***************************************************************** Perfect Dark Walkthrough/FAQ By CyricZ Version 2.0 E-mail: CyricZ42@hotmail.com ***************************************************************** Table of Contents: 1. Introduction 2. Basic Tips 3. Characters 4. Weapons 5. Gadgets 6. Carrington Institute 7. Missions/Walkthroughs (one of the following for each mission) A. Overview B. Objectives C. Equipment D. Opposition E. Walkthrough F. Time Trial G. Other (Cheats, Hidden Secrets, or Fun Stuff) 8. Combat Simulator (Multiplayer) A. Arenas B. Scenarios C. Presets and Submitted Game Setups D. Weapon Setups and Unlocking E. Simulants 9. Challenges 10. Co-Operative and Counter-Operative 11. Other Stuff/FAQ 12. Legal 13. Credits 14. Version Updates 15. The Final Word 1. Introduction Hi! Thanks for stopping by and looking at my FAQ! I’d like to say that this is the first FAQ I’ve ever published and I hope you enjoy reading it as much as I enjoyed making it. This FAQ is for the latest masterpiece from the wizards at Rareware. Set in the futuristic 2023, where we FINALLY have hover cars and such, Agent Joanna Dark, the star operative of the Carrington Institute is being sent on her very first mission, one that will end up holding the fate of the Earth in its outcome. I could go on about how much majesty is in this game, but you can just check out my review at gamefaqs.com. Now, I picked a...different way of writing the mission walkthroughs. Instead of simply typing up several walkthroughs for each difficulty level, I’ve lumped them all together to save space and assure continuity. I’ve clearly marked each paragraph as applying to specific difficulty levels, or all of them. The markings will allow you to skip over unnecessary portions of each mission. Now, down to business... 2. Basic Tips Always keep your weapon fully loaded. Reload manually whenever you get a chance. Keep conscious of your ammo count. In Agent, guns dropped hold twenty rounds of ammo, SA they hold 15, and PA they hold 10. You’ll have to be a lot more frugal with your shots if you hope to survive. If you have a group of enemies that you want to pick off before they get on you, consider crouching. Crouching makes you a smaller target and improves your aim considerably. You’re not very mobile, though, so it’s unwise to do this if your enemy’s next to you. Speaking of crouching, ALWAYS remember that there are two "levels" to crouching. Each will bring you lower to the floor. You’ll also have to tap R twice to bring yourself back up. Shields are available on Agent and Special Agent, but NOT on Perfect Agent. Remember this. When going for Time Trials, or when generally trying to get movin’ fast. Use the strafe- run. Use both the stick and the strafe buttons. You’ll run at an angle, but it’s far faster than straight running. Your Falcon will be your most trusted weapon, just don’t forget all the others you pick up. Explosives can especially come in handy for neutralizing groups. Going along the same lines, if you know where a group of enemies is and don’t want to engage them on their territory, make them come to you. Lay explosives. Hide around the corner, crouched, and be ready to surprise them as they round the bend. Remember that they have to turn around before they can shoot you. Use that split second to your advantage and you’ll get far. When fighting solitary or a couple of enemies close together, try to stay in what I call the Dead Zone. This is the area around the enemy where they’re too close to shoot, but too far to punch. Circle around enemies in this way and you can easily eliminate them, even on PA. 3. Characters Joanna Dark: The character you control and the latest and greatest field operative that the Carrington Institute has to offer. Her training scores gave rise to a new training rank: A++. Code Name: Perfect Dark. Daniel Carrington: Head of the Carrington Institute, this wise man is responsible for much of the new technology that has entered the world recently. The Institute trains scientists, field agents, diplomats, and technicians that will be ready to tackle the challenges of this brave new world. Jonathan: Previous holder of the training records at the Carrington Institute, this agent is experienced and currently in the field. He respects Joanna but still feels a slight bit of resentment towards the young prodigy. He will never let such petty feelings get in the way of his work, however. Cassandra De Vries: CEO and head of the DataDyne Corporation, the person responsible for just about all the rest of the new technology that has entered the world recently. Naturally, DataDyne has a deep competition running with the Carrington Institute. Dr. Caroll: A scientist in the DataDyne Corporation who has had enough of his present situation and wants out. Joanna will have her first mission in his extraction. Trent Easton: Head of the National Security Agency, Easton seems to have other motives than protecting the US government. The President of the United States: What can we say? He’s wise, intelligent, strong- willed, just not a very good judge of character... Mr. Blonde: A mysterious man with a deep voice. Who is he and why does he seem to be in control here? More characters will be introduced as they come into play... 4. Weapons As can be expected, Perfect Dark has a huge variety of weapons to use throughout the game. As in Goldeneye, not all will be available at all times. Oftentimes, you’ll have to improvise to find the best use of a particular weapon in a situation. That said, let’s get on with the descriptions: Note: When I say "Trigger Pull" under Fire Rate, it means that a gun can fire at that rate, but you have to repeatedly hit the trigger, instead of just holding it down. Unarmed (fists): Primary: Punch; Rate: Medium Secondary: Disarm; Rate: Medium Even without a weapon, Joanna is still a deadly machine. Fighting barehanded can actually be quite useful at times. One punch to the back of an unsuspecting enemy’s head can save you ammo. The Disarm function is very useful in close quarters. You can easily relieve an enemy of their weapon in this manner. Watch out for a second weapon that they might pull, though. DataDyne guards are notorious for having an extra Falcon 2 concealed on them. Pistols: All pistols have Double Potential, meaning it’s possible to carry two at once. Maximum pistol ammo capacity is 800. Maximum Magnum Bullet capacity is 200. Falcon 2: Primary: Single Shot; 8 Pistol Bullets per Clip; Fire Rate: Fast with Trigger Pull Secondary: Pistol Whip; Rate: Slow Your trusty sidearm. You’ll start nearly all the missions with one of these. All things considered, the Falcon’s a fine weapon. Don’t think for a moment that, just because it’s basic, that it’s a lousy weapon. The pistol whip packs a bit more of a hit than a standard punch, but it’s quite a bit slower. In some missions, your Falcon 2 will be outfitted with either a silencer or a scope that will allow you to see forward 2X. MagSec 4: Primary: Single Shot; 9 Pistol Bullets per Clip; Fire Rate: Fast with Trigger Pull Secondary: Three-Round Burst; Fire Rate: Very Fast Burst, Medium between Bursts Scope: 2.4X Pistol used by the military. It features lower accuracy than a Falcon and the scope really doesn’t improve aim. Normally, I suggest sticking with the Falcon, given a choice. The only thing that might give this weapon an advantage over the Falcon is its Three-Round Burst. Accuracy suffers even more here, but it can improve your chances in a close quarter fight. There's also a bit of an increase in power over the Falcon, but if you like head shots, that shouldn't be much of a concern... Mauler: Primary: Single Shot; 20 Pistol Bullets per Clip; Fire Rate: Fast with Trigger Pull Secondary: Charge-Up Shot; Full charge up takes about 2 seconds. Skedar standard issue. This weapon fires bolts of energy, like the Phoenix. It is quite accurate, and the large magazine is a plus. Of course, it needs this large magazine when it employs its secondary fire. The Charge-Up Shot consumes five rounds, but also does five times the damage, making it the preferred weapon of choice when facing solitary enemies. Phoenix: Primary: Single Shot; 8 Pistol Bullets per Clip; Fire Rate: Fast with Trigger Pull Secondary: Explosive Shells; Fire Rate: Medium with Trigger Pull Maian standard issue. This blue pistol fires accurate bolts of energy, even though it uses pistol rounds. At the cost of nothing more than fire rate, Phoenix shots can be laced with low-yield explosives. Most enemies will fall with one well-aimed explosive shot. That being said, the Phoenix is an excellent weapon to have. DY357 Magnum: Primary: Single Shot; 6 Magnum Bullets per Clip; Fire Rate: Slow with Trigger Pull Secondary: Pistol Whip; Rate: Slow A powerful pistol. The most powerful in this world, reportedly. Note that I said THIS world. Although quite powerful, this gun is really only useful against solitary or spaced out enemies. This gun is not good for ambushes, crowds, enemies that require more than one head shot, etc. The pistol whip is more effective with the Magnum than a Falcon, due to the weight of the gun. DY357-LX: Primary: Single Shot; 6 Magnum Bullets per Clip: Fire Rate: Slow with Trigger Pull Secondary: Pistol Whip; Rate: Slow This pistol was specially ordered by NSA director Trent Easton. On the outside, it appears to be a standard Magnum, albeit with a tiger-skin handle and gold-plating. The inside, however, boasts an incredibly high barrel velocity, and impregnates standard magnum bullets with the ability to shatter on impact. Translation: Every hit is fatal with this gun. Nice gun if you can get it... 9mm Automatics: Maximum 9mm capacity is 800. Yes, pistols and automatics use different ammunition. Don’t ask me why. Both should use standard 9mm... CMP150: Primary: Rapid Fire; 32 9mm Bullets per Clip; Fire Rate: Very Fast Secondary: Follow Lock-On Stands for "Combat Machine Pistol". A very effective and versatile weapon, though a bit of an ammo-muncher. This is the standard issue for DataDyne guards, especially those in Lucerne Tower. The secondary fire allows you to "tag" enemies as you pass your aiming reticle over them. Once you tag them, the gun will track them and you can simply hold down the trigger to clear the room of them, as it follows rather well. This only works as long as the enemy stays in your line of sight, and is more useful when you don’t mind wasting ammo. Double Potential. Cyclone: Primary: Rapid Fire; 50 9mm Bullets per Clip; Fire Rate: Very Fast Secondary: Magazine Discharge; Fire Rate: Extremely Fast Built as a weapon for supplying suppression fire over large areas and used by the Presidential bodyguards. This machine gun isn’t all that accurate, but his has a large magazine to make up for it. At an insane fire rate and even less accuracy, one touch of the trigger on secondary empties your magazine in a couple of seconds. This can easily lay waste to a pack of bad guys. This one also wins my award for "Coolest Reload", where you slide a large clip through a slot, and it’s spat out the other side, the bullets entered into the magazine. Double potential. Callisto NTG: Primary: Rapid Fire; 32 9mm Bullets per Clip; Fire Rate: Fast Secondary: High-Impact Shells; Fire Rate: Medium This is the Maian assault weapon. It, like all Maian weapons, is a finely made piece of equipment with few drawbacks. The secondary mode is more useful for facing down strong single opponents, like Skedar. The primary mode is better for multiple targets. Accuracy is good in both modes. RC-P120: Primary: Rapid Fire; 120 9mm Bullets per Clip; Fire Rate: Very Fast Secondary: Cloaking Device The descendant of the famed RC-P90, this lovely weapon sports great accuracy, a huge magazine, and a high fire rate. Coupled with the Cloaking, which runs off ammo at the rate of about five seconds per full clip, this is a gun for the ages. As with all Cloaking Devices, you’re invisible as long as you don’t fire. Laptop Gun: Primary: Rapid Fire; 50 9mm Bullets per Clip; Fire Rate: Very Fast Secondary: Sentry Gun Placement; Fire Rate: Very Fast Scope: 2X My personal favorite. This weapon is a machine gun disguised as a laptop PC. When unfolded, it is a very accurate and useful automatic. The secondary fire is what puts the icing on the cake. By sacrificing the gun and all your 9mm ammo, you can toss the gun onto the floor, wall, or ceiling. Any hostiles that enter the area will be riddled with its bullets. This sentry gun does take a while to turn, and you do have to sacrifice your entire supply of 9mm bullets, but it’s worth it to have a gun you can rely on in such situations. Another small drawback to this gun is deployment of the primary mode takes a couple of seconds, which can be seriously problematic in a firefight. Rifle Automatics: Maximum rifle ammo capacity is 400. Dragon: Primary: Rapid Fire; 30 Rifle Bullets per Clip; Fire Rate: Fast Secondary: Proximity Mine Scope: 2X A DataDyne made weapon issued to the military; this automatic rifle is used mostly by guards in Area 51. This is a basic and reliable design, with a nasty surprise built in. At the cost of sacrificing the gun, but not the ammo, a proximity device on the barrel can be activated that will send any grabbers of the gun to the next plane of existence. K7 Avenger: Primary: Burst Fire; 25 Rifle Bullets per Clip; Fire Rate: Fast Secondary: Threat Detector; Fire Rate: Medium Scope: 3X This is an experimental weapon at the beginning of the game, and ends up being standard for DataDyne assault troops by the end. The Avenger is a decent automatic, with some good power to it. The only serious drawback is a small magazine. The Threat Detector spots and highlights any mines or automatic guns in your line of sight. You can still fire your gun while in this mode, but the rate is reduced. AR34: Primary: Burst Fire; 30 Rifle Bullets per Clip; Fire Rate: Fast Secondary: Scope Lock Scope: 3X This automatic rifle is the only widespread assault weapon made by the Carrington Institute. The CI would rather not make a noise when eliminating its enemies, but this will do fine in a pinch. The secondary function allows you to move around while zoomed in with the scope. A good weapon, given little other choice, which will sometimes be the case. SuperDragon: Primary: Rapid Fire; 30 Rifle Bullets per Clip; Fire Rate: Fast Secondary: Grenade Launcher; 6 Grenade Rounds per Clip; Fire Rate: Medium-Slow Scope: 2X Big brother to the volatile Dragon, this gun would rather take out its explosive tendencies on others than itself. Replacing the mine, the SuperDragon has a grenade launcher attached that can fire standard-yield floor-impact grenade rounds. Definitely a good crowd-clearing weapon. Just be careful where you aim so you don’t take down any mission-critical characters, or yourself... Maximum Grenade Round Capacity is 50. Other Major Guns: Shotgun: Primary: Shotgun Blast; 9 Shells per Clip; Fire Rate: Slow Secondary: Double Blast; Fire Rate: Slow A nice power weapon, the DataDyne Shotgun takes a REALLY long time to reload, so the only perceivable difference between modes, besides amount of damage, is that you empty your gun faster. This is particularly useful for packs, as the spread has an easy chance of wounding most of the pack, lining them up for a second farewell. Maximum shell capacity is 100. Reaper: Primary: Reapage; 200 Reaper Bullets per Clip; Fire Rate: Extremely Fast Secondary: Grinder Reapage is not a word, but I don’t think the Skedar really cared about that when they made this insane and unruly automatic. This...gun...fires its bullets in a very wide spread and very rapidly. It takes a few seconds to really get going, but once it does, get out of the way. The secondary mode is good when you want to conserve ammo on the weapon, as if that were ever a concern. It’s very