How to pull off the deep sea glitch
Agent
Play the level out as normal until you get through the teleportal. Take the farsight and go through the door into a room with a circular walkway round the edge. Head across to the door opposite. When you go through, you will notice there are beams running across the roof across the passage. In total, there are six. Go past them all but stop exactly in line with the sixth one. Set the farsight to target locator and then use it. It may lock onto any number of different things, and getting it to lock onto the correct thing first time takes practise. If you lock onto a skedar, either shoot it, or let go of R and aim a bit to one side. Eventually, you will lock onto one of the two "cannisters", which are solid rectangular objects appearing almost white which, unlike other things, attract the target locator. When you have made contact with one, set the farsight back to its primary function, rail gun, so that the zoom doesn't change. Shoot it, and then aim either left or right, whichever way the line along the base goes. You will come after a short while to the second one, which you should shoot too. When both cannisters have been destroyed, objective 2 will complete, and you can go directly to the second teleportal without having to wait for Elvis to destroy the machine. This saves a minimum of thirty seconds, so PAL owns NTSC on this level, yay!With a bit of practise, it is possible to run at full speed up to the wall, stop in exactly the right place and then aim onto both things and destroy them very quickly indeed. Whatever you do however, you must beat Paragon's time, just so you can live with the knowledge that you OWN him on one level at least! LOL
Special Agent
The glitch is different on special agent, and I would say it is a lot harder to pull off. The annoying thing is that when going for a fast time, Elvis may die a lot, because he still tries to run to the machine, even if the objective is complete, straight into/through any guards still alive. Therefore, when you get through the teleportal, in order to get a normal time, I suggest you just kill most guards. Go through the door ahead and kill the three guards patrolling the walkways. Go through two more doors on the opposite side, and you enter a bit with the second teleportal in. Ignore this however, and either kill the guards or just go through the next door on the right. Now you are on a path winding down round in a square shape. There are four guards in this section, and you should be able to take at least three out on the run with the cmp or shotgun. Go through the door at the end, and enter the area with the machine. It is a vaguely circular walkway, with bits leading off it. You come in on one of these. Instead of going left towards the machine as you would, instead go left, and then left again towards the edge of the room. You come to a bit where there is a distinct change in colour, right at the end slightly to the left. If you aim with target locator straight there, and you should either lock onto a cannister, or what appears to be nothing. If you lock onto nothing, let go of R and aim slightly to the right. When you lock onto a cannister, shoot it and you will go back to nothing. This time however, just shoot where it stops and it should shoot the second cannister, completing objective 2. This is much harder to do than on agent, but it will save a whole minute when done at speed over NTSC, which is always a good reward.
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