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Perfect Dark
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Characters And Weapons


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Characters

Joanna Dark: The character you control and the latest and greatest
field operative that the Carrington Institute has to offer. Her
training scores gave rise to a new training rank: A++. Code Name:
Perfect Dark.

Daniel Carrington: Head of the Carrington Institute, this wise man is
responsible for much of the new technology that has entered the world
recently. The Institute trains scientists, field agents, diplomats,
and technicians that will be ready to tackle the challenges of this
brave new world.

Jonathan: Previous holder of the training records at the Carrington
Institute, this agent is experienced and currently in the field. He
respects Joanna but still feels a slight bit of resentment towards the
young prodigy. He will never let such petty feelings get in the way of
his work, however.

Cassandra De Vries: CEO and head of the DataDyne Corporation, the
person responsible for just about all the rest of the new technology
that has entered the world recently. Naturally, DataDyne has a deep
competition running with the Carrington Institute.

Dr. Caroll: A scientist in the DataDyne Corporation who has had enough
of his present situation and wants out. Joanna will have her first
mission in his extraction.

Trent Easton: Head of the National Security Agency, Easton seems to
have other motives than protecting the US government.

The President of the United States: What can we say? He’s wise,
intelligent, strong-willed, just not a very good judge of character...

Mr. Blonde: A mysterious man with a deep voice. Who is he and why does
he seem to be in control here?

More characters will be introduced as they come into play...

*****************************************************************
*****************************************************************


Weapons


As can be expected, Perfect Dark has a huge variety of weapons to use
throughout the game. As in Goldeneye, not all will be available at all
times. Oftentimes, you’ll have to improvise to find the best use of a
particular weapon in a situation.

That said, let’s get on with the descriptions:

Note: When I say "Trigger Pull" under Fire Rate, it means that a gun
can fire at that rate, but you have to repeatedly hit the trigger,
instead of just holding it down.

Unarmed (fists):
Primary: Punch; Rate: Medium
Secondary: Disarm; Rate: Medium
Even without a weapon, Joanna is still a deadly machine. Fighting
barehanded can actually be quite useful at times. One punch to the
back of an unsuspecting enemy’s head can save you ammo. The Disarm
function is very useful in close quarters. You can easily relieve an
enemy of their weapon in this manner. Watch out for a second weapon
that they might pull, though. DataDyne guards are notorious for
having an extra Falcon 2 concealed on them.

Pistols:

All pistols have Double Potential, meaning it’s possible to carry two
at once.

Maximum pistol ammo capacity is 800. Maximum Magnum Bullet capacity
is 200.

Falcon 2:

Primary: Single Shot; 8 Pistol Bullets per Clip; Fire Rate: Very Fast
with Trigger Pull
Secondary: Pistol Whip; Rate: Slow
Your trusty sidearm. You’ll start nearly all the missions with one of
these, or one of its variations. All things considered, the Falcon’s
a fine weapon. Don’t think for a moment that, just because it’s
basic, that it’s a lousy weapon. The pistol whip packs a bit more of
a hit than a standard punch, but it’s quite a bit slower.

Falcon 2 (silenced):

Primary: Single Shot; 8 Pistol Bullets per Clip; Fire Rate: Very Fast
with Trigger Pull
Secondary: Pistol Whip; Rate: Slow
All of the trustworthiness. None of the noise. Perfect for covert
ops.

Falcon 2 (scope):

Primary: Single Shot; 8 Pistol Bullets per Clip; Fire Rate: Very Fast
with Trigger Pull
Secondary: Pistol Whip; Rate: Slow
Scope: 2X
As advertised, the scoped Falcon allows you to be even more accurate
with an already very accurate weapon.

MagSec 4:

Primary: Single Shot; 9 Pistol Bullets per Clip; Fire Rate: Fast with
Trigger Pull
Secondary: Three-Round Burst; Fire Rate: Very Fast Burst, Medium between
Bursts
Scope: 2.4X
Pistol used by the military. It features lower accuracy than a Falcon
and the scope really doesn’t improve aim. Normally, I suggest sticking
with the Falcon, given a choice. The only thing that might give this
weapon an advantage over the Falcon is its Three-Round Burst. Accuracy
suffers even more here, but it can improve your chances in a close
quarter fight. There's also a bit of an increase in power over the
Falcon, but if you like head shots, that shouldn't be much of a
concern...

Mauler:

Primary: Single Shot; 20 Pistol Bullets per Clip; Fire Rate: Fast with
Trigger Pull
Secondary: Charge-Up Shot; Full charge up takes about 2 seconds.
Skedar standard issue. This weapon fires bolts of energy, even though
it uses pistol rounds. It is quite accurate, and the large magazine is
a plus. Of course, it needs this large magazine when it employs its
secondary fire. The Charge-Up Shot consumes up to six rounds, but also
does six times the damage, making it the preferred weapon of choice
when facing solitary enemies.

