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

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


Perfect Dark Mod Strategy Guide, v2.0, created for use with Beta V1 Alpha V2

Guide best viewed using in a plain-vanilla text editor with a fixed-width font.

Author:  mrbond113
With (very few) excerpts taken from the Versus Books Perfect Dark Strategy Guide.

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

Table of Contents

1 Prologue
	1.1 Guide Format
	1.2 Mod Set-up
	1.3 Previous Versions
	1.4 General Strategies
	1.5 Terminology

2 PD-Area52
	2.1 General Strategies
	2.2 Combat Tactics
	2.3 Team Combat Tactics
	2.4 CTF Tactics
	2.5 Weapon Caches

3 PD-CarPark 
	3.1 General Strategies
	3.2 Combat Tactics
	3.3 Team Combat Tactics
	3.4 CTF Tactics
	3.5 Weapon Caches

4 PD-Felicity 
	4.1 General Strategies
	4.2 Combat Tactics
	4.3 Team Combat Tactics
	4.4 CTF Tactics
	4.5 Weapon Caches

5 PD-Fortress 
	5.1 General Strategies
	5.2 Combat Tactics
	5.3 Team Combat Tactics
	5.4 CTF Tactics
	5.5 Weapon Caches

6 PD-G5Building 
	6.1 General Strategies
	6.2 Combat Tactics
	6.3 Team Combat Tactics
	6.4 CTF Tactics
	6.5 Weapon Caches

7 PD-Grid 
	7.1 General Strategies
	7.2 Combat Tactics
	7.3 Team Combat Tactics
	7.4 CTF Tactics
	7.5 Weapon Caches

8 Epilogue
	8.1 Personal Notes
	8.2 Thanks To....

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

1 -- Prologue	

	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.
	NOTE:  Health and armor digital readout has been changed to an analog gauge.
	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.  Currently, no changes have been made as to make
any tactics obsolete.

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)  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.

	8)  Weapon Caches -
		Weapon caches are not in the original Perfect Dark.  They
		have been added as an additional bonus to find throughout
		the maps.  Most maps will have three, but some may have four
		or only two, depending on the size and complexity of the maps.
		Caches are never hidden in plain sight, but will often be
		marked by a distinguishable feature nearby, such as an unusable
		door or suspicious overhang.  Many times a cache is hidden
		behind a destroyable wall.  Cache locations are not explicitly
		indicated in this guide, but the distinguishing landmarks are
		mentioned.  Caches may contain anything: weaponry, ammunition, 
		or maybe even a rare health pack or shield.

1.5 -- 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.  Beware, however, because camping too long is sure to
		send a barrage of profanity your way.  And 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.
			NOTE:  Since jumping hasn't been disabled yet, the enemy can
				approach your flag from any direction.

		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!

	2.5 -- Weapon Caches

		1)  A miscolored wall hides an extra Slot 1 weapon and ammo, a perfect match 
			for the nearby regular Slot 1.

		2)  Within the trenches, an outer wall crumbles to reveal Slot 5 and 6 ammunition,
			as well as a rare health pack.

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.

	Special Note:
		This arena was a pain in the ass in the original Perfect Dark.
		Now, the arena is given some new life, so don't be afraid to try
		it out.		

	3.1 -- General Strategies
		
		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.
			NOTE:  UT's crouching system does NOT decrease your damage zone
				(a.k.a. your collision area), so this tactic is virtually
				useless.  True crouching will be added soon.

	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.

	3.5 -- Weapon Caches

		1)  Beneath contrasting glow in the red stairwell, a wall crumbles to reveal
			Slot 2, 4, and 6 ammunition.

		2)  A fallen pillar rests atop a cache containing and extra Slot 3 weapon and 
			ammo, and a rare health pack.  A hatch at a lower elevaton allows access.

4 -- PD-Felicity

	The very embodiment of small and tight, PD-Felicity gives the most furious action
		all the maps.  While the map itself seems to warrant at most three players,
		there are enough nooks and crannies to comfortably support 5 or more players.

	Special Note:
		This map is one of three Goldeneye-inspired maps that are in the original
		Perfect Dark.  The mod will have not only those three, but a whole slew of 
		Goldeneye remakes.

	4.1 -- General Strategies
	
		1)  Because of the tight, crowded hallways, you may sometimes not be able
			to slip past somebody.  Instead, hide in a corner until they pass.
	
		2)  Guard the doors to the room with the single pillar.  This room is the
			main hub of the entire map.

	4.2 -- Combat Tactics
		
		1)  The tank rooms seem to be a popular spawning area.  Grab some guns
			and hightail it over there for some quick kills.

		2)  The doors are slow and noisy.  Avoid them when in an intense firefight.
			Or, trigger them to alert the enemy, then run the opposite direction.
			When the enemy investigates, ambush them.

	4.3 -- Team Combat Tactics

		1)  Guarding the main hub of the level is much easier with two or more people.
			Have one person guard each door.

