Perfect Dark Zero - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Perfect Dark Zero - Strategy Guide (Page 01).
'||''|. '||''''| '||''|. '||''''| '||''''| ..|'''.| |''||''|
|| || || . || || || . || . .|' ' ||
||...|' ||''| ||''|' ||''| ||''| || ||
|| || || |. || || '|. . ||
.||. .||.....| .||. '|' .||. .||.....| ''|....' .||.
'||''|. | '||''|. '||' |'
|| || ||| || || || .'
|| || | || ||''|' ||'|.
|| || .''''|. || |. || ||
.||...|' .|. .||. .||. '|' .||. ||.
7K@@@st@R ( (Q@@R@Q76 ( @O ~ %@@t~/
(((t%(O3%366/ /(73%777((t7// tt%77%C66Cs3Ct(/ ^ (/COGeGOC%/
3C6C6sQK#@@K( (GR@R#R#SGOOOOC3~^ 6OSQQSSQKQeB@@@@R% 7#@@@@QOOssKQQGC7/
%GK#RQ7 (R@@@Ot sCOt ^C@@@S/ C@@@#7 /%/ ~CO63~
/(CeKQ( ^/S@@@Gt(7((((~~(~/~^ 6QG%(77t7%7sK@@@@S 6@@@R/ (///( / tQsC7
/(6GO^ /#@@@#eKR###KQSS#O/ S#R####RRR@@@@@Q~ %@@@Q^ /^/^~ 3Rees
%sOC~ ^ G@@@s// GQQ%/ ^^^~3K@@@S^ /@@@@( //(// /e@##6
C%((t%CC%CG6~ ^7R@@@ROs3%%7t((%/ R@@% Q@@@% ~S@@@@KO%67CS#@@BR%
sOeGOGGSSeSC~ /7CGGGeSSSSQO/ Q#et (G#Qs/^ ^(CeKRRRQOC~/
^ ^ ^/^
(Thanks to PirateoftheFAQs for the ASCII art)
FAQ/Walkthrough
by Dan Van Kley aka BudFutlacker
Version .50
e-mail comments, suggestions, and snide remarks to dvankley@gmail.com
--
TABLE OF CONTENTS
--
Legal, Revisions
I. Introduction
II. Basics
III. Weapons
IV. Mission Walkthroughs (incomplete)
To come: Multiplayer analysis and FAQ
--
Legal
--
This was written completely by me by myself on my computer on my own time
etc. etc. all rights reserved. Currently cheatcc.com, and neoseeker.com,
gamerhelp.com are the only sites allowed to post it. You can e-mail me to ask
permission if you want but at this point I don't really want to allow many more
sites. Unauthorized reproduction will result in my lethal lawninja hunting you
down and stealthily incapacitating you with a subpoena to the spine. All
trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders. Use of this guide on any
unauthorized web site or as a part of any public display is strictly prohibited,
and a violation of copyright. If you see this document posted on an
unauthorized site, please notify me immediately.
--
Revision History
--
Dec 8, 2005: First revision submitted. Consists of basics,
weapons, and first two missions
Dec 12, 2005 : Updated some weapons, corrected some errors, revised
Nightclub|Stakeout and added Subway and Rooftops
Jan 16, 2006 : Various updates and revisions, added co-op mission info,
added Mansion and Laboratory
--
I. INTRODUCTION
--
So I've played video games for most of my life and of all those that I've
played, Goldeneye 007 and it's successor Perfect Dark had probably the
largest impact on me as far as first person shooters go. To my mind,
Goldeneye was the first real FPS. Before it... there was Doom. And that
was about it. Goldeneye redefined the genre and got me hooked. Many a happy
day was spent in my basement blasting the crap out of my friends and running
around with a live grenade hoping I could find someone to kill before my
head exploded. Good times. Anyway, I didn't play Perfect Dark until fairly
recently (2003 or so) and even compared to shooters of the time it was
excellent. The storyline, control, gameplay, depth, style, everything was
done right. So naturally when I heard Rare was finally making a sequel
(What took so long? Seriously.) I was pretty fired up. Fortunately I was
able to get my 360 and PDZ the day they hit the shelves and dive in. Although
some have given it lukewarm reviews, I personally am a big fan of this
game. I love the graphics, the feel of the game, the challenge, the sound,
it's all great. Except maybe the storyline and Chandra's voice. Those both
need some work. But when you boil it all down, an FPS is about shooting
things, and few other games make shooting things so much fun.
