GoldenEye 007 Walkthrough :
This walkthrough for GoldenEye 007 [Nintendo64] has been posted at 26 Feb 2010 by ocimad and is called "00 Agent Guide". If walkthrough is usable don't forgot thumbs up ocimad and share this with your freinds. And most important we have 18 other walkthroughs for GoldenEye 007, read them all!
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Walkthrough - 00 Agent Guide* -------------------------------------------------------------------- * _____ __ __ ____ ___ ___ __________ / ___/__ / /__/ /__ ___ / __/_ _____ / _ \/ _ \/_ /_____/ / (_ / _ \/ / _ / -_) _ \/ _// // / -_) / // / // / / /___/ \___/\___/_/\_,_/\__/_//_/___/\_, /\__/ \___/\___/ /_/ /___/ E X T E N S I V E 0 0 A G E N T W A L K T H R O U G H Author: marshmallow Version 3.0 * -------------------------------------------------------------------- * Come one, come all, to the most detailed and concise FAQ for one of the greatest games of all time, GoldenEye 007. Well, I would like to think it is one of the most detailed! ;) In the top ten, at the very least. Getting to the point, this game came out in August of 1997, yet I am still playing it, in the year 2000. No, not just the multiplayer (though that certainly helps, being the best party game ever)...the one-player game is that good! I've re-structured this walkthrough to reflect on the more sound strategies I have discovered throughout my long playing time. Also, if you want information on getting the specific level cheats, see my GoldenEye 007 Codes FAQ, which is a separate document. It's stored at www.gamefaqs.com, just like all of my other FAQs. ======================================================================== 0. T A B L E O F C O N T E N T S ======================================================================== 0. Table of Contents 1. Revision History / Updates 2. Important Legal Information 3. Introduction 4. MISSION I: ARKANGELSK - Dam - Facility - Runway 5. MISSION II: SEVERNAYA - Surface - Bunker 6. MISSION III: KIRGHIZSTAN - Silo 7. MISSION VI: MONTE CARLO - Frigate 8. MISSION V: SEVERNAYA - Surface (2) - Bunker (2) 9. MISSION VI: SAINT PETERSBURG - Statue Park - Military Archives - Streets - Depot - Train 10. MISSION VII: CUBA - Cuban Jungle - Control Center - Water Caverns - Cradle 11. Mission VIII: TEOTIHUACA'N (BONUS) - Aztec Complex 12. Mission IX: EL-SAGHIRA (BONUS) - Egyptian Temple 13. Frequently Asked Questions 14. Weapons / Gadgets - Semi-automatic - Automatic - BOOM! Baby - Miscellaneous - Gadgets 15. Characters 16. Credits Section 17. Contact Information ======================================================================== 1. R E V I S I O N H I S T O R Y / U P D A T E S ======================================================================== Note: New update information will appear near the top, pushing older updates towards the bottom. ------------------------------------------------------------------------ Tuesday, May 16th, 2000 (Version 3.0) ------------------------------------------------------------------------ Wow! This has to be one of my longest running FAQs, as the first update was all the way back in the summer of 1998! That's pretty amazing! Regardless, I came back and pretty much changed the _ENTIRE_ walkthrough and its layout. This is a test layout for Perfect Dark, and I want to see how it works out (just don't tell anyone I told ya this, eh?). This explains the huge increase in versions (version 2.3, to version 3.0 = big update). EVERYTHING has been re-written. Go enjoy this practically brand new FAQ! ------------------------------------------------------------------------ Monday, August 23rd, 1999 (Version 2.3) ------------------------------------------------------------------------ In the Cradle stage, I included another paragraph that should be of more use to you. ------------------------------------------------------------------------ Sunday, June 20th, 1999 (Version 2.2) ------------------------------------------------------------------------ I've added a few sections here, re-did a few, etc. Just check below. This will probably be the very last update to his FAQ... ------------------------------------------------------------------------ Friday, April 2nd, 1999 (Version 2.1) ------------------------------------------------------------------------ I added a new strategy of my own for Jaws in the Aztec Level. If you've having trouble beating him because you lose so much energy and the other tricks don't work, try this one out! It's unique to this FAQ, I haven't seen it any where else. I also added the location of some Body Armor in the Cradle (Which should help you immensely). ------------------------------------------------------------------------ Monday, March 29th, 1999 (Version 2.0) ------------------------------------------------------------------------ Well, I spellchecked the entire thing with my new Spellchecker. New things? Changed font. Anything else? No :) ------------------------------------------------------------------------ Sunday, December 13th , 1998 (Version 1.5) ------------------------------------------------------------------------ Fixed some typos Added the Egyptian Level On another note, I finally opened up Egyptian mode! I laughed, I cried, I ran around the room in disbelief, but I did it. I also got all of the cheats, feeling as if I could do anything. 