GoldenEye 007 - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for GoldenEye 007 - Strategy Guide (Page 01).
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Goldeneye 007
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The FAQ
For the N64 Gaming System
Version 1.9
4/5/00
Written by Ian Rogers
mr_bean88@hotmail.com
Drop me a line if you liked my FAQ, have a question, or just want to say hi.
Revision History
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Version 1.9
4/5/00
It's been a while, hasn't it? On this update, I've fixed a bunch of errors,
and added a few new Tricks and Bugs. Oh yes, and the new Goldeneye Codes are
now on this FAQ, and can be found in the Codes section. Take a look at them
if you really, really, really want to try out those cheats! I also have a new
section that describes the old cheats that are no longer in the final version
of Goldeneye, including Line Mode, and Invisibility in Multiplayer.
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Version 1.8
3/2/00
Well here we go, another update! I've added four new Tricks and Bugs,
including a trick to rename the Egyptian Temple, one to jump out of the Aztec
Pit, and a trick to make guards float! See the Tricks and Bugs Section for
more Info. Some more information has also been added to the Q Watch Section,
the Level Walkthroughes, and the Weapons FAQ.
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Version 1.7
2/17/00
Well, this has been the first update to this FAQ for a long time. I added a
lot more Tricks and Bugs, found out 2 new Stupid Things Natalya Says, found
some body armor in the Streets and the Frigate, added some cool links to
Goldeneye websites, and updated the Enemy Rockets FAQ.
Also, the Big Update Note. I am no longer in control of the best level times!
That honor now belongs to Karl Jobst and his FAQ, which is also available at
Gamefaqs. He is posting the best times for both Agent, and 00 Agent, so go
visit his FAQ!
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Version 1.6
1/25/00
This was the first update in two weeks, and it was a big one! I added more
Stupid Things that Natalya Says, and I think that I might have a full list
now. I also got some faster 00 Agent times, and some new Multiplayer games.
The Weapons FAQ has also been updated a little, and I found out how to get on
to the Observation Deck in the Frigate (See the Tricks and Bugs Section).
Finally, the Depot and Aztec Level Walkthroughes have also been updated, since
I finally got a specific Body Armor count for the Depot. And of course, I
fixed a lot of errors.
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Version 1.5
1/9/00
I added lots of things to the Tricks and Bugs section this update. This
includes the Null Weapon Trick, which as far as I know, is exclusive to this
FAQ! Well, maybe someone else has it.... Anyway, thanks to Mike
for telling me about it.
Oh yeah, I also added two more Invincibility Cheat Methods, added a full list
of Smart-aleck things that Alec Trevelyn says, and fixed more errors.
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Version 1.4
1/3/00
Worked on a few more little things this update. I found out some info on the
Island of the Dam (Thanks to James Minning) and finally completed that
section. I also added the Xenia on the Frigate Rumor (to the Rumors section,
no less) as well as a link to a cool website about the All Bonds Cheat (found
in the Other Websites Section). The Acknowledgments section also got some
more names added on to it. And of course, I fixed some more errors and added
some more Frequently Asked Questions.
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Version 1.3
12/28/99
Let's see, let's see.....updates, updates. I added the list of Rare employees
that you can get using the Secret Characters Code to the Characters List. Oh
yeah, I also fixed a few walkthrough and grammatical errors. There are also
some new Frequently Asked Questions on the list.
Does anyone else see a pattern to when I update this FAQ? Because trust me,
it's just a coincidence.
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Version 1.2
12/21/99
Fairly good sized update here, I added a few more Tricks, fixed a few errors,
and put up a few more Frequently Asked Questions. I also proved that the
"Open Locked Doors" Rumor was true, thanks to Sean for that!
But the big update thanks go to Karl Jobst and Greg
Whatmore, for sending me their best level times, as well as an Alternate
Invincibility Cheat Method, and a new way for beating Trevelyn! Thanks for
your help guys!
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Version 1.0
12/14/99
Finally, this FAQ is finished! Well, maybe not quite. I still need more
Invincibility Cheat methods, and some info on the Island of the Dam, but that
can be added in the next update.
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Goldeneye is a game like no other. Sure, on the surface, it may seem like
your average, boring, shoot-em up Doom type game, but it really isn't.
Of course, I know that everyone already knows that Goldeneye is the greatest
shoot-em up game ever, I just needed to restate the point.
And also, I have recently come to the sad, sad conclusion that not everyone
has beaten Goldeneye. No really, it's true. And that's not saying much.
That's where I, Ian, the self-proclaimed Goldeneye Master come in. Not only
have I beaten every level in the game on every difficulty, I've also gotten
every cheat there is. But enough about me...