This is the first FAQ I've ever written, so don't expect a whole lot. The
main reason I'm doing it is because CheatCC doesn't have any up yet, so
I feel I need to step up and do my civic duty to the gamer community. I've
got finals looming on the horizon so the first revision will be a pretty
basic "how to get through every mission alive" guide, and later when I
have some free time I'll break down all the weapons, missions, and
techniques in more detail.
Onward!
--
II. BASICS
--
Seems like everyone I meet who plays this game keeps comparing it to Halo.
I suppose the comparison is unavoidable, but regardless I feel the need
to say THIS IS NOT HALO. I played a lot of Halo, and this is definitely
a different style of game. If you're a Halo junkie and you just started
on this game, it's going to feel weird. Mess with the sensitivity and take
some time to get used to it. If you're looking for a new Halo with better
graphics and a new storyline, then you're going to have to wait for Halo
3, 'cause this ain't it. If you played a good bit of Goldeneye and Perfect
Dark back in the day and are ready for a next-gen game that feels like
them, then this is your ticket. Shooting enemies is a considerably
trickier proposition here than in Halo. The autoaim is far less active,
enemies move around randomly a lot more, and the guns become considerably
less accurate after sustained fire. Give it some time and you'll get used
to it.
Use the AI to your advantage. PDZ's AI isn't terribly brilliant. While
they're usually smart enough to find some cover and take potshots at you,
occasionally even flanking you, many times the AI will charge right at
where they last saw you, often through a doorway. If you're ready and
waiting with a shotgun or something similar you can whittle down the odds
pretty quickly.
Reload. Constantly. The only time your gun should not be firing, reloading,
or full of bullets is when you're waiting around a corner and don't think
you have enough time to reload before an enemy comes for you. If you've
played many other FPSs, you've probably already got this down, but it's
critically important in this game due to the generally long reload times.
Although the animations do look really cool, they take a while, which is
a big problem if people are shooting at you. This is especially true of
the shotgun, which takes a loooong time to reload. You should always reload
the shotgun when you're not firing it because you can fire it in the middle
of the reload animation if necessary. Also remember you continue to reload
while rolling, so start tumbling if your clip runs dry at a bad time. Reload
whenever you get a chance and don't waste your ammo and you should be fine.
Know when to fight and when to move. Much like Goldeneye and Perfect Dark,
there are some segments in this game where enemies don't stop coming. Since
it's hard to tell where these spots are, I will just advise you to keep
moving whenever you can. Getting bogged down in a firefight with an
unlimited number of enemies isn't going to help you out. Thankfully these
unlimited enemy sections aren't too bad and pretty much just serve to keep
you moving along rather than employing the "kill everyone everywhere"
mentality. The net effect makes for a more interesting play experience
as you can never really feel safe.
Bring the right tools for the job. With the addition of the nifty armory
feature, PDZ lets you use any weapon you've brought back from a previous
mission (other than the first simulated one) in any new mission you start.
This is huge when you play on Perfect and Dark Agent. Make your choices
wisely. Early on before you get the fancier weapons, I recommend the
shotgun and either the P9P or the DW-P5 if you have it. With those two
weapons you'll be ready for pretty much any situation, including stealth
missions. Later on feel free to mix it up once you get a feel for the
missions and the weapons. Just remember that your starter ammo won't last
you long, so if you bring a SuperDragon to one of the earlier missions
don't expect to get a lot of use out of it.
Shoot enemies in the head. This is pretty obvious, but worth mentioning.
Anybody who takes any sort of bullet to their bare noggin is going down.
