single powerful blast. Use it wisely. *********************************************************************** PHOENIX Ammo Clip: 8 bullets Primary Mode: Single Shot Secondary Mode: Explosive Shells Description: An alien handgun that can shoot explosive energy, powerful. Good/Bad: I never really liked the target on Maian guns, but that's probably just me. The regular shots aren't that powerful, but the secondary mode kicks a lot of power in that small gun. Each shot, which is slower, explodes upon impact for more damage, the best thing about it is that it doesn't require more bullets. *********************************************************************** DY357 MAGNUM Ammo Clip: 6 rounds Primary Mode: Single Shot Secondary Mode: Pistol Whip Description: An old far-west style magnum, which fires slow, but powerful rounds. Good/Bad: REALLY slow fire-rate, but marks its targets a lot. Accurate like nothing else. The reload is slow on this one. The secondary mode is worthless too. *********************************************************************** DY357-LX Ammo Clip: 6 bullets Primary Mode: Single Shot Secondary Mode: Pistol Whip Description: The Golden Gun of Perfect Dark. Good/Bad: This weapon usually kills with 1 bullet or near that. Works like a standard magnum, only difference is the shiny design. *********************************************************************** CMP150 Ammo Clip: 32 bullets Primary Mode: Rapid Fire Secondary Mode: Follow Lock-On Description: A handgun-sized machine gun. Good/Bad: Average accuracy and good firepower. 2 of those can be VERY lethal. The secondary mode lets you lock onto up to 4 targets. Just drag the aim over the enemy so a square surrounds them and the gun will stay locked on the target even if you release the aim! Very useful indeed! *********************************************************************** CYCLONE Ammo Clip: 50 bullets Primary Mode: Rapid Fire Secondary Mode: Magazine Discharge Description: A bulky machine gun with a large clip. Good/Bad: Very accurate for a machine gun, can carry 2 of them, which will litterally tear your opponents to pieces. The reload is slow & wierd (See it and you'll understand). The secondary mode is worthless as it only empties the current clip(s) with no means of stopping it halfway. You actually CAN stop it by pressing B to reload during the moment it empties out.... but it doesn't make the mode any better. *********************************************************************** CALLISTO NTG Ammo Clip: 32 bullets Primary Mode: Rapid Fire Secondary Mode: High-Impact Shells Description: An alien machine gun with powerful functions. Good/Bad: Slightly inaccurate, but still pretty powerful. The maian aiming is still an annoyance to me though. The secondary mode lets you fire more powerful, although slower shots. It doesn't require more bullets than the previous mode, therefore is more recommended. *********************************************************************** RC-P120 Ammo Clip: 120 bullets Primary Mode: Rapid Fire Secondary Mode: Cloak Description: An experimental assault weapon with cloaking properties. Good/Bad: Has a LARGE clip and packs quite a punch along with being very accurate. A professional weapon, you can use the bullets as fuel for an incorporated cloaking field, but it guzzles down your ammo like there's no tomorrow so.... watch out. *********************************************************************** LAPTOP GUN Ammo Clip: 50 bullets Primary Mode: Burst Fire Secondary Mode: Deploy As Sentry Gun Description: A gun disguised into a laptop computer, hence the name. Good/Bad: VERY accurate bullets and has a sight scope (X2). Boasting a large clip and quick firerate, this weapon is quite lethal. The secondary mode lets you throw away the gun as a drone gun which will fire at any enemy within its range. You can always collect the gun back from the ground once it was deployed as a sentry gun. *********************************************************************** DRAGON Ammo Clip: 30 bullets Primary Mode: Rapid Fire Secondary Mode: Proximity Self-Destruct Description: A standard assault gun. Good/Bad: A very accurate and deadly weapon. Has a sight scope (X2) for long-range shots. The secondary mode lets you throw away the gun as a Proximity Mine. Once the gun as been deployed as a Proximity Mine, there is no way to get it back. *********************************************************************** K7 AVENGER Ammo Clip: 25 bullets Primary Mode: Burst Fire Secondary Mode: Threat Detector Description: An inaccurate, but very powerful experimental rifle. Good/Bad: The firerate is too quick on this as it always seems you're reloading the gun. It has a long-range scope (X3), but the inaccuracy of the weapon makes it less useful than it should be. This one is a killer in the hands of the enemy soldiers in single-player, but not so powerful in your hands. The secondary mode lets you identify threats such as mines and drone guns. *********************************************************************** AR34 Ammo Clip: 30 bullets Primary Mode: Burst Fire Secondary Mode: Use Scope Description: A noisy, standard assault rifle. Good/Bad: Unlike what the description