007 mode is sooo cool, here are few neat things to do: Set enemy health to 1000, guards can take like 10 shots in the head from the Cougar Magnum! Check out Baron and Jaws, they can take a clip from each gun (not counting the Golden Gun) before falling! Amazing. Set enemy accuracy to 0% and guards can't even hit you if they get right up in your face! There are loads of other stuff to do too, like setting enemy damage to 0%, when you get hit the meter shows and get knocked back, but you'll never die no matter how many shots you take. Or try setting enemy accuracy to 100%...let's just say this, if they shoot and their bullets won't be abstracted, they WILL hit you, no matter what. ------------------------------------------------------------------------ Wednesday, August 5th, 1998 (Version 1.0) ------------------------------------------------------------------------ First release, so everything is obviously new! ======================================================================== 2. I M P O R T A N T L E G A L I N F O R M A T I O N ======================================================================== This FAQ can only appear on the following sites: - GameFAQs - Cheat Code Central - GameSages Why? Because those are the only three sites that can keep my FAQs updated. GameFAQs gets away with murder, though, on account of the fact I send my FAQs there myself. Gamesages is GameFAQs sister site, so they share information. Cheat Code Central is great, because they always seem to have the most updated version without me having to tell them. Great job, guys and gals. I just hate it when people have outdated versions of my FAQs, because I get loads (e.g. 100+) of e-mails telling me to "update my FAQ" even though it IS updated, or they ask a question that has been answered in the new versions, or make additions that are already there, etc., etc. I've had problems with this with other FAQs, and I'm taking steps (e.g. this note) to put an end to it! Here are a few "do's" and "don'ts". Webmasters! Take note... ------------------------------------------------------------------------ Webmasters! Do NOT: ------------------------------------------------------------------------ Post this FAQ on your site directly. The only sites that this rule DOES NOT apply to are GameFAQs, GameSages, and Cheat Code Central, as shown above. ------------------------------------------------------------------------ Webmasters! Please DO: ------------------------------------------------------------------------ If you are a webmaster of a site that wants to post this FAQ, what do you do? As you read above, you can not post it directly. Instead, link to the page at www.gamefaqs.com that lists all the FAQs for this game. Why GameFAQs? Because I said so. To clear up some confusion, you can not link to the URL if it ends in ".txt" or ".doc", you just can't use that. If it ends in anything else, such as the page where it lists all the FAQs for a game, you can link to THAT, but not to the actual FAQ. I'm only repeating myself, but I had to because some people have to be told something twice. If you have any questions on linking, notify me. To answer the most common question I'll get, you can not link to any GameFAQs URL that ends in ".txt" or ".doc" because it's in GameFAQs' legal section. So there. This FAQ cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media involved in a commercial business, in part or in whole, in any way, shape, or form, PERIOD. It may not be given away freely, as a "bonus" or "prize", or given away with the game itself, etc. This FAQ cannot be used for either profitable or promotional purposes, regardless of the situation. Breaking any of these rules is in direction violation of U.S. law. Any characters, names, places, or miscellaneous objects are copyright their respective companies. I am in no way affiliated with Nintendo, Rareware, nor any companies that were/are involved with this game. This document is © 1998 - 2000 marshmallow All rights reserved ======================================================================== 3. I N T R O D U C T I O N ======================================================================== This section will overview some basic things about GoldenEye. ------------------------------------------------------------------------ A N Y W H E R E B U T T H E F A C E ------------------------------------------------------------------------ GoldenEye has a body-hit detecting system, where if you shoot someone in the leg they will take a small amount of damage, but a shot to the head almost gurantees a kill! However, if you want to stall someone instead of actually killing them, shoot them in the foot, the knee, or the hand, because they will hold it for several seconds and will not do anything. ------------------------------------------------------------------------ G U A R D S A R E L I S T E N I N G ------------------------------------------------------------------------ Yeah, it's true. Guards can hear all the noise you make, unless you don't make any noise at all...in which case they couldn't hear you, because there's nothing to hear! Wow, it shows how easy it is to make something so simple complicated! If you use a KF7 Soviet (a loud gun) then all the guards will come rushing to see what's the matter, but if you use a silenced weapon (usually the PP7) then no one will hear you. So always remember this. ------------------------------------------------------------------------ G I V I N G Y O U T H E U P P E R H A N D ------------------------------------------------------------------------ There seem to be a few bugs in GoldenEye that really cripple the AI, use these bugs to your advantage! Line of sight: ------------------ If any guards are behind something they can't shoot you! Example: If there is a small wall between you and a guard and you walk right up to them they won't do anything! They'll just stand there like some scary statue, unless you get their attention somehow (i.e. Shooting them or near them). In which case they can't shoot you, they will have to go around the thing to get to you. This is a great way to take them out...the only exception to this rule seems to be if they are behind a crate. This also applies to guardrails, low walls, and automatic guns (the turrets found in Bunker 2, Jungle, Control, etc.) can not shoot at you if you are a certain distance away. He should be praying!: ------------------------ Most guards seem to kneel before shooting you and this can take a few seconds. If you stay in one spot and wait for them to