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Perfect Dark for Xbox Live Arcade
Combat Simulator Strategy Guide
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::Table of Contents::
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1. Introduction [1INT]
2. General Multiplayer Tactics [2GMT]
3. Weapons Overview [3WEA]
4. How Simulants Use Weapons [4SIM]
5. Default Weapon Setups [5DWS]
6. Map Strategies [6MAP]
7. Conclusion [7CON]
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::Introduction:: [1INT]
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Perfect Dark is one of the best FPSes of all time, most well known for
being the spiritual successor of Goldeneye 007, its wide variety of
weapons, and fast-paced gameplay. The Xbox Live port released ten
years later "perfects" the game with improved graphics, polished
gameplay, and online matches.
This game is not so popular online anymore (this is a crime), but there
are still things that I have learned about the game that I wish to
spread to the audience (also because it's summertime and I feel the
need to write something). Hopefully you will learn a few new things
from this guide and may help novices become experienced in a short
amount of time.
This guide is mostly to describe weapon strategies, but I also cover
some strategies and stuff. This is basically a multiplayer guide with
an emphasis on weapons.
This isn't the most organized walkthrough ever, but I want to get this
info out ASAP before the game really dies. Please note that the
strategies mentioned in this guide are meant for the XBLA port of this
game and NOT the N64 version, so don't get confused.
VERSION 1.0 - Just submitted the guide, may change some stuff later.
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::General Multiplayer Tactics:: [2GMT]
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Introduction to Multiplayer!
----------------------------
Everything you know about other FPSes should be thrown out immediately.
Perfect Dark multiplayer is a different kind of game. This is "old-
school" FPS at its finest. This game is down and dirty. Not
everything is going to way...
You will be spawn killed at times.
You will not always have the weapons you want.
You will not be able to regenerate health.
You can't spam stupid perks or killstreaks.
Your kills can be stolen.
Enemies WILL camp and you can't always stop them.
And finally...
KDR means NOTHING, it's about WINNING THE GAME, not about LOOKING GOOD
for the leaderboards. You can always pad your stats against MeatSims
so who cares (not like there are online leaderboards anyway). Let me
remind you of this quote:
"You play to win the game! You don't play to just play it!"
- Herm Edwards, Ex-NFL New York Jets head coach.
You can complain about how unfair this or that is or how this game
can't be taken seriously, but you still go out to win. This is a
completely different game and if it's too foreign to you, stop whining
or get out.
I'm not going to go into much detail about controls and this and that--
you can learn that stuff on your own. Let's begin...
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Aiming Tips
-----------
Generally, a good way to get better at aiming is to put the crosshair
on the same vertical level as the enemy's neck (head/chest region) and
strafe left and right into the target if you need to. If you start
jerking the crosshair around, you can miss a heck of a lot. Standard
FPS stuff. Once again, practice against sims to get better at aiming
ESPECIALLY against targets on different elevations as you.
Crouching doesn't just reduce weapon spread but also drops your
sensitivity. It is very, very useful to crouch at longer ranges for a
more precise shot. Beware that you move slower, of course.
Manual aim involves holding the LT button. Nowadays, this isn't so
useful anymore except with certain weapons (CMP-150 target lock-on,
Farsight, etc.) or against unarmed targets. It has its uses,
especially if auto-aim is off and you need to make slight adjustments.
When you do use it, strafe left and right if you're using manual aim to
make yourself a harder target to hit. Slide left and right, do a
little dance, make a little love, get down tonight...
If you want to up your aim, practice against sims with auto-aim turned
OFF. You might say "Why would I want to do that when auto-aim is
usually on?" Two reasons--it makes you better with auto-aim ON, plus
it helps you kill unarmed targets much better. Auto-aim doesn't work
on unarmed people, remember?
--------------
Strategic Tips
--------------
Learn the ways of speed-strafing. This involves walking at a 45-degree
angle. Press up and left/right for maximum speed. This takes practice
because it's not as easy to do this as in the N64 version. Once you
push the joystick in the right angle, you'll feel yourself running like
Speedy Gonzales--that's a good thing! Keep it up...
Go for the best weapons and the shield. Be snappy--don't waste time
EVER. If you have to camp the good items do it.
Always be near cover. Don't go running out in the open like a dumb
idiot. When you're being shot at, hide during reloads or flee for a
better weapon or the shield if you should. Always have an escape route
wherever you go. Run as fast as you can, that's why speed-strafing is
important...
If you have a close-quarters weapon, don't go running out at long
ranges. If you have a long-range weapon, don't go running into narrow
hallways. Try to situate yourself in optimal locations so you can get
a firefight that's to your weapon's advantage.
Grabbing ammo is important, but if you already have enough ammo, grab
the guns laying on the ground so that your opponent can't pick it up.
If the enemy gets ammo, it does them no good without the gun.
Know how to get dual weapons. You need to pick up the gun from two
different spawn points. Usually a fallen enemy who's carrying the gun
you need will provide you with a dualie since he got it from a
different spawn than you did.
-----------------
Memorize the Maps
-----------------
Play each map against bots until you know the ins and outs of each map.
You need to learn the layouts of the maps. Sewers and Ruins are the
hardest to pick up IMO, but other maps are quite easy--just practice,
look at other FAQs, etc.
Know where all the weapon spawns are, especially the ones for shields
and good weapons. You should know where to go to get the item you want
as well as you can.
While you're at it, use the radar as a reference A LOT. You should be
able to look at the radar and, in combination with your map expertise,
know where the enemy is at all times.
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Game Modes
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* Solo Combat - First to the score limit OR the the one with the
highest score by the time limit wins. You can camp, but it won't do
you much good with 2 or more players. Take time to gather good
weapons, but be QUICK about it. Don't get stuck in the middle of a big
firefight--try not to draw fire from more than one enemy at a time.
Kill stragglers that are vulnerable (have low health or have crap
weapons). It seems dirty, but you need the points.
* Team Combat - First one to the set score wins. Check your radar to
see where your teammates are. REMEMBER THAT FRIENDLY FIRE IS ALWAYS
ON. Stick with them and give each other cover to double the firepower
and keep the enemy from picking you off one by one. Remember, you can
figure out which team you're on by looking at the color of the person
sprite on the bottom-left corner of your HUD.
* Solo/Team Hold the Briefcase - Grab the case and hide. That's about
it. Kill everyone you see, but don't pursue non-briefcasers because
you don't need to drain your health unnecessarily. Use traps and camp
the good weapons/shield if you need to. If you have the case, stick
with your teammates for cover, especially since they can grab the case
if you die.
* Team Capture the Case - Get the case and return it to your base.
Give the briefcase holder cover. If the enemy grabs your case, you
can't score until you kill the case holder. Remember that if the case
holder dies, the case automatically returns to its base. Drop traps on
either "case base" (especially in your opponent's base) to hinder the
enemy's progress.
* Team King of the Hill - This one's like Capture the Case except your
base is always moving. You get one point for each team member in the
hill whe the timer ends. Memorize the maps so you can know the fastest
route to each hill. Remember that if at least one member of your team
is on the hill, the others can run and go grab items and return when
the 20 second timer ends to score multiple points. If you're vastly
overpowered and on the hill, lay traps and run away, wait for the other
team to die, then get back on the hill while the other team is
scavenging for weapons.
* Solo/Team Hacker Central - Grab the data uplink--it always warps
around when the person carrying it dies. Bring it to the computer and
use it to gain points. Obviously you are vulnerable while you're doing
this so use traps or make sure your enemies are dead or very far away
before the download. Use teammates as cover.
* Solo Pop-A-Cap - This game's seldom played so I don't know the
details on it. One person gets randomly selected as "It." Anyone who
kills "It" gets a point. If "It" kills someone, he gets a point.
Nothing else about it except to go after the "It." Blah...
------------------------
Duty Calls Control Setup
------------------------
I'm not going to go into much detail on the controls (use what you're
comfortable with), but I use the Duty Calls setup. It's basically the
same as the default, except B is to crouch/stand up and you can't cycle
weapons backwards normally. But who cares!!?? Here's what you can do
with this setup and more:
* Use the LB button to bring up the 8-way weapon menu. This is
1,000,000 times better than cycling through each weapon with the Y
button or whatever. You can pinpoint the weapon you want within
milliseconds. PRACTICE this because it will help a lot in multiplayer
where you can't pause. This helps if you want to whip out secondary
items like grenades or proxy mines.
* When crawling through a vent, press the B button in a timely manner
to stand up while moving forward. You'll get up a little then crouch
down again, but you'll get a speed boost. So keep pressing B while in
a vent to move faster!!
* Once again, stick with whatever control setup works best for you, but
remember that this setup gives you the advantage above.
------------
Good Options
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Find a sensitivity that's good for you. I play with about 50%
sensitivity horizontal, 25% vertical. If your sensitivity is too low,
then you'll get whipped in close-quarter combat. Play some matches
against some sims to get a hang of a sensitivity that's good for you.
Higher isn't necessarily better. Remember that if you crouch, your
sensitivity drops which helps for long-range shots.
Manual aim sensitivity--I set it to the lowest sensitivity because
frankly, I can't hit crap with a higher sensitivity. Once again,
practice with what works best for you. This option is only available
with the update.
Enable fixed aim which keeps the crosshair dead center (except during
auto-aim). The "rubber" aim of the old days is really hard to use now.
Makes aiming a lot more precise. This option is also only available
with the update.
Enable "Highlight Pickups," "Highlight Players," and "Highlight Teams."
All items will now glow light-blue which really helps save time if you
want to scramble for items in a room. Players will now shine which
allows you to spot enemies more easily and tell who's your teammate or
who's not.
Turn head-roll off. Turn auto-aim on unless you're really good and
prefer to play without it (it can be easier to get headshots).
The other options are basically preferences--I don't have much else to
say...