says, this gun is HIGHLY inaccurate. Has a nice scope (X3) that seems to at least render this weapon slightly more accurate. The secondary mode lets you move while being zooming in, which is kinda useless since you'll just bump into walls & stuff. *********************************************************************** SUPERDRAGON Ammo Clip: 30 bulets/6 grenades Primary Mode: Rapid Fire Secondary Mode: Grenade Launcher Description: A machine gun with an integrated Grenade Launcher. Good/Bad: The primary mode is the same as that of the Dragon's, scope and all. The only difference is the secondary mode which transforms this weapon into a powerful Grenade Launcher. Much more useful in that mode, though the firerate is slow, but that was expected, no? *********************************************************************** SHOTGUN Ammo Clip: 9 shells Primary Mode: Shotgun Fire Secondary Mode: Double Blast Description: A large-barrel shotgun. Good/Bad: A basic shotgun with a good delay between shots. Useless over distance, deadly up-close. The secondary mode lets you fire 2 shells in a row before the delay. Not a great weapon. *********************************************************************** REAPER Ammo Clip: 200 bullets Primary Mode: Reapage Secondary Mode: Grinder Description: A saw-like alien machine gun. Good/Bad: An inaccurate gatling gun that sprays bullets all around the area in front of you. Takes a small delay to start firing widly, but once it does, don't expect anything to get to you. The secondary mode lets you use the rotating barrels as a saw-blade to cit through enemies. *********************************************************************** SNIPER RIFLE Ammo Clip: 8 rounds Primary Mode: Single Shot Secondary Mode: Crouch Description: A standard Sniper Rifle with long-range scope. Good/Bad: A moderate firerate and firepower. Small clip, standard sniper gun for extreme range kills. The scope can reach X30 of vision enhancement, but shakes a lot at this distance. Go for headshots with this one. *********************************************************************** FARSIGHT XR-20 Ammo Clip: 8 bullets Primary Mode: Rail-Gun Effect Secondary Mode: Target Locator Description: A powerful alien, portable rail-gun. Good/Bad: ALWAYS kills in one-hit, except when wearing shields, sometimes you'll survive. You can shoot through walls using the X-Ray aiming and the secondary mode seeks and follows the targets around the level. You can expand the sight a lot. This weapon's only drawback is the VERY slow firerate. *********************************************************************** DEVASTATOR Ammo Clip: 8 grenades Primary Mode: Grenade Launcher Secondary Mode: Wall Hugger Description: A standard grenade launcher. Good/Bad: Shoots like any other grenade launcher, can kill anything it hits. The secondary mode lets you fire a timed explosive that will stick to the surface you fire on and explode after a short while. It prevents the bouce-off-the-walls effect of the grenades that can be annoying sometimes. And makes great traps. *********************************************************************** ROCKET LAUNCHER Ammo Clip: 1 rocket Primary Mode: Rocket Launch Secondary Mode: Targeted Rocket Description: Standard hand-held rocket launcher. Good/Bad: Fires rockets that kills in large explosions, not-so-slow reload. The secondary mode lets you lock on a target with the aim and a slower rocket will auto-aim on it. Not very useful, since the rocket doesn't turn very easily. *********************************************************************** SLAYER Ammo Clip: 1 rocket Primary Mode: Rocket Launch Secondary Mode: Fly-By-Wire Rocket Description: An alien-made rocket launcher. Good/Bad: The primary mode is identical to that of the Rocket Launcher. The secondary mode lets you control the rocket like a CamSpy, very useful, but leaves you as a sitting duck for attacks. You can detonate the rocket during flight by hitting the trigger (Z). *********************************************************************** COMBAT KNIFE Ammo Clip: 10 knives Primary Mode: Knife Slash Secondary Mode: Throw Poison Knife Description: A knife that is sharp, what else did you expect? Good/Bad: Can be used for weak slashes or deadly throwing knives. Neither being very useful. A weapon only for the skilled (or crazy). There is a trick with this weapon.... get Double Combat Knives and set them to Throw.... pummel the enemy with them and once they die.... they'll die from poison when they get back to life! ....and 2 tiems if you're lucky.... can you say easy kills? *********************************************************************** CROSSBOW Ammo Clip: 5 bolts Primary Mode: Sedate Secondary Mode: Instant Kill Description: A stealth crossbow, for covert ops. Good/Bad: The primary mode instantly knocks out any soldier in single-player, doesn't kill too. Very stealthy and accurate. The reload is quite slow too. The secondary mode counts as an instant kill. A powerful weapon. *********************************************************************** TRANQUILIZER Ammo Clip: 8 shots Primary Mode: Sedate Secondary Mode: Lethal Injection Description: A small gun loaded with chemicals. Good/Bad: The primary mode fires a sedative that blurrs the vision of the one it hits. It REALLY doesn't hurt, only bug off human players. The secondary mode is a close-range one-hit kill that takes 4 shots to execute. My thought on this weapon: Useless. *********************************************************************** LASER Ammo Clip: Unlimited Primary Mode: Pulse Fire Secondary Mode: Short-Range Stream Description: An arm-attached mini-laser Good/Bad: The primary mode fires a slightly-damaging laser burst, kinda slow-firing too..... The secondary mode provides a constant, short-ranged laser stream. Focus on using other weapons in fights. *********************************************************************** GRENADE Ammo Clip: 12 grenades Primary Mode: 4-Second Fuse Secondary Mode: Proximity Pinball Description: A standard, pull-the-trigger-and-throw grenade. Good/Bad: The primary mode is a 4-seconds fuse which is not very useful since they can easily take cover before it blows 94 seconds is a LOT). The secondary mode lets you throw the Grenade as a bouncing type, it will explode either when it gets near enemies or after a short while. *********************************************************************** TIMED MINE Ammo Clip: 10 mines Primary Mode: Timed Explosive Secondary Mode: Threat Detector Description: Standard, timer-activated, mine. Good/Bad: Simply throw the mine somewhere and it will explode after 5 or so seconds. Practicly useless, the secondary mode lets you detect threats more easily (Mines & Drone guns, etc...) *********************************************************************** PROXIMITY MINE Ammo Clip: 10 mines Primary Mode: Proximity Explosive Secondary Mode: Threat Detector Description: A mine that explodes when something gets near it. Good/Bad: Throw the mine somewhere and wait for someone to pass by to trigger it. Unfortunatly, it doesn,t recognizes the original thrower of the mine so use the secondary mode to watch for your mines (And enemies' mines too). A GREAT ambush weapon. *********************************************************************** REMOTE MINE Ammo Clip: 10 mines Primary Mode: Remote Explosive Secondary Mode: Detonate Description: Mines that are triggered via a remote. Good/Bad: Throw the mine (or mines) in different locations and use the secondary mode to detonate them (All of them, not only 1). Perfet for traps and such. *********************************************************************** PP9I Ammo Clip: 7 bullets Primary Mode: Single Shot Description: The PP7 from GoldenEye. Good/Bad: Very accurate, a tad bit low on the power side though..... Use it to feel like Ms. Bond. *********************************************************************** CCI3 Ammo Clip: 8 bullets Primary Mode: Single Shot Description: The DD44 Dostovei from GoldenEye. Good/Bad: Less accurate than the PP7, but more powerful. *********************************************************************** KLOI3I3 Ammo Clip: 20 bullets Primary Mode: Rapid Fire Description: The Klobb from GoldenEye. Good/Bad: HIGHLY inaccurate and weak. Don't bother about this lame weapon unless you want a challenge...... *********************************************************************** KF7 SPECIAL Ammo Clip: 30 bullets Primary Mode: Burst Fire Description: The KF7 Soviet from GoldenEye. Good/Bad: As a slight scope and is a little inaccurate, An average weapon. *********************************************************************** ZZT (9MM) Ammo Clip: 32 bullets Primary Mode: Rapid Fire Description: The ZMG (9mm) from GoldenEye. Good/Bad: Fast firerate, powerful and slightly inaccurate. *********************************************************************** DMC Ammo Clip: 30 bullets Primary Mode: Rapid Fire Description: The D5K Deustche of GoldenEye. Good/Bad: A VERY acurate machine gun, poweful. Use it wisely. *********************************************************************** AR53 Ammo Clip: 30 bullets Primary Mode: Burst Fire Description: The AR33 Assault Rifle from GoldenEye. Good/Bad: A good sight scope and very accurate. This weapon is quite strong. *********************************************************************** RC-P45 Ammo Clip: 80 bullets Primary Mode: Rapid Fire Description: The RC-P90 from GoldenEye. Good/Bad: Slightly inaccurate and has a fast firerate. Easily one of the best weapons with a large clip and great stopping power. ----------------------------------------------------------------------- 5. Agent Walkthroughs Walkthrough for the Agent difficulty.... should have no trouble here.... since it's easy ALL the way to the end...... +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ DATADYNE CENTRAL- DEFECTION *********************************************************************** OBJECTIVES 1: Gain Entrance to laboratory. *********************************************************************** ITEMS/WEAPONS Falcon 2 (Silencer): It's your starting weapon. Ammo can be found on the various desks in the offices. CMP150: Nearly all guards are armed with this weapon, very common. Necklace: Dropped by De Vries when you knock her out. Used to open the doors to the lower levels of the building (Automaticly used). Twin Falcon 2 (Silencer): A special guard has those. He's in an office 2 floors under Cassandra's Office. From the elevators there, go to the left and open the door at the very end. Open the first office door you come by there and you'll have found him. Kill him to get the weapons. *********************************************************************** SHIELDS 1: On the floor under Cassandra's office. From the elevators, go in the room to the left and kill the guard there. He'll drop the shield. 