Xbox 360 | Perfect Dark Zero


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(Thanks to PirateoftheFAQs for the ASCII art)

FAQ/Walkthrough
by Dan Van Kley aka BudFutlacker
Version .30
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 gamefaqs.com, cheatcc.com, 
cheathappens.com, and neoseeker.com are the only sites allowed to post it, 
but if you want to post it let me know and I'll probably say yes. 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.


--
Revision History
--
Dec 8, 2005: First revision submitted to GameFAQs. 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

--
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 a huge 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 GameFAQs 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: Laboratory|Rescue
--
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. 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.

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 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.

You start out the mission on a pier facing a row of boxes. There's always 
a guy sitting on the other side, so move around and carefully shoot him 
in the head with a silenced weapon. There's usually a guy patrolling around 
the corner to the right as well, so if he's there take him out silently 
too. Then head back left of where you started and climb up the ladder to 
the helipad. This should give you a good view of the front courtyard. You 
can pop the bouncers at the doors in the head if you wish, they're easy 
to hit and no one usually notices. You need to get in close to the enforcer 
in the center and scope him (On Perfect or Dark, at least. On the other 
difficulties you can just skip this and kill everyone in the area.) I find 
it's best to sneak into one of the corners of the stone wall that surrounds 
the center and scope him. It's kind of hard to find him through the leaves 
but just look for a bit of green and aim for it. Once you've scoped him 
you can either start firing and kill everyone and then move on, or attempt 
to sneak past the guys near the Hummer H12s down the right alley. Either 
way, get to the door up the stairs to the right of the club entrance. You 
can also blow the wooden wall if you have a demo kit, but I usually find 
this approach is more trouble than it's worth.

This door is locked, and can be unlocked with a Locktopus if you have one 
and want practice with it. Otherwise just shoot off the lock with a silenced 
gun. As you step into the next area you'll see a bunch of goons patrolling, 
but the only one that matters is the one that patrols the catwalk to the 
left of you and the interior of the room in front of you. It's best to take 
him out before you attempt to scope the enforcer through the window, but 
it is possible to completely avoid him if you're timing's excellent. Either 
way, move into the next room and scope the enforcer sitting on the boxes 
outside the window. Once you've done this you can again kill everyone as 
loudly as you wish, including blowing up all the explosive barrels in the 
area. Be aware there are two guards behind the glass of the structure across 
from the enforcer. There is also a key in that structure that will let you 
through the locked door near the enforcer if you don't have a locktopus. 
If you're playing on Perfect you'll also need to take out Killian's 
powerboat, which is simply a matter of walking over to it and wasting it 
with your demo kit (or anything else with enough firepower).

The next area has one random goon that might see you as you come through 
the door, so be ready. You can go up the elevator and scope the last enforcer 
if you need to, otherwise just head down the stairs and get ready to rock. 
The first guy is sweeping with his back to you and can be beaten senseless 
easily. The two guys in the next room will usually notice this and attack 
you. Be careful, as some civilians might also show up and get in the way. 
After cleaning out the basement move upstairs and go down the hall to your 
left. If you walk through the door on your right you'll set off a metal 
detector and complicate matters. Holster your weapons before you go through 
the door down the hall and the goon inside will just ogle you instead of 
attacking, allowing you to beat him senseless. The glass surrounding this 
room is bulletproof, making it a good place to wait for enemies. Hitting 
the switch in front of the goon deactivates the metal detector, allowing 
you to go go onto the dance floor without alerting the enemies if you wish. 
This has limited usefulness because the guards won't let you where you need 
to go unless you shoot them anyway. Smack the fire alarm near the door in 
the glass room to clear the civilians out of the place.

Once all the civilians are gone you're clear to fire with impunity. From 
this point on anything that moves, dies, and dies loudly. There will be 
at least two guys immediately outside the glass room's door. Both are 
bartenders, one 90 degrees to the left and one straight ahead. There's also 
a good number of enemies up above firing over the railing. Take them out 
as you see fit and move up the staircase past the statue, then turn back 
and continue up the staircase behind you. 