damaging to humans, but Skedar have built up a resistance to the blades, which isn’t great considering you only get to use it on the final mission. Maximum Reaper ammo is 800. Sniper Rifle: Primary: Single Shot; 8 Rifle Bullets per Clip; Fire Rate: Medium with Trigger Pull Secondary: Crouch Scope: 1X to 30X (adjustable) A lovely stealth weapon from our friends at the Carrington Institute, this incredibly high- powered rifle makes shooting from afar a breeze. The secondary function is necessary as the crouch function will be replaced by the zoom in/zoom out function when the rifle is up. Crouching will improve your aim on long-distance shots. Farsight XR-20: Primary: Rail-Gun Effect: 8 Orbs per Clip; Fire Rate: Slow Secondary: Target Locator Scope: X-Ray Forget the Sniper Rifle. It’s really nice to be able to hit an enemy when they aren’t able to see you at all. Combining an X-Ray Scanner with high-powered shots that can easily pass through any wall, this magical Maian item is the ultimate sniper weapon. The gun is rather tough to use without the Target Locator, though, as said Locator automatically tracks enemies, zooming in and out accordingly. The turning while zoomed is turtle-like, however, so beware. Maximum Orb capacity is 100. Explosive Guns: Devastator: Primary: Grenade Launcher; 8 Grenade Rounds per Clip; Fire Rate: Medium Secondary: Wall Hugger Effect Another DataDyne creation, this launcher has an interesting secondary mode in addition to its standard grenade round scheme. The Wall Hugger magnetizes the grenade for a few seconds, allowing it to stick to surfaces, to later fall to the ground. I haven’t found this mode too useful, myself, but I imagine it will be helpful if being chased from behind. Maximum Grenade Round Capacity is 50. Rocket Launcher: Primary: Rocket Launch; 1 Rocket Clip; Fire Rate: N/A Secondary: Targeted Rocket This is a standard, yet rather compact, Rocket Launcher from DataDyne. The Launcher is designed as a secondary mode to lock onto its target and track the sucker to the end, or until it hits something. Particularly useful in open areas, but not as fast as firing primary, dumb rockets. Maximum Rocket capacity is 3. Slayer: Primary: Rocket Launch; 1 Rocket Clip; Fire Rate: N/A Secondary: Fly-By-Wire Rocket What could be more fun that homing a rocket in on an adversary? How ‘bout controlling the rocket and doing the homing yourself? It leaves you vulnerable, but activating the secondary mode on this Skedar-made weapon will allow you to control the rocket in flight. Definitely fun and effective, if not practical at all in a melee. Maximum Rocket capacity is 3. Special Weapons: Combat Knife: Primary: Knife Slash; Rate: Medium Secondary: Poison Knife Throw; Capacity: 10, Throw Rate: Slow Follow me on this one. The knife has a vial of poison secreted in it, that will only shatter when the knife is thrown, not slashed. Confused? Don’t worry too much about it. The knife will do more damage than a punch, and the poison in a thrown knife will drop your adversary in about six seconds. Double potential. Crossbow: Primary: Sedate; 5 Bolts per Clip; Fire Rate: Fast with Trigger Pull Secondary: Instant Kill The only time you’d want to use the Primary Sedate function is in Solo Missions when you have neutral folk you don’t want to kill. Otherwise, this quiet weapon can keep you well hidden when you want to be. Its reload time is abysmal though. Maximum number of Bolts is 69. Odd number... Tranquilizer: Primary: Sedate; 8 Doses per Clip; Fire Rate: Fast with Trigger Pull Secondary: Lethal Injection; Rate: Slow Using the Tranquilizer on an enemy can seriously put them on an acid trip. Swimmy vision affects bad guys the same way it effects you. A lethal injection uses half the stuff in a clip, but it’s an easy way to finish the job you started with the drugs. Unfortunately, you have to be right next to your adversary to hit him with the lethal injection. Maximum number of Doses is 69. Hmm... Laser: Primary: Pulse Fire; Fire Rate: Medium with Trigger Pull Secondary: Short Range Stream A very nice weapon, the Laser combines both the Moonraker Laser, and the Watch Laser in one weapon. Unfortunately, you only use this weapon once in the game. The fact that there’s infinite ammo helps a lot, though. Placed Explosives: Grenade: Primary: 4-Second Fuse; Capacity: 12 Secondary: Proximity Pinball Standard-yield explosives with a cute little twist. The primary is rather self-explanatory, while the secondary activates a small rocket nozzle, or something, that causes the grenade to bounce rather high, and indefinitely, until it hits something organic. Timed Mine: Primary: Time Mine; Capacity: 10 Secondary: Threat Detector Has the same Threat Detector as the Avenger, except you can’t use the mines when it’s active. Mine fuse is about 4 seconds. Proximity Mine: Primary: Proximity Mine; Capacity: 10 Secondary: Threat Detector Yep. Same Threat Detector. Nope. Can’t place mines while using it. Proximity mines are pretty self-explanatory. Don’t get close. Remote Mine: Primary: Remote Mine; Capacity: 10 Secondary: Detonate The secondary mode for these little puppies is the detonate command, but you can just as easily do it with the old Goldeneye quick-detonate trick. Hit B and A together to detonate all Remote Mines. It will only work if you have the mines in hand, though... N-Bomb: Primary: Impact Explosion; Capacity: 10 Secondary: Proximity Explosion Much safer in the secondary mode, the N-Bomb is a neutron bomb for your pocket. Its explosion spans about a fifty-foot diameter and about ten feet high. It doesn’t have the power of normal explosions, but it will shake you up as well as any fist to the head, not to mention continually causing damage as you stand in the blast radius. You’ll know an N- Bomb has exploded when you see your surroundings get dark. 5. Gadgets What spy would have fun performing these dangerous assignments without the benefit of futuristic gadgets? Not any spy I know... Perfect Dark doesn’t skimp at all when it gives you the goods in this department... Data Uplink: No spy would be ready to tackle on this futuristic Internet generation without some sort of all-purpose hacking, cracking, searching, uploading, downloading, wireless tool. If there’s any thing technical that needs to be done, rest assured your Data Uplink will handle the job. If it can’t hack on it’s own, it’ll link to the CI, where Grimshaw and his tech friends will work on it themselves. It’s not omnipotent about computer systems, though, so there may be times where you may need some outside help in addition to the Uplink... CamSpy: Another very nice tool, this little bugger is your eyes and ears when you can’t get to certain areas. By controlling it remotely, you can wheel it to areas that may be either too small, or too dangerous to access. It can open doors and hover a short distance, as well. There are two modifications to the CamSpy in existence. The DrugSpy, which carries a supply of 10 tranquilizing darts, and the BombSpy, which carries...a far nastier surprise. ^_^ Night Vision: The game is called Perfect Dark, after all. Slipping these beauties on will give you a more green outlook on life. Characters will be seen as a bright green against the black and dark green background of the terrain. This is very useful in the dark, but the second you step into the light, the goggles overload and you can’t see a thing. Bummer. Radar Tracker: Similar to the Goldeneye radar, this device brings up a radar screen in the corner that shows where you are in relation to other mission-critical objects or characters. A blip pointing up is indicating that the target is above you spatially, while a down arrow blip indicates a target below you. Combat Boost: I’ve heard several people complaining about the usefulness of this thing. It’s VERY useful. It seems to slow down everything, and for the game’s sake, that’s exactly what it does. The only thing that’s not slowed down is you, the player, the person with the controller. This means your reaction time is now greatly improved, allowing you to be far more precise with your hits. A fine item indeed. X-Ray Scanner: These goggles allow you to see through walls, literally. The range is short, but anything behind a wall will become visible to you. Be careful, though, as you won’t be able to see anything directly in front of you. This is also useful for specific mission objectives that require you to take a close look at certain things. Horizon Scanner: Basically, this is a really fancy set of binoculars. You can’t fire while using it, but it’s useful for scouting terrain ahead. It can zoom up to 31X. IR Scanner: Enemies can’t hide from you when you detect the heat radiating from them with this beauty. Everything looks red, and characters glow bright red. This works even if enemies are using cloaking devices to hide from you. Speaking of which... Cloaking Device: An alien crystal is used in this device to bend light around its bearer making them almost completely invisible. I say almost, as there is the tiniest amount of distortion left over. Also, any time the field is jarred, visibility temporarily returns. Jarred, like say, if a bullet was fired or something... Other gadgets will also be available to you throughout the game, but these are the major ones. I’ll explain more about certain gadgets as they come up. 6. Carrington Institute This is your base of operations. You can consider this your information hub, and your training grounds. You begin upstairs in your office in front of your PC. Access it with B to return to the Main Menu you started from. You can do the same by pressing START anywhere. Oustide your office is the upstairs hallway. To your right is Daniel Carrington’s office. You can go in and say hi, but that’s about it. To your left along the hallway is the Information Room, and further on is the Device Lab. In the Information Room, your buddy, the wormy Grimshaw will be tending to things. On the PC on the left hand side is information regarding characters and the story of the game. It will be updated as more is revealed. The PC on the right contains a record of the Cheats you’ve amassed. It’s not all that convenient, as you also can access them from the Main Menu, but there you go. The Device Lab contains small training missions to familiarize you with the various gadgets in the game. It would behoove you to go through each of these. I’ll explain the training after the whole description of the Institute. There are two elevators to get you to ground floor level. There are two doors on this level. The door on the right is the Holographic Training Room, or the Holo Room. You can use this to familiarize yourself with basic movement and some unarmed combat. The door on the left leads to the Firing Range. This place allows you to practice with the guns you’ve found during the game. On the walls you’ll notice a few familiar-looking guns. What could they be for, hmm? On the PC, you’ll find a listing of all the weapons you’ve found and you’ll get a rolling description of each one. Enter the Range proper, and hit the PC there to practice with your weapons. There are three difficulty levels to each weapon, and you’ll be able to practice with every weapon in the game as you find them, with the exception of Unarmed, since there’s no projectile involved, and the N- Bomb, which really doesn’t lend to practice given the magnitude of its explosion. There is a ramp leading down on the far side of the ground floor. At the bottom you’ll see a jetbike parked on the pad. You can hop on by hitting B twice and practice riding around. You can’t go far, but it’s good to familiarize yourself with this vehicle. Heading through the complex corridors in the storage area, you’ll eventually come to the main hangar. Behind the rather rude lab tech, you’ll find a PC that will display vehicles and locations you’ve encountered so far. Device Lab: Data Uplink: Grab the Uplink on the table, go over to the PC near the wall, and push Z. It’ll start working. As long as you don’t move, it’ll finish hacking and open the secret door. ECM Mine: Enter the secret door you just opened and turn right. Go to the end of the hallway and you’ll see an opening. Out of your reach on the other side is the "security hub". Toss your mine onto it. This tests your throwing of critical items, which will become important later. CamSpy: Turn left as you enter the secret door. You’ll come to a lower duct area. You can crawl through this, but you might as well practice and get used to the CamSpy. Activate it and send it through the ducts. Bear to the right so that you get to the correct vent door. You’ll know you’re at the right one when you see the Info Room on the other side. Use the Top C button to levitate yourself and press Z to snap your picture of the Info Room PC. Night Vision: Bear to the left as you pass through the secret door. You’ll see a darkened area. Enter and activate your Night Vision. The light switch will be to your right. Door Decoder: Turn right and then left to get to the door and its activation console. Simply use the Decoder while looking at the console and it’ll open in a few seconds. R-Tracker: Go through the new door and activate the R-Tracker. The blip will be in front and to the left of you. Take the second left on this new hallway to get to the IR Scanner. IR Scanner: Go through the new door and activate the Scanner. Take the first left and follow the passage until you see a highlighted wall. Activate the wall to open the door. X-Ray Scanner: Go through the new secret door you just opened and continue until you see an expansion in the hallway. On your left and right are the consoles you need to hit, but you need to activate the Scanner to see them. It’s a little disorienting. Disguise: Put on the Disguise when you pick it up. Go into the duct system and head for the Info Room. Of course, Grimshaw won’t be at all suspicious to see a well-dressed person walk out of the duct system. Yeah, right... Cloaking Device: Head through the secret door to the laser grid area you shut off using the X-Ray Scanner. Activate the Cloak and continue to the end of the hallway. Walk up to Carrington and deactivate the device, or you can have a laugh and punch him, too... Holographic Training Room: Training 1 - Looking Around: The four panels you need to look at are to your right on the floor, to the left high on the wall, to your right on the ceiling, and in the back on the ceiling. Look at all of the panels and activate the ones on the wall. Training 2 - Movement 1: Walk up to either the far left or far right panel and hit it, then quickly strafe to the next, slowing down a bit as you reach it. Activate all four in this way. You have about five seconds after the first one is hit. Training 3 - Movement 2: You’ll need to duck once to get under the lasers to reach the panel on your left, and you’ll need to duck twice to get the one on the far wall. Training 4 - Unarmed Combat 1: Your first enemy will stand and take the punch you give him like a man. Your second will try to evade you, and the third will try to punch you, too. Keep moving for the third one. Training 5 - Unarmed Combat 2: Switch to Disarm. Hit the first one in the back of the head as he walks around. For the second one, he’ll always be facing you, and can only be knocked out from the back. The solution is to hide behind the wall. Do this, and he’ll start patrolling. Run up behind him as he’s walking way and belt him. Immediately run behind the wall. The third guard will shoot back, and he’s a very good shot. Disarming won’t work. Switch back to punch and pop out of the wall just long enough for him to take some shots at you. After he stops run up and smack him. Training 6 - Live Combat 1: There are four guards running around here, ready to punch your lights out. Keep moving and throwing