The name's Isles... John Isles, iv , and I present, AiTWEA*... ___ ___ ____ _____ _____ _____ ___ ___ _____ / \ / \ | | \ | |\ | | \ / | / /\ / /\ | / | ___ | | | | | |___ | \ | |___ \ / |___ | / | | / | / | | | | | | | | | \ | | | | |/ | |/ | / \___/ \___/ |___ |___/ |____ | \| |____ | |____ \___/ \___/ / A GoldenEye 007 FAQ/strategy guide "For Your Eyes Only". *As if There Weren't Enough Already. This FAQ should only be available at GameFAQs . If found at any other sites please notify me, as these are unauthorized copies. NOTE TO CJayC: There is a test area on the bottom. This is intended to be used in further documents so I will be able to get non-English characters too look proper. ____________ /1. CONTENTS\_______________________________________________________________ /\____________/===============================================================\ 0. TITLE 1. CONTENTS (You're reading them, stupid!) 2. COPYRIGHT INFORMATION 3. FAQ HISTORY 4. HOW TO READ THIS FAQ/STRATEGY GUIDE 5. BACKGROUND 6. OPTIONS 7. CONTROLS A. Single-controller B. Double-controller C. Controller functions D. 007's techniques 8. SCREEN LAYOUT 9. Q WATCH v2.01 BETA A. Mission status B. Items & weapons C. Control set-up D. Audio/video E. Mission info 10. WEAPONS A. The weapons B. Ammo distribution, single player C. Ammo distribution, multiplayer D. Q Branch 11. PLAYING TIPS 12. MISSION STRATEGIES A. Mission 1.1: Byelomorye Dam, 1986 B. Mission 1.2: Chemical weapons facility, 1986 C. Mission 1.3: Runway, 1986 D. Mission 2.1: Severnaya surface, 1991 E. Mission 2.2: Severnaya communications bunker, 1991 F. Mission 3: Kirghizstan missile silo, 1993 G. Mission 4: La Fayette H. Mission 5.1: Severnaya surface 2 I. Mission 5.2: Severnaya communications bunker 2 J. Mission 6.1: Statue Park, St. Petersburg K. Mission 6.2: Glavnoye Razvedyvatelnoye Upravlenie (GRU) Military Archives, St. Petersburg L. Mission 6.3: Streets of St. Petersburg M. Mission 6.4: Disused military depot N. Mission 6.5: Eastbound missile train O. Mission 7.1: Cuban jungle P. Mission 7.2: Janus control center Q. Mission 7.3: Subterranean water caverns R. Mission 7.4: GoldenEye antenna cradle S. Mission 8: Aztec complex, Teotihuac·n, Mexico T. Mission 9: Scaramanga's shrine, Egypt 13. 007 MODE 14. MULTIPLAYER A. Multiplayer options B. Multiplayer pause menu C. Multiplayer strategies 15. CHEAT OPTIONS A. Earning the Cheats B. Push-button Cheats 16. OTHER QUESTIONS A. General Questions B. Game Questions C. Multiplayer Questions 17. SUBMISSIONS & COMMENTS 18. CREDITS, RECOGNITIONS, & TEN Q's 19. IN MEMORIAM _________________________ /2. COPYRIGHT INFORMATION\___________________________________________________ /\_________________________/===================================================\ AHEM: I have used the official Nintendo strategy guide as a source of the copyright information, so credit is due to Nintendo of America's publishing department. GoldenEye, James Bond, and all characters are registered trademarks of United Artists and Danjaq, LLC, copyright ©1962, 1988, 1995-7. The movie GoldenEye is a copyright of United Artists ©1995. Copyright ©1997 Eon Productions & Mac B, Inc. Game copyright Nintendo/Rare, ©1997. This FAQ/SG is neither authorized nor sponsored by Nintendo nor Rare. This FAQ/SG's content is property of John Isles, iv. Some portions of this FAQ/SG are not of my creation, but credit will be given to those whom it is due (copied material will be listed as a resource at the end of this document). This FAQ/SG is copyright © 1999-2002 John Isles, iv. You may alter it (spell/grammar check, make it look all nice and neat, etc.) for personal use only, but you may *NEVER*-- I repeat: *NEVER*-- put your name in my place. Also, you are never allowed to remove this disclaimer at all. If you would like to post my FAQ/SG on your site, you *MUST* ask my permission (by E-mail; address changes will be posted in future versions), but you may neither sell nor trade it for money, goods, etc., nor can you post a pirated version *NOT* edited by myself. ALL SUBMISSIONS AND CONTRIBUTIONS WILL BE LISTED WITH {##} AND THEIR NUMBERS WILL BE LISTED AT THE END OF THIS DOCUMENT. ____________________ /3. DOCUMENT HISTORY\________________________________________________________ /\____________________/========================================================\ Current version statistics: Key strokes: 221,073 Words & numbers: 33,873 80-char. lines: 3,803 0.5.1: Completed on 2002.4.18. Converted everything to what I want them to look like-- curly quotes and all. At the request of CJayC, all curly quotes have been removed. ----- 0.5: Completed 2002.1.1. *HAPPY NEW YEAR!!!* A handful of changes: 1. Added GRU info, the Russian department of military intelligence, which stands for "Glavnoye Razvedyvatelnoye Upravlenie"-- in English, "Chief Intelligence Directorate of the General Staff". More info can be discovered at . 2. Some loose ends got tied up. 3. Additions and corrections have been added to the document. 4. Changed all things that originally said "NOTE:" to "AHEM:". That way, it seemed (to me, at least) to be a bit less serious. Besides, I just want to be different-- like Dodge and Apple Computer. 5. Reformatted {1}. 6. I have added contribution information stating that all submitted info will be listed at the bottom. 7. Got rid of all the "-___"'s and replaced them with "x. ___". It just looks cleaner and more readable. And I can get to type numbers, too. 8. Added the chit-chat between Bond and Janus within the statue park. 9. Added info on the Lienz Cossacks. 10. Changed descriptions for the multiplayer arena. 11. Got rid of the "Overall..." under the area; Made some extra comments on the cheats. 12. Converted chapter headers into what resembles folder that are found in a filing cabinet. 13. Taken a much-needed breather after the updates listed thus far. 14. Had to reformat and transform certain characters to how they are supposed to look. 15. Added information on Teotihuacán and Quetzalcoatl. 16. Added Cowardly award to Vs. classifications. 17. Dropped the "curly quotes" idea, as I do not have the proper character translations. ----- 0.4: Completed 2001.2.19. It went through spell checking and I decided to remove some wrapping (the FTP utility I'm using is capable of wrapping the text uploaded to GameFAQs), as far as GameWinners is concerned, I'm making up a back-up copy hard-wrapped to 80 characters per line. I also rearranged the history section. ----- 0.3: Completed 2001.2.7. After 2 1/2yrs. plus months of writing, editing, and proofreading, this is available to the public for the first time, although I've still got work to do. Hope you like it, even though I still have to dot each T and cross each I. ----- 0.2: Completed 2000.9.15. Added extra objective information. This version was not released. ----- 0.1: Started on 1998.8.19; Finished 2000.5.14. This version was not released. _______________________________________ /4. HOW TO READ THIS FAQ/STRATEGY GUIDE\_____________________________________ /\_______________________________________/=====================================\ This strategy guide is best read with a fixed-width font, like Andale Mono, which is a free download available from Microsoft. You will be able to tell if the font you're using is fixed-width if the next two lines are lined up perfectly. ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890 .,;:'".,;:'".,;:'".,;:'".,;:'".,;:'" {3} abcdefghijklmnopqrstuvwxyz$!?&¢£€§*@ Of course, since the game is based (loosely) on the film, all information pertains to the game, NOT the film, although you will find some movie dialogue written in the document for flavor. And, yes, I'm adding the cast members of the movie. ______________ /5. BACKGROUND\______________________________________________________________ /\______________/==============================================================\ Well, this is an approximate story that does relate to the times that the game (and movie, along with the actors' and actresses' name) take place in. Thus, we begin in 1986. 1986, when I was only 7 years old: During the height of the Cold War between the Western world and the Soviets, MI6 agents 007-- James Bond (Pierce Brosnan)-- and 006-- Alec Trevelyan (Sean Bean)-- were sent off to destroy a chemical weapons plant in Arkangelsk, Russia. While Bond managed to escape, Trevelyan was not as fortunate, and James Bond lost one of the few people he had trusted his life to. 1995, nine years later, and I turned 16: Times have changed: The Cold War ha long been over; The USSR has split up into many different commonwealths. MI6 has gotten a new leader: A woman who-- oddly enough her name's M, like previous heads of MI6-- believes Bond is an obsolete agent who is obsessed only with hot cars, fast women, and dry martinis... or is that fast cars, hot women, and dry martinis? I can never tell. A syndicate known as Janus (pronounced "yawn-us" in Russian and in the movie, too bad I couldn't type a backwards R)-- named for the two-faced Roman god of who-knows-what-- has started launching satellites into space and has stolen a high-tech helicopter-- one which is capable of surviving a nuclear electromagnetic pulse with no interference and is capable of resisting radio jamming. Reconnaissance has discovered two Russian accomplices of Janus: Xenia Onatopp (Famke Janssen), a former Russian fighter pilot who Janus hired to handle the flight of the helicopter; And General Arkady Grigorovich Ourumov (Gottfried John), a member of the Russian Department of Defense. They, along with Janus, plan to completely throw the world's monetary exchange off-balance. With the free world in serious jeopardy (No, this isn't time to play that show's theme song), Bond must find out who and what is causing this crisis. He's carrying the fate of the free world in his hands, and, most importantly, his trademark license to kill. BY THE WAY... Janus is the Roman god of sunrise and sunset, who has two faces facing in opposite directions. I got this from a dictionary by Random House, so I won't say this came from the top of my head. More information on the film is available at . ___________ /6. OPTIONS\_________________________________________________________________ /\___________/=================================================================\ I would list what options are available, but I'm going to describe what's available later on in this document. They will be listed in chapters 7, 8, 12, and 13. ____________ /7. CONTROLS\_____{4}________________________________________________________ /\____________/================================================================\ With this game, there are eight ways you can utilize your controller to help 007 defeat the mysterious Janus Syndicate (and whatever other evil comes his way). This is utilized by the pause menu (described later). _____________________ _____/A. SINGLE CONTROLLER\__________________________________________________ /=====\_____________________/==================================================\ You are able to use the comfortable GoldenEye controls, or use the cumbersome Turok controls for single-controller play (either will become mandatory for 3- and 4-player games)... +--------+--------+--------+--------+--------+--------+ |Control |C btns*2|L and R | | | | |Stick* |Arrow pd|buttons |Z button|A button|B button| +------------------+--------+--------+--------+--------+--------+--------+ |1.1 HONEY RYDER | Move | Look | | | | | +------------------+--------+--------+ Aim | Fire | Weapon | | |1.2 SOLITAIRE | Look | Move | | | | | +------------------+--------+--------+--------+--------+--------+ Action | |1.3 KISSY SUZUKI | Move | Look | | | | | +------------------+--------+--------+ Weapon | Aim | Fire | | |1.4 MARY GOODNIGHT| Look | Move | | | | | +------------------+--------+--------+--------+--------+--------+--------+ And, no-- I hated the original Turok's control scheme when I first played it. I still do. _____________________ _____/B. DOUBLE CONTROLLER\__________________________________________________ /=====\_____________________/==================================================\ ...Or you can use two controllers for double-fisted action (unavailable in 4-player games). +--------+--------+--------+--------+--------+--------+ |Cntrl *1|Cntrl *2|Z button|Z button|Either A|Either B| |Stick #1|Stick #2| #1| #2|button |button | +---------------------+--------+--------+--------+--------+--------+--------+ |2.1 PLENTY O'TOOLE | Move | Look | | | | | +---------------------+--------+--------+ Fire | Aim | | | |2.2 PUSSY GALORE | Look | Move | | | | | +---------------------+--------+--------+--------+--------+ Weapon | Action | |2.3 DOMINIQUE DERVAL | Move | Look | | | | | +---------------------+--------+--------+ Aim | Fire | | | |2.4 HOLLY GOODHEAD | Look | Move | | | | | +---------------------+--------+--------+--------+--------+--------+--------+ Interesting thing, though: All controller set-ups are named after Bond girls. And they all have some sort of sexual innuendo.... (wink, wink, nudge, nudge) Heh... go figure. (Source: Internet Movie Database, ) Besides, I always wanted to see if I could get away with writing PUSSY. ________________________ _____/C. CONTROLLER FUNCTIONS\_______________________________________________ /=====\________________________/===============================================\ This is a list of several techniques that will need to be mastered in order to succeed. ----- MOVE & LOOK: *DUUUUUUUUUUHHHHH!!!* You should have known this by now, dummy! Only thing to point out is that using C [Control Stick #2] will always sidestep and the Control Stick [#1] will always turn you around. ----- FIRE: Once again, *DUUUUUUUUUUHHHHH!!!* If unarmed or out of ammo, you'll flail a karate chop. If you have a sniper rifle, Bond will use its butt (for all you sickos out there, I'm referring to its handle) to attack instead of his right-hand wrist. The fire button will also throw knives, grenades, and mines. It will also use one of Q's gadgets, such as a bomb defuser, covert modems, and tracking bugs. You should know this. ----- AIM: This will bring up the aiming function; A set of crosshairs will appear if the `SIGHT ON-SCREEN` option is `ON`. A note for those who are using throwing weapons &/or grenade launchers: You must judge the trajectory of the weapon, or else, you may overshoot your target, or worse-- find yourself on the receiving end of your own explosion. ----- WEAPON: Changes weapon. To scroll backwards, hold A and press Z once for each weapon. You will not be able to select items from your inventory with the A button-- that's what the pause menu is for-- but you will be able to return to the weapon you most recently used after a pause menu item. ----- ACTION: Just your normal spy stuff: Opening doors; Activating computers; Opening doors; Reloading your gun; Opening doors; Typing in codes; Opening doors; Blah, blah, blah; Opening doors; Yadda, yadda, yadda; Opening doors. Be aware that Bond will automatically reload if he runs out of bullets, but reload whenever you can outside the heat of battle. Did I forget to mention that you can open doors? *1: Regardless of setting, the Control Stick is always used to aim. Double-controller set-ups always use Control Stick #1 to aim. *2: Regardless of setting, the C buttons/arrow pad are used to peek. Double-controller set-ups always use Control Stick #2 to peek; However, only double-controller players are capable of fully sidestepping with Control Stick *3: In order for agents using double-fisted action to peek and retreat, they must quickly move Control Stick #2 left/right and move it back right/left. ____________________ _____/D. OTHER TECHNIQUES\___________________________________________________ /=====\____________________/===================================================\ Some extra techniques that need to be utilized in order to succeed. RUNNING AND SIDESTEPPING: This requires the use of both the control stick and the C buttons. Sidestepping while you run not only covers more area than just walking, it also gives you a small (but noticeable) boost of speed. Fire while doing a running strafe for an injection of extra power. ----- DUCKING FOR COVER: To duck, press Cv while aiming. Release Cv to pop back up. Although you can stay in a crouch and still move, just like real life, your walking speed will go down like Bond's martinis. ----- PEEKING: Bond can sneak around corners by using R and the C buttons. Single-controller only. This causes Bond, while aiming, to just peek around a corner to fire, or move enough to take cover. It won't work very well against explosives, so you had better move you ass away from them. ----- STRAFE AND AIM: By using the aim and sidestep (control stick look + Z used for aim) functions, you can move while aiming. Double-controller only, I'm afraid. _________________ /8. SCREEN LAYOUT\___________________________________________________________ /\_________________/===========================================================\ For those who are relatively new to this game of espionage, here is what the screen will look like, and an explanation of them. _________ _____/A. MENUS\______________________________________________________________ /=====\_________/==============================================================\ You use the control stick to move the crosshairs. Move around the screen, and what gets highlighted with a gray box is currently the option that's available. You can move the cursor onto the `START`, `NEXT`, or `PREVIOUS` tabs on the menus, or you can use A for `NEXT`, B for `PREVIOUS`, and the start button for `START`. On the mission select screen, the selected mission (more become available as you progress) with become brighter... or you can wuss out and enter the stage codes listed MUCH later in this document. _____________________________ _____/B. IN-GAME SCREEN, MAIN GAME\__________________________________________ /=====\_____________________________/==========================================\ Here's what the screen looks like for those in the heat of battle. +---------------------------------------------+ |Trevelyan: From the cradle to the grave (A) | | - your grave, James. <------------+ | | | | | |Picked up some ammo. <--(B) | | | |+--(C)(E)--+ (F)-----+ +--(D)(C)--+| |+->374^29<-+ 01:59:45<-+ +->32^374<-+| +---------------------------------------------+ A: SCRIPT: This is basically what the characters' "speech" is. The game has no vocal samples (you don't hear anyone speak), thus, this is what you have to pay attention to in order to have the story move along. ----- B: INFO: Will tell you if you pick up a gun, some ammo, or other weapon. Will also tell you if a door is locked, if you picked up an item (key cards, etc...), or if something was activated. Often times, you may see something of this in the script area (A). Most importantly, however, this will tell you if you completed a mission objective or have blown it all to Hell. In Multiplayer, it also shows your kills and, if playing with anything explosive (crates, cans of toxic waste), suicides. ----- C: RESERVE AMMO: Shows how many bullets of the current weapon you have. Rifle and ceramic bullets are interchangeable with other weapons (see ), while some guns-- take for instance the Golden Gun-- can only use specific bullets for that weapon. The two lasers-- Moonraker and watch-- the watch magnet, and the elusive taser (only available if the All Weapons cheat is earned and on) use no ammo icons (Watch items have a limited usage for each). Mines and grenades have the appropriate symbol for themselves, as do grenade and rocket launchers. ----- D: MAIN GUN MAGAZINE: Shows how many rounds are left in the current gun. Watch laser/magnet, grenades, and mines have no use for this, but are shown in the Reserve Ammo portion of the screen. Weird thing: ALL characters are right-handed, even though you can see some of the "cast of characters" after the ending holding a gun in their left hands. ----- E: SECONDARY GUN MAGAZINE: Works just as D does, but this shows what's left in your left-hand gun. Watch items, grenades, and mines CANNOT be handled with the left hand, so you will never see a grenade/mine symbol on the lower left of the screen. Never seen in Multiplayer games. ----- F: COUNTDOWN: Shows time limits for clearing a stage/objective, or shows how much longer until an objective is completed. Not seen in Multiplayer games. ----- RADAR (not shown): Only in Multiplayer. Shows opponents in relation to your screen. It's located in the upper-right corner of each player's portion of the screen.___________________ _____/C. MISSION RESULTS\____________________________________________________ /=====\___________________/====================================================\ Here's what happens after the missions are over, win or lose. +---------------------------------------------+ |00 Agent: James Bond | |Mission: Arkangelsk | |Part i: Facility | | | |REPORT: | | | |Mission status: Completed <--(A) | |(B)-----v | |a. Gain entry to laboratory area Completed| |b. Contact double agent Completed| |c. Rendezvous with 006 Completed| |d. Destroy tanks in bottling room Completed| |e. Minimize scientist casualties Completed| +---------------------------------------------+ Press A, Z, or START... +---------------------------------------------+ |00 Agent: James Bond | |Mission: Arkangelsk | |Part i: Facility | | | |STATISTICS: | | | |Time: 01:57 [New Cheat Available] <--(C/D) | |Target: 02:05 (Best time: 01:57) <--(E/F) | | | |Accuracy: 50.0% | |Weapon of choice: KF7 Soviet | | | |Total hits: 50 Head hits: 5 (10%) | |Kill total: 15 Body hits: 43 (86%) | | Limb hits: 2 (4%) | | Others: 0 (0%) | +---------------------------------------------+ A: MISSION STATUS: One of four possibilities: 1. Completed: All objectives have been successfully accomplished. 2. FAILED (in red): At least one objective was either forgotten, or if you had an itchy trigger finger (killing Natalya or too many innocents). 3. ABORTED (in red): This is a voluntary action. Either you decided you just couldn't complete it, either you let too many innocents or Natalya die, you misfired and blew up something you shouldn't've, you just ran too low on life to complete the level and chickened out, or you just couldn't handle the heat. No big deal; You can always try again. You don't ALWAYS live twice (you can use twenty lives for all I know). 4. KILLED IN ACTION (in red): You got mortally injured in the line of duty. Or, in simpler terms, *DEAD. D-E-D-- DEAD.