Phoenix:

Primary: Single Shot; 8 Pistol Bullets per Clip; Fire Rate: Fast with
Trigger Pull
Secondary: Explosive Shells; Fire Rate: Medium with Trigger Pull
Maian standard issue. This blue pistol fires accurate bolts of
energy, like the Mauler. At the cost of nothing more than fire rate,
Phoenix shots can be laced with low-yield explosives. Most enemies
will fall with one well-aimed explosive shot. That being said, the
Phoenix is an excellent weapon to have.

DY357 Magnum:

Primary: Single Shot; 6 Magnum Bullets per Clip; Fire Rate: Slow with
Trigger Pull
Secondary: Pistol Whip; Rate: Slow
A powerful pistol. The most powerful in this world, reportedly. Note
that I said THIS world. Although quite powerful, this gun is really
only useful against solitary or spaced out enemies. This gun is not
good for ambushes, crowds, enemies that require more than one head
shot, etc. The pistol whip is more effective with the Magnum than a
Falcon, due to the weight of the gun.

DY357-LX:

Primary: Single Shot; 6 Magnum Bullets per Clip: Fire Rate: Slow with
Trigger Pull
Secondary: Pistol Whip; Rate: Slow
This pistol was specially ordered by NSA director Trent Easton. On the
outside, it appears to be a standard Magnum, albeit with a tiger-skin
handle and gold-plating. The inside, however, boasts an incredibly
high barrel velocity, and impregnates standard magnum bullets with the
ability to shatter on impact. Translation: Every hit is fatal with
this gun. Nice gun if you can get it...

*****************************************************************

9mm Automatics:

Maximum 9mm capacity is 800. Yes, pistols and automatics use different
ammunition. Don’t ask me why. Both should use standard 9mm...

CMP150:

Primary: Rapid Fire; 32 9mm Bullets per Clip; Fire Rate: Very Fast
Secondary: Follow Lock-On
Stands for "Combat Machine Pistol". A very effective and versatile
weapon, though a bit of an ammo-muncher. This is the standard issue
for DataDyne guards, especially those in Lucerne Tower. The secondary
fire allows you to "tag" enemies as you pass your aiming reticle over
them. Once you tag them, the gun will track them and you can simply
hold down the trigger to clear the room of them, as it follows rather
well. This only works as long as the enemy stays in your line of
sight, and is more useful when you don’t mind wasting ammo. Double
Potential.

Cyclone:

Primary: Rapid Fire; 50 9mm Bullets per Clip; Fire Rate: Very Fast
Secondary: Magazine Discharge; Fire Rate: Extremely Fast
Built as a weapon for supplying suppression fire over large areas and
used by the Presidential bodyguards. This machine gun isn’t all that
accurate, but his has a large magazine to make up for it. At an insane
fire rate and even less accuracy, one touch of the trigger on secondary
empties your magazine in a couple of seconds. This can easily lay
waste to a pack of bad guys. This one also wins my award for "Coolest
Reload", where you slide a large clip through a slot, and it’s spat out
the other side, the bullets entered into the magazine. Double
potential.

Callisto NTG:

Primary: Rapid Fire; 32 9mm Bullets per Clip; Fire Rate: Fast
Secondary: High-Impact Shells; Fire Rate: Medium
This is the Maian assault weapon. It, like all Maian weapons, is a
finely made piece of equipment with few drawbacks. The secondary mode
is more useful for facing down strong single opponents, like Skedar.
The primary mode is better for multiple targets. Accuracy is good in
both modes.

RC-P120:

Primary: Rapid Fire; 120 9mm Bullets per Clip; Fire Rate: Very Fast
Secondary: Cloaking Device
The descendant of the famed RC-P90, this lovely weapon sports great
accuracy, a huge magazine, and a high fire rate. Coupled with the
Cloaking, which runs off ammo at the rate of about five seconds per
full clip, this is a gun for the ages. As with all Cloaking Devices,
you’re invisible as long as you don’t fire.

Laptop Gun:

Primary: Rapid Fire; 50 9mm Bullets per Clip; Fire Rate: Very Fast
Secondary: Sentry Gun Placement; Fire Rate: Very Fast
Scope: 2X
My personal favorite. This weapon is a machine gun disguised as a
laptop PC. When unfolded, it is a very accurate and useful automatic.
The secondary fire is what puts the icing on the cake. By sacrificing
the gun and all your 9mm ammo, you can toss the gun onto the floor,
wall, or ceiling. Any hostiles that enter the area will be riddled
with its bullets. This sentry gun does take a while to turn, and you
do have to sacrifice your entire supply of 9mm bullets, but it’s worth
it to have a gun you can rely on in such situations. If you want it
back, you CAN pick it up again just by pressing B next to it. Another
small drawback to this gun is deployment of the primary mode takes a
couple of seconds, which can be seriously problematic in a firefight.

