GoldenEye 007 Walkthrough :
This walkthrough for GoldenEye 007 [Nintendo64] has been posted at 13 May 2010 by heatblast56 and is called "Enemy Rockets Cheat Walkthrough". If walkthrough is usable don't forgot thumbs up heatblast56 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 - Enemy Rockets Cheat Walkthrough-------------------------------------------- GoldenEye: Enemy Rockets Cheat Walkthrough -------------------------------------------- Written by Eric Salter Eric.Salter@trinity.edu AOL IM name: MewsicLovr You can use this to talk to me if you want, either about the game, this FAQ, or life in general. =) Version 2.4 Last Edited: 9/11/2001 Let me know if you have questions, or helpful tips, or anything that might make this FAQ better, or to give me your opinion of the walkthroughs. Really! I would like to make a FAQ section too, so send in those questions! ----------------------------------------------------------------------- Table of Contents I. Revisions history II. Introduction III. The Walkthroughs 1. Dam 2. Facility 3. Runway 4. Surface 1 5. Bunker 1 6. Silo 7. Frigate 8. Surface 2 9. Bunker 2 10. Statue 11. Archives 12. Streets 13. Depot 14. Train 15. Jungle 16. Control 17. Water Caverns 18. Cradle 19. Aztec 20. Egyptian IV. Level Difficulty V. Enemy Rockets Hall of Fame VI. Acknowledgments VII. Legal Hoo-Ha ----------------------------------------------------------------------- I. Revisions history 9/11/2001: I finally got off my lazy butt and updated what a couple people sent in. Yet another Xenia tip by Elias Kopsiaftis, and updated Hall of Fame. I'm finally back at college, high internet speeds, aww yeah. Like anyone cares. Good to be back. 5/9/2001: Just updated the Hall of Fame section. =) Remember to let me know if you beat the game on enemy rockets! I will immortalize you in my FAQ. 4/26/2001: Added some general enemy rockets tips from MiBAgent, pimpinguy64@yahoo.com 10/6/2000: Added some more miscellaneous tips from Andrew Maynes, awmaynes@hotmail.com 9/26/2000: Added an alternate method for the Archives, sent in by "The Bearman Boxer", jharris@soncom.com. Also added my AOL screenname. 9/4/2000: Pretty much the only thing I changed here was my email address. It is now Eric.Salter@trinity.edu 4/13/2000: Long time since last update! Just wanting to put the finishing touches on this walkthrough...added another section, and fixed yet some more errors (although they are finally dwindling!). Probably won't see too many more updates after this. Have fun! 3/1/2000: Ah yes, the thrill of beating the entire game on Enemy Rockets! Added lots of tips for various levels (different methods, tips, etc.) courtesy of Jason Hoerner, and added an Enemy Rockets Hall of Fame for those of you who have the honor of beating the game on Enemy Rockets (any difficulty, but specify please). 2/28/2000: OK, so I lied. I got another tip for beating Water Caverns on 00 Agent, so I updated that. Also, I am constantly finding errors...as you may have noticed by now...but anyway. Walkthroughs are all done, but if anyone has any better ideas or tips for beating a level, or a particular point in a level, send them in and I will be glad to include them. 2/26/2000: Included a walkthrough for Jungle (woo-hoo!). Now, there are walkthroughs for every level! Also added a few doo-dads here and there. Actually, I haven't been able to devote as much time as I would like to GoldenEye right now, so it may be a while until the next update. 2/21/2000: This was a bigger update than usual! Added a walkthrough for the Water Caverns, but only on Secret Agent, as I haven't figured out a foolproof way to beat it on 00 Agent. Went through and actually spell checked the document and fixed some grammatical stuff that came up. Also added a note that these walkthroughs are all for 00 Agent, except of course the Water Caverns. Also added a little to the Acknowledgments and Legal Stuff sections. And of course, errors, errors, errors... 2/19/2000: Added a walkthrough for the Control Center, and added some more to the intro. Fixed a few errors that I found. 2/12/2000: Added walkthrough for Frigate and some tips for Jungle...and added a little more stuff here and there, mostly ornamental. 2/7/2000: Fixed some errors and cleaned up the format of the file a bit. Added table of contents. Four walkthroughs still need to be written. 2/6/2000: First created. Incomplete, but mostly finished. Hope to have the rest done soon. Several walkthroughs still need to be written, and a table of contents needs to be created. ----------------------------------------------------------------------- II. Introduction This FAQ was written for all those out there who were wondering what the point of the Enemy Rockets cheat is. After all, everyone has a rocket! How much fun is that??? Well, I am here to tell you all that the Enemy Rockets cheat is just another CHALLENGE!! That's our key word! For those of you out there who have beaten the game 10 times over and are totally bored with the game (how dare you???) and are looking for something new, look no further. The Enemy Rockets cheat will test your true GoldenEye skills to the max. It is the very pinnacle of our GoldenEye quest! ---whoa. So are you ready for the challenge?? I, Eric Salter, have put together this FAQ to help you along your (mostly) lonely quest. Below are walkthroughs for ALL of the levels, ALL of them on Enemy Rockets, ALL written for 00 Agent. Some are very easy. Some are hard. And some are damn near impossible. Fun. The walkthroughs may sound simple, but I can tell you right now that it will take LOTS, and I really mean lots, of practice. There are some qualities in rockets that make life easier (i.e., you can dodge them if given enough space), but mostly they are a royal pain in the ass. You will lose count of the number of times you die in the course of trying to beat a level. The explanations below have been put together after MANY hours of trial-and-error playing. This is not to discourage you; it