* ----- B: OBJECTIVE STATUS: Shows what has been accomplished, as well as what has been ignored. ----- C/D: TIME USED/BEST TIME: DUUUUUUUUUUHHHHH!!! Be aware that you are given a best time for each difficulty level (One for each Agent, Secret Agent, and 00 Agent). The best time per game is stored to the cartridge. ----- E: TARGET TIME: On certain levels and difficulty ratings, you are given a target time. Complete all objectives under the target time, and you will see... ----- F: NEW CHEAT AVAILABLE: You have beaten the target time for the level. AHEM: If, on the facility (simulated screen shown above), you were to complete the level in 2:05 OR LESS (meaning no more than 2:05.xx), you get the cheat for that level. The example shows my best time for the facility level. _______________ _____/D. MENU SCROLL\________________________________________________________ /=====\_______________/========================================================\ Here is how I will describe how options can be scrolled. Involves wrap-around. The Watch menu is a good example: You can press left on the leftmost page and move to the rightmost, and vice-versa. ----- ...Item A>Item B>Item C>... Same as above, but involves pressing either A or Z to switch. Example from Multiplayer: Players: ...2 > 3 > 4 >... Pressing A/Z on this option will switch from two players, to three players, to four players, and back over to two players, and loops the switching. ----- Item A> = C-right; C^ (caret [shift-6]) = C-up; Cv (letter v) = C-down. ______________________ /9. Q WATCH v2.01 BETA\______________________________________________________ /\______________________/======================================================\ I decided to put this here instead of in the mission strategy area of this document, since this should be the first thing you need to know. While using Q's well-equipped watch, you will be able to see how much life and armor Bond has left, as well as choosing between several options. Just be sure to have enough clearance from enemies when you check it, or you might end up seeing that trademark(ed) flow of red. One thing that I should tell you: All portions of the controller can be used. The C buttons and the arrow pad work as if they were one in the same. You can use the C buttons, the arrow pad, the Control Stick, or the L/R buttons to scroll through the menus and options. Z and A select the current option. B does nothing, except checking its input. ---Default--- < Audio/video > Abort mission UP & DOWN to -Control scheme Music volume Objectives Current weapon scroll though 4 1-controller SFX volume Background or item this menu 4 2-controller Look up/down M Briefing Rotate ctrl. Auto-aim Q Branch Aim control Moneypenny Sight on-scrn Look ahead Ammo on-scrn Screen size __________________ Screen ratio _____/A. MISSION STATUS\_____________________________________________________ /=====\__________________/=====================================================\ Only thing this does is serve as a status screen, showing the mission status (INCOMPLETE or COMPLETE), and to abort the mission. ________________ __________/a. Abort mission\__________________________________________________ /==========\________________/==================================================\ If you feel you cannot complete your mission-- either you have failed an objective, can't complete one, can't handle the pressure, or are almost dead-- press A. This should be used as a no-way-out alternative. ___________________ _____/B. ITEMS & WEAPONS\____________________________________________________ /=====\___________________/====================================================\ Scroll through this menu by using `UP` or `DOWN` with either the arrow pad, the thumb stick, or the C^/Cv buttons. Press A/Z to select and get ammo info for it, or press `START` to go back to the game with the selected item/weapon. Read the next chapter for weapon info. __________________ _____/C. CONTROL SET-UP\_____________________________________________________ /=====\__________________/=====================================================\ I set this up above for a reason, so you won't have to figure out what did what. After you have chosen what set-up you want, highlight `CONTROLLER`, and you'll be able to see if the on-screen mock-up controller responds. _______________ _____/D. AUDIOVISUAL\________________________________________________________ /=====\_______________/========================================================\ One thing about these options: These are the only options which are used in both Single-player and Multiplayer modes. ____________________ __________/a. Music/SFX volume\______________________________________________ /==========\____________________/==============================================\ Select by pressing A/Z, and increase or decrease with either the arrow pad, thumb stick, or the C buttons. The default for both settings is maximum volume. ________________ __________/b. Aim function\__________________________________________________ /==========\________________/==================================================\ Select `REVERSE` or `UPRIGHT`. `REVERSE` aim operates like a plane would (Down aims upward and vice versa), and `UPRIGHT` is normal direction (Up is up). Default is `REVERSE`. I suggest leaving it at `REVERSE`. Besides, it would be silly to mess this one up. _______________ __________/c. Aim control\___________________________________________________ /==========\_______________/===================================================\ Set this to `HOLD`, as long as you depress the `AIM` button (R), you are in control of the crosshairs with the Control Stick. Set to `TOGGLE`, then pressing R will turn the crosshairs on; A second press of R turns you into walking mode. Default is `HOLD`, which can get painful after a while. ____________ __________/d. Auto-aim\______________________________________________________ /==========\____________/======================================================\ Aims automatically at the enemies, and can be useful for rookies while playing under the Agent-level missions. Weakens on Secret Agent; Nearly useless on 00 Agent. Default is `ON`. Ditch it on higher difficulties, as you should be efficient in aiming free of the computer's grasping your hand. ___________________ __________/e. Sight on-screen\_______________________________________________ /==========\___________________/===============================================\ Determines of you want crosshairs when you aim. If `OFF`, your eye and a pixel or two are the only things that determine a hit from a miss. Default is `ON`. Don't turn this off unless you're very, very cocky... and are a crack shot. ______________ __________/f. Look ahead\____________________________________________________ /==========\______________/====================================================\ Adjusts view toward any inclines. Turning this off will allow you to adjust your view with the `LOOK` buttons. With it on, the computer will easily fumble your line of sight when you come to any awkward angles. By default, this option is set to ON. WITH LOOK AHEAD: Sight/ /Incline / / / / WITHOUT LOOK AHEAD: /Incline ----- / Sight / Be aware that if you have the Look Ahead option turned on, you may wind up looking in a different direction than you want, overlooking any possible enemies. Nix it, "cause all it does is screw up your line of sight. __________________ __________/g. Ammo on-screen\________________________________________________ /==========\__________________/================================================\ Shows ammo in lower-right (and lower-left if holding two weapons) of the screen. If off, you'll have to keep track of fired shots. In Multiplayer, the ammo is always in the lower-right of each player's portion of the screen. Default is ON. _______________ __________/h. Screen size\___________________________________________________ /==========\_______________/===================================================\ `NORMAL` is full-screen, `WIDE` has black fields on the top and bottom of the screen, and `CINEMA` leaves the most black area on the top and bottom. Default is `NORMAL`. I'm not making any suggestions here. ________________ __________/i. Screen ratio\__________________________________________________ /==========\________________/==================================================\ `NORMAL` is standard setting; 16:9 squeezes 16 horizontal pixels into every 9 horizontal pixels. 16:9 is better for stages which require a wider view (like protecting Natalya in the control center); The targets will be a bit thinner and harder to hit, though. Default is `NORMAL`. Again, make your own decision. ________________ _____/E. MISSION INFO\_______________________________________________________ /=====\________________/=======================================================\ Shows what lead up to this level. You can also check up on what you skipped reading if you had decided to skip all the info before you even read what went on. ______________ __________/a. Objectives\____________________________________________________ /==========\______________/====================================================\ Tells you what you have to do and if you have successfully completed them or not. If an objective has yet to be done, then INCOMPLETE will flash. If completed, then the word COMPLETE will hold in a bright green. If you blew an objective, then the word FAILED will stay a dark green. ______________ __________/b. Background\____________________________________________________ /==========\______________/====================================================\ Shows what the circumstances and events that lead up this stage are. ______________ __________/c. M briefing\____________________________________________________ /==========\______________/====================================================\ What Miss M has to say about what's happened. She's VERY critical about 007's work, and will get upset (more accurately, pissed) if you don't uphold the honor of MI6. ____________ __________/d. Q Branch\______________________________________________________ /==========\____________/======================================================\ Q's wit and wisdom, as well as info on his gadgets, will be supplied to you on your mission. Just be sure that you return your equipment in pristine order, 007, or Mr. Llewelyn will be disappointed. ______________ __________/e. Moneypenny\____________________________________________________ /==========\______________/====================================================\ What Bond's "love" has to say about what's happened and what will happen, including warm wishes, as well as a bit of sexual innuendo. (Hint: Water caverns. I'm not going to spoil it for you.) :) ;) :) _______________ _____/F. MY SETTINGS\________________________________________________________ /=====\_______________/========================================================\ Here are my favorite settings, and reasons why I choose them. CONTROL: 1.1-HONEY (Comfortable and functional) AIM FUNCTION: REVERSE (Accustomed to it) AIM CONTROL: TOGGLE (Comfortable, since only one finger gets used) AUTO AIM: OFF (Don't really need it anymore) SIGHT ON-SCREEN: ON (Not very confident without it) LOOK AHEAD: OFF (Doesn't make any unnecessary angle changes) AMMO ON-SCREEN: ON (I wanna know when I have to reload) ___________________ /10. WEAPONS & AMMO\{1}______________________________________________________ /\___________________/=========================================================\ No first-person shooter can be without weapons, and GoldenEye won't disappoint. Honestly, I think 007's weapons, which are based on realistic guns and such, are much more interesting than Turok's or Duke Nukem's. ___________ _____/A. WEAPONS\____________________________________________________________ /=====\___________/============================================================\ AHEM: Ceramic bullets are interchangeable among the weapons in category ; Rifle bullets are interchangeable in weapons under . __________________________ __________/a. Ceramic bullet weapons\________________________________________ /==========\__________________________/========================================\ PP7 (Walther PPK 7.65mm): The quickest of the handguns, as well as its low recoil effect, it's no wonder why this is James Bond's gun of choice. It also comes in silver and golden varieties, but you have to earn them. [Magazine: Seven bullets] DD44 DOSTOVEI (TT33 _insert_name_here_): More powerful than the PP7; Likewise, it's also louder, but it sounds oh-so sweet. [Magazine: Eight bullets] KLOBB/SPYDER (Skorpion Machine Pistol): One gun that, unless you're unarmed, is only worth picking up for the bullets. Not very loud, but will still attract attention. Worse yet, this guns has *TERRIBLE* recoil (it can hit somewhere well outside your crosshairs), and, compared to all other guns, is the weakest in the entire game. Skip this one unless it's the only one you have, as it's only really worth the pick-up if you are low on this specific type of bullet. Why not call it a Krapp? [Magazine: From twenty to forty bullets you can spare for a different weapon] D5K DEUTSCHE (Heckler & Koch MP5-K): According to Nintendo's guide, "of all automatic guns, the gun's the stealthiest". Adding a silencer will also give the benefit of minimizing the audio output to a minimal level. Low recoil. [Magazine: Thirty bullets] PHANTOM (Spectre): Only available on the Frigate-- unless you have the All Weapons cheat-- this gun is loud, but it also has very low recoil. It can be doubled. [Magazine: Fifty bullets] 9mm ZMG (Ingram M11): Low recoil gun that is fast and furious. Good for taking care of groups. I honestly believe that this gun has the fastest firing rate of them all. It also becomes quite readily available from dropped guards late in the game [Magazine: 32 fast-mutha bullets] RC-P90 (5x7mm P90): This gun's recoil is minimal, and has speed written all over it. This mutha f___a's got power coming out its ass! Use it to ventilate more than one person at a time, but it can also hit someone who's hiding behind two doors. It's firing rate is second-fastest only to the ZMG, though. [Magazine: Eighty bullets that can waste your ammo to nothing in a few seconds] ________________________ __________/b. Rifle bullet weapons\__________________________________________ /==========\________________________/==========================================\ KF7 SOVIET (Kalsihnikov AK47): The first zoom gun you'll encounter in the game, and the bullets these take should be plentiful. It has marginal recoil, but nothing too serious. It also has a certain habit to misfire-- rather, you hear the gun fire four times, but only three bullets get fired. [Magazine: Thirty bullets; Moderate firing rate] SNIPER RIFLE: Quiet. Very quiet. The only way someone can pick up on you is if they see a comrade fall or if they see a stray bullet zoom by them. This gun has the absolute BEST zoom feature in the game. It's also perfect for looking into the distance. Better yet, no recoil. Of course, killing an enemy with this gun at 100yds. is a sweet sensation. Clearing out guards around your intended post is a good idea, since patrolling guards will catch you and take you down if they get the chance. As cool as it is to pluck a guard at long distances, there IS a catch: You can't crouch while aiming. Remedied easily by switching to another weapon and crouching then. Beneficial to duck, since, when going for long-range kills, you don't get that wobble effect from holding it up while standing. [Magazine: Eight slow, but effective bullets if aimed well] US AR33 (Colt M16): Better zooming than the KF7, it's also a bit louder. Like the powerful RC-P90, it is able to ventilate two targets per shot, making it good for clearing a few targets at a time. [Magazine: Thirty multi-penetrating bullets] _________________________________ __________/c. Throwing weapons & explosives\_________________________________ /==========\_________________________________/=================================\ MINES: Three types: 1. Remote mines (red) 2. Timed mines (yellow) 3. Proximity mines (green) REMOTE MINES: Can be activated at anytime, anywhere with the detonator Q put in your watch, or, if you're in a rush, press A + B. Just make sure you're far enough away from the blast. Otherwise... well... you know the story. TIMED MINES: Have a short fuse. After throwing, it's about five seconds until... BOOM!!! Don't throw one in a narrow passageway unless you know you have an escape route. PROXIMITY MINES: Motion-sensing mines. Remember where you put them: They're as blind as bats and can't tell you from a fly. They will also explode if another weapon with enough substance is sensed. Be aware that you can hold no more than 11 of each mine-- 33 total-- at a time. You can pick up more once you've thrown them, though. ----- GRENADES: Possibly the best-known explosive ever, IMO, this one's also the most frequently used by the guards. You can play with them in one of five ways: 1. Get rid of the guards that hold one, hoping that they haven't activated them. If safe, pick 'em up! Turn the explosion into an unwelcome surprise for the enemy! 2. Play defensively: Try to get a guard to throw a grenade from a distance or hit a wall. If you're lucky, this should get rid of some of the neighboring guards, along with the sap who initially threw the thing. 3. The crap shot of hitting the grenade while in the enemy's hand, but odds of hitting the grenade (while in-hand) are just as favorable as a standard, two-die crap shot. 4. Should you be near an open door, and the grenadier is on the other side, simply close the door. Provided that the guard doesn't open the door and come after you, he'll just throw the explosive, have it ricochet off the door, and be on the receiving end of a big KABOOM! It won't do you any good if you're in a spot that's a little TOO close to the resulting fire. 5. Like the clichÈ says, "if all else fails", *RUN LIKE HELL!* There is nothing worse than going through about 90% of a level, playing perfect defense, when, suddenly, a guard throws a grenade at you. It goes off, catching you in the center of the blast radius, and killing you immediately. All that hard work has been all for naught. (And the pain of knowing it first-hand, and immediately wanting to yell, "AWW, SH__!") You can hold no more than a baker's dozen (thirteen) of these at a time, but, as with mines, you can pick more up after you throw one. For added surprise value, hold them before throwing them for a sudden ambush (just throw them before they transform your head into a puddle of blood and gelatinous chunks of brain). ----- THROWING KNIVES: Silent, but have limited range. Good for quiet kills. You can hold no more than a dozen of these (left- and right-handed), but they can be retrieved after throwing them, whether they hit anyone or not. You just have to look for them. _________________________________________ __________/d. Specific ammunition & cheat-only guns\_________________________ /==========\_________________________________________/=========================\ TANK: Obviously, if you find a tank, you'll discover that it will end up being loaded with some missiles (thirty of them). You should spare the missiles for encounters with heavy artillery (although they can be used however you see fit), you can use the tank to run over whatever or whoever stands in your way (and makes a nice, squishy "CRUNCH!" *YUMMY!*). If you earn the All Weapons and Unlimited Ammo cheats, you won't even NEED a tank to fire the missiles, although you WILL need the vehicle to hear that glorious "CRUNCH!" of human bones getting mangled up beneath the treads. [Magazine: A single missile; Very slow reload] ----- (AUTOMATIC) SHOTGUN: These guns are loud and obnoxious... to the recipient, anyway. You can hold five cartridges, each one holding five charges, and 100 cartridges total. This can really juice up your marksmanship score (Believe me: When used, your shot efficiency can go up to 500%. No typo-- *FIVE HUNDRED PERCENT*). Also, the regular shotgun's firing is much less accurate than its automatic counterpart, as the shells dispel in a wider area. I should also mention that the regular shotgun is only available through the All Weapons cheat. Either way, though, it can cause some MAJOR damage... especially up-close. [Magazine: A quintet of five-discharge rounds] ----- COUGAR MAGNUM: The classic six-shooter. A powerful weapon, but sluggish when it comes to firing rate. This powerful baby can penetrate an enemy or two, but don't use it in heavily-crowded areas, unless you can hit two guards in the head on one shot. One blow to the head from this gun kills an enemy with normal health on impact. [Magazine: Six slow, but strong bullets] ----- SILVER PP7: Works just as well as the standard PP7, it's penetration power is equal to the Cougar Magnum, but this gun can be fired as fast as the PP7. Not as strong as the Golden variety, though. [See above for magazine] ----- GOLDEN PP7: It's golden, it's Bond's weapon of choice, it's powerful, it's dangerous to its victims, and it's damned expensive to buy. It's not the REAL Golden Gun, but is almost as powerful-- depending on where you hit. [PP7 magazine, once more] ----- GRENADE LAUNCHER: You can pick this item up-- sometimes empty-- but you can usually find some grenade rounds close by. Judge the trajectory, as well as the surroundings; Your aim determines whether you fire a good shot, or a grenade that ricochets and sends you to a fiery grave. [Magazine: Six grenade rounds; You can hold up to 24 total with doubled launchers] ----- ROCKET LAUNCHER: The good news: You don't have to worry about ricochet. The bad news: These babies explode on impact! Make sure that when you fire a rocket, unlike the grenade launcher, you don't accidentally clip a wall close by, or YOU'LL be the one going up in flames! [Magazine: A single rocket. You can hold no more than five, total, when doubled] ----- MOONRAKER (MILITARY) LASER: Unless you earn the [double] Laser or All Weapons cheat, this is only available in Mexico. This weapon offers unlimited charges, which makes this weapon VERY cheap (requiring zero energy). Well... I don't think ALL the weapons in this game are all that great, although the energy concentrated in each shot can penetrate thin doors. ----- WATCH LASER: This handy, little doodad Q has equipped Bond with will come in handily when he has to escape from Trevelyan's locomotive. Otherwise, it can be used for blowing locks off, killing guards, etc. The watch laser comes with 300 charges (train only) if you don't have the Unlimited Ammo cheat on. If you have the All Weapon and Unlimited Ammo cheats on, you can use it anywhere. One more thing: It's only useful at close range-- where Bond wants a fine woman to be, no doubt. AHEM: Its maximum carriage is a thou'. Unfortunately, there are no watch laser recharges to be found anywhere. ----- GOLDEN GUN: Although this weapon's only available in Egypt until you beat it on 00 Agent, it should be considered the Godly Gun, since one of its bullets will kill whoever gets hit with a sole bullet (yes, it can even kill a player who is wearing full armor at full life at +10 health). You can use it anywhere, though, if you get either the Golden Gun or the All Weapons cheat. [Magazine is just a single bullet, but does that really matter? This gun could even penetrate diamond! Well, I don't really know about that...] ----- TASER: This weapon is strong, but is only available with the All Weapon cheat on. You can fire only one shock every time you pull the trigger, but can be used infinitely. BZZZZZT! ________________________ __________/e. If all else fails...\__________________________________________ /==========\________________________/==========================================\ There is, obviously, one choice left: Just fight bare-handed. ______________ __________/f. List order\____________________________________________________ /==========\______________/====================================================\ This is how the weapons are listed (starting from top) in the pause menu. Unarmed Sniper rifle Hunting knife Cougar Magnum Throwing knife Golden Gun PP7 Special Issue Silver PP7 Silenced PP7 Golden PP7 DD44 Dostovei Military laser Klobb Watch laser KF7 Soviet Grenade launcher ZMG 9mm Rocket launcher D5K Deutsche Hand grenade Silenced D5K Deutsche Timed mine Phantom Proximity mine US AR33 Assault Rifle Remote mine RC-P90 Remote mine detonator Shotgun Taser Automatic Shotgun Tank missiles ____________________________________ _____/B. AMMO DISTRIBUTION, SINGLE PLAYER\___________________________________ /=====\____________________________________/===================================\ This is simply a table showing how much ammo you get for picking guns up. +---------------+------+------+------+------+ | |Max.*1| |Secret|00 | |WEAPONS/BULLETS|Amount|Agent |Agent |Agent | +---------------+------+------+------+------+ |CERAMIC BULLETS| | | | | |(PP7s, Klobb, | | | | | |D5K, RC-P90, | 800 | | | | |DD44, ZMG, | | | | | |Phantom) | | 20 | 15 | 10 | +---------------+------+ | | | |RIFLE BULLETS | | | | | |(KF7, sniper | 400 | | | | |rifle, AR33) | | | | | +---------------+------+------+------+------+ |THROWING KNIVES| 11 | 1 | 1 | 1 |*2 +---------------+------+------+------+------+ |GRENADES | 13 | 10 | 7 | 5 |*3 +---------------+------+------+------+------+ |GREN. LAUNCHER | 12 | 0+12 | 0+9 | 0+6 | | After Xenia| | 6 | 4 | 3 | +---------------+------+------+------+------+ |(AUTO) SHOTGUN | 100 | 10 | 7 | 5 | +---------------+------+------+------+------+ |COUGAR MAGNUM | 200 |Pick-up not advised |*4 +---------------+------+------+------+------+ |ROCKET LAUNCHER| 3 | 1 | 1 | 1 |*5 +---------------+------+------+------+------+ |GOLDEN GUN | 100 | 0+100| 0+75 | 0+50 | +---------------+------+------+------+------+ *1. Max amount in addition your current gun's magazine. So, a maxed-out RC-P90 will send your reserve ammo for the PP7 to 873... making for 124 full reloads and five left over. *2. You may pick up individual knives. *3. Guards will throw grenades, so pay attention. Grenades might be live. *4. This is Natalya's gun when equipped. Picking it up is not advised, as she will be dead by the time you pick it up. *5. Picking up a rocket launcher on the streets of St. Petersburg will have one rocket loaded. However, the one in the military depot will be empty. __________________________________ _____/C. AMMO DISTRIBUTION, MULTIPLAYER\_____________________________________ /=====\__________________________________/=====================================\ This is a simple chart of how the ammunition is distributed in the multiplayer game. For info on how much ammo you can carry for each set of weapons, see the above chart. +---------------------------+------+------+ |Weapon/bullet type |Weapon|Boxes | +---------------------------+------+------+ |THROWING KNIVES | 1 | 10 | +---------------------------+------+------+ |RIFLE/CERAMIC BULLET WEAPON| 10 |50/100|* +---------------------------+------+------+ |SHOTGUN CARTRIDGES | 5 | 30 | +---------------------------+------+------+ |LASERS | Infinite | +---------------------------+------+------+ |MINES & GRENADES | 1 | 10 | +---------------------------+------+------+ |GRENADE LAUNCHER + ROUNDS | 3 | 6 | +---------------------------+------+------+ |ROCKET LAUNCHER + ROCKETS | 1 | 3 | +---------------------------+------+------+ |GOLDEN GUN | 3 | 10 | +---------------------------+------+------+ *High-magazine guns will, obviously, accompany the higher-quantity boxes. ____________ _____/D. Q BRANCH\___________________________________________________________ /=====\____________/===========================================================\ "Now, see here, 007: MI6's Q Branch has much higher technological standards than the United States and Japan combined." Well... I doubt that this is true, but Q's gadgets have always been what makes the James Bond movies so damn interesting. Without 'em, James Bond wouldn't be anywhere near as fun! For those that HAVE seen the movie, you may be disappointed by what Q Branch has to offer in the game. No leg casts that fire rockets; No phone booths with air bags that even Superman couldn't escape; No 4-second grenades disguised as pens; And, worst of all, *NO CARS!