Unfortunately shooting enemies in the head only really works if they don't
have helmets. If they do you have to shoot off all their armor before you
can headshot them, which kind of defeats the point. Also bear in mind
silencers make weapons more accurate, but less powerful. They're a good
choice for head sniping. As long as nobody's looking at your target you
can kill with impunity.
Use cover and roll. A lot. These two new moves take a little getting used
to, but they will soon become second nature. Cover is a little finicky,
but extremely effective if used right. Find a flat surface and face
perpendicular to it and you should get the prompt. Make sure nobody's
flanking you and you can sit back and engage the enemy at your leisure,
at least until they get tired of shooting a wall and try to get up close
and personal. One thing to remember about roll is that you can reload while
you're doing it. It would take some crazy coordination to do this in real
life, but it works in the game so use it. If you empty your shotgun at
a bad time, start rolling around like crazy and before you know it you'll
be ready to start blasting again.
Use stealth to your advantage. As long as no enemies can see you or any
dead bodies and you don't fire a loud weapon, you can move around without
anyone noticing. This technique is essential on some levels. This
obviously requires silenced weapons, but you also need to be careful where
you kill enemies so patrolling guards don't walk over them, and make sure
you take out any cameras before they see you. Also remember that scientists
will make a run for an alarm the second you stop pointing your gun at them,
so knock them out with the butt of your weapon once you got whatever you
need out of them.
--
III. WEAPONS
--
The accuracy, damage, and range ratings are not directly out of the manual,
these are based on my impressions from my experience with the game. As
such they are not guaranteed to be competely accurate. The weapons are
grouped as they are in the armory screen. The "First Encountered" line
is the first level you will be able to pick up this weapon and bring it
with you. As such, the Datacore|Demolition level is not included because
you don't get to keep weapons from that level.
Pistols
--
Pistols are your standard low-level utility weapon. On average, not real
powerful or accurate, pistols are still effective if used right. They can
also be dual wielded with another pistol, a grenade, or a riot shield to
increase their versatility. All pistols take up one inventory slot and
except for the psychosis gun and magnum use the same ammo. The magnum and
psychosis gun both use completely unique ammo.
P9P
Accuracy: Good
Power: Fair
Range: Good
First Encountered: Starting Weapon
--
A solid all around pistol for pretty much any situation. You start the
game with it and will probably get a lot of use out of it, so take some
time to get familiar with it. The P9P offers silenced, scoped shooting
in a small package, but has a small clip and fairly subpar stopping power.
Use it primarily for silenced head sniping and you'll be alright.
Falcon
Accuracy: Very Good
Power: Poor
Range: Fair
First Encountered: Nightclub|Stakeout
--
The successor (or technically predecessor, this is a prequel after all)
to the original Perfect Dark's Falcon 2, this gun is carried by most of
the early enemies in the game and as such is quite easy to get ahold of.
Although fairly weak, this gun is quite accurate and has a large clip
making it fairly effective in a pinch. I wouldn't recommend it unless you
have no better options as its versatility is a bit lacking. The secondary
fire tosses down a clip which then fires off all rounds in sequence. You
can actually get some decent casualties in singleplayer doing this,
although it's pretty much just an annoyance in multiplayer. As an
interesting side note, if you look closely at this gun's grip you can see
a Carrington Institute logo on the side of it. This makes me wonder how
all the goons early on got ahold of Institute hardware.
DY357 Magnum
Accuracy: Poor
Power: Very Good
Range: Poor
First Encountered: Rooftops|Escape (in a locked case)
--
An old-fashioned six shooter with massive power and not much else. This
gun has bad range, bad accuracy, a clip of only six shots, takes forever
to cycle between shots (unless you're only holding one and firing it fast)
and takes a while to reload. It's salvation comes in its power. Anyone
that gets hit with this thing more than once is almost guaranteed dead.
Fun to use because of the animations, but not all that effective,
especially against multiple targets. Secondary fire is a goofy and almost
useless silenced delayed detonation shot. Good luck finding a use for that
one.