is simply to let you know that this is not an easy task. In the walkthroughs, I will always assume that you have a reasonable knowledge of the level and it's objectives. I will not be telling you word for word exactly HOW to accomplish them, because I will assume you know what they are and how to do them. If you don't, then you should not be reading this FAQ. Go finish the game, and then come back. Only true GoldenEye masters could ever accomplish this feat. This is not a walkthrough for the game itself. Also, these walkthroughs all assume you are on 00 Agent difficulty. I find that starting on Agent rather than 00 Agent makes the level seem easier than it really is (of course, some levels, like Train and Silo, are still hard!), and so when you switch to the harder difficulties, you're overwhelmed by how hard it is. BTW, I'm not responsible for people spontaneously spazzing out or something because they read "go " one too many times. In walkthroughs, there's not much else to say. General Rocket Tips This information is from pimpinguy64@yahoo.com (MiBAgent) My tips are not 100% foolproof but they help a hell of a lot more than nothing and they do help. 1. Duck when you need to because in levels like train you dodge some rockets if you duck right after someone fires a rocket it won't hit you most likely. If you practice a lot in open areas you can get used to smaller areas. 2. Learn how to lean. If your at a corner lean. If you see a rocket coming at you then you can run back. It helps if you do this a lot. You will use this probably the most and without it you will be nowhere. 3. Be silent. When your going in crowded areas this is crucial if you have a silenced weapon. 4. Be loud. Okay you're probably thinking MiBagent is an idiot. But it works. If you have a bunch of people crowded together sometimes one person shoots the guy in front of them and they kill themselves. Also you can set up an ambush run behind a corner wait for them to come then kill them. 5. Go as slow as possible! In most missions, except for timed missions where you have to do the opposite, you don't have a limit. Use this to your advantage. Be patient and you'll make it through. 6. Use rifles with zoom capabilities. If you got 'em use them. Pick off the guys. 7. Use machine capable rifles. Blow away boxes in some levels for soviets and others. Rapid fire will help. 8. Use the rockets. When ever there is a group use rocket launchers. You pretty much have unlimited ammo when you use this. 9. Use head shots. Self explanatory. And without further ado, the walkthroughs!! ----------------------------------------------------------------------- III. The Walkthroughs 1. Dam OK, this is one of the hardest levels to write a walkthrough for, mainly because the guys in the sewer are so unpredictable! I've only beaten it once! All I can give you are some tips: * Save your PP7 ammo. Use it only for destroying the alarms, or wait to destroy them after defeating everyone in the level. Try to get as many headshots as possible. The first guy in the level can be defeated with the slapper. Blow up the boxes in the main area before the two security doors to get sniper rifle ammo (you'll need it!) and a KF7. * When you are still in the tunnel, at the beginning, take aim with the rocket launcher at the bunker at the faaaaar end of the area to take out the two guys in the bunker. Sidestep any rockets that come flying back to greet you. Sometimes, they will accidentally kill themselves. This will save all sorts of problems. * Use your rocket wherever possible before the sewer, but use it sparingly in the sewer. * I find it easiest to enter the sewers via the 2nd tower, that way, when you get to the sewer, there is a guy to your immediate left that you can snipe with your PP7 or slapper easily. Continue to your left to stay on track. Watch out for the guys behind the boxes, they are kind of hard to kill. * In the sewer, DO NOT RUSH THROUGH THIS PART!!! You are not under a time constraint so be patient. Inch forward until you can barely see a person, then blast him with the sniper rifle. If he fires, more than likely it will kill you because you have nowhere to run. If guys come running, get them in your sights and blast the hell out of them, don't worry about headshots, you don't have time for them. * Retreat if things look bad, like, if 3 or 4 guys are all lining up to shoot you. Sometimes they will run after you, sometimes not. Wait a while and blast any that come, then inch forward again. * The last room is pretty easy, just fire a rocket at the end of the wall, and when they come to investigate, some will get killed. Shut the door immediately, and wait until they come to open it, then blast the door to kill some more. If they don't come, then duck down, open the door, and blast the ankles of the guys with the soviet. There is usually one last guy who won't come until you enter the room; he is behind the computer you take the data from. He isn't a problem as long as you are aware of him. * In this level, patience is a virtue! 2. Facility This is another tricky level, but as long as you just take on one or two guys at a time, it isn't that hard. The beginning is tough. Kill the guard in the first stall before you drop down from the vent. Take out a mine, and detonate it on the other side of the room to kill the rest of the guys. (You can kill them with your PP7, but it's just easier this way). Take all their guns, then get out and follow the top walkway to the double doors. Wait for the guard to come through, then blast him. Go through the doors, and look down above the railing, and there will be a guard in the corner. Take him out. Go down the stairs and through the double doors next to the now-deceased guard. Wait for another guy to come from the left, and take him out. Then take out the guard with the security card who has his back to you. Take the back way down the hall to the lab. Open the door to the lab (you know it when you see it, there's test tubes