punches. They usually can only get a hit on you when you stop moving. Training 7 - Live Combat 2: There is one unarmed guard on either side of you, and three armed and good shots on the far end. Strafe around the wall and attract the attention of the two unarmed. Then pop up from behind the wall, let them get a few shots off, and disarm one of them, and run back behind the wall. After that you can either punch or shoot them. Firing Range: Earning Gold Medals for certain guns in this place gives you access to some of the coolest classic weapons from Goldeneye. You can only use guns here when you’ve handled them in the Solo Missions. IMPORTANT: When I say targets "move in a circle". They don’t actually go in a circle. They move in a counter-clockwise square manner around a specified area. It’s just a lot easier to say "They circle" than the alternative. Each Practice Trial has requirements. These may include: Score - Hitting the yellow gets you 10 points. Hitting the red gets you 5. Hitting the blue gets you 2, and hitting the brown gets you 1 point. Destroying a target with explosives gets you 10 points. Only hits on the front side of a target will be registered as hits. Back hits will not count at all. Time - All missions require you to be done in a certain amount of time. Standard Bronze time is 2 minutes. Many of the Silver and Gold are shorter. Ammo - Some Trials start you with a limited amount of ammunition. If not listed, it provides you with unlimited ammo. Targets - Most targets take a certain number of hits anywhere on the front before shattering. If not listed, assume that either the target doesn’t explode, or you probably won’t need to hit it enough times to make it explode. In a few situations, you’ll have both a score objective AND a target objective. Be sure to get the score first, as sometimes you’ll have a limited number of targets. Most times not all of your targets will be visible at once. Once you destroy one, the next will appear, and so on. In other words, if I say there are one, two, or three targets, that means that more may be invisible, but will become visible when one is destroyed. Accuracy - A few Trials require you to be accurate to a certain degree. This counts by times you hit the front of a target over total shots. Falcon 2 - Bronze - Score 120 in 2 minutes. Your three targets are stationary, and each will stand up to 8 shots. Aim for the bulls-eye and fire away. Silver - Score 80 in 15 seconds. The one target will move from side to side and each will stand up to 8 shots. Some say it’s helpful to strafe as the target moves. I find it easier to wait for it to stop, then unloading your gun on it. Gold - Score 170 in 10 seconds with 24 bullets. The five targets will move in an L shaped pattern, starting at the back right, moving left all the way, moving forward halfway, moving right halfway, moving forward the other half, moving right the other half, and moving all the way back. Completing this one is a bit easier if you go on the right side and shoot as the target moves back. Bulls-eyes com easier this way. Each target handles 8 shots. Falcon 2 (silenced) - Bronze - Score 120 in 2 minutes. The one target will flip over every few seconds and takes 8 shots. Naturally, don’t shoot when it’s flipped. Silver - Score 30 and destroy 9 targets in 2 minutes. There are nine targets lined up in rows of three, and they only take one shot. Just aim decent and you shouldn’t have too much trouble. Gold - Score 80 and destroy 3 targets in 30 seconds. The one target flips as it moves side to side and takes up to 12 shots. You’re going to want to concentrate on hitting the target as opposed to accuracy, here. Falcon 2 (scope) - Bronze - Score 120 in 2 minutes. The three targets will remain stationary and each take 8 shots. The only difference between this and the Bronze Falcon 2 is the targets are farther off, making you take advantage of the scope. Silver - Score 120 in 2 minutes and have 80% accuracy. The one target circles around and takes 8 shots. Like the Falcon 2 Gold, only fire when it’s moving forward or back. Gold - Score 80 in 10 seconds with 8 shots. The one target moves side to side and takes 8 bullets, so wait until it stops, line up your sight, and fire into the bulls-eye. Gotta be perfect. MagSec 4 - Bronze - Score 135 in 2 minutes. The one target flips and each take 9 shots. Silver - Score 135 in 2 minutes and 18 shots. There are six targets that flip and one back- facing target that moves side to side to block you. The targets take 3 shots each. You have time, so take careful aim. Gold - Score 80 and destroy 4 targets in 12 seconds. There are only four targets that circle and flip as they stop. Each target takes 3 shots. Accuracy is key here. Mauler - Bronze - Score 200 in 2 minutes. The one target moves back and forth and takes 20 shots. Use Single Shot. Silver - Destroy 8 targets in 20 seconds and with 50 bullets. The eight targets are circling. One Charge-Up shot will take out each of them. Gold - Destroy 6 targets in 15 seconds and with 35 bullets. The six targets are lined up in two rows and flip. Use your ammo wisely. One Charge-Up will take care of a target, but you don’t have enough in a clip for a full load of charged shots. With the remaining left over from the bottom of a clip, hit one, then come back and hit it later at the end. Phoenix - Bronze - Score 90 in 2 minutes. Two targets circle and flip. Each takes 8 shots. Use the Single Shot. Silver - Destroy 8 targets in 2 minutes and with 18 shots. Three targets move side to side and flip as they stop. Use the Explosive Shells. Gold - Destroy 6 targets in 20 seconds with 3 shots. The six targets move side to side in two target rows. Fire an Explosive Shell as the two targets come together. They move fast, so be quick about it. DY357 Magnum - Bronze - Score 90 in 2 minutes. One target flips over and can take 6 shots. You safely have one shot for each flip, but hitting the fire button a split second before the target turns may give you enough time for a second shot, but it’s really not worth rushing. Silver - Score 80 in 2 minutes and with 3 bullets. There are nine targets in three rows and each can only stand up to one shot. The trick here is to remember that Magnum bullets penetrate. Line up your shot as perfect as possible and bulls-eye all three in a line. Gold - Score 50 in 12 seconds with 5 bullets. There are nine targets that flip and take one shot each. Bulls-eyes are all that’ll count. DY357-LX - Bronze - Score 90 in 2 minutes. One target moves in a circle and each take 6 shots. Silver - Score 200 in 30 seconds. Three targets move side to side and each take 6 shots. Doing this one in the time limit means hitting all three targets as they converge in the middle. It’s not easy, especially with the delay of a magnum shot. Gold - Score 100 in 50 seconds and 12 bullets. The one target moves side to side and flips. It won’t be destroyed. Accuracy is your biggest problem here. CMP150 - Bronze - Score 240 in 2 minutes. Three targets flip and each take 32 shots. Silver - Destroy 4 targets in 2 minutes and 80 bullets. Four targets circle and flip. Each take 12 shots. Lock-on may help, but isn’t necessary. Gold - Score 350 and destroy 6 targets in 20 seconds. Three targets circle and each take 12 shots. Just be fast and accurate. It’s not that hard. Cyclone - Bronze - Score 750 in 2 minutes. Three stationary targets take 50 shots each. Use regular Burst Fire. Silver - Destroy 5 targets in 20 seconds. Two targets move back and forth and take 25 shots each. It might be a good idea to use Magazine Discharge, but you’ll miss more. It’s up to you. Gold - Score 400 and destroy 1 target in 18 seconds. There is one stationary and two side to side targets. Each takes 25 shots. Worry about accuracy here. Callisto NTG - Bronze - Score 480 in 2 minutes. There are six stationary targets arranged in two rows. Each takes 32 shots. Rapid Fire is faster, but High-Impact Shells will effectively double your score. The choice is yours. Silver - Destroy 1 target in 30 seconds. There’s only one target available, and it’s behind three back-facing targets. Use High-Impact Shells. The target takes 40 shots. Gold - Score 250 and destroy 2 targets in 20 seconds. There are 9 flipping targets. Each target takes 20 shots. RC-P120 - Bronze - Score a whopping 1000 in 2 minutes. There is one stationary, indestructible target. Take aim and empty your magazine into the target. Silver - Score 300 in 20 seconds. The thing about these three targets is that, unless you’re cloaked, they won’t flip around for you to shoot. Activate Cloaking and shoot the targets as they come around. Each of the three takes 20 shots. Gold - Destroy 9 targets in 20 seconds with 180 bullets. There are three peeking targets in front of six stationary targets. Cloaking will be risky since it chews up so much ammo. Laptop Gun - Bronze - Score 750 in 30 seconds. There are three stationary targets. Each takes 50 shots. Even with the time limit, this should be no problem considering the Laptop’s rate of fire and accuracy. Silver - Score 90 and destroy 3 targets in 20 seconds. The problem here is that the three targets are back facing and won’t turn around. Solution? Use the Sentry Gun. Toss it underneath the three targets. It’ll open up on them and hopefully you’ll take them all out. Gold - Score 750 and destroy 2 targets in 15 seconds and with 250 bullets. Three targets circle around and each can handle 50 shots. Just be good is all I can say. Dragon - Bronze - Score 450 in 2 minutes. There are three targets that flip. Each takes 30 shots. Silver - Destroy 1 target in 10 seconds and with 1 bullet. The target moves back and forth. Impossible? Not at all. Simply toss the Dragon using the secondary fire. When the target crosses the gun, it’ll blow up. Gold - Score 500 in 15 seconds and be 90% accurate. Two targets move side to side at different speeds and three targets lined up behind flip. All are indestructible. Accuracy counts a lot, plus the ability to move with the targets. K7 Avenger - Bronze - Score 375 in 2 minutes. There is one stationary target at a time and it takes 25 shots. Silver - Destroy 4 targets in 2 minutes and with 4 bullets. There are five targets arranged haphazardly around. The trick to it is to use your Threat Detector. There are a few mined targets. Shoot those with one burst (2 bullets) and you should take out a second one for each. Gold - Destroy 3 targets in 15 seconds with 30 bullets. The three targets flip and are at fairly long range. Use only ten bullets for each one. This is definitely one of the more challenging ones... AR34 - Bronze - Score 450 in 2 minutes. Three targets move forward and back, and each one takes 30 shots. Silver - Destroy 9 targets in 2 minutes and with 120 bullets. Three targets at a time circle and can be destroyed in 10 shots each. Gold - Score 500 in 20 seconds and with 100% accuracy. There is but one indestructible target moving from side to side. This is easily the hardest one, especially due to the accuracy constraint. My advice is to crouch real low and only shoot a few shots while it’s moving and empty your magazine when it stops. SuperDragon - Bronze - Score 450 in 2 minutes. There is only one target at a time that moves side to side. Each takes 30 shots. Silver - Destroy 9 targets in 2 minutes with 9 bullets and 9 grenades. The nine targets flip. Obviously, you’ll be using grenades for this one. Gold - Destroy 5 targets in 30 seconds with 60 bullets and 4 grenades. One target is in the center and can take 15 shots, while the other four circle and flip and can take 25 shots. One grenade destroys any of them. Use the grenades on the moving ones and shots on the stationary one. Shotgun - Bronze - Score 240 in 2 minutes. There is one stationary target at a time and each takes 11 pellets or 2 blasts since shotguns fire 10 pellets. Silver - Destroy 9 targets in 30 seconds. Three targets move side to side, but no more than two are in the same plane. Each target takes 10 pellets, or one full blast. An easy way to do this is to use the Double Blast, which will shatter two if well-aimed. Gold - Score 170 in 20 seconds with 30 shells. One target moves side to side and two flip. All are indestructible. This one isn’t too hard. Reaper - Bronze - Score 1000 in 2 minutes. The three targets flip and each takes 100 shots. This isn’t hard, but it will take a bit due to the erratic nature of the Reaper. Silver - Destroy 18 targets in 30 seconds. Three stationary targets are up at a time and each can take a mere 8 shots. Of course, with the lousy aim on the Reaper, you’ll go through far more than the 144 required. Gold - Score 750 and destroy 1 target in 30 seconds. There are three targets that circle. Due to the famous lousy aim, I couldn’t get a solid number for target resistance. My best estimation is 150, though. Crouching helps a LOT with the Reaper. Sniper Rifle - Bronze - Score 120 in 2 minutes. There are three stationary targets at incredibly long range. Each falls in 8 shots. Take your time and crouch. Scope all the way down, and you should have no trouble at all. Silver - Score 120 in 2 minutes with 90% accuracy. The three targets at extreme range now flip and take 8 shots. If you find yourself short on accuracy as you close in on the target score, just take some 1 point shots at the targets to increase it. Gold - Score 150 in 12 seconds in 15 shots. There are three targets that move forward and back and each takes 5 shots. All bulls-eyes here, and you have to be quick about it. Good luck. Farsight XR-20 - Bronze - Destroy 3 targets in 2 minutes. Each of the three stationary targets takes three shots. Simply use the Target Locator and you should have no trouble at all. Silver - Destroy 6 targets in 15 seconds. There are three blocking targets in front of you, hiding the six flippers in back. Use the Target Locator again. They all fall in one. Gold - Score 40 and destroy 6 targets in 20 seconds and with 3 shots. Five of the six targets are stationary, and the sixth moves side to side. They all go down with one shot. Use the Rail Gun Effect and focus on the most distant target on the left to get three in one. Then shoot the middle one while the side to side crosses its path. Devastator - Bronze - Destroy 6 targets in 2 minutes. Three stationary targets at a time are here. Silver - Destroy 6 targets in 50 seconds and with 10 grenades. Three of the targets move forward and back, and the other three are at very long range. Use the Wall Hugger on one of the movers in hopes of blowing up the back ones when it falls. Gold - Destroy 6 targets in 30 seconds with 6 grenades. One target at a time flips. There are ones at long range that you need to be careful about gauging your shot. Fire at the pole on the top of the targets for the really long ones. Rocket Launcher - Bronze - Destroy 9 targets in 2 minutes. The nine targets are in three rows. Let the rockets fly. Silver - Destroy 18 targets in 2 minutes with 18 rockets. Eight targets at a time move in a circle. Aim for the ones coming towards you to pick up some extras. Gold - Score 40 and destroy 4 targets in 30 seconds with 4 rockets. The four targets circle and flip. Fire before they flip back. There’s some timing to consider for the furthest two. Slayer - Bronze - Destroy 6 targets in 2 minutes. One target at a time flips. Fly-By-Wire probably isn’t necessary. Silver - Score 40 and destroy 4 targets in 2 minutes with 6 rockets. The four targets circle. Fly-By-Wire is a big help here. Gold - Score 60 and destroy 6 targets in 40 seconds with 8 rockets. Three at a time move side to side and flip. Fly-By-Wire is a help here, too. Combat Knife - Bronze - Score 72 in 2 minutes. The one indestructible target remains stationary. Why 72? Silver - Score 90 in 2 minutes with 18 knives. There are three targets that flip. Each target