kneel, then while they're doing that you go around them they will shoot where you USED to be! Then they'll stand up, face you, kneel, and do it again! When they're busy doing this, shoot them in the head. Too close for comfort: ------------------------ Getting right against someone will make them harmless, because they won't be able to shoot you! Of course, they could always move away from you, but you should be able to take them out before they have anytime to run. ------------------------------------------------------------------------ A U T O M A T I C S 1 0 1 ------------------------------------------------------------------------ Aren't fully automatic weapons awesome? They're big, loud, powerful, but unfortunately they eat away at your ammunition like a bastard. If there's one single thing you know about automatics, it should be this: Do not use full auto when going head on head with a single enemy unless they are extremely powerful (e.g. Caverns) or you have tons of ammo. Use full auto when going against groups of guys. A good example of this is in the Jungle and Aztec, where you have an awesome gun in the AR33 Assault Rifle, but ammunition is limited. By using one or two shots for a single kill -- instead of say, 10 -- you will conserve ammunition very easily. The second thing you should know, is that when the gun kicks into fully automatic fire, its accuracy is going to drop like a used body bag the farther away your target is. So, if you are trying to pick off guys (in let's say, Control) you should only peck at the trigger, allowing only one or two shots to go off. Surprisingly, this can be more powerful than just shooting off 10 shots in a few seconds. This especially becomes evident when you are sniping Drone Guns later in the Control stage... Of course, the kickback of a gun can also be to your advantage. If there's three guys in front of you, spraying bullets everywhere can only HELP you. ------------------------------------------------------------------------ 0 0 A G E N T N O T E S ------------------------------------------------------------------------ Here is a list of things that make 00 Agent mode a lot harder than the other two settings (Agent / Secret Agent): 1. The guards take tons more damage, one time I shot a guy in the head with a DD44 and he lived! This usually occurs with men in body armor. 2. The AI has been improved upon, kinda. They will fire quicker, roll a lot more, and they seem to "hear" better. 3. When you pick up a gun you only get 10 rounds. 4. Body armor is practically non-existent. 5. There are loads of objectives to do. 6. You can't take more than a few shots without being killed (8 KF7 Soviet shots, about five AR33 rounds) 7. The enemy can aim a whole lot better. 8. Explosions (from crates, grenades, chairs...) will kill you almost instantly unless you can get away from them pretty quickly. 9. Security Cameras will spot you faster (Example: In Agent you have to stand in front of a camera for about 10 seconds before the alarm sounds, in 00 Agent it's more like 3 seconds). ======================================================================== 4. M I S S I O N I : A R K A N G E L S K ======================================================================== Yes, as the title of this entire document suggests, the walkthroughs were *specifically* made towards the 00 Agent difficulty setting. Granted, they will work on the lower difficulties, but you'll end up doing a lot more mission objectives than you should have to. As for the walkthroughs themselves, I thought these were the best strategies for people who might have problems with that level. It definitely won't be time efficient (see my other FAQ for that), and it might not be the fanciest, but it is generally the safest. But the beautiful thing about each level is that there are usually many, many different ways to do it (I could probably write five different walkthroughs for one of the two Bunker levels), so if you prefer to do something different than what I say, and it works, then go ahead and do it! ------------------------------------------------------------------------ S T A G E 1 : D A M ------------------------------------------------------------------------ Mission Objectives: -------------------------------- A. Neutralize All Alarms B. Install Covert Modem C. Intercept Data Backup D. Bungee Jump from Platform Available Weapons / Gadgets: ------------------------------- PP7 (Silenced) KF7 Soviet Sniper Rifle DD44 Dostovei Hand Grenade Covert Modem Walkthrough (00 Agent): --------------------------- You mysteriously start out in a huge place that seems like it was carved out of a mountain. Carefully edge up against the corner, and make your first headshot of the game, watching his disturbingly realistic death animation, then go collect the KF7 Soviet (but don't use it). Look across the chasm, and if someone is walking there, shoot them. If you miss and they come running, simply wait for them, and then get up close to kill them. After this, run across the bridge and go to the LEFT side of the guard tower (if you go the other way, the soldiers in the tunnel will see you). Here, snipe the guard near the wall, and then ascend the stairs to find a glass "box" surrounding a weapon of some sort. Shoot it out, step up, and -- oh yeah -- get the sniper rifle! Now, edge up against the railing facing the tunnel, whip our your sniper rifle, and use its incredible scope to pick off one of the guards in the tunnel. Once you do this, his buddy will start running towards you. Thankfully, you can easily pick him off as well. Now go to ground level and collect any and all ammunition you see. Run into the tunnel, equipping your KF7 Soviet as you go, and leap into the next, huge area. Strafe left and right to avoid getting shot, and go to the guard tower. Run up the stairs (note: there will be a soldier around here, so be careful) and get to the top. Quickly face the ground and kill