* But Q does have this one request with what he gives you: "Do please try and return this equipment in pristine order." {Bond grabs something} "Don't touch that!" "...That's my lunch." (What? No chips?) ----- BOMB DEFUSER: Q Branch has taken the liberty to create a device that will disarm any bombs as necessary. Only available on the La Fayette. And, for goodness' sake, do use it properly. Don't try deactivating the bomb with your hands. ----- CAMERA: You should have learned how to work one of these while you were in kindergarten class, if not preschool. As if you DIDN'T know, cameras are used to take pictures. Utilizing its built-in zoom feature is a breeze: Just use R to bring up the crosshairs, and C^ and Cv to zoom-- just like the death-at-a- distance favorite sniper rifle! Equipped in the first bunker stage and the Kirghizstan silo. ----- COVERT MODEM: What Q equips you with when you approach the Byelomorye Dam in Russia. Use it on a monitor near the actual dam. You miss, you'll be shouting, "DAMN!" ----- DATATHIEF: Circuit board that will copy downloadable data in Severnaya. After using it, make sure you have a way to escape. Oddly enough, this looks like all those key cards you find throughout the game. ----- GUIDANCE DATA: A 3.5" (or, for those who prefer metric, 8.89cm) floppy disk that Q has equipped Bond with for the mission in Mexico. All the guidance data that is required to bring the rocket Drax Corp. is using back to NASA. If the Drax Corp. had been using a Macintosh, his computer wouldn't be so easily hacked! AND it would have been Y2K-compliant! (even though it's a pretty obsolete reference.) ;) ----- KEY ANALYZER: Disguised as a briefcase, it's programmed to copy information from the GoldenEye key in Severnaya. ----- PLASTIQUE: Plastic explosives. I don't suggest actually making them (And, if you DO, you MUST waive any lawsuits against me. I hold absolutely NO responsibility for your actions), but Q has given Bond eight for use in the Kirghizstan missile silo. ----- TRACKER BUG: Hmm... is it just me, or does this thing look very similar to the covert modem? Anyway, this device is used to disrupt the firing commands of the Pirate helicopter on the La Fayette. ----- WATCH LASER: See above in . ----- WATCH MAGNET ATTRACT: Doesn't this just sound like one of those attacks you'd find on Sailor Moon or other animÈ-style programs? Think about it: "Watch Magnet... ATTRACT!" Basically, a magnetic device equipped on Bond's watch used to pick up keys and weapons. Only equipped in the second bunker stage and in the military archives. _______________________ /11. BEFORE WE BEGIN...\_____________________________________________________ /\_______________________/=====================================================\ Just before you break in you break in your new/rental/sold-at-a-lower-price- copy-because-it-was-a-previously-played copy of GoldenEye, here are a few tips to get you started: 1. Practice aiming on the run: There will be many a time when 007 won't have the time to use the crosshairs to aim. In other words, you'll have to use the look function (C buttons) in certain situations to hit your target... Otherwise, Bond-- or more accurately, you-- will pay dearly for it. 2. Run in circles: To make the opposition get dizzy, hold sidestep and turn in the opposite direction. In other words: Sidestep right, turn left; Sidestep left, turn right. This helps when in the line of heavy fire, because it's been proven many times that a moving target is harder to hit than a stationary target. Just make sure your shots hit. 3. Extreme zoom: The sniper rifle has the best zooming ability in the game. To zoom in/out even further, hold R and press C^/Cv. This, unfortunately, works only with the sniper rifle. 4. Protection from enemies: Knowing where to stand to attack is crucial, but knowing defensive maneuvers is even more mandatory. Here are some very secure places to hide: 4a. In alcoves & closed rooms: The enemy won't fire unless he opens the door first. This will give you plenty of time to act. When they open the door, let 'em have it with everything you've got! 4b. Over railings: The enemy won't fire unless he has a clear shot of you. If there's a railing between you and him, he won't fire-- or if they do fire, you will not get hit-- but YOU can fire at THEM, and they will usually get hit. 4c. Get up-close. Guards will usually miss you entirely if you're standing in their faces. Grenades, on the other hand, will likely bounce off your forehead at an odd angle. Then, RUN! 5. Keep moving: Standing in one place always makes you a sitting duck. Whenever you can, avoid narrow passageways. Mobility is crucial in later levels-- ESPECIALLY on the 00 Agent difficulty, since each sentry's firing arc is wider. 6. Aim for the head: Shots to the head are the deadliest, with torso (chest) shots dealing a little less damage; Arm/leg/hand/foot shots do little damage, but you get to see some nice animations (Try shooting them in the butt or even in the family jewels for the best animations). 7. Know when the enemy's down: You can always tell you've fired a fatal shot when an enemy drops their weapon(s). This applies to BOTH Mission AND Multiplayer modes-- the latter mode shows another player's weapon cache pop out with more than one weapon. 8. Get your priorities straight: A good way to practice for more difficult missions is to practice them on the Agent difficulty level. Also, I have included a list of objectives in what I think is the best order to do them. And, most importantly... 9. Watch the actual movie(s): This will give you a better background of the game, as well as the bonus levels that can be earned. _______________________ /12. MISSION STRATEGIES\_____________________________________________________ /\_______________________/=====================================================\ AHEM: All button commands are in conjunction with the default control setting: 1.1-HONEY. Please adjust the controller's buttons to your desired set-up. Each mission objective will have one of the following items, and their meanings follow (these strategies cover all three difficulty levels, so pay attention): (All agents): All agents are required to do this. (Secret & 00 agents): Secret and 00 Agents must fulfill this duty, but regular Agents can move onto the next objective. (00 agents only): Only 00 Agents need to do this to fill their quota. During play, you might notice that, whenever you get injured or enter the pause menu, you'll see what looks like two meters. On the left, in red, is your life bar; You want to keep this as full as you can as long as you can, because you can't pick up any form of health recovery items-- it's all about defensive espionage. On your right, en bleu, is how much body armor you have left. Although it helps to keep your armor in top shape, it won't make you invincible, but it will help you through those tough assignments. Unfortunately, you can't carry intact armor to the next mission, nor can you carry over weapons. Just one more thing before going on: For all strategies, I am not using a Game Shark. I got as far as I did without one, and don't plan on using one for a while, if ever. And, if you MUST know, I did use Nintendo's own guide for locations for all armor locations. Heck, I'm not gonna wander around aimlessly looking for defense and die in the process when someone has already done the work for me. _________________________________ _____/A. MISSION 1.1: BYELOMORYE DAM;\______________________________________ /=====\_____ARKANGELSK, USSR; 1986______/======================================\ The start of this game, as well as the movie. Your main job here is to make your way to make it through to make a bungee jump, which will lead you to the chemical weapons plant. ----- Starting items: 1. Silenced PP7 with 100 rounds 2. Covert modem x 1 ----- FIRST THINGS FIRST: For those playing as Secret and 00 Agents, there is a sniper rifle in the first watch tower from Start. Pick it up before doing too much else. Although it probably won't hurt for Agents, either. ----- BODY ARMOR: There is full body armor in the second watch tower you come across, but only for a regular Agent. There's some light armor in the furthest watch tower on the dam for Secret Agents, as well as their rookie counterparts. 00 Agents will have to go unprotected, though. ----- When you start the game, there will be a guard immediately to your left. Peek around the corner, and pick him off with your PP7, take down the second with either the PP7 or your newly-acquired KF7. Go up the first watch tower, and pick up the sniper rifle. Using the sniper rifle, snipe the next three guards from the same watch tower, being sure to pick the ammo they drop. When you get past the tunnel, pick off the next set of guards, who, if Lady Luck is on your side, will already be firing at you. Use the sniper rifle to take as many down as you can. After getting past those guards, walk up to the security gate. Almost immediately before the gate, there will be a slew of crates that have some ammo inside. Destroy them and pick up what you can, which should be plenty for the rest of the mission-- even for 00 agents. Back to the security gates. If the truck is there, you'll have to wait until it gets past each gate in order to open the next; If not, then go right ahead. After the second gate, take care of the guard to the left first, since he poses a threat of signaling other guards of your presence. If playing on Agent, skip to D, but pick that guard off regardless; The number of guards that will give chase is minimal, but unnecessary. _________________________ __________/a. Neutralize all alarms\_____(Secret & 00 agents)_________________ /==========\_________________________/==========================================\ There are four alarms which you'll need to destroy: The first alarm is being guarded by a trooper, as mentioned above. Pick him off and destroy the alarm before the opening the next two gates. The rest are in the watch towers: Open each of the doors and shoot each alarm (they're on the wall to where the door is-- door on right, alarm on right) five times. If you're a 00 Agent, follow the next two objectives. Secret Agents can just skip to after taking care of the alarms. ________________________ __________/b. Install covert modem\_____(00 agents only)______________________ /==========\________________________/===========================================\ After you have taken care of the first alarm, open the first meshwork gate and walk behind the crates; You shall see a monitor. Go to the pause menu, select `COVERT MODEM`, and throw the modem onto the monitor. You only get one shot at it (even WITH the Infinite Ammo cheat), so aim well. Best thing to do: Walk up to the monitor to where it takes up the whole screen. After you're done there, move onto the next objective. Just be careful where you put it, 'cause if you miss, the only information it'll receive is the wall's molecules' vibrations (a soothing sound, mind you). After you install the modem, you'll have to go into one of the watch towers in order to take care of the next objective. Hopefully, you have equipped yourself with the sniper rifle mentioned above, which, if utilized, take care of the guards from a distance. Or you can draw them out with loud gunfire and pick them off one at time. _________________________ __________/c. Intercept backup data\_____(00 agents only)____________________ /==========\_________________________/=========================================\ You'll have to go down below for this (the towers have stairwells that will lead you below). Kill all guards, then make your way to the computer room (Key: Red light, door with arrow pointing upward). Open the door and neutralize the few remaining guards. Walk toward the computer mainframe and press B; Just walk away, and, 10 seconds later, the job'll be done. Return to the surface and then complete the final objective... ____________________________ __________/d. Bungee jump off platform\_____(All agents)_____________________ /==========\____________________________/======================================\ Follow the natural progression of the stage until you see some watch towers. On the opposite side of the second, there's a staircase; Climb it. Secret Agents will have to eliminate the alarms before proceeding with the bungee jump; If a 00 Agent, after downloading the information intercepted by the covert modem in the terminal down below, you'll have to move back to the surface through tower #3 (you should see the number 3 on the wall, the mark of the appropriate tower). Easy as pie. Don't worry about dying when you fall, since Bond will do make his way, safely, to the factory. ______________________ __________/e. Cheat information:\_____(Secret agent, 2:40)___________________ /==========\____Paintball Mode____/============================================\ Except for the guard past the second security gate, don't bother killing any guards. Success allows you to look at all the ga-roo-vee colors, bay-bee! ----- PRIORITY: B, A, C, D. MISSION ACCOMPLISHED: Bond takes the bungee jump. ______________________________________ _____/B. MISSION 1.2: CHEMICAL FACTORY #2;\_________________________________ /=====\________ARKANGELSK, USSR; 1986________/=================================\ After successfully getting past the guards on the dam, Bond bungee jumps down to a chemical weapon facility. There, he must meet up with fellow operative Alec Trevelyan, and blow the place sky-high. ----- Starting items: 1. Silenced PP7 with 100 rounds 2. Remote mine x 5 ----- BODY ARMOR: There's light body armor outside the lavat'ry for Secret and regular Agents. There will be full armor for Agents later on, past the locker room; It's in the first door you see surrounded by white tile. Again, 00 Agents are defenseless. ----- From the start of the level-- which is a ventilation shaft (right on!)-- take the first left and when you reach the open shaft, pop the guard you see in the head. Drop, open the stall's door, kill the guards (if you wish), exit the bathroom, and take care of the approaching guards. After getting a key card from one of them (from the bathroom, go downstairs, hang a sharp left, and kill the guard), there is a steel door which is in front of the stairwell to the restroom which will have a computer terminal that will open a door ahead. Try to get to the automatic door ahead, or you can wait for a scientist to appear in one of the restroom stalls-- he'll drop a key card that will allow you to open the doors which would normally require opening a security console. Oh... as with the dam, ammo can be found in crates you can destroy. _________________________________ __________/a. Gain entry to laboratory area\_____(All agents)________________ /==========\_________________________________/=================================\ To get there, you go down the first hallway, turn left, and open the door. Pass through the next [four] doors and take the route to the left. This is quite simple. You'll have to activate the security door, or have security clearance key card A, to enter. ________________________ __________/b. Contact double agent\_____(Secret and 00 agents)_______________ /==========\________________________/==========================================\ In order to access the bottling room on the two higher difficulty levels, you'll need to contact Dr. Doak (those playing as an Agent need not disturb him, unless you want some experience)-- whose face looks like that of actor Tim Curry with a goatee. He'll give you the decoder. There are seven possible places where he can be contacted: 1. As the route above, but after the third door, he'll be in the room on the right of the hallway. 2. In the room on the opposite side of that same hallway. 3. When you pass the fifth door from the route mentioned in A, hang a right and he'll be on one of the four platforms. 4. After entering the laboratory area, climbing the stairs, and following the path, in the far right corner of the room, surrounded by two sentries. 5. In the room on the right. 6. In the first room on the left. 7. In the second room on the left. To use the decoder, select it from the pause menu and press Z. Trevelyan: "Half of everything is luck." Bond: "And the other half...?" Trevelyan: "Fate." _______________________ __________/c. Rondezvous with 006\_____(All agents)__________________________ /==========\_______________________/===========================================\ He's in the bottling room. Completed when Bond says, "For England, Alec." Just make sure Alec stays out of the blast, or, like Alec, this mission will be blown to Hell. Trevelyan: "Closing time, James. last call." Bond: "Buy me a pint." (Me: "None for me, thanks. I'm driving.") __________________________________ __________/d. Destroy tanks in bottling room\_____(All agents)_______________ /==========\__________________________________/================================\ See diagram. This is what the mines you received from Q are for. If you should run out of mines, you can shoot the tanks until they look burnt. They don't take much firepower to destroy-- just be quick about it, or Bond will choke on the fumes. (The gas will not affect armor, it physically affects the body. James wasn't equipped with a gas mask!) /\ /\ /\ /\ /\ /\ \/o \/o \/o \/o \/o \/ = Tank /\ /\ /\ /\ /\ o = Mine \/ \/ \/ \/ \/ _________________________________ __________/e. Minimize scientist casualties\_____(All agents)________________ /==========\_________________________________/=================================\ Don't let any more than two scientists die. Besides, scientists are technically Russian agents, and have been ordered to fire if they feel threatened. They all pack DD44's, and will fire at will. They are also assigned to carry grenades and will use them at their own peril. {7} ______________________ __________/f. Cheat information:\_____(00 agent, 2:05)_______________________ /==========\______Invincible______/============================================\ Oh, God. This one can be-- scratch that-- IS a nightmare. I can GUARANTEE that you're not going to able to get this one on the first try. 00 Agents who are lucky enough to finish successfully within 125 seconds. Here's what you have to do, besides pray: From Start, take the immediate left, fall into the stall, open the door, go left, exit the restroom, and walk downstairs. Throw a remote mine on one of the boxes on the right-hand side of the security door in front of the stairs (make sure it's on a box, or you'll blow this cheat), make a U-turn to the left, kill the guard behind that door, grab the key card, and return. Open the door where you see smoke and activate the computer. From there, go left and ahead, turn left when you see a group of boxes, and open the security door. The door you used the computer to open should still be open. Go through, and take out the two guards near the lockers QUICKLY. Pass through the next door; You should see a trio of guards. Fire at them just enough to wound them, and advance. Pass the next two doors and go left. You will be the target of many guards right about now, so advance quickly. A guard should open the door ahead. Go in. Objective A: Complete. Go upstairs and fire at what guards you need to in order to pass. Here's the tricky part-- Dr. Doak MUST be up here in any location (if he isn't you'll have to start over). IF you meet him up here, when the captions start ("Time to leave, Dr. Doak."), run like Hell! Make sure he's safe enough so that you can acquire the door decoder. Then, walk down the next hallway, making sure you hit every time you fire. IF you have at least half your life left, consider yourself lucky. When you reach the door that needs the decoder, throw a mine from where you came from and blow it up. Some of the guards will go up in smoke from the blast. Now, go to the pause menu, select DOOR DECODER from the item list, and press Z; You'll be allowed access to the bottling room. When you enter the bottling area, have Trevelyan run to you. Before destroying the tanks, make sure Alec's far enough away so that he'll be safe from the explosions. Throw a mine into the center of the first two sets of tanks, another mine into the set two sets of tanks, and your final mine to blow up the final two tanks. When that's done, just leave. Don't be surprised if you finish with a time of 2:06 or higher-- it can take hours-- my brother took about four hours straight, I took about three man hours, taking breaks every 20 minutes or so (I came close once, but Alec [that bastard] got in the explosion). Just keep practicing. ----- PRIORITY: E, A, C, D. B is left out since you won't always be able to reach Dr. Doak before you reach the lab area. MISSION ACCOMPLISHED: Bond poses for the camera. ________________________________________________ _____/C. MISSION 1.3: RUNWAY; ARKANGELSK, USSR; 1986\_______________________ /=====\________________________________________________/=======================\ This level is fairly short, and it has THE easiest cheat to acquire in the entire game. In short: The escape runway from the chemical plant. ----- Starting items: 1. Silenced PP7 with 100 rounds ----- BODY ARMOR: Survival is based on speed. No armor (hot dogs) here... not like you'll NEED it. ----- Not much to explain in this level. It's even pretty easy on the 00 Agent difficulty level. ___________________________ __________/a. Find plane ignition key\_____(All agents)______________________ /==========\___________________________/=======================================\ When you exit from the building you started in, enter the building on the left. When you see a filing cabinet, throw a grenade to the right to kill the two guards quickly. The key will survive the blast and drop to the floor, so grab it. Or you can go kamikaze and run to the key, forgo the guards, and run back outside. Just make sure you DO NOT FORGET THE KEY! If you forget to pick up the key, realizing this on your way to the plane, you'll probably die trying to get the key and back to the plane again. __________________________________ __________/b. Destroy heavy gun emplacements\_____(00 agents only)___________ /==========\__________________________________/================================\ Before you go for the drone guns, go back to the building and walk past it. If you looked around hard enough, you'll find a tank. This will probably be your best bet to destroy the turrets. There's one turret on the left side at the end of the wall, and two more turrets will be found on the far end of the runway. Be quick about it, or they'll stop you dead in your tracks-- and I DO mean dead. ___________________________ __________/c. Destroy missile battery\_____(Secret & 00 agents)______________ /==========\___________________________/=======================================\ Use a tank missile to get rid of this item, located before the plane on the right-hand side. Just aim and shoot, and the battery will be demolished. ___________________ __________/d. Escape in plane\_____(All agents)______________________________ /==========\___________________/===============================================\ Made it to the plane WITH the key? Simply walk up to the plane and press B. Made it to the plane WITHOUT the key? START PRAYING, AND START PRAYING HARD! ______________________ __________/e. Cheat information:\_____(Agent, 5:00)__________________________ /==========\___Donkey Kong Mode___/============================================\ Just grab the key and fly off. Quick and easy, huh? And who sez that the easy cheats are the sucky ones? This one's actually fun to play with. Agents have five minutes to complete this one for the Donkey Kong cheat (and huge heads!), but who needs five minutes? It took me longer to write this paragraph than the 34 seconds it took for me to complete the level-- rather, that's my best time for the level. PRIORITY: A, C, B, D. Take care of the missile battery before taking out the heavy guns. MISSION ACCOMPLISHED: Bond escapes in the plane. __________________________ _____/D. MISSION 2.1: SURFACE;\_____________________________________________ /=====\__SEVERNAYA, USSR; 1991___/=============================================\ MI6 satellites have picked up an abnormal amount of activity coming from a old communications bunker, which is centered in Severnaya, Russia. This influx includes equipment and skilled personnel. Bond investigates. ----- Starting items: 1. Silenced PP7 with 100 rounds 2. Sniper rifle with 50 rounds ----- BODY ARMOR: There isn't any. ----- This level will appear again later in the game with the exact same layout. Study the geography of this level well to take a skilled advantage in the next Severnaya missions. The only thing you should to is try to keep as inconspicuous as you can. There is really no other explanation necessary. Although, I should point out that there will be enemy snipers about the area. You can make aware their presence from the shots they fire. Even more aware if their bullets actually make impact on your person. __________________________________ __________/a. Power down communications dish\_____(All agents)_______________ /==========\__________________________________/================================\ Secret and 00 agents should complete B first. You'll have to get into the satellite building to do this. Open the doors, climb upstairs, and follow its path; The door ahead of you will have the computer. To power it down, go up to it and press B, but do NOT destroy it. If you unwittingly do, an alarm will sound, your mission will be a bust, and you'll be hunted down from here to infinity (and beyond!). ___________________ __________/b. Obtain safe key\_____(Secret & 00 agents)______________________ /==========\___________________/===============================================\ From the start of the level, move right and stay right. Keep walking on the snow until you come across a sniper watch tower and a hut close together. With the sniper rifle-- which is already equipped with you when you start-- kill the guard, who'll be wearing an icky, olive-colored suit (I'm not gay, mind you), stand in front of the door; A bundled-up sentry will come attack you, so just pick him off before he gets a shot in. Enter the building and grab the key the first sentry had dropped. Go back towards Start, but not all the way. When you see two huts which face each other (remember them?), go in the hut that is facing you. (The other will have tanks of flammable liquid in them. Don't go in that one, unless you want extra grenade rounds.) After entering the hut, pick up the key that is lying on the table. Now, is it just me, but what kind of IDIOT would keep something so important just lying there, ready to be stolen by whoever shows up? (Why couldn't whoever who had responsibility over the key kept in his pocket?) ________________________ __________/c. Steal building plans\_____(Secret & 00 agents)_________________ /==========\________________________/==========================================\ "It's not called `stealing`. I prefer calling it `acquiring through one's own power without immediate access`." After shutting down the satellite dish, leave the building, and take a HARD left. Follow the path until you see two huts within a gated area. Enter the opening in the gate and enter the building on the left. The safe is in the far right corner of this building. (When you remember that the key has been left on the guy's desk, you say to yourself, "Well, he should've seen it coming".) ____________________________________ __________/d. Enter base via ventilation tower\_____(All agents)_____________ /==========\____________________________________/==============================\ The end of this level. You can do this quickly with a well-aimed grenade [round], or you can destroy the locks by gunfire. After all four locks are destroyed, the shaft will open (right on!), and the blockade will drop; Climb onto the tower if you haven't already, and jump in as quickly as possible. You're still going to be chased if you dilly-dally, but you can opt for standing there, perched, and use the belligerent guards for target practice. ______________________ __________/e. Cheat information:\_____(Secret agent, 3:30)__________________ /==========\_2x Grenade Launchers_/============================================\ As stated in Objective B, from Start, go right and stay right-- you'll move noticeably faster than you would on the walkways; There will be a hut with a sniper tower across from it. Kill the guard(s) within, pick up the key, grab the grenade launcher and rounds, go forward to the hut (across the one with the barrels with flammable liquid) grab the key inside. Walk to the left of the satellite building to the gated area enter the building on the left, open the safe, and grab the blueprints. Leave and get into the satellite building, and turn the computer off. Come out the way you came in and, once outside, walk forward and to the left until you see the ventilation tower. You remember the grenade launcher? You'll have to use it in order to blow the locks off quickly. Just aim up a bit, and, with luck, you'll take care of all four locks without needing to go up on the tower and fire from there. Just climb the tower and fall in. You should now be done. ----- PRIORITY: B, C, A, D. MISSION ACCOMPLISHED: Bond jumps in the ventilation shaft (ya' damn right!). __________________________________________________ /E. MISSION 2.2: SEVERNAYA COMMUNICATIONS BUNKER;\____________________ /=====\_____________SEVERNAYA, RUSSIA; 1991______________/====================\ Bond, now within the confines of the communications bunker, is ordered to investigate what has been going on. ----- Starting items: 1. Silenced PP7 with 100 rounds 2. GoldenEye key analyzer 3. Camera 4. Datathief computer card ----- BODY ARMOR: Both Agents and Secret Agents will find light body armor in a hallway past camera #3. Only Agents will be able to find full armor the main control room; If you just entered, it's in the room on the right... protected by guards. Again, 00 Agents have no protection to find. ----- Go the door that's in front of you, but be sure that you take care of the guard on the left first, since he poses a bigger threat by activating a nearby alarm; The right-hand guard should be disposed of second. Just for the Hell of it, just destroy the computer system in the room. ____________________________ __________/a. Disrupt all surveillance\_____(Secret & 00 agents)_____________ /==========\_________equipment__________/======================================\ You have to take care of four cameras. Their locations: 1. From Start, the set of double doors on the left. The camera will be outside that room, so be sure to destroy it by firing through the window. 2. The room behind Start. Be outside of that room, and fire through the window. Duck and scoot back for the best view of the camera. 3. From the previous camera, move forward, but stay in a crouch. If you place yourself correctly, this one won't see you. 4. Finally the main control room. This one is in a corner opposite the way you came in. As long as you aren't anywhere close-by, you'll be fine. ______________________________________ __________/b. Copy GoldenEye key, leave original\_____(All agents)___________ /==========\______________________________________/============================\ Into the BIG room, where much of the activity is sparse. Pick up the GoldenEye key at the table where Boris (Alan Cumming, who is wearing a tacky Hawaiian shirt) is standing. After picking it up, so to the pause menu and select `KEY ANALYZER`. Press Z twice: Once to analyze the key; Again to throw it. ______________________________________ __________/c. Get personnel to activate computer\_____(00 agents only)_______ /==========\______________________________________/============================\ You should take care of this and the next one last, getting rid of every guard, camera, and alarm you can. You'll need to pick up a key card to open the door to get the data. When you see Boris, move up to him and follow him, being sure he doesn't get hurt. Don't give him TOO much space, or he'll run away and possibly escape. _______________________________ __________/d. Download data from computer\_____(00 agents only)______________ /==========\_______________________________/===================================\ After getting Boris into the computer room, he'll enter his password-- for those who haven't seen the movie, it's `KNOCKERS` ("They're right in front of you and can open very large doors". It sounds sexual at first, it isn't once you think about it long enough); While he's downloading the data, go to the pause menu and select `DATATHIEF`. Resume play. When you hear an alarm go off, press Z immediately, and get yo' ass outta there! ________________________________ __________/e. Photograph main video screen\_____(All agents)_________________ /==========\________________________________/==================================\ From where you copied the GoldenEye key, face the big video monitor, go to the pause menu, and select CAMERA; Press Z to click. Be sure to get the whole thing in. Well... just the screen that has a map of the world on it. [Austin Powers voice] Smile, baby! Show me love! Oh, behave. ______________________ __________/f. Cheat information:\_____(00 agent, 4:30)_______________________ /==========\_2x Rocket Launchers__/============================================\ Just follow my priority list. Don't take too long with the cameras, though. ----- PRIORITY: A, B/E, C, D. You can choose to take care of the monitor or the GoldenEye key in either order. MISSION ACCOMPLISHED: Bond runs out of the bunker. Just for fun, hit the alarm before leaving. ________________________________________ /F. MISSION 3: KIRGHIZSTAN MISSILE SILO\ /=====\________KIRGHIZSTAN, RUSSIA; 1993_______/===============================\ Though there wasn't anything to do with a silo in the movie, this level was added just for the Hell of it (Diet Coke!). This level is nothing more than a bunch of corridors. The key to exiting this level is to keep going to the RIGHT-- when you have to choose left or right, go right the first four times, then left the fifth. ----- Starting items: 1. Silenced PP7 with 100 rounds 2. Plastique x 8 3. Camera ----- FIRST THINGS FIRST: Agents have no time constraints-- provided you don't use a plastique (6 minutes will be the limit-- PLENTY of time); Secret & 00 Agents do, however: Secret Agents have 7:30 to complete their mission, whereas 00's have a painstaking 8:30. Believe me on this: The first time that I had finished this level on 00 Agent, I had only about half a second to spare before critical mass. For a few, precious, extra seconds (around five), just skip the opening cinemas. ----- BODY ARMOR: Agent-level players will find full body armor in the second square room, and find light armor in a tower past the third room, to the left, as well in the last room. Secret Agents will only find the last two pieces, and 00 Agents will finally be able to find some armor! It's only the second of the three pieces listed, though. ----- There is also little here to say. When the times come up that you have to choose between left and right, you'll want to go to the right the first four times, going left on only the fifth. That is all. _____________________________ __________/a. Plant bombs in fuel rooms\_____(00 Agents only)________________ /==========\_____________________________/=====================================\ You are given eight plastiques (plastic explosives). In each room, there is one wall that has a skull symbol on it; Place ONE on each (you only need four of them in total). Don't forget, or you'll lose precious time by having to walk back and place one on whatever you have missed. Even missing one can be fatal. ________________________ __________/b. Photograph satellite\_____(All agents)_________________________ /==========\________________________/==========================================\ Follow the same example as you did for the video monitor in the previous stage. I recommend that you select the CAMERA before entering the FOURTH room, since this will give you a bit of extra time. As long as the whole satellite's in-- regardless if clicking from the side, in front, or behind-- it's an acceptable photo. Oh, groovy, baby! Get your mojo working. __________________________ __________/c. Obtain telemetric data\_____(Secret & 00 agents)_______________ /==========\__________________________/========================================\ The scientist in the immediate right corner in the third room holds a DAT (short for Digital Audio Tape). Just walk up to him, and pick up what he drops. So simple, a baby could do it. ________________________________ __________/d. Retrieve satellite circuitry\_____(Secret & 00 agents)_________ /==========\________________________________/==================================\ There are four circuit boards in the silo: 1 & 2. First two are in the first room in the far left corner. 3. Third is on a computer just to the right of the big computer. 4. Final circuit board is on another small computer on the left of the room. Don't let any of them fall to the ground, "cause we all should know what happens to expensive technological advancement happen when they fall... they become expensive pieces of trash. _________________________________ __________/e. Minimize scientist casualties\_____(All agents)________________ /==========\_________________________________/=================================\ Don't let any more than two scientists die. Again, scientists have been issued DD44's, and will fire at will. They are also assigned to carry grenades and will use them at their own peril. {7} ______________________ __________/f. Cheat information:\_____(Agent, 3:00)__________________________ /==========\______Turbo Mode______/============================================\ Just jam through. The key cards are located at these locations: H4: Scientist operation a portable computer. C3: The only scientist in this room. K2: A scientist on the other side of the computers on the left from the door you entered. Agents have to finish within three minutes. ----- PRIORITY: E, A/C/D, B. A, C, and D have equal priority. MISSION ACCOMPLISHED: Elevator closes, Bond puts his gun away. IF ON 00 AGENT (or you plant the plastiques on Agent or Secret Agent): The plastiques create a MASSIVE explosion. ______________________________________ _____/G. MISSION 4: FRIGATE "MONTE CARLO";\_________________________________ /=====\__________MEDITERRANEAN SEA___________/=================================\ Well, a hostage situation has taken precedent over the demonstration of the Pirate ("Tiger" in the movie) helicopter, which is able to withstand electromagnetic pulses. ----- Starting items: 1. PP7 2. Silenced D5K Deutsche (20 rounds for both of the above) 3. Reusable bomb defuser 4. Tracker bug x 1 ----- FIRST THINGS FIRST: The gunmen who have the hostages at gunpoint will react to who gets hit first. If the gunmen are hit first, they'll forgo the hostages, and go after you. However, you'll have to be quick, cause they'll pull the trigger after only about five or ten seconds. ----- BODY ARMOR: This is light armor described below. There is full armor around the area where the hostages 5 & 6 in a room with crates (Agents only). ----- This frigate is a maze. I'm not going to be much of a help by telling you anything up here. ___________________ __________/a. Rescue hostages\_____(All agents)______________________________ /==========\___________________/===============================================\ To complete this objective you have to save TWO hostages as an Agent, THREE as a Secret Agent, and FIVE as a 00 Agent. If you have practiced well enough earlier (as either an Agent or Secret Agent), you shouldn't have many problems here. Locations (in priority for the rookie agents): 1. In the bridge room. Aim carefully, or a bomb will explode; Or if the guard doesn't kill him, the blast will. Before going for the next objective, you'll should pick up some body armor (1st door on the right, only up to the Secret Agent difficulty; 00 Agents are on their own... again!). 2. Take the farthest door on the right-- or forward if you got the body armor, go past the next doors; Kill the guard ahead. He'll be in a room on the right-hand side. Shoot him from the door way. Be sure you don't enter that room, or you'll have to kiss the next hostage good-bye... 3. In the room immediately to the right. Just kill the guard, and nombre trois is free. 4. Proceed to the helicopter; Place the tracking bug on it. Open the garage door (well, that's what it looks like!); Open the door on the left (the only one in that room) and enter; Kill the guards ahead (closest ones first, since they can see you're there if you shoot a guy in front). Advance toward the railing on the left, turn around, look downstairs while atop the stairwell, and attract the attention of some of the guards below. When that's done, go straight forward. Now, go downstairs, open the door ahead, take care of the guards and the bomb (see C) first. Go downstairs from there, while still in the engine room, and advance far enough until you can just see another hostage held at gunpoint. Obviously, aim for the gunman. This hostage will now be free. Kill the guard to the immediate right and advance. 5. Go upstairs from there, kill what guards come, and walk up to a door. Open it and aim for the guard on the right. This will grab both guards' attention. Kill them, and hostage number 5 is free. 6. Exit that room through the vacant door frame and advance until you see yet another guard, this time, his back will be toward you. He'll be on the right, so kill him quickly. If you have studied the hostages' locations thoroughly, you can save them in any order you choose. Oh, I forgot to mention this earlier, but the hostages will only evacuate themselves when their gunners are toast. So, if you see a hostage that isn't moving toward the exit, even though the coast is as clear as a bell, their gunman is still on the loose. Hopefully, after you've rescued the hostages, you'll have already completed these objectives: ______________________ __________/b. Disarm bridge bomb\_____(Secret & 00 agents)___________________ /==========\______________________/============================================\ From Start, go up the ramp, turn right and go forward, turn left, and climb up the first set of stairs (left side if looking between them, the one going in the direction you came from). Save the hostage in here first. After he's released, use the method above. I recommend disarming this one first, since a hostage is being held, and the fact that it's closer to the start of the level. ___________________________ __________/c. Disarm engine room bomb\_____(Secret & 00 agents)______________ /==========\___________________________/=======================================\ Of the two bombs, this is the easier of the two to disarm, since there's no one being held at gunpoint. Go to the pause menu, select BOMB DEFUSER again, walk up to the bomb, and press Z. ____________________________________ __________/d. Plant tracking bug on helicopter\_____(All agents)_____________ /==========\____________________________________/==============================\ Locate the Helicopter. Go to the pause menu and select TRACKER BUG; Throw it on the helicopter. Now, should you miss the "copter (and it's a fairly big target), you are legally blind. After all is said and done, return to the boat. ______________________ __________/e. Cheat information:\_____(Secret agent, 4:30)___________________ /==========\___No Radar [Multi]___/============================================\ This one's actually pretty easy to execute. Just take care of the two bombs and rescue three of the hostages. Be aware that some hostages may wind up running in circles and it may take longer to accomplish objective A, so wait until you see "Objective A: Complete", then return to your boat. You have 270 seconds, and your reward is the No Radar in Multiplayer cheat. ----- PRIORITY: A, B, D/C. Curiously, you can disarm both bombs, then blow them up, and won't fail the mission. ??? MISSION ACCOMPLISHED: In the boat, Bond adjusts his sleeves and tie. He has to look all spiffy so he can impress the ladies with his suave good looks and smooth voice. __________________________ _____/H. MISSION 5.1: SURFACE;\_____________________________________________ /=====\_SEVERNAYA, RUSSIA; 1995__/=============================================\ Same layout as the previous Surface stage, but security has been tightened considerably, and it's now set at night. ----- Starting items: 1. Silenced PP7 with 100 rounds ----- BODY ARMOR: Zero. Zip. Zilch. Nada. Non. Nyet. ----- As with the previous surface stage, go to the right, and stay to the right. Your previous experience should help you get through this level with little trouble. ______________________________________ __________/a. Disrupt all surveillance equipment\_____(00 agents only)_______ /==========\______________________________________/============================\ There are four cameras that you'll have to destroy. Two of them are listed under objective B, and thus, will not be described here. AHEM: All cameras are set up at fixed angles. 1. In the gated area. Stand behind the camera (don't enter the gated area; It's the first outdoor wall you see) and fire. 2. When you reach the far end of the level, there are two buildings parallel to each other. Stay on the snowy area on the right and sneak behind the building on the right (which will soon be on your left if you followed closely) and take the camera out from behind. _______________________________________ __________/b. Break communications link to bunker\_____(All agents)__________ /==========\_______________________________________/===========================\ You have to find the communications room key to do this, but the man who's guarding it in a building; Worse yet, it's covered by surveillance. To enter safely, sneak up behind the camera-- it's fixed in the direction it's facing, so getting past this one should be a snap. After getting the key (signified by a beep), enter the satellite building. The walkway is guarded by-- you guessed it-- another camera. To take care of this one, duck and move as far left as you can go and aim up... or you can just go up the first staircase and fire into the lens (be careful not to go too far and risk being spotted). After destroying the camera, walk up the stairway and enter the door ahead. Just fire away at the equipment. Though, if you have a grenade, it'll work splendidly. When you see a message confirming the communications link has been destroyed, exit the same way you entered. When you leave the tower, stay on the paved road, and take this path: Right, left when you reach the T intersection, and go straight. ____________________________ __________/c. Disable Spetznaz support\_____(Secret & 00 agents)_____________ /==========\__________aircraft__________/======================================\ Remember the timed mine Q gave you? This is what you need it for. Throw it on he helicopter and, to save time, enter the bunker. Even though you may not hear the explosion, the objective will be completed. Make sure that you use the mine for the helicopter and ONLY the helicopter. If you use it elsewhere, the mine will disable itself, and you'll botch the mission. (Though it won't matter if you use the mine for the computer as an Agent-level operative. You can just shoot it and it'll blow.) ________________________ __________/d. Gain entry to bunker\_____(All agents)_________________________ /==========\________________________/==========================================\ When you hear the helicopter (and destroyed it if need be), just walk up to the bunker's door and open it. You CAN throw the mine onto the helicopter and enter the bunker immediately. Although you might not see "Objective D: Completed" on-screen, the objective will be completed regardless. ______________________ __________/e. Cheat information:\_____(00 agent, 4:30)_______________________ /==========\______Tiny Bond_______/============================================\ If you studied this level earlier, you should have this cheat before too long. Just get rid of the cameras quickly and go take care of what else needs doing. 00 Agents who can beat 4 1/2 minutes get the Tiny Bond cheat, but it isn't all that great. Considering the intro cinemas, you get to fire from "down there". ----- PRIORITY: B/A, C, D. MISSION ACCOMPLISHED: Bond will be captured by guards in the bunker. Don't worry: This is supposed to happen. __________________________________________________ _____/I. MISSION 5.2: SEVERNAYA COMMUNICATIONS BUNKER;\_____________________ /=====\_____________SEVERNAYA, RUSSIA; 1995______________/=====================\ When Bond first visited the Severnaya communications bunker, there was construction work. The construction is now complete, only to discover that a prison has been built (apparently, someone had been ventilated {wink, wink}, and now is an all-you-can-eat buffet for worms). Now, Bond must free a woman he meets in the prison-- Natalya Fyodorovna Simonova (Isabella Scorupco)-- and himself before GoldenEye fires on them. ----- Starting items: 1. Watch magnet with five charges. ----- FIRST THINGS FIRST: You have to escape the cell in which you are locked up in. But what can you do? Well... you can have a healthy, wholesome discussion with Natalya, and you can even say, "The name's Bond.... James Bond". I like saying it as Sean Connery-- "The name'sh Bondt.... Jamesh Bondt." Putting that aside, you're in a pickle. Thankfully, Q has given Bond's watch a magnet. Use it by selecting {in animé style} "WATCH... MAGNET... ATTRACT!"