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First of all, a two-player cooperative is being included in Perfect Dark mode. It was added after the first delay when the Gameboy Camera feature was taken out because that freed a lot of memory (space) for a cooperative to be placed in. The 1st player plays Joanna Dark while the 2nd player plays the yet-to-be named blonde sister. This will be a great feature because both of you can complete different objectives simultaneously or follow one another to have some added firepower. The lives are pooled so if the 1st player dies then he or she will take one of the 2nd players lives. Also you can play single player until you get to a level where you just cant beat so you call a friend to help you out, then you can just switch back to single player when you and you friend complete the level. If you dont have anyone to play co-op with just input a bot to fill in as Joannas sister. Using the D-Pad, you'll be able to command the bot, telling him to cover, run ahead, pull back or open fire. Although the bot cannot complete missions it can still help you through thick lines of guards. You can play with up to 4 bots in Co-op. All 21 levels can be played cooperatively after you beat them in single player. Very nice! Counter-operative is where one player plays Joanna Dark and the other plays all the guards and/or aliens in the level. How? Well you become the first enemy in the level and you hunt down the user Joanna (note the Reboot comparison). Since you have the same health as other guards you will die, fast, when this happens youll reincarnate the nearest guard so you can once again hunt Joanna down before she completes her mission. If you don't already know, "Bots" are computer-controlled players that move and react much like human players. Rare is introducing bots into the multiplayer game, and it has been said that they are very intelligent players that fight strategically and are just as challenging as human opponents. Up to twelve players will be able to play in the multiplayer mode at a time, whether they are human or computer controlled. Which means you could play by yourself against eleven bots, or you could play with three other friends against nine computer-controlled opponents. There are 18 types of bots include with some of them having to be unlocked before you can use them. They are:
Each sim has an option to raise or lower their difficulty, for example, you can have a hard SpeedSim, or a meat VengeSim. In addition to bots, Rare is introducing "Simulants" to the mission mode, which are similar to standard bots, except they play on your team. Check out the co-operative section above. To bring up the list of commands for your simulants press and hold 'A' to bring up the weapon select menu, now press 'Z' twice to bring up the command menu. While in the command menu press 'Z' again to scroll from sim to sim. Here are the following orders: Attack - Get your sims to attack! They don't just attack anybody, you can assign them targets to attack. By choosing attack another menu appears with a list of enemies/targets to choose from. Follow - Get your troops to follow your every move. A good way to bring team mates to a guarding point that they can defend from. If an enemy walks by and/or attacks the follow sim will then chase after the enemy. Protect - You team mates will watch the surroundings around you for anything that moves. They'll follow you to safety. Defend - If you want a sim to stand guard a briefcase or a computer terminal this is the command for you. They won't let anything through, unless of course, they die. Hold - You can use this command to use weak sims as bait. Hide around the corner or plant a turrent gun near the weak sim holding their position and wait for an unsuspecting victim to come... Special - This command depends on the scenario you're playing. For example, you're playing Capture the Case, the special command would be to get the briefcase, or in King of the Hill it says hold the Hill or Defend Hill. Three classic levels from GoldenEye will make up a choice of sixteen levels in Perfect Dark's multiplayer game. Fully revamped versions of the Facility, Complex and Temple will be making a return. Although it seems a little unfortunate that we'll be getting three levels again that we've already been playing for almost three years, their improved versions with different textures and lighting effects will certainly be very impressive. Not only that, the ability to fall off ledges has been incorporated into various areas of each level.