anyone you see running towards you (usually only one person, sometimes two). From your vantage point no one can shoot you, so relax. Take out your sniper rifle and peg the two people in the concrete bunker (also known as a pillbox). There's also a nutcase off by the wooden crates. After you've cleared this area out, go and collect the ammunition, and go up to where the green military truck is waiting. Activate the red, glowing switch and the mechanized door will swing open. Go inside, following the truck. Now hit the second switch to open the second door, and another large area awaits us. This place is rather deserted, but a soldier in green is running in the distance towards an alarm box! If he activates it, many nasty guys will come, so be sure to shoot him (quietly) before he can do so. There's also another man rummaging around the guard tower. Now, go up to the sliding door (nice shadow effects from the pillars!) and open it, taking the guard there completely by surprise. Strafe into the next room and massacre the general there...hey, what's that shiny thing he had? Why, it's a DD44! This should come in handy later... Open the mechanical door, and then destroy the alarm box (this is part of your mission objectives). Before going to the locked gate that leads to the dam, go to your right, behind the stacks of crates, and you'll find a computer monitor. Take our your "covert modem" and toss it on there (objective b: completed). Now blow the lock off the gate with a single round, and onto the dam we go! This is really rather simple. Just take out your sniper rifle and kill all three guards on all three guard towers, without them knowing anything beforehand. Then go into each tower and destroy the alarm box there (objective a: completed). Then descend into the final, third tower, into the murky sewers below. Throw open the gate and the first challenging part of your game awaits! Here, there are roughly 20 soldiers altogether, most around corners, who will attempt to absolutely maul you. You will need a combination of sniping skill, strafing skill, and even a bit of luck to make it past them all. Just remember to look behind you in each new room, because there will invariably be a soldier there, waiting to ambush you. What were all of these guys guarding? Well, the main computer systems apparently, though there's still about six (!) guards still concentrated in this single room. If you get through them, nothing can stop you from completing the stage. I usually like to don my DD44 and go hide behind the glass and take them all out manually (i.e. R-targeting). Ahhh, shattering glass. Gotta love it. Once you've "cleaned house", so to speak, go up to the large armored mainframes and activate them. A countdown will begin -- when it hits "0", you're done (objective c: complete). Now, free of any pressure, simply run back to the surface of the dam and throw yourself off the cliff-face into the dark abyss below (objective d: complete). Curiously, Bond doesn't have any bungee equipment, but he still lives for the next mission. I blame it on lazy graphic artists! :p ------------------------------------------------------------------------ S T A G E 2 : C H E M I C A L F A C I L I T Y ------------------------------------------------------------------------ Mission Objectives: ---------------------------------------== A. Gain Entry to Laboratory Area B. Contact Double Agent C. Rendezvous with 006 D. Destroy All Tanks in Bottling Room E. Minimize Scientist Casualties Available Weapons / Gadgets: ------------------------------ PP7 (Silenced) KF7 Soviet DK5 Deutsche DD44 Dostovei Hand Grenade Remote Mine Detonator Keycard A Keycard B Door Decoder Walkthrough (00 Agent): -------------------------- Ah, a long covert mission filled with lots of guards and a bit of sniping. All of this makes Facility one of the best levels in the game IMO! You start off in a ventilation shaft, so go forward and turn left. Inch forward and you will find yourself above a restroom -- and below is the backside of a guard! Carefully point your aiming reticle over his head and *fwip* down he goes, the only sound being the thud of his body hitting the tiled floor. Fall into the stall. Carefully move forward, and you will find a large tile obstruction in front of you. Suddenly strafe around and peg the soldier near the sinks between the eyes. As he goes down, collect his Soviet (but DEFINITELY don't use it). In front of you is a row of stall doors -- two of them contain guards. Disturbingly enough, they are standing up, with their pants on! It makes you wonder what they're waiting for...ahem, regardless, you should take them out before exiting the bathroom. As you appear in the first major area of the Facility, move to your left onto the balcony. Open the double doors, and look over the railing, down the stairs. There should be two soldiers: one standing in a corner, the other going up the stairs. When he reaches the top, kill him with a single shot. Curiously, the man at the bottom does not even move at this sight. So bend down, still behind the railing, and peg him in the head, and he will slowly slump to the ground. Now, quickly do a 180 degree turn and return to the balcony, and look down over the railing. A soldier will be making his rounds. Get ready...when he is right in front of the mechanized door (the locked one), shoot him. If you timed it so he was in front of the door, the guard down the hall (that you can't see) will not have heard his partner die because he was behind some boxes. If you messed up, he will invariably come, but you can make short work of him. Now go back to the double doors on the balcony, bolt down the stairs, and open the second set of double doors...aha! A man with his back to you! Take your sweet time, and lay a single piece of lead in his skull. As he slumps over, be sure to grab his "Clearance B Keycard." We'll need this soon. Go through the next set of double doors, and run