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Perfect Dark Zero - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Perfect Dark Zero - Strategy Guide (Page 01).

      
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(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. 

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