and such like in there), and open the door on your left, and kill the two guys there--quickly. Now comes the crucial part. You are looking down the hall from the lab, towards the bathrooms. Take out your launcher, walk forward, and open the first door on your left. This is another lab with two guys in it. Fire ONE rocket at the guy at the far end of the room, and then RUN back to the recess on your right (relative to your position coming back from that room you fired the rocket in). Once there, wait a few seconds, then fire at the pillar in the middle of the room opposite you. Everyone else should die. Don't wait too long, or else the guys will come and fire at you and you won't have time to react, and you have nowhere to run. What you just did was kill the three guys who are guarding the computer that activates the door, in the minimum amount of fuss. Now, blow up all the boxes you can find to get the ammo, activate the computer, and head off into the next room. Kill the two guys to your left with the PP7, then get out your launcher. Open the next door (remember, it opens quickly) and fire only one rocket straight down the middle of the hall. Try to aim at the point between the three guys! Sometimes, all of them will be killed, sometimes not, but in any case, don't wait around to see what happens. Duck back into the room and kill any that come with your Soviet. That includes the three or four guys who magically appear at the noise. Once everyone is dead, check the two rooms for Dr. Doak (it's just easier to do this while you're here). Here's the next tricky part. Open the two doors, and wait with baited breath (and your PP7) for the wandering guard to appear. Kill him. Then, take a RIGHT and kill the guard waiting around the corner. Now, for some reason, two or three guys should home in on you, but they are easily disposed of with the Soviet or PP7. Don't worry about noise. Check the middle room for guys, and then activate the door leading to the lab area. Kill any guys you see on your way. Also, a guard almost always comes up behind you in this part and tries to kill you. I don't know where he comes from, but be ready for him. Kill the two guys behind the stack of boxes (Use your PP7, the last thing you need is a swarm of guys). Go up the stairs and kill the guard standing there, and the guard standing around the next corner. Peek around the corner down the hall to the labs, and you should see a guard or two wandering around. Blast them with your Soviet. Try to grab the attention of the two guys in the dark corner at the end of the hall. Kill them. Look around for Dr. Doak again. If he isn't here, he is in the room where you have to activate the security door on the right. Go all the way back there and talk to him. You don't need to kill any of the guys in here unless they happen to see you. Now, go toward the bottling room. Kill the two guys with their backs to you, then use the decoder. Talk to Trevelyan, plant your mines, detonate, and leave. Done. Remember that you only have four mines, so be sure that at least one blows up four tanks. 3. Runway The runway has a lot of luck involved. The problem isn't getting killed, it's the fact that so many times the airplane gets blown up! Try to accomplish everything as quickly as possible, and don't go for the tank. Instead, use the rockets that you pick up from the guy near your start point, the two guys guarding the airplane key, and the wandering guard. Once you get the rockets, run along the left side of the runway and plant a timed mine on the first gun on your left. Then, take out your rockets and as quickly as you can, fire one rocket at each of the remaining two gun emplacements (they're kinda far away, but if you're reasonably accurate the explosion will take them out), and one at the heavy-duty gun whatchamacallit. Now run for the airplane, and try not to get between a guy and the airplane, because the guy will invariably miss you and hit the plane. Good luck! Jason Hoerner (Jason.Hoerner@3do.com) also provided these tips for the level: There is a trick on the Runway to eliminate the risk of the plane getting blown up. If you run forward and activate all the enemies with rocket launchers and then run back and hide around the corner, you can fairly easily kill them all if you are a good shot. Then you can finish the level normally. 4. Surface 1 This is an easy level. Just run/strafe a lot, and don't waste time killing guards. Accomplish your objectives quickly and get out. 5. Bunker 1 This is a mini stealth-mission. Use your PP7 unless told otherwise. Ammo is not a problem, so don't worry about how many headshots you're getting. Open the door, and kill the two guards with as many bullets as it takes. Focus on the guard in front of you first, then take out the other one before he trips the alarm (if that happens, restart). Take the rockets. Go back through the airshaft, and take out the security camera by that big blue thing (what is that, anyway?). Open the sliding doors, look to your right, and take out the guard standing there with a single shot. Another guard will come running, take him out too. Wait a while and another wandering guard will show up, say cheese! Now, step out into the hall and look right. There is a guard just standing there at the far end of the hall, at the bottom of the steps. He will see you and start to fire. Back away! Wait for him to come running, then let him have it. Head to your left, look around the corner, and take out the security camera. Then run into the corridor and you will see a guard. His shot is easily sidestepped, or you can preempt his attack altogether with a couple well-placed shots. One or both of his buddies will come running; take them out as well. Now, go back down the hall to the stairs; instead of going down them, take a right. There is a guard at the end of the hall here, kill him quickly, then take out the security camera. Follow the corridor around the bend and down the stairs to find another guard. You