goes down in 6 hits. Gold - Score 80 and destroy 8 targets in 30 seconds. The eight targets circle. All go down in one hit, so every throw has to count. Hit the ones nearest you for best results. Crossbow - Bronze - Score 72 in 2 minutes. The three indestructible targets remain stationary. Silver - Score 90 in 2 minutes with 20 bolts. The three stationary targets are further back and are still indestructible. Gold - Score 150 in 30 seconds. The solitary target moves side to side and flips. No tricks here. Just be accurate. Tranquilizer - Bronze - Score 120 in 2 minutes. The eight targets move in a circle and are destroyed with eight shots each. Silver - Score 250 in 20 seconds. Three flipper targets can stand up to 8 shots each. Accuracy’s a cruel mistress... Gold - Destroy 18 targets in 15 seconds with 18 shots. One stationary target at a time goes down with one hit. You have to be really fast here. Less than a shot a second. The targets pop up all over the place, too. Definitely one of the harder ones. Laser - Bronze - Score 250 in 2 minutes. The three targets are stationary and indestrucible. Silver - Score 180 in 20 seconds with 80% accuracy. The indestructible target flips as it moves side to side. Gold - Score 250 in 20 seconds with 100% accuracy. Three targets moving back and forth each take 12 shots. The fact that they’re moving back and forth gives you some room to breathe, but don’t relax too much. Grenade - Bronze - Destroy 3 targets in 2 minutes. There is one stationary at a time. Oddly enough, the harder ones to hit are the closer ones. The far ones can be hit with Prox. Pinball, while you have to drop the close ones. Silver - Destroy 18 targets in 30 seconds. There are three stationary targets at a time. Same rules apply here. Gold - Destroy 4 targets in 30 seconds and with 6 grenades. One target flips and moves in a circle at a time. Same game. Timing now has to be considered with the targets only stopping for a short time. Timed Mine - Bronze - Destroy 3 targets in 2 minutes. The three stationary targets flip, but since the explosion reaches to the other side, there are no worries. Just toss one on the middle one. Silver - Destroy 6 targets in 2 minutes using 6 mines. Three are three targets moving back and forth in front of three stationary targets. It’s possible to hit the targets in the back by throwing, but it’s easier just to place a mine on one of the targets just as it’s about to move back. Gold - Score 60 and destroy 6 targets in 12 seconds with one mine. Once again, there are three targets moving back and forth in front of three stationary targets. Toss the mine towards the back row in the middle and you’ll get them all. Proximity Mine - Bronze - Destroy 3 targets in two minutes. Just throw the mine onto the middle one and watch the fireworks. Silver - Destroy 3 targets in two minutes with 6 mines. The three targets move forward and back. Just lay in their flight path and you should have no problem. Gold - Destroy 5 targets in 30 seconds with 4 mines. Three move forward and back and the other two move side to side behind them and flip. Toss one in the back and watch the fireworks. Remote Mine - Bronze - Destroy 3 targets in two minutes. Like the other Bronze Mine Trials, just toss one in the middle. Slap the B & A buttons. Silver - Destroy 4 targets in 2 minutes with 4 mines. The four targets circle and flip. Shouldn’t be trouble, though. Just get the arc down. Gold - Destroy 7 targets in 12 seconds with 2 mines. Six of the seven move side to side, and one remains stationary. Go for the back ones first. Phew. Glad that’s done. Aren’t you? Now for the fun part. As I said, beating certain Trial unlocks the classic weapons you see in the glass cases. Unfortunately, it's very confusing and not all of them can be determined by going straight through. I've posted as many as I can figure for sure... Beat: Falcon 2, Falcon 2 (silenced), and Falcon 2 (scope) Earn: PP9i, AKA PP7. This gun was Bond’s sidearm. Single Shot, 7 Pistol Bullets per Clip. Fire Rate: Fast with Trigger Pull Beat: MagSec 4, Mauler, Phoenix, DY357 Magnum, and DY357-LX. Earn: CC13, AKA DD44 Dostovei. This was a powerful officer’s pistol. Single Shot, 8 Pistol Bullets per Clip. Fire Rate: Fast with Trigger Pull Beat: CMP150, Cyclone, Callisto NTG, and RC-P120. Earn: KLO1313, AKA Klobb. Get it? B? 13? They kinda work. Anyway, this is a noisy and inaccurate machine pistol. Rapid Fire, 20 9mm Bullets per Clip. Fire Rate: Fast Beat: Laptop Gun, Dragon, K7 Avenger, AR34, and SuperDragon. Earn: KF7 Special, AKA KF7 Soviet. Standard Russian guard’s rifle. Burst Fire, 30 Rifle Bullets per Clip. Fire Rate: Fast Beat: Shotgun, Reaper, Sniper Rifle, Farsight XR-20, Devastator, Rocket Launcher, and Slayer (?) Earn: ZZT (9mm), AKA ZMG (9mm) The good ol’ Uzi. Rapid Fire, 32 9mm Bullets per Clip. Fire Rate: Very Fast Beat: Timed Mine, Proximity Mine, and Remote Mine. Earn: DMC, AKA D5K Deutsche Standard 9mm Automatic for Russian guards. Rapid Fire, 30 9mm Bullets per Clip. Fire Rate: Fast Beat: Grenade and Laser (?) Earn: AR53, AKA AR33 Assault Rifle The very-nice American made assault rifle. Burst Fire, 30 Rifle Bullets per Clip. Fire Rate: Very Fast Beat: Crossbow, Tranquilizer, and Combat Knife (?) Earn: RC-P45, AKA RC-P90 She’s back! The absolute best gun from Goldeneye returns with a vengeance! Rapid Fire, 80 9mm Bullets per Clip. Fire Rate: Extremely Fast Those ones with question marks are the ones I'm really not sure about. Does anyone have a definitive list of which does what? Well, Ms. Dark. I think we can safely say you’re training is now complete. Shall we go kick some bad guy butt? 7. Missions/Walkthroughs Right! The meat of the game (and most of my witticisms) is in its Story Mode. Before we start, here are some abbreviations I’ll constantly be using to simplify: Jo: Joanna Dark Dan: Daniel Carrington Cass: Cassandra De Vries Pres.: The President of the United States Jon: Jonathan Trent: Trent Easton CI: Carrington Institute DD: DataDyne A: Agent Difficulty Level SA: Special Agent Difficulty Level PA: Perfect Agent Difficulty Level That settled, here we go! Mission 1.1 - DataDyne Central - Defection A. Overview Lucerne Tower. Not much of a tower really. Less than thirty stories tall... This, your first, mission is designed to introduce you to the real world combat slowly. Your objectives, especially at the Agent Level, will be fairly straightforward. You’ve just received a distress call from Dr. Caroll at DataDyne. He knows that if he’s not extracted tonight, he’ll be put through mind conditioning. You have to go down from the roof to the lab basement elevator, as the ground entrance is sealed at this time of night. B. Objectives 1. SA PA: Disable the Internal Security Hub 2. SA PA: Obtain the Keycode Necklace 3. PA: Download Project Files 4. SA PA: Disable the External Comms Hub 5. A SA PA: Gain Entrance to the Laboratory C. Equipment Starting Equipment: A SA PA: Falcon 2 (silenced) - Going covert, Jo? Your silenced sidearm will get you around the building without alerting everyone in the vicinity. SA PA: ECM Mine - These mines are equipped with a high powered electromagnetic device. They’ll override and disable electric systems they come in contact with. PA: Data Uplink - Downloads require this puppy. You’ll need it for the files. In Mission: A SA PA: CMP150 - Almost all guards in the area carry this. You can also find a couple lying around. PA: Laptop Gun - My favorite gun is hidden in this level, somewhere. D. Opposition DD Security: These guys are everywhere, carrying CMP150s. DD Shock Troops: On the ground floor are these helmeted guys, also carrying CMPs. Camera: Although not really a force to be reckoned with, Cameras may be present to activate the alarm should you be clumsy, E. Walkthrough All: You’ll start the mission on the helipad. No other way to go but down from here. On your right will see a gantry ramp going down a few levels. Take that ramp down to the roof proper, where you’ll find your first guard patrolling around. Give him the satisfaction of being your first hit. On your left as you exit the ramp will be a metal door you can use to enter the building. SA PA: But, first, watch out for a camera positioned on the wall above and to the right of said door. Shoot it out. PA: While you’re at it, shoot out the one on the wall behind you. No sense alerting the place you’re here. Is there? All: Enter the door and the other one right behind it. The second guard will be standing just behind this door around the corner, if he wasn’t alerted to your presence earlier. Head down the ramps to the floor. SA PA: Now, hurry and turn to your left. Get out one of your ECM Mines. (You have three, but you’ll only need two for the mission.) Before the cameras on the ceiling spot you, toss the mine on the TV like device on the wall. You should have enough time not to sweat about it too much. Objective 1 Completed! All: Head for the door at the far end of the room that will take you downstairs and into the office complex. There are two guards on patrol in this stairwell and in the office area ahead. Chances are you’ll see one of them before you hit the office area, but you never know. There’s also a third guard standing in the office complex at one of the desks. I probably shouldn’t have to tell you to eliminate them. SA PA: What’s that Dan? Cass’s office is on this floor? Must be those big double doors to your left as you exit the stairwell. PA: Hey! They’re locked! Look over on the table where the standing guard was. You’ll see a buzzer. Buzz yourself in, won’t you? SA PA: Stroll right through those doors like you own the place. Switch your Falcon over to Whip, or put up your dukes. Cass and her secretary are in here, and unarmed. Not very sporting to take down unarmed people, so be sure to knock them out. If you take your time, however, Cass will sound the alarm. Once Cass is out, she’ll drop her necklace. It gets you downstairs, so grab it. Objective 2 Completed! All: The door at the opposite end of the first stairwell leads to another stairwell. The stairs allow you access both the 22nd and 21st floors. If you so desire, but it’s not necessary on A or SA, you can access the 22nd floor and pick up some ammo from guards, and a shield on A and SA. The PA, however, should watch out as they tread here, for a camera scans the hallway past the left-hand elevator. The PA will come here eventually, so it’s best to clear this place out now. All: The 21st floor has a lot more things you’d want or need on this level. The closet on your left as you exit the stairwell is locked. Crud. The offices along the elevator hallway all contain guards. Whee. Keep a special lookout for a guard in a Shock Trooper Helmet. This guy carries double Silenced Falcons. Needless to say, big help. If he doesn’t come after you, he’s in an office off a hallway near the windows opposite the elevator side. The unlocked one. PA: Another camera. This one’s in a corner. It’s on the opposite side of the elevators, on the right hand side. After you finish with it, head the aforementioned windowed hallway. You’ll hear a phone conversation in the second office on your left. Personality reprogramming? They must be talking about Dr. Caroll! This guy might be a bit of a help. Wait until the conversation is over, then confront him as he opens his door. He’ll get all scaredy and run off. Keep him close to you and he’ll lead you to the terminal where you’ll download your files. PA: It may be a good idea to let him go though for a bit, because if you do, he’ll run into that closet you couldn’t open. In here are two Falcons on the left and right walls (won’t allow you to double, although that’s already taken care of anyhoo), and the Laptop Gun on the back wall. Sweet! PA: Follow the guy as he leads you up a floor. Once he finally gets to his terminal, he’ll log on. He’ll soon afterward tell you he’s "in". QUICKLY knock him out at this point! If you don’t, he’ll erase the files you worked so hard to get. Use your trusty Data Uplink on the terminal now to download the files. Objective 3 Completed! All: Take either elevator on any floor. Eventually, you’ll go down many floors to the ground floor. There are quite a few guards down here, so be careful. If you have the Laptop, set up the sentry gun either on the short staircase behind you or on the wall at the bottom. Shoot the low glass on the balcony to get the guards’ attention and they’ll walk right into the Laptop, allowing you a much easier cleanup. SA PA: As you go down the short flight of stairs, or come around from the front desk if you came down from dropping off the balcony. (There are two CMPs behind it, by the way) Enter the door on the right. There are several guards behind it, so step carefully. You may even want to setup the Laptop again outside this door if you have it. The External Comms Hub is on the left as you enter the room, near the floor. Toss an ECM Mine on that thing. Objective 4 Completed! All: Enter the door on the left as you come off the short flight of stairs. Shoot all the guards, and proceed to the next room. There’s a wall that will open up when you get near. Behind that is the elevator to the labs. All Objectives Completed! F. Time Trial: Under 1:30 on Special Agent Immediately jump off the roof in front of you. Don’t worry about the camera. Basically, you’re going to want to skip any enemies not directly in your way. Run to the Security Hub and toss your first mine on it quickly. Run downstairs and directly into Cass’s office, switching to Whip before you get there. Whip her good! Take the necklace, dash down to the 21st floor by the stairwell and call the elevator on the right. Use the waiting time to deal with any guards and get their ammo. Once on the ground floor, run directly for the Comms room and deal with the guards. You have to, or else you’ll be shot while trying to place the mine. Afterwards, sprint to the elevator and you’re done. G. Cheats Completing this level will give you the cheat: Classic Sight. Basically, this gives you the old Goldeneye red crosshair. No light-up when you’re targeting an enemy, no nothing. Completing the Time Trial will get you the cheat: Marquis of Queensbury Rules. This cheat takes all weapons from the enemies, leaving them bare-handed, but still not defenseless. You still have your guns, by the way. Now, the Marquis of Queensbury, I'm told, was a British nobleman who set the rules for modern boxing, making it more "gentlemanly". So, this makes sense considering the lack of weapons. Mission 1.2 - DataDyne Central - Investigation A. Overview You’re in deep, now. These are the labs where all the tip-top secret DataDyne stuff is produced. Dr. Caroll’s down here somewhere, too, waiting for you to pick him up. While you’re at it though, you might wanna see about investigating any other experiments around here. B. Objectives 1. A SA PA: Holograph the Radioactive Isotope 2. SA PA: Start the Security Maintenance Cycle 3. SA PA: Shut Down the Experiments 4. PA: Obtain the Experimental Technologies 5. A SA PA: Locate Dr. Caroll C. Equipment Starting: A SA PA: Falcon 2 - I guess we decided to go without the silencer for this part. Whatever. A SA PA: Data Uplink - You never know when you might have to hack your way in. A SA PA: CamSpy - Gotta take a picture of that isotope somehow... In Mission: A SA PA: CMP150 - When you got DD Infantry, you know they’ve got this. A SA PA: Dragon - Certain DD Shock Troops carry this assault rifle. A SA PA: K7 Avenger - Still in the experimental stages... A SA PA: Night Vision - Part of Objective 4. You only need to get it on PA. It’s useless in the other levels. D. Opposition: DD Troopers: These green guys are everywhere. Still toting the old CMPs. DD Shock Troops: They may wear green like the troopers, but the helmets are a dead giveaway. There are only a