* from the pause menu and pressing Z; You can now free yourself... just watch out for the guard. When you leave the cell, pull a Tanya Harding on him (in other words, whack him in the knee). By the way, after getting rid of this guard, Agents can skip to B. *Sorry. No matter how I slice it, whenever an attack/item uses a noun and a verb in its name, I always can link it to watching animé. ----- BODY ARMOR: Both Secret and regular Agents will be able to find light protection in the room where there are a ton of crates. Only Agents can find full armor by two guards who have cover from a drone gun. 00 Agents are, once again, screwed, and will have to rely on skill... again. ----- Again, your previous experience with the Severnaya bunker will help immensely. ________________________________ __________/a. Compare staff/casualty lists\_____(Secret & 00 agents)_________ /==========\________________________________/==================================\ One of the rooms en route to the main room has two guards in it-- one is behind a table. Kill the guards, and pick up the tablet. Next, make your way back to the outside of the room with the safe, and go past the next two sets of double doors (you'll need a key card to do this, so just lure guards out). After that, kill one of the guards in that big room at the end. After killing enough of the guards, one of them will have dropped the casualty list. You need both in order to complete the objective. _____________________ __________/b. Recover CCTV tape\_____(All agents)____________________________ /==========\_____________________/=============================================\ Remember where you started the first time you were here (four years ago)? Well, It's in the room in front of that, in terms of relative direction, on a table. By the way, CCTV stands for "Closed-Circuit Television". ________________________________ __________/c. Disable all security cameras\_____(Secret & 00 agents)_________ /==========\________________________________/==================================\ Here is the best order to taking of them: 1. At the end of the hallway where the next two rooms are located. 2. In the room where the guard holding safe key #2 stays. 3. In the same room behind where you started the first bunker stage. 4. In the room where you started the first bunker stage. You'll have to duck before entering so that the camera won't see you as easily. It's best that you go in from the previous room. 5. There's a door (past the room with the safe) with a hall on the left. It's best to take the indirect route by going into that big room full of guards and ventilate everyone in there. Pop this camera behind the safety of the double doors. 6. Where Natalya activates the computer terminal. It's in the opposite corner. _______________________________________ __________/d. Recover GoldenEye operations manual\_____(00 agents only)______ /==========\_______________________________________/===========================\ There are two keys you need to get: One in the room with the safe; The other key is being held by a guard in one of the other rooms. From the first key: Exit and turn right. Afterward, take the first right you see, go upstairs, and take the first right. Advance until you see double doors on the right (better take care of an objective while we're here); Open them, kill the guards, and grab the document on the table. After grabbing that document, leave that room and take the double doors to the right. Next, after yet another right, there will be a set of double doors on the left. Enter, and kill the guy inside to reveal the other key. Return to the safe, and this objective is done. _______________________ __________/e. Escape with Natalya\_____(All agents)__________________________ /==========\_______________________/===========================================\ Go back to where you were locked up. You should have the key which will open up Natalya's cell. If you're going for the cheat, read below. Regardless of difficulty, you should know the way to the main control room. When you have freed Natalya, she'll follow you. When she reaches the main control room, she'll automatically check the computer. After the computer's activated, you'll have one minute to get out of there. This escape should be easily accomplished if you've cleared out every guard in the area. ______________________ __________/f. Cheat information:\_____(Agent, 1:30)__________________________ /==========\__2x Throwing Knives__/============================================\ This one's not really tough, but don't be surprised if you happen to be a couple seconds too slow. When you start this level, pause the game and select (here we go again!) "WATCH... MAGNET... ATTRACT!" from your item list. Use it, slap the guard in the knee, and pick up his key. Open the cell Natalya's locked up in (the programmers thought of everything-- she even asks if you've been in Severnaya before). Now, the route: Go through the door, turn left, and follow through until you see yellow and black stripes. Take the first right. It's very likely that you'll be chased, so it's likely that the doors ahead will be open. Pass through, and take a right. Go past the sets of double doors, take a big risk by walking in front of the camera, and go right. Advance to the double doors on the right; Pick up the video tape in front of you, and leave that room; Go left. Walk up to the camera again, and-- this is getting redundant-- go right (again!). Then, Natalya will take care of the computer, and wait until the music changes. Leave the building, since Natalya will follow you. If you do all this in 90 seconds or less, you have the puny 2x Throwing Knives cheat. This is one to complete for pride and little more. ----- PRIORITY: D, C, B/A, E. MISSION ACCOMPLISHED: Bond will either wait for Natalya to escape if he exits first. Or, if you prefer to be the gentleman that James Bond is, let Natalya escape first, and have her wait for you. Hey-- James Bond IS a ladies' man. _____________________________________________ _____/J. MISSION 6.1: STATUE PARK; ST. PETERSBURG\__________________________ /=====\_____________________________________________/==========================\ The mysterious leader of the Janus syndicate has agreed to meet you here, through the contact of Valentin Dmitirovich Zukovski (Robbie Coltrane). Your job: Find out who it is, and why he did what he did. ----- Starting items: 1. PP7 with 100 rounds ----- BODY ARMOR: There is a lone piece of full armor which anyone can put on (00 Agents, REJOICE! Your time's finally come). It's located about 4/5 of the way to the statue of Lenin (and Starr, and McCartney, and Harrison. Oops! Wrong Lennon.) located near a broken-down hand. ----- I would guide you through this level, but I am just as confused as you are. Good luck. ____________________ __________/a. Contact Valentin\_____(All agents)_____________________________ /==========\____________________/==============================================\ Zukovski will be waiting for you in a dark orange trailer about midway through the course. Speak with him; You may leave when you see that this has been completed. ___________________________ __________/b. Confront & unmask Janus\_____(All agents)______________________ /==========\___________________________/=======================================\ Janus will rear his ugly head when you reach the statue of Stalin. We soon learn that Janus is a figure from James'-- and MI6's-- past: It's Trevelyan, "the MI6 "Hero" back from the dead". And, on 2001.4.28, I have included the banter between James and the mysterious Janus-- taken right from the movie, of course. Janus: "Hello, James." {The mystery is almost over...} Bond: "Alec?" Trevelyan: "Back from the dead. No longer just an anonymous stat on the memorial wall at MI6. What's the matter James? No glib remark? No pithy comeback?" Bond: "Why?" Trevelyan: "Hilarious question. Particularly from you. Would you ever ask why? Why we talk to all those dictators and undermine all those regimes, only to come home; `Well done, good job, but, sorry, old boy; Everything you risked life and limb for has changed.`" Bond: "It was the job we were chose for." Trevelyan: "Of course, you'd say that. James Bond-- Her Majesty's loyal terrier, defender of the so-called faith. Oh, please, James, put [the gun] away. It's insulting to think I haven't anticipated your every move." Bond: "Yes. I trusted you, Alec." Trevelyan: [scoffs] "Trust. What a quaint idea." Bond: "How did the MI6 screening miss that your parents were Lienz Cossacks?" Trevelyan: "Once again, your faith is misplaced: They knew. We're both orphans, James. But where your parents had the luxury of dying in a climbing accident, mine survived the British betrayal and Stalin's execution squads. No. My father couldn't let himself or my mother live with the shame of it. MI6 thought I was too young to remember. And, in one of life's little ironies, the son went to work for the government whose betrayal caused the father to kill himself and his wife." Bond: "Hence, Janus-- the two-faced Roman god of light." Trevelyan: "It wasn't God who gave me this face; It was you, setting the timers for three minutes instead of six." Bond: "Am I supposed to feel sorry for you?" Trevelyan: "No. You're supposed to die for me. By the way, I did think about asking you to join my little scheme, but, somehow, I knew 007's loyalty was always to the mission, never to his friends. Closing time, James; Last call." Hey, Alec! I'll take a pint! ____________________________ __________/c. Locate Pirate helicopter\_____(All agents)_____________________ /==========\____________________________/======================================\ Go back to Start. When you hear the helicopter, you've found it. __________________ __________/d. Rescue Natalya\_____(All agents)_______________________________ /==========\__________________/================================================\ When you see the helicopter, Natalya will be lying on the ground. That's the good news; The bad news: If you don't wake her up AND get her away from the helicopter within fifteen seconds, she's toast (just run toward the ruins). Also, even after you save her from the inferno, she can still die: Firing at Mishkin's guards is a costly, and fatal, mistake. ________________________ __________/e. Find flight recorder\_____(All agents)_________________________ /==========\________________________/==========================================\ After the helicopter's been destroyed, the flight recorder-- which will be yellow in color-- will fly from the blast. Finding this will require a bit of searching (and luck if you want the cheat). After picking it up, just walk through the gates. ______________________ __________/f. Cheat information:\_____(Secret agent, 3:15)___________________ /==========\____Fast Animation____/============================================\ This one's tricky. The key here is to reach Zukovski, Lenin's statue (when you see "Objective B: Complete", RUN!), and back to Start (in that order) with as little obstruction as possible. Then, after the helicopter explodes, you'll have to find the recorder. Your best bet is to stand in front of the first set of ruins, since the recorder's most likely to appear close-by-- odds of being close are about 4 of 7, or 57%. Pick it up and advance toward the gate, just open it, and walk through; You can't afford to talk to Mishkin. If you did this in 3:15 as a Secret Agent, you'll get the fun Fast Animation cheat, and you'll be glad you finally did it. ----- PRIORITY: Only one way to do this, and it's in alphabetical order. MISSION ACCOMPLISHED: Bond will be escorted out of the park at gunpoint, with Mishkin following him. ______________________________________________________ _____/K. MISSION 6.2: GLAVNOYE RAZVEDYVATELNOYE UPRAVLENIE\[panting]________ /=====\__________MILITARY ARCHIVES; ST. PETERSBURG___________/=================\ {added in version 0.5} The GRU is the Russian equivalent of the CIA or MI6. GRU stands for Glavnoye Razvedyvatelnoye Upravlenie [panting], or, for the English-speaking community, the translation is "Chief Intelligence Directorate of the General Staff". ----- Bond and Natalya have been taken into the custody of the GRU Military Archives. The only way the Russian government will believe Bond's testimony that Janus is behind the helicopter theft is to speak with Defense Minister Mishkin (Tchéky Karyo). But being under immediate interrogation, these guys are prepared to shoot you if you don't comply. So much for the "lost art of interrogation". ----- Starting items: 1. Watch magnet with five charges ----- BODY ARMOR: Agents and Secret Agents will be able to find light armor in the room across from where they started. Agents, though, can find full armor around in one area of the library area. Yet again, 00 Agents have to go through this level unprotected. __________________________________ __________/a. Escape from interrogation room\_____(All agents)_______________ /==========\__________________________________/================================\ Looky, looky, looky... we can complete this objective first, since, well, it's the ONLY objective you can complete... for now. Decisions, decisions, decisions... There are a few ways to take care of the guards: Picking up your gun would seem the most obvious, but an even better way is to slap the guards to death (?). Easy as pie (Apple? Pudding? Cheesecake?). Then, once you get out of the interrogation room, go to the right and go upstairs. Turn to the left when you reach the top, kill what guards you can (and be quick about it). and go into the door. When in the library, go toward the set of double doors you see on the upper floor. Natalya will be in the room with the single door. ________________ __________/b. Find Natalya\_____(All agents)_________________________________ /==========\________________/==================================================\ You can usually find Natalya in one of the smaller rooms in the later part of this level. If you're good enough, she should be able to escape her captors without going into hiding. And, if you're even better, the guards won't even go after you. If you're careless, though, she'll run away, and you'll have to look for her (she can be found in the attic). Next, you'll have to go downstairs, but it's only mandatory if you're a Secret or 00 Agent. _____________________________ __________/c. Recover helicopter flight\_____(Secret & 00 agents)____________ /==========\__________recorder___________/=====================================\ You'll have to talk to Mishkin to get this, which can be Hell if you don't take care of any nearby guards. After talking to him, he'll give you a key which will open the safe in a corner of the room. _______________________ __________/d. Escape with Natalya\_____(All agents)__________________________ /==========\_______________________/===========================================\ There are a total of six windows which are big enough that you and Natalya can jump out of-- three on the main floor, three on the 2nd floor. Four shots will open a window for you to escape-- seven if you're using the Klobb [shuddering]. But all you should have to worry about when escaping is that Natalya hasn't gotten scared and run off someplace. If she has, you'll have to find her again, but, if she hasn't, all you need to do is jump out of a window. ______________________ __________/e. Cheat information:\_____(00 agent, 1:20)_______________________ /==========\_____Invisibility_____/============================================\ This one is tough, but nowhere NEAR the nightmarish difficulty of the Invincible (Facility) cheat. Here's a quick plan: When you're being interrogated, advance and slap the guard on the right to death. Be sure that you kill him with your first blow. Now, grab the key he drops, open the door, and advance to the right. From here on in, avoid what confrontations you can. Climb the stairs and advance to the left. Go forward, open the door ahead, turn left, and open the first door you see. Run to the right and open the only single door you see. Natalya will be inside. When you see Natalya, leave immediately! Go through the set of double doors just 180 degrees from the room she was in; Go downstairs. Turn around, run towards the single door on the left; Open it, and open the door immediately to the left (both doors open toward you); Open the door immediately to the right, walk through the room until you see a door on the right and open it. YOU MUST HOPE that there isn't a guard near Mishkin, being that if you fire in his direction, he won't bother helping you. In fact, he'll think you're trying to kill him, and he'll try to put you out of commission! If there aren't any guards around Mishkin, advance toward him and talk to him. Hear him out, while next to the safe. When you hear a beep, open the safe immediately and grab the flight recorder. Head out the door you entered and the door past that. Shoot the nearest window enough that it will shatter, and simply walk out. Complete it in 80 seconds on 00 Agent, and you get the neat, but fairly useless, Invisibility cheat. ___________________________________________ _____/L. MISSION 6.3: STREETS OF ST. PETERSBURG\____________________________ /=====\___________________________________________/============================\ Wouldn't you know it? Natalya's in trouble, once again. Captured by Ourumov in the archives (although she escapes in the game), Bond now has to rescue her during a wild street chase. Although you never see Ourumov's car, you have a time limit in order to get to the end of this level: Five minutes for Agents, three for Secret and 00 Agents. ----- Starting items: PP7 with 100 rounds ----- BODY ARMOR: There are two pieces of full armor, which all operatives (00 Agents can rejoice for now) can pick up. The first in a run-down building close to where you meet Zukovski; The second close to the end of the level. I'm not going to guide you through this level, but advice will be pointed out to you under objective B. ____________________ __________/a. Contact Valentin\_____(Secret & 00 agents)_____________________ /==========\____________________/==============================================\ When you reach and get into the tank (if you desire), go left after the first wall. Zukovski will be in one of the buildings. Although Agents don't need his assistance, Secret & 00 Agents do. This will delay Ourumov by giving you some extra time by extending your time limit to six minutes. ____________________________ __________/b. Pursue Ourumov & Natalya\_____(All agents)_____________________ /==========\____________________________/======================================\ Just use the tank to make it through the streets. Just be sure to contact Zukovski before pursuing them if you need to. The key to surviving this level, however, is to avoid taking the roads where the guards have rocket launchers. Rockets can cause a fatal burn to 00 Agents, so take the safer roads with the KF7s (and grenade launchers, which only explode on the ground and are generally less of a threat). I'm not going to guide you through the streets; You're on your own here, pal. Also, you need to keep on the lookout for land mines. When walking, you're safe... unless a guard decides to chuck a grenade at you. When going by tank, they land mines will explode when run over. But that's what you have the missiles for-- getting rid of what obstacles get in your way. Use the missiles to clear out obtrusive cars and to clear out the mines. Missiles won't clear out all the mines in one blow, but it's better to know your safe than go kamikaze over it. (Thanks to {7} for reminding me about this. I had forgotten to put this information in the recent versions.) ________________________________ __________/c. Minimize civilian casualties\_____(All agents)_________________ /==========\________________________________/==================================\ Allow no more than nine citizens to die. This is actually a piece of cake, but, if you REALLY hate everyone, feel like killing something, and feel REALLY sadistic, you will receive a warning after the seventh bystander is done in. ______________________ __________/d. Cheat information:\_____(Agent, 1:45)__________________________ /==========\____Enemy Rockets_____/============================================\ In order to get the cheat for this level, Agents must finish before the clock falls below 3:20.00, so DON'T meet with Zukovski. Do this, and you're given Enemy Rockets... a "cheat"? Methinks not. But you CAN have a bit of fun with it... since the guard can, and probably will, kill themselves in their own fire. And grab Hannibal Lecter, too-- I'm pretty sure he'd jump at the chance to join *THIS* BBQ feast. MISSION ACCOMPLISHED: Bond will walk in the camera's general direction. For some strange reason, there is always an explosion that occurs in the background. _________________________________________ _____/M. MISSION 6.4: DISUSED MILITARY DEPOT;\______________________________ /=====\_____________ST. PETERSBURG______________/==============================\ Well, it looks like Natalya wound up still in Ourumov's clutches, but at least Bond knows where they're going. Starting items: 1. PP7 with 100 rounds BODY ARMOR: According to Nintendo's strategy guide, Agent and Secret Agent-level operatives have a good number of pieces to pick up. Only Agents will be able to find full armor, but Secret Agents will be able to pick up a number of pieces of light armor. I've already used up enough of as it is. Don't even ask me to list them. You might actually be better off not picking any up. Should you try to pick up any more than one piece, expect yourself to be under a lot of enemy fire. From Start, walk the course until you see a gate on the left-hand side. All objectives will be directed to this point. ______________________________ __________/a. Destroy illegal arms cache\_____(00 agents only)_______________ /==========\______________________________/====================================\ Agents can skip to , but Secret Agents have to stop by . When you pass the gate, take the path to the right. When you reach the second shack on the right, open the door, and take out what guards there are. BEFORE you destroy the cache (which is in the brown boxes), pick up the box of proximity mines, as well as the rocket launcher with its accompanying rockets. Then, use one of the explosive weapons to clear out the cache. When all dark boxes have been destroyed (or burned beyond recognition), the objective will be complete. Just be sure to take care of the guards outside, first. ____________________________ __________/b. Destroy computer network\_____(Secret & 00 agents)_____________ /==========\____________________________/======================================\ Back to the gate; this time, go left. If you just completed the previous objective, exit the shed, and turn left. Walk to the furthest shack there is. You will now be greeted by two guards. Kill them, and more will come out. After killing what guards you can, you're now faced with a bigger problem: A drone gun (bum-bum-BUM!). The most direct way to take care of this is to stay in the corner, in the gun's sight. You will possible take damage, but you should take care of the gun in a few short seconds. When you destroy the gun, blow up the two computer mainframes by all those crates and the monitor to complete this objective. ___________________ __________/c. Obtain safe key\_____(Secret & 00 agents)______________________ /==========\___________________/===============================================\ After taking care of the drone gun, the key will be located on a table near the big screen with a map of the world on it. Just pick it up, you moron. _________________________________ __________/d. Recover helicopter blueprints\_____(Secret & 00 agents)________ /==========\_________________________________/=================================\ Back to the gate, go to the right. Or if you left from objectives B and C, exit that building and go to the left. Walk on, and, when you see a road on your left, take it, and make your way to the last building on the right. Enter through the second door (the garage door is locked). Make your way up the set of stairs, and turn left when you get off. Walk toward the safe, and open it. Grab the blueprints, and open the door you see. Then, all you have to do is... ____________________________ __________/e. Locate Trevelyan's train\_____(All agents)_____________________ /==========\____________________________/======================================\ Open either of the garage doors, and open the doors to the train (marked by black/yellow tape). Enter. ______________________ __________/f. Cheat information:\_____(Secret agent, 1:30)___________________ /==========\____Slow Animation____/============================================\ This one isn't terribly hard, but the only major obstacle for this one is the drone gun protecting the key to the safe, as well as the computer network. Secret Agents who can accomplish their tasks in under 90 seconds get the fun Slow Animation cheat. Preparree tttooo ssslllleeeeeeeepppp... Zzzzz... {head drops on keyboard} ----- PRIORITY: Alphabetical order again. MISSION ACCOMPLISHED: Bond adjusts his tie and cuffs. He'll also kill the guards inside if you haven't done that already. And, for an added dose of fun, turn the Fast Animation cheat on. __________________________________________ _____/N. MISSION 6.5: CONVERTED MISSILE TRAIN,\_____________________________ /=====\_____HEADING EAST FROM ST. PETERSBURG_____/=============================\ Well, Natalya's being held at gunpoint at the end of this train. Again, Bond must come to her rescue. ----- Starting items: 1. PP7 with 100 rounds 2. Watch laser with 300 charges ----- A straightforward level-- IT'S A TRAIN, DAMN IT! And, just out of curiosity, but... WHY DOES ***EVERYTHING*** IN VIDEO GAMING HAVE TO RESEMBLE THOSE EASTER ISLAND STATUES?! ----- BODY ARMOR: There isn't another piece of armor until the next stage. Meaning 00 Agents can take no more than seven hits and live to tell about the ordeal. ----- Although you'll eventually make your way to the brake panels, the first two cars will be loaded with guards and crates. Find a good, safe area to take them out, and you should be able to escape these cars unscathed. As an added bonus to your exploits, you'll find the elusive RC-P90 as an Agent, or a DD44 as a Secret Agent in one of the boxes at the end of the first car. The next two cars are compartment cars, and guards will pour out to hunt you down. Just find another safe area and take them out. Car five is where things will start getting hectic. There is a gauntlet where two guards get come off the can, so fire when they get off. Before you leave that fifth car, another guard will come from behind, so be prepped for it. Car six has only three guards, and you should take care of them quickly and easily. Then, all you have to do now is rescue Natalya... A...G...A...I...N... _______________________ __________/a. Destroy brake units\_____(All agents)__________________________ /==========\_______________________/===========================================\ There are six you have to destroy: The brake units in the 1st, 2nd, 3rd, and 5th cars are all facing you at the opposite side from where you came in; The 4th and 6th will be at the end which you entered. I say this as a precaution: After each of the first four cars, there will usually be a number of guards that come after you-- either they come through the doors, or they wait for you to make your entrance. Always proceed with caution. __________________ __________/b. Rescue Natalya\_____(All agents)_______________________________ /==========\__________________/================================================\ This isn't too hard-- just be sure your trigger finger isn't itchy or you're not walking aimlessly. Ourumov will fire at the first shot he hears. He will also fire on Natalya if you get too close to scaredy-cat Alec. As far as this objective goes, be prepared and switch to your ZMGs, since their speed is only rivalled by the RC-P90. Second, move forward and to the right, stopping when "That's close enough!". Make sure you are standing where Ourumov is standing immediately in front of Xenia. With ZMGs in tow, this is the proper time to strike, as Ourumov will go down if hit. Chances are more likely that Xenia will be nailed after you take down the good general. Hitting Xenia AFTER Ourumov is good as Alec will need to backtrack in order to pick up his wounded femme fatale. You hit Xenia first, your mission will be a disaster of Chernobyl proportions. _____________________________ __________/c. Locate Janus' secret base\_____(Secret & 00 agents)____________ /==========\_____________________________/=====================================\ If you have saved Natalya, she will tell you where Janus-- and her comrade Boris-- is located by spiking his network. After Secret Agents find out where Alec and Xenia are headed, you'll have 25+ seconds to escape. Natalya: "You sit on it, but can't take it with you." {After Natalya enters words like "arse", "butt", "tush", etc., Bond replies} Bond: "Chair." {Proof Boris' KNOCKERS password WASN'T a euphemism-- hey, when he said, "They're right in front of you and can open very large doors", he meant it "They're right in front of you and can open very large doors'!