down the long tiled hallway. Open the double doors on the left-hand side wall, strafe out, and the soldier near the boxes should have his back to you if you've timed everything right. If not, no biggie, just shoot him in the chest to stall him before killing him. Now look down the hall, and the last major threat should be casually walking away. Aim at his neck, and it's all over for him. Run there, and hey, we've made a complete circle! Now open the gray door, and shoot the guard behind the box (hopefully in one shot). Right on cue, another soldier in a blind corner will come. Thankfully, he's so close he won't be able to shoot you. End his life quickly. Now, open the previously locked metallic door, and there are three soldiers huddled inside. Experienced players will be able to end all three of their lives with a burst of only three PP7 rounds. Novices, however, may take out the automatic rifle that is the KF7 and mow them down if they wish, since no one will be able to hear it. Go up to the computer console, activate it, and you'll notice through the window that a door is opening! Go over there, and you'll be in a locker room. Mow down the two soldiers here with your Soviet, then return to the first area to find a group of guards that have magically appeared out of thin air. Sometimes there's only three, and sometimes four -- no more, no less. You can either wait in the locker room and easily pick them off, or hunt them down one by one in the first area. As always, the choice is yours. After that fiasco, open the door in the locker room and quickly strafe left/right as three armed guards will immediately begin firing. Wait for them to come, and shoot them before they even have a chance. They're tough in groups, but when it comes time for one on one...you'll always win. Now, switch back to your silenced PP7 if you haven't, and open the two doors on either side of the hall. One leads to a room with multi- colored tanks, the other to a room filled with computer equipment. Either MAY have Doctor Doak, the double agent you must contact. If you see him, walk up and begin the conversation, and you'll complete a mission (objective b: complete). If not, don't worry, he'll appear elsewhere. Now, open the two mechanized doors and wait in a corner. When one of the two soldiers strolls by, peg them in the head and watch them keel over. The other should come running -- de-ja vu anyone? Run up to the second mechanized door and open it up, waiting on the right side, shooting the guard there in the face. Three others will come running to see what's going on -- again, one on one, there's no contest. Go inside and you will see two computer consoles: the one on the left opens the door on the left, and the one on the right opens the one on the right. Simple, yes? If you've already contacted Dr. Doak, you can totally ignore the right passage. If not, however, go in there to find a huge gas storage area. (NOTE: By now, a scientist will come running down the left hallway. If you take him hostage, he will drop a "Clearance A Keycard", enabling you to open doors that would usually require a console. Not required, but a cool bonus! Interestingly enough, if you miss him, he'll go hide in the bathroom at the start of the level, cowering in one of the stalls...odd.) There are five guards to be found on high platforms, but they can't see you. Dr. Doak will either be on one of the platforms, or on ground level. If he's not here, then I'd leave -- unless you're the type of guy who needs to kill everyone in a level before leaving, in which case you can snipe everyone using the scope on your KF7 Soviet (just make sure to only fire ONE round at a time, otherwise guards will begin to flood the area). Once you're done here, open the door on the left side of the previous hallway and go in. Surprise the soldier against the wall, and shoot him. Two more misanthropes are waiting behind a group of crates, doing their own perverted things. Be sure to take care of them. If you've made mostly headshots, you should have between 20 and 30 rounds left in your PP7. Go up the stairs, taking care of whomever you see (NOTE: This is the perfect place to toss any hand grenades you may have found, taking up to four people with a single explosion), and bada-bing, bada-boom, we've entered the lab area (objective a: complete)! Full of glass and dozens of scientists, it's quite a pleasure to the eye. Two soldiers are lurking in the shadows of a pillar, so quietly take them out. If you haven't found Dr. Doak yet, he WILL be here, either next to the pillar or in one of the many labs (objective b: complete). Sneak down the last corridor, and you will find two soldiers with their backs to you. Heh, this is kind of funny, because you can watch them do all sorts of weird things (scratch their balls, swat at flies...). When you feel like moving on, shoot one in the head, then sweep your targeting reticle to the second and if you're fast enough you should be able to blast the second one away before he has time to even begin moving. Walk up to the mechanical door, and -- hey, it's locked! Well, no problem, just whip Dr. Doak's "door decoder" and stand in wonder and amazement as the door slides open. Oooh, fancy sound effects. Before you stands a gigantic chamber filled with bottles, and a lone black figure below carrying a DK5 -- aha, of course, it's Alec Trevelyan, code name 006. Walk up to him to begin the conversation, then move to the bottles and plant all five mines on them as so. Bottles (bird's eye view) before mine placement: 0 0 0 0 0 0 0 0 Bottle's AFTER mine placement (M = bottle with mine on it): M M M M ...or... M 0 M 0 M ...or... 0 M 0 M 0 0 0 0 0 0 M 0 M 0 M 0 M 0 M If you want, there are two more rooms you can enter to kill four more guards. It is far from being necessary, but I do it just to "fully" complete the level, ya know? By the time this is all said and done, Alec will stop his speech and an alarm will begin