know what to do. Go to the room with the computer you need to download the data from. Open the first set of doors but not the second. Look through the glass and pick any guy, then kill him with one shot to the head through the glass. Step out into the corridor and shut the door. Guys will come running, kill them quickly. They should only come one or two at a time. Just sidestep a lot and fire rapidly and they should get disposed of. Check the room to make sure no guys are left, then take out your launcher and go towards the main room. At the bottom of the steps, look to your left. There will be a guard with double launchers in the corner closest to you. Kill him quickly with the rocket! If you have time, also fire a rocket at the glass doors at the opposite end of the room, this should take out both guys over there, but don't do this if a million rockets suddenly start flying towards you. Get back up the stairs and keep aim at the entryway to the room. As soon as a guy shows up, blow him into the great big penthouse in the sky. Do this for a while until the place is quiet. One or two guys don't get involved in this carnage. One is in the opposite room with the last security camera. Take him and the security camera with the PP7. Find and kill any remaining guards as well. Now, to save problems later, go towards the long flight of stairs you would go to exit the level. As soon as you hear a rocket fire, back away! Sometimes, the blast will kill both the guys up there. If not, wait a few seconds with your launcher, then blast a rocket as far up the stairs as you can aim without hitting the ceiling. This will surely take them out. Now, go back and get the key, take your picture, yadda yadda yadda, and get Boris to activate the computer. Use the datathief, and run like hell to the exit. Have your launcher out. As soon as you burst into the main room, hopefully the black guys should still be in the hall, just about to open the glass doors. Fire a couple rockets at the door, and stand off to the side, a little ways away. Most of them should die, but some may survive. Sidestep any rockets fired. Fire one more rocket at their feet, and run through when it's safe. Exit level. Done. Tip sent by Andrew Maynes: Once you've killed the two guys in the room ahead and checked for guards, go out into the hall, KNEEL, and look down the hall towards the control room. Stay where you are, or at least stay well back of the stairs. The guard down the stairs will eventually see you and shoot. Unfortunately for him, his rockets don't travel through the floor to hit you like his bullets can, and the rocket will blow up on the stairs. Even without kneeling he'll hit the stairs most of the time, and eventually get too close and blow himself up. The fun thing is sometimes a comrade will come running and blow himself up too. 6. Silo This is another extremely tricky level because of the cramped corridors, and the scientists always seem to get killed! Start off by killing the first guy with a PP7 shot to the head. The other guy on the top of the stairs usually kills himself by hitting the top of the stairs with a rocket and then running into it, but even if he does miss it, it is easily sidestepped. Now armed with a rocket launcher, creep around the corner until you can barely see the guy on the other side of the hall. Fire once at the wall OPPOSITE the wall that borders the fuel room, otherwise, a scientist is in extreme risk of getting killed. This should kill both guys in the hall, and depending on how fast you were, it might kill a third, too. If not, another guy will come out the door. Kill him with your slapper or PP7. Enter the fuel room and kill the only guard in there with your slapper. Pick up the keycard, control circuitry, and plant a plastique, then get out your rockets again. *Note*: make sure the scientists have left before you open the door to the next part of the Silo! When you open the door, a guard will be either moving toward or away from you, and there will be another guard at the end of the hall. Fire a rocket at the wall at the end of the hall, this will surely kill one guard, and hopefully both of them, but do not wait around to see what happened. Retreat back into the fuel room and wait with your PP7 for him to come running. Sometimes, a stray rocket blast from them will enter the fuel room; this is why to make sure that the scientists have left, otherwise they could be killed. Another way of getting rid of the guys beyond the fuel room here was sent in by Jason Hoerner. What you want to do is to fire a rocket up near the ceiling a little bit to the right of the door (from the bottom of the stairs). If you aim too far left, you will kill the scientist that had the keycard (oh well, he had no business being there!) and if you aim too far right, you can accidentally blow up the Plastique you placed on the fuel tank (instant death!). With practice you will know the correct spot to aim at. Often the rocket will kill both enemies, but if it doesn't, I just fire another rocket at the same spot. That way you do not need to wait for the scientists to leave. That done, it is now safe to enter the hall. Take a right and cut down the guard beyond the next door with your slapper (This is the room with the shuttle). Then, take aim at the door leading to the next hall and fire a rocket at it. When the blast clears and you hear the door begin to open, fire another one. When that clears, it should now be reasonably safe to enter. There will be a couple guys at the top of the stairs, with lots of flammable barrels next to them! Fire a rocket at them and kick back and watch the fireworks! Wait a while until the dust clears, then use the same tactic you used in the beginning; fire a rocket at the opposite wall of the hall to kill most if not all of the guys. Beware, there is a third guy farther back that usually survives this blast. Just be aware of him, and he won't pose a threat. The next room is tricky. Have your PP7 out. Open