} _________________________ __________/d. Crack Boris' password\_____(00 agents only)____________________ /==========\_________________________/=========================================\ A critical juncture for 00 Agents, hitting Xenia will determine whether you survive or not. If you hit Xenia, the countdown will be at about eighteen seconds; If not, you'll have only less than five. In all honesty, I have never let tried to complete the level without hitting Xenia. ____________________ __________/e. Escape to safety\_____(All agents)_____________________________ /==========\____________________/==============================================\ If you melt/destroy the buckles holding the floorboard (?) together, jump out. If you have plenty of time left (>20 seconds), exit to the right. Be aware that Q equipped your watch laser specifically for the panel. Should you run out of charges, all is not lost. You can fire any gun you have at it, but there cuts will not be clean at all, due to the bullet holes. An odd bit of trivia: The train stops at the very same spot every time you leave... no matter how long it takes you to get through the level. Question is: Why? ______________________ __________/f. Cheat information:\_____(00 agent, 5:30)_______________________ /==========\______Silver PP7______/============================================\ You'll have to rush through this level in 5:30 on 00 Agent. this means that you have to blaze through each of the first five cars in no more than forty seconds, EACH. About midway through, there will be a guard with twin ZMGs, which will be crucial if you want to take care of Ourumov AND Xenia. If you can hit Xenia AFTER Ourumov, you'll be given precious extra time-- about thirteen seconds-- to escape. You better have at least two boxes of life left when you bail, cause the chance of escaping without the guards hitting you are rare. If you complete this rather difficult task, you'll be awarded the Silver PP7 cheat, which acts like a Cougar Magnum. ----- PRIORITY: Alphabetical order. MISSION ACCOMPLISHED: You'll see Bond & Natalya running from the blast. ______________________________ _____/O. MISSION 7.1: CUBAN JUNGLE\_____(CUBAN jungle?)_____________________ /=====\______________________________/=========================================\ After Natalya has discovered that Janus' HQ is located in the depths of Cuba, we find Bond and Natalya crash landing in a remote jungle. Well, the next four levels should actually take place in Puerto Rico, since the movie was taped there. If'n you've seen the movie's credits, you'll know what I'm talking about. ----- Starting items: 1. PP7 with 100 rounds ----- FIRST THINGS FIRST: Natalya has been equipped with a Cougar Magnum, courtesy of Jack Wade of the CIA (the Central Idiot Association for those who, like myself, despise political correctness). Since ammo will be sparse here, it wouldn't be a bad idea to let her take care of the sentries. All you should concentrate on are the drone guns, the ammo cache, and-- most important of all-- Xenia, Warrior Princess. Whoops... wrong show. ----- BODY ARMOR: 00 Agents will be thanking the Lord Almighty (or, at the very least, the programmers) that there are three pieces of armor-- two full and one light. Regular and Secret Agents, though, won't be able to pick up extra pieces, since all three pieces (and nothing more) are available on all difficulty levels. ----- This level starts out just straightaways. After you meet [and hopefully defeat] Xenia, there is a winding path. The immense fog will greatly F-up your vision, so use an AR33 when you have it. Even without ammo, the AR33's zoom will be helpful, since you can scope out what lies ahead. ______________________ __________/a. Destroy drone guns\_____(All agents)___________________________ /==========\______________________/============================================\ Before going on, there is something about these drone guns you should know: Unlike all of the other drone guns you have/will encounter(ed), these ones will only fire in front of them. There are a total of seven guns you must destroy. Their locations: 1 through 3. The first three are located at the end of the three straightaways. 4. The fourth is located just after the bridge on the left-hand side. You should take care of this with no problem, since it's pointed the opposite way you came from. 5. The fifth comes before the caves. The fog will clear up around this point. 6 & 7. The sixth & seventh are inside the cave itself. The first one-- and the way you SHOULD go-- is up the ladder. If you have a grenade or two to spare, chuck one up there; Hopefully, you aimed well enough high enough to take care of the drone gun. If your aim was even better, you should have gotten the arms cache... or at least a good piece of it (This will be characterized by a loud explosion) as well. After taking care of the first of these two threats, the second, which will be pointed in a different direction, will be as easy as pie. Mmm... Pie. Just aim at it and fire. ___________________ __________/b. Eliminate Xenia\_____(All agents)______________________________ /==========\___________________/===============================================\ When you get to the bridge, Xenia will greet you, "The pleasure will be all mine". To get rid of her quickly, stand to one side of the bridge and use your AR33; If your aim's good enough, Xenia will be dead (and vanishing in front of your eyes) before she will have a chance to attack. Make every shot count, since ammo is rarer here than in any other level. Another way to dispose of her is to rig the bridge with a remote mine or two. Time your mines' explosions well, and the ambush will work like a charm. She'll walk into it without even know what the Hell-- and I DO mean Hell-- happened. If both of these fail, retreat. Go behind a tree and, with a little luck, Xenia may end up committing suicide. Or you can risk Natalya's safety and have her kill Xenia for you-- heck, she's gotten you THIS far in the level. Bond: {after Xenia dies in the movie} "She always did enjoy a good squeeze." (Of what? The trigger? Oh.... I know....) ______________________________ __________/c. Destroy illegal arms cache\_____(Secret & 00 agents)___________ /==========\______________________________/====================================\ An explosive will take care of this one. Just be sure Natalya's out of the way, first. Oh... see objective A for more info. ________________________________ __________/d. Escort Natalya to Janus base\_____(All agents)_________________ /==========\________________________________/==================================\ Just run like Hell after destroying the arms cache. If you don't run like the wind, this will be a nightmarishly difficult task. ______________________ __________/e. Cheat information:\_____(Agent, 3:45)__________________________ /==========\__2x Hunting Knives___/============================================\ This one's hard, but not worth any of the trouble. IF you're desperate to get this cheat, just want to jam through, but... why? Agents who clear this level in 3:45 will survive, but also be cursed with the worst cheat in the game: Double Hunting Knives. Why have up-close weapons when the bad guys have guns? Fortunately, you don't have to turn it on. Besides, you can get the All Weapons cheat, which will be described later on in this document. ----- PRIORITY: A, B, C, D. MISSION ACCOMPLISHED: Bond and Natalya will get in the elevator; The elevator's doors will close, with Bond and Natalya firing their guns. ____________________________________________ _____/P. MISSION 7.2: JANUS CONTROL CENTER; CUBA\___________________________ /=====\____________________________________________/===========================\ Well, if you though Natalya always got in trouble before, that was nothing compared with the Hell that the two of you are about to go through. This time, you have to protect her from Trevelyan's minions while she corrects the GoldenEye's trajectory. ----- Starting items: 1. PP7 with 100 rounds ----- FIRST THINGS FIRST: Agents can ignore this. When you leave the elevator, there will be a trio of drone guns waiting for you (I can't really draw it out for you, you'll have to improvise): 1. When you exit the elevator, there's one on the far left. 2. After that, turning right. You should be far enough so it won't hurt you when it sees you. 3. After that one, one nearby on the right. Sneak up close enough so that you'll be able to see the turret, but not the camera. After five well-placed shots, each one will explode. ----- BODY ARMOR: There are two pieces of full armor that all operatives can pick up. They're described below. 00 Agents will be happy, too. ----- And now, the mission. As you leave the elevator, take care of what guards come out-- six in all. Secure the area-- drone guns if need be-- and Natalya will help you proceed. When she says, "Got one open! Head to the control room, James. I'll do what I can from here," fire through the blast boor and kill, or at least injure, the two guards that emerge. After killing them, proceed down the hall. When the hallway forks, you can either kill what guards you can, or-- safer-- make your stay to the left and hope that one guard clears out some of the others with a grenade. After they go bye-bye, make your way to the next room and clear those guards. Climb the stairs, open the door, and-- you guessed it-- kill more guards. Open the door to the left and enter. When you see Boris, just ignore him-- although you can stand near him and pick up the gun he drops for more ammo-- and go about your business. Follow Boris to find some body armor. Don't kill Boris-- Natalya, who'll see the incident on surveillance, will not forgive you, since she and Grishenko were good friends. (The movie explains it.) Nor will she complete the task of altering the GoldenEye's trajectory. Jump to objective C. A bit of warning, though: When you enter the room with the drone guns, take care of the first two you see; Then-- Agents can skip this-- enter the room SLOWLY-- there will be a drone gun on each side; Take care of the one on the right first, then sneak upon the one on the left (to where you see the camera). Make sure you get rid of these, or else, taking a hit is guaranteed. After you got the first five mainframes destroyed, go upstairs-- or follow Boris, although he'd rather be left alone to celebrate his "invincibility"-- to the top floor, and pick up the body armor behind the vent. Boris then disappears-- mysterious, ain't it? Go back down to the second floor and open the blast door on the left. Natalya will follow you down. Now, we come to our first priorities: ___________________ __________/a. Protect Natalya\_____(All agents)______________________________ /==========\___________________/===============================================\ Look under . _______________________________ __________/b. Disable GoldenEye satellite\_____(All agents)__________________ /==========\_______________________________/===================================\ Quick trip, wasn't it? Now comes the tricky part. Like several other parts of the game, the key to finishing what follows is keeping mobile. You can stand in one place on Agent and have you and Natalya take little damage, as suggested by several others, but Secret and 00 Agents will be sitting ducks with little chance for survival. I actually found myself failing to protect Natalya while staying stationary. That said, in order to save Natalya on the harder difficulties, BEAT FEET! Anyway, when the time comes that Natalya is able to enter the room you cleared out for her to reprogram the GoldenEye's course, you'll have to stay on guard. Most of the troops will come from the stairwells, but the ones that come from the windows on the opposite sides of the room will pose a bigger threat. You'll have to take out EVERY sentry that enters, regardless if they're gunning for you OR for Natalya. If Natalya dies, you blow the mission; If Bond dies, you blow the mission; If Trevelyan dies, there would be no point in continuing this game, now, do we? Should you manage to save Natalya for about two minutes-- the length of time required to reposition the satellite-- she'll be fine by herself (you can cover her until she leaves, though), and you can finish your mission. After that's done, jump to the last of the listed mainframes below. _____________________________ __________/c. Destroy armored mainframe\_____(All agents)____________________ /==========\_____________________________/=====================================\ In order to do this, you MUST have explosives available. There are six you need to destroy, four being on the main floor: 1. Two are close together where you'll see Boris (main floor). 2 & 3. Behind a blue door, there is one being guarded by a group of sentries and two drone guns-- four if on Secret or 00 Agent on the sides of the door (which can be destroyed from the doorway). It's on the far corridor on the right, just before the stairs (main floor). 4 & 5. Two on opposite sides of the second floor. 6. One behind a blast door-- just before you got to the blue door on the main floor-- which is concealed by glass. If you're low on life, pick up the body armor from the first room on the left. Go to the other door (near the drone gun room), take care of the final mainframe, go back to the previous room, open the door ahead, run forward, and enter the elevator on the left. ______________________ __________/d. Cheat information:\_____(Secret agent, 10:00)__________________ /==========\____Infinite Ammo_____/============================================\ Secret Agents who can manage to save Natalya, AND reposition the satellite, AND destroy the mainframes, AND manage to survive, AND finish in ten minutes will be given the handy Unlimited Ammo cheat... but it probably won't be even slightly easy. You'll have to JAM! ----- PRIORITY: First five mainframes listed, A, B, and then, the final mainframe. MISSION ACCOMPLISHED: You hear some smooth elevator muzak as the elevator doors close. ______________________________________________ _____/Q. MISSION 7.3: JANUS HQ WATER CAVERNS; CUBA\_________________________ /=====\______________________________________________/=========================\ Well, Natalya is finally safe (thank God), so now, Bond takes to the underground caverns which hide Janus' satellite control equipment. ----- Starting items: 1. PP7 with 100 rounds ----- FIRST THINGS FIRST: Ammo conservation in important, especially as a 00 Agent (although even with a few off-center shots, you can still have enough ammo). Make every shot count, and you may have enough to see you through this level until you come up to some crates. Let's face it: No one wants to fight bare-handed again' gun-toting guards, right? ----- BODY ARMOR: Secret agents will find light armor in the room with the radio. Agents can find that, too, as well as some full armor near the first set of computers. 00 Agents, after two straight stages of armor (a record so far), are defenseless, and must rely on skill to stay alive. ----- You start in an elevator. After you open the door, sentries will be coming after you. You can opt for leaving the sanctity of the elevator, but wouldn't you rather kill guards while listening to relaxing elevator music than the music that plays while in the caverns? Nope. Ain't nothin' better that hearing gun shots fired in sync to organ music. Back to the point, kill the guards you come across or lure them to the lift-- remember: Jazz music and blood splatter are the closest of friends. Continue through the level, killing all enemies in the way. Agents will be able to skip immediately to E. After you proceed through the next two sets of double doors, you'll reach your first objective: _______________________________ __________/a. Destroy inlet pump controls\_____(Secret & 00 agents)__________ /==========\_______________________________/===================================\ The inlet pump consoles allow Trevelyan to flood his satellite with water, concealing it in the lake it inhabits. Go down after you reach the second staircase Take care of the guard at the door and the one below. Clear out the two scientists-- or have them run a good enough distance from the consoles-- and destroy them. Then, go to the passageway on the right side of this chamber. There will be another scientist, two more consoles, and five ammo crates. Again, get the scientist out of the way, and destroy the consoles. AHEM: There are only two more scientists after you're done here. If none of these scientists were killed, you can just forgo the safety of the other two. Now that you're done here, go upstairs, advance to the next set of double doors, and make your way past the spiraling walkway. There'll be three guards total, so use your AR33 (if you HAVE one), and kill them from long-distance, or get close enough to use your PP7. Make your way to the next room, fire off your ZMG to attract some attention, and throw a timed mine on the outer door. It shouldn't be too long before some of the guards that come go up in smoke. Clear that room, pick up the ammo (destroy more crates for more ammo), and move through the next set of double doors. Take care of what guards come. Go downstairs, make a U-turn left, enter the room, and throw a timed mine. This should destroy all the crates in there, which will give you a crap-load of ammo. That reminds me: We come up to another objective: ________________________________ __________/b. Destroy outlet pump controls\____(Secret & 00 agents)__________ /==========\________________________________/==================================\ The outlet pump controls enable Trevelyan to drain the water from the satellite dish, enabling him to send signals on where to fire the GoldenEye. You can either do this from upstairs or from the ammo cache I just talked about. If you want to be brave and decide to dispose of the pumps from where we left, blow open the lockers (use a gun and save the mines for later), walk through the passageway, and blow open the next set of lockers. Make sure you blow them up well enough to see out of. The first console is ahead. Guards will come after you, so make a retreat back to the tunnel-- you should use your AR33 from this point because of its zoom. Kill whoever comes by (hopefully everyone), and proceed. The next console will be immediately left of the tunnel; The last console will be past the actual pump. Climb the stairs, but not too far, or the drone gun's gonna fire; Destroy it from the stairs. If safety is you main concern, go back upstairs. Kill what guards are in your way, and advance to the set of double doors. Open them up; You'll be able to see on of the consoles; Destroy it, and have some guards rush out. Kill them while they open the door. There'll be more guards waiting for you: One immediately to the left; One in an alcove to the left; Two in the locker area on the right. Naturally, take them out as they come. After that's done and over with, walk up to where you see a drone gun on the left; Destroy it. Now go forward and kill whatever guards remain (if there are any), and destroy the next two consoles. More long, winding passages will have to be run through in order to get the next objectives complete. __________________________________ __________/c. Destroy master control console\_____(Secret & 00 agents)_______ /==========\__________________________________/================================\ After you've taken care of the outlet pump controls, exit the room and go to the right. Kill whatever guards are on duty, and walk up to the doors across from a stairwell. Open them and lure the guards out. You'd better use your AR33's zooming feature to take out the guards that are patrolling the computer. Just don't let your aim go wild, otherwise you might take out the scientists that are using it, and, worse yet, the stray gunfire might destroy what you need to use for the next objective (00 Agents only)... __________________________________ __________/d. Use radio to contact Jack Wade\_____(00 agents only)___________ /==========\__________________________________/================================\ From the film, when the two first meet: Jack: "Jack Wade, CIA." Bond: "James Bond, stiff-ass Brit." This one is tricky. First, as mentioned above, you have to clear out whatever sentries are in the room by luring out whoever you can out. Now comes the hard part: Taking out the guards around there without damaging the radio. You're gonna need nerves of steel in order to keep the radio intact. If you succeed in killing two of the guards (the third being on the side of the computer), take care of the third guard with a shot from your ZMG or PP7. When that area is cleared, walk in, go to the radio, and press B. You'll hear the standard tuning sounds, and be informed that CIA agent Jack Wade will be calling in his forces. I like what it says: "Got your bearings, Jimbo! Me and my troops are on our way!" You can rely on luck, Jimbo, but it's not very likely that you'll succeed. You CAN blow the console first. If you do, you'd better pray that the radio doesn't get damaged. Otherwise, Wade may be listening to, mmm... er... you ever leave a phone off the hook for too long? Yeah-- THAT sound.... _________________________________ __________/e. Minimize scientist casualties\_____(All agents)________________ /==========\_________________________________/=================================\ Let no more than two scientists die. This one is tricky, since some scientists won't cooperate with you. In order to clear them out, you have to make sure they "reach for the sky". Just remember, scientists will fire at you if their lives are in danger. After destroying the final console and contacting Jack Wade, you'll need at least two of the three code cards. When you open the door on the side, there will be two more guards. Past the next set of double doors, there will be two drone guns protecting Trevelyan (only one on Agent, though). Before proceeding, go back and place a mine on the blast door for good measure (this will prevent unwanted guards from crashing in on your progress). Take care of the drone guns, whip out your RC-P, and blast the final sentries until you reach and enter the elevator. ______________________ __________/e. Cheat information:\_____(00 agent, 9:30)_______________________ /==========\______2x RC-P90_______/============================================\ Just like most of the others, jam through. Memorizing this level will help DRASTICALLY. 