This will lead you to the first dance room. There will be at least four 
guys in the room with more nearby. There's no real trick to this, unless 
you want to bait them and wait by the door. The shotgun or UGL are quite 
useful for this part. Kill them however you wish and move through the door 
at the back into the next room, or the door on the second level if you find 
that easier. Most of the enemies in this room are above you, so get up the 
stairs to the left as soon as you can to level the playing field. After 
you take them out go through the double doors on the second level and 
immediately look to your right for two guys on the stairs. Once you take 
them out you can lock the door behind you if you have a locktopus (it's 
a weird interface, hold the left stick in a direction and hit A) or just 
cautiously proceed up the stairs. 

Crouch and move slowly up the stairs because a sentry gun will see you as 
soon as you pop your head above the stairs. If you're careful you can 
probably see it before it sees you and take it out without incident. If 
not you're going to have some pain on your hands. Once you take it out you 
have either the option of manually blowing up the rest of the randomly placed 
sentry guns or simply deactivating them from the room on the left. You'll 
probably get shot at as you go for the left side door, but once you get 
in front of it you should be out of the line of fire. Hit the console inside 
to deactivate the guns and complete your last objective. There are two goons 
in the opposite room if you're feeling especially homicidal. Once you're 
done, follow the corridor around to the elevator to complete the mission.


SUBWAY|RETRIEVAL
--
For this mission you'll be heading through an old warehouse and a subway 
to pick up a briefcase that your new friend Ziegler thinks is important. 
The enemies you'll face later on in the level are well armed and often 
armored, which will be a bit of a surprise to you if this is your first 
time through. Pretty basic level, not too difficult or complicated.

Recommended Loadout: You don't really need a weapon with a silencer for 
this mission, but one can come in handy if sneaking is your bag. Most enemies 
carry SMGs, so the RCP-90 is a good choice if you have it. Even if this 
is your first run you should have a shotgun, which you should bring along. 
The other weapon is pretty much up to your discretion, as you'll be picking 
up a DW-P5 soon. 

This mission starts off with a bang, surrounding you with angry bikers in 
a parking garage. Although it looks bad, these guys are pretty easy to dipose 
of. Dive behind the Hummer to your left and start firing at the red barrels 
in the area. If you run out of red barrels, start shooting the cars, as 
they're quite flammable too. Usually all the explosions will take out the 
bikers, but you might have to clean up a few manually. The last one you 
kill generally drops the keycard you need to get out of the garage. Otherwise 
if you've got a Datathief you can just hack the gate control.

Once you get outside, go into cover on the corner of the building in front 
of you and take a look at the next area. The area in front of the warehouse 
is watched by a bunch of randomly placed cameras and usually patrolled by 
a guard or two. The cameras are easy to spot because they all have bright 
lights attached to them. If you're playing on Perfect you'll have to be 
quiet because you need to persuade the guy working on the lifter. Otherwise 
you can start firing wildly if you wish, but you'll be better off silently 
dropping the enemies and methodically taking out the cameras. If a camera 
sees you it will alert any enemies in the area and dispatch a small squad 
of UGL equipped goons to get you. If you're playing on Perfect you'll need 
to silently take out the patrolling guard and the nearby cameras, holster 
your weapon, and go up to the guy working on the lifter in the garage. This 
is the first of numerous "conversation" situations you'll end up in. If 
the person you're talking to seems friendly, use Charm. If they're confused, 
such as thinking you're someone you're not, then Bluff. If they're nervous 
or scared, use Threaten. It's usually pretty obvious which one to use, so 
think about it for a minute and you should be alright. If you successfully 
persuade him, he'll send the lifter to open the door to the warehouse, at 
which time you can club him in the back of the head.