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Shield Facts
------------
Shields are Perfect Dark's version of body armor, but have some
additional bonuses that give the shielded user a huge advantage in a
firefight.
The shield tacks on 100% of a player's full health, but has an added
bonus. Each shot that the shield absorbs, regardless of location, is
the equivalent of a leg shot to a non-shielded player. This means that
shields are very rugged and are tough to take down, especially with
lesser weapons such as pistols. The drawback is that your hitbox is
slightly larger, but that is negligible.
Against a shielded opponent, your best bet is to just aim at the center
of mass. More shots that hit the enemy equals more shield power taken
away.
The only non-explosive gun that can kill a shielded user with one hit
is the FarSight XR-20. The DY357-LX, the Crossbow secondary, and the
Tranquilizer secondary will immediately drain any existing shields--a
second shot means death.
With shields enabled, the divide between weapons becomes larger.
Automatic weapons and explosives win the day here. With shields turned
off, weapon balance is much less noticeable. For instance, a dual RC-
P45 wielder may be taken down by a simple MagSec 4, so beware of quick
innings there.
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Explosive Stuff
---------------
All explosions in the game are incindiary--that is they leave big balls
of fire that scorch enemies that are caught in its wake. They are so
powerful that with the lone exception of the Phoenix, any well-placed
explosive will kill an shielded opponent. They're practically
gamebreakers.
Explosive weapons in order of smallest to largest explosion include:
* Phoenix
* SuperDragon
* Dragon, Proxy Mine, Remote Mine, Timed Mine
* Devastator, Slayer, Grenade
* Rocket Launcher
Breakdown of each weapon:
* Grenade Launchers - Bounce 'em off the wall, enough said. Bounce
them off the ceiling too. An example would be if the enemy is huddled
up on the top of the big stack of crates in the Warehouse.
* Rockets - Launch these at the floor or the wall that is adjacent to
them. Even though these shoot straight, don't go for direct hits.
* Grenades/Mines - Get used to the tossing velocity so you can know how
far you can throw these things. You can toss mines straight up about 3
stories. Throw at a 45-degree angle from the floor for max distance.
* Chain Explosions - If an explosive touches an explosion, it detonates
immediately. Therefore, the advantage usually goes to the person who
shoots first. If you fire a grenade or rocket in retaliation, it may
just blow up in your face. You can't fire back until the explosion is
gone.
* Defensive Positions - If you're taking fire from explosives, force an
explosive in front of you for the specific purpose of absorbing
explosives that come your way. Retreat for cover in the process.
* Extra Credit - When players die, they drop grenade and mine pickups.
Also, any undetonated mines that they've placed become fair game. If
you can trigger an explosion that consumes the mines laying around, any
players that die in the resulting explosion are given credit to you.
* Keep Moving - That's right, keep moving. Because of the explosion
radius, if you're stationary it's easy to just get a grenade plunked
right in your face. Take cover whenever you can and wait out the
explosions before going back in.
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Setting Traps
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Traps include proximity mines (Dragons included) and Laptop Gun
sentries. This can also include things like remote mines, grenades,
and N-Bombs. Here are some places to put these bad boys to maximize
damage and increase your defensice stronghold:
* Any high-traffic locations or intersections, free kills.
* Up against the wall around corners so the enemy can’t see it until he
fully turns the corner (proxies).
* Under catwalks, like those in the Complex.
* Shields, a gimme.
* The spawning point of the weapon you pick up. For instance, put the
Laptop sentry by the Laptop spawn. Stops the enemy from fighting fire
with fire.
* The Hill or a nearby location.
* The Briefcase or a nearby location.
* Weapon caches dropped by enemies.
* Doors.
* In holed-up locations where the enemy is camping. They'll have
nowhere to run.
* Poorly-lit locations (negated if "Highlight Pickups" is turned on).
* Enemy spawn points (Capture the Case).
* Generally, anywhere that the enemy will probably not look.
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No Radar? No Problem
---------------------
If you play without radar, the game strategy becomes drastically
different. You may want to turn off the music and listen to the sound
as closely as possible for footsteps, gunfire, or other sounds that can
tell you where the enemy is. Also you need to be quiet--crouching
helps you run much quieter.
Always keep your back to the wall so it's harder for enemies to sneak
up on you because getting flanked can be your Number One enemy in this
mode. If you have good weapons and don't want to run around, keep a
lookout in high-traffic areas, preferrably long, narrow hallways where
it's easy to ambush an enemy that's probably not paying attention.
Also, if you're in a room with little things like divots in the wall or
crates, hide behind those and maybe you can sneak by an enemy who runs
through the room not knowing you're there.
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Shoot and Scoot
---------------
This is a special tip...
Some guns like the DY357 and the Shotgun have HUGE delays between
bullet discharges. One of the dumbest things you can do with these
guns is to run out into the open, so do this. Between shots, you duck
behind cover until you can fire again. That's it! Peek out, shoot,
hide, repeat. Try it because it certainly makes these guns a lot more
effective. Beware that if you advance with these guns, always have
cover nearby so you don't get stuck out in the open while you wait.
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Double Fire
-----------
This is another special tip...
For dualies with a slow ROF that you can hold the trigger down
(automatic), you usually want to fire both shots as close as possible
so you can drop an enemy as quick as possible. Damage will stack,
creating the impression of a "double-damage" shot which can drop
enemies quicker than usual.
To do this, tap the trigger and then hold the trigger as quickly as
possible. The time between both trigger pulls should be as small as
possible. If you did it right, should fire nearly at the same time.
Keep the trigger held down until the clip runs out or you switch
weapons. Practice this because it can be quite useful.
Beware that if you fire shots in rhythm, the opponent may catch on to
your antics. This tactic is really useful with the DY357's, Pistol
Whip secondaries, or the Knife slash attack.
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::Weapons Overview:: [3WEA]
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Here is a list of all weapons in the game in the order they appear in
your inventory:
Unarmed
Falcon 2
Falcon 2 (silenced)
Falcon 2 (scoped)
MagSec 4
Mauler
Phoenix
DY357 Magnum
DY357-LX
CMP-150
Cyclone
Callisto NTG
RC-P120
Laptop Gun
Dragon
K7 Avenger
AR34
SuperDragon
Shotgun
Reaper
Sniper Rifle
FarSight XR-20
Devastator
Rocket Launcher
Slayer
Combat Knife
Crossbow
Tranquilizer
Grenade
N-Grenade
Timed Mine
Proximity Mine
Remote Mine
Laser
X-Ray Scanner
Cloaking Device
Combat Boost
Shield
PP9i
CC13
KLO1313
KF7 Special
ZZT (9mm)
DMC
AR53
RC-P45
In this section, I will list my personal rating on the effectiveness of
each weapon/device (1 through 6). In general, it's best to go for the
weapons with the highest ratings first.
I also list the weapon's primary and secondary functions as well any
preset setups that use it.
Note that sometimes, I'll say a weapon fires "non-automatic." What
that means is if you hold the trigger down, the gun will either fires
onc and stop or it will fire slower than if you mash the button. This
mostly applies to pistols like the Falcon 2.
Now without further ado, here's a breakdown on each weapon.
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Unarmed
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Rating: *
Primary: Punch
Secondary: Disarm
Setups: All
Your basic defense is your fists. Getting stuck in any situation where
you are unarmed basically makes you a dead man walking, especially if
you are spawn killed. Punch secondary does crap damage, Disarm
secondary knocks the weapon out of the enemy's hand but deals no
damage. Both disorient the target a little.
You should leave Disarm on default since you’ll use it 99% of the time
because it is far more effective against armed opponents, of course.
The damage dealt with the primary Punch is nearly worthless (unless
you're playing one-hit kills/LTK or if the enemy is in the red). If
you’re going to do an unarmed attack, be sure to get the opponent as
close as possible to use. Doorways are the best place for this--wait
for him to open the door and get in his face, though this may lead to a
nasty headshot in return.
Also don’t forget that when you’re unarmed, enemies that aim at you
lose their auto-aim abilities so that helps you a little, especially
against novices.
--------
Falcon 2
--------
Rating (single): **
Rating (double): ***
Primary: Shoot bullets (non-automatic)
Secondary: Pistol whip melee
Setups: Pistols, Automatics, Tranquilizer
The game’s sturdy, go-to pistol. It deals average damage, but has
nearly-perfect spread and fires as fast as you can press the trigger.
Get used to mashing the trigger. If you do this right, you can fire
just as quickly as an automatic. With dualies, you can drain shields
and drop enemies quickly. The main problem is that it is very
complicated to move, aim, and tap the trigger at the same time. It is
easy to do two at once though, which leads to this strategy. . .
This is a good gun to use if you’re holed up somewhere. If you’re in a
narrow hallway and the opponent has little room to move, mash the
button and strafe to keep in line with him. You really don’t want to
put a lot of effort into aiming--just spray and pray. This takes a
little practice though.
The Pistol Whip secondary is essentially a punch but with a delay
before contact. With two pistols, it’s like two punches in one, but
still, don’t use it unless you are in a desperate situation. Use the
"Double Fire" trick mentioned above to make both pistol whips hit at
the same time (a "double" punch).
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Falcon 2 (silenced)
-------------------
Rating (single): **
Rating (double): ***
Primary: Shoot bullets (non-automatic)
Secondary: Pistol whip melee
Setups: Golden Magnum
Essentially the same thing as the Falcon 2, except with a silencer. In
Combat Simulator, a silencer doesn’t mean jack, really, so it might as
well be a Falcon 2. Helps in No Radar matches, I guess.
-----------------
Falcon 2 (scoped)
-----------------
Rating (single): **
Rating (double): ***
Primary: Shoot bullets (non-automatic)
Secondary: Pistol whip melee
Setups: None
This scoped Falcon 2 has a 2x zoom instead of a 1x. However, this zoom
rarely comes into play so you should just use it like a normal Falcon
2.