to sound (objective c: complete). You can either set off all the mines and watch Alec get totally bathed in flames, or wait and watch him get shot by general Ourumov. It's just not his day, is it? Either way, be sure to set them off (objective d: complete), and then exit the stage through the double doors or the conveyor belt before you're mowed down. As long as you didn't kill more than three scientists -- and boy, is it tempting -- you will complete the stage (objective e: complete). ------------------------------------------------------------------------ S T A G E 3 : R U N W A Y ------------------------------------------------------------------------ Mission Objectives: -------------------------------------- A. Find Plane Ignition Key B. Destroy Heavy Gun Emplacements C. Destroy Missile Battery D. Escape in Plane Available Weapons / Gadgets: ------------------------------ PP7 (Silenced) KF7 Soviet Hand Grenade Remote Mine Klobb (2x) Tank Ignition Key Walkthrough (00 Agent): -------------------------- Even on 00 Agent, this is widely considered the easiest stage in the game, and I would have to agree. The hand grenades can be found in the green boxes, and if for some reason you want the timed mines, there is a small alcove behind your starting position with a soldier and a brown box which contains them. You don't need either explosive, but the grenades come in handy. To start out, go left and slide down the snow-chute, turn right and blast the guard across the horizon, and make your way into the small office building. Hurl a grenade so it bounces off the filing cabinet and lands at the feet of two soldiers, blowing them away. Head through the smoke, collect their KF7 Soviets, and acquire the "Ignition Key" off the splintered table (objective a: complete). Now run back outside and keep running straight ahead from the door, round the corner and...oh...this is too good to be true: A TANK! Hop in and press the action button to take control, and go immediately to its huge missile launcher. Now, not only will you sustain less damage than normal, but you can run over people and hear their guts being squished against the pavement! Too good. Go onto the runway (now an infinite amount of guards will begin to pour into the level). Go to the first gun emplacement (a.k.a. "that big-ass machine gun") and blow it up using a missile. There are two more down the runway, they are easy targets (objective b: complete). Next to the airplane, which is your only escape, is a large concrete tower, at the top of which is a missile battery -- just blow it up with your tank (objective c: complete). Now hop out, go up to the plane, and press the action button to exit the level (objective d: complete). ======================================================================== 5. M I S S I O N I I : S E V E R Y N A Y A ======================================================================== Yes, as the title of this entire document suggests, the walkthroughs were *specifically* made towards the 00 Agent difficulty setting. Granted, they will work on the lower difficulties, but you'll end up doing a lot more mission objectives than you should have to. As for the walkthroughs themselves, I thought these were the best strategies for people who might have problems with that level. It definitely won't be time efficient (see my other FAQ for that), and it might not be the fanciest, but it is generally the safest. But the beautiful thing about each level is that there are usually many, many different ways to do it (I could probably write five different walkthroughs for one of the two Bunker levels), so if you prefer to do something different than what I say, and it works, then go ahead and do it! ------------------------------------------------------------------------ S T A G E 4 : S U R F A C E ( 1 ) ------------------------------------------------------------------------ Mission Objectives: ---------------------------------------- A. Power Down Communications Dish B. Obtain Safe Key C. Steal Building Plans D. Enter Base Via Ventilation Tower Available Weapons / Gadgets: ------------------------------ PP7 (Silenced) Sniper Rifle KF7 Soviet Hand Grenade Klobb (2x) Grenade Launcher Hut Door Key Safe Key Bunker Plans Walkthrough (00 Agent): -------------------------- Ah, a fresh, wide open snow level...you just have to love it! With its tranquil music and unique weapons, this is one of my favorites. Alright, immediately switch to your sniper rifle (this is the last stage you'll be able to use it without earning any cheats -- too bad) and move forward. You will eventually reach a large snow drift with a metal platform. Climb up the ladder, and use its incredible scope to see far into the distance. One guard will be walking along a path, you can only see his upper body...time is so when you pull the trigger, his head will walk right into the bullet! Now move your sights to the cabin, which has several large canisters of gasoline. By puncturing these with bullets, they will erupt in a column of fire, blowing away anything within its radius -- which, of course, includes the two guards near it. Speaking of the guards, don't you just love their looks? It reminds me of the storm troopers of STAR WARS fame. If you haven't noticed yet, there are huge paths carved out of the snow, so I would suggest following them so you don't get lost. Keep going forward until you see the spectacular satellite dish (it looks so real...) and then turn right and go down the slushy path. Snipe anybody you see. Now go to the cabin, equip your KF7 Soviet, and look into the window, you should see a guard's head. Open with automatic fire, and then turn your attention to the door as a general armed with twin klobbs will burst out to see what's going on. Mow him down, and you will see an obscenely large key fall from his body, so go collect it to acquire the "Hut Door Key." Head inside the cabin and kill anyone else, and then grab the