(My apologies to anyone whose feelings were hurt by my bragging)
So anyway, I decided to help out all of the suckers....I mean, dedicated
gamers out there that need help beating the game. Come on, you know you
wanna. Whether you need to get the Infamous Invincibility Cheat, beat the
Aztec Temple, or simply beat the Dam on Agent, I'm here for you.
Heh, heh, heh.
Of course, I've also got all the other stuff that I know you all want from a
good Goldeneye FAQ, a Complete Multiplayer Guide, A Weapons Guide, alternate
techniques for beating the hardest villains in the game, and a bunch of other
stuff that all true Goldeneye fans can't live without.
Have Fun.
Table of Contents
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I. Bond's Moves & Techniques
1. Basic Moves
2. Advanced Moves
3. Other Things to Know
II. Level Walkthroughes
1. Mission 1: Arkangelsk
i. Dam
ii. Facility
iii. Runway
2. Mission 2: Severnaya
i. Surface 1
ii. Bunker 1
3. Mission 3: Kirghizstan
i. Silo
4. Mission 4: Monte Carlo
i. Frigate
5. Mission 5: Severnaya
i. Surface 2
ii. Bunker 2
6. Mission 6: St. Petersburg
i. Statue
ii. Archives
iii. Streets
iv. Depot
v. Train
7. Mission 7: Cuba
i. Jungle
ii. Control
iii. Caverns
iv. Cradle
8. Mission 8: Teotihuaca'n
i. Aztec
9. Mission 9: el-Saghira
i. Egyptian
III. Cheat FAQ
1. Cheat List
2. Hints and Strategies
3. Cheat Guides
i. Dam
ii. Facility
iii. Runway
iv. Surface 1
v. Bunker 1
vi. Silo
vii. Frigate
viii. Surface 2
ix. Bunker 2
x. Statue
xi. Archives
xii. Streets
xiii. Depot
xiv. Train
xv. Jungle
xvi. Control
xvii. Caverns
xviii. Cradle
xix. Aztec
xx. Egyptian
xxi: Magnum
xxii: Laser
xxiii: Golden Gun
4. The Lost Cheats
i. Line Mode
ii. Invisibility in Multiplayer
iii. Maximum Ammo
iv. Extra Characters
5. The MIA Cheats
i. Debug Mode
ii. Extra Weapons
iii. The Extra Health Cheats
IV. Multiplayer FAQ
1. Overview
2. The Scenarios
3. The Levels
4. The Weapons
5. The Game Lengths
6. The Characters
7. The Healths
8. The Aiming Options
9. The Awards
10. Tips and Strategies
11. Suggested Game Selections
V. The Weapons FAQ
VI. The Gadgets FAQ
VII. The Supervillains
1. Ouromov (Silo)
2. Xenia
3. Trevelyn
4. Jaws
5. Baron Samedi
VIII. The Fun Stuff!
1. The Top Ten Secrets
2. Codes
3. Tricks & Bugs, and Other Cool Stuff
IX. The Q Watch
1. The Options
2. The Controller Settings
X. Miscellaneous
1. Enemy Rockets FAQ
2. How to Use a Throwing Knife
3. How to Use the Golden Gun
4. The Race!
5. Alternate Invincibility Cheat Methods
6. The Land Across the Sea...
7. Rumors
8. Stupid Things Natalya Says
9. Smart-aleck Things that Alec Trevelyn Says
XI. Frequently Asked Questions
XII. Other Goldeneye Related Web Sites
XIII. Acknowledgments
XIV. Copyright Info
XV. The Closing Statement
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Pretty Long, eh?
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I. Bond's Moves & Techniques
*********************************
1. Basic Moves
This is just a small section of my FAQ devoted to the folks out there who lost
their instruction manuals, and it's also to make my FAQ look more complete.
All controls are for the default controller setting (1.1 Honey).
Move: Perhaps the most basic MOVEment of all, (bad pun intended) just use the
control stick to run around.
Fire: Perhaps the most IMPORTANT movement of all. Pressing Z fires any gun
that bond happens to have out at the time. If no gun is present, Bond slaps.
Switch weapon: Press A to switch to a different (usually better) weapon.
Open doors/Operate: Press B to open doors, use computers, ect.
Aim: Press and hold R, and a cute red little cross-hair appears on the screen.
You can also set it so that you can toggle aiming on and off.
Pause Game: Pressing start brings you to the Q Watch, essentially pausing the
game.