MagSec 4
Accuracy: Fair
Power: Fair
Range: Good
First Encountered: Mansion|Infiltration
--
Weird futuristic pistol based off the MagSec from the first Perfect Dark.
In practice functions pretty much the same as a P9P except it doesn't have
a silencer. Only real advantage is its secondary fire that allows it to
shoot around corners. The hit detection on these ricochet shots is pretty
forgiving so don't hesitate to give it a try. Just be careful you don't
bounce your shot back and hit yourself.
Psychosis Gun
Accuracy: Good
Power: Very Poor
Range: Fair
First Encountered: Trinity|Infiltration
--
Goofy tranq dart gun. Primary fire is a slightly damaging and highly
annoying tranq dart that makes the vision of human players go really blurry
for a few seconds. It doesn't seem to affect AI enemies much aside from
minor damage. The secondary fire makes enemies see their friends as
targets, making for some fun situations with large groups. This can cause
some serious carnage in multiplayer, including lots of swearing and
teamkilling accusations. Just remember that the target will still see you
as an enemy in single player, and will fire at you given the opportunity.
Also, in single player the secondary fire uses a whole clip, so be careful
when you use it.
Submachine Guns
--
SMGs are some of the most commonly seen guns in the game, as most enemies
will carry one of these. Because of this, ammo is usually plentiful, so
you'll find yourself relying on at least one of these primarily. On the
whole SMGs have decent accuracy, excellent firing rates, fairly large
clips, and good stopping power. Good all around weapons. All SMGs take
two inventory slots, and some can be dual wielded with others of their
type.
UGL Liberator
Accuracy: Very Poor
Power: Fair
Range: Poor
First Encountered: Nightclub|Stakeout
--
Basic Uzi knockoff. The UGL is the first SMG you'll run into, carried by
many of Killian's goons in the second level. Not very powerful or accurate,
the UGL can still spit out a lot of bullets in a short time, making it
useful at close range or for crowd control. Can also be dual wielded for
even more bullet spraying fun. Secondary fire discards the gun and
activates it as a proximity mine. This is really effective in most cases
as you probably won't have a strong desire to hang onto the UGL and the
bomb it becomes is very powerful. Also lots of fun in multiplayer.
DW-P5
Accuracy: Good
Power: Good
Range: Good
First Encountered: Subway|Retrieval
--
Pseudo-MP5 with unnatural accuracy at range, especially with the silencer.
This is an all around excellent gun with silenced capability, a scope for
sniping, and good stopping power. Until you get your hands on a rifle or
RC-P90, this is a good gun to stick with.
CMP-150
Accuracy: Very Good
Power: Good
Range: Fair
First Encountered: Trinity|Infiltration
--
The CMP-150 is a compact machine pistol with a really high rate of fire
and good stopping power. Shoot this thing at anybody's head and they'll
go down quickly. It's main drawbacks are its massive ammo consumption and
limited range, so you probably won't get a whole lot of use out of it.
It's mainly carried by dataDyne security in the later levels, so you'll
run into it fairly often later on. The secondary function projects a
hologram of you nearby which theoretically confuses enemies but also slows
you down. In my experience this isn't really effective but the tradeoff
in speed is minimal enough that it's worth it just to annoy your opponents.
RCP-90
Accuracy: Fair
Power: Good
Range: Good
First Encountered: Jungle|Storm
--
Goldeneye/PD veterans will recognize this bad boy immediately. One of the
most effective SMGs, the RCP-90 fires fast, hits hard, and has a good range.
Add this to a huge clip and two extremely useful auxiliary functions, and
you have a great weapon. The secondary function takes all the color out
of your view but outlines all enemies and anything else that might pose
a threat (mines, turrets, etc.) in red and all friendlies in green.
Essential to getting through the Jungle level in one piece. The tertiary
mode allows you to reprogram mines, sentry turrets, cameras, and the like
to your side. You don't need to do the normal tertiary command, just aim
at the target and hit A.