After you've got the lifter going if you need to, either head down the alley 
to the warehouse, or use  the ventilation shaft that starts back towards 
the parking garage you started in. On the right side of the warehouse 
entrance is a bunch of shipping crates. One of these has a DW-P5 in it, 
which you're going to want if you don't already have one. If you used the 
lifter the main door will already be open, otherwise you'll have to pick 
the door's lock. The warehouse is packed with enemies in different locations, 
so use cover near the front gate and work your way through slowly. It's 
usually easier to go up the stairs near the main gate and go across the 
catwalk as it affords you a better shot at the enemies near the armory at 
the back of the warehouse. Work your way across the catwalk and into the 
armory once you've eliminated all the enemies in the warehouse. Grab some 
frag grenades and/or a shotgun if you want them, then toss a frag grenade 
in the room with the shotguns and get out of the armory as fast as you can. 
The grenade will set off a reaction which will blow the whole armory and 
complete your objective. Get back down to ground level and head to the gate 
near the armory ladder. 

This gate leads into a small area with a handful of guards patrolling and 
more inside the building at your 10 o'clock as you face through the gate. 
Take out the ones foolish enough to run outside first, then pull out your 
shotgun and head inside. Be careful, because some guards like to hang out 
inside with shotguns and ambush you. There is one guy in particular who 
always hides in the room just to the right of the safe door with a shotgun. 
Head upstairs to pick up some body armor and the code to the safe if you 
want it. Otherwise you can hack or blast your way into the safe and nab 
the briefcase. Once you've got the case, head to the subway entrance 
adjacent to the safe building.

Make your way down the stairs carefully, and be on the lookout for a guy 
on a pay phone ahead of you discussing the new arrivals. Pop him in the 
head (silenced or not, the next two guys will see him drop) and cover up 
against the next corner. There will be two goons hiding behind concrete 
blocks with UGLs. Take them out and slowly approach the big room. Chandra 
will tell you about the two groups of enemies and tell you to try to divert 
them. To do this you need to kill someone without any other enemies seeing 
you. You can do this with a grenade if you've got one (just toss it over) 
but if not, look carefully for a guy wearing a red headband in a tunnel 
on the right. You should be able to line up a shot (silenced, just to be 
safe) on his head and drop him without anyone seeing you. This will cause 
the two groups (the suits and Killian's men) to fight to the death, usually 
leaving you with just a few stragglers to mop up. If you mess this objective 
up somehow, everyone downstairs will come for you, which can lead to some 
unwanted complications (i.e. sudden and painful death). Head down to the 
main level via the big tunnel and clean up any leftovers. Then head into 
either tunnel downstairs.

There will likely be a handful of suits in this area of the subway, in various 
areas. Move slowly and cover around corners to make sure you don't get 
surprised. Once you see another stairway with escalator, head down about 
halfway and wait for the guard to come into view at the bottom. Try to take 
him out silently if you can, but if you can't enemies will start running 
through the wrecked subway cars to get a shot at you. All the enemies in 
this area are in the subway car, out the other side of it, or on the wrecked 
walkway above, although these last guys won't usually have a shot at you. 
Be careful in the subway car as there's no real good cover and maneuvering 
is tough. There are at least three guys in the next room with shotguns, 
and many of them are content to watch their buddies die in front of them 
so that they can get an open shot at you when you come through a door. Be 
very thorough in sweeping the small room and stairs before you move on or 
you'll get a shotgun to the back. At the top of the stairs you'll see another 
handful of suits, finish them off and you're home free. Head down the stairs 
on the opposite side and walk on down to the elevator to complete the 
mission.

ROOFTOPS|ESCAPE
--
This marquee level was featured in many pre-release demos and trailers 
because of its nifty co-op gameplay. It's the first level that will 
completely split up the two players if you're playing on co-op. If you're 
not, then you'll play as Jo and have to escort Jack. Don't worry, he's pretty 
durable. This mission is pretty fun in my opinion, and the environment looks 
absolutely beautiful. The end battle with Killian's gunship is a toughy, 
especially if you don't know how to take it out. Get to know the enemy 
locations in this mission (most are always the same) and you'll have no 
trouble with it.