2: On the bottom floor, to the right of the elevator to the right. *********************************************************************** WALKTHROUGH Go down the railways and enter the building by the door to the left. Shoot the guard while entering and the next guard a little farther. Go down the next railways. Enter the door to the right and go down the stairs. Shoot down the guard patrolling in the stairs and go through the door at the bottom. A guard may be awaiting you on the other side, dispose of him and go kill the guard near the table to the left (Sneak from behind if possible). Take the door to the left. Go down the stairs and go through the door at the bottom. Call an elevator to the right and go down to the very bottom. Enjoy the change of music, shoot down the guards that will come by the stairs to the right. Probably 3 or more. Go down the stairs and dispose of both the guard to the left and the one on the right. Go in the office to the left and open the door there. Kill all 5 guards in this room (The CMP150 works well) and go through the hidden doorway to the right. Enter the elevator there to finish. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ DATADYNE RESEARCH- INVESTIGATION *********************************************************************** OBJECTIVES 1: Holograph radioactive isotope. 2: Locate Dr.Caroll. *********************************************************************** ITEMS/WEAPONS Falcon 2: Your starting weapon. Ammo is kinda scarce in this leve for this weapon. CamSpy: You start with it, it is used to accomplish objective 1. Data Uplink: You start with it, it is used to hack through the security to reach Dr. Caroll. CMP150: Nearly all guards are armed with those. K7 Avenger: One place in the level. From the beginning, go to the right in the room and activate the computer where the guard is (or was) standing (You'll get a message). Now, return to the beginning and go in the office at the end of the right corridor. Go in the next room after that and open the floor door there. Kill the guard in the area to collect the weapon (Don't kill the nearby scientist though.....) Night Vision: From the location of the hacth for the K7 Avenger, take the big door straigtth ahead (The one with a small door to the left) and take the 2nd passage to the right in the corridor. Break the glass there and pick up the item, which is useless, by the way. Dragon: Nearly all the special ops carry this weapon, they're at the end of the level, near Dr. Caroll. Shield Tech Item: From the terminal before Dr. Caroll, proceed to the big room after that and go in the corridor to the left. Proceed through the secret entrance at the very end and you'll see it on the table, it is useless. Twin CMP150: From the beginning, close the doors of the elevator and wait for a guard to pass by, get out and go to the left. Don't take the door at the end, but wait for a small droid to ope nthe wal on the left nd pass there. Follow the path to the bottom and kill the 2 guards there without being seen. Access the computer in the room there and check the ventilation-like device for Twin CMP150. Proximity Mine: If you want to take a risk, head through the radiation area where the isotope is, go around the place for the mines behind the whole structure. *********************************************************************** SHIELDS 1: From the beginning, go to the left, through the office to the next room and check behind the boxes to the right. *********************************************************************** WALKTHROUGH Get out of the elevator and shoot the guard on the left. GO in the office at the end of the corridor to the right and kill 4 or 5 guards there (Use the CMP150 you got). Go in the next room and wander in the corridor to the right. Kill the 2 guards there and open the next door, DON'T enter, switch to the CamSpy to holograph the green crystal straigth ahead. Return the CamSpy to Joanna and go back to the previosu room. Take the big door to the right (The small door is locked anyways) and kill the guard there. Go through the next door and dispose of the 3 guards coming at you. Kill the 2 guards that will come out of the 3rd passage in the main corridor and kill the next 3 guards coming from the left at the end. Go to the right at the end and kill all 4 guards there. Continue to a bunch of laser barriers, wait for a small hover device to clear the path (Follow it closely, as the lasers re-appear behind it). GO in the next room, kill the guard on the right and continue to the next room. Kill the 2 guards (One on the right and one on the left) and continue to the next room. You'll get a message here, go in the next room and kill the 2 special ops (One to the left and one to the right again). Switch to the Data Uplink and hack the terminal there. Once it's done, proceed forward to a big room. There are special ops in each corner of the room. Kill all 3 using the Dragon you just acquired. Proceed to the door straigth ahead, open it, but DON'T go in. Aim up and destroy the 2 drone guns first. Once that's done, proceed to the next room. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ DATADYNE CENTRAL- EXTRACTION *********************************************************************** OBJECTIVES 1: Access foyer elevator. 2: Defeat Cassandra's bodyguards. 3: Rendezvous at helipad. *********************************************************************** ITEMS/WEAPONS Falcon 2 (Scope): Your starting weapon. Night Vision: You start with it, use it while the area is in black-out. CMP150: The weapon of choice of the special ops in the stage. Shotgun: The weapon of all the lady-guards in the stage. Rocket Launcher: On a pedestal near Cassandra's Office, 2 technicians are fiddling around with it. DY357 Magnum: Kill the 5 first guards without being seen, use the darkness at your advantage and go for head shots. If successful, the 5th guard will drop the DY357 Magnum. *********************************************************************** SHIELDS 1: On the first floor that is accessible after the basement. Go in the small room to the left of the elevators. *********************************************************************** WALKTHROUGH Equip the Night Vision and open the secret door to the left. Kill the guard behind the table and open the door on the left. Kill the guard awaiting you (he'll be ready so be ready to strafe out of sight). Show yourself in the entrance to the left and kill both guards behind the barricade. Put yourself close to the barricade, between the positions of the previous 2 guards and aim up the stairs. Shoot down both guards there and continue alon the path, shooting down another guard on the way. Shoot the 2 guards behind the desk at the entrance of the building and continue along the way, shooting down one last guard. Once at the elevator, call the one on the left and de-activate the Night Vision. Ride it to the top and get out of the elevator. Take the next elevator to the right and go up one floor. Follow the corridor and you'll see 2 guards behind a barricade. Stay on the corner of the wall, strafe out and shoot them. Take the door to the left and take the secret door to the left. Open the next door to the left and shoot the guard on the other side. Open the next door to the left and shoot down the 2 guards that come out of the room straigth ahead. Go take the door to the left, near the elevator. Go up the stairs to the top and open the door. Shoot down the guard to the left (The one in a darkish uniform) and use the Falcon's secondary mode to knock out the technicians (Be sure NOT to kill them!!!). Go into the door to the left of where the guard was standing and go up to the top. Open the door and quickly hide behind the small portion of wall to the left. Crouch down all the way, wait until the lights goes out and turn on your Night Vision. Crawl to the right until you see a guard, shoot her down, repeat for all the guards after that. There are 5 guards, the 3rd is above ground level on the catwalk. Once they're all dead, go turn the lights back on with the switch near the position of the first guard and turn off your Night Vision. GO all the way up to the landing path to escape. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ CARRINGTON VILLA- HOSTAGE ONE *********************************************************************** OBJECTIVES 1: Save the negotiator. 2: Activate wind generator. 3: Rescue Carrington. *********************************************************************** ITEMS/WEAPONS Sniper Rifle: Your starting weapon, ammo is dropped by the rooftop snipers. R-Tracker: You start with it, it is useless at this difficulty. CMP150: Most guards uses this as their weapon. Door Key: The last of the special ops near the location of Dr.Carrington has it. It is used to open the door to rescue Carrington. Twin CMP150: Quickly rush and kill the sniper near the helicopter pad in a certain amount of time (Don't know how much exactly) and he'll drop the Twin CMP150. Devastator: On the helicopter landing pad, shoot the 3 boxes there and there will be a Devastator coming from one of them. Useful. *********************************************************************** SHIELDS 1: In a bathroom in a bedroom, it's on the floor below the main entrance, just near the stairs. *********************************************************************** WALKTHROUGH Head near the ramp and aim at the pier. Shoot down the 2 guards with head shots quickly and head down the path behind you. Shoot down the guard near the cave and enter the cave. Aim down the corridor to the right, kill the 2 guards and wait for a 3rd one to show up. Dispose of him and continue down the path, killing another guard on the way. Aim to the left and up at the intersection to kill a Sniper. Go down the stairs and go down the next stairs to the right. Kill the guard o the left and aim toward the house. Kill all 5 or 6 Snipers on the roof (Don't