_______________  ___________________  ____________________  _______________
\_____    __   \ \    ______    __  \ \    ____    ______/ /  _____    ___/
      |  |  \   \ |  |___   |  |  \  \ |  |___ |  |___    /  /     |  |
      |  |  /   / |   __/   |  | _/  / |   __/ |   __/   /  /      |  | 
      |  | /___/  |  |      |  ||___ \ |  |    |  |      \  \      |  |
      |  |        |  |_____ |  |    \ \|  |    |  |_____  \  \___  |  |
      |__|        |________\|__|     \____|    |________\  \_____\ |__|

     _______________  __________  ___________    __    ___     _    _
     \_____    ___  \ \__   __  \ \__    __  \  |  |  /  /    / \  / \
           |  |   \  \   |  | \  \   |  |  \  \ |  | /  /     \__\ \__\
           |  |    \  \  |  |__\  \  |  | _/  / |  |/  /
           |  |    /  /  |   __\\  \ |  ||___ \ |   _  \
           |  |___/  /   |  |    \  \|  |    \ \|  | \  \
           |________/    |__|     \_____|     \____|  \__\


Perfect Dark Mod Strategy Guide, v1.0

Author:  Mr. Bond
With excerpts taken from the Versus Books Perfect Dark Strategy Guide.

-------------------------------

Table of Contents

1 Intro
	1.1 Guide Format
	1.2 Mod Set-up
	1.3 Previous Versions
	1.4 General Strategies
		1.4a Strategies
		1.4b Terminology

2 PD-Area52 Intro
	2.1 General Strategies
	2.2 Combat Tactics
	2.3 Team Combat Tactics
	2.4 CTF Tactics

3 PD-CarPark Intro
	3.1 General Strategies
	3.2 Combat Tactics
	3.3 Team Combat Tactics
	3.4 CTF Tactics

4 PD-Fortress Intro
	4.1 General Strategies
	4.2 Combat Tactics
	4.3 Team Combat Tactics
	4.4 CTF Tactics

5 PD-Grid Intro
	5.1 General Strategies
	5.2 Combat Tactics
	5.3 Team Combat Tactics
	5.4 CTF Tactics

6 Conclusion
	6.1 Personal Notes

-------------------------------

1 -- Introduction

	This "strategy guide" is meant to be a helpful guide for those hardcore
UT players who wish to know as much as possible about the gameplay and maps of
the Perfect Dark Mod for UT.  It is BY NO MEANS a replacement for actual practice.
Make no mistake, reading this strategy guide does NOT make you a good player.

1.1 -- Guide Format
	
	The guide is set up into three main sections:  gameplay, maps, and weapons.
Because the mod is still in its early stages, weapons and gameplay strategies are
not included in the guide as of yet.
	For each map, general strategies as well as gametype-specific strategies
(for now, only Combat, Team Combat, and CTF) will be explained.  In the gametype-
specific strategies, tactics crucial to playing the gametype for the map will be
explained.  As necessary, special cases and known issues with strategies involving
bots and human errors will be outlined.

1.2 -- Mod Set-up

	Because Perfect Dark for Nintendo 64 utilized technology nowhere near as
advanced as UT, some slight changes are necessary to fully extract the joy of
Perfect Dark for UT.
	One such suggested change is the overall game speed.  While this change
will likely become unnecessary (it will be hard-coded into the mod), for the moment
it is recommended that game speed is set to 80% or below.  While playing above 80%
speed is possible, it is not recommended.
	Another change involves the HUD appearance.  Overall HUD size should be
decreased to provide a maximum of viewing area.  Also, since there is no armor (for
the time being) in the mod, the player status area should be removed.  Eventually,
the HUD will be removed entirely except for the weapon, ammo count, and weapon function.
	The last recommended change involves overall tactics.  To better prepare yourself
for later versions of the mod, you should refrain from jumping, even if by doing so you
are placed at a disadvantage.  Jumping will be removed from the mod in a later release.
	Let's face it:  UT is one of those games where the more people you have, the
better a match will be.  However, due to the overall size of most maps, you're better 
off having at most 6 people playing.  The original Perfect Dark only allowed a maxiumum
of 12 players (4 humans, 8 simulants) and you rarely, if ever, put in that many.

1.3 -- Previous Versions

	Throughout the development of the mod, different features (of UT and of the
mod itself) will be added or removed.  This section is dedicated to those changes and
will be updated to notify you of any outdated tactics or tactics made impossible by
the addition/removal of features.  Since this is the first release of the strategy
guide, there are no updates at this time.

1.4 -- General Strategies

	This section is dedicated to general strategies used throughout the Perfect
Dark mod for UT.  It will also cover common terminology used throughout the strategy
guide, so whether you are a novice or an expert, you should read this section thoroughly.

	1.4a -- Strategies
		1)  Pillars -
		 	While they offer little protection from weapons with
			splash damage, pillars can determine who lives and
			who dies in a fierce firefight.  Strafing between
			multiple pillars throws your opponent off-balance, 
			even if it also	decreases your aiming ability.  Use 
			the time while your enemy is confused to reload, 
			retreat, or retaliate.