		2)  Leap-frog between defense points to effectively clear hallways and pick up
			weapons.

	4.4 -- CTF Tactics

		1)  The bathroom is a prime defensive position because there is only one
			entrance.  Beware of spawning in the vents.

		2)  The arched hallway is a difficult area to defend, largely because of the
			many entrances (8, to be exact).  Use the small room as your defensive
			but be careful of spawning within that room.

	4.5 -- Weapon Caches

		1)  A hollowed-out chemical tank seemingly points to a weak section of rock that
			hides an extra Slot 5 weapon and ammo.

		2)  The corner of a square room opens to reveal Slot 4 ammunition and a rare health
			pack.

		3)  A three-panel wall in the shadows crumbles to reveal Slot 1, 3, and 5 ammunition.

5 -- 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.

	5.1 -- 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.

	5.2 -- 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.

	5.3 -- 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.

	5.4 -- 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.

	5.5 -- Weapon Caches

		1)  A misaligned red stripe, easily destroyed, hides an extra Slot 4 weapon and
			ammo.

		2)  A weak section of blue striped wall near a stack of crates crumbles to reveal
			an extra Slot 1	weapon and ammo.

		3)  A large, yellow tile wall near an elevator crumbles to reveal Slot 6 ammunition
			and a rare health pack.

		4)  A large, green tile wall near an elevator crumbles to reveal Slot 3 ammunition
			and a rare health pack. 

6 -- PD-G5Building
	
	Possibly even smaller than PD-Felicity, PD-G5Building has the highest average number
		of entrances per room.  This boxy map is best played with Pop a Cap for 4 
		players.

	Special Note:
		Even though PD-G5Building shares its name with a mission level in the original
		Perfect Dark, the layout is completely different.  Take care around the bridges
		leading across the chasm.

	6.1 -- General Strategies

		1)  Move swiftly across the bridges.  One stray bullet can be enough to knock
			you to your death.

		2)  Change levels as frequently as possible.  There are plenty of holes and 
			ramps.

		3)  Grab-and-go.  Never wait for a weapon or ammo to respawn.  Make a loop
			and come back at regular intervals.

	6.2 -- Combat Tactics

		1)  Watch your back.  Enemies can pop out of anywhere.

		2)  Use the guard-railed alcove to snipe people crossing the bridges.  Be
			careful, however, because people can easily sneak up on you from
			behind.

	6.3 -- Team Combat Tactics

		1)  With the sniping alcove, get a teammate to guard your back.

		2)  Work in pairs to liberate an entire side of the bridges.  "Regulate"
			traffic from the sniper alcove.

	6.4 -- CTF Tactics

		1)  There are many ways enter each side of the arena.  Keep the field even
			from the sniper alcove.

		2)  Peer out from the many slits in walls to determine enemy positions
			without exposing your position.

	6.5 -- Weapon Caches

		1)  An isolated alcove with a unusually blank wall crumbles to reveal an extra
			Slot 5 weapon and ammo.
	
		2)  A single shot to misplaced piping under a catwalk reveals a cache containing 
			Slot 2 ammunition and a rare health pack.

		3)  The end of a pitch-black corridor falls to show an extra Slot 4 weapon and ammo.

7 -- 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.
	
	7.1 -- 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 the upper level is destroyable.  Shoot to kill 
			anyone unlucky enough to spawn inside.

	7.2 -- 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.

	7.3 -- 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.

	7.4 -- 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.

	7.5 -- Weapon Caches

		1)  A malfuntioning door puts an elevator out of commission.  Within the vacant shaft 
			lies Slot 3 and 4 ammunition.

		2)  Right below the blue flag, a weak wall section hides Slot 1 and 2 ammunition.

8 -- Epilogue

	8.1 -- Personal Notes

	mrbond113, Mod Leader, Mapper, Modeler
	- 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.

	8.2 -- Thanks To...

	- kdark1701a, for giving the mod sound, and also for sticking around so long.
	- Tom_Andrews, for coming to the rescue and getting some serious coding work done.
	- Herpes, for making better-than-placeholder skins.
	
	And a SUPER COLOSSAL thanks to:

	- The folks at Strategy-X, for all their support towards the mod, and for continuing
		to host the mod for FREE, with virtually unlimited resources.
	- modDB, for being the best damn place to spread news about the mod.
	- Everybody at AtariCommunity, for patiently answering almost all of my questions.
	- bb_drac, for creating such damn good mapping tutorials which started me on my way
		to become a mapper, and eventually, a modder.

	And a thanks-but-no-thanks to:

	- Chromius, Viking-Claw, dwan24, StormFox, and every other mod deserter for making me 
		realize (through their abandonment) that not everyone is as motivated as I am 
		to see things through to the end.  Without their blatant show of disloyalty,
		I likely never would have learned so many modding trades.
	


	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.