00 Agents who can finish in less than 570 seconds will be awarded with a cheat for twin RC-P90's. ----- PRIORITY: E, A, B, D, C. MISSION ACCOMPLISHED: Bond will put his gun away, and the elevator will close. You will also hear the jazzy organ music. ________________________________________________ _____/R. MISSION 7.4: GOLDENEYE ANTENNA CRADLE; CUBA\_______________________ /=====\________________________________________________/=======================\ Trevelyan is set to fire on London if he gets GoldenEye to align right over London. This is his final chance to screw up the world's monetary system. ----- Starting items: 1. PP7 with 100 rounds ----- FIRST THINGS FIRST: I'm suggesting that you use your PP7 as much as possible-- ESPECIALLY in Secret and 00 Agent modes; Ammo will be sparse, and a ZMG will waste you away to nothing. Pick up as much ammo as you can after eliminating the guards, and wait until there's about ninety seconds left. You should have plenty of ammo. Even so, make as many shots as you can count, since the guards are heavily armored. Also, watch for grenades. Get caught in any one blast, and MI6's back account will be closed, but permanently. ---- BODY ARMOR: When you start this level, sidestep left and pull back on the Control Stick to pick up a piece of full body armor. There are two more similar pieces of body armor on similar ends of the triangular cradle-- just be sure that you remember which ones you've already gotten, and that Trevelyan's sentries will go after you if you do. Also, there's another piece in the shed across from the one the console's located. Another thing: The armor is always available to operatives of all ranks-- 00 Agents included. ----- Make your way to the center of the cradle, and follow the objectives below. You're going to be alone for this one. For starters, you should pick up that piece of body armor that's right behind you. Even after picking up the armor, it might be a waste on Secret and 00 Agent if you don't aim correctly and kill the approaching guard. Even if you do skip the cinema, there's no way you can beat Alec to the computer terminal that will guide the satellite over Cuba. But when Alec activates it, you'll be told you have only three minutes to take care of it. Thus, our first objective... ___________________________ __________/a. Destroy control console\_____(All agents)______________________ /==========\___________________________/=======================================\ Top priority, other than ammo. When you reach the platform where three ramps meet, take the stairs that go down, and hang a left. The computer that's controlling the antenna will be guarded with two drone guns, but only the first one will pose a threat... provided that no sentries are hot on your trail. Take care of the other gun so nobody will force you into its sight. Now, it's time to dispose of Trevelyan. If you fail, Trevelyan will have well over one hundred beeeelion dollarss (more Austin Powers for you). He'll dominate every monetary unit in the world-- dollar, yen, pound, shekel, drachma, franc, rupee, Deutsche mark, dinar, peseta, ruble, etc... ___________________________________ __________/b. Settle the score with Trevelyan\_____(All agents)______________ /==========\___________________________________/===============================\ This can be torture. There are three ways to get rid of Alec: 1. You can go after Trevelyan outright with guns a-blazin' and go on a kamikaze mission. 2. You can go after Trevelyan, but indirectly-- attacking him at an angle. A safer way to dispatch Alec, but time consuming. 3. Or you can pray to God and hope to get lucky. Should Alec get caught in an explosion, he'll die instantly, and all you'll have to worry about is the console AND escaping. If you decide to use the first or second methods, there will be seven places Trevelyan will be when you go after him: 1. In the shed that has the console. Just make sure that you destroy the drone guns before you take him out. 2. In the opposite shed. 3 & 4. At any of the ramps (past the shed) that lead to the tail of the cradle. Take him out at an angle. 5 through 7. On the upper part where you started. If he's at the end of the cradle that's immediately in front of the staircase that leds to the console, once again, you'll have to take him out at an angle. Of course, during your travails, Trevelyan will quip the following, in order: 1. From the cradle to the grave-- your grave, James. 2. You could have joined me, James, but you had to side with the pen pushers. 3. Always loyal to the mission-- never to your friends. 4. James Bond. Her Majesty's loyal terrier-- you sicken me. 5. What's the matter, James? No glib remark? No pithy comeback? 6. Come on! Is that the best you can do? 7. You never give up, do you? Pathetic, really. 8. you'll never win, James. ----- After punishing him enough, he'll either challenge you to "Finish the job, James-- if you can"-- where you'll have to meet him at the tail of the cradle. Of course, if he survives and you follow him to the final destination, you had better get the first shot(s) off. Otherwise, it is possible that Alec wins, Bond loses, as do the other 5,999,999,999 (one short of six billion) people on Earth. There is one other thing that is worth mention: If you manage to give him enough punishment, when you shoot him while he's at either perch on the second- lowest area, he will probably drop dead. Good thing-- especially since that confrontation on the bottom will never come into play, except for Bond's eventual rescue. I did discover one "bug", if ya will: After getting rid of Trevelyan and the console, you can still fall off, but you'll given credit for completing the mission. Why Rare didn't opt to say "killed in action" is a mystery, but the fact you'll be given credit DOES make sense. You DID dispose of Trevelyan, after all, and I guess that's all that really matters, now. Doesn't it? But after you beat him, a helicopter will lead Bond to safety, and, of course, he gets the girl. You should have already known this by now. What else would you expect in the ending of a Bond movie? Lots of mass killings and blowing stuff up for the guys, and just this one scene of romance for the girls. One-sided, ain't it? But then, what girl WOULDN'T accept a date with James Bond? Trevelyan: "For England, James?" Bond: "No.... For me." ______________________ __________/e. Cheat information:\_____(Agent, 2:15)__________________________ /==========\Cougar Magnum/Gold PP7/============================================\ Speed kills. Agents have 2:15 in order to stop the satellite and take care of Trevelyan. Beating this level on Agent, regardless of time, awards the Cougar Magnum cheat. ----- PRIORITY: A (of course), B. MISSION ACCOMPLISHED: A helicopter will come, and Bond will grab onto it. Just for fun, get the Slow Animation cheat and kill Trevelyan; The helicopter will leave without you; With the Fast Animation cheat, Bond will just fly of the helicopter as if he were on a trapeze-- VERY funny! Oddly enough, this cinema will happen even if you failed to eliminated the control console. And, like in the movie, Bond gets the girl.... And, as Wade said, "Maybe [those] two will want to continue debriefing... at Guantanamo [Bay]." ______________________________ _____/S. MISSION 8: AZTEC COMPLEX;\_________________________________________ /=====\_____TEOTIHUAC¡N, MEXICO______/=========================================\ AHEM: In order to access this mission, you must complete all eighteen levels on the Secret Agent difficulty level. And the spell-check I used spelled it TEOTIHUAC¡N¡N-- one ÁN too many. The Drax Corporation has been conducting space shuttle experiments that haven't been authorized, and NASA is upset. Bond is sent to investigate. ----- Starting items: 1. PP7 with 100 rounds 2. 3.5" floppy disk with guidance data ----- BODY ARMOR: All agents-- even 00 Agents-- can pick up the sole piece of full armor. It's located in the vents past the exhaust bay, patrolled by a drone gun. ----- This mission is considered to be the most difficult of all (according to Nintendo's guide), but if you take your time and practice this level a bit, this can be a piece of cake. This stage has an infinite number of Moonraker Elites (troops) and a giant thug named Jaws (from "The Spy Who Loved Me" and "Moonraker", played by Richard Kiel, who was recently in the Adam Sandler film "Happy Gilmore"), making this a tough level indeed. Luck will play a major role in this level, ESPECIALLY after uploading Q's guidance data. To start, take care of the first three guards-- get rid of the one on the right first-- in the chamber where you start. Even on the Agent level, don't be surprised to find yourself with half you life gone. After taking care of this trio of misery, open the stone door (in front of start, which will be lighter in color). Now, you have to take care of the first guard you see. Slowly peek out to the right, taking care of the first guard you see. After that one's gone, two more guards will arrive from the opposite side of the hall. When dead, you can pick up the extra ammo-- maybe even a grenade if you're lucky enough. After those cronies are dead, retreat back to the entrance where you opened the stone door (which is why you need to pick up whatever AR33's you can [zooming feature]): There's a guard hiding behind steel crates in the distance (the AR33 can penetrate through the crates and hit him, so you don't NEED to aim for his head). There are another two guards hiding behind more crates; Make sure that you slink slowly on the left-hand side of this, just far enough that you can just the elbow of that guard; Kill or injure him, and quickly move up the small staircase and onto the platform on the right side of the room. If you reach the stairs, neither of these two guards should fire, so you can just dispose of them. And it gets easier from here... I promise! Now, pick up the ammo-- and inactive grenades if they had dropped any-- and move forward. Just be sure you don't drop down, or you'll kiss the Double Laser cheat good-bye (for the time being-- you can always try again). In the next room, there will be four or five sentries. Draw them out and kill them. After all are gone, advance to the third cove on the left and activate the computer. Now, enter the hallway. Kill all guards in the hallway. When you reach the end of the second set of guards, there will be two more in the room that follows; If you have a grenade, throw it, otherwise you'll have to lure them to their doom. Next, blow up the COMPUTER ON THE LEFT, and there is a very good reason for this: If you go straight and not take an alternate path, you'll be safe from the drone guns. But, once you enter that room with that "table and chair" set, the exhaust bay will open for a test firing, so GET YO' ASS OUTTA THERE IMMEDIATELY! Again, take the left vent, go straight, and destroy the surrounding drone guns. If there are any guards around, kill 'em. Follow the hall as far to the right as you can and pick up the body armor. Now, proceed to the next room. Before entering, you need to take care of three of the four drone guns in the launch bay. Enter the room and run forward and to the left; You can take care of the four sentries and the remaining drone gun. Be aware that more sentries will appear from the vent opposite where you entered. Once all those guards have been clear, you should make your way up the ladder you see in the room: It will lead you to a computer terminal. Considering you followed my instructions, you should just walk up to it and press B. That done, drop back to the main floor and enter the vent on the left. Go downstairs, and get Jaws' attention. Which brings us to our first objective... ______________________________ __________/a. Reprogram shuttle guidance\_____(All agents)___________________ /==========\______________________________/====================================\ After meeting Jaws, attract his attention, and dispose of him. The best way to do this is run around and get to the point where Jaws is standing his guard. Kill Jaws-- Agents can take care of him with a single 30-bullet AR33 magazine and even a sole grenade, if available to the player-- retreat to the same room (just be sure that you have closed the exhaust bay door-- a ladder in the launch bay will lead you to it) and open the mainframe (a control module will be on the side of the alley). When you reach the computer room, open the glass. Go to the pause menu and select `GUIDANCE DATA` (a 3.5" floppy disk). Go up to the disk drive and press Z. Q's guidance data will be uploaded, and NASA will be glad. Oh, on the table next to it, pick up the DAT. __________________ __________/b. Launch shuttle\_____(All agents)_______________________________ /==========\__________________/================================================\ You know the DAT I told you about? You'll need it to launch the shuttle. BUT... You will be faced with several guards coming from whatever routes are needed to reach you. Whip out that laser of yours and fire away. Open the terminal that will lead you straight to the launch bay, making sure that you close the door behind you-- you certainly don't want to have unwanted company, do you? Just retrace your steps to the launch bay (via the exhaust bay). When you reach the other end, go to the right and walk up to the computer mainframe. Go to the pause menu and select `LAUNCH PROTOCOL DATA`; Press-- you guessed it-- Z. Move from the computer and up the ladder you used to close the exhaust bay and-- provided it's still closed, since you can do this first-- open the exhaust bay. The countdown will hold at T-10 seconds until the exhaust bay is completely open. If the computer mainframe that led you to the launch bay throughout the exhaust bay is destroyed, from the room where you uploaded Q's data, go to the room ahead. Fall down and make your way to the launch bay. Kill whoever you need, and enter the launch room. Just take care of the launch as described above. _____________________ __________/c. Cheat information:\_____(Secret agent, 9:00)___________________ /==========\_(2x) Moonraker Laser_/============================================\ This is harder, since you have to move quicker in order to get it. But, even if you don't beat the nine-minute deadline, beating this level on Secret Agent awards you the Moonraker Laser cheat. ----- PRIORITY: A, B. Just make sure you go through the exhaust bay. It'll make your job much easier. MISSION ACCOMPLISHED: The shuttle will launch. ____________________________________ _____/T. MISSION 9: SCARAMANGA'S SHRINE;\___________________________________ /=====\_________EL-SAGHIRA, EGYPT__________/===================================\ AHEM: In order to access this mission, you must beat all nineteen levels, including the Aztec level, on the 00 Agent difficulty level. I can't think of any real background for this one. My apologies. ----- Starting items: 1. PP7 with 100 rounds ----- BODY ARMOR: Two pieces of full armor, available to all ranks-- even 00 Agents. They are found in the exit from the Golden Gun room, and where you'll meet Baron Samedi for the third (and final) time. A new record for 00 Agent-level body armor... THREE STAGES! __________________________ __________/a. Recover the Golden Gun\_____(All agents)_______________________ /==========\__________________________/========================================\ From the start, kill the first two guards, and move to the next room. Run into the hall on the right, and move to an isolated room on the left. Get far enough into the room, and follow this path: +--+--+--+--+--+--+--+--+--+--+--+--+ |DG| | | | | |DG| | | | | | +--+--+--+--+--+--+--+--+--+--+--+--+ | | | | | | | |10| 9| 8| | | +--+--+--+--+--+--+--+--+--+--+--+--+ | | | |GG|16| |12|11| | 7| | 1|1,000% Sets the lifespan of all other characters than yourself. Default is 100%. ----- ENEMY DAMAGE: 0%<------------------------->1,000% Sets how much damage the enemies' firepower deals. Grenades and other explosives deal the same damage as they normally would and are not affected, as are drone guns. Default is 100% ----- ENEMY ACCURACY: 0%<------------------------->100% Sets how accurate enemy soldiers are. Please be aware that this applies ONLY to soldiers, troops, etc. Drone guns are not affected by this, and have normal accuracy. Default is 10%. (By the way, this only refers to their accuracy when attacking James. They will be as accurate as normal when attacking others. So, no, you cannot set the accuracy to zero and have them miss any hostages [or Natalya at the Janus base]-- they're all toast regardless.) ----- ENEMY REACTION SPEED: 0%<------------------------->100% Sets how fast the enemies react to your presence, your shots, and the hits they take. Default is 0%. ________________ /14. MULTIPLAYER\____________________________________________________________ /\________________/============================================================\ Even hardened spies like James Bond have to take a break from killing lots of guards and protecting the world from a never-ending threat of some diabolical scheme. Just grab a friend/relative, or two, or three, and have lots of fun killing each other. "tis bloody, good fun, i'tis! ________________ _____/A. MAIN OPTIONS\_______________________________________________________ /=====\________________/=======================================================\ What you can tinker with when you decide to play a death match. Defaults are marked with an asterisk with no number attached (*). ___________ __________/a. Players\_______________________________________________________ /==========\___________/=======================================================\ Scroll: ... 2 > 3 > 4 >... (Default depends on number of controllers currently plugged in your N64.) The number of players participating. You cannot have computerized players. _____________ __________/b. Scenarios\_____________________________________________________ /==========\_____________/=====================================================\ Now, that you've decided who's playing, you have to decide how to play. 1. NORMAL*: Just your regular battle. Highest number of points (kills minus suicides) wins. That's all there is to it. 2. YOU ONLY LIVE TWICE: Self-explanatory. Last player standing wins. (Can't alter game length.) 3. THE LIVING DAYLIGHTS: An interesting way to play. There is a flag within the selected arena. Whoever holds it for the longer than the others wins, making ties almost impossible. Number of kills scored is not a factor. A couple more things: The person holding the flag is a sitting duck: They can't pick up or use weapons, nor can they pick up any extra body armor; And the player with the flag is a blue blip on the radar. (Game length can only be five, ten, or twenty minutes, or unlimited.) 4. THE MAN WITH THE GOLDEN GUN: There is one Golden Gun in the arena, and only ONE player can have it at any given time. If you have it, you will not only have a truly powerful gun, and can pick up other guns, but you can't pick up any body armor. This is a VERY fair penalty. The player with the Golden Gun will appear as a blue blip on the radar. (Can't alter weapons.) 5. LICENSE TO KILL: My personal favorite way to play. Every hit, even if it's from someone's bare hands, is a kill. Even if you're wearing body armor, if you get hit, YOU'RE DEAD! (Oh, you're also dead if you feel any of the heat from an explosion. Yet, you can't die from inhaling smoke residue from an explosion. Odd...) 6. 3 vs. 1/2 vs. 2/2 vs. 1: Team mode. 2 vs. 1 is only available on 3-player; 2 vs. 2 & 3 vs. 1 are available on 4-player. This game splits the player into two teams: Red & Blue. In X vs. 1, the solo player is always the Blue Team ("blue player" would be much more accurate). This also poses some interesting play: In X vs. 1, Blue is against a group, but (s)he has a distinct advantage: That player has three targets going after him, and each KILL scores (he only has to kill ONE to score; Killing the other members results in members equaling points-- killing all three members scores three points). Another thing: Killing a teammate counts as a suicide. Only problem I have with the team games is that there's no "2 vs. 1 vs. 1" option. __________ __________/c. Levels\________________________________________________________ /==========\__________/========================================================\ Screen: RANDOM >< TEMPLE >< COMPLEX >< CAVES > < LIBRARY >< STACKS >< BASEMENT >< FACILITY > < BUNKER >< ARCHIVES >< CAVERNS >< EGYPT Now, you'll have to decide where to play. Arenas 1 through 6 are free, while arenas 7 come 11 have to be earned. 1. TEMPLE: A good choice for anyone. Its many wide-open chambers makes for good shoot-out conditions when full of gunners. Only problem is that you can't crush your opponents under those giant pillars. 2. COMPLEX: This level is as it's name implies-- complex in design. The arena's many steel floor paths make good perches for those keeping a low profile; Its got a couple of nice hidey holes for ambushing those who least expect it; And its many narrow paths make for good explosion targets. 3. CAVES: This arena is dark and confusing. Even brightly-colored people like Boris are hard to see in these dank caverns. Best suited for experts, or those who are grown-up enough not to be afraid of the dark. 4. LIBRARY (STACKS & BASEMENT): Three arenas in one! The library contains both the stacks and the basement. See below for details. 5. STACKS: Another arena that has plentiful wide-open areas. There are some hidden doors and narrow passageways that lead to potential ambush spots for all. No explosives are safe, and all paths can be carefully scrutinized from above. My brother has aged the Hell out of this arena, so I don't like it much at all. 6. BASEMENT: Like the caves, but less likely to get lost. Suits pairs well, as it can become total chaos with any more than two. 7. FACILITY: This is one of the smallest arenas, which make it perfect for 2P matches; It's also good, albeit confining for foursomes. And, because of its many walls and rooms, this one makes perfect play for explosives freaks... perhaps TOO perfect, as they can keep one play at bay for the whole round. This is, unfortunately, the only earned level that four can play in. 8. BUNKER (accessed from Bunker 2): Another one you can get lost in, this is one of the biggest arenas. Best for ménages · trois, as it keeps everything close. 