Heavy Weapons
--
These are the big boys. The heavy weapon class includes two sniper rifles,
a heavy machine gun, a rocket launcher, and a weird plasma rifle. Every
one of these guys takes up three slots, slows you down a good bit while
carrying them, uses their own ammo, and causes some serious pain. Some
can be mounted on turrets, giving them unlimited ammo as long as they're
on the turret.
M60
Accuracy: Very Poor
Power: Very Good
Range: Poor
First Encountered: Rooftops|Escape (it's found in an isolated room,
unconfirmed if you can actually bring it back; thanks LunarHawk99)
--
Your run of the mill bigass heavy machine gun. Lays down a lot of heavy
fire for a long time, but is really innaccurate and takes forever to reload.
In my mind its usefulness is mainly limited by the scarcity of ammo for
it. If you run into one, feel free to pick it up and fire it out before
retrieving whatever you had before and moving on. Can also be
mounted/taken off turret emplacements. Secondary fires little electronic
caltrops that don't actually hurt enemies walking over them, but instead
slow them down to a crawl. Useful in multiplayer objective games.
Plasma Rifle
Accuracy: Poor (Projectiles move slowly)
Power: Excellent
Range: Fair
First Encountered: Temple|Surveillance
--
Fires balls of death, has unlimited ammo (kind of), and cloaks you. For
my money, doesn't get much better than that. Only problem is that it's
pretty hard to hit mobile enemies with the rounds. You don't have to hit
them directly though, as the plasma balls cause splash damage. Remember
that fact when you're trying to fire past a corner or railing or you might
fry yourself. If you get the hang of the aiming this gun will quickly become
a primary weapon for most close to mid-range work. Secondary cloaks you
while not firing or hitting someone. This eats up your battery pretty quick,
even faster when you're moving. Also cloak will not work immediately after
firing the weapon. Bear in mind that the recharge has kind of an
acceleration to it. The longer you wait, the faster it recharges. Can be
mounted/taken off turret emplacements.
Rocket Launcher
Accuracy: Good (Depends on mode)
Power: Excellent
Range: Good
First Encountered: River|Extraction
--
The big boy. The rocket launcher is capable of firing four rounds in quick
succession, in either dumb fire or guided mode. Anything that gets hit
or almost hit by one of these rockets is toast. Devastatingly powerful,
but very rare and can only be fired four times. Secondary allows you to
guide a missle to it's target. Bear in mind this missle moves much slower
and has a much shorter range than the standard warhead, and it also leaves
you extremely vulnerable while flying it. Can be mounted/taken off turret
emplacements
Jackal
Accuracy: Excellent
Power: Excellent
Range: Excellent
First Encountered: Rooftops|Escape
--
Your standard sniper rifle. Is pinpoint accurate, has a ridiculous range,
and does insane amounts of damage. Only real drawbacks are the space it
takes up and the extremely slow firing rate. The weapon is bolt action
and each round must be manually loaded, forcing the user to wait a long
time between shots. If you get your hands on it, take a second to see if
you can hit anyone from afar and save yourself trouble later on. Secondary
fire is an EMP marker that scrambles enemy radar and paints the target
in friendly radar, but can only be used in multiplayer.
Shockwave
Accuracy: Very Good
Power: Very Good
Range: Excellent
First Encountered: Bridge|Assault
--
The spiritual successor to the original PD's Farsight, a high tech
particle beam sniper rifle equipped with x-ray scope. Although it doesn't
seem to be quite as powerful or accurate as the Jackal, the Shockwave still
does some serious damage. While it can see through walls, unlike the
Farsight, it cannot actually fire through them. Use the x-ray scope to
keep tabs on enemies and make sure you don't get surprised. The rifle will
overheat Halo beam rifle style if you fire it too quickly. This is very
easy to do and you must be careful to let it cool properly or you'll end
up with a useless gun during a firefight.
Close Combat
--
A variety of weapons suitable for use at close range.