		2)  Stairs  -
			Stairs offer the easiest way to get the drop on your
			opponents.  Your enemies will likely expect you to
			move up or down stairs completely.  Do yourself a
			favor and occasionally stop and return the way you
			came.  That way, when your opponents emerge from
			their posts at the top or foot of the stairs to
			investigate, you can pop out and catch them off guard.

		3)  Elevators - 
			Elevators come in two basic types:  quick and slow.
			Quick elevators allow you to traverse the vertical gap
			between two levels rapidly, while slow elevators allow
			you to think before emerging above or below.  Both
			types of elevators have advantages and disadvantages.  
			Quick elevators provide an escape route or ambush
			catalyst.  However, their speed can be disorienting
			and leave you unprepared for the arrival.  Slow
			elevators allow you to relax a bit and plan for
			your next move.  However, their lethargy allows your
			opponents to prepare themselves for an ambush.  The
			best way to prevent this is to make your opponents 
			THINK you're on the elevator.  Then, when they run off
			to get into position, follow and ambush THEM!
		
		4)  Long Hallways -
			Often times people will camp the ends of long hallways
			in the hopes of picking up stray, injured players for
			easy frags.  Learn to do this often, especially when
			that hallway is or is part of a high-traffic area (see
			strategy #6).  Using a high-powered weapon (such as a
			sniper rifle or automatic) in these situations will
			turn the scores in your favor.
		
		5)  Short/Winding Corridors -
			While there are no statistics to prove this, short/
			winding corridors claim the most frags in a match.
			When these areas are or are part of a high-traffic
			area, combat becomes increasingly intense.  The use
			of weapons with splash damage is recommended for the
			suicidal.  For the more, *ahem*, rational players, use
			a weapon with either short-range or melee applications,
			such as a shotgun.

		6)  High-Traffic Areas -
			High-traffic can refer to any type of area where most
			of the fighting takes place.  Many a match is decided
			by a player's use of these areas, whether for camping
			or otherwise.  When large groups of people gather to
			fight a high-traffic area, tag along, but do not get
			involved.  As a matter of peronal safety, you should
			stay a good distance away from the area but remain
			within visual range.  As the battle rages on, learn to
			recognize when players are close to death.  It is then
			that you should move in to tie up the loose ends. I
			quote:  "Players will call you cheap (among other things)
			but you can just come right back at them and point to
			the scoreboard on-screen, ''Who's winnin' now, baby?''"

		7)  Dark/Low-Light Areas -
			In many arenas there are certain areas that contain
			little to no light.  Often times they are in hard-to-
			reach places and hold valuable weapons/items.  Ambushing
			unsuspecting opponents from these areas will give you
			a considerable lead.

	1.4b -- Terminology

		1)  Camping - This should be a staple for all good players.  Camping
			simply refers to staying in one place for items or a tactical
			advantage.  I quote:  "In a free-for-all, you can expect
			people to team up against people who camp . . ."
		
		2)  Strafing - Simply said, moving from side to side without turning,
			kind of like side-stepping.  Circle strafing is just strafing
			around your opponent while keeping them in your sights.

		3)  Doubling Up - Basically, pairing up with a teammate, whether for
			protection, offensive tactics, or flanking maneuvers.

		4)  Flanking - Skirting the sides of an enemy or group of enemies.
			This is a necessary tactic in large, wide open areas.  Flanking
			is often used in conjunction with a direct frontal assault to
			draw enemy fire.
	
		5)  Tactical Advantage - This does NOT mean bigger and better guns
			(although having that would be helpful).  Capturing the "high
			ground", such as forts, hills, and sniper alcoves to place
			you or your team in a more favorable position.

2 -- PD-Area52

	Area 52 is a medium-sized arena best suited to 2-on-2 or 3-on-3 teamplay.
It has an excellent mix of open areas and tight corridors that appeals to everybody.

	2.1 -- General Strategies
		
		1)  Secure the underground tunnels.  They will provide you with an
			ample supply of weapons.  If the tunnels are under the control
			of the enemy, double up or hit-and-run to lure the enemy out
			of hiding.

		2)  Beware the trench.  Falling into the trench is suicide.  If you
			are sure that no enemies are around, only enter the trench
			for the weapon and NEVER drop down as a defensive maneuver.

	2.2 -- Combat Tactics
	
		1)  Agility is more important than firepower.  Most of the arena is
			open areas, so dodging bullets and other projectiles is much
			easier than usual.

		2)  Beware the guard towers.  If you are playing a match with more than
			one other player, DO NOT use the guard towers.  It is too easy 
			to let an opponent waste you from behind.

	2.3 -- Team Combat Tactics

		1)  Secure the tunnels and guard them well.  Do not let enemies breach 
			your front lines.  When attacking the enemy in the tunnels, attack
			from two separate entrances.