--------
MagSec 4
--------
Rating (single): **
Rating (double): ***
Primary: Shoot a single bullet (non-automatic)
Secondary: Shoot three-bullet burst (non-automatic)
Setups: Pistols, Power, Grenade Launcher, Proximity Mine
Another normal pistol, it’s a Falcon 2 but with one more bullet in the
clip and some noticeable spread. Because of this, the primary function
is not very practical. The secondary Burst Fire function allows you to
spray three bullets in rapid succession and negates the button mashing,
allowing you to move and aim much easily.
With dualies, use Burst Fire and dump bullets into enemies. A burst or
two to the chest can drop an enemy quickly. However, the weapon is
just crap against shield and is lousy at long range due to the spread.
Good to use on the move, but use other weapons if you can.
------
Mauler
------
Rating (single): ***
Rating (double): ****
Primary: Shoot uncharged shots (non-automatic...just barely)
Secondary: Charge shots, eat up to five bullets per shot
Setups: Pistols, Heavy, Rocket Launcher
This is the most versatile pistol in the game. It has the secondary
Charge Shot feature that eats five bullets but turns the gun into an
instant-kill shot. Not only that, but the gun has a good trigger-hold
ROF which helps a lot. It has a huge clip too with a fast reload time.
Always keep this gun on secondary Charge Shot fire. Pop shots at
enemies and take cover. If you miss the charged shot, you can just
hold the trigger and deliver normal primary shots. With dualies, a
good player can wreck opponents with automatics and whatnot.
-------
Phoenix
-------
Rating (single): **
Rating (double): ***
Primary: Shoot bullets (non-automatic)
Secondary: Shoot an explosive shot
Setups: Pistols, FarSight
With primary fire, this gun is basically another Falcon 2, but with a
slightly longer reload time. The secondary Explosion fire is where the
gun packs a punch and should be your default setting. Each shot
creates a mini-explosion that can drain shields and health quickly if
you land a few shots in the enemy's chest. The problem is the ROF is
slow and the small explosions don’t give you any room for error. This
isn’t a good gun to go Rambo with because you can’t afford to miss many
of your shots. If you can catch an enemy in a confined location
though, they're toast.
------------
DY357 Magnum
------------
Rating (single): **
Rating (double): ***
Primary: Shoot bullets (penetration)
Secondary: Pistol whip melee
Setups: Power, Classic Pistols, Classic Power
With its slow firing rate, long reload times, and the slight delay for
the chamber to revolve, no kidding most people hate this gun. However,
it deals massive damage to enemies without shields. Two shots to the
chest or one to the head means instant death. IMO, it’s the most
stylish gun in the game to get kills with.
A tactic that really helps this gun is the "Shoot and Scoot" method
mentioned above. Basically, hide between shots. This allows you to
maximize damage while you're out in the open. Also check out the
"Double Fire" tactic to shoot two bullets in one, a handy trick that
shoots "super bullets" that deal twice the damage.
This gun has penetration power too, so shoot people through doors and
windows if you can. This gives you the upper hand in levels such as
Felicity and Car Park. Also, it has no spread whatsoever, so it's kind
of handy in long-range maps.
Almost forgot to mention the secondary fire--Pistol Whip. See the
Falcon 2’s Pistol Whip. Same thing, it sucks so don’t use it.
--------
DY357-LX
--------
Rating (single): ***
Rating (double): ****
Primary: Shoot bullets
Secondary: Pistol whip melee
Setups: Golden Magnum
This is Perfect Dark's equivalent to the Golden Gun. One-hit kills
that will either take away an opponent’s shield or kill him outright.
With dualies, don't use the "Double Fire" trick (unless your opponent
is using shields). Two shots are just as lethal as one so keep that
trigger held down to fire a steady stream of shots that will mow down
folks.
The biggest setback is the incredibly huge delay between the trigger
and the shot. Use tactics applied to the normal DY357. The "Shoot and
Scoot" tactic helps because convential weapons can drop you in a few
shots--not that much more than the one-hit kill. Also, this gun
doesn't have penetration powers, so yeah, that doesn't help much.
The secondary Pistol Whip function sucks, just don’t use it.
-------
CMP-150
-------
Rating (single): ***
Rating (double): ****
Primary: Shoot bullets
Secondary: Shoot and lock on to acquired targets (standard auto-aim
disabled)
Setups: Automatics, Tranquilizer, Golden Magnum, Grenade Launcher
Based off the TMP submachine gun, this go-to automatic is a reliable
weapon in anyone’s arsenal. It has a nice ROF and can drop targets
quickly at close range. It’s biggest flaw is the spread, which just
kills this gun at long range. Crouch to take out opponents at long-
range.
The secondary Lock-On function works by using manual aim to acquire
targets to shoot at. If you get a lock on an opponent and he leaves
your view, your aim will snap back onto him when he reappears--a
fantastic feature in a 1-on-1 match. In the heat of battle, this is
very difficult to do so you may want to resort to acquiring targets
while you’re peeking from cover or if you’re reloading.
Also, the Lock-On feature disables Auto Aim on non-targeted opponents
so be careful. If you're playing without Auto Aim on, then you might
as well keep the gun set on secondary all the time.
-------
Cyclone
-------
Rating (single): ***
Rating (double): ****
Primary: Shoot bullets
Secondary: Empties entire clip quickly
Setups: FarSight, Rocket Launcher
In terms of damage, this gun is practically Klobb-like in nature (very
weak). This is redeemed by its decent spread and huge clip. With
dualies, this gun is better than the CMP-150 at long range.
The secondary Magazine Discharge feature empties the entire clip in
record time. The gun’s accuracy goes to hell though so it’s only
practical at point-blank range. You can’t abort the charge once you use
it, so be careful when you use this. Personally, I wouldn’t use the
secondary feature--just use primary fire and go for headshots.
------------
Callisto NTG
------------
Rating: ****
Primary: Shoot bullets
Secondary: Shoot slower, more powerful bullets (penetration)
Setups: FarSight
This is a solid weapon. The primary fire has a high ROF and you can
mow down people with efficiency. Watch out for bad spread so use at
close range. Compared to secondary fire, this mode kills enemies much
quicker.
The secondary fire slows down the ROF, but increases damage as a
result. The gun spits out magnum bullets that can penetrate through
doors and windows with NO spread whatsoever. This mode is very useful
on maps like Felicity and Car Park. It is good if want to conserve
ammo, are firing over a long range, or are going for the penetration
shots.
BTW, doesn’t the reload animation look like someone doing a reverse
nose pick (putting the booger back in the nose)? I’m just saying. . .
-------
RC-P120
-------
Rating: *****
Primary: Shoot bullets
Secondary: Toggles cloak/uncloak
Setups: Power
Now this is a kickass gun. The RC-P90 would be proud. Huge clip of
120 bullets, great spread, and good damage. A go-to gun in basically
every situation.
The secondary Cloak feature is lucrative. When you use this, you turn
invisible and disappear from the radar. The best way to use this is to
cloak and enter the room where your enemies are. They have no idea
where you are so you can ambush them from any angle before they can
return fire. However, cloaking eats your ammo quickly and also forces
you to reload often, so grab gobs of ammo for cloaking fuel. Also
remember that when you shoot, the cloak goes away so you better make
the best of your stealth attack.
Keep in mind that a cloaked player is not fully invisible--you can
detect a small faint outline around the player if you are incredibly
observant. If an enemy is cloaked around you, you may be able to
detect his whereabouts before he reveals himself.
----------
Laptop Gun
----------
Rating: *****
Primary: Shoot bullets
Secondary: Toss sentry gun
Setups: Automatics, Proximity Mine
Two words--Sentry Gun. That’s about it. The secondary function causes
the gun to fold up into a sentry that locks on enemies and kills them
with very quickly with extreme prejudice. Even if you die during the
fold-up animation, you still chuck the sentry as you die.
The sentry has a max ammo of 200 bullets that is sapped from your
inventory. If the sentry runs out of ammo, you can pick it back up and
chuck it again. You can only have one active sentry at a time. If you
chuck another sentry, the old one explodes.
Place these in high-traffic areas for free kills. It helps if the gun
is pointing towards where the enemies approach. For instance, if
people come through a door or a hallway, place the sentry on the wall
so that it points toward the approach point. If you leave it on the
floor or ceiling, it takes a second or two for the turret to aim
towards the enemy and thus the enemy is already out of sight by then.
See the "Setting Traps" section above to learn more about optimal
sentry locations.
If you are faced with a sentry gun, you can shoot it down, but it’s
such a small target and it takes multiple shots to destroy. I swear,
that damn sentry can thread the needle and murder you even if you peek
out by as much as a hair. Most of the time, the best way to deal with
a sentry is to just stay the hell away from it. Explosions do make
quick work of sentries though.
Now for the gun’s primary fire which is quite good. It’s equivalent to
a CMP-150, but with a larger clip and better spread. The main flaw
with the gun is that it takes a long-ass amount of time to switch to
and from because the gun has to do the damn folding animation. Other
than that, great gun.
------
Dragon
------
Rating: ****
Primary: Shoot bullets
Secondary: Toss as proximity mine
Setups: Tranquilizer, Rocket Launcher
Like the Laptop Gun, it’s good for the secondary feature gimmick. The
Proximity Mine secondary allows you to chuck the gun and turn it into a
proxy mine of death. This easily changes the game’s strategy as you
can now get killed even when out of range of your opponent. See the
"Setting Traps" section above for good places to throw there.
Toss as many Dragon proxies as you can. If you have a Dragon and you
come across another one, chuck the one you have and grab the one off
the floor.
If you come across a Dragon proxy on the floor, shoot it or just stay
the hell away from it.
Also, I might add this golden nugget of information--ALWAYS remember
where you've placed your Dragon proxies. The last thing you want to do
is stumble into your own traps.
As for the primary fire, it’s decent. Good damage and spread, but
there’s better automatics out there to use IMO.