9. ARCHIVES: Another 2P-friendly arena, this could be considered an offspring of the Facility. All crates in this arena are explosive, as anything strong enough to destroy one can score some quick damage (and even quicker kills if playing "License to Kill"); Crates resurrect when blown up. This one has about as many rooms as the Facility, but almost all of them are open. No 4P matches, unfortunately, but 3P matches are fine. 10. CAVERNS: Best suited for trios. There are a few rooms here that can be navigated through. But those who cower in certain areas are doomed to die as they might find themselves with no way of escape. Pyromaniacal players will definitely like this as well. Again, thanks to those bastards at Rare, no 4P matches can be done here. 11. EGYPT: 2P matches only, unfortunately. Worse yet, this level is too damn big for only two players. Of all things, you'd expect the last to be the best, but it turns out to be the worst. Isn't it ironic? This arena, alone, may have covered the programmers at Rare to have egg on their faces. So, to clean up, they need to be "egg-wiped". (Thank you, Red Skelton!) ____________________ __________/d. Character select\______________________________________________ /==========\____________________/==============================================\ Who do you want to play as? Note that some of the names have been condensed to make their names fit, and also make this list more consistent. Bond*1P >< Natalya*2P >< Trevelyan*3P >< Xenia*4P >< Ourumov > < Boris >< Valentin >< Mishkin >< May Day >< Jaws > < Oddjob >< Baron Samedi >< Rus. Soldier >< Rus.Infantry >< M. Scientist > < F. Scientist >< Janus Marine >< Heli. Pilot > < Civilian >< Civilian >< Civilian >< Civilian > < Janus Sp.Fcs >|<-4><-3><-2><-1>| <±0>*|<+1><+2><+3><+4>|<+10 Obviously, if you choose to play with -10 health, you MUST have a serious death wish. Even with body armor on, if you take a single hit to the head-- even if it's from that puny Klobb-- off to the morgue with ye! But let's see how these handicaps measure up... Hdcp Damage/Life -10 1,000%/10% -4 292%/34% -3 222%/45% -2 167%/60% -1 133%/75% ±0 100%/100% +1 +2 +3 +4 +10 10%/1,000% ___________ __________/h. Control\_______________________________________________________ /==========\___________/=======================================================\ You get to set up the controller the way you want to. The double-controller set-ups are available in 2-player matches only. 1.1-Honey* ><1.2-Solitaire>< 1.3-Kissy ><1.4-Goodnight> < 2.1-Plenty >< 2.2-Galore >< 2.3-Domino ><2.4-Goodhead __________ __________/i. Aiming\________________________________________________________ /==========\__________/========================================================\ Allows you to choose from four settings. Having auto-aim on should only be used for less experienced players, while having neither auto aim nor the crosshairs on is experts-only. Scroll: (Auto-Aim/Sight) ...On/On*> On/Off> Off/On> Off/Off>... Unfortunately, the way your aim control is set up in the main game can't be changed from player to player. All who play MUST agree on whether they want to toggle their crosshairs (R to aim; R again to move) or hold (when R is pressed, the crosshairs are on). __________________________ _____/B. MULTIPLAYER PAUSE MENU\_____________________________________________ /=====\__________________________/=============================================\ Brief description of the menu you'll see when you press start. LOSSES >< KILLS >< SCORES* >< PAUSE >< EXIT Shows who Shows who Total points Press A to Quit game. has killed you have by all pause game Asks for you. Counts killed with players. confirmation suicides a number (Kills minus as well* of scores suicides) *You will see a number in red showing suicides, as well as times killed by a teammate. Yes, getting killed by friendly fire counts as a suicide. And, of course, your score gets chopped down by one per suicide. __________________________ /C. MULTIPLAYER STRATEGIES\__________________________________________________ /\__________________________/==================================================\ Please be aware that for the free levels, I can't really draw the maps out for you (not even in ASCII). However, I WILL point out some strategies. 1. STUDY THE LEVELS: Just grab another controller and play against a dummy player (in other words, leave the second controller alone). This way, when playing against experts, you'll know where they'll pop up. 2. PLAY DEFENSIVELY: There are two ways to put up some brilliant defense: 2a. If someone's going after you, make a run for some body armor. This way, you'll have extra protection from whoever's going after you. You'll just have to make sure that you don't die before you reach it. 2b. Don't be afraid to shoot the body armor. Shooting the armor will cause it to weaken and, thus, whoever grabs it won't be heavily protected. Hopefully, YOU won't the one to pick it up. 3. DON'T FORGET TO RELOAD: This is another crucial element in the game. Should you forget, you'll be at a disadvantage. _________________ /15. CHEAT OPTIONS\___________________________________________________________ /\_________________/===========================================================\ As mentioned in the chapter above, completing some of the missions will give you cheats, provided you finish them meeting certain conditions. The earned cheats are listed below in order of how they show up on the cheat menu. ______________________ _____/A. EARNING THE CHEATS\_________________________________________________ /=====\______________________/=================================================\ Invincible (Facility, 00 Agent, 2:05, all modes) The hardest cheat in the game offers a good insight of what would happen if you could survive, but it's not all that great. It can be used in Multiplayer games, but only to see how bloodied up you can get your opponents. Overall: OK. ----- ALL GUNS (Egypt, 00 Agent, 6:00, 1P only) You can now use all weapons, including some you can't normally use. Sadly, you can't use this cheat in Multiplayer. Overall: Good. ----- INVISIBLE (Archives, 00 Agent, 1:20, 1P only) Allow you to use the stealthiest maneuvers available-- being totally invisible. Although the guards can't see you, you can still be picked up by cameras and drone guns-- infrared technology exists, you know. ----- INFINITE AMMO (Control center, Secret Agent, 10:00, all modes) This will fill your reserve ammo up to its maximum. However, with it on, you cannot pick up boxes of explosives, although picking up a thrown grenade will instantly give you, the player, a limitless supply of the balloon-shaped bomb. ----- DONKEY KONG MODE (Runway, Agent, 5:00, all modes) Turns everyone into what looks like Donkey Kong. No doubt about it, it's the easiest cheat to get, AND it's fun! Hey, I think seeing oversized heads on miniaturized bodies is fun. ----- TINY BOND (Surface 2, 00 Agent, 4:15, 1P only) Makes 007 a waist-high version of himself. "Hey, buddy! Nice ass!" ----- PAINTBALL MODE (Dam, Secret Agent, 2:40, all modes) Instead of seeing bullet holes left when you fire a gun, you get to see a nice variety of colors. And you might wonder, "I never thought Bond was a Vulcan." ----- MAGNUM (Finish the Cradle on Agent, 1P only) You're given the Cougar Magnum. ----- LASER (Finish the Aztec level on Secret Agent, 1P only) You'll start a mission with a single Moonraker Laser. ----- GOLDEN GUN (Finish Egypt on 00 Agent, 1P only) You'll start a mission with the godly Golden Gun. ----- SILVER PP7 (Train, 00 Agent, 5:25, 1P only) You'll start a mission with a silver-cast version of Bond's PP7, it also has the penetration power of the Cougar Magnum, but this one's much faster. ----- GOLD PP7 (Cradle, Agent, 2:15, 1P only) You'll start a mission with a gold-cast version of Bond's PP7, but this one has close to the power of the Golden Gun, but has a 7-bullet clip. ----- NO RADAR (Frigate, Secret Agent, 4:30, Multiplayer only) Turns the radar in multiplayer off. For some strange reason, even though it works only on Multiplayer, the menu will say "Cheat Mission Select". ----- TURBO MODE (Silo, Agent, 3:00, all modes) Make the game faster. Best used with three or four players in the multiplayer mode, as that slowdown can be a bear. ----- FAST ANIMATION (Statue park, Secret Agent, 3:15, 1P only) Shows death, motion, and cinema animations at about double speed. It's good for a laugh. One word of warning: If you are immediately under attack (like on the antenna cradle), you'll probably be down to 50% life before you get a chance to attack. ----- SLOW ANIMATION (Depot, Secret Agent, 1:35, 1P only) Shows death, motion, and cinema animations at about half the normal speed. If Fast Animation is also turned on, this takes advantage. It's also good for a laugh. Fire at the guards fast enough, it looks as if they're dancing-- you can hear the Bee Gees' "You Should be Dancing" in the background.... ----- ENEMY ROCKETS (Streets, Agent, 1:45, 1P only) This should be considered an anti-cheat, since it doesn't give you any advantages over the enemy. Instead, most of the enemy guards will carry rocket launchers. It's good if you want a challenge... or have suicidal tendencies. ----- 2x rocket launcher (Bunker 1, 00 Agent, 4:00, 1P only) You'll start a mission with twin rocket launchers. ----- 2x grenade launcher (Surface 1, Secret Agent, 3:30, 1P only) You'll start a mission with twin grenade launchers. ----- 2x RC-P90 (Caverns, 00 Agent, 9:30, 1P only) You'll start a mission with twin RC-P90's without having to pick them up. ----- 2x throwing knives (Bunker 2, Agent, 1:30, 1P only) You'll start a mission with throwing knives, and will start with 10 of them. It's not worth the trouble... really! ----- 2x hunting knives (Jungle, Agent, 3:45, 1P only) Difficult cheat that's not worth the trouble. Perhaps the worst "cheat" in the game, hands down! ----- 2x laser (Aztec, Secret Agent, 9:00, 1P only) You'll start a mission with twin lasers. ----- AHEM: You can only get the Agent/Secret Agent cheats on those difficulty levels only. You CANNOT earn an Agent-level cheat on Secret or 00 Agent ranks, and you CANNOT get a Secret Agent-level cheat on 00 Agent. ______________________ _____/B. PUSH-BUTTON CHEATS\_________________________________________________ /=====\______________________/=================================================\ During the first version of this document (which, if you remember, took nearly two years to write), I had crept onto Nintendo's official website on April 3, 2000. I had read that there had been push-button codes, but, since it was around that area, I had skepticism: These codes were obviously April Fools' jokes. I tried them once, but found them to be ineffective. I looked up Game Sages and found the same thing. This time, I had tried a code that was listed, and it worked! My God! I was skeptical only to find out I was WRONG! WAAAAAHHHHH!!!!! I WAS WRONG!!!!! While I'm still wallowing in self-doubt, here is the list of push-button cheats. The key: ^v<> = Arrow pad; C^, Cv, C<, C> = C buttons; L/R = Left and Right shoulder buttons. Note that each space means to release the buttons. ____________________ __________/a. Main game cheats\______________________________________________ /==========\____________________/==============================================\ You can enter these codes when you're in action. Note that these codes must be reset if you leave a stage. ----- INVINCIBLE: Lv RC> RC^ L> LCv RC^ L> Rv L< LRC> You can now act like Boris and shout, "I AM EENVEENCEEBLE!" ----- ALL GUNS: LRv LC< LC> LRC< Lv LCv RC< LRC> R^ LC< All the main weapons are your for the using. ----- MAX AMMO: LRC> R^ Rv Rv LRC> LR< Rv R^ LRC> R< You ammo will be maxed out, but not infinite. ----- LINE MODE: RCv LRv L> RC^ LRC> R^ Lv L> RC< RC^ Turns everything into a wireframe mode. Unfortunately, it's virtually unplayable, since that all that you see. ----- INVISIBLE: RC< LRC^ LR< LR^ R^ LC< RC^ LCv LR< R> You're invisible. "Nuff said. ----- INVISIBLE IN MULTIPLAYER (Oh, joy!): LC^ LRC< R^ LC> RC< L> LRC< LC> L^ LRCv Ladies and gentlemen, children of all ages... you can now use invincibility in the multiplayer game. The bad news: You have to re-enter the code when your character dies. More good news: You can enter the code when the game is paused. More bad news: EACH PLAYER has to enter the code in order to have a REAL multiplayer hoot. _____________________ __________/b. Extra stage codes\_____________________________________________ /==========\_____________________/=============================================\ You have to enter these codes on the main menu for a single file (where it says "Select Mission", "Multiplayer", and "Cheat Options".) A beep confirms the code was entered correctly. Now, go warp ahead to these levels, cheap ass. If you are a REAL agent worthy of the rank 007, go beat them all without warping. CHEMICAL FACILITY: LRC^ RC< L< RC^ L< RCv LC> R> LRC^ L> RUNWAY: LR< R< LC^ L< RC^ RCv RC> R> Lv RC< SEVERNAYA SURFACE 1: RC< LRC^ L< R^ R< L^ RCv L> LC> LRv SEVERNAYA BUNKER 1: LCv R> LC> RC< LCv LR< LC> LR^ RC> L^ MISSILE SILO: L^ RCv L< Rv LC< LRC> LC^ R> R> RC> LA FAYETTE: RC^ Lv RC> L< LR^ LRCv RC> R^ LRCv R^ SEVERNAYA SURFACE 2: LCv LRC> RC> RC^ RC< L> LRC^ LC^ LRv LC> SEVERNAYA BUNKER 2: Lv Rv LRC^ L< LR> LC< R> LC^ L< LCv STATUE PARK: LRCv LRCv L> LR< R< RC> LR< RC^ RCv R> GRU ARCHIVES: R< LR^ LRCv R< LRC> L< LR> LRCv L^ RCv ST. PETERSBURG: LRC< LC> L^ LRCv RC> RCv R< RCv RC^ Lv MILITARY DEPOT: Lv Lv RCv LC> LR> RC< Lv LC< LC> L^ EASTBOUND TRAIN: R< RCv RC> LR< L> RCv L< LRC< L^ LC^ CUBAN JUNGLE: RCv R< LR^ R> Rv Rv R^ RC< RC^ LR< CONTROL CENTER: LCv Rv L> RC> RCv R< R< RC^ R< LRC^ WATER CAVERNS: Lv RCv LR^ L> RC^ RC< R^ LC< L^ RC< ANTENNA CRADLE: LRC^ L< Rv Lv LC^ Lv R> RC^ LC< R> About these codes, you must enter each code in sequence. You can't automatically warp to the cradle if all you have available is the dam. _________________ __________/c. Cheat options\_________________________________________________ /==========\_________________/=================================================\ Well, well. This might be what separates the men from the others. You can obviously earn these cheats and get some self-respect from yourself, or you can be a wussy man and enter these codes. They will be saved to the cart, so don't use these unless you don't want to go through the torture of earning them. INVINCIBLE: R< Lv < ^ v RC< LC< LR< LR> LC< ALL GUNS: v < C^ > Lv L< L^ C< < Cv INVISIBLE: LRC< LRCv LC< RC< R> LR< L> < LRC< Lv INFINITE AMMO: LC< LR> C> C< R< LCv LR< LRCv L^ C> DONKEY KONG MODE: LR^ C> R< R^ ^ R> ^ LRCv LRv LRC< TINY BOND: LRv Rv LCv < RC< LRCv > v RCv R> PAINTBALL MODE: L^ C^ R> LRC< L^ RCv LCv LRCv LR^ LCv SILVER PP7: L< LR^ L> LR^ LRC< LR< LRv Cv LR> LR< GOLD PP7: LR> LRv L^ LRv C^ R^ LR> L< v LCv NO RADAR [MULTI]: R^ Cv C< C^ Lv R^ C< > R< R> TURBO MODE: Lv LCv LR^ RCv < Rv LCv ^ Rv L> FAST ANIMATION: LCv LC< Cv C> < LR> C> LR^ RC< L< SLOW ANIMATION: LR< LR< LRv LR< C> LRv LRv Lv C< C^ ENEMY ROCKETS: LRCv C< RCv Cv Cv LRCv LR^ Cv R^ L^ 2X ROCKET LAUNCHER: R> L^ v v RCv L< LC< R^ Rv RC< 2X GRENADE LAUNCHER: Rv R^ > LRCv L> R< < v ^ RCv 2X RC-P90: ^ > L< Rv L^ LC< L< C> C^ LRv 2X THROWING KNIVES: RC< L< ^ LR> > LRC< LRC< Rv R< RC< 2X HUNTING KNIVES: RCv L> RC< R> LR> LR^ Lv R< L> LC< 2X LASER: L> LRC< Lv R< Rv L> C^ > R> LR^ ____________________ /16. OTHER QUESTIONS\________________________________________________________ /\____________________/========================================================\ Here is a list of some questions you might (or might not) have about the game, and some that have been thrown in for a broader knowledge of the man who is James Bond, the license to kill, and the weapons that made Bond such a hot commodity. _____________________ _____/A. GENERAL QUESTIONS\__________________________________________________ /=====\_____________________/==================================================\ Q: How close to the film(s) is GoldenEye? A: There are some noticeable flubs in the translation from the film to the game. I can't point everything out, but I have found a site on the net that shows what's been tampered with. ----- Q: Who created James Bond? A: Ian Fleming. His first book was "Casino Royale"; David Niven and Peter Sellers played Bond in the film and Woody Allen played the bad guy. The film was intended as a satire and not a serious spy movie. Other famous people in the film include Orson Welles and Ursula Andress, the original Bond girl. ----- Q: How many actors have played James Bond in the movies? A: At least six. The list of Bonds and their respective fields... {4} 1. Sean Connery: Dr. No (1962) From Russia, with Love (1963) Goldfinger (1964) Thunderball (1965) You Only Live Twice (1967) Diamonds are Forever (1971) Never Say Never Again (1983) 2. David Niven: Casino Royale (1967) 3. George Lazenby: On Her Majesty's Secret Service (1969) 4. Roger Moore: Live & Let Die (1973) The Man With the Golden Gun (1974) The Spy Who Loved Me (1977) Moonraker (1979) For Your Eyes Only (1981) Octopussy (1983) A View to a Kill (1985) 5. Timothy Dalton: The Living Daylights (1987) License to Kill (1990) 6. Pierce Brosnan: GoldenEye (1995) Tomorrow Never Dies (1997) The World is Not Enough (1999) ----- Q: Who's the author's favorite Bond character? A: Q, played by the late Desmond Llewelyn. (Please read the end of this document.) ----- Q: Who were the Lienz Cossacks? A: According to the film, the Lienz Cossacks were people who, in World War II, lived in Russia and betrayed said mother country by siding with Germany-- you know-- the country that futhermucking Nazi named Hitler ruled. These guys were traitors against the Russian government... kinda like the British Torries against the Americans in the American Revolution. And we all know what happened to Hitler. Right? He didn't get his in the end, but... I guess you could say that his death was a real headbanger.... ----- Q: Moneypenny asks about "Quetzalcoatl ringing a bell". What is Quetzalcoatl? A: Quetzalcoatl is a who, not a what. So, would Quetzalcoatl be on first? Actually, Quetzalcoatl is a Central American figure. You can actually copy this link to your browser's `LOCATION` bar and get quite a plethora of pages on it (just be sure to remove any wasted spaces): Also, you can view a picture of Quetzalcoatl at or <../quet2.jpg> (the former shows detail of the god). {8} ----- Q: What, exactly, is Teotihuac·n? A: A valley in Mexico-- the stand out feature is the Pyramid of the Sun. You thought pyramids existed only in Egypt, didn't you? Well, so did I. {5} Teotihuac·n was a very populace and influential metropolis-- 100,000 around 600 AD. Complete with temples, shopping centers, farms, among other features. Around 650 AD, the valley wound up a ghost town. This is just the Readers Digest condensed version of the city's history. You can pick up more information on the 'net. __________________ _____/B. GAME QUESTIONS\_____________________________________________________ /=====\__________________/=====================================================\ Q: Can I get into any of the vehicles in the game? A: Other than tanks, no. (You will use the plane to escape from the runway, but you're never given any control of it.) ----- Q: Is it possible to fail an objective I have already completed? A: Yes. They are: 1. Trevelyan dies in the blast from your mines after rendezvous'ing with him. This is in the facility level, obviously. 2. Shooting off the tracking bug after planting it on the Pirate on the La Fayette. {7} 3. Firing at Mishkin's guards at the gates of the Statue Park 4. Accidentally killing Natalya after you find her in the archives. ----- Q: But is it possible to succeed on a mission after initially failing it. A: Only with the Infinite Ammo on. Wasting a tracking bug by throwing anywhere except the helicopter will fail the mission. Since the Infinite Ammo cheat IS on, you can throw another one on the helicopter and, eventually, succeed in doing so. {7} ----- Q: If I have to neutralize the alarms on the dam, or destroy the cameras on the surface and bunker stages, is the mission a failure if the alarms are triggered or if the cameras spot me? A: No to both. However, there WILL be a load of guards, wearing snappy black suits, going after you. My best advice to you: RUN!!! ----- Q: How can I get to use two weapons at a time? A: You have to kill a guard who is holding two guns. This is the only way I've been able to do it. ----- Q: Does killing Boris in the first bunker stage alter anything about the Janus Control Center stage? A: No, but you won't be praised for it, either. (You mission will be a failure if you kill him or allow him to escape in the first bunker stage. This only applies to 00 Agents.) ----- Q: Can I be spotted by a camera if a door is open, or through a window? A: Yes, you can be spotted through an open door. And, yes, you can also be spotted through glass, but not the windows on those automatic doors. ----- Q: If I am spotted in the Bunker levels, what happens? A: You'll be given all the guards you can handle. They usually come in groups of three, but there will be lots more to replace the ones you mow down. ----- Q: In the bunker missions, what's that Russian mumbo-jumbo translated in English? A: I'm assuming that the programmers don't know a lick of Russian. But with the help of a dictionary, I can give a rough translation. That Cyrillics, when translated to English, read as follows: "Felon armed"; "Severnaya"; "Location". ----- Q: Are those scientists REALLY immune to that nerve gas in the facility? A: Yes, but they aren't scientists. They're actually aliens from another planet, which explains their immunity. ----- Q: Why do the guards die if they even get warmed by an explosion? A: They're stereotypical. Does that answer your question, people? ----- Q: Is it possible to regain lost health? A: Nope. You can get protection from body armor, but you cannot refill your life bar back up to 100%. This is why you have to play defensively. ----- Q: Why can't I pick up certain pieces of body armor? A: Either you don't need it, it'd provide less than what you have, or it could possibly be damaged beyond use. ----- Q: Is there any way to pass off armor to Natalya? A: Nope. ----- Q: Why the Hell do I even have to protect Natalya? A: Bond had to protect her in the movie. So you have to protect her in the game, too. Easy as that. ----- Q: Why can't Bond fall? A: Programmed that way. Until the cradle. That's the only place you can fall to your death. The only other two places where Bond can fall are in the Aztec temple (within the second chamber) and in Egypt (after retrieving the Golden Gun). _________________________ _____/C. MULTIPLAYER QUESTIONS\______________________________________________ /=====\_________________________/==============================================\ Q: Is there any way to speed up multiplayer games? A: There are two. Earn and use the Turbo Mode cheat, or set the Ratio option (in the 1P pause menu), and set it to 16:9. I feel that the 16:9 ratio DOES help the game run at a smoother pace. ----- Q: Why aren't all the arenas open in 3P and 4P games? A: I have no idea. As a guess, the programmers might have thought that the detail in each would have bogged the game down too much. ----- Q: Can I select specific weapons in multiplayer? A: Sadly, no. If anything, I would've included "All Explosives", which would be nothing more than mines, grenades, rockets, and grenade launchers. ----- Q: Why the heck does the invincible cheat work in multiplayer, but not invisible? A: Don't really know. A STUPID mistake on the cheat programmers' part, maybe? ----- Q: Can I use other levels in multiplayer? A: Only with a Game Shark. I haven't used one, so my answer is no. ----- Q: What is the highest tally the kill count can reach? A: Don't ask, "cause I'm not even gonna try. All I know is that it's at least in the triple-digit range. (I've gotten the tally up to about 101, and that's as far as I am willing to go.) I'm not even gonna try to see how high the count goes before looping back to zero. ----- Q: What do all those classifications at the end of a match mean? A: Here, alphabetically... {2} AC -10 Award: You're an armor hog. Double Kill: You killed two players at one time. Lemming Award: You're the suicide king/queen (a bad thing, indeed). Marksmanship Award: You had a very high hit percentage. Most Cowardly: The most cowardly award is when a guy is near your area, you run away from all enemies. (sic) {6} Most Dishonorable: You're a backstabber... literally! Most Frantic: You ran like there is no tomorrow. Most Honorable: You fought with honor. Triple Kill: You killed three players at one time. Quad Kill (Doh!): Nice going. You killed everyone at the same time. Quite appropriate, that "Doh!". But you got two points out of the deal (that's three kills plus one suicide, pal.) ___________________________ /17. SUBMISSIONS & COMMENTS\_________________________________________________ /\___________________________/=================================================\ If you have any submissions, strategies, comments, insults, or other stuff you have to offer, you can currently E-mail me at . Be aware that a response is never guaranteed. Also, if you submit, I-- and I alone-- have the choice of what gets added or not, AND you are also agreeing to give me the right to edit the submission. _____________________________________ /18. CREDITS, RECOGNITIONS, & TEN Q's\_______________________________________ /\_____________________________________/=======================================\ Where I thank the people who have helped and offered info. Information gathered from outside sources will be listed in braces {xx}. Nintendo & Rare: Making and releasing this game. MGM/United Artists: For making the film. KNBC (NBC4, Los Angeles): For airing the film on local TV (where I got quotes from the movie) My brother James: For his help. Everyone who has a Nintendo 64 and played/own this game: For making this game the smash hit it is today. {1} For the weapon names: The Predators (Usenet post) {2} For multiplayer classifications: Countless others. {3} Galen Tatsuo Komatsu : Formatting information (suggesting the line containing .,;:'") {4} Internet Movie Database 1. James Bond filmography 2. Names of Bond girls used as controller options {5} New Grolier Multimedia Encyclopedia, 1994 Information on Teotihuac·n {6} "Locke" "Most cowardly" classification. {7} Matthew Austin For reminding me about the land mines in the Streets of St. Petersburg mission. "Mad scientist" information. Failure<-->Success switch for the La Fayette. {8} "Quetzalcoatl: The Man, the Myth, the Legend" Information on what Miss Moneypenny refers to in her words of wisdom to James in the Aztec level. ________________ /19. IN MEMORIAM\____________________________________________________________ /\________________/============================================================\ Well, in the time it took me to write the first public release of this FAQ (which should be close to the amount of time Rare used in making this game), sad news rocked the James Bond world. Desmond Llewelyn, better known as Q among the James Bond crowd, was killed in a car accident on 1999.12.19. This FAQ is written with condolences to his family, friends, and co-workers. Desmond Llewelyn, 1914-1999. (For more information on his filmography, visit