Perfect Maps Villa Carrington's million-dollar estate is excellently converted into one of my favorite multiplayer maps. Villa is mainly an outdoor level with the occasional small curving hallways. With many corners and small hiding spot make this a great place to easily launch one of the Slayer's fly-by-wire rockets without being found. It also boasts the most hard to get briefcase, Yep, I'm talking about that cylinder that sticks out of the ground where a briefcase sits on top meaning only one way to get to it; from above. Grid The Grid is actually a somewhat small map. It has some features, though, that can only be found there like glass floor, which can easily be blown up leading it's victim to fall to the bottom level. It also has an elevator which carries you to the bottom and top floors. Pillars also seem to litter the playing field, appearing in almost every main area. Car Park This isn't the greatest map but it's not bad. It has three main sections/levels, a ground level, mid-level and roof. Each of these levels are accessible via the four staircases located on all four walls of each. The staircases are much like those found in the dataDyne Defection mission. All the levels are cover in crates and each have kind of a "second level". It's fun to throw grenades down staircases, you should try it. Warehouse The Warehouse has really only four open rooms and the rest are just tight hallways sometimes leading you into circles. This map is perfect for automatics because of it's small passageways. The large rooms allows some good rocket throwing. It's also includes the famous ? marked crate, information can be found here about that. Ruins The Ruins is filled with small areas and virtually no open space. Most of the map is made up of tight passage ways that lead to both the top and the botom of the map. The textures of the Ruins changes from indoor, furturistic layout to an outdoor, snowy texture. Pipes
Theres a good reason why Pipes is so called - its got a floor full of pipes, surprisingly. The level comprises of two levels, pipes and nothingness being the bottom level, with a ladder up from the pipes to a normal floored level. Personally, I was very unimpressed with the level simply because you could fall of the pipes to certain death, totally ruining the game play. Its a shame, otherwise it looks like it would be a good level, and with many corners in which you could imagine having a long-lasting shoot-out. I expect that Rare will in some way change the way you can fall to your death, perhaps by introducing walls or something along those lines. Ravine
There are several places on the ravine in which you can fall from one level to another but also fall to your death. Theres a moving platform on the level which acts in the same way to a lift, and also several walkways and passages. There's a horrible yellowy-redness to the level and the textures I though made it look ugly. Still, lots of scope for multiplayer madness here. Skedar
Skedar is a type of alien in the game, and so hence the level name. Theres snow throughout the level, as well as big black "thingys" and other bits and bobs. Many open areas with underground passageways. G5 Building Sewers A dark box shaped level consisting of muliple floors. There are two elevators to get up and down the level, as well as a few ramps and ladders. The focal point would have to be the central cavity, which consists of a water filled pit and a sewer pipe poised above it, because of the intense traffic for all paths seem to cross here. A rather small level, you'll find yourself going in circles a lot the first time you play it due to its monotonous colours and textures. Thanks to Ross A. Clark. Base Base is a diverse multiplayer level. It has a huge intricate upper level, which features glass catwalks, long corridors, hazardous winding ramps, a few rooms for camping, and atleast one choice snipering position. The main floor is essentially a hallway that wraps around a cavity that connects to the upper floor. This main floor has many identical hallways that contain special walls for duck and cover assualt. There is a room that houses some of the catwalk said earlier, and is very dangerous to be in with snipers above. On the opposite side of said room is a wide corridor that can be hazardous as it leads to the only winding ramp to the top floor. Throughout the whole level there are a few dead end halls worthy of standing your ground/camping, and a few empty rooms that contain no weapons or cover and are, for the most part, useless. Never take the ladders to the top catwalks for obvious reasons. There are one of two elevators nearby, or perhaps a peculiar ramp that can be used to access the catwalk if done right. Thanks to Ross A. Clark. Fortress A perfectly semitrical level, made up of four identical bases, save it be colours, that meet in the center of the map. The bases are multi-leveled; a ground floor with a garage type door, a couple hallways, a central room with many cubby holes to hide, and an elevator accessible canopy. This base of yours is extremely fun to defend against the simulants, or your friends. The main floor consists of four planks of ground (no railing) over a bottomless pit, which all join together in the center to provide access to all the bases. This railing is basically suicide and considered to be avoided at all costs. The canopy is a slanted roof that surrounds the main floor. There are four nice sniper bunkers here, as well as pairs of doors leading to the attick of the bases. The best capture the flag level, certainly. Thanks to Ross A. Clark. Golden Maps Temple The temple makes a reappearance in Perfect Dark with some slight (and not so slight) alterations to it. Seeing as you can now fall through gaps, it will be no surprise to you that the central cavity can be used to reach the lower level. However, there are other perhaps more important changes too. In the large room on the lower level, next to the alley with the body armor in it in GoldenEye, you will now find several pillars not too dissimilar to those in the Egyptian level. The lighting is also different, and in the huge room on the top level it is only really possible to see even half way across by firing to illuminate the room. The colors and patterns have also changed, and youll no longer find the body armor in the same place (due to the way you can select the weapons in the game). Complex My favorite GoldenEye multiplayer level also makes a return, again with some changes. The