the door, and quickly shoot the guard you can see in the head. Then, his buddy will come running from the right. Cut him down. Sometimes, there will be an extra wandering guard in here as well; shoot him as well. Again, get the keycard, circuitry, and plant your plastique, and scare the scientists into running. Keep out your PP7. Open the door, and stand a little off to the right of the door. Inch around until you can see a guy, then kill him. There is another guy at the end of the hall who will not run towards you. Make a mad dash towards him, strafing to avoid rockets, and blast away with your PP7. Now, there is a guard off to your right that you can easily kill without even seeing him with a rocket blast to the wall. To your left is another guy. Use the same tactic. Take a LEFT, and open the door to where you can see the shuttle; there is a guard here who may cause you trouble if you don't kill him. He has his back to you, so use your slapper. Turn around, and head to the other end of the hall. Get your launcher out. As soon as you open the door, back away and fire a rocket. Usually, both guys will be killed in this room, but not without them firing a rocket at you. Retreat down the hall back towards the fuel room to avoid getting hit. When everything settles down, go back. Open the second door, and again back away immediately while firing. Many guys are in this room, but most will be killed by your initial blast and them running into their own shots. Make use of the doors; open and shut them as necessary to set traps for guards. When it is clear, it is now safe to go again. Head up the stairs, and peek around the corner. If you made a big enough ruckus, there will be no one here, but otherwise there will be about three guys. Again, fire at the opposite wall and they should die. Get out your PP7, and open the door to the third fuel room. There is a wandering guard in here; kill him quickly. Grab the DAT, circuitry, keycard, and plant your plastique. Get rid of the scientists. Use the same tactics again for the next hall. Once everyone is gone, take a left to get the body armor in the shuttle area. Then, head down the hall and open the door. Quickly fire a rocket at the single guard at the end of the walkway, and then open the next door and back away, firing another rocket quickly. Many of the guys are now hiding behind boxes in this room, so it's doubly tough, but most of the time if you retreat and shut the door they will end up killing themselves. If not, get your PP7 out and run/strafe between the boxes, shooting madly (WARNING: this won't work if there's more than about two guards, too much firepower). Everyone in this hall should now be dead. Open the door to the satellite room, and kill the one or two guards in there. Shoo away the scientists, take your picture of the satellite, and plant your last plastique. Now, take a deep breath, we're gonna take on Ouromov! Stand far to the right of the door and open it. Inch around and fire away at the first guard with the PP7. Now, get back and wait for the 2-3 guards to come. You know what to do. Now, run into the room and run towards Ouromov. He will fire one rocket directly at you. Sidestep it, and as soon as you get close enough (about 3/4 of the way down the hall) he will run away. Ignore him. Fire a rocket at the end of the hall and all the guys who are flanking the corridor should be killed. Just to be sure, peek around both sides before proceeding. Head to your left (where Ouromov ran) and open the door to the shuttle room. Kill anyone you see with your PP7, but if there are too many retreat quickly and fire off a rocket at the wall next to the door. Now, take out your launcher, open the next door, and fire off one shot as quick as you can at the floor between the two guys, then retreat. If anyone follows, use your PP7. Now, the level is reasonably clear. Run a mad dash toward the elevator. If you run fast enough, there are enough twists and corners to where guys will not be able to hit you. Congratulations, you've just beaten the Silo! Tip sent by Andrew Maynes: In Silo, when you're on the catwalk right before the room with the crates along the hall (which is right before the Goldeneye satellite room) if you look up and behind you above the door you just came through you'll see another catwalk and, through the door, a guard. Obviously, because of the limitations of the game any guards not in your direct line of sight cannot fire, allowing you to blast away with impunity (I love that word, impunity). Not only will you dispatch that poor slob but others near him will feel nice and toasty as well. The best part is that any stragglers who missed the blast are quite vulnerable as they run along the catwalk. Be careful when they reach the other room (Ourumov's) because if you blow away anyone in there others will come after you. Look for other guards on other catwalks earlier on in the level (the missile launch rooms) who can also succumb to a helpless fiery death. 7. Frigate The thing that makes the Frigate so friggin' hard is that you only start out with 20 bullets. Count 'em. The other thing is you have to rescue hostages, and you obviously can't use your launcher. So you have to be a very good shot, or you aren't going to have enough bullets to make it to the end. The only thing good about the hostage bit is you don't have to shoot to kill; instead, you can simply just shoot the guy once, anywhere, and he will come after you. Of course, it's easier to use a headshot; then he's just out of the picture. One other thing: unless it's said otherwise, use your slapper! You have next to zero bullets to spare, and using rockets will get you killed in a hurry when the guys home in on you. So just get in their face and slap away! Start off by heading up the ramp and taking a right. Go up the stairs and through the door at the top. There will be a guy at the far end of this hall, and he may or may not shoot at you...if he does, then just sidestep it and slap