DEF-12 Shotgun
Accuracy: Very Poor
Power: Very Good
Range: Very Poor
First Encountered: Nightclub|Stakeout
--
Standard combat shotgun with a six round magazine. Takes two inventory
slots. Simple, but effective, the shotgun should be taken along whenever
possible to complement any long range weapon. This gun will absolutely
tear enemies to pieces at close range. Even if it's not fatal, a blast
is usually enough to stun enemies so you can smack them or blast them in
the face. Obviously does not work at range, and every round must be
reloaded, which can take a long time. This can be done at any time, so
reload whenever you're not actively firing at someone.
Viblade
Accuracy: N/A
Power: Good
Range: N/A
First Encountered: Mansion|Infiltration (inside the laser grid)
--
Samurai sword with goofy secondary shield function. This weapon is really
odd and can only be found at one point (that I know of) in the game. Given
its limitations, it's really not all that powerful. The shield function
is handy, but doesn't last real long or protect your rear. The attack is
pretty nasty but leaves you open to being shot in the face. Takes up one
slot, so could be useful if you're carrying a sniper. Not recommended
unless you know how to use it.
Combat Shield
Accuracy: N/A
Power: N/A
Range: N/A
First Encountered: Mansion|Infiltration
--
Collapsable riot shield providing immunity to melee attacks and decent
protection from small arms, at least for a while. Useful in certain
situations, limited by the fact that you can only use pistols, the UGL,
and CMP with it. Can stop most bullet fire, but numerous hits will crack
and shatter the polycarbonate. Takes up two inventory slots.
Assault Rifles
--
An assortment of guns with good power and good range. All take up two
inventory slots and use the same ammo, except for secondary functions.
Laptop Gun
Accuracy: Fair
Power: Fair
Range: Fair
First Encountered: Trinity|Infiltration
--
Direct copy of the original PD's Laptop Gun. It's power and accuracy are
relatively low compared to the other rifles, but it's main usefulness lies
in its secondary ability to deploy as a sentry turret on walls. The sentry
only fires for a set amount of time and is fragile, but packs quite a punch.
Not recommended as a primary assault weapon, but if you find one, toss
it into a rough area for some help. Note that RC-P90s can reprogram the
sentry turrets.
KSI-74
Accuracy: Fair
Power: Good
Range: Fair
First Encountered: Laboratory|Rescue
--
Knockoff of the AK-74. Has decent power, but bad accuracy for a rifle and
no scope. You're better off using the ammo in a FAC-16 or SuperDragon if
available, but if this is all you can get it's decent. Secondary fires
the attached bayonet, allowing for silent kills. The bayonet is powerful
but can only be fired once before you have to find another.
FAC-16
Accuracy: Good
Power: Good
Range: Good
First Encountered: Trinity|Escape (if the trooper carrying it dies)
--
Knockoff of the M-16 and its many variants. Good all around weapon, strong
in all areas, also has a tertiary silencer and secondary grenade launcher.
A good choice for almost any situation, but not advisable for early
missions because of the lack of rifle ammo. Grenade launcher has a short
range and must be reloaded after each shot, so use wisely. Silencer
increases accuracy but decreases power, good for quiet heashots. Fires
single shot in scoped mode for increased accuracy.
SuperDragon
Accuracy: Fair
Power: Very Good
Range: Good
First Encountered: Mansion|Infiltration
--
Powerful assault rifle with semi-automatic grenade launcher. Has a small
clip but uses it well. Has a built in scope, but isn't very accurate at
range so use is limited. Also fires full auto in scoped mode. Very good
weapon if you can get your hands on it, a few well aimed shots can take
down fully armored opponents. Grenades bounce off any surface but people
and the ground, so be careful. Tertiary mode activates night vision.
Thrown Weapons
--
Thrown weapons consist of a couple basic grenades, a versatile mine, and
the quirky "death frisbee." All take up one inventory slot.
Multimine
Accuracy: N/A
Power: Very Good
Range: N/A
First Encountered: Temple|Surveillance
--
A combination of the old Goldeneye proximity and remote mines in one
package. Mines thrown with primary will explode when someone (including
your team) walks near them. Mines thrown with secondary will explode when
you hit the trigger to detonate them. Very powerful and extremely useful
in Onslaught and CTF games, or anywhere else that requires defending a
specific area. Can be reprogrammed by the RCP-90.