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2. Advanced Moves
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Switch to the Previous Weapon: Press and hold A, then press Z to switch to the
previous weapon on the list. Careful, because sometimes you may make a
mistake and accidentally fire that rocket launcher into a nearby wall instead
of switching. Hey, it happened to me!
Duck: Hold R, then press Down C to duck down. Release R, and you can move
around freely. Press R to stand back up.
Duck and Aim: Press and hold R, then hold bottom C to duck and keep aiming.
Tough on the fingers, but it works!
Lean: Press and hold R, then press Left or Right C to lean in that direction.
While leaning, you cannot use auto-aim, as releasing R will bring you back to
a normal position.
Look Around: Press the buttons on the control pad (the one on the left) to
look around. Great Graphics, huh?
Detonate Mines the Easy Way: Press A and B at the same time, and all of your
remote mines will detonate. This feature also makes it possible to throw a
mine, and then detonate it in midair.
Strafe: One of the most important moves of all; strafing makes you sidestep
around, so that you can face one direction, and walk in another. Strafing
also makes you go a little faster. To strafe, press Left or Right C. See the
next section for more info about strafing.
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4. Other Things to Know
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This section will tell you, the gamer, about some of the important "Sacred
Laws of Goldeneye", and some other stuff that I couldn't really fit in
anywhere else.
Law #1: The Railings and Pits Law
For some reason, bug or programmed trick, the enemies in Goldeneye can't shoot
over pits and spaces in the level. For example, on the Dam, if you're sniping
in one guard tower, and another guard sees you from another guard tower, he
can't shoot at you. Instead, he has to jump down the ladder, and run halfway
across the Dam to your guard tower, giving you time to nail him with a Soviet.
It's the same thing with the railings on the corners of the stairs in the
facility. This "trick" is especially helpful when defeating Jaws on the Aztec
Level (more on this later).
NOTE: For some reason, this law doesn't work with that big pit in the Aztec
Level, or with the high bridge near the ammo dump in the Depot.
Law #2: The Rules of Stealth
When you fire off a couple shots of silenced PP7 at as guard, no nearby guards
are going to hear. But when you pump a guard chock full of Soviet bullets,
guards are going to come. But, shooting only one shot off of the Soviet (use
the aimer) will not attract any guards. This is useful when going for head
shots on stealth missions. Another point is that shooting a Soviet and other
loud guns at drone guns, video cameras, and some computers will NOT attract
any guards at all. This comes in handy on the Bunker 2.
Law #3: Guards have Different Amounts of Health
You've probably noticed this already, but on 00 Agent most Russian Soldiers
can take one or two hits to the chest with the average pistol before going
down. It's also been noticed that most Janus Special Forces (the black guys
on the Cradle) can take MANY ZMG bullets to the chest. And or course the
Supervillains (such as Xenia and Jaws) are totally different, so they get
their own section of the FAQ.
Also Remember...
When using a PP7 (silenced or not), DD44, or even a Klobb, head shots are
ESPECIALLY important, because these are weaker weapons. When using more
powerful automatics, you can afford to aim for the chest because most enemies
will be a bit stunned after being shot, and automatics take advantage of that.
Know the Differences Between the Difficulty Levels!
I can not stress this enough. On Agent, enemies are easy to kill, there are
few objectives to get in the way, and body armor is plentiful. On 00 Agent
(And on Secret Agent, to a lesser extent) enemies can take WAY more hits,
there are usually more objectives, and of course, a lot less body armor.
Know the Law of Spontaneous Generation!
The Law of Spontaneous Generation is VERY important. Here, let me explain.
You know how in the Facility, sometimes, guys will keep coming, as if from
nowhere? Well, that's exactly it! They do come from nowhere! In most
levels, if you reach a certain spot, or set off in alarm, guys will start
coming from nowhere. That's the Law of Spontaneous Generation!
Know when and when not to trust Auto Aim!
A very important fact that few gamers realize is the auto-aim is more
affective on Agent than it is on 00 Agent. I guess the purpose of this was to
get you more used to crosshair aiming as you progressed through the game.
Ambushing is very important!
Remember that when an enemy turns a corner, there will be a short moment of
surprise. Therefore, the best places to ambush enemies are around corners!
This is a very important strategy, and you can use it in any level of the
game!
Know your Strafing! There are 3 different kinds of strafing.
#1: The Speed Strafe
Speed strafing is used when going for that certain Fast Animation cheat, or
when trying to escape your pursuers in the Living Daylights. Basically, all
you have to do is hold down the strafing button, (Left or Right C) and use the
control stick to point you in the right direction. Speed strafing is the most
important kind of strafing, and it's also the easiest to get used to.