metal screens behind which you could hide in GoldenEye have disappeared completely; meaning that if you do hide in the same small gaps then other players can easily see you. Also, below the winding slope upwards where before it was possible only to get access to by coming from one of the two rooms with the vents, has now become accessible from the other side as well - i.e. the grating in front has been taken away, and a path has been added over what in GoldenEye was nothingness. Colors are also slightly different, this time Rare has chosen a yellowy-brown. One of the most popular Goldeneye levels is new and improved with more colors and the ground seems to resemble blue carpet. Parts of the level are still blocked off, but the vents are now open to everyone. To vents also have more to them, the section that was blocked off in Goldeneye is now open revealing another hole to fall in through. Multiplayer Challenges There are 30 multiplayer challenges in all. By completing each challenge (with the exception of the first and last four) you will get access to more weapons, maps, and scenarios for muliplayer. Here is a list of challenge's and what you get from completing them: Weapons Challenge 1
- Unlocks nothing Here's the list of the different sims and their difficulty in each challenge: Challenge 1: Challenge 2:
Challenge 3: Challenge 4: Challenge 5: Challenge 6: Challenge 7: Challenge 8: Challenge 9: Challenge 10: Challenge 11: Challenge 12: Challenge 13: Challenge 14: Challenge 15: Challenges 16-30 coming soon... A big thanks to zzx72 who compiled this list! Also, the challenge walkthrough are also coming soon. The Combat Simulator (multiplayer mode) contains 14 preset matches, including the ones you need to unlock. These multiplayer simulations are predetermined in every area, and are for the lazy people who don't want to make up their own simulations, or who want to go to a quick match. By the way, you can save up to four custom simulation on your own on the Game Pak or Controller Pak. Of course, you may modify any of these preset matches to your own desires. These are all 14 of them: No Shield - No shields in the Skedar area. Weapons are Falcon, CMP150, Cyclone, MagSec4, and AR53. The match ends after 10 minutes or if someone scores 10 points. Rocket Launcher - NOT Area 51, but Area 52 in this simulator. Main weapon is Rocket Launcher, but there is also the Dragon, and some others that are not mentioned. Have a blast. King of the Hill - Skedar area, with radar. K7 Avenger, DY357 Magnum, AR53 guns, and maybe more (check King of the Hill scenario for more info). Hold the Briefcase - Skedar area (check Hold the Briefcase scenario for more info). Don't waste time on players who don't have the briefcase. Capture the Case - Area 52 (check Capture the Case scenario for more info). Basically, find enemy with a Case, get rid of him and run back to your case before someone takes it. Temple Explosives - Temple, guns: Devastator, Super Dragon. 10 minutes. Turn down the music so you can hear doors opening up behind you. Tranquilizer - Rarely try to use the tranquilizer to kill, only use the tranquilizer with the help of some more powerful weapons. Automatics - Pipes area, guns: Dragon, AR53, Cyclone, CMP150, good ambush points. Simulants - Skedar area (they must like this place), 4 low-level simulants (check simulants section later on), guns: Rocket Launcher, AR53, CMP150, good ambush points. Complex Farsight - Complex area, 10 minutes, 20-points, guns: Farsight, Cyclone, K7 Avenger. Pistol One-Hit Kills - Area 52, One Shot Kills from the Falcon, MagSec 4, DY357 Magnum, no time limit. Cloaking - Get the cloaking device to make yourself temporarily invisible, reappears like Body Armor in GE. Slayer - Skedar area (again?!), featuring the Slayer rocket launcher. Use the rocket cam to get better shots. Slow Motion - Sked----nevermind that, slow-motion match (no drop in framerate), look to kill with the sniper rifle. On the main options screen the options are:
Capture the Case You try to secure your own teams case while attempting to steal the enemys. Similar to "Capture the Flag" Pop A Cap The players take turns being the "chosen one" whom everyone else has to blow away. If you defeat the victim then you get two points, if you are the victim and stay alive for one minute you get one point. Normal Normal deathmatch. Hold the Briefcase Similar to Goldeneyes Flag Tag, players who find and carry the briefcase for 30 seconds wins a point. Hacker Central Players must find a data link and then head for the terminal and wait for 20 seconds to activate it. You need to data link to activate the computer. If you don't have the data link defeat the player who does.
Advance Setup Handicap Set your health up like Goldeneyes +8, +9, +10, etc.. The higher it is the longer it will take for you to die. Controls Choose control style like "Honey" or "Solitaire" and duel-handed ones also. Head Roll When in aiming mode head moves which in turn makes the crosshair move. Toggle on or off. Options
Radar Turn radar on or off. It isnt a cheat anymore. Auto-Aim Toggle on or off. Slow-Mo Toggle on or off. Fast Movement Toggle on or off. Display Team When playing with more then one human a colored line indicates which team you're on. Kills Score Allows to have points for kills in non-Combat scenarios. Highlight Players
If on teammates have a tint of their team color. Highlight Pickup Pickups have a colored tint on them. Show On Radar Changes from type of game your playing (i.e. Briefcase On Radar, Hill On Radar, etc.). Mobile Hill King of the Hill only. Hill moves after being captured. Time King of the Hill only. Adjust how long a player must have control of the hill in order to recive a point. End Game Stats After a death match you will then see the stats for that round. Stats include:
Currently, no one knows for sure what exact numbers you need to raise your rank in each stat (i.e. kills, damage dealt, medals, etc.). You can save all your stats to your memory pak and brag to all the "good" players. If you still have any questions about the multiplayer feel free to e-mail me at Matt@dataDyneHQ.com. Thanks to Sachit Harish for some great multiplayer info!
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I built this site when I was 12, with some online friends. We took Perfect Dark very seriously.
Restored for nostalgia. Some links are dead. The enthusiasm remains.
Please don’t enter the competitions. February 2000 has been and gone.