----------
K7 Avenger
----------
Rating: *****
Primary: Shoot bullets
Secondary: Shoots bullets and detects mines and sentries.
Setups: Heavy, Proximity Mine
This is it, folks. If there was ever a gun that could give the RC-P90
from Goldeneye a run for its money, it’s this.
This gun has two facets--high damage and high ROF. Point this at an
enemy, pull the trigger and he’s dead. This thing eats up shields too.
It’s a very lethal weapon in the hands of a professional.
Be careful about the gun’s clip size though. The gun empties so fast
that if you miss the target, you’re dead. It's very hard to use one
clip on multiple enemies. Use duck-and-cover tactics to hide during
reloads.
The gun’s Threat Detector secondary feature is basically the same as
the primary, except it highlights mines and sentries that are within
sight, thus adding to the gun’s usefulness. It also gets rid of the
muzzle flash which kind of sucks, but it‘s worth keeping secondary on
default. Be aware of threats around corners that you cannot see until
you swivel around, since the secondary feature can’t see through walls.
----
AR34
----
Rating: ****
Primary: Shoot bullets
Secondary: Toggles between zoom-in/zoom-out while moving (auto-aim
disabled)
Setups: Automatics, Grenade Launcher
A noob-friendly assault rifle that resembles a fat FAMAS assault rifle.
Somehow, some programmer decide to screw with the gun because it has a
slower ROF and worse spread than the K7 Avenger. It's better for crowd
control than the K7 because the slower ROF which means better bullet
distribution per victim. It also deals good damage for an automatic--
almost as much as the K7. Use this weapon at close-range to compensate
for the lesser spread.
The secondary feature allows you to zoom while moving, the only weapon
in the game that allows you to do this. This is helpful to a certain
degree especially when you want to drop aim sensitivity, but beware you
can't switch zoom during a reload. Because the gun's spread sucks at
long range, it kind of defeats the Secondary fire's purpose anyway
unless you're going prone.
-----------
SuperDragon
-----------
Rating: *****
Primary: Switch to/shoot bullets
Secondary: Switch to/shoot grenades
Setups: Heavy, Explosive
Well, they weren't kidding about the "Super" part of the gun. The
secondary Grenade Launcher puts this gun on the map. Grenades are
lobbed at a moderate range. The explosions aren't as big as the
Devastator or the Rocket Launcher, but that is made up by the ROF and
big clip.
Bounce grenades off walls around corners or shoot the floor when
opponents approach to watch them sizzle. Hey, even bounce them off the
ceiling. An example of this situation is the big pile of crates in
Warehouse. Beware that the grenade trajectory is slightly affected by
which way you're moving.
The primary fire is identical to the Dragon's. It's good but is
outclassed by guns such as the K7 Avenger because the bullets don't do
as much damage. Primary fire is encouraged at long range since
grenades are much harder to use at said range. Also switch to primary
fire if your grenade clip runs dry and you're in the heat of battle.
Be aware that if you switch modes without reloading, you will have to
reload when you switch back later.
See the "Explosive Stuff" section above for more details.
-------
Shotgun
-------
Rating: ***
Primary: Shoot single shell
Secondary: Shoot two shell burst
Setups: Power, Classic Power
Perfect Dark's only shotgun is outclassed by the assault rifles out
there. The reload time is horrid and the pellets are weak against
shields. Still, it's not too bad in close-quarters such as Car Park or
G5 Building. A full blast to the chest can drop an unshielded enemy
with one shot. Headshots can help because even if a few pellets hit
the head, it can deal a lot of damage.
Keep the default fire on the secondary Double Blast because the pellet
spread is much closer. Try to get as close as you can to the enemy and
keep him in your crosshairs for both blasts for max damage. If you
shoot an enemy running towards or away from you, odds are both shots
will hit. If you can't get close, use the "Shoot and Scoot" tactic
mentioned above. You only want to use primary Single Blast at point-
blank range.
This gun likes to screw with you. When you have to reload, run the
hell away and mash the reload button because sometimes, your guy will
prematurely stop if you don't. Pressing the fire button during reload
will stop reloading. Also, sometimes you'll switch to the Shotty only
to find your clip empty. I don't know why it does this, it usually
happens when you frequently switch weapons without reloading so just be
careful out there...
------
Reaper
------
Rating: ***
Primary: Wind up and shoot bullets
Secondary: "Meat Grinder" melee attack
Setups: Heavy
Good, Perfect Dark always deserved an incredibly inaccurate alien
minigun. As you can tell, this gun will drop your accuracy stat like a
brick, but who cares? No online leaderboards or anything (lol, MW2).
The ROF increases the longer you have the trigger held down so warm up
the gun prematurely to increase the ROF during the firefight. It also
helps to crouch while shooting to increase whatever accuracy can be
salvaged.
This gun's lack of precision gets you killed in 1-on-1's because
there's no guarantee you'll hit the target. It does help if you need
to lay down some suppressive fire or if you're a noob who doesn't know
how to aim anyway.
The secondary Grinder feature is probably the best melee attack in the
game as it can rapidly take down anyone who happens to come close with
no delays. It's like a chainsaw, but it should only be used in closed
quarters like a doorway or something.
------------
Sniper Rifle
------------
Rating: *
Primary: Shoot bullet (non-automatic)
Secondary: None
Setups: None
In games like Halo, Call of Duty, and Counter-Strike, the glory of a
sniper rifle headshot is enough to warrant YouTube montages of extreme
kills or "No-Scopes" or whatever. In this game, no such glory exists.
The Sniper Rifle in Perfect Dark is essentially a silenced Falcon 2
with a huge scope. You can only wield one at a time, the ROF is crap,
and the scope is near-useless because most players will be running
around like a complete spazz. The zoom feature may come in handy if
you can aim the crosshair where the enemy will run by, but it still is
weak as all hell and is only useful as a Story-mode weapon against
stationary targets.
Let's talk about positives. With the update, the gun now has Auto-Aim
features which make the gun more viable. The gun's spread is nearly
perfect so it's actually useable at long range without the scope (the
irony).
This gun is useable when sniping mines or against enemies with weak
weapons, but otherwise, it's tough to recommend. If the gun dealt a
lot more damage, then this would be another story, but still, what a
disappointment.
--------------
FarSight XR-20
--------------
Rating: ******
Primary: Shoot bullet (non-automatic), manual aim is under your control
Secondary: Shoot bullet (non-automatic), manual aim locks onto enemies
Setups: FarSight
Every time you play Perfect Dark, you should get down on your knees and
pray your enemies don't pick up this gun.
The FarSight is a gun that can shoot enemies through walls across the
level. It is a one-hit kill gun, even with shields. If the bullet
clips the shield hitbox but doesn't hit the person himself, the victim
will lose his shield but not his life.
Use the seconday Lock-On mode ALWAYS. Use the radar to face towards in
the general vicinity of the enemy (12 o'clock) and the crosshair will
slowly veer towards the nearest victim. The lower your manual aim
sensitivity, the slower the lock-on speed.
Since I use the lowest manual-aim sensitivity, the best method is to
simply keep switch in and out of manual aim. Do this if the enemy
keeps outrunning the crosshair. Try to anticipate where the enemy is
going to move and shoot him as he moves onto it. Hopefully, he will
eventually move towards or away from you with little horizontal
movement or will get jammed in a door or something.
Without a radar, this gun becomes a lot less useful since you don't
know where your enemies are. Always have a backup plan if someone
sneaks up on you. Take refuge in your teammates if you have any. With
the patch, the FarSight now has Auto-Aim making it lethal even without
the zoom feature. Use the "Shoot and Scoot" tactic mentioned above.
If you happen to be on the receiving end of a FarSight user, your best
bet is to strafe like hell and try not to get hit. DON'T EVER STOP
MOVING. If he's close-by, grab a gun and chase after him. If he's far
away, try to grab a FarSight off the ground, look and zoom on him and
try to get off some shots because he's too far away to pursue
especially in clustered maps like Base. You have to do this very
quickly because odds are your opponent is locking on to you as well.
Easier said than done because any FarSight user with the upper hand
means doom to everyone else.
BTW, I always though this gun looked like a swordfish.
----------
Devastator
----------
Rating: *****
Primary: Shoot regular grenade
Secondary: Shoot sticky grenade
Setups: Explosive, Grenade Launcher
This is a very reliable explosives weapon. It has tons of ammo,
creates huge explosions (bigger than the SuperDragon), and has a long,
predictable shot arc. The only caveat is that the ROF can be a bit
lengthy so if you shoot at the wrong time, you may screw yourself.
Rebound shots off the walls and ceilings, blah blah, read the
Superdragon tips, kind of obvious here. Practice getting your shots to
land.
The secondary Sticky function causes the grenade to be stuck to
whatever surface it is on for a few seconds. The grenade will then
fall and cause an explosion. This is very useful if you're being
pursued by an enemy or want to lay traps for people who retreat to
areas where you aren't at the moment. It's also useful is the enemy is
held up on a narrow ledge adjacent to a wall, such as the railings in
Warehouse.
Since you have tons of grenades, don't be afraid to use both primary
and secondary shots liberally. Really, let this bad boy rip whenever
you can.
See the "Explosive Stuff" section above for more details.
---------------
Rocket Launcher
---------------
Rating: ****
Primary: Shoot rocket
Secondary: Shoot homing rocket at locked-on target
Setups: Rocket Launcher
Yessir, the standard Rocket Launcher is back for more action. This
baby shoots a rocket in a straight line. The result is a HUGE
explosion, bigger than the Devastator's. If you are strafing to the
left or right, it can alter the trajectory just a little. Launch those
boys right at the wall that the enemy is adjacent to. If the enemy is
in the open, aim at the floor. Standard stuff.
The main problem with the gun is ammo. You only have four rockets max
and the reload time is quite long. Make your shots count. Personally,
I'd rather use the Devastator due to its ROF and larger ammo capacity.