grenade launcher (oh baby) and a box of ammunition. Now do a 180 and start heading back to the start of the level, where the two cabins were. One was locked, so go inside and collect the "Safe Key" off the table (objective b: complete). The cabin opposite it, the one with the gasoline barrel, has more grenade launcher ammunition -- I highly recommend it. By now you should have noticed than an infinite amount of men armed with sniper rifles have began to stream into the level. If a group of them gets in your path, a single grenade will quickly take care of them! Now, start running towards the satellite dish again but instead turn left, going into its huge shadow, and you'll find a chain-link fence area filled with gasoline barrels and two cabins. The one nearest the entrance contains the safe -- open it up and retrieve the "Building Plans" (objective c: complete). Now, if you want some fun, you can create some gigantic explosions by sending a single grenade round into each of the clusters of gasoline barrels. Not only does this create quite a show, but it blows away anyone who is foolish enough to wander into here! Also, if you want to do some exploring, continue down the path and you'll find two cabins. One has a security camera on it (better destroy it!), the other has an alarm box. The one with the alarm box contains two large, metal objects which are highly explodable. The one with the camera has a model of a motorcycle on a table...if you shoot it, it will rip loose a HUGE explosion. Strange...of other note, there's another box of grenade launcher ammunition next to the table waiting for pick-up. Start running back to the satellite dish, taking anyone out who gets in your way, and open the double doors at the bottom. Go up the metal stairs until you reach the end, and open the green door (not the one that leads outside onto another metal staircase). There you see a computer console -- go up to it and hit the action button to shut the power to the satellite dish to OFF (objective a: complete). Now quickly exit the dish and head straight from the exit, keeping along the "wall" of trees to the left. Eventually you'll find a medium-sized, cylindrical building. This is your exit! Unfortunately, it is locked down with many bolts. Stand on the nearby snow-drift and send a volley of grenade rounds up there, and that should quickly blow them all off. Climb the ladder and drop down (objective d: complete)! ------------------------------------------------------------------------ S T A G E 5 : B U N K E R ( 1 ) ------------------------------------------------------------------------ Mission Objectives: ---------------------------------------------- A. Disrupt All Surveillance Equipment B. Copy GoldenEye Key and Leave Original C. Get Personnel to Activate Computer D. Download Data from Computer E. Photograph Main Video Screen Available Weapons / Gadgets: ------------------------------ PP7 (Silenced) KF7 Soviet Klobb (2x) PP7 (Standard Issue) DD44 Dostovei (2x) Hand Grenade Camera Key Analyzer Datathief Security Keycard Computer Room Keycard Walkthrough (00 Agent): -------------------------- This is an extremely stealthy and covert operation...although, you'll kill less than 30 people, you should attempt to attract as little attention as possible, and take people on one on one. There are scores of different strategies to beat the level, but I believe this is the best: From your starting position, turn around, open the door, and shoot the security camera in the lens. If you shoot it anywhere else, it can take three to five shots to destroy it...but a single round to the lens is an instant kill. If a camera spots you, an alarm will sound, and three enemies armed with loads of body armor will flood the level forever: One has double klobbs, one has twin DD44's, the other has a KF7 Soviet. If an alarm sounds, it would probably be a good idea to quit the level unless you want to test your endurance and skill. Go below where the camera once was and peer out the window. Wait patiently...within a few moments, an enemy soldier will casually walk by. Shoot him in the head and he'll keel over, and the guard right next to him will open the door in alarm -- now kill him as well. Briefly step into the hall and you will receive the "Computer Room Keycard," now quickly step back into the safety of the room. Do a 180, go to the starting position in the vents, and open the door in front of you. The man on the left, with his back to you, won't see you even when the guy facing you open fires, so concentrate on the man facing you. By the time he's dead, the guy with his back to you will begin to run to the alarm box! Quickly peg him in the back so he doesn't sound an alarm. Now leer out the window in the door and another soldier will be making his rounds; shoot him the head like you did his partner, and another guard standing adjacent the door will run in: *blam* *blam*, he's dead. Shoot the camera on the wall and collect the "Security Keycard." Go to your right, down the stairs, and kill the soldier standing next to the crate. Now, go down the long hallway and zip in full view of the green soldier down the staircase that leads to the main screen room. Shoot him the chest multiple times...sometimes, albeit rarely, two more soldiers will run in, one wielding double klobbs -- if this happens, take them down as well. If this doesn't happen, then you'll need to take care of them later. But for now, go down the hall that leads to the staircase, and you'll find some double-doors, forming an "airlock" of sorts to the entrance of the mainframe room. Look through the class and aim at the man in the far corner...make sure your reticle is on his face, and pull the trigger. Quickly swivel your view and peg the two men who attempt to run at you...they can't shoot through the glass like you can, so it's your advantage. Even if one opens the door, you can kill them because they'll be so close. Make sure the