*****************************************************************

Rifle Automatics:

Maximum rifle ammo capacity is 400.

Dragon:

Primary: Rapid Fire; 30 Rifle Bullets per Clip; Fire Rate: Fast
Secondary: Proximity Mine
Scope: 2X
A DataDyne made weapon issued to the military; this automatic rifle is
used mostly by guards in Area 51. This is a basic and reliable design,
with a nasty surprise built in. At the cost of sacrificing the gun,
but not the ammo, a proximity device on the barrel can be activated
that will send any grabbers of the gun to the next plane of existence.

K7 Avenger:

Primary: Burst Fire; 25 Rifle Bullets per Clip; Fire Rate: Fast
Secondary: Threat Detector; Fire Rate: Medium
Scope: 3X
This is an experimental weapon at the beginning of the game, and ends
up being standard for DataDyne assault troops by the end. The Avenger
is a decent automatic, with some good power to it. The only serious
drawback is a small magazine. The Threat Detector spots and highlights
any mines or automatic guns in your line of sight. You can still fire
your gun while in this mode, so the only reason you'd want it off is
maybe if you really don't like seeing a lot of outlining popups in a
mine-rich area...

AR34:

Primary: Burst Fire; 30 Rifle Bullets per Clip; Fire Rate: Fast
Secondary: Scope Lock
Scope: 3X
This automatic rifle is the only widespread assault weapon made by the
Carrington Institute. The CI would rather not make a noise when
eliminating its enemies, but this will do fine in a pinch. The
secondary function allows you to move around while zoomed in with the
scope. A good weapon, given little other choice, which will sometimes
be the case.

SuperDragon:

Primary: Rapid Fire; 30 Rifle Bullets per Clip; Fire Rate: Fast
Secondary: Grenade Launcher; 6 Grenade Rounds per Clip; Fire Rate:
Medium-Slow
Scope: 2X
Big brother to the volatile Dragon, this gun would rather take out its
explosive tendencies on others than itself. Replacing the mine, the
SuperDragon has a grenade launcher attached that can fire
standard-yield floor-impact grenade rounds. Definitely a good
crowd-clearing weapon. Just be careful where you aim so you don’t take
down any mission-critical characters, or yourself...

Maximum Grenade Round Capacity is 50.

*****************************************************************

Other Major Guns:

Shotgun:

Primary: Shotgun Blast; 9 Shells per Clip; Fire Rate: Slow
Secondary: Double Blast; Fire Rate: Slow
A nice power weapon, the DataDyne Shotgun takes a REALLY long time to
reload, so the only perceivable difference between modes, besides
amount of damage, is that you empty your gun faster. This is
particularly useful for packs, as the spread has an easy chance of
wounding most of the pack, lining them up for a second farewell.
Maximum shell capacity is 100.

Reaper:

Primary: Reapage; 200 Reaper Bullets per Clip; Fire Rate: Extremely Fast
Secondary: Grinder
Reapage is not a word, but I don’t think the Skedar really cared about
that when they made this insane and unruly automatic.
This...gun...fires its bullets in a very wide spread and very rapidly.
It takes a few seconds to really get going, but once it does, get out
of the way. The secondary mode is good when you want to conserve ammo
on the weapon, as if that were ever a concern. It’s very damaging to
humans, but Skedar have built up a resistance to the blades, which
isn’t great considering you only get to use it on the final mission.
Maximum Reaper ammo is 800.

Sniper Rifle:

Primary: Single Shot; 8 Rifle Bullets per Clip; Fire Rate: Medium with
Trigger Pull
Secondary: Crouch
Scope: 1X to 30X (adjustable)
A lovely stealth weapon from our friends at the Carrington Institute,
this incredibly high-powered rifle makes shooting from afar a breeze.
The secondary function is necessary as the crouch function will be
replaced by the zoom in/zoom out function when the rifle is up.
Crouching will improve your aim on long-distance shots.

Farsight XR-20:

Primary: Rail-Gun Effect: 8 Orbs per Clip; Fire Rate: Slow
Secondary: Target Locator
Scope: X-Ray
Forget the Sniper Rifle. It’s really nice to be able to hit an enemy
when they aren’t able to see you at all. Combining an X-Ray Scanner
with high-powered shots that can easily pass through any wall, this
magical Maian item is the ultimate sniper weapon. The gun is rather
tough to use without the Target Locator, though, as said Locator
automatically tracks enemies, zooming in and out accordingly. The
turning while zoomed is turtle-like, however, so beware. Maximum Orb
capacity is 100.