few, but they carry more advanced weapons. Stay alert. Scientists: Don’t kill them. Knock ‘em out if you have to. Drone Guns: There are a few in the final room before Dr. Caroll’s hiding place. I’ll give strategies when we get there. E. Walkthrough: All: You’ll be in the elevator, having just knocked out a particularly dense guard. Across from you is the main foyer to the labs. There’s a hallway to the right, and a door to the left. There’ll be a guard on patrol here. Show him how bad he is. The door on the right takes you to a control room and guards lounge. There is a guard at the terminals and two more around the corner in the lounge. If you hit the terminal with the red readout, you’ll open a maintenance hatch that will lead you to a later area. I personally haven’t found much use for the hatch, but I won’t tell you what to do. All: Continue to the hallway on the left from the foyer. Note there’s a maintenance bot running around. You can do one of two things: 1: Forget the maintenance bot and proceed through the door. There you’ll find a secretary’s office. There will be two guards to kill, so stay sharp. Beyond the office you’ll come to a large square room with two more guards, if your shots haven't already alerted them. Or... 2: Follow the maintenance bot as he opens a SECRET door next to the first one. Enter the secret door. This way is recommended for SA and PA because it presents a much easier way to get to one of the objectives. I even recommend it for A, as it gives you a chance at more weapons. All: As you move down a slope, you’ll notice some low glass. Break it with your fist. Hop down and you’ll find yourself in some kind of computer room. There are two guards down here, but neither should be close by. There’s a way to get double CMPs down here, but it’s tricky. It starts back in the beginning with you NOT getting seen by that first guard. You must also not be seen by, but eliminate, the two guards down here. After you do that, go to the terminal that’s in a small alcove around a corner. Activate it, and it’ll tell you it opened a secret weapon cache. Go to the lockers in the room, and you’ll find two CMPs just itching for you to get your grubby mitts on them. SA PA: Anyway, your mission down here is to activate first the terminal on the same wall as the lockers to reprogram the robot, then the one on the opposite wall to activate them. Objective 2 Completed! (Yeah, out of order, I know, but this is the best way!) All: After this, you can go out the same way you came in, the secret door, and continue from choice 1, or you can head up the sloping ramps, and tackle a few more guards. Fortunately, they were expecting you NOT to come the secret way! You’ve got the drop on most of them and it’ll be easier taking them out. Follow the hallway and exit through the door at the far end to take you to the other side of the square room mentioned at the end of Choice 1. A: The door locks behind you. This was to prevent you from wandering off on the A level, but we kinda circumnavigated that, didn’t we? All: This area has three new exits for you (and a Shield on A). There’s the grate in the middle of the room, and two vertically sliding metal doors. Start by taking the door on the right. Past a couple more guards, you’ll find a room glowing green. Stepping into the room proper will damage your health, so fire up the CamSpy and roll it into the room. Get the glowing green rock in your lens sights and hit the fire button to snap a picture. Objective 1 Completed! All: If you’re desperate, and I was once when I played PA, there’s a Proximity Mine in the back of the glowing room, around the back wall. You can get it, get out, and live, but you will be hurt. I found this when I was in a suicidal mood. All: Now, I say forget about the grate in the square room. It will take you further ahead, but you’ll be at a disadvantage when you get where you wanna go. You’ll end up having guards come at you from both sides. All: Proceed through the metal door on the left and pass through a couple more, into the main lab area. There are quite a few guards throughout these corridors. Two are on patrol, and two more are guarding each of three doors. Be smart and methodically take care of them all before going into any of the rooms. A: Most of these doors are locked. You probably should just do the first part of Objective 4 and continue on to the last door on the right. SA PA: Go to the first room on the right as you enter the main area. Take out the two guards in the room, and point your gun at the scientist to make him shut down his experiment. He’ll whine. Shut him up with a blow to the head, not a shot, mind you. You can shut down the experiment by yourself however, if you *snicker* mistakenly land a punch on him or something. One terminal is the deactivator. The other three activate the alarm, which you can quickly shut off. Any way you slice it, hitting the right terminal is all it takes, it’s just easier to let the lackey do it. Part 1 of Objective 3 Completed! PA: Anyone should do this, but PA’s have to. Enter the first door on the left as you enter the main lab. There’s a lift behind the half-square bench with the computers on it. Ride down slowly and you’ll see a scientist showing a Shock Trooper how to operate a K7 Avenger. Relieve the Trooper of the burden of duty and knock out the scientist. Add the Avenger to your arsenal. Note the target range. At the end of the range is a ladder leading to the old red grate. See how bad it would’ve been to come that way? You would’ve been that next target for that Avenger. Part 1 of Objective 4 Completed! PA: Go to the second door on the right. No one’s here, thankfully. In a glass case in the middle of the room you’ll see some funky specs. Break the glass. They’re Night Vision Goggles! Too bad this place is so well lit... Part 2 of Objective 4 Completed! SA PA: Now, it’s time for the last door on the left. Enter it. Take out the two guards. Threaten the scientist. Yadda yadda. Part 2 of Objective 3 Completed! Now, in this room, there is another door on the right side. The last experiment is being performed here. Note this scientist is a little more gruff than the first two. Watch him go towards a terminal. Knock him out before he hits it. If he does hit it, it’ll sound the alarm, which, again, you can deactivate. You’ll have to kill this project on your own. Find the right terminal through trial and error. Objective 3 Completed! All: Proceeding through the last door on the right, and packing a few guards full of lead, you’ll come to a hallway with three laser grids. Unless you want to give yourself some impromptu surgery, I’d avoid the beams. This is where the robot you set loose in SA and PA is roaming. In A, he’ll already be here. As the robot gets close to a grid, it’ll shut the grid down, allowing you to step past it. Do this for all three grids and continue on to what appears to be another lounge. All: Two more guards to take care of here. Also available are a couple of extra guns on the table in the middle of the room, and a shield in an enclosed garden-type area in the near left corner. Take the door at the far end. There’ll be another door behind the first. Careful. Two Dragon-toting Shock Troops are flanking the door, ready to cut you down if you pass through. Eliminate them, and you’ll reach a locked door. This is where your Data Uplink comes in handy. Point it at the terminal and let it work. SA PA: Immediately after turning on the Uplink, back away, and pull out a gun at the door you just came through. Two guards will try a little ambush on you, but, since you’re ready, riddle them with bullets, and use the Uplink again on the terminal. All: After the Uplink has finished, proceed down the stairs and through this room and the next. You’ll enter a very blue room. Three Dragon Troops are here. Make quick work of them. PA: Finally, you get to finish Objective 4. Take the door to your left when you enter. The hall has a guard hiding behind a metal thing and two more behind the door to the end. They shouldn’t be a big problem though. Reach the last room and step in the small alcove at the very end. The alcove will retract and you’ll see the last item, a shield tech item, on the pedestal. Sadly, this does not mean you have a shield, just technology... Objective 4 Completed! All: Open the last door in the blue room with care, as there are Drone Guns ready to pound you on the other side. Use the Avenger Scope and Threat Detector to put the two guns out of commission easily. PA: Oh, and watch that last step, there’s another one on the other side of the wall from the first one. Aim up as you get close and let ‘em have it, unless you’d like a lead spine. All: Go through the last door, and meet Dr. Caroll. Turns out he’s not human at all! He’s a hovering laptop with a conscious AI, and a moral code. Anyone see the Matrix? I’ve got a bad feeling about this... All Objectives Completed! F: Time Trial - Under 6:30 on Perfect Agent The keys here are speed, head shots, and knowing when to be where. Make sure you're picking up most of the guns dropped here. You'll need all the ammo you can get. Immediately stop the cutscene and run out to the left. Run past the cleaner robot and fire at the guard standing at the end. You should kill him before you reach him. Go through the door and kill as many of the four guards that will be on the other side as you can. Listen for the secret door to your left to open. Stop what you're shooting when you hear that and head for the door. Hopefully, you can kill all of them, but don't sweat too hard if you don't. Run in the secret door and shoot the low glass railing on the fly. Jump down, run around the corner and shoot the guard at the far end. Activate both terminals for the robot cleaners. Run around and kill the guard, then make your way through the ambush corridor, where most of the guards will be facing the wrong way, killing all of them. If you left any behind from the first room, they'll be here. As you head to the door to the square room, after they're all dead, you shouldn't have much more than a minute on the clock. Run to the isotope room, kill the two guards, use the CamSpy quickly and roll it to the isotope. Snap your picture, then press A and take off. Take out the first guard behind the door to the lab hallway, the two guards patrolling behind it, then the two guards ahead and to the left. Enter the K7 Room with about 1:50. The lift will be almost down. Hop down, peg the K7 guy, grab it, and head back to the elevator. Rush to the lab rooms. First to the one at the end of the long hallway on your right. Kill the two guards, and try to find the terminal yourself, you don't have time to let wormy boy do it. Hit each terminal twice. There will be a slight delay as the game processes you accessing them, but eventually you'll turn the alarm on then off, and find the right one. A dull sound of electronics shutting down is your key noise here. Next, go to the Night Vision room, dealing with the two guards outside. They'll notice you before you notice them, so crouch as you hear them shout and receive their attack instead of rushing into it. Go into the Night Vision room, shoot out one of the glass panels, and grab the goggles. Run outside and around to the far end of the hallway, killing the two guards on your left the same way. Kill the next two guards inside, and hit the terminals the same way as before. Go to the final room, knock out the scientist immediately, and do the terminal thing here, too. Run back out and head straight to the doors on the other side of the hallway. Deal with the four guards in the next two rooms. Your time should be no more than 4:20, but, since you're moving fast, you're probably way ahead. Just relax, and wait for the robot to do his thing. Follow him past the lasers, shoot the guard on the right as you pass through the next door, and take out the two guards in the lounge. Head for the next room, shooting the Dragon guards on either side of the door. Hit your Data Uplink, immediately step back and pull out a gun. Open the door you came through and shoot the guards trying to ambush you. Amateurs. Use the Data Uplink again. You shouldn't have much more than 5:00 on the clock when you activate it. Once it's done, run down the ramp and into the final big room. Deal with the three Dragon guards quickly, then take the left door. Run straight into the next room, take out the guards hiding behind the metal thing, then shoot at the two guards that open the door in front of you. Run all the way to the end and grab the Shield technology. Run back to the Dr. Caroll hallway, switching to the K7 and its threat detector as you go. Locate the autoguns, then open the door and shoot the two you see. It may take more than one try. Afterwards, take out the last one on the other side of the first one, and head through the door. Finally!! *huff, puff* G: Cheats Beating this level gets you the Slo-Mo Single Player Cheat. Think of it as a perpetual Combat Boost, only the enemy’s reaction time has NOT slowed. Of course, neither has yours... Completing the Time Trial earns you the Pugilist Buddy Cheat. This buff guy dressed in a tuxedo is unarmed, but rather proficient in hand-to-hand combat. He can take a bit of punishment, too. Mission 1.3 - DataDyne Central - Extraction A. Overview Good work. You now have the good Doctor tailing you as you make your escape. Cass isn’t going to make it easy for you to get out though. She’s turned the building into a war zone, and it’ll take all your skill to get out to the roof and back to your jumpship. One note about this level in general: Dr. Caroll has to remain alive, but he doesn’t have to be with you the whole way. You can leave him behind while you take an elevator solo. He’ll follow, so don’t worry about him. Just don’t shoot him or let him get shot. B. Objectives 1. A SA PA: Access the Foyer Elevator 2. PA: Reactivate the Office Elevator 3. SA PA: Destroy the DataDyne Hovercopter 4. A SA PA: Defeat Cassandra’s Bodyguards 5. A SA PA: Rendezvous at Helipad C. Equipment Starting: A SA PA: Falcon 2 (Scope) - Since most enemies will have the drop on you this time around, use the added scope for this weapon to even out the odds a bit. A SA PA: Night Vision - You may have "dropped" most of the stuff you liberated from the labs, but the Night Vision is still with you (even if you didn’t get it ^_^) In Mission: A SA PA: CMP150 - In the hands of DD Shock Troopers. Its rapid fire will come in handy later. A SA PA: Shotgun - Cass’ bodyguards hold these powerful weapons. The power will come in handy, too. A SA PA: Rocket Launcher - Oh, yes. This lovely piece of equipment will give you a bit of an advantage against the aforementioned hovercopter. A SA : Grenade - You’ll find one of these around, but you’ll want to use it for... A SA : Dragon - Hiding somewhere around the building is one of these lovely assault rifles. D. Opposition DD Shock Troopers: The guards stunk, so now the Shock Troops have taken over the building. They are armed with CMPs. Bodyguards: Cass has a contingent of female bodyguards. They’re running amok in the office levels. Each carries a deadly shotgun. Hovercopter: This machination will make life miserable on SA and PA. E. Walkthrough All: Hey, who turned out the lights? SA PA: Note the counter on the bottom of the screen. That’s how long you have before the lights go back on. Don’t be wearing the Night Vision Goggles when this happens or you’ll have severe eyestrain. All: Activate Night Vision. Proceed through the ground floor. It’s pretty obvious where you have to go, since there is only one way. There’s one guard behind the table at the start, another behind the table in the next room. There are two more artfully placed behind blast shields as you exit into the lobby. Another is behind a couch as you make your