The secondary Lock-On feature works like the CMP-150's lock-on. Any
manual targets you aim at become locked on. When you shoot the rocket,
it will slowly hover towards the target. It's not too useful because
it is a hassle to get a lock on the target and the enemy will probably
get away before the rocket catches up to him.
See the "Explosive Stuff" section above for more details.
------
Slayer
------
Rating: ****
Primary: Shoot rocket
Secondary: Shoot fly-by-wire rocket
Setups: None
This is an alternative to the Rocket Launcher that uses the same type
of ammo. The primary Rocket launch is just utter crap. Yeah, it's a
rocket, but the shots are incredibly slow and the trajectory is highly
altered by the direction you are moving upon launch. Trying to hit a
person with one of these at long range is like trying to win a light-
stopper game at the arcade. It's more useful at close quarters where
enemies don't have much room to move around.
The secondary Fly-By-Wire rocket is where it's at. Shoot the rocket
and you will be in control of the rocket with it's crappy yellow,
static-y, fisheye camera. The rocket can be flown around the level and
will detonate on contact with a wall/explosion or when you pull the
trigger. The rocket will slowly accumulate speed so use the shoulder
buttons (LB or RB) to slow the rocket so it can ease around corners.
When you use the Fly-By-Wire, make sure you're in a concealed location
because you are defenseless if anyone catches you in this mode. If you
die, the rocket immediately blows up. This is a good weapon to use in
team modes under the cover of your teammates. Use rockets to fly
around the level and pick off enemies that come into view.
Note that before the patch, sometimes the Fly-By-Wire rockets will
disappear into thin air when you try to detonate them. With the patch,
I have never noticed any problems with this.
See the "Explosive Stuff" section above for more details.
------------
Combat Knife
------------
Rating (single): *
Rating (double): *
Primary: Switch to/knife slash melee
Secondary: Switch to/throw knife
Setups: Close Combat
In the words of Jameson from the Spiderman movie, this weapon is "Crap,
crap, megacrap." It's not wise to bring a knife to a gun fight.
The primary function is a slash. There's a delay between the trigger
and the actual attack so try to pull the trigger before you approach
the enemy. With dualies, use the "Double Fire" trick to stack damage
into one swing. Two knives to the chest or one to the back will drop a
shieldless enemy. Try to lure the enemy as close to you as possible
before lunging at the enemy.
The secondary Poison Knife Throw isn't that much better. The knife's
trajectory is highly affected by the direction you are moving at the
time of the toss, so you have to be standing still to get an accurate
throw. You have to get close to the enemy to have a shot. Use "Shoot
and Scoot" tactics here. Stand still for an accurate shot.
When an opponent is hit with a thrown knife, he will lose some initial
damage but he will accumulate more later, start making gagging noises,
and will become incredibly disoriented. A knife to the chest will take
about half health away when the damage is through. If you hit an enemy
that you know is going to die, try to flee the scene and wait it out.
A knife to the face is an instant kill no matter what.
Oh, and it goes without mentioning that knives are a joke against
shields. You can't stick shielded enemies with throwing knives.
You're better off trying to disarm the suspect with your fists instead.
--------
Crossbow
--------
Rating: ***
Primary: Shoot sedative arrow
Secondary: Shoot instant-kill arrow
Setups: Close Combat
Before I go on, your default setting SHOULD be on the SECONDARY INSTANT
KILL function. Hmm, what would be better, sedating your enemy or
outright killing him? Doesn't take a rocket scientist to figure that
one out. Seriously, I've played against people online who use primary
fire which is a shame really.
The Crossbow has five shots per clip and acts sort of like a super-fast
throwing knife. The direction you move has a slight effect on the
arrow's trajectory. The fact that it has the power of a DY357-LX
bullet saves this weapon from mediocrity. Try to aim your shots in
anticipation of the enemy's movement a second ahead to make contact.
Close quarters help you connect your shots much easier. Stand still
for more accuracy if you must.
The reload feature is like the Shotgun's--you insert one arrow at a
time and can abort reloading at any time. The problem is when your
clip runs dry, the game will usually only reload one arrow and stop.
Keep mashing that reload button to make sure you put five arrows in the
clip for maximum efficiency.
------------
Tranquilizer
------------
Rating (against humans): **
Rating (against sims): ****
Primary: Shoot sedative (non-automatic)
Secondary: Lethal injection melee
Setups: Tranquilizer
The Tranquilizer is an annoying weapon that disorients opponents'
visions without outright killing them, even through shields. The
damage is mediocre at best. It is very easy to disorient players with
this, but it's easier to cope with in the XBL version (it also goes
away when the player respawns). Surprisingly, you can't dual-wield
these (they're one-handed after all). Stick to other weapons that
actually kill the targets.
The secondary Lethal Injection attack consumes four shots and
kills/drains the shields of anyone standing in front of you. The delay
between the trigger and the attack is quite significant so it is very
difficult to kill people with this mode. Not recommended unless the
opponent is not moving at all.
Against simulants, the Tranquilizer is a different story. The AI
reacts much worse than humans do to sedatives/disorientation. A
PerfectSim will run around clueless and will have crap accuracy if
pumped full of drugs. This is very helpful in the Challenge 18 (Villa
KotH with two Maians) where you can render the enemy useless for
minutes if you drug them and run away. Also, when a simulant dies, his
"disorientation level" stays the same so he can still be drug-induced
even after death, which is very helpful.
-------
Grenade
-------
Rating: ****
Primary: Throw timed grenade
Secondary: Throw pinball proximity grenade
Setups: Golden Magnum, Classic Grenades
Grenades are fun little fireworks to leave behind and harass enemies
with. You get five per box and can hold up to ten, so don't be afraid
to toss them around quite often.
The primary function tosses a normal grenade that explodes in four
seconds. At any given time, you can toss a few uncooked standard
grenades at pressure points. It's also good against stationary enemies
or if you're good at dropping them as they approach you. This takes
some practice though.
The secondary Proximity Pinball is insane. This one tosses a grenade
that ricochets off the wall, slowly accumulating speed to the point
it's like a freakin' Mad Scientist's device gone awry. If it comes
close to a player, it blows up. Bounce a few of these into a room that
the enemy is in and he will be taken down in a swarm of grenades.
When a pinball grenade runs out of gas, it will turn stationary like a
mine, so be careful not to step on one of those thinking it's a
standard grenade pickup left by a fallen player.
Be aware that pinball grenades bouncing back in your face. If you are
on the receiving end of a pinball grenade, run the hell away and leave
the room. Use standard grenades or any explosions you can muster as
cover to detonate any grenades that are heading towards you. See the
"Explosive Stuff" section above for more details.
---------
N-Grenade
---------
Rating: ***
Primary: Throw direct impact N-bomb
Secondary: Throw proximity mine N-bomb
Setups: None
This is Perfect Dark's equivalent to a flashbang or tear gas grenade.
This baby explodes upon impact and creates a black, swirling tornado-
esque ball that causes anyone inside to drop their weapons and become
disoriented. It also makes the room dark for some reason.
If you anticipate where the enemy is moving, drop a few of these in his
way to piss him off. It's not good for outright killing the enemy, so
use it if you're in a pickle and are lacking in the firepower
department.
The secondary Proximity Throw is a nice feature especially since few
people know that the N-Grenade is capable of such a feature. See the
"Setting Traps" section for tips.
If you are caught in an N-Grenade's explosion, don't panic. Don't
switch weapons until you're clear of the tornado. Switching weapons in
an N-Bomb is a common novice blunder because you can lose your entire
inventory in the process.
----------
Timed Mine
----------
Rating: ***
Primary: Throw timed mine
Secondary: Threat detector
Setups: Close Combat
It's a timed mine. You toss it and it blows up in four seconds. It
sticks to walls and can't be cooked. It's the least useful mine in the
game. Toss these where you expect the enemy to run by. Try to conceal
the mines so that your enemies will not notice it. Toss them to
ceilings or beneath thin floors if you need to.
The secondary Threat Detector allows you to detect mines, sentries, and
other stuff just like the K7 Avenger can. Keep in mind can't throw
mines while in secondary mode.
See the "Explosive Stuff" section above for more details.
--------------
Proximity Mine
--------------
Rating: ****
Primary: Throw proximity mine
Secondary: Threat detector
Setups: Proximity Mine
Alright, proxy mines! This is where the action is at. Toss these in
lucrative locations as mentioned in the "Setting Traps" section.
The secondary Threat Detector works like the K7 Avenger's and Timed
Mine's detectors. You can't throw mines while in this mode though.
Proxy mines are also triggered by other proxy mines. If your opponent
has a minefield, toss some of your own proxies on them and kabam--they
blow up too. Good if you're pinned down or just plain pissed off.
Also remember where you place your mines so you don't kill yourself
with them. If you go around sprinkling these all over the place (a
common tactic, usually against Sims), they may backfire on you by
putting you in bad spawn locations and generally inhibiting your
progress. It's a gamble to impulsively chuck the whole box when you
pick these up.
See the "Explosive Stuff" section above for more details.
-----------
Remote Mine
-----------
Rating: ****
Primary: Throw remote mine
Secondary: Detonate remote mines
Setups: Classic Mines
A remote mine is a mine that is thrown and detonated at your will (like
C4 in CoD). It's a good way to scare the living daylights out of
enemies and keep them from advancing on you.
To use remote mines efficiently, toss them as usual and then press on
the right joystick (fire secondary mode) to detonate them immediately.
The time between which you can throw and detonate a mine is longer than
it was on Goldeneye so remote mines aren't a viable option if you're on
the assault.
Place these babies in narrow hallways or in concealed locations and try
to dupe enemies to walk within range. You can also place mines in
points of interest like you would any trap, but it's hard to tell
exactly where the enemy if you're not looking at the mines itself, so
use the radar to get the exaggerated whereabouts of the enemy's
location compared to your mines.