him. At the end of this hall, there is a door to your right. Get out your silenced Deutche, and open the door. Quickly aim at the guy's head and shoot, then drop back, switching back your slapper. Kill his buddy when he comes running. Now, turn sideways so your left side is facing the door and you are looking down the hall that you just came from. Get out your Deutche again. Sidestep into the room and take aim at the guy in the next room who's holding the guy hostage. This is tricky because he's standing almost right behind him. Just shoot a few times in his general direction, but if you're good, it is possible to nail him with a headshot. Another guy will come running from that room, take him out with the slapper again. Go into that room and take a left. There is an open doorway directly in front of you. Go through it, then get back quickly. Two guys will fire; one will miss the doorway entirely, and the other will hit it, killing one when they come running. Finish off the remaining guy when he comes. Head into the hallway again and go right. Run down the stairs and kill the guard down there as best you can. Go around the corner and fire a rocket at the wall next to the guy standing there, then get back up the stairs. Aim at the bottom and kill anyone who comes running (avoid rockets as necessary). When things quiet down, go down again, and then go right and straight. Fire a rocket at the bottom of the stairs in front of you and at the guy at the top of the walkway. This should bring more guys from downstairs, finish them off. Go into the room with all the boxes (backtrack a little). If there is still a guard there, kill him with your slapper, and then blow up all the boxes with your rockets to get lots of ammo! All right! From now on, as long as you don't waste it, ammo shouldn't be a huge deal. Go all the way back up the stairs and take a right through the door to get outside. Go up the stairs to the door of the bridge room. Get out your Deutche. Open the door and kill the guard with the hostage, then get back. The guards here have an odd way of getting to you...they go all the way around the frigate and sneak up behind you. Knowing that, go in and take the first door on your right. Kill the guard who has his back to you (with your slapper, of course), then keep going and kill the next guard (all right, double rockets!). Go back into the bridge and wait for the two or three guys to show up, and kill them. Defuse bomb. Now, go back again through the door to where the guy with the double rockets was. Go through the door in front of him and take a left. Kill the guard there, then turn around and head to the other end of the hall. Go through the door and take a right when you can. Go to the end of the hall and open the door. Plant the bug on the 'copter. Open the garage door (I guess that's what it is) and open the door in there to see three guys with their backs to you. Kill them one by one with your slapper. It's pretty easy from here. From now on, use your Deutche. Make your way to the engine room, and make sure you save the two hostages on the way. Once in the engine room, disable all the stationary guards in here with headshots from the upper walkway. This includes the guy holding the hostage. Defuse the bomb. Leave. Tip sent by Andrew Maynes: Go up to the main deck from the boat and go to the stairs on the far side. Stand at the bottom of the stairs that lead to the stern and face the door. A guard you can't even see will fire a rocket and kill the guy behind the door, and another guy that comes running. And if he's really stupid he'll kill himself. More twisted goodness. 8. Surface 2 Yet another easy level. Use the same tactics as the first surface. This is even easier, because almost no one has a rocket. 9. Bunker 2 In this walkthrough, I will expect you to be proficient at the use of throwing knives. If you are not, go check out Ian Rogers' walkthrough in GameFAQ's, under the section "How to use a Throwing Knife", and learn how. You will need it. Get out of your cell and kill the guard, then use your watch magnet over the sewer drain thing and get the throwing knives. Get them out and exit the cell area, then head to your left. *Note: Remember to always have your throwing knives cocked and ready to throw, otherwise a guard may fire before you can throw them!* Wait for a guard to come, then kill him. Now, run up the stairs and take a right. If there happen to be any guards here, kill them as fast as you can and shut the door. Have your knives ready, and look through the glass. About 6 or 7 guards will eventually wander through this door, usually one at a time. Just as they are about to open the door, open it for them and kill them with one or two knife throws, then pick up your knives and get back, shutting the door behind you. Repeat this for a while until no more guys come. This takes some practice. Now, open the door and step in full view of the hall, looking right as you do so. There will be a guard standing by the camera at the far end. When he sees you, drop back and wait. Kill him when he comes running. Now, turn around and fire a rocket at the door with the two guys in the room (make sure you're far away). Both will be killed. Enter and pick up the staff list. Now, head back into the hall and fire a rocket at the security camera at the far end. Another guy will come running; drop back and kill him with the knives when he foolishly shows himself. Now, open the door to the room with the big blue thing (whatever it is) and fire a rocket at the wall underneath the camera, it should be destroyed. An alternative method of doing this is to fire at the wall from the outside, its blast radius should be sufficient to take out the camera (you will hear a slightly louder explosion if it does). Head into the room with the computers (where the mainframe was in the 1st Bunker). Look into the room, and before you open the door, take aim at the computer next to the guy standing on the other side of the