Frag Grenade
Accuracy: N/A
Power: Very Good
Range: N/A
First Encountered: Nightclub|Stakeout
--
Your basic hand held explosive. Can be dual wielded with a pistol or small
SMG and cooked by holding down the trigger. The grenade's timer will appear
in the center of the display. Unlike in Goldeneye the grenade will not
detonate in your hand if you cook it too long, it will just detonate on
impact when thrown.
Flashbang Grenade
Accuracy: N/A
Power: N/A
Range: N/A
First Encountered: Trinity|Escape
--
Extremely annoying, but mostly harmless hand held stun grenade. Doesn't
actually cause any damage, but if you're looking at it when it goes off
you'll go blind for a few seconds. Plenty of enemies will use it in single
player, but their aim usually isn't real good, so it won't be a big problem.
Not a real popular weapon but can be handy if you put forth the effort
to use it right.
Hawk Boomerang
Accuracy: Wacky
Power: Very Good
Range: Very Good
First Encountered: Trinity|Infiltration (inside a box near your starting
position)
--
Probably the weirdest weapon in the game, the Hawk is a sharp, spinning
disc that bounces off walls and kills people. Anyone without armor will
die in one hit from this thing, and it seems that one hit on an armored
target knocks off all their armor. So say two hits max for a fatality.
The trick, of course, is hitting people with it. It doesn't travel anywhere
near as fast as a bullet and is pretty hard to aim, but even if you miss
it'll still probably hit someone in close quarters. Be very careful with
this if there are friendlies in the area. If you hold down the left trigger
and point at someone the Hawk will lock onto them, which somehow increases
the probability of them catching it in the face. I'm not really sure how
the lock on affects its motion, but it usually seems to hit the target
if you're not in an open area. The Hawk's main drawback is that you have
to wait five seconds after throwing it to get it back (unless it physically
comes back to you) and while you're waiting you're defenseless except for
punching people. Secondary fire projects a shield that deflects rockets
and grenades, which can be useful in multiplayer.
--
IV. MISSION WALKTHROUGHS
--
Although the storyline's a bit weak, the game's mission mode is a lot of
fun, especially in co-op. The level design is varied and challenging, the
enemies aren't terribly bright but are well armed and never seem to get
boring, and the game is only as hard as you want it. Agent is nearly
impossible to screw up, Perfect Agent requires excellent combat skill and
an in depth knowledge of the level layout to succeed, and Dark Agent
requires the ability to get through the level taking only a few hits. I
mean that literally. Three hits is pushing it. The game also has a nice
little feature that draws blue arrows directing you where to go next if
you take too long. Remember that while the arrows show a way to go, it
usually isn't the only way to go. The level design usually offers you a
number of ways to get where you're going, so if you think your way will
work, don't turn around just because the arrows say so. I played through
all the missions initially on Secret Agent, have finished them all again
on Perfect, and am cracking away at Dark, so I'll offer tips on whatever
I know about these missions. I don't know what objectives aren't in Agent,
so I'll just mention how to accomplish all of them and you can decide
whether or not you want to. The game's storyline is pretty much just a
pretext to shoot different people in different places so I'm not going
to stress too much about spoilers. If you're really hardcore on
experiencing the story for yourself then you're probably good enough to
get through the game without my help, so go do it. Now.
DATACORE|DEMOLITION
--
The game's first mission's first half consists of instructions on how to
play and throws you straight into some pretty intense action in the second
half. Not a cakewalk by any means, but easily doable if you take your time
in the last big firefight.
Recommended Loadout: If you're playing through for the first time you
won't have a choice, but the P9P will be more than sufficient until you
pick up the rifles before mission's end. If you've got a full armory it's
pretty much up to you, I stuck with my trusty FAC-16 + DEF-12 combo.