Notice that when a player dies, all of the undetonated mines he has
thrown are no longer under his control and sit idle waiting to be blown
up. If you notice a bunch of mines lying around the enemy's vicinity
and you make them explode on your own, you can gain the upper hand
and/or score some kills at the same time, so keep a look out for groups
of vacant remote mines and use them to your advantage.
See the "Explosive Stuff" section above for more details.
-----
Laser
-----
Rating: *
Primary: Burst fire
Secondary: Short-range laser stream fire
Setups: None
The word "Laser" is an acronym for "Light Amplification by Stimulated
Emission of Radiation." While the name sound badass, this game's
version of said device is anything but this. The Moonraker Laser is
crying somewhere.
The Laser's primary fire is essentially a Falcon 2 shot fired at a
slow, steady rate. It has infinite ammo, doesn't have to reload, and
can puncture walls, but that's about it. It hardly dishes out any
damage and is outclassed by most other weapons in the game, mostly due
to its mediocre ROF.
The secondary Laser Stream fire is just like the Watch Laser from
Goldeneye. It shoots out a short stream that deals a moderate amount
of damage, sort of like a Star Wars lightsaber. However, it can't kill
as quickly as it should so this weapon is pretty pathetic and only
worth it just for the roflcopters.
-------------
X-Ray Scanner
-------------
Rating: *
Primary: X-Ray vision
Secondary: None
Setups: None
I think everyone and their grandma knows this item is a piece of crap.
When enabled, this provides ONE use--it can see through walls. It
doesn't let you see targets past a certain range which kind of kills
its usefulness in any non-CQB maps. It also doesn't even let you see
cloaked enemies. If it could it may be semi-useful (Infrared Scanners
can but not this). Unless you're playing very small maps such as G5
Building with No Radar, forget about this piece of junk.
---------------
Cloaking Device
---------------
Rating: ****
Primary: Cloak
Secondary: None
Setups: None
This is a very good item to have that pretty much turns you invisible
and removes you from the radar! Fantastic! This is just like the RC-
P120's cloaking function, except the Cloaking Device has its own timer
and can cloak users who use any weapons. When you attack, you lose
your cloaking abilites until you cut it out for a few seconds.
Your best bet with Cloaking Devices is to run around and pick up as
many as you can. You get 20 seconds worth of cloaking per device you
pick up. Killed enemies who drop the device tack on another 20
seconds. Like the RC-P120, it's best to sneak up on enemies and open
fire when they're not looking and take them down before they
retaliate.
When someone is cloaked, he is not entirely invisible--a faint outline
can be seen if you are incredibly observant. If you pay attention, you
may be able to detect an enemy before he sneaks up on you.
------------
Combat Boost
------------
Rating: ****
Primary: Slow-down boost
Secondary: Revert boost
Setups: None
A combat boost slows down the game to Matrix bullet time. When a
player uses a boost, all other players are essentially slowed down
except for you, allowing you to run circles around everyone else. Use
this in a big firefight to give you the edge. Sprint circles around
enemies and go for headshots.
Each primary boost adds 10 seconds to the boost timer. A secondary
boost reverts the clock so if you don't like speeding up, you can cut
that nonsense out quickly. If the boost user dies, then the slow-mo
effects go away.
------
Shield
------
Rating: ****
Primary: Gives player a full shield
Secondary: None
Setups: All
Um, yeah, it's a shield. This is Perfect Dark's equivalent to the body
armor. You should always be hovering around the shield's location and
should grab it whenver you need to. See "Shield Facts" above for more
information.
Keep in mind while it's great to have a shield, you also need a good
weapon to take down enemies with, so don't always go for the shield at
first.
----
PP9i
----
Rating (single): **
Rating (double): ***
Primary: Shoot bullet (non-automatic)
Secondary: None
Setups: Classic Pistols, Classic Automatics, Classic Mines
Yes, the classic Goldeneye weapons! Kickass! This PP7 remake based
off the Walther PPK is basically the equivalent to your average pisol
(Falcon 2). Most of the techniques that apply to the Falcon 2 apply
here. Mash the trigger as fast as you can while entrenched in a
defensive stance to deal the most damage as possible.
----
CC13
----
Rating (single): **
Rating (double): ***
Primary: Shoot bullet (non-automatic)
Secondary: None
Setups: Classic Pistols, Classic Automatics, Classic Power, Classic
Grenades
Another classic Goldeneye gun, this one's based off the DD44 Dostovei
which is based off the TT33 Russian pistol. It's basically the same
thing as the PP9i which is basically the same thing as the Falcon 2.
Compared to the PP9i, this gun has one extra bullet per clip but it has
more spread. Use the gun that you like more. See the Falcon 2 section
for tactics. Mash the trigger as fast as possible to turn dualies into
an automatic.
-------
KLO1313
-------
Rating (single): **
Rating (double): ***
Primary: Shoot bullets
Secondary: None
Setups: Classic Automatics, Classic Grenades
This gun just sucks so bad that the infamous "Klobb" is a legend among
FPS fans. Based off the Skorpion SMG, this gun has a slow ROF, awful
spread, and crap damage. Its only redeeming factors are the automatic
fire and the moderate clip.
It's on par with the PP9i and the CC13. I prefer pistols over this
piece of crap, but if I'm not in the mood to mash the trigger, I'll use
these Klobbs. Crouch for max accuracy.
-----------
KF7 Special
-----------
Primary: Shoot bullets
Secondary: None
Rating (single): ***
Rating (double): ****
Setups: Classic Grenades
Based off the SMG-sized AK47, this gun is leagues better than the
KLO1313. It's on par with the standard Perfect Dark automatics
(noticeable spread included), but with a faster reload time. It has a
2x manual zoom, something that is nearly insignificant. There's some
noticeable spread at long range, so you must crouch for better
accuracy.
There are guns that outclass these, but with dualies, you can deal some
good damage.
---------
ZZT (9mm)
---------
Rating (single): ***
Rating (double): ****
Primary: Shoot bullets
Secondary: None
Setups: Classic Mines
Another Goldeneye automatic, based off your typical Uzi SMG. It has a
good ROF but with some noticeable spread. Once again, the dualies
combined with their fast reload time contribute to its usefulness.
---
DMC
---
Rating (single): ***
Rating (double): ****
Primary: Shoot bullets
Secondary: None
Setups: Classic Automatics
Woohoo, another Goldeneye gun. Based off the MP5K SMG, this gun has a
slightly slower ROF than the ZZT but seems to have slightly better
spread. Like the ZZT and KF7, dualies are good enough to hold your
ground with.
----
AR53
----
Rating (single): ****
Rating (double): *****
Primary: Shoot bullet
Secondary: None
Setups: Classic Mines
This is the second best Goldeneye gun in the game. Based off the M16
assault rifle, this one has good spread, good ROF, and good damage. It
has a 3x manual zoom which is a nice feature. It's similar to a
standard Perfect Dark assault rifle but with the dual-wield feature
that tacks on the firepower. Go for these babies whenever you have the
chance.
------
RC-P45
------
Rating (single): *****
Rating (double): ******
Primary: Shoot bullet
Secondary: None
Setups: Classic Power
The RC-P90 from Goldeneye is considered the most powerful weapon in the
game, capable of delivering the Wrath of God upon the bullet's
recipients. The Perfect Dark rendition is nearly identical. The PD
XBLA version of this gun looks much more like the P90 it was based off
of, but the damage remains the same.
This gun is astounding while wielding just one, but the fact that you
can dual wield this is just overkill. I mean, imagine if you could
dual-wield K7's, FarSights, or Devastators. With dualies, this gun's
the best in the entire game, only being beat by annoying FarSight
snipers.
This gun has two "weaknesses." It cannot penetrate doors/windows like
its Goldeneye counterpart. It also eats tons of ammo so make sure you
load up on ammo whenever you get the chance.
=======================================================================
====
::How Simulants Use Weapons:: [4SIM]
=======================================================================
====
While this guide mostly details info against other human players, you
will play against sims quite often. This section tells you sims'
(usually Hard/Perfect/DarkSims) proficiency with certain weapons so you
can look out for what's ahead when you play with certain weapons. Most
are normal but some are different than usual. Check it out:
* Unarmed - Will disarm if you have a weapon. If they don't grab your
weapon, they'll run away, otherwise they will shoot you. Watch out
since sims are very proficient at disarming you even if they come
close. Will sometimes use punch if you are not holding a weapon.
* Falcon 2 - Normal, will fire dualies quite fast but not as fast as
you can if you mash the button. May use Pistol Whip if out of ammo but
very rare.
* Falcon 2 (silenced) - Normal, see Falcon 2.
* Falcon 2 (scoped) - Normal, see Falcon 2.
* MagSec 4 - Normal, see Falcon 2. Never uses secondary Burst Fire.
* Mauler - Normal, see Falcon 2. Never uses secondary Charge Shot.
* Phoenix - Uses secondary Explosive Shot always.
* DY357 Magnum - Fires shots at a much faster rate than you can. Will
not shoot through walls.
* DY357-LX - See DY357 Magnum. Watch out, sims are very accurate with
this gun and are very lethal. Approach with much caution.
* CMP-150 - Normal, just auto-fires you.
* Cyclone - Normal, see CMP-150.
* Callisto NTG - Will use both primary and secondary fire. Will not
shoot through walls.
* RC-P120 - Will cloak for several seconds at a time and mow you down
if they get the chance. Usually doesn't try to ambush you, they just
pop out and blast away.
* Laptop Gun - Uses normal primary fire, never throws Sentry Guns (I
think they did in the N64 version, but not in this one).
* Dragon - Uses normal primary fire, doesn't throw Proxies (I think
they did in the N64 version, but not in this one).
* K7 Avenger - Normal, doesn't seem to be aware of traps.
* AR34 - Normal.