room with your rocket. Open the door, fire quickly, and then drop back. If it kills him (and 95% of the time it will), great. Go in, use a rocket to blast the camera, and pick up the key. If not, well, you need to work on your aim. Wait until he comes running, then use your knives. Now, head all the way back to where the room with the safe is (by the cells). Get your knives ready, take aim at the guy in the middle of the room, open the door, fire quickly, then drop back around the corner and kill the guys that come. (There are two, assuming you managed to kill the guard when you opened the door). Find and pick up the safe key, then go in and get your double silenced PP7's (yay!!), with very little ammo (doh!!), and the Dossier. Head to the room with the CCTV tape (take the long way, the way that you've already cleared out.) Kill the only guard in there with the knives (or PP7's, if that is your preference, but make it a headshot), and pick up the tape. Now, get out your launcher, open the door to the vent shaft, and fire a rocket quickly in the general direction of the camera in there (it will be a little ways above your head, on the opposite side, coming from the room with the CCTV tape). It will be destroyed. Head out the way you came and take a right. Things get scary now. Fire a rocket at the bottom of the stairs. Both guards flanking the stairway will be killed. It will also call the attention of a few guards. Wait at the top of the stairs until they come, then fire another rocket at the base of the stairs and immediately drop back. If any more guards come, fire a rocket at the end of the hall and sidestep any rockets. Repeat as necessary. This should dispatch all of the problem guards. Head down the stairs, and before you ever see the camera to your left (or more appropriately, before it ever sees you), fire a rocket at the wall just next to it and it will be history. CHECK FOR GUARDS!! Several times at this point a guard snuck up behind me and blew me away. He usually came from the stairs that you just came down from. I have no idea where he comes from before that, but make sure to check behind you at this point. If you see him, blast him with the rocket. Facing away from the stairs, take a right and head to the end of the hall, then take a left. Open the first set of doors, and peek through the glass of the second set and take aim at the first guard you can see on your right with the PP7's. He has the casualty list. Shoot once through the glass, at his head, and get back!! Get your launcher. As soon as the door opens, fire! Now, shut the first set of doors, and wait for more guys to come. Don't wait for them to open the door, but when you see them head through the first door, fire and they will be killed. Get out your PP7's now. Make sure no one else is coming, and enter the room. Look left, and strafe to your right. This room has four recesses (I think, I'm writing this from memory) on the left side; what you are doing now is flushing out all the guards in them. There will usually be one guard in the second recess, two in the third, and only one in the last one. Just rapidly fire your guns at them and they won't have time to react (plus, no one will hear, so they will wait for you!!). Once everyone's dead, find the casualty list and head towards the main room. Don't fret, we're almost done, and we're past the hard parts! Go down the stairs and peek around the corner into the main room. Shoot at any guards at the far end of the room, and this should call the attention of some guards. Fall back to the top of the stairs, and aim at the entryway. Blast away when you see them come running. Repeat a few times until no one else comes. Now, fire a rocket at the guard at the far end of the room, in the little recess with the last security camera. He will die. Blast the camera from this distance as well. Get your PP7's out (it's safer), run into the room, and take aim through the railing at the guys standing in the room at the top of the stairs. Try to kill both of them, but one is all right. Wait for him to come running and kill him. Everyone in the level that poses a threat is now dead. (There are two guards in the back alleys where the three drone guns are, but there is no reason for you to go back there, and the guards will never hear anything that goes on in the main part of the level. Go there only if you are a hotshot who absolutely needs to kill everyone in the level.) Go get Natalya and exit. 10. Statue Very easy. Don't worry about the guards running around. Just run to Valentin, then run to the Statue (don't forget the armor), and the rest of the level has normal guys. They shouldn't be a problem, anyway. 11. Archives Again, very tricky because of cramped conditions, and because there are a lot of wandering guards. This method utilizes a very strict time schedule. This is to catch wandering guards when they are facing away from you or to surprise them when they open doors. Another thing, always use your slapper until told otherwise! If you don't, everyone will zero in on you and you will have no hope of surviving. You start off in the interrogation room. Quickly kill both guards, then pick up the gun and ammo, but do NOT use it! Exit the room and take a right. Kill the guard before he can get a shot off. Run up the stairs and take a left. If you did it right, you should now be walking right behind a guard toting double rocket launchers. As soon as he reaches the intersection and starts to turn, slap him ONCE in the intersection and get back. Guys flanking this intersection will fire, killing all three of them. Go forward to the door directly in front of you. Another wandering guard will open it, so kill him. Now, retreat back the way you came and take a left. In the last room on your right, there is another guard; kill him. Now, again backtrack and go down the hall to the other end where there is a door. Behind this door are three guys who may cause trouble later. Open the door, wait until the guard