Co-op: Same thing as single. The co-op player plays as Chandra and follows
Jo's path exactly. Probably more enemies, but it's hard to tell.
As the mission begins you'll be given instructions by Chandra on how to
get through security, so I won't bother insulting your intelligence with
a walkthrough for that part. Once you're flying the CamSpy you need to
fly forward and then take a left and follow the vetilation passage you
find. Keep going forward and down until you run into a laser grid. Fire
your primary weapon at the circuit boards behind the grates to the left
and right of the laser grid and continue onward and downward. The next
laser grid's controlling circuit is in the ceiling of its passage, back
near the last vertical section. After that, drop down, fly over to the
big glowing column and hit the right bumper to blow the bomb. This will
make the spiderbots go homicidal and start killing everyone in the
facility, which naturally causes all the personnel to freak out.
After a cutscene Jo gets up and you're tasked with getting off the platform
before you get eaten by spiderbots. These little guys aren't much of a
threat, except the yellow ones that go off like a bomb when hit. Head down
the hall and into the next room where you'll find a scientist in a box
covered by spiderbots. Despite the scientist's paranoia these things
aren't a threat, so take them out with whatever seems most expedient to
you. After you take out all the bots the scientist will open the door and
take off. Follow him into the next room and then take a left (he'll
pointlessly go off to the right, but you ultimately need to go left), shoot
the spiderbot off the door control, and head on through. When the corridor
angles off to the right look on the left wall for weapon racks with FAC-16
assault rifles. I highly recommend picking one of these up for the rest
of the mission. Take off down the corridor and follow the helmeted
scientist, ignoring the guards firing at spiderbots, until you dead end
at the elevator shaft.
Grab some Laptop guns off the weapon racks on the right wall and use the
secondary fire to set them up as sentry turrets (or hold onto them if you
prefer the Laptop to the FAC-16). Once they're set up look back at the
corridor you came though. Spiderbots will drop down from above and later
come through the corridor itself, so hose them down. Don't sweat it too
much if your guy working on the elevator bites it, as Chandra will hack
the elevator for you.
After you get on the elevator an announcement will come over the PA about
you being the bomber. From here on out anyone other than Jack Dark (your
dad, the guy on the left as the elevator reaches the top) and the scientists
in the elevator with you needs to be shot. There will be an intense
firefight on the surface, just remember to use cover and shoot any red
barrels you see to soften up the DataDyne troops. Also take note of the
two powerful SuperDragon rifles in a cabinet to the right of the door to
the surface. After you clear the deck head to the big platform in the center,
and hit A when you and Jack are on it to get it moving. At this point you'll
start getting hit by jetpack troopers and the occasional dropship. Don't
bother with the dropships, you're not packing enough heat to take them
down and they're not a big threat anyway. Concentrate your fire on the
jetpacks. They can be taken out with a single headshot or a lot of body
shots, so aim carefully. They're very hard to hit but will occasionally
hold position for a second or two which is when you need to hit them. Once
the platform reaches the top follow Jack onto the catwalk leading to the
center structure to complete the mission. Surprise! It was all just a
simulation... all that really means is that the guns you brought back from
this mission don't go into your armory. Sorry.
NIGHTCLUB|STAKEOUT
--
Your first "real" mission requires some stealth in the early part (how
much depends on the difficulty level) and a boatload o' killin' in the
later part. Can be a little frustrating if you're not very subtle but on
the whole not a real tough mission.
Recommended Loadout: You're going to need some gun with a silencer unless
you've got a Plasma Rifle and really hate silenced guns. If this is your
first run the P9P will be all you have but it's good enough. If you've
got your choice I'd recommend a DEF-12 and a FAC-16 or DW-P5. You can take
a Plasma Rifle if you want, but as you'll find out if you're new with it,
it's going to hurt you a lot more than them if you don't know how to use
it.
Co-op: Pretty much the same thing as single. Only real difference is if
you're playing on Secret Agent or above each player will have to scope
at least one enforcer because of a shortage of memory on the audioscope
or some such.
| Next Page » |