* SuperDragon - Usually uses secondary Grenade Launcher, quite lethal
so watch out.
* Shotgun - Will use single and double fire, sims suck with this
weapon. Will use over weapons such as the RCP-120 and the AR34 so take
advantage.
* Reaper - Normal, but more accurate than usual so look out. FistSims
will use Grinder.
* Sniper Rifle - Normal, very crappy with this weapon.
* FarSight XR-20 - Will not shoot through walls. Snipe him from afar
and he's dead meat. If he gets you in his sight, he usually can't hit
you.
* Devastator - Uses primary fire but is lethal so watch out.
* Rocket Launcher - Mostly uses secondary Lock-On fire which sucks.
Not as lethal as grenade launchers.
* Slayer - Will use both primary and secondary fire. Watch out for
Fly-By-Wire rockets which can really surprise you.
* Combat Knife - Usually throws knives and may use primary slash. Not
very accurate, easy to kill.
* Crossbow - Always uses secondary Lethal Shot. Normal accuracy.
* Tranquilizer - Uses primary fire, may use secondary Lethal Injection
if he gets close. If a sim gets even slightly disoriented, he can't
hit the broad side of a barn so expect tons of easy kills here.
* Grenade - Will throw trails of regular primary grenades. May use
secondary Pinball Proxies but I doubt it.
* N-Grenade - Throws normal nades. For some reason if he gets hit with
a nade, he can't do crap and usually dies. Also, sims in the N-Bomb
may glitch up and drop 20-30 N-Bombs like a guy dropping a jar of
pennies on the floor (River City Ransom, Barf!!!)
* Timed Mine - Will throw Timed Mines at you like grenades.
* Proximity Mine - Will throw Proxy Mines at you like grenades.
Doesn't seem to deliberately hide them.
* Remote Mine - Will throw Remote Mines but will never detonate them.
Go for free kills (see Extra Credit in the Explosive Stuff section).
* Laser - Uses primary fire. FistSims use secondary Laser Stream.
* X-Ray Scanner - Doesn't use.
* Cloaking Device - Will use like the RCP-120 secondary. Watch out for
this.
* Combat Boost - Doesn't use.
* Shield - Will go for shields frequently. Watch out if you deal some
damage to the enemy because he may retreat for the shield if he can.
* PP9i - Normal, see Falcon 2.
* CC13 - Normal, see Falcon 2.
* KLO1313 - Normal.
* KF7 Special - Normal.
* ZZT (9mm) - Normal.
* DMC - Normal.
* AR53 - Normal.
* RC-P45 - Normal, watch out for dualies, very lethal.
=======================================================================
====
::Default Weapon Setups:: [5DWS]
=======================================================================
====
This is a list of all the default weapon setups that are used in the
game. While most people like to use Custom weapon setups, you will run
through these preset setups if you play Online Quickplay. Get used to
these and the best strategies for each one.
-------
Pistols
-------
Falcon 2
MagSec 4
Phoenix
Mauler
Shield
None of these weapons really outclass each other, although the Mauler
is the best choice. All guns use the same type of ammo so don't worry
about running out. Make the shields a top priority since pistols
generally suck against shields.
----------
Automatics
----------
Falcon 2
CMP150
Laptop Gun
AR34
Shield
Sheesh, why did they have to put the Laptop Gun in this setup? Go for
the Laptop Gun every chance you get an lay a sentry down whenever you
can. Other than that, use dual CMP-150s and the AR34 are good assault
weapons. Be careful for sentry gun ambushes.
-----
Power
-----
MagSec 4
DY357 Magnum
Shotgun
RC-P120
Shield
Get the RC-P120. Grab a lot of ammo and go into cloak mode and sneak
up on everyone. The rest of the weapons just suck against shields so
if you get caught without the RC-P120, you're hugely outclassed.
--------
FarSight
--------
Phoenix
Cyclone
Callisto NTG
FarSight XR-20
Shield
Run like HELL for the FarSight. Also make sure that you grab the
Callisto or dual Cyclones for some close-quarter combat. If an enemy
picks up a FarSight, strafe around like an idiot. Grab another
FarSight and try to take him out quickly or get a good gun and move up
and kill him. Easier said than done though.
------------
Tranquilizer
------------
Falcon 2
CMP150
Dragon
Tranquilizer
Shield
The Tranquilizer is not that useful here. Keep tossing Dragon proxies.
This is a good time for the dual CMP-150's to shine.
-----
Heavy
-----
Mauler
K7 Avenger
Reaper
SuperDragon
Shield
All the guns here are viable options. The K7 is your best bet here
because of the sheer damage it deals. The SuperDragon is able to kill
anyone with a few well-placed grenades. Dual Maulers with charged
shots can bring down rifle users quickly. The Reaper is the odd man
out here, but you can still score a few kills with it if you handle it
right.
-------------
Golden Magnum
-------------
Falcon 2 (silencer)
Grenade
CMP150
DY357-LX
Shield
The DY357-LX seems like the best choice here. However, don't
underestimate the dual CMP-150's and the grenades. Dual CMP-150's can
make quick work of golden gun users if you catch them out in the open.
Pinball grenades can also mess around with them too. This is also the
only setup that uses the silenced Falcon 2.
---------
Explosive
---------
Devastator
Devastator
SuperDragon
SuperDragon
Shield
Yep, nothing but grenade launchers. If you aren't good at landing
grenades in proper locations, you're going to have a rough time. Be
careful of in-your-face explosions that cause your shots to add fuel to
the fire. I would prefer the Devastator due to its usefulness at close
and long range. Don't be afraid to use the SuperDragon's primary fire
at long range if you need to. ALWAYS KEEP MOVING. Expect some
stagnant battles because players are too hesistant to run into the
other guy's explosions.
----------------
Grenade Launcher
----------------
MagSec 4
CMP150
AR34
Devastator
Shield
Go for the Devastator whenever you can. The AR34 and dual CMP-150's
aren't too bad either. Always be careful of grenades that rebound
around walls. Try some hit-and-run tactics on the Devastator user
because you are outclassed there.
---------------
Rocket Launcher
---------------
Mauler
Cyclone
Dragon
Rocket Launcher
Shield
Like the Heavy setup, all the weapons in this setup are viable choices.
Get the Rocket Launcher if you can, but if you can't, toss Dragon
proxies and use dual Cyclones/Maulers.
--------------
Proximity Mine
--------------
MagSec 4
Laptop Gun
K7 Avenger
Proximity Mine
Shield
The title might as well be renamed to "Camper Central." If you're
playing a non-Combat team game, expect Laptop sentries and proxy mines
up the wazoo. Also be sure to get the K7 as the Threat Detector helps
enormously. Expect a high body count in this mode because it's so easy
to die here unless everyone camps.
------------
Close Combat
------------
Combat Knife
Combat Knife
Timed Mine
Crossbow
Shield
I call this the "Crap Weapons" setup. This setup gives you tons of
knives which pale in comparison with the Crossbow. Get the Crossbow
and the Shield and go for lethal kills. The Timed Mines aren't bad
either if you can lure opponents to walk into them, though the Crossbow
is the best choice for direct combat. Expect a low body count in this
mode because the weapons are so weak here.
---------------
Classic Pistols
---------------
PP9i
CC13
DY357 Magnum
Disabled
Shield
DAMN, this setup uses four slots instead of five, thereby screwing up
the standard Shield locations used in all other setups. All three guns
in this mode are basically the same rating-wise. Use the DY357's to
penetrate through walls or against non-shielded players. Use the two
regular pistols against shielded players. Just go for the Shield and
dualies on any gun as quickly as possible to give you the upper hand.
------------------
Classic Automatics
------------------
PP9i
CC13
KLO1313
DMC
Shield
This setup is vanilla in every sense of the word because all the guns
are incredibly bland. The DMC is a not a spectacular gun but it's your
best choice here. As for the rest, just use the first dualie set you
get as you scavenge for the dual DMCs.
-------------
Classic Power
-------------
CC13
RC-P45
Shotgun
DY357 Magnum
Shield
There it is, folks, the RC-P45. Make a mad dash for it as soon as you
can. Expect quick deaths in RC-P45 firefights. The rest of the guns
are just crap in comparison, but use the DY357's to shoot through walls
or the Shotgun to blast away at point blank range if you're desperate.
If the RC-P45 user gets a shield, the only way to fight back is with
another RC-P45 so get one ASAP. If you have the RC-P45, it's best to
get a lead and then camp the RC-P45 spawns to prevent other players
from picking one up for themselves.
----------------
Classic Grenades
----------------
CC13
KLO1313
KF7 Special
Grenade
Shield
Grab the KF7's and use Grenades liberally. Sprinkle pinball nades in
rooms where the enemy is present and they will probably die. The KF7's
are best for assaulting the enemy. The other two weapons are useable
but not recommended.
-------------
Classic Mines
-------------
PP9i
ZZT (9mm)
AR53
Remote Mine
Shield
Try to go for the AR53's if you can. If you can't get them, the ZZT's
are are a decent substitute. If you're lacking in firepower, you can
play keep-away with the Remote Mines and make life difficult for them.
Place those mines in narrow approach points so they can't advance on
you. Don't be afraid to peek out and toss some mines right in the
enemy's face.
The following weapons don't show up in ANY default setups. I think it
would've been cool if a setup had been made out of them ("Rejects")...:
Falcon 2 (scoped), Sniper Rifle, Slayer, N-Grenade, Laser, X-Ray
Scanner, Cloaking Device, Combat Boost
=======================================================================
====
::Map Strategies:: [6MAP]
=======================================================================
====
Here’s a list of all the maps:
Skedar
Pipes
Ravine
G5 Building
Sewers
Warehouse
Grid
Ruins
Area 52
Base
Fortress
Villa
Car Park
Temple
Complex
Felicity
I will list some general strategies for each map. I won't go into much
detail, but I will give you a few pointers if necessary. When I
mention shields, I'm taking about in generic weapon setups (four
weapons, shield, disabled).
