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Enemy Analysis
By Horshack83

Always know your enemy. Very good advice, how can you beat the enemy, if you don't know there characteristics? Hopefully, after reading this you should have a good idea, of the habits of a lazy guard, and a slimy Skedar.

Human Analysis
"Why are people so unkind?" - Kamahl

Sensitivity of Regions from Gunfire

Head (Head)
Head shots kill always.

Chest (Body)
Chest shots cause considerable damage.

Arms (Limbs)
Arm shots cause 1/2 as much damage as chest shots.

Legs (Limbs)
Leg shots cause 1/2 as much damage as chest shots.

Secondary Effects of Gunfire
Cradling: Shots to the arms (mostly near the elbow) will cause the victim to cradle that arm, which will cause a reduction in their mobility.

Limping: Shots to the legs (closer to the kneecap) will cause the victim to limp, thus drastically reducing their mobility.

Disarming: If gunfire hits a enemy guard's gun it will fly out of their hands
.

Other Means of Incapacitation
Unarmed:
If you creep up from behind and they are unaware of your presence, one punch will be enough. If not, you will have to make like Bruce Lee.

Crossbow:
 [Sedate] Knocks out the victim.
[Instant Kill] Kills the victim.

Tranquilizer:
[Sedate] 3 shots will put out most guards.
[Lethal Injection] 1-Hit Kill uses up 4 sedatives.

N-Bomb:
Neutron Bomb's explode into a black sphere, anyone in the radius of the sphere will have their energy slowly drained. They will also drop their weapons and become woozy.

Explosions:
Humans will die instantaneously from explosions.

Artificial Intelligence Notes
• If a guard shots their gun while they are not walking, they will not change their aim until they have finished. So if a guard begins the action of shooting run around and cap them in the head.

• If a guard shots their gun while they are walking, they can change their aim when they slowly walk towards you. But they still cannot pivot their arm.

• Guards will usually only run for help if they are far away from you, If they are on their own and you're close to them they tend to shoot at you and run around a lot.

• Stationary guards behind barriers & crates shoot in timed bursts. To kill them easily make yourself seen then take cover, after you hear their gunfire stop, run out and cap them in the head.

• A guard will only start hitting you when you're close, after he/she has finished shooting. They will also only hit you if you are in front of them, so just strafe around them and punch or shot.

• If you disarm a guard by shooting his/her gun. They will continue doing what they were doing (running, shooting, etc.) until they have finished. Use this to your advantage.

• If you disarm a guard and collect their gun, they will pull out a Falcon 2 most of the time. But you usually can't disarm the Falcon 2 off them, you have to punch them out to get it.

• If you disarm a guard and he puts his hands up in submission do not shot him, he will disappear anyway so don't waste ammo.

• Guards seldom throw Grenades if they are alone. They usually only throw them if at least 2 people are shooting at you already.

• If a guard gets on his belly, don't get the compulsion to move back and forth as they will get up to get a better shot. Just stand were you are, crouch and scope for a head shot.

• If guards are not aware of you and you use one of the Spies, the guards will run towards the Spy, but after a while they will say something and then they will shot the Spy. This is bad if you're using a CamSpy. But with a BombSpy this is excellent, since you can draw in bucket loads of guards and then blow them all to hell as soon as you see one flinch!

• If you cap a guard in the head through a window, from a distance or with the DrugSpy using only one bullet. The closest guard will run up to the dead guard and kneel. So then cap him as well.

Guard's Reactions
1. Holds the gun, slowly walks toward you, firing the entire time (seems these guys have about 100 bullets per clip). This is the most damaging attack, and can be the hardest to avoid in tight places. Either very quickly shoot enemies that do this, or try to find cover.

2. Rolls in a direction and shoots a short burst of fire or a few shots. Try to make them roll into an area that covers you. Also, shoot the guy while he's rolling. He will pop right back up instantly or after he finishes his roll. Finish off.

3. Jumps to the side, aims and shoots. See #2 for a strategy for combating these enemies. Enemies that do this can cause you to miss a shot or two.

4. Kneels down and shoots. This is basic. Just shoot at him, and he'll stand up and flinch. Finish off.

5. Aims and shoots. Basic. Just shoot. He'll finch and you can finish him.

6. Leans to side and shoots. Not much going on here either. Usually occurs when an enemy approaches from the side. You may miss a head shot when he moves.

7. Yells, "My gun!" or something like that and reloads. Laugh, and take out other guards before shooting this one.

8. Backs up, yells "What the!" and runs off or shoots. Kill before he can attack.

9. Lies down, lines up a shot and shoots. Run up close to make the guy stand up, and shoot him before he can react.

10. Overhand throw. Run like hell and hope that the grenade or other explosive misses you and kills some other enemies.

11. Runs and activates something. Kill these enemies very quickly because they will either fail an objective, call in more guards, or do something very bad.