worry if there are less than that, they aim poorly anyways). Take the first stairs to the left that go up. Open the door at the top and kill the 2 guards in the room straigth ahead along with the 2 guards on the right. Go down the stairs on the left and follow the corridor. Kill the 4 guards that will come once you reach a large room and head in the second corridor to the right. Kill the 2 guards guarding the door on the right and head down the stairs on the left. Kill the 2 guards awaiting you and take the second door on the left. Go down the stairs and kill the guard there. Go on the left, killing both the next guard and another one which will open the door there. Go through this door and pass by a passage to the left. Kill all 5 guards awaiting you there and activate both terminals. Go back to take the passage you went past and kill the guard on the right. Kill all 3 guards in the room to the left and go activate the terminal in the middle. Head to the right, through the door at the end and quickly kill the guard to the right at the bottom of the stairs. Go to the left and open the door at the end. Kill the 2 guards there (1 behind each shelf) and continue to a corridor. Kill the guard behind the shelf at the far-end (Sniper Rifle is useful, no?) and kill the guard hiding to the left after the first shelf in the corridor. Kill the guard that will arrive from the end of the corridor and continue to the next room. Kill the guard behind the shelf to the left and collect the Door Key he'll drop. Open the next door to rescue Carrington. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ CHICAGO- STEALTH *********************************************************************** OBJECTIVES 1: Retrieve drop point equipment. 2: Create vehicular diversion. 3. Gain entry to G5 building. *********************************************************************** ITEMS/WEAPONS Falcon 2 (Scope): Your starting weapon. CMP150: The weapon of mostly all the guards on the level. DY357 Magnum: A single CIA Agent had this weapon, follow the path from the beginning to the road. Enter the alley to the right and you'll see him after passing by 2 civilians. Shoot him in the legs to prevent the alarm and kill him after he regains composure for him to drop the weapon. Remote Mine: In the briefcase under the road, it is used at an higher difficulty. Reprogrammer: In the briefcase under the road, it is used to reprogram the cab to send it on a crash course. BombSpy: In a briefcase hidden inside a garbage tray. Fro mthe beginning, follow the path through the alley to the main road and folow the sidewalk to the right of it. Take the next alley to the right and push the garbage tray in the area you come to near the stack of 3 barrels. Blow up the barrels from afar and that should destroy the garbage tray, pick up the briefcase that comes out for the BombSpy. You can use it to dispose of all the guards atthe entrance of the G5 Building, it's easier than to use the cab actually. Twin Falcon 2 (Scope): Enter the bar near the limousine and kill everybody there, the Twin Falcon 2 (Scope) is on the bar there. *********************************************************************** SHIELDS 1: From the cab, near the fence on the left, take the passage at the right end of the fence. Go to the left from there and crawl in the small tunnel to the left of the stream to find it. *********************************************************************** WALKTHROUGH Advance along the path and kill the guard on the left. Use the Falcon's secondary mode to knock out the civilian there and enter the passage on the right. Once you get out, aim to the right and kill the guard the passes there near the trashtray, along with the guard on your side of the road. Go on the road and near the fence on the left of it, going in the small passage to the right of the fence. DON'T fire at the flying robot patrolling the road, it will sound the alarm if you do. Shoot the guard near the waterfall to the right and shoot the other one on the left. Go to the right and take the passage on the right there. Shoot the guard and crawl under the wall at the end. Go collect the briefcase at the end under the road and go back under the wall from before. Shoot both guards awaiting you at the end and return to the cab on the road. Crouch down in front of it and use the Reprogrammer. Once the virus is downloaded, head in the small passage at the end of the fence. Look at the cab and wait until it takes off. Once it does, head under the wall you passed under to reach the briefcase under the road. Wait there until you see 4 guards passing by after hearing a loud crash. Once they're out of sight, quickly climb to the road and run through the area where they came from. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ G5 BUILDING- RECONNAISSANCE *********************************************************************** OBJECTIVES 1: Holograph meeting conspirators. 