#2: The Circle Strafe
Circle strafing is usually only done in Multiplayer. When you meet up with an
opponent, strafe around them in a circle (use the control stick to move in the
right directions), all the while firing at the opponent. If ever you should
become a victim of a circle strafer, RUN AWAY! (Using the speed strafe, of
course).
#3. The Mad Strafe
Mad Strafing is the hardest type of strafe to pull off successfully, but it's
usually worth it. To mad strafe, hold down the strafing buttons while firing
at your opponents, (with a high power automatic weapon of course) either
wounding them or killing them. Don't take too much time trying to kill guys,
just concentrate on getting to your goal. Mad Strafing is usually only used
on the ending to the Jungle level, Ouromov's Silo ambush, and the end of the
Caverns.
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II. Level Walkthroughes
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Let's face the facts, there are a lot of people that haven't beaten all of the
levels in Goldeneye yet, that's why this big hunk of FAQ is here. But still,
I like to know that I'm doing my part to help.
Level Walkthroughes are mainly for those people who don't know where the Comms
room key is on the Surface, or can't find Valentin in the statue. The Level
Walkthroughes also try to provide some strategies on how to get through the
level and get past certain tricky spots.
Of course, most of the strategies outlined here are strictly optional. If you
have a better way of beating Jaws or the Silo, then go for it! Also, feel
free to alter the strategies however you please, i.e., using this gun instead
of that gun, going into this room before that room, ect. Whatever works for
you is OK!
______________________________
Mission 1: Arkangelsk
______________________________
Setting: 9 years ago
Part i: Dam
Primary Objectives:
a. Neutralize all alarms (Secret Agent)
b. Install covert modem (00 Agent)
c. Intercept data backup (00 Agent)
d. Bungee jump from platform
Available weapons:
PP7 (Silenced)
DD44 Dostovei
KF7 Soviet
Sniper Rifle
Grenade
Gadgets: Covert Modem, Bungee Cord
Important Items: None
Body Armor: 2 (Agent Only)
Secrets: Hidden rifle bullets for the KF7 and sniper rifle are in the boxes by
the truck's gate.
Notes: Even on 00 Agent, the Dam is a pretty easy level. Agents will simply
have to get to the Bungee jumping platform to complete the level. You don't
need to go into the sewer unless you're on 00 Agent.
Walkthrough:
After a little cinematic overview of the first part of the level, we find
ourselves in a little corner of the wall. Carefully lean out and look around
the corner, and you should be able to nail the first guard right in the head
with your PP7. Grab the KF7 Soviet that he drops.
Walk across that little bridge thing (doesn't look very sturdy, but it holds)
until you get to a guard tower. Here you can get a couple a good shots at a
guard that's standing against the wall. You should be able to get him before
he gets to you.
Next, a guard will come out of the tower. Shoot him before he shoots you, and
run up into the tower.
Now you're in the guard tower. Here, conveniently enough, is a sniper rifle.
Take the sniper, and switch to it. Now go up to the side of the guard tower
that faces the tunnel. You should see two guards standing around. Zoom in
with the sniper (up C), not all the way, but enough so that you can get a good
head shot. Got him? Now the other guard should come running, but you can
snipe him easily enough.
Now walk out of the guard tower and pick up all the ammo that the guys
dropped. Switch to your PP7, and start walking through the tunnel. Excuse
me, make that start running through the tunnel, keeping close to the right
wall.
Now, you'll come up into another big area, and guys will start firing. Head
for the guard tower on the right. There's usually a guard around it, so nail
him with your PP7.
Run up into the guard tower, and Agents will find some Body Armor.
Anyway, get your sniper back out and aim for the little stone fort on the
right. If you zoom in all the way, you'll see two more soldiers in there.
Take both of them out, and look to the big stack of wooden boxes right next to
the fort. Shoot the boxes, (they all should blow up) listen for a guard to
yell out.
Now, stay on sniper and run out and collect everybody's ammo, then run up to
that big gate. If you find yourself dangerously short on sniper ammo, shoot
some of the wooden boxes with your PP7 and grab the ammo that you find. There
should be some buttons on the side of the gate, so press them and run in when
the gate opens. There's another gate, so open that one (darn thing has to
wait for the first one to close) then run out into the next area.
Quick! Zoom in with your Sniper and look to the left! There's a green
soldier running to the alarm! Well, you better shoot him before he gets the
chance to press it!
Once the green soldier is gone, run up to the next guard tower. Take out any
enemies that you see with your Soviet (You don't need to be silent anymore).
Important! Don't forget to shoot the alarm that the green soldier was going
to push!