Recommended Loadout: If this is your first time through you should be good 
with the DW-P5 + DEF-12 combo, although you may wish to pick up a Jackal 
sniper rifle during the mission to help out Jack. If you've got a full armory 
you might want to take advantage of the checkpoint before the battle with 
Killian and the fact that you get the weapons you started the mission with 
back when you load a checkpoint. Killian's PT is not designed to withstand 
multiple rocket blasts. Obviously this doesn't work on Dark because there 
are no checkpoints. On Dark I went with an RCP-90 and a shotgun and was 
able to get to the end numerous times without taking any hits.

As soon as you start you'll be looking at an enemy sniper in the building 
across from you at the top of the stairs. There's also another sniper at 
roughly your two o'clock, and another on the walkway you'll be heading to 
soon. Take out the two distant ones as soon as you can so Jack doesn't take 
too much damage, then head to your right and kill the other sniper on the 
walkway. None of these snipers will likely fire at you as long as you take 
them out quickly (i.e. don't hit them in the toe and then leave them alone). 
Grab the rifle leaning up against the wall near the sniper you just killed 
(make sure you don't toss your weapons off the scaffolding) and take out 
the goons Jack is engaging. Once they're down, grab your guns again and 
head up the ladder. Be careful, often there will be a hemeted enemy with 
a pistol waiting for you at the top of the ladder. If he isn't there, then 
he'll be around shortly. There are two stationary enemies around the corner 
after you go up the ladder, so use cover and take them out carefully. Once 
they're gone, head down the ladder in the middle one flight of stairs, then 
look through the glass for an enemy at the bottom. Shoot him in the head 
and make your way back up the stairs and onto the next building with the 
round black things.

As soon as you head up the stairs onto the top of the next building two 
enemies will come around the corner and start firing at you from the building 
across the street. Use the stairway for cover and take them out. If you 
wish you can blow off the coverings of the black things, which on Secret 
will complete your "Jam Enemy Comms" objective. If you're on Perfect or 
Dark you'll have to take out many more black things in odd positions about 
the level. Since I'm not even sure if that objective does you any good, 
I'd say don't worry about it. Help Jack out if he needs it and head toward 
the big concrete pipe. As you approach the pipe leading to the next building 
look towards your 11 o'clock for another sniper. He will be actively 
shooting at you, so roll if it looks like he's about to fire and drop him 
while he's working the bolt on his gun. 

Once you exit the pipe you'll see four glass panels, look carefully into 
them for two more enemies. One will run away almost immediately, but the 
other will shoot you as soon as he can. Take it slow and shoot him in the 
head before he can hit you. Move forward and keep your eye out for the helmet 
guy that ran away. He usually waits for you at the bottom of the ladder 
leading to the top of that building, so get out your shotgun and take care 
of him before you drop down. Once you're down, use a sniper rifle or whatever 
else you're carrying to take out the guys in the Hummer and the two other 
helmeted guys shooting at Jack. Once they're all dead, Jack will enter the 
building below you and hit the fire alarm to allow you to continue. Head 
inside the building with the four panel glass ceiling and run through the 
now open fire door. Follow the path down the hall and through two doors 
to your right and out onto the roof where the last sniper was.

Grab the sniper's rifle, or failing that, a DW-P5, and look back to the 
building you were just on. There are three levels that Jack has to go through, 
each with enemies that show up as Jack nears the level. Three on the first 
level, two on the second, and four on the last. Use your rifle to drop them 
as quickly as possible and minimize damage to Jack. If you fire at an enemy 
and don't kill him, he'll likely start shooting at you. Once Jack makes 
it to the top and starts complaining about a cleaning rig, take the zipline 
over and hit the switch on the top of the next building. This will allow 
Jack to head down the sewer and will trigger another appearance by Killian. 