way around. Two are behind the front desk. Another’s behind a couch on the other side of the lobby, and two are behind blast shields at the top of the stairs. The easy way to deal with these guards who are already alerted to your presence is to lean out and quickly move back (Hold Aim and press Strafe in one direction or the other). They’ll squeeze off a few rounds and you can lean again and peg ‘em while they ready another shot. All: After you finish in the lobby, head up the elevator on the left as you reach the top of the stairs. You’ll reach the 21st floor. The stairwell is now locked, so you’ll have to use the other elevator. Objective 1 Completed! SA PA: What’s that noise? Open the nearest door. Criminy! You’ve got a bloody hovercopter on you! This machination can riddle you with bullets in a matter of seconds. Best to lay low and let it pass as it circles the building. A: Right now, you probably just want to head to the next elevator, and the 22nd floor. Take out the guard just around the corner though, and grab Cass’ Office Key, if you want. SA PA: You have a job to do, unfortunately. Cass’ bodyguards need to be permanently retired, and there are three on this floor. There is another guard waiting just around the corner (SA: The office key guard is here, too). Go past the windowed hallway and two will charge you. Take ‘em out. Around the corner, in the office on the far end, is another. Keep an eye on the chopper at all times, too. Don’t be around when it is. PA: Also, since the elevator to the upstairs is locked, you’ll need to hit that computer on the desk in the last room to open it. Objective 2 Completed! SA PA: Return to the elevator and head to the 22nd floor. All: There are blast shields covering up the exit to your left. Looks like you’re going right. Around the corner, there are two more Troopers behind tables. Waste ‘em. Open the door to your left now, and proceed around the outside area, eliminating three more bodyguards; one in the next room, and two more who jump out of a door in the last room on this floor. SA PA: But, for God’s sake, watch out for that chopper! Don’t worry. You’ll get your revenge soon enough. All: Head up the stairwell. You can now reach the 23rd floor. Whoa! What’s this? Two techies are arguing about setting up something. There’s a guard blocking your view though. Poor guy. The techies won’t hurt you, but shooting them does no penalty. Well, they were PLANNING on hurting you anyway! Pick up whatever’s on that stand. It’s a Rocket Launcher! SA PA: Oh, YES!! Time for a little payback, eh? Blow out the furthest windows on either side with the CMP or Shotgun so you can hit the chopper when it comes around. Switch the launcher to Lock-On mode. Aim at the chopper, make sure nothing’s in your way and fire. Don’t worry about letting go of aim, or anything. The rocket’s fate is destined now. Goodbye, pain in the butt! SA PA: Alternatively, you CAN down the chopper through normal shots, but it takes a lot, and you’re probably gonna get hit at least a few times. Either way... Objective 3 Completed! A SA: You’ve got that Office Key from the guard on the 21st floor, right? Time to use it. Open up Cass’ office. Oh, joy. A grenade. Hey, maybe you can use this. At the far right end of the office is a relief of a crouching man. Toss the grenade at the small wall that it meets at a corner with. It’ll blow a hole in the small wall. Inside, you’ll find the Dragon I had been so secretive about! Heh. All: Head up the last stairwell towards the roof. As you reach the maintenance room at the top. You’ll automatically walk through and turn to your right. Uh oh. And you thought the chopper was bad. Cass is here to taunt you and she leaves behind five of her bodyguards, shotguns loaded. One hits the light switch on the right and you are immersed in darkness and flashing muzzles. Don’t panic, yet. A: You still have that Rocket Launcher. Let a rocket go at the two at the far end to start. All: You have to kill all five. Start by hitting the one on the very right, and then flicking the light switch behind her. The bodyguards are wearing night vision, so lights means...you guessed it. They’ll be stunned for a short time, giving you some free shots. Use either the CMP or the Shotgun. The Falcon will take too long. Once you kill all those bodyguards, you’re free to go. SA PA: Oh, and don’t forget to kill all the ones downstairs, too. If you did that... Objective 4 Completed! All: Head out to the rooftop. Head up to the helipad. A: By the ramp, you’ll notice a box. It contains rockets. Why you, the Agent, will need it, I’ll never know. Maybe if you just rush past the bodyguard ambush and feel like running back in with rockets flying. You’ll risk hitting Dr. Caroll, though... All: Hit the helipad. Cass will appear from nowhere with two guards with guns leveled. Jo will calmly proclaim she’s leaving and jumps into the jumpship, killing the guards. As she takes off, a mysterious blonde man accosts Cass for losing the sapient programming. Cass hurriedly tells the man that she knows how she can get it back... All Objectives Completed! F. Time Trial - Under 2:03 on Agent You don’t have time for much shooting here, but you should try to take out as many guards on the ground floor as you can, because you’ll be leaving Dr. Caroll behind, and if they can’t shoot you, they’ll go for the sapient... Kill as many as you can, then hit the left-hand lift. Take it up, then sprint for the other lift immediately. With only slowing down to stun guards with your shots, run around the outside of the office area towards the stairwell. Once you hit the 23rd floor, grab the launcher and kill the guard. Rush up to the ambush and fire the rocket into the two on the far wall. Switch to Night Vision and CMP. Don’t bother with the light switch, you don’t have time. Rush up close to the girls and drill ‘em, then rush outside, up the ramps, and you’re done! G. Cheats and Other Fun Stuff Finishing the level will earn you the Rocket Launcher Cheat. Pretty self-explanatory. You get a Rocket Launcher and three rockets at the start of a mission using this cheat. Finishing the Time Trial will earn you a pretty cool cheat: Hurricane Fists! Punch at lightning speed, like one of those old school Karate movies. The hits do the same amount of damage, too, of course. The Wedge of Cheese on this level is in the vent area with the Dragon. Turn left as you pick up the gun and it'll be between two grates. Quite visible. Mission 2.1 - Carrington Villa - Hostage One A. Overview Okay. Cass got a little peeved when you nabbed Dr. Caroll. So, in retaliation, she sent a bunch of troops down to Mr. Carrington’s private villa, and threatens to kill him unless the CI returns Dr. Caroll. Unfortunately, the good Doctor is actually hidden at the villa. Guess what you gotta do. Yep, get to Dan before it’s too late, and eliminate any resistance that those buggers try to give ya. Interesting thing about the mission, your starting conditions change with different difficulty levels. In A and SA, you’re cover for a phony negotiator. You’re to save that negotiator, and use the element of surprise to rescue Dan. On PA, you ARE the negotiator, and are in the thick of it from the get-go. That being said, this walkthrough will be split until close to the end. PA’s should skip most of the first stuff, as all of it will be repeated in their section. B. Objectives 1. A SA : Save the Negotiator 2. SA PA: Eliminate the Rooftop Snipers 3. A SA PA: Activate the Wind Generator 4. PA: Locate and Eliminate the DataDyne Hackers 5. PA: Capture a DataDyne Guard 6. A SA PA: Rescue Carrington C. Equipment Starting: A SA : Sniper Rifle - This high-powered stealth weapon is all you start with at the beginning. Use it carefully and wisely. A SA PA: Radar Tracker - Although everyone has it, only the PA needs it to find the location of the DD Hackers when they appear. PA: Laptop Gun - You need some means of defense if you’re gonna take down the guys about to kill you, and you get more than enough in the form of the Laptop Gun. Sweet stuff. In Mission: A SA PA: CMP150 - From guards... A SA PA: Sniper Rifle - From snipers and in a special place on PA. A SA PA: Devastator - The wacky grenade launcher is hiding around the villa. D. Opposition DD Security: Back for more it seems. These CMP-toting guys will keep you on your toes as you hunt through the villa. DD Shock Troops: The helmeted bad guys are also holding CMPs, and to finish the level, you’ll have to axe them all. DD Troopers: Apparently, these green guys are multi-talented, as they’ll be the ones doing the hacking. They also have CMPs. DD Snipers: These purple-suited guys just stand around on the rooftops. They only require one hit to bring down, fortunately, but they are still very accurate with their rifles. E. Walkthrough A SA: Right. Here you are on the observatory lookout. Far below you on the dock is the negotiator being held up by two guards. Immediately dispatch the guards. One shot will do for each. You have about 10-20 seconds before they kill the girl. Objective 1 Completed! A SA: Now, turn around and walk around the back of the observatory. Make your way along the cavern path, shooting any guards that are around. They’ll try to lie down to shrink your chances of hitting them, so be aware. The open part of the path is a good place to snipe from, too. A SA: After taking care of the guys, you have the option of shooting the crates here for more ammo. Continue along the path. When it branches... SA: Go right. As you reach the opening, there will be a sniper ahead of you. Nail him. Step out of the cavern path and turn right to take out a sniper waaaay out by the lighthouse. Turn around and make your way along this path, pausing to whack another sniper on the roof just to your right, and another waaaay up on the highest roof in the back of the villa. Now, walk forward into the clearing, taking out a sniper on the wall to your left. Step up on the stairs near the same wall. Turn around and you should be able to see three snipers in the distance. One should be quite visible straight ahead, the next one to his right should only have his head visible, and there’s a third on the left. Take ‘em all out. Objective 2 Completed! (SA) A: Go left. It may be a good idea to hit the sniper high on the wall to your right, even though you don’t have to. You’ll reach the a short flight of stairs going down, and another going up to the helipad. A SA: Climb up the short flight of stairs. At the far end, you’ll see three boxes. The one on the left has the Devastator inside! Nice... A: The one on the right also has a Shield on top. Double nice! A SA: Head into the clearing down the stairs. There are two ways to get in the villa. One is safer than the other is. Going left down into another small cavern gets you a couple of guards for your troubles, and the as you exit the cave, a sniper on your left if you didn’t take him out. Much safer to go up the stairs and into the third floor of the villa. Either way you slice it... A SA: You’re on the third floor. This villa may seem a little tricky to get around. Just remember to keep your eyes peeled for the stairs. Your objective is to go down. A: Besides, most of the doors to the outside are locked now, to prevent you from getting lost. A SA: There are four guards on the third floor. Two will be in the big room you end up in, by the couches. The other two will be at the opposite end in another room. Ice them all. Now, go down the stairs nearby and to the second floor. There will be two guards in the room at the far end, and two more patrolling the second floor. Do the world’s population count a favor. A: There’s a door on your left as you come off the stairs. This door leads to Dan’s bed and bath. In the bathroom will be a Shield. Yay! A SA: Head into the kitchen area on this floor. Behind the stove are the stairs down to the first floor. Take them. Down on the first floor, there are four guards running around. Nail ‘em. (Now, skip ahead to the All part) PA: Finally, we get to you thrill seekers... You’re in a sticky predicament right now. You’ve got two guards pointing guns at you. There are two ways to do this. Both risk you losing health, but either can work successfully. One way is to immediately whip out your Laptop Gun and fill the guards with holes, and then the sniper on the roof nearby. Another way to do it is to disarm them, since your fists are already up. They have no second weapons, so you can easily whip out the CMPs and punch holes in them OR you can finish them with your fists and complete Objective 5. Oh, and remember to watch out for the sniper still if you’re using your fists. After you end the stressful music, you can walk around the right side of the front of the villa, take out the guard hiding behind the wall on the far right, open the door in front of you, and punch out the guard with his back turned. Either way... Objective 5 Completed! PA: Note the sniper far out on by the lighthouse. He won’t attack you, but you still have to rub him out. You CAN do this simply enough with the Laptop or CMP, you just have to be confident about your aim, so as not to waste a lot of shots. Enter the villa through either door and take out the four (or three if you knocked the guard behind the right door) guards on this floor. Take the stairs on the right and go up to the kitchen area. Eliminate the four guards on the second floor. Two of them will come from the hallway on your right. PA: An interesting thing about this level is that about this time, the guards in the observatory area will become suspicious and will leave the caverns to come after you. Be wary of extra guards popping up. PA: On this floor, you’ll notice a room with two computers in it. Remember that as Computer Room #1. You’ll also notice an enclosed garden. On the roof to the right of the garden entrance is another sniper. Plug him. You’ll ALSO notice another door by the furthest stairs leading up. Inside is Dan’s bed and bath. You’ll notice a guard sprawled on the floor of the bathroom. (I’m not asking) At the guard's side is a sniper rifle. Just what you needed to take out these snipers! PA: Head up to the third floor and carefully deal with the four guards in the area. There are two on the far side of the room, and two more on the room to your left. Note the computers in that room. We’ll call that Computer Room #2. Exit the villa by the main double doors. There are two guards on your right and a sniper on the roof to your left. Take the guards out from inside, then head out and peg the sniper. Head around the left into a small cavern passage, and take out two more guards on your way. At the end will be a clearing. Another sniper is on the wall to your right. Waste him. Hurry over to the small set of stairs by the wall. Take a quick look around for any guards close by, then take aim at the snipers on the villa roof from that point. You’ll see the head of one on the right, and another one further to the left. Once they’re dead, all that remains is to shoot the final sniper on the roof to the right of the clearing. Objective 2 Completed! (PA) PA: Return to the wall and the short flight of stairs. Going up on the behind the wall will take you to the helipad. At the far end are three boxes. Shoot the one on the left and you’ll find a Devastator! Nice... You also have the option of exploring the cavern area. If the guards came after you on the second floor, this area will be empty. Shoot some boxes for ammo if you so desire. When you think you’re ready, head back to the first floor. All: Finally, we all converge! On the first floor, you’ll see a door leading outside, and another door further to the right of it. Open that door. Head down the short flight of stairs to the basement. There is one guard under the balcony behind you, and three more in the pool