2: Retrieve Dr. Caroll backup from safe. 3: Exit building. *********************************************************************** ITEMS/WEAPONS Falcon 2 (Silencer): Your starting weapon. CamSpy: You begin with it. It is used to record the meeting of Mr. Blonde, Cassandra & Trent. Door Decoder: You begin with it. It is used to crack through the safe's security to unlock it. CMP150: The weapon used by nearly all the guards in the level. Crossbow: This weapon is dropped by the 2nd guard in the beginning area. You MUST knock-out the guard to get it, not kill him. Use your fists. Althoguh the weapon has no specific advantage except 1-shot kills. Level 1 Key Card: Dropped by the 2nd cloaked guard in the beginning area. It is used to unlock the first door. Level 2 Key Card: Dropped by the 4rth cloaked guard in the 2nd room. It is used to unlock the next door there. DY357 Magnum: The weapon of all the guards that appear because of the alarm. Stronger than the CMP150, but they miss a lot against your strafing techniques, if you have any, that is. Backup Disk: Found in the safe that you need to hack with the Decoder. Collect it to complete Objective 2. *********************************************************************** SHIELDS 1: From the safe, go outside the door and follow the path straigth ahead. You'll get to a set of stairs, it's on them, just after the first part of stairs. *********************************************************************** WALKTHROUGH Move around to kill the 2 Cloaked guards, wait until they appear to shoot youand quickly bring them down. The 2nd guard you kill will drop the Level 1 Key Card to access the next area. Go through the door and kill the guard fiddling with a switch at the end of the corridor. Activate the switch once and pass to the next area. The lights are out (The switch you turned off), go in the small area to the right and 4 cloaked guards will appear in the room. Dispose of all of them (Use the CMP150 Ammo you got) and the last guard will drop the Level 2 Key Card to access the next area. Pass in the next area and kill the guard there. Now, this part gets rather tricky, DON'T let the guards get out of your view sicne they'll go ring the alarm if you do. I suggest using the Falcon 2 (Silencer) to prevent them from hearing you. Go through the next door up the stairs and kill the guard to the right (He'll probably see you enter). Quickly go toward his body and kill the guard to the left right after a wall. Go back to the door where you were you entered and go in the small niche to the left to kill another guard. Go to the door to the right of the room from the entrance and kill the guard on the other side by shooting through the window. Go up the stairs to the left of the room and crouch down on the pipes up there. Follow them until Joanna speaks about the Meeting Room. When she does, send the CamSpy in the hole before her. Watch the Meeting Scene and play will resume after this. Back up on the pipes and shoot the guard near the door down below. Fall down the pipes and enter before-said door. Enter the door at the top of the stairs. Kill the 3 guards to the right as soon as you enter and kill the 2 other guards that will come along (No danger of alarm, don't worry). Enter the next door on the right wall and put the Decoder in the small input device to the right of the door inside. Equip the CMP150 and guard the door. Kill all guards that show their ugly mugs until the timer is finished. Wait at least 10 seconds after that for the door to open and head inside for the Backup Disk. Head out of the room and go straigth ahead. Go in the entrance to the left along the way once the explosion has opened a path, you can always dive through the fire, but it's not recommended. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ AREA 51- INFILTRATION *********************************************************************** OBJECTIVES 1: Shut down air intercept radar. 2: Gain access to hangar lift. 3: Make contact with CI Spy. *********************************************************************** ITEMS/WEAPONS Falcon 2: Your starting weapon. Explosives: You start with them. They are used to destroy the Air Intercept Radar systems. MagSec 4: The weapon of choice of most guards outside the base. Grenade: All guards in the level carry those. Twin MagSec 4: From the tower with the switch for the main base entrance, go to the right down into the tunnel and head to the left. From the structures there, head to the door on the left and you'll see a couple of guards come out of there. The one with a brown & white clothing has the Twin MagSec 4. Lift Key Card: Carried by the technician inside the outskirts of the base, he's at the robot interceptor to the left at the beginning, but will end up in the Air Intercept Radar station if you take too much time. Rocket Launcher: From the ladder leading to the Air Intercept Radar station, continue past that one and crouch down in the small passage in the wall there. Follow the passage on the other side and head to the small heliport there (Follow the wall, as the place is mined). Get the Rocket Launcher from there. Practicly useless unless you want to shoot down the Robot Interceptor easily, but it's probably not in the sky yet. Dragon: The weapon used by all the guards inside the base itself. *********************************************************************** SHIELDS 1: From the tower with the switch for the main base entrance, go to the right down into the tunnel