------
Skedar
------
This big map has large, vacant rooms, similar to the Stack/Library from
Goldeneye. There's not much cover here, so duck behind any pillars
when you have the chance. Stick with long-range weapons if you can.
There's three shield locations distributed equally across the map so
there's no excuse not to have one. Stay out of the distant parts of
the map (the hilly room with the hole to the hallway, the ramp leading
to the overlook with the railings) unless you're trying to camp.
-----
Pipes
-----
This map has some big rooms but has some close-quarter action here too.
The bottom level with the pipes and long hallways isn't a good place to
be because there's many places to be ambushed from above and you can
only get up to the next level through two ladders. Stay up high but
try not to stand on the grates for too long because they provide no
cover from below. Use elevation to your advantage as a means to run
away or ambush an enemy. Use close-quarter weapons in the area by the
ladders.
------
Ravine
------
This map is all long-range so use the proper weaponry for the
situation. The bottom level with the narrow hallway with the ledges
above is a bad place to be because you can easily be bottlenecked
between the two exits. Don't ever use that yellow pipe at the bottom
because you have no cover whatsoever and because climbing the "ladder"
is a pain in the ass. Stay around the midway point so you can advance
or retreat easily, especially since the two shields are around that
vicinity. Fire at people on levels below you, especially through the
grate walkways you can see through.
-----------
G5 Building
-----------
This level is all close-quarters, so prepare for some fast-paced
action. There's some ledges to jump off of that can allow you to
ambush the enemy from above. Be careful not to fall off the walkways
above the pit. If you get shot over these walkways, you may get pushed
over the edge which means -1 for you. The corner of the map with that
long walkway going down over the indoors pit is a bad place to be
because there's only two exits, there is little cover, and usually all
you get a mediocre weapon. The ledge with the railing that faces the
center pit is good for ambushing those who cross the walkways, but be
careful if enemies come from behind since you have nowhere to run.
------
Sewers
------
This map ties the Ruins with the most confusing map. The bottom level
is basically a square--not too tough to figure out. The top level is a
bunch of walkways that go every which way. Try to get to the top level
where the shield and a bunch of holes are for a speedy escape. The
center pit with the ladder is like a deathtrap--don't go down there.
Use tons of cover and hide behind walls in the upper levels in this
close-quarters location. If you're trying to play keep-away, go to the
level opposite of your enemy, wait for him to come after you, run to
the other level, rinse and repeat.
---------
Warehouse
---------
This map is a big circle with a bunch of big rooms being connected by
narrow hallways. Try to catch opponents in the narrow hallways so they
have nowhere to run, but remember to retreat if you lose the upper-
hand. Each big room has some sort of cover such as pillars or crates
so always have somewhere to retreat. The catwalks in the big room are
kind of useless unless you're trying to camp. When going through the
vents/tunnels in the room, tap the B button while moving to go through
vents quicker as mentioned in the "Duty Calls Control Setup" section
above. For some reason, the sims love to congregate these vents for
predictable kills.
----
Grid
----
This level looks Matrix-like and that's pretty cool. The elevator
looks tempting, but if you go in it, it makes you a sitting duck. Also
try to stay out of the big room where there's no cover. Use pillars
for cover frequently. Try to stay on the upper levels as much as
possible since you can grab the shield up there and you can retreat to
the other side of the map if the enemy is in pursuit. Use penetration
and explosive weapons in the hallways and the hallway with the two
doors since those tight areas don't offer people many places to run.
-----
Ruins
-----
Oh boy, this level is really hard to wrap your brain around. The
canyon-like area with the multiple routes a good place to hang out
especially since you can access most any part of the level through it.
Watch out for the doors that take an eternity to open. If you hang out
in the upper levels, memorize places to jump down especially since you
can drop into two rooms which usually have shields. You can catch
enemies in long, narrow hallways often so try to seize on this as much
as you can. The map changes between close and long ranges so be
careful.
-------
Area 52
-------
This map is quite simple with some minute elevation changes. Use the
doors as cover since they shut quite quickly. DON'T use grenades near
these doors since they can shut on you and cause the nade to rebound in
your face. Avoid being caught inside the rooms that have one door
entrances since you can get caught inside with little room to maneuver.
The big room with the three towers and the ditch is kind of stupid so
don't wander around except to grab the shield in the ditch. There's
also another shield in that vent--use the B-button tip mentioned in the
"Duty Calls Control Setup" section above to grab it quickly.
----
Base
----
The shields are in two opposite locations--one is on a ledge in that
huge room with the ramp and the glass walkways with the railings, the
other is in that spiral "staircase." Grab them and meet in the middle
room to plan an attack by jumping down where necessary. The long-range
hallways make for some brutal sniper combat. Place traps behind the
little "poles" sticking out the hallways. Use the levitating platforms
and ramps to change elevations since those ladders are a piece of crap.
Camp and use the rails as cover if you need to--for some reason you
can't shoot penetration shots through glass floors, what a piece of
crap.
--------
Fortress
--------
This map sucks for anything besides Capture the Case. All four sides
of the map have the same weapon locations. Usually the good weapons
are in the black rooms in the middle so you don't have to go down low
ever. As a matter of fact, the maze-like floors at the bottom of the
level are basically suicide since you have no cover and it's really
easy to fall off. Even if you move into a building, with radar on it's
really easy to get ambushed. The shields are all in the upper ledges
in the center of the map so if you keep the enemy trapped inside the
buildings, you can essentially own them and keep them out of the
enemy's hands.
-----
Villa
-----
This map is kind of confusing, but you can pick up it easily. There's
hardly any cover in this map so be careful when on the move. Grab the
shield in the center room in the center of the map with the three
entranceways a lot. There's also a shield on that high-up ledge which
can give you access to half of the level. Don't get stuck in the
bottom floor of that room since you have little cover. Be aware that
in that moderate-sized room with the crap weapon and one exit, you can
walk on the white ledges over to the back hallway which can help
because it provides a second exit.
--------
Car Park
--------
Not a very conventional level since there's three levels with four
"stairways" connecting them. Prepare for some close-range combat on
the ramps above or below you. If you have a long-range weapon, open
the doors and shoot inward--don't try running in since you lose your
escape route when the door closes. One of the shields is on top of the
yellow staircase. Abuse the hell out of traps on each of the doors
especially since there's hardly any room to move on those staircases.
------
Temple
------
This map's a Goldeneye classic. Big rooms lead to long-range
firefights. Try to refrain from running out in the open. Use traps or
close-quarter weapons near that giant stone doorway leading to the four
rooms. Jump down the big hole in the ground to sneak up on enemies.
This map has a lot of broad routes so memorize the map and try to
maneuver away from threats.
-------
Complex
-------
This is a complicated map, for sure. Plus it's a Goldeneye classic so
channel any memories you have of it. The room with the three levels
has a shield on the very top level. It's a good place to camp and
waste time. Despite enemies appearing to be on the same level as you
on the radar, they can be up on the second floor which is close to the
first floor. This map is mostly mid-range combat so mix up your
weapons. Use the B-button trick in the "Duty Calls Control Setup"
section above to get through the vent quickly. Again, try to memorize
the map.
--------
Felicity
--------
The last Goldeneye classic that everyone loves. This map is split up
into two parts--the bathroom region and the back alleys with the
concrete stuff. There's a shield in both parts of the map. It's easy
to corner people if you catch them on one part of the map since they
have predictable escape routes. Place traps in the center of the map
for easy kills or to keep enemies on the opposite side of the map as
you. Use penetration weapons through the glass windows. Try not to
get caught up in the bathroom or the two big rooms with the single door
since there's not much room for you to run.
=======================================================================
====
::Conclusion:: [7CON]
=======================================================================
====
I hope you enjoyed reading this guide very much, this is my third guide
and it's nice sharing information with the community...
This guide is copyright Eric4372, aka Eric Frichter, the GameFaqs user
who wrote this guide. It was specifically submitted to GameFaqs.
Don't steal it or I'll snipe you from across the world with my
FarSight.
If you like the guide, e-mail me at
[email protected] or send a
message to my Xbox Live gamertag "Eric4372" to tell me you liked the
guide or to offer any advice, changes, things I forgot, etc. Be polite
and don't send me spam, hate mail, etc.. If you send me friend
requests, please be reasonable since I already have tons of friends and
I just don't feel like playing all the time, especially since I'm
trying to get 1000/1000 on Quantum of Solace and also have to play Rock
Band 2 a lot to warrant the money spent on DLC songs...
I would like to thank two major sources. First, I would like to credit
Hu Man Being's Weapons FAQ on the site for some specific details on the
weapons (damage and spread). I would also like to credit the old
Perfect Dark Detstar site for some basic references. It's currently
down but you can still view it here:
http://web.archive.org/web/20060703173815/perfectdark.detstar.com/.
I would also like to thank:
* Rare for making the game in the first place (among other great game
titles).
* 4J for porting the game--hey it may not be perfect but they still did
it...
* Goldeneye: 007 for the N64 and its fanbase which propelled Rare into
making a worthy sequel to this classic.
* Ian Fleming for creating the James Bond character that led to a great
series of movies, particularly Goldeneye which led to the N64 game
which led to Perfect Dark as we know it.
* Microsoft for making the Xbox 360 and allowing the game to be
downloaded (though they need to cut down on the RRoD crap).
* Counter-Strike 1.6 for providing another FPS game that I really like
which gives me the motivational fuel to write stupid guides like this.
* The guys at the OutRun Online Arcade message board whom give me the
support to keep up my endeavors.
* The "Gold-N-Fly" mixtape made by Alex Kresovich which gets me pumped
up for some classic GE/PD action, see here:
http://goldnfly007.blogspot.com/. Rap music & guns, ha ha, real funny.
* My friends and family.
* God and Jesus, AMEN!
THE END