room to your right. Be cautious and don’t be afraid to retreat to peg them at your leisure. All: When that’s done, open the door under the balcony, hit the guard behind it, and proceed down the hallway to the right. You’ll come upon an underground room suspended over a pool of water. Kill the three guards in this area, and activate the two consoles in on the two machines. These will give power to the wind generator. Exit this room and take the remaining hallway. Watch for guards at the area where the hallway splits. The wind generator is on the left path. Eliminate all guards and activate the console on the far right side of it. Objective 3 Completed! PA: Hey, Grimshaw? Oh yeah, that wormy guy. What? Hackers upstairs? Crud! You only have sixty seconds. Sprint towards the two Computer Rooms I told you to remember, one on the second floor and the other on the third. If you really forget, you can activate your R-Tracker and they’ll show up on the radar. Enter the rooms and take out the two Troopers at each terminal. Be careful not to damage the computers! Do it quick and you should make it with time to spare. Once your finished, return to the basement. All: Take the other path from the wind generator. Open the door that was previously locked and you’ll be in the wine cellar. No time for a couple of drinks here. Head over to the right and take out the Shock Troop on patrol and the other two standing guard. Locked? Crud! Head back the other way to the left and be prepared to do some sharp- eyed spotting. Shock Troops are hiding among the racks of bottles. Be careful and pick them off cleanly. There are two in the first room, two in the corridor behind it, and two hiding in the last room. Defeat ALL the shock troops and the last one will drop the key to the door at the end. Run in and the cutscene will start. Dan will explain that Dr. Caroll has been recaptured and will have his personality altered. He’ll also say that he’s learned that DD is setting up for their next operation in the G5 Building in Chicago. He’ll also mention that he’s going to put a call out to some friends of his... All Objectives Completed! F. Time Trial - Under 2:30 in Secret Agent You have to be two things in this level: a good sniper and a good runner. Immediately take out the two guards on the dock, then sprint down the cavern path, eliminating Infantry as you go, or else they’ll follow you while you snipe. Take the right path out of the cavern. Peg the first sniper across the way, then the one out by the lightouse. Run along the side, and take out the one close to you on the right, and the one far away in the back. In the clearing, hit the one on the wall first, then quickly hop up on the landing to get a good view of the last three. Take ‘em all out and boogie for the upstairs entry. Ideally, you should have 1:20 on the clock at this point. Run past all the guards and make a beeline for the basement. Activate the two controls and the generator and head for the cellar. Go right and take out the three Shock Troops, and then make your way through the wine cellar eliminating everyone. It goes much quicker with a CMP, but you’ll be taking the extra time to get one, so be careful. Once you hit the last guard, take his key, and open the door. STEP BACK, because it opens out, and run in. I have a horror story that would have had me the cheat if I didn’t stand in front of the door as I opened it, blocking its opening and running out of time. G. Cheats Beating the level gets you the Sniper Rifle Cheat. Good for covert operations. You begin with the rifle in hand and a full stock of rifle bullets. Beating the Time Trial get you the Hit and Run Buddy. This buddy helps you out on Cooperative Mode. What makes him special is that he charges in without concern for his own safety, and nails the bad guys with his mean K7 Avenger while he runs. Mission 3.1 - Chicago - Stealth A. Overview You’ve been assigned to a section of Chicago blocked off to ground traffic. It’s here that you’ll enter the G5 building and try to find out what’s going on. This place can be confusing, but it’s actually very small. Two VERY annoying parts about this mission are the FBI Agents and the Sentry Bot, which I will explain shortly. B. Objectives 1. A SA PA: Retrieve the Drop Point Equipment 2. PA: Attach a Tracer to the Limousine 3. SA PA: Prepare an Escape Route 4. A SA PA: Create a Vehicular Diversion 5. A SA PA: Gain Entry to the G5 Building C. Equipment Starting: A SA PA: Falcon 2 (scope) PA: Tracer Bug - Thankfully, this little gem wasn’t left with the drop point equipment. You may need to use it before you get that equipment. In Mission: A SA PA: CMP150 - Out of the hands of guards... A SA PA: DY357 Magnum - FBI agents carry them as well as DD Enforcers. A SA PA: Remote Mine - Part of your drop point equipment. A SA PA: Reprogrammer - The other part of your drop point equipment. A SA PA: BombSpy - Well hidden. May prove useful in more ways than one... D. Opposition G5 Guard: Although the outfits are different, we know, since G5 is just a cover op for DD, that they’re just DD thugs. Apparently, these guys just can’t enough of you. Take their CMPs with my blessing. FBI Agents: These guys in brown trench coats are here to alert the base of your presence first, then shoot later. Hit these guys as soon as you see them. Don’t worry about the fact that they don’t have their Magnums drawn. They will soon. G5 SWAT Guard: If you see these more armored versions of Guards, consider your mission scrubbed. This means that the FBI Agents succeeded in alerting the base. They carry Magnums, and there is an infinite number of them pouring out of side buildings. My advice: Abort... Sentry Robot: A reeeal pain. This hunk of metal floats around the main street area. It cannot be killed. I’ve tried... It fires laser blasts that aren’t very accurate, but very fast. Run when it spots you, but don’t consider the mission over by any means. It’ll quickly lose interest in you after you hide for a bit. CIA Agents: Not an enemy, but not to be killed. For guys wearing beige trench coats and CIA insignias, these guys are unarmed wimps. Knock ‘em out so they can’t alert any nearby FBI agents. E. Walkthrough All: You start, after listening to Dan’s briefing, in an alleyway. Right around the corner are a guard and a CIA Agent. Knock out both to reduce noise. Go through the alleyway past the short flight of stairs. All: All right. This situation can get really tricky really quick. I’ll map out the area right now for you. As you exit the alley, you’ll enter a street area. The street goes forward, then turns right, then turns left and ends at the way into the G5 building. There are three ways to go from where you stand. The closest to your right leads to another alley. The furthest to your right leads down the street and probably to the waiting sentry robot, and there’s an exit to your left that leads into a storm drain and your equipment. The vehicular diversion is sitting right next to you in the form of a taxi... SA PA: The place where you have to secure the escape route is at the end of the street on the right after it turns right, and is also accessible by the alley to your right... PA: ...and the limousine you have to bug is parked on the middle of the street after it turns right. All: Also beware of the FBI here. There is an agent near the side of the G5 building, through the alleyway on your right. SA PA: There is one standing directly to your left as you exit the alley... PA: ...and there is a third behind the fence leading to the storm drain. SA PA: Let’s quickly start by taking out the one on our left at the moment, shall we? If you hear "Base, we have an intruder!" or something to that effect, hurry and take him out before he brings the heat on you. All: Be very careful of the sentry robot. You many want to immediately duck into the alley on your right and continue on that way. Kill the guard in the small square area you emerge in, and knock out the two CIA agents. At the far end of the alley is a FBI Agent, ready to squawk. Take aim and silence him. You might also want to empty the area of enemies in the back area where he was standing. There are a few on the fire escape up there. PA: At this point, sprint over to the limo and toss the bug on the back of it. You have only about a minute and a half until it takes off, so you need to hurry up to this point. Continue past and around the fence to the storm drain. Turn left and immediately silence the final FBI agent. PA: Note: You can also attach the bug from one of the small tunnels off the main storm drain, but it takes a while to get there, and it's really not worth it with such a time constriction. Objective 2 Completed! A SA: Make your way back through the alley. No sense in being spotted by the Sentry Robot, is there? Enter the fenced area and hop into the storm drain. All: Take out the three guards in this drain. A: At the drainage end of the drain, there is a small tunnel on your left that will lead to a shield. Take advantage of it. A SA: Speaking of shields, if you’re desperate for one, go into the door next to the limo and down the ramps. There are three guards down here, and a Shield under the bottom ramp. All: Head near the intake area and climb up to a large drainage chute. Crouch under the overhang, and, moving quickly so as to deal with the Robot as little as possible, grab your suitcase at the very end. It contains a Remote Mine and a Reprogrammer, which kinda looks like the Data Uplink. All: There IS another way to get all this stuff. Note the spot where you are. It's right below the small street area outside the car park lift. You can drop in from above and grab your equipment this way, but this may expose you to fire from the sentry robot, so be wary. Objective 1 Completed! All: Head back out the way you came in. Two guards will be flanking your exit from this drain. Once you finish them, leave and head outside the fence. You can also leave by climbing out the edge of the storm drain and up onto the street. Again, this can put you in the sentry robot's line of fire. If you trust your trigger finger more than you dodging skills, you should go back through the main drain. SA PA: Head back towards the fire escape. There are two blocked-up doors on the fire escape. Place your mine on one of them. For safety’s sake, I recommend the lower door, but, if you want to handle some serious explosives later, go for the upper door. I dare ya. Oh, don’t blow up the mine yet, just place it. Objective 3 Completed! All: Head towards the taxi back near the beginning, watching for the robot at all times. Get your Reprogrammer out and tap into its systems. After a few seconds, it’ll be reprogrammed. Wait in the alley and watch it take off. It’ll fly off for a bit, and return some time later. It’ll explode on impact on the street near the fire escape area and take out the Robot with it. Yay! Two fer one! The four guards will now come away from the G5 Building to investigate. All: There IS another way to do this, however. Go to that small square area in the alley. Push the dumpster up against the three barrels. Shoot the barrel next to the dumpster. You’ll take out the dumpster and inside will be the BombSpy. Activate it, run it towards the guys standing around the G5 Building, and blow it up. This will create an "alternate diversion". You’ll still have to avoid the robot, but this is a lot faster, and either way... Objective 4 Completed! All: Finish what’s left of those guards and enter the car park lift. If you go here any time before the diversion, the one that will be standing next to the lift operator button will lock it and you’ll be stuck. All Objectives Completed! F. Time Trial - Under 2:00 on Perfect Agent You'll be using the "alternate" methods mostly on this Time Trial. This Trial requires you mostly to be a crack shot. Once you deal with all the threatening guards, you shouldn't have trouble at all. Wait on the cutscene until Dan says the word "DataDyne". Jump into the mission. Run around the corner and slug the guard who, at the moment, has his back turned. Don't worry about any CIA guys. You won't have time. Run out into the street area, pulling out your gun, and pop the FBI Agent. Get onto the street proper and deal with the two or three guards here. The third one's patrolling the alley, but steps out into the street every so often. Now, as you shoot the guys here, you should alert the FBI Agent hiding behind the fence. Chances are he'll step out and see you. TAKE HIM OUT IMMEDIATELY! Consider everything else irrelevant until he drops. Once you've taken care of it, finish any guards in the area, then proceed down the alley. Ignore the CIA, and look down the second part of the alley. Shoot the FBI first, then deal with ALL the guards in the area. You'll have time if you're a good enough shot. Once the last one falls, you're technically home free. This all shouldn't have taken you much more than a minute, if that. All you have to worry about is the robot, and even then you should be too fast for it. Step onto the street, and toss the tracer on the limo. Head directly to the drain, using the alternate method, and drop down, get your stuff, and climb back out, making sure not to drunkenly stumble into the car park area. Head back to the alley, run up the fire escape, place your mine on the lower door, go back to the BombSpy area. Push the dumpster, blow the drums, and get it. Run it into the car park area and blow everyone up. Run straight for the lift, avoiding the sentry bot, and you're done! Personal Horror Story: I had everything going perfectly. Only got hit once. Just finished the BombSpy thing. Ran out onto the street....and straight into the Robot. He knocked me down to a bare sliver of health before I could get to the lift area. Needless to say, I was out of my seat and yelling at Jo to run before she croaked. Made it though. ^_^ G. Cheats and Other Fun Stuff Completing the level will earn you the classic cheat, DK Mode. Yes, you too can have a huge head and arms and skinny legs, along with everyone else. Completing the Time Trial will earn you the Psychosis Gun Cheat. Using this strange Tranquilizer-like gun developed by Trent Easton, you can fool enemies into thinking you're their friend. Pretty handy. Note: Unlimited Ammo cheats do NOT work for the Psychosis Gun. You cannot have more than four injections, period. This will give you too many buddies and the game will lock up. Here’s an interesting part about this level. If you open the door next to the limo on the street (the building is named "Pond Punk"), you’ll go down a set of ramps. There will be three guards. One at the foot of the ramps, and two will come out of the door here. The door behind those two guards is locked, but you can get in by disarming a certain one of the two guards that comes out of the door. Disarm and he’ll go back in the way he came, open the locked door, and get his buddy who’s inside. After dealing with all the guys, take a look around the area. Hmmm... What appears to be a long, narrow stage... There are chairs all along the stage, and a...ahem...pole...in the back... Looks like the Pond Punk runs a "different" kind of business. If you’re interested, there’s another scoped Falcon on the bar. Oh, and the Cheese Wedge is here, too. Like all good gentlemen’s clubs, there’s a bathroom here. Cover your nose and take a look at the left-hand stall. Thank God, it’s just the cheese floating in there... Mission 3.2 - G5 Building - Reconnaissance A. Overview A good old-fashioned recon mission. This will require you to move through the building and find out just what the heck is going on around here. You’ll have to be thorough about your work, though, as there are a few alarm systems set up here, and whoever’s meeting in here will cancel it quickly if the alarm is activated. You’ll