mainframe room is clear and head back into the hall. Near here is another corner, around which is a security camera. After destroying it, you'll notice the hall goes even farther back, into an area that is still being dug out of the cold Siberian ground. If you were lucky enough to steal a hand grenade from one of the soldiers, toss it down there and laugh as three men meet their doom. If not, go down and take care of them manually. Now, all but one area is clear, and that is the main screen room, which sports a huge video screen full of maps and strange pictures, not to mention around nine armed guards. The first two, one armed with twin klobbs, can be attracted out simply by stepping into the room, then stepping back out. The third is across the chamber, hiding behind a crate which is behind a wall of glass: take aim with the KF7's scope, and use a single round to peg him in the head, and then destroy the final security camera (objective a: complete). The fourth guard is near a desk with a computer, just fill his head with PP7 shots. Numbers five, six, and seven are on a higher platform...one is a general armed with a PP7 (standard issue). If you so desire, you may now use any fully automatic weapons (e.g. the KF7 Soviet) because no one will come running. The final two soldiers of the stage are located near the exit, through the glass doors. A hand grenade comes in handy here... Now, down to your mission objectives! Take out your miniature camera and snap a few pictures of the giant video screen (objective e: complete). Go up to the desk with the computer, pick up the "GoldenEye Firing Key", take out the "Key Analyzer", tap Z, and then tap Z again when it is done (objective b: complete) to toss the GoldenEye Key to the floor. Now, around here is Boris, a computer programmer dressed in an orange Hawaiian shirt...yeah, kind of hard to miss against the white walls! Get in front of him to take him hostage, and he'll begin the slow journey back towards the mainframe room (note: if you lose Boris, make sure he is not around the exit, because if he goes outside, you'll never be able to get him back and you fail the mission). When he finally gets there, you automatically get a mission completed (objective c: complete) as he hacks into the computer mainframes. Wait a few seconds...now take out the Datathief, and wait next to the computers. Oh crap! The alarm has sounded! Boris sure is a sly one...quickly use the Datathief to download the information (objective d: complete), arm your Soviet rifle, and bolt for the exit. By the time you get to the glass doors, the three men in black will be about ready to open it. Quickly fill them with lead, hiding behind corners when you can, and when they are all down, run up the stairs, open the door, and run outside... *whew* ======================================================================== 6. M I S S I O N I I I : K I R G H I Z S T A N ======================================================================== Yes, as the title of this entire document suggests, the walkthroughs were *specifically* made towards the 00 Agent difficulty setting. Granted, they will work on the lower difficulties, but you'll end up doing a lot more mission objectives than you should have to. As for the walkthroughs themselves, I thought these were the best strategies for people who might have problems with that level. It definitely won't be time efficient (see my other FAQ for that), and it might not be the fanciest, but it is generally the safest. But the beautiful thing about each level is that there are usually many, many different ways to do it (I could probably write five different walkthroughs for one of the two Bunker levels), so if you prefer to do something different than what I say, and it works, then go ahead and do it! ------------------------------------------------------------------------ S T A G E 6 : M I S S I L E S I L O ------------------------------------------------------------------------ Mission Objectives: -------------------------------------- A. Plant Bombs in Fuel Rooms B. Photograph Satellite C. Obtain Telemetric Data D. Retrieve Satellite Circuitry E. Minimize Scientist Casualties Available Weapons / Gadgets: ------------------------------ PP7 (Silenced) KF7 Soviet DD44 Plastique Camera CPU Circuit Board I/0 Circuit Board Keycard 4-H4 RSP Circuit Board Keycard 4-C3 Telemetry Data DAT ROP Circuit Board Keycard 4-K2 Ourmov's Briefcase "." Walkthrough (00 Agent): -------------------------- You only have 8:30 to complete this level, so do everything fairly quickly. Start off by opening the door and shooting the nearest guard with your PP7, then the other guard if you can. Get their KF7 Soviets, but don't use them. Strafe the corner until all the soldiers behind the crates are dead, it shouldn't take long. In the first room kill the guard behind the pillar. Go up to the scientist who is at a table, get up to him and he will drop a "Keycard 4-H4." Get the two green cards on the table, "CPU Circuit Board" and "1/0 Circuit Board." See those two large tanks? Either throw a Plastique on both of them or throw one in between them. Go up the stairs, using the keycard to open the door. Open the door and kill the guard walking away from you. Run down the hall, turn right, and shoot the man next to the door, then open the door and go inside. Follow the railing and shoot the guard by the door, another should come running. Go up the stairs and fire a few rounds of the KF7 Soviet to attract some guards, but quickly switch back to the PP7. Shoot the barrels and they will explode, killing about three soldiers. When the smoke clears lean and shoot until everyone's gone, be careful though, some may lob hand grenades. Go through the door and shoot the computer, it'll blow up killing a scientists or two plus all |
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Another GoldenEye 007 Walkthrough :
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