immediately in front of you aims, and then shut the door and retreat. Everyone will die. Enter and pick up all the guns. Head downstairs like you were going back to the interrogation room. At the end of the hall, go through the right door and surprise the guy behind the boxes to your immediate right. Then head back the way you came. Head back (again!) towards the main part of the archives where you killed the lone guard in the last room in that hallway. Wait a few seconds, then open the door, and immediately kill the guard on your left before he can react. Now, somewhere in here there is a wandering guard. If you did all of the above as fast as possible, and then waited a little bit before opening the door, he will have his back to you and will be walking away, towards the double doors to your left. This takes precise timing, but you'll get used to it. Kill him. Now, run down to the lower level and kill the guy wandering around down there when his back is to you. Finally, there is a guard behind the bookcases back on the first level, straight ahead from when you first entered this room. Now, take out your rocket launchers and make sure you have the max quota loaded. Open the first double doors on your left; the ones you would go through if you were trying to get the cheat for this level. Take aim at the far end of the wall, there is a guy stationed there, but you can't see him right now. Fire, then immediately retreat back to where you killed the final guy behind the bookcases. Fire a rocket at the double doors on the extreme right side of the room, and fire another rocket at the double doors on the left (these should be open because you opened them). Now, when you hear another door opening, aim down below and fire at the table as soon as the guard there gets close. Both guards down there should be killed, if not, use another rocket. This kills almost everyone in that room that will cause you grief. Now, go to the door that leads to Natalya. Don't open it, but go to the next set of double doors (if you're facing the single door, the ones I'm talking about are on your right). There is a wandering guard in here along with a stationary guard. Kill both. Be wary now, sometimes there is a guard clad in black clothes that is running around. He is easily killed, but don't let him catch you off guard. Now, go to the single door again (the one that leads to Natalya). Get out your PP7. This is purely precautionary. Hopefully, you will not use it, but if things go extremely sour then all I can say is, I hope you are a damn fine marksman. Stand to the right of the door and open it. Inch around EXTREMELY slowly until you can barely see Natalya, then go even more slowly. As soon as she cries "James!" then it's safe to leave. Oddly enough, the guards will allow her to follow you and they never even saw you. This is good. Go talk to Mishkin, get the recorder, and leave via the windows. Done. Here is an alternate method sent by The Bearman Boxer jharris@soncom.com Slap both guys in the interrogation room, then run out and slap the guy in the hallway. Now look up and wait for the guy to walk by, then run up and through the door. Run for Natalya, but slap the guy behind the door at the end of the catwalk; he might blow up Natalya. Go get her and run down the steps and go into Mishkin's room. Go around the boxes then come back, this makes him walk out the door so shut it and talk to him. Once you get the key, run out the door, blow up the window and exit. 12. Streets The Streets are pretty easy, but you have to keep moving! Again, ammo shortage isn't an issue, so be liberal with your bullets. Peek around the first corner and kill the first guard as best you can with a headshot. His buddy will come running; kill him, and then kill the last guard that comes. Now, run out and defeat the two or three guards out in this open area, use whatever strategy works. Use rockets if you're desperate. Hop in the tank and go to the alley where Valentin is. Kill the first guard you see out in the open, then run to the first window on your right. Inside is a guard and the body armor. Just get in the guy's face and keep shooting, then get the armor. Now head out, to where Valentin is, talk to him, then turn around and guard the doorway. If you see anyone, shoot them. When Valentin finishes, go and just run through the entire rest of the level. Don't worry about the tank, it's too hard to maneuver quickly to dodge rockets. It takes a little longer, but you're not under a time constraint so it doesn't matter. Keep your PP7 out and disable anyone who tries to take a potshot at you, but as long as you keep weaving around the guys won't get a lock on you. Just don't run into any explosions, and you'll make it. 13. Depot The Depot is not very hard once you know what to do. Ammo isn't too big of a problem, so don't worry about it. Start off by nailing the first guy with a headshot. Now, turn around and head towards all the large crates. Along the wall is a guy. If you can, get him with a headshot. On the other side of this crate is another guy. If you go to where his buddy was, and take a left, you'll be right behind him. Kill him. Now armed with some rockets, head towards the computer room. Fire one rocket on each side of the doorway, and both guys flanking the door will be killed, along with the other guys who come running. If you missed one, he will open the door, and you know what to do. Go in, and go to the right. Fire a rocket at the first computer you see (don't go too far to the right, because the drone gun will see you, and that would be bad). The guy there will be killed. Now, go to the other side, and aim upwards, but don't look around the corner yet. Sidestep and quickly fire at the drone gun, then get back. It should now be safe if your aim was reasonably good. Go in and get the key, and don't |
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Another GoldenEye 007 Walkthrough :
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