also run into a new type of enemy here. B. Objectives 1. PA: Disable the Damping Field Generator 2. SA PA: De-activate the Laser Grid Systems 3. A SA PA: Photograph the Meeting Conspirators 4. A SA PA: Retrieve the Dr. Caroll Backup From the Safe 5. A SA PA: Exit the Building C. Equipment Starting: A SA PA: Falcon 2 (silenced) - Be vewy, vewy quiet. I’m huntin’ guards! Heheheheheh... A SA PA: CamSpy - Don’t ever try to record anything without a recorder; it’s a terrible strain on your eyes. A SA PA: Door Decoder - They usually don’t leave safes unlocked around here. SA PA: Remote Mine - You won’t have one, but you’ll still have the detonator to blow open the door you set. In Mission: A SA PA: CMP150 - Glad you still like this gun, ‘cause it’s still around... A SA PA: DY357 Magnum - SWATs hold this one... A SA PA: Crossbow - Secret, but available early... SA PA: N-Bomb - Yes, you read that right. D. Opposition G5 Guards: Yep, more... Still holding CMPs... G5 SWAT Guards: Ready to pounce on the slightest alarm, the SWATs have their Magnums loaded. E. Walkthrough All: What? You thought I said a new type of enemy? Well, shyeah! I wouldn’t lie! After Jo does her artful rolling cut scene in her low-cut leather vest; the two other guards will undoubtedly take notice of the guard’s death. Eek! They vanished! Keep your cool. They, as you might have guessed, are using Cloaking Devices. They are invisible until they open fire, so keep moving. When they stop to shoot, they’ll be visible. Fire then. You can even predict their movements and hit them while they’re invisible, too, so don’t hesitate to let a few extra rounds go in their direction. All: Of course, if you’re a fan of secret weapons (and who isn’t, really?), you might want to put away your gun after you peg the first guard. Taking out the second with just your fists causes him to drop a Crossbow. There are only seven darts, so make good use of them. One shot will drop anyone, primary or secondary. All: The second guard to fall will drop a keycard. Open the door and proceed to the next room. Kill the guard at the bottom of the ramp and hit the switch on the wall, turning off the lights in the next room. Enter the next room and go towards the door to your immediate right. All: As you cross the threshold of the glass panes, the lights will change status. Because you shut them off earlier, they are now on, and the four cloaked guards that will start running around will become that much easier to spot and nail. All: Once again, the last guard will drop a keycard for the door. Go through said door and you’ll spot a G5 rookie ready to bolt at the sight of you. Blast him before he can activate the alarm in the next room. A: There is a shield in a small alcove in this room. All: On the other side of this door, there will be a guard patrolling off to your right. Another one will be behind a corner near him, and a third is behind a corner behind you and to the left. Take the patrolling one first, as he’ll be the first to go for the alarm. Next the one near him, and finally the third one. All: I’ll just say it now as you may have already guessed. Activating the alarm will result in mission failure as the meeting will be cancelled. PA: Open the door next to the alarm. Head down the short flight of stairs. There are four guards in this area. One is patrolling and may be right in front of you, and three more are hiding in the next room behind pillars. Take them, being careful not to hit the consoles at the far end, and then hit the console on the far left. This will shut off the damping field generator preventing outside communications. Head back to the room with the alarm. Objective 1 Completed! SA PA: You’re going to need to shut off that laser grid above you. There are four switches, all with a green light. Be careful not to mistake the alarm for one. Shut off all four. Objective 2 Completed! All: That other door is locked, and you need to get on the other side. Time to head up. Climb the stairs and start crawling along the cables. Don’t worry they’ll hold your weight. Pass over the door, but don’t drop down yet. Keep following and Jo will tell you it’s time to use the CamSpy. Do this. Roll it forward, along the cables, into the next room and watch the cut scene, and a very interesting conversation between Cass, that strange blonde man, and Director of the NSA, Trent Easton. You’ll hear them talking about the sapient (Dr. Caroll), the Pelagic II, whatever that is, and the President and something about needing a tissue sample... Objective 3 Completed! All: After all that’s done, or after you hit the button to skip it, drop down and quickly take out the guard patrolling, and the other one by the locked door before they hit the alarm on this side. You can still complete the mission if the alarm is triggered, but it’ll still be tough. All: Head upstairs, dealing with another guard patrolling the stairwell. There are two more in the next room at the far end, near a door, and another patrolling the stairwell that will be off to your left, and a fourth upstairs from that. Eliminate them all to make life easier for you. A SA: There’s a Shield at the top of the last stairwell, too. This’ll really help in the coming fracas. SA PA: Remember I said there would be a treat if you placed the Mine on the upper door? It’s upstairs in the form of a plain wooden crate. Grab it and you’ll snag seven N- Bombs. These beauties will really come in handy shortly. All: Now, enter the only door left. That’s the vault. Place the Door Decoder on the console on your right and it’ll start working. Uh oh. You tripped the alarm. You have a minute until the code is cracked, and a few more seconds still before the door opens all the way. Be patient and careful about the SWAT guards that’ll come after you. If you have the N-Bombs, place a few on Prox mode prior to triggering the alarm for some explosive fun. All: After the door is finally decoded, run inside the vault and grab the personality disk on the right side. Objective 4 Completed! A: Dan will radio in and tell you he’s blowing open the door. Rush outside the vault, cleaning up any urgent messes, and the door will be opposite the stairwell leading up. Run out. SA PA: Hit the detonation trigger on your Remote Mine. The lower door is opposite the stairwell leading up, and the upper door is up the stairwell near the area lit red. Exit the builiding. All Objectives Completed! F. Time Trial - Under 1:40 in Agent Impossible, right? Nay... The quicker you are at dispatching the cloaked guards, the better off you’ll be. Dispose of the first two and use the CMP on the next four. Kills come quicker with that gun. Kill all the guards you meet. By the time you hit the cables crawling, you shouldn’t be much higher than a minute, if that. Now, I hear you whining, "I know I can skip the cut scene, but what about the safe, that takes a whole minute!" Stop whining! Here’s the SUPER SECRET trick! Crawl across the cables. Set up your CamSpy, then roll it towards the meeting room, but do NOT send it all the way in. Jump down, dispose of the two alarm-happy guards. Run quickly upstairs and towards the vault, killing if you feel it’s necessary. Slap the Door Decoder on the console, activate the CamSpy, and send her rolling in. Yep. Time STOPS when you’re in the cut scene. It’ll sound weird with the alarms and funky music, but let the whole scene play out. Wait about ten or fifteen seconds after the timer is down (after Cass mentions Dan sending reinforcements) and run into the safe, grab the disk, run screaming for the blown door, and out. G. Cheats and Other Fun Stuff For completing the level, you will receive the Small Jo Cheat. In the cut scenes and in the game proper, Jo will be a wee person, about half her normal height. This makes her much harder to target, and is cause for some laughs during cut scenes. For completing the Time Trial, you will receive the Cloaking Device Cheat. With 240 seconds of cloaking, you too can see what the guards do while they’re waiting for you to show up. This isn’t Invisibility, by the way. It’s a normal Cloak that works in a normal way. Any shot will disrupt the field, making you visible. Hey, I’ll bet you noticed that mask-type thing in the vault. What is that you ask? That is the BAFTA award. BAFTA is an annual award ceremony held in England to celebrate accomplishments in video games. My guess is Rare is hoping for a few with this masterpiece... Oh, and the Cheese Wedge is in the room with the Damping Field Generator. On the ducting on the right side will be a grate. Stand at the left side of that grate and look as far into the ducting as you can. Mission 4.1 - Area 51 - Infiltration A. Overview As you leave the G5 Building, Dan brings up a problem with those friends he mentioned. As you enter this area, he shows you some footage of Area 51, where the survivor(s) are being kept. You, and Jo, will notice the survivor doesn’t look all that human. This is the survivor that Dan wants you to get out of Area 51. There’s an operative inside that got this info out to you, but he can’t do the job himself. It’s up to you to get in, get the being, and get out. B. Objectives 1. A SA PA: Shut Down the Air Intercept Radar 2. SA PA: Plant the Comms Device on the Antenna 3. PA: Disable All Robot Interceptors 4. A SA PA: Gain Access to the Hangar Area 5. A SA PA: Make Contact with the CI Spy C. Equipment Starting: A SA PA: Falcon 2 SA PA: Comms Rider - This little doohickey will allow you to keep contact with the CI while inside Area 51. Pretty useful. A SA PA: Explosives - You gotta shut down the radar. You got the switch...right HERE!!! In Mission: A SA PA: MagSec 4 - What’s this? No CMPs? Aww... Personally, I prefer the Falcon to the MagSec’s lousy aim. This’ll be on just about all the guards. A SA PA: Grenade - Some of the guards are packin’ a little somethin’ extra. Take the time to search for these little payloads of fun on bodies. A SA PA: Rocket Launcher - I’ve got two words for ya. Gotta have it. - Yogi Berra A SA PA: Dragon - Once you get inside, you’re gonna be staring these beauties in the business end. D. Opposition A51 Trooper: Decked out in their finest beige shirts and pants, these guys point their MagSecs at you in a threatening manner. Some carry Grenades. A51 Guard: You think the Troopers are fashionable? With their orange jumpsuits and white body armor, these guys are the veritable fashion plates of Area 51! There’s only one here, and he carries dual MagSecs. Overalls: Only one, and he’s a technician in brown overalls. He can help you later if you don’t eviscerate him. Pilot: This IS a flight base. These guys in blue jumpsuits seem to be doing a lot more guarding than flying, but they know how to use their Dragons, so I suggest not getting too picky... Drone Gun: There are a few sitting around the base, ready to poke you full of holes. Some you can get behind. Others you’ll have to nail from around a corner where they can’t see you. Robot Interceptor: This starts the mission inactive. If you toss the Comms Rider on the Dish without shooting it, it’ll be airborne and firing. E. Walkthrough All: Before you start, it might be a good idea to let Dan get to the whole "deserted helipad" sentence before starting. If you don’t, the guard won’t have wandered past your starting point. As you hit the ground, take out the two dense guards in front of you quick. If you let one get away, he’ll go for the automatic gun off to the right and activate it. Not a position you want to be in this early. All: There are two more guards in this small canyon area. The one you just let walk away during the intro, and another around the corner. Eliminate both of them. Three of the four should drop grenades. Be careful. Around said corner, you’ll see a drone gun. Position yourself so you can see the brown base, but not the barrel. Pump bullets into it until it goes boom. Continue around the next corner. You are close to the main crater area. Off to your left, you’ll see another drone gun in the main area. This one’s trickier to hit, as it’s further away. After you finish it. Head out into the main gate area. Watch out, as there’ll be two guards in the control tower of to your right. Despite the lack of accuracy in MagSecs, they’re actually pretty good shots. Two possible suggestions: The safe, but hard way is to stay behind the wall and desperately try to snipe them with your Falcon. Good luck is all I gotta say. The easier, but more risky way is to run zigzagging up to the foot of the tower and lob one of your grenades into inside from the front. Boom. No more guards. SA PA: Look down the tunneled road off behind the tower. You’ll see a guard on patrol. Nail him with the Falcon, or he’ll rush to the far mouth of the tunnel and come back with two extra guards. (These guards come out of nowhere literally to follow the first one.) No need to do this on A because there won’t be a need to go back this way. All: Well, you COULD scale the tower and hit the button to open the main gate, but you’ll be at the mercy of three drone guns on the structure to your right. My suggestion is to head for the chain link fence off to the right and make your way through a hole cut in it. Be very careful here, though, for the place’s mined. Pull out a grenade and lob it in the middle of the dirt area in between the fence and the helipad. You’ll take out three mines in the front, or at least the important one right up the middle and won’t really have to worry about the others. Walk straight up the middle and collect your prize for going in the back way, a Rocket Launcher. There’s no one place you have to use this, but there are a few welcome prospects. All: Hug the left wall in this area and you’ll reach a crawl space. Crouch down and through it. A SA: At the end will be a shield. All: As you emerge from the crawl space, you’ll be behind a square structure. There are two guards walking around this structure for you to take out. Do as such. One or both may drop grenades. There are also three drone guns, but they’ll be facing away from you. Two are on the left side from where you enter and one is on the right side around the front of the structure. Once all those threats are terminated, move forward to the Overalls working on the Interceptor. Disarm him to steal his gun and knock him out. You can kill him, but I suggest leaving him alive. Why? I’ll tell you later... Oh, pick up the keycard for the lift that he drops. SA PA: Blow up the Interceptor he’s working on, too. If you don’t, it’ll be active after you return from the Comms Dish. Much easier to peg it while on the ground. SA PA: Leave the area by the same way you came in, avoiding mines in the helipad area by retracing your path. Head down the tunneled ramp and watch out. Two guards flank the exit and a drone gun is set up in a lousy position off to the left. Alert the guards and back up to take them out, then deal with two more guards that come runnin’ when they hear your scuffling. This drone gun’s a pain to take out, as the exit to the tunnel is angled so you don’t have much of a view of the gun before it can fire back. A grenade won’t help much either, as it’ll bounce into the trenches in front of the gun. SA PA: Once you take care of the gun, there may be a couple more guards in the dish area off to the left past the trenches and barricades. You’ll see an alternate entrance to the complex off to your left, where ANOTHER drone gun will be blasting away. Silencing it will be tough because of its small size. This is normally where I use my rocket, but it’s up to you how you wanna take it out. If you have a grenade or two left try to get as close as possible and drop it there. PA: You already destroyed one interceptor. The other two are right here, along with a jetbike off to the left. Destroy the other two interceptors with nine bullets each. Object