and head to the left. From the structures there, head to the door on the left and you'll see it right before the door. 2: From the ladder leading to the Air Intercept Radar station, continue past that one and crouch down in the small passage in the wall there. It's right there. *********************************************************************** WALKTHROUGH Kill the 2 guards with their back toward you quickly and turn around to kill the next guard. Don't forget to destroy the drone gun to the right of your starting position. Go along the path, killing another guard and destroy the drone gun at the turn to the left. Using the MagSec 4 at this point is a good idea. When you get to the big area, destroy the drone gun to the left and head to the right quickly to the tower. Climb in and kill the 2 guards there and activate the switch. Head out of the tower and to the left at the main entrance. Don't enter before destroying the drone gun on the wall on the right of the entrance inside the base. Run inside and toward the technician on the left. Knock him out from behind (Opening a bonus in the next mission if he stays alive instead of killing him). You'll also get the Lift Key Card from him, head back to theright and to the left of the main block there. Kill the 2 or single guard awaiting there and head down the ladder. Head through the door on the right and folow the path to a bunch of computers. Put the Explosives on the one in the middle and quickly head out of there. A guard is awaiting you at the top of the ladder, dispose of him. Activate the small terminal on the small wall to the right of there, near the lift door and enter the lift. Kill the 2 guards there and switch to the Dragon (More Accurate). There will be up to 9 guards during your run for the next elevator, be on the watchout for them. Once the lift opens, run forward and go around the wall from the left. Go up the catwalk to the right and follow the path there to an intersection. Ignore the passage to the left and continue to the elevator. Take the elevator and kill the 2 guards awaiting you as the door opens. Follow the path until you get a music change, then, aim toward the elevator you arrived from to take out 2 guards. Aim down to the right, toward some boxes and take out the 4 guards behind them. The accuracy of the Dragon helps there. Follow the path, killing the single guard awaiting you after a turn on the left and head down below. Go to the left of the boxes where the guards were hiding and head through the door there. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ AREA 51- RESCUE *********************************************************************** OBJECTIVES 1: Obtain and use lab technician disguise. 2: Gain access to autopsy lab. 3: Rescue the crash Survivor. *********************************************************************** ITEMS/WEAPONS Falcon 2 (Silencer): Your starting weapon. Dragon: The weapon of choice of all the blue-dressed guards inside the stores. Grenade: Most guards inside the stores carry those. X-Ray Scanner: You start with it. It is useless at this level of difficulty. Data Uplink: You start with it. It is useless at this difficulty. Twin Falcon 2 (Silencer): From the beginning, follow the path up the slop and go around the wall to the right. Go to the left around the crate and fire from a little far-away on the small barrel put under thge pile of crate. Crawl in that area after the barrel is destroyed to get the Twin Falcon 2 (Silencer). Phoenix: You must have left the Technician in the previous mission ALIVE (Knocked-out, not killed) to get this one. From the beginning, follow the path up the slope and go up the elevator on the left wall. Head to theright on the next floor and try to open the door atthe end, it is locked. Wait for a little and the technician will open it. He'll surrender easy, go to the left, up the slope and follow the path to an elevator and take it to the next floor. Follow the path all the way to a control room and check the small bench at the end of the room near the computers, it's there. Use the Secodnary Mode to kill everything in 1 shot, VERY useful. SuperDragon: The weapon of choice of nearly all the guards inside the labitself, they are dressed in brown & white. Lab Clothes: Laying in the debris of the wall you blow up to access the research section. used to enter the Autopsy Lab. Medlab 2 Key Card: The technician behind the glass walls inside the autopsy lab has it. Kill or knock him out to get it. It is used to access the autopsy lab where Elvis is being held. Tranquilizer: Carried by all the technicians and the hazard-suited guards. Harrassing, but not damaging. Op Room Key Card: Carried by a guard in Medlab 2. The last one you kill in that room will drop the keycard. It is used to access the autopsy room to save Elvis. *********************************************************************** SHIELDS 1: From the beginning, follow the path up the slope and follow the wall on the left. Follow it past the elevator and turn around to the left. Kill the guard there and he should drop a shield. 2: From the blown-up passage to the research section, go up the slop on the right and enter the room on the left at the top. It