Skedar Analysis
"If it bleeds, we can kill it" - Arnie, Predator

Background Information
The Skedar are a warlike alien race, Who have fought the Maians for centuries and have only recently agreed to a ceasefire. They tend to use mechanized armatures to walk about and fight in, since they are in actual fact smaller, snakelike creatures. Very aggressive - they have made war a religion - and are extremely devout.

Sensitivity of Regions from Gunfire

1. Skull (Head) and 3. Thorax (Body)
Shots to these areas cause heavy damage.

2. Tail (Limb)
Shots to this snake-like appendage cause 400% more damage then Skull/Thorax shots.

4. Forelimbs (Limb) and 5. Legs (Limb)
Shots to these limbs cause half as much damage as Skull/Thorax shots.

Note: Only the base of the tail can take damage. If you are in aiming mode and you're pointing at the tail and the crosshair is not going red, try further up.

Other Means of Incapacitation
Unarmed: Yeah sure!

Combat Knife: [Knife Slash] If you creep up from behind and it's unaware of your presence, make like a Steffi Graf fan and stab it in the back. If it is aware of you, you'll have to do some fancy fighting to come off unscaved.
[Throw Poison Knife] It takes approx. 9 seconds for the poison to kick in.

Explosions: Skedar have a stronger resistance to explosions, but most of the time they will still die straight away.

Artificial Intelligence Notes
• Skedar with Maulers act much in the same way as guards, but instead of moving back and forth they tend to edge forward instead or retreat then suddenly ambush you.

• Cloaked Skedar are always unarmed and stand dormant in semi-random positions, then when they sense you they will uncloak and hunt you down until you or they are dead. Just run backwards and fill them up with rounds from the Callisto NTG.

• Stationary Skedar (with Reapers and Slayers) can be dealt with in much the same way as stationary guards, But because they have to lunge forward before they shot they're easier, since as soon as you see them lunging forward take cover.

Damage System
"She's causing to much damage" - Protection by Massive Attack

Damage Equations
Only Humans and Skedar have damage systems, so they are the only enemies that need a damage equation to calculate how much damage you have caused. Things such as Autoguns, the Hovercopter, etc. explode after you have caused more damage then their amount of HP. Anyway, in these equations h, b & l represent the sum of all the damage you have caused to the head, body & limb regions respectively. But in the Skedar equation exclude any tail shots from l, as the sum of all damage to the Skedar's tail is represented by t. If the result is greater or equal to the HP value of that enemy, the enemy will die.

Humans : (h×1000) + b + (l÷2)
Skedar : (h + b)÷5 + (l÷10) + t

Values
All enemies other then the ones stated below have 100 HP (including Skedar). On Agent difficulty all of HP values are halved. < Means less then and S means Shield. Shields take 450 damage before they are disabled. 1-Hit Kill shots like a Charged Mauler or a Farsight can not penetrate a shield, however they will disable the shield with one shot. These values represent the majority, for instance the first Gun Turret in A51: Infiltration has a HP Value of 150 while the rest have a value of 650.

Auto-guns 250
600 (Crash Site)
dD Female Guards 150
Hovercopter 3450
dD Snipers
•Sniper Rifle
•Shotgun

<25
200
Mr. Blondes
•Sniper Rifle
•K7 Avenger

•Mauler

150
250 (Crash Site)
375 (Air Force One)
S100
Gun Turrets 650
A51 Pilots 125
A51 Guards 200
A51 Interceptors 450
Biotechnicians 200
NSA Bodyguards 250 (Air Base)
150
G5 Robots 1250
Skedar Shuttle 2550
Pelagic II Guards 175
Baby Skedar 20
dD Shock Troopers S150 (Bottom floor of CI)
<25 (Upper floor of CI)

Gun Damage Values
This shows the damage caused by each projectile shot from a gun on its primary function. For instance the Shotgun's shell splits into 6 particles, so if every particle hits the enemy it will cause 500 damage approximately. The Mauler's Charge Up Shot, the DY357-LX & the FarSight XR-20 always cause One-Hit Kills so I didn't include them in the list. Also the Callisto NTG on High Impact Shells causes 111.11 damage.

Falcon 2 50.00
Magsec 4 52.63
Mauler 58.82
Phoenix 52.63
DY357 Magnum 100.00
CMP150 50.00
Cyclone 40.00
Callisto NTG 58.82
RC-P120 58.82
Laptop Gun 55.56
Dragon 52.63
K7 Avenger 71.43
SuperDragon 58.82
Shotgun 83.33
Reaper 50.00
Sniper Rifle 58.82
AR34 66.67

Written by Horshack (horshack83@hotmail.com)

IGN.com www.datadynehq.com www.datadynehq.com
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I built this site when I was 12, with some online friends. We took Perfect Dark very seriously.

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