	2.4 -- CTF Tactics

		1)  When playing as the blue team, remember that there is only one bridge
			across to the "island".  Defend that bridge from the guard towers.

		2)  When playing as the red team, take up defensive positions behind the
	 		many obelisks.  When an enemy approaches the flag, pop out and
			waste him!

3 -- PD-CarPark

	The Car Park is a very small, tight arena suited best to free-for-all
deathmatch with 3 players.  The four color-coded stairwells aid you in determining
enemy and teammate positions.

	3.1 -- General Strategies
		
		Special Note:
			This arena was a pain in the ass in the original Perfect Dark.
			Now, the arena is given new life, so don't assume it's the same crappy
			ass arena.
		
		1)  Proper defense of any floor (roof, basement, middle floor) is virtually
			impossible due to the fact that there are four entrances.  To maximize
			defense, hide just outside or inside of the stairwells.

		2)  Utilize dark corners and crates for extra protection.

	3.2 -- Combat Tactics

		1)  Dodge between pillars and return fire to shake off an annoying adversary.
		
		2)  Crouch behind fallen pillars to minimize your damage zone.

	3.3 -- Team Combat Tactics

		1)  Take control of an entire floor by guarding opposite stairwells.  Or take
			control of entire stairwells by controlling the top and bottom doors.
			Switch guarded floors/stairwells periodically.

		2)  Never be more than one floor away from a teammate.

	3.4 -- CTF Tactics
	
		1)  Keep a close eye on your flag.  It takes only about 30 seconds for somebody
			to return to their own base.

		2)  Rotate defensive positions periodically.

4 -- PD-Fortress

	Arguably the best arena for CTF, Fortress is basically a central, open arena with
four identical bases on the sides.  This arena is best suited for, you guessed it, CTF, with
2 or 3 people on a team.

	Special Note:
		Currently, the Perfect Dark mod only supports two-team CTF.  Later, when
		four-team CTF is added, Fortress becomes the BEST CTF arena ever.  Not only 
		are all	four bases identical to each other in structure, but they all have 
		the exact same weaponry available, as well.

	4.1 -- General Strategies

		1)  NEVER venture out into the middle catwalks. Doing this is basically asking
			to be shot.
	
		2)  The crates in the upper base areas are great for ambushes.  Let an enemy
			chase you into the room, then hide behind a crate and blast 'em!

		3)  This map has the largest amount of available weapons.  Keep yourself stocked.

	4.2 -- Combat Tactics

		1)  The large, open arena in the center is perfect for picking up the scraps.
			Use the corners of the upper level to hide and snipe.

		2)  The slow-moving doors are deathtraps.  Use them only when nobody else is
			around you.

	4.3 -- Team Combat Tactics

		1)  Take control of the upper portion of the open arena by camping at opposite
			ends with a teammate.

		2)  Control an entire base by having one person guard the bottom and another
			guard the top.

	4.4 -- CTF Tactics

		1)  Utilize the tiny corridors near your flag as defensive cover.  There are	
			so many that you can easily rotate positions two times without using
			them all.
	
		2)  If the enemy penetrates into your base, minimize their chances of escape 
			by guarding the two elevators.  If they exit through the lower door,
			take them down from above.

5 -- PD-Grid

	PD-Grid, like PD-Area52, has a great mix of open areas and winding corridors.  This
arena is best suited for straight combat with 4 people.

	5.1 -- General Strategies

	Special Note:
		Unlike the original Perfect Dark, explosions do not go through the elevator
		doors.  Use the elevator whenever necessary, but beware of ambushes.

		1)  Pillar Hall offers the best defense in the arena.  If you spawn in this
			area near an enemy, try to grab a weapon and duke it out.

		2)  The glass floor in the upper elevator arrival area is destroyable.  Shoot
			at it when an enemy is up top.

		3)  The glass in the room off of the upper level is indestructible, for now.
			Don't waste ammo shooting at it.

	5.2 -- Combat Tactics
	
		1)  Stay on the move.  Unlike other arenas, you can quickly reach every area.

		2)  Only enter the elevator when there is little time before the doors close.
			Use the time while the elevator is moving to prepare yourself for an
			ambush.

	5.3 -- Team Combat Tactics

		1)  The only way to establish and maintain control of the dual-level main area 
			is with	three people.  Have one guard each side, and one guard the elevator.

		2)  Cut off elevator usage by guarding each door.

	5.4 -- CTF Tactics

		1)  The elevator is the fastest way to reach each base.  Guard the elevator well.

		2)  Spread out your attack by having one attacker enter from each side.

6 -- Conclusion

	6.1 -- Personal Notes

	MrBond113, Mod Leader, Mapper, Modeler, Skinner
	- I never thought that new weapons would be added so soon.  I honestly thought
		that I would be the only person working on the mod, but I am glad that
		I was proved wrong.


	Thank you for taking interest in the Perfect Dark mod for Unreal Tournament.  I hope you will
continue to support the mod and its team members.