*****************************************************************

Explosive Guns:

Devastator:

Primary: Grenade Launcher; 8 Grenade Rounds per Clip; Fire Rate: Medium
Secondary: Wall Hugger Effect
Another DataDyne creation, this launcher has an interesting secondary
mode in addition to its standard grenade round scheme. The Wall Hugger
magnetizes the grenade for a few seconds, allowing it to stick to
surfaces, to later fall to the ground. I haven’t found this mode too
useful, myself, but I imagine it will be helpful if being chased from
behind. Maximum Grenade Round Capacity is 50.

Rocket Launcher:

Primary: Rocket Launch; 1 Rocket Clip; Fire Rate: N/A
Secondary: Targeted Rocket
This is a standard, yet rather compact, Rocket Launcher from DataDyne.
The Launcher is designed as a secondary mode to lock onto its target
and track the sucker to the end, or until it hits something.
Particularly useful in open areas, but not as fast as firing primary,
dumb rockets. Maximum Rocket capacity is 3.

Slayer:

Primary: Rocket Launch; 1 Rocket Clip; Fire Rate: N/A
Secondary: Fly-By-Wire Rocket
What could be more fun that homing a rocket in on an adversary? How
‘bout controlling the rocket and doing the homing yourself? It leaves
you vulnerable, but activating the secondary mode on this Skedar-made
weapon will allow you to control the rocket in flight. Definitely fun
and effective, if not practical at all in a melee. Maximum Rocket
capacity is 3.

*****************************************************************

Special Weapons:

Combat Knife:

Primary: Knife Slash; Rate: Medium
Secondary: Poison Knife Throw; Capacity: 10, Throw Rate: Slow
Follow me on this one. The knife has a vial of poison secreted in it,
that will only shatter when the knife is thrown, not slashed.
Confused? Don’t worry too much about it. The knife will do more
damage than a punch, and the poison in a thrown knife will drop your
adversary in about six seconds. Double potential.

Crossbow:

Primary: Sedate; 5 Bolts per Clip; Fire Rate: Fast with Trigger Pull
Secondary: Instant Kill
The only time you’d want to use the Primary Sedate function is in Solo
Missions when you have neutral folk you don’t want to kill. Otherwise,
this quiet weapon can keep you well hidden when you want to be. Its
reload time is abysmal though. Maximum number of Bolts is 69. Odd
number...

Tranquilizer:

Primary: Sedate; 8 Doses per Clip; Fire Rate: Fast with Trigger Pull
Secondary: Lethal Injection; Rate: Slow
Using the Tranquilizer on an enemy can seriously put them on an acid
trip. Swimmy vision affects bad guys the same way it effects you. A
lethal injection uses half the stuff in a clip, but it’s an easy way to
finish the job you started with the drugs. Unfortunately, you have to
be right next to your adversary to hit him with the lethal injection.
Maximum number of Doses is 200.

Laser:

Primary: Pulse Fire; Fire Rate: Medium with Trigger Pull
Secondary: Short Range Stream
A very nice weapon, the Laser combines both the Moonraker Laser, and
the Watch Laser in one weapon. Unfortunately, you only use this weapon
once in the game. The fact that there’s infinite ammo helps a lot,
though.

*****************************************************************

Placed Explosives:

Grenade:

Primary: 4-Second Fuse; Capacity: 12
Secondary: Proximity Pinball
Standard-yield explosives with a cute little twist. The primary is
rather self-explanatory, while the secondary activates a small rocket
nozzle, or something, that causes the grenade to bounce rather high,
and indefinitely, until it hits something organic.

Timed Mine:

Primary: Time Mine; Capacity: 10
Secondary: Threat Detector
Has the same Threat Detector as the Avenger, except you can’t use the
mines when it’s active. Mine fuse is about 4 seconds.

Proximity Mine:

Primary: Proximity Mine; Capacity: 10
Secondary: Threat Detector
Yep. Same Threat Detector. Nope. Can’t place mines while using it.
Proximity mines are pretty self-explanatory. Don’t get close.

Remote Mine:

Primary: Remote Mine; Capacity: 10
Secondary: Detonate
The secondary mode for these little puppies is the detonate command,
but you can just as easily do it with the old Goldeneye quick-detonate
trick. Hit B and A together to detonate all Remote Mines. It will
only work if you have the mines in hand, though...

N-Bomb:

Primary: Impact Explosion; Capacity: 10
Secondary: Proximity Explosion
Much safer in the secondary mode, the N-Bomb is a neutron bomb for your
pocket. Its explosion spans about a fifty-foot diameter and about ten
feet high. It doesn’t have the power of normal explosions, but it will
shake you up as well as any fist to the head, not to mention
continually causing damage as you stand in the blast radius. You’ll
know an N-Bomb has exploded when you see your surroundings get dark.


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