As soon as you hit the switch for the cleaning rig, ride the zipline down 
and cover behind the big metal thing to your right. Killian will show up 
and start firing at you. He can't hit you while you're in cover, so pop 
out and light up one of his engines whenever he relocates. Don't get too 
agressive or he'll ream you with his machine gun. If you're playing co-op 
Jack can take care of Killian as he only fires at Jo. Once you hit one engine 
enough he'll take off and you'll complete the "Nullify Killian" objective. 
There's no obvious bonus to this, but it probably just makes Killian easier 
to take out later. After he's gone, head up the ladder in front of you. 

The enemy positions in this next section can vary, so stay awake even if 
you've been here before. If you're playing on Perfect you'll need to open 
the floodgates, which can be done by simply shooting the rusty part of the 
water tower above the big glowing sensor. If you'd rather you can also hack 
the sensor, but that's harder and doesn't really get you anything. Once 
you're done there, move up the ladder attached to the next building and 
look for enemy heads on top of the next building (much easier with the 
RCP-90). Shoot them if you want, but be careful as they might chase you 
if you make too much noise. One way or another, keep moving across the 
rooftops and clearing out the enemies. Once you find a four glass paneled 
roof check it for enemies and hop down. Head down the stairs, crouch and 
walk through the big tube, and finally drop down next to Jack to finish 
the main part of the mission.

The next part has caused much frustration and cursing among even the best 
players, so be ready to try it again (the whole level if you're on Dark). 
You'll be facing off pretty much alone (Jack will be there but won't be 
directly helping you) against Killian's PT gunship. Make sure you've 
brought some pretty heavy hardware or at least a lot of ammo to this fight, 
as your supplies will be limited. After the cinema you'll start in an open 
area below Jack near your starting point. Immediately run forward and 
slightly to the right to the big concrete thing. You can use this to shield 
yourself from Killian's attacks while you reload or figure out your next 
move. Be aware that he'll move around different sides of it, so don't 
actually cover against the side. Killian has three attacks: slowly aimed 
machine gun, rockets that cause massive area of effect damage, and torching 
you with his engines. The first two can be avoided by either moving or 
keeping something between you and him. The third... well, just kill him 
before he does it. There are two main approaches to taking out Killian, 
the mobile and the stationary. Both are just different approaches to 
shooting one of Killian's engines as much as possible, which is the overall 
objective. In Secret and Perfect I went for the stationary approach: hiding 
behind the concrete thing and shooting Killian and his goons whenever he 
made a dropoff. It also helped that I had a rocket launcher in Perfect, 
but that's up to your discretion. In Dark I had an RCP-90 and a shotgun 
and actually found it more effective to run towards Killian as much as 
possible and keep laying into one of his engines as much as possible. If 
you keep moving Killian has a hard time hitting you with his rockets and 
machine gun, and if you take him out fast enough he won't have a chance 
to do the flamethrower thing. The big problem here is all the boxes and 
ice cubes that get in your way. You can take them out if you find it easier, 
or just be careful to move around them. Some boxes also have SMG ammo in 
them if you need it. Regardless, keep nailing one of his engines as hard 
and as fast as you can. It will go from light smoke to thick smoke to slightly 
on fire, to really on fire, to completely on fire. When you get to the last 
stage (billowing flames) Killian will stop his normal movement pattern, 
slowly move up into the sky, face you, and come right for you. Don't freak 
out, he'll always explode right before he hits you and cause no damage. 
Congrats, you won! Then a cinema shows Chandra grabbing Jo and for some 
reason abandoning Jack who's about four feet away. Told you it didn't make 
sense. 

--
More to come when I get some free time after finals

Cheers!
- Dan
--

Copyright 2005 Dan Van Kley, All Rights Reserved