Run up to the brown gate. Open it up, and you'll find a green guard, and a
guy with a Dostovei! Shoot them both and grab the DD44.
Now go out the door to the other side of the gate, and you should see some
wooden boxes on the right. 00 Agents should walk behind them, where they'll
find a little computer screen thing. Guess what this is????? OK fine, pull
out your covert modem and throw it on to the screen (Objective b: completed).
Alrighteeeee then, here's the gate to the Dam. But oh no! It's locked! No
matter, pull out your Dostovei (Any weapon will do, but the Dostovei just
makes it cooler), shoot the lock, open the gate, and run on to the Dam.
Now, all Agents should run across the Dam until they get to a little stairway,
then just run up there, jump off, and you'll complete the Level.
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End Agent Walkthrough
Now, lets get to the good stuff! All Secret and 00 Agents run up to the first
building on the Dam. Open the door and shoot the second alarm. No need to go
inside.
Climb up the ladder and grab your sniper. Aim across the Dam to the second
guard tower. You should see a soldier making his rounds. Zoom in all the way
and try to bump him off. If not, no biggee, just get him with a Soviet as he
comes running down the Dam in a vain attempt to catch you.
One that's done, run up to the second guard tower and do the same you just did
(shoot alarm, pick off the next guard) and then run down to the next tower to
get the final alarm (Objective a: Completed).
Now, all Secret Agents should run back to the bungee platform and jump off to
complete the mission.
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End Secret Agent Walkthrough
Now we come to the best of the breed, the 00 Agents! We now have to descend
into the hardest part of the level, so be ready!
With Soviet in hand, run all the way back to the first guard tower. Open the
door, run inside, and walk down the stairs.
You are now in the sewer (Some call it the Hidden Tunnel of Mystery, but I
prefer the sewer).
Look through the gate, and you should see a guard. Shoot him, and a few more
should come. Open the gate and enter.
Now, take a left. That is a LEFT! The other way leads to almost certain
death and destruction, yadda yadda yadda.
The sewer is hard 'cause there are a lot of guys here. Be sure to get the
ones that are far away (taking advantage of the scope on the Soviet).
IMPORTANT: Each time you enter a new "room" in the sewer, look behind you.
There is always a soldier hiding in the corner, waiting for a poor fool like
you.
Geez, that took a while! After a long trek through the sewer, you'll get to a
mysterious door. What is beyond, you say? Aladdin's treasure??? NO! It's
the computer room! There are a few guards in here but they shouldn't give you
any trouble.
Now go up to the terminal (if you blew it up, tough luck) and press B. The
Covert Modem will start to do it's thing, (Objective c: Completed) and you
can run back through the sewer, back to the first door, back on to the Dam,
over to the platform, and jump off (Objective d: Completed).
************************************************************************
Level Completed
Mission 1: Arkangelsk
Part ii: Facility
Primary Objectives:
a. Gain entry to laboratory area
b. Contact double agent (Secret Agent)
c. Rendezvous with 006
d. Destroy all tanks in the bottling room
e. Minimize scientist casualties
Available Weapons:
PP7 (Silenced)
DD44 Dostovei (Not Recommended)*
KF7 Soviet
D5K Deutsche (Not Recommended)*
Grenade
Remote Mine
*Note: Not recommended after a weapon means that in order to get that weapon,
you put yourself in either a lot of danger, or you risk failing a mission
objective.
Gadgets: Door Decoder, Detonator.
Important Items: Clearance B Keycard, Clearance A Keycard.
Body Armor: 2 (Both are on Agent only)
Secrets: There is more Soviet ammo in the various wooden boxes that are
scattered around the Facility.
Notes: Dr. Doak (The Double agent) appears in the following places:
The room with colored bottles, (on the left of the first stone hallway) at the
top of the stairs.
The room with the gray bottles to the right of the first stone hallway.
In the room with the gas pipes (located behind the second remote security door
on the right). It is not recommended that you enter this room to find Doak.
In the final hallway with all the scientists.
In either one of the labs to the left or right of the final hallway.
It is not recommended that you enter the room with the gas pipes (the right
security door, because of the danger of gas leaks, plus there are lots of
guards in there.
You should also note that one you get past the first security door, guards
will start appearing from nowhere to come after you. Once you get into the
upper hallway of the laboratory area, more guards will be coming, so watch
your step!
Walkthrough:
You start off in a scary vent place. Claustrophobics beware! Walk forward,
then take a left (the other way leads to a dead end). Now you should see a
little hole in the floor. Looking down, you see two toilet stalls. Walk
forward a little more and you should see a green object (it's a guard!) moving
around.
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